Civilizations that can be allied with:
•British
+10% Unit Hitpoints
Let's you train:
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Shipments:Support Units
•Portuguese
-15% Building Costs
Let's you train:
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Shipments:Boats
•French
Provides a resource gathering bonus.
•Dutch
Provides you with a coin trickle.
Ships you a bank.
Hitpoints:800 Resists:50% Ranged Resistance
Attack:Ranged Attack:50 Area:1 Range:20 0.5X Artillery
Broadside Attack:60 Area:1 Range:20 2X Ships
•Fast Fortress Civilization
•Villagers cost Wood instead of Food
•Cannont hunt cows.Instead they can put their cows at the Sacred Field(Replaces Livestock pen) to gain experience from them.
•Does not have settler cards.Instead , gets a free settler with almost ever shipment.
The Indian Campaign takes place at time of the Sepoy Rebellion.The hero, Nanib, begins the campaign in the employ of the British East India Company, but rapidly becomes disillusioned with its cruel ways and joins the rebels.
Provides "Cease Fire" ability that can forbid attacking for a while.
Powerful Fortress.Weaker version of the European fort.
Provides a gather bonus to all nearby villagers.
Provide "Inspiration" Ability.Temporarily increases the attack, hit points, and speed of all military units.
Allows the training of special higher-ranking "mansabdar" versions of normal units. Mansabdars have twice the hit points of normal units and provide an attack and hit-point boost to nearby units of the same type.
Hitpoints:3000
Trains:Elephants
Attack:Anti Ship Attack:100 Range:40 3.5X(Something,i didn't understand what it was in the video)
Ranged Attck:30 Range:24 0.3xVillagers/Settlers 1.5XCavalry 0.5X(Same thing that was for the Anti Ship Attack)5X Light Infantry
Powerul splash Damage.
Stats:
Hitpoints:1100 30% Ranged Resistance
Attack:Siege Attack:123 Range:6
Gaurdian Attack:34
Hand Attack:34 Area:3 2XInfantry 0.5X(new picture) 0.5X(new picture)
Elephant filled with archers.
Melee attack that is powerful against units and buildings.
Cost:300 Wood , 400 Coin 7 Population
Build XP:70
Kill XP:70
Has a cannon mounted on top.Elephant artillery.Good against artillery and buildings.
Stats:
Hitpoints:700 30% Ranged Resistance
Bombard Attack:40 Area:1 Range:28 0.5X(new picture)10X Buildings 8X Ships 0.5X Cavalry 2.5X Artillery
Double-Sword wielding unit,Falls somewhere between a rodelero and a pikeman.
Functions as a powerful musketeer that is not aspowerful as the janissary.
Variant of the skirmisher.
Japan's major strengths include its extremely powerful military units (such as samurai), but these units are also expensive, so you'll need a good economy. One interesting Japanese power is that most home-city cards can be sent twice. An even more dramatic difference from other nations is that in reflection of restrictions on hunting and eating meat other than fish--restrictions which remained in place for hundreds of years in Japan--the Japanese are not allowed to acquire food from hunting or herding.
Japan is an excellent civ for multiplayer games. Japan has a fairly robust start that can be used to rush the enemy with the help of your daimyo or to economic boom to the later ages with your shrines. A daimyo is practically essential for a rush since the ability to train troops and send shipments to a mobile unit is priceless. Besides that, the daimyo is a pretty good fighter and provides an attack bonus to nearby troops. Economically, the Japanese have one of the best economies in the game.In team games, Japan's allies will be very pleased by the informers power
The Japanese campaign focuses on the establishment of the Tokugawa Shogunate in the early 17th century.The Japanese campaign takes place in the late 16th century and deals with the establishment of the Tokugawa Shogunate. You'll control Shogun Tokugawa and his most loyal retainers as they seek to bring an end to the Warring States period and unify Japan.
One of the first things you'll notice about the Japanese home city is that most of the cards can be shipped twice--a special Japanese advantage. It's also important to ship a daimyo card, especially when you're on the offensive. Like other Asian civs, Japan does not have the "3 settlers" card that's usually so popular as a first shipment, so you'll have to decide whether to ship the "2 villagers" card (with the option to ship it twice) or try a different opening strategy.
Increases shrine line of sight and hit points, reduces their cost, and increases the amount of resources that they generate.
Shipment:500 Trade
Power:Is a large shrine.and increases shrine income.
Shipment:5 Naginata Riders
Power:Informers-Reveals enemies for a short time.
Shipment:8 Yumi
Power:Choose a bonus to military units.contains advanced arsenal techs.
Shipment:1 Daimyo and 600 XP
Power:Military units train faster and cost less.
Hitpoints: 5000
Shipment:6 Samurai
Power:1.5X Experience points earned.
Shrines serve both as housing and as resource generators. Use your monks to build them around the map, being sure to put them nearby animals that can be hunted. Shrines also attract wild animals (for example, deer) and herd animals: Each animal that gathers at a shrine adds to the resources generated by the shrine.
You have to ship him, or get him from a wonder, but he's like a walking barracks able to train troops right in the field-and even better he can receive home city shipments directly. Imagine shipping Samurai right into the middle of battle. The Daimyo also "buffs" nearby troops.
Available from the consulate,even more powerful than ronin mercenaries.
Hitpoints:230 Resists 30% Hand Resistance
Attack:Sige Attack:67 Range:6
Guardian Attack:25 1.8XCavalry
Hand Attack:25 Area:1 1.8X Cavalry 0.5X(new picture)
Hitpoints: 300 Resists: 30% Ranged Resistance
Attack:Seige Attack:22 Range:6
Guardian attack:28 1.5X Infantry 0.7X(new picture)
Hand attack:25 1.5X Infantry 0.7X(new picture)
Hitpoints:175 Resists:75% Ranged Resistance
Attack:75 Area:2 Range:30 2X Infantry 2X buildings 5X Ship
When thinking about playing the Chinese in a strategy game, it is certainly intuitive to think, "There should be a lot of Chinese people!"--and indeed, several of China's powers fall along this line. First of all, China's maximum population cap is higher than that of other civs.Also, although the Chinese have some specialized and very powerful, unique artillery units, their mainline infantry and cavalry units tend to emphasize the "lots and lots of somewhat weaker units" theme.The Chinese, inventors of gunpowder, also have early access to some quite unique artillery units.Economically, the Chinese are very strong.
China has some interesting possibilities in multiplayer. Its banner armies allow it to field larger armies than most other factions. It doesn't hurt that China has a larger population cap than other factions either.Chinese players will want to go on the offensive, as they tend to do better using their numbers advantage than sitting back and trying to counter what their opponent is sending.That's not to say there aren't other options for the Chinese player. In the colonial age, it's common for the Chinese player to boom with his cards that spawn units at his village and town center. Another strategy involves Confucius' Gift. It makes all technologies research instantly and all home-city shipments arrive very quickly. Combine Confucius with cards that ship gigantic amounts of units, and a fast industrial age becomes very tempting.
The Chinese campaign is the first in the sequence of three campaigns and covers the hypothetical possibility of a Ming treasure fleet reaching the New World in the early 15th century, before the time of Columbus. The "home city" for this part of the campaign is your massive treasure fleet, and in some scenarios you may have one or more treasure ships waiting off the coast, gradually offloading crates of resources during the scenario.
The traditional cards that ship "2 settlers," "3 settlers," and so on have been replaced with migration cards.the First Opium War, the Taiping Rebellion, and the Boxer Rebellion.Some of these events are referenced in the form of cards.There are also cards that allow your villages to shoot back at enemy troops, and even to muster irregulars (the Asian equivalent of militia). There's a card to give you an additional Shaolin master, a very powerful monk unit.
Also, some of the "classic" European cards have slightly different themes for the Asian nations--for example, where a European civ would have "advanced trading post," China can send "trade empire," which doesn't let the trading posts shoot back but sends a free trading-post wagon. Chinese also have some interesting cards that ship gigantic armies from their home city. These cards cost quite a lot of resources to send, but they can often swing the tide of a battle.
These cause each of your villages and town centers to produce a free villager, so the more time you spend preparing before shipping a migration card, the more benefit you will get.Similarly, they have cards that will spawn a goat or a water buffalo at each village and town center. In the industrial age, they get a card that combines both those concepts, spawning a villager and a fattened goat at every village and town center.
Cost a food premium but provide massive numbers of units.
It makes all technologies research instantly and all home-city shipments arrive very quickly.
Is an industrial-age card that sends a large amount of iron flail heavy cavalry and flying crow artillery for a cost of 2,000 food
For their wonders, the Chinese have some tough choices to make.
Generates the player's choice of food, wood, coin, or a small trickle of all resources, including experience and export points.
Auto-Spawns the flying crow.
Autospawns the player's choice of banner armies.
It has a spell that will heal all of the player's units on the map, and also gives the Chinese monk the ability to heal other units out of combat.
It increases the attack and hit points of the Chinese monk and his disciples, as well as increases the amount of disciples he can train.
Instead of separate barracks and stable buildings, the Chinese have a war academy that produces both infantry and cavalry.
Villages are a combination of a house and a livestock pen. Additionally, villages can garrison villagers, providing defense against raids.
The most important feature of the Chinese military is the banner army.These allow the Chinese to mobilize large numbers of units quickly.Units are always produced in a banner army, which combines two different types of units. For example, the Old Han Army produces Chu Ko Nu archers and Qiang pikemen, whereas other armies combine cavalry with infantry or contain two different types of cavalry (some armies even include artillery). These armies can be both a strength, because the units are produced a bit more efficiently than most other civs, and a weakness, because you must build in large batches and can't get "just pikemen" when that's what you most need, though these effects are mitigated by the many different combinations of units available.
Cost:255 Food , 180 Wood, 6 Population
Build & KILL XP:44
3 Chu Ko Nu Archers
3 Quang Pikemen
Hitpoints:90 Resists:20 Ranged Resistance
Attack:Ranged Attack:5 for individal arrows(fires multiple arrows in one attack) Range:16 1.5X Ranged Cavalry 2X(new picture)
Seige Attack:3 Range:6
Hand Attack:6 1.5X Ranged Cavalry 2X(new picture)
Hitpoints:120 Resists:20 Melee Resistance
Attack:Seige Attack:25 Range:6
Guardian Attack:14
Hand Attack:14 2X Cavalry 1.5X Light Infantry
Hitpoints:125 Resists:30% Ranged Resistance
Attack:Seige Attack:5 Range:6
Ranged Attack:8 Range:12 0.5X Settlers 3X Cavalry
Can be obtained rather early if the correct wonder is built.
Hitpoints:270 Resists:75% Ranged Resistance
Bombard Attack:220 Area:4 Range:23 2X Ships 2X Buildings 0.5X Cavalry
Built:Castle,Age 2
Hitpoints:300 Resists:50% Ranged Resistance
Flame Attack:5 Area:1 3X Infantry 4X Ships 5X Ships 4X Artillery
The resource database helped a lot!
Edit : More info from Chinese video
Edit2 : Mistakes and Bonuses
Edit3 : Pictures
[This message has been edited by Ultra_Janissary (edited 08-19-2007 @ 04:11 AM).]