OK, I love intercontinental invasions. After 4 years as a U.S. Marine in real life, I kinda like the roleplaying.
A. Don't count on spies to lower defenses, it's not guarenteed to work and they might get caught before they even try.
B. Amphibious amshmibious. It's all about the siege units. Bring all your beat up old cats with you and suicide every single one of them. I usually don't even bother doing that. Because if you have frigates then you have chemistry. while you were building frigates you should have been teching steel. Whip/buy/build a chunk of cannons. CR2 basically balances out the river penalty. Sure you will lose some but all you are doing with the first attack is establishing a beach head.
C. If the enenmy has an empire that crosses the continent. Land some troops on a hill on the other side. wait a couple turns until they are wiped out, not only reducing enemy troops but moving all the others to the other side of the empire. (Note: this is a last resort)
D. If there is a coastal capital or well developed city, take it. Not only do you have a decent city to start with, but it will really strike a blow against the enemy.
E. Bring a second smaller attack force or branch one off from your main force. The Ai usually has a city loaded with naval units. Caravels by the dozens, or maybe even galleons/frigates. If you only have enough troops to take one city....take this one. You need to do it on the first turn of war before the AI moves the ships out.
F. If your only goal is to establish a beachhead then pick the AI that hates you the least. Once the war is over you will need open borders because the ancient culture will close down the shipping lanes.
Intercontinental wars aren't easy. But they are a lot of fun. Most people that complain about them are the players that rely on axe rushes and beelining cavalry. They use a tech lead to compensate for lack of tactical ability.
@ TheMeInTeam, I think the changes in land percentage are due to colonies and the alignment of the stars. I know the more civs in a game the less you need. So i think eliminating one civ made the % go up. Witht the xtra land you can get another tech lead. Nukes trump Budhists every time.
A. Don't count on spies to lower defenses, it's not guarenteed to work and they might get caught before they even try.
B. Amphibious amshmibious. It's all about the siege units. Bring all your beat up old cats with you and suicide every single one of them. I usually don't even bother doing that. Because if you have frigates then you have chemistry. while you were building frigates you should have been teching steel. Whip/buy/build a chunk of cannons. CR2 basically balances out the river penalty. Sure you will lose some but all you are doing with the first attack is establishing a beach head.
C. If the enenmy has an empire that crosses the continent. Land some troops on a hill on the other side. wait a couple turns until they are wiped out, not only reducing enemy troops but moving all the others to the other side of the empire. (Note: this is a last resort)
D. If there is a coastal capital or well developed city, take it. Not only do you have a decent city to start with, but it will really strike a blow against the enemy.
E. Bring a second smaller attack force or branch one off from your main force. The Ai usually has a city loaded with naval units. Caravels by the dozens, or maybe even galleons/frigates. If you only have enough troops to take one city....take this one. You need to do it on the first turn of war before the AI moves the ships out.
F. If your only goal is to establish a beachhead then pick the AI that hates you the least. Once the war is over you will need open borders because the ancient culture will close down the shipping lanes.
Intercontinental wars aren't easy. But they are a lot of fun. Most people that complain about them are the players that rely on axe rushes and beelining cavalry. They use a tech lead to compensate for lack of tactical ability.
@ TheMeInTeam, I think the changes in land percentage are due to colonies and the alignment of the stars. I know the more civs in a game the less you need. So i think eliminating one civ made the % go up. Witht the xtra land you can get another tech lead. Nukes trump Budhists every time.