What are the MOST OVERPOWERED CIVS conditions?

@Simonthesinner

Do you really think Egypt is overpowered?
Maybe they are on lower difficulties but on Immortal or Deity you can only build like one or two wonders in the acnient/classical era anyways, you almost have to beeline them cause otherwise the risk is too high that another civ finishes it before you do (and with that you lost like 10 turns and are already far behind).
Wonders in later eras however are mostly done with ingeneurs anyways, so not a big boost here from Egypt.

Don't think that the Mayans or Russia are overpowered either.
Russia was before because you could sell all your strategic ressources for tons of money giving you an insane boost, but that doesn't work anymore.

The mayans get a great personality. But unless babylon they don't profit from it in the very early game. And because they can only chose each personality only once they keep being balanced.

I think most of the civs you mention actually only make good use of their bonus but arent overpwoered.

I don't think any civ is overpowered, but some civs are very powerful with most any start condition. Egypts strongest suite is actually the no-upkeep temples, along with Maya and Songhai they have gotten a turbo-boost now that 1) piety is selectable from the start and 2) You don't have the gold to afford 2 :c5gold: upkeep temples, and even muliple shrines are a drain on the economy due to early gold being less.
 
What is Kordaanor native language ... he refered Great Person as great personality lol.

On topic: Indonesia if spawned in a very long river in a desert climate might be a bit op. That candi+desert folk lore should generate huge amount of faith.
 
Ops, yeah, I am German, but that was a spelling error. :D
Btw: In German they are called "Große Persönlichkeit" which actually would translate into personality but I guess it's more ambiguous than the english word.
 
SPAIN next to KING SOLOMON'S MINES
If Madrid is settled next to the mines, that's +12 production. Wow. Basically... do whatever the hell you want. The world is your oyster. Build wonders or spam units. Rock n' roll.

My last game with Spain, I landed very close to both KSM and Cerro Potosi. I settled my 2nd and 3rd cities next to them. It meant 1000 gold early game and with the right Pantheon, I was generating +20 gold, +12 production and +16 faith per turn. Just wow. Later, I pushed through the WC resolution which adds 5 culture to Natural Wonders. This gets doubled too, so it was +20 culture on top of that. It's definitely OP, but very situational. I mean, how often do you land a start like that?
 
My early take on bnw is that most or all the new civs are stronger than most of the old. Not overpowered to the degree of specific situations like Spain next to FOY, but just generally stronger on a typical map.

Zulus with impi seem incredibly powerful compared to existing militaristic civs.

Morocco's trade bonuses are also very strong - they are my new favorite so id rather not feel guilty winning with them :)

Indonesia can generate way too much faith from their Candi, +4 with no effort at all, +6 or +8 by mixing religions, which isn't really hard to do.

I don't like the Shoshone UU, they take the random element out of the game, and they gain way too much territory when they settle.

Haven't played the others much... I'd love to see them keep most of these abilities but scale them back, such as just +1 faith/religion for Candi, +2 gold/trade route, and take away the impis movement bonus. Give the Shoshone 3 extra tiles when they settle not 8 or whatever they get.

Thoughts?
 
I'm with Jim, I've been playing Shoshone since I got Brave New World, and it's hard to pick another (for my playstyle). Extra starting tiles for every city you found. The pathfinder immediately upgrades to composite bowman instead of archer (and is as strong as a warrior melee-wise). They do take longer to build than scouts or warriors, however. But I always put out 3 or 4 of them first thing and start exploring. It will jumpstart your social policies, religion, technologies, and I can usually get all 4 of them upgraded and have 4 composite bowmen early on.
 
Poland with 3 horses and 2 cows in the starting radius--add pasture pantheon and ducal stables and watch 'em go!
 
Assyrian in a good desert start, go straight to hanging gardens, give a try, then an other one to petra . It's really hard on deity but it depends of the others civs start... each time i build petra in a good desert place with nice hills and 1-2 oasis for example, it becomes really...really...really funny to play with a huuuuge capital.

Choose tradition, take the free monument, scout, shrine for desert folklore, granary, caravan if a trade route with an other civ is available or archers, steal a worker who will farm the river hills.
If all goes ok you will miss the hanging gardens :o) but win petra. Even if petra is lost, the siege towers will now be available so 3 of them plus with 5 composite and go straight to a civ who built nice early wonders and begging the pure warmongering!!!

This is a huge start that not depends of luck instead of isabella for example.

The thing i really like is that it will always be different to get that wonder and if arabian or somebody else build it before you, all is not lost and you will be able to smash your neighbour because you are angry at that time and have those wonderfull siege towers.

Finally, if you succeed in building petra, you can choose to go science first to education or just feel like a warmonger and go to machinery. It will depends of your neighbours start etc...
 
I was surprised for not seeing Portugal here... the double resource output from trade routes can become a massive bonus. Just aim to settle in a place with 3+ different trading resources and a good location to trade with cs by sea and you'll get like 15- 20 gold for every trade route. If you manage to build Colossus and Petra, you'll even have 2 more trade routes, and you can easily get like 125 gold per turn in mid game (around 50 gold per turn in early game) JUST in trade routes, and that's not considering yield modifiers in the city. Add the feitoria improvement and liberty tree to that and you have the means to explode your empire growth in every game, and besides you can usually trade all your native resources because you get them anyway from CS with the feitoria. I am new in the forums so I understand there must be a good reason for no one pointing this out before, I hope someone can help me understand it =)

PS: In the late game it usually gets very boring, with the commerce perk for -25% costs in buying, I just aim to get considerable reserves (6k-10k, so that if I get invaded I can just buy an on the spot army) and so with money to get some 5-6 allies and buying an important building only here and there If the game didn't go very well.
 
Ruins occasionally give free techs, I've seen it on... king, at least. Maybe Emperor too, but can't remember.

Only ancient era techs. I usually get sailing. :lol:

btw, I got settler in ruin today. :confused: Is that a new thing in Fall Patch? :confused:

anyway, Shoshone is terrific even on small maps. Pick liberty, spam settlers or rush buy them, go to the closest civs and drop cities right next to their capitals. Shoshone's UA will moop up most of the titles. :lol:

I did that to Rome in my last Shoshone game, he hated it. Then next game, Shoshone AI did that to most of us. :lol: He got me enraged, along with the rest of the world, including Aztecs, Zulu, Assyria, The Huns and France. He soon got into World War, five or six of us against him. :lol:

Only Maya was chilling. :lol:
 
Dido, if only dom victory is enabled and her capital is somehow surrounded by mountains (unlikely to happen to say the least, if not impossible on most scripts). Even if you nuke it you can't take it from her.
 
Dido, if only dom victory is enabled and her capital is somehow surrounded by mountains (unlikely to happen to say the least, if not impossible on most scripts). Even if you nuke it you can't take it from her.

It would not be a nice start for Dido because the units can't move outside from the cap Before a Great General is born.
 
Babylon/Korea with hill, river, mountain, coastal start with early pottery ruin so you stand a chance at getting GL.

njmfff said:
btw, I got settler in ruin today. Is that a new thing in Fall Patch?

Settlers and workers are available in ruins on the first 2 difficulty levels I think.

Denkt said:
isau said:
Dido, if only dom victory is enabled and her capital is somehow surrounded by mountains (unlikely to happen to say the least, if not impossible on most scripts). Even if you nuke it you can't take it from her.
It would not be a nice start for Dido because the units can't move outside from the cap Before a Great General is born.

And 0 workable tiles until your borders expand :)
 
Spain with ANY Natural Wonders nearby is very powerful, perhaps with the exception of Crater and Mesa.

Poland with multiple pasture tiles near the capital.

Virtually any civ does nicely in the presence of Salt. In fact, whenever I see a civ who is not normally a runaway inexplicably running away with the game, Salt is involved.
 
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