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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 vmxa1
The early settler from a hut can come to any trait, I had only my second one ever on my current EMP game on std map, first hut I entered. This very powerful, if anyone can show that Expansion trait leads to more of them, then I will agree it is powerful. Otherwise, I don't really see it. It seems plain enought that you will get more elites and hence more leaders as a Mil civ and that is all game long and is very powerful. A key leader at a pivitol point in the game can be a major factor. At Monarch and above it may be your best chance to get some of the wonders in the first two ages. Especially above Monarch. It is no fun seeing the wonders build by the AI, one after another. |
I don't know if its possible to quantify the possiblility of the expansionist to pop a settler.
Logically, since you only get good results from huts, you are more likely to get the supreme prize, right? Even if the settler chance is the same per hut pop, the fact that the overall hut results are better, I would think that would improve your chances.
I don't find mil to be that great, I fight enough battles that I don't have to worry about advancing to elites. And then the leader production is a wash with other traits.
(obviously I just tried to draw a parallel between leader production and settler popping)
but, hey, that's a gerat thing about the game, any trait can be argued for or against almost equally. I certainly don't miss those generic Civ2 civs.
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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 Arrian
As to the topic, well, those are my favorite traits, but I think Artifex overstates his point.
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What's ironic is that in
this thread Artifex thinks that militaristic stinks. I think this just proves that a little thought planning and strategerizing changes a trait from stinking into being one of the best .
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Wormwood
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Terminal Island
Jul 2002 time: 21:22
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I agree with asleepathewheel about expansionist being powerful early game. In my mind, Iroqouis, with exp/rel., and the excellent mounted warrior, would be much worse off if exp. was switched out for something else. The American combo of exp./ind. is viable, but the UU stinks. It all depends whether you intend to base your main military expansion around your UU or around the general units. England has a similar problem, exp./comm., a mix of a powerful early game trait with, in my opinion, a mediocre late game trait, and a terrible UU. At least America gets a cheap precision strike craft.
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Traelin
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Miami, FL, US
Nov 2001 time: 00:22
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quote: Originally posted by vmxa1
It seems plain enought that you will get more elites and hence more leaders as a Mil civ and that is all game long and is very powerful. A key leader at a pivitol point in the game can be a major factor. At Monarch and above it may be your best chance to get some of the wonders in the first two ages. Especially above Monarch. It is no fun seeing the wonders build by the AI, one after another. |
This is exactly how I feel. IMHO it's not even arguable how much better Mil. is above other traits, because it is so much easier to build Wonders on Emperor and Diety using it.
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Gen.Dragolen
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Based on the comments, I think that the Expansionist trait needs a little re-writing to make it more useful.
Personally, I think the religious/industrious for the Egyptians is the best combination, because you can churn out more combat units in less time than anyone else, if you have a decent starting location, and can work effectively with a poorer starting location because you can change the terrain faster.
Increasing the OCN (like double or something) for expansionist would be a good start, but I think that it should also do something for food production, since it is usually that factor which determines what units (read settlers) that you will produce. As a balance, it should also make the penalties for overcrowding more severe in terms of unhappiness, just to motivate the player a little more.
Guess I'll have to look at the defaults and see what kind of numbers I can find on what they have now and what changes we could make.
D.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:22
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I would of course be willing to debate the merits of each trait, it just would have to involve more than just "RELIGOUS RULEZZZZ" and "SCIENTIFIC BLOWZ"
(stopping now to try to avoid beating a dead horse)
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Artifex
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Kentucky USA
Apr 2002 time: 05:22
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I find these 3 traits to be invaluable on diety level (which I play exclusively now). Maybe expansionistic is cool on low levels but at high levels a combo of these 3 traits are a must for a good shot at a win.
I find religious especially valuable with the happiness probelms on diety. To think expansionistic is better in this case is just silly.
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Traelin
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Miami, FL, US
Nov 2001 time: 00:22
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quote: Originally posted by asleepathewheel I think by "combo of these 3 traits", he means that he modded a civ to be religious, industrial, and militaristic. If so, I agree, that would be a pretty potent civ. |
Nah, I think what he meant by "a combo of these 3 traits" was that you would choose a Civ that's either:
A) Mil., Rel.;
B) Mil., Ind.; or
C) Ind., Rel.
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