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Civilization Analysis

Trickster7135

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1. CIVILIZATION ANALYSIS

CIV NAME
Ability Name – ability description.
Unique Unit - name of unit replaced, modifications to the base unit.
Unique Building - name of the building replaced, modifications to the base building.
Start Bias - terrain civ starts on the map.
Victory Preference - which victory types best suited for.
Empire Strategy - how to best manage this civ's empire.

This space will give additional information about the civilization. This is just an example as to the format for how to read the information here. The unique units and buildings are interchangeable, as some civs have two unique units, and others even have unique improvements. More information on empire strategy and victory conditions can be found in the Empire Management article.

AMERICA
Manifest Destiny – All land military units have +1 sight. 50% discount when purchasing tiles.
Minutemen - Replaces musketman, ignores movement terrain penalties, free drill 1 promotion.
B17 - Replaces bomber, free Evasion and Siege 1 promotions, +5 ranged combat bonus.
Start Bias - none
Victory Preference - domination.
Empire Strategy - sprawling.

The American civilization is one who wants to play aggressively. Manifest Destiny combines two mediocre abilities into one, with neither of them having game changing impacts on how to play America. Increasing land unit sight is especially useful for scouting early in the game, but quickly loses its luster once the world has been mapped. It is still helpful while engaging in offensive wars, but only really shines by giving extra sight range for siege units. This still isn’t a terribly good use of the ability though, since it can only be taken advantage of by unescorted siege units, which is always a risky gamble. The discount for tile purchases is nice, but isn’t usually easy to take advantage of. Considering how important culture is for social policies, building at least one or two culture buildings will negate the need to purchase tiles with gold. The main use of this ability is to block off terrain and gain access to resources quickly after building a new city. These two abilities are both at their best when playing aggressively and building a sprawling empire – but are still useful for a tall peaceful empire as well. The unique units support this aggressive playstyle, with the Minutemen able to push through neutral and enemy terrain where you can’t take advantage of roads, and the B17 functioning as an improved late-game city destroyer.

ARABIA
Trade Caravans – +1 gold per trade route, double oil resources.
Bazaar - Replaces market, provides an additional copy of each luxury resource found in the city, +2 gold on worked oil and oasis.
Camel Archer - Replaces knight, replaces standard knight attack with 21 ranged combat and 17 melee combat scores.
Start Bias - Desert
Victory Preference - any.
Empire Strategy - any but especially ICS.

The Arabian civilization is one with conflicting bonuses. Trade Caravans provides an excellent bonus per trade route, which is best taken advantage of in a sprawling empire. The doubled oil resources are nice, but come late in the game and are best taken advantage of by a tall empire, who has much less terrain to accumulate resources in. The Bazaar again supports a tall empire for much the same reasons as the oil bonus. Luxury resources in this game tend to be clumped together, so a tall empire usually desperately needs to trade resources. The gold bonus on oil and oasis is a nice but negligible bonus. Camel Archers are an unusual unit that functions more like chariots than the knights they replace. Camel Archers provide good support for offensive maneuvers, harassing enemy units from a distance and quickly moving through terrain.

AUSTRIA
Diplomatic Marriage – Can spend gold to annex or puppet an allied City-State.
Coffee House - Replaces windmill, +5% production bonus and +25% great people generation.
Hussar - Replaces cavalry, +1 movement, +1 sight, +50% flank attack bonus.
Start Bias - None
Victory Preference - culture or science.
Empire Strategy - sprawling.

The Austrian civilization is one with a game changing ability like no other. Diplomatic Marriage is an interesting ability – one that lets you expand your territory without using military and without affecting diplomatic relations with other civs or city-states. This non-hostile takeover comes at a cost though, reducing the number of city-states available for a diplomatic victory. It also seems superfluous if you intend to win via conquest, since you would then simply use your military to gain control of the city-states. That leaves a science victory and a cultural victory types to best take advantage of it. The Coffee House supports this, as it will increase the generation of great scientist and artists. Also keep in mind that using Diplomatic Marriage to take over city-states gives you all the military units they had as well, allowing you to neglect the militaristic technologies as well as devoting production to buildings and wonders. The Hussar is nice but only provides a minor upgrade to a midgame unit used primarily for harassment and proactive defense by taking out enemy units that may be rolling to your gates.

AZTEC
Sacrificial Captives – Gains culture for each enemy killed.
Jaguar - Replaces warrior, +33% combat bonus in jungles and forests, heals 25 health whenever it kills a unit, free woodsman promotion.
Floating Gardens - Replaces watermill, reduced maintenance, provides +15% food bonus as well as +2 food bonus from worked lake tiles.
Start Bias - Jungle
Victory Preference - domination or culture.
Empire Strategy - tall.

The Aztecan civilization is one of the few civilizations focused on a building up large population cities as well as conquest. Sacrificial Captives provides a great boon to culture generation, and even allows a backup of cultural victory if the conquest route stalls, or to focus on a cultural victory itself while still playing aggressively. Going tall in the early game followed by an extensive puppet empire afterwards brings cohesion with the Floating Gardens. The Floating Gardens greatly increases food generation which leads to an increase in population growth as well. The Jaguar is an interesting unit. It replaces the warrior, but functions much more like a scout early in the game. Thankfully it is not simply a unique scout, as its special abilities carry over through upgrades, and it would be in great interest to produce a great number of these units early in the game. The Jaguar, especially when combined with the opener for Honor, can generate an amazing amount of culture and promotions early in the game by camping barbarian huts, while being able to maintain pressure from the health regeneration. A special note for the Aztecs, in that they have a start bias for jungle, which is simply the best tile in the game once all relevant bonuses and social policies are taken.

BABYLON
Ingenuity – Receive free great scientist when discovering writing. Earn great scientists 50% faster.
Bowmen - Replaces archer, +2 ranged and melee combat bonus.
Walls of Babylon - Replaces walls, 10 production cheaper, +1 city defense, +50 city health.
Start Bias - None
Victory Preference - science.
Empire Strategy - any.

The Babylonian civilization is one that is heavily focused to a science victory. Ingenuity is one of the best abilities to generate great scientists with. Of course, science is useful for everyone, but great scientists in particular will almost never be generated when going for culture – artists are too important. Diplomatic can use scientists, but is usually more focused on gold and merchants. Domination, however, can definitely take advantage of Ingenuity. The Bowmen make a defensive unit even better, although archers aren’t bad for taking cities very early in the game. The Walls of Babylon are fairly useless though, and will matter far more in the hands of the AI than a human player.

BYZANTIUM
Patriarchate of Constantinople – Choose one more belief than normal when you found a religion.
Cataphract - Replaces horsemen, +3 combat score, -1 movement, reduced city attack penalty, gains defensive bonuses from terrain.
Dromon - Replaces trireme, 11 production more expensive, -2 combat score, gains 10 ranged combat score with 2 tile range.
Start Bias - None
Victory Preference - any.
Empire Strategy - any.

The Byzantium civilization is one with a lot of flexibility. Patriarchate of Constantinople makes generating a religion that much better, and the belief chosen will depend on what you plan to do during the game. Obviously, Byzantium wants to focus on religion, but what you do from there – and which victory type you go for – are all up to the player. The Cataphract is an interesting unit, as it provides city-taking and defensive bonuses to an anti-unit unit. This makes Caraphracts an all-around useful unit that can be used for any purpose at this stage in the game. Once again, this is increasing the flexibility of Byzantium. Dromon, however, are simply an overall upgrade to the trireme, allowing Byzantium to rule the seas in the early part of the game. Land or sea, the Byzantium is prepared for any sort of engagement.

CARTHAGE
Phoenician Heritage – All coastal cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 health damage if they end a turn on a mountain.
African Forest Elephant - Replaces horseman, 25 production/50 faith more expensive, +2 combat bonus, -1 movement, -10% combat to enemy units that are adjacent, greatly increases great general generation.
Quinquereme- Replaces Trireme, +3 combat.
Start Bias - None
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Carthaginian civilization is one devoted to the sea. Phoenician Heritage primarily provides an exceptional bonus to a sprawling coastal empire, especially an ICS empire on a watery map. The second bonus is minor but may come into play a few times a game. An unusual map with many, many mountains may find the ability game breaking, however. African Forest Elephant make great support units for ranged units when attacking enemy cities. The Quinquereme is the most straight forward unique trireme, and arguably the most inconsequential. The bonus isn’t a game changer for naval combat like the Dromon’s can be, but they still help provide a naval defense for an aquatic empire.

CELTS
Druidic Lore – +1 faith per city with an adjacent unimproved forest, +2 faith per city with 3 or more adjacent unimproved forests.
Ceilidh Hall - Replaces opera house, +3 happiness.
Pictish Warrior - Replaces spearman, +20% combat bonus outside friendly territory, no movement cost to pillage.
Start Bias - Forest
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Celtic civilization is one that will nearly always be the first to a religion. Druidic Lore allows the Celts to focus on other matters while still guaranteeing a religion. Later in the game it becomes inconsequential, but on high difficulties, it can be the difference between being first or last to a religion, and thus getting the pick of the beliefs. Ceildh Hall provides a strong bonus to an uncommon building. Cultural victories will obviously be building it, but most others neglect the later cultural buildings, at least a first. Buildings with happiness usually allows sprawling empires to flourish, but the fact that it comes later in the game and is an uncommon building built in wide empires makes it a toss-up as to how useful it actually is. Pictish Warrior turns the defensive spearmen into offensive powerhouses. The Celts don’t need iron to go to war.

CHINA
Art of War – The great general combat bonus is increased by 15%, and their spawn rate is increased by 50%.
Paper Maker - Replaces library, +2 gold and no maintenance cost.
Chu-Ko-Nu - Replaces crossbowman, may attack twice per turn, -4 ranged combat penalty.
Start Bias - None
Victory Preference - domination.
Empire Strategy - sprawling or ICS.

The Chinese civilization is one that wants to sprawl and play aggressively. Art of War improves all your troops by a great general, as well as increasing their generation rate. China is a top tier civ for playing aggressively because of this, and makes great use of citadels due to the excess of great generals. Paper Makers push China to sprawl, and makes China a great civ for an ICS strategy. Chu-Ko-Nu turn the defensive crossbowmen into powerhouses, being nearly as effective as siege units at taking cities do to their double attacks, as well as decimated enemy units.

DENMARK
Viking Fury - Embarked units have +1 movement, moving from sea to land only costs 1 movement point, melee units pay no movement cost to pillage.
Berserker - Replaces longswordsman, +1 movement, free Amphibious promotion.
Norwegian Ski Infantry - Replaces rifleman, double movement in snow, tundra, or hill; increased combat score in snow, tundra, or hill without forests or jungles.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - any.

The Danish civilization is one who loves aquatic maps. Viking Fury makes Denmark a hit and run specialist. Ordinary melee units move much faster while embarked, and can target remote settlements, pillaging terrain or razing the city. Denmark has little to gain from fighting defensively, so it’s important to keep the skirmished on enemy terrain. The Berserker plays into the Viking Fury play style by excelling at hit and run tactics, although their quick path to upgrade means they won’t be seen for as long as they could. Meanwhile, the Norwegian Ski Infantry move the hit and run tactics to land. Denmark isn’t given bonuses to engage in constant warfare, so a conquest victory may not be the best choice for Denmark. Using military strategically to weaken the enemy while going for another victory type suits Denmark much better.

EGYPT
Monument Builders – +20% Production towards Wonder construction.
War Chariot - Replaces chariot archer, +1 movement, doesn't require horses.
Burial Tomb - Replaces temple, no gold maintained, +2 happiness, double gold from being pillaged.
Start Bias - Avoid Jungle and Forest
Victory Preference - culture.
Empire Strategy - any but especially ICS.

The Egyptian civilization is one with bonuses working in opposite directions. Monument Builders can be the difference between building a wonder and not at higher difficulties, and definitely supports a tall empire. Burial Tombs, however, is simply fantastic for a sprawling empire, especially while going ICS. It is almost necessary to go into the Piety social policy tree for this strategy to work with ICS though. The War Chariot may be one of the few reasons to invest in the chariot archer. Since horses are not needed to build them, they can easily be spammed and used to quickly take down enemy units or cities with their high ranged attack score.

ENGLAND
Sun Never Sets – +2 movement for all naval units, 1 free spy.
Longbowman - Replaces crossbowman, +1 ranged.
Ship of the Line - Replaces frigate, -15 production cost, +5 melee combat bonus, +7 ranged combat bonus, +1 sight.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - any.

The English civilization is one that is deceptively flexible. Sun Never Sets provides a bonus to naval exploration and warfare, as well as a free spy. Espionage in this game can do many things in this game, from maintaining tech parity to finding who is planning to backstab you. The Longbowman have a simply fantastic bonus, allowing you to pile on ranged damage on units or cities, and it is a bonus that stays with upgrades. Two range Gatling Guns are nothing to scoff at. The Ship of the Line, meanwhile, will allow England to dominate the naval world during the age of exploration.

ETHIOPIA
Spirit of Adwa – +20% combat bonus when fighting a civilization with more cities.
Mehal Sefari - Replaces rifleman, -25 production cost, free Drill 1 promotion, +30% combat bonus when fighting in the capital (bonus reduces as the unit gets farther away)
Stele - Replaces monument, +2 faith.
Start Bias - None
Victory Preference - any.
Empire Strategy - any.

The Ethiopian civilization is one with conflicting bonuses. Spirit of Adwa is obviously fantastic for a tall empire with only a few cities, although it depends on how much warfare you will engage in while playing for a peaceful victory. Mehal Sefari are interesting, in that they gain a strong defensive bonus near your capital. The real benefit from them is the reduced production cost and free promotion though, as melee units aren’t the best for general defense. The Stele, meanwhile, is an exceptional unique building for a sprawling or ICS empire. For a tall empire trying to take advantage of the Spirit of Adwa, though, the Stele will provide a much reduced benefit. Tall empires usually struggle to generate faith though, so it’s still more useful than it appears.

FRANCE
Ancien Regime – +2 culture per turn per city before Steam Power.
Musketeer - Replaces musketman, +4 combat bonus.
Foreign Legion - Replaces great war infantry, +20% combat bonus outside friendly territory.
Start Bias - None
Victory Preference - culture or domination.
Empire Strategy - sprawling or ICS.

The French civilization is one whom dreams of world domination. Ancien Regime is best taken advantage of by quickly settling cities early in the game, especially for a sprawling or ICS empire. Unlike most civs that are good for ICS though, France has no immediate bonus like extra happiness or gold per city. Instead, France is looking to the long term by being able to accumulate more policies than most other civs while sprawling. It also will fill liberty the fastest, so it’s not completely at a loss in the early game. Musketeer is a straight forward but appreciable unique unit, giving France a strong siege unit defending and city taking unit. The Foreign Legion gains a bonus that is even more obvious in its intentions. If you’re not trying to conquer the world while playing France, you’re not playing France to its best abilities.

GERMANY
Furor Tuetonicus – 50% chance to gain free barbarian unit and 25 gold whenever you defeat one in their encampment, -25% maintenance cost of land units.
Landsknecht - Replaces pikeman, -45 production cost/ -90 faith cost.
Panzer - Replaces tank, +10 combat bonus, +1 movement.
Start Bias - None
Victory Preference - domination.
Empire Strategy - tall.

The German civilization is one with its eye to war. Furor Tuetonicus provides a fun way to easily and quickly create an army early in the game, but the long term benefit of reduced maintenance for land units may be the strong part of its ability. The Landsknecht isn’t much to write home about. The reduced production cost is nice, but Germany most likely has it’s fill of basic melee units by taking advantage of barbarian camps with Furor Tuetonicus. The Panzer is very powerful, however, allowing Germany to have domination of the battlefield in that particular era.

GREECE
Hellenic League – City-State influence degrades at half-rate and recovers twice as quickly.
Hoplite - Replaces spearmen, +2 combat bonus.
Companion Cavalry - Replaces horsemen, +2 combat bonus, +1 movement, increased great general generation.
Start Bias - None
Victory Preference - diplomatic.
Empire Strategy - any.

The Greek civilization is one of the best civs to win diplomatically. Hellenic League is the most straight forward bonus for diplomacy, but it effectively allows Greece to have twice as many city-states as allies compared to other civs. The Hoplite is a powerful upgrade to the basic spearmen, and allows Greece to completely ignore swordsman. The Companion Cavalry provide another powerful upgrade, and is available not long after spearmen. Combined, these units allow Greece to dominate warfare before the middle ages, which can easily snowball into becoming a superpower.
 
HUNS
Scourge of God – Raze cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 production per pasture.
Horse Archer - Replaces chariot archer, +1 melee combat bonus, rough terrain no longer consumes all movement, free Accuracy 1 promotion, does not require horses.
Battering Ram - Replaces spearman, +19 production cost/ +38 faith cost, -1 combat penalty, free Cover 1 promotion, +300% combat bonus versus cities, no defensive terrain bonus, -33% defending penalty, -1 visibility, may only attack cities, no bonus versus mounted units, upgrades into trebuchet.
Start Bias - None
Victory Preference - domination.
Empire Strategy - any.

The Hunnish civilization is one with a rather straight forward focus on war. Scourge of God provides only one real bonus, the free tech. The bonus to pasture production is notable early in the game when every tile worked makes a difference. Interesting, the Horse Archer doesn’t require horses, but is a superb unique unit. Horse Archers, along with Horsemen, will form the backbone of the military for the Huns until the middle ages. The Battering Ram is interesting, in that it is effectively a siege unit that replaces a melee unit. This has both pros and cons. It will allow taking cities easier in the early game, but Battering Rams are terrible defensively and will need protection. Unfortunately, without Spearmen, this duty falls on the lackluster Warriors or the later Swordsmen. It may be best to keep a large field of Horse Archers and Horsemen to clear an enemy city out before bringing in the Battering Rams.

INCA
Great Andean Road - Units ignore terrain costs when moving into any tile Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
Slinger - Replaces archer, -1 melee combat penalty, may withdraw from melee attack.
Terrace Farm - Unique improvement, +1 food and +1 food for each adjacent mountain, can only be built on hills.
Start Bias - Hills
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Incan civilization is one with a deceptively powerful ability. Great Andean Road allows units to quickly traverse through hills, which allows Incan units to easily remain on defensive terrain while attacking enemy units and cities. The reduced maintenance is simply fantastic for sprawling or ICS empires who want to mitigate the high gold cost for all the roads. The Slinger is an interesting ranged unit in that it needs no protection as long as positioning is taken into account while moving them. They are especially powerful when withdrawing into dense hills, as they can move and shoot the next turn while the enemy units are stuck moving only a single tile a turn. The Terrance Farm is interesting, functioning as a farm that can be built on any hill. In addition to the food bonus per mountain, they also scale with Civil Service and Fertilizer. On certain maps with a high density of mountains, it can be a game changer.

INDIA
Population Growth – Half unhappiness from number of citizens, double unhappiness from number of cities.
War Elephant - Replaces chariot archer, +16 production cost/ +28 faith cost, +3 melee combat bonus, +1 ranged combat bonus, -1 movement, entering rough terrain no longer consumes all movement, doesn't require horses.
Mughal Fort - Replaces castle, -10 production cost, +2 culture, provides gold after flight is researched.
Start Bias - Grass
Victory Preference - any.
Empire Strategy - tall.

The Indian civilization is one who wants to go tall, more than any other civs. Population Growth will ensure happiness will never be a problem for tall empires, and it is one of the few abilities with a built in disadvantage if you go against its strategy. India can go wide though, but expansion comes slower, especially in the early game, and ICS is nearly impossible. The War Elephant is basically a more powerful archer, and does very well on defense. Through rough terrain though, it can out move a traditional chariot archer. The Mughal Fort provides a minor bonus, and is a building only a tall building would want to build. The start bias for grass ensures that India will have excellent terrain to grow populations with.

IROQUOIS
The Great Warpath – Forests and Jungles function as roads for unit movement and trade routes within friendly territory.
Mohawk Warrior - Replaces swordsman, +33% bonus in forests or jungles, requires no iron.
Longhouse - Replaces workshop, -20 production cost, gives +1 production on worked forest tiles.
Start Bias - Forest
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Iroquois civilization is one with a similar ability to the Inca. The Great Warpath will greatly reduce the number of roads needed to be built, and makes it a good ability for going wide or ICS. It is limited to friendly territory only though, compared to the Great Andean Road. The Mohawk Warrior gain a considerable bonus in forests and jungles, but the real power comes from the no iron requirement, allowing these units to be spammed. Swordsman are the most powerful units in their era, and the Iroquois can field an almost unlimited number of them. The Longhouse, meanwhile, gives a potent production bonus, although it may take some time to kick in to full effect. Workshops may not be built in most cities when going wide, but that changes depending on the terrain for the Iroquois. Tall empires, of course, will take full advantage of the extra production.

JAPAN
Bushido – Unites fight as though they were at full strength even when damaged.
Samurai - Replaces longswordsman, greatly increased great general rate, free Shock 1 promotion.
Zero - Replaces fighter, +33% combat bonus versus fighters.
Start Bias - None
Victory Preference - domination.
Empire Strategy - any.

The Japanese civilization is yet another civ focused solely on war. Bushido is in the running for most powerful ability for war, and with good reason. Weakened unit do much reduced damage, but that is not a problem for the Japanese. In fact, sacrificing weakened units to take out enemy units is a legitimate strategy for the Japanese, depending on the situation. The Samurai come in the midgame, but provide an excellent free promotion for new units. The Zero will ensure aerial superiority in the late game, although that tends to be too far to matter much.

KOREA
Scholars of the Jade Hall – +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building or wonder is built in the capital.
Turtle Ship - Replaces caravel, +16 melee combat bonus, cannot enter deep ocean
Hwach'a - Replaces trebuchet, -1 melee combat penalty, +12 ranged combat bonus, no limited visibility, loses +200% combat bonus versus cities.
Start Bias - None
Victory Preference - any but especially science.
Empire Strategy - any.

The Korean civilization is one focused on science, but in a way that can support any victory condition. Scholars of the Jade Hall provides a steady science bonus per specialists and great tile improvement, which makes it useful for scientists, artists, merchants, and engineers. The tech boost are nice and appreciable no matter the strategy. Every victory type needs science to get to the end game and win, which is why Korea is equally useful no matter what. The Turtle Ship provides a strong melee bonus against ships and cities… but sacrifices the most important aspect of caravels – the ability to enter deep ocean. Depending on the map, this can be more of a liability than a bonus. The Hwach’a is another unit that has both bonuses and penalties. The extra ranged damage effectively makes it a powerful archer-type unit, but replaces a siege unit instead. This can make taking cities slightly more difficulty in the middle ages. However, catapults that are upgraded to Hwach'a keep the combat bonus versus cities, making them the most powerful siege unit of the era.

MAYA
The Long Count – After researching Theology, receive a free great person every 394 years.
Atlatist - Replaces archer, -4 production cost/ -16 faith cost, does not require Archery technology
Pyramid - Replaces shrine, +1 faith, +2 science.
Start Bias - None
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Mayan civilization is one with a lot of flexibility. The Long Count will provide free great people, and a fairly large number of them if it is unlocked early in the game. These free great people do come at a cost though, as they raise the cost for any great people build via specialists as well. To take full advantage of the Long Count, it is best to not focus on specialists at all. Delaying unlocking the Long Count to generate several great people via specialists can work, but sacrifices much of the power the ability overall. Keep in mind, as well, that the great people are unlocked based on in game years, not turns. Atlatist allow the Mayan to quickly field a strong defensive force, especially if it focuses on unlocking Theology before any military techs. The Pyramid has a fairly powerful bonus that grows much stronger in sprawling or ICS strategies.

MONGOLIA
Mongol Terror – +30% combat strength when attacking city-states and their units. Mounted units gain +1 movement.
Keshik- Replaces knight, replaces standard knight attack with 16 ranged combat and 15 melee combat scores, +1 movement, increased great general generation, +50% experience earned.
Khan- Replaces great general, 5 movement per turn, heals adjacent units 15 health per turn.
Start Bias - Plains
Victory Preference - domination.
Empire Strategy - any.

The Mongolian civilization is hands down the best civ for mounted warfare. Mongol Terror provides a nice bonus against city-states and their units, although the real boon here is the bonus to movement speed for all mounted units. Speed is the main advantaged of mounted units, and Mongolia simply makes all mounted units faster across the board. The Keshik replaces the knight with a powerful variant of the chariot archer. The Keshik, with its ranged attack and exceptional movement speed, should easily be able to pepper enemy units without ever taking damage. The Khan is incredibly powerful, especially when coupled with mounted units. The only great general able to keep up with mounted units early in the game, it also heals minor damage to units every turn.

NETHERLANDS
Dutch East India Company – Retain 50% of happiness benefits from a luxury resource if your last copy was traded away.
Sea Beggar - Replaces privateer, free coastal raider 2 and supply promotions
Polder - Unique improvement, requires Guilds technology, +3 food on flood plains or marsh.
Start Bias - Grass
Victory Preference - any except for domination.
Empire Strategy - tall.

The Netherlander civilization is one focused on going tall. Dutch East India Company gains in power the less luxuries you have in total, as well as having the most trading partners, which favors a tall, peaceful empire. Wide empires can gain a far larger number of total resources as well as having soured relations with other civs due to size and clashing borders. The Sea Beggar makes the most game changing naval unit, the privateer, even better at what it does best. The Polder provides extra food on the already good flood plains, as well as the normally marginal marshes. Considering the grass start bonus, this gives the Netherlands an exceptional boon to building a tall empire.

OTTOMANS
Barbary Corsairs – All melee naval units have the Prize Ship promotion, -67% naval unit maintenance.
Janissary - Replaces musketman, +25% combat bonus on the attack, heals 50 health when it kills an enemy unit.
Sipahi - Replaces lancer, +1 movement, +1 sight, can pillage at no movement cost.
Start Bias - Ocean
Victory Preference - domination.
Empire Strategy - tall.

The Ottoman civilization is one which can easily dominate the seas. Barbary Corsairs provides a strong maintenance reduction for naval units, but the free Prize Ship promotion is what is really powerful. The Ottomans can easily have the largest naval military, and if they don’t, they eventually will even if they never build another ship. The Janissary has very powerful bonuses for playing aggressively. The Sipahi make a somewhat marginal unit better, but not enough to be anything more than a nice upgrade.

PERSIA
Achaemenid Legacy – +50% Golden Age length, units get +1 movement and +10% combat bonus during a golden age.
Immortal - Replaces spearmen, +1 combat bonus, heals at double rate.
Satrap's Court - Replaces bank, +2 happiness, +2 gold.
Start Bias - None
Victory Preference - any.
Empire Strategy - any but especially ICS.

The Persian civilization is one with a powerful and game changing ability. Achaemenid Legacy, with the correct management of great artists and wonders, can easily chain golden ages for nearly the entire game. The bonus to combat and movement isn't to be ignored either, as it allows siege units to move, setup, and fire all in one turn. The Immortal are a strong early unit that can make playing aggressively easier because of their fast recovery rate. The Satrap’s Court, meanwhile, provides a powerful bonus, especially for a sprawling empire. ICS may have a harder time taking advantage of it since it is a midgame building.

POLYNESIA
Wayfinding - Can embark and move over oceans immediately. +1 sight while embarked. +10% combat bonus if within 2 tiles of a Moai.
Maori Warrior - Replaces warrior, causes enemy units to be at -10% combat strength if next to this unit.
Moai - Unique improvement, +1 culture and requires construction, provides gold after flight is researched. Moai gain an additional +1 culture for each adjacent Moai. Can only be built on coast.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - sprawling.

The Polynesian civilization is one who can explore the high seas before any other civ even launches their first trireme. Wayfinding allows for quick exploration, trade partnerships, and the ability to claim land and remote islands before any other civ. Maori Warriors have a small bonus associated with them, which is most helpful against barbarians and playing defensively, since it does not affect enemy cities. The Moai is a fairly weak improvement, providing only a small culture bonus. This bonus increases the more adjacent Moai that are next them. Since they can only be built on the coast, Moai can be built in lines where the inner Moai provide +3 culture and the outer Moai provide only +2 culture. A single Moai provides only +1 culture and is fairly worthless. In rare terrain formations where many coastal tiles are next to each other, Moai can reach +5 or +6 culture per Moai, making them very powerful in rare situations. The combat bonus to nearby units is modestly helpful, so building Moai in otherwise unused terrain is worthwhile if the workers have nothing else to do.

ROME
The Glory of Rome – +25% production to any building already built in the capital.
Legion - Replaces swordsman, +3 combat bonus, can construct roads and forts.
Ballista - Replaces catapult, +1 melee combat bonus, +2 ranged combat bonus.
Start Bias - None
Victory Preference - any.
Empire Strategy - sprawling.

The Roman civilization is one that does nothing different than any other civ, it is just that what it does do, it does better. The Glory of Rome is powerful as long as the capital builds or buys any relevant building. Sprawling empires will take advantage of this best, since they usually have many small cities with poor production and in need of the basic infrastructure. The Legion is a powerful unique swordsman, and has a lot of staying power. The ability to construct roads and forts is a small but humorous ability for when your armies have some down time. The Ballista is much like the Legion, a no nonsense upgrade to an important military unit.

RUSSIA
Siberian Riches – +1 production on all strategic resource, double quantities of iron, horse, and uranium.
Krepost - Replaces barracks, reduces culture and gold cost of acquiring new tiles by 25%.
Cossack - Replaces cavalry, +33% combat bonus against weakened enemies.
Start Bias - Tundra
Victory Preference - domination.
Empire Strategy - any.

The Russian civilization is one focused on war, but wins by numbers. Siberian Riches provides a small but nice production bonus, but the main boon is the doubled resources. Russia will nearly always be able to field a large quantity of the top units in any era. The Krepost is fairly weak – it may be the weakest unique building in the game. Barracks are rarely built except in the main production cities, and the bonus it provides is fairly small overall. High production cities usually have time to produce the culture buildings they need to expand their territory anyways. The Cossack has a strong bonus to pick off enemy units, which is the main role of mounted units. The start bias for Tundra is notably poor – it limits expansion in at least one direction, while forcing poor terrain on the civ outside river tiles.

SIAM
Father Governs Children – +50% food, culture, and faith from city-states.
Naresuan's Elephant - Replaces knight, +5 combat bonus, -1 movement, +50% combat bonus versus mounted units.
Wat - Replaces university, +3 culture.
Start Bias - Avoid Forest
Victory Preference - diplomatic.
Empire Strategy - sprawling.

The Siamese civilization is one focused on diplomatic victories, although city-states can be useful no matter the victory type. Father Governs Children can be very powerful, although it limits just which types of city-states are given a bonus. Notably, mercantile and militaristic city-states give no extra resources. Naresuan’s Elephant turns the knight into a strong defensive unit, able to defend borders or siege units with ease. The Wat provides culture from a building that does not normally give it. The culture bonus is small for a cultural victory, but can be fairly large for those not focusing on building culture buildings. Universities are an important building no matter the victory type.

SONGHAI
River Warlord – triple gold from barbarian encampments and pillaging cities. Land units gain War Canoe and Amphibious promotions.
Mud Pyramid Mosque - Replaces temple, no maintenance, +2 culture.
Mandekalu Cavalry - Replaces knight, -10 production cost/ -20 faith cost, no penalty attacking cities.
Start Bias - Avoid Tundra
Victory Preference - domination.
Empire Strategy - sprawling or ICS.

The Songhai civilization is one that excels at naval assaults with land units. River Warlord provides a large gold bonus early in the game from popping barbarian huts, while the bonus promotions to land units support naval assaults with land units. Mud Pyramid Mosques suite a sprawling empire well, providing extra culture and reduced building maintenance. The Mandekalu Cavalry excel at taking out remote island cities with poor defenses. A small army of these units can perform surgical strikes and either raze or take over and sell enemy cities that aren’t properly defended. Keeping these cities may be difficult since these units make poor defenders.

SPAIN
Seven Cities of Gold - Gold bonus for discovering a Natural Wonder. Culture, happiness, and tile yields from Natural Wonders doubled.
Tercio - Replaces musketman, +10 production cost/ +20 faith cost, +2 combat bonus, +50% combat bonus versus mounted.
Conquistador - Replaces knight, +15 production cost/ +30 faith cost, no penalty attacking cities, +2 sight, double combat score when embarked, may found cities on foreign continents not connected to capital.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - sprawling.

The Spanish civilization is one well suited for exploration on large maps. Seven Cities of Gold greatly enhances the bonuses of natural wonders, but can be very swingy when actually playing. The Tercio are a defensive upgrade to the musketman, keeping the combat bonus versus mounted the pikemen had. The Conquistador is actually the most interesting aspect of Spain. Functioning as a combination of knight, scout, and settler, this unit can be allowed to explore landmasses by itself, and settle empty terrain where it sees fit.

SWEDEN
Nobel Prize - Gain 90 influence with a great person gift to a City-State. +10% great person generation for Sweden and anyone who they've declared friendship with.
Hakkapeliitta - Replaces lancer, great generals gain movement bonus if stacked with this unit, +15% combat bonus if great general is stacked with this unit.
Carolean - Replaces rifleman, free March promotion.
Start Bias - None
Victory Preference - any except for domination.
Empire Strategy - any.

The Swedish civilization is one with an unusual mixture of abilities. Nobel Prize allows easy influence with city-states, while also providing a bonus to great person generation when allied with other civs. These bonuses depend on keeping friends, and require Sweden to avoid harsh diplomatic penalties such as warmonger to maximize its abilities. The Hakkapeliitta is a powerful lancer, functioning as an excellent escort for great generals. Lancers in general are rather weak units, however. The Carolean are very good though, giving the common rifleman one of the best promotions for a melee unit, March. Both of these unique units are best suited for continuous warfare, which requires making long-term enemies to use effectively. It is important when playing Sweden to pick your enemies carefully, because you want to make sure you keep the same friends - and enemies - all game.
 
Great guide. I didn't consider Inca Slinger can be used in such way.

Side note on Aztec Civilization.

Aztec Jaguar ability to heal after kill can be invaluable for early barbarian hunting. Also, there is synergy with Honor social policy.
 
I'd change a few things, mostly that Sweden is not a peaceful civ, and that the UA is not contradictory. The aim is to make as many GP as possible for diplo win, and war is a good way to do it (as is religion, patronage and just plain building them, which the other part of the UA aids). The trick is to not incur the warmonger diplo bonuses while you war. You can DoF everyone, and you shouldn't avoid DoWs from everyone either. The carolean is a perfect UU for this civ, cause it can take punishment (i.e. get exp and still survive). Admittedly the hakkapetilla is an oddball.

The moai are weak on their own, but stack when adjacent to others. For many cities they'll be useless as you say, but for the right shaped islands they can make 4+ culture on many tiles, which seems big to me. The extra gold after aero is small, but should still be taken into account, and if you're going hard for GA's and later taking golden ages (as fits the UI), the benefit can magnify, especially if the tile had 0 gold before.

I see the Aztecs as more of a cultural civ than domination. Like Sweden, they war for the sake of war itself, not to take empires. With the hapiness changes in GnK it's now possible to take a few more puppets than normal with your tall cultural empire though. I don't see it as starting tall then expanding via war, more playing tall all the way and taking any puppets your hapiness can afford/will benefit from and allow you to get on to killing more units.

Many people do play domination with Austria, just for all of the 'free' units that may be out of your tech range. Haven't played them myself, but seems to be a fairly popular style depending on the map.

I'd add to Persia the benefit of the movement bonus to siege. As the AI cities now target siege, the move-set up-shoot in 1 turn is really big and worth noting.

Lastly, I think since GnK the billing of the mohawk warrior as the most powerful unit of its time is too much. All iron (or in this case not iron) melee and their respective UU's got a lot weaker with the expansion.
 
Aztec Jaguar ability to heal after kill can be invaluable for early barbarian hunting. Also, there is synergy with Honor social policy.

That's true. I figured it would be implied from saying they're functional scouts but better, but I can spell it out if it would be beneficial to new players. Which is the purpose of the guide. ;) The synergy with honor, especially with the opener, is also something I should probably spell out. Thanks for the input!

I'd change a few things, mostly that Sweden is not a peaceful civ, and that the UA is not contradictory. The aim is to make as many GP as possible for diplo win, and war is a good way to do it (as is religion, patronage and just plain building them, which the other part of the UA aids). The trick is to not incur the warmonger diplo bonuses while you war. You can DoF everyone, and you shouldn't avoid DoWs from everyone either. The carolean is a perfect UU for this civ, cause it can take punishment (i.e. get exp and still survive). Admittedly the hakkapetilla is an oddball.

Well I meant play peacefully as in, not be labelled a warmonger (cause then no one will be your friend). I suppose I can change These bonuses depend on keeping friends, and require Sweden to play peaceful to maximize its abilities. to These bonuses depend on keeping friends, and require Sweden to avoid harsh diplomatic penalties such as warmonger to maximize its abilities. I still don't think the UU is a perfect fit for that strategy though. Mind you, March is the best promotion a melee unit can get, but I mean to say that it suits continuous warfare where you don't want to stop and heal to keep up the pressure. The kind of warfare you engage in when not trying to win via conquest is usually more of the hit and run type, where survival isn't as important as being able to frontload a lot of damage and the get out quick. Maybe I'm just nitpicking here? March is still a fantastic promotion either way, much better than the Shock type of promotions most unique units get.

The moai are weak on their own, but stack when adjacent to others. For many cities they'll be useless as you say, but for the right shaped islands they can make 4+ culture on many tiles, which seems big to me. The extra gold after aero is small, but should still be taken into account, and if you're going hard for GA's and later taking golden ages (as fits the UI), the benefit can magnify, especially if the tile had 0 gold before.

I forgot they get gold with Aero. Actually, what is it, one gold per Maoi? Still, that is very late in the game, and they're not doing much otherwise. I'm also hesitant to support a defensive improvement, considering how important it usually is not not fight defensive wars on your own soil. I suppose they have merit on border cities with small populations, since you won't be using all the nearby tiles anyways.

I see the Aztecs as more of a cultural civ than domination. Like Sweden, they war for the sake of war itself, not to take empires. With the happiness changes in GnK it's now possible to take a few more puppets than normal with your tall cultural empire though. I don't see it as starting tall then expanding via war, more playing tall all the way and taking any puppets your happiness can afford/will benefit from and allow you to get on to killing more units.

That's essentially what I was getting at. Maybe I can add to the end of the line (in italics) "Sacrificial Captives provides a great boon to culture generation, and even allows a backup of cultural victory if the conquest route stalls, or to focus on a cultural victory itself while still playing aggressively." I'd say Aztec can go either route equally well.

Many people do play domination with Austria, just for all of the 'free' units that may be out of your tech range. Haven't played them myself, but seems to be a fairly popular style depending on the map.

I haven't read much about that. Most of what I see on the forums is people playing for culture or science as Austria, and puppeting the acquired city-states. Like, they soley focus on the top of the tech tree and rely on the ability to acquire current generation defensive units.

I'd add to Persia the benefit of the movement bonus to siege. As the AI cities now target siege, the move-set up-shoot in 1 turn is really big and worth noting.

Good point. Little tricks and tips like that are things I always forget when writing these guides. :)

Lastly, I think since GnK the billing of the mohawk warrior as the most powerful unit of its time is too much. All iron (or in this case not iron) melee and their respective UU's got a lot weaker with the expansion.

I'd still say they're the most powerful unit of their era... it's just that their era practically ends right after unlocking them. I know they don't dominate like they did before though, so maybe saying that is giving the wrong impression to someone new to G&K?
 
Great guide! But one little correction the Mayan pyramid gives +2 faith and science.

The bonuses I list are those on top of whatever the building/unit already has. Shrines already give +1 faith, so it the bonus is +1 faith and +2 science. I understand how that can be confusing, but it would be just as confusing the other way around as well.
 
^^ I'd like to help you with that if I can. What kind of information would you need to help you chose? Maybe it just needs to be displayed better?
 
^^ I'd like to help you with that if I can. What kind of information would you need to help you chose? Maybe it just needs to be displayed better?

A nice idea might be to sort the civilizations not by alphabetical order (it helps us find the civs, but that's it) but rather what strategy, playstyle, or victory condition the civs favor. So, you might have a section titled Domination and you can put China, Japan, or Germany in there. Or maybe what civs favor tall or wide empires, which are good for religion, and so on.
 
An excellent guide. However, some comments for improvements:

First, you should say clarify that you only show the additional benefits from UBs / UUs, otherwise people might get confused ("Maya Pyramids give +1 faith and +2 science"). While not necessarily an issue for native speakers, non-native ones will have an easier time reading and understanding. Example:
Satrap's Court - Replaces bank, +2 happiness, +2 gold.
->
Satrap's Court - Replaces bank, additional +2 happiness, +2 gold.

If you want to add a quick display on the CIV focus (military, science, gold, diplomacy, etc.) just add icons next to the CIV name :)c5war::c5science::c5gold::c5influence: etc.).

INCA
[...]
The Terrance Farm is negligible, as there are so very few tiles to take advantage of it. On certain maps with a high density of mountains, it can be a game changer.

With G&K, terrace farms are far from neglectible. They now benefit from Civil Service and Fertilizer, so they work like a regular farm on a hill, giving the Inca an incredible flexibility. They may be put on desert, tundra and even arctic hills and allow the Inca to settle almost any location on the map.

KOREA
[...]
The Korean civilization is one focused on science, but in a way that can support any victory condition. Scholars of the Jade Hall provides a steady science bonus per specialists, which makes it useful for scientists, artists, merchants, and engineers. The free techs are nice and appreciable no matter the strategy. [...] This can make taking cities slightly more difficulty in the middle ages.
(1) The Scholar of the Jade Hall bonus on GP tiles is VERY important and provides a substantial boost, allowing Korea to go tall. Also excellent for OCC. I would add: "steady science boost per specialist and GP improvement".
(2) The 'Free Techs' are in fact free Research agreements.
(3) If a H'watcha is upgraded from a catapult it keeps the siege bonus, making it the most powerful siege unit in that era that can two-shot any city.

MAYA
The Long Court – After researching Theology, receive a free great person every 394 years.
[...]
To take full advantage of the Long Court, it is best to not focus on specialists at all.
(1) The UA is called "Long Count".
(2) The player will get less GPs from employing, but specialists do not get any "weaker" on the short and medium term.
(3) An important thing about the long count is that the earlier a player gets it the more often it will trigger, science it is related to game YEAR instead of game TURN. Worth to be mentioned imho.

SWEDEN
[...]
Both of these unique units are best suited for continuous warfare, which contradicts the unique ability to a degree since it supports hit and run tactics to avoid diplomatic penalties.
This is not necessarily the case: If an AI hates another AI, you will receive a significant relation boost for waging war against their enemies. So if you can manage to pick and fight against the most hated AI, you can befriend many others, allowing you to declare several Declaration of Friendships.
 
A nice idea might be to sort the civilizations not by alphabetical order (it helps us find the civs, but that's it) but rather what strategy, playstyle, or victory condition the civs favor. So, you might have a section titled Domination and you can put China, Japan, or Germany in there. Or maybe what civs favor tall or wide empires, which are good for religion, and so on.

Just specific strategies to employ. It's more of a War Academy thing, but they haven't updated the articles yet.

I think I'd like to keep it alphabetical, if only because there's too many variables to consider in any other means of organizing. Many civs can do multiple victory conditions equally well (like Aztecs for culture or domination), which would make organization difficult. Maybe I'll just have each civ be listed with Victory Type - xxx, yyy, for whichever plays easiest per civ. I could also list Empire Strategy - ICS, tall, ect. And I think it'd help to list Difficulty - easy, hard, ect. It's not always obvious how easy/hard it is to fully take advantage of a particular civ for newer players, so telling them America - easy, Inca - medium, and Austria - hard would probably be useful to some people. Or maybe that's all too much information? Or too subjective to be valuable?

First, you should say clarify that you only show the additional benefits from UBs / UUs, otherwise people might get confused ("Maya Pyramids give +1 faith and +2 science"). While not necessarily an issue for native speakers, non-native ones will have an easier time reading and understanding. Example:

If you want to add a quick display on the CIV focus (military, science, gold, diplomacy, etc.) just add icons next to the CIV name :)c5war::c5science::c5gold::c5influence: etc.).

I don't want to use icons or pictures in this guide, I consider it important to keep it text only. Yes, I think I'll write up a dummy civ just to get people to understand the format at the top of the guide. Something like:

CIV NAME
Ability Name – ability description.
Unique Unit - name of unit replaced, modifications to base unit.
Unique Building - name of building replaced, modifications to base building.
Start Bias - terrain civ starts on the map.
Victory Preference - which victory types best suited for.
Empire Strategy - how to best manage this civ's empire.
Difficulty - how challenging it is to take full advantage of this civ.

Additional Information.

With G&K, terrace farms are far from negligible. They now benefit from Civil Service and Fertilizer, so they work like a regular farm on a hill, giving the Inca an incredible flexibility. They may be put on desert, tundra and even arctic hills and allow the Inca to settle almost any location on the map.

That I didn't know. I've played Inca since G&K, but never built a Terrance Farm cause I never saw a good place to build one, assuming they were the same as vanilla. I think I'll play a quick Inca game to get a better feel for it and rewrite their section.

(1) The Scholar of the Jade Hall bonus on GP tiles is VERY important and provides a substantial boost, allowing Korea to go tall. Also excellent for OCC. I would add: "steady science boost per specialist and GP improvement".
(2) The 'Free Techs' are in fact free Research agreements.
(3) If a H'watcha is upgraded from a catapult it keeps the siege bonus, making it the most powerful siege unit in that era that can two-shot any city.

Oh right, the tiles. My bad. So the free techs (this is what I get for just copying data from the civilopedia :p) just give a... what is it, a tech boost equal to the past 6 or 8 turns, right? And thanks for pointing out the H'watcha. I apparently can't remember anything about Korea lol.

(1) The UA is called "Long Count".
(2) The player will get less GPs from employing, but specialists do not get any "weaker" on the short and medium term.
(3) An important thing about the long count is that the earlier a player gets it the more often it will trigger, science it is related to game YEAR instead of game TURN. Worth to be mentioned imho.

I didn't mean they get weaker. I meant that the UA will raise the bar for each GP, so trying to generate them via specialists will be more difficult the earlier you start Long Count. I know some poeple have tried to squeeze out one or two specialist generated GP before starting the Long Count, but I'm not sure if that results in more total specialists or not. I'll have to reread one of the threads to verify.

This is not necessarily the case: If an AI hates another AI, you will receive a significant relation boost for waging war against their enemies. So if you can manage to pick and fight against the most hated AI, you can befriend many others, allowing you to declare several Declaration of Friendships.

You definitely can't wipe out other civs, because then your allies will definitely hate you. Just taking over land can get your allies to dislike you as well though, and the AI has a habit of all changing their mind and back stabbing you at the same time, so usually it's better to play it safe and try not to piss everyone off. I mean, you can do as you said, but it's pretty risky when it means half of your UA becomes useless because you tried to push your luck with wars a bit too much. Maybe I could say something like - Be careful of fighting wars and taking over land unless your confident your allies will remain friends with you afterwards.
 
I want to like Moai, I really do. Maybe if it were available earlier on it would be worth working one of those tiles instead of a more productive one.
 
I want to like Moai, I really do. Maybe if it were available earlier on it would be worth working one of those tiles instead of a more productive one.
The concept is interesting, but it is probably the worst UI in the game. :(
Shame, because I like giant statues. :D
 
The concept is interesting, but it is probably the worst UI in the game. :(
Shame, because I like giant statues. :D

I don't mind trade-offs, but it just seems like if you take advantage of them you're stunting your own growth too much to make it worth it. Maybe if the improvement also gave +1 food or something. Or, maybe even better for flavor, give them +1 culture and +1 religion for every adjacent one. That would be pretty good.
 
^^ If they could be built right at the start and gave +2 culture they'd probably be useful.
Edit: I don't think they had a religious significance in real life, so faith wouldn't really work for them.
 
Okay, here's a quick writeup for additional information I can provide for each civ. Not sure if I'll include all the categories I've worked here, but it's good to at least see how helpful it may be.

First I'll list victory preference(s) - more of a guide for newer players, obviously a lot of civs can do many different victory types well, especially by using their abilities in unorthodox ways.

Next up is Empire Strategy. I'll use my Empire Management article as a guide, so the categories will be tall, sprawling, and/or ICS.

Finally, I'll list the general difficulty. Civs that are easy have straightforward abilities that don't fundamentally change the game in a significant way. Average difficulty civs would require rethinking on certain aspects of play, but the changes are easy to grasp and understand. They may also interact with aspects of the game newer players might not fully grasp or are optional aspects of the game they may not have much experience with yet - such as specialists or religion. Hard civs would be fairly complicated or change the game significantly, and may not be obvious as how to best take advantage of them.

America - domination, sprawling, easy
Arabia - any, any but especially ICS, easy
Austria - culture or science, sprawling, hard
Aztec - domination or culture, tall, easy
Babylon - science, any, average
Byzantium - any, any, average
Carthage - any, sprawling or ICS, easy
Celts - any, sprawling or ICS, average
China - domination, sprawling or ICS, average
Denmark - any, any, average
Egypt - culture, any but especially ICS, easy
England - any, any, average
Ethiopia - any, any, easy
France - culture or domination, sprawling or ICS, easy
Germany - domination, tall, average
Greece - diplomatic, any, easy
Huns - domination, any, easy
Inca - any, sprawling or ICS, average
India - any, tall, easy
Iroquois - any, sprawling or ICS, easy
Japan - domination, any, easy
Korea - any but especially science, any, average
Maya - any, sprawling or ICS, hard
Mongolia - domination, any, easy
Netherlands - any except for domination, tall, easy
Ottomans - domination, tall, easy
Persia - any, any but especially ICS, average
Polynesia - any, sprawling, average
Rome - any, sprawling, easy
Russia - domination, any, easy
Siam - diplomatic, sprawling, easy
Songhai - domination, sprawling or ICS, average
Spain - any, sprawling, average
Sweden -any except for domination, any, average
 
America's UA isn't easy to work with, but it can be great. It's actually nice start to finish, if you are warring, because you'll be able to keep an eye on so much enemy movement. More than once that extra hex has allowed me to identify an incoming attack and plan accordingly.

Siam never really felt like a diplo civ to me. Their UA is great for getting and keeping CS allies, but more often I find myself happy with friends. I feel they are actually strongest for science and culture wins. Science with the boost to pop you can get from maritime CS's and the patronage policy that gives you tech for CS allies, and culture for the obvious synergy with the CS's that give extra culture, as well as culture from the Wat. They get no bonus gold or advantage in keeping CS allies to make a diplo win easier for them than anyone else (they just get more from CS's along the way, but that works for any VC).
 
Persia is an ICS civ? I had no idea. Always thought they'd want to go tall to maximize their golden ages. I guess their happiness bank helps things, but even so.
 
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