Announcement

Collapse
No announcement yet.

Our World in 1520 AD

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Well, there are the screenshots.

    Some random thoughts:

    I'm really sorry about losing that Musketeer and Crusader at Heliopolis. I stacked them because I didn't want to risk being bribed, and I thought a fortified Musketeer in a Forest was pretty safe. I'll have to get a Diplomat down there to see what they've got. A Catapault and 2 Phalanxes, probably, but they have Monotheism and Crusaders now, so it might have been a Crusader, too. It's too bad the attack didn't work out.

    Now that we are free of corruption, Marketplaces and even Banks will be worthwhile to build. I have a good number of new Crusaders being built (7 in production), so we should be able to lsunch a really effective attack soon. It might be worth approaching Heliopolis from the South where there is a plain to land on (to attack on the second move). The Forrest and Hills elsewhere limit our movement. It might even be worth establishing a city at 75,81 to speed transport.

    Many of our cities are size 6, 7 or 8. We need to decide if we want to build Aqueducts to help them grow larger or if we want to just focus on shield production. And if we decide the latter, than we really need to trade for or steal Bridge-Building (that will help production in many cities).

    We will have Explosives in 3 or 4 turns and that will upgrade our Settlers to Engineers. It will help our production to use some of them to mine hills. Should we terraform or should we found new cities? We have a good fleet of Triremes to move them around.

    We need to consider carefully the next techs to discover or steal. The Americans have Navigation, which means they can research Magellan's. I'd hate to not get that and the Americans seem to built large walled cities, so it might be difficult to take. We can probably research it and build Magellan's first, but it would be a major Project and we would have to start quickly. Superiority on the sea is important in this game.

    Food for thought, for the Citizens and the Ministers...
    Civ2 Demo Game #1 City-Planner, President, Historian
    Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
    Civ2 Demo Game #3 President, Minister of War, President
    Civ2 Demo Game #4 Despot, City-Planner, Consul

    Comment


    • #17
      My first thoughts upon reading these posts - before seeing the yet-to-be received savegame:

      A turn full of action this time! And a tragedy for the new Peoples' Republic that so many of our brave comrades were ambushed so cowardly by the backwards Egyptian bourgeois hordes. We must not blame Comrade cavebear for events beyond his control - but instead prepare to exact revenge!

      Now, to business. IIRC, we still have enough defenders in shade not to have to go into crisis mode yet. And look at Philly -
      yikes! Size seven and walled - this may delay our plans to free the American working peoples after Egypt.

      I recommend new cities instead of further overpopulating our existing cities. Large cities encourage wealth to be concentrated in the hands of few - where it is the workers of the world that should have the fruits of their labours. Furthermore, we get two squares of resources for each new city - and we no longer have to worry about the corruption of the Evil that was a non-Communist society! I see no reason now why we should not follow the establishments of new cities in all of Comrade CannonFodder's excellent recommendations.

      We must put our citizens to work in the cities we have - and build the production infrastructure we need to create a military might in order to spread the red flag across the globe. Thus we need mines near our existing cities - priduction, not food must be our great priority.

      To work, my comrades!
      Consul.

      Back to the ROOTS of addiction. My first missed poll!

      Comment


      • #18
        Great job

        You have done very well.
        we got Sol in the 6th turn as I predicted(depended all on the moment when to get Demo...good you could hurry it even 1 turn )

        I rush a Crusader in Darkness, as they were about to grow and I feared a Revolt.
        We are communists aren't we?(don't know about MGE but civ 2.42 this means no possibility to revolt(or not that I have ever seen) )

        About Heliopolis as you suggested maybe going around might be a good move but then at least send 2 triremes with crusaders.(so we can take out 4 units hopefully only 3 are in the city so we can conquer it)

        looks like the AI has started his techexchangesessions==> steal and bribe all techs possible
        We need to consider carefully the next techs to discover or steal. The Americans have Navigation, which means they can research Magellan's. I'd hate to not get that
        totally agree with that...try to get Navigation at all cost...I'll try to work something out to get enough caravans in place so we can build Magellan's expedition 1 turn later.

        Very good random thoughts

        Shade
        Last edited by shade; May 18, 2002, 10:14.
        ex-president of Apolytonia former King of the Apolytonian Imperium
        "I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
        shameless plug to my site:home of Civ:Imperia(WIP)

        Comment


        • #19
          conquer heliopolis the same way you conquer the actual shade,
          take a trireme and a few crusaders
          Second President of Apolytonia, and Vice-President twice
          Shemir Naldayev, 1st Ukrainian front comander at the Red front democracy gamePresidente de la Republica de España in the Civil War Demogame
          miguelsana@mixmail.com

          Comment


          • #20
            Originally posted by cavebear
            ...It might be worth approaching Heliopolis from the South where there is a plain to land on (to attack on the second move). The Forrest and Hills elsewhere limit our movement. It might even be worth establishing a city at 75,81 to speed transport.
            That will be the route to take to try a new assault. I will plan a new attack.

            A musket in a forest still does not have good odds against a veteran catapult. It was a risk to take - if they lose their unit, we get the city; if we lose our unit, we get the city later.
            The first President of the first Apolyton Democracy Game (CivII, that is)

            The gift of speech is given to many,
            intelligence to few.

            Comment


            • #21
              Re: Great job

              Originally posted by shade
              We are communists aren't we?(don't know about MGE but civ 2.42 this means no possibility to revolt(or not that I have ever seen) )
              I'm not positive either. But I checked the Civiliopedia about Communism to refresh my memory when we became one. It mentioned that each military unit (up to 3) made *2* unhappy citizens content. That suggested to me that Revolt is still possible (though much less likely). I think only Fundamentalism is safe from Revolt.

              Civ2 Demo Game #1 City-Planner, President, Historian
              Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
              Civ2 Demo Game #3 President, Minister of War, President
              Civ2 Demo Game #4 Despot, City-Planner, Consul

              Comment


              • #22
                Re: Re: Great job

                Originally posted by cavebear


                I'm not positive either. But I checked the Civiliopedia about Communism to refresh my memory when we became one. It mentioned that each military unit (up to 3) made *2* unhappy citizens content. That suggested to me that Revolt is still possible (though much less likely). I think only Fundamentalism is safe from Revolt.

                Just remembered where the problem lies:
                there is still a chance of revolt theoretically but what are the things that cause unhappiness?
                --> distance to capîtal : (in communism there is no such thing all are treated equally)
                --> number of cities (this is the disaster for most govt's but under demo the max number of cities before unhappiness is 255 )
                --> units out city ( only for demo(and rep??))
                --> other stuff (this only has a minor inpact and is the only this that causes communists to be unhappy)


                Shade
                ex-president of Apolytonia former King of the Apolytonian Imperium
                "I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
                shameless plug to my site:home of Civ:Imperia(WIP)

                Comment


                • #23
                  Great job, Comrade President.

                  Q: Why are we building coliseums? Now that we're Commies, I don't see any benefit. Suggest we switch to conventional production-type improvements (library, marketplace) in those cities.

                  I can't rmember ever seeing a revolution under Commie, so we should also think about converting all thos Elvises to workers or scientists.

                  Also -- with Explosives coming, this would be a key moment in history to build more settlers -- Engineers at a bargain cost.

                  Of course, we must continue to build Many Crusaders for the Heliopolis campaign. Looking forward to seeing Plan B from the Marquis.

                  SoL = Well done!
                  Apolyton's Grim Reaper 2008, 2010 & 2011
                  RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

                  Comment


                  • #24
                    Revolution is possible in Communism.

                    I went to one of my old games and found one where I was Communist. Selling the Collosseum and Temple got one city into revolt. In another, moving out the defenders did it. So, it is possible, but not too likely. It does mean that you have to watch your in-city defenders if you don't have happiness structures.

                    We are probably safe. We won't be emptying out the defenders from a city or selling the Temples, and we have Mike's, anyway.

                    I agree that the ongoing Collosseums should be converted to Marketplaces and Libraries. I trust the City-Planner will make detailed suggestions along that line.

                    As far as building Settlers quickly at bargain rates (to be upgraded to Engineers) goes... both cost 40 shields.

                    The only non-active Workers we have at the moment are all Scientists. There are no Entertainers.

                    Civ2 Demo Game #1 City-Planner, President, Historian
                    Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
                    Civ2 Demo Game #3 President, Minister of War, President
                    Civ2 Demo Game #4 Despot, City-Planner, Consul

                    Comment


                    • #25
                      Originally posted by -Jrabbit
                      Also -- with Explosives coming, this would be a key moment in history to build more settlers -- Engineers at a bargain cost.
                      Actually, both settlers and engineers cost 40 shields. No build cost savings at all!
                      The first President of the first Apolyton Democracy Game (CivII, that is)

                      The gift of speech is given to many,
                      intelligence to few.

                      Comment


                      • #26
                        ...both cost 40 shields.
                        OK so I'm an idiot.

                        * -Jrabbit wonders how many games he screwed up with unneeded settler rushbuilds. *
                        Apolyton's Grim Reaper 2008, 2010 & 2011
                        RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

                        Comment


                        • #27
                          Under communism, the city improvements work the same as under anything else. Note: cathedrals are one less effective once we have discovered communism. The big difference between communism and monarchy is that martial law causes two unhappy citizens to become content, rather than one.

                          If you've ever played the WWII scenario as Russia on deity, then you should know that revolt IS possible, and likely, if you don't build the necessary improvements.

                          The only one safe from rioting is fundamentalism. Democracy and republic each experience problems with units away from a city (2 with democracy, 1 with republic, though the first unit away in republic doesn't count).

                          Just be careful and we'll do just fine. If anyone decides to go against us, just send them to the gulag!
                          "The price of freedom is eternal vigilance." -Thomas Jefferson
                          Former Minister of City Planning of the third Civ2 Democracy Game
                          Former Minister of Science of the third Civ2 Democracy Game
                          Former Imperial Expansion Minister of the first Civ2 Democracy Game

                          Comment


                          • #28
                            Originally posted by -Jrabbit


                            OK so I'm an idiot.

                            * -Jrabbit wonders how many games he screwed up with unneeded settler rushbuilds. *
                            I seem to recall doing that a few times myself...

                            Civ2 Demo Game #1 City-Planner, President, Historian
                            Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
                            Civ2 Demo Game #3 President, Minister of War, President
                            Civ2 Demo Game #4 Despot, City-Planner, Consul

                            Comment


                            • #29
                              Originally posted by cavebear
                              Revolution is possible in Communism.
                              I went to one of my old games and found one where I was Communist. ..
                              I may confirm : city trouble is possible in Communism and martial law is very effiscient.
                              But that doesn't appear vith one unit in a size 4 city !
                              I've played games with revolts in communist cities, but they were large cities.
                              In any case, we have to keep temples, as we have Adam Smith's, but we must stop building more colliseum and change present productions to more usefull implements !
                              JCP
                              Paris, FRANCE

                              Comment


                              • #30
                                Originally posted by Marquis de Sodaq
                                A musket in a forest still does not have good odds against a veteran catapult. It was a risk to take - if they lose their unit, we get the city; if we lose our unit, we get the city later.
                                Indeed, but not twice the same error : do attack by southern plains !
                                JCP
                                Paris, FRANCE

                                Comment

                                Working...
                                X