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The overpowered civilizations of the ancient era

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4 years ago
Aug 22, 2021, 8:13:34 AM

Hello. I'm going to tell you what I think about the different civilizations of the ancient era. I would like to know your enlightened opinions. The goal is that this feedback will be useful to our developer friends, to balance all this.  :)


The weak civilisations


Assyrians: A pure warrior civ. No economic bonus. Assyrians are only good if you start close to a rival civ.


The marauder is not very powerful, and what he brings in terms of plunder is not worth his investment.


The average civilisations


Babylonians: An interesting and balanced civ. 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. But still, the civ is good in principle.


Their unit is useful and defensive.


Hittites: Another specialized civ. 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. This is a shame. But the idea is good. Spawning units in any nearby outpost is a nice little bonus.


Their cavalry unit is powerful and requires two strategic resources. It is not capable of attacking districts, so it will be useless for conquering a city. This is so, but it makes this civ not as strong for aggression, as one might think. They are good at taking over administrative centers.


Mycenians: For me, this is the best-designed military civ at the moment. Because their military bonus is coupled with an economic bonus, which is their ability to build a fort that exploits industry. Their passive bonus is very clearly useful throughout the game.


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 military unit is useful and can take cities, which is what a rush is all about.


Olmecs: I find the Olmecs flat. Banal. They are good enough to produce farms, and that's it. Nothing is exciting about them.


Their military unit is interesting if you anticipate fighting in the forest.


Phoenicians: A civ specialized for coastal maps clearly. Not much to say about them.


No opinion on their unique naval unit.


Zhous: A lousy civ if you have no mountains, great if you have a lot of them. It's a bit too binary a design, but why not. It's good to have very situational factions. If we have mountains, you'll go to the classic era very quickly.


Their heavy cavalry unit is unique and effective. I didn't understand how the stability works. Is it related to the overall stability of the civilization, or the city that produced it? I don't know.


Nubians: Good districts, good little economic bonuses to lay the foundation for a merchant, or a gold producer civ. This faction is balanced.


Their archer unit is very useful and efficient, and more able to take districts than a big Hittite or Zhou cavalry unit.


The overpowered civilisations

Egyptians: Everything is powerful with them. Their industrial bonus is universally useful, whether you play warmonger, economic, and applies to all ages. It is far too powerful. District cost reduction is the same: universally useful. Their district is perfectly useful too, in all situations.


This civ is very unbalanced. It is the best to take in almost every situation.


We need to remove the industrial bonus, and find something else. It could be a bonus to building wonders, or an industrial bonus only in desert environments, I don't know.


The Egyptian unit is also powerful and very useful. A fast archer, on a tank, that moves at will like a Mongolian unit.


Harapeans: They are as powerful as the Egyptians. A bonus in food universally, and the whole game, useful. A river bonus is also useful, if you start near a river. A district obviously useful. 


It's a bit the same problem as the Egyptians. Bonuses useful immediately, useful later, and an equally useful district. 


I agree that some civs need to be more powerful because it pushes you to rush the next eras, but the bonuses of this faction go too far.


Their faster scout unit is always useful, in any game you are sure to have it.

Updated 4 years ago.
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4 years ago
Aug 22, 2021, 8:44:23 AM

I would call the List:


The usefull CIVs:


Egyptian and Harapeans

The useless CIVs:


The Rest


Jokes aside not picking one of those 2 just puts you behind. Science is cool but what does it unlock? Things u need to buid, so you still better of with the other 2. Money is cool, u can buy buildings out, but you can also, you know, just build them xD its more efficient.


And early war is the worst thing to do as it puts you so far behind that the factions not playing near you will just leave you in the dust

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4 years ago
Aug 22, 2021, 9:24:09 AM
  1. I agree that Assyrians need some rework still. Or the Expansionist ability needs a rework. The point is that the ability gives you to grab outosts, but only if you are not in war! And it can be interrupted by literally ANY action, even adding unit in your army. AND Assyrians Emblematic Units are made to ransack, wich is the opposite of Annexation. So, the Expansionist ability is suck.
  2. Egyptian and Harrapeans have simply better bonuses than others, need a slightly nerf.
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4 years ago
Aug 22, 2021, 9:33:37 AM

Not mine, but I'd like to share: 


https://old.reddit.com/r/humankind/comments/p7x4zh/very_underrated_culture_the_myceneans/


Been trying to use Myceneans when I can (usually the AI grabs it before me). Agree with /u/seacow1g, they are a great culture to play with.


EDIT: I believe nerfing the Myceneans  would be bad, you have to still "work" to make it work.  Buff the other civs up to make them more fun.

Updated 4 years ago.
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4 years ago
Aug 22, 2021, 9:59:17 AM

The Mycenians are strong, but not as strong at scaling as the Egyptians and Harapeans. They are strong but balanced I would say. That's why I don't ask for any nerfs on them.


I am against the idea of denying nerfing, and buffing the other factions instead.

If a feature is buffed (e.g. one of the Egyptians' features that gives +1 industry for EVERY square exploited, during ALL eras of the game), it should simply be nerfed. You don't have to stuff a kid with candy even if it makes him happy. No hesitation to nerf an overpowered feature, even if it means recreating it to be stronger, but only in a specific context (e.g., Egyptians could have a productivity bonus for building a wonder, and claim wonders for a cheaper influence price).

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4 years ago
Aug 22, 2021, 12:20:39 PM

They are not OP and they don't give you industry on every worked tile. They are stron, yes. Because both Egyptians and Harappans  boost your booming potential and no other ancient civ does that. Rest need some buffs to make them better and some tweaks to eraly aggresion so 3 aggro civs can do something with it.

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4 years ago
Aug 22, 2021, 12:55:11 PM

I disagree with Assyrian being weak,

Their legacy trait isnt weak, bonus movement is nice to grab

Their EQ is good, you can build it in outpost, and as they give influence(especially combined ith liberty) they allow to grab a good amount of land quickly while having some fortification and unit span point once attached that can spawn raiders 

Their raiders are nice as they are relatively cheap and a good unit at the start of the era (you can build them very soon), they cant take cities as Cavalry and can be beaten easily by further units but they can qucikly move around to reinforce when needed and have the upper hand on roaming ennemies


Olmecs used to be strong but now they arnt that good, they dont produce that muc hinfluence and javeliners having direct fire make them hard to use without exposing them to a one shot


Hitties looks like they could steal the LT unit redution part of mycenean but i havent played them yet

Updated 4 years ago.
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4 years ago
Aug 22, 2021, 1:32:55 PM

The advantages you mention are known, but they don't work in multiplayer. The only criterion that counts is the competition.


No one takes the Assyrians, because building an economy of food and industry is the only thing that is important. Some outposts and a temporary land control will not make up that.


I like the philosophy of the faction, expansionist and aggressive. But there is no situation where I would rather play them than the Egyptians or Mycenaeans.

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4 years ago
Aug 22, 2021, 3:47:01 PM

I haven't played all the cultures, but I agree that Mycenaeans are very well designed and balanced - it is their industry-focused fort, that makes them feel complete for me.


The Assyrians could indeed use buffs... I like that their emblem unit is cheap, fast and quick to unlock - this is well themed for expansion and ransacking (as MasterPaw points out) . Their emblem district is decent militarily, but lacking economically, so I'd buff its +influence a bit, which would help them with the expansion theme. I agree with Light_Spectrum, that Assyrians suffer due to the Expansionist ability being very difficult to use (make it work the same way Ransack does). Though they need to remain expansionist, coz the free trespassing enables ransacking. And I think it makes sense for them to have the ability to take over your outpost, if they see you are not defending against ransacking raids. Additional buffs could be made to Pillager (to 15% from 10%) or give the emblem district a little bonus to hp regeneration, so raiding units could thematically rotate in and out of battle.


I also agree that Egyptians feel overpowered, mainly due to the legacy %discount for districts, coz it scales exponentially as the game goes on due to the increasing cost of districts. Industry is really needed for everything - the development of cities and army. It is this flexibility that will give any industry-focused culture a natural edge over others, so their legacy trait shouldn't stand out. The Egyptian pyramid combined with the +1 industry are very good already. I'd propose to remove the % discount altogether or make it work only for certain districts (cultural wonders seem thematic or industry districts in capital).


I haven't played Harappans, coz the AI always took it first (please fix this), but I've seen them played and they do look overpowered as well. They produce high pop, which again are essential for both development and war, but more-so in the very early game before many districts are built. This is why their high flat legacy bonuses make them strong, coz it gives them 20-40% bonus food early game. It doesnt scale nearly as well as the Egyptian %discount, but its impact is significant and immediate. The emblem district is also strong, coz it synergizes very well with their trait. The instant upgrade scout->runner paradoxically makes this peaceful culture one of the best at early skirmishes. I'd propose to nerf their trait to just +1 on food tiles OR just +2 food on rivers to keep their river theme (as far as I know their combined traits currently give them +2 on river). I'd fix the runner by either nerfing the power to 14 from 16 (scouts have 13) or by locking it behind a tech, that once unlocked would instantly upgrade scouts. The first solution is more pacifist-themed, coz with the second players could still mass scouts and then rush the tech (making aggressive Harappans still viable just delayed).


I'm also finding that taking Science focused cultures usually makes my science output so high, that I dont have the industry to build all the unlocked infrastructure and money to upgrade units (I did even take over civ-difficulty AI). This makes me devalue science cultures quite a bit and even if I wanted to do overtake people in science, I'd still pick the hybrid culture Zhou, which gives sufficient science bonuses with their emblem district, but also has strong stability bonuses (I like them a lot and they feel balanced). Though both Babylonian trait and the later Greek emblem district are fantastic for a science victory due to exponential scaling, they are very likely to start lacking the industry to build all the new cool stuff and the money and food to fund their military. So I agree with Jojo's comment.

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4 years ago
Aug 25, 2021, 10:18:30 AM

I largely agree with the post, although I have to say, I think the ancient era is actually reasonably well balanced compared to some of the game's other eras (particularly Industrial and Contemporary) even if it could use some tweaks. Egyptians and Harappans are the clear stand-outs but otherwise, most of the cultures honestly feel fairly close together for me.


Some additional observations:

Assyrians: I think the Assyrians actually have the potential to be quite good but I need to know more about how civics unlock. The thing is, what makes the Assyrians unique is that you can buy their EQ for influence in any outpost - combine that with the Liberty ideology axis and you can theoretically make a huge amount of influence from them. The Phoenicians have a similar benefit. In order to push the Liberty axis all the way to the end, though, you need to unlock both the Leadership and Army Composition civics and get an event that allows you to move towards liberty - currently I don't know what the criteria are to do these things. If you could unlock both civics fast, get the +4 inf on EQ and spam them everywhere, they could combine well with the raiders and the movement bonus to get map dominance early and with military power backing it.


Phoenicians: Ringo from the discord showcased a very powerful Phoenicians strategy which worked similarly to Assyrians. In this case, they obviously synergise well with having a lot of coast - build loads of outposts and put Havens in all of them. Generate a huge amount of money and influence fast which gives you quick era stars on top of other benefits. I need to play around with this more to know how a) good and b) consistent it is, though. A naval EU is borderline useless in the ancient era in my opinion, but I can see a vague possibility that that could change as the meta evolves.

EDIT: On the subject of the EU, the biggest problem is that it only buffs combat strength and not movement. Why would you ever bother fighting with a naval unit at this stage of the game? However, Pentekonters are already VERY useful for early scouting. You can find islands, the new world, even players on other continents to trade with. Give the Bireme an extra movement point and it becomes a very interesting unit with real applications.


Babylonians: Non-scientist cultures require 4/7/10 techs for their science era stars respectively. Babylonians, as a scientist affinity, require 6/10/16 (iirc). This is enough to make them bottom-tier, for me, and a generally pretty awful culture that I won't pick. Their bonuses just aren't powerful enough to make up for it. I like the defensive potential of their EU, but the legacy trait is quite slow and scales poorly, and the EQ - which DOES scale well, is too slow to provide good bonuses at the time you need them and you simply don't have time to build it most of the time compared to other important early game builds. Take away the nerf to era stars (maybe alter the way Collective Minds works instead, as a way of balancing Scientists) and Babylon become mid-tier.


Olmecs: I've expressed my opinion a few times now that the Olmecs are highly underrated by many many players. The reason for this is that optimal early game strategy revolves around building a lot of outposts in territories with luxuries and strategics, getting the extractors up and selling them to the AI (without MP experience I'd need to know how prevalent trading is in the MP meta). The Olmecs then benefit heavily from this because they get +1 influence in outposts, as well as just attached territories. Asides from that, influence is an extremely important and valuable resource at this stage of the game and the ability to produce more of it is hugely beneficial anyway. Having said that, their EU sucks and they are maybe slightly boring.


Zhou: Zhou are easily as good as, if not better than, Egyptians and Harappans when the game situation allows. This is an important point. If you happen to get a couple of nice big mountain surrounds with 3+ mountains that can be built right next to a main plaza/administrative center you get the unique benefit of being able to tech with no pops assigned to science, while quickly earning tech era stars that allow you to hit Classical Era at lightning speed (turn 28 for me, on normal speed, in my last game). I think the Zhou are a good example of fun culture design that actually change the playstyle in an interesting way. Should point out that the LT is pretty garbage, though. If you're trading luxuries properly you will never be short on stability - I think stability in general is a feature that needs addressing.

Updated 4 years ago.
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4 years ago
Aug 25, 2021, 11:18:18 AM

I just want to say I really enjoy this discussion and the amount of thought people are putting into the all aspects of the culture.


I think it also depends on your playstyle. I have found that Assyrians movement bonus is great - considering you have a base 4 movement, +1 = 25% speed increase forever. Combine that with Lighthouse, and some other things that boost speed, and you'll be zooming over the map which is quite good since sometimes you don't have enough armies to station on all sides of your empire. Remember, getting to an enemy who is ransacking you just 1 turn earlier can prevent its loss. Anyway there's benefits to speed.


I fully agree that science is worthless at the beginning. The legacy bonus is useless (+2 science/researched tech... when techs cost 1000+, you're going to be knocking like 40 science off). And since you don't want to progress eras too fast, don't worry about taking a long time to unlock techs.


Most importantly, not sure what others think, but forget about building - I think influence is the way to go. You get to claim all the territories. You get to attach more to your city ( = more food/industry) while at the same time denying it to enemies or independents, and consequently being able to build more super powerful EQs. You get to build luxuries outside your city. And civics. There is so much to do with influence that I would put this as #1 before food/industry. Who cares if nothing is built in your city when you have ALL THE LAND?


(Last thoughts - don't underestimate Phoenician+Carthage if you have alot of coast - it's like extra land that you normally couldn't work. Cothon = market+farmer+industry for all the previously unused coast tiles).


Have fun all!

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4 years ago
Aug 25, 2021, 8:47:42 PM

It's hard to have a singular problem with Egypt because they're good - arguably the best - at everything important:

  1. Aesthete/Expansionist: The most important reason to have pop in the early game is for Influence income.  Pyramids give you some, so that's mitigated!
  2. Agrarian: The easiest way to get pop is with Farmers' Quarters.  Egypt has good production, so they're the best at building them at scale!
  3. Militarist: The Egyptians easily have the strongest EU in the Ancient Era (it's stronger than the Hunnic raiders of the next era, and has more range).
  4. Science: Doesn't matter in the early game.
  5. Trader: Doesn't matter ever.
Honestly, I'd like to see all of these nerfs at the same time to bring them into line:
  1. +1 industry on tiles producing industry -> +2 industry to maker's quarter (does maybe scale better into the lategame, but not by much, and tamps down on ancient era strength)
  2. Pyramid: +1 influence, +3 industry -> +4 industry
  3. Markabata: 24 combat strength -> 21 combat strength

Harappans are less egregiously overpowered, but could still maybe use a nerf in:
  • +1 food on tiles producing food -> +2 food to farmer's quarter (does maybe scale better into the lategame, but not by much, and tamps down on ancient era strength)
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4 years ago
Aug 26, 2021, 8:16:50 AM

Go Mycenaeans(-20% unit industry Cost) into Aztecs(-20% unit industry Cost)  Into Germans(-20% unit industry Cost)  Into Soviets(-20% unit industry Cost)

then build barracks(-10% unit Industry cost) and Tourney fields(-15% unit industry cost) in your cities, this alone should show you true balance.

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4 years ago
Aug 26, 2021, 8:59:06 AM

The best way for me to focus on science currently seems to be through industry as well.
The strategy is as follows; focus on industry a lot early on by stacking maker quarters, building the specific infrastructure and planning out good district placement and faith tenets (min max). Again egyptians are perfect for this. Ensure that you have at least 4 cities with great industry output. Pick a science-focused culture in early modern or industrial era and then use the science ability to convert 500-900 industry to science in your most developed and safest inner city. Not only is industry useful to build up science districts, but you can completely skip that step and go direct with this ability! This proves my point even further than industry is inherently the best FIMS resource.

If Im correct that the %science bonus of French stacks with this ability, they are the best culture to pick. Additionally due to the scientist passive, the French unlock the modern stage of techs, which makes it possible to linger around in the industrial era to finish all techs and end the game.

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4 years ago
Aug 26, 2021, 9:05:23 AM
Stealthkibbler wrote:

Go Mycenaeans(-20% unit industry Cost) into Aztecs(-20% unit industry Cost)  Into Germans(-20% unit industry Cost)  Into Soviets(-20% unit industry Cost)

then build barracks(-10% unit Industry cost) and Tourney fields(-15% unit industry cost) in your cities, this alone should show you true balance.

This strategy has a lot of weaknesses and only 1 advantage, you will be very behind cuz these cultures don't have eco bonuses at all.


danza4x wrote:
Assyrians: I think the Assyrians actually have the potential to be quite good but I need to know more about how civics unlock. The thing is, what makes the Assyrians unique is that you can buy their EQ for influence in any outpost - combine that with the Liberty ideology axis and you can theoretically make a huge amount of influence from them. The Phoenicians have a similar benefit. In order to push the Liberty axis all the way to the end, though, you need to unlock both the Leadership and Army Composition civics and get an event that allows you to move towards liberty - currently I don't know what the criteria are to do these things. If you could unlock both civics fast, get the +4 inf on EQ and spam them everywhere, they could combine well with the raiders and the movement bonus to get map dominance early and with military power backing it.

This is interesting strategy, but as I remember EQ costs 16 influence (on fast speed) or 32 (on normal speed) and gives only +2 without scaling, so I doubt if it's efficient enough


The strength of Egyptians or Harapeans is that they are both pretty universal and less situational compared to other cultures, cuz food and industry are most important in early game.

Updated 4 years ago.
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4 years ago
Aug 26, 2021, 10:57:16 AM
When talking about balance, please also consider that there are a bunch of players out there who just play peacefully. So they won't pick cultures with a war focus. That naturally lead to many pick only a couple of cultures through the eras and may result in a confirmation bias about what is overpowered or too weak. It also largely depends on which difficulty you play as it influences your early strength potential alot. I don't pick the Mycenians, not because I think they're weak, just because I don't go to war that early on Humankind difficulty. And I usually don't pick the Zhou, for a similar reason, because that I pick stability related cultures much later (era4 or era5). Mainly that is a result of the scaling issues this game has rather then the Zhou beeing too weak. A opera house giving 400+ stability is just more useful for my large cities then having to build less common quarters.
On lower difficulties a Scout Rush is a lot easier to manage then on higher difficulties because of the AIs bonus strength. Also having the abilitiy to gather alot, basically indefintely people in the tribal age should be adressed first before mikro tweak any first era cultures. Alot of (balancing) issues arrises just by the fact that round 1 in first era you unlock your first tennets plus religion just because of amassed scouts. 

Additionally I think before considering (large) culture changes to the first eras, later eras should be nerfed first. The exponential scaling is out of touch in this game, especially considered to other games of the genre (Civilization IV, V, VI) or other 4X games from the same studio (Endless Space 1/2). For example alot of talk is about the overpowered turk emblematic district. But then they forgot that basically every emblematic district era 4-6 just scales to well and maybe instead that every district is x3 too powerful, the turks district is x5 too powerful. Nerfing it wouldn't change anything about the general scaling issues this game has. 



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4 years ago
Aug 26, 2021, 12:49:11 PM

Fun fact: Harappans are the only agrarian culture when agriculture was the main revolution. In terms of gameplay, having 2 merchant cultures for 1 agrarian to start with, when gold is almost pointless, is a bit weird.


Harappans are insane if you have a lot of rivers. The conversion of neolithic units into an early EU army + their agrarian power to "leech" population is a nightmare for neighbors. With so many population, they can produce a lot of everything fast.


Production is always good too. So egyptians are an obvious good pick in whatever the conditions are.


I hope we will have more culture choice in the future :

1) to have more than 10 players on huge(st) maps ;

2) to reduce the penalty for last pickers (having no choice at all is really hurting).

 

Updated 4 years ago.
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4 years ago
Aug 26, 2021, 2:26:22 PM
Light_Spectrum wrote:

This strategy has a lot of weaknesses and only 1 advantage, you will be very behind cuz these cultures don't have eco bonuses at all.


Cyclopean fortress will cover all your industry and stability for the first 2 eras and you can go a food or science culture in Classical and Early Modern to make up for losses, You can also opt out for one of the military cultures for an economy one since army conscription civic gives -30% production cost reduction. This strategy is more versatile than you may think due to emblematic quarters and civics, especially when you get to germany and can buff up all your makers quarters even more and then soviets arms factory is broken right now with its +1 strength bonus to all units. Your extra combat strength on naval/air from germany will ensure that bombing everything into rubble is the pro strat until you become soviets and all your infantry become super soldiers that can take on battle tanks.

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4 years ago
Aug 26, 2021, 5:07:54 PM

I agree that the Expansionist "Under One Banner" ability needs to be changed. It's almost impossible to pull off in its current state.


However, for the Hittites, I will say that the passive bonus of being able to just waltz into enemy territory is very beneficial to them. The ability to ransack outposts and administrative centers without ever declaring war is pretty solid! However, the Ancient era goes by so fast for anyone NOT at war that, as others have mentioned, an aggressive military punch tends to fall a little flat. 


For that reason, I think there should be more benefit to ransacking besides just gold and punishing a neighbor. Maybe influence? Science? Food? FAME?! Alternatively, maybe these added benefits to ransacking only apply to expansionist civs, giving them a reason to use that passive ability?

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4 years ago
Sep 3, 2021, 8:37:59 PM

A possible fix for Egyptians and Harappans is applying their bonuses to specific tiles.


Egyptians +1 production on river tiles, which makes some sense historically since the Egyptian civilization was so closely tied to the Nile, or perhaps +1 production on stone fields instead, after all they were masters of building with stone. This would make Egyptians, like naval cultures or the Zhou, more of situational choice.

Harrappans +1 food on non-river food producing tiles. It synergizes with their district, described as fertilizing the land surrounding rivers, and it gives them the advantage of having better growth in areas without rivers.


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4 years ago
Sep 8, 2021, 9:21:34 AM

After many more hours of single and multiplayer play, I would say that my opinion of the ancient civilizations has changed little.


The Babylonians are better than I thought. They are viable. They are still not as strong as the Egyptians and the Harapens in 90% of the situations, but that is due to the overpowered bonuses of those two.


The Assyrians and Hittites are never played in multiplayer. Never.


For the Hitties, I don't know what to do to change them. It depends on the game design Amplitude wants for them. A better economic bonus. Or a better military bonus. Be careful not to bet everything on military for a civ at the beginning of the party. The Mycenaeans are the most interesting as it has been said by me and others.

Suggestion about Assyrians garrison


For the Assyrians, I thought of a small buff (which is not enough to make them viable): you should make their fortification district usable beyond the ancient era. First of all, a garrison is very rarely needed in this era. It's afterwards that it can become useful.


And secondly, one fort per region is not enough. It would have to be possible to build this emblematic district in the outposts, in the eras after.


I suggest +1 constructive emblematic district per region in city or outpost, in each era. In the Middle Ages, the Assyrians would thus have three fortification districts per region, payable in influence.


This sounds "powerful"; but military districts are of no economic use. It would only serve to defend the many regions they are supposed to have taken on the map. It's a pretty easy bonus to implement it seems to me, and will be subtly useful for the players.

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4 years ago
Sep 8, 2021, 2:20:16 PM

I agree that Harappans and Egyptians are too strong. Harappans legacy trait is more powerful than the feudalism bonus, on rivers they bascially start with irregation canals, their start with a stronger scout and their emblematic district is probably amongst the best of the era. Given how much influence population can give, harappans may be as good as olmecs in olmecs speciality while being better than olmecs in every other area. Their science ability may be as good as babylonians given they have more pops thus able to employ more scientists.


Egyptian start with lumber yard + stone work, giving them a huge advantage that snowball and not only that but they also get -10% district cost which scale very well with egyptians gameplan. Their emblematic unit and district is also very strong.


The legacy traits of these two cultures may be good even for much later eras, like medieval, that is how strong they are while others such as babylonians pretty much just get a token bonus that is not relevant beyond ancient era.

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4 years ago
Sep 8, 2021, 3:13:20 PM

Consider that some of the ancient era civs should be stronger. That's to balance whether you want to stick around as a Neolithic tribe for longer or not. Those neolithic "gray goo" spawning mechanics are super good otherwise. It seems that starting as not-Egyptians / not-Harappans is hard to balance when you get started later and your only bonus is a couple extra scout units. But it's not so simple as "nerf Egyptians" since that has an impact on how the Neolithic is played.

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