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VetLegion
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DaveV
Thanks, I think that it should be it. The fact that I had to move some troops out of my cities didn't bother me much, hehe...I got the game done pretty early and I was satisfied. However, if it is a bug reckognized by the players as a cheat, I will avoid it.
Matthew
I play TOT:Original game, so I posted a question about this in the TOT forum. I got no replay yet.
And as for "strange things"...
I noticed that my rioting cities under republic had no production but science as normal! (I had gunpowder 1.A.D) I posted about it and got official replay that this was NOT a bug, but a "matter of gameplay balance" or something...
Try it out, maybe it is just TOT...?
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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The strategy guide is clearly wrong, there are unbalanced parentheses. The number of cities you can have without extra rioting decreases with difficulty level. At higher levels of government you get less unrest. In my experience, despotism hurts at 4 or 5 cities. I pause in founding more until I get monarchy. In monarchy, the number is about 12. With hanging gardens, the first citizen is always happy, so it really helps expansion and founding new cities. Once you get democracy, there is no limit.
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Mama Mia
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London, England
Nov 1999 time: 05:12
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Back to the original subject.....
I have not played CIV2 for about a year now (I'm playing SMAC now - if you love CIV2 you will love this game too), but from what I can remember, I did not realise the importance of caravans until late in my CIV2 'career'.
I normally build one caravan at a time for each city (after having built a defending unit) and do not normally build another for that city until the preceding caravan has reached its destination, allowing me to concentrate the city on building other useful stuff (and also not reducing shield output too much from support costs).
If there is a race to build a wonder, then of course I will make surrounding cities near the city building the wonder churn out caravans to rush-build the wonder. By doing this (and by having a city 'build' a wonder which has already been built and simply switching production to a new wonder as soon as another one can be built), there is rarely a game in which a rival civilisation can build a wonder before me.
The usefullness of caravans has already been pretty much covered in this post, but a later game trick with caravans (freight) and airports is to find a high population city which supplies a really valuable commodity such as oil or uranium. Make sure this city has an airport and find another city as far away as possible which also has an airport. If this city demands the commodity, then so much the better. Each turn you can produce a freight unit (by this time in the game, the city should only take 1 turn to build this unit), and fly it instantly to the target city for a huge instant trade boon. Even if the target city does not demand the commodity, you will make a fortune in instant cash. You can keep making the freight and reset the trade route each turn just for the cash windfall. In one game, I was making 2000 (gold?) each turn just from the single freight unit alone. This method also works if two cities are linked by rail.
Caravans also serve as decent scouts when travelling to foreign lands. Rival leaders do not seem to mind much when your caravans are traipsing across their territory, although nothing is more annoying then having had to wait about 50 turns for a caravan to travel across the world and having a rival destroy it in a sneak attack.
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Aurelius
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San Francisco
Dec 1999 time: 05:12
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Hey VetLegion,
I defend them towns with Raging Hordes around. Especially when the coffer's are full of capitalistic money. Those tolls get steep! Not to mention the destructive nature of the barbarians.
Aurelius
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VetLegion
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You probably send a ship to AC, too. Or you conquer the world in the 90's. HG = rapid expansion = kill then before they get to musketeers. Or go nuts of micromanagment...
Still, diplomats dont count as military units, if you have cash, it is ok to defend with them.
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SandMonkey
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i have a dumb question and did not want to start a new topic.....
If you bribed an enemy caravan and it turned out to be a food caravan, and it became a NON, and you brought it to your city... would you get free food? Or does bribing a caravan always set it to like Hides or something?
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higdon
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Washington DC USA
Jan 2000 time: 05:12
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I've noticed a bug in the caravans. After I've been building freight and flying them all over the world with trade revenues of $500-$2,000, for some reason the revenues suddenly drop down to the $200-210 range, no matter what goods are being transported (uranium v. hides) or over what distance (three squares away or halfway around the map).
This has happened to me on several occasions. When it does, I just stop building freight.
Bob Higdon
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higdon
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Washington DC USA
Jan 2000 time: 05:12
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quote: Originally posted by Sten Sture on 01-04-2000 03:14 PM
Was this dropoff ever attributed to the number of airports or the total amount of trade??? It has been a while. Anyone? Anyone? |
The same question was apparently posed in December 1998 but (as far as I can see) was never answered. My conditions were similar to the original questioner's: Late in the game, maxed out population (indicated 320M), airports everywhere, and a huge number of cities. One minute you're cranking out $1,500/trade; the next minute you've dropped into the $200/trade range.
It's obviously an "undocumented feature" (Microsoft-speak for bug).
Bob Higdon
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