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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote:

<font size=1>Originally posted by DaveV on 01-24-2001 01:17 PM</font>
2x anything magnifies the AI's weaknesses:
- doesn't know how to sleaze
- builds cities in dumb places
- irrigates WAY too much
- prioritizes high-food squares at the expense of shields and arrows
- doesn't go after huts
<font size=1 face=Arial color=444444>[This message has been edited by DaveV (edited January 24, 2001).]</font>
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I don't understand how thoses things may be magnified by 2x2x 
I am not an expert in 2x2x (I played it couple hours only ), but I suppose, that if we will disregard non-overland units, then 2x2x is very similar to 1x1x and only differences are:
1. In economy, you may control and adjust cities only every second turn, and so micromanagement is harder.
2. In military, you must do moves from two subsequents turns all at once, and so attacker has a big advantage.
Am I right?
[This message has been edited by SlowThinker (edited January 24, 2001).]
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:12
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SlowThinker - in 2x production, roads and irrigation are of relatively less value. Trade specials are extremely valuable. In 2x movement, hut-tipping will greatly expand your civ while the AIs remain relatively static. Then you can kill them with all of your hut-generated units. And I think you misunderstand 2x: 2x production means every square produces double what it does in a normal game (e.g. forest produces 2 food and 4 shields). +1 bonuses are still only plus 1, though (irrigation, roads, building city on non-shield grass), so terrain improvement is relatively less productive. You still manage your cities every turn. 2x movement means every unit has double its normal movement, so horses move 4 instead of 2. As you said, this greatly aids the attacker (especially when you can build 2-move catapults).
Campo - you need MGE to play 2x. If you have TCP/IP installed in your windows, just start an internet game with the number of player you want (you plus the desired number of AIs). Then click on "start game", pick your civ, and you're off. If you can't start an internet game, you can play hotseat. In both cases, there's an option menu where you can specify 2x production and/or 2x movement.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote:

Originally posted by DaveV on 01-26-2001 08:32 AMYou still manage your cities every turn.
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"COMPARISON"
Yes, but if I want to compare 2x2x with 1x1x, I may imagine that I play 1x1x AND I can manage my cities and move units only every second turn.
quote:

Originally posted by DaveV on 01-26-2001 08:32 AM
And I think you misunderstand 2x: 2x production means every square produces double what it does in a normal game (e.g. forest produces 2 food and 4 shields). +1 bonuses are still only plus 1, though (irrigation, roads, building city on non-shield grass), so terrain improvement is relatively less productive.
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So I should add to my last post
3. Irrig./min./roads has only half value.
and probably
4. Unit support is halved.
quote:

Originally posted by DaveV on 01-26-2001 08:32 AM
In 2x movement, hut-tipping will greatly expand your civ while the AIs remain relatively static. Then you can kill them with all of your hut-generated units.
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I am not sure if I understand you. Do you agree with "COMPARISON"? Do you want to say that decrease of benefits of irr./min. is huge, and so it is good to focus effort to hut tipping?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I think I undestand. I have to add to "COMPARISON"
5. Food support is demanded every second turn only.
Food surplus is very large. This changes things very much.
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