Sid Meier's Civilization V

Sid Meier's Civilization V

Bionicle: Legends of Metru Nui
My thoughs on the Civilizations and how they stack up to each other
I have now Played full early games (150 turns+) with all the civs (and full games with 3 of them) so ill drop some thoughts. Be aware I've only played fractal/Pangea with 6 civs (this mod) and 12 city-states on standard speed. All the games have been played on both Diety and Immortal difficulty with the exception of Onu- and Ta-Metru, which have only been done on Immortal

I will rank from best to worst

Ko-Metro:
Besides the minor starting issues, Nuju has been going pretty solid for me, Some poor starts gets compensated for with lots of resourses, which makes Snow-cities much more viable. Its very easy to snowball (see what i did there) I'f you're somewhat isolated with insane science coming out of relativle small cities settled near snow tiles. I've played with both liberty and Tradition, and if you can compensate for happiness Its easy to get 6-10 cities early up in snow areas and stillh ave good science even if multiple fo these cities have poor population. you can also play tall with Knowledge towers being very powerful early game. Often the AI avoids tradition in diety games so its easy to get hanging gardens which allows the scientist slot to be worked very early. I had a GS before I entered Medival, and because of the way the knowledge tower works you get much mroe science of acadamies.

In my own tier list they would fit into tier 1 alongside Civs like Babylon, Poland and Persia from the base game.

Ga-Metru:
Go piety, Go piety, GO PIETY! If you have a costal start with regional costal resources you might as well call the game as you can get some insane tiles. Their Unique ability means that you can easily get s powerful non-faith producing patheon like God of the Sea, Sun god orGod of th Open sky and still get your hand on an early religion. ofcourse if you want to ♥♥♥♥♥ even more faith look no further than Tears of the gods on pearl starts. The Science bit of the base ability is solid fo the early game, notably all the starting techs cost 9 turns rather than 10 turns on turn 1. but the power weakens throughout the game. The Great Temple is so powerful tho, an additional 3 faith per tile is incedible for the late game. the University replacement is just another major bonus to why Sea tiles are so good. A normal coast tile is after great temple and University a 7 yield tile, pretty insane for unimproved tiles.

Let me clarify why piety is so good with Nokama: The high faith output of nokama makes her produce alot of great prophets, and you usually want to plant Prophets for more faith,a nd the piety bonuses are too good to miss (3 gold + 3 culture on each holy site) You can also get for the Glory of God in reformation, which lets you use faith to buy any great person you want in the late game, letting to snowball with scientists.

Also tier 1, While less consistent that Nuju, nokama can with the right start even beat his insane science output.

Po-Metru:
Onewa has some pretty sick part to his ability. While he does rely on having stone/Marble starts, he can easily become a top dog very fast if played right. If you dont have Stone/Marble in you capital Onewa goes from nr.3 on this list to nf.5 imo. The +1 culture is really strong but its the production that makes him so strong. Onewa is bar none the only civ in this modpack that can contest early game wonders, even on par with tradition egypt fromt he base game. Not only does he get an additional hammer on each quarry, which is alot if you have 2-3 quarries, but the addtional 20% production you can get from an early game golden age (from the free great artist at masonary) means that you can almost with garantie pick up The Mausoleum for powerful quarry tiles, aswell as being able to contest Hanging gardens even if the AI picks up Tradition. The free great artist point is rather weak but does make generation of artist a little bit easier to come by.

I dont really like Fields of constructions, While the additional 5% production is good, I never find a way to use trading posts. I rarely make them as raw production and food improvements are better at nearly every tile. If trading posts were instead given an additional hammer each in cities with the fields of constructions, I would be much more happy. if that seems to powerful you can always remove the additional 5% from the workshop (I also prefer 2 hammers over 1 hammer + 1 culture but it means little)

I do however really like Sculpture fields, as it allows Great artist generation in other cities than the city which has the artist guild, and allows more controvertial city placements to get that healthy 25% Great people generation.

I'll give them a Tier 3 for now, with stone and marble they become strong tier 2 but without it they become low tier 3/high 4.

Le Metru:
Suprisingly, Matau seems to be the best civ int his pack to war with. If its on offense or defense, the ability to make roadgore in your entire empire should not be underestimated. I also allows for long stretches of land to have roads without you having to pay the bill, which allows further settlements, more settlements, and keeps your gold in check when you build roads, which is by my experience when I have the biggest gold issues.

The Moto-Hub is a solid replacement, while it fits libery much better than tradition (luckily Matau can do libery very well) with the higher raw production, I would like to mabye see the raw production increase, but then remove the overall modifier completly? mabye 5 production +15% unit production? It would really push for matau to be expansive and help with the de-centralized production liberty is known for. The Test track is fine, The additional production bonus synergies well with the moto-hub and can make for some suprisingly cheap untis in rathe small cities. I cant complain about scientist-slots either, as science drives the game.

High tier 3 imo, very good for war and expansion but somewhat weak if in the middle of other civs

Onu Metru:
Whenua is pretty interesting. his UA looks pretty weak imo, but the additional culture can really shine if you have high population to work all those specialists. at the end of the game every single city in your empire could be working 8 additional culture each thanks to his bonus.Which can be pretty impressive. The theming bonus from great archives seems rather out fo place. I'd prefer something to add more to the primary part of his ability, such as additional culture for artifacts or a tourism modifier to the great archives themselves.

I do love the Great aarchives though. Making mines much stronger and making mountains actually usable, althout I would not mind an increase to the Science on mountain tiles, as it is difficult to spare room for cities to give up people to work mountain tiles. The additional Glosts for artifacts is really good in combination with the archivist, which are much less of a pain in the ♥♥♥ to recruit as archeologists,a dn you can quickly fill up your great work places with artifacts.

Mid/low-tier 3 their culture gain is good and i like the concept, its jsut that winning with hard tourism is really hard on higher difficulties, and the biggest bonus whenua is that he can become immune to enemy tourism if he can get enough culture.


Ta-Metru:
Poor Vakama, the proud leader of the 6 toa has been reduced to the worst civ in this pack. And, its not because everyone was so good that he barely missed out, but rather because his set of uniques are jsut too small. I believe Vakama shoudl get a complete rehearsal, as he is jsut too weak compared to the other toa. the bonus to manufactories is too small, as in few games will you ver build more than 3-4 manufactories, if you even get one to begin with. Engineers are generally much better for rushing wonders than for planting in the mid game (which is where you will get your first engineer unless you get one of the liberty finisher, but a scientist is better 90% of the time) The incoming trade route bonus is very weak. +2 production is big at round 20, but almost nothing round 120. espcially since the AI will rarely trade much with you as other AI capitals are usually more interesting trading partners than your smaller cities (the ones who need it the most) The best part of their unique ability is the +1 production in ciites, which allows expands to grow faster and has synergy with liberty.

But the Great furnace does not synergize with liverty. Having a uniqe National wonder is already pretty risky, but it can be done right faintly hearing nokama screaming PIETY in the distance and its not like the great furnace is bad, its just not good enough. It does not synergize with Liberty since you need workshops in every city to even start this, which even in those cities with +2 hammers from liberty and Mask Makers, its going to take a long time to get workshops in everyone. It also fits more towards centralized production rather than de-centralized, which libery calls for. +10 hammers is great in any city dont get my wrong, and the bonus specialist and unit production is nice, but it only effects one city, and leaves the worse off cites even weaker than what they were before. The additional iron is only really useful if you're planning on invading with frigates btw.

The Nuurakh is pretty good and i like it althout the lack of a unique model is somewhat frustrating. Have not gotten to use them much since I got crushed by Matau and Onewa when I could first produce them.

Compared to the other civs they just dont have strong enough uniques for the early game and many of their bonuses are rarely useful. Id let them in high tier 5, so alongside Carthage and Ploynesia

My toughts is that you have to remove the bonuses to agressive expansion. My recommendation would be to give make vakama a strong centralized production based empire. with bonuses to engineers. Im thinking: The Mask Makers: Manufactories and custom houses provide an additional +2 Production, Palace starts with an engineer specialist, Upon researching Engineering gain a free great engineer. or something among the lines of that. Might be a bit too simular too Po-metru but I think it could offer some interesting strategies.

Never build the Coliseum, but 7 happiness + 5 tourism seems fine for a wonder at that time of the game.
Last edited by Yellow Cheese; Aug 17, 2016 @ 9:05pm