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Pan-American War Department Major Global Powers List, 3635 BC
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This report has been created by intelligence analysts and strategists in the War Department of the Pan-American Union to inform the decision-making of policymakers, leaders, and warfighters of the Union. This declassified version is cleared for general release.

Tier I: Great Powers

1. The Enlightened League of the Lord of the Waves (Australia). With an undisputed lead in tech, pop, gold-per-turn, and faith, and top tier stats in social policies, production, food, and land area, Australia is doing great. Their brilliant plotting led to them entering the Classical era on turn 1 and gaining a foothold on the Asian mainland. A strong team of players, with a strong AI, and in a strong strategic position.

2. The Pan-American Union. The PAU leads in city count, production, and military size, and has generally high to decent stats in other categories. Their aggressive expansion into South America has given them strategic superiority over their Brazilian rival. A strong team of players, with a decent AI, and a good strategic position.

Tier II: Major Powers

3. The Pridelands-Ashanti Union. The other PAU has solid faith, cities, tech, and policies, and generally decent to modest stats otherwise. They have secured the Sinai and the North African coastline, and appear to have cordial and peaceful relations with their neighbours. With all of southern Africa left to freely expand into, and no easy avenues for other factions to attack them, the Pridelands are in an excellent position to build up their stats. A good but somewhat unproven team of players, a seemingly-decent AI, and a solid strategic position.

4. Parthia. Persia began the game with an aggressive, unredacted attack on their neighbours settlers, potentially crippling their nearby rivals. Their stats just range from good to modest, however, and they have land borders with multiple potentially-hostile factions. If they can manage to annex Sibir quickly, they could rise to be a great power, but if not, they may find themselves torn apart by their many neighbours. A solid team of players with a strong leader, a seemingly-decent AI, and a decent but precarious strategic position.

Tier III: Middle Powers

5. The Netherlands. The Netherlands have excellent production, treasury, and policy stats, and are generally decent to good otherwise, with the alarming exception of city count. Playing tall is not a winning strategy in CHG. they seem to have good relations with their neighbours, but their main avenue of expansion, eastwards into Russia, is contested by Sibir. A decent but somewhat sleepy team of players, a decent to mediocre AI, and a decent strategic position.

6. Priamurye. The East Russians are leading in the fields of treasury, critical failures, and player deaths. They have decent to good stats otherwise. They have many avenues of expansion open to them: southwards into China, eastwards into Russia, and northeastwards into Alaska. None of their neighbours are particularly close to them, giving them ample security and blobbing room. A decent team of players with an unproven leader, a seemingly-decent AI, and a good strategic position.

7. Sibir. Sibir has a solid military and an excellent treasury, but otherwise has decent to mediocre stats. Crippled by the murder of their settler by the Persians, they're still at a pathetic two cities, and will likely face open warfare with their more powerful neighbour in the coming parts. A decent team of players with an questionable leader, a decent to mediocre AI, and a weak and precarious strategic position.

Tier IV: Lesser Powers

8. Libertalia (Port Royal). The Pirates have expanded their range of operations throughout all the Americas, a worrying prospect for the civilized and peaceful nations of the region. A decent but questionable leader, a mediocre AI, and a weak strategic position.

9. Brazil. Brazil has a solid treasury, but otherwise decent to mediocre stats. With their initial settler mysteriously disappearing, their players not buying additional settlers, their AI building the Great Library instead of replacement settlers, and the PAU settling in Venezuela and western Brazil, death looms eerily on the horizon. A questionable team of players, a bad AI, and a horrible strategic position.

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