Gripes and Questions

PrinceOfDenver

Chieftain
Joined
Sep 8, 2001
Messages
67
Location
Denver, Colorado USA
Hello all,

It sounds as if most players on this forum are far more advanced than me. As my name suggests, I play the Prince Level. I have several questions and gripes:

The GRIPES:

1. One of the most annoying things about Civ 2 is that all other civilizations can break treaties at will with absolutely no reprocussion. They ALWAYS sneak attack me the turn after I make peace with them. This is incredibly annoying. Try doing the same thing without the UN in a Democracy.<br />2. Why can my units be bribed when I am in a democracy?<br />3. I put a rifleman unit on a mountain in a fortress, and the other Civ always dislodges him after one or two attacks. What is up with that?!?! I mean they are attacking with units like MUSKETEERS and they win.<br />4. The nuclear missles really don't seem worth it. The other civs never seem to clean up pollution, and a nuclear strike deep in enemy territory does nothing more than give global warming a foothold.<br />5. WHY does my entire government collapse when a single, insignifcant satellite city is unhappy for two turns?! That's complete bullspit.<br />6. The high council does nothing useful in this game. They just check 3 or 4 conditions, and if they are not met, they complain about which one is not adequate. The council is a potentially useful feature that is nothing more than trifling eye candy.<br />7. Following the advice of this forum, I dispatched caravans all over the world. I didn't see a difference in my money or science progress. Mind you, I did it when the involved cities were all over 12 in size...

<br />The QUESTIONS:

1. What exactly does "we love the (leader) day" do?<br />2. I was dealing with a sticky situation of attacking an island kingdom that was just out of reach of a full turn of transport moves. I loaded my tanks and spies and gave them battleship escorts, but they AI ALWAYS killed my transports with planes. I had no way to reach them! I lost hundreds in shields creating invasion forces to get blown out of the water by an amazing wing of planes that ran without fuel! (There is no way they would have reached me in 12 turns). How do I go about getting that foothold?!<br />3. I went about ransacking an enemy town with my spies (poisoning, sapping the happy improvements) and the revolution price actually went UP!! What affects the price to incite a revolt? Is it strictly the other nation's bank account?<br />4. One of the things I loved about bribing with spies is that the defecting unit requires no upkeep. I could be wrong, but after a few turns, I could swear that these "free" traitor units suddenly were based out of a nearby city. It could be that I conquered their supporting city. Speculations?<br />5. What is GOTM?<br />6. Which garners the better civ score: going to space or conquering the world?<br />7. Are nuclear plants and solar plants a binary choice? In other words, can I not have a nuclear plant if I have a solar plant, and vice versa?<br />8. Do railroads increase trade? Or are they just for transport?

<br />TRIVIA CHALLENGE!<br />Can you type out the script of what each advisor is arguing when your government is in anarchy? (any time period)

Thanks!

[ September 10, 2001: Message edited by: PrinceOfDenver ]</p>
 
Originally posted by PrinceOfDenver:<br /><strong>The QUESTIONS:

1. What exactly does "we love the (leader) day" do?<br />2. I was dealing with a sticky situation of attacking an island kingdom that was just out of reach of a full turn of transport moves. I loaded my tanks and spies and gave them battleship escorts, but they AI ALWAYS killed my transports with planes. I had no way to reach them! I lost hundreds in shields creating invasion forces to get blown out of the water by an amazing wing of planes that ran without fuel! (There is no way they would have reached me in 12 turns). How do I go about getting that foothold?!<br />3. I went about ransacking an enemy town with my spies (poisoning, sapping the happy improvements) and the revolution price actually went UP!! What affects the price to incite a revolt? Is it strictly the other nation's bank account?<br />4. One of the things I loved about bribing with spies is that the defecting unit requires no upkeep. I could be wrong, but after a few turns, I could swear that these "free" traitor units suddenly were based out of a nearby city. It could be that I conquered their supporting city. Speculations?<br />5. What is GOTM?<br />6. Which garners the better civ score: going to space or conquering the world?<br />7. Are nuclear plants and solar plants a binary choice? In other words, can I not have a nuclear plant if I have a solar plant, and vice versa?<br />8. Do railroads increase trade? Or are they just for transport?</strong><hr></blockquote>

1. We Love The Leader Days (WLTLD) give the city a boost in its production. In Monarchy, a WLTLD will allow the city to get one extra trade arrow for each sqaure being worked on. In a Republic or Democracy (which already get the trade bonus), it allows the city to grow by one person.

2. AEIGS Cruisers should help the best. You may also try Carriers with fighter cover.

3. Their bank account, distance to the capital... There are a couple of factors. Unless you are destroying a courthouse, none of the ther improvements directly affect the cost.

4. The unit will only be a 'NONE' if it is closer to an AI city rather than your own. The support will not change unless you do it yourself.

5. Game of The Month. It is where everyone plays the same preset game. Then scores are compared and awards given accordingly.

6. Spaceship generally gives a higher score, especially if you do it with having only one AI city left. Then you are 99.9% conquering the world, then throwing the spaceship in on top of that.

7. Yes. You can only have one type of plant, whether it be nuclear, hydro, or solar. Having the Hoover Dam counts as a Hydro, but you can still build the other types.

8. Railroads increase production in the square by 50% as well as making movement cost 0.
 
Originally posted by PrinceOfDenver:<br /><strong>Hello all,

It sounds as if most players on this forum are far more advanced than me. As my name suggests, I play the Prince Level. I have several questions and gripes:

The GRIPES:

1. One of the most annoying things about Civ 2 is that all other civilizations can break treaties at will with absolutely no reprocussion. They ALWAYS sneak attack me the turn after I make peace with them. This is incredibly annoying. Try doing the same thing without the UN in a Democracy.<br />2. Why can my units be bribed when I am in a democracy?<br />3. I put a rifleman unit on a mountain in a fortress, and the other Civ always dislodges him after one or two attacks. What is up with that?!?! I mean they are attacking with units like MUSKETEERS and they win.<br />4. The nuclear missles really don't seem worth it. The other civs never seem to clean up pollution, and a nuclear strike deep in enemy territory does nothing more than give global warming a foothold.<br />5. WHY does my entire government collapse when a single, insignifcant satellite city is unhappy for two turns?! That's complete bullspit.<br />6. The high council does nothing useful in this game. They just check 3 or 4 conditions, and if they are not met, they complain about which one is not adequate. The council is a potentially useful feature that is nothing more than trifling eye candy.<br />7. Following the advice of this forum, I dispatched caravans all over the world. I didn't see a difference in my money or science progress. Mind you, I did it when the involved cities were all over 12 in size...

<br />The QUESTIONS:

1. What exactly does "we love the (leader) day" do?<br />2. I was dealing with a sticky situation of attacking an island kingdom that was just out of reach of a full turn of transport moves. I loaded my tanks and spies and gave them battleship escorts, but they AI ALWAYS killed my transports with planes. I had no way to reach them! I lost hundreds in shields creating invasion forces to get blown out of the water by an amazing wing of planes that ran without fuel! (There is no way they would have reached me in 12 turns). How do I go about getting that foothold?!<br />3. I went about ransacking an enemy town with my spies (poisoning, sapping the happy improvements) and the revolution price actually went UP!! What affects the price to incite a revolt? Is it strictly the other nation's bank account?<br />4. One of the things I loved about bribing with spies is that the defecting unit requires no upkeep. I could be wrong, but after a few turns, I could swear that these "free" traitor units suddenly were based out of a nearby city. It could be that I conquered their supporting city. Speculations?<br />5. What is GOTM?<br />6. Which garners the better civ score: going to space or conquering the world?<br />7. Are nuclear plants and solar plants a binary choice? In other words, can I not have a nuclear plant if I have a solar plant, and vice versa?<br />8. Do railroads increase trade? Or are they just for transport?

<br />TRIVIA CHALLENGE!<br />Can you type out the script of what each advisor is arguing when your government is in anarchy? (any time period)

Thanks!

[ September 10, 2001: Message edited by: PrinceOfDenver ]</strong><hr></blockquote>

1- Ya that sucks <img src="frown.gif" border="0"> <br />2- cheaters, lifes like that<br />3- hmmmmm, you must be REAL unlucky <img src="confused.gif" border="0"> <br />4- always be prepared to take the city, then clean up becouse they dont <img src="mad.gif" border="0"> <br />5- becouse that city is evil <img src="tongue.gif" border="0"> <br />6- agreed, but the foreign advisor is really HOT <img src="biggrin.gif" border="0"> <br />7- it affects trade only, im not a heavy trader though so dont ask me<br />Q&A<br />1- in demo/rep cities grow 1 size, in all others cities produce better<br />2- get peace then invade and sneak attack.<br />3- its affected by: their money, troops in city, city size, improvements, and if they have courthouses.<br />4- they WILL be supported by your city if there closer to it then a enemy city, but they never change cities unless you make them...<br />5- game of the month, they have it on the main page, its actually pretty fun.<br />6- doing both the same turn is best, but space is best by itself<br />7- yep<br />8- they increase trade to, and will bost carravans bonus money.

there ya go <img src="smile.gif" border="0">
 
Originally posted by The Splang:<br /><strong>

1- Ya that sucks <img src="frown.gif" border="0"> <br />2- cheaters, lifes like that<br />3- hmmmmm, you must be REAL unlucky <img src="confused.gif" border="0"> <br />4- always be prepared to take the city, then clean up becouse they dont <img src="mad.gif" border="0"> <br />5- becouse that city is evil <img src="tongue.gif" border="0"> <br />6- agreed, but the foreign advisor is really HOT <img src="biggrin.gif" border="0"> <br />7- it affects trade only, im not a heavy trader though so dont ask me<br />Q&A<br />1- in demo/rep cities grow 1 size, in all others cities produce better<br />2- get peace then invade and sneak attack.<br />3- its affected by: their money, troops in city, city size, improvements, and if they have courthouses.<br />4- they WILL be supported by your city if there closer to it then a enemy city, but they never change cities unless you make them...<br />5- game of the month, they have it on the main page, its actually pretty fun.<br />6- doing both the same turn is best, but space is best by itself<br />7- yep<br />8- they increase trade to, and will bost carravans bonus money.

there ya go <img src="smile.gif" border="0"> </strong><hr></blockquote>

Thanks for the tips, all!

About the Foriegn Advisor: Yeah, she is pretty hot -- especially when she gets mad and whips her hair around. <img src="biggrin.gif" border="0">
 
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