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La Fayette
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albi, france
Oct 2000 time: 06:36
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I don't remember which thread you have in mind, but if you are willing to improve your gameplay at deity level, I would advise you to read the 2 guides that you can find on top of this forum, namely solo's "Early Landing Games Strategy Guide" and Peaster's "Early Conquest Guide".
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rjmatsleepers
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I go along with LF - the EL guide and the EQ guide give you the goods which ever end-game you're looking for. If you want a single line guide, follow the advice I saw posted a few years back (by SG?)
When in doubt build a caravan; if you're not in doubt, build a caravan anyway.
RJM at Sleeper's
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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quote: Originally posted by granite00
I have tried ICS, but didn't much like it. I have been able to win at diety, but was looking for a different approach. TCO is correct; I was looking for more traditional diety strategies. |
Noticed there was a three year gap in your posts so, welcome back!!
1--What did you dislike about ICS??
2--What approach did you already try??
3--What do you mean by "traditional"??
Or, put another way, what would you like to accomplish?? (conquest, spaceship, big honkin cities, trade empire...)
With a little clarification, a better response will be possible. Also, you mentioned that you have you looked at the Great Library under Deity->Strategies. Matthew and Drago have good basic approaches outlined. Knowing what is lacking in their discussions will help shape a better response, hopefully.
In general, the first nut to crack vis Deity is what to do about Unhappiness. Most of what is offered revolves around that question. You build a warrior first so that the city will be stable when it goes to size two. Strict ICS was developed to solve the problem of city size causing unhappiness. The general rule is to build only what you will NEED in the near term.
If the food box will fill in "X" turns, make sure you have another warrior ready by then, or very soon thereafter (using an elvis). And don't spend 40 shields on a temple when you are still grinding out settlers, as the temple will not be necessary after the settler causes the population to drop. Also, why build a 40 shield, 1g per turn maintenance drain where a 10 shield warrior will do the trick. 10 shield warriors are especially cool if you later build Leo's Workbench and they "become" 40 shield Riflemen.
What combination and order of warriors, or other mil-units, + settlers will depend on the city and where you have placed its workers. If the food box will not fill before a second unit is needed for garrison duty, then build warrior -> settler. Otherwise, warrior -> warrior -> settler. Once the first settler spits out you must calculate whether you can finish a second settler before the foodbox fills again or whether a second mil-unit should come next. Eventually, you will have so many cities that a new city will need a mil-unit immediately as it will start with a red or black citizen. What to do is like the weather--sometimes the best you can say is "it depends."
Personally, I think it is better to build Hanging Gardens before temples and Mike's Chapel before colosseums. They effect all your cities and they do not incur ongoing maintenance costs.
Hope this is helpful....
Monk
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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No problem, really, and I appreciate your answer. There are so many ways to play Civ2, all of them interesting in their own way. Knowing what to answer to the topic really does depend on what in general the player wants to do.
I came to Civ2 and these Fora in '99 after years of playing Strategic Conquest. I was fascinated by the Spaceship side of the game and the building of strong "Civilizations", because that was something new. So, traditional for me means big sprawling empires with many heavily developed size 20 cities that are "mostly" peace loving scientists reaching for the stars. There is still a great deal of fondness for those 50-shield per turn cities cranking out the freights. What fun that was!!
Get to Monarchy -> Trade -> Monotheism, building The Gardens, Marco Polo, and Mike's, while laying down cities, trading for techs and maps. From this beginning, one can decide which fork to take next, depending on the map and other variables. It is pretty hard not to have a good time.
Monk
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granite00
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Honolulu, HI
Mar 2000 time: 19:36
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Dear Monk,
Noticed there was a three year gap in your posts so, welcome back!! ..............thanks. I do much more reading than writing here. I have taken periodic breaks from Civ2, but this game keeps me comin' back. Never tried Civ3...always meant to, but now that Civ4 is on the way, maybe I should wait for that.
1--What did you dislike about ICS?? ..............it got a little monotonous for me. I built something like 80 cities and was overwhelmed. Perhaps I should have stopped at a lower number.
2--What approach did you already try?? .............I've done well in OCC, but that can get a bit boring too. ELG just doesn't sound good to me. OCC and ELG seem like they require too much of a cookbook approach. One OCC game seems a lot like the others I'd already played.
3--What do you mean by "traditional"?? ............I mostly like the more peaceful, large population per city, sprawling empires. Strong enough to repel the jealous AI later in the game, but not enough to set out conquering the whole world.
Or, put another way, what would you like to accomplish?? (conquest, spaceship, big honkin cities, trade empire...) ................I mostly like the big cities leading to the space ship.
Matthew and Drago have good basic approaches outlined...................I have read them both. I was originally looking for a past post that dealt more specifically with the early game. It discussed pros and cons of what units to build early on. 2 warr vs. 1 warr and a horse vs. 1 phalanx, etc. The general opinion, I think, is 2 warr. For me, 2 warr never seem to survive early barb attacks. This has led me to build a phalanx instead.
In general, the first nut to crack vis Deity is what to do about Unhappiness. Most of what is offered revolves around that question..............I usually opt to go after the HG at the expense of building the Pyramids and Colossus. I want them all, but that usually is not possible.
Also, why build a 40 shield, 1g per turn maintenance drain where a 10 shield warrior will do the trick. 10 shield warriors are especially cool if you later build Leo's Workbench and they "become" 40 shield Riflemen............very good points. I like Leo's too. Still, I have doubts about the early game strengths of the 10 shield warriors.
What combination and order of warriors, or other mil-units, + settlers will depend on the city and where you have placed its workers. If the food box will not fill before a second unit is needed for garrison duty, then build warrior -> settler. Otherwise, warrior -> warrior -> settler. Once the first settler spits out you must calculate whether you can finish a second settler before the foodbox fills again or whether a second mil-unit should come next. Eventually, you will have so many cities that a new city will need a mil-unit immediately as it will start with a red or black citizen. What to do is like the weather--sometimes the best you can say is "it depends."....................thanks for this discussion. I will have to do more planning and thinking about the future of each individual city.
Hope this is helpful...............very much. Again, thanks to all who have contributed to this thread.
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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Grigor
Triple-plus-excellent!!!
Thanks for catching that and making such a good case.
granite00
I have played many a game, with delightful results, with no or almost no units in the original pod of cities...after switching to Republic. The initial units are for martial law and when that is no longer relevant, they are disbanded.
This strategy works in Single Player. Against other humans it would be folly, but against the AI, Grigor's points show the way.
Also, I don't research Horse early in the game, usually. One can get them from Huts if you explore extensively in the openning phase. That means before founding the first city and up to the first tech from huts, after that, you should wait on more hut tipping until you have Monarchy. Getting to Monarchy soonest is the first priority.
Monk
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debeest
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granite00, I think Grigor has pretty much completely stated the answer. Exploring gives you a heads-up when the barbs are coming your way, and then you buy a horse or a dip for "defense."
N35t0r, I'm curious what you meant by "[barb archers] only get attack bonuses (not defense bonuses) due to terrain". I know that they have defensive strength of only 1. I know that, depending on game level, they have an attack bonus (or penalty), which is x1.5 at deity. Are you saying that defensive terrain gives them no bonus?
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Senethro
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When they refer to the Great Library at this beginning of this thread where paradigm forming strategies have been stored, where might I find this information?
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rjmatsleepers
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quote: Originally posted by Senethro
When they refer to the Great Library at this beginning of this thread where paradigm forming strategies have been stored, where might I find this information? |
The starting point is the initial post in the thread two above this one which has a link to the original index and to a revised index. After that you just follow the links that interest you. Enjoy.
RJM at Sleeper's
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Elephant
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Phila PA
Aug 2002 time: 00:36
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Look for the TOPped thread "Great Library Index #2" by SlowThinker in this forum.
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