There are no OP civs.....only bad players

There are bad starting locations too.
 
very true

But the best plaayers can still do something with it

I know a very good plaer....in Pugs

He got screwed in tundra islnd

I never found him but i know his sitution using a dirty trick :)

I loaded in the autosave and reconned his tottal situation

I was amazed he did as well as he did with a crapy roll
 
Well, being a skilled player (which I'm not) certainly is more impactful than having a good civ. However, civs still do make a substantial difference and with similarly skilled players that really can make a huge difference.

My experience with vanilla and R&F multiplayer (before the new wall patch) was that certain civs were really OP and very difficult (if not impossible) to stop: for instance Tomyris with double horses certainly had a huge advantage, Alexander too as well as Amanitore or Gilgamesh or even Montezuma if spawning close...

Now, with GS and the new resource system and wall patch I feel that things are more balanced, but I still have to try them out.

In addition, of course, a skilled player should be able to pick a civ that counters well any civ in the game.
 
very true

But the best plaayers can still do something with it

I know a very good plaer....in Pugs

He got screwed in tundra islnd

I never found him but i know his sitution using a dirty trick :)

I loaded in the autosave and reconned his tottal situation

I was amazed he did as well as he did with a crapy roll

Best players can leverage a poor location that's true.

Mirror maps will certainly be entertaining to see in future(see next patch thread) in that regard.
 
i play Gilg a lot....yea i usully take out my victim 80% of time

Not always tho....the very best ive faced held me off.....it would be hard to explain what all they do in the few situatiions iv lost

once a barb post spawned right in my path....pumped out horsemen gave him a chance to build

he took my cap with huge numbers of archers n warriers....i rally didnt see how he made so many but oh well


needles to if gilg or Tomy are in start-up grap your walls asap
 
There are bad starting locations too.
Agree, this is probably the most important part.
Granted, some select civs can make nearly "any" start work, but in general a very poor start will factor much more than the civ one has chosen.

For instance, getting an early 5 yield tile (preferably at least 2/3 food and 2/3 production) workable from turn 1 is a very good start for me, while similarly flatland plains/grassland (or even tundra/desert) with at most 2 or 3 yields for the first tiles can be either crippling or outright devastating.
Having plenty of mountains nearby as opposed to zero mountains will also help, as well as having plenty of land to settle as opposed to being crammed in between leaders like Chandragupta and Montezuma.

Either way, the hallmarks of a good player is ability to identify both the potential of his surroundings, as well as identifying (and ability to achieve) key "breakpoints" in the game that will tilt the game in one's favour.
Examples of these can be when you get an outright terrible tundra start with no production, but you happen to have a good productive location right north of your capital, and your capital is otherwise spawning next to Fountain of Youth.
A good player will recognize that his start is terrible and that he needs to settle the good land up north immediately in order to not fall behind, instead of trying to churn out scouts/builders/settlers with essentially no production to back it up.
That player will work the Fountain of Youth for 7 turns only (netting him 28 faith and a pantheon assuming standard speed), which he will use to immediately take the free settler pantheon to settle the good land up north.
He has now achieved a breakpoint, which if he didn't identify early on, he would be stuck for a long time on a horrible start trying to catch up to everyone else.
He will then again of course switch out of working the Fountain of Youth immediately after, since all that faith and science serves him no real purpose anymore after reaching said breakpoint.
A poor player might similarly try to work the food tiles from the start (giving him a very slow start), or be stuck working the Fountain of Youth for the rest of the game (since he never gets more population), but sticking to his choice because "a wonder is great, I must work it".
 
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I don't know, some civ benefits only work in certain map (and few civ are too depends on map). Also, if they are all balanced, why we need to play random civ but not choose our own civ?
 
Testable. Everyone play the same civilization on a snowflake map.

Sometimes the Barb Camp spawns 2 hexes from your visibility, the Scout spawns next to you and you spend the next 30 Turns killing 400 Hammers worth of Hate You! That doesn't make you a bad player. Not filling in the map or not placing a unit for visibility so a late-game Barb Camp spawns in the fog that close makes you a bad player.

Sometimes you're working Grassland and your opponent is working Diamonds.

That's why I like playing maps other people have shared, so I can compare and contrast how my decisions played out. I'm a decent player, but I can easily think of 20 names here who are demonstrably better than me. More with a bit of effort!
 
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