 |
|  |
 |
|
Pembleton
|
|
Cyberspace
Apr 1999 time: 23:15
|
|
An extra settler is too powerful. Especially since they now take away 2 pop after production.
Given that, having a scout may possibly be too weak, but I have a feeling that expansionist civs are stronger than most people think. Perhaps the bonuses from the barb villages are better than we think.
My most successful games in Civ were when I had a great start. There were some games that were already decided early since I had a 1-3 city advantage over the others. With ICS being crippled, and the fact that they have tested the game, I have confidence that they made sure that expansionists are not really that weak.
If you get some early techs, and some extra military units, you may be able to conquer a neighboring non-expansionist civ early and also be ahead of even a scientific civ (although they will compete more strongly later in the game when they start building improvements).
It depends on the player's style too of course. I think an expansionist civ shouldn't be a player who shies away from early possible warfare.
|
|
|  |
 |
|
Ironwood
|
|
Fresno, CA
Oct 2001 time: 21:15
|
|
I really think people are underestimating the value of an early explorer. If the explorer is still tied to the same point on the tech tree as it was in Civ2 (Seafaring) then think about what a civ that *starts* with an explorer can do!
First off, no waiting for horseback riding (or the wheel) to start exploring well. Rather than having to wait for a guy that can *sometimes* go two spaces (or having a warrior run around one space at a time) you get a guy, from the start, that can go three spaces, *anywhere* (if the mechanics are the same as Civ2... and yes, I know they're not).
This means you get all the goody huts. And the weakness of opening huts early in the game is that, as often as not, your exploring horseman get's killed by barbarians. This won't happen often, if at all, with an expansionist culture. I'm willing to bet the "peaceful village" result will be more frequent.
So, you get early intelligence to know *exactly* where to place your settlers, and extra villages around the countryside, an early tech advantage, a nice army of unsupported units, good stuff. And you get these before the others can.
Just use that advantage while you have the chance.
|
|
|  |
 |
|  |
 |
|  |
 |
|
joer
|
 |
Frankfurt, Germany
Apr 2000 time: 05:15
|
|
An extra settler would be way too powerful, I believe. Since early game strength is determined mainly by the number of cities, it'd just double the strength of an expansionist civ.
My guess is that an explorer is a fair advantage. Since scouts (0-0-2) are availible from the start (see
Korn's list of units thread ), most folks will probably first build a bunch of scouts to explore their surroundings anyways. And since it'd take much longer until they can build their first settler, they'd know already their environment before placing their second city.
But still, an explorer is faster, most likely (I'd guess 0-0-3, perhaps even no terrain slowing down ), it'd be a nice bonus for getting to know other civs early, spying on them, popping huts faster, etc.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|