This discussion illustrates why this is a great game. I've seen other wonder threads where nearly every wonder had its booster, who argued passionately that it was the best. In the end, it comes down to playing style and personal preference.
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If you could build 1 wonder....
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Inca-There is a situation where Great Library becomes incredibly powerful: if you are playing with a lot of players, and different alliance, NO ONE but the player who has GL can trade techs without given each to the GL player...
So GL can be strong too...
-KhanMan of the SayenOdin, Thor, and Loki walk into a bar together...
-KhanMan
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yes for different styles of games , each wonder has an additional effect or better purpose. While adam smith is diluted by more expensive improvements, getting free temples, libraries markets , first time barracks, coastal fortress, courthouse.....
in the early game can be enough to make up for the science that copernicus gives....
I would be hard pressed to pick between sun tzu and adam smith but likely sun tzu only because it comes so much earlier in the game.
... and even though it expires, it doesnt' expire until tanks, which by then i usually have the ai under control. as for MP games the juries still out
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Give me that low overhead across all of my thriving cities!
Give me no expiration date!
Give me that "invisible hand of the marketplace"!
Give me ADAM SMITH'S!
Dave V, you have illuminated the essence of Civ2's beauty, the fact that so many different playing styles can be explored - and be successful! With most games you just save, die, re-load until you find the one, single winning trick or strategy. Viva la Civ2!
- mindseye
[This message has been edited by mindseye (edited April 05, 2000).]
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[list=1][*]SoL - to enable an early switch to Fundy[*]What other way is there that gives 300g each and every turn - it has to be Mike's[/list=a]
I guess I actually prefer Mike's (in Fundy) to all the others, but getting to Fundy without SoL is a pain.
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Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Cure for Cancer!
Just think -- you'd never lose a citizen or military unit to cancer, or to any other disease for that matter. Why, until I build Cure for Cancer I lose more troops to disease than to combat. But once the Cure is there no one even gets sick. I had a few warriors once who looked like they had mild flu symptoms, but that was after being under attack -- I think they were faking it. Once some archers got indigestion, but that was because they were shooting down and eating green apples. Couple turns of bed rest and they were fine.
After Cure for Cancer, one of my diplomats even had an elephant walk over him, and he came out of it fine.
[This message has been edited by Campo (edited April 05, 2000).]
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If I had no wonders, I probably wouldn't live long enough to build the HD before some civs run over me with tanks !! Similarly with Sun Tzu, if the units are too backward then it doesn't help much if they are vet.
Usually I don't care for the GL since I have good science but with one and only one wonder, I would get GL, turn my science rate to zero and rely almost entirely on the GL (plus a few diplos now and then) for advances, and use the treasury money to buy the improvements to catch up in infrastructures. My science city would be loaded with Einstein, fed by a satellite city which does nothing but producing food caravan for the scientists.
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The best wonder is the Adam Smith's Trading Co. In a good game, I have 80 - 120 cities, all with 5 or so 1 upkeep improvements. That saves me 500 gold a turn. With about 20 turns of Adam Smith, you can buy the other important wonders. The 'happy' wonders are good, if you can get a lot of them. Then you can have no luxuries whatsoever, and still keep your people happy.
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Leo's Shop for me. I build a lot of warriors for martial law, and then after Gunpowder and Leos the 10 cost crap-units become musketeers! Horsemen to Knights, triremes to caravels to galleons to transports, dips to spies, cats to cans to arts...
But I must put in a good word for the underated Great Wall. It makes rapid early expansion much easier, because you can build a new city close to an enemy unit, and the wall is already there.. Overlooked is that it has tremendous diplomatic powers, and doubles your effectiveness against barbs. By the time Metallurgy comes around, you can be ready in your frontier cities.Best MMORPG on the net: www.cyberdunk.com?ref=310845
An eye for an eye leaves the whole world blind. -Gandhi
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Either the Great Library - early in the game it can give you a real headstart (and stops and tech trades pushing your competitors ahead of you) or Adam Smiths (probably Adam Smiths).
Of course I'd rather build them allIn my house there's this light switch that doesn't do anything. Every so often I would flick it on and off just to check. Yesterday, I got a call from a woman in Germany. She said, "cut it out!"
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I think the expiration of wonders is overrated. The key is to maximize the use of the wonder while it is in effect, which usually by the time it has expired, there would no need for it anyway. Three popular wonders come to mind:
Leo which expires during the modern units anyway - by then, you should have a military force of late-industrial/early modern units which in most cases, will be superior to the enemy;
SunTzu which expires with Mobile Warfare(?) - if your vet units up to that point have not secured a significant military/conquest advantage, then you have not taken advantage of that wonder; and
Colossus, when that expires, you should already have Copernicus/Isaac, three trade routes and into Democracy, therefore the expiration of Colossus has minimal effect.
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