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How to Wage a Distant War on Another Continent

undertoad

Warlord
Joined
Aug 14, 2008
Messages
164
I've reached a certain very familiar stage in my current game (Large Map, Continents 70% Water, Regent, Greeks). This is the point at which I own my entire continent, having destroyed my neighbouring civs. Since I'm playing for Conquest or possibly Spaceship, the next thing to do is to go and bash the civilisations on the other side of the world.

This is the first time I've done this on a Large map - up til now I've played on Standard. There are problems I've always faced when invading a far-off continent, and the larger map size just makes them more obvious. So I thought I'd write an article about these problems and what I do to minimise them; hopefully this will be helpful to newer players than me, and hopefully other players with more experience will chime in with tips of their own that I've never thought of. All this is based on a Regent game, so some points may be less accurate/completely misleading with respect to higher levels. I'd be interested to hear how and why my tactics wouldn't work at Monarch or above - I don't mean to stay on Regent for ever!

This article is not so much about warfare itself (which has been covered by many excellent articles); more about the exploration, diplomacy, production-management, infrastructure and supply-line problems involved in waging war at such a distance. This is how it differs from RaMesh's excellent article in the War Academy (here).

RaMesh's article also emphasises IA/modern era strategies like the use of air power. In contrast, this article is about starting your attack early, in the late MA - as soon as you have enough intelligence to decide who to attack.

I. Prelude - what's out there anyway?
II. Why invade another continent at all?
III. Who are you going to invade?
IV. Diplomacy and trade before the invasion
V. Useful Wonders and ideal locations for them
VI. Key techs
VII. Infrastructure and production
VII. Managing the bridgehead city
IX. Continuing the war - Conclusion.
 
I. Prelude - what's out there anyway?

landho.jpg


These observations will probably be useful for play on Continents maps; some points may also apply to Archipelago maps (though I've hardly played them). When playing Pangaea, the limiting factor is your unit land movement rate, rather than naval movement rates, so many of these points won't apply.

You're playing a Continents game; you've reached the early to mid game. Why bother with the other side of the world? You're probably busy enough dealing with (:trouble:) your neighbours on your own continent. But so many people on these forums have recommended the "suicide-galley" tactic that I adopted it myself, and have to add my :thumbsup: to it.

It's a tough call to make, deciding to build multiple Galleys rather than more land units when there's a local land war going on. But it pays off. Use your Galleys to look for those odd expanses of Sea that exist in the middle of the ocean; before Navigation/Magnetism, these are your routes for exploration. Before Astronomy, without the Great Lighthouse, you can't use Sea safely - you have to just risk it, sending galleys in a straight line outwards and hoping that one survives to hit land.

Eventually all the dead galleys will seem worth it, when you get that fantastic glimpse of the ocean ending in a Sea continental shelf at the edge of your sight radius - maybe even with a culture border! And the feeling is amply justified a few turns later, when you've made contact with 2-3 other civs, and maybe even traded techs with them. (But not resources yet - the frustrating thing about the suicide-galley tactic is that it shows you so many trading opportunities - but you have to wait for Navigation/Magnetism before you can trade over ocean!)

I.1 Enemy sea-tiles and ROPs

Don't bother respecting enemy territory when you discover a new continent. They are on the other side of the world, and can't do you much harm. Just promise to move your units if they complain, and carry on exploring.

Your goal is to make contact with every civ on the continent as quickly as possible; this means hugging the coast. Maybe you've contacted the Mongols - but they may have an ROP with the Incas. Just seeing an Inca unit in Mongol territory allows you to contact the Incas, without actually reaching their territory. Staying too far offshore means you could miss this kind of opportunity. (Sign a ROP if you feel like it/they complain too much. You can cancel it after 20 turns, which is not a long time given the distance you - and they - are working at).

(Newbie tip: you don't have to wait for a newly-discovered AI civ to open up a talk-screen - just get your unit within sight of an AI unit, right-click on it and select "Contact e.g. Mongol Spearman". Took me a while to figure that out at the start).

I.2 Embassies - investigate the capital

A bit of money to establish Embassies is very useful at this stage. For one thing, Embassies become more expensive as time goes on and your empire grows, so establishing them now is cheap. You can spend the spare money on receptions "noted for their sophistication and elegance":

Spoiler :
ferrerorocher.jpg


[Apologies to non-European readers, who may not have suffered these cheesy adverts... though it looks like they've been inflicted on the Chinese as well]

The other advantage is that a newly-formed Embassy gives you a free "Investigate City" on the AI's capital. Must be a result of all the smalltalk over the chocolates...

This screen is fantastically useful, but doesn't persist once you close it. A feature to allow you to revisit this screen at any time (with e.g. an "information correct as at 400AD" warning) would be so useful. But it isn't in the game, so it's left up to you to take note of what the screen shows. Useful things to take note of on the Investigate City screen:

1. What kind of units are defending the city?
And how many of them? This gives you a clue as to the civ's tech level and level of mobilisation. By this, I mean the real-world term rather than the technical CivIII meaning: "how much resources they're devoting to military units". A productive capital with only a few defenders is a clue to a civ that feels safe - a great candidate for "regime change"!

2. How many shields are they getting per turn?
This can become crucial information later when you're informed that the enemy AI is building that same Wonder you're waiting for one of your cities to finish. The capital is often used for this. Also connected to this is...

3. Is the city growing?
When will it grow? What's the potential productivity after it grows 1-2-3 times? Lots of Mountains/Hills, maybe with Iron, maybe already with mines? Or mostly Sea/Grassland? Or is the city already at size 12?

4. Look at the top left - what resources are they getting?
For example, Saltpetre but no Musketmen is a two-fold excellent piece of intelligence. First of all, this civ has Saltpetre somewhere. Locating that source is now on the To-Do list, so that you can plan an invasion around disconnecting it. Secondly, the absence of Musketmen indicates either that the civ hasn't had time to build them yet, or that it doesn't consider them a priority. (Which means - bash them before they do build them!) If the civ knows Gunpowder (use CivAssistII, Technology tab) but has no Saltpetre in the resource box, that again is excellent intelligence.

5. Finally, what is the city building?
A Wonder in production is the best thing to see here. You can see the number of turns left; add in an estimate of how much the city's production will improve with growth and you've got a pretty accurate fix on their completion date.​

I tend to keep a Notepad open while I play, and note down all this stuff about enemy cities, along with a date-stamp of course.

Of course, establishing the Embassy also shows you the capital on the map. This helps your Galleys decide where to go next with some chance of finding land in the blackness.
 
II. Why invade another continent at all?

It's a fair question. Look at the minimap once you've discovered a remote continent, and the sheer distance your boats have to cover may look daunting:

justdiscoveredcontinent.jpg


Even with the Great Lighthouse, a one-way sea-journey can be 5-6 turns long. And that's just to get your initial landing force there: what about when reality hits in the form of losses, damaged units needing to heal with no friendly city in sight, re-inforcements needed ASAP? The corruption model in CivIII means that even when you take your first cities on the continent, they'll be no use whatsoever in building units to keep the war going.

You'll have to fight the war "over there", but supply it entirely from "over here". And from Normandy on D-Day, through Hitler's Russian campaign and the Allied push through the South Pacific, WWII is full of examples of the difficulty of trying to fight with long supply lines. Make a hasty decision to invade at a distance, without supporting the campaign effectively, and it'll turn into an Operation Market Garden - a "Bridge Too Far" that achieves little or nothing.

So it's worth asking - do you want to invade in the first place? And if you do, who will you invade, and where? Why invade - and if you do, what are your objectives (short-term and long-term)?

This is where the intelligence built up by your galleys is invaluable. Together with CivAssist's Technology tab, it allows you to build up a picture of who's who on the continent, and how much of a threat they are to you. This of course depends on your play-style. Personally, I'm an aggressive world-conqueror, with some builder tendencies. So for me, a gigantically cultural civ that would beat me to a Culture victory if left alone is not a big concern - except in that its cities will flip back to it more readily when I inevitably invade.

The main things I watch out for, given my play-style and VCs (Conquest/Spaceship) are:

Reasons to invade

Strategic Resources
In a Continents game, you're unlikely to be short of strategic resources once you've taken over your home continent. But it can happen - and even if it doesn't, you may want to deny resources to the AI.

Luxuries
I don't like paying for Cathedrals and Coliseums to stop my citizens rampaging and setting fire to things for fun. The cheapo 1gpt Marketplace is much better, with lots of luxuries to make the Marketplace multipliers really kick in. Sure, trading for them is OK, but in the long-term, having at least 4-6 luxuries of my own is far safer. Trading partners have a nasty habit of making you "lose your supply of..." at short notice, especially if they're having local war-troubles of their own.

Military potential
There's always one or two civs "over there" who are ahead of the rest in terms of technology. Combine an AI civ's progress along the tech-tree with their ownership of resources, and there are some obvious "danger signals", indicating that they are - or soon will be - a tough nut to crack. Of course these "danger signals" are all relative to your own technological progress:

- Owns Horses, knows Chivalry (Knights and various nasty UU variants thereof)
- Owns Horses, approaching Chivalry (i.e. has Theology and/or Feudalism)
- Owns Saltpetre, knows Gunpowder (Musketmen)
- Owns Saltpetre, approaching Gunpowder (i.e. has Engineering and Feudalism, + possibly Invention). You can see their Saltpetre before they can.
- Owns Horses and Saltpetre, knows Mil Tradition (ouch - you'll be facing Cavalry!)
- Owns Horses and Saltpetre, approaching Mil Tradition (i.e. has Chemistry and/or Metallurgy)
- Approaching Industrial Age and Nationalism (Riflemen). i.e. has one or more of the final MA techs Banking, Magnetism, Theory of Gravity. Nationalism is a really bad tech for an enemy to have, because Riflemen don't require any resources. Luckily the AI, with its obsession with government techs, usually takes a detour to Democracy before researching Nationalism.
- Owns Rubber, has Replaceable Parts (Infantry)
- Owns Rubber, approaching Replaceable Parts (i.e. has Steam Power and/or Electricity). Again, you can see their Rubber even if they can't. Again luckily, once the AI has Nationalism it tends to go off onto a side-trip into researching Fascism and Communism rather than pushing for Replaceable Parts like any sensible civ would.​

I've ignored techs that are only important for artillery (Engineering=Trebs, Metallurgy=Cannon), as the AI doesn't know how to use arty.

For fun
Let's face it, war (in CivIII that is) is fun!
 
III. Who are you going to invade?

With all the factors from Chapter II in mind, you can now figure out who presents the greatest threat, whose territory is nearest to you, and whose territory offers early invasion-benefits (meaning, something on/near the coast that you want - a city with a particularly nice Wonder, a luxury resource or an important strategic resource).

Assuming you decide to invade at all, combining all this information allows you to decide how to classify your new "friends":

Spoiler :
yournewfriends.jpg


This is 1140AD, after discovering Navigation and doing some territory-map trading. Yes, I know you can't have a one-nation Axis of Evil; but none of the focus-groups noticed that, so I'm going to use the phrase in every speech.

III.1 Enemy/Axis of Evil

theenemysmall.jpg


This civ is the source of all evil. Maybe they own more territory/bigger cities than any of their neighbours. Maybe they're Militaristic and/or highly Aggressive. Even one of these factors means that, left alone, they'll probably go on expanding their territory. Sure, they may never threaten your homeland (the AI is notoriously bad at seaborne invasions), but even "over there", the bigger they get, the more research, gold, Culture and diplomatic popularity they'll be swinging.

Your job as world policeman (with no self-interest involved, of course...;)) is to cut them down to size. Divide and rule overseas, and at home (if you've discovered the Blairism government type) tell the simple folk that this civ has WMDs. It is the Middle Ages, and no-one will know what the heck you're talking about. Try "the [enemy civ] are souring the cows' milk by witchcraft". Let the other civs have a chance to expand a bit at the Enemy's expense - they can do so without threatening you, so why not?

Or maybe this civ is doing far too well technologically or culturally (this is the case in the map above - somehow, without much territory, the Enemy is ahead of me on techs). Even if you're not going for Conquest/Domination, that's a good reason to at least cripple their progress, rather than utterly destroying them, so that you can get that Spaceship, Diplomatic or Culture victory.

Whatever your VCs, big powerful civs which are running a Republic - or worse, Democracy - are dangerous. A war that doesn't even end up taking much territory from them can fulfil your objectives by forcing them out of their decadent political system and onto a war footing.

Or maybe it's about resources - more luxuries for you, or a crucial strategic resource.

III.2 Stooge

stooge.jpg


The trouble with invading at this distance is that, though they are an AI, the other civ has a big advantage over you: the battlefield is on their doorstep, with all the advantages of freedom of movement, reinforcement and healing in nearby Barracks that this offers. Wouldn't it be great to level out this disadvantage? You can do this by proxy. You've got the brains and the industrial base - sub-contract some of the fighting to local specialists!

Remote continents often have a pretty even balance of power by the time you discover them; with 2-3 dominant civs, it's hard to decide who to make the Enemy. The answer comes out of diplomacy and trading. Try trading Communications (need Printing Press), Territory Maps (Navigation) and non-military techs with the most powerful civs. Hold on to your World Map as much as you can until the price is right - it's bound to be the most extensive map in existence. Proposing military alliances - not to make them at this stage, just to find out what the AIs would require for them - can give you an idea of what the AIs all think of each other.

Some civs will trade fairly with you - others will just be awkward sods and refuse to give you a good price, even though they're rich. This helps you decide who's going to be the Enemy. A good trade can send you walking away from the trading screen thinking "Congratulations Genghis (or Brennus, or Bismarck, or whoever)... you've just earned yourself an upgrade from Enemy to Stooge".

A Stooge is a powerful civ you'd love to invade/cripple/destroy: but you don't have the resources right now to take on the Enemy and the Stooge at once. The ideal Stooge has a land border with the Enemy (or a ROP through a small civ in between), wants the things you have to trade (luxes, resources, techs), and doesn't shy away when you propose a military alliance against the Enemy. These guys will be the first to call up for a MA when you declare on the Enemy.

Using Stooges carries a risk. With their advantage of being local, the Stooge can end up gaining more territory out of the war than you do. By behaving like this, they earn an immediate downgrade from Stooge to Enemy. With luck, by the time this happens, if it does, the original Enemy has been destroyed or reduced to a Bystander (see below). But a well-supported invasion, with judicious use of blocking Workers where necessary, can prevent the Stooge from conquering too many cities.

III.3 Ally

allyx.jpg


The more civs you can get into MAs against the Enemy the better. An Ally is a less-powerful civ, but one in a good position to harm the Enemy; immediate neighbours of the Enemy are ideal. Unlike the Stooge, the Ally is someone you don't feel threatened by. You can even sell/give the Ally military aid (military techs, military resources) to bring them up to the same level as the Enemy and Stooge(s).

Like Stooges, Allies involve an inherent risk, but in the opposite direction. If the Ally is too weak, the Enemy can end up benefiting from having a neighbour to fight, and actually increase in power by taking over the Ally's territory. Once war starts, it's a good idea to have a shipload or two of "military advisers" fighting near the Enemy/Ally border, who can intervene if the Ally looks like falling back. But if the Ally does lose a city to the Enemy, there's nothing stopping you from grabbing it yourself on the next turn, before it gets its defences up...

III.4 UNAB

unab.jpg


Once you decide on your Enemy, it becomes self-evidently true that they're the greatest threat imaginable to life on the planet, responsible for all ills from cancer to hair loss and 8:30AM traffic-jams. This is no longer a game of Civ, it's a titanic struggle between Good (you) and Evil (the Enemy).

Some civs, however, just won't get with the program. For some reason they refuse to even consider taking your good money/resources and giving you what you want. Attempting to get them into a MA or trade embargo against the Enemy meets with a flat refusal. They're probably getting dirty Moscow/Berlin/Babylon Gold from the Enemy (which is totally different from taking your good, clean, nice money).

These are the Unco-operative Non-Aligned B*st*Rds, who need to be watched carefully in case they turn into Allies of the Enemy.

They'd make perfectly good Stooges or Allies if only they'd just drop the attitude. It's their own fault that they rank high on the sh*tlist, with a good chance of grabbing tomorrow's top Enemy spot once today's Enemy has been dealt with.

III.5 Bystander

bystanderssmall.jpg


Like Mongo in "Blazing Saddles", these guys are "only pawns in game of life". They're far too weak for a superpower like you to be concerned about them for the moment, and too far away from the Enemy to be useful as Allies. Their role is to watch in awe from a distance as your armies roll in, and be reliable trading-partners unaffected by the wrangling between you, the Enemy, the Stooge(s) and Ally(ies).

III.6 But hold on...attack the most powerful civ first?

All this nice diplomatic chitchat is based on the idea that you attack the most powerful civ on the remote continent first. It's hard enough to invade anyone such a distance - isn't it much more sensible to pick a weak target, at least to get you a foothold?

This is a good point. Given a force of e.g. 3 Knights, 1 Treb and two Musketmen, you'll be much more successful in the short-term attacking a Spearman-defended city, which only has 3 other cities to draw on for reinforcements, than attacking a Musketmen-defended city with reinforcements available from 15 other cities.

The question is: what does conquering that city get you? If it gives you an immediate new luxury or strategic resource (subject to building a Harbor or capturing one intact, of course), then attacking it could make sense. A useful Wonder is another possible reason to do this - though Wonder-capable cities, even in weak civs, tend to be at least as heavily-defended as the Enemy's marginal coastal cities. Certain Wonders on the remote continent (see Chapter V below) are definitely worth securing before you do anything else, if they present an easy target.

But the idea of "gaining a foothold", by bypassing the strong Enemy and attacking a weaker civ, if you look into it, turns out to be not as appealing as it seems.

A foothold on the continent also means a salient you have to defend. And because you're not explicitly at war with the Enemy civ, there's always the risk that the Enemy (or another powerful civ) will surprise you by declaring and going for your new foothold, in force, and with all the advantages of being close by.

Even if the Enemy doesn't declare on you, they may well take advantage of your distraction of the weak civ to declare on them. If they're successful (and by definition, they're far stronger than the civ you've attacked) the results are not good:

a) The Enemy is now even closer to your "foothold"
b) The weak civ's Spearman-defended cities, backed up by 2 other cities, have turned into Musketmen-defended cities backed up by the Enemy's 15-city powerhouse.
c) You have no chance of extending your foothold without declaring on the Enemy. Maybe you meant to declare on the Enemy eventually anyway. But the city you've just conquered (for perfectly good reasons at the time) may end up being a burden in the context of war against the Enemy: you have to divert resources to defend it, and it may well not be a good landing-point for the best strategic advantage.​

If the target weak civ is far enough away from the Enemy, then of course these points don't apply. But even with no dangerous civ close by, a single "foothold" city on the continent is not even as attractive as it sounds, simply because of CivIII's corruption and waste model. Leaving Communism out of the discussion, no city on the other side of the world will ever be an effective military-unit production centre. Just quelling resistance and making it defensible will cost a lot in production-hurrying: you'll need a Harbor for cultural integration and access to your resources, a Barracks to allow unit-healing, and a basic Culture-building (Library/Temple) to push the enemy cultural boundaries outwards and reduce the risk of a flip. All of this is hard to justify if the benefit is just one city, rather than a base for an immediate further campaign.

This is why I generally avoid invading weaker civs first. Making your first "foothold" one of the most powerful civ's cities takes more military effort. But, paradoxically, it's easier (diplomatically) to consolidate this foothold, with less risk of outside interference. And because the foothold is a staging-post in a wider campaign, it'll have shiploads of military going through it; there's less chance of leaving it "adequately" defended, and then getting a nasty surprise.
 
IV. Diplomacy and trade before the invasion

It may not be immediately clear who on the remote continent is going to be your Enemy, and who's going to fill the other roles. As noted above, trade negotiations can help you decide who has a good attitude to you and is worth cultivating, and who's going to be difficult anyway and might as well be offended all the way to war.

Sometimes the choice of Enemy between two civs is a toss-up. For me it can come down to a snide smartypants remark when refusing a trade, a leader's offensive hairstyle, dress-sense or facial expression, or just that I don't like their civ's colour on the map.

In the early stage of discovery, even when you've made contact with everybody, who's who doesn't matter too much. The key to diplomacy at this stage is: when dealing with a remote continent, things move slowwwwwwwwwwwwly, and so time passes quickly.

A ROP or trade you arrange now will be long past its 20-turn minimum term by the time you might find it an obstacle to war. On your own continent, an ill-thought-out ROP or resource trade can have you champing at the bit while you wait for it to expire. But at this distance, it'll take any remote civ 5-6 turns to even reach your shores in a ship - and that's assuming that they have one ready, in the right place, and already packed with snarling fighters.

The same applies to you: don't worry about trading with someone who might turn into an Enemy - by the time you've re-jigged your production to support a long-distance amphibious war (on which more below), you'll be long past the 20-turn limit.

IV.1 What you have to offer

mappamundismall.jpg


You've gone to all the effort of exploring, so the key (and relatively risk-free) goods you can bring to the negotiating table are Communications and Maps. It's worth spending a few turns researching Printing Press and Navigation just to make this possible.

Communications are great because you can sell so many of them. This is because they're not transitive. Sell the Incas communication with Babylon, then sell Babylon communication with the Aztecs; this doesn't give the Incas communication with the Aztecs, so you can still sell it to them. The larger the map, the more civs there are and the better it gets. 5 new civs gives you 10 communications to sell - 6 new civs gives you 15 - and that's not counting any neighbours on your continent who are still alive.

Sell communications in drips, one to each civ each turn, unless Printing Press is already known "over there". The weaker civs will take a few turns to earn enough to pay you a reasonable amount for the next communication - so if you have a monopoly on Printing Press, it's worth keeping it to yourself to make waiting possible. Once all communications are sold, sell the now-useless Printing Press and get a good price for it!

Selling Maps to civs at such a distance carries less risk than usual. The sheer distance makes letting them know your Territory Map less dangerous. Watch out for gaps in your culture though - sell a Territory Map, and sure enough, 7-8 turns later the AI's desperation to settle, anywhere, no matter how far away, will make them send out a Settler'n'Spearman-on-a-boat to found an annoying city on your continent.

Your World Map is the best in the world, and getting better all the time, so keep it close, and don't let it go for less than a really good price. It can be worth holding it back from the Stooge(s) and Ally(ies) so that it can provide just the bit of extra leverage you need to get them into an alliance when the time comes.

IV.2 Trade with The Enemy

Obviously these guys have to be kept well away from sensitive technologies they're not mature enough to handle. This means Invention, Gunpowder, Metallurgy, Military Tradition, or anything that gets them out of the MA (Banking/Magnetism/ToG) and onto Nationalism are no-nos in trade. The same applies to strategic resources - Horses, Iron, Saltpetre, Rubber.

But you can effectively trade other techs with them. You may have to if they're ahead; though catching up with them by tech-trading usually isn't a realistic option. It's often the fact that they refuse to part with monopoly techs (except by demanding military techs that you'd be crazy to give them) that makes them the Enemy in the first place.

Luxury deals, once you have Navigation, can be very lucrative with such a powerful civ. But don't set up a luxury-luxury deal with them to keep order at home - you'll need to break it and find a substitute from the Bystanders when you declare. At the start of a war, civil disorder all over the place is the last thing you want.

There's no harm in selling Maps to the Enemy - unless they have Navigation, allowing them to trade your map onwards and reduce your profits on it. You'll need their Territory Map (and everyone else's) anyway at some point.

IV.3 Trade with The Stooge(s)

These guys have to be handled with care. You want them reasonably strong and advanced, so that they can help you beat up on the Enemy. But not too strong or advanced. One good compromise, if they don't have a strategic resource, is to sell them the resource rather than the tech. Give a Gunpowder-savvy civ Saltpetre, and you can turn off the tap whenever you feel like it once 20 turns are up. Give a civ with Saltpetre Gunpowder, and you've given away control. So civs with a tech but no corresponding resource make good Stooges.

Gifts to these guys - often you have 3 copies of a Luxury that you can't shift anywhere else - are an essential part of softening them up into an alliance. An early Embargo with them against the Enemy is also a good idea.

IV.4 Trade with the Allies

These will usually be relatively backward civs. You want them to become a bit more advanced before you invade; unlike Stooges, Allies aren't enough of a threat to justify withholding relatively old military techs/resources from them.

IV.5 Trade with The UNAB(s)

Unco-operative by name and by nature. They were dumped in this bin in the first place because they won't consider allying against the Enemy. Still, trade with them can be lucrative. It's probably not a good idea to give them anything military (except, maybe, military resources that you cut off just before war) - the fact that they're UNABs may mean they like the Enemy/are in a MPP with them/will declare on you when you invade.

IV.6 Trade with The Bystanders

By nature, these guys won't have much money to give you. Though a civ can be a Bystander just because it's far away from the main action, while still being rich. The Bystanders are unlikely to have much contact or good relations with the civs in the other groups. This makes them ideal trading partners, unlikely to get upset when you invade. Get luxuries from them to boost your happiness. Trade techs to them slowly, giving them time to earn more money for you between trades.
 
V. Useful Wonders and ideal locations

I tend to build only a few Wonders myself, those that I consider key to my game. The Pyramids is great for the free auto-Granaries, but I'm generally too slow on the uptake to beat the AI to it. The key ones for me are:

- Something to let the capital grow without going into disorder, when it's tied up with building another Wonder. Mausoleum of Mausollos is my favourite.
- Leonardo's for cheap unit upgrades
- JS Bach's for happiness
- Smith's Trading Co to support the Marketplaces I use to keep citz happy.​

(Theory of Evolution and Hoover Dam are my other favourites, but they come later than the typical start of an intercontinental war, which is the focus of this article).

There are many other useful wonders, of course. But the great thing about Wonders is that (apart from Theory of Evolution) it doesn't matter who builds them, only who owns them. Players who favour a Culture VC will have a different view, of course. So I've stopped waiting in dread for that "The Mongol city of Karakorum has completed That Wonder You're 2 Turns From Finishing - Sucker!" message. Since I'm a bit of warmonger, I'm much more interested in where a wonder has been built - and thus how easily I can grab it myself and how useful it'll be to me once it's mine - than in whether I've built it myself.

The only remaining annoyance at being beaten to a Wonder is being stuck with a city that's invested 25+ turns in a Wonder, and is left without an alternative Wonder or pre-build to switch to. Often my tech-rushing at e.g. -25gpt per turn is governed by the need for the Wonder the tech makes available, if only as a pre-build for a Wonder I like better. I hate that "production has been switched to Cathedral" message (and immediately switch it to University if I can).

Some wonders have continent-wide effects; and so if like me you're happy to let others build most Wonders for you, in a Continents game it becomes important which continent the Wonder is on: the "home" or "away" one. This influences whether I decide to rush like a madman to build a particular Wonder myself if none of my neighbours are, or if a civ on the "away" continent is making good progress building it.

V.1 Lighthouse/Magellan's
Not continental in effect, but obviously crucial to intercontinental warfare. The extra sea moves don't just reduce travel time - the Lighthouse's extra move can allow you to jump over a stretch of Ocean in 1 turn, which would otherwise risk sinking your Galley. And the opening up of Sea squares as safe that the Lighthouse provides is an enormous boost to exploration. If a neighbouring civ on your continent builds the Lighthouse, give thanks to whatever deity you believe in, and make immediate plans to conquer the city it's in. Having the Lighthouse on your home continent is so important, I sometimes give away Mapmaking on the cheap/for free just to make my neighbours build it.

V.2 Pyramids
Definitely better on the home continent. If an entire continent's cities are going to grow faster, it's far better for them to include your core than just a bunch of farms (which is what most cities you grab on the Away continent will turn into).

V.3 Sun Tzu's
I used to love building this one, and considered it an essential, but I've changed my mind. For one thing, it comes too late in the game; by the time I can start building it, I've already waged one or two wars, and so I've already got Barracks up in my core. Sure, I could sell them, but why bother, for the pathetic return you get from selling improvements?

Secondly, as a Wonder on the "away" continent, this one is utterly game-changing. Gain control of Sun Tzu's, and whammo! - every time you take another city on the away continent, an insta-barracks appears! One of the biggest problems of intercontinental warfare - the lack of Barracks to quickly heal units - has just vanished. If Sun Tzu's is up for grabs on or close to the coast, I find it's worth ignoring everything I think about Enemy/Stooges/Allies and so on and just going for it first.

After a certain point in the game, you'll be dominant on your home continent, and warfare there will be mostly mopping-up. Far better to have the advantage of Sun Tzu's helping you in the much tougher "away-continent" theatre.

V.4 JS Bach's
This is my favourite of all Wonders. As someone who loathes Cathedrals and Colosseums, it's just too easy to love a gigantic Baroque pile full of crazy music that makes so many people happy. This one has to be on my home continent. An away-continent civ that builds it before I can earns an almost automatic downgrade to Enemy.

V.5 Hoover Dam/Internet
These come much later than the typical intercontinental-warfare period in my type of game, so I don't consider them here. Obviously you want your core covered by these.

VI. Key Techs

Obviously the military techs (Chivalry, Gunpowder, Metallurgy, Military Tradition, Nationalism, Replaceable Parts).
The seafaring techs (Astronomy, Navigation, Magnetism).
Navigation gets a double mention because it allows map-trading and resource-trading with the other continent.
Printing Press, to make money from all your exploration.
Espionage is very useful. Its Sabotage ability is obviously ideal for the "management" of Wonder-production. Trouble is, Espionage comes far too late - by the time you research it AND build the Intel Agency, most of the best Wonders have already been built. I'd have loved an earlier, less effective "espionage-lite" tech available at the start of the MA.
 
VII. Infrastructure and production

Fighting a war on another continent is a LONG process. In my latest game, I gained maps of the entire target continent (the Enemy/Stooge pic above in ch. III) in 1140AD, decided on who to invade first (based on their techs, resources, size and helpfulness to me in trade), and decided that the invasion starts now. It was 1250AD - 12 turns later - before my first ship unloaded troops in-theatre.

After some time the Enemy (the Celts, in dark green) was reduced to one island city off the south-east coast of the continent. The Ally (Maya in light blue) had suffered serious city-losses: cities taken over by the Enemy (who took advantage of the war to bash a weak neighbour, avoiding attacking my Musketmen/Riflemen) but then taken over by the Stooge (Mongols, in yellow):

slowprogress1490adpartm.jpg


The date? 1490AD - 48 turn after the first landing! What took so long?

Well, I'm sure my warmongering abilities are far from perfect; and I may be prone to fighting a bit conservatively, avoiding risking losing captured cities rather than blitzkrieging. But the main reason, IMHO is: invading at that distance just takes that long. Why is this?

a) Injured units take ages to heal, unless you're lucky enough to find an intact Barracks in your bridgehead city.
b) A unit that pops out of one of your core cities will be spending up to 8-9 turns sitting around in a port/ship, enjoying dreaming up lurid fantasies or gambling its pay away at the poker-table, before it sees action. 2 turns to move to port and load, 5 turns at sea, 1 turn to unload.
c) A bad spell with the RNG can leave you stuck waiting for several turns for reinforcements to arrive.​

There's a lot of waiting. Waiting for units to heal before the next attack, waiting for a ship to arrive with reinforcements, waiting for units to arrive at the home loading-point, waiting for ships to arrive back there to pick up a stack of units.

This section is about ways to make this waiting around something you have to put up with at the start of the campaign, rather than something that goes on hampering you all the way through.

Your supply infrastructure is going to be used day-in day-out for hundreds of years, so it's worth putting some effort into making it run smoothly. A quick start to a campaign that works well for me is loading up an initial expeditionary force onto 2-3 ships, and simultaneously starting work on the infrastructure so that it gets built while the ships are en-route. When I've taken the opposite approach - "wait and see" how the initial force does, and put off thinking about the supply back home - it's worked out badly.

VII.1 Loading-points and harbors

supplylines.jpg


Minimise the sea-journey by choosing one loading-point on each side of your continent (assuming you're going for a Head and Tail of the Tiger two-pronged attack, as described by RaMesh in his War Academy article). The closest point to the enemy continent may not be a city - it may be an awkward Hill or Jungle square that doesn't yet have a road. 1-2 tiles' less sea distance could mean a 5-turn rather than 6-turn journey - if so, get your Workers roading to the loading-point.

It's crucial to have a Harbor either at or close to the loading-point. You're going to need your ships to be constantly on-stream in spite of naval attacks and 1-3 generations of technological progress (Galley->Caravel->Galleon->Transport) - a lengthy diversion away from the supply-route to a Harbor to heal or upgrade will be nothing but a pain.

VII.2 Transport to the loading-point

The loading-point and the tiles leading to it are going to be the busiest part of your empire. Every unit produced at home will be crossing these tiles. So I make them the highest priority for roads, and then for Rail when it comes - a higher priority even than the high-shield tiles around my core production cities.

To build railways I generally use a "worker-saturation" method. Start with an enormous stack of workers in one area and rail with a high density of workers on one square. The rail network will spread outwards very quickly, helped by the fact that "resting" workers on a tile can quickly use the rails built by other workers to move to the next tiles to be railed - in the same turn.

When Steam Power is 1-2 turns away, I start moving stacks of workers to my loading-points. Here's the result a few turns later:
Spoiler :

loadingpointwithrails.jpg


Note that I'm ignoring railing the "best" tiles (like one of the desert mines), in favour of just getting a straight-line, easy-terrain railway set up. Once that's set up, it makes it far easier to get stacks of Workers onto the tiles you want to rail for production rather than transport. Sometimes it's worth deviating from this a bit, and railing "hard", time-consuming terrain as part of the network:

Spoiler :
deviatingrailscropped.jpg


In this picture I took the hard hill route, because Sparta is my best city after the capital - it's worth delaying the progress of the rails for the sake of the extra shields from the Mines. You can "twist" the initial rail network to cover high-value tiles, like the Wheat north of Ephesus. And there's no need to get every city connected up right from the start. Pharsalos has been ignored by the railers for the moment. As long as every city is within 2 tiles of a railway, even slow units (i.e. defence/arty units) produced can still move to the loading-point and load in one turn.

Remember that "exit tiles" from each city will only be used every 7+ turns, when the city produces a unit - "entrance tiles" to the loading-point will be used many times each turn!

VII.3 Balancing unit production: defence, fast attack, arty, transport

Combined arms warfare is a great feature of CivIII. A stack of Musketmen/Riflemen/Infantry (defence), Cannon/Artillery (bombardment), and Fast Attack units (Knights/Cavalry/Tanks) is the way to go. But the result is often a frustrating wait because of imbalance in the units available.

You have a stack of Arty ready to do its work - but you can't move it out of a city into the target zone, because you have no defensive units to protect it. Or you have your arty-stack set up, defended by 2-3 defensive units - but bomb bomb bomb as much as you like, there's no Attack unit in the area to finish off the red-lined defenders.

This is doubly true in intercontinental warfare, and a unit imbalance on the other side of the world can stall a campaign. Run out of Cavalry? No problem, I think, I have more: but then I check my ships and the stacks waiting at the loading-points, and there's only 2 Cavs on the way! So I switch production back home to emphasise Cavalry. Fine - but those Cavs will take 8 turns to reach the war, even once they're produced.

The first rule, which I always have to repeat to myself, is: SHIPS SHIPS SHIPS SHIPS. Build more ships than you think you'll need - twice as many. There's nothing worse than a campaign stalling or even falling back for lack of reinforcements, while stacks of units pile up at your loading-point waiting for the boat. It's much better to have 2 Galleons at 50 shields each waiting at the port for the units to turn up, than to have a 2Cav/2Infantry stack worth 340 shields waiting for the boats to turn up.

The second rule is: you can't tailor your production to what's going on at the front. Because of the transport delay, your production has to be balanced to cope with whatever might have happened 8 turns in the future. This is very difficult; what I find helpful is to avoid the temptation to tweak production because of what's happening now.

So, in descending order of production-priority:

Transport ships
You'll need an enormous number of these. At this kind of distance, 2-3 boats cruising back and forth, loading and leaving on an occasional basis, won't cut it. The aim is a continuous stream of boats. Depending on the unit-productivity of your core, you'll want a boat to be ready to load and leave every 1-3 turns. With a 5-turn journey to the other continent (meaning a 10-turn round trip), this means 4-10 boats on each side of your continent. Count how many cities you can devote to unit production, and estimate the rate at which this core will pump out units (but don't forget the future effects of growth and Rail - this is going to be a LONG war). Divide by boat capacity (Galley 2, Caravel 3, Galleon 4), and add 1-2 to this number.

The need for regular departures makes it a good idea to pick one bridgehead on each side of the target continent (see VIII below) and stick to it. Sending ships off-route to land troops elsewhere can be a great tactic, but in the extreme the extra journey-time can break the flow of boats back home.

If you're lucky and the enemy has little or no offensive naval force, you'll only have to devote many cities to ship-building at the start of the campaign. At a certain point you may find that you have spare naval capacity. You can leave one of your ships hugging the enemy coast - very useful as a shuttle to ferry units along the coast, and also as a storage-area for units you don't want to leave in a city that you think might flip to the enemy.

Military ships
These don't exist as a separate category until Magnetism and the Frigate/Privateer - before that, transport ships are also the best attack/defence ships. Once you have Magnetism, should you build Frigates?

I'm not sure. I've had varying results with losing transports to naval attack. Sometimes I get hyper-cautious, and build lots of Frigates, only to find that I never come under naval attack. In general I've found that the AI doesn't take enough advantage of the chance to cut your supply-lines at sea - far less than I would as a human player. Once the enemy gets Magnetism, I tend to rethink, and build a few Frigates. Ironclads, when they come (and you need an extra, dead-end tech for them), are horribly slow, taking decades to reach the place where they're needed, and only destroying Frigates if they come across one with a turn or two of their snail-like 3/turn still remaining. For a true successor to the Frigate - a fast hunter-killer ship - you have to wait for Combustion and Destroyers.

Fast Attack units (Knights/Cavalry)
You won't be putting this on the army recruitment posters, but these guys die like flies. First of all, they do the worst of the fighting - even when supported by Arty and attacking red-lined defenders, they often die anyway. Secondly, their defence strength is rubbish, and their mobility means they often end up outside a defended stack. Even in an asymmetric war, where you have the tech advantage, this invites the inevitable attack by the greatest PITA unit in the game: the Longbowman. Longbowmen are the IEDs of CivIII, costing 40 shields and capable of taking down even Elite Cavalry (and, on occasions, Vet/Elite Riflemen). In a Longbowmen vs Cavalry battle, whoever attacks wins. So if you see a Longbowman in the open, kill it!

This is the unit I tend to run out of most. Each player has their own war of making war, with its own defence/attack/arty balance - but IMHO, whatever your style, you always run out of Fast Attackers; so I always build more than I need.

Defence (Musketmen/Riflemen/Infantry)
Essential for the initial landing, especially if the enemy has Rails and will throw their entire army at you in 1-2 turns. Loads of defensive units at the start is a good rule of thumb. Once a bridgehead city is established, these guys are tricky to balance.

On the one hand, I tend to have a military tech advantage when I attack: even if the AI is equivalent to me in tech, it often doesn't have a resource, or hasn't managed to build/upgrade the latest units outside the capital and immediate core. So I'm dealing with Knights and Trebs vs my Musketmen/Riflemen, or Cavs and Cannon vs my Riflemen/Infantry. The AI tends to avoid attacking tiles defended by good defensive units, preferring to slip through gaps, or find undefended/lightly defended Workers or Artillery to grab. So losses of defensive units tend to be low.

On the other hand, good progress in a campaign can really stretch your defence out, so that further progress becomes impossible without more defensive units. You need so many defenders: for the cities you've taken, for MP in the cities you've taken, for the artillery stack at the spearhead, to protect that arty/Fast Attack stack that's on its way to the spearhead, to protect the Workers roading/railing from the bridgehead to the spearhead, or to occupy a Mountain the enemy loves putting units on.

Defenders aren't just needed at the start. Whenever I've checked my defence in the warzone, thought "OK, everything's covered" and stopped producing defenders, it's turned out to be a really bad idea.

Arty (Treb/Cannon/Artillery)
I don't produce very many of these during a continental invasion (your style may vary). For one thing, with Leonardo's, I usually have a reasonable stack of them left over from my local wars, easily upgradeable to the latest style of killing-machine. And I'm very conservative about defending them in a war-zone, so I don't tend to lose many Artillery units, if I lose any at all. I used to produce loads of Arty, for the good reason that Arty is great - but learned that artillery is useless without enough defensive units to protect it, and enough attacking units to finish the job after bombardment.

On a quick side-note - if the enemy does build up an annoying naval force, arty on the coast on both continents (ideally a stack of 3-4 on a rail network) is the way to deter the enemy navy, send it back home for repairs, or make it easier for your own navy to sink it.

And a last note on Armies:
Watch out for the Army-transport problem! A 3-unit Army counts as 4 units, and can't be transported by anything less than a Galleon (needs Magnetism). A 4-unit post-Pentagon Army is 5 units - nothing less than a Transport (Combustion) will do the job. A simple trick is to only load up Armies (either the initial 3-unit load, or the extra 1-unit 3->4 load after Pentagon) over on the war-continent.​

VII.4 Balancing units on a boat

What combination of units should go on a boat? This question is IMHO only relevant when you're loading for an initial landing. Once the production-line is ticking over smoothly, I just load whatever turns up so that the boat can leave ASAP. It's impossible to predict what might be needed 5 turns in the future when the boat arrives in-theatre. But I do have an aversion to loading nothing but Arty, even when I have a bridgehead established, simply because it's useless (except as a city-defender) without some other unit to move with it. In the worst case, when other ships get sunk, a ship carrying only Arty may be reduced to waiting until more ships with defenders come along to allow it to land its units.

The unit-balance for initial landings depend on the whether the AI has rails. If I'm facing a railed enemy, I don't bother loading anything except Defence (and maybe one or two Arty for defensive bombardment, at a ratio of 3-4 Defence:1 Arty). A highly-militarised railed enemy won't give you a chance to break out of a LZ - all you can hope for is to hold the tile, or at least have many enemy units commit suicide against your stack before it dies.

In the absence of enemy rails, a Fast Attack unit or two can be useful, to pick off injured units that have tried to attack you and then pop back into the stack. Something like a 2 Defence:1 Arty:1 Fast Attack works well for me.
 
VIII. Managing the bridgehead city

The Head & Tail of Tiger tactic RaMesh recommends has the advantage of putting the enemy in a dilemma - where to send forces when they're being attacked from two sides? Another effect is that the Head or Tail will often be a relatively remote, undeveloped city. It's a great feeling when your expeditionary force comes in sight of the target city, expecting a tough fight against Musketmen (since you know the enemy has Gunpowder and Saltpetre), and sees this:

Spoiler :
ohyeahl.jpg


A few turns later, the city is yours. You've explored, lost countless galleys on the high seas, investigated the continent, picked the civ you're going to attack, picked your landing-zone(s), built your supply-infrastructure, landed your units, survived the initial counter-attack, fought hard. Now for the payoff - your first foothold city on the remote continent. Congratulations! You are now the proud owner of something like this:
Spoiler :

holyshitwhatadump1260ad.jpg


Is this the best you can hope for - the result of all that diplomacy, planning, infrastructure and production?

Ummmm - yes. Sorry :dunno:. Corruption and waste in CivIII mean that being a "builder through war", as you could be in CivII, is not a possibility. (Though, as someone not very experienced with Communist government, I'd be interested in different perspectives on this). Invading another continent for the sake of taking over the wonderful, productive, shield and commerce-rich cities over there is simply pointless. Once you take them over, they're good for nothing but farming. True, this city is in a particularly unpleasant place - but the catastrophic effects of corruption and waste will be the same no matter how good the city is.

Continent-invasion has to be for other reasons; it's never going to increase your shield-productivity, or give you a warm builder-feeling inside. It's really about resource-grabbing, or denying territory to the other civs, rather than making it productive territory of your own.

This city is never going to work very well - it's only useful as a stepping-stone to the Silk you can see to the northeast. Taking this as read - what do you do with this city now? How can it serve your campaign? Was this town a bad choice as the initial landing-point? Should I have chosen a larger city, more likely to have some useful improvements?

I haven't had much success with this. Choosing a larger city means you're dealing with more defenders - and, for some reason, the end result, by the time you take the city, is very much the same: a shell with few if any improvements. I'm not sure why this is - I always avoid bombarding once defenders are red-lined, and you always get an explicit message when you destroy an improvement by bombarding. Does the AI sell improvements when it thinks a city is lost? Maybe some .SAV-file hackers out there have an answer to this?

Securing the city from counter-attack
With the kind of waste you see in the pic above, it's not worth even trying to build defenders. You'll have to supply them from home (this is why you need to produce a lot of defenders, as noted in VII.3 above: it's not attrition, just the fact that conquered cities can't build them themselves). But as the first and only city on the continent (for the moment), this is the one place your injured units can come to heal up. So a Barracks is a high priority.

Defeating the Resistance
If you have enough units near the city, take advantage of the "first-turn amnesty". A city that culture-flips annihilates any of your units in the city. They don't move to your nearest border, or to your capital: they're just gone forever. Having this happen to you even once can make you extremely reluctant to leave more units in a city than absolutely necessary. But this contradicts the need to station as many units as possible to defeat resistance, something which can take many turns: and, in a double-bind, any resistance increases the chance of flipping!

However, cities will never flip on the IBT immediately after you capture them. So if you can spare the units, crowd a city with units as soon as you take it. With enough units, you can defeat the resistance by the next turn.

Securing the city from flipping
This means keeping the city from disorder, getting rid of Resistance ASAP, and "pushing" the enemy's culture as far away from the city as possible. The cheapest way to adjust culture-boundaries is simply to attack and take the neighbouring cities ASAP. The problem then moves to those cities. But this isn't always possible, especially in an initial-landing situation with limited forces.

Religious or Scientific civs can manufacture a quick dollop of Culture by building one of their cut-price Temples or Libraries. This doesn't have an immediate effect - a Library takes 3 turns to expand a city's culture boundaries. During those 3-4 turns, the Library/Temple that cost you so much effort is dangerously exposed to a flip.

I don't play non-Religious/Scientific civs much, but it seems to me that they don't have a "cheapo-building" solution to flipping. One alternative is to use the "combat-Settler" tactic. Bring a Settler along with your forces from home. Build a city in the enemy's culture-zone, and assign a couple of defenders to it. This shifts your culture-boundary outwards, with the added benefit of easier access to the next target city without the enemy-territory movement penalty. (Bear in mind when producing/loading that, like Arty, a combat-Settler needs supporting defenders to be of any use).

Keeping order
This is going to be a challenge right up to the moment when you entirely destroy the enemy civ or make peace with them, because of the additional unhappiness caused by "stop the aggression against the mother country". And disorder radically increases the chance of a culture-flip.

An option I haven't tried up until now is to simply give up enemy cities as a bad job - raze them and build your own (so bring enough Settlers along with you). You'll get no "aggession against mother country" unhappiness; but on the other hand, your new city will be much smaller (not much of a disadvantage, given the level of corruption and waste), and razing will make ALL AI civs - including your allies - dislike you.

Starving a city down is often necessary. The game has a nasty habit here. Even with Governors turned OFF, a city that has just starved will immediately assign all its citizens to tiles, often making it fall into disorder on the IBT (with the associated flip-risk). I don't know a way round this problem - all I can do is re-insist that the city has to starve again, taking citz off the land so that order is restored on the next turn.

In the middle of a war-zone, with tons of your units around (hopefully...), Military Police is one obvious answer to unhappiness. It dovetails nicely with the need for multiple defenders anyway, given that that the enemy is likely to attack the city in force. But in the medium to long-term, you need another solution. In a long-distance war, with reinforcements so hard to procure, you want those units moving forward to take more cities, not sitting on a discontented populace.

I usually manage unhappiness at home through the individualistic, minimal-state Marketplace+Luxuries method, rather than the communalist, "religion'n'football" Temples/Cathedrals/Colosseum method. The former is simply much cheaper - a game-feature Margaret Thatcher would be proud of...;). Apply this to a distant bridgehead city, and the answer is obvious: build a Harbor, get those luxuries flowing in, and let the Resistance recline on a fur-lined gem-studded tie-dyed ivory-framed couch and forget their nationalism in a silk-clad haze of spiced wine and incense. A Harbor also allows you to import any luxuries/resources from the city or a target city further inland - which may have been one of your war-aims in the first place.

To improve or not to improve?
Your first conquered city is dangerously exposed, both to reconquest (which you can anticipate by stacking the city with defenders) and to culture-flip (which, governed by a RNG, is a risk you can only mitigate). All the problems this city suffers from have improvements as a solution. But when Waste leaves you with only 1 shield per turn, how do you build the improvements?

It's a tough dilemma. Any improvements you build will have to be rushed. And the resistance has to be completely defeated before you can rush production. Under a pop-rush government, it's an easier decision - pop-rushing costs you nothing, and also reduces the city's miserable, revolting population. Under a cash-rush government, you run the risk of spending lots of gold on a Harbor, Barracks and Library, only to have the city flip back before the Library has had a chance to do its "culture-push".

The alternative is to forget about developing the bridgehead city and push onwards immediately, hoping to take control of at least a Barracks in one of the next layer of cities. In a land war, with less need for Barracks, and especially if I've already trashed the enemy's mobility by denying him Oil or Horses, I sometimes even don't bother to quell the resistance, leaving conquered cities completely undefended and blitzing onto the next. But I haven't found this a viable tactic in intercontinental warfare yet.

A lot depends on the enemy's cultural strength relative to yours. CivAssistII provides a very handy calculation of the risk of a city flipping; though, as everyone knows, when you're dealing with a RNG, even a low risk means you can be unlucky...

One solution is to aim for a city which already has a Harbor as your initial bridgehead. Harbors are helpfully visible to you for trade purposes. But Harbors, in my experience at least, have a nasty habit of "disappearing" at the moment you conquer the city.

In my current game, I took the risk of rushing improvements in my bridgehead city, and luckily didn't lose it to a flip. Years later in 1410, this is what it looked like:

Spoiler :
landingcitydeveloped141.jpg


Holy *** What a Dump! is way over-developed for its position and size, with a Harbor and Barracks. Workers are railing from Holy **** to the front. Offensive rails are another reason to get a Harbour up quickly - to make Coal available. As it happened, I was lucky enough to capture intact Barracks in Verulamium and Ratae-Something. I still think it was worth spending the money on the initial improvements. I got the healing benefit of the Barracks while fighting for the other cities; and the Harbor brought my home luxuries on-line to make subsequent cities a bit happier the moment I captured them, while also bringing the Silk and Incense I conquered immediately on-line back home.
 
IX. Continuing the war - Conclusion

In the game the screenshots come from, I made the initial landing in 1260AD, and effectively defeated the initial Enemy only by 1490AD. I think this is a typical time-scale for an intercontinental war - though of course there may be valuable time-saving strategies and tactics I'm missing, which I'd love to hear about.

A lot happens in that time. When the war started it was with a Treb/Knights/Musketmen army on the point of upgrading to Cannon. By the war's end, I was using Artillery/Cavalry/Infantry, with Destroyers imminent. Another development was the great sucess of the Stooge in grabbing more territory. This is the risk of using Stooges to support an intercontinental war - with their local advantage, they can end up doing better out of it in terms of territory than you do. I can now see Rubber on the map, and the Stooge has unknowingly secured two sources of it thanks to this war. Am I prepared to let a large civ that's already progressed to Steam Power keep a source of Rubber?

If I stick to my Conquest VC, the next stage is simple. With the Enemy no longer a threat, I could simply bump the other civs down the list, so that yesterday's Stooge or UNAB becomes the new Enemy. Or I could go to the other extreme, stop war-mongering right here, and take advantage of the good relations with the Stooge and their increased power to trade profitably with them.

I'm not sure which option I'll choose. This is the great thing about CivIII: decisions decisions decisions. Hopefully this guide will help players avoid the more frustrating hassles involved in waging war on another continent, so that the game is more about fun decisions, and less about grinding through!
 
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