Archived from groups: alt.games.civ3 (
More info?)
On 8 Nov 2004 16:03:56 GMT, "Kevin 'Keeper' Foster"
<thekeeper@canada.com> wrote:
>P12 <nowhere@all.com> wrote in
>news:m05to09jaepfjuv6ijors2pi270hu8l00e@4ax.com:
>
>> On 7 Nov 2004 18:25:33 GMT, "Kevin 'Keeper' Foster"
>> <thekeeper@canada.com> wrote:
>>
>>>P12 <nowhere@all.com> wrote in
>>>news:78nso0hdehqmu2oc5trld1uvffi54hr18b@4ax.com:
>>
>>>> I agree that America has the worst special unit and they also
>>>> have the worst trait of expansionist. Egypt's special unit is
>>>> week
>>>
>>> I agree that America has the worst UU, but I think it's because
>>> they
>>>have the best traits. Industrial and Expansionist.
>>> I'm curious why you think it's the worst trait? IMO, the free
>>> scout
>>>alone makes it worthwhile as it starts you off 5 turns (build time
>>>of scout) ahead of the non-expansionist tribes.
>>
>> The scout can only move two squares over flat land. Through
>> jungles and mountains it is the same as any other unit.
>
> But the point is that you start with it. Everyone else has to spend
>the first 5 turns building a warrior.
The scout's speed is good too. But the next part is the key thing.
>> Barbarians will go out of their way to find an kill them. Goodie
>> huts are not as good the higher up in level you play. Many of the
>> things you find in goodie huts are worthless. I would rather just
>> trade for the tech later in the game. Most of the time I just
>> find barbarians or an area map.
>
> Expansionists don't find barbarians. Ever.
Never from huts, and they have a much better chance of getting
settlers from huts. "Wild" barbarians are a hassle, though, as the
scout has no defense.
Even so, the huts *are* a major factor if your map is large enough
to give you plenty of them. It is possible to collect all the ancient
era techs from huts, and actually run ahead of the AI in tech early in
the game, even on higher difficulty levels.
OTOH, small land masses and bad luck can cripple expansionist civs.
Their edge is entirely in the early game, and unless they get enough
from it they are weaker due to the lack of any continuing advantage.
Most of the others have something which helps later in the game.
>> This all of course depends on your playing style.
>
> That's true. But IMO the most valuable commodity in Civ (any turn
>based game) is the turn itself. Because of the cumulative nature of
>these games, the earlier you can save a turn the more difference it
>will make in the end. And you don't get any earlier than "starts
>with".
Plus it is nice to see a goodie hut as goodies only, never any
dangers. If you start with one within range, you can even send your
scout out to grab it right off. Get another settler, and you're a big
step up - I think that is the best early result. In fact, if you have
enough huts in range, you can skip building settlers yourself.
Note, it helps a lot to know that you can't get settlers from huts
if you have or are building a settler.
--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>