I need Suggestions

Nero

Chieftain
Joined
Nov 4, 2002
Messages
11
Here is my Situation:

Zulu (Me){Industrial Age} vs. Babylonians{Modern} vs. Germans{Modern} vs. Russians{Modern}

My huge civilization of 7 cities has a problem. I need to claim back some land from the Germans who have invaded one of my islands. My embassies have identified a nuclear sub being completed in about 13 turns, which I suspect they will line up around my Sea Side Capital. I need some way to claim 3 towns in less than 12 turns. Or try to demolish their production. But there is yet another catch, they have a MPP with both the Russians and Babylonians, who currently have boats in my territory. I could wait for them to expire, but the submarine would be complete, confirming their ability to use nukes.

I earlier did this to the Babylonians, which I think may work here:
Babylonians had one town in my territory. I swiftly destroyed it suffering 2 casualties. On the turn they got units on my territory, a peace treaty was signed, preventing major damage to my capital town.

I like the swift and quick route. That is how I want to get my 3 towns back.

In addition to this predicament, I have some questions:

1. Should I be worried about a Computer with a Nuclear Plant melting down near my civ?

2. What is a good way to fortify borders of an island from attack?

3. How do I get rid of my enemy's integrated defense?
 
If you want game-specific advice you should attach a zipped save file. Otherwise you'll have to answer a lot of questions for us to help you, and we still might guess wrong.

1. Nuclear meltdowns only affect the 9 tiles right next to the city. In addition, meltdowns only occur when the city goes into disorder, which the computer governor will never allow. You should sell off any nuke plant you capture though, since the resisters will try to sabotage it.

2. The best way to defend an island is to surround the entire coast with units, even workers will do. Only marines can land on occupied tiles and the AI doesn't use them very well.

3. You can't take away a tech, so I assume you want to take out their SDI small wonder. Just capture the city and it will be destroyed, although they can rebuild it again.
 
They shouldn't be able to rebuild it again since it is a Small Wonder.

Can you get an MPP with the other 2 civs? If so, do it, then goad the other civ into attacking. Let it be the first one to attack your units, this should cause the MPP to kick in on your side instead of theirs.
 
Ok, If you need more info about the game just ask and I will get it. (Also, if it comes to it, tell me how I can attach a zip please)

Here is an update:

In the same game I tested out the babylonians{computer}, but did not save. I found they are no big deal, but the Germans have alot of aircraft and naval vessels. The Russians have an even bigger navy, and I can not tell much about the Egyptians.

I was able to use the Russians, Egytians, and Germans against the Babylonians with Alliances. But afterward the Germans attacked me for no visible reason. So my next question is:

4. Will computers war you if you have a military alliance against someone, and then sign a peace treaty with the one allianced against(Babylon), will the computer I am allianced with(Germany) always war me?

and

5. What are the benifits of using the Americans, combat and diplomacy wise?

Killing two birds with one stone :D
 
4. Yes, signing peace with your common enemy before the alliance expires is backstabbing. You can check how many turns are left on an alliance by clicking "Active" while proposing a deal.

5. No benefits. :D Your civ doesn't affect diplomacy, the only thing that matters is how well you honor your deals. And the Americans have a near-useless unique unit that triggers a golden age long after most games are decided.

You can attach files using the "attach file" field. The only tricky part is you lose your attachment if you preview your post.
 

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I would build a lot of artillery then give them hell. Since you are an age behide in tech, artillery is your #1 choice of weapon now. They are dirt cheap to build too. With 7 cities, you could rush 7 artilleries in every turn (I hope you have enough golds in reserve). At the end of the 11th turns, use that stack of 77 artilleries to retake your 3 cities (could do that 1 or 2 turns). Of course, we need to work out further detail, but artillery is the utimate weapon for an industrial age to fight against the modern age.

I have to go now. Good luck with your game. I won't be back until next week. If you have time, check the Strategy Article Forum for more tips on the use of artillery.
 
That's some shameless self promotion moonsinger...:D Although I do recommend his article, and I know from experience that he's right. Artillery will do every trick you want, just make sure that you send them in with enough infantry for defence.

I don't see why you bother so much with the nuclear sub. The ability to build nuclear subs has very little to do with the ability to build tactical nukes. And even if they have nukes, the AI rarely attacks before you strike with nukes. Boom!

Moonsingers article: http://forums.civfanatics.com/showthread.php?s=&threadid=25078
 
Artillery, didnt think about that. (and yes i have plenty of gold)

My prime concern with the nuclear sub was the ability for them to use nuclear weapons :nuke:, wasn't that concerned about the sub.

Thanks for the instructions on the attachment thing. I havent noticed that area untill now.

Update: I started another game which gave me a better understanding of combat and better ways to advance through the techs. I have a few more questions though.

6. I havent been seeing alot of goodie huts, is it that there is not goodie huts in every game, or are the computers hogging them?

7. What is a good way to avoid war when you refuse to pay tribute to a civilization? (if there isnt a way, whats a good way to quickly prepare for the attack?)

8. Earlier in the game, what is a good way to protect territory?

9. Do the computers have contact with each other at the beginning or do they need to find them first?

10. What if you preview your post before you add the attachment?
 
Originally posted by Nero

6. I havent been seeing alot of goodie huts, is it that there is not goodie huts in every game, or are the computers hogging them?

7. What is a good way to avoid war when you refuse to pay tribute to a civilization? (if there isnt a way, whats a good way to quickly prepare for the attack?)

8. Earlier in the game, what is a good way to protect territory?

9. Do the computers have contact with each other at the beginning or do they need to find them first?

10. What if you preview your post before you add the attachment?

Nero, these are actually newbie questions. Check http://forums.civfanatics.com/showthread.php?s=&threadid=34839

I'll make it easy for you and try to answer your questions, but only if you promise me not to post newbie questions in the strategy forum;)

6. Of course there are a lot of goodie huts, I think the AI beat you to it. This happens especially if you've got expansionist neighbours, who start out with a scout.

7. If you're weak, you can better give in. If you're strong, they'll back off themselves. There's no way really, it's just the way of the AI to get into war with you (not that they really need an excuse for that though)

8. 'Protect territory'? What do you mean? You protect your cities with units of course. Who cares that the AI moves around your countryside? You can always ask them to leave.
Again, if you've got a strong military, they'll respect your borders.

9. The AI always knows where all units are and knows all of the map, but they've not contacted each other in terms of trade and diplomacy, if that is what you mean.

EDIT:
10. Well, you can always press back and post again.

Good luck!
 
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