Assyria: Traded maps with Hittites using F3. Wins vs 3 barbs.
Egypt: Hittites not interested in my techs (F3) and they quickly said goodbye; set atttitude to Worshipful. 15 desert barbs spotted, 3 defeated. Hoping to send a van towards Minos in approx 10 turns.
RobRoy - Do you have civ2dip yet ? If not, it might be easier to do a test barter from Assyria to Egypt. The program takes a few minutes to load and then it ties up my machine until I quit, so I don't like to start it very often.
AFAIK you cannot gift units using F3 (because the AI always says No), so civ2dip is needed for that, at least. It is also convenient for settling deals AFTER your turn is done, which probably is good for keeping the game moving when the diplomacy gets more complicated.
Egypt: Hittites not interested in my techs (F3) and they quickly said goodbye; set atttitude to Worshipful. 15 desert barbs spotted, 3 defeated. Hoping to send a van towards Minos in approx 10 turns.
RobRoy - Do you have civ2dip yet ? If not, it might be easier to do a test barter from Assyria to Egypt. The program takes a few minutes to load and then it ties up my machine until I quit, so I don't like to start it very often.
AFAIK you cannot gift units using F3 (because the AI always says No), so civ2dip is needed for that, at least. It is also convenient for settling deals AFTER your turn is done, which probably is good for keeping the game moving when the diplomacy gets more complicated.
(J.K., I reloaded...NB need a house rule forbidding gifting of Palace Guard). So that may be one less reason for Civ2Dip. I can't comment about how desirable it is for keeping the game moving, and trading cities is not possible with F3 (though arranged takeovers is still possible). Update: I tried the same thing with Hittites after finishing their turn...could gift units to Persians and Babs, but not Assyrians and Egyptians...strange...no theories, unless their relative tech weakness (Persians) or unit weakness (Babs) enters the equations
That one is particularly problematic because it is scenario-specific. And because it penalizes players who aren't aware of it or aren't micro-managing enough. And because it can only be done at particular times. And because a sub can't "fix" a predecessor's decision.
Orders more flagelation. It's not so bad at just one city...starting to get old, though. Somebody PLEASE remind me next time. It's tough when I'm doing multiple nations and the Hittites are always starting the NEXT turn.
Or do you just favor a rapid, early expansion ala ICS? I hadn't even thought about it, but I'm adhering to one house rule I always use, for SP games: not to build cities with NONE Settlers, just use them as workers (since they are supposed to be slaves, it seems odd to let them build a city). That's one house rule we might want to consider, if we go with any, since it's scenario-specific.
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