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Edgeblade is offline Edgeblade
Settler

Sep 2004
time: 05:36
  Old Post 01-09-2004 06:49
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A Little help about WTLPD Put an end to popups!

Im new to civ2, been playing for a few weeks with some friends, and reading forums etc, and i have 2 problems

(to start with i started on the easiest level, but i play on deity now)

when i start a game, large map, 7 civ, ranging hordes etc, i always start off well against the AI civs, up to about 800AD i always "reign supreme", in monarchy with lots of cities. But after that, i just dont seem to go anywhere. Generally at this point im still in monarchy (i seem to have trouble expanding, irrigating/roading and keeping the people happy), and the AI civs catch me up and take over me quite considerably up to around the 1800's where i have no chance of winning because i am now the last civ

normally my tax is set to just about cover my costs, which i know cant be good because it means i never have any gold, but when i set it higher, obviously my science rate goes down...perhaps one of the reasons i cant keep up my increase. In the early parts of the game i speed away from the AI, only to slow down in the middle part of the game

and i dont know how to correct this problem.

I have tried the SSC route, and it works to an extend but i can never seem to get it producing enough beakers to research new techs any quicker than between 10 and 20 turns.

I have tried switching to republic but i always seem to encounter happiness problems, and i have no idea how to trigger off a WLTPD in everyone of my cities...

how does this actually work, when, in a city (Ranging from size 4 to size 8) does the WLTPD get triggered? (ie what conditions have to be met), as in some cities size 8 i have in total 18 beakers and 1 entertainer, but no WLTPD has been triggered, and in some other cities it says its triggered yet no population increase seems to occur.

i have scoured this forum (and a few others like it) and no where is this explained properly

please help

Six Thousand Year Old Man is offline Six Thousand Year Old Man
King
Ad Rock
Aug 2000
time: 00:36
  Old Post 01-09-2004 08:35
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Got spare money?

Some quick answers:

WLTwhateverD - for celebrations, you need to have at least half your city population happy, and none unhappy or very unhappy.

Incidentally, beakers don't represent happiness, goblets do. I'm not sure if you meant goblets in your post, but just in case... try turning up that luxury rate and producing some goblets.

If you can't get celebrations going, you might try:

building happiness-related wonders (Hanging Gardens), or building improvements that reduce unhappiness (temples, colosseums).

Trading more. Each trade route adds to your city's total trade arrows - with enough extra arrows, the same luxury rate will produce more happy people in that city than it would without the trade routes in place.


As for science... well, you might want to head for better governments than Monarchy, for one. The corruption there is terrible. Better to switch to Communism (if you don't have enough happiness improvements and wonders to make Republic or Democracy work). Fundamentalism requires no happiness improvements to keep order, but it reduces your cities' science output by half. And celebrations in Communism, Monarchy and Fundamentalism will allow your celebrating cities to generate trade arrows as a Republic would - so try to make your key cities celebrate if you can.

The real way to get science is by trade, though. Build lots of Caravans, and deliver them in cities (preferably foreign ones on islands) that demand their goods. When you build a Caravan, you'll usually get up to 3 commodities + food supplies to choose from. Pick a commodity that is demanded in foreign cities, and deliver it to them. You can see what commodities are demanded by a foreign city by clicking on it.

Each Caravan, when delivered, will generate a one-time bonus in gold (shown on delivery) and an equal bonus of beakers (plus ongoing trade in the source and destination city). Deliver lots of Caravans, and you can attain up to one new science per turn via Caravans alone.

Sorry if this is already known to you... but the key to winning easily in Civ2 is trade, trade and more trade.

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:36
  Old Post 01-09-2004 08:36
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Put an end to popups!

Welcome to the world of Apolyton!!

I will offer a few thoughts that may be of help. There are three prerequisites for WeLove condition if you want population growth.
--Republic or Democracy Gov't
--Food Surplus each turn in @ city
--A majority of Happy Citizens, at least 50-50, in @ city

You can get more Happy Citizens thru Wonders, MarketPlace, Courthouse, but, especially by increasing the Luxury slider.

Being in Monarchy in 800ad is part of the problem. To get ready for Republic, Democracy (where martial law no longer applies) you need to add Temples, Marketplaces, and Mike's Chappel, and occassionally, Courthouses and Harbors (for food). This will keep your happiness problem under control and allow for WeLove w/o an excess of Luxuries.

As for SSC, build Colossus, Copernicus, Newton, Library, University. The SSC should be sited for multiple trade specials, and other tiles changed to grass or plains with roads (for arrows). Maximize arrows and allocate them to Science.

One of the keys to achieving these things is quickly getting Monarchy and then Trade (for camels).

Hope this helps.

Monk

Sparrowhawk is offline Sparrowhawk

King
Canada CST
Apr 1999
time: 23:36
  Old Post 01-09-2004 08:44
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Tired of ads?

This forum seems so quiet lately and two of you post a detailed reply within a minute of each other??

I could not hope to answer any better then STYOM or BM already have, but I would say you have taken a great step by coming here and posting your question on Apolyton Edgeblade, hopefully you try the methods suggested above and come back and let us know how it worked out and any more problems you might have.

I don't think you will find a more helpful site then Apolyton when it comes to Civ issues

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:36
  Old Post 01-09-2004 10:21
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One minor addition to the wise words from STYOM and Monk: the happy, unhappy and very unhappy citizens that STYOM mentions are shown in different colours at the top of the city report screen. You need half the faces to be blue and none red or black. They also appear on the attitude advisors screen (F4).

As Monk says, you can increase the number of blue faces by moving the luxury slider to give more luxuries, although you will often not get a celebration even at 100% luxury.

Within each city, you may be able to increase the blue faces (or decrease the red faces) by re-allocating your workers to tiles with more arrows - trade specials such as wine or silk, roaded rivers, or water tiles. Changing one worker to an entertainer can help if you have a big enough food surplus. Without the food surplus, you can still celebrate but won't grow.

In my experience, you are unlikely to celebrate unless you have both a temple and a marketplace. If those are all you have, you will probably need a hapiness wonder to maintain celebration - Shakespear's theatre in your SSC for example. In many cases you will also need the extra arrows from trade routes.

And don't forget STYOM's final advice - trade, Trade, TRADE.

RJM at Sleeper's

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:36
  Old Post 01-09-2004 13:27 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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... but all my people have blue faces ??!!!

a further clarification - the people seen in F4 or at the top of a city screen come in four colours

light blue - happy
blue - content
red - unhappy
black - bloody furious!

in order to celebrate a city must have at least half of its citizens happy and none unhappy or worse - in order to grow under a representative government the city must also have a food surplus.

Enjoy & welcome, Stu

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:36
  Old Post 01-09-2004 14:19 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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If you find the representative governments too tricky at this stage of your Civ life, try this ...

Aim your later research towards Democracy and build the Statue of Liberty - a mere 12 camels if my memory serves. You now have access to all forms of government so choose either

Communism - very similar to Monarchy, but with very low corruption and each martial law unit counts double - your research is not impaired and if you celebrate you get Rep gov arrows -- this is a great vehicle for either conquest or spaceship victories

or my favourite

Fundamentalism - research is capped at 50% (you can set the slider higher, but it has no effect) and then halved - so this truly sucks for science development - but there is no unhappiness - in fact happy improvements pay tithes into your treasury and each city can support eight military units without support costs - an ideal setup for conquest.

These routes wont get you into the Hall of Fame - but they lead to really enjoyable (and victorious) games, which is the primary object of the exercise.

My advice to you is follow the tech path below:
Monarchy, Trade, Monotheism, Democracy

With must have Wonders:
Hanging Gardens, Michaelangelos Chapel & Lady Liberty

staying in Monarchy until you can use the Lady to jump into Commie or Fundy - victory will be assured

Once you are used to winning - we can talk about some of the bells and whistles

Stu

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:36
  Old Post 01-09-2004 18:04
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Stu is right to emphasize the value of celebrating in non-representative gov'ts. Those extra arrows really make a big impact; but, of course, you can only grow the population by being in a representative gov't.

And, BTW, I think Fundy Gov't allows ten units before support costs begin. And one more thing, once you get the celebrating started, you may be able to reduce the level of Luxuries after the first turn, and still maintain a celebrating condition. This is the effect of the doubled arrows.

So, the word of the day is celebration. In Civ, it is more than a party.

Monk

Edgeblade is offline Edgeblade
Settler

Sep 2004
time: 05:36
  Old Post 01-09-2004 19:40
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yo, thx for the posts and the help guys, but without sounding arrogant, i knew most of what you wrote beforehand


to 6000yr old man, i did mean goblets yes :P

how many goblets does it take to turn one content person into a happy person??

as for the people and the governments, i know about those yes, but i find that it takes too long to get to communism, in deity games i have played, i dont think i have ever gotten to communism before (i skipped it and went for fundamentalism because i was getting killed by an opponent equal to me because they were in a superior government)

As i said, i have just started, but with every new game i get better, my start gets quicker, and in all the games i have played to date, getting a good quick start is the key to success if yo u know how to use it, and at the start i am pretty good. i expand quickly and get ahead in techs (despite the fact i still find it difficult to get ALL the wonders for a good SSC). To go from monarchy to democracy means i would have to skip stages like maths, astronomy (to get copernicus), and i find that before i even research that tech the other civs have already taken the wonder.

The main reason *i think* i am falling behind is because at the start, i get my capital, the scc and another city which makes settlers for my new towns. And i continue to make towns (and neglect making roads and irrigation) until i quite a few cities. I then send half my settlers to start making improvements to my city squares, and neglect expanding as much, which means i fall behind. This is where i am struggling, to find a good balance between making new cities and roading and irrigating between cities. Finally when i have trade and road, i start to trade but 90% of the time the cities connected by road are close to each other, and i will be honest...im not the best explorer there is. Regularly i go for a hut and my guy gets killed. I always play on large map with 7 civs, but my guy gets killed by barbarians or enemies who dont want to ally (ie they demand **** from me and i aint gonna pay), and i find it hard to fund a move for a new unit because i am concentrating on improving my cities, building settlers etc. In one game i play online with a few friends, we played with 7 civs on deity, and i got to the stage where i had 13 cities and even the ai only had 6-7 cities, yet there was a "Passage", one square long which seperated me and the enemy civ (there was only us on our island), and because of that i didnt get them scouted. And since i generally dont get map making early in my tech tree (i usually concentrate on techs to get me into monarchy and then to get wonders like copernicus etc), trade and then a few unit upgrades, and by the time i am through to that, its usually to late to continue to expand


The biggest problem with this game i have found (starting so late) is that not many people play it anymore heh. In other games i have played (like SWGB:CC) you can record games and watch them over, or have people viewing the game (either as viewers, or as another player who surrenders so they can watch the remaining battle etc), so despite reading on here about SSC's and trading with other foreign cities (i find the enemy kills my caravan for no reason...), i still find it hard to reach any kind of science level you are tlaking about whilst still gaining the gold to be able to rush buy things or cover my costs.

i know it will come in time, but i want to get it sorted sooner rather than later, any advice and help will be much appreciated (but dont explain things to me like im a complete newb because ive read the site, manual and other places so i know what stuff is etc...just not how to put it into practice)

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:36
  Old Post 01-09-2004 19:56
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Sorry then I am for bothering. I thought from your question that you wanted advice as to how to do things differently so that your game might improve. If you insist on doing things the same way, you should not be surprised at the result. I would not say you are being arrogant but I do wonder if you were listening.

There is an old saying, "one who is lost should ask directions of those who know the way." If you don't care about following those directions, it is on you. After eight years and thousands of games, perhaps you can discover a better way; and when you do, please let us know.

Monk

debeest is offline debeest
Prince

May 2000
time: 21:36
  Old Post 01-09-2004 22:31
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Edgeblade, it normally takes two luxuries (goblets) to move a citizen from unhappy to content, or from content to happy.

There are two very important things that I don't think anyone has noted for you yet, which could make all the difference for you.

1) Any luxuries beyond two per citizen in a city have no effect whatsoever. This is vitally important because it means that, at deity, a city with an odd number of citizens sometimes cannot celebrate based on luxuries alone. (Size five, only ten goblets count, it takes four to make two unhappy citizens happy, the last two make a citizen content, but you're still short a happy one -- see?) In that case, you cannot celebrate without HG or Cure or a courthouse or something else to create happiness rather than just contentment.

2) The "something else" can be outraged citizens (blackfaces). A quirk of the game is that it takes only two luxuries to convert an outraged citizen into a happy one. This is confusing, since it takes two martial law units to content an outraged citizen. But the advantage, to you, is that building MORE CITIES creates more outraged citizens and gets you past that problem created by the two-luxuries-per-citizen limit. Check your cities; if you don't have initially outraged citizens in most cities, that may explain why you're not getting celebration and city growth.

It's also worth noting that when you are studying your 20th civ advance (not counting beginning freebies), your science cost skyrockets. That's normal and has a lot to do with why your game slows down when it does. You should be sure to look at the Great Library on the Strategy forum and read "The Cost of Science Explained" to learn about key civs and tech gifting. Can be very important.

Hang in there; it sounds to me like you're learning quite rapidly.

skrobism is offline skrobism
King
USA
Oct 2000
time: 23:36
  Old Post 01-09-2004 23:20
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I have found many of the same problems in Civ2 that Edgeblade is speaking of. Maybe because I try to combine too many tricks into one game. Maybe I forget how challenging this game is for everyone but when I read the posts that you guys make I feel like I should be able to start an OCC by looking at the specials patterns, finding the perfect location for a city by turn 3, discoving monarchy by turn 6, soon I'm trading with the world and build the five required wonders for a SSC by turn 20. My city is WLTKDing left and right. Make a quick run for Dem, 3 new techs per turn by manipulating my workers to get 85 beakers and using Oedo's 012 tech lists, launch my spaceship, the switch to Comm to keep happiness in check whilst I show the world my iron fist for fun, switch to ICS mode and then land on AC by 1000AD.

Anyway, I am grateful for the advice. I'm going to take this advice and stomp on all of you in the current tourney!

If this doen't work then maybe I need evaluate my life, focus on the important things - like practicing Civ 2.

debeest is offline debeest
Prince

May 2000
time: 21:36
  Old Post 01-09-2004 23:56
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Well, yeah, skrobism, it really is just that easy.

... for some of our Poly posters, who are probably among the few best of the millions of Civ players in the world.

Not me! You know ... them.

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:36
  Old Post 02-09-2004 00:59
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Edgeblade - are you playing primarily Single Player, or Multiple Players? Some strategies mentioned go out the window when playing against other humans. Multiplayer is more of a conquest game, and getting your caravans killed or blocked is a likelyhood rather than an oddity.

Secondly, I gather you are using the MultiPlayer version of Civ, rather than the 2.42 version. AI players will be very hostile most of the time, and tech and map trades much more difficult. Of course, human opponents will be even more so! You may need to adjust some suggestions made here to the kind of game you are playing. Diplomacy with AI players is non-intuitive - imagine them as Kim Jong Il of North Korea, with a bulge in his back pocket that might be glowing. Either prepare to crush them as quickly and ruthlessly as possible, or swallow pride and appease them in order to get the tech or maps you need to leave them in the dust. These kinds of things are hard to describe in "suggestion" format, but best learned by personal experience.

Preparing correctly for the switch from Monarchy to Republic is one of the trickier parts of a good game. You need to do it earlier, and you need to do it across your entire empire rather than just the SSC or a few "core" cities. Many players have learned the trick of getting Marco Polo early so that you can monitor the progress of the other civs. If you have it, check it every turn and notice if someone is researching a key tech (like Astronomy) toward a critical wonder. Note also their Power Ratings as that tells you who their KeyCivs are.

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:36
  Old Post 02-09-2004 02:26
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Looks like a hidden question in this thread is "shifting gears." Early on, the common builds are a few searchers and many settlers for new cities. After a few cities (say 3 or 4), one starts a wonder. After a few cities, a settler or two (later more, say one per 2 cities after eight cities) starts roading and later irrigating for the SSC.

Once trade is discovered, most of my builds are camels -- maybe 4 out of 5 cities on average are on this track. Most of the pressure for me is nabbing some of my favorite wonders (Col, HG, Marcos; then Copes, Mikes, Shakes, Leo's, ME, and maybe KRC), so my building of new cities also slows down (a flaw in my game).

I ususally switch from Monarchy to Republic soon after Trade, maybe after Construction -- object is to pump out three good trades from the SSC to an offshore AI civ (jumping from the boat into their port decreases the risk of dead camels on arrival). Plan is to WL the SSC (at least) & grow to size 12; in republic, lux is somewhere between 4 & 5 for the first turn, then drops to 3 & will probably stay there for a half dozen turns, then maybe down to 2 for the duration of the representative government.

Infrastructure -- SSC gets the lot, of course. Remaining cities -- ususally get a temple circa size 5 or so, then I'll add a market & harbor. Aqueduct comes after Mike's Chapel. Nothing else (we're back to camels) until JSB -- then it is a bank & sewer -- until probably close to end game. I'll ususally have a running civ with about 12-20 cities -- forgetting to make the effort to continually expand -- so I'll miss out getting the second tech per turn until...

Tactics. Once I hit this, I'll switch to Fundy with Sun Tsu & go "visit the neighbors"

Edgeblade is offline Edgeblade
Settler

Sep 2004
time: 05:36
  Old Post 02-09-2004 03:22
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most of my games are played vs the AI, and yes, i have the patched multiplayer gold version of civ2, and all the examples i have given are based on playing only against the ai.

does WTLPD increase the size of a city above 12, because if it is supposed to, then something isnt working for me:

i refer you to an earlier game i loaded (where i wasnt doing particularly well). In it i have a city of size 13. 6 of the people are happy (light blue), 6 are contented, and one is an entertainer (to get the goblets up)

according to one of you, it only takes 2 goblets per person to make them happy, so seeing as i have 28 goblets, including a marketplace, why is it not WLTPD ??

however when i boost the goblets up to 38...it starts to celebrate

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:36
  Old Post 02-09-2004 03:50
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With 13 citizens, 7 must be Happy and 6 content. 6-6-1 (1=Elvis) will not be enough.

Attach a .sav of that game for greater detail. For example, if Luxuries are greater than zero, reset to zero to see the true picture of those 13. Is there now a 'very unhappy'?? The odd number effect may mean you need a Happy Wonder (HG or Cure) or a Courthouse. Are there any trade routes?? Seeing the save will make it more likely that any suggestions are on point.

Monk

debeest is offline debeest
Prince

May 2000
time: 21:36
  Old Post 02-09-2004 05:26
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Edgeblade, the situation you just described is exactly what I explained in my earlier post, part 1). Your city is size 13. Only two goblets per citizen have any affect, so you effectively have 26 goblets, not 28. Thus, 6 citizens go from unhappy all the way to happy, using 24 goblets, and one citizen goes only to content, using the last 2. Unless you have something else to make another citizen happy, all those extra goblets have no effect. It would still be good to post the .sav, because I can't think of any reason why upping to 38 goblets would make any difference.

Also, take a look at the "happy" screen of a bunch of different cities from different games in order to learn the order in which the game applies luxuries, martial law, improvements, and wonders to produce contentment or happiness. The order matters a lot. For example, if you start with a blackface but you make an entertainer, then the blackface is the one that disappears, so you lose the two-goblets-full-conversion advantage.

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:36
  Old Post 02-09-2004 13:31 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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... and yes WLTxD will celebrate upto whatever size the food will support (as you can never have more than 16 specialists any size greater than 36 is purely cosmetic for score purposes)

Stu

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:36
  Old Post 03-09-2004 02:15
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Don't forget the sewer.

I've had WL growth end at various points (the odd numbers usually)

Another jump start --- I think that delivering a food caravan into the city causes a (one turn?) celebration (not too mention a half food box and an ongoing food route (bah!)). Maybe that "one turn" celebration can be parlayed farther.

Six Thousand Year Old Man is offline Six Thousand Year Old Man
King
Ad Rock
Aug 2000
time: 00:36
  Old Post 03-09-2004 07:25
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(Not to hijack this thread, but I saw a few points where I do things quite differently from OnS, and I wanted to know how others approach the same issues.)

quote:
Originally posted by Old n Slow
Looks like a hidden question in this thread is "shifting gears." Early on, the common builds are a few searchers and many settlers for new cities. After a few cities (say 3 or 4), one starts a wonder. After a few cities, a settler or two (later more, say one per 2 cities after eight cities) starts roading and later irrigating for the SSC.


One Settler per 2 cities? - I try to have 1 per city, if I can. Constant expansion is my goal, and I like to have 2-3 settlers around my SSC to improve the land, and others building roads.

quote:
Once trade is discovered, most of my builds are camels -- maybe 4 out of 5 cities on average are on this track. Most of the pressure for me is nabbing some of my favorite wonders (Col, HG, Marcos; then Copes, Mikes, Shakes, Leo's, ME, and maybe KRC), so my building of new cities also slows down (a flaw in my game).


Maybe the flaw in my game is that I'm not building enough camels, since I build a Settler after my first defender in virtually all new cities. I suppose that my rationale for this is that in the long run, more cities will produce more camels than less cities will. But in the short run, I'm usually lucky to get more than 2 of the ancient wonders - and I don't often get to choose which one, after HG.

quote:
I ususally switch from Monarchy to Republic soon after Trade, maybe after Construction -- object is to pump out three good trades from the SSC to an offshore AI civ (jumping from the boat into their port decreases the risk of dead camels on arrival). Plan is to WL the SSC (at least) & grow to size 12;


I can never bring myself to do the early Republic thing. My justifications are twofold - unrest (I build a lot of cities, so I usually wait to have Mike's before I try Republic), and loss of production (due to unit support). Are these 2 issues just a bullet I'm going to have to bite, in order to boost the SSC early?

quote:
in republic, lux is somewhere between 4 & 5 for the first turn, then drops to 3 & will probably stay there for a half dozen turns, then maybe down to 2 for the duration of the representative government.


Even with lux at 4-5, are cities being kept content? I always seem to have too many scouts wandering around for this to work...

Thoughts?

rah is offline rah
Apolyton Prince of Moderators, Master of Reason
Lord of the Ferrets
Jan 1970
time: 23:36
  Old Post 03-09-2004 23:21
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#22 Report this post to a moderator
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The trick is to assume you're going to republic before you do it. This way you can make sure that your wanderers are all attached to different cities. Assume that city on the ocean is going to be building a ship so if you need an escort for a settler, it comes from another city and is there when the ship is built. Switch a few units between cities so you have options if barbs show up and you need multiple troops outside of the city.

And to truely learn how to celebrate, PLAY MP. You don't get every happy wonder and must learn to celebrate without them.
The even odd is very important, and by creating settlers in cities that have maxed to join to odd numbered cities, you can continue celebrating for quite a while.
If in MP, build pyramids to help cities get back to an even number quickly. (in SP, the AI covets it, but in MP games, there are bigger fish to fry)
If you get a happy wonder, great. But not critical. And after learning how to do it with few or no happy wonders, once you're playing the AI again and can get all of them, you'll laugh at how easy it is.
Trade routes are a big help once you get too many cities. If on the optimal path and demanded, or from a different cont. your bonuses can be large enough to buy that infrastructure quickly, or be self sustaining.

-Jrabbit is offline -Jrabbit
Emperor
of the Electronic Egyptians
Feb 2002
time: 23:36
  Old Post 04-09-2004 02:13
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#23 Report this post to a moderator
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Edgeblade -- I'll weigh in with some random observations based on what I perceive as the real problem -- winning at deity. Congrats, BTW, on making the decision to escape the boredome of King level. It shows you've got the right attitude.

I (like all of us) have been through what you're experiencing. Rest assured, we need only ID a few game behaviors to get you out of your rut and kicking the AI's butt.

There has been plenty already noted here about getting WLTxD going and sustaining it. In the early stages of the game, all you need is the Hanging Gardens and temples in all cities. Then, just upgrade as necessary.

1. It seems to me that you are likely spending too many resources on white goods (ie, city improvements) and too much settler time irrigating and roading. an important key to success is growth, especially in the early game. When the advisors are all clamoring for you to build city walls and massive troops, IGNORE THEM. remember, the AI is incapable of coordinated attacks. You need only enough military strength to keep the city alive. Irrigation should never be needed early unless you're going to Republic, where lack of food surplus often prevents growth.

Early in the game, all settler activity should be toward new cities -- as many and as soon as possible. Plant them as close as possible to the home city, to minimize losses through corruption, but make sure they're on reasonably fertile ground. Look for river basins to build on -- free roads early!

Find trade specials (whales are best, but also gold, wine, and silk) and get them into play NOW. It's how you maximize science without waste. Your SSC needs a high-arrow location, but you'll get a lot more early arrows if you put your city right on the trade special. All trade specials are on good defensive ground, which means they can be defended with fewer troops.

another random thought -- I was struck by your inability to get everything needed for the SSC. You are aware, of course, that you can build and save camels and use them toward WOW building, right? Generally (IF I find a good site for it early), I just keep building camels as fast as I can. (This is what roads are really for in the early game.) Ideally, you should be collecting WoWs the very next turn after discovering the associated tech.

the two trip-ups in getting a Pure SSC are generally --
A. Missing Colossus cuz you wanted hanging Gardens. No biggie. It expires anyway. Your SSC will be later, but ultimately cheaper and just as powerful.
B. It's usually Astronomy/Cope's that the AI will steal from you, especially if you build Colo early. If you remember to get Astro early, you should get all the SSC WoWs. Your only side-trip should be a happy WoW.

Exploration -- You must learn to do this!! Usually, my first couple worthless warriors and maybe an early NONE unit are sent out in search of huts and specials. They are expected to die and not lamented much when it happens. Find and explore the "bands" of specials. This provides the blueprint for where I drop my cities. Don't be discouraged by barbs from huts -- stuff happens.

City Management -- This can provide quick improvement to your game if you're not already into it. The idea is to check each city between every turn and make sure it's maximized for your needs. You can squeeze extra trade arrows, shields, etc. to reach goals, often cutting several turns out of the equation by clever worker placement.

Incremental Rushbuild -- I assume you know how to do this. The explanation is lengthy, so I'll let you look it up if not already aware.

A quick word on The Republic and I'm out of here. Republic is great for growth, but hard to manage because of the food/shield penalty for supported troops, and the happiness penalty for troops not inside a city or fortress. The key is to create a small, effective defense force and keep it intact while growing in Rep. during this time, your build queues should all feature non-troop items ONLY. I use the time for camel development, often leavened with a few diplomats to help bribe any barbs and perhaps aqueducts in cities that can sustain growth.

Then, once the bulk of the growth is complete, get back to Monarchy and trade, trade, trade until you can get to Democracy. Make sure you know about two-continent trading and ship-chaining, and be aware of the bonus payment for WLTxD deliveries.

And if you're not using the oceans, you're missing a lot. Short camel deliveries within your kingdom are nice for starters, but it's those constant, across-the-sea connections that really pay off. Rule the waves, rule the world. (Some like early Lighthouse, but I prefer the rush to non-expiring Magellan's.)

Good luck, Edgeblade. Keep us informed. Keep asking questions here -- it helped me a ton!

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:36
  Old Post 04-09-2004 04:14
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#24 Report this post to a moderator
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About those trade specials, especially in the SSC...don't forget to road/RR them to increase the arrows from them.

Monk

debeest is offline debeest
Prince

May 2000
time: 21:36
  Old Post 04-09-2004 04:16
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JR, what's the WLTxD trade bonus payment? Do you just mean the representative-government trade levels under a celebrating monarchy?

rjmatsleepers is offline rjmatsleepers
Prince

Oct 2002
time: 06:36
  Old Post 04-09-2004 11:00
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quote:
Originally posted by Bloody Monk
About those trade specials, especially in the SSC...don't forget to road/RR them to increase the arrows from them.

Monk


Are you sure about this BM? I thought roads only increased trade for grassland and plains and these terrrains don't have any trade specials. (Mind you I'm relying on the manual which is often wrong!)

RJM at Sleeper's

debeest is offline debeest
Prince

May 2000
time: 21:36
  Old Post 04-09-2004 11:28
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Roads will increase the trade by one arrow in any tile that has trade, including silk etc. Railroads, on the other hand, have no effect on trade.

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:36
  Old Post 04-09-2004 11:36
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quote:
Originally posted by rjmatsleepers


Are you sure about this BM? I thought roads only increased trade for grassland and plains and these terrrains don't have any trade specials. (Mind you I'm relying on the manual which is often wrong!)

RJM at Sleeper's


Yup, very sure. Though the RR part was a throw-in for the shield effect.

Monk

edit: I'm very slow 2night. There was a game a while back where this lesson was taught to me by (2) if I remember rightly. The SSC was on a hill or forest, centered within 2gold, 2silk...I think. The comment was along the line of, "You should have roaded over those specials long ago.
2nd edit: What atrocious spelling!! Bad Monk!!

Last edited by Bloody Monk on 05-09-2004 at 11:00

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:36
  Old Post 04-09-2004 12:21
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#29 Report this post to a moderator
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Well, I have spent too much time looking for that thread. Easier is to suggest a test. Here is a game I found in my search. The SSC is Karakorum. Note the total arrows. Open cheat mode and remove the road/RR on the Silk tile and check again, one at a time, noting the effect on arrows and shields.

Monk

Attachment: bo_a1848.sav
This has been downloaded 1 time(s).

Edgeblade is offline Edgeblade
Settler

Sep 2004
time: 05:36
  Old Post 04-09-2004 19:56
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firstly, thx for y'all that have responded, specially to jrabbit


i do know about trading (i generally find that in my quest for researching techs for a good SSC and government, i neglect to get seafaring, navigation etc, in every game on deity so far ive always had iron clads bombarding my cities (most are built on or next to the sea due to me being on an island), and its always a few techs before i can defend myself). I do trade inbetween cities and i do know about the 50 shields to help a WoW...i use it all the time, but is it my observation or do only the top 3 trade routes count? (it only ever shows 3 for me).

You are right in saying that i probably get too many city improvements (im forever building libraries, universities, templs, colleseums, banks marketplaces etc), and not enough caravans for trade/wows etc, and tbh i rarely trade with the AI because they allw ant to kill me and they generally kill my caravans...although in my current game (which i will post) i will try it

Another thing that annoys me is that my capital city is ALWAYS on the corner of an island, and i have to expand away from it in general...its not good, and im always wary of building myself another palace...is this something that you always do to help appease corruption or is it better to leave it in the capital?


I dont know what it is but i always seem to want to irrigate/road every square of my cities production bit thingys, because i thought this could only be a good thing...increased food on squares means you can build up the size of your city quicker, and the extra trade helps for science etc, but this is the part where i stop expanding so quickly...when i start to irrigate and prepare for republic.

On the graph of the game i will post (the one i started before posting on here) i was ahead, and my score/power graph was rising at a steady rate, but suddenly the AI civs just rapidly increase in power and size while i continue to grow at the same steady rate...i think the two coincide (this and when i start irrigating etc). I find it hard to bring myself to build a lot of settlers and caravels toe xpand whilst irrgating and roading because i find myself with more costs to support them

i cant understand why you would switch back to monarchy to trade...do you get more each time or something? because caravans do not require shields to keep them in republic if i remember correctly

and i also admit that my exploring skills are something that i need to work on...mainly ebcause when i start, i find a good site for my city and by the time i have built a warrior, the city is almost ready to grow...and on deity removing my warrior = unhappy which is bad. So having gotten my warriors, temples and a settler from my capital, i work on pyramids/collossus in the cities and continue from my settlers
by the time i explore, i always end up dieing to barbs or other civs and i fail to remake the unit because im too busy making settlers/temples/WoW's



i enclose the game i am currently playing (i took it further than this but my comp crashed...i got to the stage where new york grew to 27)
In this game i have all 3 of the science WoW's you need for your ssc, and i have shakespeares theatre, but unfortnately there are no trade specials there except for a couple of whales (the best i could find at the start)

For the entire game i have been at war with the french (they keep demanding **** and i wont give in, so they just want war) and philedelphia was built there purely as a fortress to stop them getting into my main city area...most of the game that place has been building phalanx/pikemen/musketeers simply to defend my island.

Boston built marco polos simply because i was beaten to the great wall and thast was the only other wow i could build.

I am, however, unsure of where to go from here. I have researched democracy, but since i am at war with pretty much every other nation (they are really aggressive) i wasnt sure whether to go into democracy or not, and on deity level i havent spent any time in democracy before so, im a little "scared" heh :0
I am finding it hard to expand and build new cities now, everytime i make a new city on an sland i have to rush buy the first 2 units because the AI always lands on it and tries to take the island (see st louis and baltimore), and the enemy iron clads keep killing my caravels. I have a settler up in the north that i am going to move down-left one before creating my city, but apart from that im having trouble finding spots to make new cities. Settlers are so expensive (and i dont have leonardoes...i can never get that against the ai) so my engineers are still only in the production line...i have railroad tech now so i want to biuld them on my homeland.


Any advice for the game (with reasoning obviously) would be greatly appreciated

Attachment: playing this 6.sav
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