Playing Civilization V, Part 11

The Players

By the time you got to the last expansion and all of the DLC, there are 43 possible Empires you can play as. But they are not all alike. Each Empire has a particular Leader, a Unique Ability, and a Unique Unit. In addition most of them have some kind of Starting Bias, and many have a Unique Building or a Unique Improvement. Understanding how to make use of these is important to your strategy. If you let random chance assign you to an Empire, you need to know what kind of strategy will work with that Empire. And if you want to pursue a particular strategy you will want to know how to pick an appropriate Empire to fit strategy. There is a chart that lists all 43 Empires with all of their parameters at the Civilization Fandom Wiki and you might want to bookmark that page for future reference. Also, you want to know what to expect concerning your opponents in a game.

Leader

You don’t have a choice of leaders. When you choose a particular Empire you get the Leader that comes with it. But these leaders are distinct in various ways. To see what I mean, go to the Leader page for one by clicking on the link under the Leader picture. You will see a long list of AI Traits. These describe in numerical terms how competitive the Leader is various ways, how prone to war, which kinds of units it will build, and so on. It is a long list, so your eyes may glaze over, but the significance is that it may give you some insight if this Leader is one of your opponents in a game. This list is how the AI is programmed. There is also more approachable summary under Personality and Behavior, and here is what it says about Pedro II of Brazil:

“Pedro will most commonly try for a cultural victory. If he pursues a different victory condition, he is likely to choose a diplomatic one over a scientific or domination victory.

Pedro is exceptionally friendly and loyal, and will readily befriend anyone but the most warlike leaders. He is more willing to denounce than to wage war himself, but will maintain a defensive militia comprised of a variety of units. He also has a habit of building a fairly large navy.

Fittingly, Pedro’s highest priority is the Happiness of his people, followed by the development of his lands and Culture. He will not claim a large territory, but his cities will be highly populated and the land and water around them will be full of improvements. He will sometimes try to build wonders that enhance his Culture and Tourism output.

Pedro is friendly toward city-states in his sphere of influence and will often pledge to protect them. He will hardly ever attack or bully them.”

Now, the point is that this describes your AI opponent. If you choose to play as Pedro II of Brazil, you can make entirely different decisions from what the AI would do

Starting Bias

Each Empire will spawn on the map in ways that reflect their Starting Bias, if any. Some Empires (e.g. China, France, etc.) have no Starting Bias at all, which means they can spawn anywhere on the map, though there is programming to ensure that the location is not a disaster, like all Tundra and Ice, or the middle of the ocean. So it will certainly be playable. Still some players like to try 2,3, or 4 times to spawn to see if they can get a good place to start.. For the Empires with a Starting Bias, it can be either positive or negative. For example, the Mongolian Empire has a bias towards starting on plains, which makes sense historically since they came from the plains of Central Asia. The Russian Empire has a bias to start in Tundra, which again seems to fit. The Songhai Empire has a negative Starting Bias, which is to avoid Tundra. The Songhai Empire historically was an empire in sub-Saharan Africa, so this makes sense. And the Siamese Empire avoids Forests. The Roman and Shoshone Empires have no Starting Bias at all, so they could spawn anywhere. This Starting Bias will apply to whichever Empire you choose to play, so if you would prefer to not play with a lot of Tundra, you would de well to not choose Russia. But Russia can do more with Tundra than some other Empire might, so it all balances out.

Unique Ability

Generally speaking each Empire will have a Unique Ability. For example, the Austrian Empire has the Unique Ability called Diplomatic Marriage, which allows them to spend Gold to annex or puppet any City-State that they have been allied to for at least 5 turns. If the City-State is annexed, it becomes part of the Austrian Empire, but if it is puppeted the City-State technically remains separate but is under the control in some ways of the Austrian Empire. If you wanted to go for a Diplomatic Victory, for example, puppeting is much better since each City-State gets a vote in the United Nations when it comes to electing a World Leader. India has a Unique Ability called Population Growth. This doubles the unhappiness caused by more cities, but reduces by 50% the unhappiness caused by increased population. So if you were playing India it is even more important to build Tall rather than Wide.

Unique Units

Every Empire has at least one, and sometimes two Unique Units. These units replace a normal unit, but are a little better in some respect. They are worth having, but some are more useful than others. And a key factor is when they are available to you. For example, the Celtic Empire gets the Pictish Warrior, which replaces the Spearman. Since the Spearman is generally the first unit you learn to build, it comes very early in the game. So if you were interested in a strategy of early warfare, this might matter to you. The Pictish Warrior is actually weaker than the Spearman in one respect, though, in that it gets no bonus against mounted units. So if you are the Celts, and you are facing the Mongols, you will have a problem. But the Pictish Warrior can pillage without any movement cost. Normally when you use a unit to pillage it ends your turn, but the Pictish Warrior could pillage and then move if it still had movement left. And the Pictish Warrior also has the Foreign Lands Bonus, which gives it a 20% bonus when fighting outside of Celtic territory. And finally the Pictish Warrior gets a Faith bonus when it kills an enemy unit, equal to 50% of the killed unit’s strength.

The American Empire is one that has 2 Unique Units. One is the B-17 bomber, which replaces the regular Bomber. It comes with 2 promotions (Siege I, and Evasion), and is slightly stronger (70 vs. 65). The problem with this is that it comes so late in the game that it is hard to see what good it will do you. If you are pursuing a Domination strategy you should have already gone most of the way to conquering the world before you actually get the B17. The other Unique Unit the Americans get is the Minuteman, which replaces the Musketman. It comes with a Drill I Promotion, ignores Terrain restrictions, and earns points towards a Golden Age. This is more useful than the B17, but not useful enough to push you towards a Domination victory. But since you need good units for any strategy, if only for defense, it is worth having. Personally, if I was playing as the Americans I would rather go for a Science victory.

Unique Buildings/Improvements

The last parameter for these Empires is the possible Unique Building or Unique Improvement. Some Empires, such as the Byzantines or the Japanese, do not have one, but they can be useful. For example, the Portuguese Empire has a unique building called the Feitoria which has the interesting property of being built outside of Portugal’s territory. The Feitoria, which becomes available once you discover Navigation, can be built in the territory of a Coastal City-State on a Coastal Land tile that has no resources on it. It has three properties:

  • Portugal gets one copy of each Luxury Resource the City-State has. This is great for either increasing Happiness or as something that can be traded with other Empires.
  • +50% defensive strength for any combat units on the tile.
  • Pillaging the Freitoria constitutes an Act of War against Portugal, which means Portugal gets no penalties for going to war.

Another example is the Dutch Polder, which can be built on any Marsh or Flood Plain tile. It gives +3 Food, and once you discover Economics it will also yield +1 Production and +1 Gold.

Summary

Studying the chart of the Empires can help you in picking strategies for the Empire you are playing, or help you to pick an Empire that is well suited to the strategy you want to try. And knowing how the AI is programmed for other Empires helps you to know what to expect in your game. But here are some suggestions. Note that you can win with any Civ, but these are ones that lend themselves to a particular strategy. That said, I usually let the game give me a random choice and then formulate my strategy when I see what I get.

Domination

  • Germany
  • Japan
  • Rome
  • Songhai
  • Mongols

Science

  • Babylon
  • Korea
  • Poland
  • America

Culture

  • Brazil
  • Polynesia
  • Poland
  • France

Diplomatic

  • Greece
  • Austria
  • Arabia
  • Portugal

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