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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:27
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quote: Originally posted by pedrojedi
I have problems when dealing with expansionist trait, since after the expansion time, you have only 1 trait to go all the game. IF you had a nice start, that's gonna be all that's necessary, if you start is even not-good... |
hi ,
make about a dozen or starts with the US at random and see the start , ....
they get 9 out of 10 a good start with food and shields , with at least one lux nearby and at least one important resource like aluminium , oil , uranium etc , .....
have a nice day 
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Master Zen
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of naughty
Jan 2003 time: 23:27
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quote: Originally posted by panag
hi ,
make about a dozen or starts with the US at random and see the start , ....
they get 9 out of 10 a good start with food and shields , with at least one lux nearby and at least one important resource like aluminium , oil , uranium etc , .....
have a nice day |
Panag, how many times do I have to tell you that starting position does not have anything to do with the civ you choose!! 
There is no mathematical evidence to prove it, the last time you said this I actually went in and chose the US and played 10 starts and some of them were very crappy just like any other civs. I have therefore seen no evidence to prove that the US get's better starts just because they are the US.
Now I admit that the US is a wonderful civ on huge maps, perhaps the best, no doubt about that at all.
But saying that the US gets better starting positions than the rest... c'mon.... we know you LOVE and WORSHIP the U.S.A. for whatever reason but don't bring your bias to the game's technical aspects.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:27
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France (or Carthage) is, IMO, actually the most "balanced" civ for large/huge maps, not the Americans (who are definitely very "good" on those maps).
Expansionist can be very powerful, but it is - to a degree - a gambler's trait. Sometimes you strike it rich with the huts, sometimes you don't. The benifits of quickly uncovering the map and meeting other civs, however, pretty much applies to every game.
Commercial, OTOH, is the stealth trait. No one really has a good sense of just how good (or crappy) it is, because of the way the trait works. It would take a huge effort to try and quantify its power (and you might go through that effort and be way off). Anyway, on a huge map, the 25% boost to the OCN is quite a few cities. The extra gold per city REALLY adds up. Add in the powerful industrious trait (which pretty much always rocks, but really really rocks on larger maps) and you have an excellent (and flexible) combo.
-Arrian
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twoflower
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my definition of huge= 362X362
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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quote: Originally posted by Fatalis2
EGYPT:
Starting potential : 3 (Special bonus : IND for a very fast starting, REL to increase quicly your borders during the early times, it’s simply perfect !)
Cultural potential : 1 (REL)
Cities/empire growth potential : 3 (Special bonus : IND & REL can’t be beaten, by far !)
Military potential : 1 (IND)
Science potential : 1 (IND)
" Well balanced bonus " : 1
UU : 1
GA : 1
Maps : 2,5 (a little harder on big maps…)
TOTAL : 14,5/20
Comments : Egypt is perfect for beginners ! You can do everything with them : build a strong and fine empire, or produce tons of units to overflow your neighbors. Perhaps the most flexible civ. Only 2 disadvantages : the lack of offensive boost (the UU is poor) and the risk of very early GA (but if you activate it through the Pyramids, it can be pretty cool !).
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The reason Egypt did not come out on top in this evaluation is that the value of its War Chariots was seriously underestimated. Granted, unit for unit, WCs are not spactacular. But on most terrain, WCs provide the same attack and defense as horsemen at two thirds the cost. That means that for the same cost in shields, you can build one and a half times as many of them as you could horsemen. Shield for shield, that makes the WC one of the most potent UUs in the game - equal to the Iroquois Mounted Warrior in terms of attack value per shield.
A value of "3" was defined as "excellent defensive UU’s or good attacking UU’s that can retreat and upgrade." Cost for cost, the WC has to be considered a good attacking UU, and it can in fact both retreat and upgrade. Therefore, I contend that its proper value is 3, not 1.
With that adjustment, Egypt's total moves up from 14,5/20 to 16,5/20, giving it the title of "most well-balanced civ" by a full point.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:27
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quote: Originally posted by nbarclay
The reason Egypt did not come out on top in this evaluation is that the value of its War Chariots was seriously underestimated. Granted, unit for unit, WCs are not spactacular. But on most terrain, WCs provide the same attack and defense as horsemen at two thirds the cost. That means that for the same cost in shields, you can build one and a half times as many of them as you could horsemen. Shield for shield, that makes the WC one of the most potent UUs in the game - equal to the Iroquois Mounted Warrior in terms of attack value per shield.
A value of "3" was defined as "excellent defensive UU’s or good attacking UU’s that can retreat and upgrade." Cost for cost, the WC has to be considered a good attacking UU, and it can in fact both retreat and upgrade. Therefore, I contend that its proper value is 3, not 1.
With that adjustment, Egypt's total moves up from 14,5/20 to 16,5/20, giving it the title of "most well-balanced civ" by a full point. |
hi ,
agreed but they trigger the GA early , to early for most of the people , and if you use them , nine out of ten the cities you bring them up against are empty with almost nothing in them , ......
then again on deity they can usefull at the early stages , they are good for going after a wonder the AI has build while in fact you could have used it , ....
have a nice day 
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