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Author
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Topic: A question about highscores (and some other stuff) |  |
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Chainsaw
b.02-15-99
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posted July 21, 2000 09:22
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Letīs assume one has conquered the planet. Letīs assume, he has placed cities on 95% of the landmass. Letīs go some further, and say that he (she) has put farmland everywehere, built the SS ready for launch and is now pressing Enter all the time. To put it short, letīs say youīve finished and want to maximize your score. Would it be conform to the conventions to set the luxuries up to a point where you still get advances every turn and make enough surplus to have an acceptable treasury, for example Tax20%,Sci20%,Lux60%, just to get the maximum number of happy citizens (points)? Would this be considered kind of unfair, unrealistic or sth else and have effect on the acknowledgement of the final score?Second question: How do I find out what version of civ2 I call my own? Third question: Concerning the techs being given at the start: Is there any civ that gets more techs than the other civs, just because its this one particular civ? Fourth Question: A friend recently told me, that he had noticed that units that attack from terrain square with a high defensive bonus do win easier than units attaking from a square with a smaller def-bonus. Has anyone notice sth like taht, too? I ask, because I have never noticed sth like this and doubt that. |
Ming
b.02-15-99
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posted July 21, 2000 09:37
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Luxuries should always be set on max for the turn you are going to win to give you the highest possible ammount of happy/content people. When people were playing for points, this was considered standard practice  Go to the patches on this site, or at microprose.com and just load the latest patch... then it won't matter what you have now  If there is... nobody has been able to prove it. You point on attacking from good defensive terrain has been raised before. I think somebody did some tests to prove that it just isn't true. The tests show that the terrain of the attacker had no effect on the combat, and follows what the rules say  |
Chainsaw
b.02-15-99
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posted July 21, 2000 09:42
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Wow...THIS I call a quick answer...thanx alot! One thing left to be cleared: You said, that luxuries should have been turned to the max. Does this mean 100%, or what I described in my question? |
Paul
b.02-15-99
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posted July 21, 2000 09:54
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On your last turn you can set your luxuries to 100%. That way you know for sure that you have the maximum amount of happy people. The spaceship will arrive before the rest of the turn is executed, so a tax and science rate wouldn't have an effect on the last turn anyway. |
jpk
b.02-15-99
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posted July 21, 2000 12:47
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Chainsaw, once you get to the late stage of the game you can set your tax rate to 0%. Build airports everywhere, have your cities build lots of nonfood freight units, fly them half way around the world to another one of your cities and deliver it on the next turn. Hopefully the receiving city will need the freight item. If not deliver it anyway.If you have lots of cities, then eventually you will not be able to spend all the money you get. |
Scouse Gits
b.02-15-99
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posted July 21, 2000 17:12
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Version - look at the menu Game | Game Options and then look at the top of the pop-up window it contains the exact game version you are playing. If this is standard Civ II it should be v2.42 if you are playing a version earlier than this you need the patch - this fixes loads of bugs.As far as the starting techs are concerned it is dependent upon the initial choice of Civ - to some extent for example - if you want masonry choose Egyptians - watch this space for more interesting revelations. ______________ The SGs in concert (available at all good record stores) |
SCG
b.02-15-99
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posted July 21, 2000 17:37
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quote:
 Originally posted by Scouse Gits on 07-21-2000 05:12 PM If this is standard Civ II it should be v2.42 if you are playing a version earlier than this you need the patch - this fixes loads of bugs.
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I wouldn't say you need the 2.42. It does fix a few bugs, but it also introduces some new ones (settlers able to irrigate without water, and the user able to see location and numbering of continents). now that I know how to find the version, I'll look and see what version i actually have when I get home (file is dated 4/3/96 - over 4 months before the 8/10/96 of 2.42) quote:

The SGs in concert (available at all good record stores)
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I still want to know where I can get the T-shirt  ------------------ April Cantor: Sire, in order to expand further we must first gain favor of the King SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince *goes off and starts gifting gold and techs* |
Ken Hinds
b.02-15-99
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posted July 21, 2000 19:13
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SCG,Just a slight correction on your post about 2.42 and new bugs. Settlers irrigating without water is not a bug. This according to the readme this was a request fix. People wanted to automate the Settler and not have to move and give commands all the time. In response the "K" automate command was provided. This turns the settler over to the AI and just like AI settlers don't need water yours no longer will either. If you check the revised manual and Prima Strategy Guide that came out with v2.42 you will see that the continent number is an intended feature not a bug. If you happen to view these as cheats then don't use them. Ken |
SCG
b.02-15-99
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posted July 21, 2000 21:37
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Hmm, I must have an older manual with my 2.42. I can't find any reference to the 'K' command anywhere (i don't even use goto, so no worries about me using 'k' ) As for the continent number, I don't think it is supposed to show up in the unexplored areas - that part I would consider a bug.well, just guessing from the patch.txt file on the CD, I think I have 1.06 at home, i know its less than 1.08. And as one other side note, that patch.txt file is pretty informative anyone remember the one fellow who had his prince game timewarp backwards from early AD to mid BC? that was fixed by patch 1.07  |
Chainsaw
b.02-15-99
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posted July 22, 2000 09:46
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quote:
 Originally posted by jpk on 07-21-2000 12:47 PM Chainsaw, once you get to the late stage of the game you can set your tax rate to 0%. Build airports everywhere, have your cities build lots of nonfood freight units, fly them half way around the world to another one of your cities and deliver it on the next turn. Hopefully the receiving city will need the freight item. If not deliver it anyway.If you have lots of cities, then eventually you will not be able to spend all the money you get.
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Hm...I see that I will have tons of money that way, but in the late stage, when the slaughtering is done, I usually switch to democracy to max my population. I guess my empire would drown in anarchy when I would set luxuries to 0%? |
Paul
b.02-15-99
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posted July 22, 2000 10:24
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If you want the highest possible score you should set your luxuries to such a level that your cities are celebrating WLTPD. With three trade routes per city, the happy wonders and enough money to rush your marketplaces, banks, stock exchanges, colosseums, aqueducts and sewer systems your cities should quickly grow to maximum size at 20 or 30% luxuries. |
Smash
b.02-15-99
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posted July 22, 2000 16:09
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.....and then use food caravans to swell your population levels beyond what food surplus allows. |
jpk
b.02-15-99
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posted July 24, 2000 12:27
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Chainsaw:Set your TAX rate to 0%, not your luxury rate. If you really can't build any more cities and all of your cities have the maximum population, then your only hope for getting more points is to get lots of future technologies. The endless streams of freight units will help. Fool around with your science rate. Sometimes it is possible to have the cities generate more than one science per turn. If you then fill up the science box by using science bonuses from freight units you will be able to get two sciences per turn. Out of curiosity, how big is your map. I often play on maps with 10,000 squares and I can't imagine filling one with cities. Since 10,000/21 < 255, it would be possible I suppose. |
joew
b.02-15-99
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posted July 24, 2000 12:40
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Be sure to scrap cruise missiles, helicopters, howitzers, and any other units that make unhappy citizens. |
SandMonkey
b.02-15-99
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posted July 24, 2000 13:04
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What are the exact units which cause unhappiness in democracy? I know bombers do. I didn't think any land based units did. They only cause it when they're out of the city. Same with boats.------------------ SandMonkey "Shut up brain or I'll stab you with a qtip" -Homer Simpson "Ecky ecky ecky!" "It's just a flesh wound!" - Monty Python and the Holy Grail Check out my 1602 A.D. site |
Paul
b.02-15-99
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posted July 24, 2000 13:53
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jpk, 10,000/21 < 255 ? Maybe you need a new calculator. Mine says that 10,000/21 = 476.Sandmonkey, Bombers, Stealth Bombers, Helicopters, Cruise Missiles and Nukes cause unhappy citizens even when they are not in the field. |
Chainsaw
b.02-15-99
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posted July 24, 2000 16:26
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jpk:Ohh...the TAX-rate. Ok. Maybe some practical exercices in reading would help...The mystery seems to unveil... Yep. You really get a helluv money that way...but, trouble with money at the late stage, hehe, what the heck? Yes, I noticed the thing about the two advancements per turn, too. But it also worked *sometimes* without the freights. Maybe its the large sience surplus that fills up the window with the flasks two times, e.g. if you had the window almost full at the end of a turn? I have a standart map of big size. 210 (209??) cities bow down to HIS feet... (hope every last one of them will grow to max size until the end, placed the latest in 1990, had to push growth by sending engineers in). Smash: Now about the food caravans. I read about that trick in the OCC-rules. How EXACTLY does it work? When I looked at daniel Tīs game (DAMN! How can an human being beat 2243% AND remain sane?!?!), obviously, the cities have grown over their regular max size. I consider this kinda strange, maybe not against any rules, but it seems to me that this procedure, hm, distorts the game. You have cities that canīt produce enough food to keep their size. If youīd keep SOME cities "alive" like this, it would be OK, but by having all cities been fed by each other, you kinda create food out of nothing. In my eyes, that is strange. But as I said, I donīt know exactly how it works. (Yes, I know, there must be a thread about this *somewhere*) I have never used food caravans, and I wonīt use them in that way. Good night, finally, I will get SOME sleep...like four hours One last thing to ask: What is that stuff about dividing the number of map squares? Do you get the max number of cities that way? Is it not possible to place more than that? (More! MORE! HARR HARR HARR!) |
SCG
b.02-15-99
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posted July 24, 2000 17:39
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quote:

Yes, I noticed the thing about the two advancements per turn, too. But it also worked *sometimes* without the freights. Maybe its the large sience surplus that fills up the window with the flasks two times, e.g. if you had the window almost full at the end of a turn?
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with enough large cities, you can get a lot more than 2 techs per turn. with around 160 or so cities of varying amounts of development, I've managed to get 4 techs per turn without much trouble. If you set tax science to 0% and remove all scientists, you can see how many beakers (total, including what you have already accumulated) it takes to get your next discovery. If you then turn set science to near max and taxes to 0, you can look on F5 to see how many beakers you can actually bring in. if it is more than what you need, you will likely get multiple discoveries per turns. quote:

One last thing to ask: What is that stuff about dividing the number of map squares? Do you get the max number of cities that way? Is it not possible to place more than that? (More! MORE! HARR HARR HARR!)
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the idea is that each city takes 21 squares. so dividing the total # of squares (10000 for large maps) by the number of squares a city needs without overlapping (21), you get the maximum number of non-overlapping cities. Since 476 is a lot greater than the code limit of 255 cities - even with lots of water, you should have no problem founding the maximum number of cities given the time and patience to do so. ------------------ April Cantor: Sire, in order to expand further we must first gain favor of the King SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince *goes off and starts gifting gold and techs* |
SandMonkey
b.02-15-99
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posted July 24, 2000 23:48
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So Chainsaw, are we going to see you going for some records here? For deity (even if their names aren't listed here at apolyton), I think Ming or rah have the record. It's something astronomically high, and not many people go for that record as it takes SOOO long to do.------------------ SandMonkey "Shut up brain or I'll stab you with a qtip" -Homer Simpson "Ecky ecky ecky!" "It's just a flesh wound!" - Monty Python and the Holy Grail Check out my 1602 A.D. site |
Chainsaw
b.02-15-99
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posted July 25, 2000 14:47
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Nah, I donīt think I will manage anything really great. With my current game, I have beaten my personal record, but my percentage is far below the Apolyton Highscore (But it still will be nice to read my name among the Top 20). The year is 2000 ad, the score 1339% by now. I guess I will manage something around 1600% or something (Still about 150 settlers to disband working the last remaining spots). It really means WORK playing for score, I donīt think I will go for another record within the next year...at least. Does anyone know what the highest score ever achieved is? |
Smash
b.02-15-99
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posted July 25, 2000 18:58
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2 food caravans or 1 with granary/pyramids will fill the food box.Result:1 new citizen.By using this technique you can grow cities to 126 or so even though you may be running huge food deficits.As long as you fill that food box you get a new citizen and each food caravan will fill half the box regardless of the city size.Rehoming food caravans from certain cities(like high food sites) keeps you from having nothing but food routes.You can get really carried away and send them in a big loop.Xin explained his technique somewhere.This is how players get these huge percentages.Might be a cheat or trick but this is how it's done.And pounding the ai to 1 city.It gets very tediuos but every player tries at least 1 "high score" game. I think Ming and Rah each scored 20000 or 30000 points and whatever insane percentages go along with that. [This message has been edited by Smash (edited July 25, 2000).]
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Ming
b.02-15-99
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posted July 26, 2000 07:28
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Yeah... I got it over 20,000. Since that was enough to beat Rah's record, I just launched the ship early. The game got so boring, I couldn't take it anymore.Xin Yu figures you can probably score around 30,000 points. And that sounds about right due to the limitation on city size. If somebody does do that, fine... it could take a long time to do it and the boredom factor is just toooooo high I know I will never try one of those games again... Edited... good catch Rah... 
[This message has been edited by Ming (edited July 26, 2000).] |
rah
b.02-15-99
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posted July 26, 2000 08:02
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Correct your post Ming, It was 20,000 not 2,000. I know since it beat my 18k and change score. And I also believe that 30k is probably near the theoretical limit.You couldn't pay me enough to try it though. RAH |
Paul
b.02-15-99
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posted July 26, 2000 09:35
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The theoretical limit would be:Population: 254 * 127 = 32,258 Happy citizens: 254 * 20 = 5,080 Future tech: 255 * 5 = 1,275 Wonders: 28 * 20 = 560 Spaceship: 400 World peace: 100 Barbarian level: 25 This would lead to a total score of 39,698. Unless of course they used a variable type that won't go over 30,000 like they did with the gold. |
Ming
b.02-15-99
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posted July 26, 2000 09:42
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Good stuff... but one question. I thought you could only get 99 future sciences before it reset to 0? But maybe that was corrected in a later patch...And you raise a good point on a potential problem with 30000 + points. But, that is one question we will probably never get an answer to. I can't imagine anybody sitting down and trying to do it. And even if they started now, Civ III would be available before they got there  |
Paul
b.02-15-99
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posted July 26, 2000 10:07
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I don't know if it was ever 99 future techs, but I know that I have had 255 future techs back in the days when I still cared about score. |
rah
b.02-15-99
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posted July 26, 2000 11:04
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I also believe that paul is right. (255) before it reset, or maybe (254) I can't remember.Let's see someone crack ming's 20k and change. I get tired of always hearing how he's the only one to beat mine.  RAH |
Paul
b.02-15-99
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posted July 26, 2000 12:32
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I have a 4-week summer vacation right now, but I have no intention of using that time to get 20k+ points. I would probably be bored to death before I was halfway through the game.  |
Sten Sture
b.02-15-99
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posted July 26, 2000 15:38
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Perhaps we could band together and offer a suitable prize - like a dumptruck full of 1 turkish lira coins available for pick-up in rural central Canada. Valued at 630,000 to the US Dollar it might be the right type of prize.  Makes me queasy just thinking about it.  |
Xin Yu
b.02-15-99
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posted July 26, 2000 16:23
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Paul: add 147 to your total and make it 39,845. The only chance for achieving that is to catch a reborn civ's settlers and follow them to the edge of the world. They won't build cities when next to your troops so you should be able to build the 255th city (not confirmed). They won't sneak attack you so you'll be able to get the world peace points, which is very unlikely to keep if you let the AI keep a city. |
Ming
b.02-15-99
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posted July 26, 2000 16:56
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Always squeezing every little bit extra out of it... Good Job Xin  |
Hasdrubal
b.02-15-99
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posted July 26, 2000 17:55
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I think that the theoretical high score could be even higher. If you manage to destroy a lot of civilizations early in the game, you recieve more bonus points from a world conquest victory than the maximum 400 for a SS win.I'm not sure about the exact scores for destroying a civ. But a quick test that I just did, killing all civs before 3000 BC, including several new ones that sprung up, gave already a bonus of 1705 points. Killing all except for one and changing the game year to 2019 still gave a bonus of a bit more than 1000 points. It would be interesting to hear from somebody with more knowledge of the points given for a military victory what the max amount of bonus is. I have no idea what the possible highest bonus could be, or even if I'm overlooking something here. 
------------------ Hasdrubal's Home. Ceterum censeo Romam esse delendam. |
rah
b.02-15-99
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posted July 26, 2000 18:22
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It really doesn't matter does it. At that level it's an endurance test instead of the highest possible points. I'm sure the person would be locked in a rubber room well before 32,000.Paul, 4 week probably wouldn't be enough  But I would still like to see someone top Ming's. RAH |
Ming
b.02-15-99
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posted July 27, 2000 07:10
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Thanks Rah... I love you too bro!  |
SCG
b.02-15-99
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posted July 27, 2000 11:25
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My hat's off to anyone who toughs it out for a Hall of Fame finish  Can't say I'd ever try - my best diety game (Just Another of the Chinese - multiple puns intended ) is only approacing 600% (only restless tribes) with 5 civs each only with a capitol hanging around to trade with. and many cities even still unirrigated. With as many engineers and freights i need to move every turn and quite a few turns left (1880's) I certainly could make a run at a top 10 finish but i can't see me trying this decade I haven't played it in almost a year. And I don't think i'd send it in since its pretty evident from the city layout near the capitol that when i first started the game I got more than my fair share of advanced tribes  ------------------ April Cantor: Sire, in order to expand further we must first gain favor of the King SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince *goes off and starts gifting gold and techs* |
smilo
b.02-15-99
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posted July 27, 2000 17:02
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quote:
 Originally posted by Chainsaw on 07-21-2000 09:22 AM Letīs go some further, and say that he (she) has put farmland everywehere, built the SS ready for launch and is now pressing Enter all the time.
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To go for scores really high, let's say above 15000, you should not have farmland everywhere. Production is what counts, as you need to be able to build a freight in every city every turn. That means that you must have 50 shield available for production. If you have farmland all over, certain cities might not obtain that production level. (finally I made it back to the forums) |
Ming
b.02-15-99
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posted July 27, 2000 17:08
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Why do you need a to build a freight every turn? You can just buy them. At this stage of the game, 10% science will earn you all the future techs quick enough... you don't need luxeries set high until the finish, and the rest is just pure cash... Heck, you can't spend it fast enough! Every farmland square you have is less food caravans you need to max the cities out... I'll take the farmland. Production is meaningless at that point.  |
smilo
b.02-15-99
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posted July 27, 2000 17:12
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quote:
 Originally posted by Chainsaw on 07-24-2000 04:26 PM jpk:When I looked at daniel Tīs game (DAMN! How can an human being beat 2243% AND remain sane?!?!), obviously, the cities have grown over their regular max size.
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It's hard, very hard to remain sane. Keep an eye on the hall of fame, I just posted a new record ... A REALLY,REALLY NEW RECORD. |
smilo
b.02-15-99
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posted July 27, 2000 17:16
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Yes Ming, partly your right but ...It's a lot easier if you can skip all the buying stuff, sending the freights around is already hard enough. |
SCG
b.02-15-99
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posted July 27, 2000 18:09
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quote:
 Originally posted by Chainsaw on 07-24-2000 04:26 PM When I looked at daniel Tīs game (DAMN! How can an human being beat 2243% AND remain sane?!?!), obviously, the cities have grown over their regular max size.
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you know,I decided to download the #4 posting by Tom Calman since it was the highest in 2.42 to see how big his cities were. Not one of them was over size 43, even though he had several sites that could have grown to 44 naturally. In fact he only had 3 caravan routes TOTAL. Thats right - 1 city with 3 routes to 3 other local cities. None were food routes. The 250 other cities had a grand total of 0 trade routes (might have missed one since i only checked the AI capitols and adjacent cities). Based on that fact he probably didn't face quite the same boredom levels that we caravan users might face. He had a 2000%+ score too. A quick scan of the map showed at least one city location that would have been better than what he chose for his 253rd city (size 26 vs 19) so he could have done slightly better. Anyway, imagine what he could have done with food caravans. He had over 40 cities that would be prime candidates to produce them - all with odd food production. Wouldn't even have to rehome anything to gain benefits since he had no trade routes to begin with. With 12 extra turns (ship landed in 2008) that might have made the difference between #4 and #1. Thats enough rambling for now I guess | |