Do you mean 255 cities? As in a challenge to see who can reach 255 cities fastest?
Do you mean 255 cities? As in a challenge to see who can reach 255 cities fastest?
Yes, those days are gone and few people want to work that hard. Now players can win at OCC almost by a formula, so it's fair to say the game was broken. On the other hand, EC/EL have not been reduced to formulas, and there are many questions left about best play. So, IMO strategy is dead only if people have given up on it.I think it is entirely possible that Civ 2 strategy is dead. The game was written and tested in a couple of years, and then a large group of people spent lots of time trying to "break" the game over a period of several years.
Sounds interesting ... do you have a link to that debate ? I don't dispute your summary of this particular issue, but in general, I have found that most basic strategy questions do have good practical answers [if not perfect answers].There is also the fact that the game has a rather large amount of variation, especially in the early game. Starting terrain, for example, impacts strategy, and in the case of two very good strategies may actually determine which one is better or worse. A debate a little while ago about monarchy vs. early republic comes to mind. The matter could only be solved mathematically by analyzing lots of different starting positions and determining the best monarchy strategy and early republic strategy for each, comparing the results of each, and determining what is either always or usually better. It would certainly be much more work than I would be willing to do.
I disagree, but also admit to some uncertainty. I've studied EC pretty thoroughly and feel I have seen all the main ideas, and I that know when they do or don't work, at least on normal maps. So, I know it is possible to develop Civ2 strategy far beyond anything a newbie could imagine, at least in EC. And there are answers to most questions a newbie could ask.Basically, I think there may be too many variations between games to make further strategy development possible, though I am by no means certain of it.
Well, it sounds like you play for fun rather than for a definite goal. That's OK, of course, but it doesn't sound like you are really challenging yourself to find the best ways to play [which is what makes the game fun for me].Personally, I usually play with the general goal of making my civilization as "great" as possible, and either I will get bored with the game or it will evolve into either a spaceship game or a late conquest.
In my opinion, the best way to do further studies of civ 2 would be through succession games ...
Using succession games to do this research would limit the time commitment of players and reduce the impact of individual skill in the results. I would also be much more willing to participate in research in that form.
[/QUOTE]Regarding happiness, I did some work on it here:
http://forums.civfanatics.com/showthread.php?t=322213
Sounds interesting ... do you have a link to that debate ? I don't dispute your summary of this particular issue, but in general, I have found that most basic strategy questions do have good practical answers [if not perfect answers].
For example, a basic question in EC is whether to build up a big powerful civ ASAP, or to attack ASAP from a minimal base. As you say, the answer depends on the starting position [big and powerful is best on large maps and/or if restarts are on]. It is not 100% clear-cut where to draw the line, but I have found this partial answer to be very helpful, and it seems good enough.
Here's the link ...
My comments about possible mathematical solutions were not discussed; rather, that is an opinion I came to about the problem at a later date. The problem is that comparison of governments in the early game is difficult because your goal for a government will affect your planning, making direct comparisons between governments unfair (an early republic will have fewer, but better placed cities than a monarchy; a monarchy will, I would expect, look better than a republic if play was planned for monarchy, and vice versa). However, terrain also plays a part in choosing where and how many cities will be placed.
Thanks - good thread. But I didn't notice your comments about mathematical solutions [are they in that thread, or did you mean comments in this thread?]. As a professional mathematician, I rely on basic math quite a bit in playing Civ2. So, if you have some ideas on that, I'd be interested. As you say, some Civ2 decisions resist math, and the choice of govts is one of them. Each govt comes bundled with numerous consequences, and many are hard to evaluate indep of the situation and the player's goals.
I'm already getting confused; maybe we make different assumptions. I generally want to keep increasing my number of cities until the end of the game. More is better. Growth rate is one of the main ways I'd try to decide between these two strategies. BTW - I assume we are talking about ICS in Monarchy vs ICS in Republic [Wildpony's idea from the other thread] ?.... no mathematical analysis could be conclusive without an analysis of terrain. Here's why: in my estimation, the best play of monarchy will require a different number of cities than a republic...
I haven't tried Wildpony's idea and don't know exactly how I'd place cities in a very early Republic, but I don't see any reason why the placements should be different. On most maps (eg in most GOTMs) there is plenty of grass, and that's good enough for me (so, the terrain is not a big factor for me).... and some different production (due to the riot factor, and the fact that monarchy can use martial law). This means that (unless you can demonstrate that, generally, monarchy and republic should use the same or similar city placement strategy)
I'm not sure I understand this, and can't really see the problems you see..... directly comparing production levels by switching between governments and finding the "best" production output will not yield a conclusive result -- barring the possibility that one government is better even when used on a civilization planned for the other government. The problem is that city placement is influenced by the terrain, which varies from game to game, so comparing the "best" monarchy to the "best" republic is problematic, because the "best" strategy depends on the terrain.
Yes, I pretty much agree with this.Regarding the use of math when playing civ 2, in the end everything relies on math, because the game is mathematical in nature. I approach the game from the perspective of an economist, and view the game as a task of trying to make the best of constrained resources --
... the problem is that it is hard to recommend courses of action without knowing specifically what those resources are....
... or the math allows for comparisons in the same kind of unit.