choking your allies?

pi-r8

Luddite
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May 1, 2006
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Seems to me that 1UPT will bring back an old, annoying trick from Civ 2, which was using your units to passively block the units of your "allies". A few units to block a choke point could completely prevent them from expanding in that direction unless they declare war on you. Or you could put workers on top of their resources and prevent them from accessing those resources. Just a thought.
 
Seems to me that 1UPT will bring back an old, annoying trick from Civ 2, which was using your units to passively block the units of your "allies". A few units to block a choke point could completely prevent them from expanding in that direction unless they declare war on you. Or you could put workers on top of their resources and prevent them from accessing those resources. Just a thought.

Since the 1UPT-rule means that units can't end the turn on the same hex, this will be a little more difficult than in Civ 2. Units can move through units, so you'll have to make sure that the hex behind your own units are filled up too.

At the same time, the 1UPT dosn't prevent Military Units from ending their turn at the same hex as a non-military unit, so to effectively block your "allies", you'd also need to put enough Workers/Settlers/Great Persons in the wall.

And, of course, units can turn into ships on their own, making it far less of a hassle to ship a unit around a wall of units.
 
Putting workers on top of your "ally's" iron or oil resource could be a very interesting strategy though...:mischief:.

Presumably they wouldn't need to declare war on you though, just cancel the Open Borders agreement.
 
In my opinion, this is only annoying if the AI is helpless against it, i.e. does not consider going to war with you when it realizes it cannot expand. I think that describes the AI in civ2, but hopefully not the AI in civ5.

So long as the AI is capable of declaring war on you and removing your blockade, then I don't think this will be annoying as you remember.
 
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