civilization v guide

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 xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Guide for Sid Meier's Civilization V. Includes DLC and the Gods and Kings and Brave New World expansions. xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Created by used2bcool January 14, 2014 Version 1.0 xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Table of Contents ------------------------------------------------------------------------------- 1. Introduction 1.1 Legalities 1.2 Versions 1.3 Corrections/Contributi ons 1.4 Disclaimer 1.5 How to Read 2. Civilization Overviews 2.1 America 2.2 Arabia 2.3 Assyria 2.4 Austria 2.5 Aztects 2.6 Babylon 2.7 Brazil 2.8 Byzantium 2.9 Carthage 2.10 Celtica 2.11 China 2.12 Denmark 2.13 Egypt 2.14 England 2.15 Ethiopia 2.16 France 2.17 Germany 2.18 Greece 2.19 Huns 2.20 Inca 2.21 India 2.22 Indonesia 2.23 Iroquois 2.24 Japan 2.25 Korea 2.26 Maya 2.27 Mongols 2.28 Morocco 2.29 Netherlands 2.30 Ottomans 2.31 Persia 2.32 Poland 2.33 Polynesia 2.34 Portugal 2.35 Rome 2.36 Russia 2.37 Shoshone 2.38 Siam 2.39 Songhai

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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxGuide for Sid Meier's Civilization V.Includes DLC and the Gods and Kings and Brave New World expansions.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxCreated by used2bcoolJanuary 14, 2014Version 1.0xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxTable of Contents-------------------------------------------------------------------------------1. Introduction1.1 Legalities1.2 Versions1.3 Corrections/Contributions1.4 Disclaimer1.5 How to Read2. Civilization Overviews2.1 America2.2 Arabia2.3 Assyria2.4 Austria2.5 Aztects2.6 Babylon2.7 Brazil2.8 Byzantium2.9 Carthage2.10 Celtica2.11 China2.12 Denmark2.13 Egypt2.14 England2.15 Ethiopia2.16 France2.17 Germany2.18 Greece2.19 Huns2.20 Inca2.21 India2.22 Indonesia2.23 Iroquois2.24 Japan2.25 Korea2.26 Maya2.27 Mongols2.28 Morocco2.29 Netherlands2.30 Ottomans2.31 Persia2.32 Poland2.33 Polynesia2.34 Portugal2.35 Rome2.36 Russia2.37 Shoshone2.38 Siam2.39 Songhai2.40 Spain2.41 Sweden2.42 Venice2.43 ZuluxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxRemember you can use CTRL+F (find) to search for specific civilizations if youdon't want to go through the whole guide. Use the section numbers when you aresearching.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx1. INTRODUCTION--------------------------------------------------------------------------------1.1 LEGALITIES* A big thank you to Death_by_Smiley's guide for giving me a template to makethis part easier.* Everything in this guide relates to Sid Meier's Civilization V and itsexpansions, developed by Firaxis Studios. This game is copyrighted 2010 by 2KGames and Firaxis Studios. Any copyrights and trademarks used herein are heldby these parties.* This guide is designed for gamefaqs.com. If you wish to reuse this guide insome form, I ask that you properly credit me when re-publishing the guide.* The content in this guide was produced by me unless noted otherwise. Pleasedo not copy this content and claim it as your own. If you would like to postthis guide elsewhere, please credit me properly.* This may be not be reproduced under any circumstances except for personal,private use. It may not be placed on any web site or otherwise distributedpublicly without advance written permission. Use of this guide on any otherweb site or as a part of any public display is strictly prohibited, and aviolation of copyright.--------------------------------------------------------------------------------1.2 VERSIONSVersion 1.0 (1/14/14): Contains all 43 Civs up to BNW.--------------------------------------------------------------------------------1.3 CORRECTIONS/CONTRIBUTIONS* If you wish to correct some information contained herein or contribute towardsthis guide, please drop me a line at [email protected]. Please includesomething in the subject line so I know it has to do with this guide. If yourinformation is relevant, I will update the guide and credit you.--------------------------------------------------------------------------------1.4 DISCLAIMER* This guide is not intended to be a cover-all-bases, all-encompassingencyclopedia of Civilization V and its expansions we have Civilopedia forthat. This is meant to be more of a set of dos and donts to follow in orderto ensure success with the various civilizations. I havent gone too deep inthe mechanics of the game, again choosing to provide an easy-to-read overview.It might mean that this is not the best resource for you if youre playingCivilization for the first time, because some familiarization with terms isneeded. I would suggest reading over the Game Concepts section of theCivilopedia to get a basic understanding of the terms used. This guide usesinformation from said Civilopedia and is inspired by Zephyrs fantasticHandbook for Despots and Dictators over at the 2K Games Forums.--------------------------------------------------------------------------------1.5 HOW TO READ* Ive given each Civilization a 4-paragraph blurb a paragraph each for theirunique ability, unique unit, unique building/unique tile improvement/uniquegreat person/other unique unit, and preferred victory condition. Please keepin mind that this is intended to describe the most conventional way of playingthat Civilization in my opinion. The depth of the game is such that anyCivilization can win any victory based on skill, luck, and a number of in-gamefactors, but I have tried to keep the discussion focused on the most likelyroute to success. The following format is used:Civilization Name (Leader)Unique AbilityDescription of Unique AbilityOverview of Unique Ability, its implications, some of the ways of using it toyour advantage.Unique Unit (Era when available unit it replaces)Differences between base unit and unique unit, usually given in percentages.*All characteristics of the base unit not mentioned here can be assumed to havecarried over in the unique unit.Overview of the Unique Unit, its offensive and defensive potential and some ofthe ways of using it to your advantage.Unique Entity (Era when available what it replaces)Differences between the Unique Entity and base entity.*All characteristics ofthe base entity not mentioned here can be assumed to have carried over to theunique entity.This may be a building, great person, tile improvement, or unit. This is anoverview of what this Unique Entity is, and how it is advantageous to yourCivilization.Victory Discussion of which kind of victory is preferred when playing as thisCivilization and how to go about achieving it. These are only rough guidelines,not a step-by-step procedure. Keep in mind that a lot depends on maps and gameconditions, so these are not set in stone. Any Civilization can make arealistic stab at any victory condition this overview is for the type ofvictory with the largest probability of success. For some Civilizations, morethan one type of victory applies, and if so, that too is mentioned.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx2. CIVILIZATION OVERVIEWSxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx2.1 AMERICAAmerica (Washington)Manifest Destiny+1 Sight for land military units; -50% gold costs for expanding bordersManifest Destiny is clearly aimed at making early expansion very easy. Youshould not have to fight for prime land since you should get to that land wellbefore any of your rivals. If you and a neighbor are closely crowded togetherand you need to have a particular tile, go ahead and buy it it costs you halfof what it normally does. Manifest Destiny actually allows you to use Warriorsas Scouts, and ensures that you should never have an unpleasant surprisewaiting for you in the form of barbarians. Strategic city placement can netyou bonus luxury resources really cheaply the cost of your first few tilegrabs is covered by clearing just an encampment or two.Minuteman (Renaissance Era Musketman)No terrain movement cost; +15% Combat in rough terrain (Drill I)An upgraded Musketman, the Minuteman is the mid-game scourge of civilizationsthat like to be near rough terrain, so the Celts, Brazilians, Inca, andIroquois really need to watch out for your armies. They work well on defense,but even better on offense because they take away the defensive advantages arival civ has when it settles on rough terrain. They can demolish oppositionarmies almost singlehandedly in rough terrain, and pairing them up with someCannons or Crossbows will usually spell doom for rival cities.B-17 (Atomic Era Bomber)+8% Combat; +25% Combat against cities (Siege I); +50% Combat againstInterception (Evasion)The B17 comes a little too late to make a grand impact, but its emergencecan be the event that triggers your bid for late-game world conquest. The B17'sinherent protection against interception means you don't need to worry aboutbuilding Fighters or dealing with opposition Mobile SAMs. Their Siege Ipromotion makes them city destroyers. Provided you have completed the Honortree by now (and you should have), you will get the next Siege promotion aftera couple of bombing raids. If you tech to Flight quickly enough and haveensured a supply of Oil, you can build B17s before most civs have theresources required to deal with them.Victory - Domination seems like the intuitive choice, and America has themid- and late-game weapons to do it. Early expansion should lead to enoughscience and production to keep you in top shape to raise a world-conqueringarmy as soon as the unique units become available. With your potential forgrabbing extra luxuries, you should not have to worry about unhappiness causedby your cities or population. Libertys Republic and Citizenship will helpset up a strong production base, and Honors Discipline and Warrior Code willfacilitate your schemes for mid-game aggression. Late game domination is easywith the B-17s. Your wide expansion should net you tons of beakers and gold,so a spaceship or diplomatic victory isn't out of the question either.--------------------------------------------------------------------------------2.2 ARABIAArabia (Harun al-Rashid)Ships of the Desert+50% Range on Caravans; double religious pressure from Trade Routes; doublequantities from Oil tilesThe bonuses to trade here are pretty substantial. Extra range on the Caravansallows you to reach more far-fetched destinations to net more gold and moreinfluence (especially over distant city-states). The religious influence mightcome handy later when it's time to choose a World Religion and get moredelegates at the World Congress. Oil tiles give you double quantities, whichmeans you should have a surplus of one of the most crucial late-game strategicresources, which you can then trade for even more gold. Fighting wars isn'tthe best idea with Arabia, since Ships of the Desert pushes you to win throughyour incredibly strong economy.Camel Archer (Medieval Era Knight)Ranged unit: 21 Ranged combat, Range 2, -15% Combat, no melee attack; No combatpenalty against cities (not -33%)The Camel Archer turns the Knight into a Crossbowman on steroids, and anyCrossbow with 4 Movement is a scary proposition. It is an effective medievalweapon against rivals plotting cities too close to your lands or on primeterrain that you covet. The Camel Archer is a mounted archery unit, so makesure enemy Pikes dont reach them. You might miss your Knights on offense,but you certainly wont on defense. Along with some melee units, Camel Archerscan make up the core of a fantastic defensive army that will prevent anyonefrom disturbing your peace-time economy.Bazaar (Medieval Era Market)+1 gold; +2 gold from Oil and Oasis tiles; Additional stock of luxuries nearthe cityThe Bazaar is all about boosting gold outputs from your cities. The additionalstock of luxuries provided by the Bazaar can be traded away for extra happinessor even more gold. The bonus to Oil and Oasis tiles is less useful simplybecause those tiles are very rare.Victory - With the amount of gold at your disposal, you would be remiss not togo for a diplomatic victory. Adopting Commerce policies will gain you bonuseson top of your already bulging economy, and you can invest all that gold intocity-states, who will not only provide votes in the World Congress, but otherluxuries or additional food that you might need. The Bazaar gives you extragold during the critical transition from the early to mid-game. As yourreligion spreads, you can look into getting beliefs like Tithe, ReligiousUnity, and Charitable Missions for even more gold and influence. Becauseyoull likely be settling near plenty of desert tiles, make sure you grabPetra and turn that arid terrain into premium tiles.--------------------------------------------------------------------------------2.3 ASSYRIAAssyria (Ashurbanipal)Treasures of NinevehSteal a rival civilizations technology after conquering a city that belongsto themThis ability is pretty much begging for you to go to war with nearbycivilizations that do not have a strong (or competent) army in the Classicalera. The catch is that Treasures of Nineveh is only activated if your rivalshave techs that you do not, so it might be a better idea to tech only one sideof the tree if you're far superior in early science than your nearest rivals.You can sacrifice some Science infrastructure to build a few more units. Onceyour army is ready, march on your neighbors - especially if you have scientificones like Babylon or Korea nearby.Siege Tower (Classical Era Catapult)Melee siege unit: no range, +42% Combat strength, can only attack cities; +33%Combat against ranged attack (Cover I); +50% Combat against cities for nearbyunits (Sapper); +1 SightThe Siege Tower is a frightening unit that makes taking over rival citiesabsurdly easy. If they're paired with an Archer or two to ensure that the enemymelee units don't get to them, a rival city stands little chance ofwithstanding your assault. Since the Tower is a melee unit, it can actuallyconquer the city by itself. Keep in mind that everyone around the Siege Towergains a ridiculous 50% boost against cities, so even your escorting Archersare on steroids. It really is too easy.Royal Library (Ancient Era Library)1 Slot for Great Work of Writing; +15XP to all military units once the GreatWork slot is filledRoyal Library's special function doesn't come into the picture until you havesome Guilds producing Great Writers, so until then be content to use them asregular Libraries. Once you have that Great Work slot filled, it gives a freepromotion to all military units. Combined with the technologies you might gainfrom Treasures of Nineveh, this should ensure military superiority well intothe late-game.Victory - Treasures of Nineveh asks you to go into an early war with yourridiculously powerful Siege Towers, and if you maintain military superioritythrough the Medieval era, there is no reason for you not to have an expansivecivilization and a lead in technology. With the new cultural victory no longerrequiring a small number of cities, this leaves you in a position to decide onany type of victory. Your vast territory (and the gold being produced there) can lead to a diplomatic win, or your inherent technology lead can propel youtoward a spaceship win. If theres a choice when using Treasures of Nineveh,take those technologies that will keep your forces from getting out-teched.This will help keep your army on track to world domination. Remember thatTreasures of Nineveh (and you, by proxy) is most effective during the earlystages of the game, so have some infrastructure built as you advance throughthe eras.--------------------------------------------------------------------------------2.4 AUSTRIAAustria (Maria Theresa)Diplomatic MarriagePay gold to Marry an allied city-stateThis is a pretty straightforward ability - though ironically it does not domuch for your aspirations of a diplomatic win. 'Married' city-states cease toexist as far as the World Congress is concerned, and since you can only marryallied city-states, you're just taking your own votes off the table. On theother hand, city-states are great for gaining food, gold, culture, faith,military units, and happiness through luxuries, so stockpile (and save up on)gold and take city-states strategically. You can buy yourself an army this way,but look out for unhappiness because a married city-state's population countsagainst you.Hussar (Industrial Era Cavalry)+1 Movement; +15% Combat for each flanking unit (not 10% - Enhanced Flanking);+1 SightIf you go the culture route with your married city-states, then you need anarmy to ward off mid-game invaders, and the Hussar is a great start. With itsextra movement and enhanced flanking, you should be aiming to surround enemiesfrom three sides for a 45% boost in combat. The Hussar works great in teams,and even units with bonuses against mounted units don't stand much of a chanceagainst this supercharged Cavalryman.Coffee House (Renaissance Era Windmill)Does not need open terrain; +5% Production (overall, not 10% when constructingbuildings); +25% Great Person generationThe Coffee House gives you a general production boost, which means you cancrank out buildings faster than your rivals - since you don't really need tocrank out many units (get them through marriages instead). The more interestingboost is to Great Person generation, which can be put to use towards gettingmore gold or culture. The choice is yours.Victory - Austria's unique ability leaves the door open for practically anyvictory type, except perhaps diplomatic. A domination victory is possible -getting some troops from a city-state in a strategic location to go along withHussars can help you dominate mid-game and set up a vast empire to push forworld conquest. Since you add cities through marriage, your science output willalso receive a boost, and the Coffee House gives you an additional productionboost that can be used towards a spaceship win. Picking up cultural andreligious city-states helps push for a tourism victory - the Coffee House'sGreat Person boost is particularly helpful.--------------------------------------------------------------------------------2.5 AZTECSAztecs (Montezuma I)Sacrificial CaptivesGain a one-time culture boost from destroying enemy unitsSacrificial Captives is probably one of the most fun unique abilities in thegame, and it leaves you with a clear directive of what to do in the early game.Take your Jaguars and start cracking skulls. With Honor policies, killingbarbarians gives you gold on top of double culture, so creeping is the way togo. Dont wipe out those encampments entirely, though, because the more unitsthey produce, the more culture you will get. Once the barbarians are largelywiped out, start warring with a nearby rival. If youre not killing someone,youre wasting your unique ability. You might even net an early dominationvictory out of it all.Jaguar Warrior (Ancient Era Warrior)No terrain movement costs in jungles or forests (Woodsman); +33% Combat injungles or forests; Heal 25 HP after destroying an enemy unitThe Jaguar is an early-game terror for enemies hiding in the woods. Since theAztecs start out in the woods and Honor policies give you anti-barbarianbonuses, the Jaguar is your main barbarian killer and thus your main culturesource. Remember that they heal a little after making a kill, so you can takemore risks with your attacks. There is no reason not to go actively hunting forenemies, and promoting your Jaguars; they retain their unique traits evenafter they are upgraded.Floating Gardens (Ancient Era Water Mill)Can be built on a Lake; -1 Maintenance; +15% Food; +2 Food from lake tilesThis is the reason the Aztecs would covet settling next to rivers. FloatingGardens allow Lakes, too, but those are pretty rare. But the end result is alot of food for some early population growth, and that (and the reducedmaintenance cost) is sure to help your economy and grant you a nice productionboost to start building that all-conquering army. As with any building thatboosts population, keep an eye out for happiness. With your extra populationadded to the conquering youre likely to be doing, theres a chance your empiregets seriously unhappy.Victory Sacrificial Captives lays out two clear victory paths. You have allthe tools needed to be an early aggressor a dominant and cheap unique unit,and a building to give you the extra population to support the building of anarmy. With all of these opening up in the Ancient era, you have a real shot atan early domination win. If that doesnt pan out, dont stop being aggressive.As units (yours and your rivals) get progressively stronger, you get moreculture by wiping them out. Dont be afraid to fight territorial wars, thevery least you will gain is a fair bit of bonus culture. Keep skirmishing andbuild on that early culture lead you established by wiping out barbarians atourism victory shouldnt be far away (as long as the entire world isnt angryat you).--------------------------------------------------------------------------------2.6 BABYLONBabylon (Nebuchadnezzar II)Ingenuity+50% Great Scientist generation; Free Great Scientist after researching WritingThis is a unique trait that is clearly geared towards science, and Babylon asa civilization is also geared up for a spaceship victory. Its all about GreatScientists for you, so grab buildings that allow for scientist specialists andGreat Scientist points. Early scientific wonders are a big help, too, so shootfor the Great Library and later the Porcelain Tower. Dont forget to build yourNational College and Oxford. Since science also has to do with land (not justpopulation), choose carefully where you settle Universities boost jungles ina big way. Speaking of Universities, remember you need them as fast aspossible, so make teching to Education a priority. When shooting for science,it is important to tech unevenly to get the infrastructure in place.Bowman (Ancient Era Archer)+40% Combat; +28% Ranged combatThe Bowman is an early-game Archer that also boasts decent melee strength.Since you should not really be looking to conquer anyone in the Ancient era(unless absolutely necessary), the Bowman is designed to be a Warrior and anArcher rolled into one. Its a fantastic defensive unit and along with yourspecial Walls, it should keep all early invaders out and leave you toconcentrate on building that scientific base.Walls of Babylon (Ancient Era Walls)-13% Cost; +1City Strength; +50 City HPThese special Walls are a perfect complement to the Bowman, and designed forthe same purpose as the Bowman. The added city-strength and city HP shouldensure that early aggressors like the Mongols, Greeks, or Huns stay out yourcities. The combination of your unique unit and unique Walls should grant youthe peace of mind required to gain an early science and infrastructure lead,which will pay its dividends throughout the mid-game.Victory There is a clear choice for which victory path you should befollowing science. With your infrastructure in place in the early game,you should have a handful of Great Scientists by the time the mid-game rollsaround. Rushing techs is all about upfront benefits while Academies arelong-term investments, and you can choose which way you want to go. Churningout lots of Science requires a large empire, so dont be afraid to go to warto gain cities and prime territory once your army has a significant techadvantage. Remember to invest your spies in guarding your advanced technologyand build some Constabularies. When building improvements, look to build asmany trading posts as you can Rationalisms Free Thought gains you scienceyield from trading posts. When its time to choose an ideology, look at whatyou have stockpiled Freedoms Space Procurement allows you to buy spaceshipparts with gold, while Orders Spaceflight Pioneers allows Great Engineers torush spaceship parts.--------------------------------------------------------------------------------2.7 BRAZILBrazil (Dom Pedro II)CarnivalDouble tourism and +50% generation of Great Artists, Musicians, and Writersduring Golden AgesCarnivals huge boosts to tourism and Great Artist/Musician/Writer generationduring golden ages make it easy for you to decide which victory to pursue. Italso means that you should build the respective Guilds as soon as possible, sodevelop those techs at the cost of others. You need happiness to cause goldenages, and wide expansion is usually the enemy of happiness, so it might bewise to stay small and tall. Once you have the infrastructure in place, youcould be on your way to have a continuous golden age, which will help youproduce even more Great People and Great Works.Pracinha (Modern Era Infantry)Gain a one-time happiness boost from destroying enemy unitsThe Pracinha is an Infantryman who gains a happiness bonus from killingenemies. This seems a counterproductive ability, since it requires you to go towar (and leave your cultural pursuits aside for the while being) in order toboost happiness. One situation in which it does make sense is when shootingfor a city with prime tourism infrastructure in place the unhappiness youwill incur from that citys population can be offset in the short term by thehappiness generated by the Pracinha wiping out the rival army.Brazilwood Camp (Tile Improvement Medieval Era Machinery)+2 Gold from jungle tiles; +2 Culture from jungle tiles after researchingAcousticsThis Medieval era tile improvement may actually dictate your expansion policiesin the middle game. The gold and culture yield from Jungle tiles is verylucrative, so be prepared to fight for some prime pieces of land. Remember,scientific civs also want Jungle tiles for their Universities, so they mightbe your biggest competitors. Once you have your Camps in place, start techingtowards Acoustics.Victory Brazils unique trait pushes you towards a tourism victory throughgolden ages, and to that end you must strive to have a very happy empire allthe time. Dont be afraid to give away gold to gain luxuries, or you can investin mercantile city-states to get those unique luxuries. Aesthetics policiesshould ensure your cultural lead, and eventually you will be producing GreatArtists and the likes with great speed. Freedoms Avant Garde and Media Cultureprovide further boosts, so thats the ideology to choose. Grabbing wonderslike the Taj Mahal (immediate golden age), Chichen Itza (duration of goldenages increases by 50%), and the Leaning Tower (boost to Great Peoplegeneration) can only help.--------------------------------------------------------------------------------2.8 BYZANTIUMByzantium (Theodora I)Patriarchate of ConstantinopleGain a bonus belief when founding a religionThis is a powerful unique ability that still leaves the door open for severaltypes of victories. Faith is a bit like gold, you can do a variety of thingswith a surplus of faith. Byzantium has access to an additional belief, andwith Pietys Reformation and Religious Tolerance, you might be enjoying thebonuses of up to seven beliefs, which makes for some serious theological power.You must focus and make a decision as to which victory path you want to followbefore you get to that point though, muddled beliefs make for a muddled game.Cataphract (Classical Era Horseman)+25% Combat; -1 Movement; -25% Combat against Cities (not -33%); gain defensivebonusesAt first glance, the Cataphract might seem like a great offensive weapon, withits ability to fortify and its reduced penalty against Cities, but dont getcaught into that web. The reduced movement hurts your ability to maneuver andavoid anti-mounted units, and that reduction to the city penalty is prettymeager. Instead, the Cataphract is an excellent defender capable to wardingoff stronger units and running over invading Archers. Since its stronger thanattacking Swordsmen, it also reduces your dependence on Iron.Dromon (Ancient Era Trireme)Ranged naval unit: Range 2, Ranged combat 10, -20% Combat, cannot meleeattack; +50% Combat against naval unitsThe Dromon is also a flawed unit. One the one hand, it has unparalleled navalranged strength for its era, and can shoot down invading Triremes with easeand harass enemy cities on the coast. On the other hand, it replaces the onlymelee naval unit you can get until the Caravel, so your chances of leading acoastal conquest are seriously dampened. Its best to use the Dromon as acoastal defender and let your cities produce copious amounts of faith.Victory The Byzantines dont have spectacular offensive units, so that takesdomination out of the picture. Faith can lay the basis for pretty much anyother kind of victory, however. Based on your Pantheon and Founder beliefs,you can move towards science, culture, or diplomacy. Beliefs like Tithe andChurch Property can lead to a ton of gold that can be invested in city-states,while Interfaith Dialogue and later Jesuit Education uses faith towardsscientific advancement. Policies from Rationalism no longer cancel out thosefrom Piety, so there is added incentive to go that way. There are many, manybonuses to culture and tourism (World Church, To the Glory of God) if youchoose to go that way; you can pick Sacred Sites as the reformation belief andpush for World Religion when the congress comes around.--------------------------------------------------------------------------------2.9 CARTHAGECarthage (Dido)Phoenician HeritageFree Harbor in all coastal cities; Units pass through Mountain tiles afterfirst Great GeneralThis unique ability pushes you towards the coast, and with free Harbors in allcoastal cities, there is little need for you to have to build many (if any)roads. Look for Pearls, Crabs, or Whales to guide you towards which coasts tosettle and then expand along the coastline to make the best use of thisability. Dont skimp on seaside infrastructure; Explorations Merchant Navyand Naval Tradition net you extra gold and happiness from your Harbors,Lighthouses, and Seaports. The other aspect of the unique ability is to goover mountains. This makes previously unattainable cities attainable sinceyour troops can easily cross over one of the best natural defenses a city canhave. Civilizations who like to settle near mountains to take advantage oftheir scientific benefits will have to watch out for your armies.African Forest Elephant (Classical Era Horseman)+33% Cost; Does not need Horses; +17% Combat; -1 Movement; -10% Combat foradjacent enemies (Feared Elephant); Has Great Generals II (promotion)And those armies are made quite formidable with the African Forest Elephant.It gives adjacent enemies a combat penalty, and combined with the GreatGenerals that youre sure to have around, it is the basis of a swift armykilling force. Combined with some ranged units, you can use the AFE to easilylay waste to large invading or defending armies. However, it is useful toremember that the African War Elephant is essentially a slower, more expensiveHorseman and thus not particularly good against cities.Quinquereme (Ancient Era Trireme)+30% CombatSince you are likely to want control of the most prime coastal areas, you needto have an early water-dominating force. The Quinquereme is the solution. Thissouped up Trireme can lay waste to early-game navies and along with some groundranged support can make up an expansion army that is the bane of coastalcities. Since other civilizations are not as likely to attack you over wateras you are likely to attack them, its best to use the Quinquereme in anoffensive capacity, though it can prove to be an able defender if someonemakes the mistake of embarking on a naval campaign against you.Victory While the combat bonuses afforded to you through the AFE, theQuinquereme and the resulting Great Generals seem to point to a dominationvictory, a closer look might change your mind. Carthages unique units comeearly, and neither of them keeps their special abilities as promotions whenupgraded. So with no late-game war benefits and neither of the ideologiesoffering any specific bonuses to naval warfare, it makes more sense forCarthage to engage in early and mid-game warring to set up those productivecoastal towns. Then go crazy with sea trade routes Commerce and Explorationpolicies will eventually leave you swimming in gold. With your superioreconomy and production, you can move towards a spaceship victory or adiplomatic victory.--------------------------------------------------------------------------------2.10 CELTICACeltica (Boudicca)Druidic Lore+1 Faith from cities next to one unimproved forest tile; +2 Faith from citiesnext to three unimproved forest tilesWith its bonuses to Faith generation, Druidic Lore is there to make sure thatyoure the first to establish a Religion. But in order to get there, you needto know your surroundings, because youll be choosing a Pantheon in the firstfew turns. The surplus of early Faith should set you on your way to the middlegame, and by that time you should have enough Faith infrastructure (and Wonderslike Stonehenge and Notre Dame) to absorb the hit when you start using yourForests for production. Unfortunately Druidic Lores usefulness as a uniquetrait runs out about halfway into the game, so ensure that you have buildings,beliefs, and policies in place to retain your place as the primary religiouspowerhouse throughout the rest of the game.Pictish Warriors (Ancient Era Spearman)Gain a one-time faith boost from destroying enemy units; +20% Combat outsidefriendly territory; No movement cost for pillaging; No bonus against mountedunits (not +50%)The Picts are your early-game best friends when it comes to generating evenmore Faith. Their one-time Faith bonus means that you need to start trackingdown those heathen Barbarians and send them to their gods. Keep in mind thateven though the Picts replace Spearmen, they have no bonuses against Mountedunits, so dont go taking on rival Horsemen. On the other hand, the Picts gaina boost outside friendly territory, so theyre great for harassing neighborsfor territory and Gold (from your no-penalty pillaging). The Picts are strongenough to go up against next-era melee units outside your borders, and theyretain their combat bonus through upgrades, so theres no reason not toprioritize them early on.Ceilidh Hall (Renaissance Era Opera House)+3 HappinessAfter youve expanded and become a theological force, the Ceilidh Hall comesalong to give you a serious Happiness boost. You can expand more than youmightve with others simply because you know the Ceilidh Hall is coming andyou can absorb some of that excess Unhappiness from your sprawling population.It serves to direct your Faith towards culture and tourism.Victory A Faith-based civilization usually has many options as to whichvictory they want to pursue, but the Celts have that decision made slightlyeasier with the Ceilidh Hall. That boost to Happiness should steer you towardspeaceful means of victory, and if you chose the correct beliefs (World Church,Religious Art, Sacred Sites), you should be on your way to becoming aculture/tourism force. The extra Happiness should net you more Golden Ages,and those are always a big help for culture-based empires.--------------------------------------------------------------------------------2.11 CHINAChina (Wu Zetian)Art of War+50% Generation of Great Generals; +30% Combat bonus from Great Generals (not+15%)As the name of the trait suggests, China is built for rapid expansion throughwarfare. Art of War not only soups up your Great Generals but also ensures thatyoull have one around almost all the time. Dont forget to plop down Citadelson key strategic tiles to protect your far-flung empire. Since the GreatGeneral bonus doesnt stack, its best to have one travelling with your forcesand while the others build Citadels to steal tiles or reinforce your position.Chu-Ko-Nu (Medieval Era Crossbowman)-22% Ranged Combat; Can attack twiceThe Chu-Ko-Nu is the only ranged unit in the game that can hit twice (withoutearning the Logistics promotion) from the get-go and thus should be a priority.Tech to Machinary as soon as possible and have plenty of Archers ready to beupgraded. Art of War and the Chu-Ko-Nu work in a perfect symbioticrelationship Great Generals restore the Chu-Ko-Nus depleted strength tothat of a Crossbowman, while the Chu-Ko-Nu gain twice as much XP toward GreatGeneral generation because they attack twice per turn. Together, they form alethal combo capable of wiping out opposition armies and cities without muchneed for any other kind of support.Paper Maker (Ancient Era Library)0 Maintenance (not 1); +2 GoldThe Paper Maker is Chinas ticket to a dominating economy, as long as you cankeep expanding. It has the twofold benefit of adding to your gold output andhaving no maintenance costs, meaning you should be netting a large amount ofgold even in the early game.Victory Its pretty easy to take China to a domination victory, provided youtake care of the unhappiness that you will surely incur by growing huge. Thereare a couple of ways to go about doing this growing wide and large means thatyou should be producing a ton of gold through the Paper Maker, and all thatgold can be spent on wooing Cultural City-States (to ensure you dont fallbehind in getting to those policies that ensure Happiness) or Mercantile ones(for their unique luxuries). Adopting Order gives you access to tenets likeYoung Pioneers and Academy of Sciences, which provide a nice boost to Happiness.If you dont get too big for your own good, you should maintain the economicand technological might required for world conquest. If youre the peacefultype, you can invest all that excess Gold into City-States and pursue adiplomatic victory instead.--------------------------------------------------------------------------------2.12 DENMARKDenmark (Harald Bluetooth)Viking Fury+1 Movement for embarked units; No movement cost for disembarking; No movementcost for pillaging for land melee unitsViking Fury is strange in the sense that while it incentivizes storming beachesand attacking across oceans, it gives you no naval boosts. It does make yourground troops exceptionally effective at destroying coastal cities, so civslike the Carthagians and the English need to watch out for you. Disembarkingdoesnt cost you any movement, and your melee units pillage tiles for free, soyou can amass your forces near a coastal city, and then land and ransack thelandscape in swift fashion. There is no reason for you to even come within theenemys sight before you launch your beach invasion.Berserker (Medieval Era Longswordsman)+1 Movement; No combat penalty for fighting across rivers or oceans (Amphibious)The Berserker perfectly complements Viking Fury. A speedy Longswordsman thattakes no penalty attacking amphibiously, it can take out softened coastalcities without the need for any other support. The Berserkers Amphibiouspromotion makes it a decent defensive unit if positioned properly around citiesbuilt near rivers, but that is not its purpose. The Berserker, and Denmarkin general, is designed to attack and pillage.Norwegian Ski Infantry (Industrial Era Rifleman)+25% Combat in snow, tundra, and hills tiles; Double movement through snow,tundra, and hills tiles; No combat penalty for fighting across rivers or oceans(Amphibious)The Berserker eventually upgrades to the Norwegian Ski Infantry, and though itloses the extra Movement, it keeps the Amphibious promotion. NSI have amovement bonus of their own, in Hills and snowy tiles. While there isnt toomuch snow on a typical map, the Hills bonus can help you lay waste to the manycivs that like to settle near hills. Since the Amphibious promotion is carriedover, theres no reason to stop targeting the coastline. The NSI are doublydeadly that they can more than hold their own on the ground once the coastalcities are taken.Victory Viking Fury points towards domination via coastline takeovers, andthats exactly what your unique units help you achieve. Explorations openergets you added speed on the seas, and eventually the policies from that treewill help mitigate the unhappiness generated by your wide empire. Stick to thecoastline and destroy anyone foolish enough to plant cities there, but makesure you dont extend too much. Your unique units are actually ground troopswith naval bonuses, so conquering inland cities shouldnt be too difficult,especially once the NSI come into prominence. You will have to jump continentsto find new coastlines to ravage though, so have infrastructure and policies(and some great tenets from Autocracy Militarism, Fortified Borders, PoliceState) in place to ensure a happy empire.--------------------------------------------------------------------------------2.13 EGYPTEgypt (Ramesses II)Monument Builders+20% Production when building national or world wondersDo you like building Wonders? If the answers yes, then Egypt is thecivilization for you. The boost to Wonder production that Monument Buildersgrants you should mean that no one can beat you to any wonder as long as youdont get out-teched. The powers of your wonders will leave the game wide openfor you to pursue any kind of victory. Its all about making that decisionearly enough, and then focusing your efforts on getting the requiredtechnologies, policies, and wonders. Efficiency is the name of the game forEgypt.War Chariot (Ancient Era Chariot Archer)Does not need Horses; +1 MovementThe War Chariot is your chief defender against early aggressors or neighborswho are jealous because youre snapping up too many wonders that they want. Inorder for them to be effective, however, you need to have infrastructure inplace. Make sure youve got roads where you need your Chariots to go they gethammered in Rough terrain. Their additional movement means you dont need toomany to defend your cities (and you dont need horses either), but be sure toattack while defending. The Chariots have a pathetic 6 melee strength, so ifSpearmen get their hands on them, it means instant death.Burial Tomb (Classical Era Temple)0 Maintenance (not 2); +2 Happiness; Double gold pillaged from this city ifconqueredThis Temple replacement provides additional Happiness at no maintenance cost,helping both your economic and cultural ambitions, so theres no real reasonnot to build one in every city you have. Remember that they provide an extraincentive to your opposition cities with Burial Tombs yield double Gold whenpillaged. But the boost to Happiness will allow you a period of early and wideexpansion.Victory Your choice of Wonders will dictate what victory you will pursue, butconsider a couple of facts Egypt have no late-game unique units, and nobonuses to science or production to ensure late-game military superiority. Onthe other hand, all Wonders provide Culture and Burial Tombs excess Happinessshould keep your empire on the verge of Golden Ages most of the time. You wouldbe remiss not to pursue a Culture victory after some early warring andexpansion. If you can ensure reasonable technological parity, you can shore upyour defense with the appropriate wonders (Kremlin or Red Fort) and turn yourfocus towards producing Tourism.--------------------------------------------------------------------------------2.14 ENGLANDEngland (Elizabeth I)Sun Never Sets+2 Movement for naval and embarked units; Gain extra Spy at the RenaissanceEnglands unique ability requires you to be near the sea, so that should bethe focus when expanding. If you dont start at the coast, try to get there assoon as possible. Since early naval units dont pack a considerable punch, itsbest to lie in wait until your unique units come into the picture, beginningwith the medieval era. The extra movement does make exploration of archipelagomaps and maps featuring long coastlines very easy, and you can get a fairamount of gold just by being the first to discover city-states and naturalwonders. This early exploration will be especially handy if you meet all othercivs before anyone else, meaning youll be the first host of the WorldCongress. Your extra Spy often means you dont have to make a choice betweenprotecting your technologies and peddling your agenda (as a diplomat or in acity-state) worldwide you can do both at the same time.Longbowman (Medieval Era Crossbowman)+1 RangeThis long-range Archer can be the basis of your offensive or defensiveforces it can bombard enemies before they can actually see you. The Longbowsare a fearsome proposition when marching on cities, because they can hitcities from where cities cannot hit them. Mounted units are the Archers bane,so protect your Longbowmen with Spears and Pikes. Those melee units will comehandy when conquering cities, because while your Longbowmen can lay cities towaste, they cannot actually land the killing blow. If youre faced withaggressors marching on your cities, plant some Longbowmen in and behind yourcity and watch them reduce the opposition to rubble. Theyre that good. Youcan then switch modes, follow the trail back to the aggressors cities, andteach them a lesson or two. A Pike and Longbow army pretty much eliminates theneed for Swordsmen, saving up valuable Iron for your Ships of the Line.Ship of the Line (Renaissance Era Frigate)+8% Cost; +20% Combat; +25% Ranged combat; +1 SightThe Ship of the Line, available in the Renaissance, is actually far morepowerful than any naval unit of its era. That makes it nigh unbeatable on theseas, and it can form the basis of an embarked invasion force that canterrorize opposition coastal cities. Being a Frigate replacement, it needsIron, but that can come from your Swordsmen being upgraded to Muskets. Becareful once the Industrial Era and the Ironclad roll around, though. The Shipof the Line doesnt upgrade until one era later, and left one-on-one, Ironcladswill demolish your ships, so keep a numbers advantage, surround them, and sendthem to the sea floor.Victory Englands ability dictates domination by way of oceans, and you canachieve that easily on archipelago-type maps. On continent-type maps, you needground support, and thats where your Longbowman comes into the picture.England actually have a fantastic two-pronged invasion force to play with whenthe Renaissance comes around, so save up money and build some extra Archers.Make sure you beeline to Machinery so you have Longbowmen before anyone knowshow to deal with them. You can expand on the back of your superior groundforces in the Medieval era, and when the Renaissance arrives, you can dominatethe coasts with the Ship of the Line. As long as you dont get out-teched, yourwide empire should provide the economic and technological base for late-gamesuperiority and world domination.--------------------------------------------------------------------------------2.15 ETHIOPIAEthiopia (Haile Selassie)Spirit of Adwa+20% Combat when fighting an enemy that owns more cities than EthiopiaAn underdog civilizations friend, this unique ability gives Ethiopia a combatbonus when fighting against a civilization with more cities, meaning that inorder for you to avail it in the late game, you must remain narrow and tall.That also means being choosy about where you settle look for prime tiles andluxury resources and avoid the coast if possible. Going on the offensive iscounterproductive with this ability, unless you plan to raze everything youconquer to the ground. Spirit of Adwa is meant to be used in a defensivecapacity to make your empire nigh impregnable.Mehal Sefari (Modern Era Rifleman)-11% Cost; +15% Combat in rough terrain (Drill I); Variable combat bonus whenfighting near the capital (distance-dependent, maximum +30% when inside capital)The Mehal Sefari is a cheaper Rifleman with bonuses for fighting near theCapital. This bonus is a whopping 30% when the Mehal Sefari is in the capital,so theres no reason not to garrison one in Addis Ababa. If nearby neighborsmarch on your cities, place the Mehal Sefari strategically to force theopposition onto Rough terrain, and watch their inherent Drill I promotioncombine with your bonus from Spirit of Adwa to wipe out invading armies.Stele (Ancient Era Monument)+2 FaithThe Stele is a unique Monument designed to combine the power of culture withthat of faith. With a couple of Steles in place, you can compete withreligion-centric civs like the Celtics to be the first to form a Pantheon.Since having to make a choice of a Pantheon so early requires at least someknowledge of the surrounding tiles, make sure you have a scout roaming around.Victory Culture and Faith go hand-in-hand with a tall, defensive empire likeEthiopia, and should eventually lead to a Tourism victory. Policies from Pietyand Aesthetics will boost both outputs, and the Piety finisher nets you extraCulture from Holy Sites. Make sure you grab World Church, the only founderbelief that helps Culture, and spread your religion with zeal as that will meaneven more culture. In the late game, your troops may find themselves fendingoff jealous neighbors, so have a standing army and some defensive infrastructurein place. Picking up Freedoms Their Finest Hour should make your cities(especially Addis Ababa) a serious test for any aggressor. Once youve sentthe invaders packing, get back to churning out Tourism. Remember not to fallbehind on Science, though, later technologies leading to Hotels, Airports, andthe Internet boost your Tourism dramatically. To that end, it might be a goodidea to be allied to a couple of city-states and pick up PatronagesScholasticism.--------------------------------------------------------------------------------2.16 FRANCEFrance (Napoleon Bonaparte)City of LightDouble theming bonuses for tourism in the capitalSince City of Lights bonus is very specific, and tourism in general requiresat least a few key wonders, France will live and die by the wonders they build.This makes City of Light one of the more difficult unique abilities to takeadvantage of, as it forces you to turn your Capital into a wonder-producingpowerhouse, and use other cities in a supporting role. A few puppets (orcity-state allies) will help, too. Double theming bonus does not seem likemuch, but once policies, tenets, and infrastructure multiply your basetourism, its true power is apparent and you will find yourself on an inexorablemarch to a tourism victory.Musketeer (Renaissance Era Musketman)+17% CombatThe Musketeer is the joint-strongest land unit of the Renaissance era, and ifyou can build enough of them, theres no reason they cant simply overpoweropposing forces of your neighbors. They come at a critical time in the mid-gamewhen you mightve exhausted your natural resources and started lookingoutwards for more. If you invest in some early siege units, your Musketeerswill be all you need to successfully invade a neighbor or two. Once you puppeta couple of cities, stick your Musketeers there to stuff your neighbors if theylaunch a foolish counterattack.Chateau (Tile Improvement Medieval Era Chivalry)+2 Culture and +1 gold from luxury-adjacent tiles; +1 Gold and +2 culture totile yields after researching FlightOnce you research Chivalry, you can immediately start setting down Chateauxaround your luxuries. This tile improvement does require you to plan early, whenyoure settling cities make sure theyre around a few luxuries, so you cantake advantage of your chateaux later. With some planning and luck, you canset down two chateaux next to each luxury for a +4 Culture and +2 Gold swing.And the Chateau is the gift that keeps giving after Flight, you get anadditional +1 Culture and +2 Gold from those tiles.Victory You need to achieve a tourism victory, but getting there requires adifferent methodology than other, purely cultural civilizations like Ethiopiaor India. Since you need Paris to be grabbing wonders like Hanging Gardens,Globe Theater, and the Louvre, you need to focus your early game towardsbuilding a population and production in your Capital. To that end, you cansend some production or food to Paris from your other cities and carefullybalance between Tradition (Aristocracy, Landed Elite) and Liberty (Republic)policies to start. Once the Renaissance rolls around and your Musketeer armyis ready, harass some neighbors and take their lucrative cities to providegold, science, and luxuries for your empire. Make sure you grab the EiffelTower (and its +12 Tourism) and put yourself in the best position to constructlate-game culture wonders like Cristo Redentor and the Sydney Opera House.--------------------------------------------------------------------------------2.17 GERMANYGermany (Bismarck)Furor Teutonicus-25% Maintenance costs for land units; 50% Chance of converting a defeatedbarbarian within an encampment to your side and gaining 25 goldThis German ability gives you the tools you require to build an early forcecapable of conquering your neighbors while grabbing some handy gold as well.Actively hunt for Barbarians and turn them to your side. With a little bit ofluck and skill, you might be able to Zerg Rush a civilization thats tooclose to you and wipe them out before they ever become a factor. The additionalgold from clearing encampments will come handy; because your militarys largesize cannot be otherwise handled by your early-game economy. Grab a couple ofcities from your neighbors; the gold you pillage from them should keep youout of the red while you build infrastructure for your economy.Landsknecht (Medieval Era Pikeman)-50% CostThe Landsknecht is a Pikeman built at half price, and with no weakness. That isnot a typo. Its about strength in numbers, and no unit gives you strength innumbers like the Landsknecht. When the Medieval era starts, mass produce theseguys (you can disband your earlier barbarian units if the cost gets too much)and march on your nearest neighbors. Civilizations with unique mounted units,like Byzantine, Mongolia, or Songhai, have no chance against you. As long asyou can afford to pay their maintenance cost, theres no reason to stopproducing these guys. Remember that conquering opposition cities will boostyour economy as well. So just make a couple more Landsknecht and march ontothe next city.Panzer (Atomic Era Tank)+14% Combat; +1 MovementThe Panzer is a sight to behold in the late game. These super-powered andsuperfast Tanks can zoom around in the atomic era and lay waste to oppositionarmies with ease. While atomic era units all come a little too late to have amajor impact, the Panzer is still a force to be reckoned with. Keep in mindthat you must be on the attack a defending Panzer gets no terrain bonus andis a sitting duck for air strikes or anti-tank guns. Have a couple of MobileSAMs around to take out those pesky Bombers, and speed around the mapdemolishing anything stupid enough to stand in your way.Victory Germany is built for world conquest, and its unique ability and unitsgive you options for when you want to push for domination. The early Barbarianunits you flip to your side might help you take out a neighbor or two by theclassical era, and your massive Landsknecht army can help destroy a capital ortwo through the middle game. By the late game, you should have a vast empireproducing plenty of beakers to keep your military superior to others, and yourPanzers can get to work wiping out whoever is still left standing. Keeping ahealthy economy early on is crucial, so make finishing out the Honor tree apriority. Commerce and Rationalism policies should gain you militarysuperiority and later Autocracys Lightening Warfare (making your Panzers evenfaster) and Clausewitzs Legacy will give you the push needed to make late-gameconquest absurdly easy.--------------------------------------------------------------------------------2.18 GREECEGreece (Alexander the Great)Hellenic LeagueDiplomatic relations with city-states degrade 50% slower and recover 50% fasterThe benefits from Hellenic League dont come into view until about the mid-game,but they are substantial. It makes maintaining your city-states allies muchless of a burden on your economy, freeing up crucial gold for other pursuits.Since you cant befriend city-states you havent met, one of your focuses inthe Ancient and Classical era should be to invest in Scouts and Triremes tofind as many city-states you can. This will have the added advantage of youmeeting every other Civ before anyone else, which gives you the host seat forWorld Congress (and with it, extra delegates), the first step towards adiplomatic victory.Hoplite (Ancient Era Spearman)+18% CombatThe Hoplite is a stronger Spearman that will help you harass your neighbors andexpand early. Though it is slightly weaker than the Swordsman, it wont beoverrun by them, and with a Great General nearby, it can take the fight tothem. Since the Hoplite is still relevant in the Classical Era, it will formthe basis of your invasion force along with the Companion Cavalry.Companion Cavalry (Classical Era Horseman)+17% Combat; +1 Movement; Has Great Generals I (promotion)Unlocked in the Classical Era, the Companion Cavalry is second only to theByzantine Cataphract when it comes to strength in its era. However, it movesmuch faster than the Cataphract and so is a suitable invader along with theHoplites. The Companion Cavalrys bonus to Great General generation helps yourHoplites fight off any Spears or Swordsmen who might try to stall your advance.With these two units working in synchronization, the Classical era is your bestchance for some rapid expansion via conquest.Victory Greek unique units have the potential to be dominant in the earlygame, and so you should be aggressive to start with, before settling down bythe Medieval era. By then, you shouldve established contact with most of thecity-states on the map, and now you can let Hellenic League take effect.Patronages Philanthropy and Merchant Confederacy will further ease theeconomic investment you have to make in city-states, so put that gold intodefensive infrastructure to keep out jealous neighbors ticked off by yourdiplomatic advancement. The only time you should seriously consider going towar is to liberate a city-state one of your rivals has conquered, because thatwill lock down future delegates for the rest of the game. Freedom and Autocracyoffer hefty diplomatic bonuses, but they are through third-level tenets thattake a while in being unlocked. Instead try to pick the ideology that islikely to be adopted by a majority, and then push for World Ideology to gaineven more delegates.--------------------------------------------------------------------------------2.19 HUNSHuns (Attila)Scourge of GodAnimal Husbandry is already teched; +1 Production from Pastures; Raze conqueredcities at double speedEverything about the Huns, including this ability with all sorts of upfrontbonuses, is asking you to go to war as soon as possible. Since you have AnimalHusbandry researched and need pastures, you know exactly where to expand. Getyour second city down, build some Pastures, and thats all you really need toproduce that early army. As you keep warring in the mid-game, it might be thathappiness becomes an issue when youre taking down opposition cities theHuns ability solves this problem to an extent. You can raze down cities inhalf the time, so if a conquered city doesnt offer you anything that youparticularly need, burn, baby, burn!Battering Ram (Ancient Era Spearman)Melee Siege Unit: +34% Cost, -9% Combat, no bonus against mounted units (not+50%), limited visibility, can only attack cities; +33% Combat against rangedattack (Cover I); +300% Combat against cities; -33% Combat when defendingThe Battering Ram replaces the Spearman but is nothing like the Spearman infunction. It has a ludicrous 300% bonus against Cities and can defend itselffrom City attacks, but it does nothing else. The missive is made simple foryou, protect these things with the rest of your army (more on that later) andwatch them demolish opposition cities for fun. Keep in mind that the Ram has 10Melee strength and a defensive penalty so theyre no-hopers if oppositionunits get to them.Horse Archer (Ancient Era Chariot Archer)Does not need Horses; +17% Combat; +15% Combat in open terrain (Accuracy I); Nomovement penalty in rough terrainThe responsibility of keeping your Rams up and running falls on the HorseArcher. The Battering Rams are fragile, defenseless, and need a unit to clearthe path for them, and the Horse Archer carries out all of these functions. Aslightly stronger Chariot Archer that doesnt need Horses, its the perfecthit-and-run artist capable of taking the fight to ancient-era units. The HorseArcher can stampede all over the map with impunity because it has no roughterrain penalty, and if your oppositions forces have the misfortune of beingon open terrain, they will be swiftly destroyed. Build HAs to outnumber theopposition, surround them using your superior speed, wipe them off the face ofthe earth and leave your Rams free to do their thing against the cities.Victory The Huns are designed to be one of the games primary earlyaggressors, and to that effect you can you use your ancient era units toconquer your neighbors before everyone is out of Classical era. Puppet thecities that are useful and burn the rest down, then move onto the nextcivilization. If there are multiple continents, your push will require somenaval support so dont ignore those technologies. By the time the mid-gamerolls around, you should have a vast empire, but it will come at the cost ofdiplomatic relations the world will think of you as a warmongering menace,so dont expect too many friends or good deals. Make sure you pick up policiesthat control the amount of unhappiness you will generate and invest excessgold in Mercantile city-states for their unique luxuries. Focus on science tokeep your military technology up-to-date, because once you get to theindustrial era, Autocracys tenets will give you the final push you need totake out whoever is still left standing.--------------------------------------------------------------------------------2.20 INCAInca (Pachacuti)Great Andean RoadNo movement cost on hills tiles for any unit; -50% Maintenance on Roads andRailroads not built on hills; No maintenance on Roads and Railroads built onhillsThis ability makes the Inca stacked for the Hills and nothing special if noHills are in sight, so move to the Hills if you dont start there. So dependentare the Inca on Hills that it makes virtually no sense to settle anywhereelse even if that means settling cities far apart from each other. Since youpay very little for roads (and nothing if roads are on hills), this is actuallynot an economic burden. If your opponents get to the hills before you do, thatmeans taking them out. It helps that your units ignore all terrain costs onhills, even if those tiles have Forests or Jungles, making them perfect fortripping up rival forces.Slinger (Ancient Era Archer)-20% Combat; Can retreat one tile automatically if attacked at meleeThe Slinger is an odd little nugget. This weakened Archer has the ability toautomatically withdraw from a Melee attack, meaning it can live to fightanother day in most situations. The Slinger is nothing special as an aggressiveforce and is unlikely to win you any cities on its back, but it makes for agood defender and counterattacker. Lure in aggressors with Slingers, and whenthe opposition moves in for the kill, sidestep them, leaving them open for anambush from your super-speedy forces (since youre likely to be settled onHills). Once youve laid waste to an attacking force, dont just twiddle yourthumbs follow the retreating army and lay siege to their cities.Terrace Farm (Tile Improvement Classical Era Construction)+1 Food to hills tiles; Another +1 food to tile yields for each adjacentmountain tileSince your cities are likely to be settled on and surrounded by Hills, you canreach a point where you have a serious food shortage and stagnation. TheTerrace Farm solves this problem by netting you food from those hills, withbonuses if youre near mountains, and more bonuses after you research CivilService or Fertilizer. Your cities will be growing very tall by the time themid-game rolls around, allowing you to reap some cultural benefits from yourmany specialists.Victory With a bonus to movement and the inherent production boost you willreceive by being near so many Hills, the initial instinct would be to push fordomination or science, converting that production into plenty of units orspaceship factories and spaceship parts. However, the Inca have no specialmid- or late-game units to facilitate world conquest (their one unique unit isa better defender than aggressor) nor do they have any scientific benefit. Itseems the best strategy is to grab the prime hilly areas on the map early on(peacefully or through war), let your cities grow tall, and push culture andtourism. Since your cities should be production powerhouses, you should haveno trouble picking up the variety of cultural Wonders that become availablethrough the ages. Your units can zoom around hills, so anyone invading yourterritories will be swiftly dealt with, leaving you to look after your artisticpursuits.--------------------------------------------------------------------------------2.21 INDIAIndia (Gandhi)Population GrowthUnhappiness from number of cities is doubled; Unhappiness from population ishalvedThis unique ability pushes you to settle only a limited number of cities butgrow them very tall. With Population Growth, you can have a large populationkept happy as long as there arent too many cities. This means settling inplaces that give you the best bang for your population buck, so be picky sinceyoure likely going to be settling no more than four cities. Excess populationalso means you can have a virtual army of specialists doing their thing withouthaving to worry about happiness or (with Freedoms Civil Society) food supply.War Elephant (Ancient Era Chariot Archer)+25% Cost; Does not need Horses; +33% Combat; +10% Ranged combat; -1 Movement;No movement penalty in rough terrainWith a tall empire, you are not likely to be embarking on large conquests,instead focusing on defending your lands. The War Elephant is perfect for thispurpose. A Chariot Archer that can both hold its own in Melee and hit harder,its a great defender. Since its slow and expensive, its not given to be apart of a large invading force, but it should form the basis of your standingarmy. Its inherent lack of speed is actually offset by the fact that it doesntget tripped up by Rough terrain.Mughal Fort (Medieval Era Castle)-6% Cost; +2 Culture; +2 Tourism after researching FlightContinuing the theme of defense, the Mughal Fort adds to the security of yourcities. As your cultural ambitions grow and your influence starts to spread,youre likely to encounter your share of jealous neighbors who might decide tomarch on your cities, so have one of these in each of your cities to supportyour defensive army in repelling them. The Culture and (later) Tourism boostis handy, too.Victory India is stacked for a Tourism win, but you cant afford to becompletely lazy about your army. Being a cultural powerhouse but having nomeans of defending yourself is begging for trouble, so invest some time inmaintaining a standing army and defensive infrastructure. While you will wantto open with Tradition policies, it might be a good idea to get started onHonor, as the opener nets you bonus Culture for taking out barbarians,Military Caste nets you extra Culture and happiness, and Professional Armycuts down the cost of upgrading your units throughout the game. You can cozyup to a militaristic city-state for some extra units, especially if you findyourself falling behind on military technology. Once your lands are secure,you can push towards culture and tourism with your production-oriented citiesand their tens of specialists and fight for every cultural wonder from theRenaissance onwards. Freedom tenets will give you the final push, and othercivs will be wearing your blue jeans and listening to your pop music in no time.--------------------------------------------------------------------------------2.22 INDONESIAIndonesia (Gajah Mada)Spice IslandersGain the unique luxuries Nutmeg, Cloves, and Pepper from your first threecities settled on foreign landmassesSpice Islanders grants you three unique luxuries for your first three citiessettled on foreign landmasses, so you need to get to the coast and push forCompass so you can send settlers across waters. You need to be a maritimeempire to really enjoy this ability, so look for coasts to settle on and buildharbors for city connections. Since you are forced to settle on islands faraway from each other, invest in at least a standing navy and some defensiveinfrastructure lest your coastal cities fall victim to naval aggressors. Youget two of each unique luxury, so trade away the extra copy for gold orhappiness.Kris Swordsman (Classical Era Swordsman)Gain random unique promotion after first battle (Mystic Blade) The Kris Swordsman comes with the chance to be a game-changer or be a totalwaste. You would think that a Swordsman that gains a random promotion afterits first combat would always be helpful to your cause but thats not thecase the promotion can actually be a hefty penalty. This takes any strategyout of creating Kris Swordsmen and makes the process truly random andinefficient. Creating heaps of them and then deleting the ones with the badpromotions also seems like a giant waste of resources. When you get theAmbition or Restlessness promotions, the Kris Swordsman is one of the bestunique units in the game; if you get Evil Spirits, its one of the least useful.The Mystic Blade promotions of the Kris Swordsman are as follows: Ambition+50% Combat when attacking, -20% Combat when defending; Enemy Blade -20HP ifunit ends the turn in enemy territory; Evil Spirits -10% Combat when attacking,-30% Combat when defending; Heroism +15% Combat for adjacent friendly units;Invulnerability +30% Combat when defending, +20HP when healing; RecruitmentHeal 100 HP after destroying a non-barbarian enemy unit; Restlessness Mayattack twice, +1 Movement; Sneak Attack +15% Combat for each flanking unitCandi (Medieval Era Garden)+2 Faith; Additional +2 faith for each religion present in the cityThe Candi gains you excess Faith from the presence of other religions in yourcities, which seems counterproductive at first. But with the presence of acouple of religions on top of your own, you will be producing so much faiththat your religion (and your cities religion by proxy) will never be underany real threat. Remember that your trade routes can also bring foreignreligions to you, and in this case thats a good thing. Try hooking up withcity-states following a different religion you get the bonus from the Candi,and the influence is never strong enough to threaten your presence.Victory A maritime civilization with no bonuses to any warfare, Indonesia canbe a tough civilization to play, but there are a few ways to win with them.Some things you should always do get a religion going, get some cargo ships,and build a navy. Since the Cargo Ships will form the basis of your economy,your navys main purpose will be to act as envoys. The Cargo ships will alsobring in the foreign religious influences that your Candi needs. You candirect your excess Faith to a variety of causes get some Holy Warriors todefend your lands in the mid-game or choose Tithe to gain some extra gold.Your unique luxuries and profitable sea trade routes (boosted by ExplorationsTreasure Fleets) can be the basis for a strong economy, and with some luck yourKris Swordsmen might give you a chance to go after some lucrative neighboringcities. Its best to push gold and diplomacy, however, since that is the mostlikely way to win with the Indonesians.--------------------------------------------------------------------------------2.23 IROQUOISIroquois (Hiawatha)The Great WarpathGain a movement bonus equal to that of a Road in friendly forest or jungletiles; Friendly forest and jungle tiles act as though a Road is built on themafter researching the WheelSimilar to the Incan bonus from Hills, the Iroquois get a ton of benefits frombeing near Forests or Jungles. The Iroquois have to worry about something theInca dont, however rivals can remove your forests. Having so much stacked ona particular type of terrain means that early settling decision are easy, andyou can settle in far off locations as you pay next-to-no maintenance on roads.It helps you defend your turf better too, provided you maintain the forests,since your units can zoom through the terrain while your enemies will gettripped up.Mohawk Warrior (Classical Era Swordsman)Does not need Iron; +33% Combat in forest or jungle tilesNeed to conquer some forest/jungle filled territory that a neighbor usurpedfrom under your nose? The Mohawk is the answer. A Swordsman with no need forIron, this is a unit with serious mass-production potential. The Mohawk isgreat for offensive or defensive purposes. Have your neighbors grabbed a pieceof land you really wanted? Send the Mohawks in to get what belongs to you. Hasa foolish rival decided to invade your territory? Buckle down with the Mohawks,protect your forests, and teach them a lesson. Since its emergence in theClassical era usually coincides with attempted expansion (by you or by yourrivals), its always good to have a few Mohawks ready for service. To that end,you can build surplus Warriors early and have some gold stockpiled, and youregood to go.Longhouse (Medieval Era Workshop)-17% Cost; +1 Production from forest tiles (not +10% to overall city Production)Since youre likely to be around plenty of Forests, getting your productionnumbers up might be a problem. The Longhouse, a cheaper version of a Workshopthat grants production yield from forest tiles, is designed to fix this issue.You should rush to tech Engineering and then have one of these up in each ofyour cities, and youll be a production powerhouse in no time.Victory With so much stacked on forests and jungles, the Iroquois need to beferocious when it comes to protecting their territory or grabbing new lucrativeforested areas. That means having a competent army early on, aided by yourMohawks, and that can easily lay the basis of a domination victory, especiallyif enough of the map is covered in forests. Your units treat Forests as roads,so you gain a lot of speed over your opposition. If domination doesnt pan out,you still have a bunch of high-production cities. Once you have Universities,your jungles will also start yielding ridiculous amounts of Science, so pushin that direction. Starting with Honor and Liberty is a good idea. Later,Orders Five-Year Plan and Workers Faculties provide further bonuses to yourproduction and science, and should facilitate a spaceship victory.--------------------------------------------------------------------------------2.24 JAPANJapan (Oda Nobunaga)BushidoWounded units fight at full strengthOne of the games most frightening abilities, Bushido builds Japan for warringsuccess like no other civilization. Your units give much more bang for the buckwith the ability to fight at full strength until their last breath. Attacksrisky for other civilization hold no demons for you and youd be surprised justhow much of an advantage this ability is every time you go to war. Manycivilizations pack a punch when they invade, but no one can sustain invasionslike Japan. Remember that naval units benefit from Bushido as well, so earlyexploration is a safer prospect as Barbarians have a far smaller chance ofsinking your ships.Samurai (Medieval Era Longswordsman)+15% Combat in open terrain (Shock I); Has Great Generals II (promotion)A Longswordsman with an inherent promotion in open terrain, the Samurai is afantastic invader. The bonus to Great General generation means that yourSamurai can be in the company of one most of the time, and with Bushido, a fewSamurai can take out entire civilizations, especially if your rivals have themisfortune of being in or around open terrain. The Samurai can make for anexcellent defender as well, but these guys were not made to sit around andtwiddle their thumbs until someone invades. Go out on the attack and make yourneighbors pay!Zero (Atomic Era Fighter)+33% Combat v FightersThe Zero is very good at its function, but that function is so specific thatyoull find yourself not using the Zero in most games. It comes in too late,and the only reason to build one is if you see opponents running sweeps foryour Bombers; its bonus in dogfights means itll be clearing the skies for yourbombing strikes.Victory With two unique units and an ability that gives a bonus for all kindsof warfare, the preferred victory condition for Japan is a no-brainer. Sinceyour Samurai become available mid-game, you can focus your early game towardsbuilding infrastructure and completing the Honor tree. Building cities nearHills or Forests (get some Lumber Mills going) is probably a good idea becauseof the production boosts you get out of them. Opt for the richest trade routespossible (if theyre too far away, give your Caravans an envoy) so you have thegold needed to upgrade existing units. You need Iron to make Samurai and ifyou dont have any, that means war with a neighbor. Once the Samurai get intoaction and start producing Great Generals, youre on your way to worlddomination. If you manage your resources carefully, you should be able tofinish off your rivals before you ever need to build an aerial unit.--------------------------------------------------------------------------------2.25 KOREAKorea (Sejong)Scholars of the Jade Hall+2 Science from Specialists; +2 Science from all Great Person improvements;Gain a tech boost (equal to that of a Research Agreement) after completing ascience building or science wonder in your capitalOne of the rare abilities purely geared towards Science, Scholars of the JadeHall gives you plenty of tools to get technologically ahead. With bonuses toSpecialists, a lot depends on your cities and their excess population, sosettle the cities in food and production-rich areas to maximize population.After Rationalisms Secularim, each Specialist nets you +4 Science, so work onthat population. If a city isnt as big as youd like it to be, dont hesitateto send a caravan or cargo ship full of food its way. Academies net you anobscene +10 Science, but dont forget to boost Great Person generation ingeneral and build as many Landmarks and Customs Houses as you can.Hwacha (Medieval Era Trebuchet)-8% Combat; +86% Ranged combat; does not have limited visibility; no bonusagainst cities (not +200%)The Hwacha is a Siege unit only in name. A Trebuchet with no bonuses againstCities but almost double the strength, it hits harder than anything else in themedieval era. That makes it perfect for defending your cities and coasts afew Hwacha can waste incoming armies with incredible ease. Theyre not tooshabby as a coastal defender, either. Since their base strength is so high, itmakes sense to take them on an offensive campaign once they gain some anti-citypromotions or a Great General. Keep in mind the Hwacha has a lower Meleecombat strength that the Trebuchet, so it must be well-protected.Turtle Ship (Renaissance Era Caravel)+80% Combat; No extra Sight; Can retreat automatically if attacked at melee;Cannot enter the deep oceanThe Turtle Ship continues the theme with the Korean unique units its farstronger than the Caravel it replaces, but cannot be used for deep Oceanexploration. As a result, the Turtle Ship has one purpose defending yourcoastline and its better at its job than anything else in the Renaissance.British, Carthagian, or Danish naval offensives have no chance against you. Ifyou add a Hwacha or two in your coastal cities, that makes them virtuallyimpregnable.Victory With fantastic defensive units and a powerful scientific ability,Koreas path to victory is pretty obvious. The Great Library is the only earlyScientific wonder, so make sure you have it. Later dont forget to build yourNational College and Oxford. All three trigger your ability, which is furtherboosted by Rationalisms Scientific Revolution and the Porcelain Tower. Beingfriendly with your neighbors and having enough gold saved will make sure youcan always have a Research Agreement or two in place. It is important to guardyour lands and coasts against invaders, however, so invest in a standing army.With the Hwacha and Turtle Ship being such amazing defenders, you dont needtoo many units anyway. Order is the ideology with the most benefits to ascience-based civilization, so that should be your choice.--------------------------------------------------------------------------------2.26 MAYAMaya (Pacal)Long CountGain a Great Person of choice at the capital every Baktun (394 years) afterresearching Theology, but each type of Great Person can be chosen only onceThis strange ability comes into the picture only after researching Theology,so that should be the early goal. Once that is teched, Long Count provides afree Great Person of choice once every Baktun (your calendar is in Baktuns,approximately 394 years). You have to choose each type of Great Person once, sochoose wisely according to your early needs Great Merchants and Artists canprobably wait until later. Remember that years pass more slowly (fewer yearsper turn) as the game progresses into later eras, and this affects your GreatPerson generation so dont depend too much on having a production line of GreatPeople ready at your disposal.Atlatl (Ancient Era Archer)Unlocks with Agriculture (not Archery); -10% CostA cheap Archer that unlocks at the beginning of the game, the Atlatl actuallymakes Archery pretty obsolete, though you need to get to the Wheel and othertechnologies. Since you will be the first to have Archery units, you can mounta very early rush at a nearby city-state sitting on a valuable resource or arival civ settling a city too close to your lands. Once a bit of earlyexploration (and expansion) is complete, the Atlatl can be a great defender,especially since its easy to always have more of them than any attacking force.Pyramid (Ancient Era Shrine)+1 Faith; +2 ScienceAn Ancient-era Shrine producing extra Faith and Science, the Pyramid has thepotential to give your empire a serious up-front boost. +2 Science doesntseem like much, but in the Ancient era, planting a couple of Pyramids can giveyou a hefty technological edge crucial when building early Wonders which arealways highly contested. The excess Faith you generate can be turned to thevictory type of your choice.Victory The Mayans get a cheap unique Archer and a Faith/Science boost, bothin the Ancient Era. These benefits point towards an early expansion effort,followed by settling in and protecting the technological lead you have built.Science is dependent on having both premium land and infrastructure, so startwith Liberty and fight for jungles or mountains if they are nearby. Yourwarring efforts should occur early on while you maintain numerical superioritywith your Atlatls. The additional faith your Pyramids generate can be turned toScience with beliefs like Interfaith Dialogue and the Rationalism opener allowsyou to buy Great Scientists with Faith. In the mid-game protect yourtechnological lead using spies and anti-espionage buildings and keep a standingarmy to deter others from attacking you. Since you should have technologicalsuperiority over your rivals by then, follow a quality over quantity approachso it is not too much of a burden on your economy.--------------------------------------------------------------------------------2.27 MONGOLSMongols (Genghis Khan)Mongol Terror+30% Combat against city-states and their units; +1 Movement for mounted unitsThe Mongols have the ability to throw a serious wrench in anyones plan for adiplomatic victory. A whopping 30% combat bonus against city-states isessentially begging you to conquer any that you come across, but be careful. Bythe mid-game, city-states have powerful allies that will not hesitate todeclare war on you, and it is never a great idea to open up on multiple fronts,especially since your combat bonus applies only to city-states. The otheraspect of the ability is giving all Mounted units an additional movement point,making you a particularly potent invading force across virtually any terrain.Keshik (Medieval Era Knight)Ranged mounted unit: -25% Combat, Ranged Combat 16, Range 2, Cannot meleeattack, No penalty against cities (not -33%); +2 Movement (after Mongol Terror);Double experience from combat (Quick Study); Has Great Generals I (promotion)A reworked Knight, the Keshik is the master of the hit-and-run. Being a mountedarchery unit, it is essentially a slightly weaker crossbow on some seriouswheels. With the movement bonus from Mongol Terror, the Keshilk has 5 Movement,which is not only unparallelled in its own era, but more than any non-uniqueunit from the next era. Its that fast. Conquering cities is made easy by thefact that you can move after attacking. Just have a couple of melee unitsaround to do the dirty work after your Keshiks have brought a city to itsknees. Dont get arrogant and keep moving - the Keshik is still a mounted unitand gets crushed by Pikes. Keshiks gain promotions twice as fast, so after acouple of raids, you may have an army of super-powered Keshiks that willoutmatch anything else produced in the medieval era.Khan (Replaces Great General)+3 Movement (after Mongol Terror); Adjacent friendly units heal +15HP per turnThe Khan is a Great General capable of keeping up with your superfast raidingparty. The bonus from Mongol Terror applies to it as well, and it is as fastas the Keshik. The Keshik and Khan form a fearsome combination the Keshik hasa promotion that speeds up Great General generation, and the Khan makes theKeshik nearly unstoppable, especially in open terrain. To make things evenbetter, the Khan heals 15 HP in adjacent units after each turn!Victory Your serious combat promotions make a domination victory the primechoice. Mongol Terrors most useful application is in the early game, and itshould gain you a couple of city-states located on prime terrain and probablysitting on key luxury or strategic resources. Your only other focus in theearly game should be to seek out Horses and tech to Chivalry with all possiblehaste while filling out Honor policies. Once your Keshiks are ready for war,send out raiding parties to conquer some neighbors. Its easy to beoveraggressive with the Mongols but try to avoid it trying to gobble up toomany city-states at a time might open up an undesirable multi-front war.Remember that the last mounted units appear in the Industrial era so thatswhen your movement advantage runs out. If you cant conquer the world by then,have a plan B ready because your angry neighbors will be looking to teach you alesson or two in diplomacy via the World Congress and its sanctions.--------------------------------------------------------------------------------2.28 MOROCCOMorocco (Ahmad al-Mansur)Gateway to AfricaGain +3 Gold and +1 Culture for each international Trade Route made with adifferent civilization of city-state; Rivals gain +2 Gold from each TradeRoute sent to Moroccan citiesMoroccos ability, similar to that of Arabia, gives them the tools to build adominant economy. You get a major boost from opening up trade routes with othercivs and city-states, so get your scouts out there and meet everyone. A happyside effect of this is the ability to form world congress and have those extradelegates from being the host. The culture you gain from your internationaltrade routes can save you some money on cultural buildings early on withoutaffecting your policy progress. It might be worth it to build a far-flungempire just to have access to more cities for those lucrative trade routes. Inthe classical era, having two trade routes gives you a crucial +6 gold boostper turn.Berber Cavalry (Industrial Era Cavalry)+50% Combat in desert tiles (Desert Warrior); +25% Combat in friendly territory(Homeland Guardian)A Cavalryman stacked for the desert, the Berber Cavalry is a great defender ofyour lands. With a huge bonus in the desert tiles that youre likely to bearound and another bonus for fighting in friendly territory, they makesuccessfully invading your terrain a serious challenge. With its bonuses, theBerber Cavalry not only makes short work of anything in its own era, but itcan take the fight to the Great War Infantry of the next era! The 50% boost indesert tiles may make them lucrative for an offensive carried out against aneighboring desert city as well, especially if you happen to have a GreatGeneral handy.Kasbah (Tile Improvement Medieval Era Chivalry)+1 Food, +1 Production, and +1 Gold from desert tilesThe Kasbah is a tile improvement to boost the many deserts you will be settlingaround. The food, production, and gold boost will help your desert cities withvirtually everything they need. These miniature versions of the Petra alsohave the same defensive terrain bonus for your units as Forts, making them veryuseful when holding a line or perimeter against an invading force, especiallyafter you have some Berber Cavalry for defense.Victory With the huge bonuses to economy and a unique unit that is an abledefender, you would want to attempt a diplomatic victory. Settling neardeserts is actually a boon for you, with your Kasbahs turning them into veryproductive tiles. Having Petra in one of your cities is an absolute must, somake that a priority. You want to expand in order to set up the possibility ofmaximum gain from your trade routes, so starting with Liberty is a good idea.Getting some religious infrastructure will yield you more gold as you convertyour trade partners to your beliefs. Pietys Theocracy gets you gold fromTemples, and Patronages Merchant Confederacy and Commerces Wagon Trains willnet even more gold from the trade routes, making you an economic powerhouse.Make sure you have an army capable to defending your rich cities from jealousneighbors and to that end have some surplus Horsemen that will eventuallyupgrade to the Berber Cavalry. If youre short on something, invest into theappropriate city-state, and youre all set to be World Leader.--------------------------------------------------------------------------------2.29 NETHERLANDSNetherlands (Willem of Orange)Dutch East India CompanyGain 50% Happiness from luxuries that have been traded awayThis is a great unique ability with far-reaching implications. The upfrontbenefit is the ability to build a wide (and populous) empire without having toworry about the u