(original by Nikis-Knight)
Still need to add world spells, look here in the meantime:
http://forums.civfanatics.com/showthread.php?t=254313
Here's a "Civilizations Quick Guide". This isn't intended to be a comprehensive strategy guide, rather a way for new players to quickly compare civilizational differences (which is why I posted here rather than the strategy forum). It should be valid for the next couple of versions already, and at this point it should be easy enough to keep it up to date if there is interest.
Word version is included for ease of printing if desired, or likewise it could be included in the FfH 2 download if Kael feels that would be productive at this point.
Please, if you notice errors or ommissions, point them out so I can make it accurate. I will add heroes later.
Theme is a closely related fantasy archetype for new players to grasp
(I know this is mostly redundant with the awesome wiki, but it may nonetheless be useful to have a simple resource here.)
Note on alignment: All leaders are either Good, Neutral, or Evil at the start of the game. As well as getting diplomacy bonuses with like-minded leaders, this has the following effects:
Good leaders can build Paladins
Neutral leaders can build Druids
Evil leaders can build Eidolons
Religion will change alignment as follows:
the Order religion will change evil and neutral leaders good
Runes of Kilmorph or Empyrean will change evil neutral
Fellowship of the Leaves will not have an effect on a leader's alignement
Octopus Overlords or the Council of Esus will change good leaders neutral
the Ashen Veil will change neutral and good leaders evil
Bannor
Theme: Lawful Crusaders
Cannot build: No restrictions
Unique:
• Crusade Civic (Lowers WW, restricts great people to GC, must be at war, can only build military, and cannot start diplomacy with your enemies)
• Demagog unit (can only be used during a crusade; cheap Champion type unit)
• Flagbearer unit (can only be used during a crusade, buffs units in its stack);
• Most melee units start with “guardsman” promotion which causes the unit to be more likely to defend. (due to unique training yard effect)
• Spawn Demagogs when enemies enter town improvements, reducing the improvement to a village
Spawn Demagogs from town improvements, reducing the improvement to a village, during a crusade
Leaders: Sabathiel (Organized, Charismatic, good), Capria (Spiritual, Industrious, good)
Mana: Law, Spirit, Earth
Hero: Donal Lugh (req. Fanatacism), melee unit that can cast hope and recruit units. Recruit ability renews each time he kills a demon or undead enemy unit.
Malakim
Theme: Desert people
Cannot build: Assassins
• Invisibility does not work within their borders
• All units start with “Nomad” promotion, giving increased strength and movement on desert tiles
• Lightbringer unit, strength 2, starts with “visibility” promotion
• Adaptive trait gives the option to reselect traits periodically
• Citadel of Light building (creates fireballs if enemies are nearby, requires fire mana)
Camel Archer Unit (replaces horse archer, no resource requirement)
Leaders: Varn Gosam (Creative, Adaptive, good)
Mana: Sun, Mind, Life
Hero: Tuetorix (req Blasting Poweder) Archer unit that gives +1 votes if your civ is in the OverCouncil
Elohim
Theme: Spiritual Monks
• Reliquary building (gives free spirit guide promotion)
• Monk Unit (disciple unit with a large bonus versus demons)
• Devout (assassin replacement starts with life magic and can explore rival territory)
• Hallowing of the Elohim Ritual (decreases Armageddon counter with each use)
• Defender Trait (units gain strength when in their own borders and 10% withdrawl)
• Chancel of Guardians building (increases city defense, chance of “defensive” promotion to units built there.)
Leaders: Einon Logos (Philosophical, Defender, good), Ethne the White (Creative, Defender, good)
Mana: Spirit, Nature, Water
Hero: Corlindale (req. Fanatacism) Arcane unit that can sacrifice himself to end all wars and halve the Armageddon Counter
Luchuirp
Theme: Dwarven Tinkers
Cannot build: normal melee units beyond warriors, archery units beyond slingers (archer equivalent), Rangers, Horse Archers, Beastmaster, Marksman, War Elephant
• Dwarven adepts can cast repair if given enchantment promotion (heals golems, siege, & ships)
• Mud golem replaces workers, (work faster, not built with food)
• Sculptors studio building (required for golem production, available at construction, provides culture)
• Wood golem unit (available with construction, replaces axemen)
• All other melee units have golem replacements at the standard techs. Most have different abilities, check civlopedia for more details. All start with “golem” promotion, which restricts XP gain and gives immunity to spells that specify a living target.
• Boar rider (horseman replacement) requires pig resource
• ALL golems given “Empower” (+ 10% str) promotions as Barnaxus the hero gains combat promotions.
• Golem enhancing buildings: Blasting Workshop (golems can cast fireballs), Gridlines (golems gain “city garrison” promotion)
Leaders: Garrim Gyr (financial, Defender, good), Berri Bawl (Spiritual, Organized, good)
Mana: Enchantment, Life, Earth
Hero: Barnaxus (req. Construction) golem melee unit that can gain XP and promotions, but doesn't have "Hero" promotion. Combat promotions taken by Barnaxus result in “Empower” (+ 10% str) promotions for all other golems under Luchurip control. Can be rebuilt if defeated by taking his pieces from the unit that defeated him to any Luchuirp city.
Kuriotate
Theme: Child King leads Cities of outcasts
• Sprawling Trait (Limited number of cities [3 on standard size, adjusted for map size], each of which can work 3rd ring of tiles
Cities built after the limit will be settlements, which cannot build or collect commerce
• Centaur unit (horseman replacement with no resource requirements which receives defensive bonuses)
• Tailor building (increases happiness with certain resources)
• Jeweler building (increases happiness with certain resources)
Leaders: Cardith Lorda (sprawling, adaptive, expansive, good)
Mana: Nature, Spirit, Water
Heor: Eurobatres the Gold Dragon (req. Divine Essence), strong Beast unit that can also breathe fire.
Mercurians
Theme: Militant Angels
Cannot build: Any advanced (national) unit directly, or warriors or scouts
• Cannot begin the game as this civ (to play as Mercurians, choose another civ and build the Mercurian gate, available if the Infernals have been summoned.)
• Free Iron from palace
• Gain free angel units when a “good” unit dies, anywhere in the world. (good units are those with Runes or Order promotion or citizens lost in cities of good empires.
• Advanced units must be upgraded to from angel units
• Begin the game permanently allied with the player that summoned them
• If their Hero unit, Basium, is killed, all traits are lost.
• Ingenuity trait reduces upgrade costs
• Most units have the “Angel” Promotion, which gives some damage resistance and immunity to spells that specify a living target.
Leaders: Basium (Aggressive, Raiders, Ingenuity, good)
Mana: Life, Earth
Hero: Basium (no req) melee unit, his death will remove the player's traits.
Ljosalfar
Theme: Nature Elves
Cannot build: Lumber mills, Seige weapons, Bear Totem, Machinists Shop, Alchemy Lab, chariot, arquebus, berserker, War Chariot, Cannon,
• Workers can build improvements in forests to retain forest bonus to production. (Includes Fellowship of Leaves specific terrain ancient forests, as well.)
• Units begin with Elven promotion, giving increased movement and defense in forests
Flurry Unit, Archer that begins with Blitz, replaces crossbowman
• Archers begin with +1 strength.
• Fyrdwell unit (horse archer replacement) requires deer
Leaders: Amelanchier (Raiders, Defender, neutral), Arendel Phaedra (Spiritual, Creative, good), Thessa (Expansive, Arcane, neutral)
Mana: Nature, Air, Life
Hero: Gilden Silveric, (Req archery) early archer unit
Khazad
Theme: Dwarves
Cannot build: Any arcane units beyond adepts; Longbowmen, Rangers, Marksmen, Elephants units
• Free Gold Resource from palace
• Units begin with “Dwarven” Promotion, giving increased movement and defense on hills
• Gain substantial bonuses or penalties (to production, happiness, and GPP) depending on how much gold per city they have at the moment. (Total gold on hand, divided by number of cities.) Check civlopedia for details.
• Dwarven Smithy building (bonus production, further bonus with different metal resources)
• Stronger Siege weapons
Hornguard (Knight Replacement) does not require resources
• Dwarven chariot and knight replacements do not require resources
Myconid unit replaces Beast Master
Leaders: Kandros Fir (Aggressive, Financial, Ingenuity, neutral), Arturus Thorne (Industrious, Organized, Ingenuity, neutral)
Mana: Earth, Law
Hero: Maros (req Iron Working) Melee unit.
Lanun
Theme: Pirates
Cannot build:
• Farms give -1 food
• All sea tiles give +1 food
• +1 moves to naval units
• Only civ that can see pearl happiness resource
• Pirates gain gold when defeating other units
• Boarding Party (Champion replacement) can attack naval units and will capture boats upon victory.
• Hero can sing (but not well)
• Bonus to diplomacy with female leaders, Falamar only
• Workers can build “Pirate Coves” which turn land into water and allow ships extra defense and healing.
• War Turtle unit (Elephant replacement) starts with water walking, has higher defense, lower offense
Leaders: Falamar (Expansive, Creative, neutral), Hannah the Irin (Financial, Raiders, neutral)
Mana: Water, Chaos, Air
Hero: Guybrush Threepwood (req Metal Casting) melee unit that can function as a Boarding Party
Hero: The Black Wind (req optics) Pirate naval unit
Sidar
Theme: Detached immortals
Cannot Build: No Restrictions
Uniqute:
Sage/Great Sage specialists give +1 beaker
Artist/Great Artist specialists give +1 culture
Engineer/Great Engineer specialists give +1 hammer
Merchant/Great Merchant Specialists give +1 gold
Palace allows an engineer specialist
Ghost Unit (Assassin replacement) starts with hidden promotion (invisible until attacking), can take hidden promotion as an ability.
Any unit of Level 6+ can be added to cities as Great specialists (removes the unit)
Leader: Sandalphon (Industrious, Defender, neutral)
Mana: Spirit, Body, Enchantment
Hero: Rathus Denmora (req Poisons) Recon unit. starts with hidden promotion (invisible until attacking), can take hidden promotion as an ability. Starts with Netherblade equipment promotion (bonus vs. Heroes + death str.)
Grigori
Theme: Forsaker of the gods.
Cannot build: Any temples or any disciple units.
• Agnostic trait prevents adoption of any state religion
• Palace, Grigori Tavern, and Adventurers guild all generate “Great Adventurer” points. Great Adventurers are units generated with Great People Points which can be upgraded to any buildable unit and begin with the “Hero” promotion
• Luonnotar (Inquisitor replacement) starts with Magic Immune and can be sacrificed instead of Great Prophets to build the Altar of Luonnotar. Not buildable, must be upgraded from a level 6+ unit Dragon Slayer or Medic. Available with Strength of Will technology.
• Dragon Slayers (Champion re...
elfmag