Not true if the game lasts into the industrial age.
you took the words out of my mouth. post-liberalism, CE can outshine on nearly any map
Not true if the game lasts into the industrial age.
only in some cases can you get a tech lead with SE. it normally representation which means pyrmaids which on high levels requires either stone or industrious or tons of production. and contrary to what obsolete normally gets, stone is not common at all, industrious is a rare trait and you don't always get capitals with 30 hammers in the early years. so yeah, with representation and lots of food, a tech lead is possible but on immortal without pyrmaids or philo (the situation you will find yourself in most times) you can't get that lead. and later in the game, CE is far better than SE at outpacing the AI (this has been established frequently, when it comes down to a space race, SE is weaker). SE requires trade and this will mean that you trade away your tech lead oftentimes.
also, trading is often impossible if you are not playing on pangea-type maps. if you are stuck on a continent with monty and toku and you conquered the other civ, trading can get pretty limited. or maybe you can't trade for fear of opponents military using techs against you. or maybe the tech would let them get ahead on the liberalism race.
i guess my point (after all of this rambling) is that CE is more versatile and doesn't require anything except decent land (ie grass, rivers and floodplains).
that wasn't what you were complaining about though. you objected to the tech lead thing. across the board, without pyramids, SE fails to give a tech lead. now, there are circumstances in which you could get one, but i think you would need pyramids, food and philosophical. in my experience, cottages can always get a tech lead with financial, right up to immortal (haven't tried deity ever though). without financial it does rely on good land and settling but it is often possible.
post liberalism, CE is easy to win with.
I run a hybrid economy (some cities focus on cottages, some on hammers to build units and some (usually not many) focus on specialists for GP production). My guess is that quite a few players do the same.
Some city locations are more suitable for a particular city type, that's the basis of city specialisation. Maybe running a particular economic model (pure SE or pure CE) could lead to sub-optimal tile use and therefore a sub-optimal economy. I'll leave that one for the good players to argue over.
I'm still working on winning emperor so I can't comment on higher difficulties but a hybrid economy worked fine for me at prince and monarch.
Not true if the game lasts into the industrial age.
doesn't mean it's better cause it's harder.
BTW, I never switch to emancipation. It has nothing to do with my SE system, but has to do with my production. I like to keep my civics set so it is topped off at 110% efficiency. And since I don't spend 90% of the game piddling around with rinky-dinky cottages, I don't have to worry about penalizing them by cranking up the culture slider, now do I?
I am really curious here.
Why don't you guys trash it out by playing a demo game?
Lizzy sounds good.![]()
And harder doesnt necessarily mean "more fun".
There is plenty of micromanagement in all "economic" styles of play for everyone. As your target difficulty goes up, its common sense that your micromanagement level must also increase, otherwise, whats the point? Isnt better micromanagement the same as "more skill"?
This applies to all strategic styles of play. The more attention you pay to the details, the more you will be rewarded by a better performance overall. The people who I feel are struggling the most are the ones who fail to execute a more structured plan in a given situation. Two traits that decidedly DO NOT work on the higher levels are "Wishy Washy" and "Lost on the Path".
It kind of bothers me that there seems to be so much emphasis put on labels. One think about any SE, it has a ton of branches itself (yes, the CE path seems more straight forward, its nuances more obvious). There is no definitive SE though,
Also, lets stop with the lame comments about "the luck of the start". I restart often. I play many many games to 50 turns or so. If I dont like it, I stop and restart. I want to ENJOY the game I am playing, not look at it like its "work".
Same goes for games I wish to read and follow. Personally, I would rather see a walkthrough/play-along that is solid, well-executed, as opposed to some horrible crap-luck spot where it takes until 1000 AD to equalize with the barbarians. Those bore me. I play whats fun, and read whats fun, because its a game, and fun is pretty much why we do it, at least most of us.
Just off the top of my head, I can think of a half dozen situations where that generalization isn't true... may I suggest changing "always" to "usually".If cottages can grow into towns before the game ends, they will always beat an economy that avoids cottages.
I am really curious here.
Why don't you guys trash it out by playing a demo game?
Lizzy sounds good.![]()
I'm far from being an expert, but I would love to see another show down of that type.
It is necessary to have well-defined definitions in order to communicate strategies. No, the fact that what you're running is not regarded as an SE by the majority, but rather a hybrid, doesn't matter. Coming into these forums and trying to strategize and communicate with everyone, however, then makes it matter.
4) Worst of all, that's pretty much the only FE v CE thread sited by CE-proponents. A true, scientific, experiment would require replication of results, as well as game setups that don't favor either economy, plus a "control group" game.
There was such a contest (I started it). Actually there were two of them. You can easily dig up the threads if you're interested in reading several thousand posts.I am not really in favor of a "Contest" between CE vs SE. In fact I think it may have been done if I have read some reports before.
But is anyone was interested in such a contest![]()
They should avoid Phil or financial. Traits should come from Spiritual, Imperialistic, Protective, industrious, expansive with UB's that would not favor either "economy".
There was such a contest (I started it). Actually there were two of them. You can easily dig up the threads if you're interested in reading several thousand posts.
And yes one condition I insisted upon was to avoid Phil or Financial. The idea was to compare CE to SE as a baseline. If we were able to draw some conclusions without Phil or Fin, then it should be easy to extrapolate it with one of those two.
Wodan
If cottages can grow into towns before the game ends, they will always beat an economy that avoids cottages.