![]() INTEGR has simply said the most boring sponsor bonus one could imagine. I'd rather have my city on a continent than this." However, they really shine in the lategame because defending cities on water is rather easy compared to land.Īgreements cost 50/60/75% less Diplomatic Capital, and units and buildings cost 25/50/75% less to purchase. Basicly everytime i try to make planetfall on water I come to the point where I think to myself "wow, this really sucks. I really want to like them, but the lack of natural border expansion through culture really hurts their early game. These will also help you maintain a strong grip on the mid- to lategame.Īquatic cities have 50/60/70% more Strength and cost 50/60/70% less Production to move. The bonus food while maintining a positive health favor a "tall" playstyle, so specialists actually come into play. PAU is really good at getting ahead of your competition in the early game. +10/15/25% Food in healthy cities and Specialists produce one/one/two extra of their yield. However, it's also fairly easy to counter for the enemy, by him stationing agents in his own cities. Spying get's exponentially better the longer the game goes on, because of all the massive upgrades. Being really focused on spying, ARC has both serious up- and downsides. ARC also suffers from the same lack of snowballing that Al Falah has. Her ability won't help you getting a good start, but if you get to the midgame you're in a comfortable position.Ĭovert operations are 30/40/50% faster and require 1/1/2 less intrigue levels to begin.Īs with Al Falah ARC truly starts shining in the midgame, when the Agents start to siphon a sh*tload of science and/or technologies. By the time your cities are basicly iced out enough with buildings, you can simply start generating a metric ton of science or culture in the blink of an eye. Also, feel free to disagree with me and let me know in the comments what you think!Ĭity Developments increased by 50/60/70%.Ĭivilization has always been about snowballing and while Al Falah doesn't help you achieve that, her mid and lategame strengths are outright insane enough to let her slip into tier 2. Just take this into consideration when reading this guide. Which sounds good on paper already is then even better when you think about the utility you get from having lots of cities with huge amound of production output: You can build more wonders/wonder quicker, you can instantly train a huge army or you could simply develop your cities to gain science or culture. Just to give you an example: Polystralia allows you to build a LOT more trade routes. So a huge factor, besides the basic "3>2" comparisons between sponsor bonuses, is the amount of flexibility the sponsors provide. The game relies on you to make decisions on the fly, so adapting to the pace of the game is really important. With Beyond Earth, Firaxis went for a more general approach with the sponsors by forcing (almost) noone into a certain pattern, which leads to unpredictability and flexibility. While you still had the option to go for a culture victory with Babylon, it would have been a lot easier to simply go for the science victory instead in this example. In Civ V, the most comparable game to date for CIV:BE your Civs defined the way you play for you. If you however want to read my quick introduction and understand why I chose to rank the sponsors the way I did, continue reading here :) Well hello there dear reader! Thanks for checking out my guide, if you want to cut the crap you can simply scroll down immediately to read my tier list.
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