Tacgnol
Warlord
- Joined
- Aug 15, 2008
- Messages
- 216
So I think I've been doing pretty well for myself, I've come miles from the total n00b I was when I first started coming here, but I still have plenty of room for improvement. I like to think of myself as a rather brilliant tactitian, and I get by fine economically, but I'm only winning on prince (and losing on monarch), so I must be doing something wrong.
Anyway, when I first got civ 4, there were some things I totally missed, I thought slavery was terrible because I didn't want to whip my people, I totally underappreciated the value of cottages, and I thought Protective and Imperialistic were overpowered while Organized and Philosophical were jokes. Since then, I've seen the errors of my ways, and while I seem to be doing fine now, I have realized that the civics that seem, to me, completely pointless might be overpowered in their own right.
First off, government civics. HR is great, but obsoleted by modern options, and PS is absolutely invaluable in modern warfare. Representation is ridiculously strong, so much stronger than US that it seems like a complete no-brainer. The hammer bonus from US is nice, but even running a pure CE with a NP city and another GP farm the bonus from Representation outweighs it by miles. Now, the gold-rush is extremely nice as a spiritual leader, where you can swap to US, rush what you need, and go back to Rep, but for a non-Spiritual without CR there is no way swapping is going to pay off. And if I stay in US, I need to jack my science way up to make up for the loss from specialists, so I have no money to spend on rushing.
Legal civics seem fine to me, I can see the great uses each one has, but labor seems nearly as bad as government. Obviously emancipation sucks but you're pretty much stuck with it once 3-4 other civs get it. Anyway, I absolutely love slavery, I can't get through the classical and middle ages without it. Caste system, well, I guess I can see the value, but (assuming non-spiritual leader) there is absolutely no way I am even going to consider giving up slavery for it. Serfdom just seems pointless. OK, a 50% worker buff is nice, but in the middle ages I generally have more than enough time to catch up with my infrastructure, and by the early renaissance I have twenty workers wandering around building roads in every last tundra while they wait for lumber mills. On top of that, I'd lose the OPness of slavery, which is irreplaceable.
Economy civics were stupid pre-BTS, SP was godmode, but now that we have corporations it seems pretty well balanced with free trade. Mercantilism can be nice in a large empire pre-Astronomy (I usually play hemispheres), but seems very situational. My main beef with the economy civics is Environmentalism. Now, were it available with, say, Sci Meth, it would be amazing, I'd sell my soul for the health in the early industrial age before supermarkets and hospitals, but by the time it becomes available the health crisis has ended and recycling plants make the industrial balancing act a thing of the past. I have never used Environmentalism, I have never even seriously considered it, and while I'm sure I'm wrong I don't see myself ever using it.
Anyway, now that I've written my essay about civics, I would appreciate it if someone would come and tell me in gory detail why I'm wrong. I'm sure I am, and I'm sure each civic has its glory, but until some wise Civ gods give me an explanation I can understand I'm afraid I will continue with my foolish ways.
Anyway, when I first got civ 4, there were some things I totally missed, I thought slavery was terrible because I didn't want to whip my people, I totally underappreciated the value of cottages, and I thought Protective and Imperialistic were overpowered while Organized and Philosophical were jokes. Since then, I've seen the errors of my ways, and while I seem to be doing fine now, I have realized that the civics that seem, to me, completely pointless might be overpowered in their own right.
First off, government civics. HR is great, but obsoleted by modern options, and PS is absolutely invaluable in modern warfare. Representation is ridiculously strong, so much stronger than US that it seems like a complete no-brainer. The hammer bonus from US is nice, but even running a pure CE with a NP city and another GP farm the bonus from Representation outweighs it by miles. Now, the gold-rush is extremely nice as a spiritual leader, where you can swap to US, rush what you need, and go back to Rep, but for a non-Spiritual without CR there is no way swapping is going to pay off. And if I stay in US, I need to jack my science way up to make up for the loss from specialists, so I have no money to spend on rushing.
Legal civics seem fine to me, I can see the great uses each one has, but labor seems nearly as bad as government. Obviously emancipation sucks but you're pretty much stuck with it once 3-4 other civs get it. Anyway, I absolutely love slavery, I can't get through the classical and middle ages without it. Caste system, well, I guess I can see the value, but (assuming non-spiritual leader) there is absolutely no way I am even going to consider giving up slavery for it. Serfdom just seems pointless. OK, a 50% worker buff is nice, but in the middle ages I generally have more than enough time to catch up with my infrastructure, and by the early renaissance I have twenty workers wandering around building roads in every last tundra while they wait for lumber mills. On top of that, I'd lose the OPness of slavery, which is irreplaceable.
Economy civics were stupid pre-BTS, SP was godmode, but now that we have corporations it seems pretty well balanced with free trade. Mercantilism can be nice in a large empire pre-Astronomy (I usually play hemispheres), but seems very situational. My main beef with the economy civics is Environmentalism. Now, were it available with, say, Sci Meth, it would be amazing, I'd sell my soul for the health in the early industrial age before supermarkets and hospitals, but by the time it becomes available the health crisis has ended and recycling plants make the industrial balancing act a thing of the past. I have never used Environmentalism, I have never even seriously considered it, and while I'm sure I'm wrong I don't see myself ever using it.
Anyway, now that I've written my essay about civics, I would appreciate it if someone would come and tell me in gory detail why I'm wrong. I'm sure I am, and I'm sure each civic has its glory, but until some wise Civ gods give me an explanation I can understand I'm afraid I will continue with my foolish ways.
-farms, Kremlin-assisted whips... oh my), but there is a bit of a lull in the midgame. Since this is often a time where a heavy emphasis on specialists is strong, Caste System is attractive and workshops that are actually worth building on occasion can fill the hole somewhat.
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