EGYPT
STARTING BONUS
Egypt may produce Wonders at half price, making them a cultural force to be reckoned with!
Ancient Era
Once they have reached the Ancient Era, Egypt is able to produce 2 Food from Desert squares. This means that Egyptian cities can be built - an thrive - in locales where no other Civ could.
Medieval Era
In the Medieval Era, Egypt receives free access to the Irrigation tech, allowing them to harvest a plethora of food from the "Wheat" resource.
Industrial Era
Once Egypt has reached the Industrial Era, all their Riflemen units receive a bonus movement point.
Modern Era
Egyptian Caravans in the Modern Era provide an additional 50% gold when they reach a city, making them an excellent source of wealth to spur an Egyptian player towards an Economic Victory!
GREECE
STARTING BONUS
At the start of the game, the Greek capital receives a Courthouse building, allowing its citizens to work more regions.
Ancient Era
Upon reaching the Ancient Era, the Greeks receive the "Democracy" tech for free, allowing them to increase Trade in all their cities.
Medieval Era
Medieval Greek cities produce more Great People, making it easier for them to win a Culture victory!
Industrial Era
Once they have reached the Industrial Era, the Greeks may build Libraries at half price, greatly increasing their technological research.
Modern Era
Coastal Greek cities will grow faster than ever, for once they have reached the Modern Era, all Sea regions produce a food bonus.
INDIA
STARTING BONUS
Indian cities are able to use any resource, even if they have not researched the tech normally required to utilize it. This means the Indians can out-produce (and out-science, out-gold and out-culture) just about any other Civilization at the start of the game.
Ancient Era
Indian cities grow more quickly once an India player has reached the Ancient Era.
Medieval Era
India receives the "Religion" technology for free upon entering the Medieval Era. This can be used to bolster their Culture with the Cathedral building or wage a holy war by adopting the "Fundamentalism" religion.
Industrial Era
Starting in the Industrial Era, India receives Settler units for half price, allowing their nation to grow faster than ever.
Modern Era
In the Modern Era, Indian cities may build Courthouse buildings for half price, allowing their cities to work more regions.
RUSSIA
STARTING BONUS
The Russian Empire sees all! Or at least, more than most. This is thanks to their starting bonus, which reveals a significant portion of the map.
Ancient Era
Plains regions worked by Russian cities provide extra Food, allowing them to take root in places the cities of other Civilizations would flounder.
Medieval Era
Upon reaching the Medieval Era, all newly-constructed Russian ground units receive the "Loyalty" upgrade, making them formidable foes when defending in their own territory.
Industrial Era
After reaching the Industrial Era, Russia may produce Riflemen at half the cost. And since these new units will automatically receive the "Loyalty" upgrade, this makes them some of the finest defenders in the game!
Modern Era
Once the Modern Era has been reached by the Russians, they may produce Spies at half price. Russian players can then throw monkey-wrenches in the clockwork plans of their enemies at a greatly reduced cost!
ZULU
STARTING BONUS
Zulu units are able to "Overrun" their foes more easily, meaning if their forces have significantly more strength than their opponents', they automatically win combat and receive experience points for their victory.
Ancient Era
Zulu Warrior units receive a bonus movement point once a Zulu player has reached the Ancient Era. This turns normally plodding Warrior units into cheap and quick recon units.
Medieval Era
Starting in the Medieval Era, Zulu cities grow more rapidly than cities of other Civilizations.
Industrial Era
Zulu Cities producing Gold in Industrial Era will produce 50% than usual.
Modern Era
Once a Zulu player has reached the Modern Era, they may produce Riflemen - some of the game's finest defenders - at half price.




). Besides being fun, these bonuses and abilities help build momentum that from the gate allows CivRev to move along at a brisker but still manageable pace when comparing it to earlier Civ titles.




Not just that, Barry adds, but if you capture a city that has [them] then you get them. Yet he also reminds us of how the long-term option has second benefit that is not obvious: having that GP be one of the (currently) 20 required elements discussed earlier to achieve a Culture Victory.
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