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Old November 25, 2002, 18:39   #31
planetfall
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Quote:
Originally posted by Brizey
Counter strategy to road thing: just build it yourself. Most of the time the AI will complain about your unit. Just say that you will move it then build the road anyway.
Interesting. Iroquois and Aztec are so trigger happy I may need to bring in several workers so don't linger long. Huh, will give this idea a try today. Thanks.



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Also, Knights are effective against pikemen. Even musketmen. Retreat of a veteran unit is powerful when they are in large stacks.
Good to know. I forgot about the difference between 1..2 knights and a stack of knights.

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Old November 25, 2002, 18:56   #32
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Planetfall,

It does take some getting used to to get a feel for when the proper upgrade time is. Every game will be somewhat different, and you have to make adjustments accordingly. Like if your neighbor builds the Great Library, you can just turn off research. If they don't you need to do the research yourself, or make plenty of war to get those techs.

With a Horse rush though, it's usually better to upgrade earlier. Using Swordsmen from a large Warrior upgrade for early wars, and Knights later, is when building lots of Chariots will pay off. I wouldn't worry too much about the AI's being in Republics either, as it just hurts their ability to fight wars.
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Old November 26, 2002, 05:55   #33
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Quote:
Originally posted by planetfall


Interesting. Iroquois and Aztec are so trigger happy I may need to bring in several workers so don't linger long. Huh, will give this idea a try today. Thanks.


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You don't need to bring a lot of workers, one will suffice. The AI will ask you to leave but as long as you just have non-combat units (workers, settlers, scouts) in it's territory it won't tell you to remove them or declare war for the next 20 turns.

That's where the resource denial trick/exploit comes from. Just park a scout on an AI's iron/horses before it's connected and it can stay there for 20 turns. If you get lucky you can restation it on the resource after 20 turns and so deny the AI a resource again.

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Old November 26, 2002, 10:26   #34
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Quote:
Originally posted by ProPain


You don't need to bring a lot of workers, one will suffice. The AI will ask you to leave but as long as you just have non-combat units (workers, settlers, scouts) in it's territory it won't tell you to remove them or declare war for the next 20 turns.

That's where the resource denial trick/exploit comes from. Just park a scout on an AI's iron/horses before it's connected and it can stay there for 20 turns. If you get lucky you can restation it on the resource after 20 turns and so deny the AI a resource again.

ProPain
Thanks, that's great to know. I will have to test it. Does it matter at all if your military is weak? Will that increase the likelihood of a war declaration, or will it just ignore it since it is a non-military unit?

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Old November 26, 2002, 18:03   #35
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I think they will eventually threaten you if you are weaker, but it may cripple them enough to allow you to outbuild them, so it's likely not to happen...

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Old November 27, 2002, 05:35   #36
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They will threaten you after the 20 turns, so you move out of the territory and move back in the next turn. Another 20 turns to go. The AI can't 'force' a war as long as you move your troops after the 20 turns.

Something similar (or maybe even exactly similar) goes for human players. Wait till the AI has just a non combat unit in your territory. Goto diplo screen and you'll see there's no 'Leave or declare war' option. Instead it will say something like 'We demand you leave at once' without the war part. Use this option and the AI will usually say it will leave but stay anyway.

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Old December 2, 2002, 10:45   #37
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ProPain,

Great info. Thanks

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