wioneo
King
- Joined
- Jun 11, 2006
- Messages
- 752
I've noticed that in the vast majority of my games, I end up falling on the same four civics for most of the game. They are bureacracy, mercantilism, and organized religion(free religion later if necessary).
Is this bad? The only times that I really make a change is for vassalage and/or theocracy before/during war...
Free speech only really seems useful for cultural victories, and in all honesty...I've never actually used nationhood Vassalage, as noted before is only ever a temporary swap.
State property seems to be specific to late game domination/conquest, and also cuts off corporations. Enviornmentalism seems completely useless, and free market just increases commerce, which *can* be turned into gold or research to a lesser extent, but using merchants and scientists seems to be more effective(could be wrong) and the option to create culture(barring slider use) or production is absent. That is not even considering the 3 great person points.
Pacifism is...not an option for me in most games, theocracy is only temporary, and free religion is usually just for culture or diplomacy.
Am I overlooking critical strategies? I was especially interested in nationhood...but it just never seemed sensible to me to sacrifice a population point(which could take 10 or more turns to recoup in a low food production center) when I could just crank out the contemporary unit(swords, maces, rifles, etc) in 2 or 3 turns.
Is this bad? The only times that I really make a change is for vassalage and/or theocracy before/during war...
Free speech only really seems useful for cultural victories, and in all honesty...I've never actually used nationhood Vassalage, as noted before is only ever a temporary swap.
State property seems to be specific to late game domination/conquest, and also cuts off corporations. Enviornmentalism seems completely useless, and free market just increases commerce, which *can* be turned into gold or research to a lesser extent, but using merchants and scientists seems to be more effective(could be wrong) and the option to create culture(barring slider use) or production is absent. That is not even considering the 3 great person points.
Pacifism is...not an option for me in most games, theocracy is only temporary, and free religion is usually just for culture or diplomacy.
Am I overlooking critical strategies? I was especially interested in nationhood...but it just never seemed sensible to me to sacrifice a population point(which could take 10 or more turns to recoup in a low food production center) when I could just crank out the contemporary unit(swords, maces, rifles, etc) in 2 or 3 turns.