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 Guide to the Greeks 
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Joined: 26 Jun 2013, o 13:13
Posts: 1
Post Guide to the Greeks
This is a guide on the Greek civilization. Their strengths/weaknesses, roster, best leaders, etc. I mostly play in the huge world map where the Greeks can really take advantage of their powerful culture advantages as well as their amazing defensive roster. But however you play I think the Greeks are a very fun civ with many unique units to play with all the way through the age of gunpowder.


The Greeks are very well-suited for cultural and domination victories. They are very good at holding their ground, but are easily taken down in flat terrain by skirmishers and horse archers. Thus they are best-suited to very hilly maps. Their early ships are very strong at coastal defense as well making them extremely hard to dislodge if they get a nice hilly starting location. They are best-suited for Specialist economies and are probably the best civ in the game when it comes to generating Great People. They peak in the Classical period and the Early Renaissance.

They lack any form of Horse Archers and their archers are below average making them extremely vulnerable to light and fast armies. Their roster also lacks some of the offensive punch of some other warlike civs. It is essential to bring along light infantry promoted with land tactics and recon to cover these weaknesses by countering other light infantry, providing first strikes, spotting distant mounted units, and attacking units on flat land.


Alexander and Pericles
These two leaders best fit the Greek playstyle. Both have the Philosophical trait which meshes really well with the Greek UB, the Gymnasium. The Gym gives an additional +25% to GP production for a total +75% GP points combined with philosophical. This makes them both very strong using specialist economies. Both Aggressive and Creative mesh well with philosophical too. Alexander is for the warmonger aiming for a conquest win with the solid Greek roster, while Pericles is for a more peaceful game aiming for a culture win with a 50% discount on many culture buildings between both traits.

John Komnenos
John II's traits also fit in quite well to the Greek playstyle. Being philosophical isn't necessary for the Greeks to run a specialist economy, since we get half the bonus from the Gym already. Instead we get two other very powerful traits that allow John to flip from a peaceful civ into an aggressive one very fluidly. Both Traits give bonuses to combat and to the economy, especially when they are combined. Cheaper unit upgrades combined with a no-hassle civic switch into +xp bonuses is really nice.

The Rest
The rest of the leaders don't really interest me. I haven't played them and I don't think they bring anything interesting to the table. Protective doesn't work with the Greek roster, as it is more focused on melee and charge mounted, and there are better seafaring civs then the Greeks.


The Greek roster is very well-rounded and focuses on having a very strong, defensive infantry core. Many Greek units have a hill strength bonus, which can make them very difficult to dislodge from a good position. Many of the Greek Melee infantry also have a dual bonus vs. Charge Mounted and melee making them a natural counter to both these units, but with a weak early ranged roster they are especially vulnerable to ranged mounted and light infantry.

The Greeks have a strong early defense with Homoioi and peak in the late classical period. They taper off in the Medieval period as their medieval counterparts just aren't as exceptional as the classical predecessors. Interestingly, the Greeks re-emerge in the Early Renaissance with very powerful, cheap infantry and ranged mounted units, with good timing they can dominate this time period as well.

The Homoioi are a solid defensive unit that is available super early and stays useful through the medieval ages. The Homoioi specialize in hill combat and will beat nearly anything 1v1 on hills. They have bonuses vs. Elephants, Melee, Charge mounted, and even spearmen on top of gaining land tactics for free and getting a 25% hills strength bonus, which applies to both defense and offense. They are especially nasty with Guerilla promotions. Their biggest weakness is light infantry who have access to +melee and +hill attack bonuses, negating the Homoioi's advantages.

This is the Greek assault infantry. It has 75% attack bonus vs. archers and melee, making it a great city attacker, or a specialized anti-melee unit, but its very, very weak on defense thanks to its low base strength and reduced bonuses vs. mleee and archers on defense. The lose base strength of 4 makes this unit a bit too specialized to rely on, and I strictly use them for city attack in combination with hoplites and I normally finish off the shock line as well. They become a bit useless once longbows come out and their upgrade comes a bit late in the line vs. hoplites.

The Kleptht is a noteworthy Greek distinctive unit that replaces the irregular. Most infantry upgrade into this cheap version of the Arquebus, but the Greek Klepht is a whole other beast. He has a small 10% bonus vs. the Arquebus, giving him a slight upper hand in 1v1, but the real treat is their massive +50% hill strength bonus. This bonus works for attack as well as defense making the Klepht an amazing city attacker, so long as the city is parked on a hill. Since every infantry unit besides the crossbow upgrades into this, the entire dated infantry roster can suddenly be transformed into the kings of Guerilla combat very early into the renaissance.

14 Nov 2017, o 14:18

Joined: 4 Mar 2013, o 22:19
Posts: 30
Post Re: Guide to the Greeks
the greeks kind of really suck in all the premade maps in my experience. They have crappy starting land which has no livestock, so they cant get good production/growth early on and then they also start in the middle of everyone meaning many civs will want to attack you

22 Apr 2018, o 09:28

Joined: 12 Nov 2018, o 05:55
Posts: 1
Post Re: Guide to the Greeks
pretty useful guide. Thanks for sharing mate.

12 Nov 2018, o 06:03
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