From: crichar@eskimo.celestial.com (Craig Richardson)
Subject: Re: Yet more civilization questions
Organization: >>> Eskimo North (206)-FOR-EVER <<<
Date: Mon, 12 Oct 1992 17:27:38 GMT

In article <Bvr7Bw.wH@fc.hp.com> koren@fc.hp.com (Steve Koren) writes:
>Keith Steiger (keith@sisters.cs.uoregon.edu) wrote:
>
>> This is mentioned in the system-specific manual.  The game has a time limit
>> built in, and this time limit gets shorter at higher difficulty levels--
>
>It seems too short.  I've played about 6 times now, and only once has
>any civilization, computer controlled or otherwise, ever gotten a
>spaceship launched.  All the other times, nobody gets past aircraft
>technology before the time limit expires.

Your tech development can go a *lot* faster than that.  Build extensive
trade routes, with large *computer-controlled* cities on *other* continents.
I've had trade routes that give me 8-10 arrows *each*.  I usually max out
at 4 turn developments all the way thru future tech, although once, when
I had SETI in the 1400's, I got up to 2 turn developments for a while...

>> Okay.  Some of the things you can do to increase scientific production that
>> you don't mention:  Build roads.  Make more cities.  Build railroads.
>
>I do build lots of roads.  After making a city, I usually have one
>settler unit building roads around that city, irrigating, and mining.
>Then, after "improving" all the squares around the city, I have the
>settler build roads between cities.  After that, I disband it until
>later in the game when it can clean up pollution.

AAACK!  DISBAND?!?  I second the motion (in another article) that this should
be illegal.  There should probably be a constitutional amendment (although
that only works under Republic or Democracy :-) )...

Build railroads on every square.  They give you half again the production that
the square has without them.

>One tip I've discovered: don't build cities 9 squares apart.  Build them
>10 squares apart instead, so that you can develop trade routes between
>them.  Its frustrating to send out a caravan, only to discover that the
>cities aren't quite far enough apart to have a trade route.

Trade routes with your own cities are (comparatively) weak.  Build ships and
export your goods...  In-culture trade routes are usually worth 1-3 arrows.
You can get that from any but the weakest computer cities on other continents.

>> They aren't pillaging.  However, the people in the city can't use a square
>> while a military unit from another civilization is sitting on it.  You
>
>Sometimes I think they are pillaging.  What happens is this: I have a
>square with a mine on it.  Another civ's unit moves over that square,
>and then leaves.  After it leaves, there is no more mine (or
>irrigation).  They sometimes just march through my civilization doing
>this, and I have to send out a bunch of settlers to rebuild everything,
>but I've lost a lot of production and have people starving in the
>meantime.  And this is *without* a formal declaration of war on their
>part.

Use diplomats on 'em :-).  One other advantage of massive trade routes is
that you get a *huge* tax base.  This gives you enough money to *buy* the
most dangerous enemy units.

And if you are in Despotism or Monarchy (or have Women's Suffrage - one of the
best wonders from the military POV), fortify enough units near them to cage
them in, then wait for them to break the peace and crush them.

>> One hint about this:
>> Start a revolution, break the truce during the period of anarchy, and
>> go straight back to the original form of government when it asks you what
>
>That's a good idea.

Helps to have Pyramids, though...

>> I produce one militia, a settler, another militia, and then I build NOTHING
>> but settlers and temples (mostly settlers) for two THOUSAND years or
>
>Whenever I try this, my cities get taken over by either barbarians, or
>other cilizations, since they are essentially undefended.  I've found it
>best to get a phalanx in there as soon as possible to defend the city,
>and then worry about development.  But of course, that takes time...

Change production and/or buy military units when a threat appears, then move
the units on once a threat is over.

Early in the game, I like to produce:
Settler, Militia/Phalanx, Settler, Temple/Granary, Settler, Temple/Granary,
	Barracks, Phalanx/Legion, etc...

But if the enemy is near or barbarians show up, I modify this progression
until peace is returned.

>> Either play on Earth, or make a custom world with "large continents".
>
>Speaking of "custom world", does anyone know what the "age" thing does?
>All the others are explained in the computer specific supplement (Ami
>version).  But it says nothing about the world age.  It gives you a
>choice of 3, 4, or 5 million years.

Someone else has answered this...

--Craig

-- 
Craig S. Richardson (crichar@eskimo.celestial.com)
GM Pullman Sleepers (OBFBL) I've looked at backs that pushed the wall for years
GM Seattle Rainiers (IFL)   Scarred by many knives and too much fear
GM/Man Wis. T'wolves (IBL)  --Big Country - "Just A Shadow"
From: Doug.Murray@f550.n635.z3.fidonet.org (Doug Murray)
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