KILLER76 wrote:
Another thing I forgot to mention. It would go under Expanding, it's not worth starting fights with someone right at the start unless they're inactive, after there's no more neutral provs that you can take, then you start fighting peeps. Cause you can take a neutral prov with only 1 turn and 720 army yet taking a prov from another player can cost you many times that.
I would say that wars before turn 4-5 is a really bad move unless you can secure yourself a quick victory. That means you HAVE to win every single battle, or else you will fall behind the players that seek the neutrals.
That is a very tall order.
Also, when fighting early wars you have little land to fall back on, so failures can be catastrophic. Even worse, fighting takes a lot of effort that early. Chances are that you won't be gaining many alliances and NAPs. Other players will look at you like a nice little snack after a few turns. Often very early wars end in both players being destroyed rather fast as a third player comes along and **** up both of the weakened players.
When starting a war:
Strike as hard as you can. That doesn't mean with as many troops as you can get. It means get as many provinces are you can get in one hit. That weakens the enemy hugely for a response, and might just be enough for you to win against stronger factions.
When having a long coastline:
This is important, almost as much as the first.
Coastlines are like borders, they need to be protected against enemies. So when at war, getting his coasts should be your prime objective. Even if you have to use more forces to do it.
It is far better to use 200 ships once, than keeping 100000 troops for turn after turn (also remember that troops drain the population, which drains the income). So if he has two coasts, HIT THEM! That saves you a lot of trouble.
If hit by a coastal power:
Well, I have pretty much said it, hit his coasts.
But it is harder to determine what to do. Should you strike as many provinces are possible? Or strike a few with overwhelming power?
Both have advantages, as the first might gain you the upper hand (obviously), but the second is more secure.
Generally going forthe second option is best. Most players with long coasts, attacking you will protect them. Better to gain something than nothing.
Also, while gaining a single province might not be worth much at first glance, it is the threat of landings that will keep him on his toes. Forcing him to recruit forces to repel your initial landingforce (say 20000, which will mean about 12000 in every coastal with fortification), is a very good thing. Also, he will need to recruit troops around the landingsite. So recruiting all the population will make it a great threat (are you building boats for them all? Are you going to attack inland?). So targeting provinces with a lot of borders will be best. There is a province in southern France that borders
7 others and still have a coastline, a perfect target, as he will need to recruit troops in all 7 (if he owns them) to keep you out. However he might not be able to do that (it is after all rather expensive), so be sure to build a tower in case he leaves an opening.
If you can keep hopping around, draining the provinces, you will hurt his economy greatly. Drained provinces cost more than they generate (if he keeps economyspeding higher than 100%), and the lack of income from the population is also hurting.
Protecting long coastlines:
If you happen to no be able to get all the enemy's coastals, then you must look to your defenses. Find out how far he can strike, two turns is the limit. So provinces that can't make landings on his coastals, don't need protection at the moment.
Also, it is far more important to protect the 1-turn provinces than the 2-province ones. Since you are likely the aggressor, you needn't fear the 2-turn attacks right away. If you can't protect all those, then you need to protect the vulnerable ones. Are they isolated? Maybe you don't need to protect them as much as others. Are they low on pop? Have they got a lot of borders? Do they open up for many many more of your lands (by getting him into another travelzone)? All need to be considered, and you need to find your own balance there, there is no set rule for that. But you need to consider it all to be effective.
And finally protecting a few provinces with good forces is better than protecting a lot with insufficient forces.
Disbanding:
Troops become population... And troops cost half a gold each in upkeep. So you can see where I'm going. Drained provinces are expensive and they recover very slowly. If you don't need the army, or as many troops, then for all reason disband some. You get more money next time, and you get a lower upkeep. Win/win.
If you are at an impass�, where you have created a wasteland between you, but you have large standing armies between you, and money is not really and issue. Then it might be time to disband troops to give the population some recovery. It is risky, but the next turn the increased population could give you the edge needed for the next offensive. However do not do this if you expect him to attack, as he might just gain that rejuvenated population. Another balancing act.
When allied to all players, then disband all troops. No need to keep them around. It takes long enough to cancel alliances for you to respond. Better to get more money for a while.
Fortifications:
They are relatively cheap in both MP and money (no upkeep). Use them as much as possible. Landingforces have priority as counterattacks are almost certain.
However fortifications are expensive early on (again in money and MP), so it might be a waste to use them then. But on the other hand the fortification can signify that you are strong in defense there, and might save you an attack. It can certainly be used for deception, but be careful.
Know when you can't stop the enemy:
Often it is futile to fight the enemy on all fronts. It might be money or MP or both that you lack, but often you can't respond to everything. Pick the most important.
Also, know when you are overstretched on the main front. Do not be afraid to fall back. Chokepoints can save a losing faction from annihilation if you fall back before it is too late. If you have enough money you can hold out for a long while on a 1-2 province front. You might even be able to drain the surrounding provinces so much that killing you isn't worth it in time and money for the other faction.