Next up is Greece! They seem pretty straight forward to me but maybe others have interesting ways to play them that I'm not seeing? Hellenic League City-State Influence degrades at half and recovers at twice the normal rate. Each City-State alliance boosts the Strength of owned and allied Units by +5% (up to a maximum 25% total Strength bonus). All City-State territory treats your units as friendly units, allowing them to gain the friendly territory healing bonus within the borders of any CS even if you are at war with the one in question. Hoplite, replaces Spearman. +3 Combat Strength. Starts with the Great Generals II and Discipline (+5% Combat Strength, and an additional +5% Combat Strength when adjacent to a friendly unit) Promotions. Acropolis, replaces Amphitheater. 3 Culture, 3 Tourism, and +10 Defense to this City. +33% Great Writer spawn rate in the City, and all Writers' Guilds produce +1 Gold. Has 2 slots for Great Works of Writing. When any unit defeats another unit, gain +5 Border Growth Only Culture, scaling with era. If a unit created by this city defeats an enemy unit, also recieve 25 Culture, scaling with Era. Nearby Dye and Silk provide +1 Culture and +1 Gold, and all sources of Lapis Lazuli worked by this City provide +2 Culture. +2 Culture if Themed. Costs 1 Maintenance. ------------------------------------------------ Policies and Overview First, Greece is very much pushed toward war. The UA converts your CS alliances into a sizable unit strength buff, the Hoplite is a dominant early game UU, and the Acropolis' bonuses trigger off of killing units. Fighting needs to be part of Greece's plan throughout the game. Greece is particularly incentivized to go Authority in my opinion- the UU is very early and very dominant and rushing to it can make for very easy barbarian hunting and tribute demands. I imagine one could make tradition/progress work as well if the situation called for it. The UA also pushes Greece toward CS alliances and diplomacy, or at least maintaining 5 CS alliances in order to maximize your unit strength buff. Even just 5 alliances is a decent amount of effort to maintain so my inclination is that Statecraft as your Renaissance tree is probably the best bet to both make it easier to maintain and derive more benefits from those alliances. There is an added synergy to statecraft in that you will likely be at war with neighbors so sending trade routes to friendly/allied CSs will be a good option anyway, so you may as well get influence/turn from those routes. Be default I will likely go for Imperialism as my Industrial age tree- more benefits toward war should be useful if I plan to milk the Acropolis for all it is worth. Given my choices up to this point, I think leveraging war/conquering into a diplomacy victory is right up Greece's alley. Autocracy can further enable that. Aside from the many direct buffs to warfare for Autocracy, there's also: Iron Fist (Vassals can no longer rebel or be liberated by other Civilizations. Yields from Vassals and City-States increased by 50%, and +50% Worker improvement rate) United Front (Unit gifts to City-States generate 40 Influence. While at war, Influence with allied City-States does not decay, and Militaristic City-State unit gift rates triple) Tyranny (Can bully friendly City-States. Doing so decreases the Influence of all other Civs with that City-State by 25%, and increases your Influence by 25%) Along with the Autocracy national wonder (extra votes in the WC for every capital you control) there should be plenty to make CS alliances easier/more beneficial in order to get more votes for the win. ------------------------------------------------ Early/Mid Game Greece is a very good civ to do the "rush spearmen/SoZ and tribute" strategy via Authority, only in Greece's case you're rushing the superior Hoplite. You can beeline to Bronze Working (even better if your luxury is improved via mines) and still get a 2nd city out thanks to Authority's free settler policy. There should be time to make/buy a few warriors in between and with any barbarian camp luck, immediately upgrade them into hoplites when they are unlocked. 3-4 Hoplites should be enough for tribute that early in the game with the option to DoW a CS and kill a warrior or two to increase your chances. As you bounce around demanding tribute you also work on developing your cities and building up your army. Depending on neighboring civs you would then need to make a decision on how soon you want to try to conquer. Given nearby neighbors you might want to try to conquer ASAP while your Hoplites have the largest advantage. If this is the case then it might be worthwhile taking the Drill->City Assault promotion line for your Hoplites as they would be pulling double duty of unit killing and city sacking until you can get siege units out. Obviously, at some point we will want to detour away from the bottom half of the tech tree in order to grab Acropolis in all cities ASAP. Ideally this would take place after an initial round of conquering when you need to play some catchup on infrastructure and consolidate your gains. Once Acropolis are up throughout your empire, though, it will be important to step back on the war pedal to get that culture flowing. At some point, gaining CS alliances will become easy and lucrative enough that it will overshadow tribute demands at which point it will make sense to go for alliances instead. Luckily, your UA should mean that CSs quickly recover to neutral after you've been demanding their tribute so pivoting to alliances should be made less painful. I've left religion out of the discussion thus far as I typically plan to conquer a religion when warmongering. If I am able to conquer a religion before it reforms or enhances then I might try to go for some of the reformation beliefs that help with vote counts in the WC and possibly a religious building like Orders to help with warmongering. I imagine I won't be able to be very choosy in this regard and might have to just settle for whatever I can get. ------------------------------------------------ End Game Pretty simple- don't stop conquering to keep the culture coming. Aim for wonders that will aid in warfare (Bradenburg, etc) or the world congress (Westminster).