Most Op Civ 5

Most Op Civ 5 4,3/5 847 votes

The launch of Civilization 6 is finally here, and if you're like me, you're probably trying to figure out how to cheese your way to victory at your weekend Civ 6 launch LAN party.After playing my pre-release copy of Civ 6 for exactly 10 billion hours, I'm pretty confident that this ranking of the best Civs in the game is as unimpeachable as any great despot.Here are the Civs you should be picking first — and the one Civ you need to avoid. The most powerful Civs in Civ 6, ranked by their ability to win you the game20. Source: Civilization VIBefore I played the game, I thought the Harbor was going to be game-changing for players who aspired to do battle on the open water.

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Civilization 6 strategies - How to master the early game, mid-game and late game phases Now you've got the basics, here's how to dominate each phase of your campaign. Potentially OP if you get past the early game well. Ottomans & Hungary will be good as AI and player-controlled. Hungary might get boring to play because it is immune to many military threats early on. The others are good when played strongly (as every other civ). Subject to change after playing of course.

Giving non-coastal cities the ability to build a fleet seemed incredible, allowing players to stay versatile in choosing where to settle a city.And then I actually played Civ 6, and I realized that versatility comes at much too high a price: If you don't have to build coastal cities to create a navy, there's little-to-no incentive to build coastal cities at all. This means navies will have a hard time finding any cities to siege.In other words, while it's easier to build ships than ever before, those ships will have just about nothing to do on most maps.And a Civ like Norway, whose entire focus is on maritime domination, just can't cut it — especially with a unique land unit as terrible as the Berserker.19. Source: Civilization VIIf you were confused by the idea of a Domination-focused Civ that gets its unique unit immediately when you first saw Gilgamesh's unveiling, you're not alone.The other piece of that puzzle? Founded cities can't attack until they build walls. They also all have open borders until you research a Civic that closes your borders to everyone.In other words, in early game, every single city is a huge target for immediate annihilation. And nobody does the job better than Gilgamesh.If you choose to switch to a more peaceful path later in the game, your Ziggurat will help out with any science you may have lost while building war units instead of augmenting your Campus districts. Your discount to levying City-States' military units also gives you a mercenary army on the cheap.But this Civ will really shine as an ally in single-player mode or as an NPC.

Think of them less like a Civ to choose for yourself and more like the most sophisticated City-State in the game.And even though I'm ranking them one right after the other, the quality gap between Norway and Sumeria is immense. While ultimately unspectacular, Sumeria is much, much better than Norway.

I cannot state that enough.18. Source: Civilization VIIn a lot of ways, Kongo is sort of the Venice of Civilization 6.

What boosts Venice got to its gold-generation, Kongo gets to its ability to generate production and food from specific great works.That means that Kongo wants to pursue a Cultural Victory over its enemies. It also means that Kongo is locked into pursuing a Cultural Victory over its enemies. And by the end of the game, especially if other cultural Civs are in play, it just doesn't have the means to wage the necessary wars to snatch wonders and great works. Kongo's unique district, the Mbanza, will help you house all the wonderful citizens to aid with science victories as well.That said, Kongo's inability to found a religion means that an entire victory type is completely precluded for Mvemba a Nzinga. In a game where just about every other Civ stays versatile, an inherent penalty like this is pretty unacceptable.17.

Source: Civilization VIThe Aztecs having advantages toward how their amenities are distributed means you'll be able to build cities in places where nobody can build anything. The ability to speed up production of districts with your Builders (which, by the way, you'll have in large supply thanks to your Eagle Warrior!) means you can get infrastructure going faster than practically every other Civ in the game. However, in my humble and good opinion, its advantages come far too early in the game. When you're scrambling to figure out your victory type by mid-to-late game, you won't have any sexy advantages.Still, the ability to build a city just about anywhere thanks to your luxury efficiency makes the Aztecs a rock-solid choice.15. Source: Civilization VIWhereas Trajan was a master-of-none, Hojo Tokimune is a true jack-of-all-trades. The extra district adjacency bonuses force you to think very, very strategically about how you're planning the layout of your city. That'll give you a crash course in the most groundbreaking change between Civ 5 and Civ 6: the unpacked city, where every district and world wonder requires you to devote a tile to its production.That said, those bonuses won't amount to much for the more casual player.

Combat bonuses for coastal battle are unspectacular, but the Electronics Factory, which distributes its production bonus to nearby cities and eventually yields a huge cultural advantage, is nothing to write off for a Civ that wants to build compact cities as close to one another as possible.In short, Japan has a lot to offer — but almost nothing to excite.14. Source: Civilization VIThey're not as powerful as America when it comes to the dual focus on culture and war, but they're a lot more fun. The extra slots for archaeology mean that bee-lining Terracotta Army is as imperative to your success as Chichen Itza was for Brazil and Persia in Civ 5. Still, the Royal Navy Dockyard and Sea Dog are something of a waste for a city that, frankly, wants to defend its capital. The Redcoat is an awesome unit for helping you seize cities that control wonders you want — as long as they're on another continent.13. Source: Civilization VIGold isn't the resource it used to be (especially if you have strong faith generation and you dip into Theocracy), but Cleopatra's Egypt holds its own all thanks to its unique unit and its ability to streamline wonders it builds on rivers.However, because rivers are so overpowered in this game due to the new Housing mechanic, finding the means to build cities along those banks are going to be few and far between — especially if people start Settler-spamming.Egypt's unique unit, the Maryanu Chariot Archer, is as overpowered as it's ever been.12. Source: Civilization VIGorgo big or Gorgo home, am I right?(I'm wrong — sorry.)That extra Wildcard policy spot is to die for.

Too bad that warmongering is punished harder than ever, and that leaving a barbarian camp up to spam the cultural bonus from killing units is riskier than ever.Still, the ability to have an extra law in her nation means that Gorgo can pursue just about any victory type. Unfortunately, those Hoplites obsolesce far too quickly, and if you haven't accomplished what you need to in the Ancient and Classical Eras, claiming victory may be tricky.7. Source: Civilization VIScythia's ability to produce two light cavalry units every time it builds one — including its unique unit, a mounted archer that doesn't require horses to build — is utterly outrageous for any Civ that wants to pursue domination victories.

If you see Scythia spawn next to you, bolster your defenses or say your prayers. Losing your capital is all but assured.Keep on pushing toward a Domination Victory, or conquer key cities and build towards a more peaceful Victory type; the choice is yours.2. Source: Civilization VIThat extra district regardless of population size may not seem like much, but it affords you a versatility to pursue any Victory type that no other Civ in the game can boast. Thinking about science? Have all your cities build a free campus. A mind for the arts?

Build Theater Districts till your heart's content. If zealotry's more your speed, construct a Holy Site and spam Apostles like there's no tomorrow.An extra military policy slot adds insult to injury for all who dare oppose you — use it to play a strong offense if you're pursuing a Domination Victory, or fortify your capital with defensive civics that shore up your defenses. The Best Civilization in Civ 6, without further ado.1.

Most Op Civ 5

Source: Civilization VIWords cannot describe how good this Civ is, but I'll try anyway: In a game where cities are unpacked from their center, a Civ that gets all those extra tiles when it founds a city is seriously overpowered. Getting huge bonuses from all those tundra tiles means there's nowhere Russia won't want to settle — and it means miles and miles of open snow to pursue without angering anyone.But it's the Cossack that makes an excellent Civ even better. Not only are they stronger than the Cavalry unites they replace, their ability to move after they attack means that nobody can mess with you in the mid-to-late game.Don't be fooled: This Civ can pursue any victory type. The fact that they get so many tiles to work with means you have ample space to place whatever wonders and tile improvements you like.It also means you'll want to bee-line Hanging Gardens for the boosts to citizen growth.

Being able to work every single tile you own — and thanks to your unique ability and the Lavra, you'll own too many to count — means you'll have the most powerful cities in the game after you get access to Neighborhoods.We hope this helped you build a civilization that can stand the test of time. Go forth and conquer — or just get everyone wearing your blue jeans. The choice is yours.

HOVER FOR DETAILS!. Korea. Babylon.

Poland. Arabia.

IncaI just finished a domination deity game as the khan where I took out Korea's capital and second city early, then left him alive while moving on to the next civ. I figured he'd be a non-factor for the rest of the game and didn't think too much of it. A few thousand years later I checked the demographics and found Korea was #1 in science by a significant margin.

It wasn't even close. I had to resort to nuking the shit out of him to prevent a science victory. The fact that he was able to come back from losing his capital that early and still almost win is insane. +2 science per specialist is crazy. I don't have a list but I'm going to expand a bit on why so many people are saying Babylon. They get the free great scientist after researching Writing which you usually do anyway for a science start and the Academy will basically double your science output in the beginning.

Add to that they're bowmen, who are more resilient to melee attacks that normal archers plus the giant city defense boost from the Walls of Babylon it becomes very difficult for an early computer rush to kill you. Also, the consensus on the subreddit seems to be that science is the easiest victory type to win and Babylon wins that one hard. 1) Venice: Double. Buy your way to a diplomatic victory. For extra cheese, roll Freedom and take Treaty Organization (+4 influence/turn for a trade route with a CS.)2) Poland: So many policies that (My image.)3) England: Longbows on land (which promote to range 2 gatling guns), ships of the line at sea, and an extra spy to steal your way up the other side of the tech tree.4) Assyria: Siege tower rush: GO!5) Greece: Easy diplomatic win.Edit: Not mentioned but definite runners-up: Korea, France, Spain, Incan. 1) Babylon: This is an amazing civ because it can use its insane UA and win any victory with almost any start, with ease (compared to other Civs at least). Not much more to say.2) Korea: Although I don't have a lot of experience with Korea, from what I've seen, they are pretty great.

In late game, their UA really kicks ass. Again, like Babylon, can win any victory with almost any start.3) Venice: I really wish I could place Venice higher. The only problem is that they are kind of limited when it comes to victory types, and also, I would say that, in most cases, they are almost dependant on settling on the coast.

Additionally, if any other civ in the game has a lot of either money or soldiers, they can counter Venice with ease, buying city-states or simply taking them respectively. Still, they are my go-to choice when trying to win on higher difficulties (almost won Deity with them today:/).4) Poland: Poland's UA is obviously great for any victory, and since it's not really dependant on anything (except getting decent science, I guess) it makes Poland usable with almost any start.5) Inca/Shoshone: I was really unsure about these, so I just included both of them. Personally, I'd say Inca is way better if they get a great start, but for any start, Shoshone are one of the best choices. The Shoshone's ability to keep up with the AI in the beginning of games on high difficulties definitely gives it a deserved place on the list. Though, as said, The Inca with a fantastic start is nearly untouchable. Babylon: Every victory is a science victory! Unless you're Attila on Duel.Korea: ^Poland: Policies help too-can't say no to an early tradition or liberty finisher and an immediate rationalism opener!Venice: Buy yourself to victory.

End-game gross around 700 gpt, even higher if the enemies are doing well and have coastal capitals. You'll be able to buy units faster than you can produce them in the end (including from any puppeted cities), so a late-game domination victory is completely feasible. Diplomacy, culture, and science are obvious ones-instant-buying buildings and not worrying about not having certain buildings in all your cities to build certain wonders is amazing.Inca & Shoshone: + Great Wall = Trail of Tears for any invadersHonourable Mentions:Arabia, Morocco, Brazil, England, Mongolia, ZulusAnything with a unique improvement.Science always wins.Also, pretty much every civ is good. The worst ones are just 'YMMV' and can be really powerful given the right start. Looking through, the lists just consist of the same old civs being mentioned. Though I don't disagree with your choices, there are plenty of civs that have been overlooked.

Civ 5 Strategy

Hence, I've decided to use civs not already mentioned:.1) The Ottomans: Firstly, their UA. Basically, they can field an entire navy for a tuppence. This means you can just constantly build naval units with complete disregard to their upkeep. Oh, who am I kidding?

No true Suleiman 'builds' a navy, a few triremes at the start will manifest a sufficient force. Also, a small shout-out to the Janissaries, who are slightly op, even post-nerf.2) Portugal: Mostly the UA here. The differing resource trade bonus does make a substantial difference, making these almost compatible to Venice without being a double edged sword.3) Persia: GOLDEN AGES!!! Immortals aren't bad either, until they're promoted past pikemen.4) Rome: As long as your capital is fine, the rest of your cities will prosper. Mix that with catapult replacements which last longer than a turn, and legions, you get a very strong civ. Especially if you strike iron early.5) Spain: Wonder lottery time.

Most op civ 5 4

Civ 5 Most Op Start

Stack 'One With Nature' and 'natural heritage' on your wonders, and a single tile can carry your civ through the game.