Caesar the Glutton, we'll keep our eyes open for you.
Read the thread on RAH rules and if those settings interest you, they'll be plenty of opportunities.
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Originally posted by rah
It defaults at GMT.
RJM at Sleeper's
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time zone
I didn't notice the time zone...I think I'll venture over to the MP forum and try to get in on a game.
Thanks!
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My apologies.
Then go into the control panel and set your time zone.
It defaults at GMT which is why I assumed you were on EURO time. Go to the MP forum and I'm sure you find lots of opportunity to get games.
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euro time
actually I'm in the mountain time zone here in the good old USA
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you guys make some very interesting points....i've been away for quite awhile, but now I'm back I LOVE multiplayer CIV2!!
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Originally posted by patrickwl
Rah,
HR is not completely useless. However, I strongly agree with Chofritz that you should try to avoid acquiring it early in the game.
On larger worlds I'll take it as my off path tech on the way to monarchy. But again, this is against Human players.
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Rah,
HR is not completely useless. However, I strongly agree with Chofritz that you should try to avoid acquiring it early in the game. In the early and mid game, all it does is add to ongoing research costs. Every unneccessary tech that you acquire adds, in every turn, to the cost of researching the next needed tech. Solo has explained this clearly in section 2.5.2 of his Early Landing Strategy Guide (threadid=82209 on this forum).
As Chofritz has said, a good stategy is to get the AI to get to Chivalry, and avoid some primitive techs like HR and WC in the early and mid game. Judicious tech gifting and use of Marco Polo helps here.
However, these primitive techs can be really useful, later in the game. Later in the game, it often become necessary to trade for a primitive tech you do not yet have, to change the order in which the game will present the choices of the next tech to be learned. Again, Solo has showed us the way here- in section 2.5.3 of his post (towards the end of the section) he shows just how effective these late trades for primitive techs can be.
In every one of my recent early landing games, I have saved myself the need to research a useless tech, and hence saved over a thousand invaluable beakers, by trading for one of the ancient techs that I've skipped in the first part of the game, to change the order the game presents the techs to you and enable you to proceed straight to the next vital tech.
It's really quite satisfying: "We note that your primitive society has not yet even discovered Horseback Riding. We desire the secret of Fusion Power! Will you trade???" Oh yes!
Hence, it is really valuable to skip techs like HR and WC, to give strategic researching choice late in the game when it really matters.
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Originally posted by Six Thousand Year Old Man
Otherwise you could deliver an infinite # of caravans and never fill the box
Yeah, that would take the fun out of it.
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Originally posted by rah
2/3 of total cost of current research
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Originally posted by Wharf Rat
I am curious about the 2/3 of science limit. Does that mean 2/3 of the total cost of current research or 2/3 of remaining cost?
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Originally posted by Elephant
(BTW: Lafayette, Smash and Old n Slow: this is from CFC's GOTM32, so consider it a "Spoiler"...)
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