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5: Best Warmonger Civ

The Impi attacks twice per turn: first a ranged strike at 11 strength, then a melee charge at full 16 strength. This means an Impi can weaken an enemy crossbowman or knight without taking a retaliation hit, then finish it in melee. Moreover, Impi receive a +50% combat bonus against gunpowder units—the very units meant to obsolete them. This means that even as enemies reach Musketmen and Rifles, Impi remain cost-effective killers. Combined with the Ikanda’s Buffalo Loins , an Impi can move three tiles, throw its spear, and charge—all in one turn. No other Medieval unit offers that combination of mobility, alpha strike, and durability.

War is expensive. Unit maintenance can bankrupt even the most successful conqueror. Shaka’s unique ability, (melee units cost 50% less maintenance), solves this. A standard Pikeman costs 2 gold per turn; an Impi costs 1 gold. A Zulu army of twenty melee units costs the same as another civ’s ten. This allows Shaka to field twice the frontline troops for the same economy. He can support a standing army that would cripple others, enabling constant war without the need to delete units during peacetime. This economic freedom means Shaka can keep his experienced, promotion-stacked army intact while his cities build science or happiness structures, then resume conquest without a rebuilding phase.

The Zulu’s greatness lies in how all three components feed each other. The Ikanda generates super-promoted units. Those units are cheap to maintain (Iklwa), allowing a large army. That large army generates Great Generals faster (since Zulu units earn +50% Great General generation—an often-overlooked hidden bonus of Iklwa). More Great Generals mean +15% combat strength citadels and movement auras, which further amplify the already-mobile Impi. Conquered cities provide more gold and production to build more Ikandas, producing a new wave of promoted units. The cycle is self-sustaining. best warmonger civ 5

Contrast this with other candidates. rely on Keshiks, which are fragile and require careful micro; one mistake loses a unit, and they struggle against cities. The Huns peak too early; if their Battering Ram rush fails, they have no late-game plan. Germany is RNG-dependent on converting barbarians. England has fantastic Ships of the Line but is map-dependent. Shaka is consistent on any map, any difficulty, any speed. His bonuses are always relevant: early game for barbarians, Medieval for the Impi push, Renaissance-to-Industrial as Impi upgrade to double-attack Riflemen, and Modern where Airports allow him to airlift his veteran army anywhere.

Other leaders may taste victory through a clever timing push or a lucky spawn. Shaka does not need luck. He needs only the Ikanda, the Impi, and the open terrain. When the Buffalo Horns close around your capital, you will understand: the Zulu Empire is not just a warmonger. It is the warmonger of Civilization V . The Impi attacks twice per turn: first a

Every great warmonger has a signature era. For Shaka, it is the Medieval era, where he unleashes the (Pikeman replacement). On paper, the Impi is strong: 16 melee strength, 11 ranged strength (yes, it throws spears before charging). In practice, it is a masterpiece of asymmetrical warfare.

A Zulu spearman or impi that earns Buffalo Horns and Chest becomes a hybrid tank-skirmisher. But the true terror is Buffalo Loins , which grants +1 movement. For melee units, movement is the currency of warfare. A standard swordsman has two moves—enough to step into rough terrain or attack once. A Zulu Impi with Buffalo Loins has three moves, allowing it to move into a hill, across a river, and still attack. The Ikanda effectively turns every Zulu melee unit into a more mobile, more durable, and more lethal version of its generic counterpart. This promotion line carries forward through upgrades: a Zulu Rifleman who started as an Ikanda-trained spearman retains those extra movement and combat bonuses, making Shaka’s army terrifying from the Ancient era to the Information era. This means that even as enemies reach Musketmen

Critically, the Impi upgrades into Riflemen. Those Riflemen retain the “double attack” promotion from their Impi days. A Zulu Rifleman that attacks twice per turn is essentially two units in one. This promotional carryover is where other warmongers falter—Mongolia’s Keshiks are incredible, but they upgrade into weaker Cavalry. Shaka’s power only compounds.