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EdwardTKing
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England
Aug 2000 time: 05:14
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Umm - I assume that the glacier wall is two squares thick.
With CIV 1 a tribe could tunnel through with adjacent square cities; but with CIV 2, I am not allowed to found an adjacent city.
So it should work until the AI discovers flight etc. after which your cities will be vulnerable to being strafed and later on nuked and captured by helicopters or parachutists?!
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:14
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quote: Originally posted by Ben E Gas
A very good idea with those battleships.
I've done that with only one, I've never tried doing a chain of them. |
It was fun to set up, but I'm not sure how practical it really was. I had about 1200 shields worth of battleships that couldn't move, and it was a purely defensive posture - something that won't help you conquer the world, for sure. I imagine it would have really p***ed me off if the AI had bribed any of them!
However, next time I have an ithsmus between me and the AI, I think I'll try it again, with one ship and maybe a mech. inf to prevent bribing. Ideally on a mountain... and with a fortress around them. What's that, def=72?? 
In my current game, on the large earth map, I'm trying to terraform all of Greenland and northern Canada with some excess engineers. Stay tuned. 
STYOM
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Edward
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Earwicker,
Alas, the mere existence of a ship on a land square doesn't allow other ships to move into the square. You can't leave a string of ships high & dry to create a "canal". (You could use Six Thousand Year Old Man's trick to get a ship (or fleet) across a land mass to a sea on the other side, but you'd have to rebuild and redestroy all the cities each time a new ship/fleet had to cross.)
I think they're using the battleship trick to put a battleship on dry land as a defender. Here it would not suffer the "in port" penalty (since there's no city). In fact, it would have twice the defense and firepower of a mech infantry and more hitpoints too. It can also make a heck of an attack on ground units that stop next to it.
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