Currently playing a random-start deity game on standard/standard Communitu_79a and on the latest patch (March 31st I believe). I rolled France...
Turn 50 and Mongolia is already dead - they didn't stand a chance. I have 23 military units, and I'm pretty sure I'll own the continent before turn 200. Reminds me a lot of the old Huns~
So granted, a big part of why Mongolia dropped so easily was that I caught their first settler a turn before it could found. Then I also got lucky with Pyramids, and that, along side focusing quick expansion and going Authority -> Imperium meant I had a pretty big advantage in production/unit count anyway, but still: France's new UA seems very breakable. Especially when you consider that, even if the captured units may be relatively weak, just having more numbers for flanking and surrounding means that you'll continue capturing more; it has big potential to snowball.
This isn't necessarily a criticism though, I'm mostly just wondering what others think about it (also when was the change implemented?). Some considerations:
Also note that France's new UA was discussed in this thread: https://forums.civfanatics.com/threads/7-79-france-ua-rework.689106/ back in February, though the discussion focused primarily on shoring up France's performance in the hands of the AI with its performance in the hands of a player.
Turn 50 and Mongolia is already dead - they didn't stand a chance. I have 23 military units, and I'm pretty sure I'll own the continent before turn 200. Reminds me a lot of the old Huns~
So granted, a big part of why Mongolia dropped so easily was that I caught their first settler a turn before it could found. Then I also got lucky with Pyramids, and that, along side focusing quick expansion and going Authority -> Imperium meant I had a pretty big advantage in production/unit count anyway, but still: France's new UA seems very breakable. Especially when you consider that, even if the captured units may be relatively weak, just having more numbers for flanking and surrounding means that you'll continue capturing more; it has big potential to snowball.
This isn't necessarily a criticism though, I'm mostly just wondering what others think about it (also when was the change implemented?). Some considerations:
- While gaining extra units may not provide a lot of long term benefit itself (particularly considering that they cost supply after upgrading), the ability to rush down a neighbor early grants access to a lot of additional resources and territory, which potentially confers massive long term benefits. So long as the additional land can be expanded while maintaining reasonable stability, it can provide you with a base of many more strong cities than most/any other civ on the map, which means more yields; faster tech and culture, more wonders, guaranteed religious hegemony in the region, guaranteed wins on World Congress projects, and probably the biggest military in the world by a lot. Altogether I find that games which start like this are almost always easy wins.
- I've yet to play against an AI as new France, but I'm willing to bet that they don't make the greatest use of the new UA, given that it involves a lot of careful positioning and combat optimization. If that is the case, then the new UA is a much bigger boon for players than it is for the AI.
- Gaining +1 culture in each city for every 10 military units is also especially powerful when you're able to expand rapidly. Coupled with the happiness from military units in Fealty it can provide both a lot of progress and a lot of stability, which just means more snowballing.
- I've not actually compared France's new UA to other civs yet, and plenty of other civs are pretty busted in their own ways of course ;P
Also note that France's new UA was discussed in this thread: https://forums.civfanatics.com/threads/7-79-france-ua-rework.689106/ back in February, though the discussion focused primarily on shoring up France's performance in the hands of the AI with its performance in the hands of a player.