How do you defend your cities/empire?

gatomarado

Chieftain
Joined
Feb 26, 2001
Messages
71
Location
Portugal
I prefer quality over quantity to protect my cities. I always use the best defending unit available in my build menu.

In early game, one phalanx it's enough when i'm expanding my empire and some 2 movement attack units (elephant, knight, etc) with a good road network to attack barbarian and small AI attacks.
When i'm at war, border cities usualy have at least one defending and one 2 movement attack unit (to attack anemy catapult, cannon that can easily damage and even destroy me defending unit), in isolated cities 2, 3 defending units and one 2mov unit (this cities are doomed to slow progress because of their isolation).
Recently conquered cities are accupied by 3 or more defending units (depending on the AI abillity to strike back over the city). In some cases, strategic places are blocked by a fortress with at least 2 units (to avoid bibery).
For shore protection i use air or naval units to destroy AI units.
I hate when a destroyer slaugthers a enginneer over shore. :mad:
 
Originally posted by gatomarado
I prefer quality over quantity to protect my cities. I always use the best defending unit available in my build menu.

In early game, one phalanx it's enough when i'm expanding my empire and some 2 movement attack units (elephant, knight, etc) with a good road network to attack barbarian and small AI attacks.
When i'm at war, border cities usualy have at least one defending and one 2 movement attack unit (to attack anemy catapult, cannon that can easily damage and even destroy me defending unit), in isolated cities 2, 3 defending units and one 2mov unit (this cities are doomed to slow progress because of their isolation).
Recently conquered cities are accupied by 3 or more defending units (depending on the AI abillity to strike back over the city). In some cases, strategic places are blocked by a fortress with at least 2 units (to avoid bibery).
For shore protection i use air or naval units to destroy AI units.
I hate when a destroyer slaugthers a enginneer over shore. :mad:

I have a similar predilection for quality. The key is to stay ahead in science, and then you can afford tohave only one or two veteran musketeers or riflemen behind the city walls for the freak occurence of the enemy attacking you.
I like a proactive defence, monitoring what the foe are doing in their land, and maintaining naval and expeditionary forces just in case (all bribed NONE units)
Later on, I move to 3 Mech Inf, 1 Armor and 3 Stealth Fighters per city, which usually suffices quite nicely, but the airpower is used in well timed blitzkrieg assaults.
 
In civ1, my strategy was to put a defensive unit and a 2mov ofensive unit per city.
Border and important cities were a bit more well defended!
 
Later on, I move to 3 Mech Inf, 1 Armor and 3 Stealth Fighters per city, which usually suffices quite nicely, but the airpower is used in well timed blitzkrieg assaults.

Q: I imagine that by this time you have your lands covered in railroads, then why build armor??? Better build some howitsers, with some engineers and spies you can easily take out an opposing civ's core city's in a turn.

stealth fighters usualy loose to mech inf btw
 
Originally posted by atawa


Q: I imagine that by this time you have your lands covered in railroads, then why build armor??? Better build some howitsers, with some engineers and spies you can easily take out an opposing civ's core city's in a turn.

stealth fighters usualy loose to mech inf btw

I do not have any enemies on my continent; they are removed. Howitzers are far too slow, and do not fit in with my strategic and tactical approach. Armor, on the other hand, can move to occupy empty cities quickly, take out any barbarians and or stragglers.
I never need to use engineers in military campaigns, as the foe always builds a nice network of roads.
Airpower will crush the enemy. If the enemy have mech inf, stealth bombers are deployed. Stealth fighters have the advantage of usually taking out the enemy, and not causing unhappiness.
Howitzers are only useful for those who insist on conducting crude, wasteful ground campaigns.
 
Airpower will crush the enemy. If the enemy have mech inf, stealth bombers are deployed. Stealth fighters have the advantage of usually taking out the enemy, and not causing unhappiness.

Stealth fighters always loose against a mechinf in a city with Sam.
Even stealth bombers loose sometimes. At very high levels air power on cities have almost no effect.
Simon Darkshade, i think that strategy only works, if you are playing at a chieftain/warlord level or your enemies are still in stone age.
BTW if they're still in stone age and you've discovered all tech's, you can have a better strategy: a transport loaded with spies, and mechinf and, in a few turns, you have their empire almost intact.
 
Originally posted by gatomarado
I prefer quality over quantity to protect my cities. I always use the best defending unit available in my build menu.

In early game, one phalanx it's enough when i'm expanding my empire and some 2 movement attack units (elephant, knight, etc) with a good road network to attack barbarian and small AI attacks.
When i'm at war, border cities usualy have at least one defending and one 2 movement attack unit (to attack anemy catapult, cannon that can easily damage and even destroy me defending unit), in isolated cities 2, 3 defending units and one 2mov unit (this cities are doomed to slow progress because of their isolation).
Recently conquered cities are accupied by 3 or more defending units (depending on the AI abillity to strike back over the city). In some cases, strategic places are blocked by a fortress with at least 2 units (to avoid bibery).
For shore protection i use air or naval units to destroy AI units.
I hate when a destroyer slaugthers a enginneer over shore. :mad:

I agree. Early on, quality matters. I ALWAYS build Phlanx at the beginning, stepping up to Horsemen and Legion when I research what they need. Later, though, when all units are high quality (except Fanatics/Partisans of course) I just stockpile loads of units of various types.
:soldier: :soldier: :soldier: :soldier: :soldier:
Hahahahah! Bye, bye, all who oppose me!
 
My standard is one defensive unit per city. On the fringe, I try to have "something interesting" between my neighbors & me. If I have to have a border city, then I'll have two defenders & a dip -- if there is frequent war there, then I'll have three, a dip & a couple of offenders (with barracks & walls of course).

I don't have the confidence to leave my interior cities empty (don't seem to play on large land masses far from the coast), nor do I see the need to post extra forces (save for early Deity games).
 
:ak47: defense, except for a garrison unit to preclude a barb from walking in, is a waste of units. build more settlers, dips, and attacking units. remember, expansion is the name of the game. "he who does not expand, dies." The A.I. should be too busy defending itself to be able to attack you. :rocket: :rocket3:
 
Whereas I just build reams of units, telling all to fortify or use them to explore, open goody huts and found new cities. Yes, the key is expansion, but so is building your forces for a good war later. Many treaties early, many massacres later, (see Warfare the Unorthodox Way) is my game-plan. :beer: becomes :die!:. Hee hee hee!:lol:
 
Originally posted by gatomarado


Stealth fighters always loose against a mechinf in a city with Sam.
Even stealth bombers loose sometimes. At very high levels air power on cities have almost no effect.
Simon Darkshade, i think that strategy only works, if you are playing at a chieftain/warlord level or your enemies are still in stone age.
BTW if they're still in stone age and you've discovered all tech's, you can have a better strategy: a transport loaded with spies, and mechinf and, in a few turns, you have their empire almost intact.

Nick off. It works at the highest difficulty level, and against highly developed opponents. A combination of stealth fighters and bombers can wipe out the enemy. That is a fact. It has a lot more than "no effect."
There is more than one way to skin a cat, and more than one way to win a war. Just because you cannot picture it does not mean it does not exist.
As to the other strategy, that proves the point. Nor is it inherently better or worse. What it is is time-consuming and costly.
And often the AI puts cities in horrid positions which miss out on special resources, or sit atop them. These are to be destroyed. Therefore, it is sometimes not in your interest to take everything intact.
 
Who posted that thing about mechinf with SAM?? I never read that one. It isn't true! Don't believe him, everyone! Sorry, but I have used it several times on King, Emperor and Diety levels and it works just fine. In fact, on Chieftan, I've never met an AI that has built SAM, SDI, or even a nuke! This is after I've used my method for a good war (see Warfare the Unorthodox Way), and left them for about 15 turns to get my ship to Alpha Centauri. So you are wrong, my friend :p. And well said, SD, I agree with you 100%:goodjob:
 
I didn't meant "mechinf with SAM". It's mech fortified in a city with sam batterie.
"It isn't true! Don't believe him, everyone! "
How can you say that u_s. You're trying to brainwash the newbies with that!! Sooner or later there won't be people playing civ because of you:(!!
Just joking :lol:

How can you do that!? The odds are really against you.
A mech with 6/6/3, vet, fortified, with terrain bonus and with sam protection against a 8 attack vet stealth fighter:confused:
I don't think so!! Maybe in chieftain or warlord!!
 
First of all, the unit numbers do not change from chieftan to deity.
The rules remain the same.
A veteran stealth fighter does have more than 8 attack. IIRC, veteran status adds 50% to Attack and Defence.
Terrain bonus won't be that big a factor, as most enemy cities won't be built on mountains.

But the main thing is this: If you let the enemy get that well defended, then it is truly silly. They will not be on that par with you, even in deity, if you play your trading and science right. You can and do get a big jump over them, to the extent that you have stealth way before they have mech inf, and SAM batteries.
Also, such hard nut cities are for veteran stealth bombers, after the friendly spy corps has destroyed those SAMs.

If you have a big enough nation, you can support a very big force. That means 80-100 cities each supporting several fighters and bombers.
Numbers will crack the hardest nut, and it gives you a striking power that can travel long distances, over whatever terrain, very fast.

It comes down to a matter of what your preference is, but just because you do not play one way, is no justification for not believing that it can be done, and trying to call into doubt the integrity of those who suggest so. It serves me no material or personal benefit to say that airpower can work a treat in Civ2; so why would I falsify such a statement?
Consider.
 
Originally posted by gatomarado
I didn't meant "mechinf with SAM". It's mech fortified in a city with sam batterie.
"It isn't true! Don't believe him, everyone! "
How can you say that u_s. You're trying to brainwash the newbies with that!! Sooner or later there won't be people playing civ because of you:(!!
Just joking :lol:

How can you do that!? The odds are really against you.
A mech with 6/6/3, vet, fortified, with terrain bonus and with sam protection against a 8 attack vet stealth fighter:confused:
I don't think so!! Maybe in chieftain or warlord!!

Oh, a VET mech inf. That's different.
And I was on go slo when I wrote that. I thought S.F's had 10 attack. Still, I HAVE killed a mechinf fortified under SAMs with S.F, It may not have been vet, tho. Even so, I think killing a vet mechinf under SAM is possible with a S.F. Most battles are down to luck, anyway (f'rinstance, I have attacked an enemy Partisan [i had captured a city & they took to the hills] with three Alpine Troops [vet] who hadn't moved. Every one was killed, and the Partisan was on about 4 HP.)
 
"Terrain bonus won't be that big a factor, as most enemy cities won't be built on mountains."
Not only mountains give defense bonuses!
Try using your strategy in a city on plains, with sam, vet mech, etc... and doing the same in a city that is in grassaland and has a river in it!! You'll see the diference!

"First of all, the unit numbers do not change from chieftan to deity. " Your right but the odds in battle are realy against you if you are playing in a higher level.
You can destroy lot's of units with a sthfigther in chieftain but don't be confused if you can't do the same in deity.

"I thought S.F's had 10 attack. " You'd thought wrong or you have changed your civ rules. Here are the numbers for Stlth Ftr i've just copy from the rules.txt of v2.42:
Stlth Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, Sth, 000000000010001

But i agree with you on using Stlth Ftr to kill those nasty partisans that jump in to the hills.:goodjob:
 
A veteran unit has 50% extra strength. So a veteran SF has 12 attack.

"You can destroy lot's of units with a sthfigther in chieftain but don't be confused if you can't do the same in deity."

You can do the same in deity. With the same consumate ease.
The odds are not at all against you, if you play your cards right.
If you let the enemy get that well defended, then it is a failing on your behalf to get well ahead in the tech race.
Combinations of hordes of stealth fighters and stealth bombers will devastate any foe. Especially when they still have musketeers or riflemen, which is what they will be sitting on, if you follow the correct path of the modernization strategy in a power democracy.
 
Isn't it much easier to take a mech inf fortified in a city with an howitzer!
Try in http://www.civfanatics.net/uploads/CivFormula.zip
It's a spreadsheet to simulate a battle between any two units under any allowable circumstances made by ferenginar.
Do it with your sthealth figther against a vet mechinf fortified in a city (without sam, because it has a bug) against one of my vet Howitzer. Has you see the fighter lose much more than the mech (even without a sam) and the howitzer "always" win and ends with more than half of it's hit points so it can turn back home and attack in few turns!!
You've forgot that the mech is also vet and it's fortified 6*(1+0,5+0,5) = 12 (i'm not including the terrain that's why sthfgth loses more times, if my formula is right)
But one more time, different strategies, different thougths!
 
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