slapshot2119
Chieftain
- Joined
- Feb 28, 2010
- Messages
- 97
disclaimer: I disagree with most of the threads that claim that a certain civilization, or a certain tactic, or a UU or UB is overpowered. I think there's a relatively good balance between the various game aspects (OK, there isn't much that Denmark can do that Persia couldn't do better, but still... it's just that some advantages are easier or more obvious in how to leverage) I'd hate to post a thread that falls along those lines, but I'm having a really tough time with the following....
Preface: Every game that I've played, I try to do something different. Still trying new civs, gearing civs towards victory conditions they aren't well-suited for, SP combos, tech paths, etc. So before starting my current game, I reviewed my previous wins on the turn before victory and found that they all had one thing in common: the tradition social policy tree
Scenario: So for a litmus test, I picked an above average civ (Arabia- everyone here seems to go ape-poopy over them, they seem just above average on paper to me) picked the easiest and most universally accessible victory condition (diplomatic- also favorable to Arabia as most of his advantages are geared towards gold accumulation) and, as luck would have it, played on an ABSOLUTELY INCREDIBLE map.* Good civ/easy win/great map, let's see how things go and how much of an impact not using tradition will have
Experiment:Trying to keep this concise (I know, too late). The game is going... well. There's no doubt that I'll reach the victory condition, and somewhat timely. However...
The game would be going SOOOOOO much better had I used tradition.
Doing OK without:
-Oligarchy: not the strongest SP in the tradition tree
-Legalism: yeah, there's ways to leverage this policy very effectively, but in the end it's just 4 hammer-free, maintenance free buildings that you could build the old-fashioned way
-Aristocracy: while helpful in building wonders, it's not until a city makes more than 7 or 8 HPT that this is more effective than Republic, and not until the city is making 20 HPT or so before it's noticeably more effective. The hammer from republic is also more versatile. By the time the happiness bonus from this part of the tree really kicks in, it's late enough in the game that happiness isn't as much of a factor.
But really can't seem to do without
-Opener: While it's accepted that this isn't an effective way of getting culture per turn in and of itself, it does help to move the early social policies along. But far more important is the somewhat ill-defined "greatly increases border expansion." It's taking forever for my borders to expand. It's almost NECESSARY that I'm using a gold-centered civ on a crazy map without this policy as I keep needing to buy tiles. Even with a modest prioritization of culture buildings, both in build que and tech que, it's taking a dozen turns, sometimes more for each tile to become available. For the first time ever, Education is a dual purpose tech: it's always THE tech to get to increase research, critical to early diplo wins, but I'm actually looking at Ankor Wat as being game-changing in this situation.
- Monarchy: probably the most effective happiness based SP in the game, when you first get it, it adds four or five, by the middle of the game, it's like having a second Notre Dame, and by the end, accounts for 22 or 23 happiness. Plus adds gobs of gold. In this game, rediculous faith per turn along with 2nd city having 2 new luxes bailed me out of happiness woes, but I imagine if it wasn't for the map conditions, there would be problems. And the civ selected plus map conditions made for easy times with money, can only imagine how much better it would be if I had this bonus as well.
-Landed Elite, plus the closer: I'm growing sssssllllloooowwwww!!!! SLOW!!! Happiness has been positive the whole game and yet it's nearly a dozen turns to grow, even in the capital after building HG, and having Petra make the AVERAGE food per tile worked be around 4, it;s still 10 turns plus to gain 1 citizen. Other games it's less than half of that, without the rediculously favorable map conditions.
Conclusion: The game in question is very likely to achieve victory, but it's very evident that it would have been much, much better had I pursued the tradition social policy tree, as I had in every other game that I played. More importantly, the problems encountered by not using tradition,
a.)slow growth ->slower tech, production, gold accumulation
b.)reduced happiness
c.)believe it or not, tile acquisition
are problems that would hamper all victory conditions. So it seems that all games, while possible without tradition, WILL BE better with tradition.
Are there specific strategies to playing a game without the tradition SP?
*seriously need to go a tangent on this one. By far the best map I've ever played on. If this wasn't a situation-testing scenario, probably would have rerolled because playing this through was pretty much cheating. While I'm not a fan of the desert-start-petra-gamble, this one was, but a river was running through, providing just a few floodplains tiles to get growing well and 5 or 6 riverside desert hills. Two wheat, both on floodplains, one luxury was incense, also on floodplains (never seen that before), other luxury was gold to which there were three, all on desert hills. Two oases, one within the starting grid and irrigating two more desert hills. only 5 total non-desert tiles, one of which was a grass 4X horse, one tundra hill that turned out to have 6Xiron, Only one non-irrigated, non-hill desert tile, and it's placement suggests that it's a safe bet that there's oil there--- desert folklore (along with a CS)allowed for making 30+faith per turn by 700 BC while skipping Stonehenge, production was to the point that newly available wonders could be built in under 12 turns, even when not in a golden age. And that's just the capital.
On opposing ends of what would be my second and third city are two natural wonders, GBR and Uluru. Other than the Uluru city, which will become the frontier city, the capital closes off a nice, 6 city large peninsula, unreachable to other civs and expansion is, therefore, completely at my leisure. The Uluru/frontier city conveniently is well suited towards production, riverside, hills available and livestock, plus has two new luxury resources. The GBR city has 4 seafood resources, 2 of which are redundant but new lux, in addition to the 2GBR tiles. All but one of the 4 remaining city sites provided a new luxury resource and were on good-great sites; the one that didn't provide a new lux had cerro de potassi, making this game the first I'd ever been able to utilize three NWs. Frickin' wow.
Preface: Every game that I've played, I try to do something different. Still trying new civs, gearing civs towards victory conditions they aren't well-suited for, SP combos, tech paths, etc. So before starting my current game, I reviewed my previous wins on the turn before victory and found that they all had one thing in common: the tradition social policy tree
Scenario: So for a litmus test, I picked an above average civ (Arabia- everyone here seems to go ape-poopy over them, they seem just above average on paper to me) picked the easiest and most universally accessible victory condition (diplomatic- also favorable to Arabia as most of his advantages are geared towards gold accumulation) and, as luck would have it, played on an ABSOLUTELY INCREDIBLE map.* Good civ/easy win/great map, let's see how things go and how much of an impact not using tradition will have
Experiment:Trying to keep this concise (I know, too late). The game is going... well. There's no doubt that I'll reach the victory condition, and somewhat timely. However...
The game would be going SOOOOOO much better had I used tradition.
Doing OK without:
-Oligarchy: not the strongest SP in the tradition tree
-Legalism: yeah, there's ways to leverage this policy very effectively, but in the end it's just 4 hammer-free, maintenance free buildings that you could build the old-fashioned way
-Aristocracy: while helpful in building wonders, it's not until a city makes more than 7 or 8 HPT that this is more effective than Republic, and not until the city is making 20 HPT or so before it's noticeably more effective. The hammer from republic is also more versatile. By the time the happiness bonus from this part of the tree really kicks in, it's late enough in the game that happiness isn't as much of a factor.
But really can't seem to do without
-Opener: While it's accepted that this isn't an effective way of getting culture per turn in and of itself, it does help to move the early social policies along. But far more important is the somewhat ill-defined "greatly increases border expansion." It's taking forever for my borders to expand. It's almost NECESSARY that I'm using a gold-centered civ on a crazy map without this policy as I keep needing to buy tiles. Even with a modest prioritization of culture buildings, both in build que and tech que, it's taking a dozen turns, sometimes more for each tile to become available. For the first time ever, Education is a dual purpose tech: it's always THE tech to get to increase research, critical to early diplo wins, but I'm actually looking at Ankor Wat as being game-changing in this situation.
- Monarchy: probably the most effective happiness based SP in the game, when you first get it, it adds four or five, by the middle of the game, it's like having a second Notre Dame, and by the end, accounts for 22 or 23 happiness. Plus adds gobs of gold. In this game, rediculous faith per turn along with 2nd city having 2 new luxes bailed me out of happiness woes, but I imagine if it wasn't for the map conditions, there would be problems. And the civ selected plus map conditions made for easy times with money, can only imagine how much better it would be if I had this bonus as well.
-Landed Elite, plus the closer: I'm growing sssssllllloooowwwww!!!! SLOW!!! Happiness has been positive the whole game and yet it's nearly a dozen turns to grow, even in the capital after building HG, and having Petra make the AVERAGE food per tile worked be around 4, it;s still 10 turns plus to gain 1 citizen. Other games it's less than half of that, without the rediculously favorable map conditions.
Conclusion: The game in question is very likely to achieve victory, but it's very evident that it would have been much, much better had I pursued the tradition social policy tree, as I had in every other game that I played. More importantly, the problems encountered by not using tradition,
a.)slow growth ->slower tech, production, gold accumulation
b.)reduced happiness
c.)believe it or not, tile acquisition
are problems that would hamper all victory conditions. So it seems that all games, while possible without tradition, WILL BE better with tradition.
Are there specific strategies to playing a game without the tradition SP?
*seriously need to go a tangent on this one. By far the best map I've ever played on. If this wasn't a situation-testing scenario, probably would have rerolled because playing this through was pretty much cheating. While I'm not a fan of the desert-start-petra-gamble, this one was, but a river was running through, providing just a few floodplains tiles to get growing well and 5 or 6 riverside desert hills. Two wheat, both on floodplains, one luxury was incense, also on floodplains (never seen that before), other luxury was gold to which there were three, all on desert hills. Two oases, one within the starting grid and irrigating two more desert hills. only 5 total non-desert tiles, one of which was a grass 4X horse, one tundra hill that turned out to have 6Xiron, Only one non-irrigated, non-hill desert tile, and it's placement suggests that it's a safe bet that there's oil there--- desert folklore (along with a CS)allowed for making 30+faith per turn by 700 BC while skipping Stonehenge, production was to the point that newly available wonders could be built in under 12 turns, even when not in a golden age. And that's just the capital.
On opposing ends of what would be my second and third city are two natural wonders, GBR and Uluru. Other than the Uluru city, which will become the frontier city, the capital closes off a nice, 6 city large peninsula, unreachable to other civs and expansion is, therefore, completely at my leisure. The Uluru/frontier city conveniently is well suited towards production, riverside, hills available and livestock, plus has two new luxury resources. The GBR city has 4 seafood resources, 2 of which are redundant but new lux, in addition to the 2GBR tiles. All but one of the 4 remaining city sites provided a new luxury resource and were on good-great sites; the one that didn't provide a new lux had cerro de potassi, making this game the first I'd ever been able to utilize three NWs. Frickin' wow.