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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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Nothing beats Fundamentalism in the pre or early industrial periods for war - assuming you have the requisite conquering techs. Each city you capture becomes an instant addition to your war machine. No disorder or starvation via Elvis to worry about. You need only leave a single unit behind, or in some cases, none at all. 8 free units means no slow down in producing new attackers. Tithes generate more gold than Communism. Rapid capture also means more plunder.
Later in the game, the balance of power tilts more towards Democracy and Communism.
IIRC early versions of Civ II gave Fundamentalism 10 free units and there was no max science rate, i.e. you could actually run Fundy at 80% science. Later versions toned down Fundy by reducing supported units to 8 and capping the max effective science rate at 50%.
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Dear Ming (and others),
I was going for fundy in the big aussie game but got communism first. I have all my cities building factories and the first will come online in the next couple of turns. I need to upgrade my army, build a navy, and build city walls and sea forts. The two big alliances in the game are at war, which is good for me for now but I can't assume I won't be drawn in. I can build destroyers, cruisers, skii troops and cavalry, which is pretty much what everyone else has.
What would you do in my shoes to speed up the big industrial/military upgrade? Should I change to fundy when I get it?
Yours faithfully
"Nervous Neutral"
[This message has been edited by Alexander's Horse (edited June 08, 2000).]
[This message has been edited by Alexander's Horse (edited June 09, 2000).]
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Ming, thanks for the advice. I shifted into communism and can see the benefits of it.
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Democracy is the best goverenment(especially if you want a high score). Fundy is good for war if all your research is done and communism is like a compromise between Fundy and Democracy. The goverenments are pretty well balanced. On deity level many Comp. Opponents also switch to fundy is the late game, if you let them lvie that long.
------------------
Come Drink with us at the
The Drunken Pub
"If you cannot beat them, don't join them, instead corrupt them, make them join you, then throw them off a cliff."
"The seeds of evil are the the same seeds of greatness."
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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10 free units in early CivII versions. 8 in later versions plus max 50% science rate. Scenarios and modpacks do whatever they want via rules.txt.
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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The 10 vs. 8 might be related to difficulty level. I do recall on older, non-Deity games that I would in fact get 10 free units. But this was also pre-version 2.42. Later I got FW, ver 2.78 and I also moved up to Deity at the same time. I noticed two things: only 8 free units and max effective science rate of 50%.
I know 8 is not hardcoded since you can change it to whatever you want when making a scenario.
Also, once a game is started, I'm not sure that rules.txt is consulted for cosmic principles. They may be part of the .sav file. Anybody know for sure?
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