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Sabrecat
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What do you guys consider a super science city?? Since i'm a pracitcal newbie my best one had HG, Clossus, ike's, and cope's. AT it's best it was making about 500 science, and it had around 87 trade. Is that good or is mine a lousy one compared to yours. I didn't really get good trade routes for a while so i know i have to improve that. Do you have any more suggestions, thanks.
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SABRECAT
--The man who dies with the most toys is still nonetheless... dead.
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As far as i know to get the perfect SSC you need :
4 specials that give trade
Colossus
Copernic
Isaac Newton
Democracy
evrthng is railroded
Super Highways
Please tell me if i forgot smth.
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tobyr
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Princeton, NJ USA
Oct 1999 time: 05:12
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Xin Yu has pointed out that every cit in a science city should be a scientist (at least most of the time). You can keep them alive by sending food caravans, and even make the city grow by sending food.
One can infer from this that a good science city site should be near one or two other good city sites from which it will be convenient and safe to send food.
- toby
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toby robison
criticalpaths@mindspring.com
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Hasdrubal
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Carthage.
May 2000 time: 05:12
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I'm one of those people who usually don't build a science city. I steal, extort and conquer most of my science, with the exeption of the first millenia. Or I will trade for tech in a more peaceful game, in a tech-broker role. If I do build one, in normal games, I would aim for about a thousand beakers a turn eventually. In some games, I've encountered people making 1500 or more beakers, though I've never managed to get that much myself. OCC is different altogether. A prefab starting position, which you have in most OCC games, can hardly be compared with a random site in a normal game. How often do you stumble, in a random map, on a spot that has lots of rivers and four terrain specials? If I do find one early on, I'll go for a SSC. If I don't, well, then my enemies can expect more tech stealing diplo's than China has unleashed on the USA in recent years.
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Hasdrubal's Home.
Ceterum censeo Romam esse delendam.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Sabrecat, my experience with freight units is that if you get deep into future technologies you get more coins by sending the units half way around the world to your own cities rather than trade with an AI city. While I haven't analyzed this with any detail I suspect the reason is that you will be smart enough to build roads on every irragatable square and build the superhighway improvement in the destination city.
For what it is worth I have had a freight unit come in at over 7000 coins. Sorry I can't remember the hundreds digit. There are people who know the formula for calculating the value of a freight unit. Given the distance limitation of 250 squares, is it possible for a freight unit to be worth 10,000 coins?
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Sabrecat
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Hey, Scouse Gits (or anyone for that matter)
could you tell me where the earlier OCC's are??
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SABRECAT
--The man who dies with the most toys is still nonetheless... dead.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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Another requirement for a perfect sss is a supermarket and irrigated farmland so that the city can grow to use the max of 15 science specialists.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Sabrecat, you get a science bonus if you trade with your own cities.
Once I get radio I pretty much stop trading with AI civilizations. It takes too much time to deliver freight units to them and you run the risk of their destruction by the AI or barbarians.
My tactic is to build a freight unit, fly it half way around the world and deliver it on the next turn. Even if you have to buy all 50 shields the incremental cost is only 260 coins. Freight units shipped halfway around the world are normally worth much more. This includes unwanted hides. This is why I like to have cities scattered all over the world. No matter what city builds a freight unit there is a city about half way around the world. Of course if I have a big city that actually needs the item then I will ship the freight unit to that city.
PS: Normally I play on large multicontinent worlds. Results may vary if you play on small single continent worlds.
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Sabrecat
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I've heard about the goto problems the ai has around the 0 axis, so if you had one city on one side and one on the other, would that be "sending it across the whole world" in two moves??
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