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  • #76
    We only need one zip on the fly!

    -Jrabbit your 1895 save came double zipped!! You really upset the Old Admiral when he couldn't get the damn thing to load!!


    Immediate comment on this (1895) game is that you are busy researching techs that the three toed sloth already possesses - what are spies for!? - will look at 1921 now and come back
    ____________
    The SGs in tandem - with a nice Medoc
    "Our words are backed by empty wine bottles! - SG(2)
    "One of our Scouse Gits is missing." - -Jrabbit

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    • #77
      Well done that man!

      Can we say - for a first Deity game this is a really nice job - well done.

      A few suggestions:

      Trade - don't stop trading when you have the three trade routes - if a new commodity appears it will get you both cash and beakers - now that you have the start of a decent Rail network even close cities can be rewarding - we guess that a desired commodity from Choco to Leptis will get about 100 on establishment and 10 a turn thereafter for the route (assuming the Rail connection is solid - we think you will have to Rail the mountain.)

      Specials - your cities are not best positioned to take advantage of the Specials - and many of the specials have not been best exploited - for example there is a Wheat in the Choco city radius that should have been mined to Silk ages ago - if Theveste had been founded two squares to the NE it would have enjoyed a Whale a (hidden) Silk, and two Coals not to mention the river complex and been a better bet for a SSC than Leptis which has no Trade Specials

      Infrastructure - you should not have unconnected cities at this date ...

      Cuba - Taras is too close - it should be bought (about 800?) and a tech (Refrigeration) stolen - the Persians are busy founding their Cubas - blow them away or buy the Engineers - those offshore islands are YOURS

      Finally - your army is too large (yes it can be!) think of all the caravans that weren't

      [sg1] As a fellow Cart - whatever happened to Utica??

      ______________________
      The SGs in concert - about to open bottle 3
      "Our words are backed by empty wine bottles! - SG(2)
      "One of our Scouse Gits is missing." - -Jrabbit

      Comment


      • #78
        My 2 cents.

        OK. I'm nowhere near as good as Ming, Rah or the SGs... but here's my thoughts.

        The Gits are right - you can have too many units. For the number of cities you have vs. the number the AI has, probably 1 good defensive unit in each city is enough. Coastal cities that are being bombarded a lot may need more. But if your civ is connected by rail, you can rush armor or mech inf. or spies or howitzers to wherever trouble crops up. With your air forces you should be able to see them coming. And use spies to buy your opponents rather than necessarily killing them... buy one unit with the spy, and use it to attack the other AI units. The AI is too dumb to do the logical thing, which is to send three transports over loaded with troops and spies and covered by battleships. It attacks piecemeal, so you don't need to worry about a 20-unit attack force popping up on the horizon, unless you have a very, very big AI Civ facing you.

        Also. Spies have no maintenance cost and don't cause unhappiness. Fighters and stealth fighters don't cause unhappiness, but bombers and missiles ALWAYS cause unhappiness, even in a home city. So if happiness is an issue, you may want to build more fighters and spies and fewer ships, bombers and missiles. If shields are an issue, build spies.

        You'll gradually get a feel for how much defense is needed... but 2-3 ground units per city is usually excessive, I find.

        Specials. You might already know this, but any square with a special resource on it (wheat, coal, oil, fish, whales, spice etc) is herein called a 'special'. If you position a city in the right square when you found the city, you can take advantage of a maximum of 4 specials. This is an advantage (especially in the early going), because a city working a special will get more trade/production/food than otherwise. Thus, if you have a city working 4 specials, it will be very valuable, more likely than not. And if you reforest or transform Grassland squares that 'fit' the special pattern, a special may appear on the new terrain, since Grassland doesn't have specials. That's what a 'hidden special' is. Am I making sense?

        Anyway, making a city with 2 or 3 trade specials and a lot of grass, plains or rivers into a SSC makes good sense because it will produce an unusual amount of arrows... and when you add multipliers like the science improvements and wonders, colossus and superhighways, the science output can get downright scary. Like 1 advance/turn!

        Oh, also, barracks don't produce vet spies, IIRC - only communism or a successful mission can do that.

        Good luck.

        STYOM
        Last edited by Six Thousand Year Old Man; March 15, 2002, 21:03.
        "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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        • #79
          This is awesome info, gang. I'll respond to these before diving back in.

          Scouse Gits -- This is NOT my first Deity game. But it may be my first win at Deity. I appreciate the compliment tho -- big time.

          Re spies -- Just because I love spies. So much power for so little, with no support or happiness issues.

          Never got a Utica -- don't know why.

          My few unconnected cities are new ones. they'll be hooked up soon.

          The reference to Cuba and Taras are a mystery. Apparently there's some activity I failed to detect. I've been concentrating on my southern islands. I must admit I don't want to start too many weak, new cities on islands -- susceptible to attack, and will lose key tech to enemy civs. 'll check out Taras though. Mine is mine!

          I'll start downsizing my armies in the internal cities. Disband and contribute toward current projects as appropriate.

          STYOM -- Nice to meet you.

          Great tip on fighters as happiness-friedly. that is HUGE and will allow me to significantly reduce the standing militia.

          I'm not hip to the hidden specials thing. Saw a referece to it in the GL but basically chose not to confuse myself with it. But it sounds like I just need to look for grassland squares that fit the pattern. (Does that include dotted grass squares?) And to "find" the special, you transform the grassland and get the special.

          I can't really defend my city locations. Theveste was founded IIRC at a chokepoint against the Sioux civ. Leptis Magna bevcame my SSC cuz it was the best choice available when I got Colossus. I must admit a tendency to drop a city first, before the whole area is explored.

          Regrets, I've had a few...

          OK, I'm off to incorporate this killer new knowledge as appropriate. Kinda bugs me that I didn't work some of this out for myself, but can't let pride get in the way of progress.


          Thx again ppl...
          Apolyton's Grim Reaper 2008, 2010 & 2011
          RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

          Comment


          • #80
            Well, my wife had a killer migraine so I couldn't leave the house Friday for the usual hang with Ming and rah. Which means I got to play a bit. Then a little more while watching Illinois and SIU kick tail on Sunday.Per Scouse Gits suggestion, I took Taras and built a coastal fortress there. Got C4C (some minor celebrations) and SETI (down to every other turn for new techs). Continuing to blast transports out of the water before they reach me.

            I'm gonna win at Deity!

            It's 1950 and I'm building the SS. Have fusion power. I can build all but a few components this year. (To ensure victory, I'm going for the 33-8-8-1-1-1 version found in the GL. This is fastest, right?) I should be able to launch in one more turn -- cranked the taxes to 80 percent with luxuries at 20 to maintain happiness. That should give me the revenue to finish everything. (Standing army already significantly reduced per SG and STYOM suggestions.)

            The closest competition I have (Persians) now have Flight and Automobile (Battleships). A couple battleships have appeared on my recon runs, though no evidence of Fighters yet. Other civs should have these techs any minute now.

            I've built a couple bombers to help fend off the battleships and am not doing any SS build in the border cities, so I should be OK for the launch. But then what?

            QUESTION: It's OEDO time. Do I drop into Commie or Fundie in preparation for the (presumably) coming AI onslaught when I launch, or do I stay Democratic and try to pump my happiness through pollution cleanup, banks/colisseums/etc? (Will build Manhattan, the last wonder, in any case.) If I go fundie, I can probably build a decent invasion force and get more cities.

            In other words, I know I'm gonna win. Now I want to get a little greedy and pump my score a bit. What's the better way?

            (Tonight is Buffy The VS on the tube. My girls will watch that. I'll try to finish his!) Any final words of wisdom gratefully accepted. Wish me luck..
            Apolyton's Grim Reaper 2008, 2010 & 2011
            RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

            Comment


            • #81
              Great Game - Well done!

              Just a quick note on easily spotted hidden specials -- every hut has a special either two squares NE or two squares SW - often the terrain or other nearby specials rules one of these out and you have a dead cert hidden -- make a note and capitalise later.

              If only they were all so easy to spot...
              "Our words are backed by empty wine bottles! - SG(2)
              "One of our Scouse Gits is missing." - -Jrabbit

              Comment


              • #82
                How to finish.

                If you're concerned about score.
                POPULATION AND HAPPINESS. Go into democ and celebrate wherever you can. Boost Luxuries and convert specialist to entertainers before the SS lands to maximize the number of happy people. You can score more points with pop and happy than with future techs.

                If you're worried about massive assualt.
                Go into fundy and just build vet mech infantry and planes for early interdiction.

                Make sure you patrol to keep spies out. They can steal all the required techs and launch a space ship pretty damn fast.

                Unless you have SDIs in most of your cities. it isn't worth the extra points to build the PROJECT. Pollution counts against you and any exchange will cause a sufficient amount of polution that you many not have time to clean up.

                RAH
                Good luck on the finish. Nothing stupid. Many a game has been lost on the last few turns due to boredom.
                It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                RIP Tony Bogey & Baron O

                Comment


                • #83
                  I'm going for the 33-8-8-1-1-1 version found in the GL. This is fastest, right?)
                  I think this is right. I thought I recalled that it was 34 structurals but I checked the GL and it says 33.

                  Rah's advice is good. As incompetent as the AI is in many areas, it's good at stealing techs and building a ship fast during the end game. Personally, for my first Diety victory run, I'd probably go Fundy so I could cover the ocean with patrols. But if you're realistically confident and want to build the score then Democracy is the route.

                  How close is the AI to nukes? It gets messy fast when they start launching them.

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                  • #84
                    Originally posted by rah
                    it isn't worth the extra points to build the PROJECT. Pollution counts against you and any exchange will cause a sufficient amount of polution that you many not have time to clean up.
                    I figured I would time the completion of Manhattan Project for the year before I landed. Any reason that's not safe?

                    Good luck on the finish. Nothing stupid. Many a game has been lost on the last few turns due to boredom.
                    I'm pinning my hopes on the Fastest Spaceship Theory to avoid doing anything too stupid. Planning to stay in Democracy and pump happiness. With no tech needs, I can pump taxes if I need to buy ammo. Frankly, I don't think they have the horses to mount a killer attack -- no bombers, no AEGIS, no howies, no paratroopers. And no, Campo -- no nukes. No SS component techs either. Crossing my fingers and hoping I'm right.

                    Hope that's solidly in the Nothing Stupid category...


                    Thx for the good wishes. Will let you know.
                    Apolyton's Grim Reaper 2008, 2010 & 2011
                    RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

                    Comment


                    • #85
                      Originally posted by -Jrabbit
                      I figured I would time the completion of Manhattan Project for the year before I landed. Any reason that's not safe?
                      You never know. The AI has a tendency to be able to build and fire something the turn it is available to them. I'd hate to see all the missles fly during the AI's turn as your ship is preping to land.

                      RAH
                      The last SP game I let the AI get the prereqs for Cruise missles, The turn they got the tech they launched about 30 of them. Always amazes me since I can't do that.
                      It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                      RIP Tony Bogey & Baron O

                      Comment


                      • #86
                        LAUNCHED SPACESHIP IN 1954.

                        Used 33-8/8-1/1/1 config, landing in 1959. I still have to play out the intervening years, but the AI would have to wipe out my civ in order to beat me now, and they don't have the technology to do that. So far, no need to drop out of Democracy. The people are celbrating like mad. Glad I didn't panic and switch!

                        All I have to do now is to play out the string for 5 turns and I'll have MY FIRST DIETY WIN!


                        Many thanks to Campo (for good advice and a notable lack of complaints about my threadjacking), plus Smash, geofelt, RAH, Scouse Gits, STYOM, Thoth, and probably a couple more I'm forgetting at the moment.

                        I like to think I'd have managed this myself, but credit where due for helping me keep the boat steady as I went through some uncharted waters.

                        THANX!!

                        ...and here's the savegame.
                        Attached Files
                        Apolyton's Grim Reaper 2008, 2010 & 2011
                        RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

                        Comment


                        • #87
                          Congratulations! Sounds like you've got it made.

                          Did you run out of time last night, or are you delaying the end so you can savor the victory?

                          The first win is the hardest. It's obvious that you've picked up some key insights. There are so many fine and non-intuitive points in the game that it's near impossible for anyone to figure them all out on their own. I'll bet all of us here learned a lot from other people.

                          Is your wife ready to kill you yet, or will you be able to play a conquest game next?

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                          • #88
                            Well, truth be told I actually work for a living. It was nigh onto midnight and my alarm is set for 0500. So I actually stopped voluntarily once I launched and saved.

                            The AI was surprisingly docile as I approached launch conditions. A couple battleship attacks, a couple transports I had to take out, some posturing with cruisers here and there. One fairly determined attack on Taras, netting them SS Structural via diplo (after I agreed to a peace treaty). That was about it. I believe the full ownership of the megacontinent, with coastal cities having fortresses and guarded by a fleet of subs and fighter planes, was a situation the AI simply couldn't respond to.

                            Now that I've launched, I'm expecting a more determined assault. But rather than build for it, I'm expending most of my efforts on getting Happy. Building banks and courthouses, adding a few missing trade routes.

                            One thing that confuses me is that I never got much Senate interference. They forced peace a couple times, but as I got to the late game, I got Senate support for my "peacekeeping" a couple times and then -- nothing. I remember the AI asking for peace a couple times, then immediately violating the treaty. Is that when the Senate stopped worrying about being at war with everyone?

                            In fact, even the construction of late-game bombers (once battleships appeared) did not seem to cause happiness problems, even when I moved them without rehoming. Never raised luxuries over 20 percent (until now). Comments?

                            My wife is not **quite** ready to kil me. Most Civ time comes out of sleep, not family time, so she figures it's my loss. She does have trouble understanding how it can take 10 minutes to get to a screen where I'm allowed to save and quit...

                            As for the endgame, that will have to wait awhile. I leave Friday AM for a bit of vacation, returning at end of month. Beaches, golf courses, restaurants.

                            Today and Thursday will be a time of shockingly Real Life, both at work and home, in preparation. I'll probably get to check in here while on the road on occasion (love those laptops!), but that'll be about it.

                            So long, and thanks for all the fish...
                            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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                            • #89
                              The AI was surprisingly docile as I approached launch conditions.
                              That's very unusual, in my experience. I've pretty much given up on the isolationist spaceship approach -- I get fed up with constant AI attacks, even in the face of overwhelming force. I usually go for pure conquest, though occasionally I decimate the AI along the way to AC. I wonder why they didn't bother you as much.

                              As for senate interference, I think as long as the AI is attacking you and not requesting peace, the senate will leave you alone. You're allowed to defend yourself.

                              the construction of late-game bombers (once battleships appeared) did not seem to cause happiness problems, even when I moved them without rehoming.
                              It's not necessary to re-home the bombers. Military units under Democracy do not cause unhappiness if they're in a city of yours -- any city, not just their home city. (Same applies to fortresses within 3 squares of any of your cities.)

                              As for the endgame, that will have to wait awhile. I leave Friday AM for a bit of vacation
                              That means the rest of us will be able to finish your victory before you can. That will count as a win for us, not for you!

                              thanks for all the fish
                              You're welcome. We didn't give you fish though, we gave a few pointers on how to hold the rod and reel.

                              Comment


                              • #90
                                Military units under Democracy do not cause unhappiness if they're in a city of yours -- any city, not just their home city. (Same applies to fortresses within 3 squares of any of your cities.)

                                Exception - bombers & nukes - both give double unhappies even if in a city -- but by this stage you are no longer concerned with holding celebration so the lack of a light blue doesn't hurt...
                                "Our words are backed by empty wine bottles! - SG(2)
                                "One of our Scouse Gits is missing." - -Jrabbit

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