Best Civ for Real Start Earth Map in VI

I have not tried but will play it today I think.
England is not as useless as you think @diggerjohn111 Pax brittanica is very powerful especially when combined with redcoats. The harbor cz city centre triangle is strong and those museums are pretty damn fine. It is by no means the best civ out there but IMO its way above France, Egypt, norway.

If you are going for a cultural victory read the culture guide in the tip & tricks forum, it seems to help people a lot
 
It's a game, it is supposed to be fun. I never understood the people who are such sticklers to what they think is fair. Hey, you bought the game and if you aren't hurting anyone with whatyou are doing, go for it. Actually the whole colonization thing sounds really cool, a fun throwback to a certain CIV IV add on from the distant past. As for England not being that bad. Maybe I should give them another chance. England was one of my favourites in V, perhaps a revisiting in VI is in order. As fora North American Civ. Hell yeah, the Iroquois and Shoshone were integral to V. I would love to see the Sioux, Mohawks or perhaps even the Mississippians (a.k.a. Mound Builders) in VI.
 
I'd go with whichever player the human is playing will win.
Obviously. This is pretty much always true when it comes to any of the Civ iterations. The TSL map presents specific challenges to different Civs though. England and Japan have to figure out a way off their respective island; by comparison Australia is primed for a strong game from turn one. The fact that a good player will win (very nearly) doesn't change that the different TSL locations have their own ramificatuons in adittion to the inherrent abilities of each civ.
 
I don't think Australia is as strong in TSL Earth as they are in the average game on pangea. Particularly on Diety the isolated start is more of a hindrance than a benefit imo. You're deprived of the ability to rush an invasion, the land isn't great, and you get sub ideal locations to place your districts. You're still going to spend a lot of time playing catch up to the AI but without the advantage of being able to take one or two down early.

So as you may be able to infer I think the European civs, particularly Rome and Germany, are the best. You start with a couple neighbors you can take down and afterwards there's some good land available for settling. I've had easier and more fulfilling experiences playing with them than Australia.
 
@diggerjohn111 good on ya, I used to play lizzy but found her a one trick wonder in V. She has 3 tricks up her sleeve here and if you want some pointers just ask.

I am up to T120 with Vicky on deity. With this map you are heavily forced to take to the waves which is fine. Its like spamming sea slingers and if you can get in there early enough you can just take those coastal cities like candy, the quad 1 tile range is a bit of a pain though.

This earth map is just incredibly heavily dependent on which civs are in it. A real scary civ is Kongo because they have the room, the jungle, Kumasi and no real competition. I'm gonna play them next as it is a perfect deity start for a quick culture victory while Vicky is a bit tightly packed but can win.... As long as Norway is not in the startup. If Norway is there they are forced to take vicky. I woukd hate to start deity as France. Its such a small map and people like Rome and Germany just will eat you. I think they are the toughest and Kongo the easiest.... Also the Aztects in my game are all over America as the Americans and Brazil were not in the game. But Kongo just OP's the science culture double act a bit.... Like normal I guess but every game is the same, no African competition.

The map is also interesting for luxuries, you are forced to deal more
 
I love playing as Kongo. I have more than a long standing bias towards civs that tech well and Kongo is up there with Sumeria. That being said, I am trying to find a new challenge that I didn't already win with on higher difficulty.
 
I don't think Australia is as strong in TSL Earth as they are in the average game on pangea. Particularly on Diety the isolated start is more of a hindrance than a benefit imo. You're deprived of the ability to rush an invasion, the land isn't great, and you get sub ideal locations to place your districts. You're still going to spend a lot of time playing catch up to the AI but without the advantage of being able to take one or two down early.

So as you may be able to infer I think the European civs, particularly Rome and Germany, are the best. You start with a couple neighbors you can take down and afterwards there's some good land available for settling. I've had easier and more fulfilling experiences playing with them than Australia.
That's if you play an aggressive style. I tend to fight defensive wars and try to tech up. Australia lends well to tech, defence and being left alone long enough to build science and culture.
 
Its more about being focused than the civ you choose, you can loose just as well with any civ. I have never yet played Sumeria or Scythia, I prefer Norway, Japan, France, Egypt, and I rarely play to the end, I just play until the fun stops.

With Deity, in the Turtle approach you need about 8 cities. Its a small map. You need NZ New Caledonia and a bit of the Philipenes I suspect
 
Here you go @diggerjohn111 , victoria, turn150 deity save, should be a win from here.
This map is sort of an island map and you may be saying America being unsettled makes it easy but it makes no difference, its all about the ships, in particular the ships named Jackhammer and Wrecking Ball as they get +17 vs cities +23 with their admiral ad they will soon have a range of 3.
At this stage its cruise to redcoats then probably take Asias watery belly as Ghandi seems to be getting iffy. Maybe just push battleships, plenty of theatres and campuses so other victories also doable,. just not religion.

CBA finishing it, just making @joncnunn 's point that any civ will do really, even victoria from a nasty little remote island

Was nice getting Panama Canal open ... Never got to NZ

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I love the Firaxis earth true location map, it's only standard size but the loading times are quick and A.I. does nice colonizing.

Here's a fun thing to do on the Earth map: Choose Colonial empires and European powers + Japan and America as starting civs, and watch them colonize the world.
On my current Earth game I am Spain, and I have England, France, Germany, Russia, Japan, America and China as A.I. civs and it's so much fun to look how the world takes shape.

Germany has conquered a French city (with walls, so the AI can do that now), France has colonized North africa a lot and Japan has spread into Manchuria and is at war with China so there's some cool historical flavor.
I hope USA and Japan start a big war over pacific next.

Also, on In Firaxis' Earth map is possible to create a sweet Suez canal city. The location is only one hex thin so you can plop a city there- For flavor do it as English Empire and use it to conquer India. ;)
 
@diggerjohn111I am up to T120 with Vicky on deity. With this map you are heavily forced to take to the waves which is fine. Its like spamming sea slingers and if you can get in there early enough you can just take those coastal cities like candy, the quad 1 tile range is a bit of a pain though.

Thanks for sharing your experiences. Would you care to share more about your early naval strategy? It hadn't really occurred to me that you could play aggressively with ships early on. Do you spam galleys and go after Spain or something?
 
If you look at England starting position, there is not much value with mining or pottery. If you can get a good fleet you do not even need archery. I got archery at about turn 120. There was room for 3 cities so getting an early settler as Scotland is great terrain, just not much of it. No granaries, do not need them, just slow you down initially. One key thing was because of the fish around London getting god of the sea Pantheon was rather important. I guess also pushing Foreign Trade as Maritime Industries gives you a whopping 100% for navy production. I mean Agoge, eat your heart out!Craftsmanship has little value and so pushed for 50% settlers before that so my second settler was cheaper. Its these little efficiencies that chip away at the turns so you get to attack earlier. And it is about how quickly you can get that fleet going.

I just pushed the sailing side at the right pace, getting 2 galleys then 4 quads, a fifth quad came free with an admiral. Victoria's cheap harbors can be built very early when you push navy giving good early trade routes. You still need CZ of course. A navy of 2 galleys and 5 quads is about right.

With deity the walls came up early and The first city I attacked only had room for 2 quads to fire so a lot of rotation and grinding which is in fact perfect for an early navy anyway. Promoting 2 quads up the right hand path makes them mean beasts against cities. Pushing the other 3 up the left path means they get bonuses against ships and land troops. The galleys are your scouts and very cheap to get to destroyers like all promotions, and you must have destroyers for subs.

You civics you push normally up to feudalism them time-rush them to mercenaries so you get 50% upgrades to your entire fleet.

If you are careful with a navy and do not move full distances in one click you are playing a navy properly. They have a few extra movement points to react to what they find. Once you are frigates with a range of 2 you can stack all 5 against 1 city and take it in a single turn with a caravel after bombardment. Ones further in do need troops but when you have that may frigates their city has no walls left and any troops that meet you die. Ideally your frigates get to a range of 3 ... This means your battleships get to a range of 4 and with +22 for you city takers, protected by 3 anti navy ships and 2 anti sub and an AI that is worse at navy battles than land battles... Its game over unless someone is winning mid continent. For that you grow as you dictate, you just outgrow their science then send the troops in

The above strategy any civ can do, England's only benefit is cheap harbors which are NOT useless. Getting a trade rout 6 turns earlier really makes a difference. England's real benefit comes with Pax Britannica which this example does not even show. take a coastal city as soon as you can push redcoats and you will see what I mean... every city you take gets a free redcoat and they are +10 combat and strong troops to start with... 5 cities in you have 5 redcoats... it just snowballs, at this time of the game these are not like spearmen, they are uber troops, well they can hold their own against modern infantry.

This game I befriended spain and slogged it out with France,weirdly Spain declared on me when I declared on Egypt to get into the Med.

Note: it took 3 attempts to get the right strategy to work. Norway royally beat me in one attempt and in the other I stupidly spent my gold on buying up the English channel. We all learn as we go... I play lots so am starting to get the idea now, but still learning and making mistakes. I also like playing inefficiently and not for victory. It gets dull otherwise.
 
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If you look at England starting position, there is not much value with mining or pottery. If you can get a good fleet you do not even need archery. I got archery at about turn 120. There was room for 3 cities so getting an early settler as Scotland is great terrain, just not much of it. No granaries, do not need them, just slow you down initially. One key thing was because of the fish around London getting god of the sea Pantheon was rather important. I guess also pushing Foreign Trade as Maritime Industries gives you a whopping 100% for navy production. I mean Agoge, eat your heart out!Craftsmanship has little value and so pushed for 50% settlers before that so my second settler was cheaper. Its these little efficiencies that chip away at the turns so you get to attack earlier. And it is about how quickly you can get that fleet going.

I just pushed the sailing side at the right pace, getting 2 galleys then 4 quads, a fifth quad came free with an admiral. Victoria's cheap harbors can be built very early when you push navy giving good early trade routes. You still need CZ of course. A navy of 2 galleys and 5 quads is about right.

With deity the walls came up early and The first city I attacked only had room for 2 quads to fire so a lot of rotation and grinding which is in fact perfect for an early navy anyway. Promoting 2 quads up the right hand path makes them mean beasts against cities. Pushing the other 3 up the left path means they get bonuses against ships and land troops. The galleys are your scouts and very cheap to get to destroyers like all promotions, and you must have destroyers for subs.

You civics you push normally up to feudalism them time-rush them to mercenaries so you get 50% upgrades to your entire fleet.

If you are careful with a navy and do not move full distances in one click you are playing a navy properly. They have a few extra movement points to react to what they find. Once you are frigates with a range of 2 you can stack all 5 against 1 city and take it in a single turn with a caravel after bombardment. Ones further in do need troops but when you have that may frigates their city has no walks left and any troops that meet you die. Ideally your frigates get to a range of 3 ... This means your battleships get to a range of 4 and with +22 for you city takers, protected by 3 anti navy ships and 2 anti sub and an AI that is worse at navy battles than land battles... Its game over unless someone is winning mid continent. For that you grow as you dictate, you just outgrow their science then send the troops in

The above strategy any civ can do, England's only benefit is cheap harbors which are NOT useless. Getting a trade rout 6 turns earlier really makes a difference. England's real benefit comes with Pax Britannica which this example does not even show. take a coastal city as soon as you can push redcoats and you will see what I mean... every city you take gets a free redcoat and they are +10 combat and strong troops to start with... 5 cities in you have 5 redcoats... it just snowballs, at this time of the game these are not like spearmen, they are uber troops, well they can hold their own against modern infantry.

This game I befriended spain and slogged it out with France,weirdly Spain declared on me when I declared on Egypt to get into the Med.

Note: it took 3 attempts to get the right strategy to work. Norway royally beat me in one attempt and in the other I stupidly spent my gold on buying up the English channel. We all learn as we go... I play lots so am starting to get the idea now, but still learning and making mistakes. I also like playing inefficiently and not for victory. It gets dull otherwise.

That's a great read. Thanks! For the pantheon, did you run God King for 25 turns, or is there a pearls you can work or something? (I don't have the game to hand to check!)
 
God King. The + production made it worth the pain

Also of note was the fact that when pushing up the ship techs it takes quite a while, especially with low science and so your districts stay cheap.

I would not normally run god king, its just being flexible to the situation, I love this games approach to that.
 
That's if you play an aggressive style. I tend to fight defensive wars and try to tech up. Australia lends well to tech, defence and being left alone long enough to build science and culture.

Early aggression is the easiest and most reliable way to win diety games. If the question is "which civ is best on TSL Earth" then imo the answer is whichever one has the right combination of bonuses and a start position that favors early aggression. Trying to out tech from an isolated position is challenging. Your campuses will give +4 which is nice but you can often do better on randomly generated maps and it's tough to catch the AI this way. It's doable and I think Australia is the best Civ in general but imo not the best on TSL Earth.
 
I disagree , kongo is in such an OP position for its abilities and has Kumasi next to it. In SP deity it would beat a domination game by a good 50 turns I reckon. Its also pretty reliable with only Egypt to contest it in open desert.

I must play it to see just how lower VC it can get, early Kumasi and that jungle and space.

One tricky bit on this map is the luxuries. Oz also has limited chop until it goes to the equator.
 
Maybe wrong thread, but with England on some of the YNAMP maps "Greatest Earth" and "Giant Earth" (though, I only play the "Greatest Earth" due to turn times, but have started all the maps as England) the islands of England and Japan are massively upscaled. England also starts near the Cliffs of Dover, and the Giant's Causeway, and if Norway isn't around, reasonably near the Lysefjord. Lysefjord has a bit of an exploit to it as well... you can return your ships to it every upgrade for another promotion
 
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