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J.DeMobray
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Seattle, WA, USA
May 1999 time: 05:12
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We Love The X=Title Day.
In Civ2, Democracies in WLTPD gained one citizen per turn. The concern is that even 2 cost settlers will not be able to dissuade using this bonus to generate lots and lots of cities really quickly.
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jglidewell
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manassas va usa
Feb 2001 time: 00:12
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Why not? Its called colonization. Once you discover the New World it will always be that way.
Typically though in the game you just put off placing cities because of other concerns, like putting down that militist nieghbor and securing your home cities.
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markusf
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well what do you expect, I don't see the the former east block as powerful as the usa. Thats because communisum just doesn't work. If you don't play as a democracy to increase your pop thats your own fualt. Every government in civ has advantages and disadvantages. nex thing we will hear from you is how unfair fundy is to democracy players.
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markusf
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This whole thing is stupid. I play with the best of the best civ2 multiplayer gamers. I have yet to just ONCE see this strat being effective. I have honestly never ever seen a single person using end game ics and get any kind of tangible results. Anyone who uses that strat as a end game strat really doesn't know how to play...
Now icsing at 2000 bc is another story.
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Simpson II
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varies
Jul 2000 time: 05:12
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*sigh* Basically, Father Beast, what you're saying is that playing like a newbie should be the be-all and end-all of strategy.
If there are several very - but still equally - powerful strategies then they are, by definition, not game-breakers; a gamebreaker is something which leaves no other viable choices. Powerful strategies provide choices, plus they help to cover up the unexpected killer-strats which the game-testers didn't think of. 
True WLTXD can build an empire very quickly, but can it do it before an elephant rush takes your empire away? Or will it succeed only to be taken out immediately by knights/dragoons/spies? Will the map turn out to be more favourable to do early trade, then boom later? Maybe this game it's more beneficial to spend more turns expanding to cover your opponents specials; maybe not. These sorts of choices are why we play strategy games.
An early WLTXD doesn't give you overwhelming superiority until relatively late-game, after you've survived the rush. If builder-strats don't get a massive upper hand in the late game then they aren't worth doing, since you have every chance of loosing quickly; the compensation comes only when you avoid this. Hopefully there wil be points between the extremes, too, as in Smac (not that that was a paragon of game-balance!)
I suspect you're right about the rationale for WLTXD. Though you could say it's due to immigration, or somesuch.
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