Victory and defeat. Basics of playing Civilization V. Unique properties of civilizations in Civilization V Civilization 5 tips
Conditions: from 2-6 nations, medium or large maps, with larger land area and GGA month ago, an article “The ABCs of Network Play” appeared from Dmitry (Diman000), in which he briefly described the correct points when developing on a tiny/dueling map. The points described in that article are very important when playing at high speed and dueling/tiny map, BUT with an average speed of the game and larger maps, much is different...
Aboutfast-games.
The first thing I would like to note is that the developers made the game for medium speed and therefore the game at other speeds is less balanced (the cost of science/production, etc. is only proportionally changed there). At fast speed, unique units of various nations become obsolete very quickly and simply are not even built (not to mention the fact that they often have no impact on the game). Therefore, when nations have a property or building instead of a unique unit, this is often preferable, since it has a more lasting effect on the nation. In addition, it often happens at fast speed that there is simply nothing to build in the city (everything has been rebuilt, and the science for new buildings has not yet been discovered), which also indicates a certain inconsistency in the balance of the fast game; at medium speed this happens extremely rarely. It is also important to note that by default, the time per move in a fast game is less than in a medium game (which often simply does not leave time to plan a game strategy, and sometimes just finish the move); and this, taking into account the huge production of cities (and, accordingly, units), a good fast-click has a strong influence (the volume of production per city turn is the same, both in medium and fast play; at the same time, the cost of objects/units at fast speed is significantly reduced - this is why there is often simply nothing to build in the city when playing at fast speed).The only important reason why fast games are played is to be able to play the game without replaying "in one sitting", while playing at medium speed almost always requires a replay.
I myself have already played more than 50 online games at average speed (most of them are duels, but often with the addition of 1 to 4 computer players), and some games (with a standard card size or more) lasted a week and required up to 3-5 replays in the evening ( 3-5 hours). But if the game was equal (and it is often equal, since there is a way to determine the value of the opponent’s bonus for the game), then the final endings turned out to be especially interesting (I have not seen such endings at fast speed, since there the game goes like usually head-on and is won simply due to more production/science, as well as a good fast click).
In addition, in almost half of the games I played, they started not from antiquity, but from a later era. It is strange that the beginning of the game is not used much by players since ancient times. When playing G&K, this greatly limited the choice to only one of three cultural institutions (and in fact will or tradition).Principles of competent play at medium speed:
1. Selecting a capital:
Since playing on medium-sized maps quite often involves playing before atomic bombs and bombers, the choice of capital should be approached extremely carefully.The main criteria when choosing a capital (approximately equal degree of importance):
- river (the capital must grow well, since it usually gives the most science and money)
- the presence of a miracle (of course, if it is possible to build 3 cells from a miracle of nature, then this must be done)
- on the open sea (now that there are merchant ships - this is extremely important, + additional possible wonders of the world)
Advice for beginners: If you place a city on the ocean, then provide it with either minimal shelling from enemy ships or control the sea (and also place the second city nearby and near the ocean, both to conquer the ocean and for sea trade routes between your cities)
- near the mountain (the increase in science from the observatory is very large + additional possible wonders of the world from the proximity to the mountain)Less important are those factors that are extremely important on duel cards in a fast game:
- a city on a hill (at the same time I agree that at high speed and a small map - this is perhaps one of the main criteria)
- the presence of rare or strategic resources (the capital can increase the territory by 5 cells and reach an important resource, and happiness and resources can be taken from the main character)I would also like to separately note the miracle of “Peter”. Sometimes it is worth building a city/capital for it, but in this case you should be almost sure that you will be the first to build it (I do not recommend building it if there are less than 3-4 petroholms). Cells with a desert with Petra give production as with a plain, so if you are not sure, take the capital away from the desert, so that later you do not regret that someone built Petra before you (and the capital ended up with a lot of lost desert cells). A more reliable option is to build Petra in the second city, which is maximally tailored for production (Petro-hills), after exploring the enemy’s territory at the expense of caravans or a great man.
2. Intelligence
If in fast games reconnaissance can be neglected, since the war begins (and often ends) before the new time (spies do not play a role), then for games at medium speed/maps this is a more important factor.
Firstly, since capitals are often far from each other (from 15 to 25 cells, or even further), often illuminating the enemy’s capital (territory):
a) you can and should protect your own from being enlightened by the enemy (and this is a huge advantage and savings for science due to stolen technologies :)
b) know what he is building in the capital, and what potential resources there will be/are in his/nearby territory
c) plan military operations to seize/control/hold territory or resources and trade routes3. Trade routes
After the appearance of trade routes between your cities, you need to try to make them safe (from barbarians and enemies) and build them as much as possible. At the same time, if you play through tradition (although will on medium/large maps is usually generally preferable), then still build a second city as early as possible, additional food, and later production is much better than if you send caravans to your neighbors for money. Only at later stages (not before industrialization) can they be transferred to the accumulation of money.4. Interaction with GG
The role of the GG in the BNW has increased significantly, especially to compete for votes in Congress. With equal demographics, this factor usually reveals the winner of the game. Therefore, before the Middle Ages, try to determine for yourself those GGs that you are going to make allies on a permanent basis (you can also distinguish 2 categories of GGs: for capture, for collecting tribute).5. Interaction with computer players (recommended PC game level: “immortal”)
Trade and war with computer states.
As for trading, everything is simple - you leave yourself a minimum of resources (happiness no more than 4-8), everything else is for trading with a computer player.
For war: As a rule, due to the starting bonus in units, until the Middle Ages the comp. the enemy is dangerous because he can go to war with decent forces, and, despite the fact that a good player can easily recapture his troops, this will require time (including repairing the destroyed territory) and possibly production (walls/archer). Therefore, the ideal and painless option is to take out the enemy with frigates (which you will prudently receive after upgrading them from galleasses). But if the enemy’s cities do not have access to the ocean, then you can wait for artillery (go out first). Often, the moment of war is determined by the computer player’s desire to trade unfairly or by the presence of a special. unit (playing as Zulu, Songhai, Huns, etc.). At the beginning of the comp. the player is ready to give 5-6 coins per turn for a rare resource and this should be used, as soon as he offers 3 for a rare resource, then the relationship with the computer is not very good... and you should think about capturing/destructing it.
Capturing a computer player: having an advantage in troops over the computer, and after capturing his city, offer him to give up his other city for peace for 10 turns. In this case, you will not only save money/time on capturing this city, but also get a city already slightly rebuilt by the enemy with a number of buildings. However, after being captured, it is better to immediately destroy some cities, because happiness is not rubber, and your cities and the captured capital of the computer will still grow. And most importantly, when taking out a computer player, don’t rush, and then you’ll take out your opponent without losses, and at medium speed it’s not as easy to quickly build units again as at fast speed.6. Cultural institutions.
In most cases, it is correct to close a cultural institute as soon as possible and not spread yourself thin, since the final bonus that comes with closing is better than any opening of another cultural institute. Also in BNW the institutions are more balanced. With large maps (with a large number of GGs), you can not only open the “patronage” institution, but also close it (after all, we want to control the votes at the congress, and getting several great people will help a lot). Also on the map are continents and the like (if almost all cities are near the ocean), it is very advisable to take travel/maritime_infrastructure, because when multiplying cities, the initial bonus of +3 is a very strong application for control of the ocean and all sea trade routes (+ overall production). The only thing, it seems to me, is that piety doesn’t look good in comparison with others, and I don’t even know in what cases it can be recommended, and you should only take/close aesthetics when playing for Venice or India.
If I remember anything else, I’ll add it, but I seem to have outlined the basic principles of playing at medium speed and on a rather large map.Afterword. Providing a handicap (cash bonus) to a less advanced player.
Yes, I would also like to add: everyone’s level of play is different: some play stronger, some weaker. But there is a way in which any player, starting a game with a stronger opponent, would consider his chances of winning it decent, and the game would turn out to be equal and interesting. This can be done by changing the file with the difficulty level (in the game folder, the file is called CIV5HandicapInfos). I recommend giving a head start not in happiness, but in money to a weaker player, while leaving the level of development of the GG and the nations controlled by PCs at the level at which the host plays. By the way, for the last 20 games with my regular opponent, this is how I play, and many games in this case lead to real strategic confrontations, where a fast click does not affect the result at all, and the correct and timely direction of attack or control of a key point allows achieve final victory.
Let me explain the mechanism for providing a monetary head start for those who have a regular partner, but he plays weaker (and therefore there are no real memorable confrontations), but at the same time they want an equal and interesting game.
When independently changing the difficulty level, we set the same game/computer development parameters for all levels. Usually this is the difficulty level that the host plays on (for example, immortal), and for other difficulties (which less advanced players will play on) we make only one change - we add a cash starting bonus (everything else remains the same as at the immortal level). And then at the beginning of the game, after the foundation of the capital, weaker players who started the game on king difficulty or lower will have a certain number of coins that they can spend on purchasing workers/settlers or lower ones. I consider the following optimal receipt/distribution of initial money for different difficulties: 300 coins when playing on the emperor difficulty level, 500 on the king, 800 on the prince, 1200 on the commander, 1600 on the leader, and when playing as a settler, a beginner will receive 2000 coins immediately after the foundation of the capital.
My children! We were humiliated, broken by severe adversity! But I knew that the time would come when my people would rise up and brutally get even with their enemies. Now we are united and stronger than ever. I have a dream, and this dream is in your hands! I will lead you to greatness. Together we will win!
So, he received dictatorial powers. Now all that remains is to conquer the world.
Armored train for civilians
A large state, other things being equal, is more effective than a small one.
If you want peace, prepare for war. If you want war, prepare for war. In general, whether you like it or not, there will be a war! Artificial intelligence in “Civilization” constantly strives to attack; even the stronger army of the “victim” will not scare it away. If you hesitate, the enemy may be better prepared for war, so a timely preemptive strike may be justified.
War here is not an end in itself, but a means of strengthening one’s country. A large state, other things being equal, is more effective than a small one. Why? I'll tell you about this in detail.
My empire has acquired many suppliers of science, culture and gold.
The advantages of a large empire are obvious:
Many cities - a lot of money, science and culture points.
High production capacity.
A large area where trading posts and other improvements can be placed.
What are the downsides then?
There is growing dissatisfaction with population density and the number of cities.
The amount of culture required to establish a new policy is increased by 30% for each new city.
Well, the “contraindications” are significant, but still not fatal. Firstly, in every new city there is a place for the construction of “happy” buildings. To neutralize the discontent caused by the construction, the Colosseum will be enough. It is available almost immediately and is built quickly. Having received “bread and circuses”, the plebs will worry less about rising prices and taxes, and you will be able to build entertainment establishments faster than the population in the cities grows, and with it discontent. The main thing is to hurry slowly. If the people of the empire are unhappy, do not expand the territory until you have built a couple of colosseums or circuses.
On a note: Often the population requires luxury goods (as a resource, in the sense) for the happiness and growth of cities. Take them away from the enemy along with the territory.
Secondly, even if you are not striving for a cultural victory, you should not become like the barbarians and blow your nose in tapestries. Some perks purchased for culture will provide a very noticeable advantage, no matter what winning strategy you choose.
Build up quickly, quickly! We won't have time! French gas
Should I call the tarbeiters...
Therefore, satellites are usually preferable to annexed enemy cities.
And the secret is that only those cities that are completely under your control receive a penalty for culture, but not satellites. Of course, the latter do not produce miracles and troops, but they regularly supply them with money, contribute to science and culture, and themselves build all sorts of “people’s entertainment.” Therefore, satellites are usually preferable to annexed enemy cities. This is especially true if you expect to win through the construction of a utopia. Let puppet governments tell their citizens fairy tales about freedom and independence, we know and are rubbing our hands. And if any satellite manages to grow into a metropolis with a population of 20+, annex it.
After the third city, begin to prepare for defense, gradually turning into an offensive. By that time, you should have studied bronze processing (for spearmen) and the wheel (for chariots, which, by the way, are more profitable than archers). It is better to attack the enemy, enlisting the help of an ally who will divert part of the enemy army to himself. The ideal option is an alliance with a weaker player against a stronger one.
When playing against living players, beware of being stabbed in the back while your main forces are shedding blood in a foreign land. Don’t be shy about making such attacks yourself, this makes the game much more interesting. And if you are not currently involved in a war, it makes sense to donate units to the weaker side. It is easier to face several weak players than one strong one.
Now it’s time to talk directly about combat operations, fortunately in the fifth “Civilization” they have become much more interesting. Here are a number of rules that a commander should follow:
The ship can reconnoiter the enemy's location for artillery and, without engaging in battle, withdraw.
If the squad was slightly injured, it is better not to throw it into battle, but to camp for treatment. If it’s difficult, take it to a safe distance. To do this, make a “castling” - if both units can move, they can be swapped. Healthy soldiers will cover the wounded.
Shooters and artillery are very vulnerable in close combat. Cavalry, which is capable of moving many squares, copes especially well with them. Don't forget that cavalry can move after an attack. Hit-and-run tactics in action.
In a forest, jungle or on a hill, units defend better than in the middle of a field.
Two squads side by side are stronger than three separate ones. Concentrate your forces in the right place. The forces are gathered into a fist and act together - this is the advantage of attack over defense.
The advantage of defense is that you can occupy the high ground and order the soldiers to strengthen themselves; you can hold the defense near the city, and fire at the enemy from the city; successfully position artillery in advance.
Don't be afraid to expose your fighters to fire from an enemy city. While standing still, the party heals wounds almost as quickly as it takes damage, but at the same time earns experience. Sometimes it even makes sense not to rush into an assault while training fighters. In an online game, constantly standing under fire from the city is considered by many players to be dishonest.
To successfully capture a city, three or four detachments are needed if there are no enemy soldiers near this city. Otherwise more.
Here, unlike the previous parts of the game, technically more advanced units have a higher chance of winning. Military research is among the priorities.
From Tenochtitlan to Medina we will build a highway
Everything has its price, and a considerable one. The maintenance of armies, buildings and even roads places a heavy burden on the treasury. And that means that before every order you give, you should ask yourself whether it is truly moving your country closer to world domination. We will discuss certain buildings more than once in the context of “whether they will pay off or not.”
There are no useless buildings, but consider the situation. Here are some rules:
Barns and similar buildings that provide food definitely pay off.
Buildings with specialists are needed in any case, just decide which specialists are more important at the moment and in a given city. However, if the settlement does not have enough residents and/or food for specialists, then buildings requiring specialists will only be a burden. Specialists are also valuable because they increase the likelihood of the birth of a great person.
Build pleasure buildings constantly; the more of them, the larger part of the world map can be repainted in your favorite color, without teasing the geese, that is, the people. The profits from the new city and the golden ages for the people's happiness will more than pay for the costs of maintenance. After watching the exciting meat grinder in the arena, the citizen will be inspired and, instead of an anti-war rally, will go to the nearest recruiting center.
Fortifications are needed only on the border. Barracks and military buildings in every city are expensive. Even if only a few cities supply soldiers to the front, they do so quickly and efficiently. A large army in peacetime is extremely expensive, but if peacetime drags on, something is wrong, a lot of money and people are wasted, working not for you.
A trade route brings 1.25 units of gold per inhabitant in the city connected by this route to the capital. Maintaining a section of road costs gold. That is, if, for example, the distance from the capital is five, and the city has a population of more than four, the road pays off.
No, will this golden age ever end?!
However, with the right economic policy and impressive gains, the problem of lack of money is relevant only in the early stages. Later, with the expansion of the territory, there will be a lot of area for development. Spend most of it on trading posts and you shouldn't have any money problems.
Even if the financial balance turns out to be negative, it’s not scary. The main earnings come during the golden age and more than cover any deficit. Of course, if such a century comes often. For it to last forever, you need happy citizens (which, as already said, are facilitated by coliseums and theaters) and a combination of the corresponding wonders of the world and policies. Research the Civil Service technology as early as possible, which will unlock the golden age-extending world wonder of Chichen Itza. Among the policies, the most useful ones are "organized religion" (-25% happiness requirement for the beginning of the golden age) and "theocracy" (-20% unhappiness) in the "piety" category. The gaps between “happy” golden ages can be “plugged” by great personalities.
But the main deficit in the game - the shortage of people - is not eliminated by the golden age. Many of the buildings you need require city dwellers to operate, which distracts them from producing food or building. And production capacity is needed more and more as time goes on. Where should the citizens be sent? On the field so that the population grows? To the factory to speed up production? Or poring over books at university in the name of science? The author of the article solves this problem this way: cities have their own specialization.
This is how good it is to locate cities - at a considerable distance and near resources.
There are cities - industrial giants: overpopulated, with a gray, smoky sky. Usually these are old cities, founded at the beginning of the game and managed to grow to the required size. Residents of such megacities are minimally distracted by churches and libraries, and the buildings that require specialists are mainly workshops, factories, etc. The city is surrounded by sawmills, mines and fields. The latter are needed for the population to grow very quickly. At the beginning of the game, establish cities at a considerable distance from each other in order to effectively feed the sprawling metropolises. It is highly desirable to establish cities near resource deposits and on the banks of rivers.
If you play for France, then at the very beginning the city’s borders will actively expand, and you will receive huge areas for development. The efficiency of a city surrounded by many fields, sawmills and mines increases significantly.
Forge cities are engaged in production, primarily the construction of wonders of the world, and they do it very efficiently. It is especially important to build miracles as quickly as possible, because only the first one will get an impressive advantage. And do not neglect your own regulation of employment. If you are building a miracle or something equally important, direct maximum inhabitants from agriculture to production. In the long term, many settlers engaged in agriculture will ensure rapid growth for the city. The more “extra” food there is, the faster the city grows.
The efficiency of the Iroquois longhouse is amazing. And this is still a small city!
To surround the metropolis with fields, expand the borders with the help of culture. An obelisk that does not require specialists and miracles will help with this.
On a note: Which nation do you think is the nation of the best industrialists in the world? Americans? Chinese? Germans? No! Iroquois. Their unique "longhouse" building increases the efficiency of sawmills to stratospheric levels. Build industrial centers in the middle of the forest, surround them with sawmills and send townspeople to them. It is important not to cut down the forest until the ceremonial moment when longhouses and sawmills become available. Unfortunately, this does not apply to the jungle.
Younger cities, often satellites, are responsible for science, culture and money in my empire. Growth is not so important to them; the small population of one city is compensated by their number. Roughly speaking, it is easier to get a couple of cities with libraries than one with a university, and the effect is comparable. At the same time, cities of specialists are also growing, although not to the same size as industrial centers. Many trading posts, rather than fields, can be built around scientific, financial and cultural settlements.
I’ll buy the victory, we’ll agree on the price!
And finally, let's talk about the features of the strategy for different types of victory. For glorious victories you need an army equipped with the latest technology, for the rapid development of science you need a large empire; From an alliance with city-states, you can get an increase in culture, and a successful diplomat will be helped by the policies of the “patronage” section “bought” for culture. Still, different strategies have some specificity.
Properly developed Egyptians can boast of many
a lot of miracles in big cities.
For achievement cultural victory you need to accumulate enough culture to accept all the policies from the five branches. Each new city provides you with penalties to culture, so do not found more than three settlements and try not to annex others. But do not forget that satellites do not have a negative impact; they can be purchased in quantities limited only by the strength of the army and the happiness of citizens.
Surprisingly, at the beginning of the game the emphasis should be on science rather than culture. It is necessary to study as early as possible the technologies that open access to the cultural wonders of the world and the branches of the “freedom” policy. The Sistine Chapel, thanks to which politicians are accepted more cheaply, must be built by you. The Oracle will be useful - it gives an additional policy, and the cost of the next one does not increase.
It is for achieving cultural victory that the wonders of the world are especially relevant. Therefore, first choose from the “tradition” + “aristocracy” policies (+33% wonder construction speed). To have a big head start in building wonders, study the technologies needed for them first.
There is an interesting strategy for gaining early access to the wonders of the Middle Ages and the Renaissance, especially effective when performed by the Egyptians, with their “miraculous” plus. Learn pottery and writing and begin building the Library of Alexandria in the capital. During this time, study the calendar and philosophy. The second city, which must be founded by then, should aim at the Oracle or Stonehenge. By the time the library is built, you will have access to the "theology" technology. This science is medieval, and in our yard we are in antiquity; it will take an extremely long time to study theology. But with the help of the miracle library, you can learn one technology (any) instantly.
Pursue the technology that unlocks the wonders of the world you want.
This gives you the opportunity to start building St. Cathedral with a large gap from other players. Sofia and Ankgor Wat. Next, invent education and do the same trick with the Porcelain Tower or Oxford University instead of a library. Invent acoustics in this way, and the precious Sistine Chapel is yours. Moreover, you will quickly jump into the Renaissance, which will allow you to adopt policies from the “freedom” branch that are indispensable for cultural victory: “civil society”, which reduces the need for specialists for food, “constitution”, which doubles the culture in cities with a wonder of the world, and “freedom of speech” ”, reducing the price of the policy.
Scientific victory is to launch a spacecraft. It requires not only many cities with scientists, but also several industrial cities that are capable of collecting ship parts. Get to Modern Times as soon as possible to gain access to the politicians from the "rationalism" branch. “Secularism” gives +2 science points for each specialist in the city (that is, not only a scientist, but also a merchant or artist). Freethought adds one science point for each trading post. There is already a huge territory under your control, most of which is built up with trading posts. No? Fix it urgently! Once you gain access to rationalism, urgently engage in a hitherto abandoned culture. Let the high-brow employees of the research institute clear their minds at least a little and go to the theater.
Nuclear explosion. Beauty requires sacrifice.
For diplomatic victory you need to build the UN, or at least live to see it built and enter into an alliance with nine city-states. Such a victory is only possible for a very rich and powerful country. Rich, because the easiest way to improve relations with city-states is a banal bribe. Many cities and trading posts, as well as frequent golden ages, will help in the right business of making money.
An empire that relies on diplomacy needs strength even more. Otherwise, how to protect your allies from annexation or, if it has already happened, free them? In addition, many tasks, for the completion of which small countries gain favor with you, are solved with the help of military force. Typical missions are defense against barbarians or another empire. Yes, if you want peace, get ready for war! Remember? This is what the Romans said, and they knew a lot about these matters. Also, city-states are often asked to destroy a competing city, and this should never be done.
The feasibility of calculating military victory strongly depends on the world map. A small world from one continent is ideal for conquest. A huge world with a scattering of islands, on the contrary, pushes the player towards a more peaceful strategy. The cold wind from the sea, like nothing else, will cool down the ardor of conquest, because an army placed on a transport is powerless against warships. High speed at sea will allow you to quickly concentrate the fleet in the right place and, even with a significant numerical superiority of the attackers, destroy the landing force, and then retreat under the cover of coastal batteries in the cities.
“The Iroquois don’t give up!” - I answered this little guy.
On the other hand, do not forget that to win by conquest you only need to capture the capitals of all remaining players, and if the capital city is located on the seashore, you do not need to fight your way to it through all the enemy’s lands. The author of the article once won a game that was not very successful for him. After all, the capture of the capital counts, even if it was immediately recaptured. In addition, the enemy capital can be easily destroyed with the help of two nuclear missiles launched in a row from the mother ship.
This is interesting: even if the enemy has captured all the capitals except yours, to win you only need to capture his capital.
The most advantageous position is when there is water on three sides, so you don’t have to fight on several fronts. Try to keep it this way until the end of the game - do not leave a living player in the rear, even if your flag is already proudly flying in his capital and with some couple of cities it doesn’t seem to be dangerous to you.
Of the miracles, priority is given to those that reduce the level of unhappiness, because your country needs to “digest” a lot of captured territory. Learn banking early for the Hidden Palace miracle. At the beginning of the game, you should choose “honor” from the policies. Although conquerors are offered the “autocracy” branch, this is not the best option. The same rationalism is more useful.
In the comments there are often requests to make a video on playing against the computer at the maximum difficulty level, so I thought that readers would be interested in tips on how to win against the “deity”. I note that this is not some kind of step-by-step guide or a comprehensive “scientific” analysis of strategies, but simply a set of small tips based on my personal experience of the game. I like to play on a huge 12-player map at the slowest speed, but most of these tips will work for a more standard 6-8 player, fast or medium speed setting. I decided to limit myself to considering peaceful options for victory, partly because I don’t like to fight (that’s what I like about the game because you can win without actually fighting), partly because you can learn a lot about how you should and shouldn’t fight from a large number of videos with online games. I managed to win diplomatic and scientific victories more than once; I will also write some thoughts on cultural ones, although formally I did not win in this way on the “deity” and I think that this is the most difficult victory (let’s not call the defeat of all rivals and a formal victory against one opponent with one city). So let's get started.
Diplomatic victory
Scientific progress
I consider the diplomatic victory to be the easiest in the game because it is least dependent on scientific progress. It doesn't really matter what stage of development you are at when you vote for world leader at the UN. The “Globalization” technology, which is supposed to be needed for a diplomatic victory, is not at all important.
Great people
I usually focus on merchants, although this may not be that critical. It is better to store merchants until the end of the game and then send them out to city-states - firstly, you will receive 30 influence points, i.e. you will save some money, secondly, the amount of gold from a trade deal depends on the current era, so towards the end of the game you will simply receive more gold.
Public institutions
Open a trade for 25% of gold in the capital, and also accept the “Entrepreneurship” institute, which will increase the growth of merchants, and most importantly, double the amount of gold from transactions with city-states. Buying merchants for faith can help, but there are too many not very useful institutions in commerce, and there is never too much culture and it is better to spend it on development. It is also necessary to open a philanthropy where the institutions of “Consulate” and “Charity” will be accepted. I prefer to do this at the very end, since the bulk of the gold is given to the city-states the turn before the vote.
As for ideology, it is not so important what to take - choose based on specific conditions and what your rivals took, since ideologies significantly affect your relationship with the computer and it is better to quarrel with as few rivals as possible.
Money
The main thing when playing for a diplomatic victory is to accumulate as much money as possible to purchase city-states in the turn before the vote. Therefore, try to receive as much gold as possible and spend as little as possible. In most cases, I was able to save enough money to buy all the city-states.
Caravans
It is better to send most caravans to their cities, otherwise development will be too slow. In the second half of the game, send several caravans to those directions that bring especially a lot of gold.
Spies
Towards the end of the game, send diplomats to powers that treat you well. The computer sells its congressional votes surprisingly cheaply, and you can gain missing votes this way if you don't have enough money for all the city-states or too many city-states have been captured. During the game, you can steal technology or maintain relationships with city-states. If you lack money at the end of the game, you can try to organize coups in some city-states, but, in my opinion, it is better to buy them and send spies as diplomats to get the votes of your rivals.
Other
It is not necessary to strive at all costs to be allies of as many city-states as possible throughout the game. It is clear that bonuses from this will never hurt, but it is not worth spending too much money. Complete simple quests, but don't try too hard. Do not promise protection to city-states, otherwise you will constantly have to spoil relations either with them or with the powers that demand tribute from them.
Scientific victory
Scientific progress
In science, you will be catching up throughout the game, so you need to discover technologies that allow you to build scientific buildings as quickly as possible. Don’t delay with the national college - 2-3 cities at the beginning of the game and it’s better to build it already. Try to figure it out so that by the time philosophy opens, you are already ready to start building a national college.
Great people
Of course, as many scientists as possible are needed. Usually I put the first couple of scientists in the academy, but then it’s better to leave them until the end of the game. Let's make some small calculations: the academy brings 8 science, 10 after the discovery of nuclear physics, another 4 can be obtained if you accept the New Deal dogma in freedom. It’s good if this gives an average of 10 science per turn over the entire game. Taking into account the scientific buildings in the city and other bonuses, you can get a maximum of +175% science. But since these modifiers are accumulated gradually, we can assume that the academy will give about 20 science on average. You will get your first academy at medium speed on turn 100, somewhere around turn 300 the game will come to an end. Thus, the academy will bring 4000 science per game. When "burned" at the end of the game, the scientist will give the amount of science for the last 8 turns. The amount of science in use at that time will be around 1000, i.e. "burning" will bring 8000 science. Here, of course, it is worth considering that, firstly, the academy will contribute to the amount of science when “burning”, in addition, additional science in the middle of the game will bring you closer to discovering technologies that open scientific buildings. But still, it seems to me that the calculation shows that the vast majority of scientists should be saved until the end of the game.
Public institutions
Rationalism is everything when playing for a scientific victory, close it as soon as possible. Here is the increase in science (try not to go into the red by luck), and the acceleration of the generation of scientists, and the increase in science received from research agreements, and, finally, free technology and the ability to buy scientists for faith at the end. I don't think it's worth delaying closing rationalism to get more expensive technology for free, since it's impossible to leave relatively unclosed useless institution.
The ideology must be chosen from freedom and order, it is difficult to say unequivocally which is better, the main thing is to accept a dogma in both, which increases the rate of generation of great people. It is also a very good idea to accept “Working faculties”, which give an increase in science from factories. Buying spaceship parts or building them with the help of engineers will not be easy, and even if you succeed, there is no guarantee that you will have the money or engineers. I wouldn't rule out the possibility of building your strategy around one of these tenets, but I don't usually use them. In autocracy there is an excellent dogma “Industrial Espionage”, which doubles the speed of the theft of technology by spies, but there are too few other useful dogmas and, it seems to me, it alone does not outweigh the advantages of freedom or order in general.
Miracles
The most important miracles when playing for a scientific victory are the porcelain pagoda and the Hubble telescope. The first will increase the amount of science received from research agreements, and the second, not only will give two scientists, but also gives a free spaceship factory and a 25% acceleration in the construction of spaceship parts.
Spies
All spies are dedicated to stealing technology; this greatly helps to catch up with rivals in science. Don't steal technology from the leader - he probably keeps his spies at home. By the number of points for technology, you can find out which powers are significantly ahead of you in science. Plant spies for them in capitals or large cities.
Money
Be sure to make as many scientific agreements as possible, I believe this is the main thing you should use gold for when playing for a scientific victory. Many opponents will constantly spend their money, so you need to use this technique: give the computer gold for gold in a turn (you will lose a little on this, since it is unlikely to agree to an equal exchange - you will have to give more gold than you will receive in total during the contract ), and then immediately enter into a scientific agreement. It is extremely rare for a computer to refuse an agreement if it has the money to do so. Of course, you probably shouldn’t enter into an agreement with the leader, but try to do this all the time with everyone else.
Caravans
It is best to send caravans with food. We need as much science as possible, and basic science is provided by the population. At the end of the game, of course, as much as possible, send caravans with production to the cities where you will build spaceship parts.
Other
Try to accumulate as much faith as possible, i.e. At a minimum, it is necessary to build sanctuaries and temples in all cities. The more scientists you can buy at the end with faith, the better. It is, of course, not necessary to pursue the foundation of religion, especially since it is not so often possible to do this on the basis of a “deity”. They will still bring you religion, but you don’t need more to buy scientists.
Cultural victory
Scientific progress
Computer opponents will generate a lot of culture. Unfortunately, the very important Internet technology is at the last level of the technology tree. Opening it in time, while focusing the game on culture and tourism, is quite difficult, which makes a cultural victory difficult to achieve. In addition, the sooner you discover technologies that allow you to build hotels and airports, the better. These buildings significantly increase the number of tourism points. For the rest, you need to go through technology in the same way as in the case of a scientific victory, i.e. try to discover technologies that allow you to build scientific buildings as quickly as possible.
Great people
The more “cultured” great people you have, the better. It is better to immediately use writers and artists to create masterpieces. Regarding musicians, I believe that most of the musicians that will be generated by your guild should also be used to create masterpieces, since, unlike scholars and merchants, a musician's power is fixed at the time of his appearance. Maybe the last one or two is worth holding on to, but it all depends on how many Tourism Points you have when they appear. Since you will have only one guild of writers, artists and musicians, it is important to build them all in one city on the river (so that you can build a garden) and place the national epic in this city.
Among the “uncultured” great people, I think it is worth choosing scientists. Engineers can help build some of the many useful wonders, but scientific progress is more important - no wonder will give you as much tourism as Internet technology.
Public institutions
For a cultural victory, it is simply necessary to close aesthetics. In general, a key aspect of a cultural victory is to buy as many musicians as possible with faith at the end of the game. Therefore, it is also very important to maximize the generation of faith points. It will be very good if you manage to go by piety, collect as many religious buildings (pagodas, mosques, monasteries, cathedrals) as possible and accept the beliefs of the reformation, which gives tourism points from these buildings. Although it is still more important to cover aesthetics, and most likely there will not be enough for all the cultures.
It is better to choose freedom as an ideology, since it has the “Media Culture” dogma, which increases tourism points by 34% in a city with a radio tower. A similar dogma in order - "Cultural Revolution" - increases tourism points by 34% in relation to powers that have also adopted the order, and it is unlikely that all your rivals will be so unanimous. The strategy with “Futurism” from autocracy, in my opinion, is useless in the game on “deity”.
Miracles
Perhaps the most necessary miracle when playing for a cultural victory is the Leaning Tower of Pisa; it should be built in a city with guilds. It will be very good if you can build the Eiffel Tower, which gives 12 tourism points per turn without any masterpieces. It will be very useful to build any miracle that produces a “cultured” great person: this is the Globe Theater, the Uffizi Gallery, the Louvre, Broadway. Wonders are also good, in which there are several cells for masterpieces, and, accordingly, the opportunity to receive a thematic bonus. This includes, in addition to the above, the Sistine Chapel and the Sydney Opera House. It is unlikely that you will build many of them on the “deity”, but if there is an opportunity, take advantage of it. Don’t forget also about the national wonders - the Hermitage and the information center. But the Alexandrian library and the Parthenon are not worth building - too much of a lag behind the computer in the early eras practically reduces the chances of completing them before your rivals to zero.
Money and caravans
Be sure to buy open borders from all rivals - it is relatively cheap and significantly increases the number of tourism points. It is also desirable that trade caravans be established with as many powers as possible. It doesn't matter who owns the caravan, so keep track of which rivals are sending caravans to you so you can send yours to someone else.
Spies
Use spies in the same way as in the case of a scientific victory. Try to steal as many technologies as possible, since scientific progress is very important here. After accepting an ideology, assign diplomats to powers with an ideology different from yours - this will level out the penalty to tourism points from ideological differences. There are not enough spies for everyone, so choose the most culturally developed powers.
Other
It is advisable to obtain as many artifacts as possible with the help of archaeologists. Start with the furthest dig sites, as the ones closest to you are easier to control. Occupy excavation sites with your units so that rival archaeologists cannot get ahead of you. You can dig up one artifact on the territory of your rivals; this will slightly worsen the relationship, but not critical. Make sure you have buildings ready to house artifacts: if you excavate outside your territory and have nowhere to place the artifact, you will be wasting an archaeologist. It is better to turn excavation sites located on tiles that your cities can process into monuments, since the hotel and the airport in total will give as much tourism as the culture the monument brings, in addition, you will also get culture, which needs a lot.
- Keep a small but competitive army. This will not protect you from attack, but it will allow you to fight back. As you know, the computer acts very poorly tactically, so even against numerically superior forces it is quite possible to defend yourself. If your nearest neighbor attacks you, you can take advantage of this and seize something; this will not be regarded as strong aggression and will not spoil relations with other rivals. Don't be upset if you've lost a city or two, the chances of winning back are still quite high.
- Try to sell all excess resources - both strategic and luxury resources. The computer doesn't use them well anyway. Of course, it is advisable to sell them not to the leader and not to the closest neighbors. Approximate prices at which the computer buys resources: strategic - 1.5 gold per turn per 1 unit, luxury resources - 7 gold per turn. The price may vary depending on your relationship with the purchasing party. Sell resources to your friends for a lump sum - you never know what will happen to the resource during the term of the agreement
- Don't be aggressive. In each winning option, it is extremely useful to be friends with as many opponents as possible, and aggressive behavior can cause many of them to view you negatively.
- If you are attacked or feel someone is about to, negotiate with a couple of other powers to declare war on the attacker. Warlike leaders will agree to this for literally a few gold pieces per turn. This can divert some of your enemy's troops to another front or force him to make peace with you. In general, this technique can always be used - the more resources your rivals spend on wars with each other, the more profitable it is for you.
This is probably where my advice ends. I'm not saying that you'll win any game this way, because something can always go wrong, but using these tips, it's quite possible to win often on the "deity" difficulty level. Good luck with your games!
Unique skill “Manifest Destiny”: Increases visibility of units and gives a discount when purchasing cells.
Unique units: Minuteman (replaces the musketeer), B-17 bomber (replaces the bomber).
The United States of America is a world superpower, which means that if it wants, the United States can destroy the entire planet. This is a relatively young state: it was created at the end of the 18th century, practically destroyed itself in the middle of the 19th century and became the most powerful military, economic, technological and cultural force in the 20th century. Who knows what awaits the United States in the twenty-first century?
Leader: George Washington (1732–1799 AD)
George Washington was one of the prominent people who lived in the American colonies at the end of the 18th century. He was less militant than John Adams, less imaginative than Benjamin Franklin, and less brilliantly minded than Thomas Jefferson. Nevertheless, Washington was a true leader in both war and peace. Under his leadership, the Continental Army was victorious against an extremely powerful rival, and this triumph brought independence and freedom to the United States. Washington faced adversity with great strength and courage, and for his sake people were ready to die.
Interesting fact: American astronaut Neil Armstrong became the first person to set foot on the surface of the Moon. This happened on July 20, 1969.
Peculiarities
Unique skill “The sun never sets on the empire”: +2 XP for all naval units that can move across the ocean.
Unique units: English archer (replaces the crossbowman), battleship (replaces the frigate).
England is located in Great Britain, on a “green and pleasant” island off the western coast of Europe. It is the largest part of the political entity known as the United Kingdom of Great Britain and Northern Ireland. As a seafaring nation, the British have spent the last 500 years extending their power not only in Europe, but throughout the world.
Although the island nation lost most of its colonies after the First and Second World Wars, its inhabitants have not lost their pride. And today, at the beginning of the 21st century, Great Britain remains one of the leading powers in Europe and in the world.
Leader: Queen Elizabeth I (1533–1603)
Elizabeth I was an amazing woman who lived in an amazing time. Her unmistakable survival instinct, ability to “go over the head,” personal charm and cruelty put her on a par with the most powerful rulers in history. No words can describe her better than her own: “I know I have a body, and it is the body of a weak and helpless woman, but I have the heart and stomach of a king.”
Interesting fact: Before the invention of the mechanical clock in the 14th century, the most advanced and complex device in Europe, and perhaps in the whole world, was the organ in Winchester Cathedral in England. It was created around 950 AD. and consisted of 400 pipes. Air was pumped using 26 bellows, which required 70 people to operate.
Peculiarities
Unique skill “Trading caravan”: Gold +2 from each trade route.
Unique unit: archer on a camel (replaces the knight).
Unique building: bazaar (replaces the market).
The Caliphate (Arab Kingdom) arose after the death of the Prophet Muhammad in 632 AD. It was founded by the disciples of Muhammad, who developed the political foundations laid down by him. During its existence, the caliphate expanded greatly, absorbing Spain, North Africa, the Middle East, Anatolia, the Balkans and Persia. The Arab lands were comparable to the lands of the Roman Empire at the zenith of its power, and perhaps even surpassed them.
Leader: Harun al-Rashid (763–809 AD)
Harun al-Rashid, or Harun the Just (reigned 785–809) was the fifth caliph of the Abbasid dynasty. At this time, the caliphate stretched from Spain in the west to Anatolia in the north and India in the east - it was the largest and most powerful political force in the world. Harun was an excellent ruler, and his reign became an era of scientific and cultural advancement of the country and prosperity of his subjects.
Peculiarities
Unique skill “Sacrifice of prisoners”: For each enemy unit killed, the empire receives culture points.
Unique unit: jaguar (replaces warrior).
Unique building: floating gardens (replaces the water mill).
The Aztec Empire was a powerful civilization that existed in Central Mexico for about a hundred years (in the 15th–16th centuries). The Aztecs reached incredible heights in cultural development. Nowadays, the Aztecs are often mentioned in connection with their bloody religious rituals. The incredibly sudden death of their civilization as a result of a collision with an external threat still causes a lot of controversy.
Leader: Montezuma (1397–1469 AD)
A mighty warrior and leader, Montezuma I raised the Aztec power to the heights of glory and greatness. He should not be confused with his unfortunate grandson Montezuma II, who helplessly watched the destruction of his empire by the Spanish conquistadors. Montezuma expanded the borders of his empire, personally leading his troops from victory to victory. He worked hard to improve the lives of his subjects. Under Montezuma's rule, the Aztec Empire truly flourished.
Interesting fact: The Aztec calendar consisted of two cycles that were counted in parallel: the Xiupoualli - a civil cycle of 365 days, and the Tonalpohualli - a sacred calendar of 260 days. Every 52 years, the completion of these cycles coincided, marking the end of one century and the beginning of the next.
Peculiarities
Unique skill “Teutonic Fury”: When destroying a barbarian camp, there is a 50% chance of receiving 25 units. gold and a barbarian unit that will join you.
Unique units: Landsknecht (replaces the pikeman), “Panzer” (replaces the tank).
Various Germanic tribes have inhabited northern central Europe for several millennia, but the modern political entity called Germany is quite young: it was formed by the brilliant Prussian chancellor Otto von Bismarck about 140 years ago. During the short period of its existence, Germany had a great influence on the history of mankind. After the First and Second World Wars, which became a disaster for the country, Germany established a strong alliance with its former rival, France, and concentrated its efforts on restoring the industrial, scientific and technical potential of the country. Thanks to these efforts, Germany once again became one of the leading European powers.
Leader: Otto von Bismarck (1815–1898) Nicknamed the Iron Chancellor, Otto von Bismarck was perhaps the most significant figure in German history. During his long political career, Bismarck unified Germany and laid the foundations of an empire. As a result, Germany transformed from a weak and loose confederation of states into a powerful country that occupied a dominant position in continental Europe.
Interesting fact: It’s not for nothing that Germany is known as a “beer country.” On its territory there are almost 1,300 breweries, which brew almost 5,000 types of beer. Germans consume an average of 140 liters of beer per year per person and are second only to the Irish and Czechs in this indicator.
Peculiarities
Unique skill “Hellenic League”: the impact on policies decreases twice as slowly and is restored twice as quickly.
Unique units: hetaira (replaces the horseman), hoplite (replaces the spearman).
This country has had a truly enormous influence on Western culture and history. Classical Greece produced many of the world's greatest artists, philosophers, scientists, historians, playwrights and generals. The warriors and colonists of this state spread their culture throughout the Mediterranean and the Middle East, from where it began its victorious march throughout the world.
The Greeks are credited with an incredible number of discoveries and cultural achievements. They were the first to hold sports competitions, write poems and build buildings specifically for theatrical productions. When it comes to politics, the Greeks gave the world the concept of democracy and republic. The influence of this country is still felt everywhere: modern doctors take the Hippocratic oath, and architects are guided by classical ancient Greek proportions. Western civilization can largely be said to be a continuation of the civilization of classical Greece.
Leader: Alexander the Great (356–323 BC)
Alexander the Great is undoubtedly one of the greatest military leaders of all times. In just 13 years, he victoriously led his army through Europe, Asia, Africa and the Middle East, conquering all the civilizations along the way. His conquests allowed the Hellenic culture to spread throughout the known world, Greek became the language of culture, science and art for the next few centuries in many states.
Interesting fact: The Greek national anthem consists of 158 verses. At present, no Greek knows them all.
Peculiarities
Unique skill “Monument Builders”: miracle creation speed +20%.
Unique unit: war chariot (replaces the chariot archer).
Unique building: tomb (replaces monastery).
Few civilizations have left such a deep mark on human history as the Egyptian one, which arose on the banks of the Nile about 5,000 years ago. No wonder it is considered one of the most ancient on our planet. It was in Egypt that writing was invented. This happened around 3000 BC. In addition, using complex mathematical formulas, Egyptian priests calculated the movement of planets across the sky with great accuracy. And, of course, the Egyptians were the greatest architects of antiquity. They created majestic monuments and temples, which we still look at with reverence to this day.
Leader: Ramesses the Great (1303–1203 BC)
Ramesses II is considered the greatest and most powerful pharaoh of Egypt. Having ascended the throne at the age of twenty, he ruled the country for more than sixty years. Ramesses is remembered for his military talents, as well as for the extensive building program he implemented. He also built a new capital - Per Ramses.
Interesting fact: There are many versions of how the famous Great Sphinx lost its nose. The most popular one attributes the damage to the sculpture to a French cannonball that hit the Sphinx in 1798. However, according to the notes of the Danish traveler Norden, in 1737 the statue was already damaged. The medieval Cairo historian al-Maqrizi accuses the Islamic fanatic Saim al-Dakhra, who was lynched in 1378 for vandalism, of a crime against culture.
Peculiarities
Unique skill “Population Growth”: people's dissatisfaction with the number of cities doubles, and discontent with the total population decreases by half. (Build fewer cities, but let their population grow!).
Unique unit: war elephant (replaces the archer on the chariot).
Unique building: Red Fort (replaces the castle).
The Republic of India is the second most populous and largest democratic state. India is a land of contrasts, a land of astonishing wealth and appalling poverty. Developed modern cities coexist here with backward villages, beauty with ugliness, hope with despair. This is the cradle of one of the most ancient civilizations on the planet. Today, India is again striving to take its rightful place among the world's greatest powers.
Leader: Gandhi (1869–1948)
Mohandas Gandhi was an Indian patriot who led the nonviolent movement for Indian independence from British imperial rule in the mid-20th century. He became the founder of "satyagraha", or resistance to tyranny through mass civil disobedience, which had a huge impact on the struggle for Indian sovereignty.
Interesting fact: The Indian film industry is called Bollywood. More films are shot there every year than in the US, France, Italy and China combined.
Peculiarities
Unique skill “Warpath”: Units can move through forest and rainforest as if they were roads in friendly territory.
Unique unit: Mohawk warrior (replaces swordsman).
Unique building: long house (replaces the workshop).
The Iroquois League formed around 1579 AD. It was an alliance of five (later six) American Indian tribes. The Iroquois are an amazing people: their population probably never exceeded 20 thousand people, they had no written language and no industrial base, and yet for two centuries they held off the onslaught of the French, English, Dutch and later American colonists.
Leader: Hiawatha (born c. 1450)
Hiawatha (or Aionventa) is the legendary leader of the Onondaga Indians, who, together with the no less legendary Deganavida, created an alliance of Iroquois tribes. Little is known about Hiawatha. He taught his people agriculture, navigation, medicine and art. Hiawatha was also considered a talented speaker: it was he who managed to persuade five tribes - Cayuga, Onondaga, Oneida, Seneca and Mohawk - to form the League of Hodenoshi, that is, an alliance of tribes.
Interesting fact: In 1772, near the settlement of Elizabethton, the first constitution written by Europeans in America was adopted. It was based on the code of laws of the Iroquois League, or the “Great Law of Peace,” formed by an alliance of Indian tribes almost 200 years earlier.
Peculiarities
Unique skill “The Art of War”: The effectiveness and speed of emergence of great commanders increases.
Unique unit: zhuge nu (replaces the crossbowman).
Unique building: paper workshop (replaces the library).
The history of China goes back about six thousand years. Modern humans have inhabited this region for at least 18,000 years. The Chinese have always been distinguished by their hard work and inquisitive mind. They gave mankind many inventions, including paper, gunpowder, the compass, and typesetting printing. China has survived centuries of colonial conquest and imperialism to emerge as a powerful, independent industrial nation once again.
Leader: Wu Zetian (625–705 AD)
Like most civilizations, China has been predominantly male-dominated throughout its history. Until very recently, women had practically no rights, and the direct path to power was completely closed to them. It was practically impossible for a woman to achieve the title of emperor and become the most powerful person in China. This has happened only once in the entire history of the Celestial Empire. The exception to the rule was Wu Zetian, one of the most outstanding rulers the world has ever seen.
Interesting fact: Almost four thousand years ago, in the second millennium BC, an exotic dessert was invented in China, later called ice cream. The recipe for a delicacy consisting of snow, ice and pieces of fruit was brought to Europe by the traveler Marco Polo only at the beginning of the 14th century.
Peculiarities
Unique skill “Barbarian Corsairs”: When a barbarian naval unit is destroyed, there is a 50% chance that it will defect to your side and give you 25 units. gold.
Unique units: Janissary (replaces the musketeer), sipah (replaces the uhlan).
The Ottoman Empire was founded in Anatolia, in what is now Turkey, at the beginning of the 13th century and lasted for six centuries. Having grown, it extended its power to three continents. At the height of her power, she challenged all of Europe and won. The Ottoman Empire conquered the Middle East, Egypt and North Africa, not to mention the Balkans. She swept away the Byzantine Empire from the face of the earth. Without a doubt, it can be placed on a par with Great Britain, the Arab Caliphate and the Roman Empire.
Leader: Suleiman the Magnificent (1494–1566)
Suleiman I, known by his nicknames the Magnificent, the Lawgiver and the Great Turk, was an Islamic caliph and sultan of the Ottoman Empire. He ascended the throne in 1520 and reigned until his death in 1566. During this time, Suleiman significantly expanded the territory of the Sublime Porte to the fear and envy of the leaders of Europe, Africa, Asia and the Middle East. By the time he passed away, he was known all over the world. In Europe, everyone envied his incredible wealth, and his magnificent treasury contained so many unprecedented values that no one else in history had. He was admired for his military skills and respected for his fair treatment of non-Muslims. Everyone - both Muslims and Christians - agreed that Suleiman was worthy of the title “Magnificent”.
Interesting fact: Even in modern Turkey, the traditions of hospitality are very strong. Any stranger met on the doorstep of a house is considered a “guest from God” for at least three days.
Peculiarities
Unique skill “Achaemenid Legacy”: Golden Ages last 50% longer. Units receive bonus movement and +10% attack and defense during the golden age.
Unique unit: immortal (replaces the spearman).
Unique building: courtyard of the satrap (replaces the bank).
Formed in 559 BC. After a successful uprising against the Medes, under the Achaemenids, the Persian Empire lasted about two hundred years, and all this time it was surrounded by enemies on almost all sides. At the height of its power, Persia controlled lands from India to Egypt and the Balkans. Its territories spread across three continents, and its subjects spoke dozens of languages. At best, the kings of the Achaemenid dynasty were legislators who dealt mercifully and fairly with the peoples under their rule and tried not to interfere in the internal affairs of the provinces unless they caused them trouble. Unfortunately, they were destined to clash with Alexander the Great.
Leader: Darius I (550–486 BC)
The son of the satrap (ruler) of Parthia, Darius I came to power as a result of a conspiracy after the death of Cambyses II in 522 BC. An administrative genius, during his reign Darius reorganized the vast Persian Empire, greatly increasing its power and wealth. In addition, he erected many great structures in Persia. He built roads, changed the system of government of the empire, defended the borders of his power and generally treated his subjects much better than other rulers of his time. Darius was not an outstanding military leader, but he led many successful campaigns against internal and external enemies.
Interesting fact: The Caspian horse is one of the oldest breeds of miniature horses in the world and may have been developed by the Persians.
Peculiarities
Unique skill “Glory of Rome”: +25% bonus to production when constructing buildings (in another city) that have already been built in the capital.
Unique units: ballista (replaces the catapult), legionnaire (replaces the swordsman).
The Roman Empire is the most prominent and longest-lasting state entity in the West. Rome was founded in the 8th century BC, and parts of the collapsed empire lasted until the 14th century AD. Its inhabitants were a warlike people. At the height of its power, the Roman Empire conquered most of England, all of Western Europe, North Africa, Egypt, Greece, and the Middle East. It was Rome that laid the foundations of Western culture, legislation, art, architecture, religion, language and military affairs.
Leader: Octavian Augustus (63 BC – 14 AD)
Given the name Gaius Octavius at birth, Augustus became the first Roman emperor. It ended the hundred-year civil war in Rome and ushered in the two-hundred-year Pax Romana ("Peace of Rome"), the golden age of Roman literature and culture. During the long reign of Augustus, Rome prospered like never before, and the empire became the most powerful force in the Mediterranean. The reforms carried out by Augustus allowed Rome to rule the entire known world for almost two hundred years without major wars or conflicts. Few leaders in history can boast such success.
Interesting fact: Ancient Rome was famous for its cooks. It was they who first invented a dish reminiscent of modern hamburgers. By the way, after dinner parties in Rome it was customary to take leftover food with you in special bags.
Peculiarities
Unique skill “Motherland”: Resources give +1 to production, and stocks of horses, iron and uranium are doubled.
Unique unit: Cossack (replaces the cavalryman).
Unique building: prison (replaces barracks).
Winston Churchill once said: “Russia is a mystery within a puzzle.” It is located partly in Asia, partly in Europe, but does not identify itself completely with either one or the other. Russia is fabulously rich in natural resources, but Russians themselves have lived in abject poverty since time immemorial. Russia survived the invasions of the Goths, Huns, Tatar-Mongols, French and Germans without losing its national character. Russia has been at the zenith of glory and on the verge of collapse; the monarchy gave way to a communist dictatorship, which gave way to democracy - and all in just a hundred years! Undoubtedly, Russia is one of the most mysterious and amazing powers in history.
Leader: Catherine the Great (1729–1796 AD)
Catherine the Great ruled Russia in the second half of the 18th century. During her reign, there was a significant expansion of the Russian Empire: tens of thousands of square kilometers were included in its composition, both peacefully and by force of arms. A beautiful and intelligent woman, Catherine made her court one of the centers of the European Enlightenment. German by birth, she became one of the greatest rulers in Russian history.
Interesting fact: During the reign of Peter the Great, every Russian nobleman who wanted to wear a beard had to pay a special tax.
Peculiarities
Unique skill “Father of Nations”: +50% to food and culture, which are given by friendly policies.
Unique units: Naresuan's war elephant (replaces the knight).
Unique building: wat (replaces university).
Siam, now called Thailand, is located in Southeast Asia. It borders Burma (Myanmar), Laos, Cambodia and Malaysia. Over its rich history, this mysterious land of dark forests and ancient mountains has seen occupation and revolution, flood and famine, the birth and collapse of empires. The West has a rather idealized view of Siam, based largely on the entertaining but wildly inaccurate film Anna and the King. However, reality is more interesting than the sweet fantasies of the English governess. In fact, the fact that Siam is the only state in all of Southeast Asia that has never fallen under the rule of Western powers can be considered a unique achievement of the Siamese government.
Leader: Ramkamhaeng (1240–1298)
In 1279, a prince named Ramkamhaeng ascended the throne of the small kingdom of Sukhothai. Over the next twenty years, his military genius and subtle diplomatic sense allowed him to expand state borders, making Siam the most influential power in Southeast Asia.
Interesting fact: Throughout history, beautiful representatives of Thailand have twice been awarded the title of Miss Universe. Apasra Hongsakula won the competition in 1965, and Portnip Nakirunkanok in 1988.
Peculiarities
Unique skill “River Pirate Leader”: receive twice as much gold for destroying barbarian camps and sacking cities. Units on board can defend themselves.
Unique unit: mandekalu horseman (replaces knight).
Unique building: clay mosque (replaces the temple).
The Songhai Empire, located in West Africa, reached its peak at the end of the 15th–16th centuries AD. The homeland of the Songhai is the Gao region, which was under the rule of the Mali Empire. At the beginning of the 14th century, Songhai regained independence from Mali, expanded its sphere of influence over the course of two centuries, and eventually became the most powerful empire in African history. Like the Aztec Empire, Songhai fell to relatively few invaders with much more advanced weapons. This is an important lesson for all Civilization players: “Don’t go out with a knife against the machine gunners. Find a machine gun and a bomber."
Leader: Askia (1440–1538 AD)
Muhammad ibn Abi Bakr Toure, also known as Muhammad I Askiya (reigned 1493–1528), transformed the central region of Western Sudan into a single Songhai Empire, the largest in African history. And although he led many military campaigns, he is remembered primarily for the transformations that brought stability and prosperity to Songhai. His reign marked the golden age of religion and science in West Africa.
Interesting fact: According to legend, the Songhai people lived for many years under the rule of the Spirit of the Waters, until a stranger who came from Yemen defeated the monster. He became the first ruler of the empire and the founder of the Dya dynasty.
Peculiarities
Unique skill “Old Order”: Culture +1 in every city before the invention of the steam engine.
Unique units: foreign legionnaire (replaces the infantryman), French musketeer (replaces the musketeer).
France borders six (or seven, depending on how you count it) countries, the Atlantic Ocean, the English Channel and the Mediterranean Sea and has long played an important political, military and cultural role in the Western world.
The country reached the zenith of military power under Napoleon Bonaparte, after the cataclysms of the Great French Revolution. For ten years France fought single-handedly against all the nations of Europe, and her armies won many great victories. Although it was ultimately defeated, the Napoleonic Wars still provide many examples of brilliant tactics and strategy.
Today France is one of the leading countries of the European Union. It remains one of the important cultural centers of the world. French wine, cooking and art conquered the whole world, something that Napoleon was never able to achieve.
Leader: Napoleon Bonaparte (1769–1821)
It is impossible to overestimate the military genius of Napoleon Bonaparte. He moved his armies with amazing speed, and always knew exactly where to strike to cause the greatest damage to the enemy army. In domestic affairs, he was an excellent and gifted ruler, under whom France prospered, reaching the peak of its influence in the world (until constant wars exhausted the strength of the people and their will to fight). Always focusing on the army, Napoleon was unable to create a combat-ready fleet, which did not allow him to challenge England's supremacy at sea - in the end, this was his undoing. If Europe and England were connected by land, French would probably be spoken in Piccadilly.
Interesting fact: Every summer, more than a hundred of the world's best cyclists gather in France to compete in the world's most prestigious race, the Tour de France. The total length of the route ranges from 3–4 thousand kilometers, and the duration of the race is 21 days.
Peculiarities
Unique skill "Bushido": the original attack and defense indicators are preserved even for a wounded unit.
Unique units: samurai (replaces a swordsman with a long sword), “Zero” (replaces a fighter).
For most of its history, Japan was a multitude of small principalities that spent all their energy fighting each other. Betrayal, deception, backstabbing and murder were common methods of achieving goals in the politics of those times. Violence led to the emergence of the samurai, a class of professional fighters. The wars only stopped after Oda Nobunaga and his heirs unified the country in the 16th and 17th centuries.
In the 20th century, Japan experienced the catastrophic consequences of World War II, the atomic bombings and occupation by Western powers. Today this country is one of the economic and cultural centers of the world.
Leader: Oda Nobunaga (1534–1582)
Oda Nobunaga, a Japanese feudal lord of the 16th century, was an excellent commander and cunning politician, as well as an adherent of new technologies. Nobunaga managed to achieve power over almost half of the territory of feudal Japan. His two comrades - Toyotomi Hideyoshi and Tokugawa Izyasu - completed the work Nobunaga began and united all of Japan. Living in cruel times, Nobunaga was a merciless man. But by helping to unify Japan, he ended the wars that had devastated the country for more than a century.
Interesting fact: Japan is home to the longest suspension bridge in the world, Akashi-Kaikyo, connecting the cities of Kobe and Awaji. It was opened in 1998 and is 3911 meters long. Akashi Kaikyo is one and a half times longer than the famous Golden Gate Bridge in San Francisco and four times longer than the Brooklyn Bridge.