uberfish said:Car insurance has what exactly to do with strategy games... ?
Geico:Car Insurance::Organized:Civ Traits
uberfish said:Car insurance has what exactly to do with strategy games... ?
You guys need to wake up whats wrong with expansive in my experience the extra three health towards the ind era when your citys are rated at 15/16 but still have land to yeild on the limit of health .!!! still got three health is priceless , going to out produce you all the way???
not to mention the scouts at the start of the game especially on large maps exploting villages and picking strategic positions to settle and of course on hills to stop pescy barbarians poping up too close to your yet undefended borders. expansive/industrial too best traits no dought...........
I am playing marathon/huge/fractal/emperor game as Napoleon, civic upkeep for me in industrial era is 400 gpt.. with organized I could save 200 gpt and combining that with my shrines I could keep my research at 100%.. but I am not organized and I cant keep my research at 100%..that means it takes extra few turns to get tanks..but when at war with Monty, Genghis and Alexander, every turn counts.. In most cases Financial can be pretty dam good, but still, there are situations for every trait where they prove to be better then the rest of the traits..wkndwrrr said:Organized. Usually civic upkeep is around what, 100 gold at the very maximum? Paying only half of that is not going to really change the game.
InFlux5 said:The trait allows you to immediately start gobbling up land, and land is power. It gives you a strong foothold in the early game, and that is its strength, not to mention also allowing you to gobble up land through conquest much more quickly.
InFlux5 said:Any time you start with a cultural building you are just delaying something more useful. If you're Creative you can skip those buildings and get right to the good stuff.
that's civ III, in civ IV expansive has nothing to do with scouts, hunting as a starting tech determines if you start with a scout.not to mention the scouts at the start of the game especially on large maps exploting villages and picking strategic positions to settle
Land is only power when you have the population to make use of that land. Land without populaton is useless.
Mr. Civtastic said:Hardly. Empty land is valuable in shaping your borders, denying other civs resources/land, saving resources for yourself (grabbing an oil before combustion), setting up choke points, and iirc more land is more points.
vormuir said:<i>Its useless before CS however.</i>
Nonsense.
Spiritual saves you a turn when you switch to Slavery, saves you a turn when you adopt a religion, then saves you a third turn when you adopt either Organized Religion or Hereditary Rule.
Usually those three things will happen in the first 50-100 turns. So, Spiritual is giving you between 3% and 6% more hammers and beakers than you'd get otherwise.
Then there's switching civics because of the Pyramids; switching civics or religions to stay friends with someone; going to Theocracy for war... all things that can easily happen long before you get CS.
Spiritual rocks. It's good at the beginning of the game, it's good late in the game, it's just good.
Waldo
Oh, where do I start? Possibly with the fact that this has exactly and precisely nothing whatsoever to do with the trait.carl corey said:3) Organized
Oh, where do I start? I know, my last game! Cyrus's Immortals are like a blessing to the warring heart.Since the computer mostly has archers, your Immortals can crush them like bugs. That meant a fast early expansion. What I would have loved was to have those cheap Courthouses in every city faster so that my economy would be back on track. (2 dead civs and 1 with 2 cities leave a lot of juicy empty space)