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Archived from groups: alt.games.civ3 (More info?)
On Tue, 20 Apr 2004 13:16:08 -0400, Invid Fan <invid@localnet.com>
wrote:
>While you're at peace, look at the map and decide what you'd do if any
>particular nation attacked you. What you'd like to capture, how you'd
>do it, etc. Build transports and place them where you need them,
>building new roads if the shortest distance between your land and the
>invation spot is undeveloped. You'll need some ships to protect the
>transports, but I tend to skimp on these myself. The AI likes bombard
>units like ironclads, and they'll tend to be hanging around your
>important sea coast and not the invation area
The key to a good sea
>invation is to a) land a good sized force with defensive units right
>next to a city (with a harbor to help with happiness and give you
>whatever resource you're attacking for, although the harbor might be
>destroyed in the attack), b) keep a steady supply of new troops flowing
>in, preferably with transports able to make a round trip in 2 turns or
>so, c) starve captured cities down to lessen the chance of them
>flipping back to the enemy, and d) don't overextend yourself! The
>temptation to make a run for that large city with a wonder will be
>great, but if all you really need is those two cities with spices just
>take and hold them. There'll be time to take more in the next war,
>after you've rebuilt.
I always try to capture a coastal city as my first take in the new
land. How you load and unload troops can make a big difference in
the length of the war. For instance with a coastal city I can unload
and use my troops in the same turn. Plus they are better defended
within the city. I will rush a barracks to let my troops rest. For
protection I fortify ships at the resting spots in between land
masses. That leaves a permanent escort in place. If you can load and
unload from two different cities you can use the troops in the same
turn in the new land.
On Tue, 20 Apr 2004 13:16:08 -0400, Invid Fan <invid@localnet.com>
wrote:
>While you're at peace, look at the map and decide what you'd do if any
>particular nation attacked you. What you'd like to capture, how you'd
>do it, etc. Build transports and place them where you need them,
>building new roads if the shortest distance between your land and the
>invation spot is undeveloped. You'll need some ships to protect the
>transports, but I tend to skimp on these myself. The AI likes bombard
>units like ironclads, and they'll tend to be hanging around your
>important sea coast and not the invation area

>invation is to a) land a good sized force with defensive units right
>next to a city (with a harbor to help with happiness and give you
>whatever resource you're attacking for, although the harbor might be
>destroyed in the attack), b) keep a steady supply of new troops flowing
>in, preferably with transports able to make a round trip in 2 turns or
>so, c) starve captured cities down to lessen the chance of them
>flipping back to the enemy, and d) don't overextend yourself! The
>temptation to make a run for that large city with a wonder will be
>great, but if all you really need is those two cities with spices just
>take and hold them. There'll be time to take more in the next war,
>after you've rebuilt.
I always try to capture a coastal city as my first take in the new
land. How you load and unload troops can make a big difference in
the length of the war. For instance with a coastal city I can unload
and use my troops in the same turn. Plus they are better defended
within the city. I will rush a barracks to let my troops rest. For
protection I fortify ships at the resting spots in between land
masses. That leaves a permanent escort in place. If you can load and
unload from two different cities you can use the troops in the same
turn in the new land.