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La Fayette
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albi, france
Oct 2000 time: 06:21
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quote: Originally posted by La Fayette
A) Never more than 1 skull/turn from pollution AFAIK.
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I mean in one city, of course. If you have 10 cities with 12-15 yellow triangles each, you may get 10 skulls at once.
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Straybow
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SG(2)
gone but not forgotten
Jan 1970 time: 23:21
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quote: Originally posted by Bloody Monk
I mined the grass at Red Haven to reveal a silk, but I don't have your "vision" yet. Are you suggesting that the yellow outlined squares are potential specials??
What do you mean by (1-3-3-1 and 2-4-2), describing specials pattern? |
Here [see previous post] is an example of a 2-4-2 pattern from the 640 save (with some units removed for clarity). Looks like China Road would have been better placed NE of the wheat to eliminate overlap and catch the special.
Yes, I'm saying that the yellow boxes around Lucky Git and Senate Chapel are guaranteed specials. It is a row of 2, a row of 4, another row of 2. Not that all specials are in 1-3-3-1 and 2-4-2 patterns. Some seeds give maps with oddball clumps of two to four specials mixed in with the 1-3-3-1s and 2-4-2s. I think Mad Mad game had some.
Spicealitum and Sarzana are on the upper side of a 2-4-2 pattern, Spicealitum becoming a 3 special location and Sarzana a double. The bottom of the pattern will give a special to Consul's Retreat.
Here from the latest save our friend STYOM has been busy turning grass into forest, but did not use the prospective special sites. The Spice, Whale, Fish and Coal outline the 2-4-2 pattern, and the yellow boxes are guaranteed hidden specials.
Attachment: spec2.jpg
This has been downloaded 64 time(s).
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Straybow
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SG(2)
gone but not forgotten
Jan 1970 time: 23:21
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quote: Originally posted by La Fayette
Look at Sticky Mouse: [a plain] would provide one more food (perhaps one more in size for the city) and 3 trade arrows, which means 24 BEAKERS (with help of Lib, Uni, SETI, Cope and Isaac). |
[Ahem] Class, please pay attention. This will be on the final.
First, Sticky Mouse already has hills available for mining, there is no need for forestation. Correct? Second, mining the hills takes 10 turns, and foresting a grasslands takes 10 turns, but the mine produces one more shield. Forestation is less productive. Foresting a plains takes 15 turns, so that is less productive than either.
Second, as I said before, "Sticky Mouse and The Institute are located on a 1-3-3-1 pattern and no new specials will be found." No motive is left for forestation. Correct? So let's examine the area to understand clearly.
A 2-4-2 pattern must be symmetrical, so the missing ends would be up to the left side. Both tiles are already not grassland, so this is either an oddball or a 1-3-3-1. Since the map generator routinely removes deep-sea specials (indicated by question marks) this is the most likely case. If it were an irregular formation it wouldn't matter, because the pattern has no possible hidden sites.
Lastly the SSC wonders mitigate the need for hefty shield count, other than the desire to have 25 for quick freight production, etc. As that argument only applies to one city (or at most two cities if Cope and Newton are separated) it is a moot point.
Attachment: spec3.jpg
This has been downloaded 66 time(s).
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La Fayette
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albi, france
Oct 2000 time: 06:21
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El Civ
Sorry for you. Hope you manage to fix this.
(I don't feel sorry for the others, sunbathing, peeping at pretty girls or drinking alcoholic beverages; those people should plainly be ashamed of staying so long away from such a sticky sticky mouse).
I play a few turns (is it 6 now?) before tomorrow night.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by Bloody Monk
In short, I "played" from the last save and let the skulls pile up. When I say "played" I mean that I held everything as is and clicked thru, doing only what was necessary to keep the peace. After 7 "years" the skulls amounted to 26; and still, there was no Global Warming. In a 'real' game the skulls could have been taken care of easily. |
Yes.... that's taking it a bit far - the only time I can imagine that many skulls piling up unchecked would be a nuclear war situation.
quote: Can someone post a save they may have where there is Global Warming?? Or, alternatively, how does the color of the "sun" indicator change as Global Warming sets in?? In my test it is almost totally white. Will the AI tell you that GW is about to commence??
Thanks |
I don't have any saves like that, unfortunately (or fortunately for me). The sun will start yellow and progress until it is bright white. Then, IIRC, there is a message warning you that GW is imminent. A turn or two later, the message window advises that waters rise, glaciers melt, etc... a lot of land squares change for the worse, but the seas don't actually rise (turning land squares to sea doesn't happen).
Then the process starts again, gradually, if you still leave the pollution around. Of course, you should never let things go this far.
If you have ToT, the (long completed) Invasion Earth game has some brutal episodes of global warming, largely due to nukes.
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Bloody Monk

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austin, tx
May 2001 time: 23:21
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quote: Originally posted by Six Thousand Year Old Man
Yes.... that's taking it a bit far - the only time I can imagine that many skulls piling up unchecked would be a nuclear war situation. |
I went a bit far, yes. I was proving your point that you don't have to handle the skulls immediately. Clearly, you were correct.
quote: Originally posted by Six Thousand Year Old Man
I don't have any saves like that, unfortunately (or fortunately for me). The sun will start yellow and progress until it is bright white. Then, IIRC, there is a message warning you that GW is imminent. A turn or two later, the message window advises that waters rise, glaciers melt, etc... a lot of land squares change for the worse, but the seas don't actually rise (turning land squares to sea doesn't happen). |
Thanks for the information. Hope I never actually see that in a game.
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La Fayette
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albi, france
Oct 2000 time: 06:21
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OK it was really the endgame. Many engineers to move here and there trying to remove pollution, ... and a few SS parts to build. I saved just before pushing the button 'launch', so anyone may launch and look at our beautiful Republican SS flying to the stars.
Attachment: st_a1860.zip
This has been downloaded 3 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:21
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quote: Originally posted by Julius Brenzaida
Bloody Monk,
Yes, my holidays were fine
But now it's all for work
The AI is indeed more agressive in MGE and I think's it also expands more. It is a bit more challenging, but only a bit more, except for OCC, I believe where the tribute strategy fails. A 1 city/size1 victory look impossible with MGE although it has been doce with 2.42
I believe that 6 to 8 cities would have been the perfect number to build a small but thriving republic.
It could be the topic of the next succession game |
I commiserate. Wouldn't it be nice if we could get paid for playing Civ II??
If you allow yourself only 6-8 cities, how does this effect the game?? Do you build all with multiple specials??...and doesn't that mean you will be more spread out (more empty space between cities) and that by waiting to find the 'right' sites that Monarchy will be delayed?? Or is that the point, to handicap yourself and thereby, give the AI more of a chance??
Just trying to picture it in my mind. Sounds like fun, too.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by Bloody Monk
I commiserate. Wouldn't it be nice if we could get paid for playing Civ II??
If you allow yourself only 6-8 cities, how does this effect the game?? Do you build all with multiple specials??...and doesn't that mean you will be more spread out (more empty space between cities) and that by waiting to find the 'right' sites that Monarchy will be delayed?? Or is that the point, to handicap yourself and thereby, give the AI more of a chance??
Just trying to picture it in my mind. Sounds like fun, too. |
For me, part of the fun is building cities. Especially if I find a really nice spot, or a 3 special mountain blocking the AI's expansion... limiting oneself to 8 would detract from some of the fun. And obviously it would have to be an AC game.
On the other hand, there's a point where one has 'enough' cities. I don't think I built any cities after my first turn in the StickyMouse game. Based on what we were doing, there was no need.
The problem with a 6-8 city limit is that most of us put down that many cities before 1500 BC! Of necessity, we want to get some cities down so we have the shields to build HG/Col/MPE whatever, as well as the arrows to be productive in science.
So... picking city spots carefully would probably cost us a bit in the early game. Unless the 6-8 cities were intended to be a SSC and a bunch of feeder cities.
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