Ok, let's go back to the list of civ options mz laid out earlier (minus the ones chosen already). I'll rank my choices.
Here is my list of civ preferences, in order:
I really like the Mali. I like their techs, their UB and their UU. If it was just me playing I'd pick them over everyone. But... I dunno. I've never been a big fan of slavery. In my mind it seems like slavery throws away long term productivity & growth in favor of a short term gain. I know it doesn't work out that way if you know what you are doing, but I've always been very uneasy and skeptical about whipping population. But I also hate chopping forests for much the same reason. So I'm not really know how to factor that into my ratings. I saw how mz used the lash so effectively in DoF and it makes me wonder if he'd be able to do magical things with the Sacrificial Altar. It certainly was useful in the test game we played where I used the whip more then I ever had in a game. It was a big difference maker for me and man, I still hated using it. For someone who really knows what they are doing? With a team behind him calculating out all the hammer overflow nonsense I don't have time for? Could be a huge difference maker. Maybe. But again, I really don't know much about slavery. I hate the Aztec starting techs and their UU, but I put this civ at the top (or near the top) solely on the strength of my trust in mz & cal and their ability to use the Sacrificial Altar. Mz must be doing something right in game after game. If we can tap into that, and if this UB allows us to tap into it more effectively? Well I'd be prepared to take a leap on that.
Compare the Mali to England. The Mali UB gets +10% gold vs. +15% gold on the English UB, except that (for me at least) forges get built in every city, banks only in a few. Forges are available much sooner as well and are cheaper, so that bonus compounds. I guess it depends on how we run our economy, but would a 10% gold boost be more valuable then a -20% maintenence bonus (like from the Zulu)? If we are going for a specialist economy I imagine we'd be more likely to keep the science slider low, so that gold bonus would be more useful then otherwise.
The Redcoats, as mz noted, have a limited window of use, while the skirmishers are ideal for warding off barbarians and early rushes alike. Since we had intended to play more of a builder game these would keep us safe through much of the early game. Enough time, I hope, to really crank up our economic advantage. Plus the starting techs are strong as well. I'm a fan.
Great starting techs. I do like the cheaper/earlier courthouses. My biggest problem (perhaps I'm alone in this) is that with so many other useful needs I put off building courthouses as long as possible. They are too expensive for a limited gain (imho). But cheaper ones? That starts looking like a better deal for me. I love the UU too. Most war around this time gets fought with axes, on both offense and defense, so basically we get a more powerful version of the most useful unit of the age. Much better vs. archers & mounted units then the unit it replaces.
I like the versatility of the Ottomans. The starting techs are great for early growth. Extra happiness always comes in handy, especially if we want to use the whip and grow our cities. The UU isn't the strongest, but it is certainly well rounded. Like the skirmisher it helps us survive one age and get to the next (though admittedly arriving at the end of one age).
HRE gives us -75% maintenence. The Zulu with a barracks & courthouse gives us -70%. Not bad. Plus barracks get built earlier and more often. Hunting is lame, but agriculture is good. The Impi could be a good unit to send off exploring and make contact with lots of civs, but overall I'd say the UU is rather weak. Much weaker then the Skirmisher or Vulture imho.
Not bad, but not great either. The one thing I like is the synergy between the UB and our traits, but with not great starting techs and a not great UU, I'm not terribly excited about Korea.
Eh, better then some other options, but I'm not terribly excited about Rome. The UB certainly fits with our specialist strategy, but I don't see it being all that powerful compared to others. The UU is certainly powerful, but only if we wanted to use it. Do we expect to be invading our neighbor in the classical era? My guess is no.
I agree with mz's assessment. But do we want to take that chance? I don't know...
Eh, see my comments on Mali.
Eh.
I absolutely love the leeve, but not only is it map dependent, it is very late in the game. Who knows if we'll even live long enough to use the UB. The UU, of course, is pretty lousy. I don't like this civ at all.
Me too.
Originally posted by mzprox
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Here is my list of civ preferences, in order:
Originally posted by mzprox
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Originally posted by mzprox
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The Redcoats, as mz noted, have a limited window of use, while the skirmishers are ideal for warding off barbarians and early rushes alike. Since we had intended to play more of a builder game these would keep us safe through much of the early game. Enough time, I hope, to really crank up our economic advantage. Plus the starting techs are strong as well. I'm a fan.
Originally posted by mzprox
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