Ok, for those of you who stumbled across my blog and have never played the game before, or for those of you that do play the game but never bothered to learn about the different civilizations, this is for you.
Vikings
Unique Unit: Berserker
Pluses
Woodcutter: -1 land used and +1 wood produced
Hunter: +2 food produced
Iron Mine: +1 iron produced
Archers: +2 defense
Swordsmen: +2 attack
Land Conversion: 1:1 on all land conversion after leaving protection
Minuses
Stable: +2 more land used
Warehouse: stores half of the goods
House: -25 less people
Farm: -2 food produced
100 people burn 1 wood
Franks
Unique Unit: Paladin
Pluses
Farm: -2 land used
Tower: -1 land used, +10 defense points
Town center: +1 explorer
Mage Tower: -5 workers needed
5% less food used for exploring
Archers: +3 defense points
Minuses
Fort: -3 less army
Mage Tower: +3 land used and
20% slower population increase
Japanese
Unique Unit: Samurai
Pluses
Farm: +4 food production
House: +20 more people
Town Center: -5 land used, -20 trades.
Mage Tower: +1 research points produced
Stable: -25 food needed to produce horse
Minuses
Hunter: -1 food produced
Woodcutter: +3 workers needed
Stable: +4 land used
Byzantines
Unique Unit: Cataphract
Pluses
Gold Mine: -4 land used and +100 gold produced
Catapult: +5 attack and defence points
Mage Tower: -1 Land used
Minuses
Iron Mine: +1 land used
Tool Maker: -1 less builders, +50 wood to build
People eat 20% more food
Town Center: -2 explorer
Extra 5% food for exploring
Mongols
Unique Unit: Horse Archer
Pluses
Fort: -3 land used, +3 more army
Weaponsmith: +1 sword and bow produced for the same cost in iron and wood
Tool Maker: +1 tool produced for the same cost in iron and wood
Tool Maker: +2 more builders
Hunters: +1 food prodcution
20% faster population increase
Minuses
Town Center: -1 explorer
Mage Tower: +150 gold to produce 1 research point
Farms: -2 food production
5% more food used for exploring
Thiefs: -5 defense points
Cannot use maceman
Horseman, Swordsman and Archers have -1 attack point
Great wall: need 50 more builders.
Incas
Unique Unit: Shaman
Pluses
Mage Tower: 90% less gold used for research
Town Center: stores 4000 more goods, 900 extra people
Market: +50 more goods traded each month
Thieves: +25 defense points
Swordsman: +1 attack point
Maceman: +2 attack points
Weaponsmith: +1 mace produced for the same cost in wood and iron
Land Lost: 15% less land lost in battles
Each army unit only uses 1 gold per turn (shaman, archer, swordsman, maceman and thief)
Minuses
Town Center: +5 more land used
Iron Mine: +1 more land used
Catapults: -9 attack points and -5 defense points
Cannot use horseman
Chinese
Unique Unit: Kung Fu Warrior
Pluses
Great Wall: cost reduced by 150 gold, 2 iron, 15 wood and 4 wine. Need 50% less workers to construct wall.
Thief: +10 attack points
Trained Peasant: +2 attack and +1 defense points. +2 points to land taken.
100% faster population increase
Gold Mine: -2 land used
Iron Mine: 100% more iron produced
3 unique units per town center (usually 1)
15 army units per town center (usually 10)
Minuses
Winery: +2 land used
House: +2 land used
Trained Peasants: +1 extra training month, Double score count.
Barbarians
Unique Unit: Giant Warrior
Pluses
Maceman: +2 attack and +2 defense points, +3 points to land taken
Winery: +1 wine produced
Weaponsmith: +1 mace produced for the same cost in iron and wood
50% less food eaten by population.
Minuses
None
Turks
Unique Unit: Camel Cavalry
Pluses
Horseman: +1 attack and +1 defense points, -1 gold per turn, -2 turns to train
Markets: +75 trades a turn
Mage Tower: +0.5 research produced
Stable: +1 horse produced for same cost
Weaponsmith: +1 crossbow produced for the same cost in iron and wood
Iron Mine: +1 iron produced
Hunters: +2 food produced
+1 defense and attack for crossbowman
Minuses
5% more food for exploring
10% slower population increase
Farms: -1 food produced
Zulu
Unique Unit: Zulu Warrior
Pluses
Hunters: double production
Farms produce food all months in a year
Weaponsmith: +1 pike produced for the same cost in iron and wood
Land Conversion: 1:1 on all land conversion after leaving protection
Town Center: 100% extra units, 5 unique units per town center
+1 defense and attack for pikeman and -1 turns to train and -1 on gold upkeep
Minuses
No Swordsman
Farms: -2 production
Winery: needs double land and 4 extra workers
Town Center: +5 Land
Maceman: +1 month to train
© AderSoftware 2000-2005
ok now Vikings are usually this biggest ones. For two reasons, one everyones heard of vikings and knows their legacy, and two, they are the first one on the list. Chinese and Japanse are also semi-popular. If you intend to be a person who does a lot of mage, then Turks are pretty good because for every point you have of mage you get an extra 0.5 another good civilization would be Chinese since Iron always seems to be short and gold mines normally use a lot of land. Incas are good to becasue it bareley cost any gold. I suggest that for the first time you play though it does not reallly matter, you have to learn YOUR playing style so then you can pick the race that’s good for you!

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