Why wouldn't I go for Universal Suffrage/Free Speech etc?

Nobody will ever be mad at you for not having a state religion. I tend to stay out of a state religion for as long as I can, whilst I see how the world picture works out. Alone on an island... is a different thing altogether.

As is when you've founded all 7 religions (I've only managed this once, at Noble).
 
Environmentalism is good late in the game when you need population growth (and fast)
Common practical use: for diplomatic victory
 
Environmentalism saved my bacon in one game. If you play onthe map (I don't remember which one, I think it is plains or one of the other unusual ones) you get flood plains and very few resources. Its a GREAT map -- you get population, the other AI players get resources.

Because you don't get resources, the health is difficult to deeal with. If you don't do something with your health, you can't use your excess population. Environmentalism was an absolute crushing game breaker for me.

Best wishes,

Breunor
 
State Property is a 100% of the time switch for me. The rest are situational.
 
My opinion for modified civics is:

1) +2 hapiness/unit for her. rule
2) +1 culture/specialist for caste system
3) environmentalist: bonus to commerce for desert/forest/jungle/mountains (nature tourism)

maybe +1/tile. Can be worked ... but or will it work in xml files ?

For a start at industrialism era, i get mercantilism/representation and thus i would take caste system because it will act the same as an obelisk in earlier games: raise controlled tiles without having to buy theatres,etc.
 
peterka said:
My opinion for modified civics is:

1) +2 hapiness/unit for her. rule
2) +1 culture/specialist for caste system
3) environmentalist: bonus to commerce for desert/forest/jungle/mountains (nature tourism)

To each his own, but...

1) Hereditary rule is already pretty powerful. You can essentially keep any city of any size happy, so long as you're willing to garrison enough troops there. Later in the game that might not appear as powerful, but I think that's OK. HR comes very early in the game and I think you have to look at that when considering it for balance. I think doubling the happiness bonus just makes it *too* good.

2) I'm a big fan of caste system already. I don't think it needs any additional balancing. When you capture a city, assign a couple of artists and the borders will expand in 1-2 turns. Then you can send them out into the fields, make them merchants, etc. I think having to assign which types of specialists you want to assign is one of the intended challenges of caste system.

3) No problem with this. I find environmentalism to be useful only in a very small, fairly rare (for me) set of circumstances late in the game. It could probably use a little bit of improvement.
 
Theocracy and Vassalage do not "stack" correct? I thin kthat I've tried it and found that they don't.

I currently am playing a game where I have: Heroic Epic and National Epic in the same city, and I also have the Pentagon. The units produced at +100% hammers in this city are KILLERS.

Does Theocracy and Pentagon "stack"?
 
al_thor said:
Theocracy and Vassalage do not "stack" correct? I thin kthat I've tried it and found that they don't.

I currently am playing a game where I have: Heroic Epic and National Epic in the same city, and I also have the Pentagon. The units produced at +100% hammers in this city are KILLERS.

Does Theocracy and Pentagon "stack"?

Yes Theocracy and Vassalage (each gives +2 xp) stack...

+4 Barracks/Drydock
+2 Pentagon
+2 Vassalage
+2 Theocracy
---
10 XP unit creation = 3 promotions right off the assembly line.

I do this often :P
 
+4 West Point... 14's an odd number, but at least it's 3 closer to 17.
 
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