What are you weaknesses in Civ2?

Mountain King

Chieftain
Joined
Oct 9, 2002
Messages
37
Location
Norway
We all got our weaknesses, right?

I suppose mine is that I too often leave cities with little protection, because I'm too obsessed with expanding and building improvements. In the early stages, I train a Phalanx and build a Barrack and leave it at that for too long.

What about you?

Edit: poor grammar
 
To eager, keep missing things that are important,ie the AI are about to complete "very important wonder".

Pressing wait for units that need to act, holding down keys for too long so whenthe units movement points run out the next unit comes up and moves when you don't want it to.
 
Mauntain King,
Your mistake is that you build too much defence. A warrior will be suficient (if you need any defence at all) and a barracks is a waste. You say you expand, so your first cities don't need defence.
Perhaps my weakness is having trouble expanding after the early game, as I'm more involved with improveing my cities and building caravans.
 
Prof. Garfield said:
Mauntain King,
Your mistake is that you build too much defence. A warrior will be suficient (if you need any defence at all) and a barracks is a waste. You say you expand, so your first cities don't need defence.

Yes, well, I leave the cities completely defenseless when expanding at the very beginning, but as soon as I train Phalanxes I leave it like that for too long.

I'm not very good at expanding through combat either; I just feel that it takes too long, massing all those different units just to capture one city, so that by the time I'm done, I'm running behind on the space race. It's more of a fear of it rather than knowing it will happen, of course.
 
Hmmmm....where do I start? I have so very many weaknesses... ha ha ha :lol: Mainly, I have the opposite problem. I think I sometimes get too militaristic and build too many defense units (more than I need). It doesn't take me long to take over enemy cities at all, but often military units are left unused and unneeded, just taking up shields. I'm also impatient. I sometimes jump the gun, when, if I had given things more thought, I could have made a better move. :cry:
 
My weakness is possibly that I never build enough cities to go through the city list more than once. That, and that I waste time on building defense before I build a settler. I'm still on the noob-intermediate level, maybe that's my greatest weakness.
 
My weakness is fighting wars before howitzers come along. Almost everytime I do, I either don't bring enough units to capture a city, or build so many units that by the time I get around to launching an attack, they're all obsolete. Occasionally I'll be the first to get Leadership or Tactics, but if I don't, I have to build my own cities if I want any new ones.

I also get bored with building caravans all day long, even though I know it's the best way to play the game. So I end up not having enough money to buy as big a spaceship as I want.
 
The only weakness I acknowledge for myself is a mental block when it comes to using Caravans/Freight. I am slowly getting over this, though...

I may have others, but I don't know about them yet ;)
 
Mountain King said:
We all got our weaknesses, right?

I suppose mine is that I too often leave cities with little protection, because I'm too obsessed with expanding and building improvements. In the early stages, I train a Phalanx and build a Barrack and leave it at that for too long.

What about you?

Edit: poor grammar

Hmm That's Exactly my weak point too. I usually are in full expansion but leave my cities weak defended..
 
My biggest weakness is that I am not as militant as I should be I usually am known as So and So the Meek. :cry: But haven't been playing that long
 
One of my many weaknesses is that I don't have many trade routes. I keep reading that they are really important, but I never seem to have the time to build all those caravans/freights.
 
Well, Alice, what are you building instead? A common mistake (and one I used to make frequently myself) is building far too many improvements in your cities. Early on, most cities don't need libraries, and you don't really need temples until your cities get a little bigger (martial law will help you out before then). Even marketplaces are really only necessary once you're in Republic trying to get luxuries up as high as possibly.
 
Singing Guy said:
Well, Alice, what are you building instead? A common mistake (and one I used to make frequently myself) is building far too many improvements in your cities. Early on, most cities don't need libraries, and you don't really need temples until your cities get a little bigger (martial law will help you out before then). Even marketplaces are really only necessary once you're in Republic trying to get luxuries up as high as possibly.
Echoing this sentiment, I like to think of those trade routes as a type of city improvement - and at only 50s each, minus the payback from the delivery bonus, they aren't even very expensive improvements for the benefit they bring. 3 good trade routes to a moderate AI Civ will probably come close to doubling your trade in that city. Think about that...double the taxes, double the luxuries and double the science. This is the same impact as a market+bank+library+university, all for less than the price (in sheilds) of just the university, and that doesn't even account for the payback in gold and beakers on the delivery bonuses. Then you can further multiply that benefit by adding the buildings too. Even if the 3 routes only give you a 50% increase in trade, that's the equivalent of Market+Library for 150 sheilds instead of 160. If you can deliver to a foreign city demanding the goods, the caravan has a fair chance of paying for itself entirely.

Edit to add: ...and trade routes have no per-turn maintenance cost!
 
Thanks! That's quite the useful link. I'm wondering...What bonus do you receive if you trade with a city that demands your commodity versus if they don't. Also, what is classified as a direct road or railroad?
 
1) Demanded commodity = better One Time Bonus, but no influence on the value of the Trade Route

2) Direct road or RR = the one that is chosen by your explorer if you use the GoTo command
 
Hmm... Interesting stuff you said in that thread, lafayette. I might add it to my stack of Civ2 papers at home that is this thick *makes hand motion for nine inches*.

Interestingly enough, I came up w/ a rudimentary version of that on my own in my mind (a "Secondary Trade City" to supplement a SSC or WTC), but never really implemented it in my games or thought the concept out as much as you did. I'll certainly need to read that thread a little more.
 
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