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ColdWizard
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i put in the GW as allowed in 4+ player games since there doesn't seem to be any opposition.
note to self: backups updated
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War4ever
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I live amongst the Red Sox Nation
Jan 1970 time: 21:25
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quote: Originally posted by Ming
Some people build it without using caravans
Plus... there is still a trade off... you are trading away a trade route or additional expansion
And Last... it's only 2/3 the cost of the next level of Wonders |
yes and those who choose to build it like myself are being punished, not you wimps that use four vans so whats your big beef? 
the trade off is only if the cap demands the route, otherwise the first ones are food vans...so again i see no trade off...when the caravan pump comes and it always comes you always build 4 for an instant wonder and extra if your cities are big and demand it....but generally its the wonder that is the priority early..so again, where is the trade off...?? all your doing is building the same old same old.....
exactly, the next level of wonders..which IMO play less importance in the early game and cost MORE....so again i ask you....200 shields for one wonder which gives an edge over everything else in the ealry land grab, where no routine is broken for you b/c you use 4 vans for the route.....not too mention, the van pump lasts more than one round, its usually 2-3 and while your sets make a few roads and claim the new territory...
traditional game, 8-10 cites, 4 vans instant wonder, two more vans for two routes, another 4 -8 vans for another wonder and/or routes....meanwhile your other sets are in place after making roads....
the early game is so predictable....
anyways...its obvious its not going to happen and we are seeing things from completely differnt angles....i will concede your point on a trade off....that being expansion after 10 cities for vans....but really, lets be honest, who can't have 10 cities 6 turns after monarchy anyways ?????
my vote is no on marcos... bring back GW in games of 4 players only....and i guess the rest stays the same 
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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:25
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My strat on HG has changed over the years. I used to blindly race for it. Now I don't. In fact the war academy is a higher priority in most games for me. I will never research pottery before trade because I hate seeing it built while I'm still researching it. (if I get it from a hut, and I'm not too far behind, I will go agressive for it, just to get something from the deviation off the desired path)
But you are correct, it is a sweet wonder that makes celebrating quite easy. SO, if it's still available later when I know I will have the caravans ready and I can quickly develop the tech, you have to give it a shot. When Ming or Berz are in the game, it's usually built by the time I will even consider it. While ming will go for trade first, berz, Xin and a few others will try it before trade. (unless you can keep them occupied with some troops so they're concentrating on defense )
I have gotten HG more frequently lately, but that's because it's not being built as early as it was. The last game I got it, I think it was around 1600, and you promptly built leo's just a few turns later. If you're beelining for invention gunpowder and metalurgy, I really don't want to be too far behind in techs. 
Pikes and cats can be nasty, but muskets and cannons are death.
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