Stringer1313
Emperor
- Joined
- Sep 10, 2014
- Messages
- 1,202
What archetypes do you think could use some love / are least favored?
I find myself always trying to avoid / hoping to avoid from most useless to me to least:
- Builders: I don't need tons of new workers so badly i want the production cost, and building wonders faster doesn't interest me so much as being the first to start building one. And i'm always rolling in money.
- Tactician: the stun is cute but the leader's unit always gets slaughtered first anyway. I only ever pick tactician for the science boost in early game only
- Schemer: I find legitimacy to precious to ever waste and usually don't have a problem with kids. Again i only pick this for the science boost in early game only
- Orator: a little passive/boring. I do appreciate the religion boost but without some kind of unique action that only the orator can do, i don't really get this one.
Agree/disagree? Are there benefits to these that I'm missing?
I find myself always trying to avoid / hoping to avoid from most useless to me to least:
- Builders: I don't need tons of new workers so badly i want the production cost, and building wonders faster doesn't interest me so much as being the first to start building one. And i'm always rolling in money.
- Tactician: the stun is cute but the leader's unit always gets slaughtered first anyway. I only ever pick tactician for the science boost in early game only
- Schemer: I find legitimacy to precious to ever waste and usually don't have a problem with kids. Again i only pick this for the science boost in early game only
- Orator: a little passive/boring. I do appreciate the religion boost but without some kind of unique action that only the orator can do, i don't really get this one.
Agree/disagree? Are there benefits to these that I'm missing?
As you point out, Builders are as powerful as they are because they speed up the entire game, but that's only when their abilities are put to use early. The faster worker training is a good example because workers get built early in almost every city and because not just the workers themselves, but everything that gets built after them (including settlers and everything from their new cities!) happens that much earlier. (The manual author Velocyrix called this "Turn advantage" many years ago in his Alpha Centauri guide.) Speeding up the occasional mid-game worker training does not have the same kind of ripple effect. Speeding up important buildings later by on combining workers is still powerful, of course, but so are many of the other archetypes benefits.
(just kidding)