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Seeker
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London Ontario
Jan 1970 time: 00:12
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Isn't this just such a BS power to give the Spy? Especially for player with Leos, transports, and espionage. Can take off 9 (NINE!) population off of any coastal city and there is nothing that you can do about it. Chance of capture is low, and stays low, city does not get "wary of your efforts", which means you can keep doing it, ie you can do it again in 1-3 turns.
if enemy is Democ: 9 population off a city is bad news. Thats all the shields (which support democ units), trade, and food. 9 pop gone every so often is really bad news.
but its worse for undemoc: transport arrives, up to 8 pop gone, last one bribes. a Communist with a Courthouse, with big treasury, with close to cap, can still be fairly easily bribed if the city is size 1.
Only defences: If your a democ, do it first. It is probably best attack for a democ since Spies require no support. If your a Commie or Fundy, CONTROL THE SEAS! If the enemy has Leos, you must build Magellans, and patrol the coasts of both yours and his homeland. One of the few uses of having a destroyer mass, to locate and kill his transports.
Comments about the BSness of Poison Wells?
I haven't seen anyone do it yet in MP since we all use our diplos as soon as they are built.
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Seeker
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London Ontario
Jan 1970 time: 00:12
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Why Poison is BS and blowing up improvements isn't:
-if u attempt to blow up a specific city improvement, is more difficult, plus is greater chance that they capture before success.
- blow up any target, they will get more wary.
- he can buy back improvements, right away in MP if he wants. Against an AI, you cant force Democracy to fall.
- losing 9 population is always worse than losing 4-5 city improvements. A player can have all kinds of libraries, courthouse, superhighways, but if the city is size 1-3?...
-Democrat perfectionists will sometimes not build tons of cities on a small island, instead build big cities + lots of caravans. If you decimate their population when gold is low, the expenses of all those improvements will be deadly...
-Killing lots of trade, shields, and food for many turns is better. Most dems aren't CONTINUALLY in WLTPD, bringing back 9 pop is SLOOW, even if in WLTPD (which means their luxuries are really high) for long time, it takes a long time and all those spies are already coming back on the NEXT transport...
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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Sorry, I'm not seeing what's so bad about spies poisoning water to reduce the pop. Same thing happens when you lay siege to a city by placing units on surrounding squares either permanently or to pillage irrigation/railway/roads. One way or another you destroy the population.
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Sergeant Sheets
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of every inner Fantasy you have.
Jan 1970 time: 05:12
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Poisoning is part of the game. If its an important city, use settlers to build its population back up to eight. But the best defence is a good offence: partol the seas, and checkport your roads.
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SixArmedMan
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Toronto, Canada.
Jan 1970 time: 00:12
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Couldn't you just have one or two spies in each of your cities if you're seriously paranoid about enemy spies?????? Aren't they supposed to act a counter-espionage agents?
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Sergeant Sheets
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of every inner Fantasy you have.
Jan 1970 time: 05:12
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You could, but one must also look out for advancing armies and armadas.
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