Tutorial for Beginners

Pantheon

We have mentioned Pantheons often on our previous topics because it's very important for the entire game. While Pantheons are mostly early game bonuses, their impact affects the mid and late game. Pantheons are also not created equal either so, while some are amazing, others are pretty lackluster. Most are situational regarding when you pick them. Below is a quick guide on what you need to know about Pantheons. This won't go into great detail and the Celtic Pantheons will get their own post due to how different and potentially more powerful they can be.

First, I will be separating the Pantheons into the following groups: Strong Faith. Weak Faith with Other Benefits, and AI Only. Strong Faith Pantheons are the ones that can get you a religion more reliably. There's no guarantee as there are lots of factors that can impact founding a religion. Weak Faith with Other Benefits are those that require a lot of luck founding or you are playing a religion civilization that has other benefits to help them. These tend to be the ones picked by warmongers who intend of taking religion from a neighbor as well. AI Only Pantheon is merely Pantheon that works for AI but never worth it for humans.

Spoiler Strong Faith Pantheons] [/spoiler] [spoiler="Weak Faith with Other Benefits :




Spoiler AI Only Pantheon :

Ancestor Worship is the only Pantheon that fits this category. First, it generates :c5faith: Faith based on your :c5citizen: Citizens in the city and generally, the AI will have a lot of :c5citizen: Citizens to benefit from this. A human player has a much harder time getting a lot of :c5faith: Faith from this Pantheon. Secondly, this Pantheon encourages the player to build Councils and the bonuses aren't even that impressive. Councils are nice but they are rarely a top priority, especially when you have buildings like Monument, Shrine, and Granary competing for that queue along with Settlers, Workers, and Military units. Overall, this works best for AI and not recommended for a human player unless in an extremely niche situation of a Council replacement. Even then, there are still better options.

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Resources and Monopolies

Resources are broken into three categories: Bonus, Strategic, and Luxury. Bonus resources are largely there to give you more yields than you would otherwise gain from just the tile itself. Strategic resources are used for specific units and buildings. Luxury resources provide you with happiness and monopolies. Note that recent changes to resource spawn likely will change aspects of this tutorial so some information can become obsolete as maps continue to change.

Spoiler Bonus Resources :

These resources are revealed through technology except for Wheat. They are important as they provide more yields (to be listed below) and important for certain Pantheons, Policies, etc... These are the most common resources on the map but they aren't to be underestimated in any way or form. All bonus resources have an improvement so, in addition to revealing them through tech, you will often need to unlock their improvements through either the same or a different tech. More details on that to be listed below.

We have the following Bonus Resources and their revealed technology:
Banana: Revealed with Agriculture.
Bison: Revealed with Trapping.
Cattle: Revealed with Animal Husbandry.
Deer: Revealed with Trapping.
Fish: Revealed with Pottery.
Sheep: Revealed with Animal Husbandry.
Stone: Revealed with The Wheel.
Wheat: Revealed with Agriculture.

These Bonus Resources have the following base yields:
Banana: No Yield
Bison: +1 :c5food: Food
Cattle: +1 :c5production: Production
Deer: +1 :c5food: Food
Fish: +2 :c5food: Food
Sheep: +1 :c5food: Food
Stone: +1 :c5production: Production
Wheat: +1 :c5food: Food

Why are these base yields important? The base yields make tiles better and the extra yields can be the difference between a solid start and a bad start. For instance, you might have a lot of Grassland around you that provide 2 :c5food: Food each. These tiles help you grow your City but they do nothing in helping you produce units or buildings faster. If you reveal Cattle through Animal Husbandry or Stone through The Wheel, then you are getting +1 :c5production: Production from those same tiles. That 1 :c5production: Production may not seem like much but it can secure you a Wonder by providing you with a noticeable boost to your overall production. The base yields aren't to be underestimated when your Cities produce very little yields themselves. By knowing where the Bonus Resources spawn, you can have a better idea of what technology to research to take advantage of them. Do note that the map used does affect the spawning rate of these resources so it's not always guaranteed you'd have access to any of these Bonus Resources or have any within your immediate City borders.

These Bonus Resources have the following "improved" yields and respective improvements/buildings:
Banana: +3 :c5food: Food and +1 :c5gold: Gold (Plantation), +1 :c5food: Food (Granary), +2 :c5gold: Gold (Customs House)
Bison: +1 :c5food: Food and +1 :c5gold: Gold (Camp), +1 :c5food: Food (Granary)
Cattle: +1 :c5food: Food and +1 :c5production: Production (Pasture), +2 :c5production: Production (Stable)
Deer: +1 :c5food: Food (Granary), +1 :c5food: Food (Granary)
Fish: +1 :c5food: Food and +1 :c5gold: Gold (Fishing Boats)
Sheep: +1 :c5food: Food and +2 :c5gold: Gold (Pasture), +2 :c5production: Production (Stable)
Stone: +2 :c5production: Production (Quarry), +2 :c5production: Production (Stone Works)
Wheat: +1 :c5food: Food (Granary)

Bonus Resources generally are improved through improvements and/or buildings. While the base yields are useful early game, they aren't that impressive once you get the infrastructure and other resources are revealed. Determining the technology to unlock improvements and buildings tied to these resources is the next logical step in making your Cities better. For example, you can see Granary being mentioned above fairly often. Granary helps you get more :c5food: Food that is vital to growing your Cities for Settlers. Depending on your start, this building might just move very high up in priorities.

Concerning buildings, you will notice similar themes. For example, Stable will improve Bonus Resources that are revealed through Animal Husbandry while Granary focuses on food-focused Bonus Resources. You will notice a similar trend once we get into Luxury Resources where one building can improve a bunch of resources. Note that some buildings actually improves the improvement but not the resource itself. An example would be the Agribusiness that makes Farms better. Farms can improve Wheat but Agribusiness won't improve unimproved Wheat. That is something to watch out for when making decisions, especially in the early game when every extra yield can be a big difference between a strong start and falling behind when compared to your competition.


Spoiler Strategic Resources :

Strategic Resources are important for a couple of reasons. First, they improve the existing tile like Bonus Resources. Secondly, they can also be improved through improvements and/or buildings to benefit the owner further. Thirdly, Strategic Resources have strategic and global monopolies that provide additional yields by rewarding those who control large territories and/or take the proper Policies/Tenets. Finally, Strategic Resources are necessary for certain units and buildings making them very valuable at various parts of the game depending on the resource itself. Overall, Strategic Resources provide valuable yields and importance so they shouldn't be overlooked at all. Given that Strategic Resources can also spawn near City-States, this also gives players and AIs an incentive to befriend or ally City-States.

Strategic Resources are revealed through the following techs:
Aluminum: Revealed with Electricity.
Coal: Revealed with Steam Power.
Horses: Revealed with Animal Husbandry.
Iron; Revealed with Bronze Working.
Oil: Revealed with Combustion.
Paper: Revealed with Writing.
Uranium: Revealed with Atomic Theory.

Like Bonus Resources, Strategic Resources are revealed by researching a certain technology. The difference is when technologies become available. Bonus Resource technologies tend to be unlocked early in the game where they are supposed to provide the player/AI valuable yields to get started in the game. Strategic Resources are much more spaced away with a couple in the early game (like Horses and Iron) and most revealed from Industrial Era onwards. The fact that many of these are unlocked so late and only one resource can ever spawn on a tile result in some tiles not providing many yields until mid to late game. These might make certain starts weaker at first glance but stronger as time goes. The only exception here is Paper which we'll explain a bit later.

Strategic Resources have the following base yields:
Aluminum: +1 :c5production: Production
Coal: +1 :c5production: Production
Horses: +1 :c5production: Production
Iron; +1 :c5production: Production
Oil: +1 :c5production: Production
Paper: N/A
Uranium: +1 :c5science: Science, +1 :c5production: Production

All Strategic Resources provide base yields that are similar to Bonus Resources. However, the fact that some of these Strategic Resources are revealed later means that these yields aren't as impressive. For this reason, Strategic Resource tiles tend to be yield-starved when you first unlock them, unlike the Bonus Resources that tend to have a much bigger impact earlier with decreasing impact as time goes. Paper here is the exception because it doesn't actually spawn on the map or take up any tiles. Paper is produced through Great Diplomat or certain buildings so, even if they did produce yields, they can't help in any way or form due to not existing on any tiles.

Strategic Resources have the following "improved" yields and respective improvements/buildings:
Aluminum: +1 :c5production: Production (Mine), +4 :c5science: Science (Research Lab)
Coal: +1 :c5production: Production (Mine)
Horses: +2 :c5production: Production (Pasture), +2 :c5production: Production (Stable)
Iron; +1 :c5science: Science (Mine), +1 :c5production: Production and +1 :c5gold: Gold (Forge)
Oil: +3 :c5production: Production (Oil Well/ Offshore Platform)
Paper: N/A
Uranium: +1 :c5science: Science (Quarry), +4 :c5science: Science (Research Lab)

Since Strategic Resources are revealed at different points of the game, their improvements and buildings differ too. Mines are most common as it improves Aluminum, Coal, and Iron. For Aluminum and Coal, it's a matter of revealing them, hoping they spawn in or near your territory, and improving them. Ignoring policies and tenets that also improve Strategic Resources, Iron is the quickest to reach its full potential with Mines unlocked Ancient Era and Forge available early Classical Era. Horses require Medieval Era and, even then, the Stable isn't necessarily a building everyone builds. Uranium is the slowest to improve since it's revealed so late in the game and its numbers tend to be much lower than all the other resources. Oil actually has two improvements with Oil Well on land and Offshore Platform on Coastal tiles. Both of these are unlocked quite late in the game and at the same time as Oil. Therefore, you can't accidentally connect Oil like you would with Aluminum or Coal where a Mine happened to be placed on a hill where either resource can spawn. Except for Iron, the fully improved version of other resources won't have a huge impact in terms of their immediate yields.

Let's take a moment to talk about Paper. This Strategic Resource is vital to City-States as diplomatic units require this resource. However, it doesn't spawn anywhere on the map. Therefore, you aren't guaranteed more Paper the more land you control. There are a few ways to obtain Paper. One of them is expanding a Great Diplomat so, by focusing on this Great Person, you can get more Paper to further improve your relations with City-States. The earliest source of Paper is the Scrivener's Office which is unlocked through Writing. Roman Forum and Summer Palace also provide Paper. Otherwise, you better get those Great Diplomats to ensure that you obtain a large number of City-State alliances.

Strategic Monopoly (25%):

Aluminum: Units gain +5 HP when Healing.
Coal: Naval Units gain +1 :c5moves: Movement
Horses: Units gain +10% :c5strength: CS when attacking.
Iron: Units gain +10% :c5strength: CS when defending
Oil: Units gain +2 XP after combat
Paper: N/A
Uranium: Units gain +10% :c5strength: CS when attacking.

Strategic Resources start to differ from Bonus Resources with their monopolies. Monopolies happen when, out of all the available resources of the same kind, you control a certain percentage. Strategic Monopoly requires you to control 25% of the total amount while Global Monopoly requires you to control 50%. Both of these monopolies provide powerful bonuses that can greatly impact your game. Given that resource generation is random and is being tinkered with by modders, it's difficult to say how tough or easy it is to achieve Strategic Monopoly, let alone Global Monopoly. Naturally, the monopolies are more achievable through wider playstyles either through peaceful expansion or warmonger conquer. Some policies and tenets help with these. Russia is usually a solid choice if you want to get these monopolies more reliably.

Oddly enough, some of the Strategic Monopolies bonuses are actually better than their Global Monopoly bonuses. Global Monopoly tends to focus on more yields but, by the time you achieve those monopolies, you'd find those yields to be just alright due to how much yields your Cities will be producing at that point of the game. Meanwhile, the Strategic Monopolies play a critical role in combat, some more than others. One of the strongest Strategic Monopoly bonuses has to be Oil's +2 XP after combat for all units. Oil tends to be quite numerous so it usually not very difficult to achieve Strategic Monopoly. The extra XP means that your units will level up faster resulting in better promotions unlocked sooner. The only downside for Oil is how late it's revealed so, while the bonus is quite strong, it's not as impactful as one might think.

Then, we have the +5 HP when Healing from the Aluminum. This bonus is quite powerful as well but it, like Oil, is revealed too late. For the last couple of wars, this will likely be more useful than Oil's extra XP due to its speeding up war. In friendly territory, you can heal up to 20 HP if there are no Medic units around. Faster healing means units can return to combat sooner and that will speed up the invasion of enemy Cities that much more. At this point, a warmonger is merely cleaning up what's left to get the final capitals or at least working towards that. In these scenarios, the Aluminum Strategic Monopoly is actually better than the Oil one. If this bonus was unlocked sooner, then it would certainly favor the defenders far more than attackers.

Depending on your map, the Strategic Monopoly of Coal can be a very powerful bonus. Since terrains don't play as big of a role for naval combat, the extra movement for all Naval Units is extremely useful in either offensive pushes or defensive maneuvers. A lot of people underestimate the strength of that extra movement but, depending on your unit composition and promotions for your naval force, it can be a difference between winning an engagement and losing your entire navy. Naval combat is one of those situations where the side with the most numbers tend to win. However, the movement boost can be a balance tilter.

The rest of the bonuses are small combat bonuses for either attacking or defending. These matter in the early game when units have very few promotions making an extra 10% boost more significant. The later the game goes, the more insignificant that 10% becomes before it's rarely noticed due to all the bonuses that your units are getting. The only interesting thing to note is here that Uranium gives a 10% combat bonus when attacking when it's such a late-game resource. Other resources seem to have been given all the love with more healing, more XP, or more movement. Compared to those, Uranium has definitely been treated unfairly. What about its Global Monopoly then? We'll discuss that shortly.

Global Monopoly (50%):

Aluminum: +2 :c5production: Production from Resource tiles
Coal: +2 :c5gold: Gold from Resource tiles
Horses: +2 :c5science: Science from Resource tiles
Iron: +2 :c5production: Production from Resource tiles
Oil: +2 :c5science: Science from Resource tiles
Paper: N/A
Uranium: +10% :c5science: Science in all owned Cities

Global Monopolies require you to control at least 50% of all the Strategic Resources on the map. This is basically impossible for smaller empires and still difficult for larger empires depending on map generation. Resources can be spread out quite a bit and oftentimes spawn close to City-States. Therefore, allying or outright conquering City-States is sometimes necessary to obtain a Global Monopoly. There's also a few policies or Tenets that can help as well but, ultimately, the best approach is to conquer lands with the Strategic Resource you need to reach that 50% threshold. It's a lot of work and, in my opinion, not that worth it when you consider the bonuses you get from it.

The Global Monopolies largely provide the +X yields from Resource tiles. This means that, for the tiles containing those resources within your border, you will get the extra yields. As you can imagine, these extra yields are an amazing early game. The issue is that you are unlikely to get Global Monopoly in the early game so, by the time you do get it, the yields are kinda nice. They are a slight boost but nothing more. Overall, it seems underwhelming that Strategic Monopoly bonuses tend to be better than the Global Monopoly bonuses. This may be a nerf to warmongers since those are the types to most likely gain Global Monopoly. However, it makes going the extra mile not worth it most of the time.

Now, you might think that, while the flat yields aren't that impressive, the +10% :c5science: Science from Uranium should be more worthwhile. The simple answer is a maybe as it's a very late bonus that would've been a stronger mid-game. Things like certain Luxury Monopolies (Citrus) and bonuses from buildings or National Wonders like School of Philosophy already give a % boost to :c5science: Science making this bonus nice to have but less noticeably due to how little it adds relative to the rest of your bonuses. Overall, it arrives a bit late while requiring still too much work to be worth all the trouble. If you can get the Global Monopoly of Uranium, then that's great for you. Otherwise, it's not really worth it. With the huge influx of yields late game, odds are you won't see this helping your tech speed.


Spoiler Luxury Resources :

Luxury Resources give yields and can be improved but, unlike Strategic Resources, they only have Global Monopoly. Therefore, you must possess 50% of the resource to get its bonuses. Another difference between Luxury Resources and Strategic Resources is the location of Luxuries. Every civilization starts with two different Luxuries near its spawning location. One of the Luxuries will be your "dominant" Luxury as it's numerous around your starting location. The Global Monopoly of this Luxury is achievable by settling a couple of Cities. The other Luxury is there to provide you with more Happiness and Yields but that one will be more spread out so Global Monopoly takes a lot more effort.

Depending on your map, the spawning of Luxury Resources can differ greatly. At the time of writing this guide, a new mapscript was introduced that creates locations with more concentrated resources. Therefore, it might be possible to obtain a Global Monopoly of your "dominant" resource with only two Cities in addition to your capital. If you and another civilization spawn fairly close (around 10 tiles between the two capitals), then it could be interesting as you can, with speedy expansion, grab not only your "dominant" luxury but also your opponent's. Maps can create quite a few scenarios so, while the general rule I mentioned above regarding two luxuries always applies, they could change due to rng either working for or against you.

Spoiler Luxury Improvements :

Improved by Quarries:
Amber, Jade, Lapis Lazuli, Marble

Improved by Plantation:
Cinnamon, Citrus, Cloves, Cocoa, Coffee, Cotton, Dyes, Incense, Nutmeg, Olives, Pepper, Perfume, Silk, Sugar, Tea, Tobacco

Improved by Mines:
Copper, Gems, Gold, Salt, Silver

Improved by Fishing Boats:
Coral, Crab, Pearls, Whales

Improved by Camps:
Furs, Ivory, Truffles

Improved by Brazilwood Camp:
Brazilwood

City-State Spawned:
Glass, Jewelry, Porcelain


As you can see above, Luxuries can be improved through six different improvements. One of those improvements, the Brazilwood Camp, is only available to Brazil as it's tied to the UA/UI. Otherwise, the strategy related to Luxury requires you to focus on certain techs to connect those Luxuries in addition to Pottery as you need it to unlock Settlers. Without expansion, you cannot get Luxury Monopolies unless you work with very small maps and the spawning of resources work in your way. Oftentimes, what Luxury you start with can greatly change your approach to your early game because certain improvements like Quarries force you to be very invested in a certain path, and pivoting to a different strategy becomes tougher. For instance, you aren't likely to be a warmonger if you want to prioritize expanding peacefully and connecting your Luxuries.

However, the opposite might be true as well if you want to focus as a warmonger and let your opponents grab the Luxury Monopolies for you. Some of the Luxuries like Tobacco provide valuable yields for warmongers as they help the player maintain and build a larger military. In these cases, even unimproved Luxuries can help get you an advantage in terms of numbers so you can get a jump on your neighbor who had invested largely on expanding and less, at least compared to you, in the military. This of course depends highly on what Luxuries you start with and, ultimately, your starting location. The yields you possess determines when you can strike and even the civilization's UA plays a critical role in finding the best timing to strike at your enemies. Improved Luxuries are better but, if you can weaken your neighbors without sacrificing too much and delaying the connection of your Luxuries, it is a viable approach overall.

Sometimes, you get lucky and the three Luxuries near your capital all use the same improvements. This is especially nice when you wish to utilize a Pantheon that targets a certain improvement so you can gain the benefits faster. There will be times when you get unlucky as well where your Luxuries require two different improvements and those improvements are locked behind the second column techs. In those situations, you will hopefully find a way to dig yourself out of a somewhat bad position. I said somewhat because, to compensate for this delay in improvements, the Luxuries themselves actually give decent yields unimproved. Something interesting to note is that Pastures don't improve any Luxuries. That's the only Ancient Era improvement that doesn't improve any Luxuries is purely Bonus Resources and Strategic Resources. This is important to note as it helps you decide on your tech order.

You will notice that I have a category called City-States Spawned Luxuries: Glass, Jewelry, and Porcelain. These three Luxuries cannot be found anywhere on the map and can only be obtained through Mercantile City-States. I believe these Luxuries spawn underneath the City-States themselves and, to obtain them, you either ally the City-State or conquer the City to obtain it. To gain a monopoly, you would need to achieve 50% control either through allying the City-State and the Exchange Market Policy or conquest. What makes this interesting is that you also get another Luxury from doing the same thing because City-States tend to have a Luxury within its city borders that can be improved. Therefore, Mercantile City-States provide a great source of Happiness and Luxury Monopolies if you meet the right conditions.

It has been brought to my attention that a total of 6 different Luxuries are assigned to City-States. 3 of those Luxuries are the Glass, Jewelry and Porcelain mentioned above. The other three are random Luxuries that will spawn and only accessible by a City-State. As a result, allying/conquering City-States can result in up to 6 Monopolies.
 
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Early Wonders

Early Wonders can play a critical role in your early decisions because they are mostly high risk, high rewards. Certain strategies require you to obtain Wonders as they give you a big boost to get you snowballing. Other strategies might see you not touching Wonders as your focus is stealing Wonders from those who have built them for you and on other priorities. For this list, we will look at only Ancient Era Wonders. While some Wonders in the early Classical Era like Hanging Gardens are very important, I want to keep the list relatively small. If people want a quick overview of all the Wonders, then feel free to mention that in the comments and I'll see what I can do. To make things organized, I will be breaking the Wonders into two groups depending on when they are unlocked. There are Wonders unlocked through the first columns of the tech tree (Stonehenge, Pyramid) and the second column of the tech tree (Petra, Temple of Artemis, Mausoleum of Halicarnassus, and Statue of Zeus). In total, there are six Wonders covered in this post. However, these six Wonders can greatly shape how the rest of your game will play out.

Spoiler Column 1 Technology Wonders :

Spoiler Stonehenge :

Stonehenge:
Requires: The Wheel
+1 :c5culture: Culture
+2 :c5faith: Faith
Free Council

Provides 50 :c5faith: Faith in the City in which it is built.
____________________________________________

Stonehenge is one of the earliest Wonders you have access to. You only need to research The Wheel to access it and it can sometimes help you secure the first Pantheon. It also provides a lot (in terms of Ancient Era) of yields while also giving a free building. Overall, it's a pretty decent acquisition that just helps you in so many ways. In some ways and in my opinion, it can probably use some nerfs due to how powerful it is and the low price you pay to get it. Compared to the other Wonder that's also accessible through only a single technology, Stonehenge is certainly stronger by a large margin.

First, let's talk about the 50 :c5faith: Faith. 50 :c5faith: Faith may not seem like much but it's the amount you need to find a Pantheon. Therefore, you will get to pick a Pantheon the turn after you completed the Stonehenge making this Wonder well worth the effort of acquiring. Since you need a tech, The Wheel, to unlock this Wonder, you can build and finish a Monument in the meantime. While building the Stonehenge afterward results in a delayed Shrine, you still get your Pantheon resulting in a net positive. Just from this alone, there is no downside to building Stonehenge.

Then, we have the free Council that comes with Stonehenge. At first glance, a Council doesn't seem very impressive with its 1 :c5science: Science and the :c5science: Science gained through new Citizens. However, we must recognize that the Council is the earliest :c5science: Science producing building and, early on, it can give you a noticeable edge over your opponents in unlocking techs faster. Besides, a free building means you won't be spending time building the Council and, given this building requires the same amount of :c5production: Production as something like a Granary, it lets you get more infrastructure up sooner. Overall, this is a nice boost to your :c5science: Science while also letting you get your core infrastructure up sooner.

After that, we have the yields. 2 :c5faith: Faith is quite a bit and that's on top of the 50 :c5faith: Faith you gain from completing the Wonder. Basically, it's a free Shrine as well and that provides you with a big advantage over your competition. For the icing on top, you get the +1 :c5culture: Culture from Stonehenge to speed up your policies overall. As a whole, these are very valuable yields this early in the game and you get them quite early when the early sources of :c5faith: Faith are Shrines and early sources of :c5culture: Culture don't exist until the late Classical Era. All in all, this is a very powerful Wonder that could use nerfs unless its competitions get buffs.



Spoiler Pyramids :

Pyramids:
Requires: Mining
+1 :c5culture: Culture
Free Settler

+50 :c5goldenage: GAP when you expend a :c5greatperson: Great Person, scaling with Era.
____________________________________________

The Pyramids is the other Wonder that's available after just a single tech. However, it seems much more underwhelming compared to Stonehenge given how strong Stonehenge is. This isn't necessarily saying that the Pyramids are bad. The sad truth is just that this Wonder needs a big buff to be considered an equal with Stonehenge. The main selling point of this Wonder is the free Settler and that, in itself, is a nice bonus. The :c5goldenage: GAP from expending Great People is a nice bonus too. However, these make the Wonder mostly nice to have. Honestly, skipping this Wonder might help more games for the player than it hinders so that's sadly where it's at for the moment.

First, we'll talk about the free Settler which seems to be the main selling point of the Wonder. To build a Settler, you need at least 4 :c5citizen: Citizens in the City and expend one of those Citizens. The free Settler bypasses all those requirements which seem strong initially. For starting locations with low :c5food: Food yields, your capital might not have 4 :c5citizen: Citizens by the time the Pyramid is completed. You also save that Citizen so you can potentially expand faster than your competition by using the unused :c5citizen: Citizen for another Settler. The issue lies in that expanding quickly isn't always beneficial due to the tech and policy penalties you gain from new Cities. If you fall behind in techs and policies, then you will invest a lot of your time playing catch up as opposed to getting ahead. There's even a possibility that you would be more ahead if you didn't build the Pyramid as I'll explain below.

The issue with the Pyramids is when it gets unlocked. Since you only need one tech, then you only have time to complete one building before dedicating your resources to this Wonder. Therefore, you have to pick between a Monument and a Shrine first. If you go for Monument first, the Pyramids will delay your Shrine and, as a result, your odds of getting religion is practically impossible unless you play India. If you go Shrine first, then your :c5culture: Culture will suffer and delayed policies mean you are at a disadvantage for the rest of the game. Catching up in techs is a lot easier compared to policies. Overall, the free Settler comes at such a high cost that it seems like a terrible Wonder to me. Some might disagree but Pyramids definitely pales against Stonehenge that happens to let you get your :c5culture: Culture from Monument and Pantheon from the Wonder itself. Unlike Stonehenge, Pyramids ties up precious resources like turns making your return low or even nonexistent.

Then, we have the :c5goldenage: GAP from expending Great People. This is actually not a terrible bonus as Golden Ages can be quite powerful regardless if you are going tall or wide. The issue is that this doesn't help the early game at all and, if your early game suffers, one or two extra Golden Ages aren't going to turn things around for you. For instance, let's say you go Monument first before the Pyramids. You lost out on a Religion and, therefore, miss out on many powerful beliefs that can take advantage of your extra Golden Ages. Overall, this just doesn't make the Wonder as useful as it could be.

Overall, the Pyramids is quite bad compared to Stonehenge. It forces the player to make sacrifices that could affect the rest of the game. Its bonuses seem strong initially but the strengths are quickly overshadowed by the price one pays. The timing of this Wonder is a big factor as, if it's unlocked later on the second column, it would be a great Wonder where you have basic infrastructure like Shrines and Monument in your capital while expansion is still very competitive. Honestly, this Wonder could be noticeably better if that change was made. In its current state, there's a lot to be desired and, the high your difficulty, the less worthwhile it is to grab this unless you can also grab Stonehenge (like with America). I wouldn't recommend this Wonder due to all of its flaws but some people might enjoy a challenge and this Wonder offers plenty of it.



Spoiler Column 2 Technology Wonders :

Spoiler Petra :

Petra:
Requires: Trade
Terrain: Desert :c5rangedstrength: 1
+1 :trade: Trade Routes
+2 :c5culture: Culture
+1 :c5gold: Gold on Desert Tiles
Free Caravan
+6 :c5culture: Culture once Archaeology is discovered

____________________________________________

Petra is an interesting Wonder because it's very specific in what it provides. There are only a few situations you can build it, largely due to its terrain requirements and its target audience. It also isn't worth the production for many civilizations as the bonuses don't seem quite worth the effort. However, it does very well for certain civilizations when it synergizes with them. For most games, if you play a variety of civilizations and maps, Petra won't be built at all.

First, we will talk about the Trade Route (TR). This determines whether this Wonder should even be considered. While TR is quite useful early in the game with possible :c5gold: Gold, :c5culture: Culture, :c5science: Science, and :c5food: Food, an early TR is extremely beneficial to civilizations like Morocco, Portugal, Venice, and the Ottoman where their UA revolves around TR. Unique TR partners give the Moroccan capital yields. Completing Ottoman TR can give yields with the yield types depending on whether it's internal or external TR. Venice doubles TR so one free TR is basically two TR. Finally, Portugal TR unit (Caravan or Cargo Ship) generate yields every turn. As you can see, an early TR is basically a great way of taking advantage of the UA to start snowballing before all your competition.

A free TR is quite a bonus but it's not complete without the free Caravan. Caravans aren't exactly cheap in terms of :c5production: Production and your Cities are likely busy with other infrastructures like Monuments and Shrines or units. While it's true that you are sinking :c5production: Production into Petra, a Wonder, you are investing in both the short and mid-term. During the midgame, you will have more TR than your competition and that edge was made possible through your investment earlier. As a result, building a Caravan early game is an early investment and early return, a Petra does more than that by aiding your early and midgame.

Then, we have the Desert requirement. This makes it so not every civilization can build it. That makes it less competitive than some of the other Wonders on this list so it's easier to snag it if it fits your strategy. The requirement is a Desert tile within one tile of your City so your Capital is either on a Desert tile or adjacent to it. Therefore, it's possible that you have only one Desert tile within three tiles of your capital as long as it meets the above requirement and you can still build it. Is it still worth it? That is answered by how valuable the TR and Caravan is. Besides, the Wonder gives +1 :c5gold: Gold to all Desert tiles of the City. This makes a Desert start quite powerful as you can get Flood Plains that provide :c5food: Food and a little bit of :c5gold: Gold. This does work well with Spirit of the Desert where you are taking full advantage of the Desert terrain.

Finally, we get to the yields you gain from building this Wonder in addition to the extra :c5gold: Gold from Desert tiles. The Wonder gives you 2 :c5culture: Culture and an additional 6 :c5culture: Culture once you gained Archaeology. :c5culture: Culture is a very valuable yield this early in the game as it's basically a second Monument in the same City. When it comes to getting policies faster, this extra bit can make quite a difference. While Archaeology seems very late in the game, the 6 :c5culture: Culture isn't something to scoff at. At this point of the game, you likely got a bunch of modifiers so 6 :c5culture: Culture will merely be a base and your actual :c5culture: Culture from Petra will be noticeably higher. The :c5culture: Culture is merely the icing on the cake given how powerful it is for civilizations that only benefit from the Trade Route and Caravan.

Overall, the Petra is a solid Wonder for some civilizations that can take advantage of its entire kit as opposed to some of its kit. For most civilizations, an extra Trade Route slot is only nice to have but not as critical given the cost of a Wonder. For those that can take full advantage of the Petra, this is a very powerful Wonder that should actually be prioritized. The Wonder can potentially yield a lot of :c5gold: Gold given your terrain. The extra :c5culture: Culture is never a bad thing either. It's certainly advised to grab this Wonder if you're playing Morocco, the Ottomans, or any civilizations that have TR tied to its UA throughout the game as opposed to later.


Spoiler Temple of Artemis :

Temple of Artemis:
Requires: Calendar
+1 :c5culture: Culture
+10% :c5food: in all Cities
Free Herbalist
+25% :c5production: Production towards Archery Units

2 Specialists in this City no longer produce :c5unhappy: Unhappiness from Urbanization.

____________________________________________

The Temple of Artemis is an interesting Wonder. For many people, this Wonder tends to be lower on the priority as it doesn't seem to work well for a lot of strategies. It has good bonuses but a lot of those bonuses are either somewhat decent later in the game or just redundant. This Wonder is, in my opinion, one of those that tries to do a little of everything but fails to do anything well enough to justify its production cost. It's not a bad Wonder but it certainly isn't one you'd prioritize or even build due to the increasing cost to future Wonders. This is one of those Wonders that needs a rework.

First, we'll take a look at the free Herbalist. Free buildings are generally good as you aren't investing production into them. Regarding its yields, it first gives +1 :c5food: Food per every 2 Jungle or Forest tiles worked by the City. Secondly, it gives +1 :c5production: Production from Plantations and Camps. The yields look decent at first glance. However, this is very situational like some of the Pantheons. A Forest or Jungle heavy starting location is one of the more important requirements to take advantage of both the extra :c5food: Food and a higher chance of getting a Camp or Plantation improved luxury. Camp improve luxury and Forest/Jungle heavy start is ideal and that's quite specific. Plantation improved luxuries take a while to improve while you also cut down the Forest/Jungle resulting in fewer yields. As a result, Herbalist is very situational and it's common to skip it most of your games. Therefore, free Herbalist isn't that great.

Next, we have the +25% :c5production: Production towards Archery Units. This Wonder isn't a military-focused Wonder and yet it provides :c5production: Production towards a certain military unit. It doesn't help with everything as it's limited to just Archer units like Archer, Composite Bowman, and Skirmishers. This seems nice except for the fact that you have so little :c5production: Production early on that you can't make use of it well unless you go Authority and Calendar is fairly low on your priority in terms of technology. In addition, a warmonger's ideal start is warring early as opposed to building Wonders while one's military remains small and unthreatening to your foes. I don't know why ToA has this bonus but it's not useful enough early game when you lack a military and, if you still lack one in the mid and late game, you are probably eliminated. Therefore, it's a fairly useless bonus that once again only looks nice on paper.

Then, we have the 2 Specialists in this City no longer produce :c5unhappy: Unhappiness from the Urbanization bonus. This initially looks like a bonus designed for tall empires since your Capital will be working with a lot of specialists. The issue here is that :c5food: Food and not Unhappiness is stopping a Tall Capital from working specialists in the early game. A Tall Capital needs :c5food: Food to grow in order to keep up in yields like :c5culture: Culture and :c5science: Science which comes in conflict with this bonus. During the mid-game, tall empires tend to have fewer happiness issues so this isn't even a problem. Therefore, the ToA doesn't even address this problem very well as Tall empires don't need this Wonder given that it will make future Wonders a lot more expensive.

Now, some of you might see this Wonder suitable for Progress where you are going wide, happiness becomes more of an issue and is somewhat militarily focused. That isn't wrong except for a couple of things. First, Wonders are pretty :c5production: Production heavy and Progress civilizations aren't geared for Wonders. If investing a lot into a Wonder results in not getting it, then the Progress civilization is setback by a lot. Secondly, there are other priorities early in the game so Wonders are lower on the priority. Given the focus of Progress is infrastructure and wide expansion, Workers, buildings, and Settlers are all the main focuses. This means that early Wonders tend to be too high of a risk for decent rewards. The Urbanization :c5unhappy: Unhappiness reduction is nice but a Progress Capital isn't working any specialists until much later.

Let's now talk about the yields. The ToA gives you +1 :c5culture: Culture which, while not bad, is pretty pitiful compared to other Wonders. You might have noticed that the Pyramids give +1 :c5culture: Culture too but that Wonder is available after a single tech as opposed to the ToA that needs three whole techs to unlock. How does it make up for it? There's the +10% :c5food: Food in all Cities. % bonuses tend to be quite bad early on since your Cities don't generate enough yields to make great use of it. This bonus is also quite small later on once you have other % bonuses for :c5food: Food stacking together. The +10% isn't worth it and, as a result, you get very little in terms of yields from the ToA.

Overall, this Wonder will generally be ignored due to its poor attempt at being a jack of all trades. Most of the bonuses become somewhat relevant mid-game but the benefits aren't worth the :c5production: Production into it. You are investing in an Ancient Era Wonder to gain solid bonuses to help you gain momentum heading into the mid-game and not waiting for the bonuses to become available later on. The bonuses also have very little synergy with one another making it not ideal for a particular Policy Tree. There are better options and, even for those without Plantation Luxuries, Calendar is often taken to go for Mathematics as opposed for Temple of Artemis. I would love to see this Wonder reworked to be more relevant and competitive to many other Wonders. In its current iteration, it's just not worth it.


Spoiler Mausoleum of Halicarnassus :

Mausoleum of Halicarnassus:
Requires: Construction
+2 :c5culture: Culture
Free Stone Works.

During "We Love the King Day", City :c5production: Production, :c5science: Science, and :c5gold: Gold increase by +10%.

____________________________________________

The Mausoleum of Halicarnassus is a Wonder that is synergistic to a certain strategy. This doesn't necessarily make it bad but, if you are pursuing this Wonder and hope to take full advantage of it, then you will be revolving around this strategy. While the Wonder does offer some other benefits, those benefits still pale against what it can offer. The other benefits are more like the icing on the cake.

Let's first talk about the other benefits because they are quicker to cover. One of the other benefits is +2 :c5culture: Culture which is a nice little bonus. Since this Wonder is unlocked in the second column of technology, the extra bit of :c5culture: Culture isn't as significant. However, one doesn't turn away from free :c5culture: Culture. Then, we have the free Stone Works. For starts that have Quarry improved resources that also happen to benefit from Stone Works (Stone, Marble, Jade), this is a very nice bonus. You likely will go for Stone Works, to begin with so this only seems natural to have. While this benefit is greater than that of the :c5culture: Culture, it's still an early game boost that won't have as big of an impact mid to late game.

The WLTKD bonus is the main selling point of this Wonder due to the various options you have to make WLTKD stronger for your capital and even your other cities. There are beliefs like the Founder Theocratic Rule (+15% to :c5faith: Faith, :c5culture: Culture, and :c5gold: Gold in a City with WLTKD) and Synagogue (Faith buildings that give +10% :c5science: Science in the City during WLTKD). By stacking the bonuses, WLTKD becomes a very powerful tool in boosting your Cities and help you keep up or even surpass your neighbors in yields. WLTKD can be triggered in a number of ways. The most straightforward way is obtaining the resource that the City demands which will give you 10 turns of WLTKD. There is also the Circus which, upon completion, also gives you 10 turns of WLTKD. Then, there's China that can trigger this through its UA. Therefore, there are plenty of ways triggering WLTKD allowing you to fully benefit from the carefully crafted strategy that revolves around WLTKD.

Overall, this Wonder is built a specific strategy and it does it very well. While not ideal in all cases, it can be a powerful boost to your civilization if your start has Luxuries improved by Stonework and WLTKD is a viable strategy you can pursue. Unlike the Temple of Artemis, this Wonder is focused on something without trying to do a bunch of things and not doing any of them well enough.


Spoiler Statue of Zeus :

Statue of Zeus:
+1 :c5culture: Culture and :c5faith: Faith
Free Barracks.
All non-Air Units gain +15% :c5strength: CS when attacking Cities.

-1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress in this City.

____________________________________________

The Statue of Zeus is interesting in a number of ways. First, it's the only militarily focused Wonder in the Ancient Era. Secondly, it can be unlocked with only two technology as opposed to three like the other second column tech Wonders. These two factors make this Wonder, like the Mausoleum of Halicarnassus, very specific in what it does and do it very well. As you can imagine, this is a Wonder designed for warmongers so it's something to consider if you are going Authority or have a UU that's unlocked through Bronze Working.

We will first discuss the yields. +1 :c5culture: Culture and :c5faith: Faith are decent yields, especially if you beeline for this Wonder. Maybe you decided to skip Pyramids and instead go for this Wonder instead. By the time you have unlocked Bronze Working needed for this Wonder, you have likely finished a Monument and Shrine so, compared to your competition, you are more or less on par. The extra yields are nice, especially :c5faith: Faith, as early sources of :c5faith: Faith are harder to come by outside of Shrine and Pantheons. For some, the :c5faith: Faith might be a waste because, as a warmonger, it's a legitimate strategy to take a Holy City instead of founding your own religion. Regardless of what your approach is for religion, the extra :c5culture: Culture can certainly help shave a few turns off your policies.

Next, we have the free Barracks and the -1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress. I combined these two because you actually a total of -2 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress with the additional reduction from the Barracks. With Distress being the main :c5unhappy: Unhappiness in the early game, this will actually give you some :c5happy: Happiness to work with when you consider conquering neighboring Cities. This works quite well for a warmonger strategy but it's not the only benefit. The Barracks give your newly produced units one promotion and that can be a big deal early on when any boost can be a difference between crushing the enemy and a stalemate.

Finally, you get the promotion that gives all non-Air Units gain +15% :c5strength: CS when attacking Cities. What better promotion to get than one that lets you take Cities faster? Taking Cities not only helps you start snowballing but also weaken your opponent and, as a result, remove one of your competitions. With the right promotions, this extra +15% :c5strength: CS can make even units like Spearman very dangerous for any unwalled Cities. Given that this Wonder can be obtained fairly early, you can potentially start a war before your neighbor even get Walls up.

Overall, this is a solid Wonder all around that helps a warmonger. It's available sooner than other Wonders unlocked by second column Wonders. It also gives you :c5unhappy: Unhappiness reduction to aid your conquests while giving promotions to your units to further assist them in a speedy war. The yields aren't the best for a warmonger but free yields and free yields.


 
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Actually there are 3 random luxuries each game that are assigned to City States only. Each City State has a ~75% chance to have one of those in its borders, and ~25% chance to have another luxury instead. So allying/conquering City States is the only way to get 6 of the luxuries and their monopolies.
 
Basics of War and Combat

War is unavoidable regardless what playstyle you have. Even if you want a peaceful game, odds are your neighbors covet your land and are willing to fight for it. The goal of this is to cover the basics regarding war and combat so new players have some tools to help them with wars as a whole. Note that this won't be too in-depth but there might be somewhat advanced tips available. I will largely limit this to Ancient Era because combat does change throughout the ages. Hopefully, the basics here can help you better understand the tools you start out with.


We will only be discussing land combat because you don't naval units until Classical Era. Land combat requires you to take into account the following:
  • Units
  • Promotions
  • Terrain
  • Buildings and Wonders
We'll avoid Unique Units (UU), Unique Buildings (UB) and Unique Abilities (UA) because these change your approaches to combat and we want the basics that apply to most cases. However, I might mention them now and then as an example.

Units:

First, let us talk about Units. You start off the game with a Warrior and a Pathfinder. The Pathfinder is considered an exploration unit while the Warrior is viewed as the most basic unit. While warring with either of these two units isn't advisable, they do have roles to play in your wars. A Warrior and Pathfinder have the stats below:

Warrior:
40 :c5production: Production
Melee Unit
8 :c5strength: CS
2 :c5moves: Movement
Brute Force: +33% :c5strength: CS vs Barbarians
Upgrades into Spearman

Pathfinder:
40 :c5production: Production
Recon Unit
6 :c5strength: CS
2 :c5moves: Movement
Ignore Terrain Cost: Ignore Terrain Cost
Reconnaissance: Gain XP from revealing tiles
Penalty vs Barbarians (-20%): -20% :c5strength: CS vs Barbarians

Upgrades into Scout

The Warrior has its uses early game that are closely tied to Barbarians and some of these uses translates into war against other civilization. The bonus against Barbarians lets the Warrior gain experience to get up to two promotions (more if you disable that cap). Early on, each promotion is a noticeable boost to a unit's combat capability and the Warrior can start leveling up sooner than any other unit except a Pathfinder. If you are going for a warmonger path, then you likely will unlock Spearman as one of your better units Upgraded units keep their promotions so an experienced Warrior will become an experienced Spearman and you'll notice a spike to their combat strength. While I highly advise against fighting your neighbors with nothing but Warriors, one feasible strategy is preparing Warriors for their upgrade in order to coordinate a well-timed attack with a Spearman push. This is especially viable when you play a civilization that has a Spearman replacement UU unlocked at Bronze Working.

The Pathfinder isn't a combat unit but this unit can still contribute in wars. First, it will be your most experienced unit, at the least the one you started with, as it gets XP from exploring the map and if it survives against barbarians. The Penalty vs Barbarians lowers its chances of survival when fighting barbarians but careful maneuvering can improve its odds. What makes this unit quite useful is its Ignore Terrain Cost promotion. The ability to treat any tile as a flat tile while moving makes this unit an agile unit. It even ignores Rivers allowing the Pathfinder to outrun any other unit under the right conditions. Since it gains a lot of XP, it can be even speedier or have more survivability depending on what promotions you pick. All of these makes the Pathfinder great for disrupting the enemy backline by pillaging tiles and capturing Workers. In Civ 5 VP, pillaging tiles, slowing down the enemy's ability to improvement and causing unhappiness are all viable strategies for wars to ultimately cripple your opponents.

The Warrior and Pathfinder are both available from the start of the game. What other military units you wish to unlock next depends on your tech path and your tech path depends on your overall strategy. Do you go for a more defensive unit composition or a more offensive one? Do you need to hunt down more Barbarians to assist with your Authority policies or merely saving up more :c5gold: Gold to purchase stronger units? There's also the question of terrain which can directly affect what units you go for. Certain units will excel depending on where your opponents' Cities are located. A wide open space favor ranged and high mobility units more while rough terrain sometimes hinder ranged units and aid melee units due to defensive bonuses.

Let's then look at the first two ranged units you get access to:

Archer:
Unlocked through Trapping.
55 :c5production: Production
Archer Unit
4 :c5strength: CS / 6 :c5rangedstrength: 2 RCS
2 :c5moves: Movement
May Not Melee Attack
Naval Target Penalty: -20% :c5strength: CS vs Naval Units
Upgrades into Composite Bowman

Chariot Archer:
Unlocked through Animal Husbandry.
55 :c5production: Production
Archer Unit
8 :c5strength: CS / 5 :c5rangedstrength: 1 RCS
4 :c5moves: Movement
-1 Horse
May Not Melee Attack
No Defensive Terrain Bonuses
Naval Target Penalty: -20% :c5strength: CS vs Naval Units
Penalty Attacking Cities (33): -33% :c5strength: CS when attacking Cities
Can Move After Attacking
Skirmisher Doctrine: -20% :c5strength: CS while in Rough Terrain. +40% :c5strength: CS while in Open Terrain.
Upgrades into Skirmisher

These two ranged units have their own pros and cons. There can even be situations where both aren't viable as they are still early game units. Since the nerf to the archer rush, both of these units tend to not be focused unless you happened to go for the technologies Trapping and Animal Husbandry. Trapping reveals Deer and Bison along with unlocking Camps while Animal Husbandry reveals Horses, Cattle and Sheep along with unlocking Pastures. Odds are that you need the improvements, the resources and/or technologies that have one of these two technologies as prerequisite. However, that doesn't mean these two ranged units don't have their own uses.

The Archer is your first 2 :c5rangedstrength: range unit. The 2 :c5rangedstrength: range allows you to fire at a relatively safe distance if you have other units serving as the front line. Note that the Archer has direct fire so it cannot fire over Hills, Forests and Jungles at the enemy unit that's 2 tiles away. This makes the Archer terrible in most rough terrains because it's basically a ranged "melee" unit with its 1 effective :c5rangedstrength: range. I said most because some cases actually benefits the Archer. To explain direct fire, I'll use the spoiler below. It has a screenshot of the map in strategic mode that I think helps explain things I simply cannot with words alone.

Spoiler Brief Explanation of Direct Fire :

Tutorial Pic 1.png


Let's assume that the Warrior (circled in red) is our Archer. The red triangles are all the tiles that the Archer can attack. Because the Archer is on a Hill, it can shoot over the Forest northwest of it at the Marsh behind it and the Forested Hill directly north of the Archer. Flat terrain like Grassland and Plains never obstruct the Archer so, even if the unit was on a Grassland or Plains itself, it can still shoot over flat terrain. Rivers don't obstruct anything and are actually better for Archer since it slows down the enemy wanting to the close the distance. A Forested Hill does obstruct an Archer on a Hill so it prevents it from shooting at the Hill directly east of the Archer. This is also the case if the Archer is on flat terrain and has an adjacent Hill tile. Forested Hills act as a Hill so an Archer on a Forested Hill still cannot shoot over a Forested Hill.



For the Archer, ideal terrain is either hilly non-forested Hills or flat terrain with rivers. Both pose an obstacle for the enemy trying to reach it while making its 2 :c5moves: Movement less of a glaring flaw. Rivers actually lets the Archer kite more and at times draw the enemy into an unfavorable location. Alternatively, you can use Archer purely for defense purposes like garrisoning a City. With proper City placement, an Archer can greatly support your defensive efforts by firing at enemies without leaving the safety of the City. Since it's ranged, it can also attack without taking additional damage. However, it's also true that the Archer doesn't fare too well in melee due to its measly 4 :c5strength: CS. That's even less than a Pathfinder making it vital to protect this unit. If you have situations where you can fully utilize the 2 :c5rangedstrength: Range of the Archer, then you are in a great spot.

What about the Chariot Archer? It's different from the Archer in a number of ways. First, it only has 1 :c5rangedstrength: Range so it must be adjacent to enemies to attack them. To make up for the limited range, it has 4 :c5moves: Movement making it very mobile on flat terrain that have limited or no rivers. Against Melee units, a Chariot Archer can kite a lot easier. Then, this unit also has the requirement of Horses. Unlike the Archer that you can build as soon as you get Trapping, the Chariot Archer cannot be accessed until you have Horses in your border and have Workers to improve them. This can be problematic if you face lots of Barbarians who love to pillage your tiles making Chariot Archer even harder to mass up. We of course cannot ignore the promotion specific to the Chariot Archer line: Skirmisher Doctrine.

Skirmisher Doctrine is an odd promotion. It's there for ranged mounted units to emphasis their strengths in flat terrain and weaknesses in rough terrain. At one point in VP, ranged mounted units were very dangerous because they were very good at hit and run tactics in both flat and rough terrains. This promotion is an answer to that by making them weaker in rough terrain. While many don't agree on the effectiveness of the promotion in terms of the goal it was trying achieve, the promotion does serve a purpose for modders by allowing them to create specific promotions just for ranged mounted units due to these units still classified as Archer unit and thus share the promotions.

Both of these ranged units become available after one technology, though one requires a strategic resource as well. They are in a rather interesting spot where both have their niches but strategy no longer revolve around rushing them any longer. A composition with other units is usually recommended as VP does encourage a better balance in your military forces. Archer rush is no longer as viable in the past where one can mass Archers to take enemy Cities, including capitals, due to Cities starting with only 1 range and Archers firing with impunity and superior to starting units like Warriors. In a way, Archers and Chariot Archers are similar to Warriors in that you are more likely to build them for their upgrades by getting enough gold to do so. The two units aren't useless but they definitely won't see as much use as the units to be discussed.

Horseman:
Unlocked through Military Theory.
90 :c5production: Production
Mounted Unit
13 :c5strength: CS
4 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
-1 Horse
Upgrades into Knight

The Horseman is quite powerful when you unlock them. 13 :c5strength: CS is quite reasonable and the extra movement makes them very versatile in hunting down enemy squishy units like Archers. While they don't excel at taking Cities unless Walls are still not built, the Horseman is still an important unit in any conquest with its hit and run tactics. This makes them great for both flat and rough terrain where they can even escape from unfavorable situations. Rivers tend to be a big problem as Horseman uses up all of its movement to cross them so some terrain are major hindrances. Since Horseman is also melee, they do take damage from attacking enemies so healing will be needed eventually. With careful use, Horseman can be a great flanker and punch openings in the enemies or even hunt down wounded enemies.

Horseman does have a few weaknesses with the first being needing Horses. Depending on your map settings, it's possible that you have few if any Horses near your capital and near you first couple of Cities. Horseman might not even be possible. If you do have Horses, you will at least have time to improve them unlike Chariot Archer where you are hard-pressed to get the Pastures up for a timely attack. The key thing about Horseman is that they are built to attack. They aren't great at defending due to their No Defensive Terrain Bonuses. This means that they don't benefit from rough terrain that give Melee and Archer units defensive bonuses. Therefore, it's vital to treat Horseman as an offensive unit and avoid having them get hit too much as they are quite squishy otherwise.

War Elephant:
Unlocked through Military Theory.
125 :c5production: Production
Mounted Unit
16 :c5strength: CS
3 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Feared Elephant: Adjacent enemy units receive -10% :c5strength: Combat Strength
Requires Ivory
Upgrades into Knight

The War Elephant is, as you can imagine, very powerful. It has the highest :c5strength: CS and are somewhat fast with 3 Movement. Adjacent enemy units receive a small :c5strength: CS malus which tends to be a lot early game when units have few promotions. Like the Horseman, the War Elephant can move after attacking so it can perform some hit and run tactics, though to a lesser degree. When faced with Archers that have 4 :c5strength: CS, the resulting battle is very unfavorable for the ranged unit. In the Ancient Era, the War Elephant doesn't have many counters and even the one counter can still struggle against it.

War Elephant is interesting in that it requires Ivory, a luxury resource. Luxury resources are much more random so there can be games where no single civilization can build this. Even if a civilization has access to a War Elephant, there's still the :c5production: Production cost where a War Elephant requires more than 25% more :c5production: Production than a Horseman. This makes the unit slow to be produced and, given their strengths, it's a good thing. The War Elephant might not be ideal for attacking Cities but, even with the penalty, it can hit a City rather hard making the fall of the City much faster. Overall, it requires a lot of stars to align but, once they do, the War Elephant will be your favorite unit in the Ancient Era.


Spearman:
Unlocked through Bronze Working.
70 :c5production: Production
Melee Unit
12 :c5strength: CS
2 :c5moves: Movement
Formation I: +33% :c5strength: CS vs Mounted Units. +15% :c5strength: CS when defending in Open Terrain
Upgrades into Pikeman

The Spearman is your upgrade for the Warrior. It's a melee unit that's specifically designed for anti-mounted roles, though it's quite strong in the Ancient Era given that it has no counters during that period. Horseman don't like facing it, especially in rough terrain, and Archers don't do enough damage to push it back. Even the War Elephant doesn't have favorable odds given their cost difference. Spearman is also quite easy to unlock due to only two technologies required (Mining and Bronze Working). While not having a penalty to attacking Cities, the Spearman needs a couple of promotions before it's effective at that. Overall, it's a reasonable unit to have to deal with enemy Horseman and just hold down your front line until you reach Classical Era. Spearman rush is a thing but it's not as reliable as it used to be and it's risky given what you are investing into that rush.

Promotions:


This will be a very brief look at Promotions to help you get better informed on your options. In Ancient Era, you start with three four types of units: Melee, Recon, Mounted and Archer. In the early game, Melee and Mounted unit promotions are basically the same so we'll group them together.

Recon Promotions:

As stated earlier, the Pathfinder has the purpose of exploring the map. Therefore, its promotions encourages and even rewards it for discovering more of the map. The Pathfinder has two promotion is can take. While it's true that you can acquire both paths, it's recommended that you focus on one or the other. The two promotion paths are Trailblazers and Survivalism. Trailblazers emphasize more movement on various rough terrains to help you explore the map faster. Survivalism, as the name implies, helps your Pathfinder survive against Barbarians which are a major threat to its existence. Both are viable options and it's just a matter of how risky you want to use this recon unit.

Archer Promotions:

Archer promotions early on are pretty straightforward. You have Accuracy and Barrage line which are focusing on more damage to enemies above or below/at 50 HP. While these can lead to many interesting promotions, the odds of you unlocking a lot of these promotions very early on is unlikely unless you happen to have a lot of Barbarians to farm experience before going to war. However, you will likely be considering the Medic I promotion as it can be very useful in pushing against enemy Cities and keeping your units longer in the field. Archers do get stronger over time but the Archer unit is in a bad spot right now and skirmisher line is still due for changes. Composite Bowman is where the foot Archer line starts to shine while skirmisher line has some work to do.

Melee/Mounted Promotions:

Melee and Mounted Promotions share the same Shock and Drill promotion lines with their differences being what they unlock afterwards. Shock is for fighting enemy units and taking advantage of flanking while Drill is largely there for taking Cities. With penalty against Cities, Mounted units don't do well with Drill promotions so it's seen less. For Melee units, both promotion lines are viable, though Drill probably see more action given how a few promotions unlocked through Drill I can make the unit very good at taking Cities. Overall, you'll more likely see Shock on Mounted and Drill on Melee. Exceptions are made, especially for Melee, but those require you to have a much better understanding of the promotions to better pick them for your needs.

Terrain:

Instead of redoing everything, I'll just provide you with this link1 and this link2 of a guide I made long time ago.

Buildings and Wonders:

The followings buildings and Wonder have a direct impact on wars. While others provide important yields like :c5science: Science to unlock new units and :c5gold: Gold to pay for maintenance, I'm just going to focus on those that are largely orientated around war. They are:

Walls
Barracks
Statue of Zeus

Since I have covered these more in details in past posts, here's a summary of their contributions to wars.

Walls make Cities harder to take due to it boosting the :c5strength: CS and HP of the City along with increasing City attack range to 2. These matters because otherwise Chariot Archer and Archer can attacking with impunity. In the early game when you have fewer units, even City bombardment helps in defense. Therefore, war changes in the early game when your opponents have built Walls as their Cities are noticeably harder to take.

Barracks provide your Units enough experience to get one promotion. The early promotions matter in tipping the scale in close battles where you and your opponent might boast similar quantities. The promotion also makes your second and third promotions unlocked sooner and these can actually play a critical role. There's also the Distress reduction that can help you hold down a Puppet without it destroying your happiness.

Statue of Zeus gives a promotion to all non-air units a bonus to attacking Cities and a free Barracks in your Capital. This matters due to your neighbor losing a City and you getting more ahead. The bonus is noticeable enough and, with the right timing, you can actually neuter one of your neighbors before he/she gets too strong. The Wonder is a great investment for warmonger as it provides immediate bonuses that can potentially be felt all game with the importance of taking Cities that early on.
 
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Could you also include a basic section on war as well? I saw that friends coming from vanilla tend to spam ranged units and not protect them and got crushed by the ai.
 
Could you also include a basic section on war as well? I saw that friends coming from vanilla tend to spam ranged units and not protect them and got crushed by the ai.

I could try to make a section. Combat and war are big topics in themselves but I'll see what I can do. Since this is requested, I'll do the war section before returning to Religion.
 
Religion

Religion plays a huge role in the game and can determine the outcome of many games. To play such a critical role, it's fairly complex. To make it easier to understand, I will have to break things into a few categories. Information on individual Pantheons can be found here.

The categories are listed below:
Pantheons (Overview)
Celtic Pantheons (Overview)
Religious Units
Founding, Enhancing and Reforming a Religion
Founder Beliefs
Follower Beliefs
Enhancer Beliefs
Reformation Beliefs
Religious Pressure (Basics)
Fealty Policy (Basics)

Pantheons (Overview):

Pantheons are often the difference between finding and missing out on a religion. While Shrines and some Wonders can help, they still often pale in :c5faith: Faith generation compared to what you can gain from Pantheons. Since Pantheons vary a lot, they all have their own niches except for a select few. If you followed the link at the start of this post, you will see the various situations they are suited for. Some are designed for lots of :c5faith: Faith generation with small bonuses while others aren't geared towards finding a religion and instead focuses on getting you ahead. Since only one Pantheon can be obtained (with the exception of Byzantium), there might be situations when you want to prioritize a Pantheon to greatly take advantage of your starting position.

The Celts have their own pool of Pantheons (to be covered below). However, they still function similarly to normal Pantheons in many ways. First, all your current and future Cities adopt the Pantheon as soon as you acquire it. You don't need to spread it. Do note that the followers of your Pantheon will always be fewer than your total number of :c5citizen: Citizen in the City. This will matter for the Pantheons that give yields proportional to the number of Pantheon followers. While this is very unlikely to show up in your game, Pantheons cannot be founded once any religion has been enhanced. This was relevant when consecutive Pantheons cost more :c5faith: Faith but VP has it so the cost of new Pantheons stay the same.

Celtic Pantheons (Overview):

Celtic Pantheons won't be discussed in detail because it's both numerous and they are in the process of being changed. However, these are a couple of things you need to keep in mind when you are playing as or with Celts in your games.

The Celtic Pantheons belong to its own pool so no other civilization, including Byzantium can obtain it. Due to this, these tend to be stronger than your generic Pantheons. In addition, no one else can enjoy their benefits. When a religion is found, the Pantheon used to find that religion is part of its bonuses. This isn't true for Celtic Pantheons. Therefore, you can hurt your neighbors by spreading your Celtic religion or get hurt when you are converted over to a Celtic religion due to having less bonuses. That's something to keep in mind of. Since the Celtic Pantheons belong to its own pool, Celts never have to worry about competing with others to get the most "optimal" choice and that makes the civilization more versatile in how the player can shape the rest of the game. Other than belonging to its own pool and being exclusive to the Celts, the Celtic Pantheons function like normal Pantheons in other aspects I mentioned above like it's spread automatically to current and future Cities.

Religious Units:

There are three religious units: Great Prophet, Missionary and Inquisitor. They all have their own functions and cost :c5faith: Faith to purchase.

Great Prophet:

The Great Prophet is necessary to unlocking a religion. At 800 :c5faith: Faith on standard speed, a Great Prophet will spawn in the City that provided you with the 800th :c5faith: Faith. This means that it's possible to spawn it in a City that isn't your capital which, in most cases, isn't optimal. Note that this is only possible after you got your Pantheon so your first 50 :c5faith: Faith is used for that function. Some UA like the Mayan UA doesn't let you spawn a Great Prophet until you already spawned one through sufficient :c5faith: Faith. Once this unit is spawned, then you can "Found a Religion" and must make some decisions regarding how you want to shape the rest of your game. After using this action, the Great Prophet is gone and you'll need a new one for any other abilities it possesses.

The Great Prophet can also convert Cities to the religion it belongs to. It's possible for you to have multiple Holy Cities and, if you didn't find any of them, you can gain a Great Prophet for your majority religion. A majority religion is the religion that most of your Cities are converted to. If you captured a few Holy Cities, you can control which religion becomes your majority and spawn Great Prophet for that respective religion. If you wish to speed up your spread, then the Great Prophet's spread action can be very useful. This unit has four spreading charges and its conversion strength doesn't decay in foreign territory. Except for Cities that have a lot of resistance to religious pressure, you can usually convert a single City over with a single conversion charge. While it's much tougher to do so with enemy Holy Cities, two charges tend to be enough even for those stubborn Cities.

Once you found a religion or obtained a religion from your neighbor, then you can use your Great Prophet to enhance it. Of course, there are a few conditions that needs to be met here. First, your Great Prophet must be in the Holy City (I'm not sure if you can enhance while in a different City but the unit spawns in your Holy City anyways and it doesn't make sense to move it). Secondly, you mustn't have used any of the Spread Religion charges. Even using one will remove your option to Enhance as it can be abused by human players who will use all but one charge to maximize one's gain. Like Founding a religion, this action will expend the Great Prophet.

The Great Prophet has one last function which is creating a Holy Site. Holy Sites are improvements that can be placed on any land tiles (not sure about Mountains for Inca) and provides primarily :c5faith: Faith, :c5culture: Culture and :tourism: Tourism. This expends the Great Prophet but the Holy Site is a very nice improvement to have, especially later in the game when you have already found, enhanced and spread as much as you could your Religion. It's definitely something to consider when you pick which Great Person to spawn starting Industrial Era.

Missionary:

The Missionary is your primary tool of spreading your religion. Missionaries are purchased with :c5faith: Faith with the cost increasing with each era. They have two charges and start with 1000 Conversion Strength. The Conversion Strength will decay 25% of the base Conversion Strength (250) when your Missionary enters foreign (non City State) territory unless you have Open Borders. A Missionary disappears once its Conversion Strength drops to 0. Compared to a Great Prophet, Missionary have a lot less conversion strength as it's very dependent on various factors like if there are other religions available and the pressure of various religions. However, Missionaries are far easier to purchase early on when Great Prophet are more necessary to enhance a religion. Early in the game, Missionary is the main :c5faith: Faith sink since other things like buildings are lower on the priority. This is of course assuming that you are playing a peaceful game.

To spread religion, a Missionary (and a Great Prophet as well) must be adjacent or on a City. This isn't possible for City States allied to Spain but this might have been changed due to a rework of Spain. The Missionary converts some Citizens of the City over so, for large Cities with established religion, the number of Citizens is fewer and more charges are needed to convert the City over to your religion. This is also true for City States. As a whole, early game is the best time to spread since no other religion is established and you can use that window of opportunity to make your religion the dominant religion on your continent. An Inquisitor will make the life of a Missionary difficult but more on that later.

Inquisitor:

The Inquisitor is, in some ways, the opposite of a Missionary. The unit is there to slow down enemy spread and/or remove foreign religions so you can make your own religion the dominant one. The Inquisitor was once very powerful as it completely prevents a Missionary and even a Great Prophet from spreading their religion. They are now nerfed greatly but they are still useful units. An Inquisitor costs the same amount of :c5faith: Faith to purchase and that cost also increases with each era. This unit doesn't become available until a Religion is enhanced so, if you can enhance your religion before your opponent, then you are stronger defensively than your neighbor. Since Inquisitors can only be used in friendly territory, they shouldn't be sent abroad at all.

So, what is the nerfed Inquisitor like? First, it doesn't prevent enemy spreading their religion altogether. It does, however, cut down the effectiveness by half when garrisoned in a City. This 50% effectiveness applies both to active spread and pressure spreading. In other words, you are paying for one Inquisitor to counter one Missionary by forcing it to use both charges to do the same amount of damage it would've done without expending it. Overall, it's a rather powerful passive ability that, even when nerfed, is still quite relevant and cost efficient. Then, there's the Inquisitor's second ability that does expend it and it removes foreign religions when you have majority religion in that City. All foreign religions are removed at a cost of the City "in anarchy" for one turn. This is a great way to deal with the unhappiness caused by having too many different religions and not enough belonging to your dominant religion, especially if your yields scale off your followers.

Founding, Enhancing and Reforming a Religion:

As mentioned above, you need a Great Prophet to found a religion. You cannot found a religion until you have a Pantheon but, thankfully, the game doesn't start spawning a Great Prophet until you get a Pantheon anyways. Once you accumulated enough :c5faith: Faith, you spawn a Great Prophet and will always found a religion. Note that there are limits to how many religions can be found. On a standard sized map, there can only be 5 religions. Larger sizes allow more religions while smaller sizes make it even more competitive. If you miss out and aren't playing as Byzantium, then you are definitely out of luck. Your only chance at a religion is to take one from your neighbor through force or you might be content on just adopting an existing religion and revolve your gameplay on that.

When founding a religion, you have a few steps you must complete after you click "Found Religion" with your Great Prophet. First, you must pick an icon. Secondly, you can use the existing name or type your own (within whatever character limit it has). Thirdly, you pick a Founder belief. Finally, you pick you Follower belief. You'll see on your screen the Pantheon you picked so that's also part of your religion. Note that, if you don't find a religion, your Pantheon will eventually vanish once all your Cities adopt a religion. If you are playing as Byzantium, you get a Bonus belief as well and this lets you pick from the Pantheon, Founder, Follower and Enhancer pool. You don't get access to the Reformation pool but, even then, it's very powerful and no one is complaining about it. More on Founder and Follower beliefs in the next section.

After founding your religion, your future Great Prophet will be belong to the religion you founded and spawns in your Holy City, oftentimes your Capital. The next Great Prophet is used to enhance your religion, though the timing of when you spawn that Great Prophet depends on your game. Some games might see you spreading your religion more while others might see you focused on enhancing earlier. For enhancing, you choose a second follower belief and an enhancer belief. Note that, with the exception of Byzantium, there can only be one follower belief taken. Since enhancing usually happens after all religions are founded, there will be fewer follower beliefs to pick from. Enhancer beliefs are also limited so enhancing first lets you have first pick and there are some really good options to pick from.

Finally, we get to reforming a religion. This action is very dependent on luck and lots of investment. If you are the only civilization with a religion and have neighbors on your continent, it's the easiest requirement. If you are competing with several other religions, this can be an uphill battle. To reform, you need to meet a certain threshold of followers (20% of the world population) under your religion. The earlier you get those followers, the sooner you can build your religious National Wonder to unlock your Reformation belief since, the later the game goes, the more population all the civilizations have and you need to convert more. Late game also sees religions more established so converting Cities become a tougher task. To reform sooner means you are delaying enhancing sooner so there's the weighing of pros and cons between the two. Reformation beliefs can only be taken once so there will be some serious considerations on what you wish to prioritize.

Founder Beliefs:

I won't be going in great detail here or for any of the beliefs. This is more of an overview of what you are looking at for the beliefs. If there's enough interest, I can share my perspective on the various beliefs in a future post.

Founder beliefs are broken into two parts. One is the National Wonder and the other is the effect. All Founder beliefs have their own National Wonder that can be built once you get 20% of the world population. The more observant people will notice that this coincides with Reformation belief. If the National Wonder is built, you can pick your Reformation belief. If, during the construction of this National Wonder, you no longer have the required follower numbers, then you will be unable to build it. Therefore, you need to spread aggressively to have it built. These National Wonders also provide different yields themselves, make Holy Sites better by giving them more yields and also give you delegates in the World Congress for every 10 Cities following your religion. You want to get this built as it give your civilization a big boost.

Founder beliefs then have their effect which can be short term, mid term or even long term gains. These gains can be tied to spreading your religion, more yields during WLTKD or Golden Ages or gain yields when certain conditions (like conquering a City or unlocking a new Policy) are met. All of these effects are unique and cater to different playstyles. Some also scales with Cities following your religion so they still emphasis spreading your religion more. Overall, the effects are largely what you focus on for which Founder belief you want. While National Wonders are nice, they still pale when compared to what you can obtain from the effects. Some effects like more yields from WLTKD can also synergize very well with certain Follower beliefs.

Follower Beliefs:

You can pick two follower beliefs total unless you're Byzantium. One is picked when you first find a Religion and the other is unlocked as soon as you enhanced your religion. Usually, all religions have a pick at a Follower belief before one religion enhances and gets to pick again. When facing AI, the Follower belief picked can be a little random so you might find the one you want still available even if you aren't the first to found a religion or even enhance a religion. Follower beliefs also fall into two main camps. One camp gives you a religious building that you can purchase with your :c5faith: Faith. The other camp is getting yields that either have a condition to be met or scales with the number of your followers. Depending on your strategy and what Follower belief is still available, you can see different combination and trying out something new is part of the fun. Civilizations that follow a religion also enjoys the follower beliefs that come with it.

Enhancer Beliefs:

Enhancer beliefs live up to their names because they provide bonuses that can be felt for the rest of the game. This does require a serious investment as a second Great Prophet is needed. However, the cost is well worth it when you consider the bonuses you get. Enhancer beliefs have a greater variety to suit various situations. For instance, Orthodoxy helps spread your religion passively faster and that could see your religion spread to all your neighbors in the late game. There are also beliefs that scale with number of followers in foreign Cities or foreign Cities following your religion. Some are great for warmongers who doesn't want to bother with stamping out foreign religion (like Syncretism) while others benefit tall peaceful play (like Symbolism). Overall, this will require its own posts due to how varied and it makes the decisions more fun. Enhancer Beliefs also enable Inquisitors so this is vital if defending your religion is a priority.

Reformation Beliefs:

Reformation beliefs, like Enhancer beliefs, also have a large variety and are usually better geared towards getting you a certain victory. They focus on a bunch of playstyles with some noticeably stronger than others. Due to their powerful bonuses, you do have to be wary because other civilizations following your religion will also benefit from it. In addition to making you stronger, you must make sure that your neighbors don't use the bonuses against you. What's interesting is that some of the beliefs, like Crusader Spirit and Defender of the Faith, are designed so you benefit against civilizations of other religions. It adds a whole new dimension on how religion work. Therefore, it's certainly a tough decision on whether you reform or enhance first because you won't have the :c5faith: Faith to do both and still get first pick.

Religious Pressure (Basics):

Followers of a religion exerts pressure of that religion to other Cities within a certain number of tiles. The more followers you have, the larger the pressure. Citizens in a City has to be affected by a certain amount of pressure for a certain number of turns before they are converted passively (as opposed to actively through Missionaries and Great Prophets). In a way, the pressure is adding something to a pool and, once that pool reaches a certain threshold, a citizen is converted. Since a City can have multiple religions, the math for the pressure can get messy. In the end, the higher pressure tend to come out ahead over a longer period of time. In addition to having Cities with your religion, you can also exert more pressure through Trade Routes, religious buildings like a Church and certain beliefs/policies. India emphasizes religious pressure while the Celts don't receive or generate foreign religious pressure. Given that Missionaries become less efficient in the late game and Great Prophets are used for anything but spreading, religious pressure tends to shape how the religious map look at the end of the game.

Fealty Policy (Basics):

Fealty is a policy tree geared for religion. It has three bonuses that are directly related to religion. First, the opener makes :c5faith: Faith cost of Buildings, Missionaries and Inquisitors cheaper. That can save you a lot of :c5faith: Faith in the long run while also allowing you to get more ahead by purchasing more stuff and faster. The opener also provides the Monastery which is a great source of :c5food: Food and :c5science: Science. The next bonus comes from Organized Religion. It gives +1 :c5faith: Faith to your specialist but, more important, it applies more pressure to nearby Cities without your religion. This is very powerful as it can steadily convert your neighbor with the right beliefs and setup. Finally, there's the bonus for finishing Fealty that provides yield to your Cities with your religion and gives :tourism: Tourism modifier for Shared Religion (other civilizations that have your religion as their majority religion). These are powerful bonuses that, while not geared towards any specific victory, can certainly be a boost to your mid-game.
 
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This is a nice idea, but some mods change the information. For example, there are some mods that change the tech tree and what is in the technologies researched.
 
This is a nice idea, but some mods change the information. For example, there are some mods that change the tech tree and what is in the technologies researched.

The purpose of this is targeting those starting just VP. There's no way for me to cover modmods as there are so many.
 
You forgot the best map script :p, Hellblazer's: https://docs.google.com/document/d/1KiFTUkF8zxbRdN_AmQ-jIwdUAjnriO2wYNGBuqphcCM/edit#
Hellblazer's Pangea is by far the best balanced, consistently enjoyable map in my experience--there's 0 reason to play vanilla Pangea when this exists.

While I am far from a beginner, it was very interesting to hear from another player's perspective. Great post.

I haven't experimented enough with map scripts to know but I'll take your word for it. Though, I also rarely play Pangea so that might be why.

I'm sure we all have different perspective and I just wanted to give newcomers a hand. There's a lot of digest when you first dive into the game.
 
Hellblazer's is more balanced around vanilla.
 
Moderator Action: Stickied.
 
Missionary:

The Missionary is your primary tool of spreading your religion. Missionaries are purchased with :c5faith: Faith with the cost increasing with each era. They have two charges and start with 1000 Conversion Strength. The Conversion Strength will decay 25% of the max Conversion Strength when your Missionary enters foreign (non City State) territory
It actually decays by 250 strength per turn (25% of the base strength rather 25% of the actual strength).
 
It actually decays by 250 strength per turn (25% of the base strength rather 25% of the actual strength).

Are you able to confirm that, even if you get Wonder/beliefs that give the Missionary 25% more strength (to 1250), the missionary will hit 0 after 5 turns as opposed to 4 turns?
 
Are you able to confirm that, even if you get Wonder/beliefs that give the Missionary 25% more strength (to 1250), the missionary will hit 0 after 5 turns as opposed to 4 turns?
yes, i can confirm .... tested in my current game with Haghia Sophia buffing missionary strength to 1250 and they lose just 250 per turn from attrition.
 
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