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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 Bloody Monk
And now I am wondering if M. La Fayette wasn't tampered with by aliens.... 
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How did you guess? 
Have you heard of UFO? A friend of mine was playing that game, many years ago, and I found those aliens (especially the mutons) so lovely that I decided I would have a try... and this is how I got stuck in strategy gaming.
Later on, I had the opportunity to start playing civ2, with a copy of a copy, but no guidebook at all, and this is the reason why I played (and won!) several games with the UP, DOWN, LEFT and RIGHT keys, before noticing by accident that I was also allowed to travel NE, NW,SW and SE with help of '9', '7', '1' and '3' keys!
Now if you try to play the game that way, you will notice that any unit only has access to 1/2 of the squares,... and I had been compelled to develop a theory of combined forces from what I called 'left-handed' and 'right-handed' squares 
This is probably the reason why I had no problem at all becoming a micromanager .
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La Fayette
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albi, france
Oct 2000 time: 06:21
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I also played 5 turns, in order to verify whether the bug was only temporary. It seems it was.
What did I do?
I refrained from bulding howitzers and chose to build libraries instead. This means that, unless someone is really willing to conquer the world, we are now unmistakeably on our way to launching a beautiful Republican SS, since 'my' libraries have brought our research to 1 tech/turn ( + one time bonuses from freights ).
1834: Discover Atomic Theory; Research Flight (yes, I know, if the Gits were looking, they would be horrified, but Flight is unavoidable, and the other techs offered were junkies; someone had to do it: I did it ).
Salt to Spicealitum = 114g.
1836: Oil to SM = 1388g
Hut = 100g
1838: Discover Flight; Research Radio
Copper to SM = 380g; Oil to SM = 670g;
AT = Augustadorum
1840: Discover Radio; Research Advanced Flight
Silver to The Institute = 402g; Oil to Thebes = 798g; Wine to Consul's Retreat = 225g; Oil to SM = 674g.
1842: Discover Advanced Flight; Research Amphibious Warfare (only one offered ); Beads to Spicealitum = 320g.
Peaceful Consul La Fayette retires, ... with little hope to come to power again, since we are now quite close to the stars.
Attachment: st_a1842.zip
This has been downloaded 6 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 La Fayette
Now if you try to play the game that way, you will notice that any unit only has access to 1/2 of the squares,... and I had been compelled to develop a theory of combined forces from what I called 'left-handed' and 'right-handed' squares 
This is probably the reason why I had no problem at all becoming a micromanager . |
La Fayette, from the begining, a notable researcher...
Thanks for that story. It's great to start the day with a good laugh (especially knowing I am laughing along with you). I remember doing the same thing when I first played Civ II as a Demo d/l from a game site. I was so proud of myself for getting all that done and I was showing the game to my son when he said, "er, uh, Dad, have you tried the numeric pad??" I believe the phrase is, "I feel your pain."
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Bloody Monk

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austin, tx
May 2001 time: 23:21
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@ La Fayette
After looking over your last save I have a question or two, if you don't mind. Our playing styles are somewhat similar, somewhat different, and that's cool, doesn't mean one is "right or wrong".
A) Factories before Mass Transit...it's a pollution thing
Have you considered reversing that sequence so that we don't get swamped by Pollution, Skulls, Global Warming??? Especially, as we already have those problems??? I probably react too fast to those yellow triangles, but they do seem to be a bad thing. Is there some accepted wisdom you have that I could benifit from???
B) Supermarkets instead of Factories or Offshore Plt....it's a shield thing
Especially where there is already a Mass Transit. At this stage of the game, won't we need shields to build SS parts soon??? Food might be nice if we were to celebrate but that's not happening soon, I think.
C) Transforming grass to hills for mining
I know it take a while, but those cities are shield poor and I thought a mine would be very helpful. Any comments??
Just wondering....
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La Fayette
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albi, france
Oct 2000 time: 06:21
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STYOM
Please jump in!
BM
Interesting questions. I shall answer tomorrow because it is really very late now (in Europe I mean).
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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
…I played (and won!) several games with the UP, DOWN, LEFT and RIGHT keys, before noticing by accident that I was also allowed to travel NE, NW,SW and SE with help of '9', '7', '1' and '3' keys! …I had been compelled to develop a theory of combined forces from what I called 'left-handed' and 'right-handed' squares… | I think that tops any noob story I've ever heard—laughed myself silly 
[kibitz] Bloody Monk:
A) Factories first. If nothing else, it takes fewer shield-heavy tiles to reach the nonpolluting limit, which frees up workers for trade tiles or specialists. Also the MT can be build faster after Factory, yes?
B) On the other hand, Supermarkets are half the cost of MT and can free up workers for shield-heavy tiles while you are building Factory and then MT…
C) Forestation provides 3 shields in 10/2 turns vs 4 shields in 20/2+10/2 turns for transforming to hills and mining (both assuming RR). You get a better return on investment and reap the benefit many turns sooner (even using multiple engrs).
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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 Straybow
I think that tops any noob story I've ever heard—laughed myself silly 
[kibitz] Bloody Monk:
A) Factories first. If nothing else, it takes fewer shield-heavy tiles to reach the nonpolluting limit, which frees up workers for trade tiles or specialists. Also the MT can be build faster after Factory, yes?
B) On the other hand, Supermarkets are half the cost of MT and can free up workers for shield-heavy tiles while you are building Factory and then MT…
C) Forestation provides 3 shields in 10/2 turns vs 4 shields in 20/2+10/2 turns for transforming to hills and mining (both assuming RR). You get a better return on investment and reap the benefit many turns sooner (even using multiple engrs). |
Thanks Straybow...and I laughed my a** off over that story as well. Responding to your points...These seem more general, rather than specific to here and now in _this_ game...
A) Mostly these cities are working all squares already and these white goods should be "one turn and buy" at this stage with our trade profits. The thrust of my question was about the resulting pollution effects, especially if many turns came between the two improvements, however. We are getting skulls and have a global warming warning bulb, already. So, what about the pollution effects???
B)Again, in this specific case there are no workers to free up; all the squares are being worked in most of the cities that the question relates to. Also, these cities already have a MT, due to size. I think a Factory is more needed than food, given that just around the corner shields will be required to bang out the spaceship.
C)Mining for a forest!!! I would say a big DOH!!! if that wasn't such a lame, yesterday remark. I'm too stunned by my forgetfulness to think of a better expletive. Thanks for pointing that out to me.
Perhaps I am too anal about pollution. It just seems so inefficient to take Engr's off their jobs to deal with skulls when, by building in a different sequence, the "problem" would not be there. There is 240 tons of pollution now. What will be the effect when these Factories and the Man. Plant in Sticky Mouse come on line??? Skulls, maybe???
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:21
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Yes, my answers are generalized. I noticed many cities in the 8-12 size range already had a tile or two double irrigated, which usually means that the player is about to build SuperMs in those cities. I kinda assumed that in any very large (12+) city Factory would have been built long ago and MT built as soon as MP researched, and that the questions applied to large (8-12) and medium (5-8) cities.
(To digress a moment, I also note Engrs transforming plains. Again, 20/2 turns is too long for 1 extra food. Turning irrigated land to farm only takes 5/2 turns, and SMs are 80 shields. Only transform plains if desperate, and then only those that will become shielded grass.)
Little did I know that even giant (16+) cities didn't all have Factories yet! The answer for those cities is build both Fac and MT back-to-back. But wait, some of these giants have no shield-heavy tiles whatsoever! On a map with mostly grass and plains everywhere I start on forestation in the midgame. Large cities can afford to have a dedicated Settlers unit improving terrain. Every city needs at least 2 shield-heavy tiles.
Looking back to 640 AD (about when I would've started foresting) I see essentially the same forested areas, so nobody has been doing it. Look ahead to RR and choose tiles near or on the essential RR paths.
Nobody has been prospecting for hidden specials either, for shame! Learn the basic specials patterns (1-3-3-1 and 2-4-2) to help choose the best tiles to forest. Here's 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.
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. On the other hand, Sticky Mouse and The Institute are located on a 1-3-3-1 pattern and no new specials will be found. The two near Ides are so close to the Sarzana and Sticky Mouse patterns that they are probably the bottom of a 2-4-2 pattern in the sea (the map generator erases specials far from shore).
Attachment: spec1.jpg
This has been downloaded 92 time(s).
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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 Bloody Monk
Okay, have a good laugh. But then, I have to ask you, Sir, where are the trees??? I think Straybow's point skewers you as well. You could have changed from transform to mine. Maybe it didn't occur to you either, emmh?? |
Sorry, BM, I chose the wrong smilie to express what I felt. I didn't intend to laugh at you at all (the only one I laugh at is myself, and I would certainly not laugh at someone asking intelligent questions in order to improve his gameplay). What I felt was the pleasure of seeing someone else interested by your questions that I found very much on topic.
In fact, I don't agree with Straybow at all (in that matter of foresting big cities , though I agree very much with canals and with discovery of hidden specials ... and certainly many other points).
Look at Sticky Mouse: a mined hill in the north provides 3 shields (exactly what a forest with RR would provide). This means 2 more shields than a plain, and those 2 shields become 4, with help of factory and Hoover Dam. Now if it were a plain instead, it 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).
4 shields or 24 beakers? What do you choose?
More generally, a square with forest and RR provides 4 more shields than an irrigated plain and the plain provides 1 more food and 3 more trade arrows (Rep or Demo + Highways), which means 7.5 gold (with MP, Bank and SE). I usually choose the plain (in big cities with full equipment).
But I am very fond of smaller industrial cities, size 7-8, providing at least 27 shields, which means 1 tank or 1 SS part in 3 turns; equipment required: 1 factory (+HD); that's all; ...and no pollution (you would enjoy that ), no more than a yellow triangle now and then.
BTW, the name 'chimney' for those triangles is in my French guidebook, but the city screen shows a '!' (warning sign). Probably the authors were unsatisfied with the picture of chimney that they were shown, and chose the warning sign instead.
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La Fayette
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albi, france
Oct 2000 time: 06:21
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STYOM
I am fairly sure that Straybow would enjoy your mining around the glorious city of Lucky Git.
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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 Bloody Monk
Can you get multiple skulls per turn from pollution???
B)I was with you until the last sentence. Celebrating?? You have 20% Lux. Two of those cities have red faces and the third would celebrate only after firing the ein. Maybe you changed the slider to make it one turn science for the save, but you had higher Lux, that allowed celebration, when you selected SuperMarket??? Otherwise, I don't see the celebration...in fact, one city is in revolt with this level of Lux.
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A) Never more than 1 skull/turn from pollution AFAIK.
B) You guessed right: I changed the slider just before saving, in order to show that we managed 1 tech/turn.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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1842. Time to reach for the stars!
Goals:
Acquire remaining techs needed.
Start & finish Apollo
Get as many cities producing 20+ net shields as possible (Factories)
Stockpile caravans.
1842: Some factories/offshore platforms are rushed. We'll need Freights aplenty to keep our deficit under control (taxes left at 0.2.8 for 1 tech/turn)
1844: Amphibious Warfare>Rocketry. Dye>Madras 141 g. Taxes adjusted to 4.2.4. due to my screwing up the shipchain 
1846: Science reajusted to 0.2.8. Gems>Monkfish, 78g. Dye>StickyMouse, 202 g. Coal>IdesofMarch, 264g. Copper>StickyMouse, 382g. Oil>StickyMouse, 567g.
1848: Rocketry>Space Flight>Plastics.
Gems>Monkfish, 216g. Dye>Bombay, 288g. Gold>Delhi, 54g. Coal>South Senate, 192g. Copper>Chartres 35g, Oil>Bombay 246g, Cloth>Bombay 276g, Hides>Bombay 115 g.
1850: Plastics>Nuclear Fission
Dye>Bombay 116g, Spice>Bombay 30g, Cloth>Bombay 278g. Oil(d)>StickyMouse 720g. Gold>Senators Beach 250g.
War with Babylonians.
1851: Nuclear Fission>Nuclear Power. Cloth>Bombay 131 g. Taxes adjusted again to 4.2.4.
1852: Nuclear Power>Laser. Apollo Program built in The Institute.
Gold>Senators Beach 78g, Cloth>Bombay 278g, Coal>Chartres 44 g.
1853: Oil>The Institute 520g. Salt>Delhi 520g.
1854: Laser>Combined Arms (no other options).
Salt>Delhi 118g, Cloth>StickyMouse 187g, Wine>J'Accuse 184g, Dye>Sarzana 330g. Beads>Lager 35g.
1855: Combined Arms>SuperConductor
Imagine that; a sneak attack by the AI (French). 
1856: Rushing of various spaceship components.
STYOM will leave it to his successor to launch the ship.
******************
OK.... we're quite close to being done. I did not do several things:
1) I didn't mine as per Straybow's specials pattern - too confusing for the likes of me. I just mined where needed to bring production to 20/40/80 multiples.
2) I did not stockpile tons of caravans to build a minimal ship in 1 turn. Had I done so, I don't think we'd have the techs needed to be where we are now.
3) I did not manage my Freights too effectively. However, we'll be getting Superconductor next turn and Fusion within another turn (by jacking up the science rate next turn - we don't even need Freights to get it.
4) I did not let the AI steal any techs. There are a few barricades between us and the Chinese, French, and Babylonians. Watch out for those dips - expel 'em!
Other notes - we shouldn't need to start any more Components for a fast ship - 8 are built and 8 building. Probably some Structurals could be rushed effectively. Sticky Mouse is producing 80+ shields, so that's a good place to build Modules.
Attachment: st_a1856.sav
This has been downloaded 6 time(s).
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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
This last save by STYOM is very interesting to me in relation to the discussion about Pollution and Skulls. |
It's always nice to be interesting 
quote:
First you tell me that a large number of triangles are nothing to worry about. And I thought, OK, especially as, I am informed, you will only get one Skull per turn ("IIRC"). But as I look over STYOM's save, I see two skulls which are being ignored by available Engr's doing other things in the area. And I thought Skulls were supposed to be dealt with chop-chop.
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That's them, this is me. If you want to take the advice of folks who mine grass looking for silk and send duplicate railroads through bad terrain because it's the 'optimal trade route', that's your headache! 
Seriously, the skull in Egypt is on rough terrain, so it's taken a bit more time to get to that one. I do clean up skulls, but I don't drop everything to do so.
quote:
BTW, I clicked enter to see where things would go. Three new skulls came up!! So, it's definitely not "only one skull per turn."
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One skull per city per turn. Not one skull per turn.
quote:
So just so I'm clear on this...
A) Don't you lose production from a square with a skull??
B)Should you immediately deal with a skull??...send two Engr's or one that has preworked?
C)How many skulls for how long before you get Gobal Warming??
Thanks. I'm just trying to understand. |
Well, IMO...
a) Yes, all production (food/shield/arrow) in the square is halved, rounding down, I think.
b) I send 2 engineers. I try to do it immediately, but I don't drop everything to do so. A skull or 2 is no big deal to me.
c) IIRC, any time there are 8 or more skulls there is a chance of global warming.
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All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
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