
Terminology used in this guide and not in-game is explained here.ĪoE (Area of Effect) - Describes bonuses or penalties that affect multiple tiles in a set radius.
To modify these values for other game speeds: Note that all costs (production, science, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings.
Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer.
Only the ones with the most synergy with the civ's uniques are mentioned - these should be given more consideration than they would be for other civs but are not necessarily the "best" choices when playing as the civ for a given victory route.
Administration describes some of the most synergistic governments, civic cards, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Multiple sections for Uniques explain in detail how to use each special bonus of the civilization. The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) are inclined towards particular victory routes. The Outline details the mechanics of how the civilization's unique features work and what their start bias is (assuming they have one at all). This guide is divided into multiple sections explaining how best to use and play against this specific civ.