universal sufferage is over powered.

wow you all got trolled hard
 
I've never chosen Mercantilism, maybe I don't fully understand it. What's the great benefit of no foreign trade routes?
 
>>What's the great benefit of no foreign trade routes?
They dont benefit from you either but the actual benefit is the free specialist you get :)
 
Actually one of the best uses of Mercantilism is to curb the economies of other Civs. Open up the demographics screen and check your Import/Exports. If you are using BUG and the number is negtive, your trade routes are helping your rivals more then you, and thus it is often best, from a competitive game theory standpoint, to cut off forienge trade and adopt mercantilism.
 
Actually one of the best uses of Mercantilism is to curb the economies of other Civs. Open up the demographics screen and check your Import/Exports. If you are using BUG and the number is negtive, your trade routes are helping your rivals more then you, and thus it is often best, from a competitive game theory standpoint, to cut off forienge trade and adopt mercantilism.

but don't you hurt yourself as well? FM gives me more cash for research and stuff.
 
Just because an opponent gets more out of it than you do isn't a reason to cancel open borders/switch to Mercantilism. If you gain 50 additional commerce from trade for each of 4 opponents and they get 100, closing borders with all has you lose twice as much as every one of them.
Usually it's better to selectively close borders with a direct competitor while trading with everyone who isn't a threat.

Still, if you are large, wish closed borders with some AIs for diplomatic reasons and/or playing on a high level where any freebie for the AI gets run through their bonuses, Mercantilism can give you a competitive edge even when it reduces your own research rate.
 
Universil sufferage is over powered.

Hot damn! Thanks for the tip...

I had always thought at 3-to-1 ratios that US was the WORST method for creating units. But what do I know? Whatever this guy says in the OP sounds pretty scientific to me.

I'm going to make sure I abuse this every game now!!
 
You know, it CAN be one of the best.

1:hammers:+25% and 7:gold:+100% on rushbuy translates into 5.9 final hammers in pre-industrial times when mines will yield 2.5 hammers (3.75 after railroads, still hopeless in comparison).

With the Kremlin and all regular multipliers, you're looking at 9 final hammers... which still beats mines by far; workshops require you to make major concessions to beat that.
 
workshops require you to make major concessions to beat that.

No, it is cottages that require major concessions. I could write a whole article on flaws of your defense, but maybe I'll save it for another day. I had in mind to do something else first... if I ever get around to it.
 
None of the Civics in that column are overpowered or underpowered. They all have their uses.

I meant, of course, none of the civics except Despotism, which is definitely underpowered.:)
 
If everyone else is using Mercentalism or no one opens their borders with you, Free Market is pretty lame until corporations. But usually that's not the case.

I almost never use Mercentalism anymore, but it has it's uses. Especially if you have many cities.


And Universal Suffrage is not overpowered. The Government category is one of the most balanced categories. The least useful being Police State, but even it has it's uses.
 
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