Discussion in 'Civ3 - Strategy & Tips' started by shinsei, Jul 20, 2007.
Build airfields right next to your border with the civ you want to invade.
Oh,i thought you were talking about oversea battles
Using helicopters filled with TOWs are almost always better than paratroopers. MPs are 6/11 while TOWs are 12/14 + 6 bomb.defense. Also, helicopters can take off from any city, while paras can only be deployed from airports/fields. The only advantage is that paras have better range, if I'm not mistaken...
EDIT: Oh yes, paratroopers don't get attacked by fighters...
I see!that explain the existence need for TOW!they are the strongest foot soldier which can be carried by helicopter while modern armor and mech infantry simply can't because they are mechanic!
Well, I might be mistaken but I don't think that's their primary reason for existence. I think their defense bombardment is their main reason for existence.
Def bombard makes a stack of them stronger than they appear if you just look at their def value, but its still questionable if you want to build them over mech inf.
The helicopter thing is a highly specialist application, just like marines and paratroopers.
The real main reason for them is to serve as unit for a poor man's army, and to have something the AI can upgrade their swordsman too.
Reprogramming the AI to disband their practically useless swordsman in the modern age is more difficult than providing a proper upgrade path for them.
Does the Def Bombardment Adds up to the Def?like the TOW has 14 adds 6 = 20?or they just stay solo?
By the way,talking about Swordsman,it reminds me of those Unique Units which plays a important part of the battle,which one is better,Gallic Swordsman Immortal or Legionary?I found that Ancient Age/Middle Age UU is the most important because the battle atleast on your continent is almost decided after you barely advanced to Industry age,(then the sea battle begins for the conquest of other continent usually)thats the reason i never use America for the useless UU they had at Modern age which really doesn't help you much if the battle aready turns into the enemy's favor!I mostly choose China for the Riders purpose,thats really my favorite unit,it almost dominate the whole middle age,or Japan,because the Samurai outfit looks cool.
how do you get rid of enemy fighters defending cities?
if their air superiority ranges overlap will they dogfight until one dies?
would starting by sending some fighters in on bombing missions be a goos way to go
When an enemy attacks a stack containing TOW, they are bombarded. Sometimes they will lose a HP, but you would be better off just building another Mech Infantry, unless you are planning on using TOW to invade by helicopter, as was discussed earlier.
Attack the cities with fighters. Fighters have a stronger attack than defense, so you should win. Ok, I'll be precise, they have 2 defense and 4 attack.
They can only shoot down fighters/bombers in half their operational range. So, if a fighter had 6 operational range, they can only shoot down planes within 3 squares.
Yes, you got it right!
As said above, use fighters first to attack other fighters. Just press the bombard button.
The defense bombardment doesn't add the defense to the unit, but it allows units to bombard before being attacked. They can knock off 1-2 hitpoints off the enemy before attacking. Of course, they can also fail.
IMO Gallic Swordsmen is too weak for it's cost. It only adds one movement point for a whooping 10 shields (Which is enormous for the Ancient ages). So:
Legionary is great, but it only has three attack (The same as a regular swordsman). So there's not much improvement there, but I still like legionary's for the extra defense, basically like a 2-attack-point-hoplite. So:
That leads me with... Persian Immortal. A massive 4 attack points. A great unit for conquering. I personally find it too good, so I rarely play immortals.
So, top 3:
1. Persian Immortal
3. Gallic Swordsman
I already told you in my previous post! It has a chance to knock off a HP from teh attacking unit before the rest of the combat mechanism begins. Thus increasing the chance your unit will win the whole fight.
The Gallic Swordsman, because it has 2 moves and retreat! Its well worth the 10 extra shield for that!! (of course, the mounted worrier is even better, cause it costs 10 shields less and has a better upgrade path, but you didn't asked about that)
The Immortal doesn't have retreat, so its total chance of losing is bigger, it also moves slower.
The extra defense of the Legionary isn't very important. Speed and offense kills!
Actually this depends on map size, difficulty, and just how darn aggressive you conquer.
Players who always wait, and wait, and wait until cavalry before they start their main conquest like to tell you that their pet cavalry replacing UU is the best UU in the game.
Players who usually start their main conquest earlier know this isn't true!
Yeah,but what i'm asking is the defensive bombard attack bonus 6,does it add up to your main defense when the self-defending bombardment is calculated,or its just pure 6?
I usually start the war in Ancient Age by the time i got Swordsman.(or swordsman replaced UU!thats why i like to compare these Gallic,Legionary,and Immortals since thats my main strategy)or start the war at Middle Age after i had Rider if i play as China.(War elepants are great too )
The 6 bombard is just the bombard value. Just like attack value, it is used to determine the chance of a successful bombard. I don't know the exact mechanism, but the higher the number, the larger the chance of success.
Artillery has 12 bombard, for example.
On my current game,i had a big advantage over Military,and there is still alot of turns left,i had a huge land under control,but now i'm worrying about the spaceship/diplomatic victory,how do you stop the UN from voting?i had a bad relationship with all of them i'm afraid i have to stop the diplomatic victory for them.as well as for the spaceship,how do you sabotage their parts with spy?i can't find it in the espionage screen.
I don't know if this will actually stop the vote, but can you capture & raze the city with the UN? Would that work?
It's there. In the long list down the middle, look for "Sabotage Production." I've never actually done it, but I suspect that you'll need to know what city is building SS parts.
Also, if you're powerful militarily and control lots of land, you may not have to worry about it. Is the Domination VC enabled?
Sabotage Production?i thought i only destroy shields,it also destroy buildings?
Yes the Domination Victory is enabled as well as all others except for Wonder Victory(default setting anyways) i did have alot of land under control but its not big enough for the victory condition to be met,there is still several oponnent left.
I'm sorry, shinsei. I thought you meant sabotaging SS parts currently under production. I don't know if you can sabotage ones already built.
As far as Domination goes, do you have a settler pump and a weak neighbor? That's the fastest way I know of to gain tiles. How many opponents are we talking about?
Oh by the way,i had another game running too,where its still in middle age.but something buggy happened(i don't know if its bug for sure),Aztec Declared war on Hittites,and Aztec was attacking their city with galley!the galley get into battle with Hittites' spearman which was guarding the city,how could galley has the amphibious ability?Aztec was still in ancient age!
I have the save here,just end the turn and you will see what happen.
Yeah, I think that's a pretty well-known bug, though I've never seen it myself.
settler pump?do you mean like a 4 turn settler factory?yes i do,but its continental,i currently controls one continent and several island,but there is more then half the world unconquered,but i'm the biggest nation,i own a continent,while 5 or more of my opponent struggle on war on another continent.the stituation is good,but one of them begins the UN.and another one is trying to get spaceship parts.
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