Victory and defeat. The basics of playing in Civilization V. Civilization v: building a strong state - game tactics and tips from the masters Who is better to play in civilization 5
Civilization V is another series of the game that was released in 2010. The fifth part has become quite mediocre. In general, she received positive reviews, although there were negative points. One way or another, this part became the next one that resonated with fans of this genre.
Update
The game "Civilization 5", like the previous parts, brought several innovations to the project. Among the main ones is the appearance of a hexagonal grid. Now the squares have been replaced with hexagons. In addition, there have been changes that affect small civilizations. They were replaced by city-states.
The concept of satellites or puppet cities appeared. So they began to call those areas that they captured, but they remained within the empire already in the status of autonomous formations. It became possible to remotely fire at opponents. In addition, religious denominations have disappeared, as well as the possibility of espionage.
Target
Before starting the passage in the game "Civilization 5", you need to decide on the purpose of the game. As with previous versions, there are also five victory options available here. They were previously in the fourth and third series of the game. In the fifth, nothing has changed either. You can win by choosing a special path.
Thus, it is possible to arrange a military victory, scientific, cultural, diplomatic, as well as simply by the number of points after a certain time (reaching 2050) to get ahead of rivals.
War
The game "Civilization 5" has prepared a huge number of battles for the players. Therefore, it is not surprising that the first and most popular route is the military one. With him, the player must remain the last one who retained power over his capital.
To succeed with such an outcome, you need to capture the capitals of other civilizations, and do not forget to save yours. If you lost yours, but won a victory over other civilizations, you still have a chance to win.
The science
To achieve a scientific victory, a gamer needs to learn about all the inventions that will help build a spaceship. Further, all this production must be moved to the main city. When all the elements are assembled, you can send the ship to. In case of a successful flight, the gamer will receive a scientific victory.
By the way, the construction of space transport is not an easy thing. The player will need to make parts using improved technologies. You can move these elements like conventional vehicles. By the way, if some parts fall into enemy hands, then they, like any allied unit, will be destroyed, you need to remember this.
So, when the part is ready, you need to move it to the capital. By the way, the ship's elements cannot be bought, and during their crafting it is impossible to speed up the time. In addition, the ship itself must only be assembled in the capital. If the flight is successful, the game will be won.
The culture
For this method of victory, you need to delve into the study. To win in this situation, it is necessary to learn all the social institutions that exist in the game. There are five of them. After the gamer will be presented with a special project "Utopia". If it is built, the player will win. Utopia cannot be acquired or accelerated.
Diplomat
This path is not easy. You need to at least roughly understand how to play "Civilization 5". To achieve it, you must first learn the technology "Globalization". Next will appear in the game UN. There, in a couple of moves, a vote will take place for the choice of the world commander-in-chief. If the player receives a certain number of votes, he wins a diplomatic victory.
Time
In the game "Civilization 5" the passage can lead to the end of time. It turns out the strategy is not endless. If by 2050 the virtual year none of the players became the winner, then the points are counted and thus the leader is determined. By the way, after that the game can be continued, but it will be impossible to win it.
The rating of the players is determined by the calculation of points. They are awarded during the game for the number of cells that are included in the borders you control. Also for cities in the empire, technology and population. But most important is the number of wonders erected.
Civilizations
To start passing the strategy, you need to study the nation in the game "Civilization 5". In total, you can play as many as 43 civilizations. There are only 18 of them in the main release. Among them are Russia, England, America, Rome, Japan and so on.
After that, 9 more nations were added, among which the Huns, Celts, Mayans, etc. appeared. After - 9 more, where the players became aware of the Zulus, Poland, Shoshone, Indonesia, etc. And in the latest addition, 7 civilizations appeared: Babylon, Denmark, Korea, Incas, Spain, Polynesia and Mongolia.
Each of the nations has its own leader, as well as special unique properties, thanks to which you can determine the tactics of the game. In addition, they have special units and buildings. Next, we will look at the main nations that are announced in the release.
Diplomats
So, to understand how to play Civilization 5, you will have to deal not only with tactics, but also with nations. For a diplomatic strategy, you have to choose between Siam and Greece. In the first case, Ramkamheng is the leader. The ability of this nation is that the amount of food and culture that it receives from allies is increased by half. Siam's unique building is the wat, which replaces the university. But the unit was a non-Resuan elephant.
Greece is ruled by Alexander the Great. A unique property here is the Hellenic union, which helps to decrease the influence on the cities of the state twice as slowly, and restore it twice as fast. A unique structure is the Getaira, which replaces the cavalry, and the spear-bearer is replaced by the hoplite.
Money
If you want to carry out a passage with an economic strategy in the game "Civilization 5", then you need to pay attention to the nations that have the potential to make a lot of money. Among them are Persia with Darius the First. The unique ability of this nation is that the golden age here is half as long. At the same time, the attack power of the units becomes greater. A unique building in Persia is the court of the satrap, which replaces the bank. But the spearmen were replaced by immortals.
Also, the money will help the Arabs led by Harun al-Rashid. Their advantage is that the player gets 2 more coins for each trade route, and the oil yield doubles. The building here is the bazaar, which replaced the market, and the knights were replaced by camel archers. Compared to others, the Arabs, of course, will help to get more gold, but Persia still looks better in this confrontation.
Construction
But for the construction of both structures and the Wonders of the World, Rome, Egypt and the Iroquois are suitable. Rome is ruled by Caesar Augustus. The ability of a civilization is a 25% acceleration in the construction of buildings that are located in the capital. The ballista replaces the catapult, and the legion replaces the swordsmen. Nevertheless, Rome is still slightly inferior to the same Egypt.
Under the leadership of Ramses II, there is an increase in the construction speed of all Wonders of the World by 20%. This option is perfect for those who have decided to build the UN in order to win a quick victory. The temple here is replaced by a tomb, and the archer is replaced by a war chariot.
Another variant of the civilization-builder is the Iroquois. Despite the fact that the ability is the speed of movement, which, at first glance, does not affect the construction in any way, the Iroquois will still be able to build Wonders of the World at lightning speed. Their workshop is replaced by a long house, without which they are nothing. And the swordsmen are replaced by mohawks.
Conquerors
This includes Napoleon and France. The civilization gains two additional points for the steam engine. The unit here is a French musketeer, and the structure will replace the chateau. The next nation to fall into this category is Russia. At the head is Catherine II. The unique property of civilization is the wealth of Siberia. Thanks to them, the number of horses, iron and uranium doubles. The fortress replaces the barracks, and the Cossacks replace the cavalry.
War
But China can best of all get into fights, Germany and Songhai are also included here. In China, Wu Zetian remains the ruler. This nation has the Art of War ability, thanks to which it gains unit strength and generals speed. The library is replaced by a paper workshop, while the crossbowmen are replaced by a chokona.
In the game "Civilization 5" the passage will introduce us and with which Germany rules. The nation has an ability that allows you to attract an enemy squad to your side. The tank replaces the Panzer, and the pikemen - the Landsknecht. Songai is ruled by Askia, who receives more gold for captured cities and settlements. Instead of a temple, it has a mosque, and the knights are replaced by the cavalry of Mandekala.
Rest
The rest of the nations do not stand out in any way from the above. They have certain skills, from which one should build on when choosing. For example, if England's ships move faster, you might think about the Aztecs getting a boost to their culture. India takes the best care of its citizens. America has a discount on additional cells, as well as an increase in the field of view of units.
In general, the passage of the game depends entirely on which nation and tactics you have chosen.
Supplements
It is known that the game "Civilization 5" with additions has a huge number of "goodies". Thanks to special mods, new nations can be added. In addition, more successful strategic options appear. By the way, there are also cards for "Civilization 5". Among them there is even an image of the entire Earth.
In 2015, an experiment was carried out on this map - a global game was launched, which led to the apocalypse. Moreover, 42 bots brought it to the point that the strategy became difficult, then it began to load for a long time, and ultimately led to a complete collapse.
Also worth mentioning are the patches available in the game "Civilization 5". There were quite a few of them. Some have fixed all existing bugs. Sometimes there were updates with really cool improvements. For example, in patch 1.0.3.44 Germany received a special assignment. The development of tourism began to bring bonuses. Japanese samurai were able to create fishing boats and more.
Help
For inexperienced players there are codes in the game "Civilization 5". Special combinations will help to simplify the passing of the games. It's easy to find them on the Internet. Pressing just one button can bring you immortality, endless money, fast production and acceleration of various processes.
Of course, it is best if you download codes for the game "Civilization 5" only when necessary, because it is much more interesting to play the game on your own. But still, for those who cannot cope with special tasks at all, there is a set of special codes that will help to quickly and effortlessly increase the experience of the selected units, restore health, and increase the amount of resources.
Unique skill "Explicit Intent": Increases the visibility of units and gives a discount when buying cells.
Unique units: minuteman (replaces musketeer), b-17 bomber (replaces bomber).
The United States of America is a world superpower, which means that, if it wants, the United States is capable of destroying the entire planet. This is a relatively young state: it was created at the end of the 18th century, practically destroyed itself in the middle of the 19th century and became the most powerful military, economic, technological and cultural force in the 20th century. Who knows what awaits the United States in the twenty-first century?
Leader: George Washington (1732-1799 AD)
George Washington was one of the most prominent people in the American colonies at the end of the 18th century. He was less belligerent than John Adams, less imaginative than Benjamin Franklin, and less brilliant than Thomas Jefferson. Nevertheless, Washington was the real leader in both war and peacetime. Under his leadership, the Continental Army won the fight against an extremely powerful rival, and this triumph brought independence and freedom to the United States. Washington met adversity with great firmness and courage, and for its sake people were ready to die.
Interesting fact: American astronaut Neil Armstrong became the first person to set foot on the lunar surface. This happened on July 20, 1969.
Peculiarities
Unique skill "The sun does not set over the empire": +2 XP for all sea-moving units that can navigate the ocean.
Unique units: English archer (replaces the crossbowman), ship of the line (replaces the frigate).
England is located in Great Britain, on a "green and pleasant" island off the western coast of Europe. It is the largest part of the political association known as the United Kingdom of Great Britain and Northern Ireland. As a nation of seafarers, the British have extended their rule not only in Europe but throughout the world over the past 500 years.
Although the island nation lost most of its colonies after the First and Second World Wars, its inhabitants do not lose their pride. And today, at the beginning of the XXI century, Great Britain remains one of the leading powers in Europe and in the world.
Leader: Queen Elizabeth I (1533-1603)
Elizabeth I was an amazing woman who lived in an amazing time. Her unmistakable survival instinct, ability to "walk over the heads", personal charm and cruelty put her on a par with the most powerful rulers in history. No words can describe her better than her own: "I know I have a body, and this is the body of a weak and helpless woman, but I have the heart and stomach of a king."
Interesting fact: Before the invention of mechanical clocks in the 14th century, the most perfect and complex device in Europe, and possibly in the whole world, was the organ in Winchester Cathedral in England. It was created around 950 A.D. and consisted of 400 pipes. Air was injected with the help of 26 bellows, which required 70 people to operate.
Peculiarities
Unique skill "Trade caravan": gold +2 from each trade route.
Unique unit: archer on a camel (replaces the knight).
Unique building: bazaar (replaces the market).
The Caliphate (Arab Kingdom) arose after the death of the Prophet Muhammad in 632 AD. It was founded by the disciples of Muhammad, who developed the political foundations laid by him. During its existence, the Caliphate expanded greatly, absorbing Spain, North Africa, the Middle East, Anatolia, the Balkans and Persia. Arab possessions were comparable to the lands of the Roman Empire at the zenith of its power, and perhaps even surpassed them.
Leader: Harun al-Rashid (763-809 AD)
Harun al-Rashid, or Harun the Just (ruled 785–809) was the fifth caliph from the Abbasid dynasty. At this time, the caliphate stretched from Spain in the west to Anatolia in the north and India in the east - it was the largest and most powerful political force in the world. Harun was an excellent ruler, and his reign became an era of scientific and cultural upsurge of the country and the prosperity of his subjects.
Peculiarities
Unique skill "Prisoner Sacrifice": For every enemy unit killed, the empire gains culture points.
Unique unit: jaguar (replaces the warrior).
Unique building: floating gardens (replaces the water mill).
The Aztec Empire is a powerful civilization that existed in Central Mexico for about a hundred years (in the 15th – 16th centuries). The Aztecs have reached incredible heights in cultural development. Nowadays, the Aztecs are often mentioned in connection with their bloody religious rituals. The incredibly sudden death of their civilization as a result of a collision with an external threat still causes a lot of controversy.
Leader: Montezuma (1397-1469 AD)
A mighty warrior and leader, Montezuma I lifted the Aztec state to the heights of glory and greatness. Not to be confused with his unfortunate grandson Montezuma II, who helplessly watched the destruction of his empire by the Spanish conquistadors. Montezuma expanded the boundaries of his empire, personally leading his troops from victory to victory. He worked hard to improve the lives of his subjects. Under the rule of Montezuma, the Aztec empire truly flourished.
Interesting fact: The Aztec calendar consisted of two cycles, which were counted in parallel: shiupoualli, a civil cycle of 365 days, and tonalpoualli, a sacred calendar of 260 days. Every 52 years, the completion of these cycles coincided, marking the end of one century and the beginning of the next.
Peculiarities
Unique skill "Teutonic Fury": when the barbarian camp is destroyed, there is a 50% chance of getting 25 units. gold and a barbarian unit that will join you.
Unique units: Landsknecht (replaces the pikeman), "Panzer" (replaces the tank).
Various Germanic tribes have lived in the north of Central Europe for several millennia, but the modern political entity called Germany is quite young: it was formed by the brilliant Prussian chancellor Otto von Bismarck about 140 years ago. For a short period of its existence, Germany has had a great influence on the history of mankind. After the First and Second World Wars, which became a disaster for the country, Germany established a strong alliance with its former rival, France, and concentrated its efforts on restoring the country's industrial, scientific and technological potential. Thanks to these efforts, Germany again became one of the leading European powers.
Leader: Otto von Bismarck (1815–1898) Otto von Bismarck, nicknamed the Iron Chancellor, was probably the most significant figure in German history. During his long political career, Bismarck unified Germany and laid the foundations of an empire. As a result, from a weak and loose confederation of states, Germany turned into a powerful country that took a dominant position in continental Europe.
Interesting fact: Germany is not without reason known as the "beer country". There are almost 1,300 breweries on its territory, where almost 5,000 types of beer are brewed. Germans consume an average of 140 liters of beer per year per person and are second only to the Irish and Czechs in this indicator.
Peculiarities
Unique skill "Hellenic League": Impact on policies decreases twice as slow and recovers twice as fast.
Unique units: hetair (replaces the rider), hoplite (replaces the spearman).
This country has had a truly enormous influence on Western culture and history. Classical Greece has given the world many of the greatest artists, philosophers, scientists, historians, playwrights and military leaders. The warriors and colonists of this state spread their culture throughout the Mediterranean and the Middle East, from where it began a victorious procession throughout the world.
The Greeks are credited with an incredible number of discoveries and cultural achievements. They were the first to hold sports competitions, write poems and build buildings specifically for theatrical performances. In terms of politics, the Greeks gave the world the concept of democracy and republic. The influence of this country is still felt everywhere: modern doctors take the Hippocratic oath, and architects are guided by classical ancient Greek proportions. Western civilization can be largely described as an extension of the civilization of classical Greece.
Leader: Alexander the Great (356-323 BC)
Alexander the Great is undoubtedly one of the greatest military leaders of all times and peoples. For some 13 years, he victoriously led his army through Europe, Asia, Africa and the Middle East, conquering all civilizations that found themselves on this path. His conquests allowed the culture of the Hellenes to spread throughout the known world, Greek became the language of culture, science and art for the next few centuries in many states.
Interesting fact: The Greek National Anthem consists of 158 verses. Currently, none of the Greeks knows all of them.
Peculiarities
Unique skill "Monument Builders": Wonder Creation Speed + 20%.
Unique unit: war chariot (replaces the chariot archer).
Unique building: tomb (replaces the monastery).
Few civilizations have left such a deep mark in the history of mankind as the Egyptian, which originated on the banks of the Nile about 5000 years ago. It is not without reason that it is considered one of the most ancient on our planet. It was in Egypt that writing was invented. This happened around 3000 BC. In addition, with the help of complex mathematical formulas, the Egyptian priests calculated the movement of the planets in the sky with great accuracy. And, of course, the Egyptians were the greatest architects of antiquity. They created magnificent monuments and temples that we gaze upon with awe to this day.
Leader: Ramses the Great (1303-1203 BC)
Ramses II is considered the greatest and most powerful pharaoh of Egypt. Having ascended the throne at twenty, he ruled the country for over sixty years. Ramses is remembered for his military talents, as well as for his extensive construction program. He also erected a new capital, Per-Ramesses.
Interesting fact: There are many versions of how the famous Great Sphinx lost its nose. The most popular one attributes the damage to the sculpture to a French cannonball that hit the Sphinx in 1798. However, according to the notes of the Danish traveler Norden, in 1737 the statue was already damaged. The medieval Cairo historian al-Maqrizi accuses the Islamic fanatic Saim al-Dahra of a crime against culture, who was lynched for vandalism in 1378.
Peculiarities
Unique skill "Population growth": people's dissatisfaction with the number of cities doubles, and the general population's dissatisfaction halves. (Build fewer cities, but keep the population growing!).
Unique unit: War elephant (replaces the chariot archer).
Unique building: Red Fort (replaces the castle).
The Republic of India is the second most populous and largest democratic state. India is a land of contrasts, a land of astounding wealth and appalling poverty. Developed modern cities here side by side with backward villages, beauty with ugliness, hope with despair. It is the cradle of one of the most ancient civilizations on the planet. Today, India is once again striving to take its rightful place among the world's greatest powers.
Leader: Gandhi (1869-1948)
Mohandas Gandhi was an Indian patriot who, in the mid-20th century, led the nonviolent movement for India's independence from British imperial rule to victory. He became the founder of "satyagraha", or resistance to tyranny through mass civil disobedience, which had a huge impact on the struggle for the sovereignty of India.
Interesting fact: Indian film industry is called Bollywood. More films are shot there every year than in the United States, France, Italy and China combined.
Peculiarities
Unique skill "Warpath": Units can move through the forest and rainforest as if they were roads in friendly territory.
Unique unit: Mohawk warrior (replaces the swordsman).
Unique building: long house (replaces the workshop).
The Iroquois League was formed around 1579 A.D. It was a union of five (later six) American Indian tribes. The Iroquois are an amazing people: their population probably never exceeded 20 thousand people, they had no writing and no industrial base, and yet for two centuries they held back the onslaught of the French, British, Dutch and later American colonists.
Leader: Hiawatha (born around 1450)
Hiawatha (or Ayonventa) is the legendary leader of the Onondaga Indians, who, together with the no less legendary Deganavida, created an alliance of the Iroquois tribes. Little is known about Hiawatha. He taught his people agriculture, navigation, medicine and art. Hiawatha was also considered a talented orator: it was he who managed to persuade the five tribes - Cayuga, Onondaga, Oneida, Seneca and Mohoki - to form the Hodenoshi League, that is, a union of tribes.
Interesting fact: In 1772, the first constitution written by Europeans in America was adopted near the settlement of Elizabethton. It was based on the code of laws of the Iroquois League, or the "Great Law of the World", formed by the union of Indian tribes almost 200 years earlier.
Peculiarities
Unique skill "The Art of War": The effectiveness and spawn rate of Great Generals is increased.
Unique unit: Zhuge Nu (replaces the Crossbowman).
Unique building: paper workshop (replaces the library).
The history of China is about six thousand years old. Modern man has inhabited this region for at least 18,000 years. The Chinese have always been distinguished by their hard work and an inquiring mind. They have gifted humanity with many inventions, including paper, gunpowder, compass and typesetting. China has experienced centuries of colonial conquest and imperialism, and today it is once again a powerful, independent industrial power.
Leader: Wu Zetian (625-705 AD)
As with most civilizations, China has been predominantly male dominated throughout its history. Until very recently, women had practically no rights, and the direct path to power was completely closed for them. The woman practically could not achieve the title of emperor and become the most powerful person in China. This happened only once in the history of the Celestial Empire. The exception to the rule was Wu Zetian, one of the most prominent rulers the world has ever seen.
Interesting fact: Almost four thousand years ago, in the second millennium BC, an exotic dessert was invented in China, later called ice cream. The recipe for a delicacy consisting of snow, ice and pieces of fruit was brought to Europe by the traveler Marco Polo only at the beginning of the 14th century.
Peculiarities
Unique skill "Barbarians-corsairs": When a barbarian naval unit is destroyed, there is a 50% chance that it will go over to your side and transfer 25 damage to you. gold.
Unique units: Janissary (replaces the musketeer), vulture (replaces the lancer).
The Ottoman Empire was formed in Anatolia, on the territory of modern Turkey, at the beginning of the XIII century and existed for six centuries. Having grown, it extended its power to three continents. At the height of her power, she challenged all of Europe and won. The Ottoman Empire conquered the Middle East, Egypt and North Africa, not to mention the Balkans. She wiped out the Byzantine Empire from the face of the earth. Without a doubt, it can be put on a par with Great Britain, the Arab Caliphate and the Roman Empire.
Leader: Suleiman the Magnificent (1494-1566)
Suleiman I, known by the nicknames Magnificent, Legislator and Great Turk, was the Islamic Caliph and Sultan of the Ottoman Empire. He ascended the throne in 1520 and reigned until his death in 1566. During this time, Suleiman significantly expanded the territory of the Sublime Port, out of fear and envy of the leaders of the states of Europe, Africa, Asia and the Middle East. By the time he passed away, he was known all over the world. In Europe, everyone envied his incredible wealth, and his magnificent treasury contained so many unprecedented treasures that no one else had in history. He was admired for his military skills and was respected for his fair treatment of non-Muslims. Everyone - Muslims and Christians alike - agreed that Suleiman was worthy of the title "Magnificent".
Interesting fact: Even modern Turkey has a very strong tradition of hospitality. Any stranger met on the doorstep is considered a "guest from God" for at least three days.
Peculiarities
Unique skill "Achaemenid Legacy": golden ages last 50% longer. Units gain a movement bonus and + 10% attack and defense during the golden age.
Unique unit: immortal (replaces the spearman).
Unique building: satrap's yard (replaces the bank).
Formed in 559 BC after a successful uprising against the Medes, under the Achaemenids, the Persian Empire existed for about two hundred years, and all this time it was surrounded by enemies from almost all sides. At the height of its power, Persia owned lands from India to Egypt and the Balkans. Its territory spread over three continents, and its subjects spoke dozens of languages. At best, the kings of the Achaemenid dynasty were legislators who treated the peoples under their control mercifully and fairly and tried not to interfere in the internal affairs of the provinces if they did not give them trouble. Unfortunately, they were destined to face Alexander the Great.
Leader: Darius I (550-486 BC)
The son of a satrap (ruler) of Parthia, Darius I came to power as a result of a conspiracy after the death of Cambyses II in 522 BC. An administrative genius, during his reign, Darius reorganized the vast Persian Empire, significantly increasing its power and wealth. In addition, he erected many great structures in Persia. He built roads, changed the system of government of the empire, defended the borders of his state and, in general, treated his subjects much better than other rulers of his time. Darius was not an outstanding military leader, but he led many successful campaigns against internal and external enemies.
Interesting fact: The Caspian horse is one of the oldest miniature horse breeds in the world, possibly bred by the Persians.
Peculiarities
Unique skill "Glory of Rome": bonus + 25% to production when constructing buildings (in another city) that has already been built in the capital.
Unique units: ballista (replaces catapult), legionnaire (replaces swordsman).
The Roman Empire is the most prominent and longest-lived state formation in the West. Rome was founded in the 8th century BC, and parts of the disintegrated empire held out until the 14th century AD. Its inhabitants were a warlike people. At the height of power, the Roman Empire conquered most of England, all of Western Europe, North Africa, Egypt, Greece, and the Middle East. It was Rome that laid the foundations of Western culture, legislation, art, architecture, religion, language and military affairs.
Leader: Octavian Augustus (63 BC - 14 AD)
Given the name of Guy Octavius at birth, Augustus became the first Roman emperor. He ended the century-long civil war in Rome and launched the 200-year Pax Romana (Peace of Rome), the golden age of Roman literature and culture. During the long reign of Augustus, Rome flourished as never before, the empire turned into the most powerful force in the Mediterranean. The reforms carried out by August allowed Rome to rule the entire known world for almost two hundred years without major wars and conflicts. Few of the leaders in history can boast of such success.
Interesting fact: Ancient Rome was famous for its chefs. It was they who first invented a dish reminiscent of modern hamburgers. By the way, after dinner parties in Rome, it was customary to take away leftover food in special bags.
Peculiarities
Unique skill "Motherland": Resources give +1 to production, and supplies of horses, iron and uranium are doubled.
Unique unit: Cossack (replaces the cavalryman).
Unique building: prison (replaces barracks).
Winston Churchill once said: "Russia is a mystery shrouded in mystery within a puzzle." It is located partly in Asia, partly in Europe, but it does not fully identify itself with either one or the other. Russia is fabulously rich in natural resources, but Russians themselves have lived in blatant poverty since time immemorial. Russia survived the invasions of the Goths, Huns, Tatar-Mongols, French and Germans, without losing its national character. Russia has managed to be at the zenith of glory and on the verge of collapse; the monarchy was replaced by the communist dictatorship, which gave way to democracy - and all in just a hundred years! Undoubtedly, Russia is one of the most mysterious and amazing powers in history.
Leader: Catherine the Great (1729-1796 AD)
Catherine the Great ruled Russia in the second half of the 18th century. During her reign, there was a significant expansion of the Russian Empire: tens of thousands of square kilometers were included in its structure, both peacefully and by force of arms. A beautiful and intelligent woman, Catherine made her court one of the centers of the European Enlightenment. German by birth, she became one of the greatest rulers in Russian history.
Interesting fact: During the reign of Peter the Great, every Russian nobleman who wished to wear a beard had to pay a special tax.
Peculiarities
Unique skill "Father of Nations": + 50% food and culture from friendly policies.
Unique units: Naresuana's war elephant (replaces the knight).
Unique building: wat (replaces university).
Siam, now called Thailand, is located in Southeast Asia. It shares borders with Burma (Myanmar), Laos, Cambodia and Malaysia. Throughout its rich history, this mysterious land of dark forests and ancient mountains has seen occupation and revolution, flood and famine, the birth and disintegration of empires. In the West, there is a rather idealized view of Siam, based mainly on the entertaining, but extremely inaccurate film "Anna and the King". However, reality is more interesting than the cute fantasies of the English governess. In fact, a unique achievement of the Siamese government can be considered the fact that Siam is the only state in all of Southeast Asia that has never come under the rule of Western powers.
Leader: Ramkamheng (1240-1298)
In 1279, a prince named Ramkamheng ascended the throne of the small kingdom of Sukhothai. Over the next twenty years, military genius and subtle diplomatic flair allowed him to expand state borders, making Siam the most influential power in Southeast Asia.
Interesting fact: Throughout history, the beautiful representatives of Thailand were twice awarded the title of "Miss Universe". Apasra Hongsakula won the competition in 1965, and Portnip Nakirunkanok won in 1988.
Peculiarities
Unique skill "Leader of river pirates": get twice as much gold for destroying barbarian camps and looting cities. Units on board can be defended.
Unique unit: equestrian mandekalu (replaces the knight).
Unique building: clay mosque (replaces the temple).
The Songhai Empire, located in West Africa, flourished in the late 15th and 16th centuries AD. The homeland of the Songhai is the Gao region, which was under the rule of the Malian Empire. At the beginning of the 14th century, Songhai regained independence from Mali, expanded its sphere of influence over two centuries and eventually turned into the most powerful empire in African history. Like the Aztec Empire, Songhai fell to comparatively small invaders with far more sophisticated weapons. This is an important lesson for all Civilization players: “Don't go out with a knife against the Heavy. Find a machine gun and a bomber. "
Leader: Askia (1440-1538 AD)
Muhammad ibn Abi Bakr Toure, also known as Muhammad I Askiya (ruled 1493-1528), transformed the central region of Western Sudan into a single Songhai empire, the largest in African history. Although he led many military campaigns, he is remembered primarily for the transformations that brought stability and prosperity to Songgai. His reign marked the golden age of religion and science in West Africa.
Interesting fact: According to legend, the Songhai people lived for many years under the rule of the Spirit of the Waters, until a stranger who came from Yemen defeated the monster. He became the first ruler of the empire and the founder of the Dya dynasty.
Peculiarities
Unique skill "Old Order": culture +1 in every city before the invention of the steam engine.
Unique units: Foreign Legionnaire (replaces infantryman), French musketeer (replaces musketeer).
France is bordered by six (or seven, depending on how you count) countries, the Atlantic Ocean, the English Channel and the Mediterranean Sea, and has long played an important political, military and cultural role in the Western world.
The country reached the zenith of military power under Napoleon Bonaparte, after the cataclysms of the Great French Revolution. For ten years, France fought alone against all the states of Europe, and her armies won many great victories. Although it was ultimately defeated, the Napoleonic Wars still provide many examples of brilliant tactics and strategy.
Today France is one of the leading countries of the European Union. It remains one of the most important cultural centers in the world. French wine, cooking and art conquered the whole world, which Napoleon was never able to achieve.
Leader: Napoleon Bonaparte (1769-1821)
The military genius of Napoleon Bonaparte cannot be overemphasized. He moved his armies with amazing speed, and always knew exactly where to strike in order to inflict the most damage on the enemy army. In internal affairs, he was an excellent and gifted ruler, under whom France flourished, reaching the peak of its influence in the world (until constant wars depleted the strength of the people and their will to fight). Always focused on the army, Napoleon was unable to create a combat-ready fleet, which did not allow him to challenge the dominance of England at sea - in the end, this ruined him. If Europe and England were connected by land, Piccadilly would probably speak French.
Interesting fact: Every summer more than a hundred of the world's best cyclists gather in France for the Tour de France, the world's most prestigious race. The total length of the track is from 3-4 thousand kilometers, and the duration of the race is 21 days.
Peculiarities
Unique skill "Bushido": The original attack and defense stats are retained even for a wounded unit.
Unique units: samurai (replaces the longsword swordsman), "Zero" (replaces the fighter).
For most of its history, Japan was a multitude of small principalities that spent all their energy fighting with each other. Betrayal, deception, stabs in the back, and murder were common methods of getting things done in politics at the time. The violence led to the emergence of the samurai, a class of professional fighters. The wars ended only after Oda Nobunaga and his successors united the country in the 16th-17th centuries.
In the 20th century, Japan experienced the disastrous consequences of World War II, atomic bombings and occupation by Western powers. Today this country is one of the economic and cultural centers of the world.
Leader: Oda Nobunaga (1534-1582)
Oda Nobunaga, a Japanese feudal lord of the 16th century, was an excellent commander and cunning politician, as well as an adherent of new technologies. Nobunaga managed to gain power over almost half of the territory of feudal Japan. His two comrades-in-arms - Toyotomi Hideyoshi and Tokugawa Izyasu - completed the work begun by Nobunaga and united all of Japan. Living in a brutal time, Nobunaga was a ruthless man. But by helping unify Japan, he ended the wars that had ravaged the country for over a century.
Interesting fact: Japan has the longest suspension bridge in the world, Akashi Kaikyo, connecting the cities of Kobe and Awaji. It was opened in 1998 and is 3911 meters long. Akashi Kaikyo is one and a half times longer than the famous Golden Gate Bridge in San Francisco and four times longer than Brooklyn.
Sid Meier’s Civilization V offers us eighteen countries to choose from. Eighteen tough leaders are watching us from the screens of diplomacy. It's easy to get confused in their differences, abilities, unique units and buildings. Which civilization should you choose? And, most importantly, what to do with it then?
Calm, only calm! After studying this material, you will find out what is good or bad for each nation and how its features affect the overall strategy. Pacifists, inveterate "hawks", builders, traders or diplomats - everyone will find a civilization to their liking.
It is useless to play for the Greeks on a map where city-states cannot be found by day with fire.
The main difference between civilizations is their "unique abilities" that enhance one of the areas. Often it is this ability that determines the most profitable strategy for the development of our empire. It must always be taken into account. It is useless to play for the Greeks on a map where city-states cannot be found by day with fire. A peaceful China will lose all its advantages. And if you take India and build a dozen and a half cities, things may end up badly. The second and usually less important difference is the unique units or buildings. We will tell you about all this now.
For convenience, we have divided civilizations into several large groups - into those that are suitable for the game "from diplomacy", into military, construction, "money" or calculated for the quick seizure of territories. We rated each of them from one to five. The higher the score, the more interesting and useful a feature of a civilization in its area. An average rating means that it is difficult to come up with an application for a trait or unit. On the other hand, you can choose any strategy for such countries, without any remorse.
And finally, at the end of the article, civilizations with the most useless and little-meaning abilities and units are collected. It is worth playing for them except for other considerations not related to the choice of strategy. But we'll start, of course, with the best of the best.
First of all - diplomacy!
Diplomatic civilizations
Diplomatic civilizations are designed to interact with city-states. The more of these small but proud settlements on the map, the better the life of the diplomatic civilization.
Siam (ruler - Ramkamheng)
Unique ability - "Father rules children." Food and culture from friendly city-states increased by 50%.
“Strong friendship will not break -
sya "- the capital of Siam has ate well on gift grub and culture.
Unique building: wat (replaces the university).
Unique squad: Non-Resuan elephant (replaces knights).
Who would have thought that Thailand, aka Siam, would be one of the best countries in the game? Thanks to the effective "exhaust" from relations with city-states, Thais can forget about farms and museums - there will be a lot of food and culture. The freed up cells and building capacity should be used to make money, because friendship with city-states is not cheap. However, the branch of social policy "Patronage" will help here - develop it!
The abundance of food can be a problem if it leads to uncontrolled urban sprawl and an increase in discontent. But ... everyone would have such problems, right? The Piety branch of social policy will help compensate for the discontent. It is incompatible with "scientific" social policies, but a wat, a Khmer Buddhist temple, will help. Wat gives not only science, but also a decent amount of culture, and it costs a little less than a university - we recommend. But with elephants, things are so-so. Elephants are slightly stronger than knightly units and do well with cavalry. But they will do little against the pikemen, and the low speed of the elephants exposes them to the danger of counterattack.
Greece (Alexander the Great)
Fear the Danians, Achaeans, Argos, Cretans, Mycenaeans and Mixolydians.
Hellenic Union. Influence on city-states decreases at half the rate and recovers at half the rate.
Detachments: hetairas (replace the cavalry) and hoplites (replace the spearmen).
We distribute money to everyone; as a result - an improvement in the character of diplomatic relations and an excellent appetite.
It's not for nothing that we praised Greece so much in the review. The ability to negotiate with city-states for half the money is invaluable, especially when combined with the Patronage branch. If Siam is worth choosing on maps, where city-states are in short supply, so that two friends go for three, then Greece is an ideal choice on extensive maps where there is someone to make friends with. We distribute money to everyone; as a result - an improvement in the character of diplomatic relations and an excellent appetite.
Alas, Alexander the Great has no buildings of his own. But the set of units issued by the developers can hardly be overestimated. Hoplites are an enhanced version of the spearmen. True, they are more expensive, but they are excellent for waging early wars and repelling attacks from barbarians. Macedonian cavalry is an excellent replacement for regular cavalry. Its merits are numerous:
She is stronger than ordinary cavalry;
It does not require horses as a resource (this is not only excellent in itself, but also allows you to safely trade in horses, if they do exist);
Macedonian cavalry fighting spawns great generals faster (priceless).
Economic civilizations
Here we will write down civilizations whose abilities allow you to earn a lot, a lot of money, which helps smooth out a lot of problems in other areas.
Persia (Darius I)
The legacy of the Achaemenids. The Golden Age lasts 50% longer. During the Golden Age, the attack power of units increases by 10%, and the speed - by one.
The Persians are the best at winning the favor of the golden calf.
Building: satrap's yard (replaces the bank).
Detachment: immortals (replaces spearmen)
What is the Golden Age? This is a period when cities churn out buildings, troops and Wonders of the World at almost double speed, and the treasury is bursting with gold coins.
Who are the Persians? These are the guys who are suffering from a chronic Golden Age.
Who are the Persians? These are the guys who are suffering from a chronic Golden Age. Literally. In general, it is very pleasant when periods of well-being last longer than usual. But Persia is especially good when using the "permanent golden age" strategy. As you might guess, it allows, with the help of simple manipulations with culture, Wonders of the World and the high-speed production of great people, to make the Golden Age, once started, did not end... We will describe this strategy in more detail next time, but for now, just know - it is.
The court of the satrap can help with happiness - a special "motivating bank" that adds not only the financial well-being of the country, but also its happiness. The squads of "immortals", glorified in the battle at Thermopylae, make up an excellent army. They are not only stronger than spearmen, but also heal twice as fast, which is especially useful when playing on defense. Remember that accelerated healing (like many abilities of unique units in the game) persists even after upgrades - up to motorized infantry.
Arabs (Harun al-Rashid)
Trade caravans.+2 gold coins for each trade route and double oil output.
Building: bazaar (replaces the market).
Detachment: camel archer (replaces the knight).
Arabia is a typical example of weak specialization. An additional two gold coins from each trade route (that is, at least from each city connected to the capital) is not bad, but not enough to develop a strategy. "Trade caravans" are just a pleasant relief from financial problems. The same applies to doubled oil reserves. If you have a resource, it’s good, you can sell it. No - we won't cry. The Arab Bazaar doubles the luxury resource if there is one near the city. There is only one point - to sell the surplus to the side and make money.
The camel shooter is a unit of dubious quality. This is the "rifle" version of the knight. He cannot fight in close combat, but he is good enough to pat the enemy from a distance and escape.
It turns out that Harun al-Rashid is "average" at best. He, of course, will have a little more coins than the average in the hospital, but against the background of Persian skills, he pales.
Building civilizations
You guessed it, they are the best at building. But it should be noted that construction is not always a useful thing, since almost all buildings are a burden on the country's budget. Another thing is the Wonders of the World.
Rome (Caesar Augustus)
Roman glory.+ 25% to the speed of construction of buildings that are already in the capital.
Detachments: ballista (replaces catapult) and legion (replaces swordsmen).
Accelerated construction is, of course, "Super!", But not "Super-super-super!"
Roman cities rebuild quickly if the building they are building already exists in Rome itself. Accelerated construction is, of course, "Super!", But not "Super-super-super!", Because the speed of construction is not such a big problem. It is much more difficult to find the money to maintain the vast infrastructure. Of course, it is very good for rapid expansion when you can quickly build what you need in cities. But this approach provokes the construction of unnecessary buildings, which can become a big burden towards the end of the game. And you can't destroy and sell unnecessary buildings - it's sad, but true.
With the detachments near Rome, things are quite sad. The Ballista is an unremarkable, slightly reinforced version of the catapult. Legionnaires are an enhanced version of the swordsmen (and they also consume valuable iron). Of course legionnaires can build roads, which is fun. But when legionnaires are retrained for long swords (and so on), this ability completely disappears.
Egypt (Ramses II)
Monumental construction.+ 20% to the construction speed of all Wonders of the World.
Building: tomb (replaces the temple).
Detachment: war chariot (replaces the chariot archer).
Barbarian settlements are a source of gold that should not be underestimated.
Egyptians always have a head start when it comes to building a pyramid or two or a UN building.
Miracles do not delay your pocket, and some of them are very important to build on time, ahead of other civilizations. For example, Egyptians always have a head start when it comes to building a pyramid or two or a UN building.
But in itself, this ability pulls a maximum of a C. Tombs are what additionally helps the Egyptians! They replace temples. True, each tomb gives not three portions of culture, but two. But on the other hand, it additionally increases happiness by two units and saves two gold as it does not require annual maintenance. It is difficult to think of a more useful building! Tombs are also useful when you are not playing as the Egyptians, but fighting them. Each captured city with a tomb gives twice the amount of loot (it itself is destroyed in this case).
The War Chariot is a good replacement for the regular one. It moves faster and does not require horses as a resource.
The most interesting thing about Egypt is that under the accelerated construction of the Wonders of the World, you can come up with your own strategy, and the tombs will simultaneously support the economy, culture and happiness. Very comfortably.
Iroquois (Hiawatha)
War path. Units move through forests and jungles in friendly territory at the same speed as on roads.
Building: long house (replaces the workshop).
Detachment: mohawk (replaces swordsmen).
If there is a forest or jungle on the Globus, then the Iroquois computer will sandwich there in the first place.
The Warpath ability does not apply to production. It allows units to dart back and forth through the forests, connect cities with forests, gain trade routes and save money on roads. Naturally, this only works in wooded areas. However, do not be afraid that the Indians will find themselves in the desert. If there is a forest or jungle on the globe, then the computer will sand the Iroquois there first.
Mohawks (forest swordsmen) are also not related to production. For us, only the long house is important, the Iroquois version of the workshop. It can be used to implement the unusual strategy of the "Factory City" - surrounded by forests Iroquois settlement with a production power that other civilizations, in principle, can not achieve. Only a properly developed Iroquois city can spit out troops and Wonders of the World at great speed. We will tell you more about the City-Factory strategy another time, but its essence is to build a long house and all production buildings, and fill the forests around with sawmills.
Without the long house, the Iroquois would not deserve attention at all. And so they can be safely attributed to building civilizations and stick in a solid threefold.
Expansionary civilizations
These civilizations are designed to make it easier for them to seize land and expand the territory of the country. The quality is good. There is never a lot of land, and the larger the territory, the easier it is to reach the resources.
France (Napoleon)
The old order. Prior to the invention of the steam engine, each city gives an additional +2 culture.
Detachments: the French Musketeer (replaces the Musketeer) and the Foreign Legion (replaces the infantry).
An army without an escort in the ocean is very vulnerable. But there is a means to secure such movements.
France is primarily about culture. And culture is the rapid discovery of social policies and the accelerated growth of urban areas. Both are used in the so-called "Rapid Development Strategy". Its essence is an attempt in the opening to take as much territory and social policies as possible with as few cities as possible.
French d'Artagnans are noticeably stronger in battle than their counterparts from other civilizations.
The addition to culture allows even a large empire to receive new social discoveries without relying on city-states. Thus, when playing as France, we have a lot of opportunities for specialization if we don't miss out on early advantages.
French d'Artagnans are noticeably stronger in combat than their counterparts from other civilizations. This allows the use of the "Rapid Gunpowder Development" tactics to wage wars of conquest during the Renaissance. However, no one interferes with the use of musketeers in defense. Another thing is a foreign legion, a replacement for infantry in the industrial era - it fights better outside of France, and this is also useful for those Napoleons who dream of campaigns of conquest.
But the detachments are the second thing. A huge increase in culture and a quick seizure of territory - that's why we love France so much.
Russia (Catherine II)
The riches of Siberia. The number of horses, iron and uranium has been doubled. The rest of the resources are increased by one.
Building: fortress (replaces the barracks).
Detachment: Cossack (replaces the cavalry).
When playing for Russia from its reserve
uranium themselves will have no problem showing the barbarians such a Kuzka mother.
In the modern era, uranium sells for good money and political concessions (especially if delivered in the warheads of nuclear missiles).
If you play as Russia, then by default you will not have any problems with nuclear bombs, cavalry and weapons in general. True, there is not a lot of oil, but from each field we get an additional portion, sufficient to build one plane or ship. The same is true for aluminum and coal. We will not be lost, and if something happens we will sell, especially uranium - in the modern era, uranium is sold for good money and political concessions (especially if it is delivered in the warheads of nuclear missiles).
But, oddly enough, the “resource curse” is not Russia's main advantage. A fortress that replaces barracks is what makes our country a good choice for expansionist development. Regular barracks cost gold each year and give each unit created in the city 15 XP, which allows them to immediately specialize. The fortress does all the same with one ma-a-scarlet addition - it halves the amount of culture needed to capture each cell by the city. The result is that the territory around Russian cities with barracks is expanding very quickly! And you already know how it is useful. Resources, Resources, and More Resources!
As for the Cossacks, they have only one difference with the cavalry - they are much more effective against already "wiped out" units. Such a "Uvarov-Platov" property is not very useful, but if the war is going on, and it is going on in the Renaissance, then it would be a sin not to take advantage of it!
Military civilizations
And even if now the armies are not so big, but war, gentlemen, is ... war!
Fuck culture, ballet and ceramics! Let the diplomats fail! Who is interested in these ancient pyramids? From time immemorial "Civilization" has been a game about war and global domination! And even if now the armies are not so big, but war, gentlemen, is ... war!
Knowing this, the developers most of all "sharpened" civilizations for military operations. True - with varying degrees of success. Even the best "fighting" qualities can hardly be compared in usefulness with the best economic and even construction ones. Why? Because war is an episodic affair, and the economy, construction and culture are important from the first to the last move. If the country is protected by the Great Wall, if gold is always found in the treasury, there is no need to fear for the outcome of any war. Loot triumphs over evil! So do not be surprised that no civilization has received the highest rating.
China (Wu Zetian)
Art of War. Generals appear faster and give an additional + 20% to the strength of the units.
Building: paper workshop (replaces the library)
Detachment: chokonu (replaces crossbowmen).
China is an ideal military civilization. Of course, in the place of the Chinese, I would be offended that such an ancient culture - and far from the most militant one - was recorded as "fighting". But what can you do! So the developers decided.
Generals strengthen units on campaigns. Generals build excellent defensive fortresses that strengthen the units around them. Finally, if there are a lot of them, then one or the other general can always be spent on the Golden Age. So there is no need to worry about the military power of China - it will repel an attack and, on occasion, will conquer a state or another.
Two or three crossbowmen - and any invading army immediately mows down on the approaches.
The paper workshop replaces the library and adds four gold per turn in addition to science (count three if depreciation is subtracted). Since a war requires money, money, and again money - the building is extremely useful.
Chokonu is the Chinese version of the crossbowman. It is slightly weaker than its alternative in combat, but it can shoot twice per turn. Do you understand what it smells like? Twice per turn! This is death to everything! Two or three crossbowmen - and any invading army immediately mows down on the approaches.
It is worth remembering that China's crossbowmen retain their ability when upgraded. Riflemen, infantry, mechanized infantry ... If they were not built from scratch, but were converted from a choconu, they can attack twice per turn. It is a pity, however, that when upgrading, crossbowmen lose their ranged attack. But two attacks per move against obviously weaker opponents is a high-speed blitzkrieg, to which there is little to oppose.
Germany (Otto von Bismarck)
Teutonic rage. When a barbarian settlement is destroyed, there is a 50% chance that the defending unit will come over to your side and give an additional 25 gold.
Detachments: Landsknecht (replaces pikemen) and Panzer (replaces tank).
Landsknechts are a kind of "quick-dissolving" medieval army.
Germany can recruit barbarians to its side. This is interesting, because barbarians appear on the map in any era, as long as they are on the planet earth behind the fog of war (and they are almost always there). Recruitment takes place in half of the cases. The barbarian detachment that has come over to our side is giving us 25 gold, in addition to the twenty-five that we have already taken from the camp we have ravaged. The best results "hunt for recruits" gives, of course, with an open branch of "Honor" (an increase in strength against barbarians and operational information about each new settlement in the immediate vicinity).
There are always barbarians - even at the South Pole.
Landsknechts are not particularly strong
us in battle. But there are always a lot of them.
Of course, it is sometimes useful to get a free squad without spending forces on its creation. But what is he to us? It is not always possible to come up with an application for it, and the budget will suffer the very next move. So what happens - the peculiarity of Germany is good only in the conduct of early wars of conquest? In general, yes. However, the barbarian can be sold for gold or donated to an ally, having fused him out of hand. At least some benefit.
But the landsknechts are interesting - a detachment of the medieval era. They are no different from pikemen, but their creation costs half the price. Thus, the Landsknechts are a kind of "quickly dissolving" medieval army.
But the "Shushpanzer", although faster and stronger than our "thirty-four", is not very useful, as, incidentally, are all the unique units of the later eras. In the endgame period, one squad cannot change the course of the war - in the industrial and modern eras, the economy is much more important.
Songhai (Askia)
River leader. Doubles the amount of gold from captured cities and barbarian settlements. While sailing, units can reflect attacks.
Building: pyramidal mosque (replaces the temple).
Detachment: cavalry Mandekalu (replaces the knights).
Songhai can make good money - but only by robbery.
Songhai is probably the strangest civilization in the game. The developers clearly could not decide whether to make them merchants or tough warriors. As a result, Songhai can make good money - but only by robbery. In short, lock the floors.
The Songhai even look odd. An unusual landscape for a trading river power, isn't it?
At the very beginning of the game, Songhai, having taken "Honor" for themselves and clearing out barbarian settlements, can rise quite well. Fifty coins from each barbarian camp is not a bad boost to your budget. Later, wars of conquest can become a good source of income. As you can see, the developers really wanted the Songhai to fight and conquer cities. They even provided for a replacement for the knights - the cavalry of Mandekala, whose main difference is a special passion for capturing cities.
Against the background of all this, the Songhai clay mosque looks unexpectedly interesting - it not only does not require repair, but also gives five units of culture instead of three. Cultured, therefore, people!
Do not underestimate another amazing Songai skill - the ability to defend while swimming. Any Songhai squad can load into boats and sail to the ends of the world to discover distant islands, without fear that the first pirate trireme they encounter will sink them. And how difficult it is to prevent the landing of the Songhai troops - no need to say. At sea, this civilization is almost stronger than England, and this is strange - I have never heard that Songhai were the conquerors of the oceans (however, I have never heard of them at all).
It turns out that, in general, the Songhai are rather weak. But in the early game and in the seas, they can give neighbors a light. Therefore, on island maps, they deserve a solid three. Until then, two.
England (Elizabeth I)
The sun never sets.+2 to the speed of all ships.
Detachments: long-bearers (replaces crossbowmen) and battleship (replaces frigate).
Oh, Britain, ruler of the seas! Take control of your seas, stay low and listen to “Valenki”!
Oh, Britain, ruler of the seas! Take control of your seas, keep your head down and listen to "Valenki"! So the developers decided, because in addition to the accelerated fleet and the battleship (cheaper than a frigate, it shoots more powerful and sees further), England has nothing. However, no, I'm lying - there are still long-movers. This detachment is interesting in that it shoots one cell further than ordinary archers and crossbowmen. This is useful, especially on the defensive. But this ability disappears at the very first modernization.
Plus two moves for each ship - this is, of course, nice. But battleships and archers will sooner or later become obsolete, and countries with stronger economies will be able to roll out their fleet more abruptly than the British. So, if you are not going to fight early on the island map, it is better not to touch England. It will be sunk and will become ours. But just for the sake of this, playing for Turkey is hardly worth it. The war with Japan is a terrible headache even in ancient times.
On the one hand, the developers flattered the Japanese, making their units insanely resistant. Their attack and defense parameters do not fall if the unit is damaged. Even if the detachment is knocked out by nine-tenths, it will inflict full damage before dying and will beat the enemy well.
There is no point in playing for the Land of the Rising Sun, unless you are a fan of suicidal attacks.
On the other hand, the developers slightly offended the Japanese, because they did not give anything else. There is no point in playing for the Land of the Rising Sun, unless you are a fan of suicidal attacks. And, I will add, useless attacks, because the units in the game must be protected in every possible way.
The result is a strange situation. On the one hand, fighting the computerized Nobunaga is still a torment. On the other hand, if you play for him and play by the rules, bushido will not come in handy at all!
With "Zero" everything is clear - they are useless both by themselves (the same fighters, just more effective against other fighters), and as a unique detachment of our time. Samurai are also not very interesting. They consume iron, and their only advantage is the increased rate of "production" of generals in battle.
Just civilizations
This list includes those civilizations that are frankly unlucky. Their skills are insignificant, useless and sometimes downright awkward - as they say, neither in borscht, nor in the Red Army. Of course, useful buildings and units can be found at them too. But even they are not enough to seriously consider playing for these countries for strategic reasons.
Aztecs (Montezuma)
Sacrifices. Increase in culture for each killed enemy.
Building: floating gardens (replaces the mill).
Detachment: jaguars (replaces warriors).
Floating gardens are an interesting replacement for a mill and a good addition to food if there is a lake near the city. But you can't build it everywhere, and lakes are not found everywhere. So we cross out the floating gardens. We also cross out the sacrifices. To receive an increase in culture only during wars (and successful wars) is a cat laughing.
At least of some interest is perhaps the jaguars - forest warriors who heal by two units, destroying the enemy. But they are somehow useful only in the ancient era, which tends to end quickly.
India (Gandhi)
Population growth. Dissatisfaction with the number of cities has doubled, but dissatisfaction with the general population has been halved.
Building: Mughal fort (replaces the fort).
Detachment: War elephant (replaces chariot shooters).
The War Elephant is just a slightly enhanced and quickened version of the chariot archer. The Mughal Fort is an awkward defensive structure that provides culture and costs an insane three gold per turn. True, after the invention of aircraft, the fort, on the contrary, begins to make a profit - but the damage to the budget has already been done.
Detachments: the minuteman (replaces the musketeer) and the B-17 bomber (replaces the regular bomber).
Let's talk about America. The developers have contrived to make this country the most useless in the game. I suspect sabotage.
Finally, let's talk about America. The developers have contrived to make this country the most useless in the game. I suspect sabotage, since it is difficult to compose this on purpose.
Do the detachments see further? And what of it? They are destroyed in the same way as the less vigilant ones, and the mountains block their field of vision in the same way as for other units. Discounts on the purchase of urban areas? What do you mean! To save a couple of dozen coins to buy a cage, which we will still get in a dozen years, is insanely valuable.
B-17 bomber? Really? An extremely useful thing in an era when victory is already a stone's throw away and the economy is a hundred times more important than all military units. And the minutemans ... with them in general laughter. These are such specific musketeers who, although they run briskly through the hills and forests, but do not know how to use the roads!
This is what she is, America in Civilization V - the weakest civilization of all. And her assessment is appropriate.
Hello, I am Raven. Here I want to share my tactics of playing in the wonderful strategy Civilization V! The guide will develop, not all at once)
Character selection:
If you are going to devote the whole game to the war with other civilizations, choose Genghis Khan, he has one very good ability! I personally play for Catherine II, because I am a patriot. I have not played for the rest of them, I will update this section as the game progresses.
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The first steps:
We make a city where there is a vast amount of resources (The rest will appear during the study of the "Research Tree" we make a city there! Great, the first steps have been taken! Now you need to develop and expand the territory! There are 2 options to expand the boundaries: Make your own cities, capture aliens. If you, like me, are going to conquer cities, start with the weak ones, and then make the road from your capital to the city! Why? There will be an influx of gold, but it is very necessary here! Forgot to mention 3 way of expanding borders: Buy cells. Cages are quite expensive, but there are those that are marked in purple! They are on sale cheap. When you advance, you will meet other Civilizations. Now tips: Every time you capture / create a city, take the road to it! Sell unnecessary resources to other states! Are you going to capture the city? Make a lot of units and take the city under siege! I also advise you to buy additional (If others are killed), and now a warning! CANNOT CAPTURE RANGE UNITS! Ie cannons, archers, etc! The city can only be captured by: Warriors, Knights, Knights with a long sword, infantrymen, motorized infantry!
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Endings:
There are several endings in the game, I will tell only those that I know!
Military Victory: Defeat states and civilizations, conquer the world.
Cultural Victory: -
"Regular" ending: You just go to ... 2060-62 and a splash screen appears saying: Civilizations are mired in war and blah blah blah, and you survived, the world will forever remember your triumph.
I don't know any more endings, let's move on to the next last section.
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Defense, which is better to study?
So, here you have developed a little, and then what? You need to put a guard in your city, preferably a long-range unit (Cannons, etc.) How to do this? We make / buy a unit, send it to the city and we will see the inscription "Put in the garrison", click on it and that's it, your unit is in the garrison! If you put a unit in the garrison of the city, then the power will increase. What is better to study at the beginning of the game? It doesn't matter what you learn at the beginning of the game. But when you get to the middle, there I advise you to study those technologies that are associated with military units! Well, this is if you are going to capture and destroy, and if not, then study a lot of different things related to culture and build wonders of the world!
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Here is my guide and came to an end, in the way that I described here, I passed the game! Good luck and good mood to everyone =)
Conditions: from 2-6 nations, medium or large maps, with a larger terrestrial territory and GGA month ago, there was an article "ABC of multiplayer game" by Dmitry (Diman000), in which he briefly described the right moments when developing on a tiny / duel map. The points described in that article are very important when playing at fast speed and a duel / tiny map, BUT at medium speed and larger maps, much different ...
Aboutfast-games.
The first thing I would like to note is that the developers made the game for medium speed and therefore the game at other speeds is less balanced (the cost of science / production, etc., is only proportionally changed there). At a fast speed, unique units of different nations become obsolete very quickly and simply do not even build (not to mention the fact that they often often do not have any effect on the game). Therefore, when nations have a property or a building instead of a unique unit, then this is often preferable, since it has a more lasting influence on the nation. In addition, it often happens at fast speed that there is simply nothing to build in the city (everything has been rebuilt, and science for new buildings has not yet been opened), which also indicates a certain inconsistency in the balance of fast-play, at medium speed this happens extremely rarely. It is also important to note that by default the time per move in a fast game is less than in a medium game (which often simply does not leave time to plan the strategy of the game, and sometimes just finish the move itself); and this, taking into account the huge production of cities (and, accordingly, units), a good fast-click has a strong effect (the volume of production per turn of a city is the same, both in medium and in a fast game; at the same time, the cost of objects / units at fast speed is significantly reduced - that's why there is often simply nothing to build in the city when playing at fast speed).The only important reason why fast games are held is the ability to play the game without finishing the game “in one squat”, while playing at medium speed almost always requires finishing the game.
I myself have already played more than 50 network games at medium speed (most of this is a duel, but often with the addition of 1 to 4 computer players), and some games (with standard card sizes and more) lasted a week and required up to 3-5 replay in the evening ( 3-5 hours each). But if the game was equal (and it is often equal, since there is a way to determine the very size of the bonus to the opponent for the game), then the final outcomes turned out to be especially interesting (I did not see such endings at fast speed, since there the game goes like as a rule, head-on and is won simply due to a larger volume of production / science, as well as a good fast-click).
In addition, in almost half of the games I have played, they began to start not from antiquity, but from a later era. It is strange that the beginning of the game, not from antiquity, is little used by players. When playing G&K, this severely limited the choice to only one of the three cultural institutions (in fact, will or tradition).The principles of good play at medium speed:
1. Choosing a capital:
Since playing on medium-sized maps, quite often involves playing before atomic bombs and bombers, then the choice of the capital should be approached extremely thoroughly.The main criteria for choosing a capital (approximately equal degree of importance):
- river (the capital must grow well, since it usually gives the most science and money)
- the presence of a miracle (of course, if it is possible to build in 3 cells from a miracle of nature, then this must be done)
- on the high seas (now, when there are merchant ships - this is extremely important, + additional possible wonders of the world)
Advice for beginners: If you place a city on the ocean coast, then provide it with either minimal shelling from enemy ships or control the sea (and also place the second city near the ocean both to conquer the ocean and for sea trade routes between your cities)
- near the mountain (the growth of science from the observatory is very large + additional possible wonders of the world from the neighborhood with the mountain)Less important are the factors that are extremely important on fast-play dueling maps:
- a city on a hill (at the same time I agree that at a fast speed and a small map - this is possibly one of the main criteria)
- the presence of rare or strategic resources (the capital can increase the territory by 5 cells and reach an important resource, and you can take happiness and resources from the GG)I would also like to separately mention the miracle of "Peter". Sometimes it is worth building a city / capital for it, but in this case you should be practically sure that you will be the first to build it (I do not recommend building it if there are less than 3-4 petrohills). Desert cages with Petra give production as with a plain, therefore, if you are not sure, take the capital away from the desert, so that later you will not regret that someone built Petra before you (and the capital turned out to have a lot of lost desert cells). A more reliable option is to build Petra in the second city, which is maximally tailored for production (Petro-hills), after studying the enemy's territory at the expense of caravans or a great man.
2. Intelligence
If intelligence can be neglected in fast games, since the war begins (and often ends) before modern times (spies do not play a role), then for games at medium speed / maps this is a more important factor.
Firstly, since often the capitals are far from each other (from 15 to 25 cells, or even further), often illuminating the capital (territory) of the enemy:
a) it is possible and necessary to protect one's own from its enlightenment by the enemy (and this is a huge advantage and economy of science due to stolen technologies :)
b) know what he is building in the capital, and what resources there will be / are potentially on his / next territory
c) plan military operations to capture / control / retain territory or resources and trade routes3. Trade routes
After the appearance of trade routes between your cities, you need to try to make them safe (from barbarians and opponents) and build them to the maximum. At the same time, if you play through tradition (although freedom on medium / large maps is usually generally preferable), then still build the 2nd city as early as possible, additional food, and later production is much better than if you let caravans to neighbors for money. Only at the later stages (not earlier than industrialization) can they be transferred to the accumulation of money.4. Interaction with the GG
The role of the HH in the BNW has grown significantly, especially in the fight for votes in Congress. With equal demographics, this factor, as a rule, determines the winner of the game. Therefore, before the Middle Ages, try to determine for yourself those GGs that you are going to make allies on a permanent basis (you can still distinguish 2 categories of GGs: for capturing, for collecting tribute).5. Interaction with computer players (recommended PC game level: "immortal")
Trade and war with computer states.
In trading, everything is simple - you leave resources to yourself at a minimum (happiness is no more than 4-8), everything else is for trading with a computer player.
War: As a rule, due to the starting bonus in units, before the Middle Ages, the comp. the enemy is dangerous in that he can go to war with decent forces, while, despite the fact that a good player can easily repulse his troops, time (including repairing the destroyed territory) and possibly production (walls / archer) will require this. Therefore, the ideal and painless option is to take out the enemy with frigates (which you prudently get after upgrading them from galleases). But if the enemy's cities do not have access to the ocean, then you can wait for artillery (go out first). Often, the moment of war is determined by the desire of the computer player to trade unfairly or by the presence of specials. unit (playing as Zulus, Songhai, Huns, etc.). At the beginning of the comp. the player is ready to give 5-6 coins per turn for a rare resource and this must be used, as soon as he offers 3 for a rare resource, then the relationship with the computer is not very good ... and you should think about its capture / destruction.
Capturing a computer player: having an advantage in troops over the computer, and after capturing his city, offer him to give up his other city for 10 moves for peace. In this case, you will not only save money / time to capture this city, but also get a city already slightly rebuilt by the enemy with a number of buildings. Nevertheless, it is better to immediately destroy some cities after the capture, because happiness is not rubber, and your cities and the captured computer capital will still grow. And most importantly, when taking out a computer player, do not rush and then you will take out your opponent without loss, and at an average speed it is not so easy to build units again quickly as at a fast one.6. Cultural institutions.
In most cases, it is correct to close a cultural institution as soon as possible and not be scattered, since the final bonus that is given with the closure is better than any opening of another cultural institution. Also at BNW, institutions are more balanced. With large cards (with a large number of GGs), you can not only open the institution of "patronage", but also close it (after all, we want to control the votes at the congress, and getting a few great people will help a lot). Also on the map continents and the like (if almost all cities are by the ocean) it is very desirable to take travel / marine_infrastructure, because when cities multiply, the initial bonus +3 is a very strong claim to control the ocean and all sea trade routes (+ total production). The only thing, it seems to me, piety does not look in comparison with others, and I don't even know in what cases it can be recommended, and besides, it is necessary to take / close the aesthetics only by playing for Venice or India.
If I remember anything else, I will add, but I seem to have outlined the basic principles of playing at medium speed and a rather large map.Afterword. Providing a handicap (cash bonuses) to a less advanced player.
Yes, I would also like to add: the level of play is different for everyone, someone is stronger, someone is weaker. But there is a way in which any player, starting a game with a stronger opponent, would consider his chances of winning it decent, and the game would turn out to be equal and interesting. This can be done by changing the file with the difficulty level (in the game folder, the file is called CIV5HandicapInfos). I recommend giving a head start not in happiness, but in money to a weaker player, while leaving the level of development of the GG and the nations of controlled PCs at the level that the host plays. By the way, the last 20 games with my constant opponent - this is how I play, while very many games in this case reach real strategic confrontations, where fast-clicking does not affect the result at all, and the correct and timely direction of the attack or control of the key point allows achieve the final victory.
Let me explain the mechanism of providing a monetary handicap for those who have a constant partner, but he plays weaker (and therefore, real memorable confrontations do not work), but at the same time you want an equal and interesting game.
When we independently change the difficulty level, we set the same parameters for the game / development of computers for all levels. Usually this is the difficulty level at which the host plays (e.g. immortal), and for other difficulties (which less advanced players will play) we only make one change - add a monetary starting bonus (everything else remains at the immortal level). And then at the beginning of the game after the founding of the capital, the weaker players who started the game on the king difficulty or below will have a certain number of coins that they can spend on buying workers / settler or back. I think the following receipt / distribution of initial money for different difficulties is optimal: 300 coins when playing on the emperor difficulty level, 500 for the king, 800 for the prince, 1200 for the commander, 1600 for the leader, and playing as a settler, the newcomer will receive 2000 coins immediately after the foundation of the capital.