Civilization V Nations and Leaders Guide
Civilization V: Gods & Kings Nations and Leaders Guide

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Last update: 5/7/13

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Table of Contents
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1. Introduction [1xx]
 1.1 - What this guide is..[1.1xx]
 1.2 - Contact/Contribute [1.2xx]
 1.3 - Legal stuffs [1.3xx]
 1.4 - Version History [1.4xx]
 1.5 - Terms and Buzz Words [1.5xx]
2. The Launch Date Civilizations [2xx]
 2.1 - America [2.1xx]
 2.2 - Arabia [2.2xx]
 2.3 - Aztecs [2.3xx]
 2.4 - China [2.4xx]
 2.5 - Egypt [2.5xx]
 2.6 - England [2.6xx]
 2.7 - France [2.7xx]
 2.8 - Germany [2.8xx]
 2.9 - Greece [2.9xx]
 2.10 - India [2.10xx]
 2.11 - Iroquois [2.11xx]
 2.12 - Japan [2.12xx]
 2.13 - Ottoman [2.13xx]
 2.14 - Persia [2.14xx]
 2.15 - Rome [2.15xx]
 2.16 - Russia [2.16xx]
 2.17 - Siam [2.17xx]
 2.18 - Songhai [2.18xx]
3. Non Launch Civilizations [3xx]
 3.1 - Babylon [3.1xx]
 3.2 - Mongols [3.2xx]
 3.3 - Spain [3.3xx]
 3.4 - Inca [3.4xx]
 3.5 - Polynesia [3.5xx]
 3.6 - Danish [3.6xx]
 3.7 - Korea [3.7xx]
4. Gods & Kings Expansion Pack [4xx]
 4.1 - Austria [4.1xx]
 4.2 - Byzantium [4.2xx]
 4.3 - Carthage [4.3xx]
 4.4 - Celtica [4.4xx]
 4.5 - Ethiopia [4.5xx]
 4.6 - Huns [4.6xx]
 4.7 - Maya [4.7xx]
 4.8 - Netherlands [4.8xx]
 4.9 - Sweden [4.9xx]
Special Thanks [SPTHX]


====================================================================
1. Introduction [1xx]
====================================================================

This guide is meant to give all information on the various countries
in Civilization V. This is my first In-Depth guide, and this is 
likely a stepping stone to a more full guide for the game. This guide
assumes you have a basic knowledge of the mechanisms of Civilization
V.

Note: It is likely that Civ V expansions in the future will feature 
multiple leaders per civilization. When this happens, I will make 
changes to this guide, and make sure to note which leaders are in 
which versions of the game.

====================================================================
1.1 What this guide is... [1.1xx]
====================================================================

This guide is meant to first give you all the information about each
civilization combo. This guide will explain each unique ability, each
unique unit, etc. Also, there is ongoing work to develop various 
strategies for each civ as well as some subjective rankings that 
probably shouldn't be taken too seriously.

Note: As new official civilizations are added, I will update this 
Guide. I however will not include mod-created civilizations (for 
example, you can download a custom mod which includes the Gaellic 
Empire. This will not be covered in the guide).

Contact me:
email-> p-m-c-b-u-r-n1@g!m!a!i!l.c!0!m

(remove all hyphens and exclamation points)

If I receive any e-mails not relevant to this guide, I will block 
all future e-mails from you.
You do NOT have permission to send me offers, deals, or any sales 
items.

====================================================================
1.2 - Contact/Contribute [1.2xx]
====================================================================

Much of this guide was written on the Civilization V Boards on 
Gamefaqs.com, and I am forever appreciative of the boards being 
there. You can see me on the boards (username: "Death_By_Smiley"). If
you want to contribute a strategy, a ranking, a correction, or
something I've missed, send me an e-mail at:

email-> p-m-c-b-u-r-n1@g!m!a!i!l.c!0!m

(remove all hyphens and exclamation points)

With "Country Guide" in the subject line. Make sure to include either
your name or screenname. If it's useful, I will post it to the guide
with you receiving credit, and thus a small piece of Civilization 
immortality.

====================================================================
1.3 - Legal stuffs [1.3xx] ---Copyright Notice
====================================================================

Sid Meier's Civilization V is a game developed by Firaxis Studios 
that you should buy. It is awesome and I love it. All credit goes to
them. All information in this guide is for that game. This game is 
Copyright 2010 2K Games and Firaxis. All Copyrights are held by their
rightful owners as well as any Trademarks used. 

Gamefaqs.com/Gamespot is the only website I have given permission to
for posting this guide. If you wish to post this guide on your website,
please ask me using the e-mail below.

All content in this guide, unless explicitly stated otherwise, has 
been generated by me. You may not copy this guide and claim it as 
your own, regardless whether your motive is profit or otherwise. If 
you would like this guide posted on another site, e-mail me at:

email-> p-m-c-b-u-r-n1@g!m!a!i!l.c!0!m

(remove all hyphens and exclamation points)

This may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or 
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public 
display is strictly prohibited, and a violation of copyright.

(Thank you GFs for the cookie cutter legalese)

====================================================================
1.4 - Version History [1.4xx]
====================================================================

Version 0.1 (10/20/10)- All basic information on nations up to 
Iroquios (alphabetically)

Version 0.5 (10/21/10)- All basic information about all 18 civs, with
corrections made from Version 0.1

Version 0.5.1 (10/21/10) - Error corrections to Version 0.5

Version 0.7 - Added DLC civilizations (Babylon, Mongols), some more 
corrections.

Version 1.0 (1/23/10)- Added DLC civilizations (Spain, Inca)--Nobody 
told me this had come out :(

Version 1.1 (3/3/11)- Added DLC Civilization Polynesia (which should
be Hawai'i, since that is who the leader represents). Fixed some 
errors with Spain and Inca.

Version 2.0(3/11/11)- Massive update including my personal opinions 
on civilizations that you will disagree with.

Version 2.01(5/3/11)- Added Danish DLC (which release 5/3/11)

Version 2.1(6/18/12)- Updating after a year in preperation for Gods 
and Kings. Fixing some errors or things that were changed with game 
updates. Added Korea.

Version 3.0(6/20/12)- Gods & Kings update. Added all 9 new
civilizations for Gods & Kings.

Version 3.1(5/7/13)- Updating to fix numorous errors and update for
patches. Update from basically a year ago that should have been done
sooner, but I've been crazy busy. Removed numeric ratings until I get
more a chance to play each civ.
  
====================================================================
1.5 - Terms and Buzz Words [1.5xx]
====================================================================

This guide is not written for idiots. It assume you have played 
Civilization V. That said, for those newer to the series, here are 
some buzz words you should know. Also, I use some phrases which may 
not be typical for Civilization.

Early game- Stone Age, Classical Age. This stage of the game is 
characterized by exploration and expansion. If you are playing 
aggressively, trying to "nip in the bud" an opponent by taking out 
their first city quickly isn't uncommon, but it is a risky gambit. 
It requires rapid military development, which limits your exploration 
and expansion to resource heavy areas. During early game, I find 
it better to not worry too much about city-states yet.

Mid game- Late classical period to early industrial. This stage is 
where the game is usually settled, and whoever dominates here likely 
is just cleaning up in the late game. The Mid Game can be played however 
you want. There will still be land to expand, city-state loyalty becomes 
affordable, and the tech tree offers a lot of specialization focus. 
Depending on the map type, Astronomy could be the most important 
technology if you want to expand overseas. It is very important to 
keep your army up to date in the mid game. It's better to delete a 
warrior and get the extra gold per turn than it is to keep one around,
since he won't be useful in combat.

Late game- Modern/Future Era: By late game, exploration is no longer 
a factor. There is likely nowhere to expand, or the expansions are 
too far away to warrant the cost. War is common (especially since you've 
had a whole game for the leaders to learn to hate each other).

Cost-For the purposes of this guide, when I say cost, I am referring
to production cost (Hammers), usually not gold cost.

Maintenence-In Civilization V, maintenence plays a much larger role. 
Units are more expensive to keep in the field, and thus you shouldn't
just spam weaker units. Also, almost all buildings have a cost attached.
These makes specialization even more important, lest you end up in debt
by games end.

Vision/Sight- How far (in hex tiles) a unit can actively see (active
meaning you can see units on the tile, see changes, etc).

Movement- How many hexes a unit can move across their base medium 
(Plain for land units. Seas for naval units)

Combat/Combat Strength - A number representing the effectiveness of 
melee combat (the number affects both attack and defense).

Ranged Attack- An attack performed by ranged units that allows the 
attacker to fire multiple tiles away (measured by the units "range"-
Range =2 means the unit can fire either 1 or 2 hexes away). There is 
no counter attack to a ranged attack. Ranged attacks can be blocked 
by terrain such as hills.

Ranged/Range Combat  - A number representing the effectiveness of 
ranged combat attack (not defense).

Strict Military Nation - A phrase I use to refer to a country who
has no unique building and whose abilites are solely military focus.
(Includes: England, Germany, Japan, Ottoman, Mongols, and Denmark). 
If you play as one of those, conquest is likely going to be your best 
option.

Great People Factories - A city whose job is to create Great People 
as quickly as possible. This can be done with wonders, Gardens, etc.

Fun Factor - Some nations are more fun to play than others, even if 
they aren't that good (case in point, Aztec). I try not to take this 
into account when I assign ratings, but I make a point to mention it.

Synergy - SushiSquid, a poster on the Gamefaq boards, pointed out that
a civilization is only as good as it's synergy. For example, Germany
can build a very large amount of ground units, and gets a slight
reduction in the maintence of ground units, and can convert barbarians.
All these abilities reflect having a massive ground army. However,
compare this to the Rome, who has two good unique units, and an
excellent unique ability. However, these two don't feed off one
another. So while a good civilization, you wouldn't say Rome is a
top tier civilization.

====================================================================
2. The Launch Date Civilizations [2xx]
====================================================================

18 Civilizations were included with the game at launch. Babylon was 
also included, but only in a special edition. I am putting Babylon 
and all other official civs after this section, in section 3. They 
are organized alphbetically.

Sample Country Guide:

Country: X
Leader: Mr. X
Unique Unit 1: Unit x (replaces unit y) - +4 strength, +1 move (this 
means that the unique unit x has 4 more strength and 1 more movement 
range than unit y), Free PROM (Free PROM details)--This means unit 
starts with the promotion PROM.
Unique Unit 2:
Unique Building:
(It is worth noting no civilization has 2 unique units and a unique 
building).

Unique Ability:

Comments: Any special statement I want to make to clarfiy an ability.

My Take: My take on how I like to use this Civ. I'm not an online 
player, since Online play is mostly focused on Combat. Also, I'm not 
the best CIVer out there, so take with a grain of salt.

Victory Goal: My Take on which victory goal best suits the 
civilization. If you have a good strategy for another goal, let me 
know. (Note, you can win anyway with any Civ, these are just the 
ones I would personally say the Civ is best at.)

====================================================================

IMPORTANT NOTE: All production costs are measured using Standard 
Time. Different times (quick, marathon) have different production 
costs. However, they scale linearally, meaning the proportions of
cost will all be the same.


====================================================================
2.1 - America [2.1xx]
====================================================================

Country: The United States of America
Leader: George Washington
Historical Relevance: Commander in Chief of Colonial Armies during
American Revolution; First President of the United States of America

Unique Unit 1: Minutemen (Replaces Musketman) - Traverses All terrain 
at cost =1. Travels on roads normally. Free (Drill 1) +20% on Rough 
Terrain.
Unique Unit 2: B17 (replaces Bomber) - Free Evasion (reduce damage 
from intercept by 50%), Free Siege 1 (+33% vs. Cities), +5 Ranged
Combat. 
Unique Building: None

Unique Ability: Manifest Destiny
All land military units have +1 Vision. -50% cost to purchase tiles.

Comments: Note about the Minutemen: there was a design flaw at launch 
where traversing all land, including roads, costs 1 movement, like heli-
copters. This was a confirmed bug with Civilization V. The musketman
should be able to use roads at less than 1 movement, like scouts. 
This has been fixed by patch.

My Take: A civilization that is underrated, in my opinion.
Sure, it isn't amazing, but I actually think the Minutemen are one
of the better unique units, as is the B17. Getted added vision is
both a great defensive and offensive ability. Being able to buy up
contested land for cheaper has limited usefulness, but can be the
difference between getting a good resource and not getting it.
Sure, it's not a stand out, but I've had good success using it.


Victory Goal: Conquest


====================================================================
2.2 - Arabia [2.2xx]
====================================================================

Country: The Arabian Empire
Leader: Harun Al-Rashid
Historical Relevance: 5th Abbasid Caliph (A.D. 786-809)

Unique Unit 1: Camel Archer (replaces Knight) -3 Melee Combat Strength, 
cannot initiate melee attack. Has ranged attack, Strength 21, Range 2.
No penalty for attacking cities.
Unique Unit 2: None
Unique Building: Bazaar (replaces Market)- +1 luxary resource for 
ever improved luxary resource near this city. +2 Gold for nearby 
Oil and Oases.

Unique Ability: Trade Caravans
+1 Gold from each Trade Route. Double output from Oil Resources (if a well 
produces 2 oil, Arabia gets 4 oil).

Comments: The trade route bonus use to only apply to the capital city.
Now it applies to all cities. Meaning each city you connect to your trade
route gives (n-1) additional gold where n is the number of cities you have.
Example, at 3 cities, you have 3 gold (each city connected to the others).
However, when you add a fourth city, you add 3 more trade routes, meaning you
get 6 gold total.

My Take: The Camel Archer is a very solid unit, since ranged is a tad
overpowered in this game. Getting the extra luxary resource with bazaar
can be fantastic for trade, and allows you to acrue friends and money faster.
Double oil isn't game breaking, since oil units usually comes well after
a game is decided. Some people think Arabia is extremely good. I'm not as
convinced, but it isn't terrible either, as I used to believe. Interested
to see how better diplomacy in Brave New World changes things.

Victory Goal: Diplomatic

====================================================================
2.3 - Aztec [2.3xx]
====================================================================

Country: Aztec
Leader: Montezuma I
Historical Relevance: Atzec leader from 1440 until his death in 1469.
(Note: Montezuma I's grandson Montezuma II was the one who was ruling
when the Spanish dismantled their empire).


Unique Unit 1: Jaguar (replaces Warrior) +33% strength while fighting
in woods or jungle. Heals 25 HP upon defeating an enemy. Double 
Movement rate through woods and jungle.
Unique Unit 2: None
Unique Building: Floating Gardens (replaces Water Mill)- -1 Maintenence,
can be built next to lakes as well as rivers. +15% Food genereated by
city. +2 Food for each lake tile worked by the city.

Unique Ability: Sacrificial Captives
Receive culture for each enemy unit killed proportional to the killed 
unit's strength.

Comments: Floating Gardens +15% bonus is affect by Maritime city-states
and food-boosting buildings like the Granary. [Thanks KJ456]

My Take: The AI plays Montezuma like a mad man ready to kill everything
that dares stand up right on a sunny day. You shouldn't even wait for a 
sunny day. Spam units, find enemies, get culture. Use your early 
culture to focus on Honor, which lets you have stronger military, 
which lets you get more culture. Barbarians? Sacrifice them to the 
sun god. Other civs? Sacrifice them to the moon god. City-States? 
Sacrifice them to Sid Meier. If you aren't at war with someone, you 
are wasting one of the most fun unique abilities in the game. It's 
not as good at culture as, say, France, but it isn't too far behind. 
The key is to invest as much as you can in military abilities in 
culture. Be very aggressive early, especially since the CPU tends 
to cave in front of early aggression. Note that with G&K, the ability was
kind of nerfed by proxy, in that other civs can kill barbarians for culture
via honor Keep your jaguars and upgrade them so they keep their perks.

Victory Goal: Conquest, Culture via Conquest


====================================================================
2.4 - China [2.4xx]
====================================================================

Country: China
Leader: Wu Zetian
Historical Relevance: The only woman to ever become Emperor of China

Unique Unit 1: Chu-Ko-Nu (replaces Crossbowman) -4 Ranged Attack 
Strength, can attack twice during turn.
Unique Unit 2: None
Unique Building: Paper Maker (replaces Library) - +2 Gold. No 
maintenece cost, so really it's plus 3 gold. Originally boosted great
Scientist generation, but it appears this was removed.

Unique Ability: Art of War
Spawn Rate of Great Generals increased +50%. Chinese Great Generals 
provide +30% combat bonus within two squares, compared to +15% of 
normal Great Generals.

Comments: None.

My Take: Use the Honor Tree to get a great general, and do whatever 
you can to build generals quickly. If you can find a good choke point,
I have seen a general assisted Chu-Ko-Nu hold off multiple Industrial
Age units.Chu-Ko-Nu is also good for bombarding cities early on. 
With China, just a few front line units can be supported by Generals 
and Chu-Ko-Nu to destroy everyone else. The Paper Maker is one of 
my favorite Unique Buildings.

Victory Goal: Conquest, long shot at Science


====================================================================
2.5 - Egypt [2.5xx]
====================================================================

Country: Egypt
Leader: Ramesses II
Historical Relevance: Ruled as pharaoh for 60 years, widely considered
the greated pharaoh.

Unique Unit 1: War Chariot (replaces Chariot Archer) +1 movement. No 
horse resource required.
Unique Unit 2: None.
Unique Building: Burial Tomb (replaces Temple) 0 maintenence, +2 Happiness,
If city is capture, x2 gold plundered.

Unique Ability: Monument Builders
+20% Production when buidling Wonders

Comments: None.

My Take: Even with the Bonus to Wonders, it's never recommended to 
be building more than one wonder at a time in the early game. Wonders 
can be very powerful in this game, however, as it lets you customize 
your empire. You can focus on wonders that boost great people, 
military, production, commerce, etc. I would recommend focusing on 
only one or two types of wonders, since specialization is the name 
of the game. Burial Tomb is nice if you go for a high population 
build. The Unique Unit is trash compared to others, in my opinion

Victory Goal: Whichever you build wonders towards.

====================================================================
2.6 - England [2.6xx]
====================================================================

Country: England
Leader: Elizabeth I
Historical Relevance: The Virgin Queen, ruled over one of the most
dynamic periods in European history. Established Church of England.

Unique Unit 1: Longbowman (replaces crossbowman) Free Range (+1 range 
for ranged attack)
Unique Unit 2: Ship of the Line (replaces Frigate) -15 production cost, 
+2 ranged combat strength, +5 melee, +1 sight.
Unique Building: None

Unique Ability: Sun Never Sets
+2 movement to all naval vessels. +1 Spy

Comments: None.

My Take: I'm personally disspointed that Elizabethan England has no 
culture abilities. This strict military nation is damn near 
unbeatable in island style maps. They really boosted the usefullness 
of naval units between Civ IV and Civ V, and no one can compete with 
England's Navy. Still, on continent style maps, the only thing 
England has is Longbowman, which are useful, but not game changing. 
Your best time to attack is the Renaissance, where you will have 
the most benefit. If you can be the first to circumnavigate, you 
will have +3 movement on all other navy. England's biggest weakness 
is that you more or less have to go military, since they have 
no Unique Building and their ability is strictly military.

Victory Goal: Conquest


====================================================================
2.7 - France [2.7xx]
====================================================================

Country: France
Leader: Napolean Bonaparte
Historical Relevance: Overthrew French government, eventually crowning
self Emperor of the First French Empire. 

Unique Unit 1: Musketeer (replaces Musketman) +4 combat strength. 
Unique Unit 2: Foreign Legion (replaces Infantry) +20% combat strength 
outside of friendly territory.
Unique Building: None.

Unique Ability: Ancien Regime
+2 Culture per city per turn before discovering Steam Power. After 
Steam Power, you lose all bonus culture per turn. 

Comments: None.

My Take: Musketeer can dominate the late renaissance period. +4 strength
is huge. Foreign Legion will have a huge firepower advantage if you 
are invading. When it comes down to it, at the beginning of the game, 
decided if you are going to focus on culture or military, and stick 
with it. Use your social policies to align towards that. If you focus 
on military, there isn't much a reason to hold off on teching up to 
Steam Power. If you are going culture, expand as fast as possible, 
and use your Musketeers to take weak neighbors. The earlier you expand, 
the better. Basically, military focus France users will want to build up 
(have a small number of cities optimized for rapid production), culture 
focus means you want to build out (get as many cities as possible, 
don't worry about optimizing the cities).

Victory Goal: Cultural, Conquest

====================================================================
2.8 - Germany [2.8xx]
====================================================================

Country: Germany
Leader: Otto van Bismarck
Historical Relevance: Chancelor of German Empire. Unified Germany.

Unique Unit 1: Landsknecht (replaces Pikeman) -50% production cost.
(-45 hammers on Standard).
Unique Unit 2: Panzer (replaces Tank) +1 movement, +10 strength
Unique Building: None.

Unique Ability: Furor Teutonicus
Upon defeating a Barbarian unit inside an encampment, you have a 50% 
chance to receive +25 gold and a free unit of the same type. Pay 25% 
less for land unit maintenence.

Comments: Landsknecht costs about half the cost of a pikeman with no 
penalties.

My Take: Germany can be very powerful early game, and will build up 
an army very quickly when compared to other units. However, by mid 
game, their ability starts to become obsolete as civilization spreads 
out. I once played online with Germany, and had a lot of early success.
You want to tech-up to get to Landsknecht quickly when playing online, 
especially if you are playing Greece, Songhai, or Mongals given their 
powerful mounted units. However, this guide focuses on the single 
player aspect, and the A.I. doesn't seem to notice that spamming 
Companion Calvary makes you nigh unbeatable. Still, I'm definitely a 
fan of being able to put 2 Pikeman out for every 1 your opponents have. 
Panzers have a 20% firepower advantage over normal tanks, which is 
huge in late-game scenarios. Like England, Germany is pretty much 
straight military, and if you see Germany as an AI, expect him to 
be aggressive (though not as much so as Montezuma). This is one of 
the strict military nations.

Victory Goal: Conquest


====================================================================
2.9 - Greece [2.9xx]
====================================================================

Country: Greece
Leader: Alexander of Macedonia
Historical Relevance: Alexander the Great. Conquered almost every
civilization he could reach, including Persia, Egypt, and parts of
India.

Unique Unit 1: Hoplite (replaces Spearmen) +2 Combat Strength. 
Unique Unit 2: Companion Calvary (replaces Horsemen) +2 Combat Strength,
+1 Movement, Great Generals 1 (Combat with this unit produces double
Great General points).
Unique Building: None.

Unique Ability: Hellenic League
City-State relations degrade at half the normal rate, and recovers at
double rate when the City-State is angry.

Comments: Great Generals 1 and Great Generals 2 are the same thing, 
but 2 generates at a higher rate. I think only Samurai have 2. 
Hellenic League offsets trepassing penalties. Also, for clarity: gifts
do NOT give double affections points. Recover strictly means when a city
state is mad at you (below nuetral). At launch, Hoplite was more expensive
to produce. Not anymore.

My Take: Greece uses to be broken when calvary units were OP at launch.
Now they are good, but not great. Still, the vast variety of city states
give them a fair amount of options.

Victory Goal: Diplomatic, Cultural, Conquest, Science (in that order)

====================================================================
2.10 - India [2.10xx]
====================================================================

Country: India
Leader: Mahatma Ghandi
Historical Relevance: Led nonviolent independence movement against
British Empire. Widely considered one of the greatest champions of
civil disobedience in history.

Unique Unit 1: War Elephant (replaces Chariot Archer) +14 Production 
Cost, -1 Movement, +2 Melee Combat Strength, +1 Ranged Combat Strength.
No required resource. Doesn't have movement penalties of chariot archer.
Unique Unit 2: None.
Unique Building: Mughall Fort (replaces Castle) -10 Production Cost, 
+2 Culture. +3 Gold after flight researched

Unique Ability: Population Growth
Unhappiness from population is halved. Unhappiness from number of 
cities doubled.

Comments: Any city with population 4 or higher benefits from 
Population Growth due to a net loss of that city's unhappiness. I 
am still researching the Gold Bonus after flight.

My Take: With Ghandi, you're goal should be peaceful victory 
conditions. You should aim for very large cities, trying to turn 
them into Great People factories (this means commiting to wonders 
early on. If managed correctly, Ghandi can very quickly build up 
Science, Commerce, and culture. Keep golden ages going longer with 
Great People sacrifice. I've seen people do really well with Science
victory and Diplomatic Victory (via buying off City-States). Cultural 
victory is within reason if you focus on Great Artists and keep your 
city counts small (though against an expansionist France, India 
tends to lag behind). Try to avoid war as much as possible, since 
that means you have to focus on cranking out large numbers of units 
instead of Great People builders.

Victory Goal: Science, Cultural


====================================================================
2.11 - Iroquois [2.11xx]
====================================================================

Country: The Iroquois Conferederation
Leader: Hiawatha
Historical Relevance: Chief of the Onondaga tribe, formed the Iroquis
Confederation.

Unique Unit 1: Mohawk Warrior (replaces Swordsman) +25% combat 
strength in forests and jungles. Do not require iron.
Unique Unit 2: None.
Unique Building: Longhouse (replaces Workshop) -20 Production Cost, 
+1 Production per forest tile in city's radius. No +10% production 
for buildings that comes with normal workshop. Gives points towards 
Great Engineers.

Unique Ability: The Great Warpath
Forests and Jungles in friendly territory behave as roads, for 
movement. After the Wheel is researched, woods can also function as
trade routes.

Comments: Trading Posts and Lumbermills leave the forests they are 
built on intact. So you can improve the tiles and use them as roads.

My Take: You are really at the mercy of the map and other players. 
As Iroquois, with proper planning, you can avoid removing forests, 
focusing on Lumbermills rather than Mines for Production, making 
sure to leave paths, etc. However, when it comes to attacking other 
players, those players will usually have removed most forests in 
their lands, removing all benefits you have. Still, this is a 
great civilization for early game aggression, since forests will 
still be around, and that +50% combat with Mohawk Warriors is 
HUGE at that point. The Longhouse is nice, but I would frequently 
rather have that +20% building production. Still, being able to 
get Great Engineers can help you get some good wonders. Also, if
you use lumbermills, it's basically +1 Hammer for that mill.

Victory Goal: Conquest

====================================================================
2.12 - Japan [2.12xx]
====================================================================

Country: Japan
Leader: Oda Nobunaga
Historical Relevance: Daimyo of fuedal Japan, laid groundwork for his
two lieutenants to unify Japan for the first time in a century.

Unique Unit 1: Samurai (replaces Longswordsman) Free Shock 1 (+20% 
combat in open terrain), Great Generals II (Contributes points to
Great General at triple the normal rate)
Unique Unit 2: Zero (replaces Fighter)  +33% vs. Fighters
Unique Building: None.

Unique Ability: Bushido
Combat Strength is not affected by the amount of damage a unit has.

Comments: Bushido isn't as overpowered as it seems, in that a normal
unit with 50% health doesn't fight with 50% strength, but somewhat
stronger.

My Take: I have found that the best way to go is to tech rush Steel 
and spam Samurai. Once you get a couple Great Generals, Samurai can 
basically take on the entire world. The longer it takes you to get 
the Steel, the less effective you will be. Bushido makes taking 
cities easy, since even damaged units do full damage. Bushido isn't 
as overpowered as you might first suspect, but in the stone age 
when most battles are one on one without support nearby, it's huge.
If you actually get to the point where you have Giant Death Robots, 
and Bushido' GDR is pretty much unbeatable. Since the AI almost 
never uses air units, Zero is pretty much worthless. Even in 
online games, I rarely see someone use air heavily.

Victory Goal: Conquest

====================================================================
2.13 - Ottoman [2.13xx]
====================================================================

Country: The Ottoman Empire
Leader: Suleiman
Historical Relevance: Caliph of Islam, Sultan of Ottoman Empire,
oversaw period of great expansion.

Unique Unit 1: Janissary (replaces Musketman), Heals all damage upon 
defeating a Non-Barbarian Enemy, +25% Combat Bonus when initiating 
attack.
Unique Unit 2: Sipahi (replaces Lancer), +1 movement, +1 sight, no 
movement cost to pillage.
Unique Building: None.

Unique Ability: Barbary Corsairs
All naval units have the prize ships promotion (meaning defeated enemies)
may join your side. -33% usual cost for maintenence.

Comments: None.

My Take: At launch, this civilization was pretty bad. It has steadily
gotten better with each major update, and is now a very good invasion 
civilization. Strict military nation.

Victory Goal: Conquest

====================================================================
2.14 - Persia [2.14xx]
====================================================================

Country: Persia's Achaemenid Dynasty
Leader: King Darius I
Historical Relevance: Considered one of the greater rules of the 
Persian Emptire, ruling from 522 B.C. until his death. Initated 
attempt to conquer Greece, but his son Xerces failed to do so after 
Darius's death.

Unique Unit 1: Immortal (replaces Spearmen), +1 Combat Strength, Heals 
damage at double normal rate.
Unique Unit 2: None.
Unique Building: Satrap's Court (replaces Bank) +2 Happiness, +2 Gold

Unique Ability: Achaemenid Legacy
Golden Ages last +50% more turns. During a golden age, units
receive +1 Move and +10% Combat Bonus

Comments: None.

My Take: A lot of people love Persia. If you can get a few cities to 
be Great People factories, you can basically maintain a constant 
golden age, which should be your goal. Persia is countered by Egypt 
well, since Egypt can rush wonders, which Persia needs to make Great 
People factories. The Immortal is a good aggressive unit that can 
heal quickly and be back in the fray. Satrap's Court plays perfectly 
intoDarius' Unique Ability, giving you a quick boost to happiness 
when you use it, and it's one of my favorite Unique Buildings. 
Keep in mind, being effective as Persia requires a lot of discipline,
making sure to keep an eye on your Golden Age counter while still 
making sure to have a standing military while balancing wonders. 
Chichen Itza is, I dare say, a must have.

Victory Goal: Kind of like Egypt, you can go different ways with 
this depending on how your use your Golden Ages. Extra Production 
means you could go culture, military, or science, extra gold is 
nice for diplomacy. I most prefer military, since that +1 movement 
range is useful throughout the entire game.

====================================================================
2.15 - Rome [2.15xx]
====================================================================

Country: The Roman Empire
Leader: Caesar Augustus (also known as Octavius)
Historical Relevance: First Emperor of Rome, brought about Pax Romana
(200 years of Roman Peace).

Unique Unit 1: Ballista (replaces Catapult) +2 Ranged Strength, +1 Melee
Strength
Unique Unit 2: Legion (replaces Swordsman) +3 Combat Strength, can 
construct roads and forts.
Unique Building: None. 


Unique Ability: The Glory of Rome
+25% Production towards buildings if they already exist in the 
Capitol City.

Comments: None.

My Take: Glory of Rome is a great ability for managing a large 
empire. Your goal should be to have a large production powerhouse 
for a capitol. This will allow you to expand quickly without worrying 
about having low production cities. Your goal should be to use your 
expansions primarily for resources. Ballista are a city destroyer 
in the latter early game. Very powerful at what they do. Legion 
being able to build roads can keep your workers focused on 
improvements. Be aggressive in the Classical Age.

Victory Goal: Can go many ways. I personally like Science, 
since getting libraries, universities, and schools in all your 
cities give you a massive science bonus.

====================================================================
2.16 -Russia [2.16xx]
====================================================================

Country: Russia
Leader: Catherine the Great
Historical Relevance: Tsarina of Russia during late 18th Century,
oversaw great expansion of Russia.

Unique Unit 1: Cossack (replaces Calvary) - Receives +33% combat 
bonus when attacking an enemy who is not at full health.
Unique Unit 2: None.
Unique Building: Krepost (replaces Barracks) - Reduces culture cost 
to acquire new land by 25% in the city it is built.

Unique Ability: Siberian Riches
Strategic Resources provide +1 production. Horse, Iron, and Uranium 
plots generate double the output.

Comments: I.e., if a plot of iron typically produces 2 Iron, Russia 
can get 4 iron out of that same plot.

My Take: If you get an unlucky map generation without much iron and 
horses nearby, the ability is useful. However, I typically haven't 
had resource problems, since I usually can't even afford to build 
units for all my resources. Iron and horses are obsolete in the late 
game, but Uranium is a game changer. Having two atomic bombs for 1 
resource can let you wipe out another country's military very quickly,
 or destroy it's major cities. Still, as I said, you usually won't 
need the double resources. If you use the Krepost, you can afford to 
spread your cities out a little more to cover more ground. Support 
your Cossacks with anything ranged (even horse archers can help in
the mid game). The goal is to injure the target, even slightly, then
go in for the kill.

Victory Goal: Conquest


====================================================================
2.17 Siam [2.17xx]
====================================================================

Country: Siam (more specifically, the kingdom of Sukhothai)
Leader: Ramkhamhaeng
Historical Relevance: Inherited small kingom of Sukhothai, and
greatly expanded to make it a Southeast Asian power using diplomacy
as well as military might.

Unique Unit 1: Naresuan's Elephant (replaces Knight) +5 Combat 
Strength, -1 Movement, +50% Combat Bonus vs. Mounted Units. No Horse
Requirement.
Unique Unit 2: None.
Unique Building: Wat (replaces University) - +3 Culture.

Unique Ability: Father Governs Children
Food, Culture, and faith received from friendly city-states increased 
by +50%

Comments: None.

My Take: Plays very similar to India. You should build more trading 
posts instead of farms and use the money to befriend maritime and 
cultural city-states. Definitely use the Patronage policy tree. Siam 
does better on spreadout maps since they aren't a military nation. 
You goal should be to have a small number of cities with natural 
chokepoints so you can minimize your army. Keeping your city count 
small makes cultural victory easier to obtain. If you don't think 
you are going to make cultural victory in time, build the United 
Nations, and use your allegiances to try to get a diplomatic 
victory.

Victory Goal: Cultural, Diplomatic as a fallback.

====================================================================
2.18 Songhai [2.18xx]
====================================================================

Country:  The Songhai Empire
Leader: Mohammad I Askia
Historical Relevance: Unified and conquered much of CEntral Africa.
Received title of Caliph of West Africa during a pilgrammage to Mecca.

Unique Unit 1: Mandekalu Cavalry (replaces Knight) -10% Production cost.
No penalty when attacking cities (all other calvary have -33%).
Unique Unit 2: None.
Unique Building: Mud Pyramid Mosque (replaces Temple) Zero Maintenence,
+2 culture

Unique Ability: River Warlord
All pillaged cities and encampments provide double the normal gold. All
land units receive free Amphibious and War Canoe promotions. Amphibious
removes all penalties from attack across a river or from the water. War
canoes doubles the defense while embarked and increases the sight of
embarked units.

My Take: I get this civ all the time when I go random, which gets 
annoying. The Songhai spawn bias usually gives you nearby horses. 
It is very important to have a lot of horses, and get Mandekalu
Calvary quickly. Mounted units are overpowered in this game, but 
are usually weak against cities. The Mandakulu Calvary isn't 
penalized. (It used to have an additional bonus, but this was 
patched out). Use this to your advantage and play aggressive. 
The Mud Pyramid Mosque is a great building, since you can get a 
lot of culture for free. It's not enough to make Songhai a Cultural 
contender, but it's great to get some key policies in place. Still 
the ability isn't very worthwhile. The small gold bonuses are nice
for early gold expansion, but isn't extremely helpful in the long 
term. Being able to have your units not immediately die would be nice 
if the CPU ever build Navy, which they rarely do.

Victory Goal: Conquest

====================================================================
====================================================================
3. Non Launch Civilizations [3xx]
====================================================================

All these cilivizations are not in the standard version of the game.
However, you can download these. Note that I am only including 
official Firaxis Civs. User generated civilizations won't be included
for now. They might be added at a later date if a particular Civ gets
very popular.

Note: All of these nations are included in the civilization V Gold
Package available on Steam. If you haven't already bought them, get them
through that. It includes Gods & Kings as well, so a good deal. Additionally,
you can get the "Gold" upgrade for just 20 bucks if you already have
the base game through Steam.


====================================================================
3.1 - Babylon [3.1xx]
====================================================================

Country: The Babylonian Empire
Leader: Nebuchadnezzar II
Availability: At launch for those who purchased deluxe edition, and
for $4.99 as a Downloadable Content available October 25th, 2010.

Unique Unit 1: Bowman (replaces Archer) +2 Melee Combat Strength, +2
Ranged Combat Strength
Unique Unit 2: None.
Unique Building: Walls of Babylon (replaces Walls) +1 City Combat
Strength, -10 Production Cost, city HP+100 (Walls only give +50)

Unique Ability: Ingenuity
Free Great Scientist upon invention of Writing. Produce Great Scientists
at double the rate.
Comments: None.

My Take: The only nation whose ability focuses on Science. Both the 
Unique Unit and building are early game, which is unfortunate in my 
mind. But this ability is key. Your goal should be to create farms 
for Great Scientists. Fight for those wonders accordingly. Also, 
in the early game, rather than use free techs, Use your Scientists 
to build Science improvements, since those points will, in the long 
run, help you improve faster than the early techs. G&K nerfed the hell
out of Babylon by making scientists only give a boost to research, not
insta-discover one.

Victory Goal: Science.

====================================================================
3.2 - Mongols [3.2xx]
====================================================================

Country: The Mongolian Empire
Leader: Genghis Kahn
Availability: Free DLC released October 25th, 2010

Unique Unit 1: Keshik (replaces Knight) Ranged Unit (cannot directly 
Melee) with 13 Ranged Combat Strength, 8 Melee Strength, +2 Movement,
Great Generals I (produces Great Generals at double rate), Quick 
Study (gains promotions in half the time, effectively).
Unique Unit 2: Khan (replaces Great General) 5 movement range, heals
adjacent units 15 HP per turn.
Unique Building: None.

Unique Ability: Mongol Terror
+30% combat against City-State units and cities. +1 movement to 
mounted units.

Comments: None

My Take: Strict military nation, don't try to make friends. You want 
to play very aggressively, taking what city-states you can. Once you 
have Keshiks and Khans, form battle teams (usually 3 Keshiks and one 
kahn per team and 2 teams will let you take out quite a bit of enemies). 
You'll want some infantry and siege units for grabbing the stronger cities.
Basically, the only way to defend that rush is for an AI to focus all nearby 
forces on one unit, since they heal quickly. However, given the ranged 
combat, they usually won't get close. A good military nation. You 
really want to spam Keshiks and attack quickly. The longer you wait, 
the worse off you will be. Very easily countered by Pikeman, so Germany
will probably destroy you given half the chance.

Victory Goal: Conquest.

====================================================================
3.3 - Spain [3.3xx]
====================================================================

Country: Spain
Leader: Isabella
Availability: DLC Released December 16th, 2010 (Double Civilization 
and Scenario Pack: Spain and Inca)

Unique Unit 1: Tercio (replaces Musketman) +10 Production Cost, +2 
Strength, +50% versus Mounted. 
Unique Unit 2: Conquistador (replaces Knight): +15 Production Cost
No penalty attack cities (Knight has 33% penalty), +2 Vision Range, 
Embarkation with Defense (x2 defense while embarked). Can found cities
on another landmass.
Unique Building: None

Unique Ability: Seven Cities of Gold
Gold bonus when discovering Natural Wonders (larger bonus when 
Spain is the first to discover a particular Natural Wonder). Culture,
Happiness, and all tile yields (production, food, commerce) are 
doubled on Natural Wonder tiles.

Comments: The Conquistador can only found cities on a different landmass
than the capitol. This consumes the Conquistador.

My Take: A Great Civ to use against mounted rushes because of the 
Tercio. However, the computer usually isn't smart enough to do 
mounted rushes. Oh well. With 2 Unique Units, this is an aggressive 
civilizaton. You definitely want to push during the Renaissance Era
to take most advantage of your units. Still, the ability is terrible.
Just terrible.

Victory Goal: Conquest.

====================================================================
3.4 - Inca [3.4xx]
====================================================================

Country: The Incan Empire
Leader: Pachacuti
Availability: DLC Released December 16th, 2010 (Double Civilization 
and Scenario Pack: Spain and Inca)

Unique Unit 1: Slinger (replaces Archer) -1 Melee Combat Strength,
Can Withdraw to adjacent hex if attacked at melee range. Chance of
withdraw is decreased against "fast enemies" (like horseman).
Unique Unit 2: None
Unique Building: Terrace Farm (tile improvement): +1 Food, +1 Food 
if adjacent to mountain. Can only be built on hills. [Requires 
Construction]

Unique Ability: The Great Andean Road
No movement penalty in hills. No maintenence for constructions 
in hills, half maintenence elsewhere.

Comments: The Terrace Farm is not built in cities. It is 
basically a more powerful farm on a hill.

My Take: Both the unique unit and unique building are very...
well...unique. The Slinger being able to withdraw in the early game 
means you likely won't get hit by much, since early game is known for 
wide open combat rather than terrain fighting. Given Incas start bias, 
the Terrace Farm will usually be useful in your capitol and first 
expansion. After that, mountains are rare (though not as rare as 
lakes, making Inca better than Aztec). Low maintenence is very nice.

Victory Goal: Inca will have a bit more money, so maybe Diplomacy.

====================================================================
3.5 - Polynesia [3.5xx]
====================================================================

Country: The Kingdom of Hawai'i (Kamehameha I united Hawai'i. There 
wasn't a Polynesian Empire)
Leader: Kamehameha I (Yep. That's how it is pronounced).
Availability: DLC Released March 3rd, 2011 (Civilization and 
Scenario Pack: Polynesia) (Initial Steam Price $4.99)

Unique Unit 1: Maori Warrior (replaces warrior). Starts with "Haka 
War Dance" promotion (any enemy on an adjacent tile receives -10% 
combat strength). Does not stack.
Unique Unit 2: None
Unique Building: Moai (tile improvement) (+1 Culture) [Requires 
Construction]

Unique Ability: Wayfinding
Units can embark and move over oceans immediately. +1 Vision Range 
for embarked units. +10% Combat Strength if within 2 tiles of a Moai.

Comments: Like Inca's Terrace Farm, the Unique "Building" (Moai) is 
actually a unique tile improvement. The bonus from Moais and Maori 
Warriors do not appear to stack.

My Take: If bonuses from Moais and Maori Warriors stacked, you could 
really hold chokepoints well. However, they don't. Wayfinding is a 
really nice ability if you want to expand quickly, meaning you have
and advantage in resources. Unfortunately, the Unique building, 
which would lend itself to culture, is offset by the fact that this 
is an expansionary civilization. Nice early on, but after Astronomy 
is acquired by others, you lose your advantage.

Victory Goal: Culture


====================================================================
3.6 - Denmark [3.6xx]
====================================================================

Country: Denmark
Leader: Harald Bluetooth
Availability: DLC Released May 3rd, 2011 (Civilization and Scenario 
Pack: Denmark - The Vikings) (Initial Steam Price $4.99)

Unique Unit 1: Berserker (replaces Longswordsman) +1 Move, free 
Amphibious (no attack penalty when attacking over a river for from 
the sea.
Unique Unit 2: Norwegian Ski Infrantry (replaces Rifleman) +25% in 
Snow/Tundra/Hills (unless Forest or Jungle is present) and half 
movement cost.
Unique Building: None.

Unique 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.

Comments: None.

My Take: Another strict military nation. Comparing to other Strict 
Military Nations, these units are a lot more specialized. Vikings 
could do well on Islands maps due to the advantage of attack via sea 
(amphibious assaults). Being able to pillage the s*** out of everyone
is a double edged sword. Yes, it can weaken your opponent, but if
you are trying to capture a city, you are trading a temporary small
benefit for a long term cost (at least, until you get workers in).


Victory Goal: Conquest.


====================================================================
3.7 - Korea [3.7xx]
====================================================================

Country: The Chosaon Dynasty of Korea
Leader: Sejong the Great
Availability: DLC Released August, 11, 2011 (Civilization and Scenario 
Pack: Korea) (Initial Steam Price $4.99)

Unique Unit 1: Turtle Ship (replaces Caravel) - +16 Melee Combat. 
Cannot enter deep ocean tiles. Doesn't have the +1 sight bonus or
withdraw ability of the Caravel.
Unique Unit 2: Hwach'a (replaces Trebuchet)- +12 Ranged combat. No 
Vision Penalty. No Bonus against cities. -1 Melee Combat Strength
Unique Building: None.

Unique Ability: Scholars of the Jade Hall
+2 Science for all Great Person Tile Improvements (including non-
Scientist improvements) and specialists. Receive a research bonus 
towards your current research goal every time a science building or 
Wonder is built in the capital city.

Comments: Doing some quick math, the Hwacha will do roughly 60% damage
to a city of a Trebuchet.

My Take: A small empire with a strong capital city is key. That said
The units are, in my opinion, no better and possibly worse than what 
they replace. The caravel is supposed to be an exploration unit. The
Turtle Ship, therefore, delays expansion so you can have a better
unit to defend the shoreline, which against CPU, is pretty 
unneccessary. The Hwach'a is great against infantry, but you lose a 
seige weapon. Basically, both these units fail to serve the purpose 
of what they replace. I know different isn't always worse, but in 
the case of the Turtle Ship, it's unquestionably a step down. I honestly
don't know why Firaxis though the Turtle ship was a good idea.

Victory Goal: Science.


====================================================================
4. Gods & Kings Expansion Pack [4xx]
====================================================================

Gods & Kings is the first major expansion pack to Civilization V.
It released on June 19,2012 in North America, and June 22, 2012
elsewhere.

This expansion pack adds in 9 civilizations (11 if you count the 
previously released Spain and Mongolia). Gods and Kings will bring
27 new units, 13 new buildings, and nine new wonders in addition to
the 9 new civilizations.

In addition, religion has been implemented. Unlike Civilization IV,
where real-world religions were used, Civilization V has a player
found ther on religion which they can grow and spread.

Espionage, a feature from Civilization IV: Beyond the Sword, has also
returned. Additionally, religious and mercantile city-states will
provide new bonuses.

This major update will also improve the Computer AI, add an early
modern era to expand the timeline, and allow enhanced naval combat
featuring a new Great Admiral unit as well as melee naval units (before
this update, all naval units were strictly ranged).

Below are all the new civilizations and the standard fare of information.

====================================================================
4.1 - Austria [4.1xx]
====================================================================

Country: The Holy Roman Empire (which wasn't Holy, wasn't Roman, and
was barely an Empire).
Leader: Maria Theresa of the Habsburgs

Unique Unit 1: Hussar (replaces Calvary) +1 movement, +1 sight,
+50% bonus to flank (that is, attacking a unit already attacked).
Unique Unit 2: None.
Unique Building: Coffee House (replaces Windmill) - +5% production
in addition to +2 production. +25% great people generation. No +10%
production to buildings. Can be built on hills.

Unique Ability: Diplomatic Marriage
Can spend gold to annex or puppet an allied city-state that has been an
ally for at least 5 turns.

Comments: A coffee house replaces a windmill. No, I don't know why.
I've been to Austria; there were windmills everywhere.

My Take: A great unique unit (though it comes fairly late) and a
useful unique building. Diplomatic Marriage is more of an investment.
Once you puppet or annex a city-state, you still need to build a
courthouse. However, you don't have to deal with espionage anymore, 
nor do you have to continue spending money to buy loyalty. So useful,
but the civ's biggest downfall is a lack of focus. Of course, if you
puppet a city state, they no longer vote separately in a diplomatic
victory.

Victory Goal: With Great People, really anything except diplomacy.

====================================================================
4.2 - Byzantium [4.2xx]
====================================================================

Country: Byzantine Empire
Leader: Theodora

Unique Unit 1: Cataphract (replaces Horseman) - +3 combat. Can use
defensive terrain bonus (Horseman cannot), and only gets penalized
25% against cities (Horseman get 33%). -1 Movement
Unique Unit 2: Dromon (replaces Trimere) - +11 Production. Cannot
melee attack. Range Unit with 10 ranged combat strength and 2 range. 
-2 Direct Combat strength. +50% Strength vs. Naval Units.

Unique Building: None.

Unique Ability: Patriarchate of Constantinople.
Choose one more Belief than normal when you found a religion.

Comments: You'll notice that every civ has a third "bonus" slot for
founders that is reserved for Byzantine. Do they have to really throw
that in everyone else's face?

Also, for clarity: Naval combat is reworked in Gods and Kings. In
vanilla Civ V, the Trimere is a ranged combat unit. But in Gods and
Kings, the Trimere is a direct combat unit. This means that the
Trimere cannot fire on ground units. The Dromon, however, can.

My Take: The Dromon is beastly. The Cataphract is quite good. Getting
a bonus belief, when the beliefs aren't THAT powerful is quite mehh-
worthy, but in the right circumstance, can be game changing. Still, 
because the Dromon gets +50% against naval, even when it is attacked 
by Trimeres, it actually has 12 direct combat strength, meaning it has 
the advantage. I like the idea of religious warfare, if you set your 
belief perks up correctly.

Victory Goal: Conquest with religious focus.

====================================================================
4.3 - Carthage [4.3xx]
====================================================================

Country: Carthage
Leader: Dido

Unique Unit 1: African Forest Elephant (replaces Horseman) +25 Production;
+2 Combat Strength, -1 Movement. -10% Combat Strength to any adjacent
enemy unit. Great Generals 2 (produces Great Generals at, I believe,
triple the usual rate). No horse resource required.
Unique Unit 2: Quinquereme (replaces Trimere) - +3 Combat Strength
Unique Building: None.

Unique Ability: Phoenician Heritage
All coastal cities get a free Harbor. Units may cross Mountains after
first Great General, but they take 50 damage if they end turn on mountain.

Comments: None.

My Take: Free harbor is very nice if you have a coastal capital, or
at least a coastal city connected to your capital. It basically allows
much quicker colonization. I'm not sure mountains are really common
enough to warrant a huge plus to this ability, but it does force
your opponent out of defending just key chokepoints in some instances. 
Unique units aren't exceptional, but aren't terrible either.

Victory Goal: Almost a strict military nation, so I'd say Conquest

====================================================================
4.4 - Celtica [4.4xx]
====================================================================

Country: The Celtric tribes.
Leader: Boudica

Unique Unit 1: Pictish Warrior (replaces Spearman) - +20% Combat
Strength when outside of friendly lands. No movement cost to pillage.
Earns 50% of opponents strength as Faith.
Unique Unit 2: None.
Unique Building: Ceilidh Hall (replaces Opera House) - +3 Happiness.

Unique Ability: Druidic Lore
+1 Faith per city with an adjacent unimproved forest. Bonus increases
to +2 in cites with 3 or more adjacent unimproved forests.

Comments: The faith bonus for kills does not preserve with promotion,
but the pillage and foreign lands bonus do. Still, faith is kind of the
main reason for this unit.

My Take: I'm not a fan of the ability, because it's usefulnees is
short lived. That said, it will all but guaruntee you getting the first
religion. The Pictish Unit has to be in the top 5, if the not the best
unique unit in the game. Great for early rushes, and since you can buy
units with faith, you can use them to build up your army further. Unique
Building is uninspiring, but useful (even though it comes late in the game)

Victory Goal: Conquest by religious warfare.


====================================================================
4.5 - Ethiopia [4.5xx]
====================================================================

Country: Etheopian Empire
Leader: Haile Selassie

Unique Unit 1: Mehal Sefari (replaces Rifleman) - -25 Production. +30%
Combat Bonus when fighting in Capital. This bonus decreases the further
from the Capital you are. Free Drill 1.
Unique Unit 2: None.
Unique Building: Stele (replaces Monumnet) - +2 Faith.

Unique Ability: Spirit of Adwa
+20% when fighting against civilization with more cities than Ethiopia.

Comments: The Stele is better for faith than a shrine, at the same cost
and still gives the same culture as an obelisk.

My Take: Right now, my favorite Civ from Gods and Kings. If you are 
disciplined and keep a small empire, you can be excellent defensively
while you focus on a goal of culture. With the Stele you are
almost certain to be a religion founder, and you'll be able to generate
2 faith and 2 culture for the same cost as someone else who just gets
either 2 culture OR 1 faith. Keeping a small tight knit empire can really
make your defense strong. One of the best designed civilizations I've seen
in regards to synergy.

Victory Goal: Culture.

====================================================================
4.6 - Huns [4.6xx]
====================================================================

Country: The Hun
Leader: Attila the ... uh ... Hun.

Unique Unit 1: Horse Archer (replaces Chariot Archer) - +1 Combat. Free
Accuracy 1. No Rough Terrain Penalty (Chariot Archers use up all movement
on any single rough terrain). No horse resource required.
Unique Unit 2: Battering Ram (replaces Spearman) - + 19 production.
-1 Combat Strength. 33% Penalty when attacked. No defensive terrain Bonus.
-1 Visibility. Can only attack cities. +300% against cities.(That isn't
a typo. +300%). Free Cover 1.
Unique Building: None.

Unique Ability: Scourge of God
Raze Cities at double speed. Borrow City names form other in-game Civs.
Start with Animal Husbandry. +1 Production per pasture.

Comments: The Battering Ram is the most specialized unit of all time.

My Take: Okay, so in early periods, the Battering Ram simply destroys
cities. Now, you have to defend it with warriors, but if you get it to
an enemies city, you win. Period. Still, you lose a pretty important unit 
in spearmen. You can then raze the city quickly to avoid unhappiness. 
Horse Archer isn't excellent. Starting with Animal Husbandry is actually 
useful, since the start bias puts horses nearby frequently. I find it
very strange though that you start with the ability to find horses when
you don't need them for your unique unit. Very low synergy.

Victory Goal: Conquest. Very very quickly.

====================================================================
4.7 - Maya [4.7xx]
====================================================================

Country: The Mayans.
Leader: Pacal

Unique Unit 1: Atlatist (replaces Archer) - -4 Production, available
without researching Archery.
Unique Unit 2: None.
Unique Building: Pyramid (replaces Shrine) - +1 Faith, +2 Science.

Unique Ability: The Long Count
After researching Theology, receive a free Great Person at the end of
every 394 years. (Each type of great person can only be selected once).

Comments: Note: it's 394 Years, NOT 394 Turns. Meaning you'll get the great
people more often early.

My Take: Rush Theology quickly, and you can get a nice early upperhand.
However, because you can't get multiple free Great People of the same
type, a lot of specialization potential is wasted. Once you get towards
modern times, the Unique Ability becomes 2 steps shy of worthless. Once
you leave the ancient era, the unique unit becomes worthless. The Pyramid
is nice though.

Victory Goal: Science, with the right religious focus.

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4.8 - The Netherlands [4.8xx]
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Country: The Netherlands
Leader: William of Orange

Unique Unit 1: Sea Beggar (replaces Privateer) - Free Coastal Raider
II (Additional +20% vs. Cities, addition +33% of damage received as gold).
Free Supply (can heal outside of friendly territory at 15 hp per turn).
Free Prize ships (convert fallen enemies to your side occasionally)
Unique Unit 2: None.
Unique Building: Polder (a unique improvement, NOT a building) - +3
Food improvement. Can only be built on marshes and flood plains.

Unique Ability: Retain 50% of happiness benefit from a Luxary Resource
if you trade away your last copy.

Comments: None.

My Take: At first glance this country looks terrible. But look again.
Okay, it's still really bad. But look once more. The Sea Beggar is pretty
damn good. A total of +40% damage to cities plus raiding 66% of the damage
(since it stacks with Coastal Raider I) and the ability to convert enemies
is pretty cool. Polder would be amazing if it weren't for the fact that
it can only be built on relatively rare tiles (one of which slows movement
speed). The ability is just trash, though. So basically, you have one
really good unit, one below average building, and arguably one of the worst
abilities in the game. In my opinion.

Victory Goal: Diplomacy if I had to pick one.

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4.9 - Sweden [4.9xx]
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Country: Sweden
Leader: Gustavas Adolphus

Unique Unit 1: Hakkapeliitta (replaces Lancer) - 15% bonus with Great
General in same tile. Great General that starts stack with this unit
gets movement bonus to match this unit.
Unique Unit 2: Carolean (replaces Rifleman) - Free March 1 (Unit heals 
every turn, even if action taken).
Unique Building: None.

Unique Ability: Nobel Prize
Gain 90 influence with a great person gifted to a City State. When
declaring Friendship, gain a 10% boost to Great Person generation.
The friend also receives this boost.

Comments: None.

My Take: Honestly, I'm wholly unimpressed. Gifting Great People
would be nice, except espionage completely prevents holding onto a
City-State's trust. So it's not worth losing the great person. +10%
for friendship is nice, except no one will give it to you late game,
and you actually help your opponents out too. The units are pretty much
garbage (Hakkapeliitta is barely better than vanilla lancer, which is
a weak unit for the period you get it, and free March is nice but FAR
from game changing). Arguably the worst ability in the game. Unit has
decent ability synergry, but you can only get one bonus per great general,
so it's weak sauce.

Victory Goal: Focus your great people generation to science or culture,
and go from there.

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Copyright 2010-2013 Paul "Will" McBurney