"Fire!"
Making War in Civilization II
by Marc Fisher (Compuserve: 70711,3177,
Internet: mfisher@mail.cjnetworks.com)
"Attrition is not a strategy. It is, in fact,
irrefutable proof of the absence of any strategy. A commander
who resorts to attrition admits his failure to conceive of an
alternative. He rejects warfare as an art and accepts it on
the most non-professional terms imaginable. He uses blood in
lieu of brains."
-
Dave Palmer, historian and soldier
Table of Contents:
Foreword
I. The Tools of War
1. Combat units
a. Ancient - Medieval
b. Gunpowder
c. Modern - The Combat Triad
d. Nuclear Weapons
2. The Impact of Technology
3. Weighing the Odds
II. Military Doctrine
1. War for a Purpose
2. Defensive War
3. Limited War
4. Total War
5. Operational Strategy
7. Dislocation & Disruption
8. Tempo & Preemption
9. Intelligence
10. Naval Operations
11. Special Operations
III. Politics and War
1. Cease-fires and Treaties
2. On Machiavelli
3. Shorting out the Senate
4. Taunting Your Enemy
IV. Conclusion
V. Bibliography
Foreward
"There is only one purpose to
which a whole society can be directed by a deliberate plan.
That purpose is war, and there is no other."
-
Walter Lippman
I am an ardent Civ2 gamer, and I have a
long-standing interest in military history which has been brought
to life by the Microprose game, Civilization II. I came to
realize that many profound works on the subject of war and
history can be applied to playing this wonderful game. Herein is
my first attempt at an analytical paper since my college days.
The difference (other than my advanced age) is that this seems to
have been a great deal more fun!
The first qualifier I must lay out, of
course, is that the level of the Civ2 war-planning AI is less
than desirable. Mostly, it seems to be pretty straightforward in
terms of a "build unit; send unit to nearest threat;
attack" loop. You've probably already had good success
fighting the AI on its own terms.
So, then, here's the challenge: why stoop to
the mindless logic of a machine? You are the cognitive, intuitive
human in this equation. You should approach any war with a
well-formulated strategy for victory and for an advantageous
position once peace breaks out. Unlike the AI, you can plan ahead
10, 20, 50 game years or more. To allow yourself to slip into
shoddy strategy or aimless operational planning would be a waste.
It would be the hallmark of an amateur gamer.
The second qualifier involves the scope of
this piece. You don't have to have wars in Civ 2 (though they're
hard to avoid). In fact, in most cases you will have far greater
success in the game if you focus on peaceful building and
research first, and cope with wars as they happen. But this piece
is not about how to build large cities with a lot of happy
citizens. It's about war - how to fight it and how to win it.
Civilization II is a copyright of
Microprose Software, Inc.
(Note: In the following document, I will use
the terms "computer player" and "AI" or
"AI Civ" interchangeably. AI means "artificial
intelligence".)
I. The Tools of War
"The best strategy
is always to be very strong" - Clausewitz, On War
I've divided the available combat units
in Civ2 into three categories for simplicity. The ultimate
warfighting style, using maneuver and speed, is difficult to
utilize before the player has modern units such as armor,
bombers, and battleships. Thus it is imperative to tailor your
war decisions to the tools you have available, as much as to your
strategic goals.
In the following tables, "Att."
means attack value. "Def." means defense value.
"HP" is the hit point total, and "FP" is the
firepower value of the unit.
1. Combat Units
a.
Ancient-Medieval
I have always viewed the Ancient-era
forces as mere stop-gaps in defending myself until I can
discover Gunpowder. The offensive values of some of the above
units are respectable, but their defensive quality is
abysmal. Still, due to the overall condition of my
civilization during this era I find myself engaging in
strategic Defensive War, more often than not. To do that
effectively, I rely on settlers building permanent fortresses
in key squares along my borders and around my cities. Inside
my cities, I use City Walls heavily to enhance my defensive
value until the advent of Gunpowder. With such a structure to
protect my forces, I can launch short raids and local
counterattacks to exact a heavy punishment upon any invaders.
Because of the low values of these units, Veteran status can
be a nice advantage. I try to build barracks in a few cities,
and after I discover Feudalism I build the Sun Tzu wonder to
give myself the benefits of Veteran status.
In my opinion, the kinds of units you
can build at this stage of the game do not allow sufficient
maneuver and striking power to engage in Total War on
anything but the smallest maps.
b. Gunpowder
Not until you can build
gunpowder-based units will you begin to see any significant
combat staying power in your military - demonstrated by the
Hit Point values above. The catch is that your opponents are
likely to discover Gunpowder at about the same time you do,
if not before. Note, too, that the Firepower rating of these
units is still low. That means that battles are liable to be
long and bloody - for both sides.
Dragoons, and later Cavalry, are
usually the mainstays of my offensive ground forces in the
post-medieval era. I never use these units on defense unless
I have no other choice - they are strictly for offense.
Whenever I can, I always have musketeers or riflemen (or
fanatics) following up my cavalry closely, in order to hold
the ground they've siezed.
I'll mention the Galleon and Frigate
here, though we'll delve more deeply into naval strategy
later. These two units are worth building in numbers if you
have alot of coastline or the enemy is on the other side of
an ocean. The frigate is the only combat naval unit you'll
get that can carry troops (2), and that's good for sneak
attacks behind enemy lines or for siezing ports where his
fleet is a-building. High marks for both these units until
they're replaced.
On the flip side of that coin, I've
never built many Ironclads. By the time they're available,
I'm researching Electricity and will be building Destroyers
instead.
c. Modern - the
Combat Triad
Ground
Note that the pattern of higher
cost/more power continues in the above chart, but that now
the units' defensive values are catching up. Beware of good
defensive units dug in on hills or inside cities - you'll
need an intelligent plan to eliminate or bypass them, or your
forces won't last long.
You begin to receive Modern units at
about the time you reach Electricity, Steel, and Combustion.
Usually the first truly modern unit you'll get is the Marine
- an excellent combat unit except for its low movement
allowance. The two best uses for Marines are Amphibious
attack (directly off the ship onto the target square) or as
defensive forces in fortresses or cities. They are not
optimal for the kind of fast-moving mobile campaigns that win
large Civ2 wars.
The Alpine unit is an excellent
choice in the modern era. They have good attack/defense
values, they're relatively inexpensive, and their movement
rate makes them better than cavalry when your front line is
in heavy terrain. There is no better endorsement of the
Alpine unit than the fact that the computer player builds a
lot of them.
Artillery suffers from the same
weaknesses as its forebears, the cannon and catapult - it is
too slow to keep up with mobile combat groups. The Howitzer
rectifies this somewhat, though it only appears late in the
game after the discovery of Robotics. I often prefer to use
Bombers as my "mobile artillery", since they have
few limitations as far as keeping up with the front line.
Bombers arrive before Howitzers, and they too ignore city
walls.
A word about Paratroops. I haven't
built alot of these in most of my games, mainly because the
way I fight a war moves too quickly for Paratroops to have an
effective base from which to launch their paradrop beyond the
first turn or two of war. I view them as special purpose
units, whose best use may be in isolating target cities by
dropping them behind the objective. They are also very
effective as reinforcements in newly-conquered cities, or as
"blitz" elements exploiting a nuclear strike.
Naval
"The Navy is a machine
invented by geniuses, to be run by idiots."
-
Herman Woulk, 'The Caine Mutiny'.
We've virtually ignored Naval units
until now, and the main reason for that is because the
Frigate was the only real seaborne combat unit available. But
with the advent of the above units, you have an opportunity
to develop the second leg of the Modern Combat Triad: Sea.
First, consider the fact that the
computer opponent in Civ2 is very limited in planning and
executing long range grand strategy (he has a hard time
moving units farther than a fourth of the map). He also tends
to send his naval units about without much escort, or else he
clumps them tightly and presents inviting targets for nuclear
missiles.
You, on the other hand, can build
invasion fleets of transports escorted by battleships and
aircraft carriers that are capable of dominating the oceans
of the world.
A tip for you Submariners: The sub's
ability to carry missiles makes it an extremely powerful
bombardment and sea control system. Just remember that,
though your sub is invisible to the enemy, he can still see
your missiles! It's a level playing field, though, and you
can find his subs the same way. (Note: this
"feature" is actually a bug that may be fixed in
future versions of Civ 2. As of version 1.09, it remains a
part of the game.)
Naval strategy is expensive to
implement, but it has the potential of being the key element
in fighting and winning a Total War in Civ2. It is the
ultimate in strategic mass, speed, and flexibility.
Air
"The third peculiarity of
aerial warfare was that it was at once enormously destructive
and entirely indecisive."
-
H.G. Wells
The final leg of the Modern Combat
Triad: Air. The Stealth Bomber and Cruise Missile may be the
glamor units in Civ2, but I've actually gotten more use out
of a fleet of Bombers and a few helicopters since they appear
earlier in the game.
Air units (and this includes cruise
missiles) provide you with more than hitting power. They also
allow you to quickly gather updated intelligence about enemy
dispositions and city sizes when you overfly enemy territory.
When combined with naval force
(especially when used with carriers and submarines), air
power gives you the final ingredient you need to conduct a
true lightning war against your enemies due to its long
range, flexible response and high survivability. The only
thing Air Power can't do is hold ground, and thus it serves
as a major support element for your groundpounders.
d. Nuclear
Weapons
"What was gunpowder? Trivial.
What was electricity? Meaningless. This Atomic Bomb is the
Second Coming in Wrath!"
-
Winston Churchill, July, 1945
Although nukes aren't as devastating
in Civ2 as in reality, they still pack a big wallop. The fact
that they don't leave a massive crater at ground zero makes
them emminently useful in combat and opens up a whole new
vista in war-fighting strategy.
The main thing to remember about
nukes is that, while they eliminate all units in a target
city and surrounding squares, they also reduce the city
population by 50% and leave nasty pollution lying around that
can take years to clean up. I normally use nukes on
well-defended enemy cities that are strategic
"keys" (Occupy chokepoints, contain large buildups
of enemy forces, etc.). Smaller targets usually get pasted
with cruise missiles instead. Nukes are so expensive that I
NEVER nuke a target just for the sake of nuking it. I always
make sure I have paratroops or armor standing by to move into
the post-blast city. It's a very cost-effective way of taking
your objective.
There are two different strategies to
employ when nuclear weapons are available. Your decision is
driven solely by whether your opponent has them as well. If
you are the only civilization on the planet with nukes,
consider them as just another weapon - albeit a decisive one.
They can be the bludgeon your ground forces need to drive
their way through the enemy empires quickly at minimum cost
to you. You no longer need to worry about attacking his
walled cities head on. Just position a paratrooper or armored
division right outside his door, drop a nuke, and walk in. Be
sure to follow your armies with plenty of engineers to clean
up the mess quick.
If, however, your enemy has nukes
too, then the scenario changes. The AI is not timid about
using them. The computer player doesn't even care if he's
ready to occupy nuked cities before he drops a few on you.
Nuclear weapons in Civ 2, just as in
the real world, change the "mass" equation. You
must be concerned with stacking and grouping your forces.
Keep your forces dispersed so that a nuke doesn't destroy
your entire army or navy, and as soon as you take a target
city you need to buy an SDI system for that city or prepare
to take a counter strike from his nukes. Preemptive nuclear
strikes on any of his cities within range is a wise tactic in
this case.
Mutually Assured Destruction in this
manner is not very clean, nor is it usually very successful.
In fact, nuclear weapons change the strategic landscape to
such a degree that I will even delay researching the
Manhattan Project if I have a large tech lead over the
computer (if I have nukes, the computer can steal the
research and build them too). From my own experience dealing
with Civ 2 computer players that are armed with nukes, I
would recommend never going beyond Limited War. It can be
very suicidal and less than enjoyable. But, if you're into
that sort of macabre exercise, have fun.
2. The Impact of
Technology
"You can't say civilization
don't advance. For every war, they kill you a new way."
-
Will Rogers "Obsolete weapons do not deter." -
Margaret Thatcher
If you've played Civ2 at all, you already
know about the Technology tree and the importance of having a
good scientific program. If you get too far behind on research
you will soon find yourself facing an enemy with overpowering
advantages in combat. Even a mediocre strategist like the Civ 2
AI can win with such an advantage.
Of course, research does more than merely
provide you with better guns. Many of the problems you'll face in
the game that detract from maintaining a large army - citizen
unhappiness and food production - can be solved with research.
Your military efforts under a Democracy,
for example, are much more successful if you have discovered some
of the technologies along the Mysticism/Theology line. Wonders
such as the Oracle, Michelangelo's Chapel and J.S. Bach's
Cathedral enable you to run a militant Democracy or Republic
without the sort of expense and distraction normally associated
with those governments.
Economic advancements (Banking,
Economics, and Industrialization) provide your empire with the
sort of financial and production strength required to carry on a
modern war. The Adam Smith Trading Company Wonder alone will save
you loads of tax dollars in a large Civilization by paying all
upkeep costs of city improvements that equal 1 gold per turn.
If your focus from the start is to build
a powerful military with which to conquer the Civ2 world, your
best Research strategy starts with Horseback Riding. Then
Chivalry & Feudalism, Leadership & Gunpowder, then
Tactics & Conscription. This line will take you to the point
where Guerilla Warfare, Amphibious Warfare, Mobile Warfare and
Machine Tools are all discoverable.
Other major discoveries I would stress
include Fundamentalism (the ultimate war-making government) and
Invention (Leonardo's Workshop is essential, and Invention leads
you to Democracy, Gunpowder, and the Steam Engine). If I'm in a
dead heat with the other Civs, technologically, I always try to
get to Invention first so as to steal a march on Leonardo's
Workshop. If I'm running behind other Civs (which isn't unusual
at higher levels like Deity), I don't miss a chance to build the
Great Library Wonder. It expires with the discovery of
Electricity, but in the meantime it will provide you with a
number of free advances.
So, we have another dilemna for the Civ 2
player. Do I spend heavily on research or do I invest in war? The
answer is: without technology, you cannot win a war. And without
production and trade you cannot acquire technology. I always put
the growth of my Civilization first and foremost. You cannot
engage in a war with the Civ 2 AI, given that both sides are
reasonably well-matched, without experiencing setbacks and
losses. You must be able to replace your casualties (production
base) and you must be able to field units that are capable of
winning (advanced technology). If you can do neither, then I
strongly urge you to sue for peace and set about beefing up your
civilization.
While it is certainly possible to win a
war with the Civ 2 computer opponent without a technological edge
(you are, after all, the one with the brains), I have had good
results from playing the first half of the game with the sole
objective of gaining an overwhelming research advantage over my
rivals. You are capable of building a research program which the
Civ 2 AI cannot hope to match!
Some key points to gaining a research
advantage:
- Select city sites along or near
coasts, or on rivers. Water adds trade arrows, which
yield science. - Enhance trade by constructing
roads around your cities and building trade routes. More
trade equals more science. Building Superhighways in a
city also boosts trade, as does using Airports to
establish your trade routes. The Colossus Wonder is a
good early trade-enhancer in the city in which it is
built.
- Libraries and Universities in each
city add 50% each (100% cumulative) to science. The
Research Lab adds another 50% if you don't build the SETI
program Wonder instead.
- Rush to build research wonders such
as Isaac Newton's College, Copernicus' Observatory and
the SETI project. If you pick a city that is on a coast
and/or river where lots of trade will be generated,
designate that as your "Science City". Build
both Copernicus (a 50% science bonus in the city it is
built), and later Isaac Newton (doubles science in the
city it's built) in your Science City. Their effects are
cumulative, and will provide you with an immense boost in
research. The SETI program Wonder, available after
Computers, provides you another 50% boost for all your
cities and obviates the need to build Research Labs in
every city.
- Move citizens to
"Einsteins" in well-developed cities. Each
"Einstein" generates a minimum of 3 science
beakers. Be sure that the trade you're losing by
re-assigning the citizen does not exceed the science
gained. Usually, this practice works best after the city
is maxed out (20+ population size).
Given a large technological lead, waging
war becomes an exercise in the obvious. Once you have armor and
aircraft and he is still building musketeers, guard your
advantage jealously and strike before he finds a way to draw even
with you. Make it your goal to achieve total domination of the
game before nuclear weapons are available.
Technology's impact on the way you fight
a war is fairly obvious, and we won't belabor the issue any
longer. I made a point earlier, in evaluating the different
military eras, that the best war-making machine you can build is
not available until the modern age. Technology's impact at that
point is more than merely firepower and hit points, though. Naval
and air units impart new capabilities for intelligence and
mobility that allow you to be true to the principles of maneuver,
tempo, and preemption laid out in the US Army's AirLand Battle
doctrine. You can then truly take warfare into three dimensions.
3. Weighing the Odds
"Sir, my strategy is one
against ten, my tactics ten against one."
-
Arthur Wellesley, Duke of Wellington
We couldn't discuss war-fighting strategy
in Civ 2 without taking a look at unit values. Unlike real wars,
in a game we have known probabilities to work with. Those
probabilities are important - without a thorough knowledge of
your instrument of war you cannot formulate an effective
strategy.
It pays to review the tables I've listed
in the previous section on Units. The attack and defense values
of each unit are your first consideration, followed by the hit
points and firepower of those units. Figure that the minimum
number of rounds of combat will equal the hit point total of the
weaker unit, divided by the firepower of the stronger unit.
The actual equation used to resolve each
combat round is:
__a__
(a+d)
where: a = attacker's attack rating
d =
defender's defense rating
The result is a fractional number
(percentage). A random number is generated, and if the result is
less than the percentage, the defender loses hit points equal to
the attacker's firepower rating. The reverse happens if the
random number is higher - the defender's firepower rating is
subtracted from the attacker's hit point rating.
I have discouraged frontal attacks on
enemy units which are fortified in rough terrain or behind City
Walls. Here's some examples of what the defensive value would be
for different units in such a situation:
(Note that "Fort" above
indicates engineer-built permanent fortifications. Unit-dug
temporary fortifications allow only a 50% defensive bonus.)
Observe the importance of Veteran status.
Its 50% bonus on attack and defense converts a 5/4 rifleman into
a 7/6 unit! While you can gain veteran status by building
barracks or "blooding" your units, I try to build Sun
Tzu's Academy Wonder as soon as it is available. Barracks are
still useful as "instant repair" facilities for damaged
units, but that's all you get for the 1-gold per turn upkeep
cost. Since Barracks have to be rebuilt after Gunpowder is
discovered, and again after Mobile Warfare, I'm reluctant to
build a lot of them until Sun Tzu's War Academy expires.
Sun Tzu's Academy will give your units
extra punch in the early stages of the game when you're most
vulnerable. By the time it expires with Mobile Warfare, you
should already have a sizable force of veterans.
In the above table, a single armor unit
with an attack value of 10 would have a 23.2% chance of
inflicting damage on a Veteran Mech Inf unit that is fortified on
a mountain (total Def value= 33)! You will probably lose a
minimum of 4 armored units before you eliminate the defender.
Even the lowest total, that of a Phalanx fortified on a hill,
leaves an Archer with a 33% chance of winning a round; a Knight
fares little better at 40%.
Unless you decide to throw nukes or
cruise missiles at such defenses, your very best strategy is to
bypass them (we'll discuss how to do this later). Move the front
line past them and the fortified units will have to come out of
their positions. Then they can be killed. Bashing your best units
head-on against the bulwark is senseless unless you gain a major
advantage by taking the position.
This brings us to the one time when
you're normally left with no choice but to attack head-on. That
is when you are trying to take an important enemy city. If you
have bombers or Howitzers that ignore city walls, build alot of
them and use them. If you have diplomats or spies (and the cash)
that can be used to bribe the city bloodlessly, so much the
better. But if you have to attack, be prepared for heavy losses.
Produce large numbers of reserves, and keep them moving to the
front. You'll need them.
II. Military Doctrine
1. War for a Purpose
"It is fatal to enter any war
without the will to win it."
-
Gen. Douglas MacArthur
If I convey nothing else to you in this
paper, please remember this: Never go to war without knowing what
you wish to achieve! If you do, you will achieve nothing (or
less) at great cost to yourself, and you may risk losing the
game. At the very least, you will be ridden with the shame that
comes from knowing you weren't much of a general.
Your decision as to war goals is often
driven by the current state of your own civilization. A small,
primitive Civ can hardly aspire to global dominance, but should
be able to mount a credible defense of its borders. On the other
hand, a large, vibrant Civ with massive production capacity
should have no problems turning out 40-60 (or more!) modern
combat units every turn or two. Such power is fully capable of
launching a Total War that only ends in Total Victory.
Here are the three basic war types I have
identified:
1. You might wish to do no more than
defend yourself when a war is forced upon you by a surly
neighbor. You can defend yourself from most computer attacks
successfully without diverting a huge amount of time and
production. This could include local, limited offensives to
retake territory or preempt an enemy, or you may only need to
establish outposts to keep enemies away from your cities.
2. The enemy is too large and powerful
to completely conquer, or you have more peaceful priorities
and don't wish to sink all your city development into
military force. In this case, you might decide on an
offensive war with limited objectives.
In many cases, this is the logical
choice due to the vast resources required to conduct a
prolonged conflict against a well-equipped enemy. Remember
that you not only have to produce a lot of units initially,
but you have to produce replacements and defend yourself
against other Civs. And every city building soldiers is a
city that's not building improvements or Wonders. Limited War
is a compromise between Defensive and Total War.
3. The third option is Total War. If
you've selected "Bloodlust" mode for your game,
this is the inevitable choice - it's only a matter of when.
If you're not using the Bloodlust option, I would not
recommend starting a Total War if the game is well into the
Modern era. The war will likely not end before someone's
starship reaches Alpha Centauri or time runs out, and all
those resources invested in fighting are resources lost!
Once you've elected one of the three war
options which fits your situation, decide where your units will
be built and which units you will build. Set a general goal as to
the size of force required to accomplish your objectives and be
careful not to exceed it by too much (allow for replacement of
casualties). Try to select building sites that are within
reasonable marching distance from the front by road, railroad, or
airlift. If you need to improve the road system to the front, do
so quickly.
The other task you must perform is
intelligence gathering. It is important to know where the enemy
is strongest, where his weaknesses are, and which cities are
vulnerable to assault. We'll discuss your methods in this area
momentarily, but you should be able to look at the terrain and
the enemy empire and make a preliminary assessment of where you
want your forces to focus their efforts. This last part is
perhaps the MOST critical exercise you'll perform when war breaks
out. If you don't know where you're going, you'll never get
there!
Finally, keep in mind the guiding principle
of all war-fighting strategy: massive force applied swiftly and
unexpectedly at the enemy's point of greatest weakness.
2. Defensive War
"A clever military leader will
succeed in many cases in choosing defensive positions of such
an offensive nature from the strategic point of view that the
enemy is compelled to attack us in them."
-
Moltke
"The whole art of war consists
in a well-reasoned and extremely circumspect defensive,
followed by a rapid and audacious attack."
-
Napoleon
"Build city walls!!" -
Civ 2 Military Advisor
The reasons for electing to pursue
Defensive War are based on your game goals: (a) Your
Civilization is still embryonic and you don't have the
economic foundation or research base to field a large army;
(b) Your goal is not conquest, but growth and space
exploration; (c) You are using Republic or Democracy, and a
large field army will cause huge losses in both citizen
unhappiness and shield production.
Defensive War is the simplest and least
disruptive of the three choices. In a Defensive War, the
Settler/Engineer unit becomes as important as artillery or
cavalry.
Build enough Engineers to construct
fortifications around your major cities - particularly those
which are close to the enemy. If the forts are within 3
squares of the city, posting a defensive unit there does not
cause unhappiness under Democracy. Your engineer (or Settler)
units are also handy for building roads or railroads from
your interior to the front (use Airports later in the game),
to allow you to quickly move reinforcements to crisis points.
During times of peace, I always have crews of engineers at
work building roads/railroads - they not only add to the
trade (and thus, science) your cities produce, they also
enhance your military's mobility.
"Outpost" forts serve an
additional purpose even in peacetime. They give you warning
and a chance to expel roving diplomats who are out to steal
your research or sabotage your cities. I keep mine constantly
manned along borders with other Civs. (Remember that
Diplomats and Spies can ignore Zones of Control - your
outposts won't stop them unless they form a solid line. They
only provide you warning.)
Build your forts in Hills or Mountains
if possible. Hills double your units' defensive value, and
Mountains triple it. A rifleman entrenched in a Fortification
on top of a mountain has a base defensive value of 20! If
other units are stacked in the fortification with him, they
are only eliminated one at a time, rather than as a stack.
The enemy will burn up a lot of attacking units trying to
take your mountaintop redoubt. Lacking "high
ground", even forests, jungles or swamp will suffice as
they impart a 50% bonus to the defensive unit.
If you have the time and the
Settler/Engineer units, consider building a
"hedgehog" defense along threatened border areas-
forts staggered or interlaced in depth so that even if an
enemy breaks through one or two, he has to confront the next
layer. This method is the most ideal for wearing down and
defeating an invading army. The AI in Civ 2 is not smart
enough to try an "end run" around your line of
forts. He'll bash his own head in on your impenetrable wall.
Of course, a Defensive War doesn't mean
you can't take any initiative. If you see the enemy stacking
weak defensive units in the open without benefit of
fortifications, don't hesitate to strike. If he's not in
fortifications you only need to destroy the top unit in order
to eliminate the whole stack. You can also arrange your forts
in such a way as to channel his units into a trap - at the
right moment, launch an overwhelming attack from your
surrounding forts and destroy his army.
The only thing I don't do when I'm
fighting a Defensive War is attack enemy cities. Doing so can
be prohibitively expensive and time-consuming. If I can sneak
a diplomat in and bribe enemy units or an enemy city, then I
leap at the chance. It's a bloodless and efficient way to
counterattack (though it does require a reserve of gold). I
will also not hesitate to send mobile units (Cavalry or
Armor) into his territory to pillage (Shift+P). Tear up his
roads, railroads, and irrigation to set him back a few years.
It worked for Sherman.
3. Limited War
"We are not at war with Egypt.
We are in a state of armed conflict."
-
Anthony Eden
If you've defined your objectives, and
they fall short of completely eliminating an enemy then
Limited War is for you. In fact, most wars in Civ2 are
Limited, as they stop short of completely eliminating the
opponent.
With Limited War, it is more important
than ever to set objectives and focus on achieving them.
Nothing is more wasteful than sending your armies
helter-skelter against every enemy city, or throwing the
cream of your elite veterans against the high walls of his
biggest city. You are operating under a time limit in a
Limited War. Identify your objective and sieze it quickly.
Choose objectives that are achievable!
He will sue for peace just as readily if you take a Size 5
city as if you conquer a Size 20. And you will have expended
fewer of your precious resources in achieving your goal.
Choose objectives that will make a
difference! Wiping out half of his infantry isn't going to
change the course of the game, probably. But taking a city
that guards a key strait or isthmus - or one that provides
most of his scientific research - will definitely tilt the
future odds in your favor.
Raids are a useful tactic in both
Defensive and Limited War. Land a group of fast-moving
cavalry or armor in a remote area of his empire to pillage
terrain and destroy settler/engineer units. Avoid beseiging
cities - your object here is simply to inflict pain and set
your enemy back.
The ticklish part of Limited War isn't
how you fight it, it's how and when you end it. If you've
experienced unexpected success, you may weigh whether to
expand the war and sieze further objectives. The computer
player in Civ 2 is not the most organized opponent, nor is he
quick to adapt to fluid situations. Your initial success may
have caught him unprepared, but you won't know unless you
press your advantage.
This goes to playing style. I prefer a
calculated risk-taking, aggressive strategy in war and it
usually pays off against the computer. If you feel you've
attained your objectives, then offer (or accept) a cease
fire. Just don't leave your "Schwarzkopf" standing
idle on the outskirts of Babylon with a full armored corps
dressed for war and no place to go!
If you wish to stop the war completely,
go for the Peace Treaty and return to your research or
starship construction. Above all, stick to your goals in
Limited War or face the risk of unwanted expansion into a
Total War before you're prepared.
4. Total War
"The will to conquer is the
first condition of victory."
-
Marshal Ferdinand Foch
"There are not fifty ways of
fighting, there is only one way: to be the conqueror."
-
Andre Malraux
The name says it. If you've decided
that your goal is the complete elimination of a computer civ
(or civs), then mobilize your entire economy for War.
Hopefully your own Civ has reached a healthy state where it
can support a large field army & navy, and you have
enough cities (strategic depth) that the loss of one or two
will not cripple your efforts. If these cases apply,
determine not to accept cease fires or treaties. Petition
your allies to join your side. Give no quarter until your
enemy is obliterated. Push your tanks down his throat and
ignore his whimpers.
From many games' experience, I have
learned to never embark on a Total War while in a Democracy.
Democracy is for growth, not war. Monarchy or Communism are
marginally better for fighting, but if you've reached the
level of research that allows Fundamentalism I highly
recommend it as your official War Fighting Government. There
is never any unhappiness and your cities can build up to 10
units each without paying support (a limit I've never hit if
I have at least 30-50 cities). Fundamentalism allows you to
build the very cheap Fanatic unit, which never requires
support regardless of numbers. You will sacrifice some
research progress, but I've been able to reach acceptable
discovery rates by reducing my luxuries to zero and lowering
my taxes to a minimum in order to raise science. Because all
those temples, coloseums and cathedrals you built under
Democracy now generate additional revenue
("tithes"), you should be swimming in cash very
soon. With enough tithes, you may not even need any taxes!
Use the cash as a war chest to rush-buy new units, erect city
walls where they're needed, and bribe enemy cities away from
your opponent.
A personal note: In version 1.07 of Civ
2, Fundamentalism was altered so that, in addition to the 50%
science penalty, there was also a 50% cap on science
investment. In my opinion, this is a needless double penalty.
As of version 1.08/1.09, you can alter the file RULES.TXT to
change either/both the science penalty or the cap. I raised
the science cap from 50% to 80% to match the default spending
limit on Fundamentalist tax rates, and it works well without
unbalancing the game. Lowering the penalty would have a more
dramatic effect, but it's too close to cheating for my
tastes. Suit yourself.
5. Operational Strategy
"Operational: the planning
level of war that constructs campaigns and major operations
in order to accomplish the theater goals articulated at the
strategic planning level."
-
Robert Leonhard, Art of Maneuver
"Our strategy to go after this
army is very, very simple. First we are going to cut it off.
And then we are going to kill it."
-
Gen. Colin Powell, January, 1992
Operationally, I fight both Limited and
Total Wars in much the same manner, their differences having
to do with war goals rather than troop coordination. I lead
with a large force of Cavalry or Armor (supported by
battleships or cruisers if on a coast) - my maneuver units.
Their task is to isolate the battlefield and prevent enemy
reinforcements from reaching the front. I push them around,
through, over, and behind the objective. They also serve to
deny resources to the target city - he can't get shields out
of a square that holds one of your units. Furthermore, if
there's a cease fire your troops can stay put and continue to
starve him out!
If the enemy has alot of manned forts
in your way, do NOT try to destroy his entrenched positions
if you have a choice. They are obstacles, not objectives!
Include diplomats, spies, or Partisans along with your
maneuver forces. These units can ignore zones of control.
Since a unit can always enter a square that contains a
friendly unit, slip the diplomat or Partisan into a ZOC and
then send the Cavalry or Armor into the same square. You can
actually infiltrate your tanks past his forts, which is much
smarter than attacking them head-on. If they leave their
forts to attack, kill them and occupy their forts.
The infiltration tactic can also work
by building "daisy chains" of units, always moving
from one friendly-occupied square to the next until you've
surrounded your objective. Just remember that if your unit is
stacked with another unit it cannot move directly to an empty
square that is in an enemy ZOC.
In Limited War, chances are good that a
peace treaty will leave him with units inside your city
limits. If they're caught in ZOCs, he'll have no choice but
to disband them - they're lost and you haven't fired a shot
at them! Remember this if you're considering a peace treaty -
you could lose units, as well, if they have no way to move.
Closely following my maneuver element
is my main attack force. These will usually be musketeers or
riflemen with cannon or artillery. Because they have good
attack values, I may also include some armor or cavalry with
this force if I have the numbers. While foot infantry has a
lower attack value, such units are also cheaper with better
defensive values, and to take most walled cities you need
numbers before quality. I prefer to have Bombers available,
if they've been discovered, or even Cruise Missiles. Bombers
ignore City Walls, thus reducing the base defensive value of
the enemy by 2/3. Using waves of bombers will make the job of
your ground pounders much easier.
Once you've cut off the city from both
resources and reinforcements, then subjected it to
bombardment, the final taking of your objective will be a
cakewalk.
6. Disruption and
Dislocation
"Hannibal... like other Great
Captains, chose to face the most hazardous conditions rather
than the certainty of meeting his opponents in positions of
their own choosing."
-
B.H. Liddel Hart, Strategy (1954)
"Appear at points which the
enemy must hasten to defend, march swiftly to places where
you are not expected."
-
Sun Tzu
In his landmark book, "The Art of
Maneuver", Robert Leonhard identifies disruption and
dislocation of enemy plans as two key elements in AirLand
Battle, the US Army's modern war-fighting doctrine:
"Dislocation is the art of
rendering the enemy's strength irrelevant. Instead of having
to fight the hostile force on its own terms, the friendly
force avoids any combat in which the enemy can bring his
might to bear."
You can "positionally"
dislocate the enemy, either physically removing him from a
decisive point or moving the point of decision away from the
enemy force. You can "functionally" dislocate the
enemy by playing to your own strengths and to his weaknesses.
Napoleon used positional dislocation in
his concept of the "central position". His most
successful battles began with him positioned between two
separated enemy forces. He used speed to quickly defeat one,
then turn and deal with the other. He not only prevented the
unification of his enemy, but managed to focus 100% of his
force against 50% of the enemy's at any one time.
The Germans used positional dislocation
when they advanced through the Ardennes in 1940, dislocating
the French Maginot Line rather than shedding their own blood
in futile direct attacks on the defensive works.
The perfect use of
"functional" dislocation in Civ2 is the
construction of forts along key avenues of approach. The Civ2
computer player will stop to attack these forts, spending his
offensive momentum, rather than pushing on towards your
cities. On the defensive, in prepared positions in favorable
terrain, the advantage is all yours. You have dislocated the
enemy's strength.
Offensively, by concentrating your
strongest force quickly and unexpectedly against the enemy's
weakest point, you are practising dislocation. It requires a
knowledge of enemy dispositions (intelligence) and it
requires maneuver - placing your forces in the most
advantageous position before accepting battle.
This precludes "secondary"
objectives which split your force and bleed power away from
the focal point of your attack. Focus everything you can on
your main objective, which should be his weakest defensive
point away from the line of direct advance.
Disruption, a related concept, is the
practice of defeating the enemy by attacking his center of
gravity (or critical vulnerability). You want to avoid having
to destroy the enemy's entire army by direct attack when you
can create opportunities to render it impotent by attacking
its Achilles Heel. In the game of Civ 2, the enemy's center
of gravity will always be his cities. His "critical
vulnerability", then, will always be those cities which
are left poorly defended.
I'll use one of my own recent games to
demonstrate this concept. I had spent most of the game at
peace with the neighboring Romans. Our empires were connected
by a narrow land bridge between two lakes which was easy to
guard with forts. Meanwhile, I became embroiled in a war with
the Sioux who occupied the territory next to the Romans. I
had nearly conquered all of the Sioux lands when the Romans
decided I was a threat and launched a sneak attack.
No one ever accused the Civ2 AI of
being a military genius, and the Romans didn't disappoint.
They launched Knights and Musketeers at my line of
fortifications - using the direct method to attack. I
marshalled what units I could spare from the conquered Sioux
territory, and sent them around one of the inland lakes into
the Roman rear. In the space of 3-4 turns, I found most of
the inner Roman cities to be poorly defended (their troops
were dying in front of my border forts, far away) and
succeeded in reducing their empire by nearly half in short
order. Even after a cease fire was declared, my units
remained within his city radii to disrupt production and
growth.
I had functionally dislocated the
Romans first by erecting the strong defensive line in rugged
terrain - their attack broke down against my fortifications.
My movement into the Roman rear used
positional dislocation by creating a point of decision - the
soft belly of his cities - away from the location of his
strongest forces. It was nearly bloodless for me, and ended
with the enemy's empire disrupted and in ruins.
7. Tempo and Preemption
"When the strike of a hawk
breaks the body of its prey, it is because of timing."
-
Sun Tzu
"I can always make it a rule to
get there first with the most men."
-
Gen. Nathan Bedford Forrest
AirLand Battle doctrine also stresses
the preemption of enemy objectives. The word
"preemption" comes from the Latin
"praeemere", to 'buy beforehand'. In military
terms, this relates to siezing an opportunity before the
enemy does.
Preemptive attacks emphasize speed
rather than caution. They strive to snatch a victory
impolitely before the game has properly begun. Preemption is
inherently unfair and ungentlemanly. The Civ2 AI may have
problems with the concepts of dislocation and disruption, but
it does practice Preemption.
A critical prerequisite to using
preemption wisely is a knowledge of the enemy situation
(intelligence). The border between risky and foolhardy is
perilously thin. While the window of opportunity for this
sort of strategem may be small, you must have good
intelligence in order to know when that window is open!
In Civ2, "sneak attacks" are
one form of preemption. While they can cost you a reputation
hit, that may or may not be important to you. There are times
when the final conquest of your biggest rival and antagonist
is more important than the shininess of your reputation. If
you have the Eiffel Tower Wonder, you can soften the blow to
your reputation somewhat.
Computer civilizations in Civ2 make
extensive use of sneak attacks, especially at higher levels
of difficulty. Be aware of this and don't be afraid of using
it yourself.
Preemption can be more subtle, as well.
Building a large transport fleet for your Marines and
constructing Airports in major cities to allow swift movement
of reserves are both instruments which allow you to preempt
the enemy by imparting superior strategic mobility. You can
also build railroads inside of his territory during temporary
cease fires. Or just give them Railroad technology and let
the AI do this for you! Once the cease fire expires, use the
railroads to give your forces unlimited movement right into
the bowels of his empire.
Preemption is tied intimately to tempo,
of course. As any chess player will tell you, tempo is the
pace of the game such that the opponent has no time to
execute his plan. The player with tempo constantly forces the
opponent to react defensively to a series of attacks,
threats, and feints, all the while advancing his own plan.
Your first step in siezing the tempo is
to never declare war at the end of your own turn. This gives
the AI a full turn to take the initiative and force you onto
the defensive. If you're going to start a war, start it at
the very beginning of your own turn. You then can dictate the
opening moves, and the AI will be forced to respond.
The Civ2 computer player is glaringly
weak when responding to quick tempo. It does not cope well
with fast-moving battle lines and quickly changing
situations. If you have deployed a mobile force of sufficient
strength, use them to maintain your tempo. Threaten multiple
points with one thrust to force your enemy's defenses to
spread thin. Force the pace when it's to your advantage, even
if your units must attack at less than full strength. Once
you lose tempo, the enemy will regroup and his resistance
will stiffen. Then, your ultimate victory will be much
costlier.
My own experience in games where I've
maintained a fast tempo has proven its value to me. The
computer will produce new units from his cities as fast as
possible, but send them out to battle piecemeal. I will have
my mobile forces arrayed next to his cities and along his
railroads, and his attacks will threaten one or two of my
units at most. If the computer player knew how to form
reserves or defend in depth, he would be a much tougher
opponent. He doesn't, so take advantage of the weakness. You
don't score points for being well-mannered.
8. Intelligence
"He who knows when he can fight
and when he cannot will be victorious."
-
Sun Tzu
It is difficult, even foolish, to set
objectives for a Limited or Total War without having any idea
of the enemy's dispositions. Intelligence in Civ 2 is fairly
simple, so I'll touch on a few suggestions.
Your best source of strategic,
diplomatic, and technological information comes from
embassies. Diplomats and spies perform many functions, but
perhaps one of their more effective ones is the simple,
non-warlike act of opening an embassy. I try to open
embassies with all other Civs early in my games - just move a
diplomat into one of his cities and select the "open
embassy" option. Once this is done, you can use the
"Check Intelligence" button on your Foreign Advisor
window (F3) to see what that nation is researching, what
they've discovered, what their relations are with other
countries, and even see a list of their cities.
Don't forget that your map of enemy
territory is only as current as the date your last unit
wandered through a square. You may still show a city as Size
3, but perhaps it's grown to Size 12 since then and added
forts and roads. You need current information.
A good source of information can be
gained by landing explorers, diplomats or spies on his coasts
and sending them roaming through his empire - especially
before war breaks out. But you don't have to build
diplomats/spies. You can also update your map of his city
sizes and terrain layout with something as innocent as a
trade caravan or freight unit. He won't perceive caravans as
threats, so you won't heighten tensions by scouting a little.
Caravans can't "Investigate
City" like diplomats/spies can, however. If you have
your sights set on a couple of his larger cities, be sure to
sneak a spy in first to count defenders. It's worth the cost
of losing the unit.
During combat, don't focus on what is
happening at the front to the exclusion of everything else.
Use fast units (bombers are perfect for this) to scout his
territory. Naval units should patrol your shores as well as
his, keeping an eye out for sneak attacks. If you're engaging
in a little "deep battle" by launching cruise
missiles into his rear, try to send your missiles on little
detour jaunts - they can "see" as well as a bomber,
and update your map for you.
9. Naval Operations
"A man-of-war is the best
ambassador."
-
Oliver Cromwell
Just as in the Real World, he who
controls the seas of a Civ 2 map also controls the land. And
once you've reached the modern era you will also have the
types of units at your disposal that will allow you to exert
control over the waves, the air, and the land around the
seas.
You cannot aspire to build a powerful
navy unless your Civ has been nurtured into producing lots of
shields and lots of tax money. Navies are very expensive, and
if you're in a Democracy they can also cause unhappiness.
Navies are useless unless they're sailing the seas that
they're trying to control, so don't keep them home. Do what
you need to do to quell unhappiness (including moving people
out of the fields into the Elvis business or changing to
Fundamentalism). Navies are your key to Civ 2 victory.
My favorite naval unit is the AEGIS
Cruiser. Since its defensive value is doubled against air
attacks, it makes a nice escort for transports. It can also
spot subs, which makes it essential to the survival of your
carriers.
Battleships are the epitome of mass and
speed in one unit. If your amphibious force has a couple of
battlewagons in company, they come in handy for bombarding
enemy units & cities along the coast, to help soften up
objectives or isolate the battlefield. No other sea unit has
the Battleship's attack and defense value without missiles.
No unit has the power of a fully-loaded
Aircraft Carrier. From the moment you have Fighters, up until
you can post Stealth Bombers or Cruise Missiles on the
carrier, this is one mean, mobile destruction machine. It's
also vulnerable to cruise missile and submarine attacks, so
always escort it heavily. It's wise to avoid enemy-held land
areas if you can. They tend to hide hordes of cruise
missiles. You have a lot invested in the unit - protect it.
Naval strategy in Civ 2 doesn't differ
much from real naval strategy. Priority One is to eliminate
the opposition's fleets. Priority Two is to project the power
of the navy onto enemy shores via your carriers and troop
transports. Remember, too, that the mere presence of your
fleet off an enemy's coast can force him to react, drawing
defensive forces away from other areas. This is a useful
method of weakening the point of your true objective.
You acquire naval superiority by
massing your fleet, by locating the enemy through aggressive
scouting, and by engaging him swiftly and decisively. The
aircraft carrier allows you to scout an amazing amount of map
with your bombers - finding the enemy before he finds you. He
who sees the enemy first, can shoot first and thus have the
highest chance of success.
If your enemy has the larger fleet,
you'll need to rely on having the better intelligence if you
want to beat him. Scout, scout, scout! Try to concentrate
your whole fleet against only a part of his, and defeat him
in detail. Locate his major ports, where his ships build, and
take them by land assault or Marine amphibious attack. If you
cut him off from reinforcement, all that is left is to wear
him down.
10. Special Operations
"Who dares, wins." -
Motto of the British Special Air Service regiment
It's not always necessary to spill
blood to conquer your enemies. In Civ 2, there are more ways
than one to skin a Khan. Most of them revolve around the
Diplomat & Spy units.
If your enemy is not in a Democracy
(which is not bribable), I highly recommend bribery and
inciting revolts. It costs gold, to be sure, but you will
spend the gold on fresh troops anyway. This way, you always
get some gold back in plunder of a city and you also receive
control of any enemy units that are in the bribed square (or
city). If you grab a city, you can also gain tech the enemy
has which you don't.
I have won wars in Civ 2 against
powerful opponents by building nothing more than a few
diplomats and turning them loose on the enemy's shore.
Diplomats are very cheap (120 gold), and each one is capable
of capturing an entire city for you. Imagine formations of
diplomats descending on your enemies! Not even Mongol hordes
can match the horror inspired by these powerful units!
The richer the enemy, the closer the
city is to his capital and the bigger the city, the more it
will cost you to incite a revolt. Cities in disorder cost
half price, as do cities without any units present. Spies can
get you an even better bargain at 84% of regular price, and
veteran spies can do the trick for a mere pittance: 67% of
the cost at which diplomats incite revolts.
If bribery isn't possible, acquaint
yourself with the other abilities of the spy. Spies can plant
nuclear weapons, poison water supplies, and sabotage city
production in addition to bribing the enemy. If you're
engaged in a Limited War and have neither the forces nor the
gold to try conquering or bribing, try throwing waves of
spies at a city. If you can coordinate this kind of espionage
with roving troops that are pillaging the city radius, you
can bring an enemy city to its knees without mounting a
full-scale attack on his walls.
III. Politics and War
"War is the continuation
of politics, intermixed with other means."
-
Clausewitz
While there may be some debate as to
the efficacy or meaning of Clausewitz' statement, there can be no
doubt that nations have won wars yet lost the peace. The same can
happen to you in Civ 2 unless you meld both political goals and
military goals to achieve the same end.
1. Cease Fires and
Treaties
"Treaties are like roses
and young girls. They last while they last."
-
Charles de Gaulle
I urged you to never go to war
without knowing your purpose, and I urge the same thing in
considering peace. My blanket rule in Civ 2 is: "If he's
down, don't let him up", but I leaven that precept with
conditions. Above all, I try to be flexible without losing
sight of my general aims.
A computer nation will usually
only offer a cease fire if it perceives that it is
overmatched and losing. You've no doubt noticed that once
you've taken a city of his, he tends to get cold feet about
the whole idea of fighting. In a way, a cease fire offer is a
good signal to you that you have the advantage. Whether you
press that advantage or not should already be determined by
your war goals before the first shot is fired.
Cease fire offers are also a
method for the computer player to catch his breath and
regroup before renewing hostilities. Just because he wants to
stop shooting doesn't mean he wants to make friends. You can
estimate his reasons by observing his personality and his
attitude towards you, beginning long before the war started.
Aggressive AI civs will remain that way, even after a cease
fire is declared. Watch your back - chances are he'll launch
a sneak attack in a few turns.
AI Civs that have had good
relations with you, on the other hand, may have been pushed
into the war by allies. Or their attitude shifted because you
became significantly larger and more powerful than they.
These problems can be partly set right, if you wish, by
offering tributes of technology or gold and signing a
permanent peace treaty. If you want to preserve the
diplomatic element of the game after you've become the Number
One Civ on the map, I recommend building the Eiffel Tower
Wonder and the United Nations. Both are extremely helpful in
keeping the peace, especially after you become big enough to
inspire jealousy and fear.
Unless the AI is so desperate as
to offer a handsome reward in gold for a cease fire, I rarely
accept its offer before my armies have taken their
objectives. Under Democracy or Republic, of course, you may
not have a choice if the Senate is being meddlesome.
Regarding alliances: I take a
pragmatic attitude. If I began the game with the goal of
conquering my neighbors, then there's little point in joining
alliances. In fact, such mechanisms only stand in your way if
you intend to keep your reputation intact. It's hard to goad
a nation into war if you have a peace treaty - it's nearly
impossible if you're allies. Use some foresight and know your
own directions before entering into such contracts.
2. On Machiavelli
"A real diplomat is one
who can cut his neighbor's throat without having his neighbor
notice it."
-
Trygve Lie
"He lied, I knew he lied
and he knew I lied. That was diplomacy."
-
Adm. William Kimball
Civ 2 isn't just building cities
and fighting wars. In history, some of the more dramatic
turning points have come as a result of the interaction of
cultures, the agreements (or disagreements) that result, and
the cementing of long-term alliances.
The 16th-century Venetian Niccolo
Machiavelli contended that politics are, by their very
nature, amoral. Thus, any means (however unscrupulous) are
justifiable in achieving political power. His thinking would
be viewed today as either immoral or cynically accurate.
In Civ 2, you have no moral
constraints placed upon you if you choose to follow
Machiavelli's philosophy. For the most part, this will mean
playing one computer Civ against another; of making alliances
of convenience and using those alliances to strengthen
yourself while you weaken your ally. You can actually pay
your friends to fight your wars for you! If you don't do
these things you're missing one of the real pleasures of
playing Civ 2. You're also missing a gold mine of unrealized
power.
My own diplomatic philosophy in
Civ 2 is to align myself with the weakest Civs, even giving
them free tech to win them over. My first objective in any
political or military campaign is to eliminate my closest
competition, and gaining the trust of my enemy's enemies is a
large step in that direction. At some point later in the
game, if I'm playing for conquest, even my former allies
become fair game.
Be sure to check the Foreign
Advisor window (F3) frequently, and monitor other nation's
attitudes. Also, gaining embassies with other nations (just
run a diplomat into their city and select it as an option)
gives you a wealth of important information about who your
enemy is fighting, and who he's friendly with. Use this
information to your own advantage. If you can stir up trouble
between the other Civs while staying out of it yourself, so
much the better. Being devious can be fun!
Once you've become significantly
larger and more powerful than the other civilizations, they
will tend to band together to "contain your
aggression". This is how the AI tries to balance the
game. The best way to deal with this is to anticipate it. Use
the early and middle portions of the game when most Civs are
fairly equal to establish a favorable political climate and
to weaken your opponents. If you've become so powerful that
the outcome is no longer in doubt, then diplomacy is moot.
Chuck your reputation and go on the rampage.
3. Shorting Out the
Senate
"Augustus and
Charlemagne, those great restorers, had no faith in
democracy; they could not subject their trained and
considered judgements, their far-reaching plans and policies,
to carping criticism and inconclusive debate by the
corruptible delegates of popular simplicity."
-
Will & Ariel Durant, The Story of Civilization
I doubt that there's anything as
frustrating as mounting a major offensive deep into enemy
territory, then just when you have your victim on his back
ready to kill he offers a cease fire which your Senate forces
you to accept. It's enough to make you want to drive a
battalion of M-1s right into the Senate chambers.
I have had Senates back me,
however. On a few memorable occasions, my enemy has been a
particularly nasty and distrustful sort. He's launched a
number of sneak attacks against me during the game until I
finally launched a large Limited War to reduce his Civ to its
component bricks. When he asked for a cease fire and I
refused, my Senate supported my decision. I then made short
work of the antagonist. (Note that, usually, if you accept a
cease fire your Senate will always force you to also accept a
peace treaty.)
Sadly, the circumstances where
this happens are few. The first thing I do before starting or
joining a Total War is to dump the current Republic/Democracy
form of government. I can fight a Defensive War under
Republic/Democracy without trouble because I begin the war
willing to accept any peace proposal - my war objective was
simply to survive. It's a little more difficult in Limited
War, but still do-able. But anytime I'm planning a Total War,
I do not hesitate to stage a Revolution and move to
Fundamentalism. It is, bar none, the most powerful
war-fighting government in the game. War is what it is for.
You will have no Senate to worry about, little if any support
to pay, and no unhappiness to hinder you. The infusion of
cash Fundamentalism gives you from tithes will also enable
you to crash-build units, city walls, SDI systems, airports,
or whatever else you may need on the spot.
If you can't manage
Fundamentalism, then I would urge you to pursue the United
Nations Wonder as soon as you can. It will allow you to
override your Senate 50% of the time and force enemies to
accept peace if you offer. The U.N. may be your best answer
to the Senate, short of Fundamentalism.
If you're sly enough, you may be
able to goad your opponent into taking the reputation hit,
thus strengthening your hand with the Senate. It can be done.
4. Taunting Your Enemy
"Your mother was a
hamster and your father smelt of elderberries!"
-
John Cleese, Monty Python's "Search for the Holy Grail"
"Nuts!" - Gen.
Anthony McAuliffe, Bastogne, Dec. 22, 1944
So you're tired of that
neighboring Civ getting in your way and taking all the best
city sites? You want to eliminate him, but you don't want to
be the one who breaks the peace treaty? Have you tried
goading him into war? Here's some tips.
The computer AI goes to war for
specific reasons. Those reasons all boil down to Attitude.
Every computer civ has an Attitude rating towards you, the
human player. It starts with a random setting adjusted for
personality, and then fluctuates during the game according to
events. The scale extends from 0 ("Worshipful") to
100 or more (Enraged). The attitude rating is affected
primarily by a comparison of the individual computer's Civ to
yours.
I can tell in the Foreign Advisor
(F3) window whether I have a chance of inciting an opponent
into breaking a peace treaty or cease fire. If the Civ's
attitude is "Uncooperative" or worse, I normally
only have to post some troops inside a city radius of his
(until he protests), demand gold "for my patience",
and/or insist that he withdraw his troops from my territory
(even if he has none). If I do this often enough he becomes
very testy and is likely to launch a sneak attack. Then he
takes the reputation hit rather than me, and if I'm in a
Republic or Democracy my Senate is more likely to support my
refusals of a cease fire.
Depending on geography, you can
also push your opponent into initiating war by building a
city very close to one of his, then fortifying it and
planting a large number of troops inside. The computer deems
that a direct threat, and cannot force you to pull back
diplomatically.
A more subtle method is to make
friends with a Civ he is at war with. Give them some
technology and sign a peace treaty or alliance. (Before you
do this, however, be sure you've opened embassies with both
Civs.) Your future enemy will probably come calling on you to
cancel your treaty with his enemies. Your refusal will not
sit well, and you have the option of bribing your friend into
declaring war on the troublemaker.
IV. Conclusion
"Cease firing, but if any
enemy planes appear, shoot them down in a friendly
fashion."
-
Adm. William Halsey
I am neither George Patton nor
Clausewitz. I play games for fun, and I like to write for fun.
This little thesis is the result.
The allure of Civilization II is in the
imagination of the player, and to having a vivid imagination I
plead guilty. I have changed the rules and the icons of the game
to suit my own particular tastes and spent hours on electronic
boards discussing the game while I'm not playing it. I've even
been known to dream about it.
Is it addictive? To a history buff and a
gamer, it's more dangerous than heroin. Luckily, the only
detriments to my health will come from lack of sleep, excessive
eye strain, and diminished job performance.
Thanks for reading this. Now go play some
Civ 2. Disrupt, dislocate, and preempt! Be imaginative! Most of
all, enjoy!
V. Bibliography
Sid Meier's Civilization II - the
Official Strategy Guide - Prima Publishing, 1996
The Art of Maneuver (Maneuver Warfare
Theory and AirLand Battle) - Robert R. Leonhard, Presidio Press,
1991
Strategy - B.H. Liddel Hart, Meridian
Books, 1954, 1967
How To Make War - James Dunnigan,
Quill-William Morrow, 1988
A History of Warfare - John Keegan,
Vintage Books, 1994
The Face of Battle - John Keegan,
Viking Penguin, 1976
The Encyclopedia of Military History -
R.E. Dupuy and T.N. Dupuy, Harper and Row, 1977
The Prince - Niccolo Machiavelli, 1513,
trans. by N.H. Thompson, Prometheus Books, 1986
On War - Karl Von Clausewitz, London
1908
The Art of War - Sun Tzu, trans. by
Samuel B. Griffith, Oxford Univ. Press 1963
Summary of the Art of War - Antoine H.
Jomini, Military Service Publishing Co, 1958
The Devil's Horsemen: The Mongol
Invasion of Europe - James Chambers, Atheneum Publishing, 1979
Military History of the Western World -
J.F.C. Fuller
The Conduct of War, 1789-1961 - J.F.C.
Fuller, Da Capo Press, 1992
US Army Field Manual 100-5,
"Operations", 1986
The Influence of Sea Power Upon History
- A.T. Mahan, London 1965
The Story of Civilization - Will &
Ariel Durant, MJF Books, 1975
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