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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Strategy-Archive > Avoiding shield waste in production
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jpk is offline jpk
Prince
Minneapolis
Feb 1999
time: 05:14
  Old Post 24-07-2001 22:38
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#61 Report this post to a moderator
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The Macintosh version of Civ II has a curious feature that seems to indicate the programmers were aware of partial increment buying. I do not know how the Windoze version works.

If you play on a large multicontinent world freight units that go half way around the world are normally worth hundreds to thousands of gold coins. Consequently it makes sense to purchase enough shields so the unit can be completed on the next turn.

The situation changes somewhere between 75 and 80 future techs. At this point freight units are worth no more than 209 coins. Tyically they are worth 200 to 209 coins. This means one can never profitably purchase enough shields so that the unit can be completed in one turn.

The only explanation I can come up with for this behavior is that they wanted to limit partial increment buying for players with a ridiculous number of future techs.

Smash is offline Smash
Emperor
Civ2 Diehard
Jul 1999
time: 21:14
  Old Post 24-07-2001 23:15
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By that time rushing should be a thing of the past.Production should be sufficient.

Alexander's Horse is offline Alexander's Horse
Deity
Panmunjon, hands up!
Jan 1970
time: 15:14
  Old Post 27-07-2001 09:36 Visit Alexander's Horse's homepage!
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Future tech 60? Support Apolyton buy from Amazon

I couldn't imagine getting to that time.

Rasputin is offline Rasputin

Deity
Brisbane
May 1999
time: 15:14
  Old Post 27-07-2001 10:08 Visit Rasputin<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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#64 Report this post to a moderator
Suffering from ads?

why only a penalty after so much future tech.??? doens tmake sense, muxt be another bug casuisng the lack of funds on trade alte in game... INC buying is a loophole ....

 
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