The easiest civ traits and world combo?

crystal

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If this have been already posted, well, then you can post again and increase your post count. ;)

During playing my newest game as the Inca (monarch level), I begun to wonder if it was too easy. Incas are expansionist and agricultural, so I got my second city after about 15 turns from a goody hut. Later I reloaded many times and it seems you can only get one city from goody huts. Can someone confirm this?

However, Incas can't build regural scouts, because it is replaced by their unique unit (1-1-2) which ignores movement costs for mountains and hills. I builded a bunch of these and I was able to get about 8 ancient age techs from barbarian camps and occasionally raid them for some money. Also I got nearly the whole continent explored by the end of AA. :D

With agricultural trait it was easy to grow ridiculously fast (although some cities have to wait for Republic to get their food bonus) and set up settler factories. Aqueducts are also cheap.

After some analysis, I think these are the best world settings for the Incas (and probably one of the easiest settings you can select in the whole game):
- pangaea
- 60% water
- temperate
- dry climate (you get food bonus in irrigated deserts while others are starving :D)
- 4 billion years
- at least sedentary barbarians

So, please post here if you think there are easier world/civ combos available. :)
 
crystal said:
Later I reloaded many times and it seems you can only get one city from goody huts. Can someone confirm this?

One city by itself is almost unbalancing. Getting double the production/commerce/science early on? Getting triple?

But I can't recall ever a time in getting more than one city. And I played America very early on in my Civ3 career quite a bit. Of course, I may have just forgotten.

And giving the Inca's barbarians....free workers in the Ancient Age w/o war? That is almost too good.

Personally, I usually play the same settings. 60% water, normal, wet, pangea. Getting a wonder like the Pyramids and Sun Tzu's makes them more worthwhile, as you get more from it. More land = more cities. Wet give more rivers, and more jungles too. :( But these settings balance out for me, and I usually can do pretty good at them.

But I like the thought of using an agri civ with a dry climate....you've inspired me to try this my next game. Still waiting to use the raging barbs with the Inca's, too. Yes, that idea's time as come....
 
In a recent game as the Inca, i got 1 city and 1 settler.

Agricultural is great but the cheap aqueducts just doesn't seem right. Of course, if you play on a wet world you don't need too many whoever you play as.
 
Well, the easiest game I've ever played, was with Arabs, the game that made me love the expansionist trait. On a tiny world, pangaea, emperor, I got 2 cities and 1 settler from goody huts! It was ridiculously easy just wipe everyone out. I know it was just luck, but I think that on higher levels (well, at least on sid) luck plays quite high roll.
 
Crystal - did you have 'preserve random seed' set to ON or OFF ? If it is ON, then no matter how many times you reload, you will get the same result, because the random number has been generated and saved. This may be why you don't get another city.
 
Turner_727 said:
And giving the Inca's barbarians....free workers in the Ancient Age w/o war? That is almost too good.

It's the Maya who get free workers from their javelin throwers, and they are industrious too which is a very powerful combination.

My current personal best score was with the Inca (regent level), so I agree that they are a pretty good civ.

edit: I usually play huge, warm, wet, 5 billion years old. Landform and barbarian activity variable.
 
My favorite would probably be a Huge world, Pangaea, 60% water, dry - and an Agricultural and Expansionist civ.

Agricultural will make you grow faster than the others in such a dry world, while the Expansionist trait will give you a lot (if not all) ancient age techs from huts, as long as you build enough Scouts early on.
 
watorrey said:
In a recent game as the Inca, i got 1 city and 1 settler.

Agricultural is great but the cheap aqueducts just doesn't seem right. Of course, if you play on a wet world you don't need too many whoever you play as.
Ok, it seems that getting two settlers or cities is only very rare, not impossible. And yes, I had preserve random seed OFF, because results changed every time I reloaded.

Hmm, I'm not sure if climate humidity affects the amount of fresh water. If it does, cheap aqueducts mix very well with dry climate, because (obviously) there is less rivers available. Also you get more benefit from your irrigated desert food bonus in dry worlds. Talk about trait/world synergy! :)
 
Dry climate means defintly less rivers (also, continents and especially archipelago means fewer rivers)...the influence on agricultural is ambigious - you can make full use of your desert bonus and you can use the cheaper aqueducts to your advantage...but you will use in terms of your third food unit in the city tile(it often will be lost until you get out of despotism) and chances rises to have no access to any fresh water, which means you cannot even use the desert bonus.

Seafaring is of course better for continents and best for archipelago, the strength of most of the other traits (except exp. and agr.) doesn't depend a lot on the world settings.

What I would like to discuss deeper is the relationship between traits and difficulty (of course, I don't want to abuse this thread for it - so if someone is interested too, it would make sense to open a new one, IMO)
 
crystal said:
Later I reloaded many times and it seems you can only get one city from goody huts. Can someone confirm this?

you can get more than one settler from goody huts. There is however two conditions that must be met to have a chance of settler
-you must not have any settler units currently
-you must not have a settler currently being produced

and I have tried myself to get two settlers in the same game so it is possible.
 
Pfeffersack said:
Dry climate means defintly less rivers (also, continents and especially archipelago means fewer rivers)...the influence on agricultural is ambigious - you can make full use of your desert bonus and you can use the cheaper aqueducts to your advantage...but you will use in terms of your third food unit in the city tile(it often will be lost until you get out of despotism) and chances rises to have no access to any fresh water, which means you cannot even use the desert bonus.
But if play on a pangaea map (like you should with an expansionist civ), the presence of fresh water nearby is almost guaranteed. ;)

Also it's pretty impossible to build all your cities near fresh water, so you will most likely have use for cheaper aqueducts.
 
Easiest trait combo - Agricultural and Religous. This allows you to grow fast, and allows for building quicker happiness buildings (needed with the rapid growth).

Easiest map - Archipelego 80%, Wet, Warm, 5 billion. No barbs, random civs, no cultural link, no restart.

This gives a map that has a lot of food, and no barbs. You will likely start on your own island, so no military is needed at the start, allowing you to concentrate solely on producing settlers. The island start also isolates the AI, allowing you to send out suicide galleys and find them. With the network of contacts you establish, you can easily stay in the tech game, and make good money trading techs around. Sending out galleys will also let you find the unihabited islands, and spread your empire. Switch to Communism in the Industrial age, and then proceed to island hop, and slowly assimilate each civ into yours.
 
jimmydean said:
Easiest trait combo - Agricultural and Religous. This allows you to grow fast, and allows for building quicker happiness buildings (needed with the rapid growth).

Easiest map - Archipelego 80%, Wet, Warm, 5 billion. No barbs, random civs, no cultural link, no restart.

I agree with the map, but I would choose another trait combo for this. Seafaring should be in it for early trade monopolies (lasting until Printing Press). I also would choose either Scientific or Commercial as the 2nd. I'm not very fond of religious. The Byzantines are by far my favorite on these types of maps. Also because of the fantastic Dromon.
 
Celts, Aztec, Iroquis, pangea tiny map? As anyone said these? I played as the Celts the other day and set everything to random and got a 4 civ pangea. I did have the difficulty on Chieftain though for fun, well fun for me, the Germans never built a second city, Arabs only 2 and Japan I think managed 3, before they were overhwelmed by Gaelic Swordsmen.
 
scientific and industrial is a great combos for standard and bigger maps. They are also good for war mongers.

Here's why:
-industrial help your workes work faster
-with industrial trait, those shield producing specialists(for got the name) will produce 2 instead of 1 uncorrupted shield. This is helpful for warmongers with lots of corrupt cities.
-With scientific trait, you get a free tech in every age.
-" ", you can build cheap libraries, universities, and research labs for free culture and science beakers
-" " your scientists create 3 science beakers rather than 1.
 
general_kill said:
...
-with industrial trait, those shield producing specialists(for got the name) will produce 2 instead of 1 uncorrupted shield. This is helpful for warmongers with lots of corrupt cities...

No, Civil Engineers add always 2 uncorrupted shields for improvments and wonders(small or great) Policemen reduce corrupion and waste by one, if they work at max efficiency (sometimes, the save only one commerce or shield - but this depends on the amount of corruption/waste in a city).

general_kill said:
...
-" " your scientists create 3 science beakers rather than 1. ...

They always produce three beakers since Conquests (one in vanilla and PTW).
 
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