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The Civs: Europeans
Spain -- Easy
Gunpowder, Monotheism, Magnetism, Monarchy; Militaristic, Religious, Expansionist
The Spanish start out with plenty of Conquistadors (their unique unit) and Settlers jumping at the chance to make their fortune in the New World (4 Conquistadors, 3 Musketmen, 5 Settlers, 2 Light Cannon). They also start with a Caravel. Spain’s real strength is conquest, and one great strategy is to go after the Aztecs before they can build up plenty of very mobile defenders.
England -- Easy
Gunpowder, Monotheism, Magnetism, Monarchy; Industrious, Commercial, Expansionist
England is ready to Colonize rather than conquer, but they have a competent military and growing sea power (4 Settlers, 3 Musketmen, 2 Trappers, 2 Light Cannon). They start with a Caravel. The British unique unit, the Man-O-War, allows you to rule the seas but does not seem to be of much use against enemies lurking in the forests.
Portugal – Moderate
Gunpowder, Monotheism, Magnetism, Monarchy; Religious, Commercial, Expansionist
The Portuguese originally concentrated on finding a route around Africa but were granted Brazil as well by the Pope. They have a good navy but are not as zealous as the Spanish. (2 Light Cannon, 3 Musketmen, 3 Settlers). They start with a Caravel and a Carrack.
France -- Moderate
Gunpowder, Monotheism, Magnetism, Monarchy; Scientific, Industrious, Expansionist
France is also set for colonization but is focused on the fur trade as well (3 Musketeers, 3 Settlers, 2 Trappers, 2 Light Cannon). They start with a Caravel. The unique Musketeers weren’t historically active in New France, but Trappers were not useful enough as a replacement. So Trappers can be built by all northern Civs and the Musketeers remain.
Netherlands -- Difficult
Gunpowder, Monotheism, Magnetism, The Republic; Scientific, Expansionist, Commercial
The Netherlands look to make a tidy profit through colonization and trade, but don’t have the population or military resources of other countries (2 Settlers, 2 Musketmen, 2 Light Cannon). They start with one Caravel but may soon build their unique sea unit, the Merchantman.
The Civs: Native Americans
Aztec -- Easy
Bronze Working, Ceremonial Burial, Masonry, Mathematics; Religious, Militaristic
The Aztecs occupy Central Mexico and have the most advanced Native civilization. Their large cities, road system and unique Jaguar Warriors also contribute to their success. The Aztecs also usually benefit from being left alone early by European AIs. Their large cities allow them to get a jump on building Ancient wonders, and they are associated with Chichen Itza, Colossal Olmec Heads, Temple of the Sun, and The Calendar.
Inca -- Easy
Ceremonial Burial, Warrior Code, Masonry; Expansionist, Commerical
The Inca built the largest empire in the history of the Americas before the arrival of the Spanish. Their great public works, including an extensive road system, were key to their organization. Their unique unit, the Mit'a were subjects pressed into mandatory service, either as workers or warriors.
Apache -- Moderate
Warrior Code, Pottery, Ceremonial Burial; Militaristic, Commercial
The Apache represent the Tribes of the American southwest. They were also some of the last to oppose the Europeans in battle. They can build both Mounted Warriors and Expert Riders, and are associated with the Ghost Dance Wonder
Nez Pierce -- Moderate
Ceremonial Burial, Pottery, Horseback Riding; Industrious, Religious
The Nez Pierce represent the native tribes of the Pacific Northwest and Columbia River basin. They took to horseback riding readily, and some traditions hold that they possessed horses since crossing over the Bering straight 10,000+ years ago. They start with Canoes and can build Mounted Warriors and Expert Riders.
Sioux -- Moderate
Ceremonial Burial, Warrior Code, Pottery; Militaristic, Expansionist
The Sioux represent the Great Plains tribes. They quickly adapted to horseback riding and held off against European/U.S. aggression very effectively. They can build both Mounted Warriors and more powerful Expert Riders.
Cree -- Moderate
Currency, Pottery, Ceremonial Burial; Industrious, Commercial
The Cree ranged from the Great Lakes to the Rocky Mountains and from the Great Plains through much of Canada. They were good traders and are one of the largest native populations today. They can build Mounted Warriors and Trappers and have Canoes.
Iroquois – Moderate
Pottery, Ceremonial Burial, Code of Laws; Expansionist, Religious
The Iroquois were a confederation of tribes whose laws influenced the U.S. Constitution. They took sides in the fight between the European powers and later the U.S. They can build Mounted Warriors and Trappers. They are also associated with eh Great Serpent Mound Wonder.
Cherokee -- Moderate
Warrior Code, Pottery, Currency; Industrious, Scientific
The Cherokee represent the tribes the inhabited the Appalachian Mountains and the Southeast. They attempted to adopt European-style farming and culture but were still pushed off their territory, forced to walk the Trail of Tears. Likewise, their success in the game hinges on how long they can expand and advance with out facing a technologically superior enemy. They can build Mounted Warriors.
Tupi -- Difficult
Warrior Code; Industrious, Religious
The Tupi occupied the South American rainforests and coasts. They were well known for their amazing Bowman, who serve as their unique unit.
Arawak -- Difficult
Pottery, Currency; Religious, Commercial
The Arawaks inhabit the Caribbean islands and may have been the first natives The Europeans made contact with. They would rather trade than fight, and start off with Canoes. Their main disadvantage is widely spread, sparsely populated island territory. If the Spanish arrive on one island, don’t expect to get your reinforcements quickly from cities on three others.
Micmac -- Difficult
Pottery, Currency; Commercial, Scientific
The Micmac occupied eastern Canada and were great trading partners with the French. They adopted many European ideas and many married Europeans. Their real disadvantages are low populations growth and early contact with Europe. They start with Canoes.
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Game Changes:
* The tech tree has been greatly altered to allow European civs a big advantage. The Middle Ages correspond with the sorts of advances that allowed European colonization of North America. Thus, astronomy, invention, chivalry and gunpowder were moved back to Ancient Times, where gunpowder becomes the necessary advance to reach the next age; monotheism, engineering, magnetism, and monarchy now begin the Middle Ages. Also, fuedalism has been replaced with a new advance, mercantilism, which is now necessary to develop banking. Magnetism and Navigation have been rearranged to fix the perplexing original arrangement.
* Roads only allow 2 moves instead of 3, reflecting trails and poor dirt roads.
* Roads have already been set up along major rivers, allowing rivers to connect cities for trade.
* An attempt has been made to simulate the spread of disease among Native Civs by placing their starting cities on Flood Plains.
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New Win Condition:
The Spaceship parts have been replaced by Founding Fathers, and there are 10 Founding Fathers you must attract (well, build) in order to Launch a revolution. The Spaceship screen has been replaced by the Continetnal Congress, but I'm still working on replacing other aspects, so don't be surprised by some weirdness.
Father Tech
Peter Minuit Mercantilism
Ferdinand Magellan Navigation
La Salle Nationalism
Hernan Cortes Gunpowder
Benjamin Franklin Education
Thomas Jefferson Democrasy
George Washington Republic
Simon Bolivar Military Tradition
Bartolome de las Casas Theology
Thomas Paine Printing Press
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