yoshi74
Tourist from Mars
How to wage war in a democracy
I think is it possible and useful to fight a war while staying in democracy. This article should show how to do it witout falling due to war weariness.
The best time to do this in in the middle of the industrial age, more specificly after the research of replacable parts. It would be harder or even impossible when your opponent have tanks in significant numbers.
This article is based on How Does War Weariness Works at the war acadamy. If you aren't familar with it, I advice reading this article, because i won't repeat it.
Instead I will show how to use it in practice.
But first: Why fight a war in democracy when there are viable war goverments(communism / faschism).
1. You want to stay in democracy to keep up your reseach. Forcing other civs out of demo, while you stay in it can increase your tech lead significant.
2. Your civ isn't religous, so switching to a war gouverment will cost you several turns of science/money/production and even population (due to starving). When switching back after the war the same, which can accumulate to 10+ turns, which normally are at least two lost techs.
I devide this article in three parts:
War preparation
Starting the war
Fighting the war
War preparation
First you have to secure the happiness of your citiziens. Build all happiness buildings unless you already have. Marketplaces and police stations too. Having the woman suffrage will help, but isn't a must. The same for sistine chapel / j.s.bachs. If you have them great, if not there isn't much you can do about it in the industrial age. (Exept your enemy owns them. Then try to capture them asap.)
Also luxuries are importent. If you haven't enough by yourself, buy them (and make sure your partner stays at your side). If your enemy own some luxuries you don't have, you can count them in as long as you can get them fast.
The second thing is your military. This strategie needs replacable parts, because it provides us with two of the three units we need: infantery and artillery. The third is an offencive unit like cavalry. Tanks are even better, but then you probably waited to long and your opponent have them also. The war could start instantly the turn you got replacable parts, when you build enough rifleman/cannons and have the money to upgrade them. Build a sizeable force and get ready for the next step.
Starting the war
Declaring the war by yourself isn't a good idea, because it will add big deal of war weariness before the first shot is fired. This should be avoided. [edit: this has proven to be false]
Ideally the ai will declare war at you. Try to provoke them with demands / units in her territory. If they dont give in, you have to relay on spy missions. The chances to success are low enough that you can safely assume your spy will get caught quite fast. When the ai is already furios at you, it will quite surely declare war. Because this isn't an unprovoked war you don't get the -30 to war weariness, but it won't increase it eigther. The good think is you get the war decleration during your turn.
When your at war, its time to gather some friends. I don't advise to invite everyone into the war. There are two types of civs you should make your allys.
1. Strong civs near the enemy / near you. Often in CivIII your current friend is your next enemy, so this would weaken them and your aren't in danger to face them on the other side of the sword (or gun...)
2. Civs you are dependend on, e.g civs who provide you with luxuries and/or big piles of gold/turn. Otherwise an embargo/war declaration could destabilize your happiness.
Civs who don't are in on of the two categories, maybe even weaker/back in tech can be left out. Maybe the remain neutral, maybe the join forces with on of your allys. This doesn't matter.
They could also join forces with your enemy, which isn't bad at all. Because when someone declares war at you, your war weariness drops. Just make sure you can handle this addional threat.
Well, now we have friends and foes, its time to go to business.
Fighting the war
You must know that there are three things which really pump your war weariness up:
1. Losing Cities
2. Getting attacked
3. Losing units
There are other things as well, but the above are the most significant and can (and should) be avoided.
1. Three words: Don't do it! You prepared the war and have the superior strategic/tactical mind. If you lose cities you eighter don't had enought military, underestimated your enemy or messed something else up. At this time of the game the human has such a big advantage above the dumb ai, that losing cities by force should not occur.
2. Getting attacked seems harder to avoid, but is possible. The ai likes to pick on easy targets, and avoids harder targets. Thats where your infantry comes into play. They rarely (almost never) attack infantry without tanks. Haven't fought an ai with tanks in recent times, but i assume you need mech.inf. to scare them away.
Easy targets are all offencive units, worker, artillery and weaker defender. Even a tank, while having a def.value of 8, is often attacked by enemy cavalry. I think its because they are an much more offencive threat than an infantry unit.
So theres an easy rule: Put an infantry on every stack near your enemy. On every worker close to the border. On your attacking stack. On everything within the reach of your enemy. And a cavalry can enter three spaces deep in your territory! Don't give easy targets. Thats where you have your allies for.
Of course this will slow your war a little bit, but its worth it.
3. O.k, without counter attacks we won't loose units in defence, but we are fighting an offencive war. Try to avoid heavy causalities. Taking an big enemy city or even their capital may be a big victory, but if you loose ten units in the process, your citiziens will look different at it. Loosing a lot of units on the offence may be o.k. for an communism/faschism warlord with a big running war economy, but el presidente can't afford it!
Thats what you have your artillery for, and hopefully enough of it. Theres a lot written about this, so ill keep it short: Bombard every defender down to one or two hitpoints (infantry in bigger cities always to one hp) and THEN attack. Make sure you have infantry ready to secure the city and also the units who stand outside, when they spend all their movement points during the attack. This should reduce your causalities to a minimum.
Well, thats it. Comments, suggestions and corrections are always welcome. And have fun being an elected warlord.
I think is it possible and useful to fight a war while staying in democracy. This article should show how to do it witout falling due to war weariness.
The best time to do this in in the middle of the industrial age, more specificly after the research of replacable parts. It would be harder or even impossible when your opponent have tanks in significant numbers.
This article is based on How Does War Weariness Works at the war acadamy. If you aren't familar with it, I advice reading this article, because i won't repeat it.
Instead I will show how to use it in practice.
But first: Why fight a war in democracy when there are viable war goverments(communism / faschism).
1. You want to stay in democracy to keep up your reseach. Forcing other civs out of demo, while you stay in it can increase your tech lead significant.
2. Your civ isn't religous, so switching to a war gouverment will cost you several turns of science/money/production and even population (due to starving). When switching back after the war the same, which can accumulate to 10+ turns, which normally are at least two lost techs.
I devide this article in three parts:
War preparation
Starting the war
Fighting the war
War preparation
First you have to secure the happiness of your citiziens. Build all happiness buildings unless you already have. Marketplaces and police stations too. Having the woman suffrage will help, but isn't a must. The same for sistine chapel / j.s.bachs. If you have them great, if not there isn't much you can do about it in the industrial age. (Exept your enemy owns them. Then try to capture them asap.)
Also luxuries are importent. If you haven't enough by yourself, buy them (and make sure your partner stays at your side). If your enemy own some luxuries you don't have, you can count them in as long as you can get them fast.
The second thing is your military. This strategie needs replacable parts, because it provides us with two of the three units we need: infantery and artillery. The third is an offencive unit like cavalry. Tanks are even better, but then you probably waited to long and your opponent have them also. The war could start instantly the turn you got replacable parts, when you build enough rifleman/cannons and have the money to upgrade them. Build a sizeable force and get ready for the next step.
Starting the war
Declaring the war by yourself isn't a good idea, because it will add big deal of war weariness before the first shot is fired. This should be avoided. [edit: this has proven to be false]
Ideally the ai will declare war at you. Try to provoke them with demands / units in her territory. If they dont give in, you have to relay on spy missions. The chances to success are low enough that you can safely assume your spy will get caught quite fast. When the ai is already furios at you, it will quite surely declare war. Because this isn't an unprovoked war you don't get the -30 to war weariness, but it won't increase it eigther. The good think is you get the war decleration during your turn.
When your at war, its time to gather some friends. I don't advise to invite everyone into the war. There are two types of civs you should make your allys.
1. Strong civs near the enemy / near you. Often in CivIII your current friend is your next enemy, so this would weaken them and your aren't in danger to face them on the other side of the sword (or gun...)
2. Civs you are dependend on, e.g civs who provide you with luxuries and/or big piles of gold/turn. Otherwise an embargo/war declaration could destabilize your happiness.
Civs who don't are in on of the two categories, maybe even weaker/back in tech can be left out. Maybe the remain neutral, maybe the join forces with on of your allys. This doesn't matter.
They could also join forces with your enemy, which isn't bad at all. Because when someone declares war at you, your war weariness drops. Just make sure you can handle this addional threat.
Well, now we have friends and foes, its time to go to business.
Fighting the war
You must know that there are three things which really pump your war weariness up:
1. Losing Cities
2. Getting attacked
3. Losing units
There are other things as well, but the above are the most significant and can (and should) be avoided.
1. Three words: Don't do it! You prepared the war and have the superior strategic/tactical mind. If you lose cities you eighter don't had enought military, underestimated your enemy or messed something else up. At this time of the game the human has such a big advantage above the dumb ai, that losing cities by force should not occur.
2. Getting attacked seems harder to avoid, but is possible. The ai likes to pick on easy targets, and avoids harder targets. Thats where your infantry comes into play. They rarely (almost never) attack infantry without tanks. Haven't fought an ai with tanks in recent times, but i assume you need mech.inf. to scare them away.
Easy targets are all offencive units, worker, artillery and weaker defender. Even a tank, while having a def.value of 8, is often attacked by enemy cavalry. I think its because they are an much more offencive threat than an infantry unit.
So theres an easy rule: Put an infantry on every stack near your enemy. On every worker close to the border. On your attacking stack. On everything within the reach of your enemy. And a cavalry can enter three spaces deep in your territory! Don't give easy targets. Thats where you have your allies for.
Of course this will slow your war a little bit, but its worth it.
3. O.k, without counter attacks we won't loose units in defence, but we are fighting an offencive war. Try to avoid heavy causalities. Taking an big enemy city or even their capital may be a big victory, but if you loose ten units in the process, your citiziens will look different at it. Loosing a lot of units on the offence may be o.k. for an communism/faschism warlord with a big running war economy, but el presidente can't afford it!
Thats what you have your artillery for, and hopefully enough of it. Theres a lot written about this, so ill keep it short: Bombard every defender down to one or two hitpoints (infantry in bigger cities always to one hp) and THEN attack. Make sure you have infantry ready to secure the city and also the units who stand outside, when they spend all their movement points during the attack. This should reduce your causalities to a minimum.
Well, thats it. Comments, suggestions and corrections are always welcome. And have fun being an elected warlord.
