Darkness
Shadow creature
Originally posted by alamo
The expansionist trait is generally a looser
Not on large or huge maps... Then it rocks big time!!!! You can get the entire ancient age tech tree from GH then...
Originally posted by alamo
The expansionist trait is generally a looser
Originally posted by hoyatables
Reloading may be cheating for you...I'm still getting the ropes down and if I want to enjoy a game at a reasonable level, I sometimes reload.
No you don't. My first victory there is Diplo with Greeks.WackenOpenAir said:on deity, you have to fight
I like to play on huge maps and build very large empires, so my rating system is basically the exact opposite of yours. My empire choices rate Industrious as the most important factor, with Expansionist and Commericial tied for second and religous and scientific tied for least useful.
Industrious is almost a requirement for my game, halving the worker output and adding the shields gives me more units, better cities and more mines faster then anyone else. This gives me a big leg up on other empires in getting to the wonders I want/need and gives me the production capacity to build the army I like to maintain.
I dont know why expansionist is so underrated. I love the American combo (dislike the UU, but you cant win all the time), scouts are a big advantage on the early map and most important to me is the goody hut advantage, I get 5-10 skills per game from huts with expansionist civs where as any non-expansionist civs I generelly get 1-3. I always take a big Civ lead with expansionist.
Commercial is my other favorite because of two reasons trade is always good and reduced corruption is almost essential to a large empire.
Religious to me is the most over-rated trait on this board. The ability to build quick temples is very nice for the early game, but overall I just dont switch governments that much to find the anarchy bit that usefull, and I find other traits to be much more usefull.
As a result of this my easiest top 5 are
1. French. IMO you really underrate the musketeer, I can quickly create an army of those units and very quickly have a balanced defensive and offensive force that can crush anyone without muskteers to defend. Yes two pikemen are better then 1 musketman, but 2 musketmen are better then one offensive unit and 2 pikemen because you have 2 to defend and attack and you only have to maintain 2 units. An army of musketmen will steamroll any city for a very long period. Support of some artillary and you can make some serious ground. The combination of Ind & Com is great for big productive cities and big productive empires.
2. Americans. The UU is a throw away unit, but overall it doesnt matter. Expansionist is a huge advantage, and combining that with Ind means that I very quickly can see the entire map around me, hit the most goody huts and can build all the mines/irragation/roads that I need. When I play as the Americans large empires with great infastructure is easy, and the goody huts & early road building allow me to build a 3-5 tech lead that I never relinquish in the game if I can help it. Pottery also lets me get to map making quickly and I can often use the combo of early map making and scouts to meet civs and trade my maps for their early tech leaving the goody huts to get me tech like construction and monarcy very quickly.
3 Chinese. I like the combo of Miltaristic and Industrious. The UU is ok, and Golden Age is pretty easy to attain. The shield bonus and quick workers mean that my empire will generally be strong, and the miltaristic means that I can have my units upgrade very quickly and crush any nearby enemies. This civ is very very good in the smaller maps and if I am playing on standard or less I either go with Chinese or French.
4. Persians. Immortals can give you some nice punch early in the game, and the combo of Ind & Scientific can be very nice. Problem of course occurs if you dont have any iron early in the game, but immortals can be the strongest unit for a very long time if you get iron enough and can give you a very quick edge.
5. Japanese. I like the japanese mostly because of the samuri although the Mil & Rel combo is fairly usefull allowing you to build up cities very quickly.
5 worst civs.
1. Egyptians. I just cant stand the egyptians, Rel is just not that usefull, and the war chariot is so useless, more often then not I could have had horsemen anyway by the time I would have used them, and they are just too weak.
2. Indians Just no real advantage to these guys at all. The UU is useless because iron and horses arnt THAT hard to get, commercial is nice, but no where near enough to offse their problems.
3. Aztecs. UU is just way too early and way too useless, I guess with Milt & Rel they can build alot of city improvements easily, but they will need to since they dont get any extra sheilds, their workers take forever to do anything, and they dont research very well.
4. Zulu. The UU is ok, but since they dont do alot of attacking they arnt very good for creating leaders and triggering GAs. Expansionist is nice, but miltaristic isnt that usefull, and half of the usefullness of the scout is eliminated by the UU which offer the speed of the scout but they can defend. The overlaping skills means that they dont get enough elsewhere. Would be interesting if they were Ind + Milt instead...
5. Germans. Milt & Scientific is one of the worst combos you could come up with, and the panzer is nice but comes a bit late. Overall not a very good civ.