what is best civ?

what is best civ?

  • aztec

    Votes: 2 2.5%
  • americans

    Votes: 10 12.7%
  • babylonians

    Votes: 11 13.9%
  • chinese

    Votes: 5 6.3%
  • egyptians

    Votes: 5 6.3%
  • english

    Votes: 0 0.0%
  • french

    Votes: 3 3.8%
  • germans

    Votes: 3 3.8%
  • greeks

    Votes: 4 5.1%
  • indians

    Votes: 1 1.3%
  • iroquois

    Votes: 7 8.9%
  • japanese

    Votes: 8 10.1%
  • persians

    Votes: 15 19.0%
  • romans

    Votes: 3 3.8%
  • russians

    Votes: 1 1.3%
  • zulu

    Votes: 1 1.3%

  • Total voters
    79
There is no "best" civ as different attributes suit different playing styles.

IMHO the top tier civs are:
Egpytians
Persians
Japanese
Chinese
Babylonians
Iroquois (mounted warriors allow you to conduct early wars in deity. :o Though not nearly as much in 1.17, harder to pop rush, and lesser chance to retreat)

Notice they're all either religious or industrious. :) Next in line is scientific.

Though certainly not in the top, i think the English deserve honorable mention. In my opinion, the best timed golden age, and their dominance over water maps.
 
It all depends on the map settings. On a tiny arch map, expansionist civs are totally useless, while on a huge pangea they can be quite useful. The same with industrious civs, the double speed bonus they get for their workers has a huge impact when you have 50+ civs, along with the bonus production they get from their cities. Militaristic also increases in strength on larger maps, as their are more units fighting, more chances for great leaders. Scientific research costs are multiplied by map size, so a scientific civ can get a bigger tech lead on bigger maps. Very nice benefit when you are trying to build wonders. Religous and scientific civs seem to have an advantage on smaller maps because of the cultural buildings costing them less, they can lock out other civs from prime city locations sooner. My personal favorite set of attributes belong to the persians, industrious and scientific, but my personal playing style favors the germans or russians more, I usually wait until cavalry or tanks before going on mass warfare campaigns. With panzers and workers building railroads, I can take out AI civs in just a few turns on huge maps.
 
I would say the best are:
Egypt, Iroquois, Persia, Japan. Three of them are religious, and 2 industrious.
 
I used to like Persia before 1.17. Now that War Chariots can be upgraded, I think Egypt is the best. Religious is definitely the most powerful. Commercial is nearly worthless.
 
The most important thing when choosing your civ is unique units. I recommend not to choose:
-Aztec (Do you attack cities with warriors even they are faster?)
-English (Naval force is in secondary importance.)
-French (Musketeers' attack strength is higher... So what?...)
-Egyptians (War Chariot! Oh my god! How frightening!)
-Zulus (Impi: The fast city defence unit. Very reasonable.)

The best civs on this matter are Iroquis, Persians, Russians and Germans. Also, Greeks, Romans, Japanese and Chinese are not bad.

Looking at civilisation abilities, the important ones are expansionist, religious and scientific.

So we see two civs match these criterias: Iroquis and Russians. I prefer Iroquis because Mtd. Warriors come earlier.
 
I perfer Industrious. I think many overlook the extra shield that Industrious gives cities. It may not seem like much, but over time, it can make a BIG difference.

Also, the double speed of the workers is a big bonus too, at least for my style of playing. The quicker you can get land 'into production', the better. But road building between your cities is VERY important early on. If you can get horses to all your cities in 15 turns instead of 30, that is more time to build units. And don't discount the extra money roads provide, so important during the early game.

Expansionist suits my style also on the larger maps. Scouts are CHEAP and FAST. I will hunt the 'goody huts' not just for the goodies, but to deny others them. I figure an empty village is better then the competition getting money or tech. Starting with a scout is a HUGE advantage in my book, and I will usualy build 2 or 3 more (depending on my first cities production) BEFORE I will build a defensive unit! It has been my experience you seldom have anything to worry about in the first 20-30 turns at least as far as defense goes. Also, scouts are great even after the map has been exposed and the huts cleared. Fortify a few on well placed mountains and hills outside your borders, and you will be able to see what is coming. They are cheap, and can get out of harms way most of the time. When there is a 'massive barbarian uprising' I can usualy use a few scouts to break up the stacks of the barbarians by 'teasing' them, making it easier for my 'real' units to deal with them.

Another great use for scouts: Territory control. When there is a narrow 'neck' of land I want to control, I will string a line of scouts across it. The other civs won't be able to pass with out starting a war. Put a could of 'real' units in the area to 'reinforce' them. This way, you can use fewer fighting units to hold an area.

So this combination means I most often play the Americans, the advantages to the early game can give you a lead on the competiiton. The later UU has its advantages and disadvantages. I like to be able to control when my Golden Age occurs, and UU victory can throw that off. (In my opinion, UUs should NOT cause a golden age.) But then I have yet to be in a situation where the F-15 has made any real contribution. Sorry, but I feel the F-15 is the most useless UU out of them all.
 
I agree with Bobby Dread for everything, but the UU comment. I enjoy having a F-15 over a Jet fighter very much. The F-15 enables you to be able to have a percision strike before studying stealth, but after rocketry and smart weapons of course. The F-15 isn't the best UU, but not the worst!

In my terms the Man-O-War or the War Chariot is the worst UU. The War chariot, ha, by the time I've got horses I've already studied Horseback Riding. Man-O-War, this is more useful I guess than the War Chariot, but still it's not much better than it's counter part, the Frigate. All in all the F-15 is not the worst Unique Unit!!! (in my terms) I hope you agree with me.
 
I disagree. Only in a few cases have I ever had much air combat- most times there are only a few civs left by that time. They will have bombers, and maybe some fighters, but I will have close to half the 'board' by then. As for percision strikes, I never see a use for them- I like to take a city as 'whole' as I can.
War Chariots are good if you START with horses with-in your capital. I agree with many others that there should be another tech between wheel and horse riding.
I think out of 30 games as Americans, I have built maybe 5 F-15s, they just don't seem to be that much of an advantage.
 
For the peaceful approaches my favourites are definitely the Americans, Greeks and French in that order.
I like the Germans for the more warlike approach, but I tried the Aztecs recently and I must say I wasn't at all disappointed with them.
 
I was going to comment about the large response the Americans recieved, since when stacked up to the other top tier civs they just don't look too great. The Americans beating out the Egyptians astounded me.

A couple of failed attempts at Deity shed some light over the past few days.

Expansionist, an absolute must, getting an early settler from a goody hut is essential to Deity survival with the max no. of opponents.
Industrious, getting those bonus grassland tiles improved quickly in multiple cities is great for speedy settler production, as well as taking less workers to get the same job done. Less workers - more settlers. Also great for chopping down forests quickly, jump starting your graneries and uncovering an extra bonus grassland square.

IMO the Americans are only second to the Iroquois for deity level games. It all comes to the religious/industrious preference, to which i think religious provides a little bit more benefit.

On lower level games i think they drop back down to the middle of the pack, though the added probability of getting settlers for expansionist civs commands more respect. Though in most cases i'd much rather trade expansionist for religious, or even scientific.

Still a step up from just plain awful in 1.16.
 
I still don't see what the big 'thrill' is over Religious. Many people cite the one-turn anarchy. I often get only one turn of anarchy, the LONGEST I have ever had is 4 turns. But then I don't change governments that often. 90% of the time I go Despot to Republic to Democracy.
 
Well if you ever get 10 turns of anarchy, you will see why religious can be very helpful.
 
Originally posted by Bobby Dread
I still don't see what the big 'thrill' is over Religious. Many people cite the one-turn anarchy. I often get only one turn of anarchy, the LONGEST I have ever had is 4 turns. But then I don't change governments that often. 90% of the time I go Despot to Republic to Democracy.

I've been finding the cheaper temples/cathedrals equally beneficial. Above monarch level, it takes 2 luxuries, two military police, and a temple to get your cities to size 6. Any higher and they will riot. Higher level games require you to be victorious in an early war if you're stay competitive with the other AI. If you're cranking out units from your core cities, trying to out produce the AI, production bonuses and all, you don't have time to waste even 3 turns in anarchy. 3 turns is 6 (or more!) horsemen, more than enough to turn the tide of an ancient age war. Its enough to consistantly beat two defending hoplites provided the city isn't built on a hill.

The quick switch to monarchy also gives me one more military policing troop, allowing my cities to grow to comparable sizes to the AI. Theres nothing worse than trying to outproduce size 9 and 10 cities when yours are size 6. Its a combination of all the religious benefits that allow me larger cities, more valuable than industrious IMHO.
 
Originally posted by raven
-Egyptians (War Chariot! Oh my god! How frightening!)

Don't overlook the biggest feature of the War Chariot - price. They are identical to horsemen, except available sooner and cheaper. This means that you can build a lot of them ... and upgrade them all to knights, then cavalry.
 
In my current game, i accidently picked up horseback riding through a map trade, since i had already triggered my golden age, i lost my ability to build war chariots. Went from 2 turns to create a war chariot in my core cities, to 3-4 turns to make a horseman with the exact same stats. Ouch. :( Horseback riding is an optional tech too.

I believe i'd have been able to build them indefinitely, or at least until chivalry, had it not been for picking up horseback riding.

I'm fairly certain you can build any UU throughout the game as long as you didn't trigger your golden age. Useful with the jaguar warrior getting replaced by swordsmen so quickly.
 
the best civ BY FAR are the Persians - Industrious and Scientific, oh my. that extra civ advance goes a long way when changing eras. half-price libraries go a long way to building culture and influencing your neighbors' cities to come to your side. Industrious speaks for itself. Plus, winning a battle with an immortal just after going to Republic really lets your civ pull far out ahead of any other on the map.
 
Originally posted by No.Dice
I believe i'd have been able to build them indefinitely, or at least until chivalry, had it not been for picking up horseback riding.

In my current game (first with Egypt) I was building War Chariots after discovering horseback riding, before my Golden Age. However, every time I discovered a new tech, all War Chariot production was switched to Horsemen and I had to change it back.
 
I like the Romans and the Japaneese since they are both militaristic and have not ony very usefull but also very cool UU:s.
 
Back
Top Bottom