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A Not-So-Great Player's Power Rabkings of the Sponsors

Discussion in 'CivBE - General Discussions' started by DWilson, Jun 3, 2016.

  1. DWilson

    DWilson Where am I? What turn is it?

    Jun 7, 2012
    Madison, WI, USA
    Because I'm bored, and feel like attempting to spark a discussion, I'll be trying to rank the twelve factions (by both number (1-12) and tier (I-IV). (This is strictly single player in intent). (I originally posted this on reddit, but thought I would share here as well).

    Tier IV:

    12. Brasilia - To really benefit from Brasilia, you need to be in a position of advantage. You no longer fight more effectively. Instead, you're slightly more persuasive in negotiations. Given how poorly the AI does at war, this is basically completely unnecessary as you will almost always hold a big advantage here.

    11. Slavic Federation - It sounds useful without playing, but it's rare I find myself seriously wanting to invest in the orbital layer, and when I do satellites are cheap and durable enough for me not to miss this bonus. The extra resources would be nice, but with the game's favoring of wide empires (plus trade route resources), I'm rarely in need. Really, the only major advantage of these resources are the tile yields, which this bonus didn't supply.

    10. Franco-Iberia - Franco-Iberia's bonus is simply underwhelming, granting maybe 3-4 bonus virtues in a normal game, and maybe or 1-3 more with a bit of effort. Given how relatively weak virtues are, this never really seems all that useful. If unhealth was more of a problem, then maybe this would be more useful.

    Tier III:

    9. Kavithan Protectorate - It's nice to be able to quickly pick up a couple extra tiles, especially given that water cities often make purchasing tiles the favorable territory expansion choice. Given how wide this game tends to be played, being able to quickly grab the particularly desired tiles for your expansion cities can be nice. It's not amazing, but it's not particularly bad either.

    8. INTEGR - Their ability can be pretty useful for getting access to agreement bonuses more quickly and more cheaply. The sheer variety of these bonuses provides some nice flexibility. Meanwhile your discount and the abundance of diplomatic capital means you won't have to choose between improving your traits or taking agreements. It helps that making agreements also makes the AI like you more, thus pacifying it to some measure. Oh, and things can be somewhat cheaper in a pinch if you have excess capital.

    7. People's African Union - Growth and specialists are not as powerful as they were in the tall-oriented CiV, so this bonus is not too amazing. That said, specialists are nearly useless for other sponsors, while they're an option for the PAU. Added flexibility, and the ability to churn out a bit of extra production, growth, science, or culture in a pinch never hurt anyone.

    Tier II:

    6. Pan Asian Collective - This ability sounds impressive, but due to the weakness of wonders in Beyond Earth it can easily be underwhelming. If you plan it out properly, you can easily get all the somewhat useful wonders in your wide empire fairly cheaply (one turn of building each). It won't be a huge bonus, but it's something. It'd be better of it still worked on artifact wonders, and possibly even the spy agency. Still, using it properly will awe your enemies, seriously boost your score (if you want it too), and nearly eliminate the chance you won't get any wonder you want whatsoever.

    5. Chungsu - The Chungsu might surprise being so high up as their small science boost isn't much worth mentioning in the mid to late game. That said, in a game of unbalanced, arguably broken mechanics, the least balanced component of them all is espionage. Proper investment in spying, my favorite choice is to spam steal science everywhere, allows you to simply neglect science whatsoever in your building selection (if you so choose). As Chungsu you get to do that earlier and faster, and your starting spy will probably allow you to get an extra couple missions complete early on. Additionally, being able to start in the water is a key reason they're so high. Aquatic cities tend to be stronger than land cities, and if you start in the water the loadout that provides a free soldier instead provides a free melee ship. This thing will explore incredibly rapidly, revealing the map, collecting resource pods, finding the valuable progenitor ruins and devices, and finding a capital to spy on asap. Honestly, that may be their biggest boost.

    4. North Sea Alliance - You know how water cities are better than land cities? Well, they also have two key weaknesses: They're physically weaker, and thus more susceptible to naval invasion, and it can be tedious expanding their borders and moving them. Both of the issues are almost entirely handled by the NSA's traits. As a result, you basically do not need land. You can settle as much water as you like, and you'll enjoy production, culture, lower unhealth, and (most importantly) the ability to quickly churn out a massive navy (which the AI will never combat effectively). Combine that with the ability shared by Chungsu of starting with a boat, and you've got a force to be reckoned with.

    Tier I:

    3. Al Falah - Others may scoff at Al Falah being placed in the top three, but I'm not even certain they should be this low. This is probably my favorite civ to play as, and it's simply because their bonus is so unique. It should be noted, however, that Al Falah really comes into their own only when you've maxed out their unique trait and the ambitious trait, to maximize their conversion potential. Once you have, you're expansive abilities are basically without limit. It takes nearly no time for a 2-3 pop city to grow to a 10-15 pop city with food focus. Given how slowly BE cities tend to grow, this means that you can bring your latest expansion up to full fledged city level in very little time. I can't stress how powerful this is. A 10-15 city empire of 15-10 pop each is basically game over due to the volume of your yields. And later city settles stay viable, given it doesn't take long to grow them up (for others, it can be pointless given that these cities would take so long to produce). That means, in combination with the weakness of unhealth, you can easily make that a 20 city, or more, empire full of useful and productive cities, and only stop expanding when the game ends. And that's just food. You can get every virtue in every game, with a bit of extra culture production. You can get extra techs you normally wouldn't bother with, or just speed of your affinity acquisition, by turning on the science. If you play as Al Falah, you're gonna have a good time.

    2. Polystralia - I don't use them often, but I cannot deny that they deserve a position really high up. Trade routes are the second most broken mechanic in the game, and no one can spam them anywhere nearly as much as Polystralia. Add in warp spires and traits that boost trade routes, the yields become absolutely ridiculous. Additionally, the AI loves when you trade a lot and trade with them. So while you're reaping huge profits, production, resources, and growth, your opponents will love you for it! In a game of system abuse, they can abuse the game systems like nearly no other.

    1. The American Reclamation Corporation - For all that I can say about Polystralia, trade routes are not the most broken mechanic- espionage is. I said like nearly no other, and the ARC is the one other. And as great as Polystralia is at abusing systems, the ARC dominates espionage. They have multiple paths to stealing science in four turns per spy, and they're easier to do as well, with less intrigue needed. If you want to win quickly, I'm fairly certain the ARC can do it quickest for that very reason. Add in the building quests for extra spys, the AI won't even know what's happening.
  2. Falk

    Falk Chieftain

    Nov 25, 2005
    Mainz, Germany
    Good write up, very helpful for a newbie like me. Thanks!

    I recently bought the game (+RT) for cheap and have played 10h so far. Just finished my first game playing as INTEGR. I used the trait that gives you a science bonus for each agreement which seemed pretty good early on. As INTEGR you can actually afford 5 agreements rather early and upgrade that trait quickly.

    My second game that I just started is as the African Union. My plan is to grow fast, build up +food bonuses and then go for Academies and science specialists (assuming those exist - haven't even checked that now that I think of it).

    My very first game was as Polystralia and indeed I was swimming in energy early on. Didn't finish that one though.

    And I've completely ignored espionage so far - maybe I should give it a try playing ARC next time.

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