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Sortub
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Austin, TX
Apr 2000 time: 05:12
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In the manual, it says that every time the We love the .... days are celebrated, a certain special effect will happen per each form of government. I think that in a democracy, you automatically get one happy citizen added to a city. Correct? Also...
1)What happens when the We Love days are cancelled?
2) What happens on those celebrations for other governments, e.g. republics?
Any insights or responses appreciated.
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I dont think it gives you happy people under a democracy. It just makes the pop grow
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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:12
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For Fundamentalism you get one extra trade arrow in every square that already produces one. This not only means a boost for your economy, but also for your science.
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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The effects of WLT_D depends on the gov't type:
Anarchy: no effect
Despotism: city collects resources as a Monarchy
Monarchy, Fundamentalism, Communism: city collects resources as a Republic/Democracy
Republic, Democracy: city grows by 1 as long as there is a food surplus
The effects of WLT_D require 1 full turn to become effective, i.e. nothing happens until the end of the 2nd turn of the celebration. Thus, a city that celebrates for only a single turn gains no benefits.
Also note that WLT_D has no effect on corruption, bribery costs or "the riot factor".
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JERandall
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New Hampshire, USA
Apr 2000 time: 05:12
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Ming, would you say that WLT_D completely eliminates the need for granaries? And if so, also the Pyramids?
Interesting... I always build the Pyramids first (keep in mind, against the AI only). Maybe there is some other Wonder to build first, and use WLT_D later to catch up, regardless of granaries.
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JERandall
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Sitnam
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Rome Ga
Sep 1999 time: 05:12
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To an extent they do. If your going for a huge score and you wanted to play the whole time. Graneries in your cities after they reach about 12 would be good.
But if you just trying to get into space as soon as possible then just skip them all together.
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Sitnam
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Rome Ga
Sep 1999 time: 05:12
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Also build hanging gardens as it gives you one happy citizen automatically.
That will make it easier to get to WLT_D once you get mike's chapel.
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Canadian War Beaver
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Vancouver BC Canada, PST
Apr 2000 time: 05:12
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Hey Steve....... how are things..... i agree with what everyone states above as i am not an advocate of the pyramids either.
However, i do think that on a large map, pyramids with gardens and/or the wall is fabulous way to increase population early. However this is only necessary if you are on a huge continent, and wish to expand unmolested up to 100 plus cities, which as we all know is fun the first time and then really tedious after that.
Only arguement against this easy to win strat i can think of is that while your pumping out the 700 shields or so for these three wonders, you lose out on extra settlers, which in turn means lost cities.
But lets face it, WLTKD is a far superior strategy as it is faster and larger cities are proven to be alot better if you have enough of them, and the necessary wonders/traderoutes/infrastructure to back them up.
If not..... then i guess war cities are dangerous. I noticed in my last couple of losses, i was trying to hard to perfect my strategies, that in reality i was not doing the two things in MP that are most important.
Expansion, and troops in the field. In the continuing days of search and destroy, especially on small MP maps, you really do need to make sure you field an adequate army , and continually harass the other player. Pick off stray units , settlers, caravans, unguarded or stacked dips etc.... make him feel your presence and he shant be so quick to expand. Everyone expands quickly if left to their own devices.... but a few horses or chariots .... or even triremes with dips is enough to slow down even the best expansionist
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Dont' let the name fool you, my policy is still the same..... War4ever.... damm where did i put that nuke 
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JERandall
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New Hampshire, USA
Apr 2000 time: 05:12
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quote:

Originally posted by Steve Clark on 05-03-2000 03:08 PM
Yeah, we beat the Pyramids debate to death. I think this thread clearly shows alternatives to granaries/pyramids, esp. in deity and MP games. Why people continue to insist on building pyramids is beyond me. 
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Y'all must forgive me for bringing up old topics. Although I have read much of the archives, the sheer volume of posts here means that I remain unaware of some of the old debates.
One reason for the continued popularity of early Pyramid building may be that the book _Sid Meier's Civilization II: Advanced Stategies_ by Michael Rymaszewski (Prima Publications; ISBN: 0761509178) stongly advocates doing so. I don't know how many people bought/used this book, but it was pretty influential on my personal Civ2 playing method.
Also, of course, in Civ1, the Pyramids were all powerful, allowing a switch to any form of government. That made extremely early switches to Democracy feasible, leading to ridiculous wins in 1000 B.C. or so. So, some of us who are slow to give up our old habits might just keep building Pyramids in Civ2, even though they are not as powerful as they used to be.
Next time I play, I will forgo building Pyramids, and investigate other early game Wonders.
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JERandall
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OK I have a question. I don't utilize we love the **** days as much as I should. Plus ming advocated going Rebublic ASAP. I always get the tech early but don't switch because of units in the field exploring. How do you eliminate the police penalty from exploring units to achieve WLT days in those cities? Granted once your cities are big enough the police hit isn't too bad (able to use specialist etc). But the problem is when I first switch to Rebublic or Democracy.
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Thanks, I was thinking Republic and Democracy had the same police penalties. Sometimes I have 2 exploring units from the same city. I'll probably just reassign them. This should definately help out by going Republic and getting up to size 8 and 12 quickly.
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Marcel I
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Zaandam, Netherlands
Sep 1999 time: 05:12
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Txs for your tip Ming, but I didn't mean to say I won't use the "we love the consul/president days" Just that I don't use it under other governments than Republic or Democracy.
Under the "lesser" goverments I haven't tried to crank up the luxury rate, because I guess it ain't very effective.
Anyway, if you use the "WLtXD", timing is important. Get the happiness wonders/improvements beforehand and be sure there are no food or other growth restrictions.
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Adopt, Adapt and Improve
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Marcel I
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Zaandam, Netherlands
Sep 1999 time: 05:12
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Hi SG,
I guess I should be more open to try different tactics with different governments. Mostly I try to switch from Monarchy to Republic/Democracy ASAP. In Monarchy I divide my trade between Tax and Sci. I will try your approach in my next game
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Adopt, Adapt and Improve
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Verrucosus
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Hello,
temporarily celebrating under representative governments to boost population growth for a few turns is a tool that I have used frequently and with great success. However, I have failed so far to make much use of the celebration rules under autocratic governments.
Leaving Despotism aside (in the beginning, cities are often too small to celebrate and anyway, Monarchy is not that far away), the mathematics of celebrating under Monarchy, Communism or Fundamentalism, described in an earlier post here, are convincing enough. It may take all of a city's trade to start the celebration, but once that is done, trade will (on average) double, so it is possible to have a continuous self-sustaining celebration with a luxury rate of 50 %. As soon as marketplaces have been built, it is possible to lower the rate below that point and have more trade available for taxes and science than without the celebration. As an added benefit, it is possible to put the entire non-luxury segment of trade into either taxes or science as the situation requires, thereby rendering the rate caps obsolete.
The reason why I find it difficult to earn this potential profit is my overall game situation when my civilization is ruled by an autocratic government. If I use Monarchy, Communism or Fundamentalism, it is either because I am expanding (on my original continent or overseas) or because I am at war. In both cases I often find myself with quite a number of cities that would require a much higher luxury rate to keep celebrating than my core cities. During expansion, the terrain around fringe cities cannot be developed quickly enough to allow trade production on every worked square. During wartime, I often reassign workers to the mines in frontline cities in order to build units (and end the war) more quickly.
This leaves me with the choice of setting the luxury rate either higher than necessary in my core cities or lower than necessary in my fringe cities. However, each trade arrow that is converted into luxuries without being both necessary and sufficient to keep the respective city celebrating is wasted. It is my impression from the games I have played that this waste of trade generally outweighs the 25 % - 50 % profit (depending on whether you have just a marketplace or a bank, too) that is theoretically associated with celebrations under autocratic governments.
I would very much like to use the powerful tool that the celebration rules have proven to be under representative governments in other game situations with similarly stunning effect, so please feel free to comment.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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I like the pyramids. If I have it, the ai doesn't, and can't grow as fast. Also, there are times when you may need to run a food shortage if you are being attacked. The granary provides a cushion of food which will keep those settlers from being disbanded.
As soon as I get SOL, I go to democracy, and set luxuries to 60% and WLT*. I keep it there so long as most cities keep expanding. I then change to fundamentalism or communism to build infrastructure(markets, aqueducts, and harbors) with no shield loss. When enough have been built, I repeat the process. Happiness is not a problem with fundy or commie. If I need science, I use commie, If I need $ I use fundy.
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Campo
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Buffalo, NY, USA
Oct 1999 time: 00:12
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I'm missing something in the mechanics here and hope someone can clarify. What I'm reading is this:
1. Increase the luxury rate very high.
2. As a result, trade increases, making people even happier.
3. Lower the luxury rate.
4. High trade continues, promoting WLT*D even at lower luxury.
Is that correct? If so, I don't understand. Why doesn't trade diminish when you reduce the luxury rate, thereby reducing happiness and ending WLT*D?
BTW, I do use WLT*D, usually in Democracy for city growth. Typically I wait until I have HG and Mich's, then push luxuries to 40% or 50%. I don't recall prolonged celebration any lower than that.
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