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 > The "Size-5" strategy
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (4): [ 1   2   3   4   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
rah is offline rah
Apolyton Prince of Moderators, Master of Reason
Lord of the Ferrets
Jan 1970
time: 23:12
Post  Old Post 11-09-2000 20:54
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Support Apolyton, buy Civilization 2

Not a fair question. I believe this strategy will produce more science, but it depends on the game situation and how it is executed. There are always little setbacks in MP games that force you to modify plans.

RAH
The mp game where I used it I started without a trade special, so I played a modified ics opening, but then I switched back to modified perfectionism when i got enough cities down and they were starting to grow. And once 4 of the got to 5, BANG.
Thanks

Ming is offline Ming
Chief Minion

Donate to the Red Cross
Mingapulco - CST
Jan 1970
time: 23:12
Post  Old Post 11-09-2000 20:56 Visit Ming<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Suffering from ads?

I'll give my standard answer...
It will depend on their starting positions

With even an average spread of trade specials, and a decent starting position, I think the Size-5 strategy is more effective. Now, if I have to wander for many years to find a place to start, I'd give it to the ICS'ers who can pretty much start just about anywhere

Xin Yu is offline Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:12
Talking  Old Post 12-09-2000 09:08 Visit Xin Yu's homepage!
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Enter the AD-FREE zone

In 2x production a size 5 capital city will give 20 shields (working on forests). Now what is the earliest time to build the GL?

Ming is offline Ming
Chief Minion

Donate to the Red Cross
Mingapulco - CST
Jan 1970
time: 23:12
Post  Old Post 12-09-2000 09:34 Visit Ming<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Support Apolyton, buy Civilization 2

(A MP double production answer)
Again, that depends on when you started building a wonder. Once you get a wonder science, many people will start building that wonder knowing they will switch it to something else when they can. Plus, maybe you have a city location that provides more than that number of shields in 2x pro...
In addition, if you are near a barb area... you could maybe have hundred of dollars sitting around thanks to some kings... making it easy to buy a wonder whenever you want it...
Now, assuming you might be able to get into monarchy by 3000BC, and that you took writing as your non path science, and didn't get any sciences from huts, and were able to take literacy as your next science, and it only took 4 to 5 turns to research it... you could have it as early 2750...

So to answer your question... too many variables

Sten Sture is offline Sten Sture
Emperor
SF, CA don't call it frisco... Striker!!
Mar 1999
time: 21:12
Post  Old Post 11-09-2000 22:53 Visit Sten Sture's homepage!
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Tired of ads?

I generally hate the GL for messing with my tech path, but the GL as a very early wonder - now that is interesting! 5-sci to get GL, then low sci and jack taxes up. Next would you go early Rep or toward Feudalism to get the pikemen?

I haven't MPed much and not in 12 ferret generations, but does the GL pick up dupes that have already passed? Like Monarchy? I would assume that everyone is going to get it pretty soon, and I doubt if GL completion will beat Monarchy discovery...?

Kitana is offline Kitana
Chieftain
Ottawa,Ontario,Canada
Apr 2000
time: 05:12
Question  Old Post 12-09-2000 06:42 Visit Kitana's homepage!
Edit/Delete Message Reply w/Quote
#36 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I read your post a couple times and it really makes good sense. I don't always play at deity though, I usually play at King, because I play mostly to relax, not to see how good I am. You can use a similar strategy with king level, except you can go to size 8 cities and just don't build aqueduct. Since you need an aqueduct to get past 8 you don't have to worry about growth. When you get to Democracy start building aqueduct, hopefully Michellangelo's Chapel and set your luxuries to 60, tax to 20 and science to 20. Your population explodes with the We Love the ____ Days every turn.

Just a thought.

------------------
Kitana
Shogun of the Japanese

My Wife Hates CIV is offline My Wife Hates CIV
Emperor
Michigan
Jan 1970
time: 05:12
Post  Old Post 12-09-2000 17:52 Visit My Wife Hates CIV's homepage!
Edit/Delete Message Reply w/Quote
#37 Report this post to a moderator
Support Apolyton buy from Amazon

'I usually play at King, because I play mostly to relax, not to see how good I am'

now see, i agree with that. what fun is playing all night trying to squeeze out every single little freakin trade arrow?? but in MP you have to because everyone else is.

but as i've always said - it's all luck, at first anyway more so! a few lucky huts and 6 horses comming down on Xin's early (undefended cities)... and it's over for him.

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:12
Wink  Old Post 13-09-2000 06:25
Edit/Delete Message Reply w/Quote
#38 Report this post to a moderator
Enter the AD-FREE zone

quote:

Originally posted by My Wife Hates CIV on 09-12-2000 08:52 AM
a few lucky huts and 6 horses comming down on Xin's early (undefended cities)... and it's over for him.


Right, sure, piece of cake. Maybe 6 vet knights *very* early... *LOL*

Ming is offline Ming
Chief Minion

Donate to the Red Cross
Mingapulco - CST
Jan 1970
time: 23:12
Wink  Old Post 13-09-2000 17:04 Visit Ming<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#39 Report this post to a moderator
Support Apolyton buy from Amazon

If six horses hit anybodey early, they would be in trouble... And that is the way to really hurt ICS'ers

Ribannah is offline Ribannah
Queen
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000
time: 06:12
Exclamation  Old Post 13-09-2000 19:55 Visit Ribannah's homepage!
Edit/Delete Message Reply w/Quote
#40 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:

Originally posted by Sten Sture on 09-11-2000 01:53 PM
I haven't MPed much and not in 12 ferret generations, but does the GL pick up dupes that have already passed? Like Monarchy? I would assume that everyone is going to get it pretty soon, and I doubt if GL completion will beat Monarchy discovery...?


The GL makes a check each time somebody discovers a tech and if this wasn't the first tribe to discover it, you get it too. So if everybody else already has Monarchy before you finish GL, there will never be a check and it will never give it to you.

Btw I just played an OCC game in which only one of the AI tribes had discovered Monarchy by the year 1500 AD ...

------------------
If you have no feet, don't walk on fire

Sten Sture is offline Sten Sture
Emperor
SF, CA don't call it frisco... Striker!!
Mar 1999
time: 21:12
Post  Old Post 13-09-2000 23:30 Visit Sten Sture's homepage!
Edit/Delete Message Reply w/Quote
#41 Report this post to a moderator
Help yourself to an AD-FREE life

(side note for Ribs - if you edit the rules text to make Monarchy and its prereq's 8,0 the AI will research it within the first dozen techs - sometimes even 5th, but usually around 10th)

Sten Sture is offline Sten Sture
Emperor
SF, CA don't call it frisco... Striker!!
Mar 1999
time: 21:12
Post  Old Post 13-09-2000 23:39 Visit Sten Sture's homepage!
Edit/Delete Message Reply w/Quote
#42 Report this post to a moderator
Enter the AD-FREE zone

quote:

Originally posted by Xin Yu on 09-08-2000 08:28 PM
f) as soon as city #1 grows to size 3, add the two settlers to city #1.


Since the food box retains the previous food stored when you add a citizen - would it be better to add the settlers when the food box has more than just a couple of food stored or is it a push? Is adding three settlers to a nearly ready to grow size two city better??

Don't you wish the granery worked as well backwards as it does forwards.

SilverDragon
Guest

Not Yet
time:
Talking  Old Post 14-09-2000 03:27
Edit/Delete Message Reply w/Quote
#43 Report this post to a moderator
Support Apolyton buy from Amazon

I nominate this for the GL.

Xin Yu is offline Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:12
Talking  Old Post 14-09-2000 05:07 Visit Xin Yu's homepage!
Edit/Delete Message Reply w/Quote
#44 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

SS: accrue food before adding settlers to the city is not good since it takes several turns to get enough food just for one turn's consumption. As for adding 3 settlers to size 2 cities, you can do it later in the game, but not at the beginning. Roughly speaking, from size 3 to 4 you need 40 food, so by adding a settler to the city you trade one shield with one food; adding a settler to a size 2 city would trade 40 shields for 30 food.

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:12
Thumbs up  Old Post 14-09-2000 13:39 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
#45 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Xin, May I add my (somewhat belated) praise - I am trying this new scheme within an ICSish framework pumping the heartland cities up to five - works like a dream! Now where exactly are the French ... ?


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

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"

Xin Yu is offline Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:12
Talking  Old Post 14-09-2000 22:47 Visit Xin Yu's homepage!
Edit/Delete Message Reply w/Quote
#46 Report this post to a moderator
Support Apolyton

Some notes:

Just as 5 scientists can give you 16 science bulbs, 5 taxmen can give you 16 golds. The effect increases when you build city improvements. This is very useful when you are rushing for a wonder. You can have some cities build caravans, and others hire taxmen (stop scientific research for a while), and use tax money to rush buy caravans.

One food caravan can supply a city enough food for 5 turns. Using this, in later stage of the game, you can push the above strategy to its limit -- in a big city hire 16 scientists or taxmen (with corresponding city improvements), and use food caravans to keep them work there forever. Suppose you have a size 20 city and build marketplace, bank, and stock exchange. Hire 16 taxmen will give you 120 gold per turn (suppose the other 4 citizens can provide enough gold for the maintainance). Spend 125 gold every 5 turns for buying a food caravan, you net 95 gold per turn, enough to buy 30+ shield of production, only without any happiness and pollution problem.

The ultimate parctice is to use food caravans to increase SSC's population to 36, and hire 16 scientists, then use food caravans to support the food consumption.

SilverDragon
Guest

Not Yet
time:
Talking  Old Post 23-09-2000 07:33
Edit/Delete Message Reply w/Quote
#47 Report this post to a moderator
Increase the size of your Attachments

I have been making some 'science' cities and some 'gold' cities. I make a whole bunch of gold cities, because my size 5 cities don't have good production, because they aren't producing jack diddly squat every other turn. So, I rushbuy. The gold cities have tax improvements and not science ones, and the science ones get science improvements and not tax ones. I've started an Emperor game to try it out and I'm looking at a chance to land before 1500. But then again, arii landed in 1075 on diety, so I guess I have a long way to go.
*goes off and starts cussing out the mongols and persians under his breath*

Xin Yu is offline Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:12
Talking  Old Post 23-09-2000 11:15 Visit Xin Yu's homepage!
Edit/Delete Message Reply w/Quote
#48 Report this post to a moderator
Tired of ads?

SilverDragon: maybe if you build more caravans and trade a lot, you can get to AC faster . Size-5 city is a starting strategy. They should grow to size 20 eventually.

SilverDragon
Guest

Not Yet
time:
Talking  Old Post 23-09-2000 23:46
Edit/Delete Message Reply w/Quote
#49 Report this post to a moderator
Remove this text

They do. I use them for a while, and then they "graduate" to being a normal city, around 18-20 population. After i get 8 normal cities, I stop size fiving.

Smash is offline Smash
Emperor
Civ2 Diehard
Jul 1999
time: 21:12
Post  Old Post 23-09-2000 23:48
Edit/Delete Message Reply w/Quote
#50 Report this post to a moderator
Support Apolyton

This "hire specialist" scheme does have a place in any game.You don't have to do this all the time.You may want to do this during certain parts of a game.And maybe not every city.
It works really well in scenarios.You can get techs way before you were supposed to.Its fairly easy to generate 5000 beakers in the first 2 turns of Red Front for example.

A good tactic for fast science but eventually you need some sheilds.I find myself hiring scientists and taxmen at certain times.

arii is offline arii
Prince
St-Louis MO USA
Jan 1970
time: 05:12
Post  Old Post 25-09-2000 09:42
Edit/Delete Message Reply w/Quote
#51 Report this post to a moderator
Support Apolyton buy from Amazon

I like this stuff. Tried it in my current tourney game and it allowed me to beat the other players to key wonders. You pay a price with a slower expanssion since you are sacrifying 2 cities for 1 size 5 city very early in the game. The game being exponential that's a big loss. On the other hand you can get to key techs a lot faster and hire taxmen to rush build wonders a lot faster.
Things I'm thinking of doing to maximize this strategy:
rushbuild city improvements library/market place to improve scientist/taxmen return
once you have 3-4 other city at size 3 go to republic for a few turn an WLTPD them to size 5-6 and go back to monarchy. You loose 6 turns of science but am sure you can make up quickly with 3-4 new scientist cities.
I like that you can be in monarchy (happyness+unit support) and get a good science rate.

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:12
Post  Old Post 25-09-2000 06:07
Edit/Delete Message Reply w/Quote
#52 Report this post to a moderator
Full PM-box? Change here!

I'm trying it in a current game against a player who is really better than I am. It's working well, though it feels odd. Doubtless, I do not have the system working well yet.

Still, I am holding my ground on development (actually ahead on the better techs, and got to Monarchy faster). In fact, I will have Philosophy in just a few turns. I have fewer cities, to be sure, but they are 5-5-5-4-3-1, and about to build another.

IN SPITE OF this world being mostly plain and swamp (which seems hard on the "size 5" strategy), it is working well enough. On a more grass and forest setting (we are in 2x1x), I would have a killer lead!

I got my first 2 cities built on corn, close together, and that certainly helped, but it is very very difficult to build up the needed food surplus with plains. This idea needs grass/forest around the specials.

Errors I made: Forgot how to add a settler to the main city and disbanded it there instead of using "b". That set me back. Built barracks because I couldn't decide between more settlers or warriors (and my opponent is a fierce attacker). But I also got pikemen and monarchy fast, so maybe I've come out ahead (vet pikes early, cool). Best tech rate I can maintain is 4, but had 3 once.

Have had difficulty keeping the scientists fed with the plains terrain, but even then, I had 6 turns of 5 scientists before having food problems in the main city the first time.

With some practice, this could really work well.


------------------
Proud participant in GameLeague...

Proud Warrior of the O.W.L. Alliance...

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:12
Thumbs up  Old Post 25-09-2000 06:30
Edit/Delete Message Reply w/Quote
#53 Report this post to a moderator
Suffering from ads?

Hmmm, in reviewing Arii's post, I see he went for Writing and Currency, while I did go for Writing, but later, and went for Feudalism for defense.

Perhaps I can get the Currency with Philosophy, but I think I would rather have Chivalry or Monotheism, given the aggressive nature of my opponent. I have to give some thought to Map-Making, too.

I think that if I had played this strategy more accurately at the start, I would have each of those by now and could well have Vet Crusaders and Trade while my opponent was looking for Elephants.

------------------
Proud participant in GameLeague...

Proud Warrior of the O.W.L. Alliance...

Maud'Dib
Guest

Not Yet
time:
Post  Old Post 05-10-2000 12:09
Edit/Delete Message Reply w/Quote
#54 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Xin,

Couple of problems with this strategy--or it might be just my game.

1) Having only 1 food surplus did not stave off famine. 8 deficit with five scientists in Despotism (7 if in Monarchy--assuming you are on grasslands which I was); dropped a pop.

2) Huts effect your tech research--one game because of techs coming from huts. I didn't get monarchy until 100BC.

3) Location, location, location. If area is swamped, jungled, forested, hilled or Mted. Slows you down, BIG TIME.



------------------
"And his word shall carry
death eternal to those who
stand against righteousness."

SCG is offline SCG
King
of less than all that I see
Jun 2000
time: 00:12
Post  Old Post 05-10-2000 17:18
Edit/Delete Message Reply w/Quote
#55 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:

<font size=1>Originally posted by Maud'Dib on 10-05-2000 03:09 AM</font>
Xin,

Couple of problems with this strategy--or it might be just my game.

1) Having only 1 food surplus did not stave off famine. 8 deficit with five scientists in Despotism (7 if in Monarchy--assuming you are on grasslands which I was); dropped a pop.

what version of the game do you have? I have the PC 2.42 version, and even with a 10 food deficit, but 1 bushel in the food storage, i was able to stave off famine.

quote:

2) Huts effect your tech research--one game because of techs coming from huts. I didn't get monarchy until 100BC.


This strategy is one way to compensate for that problem in the short term. Of course the fewer non-essential techs you have, the more effective this strategy will be. As a rule of thumb, the number of beakers early on needed is 10x the number of techs you have. This is compensated upwards if you are ahead, downwards if you are behind. If you read some of the other threads in the strategy forum, you'll see that quite a few people will deliberately avoid tipping many huts until they are in monarchy for that very reason.

quote:

3) Location, location, location. If area is swamped, jungled, forested, hilled or Mted. Slows you down, BIG TIME.


That is why you use settlers from feeder cities to get you up to size 5. And an added benefit here is that you do have a chance to pick and choose where to build those feeder cities to best pump out those settlers.

Edit: clarification on point 2 - all your starting techs combined (irrigation, roads, mining, and any bonus techs) can be viewed as having 1 tech for purposes of the rule of thumb. In other words, if you get 5 bonus techs, you still only need 10 or so beakers for your first discovery.
[This message has been edited by SCG (edited October 05, 2000).]

Andromeda is offline Andromeda
Chieftain
Ireland
May 1999
time: 05:12
Post  Old Post 05-10-2000 18:42
Edit/Delete Message Reply w/Quote
#56 Report this post to a moderator
Put an end to popups!

What do the references to "2x1x" and "1x1x" mean ?

I get the impression they only apply to MP games, is that correct ?

TIA

Ming is offline Ming
Chief Minion

Donate to the Red Cross
Mingapulco - CST
Jan 1970
time: 23:12
Post  Old Post 05-10-2000 18:51 Visit Ming<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#57 Report this post to a moderator
Enter the AD-FREE zone

That is correct. In MP games, one of the options is to change the amount of production and movement of units.

2x2x means double production (every sqaure produces twice what it normally does, and the second 2x stands for double movement. Each unit gets to move twice it's normal amount. (horses move four, explorers move six)

People can play any combination... 2x1x (double production, single movement) or 1x2x or 2x2x or 1x1x.

DaveV is offline DaveV
King
USA - EDT (GMT-5)
Jan 1970
time: 00:12
Wink  Old Post 05-10-2000 19:07
Edit/Delete Message Reply w/Quote
#58 Report this post to a moderator
Got spare money?

quote:

Originally posted by Ming on 10-05-2000 09:51 AM
2x2x means double production (every sqaure produces twice what it normally does


Well... yes and no. I don't have a lot of experience with 2x production, but it seems that +1 type modifications are not handled properly. Specific examples: if you build a city on a square that would normally produce no shields, it will produce 1 shield in 1x production. In 2x production, it still produces 1 shield (not 2, as you might expect). Even more egregious: building a road in grass, plains, or desert will increase trade by +1, rather than +2.

Note that if you own MGE, you can start a hotseat game with 5 AIs and 2 human players, don't restart eliminated players. Quit when you're one of the human players, and you can play a 2x production game against the computer. The AI is even more clueless than usual in 2x production, of course...

Ming is offline Ming
Chief Minion

Donate to the Red Cross
Mingapulco - CST
Jan 1970
time: 23:12
Post  Old Post 05-10-2000 19:42 Visit Ming<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#59 Report this post to a moderator
Tired of ads?

You are correct that it never quite works out the way it should seem to...

However...

quote:

Originally posted by DaveV on 10-05-2000 10:07 AM
Note that if you own MGE, you can start a hotseat game with 5 AIs and 2 human players, don't restart eliminated players. Quit when you're one of the human players, and you can play a 2x production game against the computer. The AI is even more clueless than usual in 2x production, of course...


All you have to do to play on these settings against the computer is start a mp game, and when it the screen that shows other players coming in comes up... just continue with no other players... real simple. And you don't have to be connected to the net to do this.

DaveV is offline DaveV
King
USA - EDT (GMT-5)
Jan 1970
time: 00:12
Post  Old Post 05-10-2000 19:55
Edit/Delete Message Reply w/Quote
#60 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Ming - I believe that a no-opponents internet game works for you, but it hangs up for me during one of the setup screens - I can't rememeber which. Probably due to my antique hardware that doesn't even have a modem. The hotseat method does work for me.

 
Pages (4): [ 1   2   3   4   ]
< 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 0.0616 seconds (91.46% PHP - 8.54% 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