I've been playing a mini-tourney with Arrian and Sir Ralph, and I thought I'd chime in with the virtue of being Militaristic (and Religious).
I'd not played as Japan for a while, and forgot how powerful the Rel / Mil combo is.
As it happens, the game we've been playing looks much like an Arrian-fest... take control of your continent, be a builder there, and, following the US Navy motto, go to foreign lands, meet new people, and kill them.
Aside from the straight-out benefit of more promotions, more elites, more GLs, let's look at the other benefits. They seem to primarily benefit aggressive, far-off expansion, where captured or even newly-built cities will suffer greatly from corruption.
* Harbors: I haven't done so many intercontinental wars before... harbors are CRITICAL to get resources distributed, both to the newly conquered distant cities, and back to the mothership (in this game at least, my initial intercontinental invasions have been for luxuries). Cheap as dirt, even when dealing with 1-shield cities.
* Barracks: Again, critical for an expeditionary force. Cheap, cheap, cheap. Also, important for healing of naval units.
* Airports: Haven't gotten that far in this game yet, but I live in mortal terror of the enemy disrupting my shipping routes. In the current game, I've literally got a string of Battleships and Destroyers protecting the primary route.
Sidenote: Militaristic makes STAOW unnecessary.
Add to EITHER Religious or Scientific for quick culture builds, and you've got a warmonger winner.
As a plug for Japan (you're welcome, Arrian), Rel+Mil+Samurai (4d) are one of the best intercontinental invasion packages one could ask for.
I'd not played as Japan for a while, and forgot how powerful the Rel / Mil combo is.
As it happens, the game we've been playing looks much like an Arrian-fest... take control of your continent, be a builder there, and, following the US Navy motto, go to foreign lands, meet new people, and kill them.
Aside from the straight-out benefit of more promotions, more elites, more GLs, let's look at the other benefits. They seem to primarily benefit aggressive, far-off expansion, where captured or even newly-built cities will suffer greatly from corruption.
* Harbors: I haven't done so many intercontinental wars before... harbors are CRITICAL to get resources distributed, both to the newly conquered distant cities, and back to the mothership (in this game at least, my initial intercontinental invasions have been for luxuries). Cheap as dirt, even when dealing with 1-shield cities.
* Barracks: Again, critical for an expeditionary force. Cheap, cheap, cheap. Also, important for healing of naval units.
* Airports: Haven't gotten that far in this game yet, but I live in mortal terror of the enemy disrupting my shipping routes. In the current game, I've literally got a string of Battleships and Destroyers protecting the primary route.
Sidenote: Militaristic makes STAOW unnecessary.
Add to EITHER Religious or Scientific for quick culture builds, and you've got a warmonger winner.
As a plug for Japan (you're welcome, Arrian), Rel+Mil+Samurai (4d) are one of the best intercontinental invasion packages one could ask for.
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