OK, we had a fling with WLTPD, and it worked well! Time to decide what to focus on next. Should our cities *generally* focus on shields, happiness, trade, or defense. I realize that most cities will have individual requirements, but what should the overall focus be? I need to know for the balance of worker adjustments and city productions overall.
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General City Focus
9Emphasize Trade44.44%4Emphasize Shields22.22%2Emphasize Happiness0.00%0Emphasize Gold0.00%0Everything, I want it all, Ha ha ha!11.11%1Keep the cities in a general balance22.22%2You Can Never Have Too Many Bananas0.00%0The poll is expired.
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, ConsulTags: None
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no surprise here
There isn't that much difference between emphasizing gold, trade and happiness when trade is emphasized, and more trade increases both gold and happiness.
When emphasising Trade, science also goes up. I would like to see a focus on celebrating cities when they have the chance though. Whenever a city hits even sizes, we should be able to get it to grow to the odd size again in 2 turns and return to what it was doing before. We probably won't have 1/3 of the cites celebrating again without detouring to genetic engineering or building courthouses so happiness in general shouldn't have too much of a focus.Insert witty phrase here
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tThe WLTPD worked great, but we can't get away with doing it all the time. Now is a time to use the increased population to generate some tangible goods. Gold, trade, etc.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
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Originally posted by cavebear
tThe WLTPD worked great, but we can't get away with doing it all the time.Insert witty phrase here
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Those are detail decisions that the President would have to make on a turn-by-turn basis. I'm not objecting to it, but it's not something I will give guidance on as the President plays a session.
We can give advice to the President as he enters a session, but our abilty to anticipate events breaks down rapidly after the initial recommendations.
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
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Personally, I like shields. If you emphasize them early enough, then it can make up for lost time later. But this is only the case in certain cities. A balance between trade and shields is what I would go for, but make sure that we have enough troops and ships to properly trade and defend."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
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Emphasizing trade will supplement our cash flow and science, faster than building the relevant improvements will, for the most part."I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
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