Hello again,
And thankyou all so much for your answers on happiness
I wanted to ask about a couple more things before spending my time hastily away. First, I've noticed that one of these threads (can't remember where it is) might have said something about there being no ruins (CTP2's goodie huts) on the lower levels of play. Is this true? And if so, then for what levels of difficulty?? For example, I would generally try to play at least at average level for Master of Orion 2 since in that video, a player cannot modify their own cool race (and I've had a lot of fun trying to get Silicoids into a Democracy) until they play on average level (race modification does not work at easy and novice levels). Furthermore, I can say from experience that the Antarans are much easier to battle at average level in Master of Orion 2 than at either easy or novice levels. Weird, eh?
My second question was about what function exactly caravans served? In CIV 2, you can use them to transport one unit of (haystack food or shield industry) per turn between cities (making it possible for cities to support eachother in a limited, but sometimes necessary to grow fashion). In CIV 2, you can use caravans to help in the speedy construction of more wonders of the world (and I do tend to use them almost solely for this purpose early on in that game). However, reading the instruction manual for CTP2, I would get the impression that caravans can only be used for establishing trade routes in this game. Is that really true that they only have one possible use in CTP2? Are trade routes more significant a factor in game play for CTP2 or for CIV 2? Just a note: CIV 3 is simply too expensive to buy for me right now and anyway, CTP2 seemed to have many more cool modifications in the computer store than CIV 3 had over CIV 2. I suppose the really supercool modifications are the ones delivered over internet.
I'm wondering what the best strategy for building lots of world wonders early on the game (like Stonehedge) really is. I mean, you need lots of resources for this stuff. Do wonders usually take more time to build in CIV 2 or in CTP2? I'm also wondering if caravans are really better to build than tile improvements (with the same industrial opportunity cost) for both industry and commerce. What is usually the best time in the game (in terms of tech level) to start building caravans and establishing trade routes? When I tried building caravan routes too early on in CIV 2, the profits would usually be too minimal so this is why the question is so relavent.
One feature that I truly adore about CTP2 that is a vast improvement over both CIV 2 and Master of Orion 2 is the new macromanagement options. Tile improvements no longer require hundreds of stupid settlers and nagging engineers. Custom Build Queus should be mentioned more often in these threaded forums because they are just such an awesome convenience revolution! Not even Alpha Centauri has such versatility that CTP2 has in these regards. So I'm glad I purchased CTP2 and if nothing else, it establishes part of what I've been trying to figure out how to express for macromanagement. Now if there could be real corporate republics in which both individuals and corporations had the right to purchase limited jurisdiction over lands. One might have to treat their country well if they expect their country to make them richer.
Master of Orion 2 does have some big advantages over CTP2. For one thing, its a space game, and space civilization-type games are my favorite. Industrial strength can be multiplied by many hundreds of levels stronger (and I think better in this regard than little 10% and 20% mill factory bonuses). Happiness really really matters in Master of Orion 2 as all types of productivity depend (in many interamplifying dimensions) upon citizen morale. Happiness may even be more important in Master of Orion 2 than in CIV 2 (unless you use a Unification GOV. type in Master of Orion 2 in which case happiness means nothing, even less than in CTP2). They will soon come out with Master of Orion 3 and wouldn't it be great if that spacegame could employ some of the same macromanagement abilities as CTP2? Maybe they'll even figure out a better way to decentralize ship selection when you have over a hundred doomstars (which I calculated is possible). Well, it doesn't matter too much since these videos are all too expensive until after having been on the market for at least a couple of years (to fall from $50 to $20 or less). Let me ask you this final question: Is the wait worth the savings or not?
And thankyou all so much for your answers on happiness
I wanted to ask about a couple more things before spending my time hastily away. First, I've noticed that one of these threads (can't remember where it is) might have said something about there being no ruins (CTP2's goodie huts) on the lower levels of play. Is this true? And if so, then for what levels of difficulty?? For example, I would generally try to play at least at average level for Master of Orion 2 since in that video, a player cannot modify their own cool race (and I've had a lot of fun trying to get Silicoids into a Democracy) until they play on average level (race modification does not work at easy and novice levels). Furthermore, I can say from experience that the Antarans are much easier to battle at average level in Master of Orion 2 than at either easy or novice levels. Weird, eh?
My second question was about what function exactly caravans served? In CIV 2, you can use them to transport one unit of (haystack food or shield industry) per turn between cities (making it possible for cities to support eachother in a limited, but sometimes necessary to grow fashion). In CIV 2, you can use caravans to help in the speedy construction of more wonders of the world (and I do tend to use them almost solely for this purpose early on in that game). However, reading the instruction manual for CTP2, I would get the impression that caravans can only be used for establishing trade routes in this game. Is that really true that they only have one possible use in CTP2? Are trade routes more significant a factor in game play for CTP2 or for CIV 2? Just a note: CIV 3 is simply too expensive to buy for me right now and anyway, CTP2 seemed to have many more cool modifications in the computer store than CIV 3 had over CIV 2. I suppose the really supercool modifications are the ones delivered over internet.
I'm wondering what the best strategy for building lots of world wonders early on the game (like Stonehedge) really is. I mean, you need lots of resources for this stuff. Do wonders usually take more time to build in CIV 2 or in CTP2? I'm also wondering if caravans are really better to build than tile improvements (with the same industrial opportunity cost) for both industry and commerce. What is usually the best time in the game (in terms of tech level) to start building caravans and establishing trade routes? When I tried building caravan routes too early on in CIV 2, the profits would usually be too minimal so this is why the question is so relavent.
One feature that I truly adore about CTP2 that is a vast improvement over both CIV 2 and Master of Orion 2 is the new macromanagement options. Tile improvements no longer require hundreds of stupid settlers and nagging engineers. Custom Build Queus should be mentioned more often in these threaded forums because they are just such an awesome convenience revolution! Not even Alpha Centauri has such versatility that CTP2 has in these regards. So I'm glad I purchased CTP2 and if nothing else, it establishes part of what I've been trying to figure out how to express for macromanagement. Now if there could be real corporate republics in which both individuals and corporations had the right to purchase limited jurisdiction over lands. One might have to treat their country well if they expect their country to make them richer.
Master of Orion 2 does have some big advantages over CTP2. For one thing, its a space game, and space civilization-type games are my favorite. Industrial strength can be multiplied by many hundreds of levels stronger (and I think better in this regard than little 10% and 20% mill factory bonuses). Happiness really really matters in Master of Orion 2 as all types of productivity depend (in many interamplifying dimensions) upon citizen morale. Happiness may even be more important in Master of Orion 2 than in CIV 2 (unless you use a Unification GOV. type in Master of Orion 2 in which case happiness means nothing, even less than in CTP2). They will soon come out with Master of Orion 3 and wouldn't it be great if that spacegame could employ some of the same macromanagement abilities as CTP2? Maybe they'll even figure out a better way to decentralize ship selection when you have over a hundred doomstars (which I calculated is possible). Well, it doesn't matter too much since these videos are all too expensive until after having been on the market for at least a couple of years (to fall from $50 to $20 or less). Let me ask you this final question: Is the wait worth the savings or not?
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