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Arrian
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Kneel before Grog!
Jul 2001 time: 00:23
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Or, alternatively, the case FOR a couple of other civs...
First, the worries I have about the Iroquois:
#1: Expansionist trait on a normal size map is fairly weak. Yes, scouts can be quite useful, and we could get lucky with huts, but overall you have to admit this is more of a large/huge map trait.
#2: Lacking both industriousness and militarism, these guys take a while to "get going." Slow workers + 40-shield barracks and no bronze working to start translates into military vulnerability at the beginning.
Ok, enough of the negatives, because overall, I like the Iroquois, and I won't mind too much if they're our civ. Here are the two I would suggest instead:
First Egypt. Why?
1) Best trait combo in the game. I won't go into a discussion of the greatness of religious, because the Iroquois are too, so most people are cool with that trait. So, that leaves industrious. There are several reasons why this trait warrants a good, long look before choosing against it: a) 2x speed workers, b) a starting tech the AI loves, so good trade possibilities with the AI civs, c) extra shields as our cities grow.
2) Cheap ancient UU, the War Chariot. This is advantageous for three reasons: a) it's cheap, b) it's 1 tech away, c) Egypt is a powerful civ WITHOUT IT. So if we don't have horses right away, we're not screwed.
Egypt is perhaps the fastest early civ. By that I mean you can set up a productive empire with amazing speed. The only downsides are a lack of an overpowering UU (though in numbers lies strength) and full-price barracks, which hurt a bit in the beginning.
Second Persia. Why?
1) Strong trait combo. Industrious for the reasons set forth above regarding Egypt. Scientific provides BW to start (spears, 1 tech to iron), cheap research buildings and free tech per age.
2) Extremely powerful, if slow, UU. Personally, I like the MW better, but the Immortal is probably the #2 ancient UU.
The downside, of course, is the lack of religious... anarchy sucks, as do 60-shield temples.
Overall, my main opposition to the Iroquois comes from the lack of industriousness. That trait is sooooo powerful. The chances of expansionistic making up for its loss are low, IMO.
-Arrian
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:23
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I gotta just say no to the Iroquois. Their UU makes them attractive, but we really need either Religoius or Industrious (or both!) to be a long term threat.
Expansionist isn't as strong as either Rel or Ind, excepting for on Huge Pangea maps, and the MW, while HUGELY potent in the ancient age, is only valuable vs. our continental rivals...by the time we could build enough MW's and galleys to use them elsewhere, their time would be drawing to a close.
Thus, I regard the Iroquois as a gambler's choice. Really, hatefully strong under the right circumstances, but under others, we're hosed before we get up and running good.
Safest choice: Egypt, but I suspect that everybody ELSE will suspect we'd go for egypt...no surprise value in that.
Other strong contenders: China, Japan, Germany (assuming that the sky's the limit where civ choices go).
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:23
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The main reason I put Germany on the list tho, is because of their starting techs....true that they don't have either of the powerhouse techs, but....their starting position on the tech tree is *superb*
Don't get me wrong tho....if we opt for the Iroquois, I'll be cool with it, but I think we could do better. Does anybody know what map settings we'll be using? The answer to that question would cinch it in my head. If we're using a huge, pangea map, let's rock Iroquois style....if we don't know...it's dicey.
I would say that militaristic isn't really much of a gamble tho...of all the games I've ever played, I only got ONE island start where I was totally alone and not in range of neighbors via galleys, and on a continental start, I always had at least three neighbors.
Given those general trends, I'd say we can expect company, and prolly more than we want. Militaristic civ would prolly be WAY strong in this game.
-=Vel=-
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:23
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Good Discussion
I don't like Egypt's UU at all. Too short a life and too early a GA for my tastes.
I'm not so worried about the risks of expansionists, after all, what is life without a few risks. Even if it doesn't help us significantly, I am confident that we will have a strong game regardless. But the rewards are immense. a few free techs, a good idea of the map, early contacts, maybe a city or settler. Those are very appealing to me and outweigh the possible risks.
I agree that risks should be minimized but we should not be paralized by conservatism (not that I'm saying that's occuring now, more of a general comment)
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:23
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quote: Originally posted by Velociryx
Don't get me wrong tho....if we opt for the Iroquois, I'll be cool with it, but I think we could do better. Does anybody know what map settings we'll be using? The answer to that question would cinch it in my head. If we're using a huge, pangea map, let's rock Iroquois style....if we don't know...it's dicey.
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I believe its a standard sized map with all else random.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:23
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quote: Originally posted by Sir Ralph
For some reason, the MP'ers report, that expansionist is a very strong trait in MP (unless on Archipelago, that is).
It's probably the gamble about the early settler and the tech advances it can give us. The values of techs is vastly increased in MP, because tech whoring like in SP will hardly happen. Each ancient tech, especially the early ones is worth about 20-40 turns.
Also, the scout is a good and fast spy, who can cross an enemy border, look around and get out without the enemy takes notice. And luxuries and resources will be early reported.
A good start is the make or break in MP. And expansionist can grant it. |
In the few MP games I've played,the Iroq's have been very strong. Granted the were played by me The fast start is huge, the knowledge of landscape. the unit. all very strong mp.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:23
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quote: Originally posted by FrustratedPoet
well, you could be right. Of course, we might not have a choice. With 5 human and 3 AI then we might be boxed in by a couple of human civs.
Important general point (I know it's also obvious, but people like me need reminding so I'll post it before I forget):
We can't have a 'quick' war against a human Civ. They will not make peace and give us loads of techs like an AI would. If we start a war we must be prepared to finish it. There will be no oscillating war against the humans. |
Thats a very good point to keep in mind.
Have to strike and strike definitively.
Making Religious even more important to switch govs to avoid the WW.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:23
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I thought about this exclusively on the way home tonight, and here's the conclusion I reached.
Before we can settle on a civ, we MUST determine what traits "work best" with our assembled group.
If we're a bunch of warmongers, and we pick traits that do not play to that ability, then we work against ourselves.
Likewise, if we're a bunch of peaceniks, then the Militaristic ability will help us not at all.
Based on my reading here, and drawing conclusions FROM those readings, I think we can safely narrow the field to include any of the following civ traits, and prolly be okay:
Religious
Industrious
Militaristic
Expansionistic
*I have seen ZERO evidence in support of commercial in my reading here!
UU's are a bonus, but should not drive our thinking. For example, the Aztec give us a FINE, strong option....Militaristic AND Religious, plus the major benefits of the Expansionistic trait.
We can, by and large, control our GA, by deciding NOT to attack with our Jags, and simply using them to fulfill the same roles as scouts. They come with the added benefit of being "foot cavalry" (move them into position, build a --cheap!--barracks, and mass upgrade to sword once they're were we need them to be.
Very strong.
OTOH, as has been mentioned, the Iroquois DO have some attractive features. The MW is perhaps the most punishing UU in the ancient age, and mobility WILL win wars for us in MP, more often than brute force and massed slow movers.
Egypt has vast, superb peacetime flexibility, and is well suited to warring....also, the chariot ---> horsemen upgrade, sparing us from blowing our GA until we WANT it.
Germany = Archer rush from turn one. This implies activie hunting however, and is contingent on being near at least one AI (since an archer rush will be dicier against a human opponent unless we find him REALLY early).
China and Japan would round out my personal "top five" as their trait combinations are strong, and their slightly later UU's are superb.
If we picked ANY of these, I'd be a happy camper.

-=Vel=-
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:23
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quote: Originally posted by Theseus
Hey, I just had a thought: Do we know difficulty level? What does that mean for the AI civs for the human players? I mean, if we're next to a human EARLY, and they don't have any unit advantage, shouldn't we Archer Rush the bastards into oblivion? |
Looks like its going to be monarch
theres a poll on the forum
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