Trickster7135
Prince
THIS GUIDE IS NOW OUTDATED, GO HERE FOR THE NEWEST VERSION: http://forums.civfanatics.com/showthread.php?p=9776234#post9776234
TABLE OF CONTENTS
1. Civilization Analysis
2. National Wonders
3. Yield Changes
4. City Specialization
5. Paths to Victory
6. Expanding
7. City-States
8. Military Strategy
9. Promotions
10. World Wonders
VERSION INFORMATION
1.0.3.0 10/13/10 - Created National Wonders section.
1.0.2.1 10/12/10 - Continued working on promotions section, almost done!
1.0.2.0 10/03/10 - Finished wonder section.
1.0.1.1 10/02/10 - Begun wonder section, procrastinating finishing promotion section.
1.0.1.0 09/28/10 - Finished civilization analysis, started promotions section.
1.0.0.1 09/27/10 - Rewrote most of the civilization analysis.
1.0.0.0 09/25/10 - Finished the initial version with as much information as I could provide, given the limited playing experience we've had yet.
1. CIVILIZATION ANALYSIS
AMERICA
Washington – Manifest Destiny: all land military units have +1 sight. 25% discount when purchasing tiles.
Minutemen - Replaces musketman, ignores movement terrain penalties.
B17 - Replaces bomber, free Evasion and Siege 1 promotions.
The American civilization has two unique units, neither of which fundamentally change the strategy of those units. It's leader trait, Manifest Destiny, encourages early exploration, gold based economies, and having spread out cities. The leader trait has very little useful for a cultural victory, and encurages a rapid expansion policy early in the game. The leader trait doesn't have a lot of synergy for a warmonger, other than the sight bonus, as conquered cities retain their cultural boundaries, meaning most nearby resources will already be connected.
The ignore movement terrain penalties ability for the Minuteman gives this musketman replacement something of a scout's usefulness to quickly explore terrain. However, at this late in the game, most land territory would already be revealed, unless you are just setting foot on a new continent during the Renaissance. Defensively, the ability is marginal, as roads will still allow for faster travel. The real value of the ability is to always allow defensive positioning when moving troops, ensuring your minutemen are never caught with a crippling -33% combat penalty for being in open ground.
The B17 bomber comes with two free promotions: one for survival against anti-air, and another to support what a bomber does best: acting as a modern era siege unit. While certainly powerful for its age, and promoting a warmonger strategy very well, when a civilization has a unique unit or building in this late of an era, many times it can feel as if they don't have it at all. Only on very large maps would you be able to capitalize on a late-modern era unit.
ARABIA
Harun al-Rashid – 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.
Camel Archer - Replaces knight, replaces standard knight attack with a slightly weaker ranged attack.
The Arabian civilization has a unique unit and a unique building, with the first being a radical departure for the unit it replaces, while the other is exceptionally powerful with the right strategy. It's leader trait, Trade Caravans, provides a very small gold bonus and a late-game bonus for warmongers. It is exceptionally weak, unfortunately, as most warmongers won't reach such a late era to take advantage of the double oil resources, while the gold bonus is almost negligible - as trade is only domestic, and roads or harbors are fairly expensive. Trade routes in general only seem to provide an adequate compensation for building them - at least unit the late game population boom. Either way, a small, non-scaling bonus is hardly relevant.
Where the leader trait is exceptionally weak, the unique building is exceptionally strong. It effectively doubles the number of domestic luxury resources you have, but only if you build a market in every city. The bazaar has two components that are required to make it effective: you must be pursuing a gold based economy strategy to make building the market in every city worthwhile to begin with, and you must be playing a victory type that allows you to have civilizations to trade with. Double luxury resources does nothing if you have no one to trade with. If you are pursuing a peaceful victory, especially one that would be focusing on building a lot of gold, such as a diplomatic victory, than you will find Arabia to be an excellent choice to pursue that strategy.
The Camel Archer is rather strange - it is akin to a medieval chariot archer, and follows the same strategies that unit does, instead of the knight. It is also weaker than a knight, a trade off for its ranged abilities. The really unfortunate aspect of this unique unit is that its movement is the same as the knight, but has a very weak melee combat score like all ranged units. This makes the standard knight the best counter to this unique unit. It can not move and shoot without being overtaken by a knight the next round.
AZTEC
Montezuma – Sacrificial Captives: gains culture for each enemy killed.
Jaguar - Replaces warrior, +50% combat bonus in jungles, heals 2 health whenever it kills a unit.
Floating Gardens - Replaces watermill, reduced maintenance, provides +15% food bonus as well as +2 food bonus from worked lake tiles.
The Aztec civilization has a unique unit and a unique building, with the fist being 'interesting', while the second radically powerful. It's leader trait, Sacrificial Captives, provides a small culture bonus for social policies whenever an enemy unit is killed. This trait does not scale with the eras, and provides the same small bonus all throughout the game. Honestly, this trait can be ignored. You would be required to kill ten barbarians at the start of the game just for this trait to give you the first social policy for free.
The Jaguar is very interesting for a unique unit. It replaces the warrior, and gives it two bonuses that encourage exploration. The jungle bonus is obviously only relevant in jungles - which means this unique unit won't help you take any cities early on. The other bonus, the health from decisive victories, can act as a pseudo-march promotion, allowing your exploring Jaguars to kill barbarians and continue exploring without missing a beat. The drawback of Jaguars is that they replace warriors, not swordsmen, not even spearmen. Warriors are the weakest unit in the game, and the Jaguar are the weakest unique unit as well. Use them for exploration, and especially for playing games with 'raging barbarians', but don't expect them to be relevant for very long - if at all.
The very real strength of the Aztec is their unique building. Aztec cities will be able to grow much quicker, thanks to the extra food from both building and lakes. However, the requirements that the city be placed next to a lake or river to build the Floating Gardens is a very real limiter on the strength of this building. While the capital can almost always be guaranteed to freshwater nearby, having other lakes and rivers for your other cities is very luck dependent.
CHINA
Wu Zetian – Art of War: effectiveness and spawn rate of Great Generals increased.
Paper Maker - Replaces library, gives a small gold yield per library built.
Chu-Ko-Nu - Replaces crossbowman, may attack twice per turn, weaker ranged combat score.
The Chinese civilization has a unique building and a unique unit, with the first being a marginal upgrade of the building it replaces, and the later being an offensive upgrade of a defensive unit. The leader trait, Art of War, is tied with the Japanese leader trait for best warmonger trait in the game. The Benefits of this trait are huge: Great Generals provide a +45% combat bonus instead of +25%, and they spawn twice as quickly. Great Generals are best used for taking cities, and no one takes cities better than the Chinese.
There seems to be a trend, where very weak traits have excellent unique buildings, and China is here to prove the reverse is true: strong leader traits make for weak unique buildings. The only different between Paper Maker and a regular library is that Paper Makers yield +4 gold. This bonus will cover the maintenance cost of the building itself, and perhaps one or two other buildings. While gold and science do have some synergy, mostly from the rationalism social policy, the benefit of this building is marginal at best. It doesn't help that Paper Makers provide no direct benefit to warmongering, something China otherwise does very well.
The Chinese unique unit is rather unusual. It is an offensively upgraded defensive unit. Crossbowmen are best used to garrison cities - they are cheap to produce and maintain, and don't require strategic resources like siege units do. Chu-Ko-Nu can attack twice per turn, but have a ranged combat strength of ten instead of twelve. This overall leads to more damage, but the best use for these units is to supplement - not replace - siege units in city attacking. The Chu-Ko-Nu can attack a city twice for moderate damage, or they can weaken two incoming enemy support aiming at your siege units. In this way, they act like a pikeman, defending your siege units, only attacking a city if it has nothing better to do.
EGYPT
Ramessess II – Monument Builders: +20% Production towards Wonder construction.
War Chariot - Replaces chariot archer, is faster and doesn't require horses.
Burial Tomb - Replaces temple, no gold maintained, provides happiness, reduced culture bonus, double gold from being pillaged.
The Egyptian civilization has a unit unit and a unit building, both being powerful upgrades to their respective replacements. The leader trait, Monument Builders, provides a +20% bonus towards wonder construction, encouraging wonder spamming. Wonders in general are most useful for cultural victories, and both the unique unit and unique building have moderate synergy with that strategy as well. However, any victory type can make use of some wonders, so this trait is rather open ended in its application.
The War Chariot has five speed instead of four, and can be built without horses. While the movement increase is nice, its the second boon that makes this a game changer. During the Ancient era, you have to be lucky to have horses spawn next to your capital, and if you're going for an early rush you can't build too many settlers and workers to gain access to the resources you need. This unit removes the luck component to early game starts: if you want to early rush with chariots, Egypt says you damn well can. And enjoy the movement speed, War Chariots will be the fastest land unit in the game for a long time. It might even be worth keeping a few un-upgraded for scouting purposes into the medieval era.
Burial Tombs have a nest of changes. They require no maintenance, which is nice, but give double gold when an enemy pillages your cities. So, no downside there. They only give 2 culture instead of 3 like temples normally do, but they also give 2 happiness. Even for a cultural victory, the benefits of extra happiness per Burial Tomb far outweighs the loss of one culture point. This building effectively makes cities free from happiness costs associated with placing a city. If you have five happiness and settle a city, gold rush a Burial Tomb and you're right back up enough to build up to five population in your new city. A powerful building to go with a powerful unique unit and a powerful leader trait.
ENGLAND
Elizabeth I – Sun Never Sets: +2 movement for all naval units.
Longbowman - Replaces crossbowman, has increased range.
Ship of the Line - Replaces frigate, is slightly cheaper, is slightly stronger, has increased sight.
The English civilization has two unique units, one a powerful defensive bonus to a defensive unit, and the other a general upgrade over its replacement. The leader trait, Sun Never Sets, provides your navy with extra speed. This speed bonus is most pronounce in the early game, when your triremes are zipping around at six tiles a round. A movement increase mostly assists exploration and retreating, as well as tactical usage of ships. Obviously, this trait most useful on archipelago maps, weaker while playing continents, and mostly useless playing pangaea. It is therefore a map dependent trait, and will benefit players more than the AI, as most players would play a map dependent trait where it is most useful.
The Longbowman has three range instead of two like all other ranged units at this point. This is powerful in a way that only someone used to the tactical nature of Civ5 would immediately get: the strongest counter to crossbowmen, and all ranged units really, are cavalry. Knights have a movement of three, while crossbowmen have a range of two. Normally knights will always be able to hit a ranged unit first, and that's all a knight needs with such a strong combat score. Longbowmen even the playing field, allowing knights to be hit once before they close in, reducing the effectiveness of the crossbowman's greatest threat. The use of their additional range while garrisoned in a city is just icing on the cake.
The Ship of the Line has a multitude of small improvements over frigates: -20 production cost to build, +2 ranged attack score, and +1 sight, as well as the +2 movement from the leader trait. Overall, this makes Ship of the Line's the de facto naval champions until ironclads. Take your naval superiority and run with it.
TABLE OF CONTENTS
1. Civilization Analysis
2. National Wonders
3. Yield Changes
4. City Specialization
5. Paths to Victory
6. Expanding
7. City-States
8. Military Strategy
9. Promotions
10. World Wonders
VERSION INFORMATION
1.0.3.0 10/13/10 - Created National Wonders section.
1.0.2.1 10/12/10 - Continued working on promotions section, almost done!
1.0.2.0 10/03/10 - Finished wonder section.
1.0.1.1 10/02/10 - Begun wonder section, procrastinating finishing promotion section.
1.0.1.0 09/28/10 - Finished civilization analysis, started promotions section.
1.0.0.1 09/27/10 - Rewrote most of the civilization analysis.
1.0.0.0 09/25/10 - Finished the initial version with as much information as I could provide, given the limited playing experience we've had yet.
1. CIVILIZATION ANALYSIS
AMERICA
Washington – Manifest Destiny: all land military units have +1 sight. 25% discount when purchasing tiles.
Minutemen - Replaces musketman, ignores movement terrain penalties.
B17 - Replaces bomber, free Evasion and Siege 1 promotions.
The American civilization has two unique units, neither of which fundamentally change the strategy of those units. It's leader trait, Manifest Destiny, encourages early exploration, gold based economies, and having spread out cities. The leader trait has very little useful for a cultural victory, and encurages a rapid expansion policy early in the game. The leader trait doesn't have a lot of synergy for a warmonger, other than the sight bonus, as conquered cities retain their cultural boundaries, meaning most nearby resources will already be connected.
The ignore movement terrain penalties ability for the Minuteman gives this musketman replacement something of a scout's usefulness to quickly explore terrain. However, at this late in the game, most land territory would already be revealed, unless you are just setting foot on a new continent during the Renaissance. Defensively, the ability is marginal, as roads will still allow for faster travel. The real value of the ability is to always allow defensive positioning when moving troops, ensuring your minutemen are never caught with a crippling -33% combat penalty for being in open ground.
The B17 bomber comes with two free promotions: one for survival against anti-air, and another to support what a bomber does best: acting as a modern era siege unit. While certainly powerful for its age, and promoting a warmonger strategy very well, when a civilization has a unique unit or building in this late of an era, many times it can feel as if they don't have it at all. Only on very large maps would you be able to capitalize on a late-modern era unit.
ARABIA
Harun al-Rashid – 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.
Camel Archer - Replaces knight, replaces standard knight attack with a slightly weaker ranged attack.
The Arabian civilization has a unique unit and a unique building, with the first being a radical departure for the unit it replaces, while the other is exceptionally powerful with the right strategy. It's leader trait, Trade Caravans, provides a very small gold bonus and a late-game bonus for warmongers. It is exceptionally weak, unfortunately, as most warmongers won't reach such a late era to take advantage of the double oil resources, while the gold bonus is almost negligible - as trade is only domestic, and roads or harbors are fairly expensive. Trade routes in general only seem to provide an adequate compensation for building them - at least unit the late game population boom. Either way, a small, non-scaling bonus is hardly relevant.
Where the leader trait is exceptionally weak, the unique building is exceptionally strong. It effectively doubles the number of domestic luxury resources you have, but only if you build a market in every city. The bazaar has two components that are required to make it effective: you must be pursuing a gold based economy strategy to make building the market in every city worthwhile to begin with, and you must be playing a victory type that allows you to have civilizations to trade with. Double luxury resources does nothing if you have no one to trade with. If you are pursuing a peaceful victory, especially one that would be focusing on building a lot of gold, such as a diplomatic victory, than you will find Arabia to be an excellent choice to pursue that strategy.
The Camel Archer is rather strange - it is akin to a medieval chariot archer, and follows the same strategies that unit does, instead of the knight. It is also weaker than a knight, a trade off for its ranged abilities. The really unfortunate aspect of this unique unit is that its movement is the same as the knight, but has a very weak melee combat score like all ranged units. This makes the standard knight the best counter to this unique unit. It can not move and shoot without being overtaken by a knight the next round.
AZTEC
Montezuma – Sacrificial Captives: gains culture for each enemy killed.
Jaguar - Replaces warrior, +50% combat bonus in jungles, heals 2 health whenever it kills a unit.
Floating Gardens - Replaces watermill, reduced maintenance, provides +15% food bonus as well as +2 food bonus from worked lake tiles.
The Aztec civilization has a unique unit and a unique building, with the fist being 'interesting', while the second radically powerful. It's leader trait, Sacrificial Captives, provides a small culture bonus for social policies whenever an enemy unit is killed. This trait does not scale with the eras, and provides the same small bonus all throughout the game. Honestly, this trait can be ignored. You would be required to kill ten barbarians at the start of the game just for this trait to give you the first social policy for free.
The Jaguar is very interesting for a unique unit. It replaces the warrior, and gives it two bonuses that encourage exploration. The jungle bonus is obviously only relevant in jungles - which means this unique unit won't help you take any cities early on. The other bonus, the health from decisive victories, can act as a pseudo-march promotion, allowing your exploring Jaguars to kill barbarians and continue exploring without missing a beat. The drawback of Jaguars is that they replace warriors, not swordsmen, not even spearmen. Warriors are the weakest unit in the game, and the Jaguar are the weakest unique unit as well. Use them for exploration, and especially for playing games with 'raging barbarians', but don't expect them to be relevant for very long - if at all.
The very real strength of the Aztec is their unique building. Aztec cities will be able to grow much quicker, thanks to the extra food from both building and lakes. However, the requirements that the city be placed next to a lake or river to build the Floating Gardens is a very real limiter on the strength of this building. While the capital can almost always be guaranteed to freshwater nearby, having other lakes and rivers for your other cities is very luck dependent.
CHINA
Wu Zetian – Art of War: effectiveness and spawn rate of Great Generals increased.
Paper Maker - Replaces library, gives a small gold yield per library built.
Chu-Ko-Nu - Replaces crossbowman, may attack twice per turn, weaker ranged combat score.
The Chinese civilization has a unique building and a unique unit, with the first being a marginal upgrade of the building it replaces, and the later being an offensive upgrade of a defensive unit. The leader trait, Art of War, is tied with the Japanese leader trait for best warmonger trait in the game. The Benefits of this trait are huge: Great Generals provide a +45% combat bonus instead of +25%, and they spawn twice as quickly. Great Generals are best used for taking cities, and no one takes cities better than the Chinese.
There seems to be a trend, where very weak traits have excellent unique buildings, and China is here to prove the reverse is true: strong leader traits make for weak unique buildings. The only different between Paper Maker and a regular library is that Paper Makers yield +4 gold. This bonus will cover the maintenance cost of the building itself, and perhaps one or two other buildings. While gold and science do have some synergy, mostly from the rationalism social policy, the benefit of this building is marginal at best. It doesn't help that Paper Makers provide no direct benefit to warmongering, something China otherwise does very well.
The Chinese unique unit is rather unusual. It is an offensively upgraded defensive unit. Crossbowmen are best used to garrison cities - they are cheap to produce and maintain, and don't require strategic resources like siege units do. Chu-Ko-Nu can attack twice per turn, but have a ranged combat strength of ten instead of twelve. This overall leads to more damage, but the best use for these units is to supplement - not replace - siege units in city attacking. The Chu-Ko-Nu can attack a city twice for moderate damage, or they can weaken two incoming enemy support aiming at your siege units. In this way, they act like a pikeman, defending your siege units, only attacking a city if it has nothing better to do.
EGYPT
Ramessess II – Monument Builders: +20% Production towards Wonder construction.
War Chariot - Replaces chariot archer, is faster and doesn't require horses.
Burial Tomb - Replaces temple, no gold maintained, provides happiness, reduced culture bonus, double gold from being pillaged.
The Egyptian civilization has a unit unit and a unit building, both being powerful upgrades to their respective replacements. The leader trait, Monument Builders, provides a +20% bonus towards wonder construction, encouraging wonder spamming. Wonders in general are most useful for cultural victories, and both the unique unit and unique building have moderate synergy with that strategy as well. However, any victory type can make use of some wonders, so this trait is rather open ended in its application.
The War Chariot has five speed instead of four, and can be built without horses. While the movement increase is nice, its the second boon that makes this a game changer. During the Ancient era, you have to be lucky to have horses spawn next to your capital, and if you're going for an early rush you can't build too many settlers and workers to gain access to the resources you need. This unit removes the luck component to early game starts: if you want to early rush with chariots, Egypt says you damn well can. And enjoy the movement speed, War Chariots will be the fastest land unit in the game for a long time. It might even be worth keeping a few un-upgraded for scouting purposes into the medieval era.
Burial Tombs have a nest of changes. They require no maintenance, which is nice, but give double gold when an enemy pillages your cities. So, no downside there. They only give 2 culture instead of 3 like temples normally do, but they also give 2 happiness. Even for a cultural victory, the benefits of extra happiness per Burial Tomb far outweighs the loss of one culture point. This building effectively makes cities free from happiness costs associated with placing a city. If you have five happiness and settle a city, gold rush a Burial Tomb and you're right back up enough to build up to five population in your new city. A powerful building to go with a powerful unique unit and a powerful leader trait.
ENGLAND
Elizabeth I – Sun Never Sets: +2 movement for all naval units.
Longbowman - Replaces crossbowman, has increased range.
Ship of the Line - Replaces frigate, is slightly cheaper, is slightly stronger, has increased sight.
The English civilization has two unique units, one a powerful defensive bonus to a defensive unit, and the other a general upgrade over its replacement. The leader trait, Sun Never Sets, provides your navy with extra speed. This speed bonus is most pronounce in the early game, when your triremes are zipping around at six tiles a round. A movement increase mostly assists exploration and retreating, as well as tactical usage of ships. Obviously, this trait most useful on archipelago maps, weaker while playing continents, and mostly useless playing pangaea. It is therefore a map dependent trait, and will benefit players more than the AI, as most players would play a map dependent trait where it is most useful.
The Longbowman has three range instead of two like all other ranged units at this point. This is powerful in a way that only someone used to the tactical nature of Civ5 would immediately get: the strongest counter to crossbowmen, and all ranged units really, are cavalry. Knights have a movement of three, while crossbowmen have a range of two. Normally knights will always be able to hit a ranged unit first, and that's all a knight needs with such a strong combat score. Longbowmen even the playing field, allowing knights to be hit once before they close in, reducing the effectiveness of the crossbowman's greatest threat. The use of their additional range while garrisoned in a city is just icing on the cake.
The Ship of the Line has a multitude of small improvements over frigates: -20 production cost to build, +2 ranged attack score, and +1 sight, as well as the +2 movement from the leader trait. Overall, this makes Ship of the Line's the de facto naval champions until ironclads. Take your naval superiority and run with it.