Learn more about the mechanics of choosing cultures for each era of human development, a list of bonuses, inherited traits and traits, as well as choosing the best civilizations for each era
The passage of Humankind begins in the Neolithic era. Here you are asked to complete the simplest tasks and explain some of the basic game mechanics. Once you enter the Ancient Era, you will have to choose your first culture. Culture is a special mechanic that determines inherited traits, skills, and abilities. They will be available to you until the transition to the next era, when you are presented with a list of other cultures to choose from. That is, the old will have to be abandoned in favor of the new. In this guide, I'll take a look at each culture for all eras, and then give some tips for choosing the best ones.
Basic information
Era Stars are what you have to earn to move into a new era or time period in the game. In the Neolithic era, when your nomadic tribe is simply exploring territories, you only need one star of the era. However, in each subsequent period, a total of 7 stars of the era will be required.
The Neolithic era pursues several goals, but only one is enough to achieve:
- Growth Star (+20 Influence). Increase the population / units in the empire by 5 times. You can do this by unlocking culinary curiosities.
- Hunter Star (+20 Influence). Hunt three animals.
- Star of Knowledge (+20 Influence). Unlock curiosities for a 10x scientific resource.
- Agrarian . Increase the population / unit population.
- Esthete - to increase influence.
- Developer - build several blocks.
- Expansionist - increase the number of territories assigned to cities.
- Merchant - accumulate gold / money.
- Militarist - kill enough enemy units.
- Scientist - research a certain amount of technology.
Traits, iconic districts, units and culture preservation for other eras
- An Inherited Trait is something that progresses to subsequent ages, allowing you to keep the perks of your chosen civilizations throughout your playthrough.
- Meanwhile, most iconic districts can be built only once in each territory (map region) and only in a specific era.
- As for the iconic units , they will be available to you throughout the entire passage, until you buy their direct improvement with the help of technicians.
Special Abilities
- Construction . Industrial Dash: In each city of its empire, the culture of the builders can activate a special mode that converts all scientific resources, money and surplus food of the city into an industrial resource for a small number of turns. Pride: When a builder culture builds a new district in its city, its stability increases.
- Aestheticism . Cultural Blitz: A culture of aestheticism can invest in territorial subordination through cultural influence and increase its supply of influence. Grace: everyone, without exception, regardless of their ideology, considers the culture of aestheticism to be as close as possible ideologically, which simplifies diplomatic relations.
- Expansion . Single Banner: For a fee, an expansion culture can use an army to annex territories with outposts or administrative centers of other empires. If successful, the victim receives a claim against the expansionists. Ambition: The armies of the expansion culture can cross borders regardless of the diplomatic situation, regardless of obstacles and without taking damage. Border claims arise as usual.
- Agriculture . Land of Abundance: Farming empires can use influence to trigger migrations. With promises of a better life, they lure away the population of the adjacent territories. Community: As the population of an agricultural city grows, its stability increases.
- Trade . Influencer Investor: Trade empires can use influence to build extractive businesses for themselves or others, which can benefit relationships. Mediator: Trade crops can sell resources purchased from third parties.
- Science . Collective opinion: in each city of its empire, a scientific culture can activate a special mode that converts all industrial resources, money and surplus food of the city into a scientific resource for a small number of turns. Foresight: Science cultures can discover the technologies of the next technological age.
- Militarism . Reliable reserve: the culture of the militarists can assemble a militia in any of its cities, if the size of its population is large enough. Vigilance: The base value of military support in the militarist culture is increased, making it easier for them to start wars.
Iconic quarter and squad
Transcendence
The best cultures of the era of the ancient world
- Assyrians . Expansion. Raid Master inherited trait: +1 to the speed of movement of units on land and +5 to combat power when plundered.
- Babylonians . The science. "Brilliant Philosophers" (+2 scientific resource for the technologies studied in the capital).
- Egyptians . Construction. Great Planners (+1 Manufacturing Industry and 10% Cost Reduction.
- Mycenaeans . Militarism. "Harsh Education" - changes the cost in industry for a unit by 20%, +25 experience when creating a unit in a city or at an outpost.
- Nubians . Dealer. "Dreams of Gold" - sources of precious resources give +5 money, sources of strategic resources give +5 to money.
- Olmecs . Aestheticism. Natural Harmony - +1 Influence for each territory.
- Phoenicians . Dealer. "Navigator merchants" - +2 money for a group of merchants in a city or an outpost.
- Harappans . Agriculture. "Fertile Spills" - +1 to the food produced on the cages and rivers.
- Hittites . Militarism. Thirst for War gives +1 combat power.
- Zhou . Aestheticism. "Harmony of Thoughts" will give +2 to the stability of the district.
The best cultures of the ancient era
- Aksumites. Dealer. +2 money for production on cells.
- Achaemenids. Expansion. "Shadow of Cyrus" gives +2 to the city limit and +10 to stability in cities or outposts.
- Goths. Militarism. "Swift Plunderers" - +10 bonus to combat strength when plundered, +2 influence per garrison.
- Greeks. The science. "Methods of Socrates" gives +2 to scientific resources for a group of scientists in a city or outpost.
- Huns. Militarism. "Mighty Mounts" - +2 to the combat strength of the cavalry.
- Carthaginians. Dealer. "Master of Bargaining" changes the cost of all buildings by -25%.
- Celts. Agriculture. Druidic Lore +2 food per group of farmers in cities and outposts.
- Mayan. Construction. "Tireless spirit" (+2 to industry for a group of workers in cities or outposts).
- Maurya. Aestheticism. Guiding Light grants +1 influence on the token parish and -10% to the cost of annexing an outpost.
- Romans. Expansion. Best Fighters for the Legion. +1 to the unit cell available to each army, -30% army upkeep..
The best cultures of the Middle Ages
- The British. Agriculture. Slave Labor gives +7 food for annexed territories (cities or outposts).
- Aztecs. Militarism. "Glory of Huitzilopochtli" gives +2 to the speed of movement of units on land, -20% industrial resources for the creation of units.
- Byzantines. Dealer. "Master of Intrigue" gives + 5% to money for allied cities.
- Vikings. Militarism. "Stormborn" get +3 to the speed of movement of units on the water and +2 to the combat power of naval units.
- Ghanaians. Dealer. Living in Luxury gives +5 money for strategic and precious resources.
- Khmers. Construction. Servants of the Magnificent give +3 Industrial Resource per Crafting Quarter.
- Mongols. Militarism. Horse Hurricane increases looting profits by 100%.
- Umayyads. The science. "Patrons of Scientists" give + 5% to the scientific resource for each union city.
- Teutons. Expansion. Driven by Faith gives +1 money and scientific resources per follower of the state religion.
- Franks. Aestheticism. Crown Lands increases influence by 10%.
The best cultures of the early modern era
- Venetians. Dealer. "Eloquent diplomats". +1 to money for each trade route, +2 to money for a sea trade route in the form of a city or an outpost.
- Dutch. Dealer. "Skill to manage stocks" gives +1 money per population in all cities.
- Iroquois. Agriculture. Land of Plenty gives +1 food.
- Spaniards. Expansion. "Honor and Glory" grants +3 Combat Strength to units that start their turn in non-Allied territory.
- Min. Aestheticism. The "Palace Secretariat" lowers the cost of adopting a social institution by 25% and reduces the cost of canceling a social institution by the same amount, +1 influence per territory.
- Mughals. Construction. Imperial Majesty gives + 2% to industrial resources for the number of territories in your sphere of influence.
- Ottomans. Expansion. "Supremacy of Fire". -50% to the cost of creating heavy weapons, +3 to combat strength when using heavy weapons.
- Poles. Militarism. Deadly Fortresses increase parish stability by 10 + 2 per fortification
- Chosons. The science. Hall of the Worthy gives +3 Science Resource per cell where it is produced.
- Edo Japanese. Aestheticism. Shogun's authority gives +1 influence on a unit of population.
The best cultures of the Industrial Age
- Austro-Hungarians. Aestheticism. Hand of the Emperor gives +1 influence per normal and symbolic districts.
- British. Expansion. Colonial wealth gives +10 to money and +10 to scientific resources for the number of annexed territories (capital).
- Zulus. Militarism. "Military pride" gives + 50% to the restoration of the strength of units and +2 to combat power, when the units start their turn in the allied territory.
- Mexicans. Agriculture. Golden Fields give + 10% to all cities.
- Italians. Aestheticism. "Inspirational Virtuosos". +10 to the stability of the public quarter, +1 to the influence of the public quarter and -50% to the cost of industrial resources in the public areas.
- Germans. Militarism. "Iron artillery" gives +3 to the combat power of naval and air units, -205 to the cost of industrial resources to create a unit.
- Persians. Construction. The cost of projects is reduced by 25% (the cost of an industrial resource). Reduced the cost of all buildings by 25%.
- Russians. Expansion. "Land and Glory" adds 10 experience points when creating a squad for the number of annexed territories, +10 increases to military support when capturing a city.
- Siamese. Construction. "Gilded Orchids" give +3 to the industrial resource for the districts, +1 to money from foreign trade.
- French people. The science. "Enlightened Thinkers" give + 10% to scientific resources in all cities.
The best cultures of the modern era
- Australians. Construction. "Dreamers" gives + 20% to the industry of all cities.
- Americans. Expansion. American Exceptional gives +10 Influence for resources that are traded and +1 to money from ongoing trade in cities and outposts.
- Brazilians. Agriculture. "Lungs of the Planet" give +3 food on the cage where it is produced.
- Egyptians. Aestheticism. Valley of the Kings gives +4 influence per symbolic district.
- Indians. Aestheticism. "Economic Elephant" gives +3 to influence per territory and +10 to money for the number of territories in your sphere of influence.
- Chinese. Dealer. The "New Silk Road" gives + 10% to the money for all cities.
- Soviet people. Expansion. "Red Wave" reduces the cost of an industrial resource by 20% for the creation of units, +3 to the combat power of all units.
- Turks. Agriculture. "People's Reforms" give +1 food per population.
- Swedes. The science. "Science Prizes" give +1 to science for the districts and +3 for the scientific quarters.
- Japanese. The science. "The flourishing of innovations" provides a 20% reduction in the consumed industrial resource for the study of all technologies.
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