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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:14
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All,
I might be a rookie player, but it seems like science moves a little slow in this game. Right now, its 1960, and I still don't have internal combustion (its a medium game). I haven't been a total warmoger and have been pretty much putting universities everywhere.
Just curious if I'm the only one seeing this.
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Der PH
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Aachen, Germany, Old Europe, Axis of Evil
Jul 2001 time: 06:14
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Another thing I found out in the above mentioned game (which I stopped yesterday in order to try out the ultra gigantic map from the Aployton Pack. WOW, man, it's really big! I chose 25 civs and until now (1500 BC) only found two of them) is, that all academies, banks and other city improvements don't help you at all, if the city doesn't produce any gold anyway.
A bonus of 30 % is zero, when it is added to zero!
When I discovered, that many of my cities including the biggest ones had no gold and science output despite being full of improvements I started building tile improvements that raise the gold output.
This helps a lot!
Until then I never built much of them and concentrated on farms and mines instead, but in MM2 it seems you need these things (and this way it is good!).
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:14
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As a fan of the Phonicians (and Carthaginians), I've always been fascinated by ancient trade. So I try to set up as many trade routes as I can. This really helps out, since larger cities really tend to have a problem in paying for themselves (with merchants, you can just about break even).
I usually play pretty light on the goods, since I dont want to make it too easy. Still, my current empire has 5 trade routes running, for a total of roughtly (guessing here) 400gp per turn. So, yeah, we should be bringing in a lot of money (and science).
I tend to group my centers of learning in trading cities, since thats where the cash is going to be. Other cities, with large pops and little manufactuing, I'll turn into university towns by purchasing universities there and running up the number of scentists.
I guess it comes down to the number of trade routes and numbers of oppoents. Still, is there a single variable that modifies the rate of science to all races during a game?
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:14
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What??? Have my science advisor brought in! Guards, kill him!
...well, that leads into another topic - how to tell what your revenue flows are in the game. I cant tell just what is going where. For example, if I sell indulgences, there is noplace that tells me how much I am making. Same with the corporate branch opening franchises. I can't tell how much of my stuff is going where.
Further, I'd wish that they had another screen (under Nation) that would show how many things your city makes (food, gold, science, and production) and how many specialists you have active there, and let you adjust it from there. Sometimes, when I'm running tight and I bump a slider, I gotta fix a couple of cities with entertainers to carry me through. But its easy to forget that these guys are still working, even after the arena is built.
Anyway, thats good to know about trade - a little misconception on my part, I guess. Right now, in the mid to late 1900s, I'm pulling down science advances every 4-6 turns, but I'm still behind actual history. Hanvn't had that many wars, so I don't know. Really, this is my first game that has kept me playing all the way through, so I'm in a new element (and loving it) at this point. The only thing in my favor is that the computer dosn't seem any better than I am at getting advances (he's still on the recieving end of my gunpowder advance )
I'll just have to see how things go in my next game. Gotta wrap this one up first.
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