Hey all,
I thought it might be fun to create a speculative thread about some basic strategies, and thoughts regarding the individual civilizations, mainly just for kicks. Please note, I'm really writing this for fun, and this is, by no means, comprehensive.
All info is coming off of Arioch's Analyst website.
EDIT (Sept 16):Thanks to Itarmstrong3 we’ve got a better picture of what the unique buildings and units are for some of the civilizations. I thought I’d update this with my thoughts on how those units will effect my initial strategic thoughts. Each change will show up under each Civ, nicely labeled with an edit and the date.
EDIT (Sept 5): I've been getting alot of great feedback, as well as some very interesting discussions have been cropping up, so I've decided to keep updating this, for kicks. The purpose of these updates is to facilitate good ideas that come from the community, as well as adding in thoughts that I simply missed. I'll keep in any original posts I've got and just mark the edit.
- Cleaned up the crappy formatting.
- Added in more for the Chinese, Greeks, Russians, and French.
America
When American begins its game, it's going to be able to explore the map more efficiently then any other Civ. The +1 sight bonus will allow them to move to important tiles faster, which will give them access to more goody huts faster then other civs. This is going to give them a small boost as they gather more gold, units, and basic map information faster then their opponents.
That gold their gathering will serve them well as they begin to expand their borders faster then any other civ. I suspect that an American player will want to calculate expansions of both borders and city placement to really maximize their special ability, and their Unique Unit (UU). They'll be able to connect cities through trade routes much faster, and be able to harvest the most
beneficial tiles faster as well.
Once the minute men hit the field, the Americans will truly be able to aggressively expand their cities, taking advantage of the defensive style the unit represents. They'll be able to represent
a passive threat, constantly saying "You're welcome to wage war on me, but it'll be a huge pain for you." The B-52 also represents this passive threat, as it will be able to take
advantage of that sight bonus, and demolishing anything that approaches the American's borders.
The American's have the benefit of not needing to commit to any one strategy. Being able to passively expand borders and play a more set back game will allow an American player to pursue any
victory condition strategy they wish, as it presents itself.
Diplomatic, Space race, Conquest, and cultural victories are all available to a smart American player who remains passive while aggressively defending his borders.
Conclusion: If you like to stay in your own borders while still being versatile enough to be a military threat, America might just be the Civ for You!
EDIT Sept 16: The Minute Men are far more mobile then I had originally believed. This will definitely allow them to take full advantage of their sight bonus and respond to any attack quickly. It will also make them much more potent on the attack then I had first believed. I still believe an American player will want to naturally stay within his own borders, sending out small parties to deal with any threat that might exist just outside them. Once their borders start touching other civ’s borders, then the game becomes interesting.
The really interesting thing about the B-17 is that it’s an incredibly safe unit to use. You can bombard your enemies from afar, and not need to worry so much about whether or not it’s coming back alive. Again, this unit plays directly into the more passive and defensive style of play.
Arabia
It seems to me that the heart of the Arabian strategy will be expansion expansion expansion. Getting extra gold from trade routes will encourage an Arabian player to build more cities then
other civilizations. Then, when the Camel Archer's come into play, the Arabians will be able to consolidate that land grab strategy.
Arabia might just be the weakest civilization in the early game. With a heavy reliance on pillagable roads, with no unique units to back them up, setting up that crucial trade network, defending it, might just be more difficult then it sounds.
However, the moment oil comes into play, it's Arabia's game. Double oil production is nothing to sneeze at, and opens up Arabia to being militarily aggressive, but also keeps them in an
interesting trading position. Being able to give excess oil to friendly civilizations to have them do your dirty work for you seems like an extremely viable strategy for the Arabian player.
Arabia also seems to really benefit from having a fairly flexible victory route. All the sphere's are open to them, if they wish to pursue it. The extra gold they make will flow nicely into any victory condition.
Conclusion: If you're a fan of money and fast early expansion, then maybe you should be checking out the Arabians!
EDIT Sept 16: The Camel Archer will definitely help the Arabian’s finally secure those trade routes and luxury resources they so desperately need. They’re highly mobile, and will be able to respond to any attack quickly and efficiently.
The Bazaar will be a welcome building for the Arabian’s as it will essentially make them one of the most desired civilizations to trade with. Excess of one resource don’t add to happiness (2 ivory gives you as much happiness as 1) so it’s in the interest of the Arabian’s to trade any resource they get from the Bazaar away as quickly as possible, to the highest bidder, of course. This will play in nicely with City State relations as well.
I will say that I think the Bazaar comes a touch late for the Arabians. Their early game is really horrendous, and they rely so heavily on trade routes and the resources around them that any civ that wants to put a wrench in their plans just needs to learn what the pillage button is.
Aztecs
With a cultural bonus from destroy units, and early game unique buildings and units, it's very clear what the Aztec player's strategy is; war war war. Find the nearest civ, and pick on them until they die, and then move on.
It may be that the Aztecs will really revel in farming civ's units. Rather then outright destroying them, they might simply want to keep a civilization alive simply to destroy their military and gain the culture boost.
Simply put, with that Special Ability, it is always to the benefit of the Aztecs to go to war. They're obviously in the running for a military victory, but also have a pretty nifty leg up in the culture race. Diplomacy will probably not work out for them, and why are you building space ship parts when you could be building tanks?
Conclusion: Do you like killing things? Maybe check out the Aztecs.
EDIT Sept 16: The Jaguar is going to be a fearsome early game unit. It is a bit of a shame that they only get their bonus in Jungles, but we’ll see how prolific that terrain type is. The ability to heal after combat will allow them to continue moving forward faster, and fight longer. (Although healing 2 hp is kinda wimpy.)
The Floating Gardens are far more interesting to me. A food boost is going to give the Aztecs more population then most other civilizations faster. These people will be able to increase the science, production, culture, or gold production much faster then any other civilization, especially in the early game. Most importantly, this will allow the Aztecs to simply field more troops faster, and, combined with their Unique Unit, the Aztecs are certainly the warrior rushing civ.
It will be interesting to see how the Aztecs balance their increased population with their happiness.
China
One of the most tactical special abilities in the game. A Chinese player will want to protect his Generals and use them often and aggressively. Losing a General is not an option for the Chinese players, as that's what they do.
I suspect that the Chinese player's game will be one of slow steady expansion, first through neutral territory, and then into any beneficial enemy territory. Each movement will be a delicate
one, well planned and well thought out, if only that it must be so. Enemies will be chomping at the bit to take out the Chinese player's generals, and losing one will hamstring the larger overall game strategy of the Chinese player.
The Chu-Ko-Nu support this delicate style of tactical play. You can't jam a ton of them into combat and expect success. The Chinese player that will find victory will do so by utilizing all of the pieces of the puzzle to their utmost strength.
All Victory conditions are equally available to the Chinese, but more delicately then other civs. They'll be able to field a mighty military, certainly, but they could use that military to secure borders, rather then aggressively seek the destruction of their enemies. It would be to the benefit of the Chinese to be at war with someone, as that's how you get Generals, but be careful that you don't make too many enemies.
Conclusion: If you seek the most tactical combat experience, perhaps you might find root in the Chinese.
EDIT Sept 16: No surprises with the Chu-Ko-Nu. It’s going to be a welcome force on the tactical front.
The Paper Maker, however, is interesting. Giving early science and gold boosts, it should allow a Chinese player to have enough gold to do whatever he wants with it, as well as faster tech then any other Civilization. The extra gold will give the Chinese more flexibility in his strategies, allowing him to befriend City States, or buy important tiles, or just simply buying more Paper Makers! J The extra science will give China access to techs before other Civs, which will give them the Tactical Edge they want on the field.
-Edit: (Sept 5th) It's been pointed out that the Great Generals of the Chinese will be able to trigger Golden Ages and be turned into Workable Tiles. This will certainly open up the Chinese to other Victory Conditions besides Military. However, it's also been pointed out that to get those Great Generals, you'll need to be engaged in warfare constantly. It truly seems as though the Chinese will really have a tightrope act to walk if they wish to be successful outside of the Military Victory.
Egypt
The Egyptians have a very scary early game Unique Unit which is going to ensure their victory in the early game. They will be able to move where they want, and secure whatever territory they
want almost completely unimpeded.
Once the game moves out of the ancient era, and even into the Classical era, the Egyptian's even out with those around them slightly, and move from being insane destroyers of the landscape, to leaning on their special ability more and more.
I suspect that the Egyptians will have an early burst of expansion, land grabbing wherever they can, and then falling back to a more passive, building style of game play. They'll have a happy populace, and some of the most impressive cities in the game. It's almost a guarantee that the Egyptians will have more wonders then anyone else, which will be the crux of their game play.
This keeps Egypt in the running for most victory conditions. Rather then finding success in mass production or heavy resources, the Egyptians will look to their massive wonders to provide the empire benefits to win their games.
Conclusions: Do you like wonders? Go Egypt!
EDIT Sept 16: We’ve known about the War Chariot for awhile. It’s fierce. Rawr.
The Burial Tomb is incredibly interesting to me. Taking away Culture, but at the same time giving a HUGE happiness bonus is highly intriguing. I’m a bit of the opinion that, because it’s almost a given that Egypt will be building wonders, Egypt will be able to take that culture loss, but then recoup it with the wonders they build. The extra happiness though is going to let them expand more, either within their own cities, or by building more, and those War Chariots are going to mean that they’ll be able to do it easily, with little trouble from any aggressive neighbours. Just don’t get pillaged or you’re in for a lot of gold loss!
England
I think it's pretty clear that England has the Naval advantage. Just as navies are starting to get truly built, England gets the strongest naval unit, with a special ability that makes it more elusive and mobile then any other naval unit in the game.
This will allow England to become, basically, un-invadable from the sea. If an England player can successfully defend from attacks on the land, they will be basically free to pursue any kind of victory they wish. It strikes me that an English player will really REALLY want to cripple anyone they share a land mass with. If they can manage that, then the game is basically theirs to do with what they will.
Conclusion: Like a big radical navy that no one can stop? Let England take you from sea to shining sea.
EDIT Sept 16: Not much to say here. They get good units when we thought they would and they’ll use them to do what they should with them
I thought it might be fun to create a speculative thread about some basic strategies, and thoughts regarding the individual civilizations, mainly just for kicks. Please note, I'm really writing this for fun, and this is, by no means, comprehensive.
All info is coming off of Arioch's Analyst website.
EDIT (Sept 16):Thanks to Itarmstrong3 we’ve got a better picture of what the unique buildings and units are for some of the civilizations. I thought I’d update this with my thoughts on how those units will effect my initial strategic thoughts. Each change will show up under each Civ, nicely labeled with an edit and the date.
EDIT (Sept 5): I've been getting alot of great feedback, as well as some very interesting discussions have been cropping up, so I've decided to keep updating this, for kicks. The purpose of these updates is to facilitate good ideas that come from the community, as well as adding in thoughts that I simply missed. I'll keep in any original posts I've got and just mark the edit.
- Cleaned up the crappy formatting.
- Added in more for the Chinese, Greeks, Russians, and French.
America
When American begins its game, it's going to be able to explore the map more efficiently then any other Civ. The +1 sight bonus will allow them to move to important tiles faster, which will give them access to more goody huts faster then other civs. This is going to give them a small boost as they gather more gold, units, and basic map information faster then their opponents.
That gold their gathering will serve them well as they begin to expand their borders faster then any other civ. I suspect that an American player will want to calculate expansions of both borders and city placement to really maximize their special ability, and their Unique Unit (UU). They'll be able to connect cities through trade routes much faster, and be able to harvest the most
beneficial tiles faster as well.
Once the minute men hit the field, the Americans will truly be able to aggressively expand their cities, taking advantage of the defensive style the unit represents. They'll be able to represent
a passive threat, constantly saying "You're welcome to wage war on me, but it'll be a huge pain for you." The B-52 also represents this passive threat, as it will be able to take
advantage of that sight bonus, and demolishing anything that approaches the American's borders.
The American's have the benefit of not needing to commit to any one strategy. Being able to passively expand borders and play a more set back game will allow an American player to pursue any
victory condition strategy they wish, as it presents itself.
Diplomatic, Space race, Conquest, and cultural victories are all available to a smart American player who remains passive while aggressively defending his borders.
Conclusion: If you like to stay in your own borders while still being versatile enough to be a military threat, America might just be the Civ for You!
EDIT Sept 16: The Minute Men are far more mobile then I had originally believed. This will definitely allow them to take full advantage of their sight bonus and respond to any attack quickly. It will also make them much more potent on the attack then I had first believed. I still believe an American player will want to naturally stay within his own borders, sending out small parties to deal with any threat that might exist just outside them. Once their borders start touching other civ’s borders, then the game becomes interesting.
The really interesting thing about the B-17 is that it’s an incredibly safe unit to use. You can bombard your enemies from afar, and not need to worry so much about whether or not it’s coming back alive. Again, this unit plays directly into the more passive and defensive style of play.
Arabia
It seems to me that the heart of the Arabian strategy will be expansion expansion expansion. Getting extra gold from trade routes will encourage an Arabian player to build more cities then
other civilizations. Then, when the Camel Archer's come into play, the Arabians will be able to consolidate that land grab strategy.
Arabia might just be the weakest civilization in the early game. With a heavy reliance on pillagable roads, with no unique units to back them up, setting up that crucial trade network, defending it, might just be more difficult then it sounds.
However, the moment oil comes into play, it's Arabia's game. Double oil production is nothing to sneeze at, and opens up Arabia to being militarily aggressive, but also keeps them in an
interesting trading position. Being able to give excess oil to friendly civilizations to have them do your dirty work for you seems like an extremely viable strategy for the Arabian player.
Arabia also seems to really benefit from having a fairly flexible victory route. All the sphere's are open to them, if they wish to pursue it. The extra gold they make will flow nicely into any victory condition.
Conclusion: If you're a fan of money and fast early expansion, then maybe you should be checking out the Arabians!
EDIT Sept 16: The Camel Archer will definitely help the Arabian’s finally secure those trade routes and luxury resources they so desperately need. They’re highly mobile, and will be able to respond to any attack quickly and efficiently.
The Bazaar will be a welcome building for the Arabian’s as it will essentially make them one of the most desired civilizations to trade with. Excess of one resource don’t add to happiness (2 ivory gives you as much happiness as 1) so it’s in the interest of the Arabian’s to trade any resource they get from the Bazaar away as quickly as possible, to the highest bidder, of course. This will play in nicely with City State relations as well.
I will say that I think the Bazaar comes a touch late for the Arabians. Their early game is really horrendous, and they rely so heavily on trade routes and the resources around them that any civ that wants to put a wrench in their plans just needs to learn what the pillage button is.
Aztecs
With a cultural bonus from destroy units, and early game unique buildings and units, it's very clear what the Aztec player's strategy is; war war war. Find the nearest civ, and pick on them until they die, and then move on.
It may be that the Aztecs will really revel in farming civ's units. Rather then outright destroying them, they might simply want to keep a civilization alive simply to destroy their military and gain the culture boost.
Simply put, with that Special Ability, it is always to the benefit of the Aztecs to go to war. They're obviously in the running for a military victory, but also have a pretty nifty leg up in the culture race. Diplomacy will probably not work out for them, and why are you building space ship parts when you could be building tanks?
Conclusion: Do you like killing things? Maybe check out the Aztecs.
EDIT Sept 16: The Jaguar is going to be a fearsome early game unit. It is a bit of a shame that they only get their bonus in Jungles, but we’ll see how prolific that terrain type is. The ability to heal after combat will allow them to continue moving forward faster, and fight longer. (Although healing 2 hp is kinda wimpy.)
The Floating Gardens are far more interesting to me. A food boost is going to give the Aztecs more population then most other civilizations faster. These people will be able to increase the science, production, culture, or gold production much faster then any other civilization, especially in the early game. Most importantly, this will allow the Aztecs to simply field more troops faster, and, combined with their Unique Unit, the Aztecs are certainly the warrior rushing civ.
It will be interesting to see how the Aztecs balance their increased population with their happiness.
China
One of the most tactical special abilities in the game. A Chinese player will want to protect his Generals and use them often and aggressively. Losing a General is not an option for the Chinese players, as that's what they do.
I suspect that the Chinese player's game will be one of slow steady expansion, first through neutral territory, and then into any beneficial enemy territory. Each movement will be a delicate
one, well planned and well thought out, if only that it must be so. Enemies will be chomping at the bit to take out the Chinese player's generals, and losing one will hamstring the larger overall game strategy of the Chinese player.
The Chu-Ko-Nu support this delicate style of tactical play. You can't jam a ton of them into combat and expect success. The Chinese player that will find victory will do so by utilizing all of the pieces of the puzzle to their utmost strength.
All Victory conditions are equally available to the Chinese, but more delicately then other civs. They'll be able to field a mighty military, certainly, but they could use that military to secure borders, rather then aggressively seek the destruction of their enemies. It would be to the benefit of the Chinese to be at war with someone, as that's how you get Generals, but be careful that you don't make too many enemies.
Conclusion: If you seek the most tactical combat experience, perhaps you might find root in the Chinese.
EDIT Sept 16: No surprises with the Chu-Ko-Nu. It’s going to be a welcome force on the tactical front.
The Paper Maker, however, is interesting. Giving early science and gold boosts, it should allow a Chinese player to have enough gold to do whatever he wants with it, as well as faster tech then any other Civilization. The extra gold will give the Chinese more flexibility in his strategies, allowing him to befriend City States, or buy important tiles, or just simply buying more Paper Makers! J The extra science will give China access to techs before other Civs, which will give them the Tactical Edge they want on the field.
-Edit: (Sept 5th) It's been pointed out that the Great Generals of the Chinese will be able to trigger Golden Ages and be turned into Workable Tiles. This will certainly open up the Chinese to other Victory Conditions besides Military. However, it's also been pointed out that to get those Great Generals, you'll need to be engaged in warfare constantly. It truly seems as though the Chinese will really have a tightrope act to walk if they wish to be successful outside of the Military Victory.
Egypt
The Egyptians have a very scary early game Unique Unit which is going to ensure their victory in the early game. They will be able to move where they want, and secure whatever territory they
want almost completely unimpeded.
Once the game moves out of the ancient era, and even into the Classical era, the Egyptian's even out with those around them slightly, and move from being insane destroyers of the landscape, to leaning on their special ability more and more.
I suspect that the Egyptians will have an early burst of expansion, land grabbing wherever they can, and then falling back to a more passive, building style of game play. They'll have a happy populace, and some of the most impressive cities in the game. It's almost a guarantee that the Egyptians will have more wonders then anyone else, which will be the crux of their game play.
This keeps Egypt in the running for most victory conditions. Rather then finding success in mass production or heavy resources, the Egyptians will look to their massive wonders to provide the empire benefits to win their games.
Conclusions: Do you like wonders? Go Egypt!
EDIT Sept 16: We’ve known about the War Chariot for awhile. It’s fierce. Rawr.
The Burial Tomb is incredibly interesting to me. Taking away Culture, but at the same time giving a HUGE happiness bonus is highly intriguing. I’m a bit of the opinion that, because it’s almost a given that Egypt will be building wonders, Egypt will be able to take that culture loss, but then recoup it with the wonders they build. The extra happiness though is going to let them expand more, either within their own cities, or by building more, and those War Chariots are going to mean that they’ll be able to do it easily, with little trouble from any aggressive neighbours. Just don’t get pillaged or you’re in for a lot of gold loss!
England
I think it's pretty clear that England has the Naval advantage. Just as navies are starting to get truly built, England gets the strongest naval unit, with a special ability that makes it more elusive and mobile then any other naval unit in the game.
This will allow England to become, basically, un-invadable from the sea. If an England player can successfully defend from attacks on the land, they will be basically free to pursue any kind of victory they wish. It strikes me that an English player will really REALLY want to cripple anyone they share a land mass with. If they can manage that, then the game is basically theirs to do with what they will.
Conclusion: Like a big radical navy that no one can stop? Let England take you from sea to shining sea.
EDIT Sept 16: Not much to say here. They get good units when we thought they would and they’ll use them to do what they should with them