patinthedesert
Chieftain
Civ3 has no collateral damage that I can find. Where a hit by a bomber or artillery can damage multiple units. That takes away most of the fun - and the advantage - of bombers and arty.
It doesn't take away the advantage of artillery. Bombardment with artillery in Civ3 does not risk the artillery unit. (Bombers may be at risk if the defender can shoot them down.) I can haul my artillery around and red-line every unit I meet, without ever risking losing a unit. (If I play as Korea, I can kill them, too.) They let you take out TOW and Mech Infantry units in a metropolis with only cavalry armies, so you can destroy a modern aged opponent while you are still in the middle ages. (You do need a giant stack of cannons for this, of course.)Civ3 has no collateral damage that I can find. Where a hit by a bomber or artillery can damage multiple units. That takes away most of the fun - and the advantage - of bombers and arty.
So I guess it is peace for 10 or 15 turns then back to war.
Make it 20 turns if you care for your reputation.
When the peace treaty was offered and then accepted, the message was that peace would last until war was redeclared.
I've never seen "cancel a peace treaty" as a way of declaring war. Just the regular way when popping up the AI leader from the F4 board declaring war. Am I missing something ... ?Which would break the threaty. A regular way to declare war is to cancel a peace treaty. This is not possible during the first 20 turns.
I like the cool image with the B-29. Is that from a mod?C3C has collateral damage, but it is only working against buildings (not against units). In my mod CCM the strategic bombers have the collateral damage flag, so they are able to destroy two buildings with one attack:
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The option that comes closest to a collateral damage for units is the 'charm attack' enabled in the Quintillus and Polish hacked editor. This special bombardment halves the defense value of some units in a stack for one turn - but that option is only working against landunits.
Not really. You can go into active deals, put the peace treaty up for consideration, and then cancel it by removing it from consideration. This can be a way to try to squeeze concessions out of an opponent (by renegotiating peace) or to make sure that you end up at war with an opponent if they don't fulfill their part of a bargain (typically a military alliance).I've never seen "cancel a peace treaty" as a way of declaring war. Just the regular way when popping up the AI leader from the F4 board declaring war. Am I missing something ... ?
Ok, and I just figured out how to do that, too. Brain not functioning as well as it used to... Thanks.Not really. You can go into active deals, put the peace treaty up for consideration, and then cancel it by removing it from consideration. This can be a way to try to squeeze concessions out of an opponent (by renegotiating peace) or to make sure that you end up at war with an opponent if they don't fulfill their part of a bargain (typically a military alliance).
going back to this situation. After a period of peace. I now have destroyers in the oceans plus a few transports. Army units are infantry and artillery plus some cavalry. We went back to war with Americans to continue to invade their continent. It went better this time. Rioting from war weariness much less this time. 2 things probably helped. I bumped the lux tax to 10% the same turn that I declared war, before anybody started rioting. Also I had one more luxury resource. I'm just learning how lux resources equals happy faces in the cities. I had a good army stack with 6 artillery and about 8 infantry, mostly veteran. Captured his capitol, plus the second capitol. This is now headed for a Domination victory.I am currently playing out a game on small map with continents. My China civ is trying to defeat the best other Civ the Americans. I have a slight advantage but not much. I can't fight a long war as my Republic goes into increasing war weariness. I'm going to have to sign a peace deal because the production has been cut so much. So I guess it is peace for 10 or 15 turns then back to war. I will have destroyers by then which take care of his navy. Just will need enough gold to upgrade about 6 of the ironclads.
The area where the capitol (Washington) has a pattern I have not seen. It is all flood plain
Also there is a larger than usual space between capitol and other cities. Is this a strategy of some kind?
[...] a few transports. Army units are infantry and artillery plus some cavalry. [...] I had a good army stack with 6 artillery and about 8 infantry, mostly veteran.
However, here is the really nice thing: You can cash-rush armies.
... if you want to invade a Demigod/Deity AI...! But:You should think a bit bigger. A decent stack would be 20 to 30 artillery, maybe 15 infantry and say 30 cavalry.
At Regent, the stack patinthedesert mentioned, may already be sufficient. It all depends on difficulty level and on your objective (e.g. do you want to take the AI out completely in one swift attack, or cause some permanent damage to take them out easier at a later time, or just secure 1-2 towns for an important resource, etc.)I am playing at Regent which is about right for my skills at this point.
Yes it was like that. Against the strongest opponent, war weariness problems meant war could not continue without great risk. So was in stages, trying to cause permanent damage.At Regent, the stack patinthedesert mentioned, may already be sufficient. It all depends on difficulty level and on your objective (e.g. do you want to take the AI out completely in one swift attack, or cause some permanent damage to take them out easier at a later time, or just secure 1-2 towns for an important resource, etc.)
Yes it was like that. Against the strongest opponent, war weariness problems meant war could not continue without great risk. So was in stages, trying to cause permanent damage.