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debeest
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I got Civ2MGE (multiplayer edition) on eBay for $5, and I know that the basic single-player game is even more readily available. Might as well get MGE, because you'll want to play other people.
WalMart is to be avoided because they put small local businesses out of business while paying their own employees so little that they actually give them classes in how to apply for food stamps or welfare or something.
Civ2 is worth far more than $20, but you don't have to pay that much or buy it from Hitler.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:32
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quote: Originally posted by PLATO
You guys are being very helpful! Thanks a lot for all the advice!
Caravans are how you trade, right? Do they carry particular goods or are they just income producers? Do they give a diplomatic benefit with the trade partner Civ? What happens to Caravans during War?
So many questions...I know what a pain a Newbie can be, but be patient and I will find a way to contribute here. Thanks! |
You aren't the first newbie here. Don't worry, we're used to it. 
Caravans are how you trade. You have to physically move them to the destination city to deliver them; they're units like any others with att/def/move/h.p ratings.
They do carry particular goods - all cities demand 3 goods and supply 3 goods (they change, and there are many long, complex threads explaining how and when they change). Demanded goods pay more than undemanded, and certain demanded goods pay more than other demanded goods.
Trade not only pays off in a 1-time cash bonus, but you get a science bonus of the same size, and (much smaller) ongoing trade bonuses as well.
There doesn't seem to be a diplomatic benefit to trade that I know of.
Trade routes are not severed during war. However, if a war breaks out, Caravans are slow and weak and easily destroyed by enemy units.
I'll stop now because you might want to play a game first before we overwhelm you with tips. 
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rjmatsleepers
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quote: Originally posted by Scouse Gits
Fundamental tech path:
Alphabet
Ceremonial Burial
Code of Laws
Monarchy - revolution get out of despotism
Bronze Working
Currency
Trade - build caravans
deviating from the above list by more than two or three techs can be disastrous ...
Stu |
That depends what you mean by disastrous. I agree that those technologies are optimal for early landing.
If you are going for conquest, horseriding, warrior code and feudalism can be slipped in ahead of trade (and even monarchy) without making the game un-winable. In fact conquest games can be won easily without ever researching currency or trade - just pick them up from one of the conquered AIs at a convenient time. Delaying Monarchy is inconvenient, but hardly disastrous.
In the Silly Rules game we departed from your recommended technologies in a big way and we are (probably) still going to be able to win it.
RJM at Sleeper's
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debeest
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Skip chieftain. This is a very different game from Civ3, but not so different that you could lose at chieftain, even with your eyes closed and your mouse tied behind your back. Maybe skip warlord, too.
Build lots of early cities and you'll build great power. Building a settler only shrinks your city by one citizen, not two; don't hesitate to build a settler as soon as your city reaches size two, and then build a new city with that settler ASAP.
Before I gave up on Civ3 I started a list of what I considered the main differences from Civ2. When I get home I'll try to find it and post it here, just so you'll know where to look for differences.
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