Civilization

## Contents

* Armenians
* Athenians
* Britons
* Carthaginians
* Cretans
* Dacians
* Egyptians
* Gauls
* Germani
* Goths
* Gupta
* Han
* Huns
* Iberians
* Illyrians
* Judeans
* Kushan
* Macedonians
* Mauryans
* Nanda
* Nubians
* Numidians
* Parthians
* Phoenicians
* Picts
* Pontus
* Roman Empire
* Roman Republic
* Scythians
* Seleucids
* Spartans
* Syracusans
* Thracians

### Unique Unit

* Ayrudzi: Cavalry/Cavalry Archer with a weapon swap, that takes 50% less bonus damage

### Unique Technologies

* Civitates Foederatae: Legionaries enabled at the Barracks and require -50% pop space
* Marzpanate: Spearmen and Scout Cavalry require -25% pop space
* Khvarenah: Ayrudzi and Cavalry Archers -15% gold cost per garrisoned relic (max 3)
* Baptism: Temples heal nearby cavalry and cavalry archers

### Civilization Bonuses

* Stone miners slowly generate gold in addition to stone
* Herdables contain +50% food
* Cavalry Archers +1 range
* Illumination and Block Printing are free

### Unique Unit

* Taxiarch: Infantry unit that increases the attack of nearby Spearmen

### Unique Technologies

* Solonian Reforms: Farmers slowly generate gold in addition to food
* Draconian Reforms: Spearmen and Taxiarchs +3 attack
* Euthytonon: Crossbowmen +2 range
* Delian League: Taxiarchs have 33% of their gold cost replaced with food

### Civilization Bonuses

* Technologies cost -10% Early Antiquity, -15% Middle Antiquity, and -20% Imperial Age
* Polyremes fire 25% faster
* Barracks and Archery Ranges cost -50 wood
* Advanced Weaponry is free
* Spearmen cost -33% wood

### Unique Unit

* Essedarius: Chariot unit that throws a javelin and deals melee trample damage at the same time

### Unique Technologies

* Ovates: Priests heal 100% faster, healing range +100%, and regenerate HP
* Warrior Druids: Priests convert faster, gain +2/+2 armor
* Carnyx: Infantry +5 attack
* Exmoor Covines: Cavalry +3 attack

### Civilization Bonuses

* Blacksmith upgrades cost no gold
* Barracks units +20% hit points starting in the Early Antiquity Age
* Stable technologies cost -50%
* Shepherds work 25% faster

### Unique Unit

* War Elephant: Super-heavy cavalry that requires two population space

### Unique Building

* Cothon: Imperial Age Mega-Shipyard that trains Warships in groups of four, but limited to one at a time

### Unique Technologies

* Cornacs: War Elephants attack 25% faster and have a 25% larger trample radius
* Xanthippian Reforms: Slightly weaker Caetratii, Balearic Slingers, and Amazigh are enabled at the Barracks, Archery Range, and Stable respectively
* Council of 104: Cavalrymen +3 melee armor
* Mega-Shipyard Engineering: Cothons can be constructed

### Civilization Bonuses

* Military units cost -15% food
* Cavalry armor upgrades are free
* Naval technologies cost -50%
* Trireme available in the Middle Antiquity Age

### Unique Unit

* Cretan Archer: Archer unit with high attack and very fast projectile

### Unique Technologies

* Minoan Palaces: Forts and Towers have 50% of their stone cost replaced with wood
* Strogulla Fishing Ships: Fishing Ships work 30% faster, have 200% more HP, and gain a weak attack
* Linothorax: Bowmen, Cretan Archers, and infantry +1/+2 armor
* Cretan Pirates: Hemiolias generate gold when attacking ships or civilian units

### Civilization Bonuses

* Archer attack upgrades can be researched for free
* Archery Range and Barracks units cost -50% wood
* Fishing Ships don't require drop sites, collect 40% slower
* Resources last 15% longer

### Unique Unit

* Falx Warrior: Infantry unit that ignores armor

### Unique Technologies

* Cult of Zalmoxis: Non-Siege land units return 40% of their cost when killed
* Sarmatian Cataphracts: Cavalry units receive -33% bonus damage
* Davas: Forts have +3 range and garrisoned infantry fire arrows
* Murus Dacicus: Elevation bonus damage +25% and buildings receive 25% less bonus damage

### Civilization Bonuses

* Gold Mining upgrades are free
* Receive +100 food and +100 gold upon advancing to the next age
* Swordsmen upgrades are free
* Buildings cost -15% stone

### Unique Units

* Medjay Warrior: Anti-infantry infantry
* Tessarakonteres: Warship that can garrison up to 60 units and fires a large number of arrows

### Unique Technologies

* Kopis: Medjay Warriors and Swordsmen +2 attack
* Maryannu: Chariots +6 attack
* Great Library: Villagers work 2% faster for each University technology researched
* Aegyptiaca: Priests, Horus Warriors, and Medjay Warriors cost -30%

### Civilization Bonuses

* Transport Ships, Fishing Ships, and Merchant Ships +10 carry capacity
* Farms cost -30%
* Priests cost -25%
* Relics are visible on the map at the start of the game
* Chariot Archers move 20% faster

### Unique Unit

* Ambaxtoi: Infantry unit with heavy armor that absorbs 50% of the damage from enemy projectiles that pass overhead

### Unique Technologies

* Tribal Remedies: Infantry heal 30 HP per minute
* Oppida: Town Centers fire arrows, even when ungarrisoned
* Furor Celtica: Infantry damage adjacent units
* Gallia Lugdunensis: Elite Legionary enabled at the Barracks, and Legionaries cost -30% food

### Civilization Bonuses

* Military units train 10% faster (except Siege)
* Infantry armor upgrades are free
* Siege Weapons fire 25% faster
* Gold Miners don't require dropoff points
* Town Centers cost -50% stone starting in the Middle Antiquity Age

### Unique Units

* Comite: Infantry unit that deals trample damage as it attacks
* Dejbjerg Wagon: Economic unit that serves as a universal dropsite and makes nearby villagers work 5% faster

### Unique Technologies

* Cuneus: Comites make nearby infantry attack 20% faster (requires at least 3 infantry units nearby)
* Batavi Uprising: Champions and Auxiliary Spearmen can be trained rapidly at the Town Center
* Auxilia Mercenaries: Infantry move 35% faster near Outposts
* Migration Period: Dejbjerg Wagons move 30% faster and cost -75%

### Civilization Bonuses

* Lumberjacks work 15% faster
* Dejbjerg Wagons can be created at the Town Center
* Infantry units cost -20% in Iron, -25% in Early Antiquity, -30% in Middle Antiquity, and -35% in Imperial Age
* Palisades +50% HP

### Unique Unit

* Huskarl: Arrow-resistant anti-archer infantry

### Unique Technologies

* Anarchy: Huskarls are enabled at the Barracks
* Angon: Skirmishers throw a second projectile
* Perfusion: Barracks work 100% faster
* Lamellar Armor: Cavalrymen +2/+1 armor

### Civilization Bonuses

* Heavy Cavalryman upgrade is available in the Middle Antiquity Age
* Cavalrymen +1 melee armor
* Infantry +1 attack vs buildings per age (starting in the Early Antiquity Age)
* Farmers don't require Mills/Town Centers to drop off food
* Loom can be researched instantly

### Unique Unit

* Maharaja: Elephant Archer that can garrison infantry/archers to move faster/fire more arrows respectively

### Unique Technologies

* Chaturanga: Battle Elephants and Rathas +3 melee attack
* Navaratna: Elephant units heal +10 HP per minute for each University technology researched
* Senapati: Mangonel line +1 range
* Steel Longbows: Cavalry Archers gain a charge attack

### Civilization Bonuses

* Mangonel line has reduced minimum range
* Stable technologies research 100% faster
* Stables cost -75 wood
* Composite Bowman is available in the Middle Antiquity Age
* Farm upgrades are available an age earlier and cost -50%

### Unique Units

* Jiangjun: Cavalry unit that makes nearby Archery Range units attack 15% faster
* Xiaowei: Infantry unit that makes nearby infantry attack 25% faster
* Imperial Magistrate: Economic unit that makes nearby Villagers, Universities, and Blacksmiths work 10% faster
* Zhuge Nu: Archer unit that fires multiple bolts and ignores armor
* Halberdier: Infantry unit that replaces the final Spearman upgrade and has +0.5 range

### Unique Buildings

* Commandery: Available in the Middle Antiquity Age, and serves as a drop off point for lumberjacks, gold/stone miners, and farmers. Also trains the Xiaowei and Imperial Magistrate, and researches additional unique technology.
* Taixue: Imperial Age University that researches additional technologies that require regular University technologies first

### Unique Technologies

* Taiwei: Xiaowei and Jiangjun cost -3% for each Blacksmith technology researched
* Yushi Dafu: Villagers cost -3% for each economic technology researched
* Jing Nu: Crossbowmen and Zhuge Nu +4 vs cavalry
* Louchuan: Quadriremes +2 pierce armor

### Civilization Bonuses

* Wheelbarrow and Hand Cart are free
* Commanderies are available in the Middle Antiquity Age
* Taixue is available in the Imperial Age
* Crossbowmen cost -20%

### Team Bonus

* Stone Walls are available in the Iron Age and build 40% faster

### Unique Unit

* Tarkan: Cavalry unit specialized against buildings

### Unique Technologies

* Marauders: Tarkans are enabled at the Stable and generate gold for killing economic units and Priests
* Pastoral Nomads: Cavalry units cost -30% food
* Scourge of God: Enemy relics generate 50% slower, and units take longer to convert
* Steppe Husbandry: Cavalry Archers, Scout Cavalry, and Tarkans train 100% faster

### Civilization Bonuses

* Do not need houses, but start with -100 wood
* Cavalry Archers cost -10% in Middle Antiquity, -20% in Imperial Age
* Light Cavalry and Auxiliary Cavalry +40% HP

### Unique Unit

* Caetratus: Infantry unit with a charge attack that deals splash damage

### Unique Technologies

* Raiding Bands: Caetratii also generate gold while fighting and for killing units
* Soliferrum: Skirmishers pierce through armor, but deal -50% base damage
* Concursare: Infantry gain a charge attack
* Cantabrian Circle: Cavalry Archers gain a charge shield against ranged attacks

### Civilization Bonuses

* Skirmishers fire 25% faster and have no minimum range
* Infantry generate food while fighting (rate increases with unit upgrades)
* Spearmen deal 25% more bonus damage
* Supplies and Forced March are free
* Farming upgrades are free

### Unique Units

* Polydynastus: Infantry unit with very high melee damage
* Liburna: Warship that fires multiple arrows and deals significant damage against Imperial Age only warships

### Unique Technologies

* Dynasteia: Can train 5 free Polydynastae per Town Center, and Polydynastae are enabled at the Town Center
* Shmarjet Helmets: Infantry gain a charge shield against projectiles
* Sibyna: Spearmen and Polydynastae pierce through targets
* Ninum: Archers and Liburnas +1 attack

### Civilization Bonuses

* Hemiolias and Scout Ships cost -35%
* Ships move 10% faster
* Long Swordsman is available in the Middle Antiquity Age
* Plate Mail Armor is available in the Middle Antiquity Age
* Barracks technologies research 100% faster
* Gold Miners drop off 15% more gold

### Unique Unit

* Sicarius: Infantry unit with a charge attack that moves 35% faster when targeting an enemy, and deals bonus damage against unique units

### Unique Technologies

* Zealotry: Sicarii train significantly faster
* Fortress of Masada: Forts have +2000 HP and +1 range
* Ark of the Covenant: Sicarii and Priests recharge faster, and Relics generate 25% faster
* Herodian Dynasty: Spearmen cost -50% and train 100% faster

### Civilization Bonuses

* Each garrisoned relic gives +1 attack to Sicarii (max 3)
* Temple technologies are 25% cheaper and research 100% faster
* Buildings refund 40% of their stone cost upon destruction (except Walls and Gates)
* Receive +100 wood upon advancing to the next age
* Builders work 30% faster

### Unique Units

* Kara Irango: Cavalry Archer unit with very high damage, but not affected by Marksmanship or Ballistics
* Kanarang: Diplomatic unit that makes nearby enemies attack 40% slower

### Unique Buildings

* Royal Mint: Available from the Middle Age, serves as a drop off point for Gold Miners, makes nearby Gold Miners work 30% faster, and slowly generates gold, but limited to three at a time
* Caravanserai: Available in the Imperial Age and shared with the team, makes nearby Trade Carts move faster and regenerate HP

### Unique Technologies

* Mahakshtrapa: Each Town Center built gives +300 food, +200 wood, +100 gold, and +50 stone
* Great Buddhist Council: Brahmin and Temple technology gold costs are replaced with food
* Pax Kushana: Trade units cost -50% and train 50% faster, limit on Royal Mints is increased by 2
* United Xihou: Cavalry Archers cost -75% wood

### Civilization Bonuses

* Archery Range technologies cost -50%
* Spearman upgrade is free
* Brahmins move 10% faster
* Caravan also makes villagers move 20% faster
* Start with +100 stone and +50 gold
* Royal Mints are available in the Middle Antiquity Age

### Team Bonus

* Caravanserais can be built in the Imperial Age

### Unique Units

* Argyraspide: Infantry unit with +1 range
* Tessarakonteres: Warship that can garrison up to 60 units and fires a large number of arrows

### Unique Technologies

* Hetairoi: Cavalrymen heal 40 HP per minute
* Pezhetairoi: Infantry +20 HP
* Combined Arms Tactics: Siege Workshop units move 40% faster
* Diadochi: Slightly weaker Elite Immortals, Elite Medjay Warriors, and Elite Taxiarchs can be trained at the Town Center

### Civilization Bonuses

* Barracks and Stable units +1 pierce armor in the Imperial Age
* Melee attack upgrades are free
* University technologies cost -50%
* Town Centers support 15 population
* Elite Juggernaut is free

### Unique Unit

* Chakram Thrower: Infantry unit that throws projectiles that deal passthrough damage to enemies

### Unique Building

* Pillar of Ashoka: Requires Edicts of Ashoka to be researched. Makes nearby units work, attack, and move 10% faster, and makes nearby enemies work, attack, and move 10% slower

### Unique Technologies

* Mantriparishad: Infantry +4 damage against cavalry
* Kurpasa: Battle Elephants +1/+2 armor
* Edicts of Ashoka: Allows the construction of Pillars of Ashoka
* Arthashastra: Villagers drop off 5% more resources

### Civilization Bonuses

* Hunt and Trees last 25% longer
* Herbal Medicine is free and twice as effective
* Elephant units receive 25% less bonus damage
* Battle Elephants gain a charge attack
* Light Cavalry and Auxiliary Cavalry upgrades are free

### Team Bonus

* Trade units yield 30% food in addition to gold

### Unique Unit

* Mahamatra: Cavalry unit that makes nearby elephant units attack 33% faster

### Unique Technologies

* Howdah: Elephant Archers fire a second projectile
* Ugrasena: Battle Elephants have a greatly increased trample radius
* Pauravan Infantry: Infantry units deal +7 damage against Spearmen
* Sarva Kashtriyantaka: Elephant units and Rathas generate gold for each enemy unit killed

### Civilization Bonuses

* Lumber camp upgrades are free
* Resource camps can garrison up to 10 villagers
* Receive +300 gold for each Fort built
* Elephants move 10% faster
* Rathas cost -20%

### Unique Unit

* Archer of the Eyes: Archer unit with 100% base accuracy and innate Ballistics

### Unique Technologies

* Rawhide Shields: Horus Warriors +1/+2 armor
* Kedjen: Chariot units +30 HP and receive -3 damage from infantry
* Beja Tribes: Camel Riders train 50% faster and attack 25% faster
* Ta-seti Thumb Rings: Archers of the Eyes fire 33% faster when in a group of five or more

### Civilization Bonuses

* Ballistics is available at the Archery Range instead of the University
* Archery Range units and Camel Riders +10 HP Early Antiquity, +15 Middle Antiquity, and +20 in Imperial Age
* Camel Riders cost -15%
* Gold Miners work 20% faster

### Unique Units

* Amazigh: Cavalry unit that deals bonus damage against siege weapons
* Amazigh Raider: Cavalry Archer unit with extremely fast speed, shared with the team
* Mounted Skirmisher: Skirmisher unit available from the Early Antiquity Age at both the Archery Range and Stable

### Unique Technologies

* Numidian Javelineers: Mounted Skirmishers +1 range and attack
* Jugurthine Cavalry: Enemy land units move 10% slower near cavalry
* Maghrebi Camels: Camel units regenerate
* Maurorum Barbs: Imazighen and Scout Cavalry +1 pierce armor, and Imazighen generate resources when attacking villagers

### Civilization Bonuses

* Villagers move 10% faster
* Cavalry units cost -15% Middle Antiquity, -20% Imperial Age
* Mounted Skirmishers are available at the Archery Range and Stable
* Start with +2 goats

### Team Bonus

* Imazighen Raiders can be trained at the Fort

### Unique Unit

* Grivpanvar: Cavalry unit with very high melee armor and attack that pierces through enemies

### Unique Technologies

* Horn Bow: Cavalry Archers fire with less of a delay
* Camelry Corps: Camel units +4 damage vs Archers
* Nisean Horse Breeding: Grivpanvar and Cavalry Archers +30 HP
* Sagittari Mercenaries: Cavalry Archers +2 attack

### Civilization Bonuses

* Marksmanship and Parthian Tactics are free
* Cavalry Archers train 25% faster Middle Antiquity, 40% faster in the Imperial Age
* Villagers cost -10% Iron, -15% Early Antiquity, -20% Middle Antiquity, and -25% in Imperial Age

### Team Bonus

* Military production buildings +1 line of sight per age

### Unique Unit

* Immortal: Infantry unit that slowly heals

### Unique Technologies

* Kamandaran: Bowman gold cost is replaced with by an additional wood cost
* Satrapies: Villagers work 10% faster near Town Centers
* Scythe Chariots: Chariots deal +4 damage vs infantry and gain trample damage
* Treasures of Babylon: Relics also generate Stone

### Civilization Bonuses

* Economic technologies research 100% faster
* New Town Centers spawn 2 villagers starting in the Middle Antiquity Age
* Cavalry Archers fire 25% faster
* Ships require 30% less population space

### Unique Unit

* Balearic Slinger: Archer unit with very high damage

### Unique Technologies

* Thalassocracy: Upgrades Shipyards into Harbors, which fire arrows
* Cedars of Lebanon: Lumberjacks slowly generate gold
* Tyrian Dye: Town Centers slowly generate gold
* Sidonian Glass: Town Centers slowly generate stone

### Civilization Bonuses

* Commodity trading fee is 5%
* Villagers drop off 10% more wood
* Ships cost -5% Iron, -10% Early Antiquity, -15% Middle Antiquity, and -20% in Imperial Age
* Land units cost -10% gold
* Demolition Ships upgrade instantly upon reaching the next age

### Unique Unit

* Woad Raider: Infantry unit with high speed, good against siege weapons

### Unique Technologies

* Brochs: Towers fire additional arrows and can train infantry units
* Hill Forts: Town Centers +3 range, and buildings (except walls and gates) regenerate 10% of their base HP per minute
* Souterrains: Forts fire 33% faster, Forts make nearby buildings work 33% faster, and villagers (except Fishermen) can drop off resources at Forts
* Great Conspiracy: Swordsmen gold cost is replaced with an additional food cost

### Civilization Bonuses

* Houses support 10 population
* Can garrison Mills with livestock to produce food
* Farmers work 10% faster
* Infantry +2 attack against walls, +4 against stone defenses

### Unique Units

* Cataphract: Cavalry unit with high pierce armor that deals trample damage
* Imitation Legionary: Infantry unit that deals additional bonus damage against spearmen and buildings

### Civilization Bonuses

* Town Centers cost -50% wood starting in the Middle Antiquity Age
* Fishing Ships cost -33%
* Chariots attack 25% faster
* Hoplite is available in the Middle Antiquity Age
* Imitation Legionaries cost -25%
* Start with a gold mine under the Town Center

### Team Bonus

* Ports and Shipyards provide +5 population space

### Unique Units

* Praetorian Prefect: Cavalry unit with anti-cavalry damage and receives less anti-cavalry damage
* Legionary: Infantry unit that can swap between a ranged and melee attack

### Unique Technologies

* Siege Ballistae: Scorpions +1 range and -1 minimum range
* Castra Network: Forts cost -25% and build 50% faster
* Pax Romana: Civilian units take 25% less population space
* Diocletian Reforms: Infantry slowly heal near Barracks

### Civilization Bonuses

* Capped Ram and Onager are available in the Middle Antiquity Age
* Scout Cavalry, Spearmen, and Skirmishers cost -20%
* Legionaries train 25% faster in Middle Antiquity and 50% faster in Imperial Age
* Legionaries +0/+1 armor in Middle Antiquity, +1/+2 armor in Imperial Age
* Advancing to the next age is 33% faster

### Unique Units

* Praetorian Guard: Infantry unit that receives less anti-infantry damage
* Legionary: Infantry unit that can swap between a ranged and melee attack

### Unique Technologies

* Testudo: Legionaries, Foot Archers, and Praetorian Guards get +1/+1 armor
* Manipular Pilae: Ranged Legionaries fire 25% faster and gain a charge attack
* Marian Reforms: Legionaries cost -25% and train 20% faster
* Principate: Five Elite Praetorian Guards can be trained for free for each Fort built, and Elite Praetorian Guards enabled at the Town Center

### Civilization Bonuses

* Advancing to the next age costs -20%
* Technologies research 50% faster
* Town Watch and Town Patrol are free
* Infantry +1 attack per age (starting in the Early Antiquity Age)
* Shipyards work 25% faster
* Boarding Ships +1 range and +1/+1 armor

### Unique Units

* Kurgan-Bound Chief: Cavalry unit that deals melee splash damage around it when it dies
* Amazon: Cavalry Archer that deals bonus damage against siege weapons
* Deer: Economic unit, the same as a regular huntable deer, but trained at the Hunting Camp

### Unique building

* Hunting Camp: Replacement for the Mill that trains Deer

### Unique Technologies

* Recurve Bow: Mounted Archers +15% base pierce damage
* Bog Iron Weapons: Cavalry units +20% base melee damage, but receive 20% more bonus damage
* Akinakes: Cavalry units ignore armor
* Gorytos: Mounted Archers fire 50% faster, but receive 15% more bonus damage

### Civilization Bonuses

* Mills are replaced with Hunting Camps, which can produce Deer
* No buildings required to advance to the next age or unlock other buildings
* Scout Cavalry, Light Cavalry, and Auxiliary Cavalry +1 pierce armor

## Seleucids

* Focus: Infantry, Cavalry, and Cavalry Archers

### Unique Units

* Agema: Cavalry unit with high HP and +1 range
* Aphraktos: Cavalry Archer unit replacement for the Heavy Cavalry Archer with +1 range and +1 pierce armor, but reduced HP
* Imitation Legionary: Infantry unit that deals additional bonus damage against spearmen and buildings

### Unique Technologies

* Katoikoi: Military production buildings work 25% faster
* Politikoi: Cavalry cost -40% gold
* Elephantry Corps: Elephants cost -30%
* Chyraspides: Spearmen +5 melee armor

### Civilization Bonuses

* Heavy Cavalry Archers are replaced with Aphraktoi
* Infantry armor upgrades apply to cavalry
* Camel Archers +1 attack
* Farms occupy less space
* Imitation Legionaries +1 pierce armor

### Unique Unit

* Hippeus: Infantry unit with heavy armor, particularly pierce armor

### Unique Technologies

* Makhai: Infantry receive 66% less bonus damage
* Skeuophoroi: Hippeis move 15% faster
* Kryptia: Infantry deal 33% more bonus damage
* Peloponnesian League: Polyremes +4 attack

### Civilization Bonuses

* Infantry attack 33% faster starting in the Early Antiquity Age
* Barracks technologies cost -50%
* Infantry +1 melee armor in the Middle Antiquity and Imperial Age (+2 total)
* Skirmishers +1 pierce armor
* Warships +1 ship armor in the Middle Antiquity Age
* Start with +1 villager

### Unique Unit

* Oxybeles: Siege weapon that deals +1 damage for every 10 resources the target costs

### Unique Technologies

* Lex Hieronica: All gold income is 10% faster
* Archimedean Defenses: Towers and Forts fire Scorpion Bolts as their primary projectiles instead of arrows, and Towers have +3 attack
* Gastraphetes: Crossbowmen fire a second projectile
* Lithobolos: Siege Weapons have increased blast radius

### Civilization Bonuses

* Advanced Weaponry and Crossbowmen are available in the Middle Antiquity Age
* Quadriremes and Quinqueremes cost -40%
* Siege Workshop units cost -15%
* Blacksmiths and Universities cost -100 wood
* Fishing Ships 2x hit points, +2 pierce armor, and their work rate increases by 5% each age
* Economic upgrades cost no food

### Team Bonus

* Farm upgrades provide +50% additional food

### Unique Unit

* Peltast: Archer unit with increased speed, high attack, and damage vs infantry

### Unique Technologies

* Embolon: Cavalry deal trample damage
* Rhomphaia: Swordsmen remove enemy armor with each attack
* Wicker Peltes: All Barracks, Stable, and Archery Range units have 40% of their gold cost replaced with wood or food
* Thureophoroi: Skirmishers and Spearmen +1/+3 armor

### Civilization Bonuses

* Light Cavalry and Auxiliary Cavalry +1 attack
* Infantry and Cavalry move 5% faster Early Antiquity, 10% Middle Antiquity, and 15% in Imperial Age
* Elite Skirmisher is free
* Start with +150 food