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Emperor
Don't mix towers and rams in the same attack; use one or the other. From what I read in the Civilopedia they weaken each other.
Don't mix towers and rams in the same attack; use one or the other. From what I read in the Civilopedia they weaken each other.
Lol, that seems like a dumb mechanic. Through intuition, they should give extra bonuses, not nerfs.Correct, they counteract each other as they are damage redirectors.
As I understand it neither gives bonus damage, just rerouted it to wall or city so they just cancel each other so it makes sense in that way. But yes, we pushed the siege Tower forward but the battering ram was in the way, the siege tower fell and smashed both.Lol, that seems like a dumb mechanic. Through intuition, they should give extra bonuses, not nerfs.
Everyone else has covered tactics, so I will talk about logistics/strategy.
The first thing you should consider is whether the cost of going to war is worth the benefit. War is one of the costliest undertakings you can take in Civ. You need to spend production to build a large enough army to defeat your enemy. You need to have gold to sustain that army. You need amenities to keep your captured cities happy. You also have to take into account the warmongering penalties you will gain if you do anything more than defend. All of that production, gold, and reputation loss could be spent on other things, so don't go to war unless you are sure it is a good idea.
If you decide to go to war, the next thing to take into account is timing. If you attack too early, your army will not be strong enough to win. If you attack too late, the enemy may become too powerful to feasibly conquer. The eras that are best for war are Ancient, Classical, Renaissance, and Modern. The earlier eras are good for war because your foes are still weak and there are minimal warmongering penalties. The Renaissance and Modern eras are the last eras you can really rush for war because gunpowder basically nullifies the Medieval defenses that are tough to breach in earlier eras. After the Modern era, nukes make fighting a prolonged war very difficult.
Analyze the terrain you need to cross/fight in. Is it heavily forested? Is it full of hills? Is it a grassland? How far away is the Civ you want to conquer? Are they across the ocean? These factors play a huge role in what kind of units you need to build and how you are going to approach. If your enemy is mostly in grassland, build a cavalry army and take out their army before closing in for the kill. If your enemy is on another continent, build a navy and take/found a coastal city to serve as a staging ground. The more geographical barriers, the harder it is to invade. One handy tip is to send trade routes to the cities you want to conquer beforehand so you have roads to your enemies.
War is very costly, but it can be very effective. It is a good way to make your civ so huge that it cannot easily be stopped by others. It also can diversify your victory options. You might be going for the Science victory, but realize you are going to get beat. If you have taken everyone else's capitals, you could snipe your opponent for the Domination victory. On top of that, it is the best way to hijack the agenda of other players. If they think they are going to end up in WWIII with you, they will be forced to spend production building a larger defensive army. That production could have been going towards a wonder, and the gold could have gone towards Great People patronage. In short, wars are high risk, but very high reward.
Sadly it's not hard to do.
I am more interested in people's preference between battering ram, catapult and siege towers
The flanking bonus is simple but not intuitive.
So let's say I have 3 caravels attacking 1 caravel.
If I attack with the first, then move my second caravel adjacent and attack, the second gets a +2 flanking bonus, I then move my 3rd caravel adjacent I get +4 flanking bonus......
But
If I move all 3 adjacent before I attack then all 3 get a +4 flanking bonus. That's a big difference, especially if I can get Horatian Nelson to double my flanking bonus.... this way I can get my sea dogs to capture a battleship much easier. I will have some ships not as armadas to up the flanking bonus and an armada of sea dogs to increase my capture chance
A trick I suspect few have considered... a +20 flanking bonus
Building you ships in a RNDY and having the great lighthouse increases the chance of getting awesome flanking bonuses with +2 movement
Saying about flanking bonuses, embarked land military units provide flanking bonus to navys, too. Which is a bug needs to be fixed, I think. It is ridiculous that scouts can act as great admirals and providing +2 to nearby navy units.
Posted it before... the sad thing is.... you do not even need to be embarked!
Nor a swarm of coracles boarding a galley... however it's another use for scouts and a scout is lots stronger in a boat in later eras... hmmm I wonder if my great artists will count as flankersops, I don't see a battalion of dudes in life jackets attempting flanking maneuvers on a battleship.
I think the best was to learn is watch videos. I think TeamUTeam has the best I've seen so far. His Alex one is domination. James Nicholls Australia is also good - that's more Naval domination.
That's a nice find.
Melee only though, correct?
God of the Forge is extremely useful for early warfare - it can be a game changer. Try building only units at the beginning without expanding at all and see what you can do. I usually aim for a military CS or two for the production boost plus an early encampment. This is especially effective if you have an early source of iron or horses. You can usually capture some settlers along the way. If you have Sumeria or Scythia - just swarm your opponents with early mobile units and try to capture or raze as many cities as possible - it's good fun. If they have walls up then just pillage your way through to the next city (save farms for when you are actually seiging a city though since those heal your units). Archers are kind of weak for capturing cities so I generally try to go with a stronger option if it's convenient, but if not then just build a bunch of them and mix in warriors and it will work well enough. Build a battering ram ASAP and aim for an early Euraka for masonry - this will help you mop up the capitals that you may have bypassed early..