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- From: surt@diku.dk (S|ren Egmose)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: CIVILISATION HINTS PART 2
- Message-ID: <1993Jan28.175041.22614@odin.diku.dk>
- Date: 28 Jan 93 17:50:41 GMT
- References: <1993Jan26.152707.3102@dct.ac.uk>
- Sender: surt@modi.diku.dk
- Organization: Department of Computer Science, U of Copenhagen
- Lines: 181
-
- I have some comment on this work:
-
- >YOUR FIRST MILLENNIUM
- >8. Build a wonder ...
- wait for at better millenium as the resorces could better be used
- building settlers.
- >9. Develop pottery ...
- Far superior is it to wait with this as graineries costs lots of gold
- to maintain. instead build 1 defensive unit pr. city (makes the city
- happy until pop is 4) and then build only settlers. The second settler
- should make a road where he is going on flat land.
-
- >YOUR FIRST CITY
- >1. BUILD 4 militia...
- Ok! if you do this none of the other will attack you because of your
- overwhelming military, but they will use all your resources for a
- long time, which will cause them to expand much more than you. Instead
- use you 1.militia/phalanx to explore until you city is about to grow to
- size 3, then it will be needed to control the population. If you have too
- many resources in you capital build a militia to explore.
- >2. build barracks...
- they are too expensive in the beginning, the other civ wont (generally)
- attack you if you have more units than they have.
- >3. upgrade units...
- only if you have excessive resources in your capital (see 1.)
- >4. build temple...
- too costly, wait for later.
- >5. build city walls...
- no way!, too costly in resources and gold, better build a military unit
- so you have more than them.
- >6. develop 2 agri. & 1 res. before moving away...
- takes too much time, better make a road in the square the city is using
- while going to found a new city.
- >7. move your capitol...
- the only reason for this should be corroption, which you wont have to much
- of, when you change government to republic.
- >8. make a scientist...
- build roads instead to get more money (and better transport)
- the worker is best left in the field until all all squares are used.
- >10. build market place a.s.a.p...
- yes, when you have republic.
-
- >YOUR FIRST ENCOUNTER WITH OTHERS
- >1. Accept 1st treaty...
- Actualy accept all treaties, unless you know they only got 1 city and
- you got a chariot, catapult or better.
- >2. use militia to check enemy expansion...
- if the frontage is small this is an good idea, you can also use settlers.
- >3. hold reserves...
- build only catapult (or chariots) to backup, and only a limited number,
- as all your units counts against the others willingness to attack you.
- >9. build forts...
- >10. place ...
- a wast of time (se doing war)
-
- DOING WAR
- 1. Prepare for war by building catapults, while only moving 1 out of each
- city which participate, as you want to run republic you must also raise
- yuor luxuries to 30%, a diplomat could be of advantage
- 2. Move the catapults as near as possible to the enemy city which is going
- to bleed on you, use minimum of 2 per city you want to attack, as you need
- one to enter the city when the defenders are dead. Try first if you can
- buy the city with a diplomat, the city which is farrest from his capital
- is the cheapest (smaller cities are also cheaper)
- 3. To declare war you must have a revolution, remember you a republic,
- return to that as soon as possible.
- 4. Place the catapults in more stacks, so you dont lose to many, if you
- got very few.
- 5. Start by attacking enemy units out of city, as they will try
- kill your catapults, if you got more hold some in reserve, while some try
- conquere the city, if it fails attack the units which are out of town,
- if it succeds some of them might die by them selv, then attack the rest
- 6. If the war is going badly, or you have had great losses try a peace
- treaty.
- 7. Enemy units far from his capital could be subverted cheaply by
- diplomats
- 8. Dont build barrack early as they become obsolete
- 9. On the defensive (what ???) fortify on mountains, hills rivers.
- 10. Protect your self from barbarian by exploring and building cities
- over all of your continent.
-
- >SECOND CITY
- >2. build grainery / barrack...
- to costly, only move a military unit from the first city to the new
- if the city is having to many resources and to few food.
- >3. use next settler to improve...
- use only the cities own settlers to make land improvements in the start
- game, and this should only be roads and evt. coalmines after you have
- changed to republic (Irrigation doesnt have any effect under despotism
- on plain?)
- >4. buy improvement...
- no, too costly. Only buy improvements in the start game when the city
- goes into civil disorder.
- >5. one should be port...
- >7. build away from enemy...
- only if it can be made without any trouble.
- >9. second should build inprovements
- no, settlers!!!
- >10. produce for next city...
- see 2.
-
- TREATIES AND TRIBUTES
- 1. Accept all treaties, until you have no place to expand, then
- dont speak with anyone if you have repoblic.
- 2. Exchange knowledge if you dont have any usefull, i.e. dont give
- them matematics, republic, religion, wheel etc. Pottery is ok.
- 3. Trust your neighbours (as far as you can throw them) to do what
- they think they can get away with, if you have 2 times as many units
- as they dont think.
- 4. Only accept alliances when you have several attack unit ready, or
- no contackt with the enemy.
- 5. Pay tribute if you are unprepared to do war or are already in war
- 6. There are ways to make other declare war on you:
- a. Refuse to talk with them (initialy or later)
- b. Buy there cities(?)
- c. Accept alliance (you can provoke this by meeting with the
- weaker parts king)
- 7. Breaking treaties make the other civs more willing to break theirs
- also.
- 8. If you are not far supirior they sneak attack you around 1 a.d.
-
- FINANCIAL TOOLS
- 1. Build roads, use fish, change to republic
- 2. After 1. build marketplaces (and banks) as they give more money
- and luxuries.
- 3. When you have reduces some of enemies to 1 city build caravans to
- send to them (mid to end game)
- 4. In the start game dont build any improvements to your cities, this
- gives large sums of money to develop tech.
- 5. After you have changed to republic the great moment has come! Its time
- for happy hour(s) set your luxerie so high that all cities have more
- (or equal) happy people then content and no unhappy. At the beginning
- of each turn control the cities so that this is true for most cities.
- Adjust with buying temples, marketplaces, (banks, coloseum, cathedral)
- and making entertainers. When too many cities become unhappy end the
- happy hour. Money should be horded before and under happy hour to buy
- improvements. After happy hour the luxerie cant go under 40% until you
- have build some settlers, or improvements to reduce unhappiness.
- 6. As marketplaces cost 1 gold dont build them when you have less than
- 2 gold or happiness in the city.
- 7. Build marketplaces or banks preferable to tempels etc. if they give
- enough happiness to make the city content.
- 8. When a city has all improvements try building SDI-defenses for sale
- or caravans to make trade for this or other cities.
- 9. When you get railroad build a lot of settlers and rail every square
- there is road and some more.
- 10. Only use workers as taxmen or scientist when there is no place else
- to work, use entertainers to boost happieness, when all else is to
- expensive. exp. if only 1 city demands 40% luxus, then passify this
- with elvises and set luxus to 30%
- 11. You want to develop the following techs for your civ:
- a. Republic -> more money, better growt, less unhappy
- better for war than democracy
- b. Religion -> good to surpress the masses, build the cathedral
- wonder if you are on a big continent else skip b.
- c. Railroad -> better production & transport, build a lot of RR
- d. Industri -> better production, and build the Women suffrage
- for better warfare.
- e. Electricity -> build Hoover Dam for better production, only on
- major continent else skip e. Good for pollution.
- f. Adv. Flying -> Bombers are good for warfare
- g. Genetic e. -> build cure for cancer -> more happieness
- h. whatever you want
-
- GROWT OF THE REPUBLIC
- 1. Use happy days to grow quickly under democracy or republic
- 2. Build graneries in very large cities, who are nearing there max.
- pop.
- 3. If a city with high production is also happy build settlers (or
- buy them), then home the settler in another city, now you have a
- "unlimited" settler factorie
- 4. avoid using forests until you have so much surplus food production
- that you can afford to loose 1 or 2. Alway be sure that cities have
- at lease 1 food in surplus (see 1)
- 5. try moving workers around to see if a square givs more resources,
- check this under new government types.
- 6. Never convert to foreset as they dont give more than 1 food and
- food is needed for high pop -> high score
- 7. In the mid or end game you can buy new cities graineries so they
- faster reaches size 3 where they can have happy day.
- 8. Buy enemy cities with dips.
-