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Late Industrial Airlift Invasion

Discussion in 'Civ3 Strategy Articles' started by BassDude726, Jun 10, 2004.

  1. BassDude726

    BassDude726 It's Just a Phase

    Joined:
    May 19, 2004
    Messages:
    1,057
    Location:
    Boston, MA
    This is a useful strategy for invading far-away continents with a minimum risk of having your invasion force sunk, and eliminating the logistics problems of overseas transport. Maybe this is a common strategy, but I thought I'd throw it out there for any new players.

    This is a game-spanning strategy, requiring planning from the very first stages of the game. Make your first priority monopolizing as many resources and luxuries as possible during the expansion phase, being careful to construct your infrastructure so that you can trade with many civs is possible. Do this with roads at first, and then harbors when they become available.

    Once this has been accomplished, build up your treasury over the rest of the Ancient Age and Middle Age by selling techs, maps, and most importantly, your (hopefully) large array of resources and luxuries. The luxuries in your possession should be enough to keep your population happy, so you can set your scientific research rate higher than normal, thus eliminating most of the need to buy techs from other civs.

    It's also important to have a government in which you can utilize your treasury as a method of rushing units and improvements. Therefore, a civilization that favors something such as Monarchy is a bonus, but not an essential. If you're using a civ that doesn't like such governments, still research the necessary techs so that you can switch over when the time comes.

    When motorized transportation becomes available, you can either start building a tank in every one of your cities so that they will all be completed by the time airports are available, or you can wait until the turn before airports and rush them all (note: if your treasury is smaller than you'd prefer, you might not want to rush them, and even if you do, don't rush too early because a massive army will drain your cash pretty darn fast). If economically feasible, try to build at least 2 tanks in each city by the time you get airports.

    Now, select the victim of your choice. Send at least three transports with 15 tanks and 9 infantry, more if your enemy is strong, to a coastal city of their empire. If you time it right, you can get them there just as airports become available. Rush an airport in every city that has tanks (or other offensive units, but preferably tanks) Take the enemy city, and garrisson as many troops as you have there to quell the resistance in one turn. The next turn, rush an airport and then (the fun part) airlift your tanks in! It's important to have your tanks spread out over all your cities because airports can only lift one unit per turn. Over the next few turns, you should be able to airlift your massive army and your defensive units, and overrun your enemy before they know what hit them.

    I originally posted this in the strategy and tips forum, and some people brought up some good points. Make sure you have good defensive capability with your initial transport-borne invasion, since there's a good chance your enemy will have railroads by now and can shift a potentially massive counteroffensive your way in a single turn. Also, it was suggested to bring a couple workers along to construct an airfield, which is cheaper than an airport, but doesn't provide the ability to create veteran air units or a connection ability.

    It also helps a lot to have artillery and/or bombers, but this will strain your treasury. Taxmen help to bring in the cash, but only to a point. The least fun part of this strategy is the last phase: once you have secured all your newly captured cities, you don't really need all those tanks anymore unless you have another enemy in your sights, and disbanding them will help you recover from your massive treasury drain.

    There are also downsides to this strategy. First, the amount of pre-planning it requires makes it tedious, and there are no guarantees that all the planning won't all be for nothing if your enemy turns out to have better defensive and/or counter-offensive abilities than you thought. It's also hard to maintain the friendly diplomacy with many civs that you should have to do all the trading to build up your gold reserves. All in all, this is a tough balance to achieve, but if you do it right, it is a devastating maneuver that few enemies can counter.

    Thanks to everyone who made suggestions in the original posting.
     
  2. dresdor

    dresdor Chaotic Evil DM

    Joined:
    Jun 20, 2004
    Messages:
    198
    Location:
    Illinois
    It would work, but does take a lot of resources. If your enemies were very far away (on the other side of the map) then it is a great strategy...the closer they are, though, the lower the cost of shipping units as opposed to building up airports and flying them in.
     

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