Random Post-Game Thoughts and Observations
I played stock rules, demi-god level.
Weird AI research choices. We all know that the AI often researches optional techs when it would be better served by focusing on certain required techs. Many have also probably heard how the AI has devalued Literature quite a bit in C3C, too. Nonetheless, I still experienced what struck me as odd situations regarding AI research choices. In 400 ad, while I’m researching Navigation, three AI civs are building the Great Library; all three civs have already discovered Education. I researched Literature just after Map Making and built libraries as quickly as I could since I was running max research from move one. I never traded Literature despite requests and a demand to do so – I wanted to keep it to myself to aid in research, and keep it I did until the early middle ages (the Dutch discovered it when I was 2 turns from Education, whereupon I traded it around for available goodies).
Later in the game, I kept waiting for someone to discover Printing Press, Democracy, and Free Artistry. Russia finally did discover Printing Press – Catherine must have been as far as Electronics and Combustion in the tech tree at the time. I had just completed Mass Production and the Dutch were probably working on Flight at the time. No AI got to be a democracy until I was practically into the Modern Age.
No hard facts or certainty, but the optional government techs after Nationalism were either slow to be discovered or very slow to be put to use. The Dutch were the first to go Fascist in 1275 ad, about the time they had already discovered Combustion and Atomic Theory / Electronics. This despite hundreds of years of war, including cities changing hands, etc.
War Weariness Exploits I’ve never seen it present much of a problem before, but the availability of “war happiness” is a large potential exploit – I came to this view by exploiting it considerably in AU 501. AI civs declared war on mewhen they had absolutely no way to attack me – either because they hadn’t discovered Map Making or hadn’t discovered Astronomy and wouldn’t risk the seas. Additionally, given the AI’s well-known inability to launch a credible overseas offensive except in rare circumstances, I was content to stay at war (rather, my citizens were happy to stay at war ) with Japan for a long time (that one actually came back to haunt me) and with the Hittites for the better part of two and a half ages. With sufficient long range interceptors (from dromons to bombers), most AI invasions can be killed off or turned around before ever making landfall. So even a technologically competant foe presents little threat. In somewhat isolated starts where luxuries may be hard to come by, war happiness can be very valuable. Although unlikely to be changed, I think WH should degrade over time (10 – 20 turns) even if no “war weariness” actions eat into the net war happiness.
Power of Seafaring I said it in my DARs, and also said it on the forums before AU 501, and I’ll say it again – the reduced sinking chances are too powerful. Combined with the extra move for naval units, it’s wildly out of synch with other traits (although map dependent, of course). This map wasn’t particularly clear in showing it because one need only risk a few sinking chances to find everyone. With a seafaring civilization, a galley has a better-than-even chance to travel safely between coasts that are twelve tiles apart. Even with curraghs, covering such an expanse runs a sinking risk of less than 60%. With curraghs available from the start (because of starting with Alphabet) and a very strong chance to start on the coast, the opportunity for early exploration is immense.
Unlike expansionist, which is also a map-dependent trait to a great degree, seafaring also gets (i) cheaper “sea-related” improvements, and (ii) a bonus gold in the city center when built on the coast. When faced with a water-laden map like ours, the seafaring trait is huge – and I think many underestimate the single bonus gold available on the coast. In games that remain tight in the middle ages or even the industrial ages, that extra gold, once operated upon by city improvements like markets, banks, libraries, or universities, can translate into two gold per city – across 15 cities, that can be significant (I could buy an extra source of rubber for 40 gpt in my game – the seafraing trait, at the time of RP, was worth almost as much as a source of rubber!
Power of Dromons First time I’ve used these babies much, but they are monsters. On their stats, they seem relatively unremarkable – powerful yes, but not the dominating force I found them to be. The ability to bombard so early, and with force, is magnified by the lethal sea bombard. Used on their own, they’re okay – used in stacks of four or five and they’re practically unstoppable. That means they’re wonderful sea defenders, and transports that can win half the land battle for your forces. I was getting solid use of a large fleet of Dromons well into the Industrial Age, both as a defensive intelligence net but also as a swarm of bombards that can substanially weaken any wooden-hulled interlopers despie the more than full age difference in technologies. Heck, they were useful against ironclads.
Catt
I played stock rules, demi-god level.
Weird AI research choices. We all know that the AI often researches optional techs when it would be better served by focusing on certain required techs. Many have also probably heard how the AI has devalued Literature quite a bit in C3C, too. Nonetheless, I still experienced what struck me as odd situations regarding AI research choices. In 400 ad, while I’m researching Navigation, three AI civs are building the Great Library; all three civs have already discovered Education. I researched Literature just after Map Making and built libraries as quickly as I could since I was running max research from move one. I never traded Literature despite requests and a demand to do so – I wanted to keep it to myself to aid in research, and keep it I did until the early middle ages (the Dutch discovered it when I was 2 turns from Education, whereupon I traded it around for available goodies).
Later in the game, I kept waiting for someone to discover Printing Press, Democracy, and Free Artistry. Russia finally did discover Printing Press – Catherine must have been as far as Electronics and Combustion in the tech tree at the time. I had just completed Mass Production and the Dutch were probably working on Flight at the time. No AI got to be a democracy until I was practically into the Modern Age.
No hard facts or certainty, but the optional government techs after Nationalism were either slow to be discovered or very slow to be put to use. The Dutch were the first to go Fascist in 1275 ad, about the time they had already discovered Combustion and Atomic Theory / Electronics. This despite hundreds of years of war, including cities changing hands, etc.
War Weariness Exploits I’ve never seen it present much of a problem before, but the availability of “war happiness” is a large potential exploit – I came to this view by exploiting it considerably in AU 501. AI civs declared war on mewhen they had absolutely no way to attack me – either because they hadn’t discovered Map Making or hadn’t discovered Astronomy and wouldn’t risk the seas. Additionally, given the AI’s well-known inability to launch a credible overseas offensive except in rare circumstances, I was content to stay at war (rather, my citizens were happy to stay at war ) with Japan for a long time (that one actually came back to haunt me) and with the Hittites for the better part of two and a half ages. With sufficient long range interceptors (from dromons to bombers), most AI invasions can be killed off or turned around before ever making landfall. So even a technologically competant foe presents little threat. In somewhat isolated starts where luxuries may be hard to come by, war happiness can be very valuable. Although unlikely to be changed, I think WH should degrade over time (10 – 20 turns) even if no “war weariness” actions eat into the net war happiness.
Power of Seafaring I said it in my DARs, and also said it on the forums before AU 501, and I’ll say it again – the reduced sinking chances are too powerful. Combined with the extra move for naval units, it’s wildly out of synch with other traits (although map dependent, of course). This map wasn’t particularly clear in showing it because one need only risk a few sinking chances to find everyone. With a seafaring civilization, a galley has a better-than-even chance to travel safely between coasts that are twelve tiles apart. Even with curraghs, covering such an expanse runs a sinking risk of less than 60%. With curraghs available from the start (because of starting with Alphabet) and a very strong chance to start on the coast, the opportunity for early exploration is immense.
Unlike expansionist, which is also a map-dependent trait to a great degree, seafaring also gets (i) cheaper “sea-related” improvements, and (ii) a bonus gold in the city center when built on the coast. When faced with a water-laden map like ours, the seafaring trait is huge – and I think many underestimate the single bonus gold available on the coast. In games that remain tight in the middle ages or even the industrial ages, that extra gold, once operated upon by city improvements like markets, banks, libraries, or universities, can translate into two gold per city – across 15 cities, that can be significant (I could buy an extra source of rubber for 40 gpt in my game – the seafraing trait, at the time of RP, was worth almost as much as a source of rubber!
Power of Dromons First time I’ve used these babies much, but they are monsters. On their stats, they seem relatively unremarkable – powerful yes, but not the dominating force I found them to be. The ability to bombard so early, and with force, is magnified by the lethal sea bombard. Used on their own, they’re okay – used in stacks of four or five and they’re practically unstoppable. That means they’re wonderful sea defenders, and transports that can win half the land battle for your forces. I was getting solid use of a large fleet of Dromons well into the Industrial Age, both as a defensive intelligence net but also as a swarm of bombards that can substanially weaken any wooden-hulled interlopers despie the more than full age difference in technologies. Heck, they were useful against ironclads.
Catt
Comment