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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:17
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Militaristic is a must. And since i HATE inefficiency, i couple that with Commercial. That means Romans for me. Also i get their Legions which are IMO the BEST Ancient unit, assuming i have (easy) acces to Iron.
Militaristic; because otherwise the chances of getting a Leader are too small and i NEED leaders for various reasons. One of 'em is to get the Collosus, Copernicus, Newton and SETI in my capital regardless of production. Also, i want most Great Wonders of the Middle Ages, so assuming i don't have too much of a tech lead (and i usually don't) i need to have them installed quick.
Also Militaristic because i make it a policy to eventually capture ALL trade resources. That's because the AI offers horribly lousy deals. I want quid pro quo, but nooo they want my Gems AND Silk for their Spice. Well that's just not gonna happen! Doesn't their advisor tell them i'll probably be insulted by their ridiculous proposals? Do they even care? Anyway, unless they're willing to make a fair trade (and they never are), i go in and take it.
Which brings me to the next benefit of Militaristic; cheap Barracks and Walls (harbors too?). When i land on some hostile shore (always go for the resources nearest the coast) it helps if the City Walls and Barracks are cheap. Walls are practically free (10 shields) Always bring a cheap warrior or two to disband to pay for those extra expensive first shields. You know the enemy'll send everything they've got to get rid of you, so cheap Walls and Barracks are essential.
Commercial; because as i said, i HATE inefficiency. Also, early in the game when everything is difficult i need every cent i can get. If the tribe is not commercial, it's going to be even more difficult to get anything done. Also, later in the game, when the number of colonies starts to grow (and i don't mean those ridiculous worker colonies , i mean cities founded for the sole purpose of getting some resource) corruption increases. Being Commercial tones it down a bit and makes it reasonably workable.
Some other attributes i've found interestng, and i've tested them, but during all testing i've found either corruption to be too high or i could hardly get a leader. For example religious is quite handy, but i've found its benefits don't measure up to Militaristic or Commercial. Other attributes i find ridiculous. Like Industrious; extra fast workers? So what? Just capture more enemy workers. There's always at least two civs on my continent that i wipe out. Their razed cities supply all my worker needs. In the Industrial age you won't see a single Roman worker.
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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:17
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quote: Originally posted by SlowwHand
I would think more credit should be given industrious than you feel willing, AkwaticDudeCity.
At the beginning of the game, workers productivity expanding your culture is great.
And even if you capture all your workers eventually, they still work faster.
I don't have a problem with that at all. |
True, and initially, before i got the game, i had my mind set on Egyptians. But later i decided Industrious was just too weak an attribute to have it instead of Commercial or Militaristic or even Religious. The main reason i chose not to pick Industrious was because of the foreign workers that start coming late Ancient times. When the Industrial Era comes i have a surplus of foreign workers (counting at least six foreign workers per city and about twenty cities) And those foreigners come in large numbers because i usually don't install a new governor in foreign cities because the AI has bad city locations. I've never taken over more than five enemy cities in a game.
But it's like Dr Spike says quote: the ranking of the attributes depends on gameplay style and the difficulty level at which you play. | With my way of playing i can hardly appreciate Industrious. By the way, do foreign workers working for Industrious civs also work extra fast?
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zorbop
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st louis
Jan 2002 time: 23:17
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i like the babalonians( religios and scientific). cheap cultural items are cool and the bowmen are almost unstopable in the early game. and only one turn of anarchy helps to
i find being scientific to help my money problems more than being comercial. with free advences once in a while and cheeper sci buildings i dont have t fund it as much, so i get extra money.
i HATE the expantionet atribute. a scout? so what. i'll just build a chariot or horsman. and lucrative barbarians???? big deal. barbarians are only good for free advances and attacking and promoting your units.
Last edited by zorbop on 06-01-2002 at 07:38
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Dimension
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Columbus OH
Feb 2001 time: 00:17
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There's already been a large and informative thread in the Strategy section:
http://apolyton.net/forums/showthre...5925#post645925
Everybody knows Industrious and it's double-speed workers is extremely powerful, but once you really understand how the game works, Religious is by far the most powerful trait.
If there was multiplayer in Civ3, everybody would quickly see that proper exploitation of the advantages of Religious would win every time.
HALF-PRICE TEMPLES:
HUGE benefit. Temples are the first things you build. In the early game, say you've got a city making 3 shields. Half-price temples makes the difference between 15-turn temples and 30-turn temples. Nothing compares to that kind of boost. The only thing that would come close to that kind of benefit would be some sort of a "half-price wonders" ability, and cheap temples would still be arguably better at higher difficulties. Under despotism, your civ will be rushing temples with 1 population instead of 2, and happy/productive citizens aren't the only benefit -- everybody loves that edge on culture.
DYNAMIC GOVERNMENT:
Even if you don't take advantage of it, 1-turn anarchy is like having a few free techs and a few free units over the course of the game because of the extra production/science output. Most people, however, know that it is also very useful switching governments to avoid war-induced disorder.
FORCED LABOR:
This is where your dynamic government becomes ridiculously strong. In the mid-game, you can switch back to despotism and make 1-turn cathedrals (also half-price), and in the late game, when you've got big cities at their max population, you can switch back to despotism and make 1-turn universities or whatever.
Late-game despotism is something that isn't remotely practical with non-religious civs, and the benefits of it are far above any other trait. The only reason not to play a religious civ is because you think forced laber is too much of an exploit and refuse to use it.
If you want to play a simple game on an easy level, and you hate micro-management, maybe that would be a reason not to use religious. Switching governments, rushing things, going to war, etc... maybe that's just not your style. In that case, sitting back with the Greeks and your fortified Hoplites while you research your way to victory might be more fun.
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