Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums-archives
  
  With what unit do you like to explore, initially? (Page 1)

Post New Topic  Post A ReplyPost A Reply In A New Window

This topic is 2 pages long:   1  2  profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   With what unit do you like to explore, initially? Format for Better Printing
Hawkx9


b.02-15-99
posted June 12, 2000 22:09   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
In the past, I'd always began by producing a settler, switching to horseman as soon as the tech became available (researching it first), but I've always been disappointed in its longevity. First of all, I enjoying playing on king level, so I don't need to produce warriors for riot control. Also, I hate losing units. If it's for a good cause, I'm cool with it, but I simply hate losing that first explorer (horseman) to a damned barbarian hut or over-zealous opposing civ. Granted, the horseman travels farther, faster, but the terrain never seems conducive to a "stroll across the plains." It's usually filled with ranges of hills, mountains, and other treacherous lands. Also, the horseman has no holding power if another civ is encountered. He cannot hold a bottleneck to keep the enemy from expanding.

As a result of all of this, I've been starting to use a phalanx as my first explorer. He's easily researched, costs the same as a horseman, and has much more staying power. He's much less likely to be killed by a stray barbarian (especially if on rough terrain) and can hold a bottleneck, temporarily at least, to keep the opposition from expansion. I tend to produce one explorer with my first three cities and am finding the "border guards" much more to my liking. Sure, it's a matter of taste, but isn't everything?

What do you think? What unit do you prefer?

------------------
Peace

mindseye


b.02-15-99
posted June 12, 2000 22:29   Click Here to See the Profile for mindseyeClick Here to Email mindseye Visit mindseye's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I like to use a combination of Horsemen and Phalanxes for the exact reasons you noted!

This brings up another question - does anybody ever actually use the Explorer unit?

- Tim

Hasdrubal


b.02-15-99
posted June 12, 2000 22:35   Click Here to See the Profile for HasdrubalClick Here to Email Hasdrubal Visit Hasdrubal's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
At the very early stages, I just use warriors. They are cheap and there won't be a unit available that can really hold it's own in battle anyway for quite a while to come. (What good is a phalanx if he stumbles across a village from which comes pouring a horde of barbs?). Horsemen vs. Warriors: for the price of one horseman, you can get two warriors. Combined, they have the same movement rate as one horsie, more if you consider that a horse more often than not can't move two squares a turn while exploring. Plus, all those warriors are great for martial law when they return from their explorings. After the initial stages, it really depends on the situation.

------------------
Ceterum censeo Romanem esse delendam.

The Mad Monk


b.02-15-99
posted June 12, 2000 22:38   Click Here to See the Profile for The Mad MonkClick Here to Email The Mad Monk Visit The Mad Monk's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I play at king level, and my first exploring unit is...a warrior. They're cheap, and you typically pull a horse or chariot out of a hut sooner or later. Besides, you want your first group of cities to be fairly close together, and since settlers move at the same rate, the rate of exploration is "good enough".

Another reason is that I always make a beeline for monarchy, so even the "easily researched" preq techs are out of reach for a while.

Mindeye: I play on huge, young worlds, where thick, continent-stretching forests are not uncommon, so yes, I find exploerer units to be very useful.

Genghis Al


b.02-15-99
posted June 12, 2000 23:28   Click Here to See the Profile for Genghis AlClick Here to Email Genghis Al Visit Genghis Al's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I use worriors. Horseman are useless I never us them. All they are good for is to die, and thats all they do well.
KhanMan


b.02-15-99
posted June 13, 2000 01:00   Click Here to See the Profile for KhanManClick Here to Email KhanMan Visit KhanMan's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
This from a fellow Mongol? Hmmm.

Personally, I've started using horsemen a lot more for exploration. I used to used phalanxs almost exclusively, but that lead to me being boxed in, time after time, in mp games.

Horsemen cost the same as phalanxs, and, if the hut is on a plains, river, or grassland square, a horse can at least take down one barb, if you play it right.

Besides, while warriors cost half as much, the upkeep costs are the same, and that adds up fast.

I occaisionally use explorers, if I end up in a heavily-forested area (for instance, northern Europe/Siberia).

Of course, as soon as chivalry is availible, I switch to knights-best of all worlds.

"pax et bellum"
-KhanMan the sayenly lesser Lesser Sayen

Smash


b.02-15-99
posted June 13, 2000 01:56   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I start with warriors.They are all you have sometimes and are cheap and expendable.4 warriors can cover more ground than 2 horseman.Both would be 40 sheilds.Hopefully the first group of warriors find units.Preferable 4 legged ones.Archers are sent back to the cities horses continue in the direction the warrior was heading so the warrior can go another way.

Sometimes I explore with diplomats.

I actually use explorers.They are very good on larger maps.Also very good for mapping enemies in MP as they ignore ZOC.Move in,move out.


ME...
The Zeppelin was better when I gave it less attack power and Theory of Gravity as pre-req.

DaveV


b.02-15-99
posted June 13, 2000 06:42   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Horsemen. Tempo is key in the early game - you need to break past the choke points before they're closed off, and find the huts before the other guys do. Sometimes that extra move can make all the difference. And if you run into a lightly defended city, your horse can teach them a lesson.
Ming


b.02-15-99
posted June 13, 2000 07:41   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I'll explore with any unit that is available, because exploration is key early in the game.

I usually use warriors, because I don't need a new tech to build them. They can be out cruising the board early. They don't take long to build, and who cares if you lose one. If I get a mounted unit from hut... fine, I'll use that.

I don't usually go for Horse early. I'd rather get to monarchy as fast as I can.
But, if the science path is blocked, I might take it... it all depends on the game situation.

Now, I've never been a big fan of explorers.
But in a recent game with Xin Yu, I saw them used in the proper fashion. He sent out a combo of an Alpine unit and an Explorer. What a killer combo. They could both move three squares no matter what the terrain was (and when you play on small worlds, bad terrain is the standard) and the explorer could get the alpine unit past zones of control. The vet alpine unit could usually defend itself against most opposition. I'll be using this combo in the future.

jpk


b.02-15-99
posted June 13, 2000 07:59   Click Here to See the Profile for jpkClick Here to Email jpk Visit jpk's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Explorers are very handy. Put your unit in a ship and explore the coastline. If you find a coastal goodie hut on rugged terrain you can tip the hut and, if necessary, get back to the ship.
Ming


b.02-15-99
posted June 13, 2000 08:35   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
That combo can also be used to help uncover some of the inland squares every turn too.
I've used that combo before when I have bribed an explorer, but I rarely build them.
I just hate the fact that they are counted as a supported unit!
SCG


b.02-15-99
posted June 13, 2000 08:35   Click Here to See the Profile for SCGClick Here to Email SCG Visit SCG's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I explore with whatever is available to start, preferably hut units, if not warriors. Once i get writing, I'll send out a couple diplomats and they become my front line exploration units since they are movement 2, ignore ZOC, use no support and in a pinch can rally the natives to his cause
East Street Trader


b.02-15-99
posted June 13, 2000 08:40   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
1. Haven't tried this yet but in large map games where I've left a lot of unpopped goody huts scattered around I've been wondering whether I could afford at some point to get a settler unit (no doubt raised in the fair town of Dublin or Cork) to act as a gang of navies dedicated to building roads up to and in the vicinity of the huts. Then one of my horsemen explorers could use the roads to complete exploration quicker and the extra speed conferred by the road might allow him to escape emerging barbs when his luck is out on popping a hut. Of course, if the barbs encircle the horseman when they come out (don't you just hate it when that happens!) the tactic will have failed.

In the long run the navies' work invested in the roads will not be wasted either.

A bit elaborate maybe. After all I've probably got diplos and some cash by the time I could do this. But I might give it a go, just to see.

2. Incidentally I've tried and tried to combine legions and horses (from huts) in some way so that the legions can kill emerging barbs before they have time to do any damage. All I've managed so far tho' is to lose a few legions as well as the horseman. Anyone made that idea work?

3. A bit later I quite often explore with diplos but of course that's not going to be an option right at the beginning.

4. In deity the first exploring units are, of necessity, settlers. Even after I've founded, the second settler is sometimes primarily an explorer for quite a while. Especially if i've been blessed with a river site. But the only hut he pops is one on a mountain or in the arctic/antarctic. I've never seen a barb come out of a mountain hut and any which emerge into the cold seem to freeze to death before they can do any damage.


East Street Trader

Ming


b.02-15-99
posted June 13, 2000 08:40   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I also like using diplos to explore. I do hate sending them out naked (by themselves), but I can usually solve that problem with a few dollars later on, and get a non unit out of the deal.

But, there is nothing worse than having your diplo discover another unit with it's last movement point. Can you say "toast"

Sieve Too


b.02-15-99
posted June 13, 2000 09:29   Click Here to See the Profile for Sieve TooClick Here to Email Sieve Too Visit Sieve Too's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I usually tip a few huts with my Settlers in the hopes of getting some exploring NON units right from the start. I'll take what I get, usually Archers or Horsemen. Once I have Monarchy, Writing is usually my next goal and so Diplomats are my units of choice for exploration. Since you can always see barbs in the parts of the map that you "know", I send my Diplos right for the barbs to pick up some more cheap recruits. If I find the AI, my Diplo can establish an embassy.

The Explorer unit is off my typical tech path. It also requires support and although it ignores ZOC, the AI can demand that you remove it. Two Diplos can explore AI territory better than any number of Explorers.

Steve Clark


b.02-15-99
posted June 13, 2000 13:14   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark Visit Steve Clark's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Whatever my settler or warrior can tip from huts. I tend not to build any units for exploring, even though I'm warming to the idea of having 2-movement units help stake out a larger territory.
Hawkx9


b.02-15-99
posted June 13, 2000 13:38   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
For all of you who are in favor of two warriors instead of a horseman... What about the support cost?? This is what always plagues me. I mean, my cities aren't going to be bigger than a 2 or 3 during "exploration" so the 4th unit is always going to demand support. I find this a waste of resources, don't you? Also, huts containing a unit almost always assign themselves to my capital when tipped. Unless you run around with your initial settler, how do you overcome this? The hut can simply be more than 10 spaces away from any city, but this is rarely the case, especially early. I try to avoid going over 3 supported units by any one city early on. I was under the impression that's what everyone did. Am I wrong?
DaveV


b.02-15-99
posted June 13, 2000 13:48   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hawkx9 - I do it the way you do, only more so . My early cities generally alternate between size 1 and 2 as they pump out setttlers. At size 1, the typical city can just barely support a settler, horseman, and a garrison unit. Maybe some of these people that are advocating sending out two warriors are playing 2x production?
geofelt


b.02-15-99
posted June 13, 2000 14:47   Click Here to See the Profile for geofeltClick Here to Email geofelt Visit geofelt's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I go with what I get. I hope for chariot or horse from the first huts. I always explore a bit before founding the first city. I tried researching horse early, but I hate to delay monarchy in any way. Once I have horsemanship, I use horses to explore. If I find NON horses, I send them back home and continue exploring with a supported unit. It does not hurt so much to lose it. At home, I build a phalanx if the city is on defensive terrain such as a river or hill. If not, I build a horse. I use the first warrior to explore near a new city, and try to get it back before it grows to size 2.
Ming


b.02-15-99
posted June 13, 2000 14:57   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Yes DaveV... double production does make a difference in this case. When playing a normal game against the AI, I will always use the "goody hut" strategy. I really don't see any need to rush building my first city against the AI. Once I have found a few huts and non units, then I lay down the first two cities... usually in pretty good places because I have a better idea of where to put them.
On the other hand, I haven't played a single production MP game in ages... so you are probably right
Hawkx9


b.02-15-99
posted June 13, 2000 17:13   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Ahhh... double production, no wonder.

Say, Ming... (or anyone else) How long do you wander, tipping huts, before you lay stakes? Also, I know that huts have a 'pattern' and I have used the map editor to examine it, but I still find it difficult to predict hut locations. You never know what corner of the "hut pattern" you've just found, etc. Any tips?

------------------
Peace

Smash


b.02-15-99
posted June 13, 2000 18:19   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
for 1x deity vs AI
settlers usually wander abit and hopefully NON units are found then it is easy.IF NO units are found I do this:

2 cities.

Cities build warriors which are sent out.Most likely will find some kind of unit.Archers or legions are sent home.Horses and chariots keep exploring while warrior circles towards home.

2nd warrior in each city can be finished before size 2.If I find a gold hut I rush them and send them in other direction for short excursion.If not,they fortify and either 1 starts wonder(if wonder tech) 1 starts settler.No wonder tech, then both start settlers.

1 unit returns to each city just before size 3.
or
Settler(s) are finished before size 3.

If hut units are supported then instead of 2nd warrior I switch to a settler and move supported units towards home.Again,if gold huts are found then settler(s) can be built on or before the same turn as cities reach size 3.

If 1 city started a wonder then 2 units head there and get resupported(if necessary).Monarchy is usually close now so 3 units will be ok.

Ming


b.02-15-99
posted June 13, 2000 21:07   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hawkx9... It really depends on what I find.
Against the AI, I really don't feel a compelling need to lay a city down until about 3200 BC. If I get a few non units, and find two solid city locations, I'll stop my wandering much earlier.

Knowing where one hut is helps a little... then you start guessing. I will pick the direction that I'm most interested in, and follow the pattern. If nothing is there, I will check where my other units are to see if somebody can easily check in the other directions. Once you know two full four patterns, you know where they all are... assuming no ocean

East Street Trader


b.02-15-99
posted June 15, 2000 14:35   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hawkx9

I am another of the delay founding brigade. IME it pays to hold your nerve. I often look in the 5 top cities screen after founding and am not too dismayed to see the A1 civ capitals are at size 3. You will (usually) still get your early wonder of choice and your better land development/use of crutches will soon catch you up in population.

I suspect that this tactic may only work - or work best - on large maps. One of the main points is that your hut units get well away from your capital and then any new unit is a Non. Once you found, delay tipping any still untipped huts too near your cities (maybe even until they are inside a new city's radius).

You also make early contact with the civs on your continent and get to occupy strategic points. And as the exploration phase ends you have units to send back for martial law purposes.

Incidentally, if the first hut is a unit, IME the next one is too; if the first hut is a tech the next one is too, etc. In fact if the first is a four footer the next one is likely to be the same (but that's less dependable).

The downside is bad tech slowing you up in getting to monarchy. (But then the early contact might solve that from good tech trades.)

Oddly enough advanced tribes can be quite a problem too.

Try it (on a large map). I think you'll like it.

Ming - tried to stay unburned by advancing my diplos one square at a time - turned out I don't have the patience - so I'm back to saying what I usually say which is *!#> ^*}<.

East Street Trader

PS And before you found you don't get barbs - but I expect you know that.
[This message has been edited by East Street Trader (edited June 15, 2000).]

Scouse Gits


b.02-15-99
posted June 16, 2000 00:42   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
EST - Why are Advanced Tribes a problem?
-------------
SG (2)
East Street Trader


b.02-15-99
posted June 16, 2000 02:59   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
SG(2)

1. The cities are distant from your capital and have productivity/happiness problems to be managed. Treasury won't be up to quick fix solutions. Exploration phase can get bogged down by having to divert units to martial law/defence purposes.

2. The untipped huts in the pattern which are near the advanced tribe city won't yield NON units (IMO it is hard to over-estimate the value of those early NON units. They boost city productivity in the critical early days but their freedom is still a great boon in early democracy and beyond).

3. Because your cities now develop in separated clusters you don't get to have internal communications which makes defense in the early middle game quite a lot more taxing.

4. But worst - this is subjective but I'm pretty sure about it - your research seems to slow.
[This message has been edited by East Street Trader (edited June 16, 2000).]

Alexander's Horse


b.02-15-99
posted June 16, 2000 04:11   Click Here to See the Profile for Alexander's HorseClick Here to Email Alexander's Horse Visit Alexander's Horse's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Horse of course.
DaveV


b.02-15-99
posted June 16, 2000 06:25   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Why is everyone so worried about finding supported units in a hut? I want to have four cities as quickly as possible; each city can support a garrison unit and a scout. If either of those units comes from a hut, so much the better. During those turns when you're wandering like the Ancient Mariner, you could instead be generating trade arrows, and researching techs on the path to Monarchy.
Ming


b.02-15-99
posted June 16, 2000 07:43   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
DaveV...
Against the computer (not human opponents) delaying starting your first city may actually put you ahead of the game. If your starting location doesn't have much trade, dropping a city right away could hurt you.
(Yes, I'm sure the ICS'ers will comment on this one)

If there is no or limited trade available, your capital and second city may be generating so few beakers at first, that each science will take forever to get.
By spending some time looking for a location that has some trade specials, and looking for huts, you can get off to a faster start.
As we all know, tipping a hut before your first city only provides good things... non units, money, or sciences (maybe a science you don't want early) Some claim that eventually, you might get a city, but I've never wandered that long...

This strategy can get you out on the board much faster, assuming there are some huts nearby, and you get a unit for one or two of them.

I usually can have some money in the bank, a few non units way out ahead scouting, and have a capital producing three to four times the science beakers that an average starting location gets you. And sometimes, a science or two too.

The AI always gets off to a slow start, so you really aren't falling behind... you will catch and surpass them quickly.

BUT, as I said, I don't recommend this in an MP game. However, I will still take a turn or two to see if there are any trade specials or huts nearby in an MP game. But, I won't wait too many turns or I will fall behind big time against humans.

DaveV


b.02-15-99
posted June 16, 2000 07:56   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Ming - just because you can get away with something against the AI doesn't make it a good strategy (someone told me that once ). The fact that you're not recommending wandering for a long time in MP says something.

There's a fine balance here between spending too many turns searching, and building your capital in a bad spot. I hate it when I build my capital one square out of range of a whale; on the other hand, I hate it even more when I'm ten turns into the game with no cities built.

Ming


b.02-15-99
posted June 16, 2000 08:11   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I agree DaveV...
I never use just one strategy. My strategy is totally dependent on the situation. And against the AI, just about any solid strategy will work

The goody hut strategy is great against the AI... but not against humans. Because you can get away with wandering for 10 turns against the AI... If you can get away with it against humans, they aren't very good players

East Street Trader


b.02-15-99
posted June 16, 2000 13:28   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Bad players, Ming? You mean like folk who voluntarily found in a locality with no, or little trade, perhaps?

I have not played MP but suspect that small maps may be commoner than big. If I'm right that is going to be the factor (IMHO) which undermines this sort of approach rather than its merits or de-merits when playing on large maps. On a large map I intuit that there will still be some sort of shot at catching up. You'd have to be pretty unlucky not at least to get some good choke points. Would that not help?

I accept the margin will be different. If my human opponent is size three in his capital when I found I agree I'm toast. Even in his poor location, the human opponent will at least make the best of a bad job in choosing his city square and will not butcher his land development. He will have placed his second city sensibly too and will be exploring, or will have found, sites for cities which do have decent trade. Now I need a big slice of luck (like FINDING him and having some hut legions/chariots handy ha, ha, ha) to have any chance.

But I might take the advantages of the delayed start which you eloquently describe against letting my human opponent get to size 2 before I go to work.

Scouse Gits


b.02-15-99
posted June 16, 2000 19:00   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
EST – I beg to differ about advanced tribes!

Those far off outposts of empire can be very useful, whether they are on the home continent or not. An extra city can only boost your research – and you gain another production centre. The advanced tribes discovered miles away from home could become vital later in the game, as a staging post for military strikes on new territory. I often re-name them Cuba, to remind me of an evil plan!
----------------
SG (2)

tonic


b.02-15-99
posted June 16, 2000 23:08   Click Here to See the Profile for tonicClick Here to Email tonic Visit tonic's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
SG(2): But what about the severe corruption losses of production, trade and science if you are in anything other than governments available later (democracy, communism and fundamentalism)? And how vulnerable your faraway isolated outpost is to attack.
Scouse Gits


b.02-15-99
posted June 17, 2000 02:57   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
tonic - If we were that worried about corruption in the early game, we wouldn't ever build many cities.

Those far away places have to be well fortified - but that is not a hard task. Once this is achieved, if there is room, I start a secondary sleaze in the colonies! I prefer two power bases to one.
------------
SG (2)

East Street Trader


b.02-15-99
posted June 17, 2000 09:35   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Not sure that we do differ, SG(2).

I certainly don't disagree with anything you say above.

What I said in the earlier post which caught your eye was that "advanced tribes can be quite a problem too". I didn't mean that they are outright bad - just that there are factors which (subject to the exact circumstances) make them less of an excellent outcome than they usually are.

Now, just occasionally the problems posed by the exact circumstances DO make them an outright bad outcome. I can remember times when the city was such an obvious short or long term liability that I have taken action to disband even at a strategic cost greater even than the loss of the city itself.

That we will not disagree on the proposition that circumstances alter cases I am confident.

PS Noticed in another thread that you and honoured alter ego play bridge. If you ever come south do you play in the Young Chelsea? Happy to make a more corporeal acquaintance if so.

tonic


b.02-15-99
posted June 17, 2000 18:46   Click Here to See the Profile for tonicClick Here to Email tonic Visit tonic's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
SG(2): I have usually got my faraway free city in despotism or monarchy and it's damn frustrating not to get any benefit from it even when you've stashed out scarce resources to build a courthouse! The extra dough cancelled by the cost of maintenance. It sure is a long-term investment but in the meantime you have to put up with some disincentives.
Scouse Gits


b.02-15-99
posted June 17, 2000 19:38   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
EST: Come up north - we'll find you a game. Too much bridge talk will get us thrown out, unless we can persuade Ming to be our fourth.

Back to advanced tribes. If you are lucky enough to build your second city this way - your research rate can halve - and you still have a settler. In some tests I conducted recently, there seemed to be a 50% chance of a tribe (with only one city built) on grassland/plains, provided it is at least three squares away from the capital. However, you do risk barbs!

tonic - sure, far off tribes can be a long- term investment, but they pay for themselves if you sleaze from their base. A modest continent with five cities churning out ironclads on the Mongols' doorstep is never bad news.
------------
SG (2)

East Street Trader


b.02-15-99
posted June 18, 2000 14:40   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Well, SG(2), I guess I'll add another point to the pro collumn - IME when you get one you're very likely to get another the next time you tip. If they are not too far apart geographically they get to provide mutual support.

But I can still empathise with Tonic. Yeah, it's hard to imagine an advanced tribe for a second city as bad news. But what if it's not the second but rather the additional city that triggers the extra unhappy chappy? And what if I get that unhappy chappy in the exact city I least want him (AND maybe don't notice his appearance ). And maybe I've got other troubles taking up my time and resources. That might be one of the times I start wondering if all the extra hassle is worth it.

Used to come up to a pairs event in your fair burg (held in the Adelphi if memory serves). But that was long ago indeed. Only other visits were to sit some exams and to see whether Spurs (with Glen Hoddle in his prime) could actually win at Anfield. Anyway, in the sadly unlikely event that my steps wend your way in the future I will take you up on yr kind offer.

War4ever


b.02-15-99
posted June 26, 2000 22:56   Click Here to See the Profile for War4everClick Here to Email War4ever Visit War4ever's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
EST ..... the big thing i noticed with huts, is that if you tip them all in a row, which is luck, you can get about three in a row along a river bed and if the first is a tribe, your correct, more tribes will follow.
Although i dont' always like the initial location of advanced tribes, as they often miss the specials by one square in every direction kinda how the ai plants its cities, if you get another tribe for support, you can quickly have a new base of operations, which is often close to a rival anyways, especially if ocean is seperating the two of you. So although corruption is rampant, you have a lookout point which is better than pumping out settlers just to get there in the first place. Plus it allows you to place your cities accordingly.

As for initial units, MP games you need to pump out warriors in hopes of tipping huts for the four legged creatures, of course any unit will do. I like dips as soon as possible as it makes incremental buying cheaper than that attrocious warrior code that often comes from those cursed huts. However Monarchy is key as is early republic

Hi Ming..... still no go on the MP front, way too busy but don't forget the hordes..... we will be back....

Apolyton Civilization Site Forums-archives
> > > Forum

This topic is 2 pages long:   1  2 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

AltaVista Type or paste text or Web address (beginning with http://) here:
Powered
by Systran
Translate from: 

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site