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Its seems most people would think steal tech/sabatoge/convert would be the best use of them. I rather think the "inspect city" is the most useful. Knowing what defenses a city has is essential to bringing it down.
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Neon Deon
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I love the intel you receive from diplo/spys.
But, my favorite nasty thing involves spies and paratroopers. Plant a nuke and drop a chute. Yee haaa i once took over a whole continent in one turn that way!
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Neon Deon
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Wellllll lets just say the gator population was growing!
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Neon Deon
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Oh no!!! these gators would actually mutate like one of those 50's sci fi flix. You know. Radiation from nuke tests in desert cuase giant ants, locust, rabbits etc etc. Gee I wonder if a spy could bribe one of those giant green things??? Hay Mr Gator
ive got a tractor trailor over here full of chicken! Want to join our side???
[This message has been edited by Neon Deon (edited March 25, 2000).]
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Neon Deon
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Taking a city has never been an easy task. IE: Troy(if u believe Homer), Tyre, Constantinople, Richmond, Stalingrad. And the cities that fell... Lets just say there wasnt much left. The General Sherman method is the only one I employ. After all it his territory you are burning not yours.) I pillage everything in sight using cheap horse and diplos to break his zones of control too. It is a shame about cats and cannons. I suppose you could change them to ignore city walls. After all they were used primarly as siege weapons.
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Neon Deon
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MM:
Sherman occupied Atlanta in Sept. of 1864. The sole purpose of his mission was to lay waste to Georgia crushing its war economy in
the process. He even sent a letter to the Mayor of Atlanta stating his purpose to evacute the city of all its citizens. While not stating directly his intention to raze the city, it was self evident. After the citzens were evacuted in Sept. of 1864 Sherman burned Atlanta to the ground and began his infamous march to the sea.
[This message has been edited by Neon Deon (edited March 27, 2000).]
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Neon Deon
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[quote]Originally posted by Neon Deon on 03-27-2000 04:47 AM
MM:
Sherman occupied Atlanta in Sept. of 1864. The sole purpose of his mission was to lay waste to Georgia crushing its war economy in
the process. He even sent a letter to the Mayor of Atlanta stating his purpose to evacute the city of all its citizens. While not stating directly his intention to raze the city, it was self evident. After the citzens were evacuted in Sept. of 1864 Sherman burned Atlanta to the ground and began his infamous march to the sea.
"War is Hell" W.T. Sherman Sept. 1864
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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#1 on the list for the best use of dips/spies is to use them to ignore the enemy Zones of Control (ZOC). They are the only unit that has this feature. You can nuke conventionally. Howies, bombers, and naval assaults can get around the city walls issue. Capture a city and you can steal tech. Just think how radically different the game would be if you actually had to attack stacked and fortified troops on mountains next to a road to gain passage into the heart of an enemy civ. With a few dips you can show the troops your hall pass and walk your entire army right up to the front door of the enemy's capital building!!!
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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Thanks for the info! I never risk caravans/freight in the war zones so I never really noticed that. I don't think I've ever made a partisan unit and I've made maybe one explorer just for kicks.
OK, in light of that new info, I change my answer for best use of a diplo/spy to: Establish Embassies.
The diplomatic benefits of an embassy are huge in v2.42 and are still decent in MGE. If allied, you can pursue an alternate tech than your ally is pursuing and work a trade. I also like knowing who is warring upon whom. There not much that is more enjoyable than paying others to fight your wars for you while you develop unmolested!
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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Now there's a good idea! Dips limited to sabotage of certain improvements, spies limited to sabotage of some more improvements than dips. Perhaps vet status opens up some additional sabotage opportunites for each unit as well. Add that to the Civ3 List of Improvements and I'll use my remaining vote on it! Or how about 1 sabotage/turn at a standard difficulty, and the 2nd sabotage/turn is much more difficult and so forth. Then your 6 diplomats can't reduce a city to rubble, they might only blow up 2 things because of the increased sabotage difficulty factor. Maybe I'll just put that in a bottle and toss it into the sea, hoping some Civ3 designer goes sailing....
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I like the diplo bomb tactic. Even just one diplomat can cause problems for someone. Even a diplo every 5 or 6 turns will keep that city rebuilding a barracks.
I do agree with Sten Sture! Diplos/spies can only defend against stealing techs. This is sorry. If they can defend against someone sneaking in to steal info than they should be able to defend against someone sneaking in with a bomb. The more diplos/spies defending the better also it should be.
[This message has been edited by My Wife Hates CIV (edited March 29, 2000).]
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