Back to Civilization V. This page is used to submit and view strategies for Civilization V. Early on, try to find city-states 30 Gold if you meet them first, and 15 Gold if you don't.
Then try to sell your embassies to the AI for 1 Gold per turn. Remember though that this gives the AI knowledge of the location of your capital city, which could result in them coveting your lands. Think twice about giving embassies to warmongering civilizations the ZulusMongolsHunsetc. Starting to trade with civilizations early on makes them friendlier and more likely to give you a Declaration of Friendship.
Early alliances also allow you to sell your luxuries for Gold instead of just 6 Gold per turn, which equals only Gold though this differs on slower or faster game speeds. Always start your game by building at least Scouts on big continental maps and fewer on island maps to explore adequately and meet the most city-states first. In the early game it's most important for your city to grow. Set your city on production focus and lock "growth" tiles tiles with 3 or more Food, so named because each citizen consumes 2 Food.
When a city grows, the new citizen will automatically work the highest production tile and you will get the benefit on the very same turn, because food is consumed first, then the city grows and all the production and gold is used.
If you left your city on food production instead, the new worked tile would go to waste. Lock down your citizen on a food tile for following turns. While producing a Settler your city cannot starve or grow, which allows every tile to be devoted to production and gold generation.
You generally shouldn't produce Settlers before having 4 Population, because it will take too long to build a Settler and your city will take too long to catch up to other players when you finish the Settlers.
Your expansion should be located next to luxuries you don't have or settling a claim on an extremely good strategic position for further conquest or turtling. You should always aim at least for another luxury, because settling each city consumes 4 Happiness.
It is often advisable to settle directly on luxuries that require a Camp such as Furs and Truffles or a Plantation such as CocoaCitrusWineand Cotton. Settling on a luxury delays the need for a Worker early on, since the city automatically works it with the appropriate tech; however, it denies your city the tile yields of the improved luxury.
The primary purpose of Workers early on is to increase the yield of tiles worked. Something very important to consider early on is that tile improvements can be changed later in the game. Your first focus should be around improving luxury resources you may have that you have the appropriate tech for.
Improving tiles that can become Farms is equally important as this will significantly boost food. Improve tiles that do not require preliminary work, such as clearing a forest or a jungle, first so as to have the quickest yield from tiles. Especially on higher difficulties, Workers are prohibitively expensive to produce.
Do not be afraid to steal Workers from city-states or AI opponents early in the game. Doing so early often does not result in any meaningful diplomatic penalty later in the game while yielding you "free" Workers and potentially seriously setting the AIs back.
Don't ignore the value a City-State can provide as an Ally. Depending on the path a city-state follows, you can be granted Culture, Faith, Food, military units some of which you can't acquire otherwiseor Happiness.
You can increase your friendship with a city-state in several ways. Money gifts work well, and the bonus you get when a city-state is working on a project can increase your friendship level dramatically. Gifting units also provides an increase, but each city-state will ask for favors or make special requests, such as building a new world wonder or finding the territory of another civilization. Completing these missions provides friendship points that can be picked up rather easily.I have no doubt that this question is one that will be interesting to all civilization fans, and in this post, I will do my best to answer it with data and statistics!Game 44: Shoshone Part 1
Part of the joy of the game is playing different civilizations with their diverse bonuses, and the strategies that those bonuses encourage. However, I want to make very clear that everything in this post is only applicable to civ V multiplayer. If you start next to the Huns you are going to be very wary of defense right from the first turn of the game.
Therefore bear in mind that as we are using data from multiplayer games see belowany conclusions probably wont apply to the single player game. Fortunately, FilthyRobot has already done that work for us, and has classified each civilization into six tiers, based on how strong their bonuses are overall. The brief definition as written by FilthyRobot, not me of each tier is as follows:.
While there may be small disagreements between players as to the position of every civilization on the list, it is fairly widely accepted to be a good and accurate list.
Teaming requires that one player somehow keep up with the production of two, and as such is seen as unfair practice in many circumstances. I also decided that it was unfair to count games in which he was teamed as a loss, because there is little a player can do to overcome the situation.
I was then curious to see if there was anything in common between the games in which FilthyRobot was teamed by opponents compared to other losses. Specifically, I wanted to see if he was more likely to be teamed when playing as a strong civilization.
The reason for this is that opponents are more likely to panic if FilthyRobot who is a well known highly skilled player is playing a strong civilization, and feel like a combined effort is necessary to stop him. Similarly if he is playing a weak civilization he might be more likely to fly under the radar. The graphs below show the number of games in which FilthyRobot was teamed playing a civilization from each of the 6 tiers, as well as the proportion of games played with each tier in which he was teamed:.
The numbers at the base of each bar represent the number of games played with each tier. The value for the absent bars Tier 5 and 6 is 0. As you can see above, teaming only occurred when FilthyRobot played with Civilizations from the first 4 tiers.
In addition, apart from the unexpectedly high proportion of teamings in tier 4 games note that the sample size for this group is low, so this high value might be due to chancethe data suggests that this proportion is also relatively high for the games played with Tier 1 civilizations, where we would expect the highest based on our prior reasoning.
It is also interesting that FilthyRobot was never teamed when playing as a civilization recognized to be weak. This is likely exacerbated if the player is well known and highly regarded in the community, as is the case here.
With the complication of teaming in mind, I decided to remove the games in which teaming occurred from the data. With those games gone, we would expect that the strong civilizations have better win percentages, right? I mean, Poland Stronk and all that, right? Numbers at the base of each bar represents the number of games in each set. The dashed horizontal line represents the overall win percentage across all games.
The data are quite unexpected, and show very little difference between the different tiers. In contrast, certain aspects of the starting terrain were excellent predictors of whether the game was won which I am excited to say will be the topic of the next post!
The first is Persiaa tier 1 civ that is widely recognized to have very strong bonuses, and has been adopted by FilthyRobot as one of his favourites in the game. The second…. The much-maligned Iroquois are one of the unlucky members of tier 6.
For example, tier 6 only has 2 Civs of which one is grounds for a restartand tiers 1 and 3, which have 10 and 12 civilizations, respectively. Like Like. Is there a quality difference in the games that he was teamed? Did he get a better than usual start and therefore attract teamed attacks against him?More importantly, the Huns start with Animal Husbandry, which lets them see Horses on the map right away, build pastures, and lets you choose great places to settle and take advantage of his Civ's bonus.
They have 4 move, 10 ranged strength, 7 defense, and start with Accuracy I, which raises damage against units in open terrain - with a Barracks, you can go straight for Accuracy II. Most importantly, you do not require Horses to build the Horse Archer and it is a powerful, early ranged unit. A weakness presents itself later, in that the Horse Archer upgrades to the Knight. If you can get March, it will carry over, else any ranged upgrades will be useless to your Knights. Their triple attack against Cities gives them an effective 30 strength when attacking a City, but that is all they are able to do.
It may not melee attack units and is singularly focused on bringing down Cities. Escort them with Horse Archers to kill any nearby units and they are able to steamroll Cities one by one. They upgrade to and are replaced by the Trebuchet. This unit will make Catapults useless to you for that reason. Because it would be upgrading to get melee promotions then move on to become a ranged unit, focus on upgrades that will work for both - like Cover.
Honor is what I chose, but Liberty could help in a few ways - you will be able to ignore building a Settler for your first expansion and instead focus on Military. Going Liberty, you may want to adopt Honor after getting the free settler to get culture from Barbarian kills and easily make up the difference.
Horse Archers are very mobile and capable of going large distances to clear encampments for City-State quests and the extra Culture from Honor. Regardless of how you start, you will absolutely want to finish Honor when playing Attila. Have a look at the page on Honor to learn more about its Policies. If you start Honor, I suggest you take the left side first.
This will give you a free Great General and boost production of Melee Units - since Battering Rams are melee and somewhat expensive, so this will help you produce them faster. This will let your Horse Archers upgrade quite fast, along with the Battering Rams. Building a Barracks and having the left side of Honor, you'll have Horse Archers that can start with Accuracy II and be closer to the great upgrades, such as Logistics and March.
The latter will help the unit when it upgrades to the Knight, but do not worry about what upgrades will do later and focus on using their strength while they are available and viable in combat.
This bonus is pretty huge early in the game and you will be free to trade Horses to Civs for gold or luxuries, as you do not need them for a very long time. You will still need trade routes to improve income, but I completely ignored Religion until I had a Holy City with some good beliefs that suited my play. You don't need to found a Religion with Attila; instead, elect to take another's and possibly even enhance it later with a Great Prophet put him in the Holy City.
Attila is meant to rush other Civs on his continent very early and does so incredibly well with his two ancient-era Unique Units, particularly the Battering Ram.
Rams in pairs can easily bring down poorly defended Cities with only a couple units Horse Archers to help fight off any defenders, as the rams themselves cannot melee attack other units. Depending how close your next rival Civ is, you may even rush tech to build a battering ram and crush them using only one or two of those with disregard for building your own first Settler. Some players have used them to conquer Capitals within 30 turns - they are that powerful!
Maintaining this early momentum is important for Attila. The Horse Archer is excellent at picking off units, while your Rams slowly plod through the map and chew up Cities. Attila's unique Bonus granting double Raze speed will come into play a lot. In the early game, you may want to take one or both Cities a Civ has settled, but if the second is in a poor spot, you'll want to Raze it and later put your own Settler in a better location nearby.
Keep those Cities that have a combination of many places to put pastures and food resources nearby, regardless of luxuries. The AI can settle Cities in really dumb spots, but you can burn them down and choose a better location later. Keeping bad Cities will only hinder your ability to continue to attack all of your continent. On a small Pangaea map, Attila would destroy everyone and be an easy play even on high difficulty Emperor or higher.
I kept about half the Cities I conquered in my first game with the Huns.Perhaps the most talked about aspect of Civilization V is how the game completely transformed the balance between tall a few large cities and wide many smaller cities strategies.
Civ 5: Civilizations and Leaders
With the announcement of Civilization VI, I have no doubt that this discussion will once again take centre stage amongst fans of the series when the new game releases. For the first time in the civilization series, Civilization V added penalties to the founding of new cities; a global happiness limit, an increase in technology cost, and brutally expensive national wonders for large empires. The result of these changes was that empires with a smaller number of cities were equally as viable, or even superior to large sprawling empires.
This made multiplayer very interesting, as players had to make important decisions between expanding and conquering, or sitting back and trying to win with more peaceful tactics.
So I decided to see if there was any relationship between the number of cities founded and the likelihood of winning. To do this, I turned to my dataset of game data from the multiplayer streamer FilthyRobot see the about page for more info if you are new to this site.
This therefore means that any conclusions we try and draw from the data really only apply to FilthyRobot as a player. In order to think about this, we need to make an important distinction.
I have therefore decided to use the number of cities at turn as a proxy for the number of cities in the overall strategy. The number of cities at turn therefore includes cities founded using settlers, as well as cities conquered with early war more on this distinction later. Below is a plot showing the number of games frequency with different numbers of cities at turn Just based on the sheer number of games with city openings, this might suggest that 4 or 5 cities is the sweet spot.
When we split this data into games played with the tradition or liberty policy trees, the pattern is consistent with how these social policies are typically used. This leads to the question of whether the most commonly used strategies city tradition, or city liberty are associated with an increased likelihood of winning.
Despite the fact that he used 3 city openings much less often, this does not seem to affect the likelihood of winning. There is a reduced win rate associated with 2 and 10 cities, which might represent the lower and upper limits. The similarity in win rate across different numbers of cities is perhaps not surprising, as a skilled player will know when founding a new city is a tactically sound move, and therefore wont employ a wide build unless the conditions will support it.
However, they have the benefit that the hard work of building infrastructure can be done by another player and taken advantage of by the aggressor, as well as the obvious advantage that an opponent loses cities in the process. To examine this, I looked at the win rate associated with different numbers of cities captured before turn Not sure how many of you guys follow FilthyRobot for Civ related stuff, but yesterday he released his tier list for Civ VI, ranked in terms of multiplayer power.
It follows as such note he ranks civs towards the top of the tier as better : Top Tier consistently game changing bonuses : 1. Scythia 2. Sumeria 3. Germany Strong Tier consistently strong or situationally game changing : 4. Russia 5. China 6. Arabia 7. Rome Decent Tier consistently mediocre or situationally strong : 8.
Aztec 9. Kongo Greece Gorgo Egypt Greece Pericles England Weak Tier consistently weak or situationally mediocre : India Japan Brazil France Awful Tier consistently inconsequential or situationally weak : America Spain Norway As someone who plays multiplayer a lot, I don't really see anything I disagree with, save for maybe that China is slightly overrated- I'd place them below Rome.
I think scythia should be disqualified due to the exploit in their UA. Not to mention double production of all light cavalry cavalry being the current go to option for military forever is a bit unbalanced in my opinion. Tier list is whack. FilthyRobot, never heard of 'em. Aztec is "decent tier"? Everyone's entitled to their opinions I guess. I tried to frame Scythia in the mindset that maybe Firaxis set out to make other more peaceful civs even better at non-domination victories and that Scythia wouldn't be able to even compare.
Couldn't find a downside to Scythia at all. Its hard to win if you're helplessly drowning in horse manure after you get trampled by a stampede. The only downside to Tomyris is that she isn't good at producing gold. It's possible to over-extend your army and go broke I'm not saying Scythia's downside is a tragic flaw, it's more like a fully shielded exhaust port on the Death Star.
It's a cakewalk to win the game with her, but likely your score wouldn't be high, if that means anything to you. I also agree with rating the Aztec higher. The longer they last in the game, the more powerful they become, and they already start tough with those meaty Eagle Warriors.
They would be situational on an island map with no neighbours or city states or barbs to conquer. Nearly any Civ would be, though. İleti: Back to Civilization V Go to the list of leaders. A civilization is a specific historical nation, which represents a player in the game.
Civilization 5 – Filthy’s Civilization Tier Guide 2.0
Each player adopts a single civilization at the setup of each game. Besides the name, history and leader, every civilization has a set of unique features which set it apart from the others and give it particular advantages These features are:. It is also the first incarnation of the series where the leaders speak their native languages. Oil resources provide double quantity. Your trade routes spread the home city's religion twice as effectively.
Oil resources are doubled. When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city. Can spend Gold to annex or puppet a City-State that has been your ally for 5 turns. Gains Culture for the empire from each enemy unit killed. All coastal Cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 HP damage if they end a turn on a mountain.
Melee units pay no movement point cost to pillage. Receives 1 extra Spy. Museum and World Wonder theme bonuses are doubled in their Capital. City-State Influence degrades at half and recovers at twice the normal rate. Raze Cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere. Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.
The first 3 cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources and can never be razed.This should help you come up with ideas for how you might like to play a certain Civilization. The ultimate goal of this list is to help you choose which Civilization to play by giving you a rundown of the bonuses you'll get when playing as that Leader. It is intended to be better than the in-game menu for choosing a Civ. Many players return to this list to pick who they'll play in their next game.
In the list below, these are labeled DLC Steam. It also makes Civ 5 one of the best Turn-Based Strategy games ever made. Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers. May only be built on Desert tiles, after Chivalry. Trade doesn't count, and only once per city. Land units gain War Canoe and Amphibious promotions - attack better from water with better sight and Combat Strength while embarked.
Uses City Names from other Civs. Simply a stronger Catapult that still has to set up. Capable of building Roads and Forts, the only Non-Worker that can do this. Use them to connect new Cities and help your workers in times of peace. It is merely a faster, more powerful version that Germany will be able to mass-produce easily thanks to their unique building. When they can't flee, they take more damage.
Horse, Iron, and Uranium give double quantity for larger armies or more trading. Units may cross mountain after the first Great General is born, but will take 50 damage if ending a turn on a Mountain. Loses 1 Move 3 but gains 2 Strength Your only method of taking control over other cities is to Puppet them with the Merchant of Venice UU. Venice gets the ability to purchase in Puppeted Cities.
These are spawned instead of Great Merchants, and you'll get a free one when you research Optics. Kris Swordsman Swordsman - Gets a random upgrade after Combat. Unfortunately, some Units may get cursed blades that reduce their effectiveness in Combat but in general, the Mystic Blades rock and you'll want to be careful not to lose Units with certain upgrades.
War Elephant Chariot Archer - Loses 1 move down to 3 but also ditches the Rough Terrain Penalty that costs a Chariot's moves should it move into rocky terrain.
The Knight's penalty to attacking Cities is gone, while they retain the ability to move after attacking - a very potent City raiding unit of the early-mid game. They can also move 5 hexes as opposed to the usual 2. Note the unit beneath the Khan will not be healed, so it's best to position them with units around to maximize the effect. Khans along with other mounted can retreat, wait a few turns outside combat range, and return fully healed.
This is easy to accomplish, as a GG stacked with the Hakkapeliitta will inherit the same moves 4. Carolean Rifleman - Starts with March, which will heal it every turn, even if it performs an action.
Keep a Medic nearby for maximum effect, so that it can get larger heals every turn, helping it last longer in combat and when attacking Cities. Mehal Sefari Rifleman - Costs vs for a Rifleman. Starts with Drill I, giving a bonus in Rough Terrain and good opportunity for upgrades straight out of a Military Academy. Melee units do not lose movement to Pillage, providing them ample healing near enemy Cities.
Also moves double through those tiles.