I just can't really sort out how to prioritize or use certain bonuses in the game. Certain civics, certain social policies of civs like the Shawnee. The city-state buildables.
Like, how does a +1 gold +2 science buildable help me when I'm at +300 science? I always have something to produce, and already have three or four trade-offs. When will a little buildable help? And I can't even build these things in most tiles because of adjacency trade offs.
I almost always ignore half the civics, focusing on key civics or whether there's a settlement limit upgrade or some specific wonder I want. Although, it seems like half the wonders kind of suck.
I just still can't wrap my head around how to prioritize and sort out some of these more nuanced bonuses. I just kind of ignore them as they don't seem to really affect the trajectory of my game.
Adding to that, there are bonuses which are more cogent to me, but I don't know how to use. Like, Russia has a civic that makes troops withstand snowstorms better. Got it, super clear. When do I ever use that? Like, maybe once in a game? When would that shift the tide one way or another?
Same goes for Commander upgrades. A few of them are cool, and some make perfect sense. Like initiative or slotting 2 more units. But some are very esoteric. It "would be nice" to plan around and use these abilities, trading off other things like standard initiative upgrade or combat upgrades. But when would I actually use these? It seems really hard to scheme my way to use these upgrades where it actually makes a tide turning difference. The commando ability I guess is something you could totally apply on certain maps for certain cities. I faced a monster Inca once that had FOUR layers of single tile terraces with a cliff behind them in a row. But then, commander radius. What is the commander radius? If you can scale cliffs, that's great, but then the logistics of getting past four layers of cliffs with a one tile commander radius instantly prevents the usefulness of the ability, as the logistics of cycling in fresh troops to keep scaling will fall apart as you get up one or two layers.
So, anyway, any thoughts or tips? Is it possible that a lot of these bonuses really are just kind of "dev theoretical" and you'll just never really apply them? Or is there some actuarial alchemy behind using these more arcane civic bonuses that I'm too smooth-brained for?
Like, how does a +1 gold +2 science buildable help me when I'm at +300 science? I always have something to produce, and already have three or four trade-offs. When will a little buildable help? And I can't even build these things in most tiles because of adjacency trade offs.
I almost always ignore half the civics, focusing on key civics or whether there's a settlement limit upgrade or some specific wonder I want. Although, it seems like half the wonders kind of suck.
I just still can't wrap my head around how to prioritize and sort out some of these more nuanced bonuses. I just kind of ignore them as they don't seem to really affect the trajectory of my game.
Adding to that, there are bonuses which are more cogent to me, but I don't know how to use. Like, Russia has a civic that makes troops withstand snowstorms better. Got it, super clear. When do I ever use that? Like, maybe once in a game? When would that shift the tide one way or another?
Same goes for Commander upgrades. A few of them are cool, and some make perfect sense. Like initiative or slotting 2 more units. But some are very esoteric. It "would be nice" to plan around and use these abilities, trading off other things like standard initiative upgrade or combat upgrades. But when would I actually use these? It seems really hard to scheme my way to use these upgrades where it actually makes a tide turning difference. The commando ability I guess is something you could totally apply on certain maps for certain cities. I faced a monster Inca once that had FOUR layers of single tile terraces with a cliff behind them in a row. But then, commander radius. What is the commander radius? If you can scale cliffs, that's great, but then the logistics of getting past four layers of cliffs with a one tile commander radius instantly prevents the usefulness of the ability, as the logistics of cycling in fresh troops to keep scaling will fall apart as you get up one or two layers.
So, anyway, any thoughts or tips? Is it possible that a lot of these bonuses really are just kind of "dev theoretical" and you'll just never really apply them? Or is there some actuarial alchemy behind using these more arcane civic bonuses that I'm too smooth-brained for?