Eitb / Extramodmod strategy discussion

akatosh

Prince
Joined
Dec 2, 2012
Messages
405
Seems like a lot of people are playing EitB or Extramodmod these days, so I wanted to start a strategy discussion thread for some of the things unique to these modmods.

In particular, I really like EitB's civic changes--small nerfs to aristofarms, and buffs to cottage economies thanks to Republic/Foreign Trade. All four of the cottage civs (Ljos, Svarts, Kurios, Bannor) love the buff to Republic and Kurios/Bannor appreciate the buff to Foreign Trade.

The civic I'm curious about is Mercantilism. What civ is best-placed to take advantage of this? At first, I thought Sidar made sense--it makes sense to stack a bunch of specialist bonuses with there inherent palace bonuses and use it as a primary commerce source. The problem is that it shares a category with Conquest, plus Mercantilism is available very late and itself requires a substantial tech investment. The other thing that might work would be combining it with Sacrifice the Weak and Guilds, but I have not tried this.

Has anyone messed around with the EitB version of this civic? In what situations did you find it to be better than Agrarianism?
 
The civic I'm curious about is Mercantilism. What civ is best-placed to take advantage of this? At first, I thought Sidar made sense--it makes sense to stack a bunch of specialist bonuses with there inherent palace bonuses and use it as a primary commerce source.

This is a perfect civic for "at war vs everyone". Survivor of the fittest.
 
Terkhen did you modify the religion-founding techs so that Illians and Grigori can get honor/deception to join the councils?
 
IMO too weak civics

government

1.despotism - at the start of the game WW reduction and even maintenance penalty is useless.

My idea was whipping w/o penalty( with slavery) but -50% culture and -50% commerce.and maintenace penalty. low upkeep. supercombo slavery+SoW+despotism for pure production but balanced hopefully by finacial and culture "penalties" On the second thought...whipping w/o penalties is too OP - but whipping suits to despotism thematically...

2. city ctates: remove -25% culture penalty

3. theocracy - for late game civic not worth of it. As the name suggest, we need religious buffs here.... lets say - religious units 25% cheaper. Still non-state religions can spread now- either passively or actively, remove it or....

Maybe to add some happyness bonuses for state religion holy city owner?

Cultural values

only one really not -so useful civic

1. liberty: due to huge penalty for WW. Especially bad for overcouncil forced resolution. Simply remove WW penalty.

labor civics

1. Tribalism. nothing. atleast make it free upkeep then :)

in short, we need something. maybe produces non-military units 25% faster? workers...

and caste system beats guilds although guilds is more expensive.

gulids is perfect for "I build only units not buildings" ( to open GPslots) but how to survive to late w/o buildings game for guild civic, is really a question.

economy

1. decentralization - for nothing we should pay nothing, right? at least free upkeep...

its from the start of the game....hmmm.... the problem is...at the start of the game everything is very ---centralized....


and move crusade from cultural values to membership- yes, for crusading, you have to leave from councils, but that's the "nature" of crusading.

dragon hoard sucks - 4 gold per turn, 1 gold and gems resource and free enchantement promo...hah....
 
1.despotism - at the start of the game WW reduction and even maintenance penalty is useless.

My idea was whipping w/o penalty( with slavery) but -50% culture and -50% commerce.and maintenace penalty. low upkeep. supercombo slavery+SoW+despotism for pure production but balanced hopefully by finacial and culture "penalties" On the second thought...whipping w/o penalties is too OP - but whipping suits to despotism thematically...

I don't think everyone should start with the ability to hurry production by sacrificing population, and the penalties would change the early game too much (everyone would be rushing other government civics to get rid of those penalties).

2. city ctates: remove -25% culture penalty

I agree. Since this civic is nearly never used, I was thinking that it could even get a 10% culture boost (each city is supposed to have a bit of its own culture.

3. theocracy - for late game civic not worth of it. As the name suggest, we need religious buffs here.... lets say - religious units 25% cheaper. Still non-state religions can spread now- either passively or actively, remove it or....

Maybe to add some happyness bonuses for state religion holy city owner?

I agree, it is also one of the civics that is nearly never used. Since a civic bonus to the building of religious units is not implemented, it could grant a 10% bonus to the production of units if the state religion is present instead. FFH2 does not have a civic happiness bonus for holy city coded either, but it could also get a 20% bonus to the production of buildings when the state religion is present instead.

1. liberty: due to huge penalty for WW. Especially bad for overcouncil forced resolution. Simply remove WW penalty.

IMO a penalty for WW makes sense for this civic, although I agree that it may be too high. It could be lowered to 25% and also grant +1 Happiness in largest cities.

1. Tribalism. nothing. atleast make it free upkeep then :)

1. decentralization - for nothing we should pay nothing, right? at least free upkeep...

I agree. Giving them no upkeep makes sense.

and move crusade from cultural values to membership- yes, for crusading, you have to leave from councils, but that's the "nature" of crusading.

I remember having some objections against this change, but since I don't remember them right now they probably weren't very important.

dragon hoard sucks - 4 gold per turn, 1 gold and gems resource and free enchantement promo...hah....

What do you suggest to improve it?
 
Originally Posted by scutarii View Post
2. city ctates: remove -25% culture penalty
I agree. Since this civic is nearly never used, I was thinking that it could even get a 10% culture boost (each city is supposed to have a bit of its own culture.

trade boost probably makes this civic more attractive...+1 trade route per city (maybe even reduce WW penalty?) ( and with optics tehch + 1 foreign trade route)
dragon hoard sucks - 4 gold per turn, 1 gold and gems resource and free enchantement promo...hah....
What do you suggest to improve it?

simply buff gold producing/giving bonuses and free "heroic attack" promo for military units ( excluded are settlers, workers and corlindale). And /or maybe acheron's killer gets "hero" promotion? Do not waste your hero for the last shot and summons/ fireballs, etc - better not to use for the fatal strike ?? Acheron''s killer must be a hero for the folks, after all...
 
+x% gold and/or mithril.
 
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