Main Civ II Civ III Civ IV CTP II SMAC RoN GalCiv II Alt.Civs Misc About ApolytonPLUS
Articles & Guides - [Gameplay] Lead with Confidence - An Evaluation of Civ4's Leaders
 America, Arabia, Aztec, China

America America - Navy SEAL (Marine)
Roosevelt - Industrial/Organized
Roosevelt's trait combination is fairly flexibile; Industrial is strongest in the early game where forges are cheap and wonders (generally) are more potent, and Organized is obviously stronger later in the game, where more high-cost civics are available. SEALs are very potent units for their ability to "just keep coming" - a large stack of SEALs can effectively guard each other as they heal, strong covering for weak. Since they're also anti-siege, they fear artillery less.
Early Game: Average
Mid Game: Average
Late Game: Above Average
Roosevelt


Washington - Financial/Organized
Washington is rather likely to become known as "Mister Money." The combination of Financial - more cash input - and Organized - less money wasted on maintenance - is extremely potent as the game progresses. Washington is certainly one of the top three researching civs, and his effectiveness becomes more pronounced as the game continues and his traits have more time to assert themselves. In the early game, though, you are relying heavily on your own skills as a player to survive - nothing else will aid you. (A small footnote: Although Washington is strong in Renaissance, Industrial, and Modern Starts, this is only if you leverage his traits. He is actually a bit weaker in Future Starts, where research is not an issue. Think "commerce giant.")
Early Game: WEAK!
Mid Game: Above Average
Late Game: STRONG!
Washington


ArabiaArabia - Camel Archer (Knight)
Saladin - Philosophical/Spiritual
One of the civilizaitons most likely to sweep five or six of the seven religions if the player wished it, Saladin is a fairly passive civilization. Great Leader generation is not a direct threat to anyone else, and the same can be said of no anarchy and cheap temples.. but if you're looking to set up a run on Great Prophets and maybe a quick grab at Theology, here's your man. Special added bonus: time your tech moves right and you could get Theology in time to use it with your 100% certain-to-arrive UU, the Camel Archer. In SP, this is a great civ to play diplomat-builder with... but we all know how successful that is at times in MP.

Early Game: Average
Mid Game: Above Average
Late Game: Below Average
Saladin


Aztec Aztec - Jaguar Warrior (Swordsman)
Montezuma - Aggressive/Spiritual
The Aztecs were the most feared Dagger civ in the C3C era; they are still worrisome in this regard in the CIV era. With a fast run on Iron Working (possibly fueled by an early religion grab) the Jaguar Warriors can be on your doorstep quite early - no anarchy to switch to Slavery means that an exceptionally bold player can even lash his own people to churn a few more Jaguar Warriors out. The Jaguar, apparently a weak resourceless swordsmen, is actually quite potent - capable, with a barracks, of coming into play with an anti-unit promotion, and still a jungle denizen. Though the playstyle is different, the Aztecs are still a Dagger civ to be respected. As the game progresses, the Aztecs still enjoy their Aggressive bonus and no-anarchy, but by the modern era and "warfare via machine," they fade badly, unless you're a civic-switcher.
Early Game: STRONG
Mid Game: Average
Montezuma
Late Game: Below Average-to-Average

China China - Cho-Ko Nu (Crossbowman)
Mao Zedong-Organized/Philosophical
Mao's trait combination is not particularly impressive; neither trait does a lot on its own without the player working to leverage it, and neither trait is particularly dominant in the early game. Mao becomes more pronounced as the game progresses and you can use more civics. Since you can also join your Great Leaders rather than rush things with them, Mao is perhaps the most likely to see 100% research with extra gold still coming in. His UU is sort of the "kickoff" of his best years - when the Cho-Ko-Nu becomes obsolete, his traits start shining through and library research bonuses become more noticeable. The Cho-Ko-Nu, on the other hand, is a potentially devastating unit, capable of multiple first strikes, collateral damage, and mauling melee units which abound in this time. For this alone, Mao squeaks an "average" in the early game, where he would otherwise get "below." How you've planned for the late game has a great deal of effect on its effectiveness.

Early Game: Average
Mid Game: Above Average
Late Game: Average-to-Above Average
Mao

Qin She Huang-Industrial/Financial
While Mao is a leader of uncertain potency in MP, Qin She Huang is much more significant. Industrial is a valuable trait in MP for both its qualities - cheaper wonders and quicker forges, and this trait wanes as Financial becomes more and more noticeable. The Cho-Ko-Nu arrives right in the transition period of the two traits' power periods, making for a very significant threat from China until the late game.
Early Game-Above Average to STRONG
Mid Game- Above Average
Late Game- Average to Above Average
Qin Shi Huang


DISCUSS THIS IN THE FORUMS



Apolyton Civilization Site -- Copyright © Daniel Quick
Powered by Apogee Essence CMS. All other trademarks and trade names are the property of their respective owners.