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A Little help about WTLPD

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  • #61
    Insta-fort involves moving two engineers onto one tile where they each still have some movement left, and using both of them to build a fort on the same turn with their remaining movement points. Handy way to get close to the enemy without letting them have an easy first shot at you.

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    • #62
      Originally posted by debeest
      Insta-fort involves moving two engineers onto one tile where they each still have some movement left, and using both of them to build a fort on the same turn with their remaining movement points. Handy way to get close to the enemy without letting them have an easy first shot at you.
      You can also "pre-charge" a Settler or Engineer (start it on a lengthy task, but interrupt it before finishing. The turns of 'work' will be stored in the Settler/Engineer and it will then complete a new task instantly, if the new task takes fewer turns than the task that was interrupted) and build a fort in one turn if needed. Useful trick when you don't have Engineers yet.
      "I'm a guy - I take everything seriously except other people's emotions"

      "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
      "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

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      • #63
        mhmm, 2 problems generally, 1) my engineers probably wont be around when i need them, 2) i assume you only progress at 1 square/turn (unless roaded/railroaded) which is pretty slow...but sounds handy nonetheless)

        i will try it


        i am still finding it difficult to attack cities of the ai with the same tech level as me, its a war of attition and generally i lose heh

        and doing the fundy route (and bribing cities) seems like a good tactic, however it means the AI will always be ahead on tech than you since they get it before you do, but i will try it in this game because i am only on par with the ai...i think the only way i will win is to win by early landing heh


        just out of interest, is the date 1890 a new record for the latest date that you research/trade/steal the Pottery tech? (i didnt get it because i ahd the pyramids...no use for granaries, and the ai built the hanging gardens)

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        • #64
          I must admit, that's the latest date I've seen to acquire Pottery.

          Another fun tactic you may not have considered, edgeblade: In a conquest game, as soon as you get Railroad, trade or gift it to all your enemies. They will then proceed to build access roads to all their cities for you.

          Don't get hung up on being the tech leader (says the man who always is...). You will get a tech every time you take a city, so even as a research-plodding Fundy, you can always be within a tech or two of the top dog. As long as you can attack with a decent-value unit (ideally, an 8), you can beat down 3 and 4 defenders with regularity. Under Fundy, you will have enough cash to build replacement units for the attrition.

          Oh, and make several engineers part of your military force. They travel with the troops and provide needed infrastructure along the way (roads/RR/forts).
          Apolyton's Grim Reaper 2008, 2010 & 2011
          RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

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          • #65
            heh, im normally pretty slow to get to fundy anyway...im just starting out atm so im trying new stuff all the time obviously


            btw what is the tech/wonder that allows you to see th eentire world?

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            • #66
              Apollo

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              • #67
                Originally posted by debeest
                bribe cost = citysize * [(gold +1000) / 1000] / distance factor

                Actually, this is the real formula:

                bribe cost = (gold + 1000)/(distance + 3)*(city size)


                And this is unit bribe cost:

                Price of a unit = (gold + 750)/(distance + 2)*(number of shields)*0.05

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                • #68
                  ...except for settlers & engineers ...
                  "Our words are backed by empty wine bottles! - SG(2)
                  "One of our Scouse Gits is missing." - -Jrabbit

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                  • #69
                    Originally posted by Edgeblade
                    i am still finding it difficult to attack cities of the ai with the same tech level as me, its a war of attition and generally i lose heh
                    Before the modern era of Howitzers and Stealth Fighters that can be a chore. One trick you might not be aware of is the use of Diplomats to bring down key city improvements (especially Walls). Also "squatting" units on high-shield tiles to force the city to disband defenders before the attack goes in (may take a turn or two to work).

                    just out of interest, is the date 1890 a new record for the latest date that you research/trade/steal the Pottery tech?
                    I have gone whole games avoiding Pottery like the plague, since it causes all your cities to lean toward producing Salt. Occasionally I've deliberately gotten it in late game to see if it will cause a change in commodity supply, allowing a repeatable unblocked commodity, but that does not seem to work often.

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                    • #70
                      Caravans and freights cost more to bribe, too, right?

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                      • #71
                        i only researched it because it was the only tech in my list on that round :\

                        what happens if you buy an enemy caravan...does it become supported by the nearest city to you? (i know if units are closer to enemy cities than your own they appear as NONE)...does a caravan, or could a caravan be a NONE ?

                        whats the formula for engineers + settlers?

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                        • #72
                          Originally posted by Edgeblade
                          i only researched it because it was the only tech in my list on that round :\

                          what happens if you buy an enemy caravan...does it become supported by the nearest city to you? (i know if units are closer to enemy cities than your own they appear as NONE)...does a caravan, or could a caravan be a NONE ?

                          whats the formula for engineers + settlers?
                          Yup, bribe an AI camel nearer to an AI city and it will be a NON. It's a good idea to walk it to one of your cities for rehoming if you want to deliver it.

                          The best source I have seen for info about settler/engineers is ...


                          One of the stranger things about Civ is the high bribe cost of settlers. I have seen it happen where a settler near a city will cost 2-3X more than the city itself. This has always seemed more a bug than a thought-out part of the game. But, that's the way it is.

                          Monk
                          so long and thanks for all the fish

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                          • #73
                            I believe Sets & Engs cost exactly double (that is twice their nominal shield cost in the formula)

                            Stu
                            "Our words are backed by empty wine bottles! - SG(2)
                            "One of our Scouse Gits is missing." - -Jrabbit

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                            • #74
                              Caravans follow the same rules for bribing as regular units regarding city homing. This can get interesting when you have all 3 supplies blocked by trade routes, especially in One City Challenge. Delivery can create a new route, freeing up a real supply for repeat deliveries. Higher cost is probably due to greater shield cost.

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                              • #75
                                so there is little point bribing a caravan near an enemy city (except to free up trade routes) etc


                                i still dont completely understand the way the supply/demand works, ive read about a system on this forum but that was a bit ago and i knew nothing about the game then

                                what REALLY bugs me is when i make 3 caravan and click on the supply and demand chart, and see some far away city of mine requires say wool. By the time the caravan gets there...it says the city no longer requires wool and do i want to continue moving or setup a trade-route

                                given that most of my cities at the start of the game when i start trading are normally pretty close to one another (although the further away cities generally have less infrastructure), what is best to do?

                                and how often is this going to continue to happen...is there any way that i can find out/guess whether or not a city is still going to need wool by the time my caravan gets there?

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