Originally posted by solo
Elephant,
General direction is usually good enough, and pointed me to a trireme route via the Indians in these games, although some black clicking may be needed to confirm exact routes.
Elephant,
General direction is usually good enough, and pointed me to a trireme route via the Indians in these games, although some black clicking may be needed to confirm exact routes.
Your Size 12 experiment was interesting. I found that size very nice as well; perhaps all the effort toward growing larger could have significantly shortened the arrival gap. Then again, I was relying on getting up to 50 shields for 1-turn freights and completing spaceship parts (although I have done it with 30 shields, as long as I have a big stockpile of freights: 50-60!).
I did not have much trouble with alliances in this game. When I first asked for them I got all six within four turns - I was Pathetic or Weak at the time, I think. Keeping them was just an exercise in keeping tabs on their attitudes. They were not a fruitful as yours (after I had Newtons I did not ask much, just keep an eye on their research), and my Power Level did rise up to Mighty at a couple points, which hurt the gifting.
The other major difference was in Barbs: I had no trouble in the BC years, and very little trouble later on. One "partisan outbreak" that was a fizzle: they headed north! A couple times I bribed a unit to go after the Leader but gave up as they were moving away too fast. The only real trouble I had was at sea: I lost a Frigate with Dye freight aboard to a pirate that spawned only a couple kliks north of me.
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