Originally posted by Generaldoktor
...and this becomes increasingly likely (attack) in Civ 4 at the higher difficulty levels the dissenters are begging us to try; as with AOM.
...and this becomes increasingly likely (attack) in Civ 4 at the higher difficulty levels the dissenters are begging us to try; as with AOM.
Originally posted by Generaldoktor
So I find it a poor debating point....
So I find it a poor debating point....
...and it hinges on how you approach the game.
I tend to like to play minimalist. I do enough to get by. This is also my personality...ask my wife and kids how thrifty and cheap I am.
I tend to focus more on striving to create cultural and economic power as a priority - in fact I generally try to keep my military at a minimum. When I do invade in civ4, I oftentimes have many of my cities creating buildings while at war.
It's almost daring myself how close to the edge I can go...
I dislike long never-ending wars, simply because if I want that, I'll go play RTW.
And this is why I like civ4...because rarely is my approach specifically geared towards straight warmongering and conquest in that game. Warfare does play a part, but my goal is not to eliminate all the rival civs.
Contrast with AOM...
For the AOMers, warfare is the primary focus too...and it is also what drives their gameplay when playing civ4.
Since there is little in the way to motivate the player down different victory paths on the economic/religious/cultural side of things in AOM, the end result almost invaribly leads to ongoing war with somebody as the norm. (Angrybowen's science game notwithstanding...)
There's nothing wrong with that, but if I want warfare as the primary focus, I'll play RTW or AOEII.
And ask any AOMer what the prevailing AOM strategy is.
You get the response...get to, or above your city cap ASAP. Without fail, this is what will make or break you, or it determines how fast you will finish the game. I have yet to hear from the loyalists any other strat that does not include this as a MAIN goal.
And this is a hard and fast number...15 for Dynasty, 20 for City State, 25 for Republic, and so on...
So for the first couple of hundred turns in AOM, player focus is creating a steady stream of military units and settlers, with the occasional wonder thrown in. Most of the buildings are not worth the trouble of creating until your cities reach a size 6-8 and above. By t200, you should be at 20-30 cities.
It's utterly predictable - (and as a parallel, civ3 had the same exact problem. It falls into the trap of forcing a player to landgrab and settler vomit.) Sure, the details may change slightly from game to game (...ohhh, look, I got 3 settlers from goody huts this game - last game I only got 1...), but the overall strat does not. And this PRIMARY focus applies to both points and science victory.
You will find that after 200 turns, the bulk of your construction will still be military units, because slaves, cartels and tile improvements give you what you need economically.
At that point, I probably will not lose any cities to the AIs, and the main goal becomes surviving the Dark Ages (which to be truthful, is interesting to play out) and then getting enough cities to round out my score. This is what I mean by repetitive gameplay.
This is why after playing and modding CTP2 and AOM for the past 6+ years, I'm ready to move on.
Originally posted by Generaldoktor
A culturally rich, small civ in Civ is still going to get trounced at the high difficulty levels due to AI aggression and the superior military of large AI doing the aggressing.
A culturally rich, small civ in Civ is still going to get trounced at the high difficulty levels due to AI aggression and the superior military of large AI doing the aggressing.
Or to put it another way...how small can I be in the game and successfully get away with it.
And civ4 offers for me a greater degree of options in that area of gameplay than AOM, in that I can choose to play either small or large.
I cannot choose that in AOM. The game dynamics and city cap forces the player to continually expand the number of cities you own to win the game.
And so I ask...
...what is the prevailing civ4 strat along these lines - for a cultural, for a space race, for dominion victory??? It's a little more open-ended and vague (...at least to me, because I do not frequent the civ4 strat threads.)
I said that 'Bigger is Better...TM' is a hallmark of all TBS games, and it does show up in civ4 - after all you will generate more science, gold, food, military etc, the larger you are.
...but at the same time, civ4 can be won with smaller empires. (After all, it does have a OCC.)
This is not the case in AOM, at least by what I define as small. (again...this is a preference)
Since you have fewer cities in the early going in civ4, as opposed to AOM, you have more of a guns or butter decisionmaking process in civ4 as to what you will build too, especially if you make the decision to try to get multiple wonders (which sometimes appeals to me as a builder), or decide to approach the game from a purely cultural/religious/economic focus.
So the question is...
How many cities do you need by 1000BC...0AD...1600 AD...1800AD in civ4 - to ensure success?
For a culture victory...for a domination victory...for a science victory???
From what I can tell, there is no clear cut answer. And I like that.
And are there different PRIMARY paths to achieve those goals?
Example...you do not have to attack a civ4 city to take it over...the use of culture can take over cities too.
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