jackelgull
An aberration of nature
In your opinion what is the best civilization and why?
For me it is hands down the Hittites. I explain by comparing to a "neutral", a civilization with no starting techs or advantages of any kind.What I am looking at is how much of an advantage do these things give the Hittites over these "neutrals". The ratings wil be on a scale of one to five.
Okay then so
Starting techs: Stone tools and hunting. Having both of these techs unlock javeliners, meaning better early defense and that your immediate military needs are pretty well taken care of. Stone tools is good for jungle camps too, but really has few advantages other than that going for it. However, it does reveal stone which is useful for determining whether gunning for a certain wonder is worth it like Pyramids. Also it leads to the wheel which has wheelwrights, moderately useful buildings. Hunting is a weak food tech, but it does lead to AH an important strategic tech that doubles as a food tech and it does alert you to AH resources. Hunting also leads to slavery, once again a vital tech.
All in all I say this pair of starting techs are worth 4 points of advantage over neutrals. They in themselves are decent techs opening up a variety of good starting options for the Hittites, and they also lead to useful techs. Unfortunately they don't help much with religion and they aren't reliable for food.
Leader traits: Imperialistic and expansive, neither of which are extremely useful for early game. Imperialistic is not really an early game trait. In AND 2, good luck holding more than 3 cities in the ancient era. However, by classical age it helps you grab prime pieces of real estate and the expand to second ring is helpful in giving more freedom to settle. The bonus to great generals depends on war. It is not a really flexible thing. But it is a strong boost for war mongers and a good one. Great generals are massively useful. Expansive's 2 health is not that useful in ancient era when happiness is more pressing. After monarchy though, it becomes useful since the limiting factor for the capital will no longer be happiness but health, so 2 health= 2 food. Not a big boost, not even worth one pop but still there. As for the buildings boosted by these traits- imperialistic has one depending on a civic, not that big a boost. Expansive boosts aqueducts which are good for health pre-water treatment. Okay boost, though at least it is always useful. However, expansive also boosts docks and that line of buildings which is much more useful and raises that value of the trait. This means expansive really helps with commerce if you start on a coast, or have coastal cities. A bit situational sure, but the savings are large, and the building's benefit is big too.
Over the neutrals I'd put the benefit at 3.5 but since I hate fractions, I'll round up to 4.
UB: Iron Forge, when I first saw this I salivated. The forge is already useful as a hammer multiplier. Production is king after all. But a 10% boost to food on top of that? This starts strong and just keeps getting stronger as it boosts two of the most important yields in the game food and hammers. I know the food bonus requires iron, but iron is an important resource, and the boost is just too good so if you don't have a source then trade for one or go to war for one. The iron requirement limits the flexibility of the UB somewhat but the boost is strong enough to warrant a 5 over the neutral forge in my eyes.
UU. The Hittite chariot, by God what a good UU. No city malus. Ignores terrain cost. These guys are the terror of the ancient era and even past riders in the classical age which have 7 strength but the penalty to cities the chariot is superior. Until spearmen nothing can stand up to it, not really, and even by spearmen you should at least have a decent chance. Enjoy your little romp through the ancient era and become the destroyer of civilizations. It requires horses but so does the base unit that the neutral will use. In the end I give it a five over the neutral chariot.
Now synergy: The Hittites synergize very well. The chariots encourage waging early war and clearing out your immediate area, imperialistic means early war will net you great generals and the boost to settlers is good for back filling the area you've cleared. The UB means more food for your cities meaning larger more productive cities, while expansive helps keep those cities healthy. The bonus to docks and other buildings like it means that more cities equals more commerce in your coastal cities. The synergy is worth five points.
So all together the Hittites get 23 points of advantage over the neutrals.
Simply put, the Hittites have a greater potential to dominate at every aspect of the game than any other civilization. Not that it can't be done with another civ, just that the Hittite are all around better.
Anyone else want to share their thoughts?
For me it is hands down the Hittites. I explain by comparing to a "neutral", a civilization with no starting techs or advantages of any kind.What I am looking at is how much of an advantage do these things give the Hittites over these "neutrals". The ratings wil be on a scale of one to five.
Okay then so
Starting techs: Stone tools and hunting. Having both of these techs unlock javeliners, meaning better early defense and that your immediate military needs are pretty well taken care of. Stone tools is good for jungle camps too, but really has few advantages other than that going for it. However, it does reveal stone which is useful for determining whether gunning for a certain wonder is worth it like Pyramids. Also it leads to the wheel which has wheelwrights, moderately useful buildings. Hunting is a weak food tech, but it does lead to AH an important strategic tech that doubles as a food tech and it does alert you to AH resources. Hunting also leads to slavery, once again a vital tech.
All in all I say this pair of starting techs are worth 4 points of advantage over neutrals. They in themselves are decent techs opening up a variety of good starting options for the Hittites, and they also lead to useful techs. Unfortunately they don't help much with religion and they aren't reliable for food.
Leader traits: Imperialistic and expansive, neither of which are extremely useful for early game. Imperialistic is not really an early game trait. In AND 2, good luck holding more than 3 cities in the ancient era. However, by classical age it helps you grab prime pieces of real estate and the expand to second ring is helpful in giving more freedom to settle. The bonus to great generals depends on war. It is not a really flexible thing. But it is a strong boost for war mongers and a good one. Great generals are massively useful. Expansive's 2 health is not that useful in ancient era when happiness is more pressing. After monarchy though, it becomes useful since the limiting factor for the capital will no longer be happiness but health, so 2 health= 2 food. Not a big boost, not even worth one pop but still there. As for the buildings boosted by these traits- imperialistic has one depending on a civic, not that big a boost. Expansive boosts aqueducts which are good for health pre-water treatment. Okay boost, though at least it is always useful. However, expansive also boosts docks and that line of buildings which is much more useful and raises that value of the trait. This means expansive really helps with commerce if you start on a coast, or have coastal cities. A bit situational sure, but the savings are large, and the building's benefit is big too.
Over the neutrals I'd put the benefit at 3.5 but since I hate fractions, I'll round up to 4.
UB: Iron Forge, when I first saw this I salivated. The forge is already useful as a hammer multiplier. Production is king after all. But a 10% boost to food on top of that? This starts strong and just keeps getting stronger as it boosts two of the most important yields in the game food and hammers. I know the food bonus requires iron, but iron is an important resource, and the boost is just too good so if you don't have a source then trade for one or go to war for one. The iron requirement limits the flexibility of the UB somewhat but the boost is strong enough to warrant a 5 over the neutral forge in my eyes.
UU. The Hittite chariot, by God what a good UU. No city malus. Ignores terrain cost. These guys are the terror of the ancient era and even past riders in the classical age which have 7 strength but the penalty to cities the chariot is superior. Until spearmen nothing can stand up to it, not really, and even by spearmen you should at least have a decent chance. Enjoy your little romp through the ancient era and become the destroyer of civilizations. It requires horses but so does the base unit that the neutral will use. In the end I give it a five over the neutral chariot.
Now synergy: The Hittites synergize very well. The chariots encourage waging early war and clearing out your immediate area, imperialistic means early war will net you great generals and the boost to settlers is good for back filling the area you've cleared. The UB means more food for your cities meaning larger more productive cities, while expansive helps keep those cities healthy. The bonus to docks and other buildings like it means that more cities equals more commerce in your coastal cities. The synergy is worth five points.
So all together the Hittites get 23 points of advantage over the neutrals.
Simply put, the Hittites have a greater potential to dominate at every aspect of the game than any other civilization. Not that it can't be done with another civ, just that the Hittite are all around better.
Anyone else want to share their thoughts?