Best Civ?

Of course, I would submit to Rome, but considering the ROMAN emperor Constantine moved the capital to Constantinople.... :lol:
I feel obliged to honour his memory. :lol:
 
I like the Maya. They can grow like crazy.

I finally did a military game the other week where I used riders a lot, and I felt China a very, very powerful tribe in this regard... especially with disconnect/reconnect at work.
 
I think it is beyond doubt that the American's are the best civ.

What other civ offers you absolutely zero advantages over you opposition?

Only a true pro would relish the challenge of only ever playing as the Americans!
 
i had fun with the americans, i can see the advantage of starting out with a scout, i had my map laid out and couldnt keep up building settlers.

other than that they dont offer much.
 
americans are ok

the problem is that their traits eventually go down in usefulness at the end of the ancient era/start of medieval era when all the huts are popped, you've made all contacts and you've worked every tile. then you've a pile of workers sitting around.

they're good out the starting gate, you can get a really explosive start, but that's exactly it. without that great start to tide you through, they're poor.
 
Yeah, I also find that they end up as a backwards nation with too much land, compared to someone like say Babylon, Sumeria or the Byzantines.
Then they get:hammer: in the Modern Ages wars.
 
I think it is beyond doubt that the American's are the best civ.

What other civ offers you absolutely zero advantages over you opposition?

Only a true pro would relish the challenge of only ever playing as the Americans!

I would suggest you read this Civ Review... it may give you something to think about. it did give me pause :scan:
 
Actually, my fastest domination victory ever has been with the 'murkins. They rock in the AA.
The only downside is that there's no way to start a golden age other than building or capturing wonders.
 
Those reviews by Ision are interesting reading and they do provide some fascinating insights into each specific civ. The problem with them, and any full dissection of any civ in a debate environment, is that the pros are always from the point of view of an ideal scenario and the cons are always from the point of view of an unideal scenario.

For example, one states Industrial is good when combined with a civ that starts with Pottery (for Granaries) permitting rapid early map expansion.

The next guy states that it's all very well having rapid expansion but it's all going to halt at size 6 anyway so it's not that much of an advantage.

So the first guy states that's why you build on Rivers.

Likewise...

The first guy states Expansionist is good for popping all those huts.

The second guy says what if its a map without huts or a high level where huts don't give much.

etc.

This leaves most of his reviews as guides as to how to best use the respective civ in the perfect scenario rather than a specific review of how the civ operates in a random setting. Guides are more useful than reviews but if someone was to attempt an accurate judgement of a civ's general worth then someone should create a specific 'average' map and then slowly work through all the civs to find out which ones had the best of it at which point etc.


The scenario I like to use the Americans for is one I thought long and hard about before I started my first 'Cheiftan and up' challenge. I went through all the civs one-by-one trying to work out which combination would best suit my scenario and Industrious/Expansionist just seemed most logical.

A Cheiftan and Up challenge is where I put every setting to Random except specifying a Tiny Pangea and then see how quickly I can achieve a Military Victory Condition, once the first level is complete using the Play Last World option and keeping all the settings the same except for changing the hardness setting to the next level up.

As Tricky states, the Americans are a good choice for such a scenario as they are Industrious, meaning speedy roads into enemy territory and rapid early gold/shield accumulation. The Expansionist trait is also good for jumping all the huts and doing some quick tech deals and since the aim is going to be to have victory before the Middle Ages even settle in then one is only really interested in acquiring the basic military techs of Warrior Code, The Wheel, Horseback Riding, Bronze/Iron Working and possibly Mathematics so getting these as soon as possible and then maximising Tax and minimising Science is ideal.

Also, as Tricky states, I have my biggest point scores from doing this.

By this method of play I'm not concerned about building anything at all except barracks and one Settler and one or two Workers, it's purely a short-term military Unit pump-station game.

I tend to quit at Monarch/Emperor level because the game tends to cease being a 'quick' game after that point. Cheiftan being about a 1 and a half hour game and Emperor about 4 and a half hours.

For my normal campaigns on big maps on Regent level I wont use the Americans just because they are so... boring... what with no cheap buildings, no extra gold squares to look at, no fancy UUs to peacock about with, no bonus techs and barely any historical arch-enemies to role-play with.

My criticism of the implementation of the Americans would be that they should get Factories and Off-Shore Platforms half-price. I feel sure this would have a lot more people raving about how cool they are and give them a greater sense of role-play in the civ world.
 
In an "ideal" scenario, the expansionist trait can work very well up to and including Deity level... that is IF you pop a free settler. On the other hand though, you simply can't pop a settler (or techs for that matter) with expansionist on Sid. So, the expansionist trait basically doesn't do all that much for you on Sid (it can get you earlier contacts, help you scout the map, block AI resources/luxuries/etc., but I don't think this as potentially all that much). So, America really isn't all that great on Sid, even under favorable conditions. On Deity, on the other hand, they can do rather well on the right type of map.
 
I'm surprised noone said inca because i own all levels with them all way up to immortal. All i do is build a bunch of inca scouts take everyones workers stop them from expanding very early then just pump out settlers once you have enough scouts. On immortal you have to stop the other civs growth early or you will lose the game early all the difficulty means is they start with more workers or settlers and research faster so trading is out of the question because they trade like crazy and you will be 20 techs behind before you research iron working. That's just my opinion i also like maya for their captive workers from UU and babylon bowman is nice. If you don't go to war early with your UU then they are wasted so that's for all civs.
 
I'm surprised no one said Inca because i own all levels with them all way up to immortal. All i do is build a bunch of Inca scouts take everyones workers stop them from expanding very early then just pump out settlers once you have enough scouts..

I hadn't thought of this method. I don't choose the Inca very often because I'm not crazy about their starting techs... not that they aren't good but I like the slingshot so Alph is good.

I might just give your suggestion a try in a future game.
BTW - is this an always war method?
 
I'm surprised noone said inca because i own all levels with them all way up to immortal. All i do is build a bunch of inca scouts take everyones workers stop them from expanding very early then just pump out settlers once you have enough scouts. On immortal you have to stop the other civs growth early or you will lose the game early all the difficulty means is they start with more workers or settlers and research faster so trading is out of the question because they trade like crazy and you will be 20 techs behind before you research iron working. That's just my opinion i also like maya for their captive workers from UU and babylon bowman is nice. If you don't go to war early with your UU then they are wasted so that's for all civs.

Always war with the Inca on Sid? I'd like to see that.
 
These are games where the player is alone on his landmass. That does not count. This you can also do with the Incas.

uhh... i fail to see why an AWS with an island start shouldn't count as an AWS :confused:
 
I am aware that it's still an AWS, but - as I said - on an island AWS the Incans are as good as any other civ.

No, not quite since they don't start with Bronze Working or Alphabet. That said, I do agree that Sid pangea AW would come as much more impressive than an archipelago map where you have your landmass to yourself.
 
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