List of Human Stupidities

I thought so too, but then again I never really tried it. Losing (which I thought happened) a 30s unit to get just a little peek of an enemy city isn't very appealing.
 
Originally posted by Marlos


I thought that investigating a city with diplomat cost you the diplomat. Am I wrong?
Doh! You're right. I'm so used to selecting "Incite a revolt" and then "Never mind" just to find out how much a city word go for. The "poor mans" investigate option. I just get used to doing that on RR and getting back that in new games pre-RR I sometimes leave my dip at the city wall.
 
Originally posted by Marlos


I thought that investigating a city with diplomat cost you the diplomat. Am I wrong?

It does. It sounds like NorvilleB meant to say that after peeking into the city, his dip was gone, not still there as a spy would be.
 
Originally posted by ArmOrAttAk

That reminds me of another.. Overthrowing your govt. and forgetting to turn civil disorder notice off, 20 minutes of clicking ok.

Whoah. You can turn that off. I really need to read the manual sometime.
 
Rejecting a peace-treaty offered by my biggest enemy when I was with my back against the wall (ie. only two or three cities with a stunning total of five units against 150), just because I always press Enter to fast and realize two turns later what I "Entered".
 
One time I launched a Spaceship that would have taken 30 years to arrive. A few turns later, one of my rivals launches one that takes 11. Boy, was I steamed... :mad:

I also like to improve every tile within the city radius of a future city site before I actually found the city.
 
The problem is that they were on par with me technologically, a bit ahead of me citywise, and a few continents away. When I tried nuking their capital so I could do a paradrop from a city I had captured, their SDI Defense got it...

Ironically, a few turns after that spaceship was launched, another rival launched one that would take under 5 years! :mad: :eek: :cry:
 
Originally posted by Specialist290
Ironically, a few turns after that spaceship was launched, another rival launched one that would take under 5 years!

Is that possible? I thought that 11 years was the minimum.
 
Originally posted by Ace


What configuration does it take to get "5.7" years flight time? The shortest I have ever seen is 11 years. (in MPG)
according to the War Academy the configuration is 33-8-8-1-1-1

Maybe 11 is the fastest if you max out the 40,000 colonists?
 
Oh where do I start? Biggest continuous mistake for me is later in the game when I am busy conquering the enemy I ALWAYS forget to check the number of defensive units in the outlying cities and leave at least on undefended, then have to re take it. I also tend to not keep up with trade routes across the oceans.
 
:slay:

The green one is me.

The gun is the concept of auto-settlers.

The yellow one is my power of deduction: "Hm...I honestly believe that this option will result in the best decisions being made for the citizens of my civilization and the well being of my cities."

What a clod! I would use the ol' K key for about the first two years I played. Then I actually decided to WATCH what they were doing!
 
Originally posted by TimTheEnchanter

according to the War Academy the configuration is 33-8-8-1-1-1

Maybe 11 is the fastest if you max out the 40,000 colonists?
Yup! Boy, do I feel dumb. I remember reading that article in the war academy many months ago and just plain forgot about it. On the rare occasions I do build a SS, Its always been maxed out for more points. :o
 
Well, I can't remember exactly how long it took, but it was somewhere around 5-6 years.
 
I had played Civ2 briefly on a friend's machine in '97 or '98. Liked it. Finally got a copy myself in '98 or '99. My friend's version was a 2.42 and the one I purchased was the MGE with the scenarios.

I immediately began playing the scenario that appealed to me the most--the Jules Verne scenario.

But I hadn't read all the rule changes from Civ1 quite yet.

I played as the British civ and enjoyed it immensely, but my government kept "falling" for some reason. I assumed that the reason it was falling had something to do with not only civil unrest, but also the general prevalence of warfare. Don't ask me where that assumption came from, it was just there.

I had no idea about the new governments.

The government would fall, my funds would dwindle rapidly, and improvements would start being sold off. In desperation, I'd attack the other civs to try to make money through conquest. An iffy proposition. Very quickly, the world devolved into a grim, war-torn battlefield. I watched the end of civilization in almost every game.

It was fun, though.
 
The dumbest thing is the thing I do over and over again: Shooting through my unit orders without checking that status of my cities, tax rate, rush buys, diplomacy, et al...
I put a little sticky not on my monitor. It fell off. I tried telling the first unit ordered to wait so that I would see it agin before the end of the turn and remember to do my housekeeping... it lasted until the Russians attacxked me, turning me into a cyclone of unit commands, while my cities diligently builts camels...
 
Under "Game Options", the third setting down is "Always wait at end of turn". Check that, and after moving your last unit you will see something like "Hit ENTER to end turn" at the bottom right corner. That's the time to do your "housekeeping"...
 
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