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markusf
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quote: Originally posted by Grim Leaper
i agree with you TechWins.
ICS is too easy. i enjoyed playing on an isolated island with 5 to 12 cities, it was a challenge, as there would always be 1 or 2 other civs playing ICS with 50 ish cities. it also made the end game more exciting. |
I had 20 cities that game none icsed. Even with 10 cities playing on diety is no challenge. If you haven't noticed this is the exact opposite of ICS. No city squares overlapping anywhere.. Now if you want to win at multiplayer you have 2 choices. use my strat or play ics.
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DrFell
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Actually I've used a strategy similar to this and I find it quite fun. But Civ3's going to take out the caravans, so no more huge caravan bonuses, plus culture will be in there too, so I assume things will be more balanced in Civ3. And do you have to post such a big picture?
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Seventh
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I don't think that you guys should say that Mark's strategy is "not fair". He has a valid point. If something's in the game then I think that we as gamers should use it, and if we feel that it cheapens the over-all-gaiming experience then we have a right to point it out in hopes that future versions will not contain the same faults.
Now as for Techwin's suggestion, well I don't agree with it. In SMAC the AI used the ICS strategy like there was no tomorrow [and I have to admit that I even indulged in it a few times], so this shows that game designers know of their products faults and instead of fixing them they simply chose to exploit them . I don't want to insult the Fraxis team, but ICS was a major problem in SMAC and nothing was done about it. In brief, we cannot simply "ignore" game faults; we must complain until they're fixed; this may seem like a real pain, but it's all that we can do.
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markusf
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quote: Originally posted by To_Serve_Man
Why are there custom icons? How do you get 4000 gold per caravan? And how does that give you technologies... you do have a lot of scientists... i dont understand it... |
I got sick of the icons that came with the game so i made my own.
Its easy to get 4,000 gold a caravan, just build up your cities!
Now if you get 4000 gold for a caravan you get an additional 2000 science beakers.. if you send in say 3 caravans a turn, you can get a free tech from caravans. +++ an additional tech or 2 from the normal turn. So you can actually get 2 or 3 techs a turn if you do it right... now if you don't do what i am saying your probably going to get a tech every 6 or 8 turns at this point...
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DrFell
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Infinite Cities Strategy. Basically you build tons of cities fairly closely placed together. Look on the Great Library in the Civ2 strategy section for DaveV's guide to get more info.
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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:14
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While I'm never one to use "unfair" strategies, there certainly is merit in the original point being made. That is, unrealistic (in the extreme) situations like this should not be allowed to ocure. There should not be "bugs" to exploit. Strategies should be be innovative and even radical, but they should not rely soley on a silly game feature. Thus such features should be removed.
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markusf
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In trying to brush away the rust, I have been combing civ2 sites for basic info and have come across the nitty-gritties of trade routes which might bear reproducing here (as I have not seen this tabling in the threads I have come across here). Source is the Scrolls of Wisdom website which acknowledged the original post by Robert Lancaster to alt.games.civ2
"The amount of trade and the bonus payment you get for establishing a trade route between two cities with a caravan or a freight depends on quite a few factors. The formulas below contain all the details.
Trade = ( trade of home city + trade of destination city + 4 ) / 8
Note that it does not directly depend on city size or distance. The following (cumulative) modifiers apply:
Both cities are yours -50%
Freight instead of caravan +50%
Cities connected by road +50%
Cities connected by rail +50%
Cities on different continents +100%
Airports in both cities +50%
Superhighways in home city +50%
The one time bonus payment is calculated as follows:
Payment = ( ( distance + 10 ) x ( trade of both cities ) ) / 24
It increases if the destination city demands one of these goods (double these figures if the city is not yours):
Silver, Cloth, Wine +50%
Silk, Spice, Gems, Gold +100%
Oil +150%
Uranium +200%
The final bonus payment figure is then doubled during the first 200 game turns or until both Navigation and Invention are discovered. It is reduced by one third after the discovery of Railroad, and by another third after the discovery of Flight. "
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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