Greenpakto
Chieftain
- Joined
- Oct 7, 2010
- Messages
- 12
All civilizations accounted for, what is your top five favourites on huge maps? If possible state your difficulty, and why!
I guess, il go first, I play deity only (and mostly Domination victory, or none at all), and my favourite ones are probably:
Shoshone, purely for the fact that he is incredible versatile and fits any gamestyle. He's probably among the best civ to get a headstart with (probably the greatest), but reliant on 4+ ruins close by. Whether its a headstart in culture, science or faith, or even military. My main and only concern with Shoshone is that he falls out to other civs eventually, unfortunately. Thats because none of his specialties are permanent (except 15% more combat in own territory), and that makes it easy to catch up to, and even go past him.
England, for obvious reasons its almost pure OP on water maps (otto cuts it close), such as arhchipelago. Imagine being able to move 3 tiles further at sea with the exploration policy, and then also see two tiles further with ship of the line build. Up until airplanes can be built, this civilization is almost unstoppable at sea combat. Having an extra spy is also extremely powerfull, allowing you to focus a little less on science (and with BNW gaining benefits at Congress). And honestly the longbowman is pure awesome to upgrade to late era units.
China, being able to spam free Librarys (Paper Maker) allows for maintaining a lot more units early game, and making certain science is not an issue. And once you get that Chu-ko-nu, well you can be sure its incredible hard to take the fight to your lands! Building 20+ and then upgrading them all, to end stage units is a great military advantage indeed. Chu-ko-nu probably has the best ranged promotion in the game (England comes very close).
Dutch, is indeed a favourite of mine, but they are not actually that strong. Its almost impossible to start close to plenty of march (IMO), usually you end up with 1-3 tiles of march at most. If you do end up with 5-10 on your island, the dutch can grow very fast (espacially with tradition policy). The fun factor with this civ is high though, and with the Sea Beggars upgraded to ironclads, you can take down most coastal cities with ease. Not the greatest civ, but so much fun!
Aztecs, because warfaring benefits you by tons, and in deity usually you always wage war anyway (at least I do). Obviously the Aztecs main strength is gaining culture from kills. And if you want to abuse them even further, finish the honour tree to gain gold from kills. Ontop of that, IF you are lucky (and of course skillfull) you could get the pantheon "God of war" and also recieve faith from kills (eventually in later eras some units grant TONS of faith). Killing units will will never be as much fun as with this civilization! Oh, and they start in jungle, which is a benefit in itself, and if youre lucky to get freshwater close by this civilisation also offers great growth. main concern is that if the opposite team reaches airplanes before you (which is common with some civs in deity), youre going to have difficulties surviving and making peace, due to warmongering penalties.
PS: I understand not all agree with me, and usually I go with warfaring civs, because in late game thats the most fun!
I guess, il go first, I play deity only (and mostly Domination victory, or none at all), and my favourite ones are probably:
Shoshone, purely for the fact that he is incredible versatile and fits any gamestyle. He's probably among the best civ to get a headstart with (probably the greatest), but reliant on 4+ ruins close by. Whether its a headstart in culture, science or faith, or even military. My main and only concern with Shoshone is that he falls out to other civs eventually, unfortunately. Thats because none of his specialties are permanent (except 15% more combat in own territory), and that makes it easy to catch up to, and even go past him.
England, for obvious reasons its almost pure OP on water maps (otto cuts it close), such as arhchipelago. Imagine being able to move 3 tiles further at sea with the exploration policy, and then also see two tiles further with ship of the line build. Up until airplanes can be built, this civilization is almost unstoppable at sea combat. Having an extra spy is also extremely powerfull, allowing you to focus a little less on science (and with BNW gaining benefits at Congress). And honestly the longbowman is pure awesome to upgrade to late era units.
China, being able to spam free Librarys (Paper Maker) allows for maintaining a lot more units early game, and making certain science is not an issue. And once you get that Chu-ko-nu, well you can be sure its incredible hard to take the fight to your lands! Building 20+ and then upgrading them all, to end stage units is a great military advantage indeed. Chu-ko-nu probably has the best ranged promotion in the game (England comes very close).
Dutch, is indeed a favourite of mine, but they are not actually that strong. Its almost impossible to start close to plenty of march (IMO), usually you end up with 1-3 tiles of march at most. If you do end up with 5-10 on your island, the dutch can grow very fast (espacially with tradition policy). The fun factor with this civ is high though, and with the Sea Beggars upgraded to ironclads, you can take down most coastal cities with ease. Not the greatest civ, but so much fun!
Aztecs, because warfaring benefits you by tons, and in deity usually you always wage war anyway (at least I do). Obviously the Aztecs main strength is gaining culture from kills. And if you want to abuse them even further, finish the honour tree to gain gold from kills. Ontop of that, IF you are lucky (and of course skillfull) you could get the pantheon "God of war" and also recieve faith from kills (eventually in later eras some units grant TONS of faith). Killing units will will never be as much fun as with this civilization! Oh, and they start in jungle, which is a benefit in itself, and if youre lucky to get freshwater close by this civilisation also offers great growth. main concern is that if the opposite team reaches airplanes before you (which is common with some civs in deity), youre going to have difficulties surviving and making peace, due to warmongering penalties.
PS: I understand not all agree with me, and usually I go with warfaring civs, because in late game thats the most fun!