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    Warmonger Guide by RGrigoriev

    Updated: 01/14/02 | Search Guide | Bookmark Guide

    Civ III Guide for a Warmonger
    By Roman Grigoriev
    Table of Contents
    I. Intro
    II. Creating the Right World
    III. Overview of the Civs
    IV. Strategies
    V. Diplomacy
    VI. Miscellaneous thoughts and tips
    VII. Contributors
    VIII. Legal Stuff
    IX. Contact Info
    I. Intro
    Finally, FINALLY another Civ game is here. Civ III combines many elements
    from both previous Civs, and provides a nice challenge at high levels.
    Emperor and Deity are really the only levels worth playing on, and this
    guide covers the military aspect of the game on Emperor and Deity.
    II. Creating the right World
    Large, Pangaea, 60% Ocean, Hot, Humid, 5 billion years old. That's the best
    possible setup for somebody who wants to win using brute force.
    Why Large -- Large world allows for 12 civs, and the more civs you have,
    the more fun the game will be. The only reason why I don't choose a Huge
    world with 16 civs is because Huge games take forever to finish. Won a huge
    game once, and it was just too long to be any fun.
    Why Pangaea -- This is self-explanatory, really: you can get to your
    opponents without crossing oceans, which is very important, especially if
    you're going for a Despotic conquest. Other implications of a Pangaea:
    lightning-fast scientific progress (civs exchange knowledge with each other
    from the very start), well-developed trade network (with roads connecting
    you to all civs via your neighbors), no stagnating civs (isolationism is a
    fatal mistake in Civ III, and Pangaea ensures that it doesn't happen),
    requires shrewd diplomatic decisions (unlike most people think, Pangaea is
    actually the most diplomatic map out there: whenever you get threatened,
    you HAVE to take it seriously, because your foe CAN get to you, unlike the
    Archipelago map, where you can be at war with everybody, yet see no actual
    The rest of the settings are there to provide for a rich, lush world that
    is worth conquering.
    III. Civ Overview
    Contrary to the popular belief, you do not have to have the militaristic
    attribute to be a successful warmonger. In fact, some of the best civs for
    taking over the world aren't militaristic. Here I'll present every civ
    from a warmonger's point of view and will try to point out its strengths
    and weaknesses. I will mention only those unique units, that deserve to be
    mentioned or play particularly well in a specific strategy.
    The Chinese:
    This is easily the absolutely best civ choice for a dedicated warmonger.
    It is always nice to be Industrious, Militaristic is also a big plus,
    and there's of course the Rider. The speed rating of 3 is huge. I mean
    really... HUGE. That's what makes Cavalry so nice, it's not their attack
    rating, but their speed.
    Warmonger Rating: A
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The Egyptians:
    The best non-militaristic warmonger civ out there. I cannot overemphasize
    the importance and convenience of the Religious attribute: you can rush
    temples and cathedrals for a very low cost, which is imperative for a
    Despotic conquest. Despotic conquest is what brings me to the second
    strength of Egypt: the Chariot. No, they are not military powerhouses,
    but they are dirt-cheap. I mean, you can't get any cheaper with a fast
    offensive unit. Whip your people to death to produce temples and crank
    out chariots, and the world will be yours.
    Warmonger Rating: A-
    Preferable Age for conquest: Ancient
    Preferable Government for conquest: Despotism
    The Aztecs:
    These guys are the reason why I'm not fond of Expansionistic civs, since
    Aztecs get the main benefit of that trait from the get-go in the form of
    the Jaguar Warrior. Not much to say here: Aztecs are one of the most
    versatile civs in warmonger's arsenal. Perfect civ attributes, and a
    perfect scout, who can also double as an early attacker/defender
    (something that the REAL scout can't do). In short: expand hard, trade
    hard, fight hard. Excellent civ.
    Warmonger Rating: A
    Preferable Age for conquest: any Age
    Preferable Government for conquest: switch between the peacetime and
    wartime government.
    The Japanese:
    Same as Aztecs basically, but without the nice scout in the early game.
    Otherwise, just as versatile, and just as powerful. Also, the Spearmen
    and Pikemen are supposed to have a bonus against mounted units. I doubt
    that it has been implemented, but if it has been (or will be with a future
    patch), that'll be a plus for the Samurai.
    Warmonger Rating: A-
    Preferable Age for conquest: any Age
    Preferable Government for conquest: switch between the peacetime and
    wartime governments.
    The Romans:
    These guys are the kings of republican conquest. Get a decent government,
    a decent cash flow, then explode outward crushing everything in the path
    of your Knights/Cavalry/Armor.
    Warmonger Rating: A
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The Indians:
    Pay no attention to the fact that Ghandi is usually the nicest guy around,
    Indians are a very good choice for a warmonger. Having both the Religious
    and Commercial attributes makes them very versatile and able to wage a
    war at any Age. Plus the Elephant is probably the single coolest looking
    Middle Age unit (if that counts for anything).
    Warmonger Rating: A-
    Preferable Age for conquest: any Age
    Preferable Government for conquest: switch between the peacetime and
    wartime governments.
    The Iroquois:
    Having wasted a trait on Expansionism, they seem like a weaker version of
    the Egyptians, with a very important saving grace however: the Mounted
    Warrior. Their attack rating of 3 gives them an ENORMOUS advantage in the
    early game. Considering that they are also a Religious civ, it is a
    no-brainer to see when they will really shine. However, if you want more
    versatility, stick with the Aztecs.
    Warmonger Rating: B+
    Preferable Age for conquest: Ancient
    Preferable Government for conquest: Despotism
    The Germans:
    Definitely a military-oriented civ. As a warmonger, you have to strike
    early, and they are pretty good at it. While Scientific isn't the best
    attribute for a warmonger, it'll definitely help you strike out just a
    tad earlier. Germans really shine when they get their Panzers, but that
    does not mean that you should hold your conquest until then.
    Warmonger Rating: B+
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The Babylonians:
    Although these guys are the best for a cultural victory, it doesn't mean
    they can't fight. I played a game of conquest using Babylon, from the
    Middle Ages on, and did quite well. In fact, since I was #1 in culture,
    my cities hardly ever reverted back to their original owners (until the
    Modern Ages anyway).
    Warmonger Rating: B+
    Preferable Age for conquest: any Age
    Preferable Government for conquest: switch between the peacetime and
    wartime governments.
    The French:
    A very versatile civ overall, thus pretty good at conquering the world.
    Not excellent at it, just good. The third best choice for a republican
    conquest after Romans and Indians.
    Warmonger rating: B+
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The Persians:
    A nice, solid civ. Nothing particularly noteworthy about its military
    capability, but it is not a bad pick for a warmonger. I know that many
    people like the Persian Immortals, which really puzzles me: sure, they
    have a good attack rating, but they are foot soldiers, meaning that they
    are painfully slow, unable to keep up with a fast paced military campaign.
    Warmonger Rating: B
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The Zulus:
    The weakest amongst all Militaristic civs, Zulus have little in terms of
    advantages to sustain them after the Ancient Ages. Victory using Zulus
    will not come easy, unless you do it the despotic way. I would not
    recommend taking this civ, unless you're looking for a challenge.
    Warmonger Rating: B-
    Preferable Age for conquest: Ancient
    Preferable Government for conquest: Despotism
    The Greeks:
    This is a Sim-City civ. They got the best defensive pre-gunpowder unit,
    and no special attributes that will help this civ in waging a total war.
    With Greeks, I'd go for a space race, or a cultural victory, as conquest
    is not exactly their forte. You CAN use them for conquest, but there are
    other civs that are much, much better at it.
    Warmonger Rating: B-
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The Americans:
    Nothing notable to write here. Honest Abe would roll over in his grave if
    he found out what a bad card Yanks got dealt in Civ III. Don't get me
    wrong, this is not a BAD civ, but once again, there are FAR better civs
    to conquer the world with. Having said that, I must note that F-15 is a
    neat unit, if you've discovered Smart Weapons. Overall, this is not an
    optimal civ for a warmonger by any stretch.
    Warmonger Rating: B-
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The Russians:
    To put it bluntly, this is a loser civ. It hurts me to say this, but it's
    true. Let the computer brandish its Cossacks while you pick a civ that
    will better suit your needs. Once again, don't pick this civ, unless you
    enjoy pain.
    Warmonger Rating: C+
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    The English:
    Another loser, akin to the Russians.
    Warmonger Rating: C+
    Preferable Age for conquest: Early Middle and on
    Preferable Government for conquest: Republic
    IV. Strategies
    Civ III is alot like turn-based Age of Empires: as you advance from Era to
    Era, you get better units, better production potential, and more diverse
    combat capabilities. Also, like in the Age of Empires, it is all about
    maintaining the right balance between your economic and military potential.
    1. Ancient Age: Despotic Conquest
    This is a do-or-die strategy, that is very deadly, but also quite risky.
    If you're able to eliminate everybody before they get a technological lead,
    you'll be fine, but if you let somebody hide in a corner and develop, while
    you're fighting, chances are, you'll get crushed by a technologically
    superior force. Several things are absolutely essential to successfully
    execute this strategy:
    a) Lots of cities
    You'll need many, many cities to successfully fight under Despotism.
    However, chances are that you won't have much land to work with.
    Therefore, build your cities just a couple of squares apart and don't
    worry about the overlapping city radii: your cities will never
    grow big enough for that to become a problem. Keep building cities, until
    your immediate frontiers have closed. Only irrigate the non-grassland
    squares, or the ones that contain special resources pertaining to food.
    A good network of roads, on the other hand, is essential.
    b) Basic Tech
    This strategy doesn't require any tech allocation whatsoever, since all
    the techs that you need can be traded for, bought, or extorted from your
    neighbors. Specifically, you'll need: Ceremonial Burial, Pottery,
    The Wheel, Masonry, Bronze Working, Horseback Riding. That's it. If you
    get something extra, that's fine, but it is not essential.
    c) Basic Urban Layout
    Every city should have the following: a Barracks (Militarism really helps),
    a Temple (nice to be Religious), a Granary (get Pyramids if you can), a
    Warrior (for riot suppression), and a Spearman (for defense and riot
    Once you have these basics, start cranking out Horsemen/War Chariots/Mounted
    Warriors, using your population to rush their construction. I recommend
    keeping your cities around size 5 or 6, depending on how many luxury
    resources you managed to grab. Don't be afraid to raise you luxury rates
    if needed, just be sure to keep an overall positive cash flow. Now the
    best part: Go to WAR!. Start with your neighbors. This is where mounted
    units really shine: they are perfect for fast-paced campaigns and will
    allow you to take a city every 2-3 turns. Upon taking a city, stay there
    until the Resistance has been quelled, rush a barracks, a defensive unit,
    then move on to the next target until the entire civ is obliterated.
    Cycle, rinse, repeat until all other civs are dead. One thing you can't do,
    is stop. Your scraggly little cities are unfit for development, you have no
    research, no culture, and no economy worth mentioning. You cannot stop no
    matter what, therefore keep fighting, and keep looking for more enemies.
    A few comments: if executed correctly, this is a surefire way to victory.
    The Pyramids is the only wonder I would bother to build, but only if I
    get an early leader. Other leaders should go for armies and a Heroic
    Epic (the sooner, the better).
    2. Middle Ages: The Republican Conquest
    This is a much more flexible strategy that requires large, healthy cities
    with a solid infrastructure and well-developed countryside. Republic is
    the government of choice here, due to various reasons:
    a) Monarchy is weak
    Yep, that's right, Monarchy is even weaker than Despotism. In Despotism
    you're broke and unproductive, but that doesn't matter, since you can whip
    your citizens to speed up your production. With Monarchy, you're slightly more
    productive, just as broke as in Despotism, and are unable to whip your
    If that's not enough of a problem, the cost of Medieval combat units is
    SIGNIFICANTLY higher than that of Ancient units, making pop-rush a
    strategy anyway: you'll lose too many people and generate too much unrest for
    what you get in return. Thus, Republic with its excellent monetary revenue is
    the best choice here, as you can buy your military units just a couple of
    turns after you started building them; as for the maintenance costs, they are
    laughably low for a Republic with a healthy economy.
    b) War weariness is not a problem.
    Many people dread waging war under representative governments, because they
    dread the war weariness. While I agree, that waging wars under Democracy is
    an exercise in futility, Republic is a whole different story. Before I proceed
    any further, I would like to explain how war weariness works. First of all, it
    based on how long the war takes, but rather it is based on the intensity of
    that war.
    Wars become intensive with the arrival of Tanks and Mech Infantry, but in the
    Middle Ages, the intensity is rather low. Every military engagement has a
    of inducing war weariness. Furthermore, every war has its own war weariness
    independent of all other wars. Example: say, you've been waging a long-drawn
    against the French, and your people are getting tired of it. Then, all of a
    Persia has decided to expand its territory at your expense and declared war on
    So, you have now two wars going, but that by itself won't increase your war
    In fact, if you make peace with the French while still maintaining the war
    vs. Persia, your war weariness will disappear completely, since all of it
    was induced by the war with France. Finally, Marketplaces, Temples, and
    Luxury spending will go a looooong way in ensuring total loyalty of your
    citizens. I had non-stop wars under republican government, lasting close
    to 100 turns, and never did I have to raise my Luxury rate above 30%. Of
    course, if you have Bach's Cathedral or Sistine Chapel, things will be even
    easier. For Religious civs, if war weariness is getting out of hand at the
    most inappropriate moment (just as the war is drawing to a close), switch
    to Monarchy for a few turns, finish the job, the revert back to the Republic.
    Anyway, once you've got your economy working smoothly, start cranking out
    Knights with the occasional Pikeman to garrison newly captured cities.
    Start beating on your neighbors and expand from there. Accept peace only
    if it comes          with a hefty bribe, and never break your word. Let
    the 20 turns of peace run out, then go back to beating your foe into the
    ground. As the Middle Ages progress, the Knight/Pikeman combo will be
    replaced by the Cavalry/Musketman combo, but nothing will drastically
    change, except that with Cavalry you'll be able to capture cities
    significantly faster. Once leaders start pouring in, make sure to grab as
    many happiness wonders as you can. As for Sun-Tzu Art of war, only get it
    if your civ is NON-militaristic. That wonder isn't of any importance for a
    militaristic civ due to the civ bonuses. Since most of your enemies will be
    well-developed, complete conquest of the world by the end of the Middle
    Ages will be unlikely. Your goal here is to establish yourself as a dominant
    civ and get ready for the final push in the Industrial and Modern Ages.
    3. Industrial Age: Tiger's Leap
    The early Industrial Age is a perfect time to have a lull in wars, allowing
    yourself to concentrate on Industrializing your empire. Bring military
    unit production down to a trickle, just to maintain your warring army,
    and concentrate on building railroads, factories, etc. Amongst the
    Industrial Age wonders you need (at the very least) Universal Suffrage.
    If you get it, you're doing fine, if you also get Hoover Dam, you're
    doing VERY well.
    By the mid Industrial Age, you should have about twice the production as
    before, and should be able to crank out Cavalry at a good rate without
    the need to buy it. The Modern Age also revolutionizes Diplomacy, and
    for short time shifts the military advantage towards the defender. Does
    this mean that you should stop producing Cavalry and wait until the first
    tank rolls out? No, ooooh no. It is true that Cavalry has a tough time
    beating Infantry, thus you need to augment your Cavalry divisions with
    Artillery (and a some infantry to escort the artillery). I have found that
    units defending cities that just came under intense Artillery barrage
    usually lose at disproportionately high rates. A solid attacking army
    should have 10 - 12 Cavalry units, about a dozen Artillery units and a
    few Infantrymen to guard the Artillery. This army can take practically
    ANY city guarded by Infantry with ZERO casualties. Once again, the key in
    using Artillery is numbers: one won't do much,but a dozen will bring the
    city to its knees. Armies are also a good
    way to minimize your casualties. I usually build a couple of all-cavalry
    armies, which I use to crack the defenses of particularly well-fortified
    enemy cities (with the help from Artillery of course). Industrial Age is
    also a good time to raise a few cities to strengthen your workforce at
    home in its upcoming battle with pollution. Don't underestimate the
    problem of pollution, you'll need LOTS of workers to keep it in check,
    especially if you're playing a non-industrious civ, and captives will
    do just fine. Ideally, you would find a relatively backward civ and
    completely raze it into extinction. Sooner or later, the Tank will make
    its first appearance. That means, it is time to stop the production of
    any new Cavalry units. Keep the ones you have (Cavalry is still important),
    but don't produce any more of them (Germans are the exception here: use
    the Cavalry to speed up the production of those lovely Panzers, and don't
    stop). Since the first Tanks are slower than Cavalry, expect your military
    campaigns to slow down considerably, especially vs. other civs with Tanks.
    You will have casualties, heavy casualties at that, so Artillery is still
    important in making things easier for The Tanks. Keep your overall
    Artillery count around two dozen. Another important job for artillery
    is to make big cities smaller. If you take a size 25 city, chances are,
    you'll lose it in a few turns to cultural reversion (which is the most
    frustrating aspect of Civ II imho), but if you bring it's population down
    to 10 or 11 using Artillery, you'll stand a very good chance of keeping
    the city. With Tanks and Artillery pounding on enemy cities, The role of
    Cavalry shifts from a primary attacker, to a guerilla fighter. Cavalry
    should be used to finish off badly damaged enemy Tanks and Infantry,
    usually producing leaders as a result. If your civ is militaristic,
    you'll literally get more leaders than you can use of Great Wonders, so
    use em to create lots of armies, small wonders, and whatever else. Since
    you (apparently) can only have one leader at a time, don't hold on to
    them. Air power arrives at about the same time as Tanks, and it is
    important to invest into it. Build about a dozen Fighters, and use those
    to maintain air superiority along the frontlines. Never, NEVER build a
    bomber, they get shot down too easily, and has a lifespan of a gnat.
    4. Modern Age: The Final Push
    Modern Age is where you get the niftiest, most destructive offensive units,
    as well as most powerful defensive units. Upon reaching the Modern Age,
    your primary objective is ... research. Shift all those funds usually
    allocated towards the treasury, into research, and get to Synthetic Fibers
    ASAP. I mean it, you have to get there first before anyone else. If that
    means losing money, do so, if that means borrowing, do so, get that tech
    by whatever means, and do it FAST. In the meantime, keep cranking out
    more Tanks. Once the research is conducted, and your tanks have been
    upgraded, take a good look at the map. Assess the situation. Can you take
    over the rest of the world with your current production potential? Can
    you take ON the rest of the world and come out victorious? Finally, are
    there any other civs just as strong as you, or close to you in strength?
    If you feel confident about your abilities, switch to Communism, and simply
    exterminate the rest of the world(and I DO mean 'exterminate', not 'take
    Burn their cities, pillage their countryside, staring with the biggest civ out
    there. If you feel you need to expand a bit more, stay with the Republic, until
    you've absorbed enough cities to boost your production potential sufficiently.
    The downside is that by now, some of your rivals will also have Modern Armor,
    therefore you'll need to make sure that you not only have Modern Armor, but
    you have more than your enemies do. At any rate, once your final war has begun,
    research Stealth to augment your invading Armor with Stealth Bombers. A few
    words on Stealth bombers: they are hideously expensive, they are only
    effective in large numbers (20+), BUT they can reduce a metropolis with
    complete infrastructure to a barren little village in a single turn
    (considering that you have the numbers), and they are almost completely
    invulnerable. You will lose an occasional Stealth Bomber to a Jet Fighter,
    but those losses will be few and far between, making this aircraft one of
    the best investments. With the arrival of Smart Weapons these guys become
    downright obscene in their power. Build em, use em, and you'll fall in love
    with them. Guaranteed. As for Great Wonders of the Modern Age, they are
    optional. Longevity is good though, since you will be in Communism, and
    Longevity will allow you to recover more rapidly from pop rushes. As for
    the other wonders, they won't make enough of a difference to justify their
    building cost (unless you got a leader twiddling his thumbs).
    V. Diplomacy
    Diplomacy is of paramount importance in Civ III, especially on large worlds
    with many opponents. Fighting everyone simultaneously is usually a rather
    suicidal idea, thus making diplomatic affairs a must for any warmonger.
    Furthermore, diplomacy and trade go hand in hand, and trade is a very
    important aspect of the game. The most important thing to have for
    successful diplomacy is money. Money buys you friends, treaties, alliances,
    tech, and strategic resources. In fact, I advocate completely neglecting
    your own research and advancing technologically strictly via trade. If
    you're wondering about how to do so without going broke, I will answer
    that it is doable, and quite easily. Suppose, you've just bought Refining
    from the Germans for an outrageous price of $1200 + 200 per turn. Crippling
    even for a healthy economy. What do you do now? Turn around and sell it to
    EVERYBODY. You won't get as much money from any single buyer, but you are
    almost guaranteed to come out ahead as a result. So, now you have the tech,
    AND you have more money than you started with. It's a win-win situation,
    no matter how you look at it.
    In diplomacy, it is also very important not to act impulsively. Example: I
    get a demand from the Japanese for my World Map and 50 gps. Japan is roughly
    equal in power to me, and I will probably end up victorious if a war breaks
    out, BUT... but, the Japanese just bought a tech from me and are dishing
    out $150 per turn AND are buying several of my luxury resources. Will I
    risk a war? Nope, it is absolutely against my interests, even if we never
    get to actual fighting. Computer opponents just LOOOVE to threaten you when
    they owe you money (since wars erase any debts), don't get suckered into a
    war with them. Another time when I give in to the enemy's demands is when
    the biggest kid on the block comes knocking at my door demanding tribute.
    You know they can crush you, you know they mean business, so unless you
    have a good coalition already, (i.e. Mutual Protection Pacts with several
    influential neighbors, I won't recommend risking the war. In all other
    cases, the civ in question is either bluffing, or deserves to be eliminated.
    Mutual Protection Pacts, bring me to another point in diplomacy: bypassing
    them. Suppose, you're itching to fight the Americans, but they happen to
    have a Mutual Protection Pact with the Indians, who happen to be your good
    friends and trading partners, and you can't wait for that pact to expire.
    What do you do? First of all, sign a Mutual Protection Pact with the Indians.
    Second, if Americans happen to have a military unit in your territory, position
    a lonely worker right by it. Now go ahead and declare war. Do NOT undertake any
    offensive action, wait for the next turn. Since Indians have Pacts with both
    and the Americans, they will be forced to choose sides, and will side with
    comes under attack first. Since you didn't ATTACK (you just declared war),
    giving the Americans a chance to screw up and fight two enemies instead of one.
    Since we all know who computer opponents love hunting down defenseless workers,
    very next turn America will have two wars upon it.
    In order to be a successful diplomat you must maintain your good name.
    Never break any treaties or sneak attack anyone. Maintain your good
    standing, since having a bad reputation also increases your chances of
    getting nuked. In short, you can be as aggressive as you want (it's okay
    to raze a city every once in a while), but as long as you abide by your
    word, you'll be regarded as "mean" instead of a "liar and a cheat."
    First turn of war is usually the most important turn in a war, especially
    when you're taking on a powerful enemy. You have to make sure that others
    will be either neutral or on your side. If you're, say, #5 on the power
    graph, and you're taking on somebody who's #1 on the power graph, you WILL
    need friends. Strong friends. Preferably bordering on your enemy. Do
    whatever you have to do in order to buy a Military Alliance/Mutual
    Protection Pact with them during the first turn of war. If you don't,
    chances are that your enemy will bring them to his side (computer opponents
    LOVE siding with the likely winner). This way you can fight enemies that are
    far stronger than yourself and win. Sure, your allies will take some of the
    cities for themselves, but the important thing is that you've crippled/
    destroyed the #1 civ in the game.
    On the other hand, I hand fought blitzkriegs that only lasted one turn.
    That's right, one turn. That usually requires an extensive border with the
    enemy in question, as well as lots of offensive units with speed rating
    of 3. Invade from every direction, take over as many cities as you can,
    and make your opponent dread you. If 40% of his cities are gone in one
    turn, Caesar will give a very serious thought to peace. Sometimes, they'll
    offer peace right away without counter-attacking, usually however, you'll
    have to endure one counter-attack, but they will be available for
    negotiations as son as it is over.
    Resource denial is another important diplomatic tool. Suppose you have an
    advanced enemy with Modern Armor, while you still have rusty ole tanks.
    Things aren't looking good. Then you notice that your foe has no oil
    deposits on his territory and has a trade agreement with a nation that
    is awash in oil. Chances are, they are importing their oil. Do everything
    you can to break off that agreement, and the tide of war will turn.
    Sure, you lose 3 tanks for every one of his Modern Armor units, so what?
    You can REPLACE you tanks, he can't replace his Modern Armor.
    In short, diplomacy is a very powerful tool in warmonger's arsenal, that
    should be used and mastered, and by no means neglected.
    VI. Miscellaneous thoughts and tips
    1. Nukes
    To use or not to use, that is the question. Personally, I don't like
    them because of all that mess. I mean, nuking others is okay, but getting
    nuked in return is no fun. Once again, the biggest mistake one can make is
    send one lonely nuke to devastate the capital of a hated enemy. What does
    that mean? That means that next turn you'll be getting a wave of nukes as a
    payback. In order to prevent that, you must use those nukes in large
    numbers: one nuke won't help much, but if you send out a dozen to their
    biggest cities (which probably house THEIR nuclear silos), you will not only
    cripple their economy, but also avoid retaliation by destroying their nukes
    before they take off in your direction.
    2. Pillaging
    Oh yes. If you can't beat them, pillage the hell out of their countryside,
    and capture as many workers as you can. Pay special attention to their
    strategic resources, and make sure to destroy any roads leading to them.
    The best pillaging Army will consist of a few Infantrymen (for Defense), a
    couple of Cavalrymen (to capture enemy workers), and as many Artillery
    units as you can spare. Bomb their cities, destroy their railroads in a
    slow-moving wall of desolation (especially since Artillery has a
    range of 2). Make Sherman proud.
    3. Navy
    I didn't pay much attention to this branch of the military mainly because
    on Pangaea you can get away with being a dedicated landlubber. On other
    map settings however, the importance of Navy grows tremendously, especially
    if you have to wage a transcontinental war. I never build much of a Navy in
    the Ancient Age (except for maybe a couple of Triremes for exploration), my
    Medieval Navy usually consists of  3-4 Frigates that I use to escort an
    Armada of Galleons (4-5 Galleons) plus a few Privateers depending on
    how much havoc they are wreaking (usually not much). Conquests of sea
    ports are the only military maneuvers where I actually prefer foot
    soldiers to mounted soldiers. My port siege army usually consists of 4-5
    Musketmen, 6-8 Longbowmen, and 8-10 Cannons. Cannons Soften up the city
    (since Frigates are TERRIBLE at bombardment) Longbowmen TAKE the city,
    Musketmen GUARD the city. Quite simple really, and effective as long as
    you keep the combined arms approach. Land such army on a rough terrain
    (preferably a hill or a mountain, and the city will eventually fall.
    In the Industrial Age I'm always tempted to make Ironclads, but I never
    do so. It is far better to wait for the Battleship and make those. As for
    combating a Navy without a Navy of your own, yes it is doable with
    Artillery: Bombard the enemy ship from the coast, and the computer WILL
    pull it back to its ports to heal up. Repeat as often as needed. This way
    I can reduce the number of city squares lost to bombardment down to
    almost nil.
    VII. Contributors
    None so far.
    VIII. Legal Stuff
    I have no problems with posting this guide anywhere as long as two
    conditions are met:
    1. No money is charged for this guide
    2. The contents of this guide are not changed in any way without my
    explicit written permission.
    This guide is copyrighted by Roman Grigoriev.
    IX. Contact Info
    Liked this guide? Hated it? I can be reach at rvgrigoriev@mdeintl.com for
    questions, comments, etc.

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