
Strong infantry, especially hoplites and Skiritai (+3) Nerfed entrenched camp but can still sneak attack (+0.5) Hit and run cav (consular bodyguards effectively counter archers) (+1) Naked fanatics not very useful because requires phase 2Ĭhampion crossbowmen are cheap, mobile options waiting to be developedĬompanion cavalry and champion spears are decent (+1) Sword cav + spam slings/spears (+1.5)īuildings cost only wood - saves stone (+1) Requires a lot of mining - soldiers are working on mines instead of fighting (-1)Ĭeltic brutality.

Scythian archers = 2 regular archers combined. No long range units - weak against archers protected by fort or pikes in field combat (-1) Very strong defence, needless to say (+3)įire javelin cav is strong against siege and buildings (+1.5)įire ship is extremely irritating to opponents (+1.5 naval) Mercenary archer + swords can only be trained from colony (-2) Strong cavalry: cataphract, Dahae horse archer, archer chariot (+1.5) Mercenary swordsman runs faster than average (+0.5) Need designated house builders - slightly reduces workforce in early stage (-1)Īnti-ram depends on elephant and mercenaries (-1.5)Īsian heavily armoured war elephants with Seleucus Nikator (elephant champ) (+2) Pikemen and mass camels are slow to manoeuvre. Overpowered in naval maps: lighthouse, Tessarakonteres, quinqueremes (+3 naval) (+3)Įxtremely fast boom with slings and house spam (+1)Īrcher camels + pikes in syntagma formation is strong once in substantial numbers. Compared to A23 they are more durable and can be built faster. (+1)Ĭheap buildings - saves wood - faster boom. Spam archers and spears then outflank with melee cav. Good variety of siege: lithobolos, oxybeles, rams, elephant (+2)ĭiverse army from embassies (now you can build 3 of them!). Triremes can train marine cavalry (+1.5 navy) Kurush is a very good hero who can train immortals - use immortals as front line attack (+1)ĭiverse cavalry: Parthian archer cavalry combined with sword cav is strong. Not sure why there is a mercenary javelin camel that has the exact same combat stats as a regular javelin cav (0) Require a lot of metal if going for mercenaries or champ spam. Temple guards (champ swordmen) can be trained from temples - allows for spamming (+1)Īssyrian rams (does more damage than other rams) (+0.5)

Mercenary camps can be built in neutral territory - allows for sneaky strategies and diversification of army composition (+2) (-1)įree Priest - can be used for scouting and healing wounded units in a rush - makes them better at rushing and better at defending against rushes. (-0.5)ĭifficult to manage for new players - need to manoeuvre worker elephant. Poor quality houses - need designated house builders and worker elephants can no longer build. Sword cav + champion sword-woman = good defence against siege (+2) (+2)Īsian elephants and archer elephant - new strategy. By the way ‘Visha Kanya’ means poison girl, they were not soldiers but more assassins or espionage agents. There is also a champion archer (maiden guard). I am not taking team bonus into account yet.Īrcher civ - spam infantry archers and spearmen to protect the archers.

Skill and strategy matter more than which civ you play as! The weightings are based on my personal preference and I am open to suggestions. However, this is only theoretical and things will vary in actual battles with an appropriate strategy and adequate skills the lowest scoring civ has a significant chance of defeating the highest scoring civ. Each civ will have a total score for both Mainland and navy. Each strength and weakness will be weighed and given a score. In this analysis I will list out the strengths and weaknesses of each civilisation (based on my opinion).
