What is your favorite civilization?

What is your favorite civilization?

  • Bannor

    Votes: 13 9.0%
  • Malakim

    Votes: 13 9.0%
  • Elohim

    Votes: 12 8.3%
  • Luchuirp

    Votes: 13 9.0%
  • Kuriotates

    Votes: 11 7.6%
  • Ljosalfar

    Votes: 34 23.6%
  • Khazad

    Votes: 13 9.0%
  • Lanan

    Votes: 14 9.7%
  • Grigori

    Votes: 13 9.0%
  • Hippus

    Votes: 15 10.4%
  • Amurite

    Votes: 8 5.6%
  • Doviello

    Votes: 4 2.8%
  • Balseraphs

    Votes: 17 11.8%
  • Clan of Embers

    Votes: 7 4.9%
  • Calabim

    Votes: 33 22.9%
  • Sheaim

    Votes: 13 9.0%

  • Total voters
    144
Amurite: because they are neutral and because of their bond with magic (nice leader traits).

Sheaim: because they are the most evil of the currently playable civs, perfect for the veil and because of their bond with magic.

Hippus: because of their neutrality, leader traits (and portraits !!) and UUs.



Actually my really favourite civ is of course Svartalfar (being a big dark elf fan). I have yet to check if I can enable playing them :P
Btw, I wonder how the Hidden trait will work. I assume if you move units into Svartalfar's lands they can't be covered by FOW until when you have units there. Maybe you can also add a darkness "promotion" that causes a negative bonus to strength of all foreign units, unless they have a blind fighting promotion. They can also be ideas for new spells.
 
onedreamer said:
Amurite: because they are neutral and because of their bond with magic (nice leader traits).

Sheaim: because they are the most evil of the currently playable civs, perfect for the veil and because of their bond with magic.

Hippus: because of their neutrality, leader traits (and portraits !!) and UUs.



Actually my really favourite civ is of course Svartalfar (being a big dark elf fan). I have yet to check if I can enable playing them :P
Btw, I wonder how the Hidden trait will work. I assume if you move units into Svartalfar's lands they can't be covered by FOW until when you have units there. Maybe you can also add a darkness "promotion" that causes a negative bonus to strength of all foreign units, unless they have a blind fighting promotion. They can also be ideas for new spells.

I wonder about all those things. You are in the same place my mind is on it, those kind of things. But we havent done into the specific yet of course.
 
I voted for Sheaim because I really like the magic-related leader traits. Summoner is more useful than I thought it would be. Lets me do a lot more with one arcane unit.
I actually don't like the Calabim because they seem rather one dimensional. There's no point in doing anything but making a bee-line for Vampires with them. And they still seem too unbalanced (too easy to get vampires early). In other civs I have to balance a wider number of units and techs.
 
I usually prefer to play civs with extreme advantages to utilize and disadvantages to overcome. Specifically I enjoyed playing Hippus with their pretty wicked Raider UU that I could pile up 5+ movement point promotions and blitz the enemy civs. Unfortunately once I took over my continent the lack of plunder sent my economy (or lack there of) into a death spiral. It was a good game though :)
 
I like the ljosofar (dont ask me to spell it!). I like the theme of playing elves alot.

I cant really explain why i like them, i havent even gotten that far in any of my games yet.

I guess i just like elves. :)

But i also like the dwarve civs also.
 
Grakl said:
I usually prefer to play civs with extreme advantages to utilize and disadvantages to overcome. Specifically I enjoyed playing Hippus with their pretty wicked Raider UU that I could pile up 5+ movement point promotions and blitz the enemy civs. Unfortunately once I took over my continent the lack of plunder sent my economy (or lack there of) into a death spiral. It was a good game though :)

I agree with your choice of the Hippus. I am into a game with them now and the Raider unit has to be one of the best early game units available. In fact, I started upgrading the Raiders to Brigands when I realized the reduced movement was not worth the small increase in power.
 
I voted Ljosalfar, i've only played 2 civs so far. I've played with the Calabim and Ljosalfar, and so far i like the Ljosalfar better.
Since this is my first post, keep up the great work i really enjoy this mod, and i doubt i if ever go back to vanilla civ. :worship:
 
My favorite from a funky stand point Perpentach is my favorite. Loki is the best unit in the game!!

However from a power stand point, The Hippus (Tasunke mainly) is just insane. Attached my last save game, I'm not by any means a Deity level player. I figured I'd try Tasunke out Deity though. So my restrictions: the capital needed to be founded on a plains hill and have a forested plains or two near it, 5 hammers per turn wins deity with Tasunke. I did end up capturing a worker and mining a grassland hill eventually, which gave me 6 hammers a turn (Warfare Civic) I won this game with a pop 1 Capital that never grew, pumping out Raiders, and once some cash started rolling in from the crazy pillaging, nothing but scouts until the end of the game. Why wait 10 turns for a raider when you can pump out scouts in 5 then upgrade them.

Tasunke is uber! Yes the map favors him, and I think I got lucky with the Civs I drew, my first attempt I drew Bannor and while I wiped him out, I ended up having to rest too much which slowed me down too much cause of his Enforcers. It's very cool having a Deity win in my HoF, I can barely beat Monarch usually never mind Deity!

Army before takign last city, Level 15 Raider!
Units_last_turn.JPG
 
phoulishwan said:
My favorite from a funky stand point Perpentach is my favorite. Loki is the best unit in the game!!

However from a power stand point, The Hippus (Tasunke mainly) is just insane. Attached my last save game, I'm not by any means a Deity level player. I figured I'd try Tasunke out Deity though. So my restrictions: the capital needed to be founded on a plains hill and have a forested plains or two near it, 5 hammers per turn wins deity with Tasunke. I did end up capturing a worker and mining a grassland hill eventually, which gave me 6 hammers a turn (Warfare Civic) I won this game with a pop 1 Capital that never grew, pumping out Raiders, and once some cash started rolling in from the crazy pillaging, nothing but scouts until the end of the game. Why wait 10 turns for a raider when you can pump out scouts in 5 then upgrade them.

Tasunke is uber! Yes the map favors him, and I think I got lucky with the Civs I drew, my first attempt I drew Bannor and while I wiped him out, I ended up having to rest too much which slowed me down too much cause of his Enforcers. It's very cool having a Deity win in my HoF, I can barely beat Monarch usually never mind Deity!

Army before takign last city, Level 15 Raider!
View attachment 128180

Nice, I particurly like your player name :D . What would you recommend to resolve this? Drop the UU horseman back from 4 to 3 iCombat and let it keep the 4 movement?
 
I really love Tasunke, I'm not sure any changes are needed :D

You know I think the unit itself would be fine if AI's could get archers up instead of filling their cities with hunters. Even with a Combat 5 Raider, my best chance with a City Defender Archer promo 1, was like 68% which in the long run is really enough to prevent a walk over like this. The horses in the capital make it trivial getting the Raiders up and running. If he has to hook up his horses and defend the resource, it would be much harder and maybe give just enough time for the AI to get to Archers. Also maybe the Raider trait shuold be dropped to 2x the cash, I got over 300 gold from pillaging 1 Town down to nothing in 1 turn. It's just the combination of everything Tasunke is that makes him amazing. He's the one civ whose traits, units everything are just designed for this type of win. He's the Mongolians to the 10th power :)

a) Move 4, str 4 unit just one tech and 1 half priced building away
b) Commando from Raider
c) Horses in Capital
d) 3 x pillaging cash
e) All that cash makes it easy to upgrade Woodsmen1, Guerilla 1 scouts, so they also have some defenses, and because they're already str 4, that makes them very hard to kill, even when wounded, in a forested hill.

I think the str 3 is the easy way out, but it might be the most reasonable. From a design standpoint, Tasunke has everything going for him to go the conquest route, and I mean everything...I researched Horse Riding then beelined to Kilmorph for the cash rushing, I had over 3000 gold before I finally captrued a city with Kilmorph then Converted and went Arete to cash rush stables, training yards and scouts. I was just gonna raze every city but my army needed somewhere to heal up to keep pushing faster. The first civ I eliminated did get archers up but I only faced 2 of them, and the odds were not that great. This save game was only possible because I won both those 68% odds. If I'd lost either of those two rolls, I wouldn't have had enough Raiders to keep going all the way.

edit: My feeling is that if you can get your Raiders to combat 5, you do deserve a decent chance at winning a city attack, in the first game against Bannor, he had a City Defense 3 promoted Archer on a hill, with my best Raider combat 5 with Orthus' Axe and Drill 2, my chances at breaking through were less than 35%...which is why I think the unit is fine, Archers really are easy to get all in all. It's just the AI doesn't seem to get them very often early on.
 
phoulishwan said:
I really love Tasunke, I'm not sure any changes are needed :D

You know I think the unit itself would be fine if AI's could get archers up instead of filling their cities with hunters. Even with a Combat 5 Raider, my best chance with a City Defender Archer promo 1, was like 68% which in the long run is really enough to prevent a walk over like this. The horses in the capital make it trivial getting the Raiders up and running. If he has to hook up his horses and defend the resource, it would be much harder and maybe give just enough time for the AI to get to Archers. Also maybe the Raider trait shuold be dropped to 2x the cash, I got over 300 gold from pillaging 1 Town down to nothing in 1 turn. It's just the combination of everything Tasunke is that makes him amazing. He's the one civ whose traits, units everything are just designed for this type of win. He's the Mongolians to the 10th power :)

a) Move 4, str 4 unit just one tech and 1 half priced building away
b) Commando from Raider
c) Horses in Capital
d) 3 x pillaging cash
e) All that cash makes it easy to upgrade Woodsmen1, Guerilla 1 scouts, so they also have some defenses, and because they're already str 4, that makes them very hard to kill, even when wounded, in a forested hill.

I think the str 3 is the easy way out, but it might be the most reasonable. From a design standpoint, Tasunke has everything going for him to go the conquest route, and I mean everything...I researched Horse Riding then beelined to Kilmorph for the cash rushing, I had over 3000 gold before I finally captrued a city with Kilmorph then Converted and went Arete to cash rush stables, training yards and scouts. I was just gonna raze every city but my army needed somewhere to heal up to keep pushing faster. The first civ I eliminated did get archers up but I only faced 2 of them, and the odds were not that great. This save game was only possible because I won both those 68% odds. If I'd lost either of those two rolls, I wouldn't have had enough Raiders to keep going all the way.

edit: My feeling is that if you can get your Raiders to combat 5, you do deserve a decent chance at winning a city attack, in the first game against Bannor, he had a City Defense 3 promoted Archer on a hill, with my best Raider combat 5 with Orthus' Axe and Drill 2, my chances at breaking through were less than 35%...which is why I think the unit is fine, Archers really are easy to get all in all. It's just the AI doesn't seem to get them very often early on.

Thats awesome feedback. Im going to take your advice and leave it as is for now. Im typically only fixing major exploits right now, the fine tuning stuff will be done when everything from "Light" is in. We will go back then and see about the horseman (and hopefully getting some ai improvements).
 
Glad I could help :) It did take me 3 tries to get a game where everything went my way. More proof Raiders aren't necessarily tipping the scales. Drawing Bannor in my second game was like starting next to Alexander and his Hoplites. I also lost my first 2 Raiders to a Hill Giant and Orthus, giving the Deity level AI waaaaay too much time to pull so far ahead it was over before it started. Not to mention my third Raider lost a 98.1% chance to win vs. an Enforcer. I still managed to wipe out Bannor, but by the time it came to the next civ in line, Almanchier no less (another strong defender) he was running around with swordsmen, which were more than a match for my Raiders. The first game I tried continents, but drew the small continent all to myself, what good are Raiders stranded on an island :lol: That's when I decided to stack the map in my favor as well.

BTW, Here's a funny pic from early on, I thought I was all done...
View attachment 128196
 
Kael said:
Huge thanks to SeZereth and Ploeperpengel of the Warhammer team for their fantastic elf models, Im sure thats the main reason the Elves are doing so well in the poll.

that is precisely the reason why i picked the ljosalfar as well...

they rule
 
Bright day
Alas it seems nobody picked Kurioartes :(. And from my personal experience, there is not much wow, ooh factor going on with them :(.
 
@Kurioartes: Wait until you see their golden Dragon ....

We thought about doing some tricky things with them involving Traderoutes, too. I do not know how far Kael got into this through.
 
There is no way I could pick just one right now. I have taken to just doing a different one each time I play test to see what happens.

I have been a Vampire, a Horsemaster, an Elven lord, a Pirate, a Dwarven Golom builder....the flavor added from the creativity of the team blows me away every time I play a new race. oh, and can I just say the the first time the Hyberboim(sp?) leader face popped up on my monitor at 2 am with his evil music I jumped out of my chair. You know the big red deamon face. Freaked me out.

yep...just cant pick on each time I start writing why I think this one or that one is cool I think about the other games with the other leaders.

Again, awesome mod, Kael and team your doing a fantastic job and thanks.
 
I like the Svartalfar myself, of course i had to switch to playable becuz i loved the darkelves. Nice portait and i make the ugly fatty dwarf unplayable the Khazad!

Been trying to figured out what does Trait: "Hidden" do? So i made my Svartalfar's Hero named Lolth.

Great mod BTW.

Oh here the Trait infos... sorry didnt see it until too late.
http://forums.civfanatics.com/showthread.php?t=159364

Hidden
Lands are always covered by the fog of war to other civs. "So how does AIs react to this trait"?
 
Hidden
Lands are always covered by the fog of war to other civs. "So how does AIs react to this trait"?

That trait isn't in yet. There's a reason the Svartalfar is unplayable by default, as of right now they don't have any interesting unique features whatsoever, and won't for a long time. They are not to be added before "Shadow".
 
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