most important city improvent

Interesting, but entirely irrelevant to how much money you get per city. You could have a city of size 100 on all mountains and you'll only get a single trade arrow for the road you get automatically on the city square. You won't get any more arrows unless you build improvements (roads) or buildings (marketplaces, etc) or have terrain that gives you trade. Obviously this is an extreme example, but you get the idea. Population isn't the be-all and end-all of a good city.
In fact, city size is the deciding factor whether a city gets unhappiness at all levels, although it is a smaller city size for the higher levels.
 
all cities need all improvement and 3 trade links and then u have the ultimate civilization :goodjob:
 
JTB

The Attack strength of the Attacking unit is compared to the defensive strength of the defending unit to give the odds of winning each round of battle. The loser of each round has the winners Firepower deducted from its hit points. The battle will continue through many rounds until the hit points of one or other unit is reduced to zero.

Odds of attacker winning Round

AS / (AS+DS)

Result

DHP = DHP- AFP

Where
AS = Attack strength
DS = Defensive Strength
DHP = Defenders Hit points
AFP = Attackers fire power

The city wall improvement triples the Defenders strength thus significantly improving their chances of winning each round and subsequently the battle.

I am in the process of developing a spreadsheet the calculates and provides a graphical representation of all possible battle scenarios, and will be happy to provide it to anyone who is interested.

Ferenginar
 
Originally posted by ferenginar
JTB

The Attack strength of the Attacking unit is compared to the defensive strength of the defending unit to give the odds of winning each round of battle. The loser of each round has the winners Firepower deducted from its hit points. The battle will continue through many rounds until the hit points of one or other unit is reduced to zero.

Odds of attacker winning Round

AS / (AS+DS)

Result

DHP = DHP- AFP

Where
AS = Attack strength
DS = Defensive Strength
DHP = Defenders Hit points
AFP = Attackers fire power

The city wall improvement triples the Defenders strength thus significantly improving their chances of winning each round and subsequently the battle.

I am in the process of developing a spreadsheet the calculates and provides a graphical representation of all possible battle scenarios, and will be happy to provide it to anyone who is interested.

Ferenginar


i would be intrested fonz@planet-save.com
 
Originally posted by ferenginar
JTB

The Attack strength of the Attacking unit is compared to the defensive strength of the defending unit to give the odds of winning each round of battle. The loser of each round has the winners Firepower deducted from its hit points. The battle will continue through many rounds until the hit points of one or other unit is reduced to zero.

Odds of attacker winning Round

AS / (AS+DS)

Result

DHP = DHP- AFP

Where
AS = Attack strength
DS = Defensive Strength
DHP = Defenders Hit points
AFP = Attackers fire power

The city wall improvement triples the Defenders strength thus significantly improving their chances of winning each round and subsequently the battle.

I am in the process of developing a spreadsheet the calculates and provides a graphical representation of all possible battle scenarios, and will be happy to provide it to anyone who is interested.

Ferenginar

I am interested. My e-mail is JTB77&comcast.net
THANX
 
JTB, Fonz,

I've attached a link under a new thread in CivII General Discussions.

ferenginar:beer:
 
my favourite civ improvements are:

the supermarket- its so important for large pops and large scores;)
the factory- at the stage in the game its so important, especially for wonder building
superhighways- if u have one of these in each of your cities u will create so much more science and MONEY
:cool:
 
I guess my favorite is Temple since I ususally put it in first. Walls are high on the list, especially near the front. I tend to build a lot of cities on the coast so harbors are critical -- but I salivate at the turn where I discover off shore platforms -- all those wimpy coastal cities now become production powerhouses.:goodjob:
 
I think jtb is playing civ1 or he never eard about capitalization.

Imagine you have a city with 10 shields and then arrows.
With a .5/.5/0 tax/sci/lux rate you'l have a marketplace built in 8 turns and earn 40 money

if you don't sell it 10 turns later you'l have 40+10*8 -10 = 110

if you sell it you'l have 40+80+5*10 +80 = 170
inicial cash+martsold+cash earned+mart sold

You earn more money but a few turns later you don't have enough units to defend your city and you lose it :p and some money with it about 100.

In conclusion:

1st way = 1 city w/mart + 110 gold

2nd way = no city + no mart + 70 gold

but with no city your game is finished!!:lol:
 
I've forgotten!
The most important improvements are marketplace, libraries, temples and factories.
Money, luxury, knowledge, happyness and production.
 
Alot are important and to pick just one I can't do it. Temple, marketplace, libraries tied for first.
 
Temples are very important ones but this depends on difficulty. On chieftain it's not as important, on deity they are almost vital. Obviously the palace is the most important in any government which suffers corruption.
 
i aM IN CIV2 I JUST HATE CARAVANS AND FREIGHTS!
BUT SOMEBODY TOLD ME WHAT THEWY DID SO NOW I USE THEM!

NOT CIV1

NEVER EVEN HEARD OF IT!
 
OK JTB WE HEAR YOU

LOUD AND CLEAR

:)

(trying to get my post count up so i get some rank)
 
For a Power game, the essentials are Marketplace, Aquaduct, Sewer, Airport, Superhighway, and if applicable, Harbor.

The Mass Transit and Hoover Dam (hydro) are very important in late game... of course, Factories and Offshore Platforms too.

The bottom of the pile improvements are Walls, Granary, Barracks, SAAM, University, Research Lab, Nuclear Plant, Power Plant.

The others cold be essential in certain combinations and game times. The game style, esp. OCC, could affect necessary choices.
Ergo, I have no personal "favorite". But Harbor would be about as close as it gets. :)
america1s.jpg
 
No, for a power game, the essentials are all the defence improvements and all the vet unit improvements. All science buildings and Market, Bank and Stock Exch. are also essential. now switch to fundy/commie and get some power by FORCE!
Hey, now I say, it, I think I'll give that a go. Naff-all except this sorta stuff. Yeah.
 
I think this guy is pulling all your legs-no one can be this stupid to the ideas of growth= better=more power=last longer=best civ=tons of cash=faster science=win the game.

But then again i could be wrong.

Bigger is better. Having larger cities produce more units, production, money, science, and better looking than smaller cities ;)

i usually always have my main cities (roughly 10 of my first cities) built up and maxed out in everything. In time of war i can switch other cities over to build war units and have my main cities produce science and gold. Or in a jam pump out tanks and inf every rd or 2.

My build order usually:
barracks
defense unit
exploration unit
settler
defense unit
settler
defense unit
temple
library
settler
market place
settler
city walls
and in between there i work in pyramids and great library.

but so many different ways to build its hard to play same way each game.

sin
 
It always depends on - for example how many cities I have, what wonders I have(happiness), threats, production, trade.....

I usually decide it when the city is built:)
 
Back
Top Bottom