The unique building encourages lots of cities with harbors and commerce districts so plan ahead. It's also one of the easiest societies to get, and usually has many adherents for an easier diplo game. ![]() Using early trade routes to boost city states is useful and reliable, and the spies and policy slots are great boons. Owls of Minerva: Buffs to trade routes, policies and spies makes this easily the strongest secret society. Civs that focus science, districts, or great people all have good synergy, eg Japan, Egypt, Brazil. Ley lines are very RNG dependent, but can open up city locations in unorthodox areas. ![]() The industrial era is where HO really shines, civs that focus great people will get dazzling bonuses on their ley lines. Adjacency is usually situational, but the UB is solid at least and sets up a strong midgame. Hermetic Order: Simple solid buffs to districts and yields, useful for science victory. It works best in civs with great faith economies like Russia, Ethiopia, and Indonesia. Cultists are still good late game thanks to their disruption potential against spaceports. Cultists enable direct faith-based attacks on enemy loyalty, 4-5 cultists can take border cities. The medieval promotion makes wide faith/culture play very viable for any empire with a religion. The early UB is great - lots of faith and a wildcard great work slot. Voidsingers: Hybrid faith-culture buffs that reward religious play and convert it into culture victory. Vampires get the strength of your strongest unit, so warlike civs with strong early UU's like Norway, Gilgamesh and Macedon synergize well. SP civs can always be dangerous, watch out for them getting a tech lead over you. This is the hardest to get so focus clearing barbarian camps early if you're aiming for this one. It's also good as an emergency defense against turn 10 rushes. Choose this for an early game rush assist, and use the castles late game to teleport armies into distant lands. Sanguine Pact: Military focused buffs with free vampire units and vampire castles. Civs following the same secret society are natural allies. If you already have a secret society when you find a new one, you get free intel revealing which civs follow it. General: The 4 free governor titles make exploration more important in the early game, and accelerate tactics that use governors. AI Bias Value Chart - Values vary by up to ± 2 each game.A Not-So-Brief Guide to Worker Stealing.Tile Improvements Summary (New Frontier Pass).The rules can also be found on the Subreddit Wiki. SFW posts that are marked NSFW will be unmarked. Posts that ask for, link to, or advocate piracy in any way will be Posts that are abusive in nature will be removed and the user that Posts about past leaders or structures that are included in the ![]() Should instead be posted in /r/CivPolitics. Posts comprised of current leaders or events are not allowed. People to look at in the image or explain in the comments. ![]() If you post a screenshot of the game, please point out what you want Screenshots of graphical glitches are not allowed unless they are Including trade screens, are not allowed. Posts that only show your relationship between one or more Civs, These types of posts should either be posted in /r/civ_memes,Īll posted content must be related to the Civilization series,Ĭivilization Beyond Earth, Alpha Centauri, or Colonization series and Memes, image macros, and reaction gifs are not allowed as posts.
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