Warmonger Guide:The Way of the Warrior

blix

Madman or Hero?
Joined
Aug 6, 2003
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Seattle,Washington
Civilize the mind but make savage the body - Chairman Mao

A Warrior neither cares if he is a man or a beast as long as he wins-Shogun Ashikaga

The way of the warrior is a path paved with blood.The only way to victory is through the power of the sword.The path to peace is blocked by a millions warriors,cut them all down and you'll have you're peace.To wash away the river of swords you must first create an ocean of blood.

Every strong military needs a strong foundation.The foundation isn't built upon on how many military wonders you have our how many technologically advanced troops you have.The foundation must be based on the economy,a strong economy leads to a strong army.

Next is the training of soldiers and their quality.Give a man a weapon and you have an expendable troop,give them purpose and reason in their heart and you have a warrior.So one should train only veteran troops,regulars should be used against nations that are weak or technologically backwards.Don't use conscripts to fight battles for you.I strongly suggest you use them in defence rather than offense.

The way of strategy is the way of deception.You must concentrate you're forces on a certain area in order to weaken the defences on another area.

Enemies can be allies and allies can be enemies.If you are stuck in a war with 2 nations and an enemy nation is blocking the way to the other enemy,then sign a treaty,an alliance,and a right of passage,use them as a meat shield against the other enemy,while you concentrate on other things.If that doensn't work,then fority the borders and make amphibious attacks and landings on the opposite side of the front.So lets say they're attacking from the south,thus they weaken their whole country and are prone to attack from all sides.

Speed is the most important part in war,you must balance it with attack power in order to make a great combination.You must ignore all the things that require to hold a city or take a city,for example dragging artillery with you will prevent suprise attacks.Infantry required to hold a city must be left behind and let them catch up on their own.The most important thing at the moment is taking the position,nothing else.

With you're skills in warfare it blossoms into an art.This is the way of the warrior.Believe in you're victory,Believe in you're victory,Believe in you're victory...
 
Part II

Aerial Warfare

The war in the air is one of great importance,which many people overlook.

At least one fighter in a war should control the skies near the borders.Never use them for bombing only under certain circumstances,because they're bombing attacks are weak,so bombing should be left to the bombers.

Bombing shouldn't commence until the enemy airforce is disabled or completely annihalated.It saves unecessary casualites and money.If you want to take the risk,you can disable the enemy fighters temporarily by making you're fighters go on bombing runs on their territory,using all the turns of the enemy fighters,once that's done the bombers can go in with relative easy without fear of being shot down by fighters.This is a bold and expensive manuever,it should only be used if you're truly determined to destroy roads to a strategic resource.

The use of paratroopers takes patience.Many people think that paratroopers are useless but I see their potential.They can be used to drop over a strategic resource and destroy the road over it.With their high defense they can hold their position well and if you have battlefield medicine that will better their chance to stall the enemy.They can also be used to redirect enemy forces from one area to another.At least two paratroopers should be in a square to firmly secure the area.If you're going to take a city by using paratroopers I suggest using bombers to weaken the units first then send in you're paratroopers to mop up and capture the city.

Death from above.What a beautiful thing!
 
I plan to write it for people who are new to the game.This is just the basics of warfare,I haven't gotten to the details yet.And I don't plan to put them in any particular order.
 
Part III

Beginning

When one starts the game,one must know the nations particular unit specialty.But first establishing an kingdom.

First build a warrior to protect the city from barbarians,then a barracks to train veterans.Once you have two warriors send one to explore and the other to guard.If you have already researched bronze working then just build a spearman,warrior,and barracks in that order.

Once you've reached a good population height,build a settler,but first build a spearmen and have him escorted to any particular site you want,especially near or on a strategic resource.Don't build any building or wonder when expanding,you should focus on expanding your realm.Continue this process until you have at least four cities,then build three workers to keep up with expansion.Then we can start building,but don't have you're cities concentrate on building,have at least one keep producing settlers and spearmen.

If you have encountered another nation and they want to trade techs and gold with you then deny them that trade,unless the tech you trade them is useless or has become useless.If they demand gold in exchange deny them that gold.You'll need all the gold you can get when you've just started.

Now onto the nations unit specialty.For example the Mongols are particularly good in the start with producing large amounts of horsemen,and can overrun their neighbors early with these units.So one shouldn't overlook at these advantages and never see them as useless or a burden.

Two traits that I would recommend having for warmongers are:
Militaristic
Religious

If you're militaristic,units are cheaper and with that advantage,one could overrun a technologically advanced nation easily.If you're religious you can easily change government for advantages for economic,military,or production reasons.That's why I'd recommend the Japanese for starters.

Focus on production and the economy for a strong military
 
Yeah,

Don't build any building or wonder when expanding
then just build a spearman,warrior,and barracks in that order

Not only do you contradict yourself here, but I think most of us will agree that barracks are much less important than granaries in the beginning. Also, a warmongering civ will be in Monarchy for most of the game, right? Therefore, focus does not need to be on a great economy as much as you say, because of the free support. There are also a lot of little errors, like:

...and have [the settler] escorted to any particular site you want,especially near or on a strategic resource

It has never taken me so long to get out my first settler that I have already researched iron working and/or horseback riding/the wheel. Such a case would be pretty rare; maybe you've got some lucky hut pops or something.

But, I encourage you to keep writing articles. Just be weary that we have HIGH standards. But once you've written something to those standards, you can consider yourself... like... a handful of ninjas in coolness... or something...oh!
 
Crimso said:
Yeah,




Not only do you contradict yourself here, but I think most of us will agree that barracks are much less important than granaries in the beginning. Also, a warmongering civ will be in Monarchy for most of the game, right? Therefore, focus does not need to be on a great economy as much as you say, because of the free support. There are also a lot of little errors, like:



It has never taken me so long to get out my first settler that I have already researched iron working and/or horseback riding/the wheel. Such a case would be pretty rare; maybe you've got some lucky hut pops or something.

But, I encourage you to keep writing articles. Just be weary that we have HIGH standards. But once you've written something to those standards, you can consider yourself... like... a handful of ninjas in coolness... or something...oh!

It seems to me you didn't read the entire article.I said after you've established 4 cities is when you can start building.And yes a great economy should be the focus,because even though you have free support.You need the money to bribe you're enemies to fight each other.The barracks to me has always been important,granary isn't important at first since I'll have the chance to build The Pyramid early on.And if another nation builds it before me.I'll just take it later.

If takes you all those turns just to pop out a single settler then I feel sorry for you,because that's just sad.I usually pop out a settler in a couple of turns.

But anyways this is my strategy you're free to criticize all you want.But my method has never failed me.
 
punkbass2000 said:
Units ain't cheaper for nobody, even Militaristic.

Really?

Well,usually in most of the games I play I find that militaristic traits gain cheaper units.
 
"The barracks to me has always been important,granary isn't important at first since I'll have the chance to build The Pyramid early on.And if another nation builds it before me.I'll just take it later."

IMO, any strat based around dependence on a GW is an oxymoron.

"If takes you all those turns just to pop out a single settler then I feel sorry for you,because that's just sad.I usually pop out a settler in a couple of turns."

Impossible. There's no chance you're doing better than four-turn settlers (sustainably, anyway).

"But anyways this is my strategy you're free to criticize all you want.But my method has never failed me"

What level?

"Really?

Well,usually in most of the games I play I find that militaristic traits gain cheaper units."

This is unclear, but in any case what I think you're trying to communicate is simply a slight psychological misperception; you feel like you're creating faster units, but you're not (at least, not because you're Militaristic). The only way I can I explain this is maybe the faster promotions of Mil. units is causing you to have a few more units here and there, but that's not incredibly satisfactory.
 
Pretty obviously, you wrote this article, throwing around some quotes from a dead chinese guy and writing about "the way of the warrior" to make yourself look sophisticated.

You not knowing what the militaristic threat does also indicates you are not the person to write articles. Leave that to those who are actually good at civ3.

Sure, it is not forbidden to write things when you want to. But some newbies who are trying to learn the game might very well expect articles to hold true information and take yours serious.

So for the sake of newbies who cannot seperate false from true information, i ask you to show of your sophisticatedness to your real life friends or something :D
 
I said after you've established 4 cities is when you can start building

No, you didn't. You said:

...build a spearman,warrior,and barracks in that order.
[...]
Don't build any building or wonder when expanding,you should focus on expanding your realm.Continue this process until you have at least four cities

And you're still contradicting yourself:
Don't build any building or wonder when expanding
granary isn't important at first since I'll have the chance to build The Pyramid early on

obviously, you wrote this article, throwing around some quotes from a dead chinese guy and writing about "the way of the warrior" to make yourself look sophisticated.

It doesn't help.That he writes like this.And has Wonder.Addiction.

If takes you all those turns just to pop out a single settler then I feel sorry for you,because that's just sad.I usually pop out a settler in a couple of turns

It's good to mention in your article if you're on AP. Most people assume that you're not. It's also good to not insult people who try to help you, and even encourage you, when you're trying to get your work noticed.

Take some advice:
-scrap the articles
-get off the crack known as the Pyramids
-raise the difficulty a few notches
-find a desk at the war academy, and read everything in there. If you still think you have something to add, start writing again

You're tied to several large, heavy rocks. Stop picking them up and throwing them in the ocean.
 
Ei Blix!! Aerial warfare??? Spare me to that lose-time strategy! I think you have to put your feet in the ground very well...

DIPLOMACY IS THE LAST CHANCE...TO DESTRUCTION!
 
No, you didn't. You said:

Fine I'll put them in better order next time.

It doesn't help.That he writes like this.And has Wonder.Addiction.

Hey I can't help it,it's like heroine to me,but I'm not that addicted.I only build The Pyramid,Sun Tzu's Art of War,Magellans Voyage,Adam Smiths Trading Co.,Theory of Evolution,and that's about it. As a strategist I know that there are better strategies,but I still can't get over it,no matter how much I try.
 
WackenOpenAir said:
Pretty obviously, you wrote this article, throwing around some quotes from a dead chinese guy and writing about "the way of the warrior" to make yourself look sophisticated.

You not knowing what the militaristic threat does also indicates you are not the person to write articles. Leave that to those who are actually good at civ3.

Sure, it is not forbidden to write things when you want to. But some newbies who are trying to learn the game might very well expect articles to hold true information and take yours serious.

So for the sake of newbies who cannot seperate false from true information, i ask you to show of your sophisticatedness to your real life friends or something :D

I did write an article called the same thing as this one on a military website,but that was a long time ago and I've forgotten about the whole thing until I started to think about war again.I'm trying to incorporate many of the things of that article into this one,but this is a game,and the stuff I've written might not be able to work with it.
 
Mike Mania said:
Ei Blix!! Aerial warfare??? Spare me to that lose-time strategy! I think you have to put your feet in the ground very well...

DIPLOMACY IS THE LAST CHANCE...TO DESTRUCTION!

You underestimate it's capabilities.It's always worked for me when I'm trying to break a deadlock.
 
Look, no offense, but really, it seems like you aren't writing a guide, as much as your telling us your paticular play stratagy, which is fine, but civ isn't forumlaic, it's built for fun, if you want to follow this stratagy, fine, but don't tell us it never fails or is the only way.

also, it would be helpful to know what level you play on, what type of victory you get, and at what time, along with how oftwn you win. you may be thinking "why should i tell you?" well because you wrote this article, and you are saying that by writing this article that you know things that other people don't, and our only way to know how seriously to take your advice is by the level you play.
 
"When one starts the game,one must know the nations particular unit specialty.But first establishing an kingdom. "

You start as a despotism. :p ;)

"First build a warrior to protect the city from barbarians"

Or send it scouting

,"then a barracks to train veterans"

or a granary to grow faster

."Once you have two warriors send one to explore and the other to guard."

Okay...

"If you have already researched bronze working then just build a spearman,warrior,and barracks in that order."

Does that mean that you build barracks twice, as well as building four units and a building before your first settler?

"Once you've reached a good population height,build a settler,but first build a spearmen"

Oh no, it is five units and a building!

"and have him escorted to any particular site you want,especially near or on a strategic resource."

I think I know why you can see those resources so early. You play on low Difficulty levels.

"Don't build any building or wonder when expanding,you should focus on expanding your realm."

As mentioned, this is contradictory.

"Continue this process until you have at least four cities,then build three workers to keep up with expansion."

Sounds too formulaic for me.

"Then we can start building,but don't have you're cities concentrate on building,have at least one keep producing settlers and spearmen."

You slow down expansion with FOUR cities? :eek:

"If you have encountered another nation and they want to trade techs and gold with you then deny them that trade,unless the tech you trade them is useless or has become useless.If they demand gold in exchange deny them that gold.You'll need all the gold you can get when you've just started."

Unless they declare war on you and send their eighteen unit SOD...

"Now onto the nations unit specialty.For example the Mongols are particularly good in the start with producing large amounts of horsemen,"

No they're not. They just aren't. Mongols and horsemen have almost nothing to do with each other.

"and can overrun their neighbors early with these units."

On low difficulty levels, yes.

"So one shouldn't overlook at these advantages and never see them as useless or a burden."

Yea, sure, whatever.

"Two traits that I would recommend having for warmongers are:
Militaristic
Religious"

Militaristic is a gimme, but Religious? Give me indutrious to help with unit and road production any day!

"If you're militaristic,units are cheaper"

No they're not.

"and with that advantage,one could overrun a technologically advanced nation easily."

Never underestimate technology unless you have a lot of artillery, which isn't overruning.

"If you're religious you can easily change government for advantages for economic,military,or production reasons.That's why I'd recommend the Japanese for starters."

But other traits have better help to war.

"Focus on production and the economy for a strong military"

That contradicts everything you've said.
 
@Tomoyo - just noticed u have birthday two days before me :) Saggitarius, that is:)
@blix - tell us your difficulty level. U mentioned Pyramids. It almsot impossible to get Pyramids over EMperor level and, imo, is waste of resources. Same for Sun Tzu - good wonder, but I never biult it myself on Demigod or Deity.
 
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