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Civilization 5 persia strategy

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civilization 5 persia strategy

Here at Mana Pool we have a strong focus on indie games, be it news, reviews, interviews or otherwise. When I first started playing Civilization 5, one of the first things I looked for on the internet was a list of all civilizations and their leaders. I found a few, but none of them gave a convenient list of each civ, their leader, the unique trait and the special buildings and units they provide. I still wanted to have such a list, so I decided to make it myself instead. Hopefully it will be useful to some other people strategy please do feel free to drop a comment if you have something to add or feel a correction needs to be made somewhere. After all, Firaxis is still heavily patching Civ 5, and some of the stats might change. Replaces the Bomber unit. This normally takes a few upgrades, so this is a great unit for the early stages of the late game. Ignore terrain movement costs. Gains points toward Golden Ages from victories. Position units strategically to get the most out of this. The Minuteman can be useful for further exploration. America can civilization for any play style, but never really shines compared to other choices. Ships of the Desert: Trade routes spread religion at double effectiveness. Oil strategic resource provides double quantity. Replaces the Knight and provides a ranged unit rather than a melee one. Attacking over 2 hexes is extremely valuable on such a fast unit at the medieval stage of the game — this is a great unit. The Bazaar replaces the Market and provides an additional copy of each luxury resource being worked on by the city. This is fantastic for trading, especially if said resource is scarce. The double oil benefit is far more important than it might seem, but you will persia notice it until the late game. Oil is a requirement for many of the stronger units in the late game, and allows you to field large numbers of carriers and bombers. Arabia is still a decent trading nation purely due to the Bazaar and the prospect of Oil exports later in the game. When a city is conquered, steal a Technology from its owner. The former owner must already have discovered the technology, this must occur through military persia and can only happen once per city. Is a melee siege unit rather than ranged, but does strategy require set-up. Gains a Great Work of Writing slot. This stacks with barracks and other bonuses. This one is incredibly straight forward. Assyria is made for conquest and has some of the best tools in-game to make said conquest happen fairly early in the game. These units are devastating to cities and if supported with the right units are close to unstoppable as they can turn mediocre siege units into more than adequate ones. A city surrounded by units which are supported by one or two Siege Towers will only survive under the most fortunate circumstances. Combined with the ability to outright steal technologies, your main focus should be on your military forces and expanding through conquest. Pay gold to Puppet or Annex an allied City-State. A faster cavalry unit designed to overwhelm your opponent with. Great unit both for scouting and rapid assault. Does not require open terrain. Needless to say, this is a great building. Diplomatic Marriage makes Austria and incredibly unique and dangerous opponent. This ability allows Austria to absorb a City-State completely, taking over all buildings, units, unique resources — everything. As long as you can sustain this with your happiness and gold strategy, you can make huge leaps forward in terms of economic and production power. The hussar is a dangerous unit, flanking comes very easy and combined with some promotions and a Great General, Austria can become close to unstoppable. Gives culture for each enemy unit killed. Since the Jaguar replaces the Warrior, you receive this benefit immediately. Jaguars receive a combat bonus in Forests and Jungle, moves quicker through those and heals 25 damage when it defeats an enemy unit in battle. Obviously this unit is quickly obsolete, but it is a fantastic unit to start with. This is a fantastic building, but extremely situational. Sacrificial Captives is a rather unusual ability, but the culture you acquire from killing enemy units can really add up in the long run. The floating gardens are great since they were buffed, and the Jaguar is a fairly powerful starting unit. If you are unable to win through domination, dig in and push for a Cultural Victory — anyone fighting you is only helping your cause. Free Great Scientist when Writing has been researched. Gives 6 defensive bonus vs. Together with Bowman, this gives Babylon a great early defense. Babylon is obviously meant to be a scientific civilization in Civ 5, and it provides you the early defense bonuses to handle it as well. It is highly recommended to use that initial Great Scientist to build an Academy somewhere, as the early techs are not expensive enough to waste him on rushing one. Construct anything that enhances the production of great people, as the Great Scientists are of strategy importance to your scientific dominance. It is worth noting that the free Great Scientist does not increase the cost of producing your next one. Any kills made by the Pracinha provide points toward Golden Ages. This stacks with the bonus provided by universities as it does not clear the jungle tile. This civilization is completely tailored toward the revamped cultural victory in Brave New World. As you need tourism to dominate other civilizations and work towards this victory condition, triggering golden ages is absolutely vital. Luckily, Brazil has a great tool-set and unlike many others can even use strategic wars to accelerate their progress towards a non-domination victory type. Choose a bonus Belief when founding your Religion. This unit is superior to Triremes in every sense. Strength 15 vs Moves slower 3 vs 4. Unlike normal Horsemen, this unit can fortify. Byzantium is clearly meant to be used civilization you wish to pursue founding a religion. If you do manage to found a religion, use your bonus on a founder or enhancer belief. You normally only get one and you persia get an enormous advantage over everyone else if your religion becomes dominant. All coastal Cities automatically gain a free Harbor. After the first Great General is born, units can pass through Mountain Tiles. Units that end the turn on a Mountain Tile lose 50 HP. A stronger Trireme, nothing more and nothing less. Strength 14 vs Does not require horses. Very likely to spawn Great Generals. Do not underestimate this unit. Carthage is another rather unique civilization. The ability to pass mountain tiles with land units can give you a huge strategic advantage on some maps. This essentially means that you build up a trade network with no effort entirely free of any cost. You want to focus settling on the coast with Carthage. Killing enemy units provides a one-time Faith bonus equal to half the Strength of the killed unit. No Movement cost to Pillage Improvements. Does not get a bonus against Mounted Units. Replaces the Opera House. The Celts are obviously aimed at founding a religion. You can often achieve this without even building a Shrine. The Celts are best used in a manner which enables your faith to support your primary goal. A cultural victory seems the way forward, but you can civilization go any in direction. Fires twice in one turn, which makes this unit extremely useful and much more powerful than its normal counterpart. China is a bit of an odd one to place. You get a bonus to the military side of things, a gold bonus to libraries in the form of the Paper Maker and a strategy which fires twice a turn in the mid game. The gold bonus can add up very quickly, increasing your gold income without losing focus of research, and is a fantastic building when you consider that markets and banks increase this bonus even further. China is very well suited for military victories, but can do very well in the Space Race as well. Melee units are charged no movement cost for pillaging improvements. Denmark has clearly been designed as a military civilization, with extremely specific bonuses. Best used on island maps to take full advantage of the Amphibious nature and embark bonuses. Not the best faction, but under the right circumstances there are some pleasant advantages. Replaces the Chariot Archer. Maintenance cost 0 vs the 2 for a Temple. This can be of great help if you are trying to build a fairly large empire. This building comes with the downside that your enemy will get twice as much gold when they conquer your city. With the Piety social policy track you can further utilize the happiness by converting excess happiness into culture. The War Chariot provides a great early attack unit, which can be spammed to your desire. As a result, Egypt is particularly well suited to cultural victories, but can do very well on the others too. Receives 1 bonus Spy at the Renaissance. The Longbowman has a range of three hexes, making it a fearsome ranged unit in the early stages of the game. Ship of the Line: Comparing the Ship of the Line to the Frigate, bearing in mind that by default the unit benefits from the Sun Never Sets ability, it really provides a fantastic vessel. The Ship of the Line has 7 moves vs. If the map contains a lot of water, England is going to be very powerful if played properly. The Longbowman provides an excellent unit for long-range support to your attacking forces, and England is a great choice for a military victory through conquest. The Great Lighthouse provides an opportunity to really add to your advantage, and any enemy civilization which manages to build this before you will close the gap somewhat. The Exploration social policy track is almost mandatory with England. Awesome for an early leap in faith. Ethiopia is perfect for a defensive strategy, focusing on a Cultural victory. The Stele is an utterly amazing building, providing double the benefit of a Shrine at no cost or penalty whatsoever. You will be able to found a pantheon so quickly that really nobody will be able to stop you from founding your religion first — short of faith boosts from ruins. The Piety track is mandatory for Ethiopia as it boosts both Faith and Culture extremely well. Great work theming bonuses are doubled in the French capital. Musketeers have a combat strength of 28 vs 24and they are the most powerful units of the renaissance era. France is a fantastic choice for Cultural victories. France has undergone a major change in Brave New World, with a change to its Special Ability focusing it more on tourism directly, rather than just culture. Whilst this plays into the theme of the Civilization, France has lost a lot of the former early strength and is now much better suited for a pure cultural victory, fully focused on creating as much culture and tourism as possible. The Musketeer remains an impressive unit, but you should fully focus on creating a capital filled with wonders and pure cultural output. On top of this, they can move after attacking — showing the Blitzkrieg tactics the Germans pioneered in World War II. It goes without saying that Germany is aimed persia Military victories. Their bonus encourages you to hunt barbarians and if luck is on your side you will expand your army and gain some experience early on. In the early late game, the German Panzer is one of the most terrifying offensive units, and your ability to move after attacking allows for true Blitzkrieg tactics. Your absolute priority in this persia of the game is to secure enough oil to keep your war machine going. Remember the Arabian oil bonus? These guys are particularly well suited as long-term allies! This makes Germany even more amazing than before. This can end up providing a significant production bonus, which should not be underestimated and only supports the German war machine. City-state Influence degrades at half and recovers at twice the normal rate. Essentially, this is the classic era Blitzkrieg civilization, as Horseman already have the ability to move after attacking. It also comes with the ability that increases the chance to spawn Great Generals. Greece is incredibly well suited for a Diplomacy victory, and absolutely screams for use of the Patronage social policy track. Both of the unique units are for the early stages of the game, allowing your to rapidly expand your influence and defend your city state allies — which are well worth defending provided that all your bonuses are focused on them. You can also exploit the abilities of the Greeks to pursue any other victory, just be selective in which City States civilization choose to align yourselves with and be able to back up any protective statements you make. Starts with Animal Husbandry already discovered. Conquered Cities are Razed twice as fast. Rough Terrain Movement penalty removed. A great unit and with the removal of the horse requirement can be build in large quantities. It upgrades to a Trebuchet instead of to the Pikeman. This will not come as a surprise but the Atilla and his Huns are best suited towards Military pursuits. Nobody will trust you, but the early game goes fast and hard for Atilla. Extra production from Pastures makes raising armies even easier, and the Battering Ram makes conquering cities early in the game a breeze. Why bother settling yourself if you can let other people do all the hard work for you? The Great Andean Road: No movement penalty in hills. No maintenance costs for improvements on hill tiles, half maintenance costs elsewhere. Note that the Wagon Trains policy in the Commerce track stacks with this, making roads and railroads completely free anywhere. The Inca have some truly unique bonuses, which should not be underestimated. Yes, the Iroquois receive the same movement bonus for forest tiles, but hills cannot be destroyed — where forests become less common as the game progresses. Having more powerful farms can be a huge bonus to early growth, especially since the Inca start bias ensures mountains and hills will be present around their capital. Please note that whilst the ability to withdraw on this unit is excellent, it makes them poor escorts for civilian units as the slinger could withdraw and leave the opponent to follow and immediately capture the civilian. Double the Unhappiness from the number of Cities, but Halve the Unhappiness from Population size. These are truly fantastic in the early stages of the game. The Mughal Fort is a great improvement compared to the Castle. India is a fantastic choice for players who like going for big cities and is great at having about 3 cities with an enormous population. In my last game with Arabia I ended up with 27 cities, most of which were size 10, and some of them well above Still, I had a persia population count in my game with India, with only 3 cities. The first 3 Cities settled on other continents than where Indonesia started each provide 2 unique Luxury Resources and can never be Razed. Gains random upgrades after combat, such as 1 additional attack and move per turn, or fully healing. The upgrade can also be negative in the form of cursed blades, but generally speaking some of the bonuses are incredibly powerful and well worth carefully preserving well into the end of the game. Indonesia is a bit of a mixed bag. Whilst the special ability is really useful for trading with other civilizations it does have rather situational use after the first set. The Kris Swordsman units can turn out incredibly powerful, but Indonesia has nothing else backing this military power up. We then have a Candi which goes into the religious side of things. Indonesia is decent at several things, but master of none. If you wish to play as a trading nation, Venice, Portugal and The Netherlands would all be better choices. Units can move through forest and jungle tiles in friendly territory as if they were a road. These tiles can be used to establish trade routes upon discovering The Wheel. Caravans can move through any forest or jungle tile as if they were roads. Does not require Iron. If these are available in large numbers, you can use this to your advantage but it is rather situational. This is one of the civilizations which has a nice idea behind it but is far too situational to be of use long-term. If you want to hit the Iroquois where it hurts, cut down their forests and they lose any and all advantages they enjoy. Nevertheless, the ability to create trade routes without road improvements reduces the upkeep costs and makes for a nice bonus. Mohawk Warriors are very strong but only if they are in Forest or Jungle Tiles — and the Longhouse is fantastic but only if you have a lot of forest available. If you do have plenty of forest and jungle tiles available however, this can be a powerful nation which can use these forests as a natural defense mechanism versus invaders. Units always fight at full strength, even when damaged. Samurai are identical to Longswordsmen except that they gain Shock I and Generals II abilities. Persia are also able to build Fishing Boats when embarked, which is of great benefit to developing your cities. This is invaluable in the early part of the late game. Japan is perfectly suited for a Military victory, and gives an excellent example of why the Aztecs are a bit underwhelming. The ability to fight at full power even when damaged allows the Japanese to dominate almost all fights where there are equal numbers. The Zero is a fantastic unit in the early late game and enables you to clear the enemy skies of enemy air units to make persia for your bombers. Japan is incredibly strong early on in the game, but remain a force to be reckoned with throughout the entire game. Scholars of the Jade Hall: A tech boost is awarded whenever a Science Building or Science Wonder is completed at the Capital. Wonders that trigger this bonus include the Great Library, National College and Oxford University—not the Porcelain Tower. Buildings that trigger this bonus include the Library, University, Observatory, Public School and Research Lab. Bonus vs cities removed. This is a siege unit designed for combat against normal units, rather than cities. Strength 36 vs the 20 for a Caravel. Loses all Caravel benefits, including extra sight, deep ocean access and retreating when attacked in melee. Bear this in mind — as the Caravel is generally the first ocean-faring ship and the Turtle Ship is not suitable as an ocean faring attack ship. Korea is one of very few true scientific civilizations, possibly the only one besides Babylon. You gain a fair few tech boosts equal to research agreements, as well as a science increase from specialists and improvements. If you are aiming for a Domination victory, Korea is not the civilization to pick. Rationalism is an absolute must-have for Korea. After researching Theology, a Great Person of your choice appears at your Capital every years. Each Great Person can only be chosen once. Slightly cheaper than the Archer. Having instant access to the equivalent of an Archer is absolutely amazing. As added bonus, you can put off researching Archery for a little bit — though you will still require it quickly for Trade routes. Being able to both generate more Faith as well as generate more science very persia, gives the Maya a nice early advantage. You will notice that the Maya use their own calendar instead of the normal dates and each years you can choose a free great person. This gives the Maya a huge advantage. The Maya are great at using Faith to boost a specific victory condition, especially science, but culture would work equally well. Gains 2 additional moves total 5! Gains promotions at double rate, and contributes double amount of experience towards earning a Khan. Receives no penalties against cities, but cannot melee attack. An incredible skirmish unit. Replaces the Great Civilization. Gains 3 additional moves total 5! The Khan provides a fantastic level of support to their insanely fast armies. Can only be build on Desert tiles. Morocco adds an additional alternative to the set of trading nations and comes with some very powerful bonuses. Morocco is one of the few civilizations which can thrive in Deserts, which enables you to take territory which other civilizations may completely ignore. Morocco works best if you ensure you always have trading partners. Their military bonuses are best used defensively, within Moroccan territory. Morocco is capable of competing for Diplomatic and Cultural victories, but is simply not as good at it as some of the other choices. Dutch East India Company: Improves on the Privateer by receiving Coastal Raider II and Supply, enabling the Sea Beggar to heal anywhere on the map. The Netherlands have the potential of becoming an economic powerhouse. The happiness bonus might look a bit tame on paper, but it means you can trade all your resources away for other resources and or diplomatic favors whilst still enjoying the happiness bonus. The Polder is an amazing tile improvement once you reach Economics. As an added bonus, they look awesome. The Sea Beggar is a pimped Privateer, and allows the Dutch to be extremely competitive at sea. These units are fantastic both for naval warfare any ship you defeat joins your navy as well as capturing coastal cities. Civilization Naval Units gain the Prize Ship Promotion. In addition to that, the Janissary has the ability to heal 50 hitpoints destroying an enemy unit. The Ottoman Civilization is obviously created with a Military strategy in mind. They have been buffed since the original release in which I stated that they were incredibly underwhelming and not worth picking over other civilizations. This is no longer the case. Their special ability makes the Ottoman Empire one of the most dangerous adversaries on maps with large amounts of water. If these guys hit the seas, you should be worried. Obviously you can field a huge navy at relatively little cost — and the Prize Ship promotion is hands down the best Naval unit promotion in the game. You will build up a giant navy by hunting and capturing Barbarian ships early on strategy meaning you will not only defend your coastline but press other civilizations extremely hard if you want. Once you near the Renaissance, switch to an extremely aggressive strategy and make the best of your unique units. They also heal at double rate, making it a useful unit to go barbarian hunting with. Persia is all about its special ability around the Golden Ages and your absolute priority is gaining Chichen Itza. Every tile with at least 1 production and 1 gold receives an additional production and gold, giving you a massive bonus to your gold and production output. During Golden Ages, focus your cities on production and get those buildings, wonders and units pumped out. Receive a free Social Policy each time you advance into a new Era. Compared to the Lancer, the Winged Hussar is faster and comes with Heavy Charge which forces defenders to retreat if they receive more damage than the Lancer. Poland is extremely well suited for a domination victory. Whilst a strong focus on military normally comes at the cost of social policies, Poland completely negates this by giving you a free policy every single time you advance an era. The Winged Hussar is capable of dominating the mid-game battlefield if used correctly. The Ducal Stable completely supports this by giving a net gain rather than the usual upkeep loss for building stables. Many people would say that Poland is well suited for a cultural victory and in old expansions they would have been right. However, with the changes to how cultural victories work I no longer feel that social policies are quite as important to that victory type and Poland is much better suited for conquest. Units can embark strategy move over oceans immediately. Polynesia is without a doubt the master of exploration at the start of the game. The Moai will give you a lot of additional culture and as you might imagine, Polynesia is particularly well suited for a Cultural victory. Use your early game exploration advantage to meet as many people as you can. Resource diversity grants twice as much Gold for Portugal for all International Trade Routes. Can use Exotic Cargo ability to generate gold and XP. The amount gained increases the further the Nau is from the Capital. You may only use this ability once per Nau. This will give you a copy of each Luxury resource the CS has connected. Resources gained this way cannot be traded. Portugal is designed to complement the new trade mechanics in Brave New World. The special ability should not be underestimated as this can end up generated an enormous amount of additional gold, if used correctly. Portugal is best used in a diplomatic and trading capacity and can push for persia or even diplomatic victories through clever use of international trade routes. The Glory of Rome: It is otherwise identical to the Catapult. You can literally build a road towards your enemy with the same army that will conquer them. Rome is one of the Civilizations best suited to strategy offensive strategy. The Ballista and Legion work incredibly well together, giving you the ability to build a road right towards your enemy, conquer their city and move on. In terms of science, push straight for Iron Working and Mathematics to gain access to your excellent units. Rome is well suited for all play styles, but benefits specifically well from aggressive expansion early on. Later in the game, Rome builds cities faster than anyone else, and you can use this to great advantage. Due to the Glory of Rome ability, I would recommend that your goal is to have a large empire A wide empire rather than a tall one. Strategic Resources provide 1 Production. Horse, Iron, and Uranium provide double quantity. They can easily pick off anything in their era. The 3 movement of cavalry is useful here. A great support unit, and this ability has to be taken into account when targeting enemy units. Russia can quickly expand their borders by building a Krepost in all cities surrounding strategically important terrain. Which in Civ 5, is almost every single hex in the game! Russia is a fantastic choice for military conquest, with the ability to quickly assimilate a large amount of land, and field very large armies. These of course also make excellent bargaining chips and Russia is thus a great choice in larger multi-player games. Consider conquering and otherwise acquiring a monopoly on a strategic resource and then only providing them to your allies. You will effectively starve your opponents from access to strategic assets, giving strategy a huge advantage in the late game. Any new cities start with larger cultural borders. Units receive a combat bonus when fighting within Shoshone territory. The unit comes with the Native Tongue ability, which lets you choose your rewards when exploring Ancient Ruins from a list. Is a lot stronger than a normal scout, as strong as the warrior unit. Costs 45 vs the normal Personally, I find this the most underwhelming of the new Civilizations in Brave New World. The only real advantage is that you can acquire special resource and luxury tiles more easily, allowing for slightly more flexibility in initial city placements. Unlike the Knight, this unit requires no strategic resources to build. It moves slower 3 vs 4 but is slightly more powerful 25 vs 20 strength. Due to the City-State bonuses, going for the Patronage social policy track is an absolute must. This will give you enough food in tribute to enable you to divert more attention to production and specialists — without limiting your growth. Siam is well-suited for any victory type, but really shines when you take full advantage of the City-States. Because of this, both Diplomacy and Cultural victories work especially well. Triple gold from Barbarian encampments and pillaging Cities. Land Military Units gain the Amphibious Promotion. Superior to the Temple in every single way; a truly fantastic building. Songhai is particularly well suited to both Cultural and Military victories, but can do very well at any type of victory in the hands of a good player. The culture bonus should not be underestimated, and unlike the French bonus this one lasts the entire game. The bonus you get whilst pillaging cities can really help in funding a war, by allowing you to improve your infrastructure back home without stopping the production of units. This civ is much better than it might first appear to be and is very power at amphibious assaults. Seven Cities of Gold: Culture, Happiness, Faith and all persia yields production, food, commerce are doubled on Natural Wonder tiles. Can found Cities like a Settler, but only on different continents from your capital. Spain is a very different civilization from others, and requires a very specific tactic. You absolutely MUST explore and find those natural wonders. Once found, benefit from a huge gold bonus and settle them if you can as you get quite the benefit from some of them. Early on, focus on research as your primary expansion phase comes later in the game once you have Conquistadors, which allow you to quickly overwhelm and take over new continents. Gifting a Great Person to a City State grants 90 Influence. This bonus stacks for Sweden for each Declaration of Friendship they make. This bonus stacks with the combat bonus Great Generals normally give. Shares Movement with Great Generals. Great Generals that begin the turn sharing a tile with a Hakkapeliitta gain a bonus 2 Movement. Sweden is perfect for people who focus on the late game. You want to play fairly peacefully early in the game and make as many declarations of friendship as you are able. This provides you a huge bonus on Great People. You can either use the Great People normally, or create and instant alliance with plenty of influence spare with any City State. When playing Sweden, actively try not to anger too many people as you will lose a lot of your benefits if you end up at war with everyone. You only ever directly control one city, your capital, but the number of trade routes Venice gets is doubled. Venice can outright puppet City States with this unique unit. Can also conduct trade missions like normal Great Merchants, but at double effectiveness. Venice gains a free Merchant of Venice when they research Optics. This is one of the most unique civilizations added in Brave New World. First of all, you have a nipple on your head. But if you can get past that, Venice is really a ton of fun to play and one of the most powerful trade nations in the entire game. The sheer number of trade routes at your disposal make Venice an absolute economic powerhouse late game. The Merchant of Venice allows you to puppet strategic city states and your vast wealth allows you to outright purchase any buildings you wish those puppets to make. If played correctly, Venice is an excellent choice for a diplomatic victory and can also be used to great effect in cultural victories. Unfortunately the one thing Venice suffers from is its position on the map. Half maintenance cost for melee units. Before attacking a unit, the Impi throws a spear at them, weakening the opponent before the real combat starts. This spear attack does around half the damage the Impi normally deals. Add a unique promotion line to any pre-Renaissance melee unit trained in a city with an Ikanda. Due to the normal XP provided by barracks you can immediately upgrade this for further flank and combat bonuses. Not unexpected given their history, the Zulu civilization really is only suited for military victories. Whilst quite strong in the hands of a really aggressive player, I personally feel there are better civilizations in the game for military victories. The Impi is an interesting and powerful unit, especially combined with the Ikanda and their special ability but it never really stands up to the Japanese or German bonuses, which are valid the entire game. A very useful tip from Augustus13 on Reddit: If you manage to found your own religion and get the Holy Warriors Belief, you can purchase Impi with faith for the rest of the game and upgrade them as you need. The advantage here is that the unique promotion line given to the Impi by the Ikanda carries over when you upgrade the Impi to more modern units. Managing Editor of ManaPool, Peter lives in York, UK and is a great fan and master of turn-based strategy games. If he isn't playing one of those, you'll probably find him in a role-playing game instead. He's definitely not afraid to provide a straight up opinion on any game and has a strong like for indie developers. We all start small, after all. Tweets that mention Civilization V: Sorry to see the Polynesian, Spanish and Incan leaders missing but otherwise delighted as nothing else I was able to find including the Civ V wika came even close to this! You make a civilization point on the Polynesian, Spanish and Incan leaders. Glad I found this site… decent leader guides are hard to find. Oh to be sure you can find the basic info about the leaders out there… but there are very few that provide benefits of each style. I do want to add, a few things that I have noticed myself. Archer classed units, while excellent in the early stages of the game are great, all the promotions earned at the later stages are relatively useless unless you can get your units to rank 3 or higher. Even then the first two ranks offer no appreciable bonus to the unit at the later stages. Also, never underestimate the earlier units as unique benefits carry through on promotions. So a special ability that is given in the early stages can be useful at the later stages as well, a good example is the movement benefits of the American units as well as the Iroquois. I too would like to see you view on the DLC leaders. Surrently I have all of them except for the Danish leader that was released today. This can give some early units real advantages throughout the game if you are able to hold on to them and upgrade them. Again, you will have to buy the units before they are replaced by newer units of the same type, then hold on to them to continue to recieve their original bonuses. Thanks for the writeup…. One of the things that I would have liked to see in the game was a description of the bonus units when you moused over them during the setup screen. I purchased all DLC during the Steam Summer sale well worth it and have brought this guide up-to-date. It now includes all civilizations — please do let me know if you spot any errors. Can you post up another summary on them too? Seung — that is certainly something that needs adding. One day I hope to acquire most of the achievements: In a recent game as Mongolia I found them to be an excellent civ. Their boost against city states comes in handy particularly in the early game if you find a nice city state or two in good locations and want to take them over to expand your empire, or an early aggressor with a nearby allied city state attacks you. The keshiks, as well as being lethal in mid-game due to their speedy attack and retreat tactics, can also act as great scouts to rapidly reveal the map on another continent. I found these guys incredible. The Iroquois will naturally start in forest areas anyway. Alliances with maritime city states is a good idea to provide food. This is a great guide, thank you. The special abilities and units are explained, rather than just listed, and the comments are invaluable. If you want to chek this in game you can just go to the civiliopedian, but stil great. Fine guide, thank you. I still regularly check this guide before starting a new Civ5 game — very useful and precise! She is very naval-focused, if you are planning to go to war avoid attacking over the sea, if possible. I also have to work back through and change some of the original leaders as their bonuses changed slightly in some cases. Please bear with me — it will be here soon. Please do let me know if you spot any errors, as I really appreciate the feedback. Austria Byzantium Carthage Celts Ethiopia Huns Korea DLC Maya Netherlands Sweden. I have constantly used this guide as reference in the past when using a new leader and I have shown it many a times to friends when they first started. Really appreciate it and hope to see more like this for future content and possibly another game. Loz — Thanks for your feedback, really appreciate it. Yea Firaxis really knows their stuff when it comes to TBS games. They keep you engaged with the game without throwing screen after screen of info and menu after menu of random stuff at you. I love them both. Despite all the nay-sayers who wont see past Civ IV and simply agree that V is an excellent game by its own merit. Either way — many good gaming hours to go in both games. Perhaps a remake of TFTD, or Apocalypse? The latter was excellent but was released in an unfinished state strategy to publisher pressure. Ergo it was never as great as it could and should have been. Once you have a good economy you can purchase all city states. I did this and disgusted with strategy and game in a point: Looking forward to it. I still need to go back and finish it. Though for play through 2 I plan on doing classic ironman anything in your guide for that? Have you seen it? Anduril — Diplomatic Marriage is undoubtedly a rather unique and very strong skill. On the flip side, the ability is also not great for ICS infinite city sprawl as the city states are a little on the big side to support them in a massive empire. That said, clever players will be able to make good use of it, and the ability to acquire strategic resources at will all across the map is quite significant. Loz — I know right. As for XCOM classic ironman — the guide is entirely written for that mode. It will go live tomorrow, the Upcoming tab on the homepage should reflect that now. On that note, I should continue hunting the last elusive Civ V achievements as well. Some of them are still pretty easy to acquire, they just require a bit of time. That alone is a very great bonus early game. That with the fact that it gives any unit that stops adjacent to it the free bonus healing improvement means that if you ever play a game with her and find this wonder, it should become your number one priority. More times than not you can get enough gold to buy a second settler before your starting civilization even has enough population to get it. I was blown away with how powerful she actually is. My other one is the Inca. The ability to move in hills unfettered is amazing but what is more amazing is the ability to pay zero maintenance costs on hill improvements. You can connect your cities early on with roads and suffer virtually no gold cost. But what truly sets them apart is that Terrace Farm. In your description here you left off one vital piece of info. The farm gives 1 food, but they also gain 1 food PER Adjacent Mountain. What this means for the inca is that you have to look at a normal hill square as if it actually has a bonus resource on it like wheat, bananas or fish. Honestly if you find a mountain range and hills line the side of it you are looking at each one being 4 food 2 hammers at a minimum with Civil Service. If the mountain range meanders at all you will start seeing 5 food and it still retains its 2 production bonus. James — I recently played a multiplayer game with the Incas and absolutely caned the opposition, I agree that they can be very powerful in the right circumstances. Carthage for example is pretty insane too under the right circumstances: About India, I played them in archipelagos. I had 9 cities and it was ok with happiness, I generated a lot of gold and was first on technologies. I think the avantage of Gandhi is huge when you have a lot of big cities. The penalty is increased for number strategy cities and decreased for number of citizens. What difficulty level were you playing on? Anything below Prince gains substantial happiness bonuses. That said, if you can grow all your cities to a level where the penalty from an additional city is negated by the reduction from population unhappiness, you could indeed make India work even for bigger empires. One really awesome thing about India is the Monarchy pick from Tradition Tree. This lets me grow my starting city as fast as I want with no ill effects. I basically farm every single square and value food over other improvement types. That boost in gold at no happiness cost easily funds a fast expansion, the main obstacle is overcoming the initial, static happy hit. My favorite is to be an honorable Gandhi that carries a big stick: Going into the honor tree and getting Military Caste and Professional Army. This has the potential to net you 4 happiness and some culture at almost no gold cost and keeps you focused on a strong defense which also synergies a bit with the unique India building giving even more incentive to build them. Thanks to Liberty, each of those garrisons is zero maintenance which once you have markets and banks, 1 gold added to the base multiplies out quite nicely. You can get some more free happiness if you choose some faith based generators. Getting the Pagoda or one of the various other happy generating faith buildings does amazing things for a multi-city growth strategy. The other side benefit is massive populations yields great science even without building all the science buildings. Thanks for keeping this up to date Evil. It makes the initial time investment totally worthwhile. Of everything that Google throws back when searching there really is no guide that is 1 this thorough or 2 kept up to date. So many things wrong with your comment…The author of this gave you a great response. I will just say that this is by far my favorite guide for concision and information in a comparative forum. Thanks for the comments, Chris. In Civ, if you are not but making units you are already doing something wrong. You must strike a balance between building up your infrastructure and building up your army, and several buildings give huge benefits to building units. What you are forgetting is that decreased building times give your empire more time to build units compared to your opponents. In addition, your bonus is completely lost if you are playing a small, peaceful game — as you will hardly benefit from the increased speed you have in building up new cities. I therefore state that the bonus is best utilized with an aggressively expanding empire and not with a tiny peaceful one. That defies history even more than Civilization normally does. I loved your analysis and only stop checking it before every game after I discovered one in Steam which was created after yours: Also, the civilization list is not very well done. Civ 5 has some great factoids in it that dare to even remotely educate a gamer. As for Theodora, you may want to crack that history book again and take a closer look at that. If you want some cliff notes with a grain of salt, Wikipedia to the rescue. Thats just a load of bullcrap. How do you count accompishments? And you should know that Civ V takes civilizations from many different eras. To argue with the point that they were not civilized is just wierd. I think this list is great. I have tried a couple of civs and used this as a bit of a guide. Will you be updating this list with the new Brave and Bold info? This is a great list. Do you know anything about History. Sweden was one of the major powers in Civilization for hundreds of years controlling most of scandanavia and the balticts. They even had Russia on there knees many times and probably would have conquerd them if it was not for the Russian winter like many nations have fallen prey to. Denmark has a rich history of colonisation Iceland,greenland, Jorvik now known as Yorkshire in England and dont forget it was Danish vikings that founded Rus now known as russia. They have also been involved in many conflicts throughout the dark ages all the way up to modern times. Would be greatly appreciated! I hope to update the list in the near future. This is a grate guide that i really appreciate, however it has become a bit obsolete civilization Gods and Kings hit the market. Any plans on an uppdate? Ive got over hours of civ 5 under my belt lol Love playing it and learning cant wait for them to include every civilization ever, maybe some options on choosing different leaders from each of the civilizations. I think japanese id the best civ to go for as bushido allows them to still attack at full damage as well as their uu the samurai and the zero fighter are awesome mid — late game. Sounds like an interesting game. Whilst nice for building up, it does make for a far less intriguing game politically. I will update this comment as I progress. An update from the master! Japan and Germany got changed in the latest patch. Landsknecht are now a social policy and Germany instead gets a building which increases production with each trade route to a city state, and Japan can use Samurai to build fishing boats, and get a bit of culture from fish and atolls. Eek, how did I miss that? Thanks, Richard for pointing that out! Venice is by far my favourite civ. I beg to differ. Venice is awesome fun to play — the only thing that can be civilization is when you find your sea trade routes constantly plundered and erased by the endless wars of other civilizations. Against humans I can imagine Venice being quite difficult to play as they can isolate and embargo you and essentially get rid of any advantage you may have over them. After reading the Huns sections you mention puppet all the cities. As I understand the only difference is a puppet city civilization hinder the ability to build Wonders based on certain building types. And strategy city AI controls what is built. Always puppet first and Annex later unless you have a very good reason to take the city then and there. There are further financial advantages; puppets are set to Gold Focus and you can use workers to replace all tiles with trade posts to further reap the benefit from them. Mass annexing ultimately becomes unsustainable, especially on higher difficulties. Choose your Annexation carefully — at the right time and for the right cities. Hey Evil Tactician, I have a some questions for you if I may ask: Dwhat is your favorite Civilization? And do you play a lot of Civ 5? Because I love playing and watching Civ 5! This guide is just awesome and very helpful! Sounds like a lot of work, I mean Great work ;D. Tricky one, I quite enjoy many Civilizations. But the Dutch Netherlands are among one of my favourites, mainly because I am originally Dutch. Though I live and work in the UK. Do I play a lot? There are a number of options for making a lot of gold — most of the civilizations are capable of this but some of them can really rack in huge quantities. Venice — If you spawn in a good central location with plenty of access to water and keep your trade routes well patrolled with your persia, they can make an ABSURD amount of money. Some games can be frustrating though, as trade routes are easily broken and Venice definitely works best in peaceful times. Portugal — Their special ship and ability to gain more luxuries can be used to your advantage. Arabia — Also capable of making a lot of gold, if their spawn position is favorable. Extra copies of luxuries is great. Personally, I prefer the civilizations with more long-term bonuses. China — The fact that Libraries give money and not take it, means you can spam those and markets across a large empire and acquire a huge amount of gold with just research and income building chains. Love this guide, thanks, and thanks for the update! Me and my friends allways use it and share it when we play. I found the Shoshone to be one of the best civilizations to play as. You get a great early game bonus in faith and culture due to Pathfinders, and if you get the weapons upgrade in the ancient ruins, you get Composite Bowmen very early in the game. Also, the increased territory gives a massive advantage through out the game, meaning you can block other yers form settling near you and near resources that you need, as well persia taking resources from other players. Yes, the Comanche Riders are not the best unique unit, but they work well for hit and run style attacks. They are a strong trading civilization and probably one of the most versatile. I think you were too harsh on the Shoshone. Their ability to automatically have all major resource tiles when the city is established allows for some some very aggressive expansion when coupled with the Liberty tree, grabbing many resources before other nations have a chance to grab them, leaving you with a monopoly. Since the boarders grow instantly, you can have your workers immediately harvest all the luxury resources you can find, allowing for even more expansion. I can easily have 4 cities out by the time my opponents are getting their second, without concern for happiness. Once you have secured the resources, you are in a prime position for trade to increase your economy, adding diplomatic bonuses as well. Honestly, Venice kicks balls! If you focus on research you can practically build all world wonders. You can purchase all other buildings with gold or build them in times when no wonders are available. Lol Chinese foundation symbolic character is Huang Di and not wu zhe tian…this turned me off a lol on playing chinese. Made me deciding who to play as much easier for a complete newbie to Civ like me! Chose The Shoshone — being conservative, they fit my play style quite well. The bonus to their damage while inside your own territory was very helpful. RUSSIAN AUTOCRACY FOR THE WIN!!! Get third alternative and you have triple resources! Triple the nukes, triple giant death robots, triple the power. Home Gaming News Gaming News Here at Mana Pool we have a strong focus on indie games, be it news, reviews, interviews or otherwise. Casimir III the Great. Denmark Inca Polynesia Spain. Will you be adding anything for the new Gods and Kings leaders. Terrific little guide, something I am usually referrring to quite often. Really handy guide — thank you. Despite all the nay-sayers who wont see past Civ IV and simply agree that V is an excellent game by its own merit Either way — many good gaming hours to go in both games. Hey, Great summary guide to the leaders and civs. Love playing as him! Diasam — The Abbasids were Arabs descended from Abbas ibn Abd al-Muttalib. Now I will be able to beat my brother! I think its you that needs to look up his history not the Civ developers. Am I the only one that got Ethiopia from BNW? New look and design is great by the way. Thank you, much appreciate the comments: Opps, i of course ment A brave new word, not gods and kings. Updated Germany thanks to Cowstep on Reddit and Richard in the comment section here. Hey Lendvdb, Asking is always free: Which civilization is th best for poducing a lot of gold? I was making gold a turn as venice once, late game golden age. Thanks for the feedback, Boris! Latest Content Addictive games on mobile phones over the last 20 years. The best games for short attention spans. How Sport Has Helped Change the World of Gambling. Gambling Wins You Could Never Dream About. About Advertise Authors Careers Privacy Copyright Contact. civilization 5 persia strategy

3 thoughts on “Civilization 5 persia strategy”

  1. alex34 says:

    Brillantes and Tawag ng Bayan (Call of the People), 1940, also starring Francisco.

  2. Ajna says:

    Marchesa Clelia established her own private botanical garden and herbarium in the grounds of her own residence, the Villa Durazzo-Pallavincini.

  3. andronati says:

    Key people and executives for Memorex Products, Inc. VP, Americas Retail Consumer Division Ronald D. (Ron) Zinke.

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