Expansionist and Proud! But why?

:thumbsup: Thanks Grille! Nice test, I guess Expansionist is kinda sucky on higher levels.
 
Well, kudos to Bamspeedy for yet another test. :)

On deity, you *could* probably balance the 2-settler ai head start by hut-popping a settler early. The 2-tiles moving scout *may* just reach the hut quicker (respectively overall well-timed in regard to hut-settler rules) than your 1-tile moving warrior.
If there's very few opponents and there are actually huts, the trait works generally well on deity (just hope to get some settlers not in the middle of nowhere). Then again, I dare to choose random map settings (for land-shape and barbs) when playing expansionists. Drawing "No barbs" from the RNG (and not even knowing it for a while, imagine the possible scout production "gambit" at game start!) is surely sucky.
 
Expantionist can be very nice on both Deity and Emporer.

In my opinion, the only drawbacks are:
1. I hate the wait involved in a huge or large map
2. swamp or hilly starting locations.
 
Originally posted by Michael York
Expantionist can be very nice on both Deity and Emporer.

In my opinion, the only drawbacks are:
1. I hate the wait involved in a huge or large map
2. swamp or hilly starting locations.
3. Random barbs = chance of no huts
4. Random maps = chance of Island start
5. Uses up one of your traits, so you miss out on a different trait
6. Chance of starting next to 2 agressive civs so unable to build more than 2 or 3 scouts before war

Hmm, not trying to be picky, but Expansionist is kinda sucky "on average" for Deity starts.

First, you have to admit that whatever the relative strengths of the expansionist trait, they are diminished at higher levels, as shown by Bamspeedy's test. If Expansionist is "very good" on lower levels it has to be "not quite as good" on higher ones.

Consider of all those other traits. Commercial is very useful on Deity since the OCN factor is just 70%. Scientific is also amazing, since (unless you choose Religous - almost a complete waste on Deity IMO) they will be your only cheap culture buildings. Cheap libs also means you can get more for you money doing your own research. Now they have changed the free tech to be random, it is even better.

I guess I better point out that I don't hate Expansionist - you can use it to your advantage in the right situations. Just in many situations it is sucky. And on random maps it is often the worst trait to have.
 
IMHO expansionist should have a possibility to build ships early. Because it really is a terrible trait on islands. But I guess that this will be part of the new seafaring trade. If I would have a say on it then seafaring should start with a galley or a more primitive version of it.
 
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