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Au Mod: The Expansionist Trait

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  • Au Mod: The Expansionist Trait

    It's clear from the polls posted in the strategy forum by kobo1d that the Expansionist trait is considered far and away the worst trait.....and needs to be in expert hands to be exploited to its full potential. It is very map dependent, and the usefulness of the Scout all but disappears after the very early game.

    One simple way to improve this trait is to make Granaries half-price. This would add some power and make it more attractive to human players, while also providing expansionist AI civs the ability to grow faster, which is what this trait should be all about.

    Thoughts?
    So if you meet me have some courtesy, have some sympathy and some taste
    Use all your well-learned politesse, or I'll lay your soul to waste

    Re-Organisation of remaining C3C PBEMS

  • #2
    Half priced granaries would make them WAY over-powered. Besides, I do not think that you can edit the game in order to affect the CIV traits.

    Ision
    Civilization is the progress toward a society of privacy. The savage's whole existence is public, ruled by the laws of his tribe. Civilization is the process of setting man free from men.

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    • #3
      I think the expansionist trait is one of the most powerful traits in the game, actually. For sure the most underrated.

      Even if you do not exploit your trait to its fullest potential, you can at least scout the area around your starting location and determine the best city locations without sacrificing much growth. Missing that wheat tile near your capital can actually slow your growth by 50% in the beginning of the game. Finding that luxury before the AI claims it can save you lots of gpt towards entertainment. Finding that great second city location early can allow you to build a road to it and plop your first settler there immediately. Realizing that you are stuck in a small island early can influence your research choices...

      Traits with early advantages like Expansionist, Agricultural, and Industrious are so strong because the early bonus gets multiplied as your civilization grows. It hardly matters if a civilization gets no bonus after the ancient age, if the early bonus has done its work.
      Last edited by alexman; May 3, 2004, 09:56.

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      • #4
        if you do not exploit your trait to its fullest potential
        I think this is one of the reasons folks seem to underrate Expansionist.
        That, and playing on maps not suited to it - while some will restart Ag civs until they get fantastic river starts, I don't think you see as many folks setting Expansionist up on Large maps with large landmasses.

        That said, I think a quick read of Aeson's "On Scouting...." might help change some minds about the trait, or at least show how to more effectively use it.

        With C3C, I think traits like Industrious and Military are not nearly the leaders they once were.
        "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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        • #5
          I know there's not much support for this - I made this suggestion on the basis that the AU mod is to partly help balance things, and not necessarily only for players at the top end of the scale.

          Anyway, I looked in the editor and thought that if I flagged the expansionist trait for the Granary, just as Libaries and Uni's are flagged for scientific, it would give half price Granaries. On checking later it didn't seem to make any difference. Does anyone know what these flags are for?
          So if you meet me have some courtesy, have some sympathy and some taste
          Use all your well-learned politesse, or I'll lay your soul to waste

          Re-Organisation of remaining C3C PBEMS

          Comment


          • #6
            Yes, for city improvements, they are for what you think they are for, except that they don't work for traits that don't already get some sort of half-price building.

            For Great Wonders, they set the Golden Age triggers.

            For Small Wonders they do absolutely nothing.

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            • #7
              Alex,

              Even if you do not exploit your trait to its fullest potential, you can at least scout the area around your starting location and determine the best city locations without sacrificing much growth. Missing that wheat tile near your capital can actually slow your growth by 50% in the beginning of the game. Finding that luxury before the AI claims it can save you lots of gpt towards entertainment. Finding that great second city location early can allow you to build a road to it and plop your first settler there immediately. Realizing that you are stuck in a small island early can influence your research choices...
              Traits with early advantages like Expansionist, Agricultural, and Industrious are so strong because the early bonus gets multiplied as your civilization grows. It hardly matters if a civilization gets no bonus after the ancient age, if the early bonus has done its work.
              A perfectly accurate and concise summary of Expansionist as a triat. (my favorite trait).

              Bravo-

              Ision
              Civilization is the progress toward a society of privacy. The savage's whole existence is public, ruled by the laws of his tribe. Civilization is the process of setting man free from men.

              Comment


              • #8
                If one wanted to slightly enhance the expansionist trait, it should be possible to replace the settler with a settler-like unit that has 2 movement points. This would allow for somewhat faster city founding and also would permit limited movement of the starting 'expansionist settler' without delaying your first city.
                "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                • #9
                  2-move settlers have high exploit potential as combat units, especially combined with railroads. 1-turn wipeout of an entire empire, anyone?

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                  • #10
                    Originally posted by alexman
                    2-move settlers have high exploit potential as combat units, especially combined with railroads. 1-turn wipeout of an entire empire, anyone?
                    Ironically, if we somehow convinced the AI to space its cities a little tigher, 1-turn wipeouts would become pretty standard in the Cavalry/Railroad era.

                    And her eyes have all the seeming of a demon's that is dreaming...

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                    • #11
                      One notable but minor exception: A Small Wonder marked as Militeristic can be started or switched to under a mobilization. Those without that flag can not be started on switched to under mobilization.

                      Originally posted by alexman

                      For Small Wonders they do absolutely nothing.
                      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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                      • #12
                        The best way to enhance the expansionist trait is to give the scout a defense of 1. This at least gives the scout a little hope of staving off those barbarian ambushes (or play on a sedentary barbarian map). If this is done then the Inca scout should be reduced to a 10 shield unit.
                        * A true libertarian is an anarchist in denial.
                        * If brute force isn't working you are not using enough.
                        * The difference between Genius and stupidity is that Genius has a limit.
                        * There are Lies, Damned Lies, and The Republican Party.

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