![]() ![]() I switch to monarchy without losing a turn upon discovery and then research code of laws so that i can switch over and build a settler or two at a discount. Starting as a democracy kind of sucks because you have to change governments and lose a turn of production if you want to capture an enemy settler or caravan and yet another turn if you decide to switch back to democracy.Īlso, I typically like to research monarchy first (among government types) to get the free great person if England isn't in the game. The courthouse doesn't do much for you at the start of the game because your population is so small that you can't utilize more resources than you could without it, you just have more of a selection if you want to customize. Starting bonus is a courthouse and that you start as a democracy. The reasons the Mongols are so challenging has been addressed already, but the Greeks haven't been discussed, so I'll delve into that. My least favorite civilizations to play as on deity are the Greeks and the Mongols. Not the best by any stretch, but still a good civ that requires great skill and flexible strategies. Having boosts in food and trade are nice too, but from my experience, having production early, and plenitful throughout the game, makes them a great civ. Resources that net you lots of production typically translate into the most powerful types of resources you can get w/ the Indians, since you get Fundamentalism early, and you can do a lot of things with a large advantage in overall hammers. The power of the indians comes with the resources like aluminum and rubber, which don't come till later in the game, but you can still acess them. For the resources that come early, like fish (you gain access w/ bronze working) or wine, it doesn't make a huge difference. This means if you have a city with a whale, you'll only get +1 food in the Ancient Era, +2 in the Medieval, +3 in the Industrial, and +4 in the Modern Era. Sort of, but you only have partial access to the bonuses. The rest of the civs not mentioned here are what I call the "muddled middle" Some are close to being top civs, some closer to the bottom, but all the civs i didn't list here all have powerful enough strategies that are reproducible to not be considered the bottom civs, but not powerful enough or not consistent enough to be consider among the best civs. They actually have good bonuses as the game continues on, but getting things started can be difficult. If you don't get more than 2 barbs, things are really really hard. ![]() Mongols- tough to get gold with, tough to play with, those barbs that change to 1 pop cities often have no growth. I like the Russians, they are the most vanilla civ in the game, and you have to earn most everything you get with them. Defense and spies won't win you games, +1 food from plains isn't a game changer. ![]() you can get a rush going with them some times, if the local area map shows you a way to pick up fast gold, or get techs from huts, but the rest of their bonuses aren't good at all. Russians- They don't have any good bonuses to help you win, just bonuses to help you stay alive. ![]() Their whole strategy hinges on Great People, which is a pretty random and inconsitent thing to rely. The only good thing they have is the cathedral, which can be destroyed by a singel spy. Zulu- the impi rush plus overrun bonus make them the easiest civ to consistently pick up early caps with and dominate the map earlyĬhina- Hands down the best tech civ, and besides the americans, they are probably the best defenders.įrance- they have nothing compared to other civs. This has been discussed on many threads, on a few different forums.Īmericans- their medieval bonus is broken, but in a way that unfairly favors them. ![]()
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