Civilization V

Civilization V

Civilization has released additional material. The Civilization V here, might be considered the plain-vanilla version.

Unlike most games, civilization is difficult to review. This review style focuses on game play. There are quite a few videos out there that show how nice the units and hexagonal terrain look in Civilization V.

Some have mentioned bugs in the game play that can be annoying, but downloading patches will get rid of those problems. The author has not noticed any faults with the game; it works just fine.

If you’re a Civilization fan, then this game should grab your attention. The new style of play, and the really great look of game tiles makes “Civilization V” something that is really worth purchasing.

Also Civilization V game play has changed considerably and is almost a new game in some ways. Some experienced Civilization 4 players even admit they had to put the “L(earner) Plates”  back on, because the new Civilization V game mechanics had them puzzled.

Winning the game

Civilization V might have a lot of combat in it, but there’s a strong flow of tactics that are not military in nature—well okay you can win by destroying all the other empires so that’s very combat orientated.

Winning the game by non military methods involves a lot of long-term planning and making sure that the other civilizations are not able to win by taking another path to victory. This does not mean your empire will not fight battles, rather that your empire is more focused on getting the time and space to win the game in a way that doesn’t focus on destroying all the other players or non-player civilizations.

This sort of game that focuses on “long-term non-military victories” requires a lot of focus on getting constant up to date intelligence on what is going on in the game, and guessing at what direction to victory your opponents are planning to take in the long run.

If you left the Time Victory on, then there is also a chance that you will run out of time to achieve the victory you desire—and that can be very frustrating if you have invested a great deal of hours to get to the stage you are now at. If that happens to you, then you might want to turn off the Time Victory at the start of the game… to avoid this possibility. The other option is to invest in a contingency (alternative) plan, that allows you to still win, should the timer run out, and the Time Victory is calculated for each of the surviving civilizations.


As all good Civ-Players know, there are going to be periods throughout your world’s history where combat plays a big part. So how does combat work in Civilization 5?

The combat system in Civilization 5 is very different. For a start there are hexagonal tiles, and only one unit can occupy a tile now!

Fortunately, when you select a unit, and hover over the unit you intend to attack: you do get an indication of how well the attack will go!

However, with faster units the prediction will not be accurate if you move them away from nearby units. In such cases it’s a good idea to move units as a whole to maintain any bonuses before you actually make the attack!

When you move your troops into enemy territory they cost more to maintain, and thus the troops will cause the amount of gold you get per turn to be less. Golden ages provide extra gold.

Zones of control extend one out from your units tile and form a front line that enemy units cannot bypass—because they lose all their movement points when they move to a hex that is next to your unit(s).

Mounted units ignore the above rule: they can move after attacking; and conduct hit and run raids. Thus enemy mounted units don’t lose all their movement points when they move to an adjacent hex to your units.

Every unit has 10 hit points and cities have 20 hit points. If you capture a city, you get some gold and you can annex, create a puppet, or raze it. You cannot raze city states or capitols.

One thing about defeating cities is that it takes some planning and a need to understand that some units can’t fire over obstacles (like archers), and other units can fire over obstacles (those with the indirect fire promotion who are using a spotter unit for example).

Puppet cities are AI controlled and create less unhappiness then an annexed city, but you must improve the land around it.

If you annex a city it will create unhappiness.

If you raze a city it will cause diplomatic consequences throughout the world.

Your units still get combat experience from combat and that results in a promotion that makes the unit more specialized. The exception to this rule is that experience from barbarians is capped; a particular unit can only get so much experience for fighting barbarians.

There is also a general combat promotion that leads to a great general. Great generals are not combat units (you can stack them with military units); instead they have special abilities. One of these special abilities is to boost adjacent unit combat experience.

You can further boost a unit’s combat experience by owning buildings like the barracks and surrounding enemies and thus getting a flanking bonuses as well. Cities cannot be flanked.

The Basic units remain much the same:

Giant Killer Robot

The Scout

Scout:  An early unit that is very handy to have. Unfortunately, barbarians seem to love killing them, probably because this keeps the map as dark and unexplored as possible.

Melee Units

Melee Units: needs to be adjacent to other units to attack. Once they win, they move into the losing unit’s tile—if they don’t do sufficient damage, the attacked unit survives and a stalemate occurs. Melee units can also pillage go destroy the enemies’ or your own structures.

Melee units get an advantage from attacking down hill.

Ranged Units


The game Civilization V (correct name), Civilization 5, Civ V, or Civ 5 can be played online against other people. It also has a community of people who comment on the game and even exploit various tactics that might be considered powerful, game winning, and on occasions “cheats”. It’s the authors opinion that there will be some patches and tweaking of the game rules, and how units operate. It is for this reason that the “Civilopedia V” has on purpose remained vague on details concerning rules and units.

Even so, there’s a considerable amount of detail in the “Civilopedia V” that one can read about, and on the surface, the units and various hexagonal tiles are quite well described. This is the sign well designed computer game that looks like it has solid rules and yet in the background the game designers still have the ability to change details about probability distributions (random outcomes), and combat interactions such as ranged fire–line of sight is discussed here for example.

Does the author think that “Sid Meiers and his game design crew “take notice of “the Civ Community:” ABSOLUTELY…UNRESERVEDLY…  YES.

So yes there probably will be changes to the online game and possibly the single player version if the community wants it!

Still… it would be nice if the Civilopedia made line of sight and indirect fire a little more clearer some time in the future. Unfortunately line of sight can become complex to explain on occasions.

Also because you can not stack units anymore: positioning becomes much more important. This is why it becomes critical to understand how ranged combat works—because there’s nothing worse than attacking in formation and finding out your ranged units can’t fire on a city for example.

A simple way for you to test line of fire is by trial and error on the map. To do this bring a ranged unit and another unit—like a melee unit—to see if it can act as a spotter (the melee unit must have direct sight to the opponent the ranged unit wants to fire at). In unexplored sections of the map, or where your empire does not have line of sight (usually two hexes from your empires borders) you can actually see what line of sight your unit has by looking at the darkened hexes around it.

Doing this experiment will often result in you finding out that your ancient era unit can on certain occasions see 3 hexes away–instead of two.

The complexity for ranged units comes about because some ranged units can not use indirect fire, and so a spotter in such cases is of no use. In this case a player needs to understand how line of sight works.

If your ranged unit can not use a spotter then it needs direct line of sight to the target.


Line of sight is blocked by the following:

  1. Hills
  2. Forests
  3. Jungle
  4. Mountains

To get line of sight your unit can hop on a hill. However getting on a hill does not insure you can see the target in certain situations. If you are on a hill: the following will block your line of sight to a target:

  1. Mountains
  2. hills with forest or jungles on them

If your unit does not naturally have indirect fire, it may be possible to get it as a promotion—gained from combat experience—that gives you “indirect fire.”

Line of sight in actual practice

Line Of Sight (LOS)

Line Of Sight (LOS)


  • H:    hill
  • HJ:  hill with jungle on it
  • HF: hill with forest on it
  • M:   Mountain
  • F:    Forest
  • J:    Jungle
  • P:    Plains

Here is an example of line of sight. All the squares that are lit can be seen. The red lines with arrows indicate what path “line of sight” takes to see a hex that is two or more hexes distant.

Notice that the mountains are so high that even the hill that normally blocks line of sight fails to do so in this particular case. Another thing to notice is that the mountain is so tall that it can be seen from 3 hexes away—the scout can normally only see out to a distance of 2 hexes.


There is some confusion out there about if line of sight works as expected. If there is problems with line of sight then it would be expected that this would effect combat.

Here is an example of a puzzling line of sight (Jan, 2012)

Line of sight puzzle

Line of sight puzzle

The lines that only extend 1 hexagonal out, and have an arrow at the end of them: point to either hills, or a mountain.

The remaining red lines run along snow tiles & a single tundra hexagonal tile—with animals on it. The red line with arrows on them represent the path “line of sight” takes to make certain tiles that are 2 or more hexes distant visible (lit up).

The hill tiles that are visible at a 3 hex range, are only visible because of their height. However the two “darkened” hills circled and containing a pink question mark—at a 3 hex range—should be visible (lit up) but are not. Why is it so? Is this a bug?

Perhaps it’s meant to be the opposite way around—the circled hexes with the pink question marks should be dark (as they already are); and the opposite side should also be dark, and not able to be seen!


If your ranged unit does have the indirect fire attribute/promotion then it can use a spotter to negate the line of sight rule. For the spotter to succeed, it must have a line of sight to the target as per the above line of sight rules.

If the spotter is a mounted unit or a unit with lots of move points it may be able to pull out of range (and possibly the line of sight) of the city and/or its defending unit once it has done its spotting duties.

Some ranged units have sight that is less than their range; these units depend on spotters to work effectively.

The Different Types of Ranged Units


Ranged Units: can’t capture cities or conduct melee; they can however capture non-military units like workers. They like high ground (otherwise their fire—line of sight—may be blocked by obstacles). See the above heading for more information on-line of sight issues and indirect fire: “the complexity of the ranged unit—line of sight”.


What units have indirect fire? Answer: There is no mention of this topic in the Civilopedia V; so the current article will assume that any unit without the direct fire promotion/attribute will need direct line of sight to target before it can fire.


Siege Units:  While more powerful in ranged combat then even the ranged units—especially when attacking cities, they are often large, slow, get less defensive bonuses, and also have a weak defensive melee value.  These units get bonuses when attacking cities. It’s a good idea to defend siege units in a similar way to the ranged units.

Check if your siege unit has indirect fire—if it does then it can fire over obstacles if a spotter unit is available. See the above heading for more information on-line of sight issues and indirect fire: “the complexity of the ranged unit—line of sight”. Siege units are a must for attacking cities—otherwise casualties can be high.


Mounted Units: similar to melee unit in it can only attack adjacent units. Also they can move quite far, and has a very high combat value. They can conduct hit and run attacks as they can move after their attack—this is very handy when destroying siege units. The disadvantage of mounted units is they do not get the cover bonus. Horse units are also a favorite scout unit for the author.


Mounted Units that are archers (includes elephants, chariots, and even camels): these units are very similar to archers but they move a lot more quickly and may have stronger attacks and defense values.


Air Units: need a lot of technology and so come in later in the game.  Air units are based in a city, but they extend the sight out to 6 hexes. Air units can strafe/bombard, sweep, and intercept. You sweep an area to prepare it for bombardment, and invasion.  Intercept defends your territory.


Helicopter Gunship: They can move to places no other unit can move to and have bonuses when attacking tanks. They suffer no terrain costs to movement. In deep water they enter sea-transports—these units are not made by you, but rather created by the unit when it enters the sea, and uncreated when the unit go back onto land.


Submarines: Can enter Ice tiles and are invisible to most units. Nuclear submarines are good at hunting other submarines. Submarines can be seen by destroyers and these vessels get a +100% bonus when attacking submarines—so stay away from them if possible.

In practice it seems that submarines are not always invisible if they move too close to a opponent—a Caravel (ship) saw, and attacked a submarine that was 1 hex away for example.


Carriers:  can carry up to 3 aircraft. Since Civilization V demands that aircraft be based in a city or aircraft-carrier, these units can be quite valuable in providing air cover for the fleet and extended range of attack. Atomic bombs can also be carried on an aircraft carrier.


Naval Units: There are no transports. When your land units enter the sea they build ships and get into them. However land units in transports are weak against naval units.

Naval units can bombard units and cities, but they cannot pillage improvements.

However land-units that have embarked into ships my attack a city by un-embarking directly into that city, especially if they have the amphibious combat bonus.

The author generally only focus on naval units if the first or second city ends up near the sea, on an Island, or thin land strip surrounded by seas. When units need to cover a large land mass (the maps choose by the author before the game begins) the need for naval units can be ignored for most of the game.

Using naval units significantly changes the way long-term goals and plans for an empire in civilization V are made—the most obvious change being how the technology tree is used.

Later on in the game—after the renaissance era when the units become more diverse, a navy is probably something that most players can not avoid making use of.


Also in the later eras: don’t count out other empires leader’s influence: the Ottermans Empire, for example, can maintain a larger navy as they only pay half the maintenance cost for that navy.

Other leaders get 2 times the resources and that makes them dangerous when using modern armies; because they can—due to the fact, for instance, that they have double the amount of oil, or uranium resources—field modern armies that have twice the number of units of a particular type.


Cities: In Civilization 5 cities can defend themselves. They have both a ranged combat value and a melee value. Policies, population and defensive buildings (walls for instance) can improve the cities combat values. Putting a unit in a city will also improve your cities combat strength—but you risk losing that unit if a city is invaded. Units like archers that are stationed in a city can also fire at an enemy and this does not prevent the city from firing at an enemy unit also.  Building a city on a hill for instance will also increase its defensive bonus.


Resources: Taking strategic resources away from your enemy can cause their units to suffer resource penalties making them less effective at combat. This means you also have to defend strategic resources. Pillaging does not destroy an improvement; it can be repaired using workers (that you may have captured when you began the invasion).


Trade Routes

Trade Routes: are very important for earning income. To make a trade route: you have to build roads between your cities that lead to the capitol; or you can build a harbor if the city is near the sea—but you will need another city that is near the sea, has a harbor, and is linked by the road network to the capitol city.

Later on in the game you may want your cities citizens to focus on food, production, gold, science, culture or great people. My favorite focus is production because you can build stuff much more quickly.

Railroads can increase production and trade, but it costs a lot of gold to maintain.


Wonders: give you culture and great people points. There are not as many that become obsolete as in previous games.


World Wonders (also simply called a wonder): Only one of these can exist in the world.


National Wonders are available to all empires. An empire may only have one of a particular National Wonder.


Strictly speaking: this type of wonder is not really considered as the same class of wonders as the other wonders here. They are not built, they already exist on the surface of the world–all you need to do is find them.

Natural Wonders: They are scattered throughout the world. Only one of each type exists in the world. When an empire finds them they get +1 happiness for the rest of the game. They also give various benefits if a cities borders surround them.


Projects are considered modern-day wonders.

Projects: Some projects can result in a victory for the first ones that complete them. The Manhattan project grants the empire nuclear weapons.

Great People

  • Can start a golden age
  • Are generated in general by wonders, population levels, and specialists
  • Each type has a different special ability: keep an eye out for the artists culture bomb!
  • Generals may also boost the military abilities of nearby units


Produces Calvary


Produces swordsmen and ships.

This innocent “iron” resource can break an early civilization if you deny it to your opponents. It can also be pillaged as a method of invasion and this will causes the eventual loss of swordsmen for example as no Iron is available to build them anymore.

Kicking the opponent’s expansion and technology backwards early in the game can give you a winning edge for the rest of the game and it’s a tactic that is well worth considering.


So here is the tactic to make sure you have Iron. Explore the map as fully as possible. Yes that means making a scout very early on in the game! This exploration will come in very handy later on, as you also need to reveal coal, oil, aluminum, and uranium.

To reveal Iron on the map you need to research Iron working. Sounds easy; well it isn’t because you have lots of other important research competing with this technology such as revealing horses (Animal Husbandry), trapping (camp for other luxury items like ivory) and Calendar (to let you make plantations). Once Iron is revealed you need to make sure you have it inside your city’s borders (even if you have to buy tiles to extend your borders) as quickly as possible.

An easy way to see where the iron is: switch on the resource icons, then zoom back–hopefully you will have revealed most of the map by now–so it’s easy to find where the iron resources are!

If you don’t have a city close to the Iron resource, you will need to produce a settler and take over the resource by force. A more dangerous route is to try to attack a city that has Iron inside its border–but you need to be experienced at Civilization 5 so you can judge how much military force will be required to take over a city. Remember cities on hills are tougher to capture as they have extra defensive bonuses.

If you still don’t have Iron there are ways to do without it, but as a last-ditch defense you could try to trade for it or make friends or allies with a city-state that has it. Some city states will also provide military units to you for free if you have developed a good diplomatic relationship with them.

Before we go into a very frightening word–maths, lets see how we might see trade using the top information bar:

resource bar

resource bar

The yellow highlighted area shows the section of interest. If either or both numbers indicating spare Iron and Horse resources ever reach zero or less than you will have problems. If you are trading for Iron (importing iron) for example, then when that trade deal runs out your iron resources number will get lower.

Here is the “small” trade screen that shows what your resources are and how many resources are gained through trade–and yes there is maths involved:

Table of trade


Imports means that this civilization is getting Iron and horses from other civilizations or city states.

Export mean that the civilization is sending out resources like silver for example.

If you hover over the resource indicators in the top bar of Civilization V information bar you can see how you are using the resources (highlighted in yellow for the people who hate maths above):

Iron: have 7 Iron, using 5 Iron, leaving 2 Iron. (7-5=2). Also from the above table one of those Iron resources comes from trade (imports)

Horses: have 19 Horses, using 7 horses, leaving 12 horses (19-7=12). Also from the above table we find that we are currently getting 5 Horses from trade (imports).

So what is this empire offering for the Horses and Iron? Answer: Luxury resources such as silver and diamond for example.

Here is one trade agreement made on turn 240 revealed:

Trade Deal Table

Trade Deal

This trade deal will end on turn 270. Currently this particular civilization is not using the excess trade resources (horses or iron) for military units. so when this trade deal for iron ends for example, no units requiring Iron should get resource penalties.


Allows you to build factories and significantly improve production


Oil is usually found in tundra and deserts and unlocks more powerful military units such as tanks, modern ships and fighters.


Unlocks even more advanced units such as jets, stealth fighters and second generation tanks. There has been some tweaking of what needs or does not need aluminum.


Missiles, advanced units and nuclear bombs.



The exact order of technologies you choose for this period is dependent on reacting to what is happening around your empire.  You may want

  • culture, gold, trade and fast city growth for example
  • city walls, defensive units and wonders
  • focus on exploration
  • focus on attack
  • focus on research and generating  great people

The author likes to develop the following economic technologies early in the game if possible.

  • Animal Husbandry so you can construct pastures and reveals horses. Knowing where the horses are lets you plan where your future cities will go. This technology also sets up trapping
  • Calendar for plantation and Stonehenge. This sets up Theology Technology that allows for the possibility of the Monastery and wonders. Plantations are important as they help keep your civilization happy.
  • Trapping to construct camp and trading posts. This sets up the civil service technology and thus the access to the defensive Pike-men.


Archers are a nice early military type unit that is good for defense and attack, but is often competing with the need to develop mining technology.


Useful for more powerful mounted units later on in the game and for scouting.


This is a very handy technology to strive for early in the game.


Another useful technology that gets you access to the tank.





Revealing these three resources is critical and should be research as early as possible.  All these three technologies just happen to lie in a straight line, one directly after the other. Use military force to secure these resources if necessary.

Starting the game

Choosing a nation and leader

civ5Your first choice is always tough. You have to choose a nation and leader. There are 18 nations to choose from and there are also said to be bonus nations based on things like how you purchase the game (Babylon, Inca, Mongolia, Polynesia and Spain).

Some guides might suggest some nations like India is suitable for 3 cities only; but civilization V has many ways to bypass any disadvantages that a leader might have. India can easily expand beyond three cities, and the way to do this is by using happiness generating technologies, trade items, wonders, resources, specialists, buildings, and policies.

You should pick a leader that suits your style of game play. The author likes to take and hold territory–hence the preference for strong units like the India’s War Elephants to make sure any lands and resources that are found, are also secure. Later on, the use of strong defenses like India’s Mughal Forts, help make sure that the borders of the author’s nation remain stable and safe in the long-term.

“Your leader should always be picked to make playing Civilization V is more fun, challenging, and/or assists you to play in your own preferred style.”

“The leaders and civilizations you choose, should not make you feel that you are restricted to playing Civilization V in any particular way or style, as your empire must be able react to what ever the other civilizations decide to throw at you.”

Towards the end of the game, some players have mentioned that they have difficulties with the economy. You can automate the management of your economy. This can allow you to focus on combat and more or less forget about the economy. You may need to check the cities occasionally, to make they are operating efficiently; and check in with your advisers to see if they have anything to say–as they may have advise that my help you manage the economy.

The economy, in civilization V terms, is more complicated than simple management of gold (money); it involves building stuff, happiness, scientific research, maintenance costs, new units, and new unit upgrades to name a few things. If all that is too much for you, really, the easiest thing to do: is to automate the management of most of your cities, and perhaps play around with one or two cities that are not that important to you, so that you can learn a bit more about how the economy works. Make sure you keep the one or two cities you manage happy, able to build stuff, and well fed. If you get furious when another empire or raiders take over the cities you manage, that means you are getting attached to them–a very good thing, because it will also mean you are starting to really enjoy the idea of managing the economy, and are improving your understanding of how the game works.

If you are one of those leaders that likes to micromanage every part of your economy, then it’s tempting to focus on combat–especially at the end of the game, when micromanaging everything can become very time-consuming. However, you should regularly take a good look at what your civilization is spending in food, and resources on a regular basis. But micromanaging your economy, also means checking in with your advisers, and each city on a regular basis, say every five to ten turns at minimum. If you can let go a little (delegate), then some of the less critical cities might be able to have automated “governors” set to manage the economy on your behalf, as you focus on more important things like acquiring critical resource, diplomacy, and periods of warfare.


A popular leader for example is England. England’s Leader is Elizabeth I and her special ability is The Sun Never Sets (Referring to empires that had colonies all over the world); this special ability gives England +2 movement for all naval units. England also receives unique units: long-bowmen (+1 range) and Ships of the line (increased strength in ranged combat).


America gets the Minuteman and B17. While the Minuteman may not seem too impressive, they can move around rapidly making them formidable in areas without roads. The leader Washington gets Manifest Destiny (the idea that Anglo-Saxon race and/or possibly ideals was meant to expand across the world) and this means that all units get +1 sight, and it’s cheaper to purchase tiles. The extra sight is really handy for scouts and Minuteman units.


What might be the authors favorite nation? Well the author likes the speed of some of the special units that America and England has, but the author also likes to move across the map, and establish numerous cities, so the author is also tempted by the Indian Nation.


India gets the War Elephant and a special building called the Mughal Fort. Their leader Gandhi gets the Population Growth bonus that halves the unhappiness from the number of citizens but doubles the unhappiness from the number of cities.  Building things that generate happiness like a circus in cities helps.


Another thing that can help out with happiness is a new idea of civilization called social policies. Social policies replace the old government choices of past games with a more flexible idea of broad policies you (the government) can implement. I find the idea pleasing. With India I’m always tempted to take on the Liberty Policy and follow it up with Citizenship, the Meritocracy, and collective rule policy. With this path I get the fast manufacture of settlers, faster tile improvement construction rates, and eventually a +1 happiness for each city connected to the capitol city by roads. Also as a result of these policy choices: a free settler and worker appear at the capitol.


Please note that these official rules have been altered and the original official rules might have at one time stated something different.

  • Honor: makes it easier to destroy barbarians and explore map. This gives units a better chance of discovering natural wonders which give a permanent boost to happiness.
  • Honor, Discipline: +10 combat strength if a friendly combat unit is adjacent to unit making an attack.
  • Honor, Military Caste: Unit garrisoned in a city give that city +1 happiness and +2 culture.
  • Liberty: +1 culture in every city
  • Liberty, Citizenship: tile improvement construction rate +25%, and free worker appears at capitol city.
  • Liberty, Meritocracy: +1 happiness for each city connected to the capitol.
  • Liberty, Collective Rule:  Speeds the training of a settler by 50% and gives a free settler near the capitol–very handy!
  • At this stage the other empires borders were getting close to India’s borders, and so the choice of social policies were greatly influenced by what they did.

A more complex but rewarding way to get happiness is through the discovery and use of as many different luxury resources as possible. This may seem a difficult aim at first but Civilization has given India (and the other nations) another way to get hard to get luxury resources by increasing its relationship with non-player city-states. If you build a good relationship with these city-states, then eventually India will receive any luxury resources that the city-state has access to. The key to this strategy is to get a scout to search the map early in the game and decide where your cities might go and what city states might be of use for making friendships with later on (based on the luxury resources they might have access to).

Since India’s happiness level is less affected by the city’s population levels, this allows such cities to grow faster than might normally be the case. You can encourage this growth if you like to expand to lots of cities by making friends with maritime city-states who will supply you with food. While I find this important, I prefer to safeguard my luxury resources as wars can bring about all sorts of problems as enemy units raze your luxury goods in hope of softening up your empire for future invasions. With the new civilization 5 rules you can simply repair the razed resource sites after the area becomes safe again.


A War Elephant is stronger in attack and defense but slower than a chariot archer. It also costs more and thus takes longer to make.  I also like to focus on Animal Husbandry because this technology leads to The Wheel technology. The Wheel technology allows access to War Elephants as they are good, strong archer units. However War Elephants are expensive to make and slow to manufacture. The only disadvantage for me is that I am always tempted out of habit to research archery before Animal Husbandry—such a delay is not good in most cases.

Comparison of War Elephant with other early units. Ranged units can not initiate melee combat; but they can defend against it.

The below values are open to change, the author has seen various values for the below units, so don’t take them as being the correct values for your version of the game–go and check what the actual values are.

However, these numbers are a general guide, to show that the War Elephant might be huge, but eventually other units will become more powerful, and take over it role in combat related activities.

Unit Cost Combat Ranged Combat Range Move
War Elephant 80 6 8 2 3
Chariot archer 60 3 6 2 5
Archer 70 4 6 2 2
Spear-Men 50 7 (14) 2
Warrior 40 6 2
Swords-Man 80 11 2

The Spear-men get a bonus of 100% attack against mounted units. The swords-man is from the classical level era tech-level.

The motto you can draw from this table is that a War elephant might have a chance against a warrior, but keep them away from swordsmen and spear-men units. As usual protect your War Elephants with melee units. The good thing about War Elephants is that they are fast enough to easily keep up with foot based units. Early on in the game your War Elephant is powerful enough to wonder the map on its own if the need arises.

War Elephant

Some players have been indicating that they do not understand the resource model and technology tree of Civilization V.

Other players may be confusing the requirements of a Chariot Archer with a War Elephant.

War Elephants do not require ivory or the horse resource (but the Chariot Archer does require it; while the Egyptian War Chariot (archer) does not require it).

One might assume that all special units that belong to a civilization don’t require any pre-requisite resources; but this is wrong because special units like the Samurai (Japan) does need iron (and the iron tile needs to be improved by putting a mine on it) before they can be built. The samurai is also unusual because the leader of Japan gives it a special ability to conduct combat at full strength even if it has suffered losses.

An empire’s special units have special powers to bend the rules; you need to get to know what they are and not get confused by them.

Civilization is more orientated around long-term tactics so focus on what the particular special unit needs to get it built by checking out the unit and the technology tree!

In fact War Elephants do not require any pre-requisite resources to build. War Elephants  do require that you have the Wheel technology.

The Samurai

Denying Japan Iron will make it weaker, but the leader of Japan still provides all military units with the power of “Bushido” meaning that all combat units of the Japanese empire will fight at full strength even if damaged. So japan is certainly still a dangerous–but weakened–opponent even without Iron. No Iron means that Japan will have no access to a number of very powerful combat units.

Japan may still attempt to trade or make allies to gain Iron or military units; if they find themselves without that “iron” resource.

The Mughal Fort

To build a Mughal Fort (also known as an ancient castle), you must first build walls for your city. To build walls you will need the Masonry technology. This is not normally a problem for me since I like to research mining early in the game. Building the Mughal Fort will result in a huge defensive bonus for your city. It also produces some culture and gold.

Mughal Fort

Mughal Fort

Another thing that you may hear about during the game, is a “Himeji Castle,” this is in fact a Wonder, and not a city improvement like the castle or Mughal Fort. In truth, when the “Himeji Castle” is achieved, a castle is built in the city that produced this wonder, but unlike a castle, the “Himeji Castle” grants a bonus to combat to every one of your units that happen to be inside your own territory.

Other terms that may also cause confusion are Fort and Fortify.

Some units can be given the command to Fortify, making them tougher to kill. It takes time for a unit to become fully fortified (usually 2 turns, the first turn it will be partially fortified and receive a reduced defensive bonus). Fortification is not permanent.

Forts are a terrain improvement, and a fort will provide a defensive bonus to a friendly unit that is inside it. Forts are not built in cities (the are not a city improvement).

Finally, great generals can construct a thing called a citadel, like the fort, it is a terrain improvement (and not a city improvement), and thus is built someplace outside the city. A unit inside a citadel gets a defensive bonus, and any enemy unit that stops near the citadel, will receive damage.

Strategy for India

The Indian strategy for me is war when needed but avoid war if possible. Instead build lots of cities and defend them with strong walls, forts and heavy (strong) units.  Once the empire has been established, there can be a focus on the economy and technology. The expansion force of the early Indian empire can be harnessed into several late game strategies. The strategies weakness occurs when the early empire needs to attack a lot; other units like the trebuchet and the slightly cheaper archer might be more useful in such cases.

Another weakness of early expansion is the more cities an Indian empire has, the more unhappiness that can result (because India gets double the unhappiness for the number of cities it has). Thus the expansion in the number of cities does need to be carefully balanced by things that produce lots of happiness!

Early in the game it’s unlikely that the units will be powerful enough to conquer a city easily. Later on when the ballista and other siege weapons become available, then one might need to consider letting any captured cities be puppets rather than annexing them. Puppet cities will not produce as much unhappiness as an annexed city.

Other Choices To Make When You Begin The Game

You will also get to choose the world you will play on and the difficulty level.

One thing that is of some significance is the choice of how the land masses are distributed over the globe.  It is a good idea to experiment with the different settings to see what types of maps best suit your style of play.  If I want to have a sea based nation I like to play with a map with lots of small to medium-sized land masses. When I play India I like the land to be complex in shape allowing for choke points. When I play a more aggressive land based war game I like there to be huge land masses.

The earliest decision you need to make when you start to play is where to place your first city.


Shortened Link To This Post: Civilization V Review:

This entry was posted in Fiction, Game Industry and tagged , . Bookmark the permalink.

One Response to Civilization V

  1. That looks great. Check out this site. Make your own rpg game @ Free 30 day trial

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s