Best Innate Abilities of Civs

  • Thread starter Thread starter pansophy
  • Start date Start date
P

pansophy

Guest
So let the debate begin: Which Civ has the best innate abilities for each strategy?
Here is the link for those who haven't seen the civ specific abilities yet.
http://www.civ3.com/devupdates/abilitiespopup.cfm

Personally, I think anyone would want to have an industrious civ _ having your workers produce things faster would effect every strategy. I guess it depends on how much faster they produce stuff.

I tend to be a peaceful until the modern era, so I'm stuck between the Commercial (extra commererce in city center and lower corruption) and religious (reduced production for religious buildings and no anarchy between govs) as the best second benefit.

That would leave me with either the French or Eqyptians _ neither of which I would have picked in Civ II by the way.

I see the science advantage as a mini "Great Library" and it might be good too.

I probably wouldn't ever be militaristic since you are almost locked into that strategy and being industrious would allow you to make units faster than most other civs anyway.

Being expansionist might be nice, but only if there are a lot of villages. On a big map it might be an avantage for a long time.

In the end it is hard to judge since we don't know how "reduced" reduced really is for any of these abilities..

Anyway, I just wanted to start this. I keep changing my mind on what might be best. What is everyone's take??



[This message has been edited by Thunderfall (edited August 10, 2001).]
 
I think that Militaristic, Commercial, Scientific, and Industrious are the best four, but I can't decide between them which is best. This means I would likely play Greeks, Romans, Persians, or Chinese. Ultimately gameplay will determine which will be the most valuable to me.
 
I think one of the glaring errors in the abilities chart is the fact that the English and the Germans have the same abilities while there is no civ that is both militaristic and scientific. If any cive could be considered militaristic and scientific it was/is the Germans. This should be changed!!!! We should have a civ for each combination.

I am leaning toward the Chinese combo of Scientific / Industrial. Of course, I will customize the Civ to be the Canadians.
cool.gif


[This message has been edited by Master of Ceremonies (edited August 10, 2001).]
 
Tough choice at this point. I imagine I'll start with the Greeks or French see how that works, then try a religious one and watch how it effects culture. I think for me I'll end up playing a couple civs that have completely different abilities to learn what they offer then through preocess of elimination pick a civ that suits my playing style. After all that I'll play the opposite of my favorite civ for the challenge
smile.gif


Who knows I may find it enjoyable playing different ones depending on the mood I'm in when I start the game
wink.gif


Jim
 
I'm going to start off as the romans they have commercial,expansion,sceince,AND religion.They sound like the perfect civ for me!

------------------
Somewhere between war and diplomacy is the realm of the spy
 
I was impressed with the English (commercial, expansionist) More cities and more riches sounds good to me
smile.gif


Oh, and lookie who the 'Militaristic Expansionist' civ is: ZULLULIA!
flamethrower.gif
 
Originally posted by spycatcher34:
I'm going to start off as the romans they have commercial,expansion,sceince,AND religion.They sound like the perfect civ for me!


You have no idea what you are talking about spycatcher. The romans and militartistic and industrial in Civ III.

Anyway, I think the best stategy is to my the combo that you chose work for you. For instance, as Iroquois, I will have religion which lowers my cost for building religious buildings, which in turn increase my culture and give my city better access to special resources in my area which I will be able to see because of my scout and all the nice huts I get better than average goodies from.

The key is understanding the capabilities of your civ and also understanding the capabilities of your nieghboring civs and being sure to make your special abilities work against them using thiers.

------------------
<IMG SRC="http://forums.civfanatics.com/uploads/Iroquois/Hi_angry.jpg" border=0> Dead Indian Walking Around<IMG SRC="http://forums.civfanatics.com/uploads/Iroquois/SKULL.gif" border=0>
 
Opps did i say romans?
biggrin.gif
I meant greek.I think commercial and sceince will suit me best

------------------
Somewhere between war and diplomacy is the realm of the spy
 
The special traits of each civ will make multiplayer games much more interesting. If say the Zulus (miltary/expansion) were to team themselves with the Babylonians (scientific/religious) the two could theoretically benefit from all four bonuses. The Zulus could protect the babs, while the Babs gift the Zulus Sciences. The Zulus benefit by getting more cities (thus more influence) and the Babylonians get more culture (thus more influence).
punch.gif


 
Hmmm...yes you have a point but it could also work in the opposite the babs might not be able to hold out aginst the zulus.Also if two military style civ teamed up they would become VERY powerful.However this could also work in sceince and trade feilds. This is a very good idea and I am glad they have decided to use it.

------------------
Somewhere between war and diplomacy is the realm of the spy

[This message has been edited by spycatcher34 (edited August 10, 2001).]
 
Best innate abilities? Hmm, it's tough to pass up on those extra discoveries that come with the science civs. Also I like to scout far and wide early on, stake out my territory to to speak, and the 'extra-good' goody boxes sound tempting.

Scientific and expansionist? Makes me the, er, Russians.
hmph.gif
I can see customizations will be required.

I think the big unknown is the "great leader" benefit that comes with the militaristic civs. We've heard some stuff about how great leaders allow you to form your units into armies, but not a lot of detail, especially regarding the ability of non-militaristic civs to form armies, other than the fact it comes with the discovery of nationalism.
 
Yes i think the great leaders will have a large impact on the game but i think that great leaders will be available to all civs not just military style civs

------------------
Somewhere between war and diplomacy is the realm of the spy
 
it's gotta be the Romans, with their left and right punch: industry and military

experience determains a fight and production will end the war. With capable strength for domination, peace and harmony will seem even better as an option.

Edit: Opps
------------------
<IMG SRC="http://www.ltolstoy.com/photos/thmbs/t1854.gif" border=0>

[This message has been edited by WarandPeace (edited August 10, 2001).]
 
This is all very clever... all attributes are compelling, and all as good as each other. It's agonising a decision to make, clever design by the makers.

Since military units are paid for in gold, not shields, Id think that commercial would be good, but then again, science would be sweet........

some tough decisions to make while I wait for the mac version to come out!

------------------
- Greenie

" Let us take by
cunning what we would
take by force"
 
Master of Ceremonies: You bring up a great point about the German's being Militaristic and scientific. It's so obvious really, and why two civs with the same advantages and no one having this combo.

Could it simply be a typo on the chart???
 
i definately want to have religious....more culture=2 things...bigger borders...better negotiations)...and either militaristic for waging war easily....commercial to have the good economy...scientific for extra techs...and then industrious for good production....tough choices!! but definately religious for me...
soldier.gif
tank.gif
soldier.gif


------------------
Texans of the world, UNITE!
 
Originally posted by Reddneckrebel:
i definately want to have religious....more culture


I dont want to change your plan or anything; but all religion does basicly is reduce the cost religious buildings.
You might be able to build more of those and have a higher culture standing as a result but religion itself is not directly related to culture.

Plus if culture is important to you then you might want to have some court houses and libraries; like religious buildings, they work the same towards culture

------------------
<IMG SRC="http://www.ltolstoy.com/photos/thmbs/t1854.gif" border=0>
 
Originally posted by WarandPeace:
I dont want to change your plan or anything; but all religion does basicly is reduce the cost religious buildings.
You might be able to build more of those and have a higher culture standing as a result but religion itself is not directly related to culture.


Isn't it? More buildings mean more culture means better negotiations, means better borders....everything's a chain reaction. No anarchy between government does seem a little unimportant though, at least compared to the other benefits.
 
Pansophy: Thanks for the compliment. I sent a note to FIRAXIS directly from the CivIII site asking them to make the Germans both Scientific and Militaristic. Hopefully it will be my small contribution to the new game.
smile.gif
 
Back
Top Bottom