gonzaleslayer
Chieftain
- Joined
- Jan 14, 2008
- Messages
- 13
I play mainly industrial era or modern era advance start hot seat, we usually double or triple cash allowance.....mainly just to make a hot seat game reasonable in length.
Cristo Redentor--in my opinion this wonder is by far the most powerful bar none, to the point of being unfair. You can use it to flip your civics too many ways each turn with many advantages. In our games we have a gentlemens understanding that neither of us build it cause it almost decides the game, espcially if you do not have a spiritual leader.
obvious civic advantages
-Buy stuff in universal suffrage, then switch off for other civic bonus.
-Same for serfdom get all your workers to build stuff under serfdom then switch to something else. Same goes for many civics (slavery/nationhood etc.) where you get the advantage before the end of your turn.
-Switch all civics and religion to match other leaders for diplomacy advantage, make crucial trades, poach tech, pact etc. then switch off to your own.
- There should really be some sort of limits on amount of changes you can make in a turn.
the real killer
-If you get the redentor crank up spying, you can almost totally choke your opponent to death with "switch civics" spy mission send in a bunch of spies when you can do so (spies in place/ enough espionage points) switch your civics one by one or all at once to useless ones, then switch opponents civics to kill, production, culture and research, anything really. The opponent cannot switch em back for five turns, so just keep doing this and they are screwed, of course you have to be able to out espionage point the guy, also helps kill good relations with other civs.
-when we would play with it, the civic change messages were crazy like twenty would come popping up, annoying the opponent, especially when mixed in with spy messages.
Cristo Redentor--in my opinion this wonder is by far the most powerful bar none, to the point of being unfair. You can use it to flip your civics too many ways each turn with many advantages. In our games we have a gentlemens understanding that neither of us build it cause it almost decides the game, espcially if you do not have a spiritual leader.
obvious civic advantages
-Buy stuff in universal suffrage, then switch off for other civic bonus.
-Same for serfdom get all your workers to build stuff under serfdom then switch to something else. Same goes for many civics (slavery/nationhood etc.) where you get the advantage before the end of your turn.
-Switch all civics and religion to match other leaders for diplomacy advantage, make crucial trades, poach tech, pact etc. then switch off to your own.
- There should really be some sort of limits on amount of changes you can make in a turn.
the real killer
-If you get the redentor crank up spying, you can almost totally choke your opponent to death with "switch civics" spy mission send in a bunch of spies when you can do so (spies in place/ enough espionage points) switch your civics one by one or all at once to useless ones, then switch opponents civics to kill, production, culture and research, anything really. The opponent cannot switch em back for five turns, so just keep doing this and they are screwed, of course you have to be able to out espionage point the guy, also helps kill good relations with other civs.
-when we would play with it, the civic change messages were crazy like twenty would come popping up, annoying the opponent, especially when mixed in with spy messages.
