JibJabberJab
Chieftain
- Joined
- Dec 22, 2012
- Messages
- 10
Nerf the shoshone?, Poland is a lot worse imo, their UA is basically a whole free social policy branch + their map colour looks awesome (this needs some serious nerfing).
The balance of the Shoshone actually depends upon the size of the map and the number of players. A small map will tend to make them underpowered and find very few ruins. A large or huge map will allow them to find up to a dozen ruins.
It might be a good idea to post what map size you are playing on when you feel the Shoshone are overpowered.
This is exactly the case! This makes their UA and scout UU situational on smaller maps and/or landmasses. But if you can get alot of early ruins, you can get a bit of a slingshot, which makes for a virtually guaranteed solid start everytime.....
*The UA grabs at least 8 extra initial tiles; with 1 or 2 in the 3rd ring. I have had 9 initial tiles with 2 in the 3rd ring a couple of times. The extra 15% defence bonus is the cream on the cake.
*Starting the game with a scout UU is what bursts them out of the gate. Unless playing larger than Standard maps (not islands), I don't build another one. I will usually start the build order with a Monument first. I often pick ruins in this order:
1st Ruin = +20 culture (unlock Tradition opener in first 5 turns of game).
2nd Ruin = free tech (8 turns gained in teching).
3rd Ruin = upgrade to Composite (clear barbs, circle back to defend first worker, nab CS worker etc).
*Palace, Monument + early Tradition = 6 culture/turn (2nd Policy around turn 12. 3rd Policy 9 turns later).
4th Ruin = +20 culture (reduces 3rd Policy by 7 turns; may unlock it by turn 15).
5th Ruin = free tech (usually gives you a 2nd tier one; eg. calender or sailing. Even more turns gained in teching).
6th Ruin =20 faith (could be an instant Pantheon by turn 20, without even a shrine).
I have not found more than 6 ruins on a standard sized map. On average I consistently find 3 or 4. On bigger maps (with the luxury of a 2nd Pathfinder), things could get very interesting for that snowball start! To me, that is where their very early special ability is; a potential 20 turn start with 3 Policies already unlocked, 2 free techs, a Composite bowman ignoring terrain costs, an early Pantheon, and a city with many instant workable tiles to pick from for an optimal start-up! The quick initial Policy unlocks via ruins allows for great flexibility in different situations. For example, you can go Liberty start and have a free Worker out in 15 turns, or get a free Settler out quicker to grab strategic land or block a vital chokepoint (especially when combined with their UA).
So yeah, they are not OP. I would not even call them too powerful. But damn, early on in the most critical time of the whole game, I find they give you a very consistent start up on anything other than small maps or islands.
I"m not so sure anecdotal evidence really counts. For example, Abraxis, looks like you have an extremely favorable mapscript and an ideal start strategically. By that I mean at the end of a large continent with mountain chains that force tactically-narrow wars. So, you had no enemies on 3 sides of you and could advance against a single direction (to the northeast). The AI simply does not do well with even a single mountain or two in the way, let alone chains of them. It'll happily march its units one or two at a time to the slaughter. And, it doesn't do well with tactically positioning archery or artillery units on hilltops to command the limited field of battle.
You would have done well on that map regardless of which civ you were playing.
erm, well, yes. This is why I went with an expansionist start. And this is why Shoshone are good. If I didn't have a strategic advantage over-extending like that, I would have chose a different approach.
This is why they are so good. You can get in game, look around, choose the best course, and develop it very effectively. If you're right next to other civs with no hope of expanding in time, don't. Use those goodie huts for +population or for free techs to go tall.
Lets say you're starting in pretty much the complete opposite situation, in the middle of a desert in the middle of a pangea, surrounded by folks. Use your goodie huts for desert folklore. Get first pick religion on a 22 civ immortal game. Trade for horses if you have to and defend all sides of your empire with cavalry + your defense bonus. Add to that the attack strength on your scouts indirectly buffs your diplomacy, you shouldn't have to defend much early anyhow. So you have first religion radiating out from the center of the map from an unassailable position with good diplomatic relations.
You can push advantages out of any situation, and push them hard. This is their strength.
Of all the Greeks, Chinese, Zulu's, Polish... you really think the Shoshone are OP? They are definitely not! It's useless to have larger borders when you don't have the population to make use of it. Soo there is no downside from having your borders grow at the same speed that your population does. Other benefits from this could be quick land steal. But since America is considered anything but powerful, we can already disqualify that. Also the Pathfinder is not so insanely good. Depending on luck is never good, as we know from Germany and Indonesia. And you need to be lucky to find many ruins. Additionaly, you can also be lucky with random ruin bonuses. So you have to be lucky twice to make the Pathfinder pay off: ...
This is so not true. Large boarders as the Shoshone have are very defensive. They stop civs taking land you want either by them settling, or through boarder growth.
In my current game as Shoshone, I was able settle my second city grabbing three diamonds, two jungles and Cerro de Potosi. Cerro was far away from the diamonds and jungles, and if I wasn't able to claim it using my UA, the nearest CS would have likely expanded over it.
In other words, their UA allows you to reserve the best hexes for yourself, preventing others from getting to them.
Joker, let's be honest here. You haven't even played the Shoshone.
Simple, America's UA involves purchasing tiles. Shoshone get them for free and instantly.Then I wonder why that part of Americas UA is generally considered useless? This has been discussed a lot in their context and the consesus seems to be, that vital property rights will have to be backed up by military means anyways - or gained by those. As I expected that I also addressed it in my post, did you read the whole thing? The percental combat strength bonus in the early expansion stage of the game results in +1 from the UA.
Haha, I was here first! Now what can you do about it?! HAHA! Best surrender!
Simple, America's UA involves purchasing tiles. Shoshone get them for free and instantly.
I don't care about some combat strength bonus you speak of. The point is that they get large swaths of land simply by settling. Did you not read what I wrote? With this you can prevent the AI from taking the best tiles.
Yes, the fact that they were the first to claim the land is HUGE and I'm surprised you can't see that. If you got the land then they will have to DoW you and be successful about it. That or they need to save up all these GG and steal land. Just think about all that is involved. Other than that they have to just accept that you have it.
And if the human is controlling the Shoshone, we all know that the AI is terrible at war. Usually early wars against the human result in the human befitting. This is exactly what has happened to me in my current immortal Shoshone game.
They also have another killer feature, their UU. It all adds up to a bit too OP.