Civilization v: building a strong state - game tactics and advice from the experts. "how to take over the world" - victory conditions Cultural victory in civilization 5
Now comes the fun part.
after rationalism - science took off, the caravel automatically opened up almost the entire map, and since there was no one to fight with on my own continent, and a war began to brew on the other, I upgraded the longswordsmen to infantry (3 pieces) and the horse to cavalry, bought a battleship, upgraded the caravel into a destroyer and sailed into the unknown...
yes, there are 3 civs on another continent. each had a third of its territory somewhere. Well, before sailing, I signed up for 2 war games with a delay of 10 turns, and by the time I “arrived” both were in full swing, and the destroyer was upgraded to +1 range while sinking the frigates that came to rob me for free.
on another continent, the freshly built city closest to me was fenced off by mountains, without a land route, and that’s where I started. took it out quite easily. but out of 3 civs there were only 2 left on the continent, they extinguished one together, and continued to fight among themselves. by this time he had opened aviation and upgraded the infantry to motorized infantry. bought a fighter and drove it to this city. put it to research - to stealth bombers.
further - he landed and after shelling he took the city on the main part of the mainland.
troops at the computer: riflemen/infantry/anti-tank guns/artillery/destroyers, the tactics are as follows: 1 civilian for me, its artillery is right next to it, we hit the suitable infantry with ships and planes, the artillery with motorized infantry and immediately run away. to forests/hills. We don’t place motorized infantry in cities (I lost one like that - along with the city...) when they stop attacking, we move the ships to the next city and hammer on it.
if artillery appears in the city, then we move the ships so that it can only be reached when leaving the city, and as soon as it comes out, we take it out.
then the ships were so upgraded, not only +1 to the radius but also logistics, they became straight monsters, they would come running - they would freak out and run away. however, the motorized infantry acted in the same way. In general, he slowly captured about 5 cities and the capital, and then made peace. at this point the stealth was opened and 1 piece of bomber was purchased
and the troops have been driven against their recent ally. the tactics are the same. science - I set it to open to robots, but there were not enough 2 techs to reach the robots.
In general, he fought with small forces. on average took out 1 (max 2) squad per turn.
the computers did not reconcile until my victory...In general, the tactics of war are as follows:
1 take your time
2 don't rely on chance
3 do not fight infantry - infantry, artillery - ships, etc.
4 fight: ships-infantry, aviation-infantry, aviation-artillery, aviation + ships-ships.
5 take out the units first.
6 if, when approaching a city of 2-4 squads, the computer buys something shooting + something like walls, then we retreat “like we’re going to another city”, in 50% of cases something shooting immediately crawls out.... and in this case you need to have a horse or motorized infantry with logistics to kill and escape.
7 The most important thing: we don’t wait for them to attack us, but we gather our troops ourselves and then suddenly attack.Well, something like this, if you have questions, ask
Hello, I'm Raven. Here I want to share my tactics for playing the wonderful strategy Civilization V! The guide will develop, not all at once)
Character selection:
If you are going to devote the entire game to war with other civilizations, choose Genghis Khan, he has one very good ability! I personally play for Catherine II, because I am a patriot. I have never played the others, I will update this section as the game progresses.
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First steps:
We make a city where there is a vast amount of resources (The rest will appear as we study the “Research Tree”; we make a city there! Great, the first steps have been taken! Now we need to develop and expand the territory! There are 2 options to expand the borders: Make your own cities, capture others. If you, like me, are going to capture cities, start with weak ones, and then build a road from your capital to the city! Why? There will be an influx of gold, and it is very necessary here! I forgot to mention 3 ways to expand borders: Buy cells. Cells are quite expensive, but there are those marked in purple! They are sold cheaply. As you advance, you will meet other Civilizations. Now tips: Every time you capture/create a city, build a road to it! Sell unnecessary resources to other states! Are you going to capture the city? Make a lot of units and take the city under siege! I also advise you to buy additional ones (If others are killed), and now a warning! THE CITY CANNOT BE CAPTURED BY RANGE UNITS! That is, guns, archers, etc.! The city can only be captured by: Warriors, Knights, Knights with a long sword, infantry, motorized infantry!
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Endings:
There are several endings in the game, I will only say the ones that I know!
Military victory: Smash states and civilizations, take over the world.
Cultural victory: -
“Normal” ending: You just reach...2060-62 and a splash screen appears that says: Civilizations are mired in war and blah blah blah, but you survived, the world will forever remember your triumph.
I don't know any more endings, let's move on to the next last section.
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Defense, what is better to study?
So, now you have developed a little, what next? You need to place a guard in your city, preferably a long-range unit (Guns, etc.) How to do this? We make/buy a unit, send it to the city and the inscription “Put in garrison” will appear, click on it and that’s it, your unit is in the garrison! If you place a unit in the garrison of a city, its power will increase. What is better to study at the beginning of the game? It doesn't matter what you study at the beginning of the game. But when you reach the middle, there I advise you to study those technologies that are associated with military units! Well, that is if you are going to capture and destroy, and if not, then study a lot of different things related to culture and build wonders of the world!
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So my guide has come to an end, in the way that I described here, I completed the game! Good luck and good mood to everyone =)
Review in LKI: No. 11 2010
Sid Meier’s Civilization V offers us eighteen countries to choose from. Eighteen stern leaders look at us from the diplomacy screens. It’s easy to get confused in their differences, abilities, unique units and buildings. Which civilization to choose? And, most importantly, what to do with it later?
Calm, just calm! By studying this material, you will learn what is good or bad about each nation and how its characteristics affect the overall strategy. Pacifists, hardcore hawks, builders, traders or diplomats - everyone will find a civilization to their liking.
It is useless to play as the Greeks on a map where the city-states cannot be found during the day with fire.
The main difference between civilizations is their “unique abilities” that strengthen one of the areas. Often it is this ability that determines the most profitable strategy for the development of our empire. It must always be taken into account. It is useless to play as the Greeks on a map where the city-states cannot be found during the day with fire. A peaceful China will lose all its advantages. And if you take India and build a dozen and a half cities, things could end badly. The second and usually less important difference is unique units or buildings. We will tell you about all this now.
For convenience, we have divided civilizations into several large groups - those that are suitable for playing “from diplomacy”, to military, construction, “money” or designed for the quick capture of territories. We gave each of them a rating from one to five. The higher the score, the more interesting and useful the feature of the civilization in its area. An average rating means that it is difficult to come up with uses for traits or units. On the other hand, you can choose any strategy for such countries, without any remorse.
And finally, at the end of the article, civilizations with the most useless and poorly understood abilities and units are collected. It’s worth playing for them only for other reasons not related to the choice of strategy. But we will start, of course, with the best of the best.
First thing's first - diplomacy!
Diplomatic civilizations
Diplomatic civilizations are designed to interact with city-states. The more of these small but proud settlements on the map, the better the life of the diplomatic civilization.
Siam (ruler - Ramkamhaeng)
Unique ability - "The father rules the children." The amount of food and culture received from friendly city-states has been increased by 50%.
“A strong friendship will not break -
Xia” - the capital of Siam has gorged itself heavily on gift grub and culture.
Unique building: wat (replaces university).
Unique squad: Neresuan elephant (replaces knights).
Who would have thought that Thailand, aka Siam, would be one of the best countries in the game? Thanks to the effective “exhaust” from relations with city-states, Thais can forget about farms and museums - there will be plenty of food and culture. The freed up cells and construction capacity should be used to make money, because friendship with city-states is not a cheap matter. However, the “Patronage” social policy branch will help here - develop it!
The abundance of food can become a problem if it leads to uncontrolled urban growth and increased discontent. But... everyone would have such problems, right? The “Piety” social policy branch will help compensate for dissatisfaction. It is not compatible with “scientific” social policies, but the Wat, a Khmer Buddhist temple, will help here. Wat provides not only science, but also a decent amount of culture, and costs a little less than a university - we recommend it. But with elephants things are not the same. Elephants are slightly stronger than knightly units and cope well with cavalry. But they will do little against the pikemen, and the low speed of the elephants exposes them to the danger of counterattacks.
Greece (Alexander the Great)
Fear the Danaans, Achaeans, Argives, Cretans, Mycenaeans and Mixolydians.
Hellenic Union. Influence on city-states decreases half as fast and recovers twice as fast.
Squads: hetaira (replace cavalry) and hoplites (replace spearmen).
We distribute money to everyone; as a result, an improvement in the nature of diplomatic relations and a wonderful appetite.
It’s not for nothing that we praised Greece so much in our review. The ability to negotiate with city-states for half the money is priceless, especially in combination with the Patronage branch. If Siam is worth choosing on maps where city-states are in short supply, so that two friends are worth three, then Greece is an ideal choice on extensive maps, where there are people to make friends with. We distribute money to everyone; as a result, an improvement in the nature of diplomatic relations and a wonderful appetite.
Alexander the Great, alas, did not have his own buildings. But the set of units provided by the developers is difficult to overestimate. Hoplites are a stronger version of spearmen. They are, however, more expensive, but they are excellent for waging early wars and repelling barbarian attacks. Macedonian cavalry is an excellent replacement for regular cavalry. Its advantages are numerous:
It is stronger than ordinary cavalry;
It does not require horses as a resource (this is not only great in itself, but also allows you to safely trade horses if you do have them);
Macedonian cavalry fighting produces great generals faster (invaluable).
Economic civilizations
Here we will write down civilizations whose abilities allow them to earn a lot, a lot of money, which helps smooth out many problems in other areas.
Persia (Darius I)
Legacy of the Achaemenids. The Golden Age lasts 50% longer. During the Golden Age, units' attack power increases by 10% and speed by one.
The Persians are better than others at achieving the favor of the golden calf.
Building: courtyard of the satrap (replaces the bank).
Squad: immortals (replace spearmen)
What is the "Golden Age"? This is the period when cities are churning out buildings, units and Wonders of the World almost at double speed, and the treasury is bursting with gold coins.
Who are the Persians? These are the guys who suffer from a chronic Golden Age.
Who are the Persians? These are the guys who suffer from a chronic Golden Age. Literally. In general, it is very pleasant when periods of well-being last longer than usual. But Persia is especially good if you use the "permanent golden age" strategy. As you might guess, it allows, with the help of simple manipulations with culture, Wonders of the World and the high-speed production of great people, to make the Golden Age, once started, didn't end. We will describe this strategy in more detail next time, but for now just know that it exists.
The satrap’s court can help with happiness - a special “motivating bank” that adds not only to the financial well-being of the country, but also to its happiness. The troops of the “immortals”, glorified in the battle at Thermopylae, will form an excellent army. Not only are they stronger than spearmen, but they also heal twice as fast, which is especially useful when playing defensively. Remember that accelerated healing (like many abilities of unique units in the game) remains after modernization - right up to motorized infantry.
Arabs (Harun al-Rashid)
Trade caravans.+2 gold coins per trade route and double oil output.
Building: bazaar (replaces the market).
Squad: archer on a camel (replaces the knight).
Arabia is a typical example of weak specialization. An extra two gold from each trade route (that is, at least from each city connected to the capital) is nice, but not enough for strategizing. “Trade caravans” are just a pleasant relief from financial problems. The same applies to doubled oil reserves. If you have a resource, it’s good, you can sell it. No, we won't cry. The Arabian Bazaar doubles the luxury resource if there is one near the city. There is only one point - to sell the surplus to the outside and make money.
The camel shooter is a unit of dubious quality. This is the "shooting" version of the knight. It cannot fight in close combat, but it is good for beating up the enemy from afar and escaping.
It turns out that Harun al-Rashid is, at best, “average.” He, of course, will have a little more coins than the average hospital, but compared to the Persian skills he pales.
Construction civilizations
As you might have guessed, they are the best builders. But it should be noted that construction is not always a useful thing, since almost all buildings place a burden on the country’s budget. Another thing is the Wonders of the World.
Rome (Caesar Augustus)
Roman glory.+25% to the speed of construction of buildings that already exist in the capital.
Squads: ballista (replaces the catapult) and legion (replaces swordsmen).
Accelerated construction is, of course, “Super!”, but not “Super-super-super!”
Roman cities are quickly rebuilt if the building they are building is already in Rome itself. Accelerated construction is, of course, “Super!”, but not “Super-super-super!”, because the speed of construction is not such a big problem. It is much more difficult to find money to maintain extensive infrastructure. Of course, for rapid expansion it is very good when you can quickly build what you need in cities. But this approach provokes the construction of unnecessary buildings, which can become a big burden towards the end of the game. But you can’t destroy and sell extra buildings - sad, but true.
Things are quite sad with the troops in Rome. The Ballista is an unremarkable, slightly beefed-up version of the Catapult. Legionnaires are a stronger version of swordsmen (and they also consume valuable iron). Of course, legionnaires can build roads, which is funny. But when legionnaires are retrained to use long swords (and so on), this ability completely disappears.
Egypt (Ramses II)
Monumental construction.+20% to the construction speed of all Wonders of the World.
Building: tomb (replaces temple).
Squad: war chariot (replaces the archer on the chariot).
Barbarian settlements are a source of gold that should not be underestimated.
The Egyptians always have a head start when it comes to building a pyramid or two or a UN building.
Miracles are not a big deal, and some of them are very important to build on time, ahead of other civilizations. For example, the Egyptians always have a head start when it comes to building a pyramid or two or a UN building.
But this ability itself is worth a maximum of three. Tombs are what additionally helps the Egyptians! They replace temples. True, each tomb gives not three portions of culture, but two. But it additionally increases happiness by two units and saves two gold, since it does not require annual maintenance. It's hard to imagine a more useful building! Tombs are also useful when you are not playing as the Egyptians, but are fighting with them. Each captured city with a tomb gives double the amount of loot (the tomb itself is destroyed).
A war chariot is a good replacement for a regular one. It moves faster and does not require horses as a resource.
The most interesting thing about Egypt is that you can come up with your own strategy for the accelerated construction of the Wonders of the World, and the tombs will simultaneously support the economy, culture and happiness. Very comfortably.
Iroquois (Hiawatha)
Warpath. Units move through forests and jungles in friendly territory at the same speed as on roads.
Building: long house (replaces the workshop).
Squad: Mohawk (replaces swordsmen).
If there is a forest or jungle on the globe, then the computer will put the Iroquois there first.
The Warpath ability is not related to production. It allows troops to sneak back and forth through the forests, connecting cities with forests, obtaining trade routes and saving on roads. Naturally, this only works in wooded areas. However, there is no need to fear that the Indians will end up in the desert. If there is a forest or jungle on the globe, then the computer will put the Iroquois there first.
Mohawks (forest swordsmen) are also not involved in production. For us, only the long house, the Iroquois version of the workshop, is important. With its help, you can implement the unusual strategy of the “Factory City” - an Iroquois settlement surrounded by forests with a production power that other civilizations, in principle, cannot achieve. Only a properly developed Iroquois city can spit out troops and Wonders of the World at great speed. We will tell you more about the strategy of the “Factory City” another time, but its essence is to build a long house and all the production buildings, and fill the forests around with sawmills.
Without the longhouse, the Iroquois would not be worthy of attention at all. And so they can be safely classified as construction civilizations and given a solid C grade.
Expansionist civilizations
These civilizations are designed so that it is easier for them to seize lands and increase the territory of the country. The quality is good. There is never too much land, and the larger the territory, the easier it is to reach resources.
France (Napoleon)
Old order. Before the invention of the steam engine, each city provides an additional +2 crops.
Squads: French Musketeer (replaces Musketeer) and Foreign Legion (replaces Infantry).
An army without an escort in the ocean is very vulnerable. But there is a way to secure such movements.
France is, first and foremost, culture. And culture means the rapid opening of social policies and the accelerated growth of urban areas. Both are used in the so-called “Rapid Development Strategy”. Its essence is an attempt in the debut to take as much territory and social policies as possible with as few cities as possible.
The French d'Artagnans are noticeably stronger in battle than their counterparts from other civilizations.
An increase in culture allows even a large empire to receive new social discoveries without relying on city-states. Thus, when playing as France, we have a lot of opportunities to specialize if we don't miss out on early advantages.
The French d'Artagnans are noticeably stronger in battle than their counterparts from other civilizations. This allows the tactics of "Rapid Gunpowder Development" to be used to wage wars of conquest during the Renaissance. However, no one is stopping you from using musketeers in defense. Another thing is the foreign legion, a replacement for infantry in the industrial era - it fights better outside of France, and this is also useful for those Napoleons who dream of conquests.
But detachments are a secondary matter. A huge increase in culture and the rapid seizure of territory is why we love France so much.
Russia (Catherine II)
Riches of Siberia. The number of horses, iron and uranium has been doubled. Other resources have been increased by one.
Building: fortress (replaces barracks).
Squad: Cossack (replaces cavalry).
When playing for Russia from its western
Uranus themselves will have no problem showing the barbarians such Kuzka’s mother.
In the modern era, uranium sells for good money and political concessions (especially if it is delivered in the warheads of nuclear missiles).
If you play for Russia, then by default you will not have any problems with nuclear bombs, cavalry and weapons in general. True, there is not very much oil, but from each field we get an additional portion, sufficient to build one plane or ship. The same applies to aluminum and coal. We will not be lost, but if something happens we will sell it, especially uranium - in the modern era, uranium fetch good money and political concessions (especially if it is delivered in the warheads of nuclear missiles).
But, oddly enough, the “resource curse” is not Russia’s main advantage. A fortress replacing barracks is what makes our country a good choice for expansionist development. Regular barracks cost gold every year and give each unit created in the city 15 XP, allowing you to specialize them immediately. The fortress gives all the same things with one tiny addition - it halves the amount of culture necessary for the city to capture each cell. The result is that the territory around Russian cities with barracks is expanding very quickly! And you already know why this is useful. Resources, resources and more resources!
As for the Cossacks, they have only one difference with cavalry - they are much more effective against already “knocked out” units. This “Uvarov-Platov” property is not very useful, but if there is already a war going on, and it is going on in the Renaissance, then it would be a sin not to take advantage of it!
Military civilizations
And even though today armies are no longer so large, but war, gentlemen, is... war!
To hell with culture, ballet and ceramics! Let the diplomats fail! Who is interested in these ancient pyramids? From time immemorial, “Civilization” has been a game about war and global domination! And even though today’s armies are no longer so large, but war, gentlemen, is... war!
Knowing this, the developers “sharpened” most civilizations for military action. True - with varying degrees of success. Even the best “fighting” qualities can hardly compare in usefulness with the best economic and even construction ones. Why? Yes, because war is an episodic affair, and economics, construction and culture are important from the first to the last move. If the country is protected by the Great Wall, if there is always gold in the treasury, there is no need to fear for the outcome of any war. Loot conquers evil! So don't be surprised that not a single civilization received the highest rating.
China (Wu Zetian)
Art of War. Generals appear faster and provide an additional +20% to unit strength.
Building: paper workshop (replaces the library)
Squad: Chokonu (replaces crossbowmen).
China is an ideal military civilization. Of course, if I were the Chinese, I would be offended that such an ancient culture—and far from the most warlike—was classified as “militant.” But what can you do? That's what the developers decided.
Generals strengthen their units on campaigns. Generals build excellent defensive fortresses that strengthen the units around them. Finally, if there are a lot of them, then one or two generals can always be spent on the Golden Age. So there is no need to worry about China’s military power - it will repel an attack and, if necessary, conquer another state.
A couple of crossbowmen - and any invading army is immediately mowed down on its approach.
The paper workshop replaces the library and, in addition to science, adds four gold per turn (count three if you subtract depreciation). Since war requires money, money and more money, the building is extremely useful.
Chokonu is the Chinese version of the crossbowman. He is slightly weaker than his alternative in battle, but he can shoot twice per turn. Do you understand what this smells like? Twice per turn! This is death to everything! A couple of crossbowmen - and any invading army is immediately mowed down on its approach.
It is worth remembering that Chinese crossbowmen retain their ability when modernized. Riflemen, infantry, mechanized infantry... If they were not built from scratch, but were converted from chokon, they will be able to attack twice per turn. It’s a pity, though, that when upgrading, crossbowmen lose their ranged attack. But two attacks per turn against obviously weaker opponents is a high-speed blitzkrieg, which can be countered with little.
Germany (Otto von Bismarck)
Teutonic rage. When a barbarian settlement is destroyed, there is a 50% chance that the unit defending it will come over to your side and give you an additional 25 gold.
Squads: Landsknecht (replaces pikemen) and Panzer (replaces tank).
Landsknechts are a kind of “instant” medieval army.
Germany can recruit barbarians to its side. This is interesting because barbarians appear on the map in any era, as long as there are lands on the planet behind the fog of war (and they are almost always there). Recruitment occurs in half the cases. The barbarian detachment that came over to our side gives us 25 gold pieces in addition to the twenty-five that we already took from the camp we devastated. The “hunt for recruits” gives the best results, naturally, with the “Honor” branch open (an increase in strength against barbarians and operational information about each new settlement in the immediate vicinity).
There will always be barbarians - even at the South Pole.
Landsknechts are not particularly strong
We are in battle. But there are always a lot of them.
Of course, it is sometimes useful to get a free unit without spending effort on creating it. But what do we need it for? It is by no means always possible to come up with a use for it, and the budget will suffer the very next move. What happens - the peculiarity of Germany is good only when conducting early wars of conquest? In general, yes. However, the barbarian can be sold for gold or donated to an ally, having been sold off. At least some benefit.
But the Landsknechts are an interesting troop from the medieval era. They are no different from pikemen, but their creation costs half as much. Thus, the Landsknechts are a kind of “instant” medieval army.
But the “Shushpanzer”, although faster and stronger than our “thirty-four”, is not very useful, like all the unique units of later eras. During the endgame period, one detachment cannot change the course of the war - in the industrial and modern eras, the economy is much more important.
Songhai (Askia)
River leader. Doubles the amount of gold from captured cities and barbarian settlements. While swimming, units can repel attacks.
Building: pyramidal mosque (replaces the temple).
Squad: Mandekalu cavalry (replaces knights).
Songhai can earn good money - but only through robbery.
The Songhai are probably the strangest civilization in the game. The developers clearly couldn’t decide whether to make them merchants or cool warriors. As a result, the Songhai can earn good money - but only through robbery. In short, lock the floors.
Songhai even looks strange. An unusual landscape for a trading river power, isn’t it?
At the very beginning of the game, the Songhai, having taken “Honor” for themselves and clearing barbarian settlements, can rise well. Fifty coins from each barbarian camp is not a bad addition to the budget. Later, wars of conquest can become a good source of income. As you can see, the developers really wanted the Songhai to fight and capture cities. They even provided for a replacement for the knights - the Mandekal cavalry, whose main difference was a special passion for capturing cities.
Against the backdrop of all this, the Songhai clay mosque looks unexpectedly interesting - not only does it not require repairs, but it also gives five units of culture instead of three. Cultured people, therefore!
One should not underestimate another amazing skill of the Songhai - the ability to defend themselves in swimming. Any Songhai detachment can load into boats and sail to the ends of the world to discover distant islands, without fear that the first pirate trireme they encounter will sink it. And how difficult it is to prevent the landing of Songhai troops - no need to say. At sea, this civilization is almost stronger than England, and this is strange - I have never heard of the Songhai being conquerors of the oceans (however, I have never heard of them at all).
It turns out that in general the Songhai are rather weak. But in the early game and in the seas, they can give their neighbors a light. Therefore, on island maps they deserve a solid three. Until then - two.
England (Elizabeth I)
The sun never sets.+2 to the speed of all ships.
Squads: longbowmen (replace crossbowmen) and a battleship (replaces frigate).
Oh, Britain, mistress of the seas! Own your seas, keep your head down and listen to “Valenki”!
Oh, Britain, mistress of the seas! Own your seas, keep your head down and listen to “Valenki”! This is what the developers decided, because apart from an accelerated fleet and a battleship (cheaper than a frigate, shoots more powerfully and can see further), England has nothing. However, no, I’m lying - there are still longbowmen. This unit is interesting because it shoots a square further than ordinary archers and crossbowmen. This is useful, especially in defense. But this ability disappears with the first modernization.
Plus two turns for each ship - this, of course, is nice. But battleships and archers will sooner or later become obsolete, and countries with stronger economies will be able to roll out a better fleet than the British one. So, if you are not going to fight early on the island map, it is better not to touch England.
Türkiye (Suleiman I)
Barbary corsairs. When a barbarian ship is destroyed, there is a 50% chance that the ship will come over to your side and give out 25 gold.
Squads: Janissaries (replace the musketeers) and Sipahis (replace the lancers).
Sailing the sea, sinking a barbarian trireme and having it at your disposal is not God knows what happiness. Of course, you can sell it later, but even taking this into account, the unique ability is one of the weakest in the game.
Sipahi are also boring - a cavalry troop that sees further, rides faster and can instantly destroy the outskirts of enemy cities, if such a need suddenly arises. At least somehow, only the Janissaries, the musketeers, who are treated (replenished) when they destroy the enemy squad, help Turkey out.
The war with Japan is a terrible headache even in ancient times.
On the one hand, the developers flattered the Japanese by making their units incredibly resilient. Their attack and defense parameters do not drop if the unit is damaged. Even if a unit is knocked out by nine-tenths, it will deal full damage and give the enemy a good beating before dying.
There is no point in playing for the Land of the Rising Sun unless you are a fan of suicidal attacks.
On the other hand, the Japanese developers were slightly insulted because they didn’t give anything more. There is no point in playing for the Land of the Rising Sun unless you are a fan of suicidal attacks. And, I’ll add, useless attacks, because the units in the game must be protected in every possible way.
The result is a strange situation. On the one hand, fighting the computer Nobunaga is still torture. On the other hand, if you play as him and play by the rules, bushido will not be useful at all!
With the Zeros, everything is clear - they are useless both on their own (the same fighters, just more effective against other fighters), and as a unique unit of our time. Samurai aren't very interesting either. They consume iron, and their only advantage is the increased speed of “production” of generals in battle.
Sacrifices. Increase in culture for each enemy killed.
Building: floating gardens (replaces the mill).
Squad: jaguars (replaces warriors).
Floating gardens are an interesting replacement for a mill and a good addition to food if there is a lake near the city. But you can’t build it everywhere, and lakes aren’t found everywhere. So we cross out floating gardens. We also cross out sacrifices. Getting an increase in culture only during wars (and successful wars) is a joke.
The only people of at least some interest are the jaguars - forest warriors who are healed by two units after destroying the enemy. But they are of any use only in the ancient era, which tends to end quickly.
India (Gandhi)
Population growth. Dissatisfaction from the number of cities is doubled, but dissatisfaction from the population as a whole is halved.
Building: Mughal fort (replaces the fortress).
Squad: war elephant (replaces chariot shooters).
The war elephant is just a slightly stronger and faster version of the chariot archer. The Mughal Fort is an awkward defensive structure that provides culture and costs an insane three gold per turn. True, after the invention of airplanes, the fort, on the contrary, begins to make a profit - but the damage to the budget has already been done.
Finally, the dissatisfaction of the population with the number of cities will not make it possible to make a large empire out of India. If there are few cities, the people will be happier than in other civilizations - but will this make the player happier? Hardly. While other countries provide opportunities, India limits. We cross it out.
Increases the field of view of units by one and gives a discount on the purchase of additional cells in cities.
Squads: Minuteman (replaces the musketeer) and the B-17 bomber (replaces the regular bomber).
Let's talk about America. The developers managed to make this country the most useless in the game. I suspect sabotage.
And finally, let's talk about America. The developers managed to make this country the most useless in the game. I suspect sabotage, since it’s difficult to do something like this on purpose.
Can the units see further? And what from this? They are destroyed in the same way as the less vigilant ones, and the mountains block their field of vision in the same way as for other units. Discounts for purchasing city territory? What are you talking about? Saving a couple of dozen coins to buy a cage that we will still get in ten years is incredibly valuable.
B-17 bomber? Really? An extremely useful thing in an era when victory is just a stone's throw away and the economy is a hundred times more important than all military units. And the Minutemen... they're a total laugh. These are such specific musketeers who, although they run briskly through the hills and forests, don't know how to use the roads!
This is what America is like in Civilization V—the weakest civilization of all. And her assessment is appropriate.
Civilization- that rare case when there is no need to write empty introductory words about a game of this genre and scale. Even people who are very far from computer games have heard about “a grand strategy in which we need to manage civilization from the invention of the wheel to space flights.” And in our country, where “Civilization” appeared twenty years ago on the first IBMs in late Soviet research institutes and within a couple of years was distributed to almost all computers in the country, the game has developed a truly cult status. But before we begin to explain in detail why Civilization 5 has such a rating on the next spread, allow me one small but important observation.
Here's a new twist
For the last ten years, the global turn-based strategy series Civilization has had one serious problem: for anyone who did not grow up on the hardcore of the nineties, it took many hours to get into the essence of what was happening in this game. In the era of five-minute tutorials and intuitive gameplay, few people were willing to spend hours just to learn all the rules and prepare for a normal game.
At some point, it began to seem that the authors had become hostages of their own fans, who, as you know, usually want everything to be “bigger” and “more complicated” from the sequels of their favorite game. In the second, third, and fourth parts of Civilization, the basic concept of this ingenious strategy became more and more complicated: the number of types of troops increased several times, units gained experience, and cities gained cultural boundaries, religion arose, the opportunity for diplomatic victory, trade in strategic resources, economic wars and other complex geopolitical things... In the end, in the most recent edition, Civilization 4 (hung on top with two add-ons and a re-release) was so densely stuffed with little things and details that in the later stages of the game each move could take several tens of minutes, and wars dragged on for long hours. The tactics lost all meaning and boiled down to reorienting the economy towards war, quickly recruiting an army of fifty tanks and rolling out all the enemy’s cities with caterpillar tracks.
Not to say that the authors themselves did not understand that “Civilization” is from a strategy that was literally played in the early nineties All, began to turn into marginal entertainment. Two years ago in Civilization: Revolution- a special version of "Civilization" for consoles - an attempt was made to once again return to the mass player. The basic concepts of the game were simplified, the interface, which was no less complex than a program for analyzing stock quotes, was almost completely relegated to hot keys, and even the longest game did not drag on for a day, and the fate of the world was decided in a maximum of five to six hours. However, all undertakings were killed by the extremely intractable AI, which sooner or later still declared war (despite all the diplomacy and your numerical superiority), and “Civilization” in this version was more like a simplified wargame with beautiful graphics.
In this entire context, the main achievement of today by Firaxis and Sid Meier is that in Civilization 5 they were not afraid to follow the path of Revolution, at the core they left the concept of that very first “Civilization”, and remade everything that they had come up with over the past twenty years.
1. Three main parameters and main colors that describe the state of affairs in our civilization. Blue - increase in science points per turn; With science, everything is simple, the more your cities generate it, the faster you research new technologies, open access to new buildings, units and social paradigms. Yellow is the color of money; gold is the most important resource in Civilization 5; in this game, almost everything that cannot be captured or researched can be purchased. Purple - the number of “culture” points per turn. The more cultural our society is, the faster the boundaries of cities grow and new social doctrines open.
2. In most cases, the importance of a city can be determined by eye - megacities look noticeably larger than towns. However, just so you know, the large number next to the city name indicates the number of inhabitants, the green number is the number of turns remaining until the next population increase, and the red number is the number of turns until the completion of the selected building. Finally, the most important number is drawn next to the shield icon - this is the level of thickness of the city walls and protection from enemy attacks.
3. Comprehensive information about the currently selected unit. The main parameter that you need to know about any troops in Civilization 5 is the strength of their attack (or defense - everything is simpler in the fifth part). Small pictograms indicate all the “perks” of the selected unit, which it earns by gaining experience in battle: bonuses to attacks from various types of landscapes, bonuses to the restoration of “health,” etc.
4. The state border is a very important thing in the fifth part of Civilization. The proximity of two ambitious powers to each other automatically gives rise to unhealthy tension, and a “cultural race” aimed at expanding the borders of their cities can easily turn into a military operation.
5. Access to strategic and commodity resources is key to ensuring peace and contentment for your population. A timely plantation built in a banana grove or nets stretched in fish spawning areas provide not only an increase in “happiness” in cities, but also commercial benefits.
6. In the fifth part of Civilization, the game interface finally got rid of its fanfare office pomp. 90% of all useful information is provided using drop-down message icons, and three buttons at the top make it easy to manage all culture, science and diplomacy. For those who like to look at beautiful graphs and meditate on numbers - all the “hardcore” menu items are hidden under a small icon with a scroll in the upper right side of the screen.
It works now
As before, the game begins with the choice of a civilization that you will have to bring over the next 6,000 years from the stage of a tribal settlement to the status of a nuclear superpower. As usual, each nation has its own characteristics: for example, the Indians receive a huge bonus to population growth in cities, the British - improvements in naval troops, the Russians - the Cossack cavalry unit and the Krepost building, etc.
Most games in Civilization take place on randomly generated maps (as before, before starting the game, you can literally configure everything: from the size of the planet to the climate and landscape features). As before, the action of one classic game takes 500 moves and covers the period from 4000 BC. until 2050. Starting with the founding of your first city, the invention of the wheel and your first skirmish with the barbarians, you will lead your civilization through the centuries into the age of the Internet and nanotechnology... if, of course, you manage to share the planet with other civilizations.
Serious changes have also occurred with the tactical part of the game. In the fifth part, the need for maintaining huge armies and waging endless hundred-year wars finally disappeared. Keeping a garrison of a dozen units in cities is not only unnecessary, but also impossible - only one unit can be present in one settlement (and indeed in any cell on the map) at a time.
This seemingly small thing radically changes the entire gameplay. And if earlier the war in “Civilization” sooner or later began to tire, then in Civilization 5 you will suddenly find that for the first time in many years you are moving soldiers around the map with wild interest and bombing cities with artillery. Settlements, even without a garrison, are not so easy to capture, but even an army of five detachments in capable hands can greatly frighten the enemy. For the first time in the entire history of Civilization, such things as unit experience gained in battle, terrain features, and similar little things suddenly In fact begin to significantly affect the game. When building cities, it is important to take into account the defensive advantages of the terrain: a fortress sandwiched between rocks may not have the most favorable economic position, but in one turn it can only be attacked by one enemy unit.
Such thoughtfulness is characteristic of literally every small element of this game. The funny thing is that all those mechanisms that were supposedly laid out in Civilization 4, five years later, finally started working for real.
For example, the incredible happened: in the fifth part you can actually go through the entire game and never enter the war. Economy and diplomacy are the most important elements of the game. The biggest innovation in the classic Civilization concept is independent city-states. In addition to you and rival civilizations, a dozen or so “free cities” are scattered across the islands and continents. Unlike “big” civilizations, single-industry towns do not expand their sphere of influence and do not fight outside their borders.
So, simply taking and conquering these appanage principalities is far from the smartest policy. By developing the economy and properly pumping up local princes with money, you can get not only a decent increase in trade and culture, but also a good ally in case of war with another civilization.
In addition, AI has become much more flexible in matters of diplomacy. And if earlier during the war the enemy would negotiate only when the last native huts were already burning down, and your armies were approaching his capital, then in Civilization 5 such situations are possible when your peaceful kingdom is attacked by an obviously stronger enemy, but after several unsuccessful offensives easily agrees to a truce and even some kind of indemnity.
And no too religion | |
The abolition of religion in Civilization 5 as one of the key game concepts was perceived by the most radical fans as almost the main reason to once again start scandals and cries on the Internet on the topic of rendering. In fact, it is important to remember that in the previous, fourth “Civilization,” religions were almost the main object of jokes. Firstly, religions were equalized in terms of the power of “penetration” into the masses, and the rapid development of technology in the middle of the game made Christianity or Islam practically meaningless - according to the mechanics of the game, by the time they were invented, earlier Hinduism or Confucianism had already managed to penetrate almost everywhere. Secondly, practically no one used missionary units spreading your state religion - it took a long time, was ineffective, and also tedious. Finally, thirdly, in the Middle Ages, diplomacy between two countries with different religions usually boiled down to the remark “die infidel!” - which, as you understand, somewhat hampered trade and cultural expansion. |
Cultured people
In general, fighting in the fifth “Civilization” is expensive, unprofitable and risky, and why fight when almost any issue can be solved with gold? Your neighbors on the planet are terrible traders, and they will gladly offer you to purchase or exchange various resources, conclude an agreement in the field of scientific and technical cooperation, and they can sell you entire cities for good money.
However, there is no need to have dozens of cities in Civilization 5. The last major innovation of the fifth part: the successful growth of your settlements is possible only if your subjects are happy with life. That is, if earlier in “Civilization” the level of “luxury” gave only minor bonuses, now the satiety of the electorate and its access to entertainment is a direct key to the successful development of the country.
In the fifth part, the mechanics unobtrusively force you to somehow, at a certain stage, reorient your barbarian nation into something more or less cultural. Without temples, colosseums and shamanic temples that increase the “cultural level” of cities, the borders of your country will not grow, and growing borders mean constant access to new resources for a growing population... It turns out a vicious circle: one way or another you have to more or less harmoniously develop your civilization, and all your favorite cheating tactics like “quickly invent gunpowder and by 600 AD. take out everyone on the planet" suddenly stop working.
Civilization 5 is polished and balanced in a way never dreamed of in any previous part of the series, and the mechanics are freed from all (let's be honest) unnecessary elements. For example, social policy is now implemented as, if you will forgive the comparison, pumping up “talents” in an online MMORPG like World of Warcraft. There are several “branches” with different social models of society. Each turn, all cultural buildings and wonders built in your cities produce a conditional “culture” that accumulates over time and allows you to choose the next “perk” for your civilization.
From the very beginning, you can direct your civilization along the path (“tree”) of the traditional patriarchal or republican model of development, and over time (by studying new technologies) religious and socialist, commercial and technocratic branches of development will open up. To put it very simply, in practice, once every N moves, depending on the level of “culture” of the sponsored nation, you receive a pleasant economic, social or military bonus.
* * *
Finally, the fifth Civilization also looks very decent - on powerful configurations the game displays lush topographical landscapes with neat unit models, natural fog and pyramids of yellow dunes in the deserts. Of course, with all the details included, the game will sooner or later begin to slow down in the later stages (when literally every free cell is either built up or occupied by a unit), but there are no surprises in this - “brakes after the start of the industrial revolution” have been considered for twenty years now a signature feature of all games in the series without exception.
Civilization 5 is the pinnacle of classic Civilization mechanics. The newest part of this great strategy turned out to be not just a remake with modern graphics stuffed with details and hundreds of new units, but the first serious rethinking of the entire series in many years. All the key elements of the game (economy, culture, city building, combat) have been eliminated from tedious details and balanced with the greatest precision. Everything unnecessary has disappeared from the game, which for so long has irritated hardcore players and bothered newcomers. Twenty years ago, the Civilization formula turned out to be closer to ideal than ever.
Replay value-Yes
Cool story- No
Originality-Yes
Easy to learn- Yes
Meeting expectations: 90%
Did you wait? Never in its 20 years and five episodes of history has the Civilization series changed so radically. If you have never played Civilization before, and global strategies seemed complicated and abstruse to you, now is the time to start breaking this stereotype.
"Fabulous"
There are several types of victory. You can win with science by building and launching the first starship to Alpha Centauri. You can achieve cultural superiority over other civilizations or win through diplomacy. In addition, you can follow the beaten path of conquerors: crush your enemies with chariots and win a great military victory. The civilization that fulfills one of the victory conditions first wins the game. Don't forget to keep an eye on your opponents' progress: the worst thing is to see an enemy starship take off from the last city you haven't captured.
Technology and victory
Once you have mastered enough technology, you can build a spaceship and send colonists to Alpha Centauri. If you manage to do this before anyone else achieves any other victory, you will get a science victory. More details about ways to achieve victory are described in the corresponding section.
City-states and victory
City-states cannot win the game: only major powers can achieve this.
How to lose
There are three ways to lose: lose your capital, lose to another civilization, or fail to score the most points by 2050.
Loss of the last city
If you lose your last city in battle with another civilization or city-state, you lose the game. It's just a shame - try not to let this happen to you.
Victory of another power
If the other civilization achieves one of the five possible victories: game over - you lose. It doesn't matter how close you were to winning:
whoever wins first wins. Everyone else lost.
2050
If the year 2050 arrives and no player has achieved victory, the game automatically ends and the civilization with the most victory points wins.
How to win
There are five paths to victory:
- Military victory
- Scientific victory
- Cultural victory
- Diplomatic victory
- The coming of 2050
Military victory
If you are the last player to retain control of your capital, you win. Capture the capitals of all other civilizations and hold yours - it's not as easy as it seems. Let's say in a game for five you captured the capitals of three players, but at that moment the fourth one hit you in the back and captured your capital. If he succeeded, he instantly won. In other words, it doesn’t matter who defeated whom: what matters is who was the last to hold the capital. If you have lost your capital but have other cities, you can still achieve a victory - cultural, scientific or diplomatic. However, until you reclaim your historical capital, you cannot achieve a military victory.
Destruction of the capital
No way. The historical capital cannot be destroyed. It can be captured, but not destroyed. Dropping a nuclear bomb will reduce the population to 1, but the city will not be destroyed. Face it, it's a game. (Remember, you can destroy a civilization by capturing or destroying all its cities, so destroying capitals is not necessary to wipe out all enemies.)
Historical capital
If your first capital is captured, another city will automatically become the new capital. It will be similar in every way to the first capital, but it can be destroyed; it also does not count towards a military victory. If you reclaim your historical capital, it will once again become the capital of your civilization.
Scientific victory
You can achieve a science victory by mastering all the technologies needed to build a spaceship, then building all the parts of the ship and moving them to the capital. Once all the pieces are assembled, you can launch the ship towards Alpha Centauri. If the interstellar flight is successful and the ship reaches its destination before the other players win, you will win a scientific victory!
Spaceship details
Spaceship parts are built and moved around the map like any other vehicle. The construction of each part requires advanced technology. Ship parts are considered civilian units; they self-destruct if they fall into enemy hands. When the part is built, transport it to the capital. You will then have to decide whether to attach the part to the ship. When all the parts are collected, the ship will fly into space and you will win a scientific victory!
Note: ship parts cannot be purchased, their creation cannot be accelerated. They must be built in the city.
Cultural victory
To achieve a culture victory, you need to fully explore all five branches of social institutions, that is, every available social institution in the game. After this, the Utopia project will become available to you. Its construction brings a cultural victory. This project cannot be rushed or bought: it must be built.
Diplomatic victory
When the player masters the Globalization technology, he will be able to create the UN. After the UN is completed, every few turns there will be a vote for the title of world leader. If someone gets enough votes at the UN, they will automatically win a diplomatic victory. The required number of votes depends on the number of civilizations at the start of the game. The fewer players in the game, the higher the percentage of votes needed to win.
Who votes?
All civilizations and city-states have the right to vote. The power that built the UN headquarters has two votes. Civilizations always vote for themselves, but liberated powers vote for their liberator. City-states vote on who is treated best. However, if they were released, then they also vote for the liberator.
Liberation
If you take a city-state captured by another civilization, you will have a choice: annex it, put a puppet government in charge of it, or liberate it. If you liberate a city, it will always vote for you at the UN regardless of the current relationship. If the same city-state is liberated twice, it will vote for the last liberator. If a civilization has left the game and you have captured one of its cities, you can annex it, make it a satellite, or liberate it. If you liberate the city, civilization will return to the game. A liberated civilization will always vote for you at the UN. If there were several liberators, civilization will vote for the last one.
The end of time
If no player wins, the game ends automatically at the end of 2050. The rating based on the points of all surviving civilizations is calculated and the winner is announced. After this, you can continue the game, but it will no longer be possible to win.
- number of cities in the empire;
- your population;
- number of open technologies;
Game rating
Most often during the game, one of the players achieves one of four possible victories: military, scientific, diplomatic or cultural. But if no player achieves victory before 2050, the winner is determined by the civilization rating. If someone achieves victory before 2050, the rating determines his place in the Hall of Fame. The rating is calculated as follows.
Destruction
If you are eliminated from the game, your rating is zero. It's a pity!
Time to win
If you win before 2050, you will receive an increasing coefficient for the number of points earned. The sooner you achieve victory, the better.
Victory Points
You earn victory points for:
- the number of cells within your boundaries (the least important factor);
- number of cities in the empire;
- your population;
- number of open technologies;
- number of open “future technologies”;
- number of wonders built (the most important factor).
Game map and difficulty
The size of the map determines the number of victory points that a civilization receives for its cells, cities, and population. The game's difficulty level determines how difficult it is to earn ratings: the harder the game, the fewer points you get for everything (in other words, a landslide victory on the easiest level will cost fewer rating points than a near-draw on the hardest level).