Zardnaar
Deity
I meant to write this around 2005 or so. Better late than never.
Once upon a time people thought feudalism sucked. At first glance it does why pick it over Monarchy or Republic for example which are useful for war and building playstyles.
My arguement is why not both? I will admit it's situational but when utilized well it's a power house.
For starters I would consider it for the following situations.
1. Religious
2. Large/huge map.
You may also consider it if you have a great ancient age UU or early medieval age UU.
The main use is it's massive unit support. But you only get that unit support if you have lots of smaller settlements yes?
Town 5
City 3
Metropolis 1
While true its also not required. You can have a core of fully developed cities while all those useless corrupt settlements primarily have three uses.
1. 5 unit support.
2. Spamming workers.
3. Science.
Putting it togather.
Generally I settle my core using a XXCXXC pattern, X being tiles and C being a city. Geography might make the occasional one XXXCXXC or something similar.
Depending on placement and/or commercial you build 2-4 "rings" from you capital. Beyond that it's corruption zone.
In the "corruption zone" you can lower the city placement to XCXCXC as long as it's produces food- grass or flood plains being ideal desert maybe if agricultural and 2-3 tiles produce food.. These corrupt cities are only to be grown to size 6 and you create as many specialists as you can to generate science or gold depending on what you want.
The economic side is using your massive unit support to spam workers to develop you core. It's not to hard to have 150-200 unit support by AD400 or so. You may struggle to build than many military units but workers are cheap.
If you start with writing one can do the philosophy to code of laws/literacy gambit with a palace prebuild to grab the great library.
If you can I like saving my golden age in the early or mid medieval era but early aggression is also fine. Here's where feudalism gets silly.
Rushing stuff under feudalism kills pops, if you capture AI cities rather than starve then you can use their pops to rush cheap buildings. With a bit of starving expansion increases your number of towns that are easy to reduce to 6 population or lower. Which increases your force limits which means more units........
So you can have a core of large cities well developed cities and lands each serviced by 2-3 workers. More workers means more developed land means more money etc.
There's basically two ways to go once you're on this path. You can pick monarchy or republic short term and jump to feudalism or go from despotism to feudalism depending on the situation. Hence why I recommend religious.
You either use it short term as a path to perhaps democracy or use it to power your expansion though to communism if you like pointy stick diplomacy.
Recommend civs.
Arabs
Celts (best one imho)
Egypt
Indians
Any civilization that has commercial or seafarings for writing to philosophy jump is also decent but you can't switch out easily as religious.
Once upon a time people thought feudalism sucked. At first glance it does why pick it over Monarchy or Republic for example which are useful for war and building playstyles.
My arguement is why not both? I will admit it's situational but when utilized well it's a power house.
For starters I would consider it for the following situations.
1. Religious
2. Large/huge map.
You may also consider it if you have a great ancient age UU or early medieval age UU.
The main use is it's massive unit support. But you only get that unit support if you have lots of smaller settlements yes?
Town 5
City 3
Metropolis 1
While true its also not required. You can have a core of fully developed cities while all those useless corrupt settlements primarily have three uses.
1. 5 unit support.
2. Spamming workers.
3. Science.
Putting it togather.
Generally I settle my core using a XXCXXC pattern, X being tiles and C being a city. Geography might make the occasional one XXXCXXC or something similar.
Depending on placement and/or commercial you build 2-4 "rings" from you capital. Beyond that it's corruption zone.
In the "corruption zone" you can lower the city placement to XCXCXC as long as it's produces food- grass or flood plains being ideal desert maybe if agricultural and 2-3 tiles produce food.. These corrupt cities are only to be grown to size 6 and you create as many specialists as you can to generate science or gold depending on what you want.
The economic side is using your massive unit support to spam workers to develop you core. It's not to hard to have 150-200 unit support by AD400 or so. You may struggle to build than many military units but workers are cheap.
If you start with writing one can do the philosophy to code of laws/literacy gambit with a palace prebuild to grab the great library.
If you can I like saving my golden age in the early or mid medieval era but early aggression is also fine. Here's where feudalism gets silly.
Rushing stuff under feudalism kills pops, if you capture AI cities rather than starve then you can use their pops to rush cheap buildings. With a bit of starving expansion increases your number of towns that are easy to reduce to 6 population or lower. Which increases your force limits which means more units........
So you can have a core of large cities well developed cities and lands each serviced by 2-3 workers. More workers means more developed land means more money etc.
There's basically two ways to go once you're on this path. You can pick monarchy or republic short term and jump to feudalism or go from despotism to feudalism depending on the situation. Hence why I recommend religious.
You either use it short term as a path to perhaps democracy or use it to power your expansion though to communism if you like pointy stick diplomacy.
Recommend civs.
Arabs
Celts (best one imho)
Egypt
Indians
Any civilization that has commercial or seafarings for writing to philosophy jump is also decent but you can't switch out easily as religious.
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