My guess is that those Sioux are members of Greenpeace
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September Civ2 Tournament: ZULU to ALPHA: SPOILER Thread
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Originally posted by solo
Nice game, Monk!
How many cities did you end up using? Did you go robust like Zenon, or go more towards the classic style?
I think it was a good plan: 15-20 cities (had 20); with many carefully placed "station" cities, in a tight area; with ideal road/RR connections to max trade routes; with every city getting to size 7-8 with 3 routes; staying in Monarchy until Democracy was available (25bc change) to maximize favorable Settler environment and Courthouses to allow odd-size city growth thru WeLove; and max building of Science Improvements (max was 1620 beakers, with 18 techs in the last 15 turns up to Fusion).
I think I lost time by not building cities faster, by taking too many 70-99g trade routes, and possibly by building colossems too soon instead of using elvi or Lux. I am inclosing the 1200 save, which was the last before I started selling off things to build the S-ship. Looking at it, the thought comes that I might have sped the launch up at least one turn by rushing some of those Freights from scratch; but, my plan was to start rushing the next turn, and by leaving some of the Science Improvements past Launch, I was able to get to Stealth quickly. That was overkill, as it turned out, but I was ready if there had been a mass attack at the end. As it turned out, only the Romans jumped me and they were not a problem.
Comparing to your game, I got SuperConductor 2 turns later, and Fusion next turn, but did not have a stockpile of Freights for ship building. Knowing I would not challenge your finish, I think I might have slacked off at the end.
MonkAttached Filesso long and thanks for all the fish
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A fine game indeed, Monk ! It seems, that all of the games posted did pretty well if we consider that we had no wonders and had to try new approaches.
Your game is probably closer to mine compared to Solo´s very lean approach. I think that you lost time building colloseums and court houses. I had only one colloseum and one court house in my colony, built a few more cities and used the lux slider. On the other hand I never found the time to use qualified roads or stations.
Zenon
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Zenon,
Thank you, sir!!
I assumed that colosseums would be necessary, or that the Luxury slider would need setting so high that research would be crippled. It never occurred to me that such a plan would work so well.
And I found that no amount of Luxuries would allow WeLove growth for the odd numbered cities without Courthouse in Democracy. Silly me and hat's off to you for your audacious approach. (I must spend some time studying your game!!).
By conscentrating on using your "additional" Settlers for more cities (and perhaps by building in to existing cities??) instead of making the additional road connections as I did, you proceeded much faster through the game. I especially liked your use of the territory NW of the Romans. I think I got an Advanced Tribe there but burned it down and walked the resulting NON back to the home area. I thought it would be too vulnerable as an outlying group and too hard to make use of their camels. Wrong!! Another opportunity missed!!
Monkso long and thanks for all the fish
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Great result Monk
My hat off to all you guys
Stu"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Originally posted by Bloody Monk
I assumed that colosseums would be necessary, or that the Luxury slider would need setting so high that research would be crippled. It never occurred to me that such a plan would work so well.
I agreed in my initial assessment and was also proven wrong. Luxuries appear to be a much better way to work the unhappiness problem. They also avoid the excessive cost and upkeep associated with colosseums. Far more cities and a better economy more than make up for the lower science setting.
Let's see, 3 times more cities means 3 times more beakers plus many more trading opportunities! Having science at only 60% does not seem like much of a handicap now.
Having seen your save, I can say that I am now distinguished as the only player to have missed a great colony opportunity on island #1! You also did a great job with RR bonuses, getting more of them and some better ones than I could manage with my own 8 cities. Had your midgame gone a little better and if your health were better, I think you might have managed a pre-1000 AD landing with the cities you had. Nice work!
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I have submitted my humble effort, the slowest lander so far, but as it's the first time I've had a go in one of these tournaments, I guess it's OK, and the total number of Civ2 games I've played (including beginners level) is under 10.
I learned a lot, would do much better if I had another go at something like this, it was fun, and what more can I say?
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solo,
Thanks, but really, my discovery of the "Colony" Island was an accident, a serendipity borne of the need for a boat to uncover the offshore special that the pattern suggested would be there.
I am particularly pleased by the site for Cairo Road. It not only gave a station for all of Egypt, but also quickened the travel time to German cities, especially after Reisling was founded. I love canals!!
Monkso long and thanks for all the fish
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