Changes to meta/strategy since June (Summer and Fall Patches)

Evie94

Warlord
Joined
Feb 15, 2013
Messages
255
Location
Ireland
So I haven't played since June but I'm gonna get back into it. What are the major changes to the meta/strategy with those patches?

From looking at the patch notes, it seems like religion has more reward to it and the game rewards more built up Cities than rapid expansion, with no real change to the Commercial/Industrial/Trade Route being the most powerful element. Did I miss anything?
 
Probably chopping. It did not come with patches more like people finding exploits and using them. Also and therefore campuses are the more important districts now. So maybe you missed quite a bit. If you want to know this you can read the science victory in 140 turns thread in this forum.
 
Commercial/Industrial/Trade Route being the most powerful element
as @liv said .... campus chop is just too strong when combined with an early military rush.

One example is in a game I am playing on island plates deity standard size... with a poorish start very remote and no tribal villages. I have built 0 IZ 0CH and yet I am seriously owning.... not much chop either but have done where I can. I just built lots of harbour's and got the early double harbour adjacency card going.

It all depends on your situation and making use of what you have. I have always doubted CH everywhere, sure you get a lot of gold but it is not as good as being +200 science by T100
 
nd the game rewards more built up Cities than rapid expansion, with no real change to the Commercial/Industrial/Trade Route being the most powerful element. Did I miss anything?

This would really depend on what is your goal and/or play-style. If you have a look at the GoTM games, then the fastest victories across all victory conditions will be achieved by rapid expansion (including science (around T140), culture (way below T140), religion, domination (around T100 etc.) rather than building-up/developing cities. In fact, for quick wins - cities will often be underdeveloped and specialised, and focusing on, for example, industrial zones and aquaducts simply delays everything.
 
This would really depend on what is your goal and/or play-style. If you have a look at the GoTM games, then the fastest victories across all victory conditions will be achieved by rapid expansion (including science (around T140), culture (way below T140), religion, domination (around T100 etc.) rather than building-up/developing cities. In fact, for quick wins - cities will often be underdeveloped and specialised, and focusing on, for example, industrial zones and aquaducts simply delays everything.

Industrial zone?....I haven't heard that name in years....
 
Basically, war even more, as settlers escalate in cost quicker, thus if you capture cities early on, you can still use relatively low cost settlers to mass expand.
 
For a real answer;most of my Deity games where I have no soul and am just trying to win end somewhere between t80-140. Most citys are super underdeveloped, with maybe a few encampments to make GG's. Pretty much slinger-->archer spam, into xbow upgrade if it goes that far. So realistically, not much has changed since the game came out.

In terms of meta-games where your not trying to win, religion still sucks. Goddess of the harvest is still pretty good though if you can combine it with jesuit ed. IZ spam is gone, now its all about com/campus spam with internals everywhere. Commercial first for general games, campus first for sci/culture.

MP is MP. Try to archer rush, pls. Get shut down hard.
 
Urrr... I haven't been building Commercial or Industrial for a long time... In fact there's no patch when commerical being anything important since the game was released in 2016...
 
Urrr... I haven't been building Commercial or Industrial for a long time... In fact there's no patch when commerical being anything important since the game was released in 2016...

Well if your just going for DOM you have hardly any districts. If your not CH and Campus spam are the best thing you can do. Internal trade routes are still stupid.
 
Well if your just going for DOM you have hardly any districts. If your not CH and Campus spam are the best thing you can do. Internal trade routes are still stupid.

Only Campus spam is important. CHs are often useless and very situational.

This is the idea I've been keeping since the game was released. And, it seems that it's still correct before Rise and Fall.
 
Only Campus spam is important. CHs are often useless and very situational.

This is the idea I've been keeping since the game was released. And, it seems that it's still correct before Rise and Fall.

Look at GOTM peace games. Its all campus and CH spam. Internal trade routes are just free pop, and you dont have anything else to use your production on.
 
Look at GOTM peace games. Its all campus and CH spam. Internal trade routes are just free pop, and you dont have anything else to use your production on.

I don't see good peaceful victories on Gotms, mainly because it does not restrict the victory to be "peace“, then no good player plays peacefully.
 
I don't see good peaceful victories on Gotms, mainly because it does not restrict the victory to be "peace“, then no good player plays peacefully.

Yeah what Vic said, i don't mean to be rude but look more carefully. Peace games are all about campus and CH spam. What else do you do with production spam? In dom games you build hardly any dis, because its over so fast.
 
Top Bottom