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Bird
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South Orange, New Jersey
Jan 1970 time: 00:12
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rah/matt/carnide/berz: was I the only one who couldn't rejoin Wednesday? I didn't get knocked off line, but icq wouldn't work, I couldn't rejoin the game, and I couldn't even load the forum to see if messages were here. Was it my IP? Is my civ still alive? I tried for half an hour, but finally went to bed.
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Lancer
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Oregon Coast, USA! or Bohol, Philippines!
Apr 1999 time: 05:12
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When I was playing in the zone I was always expanding my 'zonefriends' list which I told ppl they could get on by being dependable and get kicked off of by being otherwise. So I had a bunch of ppl that I would play and bs w/ and just generally be friendly with and friends of.
Well it's no hard and fast rule but I'm usually fairly beligerant and often downright agressive w/ the 2nd person I meet.The first person I try to team w/ and get the sci going and cover each other's back. Well in one game I met a friend of mine first. We had a grt time,traded everything and kicked butt until the game fell apart.The next game we were also both in,but this time I met him second.He imidiatly started gifting me maps and sci even though I didn't go the alliance route.When I hit him w/ everything I had...
Well he was shocked. I never felt so guilty marching into anyones capitol in my life.Hey,he set himself up to be a sucker and I just did what I had to do to win.In a wargame,don't be surprised if you end up in a war.
His was the worst strategy of all.Trust based on a prior game's alliance.
Don't read this and think you know what I'll do if we ever play. This is a trend in my play,not a rule.
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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When I ally it is until only my ally and myself are viable contenders. And this doesn't mean just that we are far ahead in the power graph. That can change wildly.
When I make a peace treaty early on I intend to keep it for quite some time, or irreconcilable differences arise. But it isn't eternal.
I see no problem with violting a peace treaty made 40 turns earlier. But an unprovoked attack 3 or 4 turns after the treaty was signed is, IMHO, bad ettiquite.
There are exceptions, of course, such as provocative actions on his part, supporting an ally, etc. But a peace treaty should mean something.
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Eddy
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In duel, when you know you will be at war with each other, should you kill on sight or wait.... standoff....
then if you stand off who should attack first and is it bad show to attack first?
In the duel I'm playing now, we stood off and prepared to fight. We drew a line and said not to cross it. The war started because he played with diplomats in my cities! I didn't start it!
Eddy
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Superstar
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Peace Treaties can work if you are already at war with another civ and don't wish to be in an alliance or at war with the player. As long as borders are respected then peace treaties can work.
As for alliances, limiting yourself to just one can be problematic in a big game.
The best game I played in had a tri-party alliance that cut down the number one player to number 3. Although the number 1 player had an alliance and was very strong, he knew that ultimatly the 3 countries in this alliance were by far and away the most dominant force on the planet.
When the alliance began to crumble, so did the game unfortunatly, and now a state of unrest and uneasy alliances dominate world stratergy.
I have never broken an alliance, and rarely break Peace treaties, but find other players break Peace treaties like they didn't exist.
My advice, be wary of peace treaties and make sure you're well defended, or at least make sure you can trust the opposing civ player.
Once someone has broken my trust, there's little chance of me trusting them in any other game.
Also, any treaty or alliance can only be applied to a single game. I got caught ince by believing that the tremendous help I gave a player in one game meant that he'd be eager to continue our diplomatic friendship. I left myself poorly defended as he was near by and he promptly kicked my arse and wiped me off the face of the planet.
He remains a good ally in one game, yet every other game is different.
As for the better unit idea, I think bullying is a great tactic.
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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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Eddy- attack. And make sure you have enough units to take his city. Twice in a dual with Matt if I had just one more unit or [in the most pathedic case] one more movement, I would have captured some cities. Go militarist right away and explore like your nuts. Find him and [attempt] to destroy him.
But make sure you don't fall behind technologicly.
Dumbest civ strat? Trading cities for techs- if its that one tech that gets you funde or robotics that one thing...if it gets you like mathmatics, then your a fool. And never trade cities for techs early in the game.
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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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Eddy- attack. And make sure you have enough units to take his city. Twice in a dual with Matt if I had just one more unit or [in the most pathedic case] one more movement, I would have captured some cities. Go militarist right away and explore like your nuts. Find him and [attempt] to destroy him.
But make sure you don't fall behind technologicly.
Dumbest civ strat? Trading cities for techs- if its that one tech that gets you funde or robotics that one thing...if it gets you like mathmatics, then your a fool. And never trade cities for techs early in the game.
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SandMonkey
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Seeker -
If i am correct, by the rules of the Associative Property of Multiplication, it doesn't matter what order you multiply the numbers by, it will always be the same.
Ex.
3*(2*4) = 3*(8) = 24
OR
(3*2)*4 = (6)*4 = 24
OR
(3*4)*2 = (12)*2 = 24
Doesn't matter what ya do, it'll always be the same.
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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RAH
Mountains are not x2 defense, but rather +200%, which is the same as x3
(original 100% +200% bonus =300%, same as x3)
I get 2 x (1.5 for being vet) x (2 for defending against mobile unit) x (1.5, fortified) x 3 (mountain)=27. Moral of the story, when someone has a vet fortified pikeman on a mountain top, and all you have to attack with are mobile units, unless you have at least vet dragoons, just stay away. And even with dragoons you can expect at least a 2 to 1 loss ratio.
I have heared that somewhere in the rules text it states that pikemen only defend at +50% (ie x 1.5) against mobile units as opposed to + 1005. but that would still mean that in the above example the pikeman would defend at 20.25
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