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Phoenix
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Indiana
Dec 1999 time: 23:35
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In the middle ages serfs tried to overthrow their landlords all the time. Usually this was inspired by high taxes and drafts, which I suppose you could call war weariness.
I think it's ridiculous that any government has no war weariness.
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Phoenix
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Indiana
Dec 1999 time: 23:35
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I undestand, but I think they could have made the game more interesting if there were levels between 'high' 'low' and 'none'.
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gunkulator
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Feudalism is too seriously flawed to be useful IMHO. In order for it to be worthwhile at all two things must happen: Remove WW and move it back to the ancient era before aqueducts are available.
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KenderBane
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Oklahoma
Jun 2002 time: 05:35
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quote: Never had a situation in-game in which it seemed like a sensible option. |
I am involved in a game where Fuedalism does seem like a good idea.
World 60% land, continents, average age, temp and humdity. Map has been enlarged to 250x250 with 31 civs and raging barbs.
I'm playing the Celts and sent my warriors out to recon and find other civs. Luckily I started on the continent with most other civs and began immediately to to be a 'tech whore' (facilitated by the fact that I was near the center of the continent and the northern civs hadn't contaced the southern civs, yet). So despite the rdiculous cost of tech, I had managed to acquire all the mandatory ancient techs by 1000 BC and had to decide whether to research Republic, Monarchy, or Fuedalism next.
When I looked at the map, there was plenty of space to my south and west (which was't great territory, but could contain valuable minerals later) to continue REXing into. I decided that Fuedalism would help me improve my economy and allow me to continue to expand (by supporting my settlers, workers and combat troops even with small cities). Additionally, I was expanding a small tech lead by pursuing Middle Ages tech while other civs hadn't quite completed Ancient techs yet.
So far it seems to be working fine ... but maybe I'll have to keep you guys posted on the results.
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UnOrthOdOx
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Hello....
Jun 2002 time: 22:35
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I personally place Feudalism as equal to Monarchy in many situations.
As stated, pop rushing in caputred towns is certainly a personal preference, so in some cases it out does Monarchy for me.
Second, if I don't have 3 lux, I'ld rather have the police than go reoublic and spend 30% on happiness.
Third, there seems to be some misconception that Feudalism needs to have all small towns. This is not exactly so. The trick is PICKING which towns you want to grow and letting them. From there, you can plant forts, as outlined so well in another thread here, for all the reasons of forts, plus for the specific purpose of unit support.
War Weariness?
Oh please, it's LAUGHABLE. WW never stopped my warmongering in Republic, it certainly doesn't when I am given the advantage of MP's as well!
So, what am I end up with typically?
Usually a little more unit support than a fledgling Monarchy (though less later), the ability to bypass those OPTIONAL techs and get a lead in the required ones while the AI researches the govt's, military police if lux are lacking, pop rushing for those nice juicy cities I'm about to capture, and Military Police for the War Weariness to make a mockery of it's very inclusion.
I will say it does take some different planning than typical.
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:35
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Sorry Jon but you are wrong. Though lately testing by Player1 has raised some doubts about a small change in the mechanics for C3C it is still definitely true (in fact more true) that the unhappiness from multiple rushes stacks (early on in this strategy the rushes would be less than 20 turns apart also), and the number of citizens working the land is a crucial factor in determining how many workers will be made unhappy for how many turns. My point that specialists don't count for the dissolution is a fair one, and Dave's proposed strategy would mean that the cities in question would be out of commission for a long time, longer than 20 turns after the last rush.
Last edited by DrSpike on 24-04-2004 at 02:50
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:35
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Well I would be able to give you an exact account of how it works, but last time I did that Player1 pointed out some tests which showed that there was a slight difference with C3C, at least for 1.22. 
Essentially you need to think of the unhappiness caused as unhappiness turns to be borne. If you do 2 pop points of rushes in the same turn you have 40 turns to bear, which is shared equally over the workers in your city, with specialists not counting. Ergo if you started from 4 population points the unhappiness would last for 20 turns, but if you started from 3 it would last 40. Also with regard to this strategy the stacking allows for a labourer to be double (or higher multiple) unhappy.
Player1's tests showed that it doesn't work quite that way now with multiple rushes, but the change doesn't favour this strategy, in fact the opposite. Using the 4 population example you get 2 unhappy for 20 turns and 1 for a further 20 turns.
Anyway it's certainly not the case that 20 turns after the final rush your city would be fine, unless there was no accumulated unhappiness whatsoever........that has always been the case since vanilla.
As regards Dave's strategy it's important to underline (as I did when inadvertently starting this side debate) that the heavily whipped cities could be out of action for a long time. Of course one could attempt to set up a situation where there was little accumulated unhappiness then rush only every 20 turns when the city grows (as with +3 food and 1 citizen as a specialist). With enough cities this could work in some very specific circumstances, like large map Pangaea games for example. I have my doubts about whether this strategy could beat a more conventional warmonger approach for other settings.
What is more, as I mentioned earlier, the best approach would be to have a core to produce and kick out some beakers, and do this from an extremely large number of peripheral cities.
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