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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:29
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Would anyone care to post some good techniques for playing civ2?
For instance, I am apt to forget to return to a city to take some action, so I activate a unit before I leave the city screen. Later, an active unit in a city is a trigger to open the city where I remember what I wanted to do.
I habitually build a road before irrigating, unless I need the food immediately. This lets me retreat faster If I need to. Is the reverse better?
Is there a good way to partially rush build caravans? It seems like a lot of pointer clicks.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:29
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quote: Originally posted by Scouse Gits
Incremental rush buying of Caravans goes like this:
SG(2) |
Summarized perfectly - the one thing I would add is that if you want to make the most of your shield production on a shoestring budget, try to finish a 'line' of production where it would leave the city in a position to complete the caravan with minimal shield wastage.
e.g. If you have a city with a shield surplus of 7 shields/turn, the city will take 8 turns (8x7) to build a Caravan, and will waste 6 shields, as only 50 are needed.
If you don't have enough cash to rushbuild line by line, it can be very worthwhile to wait until 4 turns have passed, and 28 shields are in the box. Change production to diplomat/spy, and rushbuy 2 shields (to 30) and then change production back to Caravan. This way, the Caravan will be built in 7 turns, not 8, and only 1 shield will be wasted.
This trick becomes more important if the city has, say, production of 14-16 or 20-24 shields, the wasted shields can get very significant at that point.
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Elephant
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Phila PA
Aug 2002 time: 00:29
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Good Habits for Civ (semi-exhaustive version):
1. Before doing anything, hit F5 to check how many beakers were produced in the last turn. Keep a record of the running total. Dont forget caravan deliveries too. Calculate how many beakers to the next tech.
2. Next hit F4 to see if any cities are in trouble.
3. Next hit F3 to see how you stand with the other civs. Negotiate before moving if possible, in case you tick someone off.
4. Check the map for close-by enemies or barbs. Dont forget those far-off cities.
5. Stop to think through movements, production, and research. Are you close to getting a tech? Ready to start a war? About to have enough caravans to one-turn a Wonder? These and others may influence how you move your units, which is your next step.
6. Move your units. Remember your short and long term plans. Beware of moves that might put a city in disorder, like moving out a unit that was imposing martial law in Desp/Mon, or moving a second unit away from home in Rep/Dem. Move explorers and Hut-visitors first, as they may run into trouble or meet a new civ and require other units to assist.
7. Recheck your cities with F4, making adjustments with Entertainers if necessary.
8. Adjust your cities workers, balancing trade, food growth, and shield production.
9. RushBuy critical items first, others if you have the cash. Keep a small cash reserve.
10. Recheck.
(this is why moves take me so long...)
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:29
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quote: Originally posted by geofelt
Is there a good way to partially rush build caravans? It seems like a lot of pointer clicks. |
I use the keyboard instead of the mouse. Hit "C" for change production, "W" for warrior, "B" for buy, up arrow, ENTER, "C" for change again, "H" for horsemen, etc. I've done it so many times it's just automatic. Later in the game, when I would have to hit the "C" key multiple times to cycle through chariots, catapults, and caravels before reaching caravans, I instead press "D", then "C". Another trick is to use page up or home to move the cursor to the top of the list.
Edit: after experienced players said they don't use this, I fired up the game and ran through the procedure for a sanity check. I made a mistake on the confirmation sequence (I told you it had become automatic), but it works as (now) stated.
Last edited by DaveV on 02-07-2003 at 22:16
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Elephant
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Phila PA
Aug 2002 time: 00:29
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F5 will show you how many beakers were JUST produced, which may be different from what it said at the end of your previous turn if any cities grew or lost citizens due to production of settlers. You have to record it at the beginning of your turn before you move any workers to different tiles. I probably should have said to add caravan contributions at the END of the turn, which could be enough to trigger a tech at the BEGINNING of your NEXT turn during the city processing.
The thread on city processing order is here:
http://apolyton.net/forums/showthre...&threadid=49202
DaveV: Thanks for the reminder about keyboard shortcuts. I'd forgotten those, and was starting to get wrist & finger cramps from all the PRBing.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:29
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destroy any civ you want... just built enough spies to destroy the water supply of each city. The spy may be capture but the mission never fails. it almost ruins the game. i built some 200 spies and destroyed a dozen cities in one turn. they are cheap and no movement rules. wipe out a civ no matter what their tech level is. it really takes no time to built that many. the AI - in no way - can defend from this.
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