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Zero-Tau
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Elsewhere
Aug 2002 time: 06:22
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My thoughts on Expansionist:
It is quite circumstantial. If you happen to start on a small island, the scout won't do much good, although you might get better results from the few goody huts you could find. OTOH, on a pangea or continent, the scout will be a huge benefit because you can gain knowledge of the area very quickly, as well as taking quite a few goody huts before your non-expansionist opponents do.
My suggestion for a change would be this: Add a new, expansionist-only unit, a boat with stats 0.0.4 (so it would die without fight if someone attacked, like with scout), which is able to carry 2 non-military units (settler, worker, scout, explorer). This unit would be available right from the beginning (though you wouldn't start with one), and can later be upgraded to a galleon.
This might make Expansionist more useful on maps with a lot of water.
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Hail Caesar!
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Austin
Feb 2002 time: 05:22
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I must say that I always play as Americans because, well, we're number one . The world leaders (well, besides me) are always either Persia, Egypt, or France. For some reason China usually sucks. A case against militarism? Probably not, reading these posts. I think the traits match the player's style pretty well. Which reminds me, if I'm playing MP and I start next to the Zulus or Japanese, I'm either going to be very worried or very aggressive....
Anyway, I play as America because they are Industrious and also because of nationality (yes, I'm weird). For this reason, I have had to adapt my strategy to Expansionism, which isn't really a problem. I like getting all of those free techs, which the Aztecs don't, even though some people think their Jaguar warriors are equivalent of Scouts.
By the way, for my fellow Expansionist friends, here's a little tip that you may or may not have figured out. You never ever get from a goody hut the tech you are researching! I tried this a few times with reloads. Therefore, NEVER set science to Iron Working. Always set your science advisor to research the useless techs, like Mysticism. (You will discover Mysticism in 40 turns before you are ready to build the Oracle anyway).
When you are Expansionist, you will ALWAYS have swordsmen before everyone else. You've already built one or two cities near the wheat and cows, so you can build settlers faster and send them towards the iron tiles, which your scouts will have discovered before anyone else, after the goody huts give you the technology first.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:22
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quote: Originally posted by player1
Maybe that has something to do with me playing normal Standard sized maps? |
Yes, probably so. I play huge and giga maps, thus more territory and more huts and therefore more valuable. Thats where the value increases tremendously. On standard it is more likely to not be as valuable. It may be, but you have to be lucky. In all honesty, I would probably pick another trait if I was playing standard and smaller maps.
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Hail Caesar!
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Austin
Feb 2002 time: 05:22
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I play gigantic map but not because I'm always America, and thus it benefits me to be Expansionist. I play gigantic map because it's so boring having one, maybe two neighbors in the whole world.
Anyway if you play gigantic with 16 neighbors Expansionist doesn't really give you an advantage. Especially when you're on a continent with Liz and Cathy and Hiawatha and everyone else is on the other continent.
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Sonic
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Vilnius, Lithuania
Dec 2001 time: 07:22
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Hail, I am always playing gigantic - archipelago - 80% water. This way it is the most realistic, since you also have to have navy and explore, also you don't have all opponents a start.
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Artifex
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Kentucky USA
Apr 2002 time: 05:22
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"Yes, probably so. I play huge and giga maps, thus more territory and more huts and therefore more valuable. Thats where the value increases tremendously. On standard it is more likely to not be as valuable. It may be, but you have to be lucky. In all honesty, I would probably pick another trait if I was playing standard and smaller maps."
"Anyway if you play gigantic with 16 neighbors Expansionist doesn't really give you an advantage. Especially when you're on a continent with Liz and Cathy and Hiawatha and everyone else is on the other continent."
Another reason why I hate expansionist, it is so map dependent. I hate Large/Huge maps (as does my processer). A trait that requires you to play huge maps to derive a benifit is broken.
Also, to get it's benifit, you have to decrease your opponents and hand pick non expansionist civs so they don't take all the huts. (to me this is almost like cheating, at the very least very cheesy). The trait is a cheesy, broken trait.
When you have to fiddle around with the parameters so much to get a trait to be useful, to me thats a clear sign it is badly broken. Why not give yourself a few panzer tanks in 4000 bc while your at it? 
Last edited by Artifex on 21-10-2002 at 06:06
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Hail Caesar!
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Austin
Feb 2002 time: 05:22
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Geez if you guys want something to whine about you should complain about all the morons who post about how they mod their infantry to have 4 movement to make warmongering especially easy.
Expansionist on a large map with 8 players is about the same as a huge map with 16 players. At the end of the land grab you still end up with about the same amount of territory. There really isn't any advantage if you are expansionist to playing on a huge map or a small map.
One thing I would like to add. When I play expansionist I have at least 3, usually 4, scouts running the continent to find goody-boxes. Maybe some people who gripe about it are only limiting themselves to the one bonus scout they get on start.
Anyway I don't think there is anything better or worse about all of these traits. They seem to be pretty well balanced. Warmongers who cannot play any other mode will of course ***** about anything that does not give them an advantage (and mod the units so that they get an even greater advantage). You should go play Starcraft or Age of Empires or something.
Shheeez
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Hail Caesar!
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Austin
Feb 2002 time: 05:22
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quote: Originally posted by WarpStorm
I think most people who think it is a weak trait don't understand how to play it well. |
They are the same people who mod the units to allow for an easier military victory. I'm sorry I've just been reading some of the threads about how awesome it is to mod all the military units and it's starting to get on my nerves.
I'm using this thread to vent, I suppose.
Anyway my Expansionist strategy is because I play Americans primarily. Not the other way around (i.e., preferring Americans because I'm go Expansionist).
But as Expansionist I'll still have swordsmen before anyone else. Which comes in handy nice when your neighbors are Monty and Liz. I'm supposing this will go as well in MP unless you are fortunate enough to have iron near your first or second cities.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:22
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quote: Originally posted by Hail Caesar!
One thing I would like to add. When I play expansionist I have at least 3, usually 4, scouts running the continent to find goody-boxes. Maybe some people who gripe about it are only limiting themselves to the one bonus scout they get on start.
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this is a great point. Perhaps the detractors think they can only have that one scout. If this were the case, yes it would suck. My build sequence is usually: scout-warrior-scout-settler. rinse repeat for each city. Thus I get a whole lot of territory covered quickly, popping tons of huts, getting all the techs for free and finding all the luxuries and opponents.
someone who thinks this trait is broken just doesn't know how to play the game.
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