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Industrious and militaristic make a nice combination, as wars run smoothly and infrastructure on the land is quickly and easily replaced. On the other hand, they fight like knights, I don’t think they can run from knights, and can’t be upgraded to. The ZOC is nice on paper but is less significant in practice. Since railroad is still quite a ways off, this gives significantly faster response to invasions and a faster invasion force. Downside is no good offense, hoplites are too slow to really escort horsemen, and the early GA has very little going for it.Ĭhinese – Riders get an extra movement point. Starting on the road to the Great Library is nice, but science shouldn’t be the Greeks problem. Commercial and scientific should lead to huge tech leads, but it doesn’t seem to any more than any other civilization. It upgrades all the way to mech infantry, too, which is nice.
Greeks – Hoplite is an awesome defensive unit up until riflemen (cost compare with musketmen and I know which I’d rather have). The UU also doesn’t upgrade, leading to obsolescence problems. Downside is that the UU can’t retreat, leading to high casualties (although an ancient army of three immortals is pretty invincible).
#BEST CIV 6 LEADER FOR SCIENCE FREE#
Scientific is nice, with both cheap libraries/universities and those three free scientific advances. Industrious workers make getting a road to those enemies a lot easier. One, Persia starts only one advance away from iron working, since it starts with bronze working. I ranked Persia as ‘easier’ than Rome, though, for a number of reasons. Persians – The highest offensive number before knights belongs to the immortal, Persia’s UU.
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Also, culture can be a problem for the Zulus as everything is full price for them and they have no shield bonuses. Again, an early GA is the downside, as well as the generally weak expansionist trait. Expansionist helps them know where to attack and gives map selling options but is generally weak. Their Militaristic nature makes for veteran impi/horsemen hordes and early GLs. Upgradeable all the way to Mobile Infantry. Horsemen don’t retreat from these guys, either. The answer is the Impi, who is able to keep up. Zulu – Hate having your horsemen attacked after they do their stuff? Me, too. Downside is the very early GA and a struggle with mountainous/jungle-infested maps. Cheap culture/happiness and lots of improvements from fast workers.
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Very early move 2 with reasonable offense and upgrade directly to knights. Still Easy:Įgyptians – War Chariots are essentially horsemen without horseback riding. Downside is that you have to wait for Military Tradition to upgrade those horsemen you have running around. Start with “The Wheel” so can see horses early. Militaristic and religious (again) for leaders and some happy culture. They prevent retreat, defend as well as musketmen (their contemporaries), only cost 10 shields more, and attack well. Japanese – Samurai are both the best offensive and defensive unit for a reasonable period.
The lack of upgrade path for jaguar warriors and the incredibly early GA are the detriments.
Add in militaristic and they promote and crank out leaders. Early retreat, extremely cheap, lots of early leaders make these little guys way cool. Only “downsides” are an early GA (but that can lead to lots of early wonders and an early lead, which is never surrendered) and the need for horses for the UU.Īztecs – Some would disagree but their UU is just so awesome. Expansionist is marginally useful for early map-selling. Religious is an awesome trait with cheap temples and one-turn anarchy.
Iroquois – Mounted Warriors are a dominant ancient age force and fully upgradeable all the way to cavalry (useful through most of the Industrial Age). I’d be interested in hearing others’ views. I’m also assuming a high difficulty level (deity or maybe emperor).
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The manual claims that diplomacy is easier with culturally linked neighbors, but I’m not sure how large a role, if any, that plays, so I am ignoring it.Īll of the following are based purely on my opinion. What civs are easiest/hardest to play? As far as I can determine, the key factors are civ-specific traits and Unique Units (UU). With the ability to upgrade to UUs and the dice roll for fast unit retreat, it probably needs re-evaluation. Please note: A lot of this discussion, especially the initial list here, were written before the 1.17 patch.