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dunk
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Philadelphia, PA
Mar 2002 time: 00:19
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quote: Originally posted by statusperfect
Industrial and religious are overpowered. (industrial for the worker effectivity and religious for one turn revolutions and cheap temples) I always have to move down one difficulty level when i play a non-industrous civ. |
I disagree with these traits being overpowered. It seems like you have found a good way to play with the Japanese(?). I think all the traits are fine the way they are. Remember, other players may perform better with other traits.
I like the Scientific trait as is. It gives you 3 free techs (Nationalism without any research is a big plus), and half price buildings (remember, libraries, universities, research labs also contribute to culture).
If you have to turn the difficulty down with other traits, that just means you haven't used them to your advantage properly. Each civ plays differently. Religious civs can change governments easier, militaristic civs get more leaders on average, industrious civs build roads and such faster, expansionist civs get more and better goodie huts, commercial civs get trade bonuses (cheaper airports & harbors). Then there's the UUs for each civ, a whole other ballgame.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:19
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Half priced upgrades are way too powerful. Germans would be invincible if you so this. I think scientific is pretty solid, in terms of culture esp. Plus, many wonders are scientific, and it's easy to get a peaceful golden age. I don't know if you often play with unscientific Civs, but it's horrible to build universities with them, and libraries take too much time too IMO.
Industrious is not that overpowered (granted, I only play industrious Civs ) : when you're not industrious, you just have to produce twice more workers, which isn't that problematic once you have a steady population growth.
Religious rules, tat's a given. Luckily, the Egyptian UU sucks, they'd be horribly powerful otherwise.
Dunk999 :
Commercial is good (reduces corruption, and gives extra money on cities/metropolises), but not as great as you think : commercial buildings are not twice cheaper.
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Mikhail
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flesh.and.binary
Mar 2002 time: 23:19
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I'd put Scientific above Religious. Religious only really shines when it comes to revolutions. I only change governments twice a game as it is (Depotism - Republic - Democracy). I don't start wars, and am always defensive, so democracy's war weariness rarely effects me.
Industrial is the best in the game, period. uber-workers are very very important. Then Scientific.
Expansionist is only useful in the beginning of the game. And it's VERY useful then too. Can make the difference of winning, or being trapped on a peninsula.
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:19
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IMO, the problem with augmenting Expansionistic civs is that on a Huge, Pangaea, 60% water map, expansionistic is already too powerful. On that kind of map, you kind easily find yourself in the middle ages by 1000AD, without trading. Any benefits given to expansionistic civs would make it completely overwhelming as a civ trait. Can you imagine the Iroquois in that situation with 20 shield settlers? Religious is generally regarded to be a solid trait, expansionistic in that situations is insane, MWs are among the best UUs and 2/3 price settlers on top? Why even play the game? Just declare yourself the winner!
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:19
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Actually I feel that to make expansionist truly equal to the other traits, it might be good to have one or more of the following abilities:
all units get +1 mp
all exploration and settlement units are 1/2 price.
all improvements which speed population growth are 1/2 price
all units treat enemy roads and RR's as friendly
all units ignore terrain effects on movement
Obviously giving the expansionist trait ALL these characteristics would be unrealistic, but a couple of them, or one of the most powerful ones (like the last one) would go a long way to bringing expansionist civs up to par!
Anyway, just a thought!
Yours,
The_Aussie_Lurker.
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Random Passerby
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The best part of Commercial in my opinion is the starting tech: Alphabet is one of the most expensive baseline techs and gives you a wicked head start on the lucrative Writing branch. That's really its biggest advantage, and unfortunately that's not much; expansionist, for example, will on average net you most baseline techs pretty quickly (this is an average, mind you; if you're stuck on an island it won't do much at all, but if you've got a nice huge landmass with sparse competition it will often earn you the entire ancient era for free). Still, I think half price marketplaces/banks might be a bit much, especially if harbors and airports were added to that list as they likely would be; half price courthouses would be pretty balanced in my opinion, although it wouldn't be as intuitive.
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