just an idea from a relative CivIII newbie:
it seems really dumb to talk about civ strengths one at a time. I mean, you get *two* of them with every civ, so why not talk about them in combination?
Now, obviously some strengths are *in general* stronger than others, but what I'm trying to talk about in this thread is what combinations of strengths work in synergy (i.e. 1+1=3) instead of just co-existing.
For science, while it co-exists very well with other traits, seems to have synergy with religious and militaristic.
Religious: very simple, cheap culture, works for a culture win or for simply absorbing border cities.
Militaristic: Couple reasons- if you're gonna be a militaristic civ, you're gonna have more wars than the average player
This means two things: the strengths of warare magnified, and the weaknesses of war are magnified. The militaristic trait does a good job of maximizing the strengths, but it does *not* minimize the weaknesses. What are the weaknesses of war?
(1) Production. You make more units, duh. This means you've got fewer shields to spend on infrastructure.
(2) Gold/Science. War weariness means more luxuries, which means less gold and less science. Many players seem to give up on science entirely during war time.
add a science trait. Free up resources with the cheap improvements. save gold by not having to buy advances. Improve science by, well, having more libraries and a bonus tech at each age.
This may not get you ahead in the science race, but it'll cover up the soft underbelly of the militaristic player.
Any thoughts? *Please* respond, I need feedback.
it seems really dumb to talk about civ strengths one at a time. I mean, you get *two* of them with every civ, so why not talk about them in combination?
Now, obviously some strengths are *in general* stronger than others, but what I'm trying to talk about in this thread is what combinations of strengths work in synergy (i.e. 1+1=3) instead of just co-existing.
For science, while it co-exists very well with other traits, seems to have synergy with religious and militaristic.
Religious: very simple, cheap culture, works for a culture win or for simply absorbing border cities.
Militaristic: Couple reasons- if you're gonna be a militaristic civ, you're gonna have more wars than the average player
This means two things: the strengths of warare magnified, and the weaknesses of war are magnified. The militaristic trait does a good job of maximizing the strengths, but it does *not* minimize the weaknesses. What are the weaknesses of war?
(1) Production. You make more units, duh. This means you've got fewer shields to spend on infrastructure.
(2) Gold/Science. War weariness means more luxuries, which means less gold and less science. Many players seem to give up on science entirely during war time.
add a science trait. Free up resources with the cheap improvements. save gold by not having to buy advances. Improve science by, well, having more libraries and a bonus tech at each age.
This may not get you ahead in the science race, but it'll cover up the soft underbelly of the militaristic player.
Any thoughts? *Please* respond, I need feedback.
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