Fighting an Island?

lynnthekiller

Chieftain
Joined
Nov 26, 2006
Messages
4
I feel like I'm on Lost. :)

I'm a total gnubie at C4, and I looked through the posts but didn't see anything specific to my situation.

I've conquered my entire continent save for one small island off the coast. I've surrounded it with destroyers, bombed the crap out of it for like 30 years, and it won't give up.

Is there some easier way to take it over??


TIA
 
No.

Buld some transports, put some marines on the transports.

Continue your bomb the crap out of strategy until transports sidles up next to island, then select the marines and send them onto the island. End of problem.
 
You dont really need marines thou.. all combat units can do amfibious attacks in civ4 (they just receive a 50% combat penalty)
 
Sorry Gyathaar didn't see your post before I replied. So, I can toss whatever infantry I have on the transports and sick em on the island of Dr. Moreau?
 
To lynnthekiller, welcome to CFC.

Marines are the most effective for amphib assualt. Keep bombing and you will have it.
 
Thanks miller4242. :)


I think I'm far off from having marines though. I have SAM units now....

Let the bombing continue!!
 
If you don't have units with the Amphibious promotions (Marines get it for free) you'll have a 50% penalty while attacking from sea, as Gyathaar pointed out. If you have carriers though you could put some fighters on them and attack the units with them. They will at most reduce them to half their health and now you'll have more chances. If you bring some artillery and suicide it after the fighters, you can safely attack with normal infantry and win. I hope the AI doesn't have lots of units protecting such a tiny island. (it's a one-tile island, right? otherwise just land near the city)
 
A one tile AI island will have virtually no production, it must have starved/whipped to size 1 by now, and that one citizen won't be doing anything if you've surrounded the island. The island will be weakly defended and VERY slowly reinforced. I would estimate a maximum of 5 units. Just line up about 10 green unis and maybe five veterans. Send the ten new guys to some of their deaths, and then mop up with the vets. Artillery would be great for the ten new units.
 
A one tile AI island will have virtually no production, it must have starved/whipped to size 1 by now, and that one citizen won't be doing anything if you've surrounded the island. The island will be weakly defended and VERY slowly reinforced. I would estimate a maximum of 5 units. Just line up about 10 green unis and maybe five veterans. Send the ten new guys to some of their deaths, and then mop up with the vets. Artillery would be great for the ten new units.

I know it's off topic and all, but how do you best develop a one tile island with no resources? And how different is the approach if you've a financial leader?
 
If there are fishable resources, just whip for production and make sure you get up all the science and gold bonus buildings. If you just have 8 coast tiles and 12 ocean tiles with no bonus resources, it will take a huge number of turns to get a meaningful return on the investment and probably isn't worth it unless you need the location for some strategic reason or you get the city running very early in the game (and thus have time to let it mature).
 
I know it's off topic and all, but how do you best develop a one tile island with no resources? And how different is the approach if you've a financial leader?

You don't. A one tile island with no resources is absolutely useless economically. It's only use would be as a military staging base. If it has no food resources, you'd have to let it grow to size two with a food surplus of one, then whip a lighthouse, then wait forever for any other builds. It would take too long to pay back all the costs of maintenance.
 
Well if you have the Statue of Liberty and are running Mercantislism the city might well pay for itself because of the 2 specialists you get :)
 
Well if you have the Statue of Liberty and are running Mercantislism the city might well pay for itself because of the 2 specialists you get :)

effect of the SoL:
+1 specialist in all cities on same continent, more likely to generate Great Merchant
Building the SoL in a single tile, no ressource islnad is really the best move i can think of.
 
I know it's off topic and all, but how do you best develop a one tile island with no resources? And how different is the approach if you've a financial leader?

In addition to the above I have seen the AI use a one tile island just off a Continent (would work the same in an island chain. It could work four of the land tiles despite being surrounded by the sea itself. I still wouldn't have kept the city except for clam and corn. Have to say this must be a rare but useful situation.

It wouldn't be worth doing with or without financial unless you have the resources for growth => then whipping. To be worthwhile the city would need a lighthouse, granary, library and forge. I wouldn't want to try that with 2 food surplus and 1 hammer.
 
When I am very desperate for just a few extra votes, or a little bit of extra culture for that win... I"ll build a city on a single island tile. Actualy.. no I don't. But this is when I will take one over. :P
 
It's good to build on those little islands on a continent's map, since it stops the AI from putting a citynext to your territory when it's by your continent or it allows you to have a staging base close to their territory if it's by another continent.

The cities themselves are pretty much always going to be useless, but they can have strategic value.
 
It would be GOOD if they put a city there. I have never seen an AI send reinforcements via transport/galleon(other than the original Mayflower). Maybe they do, but I haven't seen it. It will just drain their gold and slightly annoy you.
 
The reason I ask is that I've started a game on a small island (barely room for three cities packed in as tight as possible, but with a trio of tiny islands for company), and a resourceless one tile island is the only place left to expand into before Astronomy.

Being financial, and with the colossus already built in my capital, coastal tiles bring in 4 commerce each. And it's a standard size map (and I'm only playing noble/vanilla), so the maintenance costs are tolerable. It's early days, so there's time to grow the population (once the lighthouse has been built) for future whipping/drafting.

The question, I suppose, is whether I should bother with any more buildings after the lighthouse... Or if, on the other hand, I should just save myself the settler build and concentrate on military units instead...

(Incidently, this start is a little out of the ordinary because I've got 18 civs on a standard fractal map, and I used the worldbuilder and repeated map regens to find a financial AI civ starting on a tiny isolated island, and then restarted from the worldbuilder save. Thus far I'm racing ahead in tech; with all that sea and no need to build a strong military I expected as much. The problem is that several mainland civs have started to conquer their neighbours, I can't get in on the action until I get Astronomy (which will knacker my colossus-reliant economy), and my production will never keep up with the mainlanders once they get developed. So I'm looking to squeeze every last beaker/gold/pop/hammer out of my empire to pick up every possible military advantage before the AI gets Astronomy. Then I'll trade for it, use my gold reserves to upgrade my forces, whip out an armada, and go a huntin'. :hammer: )

ps. You can get two hammers from the city if you use a citizen specialist! :woohoo:

Edit: You can get three hammers from the city if you run mercantilism and use two citizen specialists!!
:woohoo: :woohoo:
 
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