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bungee_70
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Canada
May 2002 time: 00:21
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As I read the threads, I note that most people will be more seduced by a religious civ than scientific. Finishing my second game at regeant with an overwhelming success on world map with 16 civs, let me compare those two caracteristics.
First of all, I want to say that I got 3000 points at my last game, remembered as Xerxes the Great, at regeant. I dominated the game from beginning to end, but that is a bit because in America, there is not lot of challenge when you bottle up the central-americans ("Aztecs") early and you destroy the "Iroquois".
Let's get to the point: I say that scientific is much better than religious for lot of reasons:
-scientific gets cheap libraries which replace temples as culture booster. Moreover, libraries boosts also your science which is obviously an overwhelming advantage over temples.
You will say that you want to keep your citizens happy which is not the job of the library. I say that since the key to survive is expansion, I crank as much settlers/worker as I can so I keep my population low, happy, so there is no need for temples.
Plus, with big expansion, there is lot of luxuries, hopefully, that replace temples for preventing civil disorder.
-Religious makes anarchy last only one turn. But how often to you change gvt? I target democracy and when I get it, I stay for the rest of the game. That mean that I change for republic ASAP with a very short anarchy period, usually 1 turn because the civ is still small and then democracy with 3-6 turns of anarchy. Why are there any reason to change once in democray? I feel that only short aggressive wars are good because the longer you stay at war, the more ressource you drag in and the more you lay behind. I only do blitzkrieg wars carefully planned with finite objectives. Democracy is not a problem here.
That's it for the superiority of the library over the temple and that is also true for university/collesum and research labs/cathedral. When I decide to let my cities grow, I can afford pay more for happiness buildings.
The second thing I want to say is that considering Industrious as the best caracteristic, you get the Persians with scientific and Egyptian with religious. IMHO, Persians are clearly superior: with the retreat feature removed, Immortals are the best units in Ancient era. Moreover, they still have a place in Middle ages because they cost lest and are better than longbowmen for exemple. The war chariot without retreat is far less effective.
Finally, with Persians, you get Iron work faster and you are better placed for ressources war.
What do you think?
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:21
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Retreat is not gone, it just now has a probability factor based on experience... which, in this discussion, means that the Immortals, while one of my favorite units, are not as relatively great as you point out.
Re Sci vs Rel, I guess the reason I lean toward Rel is that regardless of my traits, I'm gonna play catch up with the AI civs for a while, and then I'll take the tech lead. This seems to be true regardless, and there's nothing special about Sci that accelerates the crux point meaningfully. For instance, if somehow Sci ensured that I got to Cavs, or certain GWs, well before everyone else, then it would be much more valuable.
As to the value of Rel, heck, I'd by into it just to avoid anarchy. Government changes are usually possible JUST when some juicy GWs are being built.
Keep an eye out for the AU trial on techs... you'll like it.
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bungee_70
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Canada
May 2002 time: 00:21
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I don't see how you can say that religious is there all game long and not scientific. For the building cost, it is equivalent. For govt change, I change less my gvt than I change Age! As I said, I go despotism->republic->democracy. Two change with the first usually taking only one turn.
Second, another said that retreat is not gone, maybe not, but I have just finished a game where I did NOT see one single unit retreat for all the game!!! I know like you that it is now supposed to be a probability and the higher the experience, the better the chances are, but as I said, I didn't see any unit retreating in all the game which finished with my space race victory (I was alone in the race, lol!). That may be a reason why I tend to say that Immortal is best.
I still maintain my point that Persia is the best combination of characteristic and UU of the game.
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Aeson
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orangesoda
Nov 2001 time: 22:21
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At the lower difficulty levels Scientific probably is better. Anarchy is short anyways, and you get 3 or 4 citizens born content, so Religious isn't a big deal. The free techs mean something because you can get to them first.
On higher difficulty levels Religious is much better though. 1 citizen born content means to get to size 4 you need a temple or luxury (with 2 garrison units). The pace of the game is much quicker, so any additional turns of anarchy set the player back. Plus research by the player is usually devalued, so Libraries don't play as big a part. The AI's will usually get the 'free' techs before the player, so they are devalued as well.
I'd say at Regent or Monarch the two traits are pretty well balanced, and UU and playstyle is the only real difference. Higher and Religious is clearly better, lower and Scientific is.
As for retreating... it's still huge. The chance is 50% for regulars, 58% for veterans, and 66% for elites. So better than half the time they should retreat when losing, unless the defender is down to 1hp. Immortals have a bit of an edge during the Ancient Era (on smaller maps where movement isn't as important), but once the Horsemen get upgraded to Knights the Horses take the advantage in all circumstances, not to mention when those Knights get upgraded to Cavalry, or if the civs UU is a Horse unit...
Until there is an upgrade path for Sword units, they just aren't as effective as Horses over the course of a game.
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King of Rasslin
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Play a religious civ for a while and get used to the cheap temples. Then try to go back. You will see that religious is better than scientific.
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Dimension
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Columbus OH
Feb 2001 time: 00:21
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Aeson's points are all valid, but playstyle is also a factor.
You said you don't change govenments much. Obviously, you don't have an aggressive warmongering style. If you can get by staying in Democracy, Religious loses half its appeal because you're not making use of dynamic government. The opposite end of the spectrum is even more true. You could spend the entire game fighting, going straight from Despotism to Monarchy, and spending the rest of the game in Monarchy. Even on harder difficulties, you could manage to play a mostly defensive game, and Scientific would be better if you managed to get a couple luxuries pretty early and didn't need those quick temples.
People see Religious as better overall because unless you are specifically trying to use a narrow playstyle, you will find yourself going through cycles of expansion, building/researching and fighting, making dynamic government quite valuable.
Sometimes I'll have tons of captured workers, and I'll just switch governments to pop-rush cathedrals and research facilities when they become available, then replace population with workers I don't need. That makes Religious better than Scientific even when it comes to building science, because everything is free.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:21
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While Religious civs start with Ceremonial burial, meaning that their cheap temples can be built almost right away, a temple generates a culture of 2 when first built.
In the early stages of the game, I focus on expansion and military, at a point where I only have at the most size 4 towns. The extra boundaries created by temples therefore aren't all that important to my strategy.
Scientific civs start with Bronze Working, which isn't part of the path to be taken towards Literature, however, since libraries generate 3 culture, they are well worth the wait, since by that point I'll be wanting to start building up my culture anyway.
As for government, I usually make a smooth transition of Despot, Monarchy, Democracy, and I stick with Democracy the whole game. Religious cuts the amount of time this transition takes.
So I'd say that both traits are pretty much balanced, though I would take slightly higher preference to the Scientific trait, since I can build spearmen right away, and the cheap cultural improvement comes at the time I actually need it.
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Txurce
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Santa Monica CA USA
Mar 1999 time: 05:21
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If you don't mind an early GA, then Egypt doubles as a warmonger civ, since its war chariots are basically cheap horses when shields are in short supply. Coupled with its roadbuilding workers, they make for one aggressive early civ, if you choose to play them that way. (But they're also abuilder civ with a timed GA, which is why they're probably #1.)
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Lord Merciless
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My rank of Civ Traits:
1. Industrious: I think the time saved by fast workers can't be appreciated enough.
1. Religious: I rank Religious just as good as Industrious. Cheap temples and no Anarchy are extremely valuable.
3. Militaristic: Warmongering is the basic strategy to win at high difficulty levels. With wars come the GLs, slave workers, cities, and a weakened enemy. The cheap barracks and abundance of Elite units are often underappreciated.
4. Scientific: Three cheap buildings are nice, but they come in appearance way too late in the game. Three free techs are also great, but pale in comparison if you can easily blackmail 5 techs from just one frightened AI Civ at a single peace treaty negotiation.
5. Expantionist: Only valuable on large+ maps.
6. Commercial: It's broken. I'm waiting for PTW to give it a try.
=> Egyptians should be the strongest Civ overall, followed by Chinese, Japanese, and Aztecs as next. Persians and Babylonians are not bad either.
Greeks and English suffer to due the Commercial trait.
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Dimension
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Columbus OH
Feb 2001 time: 00:21
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I'm surprised more people don't like China. Everybody seems to agree that warmongering is the way to go on harder difficulties, and China's UU is by far my favorite in the game -- a 3-move unit that comes long before Cavalry. If you're playing China, Religious isn't worth much, because your only government switch will probably be Despotism -> Monarchy. By the time you get Democracy, you'll be to busy killing everybody with Riders. Cheap temples are always great, but since China is Industrious, it's not hard to get roads on a couple luxuries fast.
Obviously you can evaluate civ traits on a basis of overall worth, since it would be next to impossible to find a situation where Commercial was better than Industrious. That said, any analysis of depth is inherently flawed if you're not considering playstyle, difficulty level, and the overall synergy of the civilizations. Monkspider started a nice thread about trait combinations:
http://apolyton.net/forums/showthre...&threadid=55811
To quote myself, if anything else is to be said about civ traits, it should probably be put into the context of playstyle with some sort of a relative scale, like:
Builder
0 - Industrious/Expansionist (America)
1 - Scientific/Industrious (Persia)
2 - Scientific/Religious (Babylon)
3 - Industrious/Religious (Egypt)
4 - Religious/Militaristic (Aztecs,Japan)
5 - Militaristic/Industrious (China)
6 - Militaristic/Expansionist (Zululand)
Warmonger
Then people could argue about what traits fit where. Arbitrary analysis isn't going to get you anywhere.
Anyway, I guess I just wanted to point out that there are situations when neither Scientific nor Religious are the most desirable thing to have.
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Lord Merciless
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quote: Originally posted by bungee_70
I'm now very advanced on a game with Egyptians to see how they work on monarch. The war chariot is valuable, but I find them not powerful enough. I'm however grateful to the retreat capability. I'm on a standard map, so I'm targeting a domination victory. I need to conquer only one other civ to win, but corruption is scaring me.
I wanted to know what are your tricks when you need to conquer half of the world, considering fast corruption growing as you drive to your goal? |
Cross continent invasions are always tricky. You need a very large initial force and to establish a foothold on that continent. If your own civ is very strong in culture(more than 1/2 of yours), don't even bother to capture their cities first, but raze them and bring your own settlers along. Also, you have to purchase initial city improvements anyway. Only after you have a firm hold on your enemy's continent and have a GL generated, can you think of rushing a new Palace.
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Dimension
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Columbus OH
Feb 2001 time: 00:21
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You're looking for tricks for dealing with corruption?
There is very little I've seen people suggest other than basically "just deal with it." It really depends on how you're winning.
Space race:
I think most people going for a space race victory will keep their empire concentrated one one large continent or two smaller ones. You turn your empire into a research powerhouse and develop your core cities into major production centers. You will be using Democracy and your empire will not be massive, so corruption isn't a very big deal.
Cultural:
You need a larger empire than for space race, but still not a completely massive one, just a mid-sized one with every possible cultural improvment in every city. It's nice to keep wars going on a few fronts, getting leaders to rush wonders in your capital and try and get the 20,000 culture there for a faster win. As long as you don't over-expand, building all your culture-producing stuff isn't a problem, although corruption can be obnoxious.
Military:
You just raze every city, maybe keeping one on each continent to heal units. Corruption is a non-issue, because you don't need a large empire at all.
Domination:
Since you are basically winning by having a massive empire, there isn't any alternative other than having a massively corrupt empire. It doesn't need to be productive, though. It can be nice to have an airport in one city per continent for airlifting and connecting to the trade network, but you really shouldn't be worrying about developing distant cities, because they will never be productive unless you move your palace to a new continent, which just isn't a good idea in the late game because it will cripple at least part of your large core of productive cities. You just want to have a main production area around your palace and FP and don't worry about the other cities. On harder levels, you'll definitely want them connected to the trade network to get luxuries, but as long as they're not rioting, forget about them. If they're large, you'll have to starve them or build a marketplace and a couple other things. If you're religious, you definitely want to capture the Sistene Chapel early and rush Temples & Cathedrals. Religious civs are great for Domination wins because you can switch to Despotism and use population to rush things. Of course, pop rushing makes people unhappy, too, but it's worth it if you're on a hard difficulty and everybody's already unhappy, especially if you've got Sistene.
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Lord Merciless
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quote: Originally posted by Arrian
Well, the french workers can build all the roads, mines and irrigation that they want, but my horde of Japanese horsemen will take it all away from them long before they get to their silly musketeers. I fart in Joan's general direction.
-Arrian
(yeah, the AI tends to do well with France) |
But who will be able to build faster and deploy troops to the front quicker? What would happen to your own roads and mines you spent twice as much time to build as the French?
What happens if Egyptians come knocking at your gates with horsemen that cost only 2/3 of yours?
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