Middle Ages Civs

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I just finished my second game of the Middle Ages scenario in
Conquests. I know we brought this up before but I am curios as to
what other civs people have played. It was like a different game
than it was the first time.

The first time I chose Germany. I started off with a good base after
a short war with a nearby civ. There was little room to expand the
military upkeep was costly. There didn't seem to be anything to
build. Getting the relic to where it is supposed to go is very
difficult. I needed to aquire some port cities to the south and it
still took ages to get there with enough troops. Eventually I won by
points when the game retired just short of my score. I achieved that
by constant war.

This time I played Kiev Rus. I settled as many cities as I possibly
could and then built culture before the hordes of settlers showed up
from other civs looking for any square of land they can find. Forests
provide two food plus shields so this gave a good base to plant cities
in. The capital is poorly situated to making many of the cities
highly corrupt. I started the game with the berserk which besides
giving a golden age early was the strongest attack unit until late in
the game. This made me very powerful until the knights showed up and
slaughtered them while standing still. They have an odd feature of
destroying city improvements while attacking. This civ also starts
off researching the Bradyzine tech path. That let me build coliseum
and aqueducts very early in the game. In fact I didn't really need
any of the required early techs to get by. I finished the game with
16% percent of the land and won by victory points just shy of the time
limit. But most of all I had a lot of fun conquering thy enemy.
 
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On Mon, 28 Jun 2004 23:06:07 -0400, P12 <nomail@all.com> wrote:

>
>I just finished my second game of the Middle Ages scenario in
>Conquests. I know we brought this up before but I am curios as to
>what other civs people have played. It was like a different game
>than it was the first time.

I just finished mine as the English, and I won on points *without*
delivering a single relic. I had them en route, but hadn't taken on
Jerusalem yet. I hadn't even engaged the Abbasids!

Instead, I embarked early on conquest with swordsmen. First, the
Celts, uniting my islands. Second, Norway -- they attacked, their
Berzerkers are quite dangerous that way, but I managed to break even
in the war, taking all my cities back and a few more.

Next, I was going to go after Castille -- weaker target -- but the
lack of good ships (one unit at a time only) meant that landing in
France was easier. I had a port city, so I just kept shipping in
troops (and my one army) and hammered France.

Then, Castille and Cordoba. I had the Frank's southern seaports,
but *no* harbors yet. In retrospect, I should have gone after
Burundy, which starts with harbors, but the landing would have been
much harder to pull off.

With southern ports, I rush-built ships and settlers, and made
island cities from Sardinia to Cyprus. This was my planned shipping
route to Jerusalem, with my two Relics (one French, one mine).

But since I had a good military, I had to use it. Denmark was
spread out and wimpy, so it seemed like a good option. Right of
passage with Germany, moved through and hammered them.

All the while, I'd been at war with the Byzantines and Turks, but
neither were in good position to be attacked. I had a few units out
there, a couple of knights and crusaders, but not enough to sustain an
offensive. I took Athens, and stalled for a while. With Denmark's
Mediterranean cities gone (Interesting, the nordics really colonize
with their longships, hitting every good island, but they missed malta
and cyprus), I had force free to go after the Byzantines, and slowly
took them out. Got a leader and a new knight army, but had to deal
with the ship transport limit -- I could only load three units into
the army, because with four it won't go onto a boat.

My northern forces were "getting bored" -- I'd planned to hit Burgundy
to get its ports before, but I didn't want to break treaties. It was
getting late-game though, so I no longer cared. I'd made peace with
Denmark, getting one single-square island city (no way to take it,
remember, because only the nordics have amphib units), then took them
out the next turn, breaking the peace treaty.

Burgundy was tougher because they had Religious Persecution. I'd
killed my science after Seamanship, trading only, so I had no way to
match that. The Inquisitors aren't that tough, but the all-terrain
move as road thing makes them a hazard -- they actually took one city
and a few workers.

Mostly, it was because I had forces poised to hammer the northern
cities, armies and knights, but nothing in place for the south. Just
crusaders, swordsmen, and spearmen (I didn't upgrade all yet). You
can't attack with those against pikemen, and even up north, it took
armies or elite knights to have a good shot against them.

Still, I was doing well enough, because I got Germany and the
Magyars into the war (as well as Sweden, which didn't matter), so the
enemy forces were split, not all rushing against me. With the
Byzantines gone, and the northern Burgundy cities captured, suddenly,
the game ended.

I'd hit over 30k points. Not only that, but I was only 2% below land
area needed for domination, so I could have won by that means if I'd
continued conquering, or even just settled a few more cities.

I picked England because I knew it would be hard to reach Jerusalem
with, but there is a certain romantic side (Richard's crusade, you
know?) to trying it. Realising that delivering the relics meant
taking the city complicated my plans, requiring conquest in order to
secure the ports and routes needed for my military.

Conquest pays off big enough, though, that even though the Abbasids
were doing well as number 2 (over 20k points, I'd guess that is mostly
from the VP location, plus tech, size, wonders, and wars), I gained a
lead fairly early and never lost it.

I never started a war with the Arabs, other than Cordoba. I was
always on good terms with the Fatimid (africa) and Abbasid (middle
east), and it was the Byzantines who attacked me, not the other way
around. The Turks were a "paper" war, we never engaged in combat at
all -- I was drawn in as an ally.


--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
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On Tue, 29 Jun 2004 07:51:37 -0500, Jeffery S. Jones
<jeffsj@execpc.com> wrote:

> Conquest pays off big enough, though, that even though the Abbasids
>were doing well as number 2 (over 20k points, I'd guess that is mostly
>from the VP location, plus tech, size, wonders, and wars), I gained a
>lead fairly early and never lost it.

I find the Abbasids are constantly being attacked. They seem to hold
their own despite their poor terrain.

> I never started a war with the Arabs, other than Cordoba. I was
>always on good terms with the Fatimid (africa) and Abbasid (middle
>east), and it was the Byzantines who attacked me, not the other way
>around. The Turks were a "paper" war, we never engaged in combat at
>all -- I was drawn in as an ally.

It seems everyone is always starting war with the Fatimid too. I am
not sure why everyone hates them. The Byzantine always pick fights
because they are so powerful with all the luxuries and some nice land.

In my game I beat down the turks after they declared war on me. It
seems that once you beat them down enough everyone on the continent
joins in taking any scrap cities they can find. The Bulgars, Turks,
and Mataygars all fell that way.

I forgot to mention this is the first time I have seen Germany as a
powerhouse late in the game. Even if they where punishing all their
enemies.
 
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"P12" <nomail@all.com> wrote in message
news:vl34e0pa8thd2etivj9bjcl697kj97h8to@4ax.com...
> On Tue, 29 Jun 2004 07:51:37 -0500, Jeffery S. Jones
> <jeffsj@execpc.com> wrote:
>
> > Conquest pays off big enough, though, that even though the Abbasids
> >were doing well as number 2 (over 20k points, I'd guess that is mostly
> >from the VP location, plus tech, size, wonders, and wars), I gained a
> >lead fairly early and never lost it.
>
> I find the Abbasids are constantly being attacked. They seem to hold
> their own despite their poor terrain.
>
> > I never started a war with the Arabs, other than Cordoba. I was
> >always on good terms with the Fatimid (africa) and Abbasid (middle
> >east), and it was the Byzantines who attacked me, not the other way
> >around. The Turks were a "paper" war, we never engaged in combat at
> >all -- I was drawn in as an ally.
>
> It seems everyone is always starting war with the Fatimid too. I am
> not sure why everyone hates them. The Byzantine always pick fights
> because they are so powerful with all the luxuries and some nice land.
>
> In my game I beat down the turks after they declared war on me. It
> seems that once you beat them down enough everyone on the continent
> joins in taking any scrap cities they can find. The Bulgars, Turks,
> and Mataygars all fell that way.
>
> I forgot to mention this is the first time I have seen Germany as a
> powerhouse late in the game. Even if they where punishing all their
> enemies.

The reason the arab civs are always having war declared on them is because
of the invisible unit bug, also known as the 'sub bug'. They fixed it so the
human gets a warning if trying to move onto a tile with an invisible unit,
but if the ai does it, it is automatic war.
 
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On Wed, 30 Jun 2004 03:10:39 GMT, "The Stare"
<wat1@not.likely.frontiernet.net> wrote:

>
>"P12" <nomail@all.com> wrote in message
>news:vl34e0pa8thd2etivj9bjcl697kj97h8to@4ax.com...
>> On Tue, 29 Jun 2004 07:51:37 -0500, Jeffery S. Jones
>> <jeffsj@execpc.com> wrote:
>>
>> > Conquest pays off big enough, though, that even though the Abbasids
>> >were doing well as number 2 (over 20k points, I'd guess that is mostly
>> >from the VP location, plus tech, size, wonders, and wars), I gained a
>> >lead fairly early and never lost it.
>>
>> I find the Abbasids are constantly being attacked. They seem to hold
>> their own despite their poor terrain.

As pointed out below, the invisible unit bug is the problem (subs
and assassins in this scenario). Why it isn't fixed, I don't know,
because they did fix it in PTW and Civ3 patches.

>> > I never started a war with the Arabs, other than Cordoba. I was
>> >always on good terms with the Fatimid (africa) and Abbasid (middle
>> >east), and it was the Byzantines who attacked me, not the other way
>> >around. The Turks were a "paper" war, we never engaged in combat at
>> >all -- I was drawn in as an ally.
>>
>> It seems everyone is always starting war with the Fatimid too. I am
>> not sure why everyone hates them. The Byzantine always pick fights
>> because they are so powerful with all the luxuries and some nice land.
>>
>> In my game I beat down the turks after they declared war on me. It
>> seems that once you beat them down enough everyone on the continent
>> joins in taking any scrap cities they can find. The Bulgars, Turks,
>> and Mataygars all fell that way.
>>
>> I forgot to mention this is the first time I have seen Germany as a
>> powerhouse late in the game. Even if they where punishing all their
>> enemies.

Germany was strong in my game, being the tech leader. They held a
lot of cities, pushed against Poland and the Magyar, and were well
developed. Nobody tried to kill them off, which helped as well.

>The reason the arab civs are always having war declared on them is because
>of the invisible unit bug, also known as the 'sub bug'. They fixed it so the
>human gets a warning if trying to move onto a tile with an invisible unit,
>but if the ai does it, it is automatic war.

Which is still a problem :-( Invisible units are used enough that
this is a game breaker, making it quite difficult to have a peaceful
game and messing up alliances (only locked alliances won't trigger a
war in this case, I believe).

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
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On Thu, 01 Jul 2004 08:25:29 -0500, Jeffery S. Jones
<jeffsj@execpc.com> wrote:

> Which is still a problem :-( Invisible units are used enough that
>this is a game breaker, making it quite difficult to have a peaceful
>game and messing up alliances (only locked alliances won't trigger a
>war in this case, I believe).

I just figured that was part of the game. By the time invisible units
show up war is rampant anyway. I had just figured that was a part of
the middle ages scenario. I would be disappointed if the middle ages
where not ruthless.
 
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On Thu, 01 Jul 2004 19:11:56 -0400, P12 <nomail@all.com> wrote:

>On Thu, 01 Jul 2004 08:25:29 -0500, Jeffery S. Jones
><jeffsj@execpc.com> wrote:
>
>> Which is still a problem :-( Invisible units are used enough that
>>this is a game breaker, making it quite difficult to have a peaceful
>>game and messing up alliances (only locked alliances won't trigger a
>>war in this case, I believe).
>
>I just figured that was part of the game. By the time invisible units
>show up war is rampant anyway. I had just figured that was a part of
>the middle ages scenario. I would be disappointed if the middle ages
>where not ruthless.

In the Middle Ages, where you usually a non-arab nation, it doesn't
hurt you too much. But for submarines in a non-conquest game, it is a
bit rough to cope with, messing up any hope of a stable, peaceful
modern era.

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
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In article <kbj9e01ms9bp5l6ndbej8n30d8gblge8b5@4ax.com>, jeffsj@execpc.com wrote:
>
> In the Middle Ages, where you usually a non-arab nation, it doesn't
>hurt you too much. But for submarines in a non-conquest game, it is a
>bit rough to cope with, messing up any hope of a stable, peaceful
>modern era.

What really bites about the invisible unit bug is that it is fixed in PtW.
C3C must be based on an early code level and some of the bug fixes were not
brought forward.

Same thing with the barbarians.

Same thing with the AI not building Armies.

*sigh*


Mike G
 
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On Thu, 01 Jul 2004 21:51:49 -0500, Jeffery S. Jones
<jeffsj@execpc.com> wrote:

>On Thu, 01 Jul 2004 19:11:56 -0400, P12 <nomail@all.com> wrote:
>
>>On Thu, 01 Jul 2004 08:25:29 -0500, Jeffery S. Jones
>><jeffsj@execpc.com> wrote:
>>
>>> Which is still a problem :-( Invisible units are used enough that
>>>this is a game breaker, making it quite difficult to have a peaceful
>>>game and messing up alliances (only locked alliances won't trigger a
>>>war in this case, I believe).
>>
>>I just figured that was part of the game. By the time invisible units
>>show up war is rampant anyway. I had just figured that was a part of
>>the middle ages scenario. I would be disappointed if the middle ages
>>where not ruthless.
>
> In the Middle Ages, where you usually a non-arab nation, it doesn't
>hurt you too much. But for submarines in a non-conquest game, it is a
>bit rough to cope with, messing up any hope of a stable, peaceful
>modern era.

The AI seems to love the spy units in this game though. If they can
build they crank em out.
 
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On Fri, 02 Jul 2004 14:31:22 GMT,
mtg@cornellc.cit.stumbling.block.cornell.edu (Mike Garcia) wrote:

>In article <kbj9e01ms9bp5l6ndbej8n30d8gblge8b5@4ax.com>, jeffsj@execpc.com wrote:
>>
>> In the Middle Ages, where you usually a non-arab nation, it doesn't
>>hurt you too much. But for submarines in a non-conquest game, it is a
>>bit rough to cope with, messing up any hope of a stable, peaceful
>>modern era.
>
>What really bites about the invisible unit bug is that it is fixed in PtW.
>C3C must be based on an early code level and some of the bug fixes were not
>brought forward.
>
>Same thing with the barbarians.
>
>Same thing with the AI not building Armies.

They likely broke trying to add or fix something else. When they
wrote Conquest they changed a lot of the basic rules. That means
they problem changed some of the basic Civ III code to allow for
things like locked alliances which never existed before.
 
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On Fri, 02 Jul 2004 23:02:29 -0400, P12 <nomail@all.com> wrote:

>On Thu, 01 Jul 2004 21:51:49 -0500, Jeffery S. Jones
><jeffsj@execpc.com> wrote:
>
>>On Thu, 01 Jul 2004 19:11:56 -0400, P12 <nomail@all.com> wrote:
>>
>>>On Thu, 01 Jul 2004 08:25:29 -0500, Jeffery S. Jones
>>><jeffsj@execpc.com> wrote:
>>>
>>>> Which is still a problem :-( Invisible units are used enough that
>>>>this is a game breaker, making it quite difficult to have a peaceful
>>>>game and messing up alliances (only locked alliances won't trigger a
>>>>war in this case, I believe).
>>>
>>>I just figured that was part of the game. By the time invisible units
>>>show up war is rampant anyway. I had just figured that was a part of
>>>the middle ages scenario. I would be disappointed if the middle ages
>>>where not ruthless.
>>
>> In the Middle Ages, where you usually a non-arab nation, it doesn't
>>hurt you too much. But for submarines in a non-conquest game, it is a
>>bit rough to cope with, messing up any hope of a stable, peaceful
>>modern era.
>
>The AI seems to love the spy units in this game though. If they can
>build they crank em out.

I just did the Japanese conquest, and the Ninja get used massively
as well. Only catch is that they require a resource which is rare, so
I was able to cut them down by eliminating that resource from most of
my neighbors.

I did discover a new odd thing, though: when the Takeda Ninja took
my city and burned it down, I was told that they did it, even though
it is hidden nationality and I wasn't told -- when they hit units
(esp. workers, they like that). As a secret attack option, using them
to take cities won't work -- though of course I don't know if the AI
will recognize this. But in a human vs. human game, you couldn't get
away

In the Japanese conquest, I don't think that the invisible bug hurts
because the unit is hidden nationality. If they were merely
invisible, it would cause no end of problems by messing with all of
the military alliances unpredictably (how many civs in it? 18
opponents, I think).

The AI love the invisible units -- I don't know what the deal is.
They aren't all that powerful, but the hidden nationality lets you
engage in war without being at war, and to pick apart allies.

But like all hidden nationality units, they suffer (like the
privateer) from being too vulnerable when detected. If you use them
to attack in enemy/allied territory, they'll just get picked off.

Unless you stack one of your own units with it, which seems to be a
bit unfair, because the game won't let you -- even with a stealth unit
-- attack the hidden nationality unit without triggering a war,
because it is now on a square held by your "friend".

OTOH -- this is what worked well for me. Stack the Ninja with any
unit -- even a worker. When I hit something (with ROP or in my own
territory), I move that "cover" unit onto the Ninja, so that it may
not be attacked on the AI's turn.

This was devastating for resource removal -- first thing I did was
to put a samurai with a ninja on my neighbor's jade resource, then
pillaged with the Ninja. Because we have ROP, I can stay there, and
because the Ninja is hidden nationality, there is no war trigger. I
think that I could actually pillage every road and key enhancement
easily this way.

I don't think that the AI does this -- it uses the ninja for
standalone attacks, and the thing gets caught out eventually by some
unit able to see it. Or else, a random "move onto the square" attack
hits it -- not sure if the invisible unit bug catches that or not, I
suspect not but the Ninja is wimpy, so only the weakest attack units
would die.

As long as I'm onto the Sengoku Japanese conquest, it is one where
you have a King unit which is meant to be used in combat. The AI of
course never does, leaving it in the capital forever. Your Daimyo not
only is the best attacker early on, its special abilities (by
upgrades) keeps it there. So my King was basically wherever my combat
action was, or fighting barbarians to ramp up to Elite (Grandmaster).
BTW, the King *can* generate a leader, which I found interesting.

OTOH -- doing this forced a few reloads ;-( Because if the King
dies, you lose the game, and as you know, even if the odds are in your
favor you can still lose. But if I left the guy safe at home, I would
have missed out on the fun (and the flavor) of the scenario.

Too bad that the AI can't match it. Not only that, but it didn't
always upgrade the king either, and upgraded they can be hard to kill.
A place for Ninja -- enough of them using Stealth (which lets you pick
an attack) would let you hit the capital, kill the king, and wipe out
the AI.


One more little bummer thing: You know that when the king goes, all
the cities of that civ are destroyed. That means you can't capture
the capital. Guess where all the wonders tend to be built? This is
doubly true in this one because of a small wonder which boosts
production -- I built mine in the capital, and I'm sure that the AI
did the same. That means we can't actually capture wonders in this
one (nor likely in the middle ages conquest, for the same reason --
they'll be destroyed rather than captured, though with three kings you
can pick the order to take them out).. I'd kind of like an option to
capture the city -- at least the one with the king in it -- rather
than destroying it, especially when it has a wonder.

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
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On Sat, 03 Jul 2004 08:31:06 -0500, Jeffery S. Jones
<jeffsj@execpc.com> wrote:

> I just did the Japanese conquest, and the Ninja get used massively
>as well. Only catch is that they require a resource which is rare, so
>I was able to cut them down by eliminating that resource from most of
>my neighbors.
>
> I did discover a new odd thing, though: when the Takeda Ninja took
>my city and burned it down, I was told that they did it, even though
>it is hidden nationality and I wasn't told -- when they hit units
>(esp. workers, they like that). As a secret attack option, using them
>to take cities won't work -- though of course I don't know if the AI
>will recognize this. But in a human vs. human game, you couldn't get
>away
>
> In the Japanese conquest, I don't think that the invisible bug hurts
>because the unit is hidden nationality. If they were merely
>invisible, it would cause no end of problems by messing with all of
>the military alliances unpredictably (how many civs in it? 18
>opponents, I think).
>
> The AI love the invisible units -- I don't know what the deal is.
>They aren't all that powerful, but the hidden nationality lets you
>engage in war without being at war, and to pick apart allies.
>
> But like all hidden nationality units, they suffer (like the
>privateer) from being too vulnerable when detected. If you use them
>to attack in enemy/allied territory, they'll just get picked off.
>
> Unless you stack one of your own units with it, which seems to be a
>bit unfair, because the game won't let you -- even with a stealth unit
>-- attack the hidden nationality unit without triggering a war,
>because it is now on a square held by your "friend".
>
> OTOH -- this is what worked well for me. Stack the Ninja with any
>unit -- even a worker. When I hit something (with ROP or in my own
>territory), I move that "cover" unit onto the Ninja, so that it may
>not be attacked on the AI's turn.
>
> This was devastating for resource removal -- first thing I did was
>to put a samurai with a ninja on my neighbor's jade resource, then
>pillaged with the Ninja. Because we have ROP, I can stay there, and
>because the Ninja is hidden nationality, there is no war trigger. I
>think that I could actually pillage every road and key enhancement
>easily this way.
>
> I don't think that the AI does this -- it uses the ninja for
>standalone attacks, and the thing gets caught out eventually by some
>unit able to see it. Or else, a random "move onto the square" attack
>hits it -- not sure if the invisible unit bug catches that or not, I
>suspect not but the Ninja is wimpy, so only the weakest attack units
>would die.

I haven't seen the AI do this in the Conquests. But they are
perfectly capable of it. In PTW I had created a scenario where
guerilla units where cheap and with hidden nationality. There where
two civs left on my continent and only one had a right of passage.
All of a sudden my cities started getting attacked. They where able
to use their ROP over my railroads to attack any city they felt like
without declaring war. When they failed to take my cities they
started blowing out terrain improvements. It was obvious who was
making them because they covered them with other units like you did.

From there it got even wierder. Whenever I contacted them my advisor
warned "they have attacked us before" when technically they never had.
I started making my own and proceeded to blow out terrain improvements
in their land. They quickly dropped from polite to furious and
eventually we went to war.

One difference with my experience is the units where not invisible.
They probably figure they don't have to protect an invisible unit
because you cannot see them.

> As long as I'm onto the Sengoku Japanese conquest, it is one where
>you have a King unit which is meant to be used in combat. The AI of
>course never does, leaving it in the capital forever. Your Daimyo not
>only is the best attacker early on, its special abilities (by
>upgrades) keeps it there. So my King was basically wherever my combat
>action was, or fighting barbarians to ramp up to Elite (Grandmaster).
>BTW, the King *can* generate a leader, which I found interesting.
>
> OTOH -- doing this forced a few reloads ;-( Because if the King
>dies, you lose the game, and as you know, even if the odds are in your
>favor you can still lose. But if I left the guy safe at home, I would
>have missed out on the fun (and the flavor) of the scenario.

I hadn't tried this but it does sound interesting. Many civ leaders
joined their forces in battle and often they where the best fighters.

> One more little bummer thing: You know that when the king goes, all
>the cities of that civ are destroyed. That means you can't capture
>the capital. Guess where all the wonders tend to be built? This is
>doubly true in this one because of a small wonder which boosts
>production -- I built mine in the capital, and I'm sure that the AI
>did the same. That means we can't actually capture wonders in this
>one (nor likely in the middle ages conquest, for the same reason --
>they'll be destroyed rather than captured, though with three kings you
>can pick the order to take them out).. I'd kind of like an option to
>capture the city -- at least the one with the king in it -- rather
>than destroying it, especially when it has a wonder.

Yeah the best I can do in the middle ages was to capture the capital
last so I can get all the weaker cities. The AI seemed to know this
tactic but I am not positive. It would be interesting that if
instead you automatically grab their remaining best cities while the
smaller ones are destroyed.
 
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Archived from groups: alt.games.civ3 (More info?)

On Sat, 03 Jul 2004 11:46:01 -0400, P12 <nomail@all.com> wrote:

>On Sat, 03 Jul 2004 08:31:06 -0500, Jeffery S. Jones
><jeffsj@execpc.com> wrote:
>
>> I just did the Japanese conquest, and the Ninja get used massively
>>as well. Only catch is that they require a resource which is rare, so
>>I was able to cut them down by eliminating that resource from most of
>>my neighbors.
>>
>> I did discover a new odd thing, though: when the Takeda Ninja took
>>my city and burned it down, I was told that they did it, even though
>>it is hidden nationality and I wasn't told -- when they hit units
>>(esp. workers, they like that). As a secret attack option, using them
>>to take cities won't work -- though of course I don't know if the AI
>>will recognize this. But in a human vs. human game, you couldn't get
>>away
>>
>> In the Japanese conquest, I don't think that the invisible bug hurts
>>because the unit is hidden nationality. If they were merely
>>invisible, it would cause no end of problems by messing with all of
>>the military alliances unpredictably (how many civs in it? 18
>>opponents, I think).
>>
>> The AI love the invisible units -- I don't know what the deal is.
>>They aren't all that powerful, but the hidden nationality lets you
>>engage in war without being at war, and to pick apart allies.
>>
>> But like all hidden nationality units, they suffer (like the
>>privateer) from being too vulnerable when detected. If you use them
>>to attack in enemy/allied territory, they'll just get picked off.
>>
>> Unless you stack one of your own units with it, which seems to be a
>>bit unfair, because the game won't let you -- even with a stealth unit
>>-- attack the hidden nationality unit without triggering a war,
>>because it is now on a square held by your "friend".
>>
>> OTOH -- this is what worked well for me. Stack the Ninja with any
>>unit -- even a worker. When I hit something (with ROP or in my own
>>territory), I move that "cover" unit onto the Ninja, so that it may
>>not be attacked on the AI's turn.
>>
>> This was devastating for resource removal -- first thing I did was
>>to put a samurai with a ninja on my neighbor's jade resource, then
>>pillaged with the Ninja. Because we have ROP, I can stay there, and
>>because the Ninja is hidden nationality, there is no war trigger. I
>>think that I could actually pillage every road and key enhancement
>>easily this way.
>>
>> I don't think that the AI does this -- it uses the ninja for
>>standalone attacks, and the thing gets caught out eventually by some
>>unit able to see it. Or else, a random "move onto the square" attack
>>hits it -- not sure if the invisible unit bug catches that or not, I
>>suspect not but the Ninja is wimpy, so only the weakest attack units
>>would die.
>
>I haven't seen the AI do this in the Conquests. But they are
>perfectly capable of it. In PTW I had created a scenario where
>guerilla units where cheap and with hidden nationality. There where
>two civs left on my continent and only one had a right of passage.
>All of a sudden my cities started getting attacked. They where able
>to use their ROP over my railroads to attack any city they felt like
>without declaring war. When they failed to take my cities they
>started blowing out terrain improvements. It was obvious who was
>making them because they covered them with other units like you did.

Yeah, I think that they hid the ninjas under workers, who roam all
over the place.



>From there it got even wierder. Whenever I contacted them my advisor
>warned "they have attacked us before" when technically they never had.
>I started making my own and proceeded to blow out terrain improvements
>in their land. They quickly dropped from polite to furious and
>eventually we went to war.

I hadn't noticed any diplomatic penalty yet with ninjas. Maybe
because they are invisible?

>One difference with my experience is the units where not invisible.
>They probably figure they don't have to protect an invisible unit
>because you cannot see them.

Yeah, that makes sense. I found them hard to use that way -- either
the AI seems them, or its moves naturally let them run into them, they
attack (of course) automatically, and kill it.

>> As long as I'm onto the Sengoku Japanese conquest, it is one where
>>you have a King unit which is meant to be used in combat. The AI of
>>course never does, leaving it in the capital forever. Your Daimyo not
>>only is the best attacker early on, its special abilities (by
>>upgrades) keeps it there. So my King was basically wherever my combat
>>action was, or fighting barbarians to ramp up to Elite (Grandmaster).
>>BTW, the King *can* generate a leader, which I found interesting.
>>
>> OTOH -- doing this forced a few reloads ;-( Because if the King
>>dies, you lose the game, and as you know, even if the odds are in your
>>favor you can still lose. But if I left the guy safe at home, I would
>>have missed out on the fun (and the flavor) of the scenario.
>
>I hadn't tried this but it does sound interesting. Many civ leaders
>joined their forces in battle and often they where the best fighters.

I found the effect interesting. In the late game, the king gets
enslavement ability. I found an island with a huge barbarian camp
(about 30 on it), and repeatedly hit it in order to recruit more free
troops. If the ability was available earlier, it would be even more
useful. As it was, it gave my king unit a good use once the main
combat units were roughly comparable in power (he was still the best,
but not by much).

>> One more little bummer thing: You know that when the king goes, all
>>the cities of that civ are destroyed. That means you can't capture
>>the capital. Guess where all the wonders tend to be built? This is
>>doubly true in this one because of a small wonder which boosts
>>production -- I built mine in the capital, and I'm sure that the AI
>>did the same. That means we can't actually capture wonders in this
>>one (nor likely in the middle ages conquest, for the same reason --
>>they'll be destroyed rather than captured, though with three kings you
>>can pick the order to take them out).. I'd kind of like an option to
>>capture the city -- at least the one with the king in it -- rather
>>than destroying it, especially when it has a wonder.
>
>Yeah the best I can do in the middle ages was to capture the capital
>last so I can get all the weaker cities. The AI seemed to know this
>tactic but I am not positive. It would be interesting that if
>instead you automatically grab their remaining best cities while the
>smaller ones are destroyed.

It could be. I understand the game logic -- it gives you a way to
win by a single attack, so the advantage has to be less; also, if the
civ is "destroyed," and you don't get the cities, who *does* get them?
Civ3 doesn't have the Civ2 neutral "barbarian" tribe to take over
cities, though it does have barbarians.

In any case, I think that the AI does grasp the idea of taking ou
the king last, in order to capture more cities. It does complicate
the strategy, by making you choose to bypass what would otherwise be
the prime target, the enemy capital.

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>