August 2, 2000, 22:52
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#31
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Emperor
Local Time: 18:41
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Yongsan-Gu, Seoul
Posts: 3,647
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The point of the Super Ironclad was to deal with walled musketeers if you hated the cheese of bribery.
It was found that vet ironclads were the best offence of the musketeer age since they ignore walls.
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August 2, 2000, 23:30
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#32
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Emperor
Local Time: 23:41
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Alas, there is no way you can have an Ironclad moving eight. The extra naval square comes with Nuclear Power, which means that the Lighthouse is distant history. However, I rather like the idea of "Nuclear Ironclads" 
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SG (2)
[This message has been edited by Scouse Gits (edited August 02, 2000).]
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August 3, 2000, 07:48
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#33
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King
Local Time: 17:41
Local Date: October 30, 2010
Join Date: Dec 1999
Location: Kansas City, MO USA
Posts: 1,460
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The biggest tip I've received from the Apolyton family was to stop "reverting". Just bite the bullet and learn from it.
Number two would be OCC/SSC. Nowadays, I start a game intending to go back to my ICS ways but I find it very difficult to do that.
And number three, "string or nothing". Oops, sorry. Invalid "Hobbit" reference. Okay, number three... trade and howitzers.
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August 4, 2000, 11:58
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#34
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King
Local Time: 19:41
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Maryland, USA
Posts: 1,631
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Most important tips I've learned here?
1. Tribute
2. Incremental rush buying
3. The hut pattern
Plus numerous other neat tricks too numerous to mention. Thanks folks.
PS: Fitting that this is my 1000th post.
[This message has been edited by Adam Smith (edited August 04, 2000).]
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August 4, 2000, 17:24
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#35
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Just another peon
Local Time: 18:41
Local Date: October 30, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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Congrats AS, I also chose to post my 1000th post in the Civ2 forums. Hats off to another old timer that will never be accused of spamming.
RAH
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August 10, 2000, 08:20
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#36
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Chieftain
Local Time: 23:41
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Somewhere, Germany
Posts: 88
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1) Tribute-based economy.
2) Don't keep that second settler.
3) Trade is not just important, it is IMPORTANT.
4) Flexibility: There are a lot of good strategies and a lot of handy tactical tricks in this game. It takes the understanding of many of them and knowledge of when they are to be used to make for a good player.
P.S.: This is not quite my 1000th post  It's fun, though, to be back after 15 months of absence and see that the forum is still more than alive.
[This message has been edited by rainer (edited August 10, 2000).]
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August 10, 2000, 09:29
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#37
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Warlord
Local Time: 00:41
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Norway, Oslo
Posts: 109
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i must be Wolf pack's (or as Ming named it X-pack)
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August 10, 2000, 11:34
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#38
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Prince
Local Time: 17:41
Local Date: October 30, 2010
Join Date: Apr 1999
Location: US
Posts: 765
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1) Getting to Monarchy ASAP
2) (as many other have said) SSC
3) Learning the extreme importance of caravans and freights, instead of just thinking that they were useless units.
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August 10, 2000, 15:40
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#39
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Guest
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1) Trade with caravans
2) Super science city
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August 11, 2000, 00:03
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#40
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Warlord
Local Time: 17:41
Local Date: October 30, 2010
Join Date: Aug 2000
Location: St. Louis
Posts: 272
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My Top Three:
1)Caravans and the value.
2)Getting Monarchy A.S.A.P. That extra production is really nice.
3)Howitzers. Awesome unit. Never used them before. Would be better if move=3.
This is my 15th post!!10,000 here I come!
------------------
What if the Hokey-Pokey is really what its all about?
Contact me at cpoland@mail.win.org
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August 11, 2000, 14:52
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#41
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Chieftain
Local Time: 23:41
Local Date: October 30, 2010
Join Date: Apr 1999
Location: San Jose, CA, USA
Posts: 58
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1) Trade bonus also adds science beakers.
(it made me change my strategy completely
from shield-based to trade-based).
2) Wolf-pack
3) Getting NONE units from barb cities.
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