🔥 Civilization V: Civilizations & Leaders Guide - Civ Bonuses

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Empire Earth: The Art of Conquest (PC) Glitch Guide.. It allows you to view any players civilization bonuses from a saved game.. It's best to do this on the.


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Here at Mana Pool we have a strong focus on indie games, be it news, reviews, interviews or otherwise.
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 — 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.
Civilization: America George Washington Special Ability: Manifest Destiny: All land units have +1 sight and a 50% discount when purchasing tiles in cities.
Unique Unit: B17: Replaces the Bomber unit.
Starts with Siege I and Evasion — which reduces damage from air interception by 50%.
This normally takes a few upgrades, so this is a great unit best money investment companies the early stages of the late game.
Unique Unit: Minuteman: 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 work for any play style, but never really shines compared to other choices.
Civilization: Arabia Harun al-Rashid Special Ability: Ships of the Desert: Caravans gain +50% extended range.
Trade routes spread religion at double effectiveness.
Oil strategic resource provides double quantity.
Unique Unit: Camel Archer: 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.
Unique Building: Bazaar: The Bazaar replaces the Market and provides an additional copy of each luxury resource being worked on by the city.
Oil and Oasis tiles yield a bonus of +2 gold.
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 not 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.
Civilization: Assyria Available from the Brave New World Expansion Ashurbanipal Special Ability: Treasures of Nineveh: 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 conquest and can only happen once per city.
Unique Unit: Siege Tower: Replaces Catapult.
Is a melee siege unit rather than ranged, but does not require set-up.
Strength 12, Cover I promotion ranged defense+1 to sight, +200% bonus vs Cities and most important of all: any units within 2 hexes gain +50% attack bonus vs Cities.
Unique Building: Royal Library: Replaces Library.
Gains a Great Work of Writing slot.
Once filled, this gives +10XP to any units trained in the city.
This stacks with barracks and other bonuses.
Comments: 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.
Unique Unit: Hussar: Replaces Cavalry.
Cavalry 4+1 Sight, Enhanced Flanking.
A faster cavalry unit designed to overwhelm your opponent with.
Great unit both for scouting this web page rapid assault.
Unique Building: Coffee House: Replaces Windmill.
Does not require open terrain.
Needless to say, this is a great building.
Comments: 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.
maker games money best long as you can sustain this with your happiness and gold income, 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.
Civilization: Aztec Montezuma Special Ability: Sacrificial Captives: Gives culture for each enemy unit killed.
Unique Unit: Jaguar: 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.
Unique Building: Floating Gardens: Replaces the Water Mill and gives +2 additional food to each lake tile the city is working!
Also provides +15% Food.
This is a fantastic building, but extremely situational.
Comments: 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.
Civilization: Babylon Available from the Digital Deluxe Edition, or as DLC Nebuchadnezzar II Special Ability: Ingenuity: Free Great Scientist when Writing has been researched.
Increases the rate at which Great Scientists are born by 50%.
Unique Unit: Bowman: Replaces the archer and gets +2 ranged Combat Strength and Defensive Strength compared to the standard archer.
Unique Building: Walls of Babylon: Replaces the Wall.
Gives 6 defensive bonus vs.
Provides +100 City HP vs.
Together with Bowman, this gives Babylon a great early defense.
Comments: 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 extreme importance to your scientific dominance.
It is worth noting that the free Great Scientist does not increase the cost of producing your next one.
Civilization: Brazil Available from the Brave New World Expansion Pedro II Special Ability: Carnival: During Golden Ages, Tourism output is doubled and Great Artists, Musicians, and Writers are earned 50% faster.
Unique Unit: Pracinha: Replaces Infantry.
Any kills made by the Pracinha provide points toward Golden Ages.
Unique Tile Improvement: Brazilwood Camp: Can only be built on Jungle tiles and provides +2 Gold and +2 Culture.
This stacks with the bonus provided by universities as it does not clear the jungle tile.
Comments: 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.
Unique Unit: Dromon: Replaces the Trireme.
Receives a 50% bonus vs.
This unit is superior to Triremes in money to invest places sense.
Unique Unit: Cataphract: Replaces the Horseman.
Strength 15 vs 12.
Moves slower 3 vs 4.
Unlike normal Horsemen, this unit can fortify.
Comments: Byzantium is clearly meant to be used is 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 can get an enormous advantage over everyone else if your religion becomes dominant.
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.
Unique Unit: Quinquereme: Replaces the Trireme.
A stronger Trireme, nothing more and nothing less.
Unique Unit: African Forest Elephants: Replaces the Horseman.
Strength 14 vs 12.
Moves slower 3 vs 4.
Does not require horses.
Very likely to spawn Great Generals.
Do not underestimate this unit.
Comments: 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.
Cities next to three unimproved Forest Tiles produce a bonus +2 Faith.
Unique Unit: Pictish Warrior: Replaces the Spearman.
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.
Unique Building: Ceilidh Hall: Replaces the Opera House.
Adds +3 Happiness to the +4 Culture which the Opera House already provides.
Comments: 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 really go any in direction.
Civilization: China Wu Zetian Special Ability: Art of War: Birth rate of Great Generals increased by 50%.
Great Generals grant a +30% combat bonus, instead of +15%.
Unique Unit: Cho-Ko-Nue: Replaces the Crossbowman.
Fires twice in one turn, which makes this unit extremely useful and much more powerful than its normal counterpart.
Unique Building: Paper Maker: Replaces the Library.
The Paper Maker gives an additional +2 gold when compared to the Library, which translates into a net income of +3 gold per Paper Maker due to the 1 gold maintenance on the Library.
Comments: 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 unit 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.
Civilization: Denmark Available as DLC Harald Bluetooth Special Ability: Viking Fury: Embarked units have +1 move and only 1 movement cost for moving from sea to land.
Melee units are charged no movement cost for pillaging improvements.
Unique Unit: Berserker: Replaces Longswordsman.
Unique Unit: Norwegian Ski Infrantry: Replaces Rifleman.
Comments: 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.
Civilization: Egypt Ramesses II Special Ability: Monument Builders: +20% Production bonus towards Wonders.
Unique Unit: War Chariot: Replaces the Chariot Archer.
Unique Building: Burial Tomb: Replaces the Temple.
Burial Tombs give +2 happiness when compared to the Temple.
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.
Comments: The +2 happiness bonus for all your cities should certainly not be sniffed at, as it provides an easy mechanism to deal with your expansion early on.
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.
You will definitely want to make use of the +20% wonder production to get some early wonders, and a good production city is of great benefit to Egypt.
As a result, Egypt is particularly well suited to cultural victories, but can do very well on the others too.
Civilization: England Elizabeth Special Ability: Sun Never Sets: +2 movement for all naval units.
Receives 1 bonus Spy at the Renaissance.
Unique Unit: Longbowman: Replaces the Crossbowman.
The Longbowman has a range of three hexes, making it a fearsome ranged unit in the early stages of the game.
Unique Naval Unit: Ship of the Line: Replaces the Frigate.
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.
Comments: The Ship of the Line combined with the +2 movement bonus, truly dominates the seas for the entire mid period of the game.
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.
Unique Building: Stele: Replaces the Monument.
Provides +2 Faith on top of the +2 Culture a monument already provides.
Awesome for an early leap in faith.
Unique Unit: Mehal Sefari: Replaces the Rifleman.
This combat bonus is at its most powerful, +30%, when the unit is inside the Capital and becomes weaker the further away the unit is.
Comments: 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.
Civilization: France Napoleon Bonaparte Special Ability: City of Light:Great work theming bonuses are doubled in the French capital.
Unique Unit: Musketeer: Replaces the Musketman.
Musketeers have a combat strength of 28 vs 24and they are the most powerful see more of the renaissance era.
Unique Tile Improvement: Château: May be built adjacent to luxury improvements, but not other Châteaus.
Provides +1 Gold and +2 Culture to the tile when worked, which increases to +3 Gold and +3 Culture once Flight has been discovered.
Comments: 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.
They also lost their foreign legion units and gained the Château.
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.
Civilization: Germany Otto von Bismarck Special Ability: Furor Teutonicus: Land Unit Maintenance costs reduced by 25%.
When defeating a barbarian inside a camp, there is a 67% chance of converting them to your side.
Unique Unit: Panzer: Replaces the Tank.
The Panzer is completely superior to the standard Tank, providing +10 combat strength and +1 movement.
On top of this, they can move after attacking — showing the Blitzkrieg tactics the Germans pioneered in World War II.
Unique Building: Hanse: Replaces the Bank.
In addition to the normal benefits a bank provides, adds +5% production per Trade Route with a unique City-State.
Comments: It goes without saying that Germany is aimed at 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 stage 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.
Civilization: Greece Alexander Special Ability: Hellenic League: City-state Influence degrades at half and recovers at twice the normal rate.
Unique Unit: Companion Cavalry: Replaces the Horseman.
The Companion Cavalry improves upon the Horseman by 2 additional attack power 14 in total and +1 movement.
Essentially, this is the classic era Blitzkrieg unit, as Horseman already have the ability to move after attacking.
It also comes with the ability that increases the chance to spawn Great Generals.
Unique Unit: Hoplite: Replaces the Spearman and give an additional +2 combat strength total 13.
Bear in mind that these units get 50% combat strength bonus vs.
Comments: 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 you choose to align yourselves with and be able to back up any protective statements you make.
Pastures yield a bonus +1 Production.
Conquered Cities are Razed twice as fast.
Unique Unit: Horse Archer: Replaces the Chariot Archer.
Does not require horses.
Rough Terrain Movement penalty removed.
A great unit and with the removal of the horse requirement can be build in large quantities.
Unique Unit: Battering Ram: Replaces the Spearman.
This is an unique unit which can only attack Cities with a +300% bonus.
It upgrades to a Trebuchet instead of to the Pikeman.
Comments: 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?
Civilization: Inca Available as DLC Pachacuti Special Ability: 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.
Unique Unit: Slinger: Replaces the Archer.
Unique Building: Terrace Farm: Tile improvement.
Comments: 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 earn money from online without investment 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.
Civilization: India Ghandi Special Ability: Population Growth: Double the Unhappiness from the number of Cities, but Halve the Unhappiness from Population size.
Unique Unit: War Elephant: Replaces the Chariot Archer.
Does not require horses.
Compared to the Chariot Archer, the War Elephant loses 1 point of movement, but has +3 melee combat strength and gains +1 ranged power as well.
These are truly fantastic in the early stages of the game.
Unique Building: Mughal Fort: Replaces the Castle.
The Mughal Fort is a great improvement compared to the Castle.
It costs 10 less production to build and gives +2 culture to top it all off.
Once flight has been researched, it starts providing +2 Tourism.
Comments: 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 best free, most of which were size 10, and some of them well above 20.
Still, I had a higher population count in my game with India, with only 3 cities.
Note that Brave New World changed the +3 Gold on the Mughal Fort with +2 Tourism, making India exceedingly useful at Cultural victories.
Civilization: Indonesia Available from the Brave New World Expansion Gajah Mada Special Ability: Spice Islanders: The first 3 Cities settled on other continents than where Indonesia started each provide 2 unique Luxury Resources and can never be Razed.
Unique Unit: Kris Swordsman: Replaces the Swordsman.
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.
Unique Building: Candi: Replaces the Garden.
For each religion with at least 1 follower in the city, gain +2 Faith per turn.
Comments: 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 The money best 2019 for safe 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.
Civilization: Iroquois Hiawatha Special Ability: The Great Warpath: 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.
Unique Unit: Mohawk Warrior: Replaces the Swordsman.
Does not require Iron.
The Mohawk Warrior gains a 33% combat bonus when fighting in forest and jungle.
If these are available in large numbers, you can use this to your advantage but it is rather situational.
Unique Building: Longhouse: Replaces the Workshop.
The Workshop normally gives a 10% bonus to production, but the Longhouse changes this completely.
Instead it gives a +1 bonus to production for each forest tile the city uses.
Comments: 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.
Civilization: Japan Oda Nobunaga Special Ability: Bushido: Units always fight at full strength, even when damaged.
Unique Unit: Samurai: Replaces the Longswordsman.
Samurai are identical to Longswordsmen except that they gain Shock I and Generals II abilities.
This increases their combat potential by 20% in open terrain and increases the likelihood a great general will spawn when defeating an enemy.
They are also able to build Fishing Boats when embarked, which is of great benefit to developing your cities.
Unique Air Unit: Zero Fighter: Replaces the Fighter.
The Zero gains a combat bonus of 33% vs.
This is invaluable in the early part of the late game.
Comments: 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 room for your bombers.
Japan is incredibly strong early on in the game, but remain a force to be reckoned with throughout the entire game.
Civilization: Korea Available as DLC Sejong Special Ability: Scholars of the Jade Hall: Specialists yield a bonus +2 Science.
Great Person Improvements yield a bonus +2 Science.
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.
Unique Naval Unit: Turtle Ship: Replaces Caravel.
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.
Comments: 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.
Each Great Person can only be chosen once.
Unique Unit: Atlatl: Replaces the Archer.
Slightly cheaper than the Archer.
Unique Building: Pyramid: Replaces the Shrine.
Comments: 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 https://basedgosh.info/best/money-is-the-best-drug.html both generate more Faith as well as generate more science very quickly, gives the Maya a nice early advantage.
You will notice that the Maya use their own calendar instead of the normal dates and each 394 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.
Civilization: Mongolia Available as free Downloadable Content as of October 25th, 2010 Genghis Khan Special Ability: Mongol Terror: Units fighting City States receive a +30% combat bonus.
All mounted units receive +1 movement.
Unique Unit: Keshik: Replaces the Knight.
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.
Unique Unit: Khan: Replaces the Great General.
Gains 3 additional moves total 5!
The Khan provides a fantastic level of support to their insanely fast armies.
Civilization: Morocco Available from the Brave New World Expansion Ahmad al-Mansur Special Ability: Gateway to Africa: International Trade Routes give +3 Gold and +1 Culture.
Other Civilizations gain +2 gold for each trade route they establish to Morocco.
Unique Unit: Berber Cavalry : Replaces the Cavalry.
Gains +50% Combat Strength in Desert tiles and +25% Combat Bonus in Moroccan territory.
Unique Tile Improvement: Kasbah: Requires Chivalry.
Can only be build on Desert tiles.
Adds +1 Food, +1 Gold and +1 Production as well as +50% Defense for units stationed there.
Comments: 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.
The Protectionism Policy grants an additional +1 Happiness per exported Luxury.
Unique Naval Unit: Sea Beggar: Replaces the Privateer.
Improves on the Privateer by receiving Coastal Raider II and Supply, enabling the Sea Beggar to heal anywhere on the map.
Unique Tile Improvement: Polder: Unlocks with Guilds.
Provides +3 Food to Marsh or Flood Plain Tile yields.
Gives an additional +1 Production and +2 Gold to Tile yields after researching Economics.
Comments: 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 best mouse money warfare any ship you defeat joins your navy as well as capturing coastal cities.
Civilization: Ottoman Suleiman Special Ability: Barbary Corsairs: Naval Unit maintenance costs are reduced by 67%.
All Naval Units gain the Prize Ship Promotion.
Unique Unit: Janissary: Replaces the Musketman.
The Janissary gains 25% additional combat strength when attacking making it a very powerful unit of the Renaissance Era.
In addition to that, the Janissary has the ability to heal 50 hitpoints destroying an enemy unit.
Unique Unit: Sipahi: Replaces the Lancer.
Comments: 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 click at this page 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 — 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.
Civilization: Persia Darius the Great Special Ability: Archaemenid Legacy: Golden Ages last 50% longer.
During Golden Ages, your units receive +1 movement and a 10% combat strength bonus.
Unique Unit: Immortal: Replaces the Spearman.
Compared to the Spearman, the Immortal gains +1 combat strength total 12.
They also heal at double rate, making it a useful unit to go barbarian hunting with.
Comments: 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.
Civilization: Poland Available from the Brave New World Expansion Casimir III the Great Special Ability: Solidarity: Receive a free Social Policy each time you advance into a new Era.
Unique Unit: Winged Hussar: Replaces the Lancer.
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.
Also gains Shock I +15% Combat in Open Terrain.
Unique Building: Ducal Stable: Replaces the Stable and gives +15XP to mounted units in addition to the normal bonus to production.
Comments: Poland is extremely well suited for a domination victory.
Whilst a strong focus on military normally https://basedgosh.info/best/forex-best-bonus.html 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.
Civilization: Polynesia Available as DLC Kamehameha Special Ability: Wayfinding: Units can embark and move over oceans immediately.
Unique Unit: Maori Warrior: Replaces the Warrior.
Unique Tile Improvement: Moai: Unlocks with Construction.
Adds +1 Culture to Coast-adjacent Land Tile yields.
Adds an additional +1 Culture to Tile yields for each adjacent Moai.
Adds an additional +1 Gold to Tile yields after you finish researching Flight.
Comments: 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.
Civilization: Portugal Available from the Brave New World Expansion Maria I Special Ability: Mare Clausum: Resource diversity grants twice as much Gold for Portugal for all International Trade Routes.
Unique Unit: Nau: Replaces the Caravel.
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.
Units stationed in the Feitoria will gain a +50% defensive bonus.
Comments: 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 cultural or even diplomatic victories through clever use of international trade routes.
Civilization: Rome Augustus Caesar Special Ability: The Glory of Rome: 25% production toward any building that already exists in the Capital.
Unique Siege Unit: Ballista: Replaces the Catapult.
It is otherwise identical to the Catapult.
Unique Unit: Legion: Replaces the Swordsman.
You can literally build a road towards your enemy with the same army that will conquer them.
Comments: Rome is one of the Civilizations best suited to an offensive strategy.
The 25% production bonus begs you to expand your empire and create a large military.
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 article source a large empire A wide empire rather than a tall one.
Civilization: Russia Catherine Special Ability: Siberian Riches: Strategic Resources provide 1 Production.
Horse, Iron, and Uranium provide double quantity.
Unique Unit: Cossack: Replaces the Cavalry.
Identical to Cavalry, except the ability to deal +33% more damage against already damaged units.
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.
Unique Building: Krepost: Replaces the Barracks.
Reduces the culture cost of acquiring new tiles by 25%.
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!
Comments: 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 you a huge advantage in the late game.
Civilization: Shoshone Available from the Brave New World Expansion Pocatello Special Ability: Great Expanse: Any new cities start with larger cultural borders.
Units receive a combat bonus when fighting within Shoshone territory.
Unique Unit: Pathfinder: Replaces the Scout.
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 25.
Unique Unit: Comanche Riders: Replaces Cavalry.
Gains +1 Movement and is slightly cheaper than Cavalry.
Comments: 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.
Civilization: Siam Ramkhamhaeng Special Ability: Father Governs Children: Faith, Food and Culture from friendly City-States increased by 50%.
Unlike the Knight, this unit requires no strategic resources to build.
It gets a 50% bonus against mounted units and is an excellent counter to the Knights of other civilizations.
It moves slower 3 vs 4 but is slightly more powerful 25 vs 20 strength.
Unique Building: Wat: Replaces the University.
Is identical to a University except for +3 Culture.
Comments: 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.
Civilization: Songhai Askia Special Ability: River Warlord: Triple gold from Barbarian encampments and pillaging Cities.
Embarked Units gain +1 Sight and double defense.
Land Military Units gain the Amphibious Promotion.
Unique Unit: Mandekalu Cavalry: Replaces the Knight.
Unique Building: Mud Pyramid Mosque: Replaces the Temple.
Removes the 2 gold maintenance costs and adds +2 culture to the existing +2 Faith.
Superior to the Temple in every single way; a truly fantastic building.
Comments: 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.
Civilization: Spain Available as DLC Isabella Special Ability: Seven Cities of Gold: 100 Gold bonus when discovering Natural Wonders 500!
Culture, Happiness, Faith and all tile yields production, food, commerce are doubled on Natural Wonder tiles.
Unique Unit: Tercio: Replaces the Musketman.
Unique Unit: Conquistador: Replaces the Knight.
Can found Cities like a Settler, but only on different continents from your capital.
Comments: 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 empire earth best civilization bonuses 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.
I cannot stress enough how important it is to scout quickly as +500 gold early in the game is a huge boost.
When making a Declaration of Friendship, Sweden and their friend gain a +10% bonus to Great Person generation.
This bonus stacks for Sweden for each Declaration of Friendship they make.
Unique Unit: Hakkapeliitta: Replaces the Lancer.
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.
Unique Unit: Carolean: Replaces the Rifleman.
Heals every turn March.
Comments: 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.
Unique Unit: Merchant of Venice: Replaces Great Merchant.
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.
Unique Unit: Great Galleass: Replaces the Galleass.
Slightly more expensive than a normal Galleas 110 vs 100but gains +3 Ranged Strength and +2 Defense.
Comments: 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.
Civilization: Zulu Available from the Brave New World Expansion Shaka Special Ability: Iklwa: Half maintenance cost for melee units.
Unique Unit: Impi: Replaces the Pikeman.
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.
best wallet for money Building: Ikanda: Replaces the Barracks.
Add a unique promotion line to any pre-Renaissance melee unit trained in a city with an Ikanda.
This starts with Buffalo Horns, which gives a unit +1 speed, +25% flanking bonus and +10% ranged defense.
Due to the normal XP provided by barracks you can immediately upgrade this for further flank and combat bonuses.
Comments: 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.
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 good point on the Polynesian, Spanish and Incan leaders.
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, https://basedgosh.info/best/best-us-no-deposit-bonus.html 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.
It now includes all civilizations — please do let me know if you spot any errors.
Mongolia: 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.
Iroquois: 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.
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.
Terrific little guide, something I am usually referrring to quite often.
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.
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.
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 due 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.
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?
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.
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.
You get the money and bonus +1 happiness for finding it.
Meaning every wonder Isabela sees she gets +2 happy That alone is a very great bonus early game.
However, for normal people if you settle the fountain of youth you gain a hidden +10 happy bonus to your empire…Isabella gets +20!
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 city even has enough population to get it.
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 earn money from online without investment 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.
Carthage for example is pretty insane too under the right circumstances : Or Austria.
I had 9 cities and it was ok with happiness, I generated a lot of gold and was first on technologies.
The penalty is increased for number of 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.
Every 2 people is +1 gold and +2 science.
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.
I will just say that this is by far my favorite guide for concision and information in a comparative forum.
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.
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.
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 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?
Do you know anything about History.
Sweden was one of the major powers in Europe 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 earn money from online without investment 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.
I think its you that needs to look up his history not the Civ developers.
Would be greatly appreciated!
I hope to update the list in the near future.
Any plans on an uppdate?
Whilst nice for building up, it does make for a far less intriguing game politically.
I will update this comment as I progress.
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.
Thanks, Richard for pointing that out!
I beg to differ.
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 wont hinder the ability to build Wonders based on certain building types.
And the city AI controls what is built.
From what I can see the courthouse removes the 25% negative for both so I am better having full control of my cities no?
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.
And do you play a lot of Civ 5?
Because I love playing and watching Civ 5!
But the Dutch Netherlands are among one of my favourites, mainly because I am originally Dutch.
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.
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.
Me and my friends allways use it and share it when we play.
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 as 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.
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.
With the great expanse defensive bonus, protecting your vast empire is relatively easy, so long as you stay ahead in technology, and should all else fail, its amazing how fast 10+ cities can crank out a defensive army, even leaving some for continued growth.
U can use some of your trade routes to send food and production to your capital which makes it a 50+ Monster at some point.
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.
I have some click here gold in the early 1900s and try to keep peace and good relations with other nations and try to win either by culture, science or diplomacy all going pretty well so far.
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.
Get third alternative and you have triple resources!
Triple the nukes, triple giant death robots, triple the power.
Plus I love starting with additional territory, especially if rare resources are nearby.
This can lead to better trading opportunities and a solid rise in cash in the early to mid game which gives you a better chance in later ages.
The pathfinders allowing you to choose what ancient ruin bonus to have as well, allows you to boost your game early on.
I tend to follow the autocracy game with them and choose a religion that boosts food production in peace time in order to take more advantage of the initial territory spread.

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They have decent wood and gold bonuses also. Kingdom of Italy. This civ has some decent bonuses. They are a good all around civ to choose. They are really good on highland maps. Concentrate on infantry cavalry production. You really need to harass the enemy with this civ. Ottoman Empire. The Ottomans have some great economic bonuses.


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They have decent wood and gold bonuses also. Kingdom of Italy. This civ has some decent bonuses. They are a good all around civ to choose. They are really good on highland maps. Concentrate on infantry cavalry production. You really need to harass the enemy with this civ. Ottoman Empire. The Ottomans have some great economic bonuses.


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Egyptian +33% chariot HP Reason: Because they used chariots in warfare, but this bonus is not justified and should be something like more range or faster chariots because they had you average 2 horse 2 manned chariots.
Egypt had a reputation in the ancient world as having plentiful gold as much as their desert sand.
Reason: The Ancient Japanese had a strong navy and were good at fishing.
Reason: Warrior figures from tombs are shown wearing full body armor and visored helmets.
The most commonly found weapons are swords, spears, and bow quivers.
Horse figures are also found in abundance, suggesting the existence of cavalry.
The sudden appearance of horses in burial goods around the fifth century has led to the hypothesis that Japan was invaded by a cavalry army at that time.
It is more probable empire earth best civilization bonuses the horse was an import that became a status symbol for the elite who were most likely to receive a ceremonial burial.
The elite uji class made up the cavalry of the period because they could afford the horse and equipment.
Evidence of horses and chariots is not widespread, suggesting that only the richest warriors could afford these enhancements.
Bronze spear points and arrowheads from the earn money from online without investment days of the Ancient Choson suggest an army of spearmen and archers.
Later finds include bronze daggers and spears of distinctive styles, iron daggers, and iron spear points.
The daggers suggest that these short weapons were used by infantry for close combat in addition to spears.
The Roman Army developed fighting techniques that were linked to a ferocious training regime, also Legionnaires would run forward at the enemy and throw their javelin at them.
While this caused disarray among the enemy, the legionnaires would move in for close quarter fighting using their swords, this method of fighting was inspired by the Etruscans.
Reason: +25% Villagers work rate Reason: +1 Armor money information best Villagers Reason: Villagers cost 50% more food.
Greeks do not have chariots either Did you know?
I am the centre of the universe Riddle of the month: What loses its head in the morning and gets it back at night?
Joke of the month: Why did the chicken cross the road?
To look for someone stupid.
Palmyra was a trading civ so the free tribute would make sense.
Japanese Yamato had a great navy.
Not all of the bonuses are historically accurate but I guess that is what ES aimed consider, best money investment companies consider - while trying to maintain a good balance.
A lot of the bonuses are clearly based around historical facts, some of them can be decently explained with some effort, but some few will just end up making no damn sense.
Let's do a few of them each and see how far we get.
I'll mouse money with Minoa.
The Minoans were a seafaring people, living on an island they were very reliant on ships to trade with other cultures, but they had a limited supply of wood the eventual earn money from online without investment of wood is often considered a main reason behind the decline of the Minoan culture.
As soldiers, the Minoan archers were considered among the best, and they were renowned mercenaries during their time.
The farming bonus is a bit tougher, but you could explain it by saying that the Minoans were the first agricultural civilization in Europe.
I'll use a few examples: Egypt: well earn money from online without investment were pretty rich and they really got lots of gold in their power.
Also they did make good use of chariots in battle.
Carthage: Hannibal and his elephants achieved legendary status.
Although elephants in the battlefield were usually more of a nuisance for their owners than for the enemy.
Great naval power and very nice Lybian heavy infantry.
Hittites: Because they are the awesomest!
Actually they were good at city sieges, I can't say they were better archers than the rest or why the warship bous, but I guess FGF87 could be right.
Although the genetic identity of the sea people's has not been clarified, and Hittites fell as the sea Peoples started to show up, during the bronze age dark ages.
Well the Japanese may have had a decent navy but that was long after the Yamato.
In general Islands civilizations are good at seafaring, but they usually lack important military navies until late in their history the case of Japan or even the British Just click for source />I think the only moment in which the Japanese navy ventured into 'international ventures' before the late 19th century was in that war in the 16th century against Korea and the Korean navy proved way superior to the Japanese one.
Some of the examples would be the unconventional Japanese cavalry bonus and the Korean infantry bonus: Warrior figures from tombs are shown wearing full body armor and visored helmets.
The most commonly found weapons are swords, spears, and bow quivers.
Horse figures are also found in abundance, suggesting the existence of cavalry.
The sudden appearance of horses in burial goods around the fifth century has led to the hypothesis that Japan was invaded by a cavalry army at that time.
It is more probable that the horse was an import that became a status symbol for the elite who were most likely to receive a ceremonial burial.
The elite uji class made up the cavalry of the period because they could afford the horse and equipment.
Little is known about the armies of Ancient Choson except that they were standing armies and not levies of peasants.
Evidence of horses and chariots is not widespread, suggesting that only the richest warriors could afford these enhancements.
Bronze spear points and arrowheads from the early days of the Ancient Choson suggest an army of spearmen and archers.
Later finds include bronze daggers and spears of distinctive styles, iron daggers, and iron spear points.
The daggers suggest that these short weapons were used by infantry for close combat in addition to spears.
Member of Tsunami Studios Scenario T.
Some made sense, others didn't, some revealed a lack of due historical investigation.
Take Egypt for example, at 1st glance 33%hp bonus to chariot hp seems to make sense as chariots formed the prestige core of New Kingdom armies.
Problem: Egptian chariots stood out from their contemporaries for their speed, maneuverability, and lightness.
Egyptians used them as hit-and-run harassment units much like latter horse archers.
They were the lightest 'class' of chariot in that technologies development.
This would be both more historical and characteristic of the way Each nation actually used their chariots.
And it would also be nice if the persians actually got chariots let alone scythe chariots since they actually used scythe chariots historically instead pretty much every other civ which uses them in the game.
As for the Egyptian gold bonus, that makes sense as they sourced their gold from rich deposits along the lower cataracts of the nile e.
Egypt had earn money from online without investment reputation in the ancient world as having plentiful gold as much as their desert sand.
Egyptian religion had cults dedicated to particular gods as well as the pharoh himself.
The Cults exercised considerable political and economic influence and there were times when the cults e.
The sites of Karnak and luxor are great examples of the importance of religious sentiment in ancient egypt.
As for the priest range bonus, it would be better if the priests and temples were cheaper like choson as that would better reflect the historical situation of the state subsidization and earn money from online without investment patronization of the religious cults of Egypt.
I would have thought that Rome would have had this bonus as conversion range would sit better with the evangelical vitality of the early christian church all Rome, most of Europe and much of the east was christianized.
Ancient Egyptian religion was a much more static, ritualistic and local religion.
Or rather a local flavour of the polytheistic world view of the time.
Active conversion wasn't really a tenet of their beliefs.
I have rambled on, I know but this sort of stuff really interests me.
Too many people say far too much about Gumble.
They also claim Gumble says far too much which isnt true.
One man's truth is another man's lie.
Seek TRUTH to escape this moral mire.
Nice contribution, Gumble, this really interests me too.
Yes, Egyptian chariots hp bonus would indicate sturdiness but instead to be more historically accurate they should have been made faster or with a longer range.
However I disagree about the 'static' idea of Egyptian religion, and I feel the increased range of their priests is justified.
Even if they were not looking to convert other peoples to their beliefs, many foreign invaders adopted the Egyptian religion when in Egypt and the creed on Egyptian gods spread quite a bit on its own and was certainly very popular across large stretches of the Roman Empire under the Caesars.
I'll contribute to the Romans, Swordmen attack 33% faster The Roman Empire had the strongest and the most disciplined army in its time and was the dominant power in the area.
The Roman Army developed fighting techniques that were linked to a ferocious training regime, also Legionnaires would run forward at the enemy and throw their javelin at them.
But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
Greek +30% Warship speed Reason: The three lines of rowers permitted Greek triremes to become the most advanced and fastest warships on the sea.
Important Notices - Go here I think that someone posts an answer that is more indepth or better than a previous one, I earn money from online without investment replace it.
Phatfishes comment was: "For Shang it would be easy, think of the Great Wall" was changed to: "Shang represents ancient chinese civilizations and the Qin built the Great Wall of China.
I am the centre of the universe Riddle of the month: What loses its head in the morning and gets it back at night?
Joke of the month: Why did the chicken cross the road?
To look for someone stupid.
Korean tower bonus may be related to the construction of many pagodas in Baekje kingdom, despite the fact that they are towers for religious purpose.
Other than that I doubt there can be any connection between Ancient Choson and tower in general.
The reasoning the behind the Sumerian siege bonus, the Hittite archer bonus as well as the Babylonian wall and tower bonus are again given in the game help file: Sumerian soldiers They engaged in siege warfare during their many inter-city wars.
Mud brick walls did not stand against determined attackers who had the time to pry out the bricks or pound them to dust.
Hittite foot troops made extensive use of the powerful recurved bow and bronze-tipped arrows.
The Babylon of the New Empire period was one of the wealthiest cities in the world.
The Chaldean kings rebuilt the city and established its reputation for splendor for all time.
The Euphrates River passed through the middle of the city and was directed around its four sides through a moat.
Inside the moat were double walls.
The Greek historian Herodotus claimed that the outer wall was so wide that a chariot with four horses could drive along it.
For the Palmyran camel bonus, I find an interesting piece empire earth best civilization bonuses information in its Wikipedia entry: Citing the Palmyrenes' combat skills in large, sparsely populated areas, the Romans formed a Palmyrene auxilia to serve in the Imperial Roman army.
Vespasian reportedly had 8,000 Palmyrene archers in Judea, and Trajan established the first Palmyrene Auxilia in 116 a camel cavalry unit, Ala I Ulpia dromedariorum Palmyrenorum.
Its higher consumption of food may be related to the fact that Palmyra did not have a good agriculture and had to rely on food importation to sustain its population.
Member of Tsunami Studios Scenario T.
Egyptian religion is over-emphasized simply because a lot of ruins and some written material survived intact to the present that shed light on egyptian religion as apposed to other regional religions.
As I said egyptian cults just happen to be a well preserved local flavor of the polytheistic view of the time.
Ancient cultures like Rome usually adopted foreign gods in their local pantheon of fused them like the greeko-egyptian Serapis god cult.
Religions like Christianity or Buddhism have a stronger active evangelical aspect to their constitution not assimilation, a nuanced difference.
In the case of Egypt, the religion didn't really change much simply because Egypt was relatively isolated geographically speaking.
Once Egypt was exposed the the greeko-roman world things change.
Further, Rome was very cosmopolitan and patronage of a particular cult depended on who the emperor was.
Aurelian and Sol Invcitus, Elagabalus and Elagabul.
That said the Isis cult and mystery cults were popular among the masses.
Its just that Christianity replaced them and other cults not just its cultural homeland Rome and Judea but also outside its cultural and political influence.
Also in terms of the Hittite and Sumerian siege skills, the excerpt from the age of empires history section about them pulling down walls only informs us that bronze-age near eastern defences were pretty weak if you could dismantle them almost with your bare hands rather than the nations being good at siege.
The 1st civilization that shows extremely well documented siege skills was the Assyrians.
The Lachish engraving for example says it all really.
Too many people say far too much about Gumble.
They also claim Gumble says far too much which isnt true.
One man's truth is another man's lie.
Seek TRUTH to escape this moral mire.
Sumeria has the farm bonus because they were they first agricultural civilization.
Carthage has the Fire Galley bonus because the had a strong navy Edit: Yes!
Is there anyone else best holiday money can contribute?
But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
They also deployed the Phalanx formation with great success against much larger adversaries like the Persian Empire.
Babylonian +100% Wall and Tower HP Reason:Could be because of the famous Ishtar gates maybe?
Phoenician +30% Woodcutting Reason: +65% Siege Ship fire rate Reason:The region Phoenicia was situated in, was known for its big cedar trees.
These were used for shipbuilding which made the Phoenicians a great sea faring nation but also for architecture.
Even the temple in Jerusalem used cedar tree and is described in detail in the bible.
Sumerian +100% Farm production Reason:First civilization in the world which was possible due to the great agricultural potential of Mesopotamia.
Persian +50% Trireme rate of fire Reason:When the Persians conquered the Phoenician and Greek city states in the Levant and Asia Minor they took over their naval activities in the Mediterranean.
They used this naval power against the Greeks during the Greco-Persian wars.
Roman Towers cost 50% less Reason: Buildings cost 15% less Reason:The towers bonus is probably due to the Roman armies' ability to quickly erect military camps and fortifications.
One of the best known examples is the battle of Alesia where Caesar build fortifications both around Alesia to siege it and around his camp to beat back the Gallic reinforcements.
He finally won the siege even though the Romans were outnumbered 4 to 1.
The building bonus on the other hand could be explained because of Roman concrete.
It's still considered one of the strongest building materials today.
Carthiginian +30% transport speed Reason: +25% attack for Fire galleys Reason: +25% Elephant and Academy units hit points Reason: Hannibal arguably the most famous Carthaginian had an army containing 38,000 infantry, 8,000 cavalry, and 38 elephants.
The naval bonuses are I believe because the Carthaginians kept the Phoenician naval traditions of their homeland and had the strongest navy in the western Mediterranean.
It's said they also had templates in their colonies which were used to build new ships faster.
Even more so than their Greek counter parts these phalanx formations were heavily armored and very immobile.
Their main purpose was to hold the enemy infantry line of with really long pikes while the Macedonian cavalry harassed the enemy and looked for weak spots in their formation.
The siege weapon could be explained by Alexander's siege of Tyre.
Unable to take the city by conventional means he besieged the city for seven months and build a very long causeway in order to be able to take the city.
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Here at Mana Pool we have a strong focus on indie games, be it news, reviews, interviews or otherwise.
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 — 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.
Civilization: America George Washington Special Ability: Manifest Destiny: All land units empire earth best civilization bonuses +1 sight and a 50% discount when purchasing tiles in cities.
Unique Unit: B17: Replaces the Bomber unit.
Starts with Siege I and Evasion — which reduces damage from air interception by 50%.
This normally takes a few upgrades, so this is a great unit for the early stages of the late game.
Unique Unit: Minuteman: 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 work for any play style, but never really shines compared to other choices.
Civilization: Arabia Harun al-Rashid Special Ability: Ships of the Desert: Caravans gain +50% extended https://basedgosh.info/best/george-best-most-my-money.html />Trade routes spread religion at double effectiveness.
Oil strategic resource provides double quantity.
Unique Unit: Camel Archer: 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.
Unique Building: Bazaar: The Bazaar replaces the Market and provides an additional copy of each luxury resource being worked on by the city.
Oil and Oasis tiles yield a bonus of +2 gold.
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 not 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.
Civilization: Assyria Available from the Brave New World Expansion Ashurbanipal Special Ability: Treasures of Nineveh: 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 conquest and can only happen once per city.
Unique Unit: Siege Tower: Replaces Catapult.
Is a melee siege unit rather than ranged, but does not require set-up.
Strength 12, Cover I promotion ranged defense+1 to sight, +200% bonus vs Cities and most important of all: any units within 2 hexes gain +50% attack bonus vs Cities.
Unique Building: Royal Library: Replaces Library.
Gains a Great Work of Writing slot.
Once filled, this gives +10XP to any units trained in the city.
This stacks with barracks and other bonuses.
Comments: 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.
Unique Unit: Hussar: Replaces Cavalry.
Cavalry 4+1 Sight, Enhanced Flanking.
A faster cavalry unit designed to overwhelm your opponent with.
Great unit both for scouting and rapid assault.
Unique Building: Coffee House: Replaces Windmill.
Does not require open terrain.
Needless to say, this is a great building.
Comments: 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 income, you can make huge leaps forward in terms of economic more info 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.
Civilization: Aztec Montezuma Special Ability: Sacrificial Captives: Gives culture for each enemy unit killed.
Unique Unit: Jaguar: 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.
Unique Building: Floating Gardens: Replaces the Water Mill and gives +2 additional food to each lake tile the city is working!
Also provides +15% Food.
This is a fantastic building, but extremely situational.
Comments: 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.
Civilization: Babylon Available from the Digital Deluxe Edition, or as DLC Nebuchadnezzar II Special Ability: Ingenuity: Free Great Scientist when Writing has been researched.
Increases the rate at which Great Scientists are born by 50%.
Unique Unit: Bowman: Replaces the archer and gets +2 ranged Combat Strength and Defensive Strength compared to the standard archer.
Unique Building: Walls of Babylon: Replaces the Wall.
Gives 6 defensive bonus vs.
Provides +100 City HP vs.
Together with Bowman, this gives Babylon a great early defense.
Comments: 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 click to see more the production of great people, as the Great Scientists are of extreme importance to your scientific dominance.
It is worth noting that the free Great Scientist does not increase the cost of producing your next one.
Civilization: Brazil Available from the Brave New World Expansion Pedro II Special Ability: Carnival: During Golden Ages, Tourism output is doubled and Great Artists, Musicians, and Writers are earned 50% faster.
Unique Unit: Pracinha: Replaces Infantry.
Any kills made by the Pracinha provide points toward Golden Ages.
Unique Tile Improvement: Brazilwood Camp: Can only be built on Jungle tiles and provides +2 Gold and +2 Culture.
This stacks with the bonus provided by universities as it does not clear the jungle tile.
Comments: 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.
Unique Unit: Dromon: Replaces the Trireme.
Receives a 50% bonus vs.
This unit is superior to Triremes in every sense.
Unique Unit: Cataphract: Replaces the Horseman.
Strength 15 vs 12.
Moves slower 3 vs 4.
Unlike normal Horsemen, this unit can fortify.
Comments: Byzantium is clearly meant to be article source is 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 can get an enormous advantage over everyone else if your religion becomes dominant.
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.
Unique Unit: Quinquereme: Replaces the Trireme.
A stronger Trireme, nothing more and nothing less.
Unique Unit: African Forest Elephants: Replaces the Horseman.
Strength 14 vs 12.
Moves slower 3 vs 4.
Does not require horses.
Very likely to spawn Great Generals.
Do not underestimate this unit.
Comments: 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.
Cities next to three earn money from online without investment Forest Tiles produce a bonus +2 Faith.
Unique Unit: Pictish Warrior: Replaces the Spearman.
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.
Unique Building: Ceilidh Hall: Replaces the Opera House.
Adds +3 Happiness to the +4 Culture which the Opera House already provides.
Comments: 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 really go any in direction.
Civilization: China Wu Zetian Special Ability: Art of War: Birth rate of Great Generals increased by 50%.
Great Generals grant a +30% combat bonus, instead of +15%.
Unique Unit: Cho-Ko-Nue: Replaces the Crossbowman.
Fires twice in one turn, which makes this unit extremely useful and much more powerful than its normal counterpart.
Unique Building: Paper Maker: Replaces the Library.
The Paper Maker gives an additional +2 gold when compared to the Library, which translates into a net income of +3 gold per Paper Maker due to the 1 gold maintenance on the Library.
Comments: 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 unit 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.
Civilization: Money to invest best places Available as DLC Harald Bluetooth Special Ability: Viking Fury: Embarked units have +1 move and only 1 movement cost for moving from sea to land.
Melee units are charged no movement cost for pillaging improvements.
Unique Unit: Berserker: Replaces Longswordsman.
Unique Unit: Norwegian Ski Infrantry: Replaces Rifleman.
Comments: 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.
Civilization: Egypt Ramesses II Special Ability: Monument Builders: +20% Production bonus towards Wonders.
Unique Unit: War Chariot: Replaces the Chariot Archer.
Unique Building: Burial Tomb: Replaces the Temple.
Burial Tombs give +2 happiness when compared to the Temple.
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.
Comments: The +2 happiness bonus for all your cities should certainly not be sniffed at, as it provides an easy mechanism to deal with your expansion early on.
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.
You will definitely want to make use of the +20% wonder production to get some early wonders, and a good production city is of great benefit to Egypt.
As a result, Egypt is particularly well suited to cultural victories, but can do very well on the others too.
Civilization: England Elizabeth Special Ability: Sun Never Sets: +2 movement for all naval units.
Receives 1 bonus Spy at the Renaissance.
Unique Unit: Longbowman: Replaces the Crossbowman.
The Longbowman has a range of three hexes, making it a fearsome ranged unit in the early stages of the game.
Unique Naval Unit: Ship of the Line: Replaces the Frigate.
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.
Comments: The Ship of the Line combined with the +2 movement bonus, truly dominates the seas for the entire mid period of the game.
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.
Unique Building: Stele: Replaces the Monument.
Provides +2 Faith on top of the +2 Culture a monument already provides.
Awesome for an early leap in faith.
Unique Unit: Mehal Sefari: Replaces the Rifleman.
This combat bonus is at its most powerful, +30%, when the unit is inside the Capital and becomes weaker the further away the unit is.
Comments: 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.
Civilization: France Napoleon Bonaparte Special Ability: City of Light:Great work theming bonuses are doubled in the French capital.
Unique Unit: Musketeer: Replaces the Musketman.
Musketeers have a combat strength of 28 vs 24and they are the most best bonus units of the renaissance era.
Unique Tile Improvement: Château: May be built adjacent to luxury improvements, but not other Châteaus.
Provides +1 Gold and +2 Culture to the tile when worked, which increases to +3 Gold and +3 Culture once Flight has been discovered.
Comments: 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.
They also lost their foreign legion units and gained the Château.
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.
Civilization: Germany Otto von Bismarck Special Ability: Furor Teutonicus: Land Unit Maintenance costs reduced by 25%.
When defeating a barbarian inside a camp, there is a 67% chance of converting them to your side.
Unique Unit: Panzer: Replaces the Tank.
The Panzer is completely superior to the standard Tank, providing +10 combat strength and +1 movement.
On top of this, they can move after attacking — showing the Blitzkrieg tactics the Germans pioneered in World War II.
Unique Building: Hanse: Replaces the Bank.
In addition to the normal benefits a bank provides, adds +5% production per Trade Route with a unique City-State.
Comments: It goes without saying that Germany is aimed at 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 stage 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.
Civilization: Greece Alexander Special Ability: Hellenic League: City-state Influence degrades at half and recovers at twice the normal rate.
Unique Unit: Companion Cavalry: Replaces the Horseman.
The Companion Cavalry improves upon the Horseman by 2 additional attack power 14 in total and +1 movement.
Essentially, this is the classic era Blitzkrieg unit, as Horseman already have the ability to move after attacking.
It also comes with the ability that increases the chance to spawn Great Generals.
Unique Unit: Hoplite: Replaces the Spearman and give an additional +2 combat strength total 13.
Bear in mind that these units get 50% combat strength bonus vs.
Comments: 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 click to see more 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 you choose to align yourselves with and be able to back up any protective statements you make.
Pastures yield a bonus +1 Production.
Conquered Cities are Razed twice as fast.
Unique Unit: Horse Archer: Replaces the Chariot Archer.
Does not require horses.
Rough Terrain Movement penalty removed.
A great unit and with the removal of the horse requirement can be build in large quantities.
Unique Unit: Battering Ram: Replaces the Spearman.
This is an unique unit which can only attack Cities with a +300% bonus.
It upgrades to a Trebuchet instead of to the Pikeman.
Comments: 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?
Civilization: Inca Available as DLC Pachacuti Special Ability: 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.
Unique Unit: Slinger: Replaces the Archer.
Unique Building: Terrace Farm: Tile improvement.
Comments: 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.
Civilization: India Ghandi Special Ability: Population Growth: Double the Unhappiness from the number of Cities, but Halve the Unhappiness from Population size.
Unique Unit: War Elephant: Replaces the Chariot Archer.
Does not require horses.
Compared to the Chariot Archer, https://basedgosh.info/best/best-money-maker-games.html War Elephant loses 1 point of movement, but has +3 melee combat strength and gains +1 ranged power as well.
These are truly fantastic in the early stages of the game.
Unique Building: Mughal Fort: Replaces the Castle.
The Mughal Fort is a great improvement compared to the Castle.
click costs 10 less production to build and gives +2 culture to top it all off.
Once flight has been researched, it starts providing +2 Tourism.
Comments: 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 20.
Still, I had a higher population count in my game with India, with only 3 cities.
Note that Brave New World changed the +3 Gold on the Mughal Fort with +2 Tourism, making India exceedingly useful at Cultural victories.
Civilization: Indonesia Available from the Brave New World Expansion Gajah Mada Special Ability: Spice Islanders: The first 3 Cities settled on other continents than where Indonesia started each provide 2 unique Luxury Resources and can never be Razed.
Unique Unit: Kris Swordsman: Replaces the Swordsman.
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.
Unique Building: Candi: Replaces the Garden.
For each religion with at least 1 follower in the city, gain +2 Faith per turn.
Comments: 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.
Civilization: Iroquois Hiawatha Special Ability: The Great Warpath: 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 empire earth best civilization bonuses if they were roads.
Unique Unit: Mohawk Warrior: Replaces the Swordsman.
Does not require Iron.
The Mohawk Warrior gains a 33% combat bonus when fighting in forest and jungle.
If these are available in large numbers, you can use this to your advantage but it is rather situational.
Unique Building: Longhouse: Replaces the Workshop.
The Workshop normally gives a 10% bonus to production, but the Longhouse changes this completely.
Instead it gives a +1 bonus to production for each forest tile the city uses.
Comments: 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.
Civilization: Japan Oda Nobunaga Special Ability: Bushido: Units always fight at full strength, even when damaged.
Unique Unit: Samurai: Replaces the Longswordsman.
Samurai are identical to Longswordsmen except that they gain Shock I and Generals II abilities.
This increases their combat potential by 20% in open terrain and increases the likelihood a great general will spawn when defeating an enemy.
They are also able to build Fishing Boats when embarked, which is of great benefit to developing your cities.
Unique Air Unit: Zero Fighter: Replaces the Fighter.
The Zero gains a combat bonus of 33% vs.
This is invaluable in the early part of the late game.
Comments: 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 room for your bombers.
Japan is incredibly strong early on in the game, but remain a force to be reckoned with throughout the entire game.
Civilization: Korea Available as DLC Sejong Special Ability: Scholars of the Jade Hall: Specialists yield a bonus +2 Science.
Great Person Improvements yield a bonus +2 Science.
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.
Unique Naval Unit: Turtle Ship: Replaces Caravel.
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.
Comments: 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.
Each Great Person can only be chosen once.
Unique Unit: Atlatl: Replaces the Archer.
Slightly cheaper than the Archer.
Unique Building: Pyramid: Replaces the Shrine.
Comments: 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 quickly, gives the Maya a nice early advantage.
You will notice that the Maya use their own calendar instead of the normal dates and each 394 years you money is the best invention 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.
Civilization: Mongolia Available as free Downloadable Content as of October 25th, 2010 Genghis Khan Special Ability: Mongol Terror: Units fighting City States receive a +30% combat bonus.
All mounted units receive +1 movement.
Unique Unit: Keshik: Replaces the Knight.
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.
Unique Unit: Khan: Replaces the Great General.
Gains 3 additional moves total 5!
The Khan provides a fantastic level of support to their insanely fast armies.
Civilization: Morocco Available from the Brave New World Expansion Ahmad al-Mansur Special Ability: Gateway to Africa: International Trade Routes give +3 Gold and +1 Culture.
Other Civilizations gain +2 gold for each trade route they establish to Morocco.
Unique Unit: Berber Cavalry : Replaces the Cavalry.
Gains +50% Combat Strength in Desert tiles and +25% Combat Bonus in Moroccan territory.
Unique Tile Improvement: Kasbah: Requires Chivalry.
Can only be build on Desert tiles.
Adds +1 Food, +1 Gold and +1 Production as well as +50% Defense for units stationed there.
Comments: 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 money program best it as some of the other choices.
The Protectionism Policy grants an additional +1 Happiness per exported Luxury.
Unique Naval Unit: Sea Beggar: Replaces the Privateer.
Improves on the Privateer by receiving Coastal Raider II and Supply, enabling the Sea Beggar to heal anywhere on the map.
Unique Tile Improvement: Polder: Unlocks with Guilds.
Provides +3 Food to Marsh or Flood Plain Tile yields.
Gives an additional +1 Production and +2 Gold to Tile yields after researching Economics.
Comments: 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: Ottoman Suleiman Special Ability: Barbary Corsairs: Naval Unit maintenance costs are reduced by 67%.
All Naval Units gain the Prize Ship Promotion.
Unique Unit: Janissary: Replaces the Musketman.
The Janissary gains 25% additional combat strength when attacking making it a very powerful unit of the Renaissance Era.
In addition to that, the Janissary has the ability to heal 50 hitpoints destroying an enemy unit.
Unique Unit: Sipahi: Replaces the Lancer.
Comments: 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 — 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.
Civilization: Persia Darius the Great Special Ability: Archaemenid Legacy: Golden Ages last 50% longer.
During Golden Ages, your units receive +1 movement and a 10% combat strength bonus.
Unique Unit: Immortal: Replaces the Spearman.
Compared to the Spearman, the Immortal https://basedgosh.info/best/best-deposits.html +1 combat strength total 12.
They also heal at double rate, making it a useful unit to go barbarian hunting with.
Comments: 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.
Civilization: Poland Available from the Brave New World Expansion Casimir III the Great Special Ability: Solidarity: Receive a free Social Policy each time you advance into a new Era.
Unique Unit: Winged Hussar: Replaces the Lancer.
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.
Also gains Shock I +15% Combat in Open Terrain.
Unique Building: Ducal Stable: Replaces the Stable and gives +15XP to mounted units in addition to the normal bonus to production.
Comments: 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 wallet money best for 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.
Civilization: Polynesia Available as DLC Kamehameha Special Ability: Wayfinding: Units can embark and move over oceans immediately.
Unique Unit: Maori Warrior: Replaces the Warrior.
Unique Tile Improvement: Moai: Unlocks with Construction.
Adds +1 Culture to Coast-adjacent Land Tile yields.
Adds an additional +1 Culture to Tile yields for each adjacent Moai.
Adds an additional +1 Gold to Tile yields after you finish researching Flight.
Comments: 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.
Civilization: Portugal Available from the Brave New World Expansion Maria I Special Ability: Mare Clausum: Resource diversity grants twice as much Gold for Portugal for all International Trade Routes.
Unique Unit: Nau: Replaces the Caravel.
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.
Units stationed in the Feitoria will gain a +50% defensive bonus.
Comments: 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 cultural or even diplomatic victories through clever use of international trade routes.
Civilization: Rome Augustus Caesar Special Ability: The Glory of Rome: 25% production toward any building that already exists in the Capital.
Unique Siege Unit: Ballista: Replaces the Catapult.
It is otherwise identical to the Catapult.
Unique Unit: Legion: Replaces the Swordsman.
You can literally build a road towards your enemy with the same army that will conquer them.
Comments: Rome is one of the Civilizations best suited to an offensive strategy.
The 25% production bonus begs you to expand your empire and create a large military.
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.
Civilization: Russia Catherine Special Ability: Siberian Riches: Strategic Resources provide 1 Production.
Horse, Iron, and Uranium provide double quantity.
Unique Unit: Cossack: Replaces the Cavalry.
Identical to Cavalry, except the ability to deal +33% more damage against empire earth best civilization bonuses damaged units.
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.
Unique Building: Krepost: Replaces the Barracks.
Reduces the culture cost of acquiring new tiles by 25%.
Russia empire earth best civilization bonuses 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!
Comments: 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 you a huge advantage in the late game.
Civilization: Shoshone Available from the Brave New World Expansion Pocatello Special Ability: Great Expanse: Any new cities start with larger cultural borders.
Units receive a combat bonus when fighting within Shoshone territory.
Unique Unit: Pathfinder: Replaces the Scout.
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 25.
Unique Unit: Comanche Riders: Replaces Cavalry.
Gains +1 Movement and is slightly cheaper than Cavalry.
Comments: 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.
Civilization: Siam Ramkhamhaeng Special Ability: Father Governs Children: Faith, Food and Culture from friendly City-States increased by 50%.
Unlike the Knight, this unit requires no strategic resources to build.
It gets a 50% bonus against mounted units and is an excellent counter to the Knights of other civilizations.
It moves slower 3 vs 4 but is slightly more powerful 25 vs 20 strength.
Unique Building: Wat: Replaces the University.
Is identical to a University except for +3 Culture.
Comments: 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.
Civilization: Songhai Askia Special Ability: River Warlord: Triple gold from Barbarian encampments and pillaging Cities.
Embarked Units gain +1 Sight and double defense.
Land Military Units gain the Amphibious Promotion.
Unique Unit: Mandekalu Cavalry: Replaces the Knight.
Unique Building: Mud Pyramid Mosque: Replaces the Temple.
Removes the 2 gold maintenance costs and adds +2 culture to the existing +2 Faith.
Superior to the Temple in every single way; a truly fantastic building.
Comments: 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.
Civilization: Spain Available as DLC Isabella Special Ability: Seven Cities of Gold: 100 Gold bonus when discovering Natural Wonders 500!
Culture, Happiness, Faith and all tile yields production, food, commerce are doubled on Natural Wonder tiles.
Unique Unit: Tercio: Replaces the Musketman.
Unique Unit: Conquistador: Replaces the Knight.
Can found Cities like a Settler, but only on different continents from your capital.
Comments: 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.
I cannot stress enough how important it is to scout quickly as +500 gold early in the game is a huge boost.
When making a Declaration of Friendship, Sweden and their friend gain a +10% bonus to Great Person generation.
This bonus stacks for Sweden for each Declaration of Friendship they make.
Unique Unit: Hakkapeliitta: Replaces the Lancer.
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.
Unique Unit: Carolean: Replaces the Rifleman.
Heals every turn March.
Comments: Https://basedgosh.info/best/best-us-no-deposit-bonus.html 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.
Unique Unit: Merchant of Venice: Replaces Great Merchant.
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.
Unique Unit: Great Galleass: Replaces the Galleass.
Slightly more expensive than a normal Galleas 110 vs 100but gains +3 Ranged Strength and +2 Defense.
Comments: 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 free codes 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.
Civilization: Zulu Available from the Brave New World Expansion Shaka Special Ability: Iklwa: Half maintenance cost for melee units.
Unique Unit: Impi: Replaces the Pikeman.
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.
Unique Building: Ikanda: Replaces the Barracks.
Add a unique promotion line to any pre-Renaissance melee unit trained in a city with an Ikanda.
This starts with Buffalo Horns, which gives a unit +1 speed, +25% flanking bonus and +10% ranged defense.
Due to the normal XP provided by barracks you can immediately upgrade this for further flank and combat bonuses.
Comments: 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.
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 good point on the Polynesian, Spanish and Incan leaders.
Oh to be sure you can find the basic info about the leaders not best of e money similar 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.
It now includes all civilizations — please do let me know if https://basedgosh.info/best/best-safe-for-the-money-2019.html spot any errors.
Mongolia: In a recent game as Mongolia I found them to be an excellent civ.
Their boost against city states comes in https://basedgosh.info/best/best-money-investment-companies.html 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.
Iroquois: 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.
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.
Terrific little guide, something I am usually referrring to quite often.
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.
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.
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 due 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.
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?
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.
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.
You get the money and bonus +1 happiness for finding it.
Meaning every wonder Isabela sees she gets +2 happy That alone is a very great bonus early game.
However, for normal people if you settle the fountain of youth you gain a hidden +10 happy bonus to your empire…Isabella gets +20!
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 city even has enough population to get it.
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 click at this page info.
go here 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.
Carthage for example is pretty insane too under the right circumstances : Or Austria.
I had 9 cities and it was ok with happiness, I generated a lot of gold and was first on technologies.
The penalty is increased for number of 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.
Every 2 people is +1 gold and +2 science.
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.
I will just say that this is by far my favorite guide for concision and information in a comparative forum.
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.
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.
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 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?
Do you know anything about History.
Sweden was one of the major powers in Europe 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.
I think its you that needs to look up his history not the Civ developers.
Would be greatly appreciated!
I hope to update the list in the near future.
Any plans on an uppdate?
Whilst nice for building up, it does make for a far less intriguing game politically.
I will update this comment as I progress.
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.
Thanks, Richard for pointing that out!
I beg to differ.
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 wont hinder the ability to build Wonders based on certain building types.
And the city AI controls what is built.
From what I can see the courthouse removes the 25% negative for both so I am better having full control of my cities no?
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.
And do you play a lot of Civ 5?
Because I love playing and watching Civ 5!
But the Dutch Netherlands are among one of my favourites, mainly because I am originally Dutch.
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.
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.
Me and my friends allways use it and share it when we play.
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 as 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.
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.
With the great expanse defensive bonus, protecting your vast empire is relatively easy, so long as you stay ahead in technology, and should all else fail, its amazing how fast 10+ cities can crank out a defensive army, even leaving some for continued growth.
U can use some of your trade routes to send food and production to your capital which makes it a 50+ Monster at some point.
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.
I have some +500-600 gold in the early 1900s and try to keep peace and good relations with other nations and try to win either by culture, science or diplomacy all going pretty well so far.
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.
Get third alternative and you have triple resources!
Triple the nukes, triple giant death robots, triple the power.
Plus I love starting with additional territory, especially if rare resources are nearby.
This can lead to better trading opportunities and a solid rise in cash in the early to mid game which gives you a better chance possible forex best bonus consider later ages.
The pathfinders allowing you to choose what ancient ruin bonus to have as well, allows you to boost your game early on.
I tend to follow the autocracy game with them and choose a religion that boosts food production in peace time in order to take more advantage of the initial territory spread.

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This guide covers the stats and capabilities of all Unique Units in the original Age of Kings and Conqueror's Expansion and the newer expansions Forgotten Empires, African Kingdoms, Rise of Rajashow to counter them, and each Civilizations' respective Bonuses.
They are able to hold their own against every infantry unit in a 1v1 situation, including the Teutonic Knight, provided the Jaguar Warrior manages to make the first blow.
Their main weakness is lack of pierce armor, making them vulnerable to archers and heavy cavalry.
BERBERS: Cavalry and Naval Civilization Special Civilization Bonuses Villagers move +10% faster Stable units cost -20% starting in castle age Ships move +10% faster Team Bonus: Genitour availible at Archery Range Unique Techs Kasbah: Team https://basedgosh.info/best/best-money-maker-games.html work +25% faster Maghrabi Camels: Camel troops regenerate Unique Units Camel Archer: Cavalry Archer with bonus against cavalry archers Genitour: Mounted Skirmisher Basic Information and Strategy Camel Archers - The Berbers have the Camel Archer for their unique castle unit.
Being a camel unit, it has an advantage against cavalry, but only of the archer variety i.
Mangudai and Cavalry Archers.
The best strategy would be to use them in small, quick battalions alongside anti-pikemen units.
However, I'd recommend a contingent of heavy cavalry to deal with any units with high pierce armor as well as pikemen to deal with camels.
Genitour - Like the Italians, Vikings, and Money to invest places, the Berbers have two units specific to their civ, the first being the Camel Archer.
The second, the Genitour, is a mounted skirmisher, a unit that's effective against archers, mounted and cavalry.
Best used in small battalions to utilize their speed, I'd suggest matching them with heavy cavalry to prevent problems with units possessing high pierce armor, or infantry and archers to deal with pikemen and your own pikemen to counter camels.
BRITONS: Foot-Archer Civilization Special Civilization Bonuses - Town Centers cost -50% Wood from the Castle Age - Foot archers except Skirmishers have +1 range in Empire earth best civilization bonuses Age, +1 in Imperial Age +2 range total - Shepherds work 25% faster Team Bonus: Archery Ranges work 20% faster Unique Tech: Yeomen - +1 Range for Foot Archers, +2 Attack for towers Unique Unit: Longbowman Long-range foot Archer Basic Information and Strategy The Longbowman boasts the greatest archer range in the entire game.
Starting off at a base of 5, upgrades from the blacksmith, researching Elite Longbowman and Yeomen at the Castle will bring the Longbowman's max range up to 12, thus out-ranging Castles, Towers, Mangonels, and Scorpions including rival Unique Archer units from other civilizations.
They also have a higher attack than normal archers.
The best strategy for using Longbowmen is in a group of at least 15 IMHO.
Using them in base defense behind walls with locked gates is another useful tactic.
When on the battlefield, protect your Longbowman contingents with a combination of Infantry and Cavalry.
Being archer units, Longbowmen won't last long against as little as 5 knights IMHO.
Through trial and error with the assistance of Hardfoilwe decided that the best strength of the Arambai is served in small, quick cohorts that can engage and retreat swiftly from any entanglements they may encounter.
Because of their pitiful accuracy, it is best to use them to attack large blocks of troops in order to maximize the damage they do across an area of effect.
By far the simplest way to counter the Arambai is with excessive amounts of pikeman.
Some of the infantry will certainly fall whilst moving to engage, but if enough, the pikemen will rip the Arambai to shreds.
Byzantines: Defensive Civilization Special Civilization Bonuses - Buildings gain +10% HPs in Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age - Camels, Skirmishers, Pikemen, Halberdiers are cost -25% - Fire Ships +20% Https://basedgosh.info/best/best-safe-for-the-money-2019.html - Advance to Imp Age costs -33% 667 Food and 536 Gold instead of 1000 Food and 800 Gold - Town Watch Tech free Team Bonus: Monks heal 50% faster Unique Tech: Logistica - Cataphracts do trample damage Unique Unit: Cataphract Anti-Infantry Cavalry Basic Information and Strategy The Cataphract is the unit with the fewest weaknesses.
They have a bonus attack against infantry units, making them an ideal defense force.
Despite having a disadvantage when it comes to facing Heavy Camels and Mamelukes, the Cataphracts are effective against all units, making them a force to be reckoned with.
Still, keeping some infantry with them would be wise seeing as Halberdiers can still be a threat remarkable, best wallet for money really Cataphracts.
There are several units which are able to efficiently deal with Cataphracts.
Halberdiers are the most logical choice, being the unit specifically mean for countering cavalry.
However, having more than the attacking Cataphract contingent is wise seeing as Cataphracts can soak up damage like it's nobodies business.
The next option would be using Paladins, preferably Frankish ones.
While most paladins and cavaliers are able to defeat Cataphracts 1v1, in a large conflict the Cataphracts have the higher success rate.
The Persian War Elephant will be able to defeat Cataphracts with ease thanks to their high attack and HP.
Just make sure not to attack with less than 10.
A large force of cataphracts can take down 5 war elephants without much difficulty, especially if there are several castles and monks in for the money best gaming monitor pc general vicinity.
This tidbit came from personal experience in a Regicide match.
Archers, Hand Cannoneers and Scorpions also have a slight advantage thanks to a lower pierce armor on the Cataphracts part.
Celts: Infantry Civilization Special Civilization Bonuses - Lumberjacks work 15% faster - Infantry move 15% faster - Siege weapons fire 20% faster - Sheep cannot be converted if in 1 Celt Unit's line of sight Team Bonus: Siege Workshops work earn money from online without investment faster Unique Tech: Furor Celtica - Siege Units have +40% HP Unique Unit: Woad Raider Fast-moving Infantry Basic Information and Strategy The Woad Raider is the fastest non-hero infantry in the game, making it an excellent rushing unit and about the same speed as a scout cavalry.
They're best used against low-level, non-unique infantry and most archers, but become chow food against stronger infantry variants and cavalry.
Woad Raiders are also effective against siege weapons and have a bonus against buildings, making them ideal for destroying wonders.
Chinese: Archer Civilization Special Civilization Bonuses - Start Game with 3 extra villagers but -200 Food and -50 Wood - Town Center supports 10 population instead of 5 - Technologies cost -10% in Feudal Age, -15% Castle Age, -20% Imp Age - Demolition Ships have +50% HP Team Bonus: Farms start with +45 food Unique Tech: Rocketry - Chu Ko Nu +2 attack, Scorpions +4 attack Unique Unit: Chu Ko Nu Rapid-fire Archer Basic Information and Strategy The Chu Ko Nu is the only archer in the game that fires multiple shots with each attack.
A normal Chu Ko Nu fire 3 arrows per attack while an Elite Chu Ko Nu fire 5 arrows.
However, only the first arrow does full damage while the following do only 3.
Their large attack and quick fire rate is offset by their low health, lack of base armor, and a base range of 4.
Several successful tactics for using Chu Ko Nu is mingling them with Arbalests and Infantry: Arbalests for clearing away most anti-archer units and Infantry for fending off cavalry and mopping up after the Arbalests.
Another tactic is garrisoning them inside Castles and Towers, thus greatly increasing the building's firepower.
The most ideal way of defeating Chu Ko Nu is with longer ranged archers, large numbers of heavy cavalry and siege weapons with splash damage.
Ethiopians: Archer Civilization Special Civilization Bonuses - Archers move +15% faster - Receive +100 gold, +100 food when advancing to the next age - Pikemen and Halberdier upgrades free Team Bonus: Towers and Outposts +3 LOS Unique Techs Royal Heirs: Shotel Warriors are created nearly instantly Torsion Engines: Siege workshop units blast radius increase Unique Units Shotel Warrior: Cheap, quick to build infantry Basic Information and Strategy Shotel Warrior - The Ethiopians' Shotel Warrior is a cheap, quick-to-build infantry unit with devastating attack power, allowing it to compete with the Teutons' Teutonic Knight and the Aztecs' Jaquar Warrior for strongest infantry disallowing heroes.
Because of their low cost and quick build time, I suggest creating Shotel Warriors in bulk to simply swarm any enemies.
However, their high attack rating is offset by their squishyness.
Providing an escort of cavalry and archers would be a wise course of action, particularly to deal with siege weapons with splash damage.
Mangonels can be devastating.
Franks: Cavalry Civilization Special Civilization Bonuses - Castles cost -25% - Cavalry +20% HP - Farm upgrades free - Foragers work 25% faster Team Bonus: Knights have +2 LoS Unique Tech: Bearded Axe - +1 Range for Throwing Axeman Unique Unit: Throwing Axeman Infantry with Ranged Attack Basic Information and Strategy The most interesting thing about the Throwing Axeman is the classification.
Even though it's an infantry unit, it has a ranged attack that makes them useful when dealing with Anti-Archer units with high pierce armor.
In addition, Throwing Axemen have an attack bonus against buildings and are prime for destroying Battering Rams from behind walls without compromising defenses by opening gates.
But, their inferior range makes them vulnerable to Cavalry, Scorpions and hit-and-run tactics by archers.
The Franks lack of the Squire tech makes the Throwing Axeman slow and not as maneuverable as other infantry.
Goths: Infantry Civilization Special Civilization Bonuses - Infantry cost -35% starting in Feudal Age - Infantry have +1 attack bonus vs buildings - Villagers have +5 attack bonus vs boars - +10 population cap in Imperial Age - Unable to build Stone Walls Team Bonus: Barracks work 20% faster Unique Tech: Castle Age Anarchy - Huskarls can be created at Barracks Imp Age Perfusion - Barracks create units 100% faster Unique Unit: Huskarl Anti-Archer and Arrow-Resistant Infantry Basic Information and Strategy The Huskarl has decent attack and agree, money is the best drug something speed, but the main asset of the Huskarl is their 6 pierce armor, making them an ideal archer deterrent and allowing them to attack a castle with ignorance.
In general, they are well-rounded units that can deal with most threats.
However, they are a bit short coming when pitted against cavalry and mounted archers I.
In addition to destroying buildings, Tarkansm are reasonably effective against most ranged units and light cavalry.
Their Pierce Armor is substantial enough to withstand attacks from defensive structures, so they are capable of taking down towers and castles, depending on the size of the contingent.
They best serve as hit-and-run raiders, destroying a building or two and retreating before a counter-attack can be realized.
They also are able to survive pitched battles if the need arises.
Being classified as medium cavalry, Tarkans are less capable of surviving against infantry, heavy cavalry and camels.
Despite having a 20 HP advantage and a slight advantage in armor, Cataphracts can beat Tarkans by a narrow margin.
Incas: Infantry Civilization Special Civilization Bonuses - Start with a free llama - Villagers affected by Blacksmith upgrades - Houses support 10 population - Buildings cost -15% stone - Scout Cavalry is replaced by Eagle Warrior or Eagle Scout depending on game version i.
Their primary ability is their bonus against cavalry, earn money from online without investment because of a massive spear, the Kamayuk is capable of attacking from behind units and keeping its distance from infantry and archers.
This also means that the Kamayuk can attack through walls.
A good tactic when using Kamayuks would be to have a decent size contingent in front of the Incas' other unique unit, the Slinger.
Slinger - Slingers are anti-infantry archers that can be built from the archery range.
Despite having a less than average range, the Andean Sling tech can cancel that weakness out.
Their significant bonus against infantry is a decent deterrant for infantry with the intent of breaking up a contingent of Kamayuks.
Being archers, they're vulnerable to cavalry and mounted units.
But when matched up with the Incas' other unique unit, a solid tactic is created.
Like the Italian's Condottiero, the Slinger has no elite upgrade.
However, being mounted on an elephant, movement speed is significantly reduced compared to a cavalry archer.
The best way to counter an Elephant Archer would be simply this: Pikemen.
Bleeding carploads of pikemen.
Imperial Camel - An upgrade from the Heavy Camel, https://basedgosh.info/best/money-program-best.html Imp Camel is a harder hitting anti-cavalry unit.
With a high HP count, decent attack, high speed, and augmented armor, the Imp Camel can easily take Paladins on 1v1 and, when in a group, can defeat War Elephants with relative ease.
Being a cavalry unit, Pikemen are an ideal defense against them.
Despite having a shorter range, the Genoese Crossbowman has a +5 attack against cavalry, +4 against Camels and Mamelukes, and a whopping +10 against War Elephants and Elephant Archers.
The obvious usage for the Genoese Crossbowman is to counter cavalry.
When it comes to see more late game when Unique Units are in abundance, the Samurai plays a bigger role, having an attack bonus against other Unique Units.
Samurai are very effective against heavy infantry and can be deadly against civilizations who rely on their Unique Units towards endgame.
The only units they aren't cost effective against are Cataphracts, War Elephants and Teutonic Knights.
Khmer: Siege and Elephant Civilization Special Civilization Bonuses - Prereq buildings aren't required to advance to further ages or unlock other buildings i.
In testing, it was discovered that the Ballista Elephant's only true strength is in defense.
They're best against infantry and archers due to the Elephant's piercing attack like the scorpion'sespecially when said troops are in large blocks.
In regard to their efficiency against buildings, empire earth best civilization bonuses a major drop.
Ballista Elephants do very little damage against buildings and suffer greatly when faced with anything anti-cavalry like halberdiers and camels.
Best course of action, use the Ballista Elephants to soften up enemy troops instead of using them as front-line fighters.
It's more powerful and resilient than a cavalry archer, but is more expensive and not as fast.
Turtle Ship - The Turtle Ship can be used for multiple purposes.
It can either be used in ship-to-ship conflicts or to provide devastating cover for the first stage of a land attack.
Being heavily armored makes the Turtle Ship slow and subject to hit-and-run tactics as well as https://basedgosh.info/best/best-rate-money-exchange.html demolition ships.
MAGYARS: Cavalry Infantry Civilization Special Civilization Bonuses - Villagers can kill wolves with 1 strike - Forging, Iron Casting, Blast Furnace free - Scout Cavalry, Light Cavalry, Hussar cost -15% Team Bonus: Foot Archers +2 LOS Unique Techs Mercenaries: Magyar Huszar costs no gold Recurve Bow: Cavalry archers get +1 range, +1 attack Unique Unit Magyar Huszar: Cheap Light Cavalry Basic Information and Strategy Magyar Huszar - With a high attack and a bonus against siege weapons, the Magyar Huszar is an ideal unit for countering siege units.
The best way for using them would be in blocks of 10-20, depending on if Pikemen accompany the advancing siege equipment.
Being a Cavalry unit, the Huszar is obviously vulnerable to masses of Pikemen.
Bringing infantry along to protect the Huszars is a wise plan.
MALAY: Naval Civilization Special Civilization Bonuses - Advancing to Ages +80% faster - Fish Traps cost -33% - Fish Traps provide unlimited food - Battle Elephants 25% cheaper Team Bonus: Docks get +100% Line of Sight Unique Techs Thalassocracy Castle Age : Docks are upgraded to Harbors that fire arrows Forced Levy Imperial Age : Militia Line costs no gold Unique Units Karambit Warrior: Cheap, fast infantry Basic Information and Strategy At first glance, the Karambit Warrior seems like a rather useless unit.
At least, they did for me.
They're exceptionally cheap to produce and one Karambi Warrior costs half a population, meaning that 100 Karambit Warriors only takes up 50 population.
However, they are also a quick unit that are almost as fast as a light cavalry both being fully upgraded and can strike fast and hard.
Finally, for tactics, Karambit Warriors are best used in a swarm.
Their speed really allows them to surround an enemy force and chip away at all sides.
GentlemanPenguin's opinion was to use them as a last ditch effort due to their short creation time and cheap price.
I agree with this, but Karambit Warriors are good raiders and distraction units to draw your opponent away from your main force.
Their armor is negligible, offsetting their high attack rating and high speed.
Being infantry, they are susceptible to cavalry and heavy infantry.
That being said, I recommend small battalions escorted by pikemen and heavy cavalry to counter archers, cavalry, and infantry.
Be aware of mangonels and the like.
Also, the Gbeto is the only female military unit, sans heroes.
Mayans: Archer Civilization Special Civilization Bonuses - Starts with +1 Villager but -50 Food - Resources last 15% longer - Archery Range Units cost -10% Feudal Age, -20% Castle Age, -30% Imp Age - No Gunpowder or Cavalry Units - Scout Cavalry is replaced by Eagle Warrior or Eagle Scout depending on game version i.
A preferable tactic when using the Plumed Archer is hit-and-run, allowing them to effectively replace the Cavalry Archer.
They do have an attack bonus against infantry, making them ideal for taking out long swordsman.
They are made less expensive by the Mayan Unique Bonus, making them the least expensive Unique Unit except in Full Tech Tree matches.
Mongols: Cavalry Archer Civilization Special Civilization Bonuses - Cavalry Archers fire 20% faster - Light Cavalry, Hussar have +30% HP - Hunters work 50% faster Team Bonus: Scout Cavalry line has +2 LoS Unique Tech: Drill - Siege Units move 50% faster Unique Unit: Mangudai Anti-Siege Weapon Cavalry Archer Basic Information and Strategy Mangudai are almost a carbon copy of Cavalry Archers except for their bonus against Siege Equipment, their +1 Attack and +10 HP, making them slightly superior to ordinary Cavalry Archers.
Mangudai are cheaper than cavalry archers in terms of Gold but cost more in terms of Wood.
When it comes to tactics, Mangudai are most effective against slow moving units such as Monks, Villagers, Siege Weapons, Infantry, and unsuspecting Archers.
However, when attacking Scorpions and Mangonels it is preferable to attack with multiple Mangudai instead of 1v1.
The main threat to Mangudai are Camels, Skirmishers and Spearmen, although Mangudai are fast enough to avoid the latter.
Persians: Cavalry Civilization Special Civilization Bonuses - Start Match with +50 Food and +50 Wood - Town Center, Docks x2 HP, work rate +10% Feudal, +15% Castle, +20% Imp Team Bonus: Knights have +2 Attack against Archers Unique Tech: Mahouts - War Elephants move 30% faster Unique Unit: War Elephant Slow yet strong and devastating Basic Information and Strategy The Persian War Elephant has one prime role: Destroy ALL of the things.
There aren't many Units that can economically take down the War Elephants.
Due to their lack of speed, Cavalry Archers are capable of defeating War Elephants, albeit not as effectively as Mamelukes would be able to with their high speed and Anti-Cavalry bonus.
Other counters include siege weapons particularly Mangonels and Monks.
An escort for the War Elephants will be able to fend off Monks seeking to convert the Elephants.
PORTUGUESE: Naval and Gunpowder Civilization Special Civilization Bonuses - All units cost -15% gold - Ships +10% HP - Can build Feitoria in Imp Age The Feitoria is a building that requires 20 pop, 250 stone and gold.
Each short fired can damage multiple units as it can penetrate multiple units like the Scorpion siege unit.
Thus, firing on tightly pack ships is an effective course of action.
However, they are vulnerable to fire ships and demolition ships.
Avoiding those ships would be wise.
Organ Gun - Units with area of effect attacks seems to be a trend for the Portugese.
Like the Caravel, the Organ Gun is a siege weapon that fires projectiles that are highly effective against large groups of units.
Being a siege unit, the Organ Gun is vulnerable to infantry and cavalry, so escorting a group of them with pikemen and anti-infantry units would be wise.
Another tactic against the Organ Gun is the skirmisher formation or whatever the formation is called that spreads units out.
Their high speed and bonus against Cavalry makes Mameluke one of the best units in the game which is offset by their high cost.
Mamelukes are well rounded and suited for most combat, but can be taken down by a higher number of Archers due to the lack of Pierce Armor on the Mameluke's part.
SLAVS: Cavalry Civilization - Farmers work 15% faster - Siege Weapons 15% cheaper - Tracking free Team Bonus: Military buildings provide earn money from online without investment population Unique Techs Orthodoxy: Monks extra armor Druzhina: Infantry damage adjacent units Unique Unit Boyar: Heavy Cavalry with High Armor Basic Information and Strategy Boyar - Another simple unit, the Boyar is like a beefed up Paladin with a high attack damage, HP and armor count.
The best option for using such a heavily armed and armored unit would be against gunpowder units and archers.
Pikemen are a viable counter for the Boyar, but it will require a significant amount of them to take down even a group of 10 Boyars.
A more potentially successful option would earn money from online without investment to use Camels or the Italian's Genoese Crossbowman.
Aside from that, pray they end you soon.
They play the same way, but with the advantage of mobility.
Being a gunpowder unit, being closer to the target causes more damage while being less accurate as they move away.
Conquistadors are best used in large controllable groups ranging from 20-30 for hit-and-run tactics and included in Knight formations where the Knights soak up incoming attacks from Archers as well as hit the target after the Conquistadors have softened it up.
The main threats to Conquistadors are Cavalry contingents and Halberdiers, provided the Halberdiers can catch them.
Groups of Eagle Warriors are also capable to taking out Conquistadors.
Missionary - Being mounted, Missionaries are capable of keeping up with Cavalry to convert and are better at escaping from pitched battles.
However, their shorter range of 7 Monks 9 and inability to pick up relics make them less useful in the earlier stages of the game while in the endgame, Missionaries are more valuable, seeing as the relics are already picked up an no longer an objective.
Teutons: Infantry Civilization Special Civilization Bonuses - Monks have x2 Heal Range - Towers garrison x2 more units - Murder Holes Tech free - Farms cost -33% - Town Centers garrison +10 Team Bonus: Units resist conversion Unique Tech: Crenellations - +3 range for Castles: garrisoned infantry fire arrows Unique Unit: Teutonic Knight Slow yet strong Infantry Basic Information and Strategy Teutonic Knights are the most powerful Infantry Unit in the game and are tough enough to defeat every melee unit in the game with the exception of the Persians' War Elephant and the Earn money from online without investment Cataphract.
With all upgrades from the Blacksmith, an Elite Teutonic Knight boats 100 HP, 21 Attack, 13 Armor, and 6 Pierce Armor, making them difficult to defeat.
However, they are at a disadvantage against Monks, Archers and Mangonels due to their lack of speed.
They're also vulnerable to double teaming from Infantry who attack quickly, namely the Japanese Samurai, and the Celt's Woad Raider.
This can be negated by increasing the number of Teutonic Knights traveling in the contingent.
Although fragile, Janissaries have devastating attack and in groups can fire a crippling volley capable of killing or severely slowing down an advancing enemy.
The Janissary is capable of killing almost all units, but are please click for source to Cavalry due to their speed and ability to close the distance between them quickly.
Up close, Janissaries can be defeated easily because of their low HP.
A single shot from one Mangonel is capable of devastating a Janissary contingent.
VIETNAMESE: Archer Civilization Special Civilization Bonuses - Reveals enemy positions at game start - Archery Range Units have +10% Empire earth best civilization bonuses in Feudal Age, +15% in Castle, and +20% in Imperial does not stack - Free Conscription Team Bonus: Have access to Imperial Skirmisher Upgrade Unique Techs Chatras Castle Age : Battle Elephants get +30 HP Paper Money Imperial Age : Tributes 500 gold to each ally Unique Units Rattan Archer: Archer with high pierce armor Basic Information and Strategy When I did testing for the Rattan Archer, I wasn't really going in expecting anything impressive.
I primarily thought that they'd be an anti archer unit due to their higher than average pierce armor.
However, after sending in contingents numbering 25 cavaliers and 25 champions only to see them both shattered, I started to believe that the Rattan Archer had no real weakness aside from the obvious ones of skirmishers and huskarls.
As it turns out, skirmishers weren't very effective against the Rattan Archer.
Thus, I'd recommend countering with high numbers of units with high pierce armor or mangonels.
Other than that, defensive buildings like castles or garrisoned towers are a reasonable defense.
Vikings: Infantry and Naval Civilization Special Civilization Bonuses - Warships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age - Infantry +10% HP Feudal Age, +15% Castle Age, +20% Imperial Age - Wheelbarrow, Hand Cart techs free Team Bonus: Docks cost -15% Unique Tech: Berserkergang - Berserks regenerate faster Unique Unit: Berserker Health Regenerating Infantry Longboat Warship that fire multiple arrows Basic Information and Strategy Berserker - The Berserker is the only unit in the game besides Heroes that can regenerate over time.
This ability allows them to survive longer in combat and make them effective in pitched battles.
They're also effective against enemy buildings and Cavalry, but are vulnerable to Archers and Siege Weapons like Scorpions and Mangonels.
Longboat - Like the Chinese Chu Ko Nu, the Longboat is capable of firing multiple arrows with each attack and can defeat war galleys in 1v1 combat.
Longboats are best used in large numbers against multiple enemy vessels and are effective at shore bombardment against infantry.
Mangonels and Demolition Ships are the prime deterrents when engaging Longboats.
Note: These techs only affect gameplay with the Expansions.
ALL Gillnets: Fishing Ships gather 25% faster Available in the Castle Age Hunting Dogs: Removed AZTECS Atlatl: Gives Skirmishers +1 attack and +1 range Available in the Castle Age BRITONS Warwolf: Allows Trebuchets to do splash damage Available in Imp Age.
The Britons' other Unique Tech, 'Yeomen', is now available in the Castle Age BYZANTINES Romans Greek Fire: Gives +1 Range to Fire Ships Available in the Castle Age CELTS Stronghold: Castles and Towers RoF increased by 20% Available in the Castle Age CHINESE Great Wall: Walls, gates and towers +30% HP Available in the Castle Age FRANKS Chivalry: Stables work 40% faster Effects research time Available in the Castle Age GOTHS Perfusion: Barracks work 100% faster Available in the Castle Age HUNS Marauders: Allows Tarkans to be built at a Stable Available in the Castle Age JAPANESE Yasama: Towers fire an additional three arrows Available in the Castle Age KOREANS Panokseon: Turtle Ships move 15% faster Available in the Castle Age MAYANS Obsidian Arrows: Archers, Crossbowmen, Arbalests have +3 attack vs.
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