tu_79
Deity
Want to start a new game? Tired of picking them randomly and playing always the same civs? Then, I hope this small guide will help. Here we'll show every civ uniques and what to expect.
NOTE: This is a WIP. Help from experienced players is requested.
America
Arabia
Assyria
Habsburg Diplomacy. +50% rewards from City State quests. Use
Gold to arrange Marriages to City-States. While at peace with the City-State, Marriages eliminate
Influence decay, grant +1 Delegate to World Congress, and +15%
Great Person Rate in the
Capital.
Hussar, replaces Curaissier. +2
CS and +4
RCS. Starts with Promotions that give +1 Sight, +15%
combat bonus when attacking, +1
Movement, and ability to ignore Zone of Control.
Coffee House, replaces Grocer. 3
Food. +33%
Great People generation in this City. 10% of this city's
Culture is converted into
Scienceevery turn. Carries over 15% of
Food after City growth. Reduces
Poverty. Nearby Tobacco provides +3
Gold, Coffee +1
Gold and +2
Production, and Tea +2
Gold and +1
Production.
1 Merchant Specialist.
Strats: City States, Great People.
What to expect: Easy City State alliances just by fulfilling quests, absolute control of the world congress, once marriages roll on. Huge boost to great people production in capital. Can play the diplomatic game while tall, though difficult to protect allied city states.
Babylonia
Bizantium
Denmark
Egypt
England
Ethiopia
France
Germany
Japan
Korea
Mongolia
Morocco
Poland
Mare Clausum. When a land trader moves, receive +4
gold +4
science + 4
great general points. When a sea trader moves, receive +4
gold + 4
science + 4
great admiral points.
Nau. Replaces Caravel. Exotics Cargo. Extra Sight. Withdraw before melee.
Feitoria. +3
gold +3
production +25%
defense (range 2). Can be constructed by a worker in owned coastal tiles, non-adjacent to other Feitorias. Can be constructed by a Nau in CS territory.
Strats: Trade, CS, Naval warfare.
What to expect: Portugal wants their traders going on, and a healthy mix of land and sea traders or she ends up with tons of great admirals, to be expent just for luxuries. The Colossus (extra trade route) is very interesting for Portugal, but it involves delaying other techs with inmediate extra trade routes.
Feitorias are really interesting. When constructed by a worker in friendly territory, they can be build in coastal tiles, but not adjacent to other Feitorias. They improve tile defense and yields and give gold to adjacent sea tiles and production to adjacent fishing ships, so fishing ships get both the gold and production. Even more, if two or more Feitorias are adjacent to the same sea tile, the bonus is added. Thin and long sea tongues with sea resources are really valuable.
Naus can place Feitorias in city states territory. Each CS can hold one Feitoria and each Nau can order two Feitorias (but you can't say if a Nau has expended its special action). Now, having a Feitoria in a CS is good for the CS (better yields) and for Portugal (removes fog of war, but more importantly, trade routes to a CS with a Feitoria in it yields extra food and production). The bonus Feitoria gives for trading with a CS is bigger the more gold Portugal gets from the CS, so having some CS allies and diplomatic policies really pays off.
Having all those trade routes start in the Holy City, trading with CS with Feitorias gives a huge food and production bonus to that city.
Russia
Songhai
Sweden
The Celts
The Huns
The Inca
The Iroquois
The Maya
Holand
Ottoman
Great Expanse. Founded cities start with additional territory. Units receive a combat bonus when fighting within their own territory.
Pathfinder, replaces Scout. +1
Combat, but costs more. Starts with the Native Tongue promotion, allowing choice of benefit when discovering Ancient Ruins.
Encampment. +2 Food, +1 Production, +1 Culture. Can not be built adjacent to other Encampments. +15% Defense. Enemy units take 5 damage if they end their turn next to an Encampment. +1 Culture and +1 Food at Rifling. +1 Production and +1 Science at Ecology. Unlocks at Military Theory.
Strats: Expansion, Land, Defense
What to expect: Native Tongue is quite powerful: you can upgrade the pathfinder so he will survive and be actually useful for fights, pick the best goody huts (techs, population, faith) and avoid the useless. Shoshone can expand very fast and be well defended at the same time, but this hurts tech progress. Encampments combine well with villages and you won't be working many specialists. When conquering other civs it's better to wait at home and counter-strike. Outdated
Zulu
Venetia
NOTE: This is a WIP. Help from experienced players is requested.
America
Arabia
Assyria
Spoiler Austria :
Habsburg Diplomacy. +50% rewards from City State quests. Use




Hussar, replaces Curaissier. +2




Coffee House, replaces Grocer. 3











1 Merchant Specialist.
Strats: City States, Great People.
What to expect: Easy City State alliances just by fulfilling quests, absolute control of the world congress, once marriages roll on. Huge boost to great people production in capital. Can play the diplomatic game while tall, though difficult to protect allied city states.
Babylonia
Spoiler Brazil :
Carnival. When a Golden Age begins, 50% of Golden Age points convert into gold and tourism, and cities gain 10 turns of Carnaval (unique WLTKD). +25%
Culture and -50% unhappiness from needs in cities during Carnaval.
Bandeirantes, Replaces Explorer. +4
CS. +1
Movement. Generates
Gold,
Science and
Culture in the nearest owned City whenever you reveal tiles with this unit. Can construct Forts in owned territory. Brute Force promotion (+33% Combat Bonus vs Barbarians) and Survivalism III. Ignores Terrain Cost.
Brazilwood Camp, Can only be built on Jungle or Forest and not adjancent. +2
Gold, +1
Culture.
+2
Culture with Physics, Acoustics and Radio. Provides 1 Brazilwood Resource. Unlocks at Calendar.
Strats: WLTKD, Cultural, Golden Age, Treehugging, Medieval/Renaissance exploration
What to expect: Treehugging civ with very high culture output and easy gold/happiness management. Strong early game and scaling through the eras, is always seeking more sources of Happiness. WLTKD centered and, unlike most Golden Age civs, more concerned in having frequent GAs than in achieving permanent GA. Values Great Merchants highly. Must adapt to jungle warfare to survive. Bandeirantes turn Open Borders agreements, which you'll want for your Cultural Victory, into additional yields, and are highly mobile in jungle warfare.
@Legen

Bandeirantes, Replaces Explorer. +4





Brazilwood Camp, Can only be built on Jungle or Forest and not adjancent. +2


+2

Strats: WLTKD, Cultural, Golden Age, Treehugging, Medieval/Renaissance exploration
What to expect: Treehugging civ with very high culture output and easy gold/happiness management. Strong early game and scaling through the eras, is always seeking more sources of Happiness. WLTKD centered and, unlike most Golden Age civs, more concerned in having frequent GAs than in achieving permanent GA. Values Great Merchants highly. Must adapt to jungle warfare to survive. Bandeirantes turn Open Borders agreements, which you'll want for your Cultural Victory, into additional yields, and are highly mobile in jungle warfare.
@Legen
Bizantium
Spoiler Carthague :
Phoenician Heritage. Cities produce 200
Gold when founded. Bonus scales with Era. All owned coastal Cities receive a free Lighthouse. Resource diversity triples the gold value of
trade routes.
Quinquereme, replaces Trireme.
Available earlier. +4
Combat. Starts with the Reconnaissance Promotion (gains experience from exploration).
Great Cothon, replaces East India Company.
+5
Gold for outgoing Trade Routes, +3
Gold for incoming Trade Routes, and all Harbours gain +3
Production and all Lighthouses gain +2
Culture. Receive a free copy of all Luxury Resources around the City. Reduces
Poverty. Grants two additional
trade routes.
Strats: Trade, Seafaring
What to expect: Very strong start. Settling along the coast is a must, for the free Lighthouses and the later bonus to Harbours and Lighthouses. Early Lighthouses avoid isolation, and yield extra food and gold. Settling gives gold. Trade routes give even more gold. Carthago can buy the world. The quinquereme is good to scout and protect sea trade routes against barbs.


Quinquereme, replaces Trireme.
Available earlier. +4

Great Cothon, replaces East India Company.
+5






Strats: Trade, Seafaring
What to expect: Very strong start. Settling along the coast is a must, for the free Lighthouses and the later bonus to Harbours and Lighthouses. Early Lighthouses avoid isolation, and yield extra food and gold. Settling gives gold. Trade routes give even more gold. Carthago can buy the world. The quinquereme is good to scout and protect sea trade routes against barbs.
Spoiler China :
Imperial Examination, Cities gain +75% Growth during Golden Ages and We Love the Empress Day. Great People grant
Golden Age points and trigger 10 turns of We Love the Empress Day when born.
Chu-Ko-Nu, replaces Crossbowman. +1
CS. Starts with Logistics.
Paper Maker, replaces Library. 1
Science, 1
Culture,1
Science for every 4 citizens in the city. Reduces
Illiteracy slightly. 1 Scientist specialist. +10%
Science in the city during
Golden Ages.
Strats: Great People, WLTED, Golden Age
What to expect: Very large cities, permanent WLTED in capital, tons of science. Chu-Ko-Nu double shot makes defense quite easy, and they promote faster.

Chu-Ko-Nu, replaces Crossbowman. +1

Paper Maker, replaces Library. 1






Strats: Great People, WLTED, Golden Age
What to expect: Very large cities, permanent WLTED in capital, tons of science. Chu-Ko-Nu double shot makes defense quite easy, and they promote faster.
Denmark
Egypt
England
Ethiopia
France
Germany
Spoiler Greece :
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 +4% (up to 20% total).
Hoplite, replaces Spearman. +3
CS. Starts with Great Generals II and Discipline (+5% CS and +5 CS% when adjacent to a friendly unit) Promotions.
Acropolis, replaces Amphitheater. + 3
Culture, +10
Defense. +2
Tourism with Philosophy. +33% Great Writer rate in the City, and all Writers' Guilds produce +1
Gold. Gain +5
Culture when you destroy an enemy unit, scaling with era. Nearby Dye and Silk provide +1
Culture and +1
Gold, and Lapis Lazuli +2
Culture.
Strats: War, City States
What to expect: Early on, sending hoplites to fight in couples can grant an early great general, making those hoplites to fight like a 17 CS unit. Getting friends is easy with a little investment, and that makes hoplites behave like a 20 CS unit. Pretty strong very early. Then, Acropolis reduces crime and boost culture in EACH city with a little fighting. Greece can learn policy after policy just by killing units. UA alone is not enough to keep allies later, but by then Greece should be a superpower.


Hoplite, replaces Spearman. +3

Acropolis, replaces Amphitheater. + 3








Strats: War, City States
What to expect: Early on, sending hoplites to fight in couples can grant an early great general, making those hoplites to fight like a 17 CS unit. Getting friends is easy with a little investment, and that makes hoplites behave like a 20 CS unit. Pretty strong very early. Then, Acropolis reduces crime and boost culture in EACH city with a little fighting. Greece can learn policy after policy just by killing units. UA alone is not enough to keep allies later, but by then Greece should be a superpower.
Spoiler India :
Font of Dharma. Starts with a Pantheon. Each follower of your primary
religion in a city increases
food growth and
religious pressure. Cannot build missionaries or inquisitors.
Naga-Mala, replaces Curaisser
Available earlier, +3
Ranged Combat, +5
Combat. -1
movement, cannot move after attacking, doesn't require horses. Starts with the Feared Elephant promotion (Enemy units receive -10% CS when adjacent to any unit with this promotion)
Harappan Reservoir, replaces Aqueduct
+2
food on farms, +1
production on floodplains, and 5% more
food growth than an aqueduct
Strats: Growth, Spreading Religion
What to Expect: Strong early game thanks to free pantheon and early growth bonuses. Getting a fast religion is important because Cathedrals is your best belief and your religion spreads slowly at first. Build farms everywhere you can, cities will grow very quickly. Naga-Mala are tough to kill.
(@CrazyG)



Naga-Mala, replaces Curaisser
Available earlier, +3



Harappan Reservoir, replaces Aqueduct
+2



Strats: Growth, Spreading Religion
What to Expect: Strong early game thanks to free pantheon and early growth bonuses. Getting a fast religion is important because Cathedrals is your best belief and your religion spreads slowly at first. Build farms everywhere you can, cities will grow very quickly. Naga-Mala are tough to kill.
(@CrazyG)
Spoiler Indonesia :
Spice Islanders. Every time you found a City, one of three unique Luxuries will appear next to or under the City. No
Unhappiness from Isolation.
Kris Swordsman, replaces Swordsman. Starts with Mystic Blade Promotion (Promotion is replaced with a randomly chosen new promotion after the unit completes its first combat).
Candi, replaces Garden. +2
Faith and +2
Culture. A Clove, Pepper or Nutmeg Resource will appear near or under this City when built. +25%
Great People generation in the City, and +20% to
Culture and
Faith during We Love the King Day. +1
Food and +1
Gold from Citrus and Cocoa worked by this city.
Strats: WLTKD, City State Diplomacy
What to expect: The extra luxuries grant easy monopoly bonuses: '+20% growth', '+5 happiness' and '+3 production to tile'. Indonesia is a very happy civ that grows fast (WLTKD makes city grow faster too). Extra luxuries should make it easier to trade for the luxuries that cities demand. Great People come easier (candi is prioritized, extra faith allows for more purchases). The swordsman is quite strong with the correct promotion (one works as a great general which you can save, other gives +30% to defense, other hit twice), in case you need extra space.

Kris Swordsman, replaces Swordsman. Starts with Mystic Blade Promotion (Promotion is replaced with a randomly chosen new promotion after the unit completes its first combat).
Candi, replaces Garden. +2







Strats: WLTKD, City State Diplomacy
What to expect: The extra luxuries grant easy monopoly bonuses: '+20% growth', '+5 happiness' and '+3 production to tile'. Indonesia is a very happy civ that grows fast (WLTKD makes city grow faster too). Extra luxuries should make it easier to trade for the luxuries that cities demand. Great People come easier (candi is prioritized, extra faith allows for more purchases). The swordsman is quite strong with the correct promotion (one works as a great general which you can save, other gives +30% to defense, other hit twice), in case you need extra space.
Japan
Korea
Mongolia
Morocco
Spoiler Persia :
Achaemenid Legacy.
Golden Ages last 50% longer, and 10% of your
Tourism output converts into
Golden Age Points every turn. During a
Golden Age, units receive +1
Movement and +15%
combat Strength.
Immortal, replaces Spearman. +2
Combat. Heals more quickly, and starts with the Armour Plating I (+25% Combat Bonus when defending) promotion.
Satrap's Court, replaces Courthouse. Can be built in any City. +1
Gold, +1
Happiness. +1
Gold and +1
Golden Age Points for every 5 Citizens in the City. Eliminates Extra
Unhappiness from an
Occupied City. 1 Merchant Specialist slot.
Strats: War, Golden Age.
What to expect: Persia's early game is not great, even with its UU, Immortals survive longer but aren't too good at offensive. But every conquered city is a source for golden ages, and happiness isn't a problem, so golden ages keeps rolling, and they last longer. Once golden ages become non stop, Persia's army high mobility makes the difference.






Immortal, replaces Spearman. +2

Satrap's Court, replaces Courthouse. Can be built in any City. +1






Strats: War, Golden Age.
What to expect: Persia's early game is not great, even with its UU, Immortals survive longer but aren't too good at offensive. But every conquered city is a source for golden ages, and happiness isn't a problem, so golden ages keeps rolling, and they last longer. Once golden ages become non stop, Persia's army high mobility makes the difference.
Poland
Spoiler Polynesia :
Wayfinding. Embarked Units gain +1 Sight. Can embark and move over Oceans immediately. +2
Food from Fishing Boats and Atolls; Melee Naval Units can build Fishing Boats.
Maori Warrior, replaces Pikeman. +5
CS. Slightly cheaper. Unlocks at Chivalry instead of Steel. Starts with the Haka War Dance Promotion (-10%
Combat Strength for adjacent enemy units). But no 50% vs Mounted.
Moai. +1
Culture and +1
Production. +1
Culture and
Production for each adjacent Moai. +20%
CS to nearby Units (3 tiles). +1
Production at Engineering. +1
Culture at Astronomy. +1
Culture at Architecture. +1
Gold at Flight. Unlocks at Construction.
Strats: Expansion, Seafaring
What to expect: Polynesia is usually the first to meet every civ, every city state, world wonders and initiate World Congress. Fulfills many CS missions without trying. Can find some goody huts in unsettled continents, where they can colonize undisturbed too. Easily settles on islands, but shines in istmus and peninsulas, where moai triangles can be formed. Needs a sizeable navy to protect the dispersed coastal cities and some science.

Maori Warrior, replaces Pikeman. +5


Moai. +1









Strats: Expansion, Seafaring
What to expect: Polynesia is usually the first to meet every civ, every city state, world wonders and initiate World Congress. Fulfills many CS missions without trying. Can find some goody huts in unsettled continents, where they can colonize undisturbed too. Easily settles on islands, but shines in istmus and peninsulas, where moai triangles can be formed. Needs a sizeable navy to protect the dispersed coastal cities and some science.
Spoiler Portugal :
Mare Clausum. When a land trader moves, receive +4






Nau. Replaces Caravel. Exotics Cargo. Extra Sight. Withdraw before melee.
Feitoria. +3



Strats: Trade, CS, Naval warfare.
What to expect: Portugal wants their traders going on, and a healthy mix of land and sea traders or she ends up with tons of great admirals, to be expent just for luxuries. The Colossus (extra trade route) is very interesting for Portugal, but it involves delaying other techs with inmediate extra trade routes.
Feitorias are really interesting. When constructed by a worker in friendly territory, they can be build in coastal tiles, but not adjacent to other Feitorias. They improve tile defense and yields and give gold to adjacent sea tiles and production to adjacent fishing ships, so fishing ships get both the gold and production. Even more, if two or more Feitorias are adjacent to the same sea tile, the bonus is added. Thin and long sea tongues with sea resources are really valuable.
Naus can place Feitorias in city states territory. Each CS can hold one Feitoria and each Nau can order two Feitorias (but you can't say if a Nau has expended its special action). Now, having a Feitoria in a CS is good for the CS (better yields) and for Portugal (removes fog of war, but more importantly, trade routes to a CS with a Feitoria in it yields extra food and production). The bonus Feitoria gives for trading with a CS is bigger the more gold Portugal gets from the CS, so having some CS allies and diplomatic policies really pays off.
Having all those trade routes start in the Holy City, trading with CS with Feitorias gives a huge food and production bonus to that city.
Spoiler Rome :
The Glory of Rome. When you conquer a City, the City retains all valid Buildings and you immediately acquire additional territory around the City. +15%
production towards Buildings present in the
Capital.
Legion, replaces Swordsman. +2
Combat. Can build roads and forts. Starts with the Cover I Promotion
Colosseum, replaces Arena. +3
Culture, +3
Production, 2
Tourism. Gain +5
Great General or
Great Admiral points and +5
Golden Age points when you destroy an enemy unit.
City connections produce +2% more
Gold. +2
Production for Barracks, Forge and Armory. Nearby Perfume provide +2
Culture, and Olives +1
Food and +1
Gold. Reduces
Boredom Slightly.
Strats: War, Golden Age, Citadels
What to expect: Legions stand well against archers and skirmishers and are quite capable of taking small cities by themselves, the ability to laid roads near the fighting make it easier to bring catapults and connect new conquests. Puppets are well developed thanks to UA, and with some fights, there's excedent of great generals -ideal for spamming citadels- and a permanent golden age.


Legion, replaces Swordsman. +2

Colosseum, replaces Arena. +3













Strats: War, Golden Age, Citadels
What to expect: Legions stand well against archers and skirmishers and are quite capable of taking small cities by themselves, the ability to laid roads near the fighting make it easier to bring catapults and connect new conquests. Puppets are well developed thanks to UA, and with some fights, there's excedent of great generals -ideal for spamming citadels- and a permanent golden age.
Russia
Spoiler Siam :
Father Governs Children. Yields from friendly and allied
City-States increased by 75%. The
Combat Strength of Allied City-State
Capitals is increased by +25%
Naresuan's Elephant, replaces Knight. +2
Combat, -1
Movement. +50%
Combat Strength against other mounted units. Starts with the Feared Elephant promotion (Enemy units receive -10%
CS when adjacent to any unit with this promotion).
Wat, replaces Constabulary. +4
Culture, +1
Faith, +2
Science. Reduces enemy spy stealing rate by 50%. +2
Science from Temples and Shrines in this City, and +1
Culture from Jungle and Forest tiles worked by the City. Reduces
Crime. 1 Scientist Specialist slot.
Strats: City States, techs, forest/jungle
What to expect: Siam has a low profile early game, with only the occasional friend/ally. After Statecraft, capital will start to raise thanks to the extra food and resources it will receive. Siam's wat encourages to invest in temples and not chop trees, and gives a nicer time for being in the tech lead. All combined, Siam does well in science. The elephant is mostly defensive, but can be used in crippling wars.



Naresuan's Elephant, replaces Knight. +2




Wat, replaces Constabulary. +4






Strats: City States, techs, forest/jungle
What to expect: Siam has a low profile early game, with only the occasional friend/ally. After Statecraft, capital will start to raise thanks to the extra food and resources it will receive. Siam's wat encourages to invest in temples and not chop trees, and gives a nicer time for being in the tech lead. All combined, Siam does well in science. The elephant is mostly defensive, but can be used in crippling wars.
Songhai
Spoiler Spain :
Reconquista.
Religions cannot spread to owned Cities or allied City-States with your majority or founded Religion. Gaining or founding cities after your capital generates
faith and
food and converts them to your
religion. May purchase naval units with
faith.
Conquistador, replaces Knight. +5
CS. +2 Sight. Can found new cities on a foreign continent that does not contain the Spanish Capital. Has the Defensive Embarkation Promotion that allows it to defend itself against Naval Units. No penalty when attacking cities.
Mission, replaces Castle. +18
Defense, +125 HP. Gain 3x the
Faith and
Gold output of the City, respectively, as an Instant Boost every time a
Citizen is born in the City. Boosts Pressure of Religious Majority emanating from the city by 15%. Does not require Walls in order to be built, and can be purchased with
Faith.
Strats: Conquest, Colonization, Religion trough expansion.
What to expect: Just expand fast and you'll get a pantheon, so ignore shrines for a while. Founding a religion is not difficult. Spain can ignore inquisitors too. Then wait for the arguably best unit in the game that can take cities on their own, explore like an explorer, be quite safe while at sea and be expended to colonize new continents. Oh, and faith-purchase a mission on new founded/conquered cities so they stand better, with a little extra faith and gold so you can purchase and maintain more units.





Conquistador, replaces Knight. +5

Mission, replaces Castle. +18





Strats: Conquest, Colonization, Religion trough expansion.
What to expect: Just expand fast and you'll get a pantheon, so ignore shrines for a while. Founding a religion is not difficult. Spain can ignore inquisitors too. Then wait for the arguably best unit in the game that can take cities on their own, explore like an explorer, be quite safe while at sea and be expended to colonize new continents. Oh, and faith-purchase a mission on new founded/conquered cities so they stand better, with a little extra faith and gold so you can purchase and maintain more units.
Sweden
Spoiler The Aztecs :
Sacrificial Captives. Receive
Gold and
Faith for each enemy unit you kill. When you complete a favorable Peace Treaty, a
Golden Age begins.
Jaguar, replaces Warrior. +2
CS. +33%
Combat Strength when battling in Jungles or Forests. Heals 25 when it destroys enemy units. Starts with the Woodsman Promotion.
Floating Gardens, replaces Water Mill. +3
Food, +3
Production. +1
Food and +1
Production for every 2
Citizens in the City. Each worked Lake tile provides +2
Food, and River tiles produce +1
Food.
Strats: Crippling wars, growth, golden age.
What to expect: Jaguar is a good unit for scouting and just killing barbs is enough to found a Religion. Floating Gardens don't require a river to be built, but it requires the well to not be built, it gives massive growth and production to each city, so happiness may be an issue when expanding fast. To get the best of the UA, Aztecs do frequent short wars, kill some units, make peace and repeat.



Jaguar, replaces Warrior. +2


Floating Gardens, replaces Water Mill. +3







Strats: Crippling wars, growth, golden age.
What to expect: Jaguar is a good unit for scouting and just killing barbs is enough to found a Religion. Floating Gardens don't require a river to be built, but it requires the well to not be built, it gives massive growth and production to each city, so happiness may be an issue when expanding fast. To get the best of the UA, Aztecs do frequent short wars, kill some units, make peace and repeat.
The Celts
The Huns
The Inca
The Iroquois
The Maya
Holand
Ottoman
Spoiler Shoshone :
Pathfinder, replaces Scout. +1

Encampment. +2 Food, +1 Production, +1 Culture. Can not be built adjacent to other Encampments. +15% Defense. Enemy units take 5 damage if they end their turn next to an Encampment. +1 Culture and +1 Food at Rifling. +1 Production and +1 Science at Ecology. Unlocks at Military Theory.
Strats: Expansion, Land, Defense
What to expect: Native Tongue is quite powerful: you can upgrade the pathfinder so he will survive and be actually useful for fights, pick the best goody huts (techs, population, faith) and avoid the useless. Shoshone can expand very fast and be well defended at the same time, but this hurts tech progress. Encampments combine well with villages and you won't be working many specialists. When conquering other civs it's better to wait at home and counter-strike.
Zulu
Venetia
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