February 21, 2000, 16:46
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#1
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Warlord
Local Time: 23:31
Local Date: October 30, 2010
Join Date: Jan 2000
Location: Yukotan, Virginia, USA
Posts: 58
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Civ Tidbits
Since I joined gameleague a few months ago... I have learned some interesting tidbits. I would like to hear some of yours:
Tidbit 1: Don't build capital on a river.
Tidbit 2: Horseback Riding is an essential to playing 1v1. for your first advance
Tidbit 3: Exploration is key.
Tidbit 4: don't worry about defense, until you have fuedalism. Or under pressure from the enemy.
Tidbit 5: Monarchy or Republic! Need I say more??
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February 21, 2000, 19:41
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#2
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Emperor
Local Time: 23:31
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Am I missing something? I love building cities on rivers. Why not build your capital on a river?
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SG (2)
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February 21, 2000, 19:48
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#3
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Retired
Local Time: 18:31
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Mingapulco - CST
Posts: 30,317
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Well, it does make it easy for people to attack your capital if it is on a river. And also very easy to slip diplos/spies in.
But I still disagree. Give me a good river square for ALL my cities. The extra defense and science is just too much to pass up
And I also disagree with you point on defense. Bronze work has become far more important to me in MP than against the AI.
If you are playing with some aggressive players, or raging hordes, a weak defense can cost you the game.
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February 21, 2000, 19:58
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#4
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Prince
Local Time: 18:31
Local Date: October 30, 2010
Join Date: Jan 2000
Location: Kingston, Ontario, Canada
Posts: 334
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I don't agree with tidbit 1 and 2, and don't understand tidbit 5. RocMaster, maybe you could expand on your tidbits into tidbytes.
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February 21, 2000, 20:04
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#5
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Emperor
Local Time: 15:31
Local Date: October 30, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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yes i would have to agree with Ming here... Barbs more than not make or break your game.... losing a city or a settler can be devastating especially in the early part of the game when realestate is the main concern..... while i subscribe to minimal defense..... there are times to load up on the military..... my landscape dictates what i build for warriors.... when by lots of adequate defense i like archers..... flat lands ... i take horses.... and of course lots of dips no matter where you are
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February 21, 2000, 20:19
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#6
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Emperor
Local Time: 23:31
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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I like the concept of hearing about players'
top five tips, in short one-liners.
Going to bed to think about mine!
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SG (2)
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February 21, 2000, 20:29
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#7
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Retired
Local Time: 18:31
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Mingapulco - CST
Posts: 30,317
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1) Expand
2) Trade squares
3) Get out of Despotism
4) Defend your self
5) Attack
That should do it
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February 21, 2000, 21:03
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#8
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Emperor
Local Time: 01:31
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Castiglion Fiorentino, Italy
Posts: 3,658
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Rivers, glorious rivers. And a wheat/shield/river square is to die for. Um, let me rephrase that ...
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finbar
Mono Rules!
#33984591
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February 21, 2000, 21:33
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#9
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Emperor
Local Time: 15:31
Local Date: October 30, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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you are close Ming
1.get a non chariot or horse
1.expand
1.arrows
1.out of despo
1.defend yourself
2.ALLY
3.ATTACK(not your ally)
it is good to dream
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February 22, 2000, 04:11
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#10
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Emperor
Local Time: 15:31
Local Date: October 30, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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ok my five things
free mounted units
four special capital
second four special city
expansion
WAR4ever
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February 22, 2000, 05:38
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#11
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Emperor
Local Time: 01:31
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Sweden
Posts: 3,054
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Hm, I thought SG(2) asked for tips, not MP wet dreams...
BTW, barbs don't seem to be an issue for leaguers. Could be because the lowest barb level is used as default?
Carolus
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February 22, 2000, 11:47
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#12
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King
Local Time: 17:31
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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Umm, I'm not sure what we're doing here, so here's my attempt at another top 5 list:
1. trade/arrow special for capital
2. monarchy/democaracy asap
3. set up defenses early
4. rush up the tree
5. CLOBBER
One more thing, build caravans and when you've built enough of them, build some more.
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February 22, 2000, 15:51
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#13
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Warlord
Local Time: 23:31
Local Date: October 30, 2010
Join Date: Jan 2000
Location: St. Paul, MN
Posts: 271
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1. Monarchy. Losing one of any doubled resource under Despotism is intolerable.
2. Rivers. Rivers = Trade = Science = Bombers vs. Pikemen. Let the barbarians come to my rivered city, the defensive bonus from the river will allow my one phalanx to hold the city without difficulty. Make a bunch of units and try taking a phalanxed city on a river--hard, isn't it! Now try it with city walls--damn near impossible! Besides, who doesn't set up an effective perimeter for defense and to watch for diplomats?? If you don't, well you've got some fundamental military issues to address if you let the catapults drive up to your front door accompanied only by the enemies' diplomats!
3. The NONE Settler. I do not use my second NONE settler to found a new city. I find he is much more valuable if he spends his time modifing the terrains around my fledgling cities. Building roads to give trade is top priority. Adding some irrigation for city growth or mines for production as needed.
4. Trade. The Trade advance allows trade routes and therefore science. Also it allows you to waste the computer in racing to build wonders via the Caravan. Caravans can also be used for scouting and early warning reconnaisance while they are traveling their intended destinations.
5. Mikes. Under Monarchy (and up to 6 cities), a few military units and a temple (with mysticism) get you up to size 6 cities with no unhappiness. Mikes enables sizes up to 10 with only a temple and three cheap military units in each city (often two obsolete warriors and the best defender available).
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February 22, 2000, 15:53
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#14
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Emperor
Local Time: 15:31
Local Date: October 30, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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uh
carolus i dont play league games
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February 22, 2000, 18:39
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#15
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Warlord
Local Time: 23:31
Local Date: October 30, 2010
Join Date: Jan 2000
Location: Yukotan, Virginia, USA
Posts: 58
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I appreciate that you think that rivers are grand... for a cap. But I think that it is very irritating to find a undefended city on a river. So a friend tells me. You can go from one city to the next. With my strat I build a perimeter and continue to expand it. the only reason i would put a cap on the river is if there are many available and good resources.
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February 22, 2000, 18:46
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#16
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Prince
Local Time: 17:31
Local Date: October 30, 2010
Join Date: Apr 1999
Location: US
Posts: 765
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And your cities are undefended why........?
It takes you one turn to rush buy a unit. After that your unit is already getting a 50% bonus in defense. I still don't see a negative in building on rivers.
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
"Ecky eck ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail
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February 22, 2000, 19:23
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#17
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Retired
Local Time: 18:31
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Mingapulco - CST
Posts: 30,317
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RocMaster... You leave your cities totally defenseless? You want to play a duel in the future
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February 22, 2000, 19:26
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#18
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Emperor
Local Time: 15:31
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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1) Capital should not be adjacent to defendable terrain. Especially not next to mountains with sea access!
2) Capital should not be cut off from road attachment to other cities by rivers. Bridge building is a late research target.
3) Get out of Despotism! Sacrifice early growth for the Monarch Path and trade arrows.
4) Get an arsenal started - vet defenders rock. (Tony Adams is really old; but the idea is true)
5) Use fifth citizen scientists. 3 beakers early are better than most libraries.
6) Never admit to voting for Dan Quayle.
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