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  • #61
    IIRC=If I recall correctly. There is a thread in the Civ3 forum that discusses all the common abreviations.
    Try http://wordforge.net/index.php for discussion and debate.

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    • #62
      People are going to be disbanding every city theyre about to lose now
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

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      • #63
        Originally posted by Maquiladora
        People are going to be disbanding every city theyre about to lose now
        How would that work for a city with a pop > 3? They don't disband!

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        • #64
          Obviously not bigger than size 3 clever cloggs
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

          Comment


          • #65
            IIRC is If I Remember Correctly

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            • #66
              Why grow your own empire when you can steal growth at 10 times the speed. Use Slavers as early as possible, in the tech tree if i get ballistics or bronze working free i go straight for slave labour, if i dont get either ballistics or bronze working i go for ballistics, slave labour, bronze work... depending on the circumstances.

              The chances of getting a slave are 75% so you wont have to keep anymore than say 3/4 slavers to cover all the cities nearby when they return to "unwatchful" (after 5 turns in unmodded game)

              Fill up on slaves and then start to shift garrisons to pipe all these next "free" citizens to the most surrounding commerce tile cities. ie surrounded by forest. Before raiding for a slave move out a few units from the city that the new slave would have gone to so it goes to the right city you want, the one rich in natural commerce. One military unit can guard 3 slaves.

              2 or 3 of these babies at size 19+ youll be laughing.
              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
              CtP2 AE Wiki & Modding Reference
              One way to compile the CtP2 Source Code.

              Comment


              • #67
                Another one. I just lost a 1v1 game mainly because i switched production far too much i realise. 25% production loss for each switch in production item. Dont waste production.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

                Comment


                • #68
                  i stopped updating it

                  u guys could probably tell..........

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                  • #69
                    Originally posted by Oerdin
                    Hehe, I know tons of MP tactics but I'm not going to share them until after the MP tournment!
                    This is true, maybe there should be a new thread after the tournament and only post if your posting a tactic, much like the Q&A thread, and use this current one to discuss the tactics posted.
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

                    Comment


                    • #70
                      maybe... that could help me alot..........................
                      or maybe not............................................... .........

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                      • #71
                        It would save people sifting through all the discussion and straight to the content... whether its useful or not, it saves time for people, since i expect this thread to grow some after the tournament... maybe.
                        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                        CtP2 AE Wiki & Modding Reference
                        One way to compile the CtP2 Source Code.

                        Comment


                        • #72
                          Originally posted by SeaPark
                          In the meantime, why don't some of you post your ideas on Emprie Planning - how do you pick the best sites for new cities?
                          As it says in the manual, build on/near rivers, grassland, hills/mountains and with a trade good nearby, with a healthy mix of each.

                          I dont build cities on rivers because theyre harder to defend, even over a mountain, if your on the defensive it just helps if the attacking units have to wait outside your city for a turn, which allows you to bombard outwards or get extra troops in while they wait. Just try to get as many squares of river inside the initial radius. But if its in a safe position, ie- (going to be) in the middle of your empire then plonk it down on the river.

                          If your playing with Apolyton pack then should note that forests no longer give as much commerce so build on the coastline but coastline doesnt give any production so with some hills/mountains or forests nearby too.

                          And make sure your first 2/3 cities compliment each other, like one for production(military units), one for food(growth for settlers),one for commerce(science/gold). These are just ideals.
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • #73
                            This thread dropped too low, so heres another little strategy against annoying AI slaver bastards.

                            If you want to spot an AI slaver, build a slaver of your own and place yours on rivers and or roads inside your own territory. The AI ALWAYS takes the smoothest route to and around your empire, strikes one city and moves on... down the river or road to the next city. Wont always work mind you, but most of the time.

                            Another use for slavers, to spot incoming enemy troops. Put your own slaver nearby your major cities, but NOT on a road or river, on a slow moving terrain (mountains,hills etc). Youll see the enemy coming then, but they wont know you know theyre coming. Yeah.
                            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                            CtP2 AE Wiki & Modding Reference
                            One way to compile the CtP2 Source Code.

                            Comment


                            • #74
                              yo i'll try to start udating this again

                              but only if someone can help......
                              cant loc or other mods do that

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                              • #75
                                i'll start updating in a couple days

                                the link thing the they added should help alot

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