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Sea Invasion, and Naval Power

Discussion in 'Civ4 - General Discussions' started by PsychopathicWarmonger, Oct 8, 2017.

  1. s.bernbaum

    s.bernbaum Mostly lurking

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    If you use BUG, it tells you when the attacks occur.
     
  2. PsychopathicWarmonger

    PsychopathicWarmonger Chieftain

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    I've never given the Kremlin a thought. Does that not mess with Specialist-based economies?
     
  3. Lexicus

    Lexicus Warlord

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    Well, whipping pop is obviously not really compatible with having as many specialists as possible, but if you're trying to win by conquest I'm not sure why you're pursuing such a specialist-heavy strategy while fighting in any case. Specialist-heavy setup should be used to get to a key military tech faster (usually one of MT, Steel, Rifling), then I would switch to slavery from caste and go all out producing units.
     
  4. 6K Man

    6K Man Bureaucrat

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    Intelligence is key. Find out what your opponent is packing. That means cranking up the Espionage or at least sending Spies/Explorers through the AI’s land to locate the main stack. Then a quick look at the military advisor screen will help inform you of what units to bring. Lots of siege? Bring more MGs. Tanks? Bring more Anti-Tanks or Air Cavalry. Et cetera.

    Some specific tricks for industrial/modern era invasions:

    Are you neglecting your Machine Guns (MG)? They can’t attack anything, but they defend really well against gunpowder and mounted units, and more importantly, they’re immune to (land-based) collateral damage. Artillery are similarly immune to collateral. Many AIs overbuild siege, and what you don’t want is for your invasion force to get collateraled to death. And collateral-immune units can still be targeted for collateral damage, even if they’re immune to it. That can mean the difference between every enemy suicide-Artillery attack damaging 6 units (bad) or 3 units (better). MGs are pretty useful in this role right up until Robotics, and Artillery are good at soaking up collateral that would otherwise be applied to a unit that’s subject to damage from it.

    Lennier’s tip about basing your invasion force in a friendly civ bordering your target is a good one. But don’t forget that you can station your aircraft in any city you have Open Borders with, too. That can mitigate the need to have a half dozen Carriers or Supercarriers (LoR) in your invasion fleet, if your target has a neighbour you are on good terms with. Bombers, Jet Bombers and Ground Attack (LoR) are much, much better against AI stacks than Fighters, of course, and you can funnel in nearly unlimited reinforcements every turn, if needed.

    Use Destroyers and older units (Destroyer Escorts, Ironclad Cruisers) to bombard defenses to 0%. Use the Battleship/Heavy Cruiser ‘bombard’ function to inflict collateral damage against defenders – the odds of a hit are low, but every little bit helps. Then, do a Fighter Engage with your Fighters/Jet Fighters to take out any AI combat air patrol. When the AI air defenders are gone, use your Bombers (if you have a base for them) to inflict collateral damage on the AI ground defenders. Then your remaining Fighters/Jet Fighters attack remaining defenders.

    Don’t waste your time building Marines; Infantry and Motor Infantry (LoR) clobber them. They have a bonus against MGs in LoR, but that bonus is wiped out by the MG’s +100% versus Gunpowder units. And the free Amphibious promotion shouldn’t matter, because your shipborne attackers should be attacking wounded defenders with no cultural defense.

    Make sure your transports have a movement point left, so they can be moved into a captured city; units on board can be offloaded even if they’ve already attacked.

    If you have strong units with a high (>85%) chance to win a battle, think about holding off on promoting them until after the combat is over. The free healing with a promotion can be crucial.

    Your initial target should be a coastal hill city, for better defense. Don’t be afraid to pillage the roads and rails leading into it (with spies, aircraft, or sacrificial units), to slow down AI counterattacks.
     
  5. PsychopathicWarmonger

    PsychopathicWarmonger Chieftain

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    Thanks for all the tips. I'll take it all into account when I'm staging my next Operation Sealion. :D

    @Lexicus: Sorry I sped-read your bit on the Kremlin and missed the 'whip' bit. I assumed you were talking about moving out of a Representation-economy into a Universal Sufferage one. XD
    I rarely find myself using Slavery late game though, the lost hammers from my workshops is really a dampener. :(
    I guess what you're saying is that those immediate units are better now than what the workshop cities can produce in several turns time?

    @6K Man : My experience with late industrial war has been limited until recently. I found myself unfamiliar with which units were best used. Machine-Guns in LoR, I shouldn't have neglected. XD
    I don't quite mean far enough into the modern era as to have carriers and bombers, but I'll store those tips away regardless. :D
    Thanks all. :)
     
  6. Lexicus

    Lexicus Warlord

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    Basically, yes. Even if the food->hammer conversion rates are similar, which they may or may not be depending on the tech level. One reason whipping is so powerful is that you get the units now which is obviously helpful since any unit has only a limited window of usefulness for stomping AIs. Once they get technical parity you need to outnumber them and spam siege which is expensive.

    Yes, though for me the main problem with mid-late slavery is that it tanks my tech rate. I actually recently started switching into Emancipation when my cav/rifle/cannon rush ends, and have been rewarded with much faster teching rates. By this time I've usually conquered at least 3 or 4 AIs' worth of territory (or united my continent if applicable), and have 2 or if I'm lucky 3 cities devoted to full-time unit production with lots of EXP, so whipping is far less necessary. I have occasionally switched into Emancipation and then back to Slavery for producing large numbers of artillery and infantry with which to finish the game.
     

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