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Old November 7, 2003, 04:13   #1
notyoueither
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Big Trouble in Little Roma
Finally clawed my way to Republic and have the govt switched. Quite a few of the good guys with silly hats ready to open the big can-o-whoopass on the Hittites. Great!

What's this? Net income of 5gpt with 0 tax and 10% slider? Rooh-ohh, better check out why. Well, Scoobie, it appears that each unit over 1 per town is costing me 2gpt.

The Civilopaedia says it should be 1gpt per trooper. Is this a bug?

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Old November 7, 2003, 04:30   #2
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I think that was changed in C3C I rembember reading that republic should now have 2 gc unit support cost.
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Old November 7, 2003, 04:43   #3
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You killed Republic. You bastards!
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Old November 7, 2003, 04:45   #4
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Old November 7, 2003, 05:08   #5
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Yep, Republic is now really a peace-time government. Unless you have a very serious economy, you aren't going to conquer the world under Republic
I've read Democracy only requires 1gpt per unit though.
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Old November 7, 2003, 05:41   #6
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Well damn. There goes that world crushing strategy. I had it down to almost an art. I could play Republic for the entire game at war and never feel serious war weariness unless something really unexpected happened.

Last game I played I rushed every single Medieval wonder while taking the oppo down one piece of skin at a time, and was ahead by 4 or 5 techs going into the Industrial Age.

Between this and MGLs not rushing Great Wonders, they've really gutted the war mongers.
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Old November 7, 2003, 07:17   #7
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yeah finally the Republic dominance has fallen, and now communism is actually playable. very strange as you would expect communism to be useless and republic to be all dominant. Finally there will be some variation in the game. Hooray!
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Old November 7, 2003, 07:30   #8
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Quote:
Originally posted by notyoueither
Between this and MGLs not rushing Great Wonders, they've really gutted the war mongers.
Not really, they just changed them.

The new Armies make warmongering easier as do the changes to Communism and the addition of Feudalism and Fascism.

You just can't use the old cheap strategy of expecting an ancient era government to be the best under all circumstances.
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Old November 7, 2003, 07:55   #9
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Quote:
Originally posted by notyoueither
Well damn. There goes that world crushing strategy. I had it down to almost an art. I could play Republic for the entire game at war and never feel serious war weariness unless something really unexpected happened.

Last game I played I rushed every single Medieval wonder while taking the oppo down one piece of skin at a time, and was ahead by 4 or 5 techs going into the Industrial Age.

Between this and MGLs not rushing Great Wonders, they've really gutted the war mongers.
MWAHAHAHAHA!! Looks like old strat cats need to learn some new tricks?

Seriously though, having just got the whole Republic = government for everything thing done in PtW, I am anxious about changing my ways too.

How does the AI respond now? Do they just go Demo where they can and Communism if they can't still, or are they flexible too?
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Old November 7, 2003, 08:14   #10
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Quote:
The new Armies make warmongering easier as do the changes to Communism and the addition of Feudalism and Fascism.
Feudalism doesn't seem like a warmonger's governement. War Weariness and 3gpt for every unit over the limit. Ouch.
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Old November 7, 2003, 09:21   #11
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I actually waited, switched to Feudalism (just to play with it... Monarchy may have worked better) and then switched to Republic once Navigation was researched and I could fill up the happy faces in the Marketplace with luxuries.

Now I'm cruising along just fine with Republic. I don't forsee any need to switch again; it wasn't nerfed that bad.
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Old November 7, 2003, 09:52   #12
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Republic does get free unit support: 1/3/4, right?

There is a big jump there when you start getting cities over size 6. That's the key. A few of those, and it can still work.

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Old November 7, 2003, 09:59   #13
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Republic does get free unit support: 1/3/4, right?

There is a big jump there when you start getting cities over size 6. That's the key. A few of those, and it can still work.

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Yes, and that makes all the difference; you just need to time your switch more carefully.
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Old November 7, 2003, 10:00   #14
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What bothers me still is the anarchy between government changes for non-religious civs. I haven't played a religious civ yet, so I don't know if their's is still a one-turn thing, but I was hoping for a narrowing of the difference.
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Old November 7, 2003, 10:05   #15
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Religous civs have a max of 2 turns now. Also, I've seen the AI choose Fuedalism when at war in the middle ages, and facism in the industrial era when at war (then switch to democracy - sometimes - when at peace).
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Old November 7, 2003, 18:43   #16
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Quote:
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Feudalism doesn't seem like a warmonger's governement. War Weariness and 3gpt for every unit over the limit. Ouch.
The unit limit isn't an issue if you've been playing an ICS strategy. Think about it, 20 small towns support 100 units for free. WW the same a Republic which nobody thought was that bad. In additon, since you can't rush with gold you probably have cash. In a lot of ways, Monarchy is better, but this is quite usable.
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