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Medium timer is really slow for ancient start, I think you would find that leaves plenty of time. The alternative is to with play on a faster timer and invite someone who can create an enormous empire very quickly so that you have more relative time per turn .
FOr those that use timers regularly, is one of the main strats in war going for the double move?
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Although Krill or Dominae could speak to this better than I ...
Double move is simply something that is understood in MP. With a timer, it's a bit easier to spot.
1. If you're not at war, you should pay attention when the timer is going down to 6 seconds or less. Someone may be double moving, somewhere.
2. If you're at war, you generally run the timer down to the end every turn (unless you're last to move).
Without a timer, it's more annoying because you have people waiting a very long time to finish their turns (to either avoid a double move, or to do one). Easy to spot, because if someone who usually finishes early is still unchecked, there's a chance (and probably a large one) that they're double moving.
I don't think the timer 'encourages' double moves, simply it's correlated to them as people who play with double moves probably play with a timer also. I think it makes them less of a problem, particularly as you have a "known" time when a double move can/will likely happen (when the timer expires).
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I like your SNOOPY POSTER! - While you Wait quote.
Originally posted by Atomation
Medium timer is really slow for ancient start, I think you would find that leaves plenty of time. The alternative is to with play on a faster timer and invite someone who can create an enormous empire very quickly so that you have more relative time per turn .
Indeed. We played with medium timer last time I played IIRC, and it was fine, I don't think anyone was that rushed (the timer didn't run out that frequently except during war time operations). You get extra time for more units and more cities, so it's really not a big deal. Most of the people who use up a lot of timer are checking demographics and such, anyway.
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
You know I think I'll probably be sensible and just go out and get drunk Saturday night instead of playing Civ, it won't mess my sleeping schedule up the rest of the week that way.
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I will be there too, I like timers, as they keep certain individuals from slowing down the rest of us. Also double moves are more predictable with a timer.
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Originally posted by rah
FOr those that use timers regularly, is one of the main strats in war going for the double move?
No, but it's pretty common. As snoopy points out, though, if your opponents know to look for it, it's not all that powerful.
You have to identify the spots where you opponent will likely attack from, and not only position your forces close to there, but check those spots (for double moves) near the end of every turn. If you can see your opponent's units, keep an eye on them. A telltale sign is Workers building a road on your borders; if there's a road that leads straight into your territory, watch out! Another (very obvious) sign is the Great Artist culture bomb, which I pulled on rah a few weekends ago.
It's very dangerous to have long borders against capable opponents because you have to defend everywhere at once (us Canadians live in constant fear). That's why maps like Inland Sea are popular among the MP crowd. On Pangea maps you have to actively make your borders are short as possible (or forge some trustworthy alliances) to mitigate the dreaded double move sneak attack.
One thing we could do is require a full turn to pass after declaring war before units can enter enemy territory. This technically wouldn't remove the double move, however it would offer a couple more turns preparation.
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