Portuguese Civ

My opinion on the Portuguese is...


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Hard to say, but their traits(expantionist, seafaring) didn't complement each other pretty well.
 
I liked them. Decent UU, and they are expansionist, which is a plus. I really like expansionist civs.
 
I don't think they're one of the best, or even great. Their traits aren't exactly good complements. The carrack isn't very useful in my opinion. So I don't think it is one of the best out of 31 civs. ;)
 
Peoples arguement for not liking the Seafearing/Expanionst traits is that they are too circumstancial. But y'all do agree that they are the best traits in the right circumstances.

If you have both of these traits, no matter what the map type, you are going to come off on top.

Pangaea - Expansionist is great
Archipelago - Seafaring is great
Continents - They are both good :D

Hence, no matter what map type you choose, the Portuguese are well suited to it, and get quite a big boost over the other civs.
Their UU admittedly is quite useless (to me anyways), but they are still a great civ IMO.
I wouldn't like them nearly as much if they weren't Expansionist though :)
 
there regular, good in hands of those that know what to do with it, horrible in hands of ppl that think Europe is a fast-food restaurant. ;)

Carrack is usefull, not expensive, usefull, not the greatest, but usefull.
 
Pangea is where I play. Always.
Exp gives me a good position in land. Seaf and Magellan's Voyage (I'm a Magalhães myself ;) ) are a combo that make you strike at any point of the shore, with complete Sea dominium!!! The carrack is good to control GA timing (I only use them in combat when I want to trigger it), with a decent At/Def AND transport capability, for a good price. In C3C Exp is one of the best traits giving you early settlers and a boost in science MUCH bigger than any scientific Civ has!

Basically it gives you Tech lead in the Ancient age, GA in middle ages and control of the seas in both of them.

With that foothold, how can you loose?!? :D
 
Its one of the worst civs in the game. Not only has it got a bad trait combo that not only fail to have any synergy between them but a combo that actively oppose each other. Throw in one of the worst UU's in the game that becomes obsolete after the discovery of 1 tech and has a marginal effect when its not obsolete you have one of the poorest civs in the game.
 
Weak? Heh? Let's examine.

Expansionist: Goodie huts ALWAYS produce something good, if you are not grabbing 2-4 techs every game, you aren't making any scouts! You are sure to find all of the contacts on your continent quite quickly, which allows for excellent early tech-trade domination. Also allows you to 'optimize' your opening city location.

Seafaring: Starts you on the coast, allowing you to build costal wonders. Free colossus in EVERY costal city. Ship power allows you to map out the edge of your entire continent quickly, and to even find the other continents if you are lucky & smart.

UU: The UU is simply icing on the cake. As a naval vessal, it won't force you into an early GA like many of the other UU's do. But it is strong enough to allow you launch one if needed.

Outcome: You should know every civ on the map very quickly. The extra techs you get from goodie huts will allow you to become the trade leader in techs for much of the game. The extra commerce will allow you to stay ahead on research. Knowing the bulk of the map will tell you when and where you need to build your cities for maximum effect. So, awesome tech, awsome cites, awsome sea power, and an awesome game!
 
Expansionistic: Granted, with a bit of luck, sets you off to a great start.

Seafaring: Practically guaranteed to set you on a coastal starts, which restricts your opportunities for expansion.

UU: Naval UUs suck. Period. The early GA is an issue with early UUs, not terrestrial ones. I usually play on Continents, so sea power is very rarely important before the Industrial era.

Outcome: OK traits, sucky UU. I'd chose most civs over them.
 
Kiech said:
...
Seafaring: Starts you on the coast, allowing you to build costal wonders. Free colossus in EVERY costal city. Ship power allows you to map out the edge of your entire continent quickly, and to even find the other continents if you are lucky & smart.
...

What do you mean by "free colossus in every coastal city"? Seafaring gives an extra commerce in city tiles of coastal cities, the colossus gives +1 commerce in every tile in the city radius.
 
Ahh, sorry, I should have said 'quasi-colossus'. Or just wrote what you wrote.
 
Kiech said:
Weak? Heh? Let's examine.

Expansionist: Goodie huts ALWAYS produce something good, if you are not grabbing 2-4 techs every game, you aren't making any scouts! You are sure to find all of the contacts on your continent quite quickly, which allows for excellent early tech-trade domination. Also allows you to 'optimize' your opening city location.

Seafaring: Starts you on the coast, allowing you to build costal wonders. Free colossus in EVERY costal city. Ship power allows you to map out the edge of your entire continent quickly, and to even find the other continents if you are lucky & smart.

UU: The UU is simply icing on the cake. As a naval vessal, it won't force you into an early GA like many of the other UU's do. But it is strong enough to allow you launch one if needed.

Outcome: You should know every civ on the map very quickly. The extra techs you get from goodie huts will allow you to become the trade leader in techs for much of the game. The extra commerce will allow you to stay ahead on research. Knowing the bulk of the map will tell you when and where you need to build your cities for maximum effect. So, awesome tech, awsome cites, awsome sea power, and an awesome game!


On the higher difficulty levels expansionistic is plain crap. Seafaring can be excellent. Expansionistic is excellent on a lower difficulty level pangea map. Togather they suck and have a bad UU to boot.
 
On the higher difficulty levels expansionistic is plain crap.

I dis-agree.

That said, in combo with seafaring it takes a very specific set of parameters for this civ to shine.

Ision
 
Ision said:
I dis-agree.

That said, in combo with seafaring it takes a very specific set of parameters for this civ to shine. If you have a larger map setting, and if there are about 3 or 4 continents with about an even distribution of civs.... and if........ then this CIV can be dominant....... otherwise, not too hot.

Ision

Its one of those things people disagree on. I personally have trouble using the expansionistic trait and the best games I have had with it are on lower difficulty levels. On higher difficulty levels the AI tends to beat you to goodie huts ans the huts are less effective to. It can be a good trait but not with Portugal(most of the time). Many civs can have a niche- average civs that shine in the right conditions. Portugal at best seems and average civ and at worst is probably the worst in the game. I think I would rather use Spain than this civ.
 
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