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
  
  We Love the ***** Days

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

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   We Love the ***** Days Format for Better Printing
Sortub


b.02-15-99
posted May 02, 2000 17:51   Click Here to See the Profile for SortubClick Here to Email Sortub Visit Sortub's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
In the manual, it says that every time the We love the .... days are celebrated, a certain special effect will happen per each form of government. I think that in a democracy, you automatically get one happy citizen added to a city. Correct? Also...

1)What happens when the We Love days are cancelled?

2) What happens on those celebrations for other governments, e.g. republics?

Any insights or responses appreciated.

Smash


b.02-15-99
posted May 02, 2000 18:03   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
when its cancelled you stop receiving the extra benefit.

The manual explains the effects of "we love" days.

page 73-old manual
pages 61-MGE manual

look in the index under "we love"

SilverDragon


b.02-15-99
posted May 02, 2000 21:23   Click Here to See the Profile for SilverDragonClick Here to Email SilverDragon Visit SilverDragon's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I dont think it gives you happy people under a democracy. It just makes the pop grow
Marcel I


b.02-15-99
posted May 03, 2000 02:43   Click Here to See the Profile for Marcel IClick Here to Email Marcel I Visit Marcel I's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Under Democracy and Republic it makes your population grow. I think I read somewhere that it had a trade-effect under Monarchy, but I'm not sure. I never go for "we love the king days"

------------------
Adopt, Adapt and Improve

AkwaticDudeCity


b.02-15-99
posted May 03, 2000 07:56   Click Here to See the Profile for AkwaticDudeCityClick Here to Email AkwaticDudeCity Visit AkwaticDudeCity's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
For Fundamentalism you get one extra trade arrow in every square that already produces one. This not only means a boost for your economy, but also for your science.

------------------
ugh crud, why won't they fall prey to my Machiavellian schemes?

Sieve Too


b.02-15-99
posted May 03, 2000 11:17   Click Here to See the Profile for Sieve TooClick Here to Email Sieve Too Visit Sieve Too's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
The effects of WLT_D depends on the gov't type:

Anarchy: no effect
Despotism: city collects resources as a Monarchy
Monarchy, Fundamentalism, Communism: city collects resources as a Republic/Democracy
Republic, Democracy: city grows by 1 as long as there is a food surplus

The effects of WLT_D require 1 full turn to become effective, i.e. nothing happens until the end of the 2nd turn of the celebration. Thus, a city that celebrates for only a single turn gains no benefits.

Also note that WLT_D has no effect on corruption, bribery costs or "the riot factor".

Ming


b.02-15-99
posted May 03, 2000 11:39   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
As usual Sieve Too, perfect answer!

Marcel I (and others that don't use them)
You really should. In democracy or republic, you can grow your population in real short order and make big leaps on the power graph.
Just make sure that you have neccesary improvements in place to take advantage of it. Any happiness wonders or city improvements, plus market places, banks, stock market, will all help. Just jack your luxery rate up while in Democracy or Republic, and watch yourself leapfrog over other civs. In MP games, this makes a BIG difference. Against the AI, its a good way to avoid building graneries early. It's amazing what a difference it makes!

JERandall


b.02-15-99
posted May 03, 2000 13:15   Click Here to See the Profile for JERandallClick Here to Email JERandall Visit JERandall's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Ming, would you say that WLT_D completely eliminates the need for granaries? And if so, also the Pyramids?

Interesting... I always build the Pyramids first (keep in mind, against the AI only). Maybe there is some other Wonder to build first, and use WLT_D later to catch up, regardless of granaries.

------------------
JERandall

Sitnam


b.02-15-99
posted May 03, 2000 13:41   Click Here to See the Profile for SitnamClick Here to Email Sitnam Visit Sitnam's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
To an extent they do. If your going for a huge score and you wanted to play the whole time. Graneries in your cities after they reach about 12 would be good.
But if you just trying to get into space as soon as possible then just skip them all together.

Sitnam


b.02-15-99
posted May 03, 2000 13:43   Click Here to See the Profile for SitnamClick Here to Email Sitnam Visit Sitnam's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Also build hanging gardens as it gives you one happy citizen automatically.
That will make it easier to get to WLT_D once you get mike's chapel.
Ming


b.02-15-99
posted May 03, 2000 13:57   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I can't remember the last time I built a granery or the Pyramids in a Civ Game. With Republic being so easy to get, you can start cranking up those cities to size in no time at all. In MP games, with population being the biggest factor in the powergraph, it's a must. Many players try to head straight to Republic and don't even bother with Monarchy.

I still take the traditional route to Monarchy firt, and then wait until I have the happiness wonders and some city improvements in place. Build graneries... why bother.
And just think of all those better wonders than the Pyramids

Smash


b.02-15-99
posted May 03, 2000 14:13   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
one plan for the Pyramids that seems to work fairly well is to build them then go straight for Democracy and the SOL.In MP most players go the religion route so you have a good chance for Leo's and SOL.
Then switch to Communism.Use the extra production and no corruption to build infastructure and set up trade routes

then at 20% or 30% luxuries,many of your cities will celebrate allowing republic level trade.Now your caravans are worth twice as much,your research is the same if not faster than 0 luxuries+ max science and you should be collecting approx 15-20% more gold than before.

Really,really easy to do with The Gardens.It can be done before 1AD at 1x production.

Steve Clark


b.02-15-99
posted May 03, 2000 15:08   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark Visit Steve Clark's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Yeah, we beat the Pyramids debate to death. I think this thread clearly shows alternatives to granaries/pyramids, esp. in deity and MP games. Why people continue to insist on building pyramids is beyond me.
Smash


b.02-15-99
posted May 03, 2000 16:03   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
hehehe-if i use the plan above,what the heck do i need The Pyramids for?

seriously,the extra growth early helps more than I used to think.It really does.Doesn't mean The Pyramids are on top of my list yet.Worth another look though.They do help with Gov. forms other than Republic and Democracy.

I don't see any need at all if you play 2x production.Although you will get to hire specialists earlier.

Canadian War Beaver


b.02-15-99
posted May 03, 2000 16:05   Click Here to See the Profile for Canadian War BeaverClick Here to Email Canadian War Beaver Visit Canadian War Beaver's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hey Steve....... how are things..... i agree with what everyone states above as i am not an advocate of the pyramids either.

However, i do think that on a large map, pyramids with gardens and/or the wall is fabulous way to increase population early. However this is only necessary if you are on a huge continent, and wish to expand unmolested up to 100 plus cities, which as we all know is fun the first time and then really tedious after that.

Only arguement against this easy to win strat i can think of is that while your pumping out the 700 shields or so for these three wonders, you lose out on extra settlers, which in turn means lost cities.

But lets face it, WLTKD is a far superior strategy as it is faster and larger cities are proven to be alot better if you have enough of them, and the necessary wonders/traderoutes/infrastructure to back them up.

If not..... then i guess war cities are dangerous. I noticed in my last couple of losses, i was trying to hard to perfect my strategies, that in reality i was not doing the two things in MP that are most important.

Expansion, and troops in the field. In the continuing days of search and destroy, especially on small MP maps, you really do need to make sure you field an adequate army , and continually harass the other player. Pick off stray units , settlers, caravans, unguarded or stacked dips etc.... make him feel your presence and he shant be so quick to expand. Everyone expands quickly if left to their own devices.... but a few horses or chariots .... or even triremes with dips is enough to slow down even the best expansionist

------------------
Dont' let the name fool you, my policy is still the same..... War4ever.... damm where did i put that nuke :)

JERandall


b.02-15-99
posted May 03, 2000 16:46   Click Here to See the Profile for JERandallClick Here to Email JERandall Visit JERandall's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Steve Clark on 05-03-2000 03:08 PM
Yeah, we beat the Pyramids debate to death. I think this thread clearly shows alternatives to granaries/pyramids, esp. in deity and MP games. Why people continue to insist on building pyramids is beyond me. :)

Y'all must forgive me for bringing up old topics. Although I have read much of the archives, the sheer volume of posts here means that I remain unaware of some of the old debates.

One reason for the continued popularity of early Pyramid building may be that the book _Sid Meier's Civilization II: Advanced Stategies_ by Michael Rymaszewski (Prima Publications; ISBN: 0761509178) stongly advocates doing so. I don't know how many people bought/used this book, but it was pretty influential on my personal Civ2 playing method.

Also, of course, in Civ1, the Pyramids were all powerful, allowing a switch to any form of government. That made extremely early switches to Democracy feasible, leading to ridiculous wins in 1000 B.C. or so. So, some of us who are slow to give up our old habits might just keep building Pyramids in Civ2, even though they are not as powerful as they used to be.

Next time I play, I will forgo building Pyramids, and investigate other early game Wonders.

------------------
JERandall

Steve Clark


b.02-15-99
posted May 03, 2000 17:36   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark Visit Steve Clark's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
War4 my friend, it has been awhile! How's your baby? Has he got up to Warlord level yet?

You know, nothing in Civ2 is absolute (except perhaps getting to Monarch asap). With my limited city building strategy, I would much rather get started on building the Colossus and Sun Tzu wonders (and maybe the Great Wall if I feel like it). IMO, they are much more valuable use of the early resources before the start of building gazillion caravans ).

I didn't know about the pyramids in Civ1, that is very interesting. For the past few weeks, I've been devotely playing Pharaoh and reading alot of Egyptian history. The role of pyramids in that society is fascinating, but nothing in Civ1(?) or Civ2 comes close to modeling its purpose.

Black Bart


b.02-15-99
posted May 03, 2000 17:46   Click Here to See the Profile for Black BartClick Here to Email Black Bart Visit Black Bart's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
OK I have a question. I don't utilize we love the **** days as much as I should. Plus ming advocated going Rebublic ASAP. I always get the tech early but don't switch because of units in the field exploring. How do you eliminate the police penalty from exploring units to achieve WLT days in those cities? Granted once your cities are big enough the police hit isn't too bad (able to use specialist etc). But the problem is when I first switch to Rebublic or Democracy.
Canadian War Beaver


b.02-15-99
posted May 03, 2000 19:23   Click Here to See the Profile for Canadian War BeaverClick Here to Email Canadian War Beaver Visit Canadian War Beaver's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Black Bart ... remember that in republic you are allowed one unit per city.... to explore ...... granted early republic can be difficult to master but heres a tip. Make the switch , increase lux to max..... and grow.....

Now this isn't the perfect way to do it but by growing every turn for the next five or so...... you go from size three to eight in that many turns thus giving more production and science along the way which makes building troops easier.

No point going republic or demo if you dont plan on using wltkd to grow.... the penalties on production aren't worth it otherwise.

Steve..... my son is doing well but i think he is still a chieftan

as for strats..... i like collosus and Suntzu better as well however for early easy aggressive expansion for newbies.... pyramids , wall and gardens is a must have until one properly realizes the benefits of the other wonders.

Yes the pyramids were far too powerfull in civ1...... SOL is a better time for this govt change stuff. However i think civ could do with out it or perhaps modify it so that if you have the tech for the govt, you dont' experience anarchy. I find SOL too powerfull in both SP and MP, especially if you own the happy wonders as well......

Black Bart


b.02-15-99
posted May 03, 2000 19:31   Click Here to See the Profile for Black BartClick Here to Email Black Bart Visit Black Bart's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Thanks, I was thinking Republic and Democracy had the same police penalties. Sometimes I have 2 exploring units from the same city. I'll probably just reassign them. This should definately help out by going Republic and getting up to size 8 and 12 quickly.
Marcel I


b.02-15-99
posted May 04, 2000 03:14   Click Here to See the Profile for Marcel IClick Here to Email Marcel I Visit Marcel I's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Txs for your tip Ming, but I didn't mean to say I won't use the "we love the consul/president days" Just that I don't use it under other governments than Republic or Democracy.
Under the "lesser" goverments I haven't tried to crank up the luxury rate, because I guess it ain't very effective.
Anyway, if you use the "WLtXD", timing is important. Get the happiness wonders/improvements beforehand and be sure there are no food or other growth restrictions.

------------------
Adopt, Adapt and Improve

Scouse Gits


b.02-15-99
posted May 04, 2000 05:05   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I've got to argue with you Marcel I. As has been stated above, the benefits of WL*D in the 'lesser' governments can be impressive - take the time to run a few tests it takes two turns to play through - shove luxuries through the roof let the people be happy - this increases trade and therefore you no longer need the silly luxury rate - you can now bring luxuries down often to as low as 20%, but 30% will ussually do the trick and now a fair proportion of your cities will continue celebrating and your civilisation will benefit from higher production and science than it had before even though the rates are lower (because of the 'wasted' luxury rate).
Trust me! - Give it a try it is particularly beneficial when racing for techs in a small (in terms of number of cities) early monarchy and of course in fundy when it can put your science rate up to rival the perfectionist democracies!

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

"CARTAGO DELENDA EST" - Cato the Censor

Marcel I


b.02-15-99
posted May 04, 2000 06:54   Click Here to See the Profile for Marcel IClick Here to Email Marcel I Visit Marcel I's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hi SG,

I guess I should be more open to try different tactics with different governments. Mostly I try to switch from Monarchy to Republic/Democracy ASAP. In Monarchy I divide my trade between Tax and Sci. I will try your approach in my next game

------------------
Adopt, Adapt and Improve

Apolyton Civilization Site Forums-archives
> > > Forum

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