QUOTE(-= Virgil =- @ Jun 21 2008, 11:48 AM)
lol, i am still here I've been hanging out at the Civilization Revolution official forum, meeting other players, exchange & perfecting my strategy.
Some of us top 10 players are having friendly match from time to time, great fun
Added on June 22, 2008, 10:43 ambtw, here's the stats for each civilization. Before you got the game, give it a go & choose your favourite

*cute gandhi
QUOTE
ROMANS
Starting: Romans begin with Republic and Code of Laws
Ancient: Half-price Roads
Medieval: Half-price Wonders
Industrial: More Great People
Modern: New Cities have +1 population
EGYPTIANS
Starting: Begin the game with a Wonder
Ancient: +1 food and trade from desert regions
Medieval: Receive knowledge of Irrigation
Industrial: +1 Rifleman movement
Modern: +50% caravan gold
GREEKS
Starting: Begin the game with a Courthouse
Ancient: Receive knowledge of Democracy
Medieval: More Great People
Industrial: Half-price Libraries
Modern: +1 food from Sea regions
SPANISH
Starting: Begin with knowledge of Navigation
Ancient: exploration cash doubled
Medieval: +1 Naval combat
Industrial: +50% gold production
Modern: +1 production from hills
GERMANS
Starting: Elite units automatically upgrade
Ancient: New warrior units are automatically veterans
Medieval: +1 production from forests
Industrial: Half-price barracks
Modern: 2% interest on gold
RUSSIANS
Starting: Russians begin with more of the map visible
Ancient: +1 food from plains
Medieval: defensive units receive the Loyalty upgrade
Industrial: Half-price Riflemen
Modern: Half-price Spies
CHINESE
Starting: Chinese begin with knowledge of Writing
Ancient: New cities have +1 population
Medieval: Receive knowledge of Literacy tech
Industrial: Half-price Libraries
Modern: Cities not affected by Anarchy
AMERICANS
Starting: Begin the game with a Great Person
Ancient: 2% interest on gold
Medieval: Rush units at half-price
Industrial: +1 food from plains
Modern: Factories provide 3x production
JAPANESE
Starting: Knowledge of Ceremonial Burial
Ancient: +1 food from Sea Regions
Medieval: +1 Samurai Knight attack
Industrial: Cities not affected by Anarchy
Modern: Defensive units receive Loyalty upgrade
FRENCH
Starting: Begin the game with a Cathedral
Ancient: Receive knowledge of Pottery
Medieval: Half-price Roads
Industrial: +2 Cannon attack
Modern: +1 Riflemen movement
INDIANS
Starting: Begin with access to all resources
Ancient: Cities not affected by Anarchy
Medieval: Free Religion tech
Industrial: Half-price Settlers
Modern: Half-price Courthouse
ARABIANS
Starting: Begin with knowledge of Religion
Ancient: +50% caravan gold
Medieval: Free Mathematics tech
Industrial: +1 Horseman/Knight attack
Modern: 2% interest on gold
AZTECS
Starting: Aztecs begin with a wealth of gold
Ancient: Units heal after winning in combat
Medieval: Temples provide +3 science
Industrial: Half-price roads
Modern: +50% gold production
ZULU
Starting: Zulus can overrun their enemies more easily
Ancient: +1 Warrior movement
Medieval: Cities grow faster
Industrial: +50% gold production
Modern: Half-price Riflemen
MONGOLS
Starting: +50% trade from captured cities
Ancient: Barbarian villagers join us
Medieval: +1 Cavalry movement
Industrial: +2 production from mountain regions
Modern: Free Communism tech
ENGLISH
Starting: Start with knowledge of Monarchy
Ancient: +1 Longbow Archer defense
Medieval: +1 Naval combat
Industrial: +1 production from hills
Modern: 2x Naval Support
Starting: Romans begin with Republic and Code of Laws
Ancient: Half-price Roads
Medieval: Half-price Wonders
Industrial: More Great People
Modern: New Cities have +1 population
EGYPTIANS
Starting: Begin the game with a Wonder
Ancient: +1 food and trade from desert regions
Medieval: Receive knowledge of Irrigation
Industrial: +1 Rifleman movement
Modern: +50% caravan gold
GREEKS
Starting: Begin the game with a Courthouse
Ancient: Receive knowledge of Democracy
Medieval: More Great People
Industrial: Half-price Libraries
Modern: +1 food from Sea regions
SPANISH
Starting: Begin with knowledge of Navigation
Ancient: exploration cash doubled
Medieval: +1 Naval combat
Industrial: +50% gold production
Modern: +1 production from hills
GERMANS
Starting: Elite units automatically upgrade
Ancient: New warrior units are automatically veterans
Medieval: +1 production from forests
Industrial: Half-price barracks
Modern: 2% interest on gold
RUSSIANS
Starting: Russians begin with more of the map visible
Ancient: +1 food from plains
Medieval: defensive units receive the Loyalty upgrade
Industrial: Half-price Riflemen
Modern: Half-price Spies
CHINESE
Starting: Chinese begin with knowledge of Writing
Ancient: New cities have +1 population
Medieval: Receive knowledge of Literacy tech
Industrial: Half-price Libraries
Modern: Cities not affected by Anarchy
AMERICANS
Starting: Begin the game with a Great Person
Ancient: 2% interest on gold
Medieval: Rush units at half-price
Industrial: +1 food from plains
Modern: Factories provide 3x production
JAPANESE
Starting: Knowledge of Ceremonial Burial
Ancient: +1 food from Sea Regions
Medieval: +1 Samurai Knight attack
Industrial: Cities not affected by Anarchy
Modern: Defensive units receive Loyalty upgrade
FRENCH
Starting: Begin the game with a Cathedral
Ancient: Receive knowledge of Pottery
Medieval: Half-price Roads
Industrial: +2 Cannon attack
Modern: +1 Riflemen movement
INDIANS
Starting: Begin with access to all resources
Ancient: Cities not affected by Anarchy
Medieval: Free Religion tech
Industrial: Half-price Settlers
Modern: Half-price Courthouse
ARABIANS
Starting: Begin with knowledge of Religion
Ancient: +50% caravan gold
Medieval: Free Mathematics tech
Industrial: +1 Horseman/Knight attack
Modern: 2% interest on gold
AZTECS
Starting: Aztecs begin with a wealth of gold
Ancient: Units heal after winning in combat
Medieval: Temples provide +3 science
Industrial: Half-price roads
Modern: +50% gold production
ZULU
Starting: Zulus can overrun their enemies more easily
Ancient: +1 Warrior movement
Medieval: Cities grow faster
Industrial: +50% gold production
Modern: Half-price Riflemen
MONGOLS
Starting: +50% trade from captured cities
Ancient: Barbarian villagers join us
Medieval: +1 Cavalry movement
Industrial: +2 production from mountain regions
Modern: Free Communism tech
ENGLISH
Starting: Start with knowledge of Monarchy
Ancient: +1 Longbow Archer defense
Medieval: +1 Naval combat
Industrial: +1 production from hills
Modern: 2x Naval Support
More in-depth explanation on how they assign stats to each different race. Interesting stuff, have fun reading.
This post has been edited by PrivateJohn: Jun 22 2008, 10:56 AM
Jun 22 2008, 07:13 AM
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