What are your three least favourite civs?

What are your 3 least favorite civs ?


  • Total voters
    122
Lanun - I'm not particularly fond of naval warfare in FfH so a civ that is strong there isn't very appealing. I also really dislike the OO artstyle and it's such a natural fit with the Lanun that I feel like I'm gimping myself by not adopting it.

Lanun are a great civ even if you never build a single combat vessel, and don't adopt OO. In fact, I think OO ends up being a relatively poor fit for them.

As for me:

1) Bannor

I like civ's that do things that other civ's can't do...

2) Malakim

See 1) Bannor.

3) Doviello

Beastmen -> Sons -> Battlemasters... that's all they do. Ever.
 
I like pie.
 
Fall Further has the Mercurian Gate mechanic sussed out nicely - they summon Basium in the MG city with a settler, Basium, and some cool units, but leave the MG city in the hands of the civ that built it.

I don't know what you're playing, but it's not Fall Farther as it is currently. I'm playing a bannor game just now in FF, I built the mercurian gate 5 minutes ago, and it took control of the city it was built in, same as FFH
 
Lanun are a great civ even if you never build a single combat vessel, and don't adopt OO. In fact, I think OO ends up being a relatively poor fit for them.

As for me:

1) Bannor

I like civ's that do things that other civ's can't do...

2) Malakim

See 1) Bannor.

3) Doviello

Beastmen -> Sons -> Battlemasters... that's all they do. Ever.

Sabathiel with Form of the Titan can mass produce Level 4 mages.

Varn Gosam has the only Adaptive trait on a civ that isn't restricted by cities or religion. He is also one of the few leaders who have Spiritual without having an incredibly weak secondary trait. Try a Spi/Fin game with all your favorite priests.

As for the Doviello, why would you ever want to do anything else? Melee units are the strongest and most flexible. Mass produced Melee stacks hasted by Shamans are hilarious. Ok, fine, have you ever tried Beastmen -> Drowns -> Stygs with Mahala? Its surprisingly cheap! 25 hammers and 50 gold if I remember correctly.


Edit: Also, the Doviello hate you all too! All of you! Everyone of you landscape gardener builders with your 1 warrior city defenders and your altar victories and your libraries
 
1) Bannor - They aren't unique, but it's even worse - they aren't FUN. I find their flavor to be weak as well as their mechanics - the best thing these guys ever did for Fall is drive Decius over to Calabim.

2) Elohim - In FFH their peaceful stance doesn't jive well with their conqueror/absorb empire trait. To get the most out of them you have to go against flavor, and that bugs me. This problem is fixed in FF, but in standard FFH I won't touch Elohim. That, and I hate hate hate their worldspell.

3) Dovellio - These guys are the Clan without warrens. That says something because I'm not even a huge fan of the Clan. But at least the clan has Orks.

Honorable Mentions
A) The Illians. Stasis. Stasis. Stasis. Samhain. Stasis. Samhain. The Depening. Oh look they're on the other side of the world and I can't kill them while they screw up my terrain and Scorch doesn't turn Tundra into Plains. :( In FF where the Elohim are fixed, the Illians take spot 3.

B) Amurites. I love them. I want to like them - because I want them to be better. Govannon is nice but he doesn't fix them - Tier One spells aren't that spectacular. Then the fact that Summoner is actually a better trait - Tebyrn Arbrandi leading the Amurites in Unrestricted Leaders will show you why they should have a Summoner leader.
 
The Mercurians, because of the several inherent annoyances: If you want to play as them, you first have to play as somebody else for about 300 turns. You can't set them up in your capital- you need a second city capable of producing a wonder, so you have to at least nominally play for all those turns. Whether you switch or not, after building the gate you are shackled to the AI corpse. You find yourself wanting to sabotage your empire by deleting all units and declaring war on the Hippus on the turn before gate completion. It's an unwholesome desire.

One idea which I endorse would be the inclusion of a Mercurian placeholder civ, a bunch of angel-worshippers geared to summoning Basium. The angels produced by the gate could be under their direct control. Who controls Bourne The Gleaming at the start of the Radiant Guard scenario? I want to play as them.

Also, I wish Basium were charismatic instead of raider, since the angel mechanic places more emphasis than usual on individual units, and angelic good seems like it should be more "glacial, inexorable purification" than "burn some farms for quick cash and retreat."

The Sheaim also get a vote, because even though I like their whole ultimate evil thing and the planar gates, the satisfaction to be gotten playing as them is directly tied to how awesome Armageddon is, and Armageddon sucks.

The summoner trait is sort of awful. Two extra turns of life could be useful in some situations, but why not just have it make the summons permanent? This would make it the hot trait of the year, so I guess that's too much to ask, but it would really cement their image as a race of monsters.

Final vote is for the Luchiurp. I've never really played as them, but I'm tired of accusatory whining about all of their wonderful creations while I'm still trying to build my first settler.
 
My least favorite to play are:

1) Sidar - The shade mechanic is interesting, and probably quite powerful when properly used. But, as much as I tend to be a builder, I just don't find making super specialists all that fun.

2) Clan of Embers - I despise the barbarian trait because of its research penalty. Other than that, they just seem kind of meh, except with the orcish trait.

3) Malakim - they have camel units and usually start off someplace near desert tiles. Whoopie.
 
B) Amurites. I love them. I want to like them - because I want them to be better. Govannon is nice but he doesn't fix them - Tier One spells aren't that spectacular. Then the fact that Summoner is actually a better trait - Tebyrn Arbrandi leading the Amurites in Unrestricted Leaders will show you why they should have a Summoner leader.

I do disagree.

haste
Summon Skeleton
Enchanted blade

And that's not to mention the fact that in teaching all your adepts every lv1 spell to begin with, they have a lot more free promotions for combat/spell extension/mobility
 
Sabathiel with Form of the Titan can mass produce Level 4 mages.

Oh *can* he? You just need Warfare, theology, a wonder, and apprentice civic. And of course Sorcery to actually make those mages. Compared to any arcane leader who can just like, build adepts and wait a few turns. The amurites do this Significantly better anyhow (Cavern of Ancestors of course).

Varn Gosam has the only Adaptive trait on a civ that isn't restricted by cities or religion. He is also one of the few leaders who have Spiritual without having an incredibly weak secondary trait. Try a Spi/Fin game with all your favorite priests.

Yeah, and it's kind of spiffy I guess. But it isn't exactly a unique game plan. You get to change your trait all of three times during a game, and almost always it's to Financial. After a while he feels like a weaker version of a Spiritual/Financial leader.

As for the Doviello, why would you ever want to do anything else? Melee units are the strongest and most flexible. Mass produced Melee stacks hasted by Shamans are hilarious. Ok, fine, have you ever tried Beastmen -> Drowns -> Stygs with Mahala? Its surprisingly cheap! 25 hammers and 50 gold if I remember correctly.

Meh. Combat monotony. Also has the problem of being done better by other civs (Tasunke, possibly Khandros Fir).

Edit: Also, the Doviello hate you all too! All of you! Everyone of you landscape gardener builders with your 1 warrior city defenders and your altar victories and your libraries

Hehehe. They can be a pain to play against because they really like rushing Axemen. I'm rarely a landscaper style of player though.
 
1) Doviello. As someone already said, they seem like the Clan without warrens and a special theme (ie, Orcish hordes). Being able to upgrade anywhere does not seem that special to me.

2) Bannor. I know they can be fun to play with, and have effective strategies, but they just seem bland. If I want to play religious fanatics, I have Varn and the Elohim, both of which have a more buildings, units, and mechanics.

3) Hippus. They have awesome horses. Which is awesome, if you want to build lots of awesome horses. Beyond that, they don't have anything. They seem like the most railroaded civ in the game. Even the Amurites have a choice between archery and arcane.

Really, though, I don't have a huge problem with the Bannor and the Hippus. If the poll did not specifically ask for three, I would have only voted for the Doviello.
 
Oh *can* he? You just need Warfare, theology, a wonder, and apprentice civic. And of course Sorcery to actually make those mages. Compared to any arcane leader who can just like, build adepts and wait a few turns. The amurites do this Significantly better anyhow (Cavern of Ancestors of course).

Not that the Bannor really needed mages, because with them you should go for Fanaticism, Religious Law and Iron Working, but if you wanted you could get mages without any problem as you don't get the missing 8 xp by Theology (which would ruin your economy), but by Command Posts as Sabathiel is Organized and that combination (warfare, apprenticeship, form of the titan, command posts) is not really that hard to get and is a big advantage with and without mages.
 
I think I like the Mercurians the least because they have no real special mechanic. They don't have any UB's or UU's they can build without upgrading. I have absolutely no motivation to go after Hyborem. Basium gets no bonus from killing demons. In fact, I'd rather kill off the civs that are good first.

I think that Mercurians should get Fallow. And they should reap their "manes" from battle. When the Mercurians kill a unit going to Hyborem, it instead becomes a "cherub" or something (maybe even a 25% chance, like slavery). At least that way I'd feel like I was doing something.

When I play Basium, I want to do a goddamn crusade against evil. But the first thing I always have to do is build up crusaders and rush to get them killed. It's just not fun that way. You'd think Angels would bring some other Angels with them, no?
 
Infernals/Mercurians: only because I've never actually played them. I'm just reluctant to abandon the civ I've worked on up until they arrrive.

Luchuirp: would like to see more buildings to modify the golems so you don't have to rely so much on Barnaxus, but I don't dig the new building that makes golems invisible. perhaps it's just me but I don't think it fits flavorwise. I liked the old gridlines bldg and would like to see more like that.

I like the Doviello, especially the art, but agree that at the very least both their leaders need another trait. I like the idea of giving Charadon "Charismatic". I also think that Mahala should get another trait because Ingenuity is a bit weak. all other leaders that have Ingenuity also have two other traits.
Is it ridiculous to give her charismatic as well? or maybe change Basium to have charismatic and give mahala aggressive? I'm not sure.
 
Lonk time lurker not a big poster, but here I really found a topic I'd like to add to. =)

I'd say the Hippus as my first, second and third choice.

As already mentioned it fells like it's all about having an grotesque amount of horsies. And then some. And while you're at it add a few ponies.

It might be me playing them completely wrong but in that case so does the AI. I always make sure that Hippus aren't in the games I play if possible.
 
Illians: Agnostic is a minus since religion is one of the most interesting strategic choices I make in a game. But on top of that they are a slow, plodding, tedious civ to play. Very thematic, but not fun for me. Also, you can't build new priests and upgrading them to high priests removes an ability for some reason. Playing against them is irritating because of Stasis and Auric's schizophrenic personality (I'm you best friend! No wait! Worst enemy!). He makes a terrible neighbor and I will wipe him out ASAP.

Hippus: Horseman Rush. That's it. Really dull to play and irritating to play against due to their constant aggressive warfare and pillaging. Another neighbor I aim to crush at the first opportunity.

Doviello: Now, I was reluctant to put this here since they've gotten some love, but I still feel they have the same problem as the Hippus in that there's only one way to play: the melee rush. Still, the unique ability to upgrade workers to warriors and thus gain field reinforcements is nifty. They probably just need a tweak to some other tech tree (preferably the trade tree) to get them larger war chests and they'd be fine.

Honorable Mention:

Bannor: Really dull to play, I almost never use Crusade because it's almost never worth the crazy anarchy to use it. Most of their flavor actually comes from the Order and not their civ.

Elohim: Also kind of dull. Tolerant still feels a little odd as a mechanic for them, overall prefer the FF variant with defensive focus and super-monks.

Grigori: Just for being Agnostic. I hate playing agnostic civs. At least the adventurers make up for it somewhat in this case.
 
What if summoning Basium/Hyborem changed your original civ into Mercurian/Infernal if you desired? Entirely. That could lead to some epic hell vs heaven battles :D
 
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