Civ 2 1-pager tech tree

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Helps to be using the correct games files when checking things out. ;)
 

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Before getting started, when the basic verson 1.00 of each of the pages is looked at, and everyone's corrections/suggestions are done, I'd recommend placing a revision number on each one, since there will still likely be small tweaks someone will think of later. That will allow people to know if the have the most up to date version.

And since you have a webpage for teh Downloads, Nethog, it also means that once you establish your 1.00 version that you should maintain a text file listing the changes you make in subsequent versions, so people will know (very much like the readme.txt that comes with game updates). :)


Concerning the improvements page:

I will try and use a consistent format for your convenience.

CITY WALLS:
good

add:
"Marines attacking from the sea are subject to walls."

COASTAL FORTRESS:
change:
"Doubles the defense factor of the defender (air, sea, land)."

SAM:
change:
"Doubles the defense factor of the defender (air, sea, land), except fighers (which scramble)."

add:
"Exception: Fighter defense (no scramble) is doubled against attacking Missiles."

change:
"When combined with SDI, the unit's defense factor is quadrupled against attacking Missiles."

SDI:
change:
"Destroys Nuclear Missiles attacking any target within a 3 square radius of the city."

(my note: wording is important because the owner of the Nuke loses his 160s missile... and the SDI does not care who's missile it is.)

change:
"Defense factor of unit is doubled against attacking Missiles"


add:
"When combined with SAM, defense factor of unit is quadrupled against attacking Missiles"

add:
"SDI has no effect on attacking fighters or bombers."


BARRACKS:
change:
"After Gunpowder, and again after Mobile Warfare, ......"

PORT FACILITY:
change:
"Produces veteran naval units."

Change:
"Repairs damaged sea units in one turn."

(note: this wording is short, accurate, and consistent with the wording of the barracks)

AIRPORT:
change:
"Produces veteran air units, including missiles."

Change:
"Repairs damaged air units in one turn."

PALACE:

remove: all 3 existing bullets.

add:
"Zero corruption and waste in city with a Palace."

add:
Can possess only one Palace. Building a new one will move it."

add:
"Cannot sell a palace"

change:
"Palace reduces corruption and waste in nearby cities, except Fundamentalism and Democracy which have no C&W."

(note: Communism has about 1 or 2% C&W)

add:
"Loss of Palace city may result in civil war if attacking Civ is less powerful"

add:
"If Palace city is lost and 1000g is available, palace will be automatically moved to a new city."

add:
"If Palace is lost & not moved when a spaceship is under construction or in flight, the spaceship is destroyed."


More to come in a little while...

EDIT: Made changes to SDI, SAM, CF.
 
Excellent catch then. I did not realize that :(. (ed: oops, I misinterpreted what you were originally saying! But my wording was still wrong anyway, so I added lots of additional details. See if they are good & correct & worded in the least confusing way :) )

EDIT 1:

I am testing a bunch of stuff right now, including Coastal Fortress, Walls, SAM, and SDI. (done) :).

EDIT 2:

Various more exact wording changes are made to my prior post for the CF, SAM, and SDI.

Note: The SDI does not contribute to defense against attacking fighters or bombers, even when combined with SAM. Defending Air Units don't get help from SDI against attacking air units, except missiles. Non-vet CMs often lose to healthy Stealth Bombers protected by SAM/SDI.
 
Jeezz.... I could've tould ya that ;)

I have one question: What does that have to do with a tech tree :lol:
 
by Gonzo:

I have one question: What does that have to do with a tech tree

Hi Gonzo... scroll to page 2 (and page 3) of the One Page Tech Tree :lol:... I missed pages 2 and 3 at first, too.

Page 2 is what the improvement talk is all about....

Feel free to read and comment on the wording, bullets, etc., esp. after this next iteration is complete!



by Duke o' York:

With regard to the SDI destruction of nukes, does this apply only to airborne missiles, or will it destroy them if you are carrying them on a sub or boat and enter the 3 square radius?
That might be a wording change to make it more clear. The answer is only when a missile is targeted and lanuched will the SDI shoot it down. You can float on by with a Nuke sub just fine :).

EDIT 1: Made wording change based on Duke o' York's observation.
 
Page 2 of Tech Tree (Improvements) Suggested Changes (con't):

TEMPLE:
change:
"The Oracle double the effect of Temples until a civ discovers Theology."

COLOSSEUM:
good to go

CATHEDRAL:
good to go!

POLICE STATION:
change:
"Unhappy citizens caused by units away are reduced by one"

add:
"Works only in Republic/Democracy; PS is useless in other forms of government."

change:
"Women's Sufferage acts as a PS in every city with no upkeep costs."

COURTHOUSE:
change:
"Reduces corruption and waste by 50%"

(note: you can leave the big formula bullet in if you like, or remove it; I originally posted it just so you could see it works in Communism, since you originally said courthouses were of no use in Communism)


SUPERMARKET:
good to go.

OFFSHORE:
Good.

HARBOR:
delete this part:
"only if there is at least 1 food already being produced."

(note: I don't think there is a case of a 0-food ocean square ;) ).

SUPERHIGHWAYS:
Good to go.

MARKETPLACE:
add:
"Both effects cumulative (additive) with Bank/SE."


BANK:
add:
"Both effects cumulative (additive) with Mkt/SE."

Delete:
both references to "for a total of 100%"

(note: you can have any combinations of Mkt/Bank/SE... sabotage, captured cities, etc.)

STOCK EXCHANGE:
add:
"Both effects cumulative (additive) with Mkt/Bank."

Delete:
both references to "for a total of 150%"


CAPITALIZATION:
Change:
"Adds one gold per each unwasted shield."

Add:
"Cap. gold is not multiplied by Mkt/Bank/SE."



part 3 of 3 to come in a litle while....
 
Well back to this! It is part 3 of 3: Page 2, Improvements.


Add a separate note:
- Isaac Newton College doubles output of each science improvement.
- Copernicus Observatory doubles final total science output of the city, after improvements & INC are computed.


LIBRARY:
I find the "X..." method pretty confusing, and yet I totally understand not only the science issues, but how it is programmed in Civ 2, LOL. ;)

I strongly suggest you not pre-compute a matrix of multibles, which is the method you are using. What if you build all 3 and the sell the library? Or you take over a city with only a University? The matrix needs to be tripled in size to account for all the variations.... that's the math.


The easiest thing to say is simply:

"+ 50% science output"

add:
"Cumulative (additive) with Univ/RL."

UNIVERSITY:
add:
"Cumulative (additive) with Lib/RL."


RESEARCH LAB:
add:
"Cumulative (additive) with Lib/Univ."


That's all you need. For SETI, I'd mention there are no upkeep costs (to be consistent with all your prior discussions of upkeep).

GRANARY:
good

AQUADUCT:
good

SEWER:
good

MASS TRANSIT:
good

RECYCLING CENTER:
move the "recycling center" bullet up to the solar plant bullet.




Notes to be added outside the boxes:
"F & PP/NP/HP/SP & MP are cumulative (additive)"

"Non-wasted shields may cause Resource Pollution (RP)."

"PP/NP/HP/SP require a Factory and/or MP to provide their 50% shield output."


FACTORY:
(My note to you: Move comment about non-wasted shields to a separate note outside the boxes; this applies to any shields, not just those generated by a factory, HP, MP, etc.)

Add:
"No anti-pollution benefits."

"F & PP/NP/HP/SP & MP are cumulative (additive)"


MANUFACTURING PLANT:
change:
"F & PP/NP/HP/SP & MP are cumulative (additive)"

Add:
"Does not need a Factory to operate"

Remove: reference to 100% increase.
Remove: reference to non-wasted shields.

PP, NP, HP, SP:
Remove: all references to 150% increase.



Well, that is about it! This should be very close to a "final revision".... it's looking good!
 
Ahh.... i see now. There was more than one page. WAIT!! Then how can it be a... oh nevermind. Good job starlifter! :)
 
I have posted the latest version of the tech tree and other info on my web site at: http://mywebpages.comcast.net/pmm1/games/games.html

I have incorporated ALL of my Civ 2 data sheets into a single Powerpoint/PDF so be sure to check out all SIX pages of my "1-pager tech tree":lol:

Starlifter, I think I got most of your input right, but I "tweaked" a few things. Please read through the material with a fine tooth comb and let me know if something needs to be touched up.

Thanks again for the great feedback.
 
Nethog, I'm DLing the new unified file now... I'll have some suggestions for the Wonders and other file for you to consider, too. It's really looking good, and will be the ultimate Civ2 summary/reference once the final tweaks are done! :)
 
Nice idea and job packaging eveything together. That will make your updates much easier on you!


TECH TREE:
good to go


IMPROVEMENTS:
good to go

(nice changes to grouping and center title!)


WONDERS:

GL:
Replace:
"Automatically grants tech upon discovery by a 2nd civ"

LIGHTHOUSE:
replace:
"Triremes not lost at sea. Veteran naval units produced. Sea movement +1, except Triremes."

MARCO POLO:
replace:
"Acts as your embassy in all civs"

ShAKESPEARE:
change:
"happy" to "content"

SUN TZU:
insert:
"land" after "new"

(e.g., "All new land units built are Veteran..."

ADAM SMITH:
delete:
"full"

DARWIN:
replace:
"Grants current tech research. Grants 2nd tech. Beaker total zeroed."

JSB:
replace:
"Two unhappy citizens made content in each city. Applied after unit-caused unhappiness."
LEOS:
add:
"Veteran status lost."

SoL:
replace:
"All governments available. Anarchy always ends on next turn."

APOLLO:
change:
".... Reveals entire map to all civs."

HOOVER:
delete:
the word "friendly"

WOMENS SUFF:
add:
". Only useful in Republic or Democracy."

MANHATTAN:
change:
"Allows construction of Nukes by all civs that possess Rocketry."

UN:

change:
" .... Under Dem, 50% Senate support."



Wonders not mentioned are good to go :).


Back with next page comments & suggestions soon....
 
Comments on "Civ 2 Units & Other"

change:
"Midieval" to "Medieval"

"IronClad" to Ironclad"


CITY DEFENSES:
remove gap on line after City Walls
Add:
"SDI +100% vs CM"
"SDI+SAM +300% vs CM"


TERRAIN:
Change title to "Terrain Defensive Bonuses"


MISC:
replace (spelling, too):
"Veteran +50% A/D"



Note: You may want to include the special capabilities of units in a special column that you add after the "Transport" column.

e.g., for Alpine: "All terrain acts as road" or "All terrain as road"

These comments would need a wide column, but it seems there is plenty of room for it if you want.


You may also want to add the 7 Power Ratings:

Pathetic
Weak
Inadequate
Moderate
Strong
Mighty
Supreme



The 8 Reputations:

Spotless
Excellent
Honorable
Questionable
Dishonorable
Poor
Despicable
Atrocious



For your reference (extracted from the Rules.txt), if you want to add the special capabilities. You might even want to just cut and paste the string of 1's and zeros in the new column, and then just include the table (the key) as a note :). Or the Civiopedia method of text for each unit. Or just Skip it.

PS, If it was me, I'd use the 00000100010 method and let the reader decode it.


Code:
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Archers,      Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Legion,       Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Pikemen,      Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Alpine Troops,nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Tac, 000001000000000
Riflemen,     nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Horsemen,     Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,      PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Elephant,     MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Crusaders,    Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000
Knights,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Dragoons,     Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Cannon,       Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Met, 000000000000000
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010


Looking good!
 
Last Page, Terrain Conversion Chart.

This looks correct, by studying it from memory. You may want to have an example of how an entry is decoded, however.

:)

This one was easy ;).
 
You may want to add a couple more things which are useful.

1. Key Civ codes:


Code:
[b]Your Power Rating       Key Civ[/b]  
Pathetic           White
Weak                Green
Inadequate        Dark Blue
Moderate            Yellow
Strong                Light Blue
Mighty                 Orange
Supreme             Purple

The ideal place to add this might be in conjunction with the Power, from page 4.

2. A last page (a new page: page 6) of Oedo years listing. It will take several columns, by difficulty level. I use a penciled in listing for Deity, but at times I play other than Deity, it is a pain.

Oedo years are shown in the War Academy:


Code:
Here is a list for King level

-3850 * -925 * 460_ * 1330 * 1715 * 1853 * 1913 * 1973
-3650 * -825 * 540_ * 1370 * 1735 * 1857 * 1917 * 1977
-3450 * -725 * 620_ * 1410 * 1752 * 1861 * 1921 * 1981
-3250 * -625 * 700_ * 1450 * 1760 * 1865 * 1925 * 1985
-3050 * -525 * 780_ * 1490 * 1768 * 1869 * 1929 * 1989
-2850 * -425 * 860_ * 1515 * 1776 * 1873 * 1933 * 1993
-2650 * -325 * 940_ * 1535 * 1784 * 1877 * 1937 * 1997
-2450 * -225 * 1010 * 1555 * 1792 * 1881 * 1941 * 2001
-2250 * -125 * 1050 * 1575 * 1800 * 1885 * 1945 * 2005
-2050 * -25_ * 1090 * 1595 * 1808 * 1889 * 1949 * 2009
-1850 * 60__ * 1130 * 1615 * 1816 * 1893 * 1953 * 2013
-1650 * 140_ * 1170 * 1635 * 1824 * 1897 * 1957 * 2017
-1450 * 220_ * 1210 * 1655 * 1832 * 1901 * 1961 * 2021
-1250 * 300_ * 1250 * 1675 * 1840 * 1905 * 1965
-1050 * 380_ * 1290 * 1695 * 1848 * 1909 * 1969

Here is a list for Deity level.

-3850___-925___460__1580__1836__1903
-3650___-825___540__1620__1844__1907 
-3450___-725___620__1660__1851__1911
-3250___-625___700__1700__1855__1915
-3050___-525___780__1740__1859__1919
-2850___-425___860__1756__1863__1923
-2650___-325___940__1764__1867__1927
-2450___-225__1020__1772__1871__'31
-2250___-125__1100__1780__1875__'35 
-2050____-25__1180__1788__1879__'39 
-1850_____60__1260__1796__1883__'43
-1650____140__1340__1804__1887__'47
-1450____220__1420__1812__1891__'51 
-1250____300__1500__1820__1895__'55
-1050____380__1540__1828__1899__'59...

The note that I would add for Oedo years is this:

1. Discover a new form of government on an Oedo year, and declare a revolution immediately when offered, and you will come out of Anarchy when your turn begins. This eliminates 2 and 3 turns of Anarchy, and reduces the total Anarchy to only part of one turn (depending on which city triggers the advance between turns).

2. Declare a revolution on the turn before an Oedo year, and you will have only one full turn on Anarchy, instead of up to three.

3. The Oedo pattern is based on a cycle of four turns. It looks like this:
x-x-x-0-x-x-x-0

4. The Oedo year pattern works for all forms of government, and at all difficulty levels.

5. To Determine the Oedo pattern for any difficulty level, always begin with 4000BC and keep the cycle of x-x-x-0.

6. The same Oedo year list cannot be used at all difficulty levels because the dates used at each difficluty level are different (there are fewer and fewer turns until 2020AD at higher levels of play).

:)
 
I'd name the next version 0.90, instead of 1.00.

Since you are making an excellent reference work, I'd recommend specifically PM'ing certain people to have a look and spot any errors before linking it with Thunderfall. I'd suggest as a minimum that you specifically ask (with PM, in case they don't notice the thread) Smash, Sodak, Slow Thinker, Duke o' York, Andu Indorin, Kev, noughmaster, Ming, and Lucky to have a look & make input/corrections. There are lots of other people that might have good input, but hopefully anyone with interest (beyond those folks) will notice this public thread & make a post.

After giving everyone a couple days, then post any corrections & bump it up to 0.91. A day or two later, if 0.91 looks good (e.g., no more suggestions), then make it 1.00 and let Thunderfall know so he can add it to the War Academy!

PS, I'd probably change the title of the thread to reflect what it has really become, and that is something like "Nethog's Civ 2 Reference Pack, Beta Release".

When all is "done" in a few days, write a final note in this thread saying thanks for all the input, and give the link to the location where Thunderfall posts it in the Academy and/or your website (& Beta=Done, Version 1.00 released!)

As always, the above is just suggestions. Feel free to take/reject any :)....
 
starlifter, I added most of what you recommended. Can you please explain what the the "key civ codes" mean?

Regarding Oedeo (what does odeo stand for anyway?), to me I personally would consider taking advantage of odeo years as a kind of cheat unless you can explain how odeo years has some meaning in real history. Otherwise I would rather just remain ignorant of odeo years and pay the price of anarchy:). For this reason I don't plan to add the odeo charts. By the way, no offense to those who use knowledge of odeo years when playing - it's just how I like to play.

I'd recommend specifically PM'ing certain people to have a look and spot any errors before linking it with Thunderfall. I'd suggest as a minimum that you specifically ask (with PM, in case they don't notice the thread) Smash, Sodak, Slow Thinker, Duke o' York, Andu Indorin, Kev, noughmaster, Ming, and Lucky to have a look & make input/corrections. There are lots of other people that might have good input, but hopefully anyone with interest (beyond those folks) will notice this public thread & make a post

Could you do this for me? You know who to contact, and if the message came from you they will probably pay more attention!

Again, thanks for the great info. I can't wait to finish up with my current game of X-COM so I can start a game of Civ2!
:D
 
The "Key Civilization", or "Key Civ" is the civilization that corresponds to the color matched from the Key Civ chart in my earlier post. This is determined by your Power, e.g., pathetic, supreme, etc.

Example: The mongols are in your game. Your power is Supreme. Supreme --> Purple, and Purple = mongols in the hypothetical game. This means the Mongols are the "Key Civ"

Now, what is done with this info. Well, the game makes lots of internal comparisons about the status of your civilization as compared to the Key Civ. The most important is adjusting the amount of science necessary for the next advance.

Example: The mongols are 12 techs behind you. This means your science wil cost more. If you give the Mongols all your tech, then your cost of science will go down about 20%, depending on several factors. Is it worth it to gift a key civ? Maybe. In OCC, most definitely. In a big game? Yes, if you're careful.

I think some guy at Apolyton figured out the exact mathematical details, but I have not been able to load their web pages for some reason (time outs). Smash, Sodak, Slow Thinker, and Ming are familiar with Apolyton, and may be able to give more info if you want, but that's the extent to which I use Key Civs.


The term "Oedo Year" is because the guy that figured out the pattern and posted the details is named Oedo. I think he was/is(?) a member of Apolyton. The Oedo year is such an important and useful thing that every 4th year is called "Oedo Year" in his honor.

I personally don't consider it a "cheat", and I have not seen anyone who thinks it is. It's a part of the game, a little "secret" ferreted out like all the other little strategies and "secrets". It still won't save you from a gov't that falls or even 3/4 of sudden tactical revolutions (like the SoL will). But it does help planned revolutions! I don't have a revolution without it! :)


Could you do this for me? You know who to contact, and if the message came from you they will probably pay more attention!

I think all those listed have been around Civ for a long time (and would not pay less attention to you because you're a newer CFCer) so don't feel "intimidated". Civ 2 players are a pretty helpful bunch. But I'll send them a note to have a looksie when you post your next revision.

I personally think your reference will help any Civ 2 player, particularly those that are newer or even those that need a quick refresher on some more obscure detail after not playing for a while. And the nice .PDF formatting tests very well on my B/W laser printer.


For this reason I don't plan to add the odeo charts. By the way, no offense to those who use knowledge of odeo years when playing - it's just how I like to play.

That's fine... no offense taken by anyone I'm sure!


Again, thanks for the great info. I can't wait to finish up with my current game of X-COM so I can start a game of Civ2!


Glad to help. You're going to play the Civ 2 GOTM, right :king: .....
 
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