Civilization's Leader: Ramkhamhaeng
Civ Bonus: Father Governs Children
Food, Culture, and Faith from Friendly/Allied City-States increased 50%.
Unique Unit: Naresuan's Elephant
Requires Chivalry, Replaces Knight
+50% bonus vs Mounted Units. Loses 1 move (3 total) but has 25 Strength vs 20 of a regular Knight. A 25% increase in Combat Strength.
Unique Building: Wat
Requires Education, replaces University
Gives +3 Culture in addition to regular University Benefits.
Warmonger Hatred | Wonder Compete | Offense Build | Defense Build | City Defense | DoF | Friendly to Civs | Denounce Civs | War w/Civs | Deception Likelihood | CS Comp | CS War | |
8 | 4 | 5 | 8 | 6 | 6 | 7 | 5 | 5 | 6 | 4 | 3 | |
Other Info | His CS Competitiveness Score being so low is strange, given the Civ's Bonus. This Civ is likely to pursue Cultural/Scientific victories and found a Religion. Ramkhamhaeng can be very Friendly, but is just as likely to be Deceptive. He has one of the highest Warmongerhatred Scores in the game, so will very much dislike any Conquest you may attempt. | |||||||||||
Strategies/Ideas for playing Siam:
This Civilization's Unique Ability is the only thing that stands out and is consistently useful. The Wat can help greatly with Culture output and Border Expansion with Wide play, but will otherwise be a side bonus when you tech up to Education and build this University replacement. It gives you more incentive to do so, and that is a good thing because teching Universities early is important to Scientific Output.
Naresuan's Elephant is very situational in usefulness, but its high Combat Strength can help to deter War. Having some of these units around will raise your Military rating and make it harder for a Civ AI to decide to War with you. Their strength is nice, but still nothing against Cities. This is not a Civ focused on conquest, but rather playing defensively and having those City-State Allies help you to protect your lands, whatever Victory Condition you pursue. They would perform well for Cultural, Scientific, or Diplomatic Victory.
Siam plays well Wide or Tall - it is dependent on the lands available to you. With many Maritime City-States in the game, that is more free food - but it is the only Bonus that scales with more Cities. When playing Tall you will find the Culture from City-States is much more useful toward adopting new Social Policies, and will acquire new Policies every 10-15 Turns with a number of Allies. An early Religious CS Ally can easily help you to Found a Religion, and that is something you'll want to do in most games. Taking Tithe, along with Feed the World and something to boost Happiness would be ideal.
Here's a modified exerpt from the City-States Guide, modified to show what Siam would get from the three types of Alliances:
Cultured City-States for Siam
Gives +4.5/+9 Culture Ancient-Classical Era, +9/+18 Culture Medival-Renaissance Era, +19.5/+39 Culture from Industrial to Information Age. The Culture will only help with Social Policies and does not aid with border growth.
Maritime City-States
These Alliances always give the same amount of food, no matter the Era. For Friends, it's +3 Food in the Capital only, helping growth. With an Alliance, this jumps to +4.5 Food in the Capital and +1.5 in every other City, providing a boost in Growth to your entire Empire. The half-food does count, as you must reach a total to grow in Population and it's contributing to that total.
Religious City-States
Religious City-States give +3/+6 Faith in Ancient-Classical Era, +6/+12 in Medieval-Renaissance, and +12/+24 Faith in the Industrial, Modern, and Information Ages. Meeting them for the first time will result in your Civilization getting +8 Faith, helpful toward creating a Pantheon.
As you can see, they can get quite a lot from these three types. Having basic Faith-producing buildings and a Religion (even if not yours) in your Empire will allow you to purchase more Great People with Faith in the Industrial Era. The trouble is that you never know what types of City-States will be in a game, so their bonuses will vary wildly from game to game. Work with what you have and pursue the Victory that seems sensible.
Acquiring and maintaining CS Alliances is key with Siam, so always utilize your Trade Routes and take the Patronage tree to get even more from them. If you can meet all of them and Ally, a Diplomatic Victory is very plausible and likely the most well-suited Victory Condition. I played for a Scientific Win with them on Immortal and found it worked out for me. You can read the game journal here. Also read up on maximizing profit from Trade Routes.
Sid Meier's Civ 5 is a deep strategy game. I created these individual Civilization Guides to highlight the strengths of their specials and unique units. If you have an opener or tip for playing this Civ that you would like to share with other readers, please use the comments form below. Some Guides are in need of update and will be improved to a new standard of quality or altered to reflect gameplay changes in G&K and Brave New World. | ||||||
America | Arabia | Assyria | Austria | Aztec | Babylon | Brazil |
Celts | China | Dutch | Egypt | England | France | Germany |
Greece | The Huns | Inca | India | Indonesia | Iroquois | Japan |
Korea | Maya | Mongolia | Morocco | Ottoman | Persia | Poland |
Polynesia | Portugal | Rome | Russia | Shoshone | Siam | Songhai |
Venice | Zulu |
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