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Artifex
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Kentucky USA
Apr 2002 time: 05:33
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Is it good on a standard pangea 8 civ game or do you need to cut down the civs to 4 or so?
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Artifex
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Kentucky USA
Apr 2002 time: 05:33
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When you play expansionist how many opponents do you choose?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by Artifex
Is it good on a standard pangea 8 civ game or do you need to cut down the civs to 4 or so? |
try a game once, speed through the first 25 turns or so, to get a feel from it. If it feels too crowded for you, cut down to 6 or so. 4 I think would be too few, but thats just me.
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Plotinus
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I agree with Sir Ralph too. It's a bit of a gamble, compared to something like Religious or Industrious that you know for sure will come in handy.
But I also think that Expansionist is more useful the better you are at the game. Why? Because Expansionist is only useful early in the game. The better you are at the game, the more quickly you are likely to win, and therefore the trait will be useful for a greater proportion of the game. Being a fairly good but not brilliant player, most of my games go all the way down the line (especially as I like big maps), so I don't like this trait very much. I agree with those who think that it has, to a certain degree, been superceded by Seafaring, which also allows you to explore quickly and make those vital contacts, but which remains useful throughout the game (assuming you're doing anything with ships, anyway).
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:33
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quote: Originally posted by Uber KruX
also, meeting everyone first is awesome. last MP game i was seafaring on a pangea, and built a bunch of curraughs, and met everyone before anyone met anyone else. i wh0red techs for half of the ancient era. expansionst does the same thing on land |
Well, that was my whole point when I said, that all you need is curraghs. On maps smaller than large (and even above), practically every civ has sea access and will be found in a reasonable time. On large and huge maps, where sea travel lasts longer, scouts and the expansionist trait overall gains strength. The early exploration is just not worth that much, if there is not much to explore. On standard and smaller maps all boils down to the gamble if you get a settler out of the 3-4 huts you find first or not. When if you find a settler later, the advantage is practically zero. What use do you have from a settler found as late as 1000 BC on the opposite part of your landmass?
I usually have Alphabet early due to a Philosophy beeline and build 2 curraghs between settlers in a coastal city. One goes clockwise, the other counterclockwise. This way, I am usually the first to have all connections on my home landmass and mostly beat even expansionist AI civs, since AIs rarely build scouts.
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geniemalin
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I hate not being in contact with all the other civs and be able to techwh0re early.
So I've solved the problem by playing Portugal - I get good contact on anything from archipelago to pangaea.
OTOH both traits (Seafaring and Expansionist) are weaker the smaller the map is - on a small or tiny map a 2-square-a-turn curragh may be all you need...
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ducki
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Also, long ago(heh, not that long) Aeson(I think it was Aeson) wrote a thread on "Scouting" which is, I think, linked from Theseus' Must Read Threads thread - great info there from a knowledgeable veteran - how to read the map, why to build more scouts, etc.
Edit: Here's the link to "Scouting" http://apolyton.net/forums/showthre...?threadid=68531 which does have info about the above as well as when to pop huts, how not to waste Scout movement, how to guess where to send your scouts and more. Not _exactly_ what you asked for, but quite related, I think, and definitely helpful.
Last edited by ducki on 15-01-2004 at 00:15
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