Ornen
Warlord
- Joined
- Feb 25, 2006
- Messages
- 272
Since we've got a balance patch + 2 more civs in the works, I'm holding off on updating the list for the time being. That said, I'm currently thinking of starting Australia in the B tier – their bonuses are very nice, but still not blowing me away. So far I've played one and a half games with them, and I wasn't always able to get the +4 bonus on appeal. It's still a strong bonus, and one that can be very strong on the right terrain. But I'm not ready to put them in the A tier as of yet. For one, it's situational; for another, those choice appeal tiles often conflict with your best mine areas, which will drive down that appeal; for another, those bonuses are most meaningful earlier in the game, when the most successful strategies focus on early conquest, which might mean delaying those campuses. Maybe the best strat with them is to turtle/tech to second gen units and conquer from there? Something I'd like to try.
I like their outback station quite a bit, also. They can be killer food/prod tiles, especially in the late game, which is useful when it comes time to crank out your spaceship parts. The housing bonus can be very strong, but is also situational, as many of the best city spots will be inland. It definitely gives Aus more options, though, and is especially powerful when you stack on a colosseum. Again, turtle/tech into midgame conquest really interests me here. Especially with the big production bonus, I'm honestly thinking of Australia as as much of a military powerhouse as a tech civ.
Also, one of the strengths of the science & conquest victories: they go very well together. Much easier to pick between those two in the midgame than if you commit to culture or religion, each of which lead you down a more specific path earlier in the game.
I like their outback station quite a bit, also. They can be killer food/prod tiles, especially in the late game, which is useful when it comes time to crank out your spaceship parts. The housing bonus can be very strong, but is also situational, as many of the best city spots will be inland. It definitely gives Aus more options, though, and is especially powerful when you stack on a colosseum. Again, turtle/tech into midgame conquest really interests me here. Especially with the big production bonus, I'm honestly thinking of Australia as as much of a military powerhouse as a tech civ.
Also, one of the strengths of the science & conquest victories: they go very well together. Much easier to pick between those two in the midgame than if you commit to culture or religion, each of which lead you down a more specific path earlier in the game.