as some of you may have noticed i´m an addicted civer and dare to say i know almost everything about this wonderful game (the AI is no prob and i´m currently in the first spot of gameleague) - on the other hand i still have problems winning AC even i don´t play trancendent level. i´m wondering because civ2 and AC are very simliar....
civ2 has a lot of secrets which only show up very subtile but have great influence on the game. i now need your AC-knowledge to detect parallels which i guess would help a lot...
1)in civ2 the more techs you have, the longer it takes to gain another, depending on the NUMBER of techs you actually have, and not on the kind of techs. if you get certain key-techs it´s a waste to invent techs which lead to them most of the time.
2)in civ2 the number of cities you have influences riots. i already noticed that this does exist in AC too. any idea of the numbers depending on map-size and level?
3)the cost for bribing a city in civ2 does depend on many factors: MONEY/type of government of your opponent, distance of the diplomate to the enemies capital, who originally built the city, unit in city,...
4)the AI in civ2 seems to prefer building wonders you also try to build. it helps a lot to switch just before you finish it.
5)barbarians, the "civ2-mind-worms", tend to raise stronger in certain regions, especially the poles. certain techs cause to raise stronger barbarians.
6)if you are the strongest civ and no betrayer the AI kisses your feet and gives you a lot of money and techs for peace until mid-game, especially on deity (highest) level. else it shows no mercy. in mid-game the AIs almost everytime sign pacts against you no matter if you betrayed them.
7)connecting your cities to a road does increase trade-routes with other cities.
8)caravans could be used to support wonder-building at there full costs. deleting units in cities count half of there production-costs to the new production. is there something caravan-like in AC too?
9)it´s VERY important to play different styles: at the start exploring has absolute priority (you may find advanced tirbes, units or settlers). then it´s important to gain as much cities as you can - production rules. later on military or techs/gold and wonders have priority depending on your situation. in midgame it helps a lot to pop-boom. from now on gold/techs rule - military is primary for defence, gold for offence.
10)if you play on highest level you´ll soon need to spend trade on luxury to keep your people happy. useful percentages are 40, 60 or even 80%. 10%-30% wont help a lot and 50% don´t really show a difference.
11)if you build a settler and you have only one city it doesn´t disappear even if it is only at size one. furthermore you can keep all your accumulated food.
12)if you build a city on a square which wouldn´t produce food at all, you get one "extra" food.
13)having diplomats in cities should help to prevent enemy-spy-operations. but it seems it only shows effect in cities of the AI.
i guess this is enough for now, thx for your help!
------------------
mankind made alcohol, god made weed.....whom do you trust?
weird god, chief of EUROPA
civ2 has a lot of secrets which only show up very subtile but have great influence on the game. i now need your AC-knowledge to detect parallels which i guess would help a lot...
1)in civ2 the more techs you have, the longer it takes to gain another, depending on the NUMBER of techs you actually have, and not on the kind of techs. if you get certain key-techs it´s a waste to invent techs which lead to them most of the time.
2)in civ2 the number of cities you have influences riots. i already noticed that this does exist in AC too. any idea of the numbers depending on map-size and level?
3)the cost for bribing a city in civ2 does depend on many factors: MONEY/type of government of your opponent, distance of the diplomate to the enemies capital, who originally built the city, unit in city,...
4)the AI in civ2 seems to prefer building wonders you also try to build. it helps a lot to switch just before you finish it.
5)barbarians, the "civ2-mind-worms", tend to raise stronger in certain regions, especially the poles. certain techs cause to raise stronger barbarians.
6)if you are the strongest civ and no betrayer the AI kisses your feet and gives you a lot of money and techs for peace until mid-game, especially on deity (highest) level. else it shows no mercy. in mid-game the AIs almost everytime sign pacts against you no matter if you betrayed them.
7)connecting your cities to a road does increase trade-routes with other cities.
8)caravans could be used to support wonder-building at there full costs. deleting units in cities count half of there production-costs to the new production. is there something caravan-like in AC too?
9)it´s VERY important to play different styles: at the start exploring has absolute priority (you may find advanced tirbes, units or settlers). then it´s important to gain as much cities as you can - production rules. later on military or techs/gold and wonders have priority depending on your situation. in midgame it helps a lot to pop-boom. from now on gold/techs rule - military is primary for defence, gold for offence.
10)if you play on highest level you´ll soon need to spend trade on luxury to keep your people happy. useful percentages are 40, 60 or even 80%. 10%-30% wont help a lot and 50% don´t really show a difference.
11)if you build a settler and you have only one city it doesn´t disappear even if it is only at size one. furthermore you can keep all your accumulated food.
12)if you build a city on a square which wouldn´t produce food at all, you get one "extra" food.
13)having diplomats in cities should help to prevent enemy-spy-operations. but it seems it only shows effect in cities of the AI.
i guess this is enough for now, thx for your help!
------------------
mankind made alcohol, god made weed.....whom do you trust?
weird god, chief of EUROPA
Comment