Civil Technologies
Three civil technology cards exist to increase actions: Code of Law, Justice System, and Civil Service.
Code of Law
| TIP | Action Cost | Recipe | |
Expedient | 3 | 5 | Turn 1:Take RevIdea-A Take IdlBusSite-A Turn 2:Play IBS-A Philosophy Take RevIdea-I Turn 3:Play RevIdea-A Play RevIdea-I Play Code of Law | |
Efficient | 5 | 2 | Turn 3: Build Philosophy Turn 5:Take Code of Law Play Code of Law | |
Expected | 4 | 4 |
Turn 3: Build Philosophy
Take RevIdea-I Turn 4:Play RevIdea-I Take Code of Law Play Code of Law | |
Max Benefit = 14 |
Code of Law provides one of the best ways to gain actions. At half the Science cost of Monarchy, Code of Laws is relatively cheap on the Science.
In all cases it is required to build a philosophy. For the Expedient this is built on Turn 2 using Ideal Business Site. For the other processes, the Philosophy must be built on Turn 3 without using a card.
Justice System
TIP | Action Cost | Recipe | ||
Expedient | 9 | 4 | Turn 9:Take Justice System Play Justice System | |
Efficient | 10 | 2 | Turn 10:Take Justice System Play Justice System | |
Expected | 11 | 2 |
Turn 10:Take Justice System
Play Justice System | |
Max Benefit = 9 |
Justice System occurs about halfway through the game, at best. It may provide a maximum benefit of 9 actions if played around turn 10, but most likely the benefit will be less. Despite costing only one more Science than Code of Laws, it is inferior in generating Action points.
Civil Service
TIP | Action Cost | Recipe | ||
Expedient | 9 | 4 | Turn 9:Take Civil Service Play Civil Service | |
Efficient | 10 | 2 | Turn 10:Take Civil Service Play Civil Service | |
Expected | 11 | 2 |
Turn 10:Take Civil Service
Play Civil Service | |
Max Benefit = 8 |
Switching Civic Cards
Analysis
If a player switches civic cards there is the risk of losing actions needlessly. The chart to the left displays the results of a change to the civic actions. From the chart, going form Justice System to Civil Service or from Code of Laws to Justice System results in an overall loss when compared to just the Code of Laws.
The best gain is to switch from Code of Laws to Civil Service, granting a total yield of 17 actions.
Conclusions
Basically, if concerned with Actions, all three Civic cards provide a decent return. Their largest drawback is the science cost. The earlier Age Civics provide greater overall return than their later Age Civics. However, switching from either Age I to the Age III Civil Service will provide a net increase in almost all regards.
In the case of switching from Age I to Age II will always result in a net loss of actions. The best return begins with the Code of Law and switches to the Civil Service. At most, civic technologies will provide an additional 17 actions to a player's game.
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