Does Great wall & Imperialistic trait give you 200% GG inside cultural borders?

Imperialism is good is (ab)used correctly. :whipped: :whipped: :whipped:

Well, maybe early game it's ok so you can rush out and grab good city spots at less of a slavery rush loss, but I almost always switch to caste system to get my economy up and running at better efficiency. So, I don't really see the staying power of Imperialism, other than having those great generals. And even then, the advantage of having slightly more great generals isn't all that great to me. That's just me though. Personally, I prefer charasmatic to imperialistic. Honestly, I'd rather just build the Great Wall.
 
Well, maybe early game it's ok so you can rush out and grab good city spots at less of a slavery rush loss, but I almost always switch to caste system to get my economy up and running at better efficiency. So, I don't really see the staying power of Imperialism, other than having those great generals. And even then, the advantage of having slightly more great generals isn't all that great to me. That's just me though. Personally, I prefer charasmatic to imperialistic. Honestly, I'd rather just build the Great Wall.

Well, IMP has little use after the early game. But it is the strongest trait in the first 100 or so turns (100 turns on Epic being the scale I'm using)
 
Shame on us for going (slightly) off topic :D but to improve the imperialistic trait I'd suggest bonuses for the capital or all centers of government (palace, forbidden palace, versailles). Maybe +1:), +25%:commerce:, and +25%:hammers: in the capital since imperialism in RL consolidates resources in centralized locations (like London or Rome).
 
If I was decent at modding stuff, I would add the ability for Imp to build a 2nd Forbidden Palace if they meet the double the requirement for the first one. (so 12 courthouses and 16 or more cities on standard size maps)
 
Actually, a great long term fix to Imperialism, would have cities, after they are conquered, automatically change over to your side with no rebellion/riot effects.
 
^^^ Yes that is correct. For some reason these particular multipliers are multiplied not added, so its 4x the original.

Base + 100% + 100% = base x 2 x 2, which obviously is the same as x 4; so in a way it's both a multiplier and an addition. I don't see what's wrong with that; when you get an extra X %, surely this comes from your existing base, not some imaginary one ... isn't that how it works everywhere in the game? If I'm Genghis and get the Great Wall, what's the point if the bonus is going to be calculated using Elizabeth's or Charlemagne's or Brennus' stats? :eek: Why should Genghis get + 50 % from the Great Wall, but Brennus and every non-Imperialist get + 100%?

Anyways, Imperialistic is a kind of sucky trait unless you are financial or organised, since those traits allow you to actually make use of the cheap settlers without crippling your economy. So the GG bonus is appropriate, all the more so if the player can utilize it to its full by fighting defensively with the Great Wall. Anyone done that early game with Charlemagne of the Native Americans? That must be awesome!
 
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