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

darski

Regent in Training
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Jan 29, 2007
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Location
Ontario, Can.
I have just played a couple of games as the Dutch and before that I was trying to perfect the Germans. Trouble is that you have to give up some really helpful trait to move on to other Civs.

Having just played the Dutch with the Lighthouse and Magellan's it is awfully hard to go back to 2 move currahs and slow gallies. I am currently playing the Ottomans so I have my freebie techs back (from my German games IYKWIM)

I do find that I miss the seafaring bonus the most when I switch to differing traits; more than all the others.

So which trait do you miss when you give them up?
 
I know exactly what you mean.
I think the extra movement for seafaring is directly noticeable. The extra food or money is more a bonus in the background.
The industrious trait is also clearly noticeable. Workers are slower and when I don't have it after being used to it I'm thinking "Y U no work faster?!"
 
What is important about extra move at sea? I only have 2 reasons to go to sea. One is to explore and if I sink, I send another. The other is to invade and I am not concerned about taking an extra turn to get there.

Easiest way to wean yourself from that is to play on levels that tend to not let you get those wonders. Well Magel is not going to happen on any level for me as you need to research or aquire an optional tech to build it.
 
Industrious, definitely.
Like most people, I miss those speedy workers.
 
scientific and commerical, definitely

i always have tons of workers sitting around doing nothing by the time i reach the medieval ages, so industrious isn't a big miss for me

scientific, free libraries, increased chance of a leader, free tech...you can't make up fo that loss in other ways

commerical is because it makes your productive and powerful cities into complete monsters

seafaring i miss because you get cheap cash from settling on the coast and agricultural cos it makes expanding hilariously easy

millitaristic, religious and exapnsionist i'm indifferent to, can live with or without them
 
Its a toss up between Industrious and Religious. In PTW anarchy only lasts one turn, I understand it lasts two in Conquests. I love switching between Democracy and Monarchy for peacetime and wartime.
 
I want to vote but I can't make up my mind! :dunno:

I'm in total agreement with Darski but the Industrious thing is definite persuader. But I'm also a huge fan of Commercial. Going away from Commercial is like imprisoning one's self to a small band of core cities and very hard to readjust to.
 
uhhh, forgive me but whats a 'chaning' civ? Love to vote but not sure I understand the equestrian


OH OH i just read the first post and now it makes sense... CHANGING, ha...o jeez

Anyway i vote scientific. I'm a tech whore all the way and just love getting to newtons and copernicus first and just generally all the wonders and saying "HA you suck" when the game tells me 'insert civ here' is building the 'insert wonder here' and i'm already well on my way to completing it. Changed to militaristic and industrious chinese for the last game i've been playing and i do have to say the militaristic thing IS making it much easier to wage war...
 
What is important about extra move at sea? I only have 2 reasons to go to sea. One is to explore and if I sink, I send another. The other is to invade and I am not concerned about taking an extra turn to get there.

.

This may sound odd but this matters to me more in games where the other continent is closer. I like things to be efficient and it drives me crazy when I can almost get my troops over there in one turn but not quite. I hate it when my ships stop just outside my city and having 2 extra moves often means that I can get inside my city to unload rather than stopping just short.

Now all that being said I do recognize the difference in the two of us as players. I am a lousy warlord player and you are superb at Sid. You don't need the help that some of us lesser beings require. :mischief:
 
Agricultural, because you lose the ability to set up a 4 turner with just one food bonus while in despotism.
 
I voted Agricultural but I think I was wrong. I miss having the ability to view deserts as a nice place to put a city and the faster Settler production from extra food.

But, on reflection, I think I miss Industrious more like the majority. Those faster workers really do make the game more enjoyable for me.
 
(snip)
I like things to be efficient and it drives me crazy when I can almost get my troops over there in one turn but not quite. I hate it when my ships stop just outside my city and having 2 extra moves often means that I can get inside my city to unload rather than stopping just short.
(snip)

Why don't you shipchain?
 
Why don't you shipchain?
dumping my troops into another ship will not get them immediate movement when they go into the city. Their turns are used to no good purpose at that point. I can generally just dump them into the city and get the same effect.

I really do mean just short of my city.
 
dumping my troops into another ship will not get them immediate movement when they go into the city. Their turns are used to no good purpose at that point. I can generally just dump them into the city and get the same effect.

I really do mean just short of my city.

mhh... looks like you do not know how shipchaining works.
here's an example:

A--1--2--B

A and B are the start port and the end port.
1 and 2 are intermediate points.
every point is at distance 3 from the successive.
you put one galley in each of the ports
and two galleys in each of the intermediate points
this way, you can move two units per turn from A to B, or vice-versa, without spending any of the movement points of the units. only galleys do move.
 
Can someone else repost the following for Darski?

In addition to Tricky's statement, if you transport between two islands, you can load the troops in the city of one island, move ship A to a spot where another ship B lies. Unload the troops from ship A onto ship B. Then ship B moves to the next spot. Perhaps repeat with ship C, perhaps you don't need to do that. Anyways, keep on loading and unloading on ships and moving the ships, until the ships enter the target beachhead. Then unload the troops in the city. The land units won't have lost any movement points so long as you unload and load in the same spot, load in the city, and unload in the other city.
 
Can someone else repost the following for Darski?

In addition to Tricky's statement, if you transport between two islands, you can load the troops in the city of one island, move ship A to a spot where another ship B lies. Unload the troops from ship A onto ship B. Then ship B moves to the next spot. Perhaps repeat with ship C, perhaps you don't need to do that. Anyways, keep on loading and unloading on ships and moving the ships, until the ships enter the target beachhead. Then unload the troops in the city. The land units won't have lost any movement points so long as you unload and load in the same spot, load in the city, and unload in the other city.

Here it is.
 
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