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Triremes 500AD

Discussion in 'Civ2 - Game of Democracy II' started by GaryNemo, Nov 21, 2002.

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Policy regarding Triremes? Vote as many boxes as you wish.

Poll closed Nov 24, 2002.
  1. Certainly, there is no reason to risk a Trireme this turn.

    7 vote(s)
    70.0%
  2. Generally, Never risk loosing a NUF Trireme at sea.

    5 vote(s)
    50.0%
  3. Maybe a good reason may arise, but not on the map now revealed.

    6 vote(s)
    60.0%
  4. Go ahead and risk loosing a Trireme at sea, if it's been discussed.

    2 vote(s)
    20.0%
  5. Go ahead and risk loosing a Trireme at sea, if its been polled.

    6 vote(s)
    60.0%
  6. Personally, I never risk loosing a Trireme at sea.

    1 vote(s)
    10.0%
  7. Personally, I never risk loosing a Trireme carrying units.

    9 vote(s)
    90.0%
  8. Personally, I rarely risk loosing a Trireme at sea.

    6 vote(s)
    60.0%
  9. Personally, I might risk loosing a Trireme at sea once per game.

    3 vote(s)
    30.0%
  10. Personally, I might risk loosing a Trireme at sea even more.

    1 vote(s)
    10.0%
Multiple votes are allowed.
  1. GaryNemo

    GaryNemo Settler from None

    Joined:
    Feb 14, 2002
    Messages:
    1,237
    Location:
    Ohio, GMT-4
    NUF owns 5 Triremes.

    The LC India Trireme, our newest vessel, could drop its Captain near Calcutta, and head back North to unload the Silk near Dehli. Then return home for a new Dip Captain. Calcutta is Indian City#5. If it is far from Dehli, the purchase of None Units may be economical. However, if the Indians then declare war and we loose them, it would be wasteful. A tricky business, since the Trireme will depart for Dehli.

    Dare we ever risk loosing a Trireme at sea? I vote no, sir.

    The Civvium Trireme, our original unit, S of Elysium, Warrior crew, could circle the new island hoping for a sign of Land to the South. It can stay down South, and begin to ferry Settlers and Caravans, such as to & from Beast Flats, going back to S Elysium Island with a Settler some day. Seems far away. The Beast Flats and MD NE NE NE areas are much more valuable generally, and we will also be using Settlers for irrigation.

    The Udal Trireme, on the North Viking Shore, could continue scanning that coast. The Eboracum Trireme (recently at the command of Barbs), presently loading Wine and Dip near Dellham, can ferry units to the Viking Island. It was very efficient of you, sir, to purchase and bring the Ebor Trireme over to relieve the Udal Trireme from ferry duty.

    The MD Trireme (nearest Ebor, empty) is exploring the NE Islands, near Antioch, whatever and whereever that is. It seems best to return to Ebor to pick up a Dip Captain. Perhaps Ebor should switch from Settler to Diplomat...

    This poll is open 3 days, until Saturday when MonkE moves.
     
  2. Jayne

    Jayne Emperor

    Joined:
    Jun 12, 2002
    Messages:
    1,070
    Location:
    Worcs UK
    The only time I ever risk losing a trireme is when I've started on a small island, and revealed all possible ocean squares by returning to the coast at the end of the turn, and still not found any new land. (Assuming, of course, I can't build caravels). In this game we still have plenty of land we can get to with a trireme, so I see little point in risking a vessel.
     
  3. heliogabalus

    heliogabalus Warlord

    Joined:
    Jul 10, 2002
    Messages:
    297
    Location:
    Germany
    I added conservative votes to the ones that were already there ;) Still, there might come a situation that would entail such a big payoff that a trireme can be risked. Should that be so, I'm not opposed to risk-taking.
     
  4. MonkE

    MonkE Primate Philosopher

    Joined:
    Jul 23, 2002
    Messages:
    343
    Location:
    Minnesota, USA
    Note: after acquiring Seafaring, the risk of losing a trireme at sea has been reduced to 1 in 4.
     
  5. funxus

    funxus Orange Cycloptic Blob

    Joined:
    Apr 6, 2002
    Messages:
    3,390
    Location:
    Where you wish to be!
    I go with Jayne, never risk if there's no really good reason to do it:) 1/4 means we can't do it generally... and if there are units on there's too much at stake.
     
  6. GaryNemo

    GaryNemo Settler from None

    Joined:
    Feb 14, 2002
    Messages:
    1,237
    Location:
    Ohio, GMT-4
    Now only 1 in 4! Always something new here at CFC Democracy!
    Btw, it looks like one risk per game or lifetime is the consensus limit.

    Incidentally, I also posted general plans for each Trireme. It may be useful, MonkE, to check the India Trireme's location in the LC City Box each turn.
    Comments?
     
  7. MonkE

    MonkE Primate Philosopher

    Joined:
    Jul 23, 2002
    Messages:
    343
    Location:
    Minnesota, USA
    Not so new if you have Nethog's reference package, it's quite handy. What's new for me is checking a unit's location as a scouting tactic. In certain cases, I may check location after moving each square. :)
     
  8. naervod

    naervod My current user title

    Joined:
    Oct 13, 2002
    Messages:
    5,327
    Location:
    San Francisco
    I only risk losing a trireme when I need something immeadiately and doing it safely will not succed. I also usually never risk triremes with units
     
  9. Duke of Marlbrough

    Duke of Marlbrough The Quiet Moderator Retired Moderator

    Joined:
    Jun 23, 2001
    Messages:
    9,702
    Location:
    Southern CA, USA
    The numbers I have in my head are:

    Map Making: 50% chance
    Seafaring: 33% chance
    Navigation: 25% chance

    Never risk a loaded trireme, please.....

    Has anyone else noticed that if you have two triremes next to each other, they don't seem to flounder as much....? This has been mentioned in other forums, but I've never really tested it much and figured it was people just not realizing that as they these certain advances, the chances of flounder went down. Just more food for thought.... :)
     

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