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Nimrod
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cant I be priest?
Oct 2001 time: 05:16
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Ahh, I remember back in my gl days when the building/unit cheat was a trick. One game in particular, I had set my workday to max and wages to the least, my capitol was going to grow on the next turn so I rush bought a granary and switched to a settler. Well on my next turn, the city grew, roited, settler built, city destroyed by famine Man that sucked. Let me tell you, losing your capitol that early in a game, you will never recover. With an 3.2 capitol distance unhappiness in all your cities so long as you do not have a capitol, the road to stone working is a loooong ways away.
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Nimrod
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cant I be priest?
Oct 2001 time: 05:16
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Gold is the first thing one should consider when it comes to science. Not only will it provide an income for research, but will fill you pockets too Mines, trade routes, marketplaces, and banks are the most important considerations. Be sure to have markets and banks in your monopoly cities. I like to have atleast marketplaces in all my cities. Mines give a gold bonus and on a river or good this increases its value. But if you had to choose between placing a farm or a net go for the net as sea tiles give 5 gold themself. In cities size 5 or more, building city clocks will earn more gold than the maintances costs. Same with televisions in cities size 10 or more. I would think capitalizing in big cities gives an added science bonus from the gold produced in that city, but im not sure.
Next thing to consider is city improvements. In a city size 5 or more, an acadamy and publishing house will earn more science than the cost of maintance for the buildings will take. Dont forget to dedicate a few cities to pure research. If you have Galileo's Telescope, that city MUST have its science maxed, otherwise the wonder is a waste. I also try to get cities size 6 or more to have at least one scienceist. Doing this in 10 cities, size 6, gives you 100 more science a turn, added with acadamies and publishing houses thats 240 more science a turn.
I find the transition from renassiance to modern tech the most difficult in the beginning. I hope that these tactics I have mentioned here with help any new players with their game play.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:16
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Haven't had the time to read this thread before much, but now read a good portion of it.
First thing I'd like to tell is that while I consider myself a pretty solid player at Civ 2 (not a great one, but a solid), I completely suck at CtP. Two things that make me go crazy are stacking and PW. I only very recently learned to stack properly. And, what' your PW allocation, in the start of game, and later, and what do you do with your PW usually?
Second, just a mention of what I've done in nearly all my SP games, after I learned to. Build the London Exchange ASAP and at all costs ignore Robotics. War Walker is nothing too great, and without Robotics researched, you can still get the Alien Project, and most techs... no Plasmatica or CryoTanks, but I was first amazed at actually how many techs go without robotics. No maintenance is completely HUGE, and, with Edison's Lab coming later, it means absolute science lead... go London's!
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