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Offline [AWE]BuilderFTW

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Top Civ5 multiplayer civs
« on: January 22, 2012, 06:01:42 PM »
Hey everyone, this is BuilderFTW I have made my list of top civilization in civ 5 mp. My ranking is based off of skirmish maps, with no city staes, no barbarians, no ruins, and an ancient era start.

Enjoy!
1.   Germany- Their only bonus is a pikeman for half the cost. But it is a HALF cost unit. TWICE as many as your opponent!!
2.   Japan- The japan ability makes it very difficult to kill of their units- a 1 hp unit does a ton of damage to any unit that attacks it, allowing you to kill off that unit in response.
3.   Rome- Very powerful, they have two early and effective units both are stronger versions of their replacements, which gives Rome a very strong army throughout the game. Additionally, the +25% building bonus is very strong allowing you to get expansion cities developed and producing units even faster.
4.   France- Extra culture speeds up liberty, you get a free settler or worker WAY before everyone else, and you do not even need to build monuments(although you can for super culture). Also you will finish liberty VERY fast, allowing for a fast medieval rush.
5.   England- No bonus on a skirmish map except longbows, but the longbow makes up for it. If you can get to machinery as England, the opponent is dead, the longbow is like medieval artillery and with a mele strength at the level of a horseman, there is no good counter unit for it.
6.   China- Strong great general is great, it gives an extra 15% to all units compared to other gg. Also the cho ko nu is a nasty unit which does a ton of damage. The Paper maker allows you to make a significant amount of gold from a building which normally costs gold.
7.   Russia- Extra iron is very powerful, it allows you to build many more iron units(the strong units) than your opponent. It also allows you to hook up less iron, or allows you to not go into strategic resource penalty when an iron is pillaged. Also Russia gets an extra hammer from strategic  resources. An extra hammer on tiles which are already good is great for both your capital (which always has horses and iron) and even greater for expansion cities.
8.   Persia- The golden age bonus is very strong if well timed. The extra move on all units allows you to move/set up/ fire catapults in one turn. It allows you to move 2 hill tiles per turn and get units to the front faster. One thing that can make the ability stronger is if Persia is teamed with a civ with a strong unique unit, for example Persian War Elephants(from Siam), which would then have 3 moves, making them incredibly more powerful.
9.   Egypt- Wonder bonus is nice for getting the critical wonders. Since there are very many strong(if not op) wonders in the game, this bonus will give you the edge to many of them War chariot is barely any different from the chariot archer, extra move is irrelevant and the not requiring horses is OK, but not great. The burial tomb is a very strong building it provides the happiness of a colusseum along with 2 culture for the same cost of the Colosseum and No maintenance. The burial tomb gives a massive boost in happiness which is a very strong bonus
10.   Greece- The companion cavalry is a very strong unit. The extra move and extra 2 strength allow you to crush enemy units and then retreat to safety to heal or attack again. Also the hoplite is a strong early counter to opponents’ horses.
11.   Mongolia- Special great general allows units to heal outside of friendly territory at 3hp per turn, also the great general can move 5 tiles per turn allowing you to put the general near combat for bonus, then near injured units for healing. Keshik are absolutely brutal, with 5 moves, you can attack without ever being attacked yourself.
12.   Siam- They have a very powerful knight replacement with 4 extra strength and a bonus against mounted units. The unit suffers from a having one less movement than a knight, but still a very strong unit.
13.   Aztecs- One of the only civs with all their bonuses usable in our games, the Aztecs get extra culture from killed units, which is helpful. They have the Jaguar warrior which can move faster in jungle and forest, has a 50% bonus in jungle, and heals 2 hp when it kills a unit. These are all very nice abilities for when the jaguar is upgraded into a sword. The Aztec building provides a large 15% food modifier(not surplus) allowing cities to grow much larger in the long term or work more hammers in the short term.
14.   Iroqouis- Strong on a map where iron is scarce, but skirmish maps have lots of iron. Their road bonus is nice and can save you a lot of gold, and allow you to move units faster. The longhouse makes all forest tiles into great hammer tiles, but the problem is then you cant chop forest tiles.
15.   Songhai- The mandekalu cavalry’s only bonus is that it has no penalty against cities, while this is nice it isn’t very strong. The extra gold from capturing cities is nice, but you don’t capture many cities unless you are already winning.  The mud pyramid mosque is ok, but it comes a little late, and culture is less important after finishing liberty.
16.   Arabia- The bazaar provides an extra luxury, but because you often have no one to sell it to, this bonus goes to waste. The extra gold from trade routes is not very large and will only provide minor gold at best(compare it to the paper maker which gives +3 net gold). The Camel archer is nice, but is not strong because it cannot hit and run as easily as a keshik.
17.   America- +1 sight could be helpful, but it is often obscured by hills and forests. The +50% tile purchase cost is not important because it is rarely a good idea to buy tiles.
18.   Ottomans- Really no ability until gunpowder, where they get a very strong unit, but by then most games are over.
19.   India- India essentially gives a penalty for optimal play. When playing to maximize hammers, you must build several (3-7) cities. For the majority of the game most of those cities will be below 6 population (the break-even point for Indian cities). The war elephant is nice early unit but does not make up for this penalty.

Please feel free to tell me why you believe I am right or wrong.
BuilderFTW

ps. take that SilentKnight, I got my list out before you!!

EDIT1: moved up Egypt from slot 14 to slot 11 just because tommy said so
EDIT2: Moved down mongolia to 8
EDIT3: China moved up to 6
EDIT4: Russia moved up to 7
EDIT5: moved mongolia/greece below egypt/persia

« Last Edit: February 18, 2012, 07:37:18 PM by BuilderFTW »

Offline Kyp__Durron

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Re: Top Civ5 multiplayer civs
« Reply #1 on: January 23, 2012, 12:40:46 AM »
Hey everyone, this is BuilderFTW I have made my list of top civilization in civ 5 mp. My ranking is based off of skirmish maps, with no city staes, no barbarians, no ruins, and an ancient era start.

Enjoy!
1.   Germany- Their only bonus is a pikeman for half the cost. But it is a HALF cost unit. TWICE as many as your opponent!!
2.   Japan- The japan ability makes it very difficult to kill of their units- a 1 hp unit does a ton of damage to any unit that attacks it, allowing you to kill off that unit in response.
3.   Rome- Very powerful, they have two early and effective units both are stronger versions of their replacements, which gives Rome a very strong army throughout the game. Additionally, the +25% building bonus is very strong allowing you to get expansion cities developed and producing units even faster.
4.   France- Extra culture speeds up liberty, you get a free settler or worker WAY before everyone else, and you do not even need to build monuments(although you can for super culture). Also you will finish liberty VERY fast, allowing for a fast medieval rush.
5.   Mongolia- Special great general allows units to heal outside of friendly territory at 3hp per turn, also the great general can move 5 tiles per turn allowing you to put the general near combat for bonus, then near injured units for healing. Keshik are absolutely brutal, with 5 moves, you can attack without ever being attacked yourself.
6.   England- No bonus on a skirmish map except longbows, but the longbow makes up for it. If you can get to machinery as England, the opponent is dead, the longbow is like medieval artillery and with a mele strength at the level of a horseman, there is no good counter unit for it.
7.   Greece- The companion cavalry is a very strong unit. The extra move and extra 2 strength allow you to crush enemy units and then retreat to safety to heal or attack again. Also the hoplite is a strong early counter to opponents’ horses.
8.   Persia- The golden age bonus is very strong if well timed. The extra move on all units allows you to move/set up/ fire catapults in one turn. It allows you to move 2 hill tiles per turn and get units to the front faster. One thing that can make the ability stronger is if Persia is teamed with a civ with a strong unique unit, for example Persian War Elephants(from Siam), which would then have 3 moves, making them incredibly more powerful.
9.   China- Strong great general is great, it gives an extra 15% to all units compared to other gg. Also the cho ko nu is a nasty unit which does a ton of damage. The Paper maker allows you to make a significant amount of gold from a building which normally costs gold.
10.   Russia- Extra iron is nice, but iron is plentiful on skirmish maps. It does allow you to hook up less iron, or allows you to not go into strategic resource penalty when an iron is pillaged. The stronger bonus is the extra hammer from strategic  resources. An extra hammer on tiles which are already good is great for both your capital (which always has horses and iron) and even greater for expansion cities.
11.   Siam- They have a very powerful knight replacement with 4 extra strength and a bonus against mounted units. The unit suffers from a having one less movement than a knight, but still a very strong unit.
12.   Aztecs- One of the only civs with all their bonuses usable in our games, the Aztecs get extra culture from killed units, which is helpful. They have the Jaguar warrior which can move faster in jungle and forest, has a 50% bonus in jungle, and heals 2 hp when it kills a unit. These are all very nice abilities for when the jaguar is upgraded into a sword. The Aztec building provides a large 15% food modifier(not surplus) allowing cities to grow much larger in the long term or work more hammers in the short term.
13.   Iroqouis- Strong on a map where iron is scarce, but skirmish maps have lots of iron. Their road bonus is nice and can save you a lot of gold, and allow you to move units faster. The longhouse makes all forest tiles into great hammer tiles, but the problem is then you can chop forest tiles.
14.   Egypt- Wonder bonus is nice for getting the critical wonders. War chariot is barely any different from the chariot archer, extra move is irrelevant and the not requiring horses is ok, but not great. The burial tomb is a very strong building for a more long term game because it essentially gives you +2 happiness in every developed city. Overall, these bonuses are nice but are either more long term, or are not very helpful.
15.   Songhai- The mandekalu cavalry’s only bonus is that it has no penalty against cities, while this is nice it isn’t very strong. The extra gold from capturing cities is nice, but you don’t capture many cities unless you are already winning.  The mud pyramid mosque is ok, but it comes a little late, and culture is less important after finishing liberty.
16.   Arabia- The bazaar provides an extra luxury, but because you often have no one to sell it to, this bonus goes to waste. The extra gold from trade routes is not very large and will only provide minor gold at best(compare it to the paper maker which gives +3 net gold). The Camel archer is nice, but is not strong because it cannot hit and run as easily as a keshik.
17.   America- +1 sight could be helpful, but it is often obscured by hills and forests. The +50% tile purchase cost is not important because it is rarely a good idea to buy tiles.
18.   Ottomans- Really no ability until gunpowder, where they get a very strong unit, but by then most games are over.
19.   India- India essentially gives a penalty for optimal play. When playing to maximize hammers, you must build several (3-7) cities. For the majority of the game most of those cities will be below 6 population (the break-even point for Indian cities). The war elephant is nice early unit but does not make up for this penalty.

Please feel free to tell me why you believe I am right or wrong.
BuilderFTW

ps. take that SilentKnight, I got my list out before you!!


1-China
2-Germany
3-France
4-Japan
5-Russia
6-England
7-Persia

Starting in Ancient.

Offline [AWE]BuilderFTW

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Re: Top Civ5 multiplayer civs
« Reply #2 on: January 23, 2012, 01:52:19 AM »
China?!?!? You love china THAT much. You would take china over Germany, France, and Japan?

Offline SilentKnight13

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Re: Top Civ5 multiplayer civs
« Reply #3 on: January 23, 2012, 01:57:53 AM »
My list will be out later this week so stay turned.. ;)

Offline tommynt

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Re: Top Civ5 multiplayer civs
« Reply #4 on: January 23, 2012, 08:16:40 AM »
depens a bit on map - speaking of close starts its:
1. tier: France, Rome
2. tier: Germany, persia,
3. tier: China, Japan,
and after that - well obviously some are better as others - I personaly like Egypt and got no problem with taking egypt vs japan or China.

with further starts Germany and persia get really strong as their shining era is medival instead of classical
Anti-Theist: You have to be very unlucky to lose a 70%
my_dynamite-tk-tk2: rather loose and play my style

Offline is lyfe

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Re: Top Civ5 multiplayer civs
« Reply #5 on: January 26, 2012, 10:50:40 PM »
I guess no one plays with the DLC civs in MP?

Offline [AWE]BuilderFTW

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Re: Top Civ5 multiplayer civs
« Reply #6 on: January 27, 2012, 12:28:37 AM »
Not very often. Many do not have dlc, many are overpowered, and some have practically no ability at all. Let me remind you that I am rating these civs based off of the skirmish map, meaning no bodies of water.

Babylon is super op, the archer is op, and the free gs is amazing.

The spanish are overpowered because on skirmish maps, all the wonders are easily findable and if they see one, its like getting el dorado(dont even think of them getting the actual el dorado).

Incas would be nice but they come packaged with the Spanish, but otherwise they would be ok. The slinger would be really annoying to deal with.

Danish are less useful because there is no water on the map, but it is one of the few dlc that could be used.

Polynesia would have no ability at all. Since all their abilities are coast related

Korea would be strong, huacha's would be deadly but they come late, so no worse than England.

Offline [AWE]BuilderFTW

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Re: Top Civ5 multiplayer civs
« Reply #7 on: January 27, 2012, 10:02:40 PM »
SK, where is your list??? are you so intimidated by my list which I made in 30 minutes that you have to put a couple more hours in? (trolololol)

Offline is lyfe

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Re: Top Civ5 multiplayer civs
« Reply #8 on: January 28, 2012, 11:50:37 PM »
Yeah the week is almost over man. :P

Offline redrum68

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Re: Top Civ5 multiplayer civs
« Reply #9 on: January 29, 2012, 07:54:30 PM »
1.   France
2.   China
3.   Germany
4.   Japan
5.   Rome
6.   Russia
7.   England
8.   Egypt
9.   Persia
10.   Iroqouis
11.   Mongolia
12.   Greece
13.   Aztecs
14.   Arabia
15.   America
16.   Siam
17.   Songhai
18.   Ottomans
19.   India

Offline [AWE]BuilderFTW

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Re: Top Civ5 multiplayer civs
« Reply #10 on: January 29, 2012, 10:34:31 PM »
1.   France
2.   China
3.   Germany
4.   Japan
5.   Rome
6.   Russia
7.   England
8.   Egypt
9.   Persia
10.   Iroqouis
11.   Mongolia
12.   Greece
13.   Aztecs
14.   Arabia
15.   America
16.   Siam
17.   Songhai
18.   Ottomans
19.   India

Seems the only thing we can agree on is that Aztecs are 13, and the ottomans and indians are the worst :)

Offline SilentKnight13

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Re: Top Civ5 multiplayer civs
« Reply #11 on: January 30, 2012, 01:31:21 AM »
Sorry i've been away, hope to have my list out no later than this upcoming Wednesday. ;)

Offline KiffelesBiffles

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Re: Top Civ5 multiplayer civs
« Reply #12 on: January 30, 2012, 02:19:33 AM »
1.   Germany
2.   France
3.   Rome
4.   China
5.   Japan
6.   Persia
7.   Russia
8.   England
9.   Egypt
10.   Siam
11.   Songhai
12.   Iroquois
13.   Aztecs
14.   Greece
15.   Mongolia
16.   America
17.   Ottomans
18.   Arabia
19.   India

Offline SilentKnight13

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Re: Top Civ5 multiplayer civs
« Reply #13 on: January 30, 2012, 03:44:10 PM »
OK!!! Here it is!!  8)


Civilization 5’s Best Civs in order (From best to worst)

The civilizations in this order are to be related to Ancient-Renaissance Era. Anything above the Renaissance era has not been considered. League playing conditions (Skirmish/No Barbs/No CS/ No Ruins)


Top 5
1.   Japan- This civ is my top civ on the list. Japan doesn’t have many special units (besides Samurai), but their incredible Bushido can make you just simply want to give up. If Japan were to get ahead in tech that’s when Bushido really starts to really hurt. Especially since a Bushido Warrior fortified on a hill can kill a normal swordsman without attacking

2.   Germany- This civ is extremely powerful. Germany’s pikes are incredibly cheap. This makes is very easy to just overwhelm opponents and shove pikes down their throat essentially until you get rifles. The pikes are a pain to fight against all game.

3.   France- A civ with many bonuses to it. France has a +2 culture from every city before you discover Steam Power. France is always the first one to finish any policy branch which can be very useful to make a long sprint into the Medieval Era. Along with the faster policies they also have the Musketeer as their unique unit. This unit replaces the musket man and gives it an additional +4 strength. So instead of 16 strength it has 20 which is not far from a rifle.

4.   Rome- Rome is an incredible early civ. Its replacement (Roman Legion) for the swordsman has an additional +2 strength and can also build roads. Its catapult (Ballista) has an additional +3 ranged attack. These 2 special units makes Rome a total early powerhouse.

5.   China- China has a special building called “Paper Makers”. It is a building that replaces a normal library. It gives +2 gold per turn, for a building that usually takes up money. China also has the better Great General that gives an additional 15% combat bonus. Their special unit can be deadly. Cho-Ku-No’s have the ability to fire twice. Although they have the normal attack of a catapult the extra shot can really destroy opponents.

These are the obvious Top 5 civs for MP play, now lets have some fun with the rest of the civs. These are the order in which I believe they should go. Let the shocking begin... ;)

6.   Mongolia- A civ that doesn’t often get picked due to failed effort by the host to turn DLC on, but Mongolia is an extremely deadly civ. Their special units are what make them deadly. All mounted units gain an additional +1 movement point. The Knight replacement (Keshik) has 5 movement points, whereas the normal knight units only have 2-3 (depending on civ). The Keshiks have a deadly 13 ranged attack, What makes them so overpowering is that they can move, shoot, then retreat all in one quick movement, making them virtually impossible to hit. They also gain experience 50% faster which is a nice bonus. Their Great General is very nice also, Khan get 5 movement points plus an additional heal point outside enemy territory. These are what make Mongolia so deadly.

7.   Russia- Russia doesn’t really have any special units until the Cossacks in the Renaissance era, but the are without a doubt a total production powerhouse. Iron and horses double with Russia so they can spam plenty of iron units. They also get a +1 production from every iron and horse being worked in the capital. Add a forge/workshop/stable and Russia will own everyone in production

8.   England- Most of England’s special traits involve water, but their one unique unit that can kill you before you even see it is the Crossbow replacement (Longbow). It has +1 range when firing so like the Keshiks you can kill enemies before they even see you. However you do need to have units infront of the longbows for the sight, as they may have +3 firing range but only +2 sight.

9.   Persia- Persia has the early spear replacement (Immortals) which has an additional strength and +1 heal outside friendly territory. However Persia’s real ability lies within its golden age(50% longer than normal golden age, i/e 12 turns). All units get an additional +1 move and +10% combat bonus. While this might be “ok” abilities if certain units were gifted to Persia (Siam War elephants, Cho-Ku-Nos, or even a double switch from Immortals gifted to Germany, upgraded to Pikes then gifted back to Persia for the extra heal per turn) these would be sick Combos within itself, but the only problem is that you need to time it right, or your chance will be wasted.

10.   Aztecs- The Aztecs have decent bonuses. Their Jaguar Warrior (Warrior Replace.) can move through jungle and forests without movement penalties and heals +2 health every time it kills an enemy. This becomes very effective when they are upgraded into swords or even longswords, and the ability stays with the unit. The Floating Gardens (Watermill replace.) also gives an additional 15% food instead of surplusing it. They also get a 20% def/att bonus in jungle. But other than these the Aztecs have nothing else to offer.

11.   Siam- Siam doesn’t really have anything special, however their War Elephants have an additional +4 attack only 2 less than a rifle and an additional 50% combat bonus versus all mounted units. This alone is like have rifles when you tech Chivalry. The only thing that hurts the War Elephants is the +2 movement instead of the normal +3 movement, which makes them slow moving like all other melee units.

12.   Greece- Greece has the strong horseman unit replacement (Companion Calvary) it has an additional +1 movement and +2 combat strength. They also have the strong spear replacement (Hoplite) which has an additional +2 strength almost making it as strong as a swordsman. After the Classical Era Greece has nothing else to offer.

13.   Iroquois- the Mohawk Warrior (swordsman replace.) is a unique unit. It is the only swordsman in the game that doesn’t require iron. So you could simply just spam Mohawks to win. They also get a 20% def./att bonus in forests. They also have their unique building the Longhouse (workshop replace.), It gives an additional 25% for every lumber mill being worked. However you may’ve already cut down most of the trees due to you wanting the quick hammers. One other neat thing is that they get a bonus with forests in their own territory, it acts as a piece of road that allows quick movement and low cost of roads when you may only need 1 piece of road.

14.   Songhai- Only real bonuses Songhai has is the triple gold received for capturing cities and the Mandekalu Calvary (Knight Replace.). They have the penalty for hitting cities rid of. So instead of the -33% its just a normal attack. Other than that, their culture building is nice, but no time for that when you’re attacking

15.   Egypt- has no big game changers. Has a 20% production bonus when building wonders. Plus the culture building replacement gives +2 happiness. Also has the chariot archer replacement (War Chariot) it has no combat bonuses except that it requires no horses. Egypt would be the perfect civ to play with if you wanted to expand and grow, not destroy and conquer.

16.   Ottomans- while the Otto’s don’t offer anything until gunpowder, their gunpowder and lancer replacements are lethal. The gunpowder replacement (Janissary) heals 100% every time it kills a unit and if these units were upgraded to rifles it would be a nightmare to deal with. The Sipahi (lancer replacement) also has +1 sight and no movement point costs for pillaging enemy resources. This combo can be extremely deadly; the only problem is that they come at a much later period in time, which you might not reach in game.

17.   Arabia- Arabia offers an additional 25% gold for trade route, which doesn’t amount to a whole lot. Maybe +2 gold per turn +5 at the max. Their market replacement (Bazaar) gives an additional +2 gold for oasis n oil tiles and an additional lux in the city it was built in. Their special unit the Knight replacement (Camel Archer) only has +3 movement which doesn’t make it as effective as the Keshiks, even with its +15 range strength.

18.   America-every unit has additional sight, very nice in the beginning when scouting, but no special units until gunpowder. Minuteman (gunpowder replace.) ignores all terrain cost, but has no combat bonuses

19.   India- The worst civ in the game. It actually hurts to play as india. Number of cities is doubled and unhappiness from population is halved. This really hurts especially early in games for the extra production from the newer cities. The special unit doesn’t really help a whole lot.

Offline is lyfe

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Re: Top Civ5 multiplayer civs
« Reply #14 on: January 31, 2012, 09:30:59 AM »
Nice write up guys, it seems to me that everyone mostly agrees on the which civs are top tier.

 

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