Nick Garai
Prince
- Joined
- Aug 4, 2006
- Messages
- 301
Anyone here ever win with just diplomats and spies? Buy the enemies cities, sabotage, planting nuclear bombs, etc...???
If I had more time on my hands, I'd consider that a challenge (Other than the initial settler(s) of course). I may have to store this away for a rainy day.Ace said:Note: you cannot win a game without settlers and vans. No vans, no coins to finance your dips and spys.
TimTheEnchanter said:If I had more time on my hands, I'd consider that a challenge (Other than the initial settler(s) of course). I may have to store this away for a rainy day.
Oh wow! I wasn't combining "no Settlers or Vans" with the "only dips/spies" thing. I assumed we could use other units to explore, conquer, and as you mentioned most importantly, sail. I thought we had switched gears so I started playing a game last night where I could produce units, just not use settlers and vans. If the only units I can build are dips and spies, that makes it even tougher. I won't necessarily say it's impossible, but definitely much tougher.Ace said:I had not thought about "no improvements" with the starting settlers. That really makes it harder, but, technically, your right. They should just be used for building the first two cities, of course, if they have to "explore" to find a good start position...., and only bribing cities themselves, no bribing of units as that would defeat the ideal of only using dips/spies.
That also means a reload if a unit pops out of a hut, right?
That is a really tough task. In fact, I believe it really is impossible because without ships, you would be stuck on your starting land mass.
Duke of Marlbrough said:If you can get some good alliances going that may give you the cash to get things going. I'm assuming you're playing on classic?
The risk here is that it would be easy to get defensive advantage from those units while in transit, even if inadvertant. I don't think i'll go that route...unless I really get in a bind and need the sheildsAce said:I think it would be fair to modify rule 7 to allow you to move the bribed units to your nearest city before disbanding them. The unit is still destroyed, but you don't waste %100 of the resources used to bribe them.
TimTheEnchanter said:The risk here is that it would be easy to get defensive advantage from those units while in transit, even if inadvertant. I don't think i'll go that route...unless I really get in a bind and need the sheilds
Oh.Ace said:ahhh, I don't want to be a party pooper because your doing something I would not even try, but the original concept was for a conquest victory...
So when you then said...Ace said:Its impossible to win a conquest game with only spies and dips. The odds of the other civs wiping out each others capitols and barbs getting the last capitol are so long as to approach zero.
I assumed you meant ANY type of victory since conquest was clearly out of the equation because you couldn't capture the capitals.Ace said:Note: you cannot win a game without settlers and vans. No vans, no coins to finance your dips and spys.