I've noticed that if you take the PW all the way up to 100 (or some other high number) and then start walking it back down, it will give you numbers other than *0.
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Multiplayer Strategy Guide 2nd Version
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Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Maquiladora if you could point me to that fix it would be great.
I just reinstalled it is gone. I saved the data files to look at it later.“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
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Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Yes actually but I do not like it as much. I play the occassional game with my brother. I just know these games are similar and what was described is exactly what is happening here.
I reloaded CTP and it was gone, only to reappear after last nights online game. Odd part is it does not happen in online games just PBEM.“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
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Ok back to pg. Ok here is the finished game pg, you can see two dips in the pg from two turns of sol production.
The pg will continue on it's merry way now.
So again when confronted by this tactic use this method to advance past your opponent. It works.
Just a note most cities do not have granaries or aquas just mills in most all cities. No markets either until the trade routes were cleared. The reason is had I built grans, aqua's etc the gold in my civ. would have gone negative I would have lost this game fast. Built only pw and caravans as many as the trade allowed, then built them to switch to sols. My science all be it was slow it continued so did growth. near 30 sols came out and now I will build grans and aquas to continue growth and pg as markets and banks were rush bought through cashing in on the now useless longships. About three to build either one.
One other thing I noticed If you want to get techs from your enemy you must clear all enemy troops and ships from around the city you plan on invading. Also you must have more than one troop to land in the city.“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
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Originally posted by blackice
One other thing I noticed If you want to get techs from your enemy you must clear all enemy troops and ships from around the city you plan on invading. Also you must have more than one troop to land in the city.
note that with a tech gain chance of 50%, the chances of not gaining a tech mulitple times decrease, but it can still happen and seem like a rule when it is not.Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
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Blackice and I have been strategy testing.. The main issue we have been examining is building science earlier without compromising Civ.. We took slightly different routes and ended up at more or less the same point, but me with much higher production, due to better land.
I always built aquas before building caravans.. This time I changed my tech route to go for trade before engineering.. The result I built a caravan before aquaducts in many of my earlier cities. Science as a result was very high . The route to engineering is long, and building aquas and granaries drains science.. I found it worked well.. Very well.. Science at conclusion was 4000 on turn 115 .. I had gone fascist. Production across 35 cities was 15000.
Another thing that is not done by everyone when building a city is checking if it is the best possible location for trade.. Moving it one space may give you a double or a triple.. Always have a two square vision unit available to see what a city would have available as regards goods, prod and growth tiles.. Walk the units to see where best to locate.He's back after a fashion...
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Originally posted by Gavrushka
Another thing that is not done by everyone when building a city is checking if it is the best possible location for trade.. Moving it one space may give you a double or a triple.. Always have a two square vision unit available to see what a city would have available as regards goods, prod and growth tiles.. Walk the units to see where best to locate.
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Agree with Keygen. The Warrior is perhaps, dollar for dollar, the best unit in the game. Cost = 135 production; Vision = 2 (similar to Marines -- at a cost 1000 each!); Exert zones of control (similar to War Walkers and Fusion Tanks -- ridiculous, but true, nevertheless); count as garrison for city happiness purposes similar to any more powerful unit.
Warriors make the perfect border patrol units. If minimally placed right, no unit (except a stealth unit) can cross your border without declaring war. Very nice against the always trespassing a/i.
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Hi guys,
I've been missing this thread 'cos I was only reading those listed in "My threads" link.
I just read about an old post of Blackice talking about Paul and I want to post my experience.
Originally posted by blackice
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I will add in online you could never and did not ever get that close to a win against paul did you? We know the answer to that is no, isn't it...Why?
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I was very lucky to find him first with a slaver so he did not note me, in the next turns I moved 20 or 30 mounted archers to his border out of his range of view. Suddenly in the next turn I toke 5 or 6 cities and in the next 2 turns other 5 cities and he surrendered even he has better land, gold, science but was completly undefended.
So it's realy important to don't understimate your opponent
I want to share with you a trick-bug-cheat I found while I was playing a "single player vs 8 AI" and I have not read about it in threads:
You can ALWAYS demand AI to stop traspasing
1. Gift AI with 100 gold, AI always accept so "war is over" message appears.
2. Ask AI to stop traspasing, always AI accept (tested on early stage of the game)
If AI really want to crush you in the next turns you will recive her again, so you repeat this 2 steps and you will live in peace for ever
I think this could be very useful when you are testing alone a new tactic and AI is in war with you and you don't want to bore about defence, or if you are newbie and don't want to die this turn you can hold some turns more until AI finish alien project.
BTW it also works in online / pbem games where AI is invited to play with humans.
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AIs dont always accept gift of 100 gold, nor do they always withdraw troops after such a gift. sometimes they behave in the strangest ways, even refusing gifts during times of peace.
but generally, this strategy should work.
however, if asked to attack someone they are already at war with, i have never experienced an AI not accepting. so this is a very good way to improve relations with AIs. their attitude towards you rises considerably with each such request, usually going up two smilie levels.Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
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