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King of Rasslin
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Quite a few people have complained about the stupidity of the power graph. Most points come from territory. So, does that mean Russia is the world's most powerful country? Nope.
But it made me think. Although it could be an even match between a small but industrious country and a large but uncultured country, over time the large country will grow stronger. Eventually, the small country will hit a peak and will gradually lose power until the large country hits it's potential. Civ 3 is about potential, not immediate power. That's why territory is so valuable.
What about the people that claim that they are really the strongest, but they don't "waste their time" killing that tall, but weak giant of a country? Well, they aren't really on top. If you are as powerful as you think you are, then you should be able to defeat any country regardless of size.
I lost a game because I didn't see the power of land. Everything you are capable of doing is based on the land's resources and the roads you make on it. So, relax if you start on a small island or a desert peninsula. The scoring system of Civ 3 should be based on improvement, not starting on a river with 3 food tiles next to you.
Ironically, expansionist is the worst trait. It doesn't speed up the rate your settlers move or how much food you need to make them. Im my opinion, an expansionist civ should always start next to a grain tile in addition to what it would normally have. Or, perhaps it should have +1 food in cities bigger than size 4 (after size 6, the land rush is over.)
Expansionist needs more power if it should be taken seriously. Commercial gives you a little more trade, industrious gives you production, and expansionist gives you scouts. Expansionist should be a long-term benefit of having more land, but it doesn't accomplish this goal currently. Do you think the traits are balanced? I don't.
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King of Rasslin
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Yep, it does make for short-term benefits. But the free warriors, gold, and an occasional tech advance are just newb benefits. Compared to half priced temples or libraries, a reduction in corruption, or super fast workers, it isn't very good.
I like traits that can be useful in every game. Luck based traits like militaristic and expansionist can be a tremendous asset or a lame duck. Expansionist isn't worth it in most games.
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nato
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West Unite
Aug 2001 time: 00:19
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I agree with King of Rasslin. I think expansionistic is usually (though not always) much much weaker than the other traits. I thought this long before Civ3 came out.
Expansionistic is the gambler's trait. You might get settlers and lots of techs and get a huge lead ... or you might get nothing and be at a huge disadvantage to civs with two functioning traits.
The other traits give much more assured benefits. Only militaristic is near as variable as expansionistic. But it gets many more battles to "even out" than expansionistic gets huts or no huts.
I myself never choose expansionistic. I would like it changed to something more stable. Whether you get a huge advantage or no advantage at all, both unbalance the game compared to steady benefits. I would also like expansionistic to actually result in civs being more expansionistic, beyond a lucky settler.
Changing expansionistic would have to be very very careful though. Cities and population are the source of power, as King of Rasslin points out. Anything that increases the actual source of production, rather than just production itself, is a huge advantage. You don't want to end up like the Shang in AOE I ... they got cheaper peons (settlers kind of), and were basically unfair against all other civs.
Increasing Settler speed to 2 might be too powerful. Unfortunately, the numbers for Settlers are too low to be able to give an advantage without being overpowering. 1 movement, 2 pop points to build, 30 shields to build ... these numbers are too low to be able to increase/decrease without huge effects. The only possiblity would be decreasing shield cost to 20 shields ... but that might be too powerful.
I really like the idea of getting 1 extra food in the city. I like this because it so mirrors the extra coin and extra shield of commercial and industrious. Also it is in keeping with expansionistic being a boost in the early game, but less useful late game. Extra food will help early game, but later game, who cares if your city has 1 extra food? You still have to make aquaducts, and to a size 20 city 1 extra food is meaningless.
So I like very much the idea of 1 extra food in cities. Maybe cities get this bonus when they are at least size 2 (but not size 1), so that they can actually build settlers faster and expand like they are supposed to.
This might be too powerful, but it might be worth a try.
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BillChin
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I'll float my idea for Expansionist again. Give them a free Army at the end of each age. Firaxis has to be the one to do this as the editor does not have this kind of capability. On larger maps, one army means little, usually less than a free advance (Scientific). On smaller maps, where scouts and early granaries are junk, a free army is worth a lot. This balances out the trait for small maps.
A free Army opens up a lot of strategy options for single player and multiplayer. More options = more fun, and in this case, changes game balance just a little bit.
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delsolsi
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Washington
May 2002 time: 05:19
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I really like the one extra food idea. An expansionist civ should have an advantage at growing. I also like the idea of cheeper settlers, this would be like the civs that get cheeper science improvements.
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PhoenixPhlame73
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San Antonio, Texas
Apr 2002 time: 23:19
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I think that a good expansionist trait would be that your borders could expand faster, i.e., less culture is required for growing your borders. This almost sounds like an idea for another civ trait "cultural", but a valid case can be made for expanding borders (faster culture) to be for an expansionist civ.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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The power of the expansionist trait heavily depends on map settings. The smaller the initial landmass (your first continent or island) is, and the more civs live on it, the weaker is it. And vice versa! The bigger and thinner settled this landmass is, the more powerful is expansionist. Best setting: Huge pangea map, 60% water, 8-10 civs (less would be boring). Under these circumstances, expansionist is worth all other traits summed up!
It will:
- give you all ancient techs for free (just build enough scouts)
- lead you to the best spots of luxuries, resources and fertile land
- bless you with more free settlers (although the "skilled warriors" are worth 2 shields, not more)
- give you military advance, because your fast scouts will spot sneak attacks earlier and are predestined for fooling, misleading and blocking enemy forces
- make granaries available from the beginning, ensuring rapid growth; although a food bonus resource outweights a granary, but that's not always the case
- give you the opportunity, at least for a while to deny resources to your enemies
On maps larger than standard, I seldom play without expansionist. I think, most complains about its weakness come from people who play standard maps or even smaller. Play the Iroquois, Americans or Zulus once on a huge pangea map, and you'll see what I'm talking about. And remember: The power of expansionist may be limited to the ancient age, but who wins the ancient age, usually wins the game, because you'll keep the land, luxuries and resources, gained early, for the whole game.
Disclaimer: The expansionist trait is very poorly handled by the AI, so my statements are limited to the human player.
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Ijuin
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Tokyo, Japan
May 2002 time: 14:19
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I think that the best thing to strengthen the Expansionist trait without making it overpowered would be for Expansionist civs to be able to build Granaries at half cost (30 shields). This would give Expansionist civs a growth bonus to add to their exploration bonus, without letting them expand so quickly that they overwhelm the other civs in the game.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:19
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While all dependant on map settings, Expansionist is the only trait that is *only* viable in the early game. All the others have some, even though, possible, minimal uses for the entire game. Say, you will be building scientific buildings both in the Ancient and Modern Ages. And Industrious works since turn 1 till the finish of the game. Expansionist only works as long as there are huts, you'll explore it all anyway.
Yes, Expansionist could be made stronger by giving them better Settlers, let's say, a bit cheaper. Not 50% though!
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TheEvilCheater
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i think they should get Granaries, aquaducts (spelled wrong) and hospitals at half price or soemthing. Dont think that would imbalance it to much
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ShredZ
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Hmm a lot of great idea here...
Doesnt it make sense that if a Scientific Civ get half priced Libraries that an Expansionist Civ would get half priced graneries?
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BillChin
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In my opinion, a food bonus or 20 shield settlers are too much, because they upset game balance. Remember the AI civs get these bonuses too. Imagine how fast an AI expansionist civ might go with these additional bonuses. Same with the half price granary--too big a bonus early in the game. Americans could get a granary before turn seven on many maps at 30 shields (forest cut for ten shields in 5 turns).
Half price aqueducts and hospitals sound like a great idea. These are built long after the scout and goody hut era, when expansionists civs are in a need of a boost as other civs build their cheap buildings.
I like the idea of a special two-move settler, but maybe have it cost 40 shields instead of 30.
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MosesPresley
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quote: Originally posted by UberKruX
the goody hut bonus they get is also for early game, infact in one game as the english ( ::shiver:: ) i got 3 settlers from huts within the first 10 turns. |
A quick question, not to derail this thread. Uber, what size map were you using? I have never seen a goody hut spawn a settler on a standard size map.
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delsolsi
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Washington
May 2002 time: 05:19
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quote: Originally posted by MosesPresley
A quick question, not to derail this thread. Uber, what size map were you using? I have never seen a goody hut spawn a settler on a standard size map. |
I just started a new game today and I had a settle spawn from a goody hut on a standard size map.
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MiloMilo
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Hmmm, lots of good ideas put forth here - I'm impressed with you guys.
I agree that the trait needs something else to balance it with the other traits...
1-pop settlers is way to much, especially considering the power of pop-rushing under despotism...
20-shield settlers is probably too much also, you could build 50% more cites if you did it right, this plus better goodie huts is way to powerful.
The 1 extra food per town is a cool idea, because it mirrors the commercial or industrious 1 extra commerce or shield per city. It also matches up well against the industrious advantage Vel has been ranting about; they can work the land faster, but an exp. civ wouldn't have to: they could work a forest tile from the beginning, for instance. Again, though, may be too powerful, when combined with better goodie huts.
So, the ideas that I like best are these three (and only one should be implemented, not all):
1) Combine the scout and worker. As someone said, pioneers didn't just explore, they chopped down trees and built houses etc. So give exp. civs a 2-move worker unit. It could explore and find huts, and also come home and work the land. You would have a land-working advantage, since they could move into a flat tile ans start working it the same turn, but it would be quite mild: 25% on some tiles, 0% on others, probably an average 0f 10% overall.
2) Give them some cheaper buildings. Most other traits get this. The logic of cheaper granaries, is pretty weak (they're expansionistic, not culinary) but its effects would go to their strength, so yeah, cheaper (2/3?) granaries. [Note, I also think commercial civs should get cheaper marketplaces and harbors, that's another trait that suffers.]
3) This is a bit radical, but: how about allowing expansionist caravels traverse ocean squares from the get-go, without Navigation. Not sure how unbalancing this would be but it would extend their advantages past the ancient age, which is what a lot of people want to do. They would have an advantage in meeting other civs, which the scout already gives them so is already approved as one of theri advantages, and would be maybe able to expand a bit more onto islands, which is, well, expansionist.
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Pythagoras
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Charlottesville VA
Jan 1970 time: 00:19
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quote: Originally posted by MiloMilo
Hmmm, lots of good ideas put forth here - I'm impressed with you guys.
I agree that the trait needs something else to balance it with the other traits...
1-pop settlers is way to much, especially considering the power of pop-rushing under despotism...
20-shield settlers is probably too much also, you could build 50% more cites if you did it right, this plus better goodie huts is way to powerful.
The 1 extra food per town is a cool idea, because it mirrors the commercial or industrious 1 extra commerce or shield per city. It also matches up well against the industrious advantage Vel has been ranting about; they can work the land faster, but an exp. civ wouldn't have to: they could work a forest tile from the beginning, for instance. Again, though, may be too powerful, when combined with better goodie huts.
So, the ideas that I like best are these three (and only one should be implemented, not all):
1) Combine the scout and worker. As someone said, pioneers didn't just explore, they chopped down trees and built houses etc. So give exp. civs a 2-move worker unit. It could explore and find huts, and also come home and work the land. You would have a land-working advantage, since they could move into a flat tile ans start working it the same turn, but it would be quite mild: 25% on some tiles, 0% on others, probably an average 0f 10% overall.
2) Give them some cheaper buildings. Most other traits get this. The logic of cheaper granaries, is pretty weak (they're expansionistic, not culinary) but its effects would go to their strength, so yeah, cheaper (2/3?) granaries. [Note, I also think commercial civs should get cheaper marketplaces and harbors, that's another trait that suffers.]
3) This is a bit radical, but: how about allowing expansionist caravels traverse ocean squares from the get-go, without Navigation. Not sure how unbalancing this would be but it would extend their advantages past the ancient age, which is what a lot of people want to do. They would have an advantage in meeting other civs, which the scout already gives them so is already approved as one of theri advantages, and would be maybe able to expand a bit more onto islands, which is, well, expansionist. |
With:
1) How would you feel about adding settling abilities to the scout and making it cost 30 shields? Also perhaps the initial scout should by removed. BTW this is pretty easy to mod, Im going to try it out my next game. Im considering giving it a defense of 1. That is they cant be captured. But its not like youd build them in abudance for worker tasks since workers are cheaper, but they do help in moving into potentially hazardous zones to build stuff.
2) I dont know about this idea. I agree it could be more powerful. Not only that but when I think about expansionist I think about exploration and settlement, mostly a non-domestic phenomenon.
3) I like this idea. Perhaps their triremes only have a 10% (or so) chance of sinking as opposed to 50%. Maybe they should get some sort of oceanic scout unit that can explore but is non-combat.
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MiloMilo
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Pythagoras, I forgot to comment on the 2-move settler idea. I actually like it - you could not build more cities, just get them where they need to go faster, and thus choose better city sites. So, in effect you would not expand faster or more, you would expand better. Which is what they should do.
I see the problem with combining scouts and workers: you'd need to give up a pop point to make a scout.
Yes, for ships, you could just tweak the chances for sinking. I think this should be changed anyway. For most civs it should be 66% or 75%, but for expansionist civs it could be 33% or so. That would work nicely. Do we know if this can be done in the editor?
I agree with Kring that scouts should be 0/1/2, not 0/0/2.
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Pythagoras
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Charlottesville VA
Jan 1970 time: 00:19
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quote: Originally posted by MiloMilo
Pythagoras, I forgot to comment on the 2-move settler idea. I actually like it - you could not build more cities, just get them where they need to go faster, and thus choose better city sites. So, in effect you would not expand faster or more, you would expand better. Which is what they should do.
I see the problem with combining scouts and workers: you'd need to give up a pop point to make a scout.
Yes, for ships, you could just tweak the chances for sinking. I think this should be changed anyway. For most civs it should be 66% or 75%, but for expansionist civs it could be 33% or so. That would work nicely. Do we know if this can be done in the editor?
I agree with Kring that scouts should be 0/1/2, not 0/0/2. |
How about a pioneer: settler w/ 2 movement and worker skills and 1 defence separate from the scout unit.
I think the ship idea might be hard to do, maybe if you created a seperate unit.
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