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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:21
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Germans. Reason, Panzers.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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I concur with Sir Ralph, this should have been a multichoice poll. But to give some input, I voted the
1. Persians, because industrious / scientific is about as powerful as ind / rel, and their UU is unbeatable, Immortals rock! (If you have iron, that is. It wouldn't be the first time you're stuck with a horse-rush because you have plenty of horses, but no iron). Egypt is a close second. And every industrial civ is good, IMHO.
2. Emperor. But after the MT MV is finished, I'll start with deity and keep the Emperor level for scenarios only.
3. weakest AI civ? It depends... but the English are no good most of the time. Babylon is normally also weak, but if they are in a good position, they can become powerful as culturally inferior civs lose their cities to them.
DeepO
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Catt
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California - SF Bay Area
May 2002 time: 21:21
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1. I'm playing random about every game. My long-time sentimental favorites are Egypt and Japan, China trying to break in and make it a threesome. Egypt: industrious, religious, great UU for timing GA (bad UU for actually using ). Japan: religious, militaristic, great UU. China: industrious, militaristic, great UU.
2.
quote: Originally posted by Sir Ralph
2) Flipping between Monarch and Emperor. I won at Deity, but don't consider these games fun. I'm neither a masochist nor a genius. |
Exactly what Sir Ralph said. I have more fun at Emperor and Monarch.
3. If weak when played by the human, then I find England to be a challenge (maybe 1.29f's tweaks to commercial can help a bit?). I also find any expansionist civ more challenging if the random map / random barbarian generator doesn't cooperate. If weak when played by the AI, then I find the Zulu seem to always implode by the early industrial age - sometimes the Aztecs do as well. Often Germany's aggressiveness results in his elimination prior to panzers.
(Aztecs played by a human can be a very, very strong civ).
Catt 
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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As the Aztec, if you start even reasonably close to two other civs (which happens the vast majority of the time on everything but 'pelago maps), you're set for the rest of the game.
Sir Ralph is right...the early GA sucks wind, and on the surface of it, a two-move warrior might not seem like much, but mobility trumps raw firepower every time in Civ3 (and more often than not, in real life). What is it about Panzers or MA that make them so awesome? Their firepower is impressive, but it's their movement that make them so awesome (same with Cavalry and the Chinese Rider...the thing that MAKES them powerful is their flexibility...and that, in large part in Civ3, is expressed in terms of movement points.
So....with the Aztec, you get:
* Benefits of being a Religious Civ (one of the strongest, and arguably THE strongest Civ Trait in the game)
* More Great Leaders than the norm (Militaristic)
* The crucial benefits of the Expansionist trait (popping goody huts faster than the bulk of your rivals, and even if they're barbs, you're militaristic! Those barbs = all but guaranteed promotions for your forces!)
* The crucial benefits of the Industrious trait (lots of early warfare = tons of slaves captured in the ancient age, when they're most important....and so what if they're only half speed workers? If you have sixty of them, you'll terraform like lightning!)
And best of all....you have a fast, slow-mover! What I mean by that is....you've got your Jags....a spiffy two-move unit that *upgrades* to the powerhouse slow-poke of the ancient age, the Swordsman. How cool is it to spirit your swordsmen to the battle with the speed of horsemen by not upgrading them till they get to the front? Yowza that's power! 
-=Vel=-
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:21
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Like Sir Ralph and Catt, I play on Monarch and Emperor. I normally play on standard size maps.
My favorites:
Egypt (two best traits in the game)
Japan (one of the two best + militaristic for leaders)
China (ditto)
I intend to give the Aztecs a thorough try at some point, as I like the traits... but I still am not big on the ultra-early GA.
Back when I played on Regent, I loved Babylon, but haven't played them in a while.
The relative strength and weakness of civs does depend on map settings, playstyle and difficulty level (for instance, the "scientific" trait is really nice on the lower levels, but gets less and less effective the higher you go). Militaristic isn't useful for a builder, but is awesome for a warmonger who knows what he's doing.
For me, the weakest civs are:
England (duh. terrible trait combo, terrible UU)
Zulu (exp/mil not a good combo of traits. UU good but a bit early for my taste)
Germany (so-so traits at best... but if you're in decent shape when Panzers roll around )
Russia (damnit, expansionist civs are really hard to rank, due to the fact that exp. can be great or total crap depending on the map. Cossacks are ok)
Leave the Jag Warriors alone. Anything more than 1.1.2 would be overpowering for a 10 shield unit.
Cossacks are solid units, but not great. The timing, however, is pretty damn good. One possible change: make them 6.4.2. "all terrain as roads"
Most of these civs are weak, IMO, because of their traits, not their UUs. I dunno how you fix that.
-Arrian
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