I think that the word "cheat" is getting in the way of a meaningful discussion here. I think most of us would agree that there are some aspects of the game that are at least slightly removed from "perfect". Other things might seem to be if not discordant, at least in a different key from the main melody of the game's plotline.
In Civ, I used to feel that way about using caravans to make wonders. Partly this was due to how much I liked the nice camel icon and the imagery of going on these epic Marco Polo style journeys. Stashing 20 of them someplace out of the way to get ready to rush build a wonder (or maybe just because I didn't have anything else useful to do) seemed out of the game character to me. Not that I didn't think your other cities shouldn't be able to help somehow, but "Rome wasn't built in a day" and you shouldn't be able to build the pyramids in one turn either (don't you think the people back then were trying to build all those wonders as fast as they could and still took tens of years and that would be with unenlightened labor regulations too).
BTW MariOne, I played DOS Civ and while I don't remember the answer to your question, I do remember that my units have never since moved so fast, even despite the embarassingly slow computer I used then.
What I'm trying to say is that I don't think its "cheating" to do things like rush building SP's with hyped up crawlers, I do wish that they had designed the game differently in that area. Specifically, they could have restricted us to just crawling mins to the SP base in question either directly or via that interbase transfer mode that crawlers can do (that I, at least, almost never use. Since they didn't, I suspect that there was another reason, either keeping the Civ tradidtion or some game play-balance issue.
Speaking of game play-balance, the article by Brian Reynolds at:
http://www.gamespy.com/devcorner/april01/reynolds/
is, IMhO, interesting and at least tangential to this subject.
In Civ, I used to feel that way about using caravans to make wonders. Partly this was due to how much I liked the nice camel icon and the imagery of going on these epic Marco Polo style journeys. Stashing 20 of them someplace out of the way to get ready to rush build a wonder (or maybe just because I didn't have anything else useful to do) seemed out of the game character to me. Not that I didn't think your other cities shouldn't be able to help somehow, but "Rome wasn't built in a day" and you shouldn't be able to build the pyramids in one turn either (don't you think the people back then were trying to build all those wonders as fast as they could and still took tens of years and that would be with unenlightened labor regulations too).
BTW MariOne, I played DOS Civ and while I don't remember the answer to your question, I do remember that my units have never since moved so fast, even despite the embarassingly slow computer I used then.
What I'm trying to say is that I don't think its "cheating" to do things like rush building SP's with hyped up crawlers, I do wish that they had designed the game differently in that area. Specifically, they could have restricted us to just crawling mins to the SP base in question either directly or via that interbase transfer mode that crawlers can do (that I, at least, almost never use. Since they didn't, I suspect that there was another reason, either keeping the Civ tradidtion or some game play-balance issue.
Speaking of game play-balance, the article by Brian Reynolds at:
http://www.gamespy.com/devcorner/april01/reynolds/
is, IMhO, interesting and at least tangential to this subject.
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