Kadazzle
Emperor
Hello! Recently I've been looking to make a guide that might be useful for players on how to better understand certain civilizations. It happens that there aren't too many Egyptains guides, so I'll give it a try!
First off, we'll start with the analysis of the Leader/Civ's traits.
Starting: Free Wonder (Stonehenge, Colossus, Hanging Gardens or Oracle)
Ancient Era: Desert Squares produce +1 Food and Trade from Desert Tiles.
Medieval Era: Receive Irrigation for free.
Industrial Era: +1 Rifleman Movement.
Modern Era: +50% Caravan Gold.
First off, I'll state that my guide will only help you acheive victory easier with this civilization, while you still have to put in effort and make hard choices yourself to determine if you're going to win the game or not.
Starting: Free Wonder.
The starting bonus with the Egyptians is a very strong one. Most people who play as the Egyptians use their starting Wonder as leverage to win the game as quickly as possible.
The starting wonders are..
Stonehenge: Temples more effective.
The Oracle: Gives military advice.
Hanging Gardens: Increases population by 50%.
The Colossus: Doubles Trade in built city.
I'd advise to use the wonders to their fullest extent, while still keeping your options open to any type of victory. What I mean, is, if you start off with Stonehenge, don't go full-blown cultural or else you will fail. Keep your options open, build temples when you have extra hammers but still keep make sure you're open to reaching any type of victory; more importantly, stopping any type of victory.
In my opinion, The Colossus and The Oracle are two of the best starting wonders, as The Colossus is essentially a free Libarary in your capital (Stacks with a Library, as well.) while the Oracle gives advice whether to, or not to attack, depending on your strength, and the defending unit's strength (Close to being a free scout upgrade).
The Starting bonus gives you a nice early culture boost, while helps you out in moving you along in every other type of victory depending on the wonder you receive, but alas! It's not their best bonus!
Ancient Era: Desert Squares produce +1 Food and Trade from Desert Tiles.
Ahhh! Here's the game-winner! Desert Squares produce +1 Food and Trade is Egypt's strongest ability. What this does, is it makes desert squares produce a total of 1 food and 2 trade. Using this ability, your desert square produce the same amount of Trade as Sea Squares, but they also produce food! This is similiar to the Japanese bonus of getting food off of Sea Tiles. But wait! This bonus gets even better (Better then the Japanese's bonus, actually)! Stacked with a Trading Post, your Desert Tiles will be producing 4 trade, which can give you a nice boost to gold/science production.
I'll add a little bit more on how to use this after I talk about Egypt's third bonus.
Medieval Era: Receive Irrigation for free.
Irrigation for free is a biggie aswell, even though you won't get the "First to Research" bonus for it. What Irrigation does is it increases food by 1 if it's "on" a river. What this will do is help you regain the population you lost going for a land-grab.
This bonus can be coupled with the Ancient Era bonus aswell. Because most Rivers run along desert squares (and plains) you should be getting 2 food and 2 trade from Desert tiles, making it a Sea Tile and a Grassland tiles in one. Having these two bonus, it really helps to get a gold / desert city off quickly, while focusing on research. When expanding, make sure you build cities as far out as possible, before you start back-filling. What this will do is get your borders up quickly. If for some reason an enemy puts a city behind yours, your capital should end of culture converting it to your side.
Industrial Era: +1 Rifleman Movement.
This bonus can be very useful if the cities at the front of your empire are in need of defense. The +1 Rifleman Movement helps if you don't have roads, will if you do have roads, you can travelling through 2 roads at once (2 Cities).
This is helpful if you need to use Rifleman to block off a chokepoint, as if the enemies are moving up, you can keep up with their Knights or you can move back to your city, while using that extra turn to receive the fortification bonus. Aswell, you can use your Rifleman to go on the attack with your Knights, while not losing turns waiting for the Rifleman units to catch up.
Modern Era: +50% Caravan Gold.
Despite the fact that this comes a little too late in the game, it is still a good bonus to use to pump out Caravan Trains to get the little bit of gold you need to rush your Factory, or to win an Economic Victory. Off of a Train, you can get around 450 gold, which is quite a hefty sum.
Combining the Traits, and the Overall use of the Egyptains.
The Egyptains are a civ that should focus on early expansion while hitting the Medieval Era as soon as possible. Getting the free settler from 100 gold while popping out another settler from your capital should be enough to get you to Code of Law and the Medieval Era quickly.
Your first city should be a far off city with lots of Desert and Production tiles. Your second city should be another science city to help out your capital in teching. Your capital should be researching techs quickly if it has the Colossus at the start, so you'll always be in or near the tech lead.
Try to hold off expantion a little bit before you expand. Utilizing your wonder a little bit more will always help you a bit more in the tech race. Build a settler in each of your cities (Except the desert one!) once you hit 4 population rinse and repeat! Work on Grassland and Water or 2 desert tiles once you've built your settlers.
Tech path should be:
Alphabet (If you get Colossus)- Pottery - Masonry - Writing - Literacy - Code of Laws
After that it doesn't really matter, but I believe getting Alphabet first will really help you if you have colossus, as rushing a Library in your capital will yeild a lot of science production!
Good luck, and have fun as the Egyptians!
First off, we'll start with the analysis of the Leader/Civ's traits.
Starting: Free Wonder (Stonehenge, Colossus, Hanging Gardens or Oracle)
Ancient Era: Desert Squares produce +1 Food and Trade from Desert Tiles.
Medieval Era: Receive Irrigation for free.
Industrial Era: +1 Rifleman Movement.
Modern Era: +50% Caravan Gold.
First off, I'll state that my guide will only help you acheive victory easier with this civilization, while you still have to put in effort and make hard choices yourself to determine if you're going to win the game or not.
Starting: Free Wonder.
The starting bonus with the Egyptians is a very strong one. Most people who play as the Egyptians use their starting Wonder as leverage to win the game as quickly as possible.
The starting wonders are..
Stonehenge: Temples more effective.
The Oracle: Gives military advice.
Hanging Gardens: Increases population by 50%.
The Colossus: Doubles Trade in built city.
I'd advise to use the wonders to their fullest extent, while still keeping your options open to any type of victory. What I mean, is, if you start off with Stonehenge, don't go full-blown cultural or else you will fail. Keep your options open, build temples when you have extra hammers but still keep make sure you're open to reaching any type of victory; more importantly, stopping any type of victory.
In my opinion, The Colossus and The Oracle are two of the best starting wonders, as The Colossus is essentially a free Libarary in your capital (Stacks with a Library, as well.) while the Oracle gives advice whether to, or not to attack, depending on your strength, and the defending unit's strength (Close to being a free scout upgrade).
The Starting bonus gives you a nice early culture boost, while helps you out in moving you along in every other type of victory depending on the wonder you receive, but alas! It's not their best bonus!
Ancient Era: Desert Squares produce +1 Food and Trade from Desert Tiles.
Ahhh! Here's the game-winner! Desert Squares produce +1 Food and Trade is Egypt's strongest ability. What this does, is it makes desert squares produce a total of 1 food and 2 trade. Using this ability, your desert square produce the same amount of Trade as Sea Squares, but they also produce food! This is similiar to the Japanese bonus of getting food off of Sea Tiles. But wait! This bonus gets even better (Better then the Japanese's bonus, actually)! Stacked with a Trading Post, your Desert Tiles will be producing 4 trade, which can give you a nice boost to gold/science production.
I'll add a little bit more on how to use this after I talk about Egypt's third bonus.
Medieval Era: Receive Irrigation for free.
Irrigation for free is a biggie aswell, even though you won't get the "First to Research" bonus for it. What Irrigation does is it increases food by 1 if it's "on" a river. What this will do is help you regain the population you lost going for a land-grab.
This bonus can be coupled with the Ancient Era bonus aswell. Because most Rivers run along desert squares (and plains) you should be getting 2 food and 2 trade from Desert tiles, making it a Sea Tile and a Grassland tiles in one. Having these two bonus, it really helps to get a gold / desert city off quickly, while focusing on research. When expanding, make sure you build cities as far out as possible, before you start back-filling. What this will do is get your borders up quickly. If for some reason an enemy puts a city behind yours, your capital should end of culture converting it to your side.
Industrial Era: +1 Rifleman Movement.
This bonus can be very useful if the cities at the front of your empire are in need of defense. The +1 Rifleman Movement helps if you don't have roads, will if you do have roads, you can travelling through 2 roads at once (2 Cities).
This is helpful if you need to use Rifleman to block off a chokepoint, as if the enemies are moving up, you can keep up with their Knights or you can move back to your city, while using that extra turn to receive the fortification bonus. Aswell, you can use your Rifleman to go on the attack with your Knights, while not losing turns waiting for the Rifleman units to catch up.
Modern Era: +50% Caravan Gold.
Despite the fact that this comes a little too late in the game, it is still a good bonus to use to pump out Caravan Trains to get the little bit of gold you need to rush your Factory, or to win an Economic Victory. Off of a Train, you can get around 450 gold, which is quite a hefty sum.
Combining the Traits, and the Overall use of the Egyptains.
The Egyptains are a civ that should focus on early expansion while hitting the Medieval Era as soon as possible. Getting the free settler from 100 gold while popping out another settler from your capital should be enough to get you to Code of Law and the Medieval Era quickly.
Your first city should be a far off city with lots of Desert and Production tiles. Your second city should be another science city to help out your capital in teching. Your capital should be researching techs quickly if it has the Colossus at the start, so you'll always be in or near the tech lead.
Try to hold off expantion a little bit before you expand. Utilizing your wonder a little bit more will always help you a bit more in the tech race. Build a settler in each of your cities (Except the desert one!) once you hit 4 population rinse and repeat! Work on Grassland and Water or 2 desert tiles once you've built your settlers.
Tech path should be:
Alphabet (If you get Colossus)- Pottery - Masonry - Writing - Literacy - Code of Laws
After that it doesn't really matter, but I believe getting Alphabet first will really help you if you have colossus, as rushing a Library in your capital will yeild a lot of science production!
Good luck, and have fun as the Egyptians!