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A Solution to Population Sacrifice.

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4 years ago
May 4, 2021, 8:26:22 PM
ritchiaro wrote:
KurouRingo wrote:
martinovich89 wrote:
MetallicGeranium wrote:

Agree very much with this sentiment. There's no logical reason why when I'm apparently killing off thousands of people per turn there shouldn't be some penalty associated with it. Forced labour in its current state just makes agrarian affinity ridiculously op, and all the other affinities are basically irrelevant if you want to build an insanely powerful civ.

I have to say Olmecs are the most ridiculous in my experience. Because you will have control over the whole continent without even fighting, and will have every resource, so incredible money, science, production, food, and a very early world religion. It is very very strong.
Agrarian is also very strong due to the use of population, but it doesn't allow for this crazy early expansion that will probably bottleneck your empire later on.
I mean, with the Olmecs as starter, i can have 35 territories by turn 110, all attached to a town, with control over all harbors / resources available.
While as agrarian, i will be more powerful earlier, but I will eventually struggle to expand that much.

The difference is that, in reality, assuming human players, Harappans will be stronger than Olmecs, with Olmecs you'll paint the map and your outpost will become free money for your neigbors because you just realisticaly won't have enough ressource to have units guarding them while waitingo attach them or create cities. Meanwhile Harappans will produce a lot of population very fast and will then gain access to both a super strong religion and the ability to spam-build by pop sacrifice too quick to be stopped. 

That's actually not true. Olmecs will always have more cities / bigger than Harappans in the early game since influence is what you needs to build cities and to attach them. They will just always have more workable land than others. Building outposts without attaching them is just one strategy, not the only one that Olmecs are good at. You can also just have one more city or one more attached territory than other civs in the early game.

The growth from Harappans is not strong enough to result in such a higher population (especially since they won't use their affinity meter many times in the ancient era and if they do they only do it on one city) to actually result in a stronger army and since Olmecs can spam influence on their opponent and can keep their territories free from other influence they are way more robust against aggressive action against them since they will always have the better turn-based war support and more cities / territories means more production / food / luxuries / strategics. Also their archer replacement is pretty strong so they can defend themselves if they want to. If you are at war with the Olmecs already the over-culturing feature will make you loose war support. If you are not at war with them, they will either just attach the territories and make you leave them or they will generate grievance against you using their over-culturing ability and then declare a just war against you which you will loose due to war support going down a lot for you and due to the Olmecs having the stronger archer for early game fighting.


Early agriculture is generally weak (compared to other strategies, against the current AI everything is strong :D) since the agricultural bonuses are only strong on wide empires, which you don't have with agriculture civs since they have no way of getting wide empires early.

This assumption might be true in Civilization but it's simply wrong when applied to Humankind. In HK cities spanning only one region are comparatively weak to ones spanning two, it's why it does nothing for the Olmecs to be able to build a second city that early compared to simply paint the map and transition into a good classical where you can turn your outpost in cities with attached territories. Not only that but it's simply false to say Agrarian favors wide empire, they by all mean favor "tall" Empire. 


Their affinity quite litteraly give them +1pop per territory which mean that it's better for them to have less cities but with 2/3 territories each than more cities with almost non territories attached, the only Agrarian that are actually different on this point are the Iroquois. Not only that but you devaluate early specialist to an impressive level, for both gold and science specialist is your only early way to get loads of these ressources, meaning that if you want the most fame possible in Ancient you actually have WAY better chances with Agrarian than any other culture in the game. 


The way you describe your Olmec strategy certainly make them sound strong, because they are, but the same can be done with Harappans. By the time you muster enough grievances and enough army to attack an Harappans player, he will already have masonry for a while and will be able to muster an even better army thru having better tech and more gold than you, and that's not even expanding on the fact a good Harappan player can actually have his level 2 religion as soon as late ancient.


Overall saying Olmecs are better than Harappans is just wrong, Egyptians, Harappans and Olmecs have very clear strength that make them just better than the other culture, but saying that any of these three have significant advantage over the other is simply downright wrong. Their difference in strength doesn't stem from their LTs, EQs or EUs (all great) but from their culture affinity and if we're going that way early Agrarians are by far better early and mid game. 

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4 years ago
May 4, 2021, 8:43:50 PM

@ritchiaro
If you were only getting one or two uses of the agrian ability and only one or two population you were playing them very wrong. I managed to start getting the bar to fill up every single turn later in the game, and once every 5 turns near the end of the ancient era. You also say having more buildings doesn't make it easier to win when districts are probably the best buildings you can make at the start of the game and continue to snowball success. I also don't get why you say infrastructure doesn't provide much science or production, or why you're comparing it to merchants. Their legacy bonus is also very useful for future agrarian culture for their food meter. I do agree though that food in general could be better. since non-agrarian civs don't get much benefit from having an excess. You didn't bring it up but I should also mention it's much easier to field a large army as agrarians, and it even (kinda) rewards you for it since having less population in cities means less people eating food, fuelling your meter.

Here's a game where I only played agricultural cultures on Humankind difficulty, I didn't even end it at 150 turns, I ended it early at 118 turns or so.


Updated 4 years ago.
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4 years ago
May 4, 2021, 9:01:58 PM
Laliloluhla wrote:

@ritchiaro
If you were only getting one or two uses of the agrian ability and only one or two population you were playing them very wrong. I managed to start getting the bar to fill up every single turn later in the game, and once every 5 turns near the end of the ancient era. You also say having more buildings doesn't make it easier to win when districts are probably the best buildings you can make at the start of the game and continue to snowball success. I also don't get why you say infrastructure doesn't provide much science or production, or why you're comparing it to merchants. Their legacy bonus is also very useful for future agrarian culture for their food meter. I do agree though that food in general could be better. since non-agrarian civs don't get much benefit from having an excess.

Here's a game where I only played agricultural cultures on Humankind difficulty, I didn't even end it at 150 turns, I ended it early at 118 turns or so.


@Laliloluhla In the late game for sure. But we were taking about the ancient era. How often were you able to use it in the ancient era and how much pop did you get out of it in the ancient era?

I am comparing agriculture civs to merchant civs because merchant civs can use money to buy infrastructure just like agriculture civs can use pop to buy infrastructure.

I think the food meter is also not super useful in the late game because even without an agriculture civ you till get 1 pop per turn per city. And you don't even have the the capacity to make use of more than one pop per turn. So sacrificing them is what you do, which is just like another kind of currency than "money" except for you can only use it on the city that has it instead of the cities that actually need infrastructure support because they are newer.


Your turn 118 win on Humankind does not really say much. You can get it done earlier and with more fame with Olmec -> Mauryans -> Khmer -> Joseon. But this all always depends on randomness and other strategies besides food-focus or non-food focus as well.

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4 years ago
May 4, 2021, 9:17:30 PM

I just said I could use it every five turns at the end of the ancient era. Used it over four times and got more than 25 population total from it( as well as having 1 population per turn from my cities as well), and I'd consider it better early game than the merchant cultures early game. Also the ability to use pop as a buyout currency is still effective late game, merchant cultures are the most powerful in the game so of course it might look weak compared to them but you only need to attach a couple territories and then this ability makes agrarians very capable of buying a city out, and like I said I thinks it's better early game too.

And like I mentioend, of course this looks weak when you compare it to the most broken cultures in the game (don't know why you put mauryans in there) but that doesn't discount it from being strong(I also played the english during the medieval era which are probably one of the weakest cultures in that era aside from their longbow and agrarian affinity ability). You yourself said you only managed to use their ability once or twice in the game which makes me wonder how effective you were at playing them.

Updated 4 years ago.
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4 years ago
May 4, 2021, 9:53:07 PM
Laliloluhla wrote:

I just said I could use it every five turns at the end of the ancient era. Used it over four times and got more than 25 population total from it( as well as having 1 population per turn from my cities as well), and I'd consider it better early game than the merchant cultures early game. Also the ability to use pop as a buyout currency is still effective late game, merchant cultures are the most powerful in the game so of course it might look weak compared to them but you only need to attach a couple territories and then this ability makes agrarians very capable of buying a city out, and like I said I thinks it's better early game too.

And like I mentioend, of course this looks weak when you compare it to the most broken cultures in the game (don't know why you put mauryans in there) but that doesn't discount it from being strong(I also played the english during the medieval era which are probably one of the weakest cultures in that era aside from their longbow and agrarian affinity ability). You yourself said you only managed to use their ability once or twice in the game which makes me wonder how effective you were at playing them.

More than 25 population when used more than four times? How many cities did you have? If you had 5 cities in the ancient era you were sticking around for very long, given that you needed more than 500 influence for those outposts to become cities and given that non-influence-focussed civs generally take a little longer to collect that amount of influence. But I guess that's a valid strategy too. With Olmecs I see myself moving on quicker to the next era so that I actually can increase the city cap with philosophy to administer those cities too.


Putting Mauryans there since influence is broken in the early game and their district is generating it most reliably in the classical era :) But I think in the classical it does not matter that much what you pick if you started with Olmecs and you are transitioning to Khmer. Maya and Greeks are also working well as a replacement in this general type of strategy, they are a little bit worse in the classical era but they are a stronger investment into the late game. If you stay longer in the ancient era and already have your 5 cities, then influence is not as crucial in the classical, so then continuing to have access to influence-generating districts is less important for sure.


But having a variety of play styles is good. That makes a game interesting. Your strategy and mine seem to result in about the same outcome. So for a game of this length they seem to be somewhat balanced. The question is what happens in a 300 turn game. We don't know everything about the late game but currently it looks like population and food in general is becoming less valuable in the late game. So that might or might not mean that food-focus would get weaker. I don't remember the concrete modifier of population of stability but I think population might mean you need to construct less stability-generating districts and buildings. We will see how it plays out (pun intended). I just think that based on the current trajectory food needs some buff for the late game.

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4 years ago
May 4, 2021, 10:02:49 PM

The ability is not city based, it's territory based, meaning cities and their sectors, you get one pop for each.Harappans Turn 39.ctr

Also turn 40 is when I exited the Ancient era. It's true that we don't know what will happen in 300 turn games. We can only hope it's good and that things will be balanced for that time.

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4 years ago
May 4, 2021, 10:41:07 PM
@Laliloluhla Does that work on outposts too? I think it said "Creates 1 population per territory in all of your cities.". So do outposts have to be attached to citites to get this get the pop? Because if yes it is still influence-reliant since attaching is also getting expensive. If they don't have to be attached this is way stronger in the early game than I thought it would be.
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4 years ago
May 4, 2021, 10:53:34 PM
ritchiaro wrote:
@Laliloluhla Does that work on outposts too? I think it said "Creates 1 population per territory in all of your cities.". So do outposts have to be attached to citites to get this get the pop? Because if yes it is still influence-reliant since attaching is also getting expensive. If they don't have to be attached this is way stronger in the early game than I thought it would be.

No you have to attach the outposts, but don't let that discourage you since with proper city management, and maybe even a war or two you can ramp up very quickly. You may think the fact it doesn't work on outposts makes it just okay, I think it's still too strong even without that.

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