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anteos
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What do people think of this trait in conquests.
Is it a bit of a duff trait. Once the map has been exposed and the civilisations settled, it has no further use. Whilst other traits function continuously?
I've just played my first game with this trait and it did allow me (via a scout) to obtain a large swathe of land. Expanding in the right places etc
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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:32
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It's a bit too random for my liking.
It's very, very powerful in the hands of the AI though. Most MP games I play, the AI's with expansionist can run away with the game at the start simply due to finding settlers and cities. If the first opened hut is a settler or city, it's already got twice the economy and growth potential of the rest.
For the player, you usually know when you're going to win the game quickly when using expansionist. A couple of settlers/a city/4 techs and you're laughing. 4 maps and a couple of units means you've just wasted a trait.
It's also a double edged sword in that it opens up land quickly, so there's more chance of barbarians appearing.
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anteos
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I've never had a settler or city from a hut? Is this only on the harder levels?
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CerberusIV
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quote: Originally posted by anteos
I've never had a settler or city from a hut? Is this only on the harder levels? |
IIRC it only happens if you are level or behind on number of cities - so it is more likely on the harder levels.
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CerberusIV
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quote: Originally posted by Tall Stranger
You also can't generate a settler from a hut if you either currently have a settler built or are building one in any of your cities. |
Yes, although having one stacked in a build queue doesn't prevent you getting a settler from a hut.
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pauli
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herndon, va, usa
Jan 2000 time: 00:32
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as i have a tendency to play on oversized maps, i'm something of a fan of expansionist civs. my last game... i knew all five other civs before more than two of them had made contact with each other. i also had a crazy tech lead early on (and again later on).
never got a single sgl despite getting nearly all techs first, though... but that's another issue.
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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:32
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quote: Originally posted by WarpStorm
Exp is one of the strongest in general. The headstart it gives you can last all game. Under C3C, it became even more powerful than before. |
I agree with that. However, some games you'll be left with a big map and another couple of 2-pip warriors.
The potency of the Expansionist trait depends on the size of map and difficulty level more than any of the others. Industrial, Commercial, Militaristic, Agricultural and Religious don't change much regardless of world size/level. Seafaring is obviously more of a boon on an archipelago - or is it?
It's really impossible to say just how good expansionist is - it's got the potential to be the best and worst depending on world size, level and that most random of factors - pure luck.
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Aeson
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orangesoda
Nov 2001 time: 22:32
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quote: The thing is if you play on the higher levels you get such crap from huts now it just isn't worth it. |
(much of this applies to Seafaring as well)
I disagree. On higher difficulty levels, early contacts are key. The Expansionist trait seems to be worth 5-10 techs and a few Workers on Sid difficulty level. You get in on the initial round of starting tech trading, and the extra AI Workers give a better chance that you'll find one in the capitol. There are times when it's worth an entire age of tech, and early Workers are close to being as valuable as a Settler from a hut. Contacts can still come too late (and then you'll almost certainly fall half an era behind), but Expansionist and Seafaring are your best bets.
Being able to map out AI's holdings (which become vast very quickly) to identify key information (cities, resources, luxuries, troop movement) is also imperitive. Scouts tend to be the difference between attacking blind and well run offensives given the later map trading. This isn't something that varies much, and the next best option is to use Workers to do the same thing. Slower, costing population and terrain improvements.
And huts... well at least you can open them on higher difficulty levels. A non-Expansionist has to go out of their way not to open them (or open them before any military is built) as Barbarians are so common and so tough to deal with. You won't get much in return, but at least it won't be a negative that comes sack your treasury, kill your Workers, and destroy your improvements.
Expansionist tends to give you just enough boost early enough to overcome the AI starting advantages. That's mainly the difficult part of the higher difficulty levels. Catching up. If you don't have any neighbors, it's not going to help you much, but neither will most the other traits. On Sid, you'll still fall behind, but not by as much.
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