KAuss said:
General rule of thumb, if you're attacing you don't sit on a hill, so there is really no point for them to take a hill they don't need...
Slightly off topic, but I almost ALWAYS attack a city from a hill if available... 3 reasons:
1) There are usually no forests left to use as they were clear cut.
2) A city-spawned counter attack (catapult/horses) is almost always assured and the defensive bonus is quite handy to minimize damage.
3) I go there anyway to pillage the mines they have established and hamper their unit generating ability
With the right Hill Defense upgrades with the era appropriate unit and you have a great counter-counter to protect YOUR stack.
KAuss said:
Secondly, you almost always want them to attack you away from your city... This means they're wasting time, and wasting effort... If they don't pillage you, they'll end up fighting weak vs strong units through out... The attacker is always fighting at a disadvantage, so why not have them fight with a 25% deficit?
Instead, you build a fort and now have to hunt them down and that makes yoru Calvary go up against a Pikeman or something...
With the culture/border expansion toned UP from Civ 3, it is usually easy to find a point that is defensible that either:
1) Is three tiles wide due to coast or has mountains pinching it to the desired width
2) Steers him aways from 2 or 3 moderate to light defended cities to your more heavily defended city. Easier to heavily garrison ONE fort then 2 - 3 cities. Once his 'plan' is revealed, you can adjust your garrison approriately. Essentially it has made them commit to one city and therefore reveal where I should reallocate my force with TIME to do it provided I built the fort in the right place.
3) Oversees strategic resource(s) that creates a buffer of dissuasion.
4) If no threat looms, a staging area to strike from with a convenient defensive fallback if war goes badly.
All this assumes you have roads to AND around the fort to increase your strike area OR your now MANUALIZED Zone of Control.
2nd:
Dikaioma said:
It's already been said, but forts are for garrison, not for defense. They are made to protect the garrison inside, and the garisson is on standby to respond to any threats...
So the defender gets a full +25% from the fort, +25% for being fortified (after 5 turns), and any bonuses from the tile. If they don't deal with you in the fort (and they probably won't be able to), they are going to deal with you outside of the fort.
Well put.

If you permit, I would like to add at the end - On YOUR TERMS. Sorry for the long post. Sharing my use of them.