Wednesday 12 September 2012

Civilization V: Civilization Abilities, Units and Anaysis

AMERICA 
Manifest Destiny – All land military units have +1 sight. 50% discount when purchasing tiles.
Minutemen - Replaces musketman, ignores movement terrain penalties, free drill 1 promotion.
B17 - Replaces bomber, free Evasion and Siege 1 promotions, +5 ranged combat bonus.
Start Bias - none

The American civilization is one who wants to play aggressively. Manifest Destiny combines two mediocre abilities into one, with neither of them having game changing impacts on how to play America. Increasing land unit sight is especially useful for scouting early in the game, but quickly loses its luster once the world has been mapped. It is still helpful while engaging in offensive wars, but only really shines by giving extra sight range for siege units. This still isn’t a terribly good use of the ability though, since it can only be taken advantage of by unescorted siege units, which is always a risky gamble. The discount for tile purchases is nice, but isn’t usually easy to take advantage of. Considering how important culture is for social policies, building at least one or two culture buildings will negate the need to purchase tiles with gold. The main use of this ability is to block off terrain and gain access to resources quickly after building a new city. These two abilities are both at their best when playing aggressively and building a sprawling empire – but are still useful for a tall peaceful empire as well. The unique units support this aggressive playstyle, with the Minutemen able to push through neutral and enemy terrain where you can’t take advantage of roads, and the B17 functioning as an improved late-game city destroyer.

ARABIA 

 
Trade Caravans – +1 gold per trade route, double oil resources.
Bazaar - Replaces market, provides an additional copy of each luxury resource found in the city, +2 gold on worked oil and oasis.
Camel Archer - Replaces knight, replaces standard knight attack with 21 ranged combat and 17 melee combat scores.
Start Bias - Desert

The Arabian civilization is one with conflicting bonuses. Trade Caravans provides an excellent bonus per trade route, which is best taken advantage of in a sprawling empire. The doubled oil resources are nice, but come late in the game and are best taken advantage of by a tall empire, who has much less terrain to accumulate resources in. The Bazaar again supports a tall empire for much the same reasons as the oil bonus. Luxury resources in this game tend to be clumped together, so a tall empire usually desperately needs to trade resources. The gold bonus on oil and oasis is a nice but negligible bonus. Camel Archers are an unusual unit that functions more like chariots than the knights they replace. Camel Archers provide good support for offensive maneuvers, harassing enemy units from a distance and quickly moving through terrain.

AUSTRIA 
 
 
Diplomatic Marriage – Can spend gold to annex or puppet an allied City-State.
Coffee House - Replaces windmill, +5% production bonus and +25% great people generation.
Hussar - Replaces cavalry, +1 movement, +1 sight, +50% flank attack bonus.
Start Bias - None

The Austrian civilization is one with a game changing ability like no other. Diplomatic Marriage is an interesting ability – one that lets you expand your territory without using military and without affecting diplomatic relations with other civs or city-states. This non-hostile takeover comes at a cost though, reducing the number of city-states available for a diplomatic victory. It also seems superfluous if you intend to win via conquest, since you would then simply use your military to gain control of the city-states. That leaves a science victory and a cultural victory types to best take advantage of it. The Coffee House supports this, as it will increase the generation of great scientist and artists. Also keep in mind that using Diplomatic Marriage to take over city-states gives you all the military units they had as well, allowing you to neglect the militaristic technologies as well as devoting production to buildings and wonders. The Hussar is nice but only provides a minor upgrade to a midgame unit used primarily for harassment and proactive defense by taking out enemy units that may be rolling to your gates. 

AZTEC 
 
 
Sacrificial Captives – Gains culture for each enemy killed.
Jaguar - Replaces warrior, +33% combat bonus in jungles and forests, heals 25 health whenever it kills a unit, free woodsman promotion.
Floating Gardens - Replaces watermill, reduced maintenance, provides +15% food bonus as well as +2 food bonus from worked lake tiles.
Start Bias - Jungle

The Aztecan civilization is one of the few civilizations focused on a building up large population cities as well as conquest. Sacrificial Captives provides a great boon to culture generation, and even allows a backup of cultural victory if the conquest route stalls, or to focus on a cultural victory itself while still playing aggressively. Going tall in the early game followed by an extensive puppet empire afterwards brings cohesion with the Floating Gardens. The Floating Gardens greatly increases food generation which leads to an increase in population growth as well. The Jaguar is an interesting unit. It replaces the warrior, but functions much more like a scout early in the game. Thankfully it is not simply a unique scout, as its special abilities carry over through upgrades, and it would be in great interest to produce a great number of these units early in the game. The Jaguar, especially when combined with the opener for Honor, can generate an amazing amount of culture and promotions early in the game by camping barbarian huts, while being able to maintain pressure from the health regeneration. A special note for the Aztecs, in that they have a start bias for jungle, which is simply the best tile in the game once all relevant bonuses and social policies are taken. 

BABYLON 

 
Ingenuity – Receive free great scientist when discovering writing. Earn great scientists 50% faster.
Bowmen - Replaces archer, +2 ranged and melee combat bonus.
Walls of Babylon - Replaces walls, 10 production cheaper, +1 city defense, +50 city health.
Start Bias - None

The Babylonian civilization is one that is heavily focused to a science victory. Ingenuity is one of the best abilities to generate great scientists with. Of course, science is useful for everyone, but great scientists in particular will almost never be generated when going for culture – artists are too important. Diplomatic can use scientists, but is usually more focused on gold and merchants. Domination, however, can definitely take advantage of Ingenuity. The Bowmen make a defensive unit even better, although archers aren’t bad for taking cities very early in the game. The Walls of Babylon are fairly useless though, and will matter far more in the hands of the AI than a human player.

BYZANTIUM 

 
Patriarchate of Constantinople – Choose one more belief than normal when you found a religion.
Cataphract - Replaces horsemen, +3 combat score, -1 movement, reduced city attack penalty, gains defensive bonuses from terrain.
Dromon - Replaces trireme, 11 production more expensive, -2 combat score, gains 10 ranged combat score with 2 tile range.
Start Bias - None

The Byzantium civilization is one with a lot of flexibility. Patriarchate of Constantinople makes generating a religion that much better, and the belief chosen will depend on what you plan to do during the game. Obviously, Byzantium wants to focus on religion, but what you do from there – and which victory type you go for – are all up to the player. The Cataphract is an interesting unit, as it provides city-taking and defensive bonuses to an anti-unit unit. This makes Caraphracts an all-around useful unit that can be used for any purpose at this stage in the game. Once again, this is increasing the flexibility of Byzantium. Dromon, however, are simply an overall upgrade to the trireme, allowing Byzantium to rule the seas in the early part of the game. Land or sea, the Byzantium is prepared for any sort of engagement.

CARTHAGE

 
Phoenician Heritage – All coastal cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 health damage if they end a turn on a mountain.
African Forest Elephant - Replaces horseman, 25 production/50 faith more expensive, +2 combat bonus, -1 movement, -10% combat to enemy units that are adjacent, greatly increases great general generation.
Quinquereme- Replaces Trireme, +3 combat.
Start Bias - None

The Carthaginian civilization is one devoted to the sea. Phoenician Heritage primarily provides an exceptional bonus to a sprawling coastal empire, especially an ICS empire on a watery map. The second bonus is minor but may come into play a few times a game. An unusual map with many, many mountains may find the ability game breaking, however. African Forest Elephant make great support units for ranged units when attacking enemy cities. The Quinquereme is the most straight forward unique trireme, and arguably the most inconsequential. The bonus isn’t a game changer for naval combat like the Dromon’s can be, but they still help provide a naval defense for an aquatic empire.

CELTS 

 
Druidic Lore – +1 faith per city with an adjacent unimproved forest, +2 faith per city with 3 or more adjacent unimproved forests.
Ceilidh Hall - Replaces opera house, +3 happiness.
Pictish Warrior - Replaces spearman, +20% combat bonus outside friendly territory, no movement cost to pillage.
Start Bias - Forest

The Celtic civilization is one that will nearly always be the first to a religion. Druidic Lore allows the Celts to focus on other matters while still guaranteeing a religion. Later in the game it becomes inconsequential, but on high difficulties, it can be the difference between being first or last to a religion, and thus getting the pick of the beliefs. Ceildh Hall provides a strong bonus to an uncommon building. Cultural victories will obviously be building it, but most others neglect the later cultural buildings, at least a first. Buildings with happiness usually allows sprawling empires to flourish, but the fact that it comes later in the game and is an uncommon building built in wide empires makes it a toss-up as to how useful it actually is. Pictish Warrior turns the defensive spearmen into offensive powerhouses. The Celts don’t need iron to go to war.

CHINA 
 
 
Art of War – The great general combat bonus is increased by 15%, and their spawn rate is increased by 50%.
Paper Maker - Replaces library, +2 gold and no maintenance cost.
Chu-Ko-Nu - Replaces crossbowman, may attack twice per turn, -4 ranged combat penalty.
Start Bias - None

The Chinese civilization is one that wants to sprawl and play aggressively. Art of War improves all your troops by a great general, as well as increasing their generation rate. China is a top tier civ for playing aggressively because of this, and makes great use of citadels due to the excess of great generals. Paper Makers push China to sprawl, and makes China a great civ for an ICS strategy. Chu-Ko-Nu turn the defensive crossbowmen into powerhouses, being nearly as effective as siege units at taking cities do to their double attacks, as well as decimated enemy units.

DENMARK 

 
Viking Fury - Embarked units have +1 movement, moving from sea to land only costs 1 movement point, melee units pay no movement cost to pillage.
Berserker - Replaces longswordsman, +1 movement, free Amphibious promotion.
Norwegian Ski Infantry - Replaces rifleman, double movement in snow, tundra, or hill; increased combat score in snow, tundra, or hill without forests or jungles.
Start Bias - Ocean

The Danish civilization is one who loves aquatic maps. Viking Fury makes Denmark a hit and run specialist. Ordinary melee units move much faster while embarked, and can target remote settlements, pillaging terrain or razing the city. Denmark has little to gain from fighting defensively, so it’s important to keep the skirmished on enemy terrain. The Berserker plays into the Viking Fury play style by excelling at hit and run tactics, although their quick path to upgrade means they won’t be seen for as long as they could. Meanwhile, the Norwegian Ski Infantry move the hit and run tactics to land. Denmark isn’t given bonuses to engage in constant warfare, so a conquest victory may not be the best choice for Denmark. Using military strategically to weaken the enemy while going for another victory type suits Denmark much better. 

EGYPT 

 
Monument Builders – +20% Production towards Wonder construction.
War Chariot - Replaces chariot archer, +1 movement, doesn't require horses.
Burial Tomb - Replaces temple, no gold maintained, +2 happiness, double gold from being pillaged.
Start Bias - Avoid Jungle and Forest

The Egyptian civilization is one with bonuses working in opposite directions. Monument Builders can be the difference between building a wonder and not at higher difficulties, and definitely supports a tall empire. Burial Tombs, however, is simply fantastic for a sprawling empire, especially while going ICS. It is almost necessary to go into the Piety social policy tree for this strategy to work with ICS though. The War Chariot may be one of the few reasons to invest in the chariot archer. Since horses are not needed to build them, they can easily be spammed and used to quickly take down enemy units or cities with their high ranged attack score.

ENGLAND

 
Sun Never Sets – +2 movement for all naval units, 1 free spy.
Longbowman - Replaces crossbowman, +1 ranged.
Ship of the Line - Replaces frigate, -15 production cost, +5 melee combat bonus, +7 ranged combat bonus, +1 sight.
Start Bias - Ocean

The English civilization is one that is deceptively flexible. Sun Never Sets provides a bonus to naval exploration and warfare, as well as a free spy. Espionage in this game can do many things in this game, from maintaining tech parity to finding who is planning to backstab you. The Longbowman have a simply fantastic bonus, allowing you to pile on ranged damage on units or cities, and it is a bonus that stays with upgrades. Two range Gatling Guns are nothing to scoff at. The Ship of the Line, meanwhile, will allow England to dominate the naval world during the age of exploration.

ETHIOPIA 

 
Spirit of Adwa – +20% combat bonus when fighting a civilization with more cities.
Mehal Sefari - Replaces rifleman, -25 production cost, free Drill 1 promotion, +30% combat bonus when fighting in the capital (bonus reduces as the unit gets farther away)
Stele - Replaces monument, +2 faith.
Start Bias - None

The Ethiopian civilization is one with conflicting bonuses. Spirit of Adwa is obviously fantastic for a tall empire with only a few cities, although it depends on how much warfare you will engage in while playing for a peaceful victory. Mehal Sefari are interesting, in that they gain a strong defensive bonus near your capital. The real benefit from them is the reduced production cost and free promotion though, as melee units aren’t the best for general defense. The Stele, meanwhile, is an exceptional unique building for a sprawling or ICS empire. For a tall empire trying to take advantage of the Spirit of Adwa, though, the Stele will provide a much reduced benefit. Tall empires usually struggle to generate faith though, so it’s still more useful than it appears.

FRANCE 

 
Ancien Regime – +2 culture per turn per city before Steam Power.
Musketeer - Replaces musketman, +4 combat bonus.
Foreign Legion - Replaces great war infantry, +20% combat bonus outside friendly territory.
Start Bias - None

The French civilization is one whom dreams of world domination. Ancien Regime is best taken advantage of by quickly settling cities early in the game, especially for a sprawling or ICS empire. Unlike most civs that are good for ICS though, France has no immediate bonus like extra happiness or gold per city. Instead, France is looking to the long term by being able to accumulate more policies than most other civs while sprawling. It also will fill liberty the fastest, so it’s not completely at a loss in the early game. Musketeer is a straight forward but appreciable unique unit, giving France a strong siege unit defending and city taking unit. The Foreign Legion gains a bonus that is even more obvious in its intentions. If you’re not trying to conquer the world while playing France, you’re not playing France to its best abilities.

GERMANY 

 
Furor Tuetonicus – 50% chance to gain free barbarian unit and 25 gold whenever you defeat one in their encampment, -25% maintenance cost of land units.
Landsknecht - Replaces pikeman, -45 production cost/ -90 faith cost.
Panzer - Replaces tank, +10 combat bonus, +1 movement.
Start Bias - None

The German civilization is one with its eye to war. Furor Tuetonicus provides a fun way to easily and quickly create an army early in the game, but the long term benefit of reduced maintenance for land units may be the strong part of its ability. The Landsknecht isn’t much to write home about. The reduced production cost is nice, but Germany most likely has it’s fill of basic melee units by taking advantage of barbarian camps with Furor Tuetonicus. The Panzer is very powerful, however, allowing Germany to have domination of the battlefield in that particular era.

GREECE 
 
 
Hellenic League – City-State influence degrades at half-rate and recovers twice as quickly.
Hoplite - Replaces spearmen, +2 combat bonus.
Companion Cavalry - Replaces horsemen, +2 combat bonus, +1 movement, increased great general generation.
Start Bias - None

The Greek civilization is one of the best civs to win diplomatically. Hellenic League is the most straight forward bonus for diplomacy, but it effectively allows Greece to have twice as many city-states as allies compared to other civs. The Hoplite is a powerful upgrade to the basic spearmen, and allows Greece to completely ignore swordsman. The Companion Cavalry provide another powerful upgrade, and is available not long after spearmen. Combined, these units allow Greece to dominate warfare before the middle ages, which can easily snowball into becoming a superpower.


HUNS 
 
Scourge of God – Raze cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 production per pasture.
Horse Archer - Replaces chariot archer, +1 melee combat bonus, rough terrain no longer consumes all movement, free Accuracy 1 promotion, does not require horses.
Battering Ram - Replaces spearman, +19 production cost/ +38 faith cost, -1 combat penalty, free Cover 1 promotion, +300% combat bonus versus cities, no defensive terrain bonus, -33% defending penalty, -1 visibility, may only attack cities, no bonus versus mounted units, upgrades into trebuchet.
Start Bias - None

The Hunnish civilization is one with a rather straight forward focus on war. Scourge of God provides only one real bonus, the free tech. The bonus to pasture production is notable early in the game when every tile worked makes a difference. Interesting, the Horse Archer doesn’t require horses, but is a superb unique unit. Horse Archers, along with Horsemen, will form the backbone of the military for the Huns until the middle ages. The Battering Ram is interesting, in that it is effectively a siege unit that replaces a melee unit. This has both pros and cons. It will allow taking cities easier in the early game, but Battering Rams are terrible defensively and will need protection. Unfortunately, without Spearmen, this duty falls on the lackluster Warriors or the later Swordsmen. It may be best to keep a large field of Horse Archers and Horsemen to clear an enemy city out before bringing in the Battering Rams.

INCA 

 
Great Andean Road - Units ignore terrain costs when moving into any tile Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
Slinger - Replaces archer, -1 melee combat penalty, may withdraw from melee attack.
Terrace Farm - Unique improvement, +1 food and +1 food for each adjacent mountain, can only be built on hills.
Start Bias - Hills

The Incan civilization is one with a deceptively powerful ability. Great Andean Road allows units to quickly traverse through hills, which allows Incan units to easily remain on defensive terrain while attacking enemy units and cities. The reduced maintenance is simply fantastic for sprawling or ICS empires who want to mitigate the high gold cost for all the roads. The Slinger is an interesting ranged unit in that it needs no protection as long as positioning is taken into account while moving them. They are especially powerful when withdrawing into dense hills, as they can move and shoot the next turn while the enemy units are stuck moving only a single tile a turn. The Terrance Farm is interesting, functioning as a farm that can be built on any hill. In addition to the food bonus per mountain, they also scale with Civil Service and Fertilizer. On certain maps with a high density of mountains, it can be a game changer.

INDIA 

 
Population Growth – Half unhappiness from number of citizens, double unhappiness from number of cities.
War Elephant - Replaces chariot archer, +16 production cost/ +28 faith cost, +3 melee combat bonus, +1 ranged combat bonus, -1 movement, entering rough terrain no longer consumes all movement, doesn't require horses.
Mughal Fort - Replaces castle, -10 production cost, +2 culture, provides gold after flight is researched.
Start Bias - Grass

The Indian civilization is one who wants to go tall, more than any other civs. Population Growth will ensure happiness will never be a problem for tall empires, and it is one of the few abilities with a built in disadvantage if you go against its strategy. India can go wide though, but expansion comes slower, especially in the early game, and ICS is nearly impossible. The War Elephant is basically a more powerful archer, and does very well on defense. Through rough terrain though, it can out move a traditional chariot archer. The Mughal Fort provides a minor bonus, and is a building only a tall building would want to build. The start bias for grass ensures that India will have excellent terrain to grow populations with.

IROQUOIS 


The Great Warpath – Forests and Jungles function as roads for unit movement and trade routes within friendly territory.
Mohawk Warrior - Replaces swordsman, +33% bonus in forests or jungles, requires no iron.
Longhouse - Replaces workshop, -20 production cost, gives +1 production on worked forest tiles.
Start Bias - Forest

The Iroquois civilization is one with a similar ability to the Inca. The Great Warpath will greatly reduce the number of roads needed to be built, and makes it a good ability for going wide or ICS. It is limited to friendly territory only though, compared to the Great Andean Road. The Mohawk Warrior gain a considerable bonus in forests and jungles, but the real power comes from the no iron requirement, allowing these units to be spammed. Swordsman are the most powerful units in their era, and the Iroquois can field an almost unlimited number of them. The Longhouse, meanwhile, gives a potent production bonus, although it may take some time to kick in to full effect. Workshops may not be built in most cities when going wide, but that changes depending on the terrain for the Iroquois. Tall empires, of course, will take full advantage of the extra production.

JAPAN 


Bushido – Unites fight as though they were at full strength even when damaged.
Samurai - Replaces longswordsman, greatly increased great general rate, free Shock 1 promotion.
Zero - Replaces fighter, +33% combat bonus versus fighters.
Start Bias - None

The Japanese civilization is yet another civ focused solely on war. Bushido is in the running for most powerful ability for war, and with good reason. Weakened unit do much reduced damage, but that is not a problem for the Japanese. In fact, sacrificing weakened units to take out enemy units is a legitimate strategy for the Japanese, depending on the situation. The Samurai come in the midgame, but provide an excellent free promotion for new units. The Zero will ensure aerial superiority in the late game, although that tends to be too far to matter much.

KOREA 


Scholars of the Jade Hall – +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building or wonder is built in the capital.
Turtle Ship - Replaces caravel, +16 melee combat bonus, cannot enter deep ocean
Hwach'a - Replaces trebuchet, -1 melee combat penalty, +12 ranged combat bonus, no limited visibility, loses +200% combat bonus versus cities.
Start Bias - None

The Korean civilization is one focused on science, but in a way that can support any victory condition. Scholars of the Jade Hall provides a steady science bonus per specialists and great tile improvement, which makes it useful for scientists, artists, merchants, and engineers. The free techs are nice and appreciable no matter the strategy. Every victory type needs science to get to the end game and win, which is why Korea is equally useful no matter what. The Turtle Ship provides a strong melee bonus against ships and cities… but sacrifices the most important aspect of caravels – the ability to enter deep ocean. Depending on the map, this can be more of a liability than a bonus. The Hwach’a is another unit that has both bonuses and penalties. The extra ranged damage effectively makes it a powerful archer-type unit, but replaces a siege unit instead. This can make taking cities slightly more difficulty in the middle ages. However, catapults that are upgraded to Hwach'a keep the combat bonus versus cities, making them the most powerful siege unit of the era.

MAYA 
   

The Long Count – After researching Theology, receive a free great person every 394 years.
Atlatist - Replaces archer, -4 production cost/ -16 faith cost, does not require Archery technology
Pyramid - Replaces shrine, +1 faith, +2 science.
Start Bias - None

The Mayan civilization is one with a lot of flexibility. The Long Count will provide free great people, and a fairly large number of them if it is unlocked early in the game. These free great people do come at a cost though, as they raise the cost for any great people build via specialists as well. To take full advantage of the Long Count, it is best to not focus on specialists at all. Delaying unlocking the Long Count to generate several great people via specialists can work, but sacrifices much of the power the ability overall. Atlatist allow the Mayan to quickly field a strong defensive force, especially if it focuses on unlocking Theology before any military techs. The Pyramid has a fairly powerful bonus that grows much stronger in sprawling or ICS strategies.

MONGOLIA 


Mongol Terror – +30% combat strength when attacking city-states and their units. Mounted units gain +1 movement.
Keshik- Replaces knight, replaces standard knight attack with 16 ranged combat and 15 melee combat scores, +1 movement, increased great general generation, +50% experience earned.
Khan- Replaces great general, 5 movement per turn, heals adjacent units 15 health per turn.
Start Bias - Plains

The Mongolian civilization is hands down the best civ for mounted warfare. Mongol Terror provides a nice bonus against city-states and their units, although the real boon here is the bonus to movement speed for all mounted units. Speed is the main advantaged of mounted units, and Mongolia simply makes all mounted units faster across the board. The Keshik replaces the knight with a powerful variant of the chariot archer. The Keshik, with its ranged attack and exceptional movement speed, should easily be able to pepper enemy units without ever taking damage. The Khan is incredibly powerful, especially when coupled with mounted units. The only great general able to keep up with mounted units early in the game, it also heals minor damage to units every turn.

NETHERLANDS 
 
 
Dutch East India Company – Retain 50% of happiness benefits from a luxury resource if your last copy was traded away.
Sea Beggar - Replaces privateer, free coastal raider 2 and supply promotions
Polder - Unique improvement, requires Guilds technology, +3 food on flood plains or marsh.
Start Bias - Grass

The Netherlander civilization is one focused on going tall. Dutch East India Company gains in power the less luxuries you have in total, as well as having the most trading partners, which favors a tall, peaceful empire. Wide empires can gain a far larger number of total resources as well as having soured relations with other civs due to size and clashing borders. The Sea Beggar makes the most game changing naval unit, the privateer, even better at what it does best. The Polder provides extra food on the already good flood plains, as well as the normally marginal marshes. Considering the grass start bonus, this gives the Netherlands an exceptional boon to building a tall empire.

OTTOMANS 


Barbary Corsairs – All melee naval units have the Prize Ship promotion, -67% naval unit maintenance.
Janissary - Replaces musketman, +25% combat bonus on the attack, heals 50 health when it kills an enemy unit.
Sipahi - Replaces lancer, +1 movement, +1 sight, can pillage at no movement cost.
Start Bias - Ocean

The Ottoman civilization is one which can easily dominate the seas. Barbary Corsairs provides a strong maintenance reduction for naval units, but the free Prize Ship promotion is what is really powerful. The Ottomans can easily have the largest naval military, and if they don’t, they eventually will even if they never build another ship. The Janissary has very powerful bonuses for playing aggressively. The Sipahi make a somewhat marginal unit better, but not enough to be anything more than a nice upgrade.

PERSIA 
 

Achaemenid Legacy – +50% Golden Age length, units get +1 movement and +10% combat bonus during a golden age.
Immortal - Replaces spearmen, +1 combat bonus, heals at double rate.
Satrap's Court - Replaces bank, +2 happiness, +2 gold.
Start Bias - None

The Persian civilization is one with a powerful and game changing ability. Achaemenid Legacy, with the correct management of great artists and wonders, can easily chain golden ages for nearly the entire game. The bonus to combat and movement isn't to be ignored either, as it allows siege units to move, setup, and fire all in one turn. The Immortal are a strong early unit that can make playing aggressively easier because of their fast recovery rate. The Satrap’s Court, meanwhile, provides a powerful bonus, especially for a sprawling empire. ICS may have a harder time taking advantage of it since it is a midgame building.

POLYNESIA 

 
Wayfinding - Can embark and move over oceans immediately. +1 sight while embarked. +10% combat bonus if within 2 tiles of a Moai.
Maori Warrior - Replaces warrior, causes enemy units to be at -10% combat strength if next to this unit.
Moai - Unique improvement, +1 culture and requires construction, provides gold after flight is researched.
Start Bias - Ocean

The Polynesian civilization is one who can explore the high seas before any other civ even launches their first trireme. Wayfinding allows for quick exploration, trade partnerships, and the ability to claim land and remote islands before any other civ. Maori Warriors have a small bonus associated with them, which is most helpful against barbarians and playing defensively, since it does not affect enemy cities. The Moai is a fairly weak improvement, providing only a small culture bonus. The combat bonus to nearby units is modestly helpful, so building Moai in otherwise unused terrain is worthwhile if the workers have nothing else to do. They serve best when built in otherwise unused terrain of border cities.

ROME 


The Glory of Rome – +25% production to any building already built in the capital.
Legion - Replaces swordsman, +3 combat bonus, can construct roads and forts.
Ballista - Replaces catapult, +1 melee combat bonus, +2 ranged combat bonus.
Start Bias - None

The Roman civilization is one that does nothing different than any other civ, it is just that what it does do, it does better. The Glory of Rome is powerful as long as the capital builds or buys any relevant building. Sprawling empires will take advantage of this best, since they usually have many small cities with poor production and in need of the basic infrastructure. The Legion is a powerful unique swordsman, and has a lot of staying power. The ability to construct roads and forts is a small but humorous ability for when your armies have some down time. The Ballista is much like the Legion, a no nonsense upgrade to an important military unit.

RUSSIA 


Siberian Riches – +1 production on all strategic resource, double quantities of iron, horse, and uranium.
Krepost - Replaces barracks, reduces culture and gold cost of acquiring new tiles by 25%.
Cossack - Replaces cavalry, +33% combat bonus against weakened enemies.
Start Bias - Tundra

The Russian civilization is one focused on war, but wins by numbers. Siberian Riches provides a small but nice production bonus, but the main boon is the doubled resources. Russia will nearly always be able to field a large quantity of the top units in any era. The Krepost is fairly weak – it may be the weakest unique building in the game. Barracks are rarely built except in the main production cities, and the bonus it provides is fairly small overall. High production cities usually have time to produce the culture buildings they need to expand their territory anyways. The Cossack has a strong bonus to pick off enemy units, which is the main role of mounted units. The start bias for Tundra is notably poor – it limits expansion in at least one direction, while forcing poor terrain on the civ outside river tiles.

SIAM 
 

Father Governs Children – +50% food, culture, and faith from city-states.
Naresuan's Elephant - Replaces knight, +5 combat bonus, -1 movement, +50% combat bonus versus mounted units.
Wat - Replaces university, +3 culture.
Start Bias - Avoid Forest

The Siamese civilization is one focused on diplomatic victories. Father Governs Children can be very powerful, although it limits just which types of city-states are given a bonus. Notably, mercantile and militaristic city-states give no extra resources. Naresuan’s Elephant turns the knight into a strong defensive unit, able to defend borders or siege units with ease. The Wat provides culture from a building that does not normally give it. The culture bonus is small for a cultural victory, but can be fairly large for those not focusing on building culture buildings. Universities are an important building no matter the victory type.

SONGHAI 
 

River Warlord – triple gold from barbarian encampments and pillaging cities. Land units gain War Canoe and Amphibious promotions.
Mud Pyramid Mosque - Replaces temple, no maintenance, +2 culture.
Mandekalu Cavalry - Replaces knight, -10 production cost/ -20 faith cost, no penalty attacking cities.
Start Bias - Avoid Tundra

The Songhai civilization is one that excels at naval assaults with land units. River Warlord provides a large gold bonus early in the game from popping barbarian huts, while the bonus promotions to land units support naval assaults with land units. Mud Pyramid Mosques suite a sprawling empire well, providing extra culture and reduced building maintenance. The Mandekalu Cavalry excel at taking out remote island cities with poor defenses. A small army of these units can perform surgical strikes and either raze or take over and sell enemy cities that aren’t properly defended. Keeping these cities may be difficult since these units make poor defenders.

SPAIN   


Seven Cities of Gold - Gold bonus for discovering a Natural Wonder. Culture, happiness, and tile yields from Natural Wonders doubled.
Tercio - Replaces musketman, +10 production cost/ +20 faith cost, +2 combat bonus, +50% combat bonus versus mounted.
Conquistador - Replaces knight, +15 production cost/ +30 faith cost, no penalty attacking cities, +2 sight, double combat score when embarked, may found cities on foreign continents not connected to capital.
Start Bias - Ocean 

The Spanish civilization is one well suited for exploration on large maps. Seven Cities of Gold greatly enhances the bonuses of natural wonders, but can be very swingy when actually playing. The Tercio are a defensive upgrade to the musketman, keeping the combat bonus versus mounted the pikemen had. The Conquistador is actually the most interesting aspect of Spain. Functioning as a combination of knight, scout, and settler, this unit can be allowed to explore landmasses by itself, and settle empty terrain where it sees fit.

SWEDEN  
  

Nobel Prize - Gain 90 influence with a great person gift to a City-State. +10% great person generation for Sweden and anyone who they've declared friendship with.
Hakkapeliitta - Replaces lancer, great generals gain movement bonus if stacked with this unit, +15% combat bonus if great general is stacked with this unit.
Carolean - Replaces rifleman, free March promotion.
Start Bias - None

The Swedish civilization is one with an unusual mixture of abilities. Nobel Prize allows easy influence with city-states, while also providing a bonus to great person generation when allied with other civs. These bonuses depend on keeping friends, and require Sweden to avoid harsh diplomatic penalties such as warmonger to maximize its abilities. The Hakkapeliitta is a powerful lancer, functioning as an excellent escort for great generals. Lancers in general are rather weak units, however. The Carolean are very good though, giving the common rifleman one of the best promotions for a melee unit, March. Both of these unique units are best suited for continuous warfare, which contradicts the unique ability to a degree since it supports hit and run tactics to avoid diplomatic penalties.




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