We are playing with both extensions, an we are wondering if we are the only clan to experience strong disbalance between the Civs...?
To start with, we feel a strong bias towards tech victories, so we have introduced a house rule that every movement costs one trade (per unit).
We have many military victories, many tech, and some culture.
Not so many players are trying trade, don't really know why right now...
It seems that our games are over before we get the first level III wonder,
so we introduced another house rule that with the discovery of level >1 techs, the
every player can remove a wonder, bringing a new wonder.
We never ever had a Panama Canal or UN (I don't even know other level >II wonders).
So here are our experiences with some civs, can you guys confirm, or are we missing some vital strategies for some of the weak civs...?
Greek:
Together with the city policy of Rationalism, we had a tech victory in the seventh round (in spite of our house rule). Once the Greek have a head start in tech, the "no one other has/researches the free tech" is no obstacle any more.
So we restricted Greek Rationalism to *either* spend 6 or 11 trade, not both.
Still, Greeks are bloody strong tech'ies.
Arabs:
With the Arabs getting 2 culture for every spent resource token, and massive use of techs that give culture or trade for resource tokens (Riding, Currency e.g.), make the Arabs a civ to fear. It feels like a culture machine.
Moreover, culture cards are astonishingly effective in protecting from military aggression.
Spain:
Gain a *really* good head start with the "building for free" ability. I had a couple of
victories with Spain, but I also have to say that Spain does not give a particular advantage on a kind of victory other than military (building barracks for free, speed +1 :-# )
Mongols:
Had a good rush with them, but if everyone is prepared, the power of the mongols dissipates with time, just like the largest empire of all times perished...
So rush or lose.
Russia:
With stealing (err... "copying") one tech per turn, if you manage to reach another city
and this guy has a tech you don't have already.
Never won, as far as I remember.
Germany:
Is usually considered not attractive in our group, even if you plan something military.
US:
Also not considered attractive. If you have to convert trade to hammers, you have
done something wrong anyway.
One free Great Person improves city resources a bit.
Egypt:
One wonder from the start, but there is good and not so good ones. But anyway,
with a little effort in one city, one could build such a wonder, and even choose which
one.
One building for free (but nevertheless being a city action) does not impress me,
since the hammers are there anyway (maybe one has to top them up a bit).
China:
Resurrecting a unit after battle is cool at the start, but impacts less later on
in the game. Still good.
Getting 3 culture for each hut/village is mediocre: Capturing some five huts
or villages is likely, so you get 15 culture. Not bad, but also not overwhelming.
I am now running out of time, will post some more civs later.
Looking forward to your comments and suggestions to balance the civs :-))
Cheers,
Rob
P.S.: Is there anyone who has ever sent a caravan? :-)