Civilization Rankings! Part Two: Downloadable Content Civs

Stonecutter9

Rex Michiganensis
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Borrowing from the ideas from kaspergm's Rate the Beliefs and sonicandffan's Rate the Wonders/Policies threads (and a big thank you to those two :hatsoff: ), the Civilization Rankings thread comes to you!

This thread asks you to rate what is easily the most fundamental aspect of the game; who you play as. So think carefully!

The list of the seven downloadable content civilizations is 'spoilered' below (it's a sizable bit of text) so if you wish to vote, please copy and paste the text and put your ranking in front of the blurb for each civilization, like so:

9 - America (Washington):
UU: B17 [Bomber]; The B17 Bomber is an American Unique Unit, replacing the bomber. It is similar to the bomber, but it is more difficult for enemy anti-aircraft and fighters to target. The B17 also receives a bonus when attacking enemy cities. Like the bomber, the B17's range is 10. See the rules on Aircraft for more details.
UU: Minuteman [Musketman]; The Minuteman is the American unique unit, replacing the Musketman. The Minuteman can move through difficult terrain as though it were clear (all tiles cost 1mp per hex) and receives a bonus when fighting in rough terrain.
UA: Manifest Destiny; All land military units have +1 sight. 50% discount when purchasing tiles.

A rationale for your votes is not required, but is always appreciated and interesting to read through!

Whilst voting, you should primarily weigh the outright strengths of the civ, but balance that with weaknesses as well (including your own!).

RANK YOUR VOTES ON A SCALE OF 1 TO 10, WITH 1 BEING WORST AND 10 BEING BEST!

PREVIOUS TOPIC: http://forums.civfanatics.com/showthread.php?t=506596

NEW TOPICS:http://forums.civfanatics.com/showthread.php?t=507361, http://forums.civfanatics.com/showthread.php?t=507731

THE LIST:

Spoiler :
- Babylon (Nebuchadnezzar II):
UU: Bowman [Archer]; The Bowman is the Babylonian Unique Unit, replacing the Archer. This Unit is stronger in combat than the Archer, both offensively and defensively, allowing placement in the front line. The Bowman's improved combat prowess helps ameliorate any concern that it may be quickly overrun.
UB: Walls of Babylon [Walls]; The Walls of Babylon are a Babylonian Unique Building, replacing the standard city Walls. The Walls of Babylon increases a city's Defense Strength by 6 and Hit Points by 100 (both significantly more than standard Walls).
UA: Ingenuity; Free Great Scientist when you discover Writing. Great Scientists generated 50% faster.

- Denmark (Harald Bluetooth):
UU: Berserker [Longswordsman]; The Berserker is one of two Danish Unique Units, replacing the Longswordsman. This Unit is +1 Movement compared to the Longswordsman and possesses the Amphibious promotion, allowing it to attack onto land from a Coast tile with no penalty.
UU: Norwegian Ski Infantry [Rifleman]; The Norwegian Ski Infantry is one of two Danish Unique Units, replacing the Rifleman. This Unit moves through Snow, Tundra, or Hill at double speed. It also has a +25% combat bonus in Snow, Tundra or Hill terrain if neither Forest nor Jungle is present.
UA: Viking Fury; Embarked units have +1 Movement and pay just 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage.

- Korea (Sejong):
UU: Hwach’a [Trebuchet]; The Hwach'a is extremely effective against enemy land units. It is slow and vulnerable to enemy melee attack; it always should be supported by other units when it's in the field. The Hwach'a must "set up" (1 Movement Point) before attacking.
UU: Turtle Ship [Caravel]; The Turtle Ship is a Korean unique unit. This unit replaces the Caravel. The Turtle Ship has a more powerful attack than the Caravel, and is extremely difficult to destroy. However it may not enter deep ocean hexes outside of the city borders.
UA: Scholars of the Jade Hall; +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean capital.

- Mongolia (Genghis Khan):
UU: Keshik [Knight]; The Keshik is a unique replacement for the Knight, available to the Mongols starting in the Medieval Era. Keshiks possess a strong ranged attack and an increased movement rate (5 points total), allowing it to perform hit and run attacks remarkably effectively. If this wasn't enough, the Keshik also acquires promotions at double the rate of other units, and contributes twice the amount of points towards earning Great Generals. These mounted warriors singlehandedly afford Genghis control of the open plains.
UGP: Khan [Great General]; The Khan is a Mongolian Unique Great Person, replacing the standard Great General. The same combat bonuses apply, but the Khan moves at the same rate as the Keshik (5 points per turn) and can heal adjacent units for an additional 15 HP per turn. This beefed up General ensures that his cavalry units will always be in a battle ready state.
UA: Mongol Terror; Combat Strength +30% when fighting City-State units or attacking a City-State itself. All mounted units have +1 Movement.

- Polynesia (Kamehameha):
UU: Maori Warrior [Warrior]; The Maori Warrior is similar to a Great General; however instead of increasing the strength of friendly units, it decreases the strength of adjacent enemy units. Build plenty of these units early for their promotion stays with them as they are upgraded.
UI: Moai [N/A]; Must be built adjacent to Coast, yields +1 Culture. Bonus improved by +1 for each adjacent Moai.
UA: Wayfinding; Can embark and move over Oceans immediately. +1 Sight when embarked. +10% Combat Strength bonus if within 2 tiles of a Moai.

- Spain (Isabella):
UU: Conquistador [Knight]; The Conquistador is a multi-purpose unit that is strong both on land and at sea. Replacing the Knight, it is an exceptional scout on land with extra visibility. It also has the ability to found new cities, but only on a foreign continent that does not contain the Spanish capital. In the water, the Conquistador has the defensive embarkation promotion that allows it to defend itself against naval units. It also suffers no penalty when attacking cities, unlike the Knight.
UU: Tercio [Musketman]; The Tercio is one of two Spanish Unique Units, replacing the Musketman. This Unit is stronger in combat than the Musketman and fights at a higher strength against mounted units. The Tercio is more expensive to build however.
UA: Seven Cities of Gold; Gold bonus for discovering a Natural Wonder (bonus enhanced if first to discover it). Culture, Happiness, and tile yields from Natural Wonders doubled.

- The Inca (Pachacuti):
UU: Slinger [Archer]; The Slinger is an Ancient Era ranged infantry Unit that can strike foes from afar. This Incan Unique Unit can withdraw before most melee attacks: use it to harass your foes. However the Slinger can be easily defeated if the enemy pins it against obstructions or chases it with fast units.
UI: Terrace Farm [N/A]; Can be built on Hills, yields +1 Food, and +2 Food if a mountain is adjacent to the Terrace Farm.
UA: Great Andean Road; Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
 
8 Babylon
Really good abilities, winning with this civ isn't too difficult. It's also fun playing them.

5 Denmark
Moah civ, I never really enjoyed playing them and I haven't used them in over at least a year. Needs some adjustments

6 Korea
Never really bothered playing with them and they can be annoying when being an opponent. But I don't have the idea that this really is a bad civ.

8 Mongolia
Strong civ and it is cool playing with them. Beware of the Mongol horde! A quite loyal and friendly ally during games.

5 Polynesia
I've played them twice and they bored the hell out of me. They're also not a very pleasant AI to play a game with.

8 Spain
Despite there are many people believing that Spain is crappy I find them quite powerful. Yes, there's quite some gambling involved when finding NW but you are almost always guaranteed to find one before anyone else. Bam, 500gp for free. Settling near NW can build some really strong cities and can guarantee some awesome bonuses. Their units are also very powerful and good.

7 Inca
Never really enjoyed playing with them but I do understand that they're a powerful civ.
 
7 - Babylon (Nebuchadnezzar II):
UU and UB are not that great. However, the UA is very powerful ! A science victory is within the reach with them. Heck, even military and cultural, since the free GS will allow to tech up, and not stay behind others.

4 - Denmark (Harald Bluetooth):
Strange warmonger civ ... The Berserker may be strong and useful for multi pillaging, and with his extra move, but gets obsolete rather fast. The norvegian ski are far too situational. The UA ... useful for raids and pissing off foes. All in all, not the best civ they could come up with.

9 - Korea (Sejong):
Korea has a purpose, and it does it well : Defend, and accumulate science. The Hwacha is great to defend lands, while the turtle is a sea fortress. Science victory is a must, but cultural is also not a bad idea, specially with the GA, GW and GM slots, which generate more science.

8 - Mongolia (Genghis Khan):
UA a bit lame. The extra move i useful. Specially for those monsters which are the Keshiks. They ar kings of war, when combined with a Khan.

7 - Polynesia (Kamehameha):
Great for exploring, the maori is bit meh. THe moai are useful to generate culture, but now are essential to get tourism after flight. They became a huge bonus for cultural victory. And besides, Polynesia player will always be the first to found the World congress.

6 - Spain (Isabella):
They are very fun, but the UA really depends where are. Exploring is a must ! The conquistador is pretty strong, and by any chance you found a NW outside your continent which is not exploited, great, you have a sttler on your hand. THe tercio is also very s trong. But spain remains a situational civ.

7 - The Inca (Pachacuti):
Great war civ, since your units won't bother with hills. The terrace farm is useful you if adjacent to a mountain. Otherwise, I prefer to build mines, except if I really don't have where to build a farm. The slingers get obsolete too fast.
 
7 Babylon (Nebuchadnezzar II):
UU: Bowman [Archer]; The Bowman is the Babylonian Unique Unit, replacing the Archer. This Unit is stronger in combat than the Archer, both offensively and defensively, allowing placement in the front line. The Bowman's improved combat prowess helps ameliorate any concern that it may be quickly overrun.
UB: Walls of Babylon [Walls]; The Walls of Babylon are a Babylonian Unique Building, replacing the standard city Walls. The Walls of Babylon increases a city's Defense Strength by 6 and Hit Points by 100 (both significantly more than standard Walls).
UA: Ingenuity; Free Great Scientist when you discover Writing. Great Scientists generated 50% faster.

4 Denmark (Harald Bluetooth):

UU: Berserker [Longswordsman]; The Berserker is one of two Danish Unique Units, replacing the Longswordsman. This Unit is +1 Movement compared to the Longswordsman and possesses the Amphibious promotion, allowing it to attack onto land from a Coast tile with no penalty.
UU: Norwegian Ski Infantry [Rifleman]; The Norwegian Ski Infantry is one of two Danish Unique Units, replacing the Rifleman. This Unit moves through Snow, Tundra, or Hill at double speed. It also has a +25% combat bonus in Snow, Tundra or Hill terrain if neither Forest nor Jungle is present.
UA: Viking Fury; Embarked units have +1 Movement and pay just 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage.

7 Korea (Sejong):
UU: Hwach’a [Trebuchet]; The Hwach'a is extremely effective against enemy land units. It is slow and vulnerable to enemy melee attack; it always should be supported by other units when it's in the field. The Hwach'a must "set up" (1 Movement Point) before attacking.
UU: Turtle Ship [Caravel]; The Turtle Ship is a Korean unique unit. This unit replaces the Caravel. The Turtle Ship has a more powerful attack than the Caravel, and is extremely difficult to destroy. However it may not enter deep ocean hexes outside of the city borders.
UA: Scholars of the Jade Hall; +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean capital.

6 Mongolia (Genghis Khan):
UU: Keshik [Knight]; The Keshik is a unique replacement for the Knight, available to the Mongols starting in the Medieval Era. Keshiks possess a strong ranged attack and an increased movement rate (5 points total), allowing it to perform hit and run attacks remarkably effectively. If this wasn't enough, the Keshik also acquires promotions at double the rate of other units, and contributes twice the amount of points towards earning Great Generals. These mounted warriors singlehandedly afford Genghis control of the open plains.
UGP: Khan [Great General]; The Khan is a Mongolian Unique Great Person, replacing the standard Great General. The same combat bonuses apply, but the Khan moves at the same rate as the Keshik (5 points per turn) and can heal adjacent units for an additional 15 HP per turn. This beefed up General ensures that his cavalry units will always be in a battle ready state.
UA: Mongol Terror; Combat Strength +30% when fighting City-State units or attacking a City-State itself. All mounted units have +1 Movement.

6 Polynesia (Kamehameha):

UU: Maori Warrior [Warrior]; The Maori Warrior is similar to a Great General; however instead of increasing the strength of friendly units, it decreases the strength of adjacent enemy units. Build plenty of these units early for their promotion stays with them as they are upgraded.
UI: Moai [N/A]; Must be built adjacent to Coast, yields +1 Culture. Bonus improved by +1 for each adjacent Moai.
UA: Wayfinding; Can embark and move over Oceans immediately. +1 Sight when embarked. +10% Combat Strength bonus if within 2 tiles of a Moai.

5 Spain (Isabella):
UU: Conquistador [Knight]; The Conquistador is a multi-purpose unit that is strong both on land and at sea. Replacing the Knight, it is an exceptional scout on land with extra visibility. It also has the ability to found new cities, but only on a foreign continent that does not contain the Spanish capital. In the water, the Conquistador has the defensive embarkation promotion that allows it to defend itself against naval units. It also suffers no penalty when attacking cities, unlike the Knight.
UU: Tercio [Musketman]; The Tercio is one of two Spanish Unique Units, replacing the Musketman. This Unit is stronger in combat than the Musketman and fights at a higher strength against mounted units. The Tercio is more expensive to build however.
UA: Seven Cities of Gold; Gold bonus for discovering a Natural Wonder (bonus enhanced if first to discover it). Culture, Happiness, and tile yields from Natural Wonders doubled.

6 The Inca (Pachacuti):

UU: Slinger [Archer]; The Slinger is an Ancient Era ranged infantry Unit that can strike foes from afar. This Incan Unique Unit can withdraw before most melee attacks: use it to harass your foes. However the Slinger can be easily defeated if the enemy pins it against obstructions or chases it with fast units.
UI: Terrace Farm [N/A]; Can be built on Hills, yields +1 Food, and +2 Food if a mountain is adjacent to the Terrace Farm.
UA: Great Andean Road; Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
 
8.5 - Babylon (Nebuchadnezzar II):
Obviously they are the science powerhouse of Civ, and they are very good indeed at what they do - not to mention that their UU and UB are very useful when defending. I find it hard to play them more than one way, which is the only reason they didn't score higher.

6 - Denmark (Harald Bluetooth):
Oh, Harald. I did so want to love you and your fabulous beard. But Denmark are just missing something for me. What, exactly, I'm not sure. The Beserkers are a very good unit, I'll give them that, but the UA could do with more, and I'd scrap the Ski Infantry in favour of a UI or possibly another unit. Sadly I hardly play them.

8 - Korea (Sejong):
The other science powerhouse. It took me a long time to learn to love Korea - it's one of the few UAs where you have to really think about it in order to get maximum use from it, and the UUs felt a little pointless: I mean, who wants a Caravel that can't explore the oceans, or a Trebuchet that's not much good against cities? But the UUs are very good at defending Korean territory which is probably want you'd want them for anyway. A solid 8, but I think I prefer Babylon.

7 - Mongolia (Genghis Khan):
I very rarely play the warmonger, so consequently I have little use for Mongolia. This is a shame, because they have without a shadow of a doubt the most formidable UU in the game, not to mention the Khan which synergises very nicely with parts of the UA. Unfortunately it's the main part of the UA that puts me off - I never have any interest in attacking City-States.

5 - Polynesia (Kamehameha):
I've only played as them once and I'm afraid it was quite a boring experience. The UA ability is by far the best thing about this Civ. I imagine they'd be a bit more fun in BNW, but I can't say I'm planning to try them again any time soon.

7 - Spain (Isabella) - 9 with a Natural Wonder start, 4 without one:
The dice-roll Civ. Somehow I never find playing as Spain particularly satisfying - it's either ridiculously, stupidly easy because you get a 500+ gold head-start, or it's nail-chewingly frustrating as you realise that you've explored your entire continent and nary a Natural Wonder to be found. The Conquistador is a great little unit; I can take or leave the Tercio though.

7 - The Inca (Pachacuti):
I don't know why, but I always seem to have terrible luck with the Inca. This baffles me because on paper they are one of the most powerful Civs in the entire game. I imagine they'd be more powerful in BNW, but I haven't tried them yet. Oh, and I really don't like the Slinger.
 
9 - Babylon (Neby)

Underrated UB that's actually awesome at defending your stuff, horrible archer replacement, great UA.

5 - Denmark (Hairy Harald) - nice UA that is fitting the Vikings well, but it's not overly strong. Berserker is good, but unfortunately only +Amphibious promotion will be given to the Musketman. Ski Infantry keeps its awesome promotions later (or I think so, because it was one of the few games I took honor and I had so many promotions I couldn't check all of them), but I don't like how it looks, it's horribly lame to see Ski Infantry move on grasslands/deserts and I hope the unit is replaced by something more Viking, like dunno, Runestone, Huscarl? Unique Axe Thrower replacement of Crossbowman/Composite Bowman? Too bad it's very unlikely to happen.

9 - Korea (Protoss) - one of the best UA's in the game (imho better than Babylon), both UU's that are great at defensive but aren't going to help you find other civs. Forget founding World Congress as Korea.

7 - Mongolia (Kangas Khan) - Keshik is very nice, Khan is nice, UA is... nice to buff your mounted units. And a nice buff against CS's, except taking more than two equals all CS being in permawar against you. And losing influence faster. Better to have them allied than conquered, especially with how hard happiness can be to get.

5 - Polynesia (Shameless Dragon Ball Z Reference) - UA that's nice and unique but I don't like Polynesia as a whole. Played them once without really checking everything out much, and I had no great spots for Moai.

7 - Spain (Ez-bella) - great with Wonders nearby. Tercio is cool but it's promotion against mounted doesn't transfer after upgrade, and even the AI knows mounted units are bad and rarely build them. Conquistador is awesome, but does it really get no penalty against cities, becoming absolutely better at everything than Mandekalu Cavalry (which has the same strength and doesn't receive other bonuses)? I didn't notice, but then I only use melee to tank damage, not attack.

8 - The Inca (Pachacutie) - awesome UA. Slinger has an unique promotion, that's cool, but I didn't notice it asking me if I even want to use it. Terrace Farm is great in right circumstances.
 
THE LIST:

7 - Babylon (Nebuchadnezzar II):
Good for science, and science is good for everything. With planted Academy you can get a early lead which will last whole game, and that counts. Bowman is halfway to composite, so can explore the top side of the tech tree. Walls have limited use, and early wars do not happen often.

4 Denmark (Harald Bluetooth):
It is not so bad, since the bonus movment allows some unorthodox tactics. With massive pilaging, or costal raid. Yet it offers only movment bonuses, which is just one dimension, and lacking in everything else. Also sometimes map could be against us, not allowing to use advantages.

8 Korea (Sejong): UA is good, since free tech is always good, and may be used for various tasks. UU are well timed, since late medieval is a good time to start some wars, however while UU are interesting, they are odd to use. Turtle Ship is powerful, yet still melee, Hwatch is powerful but not mobile (and not much better against cities). So UU are good but nobody knows for what.

3 - Mongolia (Genghis Khan):
UU is ok, but UA is limited, figthing city states does not close us to victory. It is better to befriend CS rathen than conquest.

5 Polynesia (Kamehameha):
Mostly since early embarkment is a game changer, and if there is a spare land, you got it boy. However there is no big bonuses. Still very interesting to play with.


4 Spain (Isabella):
A lot could be achieved with early 500g. Conquscador is also interesting in his multipurpose. However to have some permament bonus there is need to catch one of this wonders. Being map dependand sucks a little.


4 The Inca (Pachacuti):
Can grow bigger near when others do not grow, starting bias + tarras + observatory results in some nice science. Early UU is a waste as usual.
 
RANK YOUR VOTES ON A SCALE OF 1 TO 10, WITH 1 BEING WORST AND 10 BEING BEST!

PREVIOUS TOPIC: http://forums.civfanatics.com/showthread.php?t=506596

THE LIST:

Spoiler :
- Babylon (Nebuchadnezzar II):
8 - Pretty crappy UB and UU in general, but the UA makes up for it. A free +8 science at the start of the game pretty much means you'll beat the AI a LOT faster. This would mean - faster access to wonders/military units/buildings. Kind of boring to play though.

5 - Denmark (Harald Bluetooth):
Denmark kind of forces you to play in a really specific way. It isn't that you have to go warmonger, you have to relatively get good water maps to do it. In the right settings, he's ridiculously scary to use. However, it's a bit too stringent. Berserkers are pretty awesome though. However, Shaka really do everything better considering Ikandas give +1 movement to every pre-gunpowder melee unit.

9 - Korea (Sejong):
Always liked Korea better than Babylon. Probably because he's just more fun to play with. Although Turtle Ship relies on mapping, it's still ridiculously powerful in its time. Right around when his Sieging unit comes online too. Unlike Babylon, it gives more incentive for your science games to go warmonger, and I love when civs gives you choices for what you want to do.

8 - Mongolia (Genghis Khan):
Genghis by far was the best warmonger civ to hit the scene at this point in time (before the Huns). Keshiks + General is a ridiculous combo. When it just came out, Chivalry was also a relatively fast tech to beeline for. He was pretty much unstoppable. Just start wrecking havoc with Chariot Archers and then let Keshiks wipe out every civ in existence. The glorious thing about this is, when Keshiks become obsolete, you should be close to getting Flight, when land warfare becomes kind of irrelevant anyways.

5 - Polynesia (Kamehameha):
Just... don't play them on a Pangea, lol. Since I usually play on Fractal, their UA and UI is kind of a hit and miss for me. However, on any island map, his UA/UI becomes ridiculously good.

7 Spain (Isabella):
7 for sheer unpredictability. Normally Spain shouldn't even be given a score. Her UA needs to be somewhat nerfed though. Give her 50% bonus from Natural Wonders instead of 100%. I settled a second city near Solomon's Mines on like turn 10, and was making Temple of Artemis + Hanging Gardens + the first to get religion with the one with nature pantheon. Even if you don't find a Natural Wonder near you, you still get +2 happiness instead of +1 for discovering it, +100 gold in the early game is still very useful. Her UUs aren't bad either. Just upgrade your Swords to Tercios instead of hard producing them.

9 - The Inca (Pachacuti):
Top quality Civ. Terrace Farms are ridiculously good. The UA is also ridiculously good. Glad Inca at least have some weakness considering the Slinger isn't as good, but it can still give you chances to prevent your ranged units from being owned by a random Pikeman. I usually don't pick Incas now because they're just this good.


In general, I find DLC civs to be superior than the original civs. Arabia and Siam are still like the best civs (in terms of how much fun I get out of it) for me though. :(
 
Forgot to do the first one of these rankings...oh well, here goes for the DLC civs:
8 Babylon - Great UA, good UB and UU (though neither of those is really fantastic.) Beeline Writing, plant that Great Scientist, and you can blow through the rest of the Ancient Era tech tree like no one's business.
3 Denmark - Zzzzzzzzzz, or, in other words, Dull, Dull, Dull. Not much going on here, though it can be fun to land a bunch of Berserkers, pillage the heck out of your enemy's coastal tile improvements, and then hop back out to sea.
9 Korea - Easily a 10 of 10 civ if not for the fact that Turtle Ships are pretty much worthless. I love going tall, so that extra science from specialists is just great.
7 Mongolia - Another civ that should be ranked 10 of 10 if only you didn't get such nasty diplomatic penalties from killing City-States (it's no fun to have to defend your capital while you go conquer the rest of the world!) Probably the best UUs (or UU and UGP, if you want to split hairs) of the DLC civs.
4 Polynesia - Polynesia's good, I guess. Tiki Heads yield lots of culture, which is good, and the Maori Warriors are pretty handy. Still (sadly) pretty dull.
~7 Spain - Spain can be anywhere from 5 to 9, depending on when and where you find Natural Wonders. Luckily, their great UUs mean that you can either colonize more distant natural wonders easily or, should other civs have the "misfortune" to settle near a natural wonder, kill them equally as easily.
7 The Inca - Great UI, handy UA, not-especially-useful UU. That sums up the Inca for you.
 
Will these threads get averaged? Would be interesting to see the results.

7 - Babylon (Nebuchadnezzar II)
4 - Denmark (Harald Bluetooth)
7 - Korea (Sejong)
8 - Mongolia (Genghis Khan)
7 - Polynesia (Kamehameha)
7 - Spain (Isabella)
9 - The Inca (Pachacuti)
 
9 Babylon (Nebuchadnezzar II): The UU is useful but nothing special. The UB is very useful for the type of game you'll be playing. The UA is magnificicent. Not one of my personal favourites, but I cannot deny that they are the best science civ in the game.

7 Denmark (Harald Bluetooth): Definitely a water-map civ. I find them underrated; you may not be looking for conquest, but you can do an awful lot of damage to an opposing civ. And moreover, they're just fun. Who hasn't wanted to pillage and destroy the world as a bunch of marauding Vikings, before slipping off into the sea again? :p

8 Korea (Sejong): I love Korea, but they aren't quite as good as Babylon. Still, their UUs are great, and if you are lucky enough to have a large number of GSs from somewhere, you'll have an excellent game.

7 Mongolia (Genghis Khan): The UA is middling, but their UUs are terrifying.

8 Polynesia (Kamehameha): Culture? Good. Insta-embarkment? Goooooood.

3/8 Spain (Isabella): Totally luck dependent.

9 The Inca (Pachacuti): Free money, more food. What's not to like?

The DLC civs are all pretty good.
 
8 - Babylon (Nebuchadnezzar II):
Babylon is just silly, science wise. They can also defend themselves quite well in the early stages of the game (Which is usually where science mongers suffer) and later in the game their tech lead should see them through.
However, it seems to me that in BNW, their advantage has been a bit less. They're still an amazing civ, don't get me wrong, but there are more ways now to catch up with runaway science, so they're down just a peg.
Still amazing though.

2 - Denmark (Harald Bluetooth):
Along with Germany and Japan, this is the civ that needs a buff. The concept (naval invasion) is solid, the execution is not simply because naval invasions are not pulled off by embark-attack, but rather by Frigate - Privateer - Small defense force for the city you take. The Berserker is strong, sure, but the Ski Infantry is "meh" at best and ultimately it makes Denmark into a very "meh" civ. Fun to play, just so weak...

9- Korea (Sejong):
Honestly, I think there'll always be a Korea vs Babylon argument, but I'd argue they play a different game. Babylon wants to put full focus on scientists, Korea can just get the buildings they want for the boon, and in the end they can get so much science from specialists, it's amazing. They too suffered a slight knock back IMO, but they're still among the very best.

7 - Mongolia (Genghis Khan):
Mongolia is a one-trick pony (Pun totally intended) but damnit does it do that trick good. With an army of 5 Keshik, 2 Horsemen and 1 Khan, I've steamrolled complete continents until they finally ended up being 'obsolete' - and that was well into the Modern era at that time. Such an amazing hit and run strategy. Sadly, their UA is lackluster otherwise, but Khans remain great at least, making the Mongols have something to carry them beyond the Medievals.

5 - Polynesia (Kamehameha):
Personal bias against Mongolia aside (HATE HATE HATE), they're cool to play with. Their advantage helping to found the world congress is nice, but aside from their UA, they're not nearly as good to me simply because the Moai Warrior suffers from "Lack of funds for early unit swarm" syndrome, and the statue just tends to end up wanting space where I want other stuff. They have some cool tricks, but...yeah, they're not that great.

Diceroll - Spain (Isabella):
You know the drill. Get a wonder, steamroll the game. Don't, and you're playing without a UA. The Tercio is decent, but it's the Conquistador which should carry Spain a bit. It allows for a powerful and fast Spanish army in the medievals but ultimately falters too early. Hard to rate properly.

10 - The Inca (Pachacuti):
In my opinion, THIS is the best civ in the game. Not my favorite, but the best. Those free tile improvements? Say hello to roads enhancing trade routes. No hill movement penalty? Warfare bonus time! Then there's the godly Terrace Farms. Ever had a few of those in a Petra-enhanced city? Glorious doesn't begin to describe it. Such a powerful civ.
Oh yeah, they have the slinger too huh? Eh.
 
9 Babylon
A terrible design—the most boring UU, UB, and UA in the game—but obviously an effective one.

1 Denmark
The worst of the worst. Their (admittedly fun) UA was rendered practically useless by the changes to naval combat (and the supremacy of ranged land units) in G&K; the pillaging was actually never as good as it looked on paper. The Berserker is a marginally better version of a pointless unit; the ski troops may as well not be a UU at all.

9 Korea
Fun, if not especially amazing, UUs to go with a powerhouse UA. Maybe not quite as good as Babylon, but way more flavorful and interesting to play.

8 Mongolia
Probably the most useless UA in the game, but who cares? The Keshik and Khan are a better one-two UU punch than any other civ has.

4 Polynesia
All of their unique stuff is clever and fun to play around with, but the complete package isn't very good. Barring maps where early embarkation confers major advantages, they're sub-par. I'd still rather play Polynesia (or Denmark, for that matter) than Babylon, though.

7 Spain
Two good UUs and a wheel-of-fortune UA. I don't think they're quite as hit-or-miss as everybody else seems to; if you don't start near any NWs, you better just go out and conquer the New World. Hell, the real Isabella started right next to Gibraltar and that didn't stop her from enslaving/murdering half the planet.

8 Inca
I could take or leave the UU, but Terrace Farms are outstanding and the UA is even better. Compare it to the Iroquois version—Great Andean Road basically does everything for hills (a more common, more widespread permanent terrain feature) that The Great Warpath does for forests/jungles, except that it actually works outside your territory. Which instantly makes it five times better.
 
9 - Babylon
Science, that's all to say. 9 because the UU and UB aren't that good yet still useful, but Babylon is all about the UA.

5 - Denmark
Somewhat decent UA, UUs decent, but the thing is that they are a plain warmonger. And I don't like plain warmonger civs.

9.5 - Korea
Science, but now with better units.

9 - Mongolia
Godlike. Despite being a plain warmonger civ, I make an exception for the Mongols. UA is meh, Mongolia is all about the UUs.

7 - Polynesia
Good UA, meh UU and good UI. Got much better in BNW.

6 - Spain
Diceroll, decent UUs.

8 - Inca
Good UA, meh UU, awesome UI. Personally my very favourite civ. Versatile for any victory condition.
 
The rating can't be the same for a Prince player vs a Deity player.

I play only Immortal or Deity, against 4 to 7 opponents.

- 4 - Babylon (Nebuchadnezzar II):
UU: Bowman [Archer]; The Bowman is the Babylonian Unique Unit, replacing the Archer. This Unit is stronger in combat than the Archer, both offensively and defensively, allowing placement in the front line. The Bowman's improved combat prowess helps ameliorate any concern that it may be quickly overrun.

This unique is horrible. With G&K, the Composite Archer remplace this too soon, so I never spend time to build this. If I do, I have to spend 100 gold for the minimal upgrade. It doesn't make sens. This unique needs promotion bonus, not better stats

UB: Walls of Babylon [Walls]; The Walls of Babylon are a Babylonian Unique Building, replacing the standard city Walls. The Walls of Babylon increases a city's Defense Strength by 6 and Hit Points by 100 (both significantly more than standard Walls).

It's probably 95% of the time better to build a unit vs a Wall. Unit can move, explore, etc. A better Wall is better than a Wall, but wasting time building a (better) Wall don't give you culture, faith, gold, science, military power, etc. This unique is very situational, and I can't imagine how it could be more signifiant for Prince/King players. I would like to see a "pain malus" (like citadels) to ennemy adjacent to a Walls of Babylon (10 points of damage)

UA: Ingenuity; Free Great Scientist when you discover Writing. Great Scientists generated 50% faster.

Thank for the Free G.S. At Immortal/Deity, AI always rush Great Library. So 50% X "0" = 0. With Oracle, 1 + 1 X 50% = 1. With Oracle and National College: 1 + 1 X 75% = 1. You have to wait to long for seeing this in action. And just more without Oracle.

So Babylon is luck dependant.

Playtime: 2


- 6 - Denmark (Harald Bluetooth):
UU: Berserker [Longswordsman]; The Berserker is one of two Danish Unique Units, replacing the Longswordsman. This Unit is +1 Movement compared to the Longswordsman and possesses the Amphibious promotion, allowing it to attack onto land from a Coast tile with no penalty.
UU: Norwegian Ski Infantry [Rifleman]; The Norwegian Ski Infantry is one of two Danish Unique Units, replacing the Rifleman. This Unit moves through Snow, Tundra, or Hill at double speed. It also has a +25% combat bonus in Snow, Tundra or Hill terrain if neither Forest nor Jungle is present.
UA: Viking Fury; Embarked units have +1 Movement and pay just 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage.

Very fun to play, very scary when you play against. Use coast and sea to accelerate the deplacement of your units. Coastal attack is very fun with them! Protect your territory in the river tile, so opponents will suffer the "amphibious" penality when attacking, and not you. Use the "free pillaging" promotion to throw a Cavalry into an ennemy territory, and cut the road to destroy cities connection.

Playtime: 2


- 6 - Korea (Sejong) (give me back my Trebuchet and I give you 7.5!):
UU: Hwach’a [Trebuchet]; The Hwach'a is extremely effective against enemy land units. It is slow and vulnerable to enemy melee attack; it always should be supported by other units when it's in the field. The Hwach'a must "set up" (1 Movement Point) before attacking.
UU: Turtle Ship [Caravel]; The Turtle Ship is a Korean unique unit. This unit replaces the Caravel. The Turtle Ship has a more powerful attack than the Caravel, and is extremely difficult to destroy. However it may not enter deep ocean hexes outside of the city borders.
UA: Scholars of the Jade Hall; +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean capital.

I don't understand the tech boost. Other part of UA is great, but you need specefic building and a decent food production in your cities. Turtle is very situational; if you can attack a coastal ennemy, great. But at this stage I prefer exploring the high sea... And there is a paradox: If I want to attack an ennemy coastal city with Turtle, I probably lack the Trebuchet support. I don't like Hwach'a. I lose access of one of the best medieval unit, Trebuchet.

Playtime: 1 (I must give to them another chance)


- 7.5 - Mongolia (Genghis Khan):
UU: Keshik [Knight]; The Keshik is a unique replacement for the Knight, available to the Mongols starting in the Medieval Era. Keshiks possess a strong ranged attack and an increased movement rate (5 points total), allowing it to perform hit and run attacks remarkably effectively. If this wasn't enough, the Keshik also acquires promotions at double the rate of other units, and contributes twice the amount of points towards earning Great Generals. These mounted warriors singlehandedly afford Genghis control of the open plains.
UGP: Khan [Great General]; The Khan is a Mongolian Unique Great Person, replacing the standard Great General. The same combat bonuses apply, but the Khan moves at the same rate as the Keshik (5 points per turn) and can heal adjacent units for an additional 15 HP per turn. This beefed up General ensures that his cavalry units will always be in a battle ready state.
UA: Mongol Terror; Combat Strength +30% when fighting City-State units or attacking a City-State itself. All mounted units have +1 Movement.

Early on, build two or three Charriot Archer, attack a C.S. or two, learn XP. When you reach Chivalry, you already have the "2 attacks/turn" promotion. Turn them into Khesik. Destroy everything. Khan is very strong. UA serve your cause.

Playtime: 5 or more


- 7.5 - Polynesia (Kamehameha):
UU: Maori Warrior [Warrior]; The Maori Warrior is similar to a Great General; however instead of increasing the strength of friendly units, it decreases the strength of adjacent enemy units. Build plenty of these units early for their promotion stays with them as they are upgraded.
UI: Moai [N/A]; Must be built adjacent to Coast, yields +1 Culture. Bonus improved by +1 for each adjacent Moai.
UA: Wayfinding; Can embark and move over Oceans immediately. +1 Sight when embarked. +10% Combat Strength bonus if within 2 tiles of a Moai.

The entire game play change with them. Exploring the sea at turn 1!? Oh yeah! Posting your Trireme or Galleas on Ocean, to an adjacent coastal tile, and then attacking a unit or an ennemy Trireme / barbarian Galley without worrying about a counter-attack?! Yeah! Want to colonize other island/continent, and discover first other C.S. and Ancient Ruin? Yeah! The UU is great because the -10% promotion follow when upgrading the Maori. Moai give you 1, 2, sometime 3 or 4 culture on some tile, and little defense. One of my favorite Civ (I recognize that they aren't one of the strongest)

Playtime: 4



- 7 - Spain (Isabella):
UU: Conquistador [Knight]; The Conquistador is a multi-purpose unit that is strong both on land and at sea. Replacing the Knight, it is an exceptional scout on land with extra visibility. It also has the ability to found new cities, but only on a foreign continent that does not contain the Spanish capital. In the water, the Conquistador has the defensive embarkation promotion that allows it to defend itself against naval units. It also suffers no penalty when attacking cities, unlike the Knight.
UU: Tercio [Musketman]; The Tercio is one of two Spanish Unique Units, replacing the Musketman. This Unit is stronger in combat than the Musketman and fights at a higher strength against mounted units. The Tercio is more expensive to build however.
UA: Seven Cities of Gold; Gold bonus for discovering a Natural Wonder (bonus enhanced if first to discover it). Culture, Happiness, and tile yields from Natural Wonders doubled.

One of the best Civ in a 4 Corner or Donut map, where you easily find a N.W near your starting position (Horrible in an Amazone map, where there is no N.W.). With 500 gold at turn 10, you can buy a Settler and play wide. The two UU are very scary! +2 sight help you managing your development/war. Conquistador is a top 5 UU in my opinion. Tercio is not so spectacular, but very effective, and maybe the best unique alternative of Musketman

Playtime: 2

- 8.5 - The Inca (Pachacuti):
UU: Slinger [Archer]; The Slinger is an Ancient Era ranged infantry Unit that can strike foes from afar. This Incan Unique Unit can withdraw before most melee attacks: use it to harass your foes. However the Slinger can be easily defeated if the enemy pins it against obstructions or chases it with fast units.
UI: Terrace Farm [N/A]; Can be built on Hills, yields +1 Food, and +2 Food if a mountain is adjacent to the Terrace Farm.
UA: Great Andean Road; Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere.

My favorite of all 42 Civ. Curiously, I hate Slinger, mainly because Worker, Settler and Great General are very vulnerable when sharing a tile with Slinger. Slinger should share is promotion with the Civilan unit sharing his tile.

Anyway. More movement in hill = more easy to find Ancient Ruin; not wasting time to climb with your units, and your Workers. When attacking, using ennemy Hill is very fun and dangerous! More cash for the improvements discount. More food with the Terrace = bigger cities, so more production, more science...

Playtime: 5 or more
 
6 - Babylon (Nebuchadnezzar II)
A generous 6 from me purely because of the science boosts, which is nice. Otherwise too bland for me to have fun with and I usually end my games with them as soon as I have all my desired cities founded

4 - Denmark (Harald Bluetooth)
Their Uniques are more powerful than most people make them out to be, but simply because I never play them they got bumped down to a lowly 4

8 - Korea (Sejong)
So you won't be founding World Congress - so what? Great UA, fantastic UUs

6 - Mongolia (Genghis Khan)
When I play Mongolia I build up my infrastructure, then absolutely wipe out my continent when Keshiks come around. For that reason alone they get a 6. The reason they don't get a 7 or 8 is because I never use the UA. Waste of time and resources

9 - Polynesia (Kamehameha)
They are definitely more difficult than your average civ to flourish to the maximum but if you can find the right balance in the first 200 turns of the game you'll be sailing to victory in no time. My absolute favorite civ also from an immersion standpoint

4 - Spain (Isabella)
A very generous 4 just because I know how powerful getting an early wonder can be. Conquistador is pretty nice but mostly I don't care for Spain at all and they rank with Germany and Indonesia as civs I tend to avoid

9 - The Inca (Pachacuti)
UA and UI are top-notch. Slingers are pretty good but I prefer the Atlatlist, Maori Warrior and Jaguar as an early game unit
 
My list is more geared toward which civs I've most enjoyed playing (as opposed to which are simply the strongest/most effective):

9 -- Korea, Babylon. The two strongest science civs, and I love playing a science game. With Babylon, I have usually got a really nice starting position (desert bias, I think), and the great scientist at writing, planted by the capitol, gives a significant science boost very early. Korea is more situational and requires micro-management of specialists. They are good for a tall, well-defended empire though--both UUs are good defensively.

8 -- Inca. Great for exploring on a big map, with the hills bonus, and the terrace farms are not only really good improvements but look awesome.

7 -- Polynesia. Again, great exploring potential. And the Moais are very useful and look awesome.

6 - Denmark. Berserkers are fun but all in all, this seems like an unremarkable civ.

5 - Mongolia, Spain. Mongolia has good perks, but I've never much enjoyed picking on city-states. Spain...for some reason, although they look like they should be good, I've just never had a memorable game with Spain--never been able to settle near natural wonders.
 
Spoiler :
Babylon- 9:
When the early game is everything, Babylon's free scientist at writing allows them to steamroll before anyone else has anything to say about it. They may not have interesting uniques, but that's of little concern to this monster of a civ.

Denmark- 3:
I probably can't say anything here that hasn't already been said, besides that I'd rather play Denmark than Germany or Japan. But that's basically it. The civs that only get military benefits and nothing else aren't almost ever good, but at least Denmark gets the dubious honor of being one of the best in that category.

Korea- 9:
Gods and Kings Korea gets a 10, but since exploration is actually important due to the WC in BNW, Korea loses a little bit of its awesome effectiveness. Science is everything in this game, and Korea seems to know it, setting you up for the ultimate specialist economy that would make philosophical leaders drop a jaw.

Mongolia- 6:
In most games you want to avoid beating up the city states, so the UA the mongols get seems a little out of place. But the Khan is incredibly good from what the civilopedia says about it, so that appears to make the Mongols a decent civ(if a second-rate China).

Polynesia:- 5:
Okay so maybe these guys aren't as good as I want them to be. On archipelago maps they do reasonably well for the ability to liberty spam before anyone else can, and they have semi-exclusive assess to tile improvements that provide culture(therefor tourism in the late game). But they lose their pros pretty quickly, and maoris aren't anything special.

Spain- ???:
It's feast or famine with Spain, and I usually find myself inclined towards the latter of the two. Obviously things are quite random with Spain. The conquistadors hold them up nicely however, so I guess I'd give them a 4 if you really forced me to give a concrete score.

The Inca- 8:
OOH DAT PEACE THEME. I quite enjoy optimizing terrace farms to get insane food tiles. The slinger is just flat out bad in my opinion though, and if you don't get the right start, my beloved Inca don't really get a chance to shine. No matter what, at least Pachacuti gets points for style.
 
Here are the averages from last round, rounded to the nearest whole number:
Spoiler :

America: 4
Arabia: 8
China: 7
Egypt: 6
England: 7
France: 5
Germany: 3
Greece: 7
India: 4
Japan: 3
Persia: 7
Rome: 6
Russia: 5(This is partly due to an outlier where one person gave Russia a 1).
Siam: 8
Songhai: 5
Aztecs: 5
Iroquois: 5
Ottomans: 5
 
(disclosure I play on King & Emperor)
Babylon: 6.8
Compared to Korea and other science-oriented civs, its a little lackluster. Its benefits early on are pretty fantastic, but then again not super helpful.

Denmark: 4.7
Well the berserker is not bad at all and the synergy with the UA is ok, but then the other UU comes and is very sub-par, not the best, not the worst.

Korea: 8.5
A great late bloomer civ, I don't have the screenshot but turn I think 250 pumping out 300+, Atomic pumping out about 1200

Mongolia: 5.6
Meh, everything about this civ is just meh. But warmongering early on city-states and hording(haha) Khans can be really useful in late ages.

Polynesia: 9.2
I am a little biased towards these, might be my favorite civ EVAR, but for good reason. Easy first WC Host, and if you get a good coast line, with Maoi lining it, the amount of culture, gold, and tourism(Airports, Hotels, NVC) is incredible. And with colony-trading post cities you can get lots of gold and science. And the exploration is AWESOME, its like ancient era satellites, which in turn means lots of trading partners. I just absolutely love it.

Spain: Take a Chance On Me
I've had games where I dominated to games where I needed Autocracy to just get myself together

Inca: 7.9
It's great, no explanation needed(also lazy :crazyeye:)
 
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