Civ Summaries

***Note: This guide assumes you have all game-altering DLC and expansion packs (all Civ packs, Wonders of the Ancient World, Gods & Kings and Brave New World)***

This page is here to provide a brief and concise overview, and strategy page, of the Fire Emblem Civilizations on the workshop for Civilization V, including those made for Vox Populi/Community Balance Patch. Whether you're a new player looking for an introduction and guide on particular civs, or an experienced one looking for a new civ to give a try, or reference, this page should help you through it.

For the time being, this page will mainly be reserved for strategies. I hope to add concise civ information down the road, but until then, the List of Fire Emblem Civilizations, as well as the links to the respective civilizations on their listings below, can be referenced for unique civ information. While this page undergoes construction, consult the soon-to-be-former analysis doc for guides until the transition is complete.

## Elibe (Binding / Blazing)

### Lycia (Roy)

Roy's Lycia is best suited for **Domination** victories and is decently effective at **Diplomatic** victories.

The Lycian Alliance excels in playing effectively during both peace and war, and bolstering a strong sphere of city-state allies. Always keep an eye out for city-state quests popping up throughout the game, as they are twice as effective when you complete them; clearing barbarian encampments early on can especially help you bolster your relationship with a city-state. For the early game, you'll want to build your influence up with as many city-states as you can. Patronage makes for an excellent second tree in this regard, which when combined with Liberty, can fill in the gaps of influence amidst clearing quests.

Chivalry is where Lycia really begins to shine, as it is where both of its uniques are unlocked. Ardent Paladins are exceptional offensive units, able to reach 24 Combat Strength when attacking in open terrain just at base. When combined with earning more XP from city-state allies, they can quickly dominate the open battlefield and dispose of unprepared armies. The Marquesses Castle serves as more of a support tool that plays into Lycia's dual peace-war effectiveness, both letting you pump out Melee and Mounted units faster, and providing Culture in the Capital for every 2 city-states you're allied with.

With the domestic bonuses of city-states at your back during war, combined with a bonus +15% Production across your entire empire, you should have little issues forging a strong army to challenge the world with. This strategy lends itself nicely to Autocracy -- which also synergizes with Gunboat Diplomacy -- but Freedom is a stronger overall choice if you want to play diplomatically as a back up option.

Key Wonders:

* Oracle
* Machu Picchu
* Alhambra
* Forbidden Palace
* Brandenburg Gate
* Prora or Statue of Liberty

### Nabata (Sophia) (Vox Populi version)

Non-VP Sophia is best geared towards a **Science** Victory, and to a lesser degree, **Cultural** victory.

Sophia's bonuses are while most evident late-game, Sophia's got some early game advantages at her sleeve as well, and makes for a pretty unique experience. Sophia's strength lies in growth, religion and science, although in the early game Sophia's ability to reveal nearby ancient ruins allows Sophia to grab more of then since Sophia can often run straight towards the ruins. Because revealing ruin also reveals the tile, Sophia could also get a sense of the nearby terrain: a ruin in the jungle would suggest nearby jungles, while non-strategic mode view could also reveal shores. Likewise, Sophia's few early cities also reveals nearby cities as well, meaning Sophia can find city-states and more importantly know who her neighbors are.

Sophia gets going on Philosophy and Education, so Sophia's best investing most of her science researching the top of the tech tree, and thankfully the presence of Civil Service can offset Sophia's vulnerabilities to a degree. However, if an aggressive civilization is nearby, Sophia might have to delay Education for Construction to get Composite Bowman. With that said, researching Philosophy is essential for Sophia as both her UCs are in that tech, and both UCs are strong: Sophia's UTI makes camp and plantation luxuries workable, while Sophia's UB provides a great growth bonus to Sophia. Either way, Sophia will have plenty in faith, science and growth, all ingredients to a healthy Science campaign.

Sophia could work with both Tradition and Liberty, although Sophia should definitely consider Piety: Having The Glory of God is absolutely monstrous on Sophia, even if Sophia decides to finish both Tradition and Rationalism as the leftover faith Sophia will inevitably have can go to Writers, Artists and Musicians for an extra bang and also the reason why Sophia's a potent cultural leader as well.

Given that faith purchasing is at the heart of Sophia's late game, Sophia's best ideology is Order if going for a Science victory. However, Sophia might find Freedom to be the better choice if going for a Cultural victory.

## Tellius (Radiance)

### Hatari (Nailah)

Nailah's Hatari is best suited for **Cultural** victories and is almost as effective at **Science** victories.

Your first priority as Hatari should be to explore as much of the world as possible. Discovering city-states and civs as early as possible will grant you Food and Culture that would take dozens of turns to accumulate for other civs. Exploring early on also helps you to find desert spots rich in resources for you to settle cities in, made even easier thanks to your Settlers moving at twice the normal rate through Deserts. Liberty is a strong opener for Hatari, as your uniques help to make up for Food/Culture that would be sorely missed from Tradition. The Happiness from your Unique Building and a potential religion from Desert Folklore (or Tales of Zanado) will also help to support your wide desert empire.

Canid Tea Houses, while strong outside of Desert terrain, truly shine while in it, granting Desert cities an additional +15% Food, carrying on the growth that will fall off after you've discovered the bulk of city-states and civs around you. The bonus Happiness will also bolster your ability to play Wide while growing tall cities in the process. Wolf Laguz are decent civilian units, being able to transform into combat units free of charge. Early on, they make for excellent defensive units due to earning a +50% Combat Bonus when fighting in any Desert terrain, letting you deter any potential invaders a bit easier. Wolf Laguz in both forms also make for decent exploration units due to their 4 movement and base combat strength, but given their production cost, it's generally better to leave most exploration to Scouts.

Hatari synergizes wonderfully with Order, given its potential to go for a wide empire. Your bonus Culture from meeting civs and city-states, combined with your Unique Building, also makes the Order/cultural victory combination particularly viable. But conversely, Science is just as viable for you if you've managed to grow your cities exceptionally tall.

Key Wonders:

* Pyramids
* Petra
* Parthenon
* Notre Dame
* Leaning Tower of Pisa
* Eiffel Tower
* Neuschwanstein
* Great Firewall

## Fates

### Flame Tribe (Rinkah)

Rinkah's Flame Tribe is most suited for **Domination**, is good at **Science** and is reasonable at other routes.

Blessed with the unique mechanic of the Sacred Flame, the Flame Tribe has the potential to be a juggernaut in terms of Production and Faith output, but care must be taken to ensure that they can get to that point first. The Sacred Flame wonder, buildable at the start of the game, works off of levels of "intensity" ranging from 0 to 5 (or 7 if you've founded a religion and have it as your majority religion) and starting at a base of 1. Starting after the Classical Era, the Sacred Flame's intensity will decrease by 1 every era, and will lower by 1 every time you make peace, meaning that your intensity will inevitably fall to 0 unless you make efforts to keep it going. For starters, you'll earn a base +1 intensity for having a Pantheon, so don't hesitate in building Shrines ASAP and bolstering your religion from there. Being at war and having a Golden Age in your empire also increase intensity, and while these bonuses are temporary, they're relatively easy to achieve so be sure to keep them going as often as possible. Liberty makes for a decent starting tree for the Flame Tribe to keep up with Production and earn an early Golden Age, but Tradition is generally more useful for how the Sacred Flame's production scales with tall cities.

With your Sacred Flame slowly flickering, the Oni Savage can help you achieve your war-intensity goal early on, benefiting directly from your current intensity and being able to tank hits early on. While they may not be able to snag you a city by themselves, they make for great stalwart melee units when they're available.

Flaring Forges should be built as soon as possible given their tremendous synergy with your Sacred Flame. On top of your base production bonuses from the Sacred Flame, the bursts of Production earned from the Flaring Forge will ensure you never stay behind on your industry so long as you stay on top of raising your intensity.

Late in the game, your Sacred Flame's production will allow you to pursue a variety of victory options. Domination and Science are the two routes that benefit the most from your hearty Production, letting you pump out soldiers or spaceship parts respectively, while important Cultural wonders are made easier to grab with your increased Production. I've found Order to work the best with the Flame Tribe, letting you pile onto your industry and benefitting both Domination and Science routes. Freedom may prove to be useful with its powerful Golden Age bonuses, however.

Key Wonders:

* Stonehenge
* Statue of Zeus
* Oracle
* Chichen Itza
* Leaning Tower of Pisa
* Taj Mahal

### Nohr (Nyx)

Qrow's interpretation of this civ:

Nyx's Restored Nohr is best suited for CULTURAL and SCIENCE victories while domination might be a gamble, the rewards Nyx gains are much larger than other nations.

Given the ability to amass large numbers of great people very quickly, Nyx is very adaptable to virtually any civ V playstyle, giving her a bit of a creative edge towards other civs geared to one specific way to win. When spawning great people of certain brackets (Writers/Artists/Musicians) and (Engineers/Scientists/Merchants) Nyx will further progress the spawn time of the other respective great people of the assigned bracket. For example, the capital city spawns a great scientist, so all other cities under Nyx's control have reduced spawn times of Engineers and Merchants. Prophets and Generals are unaffected. The later the era and the more cities under Nyx's control, the stronger the benefits will become towards generating great people faster!

Nyx's unique unit, the Nohrian Sorcerer, she can bolster her defenses early on to keep away pesky warmongering civs or fight some pushy neighbors. Replacing the crossbowman, they require no special resources to produce meaning they are a perfect defensive pick or a very powerful unit to run down foes. This unit also generates golden age points and culture proportionate to the exact combat strength of the foes that it defeats in combat.

The unique building, The Nohrian Elaborate Library is a replacement to the normal library. This building contains a slot of writing as well as the normal benefits to the library. Filling this slot early on with easy access allows Nyx to make a culture foothold and allows her to push ahead quickly.

The key point for Nyx's Nohr is near the industrial era and onward. Her unique ability gains more power for each era that passes, making great people spawn rapidly throughout her land! The more great people to spawn, the better off you will be! spawning great artists rapidly to keep a constant golden age? spawning scientists to smash the scientific competition? the freedom is all in your hands to decide, this leader is a clean slate to play as or against!

Some wonders that might prove useful to pick up:

Great Library

Chichen Itza

Sistine Chapel

Leaning Tower of Pisa

Broadway

### Valla (Azura)

Azura is best suited to a **Domination** victory, although Azura's strong enough to try for any strategy in general.

Azura's synergy with a domination victory is pretty clear: Songstresses' ability to refresh unit movement and attack means Songstresses pretty much are far superior to the pretty broken Logistics promotion when Songstresses can be applied, and Azura's an insane amphibious assaulter for that same reason - whereas other artillery units would have to wait a turn to attack a city, Azura's artilleries supported by a Songstress could land then shoot, meaning Azura's ability to take coastal cities is downright brutal, not to mention that Azura's Songstresses make aircraft carrier fleets death from above.

On the other hand, Azura's not too bad with other victory types as well: Azura gains a burst of growth when picking a social policy which is greatly enhanced by the number of Great Works in each city, meaning Azura's pretty alright with a peaceful strategy as long as Azura's willing to invest the effort to get Great Works.

## **Fódlan** **(Three Houses)**

### Almyra (Claude)

Claude's Almyra is most suited for **diplomatic** victories.

The bulk of your success playing as the Schemer will come from playing around your fairly straight forward Unique Ability. Keep up good relations with as many civs as possible to earn a hearty amount of Golden Age points, and keep your eyes open for any actively disliked warmongers on the world stage. The more civs you have on your side as a common ally against a foe, the more delegates you'll earn, making the road to dominance in the World Congress all the more easier. If there are a few city-states within your range, don't be afraid to send a surplus of units to them to earn some relatively easy influence with them. Patronage is the natural second tree of choice for Almyra, and Liberty is actually a fine opener, allowing you to pump out more units for city-states and earn longer Golden Ages more frequently thanks to your Open Border agreements later on.

The Almyran Stable and Barbarossa both lean on the militaristic side, giving you a backup option if you find yourself needing to go to war in the early to mid game. The Almyran Stables also work quite nicely with your influence bonus, however, opening up an avenue for you to gift Mounted units at a decent pace to earn influence early on and secure a city-state in your sphere. Barbarossa's are potent offensive units, opening up the avenue for Almyra to try for domination, but they are best reserved for cooperative wars rather than trying to use them independently for domination as a whole.

With no direct bonuses to influence outside of gifting units to city-states, Freedom is a natural pick for Almyra, letting you double down on gifting units and reaping longer Golden Ages out of your surplus of Golden Age points. Autocracy is notable, however, if you've been actively involved in many joint wars and have built up a decent army as a result, letting you take advantage of ideological wars and Gunboat Diplomacy to earn more city-states in your sphere.

Key Wonders:

* Forbidden Palace
* Chichen Itza

### Almyra (Nader)

Nader's Almyra is most suited for **Domination** victories and is reasonable at **Science.**

With a strong incentive to take as many cities as possible during wars, Nader's Almyra makes for a natural domination civ. Almyra's power spike doesn't truly begin until the Medieval Era with the Bow Knight; if you're familiar with Arabia's Camel Archer, the Bow Knight functions virtually the same, letting you topple unprepared cities both safely and effectively. Similarly to the Camel Archer and other mounted ranged units, the Bow Knight cannot take cities; the extra horses provided from the Almyran Stable help to ensure you always have a few spare mounted units ready for such an honor. Until you're ready to begin your assault, play it low; Tradition is a decent option so as to reap the rewards of your Food and Culture gains later on, but Liberty is a bit more consistent in getting you set up for war and playing wide.

On that note, civs that play particularly wide will prove to easily be the best targets for you, especially if they lack any proper military or uniques when you unleash your assault of Bow Knights upon them. Don't accept peace until you've taken as many civs as your army and Happiness can stomach, then reap the rewards of your enemies Food and Culture. It's worth mentioning that your accumulated city-count "resets" after making peace, meaning that if you're at war with several civilizations, it doesn't matter who you make peace with, only how many cities you've captured until you make peace. It should also be known that you don't need to hold onto any cities after making peace to earn your Food and Culture, so if you find your Happiness being strained by all the cities you've accumulated, you're free to raze them at your leisure, or annex them for drastically reduced Unhappiness in the case of Capitals and city-states.

Of course, Bow Knights won't last forever, so after their glory days have come and gone, you'll need to rely on the riches of your Food and Culture to succeed later in the game. Should opportunities for war not present themselves, don't be afraid to fall back on your tall cities and surplus of Culture to build up a good base for yourself. Autocracy is an obvious pick to let you bounce back and carry on with your warring efforts, though Order is not a bad option if you wish to retain your holdings over the years and use your spoils of war to have a wide empire of tall cities that can potentially speed through needed policies to eventually make its way to a Science victory.

Key Wonders:

* Statue of Zeus
* Temple of Artemis
* Notre Dame
* Kremlin or Prora
* Neuschwanstein

## **Memes and Others**

### **Spring Time Japes 1, 2 and 3**

#### Fort Rigwald (Gheb)

We have an Exodia now. He can win by just not settling for the first few turns. Z-Tier indeed; this editor can’t imagine anyone wanting a multiplayer match where this is legal. And even if you take it slow, ~~Amelia~~ the Disposable Trainee scales with your *Unhappiness*. Sure, you *might* risk a revolt or two, and even bounce around the ideologies like a pinball, but who cares when your UU makes even XCOM look like a joke!

“Rating”: 12/10 would relive 2010 all over again

...although, you can just as easily run the Japes pack and aim for this new victory condition as anyone else