moof
TERRENE SKELLUM
I play orginal Civ 2 on a Mac and since being recently laid up for a while with a broken leg I have started playing more to pass the time.
I have several questions but I will ask only a few at a time to be less confusing.
I used to play only OCC but evolved into playing Two cities since the game starts with two settlers on Diety which is all I play. I Play 7 Civs/Raging Hordes on a medium Map & usually Play Orange as I find the Orange usually very hostile as an AI.
Since I have had more time to play I wanted to try and find another level of play with more than two cities and I am trying a game where I stay at the amount of cities allowed without triggering the riot factor, 4 cities/despotism., 6/ Monarchy, 8/ Republic, & 10 / Demo..
I Deal with the Riot factor if I get an advanced city or if I have/need to bribe a rival city by eliminating an existing city or the new city ASAP so that the riot factor is only a short term issue.
Here are a few questions that I have run into since starting to play the more involved game.
1. What is the deciding factor for determining if any excess beakers are "Carried Forward " When a new Tech discovery is made.
Example - You have 8 beakers toward your first tech and are producing 4 beakers per turn. As only ten are needed for the first discovery, I get the two beakers extra " carried forward " toward the next tech that requires 22 beakers making research of only 20 beakers needed in the next turns for the second tech discovery. As the game goes on sometimes the excess beakers are carried forward and sometimes they are not.
?Any Help as to what determines if the excess beakers are kept or discarded ?
2. I have read Thunderfall's " Power Demo thread " as well as many other great threads on here on CF & I myself try to avoid certain techs like warrior code/feudalism till later in the game. In my games as certain techs become available to research they become very likely to appear as booty from hut tipping.
? Do most "better" players just not tip huts so as to avoid unwanted/off path tech advances ?
3. Related to huts, I find that there seems a bit of a pattern to the result depending on what terrain the hut is located on & when I make sure Dips are on hand to bribe the barbs which I suspect are going to appear they seldom do. Now I know most of the basic patterns on Barbs, but
? Are most people playing ICS and thus don't get barbs because they wait till the hut is in a city before tipping it or do they open huts with a stack of Dips later in the game because playing with a limited number of cities especially OCC makes hut tipping a very risky?
? Has anyone else had reduced barb appearances with Dips present ?
I have more, but these, especially the barbs questions are what leave me scratching my head after reading the threads here. If I tip every hut I see after I get Monarchy I soon find I have tons of out of path techs and nothing left to tip huts with.
I have several questions but I will ask only a few at a time to be less confusing.
I used to play only OCC but evolved into playing Two cities since the game starts with two settlers on Diety which is all I play. I Play 7 Civs/Raging Hordes on a medium Map & usually Play Orange as I find the Orange usually very hostile as an AI.
Since I have had more time to play I wanted to try and find another level of play with more than two cities and I am trying a game where I stay at the amount of cities allowed without triggering the riot factor, 4 cities/despotism., 6/ Monarchy, 8/ Republic, & 10 / Demo..
I Deal with the Riot factor if I get an advanced city or if I have/need to bribe a rival city by eliminating an existing city or the new city ASAP so that the riot factor is only a short term issue.
Here are a few questions that I have run into since starting to play the more involved game.
1. What is the deciding factor for determining if any excess beakers are "Carried Forward " When a new Tech discovery is made.
Example - You have 8 beakers toward your first tech and are producing 4 beakers per turn. As only ten are needed for the first discovery, I get the two beakers extra " carried forward " toward the next tech that requires 22 beakers making research of only 20 beakers needed in the next turns for the second tech discovery. As the game goes on sometimes the excess beakers are carried forward and sometimes they are not.
?Any Help as to what determines if the excess beakers are kept or discarded ?
2. I have read Thunderfall's " Power Demo thread " as well as many other great threads on here on CF & I myself try to avoid certain techs like warrior code/feudalism till later in the game. In my games as certain techs become available to research they become very likely to appear as booty from hut tipping.
? Do most "better" players just not tip huts so as to avoid unwanted/off path tech advances ?
3. Related to huts, I find that there seems a bit of a pattern to the result depending on what terrain the hut is located on & when I make sure Dips are on hand to bribe the barbs which I suspect are going to appear they seldom do. Now I know most of the basic patterns on Barbs, but
? Are most people playing ICS and thus don't get barbs because they wait till the hut is in a city before tipping it or do they open huts with a stack of Dips later in the game because playing with a limited number of cities especially OCC makes hut tipping a very risky?
? Has anyone else had reduced barb appearances with Dips present ?
I have more, but these, especially the barbs questions are what leave me scratching my head after reading the threads here. If I tip every hut I see after I get Monarchy I soon find I have tons of out of path techs and nothing left to tip huts with.