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The Most Important Part of Any Endgame: Oil

rag-lafart

Chieftain
Joined
Sep 13, 2004
Messages
2
I'm surprised I haven't seen more articles about this. As a longtime civ2 and civ3 player who just recently discovered this forum, I expected oil to be more central to the geopolitical discussions taking place here.

As in the real world, any modern war in civ 3 requires - absolutely requires - oil. Without oil, the only worthwile units you can have are nukes and cruise missiles.

As I approach modern times on Emperor or Deity, I generally find myself in sole possession of my island/continent. Opposing me are a couple other large civilizations and a couple small, technologically backwards ones. Among my opponents, there is always one that is head and shoulders above the rest - depending on how well I've played, they are about equivalent with my civilization (sometimes a little ahead, sometimes a little behind in power, techs, size). Time and again I've found that the single most effective way of dealing with this player is cutting off his oil supply.

Since this opponent should never be on your island (I'm assuming you're good enough to neutralize all proximate civilizations earlier in the game), any war between the two of you is going to inherently favor the defender (shorter supply lines to their production centers, fast movement over their railroads, etc.) The way to change this is to effectively give yourself a technology edge by only allowing your enemy to build infantry and cavalry.

Securing the World's Oil:

As you approach Refining, which allows you to see the oil resource, start snatching up desert and tundra cities from your smaller opponents. The last thing you want is some small civ funelling oil into your main rival. If possible, take the tundra and desert cities from this rival, too (although often a war with them is courting disaster). If the rival is already at war with a neighbor, you can often get into a quick war and snatch some luxury/resource cities and then negotiate for peace. Since the oil cities aren't going to be production centers (owing to them being in deserts/tundra), it is best to raze them and then use your own settlers to build cities with more loyal citizenries. Get some quick culture in these.

If a third party has excess oil, either take it from them (if they aren't friendly), or butter them up and get a trade embargo against your rival. I usually pursue the former, as it's more of a guarantee.

The only other scenario is if your rival has oil in his borders. This happens less than you might think - partly, I speculate, because your rival is strong for a reason: he has mostly good territory in his borders, without a lot of tundra or too much desert. If this does occur, however, be prepared to go to war over it - and stay at war until it is resolved. A resolution takes the form of you capturing and then abandoning his oil city (this is less offensive than razing it) and any cities close to it, and then founding your own (and pumping culture there, of course). The best way to pursue a war like this is to let some time pass after the declaration, beat off his attacks, and then launch a vicious counter-attack right as he is preparing to make peace with you. This way, if you overextend a little, you can sue for peace and not be hurt too bad. Often, such a war has single-handedly forced me into communism because of war-weariness. But there is no question that it is worth it.

The Payoff:

This should be pretty clear to anybody who has even looked at a manual for this game. By controlling all oil, you will have an easy edge on any army your rival (or any other civ) can field. Instead of belaboring the point, I will address the one danger that is not averted by oil dominance: Mutually assured destruction. If, for whatever reason, you've frittered away your time and let your opponent get nukes even though your military was far superior - do not worry. The key to dealing with nuclear weapons against someone without oil is the one-turn blitzkrieg. Essentially, what you do is this:

Fill one or two transports with marines. Fill at least five more with modern armor. Use the marines to take out one of the enemy's coastal cities that is connected to his railroad network (the 'entry city'). Move the transports into the city and unload the modern armor there - they'll still have their three movement points. Nuke all the major enemy cities that are big enough to have nukes - hit the really big ones and capital twice, if you can. Attack the nearest with your modern armor. Since the opponent has no oil, their nuked infantry defenders should be no problem for your armor. Cities, when properly spaced, will be just within range of each other for a modern armor's three movement points. Captures cities progressively until all nuke-worthy cities have been captured (you have to capture them so that you get the cultural border around the cities and the movement bonuses that go with it - only raze the peripheral ones). If all goes well, and assuming the spacing is proper, you should be able to destroy the vast majority of their nuclear arsenal. Sometimes you get hit with one or two nukes - but that's worth it, because at this point you've won the game. The one thing to worry about is mountains: choose your entry city wisely, and plan your route beforehand. Keep a couple nukes in reserve just in case - but remember that they will destroy the roads wherever you use them. Also, sometimes the terrain dictates that you have to use two entry cities, but since marines are cheap that shouldn't be a problem. I've used variations on this model using paratroopers, but I'll let you figure that out. With adequate planning, and allowing yourself some flexibility depending on the obstacles you face, you should have no problem eliminating the MAD threat - the only threat that exists in an oil dominated game.
 
You don't need oil for artillery and infantry. I can kill any civ if I have artillery, infantry, and maybe cavalry, even if they have modern armor. Plus, TOWs are better than you would think.
 
What if they have nukes, Tomoyo?

While infantry/artillery can be effective, it is way too slow for me. There is nothing elegant about it - and elegance is the name of the game in endgames. Plus, infantry/artillery combos generally profit off of ridiculous tactical shortcomings in the AI, which is just cheap.
 
If they have nukes they are so close to launch that I would lose anyway.
 
I've never actually seen the A.I. use nukes, though I've seen them build them. Under what circumstances does it happen? Or do they only use nukes in retaliation?
 
They only use nukes as a last resort, or if you nuke them first.
 
i really can't agree, sure oil is nice for tanks, MA's, mech inf, ships and so on... but is it absolutely crucial?
-NO, it isn't.
Between TOW's, inf, art, CM's and the REAL weapon; nukes... depending on playstyle, map and so on oil might not be that important at all... some games, even on huge maps, ends in the middle ages.

And if you find yourself without any "late game-resource" you allready have a production basis strong enough to pump out all the tanks and what not you could ever use during a single 20-turn trading period... after wich the resource at hand becomes more or less redundant.
 
A well written article "rag". I have found that oil is a natuaral resource that has proved the turning point in many games. I've only played to emperor level but the experence of taking key resources is just as relevant at the lower difficult levels.

I've had the AI use Nukes. Usually they only launch once in the game, and I retaliate to those attacks as if that civ is enemy number one. Usually all the small civs will rally behind me in alliance so that a level of victory is determained even against the largest civ, in less than 20 turns of alliance pacts. One of the key factors in humbling said civ is the removal of oil and uranium cities. I don't usually destroy the civ in that 20turn period, but they often never recover, and certainly never use nukes again.

Depending on how I want to play the game, the resource can be useful for many trading and waring stategies. Oil especially. In the later stages of Emperor level I usually have 3 civs remaining in 1900's with similarly equal tech levels. Trading has reached a stalemate and the world with no room to grow is on the brink of war. A carefully planned attack, where one takes the resources such as oil or horses, can cripple the building ability of any major power.

So great article, I guess it depends on how one plays the game as to how useful this information is.
 
Making war with minor powers trading resources (such as oil) to major powers can work well too..... As long as no MPP exists! Heh heh heh- 2 birds with one stone.
 
The most important resources:
1. Ancient Ages: iron
2. Middle Ages: saltpeter
3. Industrial Ages: coal, rubber
4. Modern Ages: aluminum

Oil is far low on my list, partly due to that it seems more abundant. I've almost never found myself without oil, but I often find no coal or rubber.
 
I would argue that rubber is a far more important resources than oil. Because of TOW infantry, defender combat bonuses, and artillery, a good defense is always possible if you know you're doing. An offensive strategy is crippled by the lack of oil, aluminum, OR rubber, so if you don't have all three resources, culture, diplomatic, and spaceship victories are all that's left to you. Culture and diplomatic victories are not dependant on resources, but the spaceship victory requires rubber for the Exterior Casing. Of course, aluminum is required in far greater quantities, so aluminum and rubber are both more important than oil, but you can lack aluminum and still create mech infantry, so I picked rubber as the most important resource of the Modern Age.
 
On the other hand, with oil- you can build bombers and pillage all the other resources and the improvements they allow, from a distance. Also, the AI uses its oil required weapons like tanks more than it uses artillery or infantry.

Maybe the best thing is to control as much as possible of whatever resource is scarcest in that one particular game.
 
Rubber is probably more important than oil, but I think rag has the right idea.

In my games, I like to play the world trader, and one of the most effective ways to keep a rival civ in line is be trading with them both in luxuries and in strategic resources.

In the modern era, that usually means a rubber or oil trade.

It also doesn't have to be one or the other. If more than one decent sized rivals emerge, you can find your niche by developing a trade each is lacking. The way resources seem to spread allows for this. In my current game, Germany needs oil and Mongols will soon need me to supply them rubber, after I take out the Chinese rubber cities, their current supplier.

What is ultimately being suggested is a very interesting way to contain, and manage your rivals. You don't have to go for Conquest victory for self sufficiency, but well targeted conquests to monopolize (or at least get the majority of a resource under your control) will very quickly allow you to control your chief rivals by controlling their happiness and ability to build units. Besides, while you're trading you can make a fortune off the resources, and deny your rivals from shifting the gold they are paying you to research or to pay another Civ for a tech.

You can also turn around and use the gold you are making and pay in lump sum a weaker 3rd party you are propping up. The AI is often quite good at using up gold they have sitting in the treasury, as opposed to gpt payments. So you get the funny effect of having a rich and powerful Civ indirectly fund one of their weaker rivals.

Also, a key advantage here is that unlike the Tech for large GPT deals where the AI will sometimes break, leaving you shorthanded, resource and luxury trades are valued differently, and the AI will often not participate in trade embargoes, military alliances and go into war against you if such a trade is active. I've tried this with the AI when it is clear one Civ is trading another a resource, and they've said no everytime I've tried it.
 
Just an addendum:

Oil is probably more important to the AI than it is to the human. The AI knows how to use airpower much better with C3C and without oil they don't get bombers.

Also, since the AI's war strategy tends to lean towards brute force rather than subtle use of combined arms, oil again is far more important. Without it, the AI doesn't get tanks, Mech inf. and modern armor.

TOW infantry's addition has benefited the AI. The period when humans have Tanks and Mech Infantry but before synthetic fiber is now much more balanced in favour of AI. The TOW infantry's defensive capabilities are quite impressive and can be used by the AI with great effect as a cheap offensive unit if they don't have tanks.
 
I have a feeling Rag-Lafart is paying a little too much credit to civ3 as an accurate representation of real life.
 
Tomoyo said:
You don't need oil for artillery and infantry. I can kill any civ if I have artillery, infantry, and maybe cavalry, even if they have modern armor. Plus, TOWs are better than you would think.
I do not doubt for a moment that YOU could do it. Massed artillery, dug in infantry, and cavalry to pick off the survivors is one of my favorite recipes for taking on a numerically and technologically superior foe.
However, could the AI do it? Not from what I've seen- the AI is not programmed to use massed artillery, and this deficiency costs them dearly. The AI also has a habit of letting its fast units (cavalry) outrun its slow units (infantry), leaving the fast units vulnerable to counterattack.
 
I totally agree with this thread. Oil is crucial. I didn't realize just how crucial until I found myself in the situation rag-lafart describes. The Portugese were 7-8 techs ahead and vastly superior in numbers (I was particularly depressed to have my spy report 67 Portugese tanks to my 2). However, the only Portugese oil was among a group of 4 small towns far away from their homeland. I declared war, had 3 other civs join me, and made it my number one priority to take that oilfield. It worked brilliantly! Soon the Portugese were running out of tanks, mech infantry, and bombers. I found myself pummeling their TOW infantry with 66 artillery, and mopping up the survivors with tanks and infantry armies. The entire balance of power shifted in my favor in under 20 turns.
 
Lets not not forget its true power: Island maps!
If your opponent has no oil fields he is never going to get any.
 
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