Rise of Nations Strategy Guide
Version 1.00


This strategy guide has been compiled by Dibyajyoti Deb<ddeb@cmi.ac.in>. Most of the stuff are taken from the Microsoft site which offers excellent strategy guides on the various nations.

The various nations are classified as follows:

Economic                Offensive               Defensive
--------                        ---------                    ---------
Bantu                       Aztecs                     Russians
British                     Bantu                       Romans
Maya                       Germans                  British
Chinese                   French                      Chinese
Egyptians                Japanese                   Egyptians
French                    Turks                        Germans
Greek                     Mongols                   Greeks
Inca                        Romans                     Inca
Nubians                                                   Koreans
Spanish                                                    Nubians
Koreans                                                   Spanish                



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                                                          1.0 RESOURCES
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Resource Types

Rise of Nations has 6 resource types: Food, Timber, Wealth, Metal, Oil, and Knowledge. Each of these resource types has a very distinct purpose. To help you plan out your economy, this section also describes which resources are necessary to improve your economy. It takes money to make money, and after reading this section you'll know what resource types are necessary to increase the income of each resource.

 Food
 -------
This resource will be important for growing your economy and most of it will go back into creating more Citizens. Only slightly less important are the technologies you'll research which use Food: Age Advancements, Civic Techs, Lumber Mill upgrades, and Temple techs, among others. Lastly, Infantry-based armies (except Archers) will require food to train, so Food can be an important resource for those seeking to train early armies.

Fishing is the most efficient way of increasing your Food income. It only requires Timber to construct Fishing Ships, which gather both Food and Wealth (Food and Metal in the case of Whales). Spending a moderate amount of Timber to gather +10 of two resource types is very efficient, especially early in the game. Many players research Science I first, then Civic I. If you have water near your capital City, it may be better to research Commerce I instead of Civic I since you'll be able to quickly and cheaply increase Food and Wealth income.

Farming requires both Timber and Food (since you'll need to create a Citizen to work the Farm). It's definitely the most common method of gathering Food and while not as efficient as Fishing, it's much safer since you'll build your Farms right next to your City thus allowing your Citizens to run inside the City should they come under attack - Fishing Ships don't really have a means of fending for themselves unless you actively control the seas.

 Timber
 ----------
This is another very important resource for growing your early economy. Most of your early Timber will go into producing the many Farms you'll need to get your Food income off the ground. It also goes into Markets and creating Merchants that harvest rare resources.

Once Classical Age is reached, you'll have a lot of things you'll want to spend Timber on but the most important of these is making a University in each of your Cities (you should have a 3rd City at or around the time you reach Classical Age). Soon after your Universities go up, you'll probably want to invest in some military training buildings like Barracks and Stables, which also cost Timber.

Starting in Medieval Age, University upgrades will also become available for a significant amount of Timber. These are extremely important for your Knowledge income.

Increasing your Timber production will primarily require Food, both to create Citizens to work at the Woodcutter's Camps and to build the camps themselves. Keeping your Timber income maxed is helpful, so ensure that you always spend your extra Food on filling Woodcutter's Camps.

 Wealth
 ----------
Wealth is a much harder resource to gather than Food or Timber, at least throughout the early portions of the game. For this reason, it's very important that you get a Market and Caravan up very early in the game (usually immediately after you create a 2nd City).

One of the most important places to spend Wealth is on Scholars, which are built from Universities and increase your Knowledge income. Science techs, Archers, and market trading also require Wealth.

Market trading in particular is a valuable tool in the flexibility of your economy, as it allows you to immediately get whatever resources you need.

Timber will be the primary requirement for increasing your Wealth income. Markets require Timber; Caravans require Timber and Food. Temples give you a one-time bonus of Wealth, but this bonus is usually somewhat less than the current price Timber will sell for at the Market.

The last information you'll need to know about increasing your Wealth income is that Caravan trade route profit is based partially on how many buildings are at each of the two Cities. This means that once a trade route is established each building created at that City will increase the income brought in by the trade route.

 Metal
 --------
Metal will come into play after Classical Age is reached and is necessary for heavy infantry, heavy cavalry, and many post-Industrial Age military vehicles. Forts and military techs at the Library also require Metal. Even if you plan on doing an economic boom, it's generally a good idea to put some resources into collecting Metal, since it's usually great to sell for Wealth (which will let you create more Scholars). Check prices though, as Metal can get so cheap it's not worth selling.

Later in the game, you'll need Metal for almost any military strategy you choose, so be sure to mine each of the mountains in your territory by the time you hit Industrial Age - you'll want it for the Tanks and Airplanes, among other things.

A moderate amount of Timber is necessary to create a Mine, and then you must use Food to create the Citizens necessary to work the mine. Building Smelters costs Food and Timber and will increase the gather rate of any Mines within that City's radius.

 Oil
 -----
Once you hit Industrial Age, one of your first priorities should be constructing Oil Wells at most, if not all of the oil patches in your territory. Oil is necessary for the last two age advancements and many important military units and buildings, not to mention Nuclear Missiles once you reach Modern Age.

Oil tends to be very limited in quantity and it's often a good idea to simply buy a large quantity of it once you reach Industrial Age. Even with Oil coming in at the Commerce Limit, buying more is often wise because there are so many powerful things to do with it.

Timber and Metal are necessary to construct the Oil Wells, and the ramping cost is pretty steep. You'll only need a single Citizen to work the Oil Well, but if your Food or Timber incomes are maxed at this point in the game (which they should be) you can simply pull an existing Citizen off of those tasks to make and work at the well.

 Knowledge
 ---------------
Knowledge directly affects how fast your nation will make advances. Most players agree it's the most important resource in the game. It's also the hardest gather rate to increase since Scholars require Wealth, and Wealth comes in slowly throughout the early parts of the game. This means that you should immediately construct Universities at each of your Cities once you reach Classical and you should attempt to keep your Wealth income high as well, to afford those costly Scholars.

An interesting way to save Knowledge costs is to research many Library techs before reaching Classical Age. Prior to Classical Age techs in columns 2-8 of the Library don't cost any Knowledge. On the other hand, the non-knowledge price is always much higher. For example, you can choose to research Commerce 2 in Ancient Age for a very steep Food and Timber cost, or you can research Classical Age earlier and construct two Universities. The one-time Knowledge boost from these two Universities will be enough for you to afford Commerce 2, even though it costs Knowledge. The first method often results in better Food and Timber incomes while the second method gives you a headstart on Knowledge income (while they were researching Commerce 2, you were going up an Age). It's debatable which method is better, though many experts feel that getting Commerce 2 in Ancient Age is the best way to go.

Wealth and Timber will be necessary to construct Universities, which allow you to create Scholars which gather Knowledge. Scholars cost Wealth and later in the game have a very steep ramping cost - your first 7 will be relatively cheap, but they'll keep getting more and more expensive. 7, of course, is the number of Scholars which fit in each University.

Supremely important in increasing your Knowledge income are the University upgrade techs such as Literacy. These techs increase the rate that each of your Scholars collects Knowledge, but will cost a lot of Timber to research. These upgrades become available as you research Science and Age Advancement technologies, so if you're trying to race through the Ages you'll want to plan ahead with that in mind.

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                                                     2.0 LIBRARY TECHNOLOGIES
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Library Techs
---------- --------

Age technologies:
--- ------------

Age technologies represent your nation's march through history. These researches are powerful advances in technology that make available new units and buildings.

There are a few important things to remember with Age technologies. First, you will need a certain amount of other Library techs before you're able to research the next Age technology. You don't have to research the other techs in a straight line, you just need a certain amount of them. If you need 3 more Library techs to advance an Age, these could be all Science techs or a mix of 3 different tech lines. The pattern you research these techs is completely up to you. Move the mouse over the next Age advance to find out how many other Library techs you need to research to advance to that Age.

Note: In Conquer the World scenarios, your Age advancement is often limited to a single Age advance within that scenario.

Military technologies:
-------- ------------

Red military technologies advance your nation militarily. This makes new unit upgrades available (as long as you also have the equivalent Age research) and increases the population limit, meaning you can field a larger army and have more citizens working. Additionally, each Military tech you research above your current Age will reduce the cost of your military units and upgrades.

How can I effectively utilize Military technologies?
Unit Upgrades: First, you'll want to make sure you have the military technology that matches your current Age. This will allow you to upgrade your military units to the most current, quite important if you intend on avoiding destruction at the hands of an opposing nation!
Population limit: Population limit will often constrict your ability to produce citizens or a large army. Ideally, you'll want to try to predict things ahead of time and research a Military tech before you get cramped by population limit and find yourself unable to build additional units.
Cheaper units and upgrades: Lastly, you have the option of pushing your Military tech line ahead of your current Age level. This will reduce the cost of your units and upgrades by about 5% per Military tech above your current Age (Example: If you're in Age 3 with Military 5, you'll have a 10% cost reduction of the base cost for your military units). This is particularly useful for nations like the Turks, who have much cheaper Military technology than other nations.

Civic technologies:
----- ------------

Blue civic technologies allow your nation to support an additional City. Civic technologies also increase national borders and make available some technologies like Attrition advances at the Tower.

How can I effectively utilize Civic technologies?
Cities: Constructing more Cities opens up many options for increasing your nation's strength. Cities will be absolutely vital to your success as a nation and neglecting to construct new cities can stunt your nation's economic growth (in particular, your Wealth and Knowledge incomes are very limited if you don't build additional Cities). Generally it's a good idea to build Cities close to the edge of your existing borders to maximize the amount of new territory that City yields.
Territory: Sometimes a little extra territorial force can net you control of a key resource or allow you to place a new city farther forward. This extra territory push will extend outward from each source of border push you currently own (both Cities and Forts exert border push). If your border is already pressing against another nation's border, an extra Civic tech alone generally won't shove them back too far. However, an extra Civic tech combined with a new City and/or a new Temple upgrade can really put the squeeze on them!
Attrition and Temple technologies: Attrition technologies at the Tower usually require a Civic prerequisite tech. If you're planning on playing defensively with attrition to aid in your defense, you'll want to get Civic 2 fairly quickly in order to ensure you can research the 2nd level of Attrition. Temple upgrades and taxation technologies, both researched at the Temple, are generally not worth researching immediately when they become available. Temple upgrades yield extra border push, increased durability, and increased attack range for Cities with Temples - research them when you want to inch your border forward slightly or if your city comes under attack. Taxation technologies generate Wealth based on the percentage of territory you control, as well as increasing the income generated by Rare Resources. It's usually best to delay researching Taxation in favor of amassing more Citizens, Markets, Universities, Farms, and Woodcutter's Camps. The benefits of researching Taxation immediately when it becomes available are pretty small unless: (a) you own a large percentage of territory already, (b) you control 5+ rare resources, or (c) you are the British, who get double Taxation wealth.

Commerce technologies:
-------- ------------

Green commerce technologies increase Commerce Limit and increase Caravan Limit by 1. Commerce Limit is the maximum rate at which you can gather any given resource type. Wonders can increase Commerce Limits for individual resource types and Knowledge is not affected by Commerce Limits (the limit for Knowledge is always +999).

How can I effectively utilize Commerce technologies?
Commerce Limit: A good rule of thumb is that if 2 or more resources are being gathered at the maximum rate, it's time to research a Commerce tech to improve your Commerce Limit. The trick here is to research Commerce techs at the right time. Researching too early means that you may have needed that Timber for additional Farms, Markets, or other economic buildings. The Knowledge could also potentially be better spent on other researches (Science research in particular can open up new economy-enhancing upgrades at the Granary, Lumber Mill, and Smelter). On the other hand, don't hold off too long on upgrading since you'll be unnecessarily limiting your economy!
Caravan Limit: Caravan Limit caps the maximum number of trade routes you can have at one time. One trade route may exist between any two cities, but you can never have more trade routes than your Caravan Limit. Generally this is only a secondary consideration in researching a Commerce technology, since creating another trade route won't be worth the hefty price of the tech. Wealth is a dire resource though, so increasing the Caravan Limit is important - it just takes a back seat to increasing your overall Commerce Limit.

Science technologies:
------- ------------

Yellow science technologies make other technologies cheaper, increase the distance scouts see, and increase the benefit of exploring ruins. The more science techs you get, the cheaper your other researches will become.

How can I effectively utilize Science technologies?
Cheaper technologies: While it's possible to research nearly every tech in the game without any Science technologies, it's painfully difficult. There's a balance to be struck between spending on Science research however. It's true that if you had enough time you could get all the science researches first and then spend very little on the remaining researches - overall you would, in fact, pay much less than other players. However since you're constrained by time you'll have to make some strategic choices about when to research your Science technologies, since they could cost you 300 Knowledge that would be spent on Commerce techs and drastically increase your economy. Increasing your economy is somewhat like reducing your technology costs (if you have a huge food income, it's much easier to research techs that cost food because it won't take you very long to save those resources). That's not to say Science techs aren't worthwhile at reducing your technology costs - you just have to make some strategic decisions on what to research first.
Ruins bonus: When the game begins, you'll only gain 25 resources per ruin you find. For each Science research you have this increases by 25. Getting the first and second Science researches very early in the game can allow you to get much better benefit from the ruins you explore. Extra Science techs also increase the distance your scouts see, so they'll usually find more resources with more science research. On Sea maps, fewer ruins are placed so you often don't have quite as much need to research the 2nd science tech level early.


**- The Nation Powers

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                                                     3.0 NATIONS
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--------------------------------
AZTECS - The Power of Sacrifice |
--------------------------------

The Aztecs are an aggressive nation that survives through military might. Because of this, good Aztec players will develop strong armies early in the game, sometimes sacrificing all of their economic growth in order to train a few extra units. As an Aztec player, your strategies should revolve around producing large early armies and aggressively engaging the enemy. Playing a standard game is viable, especially if facing another nation with somewhat weak economic bonuses. One such strategy is to tech up to Gunpowder Age before amassing a large army, since that maximizes the Resources per Kill bonus and the Free Barracks Troops bonus. When doing this strategy, sending a small Horse Archer raid is usually a good idea - both to slow the opponent's economy and gain extra resources yourself.

Since you'll be relying so much on military (and most likely be disadvantaged economically), the units you decide to make will be an important choice. Units that cost Food/Timber like Light
Cavalry and Light Infantry are common choices, allowing the Aztec player to increase his army size using resources that would've been spent on Farms, Woodcutter's Camps, and Citizens. Horse Archers are another very good unit choice to invest at least a little into since they are often able to rack up at least a few Citizen kills. The primary emphasis here is to ensure you have a solid offensive force capable of getting unit kills and then spend time using it properly (assigning cavalry to attack enemy light infantry and archers, for example), for without unit kills the Aztec nation falls.

**Gain 15 resources per Age when your Barracks, Stables, and Dock units slay an enemy (up to a maximum of 60 resources per kill).

Why is it important?
This has some serious implications in what choices you make between economy and military. Instead of spending resources increasing their economy, they often spend these resources on military instead. When their army clashes with their opponent's army, they will receive plenty of resources to make up for this lost economy. These resources are in addition to the fact that you just killed off a significant amount of his units.

This bonus puts you in an interesting position. Winning a battle solidly will cement a huge advantage (not only will your opponent's army be defeated, but you'll have earned a large bounty of extra resources!). On the other hand, losing a battle often means very few resources were gained and your army was just defeated, leaving you in a world of hurt. So keep on the offensive in an attempt to prevent your opponent from advancing ages above you or fielding a larger army with his nation powers.

How do I maximize this nation power?
Be aggressive: You can't use this bonus if you don't kill units, and opposing nations will be wary to enter your territory and throw their army away because they'll know the Aztec player will get a huge amount of resources if they attack recklessly. This is your only economic bonus, so you must use it if you plan on staying even with other more powerful economic nations.
Raid: Raiding is a good way to generate extra income from citizen and merchant kills. Build some Horse Archers and try to find some unguarded areas
Don't let your opponent retreat units to heal: Human opponents will often pull wounded units back to heal against an Aztec player to attempt to prevent units from dying. Don't let this happen if you can help it! Chase those units down with faster units like Cavalry and make sure you get those kills

**Plunder from enemy buildings increased by 100%.

Why is it important?
Often, players who face Aztecs will make a few extra Forts and Towers since these can wear down an Aztec army without giving the Aztec free resources from unit kills. Destroying enemy Forts is particularly valuable, as you'll be rewarded with a huge sum of Metal. This bonus gives Aztec players extra incentive to start knocking down enemy buildings with Siege units.

Killing things like Farms and Lumber Mills is still rather low priority, since it wastes time you could be spending killing more valuable things (namely capturing the City that contains those buildings). However, you may occasionally find yourself in a position where capturing the City isn't possible quite yet. In this case, it may be worthwhile to let your siege attack outlying buildings so long as it is within the safe covering fire of a nearby Tower or Fort, with an army nearby, and a Siege Factory close by to garrison in.

How do I maximize this nation power?
Aztec rush: One strategy you can utilize with the Aztecs starts with an aggressive early attack. You should concentrate on trying to kill his Citizens, but once he garrisons you can try to locate any outlying Farms or Woodcutter's Camps outside of the defensive fire of his City. These buildings have relatively low hitpoints, so you'll be able to destroy them reasonably fast. This costs your opponent time and resources to replace the building, and gives you a plunder bonus.
Don't neglect siege: Remember to bring units along that are efficient at attacking buildings. Often players facing Aztecs will avoid most combat while they advance in age. By bringing siege, you're bringing the capability to do more permanent damage to your opponent by destroying an expensive Fort or capturing a City - forcing your opponent to react to you or lose the game. As always, don't make the mistake of building too much siege and not enough army to protect it. The plunder bonus is secondary to the bonus you get from unit kills and the importance of keeping your army alive.

**Receive free Light Infantry whenever you build a new Barracks (one at start, two with Classical and Military I, three with Gunpowder and Military III)

Why is it important?
Particularly while utilizing Aztec rushes and early aggressive attacking, receiving these extra units is a nice extra boost to your early army. It's a small bonus, but discerning players will use it to boost the size of their early army. Remember that it's difficult for Aztec players to keep up with other nations economically, so this bonus is key in helping Aztec players to gain a larger early army than their opponent.

How do I maximize this nation power?
Mass up an army early: Once you reach Classical or Medieval Age, construct 3-4 Barracks and then make plenty of Heavy Infantry. Heavy Infantry and Atl-Atls complement each other nicely as a large early army that can take out cities. It's also convenient that Heavy Infantry won't cost Timber - that way your Timber can go into building a few extra Barracks.
Anti-rush defense: Some Aztec players prefer to advance to Medieval before getting their first Barracks. If the Aztec player is rushed in the meantime, he just has to place a couple Barracks down rapidly and he has an instant anti-rush army!

Unique Units:
------------
~ATLATL - Light Infantry, Ancient Age (I)
  ->Fast, cheap, and short-ranged. Quicker and tougher than Slingers.
~ROYAL ATLATL - Light Infantry, Classical Age (II)
  ->Fast, cheap, and short-ranged. Quicker and tougher than Javelineers.
~XOPILLI ATLATL - Light Infantry, Medieval Age (III)
  ->Fast, cheap, and short-ranged. Quicker and tougher than Elite Javelineers.
~JAGUAR INFANTRY - Modern Infantry, Modern Age (VII)
  ->Faster and with a stronger attack than ordinary Modern Infantry.
~JAGUAR ASSAULT INFANTRY - Modern Infantry, Information Age (VIII)
  ->Faster and with a stronger attack than ordinary Modern Infantry.

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BANTU - The Power of Migration |
-------------------------------

Bantu players have elements of Russia's territorial dominance (particularly early in the game) but with more of an economic bonus. The extra City the Bantu receive opens up a number of economic advantages (listed below), not the least of which is the fact that they'll have territorial access to more resources early on than other nations.

Bantu players are fairly flexible, able to choose between using their quick military units to harass their opponent or to utilize their early economic bonus to accelerate their tech to a strong Gunpowder or Enlightenment Age attack. They also are able to field the largest end game armies, provided they have the economy to afford it all.

**+1 City Limit (must research at least one Civic) and 75% cheaper Cities.

Why is it important?
This allows Bantu players to get 3 Cities construct very early. Not only does this allow them to claim a large amount of territory very early in the game, it also is a cheap way to raise early income levels (since Cities innately produce +10 Food and Timber). Bantu players are also generally able to get their 2nd trade route started before other nations.

Not only will this early economic advantage help the Bantu player boom quite well, the bonus will still be felt later in the game when the Bantu dominates more of the map and has more 'buffer cities' to protect the crucial inner economic Cities.

How do I maximize this nation power?
Build the extra City. It's a no-brainer to construct this City, yet it can be easy to forget to build it. Building a 3rd City very early adds valuable Food and Timber income for cheaper than the cost of a Farm or Woodcutter's Camp. �
Maximize early territorial control. Early territorial control can lead to many later benefits, such as controlling Mountains, Forests, and key Rare Resources (simultaneously robbing them from opposing nations) Exert territorial dominance. The other end of the spectrum is continuing to play a territory-control game in order to keep your opponent starved for resources and to maximize the benefits of Taxation techs (which you'll certainly want to research when you have a large chunk of the land). Just don't underestimate your opponent's ability to produce an army; you can overextend yourself quite easily.
One way to avoid letting your opponent exploit your weak points is to put pressure onto one of his major economic Cities (his capital is best, if possible) with a forward Fort or Tower and some military buildings. Once he realizes that one of his major economic Cities is threatened, he'll have to put all his resources into defending it and will have a very hard time splitting off to take one of your more vulnerable Cities. If he does split his resources and take one of your Cities, it's very likely that your force will be able to capture his City - and the City he took will hurt you much less than the important City you took.

**+100% population limit. May exceed population limit by 25%.

Why is it important?
Bantu players are much less limited by the population limit than other nations. They can have a significantly larger army than their opponent at any point in the game, particularly in the late game when they're able to field 25% more forces than their opponent. The resources saved researching that military tech can instead go into other purchases instead.

How do I maximize this nation power?
Spend resources on units instead of Military techs: Instead of getting Military techs to increase your population limit like other nations, spend those resources on a few extra units knowing you won't have to research the Military tech until later. By the time you need to research it, it won't seem nearly as expensive.
**Barracks units and Citizens move 25% faster.

Why is it important?
One of the bigger ways this bonus becomes apparent is in how much quicker your Scout moves. This gives you an opportunity for extra ruins. Faster Citizens are harder to kill and while not a very large bonus it's helpful that they'll get to building construction sites and gather buildings faster.

Faster Barracks units have a wide range of uses too. Faster Heavy Infantry means that they'll get into position to attack faster and be able to catch cavalry more easily as well. Fast ranged units means you can potentially use your infantry to harass the enemy, and then disappear into the wilderness with little worry of being caught by anything but cavalry units.

How do I maximize this nation power?
Light Infantry/Heavy Infantry combo. This works well with the Bantu. Their Umpikati unique Light Infantry line can be massed to force your opponent to go Cavalry, and Heavy Infantry are trickled into the mix. Since your Heavy Infantry are fast, they're both able to reach Cavalry quickly and avoid Archers.
Infantry raiding. The Bantu have a definite advantage if they try to use Barracks units to raid. Archers and Light Infantry don't kill Citizens that fast, but if you send them in early enough you can cause severe irritation to your opponent (and possibly convince them to waste valuable resources turtling while you tech ahead of them!)
Steal ruins. If you're up to the challenge, try finding the enemy Scout and stealing all of their ruins before they can grab them. It takes a lot of micromanagement prowess, but it can be done if you're fast! Simply have your Scout follow as close to the enemy Scout as possible and then dart in front of him when you spot a ruin. Simultaneously robbing the enemy of extra early resources and gaining resources yourself!

**Unit upgrades do not require Military research.

Why is it important?
This bonus is a second reason that Bantu are able to hold off on researching Military technologies until later in the game. As soon as you get to the next age, unit upgrades are already available. This saves you the time and cost of researching the Military tech, potentially giving your army a significant technology advantage for a limited time.

How do I maximize this nation power?
Upgrade quickly: Immediately use this advantage if you're fighting heavily with your opponent. The increase in attack power and hitpoints may very well end the battle in your favor.
Skimp on Military research: Save resources for units and don't get Military techs until you need them. Primarily, Bantu players will research Military techs to fullfill the prerequisite for an Age Advancement, but rarely research them aside from this.

Unique Units:
------------
~UMPAKATI - Light Infantry, Ancient Age (I)
  ->Fast, cheap, and short-ranged. Slightly stronger than Slingers; faster to
    create.
~YANGOMBI UMPAKATI - Light Infantry, Classical Age (II)
  ->Fast, cheap, and short-ranged. Slightly stronger than Elite Javelineers;
    faster to create.
~IMPI UMPAKATI - Light Infantry, Medieval Age (III)
  ->Fast, cheap, and short-ranged. Quicker and more accurate than Elite
    Javelineers.
~HAWK FIGHTER - Fighter, Modern Age (VII)
  ->More powerful against enemy aircraft and ground troops than normal
    Fighter.
~EAGLE FIGHTER - Fighter, Information Age (VIII)
  ->More powerful against enemy aircraft and ground troops than normal Jet
    Fighter.

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BRITISH - The Power of Empire |
------------------------------

The British are primarily an economic powerhouse, though initially their economic advantage will be small. Playing British is most interesting because of the types of choices that need to be made. While it's true that if you are left alone your economy will be that of a roaring superpower, this is balanced by your need to invest into many more Citizens than other nations in order to attain those higher levels of income.

You'll also have to ensure that you don't get stuck defending and reacting to an aggressive opponent. Just because you can boom well doesn't mean you should - playing aggressively and causing your opponent to react to your strategy is an important aspect of any game. Time they spend dealing with your attacks is time they aren't spending devising their own attacks. Often players get into a defensive mindset, meaning they get so caught up in defending your attacks that when you stop attacking and suddenly increase your economy, they're still stuck building more Towers and Forts on defense and you're able to establish a large economic advantage. While you have great economic potential, you should strive not to allow your opponent to be the one who decides where the first battle happens. In short, don't play so defensively that you never attack.


A solid British army composition is Heavy Cavalry and Longbowmen. The advantage of this combo for the British is that they can survive on fewer Longbowmen than other nations need Archers. While it's true that the Wealth you spend on these unit types will reduce your ability to create more Scholars, you will probably do quite well on the battlefield and force your opponent to stop his teching in order to counter your attack. When using this combination, ensure that you mass Heavy Cavalry against anything your opponent throws at you except his Heavy Infantry, which will be shortly dealt with by your Longbowmen. If your opponent uses Heavy Cavalry against you, oftentimes you can simply outproduce him and beat him with numbers. However if he starts massing close to the numbers you're fielding it's generally a good idea to trickle some Heavy Infantry of your own.

**+25% Commerce Cap

Why is it important?
At every stage of the game, you'll find your resources limited by Commerce Limit. Since the British have a significantly higher limit, you can have a much larger economy before you need to research more Commerce technologies. The catch here is that it will cost a lot of resources to get your income levels high enough to use your advantage. This means you'll always want to keep your Food income very high so you can afford the extra Citizens you'll need. While it's true that you'll also need more Timber for Farms and Mines, those resources usually fall right into place - whereas Food is a resource British players will want to make a concerted effort at gathering quickly.

How do I maximize this nation power?
Keep food income high: You'll need more citizens to utilize the higher Commerce Limit, so be sure to keep your food income higher than you do with other nations. Keep spending the Food on Citizens. It's always a bad idea to have resources sitting around doing nothing for you, but it's especially bad in the case of the British.
Research Commerce techs only as needed: You might get into a pattern of researching Commerce techs at a certain point with other nations, but be sure you're not spending resources on these techs earlier than you have to as British.

**Receive double income from taxation.

Why is it important?
It increases the importance of researching Taxation and adds to an already great economy by generating additional Wealth. Unless your territory is relatively small, researching Taxation allows your nation to produce a fair amount of extra Wealth.

How do I maximize this nation power?
Research Taxation: You have to research Taxation at the Temple in order to gain the benefit of this power.
Expand your territory: Taxation is based on the percentage of the territory you own, so increasing your territory will increase the amount of wealth generated. However, researching Civic techs or constructing Forts solely to increase income from Taxation is an inefficient way of gathering Wealth. It's too expensive for the minor wealth returns you'll gain. But that doesn't mean this bonus or Taxation in general is without merit. You can easily exert a solid territorial push without breaking the bank, and this will result in some nice Wealth returns (particularly after the 2nd Taxation tech). Perhaps instead of "expand your territory" it would be clearer to say, "don't get pushed into a tiny ball of territory, and make extra territory pushes where you can".

**Ships created 33% faster

Why is it important?
On naval maps, 33% faster ship construction speeds can help reduce the need to build extra Docks (thus saving Timber for more ships). This includes Fishing Boats, allowing a small boost to your early economy provided you have enough Timber to afford them.

How do I maximize this nation power?
Don't build too many Docks: You won't need as many Docks to construct a good sized armada with the British, though you'll probably still need more than a single Dock if you're planning on making a significant effort to control the seas.
Build a Dock early and fish: Even your Fishing Boats are made faster, so this nation power helps you spread out and harvest the ocean's bounty quicker than other nations.

**Receive Foot Archer upgrades for free.

Why is it important?
The British don't just have any old foot archers; they have the unique Longbowmen line, which gets a bonus against Heavy Infantry. Having this line upgraded for free saves time and resources and gives you an immediate edge in combat situations. The only time you'll have to worry about upgrading this line is when you reach Highlanders. Remember Archers cost Wealth, so making too many of them will cut into your ability to produce Scholars (and thus your Knowledge income will be hurt).

That brings up another important aspect of the Longbowmen line, which is that it continues to be a unique line of units up until Modern Age with Black Watch infantry. This means you won't have to worry about your investment into unique units turning back into a normal unit type after an upgrade - at least not until Modern Age. Quite a useful series of units!

How can I maximize this nation power?
Use your unique unit Archer line: It's generally a good idea to use any unique unit and this nation power is even more reason to utilize the British Longbowmen unique line of archers. The added fact that they merge into Highlanders later in the game is even better. Remember that he probably knows you're British and he'll be likely to make the counters if he thinks you're training many Longbowmen. Also keep in mind that making Archers slows you technologically because Archers cost both Wealth and Timber. Both of these resources are important to increase Knowledge production, for training new Scholars and researching University upgrades respectively.

**Forts and Towers +2 Range

Why is it important?
Defensively, against raiding units in particular, this bonus allows you to cover a larger area with your Towers and Forts. Offensively, this bonus allows you to place towers with fantastic range to cover your Siege and potentially to attack enemy buildings as well.

How can I maximize this nation power?
Defensively: The bonus will automatically take effect for you defensively, allowing you to place towers as normal, but to cover a larger area with those towers. This will make it a little more painful to raid you.
Offensively: Probably the best utilization of this bonus is for you to make offensive towers, built right at the edge of your border. In rare cases, you may be able to hit enemy buildings. Woodcutter camps are a particularly good target early in the game, if you can border push near the opponent's 2nd City and his 2nd Woodcutter's Camp happens to be in range. Most of the time, offensive towers are used in conjunction with an army and siege in order to secure a forward point. Towers are rather hard to kill when a supporting army is nearby and if your opponent's army is larger than yours, you can garrison and take very few casualties - while you build more units and your tower puts out a fair amount of damage.
Upgrade Range at Forts: Research Fort upgrades (which also increase the range of Forts and Towers) to create Forts and Towers with some amazing range! Also remember that placing a General into a Fort, Tower, or City will increase that building's range by an additional +1.

**Anti-aircraft units and buildings 25% cheaper and 33% quicker to build

Why is it important?
Once you reach Industrial Age, you have quicker, cheaper access to anti-aircraft capabilities. This makes it much more difficult for your enemies to use air units against you. This bonus often goes unnoticed, but is nevertheless a solid late game bonus.

How do I maximize this nation power?
Build anti-air: There's not much trick to utilizing this bonus. Your units are cheaper and built more rapidly, so it's easier for you to counter air units.
Last Minute AA Units: While it's generally advisable to create at least one anti-aircraft unit to take with your army, as the British you can create anti-air units much quicker and cheaply, so it's less necessary to immediately ramp up your anti-air defense immediately upon reaching Industrial Age. Just make sure to have one or two Factories available to produce your quick-building anti-aircraft guns if your enemy surprises you with a swarm of Bombers in Modern Age!


Unique Units:
------------
-LONGBOW - Foot Archer, Classical Age (II)
  ->Medium-ranged foot infantry with little armor; cheaper than Archers, more
    effective against enemy Heavy Infantry.
~KING'S LONGBOW - Foot Archer, Medieval Age (III)
  ->Medium-ranged foot infantry with little armor; cheaper than Crossbowmen,
    more effective against enemy Heavy Infantry.
~KING'S YEOMANRY - Foot Archer, Gunpowder Age (IV)
  ->Long-ranged, cheap foot infantry with little armor; extremely effective
    against enemy Heavy Infantry.
~HIGHLANDERS - Gunpowder Infantry, Enlightenment Age (V)
  ->Particularly effective against all forms of enemy infantry.
~BLACK WATCH - Gunpowder Infantry, Industrial Age (VI)
  ->Particularly effective against all forms of enemy infantry.
~LANCASTER BOMBER - Bomber, Modern Age (VII)
  ->More powerful against enemy cities and buildings than normal Bomber;
    somewhat inaccurate.

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CHINESE - The Power of Culture |
-------------------------------

The Chinese have the rather unique ability to create Citizens, Merchants, and Caravans instantly. This gives them a very unique feel, and also accelerates their economy. While other nations are waiting for these units to be constructed, the Chinese player already has them out and moving to get to work. Chinese players generally take advantage of their great early economy and more defensive Large Cities instead of making early attacks. However, overall their play style isn't cemented into economic booming like some nations and they're able to launch effective attacks starting in Medieval Age (particularly because of Fire Lances, their unique line of Light Infantry).

Chinese are a great nation for using the Border Flank strategy described in the Strategies section. Your newly created Cities immediately become Large Cities, which have a greater influence on national borders. Additionally, the ability to create a few extra Citizens to help quickly build Forts and military buildings is very helpful.

**Science research at the Library is 20% cheaper

Why is it important?
This allows Chinese players to rack up some great savings in their other technology costs. It also allows them to get some great bonus resources from discovering ruins.

This ability also stacks well with the Papyrus rare resource, which reduces your Science costs even more!

How do I maximize this nation power?
Early 2nd Science tech: Immediately get both Science I and Science II at the start of the game. This not only saves you some resources on the other early Library techs, but gives you scout a much larger line of sight, allowing him to collect more ruins which each give you 75 resources! It's not always the best way to go, but the Chinese have the option and it can occasionally pave the way for some really spectacular early starts - occasionally it is even possible to get the 3rd Commerce tech before going Classical Age (if you find enough ruins).
Keep Science research advanced: As any nation, researching Science techs reduces the cost of all other technologies. Keeping a high level of scientific research as the Chinese is much cheaper than for other nations, meaning your Science research should almost always be a level or two above your other technologies.

**Receive Herbal Lore, Medicine, and Pharmaceuticals upgrades for free.

Why is it important?
These technologies allow your units to heal faster, as well as be created faster. Since Chinese nations receive these upgrades instantly (when the appropriate prerequisite techs are researched, of course) you will be able to quickly take advantage of better healing and faster unit creation. These technologies certainly aren't the most expensive techs, but it's great to get them for free since they're so useful!

How do I maximize this nation power?
Heal units: About the only way to actively utilize this nation power is to ensure you take advantage of the faster healing rate by garrisoning your damaged units.

**Start with a Large City. New Cities you found become Large Cities.


Why is it important?
This makes your cities less vulnerable to early attacks and also slightly increases the city radius (the distance from the city where you can place economic buildings). Large Cities also have a larger capacity, meaning you'll be able to keep more citizens safe during an attack. Lastly, Large Cities have a more powerful border push than Small Cities.

How do I maximize this nation power?
Build cities at the edge of borders: To make the most of your stronger border push, construct cities as close to your border as possible, so that your borders will extend over the largest amount of territory.
Rush Defense: While it's inadvisable to go completely without defense, you can often get by with a little less military to guard your cities because it will take opposing nations a little longer to besiege and capture any of your cities.

**Citizens, Caravans, and Merchants created instantly.

Why is it important?
The best nation power of the Chinese is instant Citizens/Caravans/Merchants creation. It allows you to ramp up your economy without any of the build time normally associated with those units. It allows Chinese players to instantly fill up new Woodcutters Camps, Mines, or Farms - as long as they have the Food to afford it. It can also be helpful while using an offensive border push strategy.

How do I maximize this nation power?
Early economy: Ensure that you use this power while growing your early economy. You can establish a good economic advantage because of your ability to instantly produce citizens while other nations are waiting for them to be created. Throughout the game, you will constantly save a lot of time on Citizen build time.
Gather points: Some players queue up units and then set the gather point. With the Chinese, be sure to set the gather point first, or your units may end up going somewhere you don't want them to go. This is particularly important while creating Merchants.
Offensive Border Push strategy: Later in the game, you can opt to build a city near an opponent's flank. When that city is finished, immediately construct a bunch of citizens so that you can have 6-8 citizens fast-build a Castle to push the border even further - and perhaps create a new set of Barracks/Auto Plants/Factories in order to construct an army in that area.
Keep Food incomes high: To make the most out of this power, you should try to always have a solid Food income to afford new Citizens.


Unique Units:
------------
~FIRE LANCE - Gunpowder Infantry, Medieval Age (III)
  ->liest gunpowder unit; moves slowly, but effective against Heavy Infantry.
~HEAVY FIRE LANCE - Gunpowder Infantry, Gunpowder Age (IV)
  ->Early gunpowder weapons with significant range; better range than ordinary
    Gunpowder Infantry.
~MANCHU MUSKETEER - Gunpowder Infantry, Enlightenment Age (V)
  ->Musketeers with excellent range and speed; they are also cheap and quick
    to create.
~MANCHU RIFLEMAN - Gunpowder Infantry, Industrial Age (VI)
  ->Rapid fire, small arms with excellent firepower; fast and cheap to create.
~MANCHU INFANTRY - Modern Infantry, Modern Age (VII)
  ->Rapid fire, small arms with excellent firepower; fast and cheap to create.

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EGYPTIANS - The Power of the Nile |
----------------------------------

Egyptians are a strong economic nation with a flair for building Wonders of the World. To make the most of them you will no doubt wish to construct at least one Wonder, preferably 2 or more. In particular, the Terra Cotta Army wonder can augment your normal military production nicely, since the Egyptians can build this wonder so much earlier than other nations. Egyptians can also play a standard game quite well. Their abundant Food income throughout the game allows them to either produce extra Citizens to max their income levels quicker or alternatively can be spent on extra Food-based military units to augment your forces.

That extra Food also comes in handy when creating more Citizens to help fast-build a Wonder by placing many workers on it at once.

A unique strategy the Egyptians can utilize is a very early Chariot rush using only one starting City. The advantage of this rush is that your opponent won't have Light Cavalry available to him yet (which is the best counter to Chariots and Horse Archers). He'll be stuck defending with Archers. Max out your 7 starting Farms and research Commerce I, Military I, then Classical Age and Military II. At this point you will have a respectable early Wealth income from your Farms and plenty of Wealth saved from not researching Science I. You are then able to use all your Timber income on a Stable and a bunch of Chariots to raid your opponent heavily. After this rush is in motion, concentrate on ensuring your Chariots do maximum damage while at the same time working on increasing your economy (Civic I and your 2nd City should be a high priority after the rush starts).

**Start with a Granary and receive Granary upgrades for free.

Why is it important?
With this combination of bonuses, the Egyptians have a great Food income throughout the game. Just be sure to protect your Farmers.

How do I maximize this nation power?
Build 2nd Granary relatively early: Be sure to construct a Granary at your 2nd City once you have about 11 Farms total, since the Granary upgrades make this quite effective.
Build all 7 Farms at your capital: The free Granary stacks rather conveniently with the ability for Egyptians to build 7 Farms per City. Instead of just 5 Farms getting the benefit of the nearby Granary, all 7 will gain the production bonus!

**May build 7 Farms per City.

Why is it important?
This ability stacks with the free Granary and Granary upgrades, allowing Egyptian nations to have nearly unmatched Food income throughout the early parts of the game. It also centralizes your farming, which is helpful defensively because the less spread out your buildings are, the easier it is to defend them.

How do I maximize this nation power?
Centralized farming: You'll be able to last through much of the game with 2 cities full of Farms. This can be a double-edged sword if your opponent manages to capture one of these two important cities and take a large chunk of your Food income, but usually it works out in your favor since you're able to protect these cities easier than you would if your farms sprawled over several different cities.
Stacks with Granary bonus: Be sure to build 7 Farms at your capital City to take advantage of the Granary you already have there - each Farm will produce more food.

**Wonders cost 25% less, can be built an age early, and may build two per City.

Why is it important?
Since wonders themselves provide some great bonuses, the Egyptian player has the ability to "customize" his nation powers. Whether you decide to go for the Pyramids or the Colossus early on - or even wait for a later Wonder - the choices you make will give you Wonder bonuses that are not unlike nation powers. In this way, Egyptian nations are a bit more flexible than other nations. It's best to devise your Wonder-building plans early as the Egyptians, so that immediately upon reaching a new age you have the right resources to build a specific wonder.

In team games, building the Terra Cotta Army early in the game can provide an excellent source of fresh troops throughout the game. Even if you're not aggressively attacking, the extra troops help in a pinch!

How do I maximize this nation power?
Construct Wonders: Don't shy away from building wonders as Egypt.
Fast-build your Wonders: When constructing a Wonder or any building, each additional citizen working on that building helps complete that building faster. However each new citizen that helps out will help less and less (2 citizens won't complete a building twice as fast and 3 citizens won't complete a building anywhere near three times as fast). You also should realize that while your citizens are helping construct a building, they're not producing resources for you. In essence, this raises the cost of Wonders since you would've gathered extra resources if those Citizens were working. A good rule of thumb to create buildings rapidly is "use 4 citizens". You won't sacrifice too much economy and the 4th citizen is still helping build fast enough to be worth it.

**+10% food commerce limit

Why is it important?
With free Granary upgrades and 7 Farms per City, the Egyptian player would normally find himself capped at a maximum food income earlier than other players but hardly earn that much more food than them overall. With this extra 10% food commerce limit, Egyptian players are able to more effectively utilize their other two bonuses.

How do I maximize this nation power?
Single City Chariot Rush: The Egyptians are able to get their Food income to around +100 early in the game by skipping Science I and using the extra Timber to max their capital City at 7 Farms. Research Commerce I, then Military I, then Classical (the food for Classical should come in quite rapidly). When you reach Classical, get Military II. Build a Stable and begin constructing Chariots (with a few Light Horse to fend off attacks by enemy Archers or Light Horses). Then raid your opponent heavily while you tech up in the background (cease making raiding units after you see your opponent spending a lot of resources on defenses; at this point you've caused him to sink a lot of resources into defense and slow up his technological and economic growth)

**Farms produce +2 Wealth

Why is it important?
This is yet another bonus that works as a great combination with the other Egyptian Farm bonuses. Wealth is one of the hardest resources to increase, especially early in the game, so this bonus is rather significant (especially while pulling off a Single City Chariot Rush).

How do I maximize this nation power?
Build Farms: It's very simple to utilize this nation power, since you're going to be building Farms anyway. It does help to actively acknowledge that you're getting the extra Wealth though, as players tend to forget that they have a huge early stockpile of 250 Wealth that could be used to buy Food/Timber to drastically increase your early economy.
It's generally not worth it to produce Farms specifically for increasing Wealth production, since Markets give you +10 Wealth income for much less Timber and Caravan trade routes are even cheaper than that, if you still have free routes to establish. Wealth from Farms is more of an extra secondary benefit.


Unique Units:
------------
~CHARIOT - Ranged Cavalry, Classical Age (II)
  ->Fast, ranged cavalry who can fire even while moving; particularly
    effective against all other Ranged Cavalry.
~HEAVY CHARIOT - Ranged Cavalry, Medieval Age (III)
  ->Fast, ranged cavalry who can fire even while moving; particularly
    effective against all other Ranged Cavalry.
~MAMELUKE - Ranged Cavalry, Gunpowder Age (IV)
  ->Excellent gunpowder-armed raiders who can fire while moving.
~ROYAL MAMELUKE - Ranged Cavalry, Enlightenment Age (V)
  ->Excellent gunpowder-armed raiders who can fire while moving.
~LIGHT CAMEL - Light Cavalry, Classical Age (II)
  ->Effective as scouts, and against enemy raiders, siege weapons, and mounted
    troops.
~CAMEL WARRIOR - Light Cavalry, Medieval Age (III)
  ->Effective as scouts, and against enemy raiders, siege weapons, and mounted
    troops.
~ELITE CAMEL WARRIOR - Light Cavalry, Gunpowder Age (IV)
  ->Effective as scouts, and against enemy raiders, siege weapons, and mounted
    troops.

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FRENCH - The Power of Leadership |
---------------------------------

The French have a great spread of bonuses, probably the most useful of which are their Timber harvesting capabilities. Other nations generally max their Timber income easily, but always find themselves needing more of it (at least up until Industrial Age). Therefore, it's extremely beneficial to have the French's +10% Timber Commerce Limit, which when combined with their +2 Workers per Woodcutter's Camp bonus allows them a significant Timber advantage - especially on maps where Timber is limited.

French Chevaliers are stronger than other Heavy Cavalry and so many French players use them in their armies, combined with Archers. They are also fairly good raiding units, able to survive many shots from Towers or Cities while doing good damage to Citizens.

**Supply Wagons heal your troops

Why is it important?
The French are the only nation in the game with the ability to heal their troops in the field. This allows French armies to last a great deal longer than normal armies, as long as a Supply Wagon is near

How do I maximize this nation power?
Always try to bring supply wagons with your army: Even if it means delaying an attack, bringing a supply wagon to heal during battle can sometimes mean the difference between victory and defeat.
Protect your supply wagons: Opposing nations will attempt to counter your healing by sending some Light or Heavy Cavalry to flank and destroy it. Keep plenty of Heavy Infantry around and maneuver the Supply Wagons into a safe position where they still cover the brunt of your army.
Research the secondary Smelter upgrades: This line of techs increases the radius of your Supply Wagons (as well as decreasing damage from enemy attrition outside of supply wagon radius). The bigger the radius, the better!

**Receive a free Supply Wagon each time you build a new Siege Factory or Factory.

Why is it important?
Free units are always great, and free Supply Wagons (which also heal, thanks to Power #1) are no exception!

How do I maximize this nation power?
Construct a 2nd Siege Factory instead of manually creating a 2nd Supply Wagon: For a similar cost to creating a new Supply Wagon, you can have another Siege Factory. Other than the first 2 Siege Factories, it's usually best to simply make your Supply Wagons the old fashioned way unless you need to construct a new Siege Factory closer to where the battles are.

**Siege Factory and Factory units created 25% cheaper and 50% faster. They also move faster.

Why is it important?
You'll be able to create siege faster when you need it, as well as producing more of it since it's cheaper. The speed bonus isn't too crucial, although any extra speed for these slow-moving units is certainly helpful.

How do I maximize this nation power?
Construct less Siege Factories: While constructing new Siege Factories does result in free Supply Wagons, it's best to stick to just 1 or 2 Siege Factories, since your units are constructed cheaper and faster. The extra Wood and Metal you save will go into producing more Siege units instead!

**Start with a Lumber Mill. Receive Lumber Mill upgrades for free.

Why is it important?
This is one of the most significant bonuses of the French, since Timber is a crucial resource all the way until Industrial Age, where it begins to taper down. With this bonus, simply upgrading to the appropriate Age and Science tech will result in a greatly increased Timber production (and in many cases will take you to the current Commerce Limit).

How do I maximize this nation power?
Construct Lumber Mills: Often your capital City isn't the best Timber harvesting City you have, so ensure that you construct a Lumber Mill at each City that has a significant Timber harvesting operation.

**Woodcutter's Camps accommodate +2 citizens.

Why is it important?
This is another very significant French bonus, allowing them to maintain their strong Timber advantage over the other nations throughout the game. It's particularly helpful on low-Timber maps where other nations would normally only be able to use 3 or 4 Citizens at their starting Woodcutter's Camp. In general, it allows you to spend less Food constructing new Camps, instead spending that Food on Citizens to work at existing camps.

How do I maximize this nation power?
Construct less Woodcutter's Camps: There's not a whole lot of thought that needs to go into this power. Simply make less Camps than you normally do and fill them to the brim with Citizens.
Super Effective Woodcutter's Camps: Another potential use for this power is to place many Camps at a single clump of trees, maximizing the +2 bonus. For example, if you have a forest which would normally allow 3 Citizens to work there, the French player can accommodate 5 Citizens instead. However, if the French player places 3 Woodcutter's Camps at the same spot, but each Camp only takes up 1 of the trees, he is able to accommodate a total of 9 Citizens there.
This may seem like a wildly effective way of harvesting timber off of a very small amount of trees, but it's usually not that effective. The Food costs for making many extra Woodcutter's Camps are so high that you would only want to utilize the power this way if you were very pinched for land and had a ridiculously small amount of Timber in your territory.

**Timber Commerce Limit +10%.

Why is it important?
The last of the 3 Timber-oriented French powers cements their Timber dominance with a solid +10% Commerce Limit for Timber. It's a slight bonus that adds up over the course of the game - and keeping your Timber income maxed is easier for a French player than for any other nation.

How do I maximize this nation power?
Keep your Timber gather rate at the Commerce Limit: Unless your Timber income is above your current Commerce Limit, you won't notice this bonus at all. It's a smaller nation power, but one that will add up if you utilize it correctly.


Unique Units:
------------
~CHEVALIER - Heavy Cavalry, Classical Age (II)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.
~HEAVY CHEVALIER - Heavy Cavalry, Medieval Age (III)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.
~HORSE GRENADIER - Heavy Cavalry, Gunpowder Age (IV)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.
~HORSE GUARD GRENADIER - Heavy Cavalry, Enlightenment Age (V)
  ->Powerful, armored, shock melee units; stronger, tougher, and faster than
    ordinary Heavy Cavalry.

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GERMANS - The Power of Industry |
--------------------------------

The Germans are an economic powerhouse, but a little more military intensive than other economic nations. Unlike nations like the British, who must spend large amounts of Food on Citizens to fully utilize their economic strength, the German bonuses cost less to take advantage of. This allows Germans a much easier path to military might than many of the other economic nations. They also have more unique units than any other nation.


Germans do well at just about every style of strategy in the game, though perhaps not as well as nations that specialize in each style of play. While they receive few significant military bonuses, their ability to field large amounts of troops makes up for this weakness.


**Granary, Lumber Mill, and Smelter upgrades are 50% cheaper and available sooner.

Why is it important?
These upgrades are important for any nation to keep their resource production maxed at the Commerce Limit. For Germans, these upgrades are 50% cheaper and available 1 Science tech earlier than normal. This means that Germans have a much easier time maxing their resource income.

How do I maximize this nation power?
Use it: It's very simple to use this nation power - just remember to research these upgrades as soon as they become available except in circumstances where the given resource type is already maxed at the Commerce Limit. If that happens, one of two things is true: either you have too many resources invested into the producer building (Farms, Woodcutter's Camps, and Mines) or you haven't kept your Commerce research up. Remember that creating a strong economy is about efficiency. If you can get an extra +100 food income by researching a cheap Granary tech, that's many times better than spending lots of Food and Timber on Citizens who will create new Farms.

**Cities gather an additional +10 Food, Timber, and Metal.

Why is it important?
You'll be creating a number of Cities, so it's helpful that each one provides a larger amount of innate income. This is also income that is impossible for your opponent to raid, short of capturing the City - no small feat.

How do I maximize this nation power?
There's no real way to maximize this power. Simply make Cities as you normally do and you'll gain a steady flow of extra resources.

**Building completion bonuses +50%

Why is it important?
You may notice when you're playing that completing many buildings like Farms, Woodcutter's Camps, and Universities provides a one-time resource bonus. For Germans, this bonus is increased 50%. This is particularly significant early in the game, when the player is creating a lot of new Farms and similar economic buildings.

How do I maximize this nation power?
Construct more buildings than usual at each City: Generally you'll want to have certain types of buildings at each City (such as Markets and Universities) along with buildings you'll want a lot of but only at your rear economic-heavy Cities (such as Farms, Mines, and Woodcutter's Camps). With the knowledge that constructing each of these buildings brings larger one-time bonuses than normal, you can probably see why it's a good idea to ensure each of them gets constructed. This has a pseudo side effect of reducing the price of your buildings - sure your buildings cost the same as everyone else's, but you're getting more bonus out of them than they are.

**Submarines and Fireships build 33% faster and 25% cheaper

Why is it important?
This is a relatively minor bonus, yet certainly helpful for sea battles as your Submarines and Fireships will be cheaper and created faster.

How do I maximize this nation power?
On sea maps, use a Light Ship/Fire Ship combo: Since you'll have a lot of cheap counters to enemy heavy ships, you can spend less resources on Heavy Ships and concentrate on Light Ships instead, knowing that you can easily counter the Heavy Ships your opponent will use against you.

**Air units created 33% faster.

Why is it important?
It allows players to create air units significantly quicker than other nations. This is another relatively minor bonus, only helping in specific situations. One thing it does do well is add an incentive for German players to use air units.


How do I maximize this nation power?
Use air units: Another no-brainer here. While this bonus is small, it's always good to utilize any advantage you have over your opponent.

**Receive 2 free Fighters with each Airbase.

Why is it important?
Combined with the ability to make air units faster, it makes a lot of sense to create Airbases with the Germans. Remember to use these free fighters - they can be especially brutal if you make an Airbase immediately after reaching Industrial Age and harass the enemy army with them. They are particularly effective against enemy siege and supply wagons, so if you're under attack by those types of units you can quickly deal with them.

How do I maximize this nation power?
Construct Airbases: Immediately constructing an Airbase or two in Industrial Age will result in a nice early air force capable of harassing enemy military units or easily taking out enemy supply wagons or siege. This is another one of those bonuses where the only way to really maximize it is by using it, "use it and it will be useful".


Unique Units:
------------

~SOLDURI - Heavy Infantry, Ancient Age (I)
  ->Powerful, slow melee units; tougher and faster to build than normal
    Hoplites.
~BARBARIAN - Heavy Infantry, Classical Age (II)
  ->Powerful, slow melee units; tougher and faster to build than normal
    Phalanx.
~VANDAL - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow melee units; tougher and faster to build than normal
    Pikemen.
~LANDSKNECHT - Heavy Infantry, Gunpowder Age (IV)
  ->Powerful, slow melee units; tougher and faster to build than normal Elite
    Pikemen.
~MG42 - Machine Gun, Modern Age (VII)
  ->Moves slowly; devastating against enemy foot troops.
~VOLKSGRENADIER - Modern Infantry, Modern Age (VII)
  ->Fast, powerful, rapid-firing foot troops; slightly tougher and faster than
    normal Infantry.
~TIGER TANK - Tank, Modern Age (VII)
  ->Armored and substantially more powerful than ordinary Tanks.
~LEOPARD TANK - Tank, Information Age (VIII)
  ->Heavily armored and substantially more powerful than ordinary Tanks.

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GREEK - The Power of Philosophy |
--------------------------------

The Greeks specialize in technology and Knowledge and are able to gain a significant Knowledge advantage. While they have to work just as hard as any other nation to increase their other resource gather rates, their ability to get Universities up at the start of the game should not be underestimated - Knowledge income directly affects how fast you're able to get up through the ages. The Greeks are a great tech nation because of this. Their vulnerability to rushes is offset by their ability to get an Age ahead of their opponent and cause extra attrition through Attrition technologies (when you're an age ahead of your opponent, they receive extra damage from Attrition techs).


Certainly don't make the mistake of thinking the Greeks are a flimsy economic nation. While it's true their armies will often be smaller than their opponents, they also tend to be an age more advanced. One Greek strategy even revolves around a very quick tech to Medieval Age and aggressive raiding with Royal Companions during a time when other nations are limited to raiding with Light Cavalry or Horse Archers. Being an age behind, there is very little that your opponent can do to counter your raiding except garrison his citizens (since Heavy Infantry are far too slow to catch Royal Companions; the Greek Companion unique line of Heavy Cavalry is even faster than normal Heavy Cavalry).

**Library research 10% cheaper (except Knowledge) and 100% faster

Why is it important?
Library techs are some of the slowest to research in the game, especially later in the game. The ability to research them twice as fast as any nation is a useful bonus that allows them to start taking advantage of Library research much sooner than the other nation. Also, their techs cost 10% less non-Knowledge resources. Combined with their early Knowledge advantage over their opponents (which takes care of the Knowledge cost of those library techs) they are often able to remain at an advantage in technology over their opponents throughout the early part of the game.

How do I maximize this nation power?
Take advantage of your Knowledge head start: The best way to use this nation power is to make good use of your other nation power, the ability to make Universities at the start of the game. If you have an early head start on Knowledge and a solid income of the other resource types, you'll be able to maintain a technology advantage over your opponents through a large part of the game. This will go a long ways towards helping your somewhat smaller army deal with opponents.
Research attrition techs and use Light Cavalry to raid Supply Wagons: The indirect way to take advantage of your technology-oriented bonuses is to use Age-ahead attrition

**Can build Universities and collect Knowledge from the start of the game

Why is it important?
This gives the Greeks a jumpstart on Knowledge production that no other nation can match. Since Knowledge affects that pace by which they can travel through the ages, this bonus lets a good Greek player consistently remain an age or more ahead through the entire game.

How do I maximize this nation power?
Immediately build a University at each City as soon as you can: Even if you don't have very much Wealth to spend on Scholars to fill it up, the intrinsic Knowledge generation of the building makes it easily worth the price paid.

**Libraries and Universities 50% cheaper

Why is it important?
While you probably won't be building many additional Libraries, cheaper Universities are helpful since you'll be building them much earlier than the other nations. This will allow you to ramp up your Knowledge income without seriously sacrificing the rest of your economy.

How do I maximize this nation power?
Build universities: Greek players have no excuse for not building a University in every City they own.


Unique Units:
------------
~COMPANION - Heavy Cavalry, Classical Age (II)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.
~ROYAL COMPANION - Heavy Cavalry, Medieval Age (III)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.
~STRATIOTAI - Heavy Cavalry, Gunpowder Age (IV)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.
~ROYAL STRATIOTAI - Heavy Cavalry, Enlightenment Age (V)
  ->Powerful, armored, shock melee units. Faster than normal Heavy Cavalry.

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-------------------------
INCA - The Power of Gold |
-------------------------

The Incans have a great economic power that usually translates to great military power. Their economic power doesn't kick in until Classical Age but when it does you'll have a huge supply of
Wealth (and typically only Knowledge is harder to collect than Wealth at that point in the game). This affords them a number of interesting strategies. For starters, they can make extensive use of the Market with all that Wealth. Incan Knights are a force to be reckoned with, as mining provides both the resources required for these expensive units and you'll receive a 25% refund when each of them dies. Lastly, spending all of the Wealth on Scholars will allow the Incan player to advance in ages very quickly.

The simple way to utilize an Incan Knights strategy is to start your economy off just as you normally do, progressing up to Classical Age a little faster than usual. Once you reach Classical Age, immediately create Mines at mountains and fill them with Citizens until you've reached your Wealth and Metal commerce limits. Around the same time, construct 2 Stables and begin training as many Knights as possible. Add in a few Archers and perhaps some siege, and you'll quickly have an overwhelming amount of Knights to make your attacks with. The icing on the cake is that when your units die, you'll receive a 25% refund!

**Your mines make Wealth as well as Metal.

Why is it important?
As the defining bonus of the Incans, this bonus allows Citizens that you place on Mines to be doubly effective at harvesting resources, since they harvest +10 Metal and +10 Wealth (before upgrades). The wealth advantage enjoyed by Incan players allows them a myriad of strategies unheard of by other nations.

How do I maximize this nation power?
Occupy all the mountains in your territory: Always look for more mountains to occupy and add workers to your mines if you don't already have your Metal and Wealth incomes maxed at the Commerce Limit.
Mine immediately upon reaching Classical Age: The sooner you can take advantage of this great nation power, the better!
Control the mountains: Mountains are often found near the center of the map and it's very important that you maintain control of those mountains. If your opponent border pushes you off a mountain, it will reduce your Metal/Wealth production significantly. You'll have plenty of Metal and Wealth, so build 1-3 Forts if you have to.

**Wealth commerce limit +33%

Why is it important?
This enhances the ability of the Incans to gain a Wealth advantage over their opponents. Not only do their mines help them reach high levels of Wealth income rapidly, their Wealth commerce limit is 33% higher!

How do I maximize this nation power?
Make good use of mining and don't neglect Caravans: Caravans (and Markets, to a lesser extent) are still fairly cost-effective ways of increasing your Wealth income, so just because you get a lot Wealth from your Mining operations, that doesn't mean you shouldn't actively try to reach your 33% higher Wealth commerce limit as often as possible. Remember that Wealth is the easiest resource to turn into other types (through Market trade), so more is always better!

**When one of your units is killed by an enemy, you receive a 25% refund

Why is it important?
This reduces the pain of losing units. It's especially useful when using Heavy Cavalry, since those units are already very expensive.

How do I maximize this nation power?
Queuing units: There's a trick to maximizing this nation power. Units that are queued up count towards the current price of that unit and the refund you receive is based directly off of this current price. This means that although you only paid 60 metal, 60 wealth for that first Heavy Cavalry, the refund could be much higher than 25% of that price if you have made many more Heavy Cavalry before it dies.


Unique Units:
------------
~INTI CLUBMEN - Light Infantry, Classical Age (II)
  ->Fast, cheap melee troops effective against enemy mounted troops.
~INTI MACEMEN - Light Infantry, Medieval Age (III)
  ->Fast, cheap melee troops effective against enemy mounted troops.
~MORTAR - Artillery, Enlightenment Age (V)
  ->Expensive and slow-moving; particularly effective at long range against
    enemy buildings and foot troops.
~SIEGE MORTAR - Artillery, Industrial Age (VI)
  ->Expensive and slow-moving; particularly effective at long range against
    enemy buildings and foot troops.

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------------------------------
JAPANESE - The Power of Honor |
------------------------------

The Japanese are a military heavy nation that focuses on infantry. Their Barracks units get cheaper with each Age increase, provided they also have the equivalent Military research. Japan's heavy infantry unique unit line also receives this bonus,
making them some of the cheapest available unique units. Their strategies often revolve around choosing an age to strike in, booming until they get near that point, and then flooding the battlefields with huge numbers of cheap infantry. This could either be an early Ancient Age rush with 5-6 Bushi (unique heavy infantry) and some Slinger support, or it could come as late as Gunpowder Age with a huge flood of Arquebusier with Samurai and Bombard support.

The Japanese are particularly effective with rare resources like Salt and Sugar, which further reduce the cost of their infantry.

Japanese players also have a great economy to work from. With cheaper, more productive Farms Japanese players are able to create plenty of Citizens to work their gather buildings while still creating an infantry-based army. Often this extra Food trickles into new Woodcutter's Camps and enhanced Timber income because Japanese players don't have a commerce limit bonus like many other nations. With that extra Timber and a good Knowledge income, Japanese players will generally try to keep their Commerce technologies a bit higher than normal.

Another technology Japanese players often utilize is plunging their Military tech line. Each Military research above their current Age stacks an additional 5% reduction in military costs onto their already cheap units.

**Barracks units created 7% cheaper and 10% faster, for each Age plus Military research.

Why is it important?
This bonus allows Japanese players to field large armies, and to create them much faster than other nations.

How do I maximize this nation power?
Focus on infantry: When choosing which units you want to build, focus on infantry. If you choose to add cavalry to the mix, Light Cavalry will probably be your best bet because you should have plenty of Food, and because you'll want most of your Metal to go into your unique units which are Heavy Infantry.

**Barracks units do 5% more damage vs. Buildings for each Age plus Military research.

Why is it important?
Not only do the Japanese have plenty of infantry, those infantry deal bonus damage against buildings. This allows their Heavy Infantry to function as full-fledged siege units in many situations. Archers and Light Infantry still do fairly weak damage against buildings, even with this bonus.

How do I maximize this nation power?
Use Heavy Infantry for sieging Cities or Forts: Heavy infantry already receives bonus damage when attacking buildings. The Japanese damage bonus, combined with the normal heavy infantry bonus damage, and the fact that the Japanese have a unique heavy infantry unit up through Enlightenment Age makes them particularly lethal to buildings.
Ancient Age Rush: This bonus helps out the Japanese ancient age rush, though the bonus is minor during Ancient Age.

**Ships are 10% cheaper and Aircraft Carriers created 33% faster.

Why is it important?
This is a small, but useful bonus for Japanese players on sea maps. The bonus also applies to their Fishing Ships, which is helpful for gathering resources early in the game. The bonus is fairly helpful in creating a large fleet of ships, though this bonus alone won't carry you to victory.

Building Aircraft Carriers faster is another rather small bonus with limited applications. It's still helpful to get Aircraft Carriers constructed that much quicker, but it's doubtful that the bonus will spell the difference between victory and defeat in all but the rarest of circumstances.

How do I maximize this nation power?
Early fishing: Regardless of your nation, early fishing is a very good way to jumpstart your economy. With 10% cheaper fishing ships, you should always get Commerce 1 and build a Dock before getting your 2nd City on sea maps.
Use sea power: Make use of your advantage on the seas, so long as there is opportunity to damage your opponent's assets on the land. If he has no important structures that can be bombarded from the sea, it might not be a good idea to make many military ships - aside from just enough ships to secure your fishing enterprises.

**Farms are 50% cheaper. Farms and Fishermen produce +25% resources.

Why is it important?
This bonus significantly helps Food income throughout the game and also saves Japanese players a lot of early Timber. Farms are so cheap that it's often useful to complete extra Farms before you have the Citizens to man them, simply to get the one-time Food bonus (often helpful in researching Classical Age a little quicker).

On sea maps, Japanese players have no excuse not to get onto the seas and take advantage of their excellent fishing capabilities. Remember that fishing ships aren't very expensive and gather 2 separate resources at once. This makes them much more efficient than Citizens at harvesting resources in the early stages of the game (when squeezing efficiency out of your economy is most important).

How do I maximize this nation power?
Early fishing: There are very few situations where you won't want to take advantage of this nation power early on a sea map. Unless you plan on attacking extremely early, you should strongly consider researching Commerce 1 before Civic 1 and start creating fishing ships.
Build extra farms at your second city: The farms at your first city will get built only slightly ahead of schedule with the cheaper cost. The farms at your second city should be built much sooner than normal. Build 4-5 farms at the second city, even if you don't have the Commerce Limit or citizens to make use of them all immediately. The extra Food you'll get from building the farms will be helpful for affording library techs earlier than normal.
Keep Food income close to Commerce Limit or maxed: With this bonus, you should keep close tabs on your Food income and ensure that it's always either maxed at your current commerce limit or very close to maxed.


Unique Units:
------------
~ASHIGARU - Heavy Infantry, Ancient Age (I)
  ->Powerful, slow melee units; stronger and tougher than normal Hoplites.
~BUSHI - Heavy Infantry, Classical Age (II)
  ->Powerful, slow melee units; stronger and tougher than normal Phalanx.
~ELITE BUSHI - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow melee units; stronger and tougher than normal Pikemen.
~SAMURAI - Heavy Infantry, Gunpowder Age (IV)
  ->Powerful, slow melee units; stronger and tougher than normal Elite Pikemen.
~GUN SAMURAI - Heavy Infantry, Enlightenment Age (V)
  ->Slow, powerful short-ranged gunpowder units; stronger and tougher than
    normal Fusiliers.

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---------------------------------
KOREANS - The Power of Tradition |
---------------------------------

Koreans have a great starting economy, as well as solid defensive capabilities. Their most potent nation power is that they receive free citizens when constructing new cities. This allows them to instantly fill up Farms or Mines that are constructed at that City, or simply get many buildings constructed around the new city very quickly.

**Start with a Temple and receive Temple upgrades for free

Why is it important?
Korean players receive temple upgrades for free, including taxation technologies. This means your temples will automatically provide the maximum bonus to your cities' hitpoints and border push. Note that this bonus still only occurs at cities that have a temple. Taxation techs, however, don't require a temple at each city and simply generate wealth income based on the percentage of the world territory you control. Korean taxation takes effect much earlier than other nations would even think about researching the technology (not because it isn't available to research, but because it's so costly that early in the game and yields fairly minor benefits). It usually provides a small, but helpful early wealth income. Taxation techs also increase the income generated by rare resources and the wealth generated by fishing.

How do I maximize this nation power?
Build temples at cities you think will be attacked: Any nation should follow this advice, but it's particularly helpful for Koreans since they receive the upgrades for free. Also build temples at cities that you want to get more border push from.
Expand territory and harvest rare resources: Taxation provides only minor increases to wealth and rare resource income. This means you shouldn't go all out trying to increase your territory just to generate extra taxation wealth, nor should you specifically get rare resources to utilize the extra income. Instead, you should factor this nation power in as an 'extra bonus' for doing those things a little sooner than usual, when you find yourself torn between two places to spend your resources.

**Start with an extra citizen, receive 3 more when you build your next City, and 5 more for each City after that.

Why is it important?
Extra citizens help the Koreans fill up their early gather buildings much faster than other nations can (except perhaps the Chinese). This allows the Koreans to reach early commerce limits quickly, and often hastens their progress towards a Classical or Medieval Age attack.

How do I maximize this nation power?
Use the extra citizens to fill up gather buildings: Most of the time you won't find yourself building new cities exclusively to get new citizens, but since your 3rd city will generate 5 free citizens it's often a good idea to place that city near a mountain and fill up a mine. Using the new citizens to create any new buildings (market, university, temple, farms, etc) you'll want at the city is also a good idea, since these construction jobs will be finished very quickly when all of them are constructed at once. Remember that it's faster to construct 5 buildings with 1 citizen each than to use all 5 citizens on one building at a time.

**Repair is 50% faster. Your Citizens can build and repair buildings that are under fire without penalty

Why is it important?
The Koreans would probably take a backseat to the Chinese were it not for their great defensive bonuses. This bonus allows Korean cities or forts to hold out extended lengths of time while being repaired, and hastens the repair of damaged buildings (cities that the Korean player is assimilating are quick to repair with this bonus). Normally when a building is under attack and citizens are at work repairing that building, the building is repaired at a much slower rate and the citizens will also take damage if the ranged unit attacking the building is also in range of the citizen. The Koreans aren't affected by these restrictions and are able to repair at full speed (50% faster, even) without their citizens potentially taking damage.

How do I maximize this nation power?
Repair cities or forts that are under siege: This nation power is great for holding out until reinforcements can be trained - or simply aid in delaying the enemy's advance long enough so that other cities can be saved.
Repair captured cities: With just a few Korean citizens, you can restore a captured city's hitpoints rapidly, making it very difficult for your opponent to reclaim the city. When your army is in tatters after a difficult siege, every little bit counts.

**Receive the Militia, Minutemen, and Partisan upgrades for free

Why is it important?
These upgrades are great for defense, and occasionally useful on offense as well.

How do I maximize this nation power?
Offensive militia: Offensive militia are tricky to use and there are only a few situations where you'll want to sacrifice useful citizens in a mediocre attack role. One such situation is if you've just created a new Korean city near the front line. This will gain you 5 citizens, which can be used as militia to raid the enemy base if he has undefended citizens working at a nearby city. However, it's strongly advised that you don't enter enemy territory with militia if your opponent has attrition researched - militia take huge attrition damage!
Remember to use militia on defense: When your army's size is nearly equal with the invading army, every last man is necessary to defend your homeland - so don't forget to convert your nearby citizens into militia! This is particularly helpful early in the game, as militia do excellent against pre-medieval military units (except Heavy Cavalry).

Unique Units:
------------
~HWARANG - Foot Archers, Ancient Age (I)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than
    normal Bowmen.
~ELITE HWARANG - Foot Archers, Classical Age (II)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than
    normal Archers.
~KORYO HWARANG - Foot Archers, Medieval Age (III)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than
    normal Crossbowmen.
~CHOSON HWARANG - Foot Archers, Gunpowder Age (IV)
  ->Medium-ranged foot infantry with little armor; stronger, tougher than all
    normal bow-armed units.
~FLAMING ARROW - Artillery, Ancient Age (I)
  ->Expensive and slow; more effective against enemy buildings than Catapult.
~HEAVY FLAMING ARROW - Artillery, Medieval Age (III)
  ->Expensive and slow; more effective against enemy buildings than Trebuchet.

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---------------------------------
MAYA - The Power of Architecture |
---------------------------------

The Maya are a defensive nation with a couple significant economic bonuses. Mayan buildings are not only 50% tougher and built 50% faster, they also cost 33% less Timber. Additionally every Mayan building that shoots (Forts, Cities, etc) gains the ability to fire additional shots - including cities that don't have anything garrisoned inside. All of these abilities neatly compliment each other, making Mayans one of the toughest nations to crack as well as giving them solid economic bonuses.

**Cities, Towers, Forts fire extra arrows - including ungarrisoned Cities

Why is it important?
This bonus provides extra firepower for all buildings that shoot. This means that it's extra important for your opponents to have to bring siege equipment when dealing with those buildings, as infantry or cavalry will take even more damage than usual when dealing with your buildings (on top of the fact that your buildings are much tougher than normal anyways). This also helps out against would-be raiding parties, since your cities will fire at them even before they're garrisoned. You'll still want to garrison citizens to keep them safe, though.

How do I maximize this nation power?
Garrison only the citizens that are in danger of being killed by a raid: Since your city will shoot on its own anyway, there is less reason to garrison huge amounts of citizens. Only garrison the citizens which are at risk of being shot at by the raiders and you'll keep half of your workforce gathering resources for you while putting the hurt on enemy raiding units.
Utilize Forts and Towers effectively: This means using a Fort or two to aggressively push the national border and function as a location to heal wounded troops and secure the nearby Barracks, Stables, and Siege Factories. Constructing these building types within a Fort's radius is always a good idea. When possible, have siege units fire from within a Fort's range so the Fort provides covering fire - the siege unit might still die, but at least enemy units will take damage in doing so.

For Towers, ensure that you use them offensively when possible. When they can't be constructed close enough to physically shoot enemy buildings, they should be constructed close to a spot near the border that you're going to launch an attack from. When units are wounded, they can retreat to this tower and the tower will provide constant covering fire for any enemy units forced to get near it - and they will be forced to get near it if you use siege units to attack their buildings from a location next to the tower. Towers are great for securing chunks of land directly between borders because they take so long to destroy (even regular towers are often difficult to destroy).

**Buildings 50% tougher and 50% faster to build

Why is it important?
Mayan buildings are very hard to destroy. This is important, as it means that your opponent will have to take extra long to capture cities and penetrate your defenses. This extra time can be used to create enough units to fight back. Sure, your opponent may be creating extra units as well, but his units will most likely have more travel time than yours.

Mayans also create buildings 50% faster. This gives them the ability to beat just about anybody in a race to build a wonder (provided they have the right resources). This also gives them a great advantage in buildings that usually take a long time to construct, like Forts, Towers, and Cities. Let's not forget that over the course of the game the time your citizens spend creating farms, mines, and woodcutter's camps stacks up - and Mayans will have less of this accumulated downtime over the course of the game.

How do I maximize this nation power?
Stack it with Architecture upgrades: This will add even more health and further hasten the speed at which your buildings are constructed.
Use a Border Flank strategy: The Mayan bonuses are great for using a Border Flank strategy. See the strategies section for details.
Last-second Fort defense: Mayans have a better window of opportunity for constructing last-second emergency forts behind their cities. Remember that oftentimes the best location for a fort isn't directly on the frontlines where it's isolated and vulnerable to siege. Often it's better to place a fort directly behind a city. This forces the opponent to move his siege units within range of your city when he wants to attack, often taking plenty of damage. Military units will also have difficulty getting into a position to attack, since the city occupies all of the space in front of the fort. Lastly, forts (and towers) placed directly near cities assist in preventing that city's capture. A fort counts as about 5 infantry units placed near your city, when determining who gains or retains control of a city that's been reduced to 0 health.

**Buildings 33% cheaper Timber costs (except Wonders)

Why is it important?
This is the primary economic bonus of the Mayan and it's a fairly useful one since most buildings cost timber. The savings from farms alone makes this bonus worth it, as they can duplicate the Japanese strategy of building extra farms in order to get more of the one-time food bonuses.

How do I maximize this nation power?
Build extra Farms: Similar to the Japanese, the Mayans can build farms before they can use them (either because they don't have citizens to work them yet, or because they are already capped at commerce limit). This is usually most helpful at your 2nd city, when you're saving food for Commerce 2 or Classical Age and want to gain an extra advantage over your opponent.
Build Markets more often: Building markets can often take a backseat to other buildings or units, because of early game timber shortages. The Mayans don't have this problem, so are often able to get a market constructed at each of their cities. This helps out a lot in early wealth income.


Unique Units:
------------
~BALAMOB SLINGERS - Light Infantry, Ancient Age (I)
  ->Fast, cheap, and short-ranged. Extremely effective against enemy light
    infantry.
~ROYAL BALAMOB - Light Infantry, Classical Age (II)
  ->Fast, cheap, and short-ranged. Extremely effective against enemy light
    infantry.
~EAGLE BALAMOB - Light Infantry, Medieval Age (III)
  ->Fast, cheap, and short-ranged. Extremely effective against enemy light
    infantry.
~RECOILLESS GUN - Heavy Infantry, Modern Age (VII)
  ->Particularly effective against all types of vehicles.
~DRAGON AT - Heavy Infantry, Information Age (VIII)
  ->Particularly effective against all types of vehicles.

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---------------------------------
MONGOLS - The Power of the Horde |
---------------------------------

The Mongols revolve primarily around cavalry armies, particularly Horse Archers. They are an aggressive nation who excel in the hands of players who are able to multitask numerous raids simultaneously. Mongol players don't have a lot of economic bonuses to rely on, so they must concentrate on utilizing raiding to slow their opponents down.


One particularly brutal strategy the Mongols utilize is a rush directly through the Library techs to Classical Age and Military II. At that point, they lay down as many Stables as possible (usually 2 or 3) and use the resulting units to raid your opponent's citizens. You will also have to continue to improve your economy in the background. Remember, the trick to making any raiding effective is that you have to do more damage to your opponent's economy than it costs you to field that raiding party. If you spend your early resources setting up a brutal raid, that raid has to at least allow you to catch up in resource production or it won't have been worth it.

**Receive 1 free horse archer when you build a Stables, 3 after Military II is researched.

Why is it important?
This power provides a very large source of raiding units. It's best used early, when the raiding units are much harder to counter.

How do I maximize this nation power?
Early raiding: Use a similar strategy to the one listed above to get some early raiding done on your opponent.
Horse Archers and Knights: As an alternative to a very early raid, you can use a strategy where you create 2 stables in Classical Age and begin to create large amounts of Cataphracts while keeping your horse archers garrisoned. Eventually you'll reach Medieval Age and upgrade this army. At that point, also construct 2-3 additional stables for many more horse archers (you didn't want them beforehand since it would raise the ramping cost of your Cataphracts). Use the resulting army to wreak havoc on your opponent's economy, using Knights to annihilate any Light Cavalry that tries to kill your Horse Archers and using the Horse Archers to kill pikemen. Don't stay too near buildings that shoot, as they will gradually wear down your army. Instead, continually keep your opponent's citizens either dying or garrisoned inside a city - all the while increasing your own economy above theirs in the background.

**Mounted units created 10% cheaper and 20% faster

Why is it important?
This allows Mongol players to field larger cavalry-based armies. The bonus itself is fairly small, but considering Mongol players are already receiving plenty of free cavalry units anyway it's still quite useful.

How do I maximize this nation power?
Avoid losing resources to unnecessary ramping cost: The more cavalry units you have, the more each new cavalry unit will cost. With this in mind, be sure that you don't rack up too many free horse archers while constructing new cavalry units. If you plan on taking advantage of your free stables units, do it after you've already trained a sizable cavalry army. You'll save resources and end up with a larger army.
Use cavalry units: Make good use of this bonus and it will save you a lot of resources over the course of the game. You can and should still use infantry, but cavalry is the strongpoint of the Mongol military and you shouldn't neglect it.

**Receive +1 Food for each 1% of the world you control (times half the number of players in the game)

Why is it important?
This bonus provides a great income of food through most of the game, especially in team games. As the only economic bonus of a very military-heavy nation, it's not going to win the war for you but it's another reason to keep increasing your territory.

How do I maximize this nation power?
Use Mongols in team games: In team games with many players, this bonus will become much more noticeable and keep your food income easily maxed at the commerce limit with only a minimal amount of farms.
Control slightly more territory than normal: As with some of the other weaker economic bonuses, this bonus alone shouldn't make you want to increase your territory. However, it gives more incentive to keep your territory slightly larger than normal - researching civic techs a little earlier and constructing new cities and forts slightly earlier than normal to take advantage of some extra food income.

**Attrition damage to your units is reduced by 50%

Why is it important?
As a raiding nation, you'll spend long periods of time in enemy borders. This means you'll be subject to attrition for extended periods of time. Luckily, Mongols only take 50% of normal attrition damage. This means they can survive much longer in enemy territory.

How do I maximize this nation power?
Raid, raid, raid: This nation power allows you to raid without worrying about attrition (unless you're facing extreme amounts of it, such as a Russian player two ages ahead with Colosseum). With the knowledge that your units suffer far less attrition that other nations, you should feel quite at home in your opponent's soil, generally wreaking havoc upon his poor economy.

**Receive Forage/Supply/Logistics research for free.

Why is it important?
The first tech allows your units to take no attrition damage while not moving in enemy territory. Each of the techs improves the radius and hitpoints of your supply wagons and further reduces attrition (yes, in addition to your units already being quite resilient to attrition damage).

How do I maximize this nation power?
Utilize Forage if necessary: It's easy to forget that with Forage researched your units take zero attrition damage while stopped and not attacking in enemy territory, but it's a handy bonus in some circumstances.


Unique Units:
------------
~NOMAD - Ranged Cavalry, Classical Age (II)
->Fast, ranged cavalry who can fire even while moving; they are particularly
    effective against enemy Light Infantry.
~STEPPE NOMAD - Ranged Cavalry, Medieval Age (III)
  ->Fast, ranged cavalry who can fire even while moving; they are particularly
    effective against enemy Light Infantry.
~HORDE - Ranged Cavalry, Gunpowder Age (IV)
  ->Fast, gunpowder-armed cavalry who can fire even while moving; effective
    against enemy Light Infantry and Musket Infantry.
~GOLDEN HORDE - Ranged Cavalry, Enlightenment Age (V)
  ->Fast, gunpowder-armed cavalry who can fire even while moving; effective
    against enemy Musket Infantry.

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-----------------------------
NUBIANS - The Power of Trade |
-----------------------------

The Nubians are a strong, very flexible economic nation. They are masters of the market, trade, and rare resources. The reason they are so flexible is that they can use their efficient market trade at any point to get the resource they need. Most nations face a lot of inefficiency when using the market to trade for resources, making it useful, but inefficient for prolonged usage. The Nubians have drastically reduced market inefficiency and are able to make extensive use of trade to get the resources they need. This comes in particularly helpful when a Nubian player finds himself without the appropriate resources to produce correct counter units. Instead of relying just on his or her innate food/metal income to produce heavy infantry, the Nubian player is able to convert all of his resources into foot/metal and produce a much larger army of heavy infantry should the need arise.

When playing against a Nubian, realize that a large chunk of their resources are coming from their rare resources. This raises the importance of raiding those rare resources, even if their merchants are cheaply replaced. It also slightly increases territorial dominance, since robbing the Nubian player of those resources is important.


In large team games, Nubians are able to take advantage of even more rare resources than usual, so keep military pressure on Nubian players when possible or expect a devastating late game nuclear barrage from them!

The Porcelain Tower is a useful wonder (it adds to the resources each rare resource provides), but particularly powerful in the hands of a Nubian player who already has most or all of the rare resources in friendly territory.

**Always see all of the rare resources in explored territory.

Why is it important?
This allows the Nubians to immediately scout 1-2 rare resources for early game harvesting, as well as allowing Nubian players to discover new ones they hadn't previously explored as their border expands.

How do I maximize this nation power?
Harvest rare resources: Information is only as powerful as what one does with it, so ensure you use the knowledge of rare resource locations to harvest as many as possible - and harvest the important ones first.
Flare rare resources for teammates in team games: Allied territory counts as 'explored territory'. If your ally has a particularly helpful rare resource in his territory, ensure that you flare it and tell him of it!

**Merchants collect an additional +50% resources.

Why is it important?
This is a very effective economic boon for Nubian players and the primary reason their economy is strong.

How do I maximize this nation power?
Take advantage of every rare resource possible: As a Nubian player, you should send a merchant to every rare resource you find that isn't in enemy territory. This bonus is your primary economic advantage and merchants are very efficient resource harvesters, so it would be a mistake to not take advantage of it.
Control the best resources: Don't allow your opponent to push you off of the best rare resources through border pushing. Sometimes players even construct a fort or city directly on top of a rare resource that is near the center of the map, as this not only keeps the resource very secure but also provides useful border push.
Immediately replace raided merchants: It's often easy to forget to replace a slain merchant, but it's an important thing to do. If you see a merchant getting raided and know you won't be able to save him, queue up a new merchant and set the rally point to that resource (even before the first one is done dying).

**You start with a Market and can always trade resources.

Why is it important?
This is significant because it allows Nubian players to produce twice as many economic units at once in the early game. Not only do they produce citizens like everyone else in the early stages of the game, they are able to create merchants to go out and start collecting rare resources. Between their merchants costing less than normal and rare resources often providing +20 total resources (usually split between two resource types) this is very efficient income you should take advantage of right from the game start.

How do I maximize this nation power?
Scout well: While you will see any rare resources in explored territory, it's very likely there won't be more than 1-2 in your territory to start out. This means it's vital for you to scout well and discover the location of the remaining resources.
Immediately set up as many merchants as possible when the game begins: Your first 2-3 merchants should attempt to be good resource producers (ie, avoid rare resources that provide metal or knowledge since you can't harvest those resource types until classical age). With that in mind, you should absolutely take advantage of as many knowledge or metal rare resources as possible just before you enter into classical age. If you have 5 rare resources in your territory and can take advantage of all of them prior to reaching classical age, that's great.

**+1 Caravan Limit.

Why is it important?
This will allow you to get an extra caravan up and running significantly earlier than the other nations can (provided you choose to get Civic 2 and create a third city before you get Commerce 2). If you keep the maximum amount of caravans throughout the game, you will gain a slight wealth advantage over your opponent.

How do I maximize this nation power?
Always use the most caravan routes allowed: Nothing complicated here, just ensure you use the extra caravan route - especially in team games. Just remember that you'll need enough cities to take advantage of the extra trade routes.

**Merchants, Caravans, and Markets 50% cheaper.

Why is it important?
This bonus saves you significant amounts of resources, especially since the Nubian player will be using more of these buildings and units than other nations. In particular, the savings on creating new markets is great since typically players choose to spend their precious timber on other more important things early in the game. With this bonus, the Nubians are able to get a market in every city without the timber cost hurting their economy or military much. Cheaper merchants means that it'll be easy for you to afford sending a merchant to each resource, and cheap to replace them if they get raided.

How do I maximize this nation power?
Create a market at each city soon after that city is created: Markets shouldn't take priority over necessities like farms, but they should be constructed almost immediately after your third city is created and at each new city thereafter.
Harvest all rare resources: There's very little reason for a Nubian player not to make excellent use of every rare resource that isn't controlled by the enemy. Starting from the beginning of the game, take advantage of as many of them as you can.
Keep caravan routes maxed: Lastly, keep your caravan routes maxed throughout the game. Occasionally you may find it useful to queue up a caravan before you have enough Caravan Limit available. The resulting caravan will not be created until after you research a new Commerce tech at the library, but once that tech is researched it will automatically pop out. Once the build time for that caravan is finished, the same market can even produce new merchants if needed!


Unique Units:
------------
~KUSHITE - Foot Archer, Classical Age (II)
  ->Medium-ranged foot infantry with little armor; highly effective against
    all enemy archers.
~ROYAL KUSHITE - Foot Archer, Medieval Age (III)
  ->Medium-ranged foot infantry with little armor; highly effective against
    all enemy archers.
~APEDEMAK KUSHITE - Foot Archer, Gunpowder Age (IV)
  ->Medium-ranged foot infantry with little armor; highly effective against
    all enemy archers.
~CAMEL ARCHERS - Ranged Cavalry, Classical Age (II)
  ->Excellent raiders who can fire while moving; particularly effective
    against enemy Light Infantry.
~HEAVY CAMEL ARCHERS - Ranged Cavalry, Medieval Age (III)
  ->Excellent raiders who can fire while moving; particularly effective
    against enemy Light Infantry.
~CAMEL RAIDERS - Ranged Cavalry, Gunpowder Age (IV)
  ->Excellent gunpowder-armed raiders who can fire while moving.
~CAMEL CORPS - Ranged Cavalry, Enlightenment Age (V)
  ->Excellent gunpowder-armed raiders who can fire while moving.

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-----------------------------
ROMANS - The Power of Caeser |
-----------------------------

The Romans are a defensive nation that has the ability to exert excellent territorial control in the beginning of the game. They also have Legions, which are a great unique unit that excels at killing other heavy infantry. This means they don't have to invest as much into archers to counter other heavy infantry (which is a big plus because archers require timber and wealth, two very dire technology-oriented resources).


The Roman border push strategy can be utilized by first creating a second city as normal. Construct a fort at the edge of this border. By the time the fort is finished, you should be about ready to afford Civic 2 and another city. Again, build this city as far forward as possible. Ensure that you have trade routes established - you'll need the wealth. After this point, the intent is to get a second fort set up very close to one of your opponent's major economic cities that will become the staging ground for some brutal assaults. Affording this second fort is difficult, but can be accomplished in a few ways. First of all you can raze the existing fort to make the new one cheaper and recoup a bit of the cost (since you already have a second city set up, you still have that forward border push established so this rear fort is no longer necessary). The other way is to save up the resources in either Ancient or Classical Age. If done in Classical Age, you'll need to place a couple Mines and wait a bit to get enough metal. If done in Ancient age, your economy will take a hit as all of your timber and wealth goes into this new fort.

Once this forward fort is established, set up barracks and stables. Start creating an army and try to judge whether your opponent is going to attack you at that location (you should raid him slightly to gain his attention) or whether he's going to wait it out and take advantage of the technology advantage he probably has. If he is going to rush your fort, you'll have the advantage since you just have to build military units. If he decides to play more defensive and tech to gain a greater advantage, you'll have to get siege to force a conflict (preferably with a forward tower).

**Forts exert +3 National Borders

Why is it important?
Roman forts exert a moderate amount of extra border push. This border push is most helpful when your forts are constructed at the edge of your current border, though you certainly don't need to construct all of your new forts at the border's edge (constructing a fort right next to your capital city is often a good move if you think there's a chance it will be attacked).

How can I maximize this nation power?
Construct forts that directly press against enemy borders: This means placing a fort right on the current borderline in order to maximize the amount of border push you get from the fort's presence.
Research fort upgrades: Fort upgrades increase the range of forts and towers as well as further increasing the border push of forts. If you're interested in controlling territory, stacking these upgrades with your

**Forts and Towers 25% cheaper and can be built from the start of the game

Why is it important?
These buildings are some of the most expensive in the game, so the savings is rather important. As long as you balance the cost for these buildings against the cost of building an army, you can make excellent use of forts as Romans.

How can I maximize this nation power?
Utilize this bonus in an early border push strategy: In the hands of a capable player who can survive on a limited early economy, it can be quite devastating (in 1v1s).

**Receive free Heavy Infantry when a Barracks is constructed (one at start, two with Gunpowder Age and Military 3, three with Industrial Age and Military 5)

Why is it important?
This bonus provides free units when each new barracks is constructed. The single free unit is great for ancient age rushing, or simply bolstering a classical age attack. One thing to note about this bonus is that it only applies to each new barracks you create. This means if you raze a barracks (or the enemy destroys one, a favorite strategy against nations with free bonus units) and rebuild a new barracks, you won't receive free units. Be careful of population limit as well, since you can't receive free units that push you above your current population limit.

A particularly useful way to utilize this bonus is to only utilize cavalry units until gunpowder age and Military 3 research. By going with just 1 barracks or without a barracks at all, you'll be able to create a whole bunch once gunpowder and military 3 research are completed - resulting in many more Roman Legions than you would otherwise receive. If you choose this strategy, you can also use a method that works for the Mongols - create 2 barracks and train many infantry from them before creating the remaining 3-5 barracks. By doing things this way, the free units you receive from the barracks don't interfere with the ramp cost of your infantry as much, allowing you to create an even larger army for cheaper.

How do I maximize this nation power?
Utilize the extra units in a rush: Perform the standard 5-heavy infantry ancient age rush, except with an extra unit (20% more firepower to make that city fall extra fast). Remember to trail in slinger support after the 6th heavy infantry is created so you can handle enemy bowmen.
Save the bonus until gunpowder/military 3 research: Use either one or no barracks at all until you've got the prerequisite techs for getting 2 free units per barracks, then build several barracks all at once. Use stables units for your military until you reach gunpowder - horse archers for raiding are a good bet.
Keep your barracks alive: Try not to allow the opponent to destroy your barracks; you only get free units for each new barracks you make - and if your 4th barracks dies and you rebuild it, that doesn't count as a 'new' barracks.

**Heavy Infantry created 10% faster and 10% cheaper

Why is it important?
This nation power hastens the training of new heavy infantry units, allowing the Romans to field many heavy infantry quickly when needed. It's a relatively small time saver, but still quite helpful since Romans have a heavy infantry unique unit line that lasts through the first half of the game. Of course, the bonus doesn't become worthless at that point - late game heavy infantry like Bazookas and Anti-Tank Missiles are some of the best late game units available.

How do I maximize this nation power?
Create heavy infantry: Not much trick to making use of this bonus - just ensure you're aware of it and take advantage of it when possible.


Unique Units:
------------
~LEGION - Heavy Infantry, Classical Age (II)
  ->Powerful, slow, melee units. Extremely effective against enemy Heavy
    Infantry.
~CAESAR'S LEGIONS - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow, melee units. Extremely effective against enemy Heavy
    Infantry.
~PRAETORIAN GUARDS - Heavy Infantry, Gunpowder Age (IV)
  ->Powerful, slow, melee units. Extremely effective against enemy Heavy
    Infantry.

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-----------------------------------
RUSSIANS - The Power of Motherland |
-----------------------------------

The Russians are a very unique defensive nation whose primary strength lies in controlling a lot of territory and making excellent use of attrition to destroy their foes. Not only does Russian attrition do double damage to unsupplied enemy units, the Russians receive all attrition upgrades for free. Russian players also have access to a great line of unique light cavalry. This is significant because light cavalry is the best counter to supply wagons (which, in turn, are the best counter to your Russian attrition).


This set of nation powers allows the Russians to perform a boom much better than other nations. By keeping their national boundaries expanded and patrolling those boundaries with light cavalry, Russian players are able to concentrate almost solely on economy. When an attack comes, they utilize their fantastic attrition damage by eliminating enemy supply wagons with their light cavalry - then running the light cavalry to safety while attrition takes its toll. They can enhance this attrition further by constructing wonders like the Colosseum or Kremlin, making it even more painful to be unsupplied in Russian territory. Unfortunately this strategy does have a weak point. Since Russian players receive no economic bonuses, they can be out-boomed economically if their opponent doesn't rush in to attack. This means that occasionally it's worth it to bait your opponent into attacking you to bring his army into your territory where your attrition can crush it.

Russians also have a great spy bonus that can be used to further disrupt enemy attacks.

**Attrition damage to enemy units in your territory increased by 100%.

Why is it important?
As you probably know, attrition does gradual damage to any enemy units in your territory without a supply wagon. Russian attrition is particularly effective at wiping out enemy units because it does twice as much damage. This allows Russian players to rely much more upon attrition as a strong defensive mechanism, provided they are able to handle enemy supply wagons with their light cavalry.

How do I maximize this nation power?
Use attrition to cover your fast tech: One method of using attrition is to try the above strategy of booming while using a small force of 3-5 light cavalry unique units to raid the supply wagons of any player who attacks you. Tactical placement of forts and towers can prolong this strategy's lifespan, but eventually you'll have to switch from hard teching to making a military of your own.
When possible, utilize age-ahead attrition: Attrition becomes even more painful for your opponents if you're an age ahead of them. Of course, it's very difficult to do this given that Russians recieve no economic bonus until Industrial Age - but it can happen.
When possible, construct attrition-related wonders of the world: Both the Colosseum and Kremlin provide bonuses to attrition that will make for even deadlier Russian attrition damage.

**Attrition upgrades are free.

Why is it important?
Not only is Russian attrition painful, it also automatically upgrades as Civic techs are researched (Civic techs are the prerequisite for attrition technologies). This takes effect even without building a tower (though there's hardly ever a game where you wouldn't want to build at least one tower).

How do I maximize this nation power?
Research Civic technologies: Attrition levels each have a Civic technology prerequisite. By researching Civic techs, attrition levels will automatically be researched for you. For example, when you research Civic 3, the second attrition tech will take effect.

**National Borders +1 per Civic research

Why is it important?
This bonus allows Russian players to exert a huge amount of territorial dominance over the map, much more so than any other nation could accomplish if it's used well. The important thing with this ability is to maximize the amount of territory you control and use your powerful border push to crush your opponent's territory into a small ball in the corner. By doing this you'll have more access to resources like forests and mountains while robbing them of those same resources.

Even better, this bonus makes Russian attrition that much more effective. Attrition for other nations can sometimes be bypassed by sieging key buildings like cities from within the safety of your own territory, but it's very rare that the border is close enough to a Russian city for this situation to occur. Since enemy units are forced into your territory to fight, you are able to use attrition much easier.

How do I maximize this nation power?
Use a border flank strategy: Russians are particularly effective at using their border to flank their opponent and force a conflict near a major enemy city - away from the important economic cities of the Russian player.
Dominate world territory: As a Russian player, you should cause your opponents to feel caged and starved for resources. Not only will he starve for resources, you'll have access to most of the map's rare resources.

**Oil gathering +20%

Why is it important?
This provides the Russians with a significant late game economic bonus to a resource that is often difficult to gather at the commerce limit for other nations. This bonus actually benefits from the national border bonus, as more oil patches will be present in your territory (and less in your opponent's). So most Russian players don't have a problem quickly reaching the commerce limit for oil income. This means they can quickly make use of their unique line of tanks. The Russian player will undoubtedly have many mountains under his control, so metal for the tanks shouldn't be an issue either.

This extra oil doesn't have to be spent on tanks, of course. Air units are quite useful for striking at enemy supply wagons (Russian attrition is still just as powerful in the late game). Nuclear weapons are useful for striking at just about anything.

How do I maximize this nation power?
Keep oil income maximized at the commerce limit: It's much cheaper to max oil income as Russians, so you should take advantage of that fact. Oil has a tremendous amount of uses and at the very least it will fetch a high price at the market should you choose to sell it.

**Spies produced 50% cheaper and stay hidden after using a special ability

Why is it important?
It provides yet another great way for Russian players to prevent enemy players from easily attacking them. While you can't bribe supply wagons, you can cause a lot of havoc by bribing enemy siege units as they begin to attack your cities, forts, or towers. The ability to stay hidden after using a special ability means that Russian spies have a much longer lifespan than the average spy.

How do I maximize this nation power?
Use spies to harass enemy attacks: Spies are a great way to decimate an unprepared attack force. Not only are spies extremely cheap for Russian players, they have the effect of converting an enemy unit to your side. This is, in effect, "killing" that unit and giving you a free unit (a unit which costs more than the spy himself). The balance to all this is the unfortunate fact that scouts allow your opponent's army to counter your spies - and counter them hard. If your opponent starts making a lot of scouts, it won't be worth it to keep making spies. It's best to stop making new spies after 2 good attacks with them, since at that point your opponent will be spending resources on scouts. If you switch to making a military unit instead, his scouts will be largely useless in the third battle, giving you a definite advantage in military power.


Unique Units:
------------
~RUSSINY LANCER - Light Cavalry, Medieval Age (III)
  ->Extremely fast and lightly armed melee troops; useful for catching enemy
    raiders; cheaper and faster to build than normal Light Cavalry.
~COSSACK - Light Cavalry, Gunpowder Age (IV)
  ->Extremely fast and lightly armed melee troops; useful for catching enemy
    raiders; cheaper and faster to build than normal Light Cavalry.
~DON COSSACK - Light Cavalry, Enlightenment Age (V)
  ->Extremely fast and lightly armed melee troops; useful for catching enemy
    raiders; cheaper and faster to build than normal Light Cavalry.
~RED GUARD - Modern Infantry, Modern Age (VII)
  ->Fast, powerful, rapid-firing foot troops; slightly cheaper than normal
    Infantry.
~SHOCK INFANTRY - Modern Infantry, Information Age (VIII)
  ->Fast, powerful, rapid-firing foot troops; cheaper and stronger than normal
    Assault Infantry.
~KATYUSHA ROCKET - Artillery, Modern Age (VII)
  ->Powerful, long-range rocket; its wide explosive effect makes it very
    effective against enemy ground troops.
~T80 TANK - Tank, Information Age (VIII)
  ->Heavily armored, extremely powerful; hard to destroy except with heavy
    weapons. Cheaper than normal Main Battle Tank.

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---------------------------------
SPANISH - The Power of Discovery |
---------------------------------

The Spanish get a huge early economic boost through their ruins bonus, but no powerful lasting bonuses. With this early lead they can choose to mount a powerful early attack, boom slightly
and launch a larger attack, or boom heavily and get to Gunpowder Age before anyone, where their Tercios unique units afford them a huge advantage against cavalry (as the only heavy infantry unit in gunpowder age with a ranged attack). Regardless of the path the Spanish player chooses, he has to maintain the advantage he gets early in the game because he has no lasting bonus.

**Start with the map explored and an extra Scout

Why is it important?
The Spanish are able to make the best choices in where to scout early in the game, and able to scout the most ground the fastest. This not only uncovers plenty of rare resources (allowing them to pick which ones they wish to harvest first), it affords them helpful tactical options such as knowing where the good resources are located (particularly important on maps with limited forests or mountains). This allows Spanish players to push their territory out towards these areas sooner than other nations are able to. The other benefit of superb Spanish scouts is, of course, the extra ruins they will pick up.

How do I maximize this nation power?
Manually scout: Learning to manually scout - and do it well - is a very important skill if you plan on playing the Spanish often. The Auto-Explore AI generally does its job well, but it won't know tricks like checking the corners for the ruin that's almost always found there.

**Scout line receives +3 line of sight, is upgraded for free, and uses abilities faster

Why is it important?
Not only do the Spanish start with two scouts, their scouts see farther and are automatically upgraded. Often you won't make too many scouts beyond your starting scouts (except to counter spies) and so generally the automatic upgrading and abilities portions of this bonus go unnoticed. They're still helpful, but this bonus is primarily worthwhile because the extra line of sight lets you capture more ruins - and perhaps spot enemy army movements easier. After the map is entirely explored, it's often a good idea to move your scouts into a location near the enemy border to keep an eye on what he's up to. When they upgrade automatically into explorers, they'll actually remain hidden while not moving! This allows them to provide great scouting of the enemy without revealing themselves.

**Until Industrial Age, receive a free Heavy Ship when you build a Dock

Why is it important?
This augments the ability for the Spanish to control the seas. Ensure that you compare the price for a new dock with the price to make a heavy ship - after a couple docks, they actually become much more expensive than simply creating the heavy ships at your existing docks!

How do I maximize this nation power?
Early sea dominance: Because this heavy ship is instantly created when your dock is finished, it is often very helpful for scouting the seas and (more importantly) attacking your opponent's early fishing ventures. An early heavy ship gives you a great naval advantage early in the game when your opponent is more concerned with creating 3-4 fishing ships than making military vessels.

**Receive 35 resources from Ruins, +35 for each Science tech

Why is it important?
It's undeniably the best Spanish bonus and every Spanish player should make full use of it. With the vast resources collected from ruin exploration, the Spanish player will be catapulted ahead in the early game. The only trick is maintaining the early advantage this nation power provides. Once the ruins are gone, you're on your own.

How do I maximize this nation power?
Research the first two Science technologies immediately: Research the first Science technology right away, get a single ruin (1-2 ruins are usually visible in your territory at the start of the game), then construct a Temple. This will give you enough wealth to research the second Science technology. It's important to note that your first ruin will only provide wealth if that is your lowest current resource - so don't make too many farms or citizens at the start. After the second science tech is started, scout like a madman! Each ruin will give you 105 resources! Depending on the game and how many ruins have already been collected, it may even be effective to research a third Science technology at the library early in the game, further reducing the cost of your early technologies and further increasing the value of whatever remaining ruins you manage to scavenge.


Unique Units:
------------     
~SCUTARI - Heavy Infantry, Classical Age (II)
  ->Powerful, slow, melee units; extremely effective against mounted troops.
~ROYAL SCUTARI - Heavy Infantry, Medieval Age (III)
  ->Powerful, slow, melee units; extremely effective against mounted troops.
~TERCIO - Heavy Infantry, Gunpowder Age (IV)
  ->Slow, powerful, short-ranged gunpowder units; extremely effective against
    mounted troops.
~ROYAL TERCIO - Heavy Infantry, Enlightenment Age (V)
  ->Slow, powerful, short-ranged gunpowder units; extremely effective against
    mounted troops.
     
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---------------------------
TURKS - The Power of Siege |
---------------------------

The Turks are a military nation with the best siege units in the game. Even though only two of their siege units are unique units, which incidentally appear in Gunpowder
and Enlightenment Age , all of their siege benefits greatly from +3 range. Their siege is also automatically upgraded, often affording them large advantages in the middle of a battle as their already great siege weapons become much better. Added to this great siege bonus are a number of other useful bonuses, including 33% cheaper military research, 33% cheaper citizens, and enemy cities assimilate 200% faster when captured.

During playtesting for Rise of Nations, one playtester became famous for strangely attempting to counter a huge bloodthirsty army by getting absolutely nothing else except two catapults. The failed attempt was labeled "tech to catapults" and was joked about for some time afterwards. Even more entertaining was the fact that the Turks do have a very effective tech to catapults - they just have to have an army to back up those powerful early siege units.

In 1v1 games, "tech to catapults" can be accomplished by advancing rapidly through Military 1, Classical Age, and Military 2, and working on your economy just enough to be able to afford 2 siege factories, a stables, and as many early cavalry units as you can field - usually light cavalry. The Turk player then attacks with this army of catapults and light cavalry, trickling in as many reinforcement cavalry as possible (you'll probably want some horse archers to be able to counter heavy infantry effectively). The savings in food costs of the military techs cause this rush to be slightly faster than the norm, and the 4 catapults make quick work of early buildings. The cavalry army is usually fairly small, yet is large enough to handle most early opposition. Raiding citizens while sieging is encouraged if the enemy is trying to get a barracks up to counter the rush, or simply to further hurt the enemy economy. Once a city is taken, that city will assimilate 200% faster. When it's done assimilating, feel free to create a few citizens at that city to repair it or work nearby farms (remember that you can work enemy gather buildings like farms at a city you capture, even before assimilation).

In team games, "tech to catapults" can be part of a brutal dual rush strategy. The Turk player agrees to provide the siege and concentrates solely on producing siege factories for free siege units. The other player concentrates on his best early military unit(s). When the large double rush reaches one of the enemy players they will be eliminated very quickly - it simply takes too long for his ally to aid him if the rush wasn't expected. The downside to this rush is that the two attacking players have relatively weak economies immediately following the rush. If they manage to take out a player, it's usually worth it.

**All Siege, Bombardment, and Artillery units have +3 range and +3 Line of Sight
Why is it important?
Turk siege has fantastic range, able to strike enemy buildings from much farther away than other nations. This can allow Turk players to siege from a much safer range, perhaps with the aid of an offensive tower. By doing this, Turk siege units are more difficult to destroy because they can stay farther back and be guarded easier.

How do I maximize this nation power?
Use offensive towers: Offensive towers can cover sieges that occur at or near your own border. They provide helpful cover fire and a spot for frontline troops to heal when they get low on health (with the added benefit of helping the tower shoot faster in most cases).
Defend siege with your army: Obviously offensive towers only work in situations where you're breaking an outer city. In situations where you're not attacking a city next to your border, ensure that your army forms a natural wall around your siege units. This is easier with the extra siege range because there's more room for you to place that army without being shot at by buildings like forts or cities. Ideally you should keep the back of the siege protected by your wall of units, as well as the front. Remember that cavalry flanking is a favored tactic for killing siege, so heavy infantry are often a good unit choice for siege defense duty.

**Receive 2 free siege units whenever you build a Siege Factory

Why is it important?
This saves lots of time and resources on creating siege units, allowing 2 siege units to be created simply by constructing a siege factory (or a factory, in post-industrial ages). This bonus is used extensively in nearly every strategy the Turks employ.

How do I maximize this nation power?
Tech to catapults: Follow the descriptions above and try it out!
Gunpowder age power strike: Of course, this bonus isn't just useful in Classical Age. Another strategy revolves around creating a large Gunpowder Age army with heavy Basilica Bombard support. To use this strategy, concentrate on economy until you approach Gunpowder Age. Cheaper Turk citizens help their economy immensely in this case. Your target army will be composed of mainly janissaries, with pikemen and light cavalry support, but you'll have to start constructing them in early-mid Medieval Age if it's going to be a big enough army by the time you reach Gunpowder Age. Try to have military techs advanced 1-2 columns ahead of your current age - each column results in a 5% cost reduction in military upgrades and units. Your siege should be created last, by plopping down 2-4 siege factories which will yield 4-8 basilica bombard cannons.

During the attack, as with any attack made in Rise of Nations, you should continue to concentrate on military reinforcements, increasing your economy, and of course managing your military units. The trick is finding the correct balance between spending your resources on reinforcements and increasing your economy. Too large an army can sometimes be a bad thing if your opponent manages to secure a large technology advantage. The other side of the coin - not spending enough on military - can result in your current army being massacred on the field of battle. It's a balancing act that relies on your ability to recognize what your opponent is doing and to adapt accordingly. This includes taking in factors like (a) how much damage your attacks are doing, (b) the state of your current economy, and (c) your opponent's nation and the probable state of his current economy. Expert players are those who can go over these things automatically in their head and change their strategy far in advance.

**Citizens 33% cheaper

Why is it important?
The amount of food spent on citizens over the course of the game is staggering. This nation power cuts the cost of citizens by a significant amount, providing the Turks a great economic bonus - even though they are primarily a military nation.

How do I maximize this nation power?
Militia: It's hard to maximize this nation power in any specific way. An enhanced use of militia is probably one of the few ways a player could specifically use this nation power. Even so, most of the time it won't be effective to use militia to bolster your attack forces. It's best to simply let the food savings pile up in the background as you pay less for each citizen than other nations would.
**Conquered Cities assimilate 200% faster

Why is it important?
This is a great unique bonus that the Turks have which allows captured cities to be used much quicker than other nations. This works well with their siege and cheaper citizen bonuses. A Turk army can siege a city, wait around briefly for that city to be assimilated, then create cheap citizens at that city to repair it and begin working at any existing gather buildings.

How do I maximize this nation power?
Build defenses around recently assimilated cities: Quite often it is very difficult to assimilate a city and guard it. This is primarily because the enemy's reinforcements are coming from nearby while your own reinforcements have a long distance to travel. Other nations may capture a city briefly only to have that army destroyed a couple minutes later when the enemy army marches in. The Turks have some pretty great advantages in this situation. The city will have been assimilated in the meantime - and while your reinforcement army is still marching across the map to help out, some citizens created at that city are already working on creating a tower and repairing the city before the enemy even arrives. Additionally, because the city is assimilated you have friendly territory in the area. This means attrition damage to the enemy army and the option to entrench your troops if you have a general. Between all of these advantages, this makes securing cities much easier.

**Siege units upgrade for free

Why is it important?
Turkish siege will automatically upgrade when the appropriate military and age prerequisites are met. This saves time and resources and frees up the siege factories to continue constructing new siege units if necessary.


**Military research 33% cheaper

Why is it important?
Military technologies at the library are necessary for unit upgrades and also provide a cost reduction of 5% per military tech you have above your current age. For the Turks, this means they can utilize the bonus of keeping military techs ahead of their current age much easier than other nations. It also affords them the ability to use fairly brutal rush tactics, particularly when paired with cheaper citizens. Even if the Turk player decides not to plunge his military research beyond his current age, he will still save a significant amount of resources that can be spent on either military units or other library techs.

How do I maximize this nation power?
Plunge military techs: Researching military techs ahead of your current age can save a lot of resources if done just before you create a large army.
Rush your opponent: Utilize one of the rushes already mentioned above, try a 5-hoplite ancient age rush, or devise your own rushing strategy that makes use of their extremely cheap military tech.


Unique Units:
------------
~JANISSARY - Gunpowder Infantry, Gunpowder Age (IV)
  ->Stronger, faster, and more accurate than ordinary Gunpowder Infantry.
~ROYAL JANISSARY - Gunpowder Infantry, Enlightenment Age (V)
  ->Stronger, faster, and more accurate than ordinary Gunpowder Infantry.
~BASILICA BOMBARD - Artillery, Gunpowder Age (IV)
  ->Expensive and slow-moving; extremely effective at long range against enemy
    buildings and foot troops.
~BASILICA CANNON - Artillery, Enlightenment Age (V)
  ->Expensive and slow-moving; particularly effective at long range against
    enemy buildings and foot troops.
     
--------------------------------------------------------------------------------          
          


********************************************************************************                              
                                                        4.0 TECHNOLOGIES
********************************************************************************
There are four types of technologies in order to progress further to obtain
stronger military, further line-of-sight, more cities, increase population
limit,increase commerce limit and everything else. This is the key of
everything. If you can manage to keep your research flowing while you are
expanding smoothly, victory will likely be yours.

I. Ancient Age

II. Classical Age
(R) The Art of War: Barracks, Stable, and Tower may be constructed.
(B) City State: Allegiance and Taxation upgrades.
(G) Barter: Dock and Market may be constructed.
(Y) Written Word: Temple may be constructed. Units can cross seas.

III. Medieval Age
(R) Mercenaries: Siege Factory and Fort may be constructed.
(B) Empire: Religion upgrade.
(G) Coinage: May buy/sell resources at Market. May colonize other continents.
(Y) Mathematics: Granary and Lumber Mill may be constructed. Herbal Lore and
                 Construction upgrades.

IV. Gunpowder Age
(R) Standing Army: Tactics and Fortification upgrades.
(B) Feudalism: Oath of Fealty and Vassalage upgrades.
(G) Trade: Your Caravans may trade with peaceful nations' Cities.
(Y) Chemistry: Smelter may be constructed. Medicine, Agriculture,
               Architecture, Carpentry, Forage, and Literacy upgrades.

V. Enlightenment Age
(R) Conscription: Operations and Bombardment upgrades.
(B) Divine Right: Monotheism upgrade.
(G) Mercantilism: Only general commerce benefits received.
(Y) Laws of Nature: Crop Rotation, Logging Industry, Printing Press, and Metal
                    Alloys upgrades.

VI. Industrial Age
(R) Levee en Masse: Only general military benefits received.
(B) Constitution: Patriotism and Social Contract upgrades.
(G) Finance: Only general commerce benefits received.
(Y) Electricity: Pharmaceuticals, Engineering, Scientific Method, Supply, and
                 Cold Casting upgrades.

VII. Modern Age
(R) Nation-in-Arms: Strategy and Strategic Reserve upgrades.
(B) Great Power: Existentialism and Income Tax upgrades.
(G) Assembly Line: Only general commerce benefits received.
(Y) Electronics: Refinery may be constructed. Food Industry, Papermill, Steel,
                 and Institutional Research upgrades. Entire map becomes
                 explored.

VIII. Information Age
(R) Selective Service: Only general military benefits received.
(B) International Law: Nationalism upgrade.
(G) Globalization: Only general commerce benefits received.
(Y) Computerization: Logistics and Supercomputer upgrades. All buildings and
                     units in your territory revealed.

Future Technologies
(R) Missile Shield: Enemy missiles cannot target you. Armageddon Clock turned
                    back by 2.
(B) World Government: All victory timers and assimilations are instantaneous.
(G) Global Prosperity: Resource gathering bonus. Commerce and Population Limit
                       to maximum.
(Y) Artificial Intelligence: Units produced instantly.


This is the general benefits of all four researches. Research shown as
in game from top to bottom. :-
(R) Military - Increases Population Limit and allows new military units or
               upgrades
(B) Civic - Increases maximum number of Cities and expands National Borders
(Y) Commerce - Increases Commerce Limit and Caravan Limit
(Y) Science - Decreases cost & time of other research, and increases
               some units' Line-of-Sight

(R) = Red
(B) = Blue
(G) = Green
(Y) = Yellow



********************************************************************************                              
                                                               5.0 WONDERS
********************************************************************************
The various wonders in the game that can be built are:


Pyramids
--------
Available after researching Classical Age
Wonder point = 1
~Increase Commerce limit for Food & Wealth +50
~Increase City limit by +1
~Increase Food gather rate by 20%


Colossus
--------
Available after researching Classical Age
Wonder point = 1
~Increase Wealth income rate by 30%
~Raise Population limit +50
~Commerce limit for Wealth & Timber +50


Terra Cotta Army
----------------
Available after researching Medieval Age
Wonder point = 2
~Free foot units every 30seconds (+1/2 second(s) for every infantry unit you
control)


Colosseum
---------
Available after researching Medieval Age
Wonder point = 2
~Increse National Border by +3
~Attrition damage on enemy increase 50%
~Forts & Towers are 20% cheaper


Temple of Tikal
---------------
Available after researching Gunpowder Age
Wonder point = 2
~Timber gather rate +50%
~Raise Commerce Cap of Timber +100
~Increase Temple effects (on National Border, hit points, attack range) by 50%


Porcelain Tower
---------------
Available after researching Gunpowder Age
Wonder Point = 2
~Ships create 50% faster
~Increase income of Rare Resource & Market 200%
~Bonus of all Rare Resources in territory even there is no Merchant there


Angkor Vat
----------
Available after researching Enlightenment Age
Wonder Point = 3
~Increase Metal gather rate 50%
~Raise Commerce limit for metal by 100
~Cost of Barracks, Stable & Dock units decrease 25%


Versailles
----------
Available after researching Enlightenment Age
Wonder Point = 3
~All non knowledge research cost 50%
~All Supply Wagon heal units (French's Supply Wagon double heal rate)
~Siege, Artillery & Supply Wagon move 25% faster


Statue of Liberty
-----------------
Available after researching Industrial Age
Wonder point = 4
~All ground unit & airbase free upgrade
~Reduce Attrition damage taken -100%
~Reduce Bombers & air defence building cost by 33%


Kremlin
-------
Available after researching Industrial Age
Wonder point = 4
~Increase Commerce limit for Food, Timber & Metal +200
~Increase attrition damage on enemy 100%
~Spies instant build plus an extra spy that cost no population and rebuilt for
 no cost if die.


Taj Mahal
---------
Available after researching Modern Age
Wonder point = 6
~Increase building hit point 100%
~Wealth income increase 100%
~Increase Commerce limit for Wealth +300


Eiffel Tower
------------
Available after researching Modern Age
Wonder point = 6
~Increase Oil production by 100%
~Increase Commerce limit for Oil +200
~Increase National Border +6


Supercollider
-------------
Available after researching Infomarion Age
Wonder point = 8
~The cost to buy goods at Market are always <125 & sell >50
~All technologies research instantneously


Space Program
-------------
Available after researching Infomarion Age
Wonder point = 8
~You can see all units, building, & terrain on map
~Aircraft & missiles build 100% faster & 50% cheaper
~You are immune to Nuclear Embargo



********************************************************************************                          
                                                           6.0 Rare Resources
********************************************************************************
Rare resources benefit can be earn by sending a merchant over to the resources
on land but for sea you'll need a fisherman's boat. Sea's rare resources
doens't look rare to me because there are plenty of them on map with vast sea
area.

~~~~~~~~~~~~~~~~~~~
Land Rare Resources
~~~~~~~~~~~~~~~~~~~

*Aluminium: +20 Metal, +20 Oil
Aircraft costs reduced by 15% / speed increased by 25%

Amber: +10 Wood, +10 Gold
Market sell prices +10 and buy prices -10

Bison: +20 Food
Granary research costs reduced by 33%

Citrus: +10 Food, +10 Wood
Ships at sea heal automatically

Coal: +15 Knowledge, +15 Metal
Reduces all Timber costs by 25%

Copper: +30 Metal
Factory and Dock units receive +20% hit points

Cotton: +20 Wood
Barrackks, Stables, and Dock production times reduced by 25%

Diamonds: +20 Gold
Raises Commerce limit by 10%

Dye: +10 Food, +10 Knowledge
Cost of Civic research reduced by 25%

Furs: +10 Food, +10 Metal
Cost of Military reduce by 25%

Gems: +10 Gold, +10 Knowledge
National Borders +2

Horses: +15 Food, +15 Metal
Cost of Stable units reduced by 15%

Marble: +10 Food, +10 Metal
Cost to build Wonders reduced by 10%

Obsidian: +10 Knowledge, +10 Metal
Archers, Towers, Forts, and Cities qain +1 attack

Parypus: +10 Wood, +10 Knowledge
Cost of Science research reduced by 25%

Peacocks: +15 Gold, +15 Metal
+10% population limit

Relics: +20 Knowledge
Reduces research and upgrade times by 33%

*Rubber: +20 Wood, +20 Oil
Cost of Auto Plant units reduced by 15%

Salt: +10 Wood, +10 Metal
Cost of Commerce research reduced by 25%

Silk: +10 Wood, +10 Gold
Cost of Commerce research reduced by 25%

Silver: +10 Gold, +10 Metal
Age advancement cost reduced by 15%

Spice: +10 Food, +10 Knowledge
Caravan income increased by 20%

Sugar: +10 Food, +10 Wood
Reduces all Food costs by 10%

Sulphur: +15 Gold, +15 Metal
Cost of Siege/Artillery units reduced by 20%

*Titanium: +20 Food, +20 Oil
Attrition in enemy territory reduced by 50%

Tobacco: +10 Gold, +10 Knowledge
Citizens construct buildings and wonders 10% faster

*Uranium: +20 Knowledge, +20 Oil
Nuclear missiles 10% faster and 5% cheaper

Wine: +10 Food, +10 Knowledge
Cost of units upgrades reduced by 20%

Wool: +10 Wood, +10 Knowledge
Citizens produce 33% faster and 15% cheaper

Note: Someone mailed me bout this but I can't access into my email now. I'll
      get this done by next update.

~~~~~~~~~~~~~~~~~~
Sea Rare Resources
~~~~~~~~~~~~~~~~~~

Fish: +10 Food, +10 Gold

Whales: +10 Food, +10 Metal
Increases sailing ship speed by 20%



******************************************************************************
                               7.0 BONUS CARD
******************************************************************************
Bonus card only can be use in Conquer the World Map. Cards are divided in two
categories, ie. some can only use during battle and some can only be use on
world map.

Blue Cards - Cards for battle only
Red Cards - Cards can only be use on World Map

Eureka Card (Blue Cards)
Start one battle with extra technology
- Start battle with extra 1 already researched technology for all technology

Civic/Commerce/Military/Science Eureka Card (Blue Cards)
Start one battle with extra technology
- Start battle with extra 2 already researched technology depending on which
  card

Food/Knowledge/Metal/Timber/Wealth Economic Boom Card (Blue Cards)
Receive a 5% boost in production for this resource in one battle
- 5% is quite a lot for long battle but this card is not so useful to me

Cultural Dominance (Blue Cards)
Enemy nations are deprived of their nation powers for one battle

Skill Bonus (Blue Cards)
Start one battle with bonus +219/+187??? of each resource. The amount depends
on the number of your troops that survive a Field Battle or Tactic Scenario
- I'll do some research bout this card

Sabotage (Red Cards)
Reduce the territory strength of an enemy territory by two levels
- Drop a city til level 4 then use Treachery is my favourite method. Use it to
  lower high number City before attack. One of my favourite card.

Partisans (Blue Cards)
Invading enemy troops take 50% more attrition damage during one battle
- Good against toughest Babarian at Gates style battle. Useful in normal battle
  especially against toughest AI early rush.

Mercenaries (Blue Cards)
Begin one battle with extra troops
- Use this card against 1 army defending a low number city for an early rush.

Logistics (Blue Cards)
Units heal 100% faster and are immune to atrittion damage during one battle
- A great card but I believe I need to garrison my armies in buildings
  whenever I'm not using French or didn't build Versailles.

Treachery (Red Cards)
Gain any non-capital territory without a fight. Target territory must be
adjacent to your nation and have a strenth of four or lower
- This card combined with Sabotage card open up a straight path to my way to
  my enemies' capital.

Wonder of the World (Red Cards)
Build a Wonder from this Age or an earlier Age in any occupied territory
- Let you build a Wonder of any available for current and past Ages.

Propaganda (Blue Cards)
Gain the use of the enemy nation power for one battle
- Nothing's better than fighting fire with fire.

Trade Embargo (Blue Cards)
Enemy nations gain no benefit from their strategic resource in one battle
- This card cripple a large nation but it's useless against a nation without
  any resources.

Merchant Guild (Blue Cards)
Goods at the market are 20% cheaper to buy and earn 20% more when sold during
one battle
- Not sure how good is it but 20% is a lot. I don't really use the market
  except in certain occasion.

Great Thinker (Blue Cards)
All research in the next battle is 20% faster and 20% cheaper
- Faster and cheaper research equals to easier battle


******************************************************************************
                                8.0 STRATEGIES
******************************************************************************

My strat goes according to my style so it won't be easy to follow each step.
I've beat the toughest AI with this strat but not always successful.

+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+
STRATEGIES FOR CONQUER THE WORLD MAP:
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~

Some people might think that 21 turns are not enough to conquer the whole
world but I'm positive that it's possible because I've conquered the world map
18 turns that is the 1st turn of Information Age. Tough difficulty not
toughest, will try :)

1. Expand to as many unoccupy land as possible but plan and choose where you
   should occupy 1st in order to get the most Supply Center, Rare Resources
   and even cards!!!
2. Use your battle cards wisely, never use on battle that is against only 1
   enemy without reinforcement especially on City size 1-4. Not worth it.
3. Try to make overrun attack whenever possible.
4. Conquer as many nation as possible before reaching Industrial Age. It's
   harder to take over a high numbered City while you need to gather so many
   types of resources.
5. Always target enemy's Capital. This is the key to success.



+~+~+~+~+~+~+~+~+~+~+
STRATEGIES FOR BATTLE:
~+~+~+~+~+~+~+~+~+~+~

Early game rush
Using Japanese/German against 1 Toughest AI
1.  Move 2 peasants from Woodcutter's Camp to build 2 Farms. Train 3 peasants
    and research Military technology. Scout explore.
2.  First 2 peasants from City to Timber, last build a Barracks near City.
3.  Once Barracks done, peasants will automatically move to Woodcutter's Camp.
    Train 4 Ashigaru Spearmen then 1 Slinger.
4.  Start attacking with 4 Ashigaru Spearmen and 1 slinger.
5.  Research Science then Civic. Train 3 peasants.
6.  1 peasant build a new City, the other 2 peasants build a Tower.
7.  Once new City done build Woodcutter's Camp. Research Attrition damage once
    Tower is done. Research Classical Age.
8.  Build Mine once Classical Age research done. And keep on pumping a
    considerable amount of peasants to occupy Woodcutter's Camp and Mine.
    Upgrade Ashigaru Spearmen to Bashi. Build a University.
9.  Build farm, market and research Commerce. Build another university.
10. Train some Bashi, few Slingers, and 1-2 archer. Move 1 peasant to repair
    assimilating City.
11. Build Stable, Granary, Ore Refinery and another Tower near new City.
12. Build more farms and keep on training spearman, slinger and horsie +
    upgrade whenever possible.
13. Build Siege Factory whenever possible incase enemy successfully build a
    tower.

Note:
You must know how to manage your army properly and don't give enemy a chance
to build a tower. If they have army coming out of their Barracks, move all
army to kill them 1st. Garrisoned City is not a threat due to their low
damage. If the first group of army died before they are able to capture a
City, don't move only 1 or few units as reinforcement or to continue their
attacks, make a large group before attacking. After several experiment, I've
concluded that you can only beat 1 toughest AI with this strat in Arena map
size. The key of this strat is capture the Capital 1st then slaughter those
peasants especially those building Barracks or Towers.
#I've master this strat and I'm able to beat toughest AI in 7mins time that
is before I'm able to research Attrition Damage.


******************************************************************************
                              9.0 HINTS & TIPS
******************************************************************************

There are many points that I've learn from experience and experimenting:-

1. City's attack rate and damage will always be the same no matter how many
   peasants or foot units is garrisoned in it.

2. Slingers and Archer are both ranged unit but 2 Slingers is needed in a
   Tower or Fort to do 1 Archer's work.

3. Don't pile up resources for no reason. Use all of it to train army,
   research, or build buildings if possible.

4. Building an Ore Smelter in an area of City that has no Mine is useless.
   It's the same with Granary and Lumber Mill but Oil Refinery's affect all of
   your oil resources.

5. Build new City near resources so you can later build resource enhancement
   building to benefit you resource gather rate. Resource building must be in
   the economic radius circle in order to gain this benefit.

6. Oil Refinery's effect do stack so build a few to maximize your Oil income.
   For example, 1 Oil Refinery increase 33% Oil production rate while 2 will
   increase 66% and so on.

7. Try to upgrade your military units according to age in order to get the
   maximum potential. Try to overcome enemy's with better military. For
   example, Medieval units can kill Classical units easier.

8. Do not forget Air Defences once you enemy reach Industrial Age. One Air
   Defence is not enough so build as many as possible. Air defences are cheap
   and can be constructed fast.

9. Siege Units are extremely useful. They can layer buildings extremle fast
   from a far distance. It's not effective to use against enemy units but
   there is some exception. eg. Rocket Artillery can destroy tank easily and
   can take quite a large chunk of damage.

10. Your siege units splash damage will affect your on units.

11. Use pause button (P) in solo game whenever you need it or when you want to
    search for a strategic location to build City or buildings.

12. Spies and Generals are extremely useful. They can turn the tide of a
    battle to your favor if used properly. At least 2 generals and 4 spies
    are advisable as support units in battle.

13. Mass Bomber and Air Fighter is one of the easiest way to win a battle or
    to destroy a massive amount of buildings and weakening ground units.


Shall be adding more in the near future.

copyright: Dibyajyoti Deb 2004