Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Strategy-Archive > Zero Science Rate + Super Science City
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Xin Yu is offline Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:12
Post  Old Post 08-03-2000 02:32 Visit Xin Yu's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Zero Science Rate + Super Science City Support Apolyton, buy Civilization 2

For a full discussion please check the thread 'Help me (balancing my science and tax rate)'.

In single player I suggest the following:

Before Monarchy, set 60% science, 40% tax. Get to Monarchy ASAP then change the government.

After Monarchy until Invention, set 0% science, 70% tax, 30% luxury. Build marketplace/bank in cities (whenever possible build stock exchange as well). Also build one Super Science city which has library/university/Colossus/Coperius/Newton in addition to marketplace/bank. Rely on goody huts and diplomacy to get science advances.

After Invention, you cannot get advances from goody huts. Now maximize the science rate (70% science, 30% tax for Monarchy; 80% science, 20% tax for republic). Also make all citizens to scientists in cities with pop 5 and more. The Super Science City will kick in now so you'll get an advance every 1-2 turns. That helps you to pass by this period quickly. The first goal is railroad, then after that democracy. You may want to build the Darwin's Voyage after RR to get 2 free techs. Happiness should not be a big problem since scientists are content. After several turns you put the citizens back to work to refill the foodbox for one turn (increase luxury on this turn), then put them back to scientist the next turn (reduce the luxury again). Keep this 1-2 rhythm (worker with high luxury rate/scientist with high science rate) until you get to democracy.

After democracy you set 0% science, 80% tax, 20% luxury. Rely on caravans to get one advance per turn (keep at least one scientist in your super science city). Adam Smith's repeated commodity trading strategy will allow you to identify matching commodities. Two continental trading strategy will maximize your trade potential. Your goal is first corporation (freight) then automobile (superhighways). Be flexible at science rate. If you cannot get one advance per turn due to pathetic trade bonus, you should raise the science rate. But soon you'll be quite comfortable with your trade revenue then you can reduce the science rate according to the situation.

After automobile, you can build superhighways and the trade bonus will be huge. At this point you can set whatever science/tax/luxury rate you want and still get enough money and science from trade. Adam Smith prefer maximizing science, I prefer maximizing tax. Don't forget to build airports when you discover advanced flight.

The Mad Viking is offline The Mad Viking
King
of the Great White North
Feb 2000
time: 05:12
Question  Old Post 08-03-2000 03:43
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Full PM-box? Change here!

quote:

Originally posted by Xin Yu on 03-07-2000 04:32 PM

After democracy you set 0% science, 80% tax, 20% luxury. Rely on caravans to get one advance per turn (keep at least one scientist in your super science city).


Please explain. How do you get advances from caravans with 0% science rate?

Also, WRT "toggling" between "high science rate & einsteins" and "high lux rate & workers"; I have full confidence that you're correct (sparkling reputation) but how much benefit does this confer, compared to leaving both in a balanced position?
[This message has been edited by The Mad Viking (edited March 07, 2000).]

Caesar the Great is offline Caesar the Great
Emperor
New York
Apr 1999
time: 00:12
Post  Old Post 08-03-2000 04:46
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton buy from Amazon

This works... the only problem is if you don't get all the wonders... doesn't work very well in MP, sometimes multiple people will go for this. Then this strategy will colapse. But in single player, with the stupid, predictable AI it works like a charm

Xin Yu is offline Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:12
Post  Old Post 08-03-2000 05:41 Visit Xin Yu's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Inflate your Upload Space

When you trade, you get a cash bonus from each caravan (except food caravans). The same amount of science will also be added to your research. So if you trade a lot in one turn you'll get enough science for an advance. Since you hire at least one scientist, your research rate is not zero even with 0% science rate, so you'll get an advance each turn.

Toggling between worker and scientist will save you food. Suppose the worker turn gives you one food surplus, the scientist turn gives you 30 food deficit, you can still toggle them each turn.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0263 seconds (86.21% PHP - 13.79% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net