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Organized: The Coast-hugger trait

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  • Organized: The Coast-hugger trait

    I played a few games as Washington last night with Archipelago, Snaky Continents and had the best games I've had to date, financially. Here are some observations I had and would like to share to see if others agree or can find weaknesses in the situations described.

    With the cheap lighthouses, Organized seems to me at first glance a trait that lends itself to having a lot of coastal cities. This coastal bent synergizes best with Financial.

    With Washington as leader (Financial with Organized) it is easier to get that lighthouse built, and every coastal square becomes the equivalent an instant, un-pillageable free hamlet on grasslands (2 food, 3 gold). Of course there might be the gravy of resource bonuses if fish, crabs or clams are in any of the squares. However these "hamlets" obviously can't ever "grow" past that state.

    It pays then to get Sailing quickly (which one will usually do in an Archipelago world anyway) as well as Masonry to benefit from not only this, but with the large number of coastal cities, to build the Great Lighthouse as quickly as possible, to get the coastal cities two bonus trade routes for a long time to come.

    To a much lesser extent, Caesar (Organized and Expansive) gets something out of cheap lighthouses as well, since his harbors are also cheap. It's a quicker road, with the Great Lighthouse, to three bonus trade routes.

    Maximizing this aspect on larger landmasses is also possible, but not quite as easy. If alone on a continent, a doughnut style expansion is probably best at first, leaving a hole in the middle to be filled in later, or a "D" shape if you have a neighbor, with the straight part of the "D" cutting off neighbors as you settle the "curve."

    Getting the Pyramids as well as the Great Lighthouse I think would put you over the top for the quick Representation civic, which is likely if you have access to stone, as it hastens both wonders.

    Thoughts?

  • #2
    Heh, Ive been playing the exact same thing as you lately, cept I play on 'tiny islands'.

    Im not at home right now to refresh my memory, but I know I took the Romans for the quick harbours aswell and quick lighthouses - perhaps washington is better though. But Romans get the special unit that can open a can of kickass on rivals.

    I managed to get Great Lighthouse and Collosus - nice combo action.

    The whole reason for trying this style world was to slow down tech rates, I find it all too fast. With limited contact initially it seems good.

    I cant beleive you have to wait so long for boats that can carry settlers to new islands (ocean squares)... galleons? optics or magnetism or something, its pretty far up the tech list. I was able to get 4 cities up and running on 4 different small islands, 2 of them are hammer heavy , 2 of them are hammer lite . But now Im attacking Asoka, somehow he managed to get 4 cities on 1 snakey island, theyre all mine now though.

    So far its a really fun way to play.

    If I were to do it again I may suggest making it 'rocky' so that some of those island will have at least a hill or two.

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    • #3
      I'm a coast hugger no matter what traits I pick. Coastal cities are trade powerhouses.

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      • #4
        I neglected to also mention the Colossus as a possible priority wonder for a coast hugging approach.

        If I am playing a game where I am focusing on the coastlines, I try to get Metal Casting as soon as possible by way of The Oracle. When I first started playing I would build Stonehenge but I've gotten away from that as Code of Laws isn't too far away from the beginning and Caste System allows you to force an Artist specialist for the three turns you need to expand the borders in a new city.

        Back to the original point, Metal Casting lets you build Forges which you need for the Colossus. If the Metal Casting/Oracle gambit is successful, that's yet another gold per coastal square, turning Washington's "coastal hamlets" into "coastal villages" until Astronomy, which is a ways away with this gambit.

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        • #5
          I agree with your assessment, mainly from experience with Romans, who are also expansive, getting +2 health, and half price granaries and harbors, which is a perfect complement to organized, which provides for -50% civic cost, and 1/2 price lighthouses and courthouses. So, the coastal cities and interior cities are both well taken care of, but the coast cities get lighhouse and harbors, so Colossus and Great Lighthouse are naturals, while cheap granaries and courthouses fuel interior cities. I think the Romans may be over powered, especially with the Praetorian. Play pangea so they don't have to take a boat to pay the neighboring Civs a visit.

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          • #6
            I understand that the AI is somewhat crippled on Island maps, since it is not that great at naval operations. I know this was the case in earlier Civs. Would you guys agree with this assessment?

            I think it would be great fun to play an small island game with human players, but so far every multi game I have been in has been continents, terra, or balanced.
            "Cunnilingus and Psychiatry have brought us to this..."

            Tony Soprano

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            • #7
              Originally posted by MasterDave
              I understand that the AI is somewhat crippled on Island maps, since it is not that great at naval operations. I know this was the case in earlier Civs. Would you guys agree with this assessment?

              I think it would be great fun to play an small island game with human players, but so far every multi game I have been in has been continents, terra, or balanced.

              I think this in fact was discussed in some earlier thread and if I remember correctly, when playing on water maps you have to rise the difficiulty level of the game by 1 in order to get the same degree of challenge.
              So if you would play at Prince on a Pangea map, then you would need to play at Monarch on an Island map.
              GOWIEHOWIE! Uh...does that
              even mean anything?

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              • #8
                The AI seems to do a lot better on tiny islands with galley-era expansion, than the latter galleon expansion.

                And yes, i love organized on water maps. Especially Toguwaka (Organized/Agressive). IMO Organized is as much a warmonger trait as anything, as the cheap courthouses allow you to quickly make captured cities useful. Ofcourse the cheap lighthouses are handy too, if nothing else giving a small advantage in getting the Great Lighthouse.

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                • #9
                  thanks for the info

                  notes being scribbled
                  anti steam and proud of it

                  CDO ....its OCD in alpha order like it should be

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                  • #10
                    Originally posted by Shaka II
                    I agree with your assessment, mainly from experience with Romans, who are also expansive, getting +2 health, and half price granaries and harbors, which is a perfect complement to organized, which provides for -50% civic cost, and 1/2 price lighthouses and courthouses. So, the coastal cities and interior cities are both well taken care of, but the coast cities get lighhouse and harbors, so Colossus and Great Lighthouse are naturals, while cheap granaries and courthouses fuel interior cities. I think the Romans may be over powered, especially with the Praetorian. Play pangea so they don't have to take a boat to pay the neighboring Civs a visit.
                    Yeah, the Roman traits have very strong synergy if you do this - even without that kickass UU.

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                    • #11
                      Re: Organized: The Coast-hugger trait

                      Originally posted by Common Sensei

                      With the cheap lighthouses, Organized seems to me at first glance a trait that lends itself to having a lot of coastal cities. This coastal bent synergizes best with Financial.
                      Check out the Romans, as Shaka suggests. They rock the coast!

                      Also check out this harbors thread for an analysis of this extremely powerful building.

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                      • #12
                        Re: Re: Organized: The Coast-hugger trait

                        Originally posted by Cort Haus


                        Check out the Romans, as Shaka suggests. They rock the coast!

                        Also check out this harbors thread for an analysis of this extremely powerful building.
                        That excellent thread was the impetus for me trying out a more water-based game.

                        I had a fantasic game with the Romans pretty recently. At the onset of the thread I was focusing mainly on pure financial numbers, but the Romans also have the growth aspect in hand as well as an excellent UU.

                        This weekend, I think I might try a non-archipelago game where I beeline for a coast (if I am not already near one) and only build coastal cities as an experiment.

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                        • #13
                          hmmm...wonder if it's possible to "trap" AI cities on a good sized peninsula if only coastal cities are built. Leave the land on the inside free, let the AI bring in settlers, then culture bomb/nuke the AI cities to get them to flip.

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                          • #14
                            Originally posted by Philotas
                            hmmm...wonder if it's possible to "trap" AI cities on a good sized peninsula if only coastal cities are built. Leave the land on the inside free, let the AI bring in settlers, then culture bomb/nuke the AI cities to get them to flip.
                            We could call it the Pac-Man maneuver.
                            Attached Files

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                            • #15
                              Or the Venus-Flytrap

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