Im of the opinion that the CS slingshot-and the oracle and all wonders in general-are extremely overrated and very ''specialist'' strategies but i seem to be in the minority
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Exact opposite of CS Slingshot
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Leadership trait changes
Originally posted by Blake View PostIt could be an interesting concept for a game, since it is something less skilled players tend to understand poorly (expansion speed is quite possibly the single best measure of skill).
Civ/Leader Choice:
A) These traits allow for faster expansion in terms of training important units more quickly:
CREATIVE
EXPANSIONIST
IMPERIALISTIC
CHARISMATIC
B) These traits ease, to a degree, the challenges of having an oversized empire, aka "Not going broke".
ORGANIZED
FINANCIAL
PHILOSOPHICAL
CHARISMATIC
C) These traits are fairly neutral:
SPIRITUAL
AGGRESSIVE
PROTECTIVE
We'd want at least one trait for Column A.
A+A means that expansion is extremely easy but the finances will be quite troublesome.
A+B is a good balanced approach focusing on economy.
A+C gives a different kind of balance.
1) why is charismatic a type A and B trait?
2) And where does Industrious fit in this scheme?Flash
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the Moderator of the World Creators
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Pretty old bump but I'll take a shot at it
Charismatic gives you additional happiness which means more whipping, and thus more expansion. It could also be considered a type B since it allows you to work more cottages in low food cities. In both cases the reduced exp needed doesn't become a factor unless you're in a war, in which case settling speed has little impact.
As for Industrious, I'm guessing it's a type A. For quite awhile, the cities that are really worth forges are your hammer cities, a double production forge is basically 180 hammers+25% extra hammers for X turns cheaper (Marathon speed). An excellent production city during the settling stage of the game would be what, 20 hammers average plus an extra 90 every 30 turns through slavery (units are cheap then so just 1 person) for 23 total. That's an extra 5.75/turn and since 180 hammers at 23 per turn takes 8 turns you're looking at industrious being worth 226 (180+(5.75*8)) hammers on Marathon. On Marathon it's 50 hammers for an archer or 70 for an axeman making it worth 3-4 units (should be the same units on any speed). Making that trait basically worth 2 cities you don't need to build defense for.
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So, in that scenario Augustus is sitting pretty with Imperialist/Industrious.
And if Rome beelines Metal casting. It makes them extremely dangerous.
Thanks. I'm trying to find an Empire building strategy for Rome while still being able to use the the Praets as a hammer before their day is over.Flash
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the Moderator of the World Creators
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There should never be a penalty for taking a city in ancient times though, in fact it should be sort of a bonus depending on the culture/ civ. I think historically Spartans would feel pretty dejected after a while if they were never allowed to war, in fact they needed to for their national identity
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