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    Nation/Leader Guide by Death_By_Smiley

    Version: 4.1 | Updated: 12/23/13 | Search Guide | Bookmark Guide

    Civilization V Nations and Leaders Guide
    Civilization V: Gods & Kings Nations and Leaders Guide
    Civilization V: Brave New Word Nations and Leaders Guide
    designed for Gamefaqs.com
    by user Death_by_Smiley
    Version: 4.1
    Last update: 12/21/2013
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    Table of Contents
    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]
    2.7.1 - Brave New World France [2.7.1xx]
    2.7.2 - Pre-Brave New World France [2.7.2xx]
    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]
    5. Brave New World Expansion Pack [5xx]
    5.1 - Assyria [5.1xx]
    5.2 - Brazil [5.2xx]
    5.3 - Indonesia [5.3xx]
    5.4 - Poland [5.4xx]
    5.5 - Portugal [5.5xx]
    5.6 - Shoshone [5.6xx]
    5.7 - Venice [5.7xx]
    5.8 - Venice [5.8xx]
    5.9 - Zulus [5.9xx]
    1. Introduction [1xx]
    This guide is meant to give all information on the various countries
    in Civilization V as well as all expansions. 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 as well as all expansions and DLC.
    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 
    1.2 Contact/Contribute
    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 
    1.3 Legal Information
    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 was originally the only website I have given 
    permission to for posting this guide. Since that time, I have also
    posted the guid on Steam. 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 
    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.
    Version 3.1.1(6/10/13)- Mainly typo fix.
    Version pre-4.0(6/27/13)- Preliminary information about Brave New World
    which have not been verified against the game files.
    Verion 4.0 (7/12/13)- Post Brave New World with all the early information
    I could find with limited play experience.
    Version 4.1(12/21/13)- Updating some serious corrections. Also 
    address changes that have occurred since my last update.
    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 
    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 with regards to synergy.
    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 
    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. Gains Golden Age points when an enemy is defeated.
    Unique Unit 2: B17 (replaces Bomber) - Free Evasion (reduce damage 
    from intercept by 50%), Free Siege 1 (+33% vs. Cities), +5 Ranged
    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. A post-BNW patch gave minutemen
    the ability to gain Golden Age points.
    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. The
    Minutemen gaining the ability to gain Golden Age points is a nice
    bonus, though since America doesn't have much Golden Age
    Synergy with a conquest/expansion focus, it's not a huge addition.
    Being expansive is a lot better in BNW, which helps America a lot.
    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 each worked 
    Oil and Oases.
    Unique Ability: Trade Caravans
    Caravans have +50% range. Trade routes spread religion twice as
    effectively. Oil resources doubled. Keep in mind: longer trade routes
    give more money, since your resources are likely not present in far away
    Comments: Every single time I turn my head, this civilization gets better.
    The trade route bonus is very dramatic, and gives you a dramatic
    edge on large maps with large continents.
    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 more and
    more getting convinced. He is simply the god of money in this game.
    Victory Goal: Diplomatic. Richest mother f***er in the game outside of Venice.
    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 compared to the Library.
    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. 
    Victory Goal: Conquest
    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, 
    +7 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. On continent maps,
    you can have trouble in the late game.
    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. 
    Author's Note: France was completely overhauled in Brave New World.
    Because of this, it's effectively two different civilizations. If you
    still aren't playing Brave New World, scroll down to the pre-Brave New
    World section.
    [2.7.1xx] - Brave New World France
    Unique Unit 1: Musketeer (replaces Musketman) - +4 Combat Strength
    Unique Unit 2: None.
    Unique Building: Chateau - Unique Improvement. Must be built next to
    luxury resource. It may not be adjacent to another Chateau. +1 Gold
    +2 Culture. Provides +50% defensive bonus to that tile. When flight has
    been researched, it increases it's output to +3 Gold, +3 Culture.
    Unique Ability - City of Light
    Great Work tourism theme bonus doubled in the Capital.
    My Take: This can help with culture somewhat, but in my opinion, there
    are better culture abilities.
    [2.7.2xx] - Pre-Brave New World France
    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.
    Units Pre-Brave New World:
    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.
    Units/Building Brave New World:
    Unique Unit 1: Panzer (replaces Tank) +1 movement, +10 strength
    Unique Unit 2: None.
    Unique Building: Hanse (replaces Bank) - +5% Production for each
    trade route between your civlization and city-states (the trade does
    not have to originate from the city with the Hanse in it for the bonus).
    Unique Ability: Furor Teutonicus
    Upon defeating a Barbarian unit inside an encampment, you have a 67%
    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. They don't exist in BNW
    My Take: It was interesting to see Firaxis take away the Landsknecht. That
    said, the Hanse is INSANELY good. Easily my favorite new building. Basically,
    every city in your civilization that has a Hanse gets +5% production per trade
    route with a city-state. Let me repeate that. EVERY CITY. Just...wow. Losing
    Landsknecht dramatically changes mid-game strategy (use numbers to
    overwhelm vulnerable enemies) to more a long-game approach. Still, the extra
    17% chance to convert barbarians ensures your army will not struggle to be big.
    Really liking Germany now.
    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
    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. After Flight is research, +2 Tourism to city.
    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 doable. 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
    Unique Unit 1: Mohawk Warrior (replaces Swordsman) +33% 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. Does not
    require an oil resource.
    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. +1 Culture from each Fishing Boat. +2 Culture from each Atoll.
    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. Even still, your worry
    in defense isn't fighters, it's bombers.
    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 50 HP upon 
    defeating a Non-Barbarian Enemy, +25% Combat Bonus when initiating 
    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. Janissary is a fantastic vanguard unit.
    It nonetheless bothers me that this civ has no naval units to pair with
    the unique ability. The Sipahi is a fantastic harass unit that can force
    the bulk of your enemy's army away from the relative safety of their city's 
    attack radius.
    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, +1 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 Artist 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 
    Artist 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. In my view, this civ was wrecked
    when they changed it so only artists can spark a Golden Age among
    Great People.
    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
    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
    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 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 +50% 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 16 Ranged Combat Strength, 15 Melee Strength, +1 Movement,
    Great Generals I (produces Great Generals at double rate), Gain +50% 
    Unique Unit 2: Khan (replaces Great General) +3 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.
    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
    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. Yes,
    everyone disagress with me, but exploration is key in BNW so you can
    find archeological dig sites. So I stand by my point.
    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
    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 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).
    To use optimally, I wouldn't use religous happiness bonuses, since you'll
    get quite a bit from the UB.
    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: Used to be 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. One major problem though is that culture victory now
    encourages expansion to get those precious archeological dig sites. That
    really hurt Ethiopia and changed them from very very good to kind of bad.
    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.
    Promotion causes you to lose basically everything except free Cover 1.
    Thus, you only have a short time to take advantage of it.
    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. It would have
    been fine if Archery was still a dead-end research branch, but now you need it
    for roads. The Pyramid is very nice though.
    Victory Goal: Science, with the right religious focus.
    4.8 - The Netherlands [4.8xx]
    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.
    4.9 - Sweden [4.9xx]
    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.
    5. Brave New World Civilizations [5xx]
    Brave New World features massive overhauls to the mechanics of
    Civilization V. The culture system has been completely changed. Each
    great artists produces an associated great work, which can generate
    tourism. International Trade is brought in, which spreads science as
    well as commerce.
    Trade is now requires a personal hand involved. You can chose who you
    trade with to benefit you most, be it city states or civilizations. Trade 
    can also be used domestically to move food or production from "wealthy" 
    cities to "poor" cities (which is an AMAZING way to build up new cities).
    Trading with a more scientifically advanced civilization can bring you 
    small science boosts, and trade also spreads religion. If you manage it 
    well, you can generate a ton of money off of trade, but you must ensure
    you protect your convoys, as they are an on-map unit that can be captured
    and killed.
    Additionally, once you reach the Modern Era or build 3 factories, you
    will select an ideology (Freedom, Order, or Autocracy). This is a one
    time decision. Each Ideology comes with a tree made up of Tenets.
    From what I can gather, having not played the game yet, the Tenets
    appaer to effectively be just like culture decisions. The tenets are
    divided into 3 Tiers. The Tier 3 abilities are particularly powerful 
    and geared for victory conditions (for example, Order has a tier 3 ability
    that gives free courthouses to captured cities and let's you finish
    spaceship parts with Great Engineers.
    The ideology tree is seperated from the rest of the culture tree. Order,
    Freedom, and Autocracy have been removed. The tree has added Exploration
    and Aesthetics. Each tree allows you to build a certain World Wonder (for 
    example, you can't build the Statue of Zeus until you adopt Honor). 
    Different policy trees no longer appear mutually exclusive (Piety can
    be adopted alongside Rationalism).
    Additionally, a World Congress has been added. The first civilization
    to find all the others in the game unlocks the World Congress and
    becomes the Host, receiving an additional vote. Several policies can
    be enacted to help balance the game. Additionally, there are now
    diplomats, which sit in cities like spies, but do not steal techs.
    Instead they can inform you of the goings-on of the city (basically,
    gives intel like a spy, but without the active hostility generated).
    They also play a role in tourism by convincing people to visit your
    Of course, it wouldn't be a new civilization expansion without new 
    nations. Brave New World features 9 new countries and leaders, and a 
    dramatic retooling of France (see section 2.7.1).
    5.1 - Assyria [5.1xx]
    Country: Assyria
    Leader: Ashurbanipal
    Unique Unit 1: Siege Tower (replaces Catapault) - +5 Combat. May only
    attack cities, and must be at melee range. Free Sapper (+50% bonus vs. 
    Cities given to all friendly units within 2 tiles). Free Cover 1 (+33%
    Defense against Ranged attacks). +1 Sight (which gives it two more sight
    than the Catapult, which is penalized -1 Sight).
    Unique Unit 2: None.
    Unique Building: Royal Library (replaces Library) - Has a Great Work 
    of Writing slot. When this is filled, all units built in the city
    receive a bonus 15XP.
    Unique Ability: Treasures of Nineveh
    Steal an enemy technology when taking a city. Can only be used once
    per city. This does not apply if a city is acquired in trade.
    Comments: Once you capture a city once, even if it is recaptured or
    captured by a different civilization, that city will not give a tech
    bonus anymore. Royal Library gives no XP boost if the specialist slot
    is unfilled. 
    My Take: Sadly, Siege Tower loses Sapper upon promotion. A
    greater crime hasn't been perpetrated in video games, but it
    makes sense from a balance perspective. You keep the
    extra sight and Cover 1 promotions. Royal Library is one of my
    absolute favorite UBs. Fun to play with this civ. I basically feel
    like a jock kicking a bunch of nerds around. Which, since I was
    one of those nerds in high school, is cathartic.
    5.2 - Brazil [5.2xx]
    Country: Brazil
    Leader: Pedro II
    Unique Unit 1: Pracinhas - Golden Age points when you defeat an enemy.
    Unique Unit 2: None.
    Unique Building: Brazilwood Camp - Tile improvement can be built on
    jungle tiles. Yields +2 Gold. Additionally, +2 Culture after Acoustics 
    Unique Ability: Carnival
    Tourism output doubled and spawn rate of Great Artists, Musicians, and
    Writers 50% faster during Golden Ages
    Comments: Note that there are three types of Great Artists, but all of
    them have increased spawn rates during a Golden Age.
    My Take: Just...wow. +100% tourism is just simply insane. With a culture 
    bonus In the Unique Improvement. The Pracinhas may not be a great unit in 
    its own right, but it is silly fantastic in Brazil hands. This is BNW's 
    Ethiopia: A civ that capitalizes on changed mechanics to be a fantastic 
    nation. Had a ton of fun making all the other countries wear my blue 
    jeans and listen to my rock and roll. Simply a cultural powerhouse.
    5.3 - Indonesia [5.3xx]
    Country: Indonesia
    Leader: Gajuh Mada
    Unique Unit 1: Kris Swordsman (replaces Swordsman)- Receives a random 
    promotion after its first round of combat. See comments for possible 
    Unique Unit 2: None.
    Unique Building: Candi (replaces Garden) - +2 Faith. Additionall +2 
    Faith for each World Religion that has at least 1 follower in the city.
    Unique Ability: Spice Islanders
    First 3 cities founded on a landmass other than the capital receive two
    unique Luxary Resources. These cities cannot be razed, even if captured.
    Comments: Candi, like the garden, requires the city to be fresh water
    adjacent. Capturing a city won't trigger Spice Islanders. You have to found
    Kris Swordsman promotions:
    Good (blue) promotions
    Ambition: +50% combat when attacking. -20% when defending.
    Recruitment: Heals all damage if kills non-barbarian unit.
    Heroism: Unit gives combat bonus to nearby units like a Great General.
    Invulnerability: +30% Combat Bonus when defending. +20 Hit Points when 
    Restlessness: May attack twice, +1 Movement
    Sneak Attack: +50% flank bonus
    Bad (red) promotions
    Evil Spirits: -10% when attacking. -30% when defending.
    Enemy Blade: Takes 20 Damage if Ends Turn in Enemy Territory
    My Take: I've never been a fan inconsistency, and there's quite a bit here.
    Also, map type dependent, so Pangaea kills your Unique Ability. Continents
    can make it hard if they get developed quickly, but could work. You get 
    a lot of trade power with your resources, since no one else will be able 
    to access them as long as you protect your cities. If you're lucky, 
    you'll be in fantastic shape. If you aren't, you'll be in bad shape.
    5.4 - Morocco [5.4xx]
    Country: Morocco
    Leader: Ahmad al-Mansur
    Unique Unit 1: Berber Calvary (replaces Calvary) - Free Homeland Guardian
    (+25% combat in Moroccan territory). Free Desert Warrior (+50% combat on
    desert tiles).
    Combat bonus on desert tile. (Unknown if they stack, but I assume so).
    Unique Unit 2: 
    Unique Building: Kasbah - Unique Tile Impovement. Must be built on desert. 
    Provides +1 gold, +1 food, +1 production.
    Unique Ability: Gateway to Africa
    Receives +3 Gold and +1 culture for each International Trade Route.
    The owner of the route receives +2 additional Gold.
    Comments: None.
    My Take: Kind of underwhelming. The power reminds me of Sweden, but
    at least you get a slightly better deal out of it than the other guy.
    Unique unit is beastly for home defense (because Morroco gets a desert
    bias). Kasbah is great because it lets you settle places your opponents
    will try to avoid.
    5.5 - Poland [5.5xx]
    Country: Poland
    Leader: Casimir III
    Unique Unit 1: Winged Hussar (replaces Lancer) - If the defender takes
    more damaged than the Winged Hussar, it must retreat. If it cannot
    retreat, the defending unit takes extra damage. Free Shock 1 (+15%
    combat in open terrain). +3 Combat Strength
    Unique Unit 2: None.
    Unique Building: Ducal Stable - (replaces Stable) +15 XP to mounted
    units built in the city. +1 Gold to worked pastures (in addition to
    default +1 production). -25% Production Cost (75 hammers on Standard 
    vs. 100 hammers for the stable).
    Unique Ability: Solidarity - Receive a free social policy at the start
    of each new era.
    My Take: If I'm understanding the Winged Hussar correctly, it can be
    used to "push" enemies, which could be useful for freeing up choke 
    points or knocking them off a critical defense tile. The Unique Ability
    is simply fantastic. You can really get an upperhand on other people
    early, and late game it can help you land some critical abilities dozens
    of turns before everyone else.
    5.6 - Portugal [5.6xx]
    Country: Maria I
    Unique Unit 1: Nau - replaces Caravel. +1 Movement. Gets one time 
    ability to sell its cargo in foreign lands (effectively a trade mission,
    where the further away you are, the more money you get). Also gives
    Unique Unit 2: None.
    Unique Building: Feitoria - Unique tile improvement. Can be built inside
    the border of city-states. Provides one copy of the Luxary Resource of
    that city-state. This copy cannot be traded. Can only be built on a coast
    line without a resource. +50% defense bonus. Requires Navigation.
    Unique Ability: Mare Clausum
    Resource diversity grants twice as much Gold for Portugal in International
    Trade Routes.
    Comments: Razing a Feitoria will lead to war with Portugal. You cannot
    trade the copy of the luxury you get from the Feitoria, but if you are an
    ally, you'll get two copies (one to keep from the Feitoria, the other to trade
    from the ally bonus).
    My Take: Money powerhouse that can compete with Arabia. While I think
    Arabia is better, Portugal will ultimately do better on island maps, where
    the caravan distance bonus of Arabia is nullified. Pangea maps will favor
    Arabia heavily, likewise.
    5.7 - Shoshone [5.7xx]
    Country: The Shoshone Nation-Tribe
    Leader: Pocatello
    Unique Unit 1: Pathfinder (replaces Scout) +5 production cost. +4 Combat
    Free Native Tongue (choose your 
    Unique Unit 2: Comanche Riders (replaces Calvary) - -25 Production Cost
    (no decrease in faith cost). Free Full Moon Striker (+1 Movement)
    Unique Building: 
    Unique Ability: Great Expanse
    Each city starts with 8 additional territory. 10% Combat bonus in own territory.
    Comments: Each goody hut reward can only be picked once unless you manage to
    cycle through the whole list.
    My Take: The Pathfinder is an interesting early game unit. The movement bonus
    is great, the Native Tongue ability can be feast or famine depending on the
    number of nearby Ruins (though it does let you capitalize on the few you
    do get). However, you cannot get combat promotions unless you promote to 
    Archer (which makes you lose your strength bonus, as it doesn't preserve).
    Comanche Rider may not seem overly impressive, but it may be one of the 
    better units in the game. Why? Because the +1 Movement preserves with 
    promotion. Promote it twice, and you can have +1 Movement on tanks. So two
    units with good uses, but not fantastic. But where Shoshone really shines
    is in the early game with Great Expanse. With the pathfinder that you start
    with, you can find the best places to settle early, and the extra territories
    let you grab better land before your opponent even knows they're in a turf war.
    I actually really like Shoshone for this.
    5.8 - Venice [5.8xx]
    Country: Venice
    Leader: Enrico Dandolo
    Unique Unit 1: Merchant of Venice (replaces Great Merchant) has the 
    ability to purchase a city-state (brought in as a Puppet-city). This 
    consumes the Merchant.
    Unique Unit 2: Great Galleass (replaces Galleass) +10 Production cost
    (translates to 10%). +1 Melee Combat, +2 Ranged Combat. You can melee
    attack, though I don't see a reason too.
    Unique Building: None.
    Unique Ability: Serenissima
    Cannot gain settlers nor annex cities. Double the normal number of Trade
    Routes available. A Merchant of Venice appears after researching Optics.
    May purchase in puppeted cities.
    Comments: None.
    My Take: This is somewhat of a one city challenge country. You can 
    conquer cities, but you cannot annex them, only puppet them. Early on
    it's hard to get going, but with the start bias putting you on the coast,
    you'll be raking in the dough later on. Build lots of trade boosters and make
    sure you get the East India Trading company. Either way, I'm a micromanager, 
    so no likey. But that doesn't mean it's bad. That said, I think the Great
    Galleass is crap.
    5.9 - Zulus [5.9xx]
    Country: The Zulu Nation
    Leader: Shaka
    Unique Unit 1: Impi - (replaces Pikeman) Attack twice when attacking. 
    First attack is ranged, second is melee. The sprear throw is not
    insubstantial. It appears to do roughly 75% of a normal attack. So you're
    effectively doing tons of extra damage without any downside.
    Unique Unit 2: None.
    Unique Building: Ikanda - Barracks - Grants units the ability to learn
    several unique upgrades. Only pre-gunpowder melee units can earn 
    these promotions.
    Buffalo Chest gives +10% in Open Terrain, +10% Defense against all ranged.
    Buffalo Horns gives +1 Movement, +25% flanking bonus, and +10% against ranged.
    Buffalo Loins +10% combat, +25% flanking bonus, and +10% against ranged.
    Unique Ability: Iklwa - 50% melee unit maintenence. All units require 25%
    less XP to promote.
    Comments: The combat prediction tool does NOT take Spear Throw into account
    at this time. In my one playthrough, new units got Buffalo Chest automatically. 
    Chest is required to get Horns. Horns required to get loins.
    My Take: A strict miltary nation. The Impi + Ikanda is redonkulous, and
    may very well be my new favorite unit in the game. Absolutely fantastic
    unit. I really enjoyed my playthrough with this nation. Impi rush, especially
    if you build a lot of Ikanda's, is amazing.

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