DoC 1.18 Civilizations

Leoreth

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During the development of 1.18, new civilizations have been added and many existing civilizations have been changed significantly. Instead of listing all the differences, I think it makes more sense to share a full list of all civilization of the 1.18 development branch. I did my best to mark changes/differences in bold/italics, sorry if I missed anything.

Note that this list isn't final, and subject to further changes as development on 1.18 progresses and I get more feedback.

Spoiler :

  • Egypt
    • Birth: 3000 BC
    • Coat of Arms: Eye of Ra, yellow/blue
    • Leaders: Ramesses II, Cleopatra, Baibars
    • Unique Unit: War Chariot (Chariot): +25% flood plains strength, starts with Desert Adaptation
    • Unique Building: Obelisk (Monument): +25% culture, +1 priest slot
    • Unique Power: Pharaoh: Monarchy, Redistribution, and Deification are enabled at start
    • Unique Historical Victory:
      • Build the Sphinx and the Pyramids and have more than 500 culture by 1200 BC
      • Control Nubia and the Levant by 600 BC
      • Build the Great Library and the Great Lighthouse and have more than 5000 culture by 200 BC
  • Babylonia
    • Birth: 3000 BC
    • Coat of Arms: Lamassu, purple/yellow
    • Leaders: Sargon, Hammurabi
    • Unique Unit: Asharittu Bowman (Archer): causes collateral damage
    • Unique Building: Edubba (Library): reduced cost, +2 research
    • Unique Power: Cradle of Civilization: Free technology after the first five discovered technologies
    • Unique Historical Victory:
      • Be the first to discover Construction, Arithmetics, Writing, Calendar, and Contract
      • Build three wonders in Babylon by 850 BC
      • Have a population of 12 and refined culture in Babylon by 700 BC
  • Harappa
    • Birth: 3000 BC
    • Coat of Arms: Seal, green/black
    • Leaders: Went-Antu
    • Unique Unit: City Builder (Settler): additional population in founded cities
    • Unique Building: Reservoir (Bath): reduced cost, requires Masonry, does not require Aqueduct
    • Unique Power: Sanitation: Positive health contributes to growth in the Ancient era
    • Unique Historical Victory:
      • Establish a trade connection with another civilization by 1800 BC
      • Control three Reservoirs, two Granaries and two Weavers by 1500 BC
      • Have a total population of 45 by 800 BC
  • Assyria
    • Birth: 2600 BC
    • Coat of Arms: Star, gray/yellow
    • Leaders: Ashurbanipal
    • Unique Units:
      • Azmaru (Spearman): +50% city attack
      • Siege Ram (Catapult): reduced cost, -1 strength, reduced collateral damage, requires Leverage, starts with Cover
    • Unique Building: Kalliu (Barracks): -25% maintenance
    • Unique Power: First Empire: No resistance in conquered cities
    • Unique Historical Victory:
      • Acquire 250 gold from conquering cities and have five level three units by 1200 BC
      • Control Mesopotamia, Persia, the Levant, and Egypt by 900 BC
      • Settle three great people in your capital by 600 BC
  • China
    • Birth: 2070 BC
    • Coat of Arms: Dragon, yellow/black
    • Leaders: Qin Shi Huang, Tang Taizong, Hongwu, Mao Zedong
    • Unique Units:
      • Cho-Ko-Nu (Crossbowman): +1 first strike, causes collateral damage
      • Firelancer (Arquebusier): -1 strength, causes collateral damage, requires Gunpowder
    • Unique Building: Taixue (Library): +1 scientist slot, +1 statesman slot
    • Unique Power: Myriads: Cities keep an additional +25% food after growing
    • Unique Historical Victory:
      • Control four Confucian Guozijians and three Taoist Gongs by 1000 AD
      • Be the first to discover Compass, Paper, Gunpowder, and Printing
      • Experience four Golden Ages by 1800 AD
  • Hittites
    • Birth: 1800 BC
    • Coat of Arms: Standard, orange/yellow
    • Leaders: Murshili
    • Unique Unit: Huluganni (Chariot): +1 strength, +25% hills strength, starts with Cover and Mobility
    • Unique Building: Bloomery (Forge): requires Bloomery, double construction speed with Iron
    • Unique Power: Charcoal: Melee units can chop down forests
    • Unique Historical Victory:
      • Acquire four Copper and Iron resources by 900 BC
      • Generate 1200 production by 800 BC
      • Be the first to receive tribute in a peace treaty
  • Nubia
    • Birth: 1650 BC
    • Coat of Arms: Scarab, purple/orange
    • Leaders: Taharqa
    • Unique Unit: Medjay (Archer): +1 strength
    • Unique Building: Mudbrick Pyramid (Monument): +2 production
    • Unique Power: Baqt: No negative attitude from different state religion
    • Unique Historical Victory:
      • Have 200 gold and 200 culture and acquire five happiness resources by 900 BC
      • Have a population of 40 in happy cities by 300 BC
      • Found Orthodoxy and control an Orthodox Cathedral by 600 AD
  • Greece
    • Birth: 1600 BC
    • Coat of Arms: Owl, blue/black
    • Leaders: Pericles, Alexander
    • Unique Units:
      • Hoplite (Spearman): +1 strength, starts with Cover and Shock
      • Companion (Horseman): +25% city strength, starts with Blitz and March
    • Unique Building: Odeon (Theatre): +1 happiness, +1 statesman slot
    • Unique Power: Philosophy: +150% great people birth rate until the end of the Classical era
    • Unique Historical Victory:
      • Be the first to discover Mathematics, Literature, Aesthetics, Philosophy, and Medicine
      • Control Anatolia, the Levant, Mesopotamia, Persia, and Egypt in 330 BC
      • Build the Parthenon, the Colossus, the Statue of Zeus and the Temple of Artemis by 250 BC
  • India
    • Birth: 1500 BC
    • Coat of Arms: Wheel, orange/yellow
    • Leaders: Ashoka, Chandragupta, Shivaji, Gandhi
    • Unique Units:
      • Varu (Lancer): increased cost, +2 strength, -1 movement, +25% against heavy cavalry
      • Patiyodha (Longbowman): -1 strength, +25% forest and rainforest attack, starts with Formation and Woodsman I, requires Nobility
    • Unique Building: Edict (Monument): -10% maintenance
    • Unique Power: Purity: +1 health from buildings that provide happiness
    • Unique Historical Victory:
      • Control Vishwanath and the Mahabodhi in 100 BC
      • Control 25 temples by 700 AD
      • Control 20% of the world's population in 1200 AD
  • Phoenicia
    • Birth: 1200 BC
    • Coat of Arms: Tanit, purple/yellow
    • Leaders: Hiram, Hannibal
    • Unique Units:
      • Sacred Band (Spearman): +25% city strength, starts with Amphibious
      • Numidian Cavalry (Horseman): can enter desert, +25% city strength, +50% against melee units, starts with Disengage I and Desert Adaptation
    • Unique Building: Glassmaker (Jeweller): requires Contract, +50% trade route yield, +1 merchant slot
    • Unique Power: Mercenaries: Can always hurry units with gold and pays half the cost and no extra upkeep for hurried units
    • Unique Historical Victory:
      • Control five Dye resources and have 15 trade routes by 300 BC
      • Build a Palace and the Great Cothon in Carthage by 400 BC and control Italy and Iberia by 100 BC
      • Reveal half the African Coast by 1 AD
  • Polynesia
    • Birth: 1000 BC
    • Coat of Arms: Flower, pink/white
    • Leader: Ahoeitu
    • Unique Unit: Waka (Galley): reduced cost, +2 movement, -1 cargo, can create sea improvements
    • Unique Building: Mala'e (Monument): +2 culture, +1 artist slot
    • Unique Power: Navigation: No penalties for cultural expansion over Ocean tiles
    • Unique Historical Victory:
      • Settle two out of Hawaii, New Zealand, Marquesas, and Easter Island by 800 AD
      • Settle Hawaii, New Zealand, Marquesas, and Easter Island by 1000 AD
      • Build Moai Statues by 1200 AD
  • Persia
    • Birth: 850 BC
    • Coat of Arms: Shahbaz, orange/red
    • Leader: Cyrus, Dareios, Khosrow
    • Unique Unit:
      • Immortal (Spearman): reduced cost, +100% attack against Archer, starts with March
      • Savaran (Lancer): requires Nobility, reduced cost, -2 strength, +25% city strength
    • Unique Building: Qanat (Aqueduct): reduced cost, +1 food on Dates, Cotton, Opium, Spices, Wine
    • Unique Power: Satrapy: Additional stability for recently conquered cities
    • Unique Historical Victory:
      • Build a Road connection from Persepolis to Anatolia by 500 BC
      • Control ten wonders by 300 BC
      • Control 35% of the world's population by 300 BC
  • Celts
    • Birth: 600 BC
    • Coat of Arms: Triskele, green/brown
    • Leader: Brennus
    • Unique Unit: Oathsworn (Light Swordsman): does not require resources, +25% city attack, +1 move, starts with Mobility
    • Unique Building: Menhir (Monument): +3 experience for melee units
    • Unique Power: Druids: Units heal in forests at the same rate as in friendly cities
    • Unique Historical Victory:
      • Conquer two cities by 150 BC
      • Settle three out of Ireland, Britain, Iberia, Pannonia, and Anatolia by 150 BC
      • Spread Orthodoxy or Catholicism to twelve cities by 1000 AD
  • Rome
    • Birth: 509 BC
    • Coat of Arms: Laurels, red/yellow
    • Leader: Julius Caesar, Augustus Caesar
    • Unique Units:
      • Legion (Swordsman): increased cost, +2 strength, can build Roman Roads
      • Ballista (Catapult): +2 strength, -50% city attack
    • Unique Building: Forum (Market): +25% great people birth rate, +2 statesman slots
    • Unique Power: Infrastructure: +30% production for buildings already in capital
    • Unique Historical Victory:
      • Control eight Barracks, six Aqueducts, five Arenas and four Forums by 50 BC
      • Control two cities in Iberia, three cities in Gaul, a city in Britain, three cities in Africa, four cities in Anatolia, three cities in Egypt and two cities in the Levant in 100 AD
      • Be the first to discover Architecture, Politics, Scholarship, Machinery, and Civil Service
  • Maya
    • Birth: 400 BC
    • Coat of Arms: Calendar, blue/red
    • Leader: Pacal
    • Unique Unit: Holkan (Skirmisher): requires Smelting, -1 strength, creates food on victory
    • Unique Building: Ball Court (Arena): +2 experience for melee and archery units
    • Unique Power: Long Count: additional food in all cities for every technology discovered before the Middle Ages
    • Unique Historical Victory:
      • Discover Calendar by 100 BC and Arithmetics by 100 AD
      • Build Temple of Kukulkan by 600 AD
      • Make contact with a European civilization before any of them discovers America
  • Dravidians
    • Birth: 300 BC
    • Coat of Arms: Buddha, blue/yellow
    • Leaders: Rajendra Chola, Krishna Deva Raya
    • Unique Units:
      • Dharani (Cog): requires Artisanry, +2 movement, +1 strength, +2 first strikes
      • Rocketeer (Grenadier): +2 strength, additional collateral damage, +25% against Musketeer
    • Unique Building: Gopuram (Civic Square): +10% food
    • Unique Power: Trade Guilds: +10% foreign trade route yield for every traded resource
    • Unique Historical Victory:
      • Have 2500 culture and 5000 gold in 600 AD and acquire 7500 gold by trade by 1200 AD
      • Control or vassalize the Deccan, Bengal and Srivijaya in 1000 AD
      • Have a city of size 25 or larger by 1500 AD
  • Ethiopia
    • Birth: 295 BC
    • Coat of Arms: Pentagram, yellow/green
    • Leaders: Ezana, Zara Yaqob, Menelik
    • Unique Units:
      • Shotelai (Swordsman): alternatively requires Obsidian, can enter desert, starts with Guerilla I
      • Mehal Sefari (Rifleman): starts with Guerilla I and Guerilla II
    • Unique Building: Stele (Monument): +2 priest slots
    • Unique Power: Highlands: +1 food on hill tiles that yield at least one food
    • Unique Historical Victory:
      • Acquire five Incense resources by 400 AD
      • Settle five great prophets in your cities and have pleased relations with ten other Christian civilizations by 1200 AD
      • Allow only African civilizations in Africa and have friendly relations with all African civilizations in 1930 AD
  • Toltecs
    • Birth: 200 BC
    • Coat of Arms: Ocelot, red/green
    • Leader: Topiltzin
    • Unique Unit: Atlatl (Skirmisher): +25% against melee and archery units
    • Unique Building: Obsidian Workshop (Jeweller): +3 experience for melee units
    • Unique Power: Artisans: +1 production and +2 culture per specialist
    • Unique Historical Victory:
      • Have a population of 10 and 200 culture in Tollan by 200 AD
      • Experience a golden age by 550 AD
      • Have a total population of 40 and more than 2000 culture by 1000 AD
  • Kushans
    • Birth: 135 BC
    • Coat of Arms: Tughra, green/blue
    • Leader: Kanishka
    • Unique Unit: Asvaka (Horseman): +1 strength, +25% city attack, starts with City Raider I
    • Unique Building: Caravanserai (Market): +1 trade route
    • Unique Power: Syncretism: Receives gold for spreading religions that are not the owner's state religion
    • Unique Historical Victory:
      • Build three Pagan Temples, six Buddhist Stupas and three Hindu Mandirs by 250 AD
      • Spread Silk Route to eight of your cities and Buddhism to twelve cities by 500 AD
      • Have 6000 gold and 6000 culture by 700 AD
  • Korea
    • Birth: 50 BC
    • Coat of Arms: Taegeuk, purple/red
    • Leaders: Wang Kon, Sejong
    • Unique Units:
      • Hwacha (Bombard): +3 strength, -50% city attack
      • Kobukson (Galleass): +2 strength, starts with Drill I and Drill II
    • Unique Building: Seowon (University): requires Paper
    • Unique Power: Education: Double specialist slots in capital
    • Unique Historical Victory:
      • Control a Buddhist Chaitya and a Confucian Guozijian by 1200 AD
      • Be the first to discover Printing
      • Sink 20 enemy ships
  • Khmer
    • Birth: 50 AD
    • Coat of Arms: Apsara Dancer, blue/white
    • Leader: Suryavarman II
    • Unique Unit: Ballista Elephant (War Elephant): +25% city attack, targets Heavy Cavalry
    • Unique Building: Baray (Aqueduct): +2 food
    • Unique Power: Canals: Capital can convert production into food
    • Unique Historical Victory:
      • Have more than 2000 culture by 600 AD and more than 12000 culture by 1200 AD
      • Build Wat Preah Pisnulok and control four Hindu Ashrams and four Buddhist Sanghas in 1200 AD
      • Have an average city population of 12 in 1200 AD and of 15 in 1400 AD and make Angkor the most populous city in the world in 1400 AD
  • Mali
    • Birth: 300 AD
    • Coat of Arms: Kanaga Mask, brown/black
    • Leader: Mansa Musa
    • Unique Units:
      • Kelebolo (Skirmisher): can enter desert, +50% against melee and heavy cavalry
      • Farari (Lancer): does not require Horse, starts with River Combat and Desert Adaptation
    • Unique Building: Wangara (Market): +2 commerce from Copper, Gold, Ivory, Salt
    • Unique Power: Long Distance Trade: Inland trade route receive double yields from city distance and Desert tiles connect trade routes
    • Unique Historical Victory:
      • Have 2000 gold by 1000 AD, 5000 gold by 1200 AD and 15000 gold by 1500 AD
      • Conduct two trade missions to your holy city by 1250 AD
      • Build University of Sankore and settle a Great Prophet in its city by 1350 AD
  • Byzantium
    • Birth: 330 AD
    • Coat of Arms: Christogram, purple/yellow
    • Leaders: Justinian, Basil II
    • Unique Units:
      • Cataphract (Lancer): requires Nobility, starts with Shock
      • Dromon (Heavy Galley): +1 strength, +25% coast attack, causes collateral damage
    • Unique Building: Hippodrome (Theatre): +1 happiness, +1 happiness from Horse
    • Unique Power: Splendor: Additional espionage from gold in treasure and additional gold from culture in capital
    • Unique Historical Victory:
      • Have 5000 gold by 1000 AD
      • Make Constantinople the most populous and the most culturally advanced city in the world in 1200 AD
      • Control Greece, the Balkans, Anatolia, the Caucasus, the Levant, Egypt, Africa, Andalusia and Italy in 1450 AD
  • France
    • Birth: 496 AD
    • Coat of Arms: Fleur de Lys, blue/yellow
    • Leaders: Charlemagne, Louis XIV, Napoleon, de Gaulle
    • Unique Units:
      • Gendarme (Cuirassier): starts with Pinch and Leadership
      • Gribeauval (Cannon): +1 move, starts with Pinch
    • Unique Building: Salon (Coffee House): +25% culture, +25% great people birth rate, +1 statesman slot
    • Unique Power: Diplomacy: Diplomatic penalties decay faster and more likely to be voted for in Congress
    • Unique Historical Victory:
      • Have legendary culture in Paris in 1700 AD
      • Control 40% of Europe and 40% of North America in 1800 AD
      • Build Notre Dame, Versailles, the Louvre, the Eiffel Tower and the Metropolitain in Paris by 1900 AD
  • Malays
    • Birth: 500 AD
    • Coat of Arms: Mandala, green/purple
    • Leaders: Sri Jayanasa, Tun Perak
    • Unique Unit: Djong (Galleass): +50% coast defense, +50% against Privateer
    • Unique Building: Gudang (Lighthouse): +2 commerce on Spices, Dye, Sugar
    • Unique Power: Straits: +2 trade routes in cities with a different landmass within their third ring
    • Unique Historical Victory:
      • Generate 1600 commerce from city trade routes by 1000 AD and 8000 commerce from city trade routes by 1500 AD
      • Acquire 14 different happiness resources by 1300 AD
      • Build a Hindu Kshetra, a Buddhist Chaitya and an Islamic Grand Mosque in a Malayan city by 1500 AD
  • Japan
    • Birth: 525 AD
    • Coat of Arms: Chrysanthemum, white/red
    • Leaders: Kammu, Oda Nobunaga, Meiji
    • Unique Units:
      • Samurai (Heavy Swordsman): starts with Leadership
      • Zero (Fighter): reduced cost, +25% evasion chance, +50% against water units
    • Unique Building: Zaibatsu (Factory): +1 free engineer, +1 commerce on water tiles
    • Unique Power: Modernization: +50% research for techs three other civilizations are willing to trade after completing all Medieval technologies
    • Unique Historical Victory:
      • Have more than 30000 culture in founded cities by 1600 AD
      • Control or vassalize Korea, Manchuria, China, Indochina, Indonesia and the Philippines in 1940 AD
      • Be the first to discover eight Global era technologies and eight Digital era technologies
  • Norse
    • Birth: 545 AD
    • Coat of Arms: Raven, purple/black
    • Leaders: Ragnar, Christian, Gerhardsen
    • Unique Units:
      • Huscarl (Heavy Swordsman): requires Steel, +10% city attack, starts with Amphibious
      • Longship (Heavy Galley): requires Artisanry and Shipbuilding, +2 movement, +2 cargo, can bombard city defenses
    • Unique Building: Trade Post (Lighthouse): +1 merchant slot, +1 production +1 commerce from Whale, free Navigation I promotion
    • Unique Power: Raids: Additional gold from pillaging, sacking cities, and sinking ships during the Middle Ages
    • Unique Historical Victory:
      • Control the core of any European civilization in 1050 AD
      • Be the first to found a city in America by 1100 AD
      • Acquire 3000 gold by pillaging, conquering cities and sinking ships by 1500 AD
  • Turks
    • Birth: 552 AD
    • Coat of Arms: Bow and Arrow, blue/white
    • Leaders: Bumin, Alp Arslan, Tamerlane
    • Unique Unit: Oghuz (Horse Archer): +1 movement, hidden nationality, starts with March and Steppe Adaptation
    • Unique Building: Divan (Jail): -25% maintenance, +1 statesman slot
    • Unique Power: Orda: Barbarians cannot enter territory while at peace and attacked mounted barbarians will join your armies while at war
    • Unique Historical Victory:
      • Control 7% of the world and pillage 20 improvements by 900 AD
      • Build a land based trade connection from a city in China to one of your Mediterranean ports and spread Silk Route to 14 of your cities by 1100 AD
      • Have developing culture in your capital by 900 AD, refined culture in a different capital by 1100 AD and influential culture in another capital by 1400 AD
  • Arabs
    • Birth: 620 AD
    • Coat of Arms: Shahada, green/white
    • Leaders: Harun al-Rashid, Saladin
    • Unique Units:
      • Ghazi (Heavy Swordsman): +10% city attack, +1 movement
      • Mobile Guard (Lancer): does not require Iron, +25% city strength, +20% retreat chance
    • Unique Building: Alchemist (Pharmacy): +10% research
    • Unique Power: Faith: State religion spreads with temples to conquered cities
    • Unique Historical Victory:
      • Discover all Medieval technologies by 1200 AD
      • Control or vassalize Egypt, the Maghreb, Iberia, Mesopotamia and Persia by 1300 AD
      • Spread Islam to 30% of the world's population
  • Tibet
    • Birth: 630 AD
    • Coat of Arms: Buddhist Knot, red/orange
    • Leaders: Songtsen Gampo, Lobsang Gyatso
    • Unique Unit: Khampa (Horse Archer): can enter Tundra, +50% city attack, +50% hills attack, starts with Mobility
    • Unique Building: Gompa (University): requires Paper, -15% research, +25% defense, +1 priest slot, +1 free priest
    • Unique Power: Missionaries: Can train unlimited missionaries and missionaries can enter foreign territory
    • Unique Historical Victory:
      • Acquire six cities by 1000 AD
      • Spread Buddhism to cities with a total population of 60 by 1400 AD
      • Settle seven Great Prophets in Lhasa by 1700 AD
  • Moors
    • Birth: 711 AD
    • Coat of Arms: Moon, brown/yellow
    • Leaders: Abd-ar-Rahman, Yaqub al-Mansur
    • Unique Unit: Corsair (Privateer): -2 strength, reduced cost, +25% coast strength, receives gold on victory
    • Unique Building: Noria (Aqueduct): +2 production
    • Unique Power: Horticulture: +2 food from Orchard
    • Unique Historical Victory:
      • Control four cities in the Maghreb and conquer three cities in Iberia and two cities in West Africa in 1200 AD
      • Build La Mezquita and settle four Great Prophets, Scientists and Engineers in Cordoba by 1300 AD
      • Acquire 3000 gold through piracy by 1650 AD
  • Java
    • Birth: 716 AD
    • Coat of Arms: Surya Majapahit, pink/purple
    • Leaders: Hayam Wuruk, Suharto
    • Unique Units:
      • Pendekar (Swordsman): +30% retreat chance, starts with Amphibious
      • Lantaka (Bombard): starts with Amphibious
    • Unique Building: Candi (Monument): +2 production, +1 engineer slot
    • Unique Power: Island Agriculture: Food improvements on islands have double effect
    • Unique Historical Victory:
      • Build Prambanan and Borobudur by 1100 AD
      • Have a population of 75 in happy cities by 1350 AD
      • Control three Islamic Grand Mosques by 1500 AD
  • Spain
    • Birth: 722 AD
    • Coat of Arms: Castle, yellow/red
    • Leaders: Isabella, Philip
    • Unique Units:
      • Tercio (Arquebusier): starts with Pinch and Formation
      • Conquistador (Cuirassier): requires Exploration and Firearms, +50% attack against Light Swordsman, Swordsman, Heavy Swordsman, Spearman, Heavy Spearman, can enter Jungle and Rainforest
    • Unique Building: Citadel (Castle): -25% maintenance
    • Unique Power: Discovery: +2 movement for naval units
    • Unique Historical Victory:
      • Be the first to found a city in America
      • Control twelve Silver and Gold resources directly or by vassal by 1650 AD
      • Spread Catholicism to 30% of the world's population and allow no Protestant civilizations in Europe in 1650 AD
  • England
    • Birth: 820 AD
    • Coat of Arms: Three Lions, red/yellow
    • Leaders: Alfred, Elizabeth, Victoria, Churchill
    • Unique Units:
      • Redcoat (Musketeer): causes collateral damage
      • Man-o-War (Ship of the Line): +3 strength, +1 movement
    • Unique Building: Exchequer (Courthouse): requires Judiciary, reduced cost, +1 trade route
    • Unique Power: Indirect Rule: Reduced colony maintenance from number of colonies per continent
    • Unique Historical Victory:
      • Control six cities in North America, four cities in South and Central America, three cities in Africa and three cities in India and have 25 level three naval units by 1770 AD
      • Control twelve cities in Asia, ten cities in Africa and six cities in Oceania and build a Railroad connection from North Africa to South Africa by 1880 AD
      • Be the first to discover eight Renaissance era technologies and eight Industrial era technologies
  • Holy Rome
    • Birth: 840 AD
    • Coat of Arms: Eagle, yellow/black
    • Leaders: Barbarossa, Charles V, Francis I
    • Unique Units:
      • Landsknecht (Pikeman): +50% against melee units, starts with Leadership
      • Grenzer (Grenadier): requires Geography, +25% retreat chance, starts with Disengage I and Guerilla I
    • Unique Building: Rathaus (Civic Square): -25% maintenance
    • Unique Power: Investiture: Double production of state religion buildings
    • Unique Historical Victory:
      • Control Saint Peter's Cathedral in 1000 AD, control Church of the Anastasis in 1200 AD and control All Saints' Church in 1550 AD
      • Have three Catholic vassals in Europe by 1650 AD
      • Settle ten Great Artists and Statesmen in Vienna and have pleased relations with ten other independent civilizations in Europe by 1850 AD
  • Burma
    • Birth: 849 AD
    • Coat of Arms: Peacock, green/yellow
    • Leaders: Anawrahta, Bayinnaung
    • Unique Units:
      • Kyundaw (Heavy Spearman): +25% retreat chance, can enter Rainforest
      • Cassay (Dragoon): starts with Pinch and Blitz
    • Unique Building: Kyaung (Library): +2 priest slots, +1 food on Amber, Gems, Jade
    • Unique Power: Dharma Kings: Can use unlimited Great Prophets for Golden Ages
    • Unique Historical Victory:
      • Have 3000 gold by 1300 AD
      • Experience three Golden Ages by 1700 AD
      • Control Indochina in 1580 AD and control Indochina in 1760 AD
  • Rus
    • Birth: 880 AD
    • Coat of Arms: Trident, blue/yellow
    • Leader: Yaroslav
    • Unique Unit: Druzhina (Heavy Swordsman): requires Steel, +1 movement, starts with Woodsman I, Flanking I, and River Combat
    • Unique Building: Volok (Wharf): requires Navigation, does not require coast, requires river, +1 merchant slot
    • Unique Power: Varangians: +1 commerce on unimproved tiles in your trade network
    • Unique Historical Victory:
      • Have an Orthodox population of 30 by 1200 AD
      • Defeat 25 barbarian units by 1250 AD
      • Acquire four Fur and three Salt resources and acquire 200 gold by trade by 1450 AD
  • Vietnam
    • Birth: 938 AD
    • Coat of Arms: Lily, yellow/red
    • Leader: Le Loi
    • Unique Unit: Rattan Archer (Longbowman): requires Civil Service, +1 first strike, starts with Guerilla I and Woodsman I
    • Unique Building: Water Puppet Theatre (Theatre): +1 artist slot, +2 commerce on Clam, Crab, Fish
    • Unique Power: Resistance: When attacking in own territory, units receive defensive bonus of their own tiles
    • Unique Historical Victory:
      • Create two Great Generals by 1500 AD
      • Control a Confucian Guozijian by 1600 AD
      • Have three cities with Influential culture by 1700 AD
  • Swahilis
    • Birth: 957 AD
    • Coat of Arms: Clove, yellow/orange
    • Leader: Suleiman ibn Dawud
    • Unique Unit: Dhow (Cog): +2 movement, +25% retreat chance
    • Unique Building: Island Fort (Castle): requires coast, +1 trade route
    • Unique Power: Palm Trees: Can construct coastal improvements without removing Savanna or Forest
    • Unique Historical Victory:
      • Import a cumulative of 100 happiness resources by 1300 AD
      • Reveal 35% of the world's coastlines by 1400 AD
      • Have 25 trade routes by 1500 AD
  • Poland
    • Birth: 1025 AD
    • Coat of Arms: Eagle, red/white
    • Leaders: Casimir, Sobieski, Pilsudski, Walesa
    • Unique Unit: Winged Hussar (Cuirassier): +50% attack against Arquebusier, Musketeer
    • Unique Building: Sejmik (Civic Square): +2 happiness, +10% gold
    • Unique Power: Folwarks: +1 commerce from Farm and Pasture
    • Unique Historical Victory:
      • Have three cities with a population of 12 by 1400 AD
      • Be the first to discover Civil Liberties
      • Control three Christian Cathedrals by 1600 AD
  • Portugal
    • Birth: 1130 AD
    • Coat of Arms: Escudo, blue/white
    • Leaders: Afonso Henriques, Joao II, Maria II
    • Unique Units:
      • Bandeirante (Explorer): +4 strength, can attack, starts with Guerilla I and Woodsman I, can capture slaves regardless of civics, guaranteed to capture slaves
      • Carrack (Caravel): +1 cargo, can carry any cargo, can bombard city defenses, starts with Sentry
    • Unique Building: Feitoria (Customs House): +1 commerce on water tiles
    • Unique Power: Cartaz: +1 trade route in overseas colonies until the Industrial era
    • Unique Historical Victory:
      • Control 35% of the Indian Trade Route by 1550 AD
      • Have open border agreements with 14 civilizations by 1600 AD
      • Acquire twelve trading company resources by 1650 AD
  • Inca
    • Birth: 1150 AD
    • Coat of Arms: Sun Mask, orange/red
    • Leader: Huayna Capac
    • Unique Unit: Aucac (Swordsman): reduced cost, requires Mining, requires no resources, -1 strength, +50% against melee and archery, starts with Combat I
    • Unique Building: Tambo (Post Office): reduced cost, requires Law, +25% trade route yield
    • Unique Power: Terraces: Mountains produce 2 food and 1 production
    • Unique Historical Victory:
      • Control seven Tambos and build a road along the Andean coast by 1550 AD
      • Have 2500 gold by 1550 AD
      • Control 90% of the population in South America in 1775 AD
  • Italy
    • Birth: 1167 AD
    • Coat of Arms: Lombard cross, green/white
    • Leaders: Lorenzo de' Medici, Cavour
    • Unique Units:
      • Balestriere (Crossbowman): +1 first strike, +25% city attack, starts with Amphibious
      • Lanternas (Galleass): +2 strength, +1 movement
    • Unique Building: Art Studio (Forge): +25% culture, +1 artist slot
    • Unique Power: Renaissance: Free specialist in all cities until the Industrial era
    • Unique Historical Victory:
      • Build San Marco Basilica, the Sistine Chapel, and Santa Maria del Fiore by 1500 AD
      • Have three cities with Influential culture by 1600 AD
      • Control 65% of the Mediterranean by 1930 AD
  • Mongols
    • Birth: 1190 AD
    • Coat of Arms: Standard, brown/yellow
    • Leaders: Genghis Khan, Kublai Khan
    • Unique Units:
      • Mangudai (Horse Archer): +2 strength, +1 movement, starts with Steppe Adaptation
      • Keshik (Lancer): +1 movement, +1 first strike, +25% city attack, causes collateral damage, starts with Steppe Adaptation, considered light cavalry
    • Unique Building: Ortege (Stable): +1 trade route, +2 experience for Light and Heavy Cavalry, +2 food from Horse, +1 food from Sheep and Cow
    • Unique Power: Terror: Cities threatened by your armies descend into unrest
    • Unique Historical Victory:
      • Control China in 1350 AD
      • Raze seven cities
      • Control 12% of the world by 1500 AD
  • Aztecs
    • Birth: 1200 AD
    • Coat of Arms: Snake, green/black
    • Leader: Montezuma
    • Unique Unit: Jaguar (Swordsman): alternatively requires Obisidian, can enter Rainforest and Jungle, reduced cost, +30% retreat chance, starts with Woodsman I
    • Unique Building: Calmecac (Library): +3 melee unit experience
    • Unique Power: Flower Wars: can enslave defeated enemy units, can sacrifice slaves to start a short golden age
    • Unique Historical Victory:
      • Make Tenochtitlan the most populous city in the world in 1520 AD
      • Start 16 Golden Ages by sacrificing slaves by 1650 AD
      • Control the core of any European civilization by 1750 AD
  • Mughals
    • Birth: 1206 AD
    • Coat of Arms: Moon, green/yellow
    • Leaders: Muhammad ibn Tughluq, Akbar
    • Unique Units:
      • Siege Elephant (Bombard): +1 strength, +25% against archery and gunpowder units
      • Sowar (Cuirassier): +25% city attack
    • Unique Building: Mausoleum (Estate): requires Heritage, +1 free artist
    • Unique Power: Architecture: completing a building grants half its construction cost as culture
    • Unique Historical Victory:
      • Control three Islamic Grand Mosques by 1500 AD
      • Build the Red Fort, Shalimar Gardens and the Taj Mahal by 1660 AD
      • Have more than 50000 culture in 1750 AD
  • Thailand
    • Birth: 1238 AD
    • Coat of Arms: Elephant, red/white
    • Leaders: Naresuan, Mongkut
    • Unique Unit: Chang Suek (Lancer): +50% attack against Arquebusier, Musketeer, +50% against heavy cavalry, can enter Jungle and Rainforest
    • Unique Building: Floating Market (Market): requires river, +2 food
    • Unique Power: Embassies: Never loses contact with another civilization
    • Unique Historical Victory:
      • Have open border agreements with ten civilizations in 1650 AD
      • Make Ayutthaya the most populous city in the world in 1700 AD
      • Allow only local civilizations in South Asia in 1900 AD
  • Sweden
    • Birth: 1252 AD
    • Coat of Arms: blue/yellow
    • Leader: Gustav Adolph
    • Unique Units:
      • Carolean (Musketeer): requires Combined Arms, +25% retreat chance, starts with March and Formation
      • Hakkapeliitta (Pistolier): +1 strength, -10% open terrain strength, starts with Shock and Pinch
    • Unique Building: Soldattorp (Barracks): +25% land unit production, free Drill I promotion
    • Unique Power: Lagom: Celebrating cities gain +50% great people birth rate
    • Unique Historical Victory:
      • Have all of the Baltic Sea Region in your territory in 1650 AD
      • Make sure there are six European civilizations with Protestant state religion by 1700 AD
      • Have the highest approval rating in the world for 50 turns by 1980 AD
  • Russia
    • Birth: 1263 AD
    • Coat of Arms: Eagle, red/yellow
    • Leaders: Ivan IV, Peter, Catherine, Alexander I, Stalin
    • Unique Units:
      • Strelets (Arquebusier): starts with City Garrison I
      • Cossack (Hussar): requires Measurement, +10 retreat chance, +25% against light and heavy cavalry
    • Unique Building: Katorga (Jail): +4 production, -50% unhappiness from sacrificing population
    • Unique Power: Hardship: Unhappiness from hurrying and drafting is applied to your happiest city
    • Unique Historical Victory:
      • Control three Orthodox Cathedrals and three Orthodox wonders by 1550 AD
      • Settle ten cities in Siberia by 1700 AD and build a railroad connection from Moscow to the Siberian coast by 1920 AD
      • Adopt Communism, have friendly relations with five other communist civilizations, and control 30 ICBMs and 30 Satellites by 1970 AD
  • Ottomans
    • Birth: 1280 AD
    • Coat of Arms: Tughra, green/white
    • Leaders: Mehmed, Suleiman, Ataturk
    • Unique Units:
      • Janissary (Arquebusier): +25% against melee, archery, heavy cavalry
      • Great Bombard (Bombard): +25% city attack
    • Unique Building: Hammam (Bath): +2 happiness
    • Unique Power: Devshirme: Can conscript two extra units in cities with non-state religions
    • Unique Historical Victory:
      • Have four wonders in your capital in 1550 AD
      • Control Anatolia, the Caucasus, the Pontic Steppe, the Levant, Mesopotamia, Arabia, Egypt, the Maghreb, Greece, the Balkans, and two cities in Central Europe by 1700 AD
      • Settle twelve Great Military Instructors, Artists and Statesmen in your cities by 1800 AD
  • Congo
    • Birth: 1390 AD
    • Coat of Arms: Cross, green/brown
    • Leader: Mbemba
    • Unique Unit: Pombos (Heavy Swordsman): can enter rainforest, jungle, marsh, +50% against gunpowder units
    • Unique Building: Mbwadi (Weaver): +10% gold, +1 merchant slot
    • Unique Power: Tropics: Extra food and production and no unhealth from Rainforest, Jungle and Marsh
    • Unique Historical Victory:
      • Acquire 12% of the votes in the Apostolic Palace by 1650 AD
      • Acquire 1000 gold through the slave trade by 1800 AD
      • Enter the Industrial era before anyone enters the Global era
  • Iran
    • Birth: 1501 AD
    • Coat of Arms: Lion, orange/red
    • Leaders: Abbas, Khomeini
    • Unique Unit: Qizilbash (Arquebusier): +25% against gunpowder units, starts with Guerilla I
    • Unique Building: Bagh (Park): requires Aesthetics, +2 food, +2 happiness
    • Unique Power: Safaviyya: Religious buildings produce +2 culture and +2 research
    • Unique Historical Victory:
      • Have open border agreements with ten European civilizations by 1650 AD
      • Control Mesopotamia, Transoxiana and the Punjab in 1750 AD
      • Have a city with 20000 culture in 1800 AD
  • Netherlands
    • Birth: 1580 AD
    • Coat of Arms: Lion, orange/black
    • Leaders: Willem van Oranje, William III
    • Unique Unit: Fluyt (Galleon): +2 strength, +1 cargo, can enter foreign territory
    • Unique Building: Polder (Levee): requires Urban Planning, reduced cost, +1 production on water tiles
    • Unique Power: Trading Companies: Double yield and commerce from the Trading Company corporation
    • Unique Historical Victory:
      • Settle four Great Merchants in Amsterdam in 1745 AD
      • Conquer four European cities outside of Europe by 1745 AD
      • Acquire ten Spice resources by 1775 AD
  • Germany
    • Birth: 1700 AD
    • Coat of Arms: Iron Cross, grey/black
    • Leaders: Frederick, Bismarck
    • Unique Units:
      • Fusilier (Musketeer): starts with Drill I and II
      • Panzer (Tank): +25% attack against Rifleman, Infantry, starts with Leadership
    • Unique Building: Assembly Plant (Factory): +1 engineer slot, +1 free engineer, +2 experience for armored units
    • Unique Power: Doctrine: Units retain all their experience when upgraded
    • Unique Historical Victory:
      • Settle nine great people in Berlin in 1900 AD
      • Control Italy, Central Europe, France, Britain, Scandinavia and Eastern Europe in 1940 AD
      • Be the first to discover eight Industrial era technologies and eight Global era technologies
  • America
    • Birth: 1775 AD
    • Coat of Arms: Stars, blue/white
    • Leaders: Washington, Lincoln, Roosevelt
    • Unique Units:
      • Pioneer (Settler): can defend, strength 10, +50% open terrain defense, free defender and worker in North American cities
      • Supercarrier (Carrier): +6 strength, +1 movement, +2 cargo, +30% intercept chance, starts with Medic I and Sentry
      • Stratofortress (Bomber): +4 range, +25% evade chance, causes additional collateral damage
    • Unique Building: Mall (Department Store): +25% gold with power, +1 merchant slot
    • Unique Power: Manifest Destiny: Additional population growth and happiness in cities after immigration and improving resources
    • Unique Historical Victory:
      • Control 20 Farm and Pasture resources, 15 Plantation and Orchard resources, and 35 Mine and Quarry resources directly or through vassals by 1880 AD
      • Build the Statue of Liberty, Brooklyn Bridge, the Empire State Building, Golden Gate Bridge, the Pentagon and the United Nations by 1950 AD
      • Control 75% of the world's commerce and 75% of the world's military power directly or through allies by 1990 AD
  • Argentina
    • Birth: 1810 AD
    • Coat of Arms: Sun, blue/yellow
    • Leaders: San Martin, Peron
    • Unique Unit: Grenadier Cavalry (Dragoon): +25% attack against Musketeer, Rifleman
    • Unique Building: Refrigeration Plant (Abattoir): +2 commerce from Cow, Pig, Sheep, Deer
    • Unique Power: Juntas: Great Generals can start Golden Ages
    • Unique Historical Victory:
      • Experience two Golden Ages by 1930 AD
      • Have legendary culture in Buenos Aires by 1960 AD
      • Experience six Golden Ages by 2000 AD
  • Mexico
    • Birth: 1810 AD
    • Coat of Arms: Eagle and Snake, green/blue
    • Leaders: Juarez, Santa Anna, Cardenas
    • Unique Unit: Rural (Cavalry): reduced cost, starts with Combat I
    • Unique Building: Charreada Arena (Arena): +1 happiness from Horse, +2 experience for light and heavy cavalry
    • Unique Power: Positivism: Converts +50% of production to research
    • Unique Historical Victory:
      • Control three cathedrals of your state religion by 1880 AD
      • Create three Great Generals by 1940 AD
      • Make Mexico City the most populous city in the world in 1960 AD
  • Colombia
    • Birth: 1814 AD
    • Coat of Arms: Eagle, purple/yellow
    • Leader: Bolivar
    • Unique Units:
      • Albion Legion (Grenadier): +2 strength, +1 movement
      • Llanero (Hussar): +25% against Musketeer, Rifleman, starts with Mobility
    • Unique Building: Hacienda (Estate): +1 food from Banana, +3 commerce from Coffee
    • Unique Power: Liberator: No resistance on city conquest in South America
    • Unique Historical Victory:
      • Allow no European civilization in Gran Colombia and the Andes in 1870 AD
      • Control South America in 1920 AD
      • Acquire 3000 gold by selling resources by 1950 AD
  • Brazil
    • Birth: 1822 AD
    • Coat of Arms: Globe, green/yellow
    • Leaders: Pedro II, Vargas
    • Unique Unit: Madeirero (Labourer): starts with Woodsman II, creates gold when removing Forest, Rainforest, Jungle
    • Unique Building: Sambadrome (Arena): +2 happiness, +1 happiness per 10% culture rate
    • Unique Power: Cordiality: Cities are guaranteed to celebrate if they meet the requirements
    • Unique Historial Victory:
      • Control twelve Slave Plantations and four Pastures in 1880 AD
      • Build Wembley, Cristo Redentor, and Itaipu Dam
      • Control 30 Nature Reserves and have a city with twelve free specialists by 1950 AD
  • Canada
    • Birth: 1867 AD
    • Coat of Arms: Maple Leaf, red/white
    • Leaders: MacDonald, Trudeau
    • Unique Unit: Corvette (Destroyer): reduced cost, -4 strength, +2 movement, starts with Sentry
    • Unique Building: Royal Mounted Police (Constabulary): +2 happiness from Horse
    • Unique Power: Multilateralism: Double trade route yield from years of peace
    • Unique Historical Victory:
      • Build a Railroad connection from your capital to the Atlantic Coast and Pacific Coast by 1920 AD
      • Control all cities in Canada and half of Canadian territory and never conquer any cities by 1950 AD
      • End twelve wars through diplomacy by 2000 AD
 
Hittite UHV is bombastic. It's truly what UHVs should be - unique, historically fitting and victorious a bit puzzle-like. I mostly refer achieving the first de jure victory in war ever, but other two are also good.

Almost totally approve changes, all of them make sense for me (and are mostly caused by bigger map size/longer early game, i guess, but a few are clearly made to be less reliant on AI, e.g. Ararbian and Babylon, which is always good). A few notes:

1) I don't think Canadian UHV1 will be possible on Normal speed. It requires testing but i want to draw attention to the possible problem here and now.
2) A bit unhappy about Russian rework (i guess as a result of whipping), not sure how to feel about UHV1. Russia is already almost guaranteed to get all Orthodox wonders, save for the Ethiopian Rock-Hewn Church and maybe very early ones, and three Cathedrals should not be a problem with lots of territory, food and production, and superwhipping. It basically merely forces Russia to be Orthodox, which is already mostly guarenteed but removes variety (and Russia is already bound to Despotism to a degree).
3) A bit too many +3 EXP UBs at the moment, they sorta lose flavour.
4) Ghazi want to be half as cool as Druzhina is... but probably the gameplay difficulty will justify their prowess (correct me if i'm wrong, but Woodsman 2 (which can be gained from Barracks) + 2 moves + bonuses near river mean lightning fast unit that is almost impossible to uproot from forests).
5) Not sure about Mexico UP: it's not well known for its scietific achievements IRL, and it doesn't help its UHV either.

Magnificent update overall, special cudos for releasing it right before weekend!
 
Is there any chance that you could make it so when the Romans conquer Gaul, the Celtic core moves to Ireland and Scotland instead of the Celts collapsing?
That should already happen.

Hittite UHV is bombastic. It's truly what UHVs should be - unique, historically fitting and victorious a bit puzzle-like. I mostly refer achieving the first de jure victory in war ever, but other two are also good.
I'm glad you like it. I have to admit that for all of these new early game civilizations I struggled a bit to give them goals that are both historically fitting, challenging, and not repetitive to what already exists. With the smaller possibility space you can't help making them puzzle like in one way or another but it's good to know that they are varied enough.
1) I don't think Canadian UHV1 will be possible on Normal speed. It requires testing but i want to draw attention to the possible problem here and now.
That's possible. I did not test the later UHVs as extensively. That goal was already cutting it close on the old map and now there is more distance to cover in less time.
3) A bit too many +3 EXP UBs at the moment, they sorta lose flavour.
I also realised that - especially in Mesoamerica. I will give that another pass at some point.
Magnificent update overall, special cudos for releasing it right before weekend!
It just worked out that way, I was aiming for as soon as possible.
 
That should already happen.
In my game, I had already won URV, but was still going for the UHVs, it was like 50 BC, I had Nemessos, Bilbao, Dublin, and Edinburgh. Rome conquered Nemessos, the next turn I get a message that my civ is collapsing because we were pushed out of our core, and then the turn after that, I collapse.
 
A save might help.
 
Obviously I was going to start with the Celts UHV, and they're pretty good so far! I was a bit skeptical of the UHV as written, but it makes for a fairly unusual playthrough, especially since you have terrible research and maintenance. A few things:

1) The "conquer two cities" goal is a bit trivial. The difficulty comes from the tight window you have to accomplish it, and especially from the fact that Rome is the logical target but has a much stronger UU than you. You can send troops to Greece or an Anatolian Independent city (how appropriate) but then you risk splitting your troops against Roman conquerors. Still, Mediolanum spawns just after you and can be conquered easily. After that you have to train additional troops, and attack and destroy Rome before they get conquerors - I did it through a game of attrition by taking Rome, leaving it, and taking it back to get the most out of City Raider promotions.

2) Spreading religion is as much about surviving against Rome, barbarians and overextension - though I get the impression you can also potentially relocate to Ireland if you lose all of your Gaulish cities? This is a goal that requires you to go wide over tall (especially if Greece has collapsed and the rest of the world is out of reach), ideally before the medieval civs appear. Both Orthodoxy and Catholicism seemingly contribute to the UHV count, but my save shows that with a combined count of 12 I still don't win. Is it intended to be 12 of either religion?

3) Economically, about the only thing you have going for you is the rich European terrain and its resources. I only built one city in Gaul for the additional core bonus, Nemausus, sending my other settlers in Iberia and Pannonia. It's a strong city, though I feel Lugdunum/Lyon should maybe get preference at spawn. Since the French now spawn in 500 AD, that mean they're more likely to get Lyon, and Lugdunum grew to be a more important Gaulish city anyway.

Wait ? Celts building menhirs, like in Asterix ?

4) I assume this was done because you need a cheap UB since the first two goals are so fast. Still, I agree this isn't ideal: not really historical, too much overlap with the Druidish Nemeton, and we already have a lot of Monument UB. Still, mechanically the UB is sound: a cheap way to get more XP for your Oathsworns is useful to even the odds against the Romans - but maybe it could be moved over to a different UB, like the BtS Dun?
 

Attachments

2) Spreading religion is as much about surviving against Rome, barbarians and overextension - though I get the impression you can also potentially relocate to Ireland if you lose all of your Gaulish cities? This is a goal that requires you to go wide over tall (especially if Greece has collapsed and the rest of the world is out of reach), ideally before the medieval civs appear. Both Orthodoxy and Catholicism seemingly contribute to the UHV count, but my save shows that with a combined count of 12 I still don't win. Is it intended to be 12 of either religion?
It is supposed to be of either, can you share a save of that? Ideally before spreading the 12th religion?
 
World feels a lot more lively with more civs around. It's difficult to describe but i got a weird feeling that every turn something happens in the world, be it a birth of a GP, a fall of a city, a declaration of war or peace, and so on. On the other hand, it results in a lot more bizzare AI geopolitical situations, like literally 1084 between Persia, Arabia and Turks in my Swahili game, or Greeks dying super early (before Roman spawn) in Toltec one.

Have played Swahili, Toltecs and Assyria so far, short report(s) on them:

SWAHILI


A puzzle nation, you have little to no opposition (althout on my second try i got invaded by Ethiopians with like 10 trebs and 5 heavy swords; resigned, because you don't have production nor resources to make any land units other than Archers and Skirms). UHV boils down to getting open borders and (hopefully) maps, plus settling cities to jump around capes. Resource import UHV objective is very easy (i think Arabs will almost always be around and happy to sell you some) but is likely around to make your eco weaker from buying luxuries.
Haven't checked but their modifiers feel awful even on Regent. On the other hand, they definitely can get some supercities in a long run (Kilwa is good altho these marches on the best location for settling make me cry, Zimbabwe might be absolutely broken, having lots of high-value resources and enough food to supply okayish pop).
Haven't finished their UHV due to trying to develop on the first run (it's pointless, you have around 70 turns to accomplish UHV so don't bother) and Ethiopian AI having its revenge against me for being called worthless memory-devouring wasteland occupant in 1.17. Turns out there is always a smaller fish.

TOLTECS

They felt very easy, got UHV on the second try (once i calculated timings for 2 GPs). Built granary, worker, UB, build two farms and hire an artist early, then rush Mathematics and Law, spam Republican Toltec Pyramidal Citizens. Maya and barbs were no problem at all, you have both 5 exp Light Swords from UB or Atlatl UU which can easily get either +50% against melee or archer units (guess what, Maya spam archers and Natives are exclusively melee). After you conquer Maya the game is over. Toltecs might be a sleeper powerhouse due to their incredibly powerful UP, strong core and having essentially no opposition (i'm absolutely sure you can break conquerors with them, even despite their modifiers don't feel particulary good your eco can easily carry you to caravels before Europeans will find you. Not sure if Aztec spawn will cripple them, though, or if Mexico checks if Toltecs are alive.

ASSYRIA


I remember someone wishing for a Hunnic civilization - seek no more, the murderhobo civ to outmurderhobo murderhobos is here. It's possible to take Babylon in less than 10 turns without relying on some improbable chances (not sure if it is intended, but you can turn slider to 0, build a copper mine with a starting worker, grade starting milita to Azmaru and overpower Babylonian milita with effective strength 6 unit). Building more Azmarus and taking cities will be your gameplay for next 50 turns or so. It's a peculiar gameplay, but i can't say i was disappointed - stupid warmongering can be very fun. Neither of UHV objectives were difficult, Golden Age from warmongering objectives + Ishtar gate and lots of food resources near Ashur let me get 2 GPs in around 20 turns, the 3rd one being Great General (almost impossible to not get at this point, but even if you somehow fail to Persians shall kindly offer their troops to fill the bar). Never built any Battering Rams, never regretted it either, none of cities you have to take is particulary well defended.
 
I don't know, it is not a high priority.
 
Regarding the difficulty of the UHVs. I feel that quite some UHVs are too challenging, meaning:
-you have to play on the lower difficulty levels (so lower than Monarch or Emperor)
-you have to rely on a certain amount of overall luck, be it battle chances, opponent development or GP generation
-you might have to reload a lot

Just a few examples that seem overly punishing/unfun/luck based/restrictive (without playing the development version):
-England UHV1: 25 level 3 ships
-Japan UHV1: 30k culture
-Spain UHV3: no protestants in Europe
-Russia UHV3: 30 ICBMS, 30 Satellites by 1970 requires you to be the research leader for most of the game
-Canada UHV3: end 12 wars
-Holy Rome UHV3: have pleased relations with 10 European civs (main offender btw)
I'm sure there are more examples.

All-in-all, I believe the mod would benefit from the toning down of certain UHV challenges so you don't have only one way to play the game, could play on higher difficulty and could also avoide reloading constantly.
 
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I am looking for feedback based on actual play experience, thanks.
 
Regarding the difficulty of the UHVs. I feel that quite some UHVs are too challenging, meaning:
-you have to play on the lower difficulty levels (so lower than Monarch or Emperor)
-you have to rely on a certain amount of overall luck, be it battle chances, opponent development or GP generation
-you might have to reload a lot
Completely disagree with your examples. There are some very difficult and random-reliant UHVs (like China/Rome technological goals which can be ruined by AI randomly deciding to beeline them), but ones you named are certainly not among them.

1) English UHV is much easier than the 1.17 one (at least on paper), Drydock, Trafalgar Square, Colonialism, settled Great General(s) and Meritocracy let you build level 3+ ships without them having to fight once. And it wasn't hard in the first place (just very tedious and boring).
2) Spanish and Austrian UHV are pretty easy if you don't forget to use spies to force religion change and (optionally) religious civic to Theocracy to make Protestantism slowly die out. Bonus points in case of Austrians because you certainly won't mind Great Statesmen from Statesmen spam.
3) Ending 12 wars in the age of cascading defensive pacts shouldn't be any difficult, especially with crazy Canadian modifiers allowing to gift/sell lots of technologies.
4) Russia is already probably the strongest civ in the game. Haven't tested them yet (but trying new gulag meta is definitely on my list). Turbowhipping 30 ICBMs sounds like a small footnote of your ordinary 5-Turn Plan.

I agree that more often than not you have to reload particulary unlucky results (my spies failed to convert Prussia to Catholisim 4 times in a row with 75%+ chances as Austria, after that i simply savescummed the last attempt), but it's mostly true for early civs where one bad roll can break your entire game plan (like losing the starting Hittie Hulaganni early). None of your examples can be botched by a single roll.

As a side note to Leoreth: i found out that Greek AI dies to Sea People invasion extraordinary often, so far in around a half of games. This also causes a butterfly effect of Persia not being invaded and remaining a major power at least until Middle Ages. Probably they should be weakened a bit, or Greece should spawn after the Bronze Age collapse, with early indep cities representing Mycenean civilization.
 
Last post confuse me a little bit. IMHO AI Russia is weak. In real life, russian troops visited Berlin a couple of times (1760/1813) and Paris once by 1814. In the game, Peter loses Kiev over and over again with all the upgraded strelets in the war against the only Poland (in 1.17 it was also ordinary BUT when against Austria+Poland or Turkey).

P.S. Austria and Poland spam an infinite number of cities and even mostly outside their core. The original map from the 1700 scenario looks cool and aesthetically pleasing, but then the 9 cities of Francis I are somehow... It doesn't look good...

P.S.S. Here, of course, could be a joke about the fact that AI Peter forgot that in the new version, General Frost is no longer on his side. Or that the Habsburgs were given maps from future version 1.20, where Europe is 4 times larger than before. But I'm still inclined to believe that russian troops are roaming somewhere towards Alaska at the beginning of the game.
 
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Russia has insane whipping potential in the hands of a player. I'm not convinced the AI knows how to use this, AI Russia has been pathetic in all the games I've played. Not as pathetic as AI Spain, though.

And yes, I've noticed Poland's city spam too. In every game they'll plop down Vilnius between Minsk and Konigsberg even though it's worthless.
 
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