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Best Civ 5 Scenarios

Discovering the steam engine caused the history of Earth to take a turn to an alternative route. Tracked vehicles like the Landship and Airships in the sky, all powered by steam and coal are a normal view, while ships powered by a strange green substance known as Luboric can be seen in the sea. Will you survive in the times of Steampunk? And most importantly, will you win?OverallThe scenario doesn't resemble any others - it's not based on real events, but a variation on steampunk.

  1. Best Civ 5 Scenarios
  2. Best Civ 5 Scenarios For Kids

The best Civ mods range from total conversions—transforming historical Earth into the world of George R.R. Martin's A Song of Ice and Fire or Elder Scrolls' Tamriel—to tools that improve AI.

Everything is powered by steam engines here - tracked vehicles, airships and ships on the sea.Gameplay parameters: the map is SMALL, speed NORMAL, one turn last one year - you begin in 1800. The map in this scenario can be fully randomized; you have a list with available terrain. There are no free military or religious cities on the map; in fact religion is switched off completely. Strategic resources have been also changed - in place of Aluminium there's Aetherium and Uranium has been replaced with Luboric.Each player begins with three groups of Settlers, two Workers, two Scouts and two Land Ironclads.

Each group of Settlers starts a city with four citizens and a set of buildings including a Monument, Library and a couple more starting ones.You have five fictional civilizations to choose from - each one of them reached the technology of Steam Engine. Each one also has a different bonus to a given aspect of the game and has a specific building to build, which gives more bonuses - developing a given technology gives access to it.

Everyone also have all the technologies including the Industrial Age. The tree has been modified and all technologies are now connected with the power of steam.You also receive three Spies at the start - it's worth to keep two in your own country to counter enemy Spies and send one to your enemies for information.PlayersYou can choose from five fictional technocratic civilizations. Generally each one represents a different gameplay approach. Eruch - Tireless Guard - Most conquest-oriented party - Airships and Flying Fortresses are common later on in the game. Bonus: Airships get +2 moves.

Special building: Aerodrome - ( +15 EXP for each flying unit produced in the city, +10% production when building air units), replaces Airship Hangar which doesn't give production bonus. Dalmace - New World Order - A party favouring culture.

You can't win culturally, but you can increase your advantages. Bonus: 10% less culture costs for Social Politics, Special building: Grandstand - ( +4 happiness, +2 culture), replaces Stadium which doesn't boost culture. Orlin - Optimized Extractors - An industrial civilization which literally floods enemies with their units. Bonus: each strategic resource gives +1 production, additionally Luboric resources are doubled.

Special building: Luboric Factory - ( +2 Luboric, +2 production, each mined Luboric deposit gives +1 production), replaces Luboric Refinery, which gives only 2 Luboric units. Pulias - Border Markets - A civilization of merchants - later on in the game they commonly just buy units and buildings. Bonus: Each strategic resource gives +1 gold, additionally Aetherium resources are doubled. Special building: Aetherium Factory - ( +2 Aetherium, +3 gold, each mined Aetherium deposit gives +1 gold), replaces Aetherium Plant which gives only 2 Aetherium units.

Vedria - Inventor's Guild - A typical technocracy, focusing mainly on developing technologies, which results in a special building. Bonus: buildings in the capital produce 25% more. Special building: Toric Dynamo - ( +3 gold, +50% science from the city) replaces Tesla Coil, which gives only 33% science.Technology. The tech tree is completed all the way to the Industrial Age. The most important invention is the Steam Engine - because of it, from the start we will be able to build Railroads, Land Ironclads. Landships.It's where the new steam technology tree begins - anyone who's ever played a game set in this scenery should have an idea of what technologies can be found on it.

The new technologies are divided into three eras - steam, airship and future.At start we can build three industrial age wonders: Louvre, Big Ben and The Brandenburg Gate. As you discover new technologies, you will gain access to new ones (most of the real) like The Statue of Liberty, Eiffel Tower, as well as the Analog Machine or Perpetual Mobile.There are as many orders of discovering the technologies as there are gameplay strategies.

I described the technologies order for each party:. Playing as Eruch, you should focus on getting Airships before anyone else does - later on you can just destroy them. The first thing to develop should be the Propulsion giving access to the first flying unit - Flyer. Afterwards in any order you like (if available): Economic Imperialism, Explosives, Expeditions and Landships. Afterwards enter the Airship Age by inventing the Airship which will give you a military advantage, thanks to the modern army and civilization bonuses. It's good to push forward and invent the Sky Fortress - for them you will need the Hellish Ignition, Uranography and Land Leviathan.

Of course don't forget about production - here the Analog Computation and the building it provides - Difference Engine - will come in handy. Additionally on your way you should build a Patent office. With that, you have all the important things invented: Land-Leviathan, Sky Fortress, Flyers which operates from it, as well as Battleships and Submarines. Playing as Orlin or Pulias your big advantage will be developing production. The first technology should be Analog Computation and the Difference Engine.

Afterwards reaching the Patent office - develop Propulsion and Explosives followed by Landship. Further gameplay depends on how you want to dominate your enemies - technologically or militarily. For military look above, for technology below. Playing as Vedria, which focuses on technology, you have a wide spectrum of choices to play with. The basic thing is developing Analog Computation, placing a Difference Engine in all cities and an Analytical Engine in the capital. It will give you a big boost to science and production.

Of course don't forget about the other aspects - building Libraries and Universities should also interest you. The next step should be developing your special building, the Toric Dynamo, for which you need: Economic Imperialism, Propulsion, Explosives, Vertical Integration, Expeditions (gives a nice building: the Trade Academy giving science and culture), Submarines, Noblesse Oblige and Airships. That will give you the chance to develop Galvanometrics and afterwards Toric Dynamo (or Tesla Coil if you're playing as someone else). With these buildings, you will be light years away from others with technology. Dalmace doesn't have a specific way of discovering technologies.

You can use any of the above ones - additionally you can focus on culture in cities and place proper buildings, but that won't give you a large advantage either way.Social PoliciesYou have five trees to choose from. Each is available to anyone from the very beginning. You can connect points from given trees. Each represents a given aspect of a country - production, army, commerce etc.

OverallYou can begin as the ruler of one of the Rome parts - Eastern or Western, as Persians or one of the five Barbarian lords. The game automatically ends after 70 turns - points count, so while playing as Sassanid, Goths, Celts, Huns, Vandals and Franks you need to conquer. On the other side, the Romans must protect themselves from the enemy armies. Pretty much everybody is at war with everybody - only the two Roman empires are allies.Beginning as the Barbarians, you will receive only a small part of the map and a considerable army. The Roman Empire on the other hand, occupies pretty much the whole map.

You objective is to reduce the number of their cities as much as possible.Each player has all the Ancient and Classical Eras technologies unlocked. All the structures connected with Science are locked - you don't gather any new points or invent new technologies. Religion is also deactivated - you can't create new ones and there aren't any present on the map. Settlers cannot be created, so you cannot establish new cities. PlayersYou have eight civilizations to choose from:. Western Rome - Barbarians Adopting - A party allied with Eastern Rome.

Bonus: defeated barbarians are added to your army with half their original life. Special units: Legion - (higher Combat Strength), replaces Swordsman and Ballista - (higher Combat Strength), replaces Catapult.

Eastern Rome - Theodosian Walls - A party allied with Western Rome. Bonus: if a unit is two spaces from a Fort, it gets +10% Combat Strength. Great Generals appear 50% more often and give 10% additional Combat Strength.

Special units: Cataphract - (better combat and defence), replaces Horsemen and Dromon - (much better Combat Strength), replaces Trimere. Sassanid - Achaemenid Legacy - This civilization is very good with conquering cities and fighting enemy armies. They begin with three cities. Bonus: Golden Ages last 50% longer and units during it get +1 move and +10% Combat Strength. Special elements: Clibanarii - (much better at capturing cities, fast attack), replaces the normal Horseman and Satrap's Courthouse - (+2 gold, +2 happiness, +25% gold), replaces the Bank. Celts - Druidic Lore - They start with three cities.

Bonus: +50% while fighting civilizations with more cities, embarked units have +1 move and use up only one move when getting onto the shore, instead of the whole turn, they treat woods on their territory as roads - they can also build trade routes thanks to them. Special elements: Pictish Warrior - (gets a bonus for fighting on enemy terrain, pillage doesn't consume movement points, +50% strength if he's fighting with other units which surround the enemy), replaces Spearman and Ceilidh Hall - (+3 happiness, +4 culture), replaces Opera which doesn't give additional happiness. Franks - Phoenician Heritage - They start with five cities.

Bonus: Terrain cost doesn't apply to units moving along hills or riversides. Special elements: Feast Hall - (+2 happiness, +2 culture), replaces Circus, which requires Horses or Elephants and Axe Thrower - (a stronger unit, has Landing - can attack from the sea, DOESN'T require Iron), replaces Swordsman. Goths - Healthy pillaging - They begin with five cities. Bonus: A unit heals completely after pillaging an improvement which isn't a road. Special elements: Gadrauht - (stronger, can use roads on enemy territories, DOESN'T require Iron), replaces Swordsman and Hov - (+1 happiness, +2 gold), replaces Market, however it does not give the city a +25% gold bonus.

Huns - Scourge of God - They begin with only one city, but things get easier after the first conquest. Bonus: all land units have +2 moves. After conquering the first city you will receive two Battering Rams, first five cities give two Horses, each pasture +2 production. Special units: Battering Rams - (largely effective against cities in a direct fight), replaces Spearman and Horse Archers (a fast unit with good defence, DOESN'T require Horses), replaces Chariot Archer. Vandals - Pirates of the Mediterranean - They begin with three cities and are great on the sea. Bonus: they adopt enemy ships after defeating them, with half their original health.

Special units: Axemen - (greater Combat Strength, Charge - additional strength when fighting a damaged unit, DOESN'T require Iron), replaces Swordsman and Quinquereme (greater Combat Strength), replaces Triremes.Social PoliciesEach player has access to one of three Social Policy tree:. Rome Tree is available for two civilizations - the Western and Eastern Rome. It's a degrading tree - each next Policy from it has a negative effect on the country. Therefore you will get penalties to gold income, keeping units, luck, unit strength and production. Sassanid Tree, available only for Persians, gives bonuses to Culture, income in gold, production and happiness. It can also cause a Golden Age.

Best Civ 5 Scenarios

Barbarian Tree, available for the others, gives bonuses to the way the country functions. One branch gives a bonus to the army, boosting production during training, experience in battles and combat strength. The second has an influence on the cities, speeding up the construction of Courts, giving an overall bonus to production and causing the city to produce two points more of everything.If you fill up the whole tree before the 70th turn, you will receive gold in the amount of one third of the Culture income.

Gameplay methodsWinning this scenario depends mostly on the chosen civilization and the tactic:. Playing as one of the Roman Empires, you most of all DON'T BUILD ANY CULTURE BUILDINGS. You have a Monument in each city and cannot destroy them. Additionally there are other culture buildings in larger cities as well.

Best Civ 5 Scenarios

Each lost city also gives you culture points. Remember about this, as the social policies tree gives negative effects! Use the abilities of your units - Western Rome lets you adopt enemy units - you can temporarily increase your army using it. Try to keep enemies from large cities like Rome, Carthage, Trier, Mediolanum, Ravenna in Western and Constantinople, Salonica, Ephesus, Antiochia and Alexandria in Eastern Rome. Each lost city will cut your points - the larger the city, the larger the loss, of course. Playing as the Sassanids will require you to take care after your citizens - Golden Ages, apart from an overall boost to the economy, also improve the abilities of your army. Use your special units - Clibanarii are capable of attacking twice a turn!

Best Civ 5 Scenarios For Kids

Keep an eye on the size of your army - Sassanids aren't barbarians and therefore have to pay for their units. Your cities give points as well, so you should defend them for your own good. Playing as the Barbarians - there are five types of them, each starts somewhere else ( Goths from the today's Austria and Romania, Franks - Germany, Celts - England, Vandals - Morocco, Huns - far to the north-east, by the Black Sea) - you need to focus on flooding Rome with your armies. You don't pay for any of your units. Each nation has other Special units, use them to successively conquer cities - there's not much time and the score isn't certain.