Expansionist civ advantage

Alexander great

Chieftain
Joined
Sep 15, 2006
Messages
82
I have seen that an expansionist civ seems to be much more advantagious while playing with them or against.They seem to get more goody huts.More units and tech from them.and that scout reveals the map way too quickly.In the end a expansionist civ seems to be 5-6 tech forward than others even me sometimes.And also somehow seems to be expanding too quickly.I have seen America having 12 cities while all of us are having around 6-7 cities(if those 6-7 does not include expansionist civs).
 
America has Industrial trait as well, so they can work faster. This allows tiles improvements to be completed quicker.

Expansion trait can do a fine job of hut popping as it has a scout to start and huts cannot yields barbs for them. This works great on a larger maps. They also could get settlers or advanced cities.

The trait is not so useful as you move up above emperor as they AI will start with extra units and clear the map faster, so you get less huts and the goodies start to be harder to come by, even for an expansion civ.

The jump in AA techs is not a problem as you can get one good tech and trade it for most of those early ones.
 
I agree with vmxa - this trait is less useful above emperor. I also think the trait was a little stronger in Vanilla compared to C3C - relative to the other traits. In C3C they added the agricultural trait. Like expansionist civs, agricultural civs start the game with Pottery. An early granary can give a huge boost in the expansion phase of the game.
 
I see it that expansionist civilizations' only advantage is that they are able to produce scouts, which only aids you so long as there are tiles left on land to explore. Other than that, I don't really like expansionist civilizations.
 
In addition to what others have posted ... map type makes a difference.

The scout is a land unit (obviously!), so its value is maximized if
you are playing on a pangea or continents map. The larger the land mass,
the more goody huts and resources your scout can find in the early game
(first 20-30 turns).

On an archipelago map, your scouts will explore your island, and then spend
many turns waiting for you to develop MapMaking, so that a Galley can
carry them off the island. Curraghs (in C3C only) cannot carry units, IIRC.

To get the best advantage of an Expansionist civ, choose a map
with lots of land.
 
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