strategy

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stellar converter

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we should have a military and an economic forum. the economic one could have stuf about science and money. you know, how to manage your empire. believe it or not, some people win by making a space ship
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the best *&%$#@ chess player around here
 
To be successful you should have the best of both worlds though right?? I still think thats a great idea though sc, people definetly have their specialties.....whats a spaceship???
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C'mon! You guys always win by nuking the world?
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You know what? Most of my games, I win it by launching the ship. I have more fun to build an empire that dominate the world by dealing with the balance of power rather than destroying anyone.

I think I don't have this imperial attitude!
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I always plan the position of my cities depending on my neiborhood positions and the land area. Fertile or not. I never plan to nuke another civilization unless I know they could be devastator to me later or, the effort to maintain good relation won't be efficient.
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I like a lot the diplomaty thing and the economical aspect.
 
Benz- that tactic requires as much skill as any other in Civ, but I imagine it is hard to pull off in a MP game. There's always a few in the bunch who are just waiting for someone like you to beat up (or atleast try!). I enjoy the economical and Diplomatic aspects of the game, but I need some tension (wars) to keep my interest.....I never use nukes----I am a perfectionist when it comes to cities and the last thing I want to do is start a nuke war, cause Global warming and see all my well tended farms turn to swamp......a batallion of howitzers with Mehanized Infantry as escorts is a much better method of destruction.........I don't remember where I read this- but someone at Apolyton stated that the launching of a spaceship is as agressive of a move as launching a nuke......and I agree......it is a big step in ending the game. And that means if your spaceship lands first, you win! And who wants to lose? If I found a fellow player building parts for a spaceship and I wasn't, I don't care if we're allies or not, I'd have no choice to declare war and try my hardest to deter your building........of course if you're playing against the ai it doesnt matter......oh well
 
Hi drake,

I never played Civ2 in multiplayer yet. I guess I couldn't live long in the beginning!
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I could be a very easy become a target.

Launching my spaceship? I do so only when I see the ennemy close to do so.

I understand that anyone who wants to build parts can be a public ennemy and everyone can join their forces against him.

MP must be exciting. Not predictable as the AI's computer is. These days I'm too busy but, I'll buy it and try as soon as I can!
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A game of civilization can be very long. How do you play this? Do you play a bit, save it and resume another day and so on? Or do you play it one game straigh and everything is finish after?

On MP, can you start with a scenario? Or only new games?

Do people plays in teams sometimes? Like 3 teams of 2 players or 2 teams of 3 players?
 
<font face="copperplate gothic light"><font color="navy">Well i'm an Imperialist by heart
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I love to Colonize the world at any cost and build my Empire up to the Nation of the Universe. That's why i play Bloodlust. No spaceships
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So just all out war.
IT's my favorite way to play. I have never played Spaceships now that i think of it. o well.
PEACE!

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Also known as SunTzu
Scenario Reviewer and News Collector/Poster for civfanatics.com!

[This message has been edited by Thunderfall (edited October 28, 2000).]
 
you dirty uncultered swine
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the best *&%$#@ chess player around here
 
<font face="copperplate gothic light"><font color="navy">
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hehe imperialism is fun in civ2
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The best way to play IMHO.
My latest game i was just Nuked 13times by the ZULUS!!!
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Also known as SunTzu
Scenario Reviewer and News Collector/Poster for civfanatics.com!
 
. At the lower levels I have played at (having started civ2 in August) I have reduced the computors civs (each with 2 avatars) to one city, in the last two games with me having 254 cities, over a billion population, (having to sum the cities by adding machine since the automatic sum stops at 320,000) turning over the future technology from 255 to 0, and landing the maximum spacecraft (39 structural, 16fuel/engine, 3x4 modules) on turn 2020 (launch in 2009, even though the flight time is 11.8 years).
. At the lower levels you can both conquer up to 1 city left and have your space ship. I propject that this will not be possible at King & above , as no doubt your experiance has already shown you.
. My view on maintaining large empires to 2020 is that you must set the computor civs to reincarnate and counquer each color twice to prevent them from ever reaching nuclear technology and eventualy reducing them to one pet civ, so that they will never get to the "last defiant gesture" stage of lobing nukes at you. Eliminating the computor down to 1 pitiful pet city also get more turn with no wars ongoing adding to one the score bonuses.

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Gauis Mucius Scaevola
Older, richer, and wiser than you.
 
BENZ-
You wouldn't necessarily become a target early in the game at all! There are some games that are set up to have war from the start, but I can't stand that crap. It's mindless. If I wanted to play an arcade game, I'd be somewhere else. Anyway, if you play on a large map, where you have some breathing room, you can actually devise a strategy that doesn't have to include war at all. If you build your defenses up and are willing to fight for your homeland and stay focused on your goals, you will be tough to take out. Long costly wars are hell for your enemies and no one has bottomless pockets.
I only start wars I can finish- to take a city or two here and there is great, but can you sustain them? It's difficult. A crushing blow is often necessary to make someone submit.

MP is great, no doubt about that. There are so many intelligent competitors out there and they all have different strategies- this is the most fun aspect to me- what made AI games boring to me is that they were too predictable and stupid...Conquering the world is fun, but not without contest time after time........you gotta lose once and awhile to keep it interesting
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A game of civilization can be very long, true. I'm currently playing a game that runs once a week for four hours. I can't say if it will ever be finished, but if it does, it will be months from now...which is cool with me, cuz I'm patient, but some couldn't wait that long.....these are the games I am after. Short games don't do anything for me.

Yes, you can play with scenarios if everyone has it on their drive.

I've never played with teams, but it can be done for sure. You just need to meet some people who want the same thing out of a game as you. Style of play shouldn't matter...(the more variety of people the better!)

You should get Mp benz......even if it takes awhile to find a game that you enjoy,its well worth it...........
 
I've got an enemy down to one city and launched a spaceship on King, and only just missed it on Emperor.

It's fun to watch what the AI does with its one city. Not much, usually. If it tries to make a nuke, you can use spies to destroy it.
 
Well the pet civ building nukes should not be a problem... I usually do 3 things to prevent that:
1. Make sure that the pet civ is a 2nd-generation civ, so usually they have just appeared and have no tech.
2. Conquer the world quickly, usually before 500AD. This way they are not advanced at all. The longer you leave them to themselves, the more advanced they'll be.
3. Siege the city. I first attack the city until it is a 1 then use diplomats to destroy all buildings. Next, I place one units on each square in the city radius so that it can only produce a scrap of food and resources.

On one game, I conquered the world in 200AD and by 1950AD (when the game became unplayable due to escalating bugs... this is civ1 by the way) the civilization had built 2 phalanxes and succesfully discovered only one tech since they had been caged: Monarchy. Needless to say, they weren't much of a threat because I was on future tech 200 or so by this time...

One real problem with this is that if you are democracy or republic the seiging units can cause civil disorder, so it's important to counter with luxuries or hanging gardens/cure for cancer. Of course, Women's Suffrage or Shakespeare's Theatre help a lot more!

And one thing to try if you want to conquer the world earlier:
When you kill a civ, don't finish it off. Instead, make it a pet. Do this to all civs, then wait until a certain year (0AD?). I'm not sure of the exact year, but there is a year in civ1 where it is not possible for 2nd generation civs to spawn. So if you wait out till this time, then as soon as it passes, kill them all, then you will get no 2nd generation civs, cuz they can be a real pain, especially if they are on a far away continent and all you have is triremes.


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Civilization I Master of masters
Webmaster of Civilization I Fanatics Center
 
Originally posted by Benz:
MP must be exciting...A game of civilization can be very long. How do you play this? Do you play a bit, save it and resume another day and so on? Or do you play it one game straigh and everything is finish after?

I am currently playing a <A HREF="http://gameleague.megaultra.com/">GameLeague</A> game. Me and my opponent just get on whenever we can and fire up the game. I think we have a total of 10-15 hours in the game now. I am also playing her husband in another League game. God I love this game!
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-PaleHorse76-



[This message has been edited by PaleHorse76 (edited October 31, 2000).]
 
In regard to economic policy, I would like to post a few observations.
a) Economic activity should be divided into several spheres;

1) Infrastructure economics - referring to the construction and benefits of infrastructure investments within cities. The speed at which this investment re-pays its construction costs is directly related to your economic growth rate.
2) Geographic economics - the resources and development of the actual land in the Empire, which is where the population is deployed to produce wealth.
3) Capital economics - divided into two spheres, the Financial, and Resource production. Financial resources are potentially more useful to the State, as they are 'superfluid', that is to say, they can be deplyoed anywhere, instantaneously. This means that financial resources are generally allocated to the most potentially beneficial projects, accelerating growth in high reward areas.
Resource production ('shields') is local, and therefore fixed in position and limited in its ability to influence the national economic body. The balance between resource and financial production changes as the game progresses - a peaceful economy which wishes to develop quickly must have a high amount of financial resources to invest as mobile capital in high-reward infrastructure projects.
4) Population economics, which is very complicated because it is influenced by so many other areas.

The main other point I would like to make is to introduce a new concept, that of economic 'pull'. This relates to the relationships between the four economic areas outlined above, and to the manipulation of them and hence the policies of the State.
It is possible to graph the areas outlined above. Hence, infrastructure is graphed at the total resources invested in infrastructure within the Empire (say 10,000 resources).
Geography is graphed at the amount of settler 'turns' invested in land development (say 10,000).
People is graphed at the number of population units.
Production, that is, the output of the Empire, is the factor in the balance. If we graph the first three elements over the course of several games, a pattern of correlation emerges. This pattern is;

There is a balance between the three factors of geography, infrastructure and population. Where this balance is upset, the Economy is unstable, and if resources are not diverted to deal with this, economic growth will rapidly slow down.
The best way to illustrate this is with the 'we love the president' day. This can be used to trigger massive growth over several turns in many cities. This upsets the equilibrium of the graph by propelling the population level ahead of the supporting infrastructure and geography available. Hence, we will need to 'bridge' the gap by investing heavily in infrastructure and geography to permit further economic growth.
This also happens on a turn by turn basis, when minute changes in the relative levels demand corresponding investments to maintain the overall equilibrium.
This means we can predict and alter our own economic cycle - Try it, you will find that the investment and allocation of resources - and hence your economic and military policies - are inherently reliant on developments in one or more of the three areas which demand compensation from another area.
If I had the space, I would put down the ratios and mathematical implications I have discovered through extensive analysis. Perhaps if we take up the very good idea of an economic forum, I will be able to find time to do so (if anyone else is as fanatical as me, and wants to read it and share ideas).
'Till then, keep your economic models flowing (anyone interested in detailed mathematical analysis should e-mail me, the results will make you devastating as a player, beyond the scope of ordinary mortals!)
Blitz Krieg.

 
Me and my friend used to play MP alot! well the longest we've played w/o saving or whatever was 13hours straight!!! LOL i was tired! we started at emmmmm i think it was like a Sunday at 5PM and ended Monday at 11AM
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sometime around there hehe
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I would but he's too busy running an AOK clan and playing AOKTC.
I'm gonna talk to him this weekend to play a game of civ2
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A.K.A Gregorius_Luxius
http://civfanatics.com Staff and forum moderator
 
Sorry to write such a long reply for the economics bit.

Basically, food, resources and infrastructure have a certain relationship throughout the game.

The balance of this relationship is the essence of the game. ie population goes up, infrastructure must follow, to cater for it.

Blitz.
 
whats tactics anyways?
i never plan out a tactic before the game starts. I think it`s much better to use the tactic thats best depending in the enviroment and opponents.

i also liked the diplomatic model much better in civ2 than in civ3.

nukes are for *****s. bombers are for real men
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You could call me a Perfectionist and Capitalist. I depend my empire on this:


  • Money
  • Wonders and city improvements
  • Very strong defend
  • Diplomats
  • Trade
  • Money - tax collectors.
  • Subverting cites or send out tanks

First of all Money. Money is the key to everything,

By building Wonders and city improvements I will get many people in my city and with the wonders (try to get them all) don't get me started. All wonders you can get is good.

A very strong defend is a must have fore my kind of democracy (yes I use democracy). No body cant take my perfect cites. I usually have 4-5 off the best units in every city.

By having diplomats (or spy) I can spy on my enemies and steal their secrets (by having UN and other wonders and strong defend they soon stop their suicides and sign peace).

Basic Trade. Both treading maps and siense and establish trade betwene cites.

More Money by having tax collectors.

Finally after building up a 4-6 city tribe it is time to expand by either subverting cites or send out tanks. If I have to many democracies I take the tanks but I usually starts with taking some cites by subverting them.

Extra - If the opponents is to strong I make manhattan project and SDI defend and then send out the nuclear missiles.

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Sweden! Sweden! Sweden! Sweden! Sweden! Sweden!
 
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