Help with Military

Nevlok

Chieftain
Joined
Mar 24, 2003
Messages
4
Hello all i am fairly new to the game, but I seem to keep playen the same style. Which is usually cultural. Could anyone give me a game plan on how to set up for a Warmonger style game? Everytime I try my micro-management goes to crap. I end up building units in cities that I dont want built, because the AI builds my next unit before I catch it doing so.

Any Help is appreciated

Nevlok
 
try using Shift..and select what u wanna build..this way u can give it what u wanna produce..a plan...or go to the governer and select what u want nd don't want it too Auto produce
 
Make sure you tell the govener not to manage build orders, and go to the options and put on always build last unit, that way citys will ask when they finish an improvment and just build lots of the same unit until you tell them to stop.
 
I too was winning cultural victories initially, as I always played Civ3 somewhat the same way I did Civ2, which was to build and build and build, THEN go around stomping on my enemies with Tanks and Bombers and Nukes.

Civ3 doesn't work like that AT ALL! I would suggest reading some of the 'initial build' threads on this board, as well as the early build/early war articles in the 'War Academy' section of the main CivFanatics website as those really helped me.

Personally, I try to start a war earlier, and end it faster, now that I've learned Civ3 better. Try being more selective with you attack, and attack earlier in the game (like before the Medieval ages even).
 
Use the govenor and tell what you want. If you want tanks then make the or military unit types never and offense often. When the new unit comes out you will see what the govenor decided to build and if you don't like it change it. I like Civ 2 micromanagent better
 
There is a governor setting for all governers. I would set that to prevent your cities from building units, and instead build what you want your less productive cities to build. Then, go into the governor's window for specific cities so that only those cities will be encouraged to build military units.
 
I would go to the preffs and set it to ask after building unit, so that after any unit is built, it asks what you want to build next, that is what I do, I got tired of cities just building and building what I didn't want them to. it takes alittle more management, but I think it is totally worth it.
 
Originally posted by Nevlok
Hello all i am fairly new to the game, but I seem to keep playen the same style. Which is usually cultural. Could anyone give me a game plan on how to set up for a Warmonger style game?

So, you wanna to become a warmonger.;)


  • 1. Pick a militarilistic civ because it's cheaper for them to build military unit and military building such as the barracks. In this example, I will pick the Chinese as the civ I want to play.

    2. Build the barracks for all you core cities then mass produce horsemans as your offensive units.

    3. Once you get at least 2 dozens of horsemans, send them to war and so that a Great Leader may come to join you.

    4. Conquer at least 1 civs with horsemans, then upgrade them to raiders to conquer another half of the world.

    5. By now, you should be able to upgrade your raider to cavalry. Finish up the remaining AIs with cavalry.

Note: I am assuming that you are playing the Monarch level or below. At higher level, there are other method you need to know in order to keep up with the tech race. Also keep in mind that the Sun Tzu should be your primary Wonder to target for. If you have the Great Leader and the technology to do so, rush the Sun Tzu first, then Leo's workshop.

Have fun and good luck!
 
Warmongering...

H'mm; I use to do this in my youth.

I tend to agree with Moonsinger, apart from the GL=Wonder.

I use different strategies depending on the level. On more difficult levels, I attack with early swordsmen and spearmen stacks.(fie Swordsmen, three spearmen) Continue adding spearmen for defense of taken cities. Here even archer can be helpful.

I tend to use early horses for countering AI archers.

I tend to go for early veteran warriors with one city with barracks connected to iron. Then I march the warriors to my iron city for swordsmen upgrade. All depending on the level, but this works well for Deity.

I never, never use governors. Apart from maybe happiness.

With the early swordsmen you should be able to take most surrounding cities.

If you ever wonder what to build, go catapult and spearmen for deity level.

Later artillery and infantry is good for industrial age warfare.

Remember that war costs money, so keep you economy going.

In the later game, you can beat deity with good MPP's. This is underrated, but work well if applied correctly.

Pay for MPP if needed. Most of the AI will give it for free if you are big and throws in ROP. Once the AI moves into your territory, attack the unit. Don't attack him in his territory. If he counters, the MPP will apply, even if the AI had MPP's with other AI's.

I find using this tactic, I can beat the AI handsdown, taking one at a time! The rest of the AI's will be at constant war and you can thus easily keep up with them...
 
Quick summary of tips:

(Assumption: not playing Monarch or above)

1) Strike someone early
2) Be friendly to those you don't plan on conquering right off.
3) Don't leave your cities open to attack. Civ's you thought were friends can be tempted by undefended cities.
4) If you're behind in tech demand it from a weaker Civ. If they don't off to war you found your next target! Let them sue for peace, but it will cost them tech..
5) You were beaten to a Wonder by a Civ that's not an ally. Bingo ! found your next target.
6) I use Spearmen (defender type unit) to go along with my swordsmen, archers (offense type unit). I realize units will change in other eras but send your pike muskets along to defend your cav. This serves as defense for your attack units and also to put a defender or three in your newly claimed town.
7) I'll quote this one, "Never, never, never ever assault an enemy capital on a hill across a river. " Well, each part adds to the defense in the combat calculation ( Capital city, on a hill, crossing a river ) Only do that if you realize you can suffer heavy losses.
8) If you care about Reputation dont abuse treaties. Who cares about the enemies right? But this influences allies also.
9) 'Combat Engineers' - divert some workers to build roads to connect your cities. Get troops quickly, plus the city with unrest gets benefits of your empire's luxuries.
10) After taking a city may want to leave all those units inside it a turn to quell unresters.
11) Arty is your friend. :D Personally, I dont use catapults, but from cannon on up I not only use to to defend cities with but use them to soften up the enemy. Usually defend them with one or two defense type units.
12) Gov'ts - Despotism is first but its not great. Personal preference choose between Monarchy or Republic. May come down to play style which is best suited for you. Republic if your wars are fairly short. War Weariness can start putting a damper on the war effort. Monarchy does not have that problem but the workers bonuses arent as much. If your wars are real short in duration its possible to have wars in democracy and not need to switch. I've not had good experience with Communism, so I won't comment on it. But a long dragged out war can erode enemies from an efficient gov't republic/democracy into it. Military/Religious may be a good civ choice if you like being able to switch gov'ts quickly.

Hope that helps get you down the path of warmongering. :king:
Check out the War Academy section of Civfanatics, also. It's a good repository of strategy articles.
 
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