Well I finally decided to do it, rank the civs from 1-31. I know others have done it as well but mostly in tiers which after doing this ranking, I can see why. It is very difficult to rank them and took a lot of changing things around. Had been wanting to do it for a while since the game has only been out for 10 years but finally got around to it. Do note these rankings are based on Civ 3 Complete Edition which I think is the same as Conquests. Also I play primarily on Emperor and have played all Civs at lest once. I have played a handful of Demigod games with mixed results. I have never played Deity or Sid. Some day, maybe but for now I enjoy Emperor, even though I have gotten to the point where I win every time. Thought I would add that since higher level players may disagree with the rankings. Also to make notes, some of my opinions, I state as fact (ie best starting tech). I understand these are only opinions and am not so arrogant as to honesty believe they are fact.
First I will give a breakdown of how I came up with the rankings. First thing I did was rank the traits. Since the traits, for the most part, last throughout the entire game. I then looked at starting techs. Reason for this is the early game is obviously the most important. Any beeline across the tech tree is very important so as not to fall too far behind early. Thus I placed starting techs that you can research horizontally from the start at higher value. The third factor was obviously the UU's. I put the least weight on the UU's but they were obviously still a major consideration as a handful I consider to be game changing.
First I will give a ranking of the traits along with reasons of why. I more or less rated the traits loosely by grouping and not so much 1-8 other than what I feel is, hands down, the best (Agricultural) and worst (Seafaring). This is from both personal experience and other poster's opinions.
Best
1. Agricultural. Hands down the best trait. Early food bonus is game changing. It offers cheap aquaducts and hospitals and you can get 2 food from deserts. Since population is the key to Civ 3 these is the most-important factor without a doubt. The only demigod games I was able to win on have been with agricultural civs. Also, look at how well the AI is able to play agricultural. Even the AI's idiocy has a hard time screwing it up and they are always one of the most powerful civs. Nothing I hate more than seeing Aztecs or Mayas on my borders at the beginning.
Great
2a. Scientific. Free tech at beginning of each age is huge. Cheap libraries, universities and research labs also a tremendous boost. Better chance at scientific leaders is a crapshoot but still a nice trait.
2b. Industious. Faster workers is so powerful in the early game is all that needs said.
Good
4. Commercial. Less corruption is great. Some like this trait the most but I it is hard to quanitify it unless you are able to compare games side by side. However, I still find it to be a very solid trait.
Average
5a. Expansionist. This trait is a crapshoot and only valuable in the first half of the Ancient Age. Crapshoot meaning it is up to luck if you pop, and/or find, any good huts. However, it can be huge if you could pop a couple good huts early. By using the scout you only can get good things from huts and not barbs.
5b. Militaristic. Another crapshoot trait. Works better in the law of large numbers. You are going to end up with more armies but getting them early is more the key since they can be built once you build the MA
5c. Religious. Great if going for a cultural win. Also can be very powerful if used properly. By that I mean you can switch back and forth from Monarchy and Republic once war wariness kicks in. However, I usually dont find myself needing to switch that often. I normally use Republic and once war wariness kicks in I will sue for peace under highly favorable terms.
Worst
8. Seafaring. Worst trait hands down. Faster ships and 1 more commerce in center square of cities and metros. I typically play Pangea or Continents is one reason why but even when I play Islands I dont find it that advantageous. Faster ships are nice but thats about it. Seafaring wouldnt be nearly as bad if commerce bonus was in any sized town on the ocean. How many productive cities do you even found on the ocean (possibly 6-8). By the time they are up to city size the bonus isnt even noticeable. Also would be nice if ocean squares fetched something more but they dont.
Now, on to the starting techs. Not going to list these out but I do find Alphabet as the best. Reason being is that it gives you a beeline for Philosophy and free tech. This is nice because it seems the AI neglects that path more but finds subsequent tech, Writing, very valuable. After that there is a bit of a drop off with a lot of parody. I do find CB as the worst just because it is cheapest and the AI doesnt value it at all. More weight was put on techs you can research horizontally (Alphabet and Bronze Working). CB is a horizontal research as well but leads to Mysticism which is a another low value tech to the AI.
Third aspect to my rankings is the UU. Again didnt rank these out but did put value based on what it replaces, cost compared to replaced unit and special abilities. I do think the Immortal is the best UU in the game. I find it to be the one UU that is actually game changing. Extra attack for same price of swordsman is awesome. Move these through with a few catapults and you are nearly invincible. Also because of their 2 defense they dont need protection until after the Ancient Age. Another game changing unit is the Mounted Warrior. I never build horsemen unless Im the Iroquois. Horsemen are just too week for their cost (same price as swordsmen) and with an attack of 2 and defense of 1 you need catapults to help bring down cities and spearmen for protection, in essence negating their 2 movement. They are also very expensive to upgrade to Knights. However the extra attack Mounted Warriors changes all of that. Furthermore, there is no need to upgrade to Knights since its only 1 less attack and better to just build Knights or not even research Chivalry at all and keep MWs around till Cavalry. Who cares about a defense of one if no one can catch you. Worst UU, and I think everyone would agree, is the F-15. Comes far too late in game to have any value and Im not sure its advantage is over a jet fighter (Stealth?). A close second would be the Carack since its special trait (crossing oceans) is only good about 1 tech then all civs can do it. Other than that each unit is commented on in my list.
That is basically my criteria in a nutshell. So now time to get to the list. Decided to do the list as a countdown (31 thru 1) as opposed to the other way. Here it is:
31.) Zululand (Expansionist, Militaristic) (Pottery, Warrior Code)
-Pottery 2nd best starting tech
-both traits are crap shoots that can be great or can be worthless
-worthless 2 move defensive UU. Only possible value to escort horseman rush?
30.) Portugal (Expansionist, Seafaring) (Alphabet, Pottery)
-2 best starting techs
-worst trait synergy in game. Seafaring worst trait overall
-worthless UU whose special ability only lasts for about one tech (crossing oceans)
29.) Spain (Religious, Seafaring) (Alphabet, Ceremonial Burial)
-Alphabet best starting trait, CB is worst
-expensive low value UU
-Seafaring is worst trait
28.) Mongolia (Expansionist, Militaristic) (Warrior Code, Pottery)
-Pottery 2nd best starting tech
-both traits are crapshoots that can be great or useless
-UU doesnt require iron, movement over hills and mountains but would rather have one more defense point for 10 more shields
27.) England (Commercial, Seafaring) (Alphabet, Pottery)
-2 best starting techs
-nearly worthless UU, usually build these only to set off Golden age
-Seafaring is worst trait
26.) Americans (Industrious, Expansionist) (Masonry, Pottery)
-Pottery is 2nd best starting trait
-Expansionist is crap shoot that is only good for first half of ancient age
-worst UU in game
25.) Scandinavia (Militaristic, Seafaring) (Alphabet, Warrior Code)
-Alphabet is best starting tech
-Seafaring is worst trait and Militaristic is crap shoot trait
-expensive UU, needs protected, amphibious assaults, best attack for middle age, doesnt upgrade
24.) Hittites (Commercial, Expansionist) (Pottery, Alphabet)
-crap shoot 2nd trait
-best 2 techs to start with
-good value UU
23.) Egypt (Industrious, Religious) (Ceremonial Burial, Masonry)
-CB is weakest starting tech
-weak UU with limitations (cant go thru swamp, wetlands or mountains)
-Religious can be useful tech if used properly.
22.) India (Commercial, Religious) (Ceremonial Burial, Alphabet)
-good extra, hit point, no iron UU
-have best and worst starting techs
-religious trait is good if used correctly
21.) Carthage (Industrious, Seafaring) (Alphabet, Masonry)
-good high priced UU
-best starting tech
-worst 2nd trait
20.) Japan (Militaristic, Religious) (Wheel, Ceremonial Burial)
-only civ to start with Wheel which give benefit for early tech trades
-CB is weakest starting tech
-good fast UU that doesnt require horses can defend and attack
-average traits, militaristic is other crap shoot tech
19.) Arabia (Expansionist, Religious) (Ceremonial Burial, Pottery)
-pottery 2nd best starting tech, CB is worst
-expansionist is crap shoot (can be great or non-factor depending on luck)
-good UU but would rather pay 10 more shields for extra hit point knight
18.) Germany (Scientific, Militaristic) (Warrior Code, Bronze Working)
-late average UU
-average 2nd tech
17.) Byzantium (Scientific, Seafaring) (Bronze Working, Alphabet)
-great UU
-best starting tech
-weakest 2nd trait
16.) Babylon (Scientific, Religious) (Bronze Working, Ceremonial Burial)
-great for culture
-average 2nd trait
-average UU
-CB weakest starting tech
15.) Russia (Scientific, Expansionist) (Bronze Working, Pottery)
-good starting techs
-Expansionist is crap shoot that is only good for about the first half of Ancient Age
-average late UU whose special ability needs to be accompanied with artillery units
14.) China (Industrious, Militaristic) (Warrior Code, Masonry)
-average 2nd trait
-no horizontal research
-good fast UU
13.) Rome (Commercial, Militaristic) (Alphabet, Warrior Code)
-best starting tech
-good UU
-traits are slightly above average together
12.) Korea (Scientific, Commercial) (Alphabet, Bronze Working)
-good 2nd trait
-good UU
-best starting tech
11.) Ottoman (Industrious, Scientific) (Masonry, Bronze Working)
-great traits
-good but late high priced UU
10.) Aztecs (Agricultural, Militaristic) (Pottery, Warrior Code)
-average 2nd trait
-weak UU
-no horizontal research
9.) France (Industrious, Commercial) (Alphabet, Masonry)
-good 2nd trait
-good UU
-best starting tech
8.) Celts (Agricultural, Religious) (Ceremonial Burial, Pottery)
-high priced solid UU
-CB weak starting tech
7.) Greece (Scientific, Commercial) (Bronze Working, Alphabet)
-good 2nd trait
-good UU
-best starting tech
6.) Inca (Agricultural, Expansionist) (Masonry, Pottery)
-UU below average
-no horizontal research
5.) Netherlands (Agricultural, Seafaring) (Alphabet, Pottery)
-worst 2nd trait
-good UU
-best starting tech
4.) Maya (Agricultural, Industrious) (Masonry, Pottery)
-great traits
-UU average
-no horizontal research
3.) Persia (Industrious, Scientific) (Bronze Working, Masonry)
-great traits
-best UU
2.) Sumeria (Agricultural, Scientific) (Bronze Working, Pottery)
-great traits
-UU average
1.) Iroquois (Agricultural, Commercial) (Alphabet, Pottery)
-good 2nd trait
-best starting tech
-great UU
Feel free to post and comments, criticisms or corrections.
Thanx
Iaro
First I will give a breakdown of how I came up with the rankings. First thing I did was rank the traits. Since the traits, for the most part, last throughout the entire game. I then looked at starting techs. Reason for this is the early game is obviously the most important. Any beeline across the tech tree is very important so as not to fall too far behind early. Thus I placed starting techs that you can research horizontally from the start at higher value. The third factor was obviously the UU's. I put the least weight on the UU's but they were obviously still a major consideration as a handful I consider to be game changing.
First I will give a ranking of the traits along with reasons of why. I more or less rated the traits loosely by grouping and not so much 1-8 other than what I feel is, hands down, the best (Agricultural) and worst (Seafaring). This is from both personal experience and other poster's opinions.
Best
1. Agricultural. Hands down the best trait. Early food bonus is game changing. It offers cheap aquaducts and hospitals and you can get 2 food from deserts. Since population is the key to Civ 3 these is the most-important factor without a doubt. The only demigod games I was able to win on have been with agricultural civs. Also, look at how well the AI is able to play agricultural. Even the AI's idiocy has a hard time screwing it up and they are always one of the most powerful civs. Nothing I hate more than seeing Aztecs or Mayas on my borders at the beginning.
Great
2a. Scientific. Free tech at beginning of each age is huge. Cheap libraries, universities and research labs also a tremendous boost. Better chance at scientific leaders is a crapshoot but still a nice trait.
2b. Industious. Faster workers is so powerful in the early game is all that needs said.
Good
4. Commercial. Less corruption is great. Some like this trait the most but I it is hard to quanitify it unless you are able to compare games side by side. However, I still find it to be a very solid trait.
Average
5a. Expansionist. This trait is a crapshoot and only valuable in the first half of the Ancient Age. Crapshoot meaning it is up to luck if you pop, and/or find, any good huts. However, it can be huge if you could pop a couple good huts early. By using the scout you only can get good things from huts and not barbs.
5b. Militaristic. Another crapshoot trait. Works better in the law of large numbers. You are going to end up with more armies but getting them early is more the key since they can be built once you build the MA
5c. Religious. Great if going for a cultural win. Also can be very powerful if used properly. By that I mean you can switch back and forth from Monarchy and Republic once war wariness kicks in. However, I usually dont find myself needing to switch that often. I normally use Republic and once war wariness kicks in I will sue for peace under highly favorable terms.
Worst
8. Seafaring. Worst trait hands down. Faster ships and 1 more commerce in center square of cities and metros. I typically play Pangea or Continents is one reason why but even when I play Islands I dont find it that advantageous. Faster ships are nice but thats about it. Seafaring wouldnt be nearly as bad if commerce bonus was in any sized town on the ocean. How many productive cities do you even found on the ocean (possibly 6-8). By the time they are up to city size the bonus isnt even noticeable. Also would be nice if ocean squares fetched something more but they dont.
Now, on to the starting techs. Not going to list these out but I do find Alphabet as the best. Reason being is that it gives you a beeline for Philosophy and free tech. This is nice because it seems the AI neglects that path more but finds subsequent tech, Writing, very valuable. After that there is a bit of a drop off with a lot of parody. I do find CB as the worst just because it is cheapest and the AI doesnt value it at all. More weight was put on techs you can research horizontally (Alphabet and Bronze Working). CB is a horizontal research as well but leads to Mysticism which is a another low value tech to the AI.
Third aspect to my rankings is the UU. Again didnt rank these out but did put value based on what it replaces, cost compared to replaced unit and special abilities. I do think the Immortal is the best UU in the game. I find it to be the one UU that is actually game changing. Extra attack for same price of swordsman is awesome. Move these through with a few catapults and you are nearly invincible. Also because of their 2 defense they dont need protection until after the Ancient Age. Another game changing unit is the Mounted Warrior. I never build horsemen unless Im the Iroquois. Horsemen are just too week for their cost (same price as swordsmen) and with an attack of 2 and defense of 1 you need catapults to help bring down cities and spearmen for protection, in essence negating their 2 movement. They are also very expensive to upgrade to Knights. However the extra attack Mounted Warriors changes all of that. Furthermore, there is no need to upgrade to Knights since its only 1 less attack and better to just build Knights or not even research Chivalry at all and keep MWs around till Cavalry. Who cares about a defense of one if no one can catch you. Worst UU, and I think everyone would agree, is the F-15. Comes far too late in game to have any value and Im not sure its advantage is over a jet fighter (Stealth?). A close second would be the Carack since its special trait (crossing oceans) is only good about 1 tech then all civs can do it. Other than that each unit is commented on in my list.
That is basically my criteria in a nutshell. So now time to get to the list. Decided to do the list as a countdown (31 thru 1) as opposed to the other way. Here it is:
31.) Zululand (Expansionist, Militaristic) (Pottery, Warrior Code)
-Pottery 2nd best starting tech
-both traits are crap shoots that can be great or can be worthless
-worthless 2 move defensive UU. Only possible value to escort horseman rush?
30.) Portugal (Expansionist, Seafaring) (Alphabet, Pottery)
-2 best starting techs
-worst trait synergy in game. Seafaring worst trait overall
-worthless UU whose special ability only lasts for about one tech (crossing oceans)
29.) Spain (Religious, Seafaring) (Alphabet, Ceremonial Burial)
-Alphabet best starting trait, CB is worst
-expensive low value UU
-Seafaring is worst trait
28.) Mongolia (Expansionist, Militaristic) (Warrior Code, Pottery)
-Pottery 2nd best starting tech
-both traits are crapshoots that can be great or useless
-UU doesnt require iron, movement over hills and mountains but would rather have one more defense point for 10 more shields
27.) England (Commercial, Seafaring) (Alphabet, Pottery)
-2 best starting techs
-nearly worthless UU, usually build these only to set off Golden age
-Seafaring is worst trait
26.) Americans (Industrious, Expansionist) (Masonry, Pottery)
-Pottery is 2nd best starting trait
-Expansionist is crap shoot that is only good for first half of ancient age
-worst UU in game
25.) Scandinavia (Militaristic, Seafaring) (Alphabet, Warrior Code)
-Alphabet is best starting tech
-Seafaring is worst trait and Militaristic is crap shoot trait
-expensive UU, needs protected, amphibious assaults, best attack for middle age, doesnt upgrade
24.) Hittites (Commercial, Expansionist) (Pottery, Alphabet)
-crap shoot 2nd trait
-best 2 techs to start with
-good value UU
23.) Egypt (Industrious, Religious) (Ceremonial Burial, Masonry)
-CB is weakest starting tech
-weak UU with limitations (cant go thru swamp, wetlands or mountains)
-Religious can be useful tech if used properly.
22.) India (Commercial, Religious) (Ceremonial Burial, Alphabet)
-good extra, hit point, no iron UU
-have best and worst starting techs
-religious trait is good if used correctly
21.) Carthage (Industrious, Seafaring) (Alphabet, Masonry)
-good high priced UU
-best starting tech
-worst 2nd trait
20.) Japan (Militaristic, Religious) (Wheel, Ceremonial Burial)
-only civ to start with Wheel which give benefit for early tech trades
-CB is weakest starting tech
-good fast UU that doesnt require horses can defend and attack
-average traits, militaristic is other crap shoot tech
19.) Arabia (Expansionist, Religious) (Ceremonial Burial, Pottery)
-pottery 2nd best starting tech, CB is worst
-expansionist is crap shoot (can be great or non-factor depending on luck)
-good UU but would rather pay 10 more shields for extra hit point knight
18.) Germany (Scientific, Militaristic) (Warrior Code, Bronze Working)
-late average UU
-average 2nd tech
17.) Byzantium (Scientific, Seafaring) (Bronze Working, Alphabet)
-great UU
-best starting tech
-weakest 2nd trait
16.) Babylon (Scientific, Religious) (Bronze Working, Ceremonial Burial)
-great for culture
-average 2nd trait
-average UU
-CB weakest starting tech
15.) Russia (Scientific, Expansionist) (Bronze Working, Pottery)
-good starting techs
-Expansionist is crap shoot that is only good for about the first half of Ancient Age
-average late UU whose special ability needs to be accompanied with artillery units
14.) China (Industrious, Militaristic) (Warrior Code, Masonry)
-average 2nd trait
-no horizontal research
-good fast UU
13.) Rome (Commercial, Militaristic) (Alphabet, Warrior Code)
-best starting tech
-good UU
-traits are slightly above average together
12.) Korea (Scientific, Commercial) (Alphabet, Bronze Working)
-good 2nd trait
-good UU
-best starting tech
11.) Ottoman (Industrious, Scientific) (Masonry, Bronze Working)
-great traits
-good but late high priced UU
10.) Aztecs (Agricultural, Militaristic) (Pottery, Warrior Code)
-average 2nd trait
-weak UU
-no horizontal research
9.) France (Industrious, Commercial) (Alphabet, Masonry)
-good 2nd trait
-good UU
-best starting tech
8.) Celts (Agricultural, Religious) (Ceremonial Burial, Pottery)
-high priced solid UU
-CB weak starting tech
7.) Greece (Scientific, Commercial) (Bronze Working, Alphabet)
-good 2nd trait
-good UU
-best starting tech
6.) Inca (Agricultural, Expansionist) (Masonry, Pottery)
-UU below average
-no horizontal research
5.) Netherlands (Agricultural, Seafaring) (Alphabet, Pottery)
-worst 2nd trait
-good UU
-best starting tech
4.) Maya (Agricultural, Industrious) (Masonry, Pottery)
-great traits
-UU average
-no horizontal research
3.) Persia (Industrious, Scientific) (Bronze Working, Masonry)
-great traits
-best UU
2.) Sumeria (Agricultural, Scientific) (Bronze Working, Pottery)
-great traits
-UU average
1.) Iroquois (Agricultural, Commercial) (Alphabet, Pottery)
-good 2nd trait
-best starting tech
-great UU
Feel free to post and comments, criticisms or corrections.
Thanx
Iaro