Rank the Civics!

Grey Fox

Master of Points
Joined
Dec 19, 2001
Messages
8,726
Location
Sweden
Rank the civics from 1 to X, in each category (where 1 is favourite), starting at;
Government then Cultural, Labor, Economy, Compassion and lastly Education.

If you have a hard time ranking them, think about which you have used the most.
State your reasoning if you want to.

Here are the civics if you don't have them memorized or have the game opened

As an example, I'll start.

Government
  1. God King - I always use this in every game as soon as I can.
  2. Aristocracy - Very useful in a farm heavy game together with Agriculture, either you are playing as the Calabim, or running a specialist heavy empire. Especially nice with a financial leader.
  3. City States - Good if you over-expand before your economy can handle it, or if your cities are far from each other.
  4. Republic - Also very useful for a Specialist heavy economy, I havn't played this way a lot, so I havn't used this civic a lot. Excellent if you are going for a cultural victory.
  5. Theocracy - Very situational, I've used it in one game, which was my latest, where I wanted over 10 Experience on every newly built unit.
  6. Despotism - You start with this, it's not useless, the -50% War weariness has its uses, but usually not worth sticking with unless you are fighting many wars for long periods of time, and war weariness is getting out of hand.
Cultural
  1. Religion - The extra happiness rocks in the early game.
  2. Pacifism - +50% GPP is huge when you are trying to get Great People.
  3. Nationhood/Social Order - +10% Mil prod isn't much, but usually it helps, especially as the production overflows to the next build order. The -25% War weariness from Nationhood helps in wartimes.
  4. Consumption - Haven't used this a lot. But I can see it's uses. Both the Inn and Theatre are pretty expensive buildings, but in the late game and if you have these, this civic can give a nice happiness boost, with a small but probably useful tax increase.
  5. Liberty - Very situational, I have only used it when I was gong for a cultural victory, where it's definitely a must.
Labor
  1. Slavery - Pop rushing rocks, and slaves from combat rocks too. I'm always bad at training my own workers, so this helps a lot. And they can be upgraded to Lunatics, or sacrificed for production.
  2. Military State - Nice one when building up for a war. The upkeep is a bit expensive however
  3. Arete - I've practically never had RoK as state religion, so I can't rank this any higher. The birthrate is an excellent bonus though. +1 from mines seems like a decent bonus too.
  4. Caste System - Very nice if you are trying for a Cultural Victory. Or running a specialist heavy economy, +1 research from every specialist is a nice bonus.
  5. Guilds - Probably nice for a specialist run economy, especially if you wanna do some kind of Great Merchant farming.
  6. Serfdom - Never use this.
Economy
  1. Agriculture - +2 Food from farms is a great bonus. And you don't even get any penalty if you keep your farms on grasslands/floodplains.
  2. Guardian of Nature - This might be the #1 civic in this category if I had been using Leaves lately, but I havn't. Very strong civic, will give your cities a huge happiness and health boost if you have a decent amount of forests/jungles.
  3. Conquest - What can I say, for warfare this is an excellent civic. You want your unit building cities to have finished growing while you use this one though. It's probably good that this civic cant be used in combination with Agriculture. ;) - Also Excellent for it's +2 Experience.
  4. Foreign Trade - Haven't used much, but I can see it's potential.
  5. Mercantilism - Seems very situational, as I said somewhere else; Maybe I'd use this if I'm fighting a war, with no open borders and my research at 0%.
Compassion (this one was easy :P)
  1. Sacrifice the Weak - VERY strong civic. Your cities will only need 1 food for every population point with this civic, which means you can either get HUGE metropolises, or spam cottages/mines and still get HUGE cities. :P - It's a good combo with Agriculture or Conquest. And very useful for a specialist farm.
  2. Public Healers - Only usable if you are good, but gives a nice bonus.
  3. Protect the Meek - Light version of the above
  4. Basic Care - Low cost, you start with this.
  5. Fend for Themselves - No cost, but gives +1 Unhealthy, only point with this civic seems to be to get on the good side with Calabim, and on the bad with everyone else. And to cut down on civic costs. :p
Education
  1. Apprenticeship - I use this one for most parts of the game, the +2 Experience points are a very good bonus.
  2. Religious Discipline/Scholarship - I like both of these. Religious Discipline is probably a no-brainer for a good civ. But I find Scholarship a better civic overall.
  3. Military Discipline - This civic feels very weak. The War weariness bonus is nice. But it just feels like it lacks something. Maybe it needs a national unit tied to it?
Ok, there I'm done with my rankings. Now please do yours, or comment on mine. You don't have to post it in such an organized way as I did, but it would be preferable. You don't have to comment on every civic like I did either. :p

Now, Rank away!
 
hmmm, this is hard

government civic-
- really really depends on the goals at the time. they seem all equally crappy to me. republic stand out as the most useful but the tech to get it means i never seem to have it.

cultural civic-
- tie between religion and pacifism , the others are either to rarely gotten or not useful enough.

labor civic-
- all damn good, just depends on whats goin on

economy-
- all damn good , see above

compassion-
- sacrifice the weak .... then again i am a hard core worshiper of the ashen veil, so who knows.

education-
- this is either scholarship or religious discipline. again it depends on your goals, but both are hardcore. religious disciple gets more use since it comes earlier but thats about it.
 
I don't think that they can be ranked in isolation. Agriculture / Caste System / Sacrifice the Weak / Pacifism / Scholarship is probably as good a pure specialist farm combo as I can see, and while pieces of that combo are inherent in each element of it, the whole is simply awash in ridiculous synergies. Public Healers/Protect the Meek are nice, but pretty much wasted if you're already running elven Guardian due to the health and happiness bonuses you'll get from trees, the temples, and the civic itself - better to run Fend for Themselves to save cash if you're playing someone other than Thessa.
 
Government: God King or City States. In general, God King for smaller empires and City States for bigger ones. I don't really like Aristocracy unless I'm playing Calabim and playing as Flauros, and even then I don't always use it. The others... bleh. I usually don't encounter them in my games.

Cultural: Religion! In the beginning of the game, the extra :) helps a lot. Later it's still good if you have multiple religions in your cities. I like the combination of Nationhood + Apprenticeship early on (before religion); it gives extra exp without any loss of hammers. +50% GPP from Pacifism is good too... but personally, the increased support costs choke the life out of my economy.

Labor: Slavery, Arete, Caste System in that order. Serfdom can be good too; +20% production is powerful. Serfdom is also the best civic ever if you're Hyborem >.<

Economy: Guardian of Nature (for elves and those who capture them). Beyond that, Agriculture is the best... unless you're playing Infernals, who should probably use Conquest for free exp.

Compassion: Sacrifice the Weak. Ironically, StW isn't that great as Infernal. The food bonus doesn't help at all, and IMO the GPP penalty hurts more than the +sci and +gold bonuses help. If I'm not AV I'll just run Basic Care. I only use Protect the Meek and Public Healers if I'm an expansive civ; I only build herbalists in strategic locations and almost never build hospitals, so there's no point.

Education: Apprenticeship early. Scholarship is the best civic in this category, sage spam is powerful... but for some reason I never seem to end up with Arcane Lore >.< So, I mostly use religious discipline.
 
Government: I usually rush to God King, then switch to City States when I have several cities and the value is better. I rarely use any of the others. Though, on occasion, I may switch over to Aristocracy if I have a smallish country and need the gold more than the production of God King.

Cultural: I stay on Nationhood almost the entire game....unless I'm playing as the Grigori, then I'm Pacifism the entire game. Towards the later years, I'll usually switch to Liberty if the wars have died down.

Labor: Always go Arete if I'm RoK, otherwise I stay on Military State most of the time. Like above, I'll switch over to Guilds late if the wars have died down.

Economy: Always go Guardian if I'm FoL, otherwise I alternate between Agriculture and Conquest depending on my needs. Later in the game, I'll switch over to Foreign Trade for the culture boost.

Compassion: I'll follow whatever path I'm on, whether it be the "Evil" Fend and Sacrifice...or the good Protect and Healers. I'd like to see some more options in this category because it really doesn't add much to the game.

Education: I stay on Apprenticeship until the wars have died down, then I'll switch over the Scholarship.
 
Only the top three in each category matter, really. The rest are just the leftovers. Not that they are in the order they appear in the game - rankings appear at the head of each bullet.

Government
  • 6 Despotism - You gotta start somewhere, but I don't hesitate to switch as soon as I can.
  • 2 City States - Since I don't play uber-hard levels but I do play on huge maps, it is inevitable that I'll need this civic just so that I can keep research above 50%. I only leave once I've got a good smattering of courthouses and such - if at all.
  • 3 God King - Yup, it's a great first step for a young civ. If I'm Khazad, then I definitely want this as I fill my vault at the beginning of the game.
  • 5 Aristocracy - I have never used this.
  • 4 Theocracy - I can't remember the last time I used this. Usually I'm so dependent on City States that by the time I can handle the maintenance hit I'm ready for Republic.
  • 1 Republic - I'm a culture whore, typically, so this is my ultimate target for Gov. civic.
Cultural
  • 6 Pacifism - No big on the extra cost for military, but I used this for the Grigori to help pop out adventurers faster.
  • 2 Religion - My favourite of the first three, if I've got religion
  • 3 Nationhood - Not bad, though not preferred. Will use this for Amelanchier, though, since it's his fave ;)
  • 5 Social Order - Even in my games where I have the order, I don't rush to this one. After conquering half the world, though, it would make sense.
  • 4 Consumption - I regularly run very high research rates, so I will only use this for the Khazad if at all.
  • 1 Liberty - Drool! Huge synergy with Caste System!
  • 7 Crusade - I think I tried it once, long ago...
Labor
  • 2 Slavery - If OO, sometimes. I'm not big on whipping for some reason.
  • 4 Arete - I likes my productive mines.
  • 5 Military State - High upkeep, I've never felt right drafting units, and -gah!- a minus to culture! No way, Jose!
  • 3 Serfdom - I've used this at least once for a specific purpose. Now what was that purpose...
  • 1 Caste System - Hells, yeah! Liberty and Caste System make me happy.
  • 6 Guilds - I see no point in this civic. Never have. Has anyone ever used it? On purpose? (note that I'm ranking it below Military State...)
Economy
  • 3 Agriculture - Very great civic to get your young empire growing. The main issue I have with it is that it's like crack - it's hard to give up that extra food (and don't get me started on the withdrawal symptoms).
  • 4 Conquest - Very nice. Will use it if the poop has really hit the fan in the early game.
  • 5 Mercantilism - The benefits simply don't outweigh the costs. I used it once when play Clan of Embers and an extended military campaign pushed the AC to 80-ish - everyone hated me so I didn't have any open borders agreements. Still, I didn't use it for long.
  • 1 Foreign Trade - Is that a plus to culture? Oh yeah, baby!
  • 2 Guardian of Nature - As the elves, this is my target civic. As someone else playing FoL, I'll eventually end up here.
Compassion
  • 2 Sacrifice the Weak - As the Veil, this is a no-brainer.
  • 4 Fend for Themselves - Haven't used it yet. My need to cut down costs has never come before needing more health.
  • 3 Protect the Meek - A good step towards Public Healers if you're good, otherwise a good final civic if you're not AV.
  • 1 Public Healers - Always, eventually, when good. But not too soon since any game where I last this long I typically have many resources and I don't need to spend the extra dough for happy or healthy points.
Education
  • 1 Apprenticeship - My most used civic in this area. Low upkeep is nice with that +2 XP.
  • 4 Military Discipline - Even though they are in different categories, this civic is a more expensive and less useful version of Nationhood. I've never used it that I can remember.
  • 3 Religious Discipline - Very important for getting those prophets.
  • 2 Scholarship - My ultimate target, but also at the point of the game where I'm obviously the victor, so it doesn't really matter. Works well with the Liberty/Caste System combo.
 
One of the great things about FFH II is that the answer can vary so much from civ to civ. When I'm playing the Ljosalfar my answers are:

Government
1 Aristocracy (post sanitation) As a very nice side benefit, Royal Guards are amazing for popping borders in new settlements quickly.
2 City States (before sanitation)
3 Despotism (before education)

Cultural
1 Pacifism
2 Nationood
3 Religion

Labor
1 Caste System
2 Tribalism

Economy
1 Guardian of Nature
2 Agriculture
3 Decentralization

Compassion
Don't care with guardian of nature active so generally this will be chosen with an eye towards saving cash or diplomacy whichever is more important.

Education
1 Religious Discipline
2 No school system
 
Royal Guards are amazing for popping borders in new settlements quickly.
I never realised that :eek:
This just may be enough for me to try out Aristocracy sometime.
 
I never realised that :eek:
This just may be enough for me to try out Aristocracy sometime.

Yeah, they got a spell (dont remember the name, Hope?) that gives +1 Happy and +4 Culture.

Also, with their excellent Defense value, you can get a real early uber defender, with high mobility.
 
IMO civics are all unbalanced, in their respective costs (not features).
I didn't rate special civics because they are... special

Government
  1. Aristocracy - This civic is so overpowered compared to its cost that it's a no brainer for me.
    Others I may switch to: God King (only early game of course). City States in case I'm up for conquering the world. All the rest is worthless because of its costs compared to its advantages. Republic costs too much.
Cultural
  1. Religion - Completely overpowered once religions kick in. It must be tuned down like in Rise of Mania IMO.
  2. Nationhood - This is a nice civic. 10&#37; production IS good, because of the huge approximations that Civ4 makes in calculating percentages. For example, 5 hammers production with this civic means 6 hammers production. The cost is low and the happy and WW boni also nice.
  3. Liberty - Fundamental for culture victory, can be useful in other situations... but not at the cost of 3-4 happiness on avg. in cities that you have by giving up Religion.
  4. Consumption - Could be a choice in the late game, but rather not.
  5. Pacifism - "+50% GPP is huge when you are trying to get Great People." +1 gold per unit is also huge, heh. Worthless to me, unless the bonus is increased.
Labor
  1. Serfdom - By far the best civic in the line if you have Sacrifice the Weak.
  2. Caste System - Can be a choice...
  3. Guilds - Can be a choice...
  4. Military State - The upkeep costs make its advantages useless, so in total this civic is... useless.
Economy
  1. Agriculture - superb at any stage of the game. In the early game because of settler/worker production and growth (which kinda makes Granary and Smokehouse useless in the early game) and in the late game because of combos with other civics (such as Aristrocracy or Serfdom).
  2. Conquest - good civic, depending on your current tactics.
  3. Foreign Trade - good one if you have many friends.
  4. Mercantilism - can be a choice, maybe like once every 100 games.
Compassion
  1. Sacrifice the Weak - best civic in the game. Nothing else to add... if you can switch to this civic, you will do it, period.
  2. Protect the Meek - this is often a choice. Acceptable costs and you don't need to be good.
  3. Fend for Themselves - This civic used to be decent when it provided +1 exp. I don't know why it was removed...
  4. Public Healers - pretty bonus for a huge cost. No, thanks. (Religion = low cost vs high cost and gives higher bonus ?????????). Only really usable by Expansive civs.
Education
  1. Apprenticeship - This civic is good for the simple reason that all the rest in the line is not an option for me. What good is a civic that provides +10% science but forces me to reduce science spending by 10% at least, and skyrockets inflation ? Same for the other 2 options, as well as Military State as described above.
 
[*]Nationhood - This is a nice civic. 10% production IS good, because of the huge approximations that Civ4 makes in calculating percentages. For example, 5 hammers production with this civic means 6 hammers production. The cost is low and the happy and WW boni also nice.

I am certain that Civ4 floors values when calculating percentages, meaning that 5 hammers would remain 5 hammers with Nationhood while with Apprenticeship, 5 hammers is 4 hammers. I use Nationhood to get rid of the Apprenticeship penalty, not to boost production beyond normal output.

Also something I have to say that I noticed about military state, the number of free military units you can have is based on the same thing that defines how much the civic itself costs (population). It's cheaper than tribalism when you have a large army and empire. So far for me in my Doviello game, tribalism costs 18 :gold: while military state costs 33 more :gold: for a total of 51 :gold: but gives me 49 free units, making military state cheaper if I had more than that many units. If I wasn't next to Keelyn (creative! argh!) in my current game I would have switched over to military state by now to finish wiping everyone out.
 
Government:

1 - God King - can't argue with being able to boost the income from the best city in your empire from early game
2 - Aristocracy - once your empire gets larger and has enough farms you can feed the extra food from sanitation into this instead.
3 - City States - I don't play on large maps so don't have much use for it.


Cultural:

1 - Religion - Free midgame happiness from this civic makes it a winner
2 - Consumption - this one works well for a highly expanded empire, especially one that's running more specialists than cottages
3 - Pacifism - would be worth it if it was +100%, but giving up the happiness from the top two civics and paying the unit maintenance isn't worth it most of the time at +50%
4 - Nationhood - Unfortunately you lose the happiness from the above civics in order to get the -WW so it's another very situational civic.
X - Liberty - You will run this if and only if you are going for cultural victory so it can't really be ranked.
I personally don't use Bannor or Order so I can't rank those.


Labour:

Apart from guilds these are all powerful and well balanced enough to be hard to choose between. Guilds is weak because an economy that is taking advantage of unlimited specialists should usually use Caste System in the same category.


Economy:

1 - Agriculture
2 - Guardian of Nature
1,000,000 - everything else, they're not even in the same league


Compassion:

apart from Sacrifice the Weak, I view this category as primarily roleplaying flavour. Veil got a fantastic deal by having their uber religious civic in this category.


Education:

1 - Apprenticeship - 10% more production time for 2 xp is always a good trade in FFH, since just getting combat 1 makes the unit 20% more effective, and your adepts are 2xp closer to being mages.
2 - Religious Discipline - Altar, even the nerfed one, is probably the best use for late game GPs. And you get +10% research.
3 - Scholarship - comes too late for the unlimited sages to be of much use
4 - Military Discipline - this is mainly a situational anti-WW civic.
 
Also something I have to say that I noticed about military state, the number of free military units you can have is based on the same thing that defines how much the civic itself costs (population). It's cheaper than tribalism when you have a large army and empire. So far for me in my Doviello game, tribalism costs 18 :gold: while military state costs 33 more :gold: for a total of 51 :gold: but gives me 49 free units, making military state cheaper if I had more than that many units. If I wasn't next to Keelyn (creative! argh!) in my current game I would have switched over to military state by now to finish wiping everyone out.

Yeah military state is definitely good if you have many units.
 
For sake of time I'll just say my favourite of each category and why
Government: Aristrocracy, because of their synergy with agriculture
Values: Religion, in the early game, assuming I found a religion, and later game depands on my situation
Economy: Obviously Agriculture. See aristocracy
Compassion: Depends on alignment, but most commonly protect the meek (I am rarely evil).
Education: Scholarship, cause it's cool
 
Government

1. Aristocracy - I'm addicted to Royal Guard, usually end up getting Sanitation early, and like to squeeze even more commerce out of my farmed tiles.
2. God King - Far better than Despotism, easy to get.
3. Republic - Pretty good. The specialist boost is nice if I'm running an uber-scientist town.
4. City States - So-so. If I'm playing continents I switch to this one if I'm the only one left alive on mine. The war weariness is a problem but it keeps the upkeep and maintenance under control until Courthouses and Forbidden Palaces are doing it for me.
5. Despotism - Simple and not inconvenient when you need it. A good default.
6. Theocracy - I've never used it. Don't really feel I need it in the average game; if I have to get rid of non-state religions, Inquisitors or Purge the Unfaithful takes care of it.

Cultural

1. Pacifism - Brilliant unless you're at war.
2. Social Order - Really convenient for the happiness boost from maintenance reducing buildings, which I tend to rely on pretty heavily.
3. Nationhood - Works out when you ARE at war.
4. Religion - Rarely do I have more than one religion in my cities. Beats the others if I am and don't need great people.
5. Consumption - Haven't used it. Trying to work out a Khazad strategy that'd lead into some HUGE towns with a gold surplus and giant happiness, though, so I expect to like it better if I get that figured out.
6. Liberty - Haven't used it. Odd, since I like to go for cultural victories in vanilla civ; I credit FFH with breaking the habit.

Labor

1. Arete - I find myself looking for reasons not to go RoK when I'm playing a civ I haven't tried yet. Sometimes I find some, but when I don't, I love this civic. Got both my Tower of Mastery and my final Altar with gold.
2. Slavery - Good deal; this sells OO pretty nicely and given how easy it is to pack a town full of people in FFH I find myself missing it when I'm NOT following our cephalopod masters. If not for Arete this is an easy #1.
3. Caste System - Beats the others out in most of the games I play; it's just so easy to feed a lot of specialists and making them better is not a bad thing.
4. Military State - Respectable if it's time for a war.
5. Guilds - I rarely even get the option; this is farther down the economic tree than I tend to go.
6. Serfdom - Not a fan.

Economy

1. Agriculture - Ineffably good right now. It's probably for the best that it's getting fixed in the next version.
2. Guardian of Nature - The one time I had a reason to use it, I didn't miss Agriculture, which is saying something.
3. Conquest - Pretty good. This could be a favorite if Agriculture weren't so damn good - it's a legit competitor for Guardian of Nature.
4. Foreign Trade - Iffy. Nothing bad about it, but the above three are much more useful 99 times out of 100, I'd estimate.
5. Mercantilism - Why would I want to use this? Not good at all.

Compassion

1. Sacrifice the Weak - Spectacular. Not enough downside to prevent my adopting it if available. I feel like this ought to be Auric's signature civic, though, instead of the AV one; it feels wintery rather than demonic.
2. Basic Care - I frequently find myself using this the entire game if StW isn't going to be on the menu.
3. Protect the Meek - Pretty good. The incentive to build the relevant buildings just isn't there in an average game for me, though; I usually either have enough happiness and don't need the health... or have StW and the health/happiness is much less of an issue.
4. Public Healers - I have never used it. It surely wouldn't hurt but like I said above, I just don't build herbalists and infirmaries.
5. Fend for Themselves - Doesn't save you enough maintenance to be useful as anything but a diplomacy effect.

Education

1. Scholarship - I love it when I can use it, particularly if I'm philosophical.
2. Religious Discipline - Good if I've got only one religion and need happiness (which is often).
3. Apprenticeship - Since you can compensate for the production penalty by adopting civics that work well with it, pretty useful with little downside. Outshined by the above later on but very good for early (and even late) wars.
4. Military Discipline - Lacks oomph. Reducing upgrade costs would make it more attractive, especially to civs with Ingenuity.
 
Looks like a lot has changed since this topic was first made.

Government

1) God King: No-brainer for the early game, and however long your empire stays small, if it even does.
2) Republic: No-brainer during mid/lategame wars.
3) City States: No-brainer for recovering from mid-lategame wars, after you've declared peace.
4) Theocracy: Key to a specific victory condition, useless otherwise.
5) Despotism: A very desperate measure.
6) Aristocracy: I'm not enough of a micromanager to ever find use for this. By the time it's available my cities are built around having as much food as they do. Switching to this = mass starvation. To use this effectively you must set up each of your cities so they could kep growing if all their farms were weakened, and screw that.

Cultural Values

1) Nationhood: -25% WW in this mod = tits. Getting the +1 happiness isn't hard.
2) Religion: Very close second, since this is better than nationhood during peace and as good early in a war, but... nationhood is just too much of a lifesaver in a prolonged war.
3) Scholarship: Stronger sages are nice, if a bit of a hassle to assign. Doesn't do you much good if you have too much unhappiness to assign any specialists though, so this goes below Nationhood and Religion. Also, rendered useless by the combo of Guild of Hammers + Guilds civic.
*DROP*
4) Pacifism: For when you really, desperately need that next GP. Kinda needs spiritual.
5) Liberty: See Theology, though they're for different victory types.
6) Social Order: Usually an inferior happiness civic, since getting happiness out of it costs all that military upkeep. I'm not even dinging it for the religion requirement, just... even as Order I'll usually take one of the top 3.
7) Consumption: A strictly inferior version of Nationhood/Religion/Social Order. Not bad in a vacuum, just rendered useless by its competition.
N/A: Crusade. Unique civic. Top for the civ that can use it but whatever.

Labor

1) Arete: Uh, yeah. Goes down a few ranks if you ding it for having a religion requirement, but again, I'm not doing that.
2) Apprenticeship: Free experience is nice.
3) Caste System: Nice for the science and quick border pops. Unhappiness does hurt though.
4) Guilds: I always rush for the guild of hammers, so the unlimited engineer slots are amazing. A sure switch when I get it, but that takes a really long time, so it gets ranked below those civics which are helping you through the early and mid game.
5) Slavery: Meh, my love of happiness civics tends to mean there isn't much useless pop for me to whip, and pop costs for whipping are really serious in this mod due to increased hammer costs. Captured slaves suck ass now, and quarries are rare.
6, 7, 8) Military State, Serfdom, Tribalism: Who cares, they all blow.

Economy

1) Agriculture: And to think, it's been significantly nerfed since a year ago or whatever.
2) Guardian of Nature: At least now we have a close second. Okay it's the clear top for the elves but that's only 4 leaders, for everyone else I'll take agriculture even with this as an option.
3) Conquest: Butting up against the happiness cap with tons of food to spare? Playing infernal? This is your civic.
4, 5, 6) Decentralization, Foreign Trade, Mercantilism: All crap.

Compassion

1) Sacrifice the Weak: See Arete.
2) Public Healers: Yeah, the rest of these are all underwhelming.
3) Protect the Meek: Meh.
4) Basic Care: Bleh.
5) Fend For Themselves: *flush*
 
Anyways, back on topic, the foriegn trade one can help if you're trying to give your culture as much of a boost as possible and your economy is strong enough to take up the slack.
 
A lot of these are very situational. It really depends on how your playing. The religion specific ones are superior choices (if you happen to be that religion). I really love Arete, I rarely play FoL but it sounds like a solid choice.

I usually find myself using Godking until I get republic. Although I have overexpanded and fixed my budget (early game) with City States.

I'm almost always trying for an Altar, either for an Altar victory or at the very least the upgraded Disciple units. I gravitate towards Pacifism. I've been known to use Consumption in games where Im RoK and trying to spend my way to victory. Scholarship and Liberty find their way into my games if Im pushing hard on Science or Culture. I dont use religion much unless Im trying to put down revolts.
 
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