Thread Tools
Old February 4, 2000, 21:34   #31
Scouse Gits
lifer
Civilization II PBEMTrade Wars / BlackNova TradersGalCiv Apolyton EmpireApolytoners Hall of FameCivilization II Succession Games
Emperor
 
Scouse Gits's Avatar
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
On another thread the discussion touched on the upgrades that Leonardo’s Workshop offers. I thought it might be useful to put this together as a reference. (Thanks for your guidance Dave V and Sten)

Leonardo’s Workshop can be built after you have discovered Invention. It expires when any civilisation has discovered the Automobile. This wonder upgrades obsolete units to modern ones, once you have made the relevant civilisation advance.

Land Units:

Warriors/Phalanx to Pikemen at Feudalism
If Gunpowder is discovered before Feudalism these units become Musketeers.
Pikemen/Archers/Legion to Musketeers at Gunpowder
Musketeers to Riflemen at Conscription
Explorers to Partisans at Guerrilla Warfare
Settlers to Engineers at Explosives
Diplomats to Spies at Espionage

Catapults to Canon at Metallurgy
Canon to Artillery at Machine Tools
Caravans to Freight at Corporation

Horsemen to Knights at Chivalry
Chariots to Elephants at Polytheism
Elephants to Crusaders at Monotheism
(Or if you have Chivalry before Monotheism the Elephants become Knights)
Crusaders and Knights to Dragoons at Leadership
Dragoons to Cavalry at Tactics

Sea Units:

Trireme to Caravel at Navigation
Caravel to Galleon at Magnetism
Galleon to Transport at Industrialisation

Ironclads to Destroyers at Electricity
Cruisers to AEGIS Cruisers at Rocketry

Air Units are not possible to upgrade as LW has expired by the time it is possible to research Stealth.

The Workshop will upgrade in stages, when you obtain another civilisation advance. For instance, if you bribe a Crusader, the next advance you discover will make it a Dragoon, and the following advance will make it Cavalry. (Assuming you have Tactics)

The downside of the Workshop, is the loss of Veteran Status when the upgrade occurs.


----------------

Scouse Git (2)



[This message has been edited by Scouse Gits (edited February 05, 2000).]
Scouse Gits is offline  
Old February 5, 2000, 05:00   #32
Paul
Apolytoners Hall of Fame
Emperor
 
Paul's Avatar
 
Local Time: 00:42
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Zwolle, The Netherlands
Posts: 6,737
I think you forgot diplomat to spy.
Paul is offline  
Old February 5, 2000, 06:01   #33
Scouse Gits
lifer
Civilization II PBEMTrade Wars / BlackNova TradersGalCiv Apolyton EmpireApolytoners Hall of FameCivilization II Succession Games
Emperor
 
Scouse Gits's Avatar
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
Thanks - I will edit it in. -----SG (2)
Scouse Gits is offline  
Old February 5, 2000, 16:50   #34
Steve Clark
King
 
Steve Clark's Avatar
 
Local Time: 17:42
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
SG2: Great summary. That's worth a print out.

Sten: You have a good memory, my friend. If a thread is past 5-10 days, it's usually out-of-sight, out-of-mind. If you and others would like some help in compiling an up-to-date strategy guide for this forum, let me know. I can gather and provide some info on clobbering other AI civs - along with my fellow warrior, Prince War4
Steve Clark is offline  
Old February 17, 2000, 01:20   #35
inca911
Warlord
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Jan 2000
Location: St. Paul, MN
Posts: 271
Thanks for the *bump* while I was away, Sten! Thanks for the upgrade info, Scouse Gits! Work has been very busy lately, so I haven't had time to post.

Here is my strategy for pre-Howitzer/pre-Bomber/pre-Spy assaults of cities with City Walls (and especially those on a river as well). Typically these cities are a big no-go unless you can diplomatically buy/break them. Civ expansion can often be hampered (until Spy/Howitzer) on some small map games by a well placed AI city that cannot be toppled. I typically put a good Vet defensive unit into a fortress on good terrain right next to the city, just so the AI throws away resources turn after turn trying to take the position until I can make a diplomatic assault. The best strategy I've found to deal with these cities is to build about 4-5 diplomats and send them all on the same turn to the city to perform industrial sabotage. If you send your dips on different turns, they often just sabotage the work in process for the city again and again. If you are patient and wait until you have several ready on the same turn, the results are often: Work in Process sabotaged, Temple destroyed, Marketplace destroyed, City Walls destroyed. I wish I knew if this was randomly determined or if there is some grading scale for city improvements. Hope this tiny diplomatic tidbit helps!
[This message has been edited by inca911 (edited February 17, 2000).]
inca911 is offline  
Old February 22, 2000, 15:07   #36
poppawoppa
Warlord
 
poppawoppa's Avatar
 
Local Time: 15:42
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Chico, CA USA
Posts: 109
For what it's worth (FWIW) here is a list of city improvements in Berlin situated on plains and under attack by the glorious Roman empire. Near at hand are 11 elephant troops and 7 Diplomats. The diplomatic corps first goes in to get rid of city walls, but as with so many government officials, they disregard their orders and sabotage other things which they deem more important.

Palace---------------no
Barracks-------------3
Temple---------------4
Market Place---------5
City Walls-----------6
Harbor---------------2
Colossus-------------no
MarcoPolo Embassy----no
Catapult Production--1
Then interestingly enough, I sent in the 7th diplomat to check if it would do the Palace, or one of the two WOWs. Guess What, in the same turn that Catapult production had been sabotaged, the 7th diplomat again sabotaged the catapult production, even though there were no new shields in the production box. So count your diplomats. Of course, ordinarily I wouldn't have sent another dip in after the city walls were down (??because they are dips??)). he he he.
poppawoppa is offline  
Old February 22, 2000, 17:00   #37
klesh
King
 
klesh's Avatar
 
Local Time: 19:42
Local Date: October 30, 2010
Join Date: Jan 2000
Location: Massachusetts, USA
Posts: 2,048
Ghengis Chris,
The info about terrain and stuff can be found on the Civ poster. Well, let me explain. I have MGE, and in it they gave me a sweet poster that gives me: the tech tree(complete with corresponding improvements), a list of all units(with the attack/def/move rates, firepower, obsolescence ect. And also a list of terrain types, results of mining, irrigation, roads, and engineer transformation. If you have MGE, you must have gotten this.
Beyond the ridicule of my buddies for being such a Civ fanatic, this poster is highly important. It takes mainstage at my desk, right in front of me at all times, which is invaluable.
klesh is offline  
Old February 22, 2000, 17:46   #38
inca911
Warlord
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Jan 2000
Location: St. Paul, MN
Posts: 271
Genghis Chris,
If you don't have the civ poster, let me know and I will post a distilled summary for general use.

To your specific question regarding roads: Roads increase trade on Plains, Grassland (and Grassland w/ Shield), and Desert.

Railroads, however, increase the output of multiple shield producing terrains (forests, mines, specials, etc), so if I have a choice of laying a road through varied terrain before Railroad is discovered, I choose the shield producers for when I lay tracks later on.
inca911 is offline  
Old February 22, 2000, 18:35   #39
Sten Sture
Emperor
 
Sten Sture's Avatar
 
Local Time: 15:42
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
I think his question relates more specifically to the changes under different governments. Irrigated wheat w/ road is 3-1-1 in Despo, 4-1-1 in Monarchy or is that still 3-1-1 ?? whatever, I can't remember and it isn't really on the poster...

Hjelp!
Sten Sture is offline  
Old February 23, 2000, 01:23   #40
Genghis Chris
Settler
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Sep 1999
Location: Ottawa, Canada
Posts: 8
Great stuff! Another fine addition to your project would be a list of the effects of terrain improvements (roads and irrigation esp.) on different land types under different types of governments. This is something I'm still trying to work out and memorize. I'm still not sure whether it's worthwhile building a road on a forest, for example (notice 'Settler' under my name ).
Genghis Chris is offline  
Old February 23, 2000, 08:40   #41
DaveV
Apolytoners Hall of Fame
King
 
DaveV's Avatar
 
Local Time: 19:42
Local Date: October 30, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
Regarding roads - they will increase trade in *any* square that already generates at least one arrow. This includes all river squares and a lot of specials. For some reason, this fact seems not to be widely known.
DaveV is offline  
Old February 23, 2000, 12:33   #42
Mark_Everson
 
Mark_Everson's Avatar
 
Local Time: 19:42
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Canton, MI
Posts: 3,442
DaveV:

Thanks! That is a Very useful piece of info. I knew about the rivers, but not the specials. I've been around the block a few times on the forums and had never heard that one. I'll try it on multiplayer tonite just to make sure it works there also.

[This message has been edited by Mark_Everson (edited February 23, 2000).]
Mark_Everson is offline  
Old February 23, 2000, 23:17   #43
William Keenan
Scenario League / Civ2-Creation
Prince
 
William Keenan's Avatar
 
Local Time: 18:42
Local Date: October 30, 2010
Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
Yes, Dave is correct. I have been investigating this recently and have found this to be true.

Any square that produces trde for any reason produces one more if there is a road in that square.

For example a glacier with a river and a road (under Monarcy)produces two trade.
William Keenan is offline  
Old February 24, 2000, 15:36   #44
Seeker
Emperor
 
Seeker's Avatar
 
Local Time: 18:42
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Yongsan-Gu, Seoul
Posts: 3,647
If you consider it "strategy" the uses of airstrips to: make hills produce food as well as mined, can be used to make inland cities invulnerable to air and nuke attacks.

Tribute: AI is much more likely to give tribute if: it is BC time, you have higher att units near his cities, it's your first contact, and neither of you have sneak attacked the other. oh, and "aggressive, militarists" never give tribute. Only "civilized perfectionists"
[This message has been edited by Seeker (edited February 24, 2000).]
Seeker is offline  
Old February 24, 2000, 17:01   #45
Sten Sture
Emperor
 
Sten Sture's Avatar
 
Local Time: 15:42
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
Seeker are you sure about aggressive militarists not giving trib???

DaveV, Wm, & MarkEverson: the added trade arrow from roads also means that it is advantageous to "forest" river squares and cut down non-river forests. That way you can get trade in every square.

(please don't tell anyone in California that I want to cut down all of our trees)
[This message has been edited by Sten Sture (edited February 24, 2000).]
Sten Sture is offline  
Old February 25, 2000, 01:28   #46
Hoss
Settler
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Feb 2000
Location: Leominster, MA, USA
Posts: 25
Seeker,
As far as tribute goes, in the latest OCC game at least two people were successful in getting tribute from the aggressive militaristic Mongols, so it can happen. I've never had much luck with them, though. Perhaps they need to be given more techs than anyone in a regular game would be willing to part with before giving tribute.

Also, I've found that you get more and better tribute when you have just researched a non-military tech, or is that just my imagination?
Hoss is offline  
Old February 25, 2000, 02:00   #47
Seeker
Emperor
 
Seeker's Avatar
 
Local Time: 18:42
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Yongsan-Gu, Seoul
Posts: 3,647
That might have something to do with the way the Civilized and Militarists value techs. If you've ever edited the tech tree, you'll see that the Militarists place an outrageous value on Warrior Code and Polytheism. Obviously, avoid giving away Poly but Warrior Code for hundreds of gold sounds good to me...
Seeker is offline  
Old February 27, 2000, 20:53   #48
Peacemaker
Prince
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Mar 2000
Location: of The Columbus Boneheads
Posts: 540
Thanks for the gerat info inca.

I am new to civ(less than 3 months) and this thread is a great resource.

Keep up the good work.

------------------
Don't let the name fool you!!!
Peacemaker is offline  
Old March 8, 2000, 19:09   #49
inca911
Warlord
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Jan 2000
Location: St. Paul, MN
Posts: 271
On Martial Law and Happiness:

Martial Law can be imposed under Anarchy, Despotism, Monarchy, and Communism. Each of the first three military units stationed in a city makes one unhappy citizen content, and this effect is doubled under Communism (so each unit makes two unhappy citizens content--very nice!).

Under Republic and Democracy, military units in the field that are not in a fortress within 3 spaces from a city you control also can cause unhappiness. For Republic, each roving unit beyond the first makes one citizen unhappy. For Democracy, every roving unit makes two citizens unhappy. This is why I build fortresses for my military before switching to Republic or Democracy.

Also, there are certain units that make people unhappy in their home city, regardless of where they are stationed. Under Republic, each Bomber, Stealth Bomber, Helicopter and Missle Units makes one citizen unhappy. This effect is doubled for Democracy.

One way to wage war under Republic and Democracy is to build Shakespeare's Theater. By reassigning your military units to Shakes before sending them in the field, you can ignore the unhappiness effects.

Now that I really understand the unhappiness factors, I can effectively prepare for government changes throughout the course of the game. I hope this answers your questions adequately!

Here is a repost of some comments on happiness made by Xin Yu that I believe are of great value. Thanks Xin!:

There are two levels of disorder control: global and local. Do the global first until most of your cities are OK, then deal with the few problematic ones.
First, choose the government. If most of your cities can grow using 'WLTKD' then obviously you should choose democracy or republic. The former is preferred since the courthouse gives one more happy citizen (crucial if you play deity and have a little bit more than a dozen of cities) and has no corruption. In other cases it's a trade-off between more trade vs. losing martial-law/free support and unhappiness due to troop out of city. Basically you add the increased trade for democracy/republic (adjusted for city improvements and trade route revenues), and compare with the total of lost martial-law luxuries (12 for commie, 6 for monarchy, 2xpopulation for fundy in deity), supporting shields (3 shields=6 taxs), and the out of city unhappiness (1 unhappy=2 luxuries). I would choose fundy or commie in the early ages but go to democracy when I can build superhighways. I may stay in commie/fundy if playing 2x production.

Second, decide the luxury rate. Since science rate can be set to zero (you use caravans to get sciences, hire one scientist), it's a split between tax and luxury.

Third, build improvements. For bigger cities, prefer marketplaces to temples, banks to cathedrals due to the following reason: a temple with mysticism keeps two citizens content, which is equivalent to 4 luxury. A marketplace increased both tax and luxury by 50%, so if you originally have 8 trade icons or more your total tax+luxury is better with a marketplace than with a temple. Same for banks vs. cathedrals. Of course wonders are different--they cost less and need no maintainence.

Fourth, use martial law.

Fifth, use Elvis if necessary.

Sixth, assign your troops properly in democracy/republic to reduce unhappyness. Two wonders can help: Shakespear and J.Bach. Actually the latter is better. If you have J. Bach, build a city on a mined hills and put a worker on another mined hills. Keep the city at size one, and with factories, hydro plant, and manufacturing plant it can support tons of units. It will not go riot due to JB's effect.

inca911 is offline  
Old March 11, 2000, 21:19   #50
SlowHand
Guest
 
Posts: n/a
Many times advisors suggest market before temples. Due to the above mentioned, I would suppose.
 
Old March 11, 2000, 21:21   #51
SlowHand
Guest
 
Posts: n/a
There are times you will be advised to build market before being advised to build temple. I imagine a great deal due to the above mentioned.
 
Old March 31, 2000, 14:19   #52
inca911
Warlord
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Jan 2000
Location: St. Paul, MN
Posts: 271
More on Diplomats and Spies:

In addition to all of the standard bits of info regarding diplomats and spies, here are a few lesser known items.

1. Having a spy in a city does not change the bribery price for that city.
2. The square you bribe from does change the bribery price for a city. I did not try to quantify a difference in terms of terrain, proximity of the spy to enemy civs capital, or proximity of the spy to my own capital. But there are "discount" bribery squares (about 5-15 gold less out of a base bribery cost of 80 gold. I'm thinking it is a proximity factor of my spy to my capital, but don't have enough time right now to pin it down precisely. Any volunteers???
3. An undefended city can be bribed at half price.
4. Remember that stacked units are immune to bribery, so your obsolete units can be added to a stack to make you riflemen in a mountain fortress unbribable.
5. Stationed spies do not increase the defense of the city to industrial sabotage. Stationed spies only prevent technology theft and I think they help against the enemy planting a nuke, but my games don't usually go that long to really have a good feel for that one--anyone have more info on the nuke protection?
inca911 is offline  
Old March 31, 2000, 19:57   #53
Sten Sture
Emperor
 
Sten Sture's Avatar
 
Local Time: 15:42
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
Inca - I think it is actually your spy to his capital.
Sten Sture is offline  
Old April 4, 2000, 17:18   #54
inca911
Warlord
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Jan 2000
Location: St. Paul, MN
Posts: 271
Irrigation Without Water!?!

Another little known civ fact:
If you are in an area with no access to water you can automate your Settler under the "Orders" menu. He will first build a road on the square, and then he will build irrigation--even if there is no water around! I have noted that the settler seems to graviate towards special terrain squares if you have them, so you may have mixed success with this trick if you are in an area with a lot of specials until they have been improved. Anyone want to place a wager on whether or not the AI does this during play??
inca911 is offline  
Old April 17, 2000, 16:49   #55
inca911
Warlord
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Jan 2000
Location: St. Paul, MN
Posts: 271
*bump* for Jim W.
inca911 is offline  
Old April 27, 2000, 16:18   #56
Scouse Gits
lifer
Civilization II PBEMTrade Wars / BlackNova TradersGalCiv Apolyton EmpireApolytoners Hall of FameCivilization II Succession Games
Emperor
 
Scouse Gits's Avatar
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
Bump! this is too good to fall off the page ...
Scouse Gits is offline  
Old May 30, 2000, 18:43   #57
Sten Sture
Emperor
 
Sten Sture's Avatar
 
Local Time: 15:42
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
just a little nudge toward the top of the stack
Sten Sture is offline  
Old May 31, 2000, 20:02   #58
outerface
Settler
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: May 2000
Location: Minneapolis, MN USA
Posts: 6
One thing that I've found is that the free resource in the city square includes when building on a special. This works for the four specials that don't already produce a shield, ex. Spice, Fruit, Furs, and Gems. If you're willing to have your first city only have one special, building on a Spice square gives you an early boost in research, as your city square produces 2-1-4 under Despotism, which helps on the race to Monarchy. Of course, if you do the start a mine- build a city trick the best is Wine with 2-3-5 after Monarchy. The other thing I've noticed is that if you build on a Gold or Iron resource you get a food from the square, despite it's being a mountain. If you're willing to take the slower growth, this is the fastest tech/money start as you begin with 6 trade arrows with no rivers or roads in sight. I find that I like to build on the specials that are on the fringe of the pattern and build my super cities in the middle of the pattern to use 4 specials.
outerface is offline  
Old June 3, 2000, 13:24   #59
jpk
Prince
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Feb 1999
Location: Minneapolis
Posts: 459
Normally I play on a 10,000 square multicontinent world. I tend to be peaceloving until I get tactics. There are three laws for civilizations which I try to abide by:

1. Unless you have a good reason to build something other than a caravan, build a caravan.

2. Unless you have a good reason to attack something else, attack the capital with sufficient force to take it on the first try.

3. Unless you have a good reason to save your money, spend it about as fast as you get it.

Comments on these laws.

Early caravans are the fastest way to build early wonders like Copernicus and Michelangelo. By the time the early Rennaisance wonders have been built caravans are more profitable when used for trade. Also trade caravans delivered to a distant continent boost science far better than any library or university. Build other items if you need to stave off riots or need defenders. Diplomats and spies are good because they don't cost shields. If you have some money you can buy extra defenders.

If you can take the capital it will often put other cities into disorder or cause the AI to build another palace. But then it will be cheaper to bribe other cities. Sometimes a capital will be in an awkward location and you will have to take some preliminary cities.

Keep enough money so that it is expensive for AI civilizations to bribe your units or cites. Have enough money so that you can bribe attackers. Beyond that spend the money to build wonders or caravans.

Hopefully this message is worth $.02.
jpk is offline  
Old June 5, 2000, 20:08   #60
Scouse Gits
lifer
Civilization II PBEMTrade Wars / BlackNova TradersGalCiv Apolyton EmpireApolytoners Hall of FameCivilization II Succession Games
Emperor
 
Scouse Gits's Avatar
 
Local Time: 23:42
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
jpk - Tactics is a long way down the line to stay in peace. Don't Ironclads and Vet. Knights tempt you into battle?

I'm changing my mind about always hitting the capital first. (Though I agree there are many instances when it is the best strategy). Some coastal capitals are worth preserving to the end. Bribe the other cities and bombard the capital from the sea, ignoring the city walls. (Coastal fortresses are easier for spies/diplos to bring down than walls). There is nothing worse than taking a seaside capital, only to find the government "escapes" to some inland city built on a river. Though the bribing price is always more if there is still a capital - a little sabotage can always even things out. If the result of this sabotage strikes at a temple/market place/bank or colosseum, the city may riot the following turn anyway, so a spare diplomat should always be on hand to buy at reduced prices!
--------
SG (2)
[This message has been edited by Scouse Gits (edited June 06, 2000).]
Scouse Gits is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 19:42.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team