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Topic: How do you play this game and actually win? |  |
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JERandall
b.02-15-99
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posted April 27, 2000 15:20
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The comments in this thread about the best early strategy to pursue -- shields or trade -- intrigue me. Particularly in light of a very similar debate surrounding another, similar game, Master of Orion II (MOO2). (See various archived threads on Usenet's alt.games.moo2 .)For MOO2, extensive gaming has determined that the best early strategy involves maximizing your production (equivalent of shields), or production's surrogate, population. The production/population maximization strategy in MOO2 will almost always defeat a technology (equiv. trade) maximization strategy. Now, CivII is somewhat different in that its technology tree gives much greater incremental rewards, in the form of Wonders, to the tech/trade maximization player. However, I am of the opinion that a pop./shields maximization strategy will eventually be superior. The pop./shields player will lag behind in the early to mid game, with slower scientific advancement and thus inferior units. This creates a window of opportunity (perhaps a rather large window) during which the tech/trade player had the advantage. However, the mid to late game, the pop./shields player regains the advantage, as his massive population and production advantage allow him to outbuild anyone else. Pop./shields gives an advantage whether you choose the space race (it allows you to crank out ship components faster) or military conquest (it allows you crank out units faster). The really important thing to note is the equivalences among various resources. There are really four resources: population is the fourth, in addition to food, trade, shields. At some level population is the key resource, but only insofar as it can be transformed into more of one of the other resources. Production is, I assert again, the next key resource, because it can easily be transformed into anything else through the ever helpful caravans/freight. Trade can also convert to production (through buying, whether incremental or not) but at a less favorable exchange rate than that between production and trade. (No one ever said the exchange rate had to be "fair"!) Is it possible to win CivII with a tech/trade strategy? Yes, of course; this is the root of the OCC (One City Challenge) strategy. However, for a normal game, *especially* one which will involve significant military conflict, I submit that the most successful strategy is to skew your early game in favor of pop./shields, catch up the mid game, and gain a dominant advantage in the late game. Feel free to spin this off into a new topic if that would better serve the message board etiquette... I'm new here.
------------------ JERandall |
Smash
b.02-15-99
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posted April 27, 2000 16:23
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the problem with that is this game is decided in the early-midgame.First crack at wonders means first to build them.First to Philosophy.First to Democracy.etcIts alot easier to make the transition from high trade to high production.Especially if you if have built civ helping wonders.You can use "we love" days to catch up in population in a matter of turns.By then its game over. especially true in MP.By the time you have infastructure to support your "larger" and more "productive" civ,the trader is so far ahead its not funny.And if you take this "sheild" approach in MP you will become familiar with having NO wonders at all.You will have to make war to try and slow them down.But you will be facing superior military technology How will you expand beyond 6-10 cities at deity without a happy wonder or government change?.The latter requires infastructure and that takes TIME.You will have a civ of Elvi' imo
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Venger
b.02-15-99
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posted April 27, 2000 17:19
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The key to the production/population/discovery debate is that there is no substitute for time. And time is the only way to create population... all else can be artificially created...Venger |
Steve Clark
b.02-15-99
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posted April 27, 2000 17:33
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Welcome JERandall to Civ2-Strategy, your insights are more than welcome.  I agree that, in the end, the ones with the most shield productions are likely to win for the reasons you gave - spaceships parts and military units. Add to that equation, Capitalization, which converts shields to gold, the combination of high production cities and lots of gold can build (and re-build) military/spy units until the conquest is complete or ship parts (with a gazillion caravans ) until launch. However, it doesn't have to be an either/or strategy. The key with ship parts is to get those required advances and with military units, getting those superior units, both ASAP. That requires science. So perhaps an arrows strategy until a certain time then switch to high shields/gold. The choice of government also plays into this strategy where most switch to Fundamentalism for conquest, thereby maximizing gold since science is not needed anymore. |
Ming
b.02-15-99
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posted April 27, 2000 19:50
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JERandall... Your strategy is sound against the AI. The AI will always match your science development, and you won't fall far behind. That's why you can utilize many different strategies against the machine, and usually win.However, in MP, you can't afford to fall behind early in sciences, especially with agressive opponents who are racing through the science tree. All your shields can't build wonders if they are already built before you get the science. You want to play a game of MP with that strategy 
[This message has been edited by Ming (edited April 27, 2000).] |
Smash
b.02-15-99
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posted April 27, 2000 21:14
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hehe.no substitute for experienceThe problem with that is this game is decided in the early/mid game. First crack at wonders=first to build wonders. first to Philosophy.To Democracy etc.. By the time you "catch up" the game will be over.You will take even more time to build infastructure to support your "larger" civ.To keep em happy.Meanwhile the "trader" will have used "we love" to catch up in population in literally a few turns.Whilst the "production" civ will be full of Elvi' The transition from science to production is easy and natural in late game.Not so the other way. You will have to make war to slow them down but you will be facing superior military technology all game. The game favors the peaceful scientist. imo |
JERandall
b.02-15-99
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posted April 28, 2000 08:50
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Ming wrote:> Your strategy is sound against the AI. [...] > > However, in MP, you can't afford to fall > behind early in sciences, especially with > agressive opponents who are racing through > the science tree. All your shields can't > build wonders if they are already built > before you get the science. This point is well taken. I have never played multiplayer (MP), so my strategies are directed against the AI. Two further comments. First, to continue the comparions to MOO2 -- in that game, the production maximization strategy is even *more* effective in multiplayer. Currently there is a discussion on alt.games.moo2 as to whether a non-production player can possibly keep up with everyone else. It can be done against the AI but not against good human opponents. In CivII the opposite appears to be the case: the science maximization strategy is the only effective strategy against human opponents. My second comment -- getting away from the shields vs. trade arrows argument -- let us focus on population. More pop. means more shields or trade (or both). Because the early game is so critical, it seems that you goal should be to maximize your trade as quickly as possible. The question is, will you maximize trade faster by concentrating on trade arrows from the start, or should you engage in a brief period of pop. maximization first? If, by turn X, you have 5 size-2 cities to an opponent's 2 size-3 cities and 1 size-1 city, it seems you should always have more trade than him (barring outrageous imbalance in special resource squares). Thus it may be that your best bet early in the game is to expand as quickly as possible, spreading out and maximizing your pop. *which equals* maximizing trade. Clearly there is an inflection point somewhere, beyond which you receive diminishing returns from the pop. maximization strategy. After that point you should allow your main cities to grow and focus on maximizing trade (while still building new cities in outlying areas). I don't have a hard and fast rule for when this inflection point occurs, just a general feel -- but I would be interested to hear from anyone who has a more rigorous mathematical underpinning to his strategy.
------------------ JERandall |
Ming
b.02-15-99
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posted April 28, 2000 12:29
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As the old argument goes... 3 one size cities produce 6 workers (the city square plus one in the surrounding terrain) One three size city has 4 workers... It's easy math! Plus, mulitple cities will probably mean more special resources to draw on.Early expansion is key. Overall pop, while making a difference, can always be made up latter via we love you days in Republic and Democracy. So the more new cities, the better. I start developing my cities when I either run out of room to expand, or the original cities are so far from the front, that a settler will take way to long to start a new city. This is when I start thinking of building roads to. Unless a settler is crossing over a square that I wanted roaded for trade purposes, I will not improve until I'm getting close to my max cities, or the settler has nothing better to do  |
Jim W
b.02-15-99
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posted April 28, 2000 13:40
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Well, folks, day before yesterday I started a new game. As of last night, I'm still at 1060 BC, with 15+ cities. (Sorry, I was half asleep when I counted them last night and I didn't write the number down.)I should perhaps give some of the credit to Tim Smith's Hi-Res Graphics, which I installed just before starting the game. I mean, when your Settler is represented by a covered wagon icon, it's a little harder to say, "okay, you just do a bit of irrigation here before you go off and found a new city."  Thanks again, everyone. Jim W |
general_charles
b.02-15-99
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posted April 28, 2000 17:35
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Here's how I do it: first, you must build a lot of cities, I always first build a settler with a city (except for the first one where it comes second) and then a defensive unit, then I move on to the imrovements, try to favor library then market and wonders, continue building new towns and use those new towns to build new towns until you discover explosives (NOTE: you must get Leonardo's workshop) then stop building new cities, you should have a pretty good empire by now and start improving your land with the engineers (NOTE: each time a city finishes building, build an engineer until every city has one). When all of your cities have roads, farms or mines and railroads on each square and railroads between them, you can start expanding again (it will take time). But this strategy ensures sufficient research and military potential, to attck, go to the PARTISANS folder and follow my directions. |
SilverDragon
b.02-15-99
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posted April 29, 2000 19:31
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Jim W -If you have 15 cities around 1000 BC on Warlord, you will probably win. Soon you'll be ready for prince level. ------------------ Long live the Communists! -- SilverDragon | |