I. Larkin
Deity
- Joined
- Feb 21, 2003
- Messages
- 4,413
Civ choice and early planing.
Still hard to discuss as still we don’t know what the “list” will be.
However, basic ideas remain the same.
1) I believe, we need cooperation at least with one team. It is tricky question how and when we betray our partner, but it is long time afterward.
2) In long run seafaring Civs better, then others for extra commerce, their starting tech Alpha (good for sling), fast ships and cheap harbors.
3) After that : Industrial better for fast workers and expensive starting Tech. Scientific - cheap lib, est., Militaristic – cheap barracks, Expansionist - scout… they are almost balanced IMHO.
4) If we consider non-seafaring civ it may be India, China for good UU.
Now imagine how game may go:
First: We need cooperation with at least one team. If our continent neighbor will reject cooperation we should look overseas. We need some units to defend ourselves. In fact Archers may consider as defensive units (kill invaders) and spears are offensive: pillage and destroy enemy’s territory. Clear, that decent military is guaranty, that neighbor will be more enthusiastic for cooperation. So it will be better to have civ with BW or WC.
Next: Suppose, we did initial phase OK, and had good partner, and ensure fast development. What next? Answer is simple: expansion and suppression of weak neighbor. It may be scientific civ for technology jump at MA + unique UU (Byzantia) or Vikings with their unique UU. I can imagine situation, that small civ will lock small island and “stay”. In this case Vikings may do their final win. However, Byzantia may simply prevent island occupation…
That’s all I have in mind in a moment. Any other’s thoughts?
Still hard to discuss as still we don’t know what the “list” will be.
However, basic ideas remain the same.
1) I believe, we need cooperation at least with one team. It is tricky question how and when we betray our partner, but it is long time afterward.
2) In long run seafaring Civs better, then others for extra commerce, their starting tech Alpha (good for sling), fast ships and cheap harbors.
3) After that : Industrial better for fast workers and expensive starting Tech. Scientific - cheap lib, est., Militaristic – cheap barracks, Expansionist - scout… they are almost balanced IMHO.
4) If we consider non-seafaring civ it may be India, China for good UU.
Now imagine how game may go:
First: We need cooperation with at least one team. If our continent neighbor will reject cooperation we should look overseas. We need some units to defend ourselves. In fact Archers may consider as defensive units (kill invaders) and spears are offensive: pillage and destroy enemy’s territory. Clear, that decent military is guaranty, that neighbor will be more enthusiastic for cooperation. So it will be better to have civ with BW or WC.
Next: Suppose, we did initial phase OK, and had good partner, and ensure fast development. What next? Answer is simple: expansion and suppression of weak neighbor. It may be scientific civ for technology jump at MA + unique UU (Byzantia) or Vikings with their unique UU. I can imagine situation, that small civ will lock small island and “stay”. In this case Vikings may do their final win. However, Byzantia may simply prevent island occupation…
That’s all I have in mind in a moment. Any other’s thoughts?