dostillevi
Warlord
- Joined
- Sep 16, 2009
- Messages
- 299
Nubia: https://forums.civfanatics.com/threads/mc-and-lites-nubia-for-vp.647918/
Nubia is a versatile civilization that benefits from early warfare, targeted warfare against wonder-spammers, and early construction of Royal Pyramids to drive faith and culture production. Domination is likely the preferred victory path for Nubia, with a cultural victory as a backup.
UA: Ta-Seti
UU: Apedemak Archer (Archer)
60
Unlocked at Trapping
6 CS, 8 RCS
2 Moves
2 Range
Volley Promotion
Mercenary - Does not cost Gold Maintenance (lost on upgrade)
Naval Inaccuracy
This UU is notable for starting with the volley promotion (kept on upgrade), and for requiring no gold maintenance. The lack of maintenance synergizes strongly with the UA, encouraging Aedemak's to be city garrison units well into the mid and even early late game. The volley promotion makes the UU valuable for early assaults, with well promoted Apedemaks upgrading into powerful composite bowmen able to capture most cities prior to the introduction of castles. For a domination Nubia, building as many Apedemaks as possible and getting them as experienced as possible early on is key.
UI: Royal Pyramid
Unlocked at Construction
Buildable on flat Desert, Plains, and Grass and not adjacent to each other
Removes features
+1, +2
+1 at Mathematics
+1/ at Architecture
+3 at Archaeology
+1/ for each Era between the Era the pyramid was constructed and the current Era
An Antiquity Site has a chance to be placed below any Pyramid on construction. Antiquity Sites are of the same era as when the Pyramid was originally constructed.
The Royal Pyramid provides Faith, Gold, and Culture. Unlike most other improvements, each Royal Pyramid counts the number of eras passed since it was built, so building them early means increased culture and faith in later eras. Locked behind Construction, this UI is challenging to focus early since it conflicts with a focus on Temple of Artemis (synergizing with the UA), Pyramids (early settling) and Statue of Zeus (synergizing with the Apedemak). I'm curious how the Enlightenment mod will affect the era count and importance of this UI. The key aspect of the Royal Pyramid for a cultural victory is the chance for an Antiquity Site to be generated beneath it. Otherwise, a Domination Nubia may make landmarks to support a wide late game empire.
UU2 (4UC) - Medjay (Unique Mercenary)
200
Gold Purchase Only
Can move after Purchase
no Purchase cooldown
Does not require Iron
Unlocked at Iron Working
15
2 Moves
Shock I
Temple Guard - +15%CS in friendly Territory, -5% to all Needs in City when Garrisoned
If Nubia is in a game, all players that have an Embassy with Nubia can purchase Medjay. Nubia gains 75 whenever any player (including Nubia itself) purchases a Medjay
The Medjay is a unique unit available to buy for all civilizations as long as Nubia is in the game. It unlocks at Iron Working but does not need iron. It is slightly weaker than the Swordsman, but is significantly cheaper to buy, especially for Nubia who is refunded 75 gold on purchase. The Medjay is an excellent garrison unit with increased combat while within friendly territory. Note this also includes friendly territory of newly captured cities, so a quick capture by Apedemaks followed by defense from Medjays should be a viable strategy. Nubia may also get income from other civilizations purchasing the unit. Of note, a gold-focused Nubia should be able to buy Medjays well above the normal unit cap for a temporary military surge without worrying about the production penalty. A cultural Nubia can instead benefit by having many embassies with other players and potentially by encouraging wars between them (Hence the common trope of the Nubian arms dealer /s).
UB (4UC) - Cenobium (Workshop)
350 Production OR 300Faith
Can Purchase with Faith
Unlocked at Civil Service
No Gold Maintenance
332
+25% resistance to conversion
+25% City Strength
+1 Production for every 5 Citizens in the City
+1 Production and +1 Gold to Forest
Allows Production to be moved from this city along Trade Routes inside your civilization
+4 Production to Production Internal Trade Routes from this city
The Cenobium helps Nubia fortify it's holdings. After early warfare, a cultural Nubia will need to survive the wrath of civs in the mid and late game, and this building helps both with religious conversion resistance and with increased city strength. Overall this is likely to have only a small impact on Nubia's strategy, but it is a welcome additional defensive structure for border cities and the lack of gold maintenance synergizes with garrisoned unit's extra production. There's no reason not to build this if there's nothing better to focus on.
I use a lot of mods, some of the more impactful are listed below:
Enhanced Air Warfare
Leugi's Barbarian Immersion Enhancements (modified by TwoPodRay)
Barbarians Evolved (modified by TwoPodRay)
City States Evolved
Unique City States
Enlightenment Era
Even More Resources
4UC
Enhanced Naval Warfare
Lategame War Rebalance
Logistics Skirmishers
New Beliefs
Pineapple Dan's Unit Tweaks
Permanent Pantheons
Configuration Notes:
I play on a modified huge map (150x100) at epic speed with 17 AI players.
The Barbarian leader from Barbarians Evolved is disabled. Raging barbarians is off (not needed) but GG/GA Points are on for barbarians, who are numerous and challenging.
City States have two new properties. Each city state has a unique bonus given to allies, and they may also settle new cities and establish trade routes.
Religion is modded to support 10 total religions, and pantheons are always kept even when adopting a foreign religion.
Game Setup (note increased starting visibility):
Piye wants to do a lot of everything in the early game, so picking one or two focus areas is very important. Spread out that focus too much and Piye can be quite weak in the Classical and Medieval eras, with little hope of recovery. While early Royal Pyramids may pay late game dividends, a cultural Nubia cares more about the antiquity site, while a Domination Nubia cares more about building up a military. My overall plan is to expand as much as possible, conquering if appropriate, within the ancient and early classical eras. By the end of the classical era, I want to have many workers focused on building Royal Pyramids. I may delay advancement into the Medieval era to leave more time for construction. Given map settings and Nubia's domination leanings, Authority is the best choice for the first policy tree. A case could be made for Progress only if Nubia is isolated, however Nubia doesn't have any cultural victory synergies beyond extra antiquity sites, so failing to use Nubia's military advantages to attack wonder spammers would likely leave other civs, especially powerhouses like Brazil, to run away in the late game.
This is my first Journal. So, here we go!
Nubia is a versatile civilization that benefits from early warfare, targeted warfare against wonder-spammers, and early construction of Royal Pyramids to drive faith and culture production. Domination is likely the preferred victory path for Nubia, with a cultural victory as a backup.
UA: Ta-Seti
- Archery Units cost +15% less Production
- +2 and +10% Production in cities with a Garrison.
- Gain +500 Golden Age Points and +5XP for all Units for each World Wonder in a newly conquered City.
UU: Apedemak Archer (Archer)
60
Unlocked at Trapping
6 CS, 8 RCS
2 Moves
2 Range
Volley Promotion
Mercenary - Does not cost Gold Maintenance (lost on upgrade)
Naval Inaccuracy
This UU is notable for starting with the volley promotion (kept on upgrade), and for requiring no gold maintenance. The lack of maintenance synergizes strongly with the UA, encouraging Aedemak's to be city garrison units well into the mid and even early late game. The volley promotion makes the UU valuable for early assaults, with well promoted Apedemaks upgrading into powerful composite bowmen able to capture most cities prior to the introduction of castles. For a domination Nubia, building as many Apedemaks as possible and getting them as experienced as possible early on is key.
UI: Royal Pyramid
Unlocked at Construction
Buildable on flat Desert, Plains, and Grass and not adjacent to each other
Removes features
+1, +2
+1 at Mathematics
+1/ at Architecture
+3 at Archaeology
+1/ for each Era between the Era the pyramid was constructed and the current Era
An Antiquity Site has a chance to be placed below any Pyramid on construction. Antiquity Sites are of the same era as when the Pyramid was originally constructed.
The Royal Pyramid provides Faith, Gold, and Culture. Unlike most other improvements, each Royal Pyramid counts the number of eras passed since it was built, so building them early means increased culture and faith in later eras. Locked behind Construction, this UI is challenging to focus early since it conflicts with a focus on Temple of Artemis (synergizing with the UA), Pyramids (early settling) and Statue of Zeus (synergizing with the Apedemak). I'm curious how the Enlightenment mod will affect the era count and importance of this UI. The key aspect of the Royal Pyramid for a cultural victory is the chance for an Antiquity Site to be generated beneath it. Otherwise, a Domination Nubia may make landmarks to support a wide late game empire.
UU2 (4UC) - Medjay (Unique Mercenary)
200
Gold Purchase Only
Can move after Purchase
no Purchase cooldown
Does not require Iron
Unlocked at Iron Working
15
2 Moves
Shock I
Temple Guard - +15%CS in friendly Territory, -5% to all Needs in City when Garrisoned
If Nubia is in a game, all players that have an Embassy with Nubia can purchase Medjay. Nubia gains 75 whenever any player (including Nubia itself) purchases a Medjay
The Medjay is a unique unit available to buy for all civilizations as long as Nubia is in the game. It unlocks at Iron Working but does not need iron. It is slightly weaker than the Swordsman, but is significantly cheaper to buy, especially for Nubia who is refunded 75 gold on purchase. The Medjay is an excellent garrison unit with increased combat while within friendly territory. Note this also includes friendly territory of newly captured cities, so a quick capture by Apedemaks followed by defense from Medjays should be a viable strategy. Nubia may also get income from other civilizations purchasing the unit. Of note, a gold-focused Nubia should be able to buy Medjays well above the normal unit cap for a temporary military surge without worrying about the production penalty. A cultural Nubia can instead benefit by having many embassies with other players and potentially by encouraging wars between them (Hence the common trope of the Nubian arms dealer /s).
UB (4UC) - Cenobium (Workshop)
350 Production OR 300Faith
Can Purchase with Faith
Unlocked at Civil Service
No Gold Maintenance
332
+25% resistance to conversion
+25% City Strength
+1 Production for every 5 Citizens in the City
+1 Production and +1 Gold to Forest
Allows Production to be moved from this city along Trade Routes inside your civilization
+4 Production to Production Internal Trade Routes from this city
The Cenobium helps Nubia fortify it's holdings. After early warfare, a cultural Nubia will need to survive the wrath of civs in the mid and late game, and this building helps both with religious conversion resistance and with increased city strength. Overall this is likely to have only a small impact on Nubia's strategy, but it is a welcome additional defensive structure for border cities and the lack of gold maintenance synergizes with garrisoned unit's extra production. There's no reason not to build this if there's nothing better to focus on.
I use a lot of mods, some of the more impactful are listed below:
Enhanced Air Warfare
Leugi's Barbarian Immersion Enhancements (modified by TwoPodRay)
Barbarians Evolved (modified by TwoPodRay)
City States Evolved
Unique City States
Enlightenment Era
Even More Resources
4UC
Enhanced Naval Warfare
Lategame War Rebalance
Logistics Skirmishers
New Beliefs
Pineapple Dan's Unit Tweaks
Permanent Pantheons
Configuration Notes:
I play on a modified huge map (150x100) at epic speed with 17 AI players.
The Barbarian leader from Barbarians Evolved is disabled. Raging barbarians is off (not needed) but GG/GA Points are on for barbarians, who are numerous and challenging.
City States have two new properties. Each city state has a unique bonus given to allies, and they may also settle new cities and establish trade routes.
Religion is modded to support 10 total religions, and pantheons are always kept even when adopting a foreign religion.
Game Setup (note increased starting visibility):
Piye wants to do a lot of everything in the early game, so picking one or two focus areas is very important. Spread out that focus too much and Piye can be quite weak in the Classical and Medieval eras, with little hope of recovery. While early Royal Pyramids may pay late game dividends, a cultural Nubia cares more about the antiquity site, while a Domination Nubia cares more about building up a military. My overall plan is to expand as much as possible, conquering if appropriate, within the ancient and early classical eras. By the end of the classical era, I want to have many workers focused on building Royal Pyramids. I may delay advancement into the Medieval era to leave more time for construction. Given map settings and Nubia's domination leanings, Authority is the best choice for the first policy tree. A case could be made for Progress only if Nubia is isolated, however Nubia doesn't have any cultural victory synergies beyond extra antiquity sites, so failing to use Nubia's military advantages to attack wonder spammers would likely leave other civs, especially powerhouses like Brazil, to run away in the late game.
This is my first Journal. So, here we go!