Originally posted by Brael
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The crossover scoring method eliminates the strategy portion of the game. The turn number you get a crossover when pursuing different types of victories varies by your strategy, not to mention it doesn't the way you get the victory into play. It's simply an alternative scoring mechanism and how inaccurate the scoring in civ 4 (and all civ games really) is has already been covered.
From your description of your games so far, it sounds like you take a generic approach to all games, you basically expand, research, build up, and fight. If you conquer enough you get a diplomatic victory, if the AI resists enough you get cultural or space.
I make those sorts of units almost every game, usually one as I hadn't thought of making an entire army based around a small number of them. In my current game thanks to Alexanders non stop sneak attacks I've gotten 4 of them. I then transported those 4 to his continent and burned half his cities to the ground. Even in vanilla I was making those units (pre warlords), I once made a navy seal that had 200+ exp and he was capable of taking down civilizations on his own. On the attack a unit with 80% retreat that's always getting >99.9% victory chances is going to lose less than 1 in 5000 battles. High exp units are absolutely insane.
There's 8 or 9 leaders with Imperialistic, of those Augustus/Julius for praets or Cyrus for Immortals and faster promotions look to be the best ones to pull it off with. Maybe Joao too, he doesn't need to wait until astronomy to cross oceans with units.
I would go Cyrus personally, then again I play Cyrus pretty well and am biased. About the only reason I don't feel Immortals are more broken than Praetorians is that it's always a gamble if you get horses or not. Played right, if you get horses you're handed the game before your second city is even founded.
I would go Cyrus personally, then again I play Cyrus pretty well and am biased. About the only reason I don't feel Immortals are more broken than Praetorians is that it's always a gamble if you get horses or not. Played right, if you get horses you're handed the game before your second city is even founded.
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