 |
|  |
 |
|
Togas
|
 |
California
Jun 2002 time: 21:18
|
|
My thoughts:
UUs are great, but traits are better. Traits last the whole game. We should pick a civ primarily for its traits.
UUs can cause another nation to think twice about attacking you, but reputation, size, and alliances will do the same thing. It's unclear how valuable our Hoplites were in the past game. I think they helped to prevent a possible backstab, but I think that the biggest help to us was our reputation, which caused PAL to consider us in the first place.
Of course, having a strong rep can hurt you in a game where there can be only one winner. Eventually everyone is your enemy, and it's good to remove the most dangerous first. However, it has been my experience from demo games past that the strong seem to band together against the weak. No one likes to take a big risk in their first war. The first wars are the easy ones.
And while there's always talk of "attacking team X before they get their UU" how many of us actually have started a war for that reason? Typically, the war was started because you could get away with it ... the enemy was sufficiently weak and you were sufficiently strong.
Therefore, we should not be too concerned about late UUs. In my experience, the most important wars happen during the middle ages, and middle ages UUs are generally put to use (where early UUs sometimes grow obsolete before ever being used).
We are already agreed with the Ag trait. We should decide which of the other traits we most prefer. Which of those traits matches our playstyle the best?
IMO, we rarely use the Religious trait. I personally use it, but it doesn't seem to be a part of our Poly builder style. We also rarely use the Mil trait. When don't often rush to war, nor are we a conquest-first sort of civ. While science is nice, it has rarely figured into our gameplan nor has it played a vital role in our planning or any victory.
To me there are 3 choices: Industrious, Commercial, Seafaring.
I don't think Commercial gives us that much bang for our buck, but we are able to use it effectively. Industrious suits our builder style well, but so does Seafaring...
What I like best about Seafaring is the ability to make contact with other civs faster, and the superior scouting/mapmaking aspects of it. If we meet other civs first, we can make friends faster, and build alliances before other nations have a chance. Diplomacy is everything in a game like this. Also, it gives bonus commerce to sea-cities. Sort of like being commercial, but with better ships.
On top of that, the 4 defense UU is a monster in the middle ages. I don't think we'll need it, but it will certainly be treasured during the period of the game when the most conflict occurs.
I'd like to stick up for the Dutch. 
--Togas
Last edited by Togas on 12-05-2005 at 01:49
|
|
|  |
 |
|
joncnunn
|
 |
Maryland Heights, MO
Sep 2002 time: 23:18
|
|
I'm thinking that actualy, you don't need military camps as Sumeria because they'd be so late and really increasing corruption for all cities past them, and instead you'd just switch many of your permenant cities over into producing the military units for war build up / during the war, and switch them back to inferstructure later.
quote: Originally posted by Modo44
You are right, it would. The thing is, you need those camps later (much later in some cases) if you play Sumeria. Basically, you make camps when you want to attack someone. The others will need them early, to ensure they do not get overrun. Just think of all the early Granaries we will be able to build undisturbed. I believe this is a rather important advantage, one really fitting an efficiency-based playing style. |
Last edited by joncnunn on 12-05-2005 at 19:15
|
|
|  |
 |
|
Togas
|
 |
California
Jun 2002 time: 21:18
|
|
quote: Originally posted by E_T
Granted, with Sci Trait, you get 40 shield Libs that give you 3 Culture per turn (compared to Rel's 30 shield Templed that give you 2 Culture per turn). Overall, the Sci Trait, in compairison to the Religios Trait is better, espeiclly with the increased chance of a SGL and a Free Tech every new Era.
|
Both science and religion offer cheaper cultural buildings. The other advantage of religion is quick government changes, something we never have needed and likely would not need. The other advantage of science is the SGL and Free Tech. I agree, science is a better trait than religion.
But back on my current favorite trait, Seafaring. 
Thinking back to our previous ISDGs, that extra ship movement and reduced chance of sinking would have allowed us to make contact with overseas nations sooner, and also given us an advantage with overseas invasions. It seems that these ISDGs always boil down to one major sea invasion of a distant enemy. If we have the range to attack when our enemy does not, we have a very distinct advantage over them. A game breaking advantage in some situations.
With regards to diplomacy, being first is everything. The first contacts make the first tech and trade deals, and set up a foundation of friendship that will create strong alliances, which we will need to survive and win this game. I want us to be the one who makes contact with the most nations the fastest, and the one who brokers the big multi-civ trade deals. If we arrive after our rivals, they will have already traded and sold the techs we wanted, and sealed up the NAPs and also had the opportunity to spread rumors and schemes against us.
IMO, our top three choices should be:
Dutch
Sumarians
Iriquois
--Togas
|
|
|  |
 |
|
RegentMan
|
|
quote: Originally posted by joncnunn
Think of the C Scout as a scout that has some defense if attacked by a barb. (From barb camps and also from other civs poping huts and getting barbs) In addition, C Scout has no extra cost traveling on hills. |
But they cost twenty shields. That alone makes it a horrible UU (of course, my opinion).
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:18
|
|
This thread has been quit for a while, so we need to get some more discussion going here.
o.k., I've been looking at this a bit closer and this is what I surmize:
Of the Agi top choices (not saying that we should go with that, but it seems that it is forgone conclucion), we have:
Celts - Agi, Rel
Sumerians - Agi, Sci
Iroquios - Agi, Comm
Dutch - Agi, Sea
This is what I think. Based on what the difficulty settings were before (Emporer - 1 Content Pop), I would say that we should go with Sumerians. With the 10su UU (a cheap spearman) this looks to be the best overall bet. Granted, it could leave us open for an early GA, but then, that very much might happen with both Celts and Iroquois. It's nice to have a good mobile UU, but then, we need 3 techs and Horses and they are still 30su.
Also, the cost of upgrading Warriors to Swordsmen is prohibative, especially during the early game. And the Summerians don't even get the regular Warrior, but you have to wait until IW and getting the Iron connected before you can even build the first Swordsman. BUT, with a cheap defensive unit, we can build them very fast to help keep pace with out expansion and still keep our cities as happy as possible and not have to use Lux slider and Specialists as much.
And when it comes to survivability VS Poping a Barb Hut, these units fair much better than the regular Warrior. We know from other games, how fragile a Reg Warrior is against a Barb hut, it's most likey that you'll lose that one scout and have to take the time to send out another one. That can mean the difference in getting some other choice Huts and finding the other Civs faster (and the top in Diplomatic relations, too).
Granted, having the seafaring trait, with the Dutch would be good, it still might be a long time before we get contact with another continent. And having that Middleages UU is good, but we would also be a target, as the Dutch are a powerful civ.
And having cheap Libs & Uni's are good, as well as the free tech from the new ages.
After using them for a few test games, they look to be the best for what we want to try for this next round. If not, I then say Dutch and Iroquios as my next choices.
E_T
|
|
|  |
 |
|
Poly-Akryll
|
|
Braunschweig, NDS
May 2005 time: 05:18
|
|
i think most of us will not get persuaded anymore...
we should vote soon. i'd say the vote should look like this:
-the options are the 7 agri civs and each gets three slots. with first, second or third choice.
-everybody has three votes (multichoice, but limited. dunno if this is possible in this forum but we can write it into the header that everybody has exactly three votes)
-everybody can vote for each position (1st,2nd,3rd) once
-one abstain-option (if you vote this you must not vote anything else)
-make the vote public so if somebody accidently votes wrong we can find it and correct it...
in the end we will easyly see if everybody voted correct, as the number of 1st, 2nd and 3rd votes have to equal.
now every 1st vote gives the civ 3 points, 2nd gives 2p and 3rd gives 1p.
in the end we will have a nice ranking.
|
|
|  |
 |
|
planet
|
|
Sumerians or Celts
|
|
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|