Okay, I hope now you can vote for three. If not, well then I truly am Russian...
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Best civ advantages--POLL REVISED
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Agr, Exp, Sea for reasons in the other thread.
Actually, 8 turns isn't the worst, I've seen 9 turns. I decided to postpone the revolution by 1 turn, which cut it down to 6 turns.
I was well over the OCN limit for Depotism when I was ready for Republic. (Had to wait for a wonder to complete)
In Conquests, the length of anarchy is partly based on # of cities in your empire. (When not Religious, and for the AI is preempted by max anarchy turns at high difficulty levels )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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Originally posted by Krill
Expansionist, Agricultural, and Commercial (for the reasons pointed out in the other thread)And her eyes have all the seeming of a demon's that is dreaming...
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God, no, definatley in that order. Agr FIRST, THEN Exp, and thirdly Com.
Actually, I do think that Sea is a powerful trait, but it isn't (/Edit: IMHO) as powerful as Exp since you don't:
[list=1][*] Start with a curragh,
[*] You can't pop huts and not get barbs, and settlers are a bit rarer A turn two free settler, which can be used to become a worker/settler pump? Game breaking, they only two words that can be used to describe it... Agr is not as powerful as Exp in this case
[*] Every one can build curraghs as soon as they hae a coastal city, and that could be as early as a second city by turn 17, (OK, they would need alpha as wel). No one can build a two move land unit intil they have horses hooked up. Sometimes you won't ever get horses.
[*] Exp civs can now the layout of the entire continent (minus about 20 tules of FoW) by turn forty, and should have met all the other AI. Sea civs can only know the shape of the continent, and won't have met all the other civs. This means that you would be fueling the civs that you would have met, and the other, inland AI would be an untapped market.[/list=1]
The advatages of Sea over Exp are:[list=1][*] You start with Alpha instead of pottery (more useful when trading to the AI and it is easier to complete philo first, since it costs less to research pottery than alpha),
[*] That extra movement point will never be lost. OK, it might become negligable when you have destroyers and battleships, but it is always there.
[*] Cheap habours are helpful, since it costs less to rush them in the crappy production cities that coastal cities are...[/list=1]
(I'm starting to run out of reasons here)Last edited by Krill; January 3, 2005, 07:32.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Originally posted by Krill
God, no, definatley in that order. Agr FIRST, THEN Exp, and thirdly Com.
Actually, I do think that Sea is a powerful trait, but it isn't (/Edit: IMHO) as powerful as Exp since you don't:
[list=1][*] Start with a curragh,
[*] You can't pop huts and not get barbs, and settlers are a bit rarer A turn two free settler, which can be used to become a worker/settler pump? Game breaking, they only two words that can be used to describe it... Agr is not as powerful as Exp in this case
[*] Every one can build curraghs as soon as they hae a coastal city, and that could be as early as a second city by turn 17, (OK, they would need alpha as wel). No one can build a two move land unit intil they have horses hooked up. Sometimes you won't ever get horses.
[*] Exp civs can now the layout of the entire continent (minus about 20 tules of FoW) by turn forty, and should have met all the other AI. Sea civs can only know the shape of the continent, and won't have met all the other civs. This means that you would be fueling the civs that you would have met, and the other, inland AI would be an untapped market.[/list=1]
The advatages of Sea over Exp are:[list=1][*] You start with Alpha instead of pottery (more useful when trading to the AI and it is easier to complete philo first, since it costs less to research pottery than alpha),
[*] That extra movement point will never be lost. OK, it might become negligable when you have destroyers and battleships, but it is always there.
[*] Cheap habours are helpful, since it costs less to rush them in the crappy production cities that coastal cities are...[/list=1]
(I'm starting to run out of reasons here)"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Voted for Agricultural, Commercial, Scientific.
Only Agricultural is obvious, as the most powerful trait in Civ3. Even in dry terrain, cheap Aqueducts, food bonus once out of Despotism, and powerful Desert Irrigation, are hard to beat. And if you get fresh water, you won't know what to do with all the food.
Commercial and Scientific seem the best builder-support to me. Actually, after reading this and the previous thread, they are tied for 4th place with Seafaring. Still, very far behind Agricultural.
BUT, other traits are fun as well, depending on the circumstances. Expansionistic wins most huge maps, by a possible early tech lead. Industrious is very nice in bumpy terrain, or near Jungles/Marshes. Militaristic is obviously good for warmongers, and (less obvious?) so is Religious.Seriously. Kung freaking fu.
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I'm not going to repeat all the stuff pb2k just said.
Originally posted by Krill
Exp civs can now the layout of the entire continent (minus about 20 tules of FoW) by turn forty, and should have met all the other AI. Sea civs can only know the shape of the continent, and won't have met all the other civs. This means that you would be fueling the civs that you would have met, and the other, inland AI would be an untapped market.[/list=1]
And then there's the ridiculous advantage gained by Seafaring civs in terms of suicide rushes to other continents on non-Pangea maps. Yes, an Expansionist civ can also build Curraghs eventually, but without that extra movement and reduced sinking chance, it may waste a lot of Shields on suicides. The relative advantage of getting all contacts early on on a Pangea map is mitigated by the fact that the AIs will most probably do so as well eventually; when there are multiple continents involved, you can exploit your suicide rushes as long as Astronomy or Navigation/Magnetism.And her eyes have all the seeming of a demon's that is dreaming...
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I voted Agr, Rel, Com.
I could certainly put in Sea instead of Com, though.
I typically play on standard continents maps. Sometimes Seafaring is great to have, sometimes it's no big deal. And I just plain LIKE commercial.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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Originally posted by punkbass2000
Yes, I actually prefer my opponents be Expansionist so that they can find me ultra-early. Contact is contact.
I've actually whacked AI scouts right off the bat because of that.
No hut for you!
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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