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  Lawyers, Corporate Branches, Piracy etc In CPT2

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Topic:   Lawyers, Corporate Branches, Piracy etc In CPT2 Format for Better Printing
jkadabomb
Settler

Nov 2000
posted November 20, 2000 22:31   Click Here to See the Profile for jkadabombClick Here to Email jkadabomb  send a private message to jkadabomb
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What did Activision due to correct these nuisances in the game? I really enjoyed CPTI except for these units and others like them because they were just nuisances that made you want to break the CD. I like the concept of them but I believe their role should be greatly reduced. All lawyers and televanglists and corporate branches did in the last game was force you to have a lawyer in every city and the AI sent wave after wave of them pretty much destroying the game. Before I buy CPTII I want to know what activision did to allevieate the nuisances caused by these units. (I know that activision didnt get rid of them although if they couldnt find a way to solve the problems they caused they should have)
Mad-Kat
Chieftain
Camarillo, CA, USA
Apr 99
posted November 20, 2000 22:41   Click Here to See the Profile for Mad-KatClick Here to Email Mad-Kat  send a private message to Mad-KatSend a Message to UIN: 7697601
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Any stealth unit can see any other now. So they are easier to see and deal with.
Freddz
Warlord

Mar 99
posted November 20, 2000 22:44   Click Here to See the Profile for FreddzClick Here to Email Freddz  send a private message to Freddz
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For me, piracy was always too easy to execute. Is it harder now, or is it always successful?
Big Crunch
Chieftain
Kent, England
Sep 2000
posted November 21, 2000 09:42   Click Here to See the Profile for Big Crunch   send a private message to Big Crunch
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As far as i've heard, piracy is always succesful, except it won't destroy the trade route. It means you don't keep building caravans and that defending trade routes is possible.
Chaos
Chieftain
Lebanon, In, USA
Jun 99
posted November 21, 2000 10:35   Click Here to See the Profile for ChaosClick Here to Email Chaos  send a private message to ChaosSend a Message to UIN: 14891866
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yeah Piracy has been redone. now the pirate only takes the cash from the route and the route stays. and if you like you can trace the route and hunt down the offending unit.

I think that is really cool.

and so far I have seen some of the special units going after other civs. but I have not had any invade my own territory. I have also not had any one pillage my fisheries either. which is a BIG plus.

DaddyCool
Settler
Ontario, Canada
Oct 2000
posted November 21, 2000 10:53   Click Here to See the Profile for DaddyCool   send a private message to DaddyCool
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Yeah, those units were annoying in CTP.

In my current game (medium difficulty), which is currently aroung 1200AD, I'm surrounded by 4 civs on a large continent. So, they've had lots of oppoturtunity to use the stealth units on me.

The French sent over a couple slavers a long time ago. I've since signed a Peace Treaty with them, and they've never done it since.

The Americans also tried once, but unfourtunatley for them, he tried to come by an army with a slaver in the stack, so I dealt with him quickly.

The other two civs haven't sent any yet. But, I see slaves in a couple of their cities, so they look like they've been sending them somewhere.

The only other stealth units that can be built so far are cleric and diplomat, and I haven't seen any of those yet from the AI.

So, the AI seems to use them, but it's not so much of an overkill.

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