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GOTM Techniques, Cheats, Rules & Discussion Thread

Discussion in 'Civ2 - Game of the Month' started by starlifter, Jul 16, 2002.

  1. ElephantU

    ElephantU Chieftain

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    Is there an exception in place for bribed AI caravans that are unsupported? This mostly applies to OCC games...
     
  2. geofelt

    geofelt Chieftain

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    A certain amount of honesty should be assumed. There are doubtless many ways to cheat and get an advantage that can't be detected. There is no honor or glory in winning by cheating. If a caravan is rehomed for convenience or protection and not for trade delivery, then it should be allowed.
     
  3. TimTheEnchanter

    TimTheEnchanter I...am...an Enchanter!

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    Wouldn't that just be "Homing" rather than "Re-homing"?

    Does anyone know how it calculates delivery bonus of NONE caravans?
     
  4. Duke of Marlbrough

    Duke of Marlbrough The Quiet Moderator Retired Moderator

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    Convenience? Got an example?

    Otherwise, it sounds good to me.
     
  5. Doctor S

    Doctor S Chieftain

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    No caravan rehoming ???? ..... my, my ..... I do not like this one little bit .....

    When did this happen? (Ok, I know Sept 2004) ...... this really was the strongest "cheat" - although you can still build 1 caravan per turn and get a good payont. .....

    I did not realize these "cheat" rules were subject to such changes.
     
  6. Doctor S

    Doctor S Chieftain

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    Here's my suggestion: Get rid of ALL cheats.

    Play like a man (or woman whichever the case may be).
    If the game was not intended to allow it, get rid of it.

    No black clicking.
    No IRB. Nope, none.
    No moving a settler,then beginning work, then waking them and repeating next turn.
    (Not explicitly listed in your cheats).
    No rehoming caravans.
    No mining cities on hills.
    No avoiding ZOCs with diplomats.
    No using find city to locate unknown cities.
    No ship chaining.
    No using K to irrigate waterless squares.
    No bomber stacks to avoid attacks.
    No Odeo years - change govs as if you had no idea about Odeo years.
    No unnaturally large cities.

    If the game was intended to allow it, you can do it.
    Yes multiple settlers on a project.
    Yes supply and demand.
    Yes food caravans. (but no unnaturally large cities).

    If you get rid of the caravan rehoming trick, get rid of them all.
     
  7. SlowThinker

    SlowThinker Chieftain

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    :lol: How do you know what was intended and what wasn't? For example diploguiding?

    And it is very likely the bug of black citizen + 1 luxury=happy citizen wasn't intended. Shall the Hanging Gardens and ICS be banned too?
     
  8. ElephantU

    ElephantU Chieftain

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    Be reasonable, guys - the GOTM staff has to try to enforce this too. Are you going to require players send in every turn save? Some things, like airbases on hills, are pretty obvious. Most are already hard enough to detect. But you can add any restrictions you like to your own play. I personally prefer to keep a Spotless rep, but that's not required either.
     
  9. SlowThinker

    SlowThinker Chieftain

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    Elephant, by intended I meant intended by game creators...
     
  10. Hexer

    Hexer Chieftain

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    Germany
    One little question
    When I finished by early conquest, which turn is the "finishing-turn". The turn when you destroy the last city or the next one when Civ2 finishes the game?
     
  11. Sprites

    Sprites Chieftain

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    wht is it ?


    and that too

    4. Unsinkable Triremes, uncrashable planes Disallowed
    (Only works in MGE)
     
  12. Carrot

    Carrot Chieftain

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    Sweden
    On a similar note. After finishing the latest gotm I realised that I could have gotten a better landing date by launching a slower spaceship a few turns earlier, but it would have taken more turns overall. Not that scoring is all that important, but just for clarity how is the "finishing-turn" determined?
     
  13. Peaster

    Peaster Chieftain

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    Maybe a moderator should answer these, but IMO:

    * A conquest game ends in the year you take the last city.
    * A landing game ends when the spaceship lands.
     
  14. Ace

    Ace Chieftain

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    That is correct. On the turn you take the last city, the game will end when you end your turn. Likewise, the first thing that happens on the turn your SS lands is the game ends.

    Just a side note, on the last turn before your SS lands, there is no gain in delivering freight. You don't get any advance on the turn the SS lands. The SS lands first and thats the end of the game. No advance, no additional citizens, just the end.
     
  15. ElephantU

    ElephantU Chieftain

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    Same thing for building a Wonder - you get no points for it if it is finished on the turn the SS lands, which seems to happen before city production cycles at the beginning of the turn. For submitting your game, though, they want you to submit the save BEFORE the end of the turn BEFORE the ship lands, not the save after the victory screen comes up (and that extra Wonder or advance is credited).
     
  16. dragokatzov

    dragokatzov Chieftain

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    would be playing with the fascism pack be allowed?
     
  17. Ace

    Ace Chieftain

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    No. Too many changes to units.
     
  18. molesworth

    molesworth Chieftain

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    Samson says:
    How do you know what your number of acquired techs is (apart from laboriously keeping count as you discover them!)? There seems to be no record of your own acquired techs in the playstation version that I play. Is it recorded somewhere in the PC version?
     
  19. Duke of Marlbrough

    Duke of Marlbrough The Quiet Moderator Retired Moderator

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    Not 100% sure about the Playstation version but there should be a Science advisor that shows you how many techs you've discovered.
     
  20. molesworth

    molesworth Chieftain

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    Just one question with regards to:
    How can you determine key civ if playing with less than 7 civs?
     

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