Post Short Single Player Tips Here

tips

1.AI dosent use artillery, use artillery, you should have as many as you have offensive units

2.if you have enough artillery you can destroy all roads and railroads 2 tiles in to the enemys land, so when their tanks and MI move at your direction they just end their move right next to your border and with their TOWs lagging behind, waiting for that counterattack

of course, if they have MA, either you will have to have enough troops of your own to defend the artillery, or you need radar artillery, that can shoot and scoot,doing that separates the MI from the MA and the TOW and makes the enemy extra vulnerable for counter attacks

3.forrests! they use up 2 movement out of the invading enemy much like hills, plant forrests at your border if you expect an invasion, once the enemy is bogged down you can put your arty to good use
 
Always hav Mutual protection pact with urs rivals neighbour. its will help u a lot. send a single units and then attack ur enemy and then ur friend and ur rival will start the war. even if ur rival attacks u they both will start the war and u will be protected.and be friendly with ur neighbour keep ur neighbour happy through trade.
 
Jaws 2, you beat me to the forest tip.

But here's another, when involved in defensive warfare, don't let the attacker's red lined units escape to heal and return to the war. It's worth some risk to kill them, not just stop them. Civ is a game of economy, so in the same jist, always risk a cheaper unit, say a vetran swordsman against an injured knight. That's only true in long wars, where you want to wear them down by attrition.
 
Build a stack of following units: 20 artillery, 2-3 guerillas (to give back up fire for defenders) and lots of infantry (15++). Get the stack next to an enemy city. Bomb down the defence with your powerful artillery, and invade the city with infantry. Leave some of them to protect the invaded city and move the rest among the stack to blast another city's defence. Buld library or temple right away to prevent cultural conversion.

Warning: Build infantry all the time!! Or you will get stuck.
 
wont the artillery give better backup fire (than guerillas) for the defenders?

also i to recommend cavalery for attacking cities, after you softened up the cities defences, since they have a 50% chance of retreating if they are losing

another good idea for enjoying your game more would be to disable culture flips, altogether

i havent played with the culture flip thing since the first time one of my cities flipped and i learned all about it..
 
I find that a good idea that I always do is build a city, then a warrior or spearmen (depending on the age) and then build a settler. That way you can build lots of cities, and still have your original ones protected.
 
Jawz II said:
wont the artillery give better backup fire (than guerillas) for the defenders?

Yes, but you can upgrade guerilla into TOW infantry (in Conquest)


Jawz II said:
also i to recommend cavalery for attacking cities, after you softened up the cities defences, since they have a 50% chance of retreating if they are losing
Yes, and then artillery becomes defenceless when cavalry escapes. Infantry can be upgraded into mech infantry
 
Caesar Ozo said:
Yes, but you can upgrade guerilla into TOW infantry (in Conquest)

Yes, and then artillery becomes defenceless when cavalry escapes. Infantry can be upgraded into mech infantry



i dont get your point, you would put guerillas in your arty stack for the backup fire? when the arty can do the same thing, only much better? :confused:

why not use infantry instead? as you mentioned infantry can be upgraded to mech infatry, infantry cost the same as guerilla only it has 10 defense instead of 6!


of course you will need som kind of army core of units in your SOD, usually i make an infantry army + several more infantry to guard my arty stack (and to hold my captured cities) that goes without saying!

the few cavalry that are left when tanks are available, (since usually im in so much fighting not many of them survive), i use all the way through the game instead of disbanding them, good for finishing off weaker injured units guerilla-style raids, as in capturing workers and going into enemy territory and destroying roads/rail roads etc, and they have a decent chance of surviving the enemy turn too, since sometimes they run away

you cant beat that 3 mov untill MA, in case you dont have railroads everywhere, theyll get to where the fighting is much faster

for attacking cities cavalry is defenitly the better choice than infantry

besides TOW is good for 1 thing only, airlifts! (with choppers), i dont build guerillas, i just build the TOWs i need later when theyre availabe, only guerillas i use are upgraded med. inf.
 
Man, this is just a tactic I have used. I started using it in a multiplayer game I had with some friends. I just added few guerillas to strenghten the defencive fire. I also used them to destroy roads etc. You are right, they are not necessary.

But what comes to cavalry, I must disagree.
1) If they retreat, they leave artillery defenceless.
2) Cavalry's defence is only 3. Infantry has 10.
3) Cavalry CANNOT BE UPGRADED either.
I don't build them much. I wait for MA and start a heavy war with some real upgradeable weaponry.

Infantry is the first good defence unit and it also has the attack ability, and it's upgradeable (in the future). It's simply my favourite unit in the game. :goodjob:
 
obviously theres a failure in communication here, so ill repeat

Jawz II said:
of course you will need som kind of army core of units in your SOD, usually i make an infantry army + several more infantry to guard my arty stack (and to hold my captured cities) that goes without saying!

for attacking cities cavalry is defenitly the better choice than infantry
 
Another thing I do is build LOTS of banks and marketplaces when I can. I find it helps with the money you get per turn.
 
KrysTheGreat said:
Another thing I do is build LOTS of banks and marketplaces when I can. I find it helps with the money you get per turn.
+ add smiths to that. Then get Stock exchanges and Wall street. All free extra $ (If you need it that is...)
 
i do listen, cav has the same 6 attack value as infantry, but in case you lose (which you do alot, in higher levels, whilst fighting dug in infantry) you have a 50% chance of survival, which means a lot of shields saved in the long run, and more succesful fighting

you said you dont do much fighting before armour, this explains why

but hey, whatever :rolleyes:
 
Since this is supposed to be a "Tips" thread AND, a Civ beginner might get the impression that Cavalry, Infantry & Artillery are a "Must", if you want to win.

For the majority of games, you need only go as high as Horsemen to effect a win......and perhaps some catapults (at higher levels)! ;)

(For example, I have won HOF games at Sid level using only War Chariots!)

So, let's not get carried away that you NEED to get the more powerful units to Win! ;)
 
maybe if youre playing on tiny maps, you cant win on huge maps against 15 civs that fast, at least not on emperor
 
Jawz II said:
maybe if youre playing on tiny maps, you cant win on huge maps against 15 civs that fast, at least not on emperor
How about Huge Sid using Cavalry? That's Moonsinger/SirPleb, not me, I'm not quite up to Sid ;).
 
Just tried a game (smaller map, emp. dif.) and used infantry instead on cav.

-Certainly get out of Demo for war, the slow moving inf make for long wars and huge war w..
-Can use art. with less trouble.
-Saves having to research metalurgy and military tradition (this is a big plus).
-One elite inf fortified on a hill with an art can hold off about half a dozed enemy cav, however, as they always retreat, they can be Very hard to catch with a slow moving force.
-Save on having to build cav, and your (now) defensive forces are all in position once you get tanks.
-Between opponents with an equal Number of units, one with mostly cav and one with mostly inf, the short war would go to the cav civ, the long war would go to the inf civ.
 
megaclom said:
Just tried a game (smaller map, emp. dif.) and used infantry instead on cav.

-Certainly get out of Demo for war, the slow moving inf make for long wars and huge war w..

what is demo for war?

megaclom said:
-Can use art. with less trouble.

i dunno what this means, but if your using cav. for defense, youre screwing up


megaclom said:
-Saves having to research metalurgy and military tradition (this is a big plus).

no it is not, how do get to the industrial age without having gotten all the mandatory techs (metalurgy) in the midivel age?
plus military tradition means military academy!

megaclom said:
-One elite inf fortified on a hill with an art can hold off about half a dozed enemy cav, however, as they always retreat, they can be Very hard to catch with a slow moving force.

not if i redline it with artillery first

megaclom said:
-Save on having to build cav, and your (now) defensive forces are all in position once you get tanks.

if you have that many cavalry left over, obviously you werent fighting alot, so you didnt need neither cav. or inf.

usually i have 10-15 left tops, i can consider myself lucky if i have 15 alive cav when im in war, and if 10 of them have full health, between wars when im building up to attack i think ive had 40 once

of course, if tanks are around the corner, it might be a good idea to not build more cavalry if you have lots of them


megaclom said:
-Between opponents with an equal Number of units, one with mostly cav and one with mostly inf, the short war would go to the cav civ, the long war would go to the inf civ.

i see
try this, 2 civs, with one using only inf. for attacking and the other only cav. for attacking

the advantages of cavalry over infantry for attacking is pure math, plus cavalry has the 3 movement which is great

of course you need a balanced force if you want to win
 
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