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why feudalism is better than republic

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  • #61
    Well let me say that you can toss out what I have been saying as I was talking about a regular game. That is why I was saying 120 units, what???? 20 cities and 120 in ancient age.

    I looked at the map and said what in the heck. So many cities and two settlers out, but all lower tier techs? Hum. looked at a city and saw 10 turns for a granary with 4 shiled city? Must be AP.

    I have no experience with that so I can't begin to rate it.

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    • #62
      Originally posted by vmxa1
      Ah sorry got confused. Nisku the thing about the Zulu is they could attack anytime and with 4 units they may get lucky and take the city. If they do and raze, that is no fun.

      I would surround them with MA and put two MI in the city so nothing funny could happen.
      Yeah you are right but then hey that will give me an excuse to nuke them into the stone age

      It seems the AI is scared crapless of me right about now but from past games I've noticed the Zulu have a tendency to make insane suicide attacks.

      120 units in the ancient age, yes excessive but doable in the middle ages.

      I don't know anything about accelarated production, what does that give you?

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      • #63
        Is it more fun that way for you? Is it to abbreviate the game?
        There have been a few poster using AP, so maybe they can give some input. I don't know if standard techniques are useful with AP or adaptations are required.

        One of the advantages experience gives is you can tell where you stand and what to expect. That would probably be lost in an AP game for me as I have no experience with it.

        So I don;t know what to look forward to in terms of units I may face and when. How the tech rate will progress, what trade values are and the like.

        It probably makes sens to use a larger city placement scheme in an AP game that has only 8 civs on a huge map. You will have lots of time to expand, lots of land to expand into and faster grow to use the tiles.

        If you stick to no cities over size 6, then you should consider tighter spacing. Too many tiles wasted and too much work for the workers.

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        • #64
          .
          Last edited by ZEE; December 22, 2010, 20:01.
          The Wizard of AAHZ

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          • #65
            "I don't know anything about accelarated production, what does that give you?"

            It give double for shield/food and commerce. The purpose was to allow MP games to go faster, well any game really.
            I am not sure why anyone would want a non-MP go to faster. Is that counter to a civ game?

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            • #66
              AAHZ do you have the 4000bc for that game?

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              • #67
                .
                Last edited by ZEE; December 22, 2010, 20:01.
                The Wizard of AAHZ

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                • #68
                  Check the autosave if you use it. I don't it would be there if you do. I want tosee what would happen with std techniques in an AP.

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                  • #69
                    .
                    Last edited by ZEE; December 22, 2010, 20:01.
                    The Wizard of AAHZ

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                    • #70
                      Ok I got it. The reason you had trouble is the autosave files are much larger than the straight saves.

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                      • #71
                        Nisku I should have realized it was yours as it was Emperor level.
                        Anyway I have had the AI do an attack from that point, even though it was a losing move. They have little choice anyway. It failed as I had 2 MI, but you never know how the RNG will treat you.
                        Last edited by vmxa1; January 23, 2004, 18:51.

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                        • #72
                          Um, Fuedalsism is quite good when you have lots of towns and no cities, but the moment a large number of cities reach size 7, support costs rise dramicaly under Fuedialsm while falling under Republic.

                          The key to a Republic compared to Monarchy and Fuedalism is also to not go so far over the limit that most of the free trade is consumed. That is very hard to do if you have very few size 7 cities, but once a large number reach it, it becomes easy.

                          In my own current game, I was blessed with lots of rivers in my starting area and consquently was able to switch to Republic as a non-religious civ much earlier than in pre-conquests games.
                          1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                          Templar Science Minister
                          AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                          • #73
                            AAHZ I played a bit of it. I got to say I found it to be too hetic and too much work. You are having to make someting every other turn. I see why you make barracks everywhere, you get to the point that you don't have anything else to do.

                            I was going nuts moving units around constantly. It may be better with a smaller map and more civs, such as std map with 8.
                            Then you would not have so many cities and so much land to work.

                            I also see why you make the placement rather wide, just to keep the work down.

                            It is still not the best way to go, especially if you plan on staying size 6. Too many dead tiles. I would surely go to size 12 as it will not take long to get cities to that size and then you get more unit support and can squeeze the cities closer.

                            With the SoZ you can handle those Mounted Warriors. The other thing is with all that land you will have many many uprisings to deal with. If you can get enough sentries out to prevent camps from forming before the next age, you can stop them.

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                            • #74
                              feudalism is great given the right start conditions: not an agri civ, not that many rivers in the start area, and enough neighbors to conquer. and if you have a neighbor with the great library, and even other good wonders (pyramids, sun tzu) then even better! when you're done conquering with feudalism, then switch to democracy.

                              otherwise feudalism is going to keep you stuck as a backward and weak civ.

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                              • #75
                                I did not have the great library, only one wonder and civ to conquer right off the bat and I did just fine. I was actually stuck on an island. I didn't build a great wonder until the theory of evolution. Sure I was behind in tech for a while but now I'm two or three techs ahead of my nearest competitor.

                                I think it depends on playing style and the civ's UU. If you have a UU that is going to be good for middle ages warfare the unit support with feudalism will work for you. If you plan on going peacefully and can make nice spaced out cities soon in the game go for republic. That being said feudalism is not better then republic or vice versa but it is better then monarchy.

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