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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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No caravans? BLASPHEMY !!!!!!!!
I'll only agree to no caravans in a game inwhich wonders, military units, and settlers are also outlawed.
Granted, you can save time by banning caravans. But you can also save time by banning all these otrher things too.
Civ II is a game that takes a lot of time, whether you`re playing someone who builds lots of caravans, lots of settlers, or lots of military units. That`s just the way it is. Granted, a lot can be done to mitigate this, but one way or another a Civ MP game is not something you are generally going to finish in 2 hours.
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:12
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Talk about reviving a thread! Ming, Rah and MWHC at it again, just like the old days! 
I don't know what to make to make of incremental buying. Knowing the switching &buytrick from Civ1 myself I was aware of it in Civ2. As switching was fixed in Civ2 with 50% switching costs (you could do the same trick with buildings and WoW's in Civ1). But because incremental buying for units was left open I consider it a nice trick you learn through experimenting and through experience. I didn't use it very much, unless I had to rushbuild a unit or help with WoW.
However, from the past posts I've noted that some players will implement incremental buying to the lowest level of micromanagement, EVERY FREAKING TURN! No wonder that some people take 15 min to finish their turn. imagine this with 5 cities, now with 10, 20 and finally 40, how much time will this take?
Besides long waiting times there's something else...This isn't making use of a nice trick, this is exploiting it! 
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I'm telling you, playing with time limits makes it a harder game. We all know how to micromanage to the max. What fun is this? Play with a 2 minute limit. Now will see who knows how to PLAY better - not who knows the LOOPHOLES better.
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