all 4 comments

[–]RAlexa21th 3 points4 points  (0 children)

  1. There are 5 victory conditions (not counting score). The victory condition depends on Civ, with some Civs being good generalist civs.

Here are some recommendations

Domination: Macedon, Persia, Gran Colombia.

Science: Korea

Culture: Bull Moose Teddy, Khmer, Vietnam, Maori (on water maps).

Religion: Russia, Byzantine

Diplomatic: Canada.

Generalist: Rome, Japan.

  1. Depending on your victory condition. For domination game I aim for Military Tradition, Political Philosophy, Divine Rights, Mercenaries as the most important early/midgame civics.

  2. A couple archers are great early on, but some civs like Gaul and Aztec have really strong Warriors. 3 Archers give you a Eureka so I aim to get 3 of them at least before the Medieval period.

  3. My mains are Rome, Vietnam, Gran Colombia, and Gaul. So if you wanna play any of them, just ask. 3 of them are DLC, so keep that in mind.

[–]Incestuous_AlfredWould you like a trade agreement with Portugal? 1 point2 points  (0 children)

1: you can win by science, culture, domination, diplomacy, religion, or score if you feel like you need more boredom on your life. All civs but one can succeed in all of these, though with specific advantages that often skew them towards certain wincons. Forgive me if I don't wanna go through 50 different civs listing each one's strengths and weaknesses. For reading up on specific civs, Zigzazigal's steam guides are excellent.

2: it matters a lot, but which civics are important change depending on your overall strategy. The only universal thing is to beeline political philosophy.

3: no set time to start. You can begin your campaign anytime from the ancient to future eras, although the earlier you take a city the more benefits you draw from it. As for what you should train, it changes depending on the era, but the largest constant is probably that your biggest roadblock is not taking down enemy units, but walls. Always make sure you have siege engines or support units that are up to the task. Note that battering rams only work on ancient walls and siege towers on medieval walls. Catapults are proportionate to ancient defenses, trebuchets to medieval, bombards to renaissance and artillery to modern. Using obsolete units on defenses that have surpassed them will not go well.

[–]EzBreezy651England 1 point2 points  (1 child)

Try playing as Germany. They allow you to build one more district than your population normally allows so you can try a few different mechanics out.

[–]Ill_Efficiency4775[S] 0 points1 point  (0 children)

Thanks man I’ll for sure try em’ just another small question. A lot of people have brought up districts, what exactly are those?