Differences with worker moves

RFHolloway

Analyst in the UK
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http://forums.civfanatics.com/showthread.php?t=93408

this thread details some of the differences in worker moves between normal games and multiplayer games. In particular there is less wastage on stacking workers.

Not everyone will be used to this difference, so it may give us a bit of an edge over the competition
 
You can also have an military moves advantage, double moves are very easy to make in PBEMs, you can get 6 moves (basic units) in 1 turn or even 12 moves in 1 turn (fast units).

A Stack of death fog-of-war attack is easily accomplished, i trust this inst allowed? on PBEMs its considered cheating so i guess its the same here.....
 
RickFGS said:
You can also have an military moves advantage, double moves are very easy to make in PBEMs, you can get 6 moves (basic units) in 1 turn or even 12 moves in 1 turn (fast units).

A Stack of death fog-of-war attack is easily accomplished, i trust this inst allowed? on PBEMs its considered cheating so i guess its the same here.....
If we keep the ruleset from mtdg1 it is.......bummer, right?
 
OK how? - do the moves carry over? I thought that as the save is emailed between the teams, each were playing thier turn, so it was not the same as simultaneous play where you could move after one team on one round, and before them on the next giving a double move advantage.
 
All I know is that "go to" -orders are nono's due to the xtra movement it gives. Rick has played a lot more pbem than me so he can surely fill in here. Come to think of it, Rick, please do. I'm currently playing my first pbem w some friends and they said No to any elaborate rule set (which I pruposed). They didn't think it would be neccesary even when I said there are game mech's that should be defined as OK or not OK. Some later fog-attacking could learn them a valuable lesson :lol:
 
At the end of the oficial turn (after all players have played), the computer auto-resolves the "auto-moves", giving you in pratical senses one extra move, of course your unit will have its moves depleted when you play your next turn. The player whos playing last clearly haves a visual on this time warp effect.

The trick is to auto-move your stack into the road connecting the city you which to take, making it impossible for the enemy to reinforce.

So, build a road to its border cities claiming you which to trade luxs, then stack up on fog of war, then auto-move towords the connecting enemy road skares, the enemy will think he has 2 turns to reinforce his border cities, that for his surprise he find your stack of death bloking the road to guard his city. Repeat the process over and over and your enemy will be losing his nerves.

The same principle can be applied to defense, horsemen rush, or galley rushes - Auto-move galleys towords the inner heart of the enemy empire, you get 6 moves (8 if you are seafaring), when you reach your turn, the galleys will have its moves depleted but the units in it wont, so u can land that turn or attack if you have amphibious units.

Note: This is considered cheating in PBEMs.
 
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