Reading through his leader analysis made me laugh. For example
HE GOES...It's good to see our 16th president back in the game... he was the default leader for all Civilization games prior to IV, but was suspiciously absent until this expansion pack. Lincoln's perks don't come noticeably into play until the late game, but his Philosophical traitwhich doubles the rate of Great Person creationmeans you can hit your first Golden Age fairly quickly. Philosophical also gets those Universities up and running quickly, giving America a poignant research advantage. With Lincoln at the helm, the American player should be the technological leader as the game reaches its end, excellent if you're playing for a Space Victory.
I SAY
As Lincoln, especially on Noble, you should have a tech lead by the middle ages if you know a little of what you're doing and get a good start. Those extra specialists are dead handy for bulbing techs, even later in the game. The charismatic trait will help you manage and develop the kind of populations you need in order to boost gp rate with specialists (without necessarily bee lining to monarchy and HR). You may want to run as a caste system and mercantilism if you can run as a republic at the same time or no trade. If there are no military threats, run as a pacifist state and cut back on troops (delete those obsolete troops you wouldn't bother upgrading anyway). Otherwise it's organised religion (you don't get any manufactuiring bonuses for much so this is your weakness)
HE SAYS (of Roosevelt for clarity) The biggest downfall of most players in Civilization comes when they expand too fast, before the civilization's government can keep up. Roosevelt will more or less cancel all the downsides of quick expansion (most notably the cost), allowing the Americans to be an offensive military civilization with him at the helm.
I say.
Roosevelt has one of the best combination of traits you will see in the game. Aside from building Forges, Factories, lighthouses and courthouses more quickly, he can build all wonders 50% quicker. In short, nobody does manufacturing like Roosevelt. And the best thing is, cheaper civics mean you can build a strong army and a strong infrastructure without having to resort to slavery or constant civic changes. Build the AP and no-one will keep up in terms of manufacturing. The incredible manufacturing power and cheaper civic cost makes Roosevelt one of the most flexible in terms of tactics that can be adopted. On noble, it should be hard to loose as this guy.
HE SAYS (of washington) Not quite to Roosevelt's level in expansive abilities, Washington can still lead America to gain incredible amounts of land early on. Under his command, the military will be a little better off, and cities can be pushed just a little harder. Washington's advantages will be more apparent in the late phases of the game, while Roosevelt's will be more apparent earlier.
I say.
Washington is a difficult civ to play as, and requires a different method of play that only really works on pangea type maps. Rather than relying on GP or ridiculous manufacturing levels, play a trade tactic combined with active use of the whip. Build the great lighthouse as soon as you are able to (b-line for it. make sure you get it). After that, get compass as quickly as possible, and start looking at getting engineering. Make sure you get open borders with your neighbours.
The tactic is simple. Gt lighthouse gives you extra trade routes. Harbour boosts this by 50%. Castles give you extra trade route. you can have each coastal city giving you five trade routes, each one boosted by 50% by a harbor (which you can build quickly because of your traits). In short, your GNP will be double your rivals if you get this right, even if they found a religion.
Use slavery and the whip to build granaries and use a dedicated slave economy (controlling city size through whipping and micromanaging to make the most of the production you gain from it). Larger cities provide greater trade but can be difficult to manage with poor production (so, whip to build troops and cheap improvements to keep people under control).
And REX. Simply building a coastal city with a harbour in it can pay for itself AND boost your tech rate on Noble. Spread overseas and it becomes stupid. Even if your tech slider is set at 50% 'cos you forgot to build courthouses, your tech rate will piss on your rivals well into the industrial age. Note, the charismatic trait ensures stronger navies at a production level, suiting this style of play.
UU and UB (this guy doesn't seem to talk about these. Hmmm).
The Americans are financial and militaristic powerhouses. The navy seal will heal as it moves, and if built from a specialist military city with Lincoln or Washington can enjoy level five promotions (e.g combat 1, 2, 3 & 4 = 40% stronger= combat level of 34 give or take. Almost on a level with Mech infs then). They excel on sea based maps and sea based invations. The Mall is almost overpowered, particularly if you build any of the key cultural wonders of the industrial and modern age (broadway, Rock and Roll, Hollywood). Even if you don't get them, +20% commerce is very handy. The mall doesn't quite give the insane capacity for endless war the Byzantine hippodrome will, but can very handy for keeping a large population under control.
See. I could be a professional reviewer. And write walkthoughs for this stuff. But I'd still be crap compared to some of the guys who play this.