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Old May 3, 2003, 07:55   #1
Kuciwalker
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Preventing contact!
I finally realized a REALLY easy way to prevent contact before it should happen (the whole map being explored, etc.) - I made Ocean impassible to Wheeled, and made Trireme Wheeled.
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Old May 3, 2003, 11:56   #2
MyOlde
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What the hell's a trireme? Wrong game, wrong forum.
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Old May 3, 2003, 13:06   #3
Colonel Rhombus
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The Trireme is Civilization 2's equivalent of the Galley: a feeble sailing vessel that sinks in deep waters.
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Old May 3, 2003, 13:42   #4
Kuciwalker
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Trireme, Galley, same thing.
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Old May 3, 2003, 13:55   #5
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Personally I call them rowing boats.
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Old May 3, 2003, 14:30   #6
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Quote:
Originally posted by MyOlde
What the hell's a trireme? Wrong game, wrong forum.
A trireme is an advanced ancient warship characterized by the use of three banks of oars. Earlier warships had fewer banks, a bireme had two banks and a monoreme has one bank.

Later rowed warships such as the roman quinchioreme (sp?) still had three banks of oars but two of the banks had two rowers per oar. The libernian was a return to the 1 rower/oar with 3 banks. Also, roman warships were rowed free men and not by slaves or criminals.

One oddity was the ptolomy polyreme which was a kind of huge catamaran with each hull having 10 banks of oars. One account says it sank when a small wave hit it.

History lesson over.
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Old May 3, 2003, 14:50   #7
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I never thought of this

However, I won't use it in my mod (where naval movement is the most drastic change), since I only play on bigger maps, where oceans are large enough not to be crossed before navigation
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Old May 3, 2003, 15:30   #8
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Wheeled galleys. Archimedes would be proud of you.
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Old May 4, 2003, 01:39   #9
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AlexnM: ehehheheheh that's a good one!!!
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Old May 4, 2003, 05:05   #10
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Yes ofcorse good, but I saw someone did this about 2 months ago somewhere on this forum
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Old May 4, 2003, 11:00   #11
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This is an excellent idea.
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Old May 4, 2003, 11:20   #12
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The Apolyton University mod over in the strategy forums made ocean cost two movement points to enter, and made all ships except the galley ignore ocean movement points.

That method still makes suicide galleys possible, just not very likely.

I like the wheeled approach though, if preventing entirly is the direction you want to take.
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Old May 4, 2003, 11:45   #13
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I made ocean cost 3 and sea cost 2, but I was still worried about those little thin bits.
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Old May 4, 2003, 12:31   #14
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i'm a fan of kamakazie galleys though
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Old May 4, 2003, 12:49   #15
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Quote:
Originally posted by UberKruX
i'm a fan of kamakazie galleys though
yeah, I like them too.
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Old May 4, 2003, 13:27   #16
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hi ,

well locking a civ up , .....

putting cities all around it and make sure that no-one can pass


, kamikaze galleys seem to be widely used


, .. we should get an option , this type of unit can not pass over ocean , regardless of tech or wonder , ..... Soren , ....


have a nice day
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Old May 4, 2003, 14:12   #17
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Kamikaze galleys are only used by humans. The AI won't.

I find a more interesting option is to delay contact trading. In my mod, I put this ability way out in Navigation.
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Old May 5, 2003, 06:46   #18
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I had one that took 3 turns in Ocean squares to sink...
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Old May 5, 2003, 07:59   #19
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Quote:
Originally posted by WarpStorm
Kamikaze galleys are only used by humans. The AI won't.

I find a more interesting option is to delay contact trading. In my mod, I put this ability way out in Navigation.
In my mod, I put it out even later, in radio. Map-trading comes with navigation. This way, when your caravels begin to finally explore the world, your neighbours will still be forced to go to the other continents to talk to these people. It gives a definitive whoring bonus to the first Civ who explores
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Old May 5, 2003, 08:25   #20
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Also, to expand the age of sail, you can do the same with ironclads. Make them wheeled and set only coastal tiles passable to wheels.
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Old May 5, 2003, 10:34   #21
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hi ,

another good early way to prevent contact , either calculate where the AI's galley shall be and put your own ship there , or put two or three in a row on the coast to prevent them from past sailing there , ...

have a nice day
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Old May 5, 2003, 17:02   #22
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Quote:
Originally posted by Spiffor
In my mod, I put it out even later, in radio. Map-trading comes with navigation. This way, when your caravels begin to finally explore the world, your neighbours will still be forced to go to the other continents to talk to these people.
I'll have to give that a try. It sounds good.
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Old May 5, 2003, 17:21   #23
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I delayed contact trading too, until Steam Engine.
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