[R&F] Civ of the Week: Och Aye the Noo! (Yes, it's Scotland)

Who should be next weeks Civ?


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acluewithout

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  • Leader: Robert T. Bruce
  • Leader Ability: Bannockburn Can declare War of Liberation with Defensive Tactics (instead of Diplomatic Service), and when he does so he gains +100% Production and +2 Movement for all units for 10 turns.
  • Civ Ability: Scottish Enlightenment. Happy Cities gainst +5% Science and +5% Production, and generate an additional +1 Great Scientist Points in their Campuses and +1 Great Engineer Points in their Industrial Zones. Ecstatic cities double these bonuses.

  • Unique Unit: Highlander. There can be only one... Unique Industrial Era Recon Unit, which replaces the Ranger (upgrades to Spec Ops). Higher Combat Strength (50 v 45) and Higher Ranged Strength (65 v 60). Gains +5 CS in Hills and Woods. Attack Range 1, Movement 3, Cost 380, Maintenance 5.
  • Unique Infrastructure: Golf Course. No really, this is a thing. Sigh. Unique Tile Improvement (requires one builder charge to place). Unlocks at Reformed Church, as golf is clearly a Religion. Each Golf Course provides +1 Amenity, +2 Gold, +1 Appeal, +1 Culture if Adjacent to City Centre, +1 Gold if adjacent to an Entertainment Complex, and +1 Housing at Globalisation.
  • Leader Agenda: Flower of Scotland. Likes Cities not at War. Doesn't attack neighbouring Cities provided they don't break promises, and dislikes anyone waging war on them.
  • Suggested Reading List: None.
Notes:
  • Bit slow this week. There's a lot going on...

  • For everyone else, Happy (+1 to +2 Amenities over your Population's need) gives you +10% Growth and +5% non-food yields. Ecstatic doubles these bonuses.

  • Other than the title, I have resisted the urge to (a) make any more Scotland jokes or (b) post clips from the Scottish episode of the Goodies and or Trainspotting. These are the sacrifices I make for you people.
 
So I mentioned some of my great performance of Scotland in the Germany thread. I don't think it's a fluke. Pretty much all my games with them have been this way. At least the ones I have prioritized getting ecstatic cities and not getting too many cities that would inhibit that. I can out perform Korea in science and Germany in production with this civ. I'm not sure how, though I admit not all my Germany cities were ecstatic, I can't do the calculations on that right now. Regardless, I consider this a top tier civ and perhaps the best peaceful civ in the game. Period. The only other civ that I rate higher is Macedon, but that's not a peaceful civ. I haven't played Australia yet in civ of the week, most of my Australia games have been on Earth TSL map, and they kind of suck in Australia, LOL. Will be interesting to play them on similar map settings. Rank: A+++

My start:

Spoiler :
Qc3otIp.jpg


I don't have a final screenshot, but this one shows my science output just as I was starting my final spaceship part. Way higher than my Korea game, at an earlier date. Though I think I wasn't running International Space Agency in the Korea game because my culture was lagging. Because Scotland has more production, I was able to get more theater squares and the like up, and more culture going. Production + Science = King. Science alone isn't enough.

Spoiler :
LOVnemj.jpg


Surely this is not a fluke. I do truly believe this civ is that good. I've had too many games with them this way. I even made a mistake not doing international space agency earlier. This really pumped my science up. Many city states were eliminated, but the ones that remained they were my suzerain.

I did go religion with them. I recommend Zen meditation to keep amenities up along with Stupa for amenities. I also ran Stewardship with them.

I never did use the War of liberation with them. I wish it could be used for city states that have been eliminated. I wanted to use it to liberate Brussels, but that's not covered. I ended up liberating them later after Russia declared Surprise war against me. Pretty much a useless ability as far as I'm concerned. I think I played them 4 times and used this 0 times.

Only 2 conquered cities this game. One loyalty flip was a city Indonesia took from Russia, but lost due to loyalty. It was Russia's capital, and a pretty awesome city to be honest. I have 2 settlers idle from Statue of Liberty which I did not use. There was no point this late in the game. I had overkill on amenities, I didn't need as many entertainment districts and Water parks as I had, I just wanted to keep things completely ecstatic with no deviation. Though I did not achieve ecstatic cities until after my golf courses became available.

  • Leader Ability: Bannockburn Can declare War of Liberation with Defensive Tactics (instead of Diplomatic Service), and when he does so he gains +100% Production and +2 Movement for all units for 10 turns.
  • As I mentioned above, completely useless for me. I have never used it once in 4 games with them.
  • Civ Ability: Scottish Enlightenment. Happy Cities gainst +5% Science and +5% Production, and generate an additional +1 Great Scientist Points in their Campuses and +1 Great Engineer Points in their Industrial Zones. Ecstatic cities double these bonuses.
  • Simply an amazing ability and why I rank them as the best peaceful civ in the game and the only civ I rank higher is Macedon.

  • Unique Unit: Highlander. There can be only one... Unique Industrial Era Recon Unit, which replaces the Ranger (upgrades to Spec Ops). Higher Combat Strength (50 v 45) and Higher Ranged Strength (65 v 60). Gains +5 CS in Hills and Woods. Attack Range 1, Movement 3, Cost 380, Maintenance 5.
  • Useless for me, built for era score only.
  • Unique Infrastructure: Golf Course. No really, this is a thing. Sigh. Unique Tile Improvement (requires one builder charge to place). Unlocks at Reformed Church, as golf is clearly a Religion. Each Golf Course provides +1 Amenity, +2 Gold, +1 Appeal, +1 Culture if Adjacent to City Centre, +1 Gold if adjacent to an Entertainment Complex, and +1 Housing at Globalisation.
  • Pretty good. This allows you to use Scottish Enlightenment to its fullest. Going for all ecstatic is the way to go. Don't skimp on these.
  • Leader Agenda: Flower of Scotland. Likes Cities not at War. Doesn't attack neighbouring Cities provided they don't break promises, and dislikes anyone waging war on them.
  • I've never had many problems with his agenda. He sometimes gets on me, but once the war ends, he's cool.
 

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Scotland is probably my favorite science civ. Probably because of the Great People, but also because they get a bonus to the other thing you need to build starships, production.
 
Suggested Reading List: How the Scots Invented the Modern World: The True Story of How Western Europe's Poorest Nation Created Our World & Everything in It

Somewhat silly, somewhat entertaining, and not by a Scot. Just like Firaxis' depiction of Scotland in Civ 6.
 
Suggested Reading List: How the Scots Invented the Modern World: The True Story of How Western Europe's Poorest Nation Created Our World & Everything in It

Disclaimer: I have some scottish heritage #ClanGuthrie - but if you simply look at a list of some key scottish figures in just science and engineering:
Adam Smith (Economics)
James Watt (steam engine)
James Maxwell (huge huge physicist in Electromagnetism) (ElecEng 4 life)
Alexander Fleming (Penicillin)
and on and on it goes. It's insane.

The American analogy would be like if Steve Jobs, Henry Ford, John Rockefeller, and Neil Armstrong were all from Wisconsin. It defies reality.

I've tried to do scotland games but the few times I tried, I got rushed by aggressive neighbors. Maybe this week is the week! Bagpipe music OP.
 
Scotland's not impressed me very much but then again I played them shortly after Rise and Fall and I am a better player now.... or less bad. So maybe I'll try them again.

Leader Ability: Bannockburn Can declare War of Liberation with Defensive Tactics (instead of Diplomatic Service), and when he does so he gains +100% Production and +2 Movement for all units for 10 turns.

I think this ability exists so we can say Georgia doesn't have the most obscure ability in the game because it does little else. War of Liberation is a obscure CB since you probably won't see it unless you're losing cities.... and that's usually not a good plan anyways. It could be possible with allies but this is even more unreliable that it aligns up with the target. Though I guess you don't care about who you're declaring war on.

You can exploit this by purposely settling against people, losing it to loyalty, and then using it to declare a liberation war. Then you just pretend nothing has happened and keep playing. But even given this, this is peanuts compared to how much easier Australia can take advantage of its similar mechanic... but honestly, what do they do, that Australia doesn't?

Civ Ability: Scottish Enlightenment. Happy Cities gainst +5% Science and +5% Production, and generate an additional +1 Great Scientist Points in their Campuses and +1 Great Engineer Points in their Industrial Zones. Ecstatic cities double these bonuses.

Alright, so how much production are you putting forth early game? If your city has 30 production (a good guess), this translates to.... 3 production. Because flat yields are so dominant early game this doesn't really help until later, and also why I don't think much of Work Ethic.

The extra GS point is nice though. I didn't realize the GE point requires an industrial zone... might as well not exist.

This ability really requires you to grow your cities, and everything in this game up to mid-game goes against that.

Unique Unit: Highlander. There can be only one... Unique Industrial Era Recon Unit, which replaces the Ranger

Well that's all you need to know. Worthless.

Unique Infrastructure: Golf Course. No really, this is a thing. Sigh. Unique Tile Improvement (requires one builder charge to place). Unlocks at Reformed Church, as golf is clearly a Religion. Each Golf Course provides +1 Amenity, +2 Gold, +1 Appeal, +1 Culture if Adjacent to City Centre, +1 Gold if adjacent to an Entertainment Complex, and +1 Housing at Globalisation

A great improvement with a really stupid tech path. This can compete with the Bath for a good way to pursue more anmenties. But why so stingy with the housing, considering you can only put 1 per city? This should really be at Monarchy, instead of forcing us down 2 dead end civics.

Scotland should probably appreciate those jungle starts that let them grow faster and getting the Temple of Artemis/Collosseum early will really show off their power. Otherwise, they're pretty mediocre. They will get a consistently small boost every game, so that's certainly enough to save them from being the worst, but that's really all it is. Probably a bit better than England?
 
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Unique Unit: Highlander. There can be only one... Unique Industrial Era Recon Unit, which replaces the Ranger (upgrades to Spec Ops). Higher Combat Strength (50 v 45) and Higher Ranged Strength (65 v 60). Gains +5 CS in Hills and Woods. Attack Range 1, Movement 3, Cost 380, Maintenance 5.

Well that's all you need to know. Worthless.

If it weren't for the tech path, the highlander isn't a release khevsur-tier awful unit.
His contemporaries are:
Field Cannon 60/50
Musketman 55
Pike&Shot 55
Cavalry 62
Knight 48

Defensive parity with infantry on hills and woods, he has 3 mp, and hits the hardest of anyone. His bane is cavalry units. In a magical world where the tech tree layout isn't the final arbiter, highlanders would make a competent stand against muskets- they are speedy and can get a first strike in. But, field cannons are just too good on the field with the extra range, they come a tech sooner and they cost 50 hammers less (330 vs 380.) ~~Insert spongebob meme: UnIt CoSt IS DiCtAteD bY tEcH TrEe LoCaTiOn~~ IMO the ideal industrial era would look something like this:
Field cannons 60/50
Rifleman 65 (base unit for redcoat and Gardes Imperiale)
Ranger 60/55
Highlander 65/60
Cavalry 62

So tactically you'd have a rifle line, cannons behind, but could flank the cannons with cav and in rougher terrain or if they lack heavy cannon support, your rangers could pick off rifles.

I think the ranger/highlander unit right now needs to have an extra 5 defensive strength to go toe to toe with infantry of the day. At that point in the game you're better off just using mounted to scout anyways. Unless you're doing something crazy like a okihtcitaw rush to tier 4, you never have many scouts anyways. The upside is a clever scot can spam out a bunch of no maintenance scout units in the renaissance, because they are dirt cheap, and then upgrade with the card for instant bake highlander oatmeal. They are at least fun to use if the enemy is a touch behind you.
 
Another Emperor/Fractal game.

Obviously we gotta roll a map with lousy luxuries since we're playing a civ that depends on that.

ZwIhDO4.jpg


The Dutch spawned just to the North leaving basically no space for me to go anywhere so I have to all in this, especially given I can't even tech irrigation promptly.

Spoiler :
MkEWqbt.jpg


After taking out the Dutch, the Cree were just right there so I attacked, but eventually stopped because Mapuche overran a CS and an emergency happened. Picked up that sweet emergency gold and bought a general

Spoiler :
3jk6WF4.jpg
With Collosseum online, science and production would naturally improve by a bit.

I tried to get a joint war with Germany going, but they immediately backstabbed me and for some reason managed to sneak a city near my capital. Returned the favor.

Spoiler :
pF3PgUE.jpg


I'm starting to have happiness problems so I start building Golf Courses. I didn't realize you didn't have to build them next to the city center... that bonus is pretty awful and wasted some good tiles.

I think this is like my first liberation war. Cree had died earlier to loyalty but I revived him and we became allies. Since Seondeok took his cities, I could declare a liberation war. Kinda hypocritical when I own Cree cities, but hey.

Spoiler :
gouTKzv.jpg


I also revived the Dutch from the Koreans who finished them off. Somehow they have negative tourism

Spoiler :
kP5M75s.jpg


Capital at end... not much to write home about but the game sorta ended abruptly.

pswpNtm.jpg


This is actually my first sub-200 win, @t199, but of course nobody really cares about that crap. It was mostly luck due to the early emergency and the AI seemingly doing a bit poor so the result would have been the same regardless of civ. Scotland's bonuses do help a little with the science and production, but overall, they're about as meh as I remember them since there's really only so much you can do with early game amenities and they still don't justify building ECs. And even late game here, how much are we really pulling? 20'ish science and maybe 50 production total? I think the golf course needs to be stronger, liberation wars less obscure, and the highlander earlier. It'd also help if Great Engineers were better. You certainly could do with worse, but they feel a bit incomplete atm.
 

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Scotland's bonuses do help a little with the science and production

I'll have to disagree on that one. I've been able to consistently beat Germany in production and Korea in science. I'm not sure how I'm able to do it, it just happens. Usually after the middle game after I get golf courses and better entertainment district buildings (zoo).
 
Everyone seems to be focusing on the +10% science and production. While helpful, this really pales in comparison to the early great scientist and engineer points. If you can keep your cities ecstatic and build 2 early campuses, that is +6 scientist points a turn. Classical era great scientists only cost 60 points so that alone is a great scientist every 10 turns! Add in the Oracle and Pingala's third promotion and it becomes almost absurd.

I see alot of hate for great engineers on these forums but they are incredibly strong if you build Mausoleum (easy wonder to get even on deity, a must have for both Scotland and Germany).

Wonder Engineers: Always useful. Pyramids, Ruhr, Oxford, Great Library, Mausoleum, Big Ben, Forbidden City, Colloseum are all great for a science victory as Scotland.

+1 District Capacity Engineers: Normally not a fan but good for Scotland since it allows you to keep your population in check so your cities stay ecstatic. Also translates to more free production since you can lock in district costs earlier.

Da Vinci: Assuming Mausoleum and 3 industrial zones this translates to 6 culture and 2 modern era eurekas. The modern era has a lot of really difficult eurekas. If you trigger him during a medieval era free inquiry golden age this translates to a free modern era tech worth of science.

James Watt: Assuming Mausoleum this should translate to +2 production in all of your cities. More importantly this gives you 2 free workshops and 2 free factories which helps you trigger the very difficult eureka for communism. When going for a sub 200 science victory it can often be difficult to get royal society early enough so I'll sometimes go the industrial zone stacking promotion for Magnus in my spaceport city which makes James Watt a must have.

Joseph Paxton: Again assuming Mausoleum. Helps keep your cities ecstatic while pushing that key 10 population for the rationalism card. The additional range on industrial zones is really strong if you go the James Watt + Magnus vertical integration route.

Tesla: A weaker James Watt. Synergy with Magnus vertical integration.

My games don't normally last into the modern era but 2/3 of the modern era GEs, 3/3 of the atomic era GEs and 1/2 of the information era GEs are all very strong for Scotland. I'm normally the first person to dismiss great enginears but as Scotland with the Mausoleum they are absolutely insane.
 
Everyone seems to be focusing on the +10% science and production. While helpful, this really pales in comparison to the early great scientist and engineer points. If you can keep your cities ecstatic and build 2 early campuses, that is +6 scientist points a turn. Classical era great scientists only cost 60 points so that alone is a great scientist every 10 turns! Add in the Oracle and Pingala's third promotion and it becomes almost absurd.

The problem with the GS's is the AI with bonuses will snatch the early ones really fast. You can rush campuses but if Seondeok is in the game, you're simply not getting it much less getting your cities to Ecstatic. With that mediocre start like mine in the above game where it takes like 20 turns to even improve a luxury, it's just not happening. The early GS's aren't very good anyways. Case in point if you build the Great Lib, you've already duplicated the value. It's a strong bonus, but there's so much that can go wrong.

I'm still going to stand by my point that GEs are the worst GPs in the game and the Mausoleum is also not very good.

I got every GE in the game, but the first wonder one didn't show up. Granted, I don't even think they're that great, because you've wasted a district slot and production in the hopes they'll show up. Maybe if I got harvest and can purchase it with faith and they're the first in the list, that might be worth it. As for the Mausoleum, you'd just be building a wonder to build other wonders.

So the first GE was the one that builds walls. Not terrible, but it's not like walls are expensive

2nd was the GE that increases district capacity and boosts printing. But I already boosted printing and it really had no use because all the relevant district is in place. I mean, sometimes food/amenities is low, but cities don't really need that many districts to begin with. This just basically lets you build an extra encampment or Holy Site.

3rd was the absolutely awful one that culture bombs when making an IZ. Of course I needed IZs in place to even get it, so it's a waste of space.

4th GE Workhops give 1 culture. Oh joy. Very useful especially when the game doesn't encourage IZs in every city to begin with and workshops are insanely overpriced to begin with.

Note that getting an extra charge to any of these would be pretty meaningless.

5th GE -- 315 to wonder construction. This is finally a good one. I use it to finish Ruhr Valley, but that's more of a sign of boredom than anything else.

6th GE -- 480 to wonder construction. I never actually get this one as the game ended, but I'm already out of wonders to really build.

Now, to be fair, I only had 1 IZ/pingala using the oracle. But otherwise I'd need to build a district that is terrible for half the game to get GEs that are terrible for half the game too.

James Watt: Assuming Mausoleum this should translate to +2 production in all of your cities. More importantly this gives you 2 free workshops and 2 free factories which helps you trigger the very difficult eureka for communism. When going for a sub 200 science victory it can often be difficult to get royal society early enough so I'll sometimes go the industrial zone stacking promotion for Magnus in my spaceport city which makes James Watt a must have.

Unfortunately, as I found out in my Germany playthrough, James Watt only applies the +2 production to the factories themselves, not the area effect. So unless you're putting a factory in every city and thus defeating the purpose of factories, it does not boost every city.

I think that drives home how bad they are.
 
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James Watt: Assuming Mausoleum this should translate to +2 production in all of your cities. More importantly this gives you 2 free workshops and 2 free factories which helps you trigger the very difficult eureka for communism. When going for a sub 200 science victory it can often be difficult to get royal society early enough so I'll sometimes go the industrial zone stacking promotion for Magnus in my spaceport city which makes James Watt a must have

Tesla: A weaker James Watt. Synergy with Magnus vertical integration.

These two actually do different things. James Watt's bonus adjusts only the local yield of a factory, while Tesla boosts the local and regional yields in one city.
The displayed factory bonus is the maximum of the local yield and any available regional yield. What happens when you use Watt twice is any city with a factory will get 7 production - but the auras don't change and are still set to 3. You can check this in game.
The result of this, though, is that if you get both watt and tesla, you'll end up with one city that has 11 production from its factory, but, that factory only has a +7 aura. I suspect it was a coding oversight. If you have watt, though, 7 local production factories are very appealing and I tend to build a bunch of IZs to leverage that. It's also why a magnus city will get 3 production each from those factories that show 7. Believe me, I wish I could get those delicious stacks...
 
If it weren't for the tech path, the highlander isn't a release khevsur-tier awful unit.
His contemporaries are:
Field Cannon 60/50
Musketman 55
Pike&Shot 55
Cavalry 62
Knight 48

Defensive parity with infantry on hills and woods, he has 3 mp, and hits the hardest of anyone. His bane is cavalry units. In a magical world where the tech tree layout isn't the final arbiter, highlanders would make a competent stand against muskets- they are speedy and can get a first strike in. But, field cannons are just too good on the field with the extra range, they come a tech sooner and they cost 50 hammers less (330 vs 380.) ~~Insert spongebob meme: UnIt CoSt IS DiCtAteD bY tEcH TrEe LoCaTiOn~~ IMO the ideal industrial era would look something like this:
Field cannons 60/50
Rifleman 65 (base unit for redcoat and Gardes Imperiale)
Ranger 60/55
Highlander 65/60
Cavalry 62

So tactically you'd have a rifle line, cannons behind, but could flank the cannons with cav and in rougher terrain or if they lack heavy cannon support, your rangers could pick off rifles.

I think the ranger/highlander unit right now needs to have an extra 5 defensive strength to go toe to toe with infantry of the day. At that point in the game you're better off just using mounted to scout anyways. Unless you're doing something crazy like a okihtcitaw rush to tier 4, you never have many scouts anyways. The upside is a clever scot can spam out a bunch of no maintenance scout units in the renaissance, because they are dirt cheap, and then upgrade with the card for instant bake highlander oatmeal. They are at least fun to use if the enemy is a touch behind you.

I agree, the highlander and to a lesser extent the ranger is a solid unit. It can handle barbarians on its own and can be useful against major civs for reconnaissance during a war. However, my main issue with it is that it upgrades from a scout and my scouts usually don't make it past when barbarians get swordsmen unless I send them back to my territory which defeats the entire purpose of a scout. So if I want a highlander I have to hard build it or pre-build a scout just before rifling but in either scenario it doesn't have any promotions like a scout built early in the game would. Hopefully in GS the new skirmisher unit will help bridge the gap and getting highlanders with promotions might be a thing and would be a nice indirect buff for Scotland. A highlander with the ambush promotion (+20 combat strength) would be scary to face in a war.
 
However, my main issue with it is that it upgrades from a scout and my scouts usually don't make it past when barbarians get swordsmen unless I send them back to my territory which defeats the entire purpose of a scout. So if I want a highlander I have to hard build it or pre-build a scout just before rifling but in either scenario it doesn't have any promotions like a scout built early in the game would.

I would definitely consider recalling back promoted scouts. Scouts move fast anyways so sending some fresh scouts out isn't too bad. My goal is to always get them to the +20 combat strength promotion though that rarely happens. The ones that haven't gotten promoted yet can explore the remaining parts of the map. It's pretty cheap to just buy 2-3 new ones anyways or use a bad city to make them.

Also you can form corps out of them which helps a little.
 
I would definitely consider recalling back promoted scouts. Scouts move fast anyways so sending some fresh scouts out isn't too bad. My goal is to always get them to the +20 combat strength promotion though that rarely happens. The ones that haven't gotten promoted yet can explore the remaining parts of the map. It's pretty cheap to just buy 2-3 new ones anyways or use a bad city to make them.

Also you can form corps out of them which helps a little.

The cheap era score from buying three Scouts got more expensive with the addition of Skirmishers.
 
Hopefully in GS the new skirmisher unit will help bridge the gap
If skirmishers are medieval units, then the stats they have shown us (30 range, 20 melee?) are simply too weak for any medieval battlefield usage. Although they could take on classical units. A Black Army could one shot a skirmisher. The 15 strength gap that rangers have between ranged and combat strength is too high for a frontline combat unit to be balanced, IMO; they should have gone for something closer to a "fast crossbow" with 1 range, like 40/30 or 35/30 if its very early medieval.

It needs a competitive niche vs ranged units, and since recon units cannot move after attacking, there's really not much reason to make them. Doesn't mean you can't use them, just that it's not a great use of resources.
 
I did one more numbers analysis, yes too much math for me lately, on my population from my most recent Germany game and Scotland game thinking population accounted for some of the difference. And while My Scotland cities did have almost 1 extra population per city on average, I'm not sure that's enough to skew any numbers. And shouldn't affect production since that's not based off of population. Though having 1 extra tile worked could account for the difference, especially if those are mines being worked. The extra amenities does help me grow Scottish cities larger, so that's something to take into account with this civ. Honestly I think they are the bomb, err to use some 90's terminology here. For a builder like me, no other civ can surpass them. Now when I go the warmongering route, of course this civ sucks at that.

257/15=17.13 population per city: Scotland
262/16=16.38 population per city: Germany

So I couldn't figure out who Daddy Walrus was supposed to be, then I realize he must be talking about Roosevelt. Guess I'll be starting up a game with him to see if I can fine tune him to be better. Despite some comments in the unique infrastructure thread, I still find him lacking. I would rather have culture buildings early rather than late.
 
I thought people didn't like playing as America. They suffer from the problem they always have... stuff comes too late.

I really do think people undersell the combat bonus though. Most early combat takes place on your continent and that's usually critical-- being rush proof is its own value, though I guess just restarting the game @ a rush works too. On slower speed the value increases even more.
 
I thought people didn't like playing as America. They suffer from the problem they always have... stuff comes too late.

I really do think people undersell the combat bonus though. Most early combat takes place on your continent and that's usually critical-- being rush proof is its own value, though I guess just restarting the game @ a rush works too. On slower speed the value increases even more.

Yeah, +5 combat bonus on your starting continent is great. AI Teddy kicks butt against other AIs on Deity with his army of +5 starting Warriors.
 
I like Quill18's suggestion that the golf course is really a euphemism for a distillery, which couldn't be used due to rating.
 
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