Needless to say, this is a great building.Ĭomments: Diplomatic Marriage makes Austria and incredibly unique and dangerous opponent. +10% for only buildings), +25% great people generation. Unique Building: Coffee House: Replaces Windmill. Great unit both for scouting and rapid assault. A faster cavalry unit designed to overwhelm your opponent with. Special Ability: Diplomatic Marriage: Pay 500 gold to Puppet or Annex an allied City-State. (Available from the Gods & Kings Expansion) Combined with the ability to outright steal technologies, your main focus should be on your military forces and expanding through conquest. A city surrounded by units which are supported by one or two Siege Towers will only survive under the most fortunate circumstances. These units are devastating to cities and if supported with the right units are close to unstoppable as they can turn mediocre siege units into more than adequate ones. Rush to Siege Tower technology and if you can get your Siege Towers in range of enemy cities, you’re pretty much unstoppable. Assyria is made for conquest and has some of the best tools in-game to make said conquest happen fairly early in the game. This stacks with barracks and other bonuses.Ĭomments: This one is incredibly straight forward. Once filled, this gives +10XP to any units trained in the city.
Unique Building: Royal Library: Replaces Library. Strength 12, Cover I promotion (ranged defense), +1 to sight, +200% bonus vs Cities and most important of all: any units within 2 hexes gain +50% attack bonus vs Cities. Is a melee siege unit rather than ranged, but does not require set-up. Unique Unit: Siege Tower: Replaces Catapult. The former owner must already have discovered the technology, this must occur through military conquest and can only happen once per city.
Special Ability: Treasures of Nineveh: When a city is conquered, steal a Technology from its owner. (Available from the Brave New World Expansion) Arabia is still a decent trading nation purely due to the Bazaar and the prospect of Oil exports later in the game. Don’t be too tempted with the additional range of caravans as trade routes over land are nowhere near as lucrative as those by sea. The Bazaar is still a very powerful building – but Arabia has lost a little of it’s economic capability with these changes and is slightly better suited at a religious pursuit now. Oil is a requirement for many of the stronger units in the late game, and allows you to field large numbers of carriers and bombers. The double oil benefit is far more important than it might seem, but you will not notice it until the late game. This is fantastic for trading, especially if said resource is scarce.Ĭomments: Arabia has lost it’s +1 gold bonus to trade routes in Brave New World and had it replaced with +50% extended range to caravans and an increase to the spread of their religion. Oil and Oasis tiles yield a bonus of +2 gold. Unique Building: Bazaar: The Bazaar replaces the Market and provides an additional copy of each luxury resource being worked on by the city. Attacking over 2 hexes is extremely valuable on such a fast unit at the medieval stage of the game – this is a great unit. Unique Unit: Camel Archer: Replaces the Knight and provides a ranged unit rather than a melee one. Oil (strategic resource) provides double quantity. Trade routes spread religion at double effectiveness. Special Ability: Ships of the Desert: Caravans gain +50% extended range. America can work for any play style, but never really shines compared to other choices. The Minuteman can be useful for further exploration. The B17 is fantastic when laying siege to cities, but doesn’t come into play until very late in the game. The 50% discounts when purchasing tiles is honestly not that great, it will save you a bit of gold here and there but it won’t make a significant difference. This is a decent unit, but it’s obsolete quite quickly.Ĭomments: America’s +1 sight for land units should not be underestimated when it comes to exploration or preventing Barbarians from spawning near your territory. Position units strategically to get the most out of this. Gains points toward Golden Ages from victories. Unique Unit: Minuteman: Ignore terrain movement costs. This normally takes a few upgrades, so this is a great unit for the early stages of the late game. Starts with Siege I and Evasion – which reduces damage from air interception by 50%. Unique Unit: B17: Replaces the Bomber unit. Special Ability: Manifest Destiny: All land units have +1 sight and a 50% discount when purchasing tiles in cities.