I am trying to find someone to play civ2 with on the internet.
Is there a site to find potential playing partners. This site appears to
be
somewhat dead.
John
Trog wrote:
> Here are 3 little tricks to help win you the game by conquest:
>
> *1).The Trouble With Partisans.... Invading a country can be made
difficult
> with half-a-dozen partisans jumping out everytime you take a city, so in
> order to eliminate them try this: attack with overwhelming force, which
> sounds simple but you want enough units to totally surround the city
before
> taking it. If you can position a unit (spy, caravan, plane, tank,
anything)
> on every one of 12 city squares before taking it there will be no place
for
> partisan units to pop-up.
>
> *2) My g*ddarn Senate signed a peace treaty behind my back!!!..... If
you
> are hopelessly ahead in the tech & military unit race the A1 nations
will
> frequently switch to Fundamentalist Govs. and wait for you to attack
them so
> they can buy back their cities and steal your tech. The way to prevent
them
> from buying back their cities is to attack as a Democracy. (if you have
> built happy wonders and happy improvements like temple, courthouse and
> coloseum attacking as a Demo is not much of an unhappy problem with 20%
> luxeries.. play the WW2 scenerio in MPG as the Allies for practice). Of
> course, the Senate of a Democracy will continue to try signing a treaty
> after ever city-conquest which can leave you exposed to enemy spies and
> attacks. To prevent that, simple suround the city as outlined in *1
before
> taking it. Immeddiately after taking the city go into the diplomacy
screen
> and send a diplomat to the victim civ. who will alway tell you to Go
Away!!!
> which pre-empts your Senate from interveening. You see, your Senate only
> interveens when the enemy civ sends a diplomat to YOU. The enemy civ
will
> only do this when one of your units approaches one of their units or
cities
> after a city is taken.... if you surrounded the city and blocked the
> Partisans you can beat them to the diplomatic punch. Instead of asking
for a
> treaty the A1 will angerly send you away...you are now free to move onto
> city #2 with no meddling from your Senate.
>
> *3) Wow, taking the enemy one city at a time is still kinda hard. I lose
> units when they counter attack, they send spies, my Senate keeps butting
> in:... Well, this takes us back to the OverWhelming Force Theory. Try
taking
> the entire civ. or land-mass in one-shot (one turn)... I do it all the
time
> on deity level. The best units to do this are a massive force of tanks
and
> spies. (lots and lots of tanks and spies). Send the spies in one at a
time
> to blow-up the enemy walls (it will usually take 3 or 4 spies per city).
Use
> the spies to walk you tanks around enemy units blocking you with their
zone
> of control (hopefully, the enemy has a good RailRoad system). Pound the
city
> down until there are no enemy units in it BUT DON'T TAKE IT just yet.
Now,
> use your spies to blow-up the walls in the next city and spy walk your
tanks
> over. Pound this city down until it is undefended but DON'T TAKE IT just
yet
> either. Now move on to city #3 and all the rest one at a time. After you
> have done this to each enemy city, surround each one one at time as
outlined
> in *1 (place 1 unit on each of the 12 city squares), take the city and
> immediately head to the Diplomacy menu to prevent Senate intervention.
Now
> go take all the other undefended cities the same way...one at a time
after
> first saurround it. Remember, moving along on RailRoads cost absolutely
no
> movement points... tanks and spies have 3 movement point each... a
fighter
> or cruise-missile can park on a mountain top and wait for a city to fall
> before landing in that fallen city (just make sure it is all done on the
> same turn.... Bombers (And missiles) are great at surrounding and
pounding a
> city down too but you get the tanks and spies long before the Bomber and
> missile techs comes along and the game should be over by then if you
played
> your cards right).
>
> cya.


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