February 3, 2000, 11:29
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#1
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Settler
Local Time: 23:29
Local Date: October 30, 2010
Join Date: Feb 2000
Location: Dover, Kent, UK
Posts: 10
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Fundamentalism
I thought that when playing under fundamentalism that Science is halved
On changing to Fundamentalism (playing CIVII)I find that discoveries take 1512 turns no matter what I set the science rate to!
This can't be right, surely? Does this mean there is a bug in the game? If so is there a patch to download to correct it?
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February 3, 2000, 11:58
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#2
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Emperor
Local Time: 23:29
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Location: Liverpool, United Kingdom
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We have observed similar quirks in the information available from the Science Advisor - particularly just after a change of government or when several cities have been in disorder. Overall the Tax Rate screen (Shift+T) seems slightly more reliable - and [as a total aside] when we do use the Science Advisor screen the little application called "Cool Ruler" is invaluable - it is a pop-up measuring device you can configure to exactly measure your science progress [/end of aside].
However, we generally find that the problem - whatever it is goes away the next turn once the disorder etc has been sorted.
Don't forget! Not only is the science rate halved the maximum effective rate is also 50% (giving an actual max of 25%) so although you can set you science up to 70 (or is it 80?) any excess over 50 is totally wasted!!!
For reference I like to run at a tax rate of 50% luxuries + 50% science - income comes completely from trade and tithes and celebrating cities yield Demo level trade arrows which means that you are only losing one or two turns per advance against a moderarate sized Democracy and keeping even with the smaller ones (techs every 3 or 4 turns with 50 - 80 celebrating small cities)
Sorry this has turned into a thesis, Cheers
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Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
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February 3, 2000, 12:21
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#3
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Emperor
Local Time: 23:29
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Join Date: Nov 1999
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When playing the MP version against the AI there seems to be bug with Fundy. Recently, a spy reported that an AI civ had set the science rate to 60%, when in
Fundamentalism. It was difficult to tell whether the AI had made an error - or if it was cheating!
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Scouse Git (2)
[This message has been edited by Scouse Gits (edited February 03, 2000).]
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February 3, 2000, 14:55
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#4
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Settler
Local Time: 23:29
Local Date: October 30, 2010
Join Date: Feb 2000
Location: Dover, Kent, UK
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Thanks, Scouse Gits, for your advice.
The problem doesn't go away for me - I made no scientific advances for the 100 years I was in a Fundy government, the figure remaining on 1512 throughout whatever I set the luxury/tax/science rates to.
What's the "cool ruler?" I only see the sliding scale on the Science Advisor screen with no markings
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February 3, 2000, 15:08
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#5
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Emperor
Local Time: 15:29
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Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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http://www.fabsoft.com/products/products.htm
check out the Cool Ruler, it's pretty slick!
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February 3, 2000, 15:17
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#6
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Emperor
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sounds like something funny is happening here.I believe the maximum # of beakers required for an advance is 4000.That is late game.At 1512 turns,that means your entire civ is producing less than 3 beakers.And thats assuming late game technologies.
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February 3, 2000, 15:58
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#7
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Emperor
Local Time: 15:29
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It sounds like it is stuck in Anarchy, where you don't get any trade or shields... Then the science/tax thing will show the total number of turns = beakers required for the advance.
What version are you playing? MGE/UCC needs patch 1.3 which is a little hard to find here at apolyton, but if that is what you need, I'll go get a link.
[This message has been edited by Sten Sture (edited February 03, 2000).]
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February 3, 2000, 16:06
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#8
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Settler
Local Time: 23:29
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Join Date: Feb 2000
Location: Dover, Kent, UK
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quote:
Originally posted by Sten Sture on 02-03-2000 02:58 PM
It sounds like it is stuck in Anarchy, where you don't get any trade or shields... Then the science/tax thing will show the total number of turns = beakers required for the advance.
What version are you playing? MGE/UCC needs patch 1.3 which is a little hard to find here at apolyton, but if that is what you need, I'll go get a link.
[This message has been edited by Sten Sture (edited February 03, 2000).]
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Am playing CivII
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February 3, 2000, 16:28
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#9
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Emperor
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Standard Civ2 needs patch 2.42 at least, my version is etched 2.42 on the inside ring of the CD, and I think you can get the version # while the game is running from one of the pulldown menus. I am not sure where the patches are on the net, but Microprose/Hasbro Interactive should have them. Anyone know the link?
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February 3, 2000, 16:41
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#10
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King
Local Time: 17:29
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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February 3, 2000, 18:32
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#11
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Emperor
Local Time: 15:29
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i believe it is here at apolyton under top 20 downloads.... i think... anyways i scooped it from apolyton 5 times now so it is here.... in the archives i believe
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I am a civ addict. ARE U 2??????
icq 30200920
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February 4, 2000, 08:07
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#12
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Emperor
Local Time: 23:29
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
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To determine which version of the game you are running:
Open the Game Options screen from the Game Menu the Window caption (along the top) states the full version details.
For basic Civ2 the versions prior to 2.42 were bug ridden and the upgrade is a must.
For Multiplayer I believe the latest is v5.4.0f Patch 2, can anyone confirm this?
I don't know the equivalent info for CiC or FW - anyone?
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____________
Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
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February 4, 2000, 14:39
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#13
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Emperor
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The PC multiplay patch is 1.3
IIRC CiC is v2.6? and FW is v2.78
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February 4, 2000, 16:14
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#14
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King
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Could it be that the rules.txt was modified and the effective science rate for fundy was set to 0% instead of 50%?
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February 6, 2000, 11:35
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#15
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Settler
Local Time: 23:29
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Thanks for all your advice on this - I think I have now solved the problem and it is working o.k.
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February 7, 2000, 01:10
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#16
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King
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Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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...and how was it solved?
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