In order to give you the best civs i should highlight the best traits :
5. Expansionist. Too random to be desirable as a trait and has a very short shelf life. Could do with a mid- to late-game boost.
4. Commercial. Underpowered, but i hear it will be given a boost in the next patch. The reduction in corruption with 1.21f reduced the effectiveness of this trait. Ideally could do with cheap marketplaces and banks!
3. Scientific/Militaristic. Both good traits, which you'll prefer will depend greatly on your playing style. Culture/tech or warmongering.
2. Religious, 1 turn anarchy is superb, plus cheap temples and cathedrals are fantastic early city improvements and usually essential to any game. How many times has the temple been the first thing you'll build in a conquered city? Sistene Chapel complements well with this trait.
1. Industrious, fast workers are the key to winning the game. Useful throughout and with a shield boost from the capital. Ai civs with this trait will usually give you the best run for your money.
Ok, in short, the best civs. Feel free to argue your points..
From poorest to best, in my opinion:
16. English.
Awful UU and awful traits in Commercial and Expansionist make the English the poorest civ around by a long margin. Can be hard to even trigger the overly late GA with the Man O War. Needs to be very lucky with goody huts to stand a chance. Improvements to their traits and a land-based UU (Longbowman/Crossbowman?) urgently needed. Either that or give them better sea units throughout the ages, since their awful UU only has a shelf-life of one tech until the Ironclad arrives with Steam Power. Shame the age of sail is so short... and that naval units are generally poor overall. IMPROVE the English
15. Zulus.
Militaristic trait is ok but the Expansionist trait is a poor choice for the Zulus. The "fast spearman" Impis are cool looking but serve no real purpose given that the Zulus also have scouts. The Expansionist trait is thus further weakened due to the conflicting roles of the scout and Impis. This civ always seems to do poorly when played by the Ai.
14. Americans.
Industrious trait saves this civ from being the worst since it F15 UU and other trait, Expansionist, are poor. A lucky start and the Americans can be flying, but the late arrival of the useless UU means that you GA and UU are unlikely to have much impact on the game. Aiming to get your GA by other means earlier is essential. Adding lethal bombardment to the F15 and improving its stats could lift this UU from being second worst to the English.
13. Russians.
Expansionist and Scientific traits are not compensated for by the Cossack UU. Adding defensive to a very offensive minded unit doesn't give much of a bonus, plus cossacks are at the end of the upgrading line. Had they been upgradable to tanks this civ's UU would be more useful.
12. Greeks.
The Hoplite is very useful defensively, although rely on being attacked to trigger the early GA. Scientific and Commercial means this civ currently has below average traits. The Greeks favour the tech whoring passive player.
11. Indians
Religious and Commercial traits together provide an average background to an average, but cool looking Elephant UU. If you are in the situation that you don't have the resources for your UU by chivalry then you probably aren't doing very well anyway. Timing of UU is useful though.
10. Romans.
The fantastic, long lasting Legionaire UU is let down by the current Commercial trait. The cool factor and Militaristic trait to go with the UU means this civ is worth a try. Rarely do well as an Ai civ in my experience.
9. French.
In my games, the Ai always plays the French very well. The best trait, Industrious, more than compensates for the currently poor Commercial. UU (musketeers) while not brilliant come at a very good time for GA and useful Wonders.
8. Germans.
The Panzer is a good fun, highly useful UU which means if you're still in the races in the late-game, you can cause some serious trouble! The movement of 3 means the Panzer can retreat from anything. Militaristic and Scientific are useful traits, but unless aggressive the Germans may struggle to keep pace with others due to late UU and possibly late GA.
7. Babylonians.
Mediocre Bowman UU compensates for the above average Scientific and Religious traits. Cheap science and religious buildings are neat, but overall nothing special and possibility of very early GA means this civ sits bang in the middle.
6. Iroquois
Have a superb UU, if used to its aggressive potential. Resulting early GA and randomly useful Expansionist trait mean this civ only sits in 6th place. Religious trait always useful. Potential for delaying the GA possible with the Mounted Warrior.
5. Aztecs.
I think this "fast warrior" UU, is a good UU. It can scout, but it can't enter other civs' territory like the actual scout can without RoPs, which can be expensive. Militaristic and Religious traits are good, but to make use of this civ's potential and its UU, early fighting and bullying is necessary. So hope that other conquerable civs are nearby and be prepared for the early GA.
4. Chinese.
The good, fast Rider with a timely arrival for the GA which complements warfare and makes the Chinese a scary adversary in the middle ages. The Rider doesn't have the shelf life of the Samurai, but makes up for it with manoeuvrability. Militaristic and Industrious compliment this civ well excellently.
3. Persians.
Excellent Immortals UU, which can be useful up to Military Tradition! GA can come a little early, but careful planning can lead to useful timing of GA like the Egyptians. Industrious is superb and Scientific is nice too.
2. Egyptians.
Ok UU (Chariot) with a potentially over-early GA compensates the best trait combination in the game being both Industrious and Religious. Ai usually plays these guys well. Potential for delaying GA by only using the Chariot when GA desired.
1. Japanese.
Excellent Samurai UU, which have a lasting period essentially from chivalry to replacable parts. It doens't even need horses! GA comes at a very useful time. Militaristic complements this well with Religious allowing swift government changes to suit warring as and when desired.
Obviously some of these are subjective to my personal choice, but i don't think there will be much doubt as to the worst civ!! The top four are all close, with maybe the Persians and Japanese sharing my top spot.
Lets hear your thoughts on these...
5. Expansionist. Too random to be desirable as a trait and has a very short shelf life. Could do with a mid- to late-game boost.
4. Commercial. Underpowered, but i hear it will be given a boost in the next patch. The reduction in corruption with 1.21f reduced the effectiveness of this trait. Ideally could do with cheap marketplaces and banks!
3. Scientific/Militaristic. Both good traits, which you'll prefer will depend greatly on your playing style. Culture/tech or warmongering.
2. Religious, 1 turn anarchy is superb, plus cheap temples and cathedrals are fantastic early city improvements and usually essential to any game. How many times has the temple been the first thing you'll build in a conquered city? Sistene Chapel complements well with this trait.
1. Industrious, fast workers are the key to winning the game. Useful throughout and with a shield boost from the capital. Ai civs with this trait will usually give you the best run for your money.
Ok, in short, the best civs. Feel free to argue your points..
From poorest to best, in my opinion:
16. English.
Awful UU and awful traits in Commercial and Expansionist make the English the poorest civ around by a long margin. Can be hard to even trigger the overly late GA with the Man O War. Needs to be very lucky with goody huts to stand a chance. Improvements to their traits and a land-based UU (Longbowman/Crossbowman?) urgently needed. Either that or give them better sea units throughout the ages, since their awful UU only has a shelf-life of one tech until the Ironclad arrives with Steam Power. Shame the age of sail is so short... and that naval units are generally poor overall. IMPROVE the English
15. Zulus.
Militaristic trait is ok but the Expansionist trait is a poor choice for the Zulus. The "fast spearman" Impis are cool looking but serve no real purpose given that the Zulus also have scouts. The Expansionist trait is thus further weakened due to the conflicting roles of the scout and Impis. This civ always seems to do poorly when played by the Ai.
14. Americans.
Industrious trait saves this civ from being the worst since it F15 UU and other trait, Expansionist, are poor. A lucky start and the Americans can be flying, but the late arrival of the useless UU means that you GA and UU are unlikely to have much impact on the game. Aiming to get your GA by other means earlier is essential. Adding lethal bombardment to the F15 and improving its stats could lift this UU from being second worst to the English.
13. Russians.
Expansionist and Scientific traits are not compensated for by the Cossack UU. Adding defensive to a very offensive minded unit doesn't give much of a bonus, plus cossacks are at the end of the upgrading line. Had they been upgradable to tanks this civ's UU would be more useful.
12. Greeks.
The Hoplite is very useful defensively, although rely on being attacked to trigger the early GA. Scientific and Commercial means this civ currently has below average traits. The Greeks favour the tech whoring passive player.
11. Indians
Religious and Commercial traits together provide an average background to an average, but cool looking Elephant UU. If you are in the situation that you don't have the resources for your UU by chivalry then you probably aren't doing very well anyway. Timing of UU is useful though.
10. Romans.
The fantastic, long lasting Legionaire UU is let down by the current Commercial trait. The cool factor and Militaristic trait to go with the UU means this civ is worth a try. Rarely do well as an Ai civ in my experience.
9. French.
In my games, the Ai always plays the French very well. The best trait, Industrious, more than compensates for the currently poor Commercial. UU (musketeers) while not brilliant come at a very good time for GA and useful Wonders.
8. Germans.
The Panzer is a good fun, highly useful UU which means if you're still in the races in the late-game, you can cause some serious trouble! The movement of 3 means the Panzer can retreat from anything. Militaristic and Scientific are useful traits, but unless aggressive the Germans may struggle to keep pace with others due to late UU and possibly late GA.
7. Babylonians.
Mediocre Bowman UU compensates for the above average Scientific and Religious traits. Cheap science and religious buildings are neat, but overall nothing special and possibility of very early GA means this civ sits bang in the middle.
6. Iroquois
Have a superb UU, if used to its aggressive potential. Resulting early GA and randomly useful Expansionist trait mean this civ only sits in 6th place. Religious trait always useful. Potential for delaying the GA possible with the Mounted Warrior.
5. Aztecs.
I think this "fast warrior" UU, is a good UU. It can scout, but it can't enter other civs' territory like the actual scout can without RoPs, which can be expensive. Militaristic and Religious traits are good, but to make use of this civ's potential and its UU, early fighting and bullying is necessary. So hope that other conquerable civs are nearby and be prepared for the early GA.
4. Chinese.
The good, fast Rider with a timely arrival for the GA which complements warfare and makes the Chinese a scary adversary in the middle ages. The Rider doesn't have the shelf life of the Samurai, but makes up for it with manoeuvrability. Militaristic and Industrious compliment this civ well excellently.
3. Persians.
Excellent Immortals UU, which can be useful up to Military Tradition! GA can come a little early, but careful planning can lead to useful timing of GA like the Egyptians. Industrious is superb and Scientific is nice too.
2. Egyptians.
Ok UU (Chariot) with a potentially over-early GA compensates the best trait combination in the game being both Industrious and Religious. Ai usually plays these guys well. Potential for delaying GA by only using the Chariot when GA desired.
1. Japanese.
Excellent Samurai UU, which have a lasting period essentially from chivalry to replacable parts. It doens't even need horses! GA comes at a very useful time. Militaristic complements this well with Religious allowing swift government changes to suit warring as and when desired.
Obviously some of these are subjective to my personal choice, but i don't think there will be much doubt as to the worst civ!! The top four are all close, with maybe the Persians and Japanese sharing my top spot.
Lets hear your thoughts on these...
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