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Topic: How do you play this game and actually win? |  |
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Jim W
b.02-15-99
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posted April 16, 2000 23:30
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I've been playing the game since last September, and very few times have I actually done what might be called "winning."Seems like just about every game, I get up to 1500 AD, find myself with five cities and a treasury of 85 (and sometimes less). Whereupon I consider the likelihood of doing the tech advances necessary to get to AC by 2000, and come up with a figure somewhere in 2100 or so, so I quit and start a new game. I did win one time because I had a huge whack of cities and stuff, and was just about to quit because there was no hope of getting to AC by 2000. Then I notice that there were only about five cities left unconquered, so I pulled on my G. Khan hat and went out and conquered them all. Of course, it ened up that one of the guys had built a new city in previously explored territory, so I had to go wandering all over the map to find him. What I'm saying is, I guess I could always just go into conquest mode from the start, but I think the AC strategy is just a little more classy. No, I'm not likely give the game up entirely, but it sure does seem to be taking me a heck of a long time to master it. Jim W |
Seeker
b.02-15-99
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posted April 16, 2000 23:44
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Jim, look at my last post in the thread 'AI cheats in naval bombardment' --it's a recap of the three basic paths to victory and the strategies you need.You should NOT have 5 cities by 1500 AD. The basic for ANY strategy is this: Build lots of caravans. LOTS. If you can't think of a very good reason to build something, build a caravan. |
The Mad Monk
b.02-15-99
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posted April 16, 2000 23:54
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Jim, what level are you playing at?------------------ The Mad Monk "Oh, the morning it stumbled right in through the window, And this getting up early, gets old anyway And if you listen closely, the crying that you hear, Is the night time lamenting the start of the day." -Lyle Lovett, "Icewater/Fly Swatter Blues" |
SlowHand
b.02-15-99
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posted April 17, 2000 07:15
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Should NOT have 5 citie. 25 maybe. |
Steve Clark
b.02-15-99
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posted April 17, 2000 14:46
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...or 8-12 really high quality coastal/river cities, cranking out arrows for research and caravans for building everything.If you can't think of something to build, build caravans. Even when you have enough caravans to build 3 wonders at once, build some more! |
Ming
b.02-15-99
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posted April 17, 2000 14:57
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Heck... only FIVE cites by 1500AD.Expansion is key to the game. Forget about building improvements... BUILD MORE SETTLERS. You have thousands of years to improve, at least lay a good base of cities first. If I don't have 8 cities by 2000BC, I know I'm falling behind. In an MP game, I know I'm doomed  Explore and expand. Then you can start worring about trade routes and war. If somebody blocks your way, go somewhere else. Locked in... build ships and find someplace else to expand. Just keep building cities... And last, don't concentrate on production shields. Concentrate on trade arrows instead. Do a beeline and research straight to monarchy (or republic) GET OUT OF DESPOTISM as fast as you can. Do these simple things, and your chances of winning will improve.  |
DaveV
b.02-15-99
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posted April 17, 2000 15:43
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With all due respect, I have to disagree with Ming on the shields vs. arrows question. If the object is to crank out settlers and cities as fast as possible, a shield is worth a lot of arrows (2.5 gold = 6.25 arrows at 40% tax). When my cities are size 1, I try to max out shields, food, and arrows, with the emphasis on food. But once they reach size 2, I go for max shields. If that means working forest and sacrificing some arrows, so be it. I figure that the new city will generate more arrows later than I'm losing now.Jim W - here's a simple algorithm for the early game: Build your first (two) city(s). Build a warrior to maintain order, a horseman to explore, and a settler to build another city. DON'T waste time irrigating, mining, or building improvements in your city. Build roads if needed, but get those early cities down ASAP! If you decide to switch to growth mode later, your cities should all be about the same size, which makes "we love the xxxx" growth spurts easier. If you want to play the "infinite cities" game, just keep cranking out settlers and building cities. (Edited to make it clear I wasn't trying to tell Ming how to play the early game) [This message has been edited by DaveV (edited April 17, 2000).] |
Ming
b.02-15-99
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posted April 17, 2000 15:56
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I'm glad you disagree, and you raise some fine points. But, the key is to get out of despotism. If you maximize for shields after it has gone to two pop, you will be in despostism far too long. I try to get to monarchy by 3000 BC... sooner, and I'm winning big time. If not by 2800BC, I'm getting killed if I'm playing MP. The difference between despotism and Monarchy is huge. I would rather have one less settler and get into Monarchy far faster. I do build cities keeping production in mind. And yes, I still crank out settlers as fast as I can, and usually build a unit or two to explore... but I will concentrate on trade arrows, not production. Given a choice of starting my first city near trade or production, I'll take the trade. In the long run, it's a better strategy IMHO  |
Andz83
b.02-15-99
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posted April 17, 2000 16:04
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Ming: Monarchy in 3000BC???  I'm happy when I reach it before 2000BC. But in fact, I don't have many experiences in MP, and my highest rate in SP were ***ashamed*** 167% ***ashamed*** with DEITY, man, with DEITY A friend of mine has reached 130% with Warlord, so my record...sucks  I know, I know, I'm bad. I play this game since summer 1996, so this is ridiculous  ------------------ "The more I know, the more do I know that I don't know anything" - forgotten who said that... :o :) "Within the peace, enemy attacks us..." - Kaiser Wilhelm II, August 1914 ;) "Hell, yeah!" - James Hetfiels, while singing "Master Of Puppets" on Metallica-S&M-concert in spring 1999 in San Francisco |
DaveV
b.02-15-99
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posted April 17, 2000 16:11
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Ming - Despotism is indeed a lousy government, but I don't think it cramps my style so much in the early game. Up to four cities, there's no riot factor penalty over Monarchy. The production penalties only kick in for a square that produces more than 2 shields or arrows - a rare item in the early game.Maybe you've been tainted by 2x production? |
Ming
b.02-15-99
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posted April 17, 2000 16:23
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Yes, I have been "tainted" by double production. But, I still played it that way in single production. (but I sure as hell didn't get to monarchy by 3000BC in single )I'm one that builds my first few cities near specials... And I will wander until I find them. Yes, sometimes I feel like the lost tribe... but I still look for them. Your first few cities will be the key of your empire... I want them to be special! Science is everything in Civ. In MP, it gives you first crack at the wonders. If you can lead in science, you will never be in bad shape... (unless you leave your cities defenseless) |
inca911
b.02-15-99
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posted April 17, 2000 16:48
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To win this game, you need to understand: 1. How to keep your people happy (preventing civil disorder). 2. What trade arrows do for you. Trade = Science = Bombers vs. Pikeman = Victory. 3. Different benefits of different government types. Things like martial law, max number of cities per government type before unhappiness really starts up, special unhappiness factors. 4. How military units work. Things like defensive bonuses for rivers, city walls, veteran status, etc. 5. What Wonders do for you, also city improvements.I have tried to compile answers to many of these questions (provided by myself and others, thanks to all!) in a thread entitled "Distilled Civ Tips and Notes". Give it a read through and let me know if you have any questions. I will give it a bump so it is next to this thread on the message board (or at least close). With a few tips from the experienced civ players here, you will be taming Deity level in no time. Then you have to find ways to handicap yourself against the computer or find human players! |
Scouse Gits
b.02-15-99
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posted April 17, 2000 19:27
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Dave V 1) Assuming you have Pottery from the start - do you start the Hanging Gardens after your capital has built its first warrior and settler? 2) If you don't have Pottery - would you ever consider researching it instead of one of the techs leading to Monarchy?--------------- SG (2) |
geofelt
b.02-15-99
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posted April 17, 2000 20:05
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Jim-W; The key is to have many cities. To do this, have every city build a defender first, then build a settler just as soon as it reaches size 3. Use that settler to found a new city on any half decent spot near existing cities. Keep expanding until you run out of territory. Expand TOWARD any civ you find to deny them expansion room. in time all of these little cities will become big ones, letting you go to war, or build a spaceship. Use your settler to connect the cities by road. Irrigation does not help until you get to monarchy. I will also mine a wine or coal hill in my palace city. Get to monarchy ASAP. If you can't research a monarchy prereq, pick bronze-working, pottery, or masonry to give you a wonder to start building. You can always switch production to a different wonder later. Don't build any improvements early. After some size(depending on level) you will have to build a temple to keep order. Don't build markets until you are generating over 5 trade. Don't build a library until you get to 6 beakers.(my rules of thumb). If you are not building a settler or a military unit, build a food caravan to help build a wonder later(there is no maintenance cost for these). There is a debate on maximizing trade vs shields. Both are right, and perhaps a balance is best. I find that I lose wonders because of a lack of production capacity, and not techs. Try again, and let us know how you do. |
Smash
b.02-15-99
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posted April 17, 2000 20:27
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You don't need lots of cities to win by space every time.A half dozen is plenty.Or even one.My first 2 0r 3 cities absolutely,positively have to have specials in their radius' or I keep looking.Recognize the special pattern so you can mine specials from grassland if necessary. Ming is correct.Science is everything.Learn how trade arrows work.Generating lots of trade arrows gives the science and cash. Move your workers.Don't accept the game's default placement.It goes for food first.You want arrows caravans,caravans,caravans-build and DELIVER as many as possible.Don't spend 1000 years looking for a city that demands.Get the trade routes set up ASAP.If it demands...great. OCC.Play it.You will learn more about the game than any other way. http://home.planet.nl/~belt0018/occ.htm Playing multiplayer is also a great way to improve quickly. |
Bohlen
b.02-15-99
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posted April 17, 2000 22:52
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The best advice I can give is this:Read as much as possible off of this site and take it in. It is because of the posts of all the civ geniuses (i.e. Ming, Smash, WarBeaver4Ever, DaveV, SG, and countless others) that my game has improved so much. Those posts above are exactly what you need to win. Just hang in there and keep at it. You will become an expert with the help of this group of players. |
Jim W
b.02-15-99
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posted April 18, 2000 01:42
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I'm still playing at Warlord Level. I figure I won't try to get too difficult until I can win most of the time at WL.I've been trying to keep my mind on expansion. However, I still do a bit of development around each city with each new settler (1 mine, 1 irrigation, that sort of thing.). Once I've got five cities or so, I usually set one settler or two out of the many I've got to building roads to facilitate trade. Just recently, I've taken to watching the shield production as closely as the food production. (I think it may be something to do with the bright colour of the grain sheaves (back on the farm in my part of the world, we called them "bundles") as opposed to the darker blue of the shield. Some time ago, I noted the advantage of Monarchy over despotism in terms of taxes and Science, and the advantage of Monarchy over Democracy in terms of the lack of a Senate to prevent me from running those Bad Guys out of my irrigated fields. So I head for Monarchy very quickly, with Bridge Building a close second. I have not yet been able to really figure out what the trade arrows do, where they come into play, though I can see where they're produced, and manage their increase. As a result, I generally work at food and shields. I may have downplayed my achievements too severely; I only occasionally find myself with five cities at 1500 AD. I've had worse situations; surrounded by enemies on the continent I start out in, with another enemy inhabiting the nearest land-mass to my own, making expansion very difficult, and necessitating a large concentration on defence. The game I started just after sending off last night's whine is going a lot better, though I'm still using somewhat of a mix of the Explore-and-found cities and the Explore-found- and-develop cities mode. As for building caravans without having roads, yes, it can be done, but having roads at least between the major cities is a massive advantage. And in last night's game, while I was still irrigating a patch where I was about to found my first city, one of my exploring archers tipped over a hut and found an advanced tribe, which declared itself the capital. (Built the palace.) I haven't changed that because that city is in pretty much as good a position for a Science City as my first choice. Thanks for all the suggestions, and I hope this hasn't been gone on for too long. Jim W
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My Wife Hates CIV
b.02-15-99
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posted April 18, 2000 01:46
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A super science city and a caravan production city. A city to support military units (all your units that fight on the front).Have enough caravans ready to build the wonders in the correct cities. |
Seeker
b.02-15-99
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posted April 18, 2000 02:02
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Remember that sometimes the best defence is a good offense, i'm sure everyone who plays will agree that on a small or medium sized continent you should conquer your neighbour before they expand and take all the good city spots. |
The Mad Monk
b.02-15-99
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posted April 18, 2000 03:20
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quote:
 I still do a bit of development around each city with each new settler (1 mine, 1 irrigation, that sort of thing.)
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Jim, this is your problem, right here. you have to remember that mining and irrigation take 5-10 turns a piece; at Warlord, that's 100-200 years. In the time it takes you to do either, you could take that settler, move clear of his home city, and build a new one. Try this: do nothing with settlers except build cities--no exceptions--until you have at least ten cities. Make certain the first thing you build in each city is your cheapest defender, followed by a settler, followed by yet another settler. Then sit back and examine the results.  |
Scouse Gits
b.02-15-99
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posted April 18, 2000 07:06
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This may sound wierd, but Smash touched on it.Play a game of OCC - take one of the good starting maps that have been banded about recently - read Paul's guide - set the difficulty at least one notch higher than you normally play - let the good times flow! I guarantee that (1) you will win - this is a tremendous boost to the ego and (2) you will see a thousand ways in which you could have done better! I hasten to add that playing a sleaze will also guarantee a win, but it takes a lot longer and is harder work. The sort of multicity perfectionism that you describe can most certainly work, but it takes more micromanagement than I can hack. Good civin'  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
DaveV
b.02-15-99
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posted April 18, 2000 07:57
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SG2,1) I start HG after finishing a caravan. Then I use that caravan and three others (built in other cities) to complete HG in one turn. I would rather produce several extra settlers than start HG in the very early game. I never seem to have any problem building HG vs. the AI, since they don't place a high value on that wonder. It could be a different story against humans, though... 2) No. Monarchy first, Trade second. Usually by the time I need Pottery, I've acquired it from a hut or tribute. The only time I would choose to research it is if I couldn't research any techs leading to Monarchy or Trade (and then I'd still hope to pick it up for free before I finished researching it). Ming, Smash, et al. - I started a thread a long time ago where I concluded that sacrificing some early arrows to build extra cities pays off in the long run. ../../Forum3/HTML/000758.html |
George Garrett
b.02-15-99
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posted April 18, 2000 08:03
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On the other hand, Jim, you could continue to lose, gratefully, like me. At that inevitable stage when my civ world crumbles, my citizens either vanished, or vexed, my capital, science, and production centres, tho walled and well defended, fall to the first invader, enemies abound, prospects fade away, that's when I say to my 1/1/1 20th Century warriors "How jolly! - let's quit this mess, and start a new game"For me the best part of Civ2, is the start on a new random map, with a fresh, black slate: those first few absorbing hours of buildup in a brand-new environment, wondering what the game has in store for me...I know that sooner, or later, I'm going to get clobbered again,(in my Hall of Fame I'm rated "I the Ignominious"), but, I continue to travel, hopefully, and when I eventually stumble into involuntary confrontation with, and eventual conquest by, the 3 strongest AI civs, am I downhearted? -no! 'Cos, as the Barred has it "Now is the Winter of our discontent-can Springing to a new start be far behind" It's all them winners who I pity, Jim...ACing blithely in Diety by the Cro-Magnum Age,what have they to look forward to? No travelling hopefully for them - they've arrived! All the civ world is blase, Jim, except thee and me, and even thee succeeeds sometimes! [This message has been edited by George Garrett (edited April 18, 2000).] |
Ming
b.02-15-99
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posted April 18, 2000 08:24
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DaveV... I remember that thread. You laid out the differences quite well. But one thing you ignored in that thread is that with the extra money generated by increased trade, you can buy those settlers just as fast (if not faster) than you are bulding them. That alone made your comparison not a fair one.  There is no reason to give up on trade at the expense of production. Money can buy shields, so why not have both  |
DaveV
b.02-15-99
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posted April 18, 2000 08:42
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Ming - money can indeed buy shields, but at a 2.5 to 1 discount. Assuming you're maximizing your science, it takes an extra 6.25 arrows to make up for one lost shield (I said this earlier in this thread, in less longwinded fashion). In my early games, the cash generated by my economy is dwarfed by the windfalls from goody huts and tribute. Building more cities means more units out exploring, means a better chance for huts and tribute.I'm not saying early trade doesn't matter - I'd much rather put a worker on silk, whales, or a rivered forest than a plain forest. But when I'm in expansion mode, I want to *expand*, expecting to catch up on arrows later. |
pikachu
b.02-15-99
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posted April 18, 2000 09:05
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Jim W: If you are still playing in Warlord level, my suggestion is, 'just listen to the general tips, ignore the specific one'. It is half of your fun trying to figure YOUR strategy (and be beaten promptly by the experts here). Choose your style that you want to adopt and ask for specific advice on the strategy. You want to be a trader? a settler? a horseman? a scientist? a diplomat? Or combination of all that? I have a weakeness which I still do not manage to overcome, I hope that you won't repeat it because you play against computer. You need a lot of military assets in games with human, but not with computer. Don't get spoiled by computers for keeping too little an army. If you are of the type who like using 12 crusaders to attack a city before gunpowder, just forget my previous comment. |
Ming
b.02-15-99
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posted April 18, 2000 09:08
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I hear you... But my point is, if you fall behind in arrows, it will be difficult to catch up later. (Plus, the free science from being the first to Philosophy is a real gift ) What good are all those shields if you don't have the science needed to build the wonders you need. Plus, in an MP game, you won't be getting tribute (unless you are playing with idiots or AI's) and you will also be getting less huts, because real people are as aggresive as you are to hunt them down.Now, I will grant you that against the AI, just about any solid strategy will work. And your way may actually be better, since the AI cheats to develop sciences at the rate you are. But in an MP game, science and money are everything. The first person to be able to build pikeman, knights, elephants, catapults, or crusaders has a definite edge.  |
Smash
b.02-15-99
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posted April 18, 2000 17:29
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I guess building an extra city early for additional trade is better than concentrating on arrows early since incremental rushbuying is cheating now  |
Ming
b.02-15-99
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posted April 18, 2000 19:11
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Incremental buying... cheating... depends on your perspective. Yes, some do consider it cheating. They are welcome to their opinion. I don't see it that way. And I do not hide the fact that I do it. If I join a game, and the majority agree not to do it... I won't. Just like any other rule everybody seems to be disagreeing with these days  |
Scouse Gits
b.02-15-99
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posted April 19, 2000 13:42
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Dave V - Thanks, I am now converted to the "Production Imperative" I must admit, I tend to rush the HG too much, when playing ICS. My trouble is I always want the Lighthouse as well! ---------- SG (2) |
Viktor Maximus
b.02-15-99
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posted April 19, 2000 13:49
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Build cites like crazy. Expand. build cities near river and look at the near terrain so you're sure that the city will survive. As soon as you gor 1 defence unit in the city, BUILD MORE SETTLERS! You must have Polytheism so you can crush eventual enemies if they show up. But always keep some cities building more settlers------------------
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Jim W
b.02-15-99
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posted April 19, 2000 14:27
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Well, I've been following this thread carefully ever since I started it, and learning a lot.For one thing, I learned we have a good game here, since there are several ways to win, and several pemutations and combinations of ways to win. Do you just build cities like crazy, or just a few, and make them big? Do you concentrate on resource production, or trade? Build roads early, or not at all? As I said, you don't just find the way through the maze, then every game after that, follow the same trqack until it gets boring. After all, if you randomize the map from game to game, the terrain changes, resources change, special spots change. The game I'm presently working on has tsom major land-masses, and several large islands. This means that trading to the islands is more profitable than land-trade, though I still have a lot of land routes going, partly to build the Wonders and partly to get caravans to the port nearest the trade destination. I'm up in the 1500s, got a lot of trade going, got Leonardo's, Engineers, musketeers, cannon, and caravels, and am working at conscription. The Bad Guys keep on declaring war on me because I won't give them the secret of Gunpowder, but with legions against Cannon, well, I don't really worry. By this weekend, I'll see if I can get ot AC. Thanks for all the tips and advice, and I'll take any more that anybody can send. I wopn't promise to use it all, but I will consider it all as I develop a game-style of my own. Jim W |
Seeker
b.02-15-99
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posted April 20, 2000 02:00
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From five cities at 1500 to conscription in same era? You have learned well, grasshopper... |
Jim W
b.02-15-99
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posted April 20, 2000 18:54
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Actually, the very first time around, in the Tutorial, I got Gunpowder at some ridiculous time like 600 AD. Since then, it's been going up and down. One game I'll do not too terribly badly, then for three games I can't get anywhere, then I start doing better again. One of those things... Jim W |
cavebear
b.02-15-99
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posted April 21, 2000 20:22
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Jim, I remember well my struggle to get up through the difficulty levels. I would tear my hair out trying to understand what the AI was doing to make it work so well. And then, at the next level, it would do different things.Well, it should! That's what the levels are for. Each forces you to learn new skills. Since I didn't know about these Civ boards at the time, I used to stop my games and examine what the AI civs were doing (the value of irrigation was a revelation). The suggestions posted here are great, even when contradictary. Each thing you emphasize has a trade-off of something lost. But some of the suggestions are more complex and subtle than you need at this point, so here are some basics that helped me. Build as many cities as you can afford to, while keeping a defense. Keep your production of shields, food, and trade balanced. Always keep *some* population growth in every city (irrigated plains are good for that). Pay attention to the special resources, of course, but keep in mind that they are not all equal - at the start, you want the balanced ones (whales, pheasants, silk provide some of everything). Think in terms of investments. Those early decisions are going to stay with you forever. Something that pays off in the short term may be important if you are under actual attack, but that is not usually the case early. That archer may make you feel safer, but another city or a marketplace will be move valuable. Defense is more efficient than attack. That fortified phalanx on a hill can absorb a lot of chariot attacks - especially uncoordinated AI ones. Monarchy is great, early. Aim your science research towards it. Study the tech tree, there is a "most-efficient" path to monarchy. Grow your cities in stages. Build 2 to start, then build 2 more from those. Build defense, then double your cities with new settlers. Every 5 cities or so, dedicate one to building a Wonder. It's hard, but it pays off. Rotate the Wonder-building cities. Wonders: Every one has a value, and there are endless arguements about which ones to build. Try the basic ones first (Pyramids and Great Wall). The effects are definate and immediately obvious. Then experiment with using the other early ones. You may like them or not, but you should see what they can do. Deliberately try different strategies. Start one game deciding to conquer the world, then one where you just build. It worth finding out what you enjoy and/or are good at. Read the manual. After a few games, read it again. You will understand some things that weren't clear the first few times. There are a lot of non-obvious bits of information in there. Last, it is more informative to lose at a challenging level than to win at an easy one. Save often, and examine the game afterwards. Don't feel bad about losing to the computer - it cheats. Get ICQ. It helps when playing other people because it works outside the game. |
Xuenay
b.02-15-99
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posted April 23, 2000 05:06
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Hey, I am the worst of you all.I have been playing from '96 or '97, and I havent been able to get even 100%... And thats on *Chieftain*! |
Sortub
b.02-15-99
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posted April 24, 2000 22:38
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Jim-I've been playing this game since December, and my highest ranking is a 129% on King Level. I'd like to echo Mad Monk, et. al., in saying that building lots of cities is indispensible in winning this game. Think of them as the bones of a skeleton, with everything else as improvements on the body. It may be slow and awkward at first, but look out once you get going. It seems that I take even more risks at the start than even more of the others. I build a city, then build warriors to explore, then settlers, then another city, and the pattern repeats itself until I have about 5 or 6 cities. After that, I have a "core" where I build better defenses and improvements, but keep building outwards with more settlers. I know warriors in themselves are pretty lame, but the are cheap and let you explore a lot. As far as science in the game's embryonic stages, I scorn all advances in favor of literacy in order to build the Great Library, especially useful if you're playing with seven civs in total. Then, haul a## towards philosophy, monarchy, feudalism, and invention, whereby you can get Leonardo's workshop, which really puts you at an advantage in unit superiority. Your riflemen will soon combat warriors! Sun Tzu's is good, too. Meanwhile, settlers link your cities with roads and you can begin your first war. Monotheism and crusaders are good for destroying your first opponents. Soon you can go "Fundy" and bash in everyone. Once you get Darwin's Voyage, you're really cookin'! I need to remind myself of this periodically, but when you strike an opponent, strike from several different directions with overwhelming force. The AI seems to figure out relatively mediocre attacks from one direction. Use those galleons. Watch out if your opponent has a navy equal to yours or he'll turn your soliders on transports into Leo and Kate from the Titanic! Send escort vessels on the same squares as the carrying ships. Use spies and diplomats to buy off opponents' cities. I like to play on a large, random world. You can build lots of cities at the start this way. In fact, in my best game, I played on a large world and the game place me on a huge continent where I did not run out of room for expansion, even into the 1880s. Even though the other civilizations got some science I didn't, my large land mass, compared to their smaller ones, gave me the wherewithal to toast them. Hope this helps.
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SilverDragon
b.02-15-99
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posted April 25, 2000 21:04
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Explore, Expand, Eliminate is my motto. Just explore and build cities everywhere you explore. If, when you explore, you find an AI, just attack him with elephants. Then, once you have 25 - 40 cities, depending on how big your continent(s) are, build caravans and improvements.------------------ Long live the Communists! -- SilverDragon |
SilverDragon
b.02-15-99
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posted April 26, 2000 21:09
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Oh, and also, remember. BUILD CARAVANS------------------ Long live the Communists! -- SilverDragon |
Steve Clark
b.02-15-99
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posted April 27, 2000 14:38
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...and when you have built enough caravans/freights, BUILD SOME MORE.  | |