dh_epic
Cold War Veteran
Astax said:Would you say the fact the horses were vissible in the first place was an omission on their part? At the start of the game I wondered why you could see the horses as well, but I figured that's how they wanted it, so I used it to my advantage.
I'd say it was an omission.
- You can't see if you're near copper or iron, so going for an axe or sword rush is a gamble.
- Religion is a gamble, since you can miss founding one by a single turn.
- Pottery has less of a payoff than religion or axe-rushing, but it's less risky.
But horses. Horses you can actually see. And a horse rush nearly guarantees a big reward in taking an enemy capital. low risk + high reward = ideal choice.
Being able to see horses meant that the horseback riding branch was overpowered compared to the other branches. Why else would this be your favorite strategy? It was one of mine as well. And thankfully it's gone, because it only takes one overpowered branch to make all the other branches pointless.
(This is also besides a serious exploit. You could move your settler in 4000 BC and build on horses. This could allow you to start producing chariots by the 10th turn of the game, if you start with hunting or agriculture. An exploit I never used, but was starting to catch on.)