******************************************************************************* Civilization V by Redtooth ******************************************************************************* Table of Contents I... Introduction...........................[qwe] II.. New From Civ IV........................[rty] III. Starting a Game........................[uio] IV.. Civilizations..........................[pas] A. Leaders and Unique Units/Buildings V... How to Play............................[dfg] A. The Basics B. Victory Types C. City States VI.. Terrain and Resources..................[hjk] A. Resources VII. Technology.............................[lzx] A. Tech Tree B. Strategy VIII Units..................................[cvb] A. Promotions B. Great People IX.. Buildings..............................[nm,] X... Wonders................................[qaz] A. National Wonders B. Projects XI.. Policies...............................[wsx] XII. Contact Info...........................[edc] ******************************************************************************* I - Introduction - [qwe] ******************************************************************************* This is my first FAQ, so be gentle! The game, as you know, is Civilization V. This should be a complete guide at the time of posting, though future patches and new information will need to be discussed at some point. Any information I mess up will also have to be fixed, at some point at least! ******************************************************************************* II - New From Civ IV [rty] ******************************************************************************* Civilization V builds on Sid Meier's influential and long-lasting series, Civilization. As a long time fan of the series, I've played and watched the series grow. The series was a 4X game before the term was even coined. The Xs, for those who don't know, stands for "explore, expand, exploit and exterminate." And none of this has changed in the the newest game in the series. Lets first see what isn't in the game anymore. ------------------------------------------------------ A. What's Missing ------------------------------------------------------ -Religion -Corporations -Espionage (no spy units) -Vassal Cities (Check City States, under How to Play [dfg]) -Civics (Check Policies [wsx]) -Health -Pollution ------------------------------------------------------ B. What's New ------------------------------------------------------ -No Stacks Each tile can now only hold a single unit, so long gone are the days of the stacks of doom With that said, combat has also been changed thoroughly, with long range units able to shoot over tiles and onto others. I'll get in greater detail on these in later sections. -Hex Tiles Hex Tiles replace the diagonal rhombuses of previous games. The change is noticeable, yet very positive, allowing for new gameplay possibilities. If this makes no sense to you, just check in game, you'll see each tile has six neighbors. -Policies (Check Policies [wsx]) Policies are the replacement for civics in Civilization V. Look for them in their own section. -City States (Check How to Play [dfg]) City States are the replacement of Vassal system. These have gotten a lot more complex, so check their section for more detail! -Leadership Traits (Check Civilization [pas]) Two new things about Leaders. First, each country only has one leader now (boo). But each civilization now has a Unique Power, and two unique units or buildings. Arabia, for example, has the Camel Rider Unique Unit and the Bazaar Unique Building. It also gets it's power, Trade Caravans, which adds +2 gold per trade route. Check the Civilization section for more detail on each Unique Power, Unit and Building of each civilization. That concludes the major changes, all of which will be explained in depth throughout this FAQ. ******************************************************************************* III - Starting the Game - [uio] ******************************************************************************* In this section, we'll actually get you started on playing! There are five sections for starting a New Game of Civilization V! If this is too much, just Click "Play Now" and get right to Civilization! -Leader This is first section, click on the Leader Button and choose a leader. This screen displays all of the civilizations available to choose. This section shows what Unique Ability, Unit or Building the civilization has. Pick which one you want to play as, or pick Random to have a random civilization selected for you. Once selected, the screen goes back to the Setup Screen. -Map Type You can pick three different types: Continents, Pangaea, Archipelago. Continents, as you could guess, makes an earth-like world with several large land masses. Pangaea creates a single, all-connected land mass. And Archipelago creates a world filled with only islands. -Map Size There are 6 sizes to pick from, and each changes gameplay in a small way: DUEL Default Civilizations = 2, Default City States = 4 Unhappiness Per City = 2, Extra City Policy Penalty = 30% TINY Default Civilizations = 4, Default City States = 8 Unhappiness Per City = 2, Extra City Policy Penalty = 30% SMALL Default Civilizations = 6, Default City States = 12 Unhappiness Per City = 2, Extra City Policy Penalty = 30% STANDARD Default Civilizations = 8, Default City States = 16 Unhappiness Per City = 2, Extra City Policy Penalty = 30% LARGE Default Civilizations = 10, Default City States = 20 Unhappiness Per City = 1.6, Extra City Policy Penalty = 20% HUGE Default Civilizations = 12, Default City States = 24 Unhappiness Per City = 1.2, Extra City Policy Penalty = 15% -Difficulty There are 8 difficulty levels to pick from, starting with the easiest: Settler Chieftain Warlord Prince King Emperor Immortal Deity -Game Pace Here you pick how fast or slow you want the game going. Quick makes everything go faster. Quicker production, research and a quicker game. Standard is Standard, and always recommended for most games. Epic and Marathon elongate every aspect of the game. And if you got to this screen and realize you didn't really want to pick all this stuff, just click Randomize Button. ******************************************************************************* IV - Civilizations - [pas] ******************************************************************************* Each leader, as mentioned, has a unique ability and either two unique units or one unique unit and one unique building. This section will describe all 18 original civs and the extra Babylonian and Mongolian civs. ------------------------------------------------------ A. Leaders and Unique Units/Buildings ------------------------------------------------------ Nation : Arabia Leader : Harun al-Rashid Unit : Camel Archer (Replaces Knight) 2nd Unit: None Building: Bazaar (Replaces Market) Ability : Trade Caravans, +2 Gold from each Trade Route Comments: Poor UU, good Unique Building, but the entire civ is focused on late game and slower expansion, which most people don't ever make it into. Early game civs have too many advantages over this ------------------------ Nation : Aztec Leader : Montezuma Unit : Jaguar (Replaces Warrior) 2nd Unit: None Building: Floating Gardens (Replaces Watermill) Ability : Sacrificial Captives, Gains Culture for the empire from each enemy unit killed Comments: An interesting concept, combining Culture and Bloodshed, but perfect for the Aztec. For beginners, this chance to win with either culture or domination makes the Aztecs very attractive. For anyone else, the bonus to Culture through War just isn't enough to consider them for a straight Culture win. Building and Unit are just okay, nothing more. ------------------------ Nation : China Leader : Wu Zetian Unit : Chu-Ko-Nu (Replaces Crossbowman) 2nd Unit: None Building: Paper Maker(Replaces Library) Ability : Art of War, Effectiveness and birth rate of Great Generals increased Comments: Excellent Unique Building, Good Unique Unit. You should be building extra Libraries anyways, making the Paper Maker a great boost to Gold. The Chu-Ko-Nuis great in both offense and slowing down an enemy, attacking twice from Range. On the other hand, the Ability is pretty useless. Great Generals are the least useful Great People, in my opinion. Most times, you won't need Citadels, and you won't need more than one for the attack bonus. ------------------------ Nation : Egypt Leader : Ramesses the Great Unit : War Chariot (Replaces Chariot Archer) 2nd Unit: None Building: Burial Tomb (Replaces Temple) Ability : Monument Builders, +20% Production speed of Wonders Comments: Maybe it's my previous Civ bias, but Egypt and a world wonders centered Ability is an immediate turn off. Most players should try to stay away from focusing on Wonder Building. At high difficulties, you'll never compete with the AI, even with this ability. For beginners though, it allows you to build all your favorite wonders even faster, yay! The Unique Building, though, is excellent. The Unit is not. ------------------------ Nation : England Leader : Queen Elizabeth I Unit : Longbowman (Replaces Crossbowman) 2nd Unit: Ship of the Line (Replaces Frigate) Building: None Ability : Sun Never Sets, +2 MPs for all ocean-going naval units Comments: England gains movement points on the ocean, and Ship of the Line which are cheaper to produce and better overall. On Archipelago, England is Militarily unstoppable. You'll explore, settle and conquer across the sea faster than anyone else. You have very little in terms of cultural or gold bonuses, so your focus is purely military, and without island or a large amount of water, even that bonus can be negligible. But in the right circumstances, no one can mess with England militarily, making it one of the better civs in the game. ------------------------ Nation : France Leader : Napoleon Unit : Foreign Legion(Replaces Infantry) 2nd Unit: Musketeer (Replaces Musketman) Building: None Ability : Ancient Regime, Provides +2 Culture per City until Steam Power Comments: France is can be an interesting civ if you play your cards right. Musketeers are stronger Musketmen, and can overwhelm an enemy very easily. But the Foreign Legion Comes very late in the game, and the bonus is not all that great. The ability is kind of weak, ending at steam power and being limited in scope. Unless you play to that ability. In advanced strategy, I'll detail ICS (Infinite City Sprawl), in which you essentially build as many cities on as small a plot of land as possible. The culture bonus coupled with this strategy makes France almost broken in culture generation. ------------------------ Nation : Germany Leader : Otto Von Bismark Unit : Landsknecht (Replaces Pikeman) 2nd Unit: Panzer (Replaces Tank) Building: None Ability : Furor Teutonicus, When a Barbarian encampment is destroyed, there’s a 50% chance of gaining 25 Gold and a Barbarian unit joining your side. Comments: Great UUs, though Panzer comes way too late. Landsknecht is an excellent and super cheap unit that can be mass produced very fast. The ability allows a good amount of unit stealing, though is pretty pointless when Barbarians run out. Germany can win early, militarily, or stagger for the rest of the game until the Panzer Tank. ------------------------ Nation : Greece Leader : Alexander the Great Unit : Companion Cavalry (Replaces Horseman) 2nd Unit: Hoplite (Replaces Spearman) Building: None Ability : Hellenic League, City-State influence degrades half as slowly as normal, and it recovers at twice the speed as for other civilizations. Comments: Greece is a mixed bag. Great early-game, probably the best combo of military units for a quick win if I ever saw it. Other than that, the focus is purely on city-states, which in some games can be very overpowered. If you're looking to win militarily early, or diplomatically in the late game, this is the civ for you. ------------------------ Nation : India Leader : Ghandi Unit : War Elephant (Replaces Chariot Archer) 2nd Unit: None Building: Mughal Fort (Replaces Castle) Ability : Population Growth, Unhappiness from number of Cities is doubled, and Unhappiness from total population is halved. Build fewer, bigger cities!) Comments: Decent UU, Bad Unique Building, and a focus on building very large, very productive cities. Honestly, not a terrible civ, but probably my least favorite to play. The unit isn't great, the building is bad, and the ability can be nullified easily. ------------------------ Nation : Iroquois Leader : Hiawatha Unit : Mohawk Warrior (Replaces Swordsman) 2nd Unit: None Building: Longhouse (Replaces Workshop) Ability : The Great Warpath, Units may move through Forest and Jungle tiles as if they were roads when in friendly territory. Comments: Another interesting civ, only really only able to work well on forest and jungle maps. UU is great, UB is amazing for extra Hammers, but the ability is kind of useless when attacking and when you own very little land. Your best bet is to quickly expand over as much land as possible before fighting your opponents. Most AI will immediately cut down as much forest as possible, which kind of nullifies your entire civ. ------------------------ Nation : Japan Leader : Oda Nobunaga Unit : Samurai (Replaces Longswordsman) 2nd Unit: Zero (Replaces Fighter) Building: None Ability : Bushido, Units’ attack and defense strengths remain at full, even when the unit is damaged. Comments: Once you get Samurais, you'll be nearly unstoppable. No matter how injured your army, you will fight at 100% strength, which is amazing to say the least. The Zero comes too late to really matter, but the civ in general is a straight forward military powerhouse. Most veterans will be able to take even the piddliest of armies and conquer their entire world very early. ------------------------ Nation : Ottoman Empire Leader : Suleiman the Magnificent Unit : Janissary (Replaces Musketman) 2nd Unit: Sipahi (Replaces Lander) Building: None Ability : Barbary Corsairs, Whenever you destroy a Barbarian naval unit, there’s a 50% chance of instead converting it to your side and earning 25 Gold. Comments: I find the Ability to be useless, but that's because I tend to wipe out most barbarian camps very early. If you let the game roll on, to the point of capturing battleships, it'll pay off, but I'm not a huge fan. Janissaries are great UU though. ------------------------ Nation : Persia Leader : Darius I Unit : Immortal (Replaces Spearman) 2nd Unit: None Building: Satrap's Court(Replaces Bank) Ability : Achaemenid Legacy, Golden Ages lasts 50% longer. Units receive a movement bonus and a +10% attack and defense strength bonus during a Golden Age. Comments: Persia's Ability is perfect for a Great Person spam style gameplay. If you can focus your entire civilization on building GPs and spawning them constantly, you'll reach a point were you can unleash an extremely long string of Golden Ages, producing insane amounts of units, and having them all attack for greater damage than anyone else. Not necessarily the easiest thing to pull off but very satisfying. Otherwise, middle of the road civ with decent powers. ------------------------ Nation : Rome Leader : Augustus Caser Unit : Ballista (Replaces Catapult) 2nd Unit: Legion (Replaces Swordsman) Building: None Ability : The Glory of Rome, +25% Production bonus when constructing a building (in another city) that already has been constructed in the Capital. Comments: Probably my favorite civ in the game. Legion+Ballista hit harder, faster and better than anything else in the game, and can clean up the game before anyone can consider stopping you. The ability is interesting, forcing you to focus on building production in the capital, but plays together nicely with the Tradition Policy and the early rush to victory. Play Rome for a quicker than usual game. ------------------------ Nation : Russia Leader : Catherine the Great Unit : Cossack (Replaces Cavalry) 2nd Unit: None Building: Krepost (Replaces Barracks) Ability : Mother Russia, Resources provide +1 production, and Horses, Iron and Uranium deposits are doubled. Comments: A good civ for beginners, offerring more resources and better military units and buildings. Honestly, not my favorite, to the point I've only ever played one game with them. ------------------------ Nation : Siam Leader : Ramkhamhaeng Unit : Naresuan’s Elephant (Replaces Knight) 2nd Unit: None Building: Wat (Replaces University) Ability : Father Governs Children, Food and Culture gifts from friendly City-States are increased by 50%. Comments: A great Cultural civ, with a strong medieval UU and UB. The focus is also for the peaceful alliance of many city-states, though I tend to prefer Greece when going for the city-state path. They just do it better and earlier... ------------------------ Nation : Songhai Leader : Askia Unit : Mandekalu Cavalry (Replaces Knight) 2nd Unit: None Building: Mud Pyramid Mosque(Replaces Temple) Ability : River Warlord, Receive double the standard amount of Gold when destroying Barbarian encampments and when pillaging Cities. Embarked units can defend themselves. Comments: A good Building, decent UU, not so good Ability. If you're going the Burn the World strategy, the extra gold allows you to rush more military which can Raze even more cities. ------------------------ Nation : USA Leader : George Washington Unit : Minuteman (Replaces Musketman) 2nd Unit: B17 Bomber (Replaces Bomber) Building: None Ability : Manifest Destiny, increases unit sight and provides a discount on tile cost. Comments: UU are crap, the Minuteman due to a movement glitch, the Bomber due to being way to late in the game to matter. The ability is okay, but I never found tile costs too high to worry about getting a discount before. You might see America as the #1 played civ though, which isn't surprising. You play the civ you find fun, not necessarily the best ones. =P ----------------------------------------------------- -DLC Civs ----------------------------------------------------- Nation : Babylon Leader : Nebuchadnezzar II Unit : Bowman (Replaces Archer) +2 Melee Combat Strength, +2 Ranged Combat Strength 2nd Unit: None Building: Walls of Babylon (replaces Walls) +2.5 Defense, -20 Production Cost Ability : Ingenuity, Free Great Scientist upon invention of Writing. Double rate of generating Great Scientists throughout the game. Comments: Excellent UU, decent UB, great UA. Overall, it sucks that Babylon is only available through that pre-order or whatever. They sound incredible as a GP hoarder, an early rusher or even a culture hog. Too bad I haven't had a chance yet... ------------------------ Nation : The Mongolian Empire Leader : Genghis Kahn Unit : Keshik (replaces Knight) Ranged Unit (cannot directly Melee) with 12 Ranged Combat Strength, 8 Melee Strength, +2 Movement) 2nd Unit: Khan (replaces Great General) 5 movement range, heals adjacent units 2 HP per turn. Building: None Ability : Mongol Terror +30% combat against City-States. +1 movement to mounted units. Comments: Free on DLC right now, so no reason not to pick it up! And finally, a useful Great General. The movement is whatever, but healing units is something I've always missed in the Civ series. So an attack bonus and healing every turn? Get a few Keshiks and they'll never die. The Ability lets you move more with Mounted, which is pretty good, and adds attack against City-States, which is cool but limited in use. ******************************************************************************* V - How to Play - [dfg] ******************************************************************************* Here I'll give you a basic rundown on how to play the game. ----------------------------- A. The Basics ----------------------------- Let's get down to the very basics. Civilization V is a turn-based strategy game. Although there are options to turn the game into simultaneous turn, this guide will only cover the turn-based aspects of the game. Simply, the game begins after you pick your Setup option, or by clicking "Play Now." You start the game with a Settler and Warrior. The Settler allows you to build a city. The game automatically sets you in a good position, so don't be tempted to move your settler anywhere until you have a good idea of how to play. The game is turn based, so you can take your time and look around every turn and decide what's your best course of action. Build military units to explore and build settlers to build new cities. As you explore, you'll notice different terrain types, different resources, and a varied landmass. Resources, as you can imagine, are limited and often fought over, so make your claim on them as quick as possible. All the while, watch your happiness scale, and manage your Science output in different cities. Your best course of action in your first games is to play a small map, easy settings, few opponents, and listening to your advisors. Once you get a good feel for the different options you have, the way to move around and the way to play, then you can move on to harder settings. This FAQ should enlighten you on all the different units, buildings, civs Victory Types, terrain and resources in the game. ------------------------ B. Victory Types ------------------------ The goal, as in most games, is to win. But winning means something different to every person, and to every civilization. Some people win just by reaching the end of the game (2050 AD). In Civilization V, you have 5 methods of winning the game. Domination: Domination is achieved by destroying or capturing every enemy capital in the game. This one can be tricky, as it can only be gained when you are the last remaining civ who still owns their own capital. If you are playing 4 opponents, and capture 3 of their capitals, but the 4th sneaks in and captures yours, that 4th civ will automaticall win. Diplomatic: Diplomacy is a tough art in Civ V. When you reach Globalization, you can build the United Nations wonder of the world. This triggers a voting period, in which every Civ in the world and city-states get 1 vote. As the builder, you get 2 votes. Liberated civs/city-states will always vote for you, so get liberating! Cultural: Cultural is achieved by fully researching 5 Social Policy trees. Once accomplished, you can build the Utopia Project Wonder, which will win you the game. Careful, other civs don't take kindly to such victory! Science: Science victory comes from successfully lauching the first spaceship in the world. You must first build the Apollo Project, and then all the required spaceship parts, move them into your capital, and launch your space shuttle. End of Time: If none of the 4 above are achieved by 2050, the game will still end, and the winner will be the one with the highest score. Don't worry, if you'd like to keep playing post 2050, that option is always available! ------------------------ C. City States ------------------------ City-States are a new concept for Civ V. They are civilization confined to single cities and can not win the game. Their goal is survival and to ally with the strongest and most helpful civilization around. If you help a city-state, they will reward you with bonuses and other goodies. With each city-state, you have an influence meter, which decides how happy or unhappy the city-state is with you. This also affects whether they give you specific missions (with specific rewards). The main reason to be allied with these city-states is for the United Nations win, or the science bonus. There are 3 types of city states: Cultured, Maritime and Militaristic. Cultured City-States provide culture bonuses, Maritime provide food bonuses and Militaristic will provide free military units. ******************************************************************************* VI - Terrain and Resources - [hjk] ******************************************************************************* Each tile is considered one of 9 possible Terrains. Each has a different values for defense and city production. Hills and Mountains count for +25% defensive strength. Crossing rivers is -25% on offensive units. ------------------------ -Coast Food : 1 Hammer: 0 Gold : 1 Move : 1 ------------------------ -Desert Food : 0 Hammer: 0 Gold : 0 Move : 1 ------------------------ -Grass Food : 2 Hammer: 0 Gold : 0 Move : 1 ------------------------ -Hill Food : 0 Hammer: 2 Gold : 0 Move : 2 ------------------------ -Mountain Food : 0 Hammer: 0 Gold : 0 Move : Impassable ------------------------ -Ocean Food : 1 Hammer: 0 Gold : 1 Move : 1 ------------------------ -Plains Food : 1 Hammer: 1 Gold : 0 Move : 1 ------------------------ -Snow Food : 0 Hammer: 0 Gold : 0 Move : 1 ------------------------ -Tundra Food : 1 Hammer: 0 Gold : 0 Move : 1 A tile can also include several other "Features," such as Forest or Flood Plains, further altering the amount of Hammers/Food on gets. Forests and Jungles also provide +25% combat strength. ------------------------ -Flood Plains Food : 2 Hammer: 0 Gold : 0 Move : 1 ------------------------ -Forest Food : 1 Hammer: 1 Gold : 0 Move : 2 ------------------------ -Jungle Food : 1 Hammer: -1 Gold : 0 Move : 2 ------------------------ -Marsh Food : -1 Hammer: 0 Gold : 0 Move : 2 ------------------------ -Oasis Food : 3 Hammer: 0 Gold : 1 Move : ------------------------------------------------------ A. Resources ------------------------------------------------------ Resources sit upon different Terrain and are invisible until the correct technology has been researched. Resources provide immense benefit for your civilization, whether it be a large increase in Gold/Hammers, or access to more powerful military units. Fighting over scarce resources is a must. There are three types: Bonus, Luxury and Strategic. Each requires a certain worker Improvement and a Road in order to give you any benefits. Note: The numbers are bonuses to the terrain. Meaning Cattle (+1) on grassland(+2) gives you a total of +3 Food. ------------------------ Bonus ------------------------ Name : Bananas Food : 1 Hammer: 0 Gold : 0 Base : Jungle Improv: Plantation Name : Cattle Food : 1 Hammer: 0 Gold : 0 Base : Grass Improv: Pasture Name : Deer Food : 1 Hammer: 0 Gold : 0 Base : Forest/Tundra/Hill Improv: Camp Name : Fish Food : 2 Hammer: 0 Gold : 0 Base : Coast Improv: Fishing Boats Name : Sheep Food : 1 Hammer: 0 Gold : 0 Base : Grass, Plains, Desert Improv: Pasture Name : Wheat Food : 1 Hammer: 0 Gold : 0 Base : Flood Plains or Plains Improv: Farm ------------------------ Luxury ------------------------ Luxuries provide a bonus in Happiness, but are singular per resource. Meaning you can be connected to 2 Silk and you would only gain the happiness bonus of having 1 Silk. Having 1 Silk and 1 Dyes would provide a combined bonus. Extra Resouces should thus be traded! Note: A city may request a certain luxury. Providing said luxury sparks a "We Love the Leader Day," which lasts 20 turns and adds +25% to city growth. Name : Cotton Food : 0 Hammer: 0 Gold : 2 Base : Grass, Plains, Desert Improv: Plantation Name : Dyes Food : 0 Hammer: 0 Gold : 2 Base : Jungle or Forest Improv: Plantation Name : Furs Food : 0 Hammer: 0 Gold : 2 Base : Forest, Tundra Improv: Camp Name : Gems Food : 0 Hammer: 0 Gold : 3 Base : Any Land Improv: Mine Name : Gold Food : 0 Hammer: 0 Gold : 2 Base : Grass, Plain, Hill, Desert Improv: Mine Name : Incence Food : 0 Hammer: 0 Gold : 2 Base : Desert, Plain Improv: Plantation Name : Ivory Food : 0 Hammer: 0 Gold : 2 Base : Plains Improv: Camp Name : Marble Food : 0 Hammer: 0 Gold : 2 Base : Grass, Plains, Desert, Tundra, Hills Improv: Quarry Name : Pearls Food : 0 Hammer: 0 Gold : 2 Base : Coast Improv: Fishing Boats Name : Silk Food : 0 Hammer: 0 Gold : 2 Base : Forest Improv: Plantation Name : Silver Food : 0 Hammer: 0 Gold : 2 Base : Tundra, Desert, Hill Improv: Mine Name : Spices Food : 0 Hammer: 0 Gold : 2 Base : Jungle Improv: Plantation Name : Sugar Food : 0 Hammer: 0 Gold : 2 Base : Flood Plains, Marsh Improv: Plantation Name : Whales Food : 1 Hammer: 0 Gold : 1 Base : Coast Improv: Fishing Boats Name : Wine Food : 0 Hammer: 0 Gold : 2 Base : Grass, Plains Improv: Plantation ------------------------ Strategic ------------------------ Strategic resources are different than others for two reasons: One, they appear only after learning a specific tech; and two, they are limited in "uses." Iron can only build only so many swordsman before running out. Name : Aluminum Food : 0 Hammer: 1 Gold : 0 Base : Plains, Desert, Hill, Tundra Tech : Electricity Improv: Mine Name : Coal Food : 0 Hammer: 1 Gold : 0 Base : Grass, Plains, Hill Tech : Scientific Theory Improv: Mine Name : Horses Food : 0 Hammer: 1 Gold : 0 Base : Grass, Plains, Tundra Tech : Animal Husbandry Improv: Pasture Name : Iron Food : 0 Hammer: 1 Gold : 0 Base : Grass, Plains, Desert, Snow, Tundra, Hill Tech : Iron Working Improv: Mine Name : Oil Food : 0 Hammer: 1 Gold : 0 Base : All Tech : Oil Well or Offshore Platform Improv: Biology Name : Uranium Food : 0 Hammer: 1 Gold : 0 Base : All Tech : Atomic Theory Improv: Mine ******************************************************************************* VII - Technology - [lzx] ******************************************************************************* Technology has been slightly overhauled for Civilization V. The easiest way to see it all is to look at the Tech Tree in game. Otherwise, I've uploaded a tech tree jpg onto Gamefaqs. Just check the main FAQ page and find my other FAQ. Here I'll list the Technology, their Requirements and what it unlocks. The Cost refers to the Beaker cost of the tech. If you are researching agriculture, you see it cost 20 beakers. If you have 2 cities producing 1 beaker a piece, it will take you 10 turns to research it. ----------------------------- A. Techs ----------------------------- -----------------------------------Ancient------------------------------------- Name: Agriculture Cost: 20 Reqs: None New : Farm Name: Animal Husbandry Cost: 35 Reqs: Agriculture New : Horses, Pasture Name: Archery Cost: 35 Reqs: Agriculture New : Archer Name: Mining Cost: 35 Reqs: Agriculture New : Mines Name: Pottery Cost: 35 Reqs: Agriculture New : Granary Name: Bronze Working Cost: 55 Reqs: Mining New : Spearman, Barracks, Colussus Name: Masonry Cost: 55 Reqs: Mining New : Wall, Pyramid, Quarry Name: The Wheel Cost: 55 Reqs: Animal Husbandry New : Chariot Archer, Watermill, Road Name: Calendar Cost: 70 Reqs: Pottery New : Stonehenge, Plantation Name: Sailing Cost: 55 Reqs: Pottery New : Trieme, Work Boat, Great Lighthouse Name: Trapping Cost: 55 Reqs: Animal Husbandry New : Trading Post, Camp Name: Writing Cost: 55 Reqs: Pottery New : Library, Great Library, Open Borders ----------------------------------Classical------------------------------------ Name: Construction Cost: 100 Reqs: Masonry New : Colosseum, Great Wall Name: Horseback Riding Cost: 100 Reqs: The Wheel New : Horseman, Stable Name: Iron Working Cost: 150 Reqs: Bronze Working New : Swordsman, Heroic Epic, Iron Name: Mathematics Cost: 100 Reqs: The Wheel, Archery New : Catapult, Courthouse, Hanging Gardens Name: Optics Cost: 80 Reqs: Sailing New : Lighthouse Name: Philosophy Cost: 100 Reqs: Sailing New : Temple, National Epic, The Oracle -Medieval Name: Chivalry Cost: 440 Reqs: Civil Service, Horseback Riding, Currency New : Knight, Castle Name: Compass Cost: 340 Reqs: Optics New : Harbor Name: Civil Service Cost: 400 Reqs: Philosophy, Trapping New : Pikeman, Chichen Itza Name: Education Cost: 440 Reqs: Theology New : University, Notre Dame, Oxford, Porcelain Tower Name: Currency Cost: 250 Reqs: Mathematics New : Market, Machu Picchu Name: Engineering Cost: 250 Reqs: Mathematics, Construction New : Lumbermill, Fort Name: Metal Casting Cost: 250 Reqs: Iron Working New : Forge, Workshop Name: Machinery Cost: 440 Reqs: Engineering New : Crossbowman, Longbowman Name: Physics Cost: 440 Reqs: Engineering, Metal Casting New : Trebuchet Name: Steel Cost: 440 Reqs: Metal Casting New : Longswordman Name: Theology Cost: 250 Reqs: Calendar, Philosophy New : Garden, Monastery ---------------------------------Renaissance----------------------------------- Name: Astronomy Cost: 650 Reqs: Compass, Education New : Caravel, Observatory Name: Acoustics Cost: 650 Reqs: Education New : Opera House, Sistine Chapel, Kremlin Name: Banking Cost: 650 Reqs: Education, Chivalry New : Bank, Forbidden Palace Name: Printing Press Cost: 650 Reqs: Machinery, Physics New : Theatre, Taj Mahal Name: Gunpowder Cost: 680 Reqs: Physics, Steel New : Musketman Name: Navigation Cost: 900 Reqs: Astronomy New : Frigate, Seaport Name: Chemistry Cost: 900 Reqs: Gunpowder New : Cannon, Ironwork Name: Metallurgy Cost: 900 Reqs: Gunpowder New : Lancer Name: Economics Cost: 900 Reqs: Banking, Printing Press New : Windmill, Big Ben Name: Archaeology Cost: 1300 Reqs: Navigation New : Museum, The Louvre, Hermitage Name: Scientific Theory Cost: 1300 Reqs: Navigation, Acoustics New : Publics School, Coal Name: Military Science Cost: 1300 Reqs: Economics, Chemistry New : Cavalry, Military Academy, Brandenburg Gate Name: Fertilizer Cost: 1300 Reqs: Chemistry New : Farm yield increase Name: Rifling Cost: 1425 Reqs: Metallurgy New : Rifleman ----------------------------------Industrial----------------------------------- Name: Biology Cost: 1680 Reqs: Archaeology, Scientific Theory New : Hospital, Oil, Well Name: Steam Power Cost: 1680 Reqs: Scientific Theory, Military Science New : Ironclad, Factory Name: Electricity Cost: 1900 Reqs: Biology, Steam Power New : Stock Exchange, Aluminum, Destroyer Name: Replacable Parts Cost: 1900 Reqs: Steam Power New : Anti-Tank Gun, Infantry, Statue of Liberty Name: Railroad Cost: 1900 Reqs: Steam Power New : Arsenal, Railroad Name: Dynamite Cost: 1900 Reqs: Fertilizer, Rifling New : Artillery Name: Refrigeration Cost: 2200 Reqs: Electricity New : Submarine, Offshore Platform Name: Telegraph Cost: 2200 Reqs: Electricity New : Battleship, Military Base Name: Radio Cost: 2200 Reqs: Electricity New : Anti-Aircraft Gun, Broadcast Tower, Eiffel Tower Name: Flight Cost: 2200 Reqs: Replaceable Parts New : Carrier, Fighter Name: Combustion Cost: 2200 Reqs: Replaceable Parts, Railroad, Dynamite New : Tank ----------------------------------Modern--------------------------------------- Name: Plastics Cost: 2600 Reqs: Refrigeration New : Research Lab, Hydro Plant Name: Penicillin Cost: 2600 Reqs: Refrigeration New : Medical Lab Name: Electronics Cost: 2600 Reqs: Telegraph New : Mechanized Infantry Name: Mass Media Cost: 2600 Reqs: Radio New : Stadium Name: Radar Cost: 2600 Reqs: Radio, Flight New : Bomber, Paratrooper, Pentagon Name: Computers Cost: 3000 Reqs: Electronics, Mass Media New : Nuclear Submarine, Mobile SAM Name: Ecology Cost: 3000 Reqs: Plastics, Penicillin New : Solar Plant Name: Rocketry Cost: 3000 Reqs: Radar New : Rocket Artillery, Apollo Program, Helicopter Gunship Name: Lasers Cost: 3000 Reqs: Radar, Combustion New : Modern Armor, Jet Figher Name: Atomic Theory Cost: 2600 Reqs: Combustion New : Manhattan Project, Uranium Name: Nuclear Fission Cost: 3000 Reqs: Atomic Theory New : Atomic Bomb, Nuclear Plant Name: Advanced Ballistics Cost: 3350 Reqs: Nuclear Fission, Lasers New : Nuclear Missile Name: Globalization Cost: 3350 Reqs: Ecology New : United Nations, Opera House Name: Robotics Cost: 3350 Reqs: Computers New : Spaceship Factory, SS Booster, Missile Cruiser Name: Satellites Cost: 3350 Reqs: Rocketry New : SS cockpits, Guided Missile Name: Stealth Cost: 3350 Reqs: Lasers New : Stealth Bomber ----------------------------------Future--------------------------------------- Name: Particle Physics Cost: 3350 Reqs: Globalization, Robotics, Satellites New : SS Engine Name: Nuclear Fusion Cost: 3600 Reqs: Satellites, Stealth, Advanced Ballistics New : Giant Death Robot Name: Nanotechnology Cost: 3300 Reqs: Particle Physics New : SS Statis Chamber Name: Future Tech Cost: 4000 Reqs: Nuclear Fusion, Nanotechnology New : Increases your Score every completion ----------------------------- B. Strategy ----------------------------- A few basic strategy can help you maximize your research and get a leg up on your opponents. The first thing to know is that beakers do not "overflow" like they did in the last games. That means that if you are researching Bronze Working at 10 beakers a turn, you'll discover the tech in 6 turns. Normally, the extra 5 beakers (60 beakers research - 55 needed for Bronze Working) would go towards your next research item. To get around these, you need to keep track of each research item and how many beakers these take to research. Then, you need to boost your beaker capacity with some micromanagement. There are several ways to boost Research. The first is Social Policy, like Secularism, which gives increased research power. Secondly, individual cities can be tuned to give off more beakers per turn. Changing a citizen into a scientist allows for greater research capacity. Buildings, such as the University (and working jungle tiles with that building in the city) gives an even greater boost. City States also add to your beaker count. At some point, Research Agreements become an equal or greater way to research new technology. By the Renaissance period, you should be trying to work with other nations to research faster. Actually, at the moment, the system is slightly bugged. If you declare war during an RA, it's supposed to cancel the agreement. For the moment, the tech comes automatically with war. If you don't mind mildly cheating, this can work for you. If you prefer to play for real, you can wait on RAs for the next patch which will hopefully help. Another easy way to get some quick techs is sacrificing Great Scientists. This method is costly, and can be hard to keep up. Great Scientists can be mined themselves, but this takes its own strategy that you need to specifically follow. ******************************************************************************* VIII - Units - [cvb] ******************************************************************************* Here I'll list all the units available in the game. I'll note which ones are UU (Unique Unit), and to what Civilization they belong to. For reference: Cost: production cost for the Unit Type: can be Ranged, Tank, Mounted, Melee, Bomb, Air or Naval. Ranged can attack over units. Tank and Mounted can move after combat. Bomb can only be used once and have a large zone of attack. Air units can not move far from a Carrier or a friendly city. Naval can only stay at sea. Combat Str is the Offensive and Defensive Str of the Unit Ranged Str is the Ranged Attack power of the Unit Range is the Unit Range Resource is the type of resource required for the Unit Tech is the technology needed to build the Unit Comments hints anything extra ------------------------------------------------------ Ancient ------------------------------------------------------ -Archer Cost : 70 Type : Ranged Combat Str: 4 Ranged Str: 6 Range : 2 Movement : 2 Resource : - Tech : Archery Comments: No melee attack ------------------------ -Brute Cost : 20 Type : Melee Combat Str: 6 Ranged Str: - Range : - Movement : 2 Resource : - Tech : - Comments: Barbarian Unit ------------------------ -Chariot Archer Cost : 60 Type : Mounted Combat Str: 3 Ranged Str: 6 Range : 2 Movement : 4 Resource : Horses Tech : The Wheel Comments: No melee attack, no def bonuses ------------------------ -Galley Cost : 50 Type : Naval Combat Str: 5 Ranged Str: 3 Range : 2 Movement : 3 Resource : - Tech : - Comments: Barbarian Unit, may not enter deep ocean ------------------------ -Hoplite Cost : 60 Type : Melee Combat Str: 9 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Bronze Working Comments: Greek UU, Bonus vs Mounted (+100%) ------------------------ -Immortal Cost : 60 Type : Melee Combat Str: 8 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Bronze Working Comments: Bonus vs Mounted (+100%), Heals at Double Rate, Persian UU ------------------------ -Jaguar Cost : 40 Type : Melee Combat Str: 6 Ranged Str: - Range : - Movement : 2 Resource : - Tech : - Comments: Bonus in Jungle (+50%), Heals 2 damage if it kills a unit, Aztec UU ------------------------ -Scout Cost : 25 Type : - Combat Str: 4 Ranged Str: - Range : - Movement : 2 Resource : - Tech : - Comments: Ignores Terrain Cost ------------------------ -Settler Cost : 89 Type : - Combat Str: - Ranged Str: - Range : - Movement : 2 Resource : - Tech : - Comments: Can found a new City ------------------------ -Spearman Cost : 50 Type : Melee Combat Str: 7 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Bronze Working Comments: Bonus vs Mounted (+100%) ------------------------ -Trireme Cost : 60 Type : Naval Combat Str: 6 Ranged Str: 4 Range : 2 Movement : 4 Resource : - Tech : Sailing Comments: No melee attack, can't go to deep ocean ------------------------ -War Chariot Cost : 60 Type : Mounted Combat Str: 3 Ranged Str: 6 Range : 2 Movement : 5 Resource : - Tech : The Wheel Comments: No melee attack, no def bonus, Egypt UU ------------------------ -War Elephant Cost : 80 Type : Mounted Combat Str: 6 Ranged Str: 8 Range : 2 Movement : 3 Resource : - Tech : The Wheel Comments: No Melee Attack, no def bonus, India UU ------------------------ -Warrior Cost : 40 Type : Melee Combat Str: 6 Ranged Str: - Range : - Movement : 2 Resource : - Tech : - Comments: Basic Unit ------------------------ -Work Boat Cost : 30 Type : - Combat Str: - Ranged Str: - Range : - Movement : 4 Resource : - Tech : Sailing Comments: May Create Fishing Boats and Offshore Platforms ------------------------ -Worker Cost : 70 Type : - Combat Str: - Ranged Str: - Range : - Movement : 2 Resource : - Tech : - Comments: Creates Improvements ------------------------------------------------------ Classical Era ------------------------------------------------------ -Ballista Cost : 100 Type : Siege Combat Str: 4 Ranged Str: 18 Range : 2 Movement : 2 Resource : Iron Tech : Mathematics Comments: Bonus vs Cities(+10%), no def bonus must set up range attack, Rome UU ------------------------ -Catapult Cost : 100 Type : Siege Combat Str: 4 Ranged Str: 14 Range : 2 Movement : 2 Resource : Iron Tech : Mathematics Comments: Bonus vs Cities(+10%), no def bonus must set up range attack ------------------------ -Companion Cavalry Cost : 80 Type : Mounted Combat Str: 14 Ranged Str: - Range : - Movement : 5 Resource : Horses Tech : Horseback Riding Comments: no def bonus, can move after attacking, More likely to produce Great General Greek UU ------------------------ -Horseman Cost : 80 Type : Mounted Combat Str: 12 Ranged Str: - Range : - Movement : 4 Resource : Horses Tech : Horseback Riding Comments: No def bonus, can move after attacking ------------------------ -Legion Cost : 90 Type : Melee Combat Str: 13 Ranged Str: - Range : - Movement : 2 Resource : Iron Tech : Iron Working Comments: Rome UU ------------------------ -Mohawk Warrior Cost : 80 Type : Melee Combat Str: 11 Ranged Str: - Range : - Movement : 2 Resource : Iron Tech : Iron Working Comments: Iroquois UU, bonus in jungle/forest (+50%) ------------------------ -Swordsman Cost : 80 Type : Melee Combat Str: 11 Ranged Str: - Range : - Movement : 2 Resource : Iron Tech : Iron Working Comments: ------------------------------------------------------ Medieval Era ------------------------------------------------------ -Camel Archer Cost : 150 Type : Mounted Combat Str: 10 Ranged Str: 15 Range : 2 Movement : 3 Resource : Horses Tech : Chivalry Comments: No def Bonus, can move after attacking, no melee attack, Arabia UU ------------------------ -Cho-Ko-Nu Cost : 120 Type : Range Combat Str: 6 Ranged Str: 10 Range : 2 Movement : 2 Resource : - Tech : Machinery Comments: No melee attack, may attack twice Chinese UU ------------------------ -Crossbowman Cost : 120 Type : Range Combat Str: 6 Ranged Str: 12 Range : 2 Movement : 2 Resource : None Tech : Machinery Comments: No melee attack ------------------------ -Knight Cost : 150 Type : Mounted Combat Str: 18 Ranged Str: - Range : - Movement : 3 Resource : Horses Tech : Chivalry Comments: no def bonus, move after attack ------------------------ -Landsknecht Cost : 50 Type : Melee Combat Str: 10 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Civil Service Comments: Bonus vs Mounted(+100%), German UU ------------------------ -Longbowman Cost : 120 Type : Ranged Combat Str: 6 Ranged Str: 12 Range : 2 Movement : 2 Resource : - Tech : Machinery Comments: no melee attack, +1 Range, England UU ------------------------ -Longswordsman Cost : 150 Type : Melee Combat Str: 18 Ranged Str: - Range : - Movement : 2 Resource : Iron Tech : Steel Comments: ------------------------ -Mandekalu Cost : 150 Type : Mounted Combat Str: 18 Ranged Str: - Range : - Movement : 3 Resource : Horses Tech : Chivalry Comments: No def bonus, move after attack, bonus vs cities(+30%), Songhai UU ------------------------ -Naresuan's Elephant Cost : 150 Type : Mounted Combat Str: 22 Ranged Str: - Range : - Movement : 2 Resource : None Tech : Chivalry Comments: Bonus vs Mounted(+50%), no def bonus, Siamese UU, move after attack ------------------------ -Pikeman Cost : 100 Type : Melee Combat Str: 10 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Civil Service Comments: Bonus vs mounted(+100%) ------------------------ -Samurai Cost : 150 Type : Melee Combat Str: 18 Ranged Str: - Range : - Movement : 2 Resource : Iron Tech : Steel Comments: +20% in open terrain, combat can produce Great General, Japan UU ------------------------ -Trebuchet Cost : 170 Type : Siege Combat Str: 6 Ranged Str: 20 Range : 2 Movement : 2 Resource : Iron Tech : Physics Comments: No melee attack, bonus vs cities(+10%), no def bonus, must set up ranged attack ------------------------------------------------------ Renaissance ------------------------------------------------------ -Cannon Cost : 250 Type : Siege Combat Str: 10 Ranged Str: 26 Range : 2 Movement : 2 Resource : - Tech : Chemistry Comments: No melee attack, bonus vs cities(+10%), must set up ranged attack ------------------------ -Caravel Cost : 100 Type : Naval Combat Str: 15 Ranged Str: 7 Range : 2 Movement : 6 Resource : - Tech : Astronomy Comments: +2 Sight, no melee attack ------------------------ -Cavalry Cost : 260 Type : Mounted Combat Str: 25 Ranged Str: - Range : - Movement : 3 Resource : Horses Tech : Military Science Comments: Penalty vs Mounted, no def bonus ------------------------ -Cossack Cost : 260 Type : Mounted Combat Str: 25 Ranged Str: - Range : - Movement : 3 Resource : Horses Tech : Military Science Comments: Penalty vs Mounted, no def bonus combat bonus vs damaged Units Russian UU ------------------------ -Frigate Cost : 160 Type : Naval Combat Str: 30 Ranged Str: 15 Range : 2 Movement : 5 Resource : Iron Tech : Navigation Comments: no melee attack ------------------------ -Janissary Cost : 120 Type : Melee Combat Str: 16 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Gunpowder Comments: Heals all damage if it kills a unit +25% bonus during attack, Ottoman UU ------------------------ -Lancer Cost : 220 Type : Mounted Combat Str: 22 Ranged Str: - Range : - Movement : 4 Resource : Horses Tech : Metallurgy Comments: Penalty on def, no def bonus, move after attack ------------------------ -Minuteman Cost : 120 Type : Melee Combat Str: 16 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Gunpowder Comments: All terrain costs are 1, American UU ------------------------ -Musketeer Cost : 120 Type : Melee Combat Str: 20 Ranged Str: - Range : - Movement : 2 Resource : - Tech : Gunpowder Comments: French UU ------------------------ -Musketman Cost : 120 Type : Melee Combat Str: 16 Ranged Str: - Range : - Movement : 2 Resource : -
Tech : Gunpowder
Comments:
------------------------
-Rifleman
Cost : 200
Type : Melee
Combat Str: 25
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Rifling
Comments:
------------------------
-Ship of the Line
Cost : 140
Type : Naval
Combat Str: 30
Ranged Str: 17
Range : 2
Movement : 5
Resource : Iron
Tech : Navigation
Comments: May not melee attack, +1 Sight, British UU
------------------------
-Sipahi
Cost : 220
Type : Mounted
Combat Str: 22
Ranged Str: -
Range : -
Movement : 5
Resource : Horses
Tech : Metallurgy
Comments: Penalty on def, no def bonus, no move cost to
pillage, +1 Sight, Ottoman UU
------------------------------------------------------
Industrial
------------------------------------------------------
-AA Gun
Cost : 300
Type : Melee
Combat Str: 32
Ranged Str: -
Range : 2
Movement : 2
Resource : -
Tech : Radio
Comments: Interception, bonus vs Air(+100%)
------------------------
-Anti-Tank Gun
Cost : 300
Type : Melee
Combat Str: 32
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Replaceable Parts
Comments: Bonus vs Tanks
------------------------
-Artillery
Cost : 420
Type : Ranged
Combat Str: 16
Ranged Str: 32
Range : 3
Movement : 2
Resource : -
Tech : Dynamite
Comments: Indirect Fire, no melee attack, Bonus
vs cities(+10%), must set up ranged atk
------------------------
-Battleship
Cost : 500
Type : Naval
Combat Str: 60
Ranged Str: 32
Range : 3
Movement : 4
Resource : Oil
Tech : Telegraph
Comments: Indirect Fire
------------------------
-Carrier
Cost : 520
Type : Naval
Combat Str: 30
Ranged Str: -
Range : -
Movement : 5
Resource : Oil
Tech : Flight
Comments: Carries 3 Aircraft Units
------------------------
-Destroyer
Cost : 380
Type : Naval
Combat Str: 35
Ranged Str: 22
Range : 2
Movement : 8
Resource : -
Tech : Electricty
Comments: Indirect Fire, +3 Sight, can see Subs
Bonus vs Subs(+100%)
------------------------
-Fighter
Cost : 420
Type : Air
Combat Str: -
Ranged Str: 50
Range : 8
Movement : -
Resource : Oil
Tech : Flight
Comments: Air Sweep, weak vs Ranged, Air Recon
------------------------
-Foreign Legion
Cost : 300
Type : Melee
Combat Str: 36
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Replaceable Parts
Comments: +20% outside friendly territory, French UU
------------------------
-Infantry
Cost : 300
Type : Melee
Combat Str: 36
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Replaceable Parts
Comments:
------------------------
-Ironclad
Cost : 220
Type : Naval
Combat Str: 25
Ranged Str: 18
Range : 2
Movement : 4
Resource : Coal
Tech : Steam Power
Comments: May not enter deep ocean
------------------------
-Panzer
Cost : 450
Type : Tank
Combat Str: 60
Ranged Str: -
Range : -
Movement : 5
Resource : Oil
Tech : Combustion
Comments: Penatly vs Cities, no def bonus,
move after attack, German UU
------------------------
-Submarine
Cost : 380
Type : Naval
Combat Str: 25
Ranged Str: 60
Range : 3
Movement : 5
Resource : -
Tech : Refrigeration
Comments: Invisible, may enter ice tiles,
------------------------
-Tank
Cost : 450
Type : Tank
Combat Str: 50
Ranged Str: -
Range : -
Movement : 4
Resource : Oil
Tech : Combustion
Comments: Penalty vs Cities, no def bonus
move after attack
------------------------
-Zero
Cost : 420
Type : Air
Combat Str: 50
Ranged Str: -
Range : 8
Movement : -
Resource : Oil
Tech : Flight
Comments: Air Sweep, weak against ranged
Bonus vs Air, Japan UU
------------------------------------------------------
Modern
------------------------------------------------------
-Atomic Bomb
Cost : 850
Type : Bomb
Combat Str: -
Ranged Str: -
Range : 10
Movement : -
Resource : Uranium
Tech : Nuclear Fission
Comments: Evasion, explodes on impact
------------------------
-B17
Cost : 520
Type : Air
Combat Str: -
Ranged Str: 60
Range : 10
Movement : -
Resource : Oil
Tech : Radar
Comments: Penalty vs Naval, +25% vs cities
American UU
------------------------
-Bomber
Cost : 520
Type : Air
Combat Str: -
Ranged Str: 60
Range : 10
Movement : -
Resource : Oil
Tech : Radar
Comments: Penalty vs Naval
------------------------
-Guided Missile
Cost : 200
Type : Bomb
Combat Str: -
Ranged Str: 70
Range : 8
Movement : -
Resource : -
Tech : Satellites
Comments: Cannot be intercepted
------------------------
-Helicopter Gunship
Cost : 450
Type : Air
Combat Str: 50
Ranged Str: -
Range : -
Movement : 6
Resource : Aluminum
Tech : Rocketry
Comments: Ignores Terrain, bonus vs Tanks
unable to capture cities
------------------------
-Jet Fighter
Cost : 600
Type : Air
Combat Str: -
Ranged Str: 70
Range : 10
Movement : -
Resource : Aluminum
Tech : Lasers
Comments: Interception, Air Sweep, Air Recon
------------------------
-Mech Infantry
Cost : 440
Type : Melee
Combat Str: 50
Ranged Str: -
Range : -
Movement : 4
Resource : -
Tech : Electronics
Comments:
------------------------
-Missile Cruiser
Cost : 520
Type : Naval
Combat Str: 60
Ranged Str: 25
Range : 3
Movement : 7
Resource : Aluminum
Tech : Robotics
Comments: Indirect Fire, Can carry 3 missiles
------------------------
-Mobile SAM
Cost : 450
Type : Melee
Combat Str: 40
Ranged Str: -
Range : 2
Movement : 4
Resource : Aluminum
Tech : Computers
Comments: Bonus vs Air(+100%)
------------------------
-Modern Armor
Cost : 700
Type : Tank
Combat Str: 80
Ranged Str: -
Range : -
Movement : 4
Resource : Aliminum
Tech : Lasers
Comments: Penalty attacking Cities, no def bonus
can move after attacking
------------------------
-Nuclear Missile
Cost : 1200
Type : Bomb
Combat Str: -
Ranged Str: -
Range : 8
Movement : -
Resource : Uranium
Tech : Advanced Ballistics
Comments: Evasion
------------------------
-Nuclear Submarine
Cost : 500
Type : Naval
Combat Str: 30
Ranged Str: 70
Range : 3
Movement : 6
Resource : Aluminum
Tech : Computers
Comments: Invisible, can carry 2 missiles, bonus vs Subs
------------------------
-Paratrooper
Cost : 350
Type : Melee
Combat Str: 40
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Radar
Comments: May paradrop up to 5 tiles from friendly territory
------------------------
-Rocket Artillery
Cost : 600
Type : Siege
Combat Str: 18
Ranged Str: 46
Range : 3
Movement : 3
Resource : Aluminum
Tech : Rocketry
Comments: Indirect Fire, bonus vs cities(+10%), no def bonus
------------------------
-Stealth Bomber
Cost : 800
Type : Air
Combat Str: -
Ranged Str: 80
Range : 20
Movement : -
Resource : Aluminum
Tech : Stealth
Comments: Evasion, Air Recon
------------------------
-Giant Death Robot
Cost : 1000
Type : Tank
Combat Str: 150
Ranged Str: -
Range : -
Movement : 3
Resource : Uranium
Tech : Nuclear Fusion
Comments: Penalty attacking Cities
-----------------------------------------------------------
A. Promotions
-----------------------------------------------------------
Every unit can be promoted to become stronger. Not all units
have equal promotions though. This is a list of all available
promotions in the game. Units gain XP and level up to these.
Type refers to the Unit Type
Reqs refers to the Promotion requirement
Effect is the effect
------------------------
-Accuracy
Type : Ranged
Reqs : -
Effect: +20% ranged combat strength against open terrain
------------------------
-Accuracy II
Type : Ranged
Reqs : Accuracy I
Effect: +20% ranged combat strength against open terrain
(cumulative)
------------------------
-Accuracy III
Type : Ranged
Reqs : Accuracy II
Effect: +25% ranged combat strength against open terrain
(cumulative)
------------------------
-Ambush I
Type : Melee, Air
Reqs : Shock II, Drill II, Interception I,
Dogfighting I, Siege I, or Bombard I
Effect: +25% vs armored
------------------------
-Ambush II
Type : Melee, Air
Reqs : Ambush I
Effect: +25% vs armored
------------------------
-Amphibious
Type : Melee, Naval
Reqs : Shock II or Drill II
Effect: no combat penalty attack from sea or across river
------------------------
-Barrage I
Type : Ranged
Reqs : -
Effect: +25% against units on rough terrain
------------------------
-Barrage II
Type : Ranged
Reqs : Barrage I
Effect: +25% against units on rough terrain
------------------------
-Barrage III
Type : Ranged
Reqs : Barrage II
Effect: +25% against units on rough terrain
------------------------
-Blitz
Type : Melee
Reqs : Shock III or Drill III
Effect: Multiple attacks per turn
------------------------
-Bombard
Type : Ranged
Reqs : -
Effect: +20% vs land units
------------------------
-Bombard II
Type : Ranged
Reqs : Bombard I
Effect: +20% vs land units
------------------------
-Bombard III
Type : Ranged
Reqs : Bombard II
Effect: +20% vs land units
------------------------
-Charge
Type : Melee
Reqs : Shock II or Drill II
Effect: +25% vs wounded units
------------------------
-Cover I
Type : Melee, Ranged
Reqs : Shock II, Drill II, Accuracy I, or Barrage I
Effect: +25% vs ranged attacks
------------------------
-Cover II
Type : Melee, Ranged
Reqs : Cover I
Effect: +25% vs ranged attacks
------------------------
-Discipline
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +15% attack when bordering a friendly unit
------------------------
-Dogfighting I
Type : Air
Reqs : -
Effect: +25% strength during Air Sweeps
------------------------
-Dogfighting II
Type : Air
Reqs : Dogfighting I
Effect: +25% during Air Sweeps
------------------------
-Dogfighting III
Type : Air
Reqs : Dogfighting II
Effect: +25% during Air Sweeps
------------------------
-Drill
Type : Melee
Reqs : -
Effect: +20% on hills, forest and jungle
------------------------
-Drill II
Type : Melee
Reqs : Drill I
Effect: +20% on hills, forest and jungle
------------------------
-Drill III
Type : Melee
Reqs : Drill II
Effect: +25% on hills, forest and jungle
------------------------
-Embarkation
Type : Melee, Ranged
Reqs : -
Effect: can embark into water tiles
------------------------
-Evasion
Type : Melee, Ranged
Reqs : Siege II or Bombard II
Effect: Reduces interception damage by 50%
------------------------
-Formation I
Type : Melee, Ranged
Reqs : Shock II, Drill II, Accuracy II or Barrage II
Effect: +25% vs Mounted
------------------------
-Formation II
Type : Melee
Reqs : Formation I
Effect: +25% vs Mounted
------------------------
-Great Lighthouse
Type : Naval
Reqs : -
Effect: +1 move, +1 sight
------------------------
-Heal Instantly
Type : Melee
Reqs : -
Effect: Not permanent, fully heals unit in lieu
of promotion
------------------------
-Hijemi Castle
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +25% in friendly territory
------------------------
-Indirect Fire
Type : Ranged
Reqs : Targeting I, Bombard I, Accuracy I or Barrage I
Effect: Can fire over obstacles
------------------------
-Interception
Type : Air
Reqs : -
Effect: +25% during interception
------------------------
-Interception II
Type : Air
Reqs : Interception I
Effect: +25% during interception
------------------------
-Interception III
Type : Air
Reqs : Interception II
Effect: +25% during interception
------------------------
-Logistics
Type : Melee, Sieged, Ranged
Reqs : Siege II, Bombard II, Ambush II or Mobility II
Effect: +1 attack per turn
------------------------
-March
Type : Melee, Ranged
Reqs : Shock III, Drill III, Accuracy II or Barrage II
Effect: Unit heals every turn
------------------------
-Medic
Type : Melee
Reqs : Shock I, Drill I, Scouting II or Survivalism II
Effect: heals all surrounding friendly units by 1 hp
------------------------
-Mobility I
Type : Melee, Air, Ranged
Reqs : Shock III, Drill III, Targeting I or Bombard I
Effect: +1 move
------------------------
-Mobility II
Type : Air
Reqs : Mobility I
Effect: +1 move
------------------------
-Morale
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +15% strength
------------------------
-Nationalism
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +25% strength in friendly territory
------------------------
-Naval Tradition
Type : Melee, Air, Naval Ranged
Reqs : -
Effect: +1 move, +1 sight
------------------------
-Oligarchy
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +33% strength in friendly territory
------------------------
-Range
Type : Air, Ranged
Reqs : Interception I, Accuracy III, Dogfighting I, Siege I
Effect: +2 Air Range, +1 Ranged Range
------------------------
-Repair
Type : Melee, Air
Reqs : Shock III, Drill III, Ambush II
Effect: Unit heals every turn
------------------------
-Siege I
Type : Melee, Air
Reqs : -
Effect: +25% vs Cities
------------------------
-Siege II
Type : Air
Reqs : Siege I
Effect: +25% vs Cities
------------------------
-Siege III
Type : Air
Reqs : Siege II
Effect: +25% vs Cities
------------------------
-Scouting I
Type : Recon
Reqs : -
Effect: +1 sight
------------------------
-Scounting II
Type : Recon
Reqs : -
Effect: +1 move
------------------------
-Scouting III
Type : Recond
Reqs : -
Effect: +1 Sight
------------------------
-Sentry
Type : Melee, Naval, Ranged
Reqs : Shock, Drill or Targetting
Effect: +1 sight
------------------------
-Shock I
Type : Melee
Reqs : -
Effect: +20% in open terrain
------------------------
-Shock II
Type : Melee
Reqs : Shock I
Effect: +20% in open terrain
------------------------
-Shock III
Type : Melee
Reqs : Shock II
Effect: +25% in open terrain
------------------------
-Sortie
Type : Melee, Air
Reqs : Dogfighting II or Interception II
Effect: +1 Interception per round
------------------------
-Supply
Type : Naval
Reqs : Targetting II or Bombard II
Effect: Units may heal outside friendly territory, +2 HP
------------------------
-Survivalism I
Type : Melee
Reqs : -
Effect: Heal extra 1 HP outside friendly territory
------------------------
-Survivalism II
Type : Melee
Reqs : Survivalism I
Effect: +50% defense
------------------------
-Survivalism III
Type : Melee
Reqs : Survivalism II
Effect: +50% defense and heals every turn
------------------------
-Targetting I
Type : Naval, Air
Reqs : None or Interception
Effect: +20% vs Naval
------------------------
-Targetting II
Type : Naval, Air
Reqs : Targetting I
Effect: +20% vs Naval
------------------------
-Targetting III
Type : Naval
Reqs : Targetting II
Effect: +20% vs Naval
------------------------
-Volley
Type : Ranged
Reqs : Accuracy I or Barrage I
Effect: +25% vs fortified units
------------------------------------------------------
B. Great People
------------------------------------------------------
Great People are produced either through culture, Great People points
or through Combat, depending on the type. Each city can either generate
a specific kind of GP point (say, scientist), and will produce only Great
Scientist, or can produce points for several great people. These points
are expended to create a Great Person, who greatly boost your city and overall
civilization.
Each Great Person can either create a Golden Age, construct a special building
or have some special ability.
A Golden Age is a special period of time with greatly increased gold and
productivity. Each tile which produces gold, produces +1, and each tile
which produces hammers, produces +1 hammers.
These next Great People are produced through each city's Great People points.
They spawn every time you reach the target GP goal.
------------------------------------------------------
-Great Artist
Improvement: Landmark. Provides culture to your city
Ability : Culture Bomb. Will flip foreign territory into your territory.
Place your GA on a tile and that tile and all 6 surrounding will
immediately join your side. Cities do not flip, but can as a
result!
------------------------------------------------------
-Great Engineer
Improvement: Manufactory. Produces a large amount of hammers for a city.
Ability : Hurry Production. Can hurry production of any building, including
wonders, and will complete almost all of them in one turn.
------------------------------------------------------
-Great Merchant
Improvement: Customs House. Generates gold per turn for a city.
Ability : Trade Mission. Great Merchants can be used in a city-state
to produce a Trade Mission, sacrificing the GM for a chunk
of gold and a boost to your relationship.
------------------------------------------------------
-Great Scientist
Improvement: Academy. Produces a large science boost for a city.
Ability : New Tech. Immediately learn a new tech.
The Great General is a unique GP. Rather than produced through a city as
all the other GPs are, Great Generals are produced through combat. When a
unit of yours gains XP, it goes towards your GG points. Once you reach
a certain amount, a Great General will spawn.
------------------------------------------------------
-Great General
Improvement: Citadel. Works only in your territory. Huge defensive bonus to
a unit occupying it. Harms enemy units occupying it.
Ability : Comabt Bonus. Provides combat bonus for every friendly
unit up to 2 tiles away.
Two important things to note. All the Great People, including the General,
are non-combat and thus can stack with combat units on a tile. If captured,
they are immediately destroyed.
*******************************************************************************
IX - Buildings - [nm,]
*******************************************************************************
Here I'll list all the buildings available in the game. I'll note which
ones are unique and to what Civilization they belong to.
For reference:
Cost: production cost for the Building
Maintenance: How much gold per turn is taken by this building
Tech needed: What tech is needed to build
Effect: What the Building does for your city
Comments: Unique building/uses
------------------------------------------------------
Ancient
------------------------------------------------------
-Barracks
Cost : 80
Maintenance: 1
Tech needed: Bronze Working
Effect : +15 XP for Land Units
Comments : Great early military building, recommended in any city
producing land units
------------------------
-Floating Gardens
Cost : 120
Maintenance: 1
Tech needed: The Wheel
Effect : +15% Food, +2 food for each worked lake tile
Comments : Aztec Unique Building, city must border lake or river
------------------------
-Granary
Cost : 100
Maintenance: 1
Tech needed: Pottery
Effect : +2 Food
Comments : Helps a city grow in size faster
------------------------
-Krepost
Cost : 80
Maintenance: 1
Tech needed: Bronze Working
Effect : +15 XP for land Units, -50% culture cost for new tiles
Comments : Russian Unique Building
------------------------
-Library
Cost : 80
Maintenance: 1
Tech needed: Writing
Effect : +1 science for every 2 citizens in the city
Comments : An early science boost, though you won't see it's affects
for a while. Has one Scientist specialist spot.
------------------------
-Monument
Cost : 60
Maintenance: 1
Tech needed: -
Effect : +2 culture
Comments : Early culture boost if you need some more land
------------------------
-Paper Maker
Cost : 80
Maintenance: 1
Tech needed: Writing
Effect : +1 Science for ever 2 citizens, +4 gold
Comments : Chinese Unique Building
------------------------
-Walls
Cost : 100
Maintenance: 1
Tech needed: Masonry
Effect : +5 Defense
Comments : Good, but you're better off with some more units
------------------------
-Water Mill
Cost : 120
Maintenance: 2
Tech needed: The Wheel
Effect : +2 Food
Comments : City must border a river. Means you should always be
building your growth cities on rivers
------------------------------------------------------
Classical
------------------------------------------------------
-Armory
Cost : 130
Maintenance: 3
Tech needed: Iron Working
Effect : +15 XP for Land Units
Comments : Requires Barracks/Krepost
------------------------
-Burial Tomb
Cost : 120
Maintenance: 0
Tech needed: Philosophy
Effect : +2 Culture, +2 Happiness
Comments : Doubles gold given to enemy if city is captured
------------------------
-Circus
Cost : 150
Maintenance: 3
Tech needed: Horseback Riding
Effect : +3 Happiness
Comments : Requires Horses or Ivory
------------------------
-Colosseum
Cost : 150
Maintenance: 3
Tech needed: Construction
Effect : +4 Happiness
Comments : Don't bother on lower difficulties
------------------------
-Courthouse
Cost : 200
Maintenance: 5
Tech needed: Mathematics
Effect : Eliminates Unhappiness from Occupied Cities
Comments : Powerful if you're in a conquering mood and the
enemy city is far from your capitol.
------------------------
-Lighthouse
Cost : 80
Maintenance: 1
Tech needed: Optics
Effect : +1 Food from Water tiles
Comments : Must border coast
------------------------
-Mud Pyramid Mosque
Cost : 120
Maintenance: 0
Tech needed: Philosophy
Effect : +5 Culture
Comments : Songhai Unique Building, can slot Artist
------------------------
-Stable
Cost : 100
Maintenance: 1
Tech needed: Horseback Riding
Effect : +25% production of mounted Units
Comments : Requires Horses
------------------------
-Temple
Cost : 120
Maintenance: 2
Tech needed: Philosophy
Effect : +3 Culture
Comments : Can slot Artist, requires Monument
------------------------------------------------------
Medieval
------------------------------------------------------
-Bazaar
Cost : 120
Maintenance: 0
Tech needed: Currency
Effect : +25% Gold, +1 Luxury resource near city
Comments : Arabian Unique Building
------------------------
-Castle
Cost : 200
Maintenance: 3
Tech needed: Chivalry
Effect : +7.5 Defense
Comments : Requires Walls
------------------------
-Forge
Cost : 150
Maintenance: 2
Tech needed: Metal Casting
Effect : +15% Production of land units
Comments : Requires Iron
------------------------
-Garden
Cost : 120
Maintenance: 2
Tech needed: Theology
Effect : +25% Great People production
Comments : Must border lake or river
------------------------
-Harbor
Cost : 80
Maintenance: 3
Tech needed: Compass
Effect : +25% of Naval units, Creates Trade Route
Comments : Connects to the capitol city, generating income
------------------------
-Longhouse
Cost : 80
Maintenance: 2
Tech needed: Metal Casting
Effect : +1 Production on each Forest tile
Comments : Iroquois Unique Building, can slot Engineer
------------------------
-Market
Cost : 120
Maintenance: 0
Tech needed: Currency
Effect : +25% Gold generated
Comments : Can slot Merchant
------------------------
-Mint
Cost : 120
Maintenance: 0
Tech needed: Currency
Effect : Gold and Silver produce +3 Gold each
Comments :
------------------------
-Monastery
Cost : 120
Maintenance: 2
Tech needed: Theology
Effect : +2 Culture from Incense or Wine
Comments :
------------------------
-Mughal Fort
Cost : 180
Maintenance: 3
Tech needed: Chivalry
Effect : +9 Defense, +2 Culture, provides gold after flight
Comments : Requires Walls, Indian Unique Unit
------------------------
-University
Cost : 200
Maintenance: 3
Tech needed: Education
Effect : +50% Science, +2 Science from jungle tiles
Comments : Requires Library/Paper Maker, can slot Scientist
------------------------
-Wat
Cost : 200
Maintenance: 2
Tech needed: Education
Effect : +50% Science, +3 Culture
Comments : Siamese Unique Building, Can Slot scientist
------------------------
-Workshop
Cost : 100
Maintenance: 2
Tech needed: Metal Casting
Effect : +20% production of Buildings
Comments : Can slot engineer
------------------------------------------------------
Renaissance
------------------------------------------------------
-Bank
Cost : 220
Maintenance: 0
Tech needed: Banking
Effect : +25% gold generated
Comments : Requires Market/Bazaar, can slot merchant
------------------------
-Military Academy
Cost : 350
Maintenance: 3
Tech needed: Military Science
Effect : +15 XP
Comments : Requires Barracks/Krepost
------------------------
-Museum
Cost : 350
Maintenance: 3
Tech needed: Archeaology
Effect : +5 Culture
Comments : Requires Opera House, can slot Artist
------------------------
-Observatory
Cost : 180
Maintenance: 2
Tech needed: Astronomy
Effect : +50% science
Comments : Must border a mountain
------------------------
-Opera House
Cost : 220
Maintenance: 3
Tech needed: Acoustics
Effect : +5 Culture
Comments : Requires Burial Tomb/Temple/Mud Pyramid
------------------------
-Public School
Cost : 350
Maintenance: 3
Tech needed: Scientific Theory
Effect : +50% Science
Comments : Requires University/Wat
------------------------
-Satrap's Court
Cost : 220
Maintenance: 0
Tech needed: Banking
Effect : +25% Gold generated, +2 Happiness
Comments : Requires Market, Persian Unique Building
------------------------
-Seaport
Cost : 140
Maintenance: 2
Tech needed: Navigation
Effect : +2 Production from Sea Resources
Comments : City must have at least one improved sea resource
------------------------
-Theatre
Cost : 300
Maintenance: 5
Tech needed: Printing Press
Effect : +4 Happiness
Comments : Requires Colosseum
------------------------
-Windmill
Cost : 180
Maintenance: 2
Tech needed: Economics
Effect : +15% Production
Comments : City cannot be on hills
------------------------------------------------------
Industrial
------------------------------------------------------
-Arsenal
Cost : 350
Maintenance: 3
Tech needed: Railroad
Effect : +20% production on Land Units
Comments : Requires Military Academy
------------------------
-Broadcast Tower
Cost : 600
Maintenance: 3
Tech needed: Radio
Effect : Doubles Culture
Comments : Requires Museum
------------------------
-Factory
Cost : 300
Maintenance: 3
Tech needed: Steam Power
Effect : +50% Production
Comments : Requires Coal
------------------------
-Hospital
Cost : 400
Maintenance: 2
Tech needed: Biology
Effect : -50% Food needed for city Growth
Comments :
------------------------
-Military Base
Cost : 450
Maintenance: 4
Tech needed: Telegraph
Effect : +12 Defense
Comments : Requires Castle/Mughal Fort
------------------------
-Stock Exchange
Cost : 650
Maintenance: 0
Tech needed: Electricity
Effect : +33% Gold
Comments : Requires Bank/Satrap's Court, can slot Merchant
------------------------------------------------------
Modern
------------------------------------------------------
-Hydro Plant
Cost : 600
Maintenance: 3
Tech needed: Plastics
Effect : +1 Production for every bordering River
Comments : Requires Aluminum
------------------------
-Medical Lab
Cost : 500
Maintenance: 3
Tech needed: Penicillin
Effect : -25% Food needed for City Growth
Comments : Requires Hospital
------------------------
-Nuclear Plant
Cost : 600
Maintenance: 3
Tech needed: Nuclear Fission
Effect : +25% Production
Comments : Requires Uranium
------------------------
-Research Lab
Cost : 600
Maintenance: 3
Tech needed: Plastics
Effect : +100% Science
Comments : Requires Public School
------------------------
-Solar Plant
Cost : 600
Maintenance: 3
Tech needed: Ecology
Effect : +25% Production
Comments : City must border a desert
------------------------
-Spaceship Factory
Cost : 450
Maintenance: 3
Tech needed: Robotics
Effect : +50% production on Spaceship Parts
Comments : Requires Aluminum, Requires Factory
------------------------
-Stadium
Cost : 450
Maintenance: 6
Tech needed: Mass Media
Effect : +4 Happiness
Comments : Requires Theatre
*******************************************************************************
X - Wonders - [qaz]
*******************************************************************************
Wonders are unique buildings that can only be built once a game. That means
if another civilization beats you to it, you've missed your chance. If another
civ finishes a wonder you're working on, all the unfinished production is
converted to gold, as was the case in civ IV Each wonder adds a certain amount
of GP points and a huge bonus for your civilization.
------------------------
-Angkor Wat
Cost : 300
Culture : 1
GP Points: +1 Engineer
Tech : Theology
Effect : Culture cost of acquiring new tiles reduced by 75% in every city
------------------------
-Big Ben
Cost : 700
Culture : 1
GP Points: +2 Merchant
Tech : Economics
Effect : -25% Gold cost for purchasing items in cities
------------------------
-Brandenburg Gate
Cost : 550
Culture : 1
GP Points: +2 Scientist
Tech : Military Science
Effect : Spawns Great General
------------------------
-Chitchen Itza
Cost : 450
Culture : 1
GP Points: +1 Engineer
Tech : Civil Service
Effect : Length of Golden Ages increased by 50%
------------------------
-Cristo Redentor
Cost : 1200
Culture : 1
GP Points: +2 Artist
Tech : Telegraph
Effect : Culture cost of new policies reduced by 33%
------------------------
-Eiffel Tower
Cost : 1000
Culture : 1
GP Points: +2 Merchant
Tech : Radio
Effect : +8 Happiness empire-wide
------------------------
-Hijemi Castle
Cost : 600
Culture : 4
GP Points: +2 Engineer
Tech : Chivalry
Effect : +25% combat strength for all units in friendly territory
------------------------
-Machu Picchu
Cost : 550
Culture : 1
GP Points: +1 Merchant
Tech : Currency
Effect : +20% Gold from Trade Routes, must be within 2 tiles of mountains
------------------------
-Notre Dame
Cost : 500
Culture : 1
GP Points: +1 Merchant
Tech : Education
Effect : +5 happiness
------------------------
-Pentagon
Cost : 1200
Culture : 1
GP Points: +2 Merchant
Tech : Radar
Effect : -50% cost for upgrading military units
------------------------
-Sistine Chapel
Cost : 650
Culture : 1
GP Points: +2 Artist
Tech : Acoustics
Effect : +33% Culture in all Cities
------------------------
-Statue of Liberty
Cost : 1200
Culture : 1
GP Points: +3 Engineer
Tech : Replaceable Parts
Effect : +1 Production for every Specialist in all Cities
------------------------
-Stonehenge
Cost : 120
Culture : 8
GP Points: +1 Engineer
Tech : Calendar
Effect : +8 Culture empire-wide
------------------------
-Sydney Opera House
Cost : 1000
Culture : 1
GP Points: +2 Artist
Tech : Globalization
Effect : Free Social Policy
------------------------
-Taj Mahal
Cost : 600
Culture : 1
GP Points: +2 Artist
Tech : Printing Press
Effect : Starts Golden Age
------------------------
-The Colossus
Cost : 150
Culture : 1
GP Points: +1 Merchant
Tech : Bronze Working
Effect : +1 gold from water tiles
------------------------
-The Forbidden Palace
Cost : 600
Culture : 1
GP Points: +1 Artist
Tech : Banking
Effect : Influence with city-states increased by 50%
------------------------
-The Great Library
Cost : 150
Culture : 1
GP Points: +1 Scientist
Tech : Writing
Effect : Free Tech
------------------------
-The Great Lighthouse
Cost : 130
Culture : 1
GP Points: +1 Merchant
Tech : Sailing
Effect : +1 Movement, +1 Sight for Naval Units
------------------------
-The Great Wall
Cost : 350
Culture : 1
GP Points: +1 Engineer
Tech : Construction
Effect : Enemy Land Units must spend 1 extra
Movement Point when inside your territory
------------------------
-The Hagia Sophia
Cost : 300
Culture : 1
GP Points: +1 Artist
Tech : Theology
Effect : +33% generation of Great People
------------------------
-The Hanging Gardens
Cost : 200
Culture : 1
GP Points: +1 Artist
Tech : Mathematics
Effect : +1 Population in all existing Cities
+3 Happiness
------------------------
-The Kremlin
Cost : 650
Culture : 4
GP Points: +1 Scientist
Tech : Acoustics
Effect : Defense Buildings are 50% more effective
------------------------
-The Louvre
Cost : 700
Culture : 1
GP Points: +2 Artist
Tech : Archeaology
Effect : 2 free Great Artist appear in Capitol
------------------------
-The Oracle
Cost : 150
Culture : 1
GP Points: +1 Scientist
Tech : Philosophy
Effect : Free Social Policy
------------------------
-The Porcelain Tower
Cost : 400
Culture : 1
GP Points: +2 Scientist
Tech : Education
Effect : Great Scientist Appears
------------------------
-The Pyramids
Cost : 175
Culture : 1
GP Points: +1 Engineer
Tech : Masonry
Effect : Worker construction up 50%
------------------------
-United Nations
Cost : 1000
Culture : 1
GP Points: +2 Merchant
Tech : Globalization
Effect : Voting for Diplomatic victory
------------------------------------------------------
A. National Wonders
Can only be built once per civilization. Plan out which city
you want these built in carefully. One thing to note is you
require a certain building in each of your cities before being
able to build one National Wonder. For a lot of people, this
means National Wonders become much harder as time goes on.
------------------------
-Hermitage
Cost : 310
Culture : 0
Building : Museum
Tech : Archaeology
Effect : Double Culture in this City
------------------------
-Heroic Epic
Cost : 110
Culture : 1
Building : Barracks/Krepost
Tech : Iron Working
Effect : All new units receive morale bonus
------------------------
-Ironworks
Cost : 170
Culture : 1
Building : Workhouse/Longhouse
Tech : Chemistry
Effect : +20% Production
------------------------
-National College
Cost : 120
Culture : 1
Building : Library/Paper Maker
Tech : Writing
Effect : +50% Science
------------------------
-National Epic
Cost : 120
Culture : 1
Building : Monument
Tech : Philosophy
Effect : +25% Great Person Generation
------------------------
-Oxford University
Cost : 260
Culture : 1
Building : University or Wat
Tech : Education
Effect : Free Technology
------------------------
-Palace
Cost : 0
Culture : 1
Building : -
Tech : -
Effect : Moves the Capital City. Cities connected by
by road to capital produce additional gold.
Capital has +2 Production, +3 Science, +2
Defense, +2 Gold
------------------------------------------------------
B. Projects
Projects are special buildings that are built for the purpose
of winning the game or building nuclear weapons.
------------------------
-Apollo Program
Cost : 1200
Tech : Rocketry
Effect: Allows Spaceship parts
------------------------
-SS Booster
Cost : 800
Tech : Robotics
Effect: 3 Required for Space Win
------------------------
-SS Cockpit
Cost : 800
Tech : Satellites
Effect: 1 required for Space Win
------------------------
-SS Engine
Cost : 800
Tech : Particle Physics
Effect: 1 required for Space Win
------------------------
-SS Stasis Chamber
Cost : 800
Tech : Nanotechnology
Effect: 1 required for Space Win
------------------------
-The Manhattan Project
Cost : 800
Tech : Atomic Theory
Effect: Allows Nukes and A-Bombs
------------------------
-Utopia Project
Cost : 1500
Tech : -
Effect: Unlocks after all 5 Social Policy branches
Building triggers Cultural Victory
*******************************************************************************
XI - Policies - [wsx]
*******************************************************************************
Policy is the new government version for Civ V. There are 10 branches to
choose from. Each branch provides an immediate bonus when adopted. The
branches and bonuses are cumulative, meaning you no longer "switch"
between them. Just keep spending culture and buying up the bonuses.
You begin the game with Tradition, Honor and Liberty trees. Purchase all the
tree options in 5 branches unlocks the Utopia Project.
------------------------------------------------------
-Tradition
Good for small civs as most focus on improving the Capital.
Adopting Tradition will immediately provide a bonus of +1 Food in the Capital.
-Aristocracy : +33% production bonus for Wonders.
-Oligarchy : +33% combat strength in friendly territory
-Legalism : -33% unhappiness from population in the Capital.
-Monarchy : -50% cost of Purchasing tiles. (requires Oligarchy)
-Landed Elite: 33% faster population growth in Capital. (requires Aristocracy)
------------------------
-Liberty
Best for quick expansion. +50% production for Settlers. Can not be active
at the same time as Autocracy.
-Collective Rule: +50% more Food in newly formed cities.
-Citizenship : +25% production of Workers.
-Meritocracy : +1 Happiness for each city connected to the Capital.
-Representation : +1 Culture in each city (requires Citizenship)
-Republic : +1 Production in every city. (requires Collective Rule)
------------------------
-Honor
A military social tree. +25% combat bonus VS Barbarians and notifications will
be provided when new Barbarian Camps spawn in revealed territory.
-Warrior Code : Great General appears outside the Capital.
-Discipline : +15% Combat Strength bonus for units near other units.
-Military Caste : Each City with a garrison reduces empire Unhappiness by 1.
(requires Discipline)
-Military Trad. : +100% XP points gained. (requires Warrior Code)
-Prof. Army : -50% upgrading cost. (requires Military Caste)
------------------------
-Piety
Unlocks at Classical Era.
Happiness and Cultural social tree. +2 Happiness.
This branch cannot be active at the same time as Rationalism.
-Org. Religion: 25% less happiness needed for Golden Age
-Reformation : The empire immediately enters a 6-turn Golden Age.
(requires Organized Religion)
-Theocracy : -20% Unhappiness. (requires Organized Religion)
-Mandate : 50% of excess Happiness added each turn to the amount of
Culture that may be spent on Policies.
-Free Religion: 2 Free Social Policies. (requires Mandate of Heaven,
Reformation)
------------------------
-Patronage
Unlocks at Medieval Era.
City-State friendship social tree. -25% influence loss with City-States.
-Aesthetics : Influence with all City-States cannot drop below 20.
-Philanthropy : +25% influence for gold gifts.
-Scholasticism : All Allied City-States grant you a research bonus
equal to 33% of their own research. (requires
Philanthropy)
-Cul. Diplomacy: +100% resources from City-States; +50% Happiness
from gifted luxury resources. (requires Scholasticism)
-Educated Elite: Allied City-States can gift you Great People.
(requires Aesthetics, Scholasticism)
------------------------
-Commerce
Unlocks at Medieval Era.
Naval and commercial boosting Tree. +25% Gold from Capital.
-Naval Tradition: +1 Movement and +1 sight range for naval units.
-Trade Unions : -20% maintenance cost for Roads and Railroads.
-Mercantilism : -25% cost to purchase items in Cities (requires
Trade Unions).
-Merchant Navy : +3 Production in coastal Cities (requires Naval
Tradition).
-Protectionism : +1 Happiness from each Luxury Resource (requires
Mercantilism).
------------------------
-Freedom
Unlocks at Renaissance Era.
Specialist produce half the normal Unhappiness. Can not be active with
Autocracy.
-Civil Society: Specialists eat only half the normal amount of Food.
-Constitution : +100% Culture in Cities with a World Wonder.
-Democracy : +50% Great Person production rate. (Requires Civil Society)
-Free Speech : -25% Culture cost for policies. (Requires Constitution)
-Univ Suffrage: +33% City Combat Strength.
------------------------
-Rationalism
Unlocks at Renaissance Era.
Science Policy Tree. Triggers 5 turn Golden Age. Can not be active with Piety.
-Secularism : +2 Science per specialist.
-Free Thought: +2 Science points for each Trading Post (requires
Secularism).
-Humanism : +1 Happiness from each University.
-Sci Rev : 2 free technologies (requires Free Thought).
-Sovereignty : +15% Science while your empire is Happy (requires Humanism).
------------------------
-Order
Unlocks at Industrial Era.
Production Policy Tree. +25% Production on Buildings.
-Communism : +5 Production in all Cities.
-Nationalism : +25% attack bonus to your units in friendly territory.
-Planned Econ: -50% Unhappiness from number of Cities.
-Socialism : -10% Gold costs of Buildings.
-United Front: Causes other civilizations' city-state influence points to
decay 33% faster.
------------------------
-Autocracy
Unlocks at Industrial Era.
For the militaristic civilizations. -33% Unit Gold maintenance.
Can not be active with Freedom or Liberty.
-Militarism : -33% cost for purchasing units.
-Police State: -50% Unhappiness in Annexed Cities. (requires Militarism)
-Populism : +25% damage for injured military units.
-Fascism : +100% of Strategic Resources. (requires Populism, Militarism)
-Total War : +33% attack For 20 turns. (requires Police State, Fascism)
*******************************************************************************
XII - Contact Info - [edc]
*******************************************************************************
Contact me at Redtooth700 at Hotmail dot com for any questions or concerns
regarding this FAQ. Make sure you put in the Subject line you are referring
to this FAQ on Gamefaqs and nothing else! I'm always happy to answer questions
or fix any of my many mistakes you point out!
Copyright (c) 2010 by Redtooth
No website but www.gamefaqs.com may host or reproduce any part of this FAQ
with my expressed consent.