(November 5th, 2018, 01:28)Krill Wrote: Players have that be careful after they see starts for the first time so they don't come across as whiny little bitches, so...
Thanis for the map Mardoc

(November 5th, 2018, 10:41)Krill Wrote: People think that Boudicca is the ultmate warmonger. She isn't. If you pick Boudicca, you actually have to play "Civ City" and spend all of the time and effort managing and growing the economy. And then, if you reach the late game and you have a good enough economy, you win.
EXP balances out those weakness in a leader/civ combo. Shaka doesn't need to focus on the economy so much, because he spends less on workers so he can spend those hammers on military. Old Bismark could focus on getting that early wonder without getting run over 30 turns later by HA. Pacal can get his cottages down faster and more easily, and get them grown sooner. It lets Izzy build an empire so there is more to micromanage, more to wring out of it via civic abuses. EXP covers the weaknesses and lets the other trait be used more, and that is why it is a good trait.
Re: Boudica - Keeping up in expansion is a full time job, especially if you have easy-REX trait neighbors, but a job that can be managed if done correctly. You pay full price for early game expansion, leaving fewer resources available to harass neighbors with military like you really want to do, but you are also able to get away with borderline/aggressive settlements because no one wants to mess around with permawar Boudica even if all you have is a paper cutout army. That's a dead end road to mediocrity at best, and elimination at worst. Expansion traits (IMP/EXP), alternately, let you settle cheaply enough that you have spare hammers to invest in actual military but the difference is that you HAVE to build that military, or metagame perfectly wrt your neighbors and hope/be confident that they won't invade and take your stuff. Of the two, it's always cheaper to bluff your way into good expansion. Boudica just lets your bluff be more credible and not worth the risk of getting into a gristle-chewing contest if someone tries to call the bluff.