Re: Evilmen's corner - any tips of darkness?
A well-known bug I belive but its worth repeating.
To disable the battle timer in your new campaign, click 'historical battles', then click the icon to go back to the menu and now choice the campaign option. Set your settings to your liking and start the campaign. The battle timer should now be disabled for your campaign.
Re: Evilmen's corner - any tips of darkness?
a really nasty one to weak your roman allies prior to civil war:
-bribe on of their cities
-give it to an enemy
-take it back and exterminate
-give it to an enemy
in one turn
leave it in enemy hands until the senate tells you that you dont have to give it back
-take it for yourself
Re: Evilmen's corner - any tips of darkness?
Quote:
Originally Posted by Maltz
[Sorry, changed my mind.]
Quoted from other sources and tested: Population growth out of control? Give - as a gift - this settlement to your enemy, then claim it back with the original garrison nearby. You can enslave or exterminate the residence to bring them back to happiness.
this is soooo wroong.... ~:cool:
Re: Evilmen's corner - any tips of darkness?
[Wonder Gift - you and me]
Give a province that contains a wonder to your enemy, then claim it back with your original garrison. 20% free public order bonus for all towns, yeah! This 20% difference will help you to keep a lot of edge towns in the critical first turn when you don't have a high-influence general nearby.
The downside is you can't build anything in that wonder province during the transition, and perhaps the faction that receives your temporary gift also gets the wonder bonus - not sure. ~:)
Re: Evilmen's corner - any tips of darkness?
[Talking about territory swaps - one sided & plural]
In the previous dark tip we discussed the possibility of "giving away settlements" but claim back immeidately after. The AI always accept your gift over and over. However, horrible things will happen if you dare asking for more. The AI will also be happy to give settlements to you in exchange of the lands they are about to lose - after 10 seconds.
(Note: You can't ask for their capital - but fine on anything else. Wow.)
While you are certainly going to claim your own settlements back for enslavement/extermination or wonder effect renewal, you will occupy the AI's settlement for good, right? To do this you need to prepare a garrison nearby to get in before the turn ends, of course. If you don't have garrison ready, the settlement might go revolt to their previous owner with top-notch units. If you can't keep it - you might as well demolish everything for good, and "give it back to the AI, or add it on the list to negociate with another faction.
The potential of this kind of territorial swap is, urh... very large to say the least. You can negociate the same (and expanding) sets of settlement with different AI factions in the same turn, with a snowball effect... All you need is enough diplomats talking with different factions all in the same turn. Whew.