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Thread: Multiplayer Strategy Guide 2nd Version

  1. #181
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    Originally posted by Grandpa Troll
    ..HEY!! DUN CHA READ DA RULZ???

    Keep this on topic..or I'll Rat Chuuze out to Keygen "C" and he will..well...HE WILL.. .. ..

    HEY..Just hwat the Frick Can Keygen do anyway??



    Ok..He dun need to do anything..to me that is

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  2. #182
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    Originally posted by Gavrushka
    pathing with longships is very important. It is posted in previous strategy guides . Essential in Island Play.

    I would be delighted to play against you again .
    What is pathing with longships?
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  3. #183
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    Originally posted by checkMate


    What is pathing with longships?

    Where you hold the "pathing mechanism" or in other words..the little green or yellow line the potrudes from a unit..out many tiles..

    Basically it works like this:

    Have a longship with an active unit on board

    It will be green if available to go on a path

    It will be yellow if unable to pass..say due to a "land mass" which is why you would be out there..I mean Longships aint exactly your Warship of choice

    But..it works same as any other unit..just lets you know where an area is you can pass..

    Makes you wondr..ifin..maybe.. you use a mounted archer on a land game would it do the same for mountains??

    Just a thought...

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  4. #184
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    Measured Response:

    Back on topic..

    When a couple of enemy sols suddenly appear on the horizon of your developing civ, the immediate reaction is to OVER-REACT... Switch all build queues to SOLS, and try and crush your opponent. Is this the right thing to do? Well I am not sure. You become commited to a level of production and may end up turning out SOLS in 5 or 6 turns and Military support costs will escalate thus reducing time further. I think a proportion response is required and to continue building Factories or Mills, or Banks still.. If the attack proves more serious, you can still switch production and churn out a couple of dozen sols in a few turns.

    And pressing an attack? Is there a time to withdraw? I say yes.. If a probing attack in an Island Game catches your opponent unaware.. Hit and Run.. Unless you have massive force to back it up.. Remember when attacking your opponents cities you are in their territory not yours, and their supply lines will be correspondingly shorter.. The other benefit of this is that your opponent is left wondering where you went, and is reluctant to send out large forces to attack you, as he is wary of where you will attack next..

    Keep out thinking your opponent, and do the unexpected..
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  5. #185
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    Originally posted by Grandpa Troll
    Have a longship with an active unit on board

    It will be green if available to go on a path

    It will be yellow if unable to pass..say due to a "land mass" which is why you would be out there..
    actually the line for the ship will be yellow in any unexplored terrain regardless if this is land or not.
    BUT if you have an active unit on the ship, a part of the line will be green if you can unload the unit onto that tile, even in unexplored area. thats why it will work only with an active unit. with such a unit you will see yellow lines for ocean and a single green line for the respective first land tile on the path, as you can only land your unit on the first land tile and not deeper into the land.
    considering this, i would say that it wont work with a mounted archer on mountain, but i havent tried.
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  6. #186
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    hmm.. you cannot bombard, pirate, pillage or anything during the "off-turn" in MP, can you ?
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  7. #187
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    Originally posted by Mathemagician
    hmm.. you cannot bombard, pirate, pillage or anything during the "off-turn" in MP, can you ?
    No in the off turn it is sliders and build queues and PW. Nothing moves..

    It still works for land finding with a mounted archer just change the green to red
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  8. #188
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    Originally posted by Mathemagician
    hmm.. you cannot bombard, pirate, pillage or anything during the "off-turn" in MP, can you ?
    No in the off turn it is sliders and build queues and PW. Nothing moves..

    It still works for land finding with a mounted archer just change the green to red.

    One important thing you CAN do in the off turn.. Disband a city.. Now this is important especially when you have a tech lead..
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  9. #189
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    One important thing you CAN do in the off turn.. Disband a city.. Now this is important especially when you have a tech lead..
    Can you disband a city just before someone captures it in CtP1? You could do this in CtP2 (pop <4), you might think youre loosing a city needlessly, but if that city is only pop 3 and is guarded by 1 Pikemen, they attack it with 9 Infantry and Cannons, you disband it while theyre attacking and they lose all their units. As i said though, im not sure if it works in CtP1.
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  10. #190
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    that would surely be a bug and should be banned !
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  11. #191
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    Agree with Math. Definitely a bug. Do you use it in CTP2 online, Maquiladora, or is it banned there?

  12. #192
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    I am dead set against bugs as everyone knows, but a city size 1,2 or 3 can be disbanded.. Why would you consider disbanded a city a bug?

    OH ! I C ... If you try to doing it during the attack.. I agree! LOL... That would be impossible as once attack starts the city fight screen takes over, or are you talking in that nanosecond as the screen loads?

    I see the problem. You are suggesting.. My comments were designed around seeing a fleet of SOLs appear in your city limits, you disband the city when you see them, not trying to hit disband as Soldiers march through your city gates!
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  13. #193
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    Ive never used it, ive had it used against me once and ive seen another player use it in a 4p game, both as sort of desperation or experimentation. Definately a bug and definately banned with me.
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  14. #194
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    or are you talking in that nanosecond as the screen loads?
    Well you can close the battleview as soon as it pops up or dont use the battleview at all and disband the city before the other player closes his battleview, if s/he is indeed using the battleview.
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  15. #195
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    Gavrushka, Maquiladora is talking about CTP2, not CTP1. In CTP2 you can retreat during combat in the "battleview". And no, disbanding in CTP1, as you describe it Gavrushka, is a good strategy (never thought of that ) and should not be banned in CTP1.

  16. #196
    Maquiladora
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    Gavrushka, Maquiladora is talking about CTP2, not CTP1. In CTP2 you can retreat during combat in the "battleview".
    Well it doesnt involve using the retreat option because you cant retreat in MP, you just close the battleview with the X in the top right. I cant describe the exact process (too many scotch and cokes!!) but its easily testable agains the AI.
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  17. #197
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    LOL!

    understood


    ICE WHERE ARE YOU!! we are all in NL server and no one can host and you have saves!
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  18. #198
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    Good to see you here Maquiladora

    It would be interesting if someone would test this in CtP1 and see if it happens.

    Disbanding cities in PBEM is a tactic I do use if I am ahead in science and the city cannot be defended adequately as valuable techology can pass to the wrong hands

  19. #199
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    In CTP if you close battleview (purely a visual demonstration of battle) the battle resolves.. SO no bug there..

    Need far more strategy here...
    I need to discover a way of shaving time off my trip to commie, about 10 turns I reckon, to compete with the likes of Yoda..

    In Land games I always relied on ruins and markets to supply science until I had about 30 cities then threw out masses of caravans quickly.. On Islands I do caravans (at 8 turns a caravan) between Aquaducts and Mills.. There has to be a better way.. I am wondering if concentrating on growing cities a bit more and getting more infra then building caravans quicker would speed process... 3 turns on max infra with advanced fisheries would get cities to size 4 working three mountain 1 advanced fishery would turn a caravan in what 4 or 5 turns pre mill??
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  20. #200
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    Ok study ai for that, notice they drop food and build with worker on mountain no food? You can build faster that way. So ya 3 on mines one fishery and your still growing but producing faster. Once done drop the mines for what was it 5 turns till you have size five city. Then back to mines for the quick build again. Should be good for caravan every 3-5 turns max same with sols.

    In war just leave it on mines of course, cities will still grow. By then you should have two fisheries and four mines working for you.

    One thing paul did ad here, heh not much more, is that if you produce at the same rate with this method and rush buying over all your civ grows and gains and produces faster.

    From what I have seen studying paul's and especially Yoda's saves this seems to be norm for them. Several of the old players used this method too.

    So let's look at this closely, we all poo poo the ai and beat the pants off them...But what did the game designers put in there? Obviously we have the one worker on mountain to pop out granaries and like the ai troops real fast, what else have we learned from the ai?
    They put you on the defensive fast, usually out produce you for at least 20 turns and set the pace of the game in the early stages, right?

    The ai is mainly about production and troops and gold not much for settlers. I found mostly we laugh at the ai's positioning of cities but look again what do you see?
    Study the production factor of thier placements. We usually go for growth, gold worry about production when we have two sized cities.

    But if you want maxed cities real early it my be wiser to mimic some ai technics at least for a few settler cities while you work on placement and maxed gold in say turn 10-20... If you notice it takes at least that or longer to put the ai in it's place. Dimytes posted this up a bit when he disected land vs gold vs production vs growth.

    If you really think about it most of us beat the ai based on growth and science, but in the early game if you do not catch them right off the bat they can control a game for some time with thier troops and production of those troops. Combining those two idea's into one is a powerful strategy.

    Try it on the ai some time and see how you do, I used to do this in the early part of my gaming and have recently gone back to it. It does work quite well and I have to say you should start seeing the ai going down much faster. The faster you can take them out the faster obviously you can take out an unprepared, no troop all science, gold, expansion junkie.
    Last edited by blackice; May 5, 2004 at 23:42.
    “The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
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  21. #201
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    Good stuff!
    He's back after a fashion...

  22. #202
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    well, lets not forget that in the almost obligational difficulty level of Deity, the AIs start with 8000 gold, 2 settlers and 8 advances and probably some other bonusses. they can (and often do) easily rush buy city walls in their first 4 cities which makes it so much harder to take them out as soon as they could take us out if they wanted.

    where is that detailed post from Dimytes, blackice ? i know he sent me an excel table, but i havent seen that dissection.
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  23. #203
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    Back a thread or two Math, I am sure, or was it in the challenges thread I'll find it unless Dimytes could repost it?

    True math but keep in mind all those walls are a big drain on thier gold. As far as the bonuses go that is one of the challenges of taking them out early. All those troops you produce to do it go directly back into production. It's how to get to that point of early production.
    “The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
    Or do we?

  24. #204
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    Originally posted by blackice
    Back a thread or two Math, I am sure, or was it in the challenges thread I'll find it unless Dimytes could repost it?

    True math but keep in mind all those walls are a big drain on thier gold. As far as the bonuses go that is one of the challenges of taking them out early. All those troops you produce to do it go directly back into production. It's how to get to that point of early production.
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  25. #205
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    There is an example of a pg, pw using a combination of strategies but primarily the AI production growth method.

    This pg will not stop or go down, it may level for a turn but not much more. Notice it started only about 17 turns ago... Bulding granaries in 3 turns average and caravans in about the same 3-4 turns. So I am at the sol stage now so 18 sols in 3 turns average for 18 cities.

    The average city size btw is 2-3.

    This is for all you beer drinkers

    Last edited by blackice; May 6, 2004 at 15:02.
    “The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
    Or do we?

  26. #206
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    Originally posted by blackice


    There is an example of a pg, pw using a combination of strategies but primarily the AI production growth method.

    This pg will not stop or go down, it may level for a turn but not much more.

    That's for all you beer drinkers


    "HIRES" 4 U!!!"

    disclaimer:
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    It's sole intended purpose is to make you belch and get a sugar rush!

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    (Thats a strategy for MP CTP..drink plenty..pull an "allnighter" and win by attrition..or "Survival of da fittest" )
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  27. #207
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    Your spamming every thread you go to troll...
    So comment on the information to ligitimize your post ok?
    “The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
    Or do we?

  28. #208
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    I suppose Blackice is referring to my post on Page 1.

    ©Dimytes 2004

  29. #209
    Mathemagician
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    oh well. who reads page 1 anyway.
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  30. #210
    Keygen
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    Originally posted by Gavrushka

    In CTP if you close battleview (purely a visual demonstration of battle) the battle resolves.. SO no bug there..
    Garry, did you test that in an Internet (online) game against a human opponent? Because there is where the bug is supposed to be in CtP2.

    If you tested it in single player or even multiplayer but against AI then the battle should resolve as you mentioned, which is something I do know anyways and it suppose to work that way

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