Originally posted by WarriorPoet
Yes, the free boost in sea unit movement could be quite powerful.
I'm sad to see that they nerfed the Ind trait...boo
Does that make Religious or Scientific the pick of choice after Seafaring?
Yes, the free boost in sea unit movement could be quite powerful.
I'm sad to see that they nerfed the Ind trait...boo
Does that make Religious or Scientific the pick of choice after Seafaring?
The Ind trait needed a slight reduction, but it's possible they went too far. Maybe.
My current favorite traits, in no particular order:
Agricultural
Commerical
Scientific
Seafaring
Religious
I've been playing the Iroquois, Sumerians, Byzantines, Dutch, Celts and Babylonians (though my most recent game is as Russia*).
Ag + fresh water = excellent REX potential, which can win the game for you right there. It also allows for more production once you max your cities out at size 12, since you get that 1 extra food per city center. That's one less food you need to get from your citizens. 1 more mine instead of irrigation. Secondary to all of that is the 1/2 cost aqueducts, which are quite nice in and of themselves.
Scientific has definitely gotten a boost because of the new Scientific Great Leaders (SGLs). First, you get a better chance at them (5% instead of 3% for non-sci civs). Second, the free techs in each era & 1/2 cost libraries are now more valueable, because taking and holding a tech lead again provides more chances for SGLs (and denies same to the enemy, though the AI doesn't typically use SGLs well at all).
Commercial is strong, IMO, due to the start tech of alphabet (better shot at philo and the free tech that comes with it) and of course its normal benifits. Given the large reduction in power of the forbidden palace, Com's corruption fighting power is nice to have.
Seafaring also starts with alphabet, and provides +1 commerce to coastal city centers. Powerful, eh?
Religious always has been strong. I find that anarchy in Conquests can be brutal. Every time I switch governments with a large empire, I get 8 turns of anarchy. Even though Religious now suffers from 1 full turn (prior to conquests it was actually screwy and actually gave 0 turns in anarchy), it's still a heckuva lot better than 8.
Oh, before I forget: note the changes in governments, PARTICULARLY republic! Republic now has some free unit support, but charges 2gpt upkeep on units above that figure. Unit support is 1/3/4 (1 per town, 3 per city, 4 per metro). So the switch to republic can be horrible if you haven't planned for it. You need a decent number of size 7+ cities, or very little military.
-Arrian
* - Cossacks are cool now. They have blitz, you see. So they are a lot like Tanks/MA with regard to getting elites and generating MGLs. Lots of MGLs = lots of armies = military academy + pentagon = multiple 4x Cossack armies = death, destruction and mayhem.
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