![]() ![]() However, warmongering is nowhere near consistent in any difficulty above King, and even then, bad spawns can trap your 3 warcarts behind a layer of mountains, hills, and rainforests, and by the time you get them through, the enemy civilization will have already built up a military too large to surmount without ranged units. Notably, all of these civs are HEAVY warmongering civs that get ridiculous early game units, or otherwise ridiculous warmongering benefits. Originally, I had just 1 S-tier, but I figured that the SS-tier civs were just way more consistently strong. Consistently strong, occassionally God-tier Super strong civs that either were worthy of God status in the past (Hungary, Australia, Korea), or just have a slightly more difficult time running away with games. To keep them from stomping, you either have to have an uncharitably good start as a warmongering civ, or play Sumeria, the only civilization that can take either of them out on Emperor or above difficulty before they hit 10 population and 50 production. They just run away with games if left alone for even 30 turns. A little explainer on the tiers:Ĭivs so strong it feels silly giving them a letter grade. This is coming from someone with over 3000 hours (I previously made a tier list at 2,000 during R&F). ![]()
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