Sid Meier's Civilization V

Sid Meier's Civilization V

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A Vox Populi(CBP) Guide: The Shoshone
By lifeordeath2077
A guide on how to play The Shoshone with the Vox Populi(Community Balance Patch) mod. The Shoshone turn an incredibly strong start and near impenetrable defense into a very flexible game.
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Introduction
These guides are designed to help players who are new to Civ but still interested in Vox Populi, familiar with Civ but new to Vox Populi, or even those well versed in Vox Populi who just want to see if there's anything they didn't know about a particular civilization. I am actually a big fan of Zigzagzigal's Civ guide series, and it really helped me learn a lot about the game, and I wanted to bring a similar experience for fans of the Vox Populi or Community Balance Patch modpack. For those interested in the modpack it can be downloaded here[forums.civfanatics.com]

Anyways, without further ado, onto The Shoshone!

Before I go into depth with this guide, here's an explanation of some terminology I'll be using throughout for the sake of newer players.

Beelining - Focusing on obtaining a technology early by only researching technologies needed to research it and no others. For example, to beeline Bronze Working, you'd research Mining and Bronze Working and nothing else until Bronze Working was finished.
Finisher - The bonus for completing a Social Policy tree (e.g. +33% Great Scientist rate and +25% growth in all cities from rationalism.)
GWAM - Great Writers, Artists and Musicians. These are the three types of Great People who can make Great Works, a major source of tourism for cultural Civs.
Opener - The bonus for unlocking a Social Policy tree (e.g. +25% Great Person Rate and +100% construction of guilds in Artistry)
Tall Empire - A low number of cities with a high population each.
UA - Unique Ability - the unique thing a Civilization has which doesn't need to be built.
UB - Unique Building - A replacement for a normal building that can only be built and used by one Civilization.
UI - Unique Improvement - A tile improvement that can be made by workers that doesn't replace any other improvement that can only be made by a single civilization
UU - Unique Unit - A replacement for a normal unit that can only be built by one Civilization or provided by militaristic City-States when allied.
Uniques - Collective name for Unique Abilities, Units, Buildings, Tile Improvements and Great People
Wide Empire - A high number of cities with a low population each.
XP - Experience Points - Get enough and you'll level up your unit, giving you the ability to heal your unit or get a promotion.
Brief Unique Summary
Start Bias

The Shoshone have a grassland/plains start bias. This might make it slightly easier to spot any nearby ruins, but overall this means little for the Shoshone strategy. Do note this means that while you should have plenty of food, production could be a problem, although the Shoshone UI helps that somewhat.

Unique Ability: Great Expanse

Founded Cities start with additional territory, and your land units receive a 15% combat bonus when fighting in friendly territory.

All Recon units may choose rewards from ancient ruins

Unique Unit: Comanche Riders(Replaces the Cavalry)



A mounted ranged unit

Technology
Obsoletion
Upgrades From
Upgrades To
Resource Needed

Military Science
Industrial Era

Mobile Tactics
Information Era

Cuiraissier
(460)

Light Tank
(410)

1 Horse

Strength
Ranged Strength
Moves
Range
Sight
Negative Attributes
Positive Attributes
34
42
5
1
2
  • No defensive terrain bonuses
  • 33% penalty attacking cities
  • 20% penalty attacking Naval Units
  • Can move after attacking
  • -20% combat strength in rough terrain, but +40% combat strength in open terrain(Skirmisher Tactics)
  • May withdraw from melee attacks
  • +1 Movement
  • No movement cost to pillage

Positive One-Off Changes
  • Higher combat strength (34 instead of 33)
  • Higher ranged strength (42 instead of 41)
  • Obsoletes at Mobile Tactics rather than Ballistics

Positive Stay on Upgrade Changes
  • May withdraw from melee attacks
  • +1 Movement
  • No movement cost to pillage

Unique Improvement: Encampment



Technology
Enhancing Technologies
Terrain Requirement
Base Yields
Misc. Bonuses
Enhancement Effects
Final Yields

Military Theory
Ancient Era

Gunpowder
Renaissance Era

Rifling
Industrial Era
A flat tile not
adjacent to
another encampment
+2
+1
+1
  • +15%
    defense bonus to units
    stationed on a encampment
  • Deals 5 damage to any
    adjacent enemy units
  • Gunpowder
    +1
    +1
  • Radio
    +1
    +1
+3
+2
+2
+1
Strategies and Victory Routes
Strategy Ranking

These scores are merely my personal opinions from playing and examining this Civ, you may find other uses for the Shoshone uniques that make you disagree with a certain ranking

Offense
Defense
Culture
Tourism
Science
/Growth/Production
Gold
Diplomacy
Religion
5/10
10/10
6/10
6/10
6/10
7/10
4/10
4/10
3/5

The Comanche Riders give a decent boost to offensive wars, but most of the Shoshone military bonuses give powerful defensive bonuses, adding up to one of the strongest defenses in the game
Encampments are a solid source of culture that translate fairly well into tourism
Being able to choose ruin bonuses can net The Shoshone a few free techs, giving them a solid early boost to science. Encampments also provide a small amount of science, as well as solid growth and production.
While The Shoshone can get gold from ruins, it isn't the best choice, nor is it even a large amount. They also lack any bonus in diplomacy.
Finally, ruins are a good way to found a pantheon, but for most civs it is unreliable. Not so with the Shoshone, making them a decent religious civ.
Unique Ability: Great Expanse

Above: Most civs probably wouldn't see these borders until at least turn 100. The Shoshone get there turn 1

A normal city starts with 7 tiles, which are the tile that the city was founded on and the 6 tiles surrounding the city. The Shoshone get 8 additional tiles whenever they found a city. These tiles also do not have a fixed pattern, taking whatever 8 tiles the city would've naturally grown towards. This means that a newly founded city will almost always have at least one good tile to work right off the bat, meaning that, especially in the early game when this is most important, your start is strong. This also means that not only are the Shoshone pretty good at forward settling if they want, they are also quite resistant to it themselves.

Having lots of territory does hold some defensive bonuses, mostly in your units healing faster and enemy units healing slower. But the Shoshone take it up a notch



Your land units effectively fight as if they have an extra promotion in your territory. This of course synergizes well with the fact that you probably have a lot of territory, meaning on defense you will almost always have this benefit. As long as you maintain at least a decent army, you are going to prove a tough foe to invade.

If unrivaled early game border growth and powerful, investment free defense wasn't enough for you, the Shoshone have one more trick in their UA, and it's a little more complicated. All Shoshone recon units can choose what they get from ruins



There are several options that can happen from an ancient ruin, more so then you technically have options with in one ruin
  • 1 population gain in nearest city
  • Lump sum of Gold
  • Lump sum of Culture
  • A free unit upgrade
  • Revealing a nearby area of the map(if discovered by a recon unit, this gives it the xp as if it had revealed the tiles itself)
  • A free technology
  • Lump sum of faith(if it is after turn 20) (The amount of faith is either enough to found a pantheon if you haven't founded one yet, or a larger sum of faith if you have)
  • Free border growth in nearest city
  • Lump sum of production in nearest city

Everything on that list is pretty good for the Shoshone in at least some situations except for the border growth, which considering your cities start with more then double the standard borders, this is pretty useless. There is one last thing to note about ancient ruins that is important. Once you choose an option, you can't choose it again for the next 2 ruins.
Ancient Ruins: A Primer
Above I mentioned what options were possible, and which ones weren't really worth choosing. I want to use this section to go over why each option is good, as well as when, and possibly when not, you want to use it. The order I put this in is a suggestion of what order you should pick stuff in, but by no mean is it a hard and fast rule, especially for the later options

Gold/Production

Now while gold and production are 2 different bonuses, I consider them both to have the same use if you do choose them as your first ruin. One pathfinder can only cover so much ground, so you want to get at least another one asap. So if you find your first ruin quickly, you can either use the gold to buy a pathfinder, or use the production to finish a pathfinder you might've been hard building. I would personally say these are somewhat subpar options after you have your pathfinders, although if you are struggling on gold it could be a good option. The production isn't great though since it goes to the nearest city, which might not be one you'd most want a production boost in, but sometimes it could be nice

Free Population

1 population early game is a big deal. Before workers the only way your capital can get better is by gaining population to work more tiles. This is already probably the best option for any other civ to get early on, but it's even better for the Shoshone, since they have a better selection of starting tiles to work.

Lump sum of Culture

While this might not scale as well as some other options, early game this is a powerful bonus, giving around half of the culture required for your first social policy, allowing you to get up the powerful starting policy bonuses quickly

Map Reveal

This is really important to grab because of the xp it grants your recon unit. This should be enough for 2 promotions, making it so you can explore the map much faster, spotting and grabbing ruins before other civs can nab them.

Lump sum of Faith

Now technically this covers 2 different options, as the amount of faith is different before and after you found a pantheon. While this is still a good option after you found, it is actually probably a better option before you found, since it will immediately give enough faith for a pantheon, which will let you start generating faith at a faster rate.

Free Tech

A pretty nice bonus, who could ever say no to a free tech. Note that like any free tech, this can't give you a technology you lack the ability to research

Unit Upgrade

Upgrading from a pathfinder to a scout is not very useful, I would not use a ruin to do this. However what is useful is upgrading a scout into an explorer. Explorers can cross deep ocean, allowing you to discover new lands, and possibly new ruins, much faster then other civs.

One last thing to note about ruins. Your ability to choose them is only as good as your ability to find them. I would highly recommend starting the game by building a second pathfinder.
Unique Improvement: Encampment

Coming in from Sid Meier's Civilization VI is the... Oh wait this is a completely different encampment? Huh.

The Encampment serves two, arguably 3 main purposes for the Shoshone. To provide defense, to provide growth and production, and to provide culture. Defensively, it acts like a slightly lesser, but slightly easier to place version of the Moroccan Kasbah, giving a defensive bonus similar but less then a fort, and also dealing damage to any adjacent enemy units. While Encampments can't be built next to eachother, they have a good bit of freedom over all where they can be built as long as the land is flat, which means there is a decent chance that an enemy could be within range of multiple Encampments, taking damage from all of them.

The Encampment also provides some solid yields, mostly towards growth, production and culture. Encampments come very early, so these yields are even more impactful, giving you an even stronger starting infrastructure. The growth and production don't scale fantastically in the late game, especially compared to some other improvements (the Hunnic Eki and Incan Terrace Farm come to mind), but they are still good tiles. What does help more in the late game is the culture. 1 in the early game and 2 in the mid game may not sound like a huge amount, and while yes, considering the actual gains from culture it is nice but not insane, what is important is what it does in the late game. Translate into tourism. Every little bit of tourism helps, and considering you are building them anyways, it is very little investment for Encampments to assist a culture game.

Regardless of what victory you plan to go for, Encampments are a nice, early infrastructure boost
Unique Unit: Comanche Riders

Unlike the white, billions of whom shared the same handful of names, all interchangeable in the end, a Comache name lived and died with a single person -Philipp Meyer

Of the 3 Shoshone uniques, the Comanche Rider is probably the weakest. Of the 3 cavalry uniques for that matter it is probably the weakest, but that isn't to say it is useless, far from it. It's ability to withdraw from melee and pillage for free are decent, and while they have some niche use, they are pretty simple and don't change how you use the units much. What is important about the Comanche Rider is that it has +1 movement. 1 extra movement actually allows for a lot of small situations to be much easier. For example, you can start 3 tiles away from an enemy, move in 2 tiles, shoot, and move 2 tiles away, which isn't possible with a normal mounted ranged unit. Whether you are on offense or defense, the extra movement can be used to enable quite a few small situations. Unlike a lot of movement bonuses, it even carries over on upgrade, so your mounted ranged units for the rest of the game will be that much better.

Promotions Kept on Upgrade
  • +1 Movement
  • Costs no movement to pillage
  • May withdraw from melee
The Shoshone Path to Victory
The Shoshone are a great civ, with one of the strongest starts in the game. However, most of their bonuses are focused on defense or general infrastructure, neither of which push the Shoshone towards a particular victory. I would say the Shoshone can do everything except diplomacy fairly well

The Shoshone can go domination and use their defensive bonuses to be able to easily secure captured cities, and try to take greater advantage of the Comanche Riders.

The Shoshone can go science, using their great start and free techs from ruins to try and stay ahead of the pack

Finally, The Shoshone can go culture, using their good infrastructure and Encampment culture to secure a cultural victory.

The nice thing is that you don't really have to commit to a victory type until a bit later in the game, so you can take the time to figure out your starting position and neighbors. If you find there is a strong defensive civ, probably don't do domination. If there is a strong science or culture civ, going that victory type might not be the best idea, as you will likely get outcompeted. Just try to judge what would be the best victory type to aim for as you play, and start to commit more around the medieval and renaissance to a particular victory.
Social Policies
The best starting policy choice for The Shoshone is normally Progress however if you want to commit to domination early you could go Authority. Fealty is the best choice for domination or science civs, and is also a safe bet if you still aren't sure what to go for, but if you're doing a culture game, Artistry is the way to go. Finally, by your 3rd policy tree, you should have decided what victory you are going for. Industry for culture, Imperialism for domination, and Rationalism for science.

Progress

Opener: If at all possible, try to avoid growing your capital much before you get this, you'll get more science that way. The culture you immediately get from this will likely almost be enough for the next policy

Liberty: If you don't have any worker techs yet, it might be a good idea to save this for later, otherwise this makes sure you're improving stuff and getting Encampments up ASAP

Organization: Faster workers, settlers, and even great people all help infrastructure get built just a little bit faster

Expertise: Faster building construction is great, especially in the early game where production might be sparse.

Fraternity: Little bit of food and science, both good to have

Equality: You're likely to build decently wide as The Shoshone, this helps make sure happiness is not a problem

Finisher: A nice bit of gold to support whatever you need

Authority(Domination)

Opener: Little bit of production to help early unit and building construction, plus easier barbarians and some culture out of them and any other units you kill to boot

Dominance: Get some science out of your kills too, plus the healing will allow your units to stand a bit of a chance at surviving a followup attack after defeating another unit

Tribute: Some extra yields for your cities here and there never hurt

Imperium: You're bound to be conquering a lot of cities, so this will probably add up to several techs and a few policies

Discipline: Gold and Happiness are two of the only things The Shoshone don't have a notable bonus towards, so this is very helpful

Honor: Some extra units here and there, plus they are all stronger. Neat.

Finisher: Free Companies, Foreign Legions and Mercenaries can be useful from time to time, and if you get them in a recently conquered city, they defend better then most civs would with them.

Fealty

Opener: Monasteries are a solid building and the cheaper faith buys are nice, as after founding you lack a real faith bonus

Nobility: Castles are a decent building, but armories are often a pain to build, even for warmongers. This makes both much easier to build, and actually gives even more incentive to build castles in particular

Divine Right: Having trouble with happiness? Your cities will generate a good bit less if you're struggling to build culture buildings. Doing great on happiness? Congrats have some culture for keeping your people happy.

Serfdom: Makes you a little less mad that the cattle resource took up what would otherwise be an Encampment

Burghers: Extra border growth combines well with Tribute from Autocracy, and the production is quite welcome

Organized Religion: Should make it a bit easier to spread your religion to nearby cities and keep it there

Finisher: The extra yields are decent, but this isn't the best finisher unless you are going a Cultural route, in that case this is incredibly useful

Artistry(Culture)

Opener: Guilds are expensive, but very useful. Cheaper guilds and faster great people are a must for any cultural civ.

Refinement: A little bit of happiness never hurt, just keep your guilds up

National Treasure: Extra gold from all the great people you'll have, plus an extra one for free

Humanism: Once you start building up your great works these are some solid yields

Heritage: You're going to be building plenty of wonders, get some golden ages out of them

Cultural Exchange: Mo Culture, Mo Tourism, Mo Win!

Finisher: Even more artifacts and landmarks, awesome to see

Industry(Culture)

Opener: Two trade routes is great for more money and tourism bonuses

Division of Labor: Seaports and Train Stations are normally expensive buildings, but now they are in line with other buildings. Also a large boost to your production and gold outputs

Mercantilism: A large boost to your culture and science outputs. If there was something for food and faith and you'd have everything you could ever want.

Free Trade: Extra gold from ITRs is always a good thing

Entrepreneurship: Gold and production, the industry tree knows what it wants, and you do too.

Protectionism: More food and science is always nice to see

Finisher: You'll have at least a few specialists, so extra production and gold from them is a good thing

Imperialism(Domination)

Opener: At this point in the game (depending on the map type you're playing on) your last rivals are likely on different continents, so faster navies and embarked units is great. The extra production is good, and the cheaper upgrades are great.

Colonialism: If you've been doing a good job of conquering your neighbors, you've likely accumulated a good amount of monopolies, which already give great boosts. Why not make them better?

Regimental Tradition: Great Generals and Admirals are very important to keep your army fighting at peak strength, so making them affect more units, and affect them better, is great.

Martial Law: You might have a few puppets by this point, and possibly some happiness issues. This does a bit to make both less of a burden.

Exploitation: Making your military strong is nice and all, but what's the point if your cities can't gain some benefits too? Plus if you have a far away army it isn't as much of a pain anymore to get them upgraded

Civilizing Mission: Gold to support your conquests, production to support your conquered cities, both exactly what you need on the war path.

Finisher: A better navy, less unhappiness, and making your air units more effective on defense are all solid things to have

Rationalism(Science)

Opener: Lots of science and a bit of production.

Scientific Revolution: Depending on the terrain this could be only a bit of science or a ton, but overall it's usually worth building these.

Empiricism: Helps prevent other civs from leeching off your science lead

Rights of Man: Little bit of food, better villages, probably the weakest policy in rationalism.

Enlightenment: A free tech and more science is a fantastic bonus. I recommend putting it off till this late because the free tech is likely more useful if you postpone it to when the techs are more expensive

Free Thought: Great Scientists are critical in getting through the atomic and information era, and this makes them better at it.

Finisher: More Great Scientists and more growth.
Ideology
Science and Culture Shoshone are best served by Order due to building wide, but Domination games are better served by Autocracy

Level 1 Policies(Order)

Peace, Land, Bread: If you were able to grab lots of cities, both poverty and building maintenance are probably a big drain, so this helps both problems and gives some growth

Hero of the People: More Great People is always good to see.

Communism(Culture): Your production is pretty good, but it isn't amazing, and there are some crucial late game culture wonders, this will help you bridge the production gap and make sure you get them.

Worker's Faculties: Free Factories is a nice boost, plus they'll now give some extra science

Level 2 Policies(Order)

Cultural Revolution(Culture): Should prove a massive boost to your tourism, especially if lots of people went order

Dictatorship of the Proletariat(Culture): If you can get your happiness up, this is the bonus that will win you a culture victory

Five Year Plan: And your encampments are awesome now. Your welcome.

Nationalization(Science): A bit of science and other niche bonuses from your corporate offices, decent to have

Level 3 Policies(Order)

Spaceflight Pioneers: Helps give the final push to a science victory

Great Leap Forward(Culture): Good to clean up the last of the tech tree.

Level 1 Policies(Autocracy)

Military-Industrial Complex: You'll have a fair few former Comanche Riders to upgrade, plus whatever other units you have, you'll need the cheaper costs. The extra science from Encampments is nice too.

New World Order: You're gonna have happiness problems. You don't want to have happiness problems. This helps

Elite Forces: New units start better, old units get better quicker, all you could want for a world-conquering force

Level 2 Policies(Autocracy)

Lightning Warfare: Now your generals can keep up with your Comanche Riders, which is very nice

Third Alternative: More resources to make sure your army doesn't slow down

Level 3 Policies(Autocracy)

Air Supremacy: Free Airports in every city means that you almost don't need a navy as long as you have a city on every continent. Also makes air units quicker to build if you need to.
Wonders
Ancient Era

Pyramids: The free settler is really good for you, as this is way more tiles claimed then any other civ

Statue of Zeus(Domination): You may be fantastic at securing a captured city, but you need some help to actually capture them

Classical Era

Great Library: A free tech is always pretty good, and by possibly having got a free tech before this in a ruin, you have a good chance to get this, and therefore a free tech! That's economics

Great Wall: Because you needed more defense yeah? Say goodbye to needing an army until the renaissance.

Oracle: Almost a free tech and almost a free policy, actually a great wonder

Medieval Era

Alhambra(Authority Only): Mounted units are cool yeah? You'll eventually want to switch to a more mobile force due to Comanche Riders, might as well start now

Karlstejn: You may be solid at founding a religion but you aren't very good at actually spreading it. This makes sure that you don't have too as much to get that sweet reformation belief

Forbidden Palace(Progress Only): You lack any real gold bonuses, so this helps a bit when you need to purchase stuff

Renaissance Era

Globe Theatre(Culture): You're gonna want to get theming bonuses up soon, and the golden age points are also very useful

Himeji Castle: Now you have a hilarious 30% combat strength bonus in your own lands. Excessive? Maybe, but there isn't much of anyone who can take you on with this.

Porcelain Tower(Science): A nice boost to get your science into high gear

Red Fort(Fealty Only): A tad excessive, but it'll be amusing to try and watch anyone attempt to conquer a city with this wonder

Uffizi(Culture): Lots of theming, lots of culture.

Industrial Era

Louvre(Artistry Only): The hardest theming bonus in the game, but the most rewarding.

Neuschwanstein: A bit hard to get due to terrain requirements, but it will help with happiness a lot

Modern Era

Broadway(Industry Only): Uffizi: The Musical

Cristo Redentor(Culture): Lots of tourism, and more tourism from what you're building to get tourism

Prora(Autocracy Only): Not a total fix to your happiness, but a significant step in the right direction

Kremlin(Order Only): You're mostly here for the free social policy, but also who can say no to a free social policy?

Atomic Era

Bletchley Park(Rationalism Only): Makes it much easier to defend against enemy spies and makes your spies better if you need them on offense

Pentagon(Imperialism Only): Now your air units come out faster, and they come out better

Information Era

CERN: Two free techs, useful no matter the circumstance

CN Tower(Culture): Yo we heard you liked tourism so we put some tourism in your tourism

Great Firewall(Culture/Science): Useful for warding off spies for a science victory, and useful for a culture victory to prevent others from getting it to hinder your goals

Hubble Space Telescope(Science): A big help towards finishing the spaceship
Pitfalls to Avoid
The Shoshone uniques are fairly simple, but the Shoshone lack a really certain gameplan, so it can be easy to either overgeneralize or spread yourself too thin

Neglecting Military

If you plan a peaceful game as the Shoshone, you might assume your 15% friendly land combat bonus and Encampments will keep you safe on their own. They won't. You can probably get away with a bit smaller a force then a lot of civs, but you need some troops to fight, 15% is only so much.

Grabbing Ruins with Non Recon Units

Only your recon units can choose the rewards from ruins. If you find a ruin with a different unit, keep it near the ruin while a recon unit comes over. Only take the ruin if another civ would grab it before you could get a recon unit over. A random ruin is better then no ruin.

Solely Relying on Ruins to Found a Religion

It isn't a bad idea to delay shrines a bit and just found a pantheon with ruins, but you will need to get up some faith generation if you want to found a religion

Neglecting Comanche Riders

It can be easy to neglect Comanche Riders, especially in a peaceful game, but they are useful, being one of the fastest things on land outside of Mongolia has it's perks, 1 movement is more useful then it sounds on paper.

Mulching Moson Kahni: Counter Strategies
The Shoshone have one of the strongest early games of any civ, and carry into the rest of the game with a powerful defense. However, The Shoshone can suffer from lacking direction, and aren't entirely invincible

Gaining the Great Expanse

If you have a Shoshone neighbor, you'll want to make sure you claim optimal city spots near you quickly, a forward settled Shoshone city will prove very detrimental, and also hard to remove. If this does happen, or you just want to invade the Shoshone, you will want to make sure you come at them with overwhelming force. The Shoshone are beatable, but you can't partially commit and expect to beat them. One VERY IMPORTANT thing to note is that the 15% combat bonus only applies to land units. The Shoshone are very vulnerable on the seas, so if at all possible, attack with ships.

As for ruins, there isn't really much you can do to stop them from using their bonus. Just scout well and hope you get lucky

Emancipating Encampments

I would recommend trying to take as much flat land as you could to prevent the Shoshone from building too many encampments, but it'll be hard to do that, both as "flat land" is a broad category, and the Shoshone can grab land like no one else, so that's easier said then done. However it is important to note how they effect the Shoshone defense. 5 damage doesn't sound like a lot, but it can add up across an army and across turns. Don't necessarily go out of your way to pillage every single encampment, there will likely be too many. Instead, pillage any that are in the way of conquering the city, or just near any units you have

Crippling Comanche Riders

Comanche Riders are fast, and that is the biggest thing to worry about. Slower units will struggle to do much against Comanche Riders. Mounted units of your own however, should be able to cause them some trouble, as 1 movement isn't nearly as big a factor against mounted units, although it still makes them somewhat difficult to pin down. Try to hit a Comanche Rider from multiple angles, they don't ignore zone of control.

Strategy by Style

Early-Game Warmongers: You may think you are in for a tough battle this early, and while it won't be the easiest, I'd argue it is the best time to attack the Shoshone. They have a lot to focus on this early, and there's a good chance the Shoshone never get around to building an army, and with their lack of gold bonuses, they won't be able to quickly respond to an assault. Pillage any Encampments in the way, and enjoy some good cities

Mid-Game Warmongers: By this point the Shoshone probably have had some time to build a decent force, as well as get up lots of encampments. Send in some mounted units to try and pillage any important encampments, and just make sure you have a strong force.

Late-Game Warmongers: You definitely have a few more options at this point to take out the Shoshone. Air units are probably a good idea, use ships if possible, and just strike hard and fast with overwhelming force

Scientific Players: The Shoshone have some science bonuses, but nothing a really dedicated science civ wouldn't beat. They do have solid production however, some science civs have better, but some don't. Just keep an eye on the Shoshone, if you are a really good science civ, they might try for a non-science route, which might just involve invading you

Cultural Players: The Shoshone are a bit of a weird one for a culture player. If the Shoshone aren't going for culture, just be wary for a possible invasion, but if that never happens you have nothing to worry about. But if they do go culture, they might prove a bit annoying, as they do have solid production and science that could allow them to take key wonders before you. Try to stay on top of getting your wonders, and hopefully you can discourage them from competing with you

Diplomatic Players: This is an INCREDIBLY risky move, but if you are extremely confident in your own defenses, passing Casus Belli will give warmongers a much better chance to take out the Shoshone, as overwhelming numbers are needed to beat them. Unless they are going domination themselves, in that case definitely don't do that, do Global Peace Accords. If you want to be safer, banning luxuries should hurt them a good bit, especially if they are going domination. In general, just do whatever counters what victory they appear to be going for
Other Guides
Meta Guides

These guide cover every civ in the game, and can be used as a quick reference

Civ Specific Guides: Alphabetized
4 Comments
Vertsang1 3 Aug, 2024 @ 5:45pm 
and it's no longer a free tech but a fixed amount used toward the tech you're researching. Which feel like 2/3 of a tech.
Vertsang1 3 Aug, 2024 @ 5:43pm 
Thank you! i note some things seem to have changed since you wrote the guide. I think the number of starting tile got reduced a bit (only 4 more?) and i need 2 or 3 faith ruins to get the 50 required for the pantheon.

I assume the vox populi devs made gameplay changes recently
lifeordeath2077  [author] 20 Feb, 2021 @ 10:12am 
Hmm, that's a fair point, especially for a huge map with that many civs there could be a massive return on investment. I usually play normal speed with the communitas map on every map size except duel. I'd say it somewhat depends how early you find a ruin, if you find one almost immediately the gold has a lot of merit, but I'd say it's worth hard building a pathfinder right from the start in case it takes a bit to find a ruin (sometimes the rng gods just say no), and if you are doing that anyways arguably taking the production might be better since you're invested anyways, although to be fair 3 pathfinders could still be nice. Diminishing returns are a factor but still, maybe I should reconsider gold/production for a first ruin choice.
carlrobert 20 Feb, 2021 @ 1:14am 
Here I value the ruins a bit differently and always pick the money first and invest it into a second pathfinder. Guess it is very much dependent on settings. I play quick/huge earth/19 civs/28 city-states.

It's a busy world that and time is of the essence.