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Rufus T. Firefly
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is one way of saying it, though I prefer "mensch"
Sep 2000 time: 07:12
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Now that I've been playing a few months, I find that there's some specific information that the manual (for ToT, anyway) doesn't contain but that should be there. Can anyone tell me:
1) What are the specific benefits and limitations of communism? For all other governments, the manual gives reasonably specific information involving production limits, or extra trade arrows, or tithes, or science being halved, or etc. But all it says about communism is that science is good and trade is bad. "Good" and "bad" are hardly terms which help me evaluate whether or not to switch governments. Anybody have a more precise sense of how it works?
2) It really bugs me that there's no specific explanation for the relationship between SS Structurals and Components, beyond "more is better." The Mars Probe debacle notwithstanding, NASA doesn't build spacecraft by trial and error, and I shouldn't have to, either. So, again, is there a formula here?
3) Are there game-based definitions of those adjectives used to describe AI civs? Expanionist/perfectionist I understand, and militaristic and aggressive are pretty obvious once you've played the Russians. But what makes a civ rational? Or civilized? And why are some civs described with three adjectives, some two, and some only one?
Thanks in advance for the insights.
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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
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Laertes
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London
Jul 2000 time: 05:12
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Hi Rufus
Communism produces vet spies, which are a fantastic weapon - more likely to succeed on any given mission, cheaper to incite revolt in AI cities and more likely to defend against incoming espionage.
Communism is a halfway house between Rep/Dem and Fundamentalism. You can maintain happiness with a few units, you can still get high science rate, but I think you have to maintain the units still. You are not punished for having units outside your cities, so you can go to war.
If I have the Statue, I often switch into Communism for a few turns just to turn out 20-30 spies and then hop out of it again.
The spaceship formulas are probably well documented but I do not know where. I think it is:
3 Modules, 8 Components, 15 Structurals for the smallest
6 Modules, 15 Components, ?? <30 structurals
9 Mods, ?? components, 39 structurals.
Dont know about the adjectives you specify.
HTH
Fergus
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DaveP
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Must be a different manual from the one I got 
Here's what my manual, from the TOT version, says:
Benefits:
- Up to 3 units per city for martial law, and each affects 2 citizens, making up to 6 unhappy citizens content.
- No corruption or waste
- First 3 military units for each city require no shield support
- All spies produced are veterans
Limitations:
- Military units after the third (per city) require 1 shield for support
- Settlers require TWO food
- Tax, luxury, and science rates limited to 80%
In addition, under WLT*D Communism gets the Trade bonus (extra arrow for any square that already has at least one) of a Republic or Democracy.
Science depends on trade, so Communism should have the following effect on both: much better than Despotism (no reduction on squares producing over 2), better than Monarchy (no corruption), better than Fundamentalism (up to 80% science instead of only 50%); worse than Republic/Democracy (unless celebrating in all cities).
Dave
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Julius Brenzaida
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Currently cleaning the 9000 rooms of Sticky Mouse's Palace
Aug 2000 time: 05:12
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quote:

Originally posted by Rufus T. Firefly on 11-02-2000 05:10 AM
3) Are there game-based definitions of those adjectives used to describe AI civs? Expanionist/perfectionist I understand, and militaristic and aggressive are pretty obvious once you've played the Russians. But what makes a civ rational? Or civilized? And why are some civs described with three adjectives, some two, and some only one?
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There are three different criterions for the attitude of a civ.
1) The Ai can be either aggressive, neutral or friendly. If it is friendly it will make peace more easily than if it is agressive (what a surprise !).
2) The Ai can be either militarized, neutral or civilized. If it is militarized, it will look for military advances while if it is civilized, it will look for scientific (and long term) advances. I'm not sure, but the militarized seems to produce more units.
3) The Ai can be either perfectionist, neutral or expansionist. If it expansionist it will try to expend fast with many settlers and units and should not care too much with citie's improvements, while the perfectionist will carefully grow a few cities at the beginning.
Here it is, on paper, it looks great, but all Ai's behaviours tend to mix up a little, although you can notice some differences. One sure thing : if you're on the same continent as an agressive expansionist, si vis pacem, para bellum.
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Oh Man, when will you understand that your greatness lies in your failure - Goethe
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I think Rational is Rational in the German version, too. It was translated with the German word for Friendly in CIV1 however
so I guess you're a French speaking Swiss 
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