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Civilization Tiers for Fall From Heaven 2

I have to disagree with you on most counts, though I agree about not putting Infernal/Mercurians in with this, as far too much depends upon what happens before they arrive:

Teir 1:
Khazid, Lanuan, Ljosfalter
Teir 2:
Balsferas, Clan of Embers, Calibam
Teir 3:
Lurchip, Sheaim, Grigori, Svartalfar, Hippus, Illians
Teir 4:
Malakim, Kuriotates
Teir 5:
Sidar, Amurites, Bannor
Teir 6:
Dovollio, Elohim

Do note though, I don't restrict my feelings for these civs to just pangea maps. I generally end up playing Pangea, Global Highlands, Lakes (both regular lakes and tectonics lakes), Continents, and 1-2 others. Now, as for why I rank them as I do:

Teir 1:
Spoiler :

The Khazid
Spoiler :

The Khazid are, IMO, probably the strongest civ in the game (especially in production). The reasons for this are simple - they have a massive production boost, they get a bonus to happiness, they are strongly focused down one line instead of being spread out amongst many, and ingenuity allows for some very easy ways in which to rapidly build up a force.


The Lanuan
Spoiler :

The Lanuan, provided that they have a bit of water (not difficult), have the best economy in the game, and it is also not easily damaged by most other civs. They sometimes are a bit production starved, but being able to get to teir 2 faster than anyone else somewhat makes up for this. Their teir 3 is a bit weak, but again, there are rather easy ways to make up for this.


The Ljosfalter
Spoiler :

And lastly the Ljosfalter have the benefit of probably the strongest balanced economy in the game, if they follow FoL as their starting religion. Their strength also lies down a strong defensive line, allowing them to (generally) survive the early game pretty easy, and stomp everything else in the lategame. They also have the benefit of a strong, very synergistic hero who comes around exactly when they need him most.


Teir 2:
Spoiler :

The Balsferas
Spoiler :
The balsferas are a very strong civ, though it doesn't the OP strength economy wise of the tier 1 civs, or the Calibam. However, their wide variety of special units, and the strength of the puppets (especially under keyleen), make them a very powerful civ that you can take down a great many number of paths. However, each path they take is also strong enough that they can afford to focus on just 1 or two and still be very powerful.


The Clan of Embers
Spoiler :

The Clan of Embers is very powerful on the offense, being the only civ that can pull out 2 units at a time. Their only downfall is their economy, which isn't that hot. However, being able to quickly pumping out alot of units very quickly allows them to run a smaller standing army until they need the large one, and when attacking being able to almost always outnumber their opponents gives them a distinct advantage. Unitwise, they aren't missing much, and what they are missing generally isn't that important.


The Calibam
Spoiler :

The Calibam is a very powerful civ economy wise. Their vampires are also very powerful. However, they don't really have much going for them before the vampires roll around. In the lategame, they are probably the most powerful civ, but its the problem of getting there that makes me put them at only teir 2.


Teir 3:
Spoiler :

The Lurchip
Spoiler :

The Lurchip have golems. This can be good, with a stack of adepts healing them and the golems being able to shoot fireballs. However, the golems are always limited to 1 movement, and cannot gain levels. In the end, I almost always find myself wishing I could get a real army. Being able to pull the gimmick of fireballing and insta heal from adepts is something of a wash in my opinion. What places them as high as teir 3 is that both leaders are financial and generally always manage to get a decent economy. Do note that Golems cost more to build then regular units (axman costs 60 hammers, Wood golem costs 90), which means that they generally NEVER outnumber their opponents… and that would really be the only thing that would allow their strategy to matter.


The Sheiam
Spoiler :

The Sheaim have pyre zombies, and that’s the ONLY reason why they make teir 3. Yeah, both leaders are summoners, and they can stack death mana really well, but in most cases this turns into something of a gimmick to smash a city after its been hit by a bunch of pyre zombies. Other than the pyre zombies though, they really don't have anything going for them, and a lot going against them.


The Grigori
Spoiler :

The Grigori have adventurers. In the thread about the grigori, I showed that you can get as many as 8 adventurers by turn 300 if you push for it. However, this is something of a gimmick, and competitively you wouldn't really want to base your strategy around it. On the other hand, they can get 2 adventurers by turn 80, which gives them 2 hero's that they can turn into whatever they want, long before anyone else gets ANY hero's. Otherwise, by this point in the game, their economy matches anyone else, making them a top rushing civ if that’s how you want to play them. In addition, being able to be philosophical/financial means that they can have an incredible economy, if they are willing to put aside adventurers. The only downside of the grigori, and what bumps them down to a mere 3rd teir civ is that they can't benefit from religions.


The Svartalfar
Spoiler :

The Svartalfar can get the same economy as the Ljosfalter. However, their being evil makes them greatly more susceptible to the Armageddon counter and hell terrain, and their leader isn't that good compared to the leaders the Ljosfalter have to choose from. Lastly, their specialty is recon units, which are generally useless in most regards, giving them no military advantage to bump them up a teir or two.


The Hippus
Spoiler :

The Hippus are ok, but I really don't understand why you think they deserve to be a teir 1 civ. Their economy is only good under Rohanna, but they have absolutely nothing going for them aside from warcry and a little bit better movement on their horse units. You can use horse units in massive waves with good high withdraw rate to allow them to replace catapults for that purpose, but even the sidar can do that. Their special unit is a mounted mercenary, who while admittedly is better than regular mercenaries, isn't better than champions, and considering that the horse archers can start off with promotions isn't really much better than them. So, for benefits, we have warcry, and a leader who is aggressive and raiders. There are a great many other leaders who are aggressive, and raiders I don't see as that great. So you have a decent rushing civ, but one that can be matched by many of the other civs.


The Illians
Spoiler :

I wasn't sure where to put the Illians. Economy wise, they don't have that much going for them, though being able to essentially transform any workable tiles to "grassland" is decent. In the early game, they are ok, though they don't have that much going for them (except stasis). Midgame, again they don't have much too much going for them. Lategame though they do get many pretty toys. However, aside from religious stuff, they aren't restricted from anything.


Teir 4:
Spoiler :

The Malakim
Spoiler :

The Malakim are decent, but generally not that great. They get stronger benefits from religion than most of the other civs, but in general, religion isn't where the greatest hitting power of a civ is. Economy wise, they are also decent, but again, not that great. They really don't have much to show for themselves in any manner.


The Kuriotates
Spoiler :

The Kuriotates limit to 3 cities is what breaks them, at least in my opinion. Yes, they can have as many cities as any other civ in the first 100 turns or so, but after that every other civ will just grow larger while they kinda stagnate. Yeah, they have centaurs. Well guess what - centaurs are mounted units, and they STILL suck. Yeah, you get decent movement out of them, and they can get defensive bonuses, but in the end axmen/champions are still better. Economy wise, they can have 3 cities, and each city needs to be carefully placed. Generally, with any other civ being able to quickly expand and get more cities, their economy is usually less than that of any other civ after 100 turns. In addition, those 3 cities are all that they get, which means that each is significantly more important, and they can produce a maximum of 3 units in a turn. With any other civ, even if they can't produce a unit a turn (which the Kuriotates may not be able to do in all their cities either) they can have significantly more cities producing things, allowing them to surpass the Kuriotates maximum of 3 units a turn easily.


Teir 5:
Spoiler :

The Sidar
Spoiler :

The Sidar have a unique gimmick in being able to want level 6 units, and their specialists get better benefits than others. However, their leader traits are rather poor, and their units are nothing special. Generally, they are an ok gimmick civ, but in the end rank lower than most on my totem pole.


The Amurites
Spoiler :

The Amurites can get firebows. Yes, I know you love firebows. Getting to firebows however is something of a problem, as they have absolutely nothing to help them economy wise. And on top of that, firebows are made of paper. Yes, the can have the same attack strength as a non-metal champion as long as they have bronze. However, they have the defensive strength of an axmen (of any teir), unless you waste a promotion of stoneskin (which requires that you get govornnan first). This makes them decent on the offense, but anyone else can significantly outnumber them with axmen, and have the same defensive strength/slightly lower attacking strength. Firebows are a neat gimmick, but in the end, 1 neat gimmick a strong civ does not make.


The Bannor
Spoiler :

The Bannor are like the amurites in that they have 1 neat gimmick in the teir 3 stage. However, they have nothing to help them get to that stage, and getting that gimmick takes A LOT of research to get to. In the end, though, the strength of this gimmick is rather high, which is the only thing that puts them above teir 6.


Teir 6:
Spoiler :

The Dovollio
Spoiler :

Lets face it, the Dovollio suck. They are supposed to be early rushers, and at that they are halfway decent ones. Once the bronze age rolls around for everyone though, it is generally too late for the dovollio, unless they managed to take out a few civs in that stage giving them a strong starting point. Their world spell sucks, and their units gradually get worse and worse. They are a neat civ to fiddle with in single player, and some of the modmods give them bonuses that bump them up a teir or two, but in the end they generally suck.


The Elohim
Spoiler :

The Elohim have their worldspell which makes them immune to attack. Other than that, they really don't have much going for them. They are slightly better off than the dovollio in unit selection, but the inability to manage an early rush lowers them. In the end, I would place them about the same level as the dovollio as far as usefullness (well… slightly higher if you are going for a non-millitary victory)
 
Looks like we're beginning to see something approaching a consensus about whos at the top and whos at the bottom. I don't think theres much more value to discussion as too much comes down to individual preferences for how to play. Example: Bill really likes mounted units so thinks civs with good mounted units must be Tier 1.

If a civs main strength is its economy (Khazad, Lanun, Ljosalfar) then you can do some reasonable comparison games by playing to turn 200 from identical starts on maps where the CPU can't interfere with you too much.

I get done with classes in Jan and would like to play some more MP if people want to test out more military-inclined civs.

Stop with the words and start providing evidence.
 
Vampires are 5 strength, Firebows are 5/4 .... that is only 1 defensive difference assuming equal metals. Read the Civilopedia.

indeed this is the defensive strength of an Axeman, although Vampires are only 5 strength. Therefore in a direct comparison of Vampires vs Firebows, its the Fireball's collateral vs the Spectre's pure damage.


also, I would like to inform Senethro that my opinion on PyreZombies is that it is some-what of a noob trap to invest in them. Far better to have powerful Spectre summons.

I wonder if the strength of cavalry in MP is due to simultaneous turns? Because in MP movement provides a significant advantage, if nothing else, because everything is happening at the same time. Champions are not likely going to catch a stack of Horsearchers. Instead, they can choose to put pressure on the horsearchers by marching onto the enemy city, but in that time the HAs could raze their city and then run back for defense.
 
Looks like we're beginning to see something approaching a consensus about whos at the top and whos at the bottom. I don't think theres much more value to discussion as too much comes down to individual preferences for how to play. Example: Bill really likes mounted units so thinks civs with good mounted units must be Tier 1.

If a civs main strength is its economy (Khazad, Lanun, Ljosalfar) then you can do some reasonable comparison games by playing to turn 200 from identical starts on maps where the CPU can't interfere with you too much.

I get done with classes in Jan and would like to play some more MP if people want to test out more military-inclined civs.

Stop with the words and start providing evidence.

I'll be happy to prove my opinions on the Tier 1 Civs. How about a Hotseat game with Hippus and 6 other civs of your choice. I can play Hippus, others can play the other civs if they wish.
 
I guess I'll play the Kuriotates. Unless everyone agrees to not kill me/let me live, in which case I will play my favorite underpowered nation the Grigori.
 
I'll join in, the results should be interesting- though how much is down to players skill and not civilizations?
 
If the Khazad, Lanun, and Ljos players are confident that they're better than the Hippus or Kuriorates, let them play and show us. :)

The test has to assume that people are playing the civs optimally. I mean I could play all the civs, but I would be accused of bias and not playing properly. ;) as well as having knowledge of all the civs I was playing which does bias you.
 
Vampires are 5 strength, Firebows are 5/4 .... that is only 1 defensive difference assuming equal metals. Read the Civilopedia.

indeed this is the defensive strength of an Axeman, although Vampires are only 5 strength. Therefore in a direct comparison of Vampires vs Firebows, its the Fireball's collateral vs the Spectre's pure damage.
Fireballs aren't actually that damaging and Vampires can take MagRes promotions quite easily. Vampire Spectres can get DeathMana stacking to be quite scary.

Firebows also can't attack Vampires because when the Vampires can use roads, they can use Haste to attack from outside fireball range.

also, I would like to inform Senethro that my opinion on PyreZombies is that it is some-what of a noob trap to invest in them. Far better to have powerful Spectre summons.
I said nothing about PZs, but you're wrong and theres no reason that you can't have both.

I wonder if the strength of cavalry in MP is due to simultaneous turns? Because in MP movement provides a significant advantage, if nothing else, because everything is happening at the same time. Champions are not likely going to catch a stack of Horsearchers. Instead, they can choose to put pressure on the horsearchers by marching onto the enemy city, but in that time the HAs could raze their city and then run back for defense.
All depends on who has Haste and who has Raiders really.

I'll join in, the results should be interesting- though how much is down to players skill and not civilizations?

If a save every 50 turns is kept you should be able to work out how optimally someone is playing.
 
Alright for the testing thread and Hotseat game I have:

No Acheron
No Orthus
No Lairs
No Unique Features
No Tech Trading

Noble Difficulty


1. Hippus - Tasunke
2. Kuriorates - Cardith Lorda
3. Lanun - Hannah the Irin
4. Ljosalfar - Thessa
5. Khazad - Kandros Fir
6. Calabim - Flauros
7. Open to requests or Dain the Caswallawn of Amurites

This game is a Free for all game (FFA). The options are to remove some randomness that can wildly offset a testing game. The point of this game is to win, usually achieved through conquest. Turns will be played one at a time, after your turn is played, you will upload the save for the next person to play. Do not look at other civilizations if possible. Due to the game coding, you will have to save before hitting the end turn button, and then pass it off to the next player. The next player must then end the turn and begin their turn. Do not look at that player's screen for very long, and promptly continue into your turn. It is on your honor not to cheat.

Tell me if the settings are ok or not. If they are, I'll make another thread for this game.
 
I can't participate right now but here are some suggestions:

Pangaea is probably a good maptype - Inland Sea and especially Lakes can be a little Lanun unfriendly.
Agree on a version to play on and make a second installation for it.
Work out how to change an ongoing MP game into a Hotseat game (This can be done, right?) and play the first 100 turns over 2 hours some Sunday afternoon. This will get you the result in weeks instead of months.
Compact Enforced
 
I agree on Pangea, strange that I forgot to mention it. You can indeed load a hotseat game into Multiplayer and vice versa so that's not a problem. I don't entirely agree on Compact Enforced, when Infernal Pact is researched, Hyborem comes out for better or worse, and if a player wanted to take the time and effort to build Mercurian gate, I see no reason to deny him. However, we are discussing the strength of various civilizations, and a player should not switch to a summoned civ.

It would be faster to run a game with everyone present rather than post parts of a save every day. However at the same time, I don't want to hear complaints about playing small and tiny maps about how their civ would do awesome in a bigger map. Nor do I want to play a bigger map filled with AI and be told that the AI was not played optimally :rolleyes:

So in short I don't want the work of the test to be null!
 
So in short I don't want the work of the test to be null!

And yet it will be because one sample does nothing to prove anyone's point. I do love how you are putting this game up on a pedestal, as if it will prove something. It won't. Playing the game in a vacuum, under unrealistic circumstances, does nothing to prove a civ's ability in general play. Not to mention that having a sample size of one basically equates to an anecdote as far as evidence goes. I also dearly love your continued dick waving challenges at anyone who dares to defy what you think is infallible skill and knowledge of the game. You're proven wrong on a very regular basis around, your refusal to acknowledge it does nothing to change that fact.
 
In what world is Gilden ever better than Alazkan? Yeah, I understand that the svarts don't bring the big guns like some of the other civs do, but the comment about ljos being better than svarts because the hero is better just didn't ring true for me. The mirror alone is better than Gilden.
 
I agree that Alazkan is better than Gilden.

Also, testing in multiplayer is not "dick waving." The only way to truly feel the abilities of a civ are to have it played against you. End. of. Statement. The AI is and always will be inferior to a human opponent.

Any games vs the AI are biased in results towards how the AI handle's their nation. In short SP and MP games are very different. However, the only way to test actual "ability" rather than faux ability due to faulty AI is through multiplayer games.
 
And yet it will be because one sample does nothing to prove anyone's point. I do love how you are putting this game up on a pedestal, as if it will prove something. It won't. Playing the game in a vacuum, under unrealistic circumstances, does nothing to prove a civ's ability in general play. Not to mention that having a sample size of one basically equates to an anecdote as far as evidence goes. I also dearly love your continued dick waving challenges at anyone who dares to defy what you think is infallible skill and knowledge of the game. You're proven wrong on a very regular basis around, your refusal to acknowledge it does nothing to change that fact.

Lol! It's not a vacuum. We can do as many tests as necessary. Tasunke and Mimic agree with the list so its not just me. Being wrong and admitting it is a blessing not a curse. I used to think Hippus and Kuriorates were terrible, after playing several games against good opponents, I changed my mind. I'm willing to be proved wrong and I'm inviting others to see why I see the things I do.

Peace,
Bill
 
In what world is Gilden ever better than Alazkan? Yeah, I understand that the svarts don't bring the big guns like some of the other civs do, but the comment about ljos being better than svarts because the hero is better just didn't ring true for me. The mirror alone is better than Gilden.

Gilden appears about 2500 beakers earlier on a tech that also grants a unique unit.
Gilden and Ljos Worldspell are all thats needed to put Ljos a tier above the Svarts, despite the Svarts better units, leader traits and unit art!

IMO, the whole Recon/Animals part of the tech tree could do with some reworking and discounting of beaker costs, but thats a whole different thread.
 
well ... back in Shadow MP, recon was always the best line xD

In fact, original strategy always seems to be metal-based ... although newer strategies to counter and possibly defeat older strategies seem to be more mobility based.
 
Are you guys using the same hamachi channel I used to go to? Place is a ghost town.
 
Gilden appears about 2500 beakers earlier on a tech that also grants a unique unit.
Gilden and Ljos Worldspell are all thats needed to put Ljos a tier above the Svarts, despite the Svarts better units, leader traits and unit art!

IMO, the whole Recon/Animals part of the tech tree could do with some reworking and discounting of beaker costs, but thats a whole different thread.

Are assassins not unique to a tech?

I guess I just don't understand what is so special about Gilden, It's true that he comes a while before Alazkan, but he can only get 2 movement, and is a bit better than a regular archer. His hero promotion is what sets him apart I suppose from the other ljo archers. Alazkan starts out at Gilden's top speed and is a marksmen- which equals ridiculously easy XP farming. You've got to babysit Gilden till he gets some promos, while Alazkan rarely is not on the frontlines, albeit with a few melee/bowman defenders in case of return fire, though with recon elf movement, almost never happens. Throw in a mirror(that doesn't die like our heroes do) and you've got a powerful of a summon as you have a unit.

Svarts world spell is rubbish though, in all the games I've played I've never used it :( I would put elf nations on even tiers, as they play almost exactly the same. "almost" meaning one is more offense oriented and one defense oriented.

World spells are great and all but I wouldn't use them as reasons to put one civ over another. most have niche uses, and the others don't last too terribly long. the hippus' is pretty nasty for a quick expansion, but then it's done.

I would agree with the OP that Hippus are the best. They can wreck a SP game and MP game just as easily. After playing hundreds of games I have learned that it's nearly all about movement and promos.
 
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