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Topic: The "Size-5" strategy |  |
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Sten Sture Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 13, 2000 14:30
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(side note for Ribs - if you edit the rules text to make Monarchy and its prereq's 8,0 the AI will research it within the first dozen techs - sometimes even 5th, but usually around 10th) |
Sten Sture Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 13, 2000 14:39
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quote:
 Originally posted by Xin Yu on 09-08-2000 08:28 PM f) as soon as city #1 grows to size 3, add the two settlers to city #1.
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Since the food box retains the previous food stored when you add a citizen - would it be better to add the settlers when the food box has more than just a couple of food stored or is it a push? Is adding three settlers to a nearly ready to grow size two city better?? Don't you wish the granery worked as well backwards as it does forwards.  |
SilverDragon Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 13, 2000 18:27
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I nominate this for the GL. |
Xin Yu Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 13, 2000 20:07
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SS: accrue food before adding settlers to the city is not good since it takes several turns to get enough food just for one turn's consumption. As for adding 3 settlers to size 2 cities, you can do it later in the game, but not at the beginning. Roughly speaking, from size 3 to 4 you need 40 food, so by adding a settler to the city you trade one shield with one food; adding a settler to a size 2 city would trade 40 shields for 30 food. |
Scouse Gits Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 14, 2000 04:39
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Xin, May I add my (somewhat belated) praise - I am trying this new scheme within an ICSish framework pumping the heartland cities up to five - works like a dream! Now where exactly are the French ... ?  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor "The Great Library must be built!" |
Xin Yu Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 14, 2000 13:47
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Some notes:Just as 5 scientists can give you 16 science bulbs, 5 taxmen can give you 16 golds. The effect increases when you build city improvements. This is very useful when you are rushing for a wonder. You can have some cities build caravans, and others hire taxmen (stop scientific research for a while), and use tax money to rush buy caravans. One food caravan can supply a city enough food for 5 turns. Using this, in later stage of the game, you can push the above strategy to its limit -- in a big city hire 16 scientists or taxmen (with corresponding city improvements), and use food caravans to keep them work there forever. Suppose you have a size 20 city and build marketplace, bank, and stock exchange. Hire 16 taxmen will give you 120 gold per turn (suppose the other 4 citizens can provide enough gold for the maintainance). Spend 125 gold every 5 turns for buying a food caravan, you net 95 gold per turn, enough to buy 30+ shield of production, only without any happiness and pollution problem. The ultimate parctice is to use food caravans to increase SSC's population to 36, and hire 16 scientists, then use food caravans to support the food consumption.
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SilverDragon Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 22, 2000 22:33
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I have been making some 'science' cities and some 'gold' cities. I make a whole bunch of gold cities, because my size 5 cities don't have good production, because they aren't producing jack diddly squat every other turn. So, I rushbuy. The gold cities have tax improvements and not science ones, and the science ones get science improvements and not tax ones. I've started an Emperor game to try it out and I'm looking at a chance to land before 1500. But then again, arii landed in 1075 on diety, so I guess I have a long way to go. *goes off and starts cussing out the mongols and persians under his breath*
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Xin Yu Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 23, 2000 02:15
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SilverDragon: maybe if you build more caravans and trade a lot, you can get to AC faster . Size-5 city is a starting strategy. They should grow to size 20 eventually. |
SilverDragon Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 23, 2000 14:46
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They do. I use them for a while, and then they "graduate" to being a normal city, around 18-20 population. After i get 8 normal cities, I stop size fiving. |
Smash Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 23, 2000 14:48
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This "hire specialist" scheme does have a place in any game.You don't have to do this all the time.You may want to do this during certain parts of a game.And maybe not every city. It works really well in scenarios.You can get techs way before you were supposed to.Its fairly easy to generate 5000 beakers in the first 2 turns of Red Front for example.A good tactic for fast science but eventually you need some sheilds.I find myself hiring scientists and taxmen at certain times. |
arii Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 24, 2000 12:42
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I like this stuff. Tried it in my current tourney game and it allowed me to beat the other players to key wonders. You pay a price with a slower expanssion since you are sacrifying 2 cities for 1 size 5 city very early in the game. The game being exponential that's a big loss. On the other hand you can get to key techs a lot faster and hire taxmen to rush build wonders a lot faster. Things I'm thinking of doing to maximize this strategy: rushbuild city improvements library/market place to improve scientist/taxmen return once you have 3-4 other city at size 3 go to republic for a few turn an WLTPD them to size 5-6 and go back to monarchy. You loose 6 turns of science but am sure you can make up quickly with 3-4 new scientist cities. I like that you can be in monarchy (happyness+unit support) and get a good science rate. |
cavebear Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 24, 2000 21:07
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I'm trying it in a current game against a player who is really better than I am. It's working well, though it feels odd. Doubtless, I do not have the system working well yet.Still, I am holding my ground on development (actually ahead on the better techs, and got to Monarchy faster). In fact, I will have Philosophy in just a few turns. I have fewer cities, to be sure, but they are 5-5-5-4-3-1, and about to build another. IN SPITE OF this world being mostly plain and swamp (which seems hard on the "size 5" strategy), it is working well enough. On a more grass and forest setting (we are in 2x1x), I would have a killer lead! I got my first 2 cities built on corn, close together, and that certainly helped, but it is very very difficult to build up the needed food surplus with plains. This idea needs grass/forest around the specials. Errors I made: Forgot how to add a settler to the main city and disbanded it there instead of using "b". That set me back. Built barracks because I couldn't decide between more settlers or warriors (and my opponent is a fierce attacker). But I also got pikemen and monarchy fast, so maybe I've come out ahead (vet pikes early, cool). Best tech rate I can maintain is 4, but had 3 once. Have had difficulty keeping the scientists fed with the plains terrain, but even then, I had 6 turns of 5 scientists before having food problems in the main city the first time. With some practice, this could really work well.
------------------ Proud participant in GameLeague... Proud Warrior of the O.W.L. Alliance... |
cavebear Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted September 24, 2000 21:30
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Hmmm, in reviewing Arii's post, I see he went for Writing and Currency, while I did go for Writing, but later, and went for Feudalism for defense.Perhaps I can get the Currency with Philosophy, but I think I would rather have Chivalry or Monotheism, given the aggressive nature of my opponent. I have to give some thought to Map-Making, too. I think that if I had played this strategy more accurately at the start, I would have each of those by now and could well have Vet Crusaders and Trade while my opponent was looking for Elephants. ------------------ Proud participant in GameLeague... Proud Warrior of the O.W.L. Alliance... |
Maud'Dib Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 03:09
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Xin,Couple of problems with this strategy--or it might be just my game. 1) Having only 1 food surplus did not stave off famine. 8 deficit with five scientists in Despotism (7 if in Monarchy--assuming you are on grasslands which I was); dropped a pop. 2) Huts effect your tech research--one game because of techs coming from huts. I didn't get monarchy until 100BC. 3) Location, location, location. If area is swamped, jungled, forested, hilled or Mted. Slows you down, BIG TIME. ------------------ "And his word shall carry death eternal to those who stand against righteousness." |
SCG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 08:18
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quote:
 <font size=1>Originally posted by Maud'Dib on 10-05-2000 03:09 AM</font> Xin,Couple of problems with this strategy--or it might be just my game. 1) Having only 1 food surplus did not stave off famine. 8 deficit with five scientists in Despotism (7 if in Monarchy--assuming you are on grasslands which I was); dropped a pop.
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what version of the game do you have? I have the PC 2.42 version, and even with a 10 food deficit, but 1 bushel in the food storage, i was able to stave off famine. quote:
 2) Huts effect your tech research--one game because of techs coming from huts. I didn't get monarchy until 100BC.
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This strategy is one way to compensate for that problem in the short term. Of course the fewer non-essential techs you have, the more effective this strategy will be. As a rule of thumb, the number of beakers early on needed is 10x the number of techs you have. This is compensated upwards if you are ahead, downwards if you are behind. If you read some of the other threads in the strategy forum, you'll see that quite a few people will deliberately avoid tipping many huts until they are in monarchy for that very reason. quote:
 3) Location, location, location. If area is swamped, jungled, forested, hilled or Mted. Slows you down, BIG TIME.
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That is why you use settlers from feeder cities to get you up to size 5. And an added benefit here is that you do have a chance to pick and choose where to build those feeder cities to best pump out those settlers. Edit: clarification on point 2 - all your starting techs combined (irrigation, roads, mining, and any bonus techs) can be viewed as having 1 tech for purposes of the rule of thumb. In other words, if you get 5 bonus techs, you still only need 10 or so beakers for your first discovery. [This message has been edited by SCG (edited October 05, 2000).] |
Andromeda Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 09:42
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What do the references to "2x1x" and "1x1x" mean ?I get the impression they only apply to MP games, is that correct ? TIA |
Ming Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 09:51
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That is correct. In MP games, one of the options is to change the amount of production and movement of units.2x2x means double production (every sqaure produces twice what it normally does, and the second 2x stands for double movement. Each unit gets to move twice it's normal amount. (horses move four, explorers move six) People can play any combination... 2x1x (double production, single movement) or 1x2x or 2x2x or 1x1x. |
DaveV Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 10:07
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quote:
 Originally posted by Ming on 10-05-2000 09:51 AM 2x2x means double production (every sqaure produces twice what it normally does
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Well... yes and no. I don't have a lot of experience with 2x production, but it seems that +1 type modifications are not handled properly. Specific examples: if you build a city on a square that would normally produce no shields, it will produce 1 shield in 1x production. In 2x production, it still produces 1 shield (not 2, as you might expect). Even more egregious: building a road in grass, plains, or desert will increase trade by +1, rather than +2. Note that if you own MGE, you can start a hotseat game with 5 AIs and 2 human players, don't restart eliminated players. Quit when you're one of the human players, and you can play a 2x production game against the computer. The AI is even more clueless than usual in 2x production, of course... |
Ming Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 10:42
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You are correct that it never quite works out the way it should seem to...  However... quote:
 Originally posted by DaveV on 10-05-2000 10:07 AM Note that if you own MGE, you can start a hotseat game with 5 AIs and 2 human players, don't restart eliminated players. Quit when you're one of the human players, and you can play a 2x production game against the computer. The AI is even more clueless than usual in 2x production, of course...
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All you have to do to play on these settings against the computer is start a mp game, and when it the screen that shows other players coming in comes up... just continue with no other players... real simple. And you don't have to be connected to the net to do this. |
DaveV Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 10:55
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Ming - I believe that a no-opponents internet game works for you, but it hangs up for me during one of the setup screens - I can't rememeber which. Probably due to my antique hardware that doesn't even have a modem. The hotseat method does work for me. |
Xin Yu Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 13:12
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Maud'Dib: 1) I really don't know what happend to your game. You only have a pop drop if all of the following are true: a) food box is empty (upper-right corner of city screen) b) have a food deficit (top line of middle block of city screen shows some bushels in shadow) c) do not support settlers (settlers are disbanded before pop drops) 2) and 3): they are irrelavent to the strategy. Techs from huts always slow you down, and terrain always have an impact on resources, regardless what strategy you use. |
Paul Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 14:09
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I don't have that much MP experience, but I believe that in 2x production only the basic terrain production is doubled. The extra production from roads, mines, rivers etc. is not doubled. |
Mercantile Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 05, 2000 19:58
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In my game with Ming and others, i tried out this size five strat Xin, and it worked well enough for one of the players to comment on the chat with kings " i believe we have a student of Xin's strategy" Thankyou for making this game easier for me  |
Ming Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 06, 2000 08:04
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It is a great strategy when used properly. I will admit that I only use it selectively, when it makes sense... but man... it really gives you a bump in science. [This message has been edited by Ming (edited October 06, 2000).] |
DaveV Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 11, 2000 08:42
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quote:
 Originally posted by Adam Smith on 09-10-2000 01:13 AM No matter how careful you are you will, I repeat WILL, screw up and forget to turn some of the cities back to food production, thereby losing a population point.
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I've finally tried this in my AI headstart scenario, and I have to say AS is right. The consequences of inattention are severe: your city drops to size 4 (with an empty food box), and you have to spend another settler building it back up to size 5. I've had it happen 3 times so far . But the science boost is worth the tedium. Works especially well for a sleazer (not that I know any ). |
KaiserIsak Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 14, 2000 09:32
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I just tried this strat. on a deity game, and i invented monarchy before i got a 5 city. Seems like the strat is too slow for me. |
cavebear Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 14, 2000 17:13
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I've been trying out the size-5 strategy against the AI (no confident enough with it against human players). It *is* difficult in some ways, though I've always been a micro-manager). Still, I like some of the results, and I will continue to learn more about doing it properly. Mostly, I find my perceptions about how I *should* advance at odds with the way the Size-5 strategy works (and I attribute the dissonance to myself, not the strategy). My guess is that a lot depends on each player's expectations, goals, and style. As a builder, I like the idea. It just takes a lot of practice to master. If it gets me to where I want to be in a game faster than other strategies, I will use it. ------------------ Proud participant in GameLeague... Proud Warrior of the O.W.L. Alliance... |
Matthew Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted October 22, 2000 17:50
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Dag nab, just saw this one. I kind of hope they fix the food box thing in Civ III. Seems to me that if there is less food than required people should start to die.I did do something similar to this long ago in an MP 2x1x game when the barbs got my capital. I didn't even have Monarchy yet. The one resource I had was food. Virtually all shields and trade went to corruption. But food I had enough of. I hurriedly got 4 cities to size 5, and made 3 scientists in each. I got Monarchy and managed to stay in the game. Wish I would have known about the food box thing back then. This is a great find, but it certainly is not omnipotent. 1. Shields are worth anywhere from 2 to 4 gold, depening on what they're used for. A size 5 city, which would produce 16 gold, could also be producing 7 shields, along with gold, science, and food for growth. 2. I imagine that this is most effective early on when rushing for some wonder, and the limiting factor is who gets the tech first. Otherwise the offset to growth is probably substantial. 3. Unless you must have a certain tech first, no tech is worth mone than about 30 shields. 4. I can make a caravan from a size 5 city in 7 turns. I can often get 300 gold and science from that caravan. Having said that, I at least am comforted to feel that civ as I know it is not gone. just changed somewhat. I look foreward to implementing this little tactic in the future. Great job, Xin. I still hope they fix the food box thing. And keep the Camel in civ III. SAVE THE CAMEL !!!!! |
Rasputin Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted February 25, 2001 13:23
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for us newbies.. This strategy obviously is to research as fast as possible and get advanced techs. But what about defences.. If Barbs attack early or other Civ discovers you what do you do then? too late to start building defenders then! Am i missing some secret ingrediant for keeping the enemy away from citys...???? |
La Fayette Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted February 26, 2001 08:18
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Rasputin Bribing back (1 dip and some gold needed, but a city that has been yours before is half price). The loss of a city is painful mainly when it is feeding settlers or maintaining many improvements. |
Stuff2 Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 06, 2001 11:53
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quote:
 Originally posted by Xin Yu on 09-11-2000 11:46 AM Thanks everybody for your support.Now please answer this poll: size-5 vs ICS, who will be ahead?
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Wouldn't a mix of the two be even a greater strategy? half of your cities producing only settlers and the other half generating science or cash or whatever you want them to generate. |
La Fayette Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 09, 2001 11:56
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quote:
 Originally posted by Xin Yu on 09-14-2000 01:47 PM Some notes:Just as 5 scientists can give you 16 science bulbs, 5 taxmen can give you 16 golds. The effect increases when you build city improvements. This is very useful when you are rushing for a wonder. You can have some cities build caravans, and others hire taxmen (stop scientific research for a while), and use tax money to rush buy caravans. One food caravan can supply a city enough food for 5 turns. Using this, in later stage of the game, you can push the above strategy to its limit -- in a big city hire 16 scientists or taxmen (with corresponding city improvements), and use food caravans to keep them work there forever. Suppose you have a size 20 city and build marketplace, bank, and stock exchange. Hire 16 taxmen will give you 120 gold per turn (suppose the other 4 citizens can provide enough gold for the maintainance). Spend 125 gold every 5 turns for buying a food caravan, you net 95 gold per turn, enough to buy 30+ shield of production, only without any happiness and pollution problem. The ultimate parctice is to use food caravans to increase SSC's population to 36, and hire 16 scientists, then use food caravans to support the food consumption.
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This is almost exactly the equivalent of the "Starving Silicon City" that I described a few weeks ago. I bow. (the fun of it is that Xin Yu also chose a city size 20 to develop his example) (for those interested, I mention a tiny mistake: "one food caravan can supply a city enough food for 5 turns". This is true only for a city producing no food at all by itself).------------------ aux bords mystérieux du monde occidental |
Xin Yu Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 09, 2001 12:43
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quote:
 Originally posted by Xin Yu on 09-14-2000 01:47 PM One food caravan can supply a city enough food for 5 turns.
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This has considered the food produced by the city itself. For example, a size 20 city consumpts 20*2=40 food each turn, or 200 food in 5 turns. A food caravan will fill half of the food box, or 21*5=105 food. The city itself must produce 95 food in 5 turns, or 19 food each turn to make up the difference -- needs 4 people working on farmland (plus the city square itself). |
La Fayette Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 12, 2001 11:24
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quote:
 Originally posted by Xin Yu on 03-09-2001 12:43 PM This has considered the food produced by the city itself. For example, a size 20 city consumpts 20*2=40 food each turn, or 200 food in 5 turns. A food caravan will fill half of the food box, or 21*5=105 food. The city itself must produce 95 food in 5 turns, or 19 food each turn to make up the difference -- needs 4 people working on farmland (plus the city square itself).
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I agree with your example and your calculations, which show that 1 caravan feeding 1 city in 5 turns is possible. Still, this is not always true (in fact, the number of caravans required depend upon how much food the city itself produces). Example (city size 20, consuming 40 food/turn): 1) City produces 0 food = 1 caravan (105 food) needed every 105/40=2,625 turn. 2) City produces 10 food/turn = 1 caravan needed every 105/(40-10)=3,5 turn. 3) City produces 19 food/turn = 1 caravan needed every 105/(40-19)=5 turn. 4) City produces 30 food/turn = 1 caravan needed every 105/(40-30)10,5 turn 5) City produces 40 food/turn = no caravan needed (no deficit) |
Xin Yu Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 19, 2001 01:22
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After writing several scenario strategies, suddenly I find that some elements of the size-5 strategy are very useful in playing scenarios. In a scenario, the player usually already has several cities, or can occupy several cities very quickly. This makes the size-5 strategy more attractive, for the following reasons:Some scenarios require the player to research certain techs for better units. The faster the research, the better. Changing all citizens to scientists will boost the research and give the player access to better units, which in turn will let the player occupy enemy cities faster. Example: Imperial Rome, Red Front. Some scenarios do not allow advanced government types. By changing some citizens to taxmen or scientists, the riot factor associated with number of cities will disappear, and the bribe/waste associated with early government type will diminish. Example: Mongols. Hence, for a lot of scenarios, a great strategy applies: 1)at the beginning, hire all citizens as scientists (build food caravans or settlers to add to small cities and grow them to size 5 if necessary) and research a better weapon; 2)change scientists to taxmen after the new weapon tech is researched, meanwhile sell city improvements in cities to finance your production; 3)rush buy new weapons; 4)attack nearby cities using the new weapon; 5)Sell city improvements in newly occupied cities and hire its citizens as taxmen; 6)rush buy more new weapons; 7)go for wonder cities first to reduce cost and unhappiness. |
Smash Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 19, 2001 01:52
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quote:
 Originally posted by Smash on 09-23-2000 02:48 PM This "hire specialist" scheme does have a place in any game.You don't have to do this all the time.You may want to do this during certain parts of a game.And maybe not every city. It works really well in scenarios.You can get techs way before you were supposed to.Its fairly easy to generate 5000 beakers in the first 2 turns of Red Front for example.A good tactic for fast science but eventually you need some sheilds.I find myself hiring scientists and taxmen at certain times.
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LeeT Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 19, 2001 19:22
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I've been using the Size 5 city, and more generally the idea of city specialization in standard SP and MP games, and find them both effective and enjoyable, (as opposed to ICS which I always screw up and find annoying).But I don't see the point in using it in scenarios. If I have to blow out city improvements to pay the bills, the scenario wasn't well made, and I won't finish it, and if I don't need to sell them off, I won't, even if I am paying upkeep on an Aqueduct in a size 1 city. MP, especially against friends, is all about squeaking out every last ounce of advantage you can, but scenarios have their own house rules I feel. I'm currently finishing Harlan's Pacific War scenario, and I could have sold off endless improvements and bought freight to deliver, hired tons of scientists, and probably matched the allies one tech advance per turn. But if Harlan had meant for that to happen, he wouldn't have made the Japanese based on a Fundy government. The whole point is to sweat as he gets ever closer to the atom bomb while you to finally get a Fighter strong enough to take down a SuperFortress Bomber. Or conquer India, buy up Libraries and Universities with the european imperialist gold you captured and triumphantly earn that one advance every three turns! An MP game using a scenario... well that'd be a different story |
markusf Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 20, 2001 13:02
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I find this is one of the most useless strats... You lose production, and you actually lose trade. If you have trade routes in your cities (seems most people don't) the trade routes in your local city and destination cities will all decrease the loss here is more then any potential gain... Then you have the loss of shield production which can again be significant... arii uses this strat against me all the time, and i can easilly beat him in any science race. expand expand expand. Science isn't that important... |
markusf Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 20, 2001 13:04
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duplicate [This message has been edited by markusf (edited March 20, 2001).] |
Xin Yu Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 20, 2001 19:39
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quote:
 Originally posted by markusf on 03-20-2001 01:02 PM Science isn't that important...
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Yes, science is not that important, but wonders are. Size-5 strategy was designed for getting wonders faster. By doing so shield production was sacreficed for a while until certain techs could be reached. Then all 5 citizens were put back to work to get the wonder built faster. Arii should target the right wonders (HG, Pyramids, Lighthouse, and if more than 2 players, GL) and build them fast. Then he'll be in a good shape.
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