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Old January 10, 2002, 13:17   #241
Arrian
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That's odd, I find WLTKD very useful. I target luxuries, and build marketplaces ASAP, and find that I get a definite boost in my far off big cities (not the really fringe towns, but the ones that normally would lose say 1/2 of their production... that will drop a bunch).

On Monarch, you can keep a size 17 city happy (WLTKD) with:

All 8 luxuries + marketplace
Temple, Cathedral, Colleseum
Sistine Chapel
Bach
No entertainers or luxury spending

The 18th citizen is unhappy. Now, as I've mentioned before, my cities don't hit that size until really, really late in the game, so at that point, jacking luxury spending up to 10-20% is no biggy. In the game I finished last night, my empire-wide corruption was 11%. That's with approx. 42 cities on a the normal world map, stretching from Central Africa to Scandinavia, to Far eastern Siberia to Malaysia. WLTKD helps, believe me.

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Old January 10, 2002, 13:26   #242
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Velociryx's idea about upgrading Warriors to Swordsmen got me thinking.

The Japanese start with the wheel, meaning that Horses are often available within the first couple of cities. Building Chariots to use as expensive Jag Warriors or garrison units until Horseback riding, and then upgrading to Horsemen could work quite well. The drawbacks are that like Swordsmen, Japanese Horsemen aren't upgradable thanks to their UU. Also, on some maps Horses might not be available early enough for it to work well. Might be something to keep in mind when starting with the Japanese and seeing a horse nearby.

For any game in which Horsemen are going to be the main Ancient era unit you use, this could give a 2 tech headstart in getting the army built as well. That could mean 40+ turns of production that would otherwise not be available for military buildup.
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Old January 10, 2002, 14:53   #243
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Yeah, I think the Japanese are the one civ that would work for. However, the one advantage to Vel's idea is that warriors are so cheap (10 shields, right?). Wow. What are chariots? Then again IIRC, the upgrade from chariot to horsemen is 20gold each, as opposed to the 40 gold required for warrior -> swordsmen.

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Old January 10, 2002, 18:37   #244
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Vassals, Settlers, and War, oh my!
The reason I started whacking settlers instead of declaring peace is that they would-be vassal had nothing to offer me. If you leave the civ large enough to be a useful vassal, then it's probably better to renew the peace every 20 years and milk them for money.

Another fine point about oscillating war that I'm sure has been posted by others (you know, probably about 23 pages and two threads ago ) is the idea of going with zero science. If I know I'm going to war, then as soon as I can produce my soldiers (whatever they may be) I go to 0% science. The reason for this is that the AI out-researches me anyway, especially with all their trading. If I know I'm going to make a vassal then I'll totally stop all science and force them to give me everything. If I'm going to take a second vassal, then I still don't do any learning until after I get all of _their_ tech, too. When I'm done with Ancient Age warfare, then I'll crank up the science machine and buy any techs that I don't have. Since buying is always cheaper than researching, I nearly always end up tied for the tech lead with a vassal or two and a war-bloated empire. Good times.

Basically I use warfare and peace negotiations as my Great Library, and all the extra gold I save really gives me an advantage in production and upgrades when I turn the science back on.
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Old January 10, 2002, 18:49   #245
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Yes, this would only be for those who were pre-determined to use horse units to get an earlier jump on their military buildup. The shortcoming of this is you cant start "pre-building" your army until horses are actually found and hooked up. The Swordsman version needs Iron, but only at the upgrade point, which would make the buildup faster in many cases.

I think the Iroquois (not going to work at all), Japanese, Chinese, Indians, and to a lesser extent, the Russians, would be the Civs not to use this. It would still be more effective than building horsemen from scratch, but because of their UU's the horsemen wouldn't be (fully) upgradable. Kind of sad that Civs with horse UU's, other than the Egyptians, actually lose out on a lot of the lines efficiency.
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Old January 10, 2002, 19:35   #246
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Map Brokering and Defensive War and Why the Zulu's are my new favorite Civ
I was playing a Deity game on Marla's wonderful world map today as the Zulu's. This map is different from randomly generated ones in that there is a lot more food sources in historically highly populated areas. I switched it back to the default rules though. My first intention was to overrun the world with Horsemen and Impies, but when the wheel rolled around, there were no Horses to be found. The nearest source was by the red sea, 30+ spaces away from my small empire. If any of you have played on this map, you know its HUGE, and the only other Civ in Africa is the Egyptians. I sent out several Impies after my first scout, and slowly uncovered most of Africa. I had made contact with the Egyptians pretty early, and by trading them my map, had received some gold and contact with another Civ. I could see that all the other Civ's on Eurasia had made contact with each other, and kept trading my map for another contact, some gold, and occassionally a Tech. By the time I got to the last Civ, I had caught up in Tech, made about 500 gold, and gotten most of the Civ's Territory Maps.

Still a lot of Africa remained shrouded in mystery, and each turn as I uncovered another few tiles, I would sell my new maps to everyone. If someone traded me any updated map information for my map, I would go back through and resell my map to those who were interested in the updated map. I was getting anywhere from 0 to 75 gold each turn from 12 different Civs. I was able to put science at 100% and was still pulling in well over 100 gold per turn by 1500BC. I sold some of the techs (whenever an AI was "gaining" on the map deficit), but mostly waited to trade them for other advances. I was already getting almost all of the AI's gold each turn by just selling maps anyways. I'm now 2 advances away from Calvary, poised to take the nearest Horse away from the Egyptians if I cant trade for it (waiting for the AI to build some harbors), and its not even 1000BC yet, all from trading Maps. Certainly the extra food (and quicker expansion because of it) has lead to the degree of success, but it still should be possible to hamstring the AI this way on most large maps. Expansionist is the key.

On the game before the World Map one, I was also the Zulu's. It was another Deity game, everything standard. I quickly was hemmed in on all sides during the expansion, but managed 5 cities, and claimed 2 horses. My Impi army was quite large, and I headed directly to Horseback Riding. Before I could make it, every Civ on my continent had declared war on me. There were 5 Civs altogether (Aztecs, Persians, Babylonians, Iroquois, Egyptians), each with about 10 - 15 cities. I had about 15 Impies at the time, and posted all the ones I had to spare in enemy territory, tearing up improvements, fortifying on mountains, and cutting off all the Horse/Iron resources. No one had traded me any world maps, or even territory ones yet, but my first few scouts had covered that before the war began.

After the first wave of Swordsmen/Horsemen it got quite easy, as I kept the AI without Horses and Iron. I lost several Impies, but my cities were producing them faster than they could be taken out. Halfway through the war, my horsemen were available, but with the sheer number of AI units, they were kept on defensive duty. Eventually enough of the spare units that the AI had were defeated (it was a constant stream of them for quite some time), and for peace treaties I recieved several techs and quite a lot of gold, all without ever having attacked once. My Impies returned home to meet up with the newly formed horseman army that was waiting for them... At that point I switched games, or the AI would have really been in trouble. I wanted to see how this would work out on a more expansive map.
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Old January 10, 2002, 21:24   #247
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Quote:
Originally posted by Arrian
All 8 luxuries + marketplace
Temple, Cathedral, Colleseum
Sistine Chapel
Bach
No entertainers or luxury spending
That's if YOU have both Sistine and Bach. I'm talking about normal conditions, which is w/o wonders. I rarely find myself monopolising on wonders throughout the game, although I do dominate in Industrial/Modern Age wonders...
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Old January 11, 2002, 13:27   #248
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The "all eight luxuries" aside, those are normal conditions for me. Failure to build the Sistine is a hell-worthy trespass in my book, and I shoot straight for it. If I lose Sun Tzu because of that, so be it. Bach isn't quite as key, but I still go out of my way to get it.

Happiness & Science wonders are where it's at. Sun Tzu and Leo's are nice (Sun Tzu reduces tedium nicely) but just aren't that important to me. You can build barracks. Money for upgrading is not something I generally lack by mid-game. You cannot, however, double the effect of your cathedrals, or double the science in a city (three times with Cop's, Newton, and SETI) without the right Wonders.

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Old January 12, 2002, 12:41   #249
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Hello world!
First of all, my thanks goes out to all who've been participating in this superb thread, a lot of quality discussion going on! I feel like I'm battling to get even on the tech score, Civ III came out about a month later in Belgium than in the US, so you're clearly in the advantage here
It's nice to get some sound advice on strats, although the biggest use of Vel's threads is not hearing of totally new tactics, but more of understanding, and voicing strats I allready implicitely used. Great work!

Some suggestions though:
Vel, maybe you could include in your next summary a glossary of Civ (or Vel ) specific words, e.g. everybody is talking about REX, but the opening posts did not explain exactly what is meant by that. Of course, the meaning becomes clear once you've read all, but it would be a help to fledging newbies like myself. Same thing goes for ICS, IFE,...

Further, I noticed people were talking about the difficulties on keeping newly acquired enemy cities, I tested a little on that, and noticed some strange things. Of course, if you keep as much garrison units fortified in a city as there are people, there's no problem whatsoever, but most of the times you simply do not have the forces to do that. After some experiments, I now use about half the city size # on garrison units (fortified! non-fortified units are less effective IMHO), and try to build up a temple asap.

I don't know whether this was a coincidence, but many times I noticed that a city with lots of artillery/bombers in it is much more susceptable to reverting back. This happened a few times when I just ended a war, and wanted to keep my artillery units close to the front, and a few times when they were simply passing on a road to the front. So a testing example: I capture a city size 3, and fortify 2 rifleman inside. I save, and go to the next turn, nothing happens. So I reload, add 10 cannons to the same city, and go to the next turn again. All of a sudden the city reverts! Could it be that artillery is an extra reason to be malcontent? Some thoughts on this would be appreciated.

I also saw one example where I just rebased 8 bombers to a city (size 6, with 4 garrison) only to lose it. Extremely irritating as losing most of my bombers was, I went back to a save game, and removed all of my garrison from the city, but as the bombers already moved that turn, I couldn't move them out. But, at the start of next turn, nothing happened! So I moved my garrisons back in, and used the bombers to soften up the AI's capital Probably this had to do with a different seed, though, I can't imagine that staffing a city with only bombers would keep it from reverting...

Some final suggestions for you modders, or for Soren: if possible, you might want to change the military power to not just count the number of units, but use #of units + total # of offensive stats + total # of defensive stats ( + total # of hitpoints), possibly with some weighting factors for each term. This way, you take the quality of an army into account, while still counting how much workers are walking around. After all, they do have some military value, I use them quite frequently to lure enemy cavalry into the open, where I can savely attack them (and retake my worker, of course)

And I agree that late game entertainers and taxmen aren't as usefull as in the previous incarnations of this game, but I have a solution for this: Why not using a system like the luxuries with or without a martketplace? Without a bank, all taxmen produce one gold, but with a bank the 4th-6th taxman will produce 2 golds, 7th-9th 3 golds, 10th-12th 4 golds etc. Entertainers the same when temple, cathedral and colluseum are present, scientists the same when a research lab is present. Doing so it would be an incentive to grow the largest possible cities, while specialising specific cities into science, or commercial centers. After all, you get the downside of massive pollution, you might as well gain something from it as well.

Keep up the good work!
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Old January 12, 2002, 14:16   #250
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Quote:
Originally posted by Lawrence of Arabia
Why borders are broken

(1) I have a city with culture 1000+. The AI sends a settler to a square just outside my borders. He founds a city, and my borders are pushed back because the city has to have 1 square culture in each direction. While doing that, he takes my only supply of horses. Thats total crap. Borders should not move.
(2) I build a colony on some iron while I'm waiting for a settler to come along. Instead, the AI sends a settler next to my iron and he takes it. That should either not happen if you are at peace or be an act of war.
The borders don't move much, this can't be abused by placing a city and then another in the new border to keep pushing them back. Even when the new cities culture reachs 10 it doesn't push the borders of the 1000+ city back(again). And anyway, if you want it to be an act of war to do that, make it one! Nothing stopping you there(well maybe an MPP). Buy a few allies to make sure they don't buy any allies to gang up on you and make them PAY.

Nothing wrong with colonies. Just don't let any opposing borders near it. If they had a 1 square cultural border like some have said, you would have a serious abuse loophole. I've noticed that when calvary wars start breaking out on large continents with several civs, the destruction and capturing of cities produces a lot of no-mans land where colonies could be placed. These colonies can't revolt and don't increase your corruption, and aren't too hard to defend if on defensive terrain(plant forest if its not already defensive). And, uh, don't forget to protect your roads.
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Old January 12, 2002, 20:14   #251
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Time to split?
Wonderful work, folks. To quote Nick Danger: "Thanks, half-pint, you just saved me a lot of investigative work!" Or rather, you have saved me hundreds of hours of blundering around playing badly. Mind you, I spent dozens of hours blundering around learning the ropes before coming back here to the fount of all knowledge.

However, maybe it's time to split this topic, as per the Civ2 Great Library. This great thread--as a printable document--is now up to 171 pages, a respectable book.

-- Hermann
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Old January 18, 2002, 01:00   #252
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How to Kill an Army
Once in a while I see an AI civ with an army, and these buggers can be hard to kill. The answer is simple really - bombardment. Pound it down to 1 HP and then kill it like any other 1 HP unit.
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Old January 18, 2002, 01:11   #253
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Tech Stealing Bug/Exploit
If you steal the tech you are currently researching, you then need a new tech to research. The tech tree gets immediately called to choose a new tech, but the status variables are set to steal mode, so you can instantly steal a second tech if there is one to steal. Beware, if there isn't another tech you can steal, you will get stuck in the tech screen, unable to steal another tech and unable to exit the screen without CTRL-ALT-DEL.
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Old January 18, 2002, 01:17   #254
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Random Number Generator Exploit
The random number sequence is fixed, by storing the seeds and modulus in the save file. There is only one sequence however, so anything that uses a random number can be used to alter the success of events. It is possible to save/reload a lot, and use things like bombard attacks to pass over bad numbers for critical attacks, like trying to take a city with your last unit, or stealing a tech or a civ's battle plans. If you run into one of those sequences where a warrior kills your tank without taking a point of damage, you can pass over the 4 bad rolls with 2 artillery attacks (rof of 2 each) or 4 cannon attacks, or any combination. Ship bombards work also. You can also use this to generate more frequent Great Leaders.
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Old January 18, 2002, 01:45   #255
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Quote:
Originally posted by eMarkM


I thought at first we'd see 40 turns only on, say, 10-40% science in first several turns w/ 32 turns for 50-100%. This as opposed to before w/ everything taking 32 turns and everyone setting science to 10% to get $ to buy tech. I figured this was changed to discourage setting science too low and give you a choice.

But basically it's the same situation as before, just takes 40 turns no matter what your science is at. So you're still encouraged to set science to 10%, rake in cash, and buy techs. It slowly improves from there of course, but basically it takes even longer to research--at least early. Putting science high on upper levels is still completely pointless. Just bring in the cash and buy them.

e
Actually, if you create a single scientist in one of your cities you can set science to 0.
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Old January 18, 2002, 01:50   #256
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Quote:
Originally posted by Velociryx
Profoundly important bit from Jeff Morris - Firaxis

If you capture a city that has not generated any culture, you will Raze that city, regardless of its size....

Wow....and something that certainly needs more discussion here on the boards!


-=Vel=-
Actually, this doesn't seem to be correct. A size 1 city with no culture will get razed. larger cities have their population reduced by 1, at least, that has been my experience.
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Old January 18, 2002, 02:10   #257
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Optimal Pop Rushing
To maximize pop rushing, you need a size 2 city with 2 wheats. By irrigating the wheats you produce 4 food each, plus 2 for the city square. This produces 6 food a turn in the food box. With a granary you can gain a pop point every other turn. This is ideal for pop rushing, give the unit one shield the first turn, pop it out the second. Put a marketplace, granary, and barracks in the city to produce veteran units while keeping the people happy. War or trade for luxuries, the 7th and 8th luxuries produce MAD happy faces, these little soldier factories will never give you any trouble. If you can find sites for 3-4 factories you can produce 2 new units every turn, leaving your other cities free to produce nothing but improvements or settlers. Produce swordsman, spearmen or pikemen, and horsies. If you tech whore a lot and save cash, you can then upgrade lots of units as you gain techs.
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Old January 18, 2002, 02:38   #258
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Re: Quirks/problems w/ gameplay
Quote:
Originally posted by DFHNY

Along these same lines, you have made the AI able to cheat at production. Let's say he lands a bunch of units right next to my city. My turn comes and I change production from
whatever I was building into a military unit, say a spearman. And the changeover is complete, meaning I'd already produced way more shields than necessary for a spearman so it will come right away. I still have to wait until the next turn for it to appear - at the end of my turn he attacks me, wins the city, and my spearman never materializes. HOWEVER, if the reverse
happens, I land near him, and during his turn he changes production, the SPEARMAN APPEARS right then and there! And he was not able to draft or any of that, I thought of that. Why does the AI have the power to insta-build like that, during the turn itself, without having to wait until the next turn for the unit to actually appear there.
Actually, I think there is a way you can do this also. When your turn begins, enter the very first city that completes a build. From there you can use the arrows on the top bar to cycle through your cities. I think you will be able to change builds in cities that haven't been processed yet, and then cycle back to the city you first entered (I'm not sure about this, I haven't actually tried it, but I suspect it will work).
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Old January 18, 2002, 02:54   #259
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Quote:
Originally posted by Velociryx
One possible alternate use of mobilization:

Peace-time infrastructure for Democracies in corruption ridden cities.

Crank out scads of expensive units, disband them in far-flung cities (easy after you have airports) and mix with ample supplies of cash. Your core cities bounce back from the loss quickly, unhappiness is easily dealt with on account of all the happiness builds, and you mix raw shields with dough to make your dough go that much further.

-=Vel=-
(late nite two cents....)
Heehee, draft infantry and disband them for shields.
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Old January 18, 2002, 03:12   #260
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Quote:
Originally posted by Velociryx
This, more than anything else, will be one of the best reasons to have "barbarian" units available to all. Keep a few on the prowl at the periphery of your borders, and you can play "Whack-a-settler" all day long when they violate your borders....no war, no fuss, no muss....

-=Vel=-
Privateers do have their uses!
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Old January 18, 2002, 03:29   #261
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Quote:
Originally posted by Velociryx

PS: Hmmm....I dunno what Jags upgrade to, if anything....I've never tried it....then again, IMO, the Jag is the best unit in the game....I'd prolly not be as happy with whatever unit it upgraded to anyway....

-=Vel=-
Jags upgrade to swordsmen.
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Old January 18, 2002, 03:52   #262
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Re: Workers
Quote:
Originally posted by Arrian
Though I don't think my micromananging reaches the levels David Weldon desribed, I am one who simply CANNOT trust the computer to do something on its own, like control my workers. No way, no how. The patchwork design of irrigation/mines I see in AI empires has convinced me of this. Why? I rarely irrigate. Sure, enough to get a city growing, but it's still mostly mines. I don't want my cities to grow beyond size 20, since specialists are useless, and larger cities start to get cranky. Pre-hospitals, they can only get to 12, so I tend to mine everything and set up the citizens such that there is no food surplus. I also delay hospitals until I have mass transit because I HATE pollution, and large cities pollute a ton.

-Arrian
Actually, all that excess population is indeed worth something. It's worth POINTS on histographic score. Happy citizens score more points than content citizens, and unhappy citizens score nothing. I use excess population as entertainers to make all working population happy. This keeps all my cities in WLTKD and also scores the maximum number of points possible. I'm nearing the end of a game on monarch (huge 'pelago 80% water, 1996 now) and I'm gaining 73 points a turn now on histograph. My final score will be around 17,300 when time runs out. My next game will be huge pangea 60% water on diety, I'm hoping I can break 40,000.

BTW, future tech DOES score points. The points are averaged over the turns of the game though, so you need a lot of future tech early to have an impact.
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Old January 18, 2002, 04:00   #263
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Quote:
Originally posted by David Weldon
Arrian:
It's funny that some people keep foreign workers and some people get rid of them. For me it's simply a question of tedium. If my empire isn't too big or I'm not getting sick of things yet, then I definitely keep them because they're _free!
Actually, they may not all be free. I recently checked my military advisor, and found I was paying for a lot of foreign workers. So, I selected one, and joined it into a city. I went back to military advisor, and found that the number of workers I was paying for didn't decrease. I didn't pay attention to the military advisor when I first got all of them, because I just assumed they were all free because people said they were. Next game I play I'll pay more attention to what happens to all the workers I get when I raze a city.
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Old January 18, 2002, 04:17   #264
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Great Leaders
When you get one of these guys, USE IT! Use it right away, because you can only have one at a time. As long as he's sitting around in a city, you can't get another one. Think of him as 500-1000 shields, sitting there unused. He's an instant wonder. If there are no wonders you can build, then make an army, and build heroic epic to get more GLs. If you get another GL right away, rush the epic. I've had 9 GLs in my current game, one built an army, one built my FP, and the rest built wonders (playing aztecs, see game described above).

In this game I stayed in despotism a long time, pop rushed infrastructure, pop rushed troops (I used base pairing to generate a huge army, and conquered the world). I switched to republic when pikemen became obsolete, because you can't pop rush a musketman with 1 pop point. Starting those troops out at veteran is a big help for creating GLs, they get to elite quicker. When I have a GL running to a city to build a wonder I attack exclusively with veterans to get them promoted to elite. When I don't have a GL I make sure that every elite unit gets a kill in combat every turn if possible to give me the max chance to get another GL.
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Old January 18, 2002, 04:26   #265
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City Specialists
What's better, making scientists or making taxmen?

Answer: taxmen, for sure.

A taxman creates 1 gold. A scientist creates 1 beaker. That's a 1:1 tradeoff.

However, you can build a library, university, and research center in a city. Plus there are a number of wonders to generate more science, only one to generate more commerce. So, it's more efficient to use the slider to generate science, where each commerce point creates a higher ratio of beakers, and make up the difference with taxmen from excess population (above and beyond those needed for entertainment to make everyone happy to stay in WLTKD). Also, if you go 100% science and have Smith's trading company, the banks and marketplace don't cost you any excess cash a turn, but if you are using the slider for cash then you are paying upkeep on your libs, universities, and think tanks for nothing.
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Old January 18, 2002, 04:45   #266
gnomos
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Late Game Strategies
I think there has been very little discussion of late game strategy. Worker tedium is probably responsible for most of this. People tend to build the space ship as soon as possible so they can stop moving all those workers around. Also, it's a lot of work to terraform a huge map, so people tend to end the game as soon as possible, or even fail to finish it once the eventual outcome has been determined.

I myself am trying to determine ways of scoring more and more points, so issues like maximizing efficiency, and determining the best way to occupy massive amounts of territory in the face of crippling corruption and pollution is providing an ongoing challenge.

In my current game I chose not to build hospitals until mass transit was available. I was concerned that global warming would damage the terrain in the long run, limiting my maximum population, plus wasting the effort of workers that would be better spent elsewhere. I'm not convinced I made the right decision, my score with this game might have been much higher if I had built hospitals immediately. I beelined for industrialization to help build infrastructure, instead of sanitation to build more population.

Which map type will generate the largest score? I suspect that it's 60% water, 'pelago, huge map. In theory you get the same amount of land as with continents or pangaea, but you can utilize more water tiles as well, for a larger total territory and a bigger population, because you have more coastline. However, expansion is more difficult, slowing you down.
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Old January 18, 2002, 10:40   #267
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gnomos,

Holding off on hospitals until mass transit, my way of combating pollution, definitely hurts your score. Clearly, since score is heavily population driven. I find that mildy annoying, as I do the scoring system in general, simply because it doesn't take into account some of the new game dynamics. If I own all 8 luxuries and strat. resources, I think I ought to get a scoring bonus for that. The way it stands now, owning those things will aid you in capturing more cities & land, which in turn gives you more score. It kinda forces you to conquer if you wanna boost your score (same as Civ II in that regard). *Shrug* no biggie.

There is one benifit to my hesitation to build hospitals - if you happen to be short on luxuries, it's difficult to keep large cities happy. Thus, keeping them at size 12 keeps them under control, especially if you're gonna pick a fight to do something about that luxury shortage.

More on scoring - is it adjusted to map size? It doesn't seem like it. I'm slogging through a game on Marla's map, and I'm nearing 2000pts in 970 A.D. (Turns are now taking 15-20 minutes per... but I can't stop now...must continue.... must finish game....)

-Arrian
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Old January 18, 2002, 11:29   #268
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Re: Great Leaders
Quote:
Originally posted by gnomos
When you get one of these guys, USE IT! Use it right away, because you can only have one at a time. As long as he's sitting around in a city, you can't get another one. Think of him as 500-1000 shields, sitting there unused. He's an instant wonder. If there are no wonders you can build, then make an army, and build heroic epic to get more GLs. If you get another GL right away, rush the epic. I've had 9 GLs in my current game, one built an army, one built my FP, and the rest built wonders (playing aztecs, see game described above).
I don't believe this is true. I am pretty sure that I had 2 leaders in my game as the Japanese. It isn't likely, but I don't think you are precluded from getting a leader if you have one unused.

Todd
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Old January 18, 2002, 12:01   #269
Arrian
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Re: Great Leaders
Quote:
Originally posted by gnomos
When you get one of these guys, USE IT! Use it right away, because you can only have one at a time. As long as he's sitting around in a city, you can't get another one. Think of him as 500-1000 shields, sitting there unused. He's an instant wonder. If there are no wonders you can build, then make an army, and build heroic epic to get more GLs. If you get another GL right away, rush the epic. I've had 9 GLs in my current game, one built an army, one built my FP, and the rest built wonders (playing aztecs, see game described above).

When I have a GL running to a city to build a wonder I attack exclusively with veterans to get them promoted to elite. When I don't have a GL I make sure that every elite unit gets a kill in combat every turn if possible to give me the max chance to get another GL.
That, aside from the poprushing, is what I try to do. I've never seen more than 1 great leader at once, and I'm convinced you can't have that. So, I use them ASAP, and use my Vet. troops while he's in transit. They almost always become wonders (1st one, obviously, becomes the Forbidden).

Do it right, and you don't need to be militaristic to get a bunch of leaders. You just gotta fight.

-Arrian

p.s. One of the reasons I'm sticking it out in my Marla Map game, despite the 15 minute turns, is that I've got nearly all the Wonders I want thus far (*&^@ of Arc beat me to Bach by 3 turns), I'm the biggest, now the strongest, and have a 2 tech lead on the AI. No leaders yet, no golden age yet. Oh my.
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Old January 18, 2002, 13:37   #270
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Sad but true
If you really want to maximize your score, forget about building out your civilization. Just try conquering the world as quickly as possible. On Monarchy, I scored 9283 points by conquering the world (massive mounted warrior rush as Iriquois) in 190BC. I don't think you can beat that on Monarchy by maximizing your population and infrastructure.
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