Millennia

Millennia

View Stats:
Interactions between National Spirits and interesting strategies
I've still got an hour to kill and I am on a roll. Therefore, National Spirits.

Age II

Ancient Seafarers
Got a coastal start? Ancient Seafarers gets a lot of cash, decent production and very fast XP-generation. Food is a byproduct of your cash generation via shells (also doubled by Almadraba), no other investment in food is necessary.
Does require a generous amount of improvement point though, bricks are a must.
Can buy buildings and culture events by the boatload, therefore expanding fast to three or four well-built integrated regions, but has no innate culture generation.
Further expansion should go towards the land side, apart from shells all water tiles are pretty much useless.
Weirdly, the shell dyer improvement sucks. 1 XP and 6$ for 1 food and one pop is just a bad trade when docks get 1 XP, 5$ and 2 prod for one pop and Amadraba'd fishing boats get 12$ and 10 food for one pop. Those improvements can also be upgraded later.
Not a lot of interactions with later National Spirits.

Naturalists
I seem to be an exception, since I rate Naturalist very high by now. Wasn't always the case, this National Spirit is a sleeper and requires an unusually specific starting point. But if those conditions are met, it may be the best economic Age II National Spirit, only rivaled by Mound Builders in the long run.
The reason is simple: One additional food, one housing and 0.5 culture per forest tile (aka the best tile in the first place) without any improvement point requirement matches pretty much any improvement benefitting from another National Spirit and is head and shoulders above other improvements. And Naturalists can put 90-100% of their first 15 pops in those forest tiles while maintaining 200% growth
Age IV and V research can outcompete those tiles, but by that time, your economic head start should be rock solid, with a whole bunch of fully build integrated regions transforming to your Age IV National Spirit.
Cash and XP is a bit of a problem, but your homeland being sandwiched in between coast and forest solves that, especially if you get a pasture or two as well.
Later, Explorers benefit a lot from Naturalists, with their Explorers being much, much faster sprinting through any forest. Crusaders or Khans theoretically as well, but well, you will lack cash for those.
In Age VI, scholars become available. And your cities are just perfectly set up for lumber towns feeding the book industry

Wild Hunters
I'll be honest. I dislike Wild Hunters. They are a weak military National Spirit losing out against Raiders and Warriors and a weak economic National Spirit losing out against Naturalists, Mound Builders and Ancient Seafarers.
The main problem is that bow hunters need to be hard produced instead of being spawned via XP. For a National Spirit that has very low production income, that's just a waste of building capacity.
The food and culture bonuses on raw meat don't work with kitchen either and there are no upgrades to the hunter camp, limiting long term value
Improvement points and XP are ok, but don't save the National Spirit.
Still better than God Kings though.

God-King Dynasty
That one is bugged. No influence on stone blocks despite that being ostensibly the main benefit, basically leaving 2 production via limestone and one single weak (even compared to standard improvements) pyramid per integrated region. That's pretty much nothing.

Mound Builders
The other strong economic National Spirit, though more long term than Naturalists. Burial Mounds are exceedingly strong. Culture, improvement points, sanitation. Food Rationing negates the need to work food jobs. Most pops will be gainfully employed instead of maintaining growth for a long time - if the National Spirit is fully skilled. Which is the issue. Gathering Engineering XP in Age II and III is quite, quite difficult, making Mound Builders more of a midgame thing.

Olympians
The other midgame thing, but for research and XP instead. Early on, culture income isn't very high, and you need to fully skill the National Spirit as well as place at least two envoys to turn the Olympic Games into a net benefit. But after you did, research, cash and three XP types are more than sufficiently supplied.

Messengers
A niche, but one I like. Early on, it will grant your homeland an exceedingly high population gainfully employed while getting you a nice chunk of outposts/tambos generating a lot of XP.
Will require a ton of improvement points though, with at least six clay mines and kilns each.
Later on, ties very well into Theologians, since you have the outposts already available and monasteries work independently from number of vassals or integrated regions. Spice Merchants as the other outpost based National Spirit is flat out wrong though, since 90% of it's benefits either don't work on tambos, double up on diplomatic features or work at cross purposes creating new vassals after getting rid of the old ones.
The niche is single city with outposts, but Messengers get that niche to rock.

Raiders.
Zerg rush. That's it. Incredible fast snowball hard-stopped by Crossbowmen in Age III. Take your winnings and go home.

Warriors
The longterm variant. Very strong units, but a lot fewer. Will level up all units passively. Ties nicely into chivalry, with the option to dub experienced peasants, as well as having conquered a lot of vassals earlier.


Age IV

Chivalry
The vassal National Spirit. Get vassals. Improve vassal populations. Get units per vassal. Get more vassals.
Secondary line in castles, but that is somewhat minor.

Theologians
Research, cash, culture. A lot of it, largely independent of your population or any vassals.

Crusaders
Conquest. Extremely strong units, but they don't play nice with leaders, as those will be focused down first in a crusader army.

Khans
Sucks. Too late to compare to Raiders, too weak to compare to Crusaders, Chivalry or Shogunate.

Engineering
Makes the best production lines even better. Not much to say about it.

Siege Masters
I haven't found their use case yet. Not much of an economic benefit so far, and militarily can't compete with Crusaders, Chivalry or Shogunate. I'm open for ideas and experiences.

Shogunate
Integrated regions. 10% on everything per integrated region and ecent military. I find it boring, but it is effective.

Spice Merchants
The peaceful vassal strategy. Produce Diplomacy XP. Found another cassal without spending pops. Get various ressources.

Exploration
The research rush. Nobody else will blaze through the next two or three ages as fast as the Explorers. And a vast technological advantage is a power of its own.


Age VI

Colonialism
Vassals. Again. Also, outposts (or rather: colonies). Many and powerful ones. Spends a lot of culture powers, does not play well with rivals for that unique ressource.

Commanders
The first all-round military National Spirit without a counterplay due to overspecialization. Wanna conquer the rest of the world? Commanders.

Mercenaries
Weirdly, that one is actually very diplomatic. The mercenaries themselves are extremely powerful and start at max level. But they don't improve, they can't protect leaders and they cost a ton.
But they do provide a decent amount of powerscoe and you can support you (potentiall) allies (and patsies) with those incredibly potent units for additional benefits for you, increased opinion - and an army that's only useful against somebody else.

War Priests
Meh. Jaguar Warriors are ok, but lose out against Commanders and Mercenaries, Jungle sucks, Pyramid Temples suck, Human Sacrifice sucks. Only benefit is the religious conversion on victory. If you go for a violent Age of Harmony victory, maybe it's worth it.

Great Masters
Guild Training Arts power and Golden Age Culture power. The rest is ok at best, but those
two rock - if you have a lot of regions.

Engineering
Innovation, innovation, innovation - and a way to generate power without resources. Many innovation events are quite powerful. Not all regions or ages will have the resources to power good late age improvements.
Will block your culture powers though.

Sultans
Another one for the single city + outposts strategy. It's just more pops to work those refinement improvements provided by outposts.

Exploration
Many integrated regions. Improves the second best production line (aka books). The culture power is kinda meh though.


Age VIII

Flower Child
Prevent the Age of Wasteland, should you be behind in research. The other benefits are kinda meh.

International Finance
The last National Spirit for vasasal gameplay. Not particularly powerful though, since it doesn't directly affect the victory conditions and you're quite late in the game.

Political Science
Get more pops. A lot more pops. From somebody else. Ties nicely into Age of Archangels, peaceful at that.

Media Conglomerate
I don't get them. Unrest, ideology, information, that's growth supporters, but too late in the game to truly matter. Anybody got them to work?

Pop Culture
Culture events every other round - at the very least. Ties very well into Age of Transcendence.

Engineering.
Better towns. A nice chunk of power for free. Space-saving improvements. If you suffered from spacing issues for the entire game, that one is the solution right at the end.

Silicon Valley
Late game research monster, mostly unaffected by ressource shortage.

Exploration
If you haven't picked up a good culture power, now is your last chance.

Nuclear Superiority
You want the Age of Wasteland. You get the Age of Wasteland. No more, no less.

Special Operations
Eight ages deep and you still haven't conquered the world? Or maybe you are in the Age of Generals? Last chance. Very strong airforce, forward spawns of strong line units, weakening enemy armies. All very strong options. But honestly? It's Age VIII+, you should have it in the bag.

In the end, Age VIII National Spirits rarely matter anymore. That's the home stretch.
Age II sets the base for the strategy, largely dependent on environmental factory, Age IV ties that into a coherent strategy, deepening the specializtion or negating weaknesses and Age VI closes the bag.

Your thoughts?
< >
Showing 1-15 of 27 comments
I like to play either Wild Hunters (if I have many planes tiles nearby) or Mound Builders (if I have many grassland tiles nearby), followed by Explorers. I usually play on huge maps so that Wild Hunters and Explorers are guaranteed to find a lot of fodder on the map. If I start in a really heavily forested area I may also pick Naturalists, but that choice I do only reluctantly since they turn out to be somewhat weaker than the other two, at least in my games. I think the main reason is that you tend to get no production bonus from the foresters around your level 2 towns though this is not the only reason.

I absolutely don't agree with your assessment of Wild Hunters. I don't see them as a military National Spirit, though you have a military component with the bow hunters. I have usually absolutely no problem in building many of them, and playing on huge maps, I have usually many spots where I can send them to harvest exploration XP and improvement points. They are a very powerful tool within the power triangle of production, improvement points, and science. At any rate, I develop much faster with them compared to Naturalists. Wild Hunters give you a fast start with food and culture, and you need only few improvement points to do so (hunting camps cost only 6 IP, only half of the cheapest other improvements). Of course, starting somewhere in age 5 or 6, you may start to replace them, but by then the fast start has already paid off a huge multiple of that investment.

I usually try to play peacefully, so that I seldom pick military National Spirits. I once tried Raiders and found them quite strong - you need to play them utterly aggressive, though, to get the most out of them. You should be the first in Bronze Age, pick them, and go for the military tech in that age asap, then conquer everyone you can reach in time. On a 2-continent map, you should be able to defeat all 3 AIs with the help of them in a very short time. Note that this National Spirit is self-reinforcing since fighting generates more war XP. Afterwards, you can play relaxedly.

I never played Ancient Seafarers so far, At a conversion rate of 10 wealth = 1 production, wealth is extremely weak. Usually, I need wealth just to feed my armies and to pay for chaos events. Starting in the late early game / early midgame I may buy or rush something in my non-vassal region capital cities, but only every now and then (because of the conversion rate you cannot do this often). Putting my population into production is much, much more efficient. If I get 4 prod with 1 pop this would translate to 40 wealth with 1 pop I would have to harvest to get the same amount of production power.

Explorers are the strongest National Spirit in age slot 4 (at least on huge maps). Reasons:
  1. You can play them independently from whatever National Spirit you picked in age slot 2. Start with the ideal "Remote Camps". Since you get 60 exploration XP and 40 knowledge from each remote camp (even more in later ages), you can unlock all other ideals of this National Spirit very fast, even if you generate almost no exploration XP per turn in you regions.
  2. Unlock the knarr and build at least one. The knarr can spit out one explorer per turn for a flat price of 25 exploration XP (no increasing cost).
  3. Keep building explorers until you can't support them anymore financially. Since explorers are age 5 units, they give you a hefty increase in your power score (at least in age 4). Usually, this increase of my power score keeps AIs at bay for at least 2 to 3 ages.
  4. You can promote explorers to leaders. Thus you can have age 5 leaders already in age 4 which is quite powerful.
  5. Loot all the natural landmarks before someone else does (everyone can have explorers in age 5, so you have one age to snatch away as many expedition rewards as possible from your opponents).
  6. Doing expeditions, choose always the options where you get something. Don't pay. Don't care about bad chances. If you need to repeat the expedition you can harvest even more domain XP and wealth. Note that you can have a band of 4 explorers at a landmark to go through all 4 steps of an expedition during a single turn.
  7. Use bands of 4 explorers to ransack all remaining barbarian camps. You can heal an explorer on the spot just by paying 5 exploration XP.
  8. During age 4, explorers are a military might to reckon with. They have a low morale, but apart from that, they are very strong (and note that they get a verterancy level per expedition step). You can use them even in late game wars to kill off demoralized troops of your opponents or to delay the advance of hostile troops. Their low morale let's them survive most of the time, and you can just heal them completely with exploration XP if you are not within your own territory.
  9. Loot the remote camps aggressively. Enjoy being catapulted to age VI in doing so (on huge maps). This should put you ahead even of Grandmaster AIs. Going from there, I usually never lose the technological lead, even against Grandmaster AIs.
  10. With the tons of XP you harvest with this National Spirit you can develop fast in many aspects - and you do so quite early. It is a good foundation for the transcendency victory, as was already mentioned by this threads creator.
  11. Later edit (I forgot): Knarrs can cross deep water, so on island and continent maps you can reach each landmass and ransack it with your explorers. Since the knarr can spit out explorers you can have a decent military strength on other continents one age earlier.
Last edited by Dissenswurst; Feb 6 @ 10:28pm
Getting level 2 towns and a bunch of foresters takes a decent chunk of investment. Early game getting improvement points is hell.
Naturalists don't need improvement points nor do they need to dedicate any pops to food production. Putting basically anybody on forest tiles is quite different from any other National Spirit, getting >90% net benefit per job lot instead of putting 70-80% of your pops on pure maintenance jobs.
Building any improvements beyond the 2-4 you built in your homeland during the Stone Age actively hurts you if done before you are halfway through Age IV. Your strategy needs to change accordingly.

Yes, wealth has a bad translation factor to production (about 4$ instead of 1 production in buildings and job lots and the mentioned 10:1 while buying stuff) - but it can be used everywhere and Ancient Seafarers just plain get a metric ton of it.
One pop in a fishing boat on shells gets you 10 food (already 50-100% better than any other food production job) and 12 wealth on top. You should try it, it's very different from other early strategies and quite fun.
chaney Feb 4 @ 5:18pm 
That the better choice is usually situational makes this game my favorite 4x of all time. Forget the always best meta that you read about, or the exploit someone on YouTube shows how to abuse. You get to play a game where you actually evaluate the situation and make meaningful decisions. Finding the interactions is great fun. I usually want to know how everything works up front, but the hidden information in this game (Innovations in particular) have made experimenting very satisfying. Thanks for another thoughtful thread.
Originally posted by ikarus_87:
Getting level 2 towns and a bunch of foresters takes a decent chunk of investment. Early game getting improvement points is hell.
Naturalists don't need improvement points nor do they need to dedicate any pops to food production. Putting basically anybody on forest tiles is quite different from any other National Spirit, getting >90% net benefit per job lot instead of putting 70-80% of your pops on pure maintenance jobs.
Building any improvements beyond the 2-4 you built in your homeland during the Stone Age actively hurts you if done before you are halfway through Age IV. Your strategy needs to change accordingly.
I do so. That is the main point of this game. They are playable but nevertheless they are a bit slower than the other two.

Originally posted by ikarus_87:
Yes, wealth has a bad translation factor to production (about 4$ instead of 1 production in buildings and job lots
What do you mean by that? "in buildings and job lots"? I have no idea what you're talking about.

Originally posted by ikarus_87:
and the mentioned 10:1 while buying stuff) -
AFAIK that is the only conversion rate.

Originally posted by ikarus_87:
but it can be used everywhere
That is the reason why I usually compute 95 wealth to be worth 10 production because of the versatility.

Originally posted by ikarus_87:
and Ancient Seafarers just plain get a metric ton of it.
One pop in a fishing boat on shells gets you 10 food (already 50-100% better than any other food production job) and 12 wealth on top. You should try it, it's very different from other early strategies and quite fun.
The problem is that you need to find a fitting spot for your capital near the coast with enough forest so that I can build my usual forest town with at least 4 forest around it. 12 wealth translate only to 1.2 production. The food is impressive, but without a healthy production your development will be rather slow. One forest with a forester on it gives me 2 production in total as soon as the town is upgraded to a lumber town without even investing a pop - and you need 20 wealth to compensate that. You need to be able to build the buildings in the capitals fast which helps every aspect of the game so much. High production is the main motor (as in every 4X game I played so far). The power triangle of production, improvement points, and knowledge increases production fastest (everything else is increasing fast as a byproduct).
Originally posted by Dissenswurst:
Originally posted by ikarus_87:
Getting level 2 towns and a bunch of foresters takes a decent chunk of investment. Early game getting improvement points is hell.
Naturalists don't need improvement points nor do they need to dedicate any pops to food production. Putting basically anybody on forest tiles is quite different from any other National Spirit, getting >90% net benefit per job lot instead of putting 70-80% of your pops on pure maintenance jobs.
Building any improvements beyond the 2-4 you built in your homeland during the Stone Age actively hurts you if done before you are halfway through Age IV. Your strategy needs to change accordingly.
I do so. That is the main point of this game. They are playable but nevertheless they are a bit slower than the other two.
[/quote]
I disagree, but ok, valid opinion.

Originally posted by Dissenswurst:
Originally posted by ikarus_87:
Yes, wealth has a bad translation factor to production (about 4$ instead of 1 production in buildings and job lots
What do you mean by that? "in buildings and job lots"? I have no idea what you're talking about.

Originally posted by ikarus_87:
and the mentioned 10:1 while buying stuff) -
AFAIK that is the only conversion rate.
[/quote]
Early improvements without ressource requirements tend to have either two prod, one prod and one improvement point, three food or five gold and one XP if worked. Comparing them, later improvements and even buildings, though those are more difficult to compare due to different tech levels sets a cough comparison between job efficiencies. It's roughly 16$=8 food = 4 prod/improvement points = 2 XP = 1 research. Culture starts out about the same as XP, but doesn't improve very much with tech level, ending up way more valuable than research in later ages. Manufacturing side, not expenditure.
Import prices would be another measurement and is roughly in that ballpark as well, but that's obviously quite limited.

Originally posted by Dissenswurst:
Originally posted by ikarus_87:
but it can be used everywhere
That is the reason why I usually compute 95 wealth to be worth 10 production because of the versatility.
[/quote]
I rate it way higher, since it can be spent on underdeveloped regions to raise them to the current tech level in just one round (theoretically). That region can be literally a hundred times as valuable in one round instead of naturally growing for literally hundreds of turns.

Originally posted by Dissenswurst:
Originally posted by ikarus_87:
and Ancient Seafarers just plain get a metric ton of it.
One pop in a fishing boat on shells gets you 10 food (already 50-100% better than any other food production job) and 12 wealth on top. You should try it, it's very different from other early strategies and quite fun.
The problem is that you need to find a fitting spot for your capital near the coast with enough forest so that I can build my usual forest town with at least 4 forest around it. 12 wealth translate only to 1.2 production. The food is impressive, but without a healthy production your development will be rather slow. One forest with a forester on it gives me 2 production in total as soon as the town is upgraded to a lumber town without even investing a pop - and you need 20 wealth to compensate that. You need to be able to build the buildings in the capitals fast which helps every aspect of the game so much. High production is the main motor (as in every 4X game I played so far). The power triangle of production, improvement points, and knowledge increases production fastest (everything else is increasing fast as a byproduct).
One one side, the other benefit of Ancient Seafarers is +2 production per harbor. That's as much as a forester, copper mine or limestone quarry. On top of the preexisting 5 $ and 1 XP.
On the other hand, mining towns with clay pits are quite useful early on, if the National Spirit doesn't provide a way to deal with improvement points.
Or you find that forest at the coast. Those spots aren't particularly rare.
Originally posted by Dissenswurst:
I like to play either Wild Hunters (if I have many planes tiles nearby) or Mound Builders (if I have many grassland tiles nearby), followed by Explorers. I usually play on huge maps so that Wild Hunters and Explorers are guaranteed to find a lot of fodder on the map. If I start in a really heavily forested area I may also pick Naturalists, but that choice I do only reluctantly since they turn out to be somewhat weaker than the other two, at least in my games. I think the main reason is that you tend to get no production bonus from the foresters around your level 2 towns though this is not the only reason.

I absolutely don't agree with your assessment of Wild Hunters. I don't see them as a military National Spirit, though you have a military component with the bow hunters. I have usually absolutely no problem in building many of them, and playing on huge maps, I have usually many spots where I can send them to harvest exploration XP and improvement points. They are a very powerful tool within the power triangle of production, improvement points, and science. At any rate, I develop much faster with them compared to Naturalists. Wild Hunters give you a fast start with food and culture, and you need only few improvement points to do so (hunting camps cost only 6 IP, only half of the cheapest other improvements). Of course, starting somewhere in age 5 or 6, you may start to replace them, but by then the fast start has already paid off a huge multiple of that investment.

I usually try to play peacefully, so that I seldom pick military National Spirits. I once tried Raiders and found them quite strong - you need to play them utterly aggressive, though, to get the most out of them. You should be the first in Bronze Age, pick them, and go for the military tech in that age asap, then conquer everyone you can reach in time. On a 2-continent map, you should be able to defeat all 3 AIs with the help of them in a very short time. Note that this National Spirit is self-reinforcing since fighting generates more war XP. Afterwards, you can play relaxedly.

I never played Ancient Seafarers so far, At a conversion rate of 10 wealth = 1 production, wealth is extremely weak. Usually, I need wealth just to feed my armies and to pay for chaos events. Starting in the late early game / early midgame I may buy or rush something in my non-vassal region capital cities, but only every now and then (because of the conversion rate you cannot do this often). Putting my population into production is much, much more efficient. If I get 4 prod with 1 pop this would translate to 40 wealth with 1 pop I would have to harvest to get the same amount of production power.

Explorers are the strongest National Spirit in age slot 4 (at least on huge maps). Reasons:
  1. You can play them independently from whatever National Spirit you picked in age slot 2. Start with the ideal "Remote Camps". Since you get 60 exploration XP and 40 knowledge from each remote camp (even more in later ages), you can unlock all other ideals of this National Spirit very fast, even if you generate almost no exploration XP per turn in you regions.
  2. Unlock the knarr and build at least one. The knarr can spit out one explorer per turn for a flat price of 25 exploration XP (no increasing cost).
  3. Keep building explorers until you can't support them anymore financially. Since explorers are age 5 units, they give you a hefty increase in your power score (at least in age 4). Usually, this increase of my power score keeps AIs at bay for at least 2 to 3 ages.
  4. You can promote explorers to leaders. Thus you can have age 5 leaders already in age 4 which is quite powerful.
  5. Loot all the natural landmarks before someone else does (everyone can have explorers in age 5, so you have one age to snatch away as many expedition rewards as possible from your opponents).
  6. Doing expeditions, choose always the options where you get something. Don't pay. Don't care about bad chances. If you need to repeat the expedition you can harvest even more domain XP and wealth. Note that you can have a band of 4 explorers at a landmark to go through all 4 steps of an expedition during a single turn.
  7. Use bands of 4 explorers to ransack all remaining barbarian camps. You can heal an explorer on the spot just by paying 5 exploration XP.
  8. During age 4, explorers are a military might to reckon with. They have a low morale, but apart from that, they are very strong (and note that they get a verterancy level per expedition step). You can use them even in late game wars to kill off demoralized troops of your opponents or to delay the advance of hostile troops. Their low morale let's them survive most of the time, and you can just heal them completely with exploration XP if you are not within your own territory.
  9. Loot the remote camps aggressively. Enjoy being catapulted to age VI in doing so (on huge maps). This should put you ahead even of Grandmaster AIs. Going from there, I usually never lose the technological lead, even against Grandmaster AIs.
  10. With the tons of XP you harvest with this National Spirit you can develop fast in many aspects - and you do so quite early. It is a good foundation for the transcendency victory, as was already mentioned by this threads creator.
I'm on my first game that's going well and I stumbled upon explorers because I had a few right around my land and OMG they are SOOOO overpowered. It's also crazy that failing at exploring the natural wonders seems to be A LOT better than actually completing them. I was building up XP like crazy for all of my categories. Then like you said once you're done, just recall them and have a level 5 leader teleported to your base.
Last edited by wildcardbitches; Feb 6 @ 5:58pm
Originally posted by ikarus_87:
Originally posted by Dissenswurst:
I do so. That is the main point of this game. They are playable but nevertheless they are a bit slower than the other two.
I disagree, but ok, valid opinion.
That was my experience when I tried them. Of course, it is possible that I didn't play them optimally.

Originally posted by ikarus_87:
Originally posted by Dissenswurst:
What do you mean by that? "in buildings and job lots"? I have no idea what you're talking about.

AFAIK that is the only conversion rate.
Early improvements without ressource requirements tend to have either two prod, one prod and one improvement point, three food or five gold and one XP if worked. Comparing them, later improvements and even buildings, though those are more difficult to compare due to different tech levels sets a cough comparison between job efficiencies. It's roughly 16$=8 food = 4 prod/improvement points = 2 XP = 1 research. Culture starts out about the same as XP, but doesn't improve very much with tech level, ending up way more valuable than research in later ages. Manufacturing side, not expenditure.
Import prices would be another measurement and is roughly in that ballpark as well, but that's obviously quite limited.
Hm. I don't care much about what would be 'equal' in terms of what I could get from 1 pop. I just rate production, research, and improvement points extremely high. Of course, I also want to have as many needs as possible at 200%, but sometimes that's just not possible, or it is more important to finish the next high value building asap (like buffed palazzi if you picked the republic government). The power triangle of production, research, and improvement points is very much self-reinforcing, and everything else is growing fast as a byproduct.

Using this as my main strategic principle, I was able to win a game on turn 189 via the transcendency victory (huge inland-sea map against 7 expert level AI opponents). Though there might be even better strategies I think this is already quite efficient.

Originally posted by ikarus_87:
Originally posted by Dissenswurst:
That is the reason why I usually compute 95 wealth to be worth 10 production because of the versatility.
I rate it way higher, since it can be spent on underdeveloped regions to raise them to the current tech level in just one round (theoretically). That region can be literally a hundred times as valuable in one round instead of naturally growing for literally hundreds of turns.
I usually use internal trade to accelerate the development of new regions. And of course I just plainly buy buildings there if I have the money. But I can do that only seldom during the first half of the game and much more aggressively during the later stages of the game when you earn tons of money per turn. Overall, raw production power accelerates the game more than just to be versatile. At least, that's my opinion.

Originally posted by ikarus_87:
Originally posted by Dissenswurst:
The problem is that you need to find a fitting spot for your capital near the coast with enough forest so that I can build my usual forest town with at least 4 forest around it. 12 wealth translate only to 1.2 production. The food is impressive, but without a healthy production your development will be rather slow. One forest with a forester on it gives me 2 production in total as soon as the town is upgraded to a lumber town without even investing a pop - and you need 20 wealth to compensate that. You need to be able to build the buildings in the capitals fast which helps every aspect of the game so much. High production is the main motor (as in every 4X game I played so far). The power triangle of production, improvement points, and knowledge increases production fastest (everything else is increasing fast as a byproduct).
One one side, the other benefit of Ancient Seafarers is +2 production per harbor. That's as much as a forester, copper mine or limestone quarry. On top of the preexisting 5 $ and 1 XP.
On the other hand, mining towns with clay pits are quite useful early on, if the National Spirit doesn't provide a way to deal with improvement points.
Or you find that forest at the coast. Those spots aren't particularly rare.
Ok, that's interesting. I should give them a try. And I always forget about those clay pits counting for a mining town. Making use of that should increase my playing strenght quite a bit. Thanks!
Last edited by Dissenswurst; Feb 8 @ 11:30am
Originally posted by wildcardbitches:
I'm on my first game that's going well and I stumbled upon explorers because I had a few right around my land and OMG they are SOOOO overpowered. It's also crazy that failing at exploring the natural wonders seems to be A LOT better than actually completing them. I was building up XP like crazy for all of my categories. Then like you said once you're done, just recall them and have a level 5 leader teleported to your base.
"stumbled upon explorers because I had a few [landmarks (supposedly)] right around my land" sounds as if you don't explore aggressively enough (though this depends on the map size). On huge maps, the first thing I research is Scouting. I need as many scouts as possible asap. You get a huge return on investment since you find so many units, domain XP, culture, knowledge, improvement points, production, innovation, and wealth in the goodie huts. And I want to know all of the map. So I go for an aggressive exploration. Later, when I take the National Spirit Explorers, I already know most of the landmark locations, even if these should be far away or in my opponents territory. Since a huge number of explorers increases your power score extremely during age 4 you should be able to make peace with all AIs and have open borders with them due to your insane power score so you can get to all of these landmarks. And if you run around with armies of 4 explorers, your opponents won't attack them so easily (during ages 4 and 5 at least), since they're quite strong.
Last edited by Dissenswurst; Feb 14 @ 3:30am
Hard disagree on your opinion of Wild Hunters. In the right situation, they are broken. You don't get Wild Hunters for their units. They're not a military pick. Period. Bow Hunters can be alright with a couple spear, but they are SLOW AS ♥♥♥♥. You're better off throwing hunters onto resources just outside your city ( or if you're hard pressed for production, throw it on an unimproved deer/elephant so your population can focus on not-food ). Most of the time bow hunters will run if targeted by strong barbarians so they can be solo.

No, what you get Wild Hunters for is if you have deer nearby. 3-4 deer in age 2 with Wild Hunters is outright broken in how much they can do for you. Get elephants, and you get explore exp. You can finish the WIld Hunter tree in age 2, which only a few other spirits can do.

However, what really sets them aside isn't even the deer and the elephants. There are clusters of livestock around the map - THOSE go absolutely bonkers once you start tiering them up as their meat also gets its culture and improvement point bonus.
chaney Mar 5 @ 5:34pm 
Full up Hunters are as strong as *Crossbows* (very strong for the time) and very very inexpensive to make and maintain. They can hold territory and support armies pretty well ... even in the late game a few of them to flesh out some armies is useful. Cheap eyes that give income ... very appealing if you have game for them, even if it on another continent.
Again, I'm commenting on their speed. They are good in Age 2, but the op is right. They can be very expensive productionwise. They also have a unfortunate habit of only supporting the capital they're built in... and you can't change it.
chaney Mar 5 @ 6:55pm 
They are sure not air cavalry or mechanized infantry ... but so often you don't need a lot of speed. I've found them to be sound support pretty late if you need to defend a broad front for example. Defend a line with forest and hills and you can use them for support while you focus modern line and mobile units ... it gives you an edge. In the early times, they are straight up Crossbow equivalents but cheap to make and maintain, and they come with production when not in war.

Expensive productionwise??? They do have to be "built" but it doesn't take much. With Innovations they get bonuses that pour in XP, IP, money, and Culture. For PURE military, they are probably not as strong as the Military Spirits of the time, but the other value they provide be pretty huge. Raiders are useless after their brief rush. Warriors are not cheap to make, and their value fades but slower than Raiders. Compared with their conventional contemporaries, they are not expensive, let alone very expensive, but in fact inexpensive. The IP they provide will quickly improve Production to eclipse their own production cost.

I do wish their hunting could be assigned to other Cities.

Having tried lots of different spirits, it's hard each time to not take Hunters if there are plains around ... but I consider them to be so strong as to be very nearly an early game win.

Good to discuss the different points of view, I sure get things wrong sometimes. Love the way this game changes the situation and lets you adjust each game. Super excellent piece of design. The differing ideas on what "is" the OP meta show this off well ... more than almost any other similar game this one does that well.
Originally posted by shoobers:
However, what really sets them aside isn't even the deer and the elephants. There are clusters of livestock around the map - THOSE go absolutely bonkers once you start tiering them up as their meat also gets its culture and improvement point bonus.
Culture yes, improvement points no. Those are limited to hunting camps. With the culture bonus, raw meat is (slightly) better than delicacies - but only slightly and only with the first kitchen, not its upgrades. You can make an argument about salted meat, but going for Age of Blood is way better with one of the martial National Spirits.
And a slight improvement is not worth your first National Spirit.

As for finishing the National Spirit in Age II, that pretty much applies to any National Spirit except Mound Builder and Olympians. Unless you're spending many of the XP on the powers the National Spirit grants, but that is its own reward and one Wild Hunters cannot provide.


Their problem is that they sit in the middle of all strategies, a true master of none:
- Not military enough to go conquering
- Not enough of an early economic boost to carry a substantial amount of the early economy and get strong regions out of them
- Not enough staying power to get benefits in the midgame
- A very heavy production investment no other National Spirit requires before the regions can provide a decent amount of production
- Gambling with elephant spawns, which may or may not appear only after committing to Wild Hunters
Originally posted by ikarus_87:
Their problem is that they sit in the middle of all strategies, a true master of none:
- Not military enough to go conquering
That is only half true. Early on you can use them even for conquering.

Originally posted by ikarus_87:
- Not enough of an early economic boost to carry a substantial amount of the early economy and get strong regions out of them
This is just plainly wrong. They add substantially.

Originally posted by ikarus_87:
- Not enough staying power to get benefits in the midgame
Huh? My Bow Hunters usually make into the endgame.

Originally posted by ikarus_87:
- A very heavy production investment no other National Spirit requires before the regions can provide a decent amount of production
That's wrong. If that was true why am I able to win games with them before turn 190?

Originally posted by ikarus_87:
- Gambling with elephant spawns, which may or may not appear only after committing to Wild Hunters
That's true. But you won't take them if you hadn't enough deer sitting around.
Originally posted by Dissenswurst:
Originally posted by ikarus_87:
Their problem is that they sit in the middle of all strategies, a true master of none:
- Not military enough to go conquering
That is only half true. Early on you can use them even for conquering.
With 20 movement, low defense, no heal and no way to spawn reinforcements close to an advancing frontline, not on a relevant scale.

Originally posted by Dissenswurst:
Originally posted by ikarus_87:
- Not enough of an early economic boost to carry a substantial amount of the early economy and get strong regions out of them
This is just plainly wrong. They add substantially.
Not without investing 24 production into each bow hunter. Production that's pretty much only availabe in the homeland and sorely missed upgrading the buildings therein.
Nor are the upgrades to meat particularly strong. An upgrade, yes, but delicacies are almost equal.
Which leaves the improvement points. But many Age II National Spirits have a way of dealing with improvement points and the ones that don't have almost insane benefits otherwise. Or both, I'm looking at you, Moundbuilders.

Originally posted by Dissenswurst:
Originally posted by ikarus_87:
- Not enough staying power to get benefits in the midgame
Huh? My Bow Hunters usually make into the endgame.
Being purely present or providing a measurable benefit?

Originally posted by Dissenswurst:
Originally posted by ikarus_87:
- A very heavy production investment no other National Spirit requires before the regions can provide a decent amount of production
That's wrong. If that was true why am I able to win games with them before turn 190?
Because sub 190 turns is good, but not reliant on always picking the best choice. Especially since I remember you playing mostly Explorers in Age IV, who shave off 30-50 turns on their own and work pretty much independent from the state of your economy.
< >
Showing 1-15 of 27 comments
Per page: 1530 50