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
