Missing You :(

which trait do you miss the most on chaning Civs

  • Exp.

    Votes: 1 3.8%
  • Mil.

    Votes: 0 0.0%
  • Sci.

    Votes: 3 11.5%
  • Sea

    Votes: 1 3.8%
  • Com.

    Votes: 1 3.8%
  • Agr.

    Votes: 5 19.2%
  • Rel.

    Votes: 4 15.4%
  • Ind.

    Votes: 10 38.5%
  • Never notice the change

    Votes: 1 3.8%
  • Only play one civ ever!

    Votes: 0 0.0%

  • Total voters
    26
Y'all are missing the point I am talking about two ports that are exactly 5 squares apart. I can load in one city, sail to the next and have full movement to go. With a seafaring Civ I get 5 movement points.

I know how ship chaining works and it is just not what I am talking about here. if you are not seafaring and don't get a wonder to help then yes, 3 movement ships work chains. My point is that you don't have to do that stupid stuff if you have Pizzazz stuff
 
I voted "Never notice the change" as the only Civ game I've been playing the last few years is a heavily modded version of the Conquests epic game where the civs don't have any of the traits. :D
 
Tough choice between Industrious and Religious. Fast workers, no anarchy? Probably religious since lots of anarchy is no fun and I'm not sure I've ever played a whole game in Despotism, but fast workers are great, too.

Civ4 makes anarchy a bit more bearable by having it be shorter, but it also tends to have more periods of anarchy, so it can wind up being similar in the end.

Ship chaining makes sense to me as a concept but is too much work for me to do it, let alone more than two ships' worth. The other potential problem with it is that it doesn't work so great when you have galleys in the sea or ocean before they can avoid sinking there - at that point the extra movement can save an awful lot of sunk galleys. Might not be a viable idea at Sid but there are those of us who occasionally make our ships risk their lives like that.
 
Ship chaining makes sense to me as a concept but is too much work for me to do it, let alone more than two ships' worth. The other potential problem with it is that it doesn't work so great when you have galleys in the sea or ocean before they can avoid sinking there - at that point the extra movement can save an awful lot of sunk galleys. Might not be a viable idea at Sid but there are those of us who occasionally make our ships risk their lives like that.

Of course, setting up a ship chain presumes that your boats in the intermediate waypoints will sit in safe waters, or else the whole thing would make little sense.

Also, please note that extra movement points and shipchains are not mutually exclusive :crazyeye: I set up an example with galleys moving 3 tiles per turn, but if you have the great lighthouse, or the seafaring trait, or are using more advanced ships (you name it) nothing prevents you to set up chains with waypoints 4 or more tiles apart. The concept is still the same.

About the extra work/expense, i agree. It's a hassle to constantly load, hop and disembark units. And of course it needs to invest some extra shields to build the necessary naval units that will have to sit in the waypoints. But it's still the most efficient way to send land units oversea at zero movement cost.
 
ThATs FreAkin BRilliAnt!! never thought of it. Might have to try to take advantage of the ship chaining thing if i get the chance.
 
The main draw-back to ship chaining is that, like most neat manoeuvres, it requires a certain amount of planning, a comfortable scenario a certain amount of production/unit dedication, the full benefits of which are likely to increase with the respective hardness level. The common murphy's law arising being that if one is in safe enough waters to be able to leave transport units unguarded then one is unlikely to require a vast urgent military at the end destination, and, if one is guarding all these naval Units then one is effectively locking up quite a lot of production value just to save a turn (not an issue if your coastal cities are perfectly balanced between fish and hills, but a bit more problematic if your coastal cities are resourceless and grassland heavy).

The impact of Seafaring on an archipelago map goes beyond such details, of course. There's also the issue of island grabbing and map filling during the early ages, particularly if one's island doesn't deliver Iron or Salt Peter, for example. If an island is found by an exploring vessel and it's quite a way from the main hub then the extra movement point can provide the resource incalculable turns quicker than a non-Seafaring vessel - which will then have an incalculable effect on speeding up the assault on the neighbouring civ.
 
did i just see someone say religious?

religious is crap, honestly.

temples are poor, build/rush libraries instead if you need culture. trade/take luxuries and use the slider if you need happiness. all it has it the short anarchy period.

only time i build temples is if i'm religious and only then if i've got nothing else to build when i'm not at war
 
did i just see someone say religious?

religious is crap, honestly.

temples are poor, build/rush libraries instead if you need culture. trade/take luxuries and use the slider if you need happiness. all it has it the short anarchy period.

only time i build temples is if i'm religious and only then if i've got nothing else to build when i'm not at war

Religious makes for a very good trait for a 100k game. It also comes as a fairly decent trait for a 20k game... especially if you end up on an 80% archipelago map with very few luxuries around. I agree it's not so good in many, even most games, but it does have its (ab)uses.
 
did i just see someone say religious?

religious is crap, honestly.

temples are poor, build/rush libraries instead if you need culture. trade/take luxuries and use the slider if you need happiness. all it has it the short anarchy period.

You know, I almost never choose Rel. as a trait. I may choose a Civ that has rel. just to play the Civ.

I think I might just start a series where I play through all the Rel Civs... just for the change :mischief:
 
One of the other uses for ship chaining is where you are not too bothered about loses a galleon but you dont want to lose that cavalry army on its way across to the other continent for pillaging duties, so you dont want it to be in a ship at sea on the interturn.
 
Religious makes for a very good trait for a 100k game. It also comes as a fairly decent trait for a 20k game... especially if you end up on an 80% archipelago map with very few luxuries around. I agree it's not so good in many, even most games, but it does have its (ab)uses.

ah, i don't really do the whole culture thing. i like receiving culture from buildings or wonders if i have them, but i'd rather focus on research or war.

i find that building temples and cathedrals COMBINED with troops and marketplaces really cuts into my income. results in me having to have science at only 30-40% to make up for the maintenance costs

if i've no luxuries, i just use the slider thing. usually i've found that i need 30%-40% if i've absolutely no luxuries. i've noticed that when i do have none, my nearest neighbours have at least 1, usually 2 or 3 between them. must just be the way the maps are laid out sometimes

i don't play archipelagos, because having a starting position with no luxuries, no resources, no rivers and mostly plains or hills is just not fun, at all. no rivers is the killer thing, mostly
 
i don't play archipelagos, because having a starting position with no luxuries, no resources, no rivers and mostly plains or hills is just not fun, at all. no rivers is the killer thing, mostly

Play a larger map then, this will turn what were islands on a standard map into basically continents on a huge map. More likely to have fresh water the larger the landmass.

Also remember that if you lack those things, the AI might as well. The AI is also much slower in the tech race on an archipelago, so you have some time to build up.
 
i don't play archipelagos, because having a starting position with no luxuries, no resources, no rivers and mostly plains or hills is just not fun, at all. no rivers is the killer thing, mostly

Low water percentage arch and high water cont are pretty much interchangeable. They make great maps for builders. The main downside of these kinds of maps is that the AI is totally incapable of seaborne assaults and wont be able to provide much of a challenge.

As for lack of resources, that is easily fixed. Go into the editor, select "scenario", check "custom rules". Then select "rules", then "edit rules", then "natural resources". In the "appearance ratio" category, make all them all 0. This will increase the number of the resources that appear on the map and will spread the strategic ones around better. You wont get all of the strategic resources on any continent or island, but you will get more of them. They also wont be so stupidly and unrealistically distributed as is the norm on the standard settings.

Setting luxury resources to 0 this way gives more of these of the same kind on a continent, but there will usually only be one, or at most two different kinds on the same large island.

Small islands will only get limited different strategic resources, if stuck on one, you'll be short of many of these. They may not get any luxuries at all.

The no rivers thing is a serious flaw in the game program. Period. The map generating programming should have been done so more rivers appear. Every piece of land should have at least one. Continents and large islands should have several. The way I correct for this is to reject maps with no rivers near the start position. I save the game at the start and run my guys around the map to see if the map would be interesting to play on. No rivers means an instant rejection.
 
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