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CIV II: about howitzer

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o...@aloha.net

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Aug 6, 1996, 3:00:00 AM8/6/96
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I used to love bombers as they ignore city walls (civ I), now
with SAM and fighter units defending cities (civ II) bombers stand
a lot less chance of winning a battle. IMO howitzer is the ultimate
offensive unit, albeit quite late in the game (need robotics). One vet
howitzer can knock off 2 vet mech. infantries behind a city wall as the
effect of city walls is ignored. Enemy civ often defends cities with 2
or 3 mech. inf. and almost always build extensive railroad around city
squares. Therefore a batalion of howitzers can zoom to enemy cities,
knocking anything that stands on their way, ignoring fortresses and
city walls, making conquest quick and decisive. There's nothing an
enemy city can build to strengthen defensiveunits againts howitzer
attacks (sdi defense thwarts nuke 100%, increases defense against
cruise missle by 50%, SAM increases defense against air units by 50%,
coastal fortress strengthens units against naval bombardments, city walls
against land units).

Howitzer offensive is unstopable-- then what do you do
when the enemies have tons of them?


regards,


Brian Griffin

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Aug 6, 1996, 3:00:00 AM8/6/96
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o...@aloha.net wrote:

> Howitzer offensive is unstopable-- then what do you do
>when the enemies have tons of them?

Tanks and other mobile units out in the countryside to kill 'em before
they get to your cities....and to make sure this is effective, I try
and make sure my rail net runs through (and only through) my
cities....this way I can move freely over the map, but the enemy has
to take cities before it can move on. Fighter patrols help too,
especially stealth ones........


--
Brian Griffin gri...@cdt.infi.net
"Sitting in mangrove valley chasing light beams...."
-Robert Hunter/Jerry Garcia "Doin That Rag"


Furrball

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Aug 6, 1996, 3:00:00 AM8/6/96
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o...@aloha.net wrote:

> Howitzer offensive is unstopable-- then what do you do


>when the enemies have tons of them?

Send in your fighters to sweep them away!


>regards,


-----------------------------------------------------
Furrball the Fuzzy, King of Kitties Everywhere <*>
furr...@calweb.com


TVspace

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Aug 6, 1996, 3:00:00 AM8/6/96
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> Howitzer offensive is unstopable-- then what do you do
>when the enemies have tons of them?

You're right, there's no better attack strategy than howitzer when your
enemy has railways. You can start behind city walls, ride the train up to
the enemy city, attack it, get back on the train, and go back to your city
and hide behind the walls until the next turn. Of course sometimes you'll
attack twice but if you have a TON of howitzers this way you NEVER have to
leave them sitting out in the open where they can be attack by planes. I
remember the one time I played on deity, on the Earth map, I was France
and I used this strategy to literally conquer the entire No. 1 ranked
Mongol Empire which stretched from Russia to Vietnam and back again to
Egypt in about 15 turns.

The best defense....is a good offense...really...you have to have
howizters in your cities and bombers, etc, to attack any exposed enemy
howitzers. Fortunately the AI is in capable of waging the above kind of
deliberate campaign with them.

Plus you better hope to get them first. I always make a huge effort to
get robotics first, it's one of the key technologies, not only because of
howitzers but because it gives you Manufacturing Plants.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Dave. Stop. Stop. Will you. Stop, Dave. Will you stop, Dave. Stop,
Dave. I'm afraid. I'm afraid, Dave. Dave. My mind is going. I can
feel it. I can feel it. My mind is going. There is no question about
it. I can feel it. I can feel it. I can feel it. I'm afraid." -- HAL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Johnny Holt

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Aug 6, 1996, 3:00:00 AM8/6/96
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o...@aloha.net wrote:

: Howitzer offensive is unstopable-- then what do you do


: when the enemies have tons of them?

Attack them first - they suck at defense. Sheesh.

John Reeves

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Aug 6, 1996, 3:00:00 AM8/6/96
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One problem that I can see with howitzers (and I use this to MY
advantage whenever I can) is that when you load up a transport
full of them, and drop them off onto a grassland square next to
a city, they still get one attack that turn on the city. I
think that is probably not very realistic to unload and setup a
huge howitzer next to a city in only 1 turn. Like I said, I use
this to my advantage, and haven't had it used against me in force
before, but I also haven't played some of the highest difficulty
levels. I can use this tactic at the end of the game, to completely
wipe out the other civs in a relatively short amount of time.


J. Frank Reeves
jre...@ic.net

o...@aloha.net wrote:

: I used to love bombers as they ignore city walls (civ I), now
: with SAM and fighter units defending cities (civ II) bombers stand
: a lot less chance of winning a battle. IMO howitzer is the ultimate
: offensive unit, albeit quite late in the game (need robotics). One vet
: howitzer can knock off 2 vet mech. infantries behind a city wall as the
: effect of city walls is ignored. Enemy civ often defends cities with 2
: or 3 mech. inf. and almost always build extensive railroad around city
: squares. Therefore a batalion of howitzers can zoom to enemy cities,
: knocking anything that stands on their way, ignoring fortresses and
: city walls, making conquest quick and decisive. There's nothing an
: enemy city can build to strengthen defensiveunits againts howitzer
: attacks (sdi defense thwarts nuke 100%, increases defense against
: cruise missle by 50%, SAM increases defense against air units by 50%,
: coastal fortress strengthens units against naval bombardments, city walls
: against land units).

: Howitzer offensive is unstopable-- then what do you do


: when the enemies have tons of them?


: regards,


o...@aloha.net

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Aug 7, 1996, 3:00:00 AM8/7/96
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In article <4u7ttp$e...@newsbf02.news.aol.com>, tvs...@aol.com says...

>The best defense....is a good offense...really...you have to have
>howizters in your cities and bombers, etc, to attack any exposed enemy
>howitzers. Fortunately the AI is in capable of waging the above kind of
>deliberate campaign with them.

Good suggestions. I read on the Gamespot civ II hints web page
that if you change the terrain of your city to hill, all units get extra defense
point in addition to the city wall benefit. I wonder if the hill defense bonus
applies to howitzer attacks. The drawback is that in takes many turns to
transform grassland to hill and if your city is built on a plain you have to
convert it into grassland first... not good if you don't have enough units
to destroy enemy howitzers before they come knocking on your city's front
door in a couple of turns.

For this reason, IMO, United Nation is extremely important. Once you
take an enemy city, a cease fire is always offered- giving you more time to
build up the defense of the taken city or to organize more offensives.

regards,


Brian Griffin

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Aug 7, 1996, 3:00:00 AM8/7/96
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In article <4u7ttp$e...@newsbf02.news.aol.com>, tvs...@aol.com says...

>The best defense....is a good offense...really...you have to have
>howizters in your cities and bombers, etc, to attack any exposed enemy
>howitzers. Fortunately the AI is in capable of waging the above kind of
>deliberate campaign with them.

No, no the word is "UNfortunately"; faults in AI are never
fortunate!! :-) Don't you wish just once to see the Vikings swoop
down on you when you were slacking off a bit on defense and take six
of your cities in a turn, just like a human would? Civ2 AI is pretty
good, but it'd be much more fun playing against something capable
of a coordinated major assault......

William Powers

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Aug 8, 1996, 3:00:00 AM8/8/96
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Brian Griffin wrote:
>
> In article <4u7ttp$e...@newsbf02.news.aol.com>, tvs...@aol.com says...
>
> >The best defense....is a good offense...really...you have to have
> >howizters in your cities and bombers, etc, to attack any exposed enemy
> >howitzers. Fortunately the AI is in capable of waging the above kind of
> >deliberate campaign with them.
>
> No, no the word is "UNfortunately"; faults in AI are never
> fortunate!! :-) Don't you wish just once to see the Vikings swoop
> down on you when you were slacking off a bit on defense and take six
> of your cities in a turn, just like a human would? Civ2 AI is pretty
> good, but it'd be much more fun playing against something capable
> of a coordinated major assault......
>

I disagree, the AI is not very bright. I can usually have the smallest
military in the game, and win without too much trouble. It would be
wonderful when the "Ravenna Pact" meant that the two nations pissed
at me actually worked in conjunction to attack, instead of just
stopping their little skirmish. It would also be nice if the AI
went in with the intention of kicking my butt instead of taking
a single city. I know that when I go in, I have absolutely no
plans to pull up my offense. The AI can only look forward to
a continious onslaught of my war machine.

Generally, this means I will be landing 8-16 units a turn. Building
RR's through new territory. And, I will take city after city -
usually 2 per turn.

The AI also fails to spend the time to win the air war. It concentrates
to heavily on the sea war - and that is irrelevant later in the game.
Once a player controls the air, the AI is done.

As an aside, the biggest problem I see with the AI is a lack of production
capability. It would be wonderful if the various nations used slightly
different algorithms to determine what type of civilization it will attempt
to build. Then, the human player would not be the only civilization with
cities every 2-3 squares. When pressed for units, the AI could create
them. Right now, with air superiority, the AI can never retake a
city. It doesn't have the production base (see America and WWII).

Also, the AI spends too much time on defensive units. If it were
always attacking, I couldn't. That would also help. Let's face it
4 howitzers can take any city the AI has. Having a couple of extra
skier-dudes doesn't help at all.

Will


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___ ___ __ __ __ William Powers
/ / / / /_// // / wpo...@nortel.ca
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\___/\___/ /_//_//___/ \__/ /_/ P.O. Box 13478
================================= Research Triangle Park, NC
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Nortel Products is not affiliated with any thoughts, original
or not, that I may have mentioned above.
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Pete Hinze

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Aug 8, 1996, 3:00:00 AM8/8/96
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William Powers wrote:

> I disagree, the AI is not very bright.

I'm with William. I've found a few problems with the AI on Deity level. The
dumbest is that a computer civ might be building the same wonder in several
cities, so you get this message "Carthage grants Women's Suffrage." And then
immediately after, "The Carthaginians have abandoned their great project Women's
Suffrage." I've used spies to look in cities to confirm this. Of course the
computer's production is so quick at Deity that it can afford to lose half its
shields.


Does anyone know if the computer cheats in combat at Deity level? I'm pretty
sure that the combat is skewed in the player's favor at Chieftan level, but I
wonder if the converse is true for Deity. Evidence that leads me to believe
this: I had a few veteran cannons (attack 8 x 1.5 = 12) attack a city without
city walls with a vet rifleman (defense 4 x 1.5 [vet] x 1.5 [fortified--is this
the right factor?] = 9) defending. The city was on grassland (no river), so
there was no terrain bonus. Anyhow, I ran this combat several times, and each
time it took me 2 cannon to take out 1 rifleman, with the second cannon half
dead at the end of it. Is this a statistical anomaly, or am I calculating
incorrectly?

Pete
pch...@mit.edu

Ken Fishkin

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Aug 8, 1996, 3:00:00 AM8/8/96
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o...@aloha.net wrote:

> Howitzer offensive is unstopable-- then what do you do
> when the enemies have tons of them?

it's tough. Only two ways to kill howitzers:
1) get 'em with fighters, when they're sitting in the open.
2) destroy railroad paths leading to your own cities, to force them
to spend more time exposed in the open.

--
Ken Fishkin fis...@acm.org
http://www.parc.xerox.com/fishkin

x95...@wmich.edu

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Aug 8, 1996, 3:00:00 AM8/8/96
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it is true... the computer CHEATS..

Try the scenario for ROME.scn a city with city walls and a phalanx is
almost indestrutable.. It takes me 6 catapults to critically hit the phalanx.
And all my catapults are ALWAYS critically wounded rom retaliation during
siege. A city size of 8 has 8 or more defending phalanx ... which means I
need 8 x 6 = 48 catapults for that stupid city!!

Furthermore... The computer player can always befriend with other
players BUT NOT the human player. They are all against you.

Tom Sorensen

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Aug 9, 1996, 3:00:00 AM8/9/96
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[courtesy cc of this posting sent to cited author via email]

In comp.sys.ibm.pc.games.strategic, TVspace <tvs...@aol.com> wrote:
>and I used this strategy to literally conquer the entire No. 1 ranked
>Mongol Empire which stretched from Russia to Vietnam and back again to
>Egypt in about 15 turns.

Hrm, at Deity level I was playing on a Random map. I was sharing a continent
with a few other Civs, including my main competitor. Most of my major cities
were on another island somewhat off the coast however.

The Carthengians (other major Civ) declared war on me. They had around 20
cities, most of them in the 15-20 pop area. They no longer existed 3 turns
later.

The computer just cannot handle massive howitzer attacks. I always use
a combination of howitzers, mech inf (or alpine troops if I don't have MI yet),
and spys to take out a continent based civ towards the end of the game.
If they're based on many small islands, I switch production to cruise missiles
and paratroopers.

FWIW- in the above game, I had about a dozen howitzers already sitting around
waiting for an attack. I was producing 4-6 additional howitzers per turn and
getting them to the main continent by transports.

--
Tom Sorensen t...@dogbert.de.sc.ti.com | Fight the CDA |blue|
If I managed to represent TI in this post, then I'm | Responsibility | () |
probably far more surprised than TI is. | Starts at Home | /\ |

William Powers

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Aug 9, 1996, 3:00:00 AM8/9/96
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>
> Does anyone know if the computer cheats in combat at Deity level? I'm pretty
> sure that the combat is skewed in the player's favor at Chieftan level, but I
> wonder if the converse is true for Deity. Evidence that leads me to believe
> this: I had a few veteran cannons (attack 8 x 1.5 = 12) attack a city without
> city walls with a vet rifleman (defense 4 x 1.5 [vet] x 1.5 [fortified--is this
> the right factor?] = 9) defending. The city was on grassland (no river), so
> there was no terrain bonus. Anyhow, I ran this combat several times, and each
> time it took me 2 cannon to take out 1 rifleman, with the second cannon half
> dead at the end of it. Is this a statistical anomaly, or am I calculating
> incorrectly?
>
> Pete
> pch...@mit.edu

I am not sure if the system is cheating or not. The documentation states that
an injured unit (in the red) is less likely to hit the opponent, and more likely
to be killed (ie. if you're critically injured, you can't pull the trigger
anymore). In the case of cannons, I believe (off the top of my head - the
book is at home) they do not have the same hit point capability as
riflemen such that it only takes one hit for the cannon to be in the
red (then dead), while the riflemen take 2 hits. Assuming my brain is
right, I am still surprised that multiple replays of the battle did not
work out a little more evenly.

As an aside, another discussion this thread went into guesswork on how the
AI creates units. From one of the designers it was learned (do you like
the passive tense?) that the AI does not produce an item the way the
human player does. Instead of producing by city (as you do) the AI
sums all of its production and then purchases units (or parts of)
accordingly. Essentially, the CP "buys" all of its needs, whereas
we build ours. It is in this way that the CP is able to build
wonders in 2-3 turns (instead of 300). For a complete description
you would need to find another person who was playing when the new
game first came out, and we were able to interrogate those who
knew the answers.

I'll try to look a couple of things up over the weekend, but
may be limited in time (the Monkee's are coming to town !!!!).

o...@aloha.net

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Aug 10, 1996, 3:00:00 AM8/10/96
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In article <4ufobu$a...@tilde.csc.ti.com>, t...@dogbert.de.sc.ti.com says...


>The computer just cannot handle massive howitzer attacks.

It's almost unfair isn't it? Perhaps a patch should be made
to add an improvement that can be built in a city so that units get
extra defense strength against howitzer attacks.

>FWIW- in the above game, I had about a dozen howitzers already sitting around
>waiting for an attack. I was producing 4-6 additional howitzers per turn and
>getting them to the main continent by transports.

^^^^^^^^^^^^

I have a feeling that the AI cheats in that it knows exactly
where your ships are even if you're in the middle of the ocean several
squares away from the closest CP units. There's always 5 or 6 cruise
missles coming out of nowhere as if guided by laser. Since the AI
favors naval units anyway, I avoid battles that requires transportation
of massive units by sea. BTW, aren't AEGIS (sp?) suppose to intercept
cruise missles, protecting freindly ships in the vicinity?


cheers,
oka


Alex Chou

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Aug 10, 1996, 3:00:00 AM8/10/96
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Pete Hinze (pch...@mit.edu) wrote:

: Does anyone know if the computer cheats in combat at Deity level?

I'm pretty sure it does, from watching barbarians attack
CP units. It takes about two barbarian dragoons to take out
one of my settlers working on a hill. The same computer settler
working on a hill survives the first three barbarian dragoons,
and finally gets killed by the fourth, which is severly wounded
in the process. To top that off, I have the Great Wall, doubling
my strength against barbarians. So it looks like the computer
cheats in combat, at least against barbarians.

I don't see too much cheating when CP attacks the human player,
or vice versa. But I think they cheat a lot against barbarians.

- Alex

Joel Adams

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Aug 10, 1996, 3:00:00 AM8/10/96
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In article <DvwD7...@news.hawaii.edu>, o...@aloha.net writes

>^
>
> I have a feeling that the AI cheats in that it knows exactly
>where your ships are even if you're in the middle of the ocean several
>squares away from the closest CP units. There's always 5 or 6 cruise
>missles coming out of nowhere as if guided by laser. Since the AI
>favors naval units anyway, I avoid battles that requires transportation
>of massive units by sea. BTW, aren't AEGIS (sp?) suppose to intercept
>cruise missles, protecting freindly ships in the vicinity?
>

Nut Aegis cruisers stacked in the same squaree as the ship you want to
defend.

If you put a battle ship in the same square as a couple of Aegis
cruisers and have a few "spare" aegis cruisers in the area to cycle the
battle ships guards you can cost the computer a fortune in cruise
missiles.

He seems to have so many though that I find mysel doubtfull that they
are built in the normal way.

--
Joel Adams

Francisco Sant'Anna

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Aug 10, 1996, 3:00:00 AM8/10/96
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o...@aloha.net wrote:

> Howitzer offensive is unstopable-- then what do you do
>when the enemies have tons of them?

You MUST finish the game before!


Rich Puchalsky

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Aug 11, 1996, 3:00:00 AM8/11/96
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The AI in CivII, while not quite as bad as in CivI, is simply incapable of
handling a sustained offense either strategically or tactically. Very boring.

And the defensive game in CivII is unwinnable. You don't even need howitzers
(although they help of course), using enginneers to make RR/roads up to enemy
cities and overwhelming them one by one with tanks or even cavalry will work.

It really bothers me when the AI can't stop sea invasions. First of all, AIs
build lots of useless Cruise Missiles and then only use them on Battleships,
not incoming Transports loaded with troops. Then after you land, they
don't immediately sweep away the beachhead with a counter attack of all
of their offensive units coming up through their rail net. Basically, I've
never had to launch a sea-borne invasion that my own home-continent forces
couldn't have repelled.

Nor do I see why air superiority is at all important. It's not like the AI
uses its Bombers intelligently to block rail routes in any case. Generally
one can simply accept a few more random casualties and knock the Bombers
out by taking their bases. Fighters strafing your enginneers are annoying,
but you can protect them with ground units.

It's too bad.

Bill Huffman

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Aug 12, 1996, 3:00:00 AM8/12/96
to

In article <320A03...@mit.edu>, Pete Hinze <pch...@mit.edu> wrote:
>William Powers wrote:
>
>> I disagree, the AI is not very bright.
>
>I'm with William. I've found a few problems with the AI on Deity level. The
>dumbest is that a computer civ might be building the same wonder in several
>cities, so you get this message "Carthage grants Women's Suffrage." And then
>immediately after, "The Carthaginians have abandoned their great project Women's
>Suffrage." I've used spies to look in cities to confirm this. Of course the
>computer's production is so quick at Deity that it can afford to lose half its
>shields.
>
>
>Does anyone know if the computer cheats in combat at Deity level? I'm pretty
>sure that the combat is skewed in the player's favor at Chieftan level, but I
>wonder if the converse is true for Deity. Evidence that leads me to believe
>this: I had a few veteran cannons (attack 8 x 1.5 = 12) attack a city without
>city walls with a vet rifleman (defense 4 x 1.5 [vet] x 1.5 [fortified--is this
>the right factor?] = 9) defending. The city was on grassland (no river), so
>there was no terrain bonus. Anyhow, I ran this combat several times, and each
>time it took me 2 cannon to take out 1 rifleman, with the second cannon half
>dead at the end of it. Is this a statistical anomaly, or am I calculating
>incorrectly?
>
>Pete
>pch...@mit.edu

I don't really know the answer to your interesting question
"Does anyone know if the computer cheats in combat at Deity level?".
I think I have an explaination for your experiment though. Civ 2
tries to punish save game "cheaters" by giving better odds to the
computer players immediately after a reload game. This fact was
first described to me in an article in Computer Gaming magazine.
I haven't really tried to experiment to find out what the
parameters are.

Octavio Motta

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Sep 5, 1996, 3:00:00 AM9/5/96
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o...@aloha.net wrote:

> Howitzer offensive is unstopable-- then what do you do
>when the enemies have tons of them?

You can mass fanatics inside the city (with city walls). Even if the
Howtizer can IGNORE the walls, the population won't decrese. And the
fanatics are way cheaper then Howtizers, and if the attack fails one
or two armor (or howitzers, or even calvary) will be able to knoc down
tons of enemy howitzers. Building the city on hills or mountains also
helps a lot.

|| >> Delance << del...@easynet.com.br ||
|| Octavio Motta del...@jur.puc-rio.br ||
|| http://venus.rdc.puc-rio.br/delance/delance.htm ||


Trey T. Morita

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Sep 7, 1996, 3:00:00 AM9/7/96
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Octavio Motta (del...@easynet.com.br) wrote:
: o...@aloha.net wrote:

: > Howitzer offensive is unstopable-- then what do you do
: >when the enemies have tons of them?

I was thinking about this earlier, because : Howizters ignore city walls,
but do they ignore fortresses? If they don't, then maybe surrounding your
city with fortresses and fortified units would have a better chance
against howitzers. The problem, of course, is how many squares you'd need
to cover. I guess I'd fortress every square diagonally out from the city
and then maybe use bomber support as much as possible.

Trey


Gamma

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Sep 8, 1996, 3:00:00 AM9/8/96
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Octavio Motta <del...@easynet.com.br> wrote:
>> Howitzer offensive is unstopable-- then what do you do
>>when the enemies have tons of them?
>
> You can mass fanatics inside the city (with city walls). Even if the
>Howtizer can IGNORE the walls, the population won't decrese. And the
>fanatics are way cheaper then Howtizers, and if the attack fails one
>or two armor (or howitzers, or even calvary) will be able to knoc down
>tons of enemy howitzers. Building the city on hills or mountains also
>helps a lot.

Right. Remember; no matter how powerful howitzers are, they can
only kill two of your units per turn, or one if they don't want
to get creamed on your turn.

Thus, the trick to repelling howitzers is to find a suitable
bottleneck, and then put *bucketloads* of fanatics there.

Or, you could always build bucketloads of howitzers, and let the
good times roll. :-)


Paul Brinkley
ga...@clark.net


Gamma

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Sep 8, 1996, 3:00:00 AM9/8/96
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In article <50qjd7$f...@news2.texas.net>,
>Octavio Motta (del...@easynet.com.br) wrote:

>: o...@aloha.net wrote:
>
>: > Howitzer offensive is unstopable-- then what do you do
>: >when the enemies have tons of them?
>
>I was thinking about this earlier, because : Howizters ignore city walls,
>but do they ignore fortresses? If they don't, then maybe surrounding your
>city with fortresses and fortified units would have a better chance
>against howitzers. The problem, of course, is how many squares you'd need
>to cover. I guess I'd fortress every square diagonally out from the city
>and then maybe use bomber support as much as possible.

Howitzers seem to ignore fortresses as well (though I haven't
tested this exhaustively). The only defensive measure that
seems to work against howitzers is terrain.

Thus, fortresses are about as useful as city walls; they at
least keep your units from being killed all at once. However,
a fortress may take a longer time to build on, say, a mountain
than city walls would in a city on a mountain (buy it in first
or second turn).


Paul Brinkley
ga...@clark.net


beowulf

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Sep 8, 1996, 3:00:00 AM9/8/96
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On 8 Sep 1996 04:41:28 GMT, ga...@clark.net (Gamma) wrote:


> However,
>a fortress may take a longer time to build on, say, a mountain
>than city walls would in a city on a mountain (buy it in first
>or second turn).
>

It takes an engineer two turns to build a fortress, regardless of
terrain. If I get a few injured units stacked up outside a city during
an assault on that city, I bring in two engineers to immediately build
a fortress around those units. Then, the enemy can't wipe out the
whole stack in one shot. I love engineers.

beowulf


Octavio Motta

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Sep 8, 1996, 3:00:00 AM9/8/96
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ga...@clark.net (Gamma) wrote:

>Thus, the trick to repelling howitzers is to find a suitable
>bottleneck, and then put *bucketloads* of fanatics there.

This is one of my favorite strategies: to fortify troops inside a fort
in a mountain (or at least a hill) in my borders... Forts in the plain
are too weak but some good defender in a fort over a mountain can lead
the computer to expend tons of units needlessy... :-)

Russell Brooks

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Sep 9, 1996, 3:00:00 AM9/9/96
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Best defense is a good offense. Station a tank or better a stealth fighter
and you won't worry too much

Gamma <ga...@clark.net> wrote in article <50tipo$7...@clarknet.clark.net>...


> In article <50qjd7$f...@news2.texas.net>,
> >Octavio Motta (del...@easynet.com.br) wrote:
> >: o...@aloha.net wrote:
> >
> >: > Howitzer offensive is unstopable-- then what do you do
> >: >when the enemies have tons of them?
> >
> >I was thinking about this earlier, because : Howizters ignore city
walls,
> >but do they ignore fortresses? If they don't, then maybe surrounding
your
> >city with fortresses and fortified units would have a better chance
> >against howitzers. The problem, of course, is how many squares you'd
need
> >to cover. I guess I'd fortress every square diagonally out from the city
> >and then maybe use bomber support as much as possible.
>
> Howitzers seem to ignore fortresses as well (though I haven't
> tested this exhaustively). The only defensive measure that
> seems to work against howitzers is terrain.
>
> Thus, fortresses are about as useful as city walls; they at

> least keep your units from being killed all at once. However,


> a fortress may take a longer time to build on, say, a mountain
> than city walls would in a city on a mountain (buy it in first
> or second turn).
>
>

> Paul Brinkley
> ga...@clark.net
>
>

WT

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Sep 9, 1996, 3:00:00 AM9/9/96
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In article <50nkho$j...@lex.zippo.com> Octavio Motta wrote:
>Date: Thu, 05 Sep 1996 21:03:31 GMT
>From: del...@easynet.com.br (Octavio Motta)
>Newsgroups: comp.sys.ibm.pc.games.strategic
>Subject: Re: CIV II: about howitzer


>
>o...@aloha.net wrote:
>
>> Howitzer offensive is unstopable-- then what do you do
>>when the enemies have tons of them?
>

> You can mass fanatics inside the city (with city walls). Even if the
>Howtizer can IGNORE the walls, the population won't decrese. And the
>fanatics are way cheaper then Howtizers, and if the attack fails one
>or two armor (or howitzers, or even calvary) will be able to knoc down
>tons of enemy howitzers. Building the city on hills or mountains also
>helps a lot.
>
>

You've got to counter-attack with bombers. I've never let those "big-guns"
like catapult, canon, artillery & howitzer make the first strike if I can
help it.

WiL :)

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