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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:30
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Many of the succession games currently in play are winding down, so I thought I'd add a new one, with a simple concept:
Each player may only build one city and capture one city. The goal is conquest. In other words, all other AI cities must be razed - may can do this with Spy-poisoning or simply attacking the city until it is destroyed, or by capturing a size 1 city (destroying it, but still getting pillage).
Clarifications:
- Advanced Tribes must be reloaded, unless you haven't founded your one city and want the Tribe to be it.
- When you found your one city, you must give it a name that will readily identify it as yours. Anyone can build anything in anyone else's city (thus allowing a SSC if desired). Good natured mockery of each others' cities is highly encouraged.
- If the city you founded is somehow destroyed, you may not found another, but you may capture a second city from the AI. If the city you captured is destroyed... well... too bad 
- Every player may play 10 turns to start, or longer if no good city sites are available (within reason ). If there isn't a Settler available when your turns start... do your best to found within a reasonable time. I'm trying to limit things to 10 turns so that we don't wait 100 turns to build 5 cities 
After all players have played a round of turns, the second round will require a change of capital for each player (to that player's city, of course ) during that player's turns.
Medium map, raging hordes, deity, 7 Civs, MGE. Anyone who wants to play is welcome (obviously more players = more cities)
1. STYOM
2.
3.
4.
... more
4000: We begin with Bronze Working.
3950: Hut >Currency. Oh well, closer to Trade, farther from Monarchy.
3900: Nice river complex.
3800: Hut >Chariot 
3500: Delay founding another turn to tip a hut next turn.
3450: Hut >50 g. Apocalyptia founded. I didn't want to wander too much longer - we have a river complex and some Fishes, but no coastal access Start Warriors.
I left movement points on the second Settler - the next player may want to use him to road things, or perhaps to move east to join the Chariot.
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Sparrowhawk

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Canada CST
Apr 1999 time: 23:30
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Turns played and city founded, though it took until into the 11th turn to get the city founded, I just saved as soon as city was founded to pass movement points onto the next player.
Here is a summary of turns:
2900 bc Partial rushbuy of settlers in Apocalyptia
2850 bc Popped Hut with Chariot - 25 Gold
2800 bc Slowburg produced Warriors Started settlers
Barb uprising to the Eastern edge of map (near chariot )
2750 bc Exploring
2700 bc Exploring
Barbs disappear
2650 bc Apocalyptia produces Settler; Production 0 But set to produce warrior when we do start Producing again
2600 bc Exploring, moving settler to city site mentioned above by Old'n'Slow
Barb Uprising, near exploring warrior to North
2550 bc Exploring chariot finds Sparta (Greeks), they ask to speak and we accept
Greeks have 2 spears and offer to exchange knowledge, they want Ceremonial Burial and offer Map Making, I accept hoping for something on the Monarchy path. They have Alphabet and Map Making. I choose Alphabet and they offer Map Making for Currency, I decline, not wanting to slow our tech rate. They offer Peace and I accept (for now )
2500 bc Choose Code of Laws from new tech choices (Code of Laws, Horseback Riding, Masonry, Mysticism, Pottery, Warrior Code)
Barb moves on Forrest next to warriors on Grassland
2450 bc I don't like odds of battle and retreat warriors to forrest 
Barbs attack Warrior and we lose History will not forget them
2400 bc Spare Oval founded on above suggested city site, city usage set to Gold, turns to new discoveries = 7
Production in Spare Oval set to warriors (though Barbs are to the North 
I did not move remaining units, as I was already in turn 11, founded city only and saved and retired.
Note to next ruler, we have nearly discovered Code of Laws (next turn I think) and hopefully Monarchy will be in next options. Gold is low (I used some on producing Settlers), but we have a positive cashflow. I am producing a warrior in Spare Oval (pronounced Sparrowville) and we will need defense of the wandering barb horsemen there very soon (Please!!) perhaps even a Phalanx if you think prudent.
Good Luck!
* Sparrowhawk Newly elected Governor of Spare Oval
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sirsnuggles
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Seattle
Jun 2003 time: 21:30
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Please drop me down a bit, as I am still working on other civ2 projects. Just as a side note for you trade bonus guys, I've got a game I'm playing where I've only got nine cities (one of them is only size 3), but I'm getting over a 1000 beakers per turn.
I don't think you guys fully understand my strategy. Some of you think that I don't use caravans--that is entirely incorrect. I don't seek to exploit the initial trade bonus, but instead the on-going trade routes. My size three city is getting 40 beakers per turn. I'll explain more later when I finish putting together my demonstration.
One of my projects is a spreadsheet that calculates nearly every aspect of a game. With it, you'll be able to see how adjustments in the tax structure or the construction of improvements will affect gold, luxury, beaker, shield, trade lost to corruption output and so on (one feature will measure the best city to place the capital). The spreadsheet also can be used to calculate trade route bonuses, on-going trade routes, and perhaps I'll even throw in science advancement costs. I'm struggling with the corruption issue at the moment. I haven't been able to get it to compute accurately yet. At the moment the game seems to treat base trade, and trade routes separately in its calculations (or I'm using the wrong formula, or wrong order of operations).
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:30
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quote: Originally posted by sirsnuggles
One of my projects is a spreadsheet that calculates nearly every aspect of a game. With it, you'll be able to see how adjustments in the tax structure or the construction of improvements will affect gold, luxury, beaker, shield, trade lost to corruption output and so on (one feature will measure the best city to place the capital). The spreadsheet also can be used to calculate trade route bonuses, on-going trade routes, and perhaps I'll even throw in science advancement costs. I'm struggling with the corruption issue at the moment. I haven't been able to get it to compute accurately yet. At the moment the game seems to treat base trade, and trade routes separately in its calculations (or I'm using the wrong formula, or wrong order of operations). |
Sound like a laff riot!
...er, uh, I mean another vital contribution tot he community. Yeah, that's it! 
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sirsnuggles
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Seattle
Jun 2003 time: 21:30
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Six, I see your point concerning libraries. I guess I'm committed to attempting to eventually turn every city into an SSC city. That's why I build libraries when the city is still small, because to me, it's simply preparation for bigger things. Generally I will build lib's before I discover trade. After I discover trade, I start every city building vans until each city possesses three trade routes (I send my vans to the highest trade route grossing city--the foreign city with the highest trade and technology), and then continue building science improvements as before. If I've discovered auto, then I will build sprhwy's before constructing lib's and U's, because the hwy's increase both the base trade (depending upon terrain), and the actual trade routes by 50% (for a cumulative increase that approaches 100%).
It should be noted, and this came as a shock to me when I was creating my spreadsheet, that Isaac Newton's College will not give your city a single beaker if no library is present. When I discovered this, I thought my civ2 game engine broke. As I investigated, I discovered that Sir Isaac (far from simply doubling your science output) actually doubles the effect of science improvements.
Hence, building a library will double your beakers (+100% instead of 50%), building a U will triple your science (200% instead of only 100%), and a research lab will quadruple your beakers (+300% instead of only 150%).
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:30
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quote: Originally posted by sirsnuggles That's why I build libraries when the city is still small, because to me, it's simply preparation for bigger things. Generally I will build lib's before I discover trade. After I discover trade, I start every city building vans until each city possesses three trade routes (I send my vans to the highest trade route grossing city--the foreign city with the highest trade and technology), and then continue building science improvements as before. |
I do the same thing, except the other way around. 3 trade routes, then a library (except for special cities like capital with Colossus, or celebrating with HG. Those extra arrows need to be exploited early with a library, especially when one considers that very early trade options are often internal, with lousy payoffs). Small cities might not ever get a library, unless there is a significant impact to overall science (e.g. When I need 100 beakers per advance, 5 beakers/turn is significant. When I need 2000 beakers per advance, 15 beakers is not.).
2 issues - first, by building libraries before getting trade, you may be handicapping yourself in building early wonders (with food caravans). I aim for Monarchy first then Trade, and hope that I get Pottery or Writing as my 'off path' tech.
Second, what about time value of money? Why make an investment in a library before it's really useful - put the trade routes in first (and get the benefit of the bonuses) and then build the library later, when the city has 20+ arrows, and the library will earn its keep.
Third (hey, a third issue ), if you start building multiple 'white goods' in the very early game, they will be built very slowly. Units like Caravans can be incrementally built, cheaply - a Library always has the same cost - (320g to start, or half that less the number of shields already added, x2). If you get attacked halfway through the build, you'd lose a lot of shields in the Library. A Caravan in progress can easily be changed into a defender. If you build the white goods later, they can be rushbought with Caravan bonuses, thereby freeing up the city to build something else, sooner.
quote:
If I've discovered auto, then I will build sprhwy's before constructing lib's and U's, because the hwy's increase both the base trade (depending upon terrain), and the actual trade routes by 50% (for a cumulative increase that approaches 100%). |
I agree, SH should be built before libs/unis/banks etc - also for the trade bonuses they provide.
quote:
It should be noted, and this came as a shock to me when I was creating my spreadsheet, that Isaac Newton's College will not give your city a single beaker if no library is present. |
Yup, knew that one. I laugh when I capture an AI city that has Isaac and no other science improvements. 
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