Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Strategy-Archive > Capitalizing on Wonders
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Didymus is offline Didymus

Warlord
Washington DC, USA
Aug 2000
time: 00:12
Exclamation  Old Post 05-02-2001 19:45
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Capitalizing on Wonders Browse Apolyton AD-FREE

I was building a wonder and someone else completed it ahead of me. I switched to Capitalization to see what would happen. It didn't convert to gold, but when I looked at the summary on my builds, I saw that Capitalization had 236 shields. I was able (many turns later) to switch back to building a wonder using those shields, thereby building the Philosophers Stone (Civ 2 ToT Fantasy game equivalent of Darwin's Journey) before the others civs could compete.

Has this been discussed? Also, I am wondering if this trick can be used to switch between Wonder and Non-wonder building without penalty (I didn't think to check).

Marko_Polo
Guest

Not Yet
time:
Post  Old Post 05-02-2001 20:24
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

Yup, I witnessed the same phenomena.. I was building Adam's, Mongols completed it before me, I changed to MP which I didn't want and hoped to get a better wonder. When MP would have been done next turn I switched to 'Capitalization'. Then came 'Cure of cancer' which I wanted and went back to my city and all the shield where there!

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:12
  Old Post 05-02-2001 21:50 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Suffering from ads?

Silly question: Capitalisation is only available after The Corporation which itself comes some considerable time after Trade. So why build Wonders - caravans are cheaper (by a factor of 2) can be stored up in advance and utilised when needed and give you flexibility to divert for some pressing need?

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'."
- Paul Craven

geofelt is offline geofelt
Prince
Neptune Beach,Florida,USA
Jan 1970
time: 00:12
Post  Old Post 06-02-2001 10:43
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton buy from Amazon

You can switch production without penalty only between items of the same type. units, improvements, and others. Others include wonders, capitalization, and spaceship parts.
Caravans are a special case in that they can be used to build wonders at full value. You are more flexible if you build caravans in the city where you want to build the wonder, planning to apply them when you have enough. If needs change, like a defense emergency, the caravan can be changed to a unit without penalty. The only small negative is the rounding loss of production from building caravans. If you net 10 shields, for example, then there is no loss on a 50 shield caravan. Production of 17 shields is good with a loss of only 1 in three turns.
Also, I am convinced that the AI knows which wonders you are building, and will start on the same wonder if it can. Caravans keep your intent from the AI. I also try to start on the wonder I need least, attempting to mislead the AI. It works.

Didymus is offline Didymus

Warlord
Washington DC, USA
Aug 2000
time: 00:12
Post  Old Post 05-02-2001 23:13
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Increase Your PM Length

SG: I was playing the Stygians in the Midgard Scenario [ToT version], and the Stygians cannot build caravans.

But in general, what has been said about caravans is valid ... in the standard game. But I like the Fantasy game best, and underground races have minerals coming out their ears, so mineral production (pre- forge/factory) of 20-23 is common; obviously, this would result in much waste when producing caravans.

Still, I like geofelt's point about not tipping off the AI. OTOH I usually play Emperor, so AI cheats are not that urgent an issue for me.

East Street Trader is offline East Street Trader
Prince
London, United Kingdom
Jun 2000
time: 05:12
Post  Old Post 05-02-2001 23:30
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton buy from Amazon

geofelt.

The question is, does the general rule which you state apply in the special case when you have preserved shields by switching to capitalisation? Putting that another way, when you come out of capitalisation, will the penalty be applied if the thing you come out of capitalisation to build is of a different genus than that which you were building when you went into capitalisation?

I read of this "saving shields" feature either on these boards or on some other Civ2 site quite a while back but I am not sure that I have found an occasion calling for its use.

No doubt that is because I too tend to store up caravans so that I can get such later wonders as I want quickly once they are available. And if I've managed to do that it would be rare to be pipped to the post by the A1 with lots of potentially wasted shields already in the box.

What I have not seen discussed anywhere is whether this feature could be exploited so as always to avoid the change in genus penalty once capitalisation is available.

It should be easy enough to check whether the penalty is or is not applied. If it isn't, all that would be needed when you want to change from unit to building or vice versa, would be to switch to capitalisation for one turn then to switch back out specifying the unit or building desired.

But I'm not really attracted to doing that myself as I suspect it would represent a programming oversight if the penalty doesn't get applied. So I doubt I'll be checking.

Thoth is offline Thoth
Prince
Ottawa, Canada
Dec 2000
time: 00:12
Post  Old Post 06-02-2001 04:32
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:

Originally posted by East Street Trader on 02-05-2001 01:30 PM
Putting that another way, when you come out of capitalisation, will the penalty be applied if the thing you come out of capitalisation to build is of a different genus than that which you were building when you went into capitalisation?




The penalty is applied. Civ remembers what type of item you were building when you switched to Cap. If you change when you come out, you loose shields.

Don Quixote is offline Don Quixote
Settler

Jan 2000
time: 05:12
Post  Old Post 06-02-2001 05:22
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton

geofelt is right on...Capitalization is considered a wonder by the game. The effect of switching between the two on production shields:

Unit -> Cap. 50% loss
Improvement -> Cap. 50% loss
Wonder -> Cap. NO LOSS

Likewise,
Cap. -> Unit 50% loss
Cap. -> Improvement 50% loss
Cap. -> Wonder NO LOSS

The interesting thing about this phenomena is that Capitalization turns current shield production into tax gold. Thus you are increasing net income of gold for you civ as a whole. If your city currently has 20 production shields, then 20 gold are received for each turn in Capitalization. If we consider Wonder Production, I believe 1 production shield costs you 4 gold if you choose to buy the Wonder. Thus Capitalization effectively gives you 5 (20/4) future shields per turn if you are storing the shields to build a Wonder.

Mathematical side note, effective shield production per turn, ESPt, of Capitalization is defined by the equation

ESPt = CPt/GSR

where CPt = City Shield Production per turn
GSR = Gold/Shield Transformation Ratio (=2 when buying Improvements, =3 when buying Units, =4 when buying Wonders)


Rufus T. Firefly is offline Rufus T. Firefly
Prince
is one way of saying it, though I prefer "mensch"
Sep 2000
time: 07:12
Question  Old Post 06-02-2001 13:20
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Civilization 2

quote:

Originally posted by Don Quixote on 02-05-2001 07:22 PM
The interesting thing about this phenomena is that Capitalization turns current shield production into tax gold. Thus you are increasing net income of gold for you civ as a whole. If your city currently has 20 production shields, then 20 gold are received for each turn in Capitalization.



This raises a question I've been meaning to ask. Capitalization is listed as requiring a certain number of turns -- like anything else, more turns in cities with lower shield production. So do you have to accumulate a certain number of shields before capitalization kicks in? If so, that would seem to contradict Don Quixote's point. If not, what does that turn number mean?

------------------
Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder

Marko_Polo
Guest

Not Yet
time:
  Old Post 06-02-2001 16:35
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:

<font size=1>Originally posted by geofelt on 02-05-2001 12:43 PM</font>
The only small negative is the rounding loss of production from building caravans. If you net 10 shields, for example, then there is no loss on a 50 shield caravan. Production of 17 shields is good with a loss of only 1 in three turns.



I always try to match the shield requirements so that I wouldn't lose too many extra shields. I just HATE to have a city with 24 shields (and there is no way to get one more) when I want build a caravan.

When building wonders I usually put one my of cities to work on the wonder. It's the city of best production or a city with uneven shield production for a caravan making. The nearby cities are all making caravans to feed my wonder city and I try to micromanage the shields like that:

Shields Turns Waste
5........10.......0
10.......5........0
13.......4........2
17.......3........1
25.......2........0
50.......1........0

The same principle applies to all units/improvements, of course. I also tend to rushbuy so that I get a nice even amount of shields to my box (by temporary switching to something that requires less shields, rushbuy it and then switching back to what I want).
[This message has been edited by Marko_Polo (edited February 06, 2001).]

rah is offline rah
Apolyton Prince of Moderators, Master of Reason
Lord of the Ferrets
Jan 1970
time: 23:12
Post  Old Post 06-02-2001 19:05
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Avatar Enlargement: We've got the solution

Didymus, I haven't seen it mentioned here so I'll repeat and old one.

When a AI beats you to a wonder that you're developing, just don't change what you're working on. It will keep storing up shields (even more than needed to build the wonder) and then change it when a wonder you want becomes available.

This is used a lot in MP. Start building HG, when someone completes it, don't change. Now you can store up more than the 200 shields while you work towards Monotheism. This is very useful before trade. And if someone doesn't build HG, you get it and can race towards invention and democracy and be in Communism before HG expires. (or due a quick stint of WLTKDs along the way).

RAH

Edward is offline Edward
Warlord

Apr 2000
time: 00:12
Post  Old Post 07-02-2001 10:46
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton

Rufus T. Firefly,

The listed turns to complete capitalization don't mean anything.

As soon as you switch to capitalization, that city no longer accumulates shields ('though it does get to keep the shields that were in the production box when you made the switch). Until you switch to building something else, that city will never accumulate any more shields, nor will it ever "build" capitalization. You can keep "building" capitalization indefinitely.

Capitalization kicks in immediately, no matter how many shields are in the production box (even if there aren't any). If the city used to generate say 5 shields and 7 coins per turn, it will now generate 0 shields and 12 coins per turn.

I guess it was easier to program by giving capitalization an arbitrary cost like any other option rather than do some if/else boolean branching to deal with it. The turns to complete capitalization, while varying from city to city, mean nothing.


non-capitalization aside: I hope Civ3 lets you roll over your extra shields after building stuff. All this even/odd rush buy micromanagement makes my head hurt!

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0430 seconds (89.59% PHP - 10.41% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net