238 lines
14 KiB
Plaintext
238 lines
14 KiB
Plaintext
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Episode: 3910
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Title: HPR3910: Playing Civilization II
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3910/hpr3910.mp3
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Transcribed: 2025-10-25 07:50:52
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---
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This is Hacker Public Radio Episode 3,910 for Friday the 28th of July 2023.
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Today's show is entitled, Playing Civilization 2.
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It is part of the series' computer strategy games.
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It is hosted by Ahuka and is about 16 minutes long.
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It carries a clean flag.
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The summary is, Some Hints for Playing Civilization 2.
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Hello, this is Ahuka for Hacker Public Radio.
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And I am excited to welcome you to another episode in the series I'm doing on gaming
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strategy gaming.
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And in this I'm going to return to Civilization 2 and I want to give just some hints about
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gaming.
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Now, this is not a full-fledged strategy guide.
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There is one on the Civilization Wiki, there's a link in the show notes for that.
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So if you really want to get into what you can, but these are just some general suggestions
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on things that will make you more successful.
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First, keeping your cities happy is very important.
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If you don't do this, they can go into unrest.
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The mayor will flee in panic, and if you don't correct it right away, your government
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will fall.
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Now this happiness issue is in all of the civ games, though the mechanics may change depending
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on the version.
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Now in the early stages, you want to build a temple in each city.
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And once you research monotheism, I would recommend building Michelangelo's Chapel, which
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gives you a cathedral in every city, which is a very handy thing to have.
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Now the thing about cathedrals that makes them valuable is that a cathedral in a city
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will take three unhappy citizens and make them content.
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Now, if you can't build this wonder, you would have to build a cathedral in each city
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to get the same effect.
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You can also increase happiness by increasing the funding for luxuries or by turning some
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of your citizens into entertainers.
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Entertainers are a good short term solution, but they reduce your food, production, and
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trade because they are not working tiles.
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So I would consider them temporary.
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Now the last way to manage this is to keep your cities very small, because as they grow,
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the added citizens are likely to be unhappy, subject to, of course, the above modifications
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that you can do.
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Now this happens more quickly as you go to higher difficulty levels.
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At the lowest level, which is chieftain, you can have six citizens before this kicks in.
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While at the highest level, which is deity, you only get one happy citizen when you found
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a city.
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So learning to manage this is very important.
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For a fuller discussion, the civilization wiki, as a good article, again link in the show
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notes.
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Now, the next thing you consider is the wonders of the world.
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I find them more significant in Civ 2 than in the original in terms of their impact on
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the game.
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There are some that I always try to get, first is the pyramids, which is unlocked when
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you discover masonry.
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It counts as a granary in each of your cities, and granaries help you grow your population
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faster.
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This matters for the kind of victory you are going after, since there is a strategy to
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keep city sizes low, settle a lot of them, and pump out units for a conquest victory.
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But if you are going for a science victory, large populations are very helpful here.
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And the pyramids never expire, so you get this benefit all the way through the game.
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Another early wonder worth getting, if you can, is the great library.
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This grants you knowledge of any technology or science advance that two other civs have
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discovered.
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For a science victory, this is particularly important.
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I often get it not because I need help from my science, but because it will keep it away
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from the others.
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If I am going for a science victory, I will probably be the leading researcher.
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But I don't want anyone else getting the advantage of all of my hard work, and getting the
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great library slows down the opposition.
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Now there are two things to keep in mind if you are making wonders part of your strategy.
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First is you can use caravans to add production to a wonder, and that means researching
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trade should be a priority since that unlocks the ability to build caravans.
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And you should also be building caravans to create trade routes.
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You should aim to get three trade routes in every city, and the earlier the better since
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the revenue goes up, the longer the routes are active.
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This can lead to a very healthy treasury.
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And as we mentioned previously, Sid Meyer has said that money is the key to this game.
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In the case of Wonders, in Civ 2 only, you get a warning when an opponent is about to
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complete a wonder the next turn.
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If it's when you are interested in, and you have enough money, you can buy it.
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Now generally this would happen when you have already built a fair portion of it since
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the cost goes down when there is less left to build, but having the money on hand gives
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you flexibility.
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Now some other wonders I like to get when I can include Michelangelo's chapel as we
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discussed previously, which never expires.
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Then there's Magellan's expedition, which gives your ships two extra movement points,
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and all new ships are veteran when built, that also never expires.
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Leonardo's workshop will automatically upgrade all of your units.
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It does expire when automobile is researched, but by that point there aren't a lot more
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unit advances anyway.
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Adam Smith's trading company pays all of the maintenance charges on buildings that require
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one gold maintenance per turn, and that's most of them, so it's a big boost to your treasury.
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And finally, the Hoover Dam counts as a hydro plant in all cities on the same continent.
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Now all wonders have some benefits, so I have highlighted the ones I find I go for the
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most often.
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And you will never get everything you want.
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But if you have a large treasury and can build lots of caravans, you'll get more than
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your share, and it can help you to snowball.
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Now the easiest way I found to win this game is to build wide, in other words to build
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lots of cities.
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Cities are still the basic entities in Civ 2, as in Civ 1.
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And it is cities that support your military units and let you build buildings and wonders.
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The opposite approach is to build tall, in other words, build just a few cities that
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are highly developed.
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And the ultimate in this approach is what is called the One City Challenge.
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Now this is very difficult, since the idea is to win with just one city, and people
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have done this in every version of Civ.
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But you have to be a real expert to pull this off.
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So for a beginner, I would say building wide is the suggested approach.
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Now I will frequently make an early gamble and settle three cities before I build my
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first real military unit.
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You can usually get away with this on a standard map, since no other player is that close,
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and barbarians are not active right away.
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And if you do get wiped out right away, just restart, or start a new game.
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Now I usually do a save right on the first turn in case I need to start over.
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You always start with the knowledge of how to build militia units, but sometimes you
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already know bronze working with let you build the phalanx, the best early game defensive
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unit.
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But the first technology I usually go for is horseback riding.
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This is because the horseman unit travels faster than units on foot, and that means I can
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do exploring.
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Exploring is important for several reasons.
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First, you want to find out who you nearby opponents are.
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Second, you want to scout out locations for new cities.
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Third, you want to explore the goody-huts on the map.
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They are the best source of gold early in the game, frequently giving you 50 gold when
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you explore them.
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They can also give you knowledge of a technology, which saves you time on researching it, and
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occasionally you will find an advanced tribe that will join your civ as a city.
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But if you're unlucky, you will awaken a horde of barbarians, which usually means the
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death of your exploring unit.
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Now, there are two ways to win in Civ 2, just as in Civ 1, conquest or science.
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To gain a conquest victory, you need to wipe out all of your opponents.
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But to do that, you need to keep up with science since that's how you improve your military.
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In the early game, the best defense is phalanx behind city walls, and the best offense is
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Legion, chariot, or elephant.
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Now, a couple of fortified phalanx units behind city walls will generally withstand two
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of the offensive units.
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So a conquest victory generally means you need to build lots of offensive units, and that
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means lots of cities.
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And some of those cities probably need to focus on science at any given time, or you may
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find your ancient chariots going up against medieval pikemen.
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Now, you can build barracks in your cities, and that will make the units you build in them
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veteran, which gives them a 50% bonus in battle.
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But as in Civ 1, barracks become obsolete twice.
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That's when you research gunpowder, and the second time when you research the automobile.
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But Civ 2 is kinder, in that the game automatically sells the obsolete barracks for you, and puts
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the money in your treasury.
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Now if you're in the medieval period, pikemen are the best defensive unit, and knights and
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crusaders are the best offensive units.
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But as before, two veteran pikemen behind city walls will withstand any two comparable
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offensive units.
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Now, after gunpowder, you get musketmen, which are the best defensive units, and cannon,
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which are the best offensive units.
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And then as you research further, it ratchets up to cavalry, as an offensive unit, riflemen
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is a defensive unit.
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And then with the automobile, you unlock armor, one of the best offensive units, and a bit
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later mechanized infantry, the top defensive unit.
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So you need to keep up with science, or you will find your units are outmatched on the
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battlefield.
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And knowing that two good defensive units behind city walls will usually beat two good offensive
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units of comparable power, you'll see that you need to build a lot of units if you plan
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to go conquering.
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Now for a science victory, the ultimate aim is to land a spaceship full of colonists
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at Alpha Centauri before anyone else does, but that does not mean you can neglect your
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military.
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You need to at least have a strong enough military to either deter or punish aggression from
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your opponents.
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And one wrinkle is that if your capital is captured before you have landed at Alpha Centauri,
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it wipes out your spaceship.
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And that can be as simple as firing a nuclear ICBM, which is unlocked by building the Manhattan
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Project Wonder.
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Send that to your capital then send in paratroops to occupy the city.
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Getting a lot of science involves building libraries, universities, and research labs.
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In addition, some wonders add to science.
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The first is the great library mentioned earlier.
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Now two of them, Copernicus's Observatory and Isaac Newton's College, only affect the
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city where they are built.
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So if you are going for a science victory, you'll get the optimal results if you designate
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one city as your primary science city, and if you can build both of them in that city.
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A Darwin's voyage gives you two free advances, and the city program gives you a free research
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lab in each city.
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Other that you can create specialists.
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Note that you can create a specialist by clicking on a tile that is being worked in the city
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screen.
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That removes the person from your labor pool, in terms of an entertainer who sort of looks
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like Elvis.
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And then if you click on the Elvis figure, you can get a scientist who looks like Einstein,
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and one more click will give you a tax collector.
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Finally, you need to pay attention to productivity.
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You should develop each tile in your cities as much as possible.
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Roads, and later railroads, not only facilitate movement, but also increase the trade generated
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on the tile, adding to your revenue.
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Hills and mountains can be mined, which adds to your production capacity.
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In irrigation, later, if you research additional technology, farms, add to your food output and
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help grow your population.
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Counting the city itself, each city can work 21 tiles, and that means you have to get to
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a population of at least 21 to maximize your output from a city.
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And you increase population by increasing food production.
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It takes a long time to get cities that large, of course.
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So if early on you have a city of size 5, you're doing pretty good.
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Now as for general production, displayed as shields, mines increase this if they are
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worked, and forests do as well if they are worked.
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Later on you can build a factory, and then with further technology, a manufacturing plant,
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to increase this more.
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The city is important for all games.
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If you're going for conquest, it means you can pump out units faster and overwhelm your
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opponents.
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For a science victory, it can mean building your libraries, universities, and research labs
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faster.
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And for getting those juicy wonders, high productivity cities can only do them faster,
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but other cities can pump out caravans that you can use to build them even faster.
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The power plant will also help with this.
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But power plants generate pollution, which will show up as a blotch on the tile.
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Settlers, and later on when you get the right technology engineers, can clean this up,
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but it takes a few turns.
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And until it is cleaned up, it reduces output on the tile.
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And you can reduce the pollution by building mass transit, a recycling center, and finally
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a solar plant.
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And hydro plants give you power without adding the pollution in any way.
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One reason why the Hoover Dam wonder is so powerful.
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Now nuclear plants not generate normal pollution, but there is the chance of a meltdown event
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which generates its own kind of pollution.
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So this is the basics for Civ2.
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So I also want to discuss Civ2 test of time, which is a variant that came out later.
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And so that will be the next article.
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But this is Ahuka for Hacker Public Radio signing off and encouraging you as always to support
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free software.
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Bye bye.
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You have been listening to Hacker Public Radio as Hacker Public Radio does work.
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Today's show was contributed by a HBR listening like yourself.
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If you ever thought of recording a podcast, you click on our contribute link to find out
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how easy it really is.
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Hosting for HBR has been kindly provided by Anonsthost.com, the Internet Archive and
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R-Sync.net.
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On the Sadois status, today's show is released under Creative Commons, Attribution, 4.0 International
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