![]() The Romans are not interested in technology, which may be their downfall when it comes to wonders. If Egypt is in the game, let them be - unless they have the Colossus. If you wanted to pursue other victories, you'll probably find as much ease there those wonders and great people are useful for something, and they'll probably be beneficial to whichever path you choose to take. A cultural victory should take very little effort. Being able to produce wonders at half price is integral to taking over the world in peace, not to mention the eventual flood of great people. If you couldn't tell by history, the Romans can definitely win a culture war against Greece. Due to the history of Cleopatra and Caesar, the Egyptians and the Romans will go to war with each other far less frequently than normal. To balance this out, their Modern Era bonus is essentially useless - new cities founded in this era will have +1 population. Their Medieval and Industrial Era bonuses for half-price wonders and more great people, respectively, surpass even the Greeks in cultural prowess. Their bonus to build roads at half price is great for expansion, which you'd probably want to do for a little bit. Having Code of Laws in itself isn't special since you already start as a republic, but it's good for helping you reach the techs past it faster. The Romans begin with their government set as a republic, as well as the Code of Laws tech. ![]() These are basically just aesthetic changes, and any actual stat changes between default units and the civ-specific variations are negligible. Note: Each civilization has special units.
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