Sid Meier's Civilization VI

Sid Meier's Civilization VI

38 ratings
Zigzagzigal's Guides - Egypt (R&F)
By Zigzagzigal
Egypt's demanding start can eventually lead to great cultural and religious power. Here, I detail Egyptian strategies and counter-strategies.
   
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Legacy Guide
If you have the Gathering Storm expansion, click here for the updated guide.

This guide is no longer updated, but will remain for the sake of those without the Gathering Storm expansion.
Introduction
Note: This guide requires the Rise and Fall expansion.

Content from DLC packs (Poland, Vikings, Australia, Persia/Macedon, Nubia, Khmer/Indonesia) is marked as such.

The time shall come when tradition shall fail us. When even the greatest monuments no longer inspire, when the river no longer protects us, when the line of Pharaohs falls. And when we are left with nothing but our wits. But we shall remain strong, ready to resist the empires that rise and fall with every passing age, for they are but a blink of the eye against the eternity of Egypt.

How to use this guide

This guide is divided into multiple sections explaining how best to use and play against this specific civ.
  • The Outline details the mechanics of how the civilization's unique features work and what their start bias is (assuming they have one at all).
  • The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) are inclined towards particular victory routes. This is not a rating of its power, but rather a general indicator of the most appropriate route to victory.
  • Multiple sections for Uniques explain in detail how to use each special bonus of the civilization.
  • Administration describes some of the most synergistic governments, government buildings, policy cards, age bonuses, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Only the ones with the most synergy with the civ's uniques are mentioned - these should be given more consideration than they would be for other civs but are not necessarily the "best" choices when playing as the civ for a given victory route.
  • Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer.

Note that all costs (production, science, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds:
  • Online: Divide by 2
  • Quick: Divide by 1.5
  • Epic: Multiply by 1.5
  • Marathon: Multiply by 3

Glossary

Terminology used in this guide and not in-game is explained here.

AoE (Area of Effect) - Describes bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories and Stadiums (which by default offer production and happiness respectively to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.

Beelining - The strategy of obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that deviation (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost.

CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders. Unlike unique units, buildings, districts and improvements, civ abilites do not have to be built.

Compact empires - Civs with cities close together. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, maximise the number of copies of the same district in the same area, or to maximise the potential of area-of-effect bonuses later in the game.

Dispersed empires - Civs with cities that are spread out. This is useful if you want to ensure cities have plenty of room for both districts and tile improvements. Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction.

GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory.

LA (Leader Ability) - The unique ability of a specific leader, which like civ abilities do not have to be built. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit on top of the standard one every civ has.

Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. An example is building Slingers and upgrading them once Archery is unlocked.

Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location.

Complete information on start biases within the game can be found in the Civilizations.xml file (find the Civ 6 folder in Steam's program files, then go through the Base, Assets, Gameplay and Data folders to find the file). DLC and Expansion civs have a similarly-named file in their corresponding folders. If a civilization is not listed as having a start bias there, it does not have one, even if you feel like you keep spawning in the same terrain when playing as that civ.

Super-uniques - Unique units that do not replace any others, and are hence particularly unique. Examples include India's Varu and Mongolia's Keshigs.

Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities.

Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements.

UA (Unique Ability) - A collective name for leader abilities and civ abilities.

UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top.

UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district and offers some unique advantages on top. In some cases, there may be minor disadvantages as well, but these are always outweighed by the positive features. All unique districts cost half as much to construct relative to the regular districts they replace.

UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. Unlike unique buildings or districts, these do not replace a regular improvement. Some require a technology to unlock, and many have their yields improved with later technologies. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure".

UU (Unique Unit) - A special unit that may only be built by a single civilization, and in some cases only when that civilization is led by a specific leader. These usually replace an existing unit and offer extra advantages (and occasionally minor disadvantages as well in exchange for bigger advantages).

Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities.
Outline
Start Bias



Egypt has a tier 3 start bias for floodplains and a tier 5 start bias for rivers. Note that floodplains can only appear adjacent to a river, so together these two start biases make a river start extremely likely. This helps you make use of Egypt's unique ability. If you end up with a floodplains start, you can often use the Desert Folklore pantheon very effectively due to floodplains being a variant of desert.

Civilization Ability: Iteru

  • May construct districts and wonders on floodplains tiles assuming the floodplain is the only feature preventing construction
  • All districts and wonders construct 15% faster if positioned adjacent to a river

Cleopatra's Leader Ability: Mediterranean's Bride


  • International trade routes from Egypt to another civ or city-state provide +4 gold each.
  • International trade routes from another civ or city-state to Egypt provide +2 gold for Egypt and +2 food for them.
  • Alliances gain an extra +0.25 alliance points per turn for having at least one trade route sent to the other civ.
  • Alliances gain an extra +0.25 alliance points per turn for having at least one trade route incoming from the other civ.

Unique Unit: Maryannu Chariot Archer


An ancient-era ranged land unit which replaces the Heavy Chariot

Research
Obsoletion
Upgrades from
Upgrades to
Cost
Maintenance
Resource needed

Wheel
Technology
Ancient era

Machinery
Technology
Medieval era
None

Crossbowman
(100 Gold)
120 Production
or
480 Gold
or
240 Faith*
2 Gold
None
*Purchasing units with faith requires the Grand Master's Chapel government building, which requires either the medieval-era Divine Right or renaissance-era Exploration civics.

Strength
Ranged Strength
Moves
Range
Sight
Negative Attributes
Positive Attributes
25 Melee Strength
35 Ranged Strength
2 Movement Points
2 Attack Range
2
  • Unable to capture cities
  • -17 Strength vs. city defences
  • Does not exert zone of control
  • +2 Movement Points if starting a turn on open terrain

Negative changes
  • 25 melee strength, down from 28
  • Costs 120 production, 480 gold or 240 faith, up from 65, 260 or 130 respectively (+85%)
  • 2 gold per turn maintenance cost, up from 1
  • Unable to capture cities
  • -17 strength vs. city defences
  • Does not exert zone of control

Variable changes
  • Classified as ranged rather than heavy cavalry, providing a different set of promotions and changing which default bonuses/penalties apply to it.
    • Note: Unlike Scythia's Saka Horse Archers, Maryannu Chariot Archers do not have a vulnerability to anti-cavalry units.
  • Upgrades to Crossbowmen instead of Knights (100 gold cost instead of 180)
  • Obsoletes at Machinery instead of Stirrups (both medieval-era technologies)

Positive changes
  • Has a ranged attack (35 strength, 2 range)
  • No vulnerability to anti-cavalry units (e.g. Spearmen)
  • +2 movement if starting on flat terrain rather than +1

Unique Improvement: Sphinx



Research
Terrain requirement
Constructed by
Pillage yield

Craftsmanship
Civic
Ancient era
Any owned land tile with either no features or floodplains. Must not be adjacent to another Sphinx.

Builder
25 Faith

Defensive bonus
Direct yield
Adjacency yields
Miscellanious bonus
Maximum possible yield
None
1 Culture
1 Faith
2 Faith if adjacent to at least one wonder*
1 appeal to adjacent tiles
3 Faith
1 Culture
*The wonder's owner does not matter.

Enhancements

Research
Direct bonus
Adjacency bonus
Miscellaneous bonus
New maximum yield*

Natural History
Civic
Industrial era
1 Culture
None
None
3 Faith
2 Culture

Flight
Technology
Modern Era
None
None
Culture yield added to tourism
3 Faith
2 Culture
2 Tourism
*This assumes you already have the enhancements of earlier eras.
Victory Skew
In this section, the civ is subjectively graded based on how much it leans towards a specific victory type - not how powerful it is. Scores of 3 or more mean the civ has at least a minor advantage towards the victory route.

Leader

Culture

Domination

Religion

Science
Cleopatra
9/10
(Ideal)
7/10
(Good)
8/10
(Good)
5/10
(Decent)

Egypt is very strong at cultural victories, but the reliance on wonder construction can be a limiting factor. The Sphinx UI adds an alternative source of tourism both directly via its culture yield (which is added to tourism with Flight), and indirectly by the bonus to tile appeal and faith yield helping you to generate good National Parks.

Domination can be a possible path via the powerful Maryannu Chariot Archer. Building them is expensive, and they have a major penalty against cities, but they can nonetheless dish out massive amounts of damage with a high level of mobility.

Religion is a powerful option; in addition to the high potential Sphinx faith yield, Egypt's bonus to district construction may aid in constructing Holy Sites, and the bonus to wonder construction aids with wonders such as Mont St. Michel and well as making the most faith out of the Divine Inspiration belief. Trade is a possible way to spread your religion, and Cleopatra's bonuses mean you'll have plenty of incoming trade routes to help you with that. If you can secure Stonehenge, Egypt's early-game religious potential rivals Russia.

Finally, science is an alright route to take owing to cheaper Campuses and Spaceports as well as the edge to picking up some scientific wonders. It should be considered as a backup route if culture and religion do not work.
Civilization Ability: Iteru


Settling adjacent to rivers is important for any civ to ensure your cities have as much housing as possible, but for Egypt river tiles become even more valuable. Districts become cheaper to build, saving you a considerable amount of production over the course of the game. On top of this, most wonders in the game can be built faster on riverside tiles.

There's two big challenges here:
  • There's only so many riverside tiles available, and in the case of floodplains, you'll often want farms there - limiting the number of tiles further
  • It can be difficult at times to account for both adjacency bonuses/requirements and riverside placement.

The second of these applies on a case-by-case basis, so let's for now consider the availability of riverside tiles. Here's a few strategies you can attempt to maximise the number:
  • Look for confluences or branching rivers. If multiple rivers meet, you can end up with a lot of valid tiles.
  • Favour settling inland rather than directly on the coast, so more river tiles are in range. You can't get bonuses to Harbour construction and coastal wonders, after all.
  • Consider settling a city a tile away from a river if it means getting a second river within three tiles. You shouldn't try this until you're able to quickly build Aqueducts.
  • Look for lakes and oases. They can provide the fresh water your cities need without your city using up a riverside tile you could be building a district or wonder on.
  • Don't use riverside tiles for cheap uncompetitive wonders. That way, you can free up more tiles for more important ones.

Starting Out

There's four main ways to start as Egypt:

  • Low risk/reward: Expand fairly quickly and make sure you can secure a Campus district early on. Don't worry about wonders or Holy Sites (assuming a religion is still available) until you've had a bit of time to develop your empire.
  • Intermediate risk/reward: Again, resist the temptation of very early wonders and instead try to pick up some early Holy Sites so you can secure a religion. You may need to delay wonder-building for quite some time so you can ensure you have Campus districts and other important infrastructure ready.
  • High risk/reward: Attempt an early rush against an opponent using Maryannu Chariot Archers and Warriors. This will be covered in the section for the UU.
  • Very high risk/reward: Attempt to rush the Stonehenge wonder. This requires you to have flat land adjacent to stone, and for you to be able to pick up the Astrology and Mining technologies reasonably quickly. Mining isn't a requirement for the wonder, but it allows you to use Builders to improve the stone tile(s) and chop down woods to help speed up production. Once the wonder is built, construct Sphinxes adjacent to it for a huge amount of faith, expand your empire and construct plenty of Holy Sites. From there, you can rapidly spread your religion.

Beyond the Start

No matter how you begin, it's important to remember that you shouldn't go overboard with wonder construction over the course of the game. Favour wonders with more relevant bonuses and if possible, spread the burden of their construction out among your cities.

Look for bonuses to wonder construction to stack with your 15% bonus. Here are them all:

  • (Pantheon) Monument to the Gods: +15% production boost to ancient and classical-era wonders. Great if you're rushing Stonehenge, but the loss of Divine Spark may make it harder to found a religion otherwise.
  • (Government) Autocracy: +10% bonus to wonder construction. This sounds good, but remember that half of Autocracy's four policy card slots are military ones. That means if you take Corvée, you're left with just one slot for any additional economic policies compared to the two you'd have with the Classical Republic government. That being said, you can mix wonder construction with Maryannu Chariot Archer conquests using this government.
  • (Policy Card) Corvée: +15% production boost to ancient and classical-era wonders. This, along with the other policy card bonuses, is the easiest to pick up giving you a reliable 30% production boost for wonders next to a river.
  • (Policy Card) Gothic Architecture: +15% production boost to medieval and renaissance-era wonders.
  • (Policy Card) Skyscrapers: +15% production boost to industrial-era and later wonders.
  • (Golden Age Dedication) Heartbeat of Steam: +10% production boost to industrial-era and later wonders.
  • (City-State) Any Industrial City-State: +2 production in the capital for wonders, buildings and districts with at least one envoy, +2 for any Workshop with at least three envoys, and +2 for any Factory with at least six.
  • (City-State) Brussels: +15% production bonus to all wonders if you are suzerain, on top of the industrial city-state bonuses. Usually not a hard bonus to maintain if you carefully focus your envoys on the city, but make sure you're not neglecting the envoy bonuses for other industrial city-states.

Monument of the Gods, Autocracy, Corvée and Egypt's ability together makes a 55% bonus early in the game. That sounds great, but remember that actually reaching the wonder's technology/civic is a major part of a wonder race - consider whether you really need more wonder construction bonuses or something to help with city growth/science would be better instead.

You'll also want to chop woods and rainforests to help you grab some of the more competitive wonders. Governor Magnus (the Steward) present in a city will provide a 50% boost to chopping production, which on top of all the other wonder construction bonuses will get them up in no time.

If you're going for a religious victory, try to go for wonders like the Mahabodhi Temple and Hagia Sophia. Try to position them apart from each other where possible to maximise the potential Sphinx faith yield. Also try to grab the Divine Inspiration belief for lots of extra faith from every wonder.

If you're after a cultural victory, wonders like the Oracle and Terracotta Army will be helpful if they are still available. Any early wonders that haven't been picked up will still be worthwhile, as earlier wonders generate more tourism later in the game (wonders generate +2 tourism per turn, and +1 per era beyond the wonder's era). You don't need to worry about optimum positioning of Sphinxes; in fact, it can be worth waiting until the modern era (where the Flight technology makes them provide tourism and National Parks provide a means of converting faith into tourism).

In addition to the main benefits of wonders and the bonus faith adjacent Sphinxes will be offering, constructing wonders is also a great source of era score, which can help you secure lots of Golden Ages. Head to the Administration section of this guide for more details on which Golden Age bonuses are most useful for Egypt.

Conclusion

Egypt's civ ability is certainly the core of the civ and the unique you should be mainly building strategies around, but you have to remember not to be carried away with wonder construction. Expansion is still important - more cities means more faith, GWAM points and more spots for building wonders. Use your river-adjacent tiles carefully and don't just thoughtlessly fill them with districts (adjacency bonuses are important after all) and wonders.
Cleopatra's Leader Ability: Mediterranean's Bride (Part 1/3)


Cleopatra's leader ability is an odd one, offering notable benefits for other civs as well as yourself. Still, it encourages other civs to work with you rather than invading, which can save you quite a lot of trouble throughout the game. Later on, it could mean a lot of powerful alliances at a time where most civs can only manage one at the most.

+4 gold for external trading

Cleopatra's external trading gains a lot of extra gold, which can more than double external trade route yields early on. However, external trade means you won't be getting the food and production you would be getting from trading internally. Less production weakens your ability to build districts and wonders, thus weakening Egypt's civ ability. That's a tricky balance to get right, so consider carefully if the yields on offer for international trade are actually better than what you can get internally.

A strong gold yield can be great for early development; you can buy tiles, Builders and buildings to help develop your cities faster. Alternatively, if you're going for an early rush with Maryannu Chariot Archers, trading with a city-state can be a good way to cover maintenance costs.

For religious players, external trade can be a helpful way to spread your religion, though be aware that the destination city will produce a small amount of pressure in your origin city. Stacking multiple trade routes so they all go towards the same city can help you convert it without you needing to commit Missionaries or Apostles.

Once you have the renaissance-era Diplomatic Service civic, you can pick up the Wisselbanken diplomatic policy card for +2 production and food from international trade routes, as well as a bonus to alliance point gain. The modern-era Suffrage civic upgrades this to Arsenal of Democracy, offering a +4 boost - meaning you don't really need to bother with internal trade any more.

Once you enter the modern era and receive the strong tourism boosts of the Flight technology, National Parks and Seaside Resorts, external trade becomes especially useful for cultural-oriented players. Trading with a civ gives you a 25% tourism bonus against them, and the information-era Ecommerce policy card makes external trade even stronger still. A little late-game cash boost can be helpful for patronage of late-arriving Great People - some of which offer huge tourism bonuses.
Cleopatra's Leader Ability: Mediterranean's Bride (Part 2/3)
2 food for other civs sending routes to you, and 2 gold for you


Even the city-states are providing me with cash!

This is a curious feature of Cleopatra's leader ability which strongly incentivises other civs to trade with you while offering you rewards. Normally, internal trading is the best option for food, but your presence in the game offers an alternative for other civs. If more civs are trading with you, it gives you diplomatic leverage over them; if they declare war, they'll lose their trade routes and the food/gold/other yields with it.

Furthermore, while other civs trading with you unfortunately won't activate the 25% tourism bonus against them, they will provide you with 2 gold for every route they send. To maximise the potential of this bonus, you'll need to make your own cities lucrative destinations for trade routes. The best way of doing this is to ensure your cities have as many districts as possible, which in turn requires your cities to be fairly large. Egypt's advantage to district and wonder construction encourages you to build large cities anyway, so this shouldn't be too hard to achieve.

Here's a table showing you how districts present in a city affect trade route yields:

District
Internal trade
External trade

City Centre
1 Food
1 Production
3 Gold

Campus
1 Food
1 Science

Commercial Hub
1 Food
3 Gold

Encampment
1 Production
1 Production

Entertainment Complex
1 Food
1 Food

Government Plaza
1 Food
1 Production
3 Gold

Harbour
1 Production
3 Gold

Holy Site
1 Food
1 Faith

Industrial Zone
1 Production
1 Production

Theatre Square
1 Food
1 Culture

Water Park
1 Food
1 Food
Note: Other districts do not affect trade route yields - even Aerodromes, which count towards the district cap.

Not all yields are equal. Civs that aren't after religious victories generally consider faith as one of the least useful yields, for example. If you're after a cultural rather than religious victory, consider leaning on Sphinxes as your main faith output rather than Holy Sites for this reason.

One consequence of having more incoming trade routes than a typical civ is that you may end up with a lot of roads leading into your lands early on. That can make it easier to launch a Maryannu Chariot Archer rush against other civs, but equally it could make it easier for the other civ to launch an attack against you!

Furthermore, incoming trade routes will provide more pressure in your own lands for the religions of the civs sending you them. While this sounds like a problem, it's easier to clean a rival religion out of your own lands than it is to clean it out of the lands of a third party. As such, it's better for a rival religious civ to send their trade routes to you than a different civ with no religion at all.

Later on, you can make good use of Governor Reyna (the Financier) to gain extra gold from incoming trade routes. Position her in a city that a lot of other Traders need to pass through to get to your key cities, and enjoy a reasonable bump in gold output.

Finally, a stronger incentive for other civs to trade with you makes it very easy to maximise your alliance point gain, something explained in more detail in the following sub-section.
Cleopatra's Leader Ability: Mediterranean's Bride (Part 3/3)
Bonus alliance points from trade


The "other sources" refers to the bonus from the Wisselbanken diplomatic policy card.

When the age of the Maryannu Chariot Archer comes to an end, it's time to settle down and search for friends. With the medieval-era Civil Service civic, you can make alliances with other civs, which initially provides useful bonuses when trading with them. Eventually, you can upgrade alliances to level 2 and level 3, providing additional benefits - some of which are quite considerable!

To get alliances to level 2 and 3, you need a total of 80 and 240 alliance points with your ally respectively. You gain alliance points by the following means:
  • 1 per turn you're allied to the civ
  • +0.25 per turn for having at least one trade route with them - Cleopatra raises this to +0.5
  • +0.25 per turn if they have at least one trade route with you - Cleopatra raises this to +0.5
  • +0.25 per turn if you have the Wisselbanken or Arsenal of Democracy policy cards (both diplomatic, requires the renaissance-era Diplomatic Service and modern-era Suffrage civics respectively)
  • +0.25 per turn if they have the Wisselbanken or Arsenal of Democracy policy cards
  • +0.5 per turn if you're allied to Gilgamesh of Sumeria and you're both at war with the same foe.

The first four can be fairly reliably achieved with Cleopatra for a total of +2.25 points per turn once you have Diplomatic Service. This allows you to get a level two alliance in roughly 36 turns rather than the 46 needed for most civs' alliances, and a level three alliance in roughly 107 turns rather than 137, starting at a new level one alliance.

If you can reliably get your ally to use Wisselbanken or Arsenal of Diplomacy, then a level two alliance is achievable in 32 turns (rather than 40), and a level three alliance in 96 (rather than 120).

There is a catch, however. Even with these bonuses, a hundred turns is a very long length of time, and by the time you're nearing a level three alliance, other civs may decide they don't want you to benefit from those bonuses considering it may be nearing the end of the game. Furthermore, all level three alliance bonuses except the one for military alliances grants some of your existing advantages to the other civ, meaning this bonus can backfire if you use the wrong type of alliances (e.g. a level three cultural alliance with a powerful cultural civ might just hand them a faster victory).

Summary

  • Just because you have a bonus to external trade doesn't mean internal trade isn't useful; compare them.
  • Make sure you have plenty of districts constructed to maximise the amount of incoming trade routes and therefore gold you receive.
  • Ensure your alliances benefit you more than the other civ, but are still useful enough for them to encourage preserving them.
Unique Unit: Maryannu Chariot Archer


Boasting a ranged strength of 35 with a range of 2 and excellent mobility, the Maryannu Chariot Archer is arguably the most powerful military unit of the ancient era. But there's a catch - at 120 production a time, it's twice as expensive as an Archer! Chopping woods can help you set up your force sooner, but it still remains a particularly expensive UU to develop.

As such, despite the unit's power and versatility, an early rush isn't always the best route to go down. Consider your starting position - if you lack good nearby targets (e.g. they're far away, they've got strong early armies or there's lots of rough defensive terrain near their cities) you may want to take a different approach where you can instead think of Maryannu Chariot Archers as an all-purpose defensive unit to be built in small numbers once you have some initial infrastructure off the ground. They can swiftly deal with marauding Barbarians, and with the right promotions, they can even see off medieval-era threats from other civs.

Remember that like regular Heavy Chariots, Maryannu Chariot Archers receive bonus movement if they start on open land (no woods, rainforests or hills). For this reason, you should always try to make sure they end their turn on open land. When you're not at war and there aren't Barbarians incoming, position them on open land close to your cities (or on the city tile) so they can move in any direction to repel threats.

Using Maryannu Chariot Archers offensively

Maryannu Chariot Archers are almost as strong offensively as a Swordsman, with double the movement speed in open land, a ranged attack for even greater mobility and with the very helpful advantage of not taking damage when it deals some. Even with the -17 strength penalty against cities, they still have 18 strength against them which is nearly as good as Warriors can manage. If you want to rush an opponent with them, bring along some Warriors or Horsemen so you can get the last hit on a city and capture it.

Maryannu Chariot Archers can retreat and fire in a way that makes it impossible for melee units to be able to catch up, so long as there's river tiles or rough terrain available. That's very helpful for avoiding damage. To do so from starting adjacent to a melee unit, retreat a tile into a hill, woods or rainforest and then fire on the opponent.

You can also use Maryannu Chariot Archers to pillage enemy tiles. Their high mobility, reasonable defence and ranged attack makes them great at this job. Remember that pillaging farms heals the unit, allowing you to cause havoc for quite a while.

Obsoletion

Maryannu Chariot Archers obsolete when Crossbowmen become available, but their high mobility and strength mean they can handle even some medieval-era threats. For that reason, you might want to hold off researching Machinery for a while unless you have access to a Great General for additional strength and mobility. Once you start facing large quantities of Knights or stronger units, you should probably think about upgrading them.
Unique Improvement: Sphinx


Having wonders around is nice enough, but Sphinxes make the rewards even greater. Even early in the game, you can end up with a yield of 3 faith and 1 culture, and late in the game, its appeal bonus can be useful for making strong Neighbourhoods, Seaside Resorts and possibly even National Parks (though the placement of the latter may be tricky).

How exactly you use the improvement depends on the victory path you're going for.

For Religious Players

Sphinxes for religious players will be mainly useful for their high early faith output. If you can manage to rush Stonehenge and surround it with Sphinxes, you'll have a faith output of 11 per turn (assuming you can dedicate three citizens to the Sphinx tiles). Add a Holy Site and Shrine so you can start buying Missionaries, and you'll be producing 11 faith at the very least, in just one city! This allows you to spread your faith long before other civs are really prepared to deal with it, and can secure you an early religious victory on smaller maps.

Now, for those of us who aren't risking a highly-competitive wonder, consider carefully how you use Sphinxes. A Sphinx that isn't next to a wonder generally isn't worth working unless you're really desperate for culture and/or faith. Even Sphinxes next to wonders can be poor choices earlier on if it means holding off on expansion (more cities means more faith later after all). Still, you shouldn't hold off for too long - the longer you wait to maximise your faith output and start really spreading your religion, the more cities you'll need to convert and the harder existing ones will be to flip.

You can make early Sphinxes more useful via the the Earth Goddess pantheon, which adds +1 faith for tiles of charming appeal or higher (2 or more, in other words). Rather than working the Sphinxes themselves, position them next to tiles you're likely to work which aren't quite at charming appeal.

Constructing more wonders will allow you to get more out of Sphinxes, especially if you build those wonders spaced apart. Get the Divine Inspiration belief in your religion and you'll have an even stronger faith output without needing to dedicate more citizens.

Eventually, it will be time to go all-out on faith generation. Ensure you have lots of Holy Site buildings and work as many Sphinxes as possible. Falling behind a little in city growth and science won't matter if you're about to win the game.

For Cultural Players

Sphinxes are a great source of faith if you can't secure a religion, and allows you to make use of quite a few faith-based mechanics without needing to use up district capacity on Holy Sites.

A good relatively early use of faith is via the Monumentality Golden Age dedication bonus, which allows you to buy civilian units like Settlers, Builders and Traders with faith, and gives a 30% discount to purchasing Settlers and Builders. With the medieval-era Serfdom policy card (available at Feudalism), Governor Liang (the Surveyor) present in the city and possibly ownership of the Pyramids wonder somewhere in your empire, you can generate some extremely cost-effective Builders.

Into the industrial era, however, Sphinxes start becoming useful for other reasons. Sphinxes provide +1 appeal to adjacent tiles, making them handy for boosting the housing you receive from Neighbourhoods even when they're not worked. Planted forests have a similar effect (you can plant forests with the modern-era Conservation civic), but you can't plant forest on desert tiles unlike Sphinxes. City Parks provide more appeal, but they require Liang (the Surveyor) to have the Parks and Recreation promotion, and their direct yields when worked aren't as good. Nonetheless, City Parks can still complement Sphinxes effectively, particularly when positioned outside a city's working area.

The modern-era Flight technology combined with the modern-era Conservation civic makes Sphinxes particularly useful to work. Flight makes them produce tourism, while Conservation lets you spend faith to buy Naturalists, which in turn can create National Parks for more tourism (as well as amenities).

Miscellaneous Tricks

Sphinxes can be used to aid border expansion in new cities that do not have a Monument yet. Building one near a new city and working it for a few turns can be a reasonable way to accumulate some tiles without spending gold. Just make sure that the city has a good supply of food from elsewhere to make up for dedicating a citizen to that role.

Because Sphinxes can be constructed on flat desert tiles, they work very well in a city with the Petra wonder. A Sphinx on flat desert land adjacent to a wonder (such as Petra itself) will be worth 3 faith, 2 food, 2 gold, 1 production and 1 culture!


There were just enough woods in the area that I could chop them down and quickly secure Petra after settling the city, giving me among other things this wonderfully strong tile.

Conclusion

Sphinxes can be used for a considerable amount of faith or to enhance tourism yields, but like all unique improvements that offer neither food, housing or production, you need to be careful not to work them too extensively at the cost of your cities' development. Religious players can usually start working Sphinxes in large numbers much sooner than cultural players, but all Egyptian players should be able to get something good out of this tile improvement.
Administration - Government and Policy Cards
Note that the Administration sections strictly cover the options that have particularly good synergy with the civ's uniques. These are not necessarily the best choices, but rather options you should consider more than usual if playing this civ relative to others.

Government

Tier One

Autocracy is a reasonable first choice - the two military policy card slots can be used for both Agoge and Conscription to make Maryannu Chariot Archers both cheaper to train and maintain, the 10% wonder construction bonus goes well with Egypt's 15% bonus, and the bonus yields for the capital and Government Complex buildings can help make a stronger city more ready to build wonders. If you want to focus on peaceful development early on, Classical Republic is a good choice as well.

To help grow your cities and hence prepare them for building wonders, the Audience Chamber is an ideal building.

Tier Two

Religious players should obviously go for Theocracy. At this point, it's a good idea to go all-out on faith output - work as many Sphinxes adjacent to wonders as you can, and fill your existing Holy Sites. Cultural players will find a lot to like from Merchant Republic's bonus to district construction (stacking with Egypt's own) and array of economic policy cards.

The Intelligence Agency is probably the most reliable choice of tier two government building, simply because the other options aren't as consistently useful (the Foreign Ministry varies tremendously in impact, while the Grand Master's Chapel uses up faith you'll want for other purposes).

Tier Three

Both Communism and Democracy are good; Communism offers a bit more production to key cities, but Democracy offers a better array of policy cards. Either way, they can help you with building late wonders.

Cultural players should probably go with the National History Museum for its very useful Great Work slots, but religious players have a choice. You can convert Cleopatra's gold to Builders and then into faith via the Royal Society and the Holy Site Prayers project, or use the War Department to help keep religious units healed after theological combat.

Policy Cards

Ancient Era

Agoge (Military, requires Craftsmanship) - Yes, it's Agoge and not Manoeuvre you want for Maryannu Chariot Archers. This won't make them cheap as such, but will make them a fair bit more affordable. It also makes chopping down woods and rainforest provide more production when working towards them.

Caravansaries (Economic, requires Foreign Trade) - Need even more money from trade? This may be helpful. Strong early money allows you to purchase key buildings or units and save production for other purposes.

Corvée (Economic, requires State Workforce) - A 15% production bonus to ancient and classical-era wonders, stacking with Egypt's civ ability for a 30% bonus.

Conscription (Military, requires State Workforce) - If you're engaging in an Maryannu Chariot rush, this makes a good second military card once you reach Political Philosophy's governments.

Ilkum (Economic, requires Craftsmanship) - Keeping some Builders around will be of great use when you're building wonders - they can chop down trees for a quick production boost. That's especially important if you're trying to rush Stonehenge. Additionally, faster Builder production is great in general for improving the lands around your cities, promoting city growth and hence the ability to construct wonders.

Classical Era

Insulae (Economic, requires Games and Recreation) - Of great help when you're trying to grow your cities to prepare for more wonder construction.

Medieval Era

Gothic Architecture (Economic, requires Divine Right) - Another +15% wonder production boost, this time for the medieval and renaissance eras.

Medina Quarter (Economic, requires Medieval Faires) - An improved version of Insulae.

Trade Federation (Economic, requires Mercenaries) - International trade becomes even more lucrative with this bonus to culture and science. Although the overall boost to yield may be relatively small, it's a fairly easy bonus to make use of.

Renaissance Era

Triangular Trade (Economic, requires Mercantilism) - Double the effect of Caravansaries plus some faith on top.

Wisselbanken (Diplomatic, requires Diplomatic Service) - Gain an extra +0.25 alliance points per turn with allies, and more importantly get significantly better trade yields from trading with them. At this point, you shouldn't have much need for internal trading.

Industrial Era

Skyscrapers (Economic, requires Civil Engineering) - The final of the three +15% wonder construction bonus economic policy cards, this time for industrial-era and later wonders.

Modern Era

Arsenal of Democracy (Diplomatic, requires Suffrage) - Offers the same +0.25 alliance points per turn with allies that Wisselbanken offers, and doubles its trade bonuses.

Market Economy (Economic, requires Capitalism) - A good boost to international trading.

New Deal (Economic, requires Suffrage) - Cleopatra's trade bonuses can provide quite a healthy income. Meanwhile, your cities might be struggling a bit to grow further thanks to limited space for Neighbourhoods or limited amenities. Spend your excess gold on this policy card and you'll be rewarded with strong cities that shall be able to finish off the remaining late-arriving wonders. That being said, if your housing situation is fine and you have plenty of National Parks for the amenities, you might not need this.

Information Era

Ecommerce (Economic, requires Globalisation) - Makes trading considerably more effective.

Online Communities (Economic, requires Social Media) - A crucial bonus to tourism with all civs you have a trade route with.
Administration - Ages
Age Bonuses

Only bonuses with notable synergy with the civ's uniques are covered here.

Exodus of the Evangelists (Dedication, Classical to Renaissance eras) - If you can secure Stonehenge, you can end up with a particularly strong early religion. This dedication helps you generate huge amounts of era score from it.

Monumentality (Dedication, Classical to Renaissance eras) - Egypt's bonus to district construction makes it a little easier to get era score out of this dedication.

Exodus of the Evangelists (Golden Age, Classical to Renaissance eras) - A must-have dedication if you succeed with the risky Stonehenge strategy. The faster, more cost-effective religious units on offer can spread your religion far and wide before anyone's prepared to deal with it.

Monumentality (Golden Age, Classical to Renaissance eras) - A powerful Golden Age bonus, particularly if you don't manage to found a religion. Sphinx faith can be converted into Settlers and Builders, meaning Egypt's early development becomes a lot easier.

Pen, Brush and Voice (Golden Age, Classical to Medieval eras) - Though you'll probably want Monumentality or Exodus of the Evangelists over this, this is still good for medieval-era Heroic Ages. This bonus makes a lot of districts provide a lot of culture. Cleopatra's leader ability encourages you to have more districts in your cities to attract international trade, while you also have a bonus to district construction via the Egyptian civ ability.

Reform the Coinage (Dedication, Renaissance to Modern eras) - A good source of era score if you have a lot of trade routes.

Reform the Coinage (Golden Age, Renaissance to Modern eras) - In conjunction with Cleopatra's leader ability, this is a powerful source of gold.

Robber Barons (Dark Age, Industrial to Information eras) - If you can make a few National Parks with your Sphinx faith, or use amenity-granting religious bonuses, you can probably handle the amenity loss. The production boost will be great for wonder building, while the gold complements Cleopatra's gold bonuses.

Heartbeat of Steam (Golden Age, Industrial to Modern eras) - Provides a 10% bonus to wonder production in the industrial era or later, and also makes Campuses add production.

Wish You Were Here (Golden Age, Modern to Information eras) - In the latter eras of the game, this will be a culture-oriented Egypt's best choice. Double National Park tourism makes your Sphinx faith go even further, and bonus tourism from world wonders rewards you for something you'll have worked on already.
Administration - Religion and City-States
Pantheons

Keep in mind that while Divine Spark might not strictly synergise with Egyptian uniques and hence isn't listed here, it's nonetheless a reliable way to boost your chances of founding a religion and may often be a better choice than the others here.

Desert Folklore - Egypt's floodplains starting bias makes it fairly likely you'll start near plenty of desert tiles. A well-positioned Holy Site can generate a huge amount of faith from this pantheon.

Earth Goddess - Sphinxes and wonders generate appeal; with this pantheon you can get a lot of extra faith out of that.

Lady of the Reeds and Marshes - While Desert Folklore can be amazing for religious players, Lady of the Reeds and Marshes is great for those wonder-building cultural players among us. Floodplain tiles already are worth 3 food each, or 4 with a farm, making them typically the first targets for your cities to work. Add on production on top, and your cities will suddenly get a fair bit more productive - all the better to build wonders with.

Monument to the Gods - Seems like an obvious choice, but unlike most pantheons it will eventually obsolete. Furthermore, the more you make use of this pantheon to help build wonders, the more you set back general development goals such as setting up a science infrastructure.

River Goddess - You'll want to grow your cities quickly early in the game, but aside from housing trouble, that could eventually strain your amenities. Take advantage of your fast district construction adjacent to rivers and enjoy some amenities from this pantheon. Remember not to go overboard building Holy Sites - you need other yields as well!

Religious Beliefs

You can have one founder, one follower, one enhancer and one worship belief.

Divine Inspiration (Follower) - A civ with advantages to both wonder construction and faith can get rather a lot out of this belief. It's especially good for religious players, but not without merit for cultural games.

(Cultural) Jesuit Education (Follower) - A good option for cultural players who want a means to convert excess Sphinx faith into something more directly useful. Faith purchasing costs half as much as gold purchasing, and nothing costs faith maintenance, so your faith will go further than you might expect.

Meeting House (Worship) - More production means faster wonder construction, which means more faith, which means more of these, and the cycle continues.

(Domination) Warrior Monks (Follower) - A moderately fast-moving melee complement for your Maryannu Chariot Archers, albeit one that arrives significantly later.

Work Ethic (Follower) - Egypt's civ ability encourages you build large cities, so Work Ethic's production bonus should provide something more prominent than just a couple of percentage points. That'll be great for building wonders with. If your religion is likely to be weak or your cities are fairly small, take something else instead.

City-States

Bandar Brunei (Trade) - If you trade enough internationally to start setting up trading posts in foreign cities, Bandar Brunei will make that more effective by adding additional gold to routes that pass through.

Brussels (Industrial) - Arguably the most important city-state bonus for Egypt to maintain, as it essentially doubles the wonder-building bonus offered by the civ ability. A 30% advantage over all other civs (minus China and France in certain eras) makes wonder races quite a bit less risky.

Kumasi (Cultural) - A city-state with good synergy with both Cleopatra's leader ability and Egypt's faster district construction. Enjoy trade routes that can produce both a lot of gold and quite a lot of culture.

Mitla (Scientific) - You should get Campus districts built reasonably early anyway. The extra growth is great for getting your cities ready to build wonders. Requires the Vikings Scenario Pack.

Muscat (Trade) - Due to the way Egypt's civ ability works, you'll generally want to build Commercial Hubs rather than Harbours to increase your trade route capacity. Free amenities for doing so is very welcome. Requires the Vikings Scenario Pack.

Valletta (Militaristic) - Mostly useful for cultural players, this allows you to purchase city centre buildings with faith. Faith purchasing costs half as much as gold purchasing, so things like Granaries can be surprisingly cheap.

Venice (Trade) - Makes international trading worth even more money by giving you gold based on the luxury resources the destination city has.
Administration - Wonders
Wonders

Although Egypt has bonuses to the construction of all wonders that are built adjacent to a river (basically any wonder that isn't built on a coastal tile), only wonders of particular synergy with other uniques or with one of Egypt's main playstyles are listed here.

Hanging Gardens (Ancient era, Irrigation technology) - It's pretty affordable, and the growth bonus on offer (as well as the housing) means building the wonder doesn't set back your infrastructure development the way dedicating production to other early wonders can. Most importantly, the growth bonus will help on the way to securing other wonders.

Oracle (Ancient era, Mysticism civic) - Bonus Great Person Points can up your chances of founding a religion, but more importantly, cheap patronage via faith helps you make more out of Sphinxes if you fail to found one.

Pyramids (Ancient era, Masonry technology) - More Builder charges means you can improve your growing cities faster, make the most out of the Monumentality Golden Age dedication and feel less guilty about dedicating charges to the Sphinx improvement. It also looks really good to have the Pyramids next to a river with a Sphinx by the side while playing as Egypt, but that's a different matter.

(Religious) Stonehenge (Ancient era, Astrology technology) - An early religion combined with Sphinx faith (and perhaps a Desert Folklore-boosted Holy Site) can give you a religious victory fast enough to make Russia envious. The problem is, there's a lot left up to chance. The requirement for stone means you're not guaranteed to be able to even start building it, and the wonder is extremely competitive in higher difficulty settings and larger map sizes.

Temple of Artemis (Ancient era, Archery technology) - Akin to the Hanging Gardens, but with an effect concentrated in a single city. Build it in your capital, and together with the Autocracy government you'll have a particularly strong wonder-building city.

Apadana (Classical era, Political Philosophy civic) - Intend to build a lot of wonders in your capital? This wonder will give you two envoys for every wonder you build there including this one and succeeding ones (though not including any you already have built). More envoys means a variety of bonuses for your empire! Requires the Persia and Macedon Civilization Pack.

Colossus (Classical era, Shipbuilding technology) - An odd choice considering Egypt has no bonus to building it nor Harbour districts, but a free trade route could mean a lot of gold thanks to Cleopatra's leader ability.

(Religious) Jebel Barkal (Classical era, Iron Working technology) - Nearly as good as Stonehenge for Egypt, and perhaps even better if founding a religion isn't an issue. You'll get lots of faith from the wonder itself, as well as the ability to place up to three Sphinxes next to it for even more faith. Requires the Nubia Civilization Pack.

(Religious) Mahabodhi Temple (Classical era, Theology civic) - Two Apostles for free is a great faith-saver, and faith is everything in a religious victory.

Petra (Classical era, Mathematics technology) - Egypt's floodplains start bias makes it likely you can build this wonder. It makes desert tiles better than grassland or plains in the city, and desert hills become particularly strong. A city that can build this will be great at building wonders for the rest of the game.

(Religious) Hagia Sophia (Medieval era, Education technology) - An excellent choice to help your faith go further.

Great Zimbabwe (Renaissance era, Banking technology) - A free trade route is very welcome for its synergy with Cleopatra's ability, but consider also the huge amount of gold this wonder can generate in its own right if plenty of bonus resources are near the city. You don't even need international trade to get that money.

Taj Mahal (Renaissance era, Humanism civic) - A particularly powerful wonder for Egypt, the Taj Mahal makes many sources of era score - including the bonus for completing wonders - more effective. This makes it much easier to use the Wish You Were Here Golden Age dedication bonus later in the game for a boost to wonder tourism.

(Cultural) Bolshoi Theatre (Industrial era, Opera and Ballet civic) - The placement requirements aren't too hard, the wonder's placement on a dead-end civic makes it relatively uncompetitive, and the bonuses are straightforward things that help towards cultural victory.

(Cultural) Hermitage (Industrial era, Natural History civic) - You have to build this next to a river, so you'll automatically get your 15% production bonus. More to the point, you'll get plenty of Great Art slots and three Great Artist points per turn from this.

Ruhr Valley (Industrial era, Industrialisation technology) - A 20% production bonus, and more production on top for mines and quarries makes a city into a wonder-building behemoth - especially if it's also your Petra city. This wonder has to be built next to a river, so you'll have no problem getting your 15% production bonus to building it.

(Cultural) Broadway (Modern era, Mass Media civic) - Similar to Bolshoi Theatre, only with better bonuses as far as Great Works are concerned and slightly worse bonuses as far as free civics are concerned.

Eiffel Tower (Modern era, Steel technology) - Sphinxes allow you to boost the appeal of adjacent tiles. Planting forests can also do the same job, but remember that you can't plant forests in deserts. Combined with the +2 appeal boost from the Eiffel Tower, and maybe some City Parks, you might actually make some otherwise useless desert locations viable spots for National Parks. Otherwise, enjoy your existing Neighbourhoods, National Parks and Seaside Resorts becoming stronger.
Administration - Great People
Great People

Remember that these are only the ones that have particular synergy with Egyptian uniques, not necessarily the most effective options. Obviously, all Great Writers, Artists and Musicians are useful towards a cultural victory, but it would be redundant to list them all.

Classical Era

Zhang Qian (Great Merchant) - A bonus trade route capacity is nice enough, but Zhang Qian also offers a bonus that works much like Cleopatra's leader ability. Send him over to a city which is likely to grow large (and hence have a lot of districts) and it will be an extremely lucrative target for foreign trade. Every route sent there will give you 4 gold - not bad!

Medieval Era

Bi Sheng (Great Engineer) - An extra district regardless of population helps you build a stronger city sooner, and attract more international trade.

El Cid (Great General) - A Maryannu Chariot Archer corps has 45 ranged strength - that's stronger than a Pikeman or Crossbowman! This makes it particularly good as a Barbarian killer, as the unit is more mobile than most. Still, if you're up against an enemy army, you might want to upgrade some Maryannu Chariot Archers to Crossbowmen and use El Cid's strength and movement speed bonus for them instead.

(Religious) Hildegard of Bingen (Great Scientist) - Powerful in conjunction with Desert Folklore, Hildegard will make a strong Holy Site into a strong source of science.

Isidore of Miletus (Great Engineer) - The boost to wonder production is particularly useful for wonders you aren't building adjacent to rivers, though you won't get as much production. If Petra isn't built yet, seriously consider using this Great Person to get it up quickly in a desert hill-heavy city.

Marco Polo (Great Merchant) - The same effect as Zhang Qian, only this time, you get a Trader unit for free as well. If you have both Great People, it's probably a good idea to activate them in the same city to make it especially lucrative to foreign trade.

Renaissance Era

Filippo Brunelleschi (Great Engineer) - Can boost wonder production. Again, best-used on wonders not adjacent to rivers (or those that are highly competitive).

Industrial Era

Ada Lovelace (Great Engineer) - Boosts the district cap like Bi Sheng, and also offers the Eureka for Computers - a crucial technology for cultural victories.

Gustave Eiffel (Great Engineer) - Another boost to wonder construction.

Modern Era

Alvar Aalto (Great Engineer) - A city-wide appeal bonus goes nicely with the appeal offered by Sphinxes.

John Rockefeller (Great Merchant) - Can aid in making your trade routes more valuable.

(Cultural) Sarah Breedlove (Great Merchant) - Trading with other civs will now add another 25% tourism modifier.

Atomic Era

Jane Drew (Great Engineer) - Like Mimar Sinan, offers housing and amenities.

John Roebling (Great Engineer) - More housing and amenities.

Melitta Bentz (Great Merchant) - Trade routes with other civs add another 25% tourism boost. You'll also see your trade route capacity increased by 1, making it even easier to make use of those tourism bonuses.

Information Era

Charles Correa (Great Engineer) - Like Alvar Aalto, a city-wide appeal bonus. This one is doubly effective in comparison.

Jamseth Tata (Great Merchant) - A massive +10 tourism to every Campus you own. Your fast district construction should make it easy to get them up in every city if you haven't already.

Masaru Ibuka (Great Merchant) - Gain +10 tourism for every Industrial Zone you control.
Counter-Strategies
If Egypt spends too much time focusing on their wonder-building capabilities, they will fail to develop in other ways. If they spend too little time on it, they will not reach their true potential. Throw Egypt off balance and they will be a manageable opponent to defeat.

Civilization Ability: Iteru

To state the obvious, the most effective way of dealing with a bonus when constructing on river-adjacent tiles is to make sure Egypt gets as few of them as possible. Putting a bit more effort into early expansion is one possibility, but simply purchasing river tiles if your cities are near to theirs is another viable method.

Because Egypt is encouraged to place districts next to rivers, good pillaging targets will often be concentrated together. With some cavalry units such as Horsemen, you can have fun ripping apart Egypt's infrastructure while giving yourself lots of nice pillage yields.

Egypt's wonder construction emphasis will tend to provide them with a lot of era score. This means they'll probably enter a few Golden Ages, particularly earlier in the game. Exodus of the Evangelists, Monumentality, Reform the Coinage, Heartbeat of Steam and Wish You Were Here are the most effective ones for Egypt, but they can all be weakened with pillaging. Pillage their Holy Sites, Sphinxes and Campuses and that should set them back.

Cleopatra's Leader Ability: Mediterranean's Bride

Isn't this nice - a unique ability that can give their opponents more than they get! +2 food for trading with Egypt is a really good bonus, and one that outshines the +2 gold they'll be receiving. Often, this will make trading with Egypt a better option than internal trade (at least, until the production yields start getting good). This only really becomes a concern for you if lots of civs are trading with Egypt - they might all get a bit of food, but Egypt will be getting a large combined stack of cash.

Furthermore, Cleopatra's bonus to alliance points works both ways, meaning an alliance with her matures faster, giving you better bonuses sooner. Consider making a military alliance as unlike other alliance types, the level three bonus doesn't provide the other civ with advantages based on your own strengths. A strong army will also please an AI-controlled Cleopatra, so that all works out rather well.

If you're not allied, remember that trading extensively with Egypt essentially gives them control over your economy. If they decide to declare war on you, you'll suddenly be losing a lot of gold and well as food.

Cleopatra's Agenda: Queen of the Nile

A computer-controlled Cleopatra likes civs with strong armies and dislikes those with weak ones.

For warmongers who aren't yet going to war extensively enough to annoy all the civs in the game, this can make Cleopatra a reasonable trading partner, and a good potential military ally. For other civs, her being annoyed at you might be a good indicator that you need a better defence. It's all to easy to focus all your energies on constructing buildings and districts while neglecting the fact every other civ could wipe out yours in a few turns.

Remember that quantity is generally more important here than quality. If you want to please Cleopatra quickly, build a few low-cost units. Units from older eras are cheaper to maintain so you don't have to worry about ruining your economy in the process.

Unique Unit: Maryannu Chariot Archer

The main weakness of the Maryannu Chariot Archer is their high production cost. The more Egypt build, the more they're setting back their infrastructural development. As such, try to kill them quickly and don't let them escape.

How can you do this? Try building some Horsemen, or even Heavy Chariots. They have enough mobility to catch up to Maryannu Chariot Archers, and can quickly get to promotions to make fighting them easier (Heavy Chariots can use Barding for better defence against them, while Horsemen can use Coursers for improved combat capability against them in general). Once you have Knights, Maryannu Chariot Archers are pretty much toast.

Spearmen have a +10 strength bonus against Maryannu Chariot Archers, and cost just over half as much. This can make them a reasonably affordable counter so long as Egypt's units don't have room to retreat and can't repeatedly hit your Spearmen before you can close the gap. As such, they're best-used in areas of rough terrain where Maryannu Chariot Archers lack a mobility advantage.

If Egypt's actively attacking your cities with the units, remember they have a -17 strength penalty against cities and cannot capture them. Pick off their melee units, and they'll never be able to take the city.

Unique Improvement: Sphinx

The fewer wonders Egypt builds, the less they get out of Sphinxes. As such, any tactic that weakens Egypt's civ ability is also good for weakening Sphinxes.

As a religious player, remember that every Sphinx you pillage is worth 25 faith. Bring some Horsemen, Knights, Cavalry or other such fast units, declare a holy war and you can tear up Egypt's religious infrastructure while boosting your own.
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Rise and Fall

These guides are for those with the Rise and Fall expansion, but not Gathering Storm.

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The Vanilla guides are for those without the Rise and Fall or Gathering Storm expansions. These guides are no longer updated. You can find these by scrolling to the top of this page, clicking "Zigzagzigal's Guides" and looking near the end of the list of guides. The "Other Guides" section of every Vanilla guide has links to every other Vanilla guide.
11 Comments
Zigzagzigal  [author] Sep 4, 2020 @ 8:25am 
Clearly slipped through - thanks for the correction!
Falchion Sep 4, 2020 @ 7:23am 
Under Administration - Wonders
(Religious) Mahabodhi Temple (Classical era, Theology technology)
Theology is a Civic not a technology.
Zigzagzigal  [author] Aug 27, 2019 @ 7:05pm 
Phoenicia will come eventually, though Ottomans are next
Zigzagzigal  [author] Aug 27, 2019 @ 7:05pm 
I already have a Māori Gathering Storm guide! You can find it here.
Mythum Aug 27, 2019 @ 6:26pm 
are you going to make Gathering Storm guides for Carthage or Maori?
Zigzagzigal  [author] Nov 17, 2018 @ 3:14pm 
Interesting, though considering how competitive Stonehenge usually is, I expect that doesn't come into play that often.
Yensil Nov 17, 2018 @ 11:32am 
So I somehow managed to build stonehenge after founding the third religion in the game....not sure how that happened, must not be a lot of stone on the map. ANYWAY I discovered that if you've already founded a religion, stonehenge gives you an apostle insteaad.
Zigzagzigal  [author] Aug 11, 2018 @ 9:29am 
Ah, that was it, I just fixed it a few seconds before your second post came through.
weraptor Aug 11, 2018 @ 9:28am 
"This allows you to get a level two alliance in roughly 36 turns rather than 46, and a level three alliance in roughly 107 turns rather than 37, starting at a new level one alliance." Perhaps I don't understand the wording.
Zigzagzigal  [author] Aug 11, 2018 @ 9:17am 
Whoops, seems I didn't put the new images in to the yields per district chart.

I can't think of a number error with the time to create a level three alliance. It really does take a ridiculously long time.