Civilization Attributes
Civilization Attributes

    This may suprise you but some civilizations are better than others at certain things.  Therefore some civilizations are better for different scenarios than other.  When you pick you civilization in a deathmatch or random match, you must first have a plan on how you are going to win and an idea of the terrain.  This will help you overcome any potential handicap that might occur.

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Assyrian
40% Archer rate of fire
30% faster villagers
   
The Assyrians are a popular culture to adapt.  They have good infantry units.  But as you can see, their specialty lies in archery.  Their archers are faster than any other civilization and more accurate.  This makes them ideal for defensive purposes, especially on cliffs where regular infantry cannot attack them.  Their increased villager speed makes them also ideal for the Gold Rush scenarios where resource gathering is a must.  When defending against the Assyrians, it is best to use Heavy Catapults and Cataphracts, because they are fast units and the horsemen have an attack bonus against archers.


Babylonians

Double Wall and Tower hit points
30% faster Priest rejuvenation
30% better stone mining
   
The Babylonians are one of the most defensive tribes in the game.   The increase in wall and tower hit points pretty much guarantees that you will never have to worry about a Babylonian sneak attack.  When playing as the Babylonians, build up your tower and wall arsenal, since they are better stone miners than any body else.  They also use lots and lots of Priests to hide behind the walls, so beware.  The best civilization to counter this are the Egyptians and their chariots.   Use lots of chariots and you will win.


Choson

80 + hit points Long Swordsmen, Legion
+2 Tower Range
-30% Priest cost
   
These Koreans really like their swords.  The Choson are one of those all around decent tribes.  Their offensive is good if you stick to Legion, but are also good at defense, which is where the towers come in.  The decreased gold cost for Priests is good if you like to use them.  The Choson are a good choice for those who aren't sure whether they should be offensive or defensive until they see the civilizations you're fighting against.


Egyptians

+20 Gold Mining
+3 Priest conversion range
+33% Chariot and Chariot Archer hit points

    I always like playing the Egyptians.  They can mine more gold than anybody else.  They are the king of chariots, which are extremely fast units. Couple this with the fact that they also have higher hit points.  Add to this the incredible priest support and you have one effective fighting machine.


Greek

Academy Units 30% faster
War Ships 30% faster

    The Greeks are a naval race and only that.  Their infantry sucks even though they have the bonus on the Academy units.  They fight on sea and that's all there is to it.  Naval battles are a cinch when you are Greek.  When fighting against them, use a lot priests, because ships are vulnerable to conversion.   If you're Greek and you're on land, you are a big idiot.


Hittites

Double Catapult hit points
+1 archer range
+4 war ship range

    Hittites are a naval tribe too.  Provided that you don't enter the Iron Age.  Hittites can't build tiremes, so once the iron age rolls around, you're fucked.  Destroy any docks before the Iron age to become navally supreme.  The Hittites are also good at artillery.  The double hit points on Catapults and Stone Throwers make it possible to snipe at the enemy from far away, especially if you use Big Berthas.  The archer bonus is nice as well, but not as useful.


Minoan

-30% ship cost
+2 Composite Bowman range
+25 farm production

    I never use the Minoans.  From my point of view, the Minoans are one of those support tribes.  Good for an ally, but not much to stand alone. Their enhanced farms make them ideal for growing food and sending it to you through trade or donations, but they do have a good degree of handicap.  They can build a lot of ships, but they don't tend to use them.  They are a very pacifistic tribe in the prepared scenarios, they don't tend to annoy anyone.

Persian

+30% hunting
-30% farms
+50% speed for War Elephants and Elephant Archers
+50% Tireme fire rate
    The Persians are and elephantally intensive tribe.  Fighting the Persians reminds me of the time the zookeepers forgot to put the Valium in the food.   Elephants have 750 hit points and can take a shitload of damage.  They're slow as all hell, but they get "stomp" damage and they're fun to use.  They hunt well, but can't farm to save their lives.  They also are reasonable at sea and overall a very good tribe to use.

Phoenician

-25% Elephant cost
+65% Catapult Tireme  and Juggernaut fire rate.
    I like this tribe.  I recommend it to anyone who is starting out and does not know how to exploit the various strong points of the civilizations.   They lack the horse archer, so they suck for the experienced player.  They are good navally and on land.  However, the troops that the specialize in the most are very slow and can be beat by the horse archer. 


Shinju

-30% Villager cost
Double Wall hit points
   The Shang suck.  Nuff said

Sumerian

+15 Villager hit points
+50% Catapult fire rate
Double Farm production

    The Sumerian are a very strong tribe. They suck on the sea so don’t even think about usin’ them on water maps. But on land the Sumerian rule with the +50% catapult fire rate. Also the double farm production is really good. When you charge a city with a group of academy units, war elephants, and catapults almost nothing will stop you. Take out those towers and pesky archers twice as fast with your catapults. Also Sumerians can be used to get an easy and quick win. Since Sumerian villagers are as as strong as clubmen its a good idea to rush the enemy early with villagers. The way to do this most effectively is by first finding out were berry bushes are then build a granary right next to them. Have two villagers gather, build a house, and make a villager . After you did that put the three villagers on the bushes and make another villager. With your 5th and 6th villagers, put them on wood for houses then every villager after builds a house and gather food off hunts.

Yamato

-25% horsemen cost
+30% faster villagers
+30% Ship hit points

    The Yamato are a horseman's tribe.  The reduced cost of the stable units makes them very strong on offense.  Their ability at sea is okay too.  The villagers are already faster than normal, which makes them ideal for resource gathering scenarios.  Their one loss is defense.  They lack the ballista tower and   therefore cant defend themselves worth a shit.  Attack early in the Iron Age and kill everyone off.