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Edward
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Jay Bee,
As a reformed incremental buyer, I'll agree with you, Jay Bee. However, if one is having problems on King level then I'd say most anything is fair game.
The Andy-Man,
Building wonders in time does take a decent research rate. I think your production problems can be solved with more directed building as opposed to more shield working.
As Scouse Gits suggests, make sure all your worked plains, grassland, river, and trade special squares have roads if you aren't doing this already.
As Marquis de Sodaq suggests, you can bump up your trade by changing your worked squares to ones with more arrows. This can be particularly effective as a temporary run for a contested wonder tech. And if you have some cities with 5 or more citizens, you can temporarily make Einsteins to boost your science even more. This is particularly effective in your SSC. (Just make sure to switch back after you discover the timely tech. Otherwise your growth will suffer.)
I assume you've heard of the Super Science City (SSC). Building up one city as a beaker powerhouse early does wonders for your research rate. Anything it needs to be happy, smart, and well fed is more important than any other goal (expansion and research included). Note that even low luxuries can make the SSC celebrate in Monarchy giving you Republic arrows in that city.
In seeming opposition to the previous paragraph, don't build anything (especially city improvements) in your (non-SSC) cities that you don't absolutely need. At the lower levels you can build most anything, but to keep up at higher levels you need to be lean. (Note: This is coming from an expansionistic monarch. If you prefer small civs with big cities then you will need to look into an early Republic and careful city improvement selection.)
If you're generally behind in wonder building - follow Scouse Gits' and ColdWizard's advice. You need 3 routes from your SSC ASAP, but otherwise you should save caravans for wonders until you're sufficiently ahead in the wonder race to use them for trade routes. If you're researching a tech that will provide a wonder, all your cities should already be making caravans to build it. There's no harm in bumping up your tax rate (to buy caravans) at the expense of science if you don't think you'll have all the needed caravans on the turn of discovery.
fittstim's advice on trading techs is right on. In the early years I find the AI is eager to trade techs and there's no secret tech who's revelation will let the AI destroy you. Since early techs are very plentiful and cheap, early wonders are build by whoever starts building first and has a lot of caravans, not by the "smartest" civ. Even the most uncivilized civ will start out with some techs you need. With many embassies (or Marco Polo's Embassy) you can see who knows what. Keeping an eye on AI research will also tell you when you can concentrate on expansion/infrastructure and when you need to plow full steam on caravans and wonder technology.
In order to be first to the Leonardo's Workshop/Michaelangelo's Cathedral techs, you need to make sure your tech path is lean. You can't research non-wonder-path techs that are merely useful. What your exact path is depends on your style of play and desired wonders. If you need specific advice, Apolytoners love talking about tech trees.
Depending on what version of Civ2 you play, fittstim's demand tribute advice is very powerful. The AI has no concept of the value of money. You can get hundreds of coins from them. If you have an embassy, check to make sure they have 50-100 or more gold before you ask. There's nothing worse than asking for gold and getting a useless tech.
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EOL
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Oxford
Dec 2000 time: 05:15
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In general, the more techs a civ has the more the next will cost. There is a large jump after you have acquired 20 techs. Give them extra techs and the beaker cost of whatever they are researching will increase, perhaps dramatically.
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Edward
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quote: i am the kind of person that likes a perfectionist republic/demorcrocy latly. and base my game on happy people more then military.
on prince though, this means people sighning anti agression pacts, and on king it means discovering literacy whilst someone is completeing Leo's. |
Even without a strong military there are (at least) two very different approaches.
A) "peaceful expansionist"
Here you try to become great by way of having a lot of cities. You're going to expand (by settling) to fill all available space with your cities. One could consider ISC a form of this, but I'm thinking of avoiding war as much as possible, allowing cities enough space to grow in the late game, and having a SSC.
If you go this route, an early Republic will kill your expansion because settlers suddenly eat 2 food. (Communism is good for expansion but comes much later in the game.) You'll definitely want civ-wide happiness wonders because you'll have small cities (until the late game when you build them up) with no improvements (so you can concentrate your resources on building settler after settler). Settlers become a form of happiness control because anywhere there's an entertainer (and enough food) - you build a settler (instead of a temple or martial law unit) and your city's happy again with a lower pop. You should consider delaying terrain improvement (except roads between cities which are very important) in favor of founding new cities.
B) "perfectionist"
Here you try to become powerful by way of having large cities. You'll intentionally stop yourself at 8 or so cities to avoid the riot factor and to grow them earlier. Depending on your map size, 20 or so cities might be "perfectionistic."
If you go this route, Republic is your best friend since it 1) gives you more arrows and a higher potential science rate; and 2) it lets you grow your cities quickly via "We Love" days. You'll need to predict your happiness and aqueduct improvement needs to time "We Love" correctly. Your increased city size means city improvements are much more effective than in strategy A. It also means caravans pull in a lot more money & science per delivery. It think you'll find that with an early Republic and strong trade, you won't be left in the dust science-wise. In fact a similar strategy is used by early AC landers for whom rapid research is very important. You will need well placed fortresses for protection from your large neighbors. You'll also want plenty of terrain improvements to keep up with your large neighbors' production.
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EOL
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Oxford
Dec 2000 time: 05:15
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You might consider getting to Monotheism quickly, building Mike's Chapel and then switching to Republic/Demo. If you already have a couple foreign trade routes (per city) or a marketplace you will probably be able to grow your cities straight up to size 8 or further with 30-40% lux. No more production problems. Your SSC can balloon in size with a couple of other improvements. Even without an SSC you can get low research times with 20 size 8 cities. Especially putting libraries in a couple of the better trade producers.
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Ecthy
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Zhonghuà Rénmín Gònghéguó
Mar 2000 time: 06:15
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quote: Originally posted by fittstim
I agree.
Avoid Repub at all costs and wait for Dem. Only in rare cases where my tech rate is so lame do I feel the need to switch to this "intermediate" government. |
that's crap... you'd have to wait for democracy way too long... go for republic early and hope the barbs won't get too annoying... of course, you have to bother with building enough roads and Mike's before changing to republic... HG can be helpful for going into republic early.
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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