IMO, sevastopol it isnt whats makes russia the best civ, its the super card combination:
Muskeeters can build forts (forget exactly the name), + sevastopol + fast infantry creation + team fast infantry creation + fast cavalry creation + cheyenne tech of faster cavalry creation, if you combine all this, then russia owuld be one of the most deadly civs.
And Actually, this is the REAL listof the best DM civs, from best to worst:
1st- India, In difference the other asian civs, they can get cavalry instantly with just 1 card, IMO, I know that they got no church, but if you create 19 houses, 2 TPs, and 2 stables, you get 1st shipment, if you use this in fast cavalry creation, this will save you mostly all game, since because you can age to imperial, all your units will be OP comparing to the opponents, just mass howdhas+mahouts and send all military cards, not counting that if you create vills with other civs, you will lose the food you neec for military, but in Indias case, Villagers cost wood, and wood is practically useless in DM.
2nd Russia-At the moment they are really OP, sevastopol, musks can
build forts, and only civ with instant infantry+fast vill
production=OP, they considered one of the the bests treaty civ and I agree, they
are really good, remember 1 pop Heavy Cavalry and best raid unit oprichnik.
3rd French-Powerfull economy with coreurs, good unit variety, they got a
card that makes Cuirrs even cheaper even being too lame, looks like
same treaty case.
4th Dutch-1 pop ranged cavalry, but the most
important are Banks, they give the best start in game, since no one
creates vills because they raided easily, dutch get banks, which need a
time to get destroyed with cavalry (exept oprichniks) gives em the best
start in game, allows to create more units, and very possibly win game,
in my own experience best 1vs1 DM civ, Though they got bad late DM game
economy, since they can get just 50 vills.
5th Germans-Very
powerfull WW with high attack, free uhlans per shipment allows em
better raid, Doppels are great at siege and the best unit in game
countering lame rassiers. Royal Guard skirms powerfull countering
infantry and 1 of best ecos since 2 vill types.
6th Spain-Super
powerfull counter: Lancers, only cavalry unit in game that got x3.0 to
infantry in meele, (x4.0 with a card), and instant cheap pikes,
remember the all powerfull Unction, that allows their units be super
powerfull and really hard to counter, the more pop per TC card allows
em just need to create TCs and no houses, so its much easier and they
can get more military buildings, not counting that they get shipments faster.
7th British-Great Boom with
Manor houses, allows em economy faster than any other civ, the super
longbows with meat shield are a perfect counter for skirmisher type
units, and the card that allows em to create villagers per Manor house
allows em the fastest economy in game.
8th Portuguese-4 TCs are
really usefull, they the only civ with 4 TCs allowing em faster vill
production, best dragoon in game, super cassador with high attack, and
muskeeters as powerfull as red coats, very good unit variety, the
spyglass allows to see opponent units to make a decent counter, not bad
but the other civs got better bonuses.
9th Ottomans-Slow Vill
production, no card of instant infantry, just 1 infantry type unit, no
unlimited spahi card, obus take 2 pop, when the other RI takes 1,
making em get less RI. The only thing that saves em its constant vills
production so they odnt need to waste food in vills, but still they
killed easily and they create slower than any other civ.
10th
Chinese-Only thing that saves this civilization its that they can age
up to imperial, but it isnt great advantage since their upgrades are
crappy-if you F.U. a unit to imperial it will have just the attack and
HP to industrial, so it isnt necessary, you just waste more resources,
they got no church so they cant get instant unit production at start as
other civs, and their units create slower than any other civ, you cant
make specifying 1 unit, just 2, since they create armies in groups as
russians, but this include another unit as disadventage, only thing
that saves em its that they faster, since the houses take more Pop you
just need 5 houses and 3 TCs, the consualte its almost useless since
you start with 0 export, antoher thing that saves em its that they got
20 vills wonder when aging allowing em fast eco, the other things that
saves em its the best eco in game since of imperial economy upgrades,
but the key its to rush em since they cant get church. The Spies
upgrade its good but at same time bad, since it costs more than 10000
Coin and its almost impossible to get it, even if you get it you cant
get more military and you dead esaily.
11th- Japan, Actaully they arent that bad normally,
but since they got no cards of fast creation of anything, they get
miulitary really slow, and any minimum rush makes em lose everything,
the shrines create almost no resources, and just 75 vills limit, Only
thing that saves em its the abillity to age to imperial, but still they
just good late game with The Daymios and Shoguns, in Late game they the
best civ, but since its DM not treaty, they worst civ.
12th-Iroquois-Same
as Japan, no cards of fast creation, 1 of worst economies in game
(probably the worst), bad cavalry counter units, Only thing that saves
em is fertility dance and 30 Militia Tommies, but still you raided
easily when fertility, and when you early attack with 30 tommies people
just apply the rule of resigning before 2nd minute and game unrated, if
that rule wouldnt be in DM then it would be balanced.
13th-Sioux-Bad
economy, slow cavalry creation, slow infantry creation, all units cost a lot of
food which is great disadventage because you will lose it instantly, no militia, only thing that saves em
late gamely are teepees, but this are desrtoyed easily, and remember
the worst thing, no walls, they can get raided easily.
14th-Asstecs-Personally
I know this civ better than any Other, I played it mostly and I got
even a medal with wins with it, Very slow infantry creation, very bad
infantry counter allowing em get killed easily, the Coyotes are killed
before they can attack, since there are a lot of em, they cant attack
at same time, and they killed before they get the RI, The mace sucks,
just 1.5 bonus to HI, The prowler is one of their only good units, but
in its cost its 90% food, so you lose it incredibly fast, its killed
before it gets the enemy, again, very slow infantry creation, no
artillery or cavalry, WORST unit variety in Game, Only thing that saves
em its the 21 Prowler militia, but as in the Iroquois case, people just
resign, totally unbalanced civ, and = than in the other Natives, the
FIre pit Needs time before it gets with 10 warrior rpiests and 15
vills, all military from nobles (the only good units) costs over 150
resources, but it has a bonus that it takes 1 pop, but costing 1 pop
less, they are weaker than other units, lossing resources fastly,
almost all military costs more food that gold/wood making a super fast
food lose, making it a great disadventage. A really mediocre civ and I
expect dont play it never again
directly taken of my thread List the 14 civs in DM- from best to worst (though I edited some things here)