View Full Version : Civ Choice - Official Game Poll Team Piffle
Feb 15, 2006, 11:05 AM
Please pick up to 5 civs as your choices. We'll take the top 5. Please also post your choices in order that you think that they should be.
The way that it'll be decided is by the poll first then if there is a tie, I'll look at the posts to break the tie .
I've tried to get them all, but let me know if I miss any so that I can get Rik or Chieftess to add another option.
Feb 15, 2006, 11:30 AM
Here is a nice site (http://www.civfanatics.com/civ4/reference/leader_picker.html)that will help you pick a civ based off of a preferred trait or starting tech
Feb 15, 2006, 11:34 AM
from the other thread:
My prefered civ's (maybe we should make a poll?)
1. Alex (Agr/Phil)
2. Qin Shi (Ind/Fin)
3. Elizabeth (Phil/Fin)
4. Washington (Org/Fin)
5. Gandhi (Spr/Ind)
Feb 15, 2006, 01:13 PM
Here is my list of preferred civs/leaders (comment please)
Cathy of the Russians (Creative & Fin.)
Kublai of the Khans (Creative & Aggressive)
Elizabeth of the English (Philo & Fin.)
Qin Shi of the Chinese (Ind. & Fin.)
Mansa Musa of the Malinese (Spiritual & Fin.)
Feb 15, 2006, 02:24 PM
Okay, these are in no particular order, but we will have to comment.
1. Indian (fast worker) - Gandhi (Spiritual/Industrious)
The fast worker can be pretty powerful. Connecting and improving with half the resources/double the speed would be nice.
While Spiritual is a worthless trait IMHO, Mysticism is nice becuase it gets us a leg up on founding a religon or two. The potential intelligence and financial benefits of that have been beneficial in my games.
2. German (Panzer) - Frederick (Creative/Philosophical)
I don't care about the Panzer, but Hunting as a starting tech is nice.
Plus having double the great people points is good, and the extra culture could help - especially ealry on.
3. American (SEAL) - Roosevelt (Organized/Industrious)
I'm not a big fan of the starting techs, but half the upkeep and double the wonder work would be nice.
4. Spanish (Conquistador) - Isabella (Spiritual/Expansive)
The starting tech of Mysticism is nice due to what I mentioned above.
Spirtual and Expansive are okay.
The reason I mention Spain is their UU. The conquistador ROCKS! I know its expensive, and it is dependant on our access to horses (I don't know Sirian and what he would do with that). But if the variables break our way, kicking butt in mid-game goes real well with Conquistadors.
5. France (Muskateer) - Louis (Industrious/Creative)
The starting techs are okay.
The UU is pretty strong with its high movement rate.
The traits are solid, double wonder-production and early culture. Overall a strong choice I think.
Now, all of this is subject to the understanding that my computer is being upgraded so I haven't been able to play Civ 4 like I would want (actually the need to sleep and work would prevent me from playing Civ 4 like I would want...)
So poke holes in my assesment of the above Civs. And remember, they are in no particular order.
Feb 15, 2006, 03:16 PM
3 people have voted and no concensus yet :lol:
Feb 15, 2006, 03:40 PM
OK here are my thoughts.
I like specific traits that seem to come in play all game long. I don't think a UU has ever been a turning point and beginning techs are reasonably all the same since workers are not built too early.
Here are my favorite traits
Expansive--health benefits cheap grans and harbors. Things I always find are built.
Financial--cottages! The commerce bonus is huge.
Organized--upkeep costs could be huge in this game along with lighthouses and courts things I build a lot of as well.
Creative--cheap culture boost to cover more terrain along with the theaters/colloseums.
Based on that here are my choices...
Washington Financial and organized. Power traits.
Cathy Creative and financial
Qin Shi industrious and financial
Victoria expansive and financial
Bismarck Expansive and industrious
Feb 16, 2006, 06:00 AM
I would be nice to be the barbs :)
I voted for Saladin, Lizzy, Freddy, Ghandi and Mansa.
Ok, I posted from Germany now, and I probably won't have a chance to post again until next tuesday. Have fun!
Feb 16, 2006, 08:00 PM
1) Roosevelt -- i like cheap wonders and i like cheap courthouses
2) Egypt -- UU and Creative assures dominance in early game should we be start near any opponents. Spiritual will be good for civic flexibility, and I think gets a bad rap (but then again, who wants to add MM to the game?).
3) Alex -- aggressive and philo just seem a combo of traits that go at odds for some reason
4) Peter of the Ruskies -- i dunno really, i just picked him
5) Napoleon -- could be interesting to run a quick Musketeer push, especially with the Aggressive trait
Enough of you people will vote for financial civs; they don't need my help. The trait bores me, to tell the truth, and not becuase it's good, but because it's so mainstream. Talk about a yawner :sleep:
Feb 16, 2006, 08:02 PM
Great to see you here Pind! I'm glad you'll be joining us.
Feb 16, 2006, 08:45 PM
I saw the first name you put up for Team Gamma and couldn't help but join. Don't know how much time I'll have to contribute, but I promise to butt in once in a while to stir up some trouble! :lol:
Feb 17, 2006, 11:54 AM
3) Alex -- aggressive and philo just seem a combo of traits that go at odds for some reason
aggressive is really a great trait. combat1 + 2 city raider promotions makes for nasty axeman/maceman. I really love upgrading these guys to rifleman and then infantry later on if they last. They can make quite a mess :)
Feb 17, 2006, 12:07 PM
Oh, I don't doubt agressive at all. Cheap barracks and free combat I are fabulous for any warmongering. I'm just trying to think of combinations with Philo for it... cheap universities?
Although, I suppose you could run either threatres or caste system and use philo to make a ton of Gr. Artists for a truely warmonger's paradise. Likewise, mercs finance your new acquisitions, sci to keep up, but those are things you'd do normally with philo anyway. I guess I just have this block in my head that the philo trait is a builder's trait, but I'm sure it would help out anyone really.
Feb 17, 2006, 12:16 PM
After reading BradleyFeanor's comments on traits I think the aggressive trait makes more and more sense in this type of game.
Then again....he's on our team now :mischief: so maybe he will chime in! :lol:
BTW I'd recommend lurking "Gator's Learning to walk game" that has Bradley and Bede in it.
Learning to walk SG (http://forums.civfanatics.com/showthread.php?t=158618)
Feb 18, 2006, 01:16 PM
Hi Guys :wavey:!
I have only just begun my reading of the threads in an attempt to figure out how this Demogame will work: the info is quite spread out, I must say. ;)
I am going to have quite a few questions. With that in mind, a good first one is probably: where should I post questions I have for the team?
I do have a few thoughts on the civ choice, but please keep in mind that I have almost NO experience in Multiplayer. I am also working on the assumption that any team can declare war on another at any time they choose (ie, there are no "restrictions" on how we play, with the exception of exploits).
I would rank the traits in a multiplayer game as follows (and please forgive me if this stuff is obvious. Like I said, my MP knowledge is sparse):
For the extra commerce, of course. It's quite an advantage, and lasts from turn 1 to the end of the game.
Great People can be used to make Oracle-like tech jumps to superior military and economic techs. And even better than the Oracle, they can't be snatched away from us by another team. I could even see a possible strategy where GPs were hidden away and stockpiled, then used in succession to make a quick leap to Chemistry/Grenadiers when the other teams least expect it.
I expect we will be fighting a lot, so this one's a beauty for obvious reasons. The cheap barracks are a great advantage in the early game, and the extra promotion is of value all game long. I do devalue this tech just a bit in multiplayer vs. single player, because tactics become so important in the former. We will definitely need mounted units for both defense and offense, and aggressive won't really improve those.
I don't think it would be wise for me to say much about the other traits, because their value would depend a lot on how much military action we can expect to see in this game. In general, I don't think they are as valuable as those I listed above. I haven't lurked or played many MP games, so I don't know whether to expect opposing teams to constantly be beating on each other, or for pretty solid alliances to form and most of the military action to come late in the game. It the fighting starts early and lasts for most of the game, then I would value the organized trait for the cheap courthouses. But if the military action can be expect to come later in the game, I would value Creative more in order to control borders.
Its hard to say much about starting techs because which ones are good can depend so much on starting terrain. I usually prefer Mining and Agriculture, but it seems that Mysticism could be used to great advantage in an MP game. The ability to "spy" on other players cities via religion would be very nice.
With all that being said, this would be my list of top leaders (and some of them may seem at odds with the above):
He gets the awsome financial/aggressive combo, and he also starts with mysticism for spreading an early religion/spying. I should also mention that, barring terrible starting terrain or a lucky hut, it is impossible for any civ to beat Huayna to Meditation/Buddhism. That is a nice surety to have.
Philosophical would allow us to use the sneaky leader gambits I mentioned earlier. She's financial too of course.
Qin Shi Huang
I don't think Industrious will be worth too much unless we are lucky and also have stone or marble, but at least he is financial. I also think the Cho-Ko-Nu, which is already powerful in a single player game, would be even better in an MP game. I would expect most players in an MP game to have fewer "Archery killing" units than they have in a SP game, because that would seem the better strategy against other humans. That might mean our Cho-Ko-Nus would be going up against units that had poor promotions to defend against them.
His UU pretty much ensures no one will come calling on us early in the game with mounted units and Phil would allow us to use leader gambits.
I couldn't believe that no one listed him! The Praetorian is the most overpowered UU in the whole game, and his traits support an early military campaign. Did no one list him because he is so powerful? (ie, is choosing Caesar like painting a big bullseye on our heads?)
Feb 18, 2006, 01:23 PM
Questions should probably go in the general musings thread.
Your analysis is amazing. I wish I hadn't voted yet because I would change my vote. :lol:
Feb 18, 2006, 01:25 PM
hmm.. it seems as though the poll has closed.... I'll go through everyone's posts/votes and compile a list.
Feb 18, 2006, 01:42 PM
Here is what I've tallied after taking into account all of the leader votes. I gave everyone's #1 choice a 5 and #5 choice a 1. After adding the totals, here it is.
1. Elizabeth 14
2. Qin Shi 12
3. Greece 10
4. Cathy 9
5. Roosevelt 8
5. Ghandi 8
6. Washington 7
6. Freddy 7
So we have our list. the only thing is the 5th spot is tied for. With Roosevelt and Washington basically splitting the votes for America, I say that we go with Roosevelt over Ghandi since it is unlikely that we will have to take our 5th choice.
and btw, BF, no one chose the Romans because a 4 on 1 would be very hard to defend against.
Feb 18, 2006, 03:14 PM
Shoot, I missed my chance to vote!
Liz is great, although I expect we will wind up with Qin or Alex, as Liz is likely to be at the top of everyone's list.
Feb 18, 2006, 04:20 PM
I included your votes BF
Feb 18, 2006, 04:23 PM
I didn't get a vote from Furiey though :hmm:
Here are the people that was counted...
Feb 18, 2006, 05:46 PM
Here's who we're missing votes from...
Maybe these people could say if they abstain if they aren't going to vote.
Bradley--I don't know what to expect in a 5 team MTDG. In the Civ3 MTDG, where many of us are also playing, we had a good early partner and no war and the other continent started an early despotic war.
This game might be quite a bit different with 5 teams but one thing seems to be sure. Mapping out our tech plan seems critical.
I'm sure Sirian will throw in some serious twists so we should be prepared to have lots of discussion once we know all the details and can see our start.
Feb 18, 2006, 07:18 PM
I must admit, not having played that many Civ 4 games I was still reading everyone's musings and trying to make my mind up! Work has been crazy this week and I didn't notice the closing date on the poll :blush:
Feb 19, 2006, 04:31 PM
I'm sending the PM to GA & RM so that we can have our civ choice in. Elizabeth got a vote from almost everyone. so I think that if we get her most if not all will be happy. And Qin is my new buddy. so Hopefully we won't go beyond that.
Feb 21, 2006, 03:51 PM
Oh, sorry, forgot to reply to this. I haven't played with enough of the leaders yet (only about 5) to find out who I like. I do like the Spiritual, Financial, and Creative traits.
And I agree with Kickbooti that the Conquistadors rock.
Mar 01, 2006, 01:59 AM
We got Liz!
Team Aloha: Catherine (Russia)
Team Innovia: Saladin (Arabia)
Team Piffle: Elizabeth (England)
Team Loco: Ghandi (India)
Team Epsilon: Quin Shi Huang (China)
Mar 01, 2006, 05:19 AM
I wonder if we got Elizabeth via random selection or if no one picked her as their first choice.
Mar 01, 2006, 06:02 AM
All civs got their first choice. Random selection means two people had it as their first choice. If two people had it as their first choice, only one team could get it. If only one team could get their first choice, then someone would've had their second choice. But everyone had their first choice.
See what I'm trying to say? ;)
Mar 01, 2006, 07:52 AM
So basically these civs are the civs that people wanted to get. Ok let's see if we can get their strategy out of their civ choice :hmm:
Team Aloha: Catherine (Russia) Creative and financial
Starting techs - Hunting & Mining
Team Innovia: Saladin (Arabia) Spiritual and Philosophical
Starting techs - Mysticism & the wheel
Team Piffle: Elizabeth (England) financial and Philosophical
Starting techs - fishing & Mining
Team Loco: Ghandi (India) Spiritual and Industrious
Starting techs - mining and mysticism
Team Epsilon: Quin Shi Huang (China) industrious and financial
Starting techs - agriculture and mining