Most Op Civ 5
In my opinion, some civs are seriously overpowered (and other underpowered).For example, I think the Shoshone are extreme overpowered. Their cities get a lot of territory at once, and they can choose what they want from ancient ruins, and for example choose settlers or techs for a unlimited time.In some way, I think the Huns are overpowered too. Their special units gives the Huns a huge advantage in the beginning of the game, and they will pose a big threat against others for the first 100-150 turns.Venice are also overpowered. Then I play as Venice, I outnumbered the other civs economically with no problems, and late-game I could simply buy new structures in my puppeted cities, so they always got every single building, and still I got an income as if I was during a golden age.On the other side, I think Ethiopia are underpowered. Their +20% fight bonus against larger civs forces one to play with two, maybe three cities, and only with one city in the first 100 turns, because civs, that pose a threat (militaristic civs) often play with few/one cities (at least in the beginning), and if Ethiopia have the same number of cities, or more, the special ability are useless.
The special unit only gives defense bonus against invaders for a short time (the defense at capital follows at unit upgrade, at least), so the only 'useful' Ethiopia have, are the Steele, if you are planning a religious game.India are also in some way underpowered. As the only civ, their special ability also have a downside, forcing them to play with few cities. And the upside part of the special ability also only gives a little extra happiness.What do you think. Are some civs overpowered, and other underpowered? And did you have more examples on over-/underpowered civs?
Lol.I think you should take another look at Ethiopia. They are often considered one of the most powerful Civs. Stele is a guaranteed Immortal/Deity religion on a building you are going to typically get ASAP anyway. Immortal/Deity AI's spam so many cities you will always have an extra 20% combat bonus. UU has limited use, but the 30% stacked with the 20% UA and an invading force a full era ahead in tech will still have trouble breaking through fortified Mehals.True, on lower difficulties you will expand and end up losing the UA bonus. But on lower difficulties you faceroll your way to victory anyway. Originally posted by:Civs that I think are underpowered are the ones that have nearly become obsolete with all the changes since vanilla.
India, Germany, and Japan were all much better in vanilla, but haven't adapted to many of the changes very well. I'd throw Greece on that list as well, but there are still a few out there that think they do okay. With the right combination of factors Greece can have zero influence decay with city-states. That's not just 'okay', that's damn near overpowered itself. Originally posted by:Greece comes with 2 UU's in the classical era, both of which are nothing special.
With the addition of spies in G&K influence decay is non-existent anyway. They took a hit to their UA in G&K (spies maintaining influence) and another hit in BNW (Classical era warfare has been more or less neutered; their weak UU's are now even more useless).No thanks. I'd rather take a Civ with UU's that are actually useful, use spies to cover CS decay, and a decent UA bonus on top of that. What game are you playing where you have 20 spies to put in every city state in the game?Edit: Oh and, with the Greeks' ability, spies don't just maintain inf with city states, they build it. On higher difficulties you'll generally still have to invest some thousands of gold into the city states if you want the other civs to just give up trying to beat you - and that's when they start getting mad at you because of that.
So you're investing into the policy tree, you're investing money AND you're investing relationship, just to maintain ally-status with all city states. And you're in really bad luck if you happen to have aggro civs (or civs like venice) on the map that just 'disable' a lot of the city states all together.
Most Op Civ 5 4
In general, Alex CAN be quite strong, but all factors have to fit. That makes him relatively weak overall. Originally posted by:Civs that I think are underpowered are the ones that have nearly become obsolete with all the changes since vanilla.
India, Germany, and Japan were all much better in vanilla, but haven't adapted to many of the changes very well. I'd throw Greece on that list as well, but there are still a few out there that think they do okay.Play as Germany, and you will have a lot of power. With the new anoying spawnrate of barbarians, you won`t need to build military units. And later, with Tiger-Tanks and 'Lightning Warfare', nothing can stop you.i think, England should get only +1 movement bonus. What game are you playing where you have 20 city-states:)I agree that CS abuse on larger maps is strong, but spies have always been enough for me.
Don't care about militaristic CS's and a few are guaranteed to be sacked by some war-monger on the other side of the map. Mercantile CS's don't stack (after porc/jewelry happiness bonus is insignificant) and extra happiness doesn't propel a Civ forward in the same way a maritime or culture Civ will.Plenty of spies to cover the culture and maritime CS's. If I have a chance, throw a few religous ones in there as well. After filtering out conquered CS's and ones I don't care about, those 20 CS's suddenly get a lot closer to the number of spies I have available.If you micro-manage enough, you can even move them from CS to CS depending on what quests are getting completed.
Have 250 influence from completing a series of quests? Move that spy to a CS with only 67 influence.Like I said, I know there are a few of you that are still fans of Greece. But still difficult to argue that they have adjusted to the G&K/BNW changes well. How are those Companion Cavalry and Hoplites helping you out in BNW? You even get to use them? Originally posted by:Play as Germany, and you will have a lot of power. With the new anoying spawnrate of barbarians, you won`t need to build military units.
And later, with Tiger-Tanks and 'Lightning Warfare', nothing can stop you.I'm a fan of Germany, but I am looking forward to the rumors of them being changed in the fall patch. Barb conversion is a fun way to play that is different than any other Civ, but it is a bit painful in BNW. I find myself not wanting to convert a barb because my gold is already hurting:(Landsknecht was better in vanilla, which is a bit counter-intuitive since pikes are a no-brainer in G&K/BNW since it is on the way to Education (perhaps the most important tech in the entire game) and the warrior line can be ignored. However pikes now upgrade into lancers (garbage unit) and there is no way that you want to mass Landsknecht and then try to find the gold (lancer upgrade is expensive, too) to upgrade and have a bunch of garbage units standing around. Originally posted by:Plenty of spies to cover the culture and maritime CS's. If I have a chance, throw a few religous ones in there as well. After filtering out conquered CS's and ones I don't care about, those 20 CS's suddenly get a lot closer to the number of spies I have available.Of course Greece isn't going to be very powerful if you spend your time conquering cities states and only caring about the infulence with a few of them.It's like complaining that Assyria is an awful civ because you never like to go to war.
Just because a civ doesn't suit your play style doesn't mean they're bad.Like I said, I know there are a few of you that are still fans of Greece. But still difficult to argue that they have adjusted to the G&K/BNW changes well.G&K added religion which is the key factor that allows you to reach zero decay and BNW added Diplomats, meaning your spies are more likely to be occupied.Both of those increase the power of Greece's UA.How are those Companion Cavalry and Hoplites helping you out in BNW? You even get to use them? Early game UUs, whose ability doesn't stay when you upgrade, have been near useless since the base game. Greece's power has never been in them.
The launch of Civilization 6 is finally here, and if you're like me, you're probably trying to figure out how to cheese your way to victory at your weekend Civ 6 launch LAN party.After playing my pre-release copy of Civ 6 for exactly 10 billion hours, I'm pretty confident that this ranking of the best Civs in the game is as unimpeachable as any great despot.Here are the Civs you should be picking first — and the one Civ you need to avoid. The most powerful Civs in Civ 6, ranked by their ability to win you the game20.
Source: Civilization VIBefore I played the game, I thought the Harbor was going to be game-changing for players who aspired to do battle on the open water. Giving non-coastal cities the ability to build a fleet seemed incredible, allowing players to stay versatile in choosing where to settle a city.And then I actually played Civ 6, and I realized that versatility comes at much too high a price: If you don't have to build coastal cities to create a navy, there's little-to-no incentive to build coastal cities at all. This means navies will have a hard time finding any cities to siege.In other words, while it's easier to build ships than ever before, those ships will have just about nothing to do on most maps.And a Civ like Norway, whose entire focus is on maritime domination, just can't cut it — especially with a unique land unit as terrible as the Berserker.19. Source: Civilization VIIf you were confused by the idea of a Domination-focused Civ that gets its unique unit immediately when you first saw Gilgamesh's unveiling, you're not alone.The other piece of that puzzle?
Founded cities can't attack until they build walls. They also all have open borders until you research a Civic that closes your borders to everyone.In other words, in early game, every single city is a huge target for immediate annihilation. And nobody does the job better than Gilgamesh.If you choose to switch to a more peaceful path later in the game, your Ziggurat will help out with any science you may have lost while building war units instead of augmenting your Campus districts. Your discount to levying City-States' military units also gives you a mercenary army on the cheap.But this Civ will really shine as an ally in single-player mode or as an NPC. Think of them less like a Civ to choose for yourself and more like the most sophisticated City-State in the game.And even though I'm ranking them one right after the other, the quality gap between Norway and Sumeria is immense. While ultimately unspectacular, Sumeria is much, much better than Norway.
I cannot state that enough.18. Source: Civilization VIIn a lot of ways, Kongo is sort of the Venice of Civilization 6. What boosts Venice got to its gold-generation, Kongo gets to its ability to generate production and food from specific great works.That means that Kongo wants to pursue a Cultural Victory over its enemies. It also means that Kongo is locked into pursuing a Cultural Victory over its enemies. And by the end of the game, especially if other cultural Civs are in play, it just doesn't have the means to wage the necessary wars to snatch wonders and great works. Kongo's unique district, the Mbanza, will help you house all the wonderful citizens to aid with science victories as well.That said, Kongo's inability to found a religion means that an entire victory type is completely precluded for Mvemba a Nzinga. In a game where just about every other Civ stays versatile, an inherent penalty like this is pretty unacceptable.17.
Source: Civilization VIThe Aztecs having advantages toward how their amenities are distributed means you'll be able to build cities in places where nobody can build anything. The ability to speed up production of districts with your Builders (which, by the way, you'll have in large supply thanks to your Eagle Warrior!) means you can get infrastructure going faster than practically every other Civ in the game. However, in my humble and good opinion, its advantages come far too early in the game. When you're scrambling to figure out your victory type by mid-to-late game, you won't have any sexy advantages.Still, the ability to build a city just about anywhere thanks to your luxury efficiency makes the Aztecs a rock-solid choice.15. Source: Civilization VIWhereas Trajan was a master-of-none, Hojo Tokimune is a true jack-of-all-trades. The extra district adjacency bonuses force you to think very, very strategically about how you're planning the layout of your city. That'll give you a crash course in the most groundbreaking change between Civ 5 and Civ 6: the unpacked city, where every district and world wonder requires you to devote a tile to its production.That said, those bonuses won't amount to much for the more casual player.
Combat bonuses for coastal battle are unspectacular, but the Electronics Factory, which distributes its production bonus to nearby cities and eventually yields a huge cultural advantage, is nothing to write off for a Civ that wants to build compact cities as close to one another as possible.In short, Japan has a lot to offer — but almost nothing to excite.14. Source: Civilization VIThey're not as powerful as America when it comes to the dual focus on culture and war, but they're a lot more fun. The extra slots for archaeology mean that bee-lining Terracotta Army is as imperative to your success as Chichen Itza was for Brazil and Persia in Civ 5.
Still, the Royal Navy Dockyard and Sea Dog are something of a waste for a city that, frankly, wants to defend its capital. The Redcoat is an awesome unit for helping you seize cities that control wonders you want — as long as they're on another continent.13. Source: Civilization VIGold isn't the resource it used to be (especially if you have strong faith generation and you dip into Theocracy), but Cleopatra's Egypt holds its own all thanks to its unique unit and its ability to streamline wonders it builds on rivers.However, because rivers are so overpowered in this game due to the new Housing mechanic, finding the means to build cities along those banks are going to be few and far between — especially if people start Settler-spamming.Egypt's unique unit, the Maryanu Chariot Archer, is as overpowered as it's ever been.12. Source: Civilization VIGorgo big or Gorgo home, am I right?(I'm wrong — sorry.)That extra Wildcard policy spot is to die for. Too bad that warmongering is punished harder than ever, and that leaving a barbarian camp up to spam the cultural bonus from killing units is riskier than ever.Still, the ability to have an extra law in her nation means that Gorgo can pursue just about any victory type. Unfortunately, those Hoplites obsolesce far too quickly, and if you haven't accomplished what you need to in the Ancient and Classical Eras, claiming victory may be tricky.7. Source: Civilization VIScythia's ability to produce two light cavalry units every time it builds one — including its unique unit, a mounted archer that doesn't require horses to build — is utterly outrageous for any Civ that wants to pursue domination victories.
If you see Scythia spawn next to you, bolster your defenses or say your prayers. Losing your capital is all but assured.Keep on pushing toward a Domination Victory, or conquer key cities and build towards a more peaceful Victory type; the choice is yours.2.
Source: Civilization VIThat extra district regardless of population size may not seem like much, but it affords you a versatility to pursue any Victory type that no other Civ in the game can boast. Thinking about science? Have all your cities build a free campus.
A mind for the arts? Build Theater Districts till your heart's content.
If zealotry's more your speed, construct a Holy Site and spam Apostles like there's no tomorrow.An extra military policy slot adds insult to injury for all who dare oppose you — use it to play a strong offense if you're pursuing a Domination Victory, or fortify your capital with defensive civics that shore up your defenses. The Best Civilization in Civ 6, without further ado.1. Source: Civilization VIWords cannot describe how good this Civ is, but I'll try anyway: In a game where cities are unpacked from their center, a Civ that gets all those extra tiles when it founds a city is seriously overpowered. Getting huge bonuses from all those tundra tiles means there's nowhere Russia won't want to settle — and it means miles and miles of open snow to pursue without angering anyone.But it's the Cossack that makes an excellent Civ even better.
Not only are they stronger than the Cavalry unites they replace, their ability to move after they attack means that nobody can mess with you in the mid-to-late game.Don't be fooled: This Civ can pursue any victory type. The fact that they get so many tiles to work with means you have ample space to place whatever wonders and tile improvements you like.It also means you'll want to bee-line Hanging Gardens for the boosts to citizen growth. Being able to work every single tile you own — and thanks to your unique ability and the Lavra, you'll own too many to count — means you'll have the most powerful cities in the game after you get access to Neighborhoods.We hope this helped you build a civilization that can stand the test of time.
Go forth and conquer — or just get everyone wearing your blue jeans. The choice is yours.