Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums-archives
  
  The whole caravan thing (Page 1)

Post New Topic  Post A ReplyPost A Reply In A New Window

This topic is 2 pages long:   1  2  profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   The whole caravan thing Format for Better Printing
Theben
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 11, 1999 23:02   Click Here to See the Profile for ThebenClick Here to Email Theben  send a private message to MarkG Visit Theben's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Alright. I try to build caravans for trade and food, but I always get sidetracked by something I consider more immediate. Usually I just build 3 for my science city, and some others for wonders. So how do you guys seem to build so many? How many would you say you build in an average game?
Do you find yourself building a lot more in double production games than regular production (more than just x2)?
What do you consider more and/or less important than a caravan?
In what situations do you use food caravans?
Any newer strategies for caravans (in last 5 months) in general?
Adam Smith
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 12, 1999 00:46   Click Here to See the Profile for Adam SmithClick Here to Email Adam Smith  send a private message to MarkG Visit Adam Smith's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
How many caravans? 40-50 trade routes, about 20 food, plus all wonders via caravans. Thats probably 130-150 total.

What do I consider more important than a caravan? First priority is expanding to the number of cities allowed by government, up to eight or ten max for me. Second priority is adequate defense: a phalanx in each city, plus two mobile units and one or two dips to cover the entire set of eight or ten cities. After that, I build pretty much nothing but caravans. Improvements can be purchased; wonders are built from caravans; spaceship built using wonders as placeholders plus spending the money you accumulated.

I only use food caravans to grow my Super Science City.

New strategies? Working on using caravans to manipulate the commodities individual cities supply and demand, but not quite there yet.

All of these comments apply to games against the AI. My impression is that most MP games dont get continued long enough to build too many caravans.

------------------
Old posters never die, they just f.a.d.e..a..w..a..y . . .

Theben
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 12, 1999 01:22   Click Here to See the Profile for ThebenClick Here to Email Theben  send a private message to MarkG Visit Theben's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Thanks for the quick response. I should amend what I said. I do build many other caravans, but usually not until late in the game; well into the industrial-modern era and after factories. When do you really start pumping them out?

I should also mention that I'm a bit more expansionist than you. I try to have a lot more cities than that (I also usually play large map).
[This message has been edited by Theben (edited December 12, 1999).]

Ken Hinds
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 00:56   Click Here to See the Profile for Ken HindsClick Here to Email Ken Hinds  send a private message to MarkG Visit Ken Hinds's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I also play on a large map and often have 10 to 20 cities. I try to get trade fairly early in the game as it makes wonder building easier. My usual building pattern is: 1) a military unit, 2) diplo/spy, 3) caravan/freight, 4) City improvement.

I modify this as needed on a city by city basis depending on what the urgency is for some particular item in that city.

Ken

Smash
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 04:50   Click Here to See the Profile for SmashClick Here to Email Smash  send a private message to MarkG Visit Smash's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I use food caravans and a granary to grow certain cities quickly under Communism or Monarchy.You can add a new citizen every turn.One way to counter "we love" of Republics and Democracies.
Scouse Gits
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 05:25   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Adam,
"no of cities allowed by the government???"
We have noticed quantum leaps in unhappiness while we have been expanding and hypothesised that there was a 'rule' there somewhere. Do you have the deep intelligence? Please share...

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor


[This message has been edited by Scouse Gits (edited December 13, 1999).]

finbar
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 06:31   Click Here to See the Profile for finbarClick Here to Email finbar  send a private message to MarkG Visit finbar's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Just out of interest, SG, exactly how many of you are there lurking behind that handle?

------------------
finbar
Mono Rules!
#33984591

Scouse Gits
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 07:13   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Just the two, me SG[1] mad professor (university lecturer) and my mate SG(2) a printer - we get together to play Civ most Friday and Sunday evenings.
For reference v2.42 at the moment SG(2) likes the standard game and lots of Democracy, while I favour some graphic enhancements and Fundy for ever!
Hope this helps
(You're not Carthaginian are you? )

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor


[This message has been edited by Scouse Gits (edited December 13, 1999).]

DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 07:57   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Scouse Git (1),

There is a "magic number" for each type of government. After you exceed 1x that number of cities, you will start having cities whose first citizen is unhappy. After you exceed 2x that number of cities, you will start having cities whose first citizen is very unhappy (which cities, and how many, appears to be semi-random). The magic numbers at Deity level are:

Despotism/Anarchy: 4
Monarchy: 6
Communism/Fundamentalism: infinity
Republic: 8?
Democracy: 10?

I'm not sure of the last two, since I rarely play them.

Theben
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 10:21   Click Here to See the Profile for ThebenClick Here to Email Theben  send a private message to MarkG Visit Theben's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Interesting plan, Smash. Might make Pyramids more important than I give it.
jpk
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 11:40   Click Here to See the Profile for jpkClick Here to Email jpk  send a private message to MarkG Visit jpk's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Theben...I build hundreds of caravans.
ICS = Infinite Caravan Sleaze.

All of my comments relate to playing against the AI. I'm reasonably sure it's single production. A grassland square yields either 0 or 1 shield so you be the judge.

I usually build 20 to 30 cities on my own. Cities and settlers that come from tipping huts add a few more. I will build cities on islands off the coast of AI continents. Cities that come from bribes and warfare add some more. Since I am not warlike until late in the game and I play on maps with 10,000 squares, by the end of the game I will have 100 or so cites.

As soon as I can afford to do so I buy city improvements or at least most of the shields. For example, suppose I want to build a bank and the city produces 20 shields. I will play one turn as normal, switch to a colluseum and buy it for 160 gold, then switch back to the bank for one more turn.

Once I get radio I build airports as fast as possible and then fly freight units half way around the world. Once I can afford to do so I purchase enough shields so that each freight unit requires but one turn to build.

Back to your questions. Suppose the city has a defender, a settler for improvement, and, if it is on a hostile continent, a diplomat. Then I will build caravans unless I need a happiness improvement, an aquaduct, a sewer, or an airport. If I think my city would go into We Love The President Day with a market place, bank, or stock exchange, then I will build them. Libraries and universities are rather low priorities for me. I count on the trade bonus from caravans for most of my science. The obvious exception is the science city.

At the beginning of the game I build food caravans for Wonder building. That is how I distinguish caravans I want to use for Wonders from caravans I want to use for trade. This is the only way I can keep things straight.

The only thing I am doing differently from, say, five months ago is building far more caravans.

------------------
If you can not think of a good reason to build something other than a caravan, build a caravan!

Steve Clark
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 13:49   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark  send a private message to MarkG Visit Steve Clark's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Just got done playing a caravan-centric game with 12 cities on a normal map - it worked perfectly. I built 11 key wonders all with caravans (usually in 1-3 turns). I also built caravans out my science city on a periodic basis. Then, I stacked about 120 caravans outside of 6 cities to build all of the required SS Structurals (15) and SS Components (6) in 5 turns (I used cash for the SS Modules).

This was my first time playing this way and now I can really see the benefits of caravans. It is the most undervalued unit in the game.

Bohlen
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 14:28   Click Here to See the Profile for BohlenClick Here to Email Bohlen  send a private message to MarkG Visit Bohlen's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Your strategy to use caravans to help build spaceship parts, which is a great idea, made me think of asking this:

Has anyone tried playing a game without building any caravans? Has anyone won such a game? I guess you could call it NCC (No Caravan Challenge). How difficult would it be to win a game with this strategy? At what difficulty level(s) could it be done?

Steve Clark
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 14:49   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark  send a private message to MarkG Visit Steve Clark's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
That's very easy. My last game was the FIRST game (after playing and winning continously for a year) that I built caravans to a great extent. Truthfully, I didn't know about the value of caravans until reading this forum. But as I can attest, one can easily win at bloodlust (and AC I assume) without caravans.
Paul
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 15:52   Click Here to See the Profile for PaulClick Here to Email Paul  send a private message to MarkG Visit Paul's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Like Steve, I also learnt about the value of caravans when I first came here and I can tell you that I have won the space race without caravans. It may take a bit longer, but it is not much of a challenge for a decent civ2 player.
VetLegion
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 16:50   Click Here to See the Profile for VetLegionClick Here to Email VetLegion  send a private message to MarkG Visit VetLegion's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
To DaveV...

Yes, I agree with the numbers you mentioned. It goes 6...12..20 or something. As I like to have more cities, I tried to counter unhappines with Hanging Gardens. Howewer after I have built them, something wierd happens...they start to riot, and when I take units out of them they calm down???
Anyone knows where I cold find more info about happiness calculation?

Sten Sture
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 18:49   Click Here to See the Profile for Sten StureClick Here to Email Sten Sture  send a private message to MarkG Visit Sten Sture's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
VetLegion - I ran into the same thing this weekend. Anybody have a good answer?

------------------
If you can not think of a really good reason why you should build something other than a caravan, build a caravan. - jpk

finbar
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 19:15   Click Here to See the Profile for finbarClick Here to Email finbar  send a private message to MarkG Visit finbar's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
What's that? Taking units out of a city makes it happier? Or am I misunderstanding? I've never come across it.

SG - I've been accused of many things, but never of being a Cart.

Tell me, do you ever fight over control of the handle?

------------------
finbar
Mono Rules!
#33984591


[This message has been edited by finbar (edited December 13, 1999).]

Sten Sture
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 19:23   Click Here to See the Profile for Sten StureClick Here to Email Sten Sture  send a private message to MarkG Visit Sten Sture's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
It could be that the city with the most disorder was moving somewhere else. I wasn't thinking to check that at the time, but it should be possible to make the most unhappy city be the one you want it to be my tricking the program.... hmmmm.
finbar
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 19:36   Click Here to See the Profile for finbarClick Here to Email finbar  send a private message to MarkG Visit finbar's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Mmm. Just hunted through the Strategy Guide. The equation for calculating unhappiness against size of empire makes fascinating reading. If you're a Nobel winner for Maths.

Max Cities = Riot Factor - ((difficulty levelx2) x ((government divided by 2) + 2))/2)

Where:

the default value of Riot Factor = 14

difficulty level = a range from 0 (Chieftan) through to 5 (Deity)

government = 0 (Anarchy), 1 (Despotism), 2 (Monarchy), 3 (Communism), 4 (Fundy), 5 (Republic), 6 (Democ)

I have a headache.

------------------
finbar
Mono Rules!
#33984591

Sten Sture
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 19:40   Click Here to See the Profile for Sten StureClick Here to Email Sten Sture  send a private message to MarkG Visit Sten Sture's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Just like I thought!

LL

finbar
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 19:42   Click Here to See the Profile for finbarClick Here to Email finbar  send a private message to MarkG Visit finbar's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I was right all along. A little knowledge can be very very very dangerous to one's mental health.

------------------
finbar
Mono Rules!
#33984591

Scouse Gits
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 13, 1999 20:09   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
DAVE V

Thanks for the figures. Is there a similar set of magic numbers which suddenly stop cities from celebrating for no apparent reason? (Usually in fundy or monarchy)
My question applies to when the overall number of cities remains the same.

-----------
Scouse Git (2)
[This message has been edited by Scouse Gits (edited December 13, 1999).]

DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 14, 1999 07:50   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Sten Sture and VetLegion,

The key to keeping lots of cities happy with HG lies in exploiting a bug discovered by Matthew. Two cups (or HG) will convert an unhappy citizen to content, but they will convert a very unhappy citizen to happpy! So when you strip troops and lessen martial law, HG produces a happy instead of a content citizen.

Someone (Sieve Too, I think) had a very nice writeup about the happiness screen in another thread. I'm too lazy to look up the thread, but maybe someone more ambitious could track it down...

DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 14, 1999 08:43   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
finbar,

Sorry, but the formula you cite is bogus. I ran the numbers for Deity, and got:

Anarchy/Despotism: 4
Monarchy: -1
Republic: -6
Democracy: -11

I noticed that the formula has four left parentheses and five right parentheses. But there's something more fundamental: the government must be added to the number of allowable cities, not subtracted.
[This message has been edited by DaveV (edited December 14, 1999).]

Xin Yu
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 14, 1999 13:46   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu  send a private message to MarkG Visit Xin Yu's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
It can't be true that removing units from a city can ease riot. Maybe another city has just been built? or the luxury rate has been changed? or the configuration of citizens has changed (working on ocean instead of mountain)?
Matthew
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 14, 1999 19:45   Click Here to See the Profile for MatthewClick Here to Email Matthew  send a private message to MarkG Visit Matthew's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
DaveV:

IT'S NOT A BUG !!!!

at least I hightly doubt that it is. It makes huge civs possible.

finbar
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 14, 1999 20:55   Click Here to See the Profile for finbarClick Here to Email finbar  send a private message to MarkG Visit finbar's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Dave V - I copied it out of the Official Strat Guide. Of course, being one of the world's worst touch typists, I might've (and probably did) transpose something.

I'll check.

------------------
finbar
Mono Rules!
#33984591

finbar
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 14, 1999 21:02   Click Here to See the Profile for finbarClick Here to Email finbar  send a private message to MarkG Visit finbar's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Dave V - Just checked. And double checked. That's the equation that appears on p88 of David Ellis' Official Strategy Guide.

Guess he got it wrong. Pity. Well, more than a pity, it's bad. If I were more of a mathematician, I'd have a go at doing the calculation myself.

------------------
finbar
Mono Rules!
#33984591

DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 15, 1999 07:40   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
finbar,

Here's my guess:

Max cities = Riot Factor - difficulty factor*2 + (INT(government/2))*2

For non-programmers, the INT(government/2) part means you divide by two and discard the remainder.

Strangely enough, this produces the same numbers I gave above for Deity .

DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 15, 1999 09:18   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Matthew,

If two cups changed a very unhappy citizen to a content, I'd be willing to accept it as a planned assist to large civilizations. But the fact that it changes to a happy means that happiness *increases* when you build lots of cities. The riot factor shows that this is exactly the opposite of what the programmers intended. In my book, a feature that works the opposite of the way it was intended is a bug.

VetLegion
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 15, 1999 17:07   Click Here to See the Profile for VetLegionClick Here to Email VetLegion  send a private message to MarkG Visit VetLegion's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
DaveV

Thanks, I think that it should be it. The fact that I had to move some troops out of my cities didn't bother me much, hehe...I got the game done pretty early and I was satisfied. However, if it is a bug reckognized by the players as a cheat, I will avoid it.

Matthew

I play TOT:Original game, so I posted a question about this in the TOT forum. I got no replay yet.
And as for "strange things"...
I noticed that my rioting cities under republic had no production but science as normal! (I had gunpowder 1.A.D) I posted about it and got official replay that this was NOT a bug, but a "matter of gameplay balance" or something...

Try it out, maybe it is just TOT...?

valmont
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 17, 1999 13:03   Click Here to See the Profile for valmontClick Here to Email valmont  send a private message to MarkG Visit valmont's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Try this:

Max Cities = [Riot Factor - (difficulty levelx2)] x [((government divided by 2)+2)/2]

Deity Republic:

[14 - (5x2)] x [((5/2)+2)/2]
[14 - 10] x [(2.5 + 2)/2]
[4] x [(4.5)/2]
[4] x [2.25]
9

Deity Monarchy:

[14 - (5x2)] x [((2/2)+2)/2]
[14 - 10] x [(1+2)/2]
4 x [3/2]
4 x 1.5
6

King Monarchy:

[14 - (3x2)] x [((2/2)+2)/2]
[14 - 6] x [(1+2)/2]
[8] x [3/2]
8 x 1.5
12

DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 20, 1999 14:14   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
valmont,

I think you've got it, except I still think the (goverment divided by 2) term is truncated to an integer. So I would perform the Deity Republic calculation as follows:

Deity Republic:

{[14 - (5x2)] x (INT(5/2)+2)}/2
{[14 - 10] x (2 + 2)}/2
{[4] x (4)}/2
{16}/2
8

geofelt
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 21, 1999 18:33   Click Here to See the Profile for geofeltClick Here to Email geofelt  send a private message to MarkG Visit geofelt's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
The strategy guide is clearly wrong, there are unbalanced parentheses. The number of cities you can have without extra rioting decreases with difficulty level. At higher levels of government you get less unrest. In my experience, despotism hurts at 4 or 5 cities. I pause in founding more until I get monarchy. In monarchy, the number is about 12. With hanging gardens, the first citizen is always happy, so it really helps expansion and founding new cities. Once you get democracy, there is no limit.
DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 22, 1999 07:35   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Geofelt,

There *is* a riot factor in Democracy, although most people probably don't notice it. If you have at least two cups per city, extra cities will actually increase your happiness (see above discussion of very unhappy to happy conversion).

My early expansion limits are 8 cities for Despotism, 12 for Monarchy. At this size, you can keep a size 2 city content with two troops. Very rarely, you can build an extra city, but I haven't been able to figure out any pattern to this bonus.

Mama Mia
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 23, 1999 06:44   Click Here to See the Profile for Mama MiaClick Here to Email Mama Mia  send a private message to MarkG Visit Mama Mia's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Back to the original subject.....

I have not played CIV2 for about a year now (I'm playing SMAC now - if you love CIV2 you will love this game too), but from what I can remember, I did not realise the importance of caravans until late in my CIV2 'career'.

I normally build one caravan at a time for each city (after having built a defending unit) and do not normally build another for that city until the preceding caravan has reached its destination, allowing me to concentrate the city on building other useful stuff (and also not reducing shield output too much from support costs).

If there is a race to build a wonder, then of course I will make surrounding cities near the city building the wonder churn out caravans to rush-build the wonder. By doing this (and by having a city 'build' a wonder which has already been built and simply switching production to a new wonder as soon as another one can be built), there is rarely a game in which a rival civilisation can build a wonder before me.

The usefullness of caravans has already been pretty much covered in this post, but a later game trick with caravans (freight) and airports is to find a high population city which supplies a really valuable commodity such as oil or uranium. Make sure this city has an airport and find another city as far away as possible which also has an airport. If this city demands the commodity, then so much the better. Each turn you can produce a freight unit (by this time in the game, the city should only take 1 turn to build this unit), and fly it instantly to the target city for a huge instant trade boon. Even if the target city does not demand the commodity, you will make a fortune in instant cash. You can keep making the freight and reset the trade route each turn just for the cash windfall. In one game, I was making 2000 (gold?) each turn just from the single freight unit alone. This method also works if two cities are linked by rail.

Caravans also serve as decent scouts when travelling to foreign lands. Rival leaders do not seem to mind much when your caravans are traipsing across their territory, although nothing is more annoying then having had to wait about 50 turns for a caravan to travel across the world and having a rival destroy it in a sneak attack.

Xin Yu
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 24, 1999 14:12   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu  send a private message to MarkG Visit Xin Yu's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Gee, I also found that moving a unit out of a city can cease riot. So I was wrong before. Now I figured out why.

HG can make a content citizen or a double-unhappy to happy, but can only make a unhappy to content.

Suppose a size 2 city has two double-unhappy citizens, and there are two units in the city. Each unit makes a double-unhappy into unhappy, then the HG makes one of them content. The city will be in disorder (1 content and 1 unhappy). Move one unit out of the city then you have one unhappy and one double-unhappy. HG makes the double-unhappy happy, so the city is ok (1 happy and 1 unhappy).

In civ1 there's no double unhappy, so when double-unhappy was added in civ2.... Wierd.

VetLegion
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 25, 1999 16:55   Click Here to See the Profile for VetLegionClick Here to Email VetLegion  send a private message to MarkG Visit VetLegion's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
they made the program calculate first units, then wonders. I think it should have been the other way around. This way it could get tough to defend a city, and have it producing something...but then, does anyone still defend their cities?
Aurelius
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted December 25, 1999 17:26   Click Here to See the Profile for AureliusClick Here to Email Aurelius  send a private message to MarkG Visit Aurelius's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hey VetLegion,

I defend them towns with Raging Hordes around. Especially when the coffer's are full of capitalistic money. Those tolls get steep! Not to mention the destructive nature of the barbarians.

Aurelius

Apolyton Civilization Site Forums-archives
> > > Forum

This topic is 2 pages long:   1  2 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

AltaVista Type or paste text or Web address (beginning with http://) here:
Powered
by Systran
Translate from: 

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site