Civ Leader: Ramesses II
Civ Bonus: Monument Builders:
+20% Production towards Wonder construction.
Unique Unit: War Chariot:
Requires The Wheel Tech, Upgrades to Knight, Obsolete with Chivalry
The Egyptian War Chariot replaces the Chariot Archer. They have 1 additional move point compared to a chariot archer, and don't require horses to be made.
Unique Building: Burial Tomb:
Requires Philosophy Tech
Burial Tombs replace the Temple. While Temples give +2 culture, Burial Tombs give +2 happiness in addition to culture. Early on that is a great help in offsetting unhappiness due to city number or size. The weakness is that the enemy will get more gold upon conquering the city.
Strategies/Ideas:
With Piety, you can turn those +2 happiness into even more culture. That doesn't seem like much but early on multiplied by a few cities it really adds up given early policies' costs. Anything that helps you get land faster is also great as there's almost always something just out of reach. This can save you gold, and saving gold is good! It'll also help your cities expand by preventing unhappiness if you weren't lucky enough to start near a good variety of luxuries. Egypt is suited to early attack, but you will want to use their +20% wonder production to guarantee at least some Wonders are claimed by you. So, be sure to have a good production city on hand, even if you're militaristic. With the early start, and the ability to pick and choose Wonders at a whim when played properly, Egypt makes a great Civilization to use for a cultural victory.
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 |
Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.
First of all thanks to this wonderful website!
At the moment I am playing an Emperor Egypt game.
Trying to win by Domination.
I thought why are the pyramids under Liberty? It is THE wonder to build as Egypt you would think… reason: just because they are the Pyramids!
So I started this game with Liberty instead of the tempting Tradition tree. Filled it up and then went to honor and commerce . And ofcourse building the pyramids, just because I liked that…with no further tactical reasons.
Also I dropped two points in Patronage because I need the happiness from Alliance city states to keep my wide empire happy. Up to “Gold gifts giving more influence”.
Things I found interesting to test:
- Burial tombs in every city (as a wide empire happiness is much better under control + boost to faith + boost to culture with religion enhancement + Sistine Chapel works well with the culture per city boost)
- Production bonus to wonders counts for every city, not only the capital. Result was plenty of productive cities where I could build national wonders and wonders at the same time and also kept a few cities which were able to produce my military.
- Early aggression possible thanks to War Chariots. Handy to get your first neighboor under control.
I am wondering if this is going to work on immortal and deity aswell? I consider myself not good enough yet for these diffulty levels.
At least I had much fun with this tactic of a wide (and eventually also tall) egyptic empire.