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ProvostB
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what do I put in this line?
Sep 1999 time: 05:12
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i have this problem in civ2 while playing MP. i go republic and i don't get enough money or not enough research. sometimes too much of one or the other. so i'd like someone to help me with my problem: balancing my science and tax rate so i get a good amount of money and research. any help would be apppreciated.
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PROT VICE ADMINSTRATOR
ICQ: 57697251
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"I have the leadership abilities of a small cantaloupe."
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it is against the laws of nature for an administrator to spam.
-MarkG
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tobyr
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Princeton, NJ USA
Oct 1999 time: 05:12
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In addition to being careful about building improvements too early, take a hard look at what you need to build at all:
- temples are a must, so you can grow a little and put all your cits to work.
- as soon as a city makes two beakers, I think you want a library.
- as soon as a city makes two tax, you can afford a marketplace (but it will only make a profit when you get to four tax).
- make a city wall (no charge).
All other improvements may be unnecessary for a long time.
--toby
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toby robison
criticalpaths@mindspring.com
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SandMonkey
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I actually find it to be a waste of money and shields to build factories in cities with low production. The factory just doesn
t make enough of a difference with a city that startes with production below 8-10. Going from 4 to 6 shirlds for a cost of 4 gold a turn just doesn
t cut it for me.
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
"Ecky ecky ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail
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Well, Always put science Max, money's not a biggie. Adams smith's trading Co. is a must! But you'll get the hang of it, I'm just trying to break the warlord record on apolyton, I think I can manage it.
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MasterBob,
Master of all Bobs,
Webmaster---Come to the Civworld Forums
If you do not go the wise way of the fish, you shall slowly go the way of the buffalo.
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tobyr
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Princeton, NJ USA
Oct 1999 time: 05:12
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SparrowHawk,
You have many choices if you do not want to build any of the available units. I doubt this is even a complete list...
(1) Build a caravan anyway (if you can) unless you are convinced it will die the moment it tries to leave the city. (You could disband it later to help build something else...)
(2) Build whatever would take the longest to build, hoping you will never complete it (even if that is a wonder already being built); you can change later when something good comes a long.
(3) Rearrange your citizens to MINIMIZE production in that city, perhaps they can make more cits and trade for awhile untii there is something useful to build.
(4) Sell something you've already built (maybe barracks) and build it again!
(5) In times of peace and quiet: build another of the cheapest unit that is stationed in the city. When that unit is partly built, disband the unit to help build its replacement.
BUT: This situation should not arise very often. If it does, your normal strategies are getting you into trouble, hope you can figure out what to change.
NOTE: Before someone complains that you can ALWAYS build a caravan, try playing the ToT fantasy game, where many cities are never ever able to build any caravans...
- toby
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toby robison
criticalpaths@mindspring.com
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Civ-wrecked
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San Jose, CA, USA
Apr 1999 time: 05:12
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Xin,
As usual, you have the most radical ideas which works better than the norm . I notice that all Civ-related games have some
sort of "equalizer" factor and will penalize you if you're too far ahead, or help you along to catch up if you're far behind.
Since you're turning off the science rate probably you will simply get a better chance of getting advances from huts and are given new techs from other civs as well (or the AI penalize the other Civs instead). Of course, bribery will get you to Invention in a few turns after someone gets it .
What's unfair is that the equalization formula doesn't take into account your other
infrastructure factors, like number of bases, big populations, and oodles of cash on hand. By the time you turn your science rate back on the other Civs will be probably be left in
the dust.
Anyway, I have to check this out. Just got back to CivII after a year on SMACs (and a week or two on CTP). How fast you do get to Future Tech using this strategy ?
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:12
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SSC gives 288 science (16 scientists, library, university, newton, copenius) and you may need a food caravan every now and then to keep the city from starving.
The number of caravans needed depends on your city size. You may need as many as 20 caravans trading on two continents at first. They are worthless . But once you can build freights and superhighways you need only 3-4 freights. The good news is, they are only 10 turns away from democracy .
The logic of putting science to 0% on democracy is that we can use the extra money to buy caravans. Ironically by doing this we put MORE resources to science: not only the trade icons, but also the shield productions are used towards the next advance. One exception is that if, after buying caravans in all cities in one turn, we still have more money left, then we should raise the science rate and cut the tax. Another factor is that we only build marketplace/bank in cities so for one science bulb sacreficed we get two tax coins. We don't build library/university since they are only useful for a short period of time (after invention and before superhighways).
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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I think it is brilliant the way Xin establishes balanced tax/luxury/science for his game by setting the tax/luxury/science rates extremely unbalanced!! I've been using caravans to obtain science advances/gold, but Xin's method goes one BIG step further! I'll be trying that method in my next game, just as soon as I kill all these pesky Babylons. Thanks Xin!!!!
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:12
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In MP games trade is the key. I'll switch to 0% science after trade instead of monarchy.
The setting of 0% science, 70% tax, 30% luxury, and only build marketplace/banks has two benefits.
First, marketplace/banks increases both tax and luxury, so you get 100% benefit from your tax rate settings (tax+luxury=100%). Library/university can only increase science so you may never get the full advantage of it.
Second, high luxury rate takes care of the happiness problem, and your cities can celebrate WLTKD which in turn increases your tax revenue.
The drawback of this setting is that science advance is gone. But you can build caravans! Caravans can be recycled (trade, use the bonus to buy another caravan, trade again) and they build trade routes! Who needs science if there's another way to get an advance?
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Adam Smith
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Maryland, USA
Jan 1970 time: 00:12
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Xin:
288 for an SSC?? A good-sized SSC should give you 800-1000 prior to superhighways, 1200-1500 after superhighways and research lab. Perhaps you forgot to count the value of three trade routes in the SSC or the fact that scientists give you more lightbulbs than it says in the manual.
I agree with your logic that 0% science lets you devote more resources to science, but a good trade strategy lets you get into the exception you cite. Figure 1200 science from SSC, plus four freight units per turn at about 700 science (and coins) each, for a total of 4000 science per turn, enough to get you one discovery per turn no matter what. Even with 0% taxes, you get 2800 coins per turn from trade, which is enough to rush-buy the four trade caravans you need every turn and still put 2000 per turn into the treasury. Rush-buying caravans is self-sustaining. Its like printing your own money.
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"I fear that I shall die a Prince."
-Edward VII, Prince of Wales
[This message has been edited by Adam Smith (edited March 07, 2000).]
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