Sneaky AI RoP trick

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To fight the Russians, I needed a RoP agreement with the Dutch to get there.
Well, guess what? The Dutch began parking their troops in my territory just
for the hell of it. So any square that needed improvement, I couldn't do it.
I didn't check to see if I was getting anything out of that square, but I
know I couldn't improve it. I had my hands full with the Indians and
Russians, so I couldn't very well add the Dutch into the mix.
Next time, I'm just gonna take my chances and march through or go the long
way with boats.
 
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"PowerSlave2112" <ps@ilu.tn> wrote in message
news:ExOkd.51061$Jb.2005884@twister.southeast.rr.com...
> To fight the Russians, I needed a RoP agreement with the Dutch to get
there.
> Well, guess what? The Dutch began parking their troops in my territory
just
> for the hell of it. So any square that needed improvement, I couldn't do
it.
> I didn't check to see if I was getting anything out of that square, but I
> know I couldn't improve it. I had my hands full with the Indians and
> Russians, so I couldn't very well add the Dutch into the mix.
> Next time, I'm just gonna take my chances and march through or go the long
> way with boats.
>

I have, in the past, set up a line of weak defenders along my border before
starting an ROP to get through one country to attack another. If you have
enough guys and a defendable border it works a treat, your guys can pass
through and theirs can't. I have also built railroads through ROP
countries and lined them with weak units so that my "friend" couldn't block
my trains of troops.

Stella
 
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On Thu, 11 Nov 2004 18:52:20 GMT, "PowerSlave2112" <ps@ilu.tn> wrote:

>To fight the Russians, I needed a RoP agreement with the Dutch to get there.
>Well, guess what? The Dutch began parking their troops in my territory just
>for the hell of it. So any square that needed improvement, I couldn't do it.
>I didn't check to see if I was getting anything out of that square, but I
>know I couldn't improve it. I had my hands full with the Indians and
>Russians, so I couldn't very well add the Dutch into the mix.
>Next time, I'm just gonna take my chances and march through or go the long
>way with boats.
>
>
They like to block my roads. You can renegotiate the RoP but they
will likely want to start a war with you. Going through an opponent
without an rp will cause them to force you to either declare war or
automatically move sending your troops back home.

What I do is create barriers with my older troops. I form a fence
across my country so there is no where for the ai to go and they
usually go home.

One trick I use to cause an ai to war for me is to capture an enemy's
city and give it to one of my neighbors. The neighbor may have
problems getting troops to it before the original civ walks back in to
get their city back. This especially works when it has been
surrounded by the original civ's troops. Now, the russians have to go
through the warring dutch to get to you. The dutch will need their
troops and thus remove them from your property.

This seems to work more than not, but there are exceptions when it
doesn't work. Of course it helps if the city is on a resource needed
by the enemy.

Good luck

Buck
For What its Worth,

Buck



Here I sit all anxious hearted, waiting around to just get started.
 
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On Thu, 11 Nov 2004 18:52:20 GMT, "PowerSlave2112" <ps@ilu.tn> wrote:

>To fight the Russians, I needed a RoP agreement with the Dutch to get there.
>Well, guess what? The Dutch began parking their troops in my territory just
>for the hell of it. So any square that needed improvement, I couldn't do it.
>I didn't check to see if I was getting anything out of that square, but I
>know I couldn't improve it. I had my hands full with the Indians and
>Russians, so I couldn't very well add the Dutch into the mix.
>Next time, I'm just gonna take my chances and march through or go the long
>way with boats.

Pick the shortest path across you land and put a few weak troops
there. The AI will automatically know their path is blocked and stop
moving through. Unless of course they have other reasons like
spreading irrigation.
 
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On Thu, 11 Nov 2004 18:52:20 GMT, "PowerSlave2112" <ps@ilu.tn> wrote:

>To fight the Russians, I needed a RoP agreement with the Dutch to get there.
>Well, guess what? The Dutch began parking their troops in my territory just
>for the hell of it. So any square that needed improvement, I couldn't do it.
>I didn't check to see if I was getting anything out of that square, but I
>know I couldn't improve it. I had my hands full with the Indians and
>Russians, so I couldn't very well add the Dutch into the mix.
>Next time, I'm just gonna take my chances and march through or go the long
>way with boats.

RoP is too useful to give up, just because of a few silly interlopers
blocking traffic. One *big* reason to have it is that it tilts the
AI's allegiance towards you. They are far less likely to declare war
on you with an RoP.

First fix to try is to make a military alliance with the Dutch vs.
the Russians. That way, their units will mostly move to fight, rather
than into your space. In addition, it uses up their forces in the war
too, so both of yours will be drawn down. After the war -- or even
during it -- your war losses can make you look weak, ripe for attack
by an old "friend." It helps if they get beat up too. Plus that way,
you can go after them, if you are so inclined.

Second is blocking their movement with your own units on your
territory. A line of workers working is easy enough to place, and you
can move defenders out (easier if you're Republic or Democracy and
don't need garrisons for happiness) to impede movement. Sometimes,
I've placed units in every single land square on the border, to make
direct movement impossible.

Note that the RoP works the same way in reverse. You can put your
troops on their squares and mess with them, without triggering a war
and AFAIK without making the AI unhappy with you.

--
*-__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, 11 Nov 2004 15:44:15 -0500, "Black Dog" <fake@ihatespam.com>
wrote:

>I have, in the past, set up a line of weak defenders along my border before
>starting an ROP to get through one country to attack another. If you have
>enough guys and a defendable border it works a treat, your guys can pass
>through and theirs can't. I have also built railroads through ROP
>countries and lined them with weak units so that my "friend" couldn't block
>my trains of troops.
>
>Stella

I hated when they come running onto my newely built railroads with
their spearmen blocking my calvary advance.
 
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On Thu, 11 Nov 2004 16:00:41 -0500, The Great Gazoo <thegreat@ga.zoo>
wrote:

>They like to block my roads. You can renegotiate the RoP but they
>will likely want to start a war with you. Going through an opponent
>without an rp will cause them to force you to either declare war or
>automatically move sending your troops back home.

A ROP also gives you movement as if it where your own land. You can
even build roads/railroads.

>One trick I use to cause an ai to war for me is to capture an enemy's
>city and give it to one of my neighbors. The neighbor may have
>problems getting troops to it before the original civ walks back in to
>get their city back. This especially works when it has been
>surrounded by the original civ's troops. Now, the russians have to go
>through the warring dutch to get to you. The dutch will need their
>troops and thus remove them from your property.

I have never tried that. I guess that is just too tempting an offer
for the AI.
 
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On Thu, 11 Nov 2004 15:44:15 -0500, Black Dog <fake@ihatespam.com> wrote:
>
> I have, in the past, set up a line of weak defenders along my border before
> starting an ROP to get through one country to attack another. If you have
> enough guys and a defendable border it works a treat, your guys can pass
> through and theirs can't. I have also built railroads through ROP
> countries and lined them with weak units so that my "friend" couldn't block
> my trains of troops.

Yup, both of these work well. Always annoying when the neighbors won't
build railroads where you want 'em, and won't clean up their own
pollution. By the way, idle workers work just as well as placeholders, as
weak military units do.

Dave Hinz
 
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Dave Hinz <DaveHinz@spamcop.net> wrote in
news:2vi2l8F2l62tbU1@uni-berlin.de:

> On Thu, 11 Nov 2004 15:44:15 -0500, Black Dog <fake@ihatespam.com>
> wrote:
>>
>> I have, in the past, set up a line of weak defenders along my
>> border before starting an ROP to get through one country to
>> attack another. If you have enough guys and a defendable border
>> it works a treat, your guys can pass through and theirs can't. I
>> have also built railroads through ROP countries and lined them
>> with weak units so that my "friend" couldn't block my trains of
>> troops.
>
> Yup, both of these work well. Always annoying when the neighbors
> won't build railroads where you want 'em, and won't clean up their
> own pollution. By the way, idle workers work just as well as
> placeholders, as weak military units do.

Except that a line of undefended workers makes for a line of very
tempting targets.

--
ICQ: 8105495
AIM: KeeperGFA
EMail: thekeeper@canada.com
"If we did the things we are capable of,
we would astound ourselves." - Edison
 
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On 12 Nov 2004 03:58:07 GMT, Kevin 'Keeper' Foster <thekeeper@canada.com> wrote:
> Dave Hinz <DaveHinz@spamcop.net> wrote in
> news:2vi2l8F2l62tbU1@uni-berlin.de:
>
>> By the way, idle workers work just as well as
>> placeholders, as weak military units do.
>
> Except that a line of undefended workers makes for a line of very
> tempting targets.

Sometimes that, too, can be useful. If they're just hanging out in the
cities waiting for pollution to clean up, may as well use 'em as pawns
when appropriate.

Dave Hinz
 
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On 12 Nov 2004 16:53:05 GMT, Dave Hinz <DaveHinz@spamcop.net> wrote:

>On 12 Nov 2004 03:58:07 GMT, Kevin 'Keeper' Foster <thekeeper@canada.com> wrote:
>> Dave Hinz <DaveHinz@spamcop.net> wrote in
>> news:2vi2l8F2l62tbU1@uni-berlin.de:
>>
>>> By the way, idle workers work just as well as
>>> placeholders, as weak military units do.
>>
>> Except that a line of undefended workers makes for a line of very
>> tempting targets.
>
>Sometimes that, too, can be useful. If they're just hanging out in the
>cities waiting for pollution to clean up, may as well use 'em as pawns
>when appropriate.
>
>Dave Hinz

One time I boxed in a neighbors workers who kept stomping on my land
without a ROP passage. They where trying to get to a one square patch
of land on my side of the canal. It would have been much faster for
them to send a boat over. After insisting they leave countless times I
instead boxed them next to city. When I was ready I demanded they
leave or declare war. They of course delcared war and workers became
mine.
 
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"PowerSlave2112" <ps@ilu.tn> wrote in message news:<ExOkd.51061$Jb.2005884@twister.southeast.rr.com>...
> To fight the Russians, I needed a RoP agreement with the Dutch to get there.
> Well, guess what? The Dutch began parking their troops in my territory just
> for the hell of it. So any square that needed improvement, I couldn't do it.
> I didn't check to see if I was getting anything out of that square, but I
> know I couldn't improve it. I had my hands full with the Indians and
> Russians, so I couldn't very well add the Dutch into the mix.
> Next time, I'm just gonna take my chances and march through or go the long
> way with boats.

Pre-rail, I usually place some units blocking the AI from taking
advantage of the RoR at all. If I really want his units passing thru
to fight an oppoent on the far I'll position units to give him a path
straight at him while keeping my sections open to my units.

Post-rail, I ensure there's a solid rr connection out to the other
side to the oppoent he's fighting ensure he doesn't lignger before
signing.