Halfpast_Yellow
Chieftain
- Joined
- Sep 27, 2010
- Messages
- 5
I think Victoria is coming through now as being much more powerful than first impressions because of the Royal Navy Dockyard. Going wide with Dockyard/Commercial cities is strong.
I think Victoria is coming through now as being much more powerful than first impressions because of the Royal Navy Dockyard. Going wide with Dockyard/Commercial cities is strong.
Rome is high in almost everyone's list, I don't think they're underrated.
Anyone has any first hand experience with Saladin? I'm having a game in progress, and he's just... I can't make up my mind.
He has no early combat bonuses, but currently regular archers seem to be doing just fine in conquering deity AI, so early UUs are not quite as OP as they used to be (talking about single player). I mean, I'm sure Scythia and Sumeria make it a whole lot easier, but anyone can do it. It's not like Civ IV where Incas could spam Quechuas from T0 to take out deity AI with ease, while no other civ could dream of taking cities until much later.
There's an odd conflict with Saladin when he gets super cheap worship buildings (30 faith) that also give an extra boost to science, culture and faith, but you're not encouraged to build early holy sites, as he doesn't need GPP to found a religion. So now I'm looking at those sweet worship buildings, but I don't feel like building holy sites anywhere as they're already so expensive. Early on I spammed campuses instead (put down 5 of them before the cost reached 100 production) for the early supercharged university. Those are pretty sick indeed. Had my first factory built in the BCs. Since those Madrassas are so good, I feel all new cities should also get campuses before they get holy sites. That would make holy site the 4th or 5th district, so basically I never get to build them. Maybe I'd see more worship building action if I hadn't started next to Kongo, who couldn't build holy sites for me...
I'm still making a decent amount of faith thanks to the Madrassas, but since I got last pick of religious beliefs, there's not that many useful things I can do with it. I guess he is meant to go Theocracy, but I just wouldn't want to take that detour.
Mamluks... eh, super expensive. Until they get rid of the hidden production bonuses to ancient and classical units there's little point warring with medieval units.
For now I'd still rate Saladin in the "good" tier, mainly because of the Madrassa. If there was some more synergy, if he got half price holy sites or something so that they would be worth building, then he could rise up to great.
People are seriously not paying attention to how powerful Sumerian war carts are. Available from the start of the game, low hammer cost, no maintenance cost, as much strength as the heavy chariot (which normally you'd need to research the Wheel to get), and an excellent rush unit overall. Sumeria's other bonuses may be meh, but the war cart makes the civ good. Shame the ziggurats are so sucky.
I think it's ok early, but not strong enough to call great in the long-term. It's just ok at best. Even a couple of early techs from a barbarian outpost is just ok overall.
I just don't agree at all with the popular opinion to avoid early science. I think people are overadjusting. I go full steam ahead in that department and it works just fine. Slightly more expensive districts don't matter much if you get the factories and power plants up and running 50 turns earlier. Unless you have a factory up very soon, it takes very long for an IZ to pay off. Besides, it's quite a tight beeline to electricity with not too many techs, so the effects on district costs isn't that huge.I agree that early Campuses are how he's supposed to be played, but unfortunately early Campuses are out of alignment with the primary meta game right now (Commercial sites followed by Industrial). He gets no discount on either the Holy or Campus district so it's a very tight squeeze fitting everything in.
That all depends on how many barbarian camps you find. If you, like me, find your barbarian encampments are often kills stolen by citystates and other AI, the bonus tends to appear diminished. This bonus would only be good if it reliably worked in the late game on maps other than say, Huge Continents.I disagree. First, because getting a bunch of extra rewards early really puts you ahead of everyone else and starts the snowball rolling. Second, because barbarians continue to exist until quite a bit later in the game, so you can continue to take advantage of this bonus to get boosts on more expensive techs, too.
Even civs with no religion focus (Japan) are better at getting a religion.
I just don't agree at all with the popular opinion to avoid early science. I think people are overadjusting. I go full steam ahead in that department and it works just fine. Slightly more expensive districts don't matter much if you get the factories and power plants up and running 50 turns earlier. Unless you have a factory up very soon, it takes very long for an IZ to pay off. Besides, it's quite a tight beeline to electricity with not too many techs, so the effects on district costs isn't that huge.
Btw. Saladin's ability to buy cheap worship buildings is bugged. They do cost 30 faith, as they should, but unless I have 300 faith available the interface tells me I don't have enough faith to buy it.
I agree 100% with this. Science cost needs to go up. This would also help the Mamluk, as there actually would be something like the medieval era in the game. Rising district costs is also a pain. It forces you to play the game in a very counterintuitive way.I still think they are going to bump science costs up a lot though. At which point, in theory, Saladin should fair better. I do really hope they remove the rising District cost based on tech progress though.