Civilization Revolution for Xbox 360 Copyright 2008 Ross Ramsey kakarulestheworld@gmail.com Version 1.00 The following guide may not be reproduced under any circumstance for commercial use. Permission to use the guide on a web site may be obtained by email at the address listed above. Any unauthorized use of this guide is strictly prohibited and a violation of copyright. Version History 1.00 - Basic information and walkthrough included. 8-02-2008 2.00 - Controls, civilization strategies and about the game sections added. 8-03-2008 2.10 - Forgot Ghandi! 8-04-2008 3.00 - More detail on technologies, units, buildings, wonders and artifacts. Controls: A button Move unit X button Fortify unit B button Sleep unit Y button Access the Civilopedia Left Stick Movement orders for selected unit Right Stick Move cursor Left/Right D-pad Cycle through all units Up/Down D-pad Cycle through stacked units Left Trigger Zoom Right Trigger Information screen Left Bumper City screen Right Bumper Diplomacy screen =========== Table of Contents =========== i. About the Game [abtg] a. Terrains [trrn] b. Culture [cltr] c. Science [scnc] d. Wealth [wlth] e. Governments [gvmn] f. City Tiles [cttl] g. Diplomacy [dplm] h. Combat [cmbt] ii. Civilizations [cvlz] iii. Technologies [tchg] iv. Buildings [bldg] v. Military Units [mltu] vi. Wonders/Artifacts [wndr] vii. Great Persons [grtp] viii. FAQ/Strategy [fqst] a. Main Menu [mmnu] b. Starting a New Game [snng] c. How to Play [htpy] d. Establishing a City [estc] e. Advanced Diplomacy [avdy] f. Advisors [dvsr] g. Civilopedia [cvlp] h. FAQ [qafq] ix. Achievements [achv] x. Credits [crds] =========== i. About the Game [abtg] =========== Sid Meier's Civilization: Revolution is the long-awaited console edition of one of the most successful strategy games ever. It's a historical turn-based strategy which allows you to recreate the beginnings (and ends) of civilization. It was developed by Firaxis Games and was released for the DS, PS3, Wii and Xbox 360. It is rated E10+ by the ESRB. ------------------------------------------------------------------------ a. Terrains [trrn] ------------------------------------------------------------------------ There are two major types of terrain: Sea and Land. Land broken down into sub-categories below. Each sub-category has three specific characteristics: Productivity, Defense Bonus and Movement Cost. Productivity will determine the growth and development of your cities. Different types of terrain will offer different productivity bonuses. For instance, it is more ideal to establish a city in an area of plains than an area of desert due to the food bonuses received from plains. This is not to say that desert plots are completely useless. As long as your city has sufficient food, desert squares will bring in benefits of increased trade and wealth. Defense bonuses are an important part of combat. A warrior that is fortified in a forest is more likely to survive an attack than a warrior in the open plains. Whatever you do, avoid attacking across rivers. Doing so will cost you a -50% penalty. Remember that terrain bonuses do not only affect the defending unit. The attacker receives a bonus from his/her terrain defenses as well (unlike in Civilization IV). Movement cost determines the navigability of the terrain. Your units will have an easier time traveling through grasslands than through mountains. Roads and railroads completely nullify the movement cost of all terrain types. You can place markers on certain terrain which will imprint text into the land. You can name certain areas, make notes to yourself, etc. Plains -Produce +1 food (+3 food if city has a Granary) -No defensive bonus -Movement cost is 1 mp (movement point) Desert -Produce +1 trade (+3 with Trading Post) -No defensive bonus -Movement cost is 1 mp Mountain -Adds +1 production (+4 with Iron Mine) -Impassable Forests -Adds +2 production -50% defensive bonus -Movement cost is 2 mp Hills -Add +1 production (+3 with Workshop) -50% defensive bonus -Movement cost is 2mp Grasslands -Produce +2 food -No defensive bonus -Movement cost is 1mp Ocean -Produce +2 trade (+1 food with Harbor) -No defensive bonus -Movement cost is 1mp Ice -No production -No defensive bonus -Movement cost is 2mp ------------------------------------------------------------------------ b. Culture [cltr] ------------------------------------------------------------------------ Culture is a very unique aspect to the Civilization series. Even the most belligerent nations can't neglect their culture. Civilizations that are producing more culture will be able to expand their territorial control. You can use this to your advantage by exerting your influence on an opponent's smaller cities in order to have them change allegiances. The smaller and farther away from its capital a city is, the easier it will be for you to capture it peacefully. There are a couple ways that you can do this, and the same techniques apply to defending an opponent's cultural expansion. Tip #1: Build temples in cities that you want to produce culture. Later in the game you will be able to upgrade them to Cathedrals. Tip #2: City walls produce a small amount of culture. Tip #3: Your capital city also has a palace which will produce culture. Tip #4: An effective method of producing culture is to build the appropriate wonders. Shakespeare's Theater and Stonehenge are great if you can construct them. The most important cultural wonder is the Magna Carta. If you have courthouses in every city, your cultural influence will be unstoppable. Tip #5: Settling Great Thinkers into your cities will give you a 50% cultural bonus. They can also be used to culturally flip an opponent's city. Cultural Victory achieved by: Building the United Nations ------------------------------------------------------------------------ c. Science [scnc] ------------------------------------------------------------------------ Science/Research is, in my opinion, more important than both culture and wealth. If affects your ability to obtain new technologies and how quickly you can utilize the advantages of those technologies. Being the first to research certain technologies will give you a decided in-game advantage. For instance, if you have the power of Flight while your opponent is stuck in the earlier ages, you will be able to dominate his/her military. Below are a couple tips for improving your civilization's science. Tip #1: Build libraries in every city. Tip #2: Build universities in every city. Tip #3: The Great Library and Oxford Univerity wonders will provide you with one or two previously unattained technologies. Staying one research ahead of your opponents will all but ensure your victory. Tip #4: The Apollo Program grants you any and every unresearched technology. Tip #5: Great Scientists can either complete a current research project or settle in a city to improve your science rate. Techonological victory achieved by: Completing the Space Shuttle. ------------------------------------------------------------------------ d. Wealth [wlth] ------------------------------------------------------------------------ Wealth is not as important as culture or science but it's certainly good to have at your disposal. With it, you will be able to promote units, build roads, rush construction and much more. Here are a few ways to improve your gold reserves: Tip #1: Banks and markets will improve the trade aspects of your city. Tip #2: The trading post will add +2 trade to any desert squares in your city's radius. Tip #3: Exploration. Early in the game, send a unit into undiscovered territory to capture gold deposits before your opponents do. Tip #4: Certain great people will be able to give you a one-time instantaneous gold bonus or a permanent 50% city wealth production bonus. Tip #5: The Colossus is the best wonder for improving your civilization's trade routes early on in the game. Tip #6: The Internet and Trade Fair wonders significantly increase your civilization's income. Tip #7: Caravans to foreign cities will give you a wealth bonus. A smaller bonus will be given to the targeted civilization as well. Economic victory achieved by: Constructing the World Bank wonder. Gold reserve bonuses are received at increasing levels of income. 100 gold Free settler 250 gold Receive Banking/Currency technology 500 gold Free Great Person 1,000 gold Free Granaries in every city 2,000 gold +1 population in every city 5,000 gold Free Aqueducts in every city 10,000 gold Free Great Person 20,000 gold World Bank ------------------------------------------------------------------------ e. Governments [gvmn] ------------------------------------------------------------------------ You will be able to choose your civilization's government during the game. Different governments become available as you research more technologies. This isn't to say that later governments are better. You need to pick the one that facilitates the strategy you are using. Despotism No culture penalties during nuclear warfare Republic Settlers cost -1 population Monarchy Doubles the effects of the Palace Democracy +50% trade, cannot declare war on an opponent Communism +50% production in cities, temples and cathedrals cease culture production Fundamentalism +1 attack to all units, libraries and universities cease research production ------------------------------------------------------------------------ f. City Tiles [cttl] ------------------------------------------------------------------------ For each population point that your city attains by growing in size, you will receive a worker unit to improve the city tiles in that city's radius. As your city grows, the workers become better at what they do (adding to the trade production in your city). Population Size Worker Production Bonus Trade Bonus 1-6 Laborer +1 +0 7-12 Vendor +1 +1 13-18 Trader +1 +2 19-24 Merchant +1 +3 25-30 Importer +1 +4 31+ Exporter +1 +5 You can manage a city's workers through the City Screen. In that screen, choose the "Manage Workers" tab to view the tiles that your city is currently working on. Tiles that are colored in with your civilization's color are being managed by your workers. To inactivate these tiles, highlight them with the left analog stick and press A. Use the same method to activate tiles. You can focus your production on whatever you see fit. Choose from any of the following settings: Balanced Production (hammers) Food (green apples) Gold Science Custom (use the method above to work on selected city tiles) ------------------------------------------------------------------------ g. Diplomacy [dplm] ------------------------------------------------------------------------ Diplomacy is an integral part of any Civilization game. How you interact with various nations will ultimately decide how history is played out. There have been a few changes since Civilization IV. For instance, you do not have to worry about signing Open Borders agreements with your opponents. Unfortunately, map and resource trading have been omitted from Civilization: Revolution. The first thing to note is that the leader of each nation has his/her own unique personality. Tokugawa has a fairly belligerent personality compared to Abe Lincoln. Just keep in mind that leaders will act differently given the same scenario. What you can use diplomacy for is to gain new technologies and make friends. You could also use it to declare war I suppose, but there are more efficient ways of doing that. ;) h. Combat [cmbt] There are a lot of minor details of combat that go unnoticed by newer players. I've tried to outline the things I could think of that are important to take advantage of. Form armies by combining three units of the same type. These units will fight together, sharing their combat upgrades with each other. This means that you can pair an elite unit with two regular units (of the same type) and they would all fight as elite units. Pretty nifty, huh? As such, always try to keep your regular units with veteran and elite units for leadership. Attacking units have the ability to retreat but at the cost of giving an enemy unit a free promotion. Promotions are outlined in more detail below. You can use your navy to support your land units when attacking a city. To do this, the city must be on the coast and your naval units must be adjacent to that city. If your unit has 7 to 1 odds of winning a battle, it is automatically victorious. Galleons/Galleys have exploration crews which can venture inland, further facilitating the exploration process. Your units will gain experience points for winning battles. If they obtain enough experience, a series of combat upgrades will become available to you. One upgrade promotes the unit to veteran status. Having two or more gives the unit elite status. Each victory in battle is worth at least 1 experience point. For every three experience points gained, a new upgrade is earned. Below is a list of all the possible promotions for your units. Remember to combine upgraded units with new units so that you can spread their skills to your entire army. Blitz Receive one movement point for use after battles Infiltration +50% strength when attacking cities Loyalty +50% strength when defending in friendly territory Guerilla +50% strength when attacking in your territory Medic Can heal in enemy territory Scout Can see units inside enemy cities, has increased vision Leadership +100% defense to all units when stacked March +1 movement point Engineering +100% strength when defending cities Press the B button to retreat from battle. =========== ii. Civilizations [cvlz] =========== Your strategy will primarily depend on the civilization you choose. Different civilizations provide different advantages. The Mongols are great for early conquests while America is a good civilization for rapid expansion. Don't use the same build/research order for every civilization. You need to adapt to utilize your civilization's distinct advantages. *Note: The strategies I've listed here are based on my personal experience. There are definitely better, more detailed strategies out there. These are just here to help those who are new to the game. America Leader: Abraham Lincoln Specialties: Begin the game with a Great Person Ancient: 2% interest for gold reserves Medieval: Rush units production at half-price Industrial: +1 food from plains Modern: Factories provide 3x production Special Units: Sherman Tank, Flying Fortress, Mustang Fighter American strategy: America's advantages make for a lot of variations in available strategies. I typically use the first great person to settle into my capital, permanently establishing that city as a specialist city. The Ancient Age bonus will help you build up you treasury though most civilizations will be able to catch back up by the Industrial Age. One technique is to save your income from Ancient Age until you get to Medieval. At that point, use your bonus to expand your army at half-price. You should be able to get out a few powerful units to give you the advantage over an opponent. Alternate American strategy: America has a plethora of unique units in the Modern Age. You could play defensively for the first three ages and then bombard your enemies with Flying Fortresses and Sherman Tanks. You won't be able to win by domination if you don't start attacking before Modern Age, but you will be able to crush someone who is close to economic, cultural or technological victory. Arabia Leaders: Saladin Specialties: Begin with Religion tech Ancient: +50% caravan gold Medieval: Free Mathematics technology Industrial: +1 attack for Horsemen and Knights Modern: 2% interest for gold reserves No Special Units Arabia strategy: Arabia's early game bonuses significantly outweigh their late game bonuses. Build your income early by utilizing as many caravans as possible. Make sure to send the caravans to an ally or at least a nation that you aren't going to be at odds with. Your ally will receive a small bonus as well. Come Medieval Age, produce a couple catapults with your free mathematics technology and launch an attack on an unsuspecting neighbor. If you expand early enough, you will be able to thrive late in the game. At the very least, you will be able to stifle an opponent's expansion. Aztec Leader: Montezuma Specialties: Begin with gold Ancient: Units heal after combat Medieval: Temples provide +3 to science Industrial: Roads cost 50% Modern: +50% gold production Special Unit: Jaguar Warrior Aztec strategy: If you know where your neighbors are, get out a couple warriors at the beginning using your gold bonus. You can take out a civilization before it even has a chance. This is risky though, as it puts a delay on your civilization's development. It's just something you can use to surprise an unsuspecting opponent. Alternate Aztec strategy: Make sure to build libraries, universities and temples in each of your cities. During Medieval Age, you will be able to out-research many of your opponents. You may be able to reach the Modern Age before they have the appropriate technologies. If that is the case, use your gold production bonus to achieve whichever victory you are shooting for. China Leader: Mao Zedong Specialties: Begin with Writing tech Ancient: New cities have +1 population Medieval: Receive Literacy technology Industrial: Half-price Libraries Modern: Cities not affected by Anarchy Special Units: None Chinese strategy: No one can research with the Chinese. Focus a majority of your cities on research. Build libraries, universities, etc. Consider constructing either the Great Library or Oxford University. Place a small amount of effort into your culture (just enough that you won't suffer from an opponent's cultural expansion). You should be able to stay a technology or two ahead of your opponents which can ultimately lead to victory. Avoid the Fundamentlism government. England Leader: Queen Elizabeth Specialties: Begin with knowledge of Monarchy Ancient: +1 defense for Longbow Archer Medieval: +1 sea combat Industrial: +1 production for hills Modern: Naval support effects doubled Special Units: Longbow Archer, Lancaster Bomber, Spitfire Fighter England strategy: Get a Longbow Archer in every one of your cities at the beginning. You will be able to defend against pretty much anything. Focus your efforts on getting to the Modern Age farily quickly if you are on an ocean-oriented map. You can gain control of the sea as early as the Medieval Age and never have to let it go. You can stifle an enemy's expansion and lay seige to their empire. Typically though, you wouldn't pay too much attention to naval combat. England's real workhorses are their Lancaster Bombers. Egypt Leader: Cleopatra Specialties: Begin with a Wonder Ancient: +1 food and trade from desert plots Medieval: Receive Irrigation tech Industrial: +1 Rifleman movement range Modern: +50% caravan wealth No Special Units Egyptian strategy: Egypt's early game wonder is probably the most useful advantage they have. Your strategy should really depend on the wonder that you get. Cities near the desert will thrive. My favorite government to use with the Egyptians is democracy. You will be able to produce a lot of trade and wealth which can be re-distributed to other aspects of your civilization accordingly. Economic victory is easily attainable with the Egyptians. France Leader: Napoleon Boneparte Specialties: Begin the game with a Cathedral Ancient: Receive knowledge of Pottery Medieval: Half-price roads Industrial: +2 attack for Cannons Modern: +1 movement for Riflemen Special Units: Trebuchet, Howitzer France strategy: I'm not really a fan of the French. Don't get me wrong. They have wonderful seige weapons. If you are planning on attaining victory by domination, make sure to bring trebuchets, cannons or howitzers with you. You should be able to overpower most defenses as long as you bring enough support. Then again, that's true for every civilization. By the way, trebuchets and howitzers do not suffer a combat penalty for attacking across rivers. Catapults for other civilizations don't either. Germany Leader: Otto van Bismarck Specialties: Automatic upgrades for Elite units Ancient: Warriors receive Veteran status Medieval: +1 production from forest Industrial: Half-priced barracks Modern: 2% interest for wealth reserves Special Units: Panzer Tank, 85mm Gun, Heinkel Bomber, ME109 Fighter German strategy: My favorite civilization. There are so many things you can do with the German empire. Domination, economic and technological victories are easily attainable. Your early game warriors are practically invincible against barbarians and enemy warriors. By Medieval Age, you will be able to out-produce any civilization in the game. I wouldn't worry too much about culture here. Maybe have one or two cities specialize with temples or cathedrals to keep enemy cultural borders at bay. If you reach the Modern Age in good standing, you will be able to wipe out any civilization of comperable strength based on your unique units alone. Communism is a worthwhile government to implement with the Germans. Greece Leader: Alexander the Great Specialties: Start game with a courthouse Ancient: Receive Democracy tech Medieval: Higher rate of Great People production Industrial: Half-price library Modern: +1 food from sea tiles Special Units: Trireme, Hoplite Greek strategy: Cultural victory is the most readily attainable victory for Greece. Make sure to have temples and city walls in every city. If you choose to do so, build a lot of courthouses and then construct the Magna Carta. Your great person production rate will be unmatched. Settle them into your cities for maximum effect. Try to avoid confrontation with other civilizations as you do this, but keep a respectable army just in case. India Leader: Ghandi Specialties: Starting: Start game with access to all nearby resources Ancient: Civilization not affected by Anarchy Medieval: Receive Religion technology Industrial: Settlers cost half Modern: Courthouses cost half No Special Units Indian strategy: Ghandi's starting bonus is one of the best in the game. With access to all resources, you will be able to expand your capital with ease. India's later bonuses are not particularly valuable, but being able to avoid the effects of anarchy may save you a turn or two. Anything helps, right? Cultural and economic victories are probably your best hope with the Indian civilization as they have no unique units. Japan Leader: Tokugawa Specialties: Ceremonial Burial tech Ancient: +1 food from Sea Regions Medieval: +1 Samurai Knight attack Industrial: Cities not affected by Anarchy Modern: Defensive units receive Loyalty bonus Special Units: Samurai Knight, Ashigaru Pikemen, Val Bomber, Zero Fighter Japanese strategy: Victory by domination is easier with the Japanese than with most nations. Their samurai knights are nigh unbeatable. They are a pain to have as an enemy. Tokugawa is never easy to get along with. Your city-deployed units will receive a bonus in the Modern Age, making it more difficult for enemy civilizations to invade. The best thing to do with the Japanese is to be annoying. Stay at war with your enemies and keep them from accomplishing economic, tehnnological or cultural victory. Mongolia Leader: Genghis Khan Specialties: +50% trade from captured cities Ancient: Barbarian villages join Medieval: +1 Cavalry movement Industrial: +2 food from mountainous plots Modern: Receive Communism tech Special Units: Keshiks Mongol strategy: Explore early. Have a couple units searching undiscovered territory. You'll be able to obtain barbarian villages, gold deposits, new technologies and maybe a Lost artifact or two. Use Keshiks and mounted units to overpower enemy civilizations. The more you capture, the stronger you become. Economic, cultural and technological victories are for other civilizations. Like with the Japanese, just try to be annoying. Rome Leader: Julius Caesar Specialties: Code of Laws tech, Republic government civic Ancient: Half-price road construction Medieval: Half-price wonder construction Industrial: Higher rate of Great People Modern: New cities start with +1 population Special Units: Legion Roman strategy: The Romans are like the Germans. Any type of victory is achieveable with Rome. If you are aiming for cultural victory, build temples, cathedrals, city walls and courthouses. Then use your Medieval Age bonus to draft the Magna Carta wonder. If you're going to military domination, construct either the Samurai Castle or Leonardo's Workshop when it comes time to do so. There are a lot of different paths you can take. The Romans are a good all-around nation. You don't even have to aim for a specific goal. Balance your efforts between culture, research and military. Russia Leader: Catherine Specialties: Partially revealed map Ancient: +1 food from plains Medieval: Defensive units receive loyalty bonus Industrial: Half-price riflemen Modern: Half-price spies Special Units: Cossack Horseman, T34 Tank Russia strategy: Expand but don't be overly aggressive early in the game. No type of victory is out of the question, though you may find it hard to build the World Bank before other civilizations do. Make good use of the half-priced riflemen in the Industrial Age. Most importantly, do not forget about your spies! They are a fairly advanced tactic that a lot of newcomers overlook. You can steal Great People, keep good intelligence on your enemy's acions, take away an enemy's fortification, sabotage a city's production queue, etc. Spain Leader: Isabella Specialties: Receive Navigation tech Ancient: Doubled wealth received from exploration Medieval: +1 Naval combat Industrial: +50% wealth production Modern: +1 production from hills plots Special Unit: Conquistador Spanish strategy: Explore early! It's obvious but it works. Produce a couple units to explore the map for you. You receive double the wealth bonus. This is facilitated by the free Navigation tech. This early bonus should propel you to Industrial Age with no problem. From there, use your 50% gold bonus to build your army, expand your cultural borders, etc. The Spanish are another great all-around civilization. Any victory is attainable with these guys. Zulu Leader: Shaka Specialties: Increased ability to overrun cities Ancient: +1 Warrior movement Medieval: Cities grow at a higher rate Industrial: +50% wealth production Modern: Half-price riflemen Special Units: Impi Warrior Zulu strategy: If you are the risk-taking type, you might want to try an early game warrior rush. This necessitates knowing where your enemies are from the very beginning. Two or three warriors can successfully conquer an inexperienced opponent before he/she gets off the ground. Alternate Zulu strategy: This one is for players who lack the gumption that is required by the other strategy. The Zulu are pretty good for economic booming. Throughout the Medieval Age and into the Industrial Ages, concentrate on developing your economy. Concentrate your efforts on production. They aren't the best civilization to use for building the Apollo Program, but they do offer a fine balance between military and economy. Make sure to build markets, banks and the appropriate economic wonders. =========== iii. Technologies [tchg] =========== Plan out your technology research ahead of time. Set a goal for yourself and follow through with the correct path. For instance, you may want to research Writing as quickly as possible so that you can build the Great Library and receive technologies from other civilizations. Tech: Avanced Flight Prerequisites: Flight, Industrialization Enables: Bombers Tech: Alphabet Prerequisites: Enables: Oracle, Library Tech: Atomic Theory Prerequisites: University, Electricity, Invention Enables: Manhattan Project Tech: Automobile Prerequisites: Steel, Combustion Enables: Rubber, Artillery Tech: Banking Prerequisites: Currency, Code of Law Enables: Bank Tech: Bronze Working Prerequisites: Enables: Colossus, Barracks, Fish, Archer Tech: Ceremonial Burial Prerequisites: Pottery Enables: Incense, Pyramids, Temple Tech: Combustion Prerequisites: Metallurgy, Gunpowder, Steam Power Enables: Tank, Oil Tech: Communism Prerequisites: University, Industrialization Enables: Communism civic Tech: Construction Prerequisites: Iron Working, Masonry Enables: Oak, Workshop Tech: Corporation Prerequisites: Banking, Industrialization Enables: Military-industrial complex Tech: Currency Prerequisites: Code of Laws, Bronze Working Enables: Trade Fair, Caravan, Gold, Market Tech: Democracy Prerequisites: Literacy, Code of Laws Enables: Pikeman, Democracy civic, Magna Carta Tech: Electricity Prerequisites: Engineering, Steam Power, Metallurgy Enables: Submarine Tech: Electronics Prerequisites: Electricity, Corporation Enables: Tech: Engineering Prerequisites: Mathematics, Construction Enables: Aqueduct Tech: Feudalism Prerequisites: Horseback Riding, Monarcy Enables: Knight Tech: Flight Prerequisites: Combustion, Metallurgy, Invention Enables: Fighters Tech: Globalization Prerequisites: Mass Media, Networking Enables: Tech: Gunpowder Prerequisites: Feudalism, Invention Enables: Rifleman, Sulfur Tech: Horseback Riding Prerequisites: Enables: Ox, Horseman Tech: Industrialization Prerequisites: Steam Power, Banking Enables: Factory Tech: Invention Prerequisites: Literacy, Engineering Enables: Leonardo's Workshop Tech: Iron Working Prerequisites: Bronze Working Enables: Iron, Legion Tech: Irrigation Prerequisites: Pottery, Masonry Enables: Wheat Tech: Literacy Prerequisites: Writing, Alphabet Enables: Silk, Shakespeare's Theater, Courthouse Tech: Masonry Prerequisites: Pottery Enables: Great Wall, City Walls, Marble Tech: Mass Media Prerequisites: Printing Press, Corporation Enables: Hollywood Tech: Mass Production Prerequisites: Industrialization, Railroad Enables: Modern Infantry, Aluminum Tech: Mathematics Prerequisites: Writing, Masonry Enables: Catapult Tech: Metallurgy Prerequisites: University, Iron Working, Engineering Enables: Cannon Tech: Monarcy Prerequisites: Code of Laws, Ceremonial Burial, Writing Enables: Samurai Castle, Monarchy civic, Dye Tech: Navigation Prerequisites: Writing, Mathematics Enables: East India Trading Company, Harbor, Whale, Ghaleon Tech: Networking Prerequisites: Electronics, Corporation Enables: Internet Tech: Nuclear Power Prerequisites: Atomic Theory, Mass Production Enables: Uranium Tech: Pottery Prerequisites: Enables: Wine, Granary, Hanging Gardens Tech: Printing Press Prerequisites: University, Religion Enables: Tech: Railroad Prerequisites: Steam Power Enables: Iron Mine Tech: Religion Prerequisites: Ceremonial Burial, Monarchy Enables: Cathedral, Fundamentalism civic Tech: Space Flight Prerequisites: Advanced Flight, Electronics, Nuclear Power Enables: Apollo Program, Space Shuttle Fuel/Habitation/Support/Propulsion Tech: Steam Power Prerequisites: Iron Working, Engineering, Invention Enables: Coal, Cruiser Tech: Steel Prerequisites: Metallurgy, Steam Power Enables: Battleship Tech: Superconductor Prerequisites: Mass Production, Space Flight Enables: SDI Defense Tech: University Prerequisites: Literacy, Mathematics, Democracy Enables: University, Oxford Tech: Writing Prerequisites: Alphabet Enables: Spy, Great Library =========== iv. Buildings [bldg] =========== Buildings are the infrastructure of your civilization. Without them, you will not be able to produce wealth, culture, research or military units. One strategy you can use is to assign specific tasks to certain cities. For example, make one city specialize in culture. Build it a cathedral and a temple. Use other cities to produce military units with which to protect your empire. Give them barracks when you establish them. Your first two or three cities should be farily well-rounded. Every city needs food! Granaries and harbors are important to the growth of cities. Aqueduct Prerequisite: Engineering Effects: Increase a city's growth rate by 50% Cost: 120 hammers Aqueduct notes: Aqueducts will allow your city to grow more quickly. They are the necessary food collection buildings after granaries. Having one of these in every city will give you a tremendous boost in all areas because your cities will be able to produce more culture, wealth and research as they develop. Bank Prerequisite: Banking Effects: Quadruples wealth production Cost: 120 hammers Bank notes: I don't usually rush the production of my buildings unless they are going to return the favor by adding to my income. Banks certainly fit into that category. You do not need one in every city but you should probably have one or two cities dedicated to wealth collection. Construct a bank or two as soon as you have researched banking. You may even want to consider rushing their production. They pay for themselves in a matter of a few turns. Barracks Prerequisite: Bronze Working Effects: +3 experience to military units Cost: 40 hammers Barracks notes: Every time you produce a military unit in a city with a barracks, that unit will receive 3 experience points and become a veteran immediately. This gives that unit a 50% attack and defense bonus. Now, in other Civilization games, you would have a barracks in almost every one of your cities. Fortunately Civilization Revolution added the "form army" combat feature. You only need one veteran in each army you form. Taking this into account, you will only need a barracks in one or two of your cities. You can produce military units in other cities and then form armies with your veteran units. That way you get the most bang for your buck. It also allows other cities to focus on economic expansion. Cathedral Prerequisite: Religion Effects: Receive +2 culture from each citizen Cost: 160 hammers Cathedral notes: You need a theater in at least your two largest cities. Larger cities will garner a much more of an advantage from cathedrals than smaller cities. More culture from more people will help your civilization expand. You will also be able to generate more Great People. Courthouse Prerequisite: Literacy Effects: Increase a city's area Cost: 80 hammers Courthouse notes: Courthouses are a must for every city. With more available tiles to work on, your cities will be able to produce more of whatever they are specializing in. They can collect more food, hammers, wealth and research. They also produce a small amount of culture. If you construct the Magna Carta wonder with a courthouse in every city, you will be well on your way to a cultural victory. Factory Prerequisite: Industrialization Effects: Doubles a city's production Cost: 200 production Factory notes: You should place a couple of these in cities where your focus is production. These cities will be located near hills, forests and mountains. They are a little on the expensive side but will pay massive dividends in the Modern Age when you are producing a Tank every other turn. Granary Prerequisite: Effects: Receive +2 food from plains Cost: 40 hammers Granary notes: These are good for cities surrounded by plains (obviously). Granaries are not quite as important as aqueducts for the development of your cities. Having said that, a city with multiple plains tiles can benefit massively from a granary. Harbor Prerequisite: Navigation Effects: Receive +1 food from ocean plots Cost: 100 hammers Harbor notes: Harbors are must-haves for coastline cities. When cities collect more food they can develop and grow. Cities with a lot of ocean tiles will end up generating a lot of income later in the game. Before that can happen, you will have to make good use of the available city tiles by building a harbor. Iron Mine Prerequisite: Railroad Effects: Receive +4 production from mountain plots Cost: 80 hammers Iron Mine notes: The Iron Mine will allow your mountain tiles to produce five hammers each. A city with multiple mountains, an Iron Mine and a factory will produce buildings at a ridiculous rate. You should have two or three cities next to mountains for maximum production. If you have an Iron Mine in each of them, your opponents will not be able to keep up with you. Library Prerequisite: Alphabet Effects: Doubles a city's research production Cost: 40 hammers Library notes: I try to have a library in every city. The exception may be in a wealth-specialized city. The more science you are producing, the more easily you will be able to research newer technologies. Any time you gain an advantage in the technology race a lot of victory options become available to you. Market Prerequisite: Currency Effects: Doubles a city's wealth production Cost: 60 hammers Market notes: Markets are necessary for cities located near deserts or oceans. Remember that any time you are producing gold in a city you are sacrificing possible research outlets. You will need a couple of these to keep your treasury from becoming a black hole. Palace Prerequisite: None Effects: Produces culture, establishes a capital Palace notes: Don't waste your time building a palace unless you absolutely have to change the location of your capital. Of course, by the time you need to it's probably too late anyway. SDI Prerequisite: Superconductor Effects: Shoots down ICBMs SDI notes: You don't really need this unless an enemy is constructing the Manhattan project. I usually just take my changes. ;) Temple Prerequisite: Ceremonial Burial Effects: +1 culture for each citizen Cost: 40 hammers Temple notes: Temples generate culture. They have more of an effect in larger cities. Having one in every city will allow you to expand your empire and generate great people. Look into building courthouses and cathedrals later in the game. Trading Post Prerequisite: Code of Laws Effects: +2 trade from desert plots Cost: 60 hammers Trading Post notes: Trading Posts are necessary upgrades for desert-oriented cities. These cities will probably end up specializing in income anyway. The more desert tiles you have at your disposal, the more revenue your city will be able to generate. Consider building a bank and market in your city as well. University Prerequisite: University Effects: Quadruples research production Cost: 160 hammers University notes: Universities are the culture/science upgrades to libraries. You should try to have one in every city except those that are specializing in wealth. Being able to research new technologies at a faster rate will allow you to access new buildings, wonders and military units before your opponents. Walls Prerequisite: Masonry Effects: Doubles defensive bonuses against military and culture Cost: 100 hammers Walls notes: City walls are an important upgrade for just about every city. I tend to play on the safe side so I always feel a little nervous about leaving a city without walls. As long as you keep up with your opponents technology- wise, you can make up for a lack of military units by building walls. An Archer who is fortified behind city walls will be able to defeat multiple horsemen and maybe even a catapult. Workshop Prerequisite: Construction Effects: Receive +2 production from hills plots Cost: 60 hammers Workshop notes: Workshops will allows your hill squares to produce 3 hammers for your city. These are necessary upgrades for cities with multiple hills. Remember to install a factory later on to get the most out of your city tiles. Workshops are certainly worthwhile investments. =========== v. Military Units [mltu] =========== Your military production should focus on unique units and units that can effectively counter an enemy invasion. Your strategy will also factor into which types of units that you are going to need. If you plan on conquest victory, you are going to need a few catapults to weaken your enemy's defenses. If you are playing for an economic or cultural victory, produce archers for each of your cities. Later you can upgrade to riflemen. Don't neglect ocean units. If your enemies capital is along the coast, bombard it with battleships so that you can slide your riflemen right in for the capture. Transport ships are great for getting into the heart of your enemy's territory. In the latter parts of the game, air units will work wonders for your invasion. If you are the first to discover flight, quickly establish an air force before your opponents can counter with air defenses. Archer Attack: 1 Defense: 2 Movement: 1 Technology: Bronze Working Archer strategy: Archers are your Ancient Age defenders. You will need at least one in every city if you're going to repel the early rushes. Later in the game, you will be able to upgrade them to Riflemen. Artillery Attack: 16 Defense: 2 Movement: 2 Technology: Automobile Artillery strategy: Artillery should be the frontline of your attack. They deal a lot of damage to even the most powerful units of the Industrial Age. Don't defend with them though. You will be sorely disappointed when a lone Horseman takes your city away from an Artillery. They suffer a horrible defense penalty. Battleship Attack: 12 Defense: 18 Movement: 4 Technology: Steel Battleship strategy: Battleships are the kings of the ocean. The only units that can counter them are other Battleships and air units. Place a couple Battleships along an enemy's coastline to stifle any transportation or trade. They can also provide naval support for any adjacent land units. Bomber Attack: 18 Defense: 3 Movement: 6 Technology: Advanced Flight Bomber strategy: Bombers have the highest attack in the game. When you want to take a city in the Modern Age, Bombers are a must-have. There isn't a whole lot that can defend against Bombers. You should use them to clear the path for any land units to slide in and capture cities. Cannon Attack: 6 Defense: 2 Movement: 1 Technology: Metallurgy Cannon strategy: Cannons are slightly upgraded catapults. If you are conducting a Medieval Age invasion of an opponent, you should probably lead your attack with a couple cannons. They have great attack power considering their early- game availability. Like with catapults and artillery, avoid defending your cities with these guys. As you can see, their defensive abilities are limited. Caravan Attack: 0 Defense: 0 Movement: 3 Technology: Currency Caravan strategy: Well, caravans aren't military units by any means. They are, however, useful for gathering that extra bit of income that you need. Build them in any city and send to foreign cities to establish trade routes. The opponent who receives the caravan will garner a slight wealth bonus (35%-45% of what you will gain. So choose the recipient wisely. Catapult Attack: 4 Defense: 1 Movement: 1 Technology: Mathematics Catapult strategy: Catapults are your early game artillery. Like with cannons and artillery, they should lead your attack. Make sure to keep a defensive unit with them (like an Archer) because, even though they have high attack power, they have horrible defensive capabilities. Cruiser Attack: 6 Defense: 6 Movement: 5 Technology: Steam Power Cruiser strategy: Cruisers are your earliest option for gaining control of the sea. They can demolish any naval units from previous generations. If you are the first to research steam power, you will be able to gain an upper hand over your opponents in naval combat. Fighter Attack: 6 Defense: 4 Movement: 8 Technology: Flight Fighter: Fighters really aren't that useful in my personal opinion. They are great against Bombers but suffer against land units (especially land units in the Modern Age). I wouldn't put too much effort into building these unless you're just getting blitzkrieg'd by someone. Galleon Attack: 2 Defense: 2 Movement: 3 Technology: Navigation Galleon strategy: Galleons are a small step above Galleys. I'm not one for naval combat so I typically avoid building these guys. I will produce one or two Galleys in the beginning for transportation purposes and then avoid naval units until I research steam power. Galleons have a crew which can explore islands while the ship travels along the coastline. Galley Attack: 1 Defense: 1 Movement: 2 Technology: None Galley strategy: Galleys are primitive naval units. They are great for transportation and exploration in the early game. Taking control over as many islands as possible in the beginning can give you a lead on your opponents and galleys are the best way to accomplish that. Galleys, like Galleons, have a crew which can explore landmasses. Great Person Attack: 0 Defense: 0 Movement: 2 Technology: None Great Person strategy: See the Great Persons section. Different Great People have different applications. Search code [grtp] Horseman Attack: 2 Defense: 1 Movement: 2 Technology: Horseback Riding Horseman strategy: Horseman are very useful in the beginning of the game. They can defeat warriors and have twice the movement capacity. They are good for exploration and having a mobile combat unit. You can use it to move between cities very quickly if you are being attacked. Alternatively, you can use them to "raid" an opponent by killing his/her stray settlers or caravans. ICBM Attack: N/A Defense: N/A Movement: N/A Technology: Atomic Theory ICBM strategy: You need to construct the Manhattan Project to be able to build this thing. Only one will be available in any game. Use it wisely, if at all. You will be able to wipe out most everything on screen. You will, however, suffer the diplomatic consequences. Knight Attack: 4 Defense: 2 Movement: 2 Technology: Feudalism Knight strategy: Knights are a step above horsemen. Like with most other units, they are nearly unstoppable if you are the first to obtain their respective technology (feudalism in this case). By the time you have that researched, your opponents may still be stuck in the Archer/Legion/Horseman stage. This would be great for you as the knight trumps any of those units (barring defense bonuses, combat promotions, etc). Legion Attack: 2 Defense: 1 Movement: 1 Technology: Iron Working Legion strategy: Legions are upgraded warriors for the most part. They are melee units with very small attack power. Though they can take out warriors fairly easily, horsemen are better for attacking an opponent and archers are better for defending your cities. All in all, there isn't much use for them. Militia Attack: 0 Defense: 1 Movement: 1 Technology: None Militia strategy: Militias are somewhat like your early game spies. You can't attack with them but you'll be able to explore the map for free (the units themselves don't cost anything). Use them to keep an eye on your enemy's actions or search for lost artifacts. Militia glitch: This glitch only works in single player (thank goodness). It's very cheap and kind of takes the fun out of the game. That said, it may help you obtain a few of the achievements so here it goes: When you start the game, search for a barbarian settlement and establish a city next to it. The presence of the barbarians will alert your military advisor who will then form a militia in your city. If this doesn't happen immediately, the glitch didn't work and you're screwed for the rest of the game. =P If it does work then your city will produce a militia every turn. Send the militias all over the map in search of your opponents. Completely block them in so that they aren't able to expand beyond what they have. It's cheap but it works on almost any difficulty level. I've tried it a few times and it works about every other attempt. Modern Infantry Attack: 4 Defense: 8 Movement: 1 Technology: Mass Production Modern Infantry strategy: Great for defending cities in the Modern Age. When completely upgraded and fortified behind city walls, your cities will be practically impenetrable. They suffer a minor attack penatly though. I wouldn't rely on them for a full-scale invasion. Make sure they have Bomber or naval support if you're going to attack with them. Pikeman Attack: 1 Defense: 3 Movement: 1 Technology: Democracy Pikeman strategy: Use these guys when your civilization is being attacked by mounted units. Archers should remain your primary defense units though. I don't normally produce a lot of pikemen unless I see that an opponent is taking advantage of his/her horseback riding technology. They are much better for defending than attacking. Rifleman Attack: 3 Defense: 5 Movement: 1 Technology: Gunpowder Rifleman strategy: These guys are the earliest avaialable gunpowder units. As such, they have a distinct advantage over earlier units. If you are the first civilization to research gunpowder then use these guys for a quick and effective invasion. Once your enemies catch up with you technology-wise, move these guys back to defend your cities. Settler Attack: 0 Defense: 0 Movement: 2 Technology: None Settler strategy: Never settle these guys into your cities. They cost 2 population points to create and only provide 1 population point if you settle them into a city. Granted, the Republic government halves the cost of settlers but even then you would still be wasting your time. Find a good spot for a
city and establish one. Search code [estc] for more information about placing cities in strategic locations. Submarine Attack: 12 Defense: 2 Movement: 2 Technology: Eletricity Submarine strategy: Submarines are the middle tier combat units. They are much less expensive than Battleships and have a variety of uses. I usually don't place too much of an emphasis on naval units but submarines are my primary choice for conducting an ocean siege. They don't stand a chance against Battleships but you'll be able to dominate anything else in the sea. Tank Attack: 10 Defense: 6 Movement: 3 Technology: Combustion Tank strategy: Tanks should be your primary ground attack units in the Modern Age. You will probably be using your Modern Infantry to defend your cities so Tanks are your unit of choice for domination victories. If you are going to use them to defend your civilization, place them in a location where they can easily provide help to any one of your cities. Don't just fortify them in a city and let the enemy charge at you. Tanks are much better for actually initiating the combat as opposed to defending. So even if you are defending for a cultural victory, these guys give you an extremely powerful and mobile military unit. Warrior Attack: 1 Defense: 1 Movement: 1 Technology: None Warrior strategy: Warriors are the most basic combat units. They are limited to melee abilities and will suffer combat penalties against Archers and Horsemen. They are good for early game exploration and defeating barbarians. You can also rush them at an enemy early on in the game to stifle their expansion efforts. =========== vi. Wonders/artifacts [wndr] =========== Wonders should be constructed in your larger cities as they will be able to build them more quickly. You should plan your wonder builds ahead of time. Research the applicable technologies to ensure that you will be the first to capture a certain wonder. Don't build every wonder that is available. This will slow down your civilization's ability to expand. -Wonders by Age- **Ancient Age** Colossus Prerequisite: Bronze Working Effect: Doubles trade within cities Colossus notes: The Colossus really isn't that helpful unless you have a trade- oriented civilization like the Egyptians. Cities near deserts or oceans can benefit tremendously from this wonder but I would rather focus on production and growth at this stage in the game. Great Library Prerequisite: Writing Effect: Receive any technologies known by two or more civilizations Great Library notes: This is an extremely helpful wonder. It allows you to catch up to other civilizations technology-wise and even surpass them. You should definitely consider this wonder if you are a research-oriented civilization and are going for a technological victory. In fact, the Great Library probably benefits military-minded players even more. Great Pyramid Prerequisite: Ceremonial Burial Effect: All government civics available Great Pyramid notes: Having all the government civics available early on is a minor bonus at best. Unless you are just absolutely intent on obtaining the effects of a communism civic (or something else), I would avoid constructing this wonder altogether. Great Wall Prerequisite: Masonry Effect: Enforces peace Great Wall notes: This is a good wonder if you want to spend the first part of he game focusing on your economy. It's always nice to have a few hundred years of peace where you can gather income or focus on research. Don't neglect your military during this time however. Make sure your cities are well-defended when the Great Wall becomes obsolete. Hanging Gardens Prerequisite: Pottery Effect: Increases city population by 50% Hanging Gardens notes: The longer this wonder goes unbuilt, the more valuable it becomes. It's extremely valuable because its effects can never become obsolete. Granted, it's a one time bonus but it is worth it if you can build it in a small number of turns. (i.e. don't waste your time if it's going to cost 50 turns to build. Your city can grow quickly enough using food collection techniques). Oracle Prerequisite: Alphabet Effect: Predict combat scenarios Oracle notes: This wonder is just wasted production in my opinion. The pre- combat screen will give you enough information about defense/attack/terrain bonuses and combat promotions to make the Oracle unnecessary. All you have to do is make sure that your unit has the "advantage" flag and a safe combat advantage. Stonehenge Prerequisite: None Effect: Improves Temple effects by 50% Stonehenge notes: Stonehenge is pretty helpful in producing culture. It will allow you to generate more great people. Unfortunately you must build it extremely early in the game. By the time you have three or so cities established, it has become obsolete. Building it may just put a damper on your early game expansion. **Medieval/Industrial Age** East India Trading Company Prerequisite: Navigation Effect: +1 trade in ocean plots East India Trading Company notes: Only consider building this if your civilization is located along the coast. It can be a tremendous boost into achieving the economic victory but won't really help you in other areas. Himeji Samurai Castle Prerequisite: Monarchy Effect: +1 strength to military units Himeji Samurai Castle notes: This is a brilliant addition to any mid-game military. Combine this with barracks and combat promotions to form yourself a few unstoppable armies. This could give you an easy path to military domination early in the game but its effects are limited in the Modern Age. Leonardo's Workshop Prerequisite: Invention Effect: Upgrade all military units Leonardo's Workshop: If you have gathered a large number of warriors, archers and horsemen, I highly recommend building this wonder. It is a good idea to be the first person to research Invention anyway as it comes with a free Great Person. I always built this wonder in Civilization II and I'm glad they found a place for it in this installment. While this wonder is in production, produce as many cheap units as you can so that you have an insanely powerful military when production is completed. Magna Carta Prerequisite: Democracy Effect: Courhouses produce culture Magna Carta notes: This is the quickest way to cultural victory in my opinion. Have a courthouse in almost every city before building this or it will be of no use to you. Avoid it if you are planning on a different type of victory. Oxford University Prerequisite: University Effect: Receive one technology Oxford University notes: Maybe I am just a sucker for free technology but I always make it a priority to rush to the university technology. Universities provide research and culture while Oxford gives you a leg up on your opponents. Shakespeare's Theater Prerequisite: Literacy Effect: Doubles a city's culture production Shakespeare's Theater notes: I would only recommend this for those of you shooting for cultural victory. Build it in your largest city for greatest effect. Otherwise don't bother with it. Trade Fair Prerequisite: Currency Effect: Doubles a city's wealth production Trade Fair notes: Build this in a desert/ocean city along with a bank and marketplace. The city will generate enough income for three cities. It is an advantageous wonder to have even if you aren't aiming for the economic victory. **Modern Age** Apollo Program Prerequisite: Space Flight Effect: Receive all un-researched technologies Apollo Program notes: By all means, build this if you can. Consider rushing to space flight to construct this wonder at the risk of things like Atomic Theory. The quicker you can construct the Apollo Program, the more likely you are to win a technological victory. Hollywood Prerequisite: Mass Media Effect: Negates effects of an opponent's city walls Hollywood notes: This wonder will add a few culture points to your civilization but not much else. By the time you are ready to build it, it's probably too late to culture-flip any opposing cities. It's just a money trap in my opinion. Internet Prerequisite: Networking Effect: Wealth production doubled Internet notes: This wonder is just as important as the Apollo Program. You receive twice the income on every turn which can be re-destributed to military or production. It also puts you one step closer to being able to build the World Bank. Manhattan Project Prerequisite: Atomic Theory Effect: Build a nuclear weapon Manhattan Project: This is another money trap in my opinion. The nuclear weapon will certainly clean out even the most well-defended cities but think about all the military units you could produce in the time it takes to complete. Military-Industrial Complex Prerequisite: Corporation Effect: Reduces cost of unit production Military-Industrial Complex notes: This is good to have if you are shooting for late-game domination victory. If you have a few production-specialized cities then this will have minimum effect. Consider what you are sacrificing in order to build it. United Nations Prerequisite: 20 cultural bonuses (wonders, great people, etc) Effect: Cultural victory United Nations notes: Cultural victory. World Bank Prerequisite: 20,000 wealth Effect: Economic Victory World Bank notes: Economic victory. Artifacts are located in random spots all over the world map. You should produce and explorer early on to increase your chances of capturing one. Try to get sea units out pretty early on as well (as long as you're not playing a Pangea map where naval units are unnecessary). -artifacts in alphabetical order- Angkor Wat Construct the wonder of your choice Ark of Covenant Gives you a temple in every city. If a city has a temple, it will be converted into a cathedral. Knights Templar Receive the military unit of your choice Lost City of Atlantis Receive technology bonus School of Confucuis More easily discover Great People Seven Cities of Gold Receive wealth deposits =========== vii. Great Persons [grtp] =========== Types of Great People 1) Builders - They can instantaneously finish production of important buildings and units (once). Alternatively, you can keep them in a city to reduce construction cost. 2) Thinkers/Artists - Convert enemy cities (once) or permanantly improve a city's culture production. 3) Leaders - Upgrade your military units (once) or place them in a city to give military units from that city +3 experience. 4) Humanitarian - +1 population to all cities (once) or improve one city's growth rate by 50% 5) Explorers/Industrialists - Wealth bonus (once) or improve a city's wealth production by 50%. 6) Scientist - Instantaneously finish researching a technology or improve a city's research output by 50%. How to obtain Great People 1) Steal them from enemy cities by using a spy. 2) Conquer a city that has a Great Person. 3) Discover a technology that grants you a Great Person. 4) Producing and accumulating culture will make more Great People available. 5) Obtain 500 gold. 6) Obtain 10,000 gold. 7) Discover the School of Confucius. List of Great People Aesop - Artist Agamemnon - Leader Albert Einstein - Scientist Albert Schweitzer - Humanitarian Alexander Graham Bell - Scientist Archimedes - Scientist Aristotle - Thinker Charles Babbage - Thinker Cheops - Builder Christopher Columbus - Explorer Confucius - Scientist David - Leader Eli Whitney - Humanitarian Enrico Fermi - Scientist Florence Nightingale - Humanitarian Frederick Douglass - Humanitarian Fyodor Dostoevsky - Artist George Stephenson - Builder Gilgamesh - Builder Guglielmo Marconi - Scientist Henry Ford - Builder Homer - Artist Imhotep - Builder J.S. Bach - Artist James Watt - Builder Johannes Gutenberg - Humanitarian Karl Marx - Thinker Lao Tzu - Humanitarian Leonardo Da Vinci - Builder Leopold Stokowski - Builder Marco Polo - Explorer Marie Curie - Scientist Nebuchadnezzar - Builder Otto Lilienthal - Scientist Plato - Thinker Pythagoras- Scientist Roald Amundsen- Industrialist Sargon- Industrialist Solomon - Scientist Sophocles - Builder Thomas Becket - Humanitarian Thomas Edison - Scientist Tippu Sultan - Industrialist Vasco Da Gama - Explorer W.R. Hearst - Industrialist Wilbur Wright - Industrialist =========== viii. FAQ/Strategy [fqst] =========== ************ In the Early Game... First and foremost, plan ahead!! Don't research technologies or build wonders at random. Set a list of objectives and choose the path that will best achieve those objectives. Don't completely devote yourself to one wonder or technology but make an effort to obtain it before anyone else. Keep military units in every city (multiple units are best). Units with higher defense (like Archers) work well against early Barbarians. Keep a few powerful units stationed on borders with aggressive opponents. Don't neglect your coast either. Expand early. More resources and cities will give you a decided early advantage. Don't expand too aggressively though. Make sure each city has military protection before you build another one. Build roads between your cities to improve transportation and trade routes. Save up 100 gold for a free settler. You can get this through exploration fairly easily. Protect your general! Listen to your advisors. They know what they're talking about. Don't let defenseless units be caught off-gaurd. Keep your transports, settlers and great people out of harm's way. ************* The Middle Ages... Beef up your military. Begin specializing cities (give them specific tasks). Devote one city completely to research/culture/wealth and produce military units in your other cities. Obtain technologies, wealth from other civilizations by trading with them. They will typically accept any price for a technology you have so it's a good way to avoid financial disaster during tough times. Don't give any technologies away to your enemies! Don't attack across rivers or into forests if you can avoid it! Always take note of a unit's terrain bonuses before proceeding with an attack. Veteran units have distinct advantages! Produce military units in cities with barracks. Use spies to keep up to date with what your opponents are doing. You can steal Great People as well. Great People are typically more effective when you settle them into your cities. Their one-time bonuses are for emergency situations only. Make sure that you can finish your wonders before anyone else. Don't start one if you know that another civilization is in the process of building it (unless you have a Great Builder that you want to use). Build roads and railroads to connect each city in your empire to all of the others. *********** In the end game... A cultural victory is best achieved by constructing courthouses and the Magna Carta. The Apollo Program researches everything that you haven't already researched. It can be a deciding factor late in the game. Bombers are the best ways to weaken a city's defenses. Even if your land units are outnumbered, you can conduct a successful invasion if you have air power. Marketplaces, banks and the Internet will achieve an economic victory. ------------------------------------------------------------------------ a. Main Menu [mmnu] ------------------------------------------------------------------------ -Play Now- Select an empire or choose "random". A game will begin immediately without map customization. -Single Player- *New Game - Start a brand new civilization. *Load Game - Continue a previous game. *Game of the Week - I think this is an Xbox Live scenario. I haven't tried it. *Play Scenario - Choose from a variety of historical scenarios and make a story of your own. -Multiplayer- *Player Match - Play a social game just for fun. *Ranked Match - Play for pride and rank. This is more competitive. *System Link - A LAN game between multiple Xbox 360s. -Extras- *Civiliopedia - Everything you need to know about the game. *Hall of Glory - A list of your greatest accomplishments and previous games. *Leaderboards - The results of ranked Xbox Live matches. *Credits - See who created the game. -Options- *Music Volume *FX Volume *Advisor Speech Volume *Leader Speech Volume *Toggle Controller Vibration ------------------------------------------------------------------------ b. Starting a New Game [snng] ------------------------------------------------------------------------ 1) Choose your difficulty. Chieftain - A great place to start, you'll get lots of helpful advice from your advisors. Warlord - You're on your own as you take on more skillful opponents. King - A true test of your leadership skills; fair but challenging. Emperor - You'll need to perfect your strategy to survive at this level. Deity - Only for the bravest of the brave. You have been warned! 2) Choose your civilization. *Note: Unfortunately you cannot choose the map type or select a number of computer players. You also can't select the AI civilizations. You can't even keep playing once someone reaches victory. I'm not sure why they left these options out of Civilization Revolution. =( ------------------------------------------------------------------------ c. How to Play [htpy] ------------------------------------------------------------------------ You will be greeted by your tutorial guide if this is your first time playing or you are on chieftain difficulty. Listen to him if you've never played before. Most of the following text is taken from the tutorial verbatim. **About Food** Workers from your city can gather food from grasslands and plains. Food is represented by the green apple on your screen. As you collect more food, your population will increase and you will gain more workers. When you start out, your citizens will already be gathering food. **About Production** Production for your city is obtained via forests and hills. Production capacity is represented by the hammer on your city screen. The more hammers you have, the more effectively you can produce military units, buildings and wonders. **About Turns** Each turn represents up to 100 years of historical time. Each of your units can use their movement allowance once per turn. When all moves are completed you will hear a bell. You can press the B button to end your turn or manage fortified/sleeping units, city screens, etc. **About Barbarians** Barbarian villages are defended by fierce warriors but contain valuable resources and information. Move into a village to attack it. Most barbarian villages will give you gold and information as to where other villages are located. **About Attacking** To attack an enemy with your unit, select your unit with the cursor and then highlight the enemy you want to attack. When you do this, an information screen will pop up informing you of each side's base attack/defense, combat bonuses and even tell you who has the advantage. When you select "attack", an animation will be initiated and the battle will take place. When the battle is over and your unit won, you will most likely have to heal. To do so you must be in your own territory and press the B button during that unit's turn. **About the City Screen** Press the Left Bumper to access the city screen. There are a variety of things that you can do here. At the top, you will see the name of your civilization and two progress bars. The top one represents population growth. Next to it is an apple with a number beside it which tells you how much food you are collecting. The bar also tells you how much longer it will take for your city to grow. The blue progress bar is your production meter. Beside it is a hammer with a number which illustrates the city's production capacity. The bar tells you what the city is producing and how long it will take to complete. You have the ability to rush production by pressing the X button. The orange bar below the production meter will indicate the cost of rushing production and the total amount of income in your reserves. You have a few building options here: Build (a military) Unit Build Building Build Wonder Build Road Manage Workers By managing workers, you control which resources your city is focusing on. You can choose a specialization in hammers if you need something produced quickly or you can just collect food to induce city growth. The squares that have your civilization's color are the ones being worked on. You can choose a balanced technique or a specialized one. To customize your city's worked squares, choose "Custom". Simply highlight the colored squares with the cursor (left analog stick) and press the A button to stop working on them. Highlight a different square and press A to work on that one. Your city has a limited amount of workers and can only work a couple squares in the beginning. You can also press the Y button to toggle between prioritizing gold or science. Holding the Right Trigger allows you to view the buildings in a city. Holding the Left Trigger allows you to view the workers. The B button exits the screen. Cycle through your cities using the Right and Left Bumpers. **About Friendly Villages** Friendly villages welcome contact with your civilization and contain valuable resources and information. Move a unit into the village to meet the natives. The can endow you with technologies, gold, maps or military units. They will also inform you as to how many artifacts remain undiscovered. **About the World Screen** This is the screen you control your units from. Hold the Right Trigger to view your gold and research accumulation. **About Caravans** Caravans are a good source of wealth. The further away you send a caravan, the more gold you obtain from the trade route. Caravans have the ability to move through enemy territory but at the risk of being destroyed by hostile units. You can press the Y button to choose a city with which to create a trade route. The game will provide you with a list of possible cities and the potential income generated from the trip. ------------------------------------------------------------------------ d. Establishing a City [estc] ------------------------------------------------------------------------ You need to find a suitable location to build your cities. Your first one or two cities should be located in an area with balanced food availability, production squares and trade regions. Cities should be at least four or five squares away from each other to prevent sharing of land tiles. Production squares: Mountains (+1 production, +4 with Iron Mine) Hills (+1 production, +3 with Workshop) Forests (+2 production) Food squares: Grasslands (+2 food) Plains (+1 food, +3 with Granary) Trade squares: Desert (+1 trade, +3 with Trading Post Ocean (+2 trade) Remember to send a military unit with your settlers. They cannot defend themselves and you don't want to waste them by having an enemy capture them. Even if they do manage to build a city first there will be nothing stopping an enemy from walking right in and taking it if there are no military units present. When you establish your cities, have the workers concentrate on food at first so that they can grow more quickly. As the cities develop, they will be able to work more tiles and increase their production, gold and research. Once you have a few balanced cities established, start making specialized cities. Remember that every city needs food to grow but not every city needs to be surrounded by wealth tiles. Having a couple cities focusing on production, another two on research and another city on wealth will prove to be much more helpful than five balanced cities. If you decide that your civilization is in need of wealth, establish a city along the coast or in desert areas. If you need a production center for your military units, find mountains, hills or forests and establish a city. Make sure the city has enough food to develop and produce military units. Build a barracks and then pump out knight after knight. Remember to customize your workers so that they collect food in a city's early stages before moving on to a more specialized role. ------------------------------------------------------------------------ e. Advanced Diplomacy [avdy] ------------------------------------------------------------------------ To access the diplomacy screen, hold the Right Bumper on the world map screen. Your foreign advisor will have information about the leader of each civilization in the game. Before you enter any negotiations, remember that each leader has his/her own personality. Higher difficulties like Deity will offer more aggressive AI while Chieftain AI are more forgiving. While holding down the Right Bumper, scroll through all the civilization leaders using the left analog stick. Select the one whom you want to open negotiations with by pressing the A button. This will open a variety of options for you. The civilization leader will greet you with information about a certain unit on the map, past relations or other world events. Press the A button to skip that and get down to the nitty gritty. The first time you encounter a civilization leader, you will be given the option of peace or war. You can also make inquiries to your advisors about what you should do. ()Yes, let it be peace. This brings temporary peace between civilizations. ()No, your presence offends me! No peace agreement is made. Anything goes! ()I must consult with my advisors. This will allow you to ask your advisors for their opinions. Your Military Advisor offers his opinion first. He will give you his estimate for the strength of your opponent. If he thinks they are weak then he will, in all likelihood, suggest war. If you are going for cultural or economic victory then I would probably avoid his suggestion. If you are going for a domination victory and he thinks that you are militarily superior then go for it. Your Science Advisor will then throw in his two cents. He may tell you that you have a technological advantage or that war would be a FOOLISH distraction. In the end, it's your call. Once you have made peace with a civilization leader, you can conduct a variety of negotiations with him or her. Here is a small analysis of each dialogue choice: ()Maybe some other time. Exits the diplomacy screen. ()I seek technology. If that particular civilization has a technology that you haven't researched, they will offer a price for it. Buying technologies can be pretty helpful but don't make a habit out of it. ()I have knowledge for sale. You can sale any of your technologies for a small fee...and I do mean small fee. It seems like technologies are more expensive when your enemy obtains them. =( ()Let's discuss world events. You can talk about other civilizations and learn what this leader thinks about the world he's living in. ------------------------------------------------------------------------ f. Advisors [dvsr] ------------------------------------------------------------------------ On Chieftain difficulty, your advisors will inundate you with all kinds of informations about the game. Each advisor specializes in a certain field. If you are unsure how to build up a military or improve your foreign relations, consult the appropriate advisor. Tutorial The tutorial guy will provide you with information about how to play the game. Keeping him activated is probably the best way to learn to play the game. Science Advisor Your science advisor will tell you about each and every potential research project. You will be able to see detailed information about which technologies offer which advantages. You can also take a look at the tech tree when you activate the tech planner. The tech planner tells you when a technology has been completely researched. Military Advisor Your military advisor will inform you about everything military-related that is going on in the world. He will suggest combat units for you to produce, tell you when an enemy civilization has been conquered, etc. Foreign Advisor The foreign advisor (who speaks gibberish just like everyone else) will be your diplomacy assistant. If you hold the Right Bumper on the world map screen, she will have information about the leader of any opposing civilization you have made contact with. She will also warn you when you are about to break a peace treaty, when you are about to be sneak attacked, when civilizations change their government, etc. Domestic Advisor Your domestic advisor will tell you about possible building projects for your cities. She will inform you when a city has finished production of settlers or certain buildings. When a wonder is completed, a mini- cut scene (and I mean miniature) will take place to let you know that production is finished. ------------------------------------------------------------------------ g. Civilopedia [cvlp] ------------------------------------------------------------------------ The Civilopedia may be your most useful tool if you are just starting the game. It has everything you need to know about the game. To access the civilopedia, press the back button on the world screen. When you have a unit highlighted, press the Y button to go directly to that unit's civilopedia page. Scroll through the civilopedia using the left analog stick or up/down on the D-Pad. There are many different categories that you can choose from. Like I said before, everything that you would need to know about the game is here. To view a certain category, scroll to it and press left/right on the left analog stick. There may be multiple tabs within that section so scroll through every one. When you find the tab with the information you are looking for, press the Right and Left Bumpers for even more information about the subject. If you are looking at the page for a certain leader, the civilopedia will give you a mini- biography of that leader's actual life. It won't help you with the game but it's always good to learn about history, right? If the information will not all fit onto one screen, you can scroll down the tab by using the right analog stick. Different types of Civilopedia Pages: ()Statistics pages are represented by chess pieces. These tell you about the combat statistics and special abilities of certain military units. ()Movies are represented by a reel of film. ()Live camera pages are represented by a warrior. These pages give you up-to- date information about a certain building or military unit (how many you have, which one is the most powerful, etc). ()Images are represented by the Mona Lisa. They can be enlarged by holding the Right Trigger down. ()History Tabs are represented by a book. These list a few historical facts about the game's civilizations, leaders, wonders, etc. ()Fun Facts tabs are represented by a joker (I think?). These may appear in- game for your enjoyment. Each time you view a fun facts page, it may be different than your last visit. ()Links pages are represented by a chain. These allow you to jump to other civilopedia pages. Press the X and Y buttons to scroll through available links and then press the A button to select that page. Different Civilopedia Categories: +Artifacts +Buildings +Civilizations +Civilopedia Info +Concepts +Governments +Great People +Leaders +Resources +Throne Room Rewards +Technologies +Terrain +Units +Upgrades +Wonders ------------------------------------------------------------------------ h. FAQ [qafq] ------------------------------------------------------------------------ Q: I'm trying to obtain every great person in the game for an achievement. Do I have to finish this particular match for the great people I collected to be added to my profile? A: Yes. I'm pretty sure that you must complete the match or scenario that you're currently in. Q: How do I get? A: I have no idea how to obtain specific great people. Q: How do I know which city is my enemy's capital? A: You may be able to see a palace within that city. If not, then go by the city's name. Each civilization will have the same capital in every game. Washington will always be America's capital. Berlin will always be the German capital. Here is a list: Civilization Capital Arabs Tripoli Americans Washington Aztecs Tenochtitlan Chinese Beijing Egyptians Thebes English London French Paris Germans Berlin Greeks Athens Indians Delhi Japanese Kyoto Mongols Karakorum Romans Rome Russians Moscow Spanish Madrid Zulu Zimbabwe Q: Can you make your own maps in this game? A: No. Sorry. There is no map-making program for Civilization Revolution to my knowledge. Q: How do I achieve "victory by 1000 AD"? A: I hate doing achievement FAQs but there seems to be no way around this. Try any of the various scenarios. The Blitzkrieg scenario seems to be the easiest. Q: How can I win a tech race on Deity? A: Okay...last achievement question ever. Try doing a scenario. Pick a research-oriented civilization like the Chinese. Then manage your city workers to employ science tiles. Q: How long do Civilization Revolution games take? A: That really depends on the difficulty and the player. Easier games will take two to three hours. If I play on the Deity setting, I may take up to six hours just micro-managing all my resources. Q: What is a good starting civilization? A: That depends on what you want to do. The Germans are great for combat while the Chinese are a good science-oriented civilization. In reality, the game is pretty balanced. You can win with any civilization on any difficulty. Q: How do I get a nuke? A: You have to research Atomic Theory and be the first person to build the Manhattan Project wonder. Use it wisely because you only get to use one per game. Q: Should I add this settler to my city or make a new one? A: Adding a settler to a city will increase its population by one. Unfortunately, the settler costs 2 population points to create unless you are currently using the Republic government. So really, you would just be wasting the settler if you didn't use it to make a new city. Q: What is the best combat unit in the game? A: I prefer the Aztec Modern Infantry. When completely upgraded, those guys are nearly unbeatable. *Questions to be added as they come in* =========== ix. Achievements [achv] =========== List obtained from www.xbox360achievements.org Gamerpoint values are listed after the name of each achievement. One Mistress and No Master 15 Win as an English civilization. I Will Not Be Triumphed Over 15 Win as an Egyptian civilization. Flower and Song 15 Win as an Aztec civilization. A Short Life of Glory 15 Win as a Greek civilization. Fair and Softly Goes Far 15 Win as a Spanish civilization. Blood and Iron 15 Win as a German civilization. Veni Vidi Vici 15 Win as a Roman civilization. A Great Wind is Blowing 15 Win as a Russian civilization. Let a Hundred Flowers Bloom 15 Win as a Chinese civilization. We the People 15 Win as an American civilization. Imagination Rules the World 15 Win as a French civilization. An Indomitable Will 15 Win as an Indian civilization. A Knight Without Fear or Blame 15 Win as an Arab civilization. This World is a Harsh Place 15 Win as an African civilization. All Others Must Fail 15 Win as a Mongolian civilization. Victory Over Lesser Men 15 Win as a Japanese civilization. Difficulties Mastered 30 Win a victory with each civilization. A Revelation of Man 20 Win a Cultural Victory. Embiggens the Smallest Man 30 Win a Cultural Victory on at least King difficulty. Citizen of the World 45 Win a Cultural victory on Deity difficulty. Have Fun Storming the Castle 20 Win a Domination Victory. Vi Victa Vis 30 Win a Domination Victory on at least King difficulty. Such Joy Ambition Finds 45 Win a Domination victory on Deity difficulty. A Penny Saved is a Penny Earned 20 Win an Economic Victory. The Guy Who Signs the Checks 30 Win an Economic Victory on at least King difficulty. Playing the Game 45 Win an Economic victory on Deity difficulty. Ideas Control the World 20 Win a Technology Victory. 640K Ought to be Enough 30 Win a Technology Victory on at least King difficulty. Indistinguishable From Magic 45 Win a Technology victory on Deity difficulty. Destroyer of Worlds 30 Win all types of victories (Domination, Technology, Cultural, and Economic). The Universal Brotherhood of Man 25 Develop a city to produce 100 culture per turn. Organized Knowledge 25 Develop a city to produce 200 science per turn. The Root of All Evil 25 Develop a city to produce 200 gold per turn. Curse of the Drinking Class 25 Develop a city to produce 200 resources per turn. Buy the Ticket, Take the Ride 3 Make contact with another civilization. Culture is Worth a Little Risk 9 Build a Wonder of the World. Once More Unto the Breach 5 Combine three identical units into an army. 80% of Success is Showing Up 5 Accumulate culture to unlock a famous person. Home is Where One Starts From 3 Construct a special building. Good Afternoon, Doctor Jones. 9 Discover an ancient artifact. Before all Else, Be Armed 5 Earn a special unit ability in combat. Scientia Potentia Est 3 Complete development of any technology. Scientia Potentia Est 3 Complete development of any technology. The Fruit of Labor 5 Build a second city in a game. What is the City But the People? 25 Grow a city to size 20. The Will to Win is Everything 25 Win 20 battles with one unit. Here's Looking at You, Kid 45 Unlock all famous persons. That We May Live in Peace 25 Win the game by year 1000 AD on King difficulty or higher. Absolute Power is Kind of Neat 25 Win without changing governments on King difficulty or higher. Power Never Takes a Back Step 25 Win with only one city on at least King difficulty. =========== x. Credits [crds] =========== Author - The Return of Hylian SBallen and Gamefaqs Jerith for pointing out the fact that I completely Civilization Fantatics Center was EXTREMELY helpful. http://www.civfanatics.com/civrev Xbox 360 Achievements: www.xbox360achievements.org/game/sid-meiers-civilization-revolution/guide