Native Conquest is sick

Archon_Wing

Vote for me or die
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Apr 3, 2005
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It's the civic that gives you half the strength value in gold for destroying an earlier era unit.

Currently, given the AI's tendency to not upgrade units even on higher difficulties, I was pleased on how much of a gold mine this is, especially if the AI attacks you with outdated units and also if their CS's are in the war. You can just farm the heck out of them if you have a modern navy of which they may not even be able to react in time. And of course there are air units....
 
I thought this thread was going to take a very different approach to analyzing Native Conquest.

It's definitely good and makes an excellent "filler" military policy, but the thing which makes it great is the thing which makes it not that great. The AI might not have enough units and those units might not be strong enough for the amount of gold to be that much.
 
I thought this thread was going to take a very different approach to analyzing Native Conquest.

It's definitely good and makes an excellent "filler" military policy, but the thing which makes it great is the thing which makes it not that great. The AI might not have enough units and those units might not be strong enough for the amount of gold to be that much.

Oh, yea, I'm not particularly fond of the name either, but I guess this series doesn't really pull its punches. And holy crap, I didn't realize my Thanksgiving playthrough ended up so un-PC :p

Being filler is usually what I link about it. It's situational, so you don't slot it all the time especially if you're not warring, but around this time, sometimes you have a slot for something extra.

And the AI not having units is generally not a problem for me. I've noticed even on lower difficulties, the AI now maintains a very high military rating whereas before I would always dwarf their military. Now, upgrading and using it well, that's another story....
 
Next up, after a Thanksgiving salute to "Native Conquest" our MLK Day thread "Triangular Trade is gross(ly overpowered)"! :cringe:
Keep in mind that triangular trade is not just about the slave triangle, even if that is the first that comes to mind for many people.
 
Trade is gross(ly overpowered)"! :cringe:
Is it?
It's a very useful card but overpowered I would challenge.

Naval infrastructure I find stronger with shipyards ... most of the money cards are pretty good to be honest. Sometimes I find it's not the best choice at the time which is why I am challenging the view. I do not know the answer but suspect they are all strong in certain situations..... the key one being here you have more than 10 trade routes so have built quite a few commercial hubs.
 
It's very possible the harbor card could > the trade route one. I build a harbor over commercial hubs whenever possible and thus it's possible most of my trade routes come from harbors. In this case, unless I'm really wanting the gold, the harbor card would be better. though it'd not hurt to fit both sometimes....The only reason to get C-hubs is for merchant points and Big Ben; but even in those cases, I find that Great Admirals can also be useful.

Maybe I should get Naval Tradition sooner; sometimes I forget it exists.
 
Maybe I should get Naval Tradition sooner; sometimes I forget it exist
Play GOTM 27 the AI does not really build CH early but they do build harbour's, Once I took a few harbour's I was rolling in money. Ignoring the shipyards, you get this card way before triangular trade, it not like it often give +4 gold but it gives gold more often.
I think most people have missed this card but as a naval player I spotted this babe in about march as strong... plus an extra envoy.
 
Its good in the sense that sometimes, you have an extra empty military slot after the maintenance card and +50 percent card, and you have to put something there.
 
Play GOTM 27 the AI does not really build CH early but they do build harbour's, Once I took a few harbour's I was rolling in money. Ignoring the shipyards, you get this card way before triangular trade, it not like it often give +4 gold but it gives gold more often.
I think most people have missed this card but as a naval player I spotted this babe in about march as strong... plus an extra envoy.

I never build shipyards. It seems that they never pay for themselves. They're too expensive. 290 Hammer, even if it produces 10 hammer per turn it is still too expensive, considering worthy items usually pay for themselves in <=20 turns. But I never found a >15 hammer shipyard.
 
even if it produces 10 hammer per turn it is still too expensive
Well my cities where I build shipyards produce 10 or 12 or 14 production per turn. I tend not to use them where they make 8.
The point is I can use 100% overflow cards and so your sums are a bit odd.

Anyway its not the shipyard... its the number of harbors the AI(CS) has that makes Naval Infrastructure a strong card.
 
Is it?
It's a very useful card but overpowered I would challenge.

Naval infrastructure I find stronger with shipyards ... most of the money cards are pretty good to be honest. Sometimes I find it's not the best choice at the time which is why I am challenging the view. I do not know the answer but suspect they are all strong in certain situations..... the key one being here you have more than 10 trade routes so have built quite a few commercial hubs.

I was just making a joke about the title "Native Conquest is Sick" and the timing.
Native Conquest is to Thanksgiving as Triangular Trade (sometimes used as a euphemism for Slave Trade) is to MLK Day (a big civil rights holiday in the US).

It was just supposed to be tongue-in-cheek. It was neither a strategic discussion point nor a true social commentary.
 
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