![]() ![]() We need to remove the industrial bonus, and find something else. It is the best to take in almost every situation. Their district is perfectly useful too, in all situations. District cost reduction is the same: universally useful. Their industrial bonus is universally useful, whether you play warmonger, economic, and applies to all ages. Their archer unit is very useful and efficient, and more able to take districts than a big Hittite or Zhou cavalry unit.Įgyptians: Everything is powerful with them. Nubians: Good districts, good little economic bonuses to lay the foundation for a merchant, or a gold producer civ. Is it related to the overall stability of the civilization, or the city that produced it? I don't know. I didn't understand how the stability works. Their heavy cavalry unit is unique and effective. If we have mountains, you'll go to the classic era very quickly. It's good to have very situational factions. It's a bit too binary a design, but why not. Zhous: A lousy civ if you have no mountains, great if you have a lot of them. Phoenicians: A civ specialized for coastal maps clearly. Their military unit is interesting if you anticipate fighting in the forest. They are good enough to produce farms, and that's it. Their military unit is useful and can take cities, which is what a rush is all about. This faction is for me much better than the Assyrians and Hittites at the moment, again, because of the presence of a useful specialized district, which those factions do not have. Their passive bonus is very clearly useful throughout the game. Because their military bonus is coupled with an economic bonus, which is their ability to build a fort that exploits industry. ![]() Mycenians: For me, this is the best-designed military civ at the moment. They are good at taking over administrative centers. This is so, but it makes this civ not as strong for aggression, as one might think. It is not capable of attacking districts, so it will be useless for conquering a city. Their cavalry unit is powerful and requires two strategic resources. Spawning units in any nearby outpost is a nice little bonus. Compared to an economic bonus, I much prefer to play Egyptian or Harapeans, as the productivity bonuses outweigh the light military bonuses of this faction. Playing a science civ is not very useful, as you absolutely need to produce the buildings and districts, which will help to go faster in research. The marauder is not very powerful, and what he brings in terms of plunder is not worth his investment.īabylonians: An interesting and balanced civ. Assyrians are only good if you start close to a rival civ. The goal is that this feedback will be useful to our developer friends, to balance all this. I would like to know your enlightened opinions. I'm going to tell you what I think about the different civilizations of the ancient era. ![]()
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