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  • #16
    Overlapping cities seem easier in the early game, but they always seem to cause a reduction in productivity for the rest of the game. I try to avoid overlap.

    And I like Pikemen for defense, too.

    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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    • #17
      Overlap is no problem, we cant build happy wonders or caravans so our city's will stay small.

      And as we dont need trade lets go straight to feud

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      • #18
        I think it would be best in the long run to avoid overlap if at all possible, particularly when the squares are major production squares.
        "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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        • #19
          I disagree, without happy wonders and traderoutes, how do you propose we grow our city's over size 8?

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          • #20
            Originally posted by atawa
            I disagree, without happy wonders and traderoutes, how do you propose we grow our city's over size 8?
            with food and an aquaduct??? or if we want to use representative governments we can celebrate.

            there's an old, almost forgotten structure called a granary for those who don't think we will be able to produce extra food, and there are things called Cathedrals, which come with monotheism that can compliment temples and colosseums that can allow for contentment past size 8 at a 0 luxury rate. That and i don't remember anyone saying we were restricting ourselves to 0 luxuries
            Insert witty phrase here

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            • #21
              I understand, my point is that with an allout wargame we will probably have so much units outside that rep/demo isnt much of an option.

              Also 9 gold in upkeep each turn just to keep a city happy seems a bit much to me.

              I would prefer keeping them at the max level with temples and markets, making some money on the side.

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              • #22
                republic allows for 1 unit abroad with no unhappiness, with a police station means that we will have 0 unhappiness from units abroad - admittedly, communism is a ways off, but if we are republic, we should be able to have luxuries high enough to allow for the larger cities to be happy anyway, which allows the smaller cities to celebrate up. Not to mention, we could try and target certain cities (that build the wonders we want) as objectives of our earlier conquests.
                Insert witty phrase here

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                • #23
                  Originally posted by SCG
                  (...)Not to mention, we could try and target certain cities (that build the wonders we want) as objectives of our earlier conquests.
                  I agree with this, since we can't build it, why can't we steal it?
                  Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321

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                  • #24
                    Originally posted by cavebear
                    Overlapping cities seem easier in the early game, but they always seem to cause a reduction in productivity for the rest of the game. I try to avoid overlap.

                    And I like Pikemen for defense, too.

                    I have no problem with pikemen, but how often did you get a start where you could build them to defend your cities and how often did you have the possibilities of Phalaxes?
                    It's just for starters, latteron we'll see.
                    We should wait for the first info(/save) before starting to plan these things.

                    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)

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                    • #25
                      Originally posted by SCG
                      Not to mention, we could try and target certain cities (that build the wonders we want) as objectives of our earlier conquests.
                      This is a giga map right?

                      not muc chance then we can take or let alone keep those city's.

                      Btw, wouldnt it much more fun to win the game without ever using a wonder?

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                      • #26
                        I will start as soon as I get home in a few hours for those who were wondering. So the idea seems to be at the moment that the few warriors as scouts followed by a defender and settlers is what I will go for. When a tech comes up (we will need to discuss what techs to go for first) there is the possibility of Phalanxes instead of Warriors as defenders and an early Granary to help us expand (do we need this or am I thinking too much Civ3?). Otherwise, exceptional circumstances notwithstanding (like we meet an enemy right a way!), I don't think we have any need for building anything beyond that. Are there other ideas?
                        Consul.

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

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                        • #27
                          Originally posted by atawa
                          This is a giga map right?
                          If I understood atomant right it wasn't.
                          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)

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                          • #28
                            President MWIA's proposed action sounds good to me. I think Granaries will be important to us in this game.
                            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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                            • #29
                              At 40 shields plus one GP/granary/turn, this is a big commitment. I'd rather keep the gold and use for incremental rushing of early settlers and defenders.

                              Granaries can be useful once your cities are > size 3, but by that point we'll need temples.

                              If we have to support granaries and tiemples early, it'll be eons before we have a decent gold surplus...
                              Apolyton's Grim Reaper 2008, 2010 & 2011
                              RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

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