Villages in Civilization 2

tamaneko

Chieftain
Joined
Dec 28, 2006
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Is there a known set of rules for determining what you get out of a village, most importantly what kind of villages can end up being advanced ones for cities? Also, I noticed how villages stop giving new technologies after a certain period, I think after you discover gunpowder...is this one of those rules?
 
Yes, there are rules. You can find them in the Great Library at the Apolyton site. IIRC, the odds start out basically equal for tech/gold/barbs/nomad or AT/unit. Certain circumstances will then enhance or suppress certain results:

1. Before building a settlement, you will not get barbs. (Theoretically, you should not get AT, either, but in my D+ games, AT are a pre-settlement possibility.)
2. If you have no settlements on that continent, you are more likely to get an AT.
3. After Invention, you will no longer get tech (tech probability then gets added to gold).
4. After Explosives, you will no longer get nomads.

For more, check out 'Poly's Great Library.
 
Thanks for the info. It's my first time playing Civ2, so I'm still getting used to the changes from the first, particularly the tech rule. In the SNES version of Civ1, you could discover any tech from the huts, so it was possible to get weird results like Nuclear Fission and Robotics from villages. Very easy to cheat on it. :D
 
Hmm...that's really disappointing. Is it also removed in Civ3 and 4, and with Call to Power and Test of Time?

Also, I've gotten pretty far in my game already (playing the big world map and reloading often when I encounter villages helped expand my empire quite a bit :D ) and have managed to colonize the best coastal areas from Europe to Asia. But there's still quite a lot of empty land in the interior of Asia and Eurasia that are far from any water or river source. How should I go about building cities in these areas, as in what should I concentrate on having more squares for the cities - more plains or grasslands? Also, with forests, should I clear them out or leave them intact and run roads and railways through them?
 
It is always better to site cities near sources of water (ocean, lakes, or rivers) to improve food via irrigation or farmland, but you can irrigate a chain of tiles from a water source to a city that is further away. Grassland gives one more food than plains, and engineers can transform plains into grass with a bit of effort. Forests are a source of shield production, and a railway will increase that by one. Their limitation is that unless they have a river through them they do not produce any trade (same for hills). It is up to you to determine the right balance of food and shield production for each city based on your plans and the terrain. At higher difficulty levels larger cities have discontented citizens so some players try to keep their cities small, but you can deal with unhappiness with improvements, wonders and luxuries. I generally recommend you pick your overall goal first - conquest, spaceship, or high score - then plant and nurture your cities accordingly. Some cities can be neglected while others (like a Super Science or Trade Center) should be disproportionately favored in development.
 
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