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Havelock Vetinari
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Oztraya
Nov 1999 time: 05:12
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catching up shouldn't be that much of a problem...
general exploring could do both of those options, or possibly find new spots for cities
hell, build great library if you are that worried...as you've got a great start spot you won't be short of resources for it
By the end, I wouldn't bother keeping other civs alive, except for a few token cities...your empire size (ie the world) would make up for it, especially as 30 000is the maximum gold (which is relatively easy to obtain if you try). Basically, kill em
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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I think you are off to a great start. Keep hut tipping, but you may want to leave a few un opened if you get too many techs without getting Monarchy. (I do what Adam recommends and wait until I have Monarchy to trade and tip.)
On emporer I think you can build 6 cities in Despo and 12 cities in Monarchy without major unhappiness problems - don't expand faster than your govt allows.
With the pheasant and the whale, use the whale first, the trade arrows are vital at this early stage. Eventually you may want to irrigate the pheasant to a buffalo so you can get trade arrows from the square. If you build the Colossus, you will get 3food,2shields,0trade from a pheasant, and 2f,3s,2t from a road & irrigated buffalo under Monarchy.
If you have explored a bit and found an AI civ, you can block them from being able to progress toward your civ without going to war with them if you want. Because of your two movement points vs AI settlers one, you can control passes to available grassland. (the AI only builds cities on grassland squares and won't build next to one of your units)
Try to tip huts with your first movement point, if it is in grass or plains, you can attack the barb that shows up.
Don't be too afraid to trade techs with the AI, you can make friends to your advantage, especially about maps and the monarchy path.
Since you are playing peaceful, make sure your territory is easily defended, open ground is tough to guard in later govts without none units because of the unhappiness trouble. One good solution for this is dip guards, they don't require support, they can bribe, they move 2, and don't cause unhappiness in Rep and Demo.
Obviously I would rather be civing than working...
[This message has been edited by Sten Sture (edited December 02, 1999).]
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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Sten always knows whats best, but I always seem to disagree. I think you should build as many towns as possible at the start, even if the population is elvised for the first couple of thousand years city squares are better than or as good as any other tiles out there. So you lose one population off a town (it works one less tile) but you get another tile that will be at least as good instead, and if you can afford the luxury bill, you'll get two tiles. I say grow like a maniac. You may have useless cities for a while but when you get Mike's or the Hanging Gardens your Civ will tear away from the pack. Please let the other Civs race you to AC, it is just so dull otherwise.
Of course there is always, especially in Civ, there is more than one to skin a cat.
[This message has been edited by johnmcd (edited December 03, 1999).]
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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Well, I am now a convert of the trade strategy. Once I got the units exploring away from my area, I got lucky in finding about 24 huts and getting 10 techs from them including Monarchy, Polytheism, Trade and Invention. I got to Monarchy in 2000bc and started to find the other civs at 1500bc. Made peace with all of them and end up getting 6 techs in exchange. That all got me caught up and easily the leader in science.
In the meantime, I've built 12 cities now all at size 4-6. I used 6 of them to constantly build caravans for wonders and trading from my super science city along an extensive road network. I built the Great Library, Copernicus, Michelangelo, Bach, KRC and Leonardo primarily all with caravans.
My science city established 3 routes with other capitals (each adding about 8 beakers per trade) and with Colossus/Copernicus/Library/University, it is now producing 76 beakers, and Isaac is coming shortly.
The Great Library was actually beneficial to me (whodathunk). Since I concentrated on the Theology and Invention vectors, I ended up getting 4 techs through the Great Library (Banking, Iron, Seafaring and Bridge).
I am now sitting at 900ad with my civ #1 and the Mongols are too far away to cause me trouble. The strategy of maximizing production to produce caravans for generating beakers is perfect. I will now preach the advantages of caravans, easily the most valuable unit in the game.
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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Two things come to my infinite Winnie-the-Pooh mind. 
The first is to consider switching to Republic. There are some support and happiness problems with doing so, but by keeping all of your NONE units for blockades outside of your city, (units away from cities cause unhappiness unless they are NONE) you should be able to disband some extra units (great for getting a head start on building something) and reduce the size of your army. In Rep, you don't get the benefit of Martial law so three units in each city is too many. (Since you have MC and JSB you should be able to be happy without a ton of luxury tax.) One of the big benefits of Rep is the ability to grow your cities by using WLTCD. If you have a temple and marketplace, you can turn up luxuries to 40 or 50% and after the first turn of celebrating your city grows by 1 population point every addition turn it is celebrating. In a few turns all of your cities will be maximum size. For your science city, you may want to build an aquaduct so it can get to size 12 before you reduce luxuries back down to 0 or 10%.
Second wee thought - (Rankin' Roger &) The Specials: Where are they in your city square? If you tilt the following grid so that the twelve is the top of the clock face, you can see the pattern of a four special city - where # = outside the city range, C = city center, S = specials, and X = other squares in the city perimeter.
9-S-X-X-12
X-X-X-X-S
X-X-C-X-X
S-X-X-X-X
6-X-X-S-3
You mentioned two specials, whale and pheasant, if you have them on an "S" in the above grid and grassland at the other "S"s you may have some hidden special, which are great to develop in your science city. Mine them to turn them into forests and you may discover silk or pheasants. (pheasants I always irrigate to plains for the buffalo instead.) Now that you have Bridge Building make sure that you road all river squares in your science city. With Colossus and Republic, those extra trade arrows are great.
I wrote this up in four interupted segments so if it is totally incomprehensible, I apologize in advance!
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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All this is vedry interesting, as my usual strategy is to aim for AC. However, I am still learning all the little fine points. I wasn't fully aware that happiness was partially controlled the number of cities you have under any particular form of government.
Yeah, read the Manual!
Except that sopme things, even some important things, don't seem to be in the manual in the section where you'd expect them to be, and little nuisances like that.
Only in my last game, for intance, did I manage to avoid building too many units for the available supply (partly by sending some units to other cities, partly by building up the population by doing buildings as well as units.)
And at the present point, early 1900s, I have supermarkets in practically every town, and most of the land turned into farmland, so I have little fear of runnning out of food.
But all these adjustments to make your science better, to increase production, to make Happiness more than something to suddenly worry about when half your cities are going up in smoke?
Well, I'm getting there, thanks to this forum
JimW
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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The key is a fort or walls. Fortified behind walls, a musketeer will match anything up to cannon or cavalry. In a fort, they can stop anything less. For the most part, the upgrade to riflemen is all you need. Because of this, I love the GW.
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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Sten: That was right on. Let's add the following...
Glacier: Ivory, Oil
Tundra: Musk Ox, Furs
Grassland: Grassland (that's what it says)
There seems to be some confusion as to the appearance of a special. Does mining a grassland possibly result in a special that was not there? The pattern is 3 up, 1 over but in clusters depending on seeding (thinking off the top of my head). So my original question still stands, if mining a grassland could result in a special, does the square have to be a grassland to begin with?
The set of units for the museum is very cool. Imagine having a warrior wandering in the tundra at the edge of the map and then coming back to a modern civ. Like finding a cavemen frozen in a glacier In all you folks collective experiences, what has been the greatest mismatch in a war against another civ? I once took out a warrior and an original settler that was stuck since the beginning of a game on an island with fighters (but that was an isolated event, not a war). If one would think about something like this realistically, it's a scary thought. Something out of science fiction.
OK, end of rambling. Need to get back to the game...
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