Teach me and you. Give me a gem.

"I'll give you my word as a Spaniard..."

"No good, I've known too many Spaniards."

"I swear on the grave of my father, you will reach the top alive."

"Throw me the rope."

What movie, anyone anyone?

gspchamp999 - LOL we were just talking about this four posts ago....

Geeks. ;)

And it's "I swear on the soul of my father, Domingo Montoya, you will reach the top alive."
 
"The Princess Bride" is AWESOME and I'm not ashamed to say it; good call. And I don't think there is anyone out there that's got the stones to take MY Man Card for saying it. :D
 
a Battleship with Blitz can attack 7 or so times, so with guided missiles or bombers it can take out 7 boats per turn.

Except that 2 destroyers can usually sink a battleship, and destroyers intercept bombers. I've never understood the blitz love. Seems like this is only really good if you've got a big tech advantage and you're fighting frigates with destroyers.
 
Except that 2 destroyers can usually sink a battleship, and destroyers intercept bombers. I've never understood the blitz love. Seems like this is only really good if you've got a big tech advantage and you're fighting frigates with destroyers.

Just one destroyer can take out a battleship, especially if the 'ship is down to 38/40 strength.
 
53. Chop border forests first so you don't lose the hammers to the bordering AI.

54. Run enough espionage points to see research, especially if you find civs on different continent. You can sell techs to weaker civs that are at 1 or 2 turns from learning the tech. If they took a lot of turns to learn the tech, trade at 2 (or 3 in some cases) turns from discovery. You will usually get a good chunk of change. If the AI is slow to get to the tech, you won't get squat for the last turn. If they research it in fewer turns, they are getting many more beakers per turn and may still need a lot of beakers to get the tech in one turn, so you may get good coinage at one turn in this situation. Another reason to trade at 2 turns is often the AI will get the tech next turn even though it says they are 2 turns away.
 
55. If you raze an enemy city, don't forget to pillage all of the improvements, starting with the cottages. That's free money!
 
I would add for people like me who don't like espionage, at least perform 'counterespionage' on all of your rivals. It doubles their cost to perform espionage, is guaranteed 100% success rate, .
Of course, this is Civ; "100%" means about 50/50.
I don't use spies; my first and only spy died on this supposedly guaranteed mission. If my opponents want to burn gold getting their spies killed good. A courthouse in every city is a good idea anyway, and jails don't hurt.
 
55. If you raze an enemy city, don't forget to pillage all of the improvements, starting with the cottages. That's free money!
If an ally captures an enemy city, the surrounding cottages will be no man's land and so can also be razed for considerable amounts of gold.

56. If you are about to lose a city, see if you can gift it to someone. This is especially useful early on if it has your state religion; giving it to someone without a religion will both give diplomatic bonuses *and* shift them to your religion - then after barbarians/opponents take the undefended city, you can retake it.
 
56. If you are about to lose a city, see if you can gift it to someone. This is especially useful early on if it has your state religion; giving it to someone without a religion will both give diplomatic bonuses *and* shift them to your religion - then after barbarians/opponents take the undefended city, you can retake it.

:lol: nice idea! :goodjob:

Does gifting automatically put a defender in though? eg. an archer.
 
53. Chop border forests first so you don't lose the hammers to the bordering AI.
Corrolary: This includes forests in no man's land! You can even 'flank' enemy cities, sending workers out to chop forests to the side or behind the enemy. You don't get as many hammers, but even 6 makes a difference on the borders, and it's a permanent weakening of your neighbour. Just remember to give them an excort.
 
:lol: nice idea! :goodjob:

Does gifting automatically put a defender in though? eg. an archer.

I believe when a city flips it does get a free defender. Might be difficulty based though.
 
57. Sometimes it is better to allow an enemy to invade so you can fight them in your cultural boundaries. You will not have any increase in war weariness for losses you incur and the attacker's war weariness will increase due to losses in your cultural boundaries-plus if you have the GW you will gain 2 times the Great General Points. Just be sure that your culture is dominant in the tiles that you are fighting in. After destroying their invading forces, counterattack their weakened empire.
 
Of course, this is Civ; "100%" means about 50/50.
I don't use spies; my first and only spy died on this supposedly guaranteed mission. If my opponents want to burn gold getting their spies killed good. A courthouse in every city is a good idea anyway, and jails don't hurt.

I have never had a spy fail to perform counter espionage.
 
Except that 2 destroyers can usually sink a battleship, and destroyers intercept bombers. I've never understood the blitz love. Seems like this is only really good if you've got a big tech advantage and you're fighting frigates with destroyers.

blitz, leadership destroyer vs caravels = amazing. You can't quite always take out like 8 or 9 frigates a turn without taking a turn here or there to heal.
 
Does Blitz allow multiple Bombard attacks on cities?
If so, how much of a difference do you think a blitzed Destroyer makes?

I don't think you get multiple bombards. Blitz is only really good to kill off a few ships sitting around. Now, it does get a good bonus, since you are allowed to both bombard AND attack in a turn, so it does have that edge as well.
 
I believe when a city flips it does get a free defender. Might be difficulty based though.
Yes, but flipping isn't defending. Thinking about it, there's no way they'd have programmed a free defender on gifting, or in multiplayer two players could gift a size 1 city back and forth to get a free archer each every turn.

58. Initial promotions on your starting warrior should be Guerrilla 1&2; double movement doubles exploration speed, especially as hills give extra visibility.
 
Yes, but flipping isn't defending. Thinking about it, there's no way they'd have programmed a free defender on gifting, or in multiplayer two players could gift a size 1 city back and forth to get a free archer each every turn.

58. Initial promotions on your starting warrior should be Guerrilla 1&2; double movement doubles exploration speed, especially as hills give extra visibility.

It's only free if none is currently present, I believe. It's something like if no units present, they get 1 or 2 free. That's to avoid you gifiting a city that's an easy plunder. That'd glitch would give you free diplo until you decided to actually take the city yourself.

Have to test it.
 
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