Mongolia, Persia, Rome, Russia, Spain
Mongolia - Keshik (Horse Archer)
Genghis Khan - Aggressive/Expansive One of the few leaders to carry effectively the same traits as he did in C3C, the leader of the Mongolian Horde is considerably more dangerous now. Probably the strongest threat for an early Sledgehammer, Genghis's traits are well-designed for early, aggressive action: cheap barracks, a promoted, fast-moving UU, and cities that are likely to grow quickly and unhindered. When facing Genghis, take care that you watch his military strength in comparison to yours, and have a very good sentinel net. Horse Archers that ignore terrain types can wreak havoc on unprepared players. The good news for Genghis's opponents, though: it's very easy for a Genghis player to exhaust himself through his attacks, and find himself behind technologically and development wise... provided you survive long enough to see it. The Aggressive/Expansive trait combination is probably the worst late game combination of all, however. When all barracks and granaries are built, no Gunpowder or Melee units remain, and 2 health is a very small part of the picture...make your mark early, as you won't have any help making it later! Early Game: STRONG! Mid Game: Average Late Game: WEAK! |
Kublai Khan - Aggressive/Creative Much like Genghis, but instead of making big cities, Kublai makes happy ones. Instead of more population, Creative allows the population you have to work, rather than being cranky about that gosh-darn-old "getting conquered" thing. Kublai also (Creative "Walls") has an easier time defending his holdings... though it will take him longer to get them "maxed out" than Genghis will. Early Game: STRONG! Mid Game: Average Late Game: WEAK! |
Persia - Immortal (Chariot)
Cyrus - Creative/Expansive Potentially, Cyrus can be quite the pointmonger - with his traits, his borders will expand rapidly and his cities grow quickly. Technology and wonders, however, are also significant factors. More interestingly, Persia has a UU that is potentially as dangerous as a Que'Cha or War Chariot: the Immortal. Despite the fact that it is available with the Wheel, it is a mounted unit, and one that specializes in anti-archer activities. You can be quite sure your Immortal will beat an archer, but there is a downside - since their bonus is specifically anti-archer, warriors can nearly handle them (on some terrains, especially, two warriors can be counted on to beat a single Immortal) and bronze-users don't even really need spears: axes can bring down Immortals just fine; a strange turn for C3C's strongest ancient melee unit! Unfortunately for Cyrus, he also suffers from the need to be very successful early on, as his traits wane in effectiveness rather badly as the game progresses. Early Game: Above Average Mid Game: Average Late Game: WEAK! |
Rome - Praetorian (Swordsman)
Julius Caesar - Expansive/Organized For whatever reason, Rome has always been a very popular civilization - perhaps not to play, but certainly admired. While C3C did Rome no favors in playability, CIV gives you quite a reasonable chance to rule as Caesar. Unsurprisingly, everything about the Roman strategy is bent around a single facet: the Praetorian. Caesar's traits - Expansive and Organized - both work very well in the hands of a conqueror. Grow your cities fast (Exp) and go conquer. When you take an opposing city, pay low maintenance on it (Org) and go attack another city while your newly conquered holding also grows quickly under your health and granary bonuses. While you still need to work hard to develop your industry, and iron is still a requisite, if Rome gets on a rampage, they can be very tough to stop. This trait combination also serves them well in the mid-game, where Organized truly begins to shine and Expansive allows cities to "max out" quicker, as well. Rome can actually use its Praetorians as pretty effective defenders for quite awhile, if you're having a strangely passive day. Early Game: STRONG! (with iron) Mid Game: Above Average Late Game: Average |
Russia - Cossack (Cavalry)
Peter - Expansive/Philosophical Peter is a strong candidate for "Great Scientist machine." His strategies require a great deal of skill to implement effectively, but done well, Peter can be quite impressive. Consider: an expansive civ is going to enjoy a natural advantage in growth, and philosophical requires specialists to truly leverage. You can effectively "grow normally" or thereabouts and leverage lots of specialists - often one or two per city. Particularly with an early research path of Agriculture-Pottery-Writing, you can farm as needed, slap down a few cottages, and build a cheap library... all you need to start generating Great Scientists to further your cause! Militarily, Peter is a lot less impressive with his traits, but oftentimes, you can gain enough of a technological advantage to overcome this. Early Game: Average-to-Above Average Mid Game: Average Late Game: Average |
Catherine - Financial/Creative Besides being the most visually appealing leader, Catherine has a trait combination that will be quite popular with Castle players. If you're looking to get the most of your land and improve your commerce in peace, no trait is better suited than Financial. Creative, though, functions excellently in its double role as "quasi-walls" and a theatre-cheapener. More theatres means less money spent on the luxury meter, and more on either Commerce or Research, where it should be. The Cossack, while not the shining star of Catherine's strategy, makes for a nice unit in the midgame. Castle players should definitely give Catherine a second look.. for the right reasons, of course. Early Game: Average-to-Above-Average Mid Game: Above Average Late Game: Above Average |
Spain - Conquistador (Knight)
Isabella - Spiritual/Expansive Pretty much everything that was said about Cyrus applies here, except that Isabella uses religion to pacify her rapidly growing empire, rather than art. Her Unique Unit arrives later - and is considerably more potent. Combined with such civics as Organized Religion, her large cities can quickly produce quite a few structures - or spread her religion even further. (Alternatively, you could pull a quasi-Peter strategy with Pacifism.) Isabella's one weakness is that she needs to get off to a strong start; but if she gets a good solid start going and is able to really leverage religion, Theocratic, Vassal-based Conqusitadores pouring out of her Angkor-Wat-fueled temple cities can be the last thing you'll ever see. Early Game: Above Average Mid Game: Above Average to STRONG! Late Game: Average |
Thankfully, there are no "super traits" in CIV, so you'll find all the leaders are somewhat playable. As always, if you find your own thoughts differ, please feel free to post here - a good discussion about a leader will benefit us all!