One last hurrah in an attempt to generate active theoretical discussion for MP games: I'm going to sit down and take a look at ALL the tribes, by tiers, in the Civ 3 Online Multiplayer environment.
Caveats/Explanations before I begin:
1) I am writing this with consideration to the current MP environment: Pangea-games, rarely bigger than "Small/Standard" maps, ranging from 2 to 6 players. If you disagree with that, you'll find lots to disagree with herein.
2) All of this is IMO. Feel free - no, PLEASE do - debate and share your ideas. That's the whole reason I'm doing this.
3) If you can't follow some of the heavier discussions in the Strategy thread, you will probably be a bit out of your depth here- go check those out first.
4) I didn't proofread this- it was too bloody long when I finished. Apologies in advance for grammatical/spelling/typographical/train-of-thought errors.
To begin: All civs in a Tier will be put in Alphabetical order.
Tier 1, or: "Yeah, that Civ is a PAIN to deal with."
Aztecs
The Green Machine can be a very serious threat for the first 50-100 turns. Once you have a stable defense against swarms of Jaguar Warriors, you might have a chance, but it's just as easy to turn the Jag Nightmare loose on your improvements as it is to turn it loose on your cities. Typical Aztec Golden Age is the earliest in the game (too early to be truly effective), but it can help them continue to pump out units in enough quantity to stay in your face, while the Aztecs continue to settle cities in the other direction. Militaristic trait only enables the Green Machine to be that much more of a threat, and starting two steps towards Monarchy ensures that their Religious trait will allow them to shift gears without letting up on you for a minute. If you see someone using the Aztecs, you may be in for a rough ride.
Achilles Heel : If you can keep them from reaching you (Water, plugged bottleneck, etc) the Aztec horde suddenly is pretty useless, and the Aztecs become a mediocre Civ. Strong defensive Civs (Carthage, Greece, Zulu) can probably weather the storm.
Carthage
If Carthage had been this strong in history, Rome would never have stood a chance. Carthage holds the distinction of being able to field a unit that is very respectable at any point in the Ancient Era - roughly 12 turns after the game begins (yes, that's counting research and production time.) Since people generally aren't too keen on attacking Carthage first, you can usually trigger a Golden Age when it's right for you. Although they don't move fast, 2 or 3 Num Mercs running together can probably trash a lot of improvements before the Civ in question can stop them. In larger numbers (easy enough to do- they may cost as much as Swordsmen but you can build them SO early) they are more than capable of taking down cities. Industrial is an excellent accompaniment for the Num Merc; Carthaginian workers can easily make a highway for their units straight into your capital. Commercial isn't the biggest bonus in the world, but it does mean that Carthaginian roads can drop settlers farther out than some folks can.
Achilles Heel : Carthage can be a little slow off the starting bell. Num Mercs aren't cheap early on in the game, and building the workers to get the Brown Death rolling can take time. Out-expanding Carthage and then setting up to hit them fast before they can get rolling can drop the Civ most feel is "the best Civ" quite easily - leaving novice Carthage players wondering what happened.
Egypt
Cleopatra is more than just a pretty face- Egypt can be quite a handful without much warning. War Chariots, as cheap as normal Chariots and potentially built after a mere 6-8 turns of research, are effectively "Horsemen" for 2/3 the cost and one advance earlier. Egypt's industrial trait ensures that if horses are to be found anywhere, Cleopatra will get a road there quickly, and the religious trait ensures a smooth transition of governments, and if need be, temples to push out Egyptian boundaries to get horses, iron, luxuries....or anything else Cleopatra wants. Since Egypt's UU doesn't appear immediately, you have some leeway over triggering the first golden age- but you can't wait too long, or the horses of the pharoahs won't be able to do quite as much damage.
Achilles Heel : Obviously, Egypt needs horses. If there aren't any around, it's still an Industrial/Religious society (very strong combo in MP) to at least be careful facing. If you don't fear the War Chariots (you're playing Carthage/Greece, or you have the Great Wall, or there are big fat jungles or mountain ranges in the way) then Egypt is much weaker. Take heed! If the player using Egypt is any good, you probably still need to get rid of Cleopatra first!
Iroquois
Hiawatha probably gets revenge on the Americans at least 10 times a week in the world of Civ, and for good reason. Regarded by many players as "the" Civ before PTW came out, the Iroquois are still absolutely a force to be reckoned with even after the expansion. As an expansionist culture, you can be relatively certain that the Iroquois will find you early in the game (and all the huts they need to immediately pick up Horseback Riding for their UU) and any horses they'll need to bring the Riding Rage down your throat. Effectively trading the swordsman's 1 defense for 1 more movement (same cost, same attack), the Mounted Warrior's 3/1/2 can be more than a match for many "late developing" Civs and their spearman defenders.
Achilles Heel : Not as much of one as some might think. Yes, the Iroquois need horses for their UU- but horses aren't hard to find. You can bet the Iroquois will find them fast, too- and have enough scouts roaming around to see you coming long before you can threaten the supply line producing Mounted Warriors. Sans horses, the Iroquios are still a threat - they've probably gathered 2 or 3 techs and a settler (and maybe some warriors and gold) while you were fumbling around in the dark with your warrior. Best advice: Stay on god terms with the Iroquois player until you have city walls, or make sure0 that he doesn't have horses.
Zulu
If the Zulus didn't invent the "Pillage and move" tactic in the Civ world, they probably strangled, surrounded, and killed the tribe who did. The bane of "Builder Players" everywhere, an Impi rush early on can bring on a case of Yellow Fever that will send almost all late-developing Civs home early. While they are slightly slower than the Aztecs at starting off, within 6-8 turns you can expect Bronze Working to be completed, and shortly thereafter, the Impis will begin moving. The Expansionist nature of the Zulu means that a Zulu scout at your border guarentees the Impis are coming for YOU in particular, and the Militaristic nature of the Zulu hints that the Impis will be veterans when they do. To make matters worse, if you are one of those players that puts one spearman in each city and spends everything else on improvements/settlers/expansion, you might *never* be able to stop the Impis before they raze everything around your cities. Sure, Impis may have trouble killing your cities themselves, but if you can't ever leave them...... you can bet the Zulu cities aren't having the same problem.
Achilles Heel: Defensive players with cool heads can sometimes weather the storm by building an extra unit or two to "sorte out" and deal with the marauding Impis. (They are just spearmen in stats, after all, and they don't run away all the time.) If you see the Impis coming, that helps too. Once you get past the initial stages of the game (if you survive mostly intact) the Impis aren't as much trouble - and Miltarism and Expansionist don't help as much later in the game as they do early.
Tier 2, or "Civs that can be as dangerous as Tier 1 in the right hands, or with the right resource-breaks."
Celts
You have to respect anyone who spends that much time on face makeup, and Brennus will give you other reasons to respect him if you don't. The Celts have, arguably (and assuming you have the resources) the best Ancient Era unit. The ability to retreat if the Gallic Swordsman is losing makes these folks *much* more valuable than most players realize. Unfortunately, there's a price for that - shield cost for Gallics is the highest in the ancient era. Militarism makes the Gallics more potent, and Religious makes them keep right on coming.
Achilles Heel: The Celts NEED iron almost as bad as Rome does. Without it, you've got the Aztecs without the Jaguar Warrior, which isn't very impressive. The cost of Gallic Warriors makes them want to run away from any 2-movement unit they meet; it HURTS to lose units that cost almost as much as a granary (50 to granary's 60)!
Greece
Alexander's spot in the number two tier is due solely to the strength of his Hoplite, a unit that can leave others green with envy. It may not have the two attack of the Numidian Mercenary, but it costs 66 percent of what the Num Merc does. Special added bonus: As a scientific Civ, Greece can build its Hoplites immediately. The commerical trait allows for some additional expansion room, which the Greeks will need to put together a reasonable empire. While not real huge in the conquering column, Greece can give a "builder" player a fighting chance in a warmonger's game - warmongers don't tend to go for the guy who will cost them them the most troops early - a warmonger looking at a Hoplite behind a wall is going to leave you alone (or at least for last.) Greek Golden Ages tend to occurr when the other players decide they should, so they're not to be counted on.
Achilles Heel: Greece's only real hope for military victory relies, ironically, on iron. In the average MP game with strong offensive UUs all around, archers don't measure up. A few Hoplites teamed up with a few swordsmen can make for an imposing threat, but without iron, Greece lacks the offensive punch to gain ground. Usually, in MP, the Greek player gets left for last, but if you haven't gotten Swordsmen or Medieval Infantry by that time, you're probably still dead.
Rome
More than one person has had to say "Hail Ceasar" at the point of a sword in Civ3PTW. Rome's Legionnaire is a mighty unit, and if the iron is plentiful, you can bet the Legionnaires will be too. Boasting defense to match a Hoplite or a Numidian Mercenary (and for the same cost as a Num Merc!) the UU of Rome is not to be trifled with. A Red Tide of Legionnaires rolling across the landscape towards your city can often be the harbringer of another red tide: your army's blood. Militarism ensures that a smart player will take the time to produce those cheap barracks, and Commercialism points to Rome supporting a LOT of Legionnaires. Final bonus: Generally, when you make your first win with a Legionnaire, that's EXACTLY when you want your Golden Age to occur - so you can pour it on!
Achilles Heel : Rome, ever the ponderous juggernaut, needs two things to ensure victory. Iron, and TIME! Rome has the dubious distinction of being the ancient culture that has to wait the longest to get its UU into the field- and even then, only if Iron is around. Without Iron, Rome is merely average at best, and will quickly fall prey to other Civs that otherwise would grovel to a Legionnaire. Leaving Rome alone is asking for trouble, and smart players know it!
Persia
Many newer players look at Persia and immediately assume that THIS is the best Civ to play in MP, bar none. True, Persia has a great deal going for it: As a scientific Civ, they can immediately start work on Iron Working when the game begins. The Immortal is a unit with 4 attack- nothing in the Ancient Era can match its ferocity. As an Industrial culture, Persia will probably get that road to the Iron supply pretty quickly. You can be sure that once Immortals are flowing, Persia isn't going to negotiate for much - it can simply take it. Persia and Rome have one other thing in common - Persia's Golden Age is triggered when the Persian player wants it, and usually right when hordes of Immortals would be really handy.
Achilles Heel : Persia's Immortals go by another name amongst the veterans of Civ: Persian Expendables. With 4 attack, they're dangerous on the offensive, but with 2 defense, they're just as vulnerable as anyone else on the defensive. Unless they're moving on a road, you can bet the other guy will get to attack your Immortals FIRST - often with ugly casualties. Without Iron, the Persians can still expand quickly relying on quick road construction, but they are definitely defanged- which your opponents will probably work towards reminding you about!
Tier 3, or, "You could play these Civs, but better choices are out there."
Arabs
The Muslim Jihad does have a few things going for it: as an Expansionist culture, they'll know the lay of the land quickly and have a few techs for their trouble, and as a religious culture, any government swapping (or temple building) they do will go that much quicker. That's about all the Arabs have going for them, however. The problem with the Arabs (and indeed ALL the cultures in Tier 3, except the Americans) is that their cultural units center around 2 or 3 advances into the Medieval Era - and by that point, 99 percent of MP games are either resolved, or already so lopsided that the emergence of the Arabian cultural unit (Admittedly pretty spiffy - three squares allows for FAST transfers in attack/defense) won't change the final outcome at all.
Achilles Heel : UU is a non-factor for too long. Expansionist and Religious alone won't make Arabia competitive against better players of Tier 1 and 2 cultures. Arabia has a shot, but it's not the Civ to bet on, most games.
Americans
America is the culture to use if you want to play mind games - and you're really good to begin with. People often assume America is a terrible Civ choice for MP, and in the hands of a novice, they're right. America boasts what is probably (in MP) the most useful Civ trait combo- Expansionist to see what's out there, and Industrious to build your Civ over what you found. With a little luck and a lot of skill, the vanilla units of America can suddenly be a serious pain in yer opponent's rear end.
Achilles Heel : UU? What UU? America might as well not have one. That means you have to play fast, smart, and be a little lucky early on when your opponents come calling. If that happens to be anyone in Tier 1, you're going to have to work very hard indeed - and get a few lucky breaks - to come out on top.
China
China is a solid Civ, but nothing to write home about. As a miltaristic/industrious, they have the ability to build a strong empire and enforce it with strong units, but you won't see anything spectacular or remarkable because, like Arabia, the UU arrives with Chivalry. China's UU is QUITE nice- a knight in attack and defense, but moving at 3 squares. Just like every other Chivalry-UU, though, the game is probably close to being decided when these folks come out. There's a chance you could turn things around, though, and China's civ traits are probably decent for 'holding off' foes until you can get Riders rolling.
Achilles Heel I'm going to say this a lot - the UU probably arrives too late for major usage. The Civ traits aren't THAT big an improvement. China would be at the mercy of an Impi strangle or an Aztec rush if the players started too close together- they don't have expansionist to warn them of what's coming.
Japan
Reread the China entry, and say to yourself "Once more, with gusto!" Okay, it's not quite like that, but it's close. Japan's militarism gives it the same notes that China gets, and religious is probably not quite as good as Industrious as a companion to it. Japan doesn't start anywhere near as fast as some Civs, and they aren't likely to get a UU going fast enough to really save the day. One upshot: They start off with the Wheel, which means they can see horses. A smart player might research straight to Horseback Riding, jump on those horses, and ride them to glory while everyone else is getting started - but that's betting a lot on luck. The UU, if you manage to get to it, is nice- 4/4/2 can hold back a lot of foes. If anyone has a chance to "turn the tides" late in the game when Chivalry appears with their UU, Japan does.
Achilles Heel Japan doesn't expand quickly at all. You'd better use those horsemen to good effect. On a small map, a rival can probably kill 1, maybe 2 opponents and still have time to come back for Japan before they get to their Samurai- and that assumes one of the other players hasn't gone for Tokugawa's head early.
Mongols
Of all the Civs in the game, you'd think the Mongolians would've gotten a better deal. As a military expansionist, they have all the ingredients needed to have a massive-early-rush culture like the Zulu or the Aztecs, but their UU shows up at Chivalry! Argh! I guess the Hordes were slightly more evolved than I remember from my history lessons. Anyhow, as a Military Expansionist, you might be able to "archer rush" or "horsemen rush" your way to early glory with the Mongols, but don't expect to build any great, expansive empires; the Mongols don't have the infrastructure to do it. You might pick up an early edge with barbarian hut-tech, but relying on luck as your first line of strategy is always dubious.
Vikings
In a fair world for the Vikings, there would be more Archipelagos, more Continents, and more 80 percent water games- but since that doesn't happen, the Vikings are lucky to be left in Tier 3. Essentially the same Civ as the Mongols in the Ancient Era, they can't even muster a decent UU (in the current MP environment) if they manage to get that far. While marine landing is a GREAT ability, the Berserker on land is merely a bigger Persian Expendable - but in an era where 2 movement units are more common, and 2 defense is a downright liability. Maybe you can put together a rush of vanilla units using Mil/Exp....but don't count on it.
Achilles Heel As long as you don't see these guys SAILING at you, you're fine. Put a few galleys out to explore the coasts and make sure of that if the game actually gets to the point where the Vikings might get Invention...but why are the Vikings still alive at this point? Were you feeling sorry them because their leader's name translates to "Hairy Breeches?"
(continued in next post - Tiers 4 and 5)
Caveats/Explanations before I begin:
1) I am writing this with consideration to the current MP environment: Pangea-games, rarely bigger than "Small/Standard" maps, ranging from 2 to 6 players. If you disagree with that, you'll find lots to disagree with herein.
2) All of this is IMO. Feel free - no, PLEASE do - debate and share your ideas. That's the whole reason I'm doing this.
3) If you can't follow some of the heavier discussions in the Strategy thread, you will probably be a bit out of your depth here- go check those out first.
4) I didn't proofread this- it was too bloody long when I finished. Apologies in advance for grammatical/spelling/typographical/train-of-thought errors.
To begin: All civs in a Tier will be put in Alphabetical order.
Tier 1, or: "Yeah, that Civ is a PAIN to deal with."
Aztecs
The Green Machine can be a very serious threat for the first 50-100 turns. Once you have a stable defense against swarms of Jaguar Warriors, you might have a chance, but it's just as easy to turn the Jag Nightmare loose on your improvements as it is to turn it loose on your cities. Typical Aztec Golden Age is the earliest in the game (too early to be truly effective), but it can help them continue to pump out units in enough quantity to stay in your face, while the Aztecs continue to settle cities in the other direction. Militaristic trait only enables the Green Machine to be that much more of a threat, and starting two steps towards Monarchy ensures that their Religious trait will allow them to shift gears without letting up on you for a minute. If you see someone using the Aztecs, you may be in for a rough ride.
Achilles Heel : If you can keep them from reaching you (Water, plugged bottleneck, etc) the Aztec horde suddenly is pretty useless, and the Aztecs become a mediocre Civ. Strong defensive Civs (Carthage, Greece, Zulu) can probably weather the storm.
Carthage
If Carthage had been this strong in history, Rome would never have stood a chance. Carthage holds the distinction of being able to field a unit that is very respectable at any point in the Ancient Era - roughly 12 turns after the game begins (yes, that's counting research and production time.) Since people generally aren't too keen on attacking Carthage first, you can usually trigger a Golden Age when it's right for you. Although they don't move fast, 2 or 3 Num Mercs running together can probably trash a lot of improvements before the Civ in question can stop them. In larger numbers (easy enough to do- they may cost as much as Swordsmen but you can build them SO early) they are more than capable of taking down cities. Industrial is an excellent accompaniment for the Num Merc; Carthaginian workers can easily make a highway for their units straight into your capital. Commercial isn't the biggest bonus in the world, but it does mean that Carthaginian roads can drop settlers farther out than some folks can.
Achilles Heel : Carthage can be a little slow off the starting bell. Num Mercs aren't cheap early on in the game, and building the workers to get the Brown Death rolling can take time. Out-expanding Carthage and then setting up to hit them fast before they can get rolling can drop the Civ most feel is "the best Civ" quite easily - leaving novice Carthage players wondering what happened.
Egypt
Cleopatra is more than just a pretty face- Egypt can be quite a handful without much warning. War Chariots, as cheap as normal Chariots and potentially built after a mere 6-8 turns of research, are effectively "Horsemen" for 2/3 the cost and one advance earlier. Egypt's industrial trait ensures that if horses are to be found anywhere, Cleopatra will get a road there quickly, and the religious trait ensures a smooth transition of governments, and if need be, temples to push out Egyptian boundaries to get horses, iron, luxuries....or anything else Cleopatra wants. Since Egypt's UU doesn't appear immediately, you have some leeway over triggering the first golden age- but you can't wait too long, or the horses of the pharoahs won't be able to do quite as much damage.
Achilles Heel : Obviously, Egypt needs horses. If there aren't any around, it's still an Industrial/Religious society (very strong combo in MP) to at least be careful facing. If you don't fear the War Chariots (you're playing Carthage/Greece, or you have the Great Wall, or there are big fat jungles or mountain ranges in the way) then Egypt is much weaker. Take heed! If the player using Egypt is any good, you probably still need to get rid of Cleopatra first!
Iroquois
Hiawatha probably gets revenge on the Americans at least 10 times a week in the world of Civ, and for good reason. Regarded by many players as "the" Civ before PTW came out, the Iroquois are still absolutely a force to be reckoned with even after the expansion. As an expansionist culture, you can be relatively certain that the Iroquois will find you early in the game (and all the huts they need to immediately pick up Horseback Riding for their UU) and any horses they'll need to bring the Riding Rage down your throat. Effectively trading the swordsman's 1 defense for 1 more movement (same cost, same attack), the Mounted Warrior's 3/1/2 can be more than a match for many "late developing" Civs and their spearman defenders.
Achilles Heel : Not as much of one as some might think. Yes, the Iroquois need horses for their UU- but horses aren't hard to find. You can bet the Iroquois will find them fast, too- and have enough scouts roaming around to see you coming long before you can threaten the supply line producing Mounted Warriors. Sans horses, the Iroquios are still a threat - they've probably gathered 2 or 3 techs and a settler (and maybe some warriors and gold) while you were fumbling around in the dark with your warrior. Best advice: Stay on god terms with the Iroquois player until you have city walls, or make sure0 that he doesn't have horses.
Zulu
If the Zulus didn't invent the "Pillage and move" tactic in the Civ world, they probably strangled, surrounded, and killed the tribe who did. The bane of "Builder Players" everywhere, an Impi rush early on can bring on a case of Yellow Fever that will send almost all late-developing Civs home early. While they are slightly slower than the Aztecs at starting off, within 6-8 turns you can expect Bronze Working to be completed, and shortly thereafter, the Impis will begin moving. The Expansionist nature of the Zulu means that a Zulu scout at your border guarentees the Impis are coming for YOU in particular, and the Militaristic nature of the Zulu hints that the Impis will be veterans when they do. To make matters worse, if you are one of those players that puts one spearman in each city and spends everything else on improvements/settlers/expansion, you might *never* be able to stop the Impis before they raze everything around your cities. Sure, Impis may have trouble killing your cities themselves, but if you can't ever leave them...... you can bet the Zulu cities aren't having the same problem.
Achilles Heel: Defensive players with cool heads can sometimes weather the storm by building an extra unit or two to "sorte out" and deal with the marauding Impis. (They are just spearmen in stats, after all, and they don't run away all the time.) If you see the Impis coming, that helps too. Once you get past the initial stages of the game (if you survive mostly intact) the Impis aren't as much trouble - and Miltarism and Expansionist don't help as much later in the game as they do early.
Tier 2, or "Civs that can be as dangerous as Tier 1 in the right hands, or with the right resource-breaks."
Celts
You have to respect anyone who spends that much time on face makeup, and Brennus will give you other reasons to respect him if you don't. The Celts have, arguably (and assuming you have the resources) the best Ancient Era unit. The ability to retreat if the Gallic Swordsman is losing makes these folks *much* more valuable than most players realize. Unfortunately, there's a price for that - shield cost for Gallics is the highest in the ancient era. Militarism makes the Gallics more potent, and Religious makes them keep right on coming.
Achilles Heel: The Celts NEED iron almost as bad as Rome does. Without it, you've got the Aztecs without the Jaguar Warrior, which isn't very impressive. The cost of Gallic Warriors makes them want to run away from any 2-movement unit they meet; it HURTS to lose units that cost almost as much as a granary (50 to granary's 60)!
Greece
Alexander's spot in the number two tier is due solely to the strength of his Hoplite, a unit that can leave others green with envy. It may not have the two attack of the Numidian Mercenary, but it costs 66 percent of what the Num Merc does. Special added bonus: As a scientific Civ, Greece can build its Hoplites immediately. The commerical trait allows for some additional expansion room, which the Greeks will need to put together a reasonable empire. While not real huge in the conquering column, Greece can give a "builder" player a fighting chance in a warmonger's game - warmongers don't tend to go for the guy who will cost them them the most troops early - a warmonger looking at a Hoplite behind a wall is going to leave you alone (or at least for last.) Greek Golden Ages tend to occurr when the other players decide they should, so they're not to be counted on.
Achilles Heel: Greece's only real hope for military victory relies, ironically, on iron. In the average MP game with strong offensive UUs all around, archers don't measure up. A few Hoplites teamed up with a few swordsmen can make for an imposing threat, but without iron, Greece lacks the offensive punch to gain ground. Usually, in MP, the Greek player gets left for last, but if you haven't gotten Swordsmen or Medieval Infantry by that time, you're probably still dead.
Rome
More than one person has had to say "Hail Ceasar" at the point of a sword in Civ3PTW. Rome's Legionnaire is a mighty unit, and if the iron is plentiful, you can bet the Legionnaires will be too. Boasting defense to match a Hoplite or a Numidian Mercenary (and for the same cost as a Num Merc!) the UU of Rome is not to be trifled with. A Red Tide of Legionnaires rolling across the landscape towards your city can often be the harbringer of another red tide: your army's blood. Militarism ensures that a smart player will take the time to produce those cheap barracks, and Commercialism points to Rome supporting a LOT of Legionnaires. Final bonus: Generally, when you make your first win with a Legionnaire, that's EXACTLY when you want your Golden Age to occur - so you can pour it on!
Achilles Heel : Rome, ever the ponderous juggernaut, needs two things to ensure victory. Iron, and TIME! Rome has the dubious distinction of being the ancient culture that has to wait the longest to get its UU into the field- and even then, only if Iron is around. Without Iron, Rome is merely average at best, and will quickly fall prey to other Civs that otherwise would grovel to a Legionnaire. Leaving Rome alone is asking for trouble, and smart players know it!
Persia
Many newer players look at Persia and immediately assume that THIS is the best Civ to play in MP, bar none. True, Persia has a great deal going for it: As a scientific Civ, they can immediately start work on Iron Working when the game begins. The Immortal is a unit with 4 attack- nothing in the Ancient Era can match its ferocity. As an Industrial culture, Persia will probably get that road to the Iron supply pretty quickly. You can be sure that once Immortals are flowing, Persia isn't going to negotiate for much - it can simply take it. Persia and Rome have one other thing in common - Persia's Golden Age is triggered when the Persian player wants it, and usually right when hordes of Immortals would be really handy.
Achilles Heel : Persia's Immortals go by another name amongst the veterans of Civ: Persian Expendables. With 4 attack, they're dangerous on the offensive, but with 2 defense, they're just as vulnerable as anyone else on the defensive. Unless they're moving on a road, you can bet the other guy will get to attack your Immortals FIRST - often with ugly casualties. Without Iron, the Persians can still expand quickly relying on quick road construction, but they are definitely defanged- which your opponents will probably work towards reminding you about!
Tier 3, or, "You could play these Civs, but better choices are out there."
Arabs
The Muslim Jihad does have a few things going for it: as an Expansionist culture, they'll know the lay of the land quickly and have a few techs for their trouble, and as a religious culture, any government swapping (or temple building) they do will go that much quicker. That's about all the Arabs have going for them, however. The problem with the Arabs (and indeed ALL the cultures in Tier 3, except the Americans) is that their cultural units center around 2 or 3 advances into the Medieval Era - and by that point, 99 percent of MP games are either resolved, or already so lopsided that the emergence of the Arabian cultural unit (Admittedly pretty spiffy - three squares allows for FAST transfers in attack/defense) won't change the final outcome at all.
Achilles Heel : UU is a non-factor for too long. Expansionist and Religious alone won't make Arabia competitive against better players of Tier 1 and 2 cultures. Arabia has a shot, but it's not the Civ to bet on, most games.
Americans
America is the culture to use if you want to play mind games - and you're really good to begin with. People often assume America is a terrible Civ choice for MP, and in the hands of a novice, they're right. America boasts what is probably (in MP) the most useful Civ trait combo- Expansionist to see what's out there, and Industrious to build your Civ over what you found. With a little luck and a lot of skill, the vanilla units of America can suddenly be a serious pain in yer opponent's rear end.
Achilles Heel : UU? What UU? America might as well not have one. That means you have to play fast, smart, and be a little lucky early on when your opponents come calling. If that happens to be anyone in Tier 1, you're going to have to work very hard indeed - and get a few lucky breaks - to come out on top.
China
China is a solid Civ, but nothing to write home about. As a miltaristic/industrious, they have the ability to build a strong empire and enforce it with strong units, but you won't see anything spectacular or remarkable because, like Arabia, the UU arrives with Chivalry. China's UU is QUITE nice- a knight in attack and defense, but moving at 3 squares. Just like every other Chivalry-UU, though, the game is probably close to being decided when these folks come out. There's a chance you could turn things around, though, and China's civ traits are probably decent for 'holding off' foes until you can get Riders rolling.
Achilles Heel I'm going to say this a lot - the UU probably arrives too late for major usage. The Civ traits aren't THAT big an improvement. China would be at the mercy of an Impi strangle or an Aztec rush if the players started too close together- they don't have expansionist to warn them of what's coming.
Japan
Reread the China entry, and say to yourself "Once more, with gusto!" Okay, it's not quite like that, but it's close. Japan's militarism gives it the same notes that China gets, and religious is probably not quite as good as Industrious as a companion to it. Japan doesn't start anywhere near as fast as some Civs, and they aren't likely to get a UU going fast enough to really save the day. One upshot: They start off with the Wheel, which means they can see horses. A smart player might research straight to Horseback Riding, jump on those horses, and ride them to glory while everyone else is getting started - but that's betting a lot on luck. The UU, if you manage to get to it, is nice- 4/4/2 can hold back a lot of foes. If anyone has a chance to "turn the tides" late in the game when Chivalry appears with their UU, Japan does.
Achilles Heel Japan doesn't expand quickly at all. You'd better use those horsemen to good effect. On a small map, a rival can probably kill 1, maybe 2 opponents and still have time to come back for Japan before they get to their Samurai- and that assumes one of the other players hasn't gone for Tokugawa's head early.
Mongols
Of all the Civs in the game, you'd think the Mongolians would've gotten a better deal. As a military expansionist, they have all the ingredients needed to have a massive-early-rush culture like the Zulu or the Aztecs, but their UU shows up at Chivalry! Argh! I guess the Hordes were slightly more evolved than I remember from my history lessons. Anyhow, as a Military Expansionist, you might be able to "archer rush" or "horsemen rush" your way to early glory with the Mongols, but don't expect to build any great, expansive empires; the Mongols don't have the infrastructure to do it. You might pick up an early edge with barbarian hut-tech, but relying on luck as your first line of strategy is always dubious.
Vikings
In a fair world for the Vikings, there would be more Archipelagos, more Continents, and more 80 percent water games- but since that doesn't happen, the Vikings are lucky to be left in Tier 3. Essentially the same Civ as the Mongols in the Ancient Era, they can't even muster a decent UU (in the current MP environment) if they manage to get that far. While marine landing is a GREAT ability, the Berserker on land is merely a bigger Persian Expendable - but in an era where 2 movement units are more common, and 2 defense is a downright liability. Maybe you can put together a rush of vanilla units using Mil/Exp....but don't count on it.
Achilles Heel As long as you don't see these guys SAILING at you, you're fine. Put a few galleys out to explore the coasts and make sure of that if the game actually gets to the point where the Vikings might get Invention...but why are the Vikings still alive at this point? Were you feeling sorry them because their leader's name translates to "Hairy Breeches?"
(continued in next post - Tiers 4 and 5)
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