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markusf
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quote: Originally posted by War4ever
i guess i am seeing this from a different angle......i think its harder to run away ealry in games in x1 than it is in x2.......
i concede the fact that losing anything to barbs sucks , even more so in x1.....but for someone leading a game , i think its easier in x2 to really run away with it.....obviously the equalizer is dips, but these are costly in x1 and not so in x2.....
x2 just makes the game easier to play, but also unbalances gameplay
it takes city placement away
it makes players build on specials to protect them...often making the city extremely difficult to take out in the early years...thus negating wars
same old game , every game...and in one session like you stated elsewhere, one person generally has a huge lead, thus making continuations more difficult... |
2x is all about huts... THe person who gets the most tribes at the start, or techs leading to republic wins.
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markusf
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quote: Originally posted by Ming
Uhhh... the same holds true for 1x1x... if you get more tribes or the right techs... you win. |
ahahahaha, NOT
you get tribes on diety 1x 1x and you have more then 7 cities, your screwed. you can't grow under republic and unhappiness is a killer. In a 4 player game, it doesn't matter how far ahead you are you can always get knocked back by a weak player.. in 2x thats not possible.
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markusf
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quote: Originally posted by War4ever
One last time.....its so much easier to RUN AWAY with a game in x2...plain and simple.....so an early nomad has twice the effectiveness as in x1. X1 is a slower methodical game that requires a different type of skill level. The bonuses, trade, production, support of troops is perfect in x1...in x2 EVERY aspect of the game is distorted...especially if you play with x2move
Having said that....Rich you see the nomad as more valuable in x1 b/c of its worth production wise. You remember that game with smart and i..... he got a nomad on turn two.....plunked the city down and expanded REAL quickly..... the time factor in x2is alot less, therefore getting that early nomad placed gives you a springboard of much greater value. Troops and ciites are produced quicker..there is no way to match that build speed. |
Ya one last time... in 2x huts are the game. in 1x city count doesn't mean a damn thing on diety. I have managed to get my self killed a few times because i got to many tribes. You can't build more then 5 cities in deposition, 7 cities in monarchy without going and building temples etc. If you don't have your infustructure in place your screwed. As for techs from huts, you don't get exactly the right tech and your screwed, often times i have seen my tech rate go from 6 turns to 23 turns for getting 2 bad huts in a row. In 1x there is no certainty, especially with 4 players, it really doesn't matter whose leading because everyone has a chance, where as in 2x the person with the most cities automatically wins, because they are unattackable.
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ColdWizard
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i agree with war4. a skilled player getting that extra settler can quickly pull away from everyone else (and a semi-skilled player may be able to keep up with the others). the bigger the earlier expansion is, the bigger the growth potential is, which is amplified in 2x. 1x is slower and it's more difficult to jump to a big, insurmountable lead...
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markusf
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quote: Originally posted by rah
OK, ignore nomads and cities, it's the techs/units/money/barbs.
They are all double valued. How does that not add to the luck aspect? |
You get a good trade special in 2x or something like a iron, and you can crank out a settlar every 4 turns.. its boring. The game on 2x is decided in the first 10 turns. Not to mention forests are 4 shields, etc etc
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