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Help on Sid Game

Discussion in 'Civ3 - Strategy & Tips' started by Own, Jun 22, 2005.

  1. vmxa

    vmxa Chieftain

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    I can't remember the number, but do the Dutch have any friends or is a case of you having all enemies? IOW what are the chances that the Dutch will get votes or even call for a vote?

    I want to say it is 5 turns, but it could be 11. I just do not get the UN much and forget. Anyone you can turn against the Dutch?
     
  2. Own

    Own Grasshoppah

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    There are 3 civs (well, 4, but Portugal could be killed in one turn by me) so I need to kill England enough so they won't be a candidate (from 25% land or pop) with MA with Dutch. Then the Dutch will be pretty gassed, so I can perfectly time a RoP rape (or failed tech steal) and take Amsterdam so I have to hold it for one turn. I will then ally England vs. The Dutch and England will automatically vote for me. But the Dutch are nearing 100k and 20k, and Amsterdam's main danger of being lost is by culture flip. This one will be tough.
     
  3. Ansar

    Ansar Détente avec l'été

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    Well, if you capture it in the lucky turn, call it crazy, what would come first, city flipping or UN Vote? :confused:
     
  4. DaveMcW

    DaveMcW Chieftain

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    There is one 100% sure way to stop a city from flipping... ;)
     
  5. killercane

    killercane Chieftain

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    Mass migration to Amsterdam and hold the barbarians at the gates! This thread has been an interesting read, Own.
     
  6. Own

    Own Grasshoppah

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    Would that be filling it with units? This game is looking bad, I don't think I can take England out of the UN candidacy and take Amsterdam before the Dutch's 100k.
     
  7. ts64

    ts64 Chieftain

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    As posted earlier, I have recently read that UN vote is held every 11 turns.

    To stop the city from flipping by packing it with units would probably require several hundred units. If you dont have that many units, then the only 100% sure way is to get a leader and rush your palace in the UN city. Then you "only" have to defend it until UN vote.
     
  8. vmxa

    vmxa Chieftain

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    I think Dave was refering to razing it. Of course no UN then. If the UN was raze canit be built again. I suspect it could if Diplo is on.

    ts64 is correct afaik only a palace is flip proof.
     
  9. Own

    Own Grasshoppah

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    No, it can't, cause it's still a wonder. I'm not worried about defense, cause with all that arty I can pillage the roads leading to the city. They won't even reach me. If the city were to flip, would the palace be complete before that? If not, it wouldn't help, unless I miss timed it.
     
  10. ts64

    ts64 Chieftain

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    You have to have a MGL that can reach the UN city and have movement points left so he can rush the palace the same turn you capture the UN city. A city can not flip the same turn it is captured, the palace will complete and then the city is safe from flipping. If you capture our build any more citys the same turn you rush the palace, be sure to rush it the last thing you do, otherwise the palace cost might rise and you find you have some shields missing in the box.
     
  11. Own

    Own Grasshoppah

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    If it can't flip the turn you capture it, then it won't matter, cause the election should be held that turn.
     
  12. Pentium

    Pentium Digital Matter

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    Bombarding roads will waste many artillery turns, and won't stop Dutch from taking it. Build barricades all around the city instead.

    That's what I did, but failed. I believe I would have made it if I had artillery (=3x as powerful as cannon).
     
  13. Drakan

    Drakan Voluntas Omnia Vincit

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    Thanks, this confirms my games and the ACS.

    You don't get a rep hit from gpt deals paying for techs if the civ dies. But you do get a rep hit if you were trading resources. :goodjob:

    The article Trading Reputation by Microbe confirms this point distinguishing between tech deals and resources deals:

    http://forums.civfanatics.com/showthread.php?t=113376&page=1

    7 + 1. I enjoyed reading that Sid game. ;)
     
  14. Own

    Own Grasshoppah

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    I will do it with extra artillery after I've taken the city. What are the base turns for fortresses and barricades? And how many turns do industrious workers after RP? I need to know how many workers I need.
     
  15. Pentium

    Pentium Digital Matter

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    16 turns for each.

    You should not have any extra artillery, all of them should be used for bombarding the city. You can never have too much artillery.
     
  16. Own

    Own Grasshoppah

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    Well, if I redline everyone (only 13 defenders, and that will be less when they get gassed by England) and get it to size 6, no more arty is necessary. Extra can kill roads.
     
  17. Pentium

    Pentium Digital Matter

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    You have to bombard 16 tiles. You need at least 16 artillery, but each has 75% chance of hitting, so you need 20-15 Artillery. 16 Warriors will do the same job for 160 shields, less than 2 Arty. Hm :confused:
     
  18. killercane

    killercane Chieftain

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    I was thinking you would jump the palace and hold them off if you had lots (and lots) of infantry and arty. Whats your army shaping up to be? The warrior idea is a good one, especially if you have some obsolete units lying around. Thats winning with creative flair.
     
  19. Own

    Own Grasshoppah

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    I have no military except a couple knights. Anyway, I have to attack England first, so they're not a candidate. Then I go for Amsterdam. I won't continue this for 3 weeks, as I'll be out of town. Just keep :bump: ing it up.
     
  20. Pentium

    Pentium Digital Matter

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    Oh come on, how slow do you play? I did it in a day and a half!
     

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