November 29, 2002, 19:58
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#1
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Chieftain
Local Time: 11:48
Local Date: November 1, 2010
Join Date: Oct 2002
Posts: 51
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What are the best 3 bonuses for a civ?
I cannot decide what to use for my civ. "Expansionist" is out since my custom map is not using goody huts or barbarians. Could a few of you give me your opinions?
Thank you so much!
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November 29, 2002, 23:59
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#2
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King
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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It depends. It depends on a lot of factors. What kind of game you want to play. Are you more of a builder or a warmonger? Do you like your bonus abilities to favor the early, mid, late, or all game?
There is no 'best'. My personal favorite (especially for MP or when I want a relaxing game at lower difficulties (Regent)) is Expansionistic.
I find Industrious to be the easiest for me to take advantage of, with religious a close second.
Play a few standard games and you'll be able to answer this yourself.
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November 30, 2002, 00:20
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#3
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King
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Wichita
Posts: 1,352
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expansionist, religious and industrious for me too.
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November 30, 2002, 03:06
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#4
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King
Local Time: 05:48
Local Date: November 1, 2010
Join Date: Sep 2002
Location: Our house. In the middle of our street.
Posts: 1,495
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For me, industrious, but I wish I'd avoided it at first.
Now, any game I play where I'm non-Industrious seems to drag on forever and my infrastructure is weeeeak.
Do yourself a favor - avoid industrious, at least to start with.
That said, My favorites are Industrious, Religious, and Commercial (*dodges the thrown vegetables - )
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November 30, 2002, 07:02
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#5
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Prince
Local Time: 21:48
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Newcastle, Australia
Posts: 834
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Most games, I just have to have the Militaristic trait. That one is my favourite. Cheaper barracks keeps the army fresh and on the move. Cheaper walls and coastal forts gets a strong defensive going quickly. Cheaper Airport makes it cheaper to establish foothold on the enemy continent after forcing your landing. And greater chance of promotions means more elites, and therefore greater chance of getting leaders. Since I've become much more of a warmonger, this is absolutely critical to my war efforts.
Second is Religious. Cheap temples and Cathedrals is enough, but then a mere single turn of anarchy means that setting the right government for peace/war time is quick enough to even make Democracy worth using.
Third is a tie between Commercial and Scientific.
As for Expansionist, it is only any good when playing on large to huge maps, with further limits to its strength on a standard map (the size I usually play)
And while Industrious is a very powerful trait, its nowhere near my favourite (though it used to be).
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November 30, 2002, 11:25
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#6
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King
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by LordAzreal
As for Expansionist, it is only any good when playing on large to huge maps, with further limits to its strength on a standard map (the size I usually play)
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I find that on standard maps it is usually a great trait. Where it falls apart is the really high difficulty levels. The computer players will have so many spare units that they will explore most of the world before your scouts get there.
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November 30, 2002, 13:18
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#7
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Prince
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Waterloo, Ontario
Posts: 687
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For me, it's scientific first. That way I get defensive units right from the start.
Second, industrious. And third is a tie between commercial and Militaristic.
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I AM.CHRISTIAN
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November 30, 2002, 22:39
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#8
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Warlord
Local Time: 07:48
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Fort Erie, Ontario
Posts: 254
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Industrious is obvious. For second I like religious (cheap temples helps a lot) or, lately, commercial. I seem to do well with Carthage for some reason so it must be a good combo.
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November 30, 2002, 23:00
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#9
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King
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Wichita
Posts: 1,352
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Ducki- That's exactly how I am with expansionist these days, any game I play with a non-exp civ seems to be just sooooo slow. I am addicted to that extra speed expansionist gives you.
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December 1, 2002, 01:26
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#10
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Warlord
Local Time: 06:48
Local Date: November 1, 2010
Join Date: May 2001
Location: of Pedantic Nitpicking
Posts: 231
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So... Industrious and Expansionist...
...and lo, we come full circle to liking the Americans once again?
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December 1, 2002, 12:12
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#11
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Chieftain
Local Time: 07:48
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Auburn Correctional Facility
Posts: 45
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First is religious for cheap, early temples. Next is militaristic for the cheap barracks and because I'm a warmonger. And third is a tie between scientific and industrious. I never find many huts so expansionist never works right for me.
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December 16, 2002, 21:38
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#12
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Settler
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Lost in a corn maze.
Posts: 2
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I like religous the most. I care about my culture more than anything. Next is militarieistic, for the cheap barracks. That's for war. Third goes to scientific. I like the free advance at the begining of each new era.
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December 17, 2002, 01:19
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#13
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Prince
Local Time: 05:48
Local Date: November 1, 2010
Join Date: Apr 1999
Location: IL
Posts: 576
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I think the Religious trait is a game-breaker. Since most players change govs at least twice, the civ with the religious trait essentially gets 8-10 bonus turns. That's 1-2 techs, on top of getting cheaper temples which increase culture, good in itself.
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December 17, 2002, 12:14
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#14
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Prince
Local Time: 04:48
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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jpinard,
It depends on your play style. Perhaps this table will help.
Builder WarMonger Half&Half
industrious x
expansionist
religious x
commercial x x
scientific x x x
militaristic x x
Builder needs: cheap culture, cheap scientific advances, and good economy.
Warmonger needs: cheap military, cheap techs, and just a few workers as most is going into military, thus industrious for workers.
Half&Half needs: cheap techs, good economy and military for current Era defensive military units.
== PF
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December 17, 2002, 13:23
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#15
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Prince
Local Time: 03:48
Local Date: November 1, 2010
Join Date: Dec 2001
Location: of the Sierra Nevada foothills
Posts: 527
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December 17, 2002, 13:25
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#16
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Prince
Local Time: 05:48
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Not where I was tomorrow, nor will be yesterday.
Posts: 471
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On huge maps I prefer Industrious and Commercial as I like to spend time building my infrastructure, and slowly building my military (I start out as a builder and wind up warmongering later). Smaller maps, I like Industrious and Militaristic. So Industrious has to be the most important, then it is a toss up between Commercial and Industrious.
I have tried all, traits, tho', and every one has its pros and cons.
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December 17, 2002, 13:54
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#17
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Prince
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Washington, DC, US
Posts: 548
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My playing style is best suited for Militaristic/Religious. To me this is hands-down the best combo, especially considering you'll likely get more GLs. They'll help you in wonder-building bigtime.
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December 17, 2002, 17:19
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#18
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Settler
Local Time: 11:48
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 26
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I never got into Expansionist much. With a lot of Civs and a high difficulty it just doesn't help much.
I thought Relgious was THE trait thanks to the Govt switching but Industious and Militaristic can be a powerful combo.
Scientific frustrates me because like expansionist it doesn't seem to help at higher levels and many opponents. I always fell behind in tech early and play catch up later on anyway.
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December 19, 2002, 00:41
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#19
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Emperor
Local Time: 03:48
Local Date: November 1, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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militaristic/idustrious, or militaristic/religious
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December 19, 2002, 00:46
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#20
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Deity
Local Time: 04:48
Local Date: November 1, 2010
Join Date: Feb 2000
Location: Las Vegas
Posts: 17,354
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I think religious goes on half and half.
Relgious is great for wars and for building things like temples/colesuem/chathedrals. And they also allow easy goverment change.
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December 19, 2002, 19:39
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#21
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King
Local Time: 06:48
Local Date: November 1, 2010
Join Date: Sep 2002
Location: Halloween town
Posts: 2,969
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Religious and expansionistic is the best combo.
No, I wont hear any of your other suggestions! lalalalalala!~
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:-p
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