Syntax Error
Prince
- Joined
- Oct 14, 2010
- Messages
- 544
War Never Changes:
Or does it? Welcome to this compendium of what I know about waging war. Here I'll tell you how to wage war effectively, and profitably. Why? because Gentlemen, I love var!
Wars are fought not only to go for Domination. It could get you ahead of the curve in your chosen VC if you choose your battles wisely. Also, this is in no way complete. If you guys can contribute, it would be much appreciated!!!
This is NOT a guide on HOW to fight your war. This is a guide on how to maximize your economy during war time. Getting a boat load of unique luxes for instant happiness that the AI aren't willing to let go of is quite a huge boon no matter which way you cut it. And that's nice.
Reasons for going to War:
You may sometimes want to instigate a war when you want a particular piece of land the enemy holds. Usually, that block of land contains a resource (be it lux or strategic) or a Natural Wonder that you want. Other times it's just a prime city location that you can't pass up (a river, with a Hill near a mountain with a lot of Floodplains and Desert Sheep). However, most of the time, it would be to extort the AI of everything they have and then some for 30 turns. That kind of advantage, cemented early and often, will help you out quite a bit. No matter which Victory Condition you ultimately choose.
However, what you can do to your enemy, they can do to you. Some AI's will sometimes DOW you from out of nowhere even while they're friendly. Which is gonna suck for you if you're not prepared. Luckily you have this thread, so you wan't have to be caught with your pants down ever again!
War and Diplomacy
Having people declare war on you can be easily seen as accumulating enough negative diplo hits to enemy civilizations. These are colored RED in the diplo screen. The darker the tint, the graver the offense. Here are some examples of these diplomacy hits:
Coveting lands you own: This comes from settling too closely to an AI city. I think this is within 10 tiles of those cities. Often, the civ will call you out on it and you will be given two choices: promise to not settle near them, or settle anywhere as you please. If you see no value in the immediate vicinity of the city you just settled, then take the first option. You will now enter a sort of promise for a certain period of time (I think 30 turns or so) where you have to "keep your promise". This will appear as a notification on the right side of your screen. Breaking that promise will make you a PROMISE BREAKING JERKWAD to everyone else, so keep that in mind. Choosing the second option will make you suffer a penalty with that particular civ. Pretty nice if you plan to bully him anyway.
Not Looking the other way: This happens when you pledge of protection to a CS. Enemy civs will sometimes bully CSes and sometimes those CSes are under your protection. The one who did the bullying will approach you and tell you about the deed. If you forgive them, you revoke your pledge and suffer a 20 influence penalty with the CS. If you choose not to, you will suffer a diplo hit with that civ, which adds to the collection if you want him to declare on you.
Warmongering Menace: If you declare war on people willy-nilly, you won't suffer much of a hit. The moment you take a city, this could appear. This can appear even if you're fighting a war you didn't start. A defensive war is only defensive as long as you fight within your borders. As soon as you start fires on your aggressor's cities, that's no longer a defensive war. Razing cities ensures that this appears. Eliminating a civilization (GENOCIDER - not an in-game turn, btw) will make sure that EVERYONE ELSE will view you like this. Yes, even Attila. BTW, this also appears if you for some reason declare war on a Protected CS (you will be notified before doing so, so you won't get caught unawares). The most likely reason for doing so is Worker Stealing. It's either that, or you're a jerk who wants to farm unit experience on a CS.
Being friends with their enemies: This means you have an active DOF with one of their enemies. Not as severe as the above, but you have to be extra careful with this one. Remember that you need DOF's for RA's. So pay extra attention to DIPLOMACY.
Prisoners of War: AI units get captured by Barbs rather often. If it's a CS worker, you can return it to get easy influence. If it's an AI settler/worker, you'll cultivate relations if you return those units to them. If you don't you can make them angry. Worth noting that captured settlers turn into Workers if you don't return them.
There are many more. These are just the more common ones I see.
Diplomacy is fluid and not permanent. Alliances change as time goes on. Friends turn on each other, and bitter enemies in the Renaissance are suddenly cooperating wholeheartedly in the Industrial and onwards. This is why it's a great idea to take a feel of who's friends with who, who denounced who, and intrigue (Renaissance onwards). In the early to mid game, doing this allows you to see who's the prime target for bullying: the Pariah. This is the guy everyone loves to hate. Denounce him, and watch the world go knocking at your door just to tell how much they agree with you. Declaring war on him ensures that you get a diplo hit with a lot less people.
Meet THE BULLY
It is important to note that "Bullying" basically means declaring war (or getting declared on) and getting a peace deal that is favorable to you. Note that sometimes, it is YOU who have to initiate the negotiations. There are two types of peace deals:
White Peace
This is typical. If you really need to defuse war, go for it when it is offered. This basically means a stalemate.
Capitulation
Either side will offer everything they have plus the kitchen sink just to make peace with you. This happens when you completely trounce the AI. They will offer rather large sum of their resources (luxes, all of your gold and gpt) just to make peace. Often, this happens in the early game (pre-turn 100) when it's easier to defend against and CB's utterly eviscerate nearly every unit thrown their way. The basic gist is that the AI sees you as a very big threat that they're willing to do everything to get on your good side, just to end the war.
Most of the time, you can turn a white peace offer into a capitulation with a little more nudging. You'll often see that they will retreat their units. At the start of your next turn, pay them a visit and negotiate. If they offer white peace, go out and kill the stragglers. Sometimes, it just takes one more dead archer to make them more afraid of you. Capitulation gets harder and harder as the game goes on and as the difficulty goes up.
The Great Worker Heist of the Ancient Era
Another good way to set another civ back is to worker steal. You can do this to CSes and enemy civs. It's just much safer to do with CSes since you can take the worker and make peace on the same turn. This can save you a LOT of hammers early on and gives your cities a much needed headstart in buildings and units.
Getting Around Capitulation Deals that Aren't on Your Favor
You've seen this happen quite a lot. Your army of four Crossbows behind the river just destroyed all of Germany's Landsknecht carpet with no one else in sight. You approach Bismarck, and he's not willing to cut you some slack and offer a white peace. No, he wants your complete capitulation. Why does this happen? It's highly probable that he still has an Army on the other side of the world, fighting another war that's still larger in strength than your paltry four crossbows. So how do you return peace to the lands? Here's how:
1. Negotiate with him and look at the stuff he wants. Usually it's all your gold and a significant, if not all of your GPT. He will also want luxes you have that he doesn't.
2. Go to other civs and offload all your stuff. Trade all of your GPT and luxes to get a large lumpsum of gold.
3. Use the gold to rush buy stuff at your empire. Buy buildings or units. It doesn't matter. What matters is that the money was spent.
4. Go back to the aggressor and sue peace.
5. Go back to empire building.
Capitulation deals mean that they will want/offer everything you/they have for peace. And that's literally everything. 10000 gold or 10 gold mean jack squat to them as long as your treasury becomes zero. Keep this in mind. Note that there are times that the AI will capitulate even if there were no shots fired, and you didn't even come close to seeing a unit from them. I was playing the Aztecs once and for kicks, I declared war on Austria the moment I met them. A dozen turns later, Maria Theresa came a knockin' offering me all her gold and GPT. It's pretty rare, but it happens. I've also had Attila and Dido declare war on me on the same turn (probably a Defensive Pact), and a few turns later, they both capitulated. And I never saw even a measly scout near my borders before that happened!
Leader Personalities
Another thing that affects the likeliness of war with your neighbors is their personality. This determines how they play and how they view you. For example, you can expect Alexander to always be a jerk and Napoleon to DOW you from out of the blue. Having DOF's with them will reduce the likeliness of this happening. They also view CSes differently, so you taking a CS could very likely escalate to war if they value CS relations. Especially if the CS you took was under their protection.
Or does it? Welcome to this compendium of what I know about waging war. Here I'll tell you how to wage war effectively, and profitably. Why? because Gentlemen, I love var!
Wars are fought not only to go for Domination. It could get you ahead of the curve in your chosen VC if you choose your battles wisely. Also, this is in no way complete. If you guys can contribute, it would be much appreciated!!!
This is NOT a guide on HOW to fight your war. This is a guide on how to maximize your economy during war time. Getting a boat load of unique luxes for instant happiness that the AI aren't willing to let go of is quite a huge boon no matter which way you cut it. And that's nice.
Reasons for going to War:
You may sometimes want to instigate a war when you want a particular piece of land the enemy holds. Usually, that block of land contains a resource (be it lux or strategic) or a Natural Wonder that you want. Other times it's just a prime city location that you can't pass up (a river, with a Hill near a mountain with a lot of Floodplains and Desert Sheep). However, most of the time, it would be to extort the AI of everything they have and then some for 30 turns. That kind of advantage, cemented early and often, will help you out quite a bit. No matter which Victory Condition you ultimately choose.
However, what you can do to your enemy, they can do to you. Some AI's will sometimes DOW you from out of nowhere even while they're friendly. Which is gonna suck for you if you're not prepared. Luckily you have this thread, so you wan't have to be caught with your pants down ever again!
War and Diplomacy
Having people declare war on you can be easily seen as accumulating enough negative diplo hits to enemy civilizations. These are colored RED in the diplo screen. The darker the tint, the graver the offense. Here are some examples of these diplomacy hits:
Coveting lands you own: This comes from settling too closely to an AI city. I think this is within 10 tiles of those cities. Often, the civ will call you out on it and you will be given two choices: promise to not settle near them, or settle anywhere as you please. If you see no value in the immediate vicinity of the city you just settled, then take the first option. You will now enter a sort of promise for a certain period of time (I think 30 turns or so) where you have to "keep your promise". This will appear as a notification on the right side of your screen. Breaking that promise will make you a PROMISE BREAKING JERKWAD to everyone else, so keep that in mind. Choosing the second option will make you suffer a penalty with that particular civ. Pretty nice if you plan to bully him anyway.
Not Looking the other way: This happens when you pledge of protection to a CS. Enemy civs will sometimes bully CSes and sometimes those CSes are under your protection. The one who did the bullying will approach you and tell you about the deed. If you forgive them, you revoke your pledge and suffer a 20 influence penalty with the CS. If you choose not to, you will suffer a diplo hit with that civ, which adds to the collection if you want him to declare on you.
Warmongering Menace: If you declare war on people willy-nilly, you won't suffer much of a hit. The moment you take a city, this could appear. This can appear even if you're fighting a war you didn't start. A defensive war is only defensive as long as you fight within your borders. As soon as you start fires on your aggressor's cities, that's no longer a defensive war. Razing cities ensures that this appears. Eliminating a civilization (GENOCIDER - not an in-game turn, btw) will make sure that EVERYONE ELSE will view you like this. Yes, even Attila. BTW, this also appears if you for some reason declare war on a Protected CS (you will be notified before doing so, so you won't get caught unawares). The most likely reason for doing so is Worker Stealing. It's either that, or you're a jerk who wants to farm unit experience on a CS.
Being friends with their enemies: This means you have an active DOF with one of their enemies. Not as severe as the above, but you have to be extra careful with this one. Remember that you need DOF's for RA's. So pay extra attention to DIPLOMACY.
Prisoners of War: AI units get captured by Barbs rather often. If it's a CS worker, you can return it to get easy influence. If it's an AI settler/worker, you'll cultivate relations if you return those units to them. If you don't you can make them angry. Worth noting that captured settlers turn into Workers if you don't return them.
There are many more. These are just the more common ones I see.
Diplomacy is fluid and not permanent. Alliances change as time goes on. Friends turn on each other, and bitter enemies in the Renaissance are suddenly cooperating wholeheartedly in the Industrial and onwards. This is why it's a great idea to take a feel of who's friends with who, who denounced who, and intrigue (Renaissance onwards). In the early to mid game, doing this allows you to see who's the prime target for bullying: the Pariah. This is the guy everyone loves to hate. Denounce him, and watch the world go knocking at your door just to tell how much they agree with you. Declaring war on him ensures that you get a diplo hit with a lot less people.
Meet THE BULLY
It is important to note that "Bullying" basically means declaring war (or getting declared on) and getting a peace deal that is favorable to you. Note that sometimes, it is YOU who have to initiate the negotiations. There are two types of peace deals:
White Peace
This is typical. If you really need to defuse war, go for it when it is offered. This basically means a stalemate.
Capitulation
Either side will offer everything they have plus the kitchen sink just to make peace with you. This happens when you completely trounce the AI. They will offer rather large sum of their resources (luxes, all of your gold and gpt) just to make peace. Often, this happens in the early game (pre-turn 100) when it's easier to defend against and CB's utterly eviscerate nearly every unit thrown their way. The basic gist is that the AI sees you as a very big threat that they're willing to do everything to get on your good side, just to end the war.
Most of the time, you can turn a white peace offer into a capitulation with a little more nudging. You'll often see that they will retreat their units. At the start of your next turn, pay them a visit and negotiate. If they offer white peace, go out and kill the stragglers. Sometimes, it just takes one more dead archer to make them more afraid of you. Capitulation gets harder and harder as the game goes on and as the difficulty goes up.
The Great Worker Heist of the Ancient Era
Another good way to set another civ back is to worker steal. You can do this to CSes and enemy civs. It's just much safer to do with CSes since you can take the worker and make peace on the same turn. This can save you a LOT of hammers early on and gives your cities a much needed headstart in buildings and units.
Getting Around Capitulation Deals that Aren't on Your Favor
You've seen this happen quite a lot. Your army of four Crossbows behind the river just destroyed all of Germany's Landsknecht carpet with no one else in sight. You approach Bismarck, and he's not willing to cut you some slack and offer a white peace. No, he wants your complete capitulation. Why does this happen? It's highly probable that he still has an Army on the other side of the world, fighting another war that's still larger in strength than your paltry four crossbows. So how do you return peace to the lands? Here's how:
1. Negotiate with him and look at the stuff he wants. Usually it's all your gold and a significant, if not all of your GPT. He will also want luxes you have that he doesn't.
2. Go to other civs and offload all your stuff. Trade all of your GPT and luxes to get a large lumpsum of gold.
3. Use the gold to rush buy stuff at your empire. Buy buildings or units. It doesn't matter. What matters is that the money was spent.
4. Go back to the aggressor and sue peace.
5. Go back to empire building.
Capitulation deals mean that they will want/offer everything you/they have for peace. And that's literally everything. 10000 gold or 10 gold mean jack squat to them as long as your treasury becomes zero. Keep this in mind. Note that there are times that the AI will capitulate even if there were no shots fired, and you didn't even come close to seeing a unit from them. I was playing the Aztecs once and for kicks, I declared war on Austria the moment I met them. A dozen turns later, Maria Theresa came a knockin' offering me all her gold and GPT. It's pretty rare, but it happens. I've also had Attila and Dido declare war on me on the same turn (probably a Defensive Pact), and a few turns later, they both capitulated. And I never saw even a measly scout near my borders before that happened!
Leader Personalities
Another thing that affects the likeliness of war with your neighbors is their personality. This determines how they play and how they view you. For example, you can expect Alexander to always be a jerk and Napoleon to DOW you from out of the blue. Having DOF's with them will reduce the likeliness of this happening. They also view CSes differently, so you taking a CS could very likely escalate to war if they value CS relations. Especially if the CS you took was under their protection.


