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arii
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St-Louis MO USA
Jan 1970 time: 05:12
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In my last 2-3 duels I used a technique of guerilla warefare early in the game. Basically I build the Light house which gives vet triremes that can travel through ocean, and send send a horde of triremes loaded with diplomates at the enemy to steal, destroy city improvements/wonders being built. There's not much you can do against that since the triremes coming are veterans. It's very funny: oh! aqueduc destroyed, oh! library destroyed,....
Works very well against perfectionist opponents.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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That is fun. I love diplo attacks.
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crowatbitemedotcom
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Texas
Dec 1999 time: 23:12
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The Lighthouse is a wonder I've never built. Are you saying it makes your triremes unbeatable?
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I think it makes them vet... so yes - makes them very hard to sink.
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Sivro
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Bay City, MI USA
Jan 2000 time: 05:12
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The Lighthouse is one of the worst wonders. I've got better things to do than to build a navy full of triremes. Instead of building the Lighthouse, I could be building the Great Wall, Hanging Gardens, or Great Library.
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Sivro
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Bay City, MI USA
Jan 2000 time: 05:12
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Vet ironclads before magnetism? You have a very narrow window of opportunity to build them. Magnetism comes quickly after steam engine. Not really worth the effort.
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arii
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St-Louis MO USA
Jan 1970 time: 05:12
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Total domination of the seas for 2000 years is worth building the lighthouse.
No fear of huge enemy armies landing, and you can prepare you own landing operation without fearing to loose your triremes as soon as they get close.
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Sivro
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Bay City, MI USA
Jan 2000 time: 05:12
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I see your point, but to me there's no greater setback than letting someone else build the Great Library. I've never had anything positive come out of this. It makes you think twice before trading technologies or even conquering cities because you know that someone else is going to cash in on your good fortune. To me, the top two wonders are the Library and Mike's Chapel - period.
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Sivro
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Bay City, MI USA
Jan 2000 time: 05:12
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All right, all right, you have convinced me to give it a try. I agree that a strong navy is key, but I usually develop this later in the game when I have access to cruisers, subs, and battleships. I have just started a new game and I am going to employ this strategy. I thought I knew just about everything there is to know about civ2 until I came to this site a few days ago. I had never really thought of building an early navy, but it's a fresh concept for me to try. Thanks; I'll let you know how it goes.
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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Well, since I've never had an opinion of my own (here or elsewhere):
Try the Super Ironclad, it's lethal!
Carolus
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Scouse Gits

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Liverpool, United Kingdom
Nov 1999 time: 05:12
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AU
The AI is just as bad on water as it is on land. It never tries to escort troop ships from attack by stacking an ironclad with a galleon etc.
Sure - if you come across a coastal fortress, the game is over in that city, until your spies can destroy the defence.
If you are playing a warlike naval game spies are vital. They can find out about the fortress (free) before you waste a ship. It is interesting to note that if you give a spy "her primary target", and pick city walls, you get a special message about how risky sabotage is in a capital and against walls. There is no such warning if you ask the spy to destroy the coastal defence. The fortress is easier to sabotage than walls as she is not caught so often before her finishing her task.
I think the overall message I'm trying to convey is this:
Sea power will allow early exploration, with efficient and safe trading on different continents. Whatever game you're in - you must trade. A strong navy (early on) will mean the AI will never be allowed to sit back and research howies and missiles.
In one really funny game there was a perfectionist civ in demo. This was a bit disappointing for my caravel stuffed with three diplos, as bribing was impossible! Next turn, the barbs appeared on their patch, so the ironclads blasted away the defenders, and the barbs took the city. I bribed it the turn after. I then owned the Pyramids.
Try messing about in boats!
---------
Scouse Git (2)
<font size=1 face=Arial color=444444>[This message has been edited by Scouse Gits (edited February 01, 2000).]</font>
[This message has been edited by Scouse Gits (edited February 01, 2000).]
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Aurelius
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San Francisco
Dec 1999 time: 05:12
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SG(2),
I take it you can't swim off the shore of Liverpool these days...the weather in SF was so good Today that I can imagine the tourist swimming to Alcatraz.
AU
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Sivro
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Bay City, MI USA
Jan 2000 time: 05:12
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Steve Clark -
I agree with you. I am in the middle of a diety SP game where I tried the Lighthouse/trireme strategy. I didn't really have a lot of success with it. Don't get me wrong, I will win the game as I usually do (I have STWA pumping out vet cavalry and fanatics while the rest of the world just discovered musketeers). While I do have the upper hand in this game, I don't think it is because I built the Lighthouse. The problem with the Lighthouse on diety level is that you must spend tons of time early in the game just trying to keep your people content. By the time you have temples/Mike's Chapel/JSB, someone is close to discovering Magnetism. I think the Lighthouse strategy would work well on lower levels, but on diety it is simply too difficult to fully take advantage of it. Thus, I will stick with my original assertion that building the Great Library early is usually the way to go. It works great no matter what the situation. If you are behind on technology, the Library sets things straight. If you are ahead on tech, the Library keeps it that way. I believe this even though it might slow down your research and hamper a deliberate path to wanted techs. No one can convice me that building the Library is "bad for science".
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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Sivro:
Good to have your comments and experiences. You and I play alike (even though I may be too much a conquest fanatic). We discussed awhile back about the GLib and like everything in Civ, there are numerous opinions. But like you, I now do the GLib for exactly those reasons you mentioned. My typical goal is to race up the tech tree to Rocketry and then let loose against the remaining civs. Glib and STWA helps in that respect. I'm not surprised that the trireme/LH strategy didn't work because two of the most critical goals in the early game are:
1) Get the happiness wonders ASAP. If your opponents are researching Magnetism while you are building JSB, you are behind. BUILD CARAVANS EARLY AND OFTEN to build Wonders. In my last two long games, I built all of the Wonders (from Colossus, GWall on down) with caravans, some within one turn.
2) Get the science city crankin' by pumping caravans to it and also, get the three trade routes from it established.
Aurelius:
Point taken. Much to my dismay though, I have found that Leo does nearly diddly-squat with naval vessels. Upgrading triremes to caravels to frigates(?). Oooooh. I don't think it upgrades destroyers to battleships or other modern vessels. I may be wrong about this, just trying to remember one game where I expected an upgrade and didn't get it before Leo expired.
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