DigitalBoy
Emperor
- Joined
- Jun 29, 2006
- Messages
- 1,346
A poll that I thought would be interesting: which set of civics do you think has the most weight in affecting gameplay and influencing/complimenting strategy? (This is really more about the categories as a whole and not about specific civics within them, but it's OK if you favor a category because of a civic within it that you especially love.)
At the top of my list is probably the legal civics. There's a lot of variety in the civics here that do a lot of different things and compliment a lot of different strategies, and they're all pretty powerful. Just as important is when they become available. Late enough that you have to put consideration ahead of time into when you want to get them and how you want to research down the tech tree, but early enough that they make a big difference over the course of the game.
A close second for me is the government civics. These are probably the most powerful civics, as Heriditary Rule is sometimes crucial for breaking the happy cap and Representation and Universal Suffrage are potentially gamebreaking mid-late game boons to research and production, respectively. The only reason I place this category below the legal civics is because of how late the last three come in the game. Unless you build/capture the Pyramids or make very dedicated beelines, you're basically running Heriditary Rule for half of the game, which cuts back on the sense of strategy I feel is involved.
Religious and labor civics tie for third. Religious provides a nice variety of fairly useful and accessible civics. They definitely have a lot more flavor than the labor civics, but labor makes up for it with Slavery and Caste System. Serfdom and Emancipation are rather 'meh' in my opinion.
Economic comes last on my scale. It's the category where I'm running the default civic (decentralization) for the longest period of time, and I can really work with any of the civics no matter how I'm playing. State Property shows promise for really affecting gameplay and strategy with super workshops and watermills, though.
At the top of my list is probably the legal civics. There's a lot of variety in the civics here that do a lot of different things and compliment a lot of different strategies, and they're all pretty powerful. Just as important is when they become available. Late enough that you have to put consideration ahead of time into when you want to get them and how you want to research down the tech tree, but early enough that they make a big difference over the course of the game.
A close second for me is the government civics. These are probably the most powerful civics, as Heriditary Rule is sometimes crucial for breaking the happy cap and Representation and Universal Suffrage are potentially gamebreaking mid-late game boons to research and production, respectively. The only reason I place this category below the legal civics is because of how late the last three come in the game. Unless you build/capture the Pyramids or make very dedicated beelines, you're basically running Heriditary Rule for half of the game, which cuts back on the sense of strategy I feel is involved.
Religious and labor civics tie for third. Religious provides a nice variety of fairly useful and accessible civics. They definitely have a lot more flavor than the labor civics, but labor makes up for it with Slavery and Caste System. Serfdom and Emancipation are rather 'meh' in my opinion.
Economic comes last on my scale. It's the category where I'm running the default civic (decentralization) for the longest period of time, and I can really work with any of the civics no matter how I'm playing. State Property shows promise for really affecting gameplay and strategy with super workshops and watermills, though.