Ticio
Prince
- Joined
- Apr 23, 2020
- Messages
- 349
I have played recently with different civs to check the fun of the differents playstyles and bonuses and I found that some civs are too strong meanwhile others are lacking a lot.
Do they normally tweak civilizations or they will stick as they are now?
Before anything, I really like to play as a trade nation, but love to have defensive capabilities just in case.
These are the civs that I have played with. Maybe I will add more as I check others.
The last civ (The one I found to be, by far, the weakest) has a very long post, but I just wanted to explain why I think is a very bad civ.
At the end I made a new Thread exposing my concerns with this civilization, and asking some tips.
I'm sure they are even weaker civs, but with the games I have played online and against AI, I found that differences between the "Strong ones" and the " Weak ones" to be too unbalanced. So I'm, almost, forced to play with specific civs to be able to win (if the opponent choose an strong one).
So, I wanted to ask you if you have tips for the weakest ones, so I can use them on multiplayer without getting stomped. Because I really love the idea behind them, but I always loose whith them.
Strong civs I have played:
- Germany
The strongest one that I have played. +1 district is just insane by itself but adding the Hansa you will have insane production in all of your cities.
Even more, you are encourage to place Comercial disctricts (even more production and gold!) what gives you more traders. These traders will be insane, as you will always have more tiles as you have more districts.
The +1 Military card slot is always nice, and gives you versatility for military production (as if you needed more).
I played with them as it was like playing on Easy mode!
- Japan
A little hard to use at first, but as soon as you know the game better they turn quite strong.
+1 adjacency bonus for all districts is very strong. The best thing is that it forces you make clusters between cities and disctrics, what at the same time protect you from spies. I discovered how dangerous they are on multiplayer.
What is more, the 100% production towards encapments, holy sites a theater square make sure you:
- Are always a military foe, your are always on top of the civic tree and you can choose the religion that you need (choral music, or jesuit education for the science!)
- England
I copied the strategy of a friend that destroyed me on multiplayer. Of course with the Gathering Storm bonuses.
- Easy domination on water with the Royal Navy Dockyard, + a lot of merchants early on + traders for other continents.
- 30% on industrial zones it's already pretty neat (+ the internal trade you build quite fast ) but the 100% towards engineers and +2 charges are pretty strong.
Why? You put a new city, you put harbor (50% faster) new trade line to yout capital (More yields), then Production zone (30% faster), and you put an aquaduct, dam and/or canal, that makes an absurd amount of adjacency. THEN you put a coal power plant (and you can mantain double the quantity of them), and you can win whatever you like.
You will be on top of science, industry or whatever you need.
In addition you can use the engineers to put Railroads and multyplied your gold (even more), and with all the gold purchased for science or making faster coal Plants.
- Gran Colombia
We al know why, but I will wait until thenew changes to let them on the list or remove them!
-Mongolia
Very strong! The ability to add +6 CS per visibility point is incredible.
You gain one just by sending a trade route and spies can give you another, so it’s easy to have the bonus and make it stronger.
The ability to create instant Trading posts is also very strong. It allows you to gain the visibility bonus instantly just before a surprise attack, but also make insanely long trade routes since the start (With Hunza you can easily make tons of gold). Noting that trade routes become more and more difficult due to the increasing turns per era, this ability become stronger as time passes.
Weak Civilizations I have played.
- Maya
I add Maya to the weak civs. They are not "weak" per se in my list as the bonus are strong and well used can give you victory, but if you have a bad start... you are screw.
As they cannot change the capital like Dido, not even once, if they have a bad start they will have problems all the game.
If they had a way to do so, I will remove them from the weak civs.
- Spain
I wrote the reasons why they are the weakest of my list, but it become a very long thread.
So I will jsut add a new one with the informatuion, and requesting help on how to play them.
EDIT: I'm adding some civs after playing them! and removing vikings from the weak ones
Do they normally tweak civilizations or they will stick as they are now?
Before anything, I really like to play as a trade nation, but love to have defensive capabilities just in case.
These are the civs that I have played with. Maybe I will add more as I check others.
The last civ (The one I found to be, by far, the weakest) has a very long post, but I just wanted to explain why I think is a very bad civ.
At the end I made a new Thread exposing my concerns with this civilization, and asking some tips.
I'm sure they are even weaker civs, but with the games I have played online and against AI, I found that differences between the "Strong ones" and the " Weak ones" to be too unbalanced. So I'm, almost, forced to play with specific civs to be able to win (if the opponent choose an strong one).
So, I wanted to ask you if you have tips for the weakest ones, so I can use them on multiplayer without getting stomped. Because I really love the idea behind them, but I always loose whith them.
Strong civs I have played:
- Germany
The strongest one that I have played. +1 district is just insane by itself but adding the Hansa you will have insane production in all of your cities.
Even more, you are encourage to place Comercial disctricts (even more production and gold!) what gives you more traders. These traders will be insane, as you will always have more tiles as you have more districts.
The +1 Military card slot is always nice, and gives you versatility for military production (as if you needed more).
I played with them as it was like playing on Easy mode!
- Japan
A little hard to use at first, but as soon as you know the game better they turn quite strong.
+1 adjacency bonus for all districts is very strong. The best thing is that it forces you make clusters between cities and disctrics, what at the same time protect you from spies. I discovered how dangerous they are on multiplayer.
What is more, the 100% production towards encapments, holy sites a theater square make sure you:
- Are always a military foe, your are always on top of the civic tree and you can choose the religion that you need (choral music, or jesuit education for the science!)
- England
I copied the strategy of a friend that destroyed me on multiplayer. Of course with the Gathering Storm bonuses.
- Easy domination on water with the Royal Navy Dockyard, + a lot of merchants early on + traders for other continents.
- 30% on industrial zones it's already pretty neat (+ the internal trade you build quite fast ) but the 100% towards engineers and +2 charges are pretty strong.
Why? You put a new city, you put harbor (50% faster) new trade line to yout capital (More yields), then Production zone (30% faster), and you put an aquaduct, dam and/or canal, that makes an absurd amount of adjacency. THEN you put a coal power plant (and you can mantain double the quantity of them), and you can win whatever you like.
You will be on top of science, industry or whatever you need.
In addition you can use the engineers to put Railroads and multyplied your gold (even more), and with all the gold purchased for science or making faster coal Plants.
- Gran Colombia
We al know why, but I will wait until thenew changes to let them on the list or remove them!
-Mongolia
Very strong! The ability to add +6 CS per visibility point is incredible.
You gain one just by sending a trade route and spies can give you another, so it’s easy to have the bonus and make it stronger.
The ability to create instant Trading posts is also very strong. It allows you to gain the visibility bonus instantly just before a surprise attack, but also make insanely long trade routes since the start (With Hunza you can easily make tons of gold). Noting that trade routes become more and more difficult due to the increasing turns per era, this ability become stronger as time passes.
Weak Civilizations I have played.
- Maya
I add Maya to the weak civs. They are not "weak" per se in my list as the bonus are strong and well used can give you victory, but if you have a bad start... you are screw.
As they cannot change the capital like Dido, not even once, if they have a bad start they will have problems all the game.
If they had a way to do so, I will remove them from the weak civs.
- Spain
I wrote the reasons why they are the weakest of my list, but it become a very long thread.
So I will jsut add a new one with the informatuion, and requesting help on how to play them.
EDIT: I'm adding some civs after playing them! and removing vikings from the weak ones
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