Whats SSC?

Super Science City: a single city that you try to build Colossus, Copernicus, and Newtons in, perhaps Hanging Gardens and Shakespeares as well, in addition to the science multiplying city improvements and whatever else you need to make that city grown over size 20. Add three big Trade Routes and you should have trade arrows between 100-200+ and beakers just from the one city of 1000+. Since the Wonders only apply to one city it is the multiplication effect that makes it Super.
 
I've done this, but can't ever get the beakers over 700... It still kicks butt though.
 
It of course depends on your tax rate too, and I agree that even with rivers, specials and all the necessary improvements and wonders it is hard to get it up to 1000+. I think this can all be found in the war academy.:)
 
I think this would qualify as a Super Science City. It is actually an OCC city from GOTM 29. This was after completion of the research lab, and a couple turns before the colossus expired.

It had a ton of river squares, some specials, and most importantly, a nearby foreign trade-partner city with direct railroad connection. Note the trade routes at +45 each :) (providing over half of my trade arrows)


rivertowne.jpg
 
That Hydro wasnt doin you enough good: did you have MassTransit?

I'm working on one for the OCC#2 over at Apolyton.Net; I've got 227 trade arrows, but I dont think I'll get the Mountain knocked down quick enough to make any more before I need to focus on shield production. I've got a Settler working full-time on my trade partner city, though, so my +40 routes will probably come up a few soon.
 
You do tile improvements FOR your trading partner?

Why the fortified Trucks?

Please chat about more rapidly growing a cities population. What are the time lines for growth possibilities?
 
Can't speak to the first two.

Rapid growth of a city's population comes from Celebration days (We Love the Consul/President Day) in Republic or democracy. Each turn of celebration after the first, the celebrating city's population grows by one. Conditions for celebration: No angry citizens and at least half of the citizens, including specialists, happy.
 
Additional condition: at least one surplus food sheaf in center box (Food Bin on the right does not matter). Also, Aquaduct and Sewers are necessary to grow beyond 8 and 12 respectively (ie- "celebration growth" does not supercede normal growth limitations).

Mardukes:
Yes, one of the powers of alliances is that you can freely move any of your units through the ally's city radii, which means you can bring in settlers or engineers to help improve their terrain. This will help them grow, if you have given them the happiness and growth techs that they will need to keep it under control. The AI does not prioritize trade in selecting and developing its city terrain, so if you want bigger trade routes you should consider help them along with extra roads and irrigation, if you can spare the workers from work on your own SSC.

One of the first goals of exploration is to find out if you are alone on your continent. Many players consider another civ on their continent a "him or me" situation and focus all their efforts on wiping them out. But if you look at things from the viewpoint of trade, having another civ on your home continent is a God-send, if you can find a good spot for your SSC there. Getting three early trade routes to an AI city on your continent, getting an early alliance with them, and building a "critical path" road between the SSC and the AI trade route city (or cities, but one is usually easier and quicker) will set up huge trade routes that boost your SSC research into the thousands. I am currently playing with a One City Challenge that has three +40 trade routes (city size 25, only one tile not contributing trade (a Mountain I am cutting down), got Colossus and SuperHighways) with an AI city that is only size 8, but I quickly added the "critical path" RR link once I got RR. The multiplication factor of the SSC's science Wonders is what makes this so powerful. Also, the early commodities that got locked in for those trade routes will often change as the city grows, so the SSC can then produce and deliver unlimited numbers of caravans overseas (NOT to the AI trade route city!) for huge delivery bonuses. My city has Gold, Oil, and Gems unblocked and repeating, while my early locked-in trade routes are Hides, Silk, and Wool.

You cannot make the AI build specific improvements like Aquaduct or Superhighways in their city, unfortunately. But if the food is there they will often do the right thing to increase the city size, eventually. The AI tends to focus early terrain improvements on irrigating Plains, while leaving shielded grass alone. Move one or two of your own workers up there to road and irrigate their grasslands and you will see them grow quicker and have more trade arrows to increase your trade routes. Keep the alliance at all costs, avoiding meeting with them unless their Attitude drops below Cordial but giving them anything they demand. Try to avoid making peace with anyone they are at war with, because that will be an issue with them. If you lose the alliance, any of their units parked on the "critical path" road/rail line will lower the trade route value.

As for the fortified trucks, just makes sense to fortify anything you have in the city that is just waiting there. I don't see a City Wall, which would make fortification meaningless.
 
Originally posted by Terrapin
Can't speak to the first two.

Rapid growth of a city's population comes from Celebration days (We Love the Consul/President Day) in Republic or democracy. Each turn of celebration after the first, the celebrating city's population grows by one. Conditions for celebration: No angry citizens and at least half of the citizens, including specialists, happy.

I'm familiar with celebration. I take it your assertion is that there is no need to press the growth of the SSC BEFORE Republic or Democracy. Seems late to me.
 
Depends on when you get them, and what your priorities are at the time. If I decide to go for Monarchy first, I will usually get it around 2400-2000BC, while I will get Republic around 800-400BC and Democracy around 200-600AD (starting with no techs). If I go for Republic first I usually get it around 2000-1600BC. If I am racing to build a Wonder first I will not make a switch, or I will delay celebration because I have to devote significant trade arrows to Luxuries (and production to Temples/Marketplaces/Aquaducts). If I am playing Deity I deliberately limit the growth of the SSC to keep it under the number of citizens I can keep content, trusting that I can grow it quickly with celebrations when the time comes.
 
Originally posted by mardukes
You do tile improvements FOR your trading partner?

Why the fortified Trucks?

Please chat about more rapidly growing a cities population. What are the time lines for growth possibilities?
The first I saw of widespread improvement of the allied trade partner was in the Size 1 occ game thread. Smash started doing it, and it was very useful. With only one citizen, your settlers/engineers don't have much to do to your own city. I don't know how useful it would be in a non-occ game, but in that game it made a huge difference. In addition to just improving things, I actually got to the point where I modified tiles to force the AI to work different (higher trade) squares.

My log for the 2000+ beaker city above is in the Game of the month 29 thread. That game was actually pretty inefficient early on. I got a fairly late start on the city and did not do much early on either. Note not getting Republic until well into the AD years. After republic, all growth was through WLTxD.

The rough timeline for that game was...
Rivertowne Founded 3100bc
Monarchy 725bc
Republic 380ad
size 8 520ad
size 12 1220ad
size 21 1530ad
Max size 29? - early 1800s

The fortified trucks are for eventual use in building the space ship. They are typically just food vans.
 
One other thing to mention: Diplomacy and alliances are fairly predictable and manageable when you are using the Classic/2.42 version of Civ2. Playing anything else: MGE, TOT, FW seems to be an order of magnitude more difficult pacifying and maintaining decent relationships with AI civs. Not impossible, just more difficult.

It is usually a bad idea to keep non-food trucks around the home city(ies) unless you are in a tight race for a particular, critical wonder. But since food trucks can be "cashed in" both for wonder building and for spaceship parts (there's a trick: start a wonder, add the truck, then switch to the part without losing shields), it's practically a maxim of Civ that when you dont have anything better to build, build a truck. Other uses of a truck laying around are: city garrisons (equal to a Warrior), terrain blockers (keeps Barbs from landing if there are no free coastal tiles), anti-Diplomat walls (stack in twoes or they can be bribed to open a "door"), and a fancy trick that someone entitled "WonderBread", where you start a Wonder, cash in a truck to free a blocked commodity, then switch to a truck (losing 50%) and RushBuild the rest to get the unblocked commodity the same turn. There is another trick called the Food Caravan Trick (FCT) which is banned in most games so I wont go into it. Check the GOTM Rules thread for a discussion of it.
 
Originally posted by ElephantU
[a fancy trick that someone entitled "WonderBread]

'someone's name = samson, the best civ2 player of all times (and the trick was discovered by solo, who I would like to name '#2')
 
I'm new to the forums and still learning the acronyms.
What's "WLTPD" or "WLTxD" mean?
Thanks.
 
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