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Sid Meier's Civilization: The Board Game» Forums » Strategy

Subject: Power of steam rss

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Von Zinzendorf
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Is the following strategy
a) Legal? (in the sense of rules)
b) Preventable?
c) Wise?

1) Get the Steam Power tech + a reasonable stacking limit
2) Get a good pile of units and all 6 army figures on the map. Not to the same square, but just chilling around the map. Try not to look like you're planning to attack (if possible)
3) At the City Management phase, use the Steam Power card's ability ("Move all of your figures in one square to any water square on map. These figures may not move again this turn") -> Move all of your army next to enemy capital(if there's water) (this is the legality part: Can you overdrive you stack size now? All means all, right?). Do this at a time when your enemy has no figures (or not many) close his capital. If possible, do so, that your enemy cant attack you during next turn, and if possible, you can get to the capital at next turn.
4) Attack to the capital.
 
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Henrik Johansson
Sweden
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VonZ wrote:
"Move all of your figures in one square to any water square on map. These figures may not move again this turn"

I think you might have missed the bolded part
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Von Zinzendorf
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Smuggler wrote:
VonZ wrote:
"Move all of your figures in one square to any water square on map. These figures may not move again this turn"

I think you might have missed the bolded part ;)


Oh! Good point! :D My bad, sorry.
 
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Chris H.
Germany
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well except the point stated, that's exactly what steam power does, and yes, its preventable, e.g. by culture cards, by ressource abilities, by having a considerable army and military bonus, etc.
 
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Daniel Hammond
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League City
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Also communism kills large stacks as long as spies are available. And the ruling is stacking can NEVER be exceeded (you can't even move through stacks in excess of the limit).
 
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El-ad David Amir
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Also, just to make sure you got this often missed rule: resource abilities can only be used once per turn, and Steam Power's teleportation is a resource ability.
 
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Tony Hutchings
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This a a powerful military strategy for Russia.

- build up your trade to 16 points per turn to be able to buy level 3 tech in one turn (get metalworking and build barracks and Colossus)
- get a spice resource from huts or city harvesting
- buy armies till you have 5, keep then all near your cities, close together
- buy army cards of the same type till you have 11, choose a type that can trump your intended target
- Get level II tech printing press - 4+1 unit stacking
- get level III tech: steam power
- get to the turn where you can research a level III miltary upgrade for your units
- use steam power to move next to a capital city on the turn you plan to research level III military (city management phase ability)
- you win on next turn's movement phase!

Don't try this against someone that has or can get culture cards as they can probably kill some of your army figures.

Your cities only need 5 production points to be able to buy cards or army figures.

You could research philosophy as your 4'th level I tech and spend unused resource tokens to get a preat person, hoping to get a general. By this time your cities probably have no actions to do but harvest a resource anyway.

Try it out next time you play russia.
 
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Ian Kelly
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tonyhut wrote:
- you win on next turn's movement phase!


That would be turn 9 if you've managed to research every turn and haven't been stealing any tech. If your target researches Communism and has one or two spies, they can probably stall your armies long enough to secure their own victory.

The level III unit upgrade is sort of overkill for this anyway. If you have 11 units, Metalworking, an iron resource, and 3 barracks, then you probably don't need an upgrade to take their capital. Without any acceleration, you may be able to learn Steam Power as early as turn 5. Go for the turn 7 kill!
 
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Tony Hutchings
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Peristarkawan wrote:
tonyhut wrote:
- you win on next turn's movement phase!


That would be turn 9 if you've managed to research every turn and haven't been stealing any tech. If your target researches Communism and has one or two spies, they can probably stall your armies long enough to secure their own victory.

The level III unit upgrade is sort of overkill for this anyway. If you have 11 units, Metalworking, an iron resource, and 3 barracks, then you probably don't need an upgrade to take their capital. Without any acceleration, you may be able to learn Steam Power as early as turn 5. Go for the turn 7 kill!


Well, you may not have all 5 armies, 11 units and barracks in such a short time. You are likely to be up against lvl 2 pikeman and possibly even level 3 cannons with your level 1's. This sounds risky to me.
 
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El-ad David Amir
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tonyhut wrote:
Well, you may not have all 5 armies, 11 units and barracks in such a short time. You are likely to be up against lvl 2 pikeman and possibly even level 3 cannons with your level 1's. This sounds risky to me.

a) You don't need five armies, eleven units and barracks to defeat a capital.

b) You can definitely have five armies, eleven units and barracks by turn eight/nine
 
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Ricardo Donoso
Brazil
RIBEIRÃO PRETO
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For a military player, I can't see a reason not to research engineering.
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rdonoso wrote:
For a military player, I can't see a reason not to research engineering.

Agreed. And with Leonardo's workshop, it's especially great.

I one day hope to come across a game where someone uses that combo to make 2 aircraft from one city in one action.
 
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