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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:32
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As this is probably the most important thing to decide - I will start a thread to get the discussion going.
I know it depends on the map we are using, but having been through a couple of these now, it seems the map always boils down to s standard continent start. I would choose accordingly.
The best post I have read on this recently comes from Dominae at the MZO game - from a closed forum. I hope he does not mid if I recreate it for discussion purposes. But as with most things civ related - he is pretty much bang on.
So - with all credit and kudos going to Dom, I post thge following:
quote: First, a brief overview of the traits with a PBEM environment in mind:
Agricultural
Very strong. Probably the strongest trait. Many teams know this and we'll just be stepping over each other to pick it. However, depending on how generous the map maker is (if at all), Agricultural civs could get a start with no fresh water access. This severely hurts the trait, since you have expand and/or switch out of Despotism for the trait to work. Not much we can do about this, though.
Seafaring
Another one that is map-dependent. Will the map maker give us realistic crossing points between continents? We have to assume so if we pick this trait. Seafaring civs start with Alphabet, which is super-important now with the new Philosophy rule (it also happens to be my favorite MP starting tech). If we do pick this, we have to be prepared for a diplomacy-intensive game.
Militaristic
Bleh. I like building up a superior economy, not rushing the closest civ and praying. The new rules for Armies is the only thing that makes this slightly attractive, but I would rather not base our entire strategy on that.
Commercial
Pretty strong. A good complement to any of our top choices. Another one that provides Alphabet at the start. The only annoying thing thing is the lack of half-cost improvements.
Scientific
Stronger than before, but still not that great. If we do pick a Scientific civ, however, we have to make sure we're actually going to research in this game, and not just buy stuff from other civs. The possibility of SGLs is too important to ignore, but as with the Militaristic trait, I would not like to put half our eggs in that basket.
Expansionist
Ok. Needs a strong UU to justify its existence, though.
Religious
Top pick for sure. The Culture game is more important in PBEMs than I had previously thought. The ability to switch in and out of Republic will surely be a game-winner.
Industrious
Not a top pick anymore, but definitely nice to have. Just as it should be!
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So, my ranking of the traits:
Agricultural, Religious
Commercial, Industrious
Seafaring
Expansionist, Scientific
Militaristic
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Assuming we do not stray away from my tier 1 and tier 2 traits, our choices are:
Celts
Iroquois, Mayans; Egyptians, Indians
French
All of these are fine choices. I would prefer not picking the Mayans, however, because 1) they do not have any half-cost improvement other than Aqueducts and 2) their UU is not very handy against humans, and Barb farming is not always possible. War Elephants are quite strong now, in case you were wondering.
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Going outside my tier 1 and tier 2 trait picks (but not straying too far down!), the follwing civs are playable based on the power of their UUs:
Dutch
Persians
Sumerians
We'll have to fight over the Dutch. Frankly I'm tired of the Persians. This leaves the Sumerians, which are a very strong civ. Many teams will be afraid of the early GA, which is why Sumeria will be open for us if we choose not to be as squeamish. What Enkidu Warriors grant is a guaranteed position in the Medieval era, where (conveniently enough) the Scientific trait begins to shine (the Agricultural trait is not such a slough mid-game either).
The other civs with strong UUs I've not mentioned either due to personal preference (I've never had good luck with Arabia), or gameplay considerations (Sipahi come too late, Cossacks are not superb against humans, etc.).
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SO, in conclusion, here are my top three picks:
1. Celts
2. Iroquois
3. Sumerians
All are Agricultural. All have dominant UUs.
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The one update to this is that Enkidu warriors do not upgrade as spearmen do - which greatly deflates their value.
Also - I do not feel militaristic should be that lowly rated.
Me personally - I like the Celts. I like the Chinese. Heck - I like lots of civs.
Let the debate begin. 
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Dominae
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Some thoughts here:
The problem with Korea is that you have to get all the way to Metallurgy for your civ choice to make sennse.
Scientific is not so great because tech trading is at its worst in PBEM play. It's not wise to expect a SGL from the ~10 techs you get to research before the Industrial era.
Commercial is really really good in light of the Corruption problems with the release version of C3C. Perhaps this game should wait for the first patch?
With Agricultural the no-brainer trait, and Commercial unusually powerful due this Corruption thing, Iroquois are the default best civ.
Dominae
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Dominae
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quote: Originally posted by GhengisFarb
The reason Scientific is powerful is because you can concentrate on specific tech routes and get way ahead of everyone else on your own. No longer are you regulated to taking 40 turns for your first few techs regardless of your research rate, you research faster.
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Why do Scientific civs research faster in Conquests?
Dominae
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Dominae
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quote: Originally posted by GhengisFarb
Everyone seems to research faster in Conquests, and I don't know why. I haven't had a 40 turn or greater research time in any of the pbems I've played.
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Unless people are using Scientists more than they used to, I see no reason in the game rules to confirm your observation that people are researching faster. In particular, the Scientific trait does not speed up research more than it used to.
(Actually, Agricultural could be the reason why you're seeing a faster tech rate. Sigh.)
quote:
Just researching fast isn't the priority, its researching the techs you research BEFORE anyone else researches them. Thats when you have a shot at an SGL. I see taking the science lead and maintaining it as a very powerful strategy with the new rules. |
That's exactly why I'm arguing against. In PBEM play there's a lot of tech trading. Therefore, even if you do get a tech lead, you'll not research more than 10 techs first in the entire critical portion of the game (before the Industrial era). At 5% chance to get a SGL, that gives you a 40% chance of seeing at least one (before the Industrial era). Personally those are not the kinds of odds I'm looking for in a trait.
I'm not saying it's a bad choice, I'm saying it's not the best choice. Commecial and Religious both strike me as better options than Scientific.
Dominae
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Hot_Enamel
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Melbourne, Australia
Aug 2002 time: 14:32
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quote: Originally posted by Dominae
A bunch of reasons:
1. Peaceful border expansion. Most players consider border expansion via Culture to be a fair way of grabbing more land, that is, they do not consider it an act of war. The ability to do this cheaply means that you get an edge in the real estate game. |
True in most PBEM's.
But in Demo games, where you have an entire FAM department, borders and alike are usually negotiated well in advance.
quote: Originally posted by Dominae
2. Culture flips. By this, I do not mean actively trying to flip cities...that is too random to base a strategy around. Rather, just the threat of having a higher Culture than a neighboring civ, including Temples in your border towns is a serious "threat" in psychological warfare. It is often difficult for a non-Religious neighbor/opponent not to build their own Temples (at considerable cost) in order to prevent disasters.
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Maybe.It never worried me... I would be more concerned about a fort placed next to a capital during a war.
quote: Originally posted by Dominae
3. War-time border expansion. An extra couple of tiles in the right direction can often mean a great strategic advantage in war (mainly because you can only use Roads in your own territory). Gathering Storm and Vox know this all too well. |
Yep, in that situation, it was a boon. Using a temple to stop Vox's immortals from healing was ingenious. But in that situation GS already had the upper hand, and could afford to build a temple. If I have units within my borders, I am usually too busy building Pikes.
quote: Originally posted by Dominae
4. Cheap and useful improvement (not a Culture-related advantage, mind you). Against human players, it's often good to keep your cities "on their toes" with respect to military production. Most improvements at the beginning of the game take too much time to complete; you do not want to switch production on an almost-complete 60-Shield Temples when your friend becomes your enemy. 30 Shields, on the other hand, fits into most city queues quite nicely. And the effect is rarely wasted (as opposed to 20-Shield Barracks).
Dominae |
Quite True.....
Thanks for the response Dom.
All valid points.
I was all for Religeous Civs in my first PBEMS. But eventually stopped using them and found other traits far more useful and fun (even militaristic).
You ranked it a lot higher than I would.
1 turn anarchy is certainly great.
Especially when you do only one turn per day.
As a non religeous civ, it could take an entire week of anarchy. Nothing is more disappointing that opening a save after 6 days, and still find anarchy. 
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