Greece, Inca, India, Japan, Mali
Greece - Phalanx (Spearman)
Alexander - Aggressive/Philosophical Mister Flexible! Alexander has more potential for changing as needed than perhaps any other civilization. Consider: His Phalanxes are 5-str spears (with Aggressive's trait bonus, 5.5) making them as viable as Axes when attacking cities, and making mounted attack against them suicidal for horses, and dangerous for knights. If it turns out military action isn't on the agenda, Alexander can lean on his Philosophical trait and still manage a fairly decent showing with libraries and Leaders. While his traits don't work together well at all, it gives Alexander a "foot in the door" in both realms... something very few other leaders can claim. Early Game: Above Average Mid Game: Average Late Game: Average |
Inca - Que'Cha (Warrior)
Huayna Capac - Aggressive/Financial Warrior rushing in CIV is pretty much impossible; CIV was designed with that in mind. There is one civ, though, that can ignore that rule - and does so very well: the Inca. Their UU, the Que'Cha, is a tremendous threat in the earliest stages of the game. With its doubled strength against archers, the Que'Cha can expect nearly even odds against archers defending cities, and better than even odds in the field. Since the unit is considerably cheaper than the archer (not to mention available immediately,) they will typically arrive in large numbers. What's worse, once you build a barracks, the Que'Cha can come out promoted with Combat I and Shock, making them dangerous to warrior-guarded cities as well. Take heed - if you are facing the Inca on a smaller map, find a non-archer, non-warrior defensive solution quickly, or risk being mobbed. The Inca are also quite potent after the era of Que'Cha rushing is complete, because of their trait combination: their financial strength makes it easier for them to come back from the slow tech start they may have had due to their rushing, and the aggressive trait is potent for quite some time into the game. It's only in the last days of warfare that the Inca start to falter; when economies are already booming for everyone, and war-by-machine renders the Aggressive trait moot. This one will be quite a popular civ in ancient start MP. Early Game: STRONG! Mid Game: Above Average Late Game: Average |
India - Fast Worker (Worker)
Asoka - Spiritual/Organized India is the ultimate builder-style civilization in CIV, but that doesn't mean it has no place in MP. Asoka is probably the leading "low cost" civilization, potentially, of all the leaders. As an Organized civ, the cost of expansion is low - civics don't hurt as much - so Asoka can expand pretty aggressively. If you are careful to spread a religion as you do so, the happiness of your people isn't likely to be an issue either. Throw in cheaper temples (more happiness) and cheaper courthouses (even lower city maintenance) and you've got a leader with a great deal of potential for keeping commerce going where you want it to go. Bringing in that commerce is easy in the hands of Fast Workers but make no mistake - you must be a skilled builder who actively seeks out the advantages of civics and religion to bring Asoka's power to bear. Early Game: Average Mid Game: Above Average Late Game: Above Average (Organized really takes hold here) |
Gandhi - Spiritual/Industrial People used to laugh at poor Gandhi. Then, in C3C, his elephants got some power to them, and people took him more seriously. Now, in the hands of a skilled builder, Gandhi can ram his vegetarian curry right down your throat. Although it will take him a bit to get going, Gandhi can be downright scary if he gets his hands on the Angkor Wat, especially. Gandhi, of all the leaders, has the most "production potential" since his temples and forges are both inexpensive. Give Gandhi a high-food start and stone, and you have a recipe for a beating: he'll score the Angkor Wat and the Hanging Gardens at a tremendous discount (1/3 the normal cost!) and run you into the ground with production and commerce. If he gets the Parthenon, too, he'll sew up every religion he wants, as well. While Asoka runs low-cost, Gandhi makes up for it with production power. He needs breathing room to get started with his Fast Workers, but if he does - Gandhi is a power Castle civ, not to be ignored. Early Game: Above Average Mid Game: Above Average Late Game: Average |
Japan - Samurai (Macemen)
Tokugawa - Aggressive/Organized Tokugawa's traits are those of continuing conquest - Aggressive to begin them, and Organized to maintain them, keeping your costs for all your newly conquered cities down. Unfortunately, his weakness is that he has no real benefits to get his conquests going - this is completely reliant on the player. His Unique Unit, an improved Macemen, is certainly not bad by any means, but Macemen are really just city attackers, and so the Samurai's use is, again, strictly related to conquest. If you have enough confidence in your builder skills to get an engine of war going, Tokugawa will help you to keep the war going in your favor, but generating the momentum is strictly up to you. Early Game: Average Mid Game: Above Average Late Game: Average |
Mali - Skirmisher (Archer)
Mansa Musa - Spiritual/Financial Mansa Musa will probably be a popular leader with novice players and highly advanced players, with little in-between. Novice players will look at the Skirmisher, recognize its defensive potency, and defend with them. Advanced players will note the Skirmisher's ability as a pillager/rushing unit and consider aggressive action. Mansa Musa is also a curiousity - he's the only Spiritual leader who does NOT start with Mysticism, making it rather unlikely that he will get one of the early religions. Monotheism, Confucianism, or Philosophy are more likely religions - getting Christianity or Islam, while acceptable, tends to be rather poor use of the Spiritual trait. (Though this may work well if you plan on switching from Choke to Castle as the game progresses.) Mansa's financial trait combines nicely with the spiritual one, bringing in potential commerce from two sources - temples and tiles. All in all, Mansa is a well-rounded leader; capable of aggressive early action, or turtling quite well for his own building instead. Early Game: Above Average Mid Game: Above Average Late Game: Average |