DocsCivilizations

Civilizations

Each civilization has a unique unit and modifiers that change buildings, army, research, and economy. Unique unit attack/defense below come from the live game rules.

Vikings

Unique unit: Berserker · Atk 25 / Def 5 · Land 0.5 · Train 12 mo

  • Train needs: 1000 gold, 1 sword, 1 bow, 1 horse
  • Upkeep: 25 gold, 2 food
  • Unique cap: 1 per town center

Pluses

  • Woodcutter: less land, more wood
  • Hunter: more food
  • Iron mine: more iron
  • Archers: stronger attack
  • Swordsmen: stronger defense
  • Free land conversion after protection

Minuses

  • Warehouse: half storage
  • House: fewer people housed
  • Farm: less food
  • Winery: more land
  • Winter heat: each wood warms fewer people

Franks

Unique unit: Paladin · Atk 5 / Def 30 · Land 0.5 · Train 12 mo

  • Train needs: 1000 gold, 3 swords, 1 horse
  • Upkeep: 25 gold, 2 food
  • Unique cap: 1 per town center

Pluses

  • Farm: less land
  • Tower: less land; towers defend much harder
  • Town center: +1 explorer
  • Mage tower: fewer workers
  • Archers: higher defense
  • Extra food from land

Minuses

  • Fort: houses fewer army units
  • Mage tower: more land
  • 20% slower population growth

Japanese

Unique unit: Samurai · Atk 25 / Def 15 · Land 0.75 · Train 12 mo

  • Train needs: 1000 gold, 2 swords
  • Upkeep: 25 gold, 2 food
  • Unique cap: 1 per town center

Pluses

  • Farm: more food
  • House: more people
  • Town center: less land
  • Mage tower: double research points
  • Stable: less food per horse

Minuses

  • Hunter: less food
  • Woodcutter: more workers
  • Stable: more land
  • Market: fewer public trades
  • Town center: fewer local trades

Byzantines

Unique unit: Cataphract · Atk 12 / Def 12 · Land 0.5 · Train 12 mo

  • Train needs: 1000 gold, 1 sword, 1 bow, 1 horse
  • Upkeep: 25 gold, 2 food
  • Unique cap: 1 per town center

Pluses

  • Gold mine: less land, much more gold
  • Stronger catapults
  • Mage tower: less land

Minuses

  • Iron mine: more land
  • Tool maker: fewer builders, more wood cost
  • People eat more food
  • Town center: fewer explorers
  • Less food from land

Mongols

Unique unit: Horse Archer · Atk 20 / Def 5 · Land 0.15 · Train 10 mo

  • Train needs: 100 gold, 1 bow, 1 horse
  • Upkeep: 5 gold, 2 food
  • Unique cap: 1 per town center
  • Cannot train: Maceman

Pluses

  • Fort: less land, more army capacity
  • Hunter: more food (prefer hunters over farms in the boom)
  • Tool makers & weaponsmiths: more production
  • Tool maker: more builders
  • 20% faster population growth
  • Cheap, fast unique unit (Horse Archer)

Minuses

  • No macemen
  • Weaker swordsmen, archers, and horsemen attack
  • Mage towers cost more gold per research
  • Town center: fewer explorers
  • Farms produce less
  • Thieves slightly weaker on defense
  • Great Wall needs extra builders

Incas

Unique unit: Shaman · Atk 1 / Def 1 · Land 5 · Train 10 mo

  • Train needs: 1000 gold
  • Upkeep: 50 gold, 2 food
  • Unique cap: 1 per town center
  • Cannot train: Horseman

Pluses

  • Shamans take huge land after battle
  • Strong thieves
  • Town center stores much more and houses more people
  • Markets trade more
  • Cheaper research gold on mage towers
  • Lose less land when defeated
  • Stronger swordsmen and macemen attack

Minuses

  • No horsemen
  • Town centers use more land
  • Weaker catapults
  • Iron mine: more land
  • Some unit gold upkeep overrides

Chinese

Unique unit: Kung Fu Warrior · Atk 15 / Def 15 · Land 1 · Train 10 mo

  • Train needs: 1000 gold
  • Upkeep: 25 gold, 2 food
  • Unique cap: 3 per town center

Pluses

  • Double population growth
  • Up to 3 unique units per town center
  • Great Wall much cheaper (wine only) and half the workers
  • Stronger thieves and trained peasants
  • Town center trains more army

Minuses

  • Winery and house use more land
  • Gold mine uses more land
  • Iron mine produces less

Barbarians

Unique unit: Giant Warrior · Atk 50 / Def 1 · Land 0.5 · Train 4 mo

  • Train needs: 1000 gold, 3 swords, 1 horse
  • Upkeep: 25 gold, 4 food
  • Unique cap: 1 per town center

Pluses

  • Giant Warriors: extreme attack, fast train
  • Stronger macemen (more attack, defense, land taken)
  • People eat half as much food
  • Winery and weaponsmith produce more

Minuses

  • Giant Warrior needs many swords and horses

Turks

Unique unit: Camel Cavalry · Atk 50 / Def 10 · Land 1.25 · Train 10 mo

  • Train needs: 1500 gold, 1 sword, 3 horses
  • Upkeep: 50 gold, 3 food
  • Unique cap: 1 per town center

Pluses

  • Stronger, cheaper horsemen (faster train)
  • Large public market trade capacity
  • Better hunters, iron mines, stables, crossbowmen
  • Mage tower: more research points
  • Weaponsmith: more crossbow output

Minuses

  • 10% slower population growth
  • Farms produce less
  • Slightly less food from land

Zulu

Unique unit: Zulu Warrior · Atk 40 / Def 5 · Land 0.5 · Train 8 mo

  • Train needs: 1500 gold, 1 sword
  • Upkeep: 25 gold, 2 food
  • Unique cap: 5 per town center
  • Cannot train: Swordsman

Pluses

  • Hunters: double production
  • Farms produce year-round
  • Stronger, cheaper pikemen (faster train)
  • Free land conversion after protection
  • Up to 5 unique units per town center; more army capacity
  • Weaponsmith: more pike output

Minuses

  • No swordsmen
  • Farms produce less per building
  • Winery needs more land and workers
  • Town centers use more land
  • Macemen train slower