I am an RT fan. Speed kills.
Religion spreads so slowly that I find increased distance isn't as big a deal as outright speed for both defense and offense when it comes to religion. I feel like I see a much stronger benefit from RT in terms of actually stemming the tide of a religious...
I focus on them less and less, at one point I felt I needed to use them but that doesn't seem to be the case as much anymore.
Still if some weaker nation wants a deal I'll take it every time, late game (or earlier in BNW) gold is cheap, and if you an get a couple going you can make a big late jump.
Even before the new rate of barbarian activity I liked to turn on raging barbarians and open honor, then go with Tradition or Liberty.
But I rarely found myself being able to justify doing anything but just opening Honor, it just doesn't pay to play it strictly Honor IMO.
Good to open, but I...
Agreed with everyone. If I bother to build the Pentagon... I'm bored and need to give a city something to do, but it is never a goal for me.
Those are pretty good. Not sure we want all of them (that might be a bit much), but most of them would make it more appealing.
The luxury banning seems a bit wonky but... it certainly adds some spice to diplomacy that otherwise was pretty limited and boring. I've given a couple of civs a good kick in the teeth by banning a few luxes and then outright embargoing them.
How many are you getting built?
Granted you get some cash if someone beats you to it but for the most part I don't find it worthwhile to put too much work into wonders that I'm not going to get. Usually that is what discourages me from trying to gobble up the wonders.
Also, depending on how...
I don't usually manually change stuff like that but yeah I've had the same situation.
I'm racing for a wonder and I go to set the city for production and... wait 20 turns is more than 17.... :confused:
Strong melee unit (whatever is best) backed by a maybe couple ranged units, and then siege units.
I also don't bother with horse units much (unless I'm playing a strong horse UU). I only find them helpful as fast units used for hitting attackers who unexpectedly appear in my empire when I've...
Naval units are a bit gimped early on now but that makes sense me otherwise they might have become far too powerful IMO with the melee and range changes. The fact that melee units still can take cities makes them way useful. You can still sit outside the range of the city and when you finish...
Yeah I hardly ever take a CS. Less and less often as I play.
The rare occasion was a war between myself and a big player on another continent, other player had an allied city state also at war with me in a great strategic decision that I took in order to act as a foot hold on his continent and...
Background: I play King mostly, I like to settle 3- maybe 5 cities (5 tops) then Cry Havoc!, and let slip the dogs of war. I usually puppet the heck out of the cities I take dependent on how good they are (otherwise burn'm). This provides a lot of flexibility IMO, works for me and it makes...
Everyone covered a lot of them.
I like Japan a lot. I find their ability to hit with full force despite damage allows me to plow through many situations quite quickly where I might otherwise need to withdraw and heal units rather than risk loosing them. This makes wars fast and efficient...
Depends on terrain, but I agree in general right on the border gives the opponent too many possible advantages to be able to attack from the comfort of their own borders with movement, healing and other possible advantages.
Let them come a few spaces in and hang out in some open plains while...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.