MangleMeElmo
Proud War Criminal
- Joined
- Jun 24, 2007
- Messages
- 213
Culture is not a joke victory. Imagine if one country had a culture vastly superior than any other nation. They could probably control the world market with it.
He is not wrong at all. When some player or AI becomes too strong, other AIs should look at him as a threat, so they should form alliances in order to protect each other. I mean true alliances, like apostolic palace lets brothers in faith do ( voting resolutions for war or peace ). So, if he starts to axe rush, other AIs could, together, try to stop him, so he wouldnt become so powerfull. Take a look at real life. Can you imagine some civ conquering every civ at map and other civs just watching it ? Thats how game works.
You claim that the only way to play (in your opinion) the game is boring.... other people point out the variety of playing the game in other ways.... you say that those ways are boring. Don't you see where people are coming from? There are many ways to play this game and people enjoy playing it in many different ways.
Your personal take on it is very narrow, yet you espouse it as if it is undeniably factual. You dont even recognise the continual bombardment of valid objections.
Let's draw analogies, shall we? If I said.... I hate strawberry icecream, you'd say "try a different flavour"... If you think my above analogy is stupid and pointless then I may well have got through to you!
The point you are making is convoluted and self-redundant.
In defence of the original poster (who is being personally attacked by some posters), it is a little disappointing that there is a single, fool-proof way of wining the game that nearly always works--when CIV is supposed to have a "multiple ways of winning" idea. This multiple ways of winning really only translates to how a player wants to play, and does not really translate into a "If Plan A fails, adjust to Plan B" kind of gameplay. No matter what the conditions, Axe-rush is the way to go whether you have to load them onto triremes or not. And it's disappointing if Beyond the Sword has not really altered this.
Another question is: "In an MP game, could someone aiming for a cultural victory deal with and beat a player who is focussing on an axe-rush strategy" I think not, as these passive types of victory (diplomatic, cultural, time, spaceship) do not disrupt other players' plans, but someone with a warmonger strategy trumps other people's plans and forces them to change their game. It just seems to me that there is a built-in superiority to going for the warmonger strategy--and it's hard not to resist playing the game to win each time.
I remember in the original game, even on Emperor, the way to win was to build tons of chariots, focus on forests for production and to keep your cities small (no revolts). this Early unit was better than a fortified phalanx which was the default defensive unit for centuries. Send them all over the place...hopefully before city walls get built, but if then, build diplomats.
That's actually how it worked in most cases. The persians under Cyrus and Darius, the mongols under the khans, the romans under the republic, etc. It's only approximately since the napoleonic wars that alliances have become prominent in warfare.
You can't wage war without workers, scientists and diplomacy... warfare is just one aspect of Civ4. Your 'most effective' label is baseless.
You can with without going to war...
Conquest victory is easier if you invest in culture, science and diplomacy. Also, why is cultural 'a joke of a victory'?
Not really... conquest creates major maintainance problems.
Not on a map with lots of space... Conquest just creates a burden on your economy.
There have been several.
That's probably why some people abandonned the 'standard game' a long time ago.
bastillebaston Listen to people's argument and think about them before dismissing them as simply "irrelevant". I would repeat the arguments here again, but there's no point as they've already been posted a dozen time and you've ignored it every time.
it is a little disappointing that there is a single, fool-proof way of wining the game that nearly always works--when CIV is supposed to have a "multiple ways of winning" idea. This multiple ways of winning really only translates to how a player wants to play, and does not really translate into a "If Plan A fails, adjust to Plan B" kind
The miracle axe rush means you regenerate the map over and over again until you have a perfect starting location, then press crtl+w for world builder and see if there is copper nearby/within city radius/very close. If iron is nearby forget it, its too much hassle and you're too "good" a player to bother.
Make sure you have the best starting location with a close copper source and be able to build 2-3 great cities also close by.
Make sure that the map is pangea or something very similar so you can destroy everyone with your great start location/resources.
Whatever you do DONT even think about wonders, diplomacy, culture, espionage, technology, trade, religion - remember you just wanna win quick using any means possible so you can brag.
Remember don't play any map with continents, if you axe rush in these games and you expand too much, then maintenance will force you you drop science slider bigtime and since no one is left in the island you won't be able to techtrade so in both ways the other continent will be far ahead of you and win the game: YOU MUST PLAY A MAP THAT PERFECTLY MATCHES YOUR CHOSEN STYLE OF PLAY ON YOUR CHOSEN PERFECT START LOCATION, it doesnt matter if 1 big continent is realistic or not...
Once you do that, then goto your cities, alt+click on axemen so that the city continuously builds axes [remember city management is boring, we are axe rushers] and just keep spamming the globe with your axes and crush all.
Most importantly, once you do all these come to civfanatics:BTS section and make a new thread about how boring the new expansion is and how nothing matters except for axe rush.
You are missing the point. Of course you need other stuff (workers, techs, etc.) beyond axes. So what? The axe rush is still an almost foolproof way to victory.
Irrelevant to the point I am making. If you can axe rush, you'll almost certainly win.
Cultural victory is a joke because it's a dull accumulation of culture points. There is no challenge in doing that. At least the axe rush requires some decent planning. Culture victory requires next to none.
Number one: axe rush. Number two: courthouses. Game won.
Axe rush doesn't mean "keep every conquered city". Raze what you can't keep while you beeline currency and code of laws. After market and corthouses, you'll no longer need to raze.
Not at all. So far I've only seen irrelevance and sarcasm. Still waiting to hear a relevant objection.
We agree then. The standard game is broken: better abandon it and play a variant or a mod.
Suspect claims axe rush the best strategy, concludes "best" means only strategy.
You just don't get it, do you. Axe rushes obviously work well in situations that favor them - close copper and close neighbors for example.
All people are doing is agreeing that this is the case, but asking you to broaden your horizens by playing more random games where this isn't always the case. Cheers.
No... As has been said many times, its an almost foolproof way to victory on the settings you use. On Settler you could probably win with a warrior rush...
If you can plant a few good cities you can almost definitely win at spacerace.
Axe rushing is the antipode of planning, but this is all personal taste.
Well then, crank up the difficulty.
Perhaps the lack of in-your-eyes-relevant objection is due to the lack of a cohesive argument in the first place?
No, we don't (or at least not by your definition of standard). The game isn't broken, it's just you don't seem to enjoy it without a mod. Meh.
Axe rush does require *some* sort of planning (but not much, I agree). Cultural victory requires even less.