Sid Meier's Civilization V

Sid Meier's Civilization V

Not enough ratings
LS Civ Set 1: Khmer
By Ashardalon125
This guide will function to explain how to play the Kingdom of Khmer, known for the building of Angkor Wat. Growth through conquering and a strong infrastructure are the name of the game.
   
Award
Favorite
Favorited
Unfavorite
Introduction
The Khmer Empire, more popularly known as the Angkor Empire, was an empire that existed in Southeast Asia, around the penninsula. A nation of builders and warriors, they paid reverance to the gods in their endeavors, expanding their kingdoms many times over. This is reflected in their aggressive play style.

Dropbox Download: https://www.dropbox.com/s/2extxscqq4lcfhn/LS%20Civilization%20Sets%2027%2009%202014.7z?dl=0
Steam Workshop: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=181458959
History
Jayavaman II lead the first of the people considered "Angkorian" into the area, proclaiming himself a holy being. In this move, he not only solidified his own authority, but announced independence from Java. It wasn't until Indravarman I that the first cities of Angkor appeared in the form of Yasodharapura. Featuring temples and the East Baray, it was the capital of the new nation. The barays, sloped water resevoirs, surved agricultural and religious purposes.

The nation flourished once again under Jayavaman V. His period was marked with cultural growth and temples. But as soon as he died, the throne was passed around as princes and kings died left and right. It wasn't until Suryavaman I took the throne that the rule was secured. Numerous attempts were made on his life, but he survived to not only rule, but to ally with the Chola against the Tambalingua and win. Suryavaman's successor, also Suryavaman, was ruled over a golden age of the Angkorians. Securing alliances with the Chola, the empire moved into its apex.

It was not to last, as successor Jayavaman VII, though a brilliant general, was also a Buddhist. In a traditionally Hindu nation, the authority of the king was based in his holy rightship. When Jayavaman VII began constructing Buddhist temples, it weakened his ruling by removing the base of authority for the rulership, which in turn caused a drop in the work force. This lack of men caused the barays to fall into disrepair, destroying the agriculture, and lead to the decline of the empire, which lasted about 500 years.
First Impressions
With an ability that clearly denotes conquering, it surprisingly gives a food bonus, something only shared with the Aztecs. Also boasting a watermill replacement, the Khmer boast a strong early game infrastructue that focuses on a tall empire than enslaves its neighbors.
UA: Angkor the Magnificent
The Khmerian UA is as follows:
  • Deports one citizen to capital when enemy city is captured.
  • +1 food in the capital for every 2 citizens in the capital
The obvious benefits of this ability are that you get more citizens, which in turns means more flat science. It also means more tiles worked, more specialists, and other obvious benefits. In war, this means it is more beneficial to take every city of the opponent's, as each one is a boost to population. This not only boosts your own, but removes your enemy's resources.

In times of low growth, proclaiming war on hated neighbors could be an option, as their citizens can contribute to their own. Particularly expansionist enemies, such as the Iroquois, can be abused to build a massive population. A high level strategy is to capture a city, then let your enemies expend resources taking it back before marching through their defenseless cities. Not only does this exhaust their forces, but allows you to spam more citizens in the capital, assuming you can support them. Things like granaries and watermills will be a staple, as they will allow you to feed your culturally conquered masses.
UU: Militia and UB: Baray
I lumped these two together since the UU isn't much to write home about.

Militia
Replacing the warrior (just like the Aztecs), the Militia doesn't have a host of unique features to it. It's basic improvements are that it can make farms, chop forests and jungles, make pastures, and build plantations. You'll still need workers for mines, lumber mills, and camps, among other things I may have forgotten. Still early on enough, they spare you the worries about having a large worker base, as well as doubling as a defensive force. They work slower than workers, so don't expect wonders from them.

Baray
A tier chart a while ago stated that civs that have double bonus buildings (Wats, Burial Tombs, etc) are on the top tier just by number crunch. The Baray is the miracle of early game buildings (Hospitals will always hold a special place in my heart). Replacing the watermill, it gives the same base benefits, but with a few differences.

First, it is more available, not requiring a river. It can still be built on river cities, but now you don't have to worry about it as much. All cities can access the production and food provided. Additionally, it gives +2 faith, adding yet another source of early game faith. This building has so much to offer that not building it in a city should be a crime.
Strategy: Chaur​ Mean​ Da​ Aschar
Your infrastructure will already be better off when you start the game. You get a Warrior and Worker wrapped into one, and you're three techs away from a triple building. Even if you get stuck alone on an island, you can focus on growth, and pursue a science game. But you can also take on neighbors to grow to insane levels. Early on, focus on scouting to know what kind of game you should run for. A religion will likely be yours, seeing as you have a decently powerful building

Middle game, you can consider taking out bigger threats, as well as small bait to feed your empire. City States make a great target, as they are still weak enough, and haven't yet hit the important stage. Getting rid of them before your enemies can line them against you can save you a world of hurt. With your higher population, your science should be semi-decently ahead, even if you're doing terribly. Your food stays a little bit ahead of the rest, giving you the ability to grow even as you hit the mid-game, where food and happiness hit a slowing point.

Late game, though cities are hard to crack, they are still as worth it as ever. Really late in the game, food has reached a peak, making it hard to grow. But each city (of the many now covering the face of the earth) gives you boosts. If your enemy has 3 cities, that's 3 more in a city that's likely 18+. But as they grow in size, so do you. It's not unreasonable to expect to rival Aztec cities in size...
Thanks!
First, here's to the first set done! Next up, the kingdom of Jerusalem, focused on taking out pesky religions that seek to convert your great people.

It might be a bit between the next set of civs, considering life, but I'll try to keep these rolling along!

Thanks again to:
  • Zigzagzigal for inspiring me.
  • LS for making these civs!
  • And you for reading!
4 Comments
Ashardalon125  [author] 15 Mar, 2015 @ 7:37pm 
@Mangamuffins101

Quite the reaction there! Glad to see someone really liked it.
Baseball player 15 Mar, 2015 @ 5:36pm 
0-0
Baseball player 15 Mar, 2015 @ 5:36pm 
WOW
Baseball player 15 Mar, 2015 @ 5:36pm 
0-0