I played Civ 1 when it came out, but that was over 10 years ago. I've played a ton of Alpha Centauri in the past couple years, but now I'm planning on getting Civ 3, so I'm starting to play Civ 2 to try and get the hang of things.
I much prefer the psuedo-history setting of Civ 2 as opposed to the sci-fi setting of Alpha Centauri / Alien Crossfire, but that doesn't really make up for the extra elements in SMAC, especially designing your own units. I'm very glad to hear reviews saying Civ 3 has a lot of aspects of SMAC, even if you can't design your own units. I suppose choosing a weapon/armor/chassis/engine and special abilities for each unit you design wouldn't translate well to Civ 2... although it would be terribly amusing to mount anti-aircraft artillary on a horse chassis.
Anyway, back to my attempt at learning Civ 2. I've noticed that most things are similar. Trade arrows are like energy, Beakers are like labs, Shields are like minerals. Food is like nutrients.
But a few main points seem a lot different. In SMAC, Recycling Tanks simply add +1 nutrients +1 minerals +1 energy to your base square, but in Civ2, a Granary doesn't add any production, it makes your food reserves go right to 50% after your city grows, right? And SMAC has no secret project that gives you Recycling Tanks in every base, but the Pyramids gives you a free Granary in every city, right?
I'm just having trouble finding some good newbie guides for Civ2.
What do you generally build in your cities when you ICS? Anything? If you build the Pyramids, what would you need to build in your individual cities?
In SMAC, you found a city, and while it's at size 1, you can build a defender and a terraforming unit, then you have the terraforming unit go around planting farms (irrigating) and building roads. In SMAC, your terraforming unit doesn't require support, except for 1 mineral (shield) per turn support like a regular unit (and then only if you have more than two units at that base). In SMAC, you build colony pods to found new cities, and each pod you build makes your city population go down one.
In Civ 2, things look much different. You have to build settlers to irrigate your land, and the settlers use up food for support. This all seems very difficult to balance... Doesn't building a settler make your population go down one, too? So what order do I build things in? I want to spread out quickly, but building the granary early seems very important. How many granaries should I build before I focus on the Pyramids and just scrap all the granaries? And of course it seems much more important to spread out early than be building improvements, but with a granary making my city grow twice as fast I don't know. And what about building new cities? I'm sure it's important to irrigate at least the square you're working in a size 1 base so it grows faster, but should the first settler irrigate a square, or just immediately go found a new base?
I'm sure there is a way to do this that is generally agreed as the best method... I need a granary, a settler to found a new city, and a settler to irrigate and build roads, right?
I don't really like having to micromanage more than 10-15 cities. In SMAC, I generally have about 6-7 cities on a normal map, 8-10 on a huge map, and I will pop-boom them all up to size 14-16, then pod-boom my headquarters up to 40, then run a golden age at my HQ while I have supply crawlers bringing in tons of energy (and build all the research SP's there) for tons of tech. I will try to run over my neighbors really fast until they submit, then I give them their cities back (and give them all my tech) to increase trade and have them working as research slaves and act as a buffer to enemies.
Does any of this work in Civ 2? Do caravans work just like supply crawlers? Can you pop-boom all your bases using certain social choices, or is a golden age (we love the president day?) the only way to grow every turn? Can you get other factions in submissive pacts? Can you give them back their cities once you do? I know you can get other factions paying you tribue, and I know caravans are kind of like supply crawlers (and they let you rush SP's) ... but can anybody just break down the differences for me real quick?
What is WL * D? Does that mean we love the president day + democracy? In SMAC, you get:
+2 growth in city for running Democracy
+2 growth in city for running Planned economics
+2 growth in city for building a Childern's Creche in the city
+2 growth in city for having a Golden Age (we love day)
...and as long as a city has +6 growth, it will have a population boom and grow every turn. Is that the way it works in Civ 2? Do you only need +4 growth?
In SMAC, the early game is all about food, the middle-game is all about production, and the late-game is all about science production. Are things pretty similar in Civ 2?
I've heard people say you want 3 trade caravans very early. Why is that? Establishing a trade route early gives you more than later? Is there a limit to how much a city can trade? Can you trade with your own cities? Does it just depend on how far away the other city is? In SMAC, this is completely different, because trade strictly depends on the population of your cities, and you automatically trade with anybody you have a treaty with.
What about the square you found your city on? In SMAC, what kind of square your base is on doesn't matter, and the only bonuses it gets are for energy (trade) and for special bonuses, but flat/hilly/forest/whatever are all the same. Is Civ 2 like that?
Thanks for any tips.
I much prefer the psuedo-history setting of Civ 2 as opposed to the sci-fi setting of Alpha Centauri / Alien Crossfire, but that doesn't really make up for the extra elements in SMAC, especially designing your own units. I'm very glad to hear reviews saying Civ 3 has a lot of aspects of SMAC, even if you can't design your own units. I suppose choosing a weapon/armor/chassis/engine and special abilities for each unit you design wouldn't translate well to Civ 2... although it would be terribly amusing to mount anti-aircraft artillary on a horse chassis.
Anyway, back to my attempt at learning Civ 2. I've noticed that most things are similar. Trade arrows are like energy, Beakers are like labs, Shields are like minerals. Food is like nutrients.
But a few main points seem a lot different. In SMAC, Recycling Tanks simply add +1 nutrients +1 minerals +1 energy to your base square, but in Civ2, a Granary doesn't add any production, it makes your food reserves go right to 50% after your city grows, right? And SMAC has no secret project that gives you Recycling Tanks in every base, but the Pyramids gives you a free Granary in every city, right?
I'm just having trouble finding some good newbie guides for Civ2.
What do you generally build in your cities when you ICS? Anything? If you build the Pyramids, what would you need to build in your individual cities?
In SMAC, you found a city, and while it's at size 1, you can build a defender and a terraforming unit, then you have the terraforming unit go around planting farms (irrigating) and building roads. In SMAC, your terraforming unit doesn't require support, except for 1 mineral (shield) per turn support like a regular unit (and then only if you have more than two units at that base). In SMAC, you build colony pods to found new cities, and each pod you build makes your city population go down one.
In Civ 2, things look much different. You have to build settlers to irrigate your land, and the settlers use up food for support. This all seems very difficult to balance... Doesn't building a settler make your population go down one, too? So what order do I build things in? I want to spread out quickly, but building the granary early seems very important. How many granaries should I build before I focus on the Pyramids and just scrap all the granaries? And of course it seems much more important to spread out early than be building improvements, but with a granary making my city grow twice as fast I don't know. And what about building new cities? I'm sure it's important to irrigate at least the square you're working in a size 1 base so it grows faster, but should the first settler irrigate a square, or just immediately go found a new base?
I'm sure there is a way to do this that is generally agreed as the best method... I need a granary, a settler to found a new city, and a settler to irrigate and build roads, right?
I don't really like having to micromanage more than 10-15 cities. In SMAC, I generally have about 6-7 cities on a normal map, 8-10 on a huge map, and I will pop-boom them all up to size 14-16, then pod-boom my headquarters up to 40, then run a golden age at my HQ while I have supply crawlers bringing in tons of energy (and build all the research SP's there) for tons of tech. I will try to run over my neighbors really fast until they submit, then I give them their cities back (and give them all my tech) to increase trade and have them working as research slaves and act as a buffer to enemies.
Does any of this work in Civ 2? Do caravans work just like supply crawlers? Can you pop-boom all your bases using certain social choices, or is a golden age (we love the president day?) the only way to grow every turn? Can you get other factions in submissive pacts? Can you give them back their cities once you do? I know you can get other factions paying you tribue, and I know caravans are kind of like supply crawlers (and they let you rush SP's) ... but can anybody just break down the differences for me real quick?
What is WL * D? Does that mean we love the president day + democracy? In SMAC, you get:
+2 growth in city for running Democracy
+2 growth in city for running Planned economics
+2 growth in city for building a Childern's Creche in the city
+2 growth in city for having a Golden Age (we love day)
...and as long as a city has +6 growth, it will have a population boom and grow every turn. Is that the way it works in Civ 2? Do you only need +4 growth?
In SMAC, the early game is all about food, the middle-game is all about production, and the late-game is all about science production. Are things pretty similar in Civ 2?
I've heard people say you want 3 trade caravans very early. Why is that? Establishing a trade route early gives you more than later? Is there a limit to how much a city can trade? Can you trade with your own cities? Does it just depend on how far away the other city is? In SMAC, this is completely different, because trade strictly depends on the population of your cities, and you automatically trade with anybody you have a treaty with.
What about the square you found your city on? In SMAC, what kind of square your base is on doesn't matter, and the only bonuses it gets are for energy (trade) and for special bonuses, but flat/hilly/forest/whatever are all the same. Is Civ 2 like that?
Thanks for any tips.
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