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Exile
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of the Benighted Realms
Sep 2000 time: 23:12
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The essential element is the number of trade arrows. If there aren't very many of these, then there won't be very many siphoned off into luxuries which keep cities from going into unrest. If, on the other hand, you have maximized the trade arrows, not only with "happy" improvements, but also with money-making improvements, then there will be a much higher number of total trade available, with a correspondingly higher level of luxury output. Republic (my favorite) requires a balanced approach (IMHO). you must keep people happy, but at the same time be able to pay for everything, and it helps to be able to generate a surplus as well. Generally, a Republic govt. will give you the cash to pay for everything you build, but creating some good trade routes on top of that will pay off like crazy. And when your cities have these good trade routes, money and happy improvements, and only a little luxuries (20% is good), you will find that it is difficult not to be in a WLTKD. Alternately, you can use the latitude provided by the money/science/luxury settings to generate some profound effects. In Republic, If you have a good amount of cash, or several cities are in Capitalization, you can drop the "money" of the money/science/luxury settings to zero, drop the science to 10% and shoot the luxury setting to 90%. Most of your cities will then go into a WLTKD and their population will skyrocket(as long as there is sufficient food); 1 pop/turn. Often, the addition of the new people to your cities will add such a substantial amount of new income that your money problems will be solved for good. A city of size 10 can, in just 10 turns, become a size 20 city, with the corresponding income increase. The Republic with Women's Suffrage can be a very powerful military machine, too.
This is just one way to do things. There are certainly others, and some of the other posters here have developed more ingenious ways than these.
Salutations,
Exile
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Lost in America
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
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Exile
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of the Benighted Realms
Sep 2000 time: 23:12
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Yes, Republic is my favorite government in Civ2. With Women's Suffrage, there is NO penalty for military units being away from their cities, and it simultaneously gives one the money, science, and, with factories, warmaking capacity to move in any direction necessary.
Bribing is a problem, however.
Yes, moneymaking improvements are marketplace, bank, stock market, and superhighways, although the last one is accompanied by some annoying pollution problems. Roads are also essential, and railroads will help even more in the right places. Also, take full advantage, as soon as it is practical to do so, of special resources that give trade bonuses. Silk is good, gold is a little better.
I know some around here seem to swear by Democracy, but I have never been able to make it work significantly better than Republic. If you can count on peace, perhaps it is worthwhile, or if you have an opponent who is bribing your cities and units, then Demo is an effective counter. Many also like Fundy as the premier war government, but staying too long in fundy will allow your opponents to get a technological edge.
Now solicit some other advice. 
Salutations,
Exile
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Lost in America
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
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Chris1111
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NC USA
Mar 2001 time: 05:12
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Could always build Mike's chapel or Bach's Cathedral before going into republic. You wont have any unhappiness problems for a while. Much better then making trade routes IMO anyway. I used to love republic governments but I've found that communist seems to be better for me on higher levels(no darn wimpy senate either).
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Admiral PJ
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Southeast England , UK
Dec 2000 time: 05:12
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Being a republic can be a headache if your not prepared, but its good for building improvements.. they cost less than quick buying units.. The support costs really annoy me though, so I often wait till i've got some factories built first and stick all my units supported from a few productive cities.
You also need courthouses to reduce corruption, but the trade bonuses are good in republic, use lots of sea production and harbours for a great powerful civ.. and lots of roads.
Police stations are very useful, if you can't make womans suffrage.. or just don't take units out of cities much ;>
It can be better to not have too many units in a city actually, they can be better off in forts in good defensive terrain like mountains/hills and don't cause republic unhappiness.. though early in my TOT/multiverse game
republic seemed quite good even playing on Deity,
I was on a big island group.. then i discovered communism and used that, now i'm fundamentalist, but i ought to go back to republic now its 1980.. when i've built a few more armours.
Admira Pete
Emperor of the Potatoe
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Ilkuul
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of Thame (UK)
Mar 2000 time: 05:12
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quote:

Originally posted by Scouse Gits on 04-29-2001 06:01 AM
Ikuul - I think we have a number of advocates for late Republic here not, I believe, what you were asking about -- ... Early Republic...
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Scouse, thank you for your, as always, illuminating comment! Now I see why we seemed to be on totally different wavelengths. I hadn't even realised there was such a thing as "late Republic"! I thought it was a govt. you used exclusively as a stepping-stone to higher things...
Question: Do most people still go for Rep. en route to Democracy - or if that's your ultimate aim, are you better advised to stick with Monarchy till you reach it?
Let me see if I understand properly what you and War4ever were saying about trade: So you try to find any foreign city on a nearby island/continent (or failing that, your own continent, or even one of your own cities) - and you send all your caravans to that city, regardless of whether it demands that particular commodity - i.e., you totally ignore your trade advisor's 'supply and demand' info?? I must say I'd find that a great relief!
Thanks again for your help, folks! I'm learning a lot... 
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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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quote:

Originally posted by Ilkuul on 04-29-2001 06:19 PM
Question: Do most people still go for Rep. en route to Democracy - or if that's your ultimate aim, are you better advised to stick with Monarchy till you reach it?
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Like some others here, my rule of thumb is, no Republic without two Happiness wonders, ideally HG and Mike's. I used to research Monarchy-Trade-Astronomy-Monotheism-Republic, get a Republic sometime early AD, and stay with it for a while until I got Democracy. These days, though, I tend to research Invention before Monotheism (the AI puts a higher priority on Leo's than on Mike's), which means that by the time I build Mike's I either have or am about to discover Democracy. Republic becomes a stop-gap government; I'm rarely in it for more than a few turns.
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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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East Street Trader
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London, United Kingdom
Jun 2000 time: 05:12
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Republic is the hardest gov.t I think.
In my current game I got Monarchy from a hut before I founded (first and only time that's happened to me) and I went Writing, Mysticism, Literacy, Republic. So I was a republic before 2000 BC.
I tried to manage with just the NONE units I picked up from huts. So quite a few cities have had no defender for lengthy periods. That leads to plenty of scares.
You have to build a Temple in each city as a priority but after that it is lots of caravans.
I always build a trireme, explorer and diplo and send them off to explore the world and tip as many huts as they find. Otherwise the only units I've built are ships to make an effective ship chain (one per coastal city) and dips (for protection).
The explorers gets plenty of opportunities to bribe barbs and stray, cheap A1 units so it pays to have a second ship which comes along behind them and ferries these NONE units back to your cities and their forts.
Once you have a goodly array of foreign routes in place it's time to think of growing the cities. Turn research down and taxes up. Rush marketplaces and harbours. When your core cities have those improvements, turn luxuries up for a few turns and grow the core cities to size 8.
Don't be stingy with your elvii. Try to have one more elvis in each city than the minimum needed to celebrate. That guarantees the city will stay celebrating after the new citizen gets into place. Now when you do the rounds you will be able to make sure the citizens are working squares which keep the celebration rolling. If you don't leave the cushion of the extra elvis, oft enough the A1 will place the new citizen somewhere where he or she does not produce enough arrows and you will get the message that the celebration has been cancelled. OK, you can get the city back celebrating once you re-assign the worker - but meanwhile the cancelation has bitten and it takes one full turn for the celebration to be effective again (so growth is intermittent).
When you near the end of a city's potential for celebrating you can't employ this method. You can predict, however, where the A1 will place the extra worker (it prefers food). That may allow you to manage the situation. If there is a food special which also generates arrows (fish say) then try to leave that one free (while maintaining one extra wheatsheaf required). The additional citizen will then be placed on that square and the arrow surplus will be sustained
Once you can see that several cities cannot continue to celebrate, turn luxuries back down. Don't carry on so as to generate the maximum possible nunber of extra citizens. You want a good few extra citizens each turn to justify all the waste which turning luxuries up causes. Just one or two extra citizens is not worth it.
The power graph (substantially) measures population so you will probably move up at this time. Consider giving away some tech before embarking on the WLTCDs. If you expect to be Supreme give most to the purple civ. Try to fulfil your diplomatic needs (maps, alliances, etc) during this diplomatic round because the A1 will get more jealous as you grow.
Another growth cycle may be triggered when you reach Construction, moving core cities up from 8 to 12 and bringing laggards from previous rounds and newly formed cities along too. If you have Banking this is the time to rush some banks (an expensive business).
I see that other posters manage to be cash rich with this gov.t. I don't manage that and pretty much rely on income from trade bonuses and gifts from allies to keep my head above water.
I know when I'm managing it well and when not. If I'm going good I'm using caravans to establish routes. If badly, they're getting sucked into endless Wonder building.
But, really, it is no more than a stepping stone to Democracy.
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Exile
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of the Benighted Realms
Sep 2000 time: 23:12
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FB, you and I must be playing different games, and I have noticed this before now. Does the effect of Women's Suffrage change according to what level one plays at? It seems that I have seen others make the same claim you have made concerning this government and this wonder. There is a conundrum here.
All I know is that, when in Republic, w/the WS wonder, I can field as many military units as I can construct, anywhere on the map, and they do not make anyone unhappy anywhere. In Democracy, the 2 red shields are, w/WS wonder, reduced to 1 red shield if a unit is outside its home city and not in a fortress at least 3 tiles away from that home city. With Republic and WS, unhappiness due to distant units is non-existent.
Now, my copy of civ2 is an MGE. Does the rules.txt vary from version to version? What am I missing here? This is a mystery that I sure would like to see explained, FB. Any idea where we are crossing wires? If, in some versions of civ2, the WS wonder performs as you say it does, then it would sure explain why a lot of people hold the Republic in low regard.
Curiously,
Exile
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:12
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quote:

Originally posted by Exile on 04-30-2001 01:43 PM
FB, you and I must be playing different games, and I have noticed this before now. Does the effect of Women's Suffrage change according to what level one plays at? It seems that I have seen others make the same claim you have made concerning this government and this wonder. There is a conundrum here.
All I know is that, when in Republic, w/the WS wonder, I can field as many military units as I can construct, anywhere on the map, and they do not make anyone unhappy anywhere. In Democracy, the 2 red shields are, w/WS wonder, reduced to 1 red shield if a unit is outside its home city and not in a fortress at least 3 tiles away from that home city. With Republic and WS, unhappiness due to distant units is non-existent.
Now, my copy of civ2 is an MGE. Does the rules.txt vary from version to version? What am I missing here? This is a mystery that I sure would like to see explained, FB. Any idea where we are crossing wires? If, in some versions of civ2, the WS wonder performs as you say it does, then it would sure explain why a lot of people hold the Republic in low regard.
Curiously,
Exile
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Sorry, exile. I went back and actually tried it out, and you're right. only 1 citizen unhappy, and that disappears with Empress' Suffrage. A republic with empress is like having a license to kill...
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Exile
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of the Benighted Realms
Sep 2000 time: 23:12
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FB,
Yeah, Republic and WS is a killer combination and it allows you to make war with a capital W, against the AI. But the problem with Rep as I see it, is that in MP, you are always vulnerable to the bribing business. I've played a few mp games recently, and my experiences haven't been good. Honestly, the immense power of the diplomat in mp has convinced me that;
IN MULTI-Play;
1.) The diplomat is far too powerful and unbalances the game.
2.) The diplomats and spies are ahistorical, unrealistic, and innacurate;
centuries worth of buildings and construction can just disappear in a
single turn if attacked by a covey of diplomats. Why build
improvements? It simply isn't cost effective.
3.) Why build anything but diplomats? They can bribe units and
cities, destroy improvements, steal techs, and drop city populations.
AND they are one of the cheapest units in the game to produce,
they cost NO shield upkeep, and will not make anyone unhappy if they
are far away from the city where they were produced. Additionally,
they can damage military units. And if they are spies instead of merely
diplomats, they can do all of these things and come back for more!
4.) Why use any other government except Democracy? It can put a brake on some of the power of enemy diplomats and will give a player the cash to
do the bribing. No need to wage war or conduct battles, simply buy your way to victory!
5.) The spies and diplomats change the entire nature of the game. It's not
an exaggeration to say that it becomes a very different game if one
uses the diplomats and spies.
6.) Sadly, it's not a game that I want to play. Call me perverse,
but I actually enjoy constructing improvements, building armies, and
fighting battles and wars.
7.) Conclusion; I'll stick with scenarios, apparently, but anyone who
wants to play w/limited diplomats should contact me and we'll play.
Rant-for-the-day,
Exile
[This message has been edited by Exile (edited May 05, 2001).]
[This message has been edited by Exile (edited May 05, 2001).]
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War4ever
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I live amongst the Red Sox Nation
Jan 1970 time: 21:12
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quote:

Originally posted by Exile on 05-05-2001 10:04 PM
FB,
Yeah, Republic and WS is a killer combination and it allows you to make war with a capital W, against the AI. But the problem with Rep as I see it, is that in MP, you are always vulnerable to the bribing business. I've played a few mp games recently, and my experiences haven't been good. Honestly, the immense power of the diplomat in mp has convinced me that;
IN MULTI-Play;
1.) The diplomat is far too powerful and unbalances the game.
2.) The diplomats and spies are ahistorical, unrealistic, and innacurate;
centuries worth of buildings and construction can just disappear in a
single turn if attacked by a covey of diplomats. Why build
improvements? It simply isn't cost effective.
3.) Why build anything but diplomats? They can bribe units and
cities, destroy improvements, steal techs, and drop city populations.
AND they are one of the cheapest units in the game to produce,
they cost NO shield upkeep, and will not make anyone unhappy if they
are far away from the city where they were produced. Additionally,
they can damage military units. And if they are spies instead of merely
diplomats, they can do all of these things and come back for more!
4.) Why use any other government except Democracy? It can put a brake on some of the power of enemy diplomats and will give a player the cash to
do the bribing. No need to wage war or conduct battles, simply buy your way to victory!
5.) The spies and diplomats change the entire nature of the game. It's not
an exaggeration to say that it becomes a very different game if one
uses the diplomats and spies.
6.) Sadly, it's not a game that I want to play. Call me perverse,
but I actually enjoy constructing improvements, building armies, and
fighting battles and wars.
7.) Conclusion; I'll stick with scenarios, apparently, but anyone who
wants to play w/limited diplomats should contact me and we'll play.
Rant-for-the-day,
Exile
[This message has been edited by Exile (edited May 05, 2001).]
[This message has been edited by Exile (edited May 05, 2001).]
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most here play without city bribe 
If you only build dips you will be crushed and besides..... someone will go fundy in the mp game , someone will be commie and others democratic.
buildings are constructed mid game when the wonder race is over
you are correct about dips..... the bribe cost of cities is ludicrous.... and by 3200 bc you should stack your units in a small map 
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