Possible good strategy?

Civddict

Prince
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Declare war to civs on another islands, who are in Democracy but not Religious civs. They cannot reach you- and they will be damaged by riots. Possibly they will have to switch goverment, which means 5 or more turns without production. Of course, you must not be in Democracy.
 
If I understand it correctly... I thought war wariness is caused by your military units inside enemy border. So the above scenario won't work unless u can trap an unit of his and make it stay alive for a long time...

I could be wrong tho... hmmm
 
I think prolonged war brings imminent war weariness in democratic civ. Especially if they declare war first.
 
Civddict: this could be good in some situations, however it would damage your relations (very very badly) with these civilizations. It can also cause war weariness in republic. If you want to hurt them, a better suggestion imho is to sign a military alliance with one civ on another island against another civ on the same island. They will fight each other, slowing both of them down; you still keep good relations with one of them. Often though, the AI seems more willing to sign a military alliance against another civ if you are already at war with them.

Also, after 20 turns of fighting, you can sign a peace deal, but hope that they now hate each other sufficiently to keep fighting.
 
civddict: once you only have one or two civs left, it is likely a rather academic question, since you are probably on the verge of winning anyway (there are exceptions to this though).

Also, if you have nationalism, you can probably still convince one of the civilizations to sign a mutual protection pact with you, even if they are furious with you. If they don't have an mpp with the other one, then you can declare war on the other civ forcing the two civs into a war as your mpp comes into effect.
 
go to war honorably (no breaking dales, no usrprise attacks). they will come for you and if you inflict losses they get war weariness, too :D

nice strategy to get them out of demo - it works fine!
 
Ok, here's what you do:

Let's call the bigger enemy civ Civ A, the other Civ B.

Sign a mutual protection pact AND a Right of Passage pact with civ A, if you can.

Land your gigantic army of tanks (or Modern Armor) and as many nukes as you can get (use nuclear subs to ferry them) on Civ A's land.

Try to get them Civ A to declare war on Civ B. (try to get Civ B to declare on you first by infuriating him even more)

Wait one or two turns. Position your tank armies (plus a bit of artillery) near Civ A's cities and also position your nukes near some other cities (with 1 mech infantry and one or 2 tanks/modern armor standing by on high ground, a tile away from cities so as not to incur blast damage)

Also try to block Civ A's offensive army with some mech inf. conscripts (which should be in Civ B's territory)

Nuke Civ A's cities. (preferrably from the coast, one tile away) Take them (there will still be some resistance) Take other, weaker, cities as you can. Try to not overextend yourself.

Fortify, heal, and take other cities. Bring in more nukes if you have to.

If you play your cards perfectly and have about 2 tank/modern armor per enemy city (some tanks/modern armor, depending on difficulty level, should be in armies), plus nuke 60% of them, you should be able to take over Civ A in abut 4-6 turns (if, say, enemy civ has 18 cities)

the KEY here is don't overextend yourself.

Now kill the other Civ or make peace (which will prolly be impossible because you just reneged on three very important diplomatic agreements and nuked prolly 12 enemy cities :D ), and wait for more nukes.

:nuke: :nuke: :nuke:
 
Originally posted by Agamemnus
Ok, here's what you do:

If you play your cards perfectly and have about 2 tank/modern armor per enemy city (some tanks/modern armor, depending on difficulty level, should be in armies), plus nuke 60% of them, you should be able to take over Civ A in abut 4-6 turns (if, say, enemy civ has 18 cities)

Almost an AI exploit. This WON'T work against a human, or an AI worth a crap.

The AI should not allow offensive firepower exceeding 50% of it's defensive garrison strength within 1 move of it's cities, and NEVER allow foreign nukes on it's soil or within range of it's culture boundaries.

F'ing GOD we need scripting to fix some of the AI's utter fecklessness...

Venger
 
Here comes the B*I*G question:

If one is to play so Machiavellian, how can we trust each other in a CivIII multiplayer game? I don't think we can.. a "Nuke Surprise" (or any other gigantic BETRAYAL OF TRUST) is too great an advantage..

So my remedy is disallow all diplomatic activity between players in multiplayer games :p
 
Originally posted by Agamemnus
Here comes the B*I*G question:

If one is to play so Machiavellian, how can we trust each other in a CivIII multiplayer game? I don't think we can.. a "Nuke Surprise" (or any other gigantic BETRAYAL OF TRUST) is too great an advantage..

Thing is the human will be able to interpret the proximity of all those forces as a threat. Unless he's Stalin (giggle).

So my remedy is disallow all diplomatic activity between players in multiplayer games :p

Oh Lord no...but the treaties that are signed should be allowed to be broken, especially RoP treaties... you may not want to attack another Civ to break it, but you don't want to let him preposition forces to attack you either...

Venger
 
Still you'd have to watch your back for backstabbers much more than you do now... and the weak civ/strong civ attitude the AIs have on people (stronger = more furious AIs) will be reversed 180 degrees.
 
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