void_genesis
Prince
- Joined
- Apr 12, 2011
- Messages
- 429
Just reporting in on a recent Polynesia game I played to completion, King, continents, standard size and speed. I went for a culture victory and won comfortably at turn 320. I had an isolated peninsula to myself and settled three cities, plus two on nearby islands and a third on a distant island with two city states. I filled out tradition, patronage, aesthetics, and dabbled in freedom, rationalism, liberty (for parthenon) and imperialism for the louvre, and got almost all the wonders I wanted (and some I didn't). The maoi were very useful culture farms and made improvement and settling decisions interesting. The later maori warriors were ok, but I didn't get into enough conflict to really know. I was friendly with most of the AI, and allied to all CS by the mid-game without sending out a single purpose built diplomatic unit.
Early exploration let me find all the other AIs by turn 100 or so, so having a really early world council vote was interesting. I can see the maori warrior having a barb hunting role in the obscure unsettled map locations, so the extra strength from being together would make more sense than extra strength from being near the maoi. I think adjusting the AI to be much more likely to declare war over me stealing artifacts was what the game was lacking in the end. I would have loved to have to fight off an angry AI or two as I pushed toward cultural victory.
Early exploration let me find all the other AIs by turn 100 or so, so having a really early world council vote was interesting. I can see the maori warrior having a barb hunting role in the obscure unsettled map locations, so the extra strength from being together would make more sense than extra strength from being near the maoi. I think adjusting the AI to be much more likely to declare war over me stealing artifacts was what the game was lacking in the end. I would have loved to have to fight off an angry AI or two as I pushed toward cultural victory.