That's it - Liberty is complete utter worthless trash

@Chum: a liberty empire with 10 cities at 10 pop has 100 pop total, but still nowhere near the science output of a tradition empire with a 40 pop capital, as you brought up in your example. That Tradition capital is going to have a library, university, NC, some academies, and some scientists. It will easily, and I mean very easily, produce far more science than 10 mediocre size 10 cities, most of which don't have a university, none of which have academies.

Oh sure, if both players were to sit there hitting "end turn" a couple hundred times, the liberty empire would catch up, but that's not how Civ works. The empire that is way ahead in science can make strategic decisions to win the game. You have a big neighbour that's going to catch up to you eventually? No problem. Go and kill him with units that are an era ahead of his.
 
You will have a higher population with liberty. More population equals more science, right? That's what you've been saying all along? So how does a 25 pop capital and 7 15 pop cities not end up being more than your 40 pop capital and 3 25 pop cities?



Disagree totally. It's capital centric if you're playing tradition. If you're not, it's very much spread out all over the place, because you will A) have another city that is very close to your capital in production to assist in things like cranking out Globe WHILE your capital builds Pisa, instead of using the GE from Pisa to catch Globe, and B) you have much more land, which means more landmarks, more museums, and more tourism from artifacts. Wide makes CV's a lot easier in my experience than turtling down spamming wonders because you can't get Archeologists anywhere to get any artifacts, and it doesn't matter anyway because you only have 4 museums.



Acken turned me on to something completely different, which was go to CS, then Metal Casting, THEN education with liberty. It works amazingly well and produces very similar finish times. The reason being that universities don't mean anything when your population is low, it takes forever to build them if you have no production, and it smooths out the build queue. You can finish your stables and markets and stoneworks and stuff, build aqueducts, and as soon as you're done with those, workshops are available, and then by the time you've built those, universities are available, which are built in half the time thanks to the increased production and population in your cities. Even your last expansion will build a uni in 10-12 turns, which is half of what my 4th city will take building in via tradition. You don't end up being very far behind an education rush at all, and you have better cities to boot. It's extremely effective for liberty.
How in the world do you end up with higher pop going liberty? It has no growth bonuses. Tradition gives you +25% growth to capital and free aqueducts without forcing you to detour tech path. Again, I'm speaking in terms of deity. It's unrealistic to expect 7 cities at that level. Even 4 cities early on might be too much.

And yes, in most games, especially science and more so cultural, the capital is by far the most important city.

Everything in your last sentence makes no sense. By the time you've researched education, your cities should be tall enough to work specialist. For more than half a decade at this game, we've tried different approaches to winning the fastest. Education pre-turn 120 gives you the fastest finishing times. You cannot make up that difference by adopting liberty and detouring to the bottom of the tech tree.

I would love for you to post a replay of you going 7 cities with liberty and end up with "very similar finish times" to a 3-4 city tradition ~turn 75 NC. Maybe you can do so at lower levels. But at the tough levels, you won't have space for more than 4-5 cities.
 
http://forums.civfanatics.com/showthread.php?t=559009

Here, read. There's no reason to rehash this stuff when it's all already been said.

The point is simple - the reason you suck with liberty is because you don't play liberty enough or are playing liberty on non liberty maps. HALP GUYS I CAN'T MAKE LIBERTY WORK ON TEH SMALL ILANDS.

Well duh.
 
http://forums.civfanatics.com/showthread.php?t=559009

Here, read. There's no reason to rehash this stuff when it's all already been said.

The point is simple - the reason you suck with liberty is because you don't play liberty enough or are playing liberty on non liberty maps. HALP GUYS I CAN'T MAKE LIBERTY WORK ON TEH SMALL ILANDS.

Well duh.
Dude, the guy is using a mod. This isn't standard Civ5. You won't get 7 cities and end up with faster finishing times than a 3-4 citiy ~turn 75 NC on standard Civ5. In his mod, he nerfed NC to the point it's not worth beelining. He even nerfed rationalism where you can't get it until industrial. Was this post specifically about his mod?

EDIT: From the notes he posted:

"A few words first:
-Liberty wide is just harder to play to achieve competitive results. There is no way around it. Things can go awfully wrong more easily with that play style than with the good old tradition game we all know through and through. This will be exposed in the "Possible problems" section.
-There is no strong evidence, afaik, that it is 100% competitive for the fastest times. Maybe HoF players have pursued the experience a lot further to have a different opinion. But either way, if there is any difference you may become surprised as to how small the gap actually is ! It may just come down to single digit differences."
 
How in the world do you end up with higher pop going liberty? It has no growth bonuses. Tradition gives you +25% growth to capital and free aqueducts without forcing you to detour tech path. Again, I'm speaking in terms of deity. It's unrealistic to expect 7 cities at that level. Even 4 cities early on might be too much.
Liberty means you have more cities, so you work more land. This is reduced to more yields vs a smaller number of yields that are buffed. Each has it's advantage at some point in the game.

Liberty is harder to master because it requires more than turtling until you get a comfortable tech lead. With liberty you need to take your chance and do that CB rush, or CA rush even when you are behind in tech. If you don't have the land to expand (which in most cases you don't because civ5 has very small maps) then you need to attack a neighbor or two. But you will end up with 10 cities (give or take) and that will guarantee you a larger total pop than 4 city tradition (you have a bigger science cost but that is a different discussion), and you will catch up probably in late industrial or early modern (compared to the normal tradition turtling).

Op said that this strategy of aggressive expanding is better done with Honor, but I disagree. Liberty helps a lot with this. The 1 free hammer and the fact that you only spend 53 hammers to get 2 expo's up are huge. You can get a decent military in time to actually perform a CB rush. And if you want to take things further, get a free Great Merchant as finisher and use the cash to quickly upgrade your CB to XB and finish the game super early (on Pangaea). Honor gives you bonuses mid to late game, and it doesn't give much bonus to support a wide empire (you only get Military Caste, but that requires a big amount of gold per turn to set up). Liberty has bonuses both for early game (hammers and free stuff) and for mid to late game, it supports a wide empire quite nicely with the +1 culture +1 happiness and 33% reduction in SP cost.

I wouldn't really compare Tradition with Liberty as both are very good but require very different play stiles. And it's pretty clear that if the number of cities is equal the comparison is not that relevant (since the whole point of liberty is to give you more cities).
 
Here are some of the things I like about Liberty games, especially I'm doing a Domination on Immortal which is what I'm kind of currently doing:

1. Bonus hammer per city: really good to get the key early units faster: Horse Archers, Chariots, CBs, etc

2. Free worker: saves 8-10 turns of production meaning an extra unit or two without risking losing your units in the crossfire if you opt for worker steals (which is not feasible in 100% of games)

3. free Settler: Big one, saves a ton of time

4. free Golden Age: not THAT useful but try playing as Persia, those guys are silly in a golden age

5. Happiness per connected city: every little bit counts :)

finisher: Now here's the favourite bit which is also super flexible:

a. Scientist - plant an academy to offset the early lack of science
b. Engineer - grab your NC with it, or what some people also like, a Petra in your desert expo
c. Merchant - send him over to a city state for cash and influence and use that cash for unit upgrades, for the Khan, this is the "game over" part since the Khan only upgrades once: Chariots to Keshiks. That machine only stops if the Khan gets a heart attack
 
What's the real point of this discussion? If it's that liberty is better than tradition, insofar as it gives you a faster or a better chance of winning, then that's false. If it's that liberty is doable, then sure it is.

At the highest levels, the possibilities of more cities doesn't exist. Even if we assume you can get 7-8 cities, by the time you start to increase their pop (assuming your happiness hit can support it), a 3-4 city tradition is already far ahead. The game will be over before the possibility of catching up. Detouring to the bottom of the tech tree delays you far too much. An early CB attack leaves you far behind, even if going for a domination victory.
 
@Chum: a liberty empire with 10 cities at 10 pop has 100 pop total, but still nowhere near the science output of a tradition empire with a 40 pop capital, as you brought up in your example. That Tradition capital is going to have a library, university, NC, some academies, and some scientists. It will easily, and I mean very easily, produce far more science than 10 mediocre size 10 cities, most of which don't have a university, none of which have academies.

I'm not sure what you are wanting us to say. Is liberty a bad choice on small continents, standard size? Yes if you play it peaceful. No if you intend to war. It is well-known that liberty is a superior choice where war is common because you can produce more things at once and thus have a greater military output. Take multiplayer for instance, the most popular choice is liberty for warring, and Turtling tech leaders usually just get crushed in war despite being ahead in tech. AI however is terrible at war so you can get away with it.

With AI by yourself, playing peaceful, tall tradition is obviously going to do better on science, but not as much as you might think. I'm playing a game right now (admittedly on huge map settings, standard speed) where I easily grabbed 12 city spots by turn 110 and have sat level at 40 happiness as they grew using the tips from my REX thread that I posted. It is now around turn 160 or so, My average city size is about 10 population and growing fast and all but one city has a university and workshops. my capital after the long string of settlers is pop 15 and growing every few turns with an NC now finished with the help of maritime allies (which are greatly enhanced in liberty since they buff the growth empire-wide). So yes, tradition capitals, like my neighbor Siam ARE growing faster, but not as much as you might think. The highest capital is only 20 pop or so so I'm catching up fast. You have a lot of freedom to control growth with food routes remember so the growth bonuses in tradition are not as great as you might think since growth slows down regardless after 30 pop. My tradition games still end with a very, very powerful capital with several hundred science and over 30 population, one game over 40 on liberty. Like several players have said, if you set it up right liberty can catch up to a tradition. You just aren't willing to play map settings where you can settle is my guess.

If you insist on only playing small continents standard, then expect to cap out at 4 cities and conquer your neighbor through war to get the next few. Liberty still helps some with this, you just can't use the settler discounts as much.
 
40 pop tradition capital? On deity? Aren't you supposed to be sending your trade routes out to the AI on deity for the huge science bonus? Which is reflective of a bigger point that I have been trying to communicate this whole time: growth is a tool to achieve more important tools, which are science and production.
You finish your first policy tree around the medieval era; this is the same time you get universities. Let's compare a 6 city liberty, with every city having an average of 8 pop, totaling 46 pop, to a 4 city tradition, each city having an average of 12 pop. This is generous, especially considering THE ONLY CITY THAT HAS HAD A GROWTH BONUS UP TO THIS POINT IS THE CAPITAL. So sure, it's easy with tradition to consistently get about a 16 pop cap by this point, at least in my experience with high level single player (apparently the confines of this conversation), but it's also unlikely at this point to have expands with more than an average pop of like 10. Tradition wonder spamming or infrastructure spamming or whatever and slow settler build times means you don't get your fourth expand up until like the mid classical usually, but whatever, so let's pretend by some happy miracle tradition managed to get an average pop of 12, for 48 population. Pretty close right? And both pretty realistic, here the liberty city has only 2 more cities, at the insistence of people who apparently just can't get an expand off. 2 more cities, two less pop. Mind these are suboptimal pop totals for liberty, usually you can get your empire totaling around 60 pop by the time you finish the tree, but regardless. These imaginary empires have respective 48 and 46 population points. With libraries in every city, that means a raw scientific output of 72 vs. 69. Let's say the tradition cap has 16 pop and the liberty cap has 12 pop. This means with libraries a raw output of 24 vs. 18, so the national colleges are worth 12 beakers and 9 beakers respectively. However these are percent-based bonuses and so are not modified by universities, so for our university comparison, the raw difference is 72 vs. 69 and the modified difference is 84 and 78. A 6 beaker difference, definitely relevant. Now let's add universities.
Scientist specialist slots being worked is key to I think any strategy, and this means both in every city; meaning 6 science by 6 cities for liberty, versus 6 by 4 for tradition. Tradition's scientists end up being worth 24, while liberty's are worth 36. These are applied to the raw totals, meaning tradition's is now 96, and liberty's is now 105. The NC adds 15 and 12 now, factoring scientists in the capitals, making the modified difference 111 vs. 117, with liberty 6 beakers ahead. NOW we can count the universities, adding a third of each raw total to the modified total, meaning 32 for tradition and 35 for liberty. The modified totals at the end of the day are 143 for tradition and 152 for liberty. Then something huge and surprising happens: liberty gets its first great scientist, the liberty finisher. Ages before tradition's first scientist unless you're Babylon or somehow managed a high difficulty great library or oracle. With 8 beakers attached, and a modifier of +83%, the academy adds a 14.64 beaker bonus to liberty's modified total. 143 (tradition) compared to 166.64 (liberty). And liberty with a lower overall population, because of raw values.
Tradition's beaker output is 85% of liberty's in this comparison, and liberty's two extra cities means a 10% higher tech cost. Meaning liberty edges out tradition in literal beaker power by the time they both get their finishing policy. A bit of extra growth at the point where your opponent has already achieved so much of a beaker advantage? What's the point? And if tradition lovers want to talk about snowball effects, here's one right here.
Tradition has no early game growth bonuses, and by the time they get to landed elite liberty has more cities down growing more often for more overall population grabbing more raw values. By the time tradition gets its finisher, it's at a point in the game where growth is no longer the most important factor to deciding hammers and beakers; growth early game represents the potential for both of these bonuses, while mid game the potential is realized. Hammers and beakers are both wide values.
Almost every scientific civ favors liberty. The Mayans means more pyramids; Korea means more specialists. I suppose there's an argument to be made with Babylon, but it really could go either way with them. There are very few civs that are specifically suited for tall play, namely like, the Aztecs and Venice. Anyone with a UI or a UB that provides a non-percent based raw yield bonus is more well suited for wide play, meaning the whole situational arguments thing for tradition is rather moot. More cities means more bonuses off UBs, and more land means more room for UIs. I've actually always sort of thought of tradition as for lower level play; isn't deity a lot about catching up on hammers and beakers against an opponent with a lot more than you? So why would you rely on mid-game growth instead of mid-game hammers and beakers?
Maybe I'm crazy, but there's lots of math to be done. This was just a science comparison, we could always do hammers too.
 
40 pop tradition capital? On deity? Aren't you supposed to be sending your trade routes out to the AI on deity for the huge science bonus?

Are you using an app to make replies? You should really break your paragraphs up. It's hard to read a block of text.

Bu you're better off using your caravans for internal trade routes early on.
 
http://forums.civfanatics.com/showthread.php?t=559009

Here, read. There's no reason to rehash this stuff when it's all already been said.

The point is simple - the reason you suck with liberty is because you don't play liberty enough or are playing liberty on non liberty maps. HALP GUYS I CAN'T MAKE LIBERTY WORK ON TEH SMALL ILANDS.

Well duh.

That guide is fantastic, but Liberty DOES work well on small islands too (If there is a coast bridge). Moriarte's guide http://forums.civfanatics.com/showthread.php?t=503931 is still very relevant even after 3 years and is the best way to clear any map where all CIVS are reachable from the start.

The problem is, tradition is easier to use. It's easier because its forgiving. With liberty, its do or die. With tradition, you can build nothing but scouts and blast off into space before turn 200 on some maps like this one: http://forums.civfanatics.com/showthread.php?t=558560. Liberty requires serious skill and luck to use properly, Tradition just piles on so much food and happy's and free necessities that it becomes easy to forget to build them when playing any other tree. I know that used to be my problem using it...
 
Tradition vs liberty in single player is a toss up, because the AI is dumb and doesn't punish you, but even still liberty played well is better. In multi though it's no contest, liberty squashes tradition seven days of the week.
 
Everyone who says they can get a decent number of cities by peaceful expansion is playing on Huge maps.

Who here can say they can consistently grab 8+ cities on a Standard size map, where at least 7 of the cities have either a unique luxury, or a copy of a luxury that is immediately tradeable, or a natural wonder, peacefully, without going to war? (I'll be especially impressed if you can do it on continents/hemispheres, and not just pangea)

Can anyone say that?

So it seems to have been established in this thread - peaceful expansion on Standard sized maps is basically impossible, and everyone is using Liberty for war. So Liberty is everyone's go-to for early warfare.
 
Peaceful expansion is very possible, especially against the AI.
I just played my first game on deity. I don't think I'll be trying to finish it, it grew to be boring.
I rolled the Iroquois and was playing with the express purpose of trying liberty on deity. I got out seven cities-- small, quick, Pangaea-- my neighbors were Egypt and Byzantium. It really wasn't hard, I just had to prioritize with exactly the amount of attention I give any game, single or multi. I tapered off around turn 80 from boredom, but I was at about 70 BPT with somewhere around 40 pop, again seven cities. Oh I had one border with the Celts on a far northern expand, but those were my neighbors. Game was fine, not particularly unique in any way. I got the Pyramids, I thought you weren't supposed to be able to get anything ancient on deity. All around a pretty normal game. But yeah, I got 7 cities with room for another expand.
 
Who here can say they can consistently grab 8+ cities on a Standard size map, where at least 7 of the cities have either a unique luxury, or a copy of a luxury that is immediately tradeable, or a natural wonder, peacefully, without going to war? (I'll be especially impressed if you can do it on continents/hemispheres, and not just pangea)

Can anyone say that?

I've done 8 cities with Byzantium on Large Islands/Standard before. It's not continents, but it's not pangea either.
 
Tradition vs liberty in single player is a toss up, because the AI is dumb and doesn't punish you, but even still liberty played well is better. In multi though it's no contest, liberty squashes tradition seven days of the week.

This is only true on low difficulties. On deity, you better be sure that you will be punished very quickly if you're in a weakened position.
 
Yeah I've been running some pangea maps lately as an experiment and I see there definitely is room to grow on a large percentage of them, so my problem doesn't seem to apply to pangea. Unfortunately I find pangea rather boring and won't play it. I guess I could increase map size but I actually like the fact that Civ5 is streamlined and I don't have to micro a 40 city empire like I did in the days of Civ4 (or 100 city empire in Civ3).

I'll probably just be stubborn and stick to Standard size hemispheres and try harder to expand.
 
I've done 8 cities with Byzantium on Large Islands/Standard before. It's not continents, but it's not pangea either.

The thing that makes me avoid this random island/continents maps is they are often just completely imbalanced. If I roll an isolated start with Babylon, I've already won the game, there's no point playing. On the other hand, when 5 civs all spawn on a tiny, crowded island they are at a major disadvantage
 
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