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Most Powerful/Easiest Faction To Play

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10 years ago
Oct 3, 2015, 12:08:28 PM
Hello Everyone!



My coop friend/family play EL, and I wanted to tell them which are the most powerful/easiest factions to play when the game is at normal settings, Pangea Plus, Huge... I have both expansions.



Thanks for any help.



Regards,



Marc
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10 years ago
Oct 3, 2015, 12:55:12 PM
The Vaulters are probably the most solid race. They've got good science and industry, they have no real weakness that you need to play around, and their teleport ability lets you recover from mistakes like having your army on the wrong side of the continent.



Ardent Mages and Wild Walkers are also both solid races without real weaknesses that aren't terribly hard to play.



All the other races, while viable and fun, tend to have one mechanic that is very different or unusual that can make them more tricky to play; such as the Roving Clans' inability to declare war on someone, or the Necrophages outright -need- to conquer new cities to keep their current ones fed.
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10 years ago
Oct 3, 2015, 1:36:42 PM
I'd say Wild Walkers are the easiest faction to play, while also being one of the most powerful. They have one of the best militaries in the game, thanks to their tier 1 unit (which is overall the best tier 1 unit in the entire game imo). And they have by far the most potent industry in the game.
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10 years ago
Oct 3, 2015, 2:05:11 PM
I find that easiest and hardest are always subjective values which greatly depend on your(their) personal understanding of the game's mechanics, play style, goals(learning the game, advancing in AI difficulties, maximizing your efficiency, aiming at specific victory types, etc), etc. Some people will find managing just 1 city(Cultists) to be easier, others will find not worrying about food at all(Broken Lords) to be easier, others find the vanilla nature of the Wild Walkers easier, etc. Likewise some people will find going after peaceful victories(economic, scientific, etc) easier whereas others will find going after militaristic victories(elimination, supremacy and to a lesser extent expansion) victories easier.
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10 years ago
Oct 3, 2015, 2:27:08 PM
Thanks folks!



My sister does not want to war with any one, she also hates Barbs in Civ (analogous to Minor Factions in EL); she is also very new to the game. I would assume she would like playing The Vaulters and Wild Walkers.



Marc
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10 years ago
Oct 3, 2015, 2:40:22 PM
johnyoga wrote:
Thanks folks!



My sister does not want to war with any one, she also hates Barbs in Civ (analogous to Minor Factions in EL); she is also very new to the game. I would assume she would like playing The Vaulters and Wild Walkers.



Marc




Both the Vaulters and the Wild Walkers are good picks. She can pursue scientific victory with the former and Wonder Victory with the latter.



Don't hate on all minor factions though, some have great assimilation bonuses that compliment your play-style (Haunts give a 5% science boost per village, for instance).



Have fun smiley: smile
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10 years ago
Oct 3, 2015, 3:32:14 PM
Cultist.



It's a noob race : one city, very few fronts, no need to securise your conquest. But an overpowerd race.



But they are not good if you want to learn the game well and improve your style. It's better to play a vanilla race for that, as the wild walkers.
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10 years ago
Oct 3, 2015, 5:00:25 PM
WW are the most vanilla. Quest gives a good introduction to the game, they have good diversity of units, they don't have any drawbacks and don't ignore any particular part of the game. You can win a relatively competitive Wonder victory with them.



Drakken are good for anyone that really, really hates conflict, because they can force truce very easily. But playing like this, you'll be ignoring a huge part of the game, and will have a lot to learn if you ever change faction.



Cultist are really powerful if Guardians content is in effect, and having only one city makes it much easier to play defensively, but your sister might dislike finding her villages so easily destroyed. As with Drakken, if you play Cultist, you'll probably have a lot to learn if you ever change factions-- but this time because of learning how to expand.
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10 years ago
Oct 3, 2015, 5:42:52 PM
Thank you, Natev, Jojo, Knightof Phoenix, OwlRaider, and ZenTractor.



I will relay on to the family...



Regards,



Marc
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10 years ago
Oct 3, 2015, 10:19:14 PM
Vaulters transport makes them super powerful. Drakken's ability to 'nullify' war by spending diplomatic points is also really strong. If you keep your diplomatic points up and ready to spend you don't need giant armies. Which lets you concentrate on growth and research.
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