 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:23
|
|
Well... like I said, it is not as useless as in SP, and I agree the exp / MW combo is a decent one, but still... if we're going to be on Monarch, half of the huts are in our advantage anyway. And you only have one scout... a couple of warriors can be just as good, and can be useful later as well. Sure, we know where they are first, but unless they are really close and you can archer rush them, it doesn't matter: by the time you can have horsies on their borders, you still know the first few cities (which, together with the number of cities the enemy has as viewed in the diplo screen, is all you need or a rush)
Compare these advantages to ind, mil, or rel/sci, and I don't see why everyone is so focused on it. But again, I don't own PTW yet, this is just some theoretical observation, not something that comes from using...
DeepO
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:23
|
|
quote: Originally posted by DeepO
Well... like I said, it is not as useless as in SP, and I agree the exp / MW combo is a decent one, but still... if we're going to be on Monarch, half of the huts are in our advantage anyway. And you only have one scout... a couple of warriors can be just as good, and can be useful later as well. Sure, we know where they are first, but unless they are really close and you can archer rush them, it doesn't matter: by the time you can have horsies on their borders, you still know the first few cities (which, together with the number of cities the enemy has as viewed in the diplo screen, is all you need or a rush)
Compare these advantages to ind, mil, or rel/sci, and I don't see why everyone is so focused on it. But again, I don't own PTW yet, this is just some theoretical observation, not something that comes from using...
DeepO |
But you can always build more scouts. And they are as cheap as warriors. And there are never bad results
All of the firaxis guys who tested the game (insert joke here) loved expansionist in MP. Granted, they weren't they players that we have on our team. Draw your own conclusions from that.
I like expansionist, but I am not adverse to industrial
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
notyoueither
|
 |
of naught
Aug 2001 time: 22:23
|
|
Why Expantionist? Since I am one of the biggest proponents of it I guess i should explain my POV.
First, you may not all be aware that I was/am play testing for Firaxis. I have been involved in many MP games against other testers. A few more post release against other opponents. Almost all of these games have been on Tiny Pangaea.
In every game that there has been an expantionist civ, they quickly become one the more powerful, if not most powerful civ in the game. This happens because extra settlers and or cities happen in at least two-thirds of starts. Even if freebies like that do not happen, they are almost always way out front in tech.
Not only do the Exp civs get no bad results, but the speed of the scout ensures they usually get as much as twice as many huts as anyone else (sometimes more).
Now, all that being said... I admit it is a gamblers start on this map. A bit. If the consensus here is for Egypt for the Rel/Ind combo, I have no problem with that.
Persia would not be so good IMO. The scientific trait does not usually play a large role in the inevitable path of conquest that the early game is when there are humans and AI in the same game. The UU is great, but there are better industrious choices with decent UUs for an ancient GA.
China? Totally out of the question going by earlier conversations (not here). We will definitely be at war in the ancient age. 60-40 against a human civ. The consensus then was that we definitely wanted an ancient UU. Even the humble WC has the retreat benefit. It would do for me given the Ind/Rel combo.
OTOH, now that reinforcements are here I am happy to revisit many of those old assumptions. I admit I am torn in many directions on the civ choice. In the end we will have to come to one and know that each possible choice would be best for some map possibility, but not all.
Last edited by notyoueither on 15-11-2002 at 10:50
|
|
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:23
|
|
I personally believe, that in MP industrious is a very important trait, because it grants a good start even in a bad environment. Also important is it, to have an early (preferably from the start) fastmover to explore the map and pick huts. Expansionist civs have scouts, Aztecs have Jaguar Warriors, Japanese (with some luck to have horses) can build chariots, that's it. An ancient, offensive UU is an extra plus, because it can give us an early boost. The later UUs may be equally fearsome, but in my opinion a civ, that succeeded to grow big at the cost of its neighbors (human or AI) in the ancient age, will have no problems to face an attack later, when attacks are hindered by culture and happiness issues.
Here's a list of civs, that shine with at least one of these features. None of them have all 3, although Egypt is close, because WCs are only 1 tech apart, but OTOH other civs can build chariots too. I give 1 point for each feature (industrious / early fastmover / ancient offensive UU):
Americans (ind/exp) industrious / scout / - = 2 points
Iroquois (ind/exp) - / scout / MW = 2 points
Egypt (ind/rel) industrious / - / WC = 2 points
Aztecs (mil/rel) - / JW / JW = 2 points
Persia (ind/sci) industrious / - / Immortal = 2 points
Zulu (exp/mil) - / scout / - = 1 point
Vikings (exp/mil) - / scout / - = 1 point
Mongols (exp/mil) - / scout / - = 1 point
Arabs (ind/rel) - / scout / - = 1 point
China (ind/mil) industrious / - / - = 1 point
Japan (rel/mil) - / chariot / - = 1 point
Celts (rel/mil) - / - / gallic swordsman = 1 point
French (ind/com) [i]industrious / - / -[i] = 1 point
Ottomans (ind/sci) [i]industrious / - / -[i] = 1 point
So in my opinion, we should choose our civ out of the first five (those with 2 features). I personally would prefer the Iroquois, although I'd be content with the Americans, Egyptians, Aztecs and Persians as well.
One word about the Germans: They have none of these features, but have all techs for an archer rush from the start. If we build 4 warriors, settler, 2 barracks (optional) and from now on churn out archers and spearmen in both cities, I guess no neighbor can stand. But we must have a near neighbor and strike from the very start, as after at most 40 turns the advantage will be leveled out. The Germans remain an option, although an hazardous one I admit.
EDIT: Added Persia... how could I forget them? 
Last edited by Sir Ralph on 15-11-2002 at 21:06
|
|
|  |
 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:23
|
|
quote: Originally posted by asleepathewheel
It would appear that I am on a team with increadibly risk averse people! not that that's a bad thing  |
Well... scouts have the most uses in the early game, and early on I'm not for taking big risks, no. Everything is way too costly. I have to admit that of course I'd use the 2 moves of scouts as well, I was trying to make a point 
As to being convinced: I can't be until I played it myself. Of course I respect the opinions here, so I'll gladly play with the Iroquois if they are the choice, but from the other hand I'll play every race, in every position if that's the groups wish. I horserush a lot in my games, so their UU will be useful, even if it means giving up some other advantage (like Ind.)
NYE, thanks for the explanation indeed. The problem I'm having is that I don't have a good feeling as to what will make MP tick, I can theorize on it, but I don't feel it. I'll take your word that exp has been a very good trait in previous games, but boy, would I like to test this before deciding it first!
As to Sir Ralph's focus on industrious: I like it, but don't consider it that important... but as said before we really should have one of the culture traits (sci or rel). If we get one of those two I won't object any choice you make. Even if I'd prefer something else, it won't ever place us in a bad position, it will only changes the view and possible plans for our game. So it becomes a matter of personal choice 
DeepO
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|