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[R&F] Whats your favorite Rise and Fall Leader or Civ?

Discussion in 'Civ6 - General Discussions' started by Harun-al Rashid (Arabia), Feb 10, 2018.

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Whats your favorite?

  1. Lautaro

    17 vote(s)
    8.8%
  2. Robert the Bruce

    25 vote(s)
    13.0%
  3. Poundmaker

    57 vote(s)
    29.5%
  4. Chandragupta

    4 vote(s)
    2.1%
  5. Genghis Khan

    17 vote(s)
    8.8%
  6. Seondoek

    15 vote(s)
    7.8%
  7. Shaka

    15 vote(s)
    7.8%
  8. Wilhelmina

    15 vote(s)
    7.8%
  9. Tamar

    28 vote(s)
    14.5%
  1. bonafide11

    bonafide11 Worker

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    I don't think they are to be honest. They're great for warmongers, no doubt, but I wouldn't say OP. I'd probably put Korea as the most powerful Civ in the game, that I've played with at least.

    To expand on that: the Zulu's major bonuses mostly all come at once, and they are ridiculous then, but it's not until the medieval era, and once the Impi become extinct or other civs get armies/corps, the Zulu aren't so special. So you have a short window to dominate other civs. Their other non-Medieval era bonuses are useful for warmongers, but they're not game changers. Their Medieval bonuses will likely let you run over your nearest neighbor or two if you don't have a terrible beginning, but you can't conquer everyone that way. An OP Civ has bonuses that are overly powerful all game and not for such a short window. Just my thoughts anyway.
     
    Last edited: Feb 15, 2018
  2. Ferocitus

    Ferocitus Deity

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    I can't decide. No matter which one I choose, I immediately want all the
    others dead, or paying heaps in tribute and bringing turtles garnished with
    olives to my capital.
     
  3. liv

    liv Emperor

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    I don't know about the favourite. How are you guys so quick at trying them all? I have not even played half of them

    Mongols were a bit disappointing.... The Keshigs seem weak and if I play on a higher level I would not even build them I think. I realize movement can be the key to aggressive expansion but I can upgrade into crossbows and that still trumps it.
    The capture ability had little value as all the units captured were killed.
    The bonuses to strength and movement were fine but not thrilling enough for me to pick them as my go to civ for war
    At least that is my early conclusion
     
  4. Morningcalm

    Morningcalm Keeper of Records

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    Oddly I have found the Cree and Mapuche better for aggression than the Mongols--I think Mongol bonuses come a bit late to really make a powerful impact, though Kheshig speed escorting units into enemy territory and the ability to convert cavalry can snowball rather nicely.

    Makes sense. I'll have to give Shaka faith purchasing units a go--that sounds like it could really help make him more potent, though I guess Shaka making Holy districts is arguably a waste.

    I've often found civs with earlier bonuses (Sumerian, Rome, Scythia) to be easier to win with rapidly, even if those early bonuses aren't as potent as some other civs' later bonuses (Dutch, Mongols etc). So your point about Zulu bonuses coming in at once and around Medieval is well taken.
     
  5. liv

    liv Emperor

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    If you can select God of Harvest as Zulu pantheon you can chop for faith. I did when I tried them. Pretty powerful combo

    As for the Mongols and their capture ability as I said it was not working well. All captured units were were weak and the AI killed them
    But I may try it on a higher level where AI has more units and see how it plays out
     
  6. UWHabs

    UWHabs Deity

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    If you can run over 1-2 neighbouring civs, the snowball effect will make the rest of the game easier. That's why a slight boost to archers is way way way more valuable than a massive boost to info era units. I mean, even if a civ had a Giant Death Robot with a 1000 combat strength to one hit kill any unit or city it comes into contact with, I don't know if that would actually be a better bonus than having an archer with +5 strength. Sure, the GDR causes you to win every game that gets to that point, but the better archer will get you to that point in more games.
     
  7. Disgustipated

    Disgustipated Deity

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    They will also be getting armies before every other civ. I'm about to get pike and shot armies, and with the battering ram, that's still a very potent unit. My point is their bonuses don't end in the medieval age. Not to mention they can multiply their units into corps and armies all game long (once you have mercenaries and later nationalism).

    I feel they are twice as strong as the Mongols. Only Macedon could be a stronger warmonger (due to free techs and civics)
     
  8. SammyKhalifa

    SammyKhalifa Deity

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    Untitled by sammykhalifa, on Flickr
     

    Attached Files:

  9. Thormodr

    Thormodr Servant of Civ Supporter

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    Wow! That looks fantastic! :eek:

    Not to mention a 19 yield tile. That’s the most I have seen yet. :)

    Will have to pursue the Polder Dream in my next game. :)
     
    SammyKhalifa likes this.
  10. Giskler

    Giskler +1 Sleuthing

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    That's absolutely ridiculous and makes me want to chase the dream :D
     
    Thormodr and SammyKhalifa like this.
  11. Kataklysm

    Kataklysm Chieftain

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    Sep 10, 2012
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    Quebec
    Polders are great, given time!
     
  12. Brutus2

    Brutus2 Prince

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    Korea is insane with science. Not just the half cost +4 campus but you also get science & culture boost in every city with a governor to which you can add the educator governor for additional science & culture boost and +100% great person generation and then you add policy cards to that!

    Netherlands was also surprisingly good. The river adjacency really adds up. First time I have built IZ in nearly every city other than Germany because you can easily get +4-5 adjacency districts bunching them together around a river, even more for the government plaza city. I was really surprised how big the adjacency bonuses got and then you add the double adjacency policy cards! It can be hard to get a lot of polders but they can also be incredible tiles especially when you can add Auckland and lighthouse plus they improve throughout the game.
     
  13. UWHabs

    UWHabs Deity

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    I'm playing Korea now, and while she's very strong for science, I would agree that she's fairly bland. I guess the main thing is that it's basically just "build cheap campus on hills -> win", without any real changing strategy or overtly unique features other than that. You get the passive science/culture boost from governors, and a little uniqueness needing to keep your campuses isolated and on hills (ideally with lots of mines and farms near them), but I've found it's less exciting, other than the whole "how much science can I produce" question.
     
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  14. SammyKhalifa

    SammyKhalifa Deity

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    Yeah I don't think I knew it would be that high. But it explains why they felt the "three adjacent land tiles" limitation was important--any more adjacent polders and it would be crazy. :)

    I suppose you could get higher with Auckland in the game, or in a coastal city with harbor/LH/etc. but that's asking a lot of the generated map to have everything fall into place.

    This game is cool but I still like the Cree more overall.

    edit--come to think about it maybe tonight I'll blow up one of the polders in the upper lake with the Huey, put in a Harbor and buildings. Not efficient but who cares. :D
     
    Last edited: Feb 16, 2018
    Thormodr likes this.
  15. Giskler

    Giskler +1 Sleuthing

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    Living the dream :p
     
  16. Giskler

    Giskler +1 Sleuthing

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    Wish I had Great Zimbabwe in this city. I derped with the placement of the commercial hub.
     
  17. Giskler

    Giskler +1 Sleuthing

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    Ok, it's getting silly now.
     
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  18. Haig

    Haig Deity

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    Mapuche and Georgia have been very fun, Mapuche is like some guerilla rebels and Georgia has a nice bonus for Protectorate War which comes handy because AI empires conquer many CS's.
     
  19. Ondolindë

    Ondolindë Emperor

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    Those just look amazing! Please, remind me what the adjacency rules are for polders? I have a game going where I can’t place two next to each other.
     
  20. Giskler

    Giskler +1 Sleuthing

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    3 tiles of flat land.
     
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