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monkspider
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banned
Aug 2001 time: 23:16
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After a couple weeks of good, solid playing I have found, as many others in this forum have, that being Expansionist and Militarisitc isn't *quite* as good as the having the other attributes. All in all, firaxis has done a better job balancing the game than I could have imagined. But I find Expansionist and Militaristic needing just a bit of tweaking. If this could be changed in the editor I gladly would, but it seems there is no way to do so at this time. Thus, I propse the following changes
Expansionist- Really quite a bit weaker than the other attributes, also, it is depressing to know that after the first few turns one of your attributes isn't going to do you jack squat. I think Expansionist could be balanced by adding one of the following abilities
-Less expensive Settlers (possibly cheaper workers as well)
-Easier to conquer foriegn cities, that is less of a chance for them to turn back to their former holder. (thus effectively, easier expansion.
Militaristic- Not too bad, better than expansionist probably, but still just a little bit worse than the others. Only being able to build barracks cheaper when other civs can build cheaper universities, temples, cathedrals, etc isn't very fair.
I suggest
-10% (or possibly even 20%) cheaper Military Units
I hope that Firaxis can implement this in a future patch
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kimmygibler
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I'm pretty sure wolfgang did read your post. He is saying that the increased chance of getting leaders with militaristic civs (eg. romans) compared to others is a good enough advantage. I would have to agree. Getting leaders is of major importance to many strategies. I personally have yet to get a leader with a non-militaristic civ. I consider the bonus to getting leaders good enough to make the "militaristic" civs powerful enough.
I think everyone pretty much agrees that expansionist is the worst atribute. I would agree with some minor culture bonus, or your idea of a slight reduction in the chance that captured cities will revolt. Also, what about the ability to make colonies without losing the worker? I bet they do somehting about this in the patch.
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smellymummy
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quote: Originally posted by monkspider
Perhaps you should re-read my post chum, I wasn't talking about being militarisitic vs. peaceful, but there is something called a "civ attribute" called militaristic that grants that particular civ cheaper barracks and a better chance of seeing promotions. |
militaristic civs have a greater chance at promotions and a greater chance of creating leaders. Just that makes them very powerful.
Thats not taking into account cheaper to build military related improvements. When I can build my barracks in the stone age in 5 turns, and pump out veteran archers by the mass, watch out neighboors cuz here I come 
I think the cheaper building bonus also applies to stuff like airports, SAMs, costal fortress and walls, but to be honest the only bonus I've enjoyed was the cheaper barracks in the stone age...
For the expansionist civs I don't see what is wrong with them. I agree they should have cheaper settlers but when I start with an expansionist civ I immediately build two scouts in succession. This gives me a total of three. Within a few turns I discover lots of goody huts, and they are *good*. So right off the bat you can get free techs, money and free settlers.
not to forget that with your scouts you're gonna meet up with lot's of other civs. That gives you leverage in diplomacy with the AI... communication lines and techs.
Looking at my post though, it's easy to discern that all of these bonuses focus mainly in the ancient age, but I think that if you can create a strong base at the early game, you'll win it through to the end, unlike civ2 where the best way of winning hard levels was to stay quiet until a later age and then unleash your hordes.
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mharmless
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If millitary got any better then people would be forced to play a millitary civ to compete =)
Cheap barracks, airports, harbors, walls, and SAM sites... couple this with rapid promotions and several times as many leaders and you have a recipie for building and holding on to an Empire.
I mean, jesus the walls only cost TEN SHEILDS with militaristic trait! Twenty for a barracks... Any city can become an asset to The Empire in nothing flat, quite sick realy.
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player1
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Belgrade, YU
Sep 2001 time: 06:16
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Militarisic & Expansionistic abilities are not weak, they are just usefull for some player styles.
If you wage wars oftet, militiaristic is better then other abilities, but if not then you better get something else.
If you KNOW rappidily to expansd at start of the game, expansonist is excellent ability. But, if you don't know that, then it is yours waste of time.
My brother (younger) played Americans at Emreror level, and had 5 cities while, AI had only 3. At the end it paid him off.
But, I don't know to do that kind of expansion, so that trait is not for me.
At the other way, rest of 4 traits are easy to use by any kind of player.
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brandon749
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You're right militaristic and expanionist civs are at a disadvantage. Perhaps the less corruption attribute could be added to expanionist civs (whether commercial civs should still get it is another issue)
Military--I think a 10 percent reduction in cost would be nice. Moreover, cultures can be built around militarism...So I propose a small culture bonus for barracks (maybe 1 culture per turn) However people don't get attached to barrack so their culture value should either not increase at all or increase VERY slowly or maybe just increase with each successive age to symbolize the historic evolution towards nationalism. (so maybe their culture value doesn't start to grow until after you discover nationalism.
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