Unconquered Sun
Emperor
- Joined
- Dec 20, 2006
- Messages
- 1,462
Simply case, player 1 has 4 cities with every wonder in the game in the capital and player 2 has 6 cities with 0 wonder. Assume all cities are of similar quality, In the long run, player 2 can beat player 1 easily in a war since all the wonder would not help you with more troop production since one city can at most produce 1 unit/turn, player 2 can still overwhelm player 1 and win.
That might be true for equally skilled players.
In your typical CIV game, there are no equally skilled players. The AI gets far less profit from units than humans do, to the extend of the likes of 10:1 compared to top players. The AI wonder profit ratio is much better, might be as high as 2:1.
This makes SSE/WE one of the best, if not the very best, approach to defensive games on limited land. "Defensive" here is defined as the resource gap between:
costs of defending current holdings (may be anything from units to diplo bribes) + costs of developing current holdings (workers, city maintenance, rushbuy, etc)
compared to
costs of successful further expansion (units, settlers, diplo penalties, etc) + costs of developing both current holdings and the holdings expansion would bring
Certain games v the AI will have a significant gap between the two. Typical examples include defending key chokes on high difficulty AW games, but being unable to press forward at reasonable cost; limited land deity starts where going to war is costly in units/diplo risks/economy tanking, while staying-in-peace costs are low.
Conventional CIV wisdom (or as I call it, the Excel spreadsheet wisdom) might dictate the player who hoards wonders like Broadway on deity AW should lose, but games like Snaaty's King of the Hill challenge prove otherwise.