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Chainsaw
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Ratingen, Germany
Apr 2000 time: 05:12
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Letīs assume one has conquered the planet. Letīs assume, he has placed cities on 95% of the landmass.
Letīs go some further, and say that he (she) has put farmland everywehere, built the SS ready for launch and is now pressing Enter all the time.
To put it short, letīs say youīve finished and want to maximize your score.
Would it be conform to the conventions to set the luxuries up to a point where you still get advances every turn and make enough surplus to have an acceptable treasury, for example Tax20%,Sci20%,Lux60%,
just to get the maximum number of happy citizens (points)? Would this be considered kind of unfair, unrealistic or sth else and have effect on the acknowledgement of the final score?
Second question: How do I find out what version of civ2 I call my own?
Third question: Concerning the techs being given at the start: Is there any civ that gets more techs than the other civs, just because its this one particular civ?
Fourth Question: A friend recently told me, that he had noticed that units that attack from terrain square with a high defensive bonus do win easier than units attaking from a square with a smaller def-bonus.
Has anyone notice sth like taht, too? I ask, because I have never noticed sth like this and doubt that.
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Chainsaw
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Ratingen, Germany
Apr 2000 time: 05:12
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Wow...THIS I call a quick answer...thanx alot!
One thing left to be cleared: You said, that luxuries should have been turned to the max. Does this mean 100%, or what I described in my question?
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Chainsaw, once you get to the late stage of the game you can set your tax rate to 0%. Build airports everywhere, have your cities build lots of nonfood freight units, fly them half way around the world to another one of your cities and deliver it on the next turn. Hopefully the receiving city will need the freight item. If not deliver it anyway.
If you have lots of cities, then eventually you will not be able to spend all the money you get.
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Ken Hinds
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SCG,
Just a slight correction on your post about 2.42 and new bugs. Settlers irrigating without water is not a bug. This according to the readme this was a request fix. People wanted to automate the Settler and not have to move and give commands all the time. In response the "K" automate command was provided. This turns the settler over to the AI and just like AI settlers don't need water yours no longer will either. If you check the revised manual and Prima Strategy Guide that came out with v2.42 you will see that the continent number is an intended feature not a bug. If you happen to view these as cheats then don't use them.
Ken
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Chainsaw:
Set your TAX rate to 0%, not your luxury rate. If you really can't build any more cities and all of your cities have the maximum population, then your only hope for getting more points is to get lots of future technologies. The endless streams of freight units will help. Fool around with your science rate. Sometimes it is possible to have the cities generate more than one science per turn. If you then fill up the science box by using science bonuses from freight units you will be able to get two sciences per turn.
Out of curiosity, how big is your map. I often play on maps with 10,000 squares and I can't imagine filling one with cities. Since
10,000/21 < 255,
it would be possible I suppose.
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joew
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Charleston, SC
Jul 2000 time: 05:12
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Be sure to scrap cruise missiles, helicopters, howitzers, and any other units that make unhappy citizens.
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SandMonkey
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What are the exact units which cause unhappiness in democracy? I know bombers do. I didn't think any land based units did. They only cause it when they're out of the city. Same with boats.
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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
Check out my 1602 A.D. site
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Chainsaw
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Ratingen, Germany
Apr 2000 time: 05:12
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jpk:
Ohh...the TAX-rate. Ok. Maybe some practical exercices in reading would help...The mystery seems to unveil...
Yep. You really get a helluv money that way...but, trouble with money at the late stage, hehe, what the heck?
Yes, I noticed the thing about the two advancements per turn, too. But it also worked *sometimes* without the freights. Maybe its the large sience surplus that fills up the window with the flasks two times, e.g. if you had the window almost full at the end of a turn?
I have a standart map of big size. 210 (209??) cities bow down to HIS feet... (hope every last one of them will grow to max size until the end, placed the latest in 1990, had to push growth by sending engineers in).
Smash:
Now about the food caravans. I read about that trick in the OCC-rules.
How EXACTLY does it work? When I looked at daniel Tīs game (DAMN! How can an human being beat 2243% AND remain sane?!?!), obviously, the cities have grown over their regular max size. I consider this kinda strange, maybe not against any rules, but it seems to me that this procedure, hm, distorts the game. You have cities that canīt produce enough food to keep their size. If youīd keep SOME cities "alive" like this, it would be OK, but by having all cities been fed by each other, you kinda create food out of nothing. In my eyes, that is strange. But as I said, I donīt know exactly how it works.
(Yes, I know, there must be a thread about this *somewhere*)
I have never used food caravans, and I wonīt use them in that way.
Good night, finally, I will get SOME sleep...like four hours
One last thing to ask:
What is that stuff about dividing the number of map squares? Do you get the max number of cities that way? Is it not possible to place more than that? (More! MORE! HARR HARR HARR!)
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SCG
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of less than all that I see
Jun 2000 time: 00:12
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quote:

Yes, I noticed the thing about the two advancements per turn, too. But it also worked *sometimes* without the freights. Maybe its the large sience surplus that fills up the window with the flasks two times, e.g. if you had the window almost full at the end of a turn?
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with enough large cities, you can get a lot more than 2 techs per turn. with around 160 or so cities of varying amounts of development, I've managed to get 4 techs per turn without much trouble. If you set tax science to 0% and remove all scientists, you can see how many beakers (total, including what you have already accumulated) it takes to get your next discovery. If you then turn set science to near max and taxes to 0, you can look on F5 to see how many beakers you can actually bring in. if it is more than what you need, you will likely get multiple discoveries per turns.
quote:

One last thing to ask:
What is that stuff about dividing the number of map squares? Do you get the max number of cities that way? Is it not possible to place more than that? (More! MORE! HARR HARR HARR!)
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the idea is that each city takes 21 squares. so dividing the total # of squares (10000 for large maps) by the number of squares a city needs without overlapping (21), you get the maximum number of non-overlapping cities. Since 476 is a lot greater than the code limit of 255 cities - even with lots of water, you should have no problem founding the maximum number of cities given the time and patience to do so.
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April Cantor: Sire, in order to expand further we must first gain favor of the King
SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince
*goes off and starts gifting gold and techs*
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SandMonkey
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So Chainsaw, are we going to see you going for some records here? For deity (even if their names aren't listed here at apolyton), I think Ming or rah have the record. It's something astronomically high, and not many people go for that record as it takes SOOO long to do.
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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
Check out my 1602 A.D. site
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Chainsaw
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Ratingen, Germany
Apr 2000 time: 05:12
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Nah, I donīt think I will manage anything really great. With my current game, I have beaten my personal record, but my percentage is far below the Apolyton Highscore (But it still will be nice to read my name among the Top 20). The year is 2000 ad, the score 1339% by now. I guess I will manage something around 1600% or something (Still about 150 settlers to disband working the last remaining spots).
It really means WORK playing for score, I donīt think I will go for another record within the next year...at least. Does anyone know what the highest score ever achieved is?
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