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Gravy Smoothie
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STYOM, you were right -- it does get easier.
Scored my second win today, and this one gave me the buzz more than the first. Where, in my first win I clawed my way to the top (and would not have won if the Aztecs had not foolishly gifted Superconductor to me), this one was more comfortable.
I did many, many things better in this game, and while I didn't log it, here's a short synopsis:
ended with 17 cities (had 16 until the last turn, then jacked a Persian city with a spy.)
I went through three growth cycles, one after I built Mike's and then shifted to Republic, one after I had built Aqueducts and went Demo, and one after building Sewers.
Although I was behind in tech around 1870 (Darwin's was built while I was researching Physics), I hit 4-turn advances after my second growth cycle, 3-turn advances after my third (with +400 gold/turn), and 2-turn advances after putting Superhighways up in most of my cities (with +700 gold/turn). It's very easy to draw the conclusion with 20-25 cities, 1-turn advances are not hard to attain, even on Deity.
Took some time to build up defenses everywhere (3 Mech Infantry, City Walls, Coastal Fortresses) which REALLY helped later
I put off Space Flight till I had the resources to build Apollo in a few turns, and as soon as I got Space Flight the Persians and Greeks both jacked it. I already had researched all the prereqs for Plastics, Superconductor and Fusion by this point. Four turns later, I had Plastics and Superconductor, these were also stolen (next time when I build my defenses, I'll put a spy in each city as well.) I dropped my Science to 0 when Fusion Power was imminent, stored up a bunch of cash and continued building my ship at as frenzied a pace as I could. Greeks launched a 15/6/1/1/1 before me, but no worries: I launched a 33/16/1/1/1 in time enough to beat them by ten years.
Went through wars with the Greeks and Persians off and on until the end of the game, losing maybe 3 or 4 mech infantry to 40 or 50 enemy units, and jacking a Persian city right at the end.
THIS I consider my first real win, but not my last 
Gravy
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Gravy Smoothie
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One more thing -- where I acquired maybe 35-40 techs in my first win from other civs in some fashion, this was only true for 12-20 techs this game, and I could have easily researched many more at the end of the game, but I kept Science at 0 even after Fusion so I had the liberty to build stuff.
Oh yeah, my score was 746, my Power Rating 96%, and I shared the top line of the Powergraph with the Greeks.
And here's the 1929 A.D. save, one turn before I land on Alpha Centauri.
Gravy
Attachment: cu_a1929.sav
This has been downloaded 2 time(s).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:24
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Ready for conquest now? If you are not interested in conquest, consider OCC. I think you are going to spend endless hours playing Civ2... as everyone on these boards.
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Cedric Greene
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Ct., USA
May 2001 time: 00:24
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quote: Originally posted by Bloody Monk
Thanks SG[1]. Unfortunately, I don't have the required tools or I would follow your excellent instructions. |
JASC software provides a trial version of Paint Shop Pro at there site for your needs...
http://www.jasc.com/download_3.asp
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:24
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quote: Originally posted by Gravy Smoothie Although I was behind in tech around 1870 (Darwin's was built while I was researching Physics), I hit 4-turn advances after my second growth cycle, 3-turn advances after my third (with +400 gold/turn), and 2-turn advances after putting Superhighways up in most of my cities (with +700 gold/turn). It's very easy to draw the conclusion with 20-25 cities, 1-turn advances are not hard to attain, even on Deity. |
That's how I started to win, too. But it's even easier to get 1-turn advances by shipping 6-8 Caravans per turn. AND, those 1-turn advances come with 1000s of gold as well!
quote:
Took some time to build up defenses everywhere (3 Mech Infantry, City Walls, Coastal Fortresses) which REALLY helped later |
Unless you're sharing a continent, some high quality ships will save you the trouble of building that much in the way of defence. The best defence is an offence. Cruisers, Battleships, and a few mobile defenders at home, and you won't need more than 1 static defender per city.
quote: Four turns later, I had Plastics and Superconductor, these were also stolen (next time when I build my defenses, I'll put a spy in each city as well |
Don't bother with the Spy defence. The AI can automatically steal any tech it needs to build a spaceship. Spies will help prevent theft at other times, but they do nothing to protect your space techs.
Good work 
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Bloody Monk

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austin, tx
May 2001 time: 23:24
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Congrats Gravey!!! And it just keeps getting better and better.
People have given you many good points to consider...build more cities, build/deliver more caravans for example.
I want to echo Straybow's point about uncovering hidden specials. Check out the SG[1] thread on the Strategy Board, "Gits' Hut and Special Finder" or the links Straybow pointed to. Once you get the picture, you can mine some of that plentiful grassland to change it to a more productive forest special, silk or pheasant (irrigates to bison). Early in the game the extra shields and arrows (if silk) are key to faster growth.
For example look at Tara, tile (73,79). If you go back among your .sav files when it is size 5 and mine that tile you'll see a special pop out there. Think about the cumulative effect of those extra shields and arrows (silk) throughout time.
Another example is your capital at (79,107). Also, the wheat at Caernarfon could have been mined to silk after harbors were available for no food loss but a big effect on the value of those trade routes.
On the subject of trade, did you know that you have three cities that could be supplying the very valuable Uranium??
So many new ideas!! The important thing is to have fun; and we all acknowledge that you got a win without using any of this. Over time you'll find the things that you like to do in 'your' gameplay. Here's to you...
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