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Quantitative Analysis of Civ Traits

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  • Molotov99
    replied
    I am very fond of expansionist civs. Having the scout so early in the game i find very useful in setting my early city sites, for contacting other civilizations and finding most of the goodie huts. How would you factor the extra gold/shield values obtained by being the first civ to find all the others thereby trading your way to more and more advances and making cash from trading communications. Also by finding prime city sites early you can rush your settlers into place. Pair it with any of the others, personally I like commerce so play England.

    Thoughts from sunny England
    Rich

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  • Arrian
    replied
    That, in my opinion, is the major reason to play an industrious civ. The early boost to the land-grab phase. Quicker mines and roads around the capitol, and then roads out toward city sites. That can seriously speed up expansion.

    -Arrian

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  • art_vandelai
    replied
    biggest benefit of industrious

    Don't forget the fact that all civ's get a worker right from the start. If that worker builds a road and a mine right away, you are that much closer to building that first settler.

    E.g. your city has 1 tile of grassland with shield being worked at the start of the game. It will take 10 turns before you gain a pop point, and 5 turns to build a warrior.

    An industrious civ will build a road and mine in 5 turns, a non-industrious will build them in 9.

    That means 4 extra shields right in the beginning few turns of the game that can increase the speed with which you can build settlers. The roads will increase the speed that your settlers arrive at the places you want to found cities.

    Multiply that by the number of turns until your road and mine/irrigation network is completed (usually mid-Industrial era) and you get one heck of a bonus that goes beyond just the shield savings from making fewer workers.

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  • Dimension
    replied
    Originally posted by rah
    While I've loved the discussion, I still have to go with Mil and rel.
    Leaders are big ticket and anything that helps gets them is important.
    RAH
    I think more and more people are starting to agree that Religious is by far the strongest trait, because it has two huge benefits:

    1) cheap temples = happy cities and fast culture
    2) no anarchy = dynamic govenment for war/peace/forced labor

    The other traits depend on playstyle, but I think the major benefit for Industrious makes it better overall. That is, faster workers = less workers and faster roads/lumberjacking. Also very significant is the fact that Religious / Industrial is a huge help in the early game, whereas Expansionist is really the only other trait that helps out early on. A quicker early game gives you the edge for the entire rest of the game.

    Commercial and Militaristic are good on paper. Corruption is brutal in the late game, and extra leaders directly translates into more wonders. The problem is that the benefits of Commercial and Militaristic are rather low. Corruption is not reduced much, and your chances of getting a leader isn't raised much. Compare this to Industrious, which gives you a full doubling effect on all workers.

    I would have to say that, in a way, Religious does a better job of reducing corruption than Commercial does, because of the easy use of forced labor, the production of which totally ignores corruption. Likewise, Industrious helps you complete wonders faster because you can lumberjack palaces twice as fast.

    Still, overall, Commercial is a good choice for the more peaceful, research-driven player looking for space victory in the late game, and Militaristic is no doubt a suitable choice for the ultra-aggressive conqueror. There are also some nice UU's which make weaker traits acceptable.

    The real deciding factor for me is that most traits aren't things you miss a lot. I like the Greeks just fine, and the Hoplite is great, but when playing another civ, I don't often find myself saying, "Wow, corruption was a lot lower with the Greeks!" or, "Man, that really hurts having these universities take a couple more turns!" After playing with the Egyptians, though, I do personally find myself in a worse early-game position playing other civs, thinking, "Hey, I could've had another settler but I'm having to build more workers just to get roads done in time," or, "This completely sucks that I can't change governments, because the Romans won't even talk to me so I can end this war, and my Democracy is about to go into massive riots!" Those are things that really do hurt.

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  • vmxa1
    replied
    Speaking of switching Govs, I would like to see a study on their relative values. If you want to war most of the time, why not stay in despot until communism? One switch. If you your prefered form of gov is say republic, how much is it worht to you over say Monarch or Despot or even communist in peace, in war. If you do not know what you give up or what you gain to be in a given form of government, how can you make a determination? What is the cost if you are in a form that your civ dispises? Curently I tend to get to the form that my Civ prefers and avoid the one they don't, but I am not sure if it matters, it should are else why have a preferred or dispised form? I will avoid Dem most of the time as war is problem for it. In civ2 you knew you gave up the boost to research

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  • rah
    replied
    Yes there is some truth in that, but I would have had to change at least 6 times anyway. So that's at least 30 turns of anarchy saved. monarchy, rep/maybe, democ, and then switching for 2 or three major wars.

    I have problems with prolonged wars in Democ and find it easier to drop into comm. for the blitz. Allowing to rush build those temples and cath to expand culture, harbors to connect to trade networks, and Airports for support troops. Using excessive pop from cities instead of just wasting it while you starve it down, makes too much sense. Then make peace and back to Democ.

    RAH
    Anyway, it's just a big ticket item that I love having.

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  • Fitz
    replied
    Actually rah, I think you're doing that calculation the wrong way. The trait allowed you to switch 12 times instead of 2 times. That's the real value, not the 60 turns of anarchy.

    Or maybe it's just too early in the morning for me.

    Leave a comment:


  • rah
    replied
    While I've loved the discussion, I still have to go with Mil and rel.
    Leaders are big ticket and anything that helps gets them is important. Rushing temples for cheap is helpful but ONE TURN ANARCHY is another big ticket. All the others are helpful (except for expansionists) but they're all nickle and dime. I want big ticket items. I changed government over a 12 times in my most recent game. (granted if I hadn't been rel, I would have not done it as often,) but it would be tough for any characteristic to make up for 60 turns of anarchy.

    RAH

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  • Dimension
    replied
    I don't really have too much of a problem with Hoplites causing an early GA. The AI usually isn't dumb enough to attack a fortified Hoplite that would easily win. The Greeks actually have a later GA than most good civs, because Religious or Industrious civs have a real problem with wonder-induced GA's.

    Colossus = religious / expansionist
    HG = industrious
    Oracle = religious
    Pyramids = industrious / religious
    Great Wall = militaristic / industrious

    I'm usually working on Pyramids / Colossus / Oracle by the time I've got my fifth or sixth city down. There isn't much chance of any Religious civ saving their GA for later if you're building wonders.

    An early GA is another thing that looks like a VERY bad thing in terms shields/gold, but it's not really that bad when you look at it in terms of turns saved. As long as I've got 8 or 9 cities down by the time Colossus / Pyramids triggers my GA, I'm not disappointed.

    I agree that Industrious vs. Commercial depends on style. Industrious is for aggressive players and Commercial is for peaceful players... although the faster workers might make more people lean towards Industrious.

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  • vmxa1
    replied
    Dimension, I agree with you on the Sci vs Religous, it is an easy call. The Industrious vs Commerical is a tough one to call. You can make the choice come down on the side of the Civ you want for your style. Commercial and Rel if you want India or Egypt or Rel/Ind. One thing that bugs me is that you may have to take a Civ that has a UU that you would rather not have (no editor). I am not saying it is a bad UU, just say I do not want an early golden age so I would rather not have Immortals as they will win a battle right away. I would like it if you you trigger the GA when you want to after you have earned it. Hoplites are the same way, you get a GA before you can even put four cities together, unless you avoid using them. It negates their value if you can not use them.

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  • Dimension
    replied
    The biggest problem with trying to equate civ traits directly to shields or gold is that it skews things completely in favor of traits that are better in the late game.

    For example, compare Religious to Scientific. By straight comparison, you can see that science buildings cost more than religious buildings, therefore Scientific saves you more shields than Religious. The huge problem is that you generally don't have pop-1 cities building 160-shield Research Labs. By the time you're building Universities and Labs, you've got things rolling pretty well, and you're only saving a couple turns, but (especially on higher difficulties), Temples are essential for even the smallest cities. It's common in the early game to be making settlers and have your cities going back down to 1 population. When those pop-1 cities are producing 3 shields and you decide you need to start making Temples to grow your cities and expand your borders, Religious will make the difference between 15-turn Temples and 30-turn Temples.

    Then you can compare the secondary ability of Scientific and Religious. A free tech every era isn't actually a big deal, but the "Statue of Liberty" effect is huge. First, as other people have mentioned, you get the benefit of being able to switch governments when you're at war, instead of trying to make peace to accomodate your government. Besides that, though, you actually do get at least a couple "free techs" just because you're making beakers while another faction would be in anarchy, not to mention shield production.

    Forced labor makes Religious even better, if that's possible. Rushing a Temple with 1 population instead of 2... well, that's obviously good. Religious buildings are the ones that need rushed the most. Religious civilizations can also do late-game forced labor by switching governments. If you've got a lot of cities with a lot of food, or if you've got conquered cities with angry citizens who are useless anyway, Religious lets you switch governments, use forced labor, then switch back.

    So, directly relating traits to gold/shields has made Scientific look better than Religious, but if you relate the traits in terms of turns saved, Religious is much better than Scientific, and Religious also opens up the option of a "dynamic government" playstyle which is in no way practical with a non-Religious faction.

    In SMAC/SMAX, Scientific was a great trait because it gave you an extra free tech at the very beginning of the game, and it increased the speed of your research by 20%. In Civ3, Scientific is a pretty lame trait that doesn't speed up your research at all.

    While talking in terms of turns is more practical than talking in terms of gold/shields, it is also a fact that speed in the early game is more important than speed in the late game, which skews things even more in favor of Religious (and Industrious, below).

    The gold/shield analysis also made Commercial look twice as good as Industrious, but look at it in terms of turns and when the benefit takes place. Faster workers is more of an early-game benefit, while lower corruption is more of a late-game benefit. Your size-6 city bonuses don't take effect till the mid-game, but you can still say that faster building (extra shield) is more of an early-game benefit, and faster research (extra commerce) is more of a late-game benefit. So, for Industrious, faster workers means less workers, which means more population for settlers, which means faster early expansion.

    Whenever you're in a tough situation, think about how different things would be if you had saved a few turns by building your temples a little faster, or building your settlers and roads a little earlier. You'll usually see that things would be much easier. The early game is where speed matters, and it's where the most important decisions are made. I think this makes the Egyptians extremely good, especially for my playstyle, and especially on Emperor/Diety. Obviously, there are a few UU's that are easy to exploit and make other factions stronger for certain playstyles... If you want to get some practice in the late-game, the Greeks are certainly the best for playing a defensive science-driven game. Hoplites a so good, I often don't even need to upgrade them until I start making Modern Armor.

    I'm not saying the early game is the only determining factor in your success or failure. If you're a good diplomat, you're relying on the development of other civilizations just as much. Completing your early infrastructure isn't going to change how long it takes you to trade for an important tech, unless you're considering the time it takes to complete roads and how that speeds up moving your scouts around. This is the only argument I can really think of that makes Expansionist sound any good.

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  • Pyrodrew
    replied
    Originally posted by Libertarian
    Plus, the workers can quickly build a dynamite infrastructure of roads and railroads that make defensive war a breeze. Zzzzappp! You move your unit from one end to the other instantly to defend key tiles. All the while, these roads are contributing to internal resources (shields, food, etc.).

    Workers also can be a great assistance in wartime, literally laying down the roads and railroads as your army advances. They can swarm a newly conquered city and build it up to full capacity in just a few turns.

    In a recent game, I was ambushed by the Aztecs. They just attacked out of the blue! Using my workers as a sort of collective tool and my extra income, I was able to crank out a force sufficient not only to repel the Aztecs, but to follow them back into their territory and pillage the hell out of everything they had.
    Exactly! Similarly, I was swarmed by Aztecs (3rd largest) & Iroquois (his high-tech sidekick), however his 20 Cavalry & the Iroquois 10 Cavalry coming would overpower my 1-2 Infantry I had guarding my southern roaded cities. So I ditched my plans to take coal from the Zulus & I bought coal from the Russians. Non-industrious workers set up rail in 2 turns... my Americans (Industrious) did it during that turn! There is NO "in 1 turn" set up time for Industrious workers! This makes Industrious workers 3x faster in some cases! Very useful for "need right now" railroads. Result, my railroads were set up so fast, my forces (now a majority) quickly repeled the attack, pushed both Iroquois & Aztecs back, & took some of their cities as well... because of a very efficient & fast built railroad. Leaders, cheap religion, & scouts wouldn't have helped. Less corruption & cheap science may have let me discover Steam Power sooner, but that wouldn't have made me buy the coal from the Russians (if they had it) any sooner. Likewise if I was not attacked I could have focused my industrious workers on building railroads around only my main cities & wonders instead. Thus, Industrious isn't "2nd tier" not only for it's "crank power" as Libertarian & others have stated, but because it provides the flexibility & speed for unexpected surprises that the others cannot.

    As far as Early Game - guess who is producing settlers the fastest. Enough said.

    I have to agree that Expansionist Bonus is the weakest link tho.

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  • Fitz
    replied
    Re: Double counting & wonders

    I think you have to count the affect of the Wonder as well as the shield cost in determining the value of a leader rush. Here's why:

    The shield cost is shields used to produce the wonder. If you get it earlier, you can use those shields to build something else instead. Thus, you must count the value of those shields. They are effectively free shields, not shields that would have been payed eventually anyway.

    The early affect of the wonder is also not something you would have been getting anyway. If it takes 100 extra turns to build that wonder, you have lost those turns of affect. Once you get the wonder, you have to stop counting this, as the affect will be there anyway (assuming you would have beaten the AI to it). This is part of the value of getting the wonder earlier.

    Basically, think of it like this. Assume the Pyramids (ignore incorrect values for it, just think free granaries). I get the wonder right now, as opposed to 100 turns from now (300 shields later). For this price, I get:
    1) 300 shields worth of production in that city.
    2) 100 turns worth of granary affect (double growth in all 25 cities). Figure out a way to value that pop.

    However, you do not include the shield value of a granary, because you would have gotten that anyway when you built the Wonder 100 turns later.

    That's not double counting, it's single counting.

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  • B-line
    replied
    ...this relative worth all depends on the map type you are playing, and the difficulty setting. The game empthasis changes dramatically when you move off the standard world map.

    At the hardest settings city moral is extremely important and hard to maintain, and corruption ins the early game can be crippling.

    With raging barbarians selected, strong defence is needed very early from large stacks of mounted barbarians.

    In a small map, technologies are cheeper, exploration faster and the number of cities you will end up with (hence corruption) greatly reduced.

    In an archepelico map, opportunities for military conquest are generally post-poned till sea travell is well established and defence can be scalled down.

    With one large contentent, military strength can be very pivatol.


    I have found the following holds for small island maps...

    Expansionist: next to useless. Great for newbies at low difficulties and big maps, but just doesn't cut it at the harder levels.

    Militaristic: Handy for geating leaders early.. Dominating the better World wonders construction early always leads to an easy win, also dominating another player early can be very satisfying (and rewarding) but If you start on your own little island then you will get little benifit from this skill.

    Religion: Cheap temples and cathedrals are worth their weight in gold at the higher difficulty settings. Typically a towns production will be greatly curtailed due to too many dicontented citizens. To compensate you will either up luxuries (loosing research), building more warriers to squat in each town...waisting precious time, or turning off production (very painfull)
    Of cause I always rush builds temples and Cathedrals as soon as I can do it for just one population point. With this skill I sometimes revert back to depotism so I can rush build for my newer towns. Also as you build these items quickers, your culture grows earlier. I have found this skill to be the best "early game" skill available.

    Industrialist: Faster workers sounds great, but in reality, in the early game my one non-industrial worker per town keeps up the towns growth demand, wonce you hit size six and can grow because of the lack of aquiducts then its cheep and fast to pump out a few more. by the time I get round to clearing those cursed jungles I usually have so many workers spare I can stack them up and clear each square in one or two turns. The extra production point for large cities is only valuable in the late game, where it is less valuable. ... Although it can mean the diffenence between building that essential wonder before the other players, or not.

    Scientific: cheaper libraries and universities, means you build them fasters, so you the extra research points sooner..this results in a tech rush in the mid game. This can be important for having the technological edge in battle of even for getting sanitation earlier. Also as you build these items quickers, your culture grows earlier. Each free tech, normally save you between 4-6 research turns.

    Commerce: I haven't tried this yet, But here is my usual early game situation .. one or two central towns with good production , and all my other town with so much corruption they only produce one shield no matter what territory surrounds them. If commerce allows them to have two shieds, this would double all my production in my outlying towns.

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  • ThaddeusAlexander
    replied
    Yay! persians 4 Evr !!

    Thanks for all of your hard work and thought ...

    ~Alex

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