War

pond

Chieftain
Joined
Apr 17, 2003
Messages
64
Location
Bruges, Belgium
Hi,

i'm new to the game and the Germans (myself) are willing to declare war to the Russians as soon as possible. The target would be four Russian cities, one with the luxury resource incense. That way Germans come really close to the capital Moscow and its spices and iron.

At this moment Germans have an ROP and an MPP with the Russians, giving Germans the opportunity to position fast knights on crucial positions, like roads to the capital. At this moment the ROP-MPP agreement could be cancelled in five turns. How do i cancel that ROP-MPP without taking away my units and without losing a lot of credibility towards other civs ?

By the way, Germans living in a democracy at this moment and they are already mobilized. Should i change my government if my purpose is to end that war in three turns ?

Thanx in advance
 
not entering at all..the best way of not losing so many credit is by leeting the agreements end en then declarewar..and then enter territory.

what i would do is: station fast unitsclose too the border, attack when Agreements end. and when he ask u too leave sday yes..but do not. Then declare war or when he ask too withdraw now (auto move) declare war..this way u'll get close without losing TOO much credit

PS:
Demo is not an war goverment but iff the warwill not take long it won't matter. i wouldn't change, Demo has a BIG production so u can easily restock in troops
 
I'm quite sure Germans will take out four Russian cities. Will the Russians sign a peace treaty if Germans will propose them ? Or is that something that couldn't be predicted ?
 
Normally, if you take 2 Cities your invoy will be accepted. How good will be treaty for you depend on many factors, probably military loses during the war counts, or numbers of units you and she have.
About war start:
I think if you cancel RoP and start war this turn it will be RoP break. However if you simply stay at position, and declare war next turn (or when they ask you to withdraw your troops) it will not RoP break.
 
Urghh, some misinformation going around, sorry.

First off, if you declare war in any way with units in Catherine's territory, it will be viewed as a sneak attack and as a de facto ROP violation, whether the ROP is still active or not. (Once the original 20 turns on the ROP/MPP are up, you can cancel them by going to the diplomacy screen with Cathy, clicking on active deals, and simply clicking on the ROP and MPP to remove them from the table.) At that point, you're free to declare war honorably, provided you have no units in her territory. You *can* declare and attack the same turn without a stain to your reputation, if your units can reach the cities from outside Cathy's territory on that first turn.

With regards to democracy, you should be fine with war weariness for the first handful of turns at least, provided you don't lose a ton of units. You will probably *not* be able to contact the envoy after the first turn, though, even if you do take several cities. Just keep trying every turn, and the Russians will probably talk before the war weariness gets too bad.

Renata
 
an additional point sirs,

when in a democracy, your civ is usually making a lot of money (because of the commerce bonus). before going to war, experiment with the entertainment slider to find out what kind of money you will be spending for entertainment at 10% and maybe even 20%. this way, once war weariness sets in, you are sure that you have the money to counteract it. it is important that entertainment spending plus research spending combined will not put you in the red. or if it does, there is sufficient money in your treasury.

i didn't know about the trick of taking out two cities to "convince" the AI to accept your envoy. on a broader sense, as a general rule, when already under a democracy go to war will decisive might -- meaning having an attacking force that is guaranteed not only to win but also to win fast.

unless you are a religious civilization, most of the experienced players in this forum will discourage you from switching in and out of governments as the 6 turns of anarchy hits you two ways: 1) can't get anything produced in your cities 2) workers work at half the rate.

so generally if you're in a democracy stay with it. just be ready for a quick decisive war ("sock and awe 'em) and entertainment money to quell civil disturbance is the war drags on.

hope this has helped.
 
Who will come with sword to us,
will perish by the sword.:tank:

Russian ancient proverb.
 
This is a little off topic, but pond, you say you have a MPP with Russia? If this is the case why don't you save some cash and upgrade your knights? Unless you are vastly more advanced than the Russians your knights will meet a sad end.
 
Germans were not able to upgrade their knights since they lack the necessary resources (i guess they lacked saltpeter). That was a reason btw to declare war.

The German strategy was based on a mobile knight force, since the Russians didn't have a lot of cavalry. Germans pillaged all roads to the targets, connecting them with the capital. That way Rostov, Kharkov and Vladivostok were pretty fast in disorder. :)

Unlikely, the French had an MPP with Russia and declared war which causes the war to take longer than predicted. Although German forces were taking city by city, a piece treaty has been signed, under pressure of revolts in the streets of Berlin, Leipzig, Frankfurt, Hannover, Konigsberg and Munich.
 
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