Txurce
Deity
I (almost) finished a science game on Emperor with Korea on v23. I played Korea tall, building four cities and conquering one. I was able to expand exactly where I wanted, had an unusually large number of luxuries, never needed more than six units, and got off to a quick start with GL/HG/Colossus. I also got the PT, but missed the SoL altogether. My approach was to focus on science, letting gold and culture come from CS alliances. (I built cultural buildings at the very end.) I was able to stay ahead in techs throughout the game, but efficiency has been lowered enough that I would have probably launched around t320. (I quit on t300). Out of context, thats what we were basically aiming for: a longer, more competitive game.
Here is what seems to need adjusting, but works well enough:
Here is what seems to need adjusting, but works well enough:
- Production feels a little too slow.
- Cultural expansion is slow enough that some second-ring hills were still unclaimed at t300. But I was okay purchasing what I needed.
- The AI is still not spending all their gold, although it has improved.
- The AI continues to have a runaway population issue. In my game, on t300 India had 114M, Siam 91M, Polynesia 48M, and my Korea 13M. While this doesnt hurt the game (the AI needs all the help it can get), it doesnt feel right. I think this is often due to the CS alliances some VEM players seem to feel the AI doesnt compete for (!), but may just be the result of successful play with significant bonuses.
- 10-turn GAs feel arent powerful enough to make up for their brevity. I would make them longer, or stronger, since Ive lost a lot of my impetus for striving to achieve GAs (which arent as easy to get anymore, besides).
- RAs are too expensive to be meaningful in the late game. This is okay in principle, but may unduly limit tall civs options.
- The tech rate in the modern era seems to become sharply lower, making the game feel as if it hit the brakes. It was a bore waiting 20 turns for something with 5 cities, 3 of which had labs.
- Great Scientists provide so many beakers (more than ever, it seems) that I have to use them very selectively, or waste beakers.
- The Scout/Archer Opportunity is a no-brainer. I would lose it, but if thats unpopular, then majorly buff the other two options.