Next in the series...
Nationhood: It's a Trap!
So I'm rumbling along here in the smug knowledge that I can assemble an army out of thin air by the mere expedient of throwing money at build queues. With luck and the wise showing of force, I may well be able to continue to maintain "thin air" in lieu of an actual army. However much I might be living in a glass house, though, I think I want to throw some stones.
I am more and more thinking that there are few civics more misused than Nationhood and the draft. It is a dangerous, dangerous seductive civic that I think everyone should be very careful of using. I'll try to unpack the whys of that.
First, though, what are the benefits of Nationhood/drafting? Well, we've all read the recommendations and played with it in single player, the hammer efficiency is amazing. One pop for 110 hammers is an amazing deal, even two pop in RBmod has that rifle draftee looking dirt cheap. It's fast...neither cash rush not whipping gets what you want the turn of, so that's wonderful and heck, you can natural-build while you draft, too. Nothing will get you a huge army fast like the draft, nothing. The civic is also nice and inexpensive, and you get a nice +2
out of what should be a ubiquitous building.
..but that last one should clue you in on the problem. Drafting is sweetly addictive, press button, get
candy soldier. But it makes your people
mad, and the worst thing about it is, thanks to the barracks and going -1 pop,
the first hit is free. But if you're swapping into Nationhood to make an army, you need more than that first taste, so you draft again, and maybe (you poor bastard) again. And it's worse. You're getting +2
in every city with a barracks! Good luck swapping out again.
The thing is in Civ4, RBmod or base BtS, the weird little building called the granary makes growing a breeze. And it makes regrowth
fast. With a very few exceptions (all cities you don't want to draft at all), the limiting factor in draft recovery is happy, not food. A mass-whipped empire will recover faster than a mass-drafted empire, because it's all about the unhappy incurred.
There is a second, however, and perhaps even more fundamental problem with drafting;
it gives you sucky offensive units. Recall what I said about land wars, bad idea, competence? That's true for two-mover armies with all their innate mobility and built-in tendencies to wreck siege if they get the first blow. Now talk about waddling massive stacks of muskets/rifles/infantry? Only cripples, AIs, and players used to playing against AIs die to that. And even those will always be better taken on with mobility units.
Now Nationhood isn't always the wrong civic. It costs no upkeep, so for non-supercap owners it can be a very solid fit on purely economy marks; the happy boost, while dangerous to rely on, can be helpful while you are working on my permanent methods of redressing the problem. If you're a poor lost soul who has somehow found yourself on the path of the Spy Economy, obviously it is the One Right Choice civic.
Defensively, it is bar none the best civic in the world due to the rapidity of response it enables. If you have the Globe Theater by all means abuse that sucker, and of course Spiritual can make careful use of Nationhood for all the above much more carefully.
I'm not making a doctrinaire statement here like "never ever use Nationhood". But please, please be very cautious with it; it's such a good, good deal at first, but it will leave you washed up and emaciated if you get hooked.
[edit for Ceil's great EP point)