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Rank the traits: Expansionist

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  • #16
    This trait just does not work for me. My scouts find barbs before they encounter huts. My warriors get minimum good things from the huts. Even if I do get a tech lead, the other civs give me awful trade offers. The bonus for the trait goes away sometime during the Ancient Age. (This is the opposite of Commercial which starts out weak and gets stronger later.) If I work at it, I can get a tech lead without an Expansionist trait and then enjoy whatever benefits come from the other trait I got instead.)

    Voted 2.
    If you aren't confused,
    You don't understand.

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    • #17
      1.
      Pop a hut. Very good, I'm sure. Except there just AREN'T ENOUGH!!! (even on large/pangaea maps)
      I have seen it get me a good ancient lead, but it's the exception more than the rule. And it may retain it's power on higher levels, but it's not enough power to start with. It may have pillaging potential, but I've never looked into it. Why? The signature says all (should I ever change it...it says everything's mine by default )
      And you wouldn't pillage your own land. Actually, in the crazy world of poly you probably would, and somehow win the game by it too by fooling the AI with a strange done-tile/worker ratio or something odd like that
      Plus, the standard scout needs def for me to like it

      I consider finding this trait bad news, but I will at least make the most of the scout on a hut grab :P - shame the neighbour AI's tend to have it too...

      It may have some super power within, but I have yet to see it personally.

      Edit: oh, expansionist features well in late wonders. So 1.5 really - I like 'UU insurance'
      It's all my territory really, they just squat on it...!
      She didn't declare war on me, she's just playing 'hard to get'...

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      • #18
        updated stats
        over the past two days expansionist has not changed even .001 in either direction

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        • #19
          This is a very hit-or-miss trait. I've played games where it was a godsend and games where it was nearly 100% worthless, both in MP and in SP. Scouts are awesome... but are they REALLY worth giving up a better trait like agricultural, industrious, or commercial?

          I guess I'll vote 2, because despite how useful this trait has been at times (Arrakis PBEM despite not ever popping a settler with it, a few other cases), it's been unforgivably mean to me in others... such as ISDG FAM PBEM #4... I was given the Russians and the randomized barb setting ended up being none... NO GOODY HUTS! Now that was an extreme case, I'll grant, but it's utility is far too dependent upon luck and my luck is far too often pretty poor.
          Long-time poster on Apolyton and WePlayCiv
          Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
          7th President of Apolyton in the 1st Civ3 Democracy Game

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          • #20
            very good trait to have in mp imo
            :-p

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            • #21
              A three, but on the low side of 3.

              It's not so much the extra goody huts you'll get to (maybe one), but the NO BARBS poping from any of them. Without barbs in the equation, the realtive probability of getting all of the goodies is that much higher. On average, 1/2 more free settler per game could be anticipated playing a Expansionist civ along with between one and two more free techs.

              A non-obvious benifit is also the ability to build a Granery from turn 1.

              Note that it's value would drop down to 0 for anyone who saves the game every time before poping a goody hut and reloads when they get barbs and delays the poping til the next turn.
              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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              • #22
                Originally posted by joncnunn
                A non-obvious benifit is also the ability to build a Granery from turn 1.
                When Pottery only costs 48 beakers on a standard map and it's not even prudent to build your first granary until you've popped out 1-3 warriors anyhow (in most situations), reseraching Pottery first mostly negates the utility of this part of the Expansionist trait.

                Frankly, expansionist's only real use is SCOUTS, both for hut popping and for pillaging/exploring (pillaging just as much as exploring, actually...).
                Long-time poster on Apolyton and WePlayCiv
                Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
                7th President of Apolyton in the 1st Civ3 Democracy Game

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