Civilization IV: FAQ/Walkthrough by Warfreak ____ _ _ _ _ _ _ _____ __ / ___(_)_ _(_) (_)______ _| |_(_) ___ _ __ |_ _\ \ / / | | | \ \ / / | | |_ / _` | __| |/ _ \| '_ \ | | \ \ / / | |___| |\ V /| | | |/ / (_| | |_| | (_) | | | | | | \ V / \____|_| \_/ |_|_|_/___\__,_|\__|_|\___/|_| |_| |___| \_/ Author: Warfreak Version: 0.9 Day Started: 12/4/07 ------------------------------------------------------------------------------ Table of Content [1] Introduction [1.01] Introduction [1.02] Version History [2] Starting Up [2.01] The World [2.02] The Climate [3] The Meanings [3.01] Food [3.02] Production [3.03] Commerce and Wealth [3.04] Using Wealth [3.05] Culture [3.06] Happiness [3.07] Health [3.08] Specialists [3.09] Technology [4] The Basics [4.01] Nations [4.02] Leaders [4.03] Terrain [4.04] Bonuses [4.05] Buildings [4.06] Religion [4.07] Projects [4.08] Improvements [5] Bigger Basics [5.01] Great People [5.02] National Wonders [5.03] Special Wonders [5.04] World Wonders [5.05] Technology Mk 2 [5.06] Civics [5.07] Units [5.08] Promotions [5.09] Other Stuff [6] Patch Changes [6.01] v1.09 [6.02] v1.52 [6.03] v1.61 [7] Playing the Game [7.01] Basic Guide [7.02] Peace [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 11th FAQ. It seems like a lot but in reality, it isn't. Compare me to A I e x and you'll see. Anyway, this is a guide for the game Civilization or (Civilisation) IV by Firaxis games. ------------------------------------------------------------------------------ [1.02] Version History Version 0.1 [12/4/07] Guide Started. Period. Version 0.2 [13/4/07] More work being done Version 0.3 [14/4/07] More Work Version 0.4 [17/4/07] Progress. No more on Chapter 4, All things will be added to chapter 5, as harder basics, which doesn't make sense. Version 0.5 [18/4/07] Need to try to finish this by the end of the week. Version 0.6 [19/4/07] More work done. Version 0.7 [20/4/07] Wow, nearly finished. Version 0.8 [21/4/07] Complete basically the whole thing. Version 0.9 [25/4/07] Completed basically. Version 1.0 [1/5/07] Minor update. ------------------------------------------------------------------------------ [2.01] The World As you would see, the world in Civilisation IV is able to be created by you. You can choose to create a world of your own choosing. Terra worlds are those worlds that are similar to Earth. It will consist of large and small land masses with all types of terrain. Continential worlds are simply two or more large landmasses seperated by water. A navy is a must here. Archipelago worlds are harder than most maps because they feature more small islands isolated by oceans. A navy is needed for survival. Pangaea worlds are just one single landmass surrounded by a ocean. You want a place next to the ocean since being landlocked is quite dangerous but being near the coast needs a navy. Ice age is one of the hardest simply because there is not a lot of resources for you to develop on. Fights of resource rich areas are a common sight. Oasis worlds are large landmasses with lots and lots of deserts with the oasis to provide water for food. Quite difficult for a beginner. Lake worlds is similar to Pangaea but it contains a large amount of lakes on the landmass. The size of the map is also important. The order is set from Duel to Huge. Please note that the upper options such as Duel and Small are for small matches, not for 12 civs to fight it out. And vice versa, don't have 3 civs fighting on a Huge map. There would be a lot of micro needed. ------------------------------------------------------------------------------ [2.02] The Climate The climate is another thing you need to know. This will effect on the terrain and the resources available here that you can procure. Temperate is the average climate here. It consists of all terrain, from grass land to desert to tundra. There is a good mix and all resources would appear. Tropical is where the climate is warmer, leading to more jungles at the expense of tundra. Bear in mind that fur and deers tend to appear on tundra. Arid is where the climate is dry, leading to more deserts at the expense of lakes and rivers. It would be harder to plant crops and find crop boosters here. Rocky is where there would be lots of hills and peaks, making it lovely for hammer production, but at the expense of lowland areas for planting crops for the cities. Cold is the opposite of temperate where the world would be covered in more tundra at the expense of deserts and jungles. ------------------------------------------------------------------------------ [3.01] Food Lets face it, Cities need food to survive. For a larger city, it would need more food than a small city before there are evidently, more people. A city can harvest food from tiles that are within their city boundaries. Every turn, a "person" will need to consume two food to survive and produce resources for the city. When the city has an excess of food, where there is more production of food than consumption, the city will store food. The city will store the food in slowly build up to create another worker for the city. The time needed to create another worker can be seen in the Food Bar in the city screen, which is below the population of your city. Once the food bar is filled, there would be a new worker and the food bar is reset. However, if you have a granary in your city, half of the food used to create a new worker, will be stored for the next worker. However, it is possible to have a shortage of food. When this happens, the food stored in the food bar will decrease, which you can see with the red slide back. Once the bar is completely empty, one population point will be deducted from your total as people are starving. This will continue until you develop enough food to sustain and support your population. The best ways to have a large food input is to quickly develop food resources that are near you. Corn, wheat, rice, pig, sheep, cow, deer are quick basic sources of food for you. Farm, pastures and camps these resources. Grassland is the best place to farm since it provides a +2 bonus to food. Flood plains are also food but will deduct from the health total. This is all found on land. Deer are mainly found in the tundra area as well. Another point worth noting is that being next to fresh water for any of the above resources will provide a +1 food bonus, and this bonus also applies to farms as well. In the sea, fish, clams and crabs are the basic sources of food. Each ocean tile produces +2 food, with clams and crabs giving +2 when improved and fish +3. It would be handy for a coastal city to position itself where there is nearby access. The lighthouse building also adds +1 food production in water tiles. On the city screen, food per tile is represented by a slice of bread. One slice of bread means that the tile is producing one unit of food. A bread loaf means that it is producting 5 units of food, making these places a must have for any city. Health of a city also has an effect on your city's consumption of food. If your city is unhealthy, for every point of unhealthlyness (or those who can't figure it out, it is for every cross < sick green face), your city will consume an extra food unit per turn. This can add up so make sure it is healthy while it is growing. Your Government Economic Civic can also be a factor. If you use the State Property civic, you get an extra +1 food production from the workshop and watermill improvement. ------------------------------------------------------------------------------ [3.02] Production After you finish worrying about the food in the city, you city has to develop improvements or build units. Those items can only be produced by production, or hammers or to long time players, Shields (hehe, Civ 2). When you choose to produce something in a city, the production of the city can be seen under the food bar. On the main screen, it is the second bar, the blue one, with orange being food and growth. On the city screen, the Production Bar is the one below the food bar. This details how many more turns it will require, what you are producing, and the amount of hammers you are producing per turn. When you establish a city, you will be prompted on what to build. After the completion of a project, the prompt screen will show on what to build next. You cannot have a shortage of hammers, like you can in food. However, if you delay a project too long, the hammers will start to decay a little. To have hammers, you can develop upon certain tiles. Plains, hills and forests are the best place to start on developing, with upgrades of a mine to boost it. Later on, you can build lumbermills, workshops, mills and such to boost your production. Resources will also boost production with resources like stone and marble available to quarry, iron, copper to mine. Later in the game, you have more access to production resources such as coal and aluminum. What the old Civilisation players will realise is that the production bar doesn't carry over when you change what you are producing. Lets take for example you are building a barracks. You are halfway there when you realise that you need a worker. So you change production to worker, but the hammers from the granary doesn't carry over. You have to start anew when you change production. But don't worry, the production bar for the barracks will stay the same, like your construction of the barracks on hold or something like that. You can also hurry the production of the production bar to finish the production of the product. There are several methods of hurrying the production. Some are permanent such a Forge which will increase productivity by 25% or Wonders such as the Three Gorges Dam, which increases productivity by 10%. You can also train engineers who will produce +2 hammers per turn. Or you can sacrifice great engineers who will add a large amount of hammers to the current project. Several civics will influence the production of your city. Universal Suffrage is the best civic since it will allow +1 production from a developed cottage which is called a town. It also allows you to pay gold to hurry the project. The amount of gold you have to pay is dependent on the amount of hammers still needed. This can be done if you have the gold and click hurry production on the city management menu, which is next to the build menu on the right and is the upper right button. Slavery will allow you to sacrifice population points to complete a project but remember, you can't get those people back, they have to grow back via the food bar. Bureaucracy will increase productivity and commerce in your capital by 50%. Organised Religion will allow a 25% bonus in productivity in a city where the state religion is present. The amount of productivity on a square is monitored by the amount of hammers on that square. One hammer means one point productivity per turn while the anvil means 5 units of productivity per turn. ------------------------------------------------------------------------------ [3.03] Commerce and Wealth Before I start this topic, one thing has to be clear here, commerce is your wealth. Commerce will turn into wealth after you pay your obligations. The amount of wealth that is generated by commerce is dependant on your choice, Commerce can be sent to become research, culture or wealth. Commerce is the lifeblood of your cities. It pays the maintain your people, to pay your people and your standing army. It also pays for items you don't have that others do, and to protect yourself from wars, or stop other wars. As they say, money talks. Commerce is developed from several sources. The most important is from the land or in some cases, the sea. The coasts and the ocean both produce commerce initially as well as the terrain feature of the oasis. Also, the resources that spread all over the terrain also provide commerce. The one you really want is gold, gems or incense. The latter you have to research Calendar to develop upon. Rivers will give extra commerce to grassland terrain as well. Some improvements such as cottages will generate commerce. Cottages will slowly provide +1 commerce but once it slowly develops into a town, it will provide up to a +7 commerce bonus. Civics will also help you generate commerce. Bureaucracy will help you generate 50% more commerce in your capital city alone, Free Speech will provide towns to give you +2 commerce per turn. Buildings can also help you generate commerce with buildings such as grocers and markets providing more gold. Wonders can also generate commerce such as the Colossus which generates one more commerce on water tiles. Tribal villages will sometimes give a gift of gold to removing them from the map. Pillaging a tile will also provide gold but you will destroy that improvement. Towns are the best to pillage as they provide upwards of 20 gold. When you are at war, if you capture an enemy city, you will seize the gold in that city. A large developed city will provide enormous amounts of wealth. Trade routes will also generate gold. Trade routes are routes where you trade with your own cities or foreign cities. The most profitable routes will be used to provide commerce. The amount of gold depends on the size and resources of the trading city. Once your nation signs the open border treaty, you will be able to trade with that country, allowing for profitable routes to develop at once. Buildings, wonders, technologies and civics will have an influence on the amount of trade routes that you can have while other buildings such as the harbour will increase the income generated from trade routes. The income of the trade routes will add to your base commerce in that city. Note that you have to have some way to trade, such as a river, road, sea, air. Merchants will generate money for you. They provide 3 gold every turn. If you decide to sacrifice a great merchant, they will provide 6 gold for you every turn. The merchants also can Conduct Trade Missions in a city. By sacrificing themselves in a foreign city, they will generate large sums of gold depending on the size, length and wealth of the target city. The final way is to use diplomatic channels to acquire wealth. You can trade resources which you have and they don't for gold, technologies, cities, treaties and even the world map for money. Be careful what you trade though. ------------------------------------------------------------------------------ [3.04] Using Wealth The continuation of the last topic, mainly because it was getting long and it was only half way. Anyway, there are many ways that you have to spend your wealth in this game. The first way to spend your wealth is maintenance of your city. This is automatic and cannot be changed. The amount of maintenance that your city has to pay depends on several factors. The size of the population in that city, the distance away from the Palace and the number of cities that you have in your empire. This is automatic and is deducted automatically and cannot be increased or decreased. The civic that you have chosen to adopt will also influence the amount of gold you have to expend. When you choose your civic, there will be a listing on how high the upkeep of the civic is. The higher the upkeep, the higher some of gold per turn you have to pay. The amount you have to pay is also dependant on the size and population of your empire. Also, you have to spend gold on hurrying producting if you are using the Universal Suffrage civic. There will also be inflation in the game. This is represented by the continued growth and size and therefore, it becomes more expensive to maintain. You have to develop more wealth or expand your empire to counteract this problem. The amount of commerce you spend on research and culture will reduce the amount of wealth you would receive. The more on research, the less on wealth and so forth. Your units sometimes require upkeep due to the use of some civics. This will be a drain on your. Also, upgrading your units into stronger units will also cost you gold to upgrade. For example, you upgrade an archer into a cross- bowman, it will cost you to upgrade. Diplomacy is the final way to rid yourself of wealth. You might have to pay for many things, such as resources, technologies, peace, treaties or just bribes to keep them happy. Like I said above, money talks. If you run out of money, your cities will go on strike, after all, no one wants to work for free. They will ruin the city and not produce anything till you get your financial state into a better condition. At this stage, it might be advisable to figure out what is wrong and do a check on the other civs. Lower costs by now is a must. ------------------------------------------------------------------------------ [3.05] Culture Culture in Civilsation IV refers to a Civilisation's accomplishments in the field of literature, the arts, music, movies, etc. Each city has their own culture level, defining the refinement and intellect of each city. Those cities that have a higher culture value do better than their less intellectual neighbours and hence, control land that is being divided between the two. Culture is always represented as the purple musical note. Culture is generated in many ways. You will find that in the establishment of a city, the population would be more focused on surviving than producing fine art, so it doesn't develop any culture. Once you start building some buildings what generate culture, it would develop more culture. The most common form of generating is through buildings. Once you have developed the Drama technology, the culture bar will allow you to develop commerce into culture. This is allowing you to shift commerce from wealth and research to develop culture. The development of the music technology will allow all your cities to build culture. This will allow you to set individual cities to develop culture. Another form of generating culture is by building Wonders, which has a larger Culture generation rate than normal buildings. The Specialists in the cities can also generate Culture for you. An Artist will generate 4, a great artist will generate 12. Of course, you can use the one off ability of a Great Artist, which is create a Major Work for a city (the one they are in). This will give the massive one off boost of 2000 to 6000 culture points. The amount depends on the mode you are playing in. However, you will sacrifice the Great Artist by creating a Major Work. Culture also gives a defensive bonus to units fortified in the city. This is because enemy soldiers will find it hard to attack a great city of such beauty. Culture also rules how much land you can control. The more culture a city has, the more land that city can dominate over another city. If there is an opponent, who has a city, the land may be contested. The person who has more cultural influence will control the land. You need at least 51% cultural influence on the land to be your. Sometimes, your culture may be so great that you may surround someone else's city. Soon, when your cultural influence becomes extremely high, the city will revolt. The ownership of the land will return to the original owner but a second cultural revolution will allow the city to change hands, allowing you to keep or pillage the town. There are several levels of culture. After reaching a certain amount of culture points, your cultural boundaries will expand. Below will show what level means what size. 0-10 Culture Points (Poor) *** *C* *** 8 Squares to Develop on 11-100 Culture Points (Fledging) *** ***** **C** ***** *** 20 Squares to Develop on 101-500 Culture Points (Developing) *** ***** ******* ***C*** ******* ***** *** 36 Squares to Develop on 501-5000 Culture Points (Refined) *** ******* ******* ********* ****C**** ********* ******* ******* *** 60 Squares to Develop on 5001-50000 Culture Points (Influential) *** ******* ********* ********* *********** *****C***** *********** ********* ********* ******* *** 88 Squares to Develop on 50001+ Culture Points (Legendary) *** ******* ********* *********** *********** ************* ******C****** ************* *********** *********** ********* ******* *** 120 Squares to Develop on If you look from the side, it sort of looks like an eye. As a minor point, Barbarian land is consider land and therefore, it can be subjected to cultural boundaries. ------------------------------------------------------------------------------ [3.06] Happiness Happiness is what drives the citizens asnd denizens of your cities to work. Even if you are a harsh slave driver, you have to make your citizens happy to work. If the citizens are happy, they will work, if they are unhappy, they won't work. An unhappy citizen in a city is caused when you have more red angry faces than happy yellow faces. An unhappy citizen will consume 2 food per turn like any other population point, but they do not provide any output whatsoever. This will prove to be a drain on a city as they will lower output and can lead to non productive farms, mines and so on. This can sometimes lead to lower output in production, commerce and sometimes, starvation. This can prove to be a massive problem. The best way to stop unhappiness getting out of control. you should limit the growth or get some specialists. There is one chronic cause of unhappiness. That is overcrowding your cities. You will get one angry face for every population point that you have. This is always present and you cannot get rid of it. There is no solution, so you have to work around this. Another factor is war weariness. This is when your nation is at war with another nation and the war keeps dragging on. This only occurs when your nation is at war so try to avoid war. Also, the recently captured cities that you have gained from the war would definitely be suffering from this because the saw lots of people die, and aren't too pleased over it. Being weaker in terms of Culture will be a problem. Sometimes, they will want to join the Motherland, which means that there is a nearby foreign city that is culturally superior to your city. Being Undefended by any military units will cause Unhappiness. This can only be solved by stationing military units there. This will cause more problems during wars, especially if you are fighting a war with a nation which borders your nation. Your Civics can also become a factor. Slavery is not really nice, no citizen likes being sacrificed to get the job done faster. The nationhood civic is no different either. No citizen wants to be conscripted in to the army. Also, if you don't have Emancipation as your civic and other countries do, you will suffer one unhappiness because you don't have it. As there is unhappiness in a city, you will get an angry face when you see the city on the main map. There are several ways to obtain happiness in the city. Buildings are the main way to increase the happiness. Such buildings such as the Collessum and the Theatre will provide happiness towarsd your city. These are permanent effects upon your city, unless the improvement is destroyed. Jails will also eliminate some unhappiness caused from war. Resources are another way to increase the happiness in your city. Many, many resources will provide happiness to every city, provided there is access to that resource. Most of these items are luxary resources such as gold, silver and gems but also sugar, spice and wine. This effect can be doubled when you develop some buildings such as a forge and a theatre. Religion and Religious buildings are good sources of happiness. When you have a state religion, you gain +1 Happiness in cities that have that religion in their society. Religious buildings also help by providing +1 Happiness for that religion. Wonders can work wonders for happiness. Most wonders will make more people happy in the city. Religious wonders will provide +1 Happiness from Incense. One national wonder is the Globe Theatre, which will eliminate all unhappiness from the city it is built it. You can only have 1 though. Civics will provide happiness for you. Free Religion will provide +1 Happiness in a city for every religion. Hereditary Rule will provide +1 Happiness for every military unit stationed in the city. The Police State will also remove 50% of war weariness in cities. Culture can also make people happy. Once you research Drama, if you devote a certain amount of commerce to Culture, you will receive some happy people for it. Some buildings such as broadcast towers and theatres will even enhance this cultural rate even more. One technology will enhance it even more. Future Tech will increase happiness by one everytime it is researched. And you can keep researching it forver. With this tech, soon, Unhappiness will be obsolete. If you have more happy faces than the angry faces, your city is happy and pleased by your performance. However, if there are more angry faces than there are happy faces, then you must do something about the happiness of your city. ------------------------------------------------------------------------------ [3.07] Health The health of a city is important and vital to its growth. A city which is healthy will grow better than a unhealthy one which will linguish. The point of healthiness is that a unhealthy citizen will consume one more food that usual because of the upkeep. This might mean the difference between growth and decay. There are several causes of unhealthiness. The first main contributor is the use of factories and power plants. Some buildings in your cities will pollute while in the job of providing benefits. For example, the coal power plant will pollute 2 unhealthy points per turn while giving a 50% boost to hammer production. The next contribution to unhealthiness is the terrain. If you situate yourself next to a flood plain or a jungle, it will be less healthy than building on a grassland. Also, nuclear fallout isn't exactly healthy for any city, so that might need to be worked with. The largest contributor to unhealthiness is the population. Every population point will contribute one point to unhealthiness. This cannot be changed and is just like happiness. There are many more ways to improve the health of the city. The first is the difficulty you are playing on. The lower difficulties will only provide 3, the medium ones 2, and the hardest one, only 1 bonus to health. The next source is from wonders and buildings. Some wonders will improve the health of the city or empire, such as the Hanging Gardens. Some buildings will provide bonuses, such as the aqueduct providing 2 health or eliminate sources of pollution, such as a recycling centre which removes all unhealthiness produced by buildings. Resources will also provide health benefits. Some food resources such as fish, clams, crabs, wheat, corn and rice will provide +1 health bonuses when they are improved. Some buildings such as the harbour and the supermarket will double this bonus. The next source is from forests. They will provide a extra boost to your city's health as well as fresh water. The final source is from your civics. The Environmentalism civic will give a massive +6 boost to Health in all cities. The secret boost to improve health is researching Future Tech which produces 1 health boost every time it is researched. And it can be researched till the cows come home. The health of a city is represented by the Red Cross icon and the un- healthiness of the city is represented by Mr Green Sick face. It is measured by the number of points for and against. If you have more red crosses than sick faces, the city is healthy. If there are more sick faces than red crosses, the city is unhealthy. ------------------------------------------------------------------------------ [3.08] Specialists When any city is developed, the city must work on the basics of survival. As the city grows larger, the city can devote some of its population to become specialised in some tasks. They will perform these tasks better than normal citizens can perform these tasks. The use of these specialists will allow the city to engage in more rewarding goals. When you want to employ a specialist, you must open the city screen and go to the lower right hand side where you can see some faces. Ignore the ones with the stars for the time being. Those faces represent the specialists that you can hire. When you hire a specialist, you will lose a worker from the field to become a specialist. Be careful when hiring specialists since it might lead to a food shortage and we don't want that now do we? You city can use up to 20 squares on the map within the city radius. Remember, only up to 20 squares. The rest will be sent to become specialists. If there are no spots open in the other professions, the citizen profession will be chosen. You can open up the other specialist professions by building certain buildings and wonders, as well as your civics. Bear in mind that your specialists still consume food, drain your health and your happiness factors as well. Because these guys still consume food, your cities that are rich in food will have many specialists while a city struggling with food will probably have no specialists. Once a city has drained all available land that it can use, the city will automatically create specialists. Bear in mind, if you have survived this long, either it is a non-military victory target or the other player, AI, has absolutely no luck in finding you. And by this time, its time to get your ICBMs to be ready to fire. The most basic specialist is the citizen. He is probably the most useless and you don't want to convert a worker in the field to this guy. This guy only produces 1 hammer per turn. Heck, I can produce more in a cottage or a hamlet than this guy. However, his guy is a prerequisite for the other professions, so sooner or later, you have to use him. The good thing is that you can have as many as you want, and you need to meet no requirements to have these guys. Artist The Artist is your next specialist. He is far more handy than your average citizen. Every turn, his guy will produce 1 research point to your research and 4 culture points for the city. He also adds +3 to the Great Person growth rate. This is one of the more useful specialists. They will also make the next Great Person spawned more likely to be a Great Artist. Note for Following Tables (NW) = National Wonder (WW) = World Wonder (SW) = Special Wonder Buildings that will allow you to have Artists: Broadcast Tower : 2 Citizens = 1 Artist Theatre : 1 Citizen = 1 Artist Globe Theatre (NW) : 3 Citizens = 1 Artist Engineer The Engineer is not as useful as the Artist, but still nice when you have run out of production slots. This guy will grant you 2 Hammers per turn and add +3 to your Great Person Growth Rate. Once you have an Engineer, you will be more likely to spawn a Great Engineer from the city. Buildings that will allow you to have Engineers: Factory : 2 Citizens = 1 Engineer Forge : 1 Citizen = 1 Engineer Ironworks (NW) : 3 Citizens = 1 Engineer Merchant The Merchant will be your mini-money-maker. They don't rake in tons of money but someone for nothing is still better than nothing for nothing. Every turn, he will generate 3 gold towards your city for free, or for 2 food. He will also generate +3 Great Person points towards your city and increases the chances of a Great Merchant spawning in your city. Buildings that will allow you to have Merchants: Grocer : 2 Citizens = 1 Merchant Market : 2 Citizens = 1 Merchant Wall Street (NW) : 3 Citizens = 1 Merchant Priest The Priest is the holy man, and he is the easiest Specialist to generate because of the amount of buildings that can produce him. Every turn, he will produce 1 Hammer and 1 Gold towards your city. He will also generate +3 Great Persons points towards your city. This will also increase the chance of your city generating a Great Prophet when it next spawns a Great Person. Buildings that will allow you to have Priests: Buddhist Stupa : 2 Citizens = 1 Priest Buddhist Temple : 1 Citizen = 1 Priest Christian Cathedral: 2 Citizens = 1 Priest Christian Temple : 1 Citizen = 1 Priest Confucian Academy : 2 Citizens = 1 Priest Confucian Temple : 1 Citizen = 1 Priest Hindu Mandir : 2 Citizens = 1 Priest Hindu Temple : 1 Citizen = 1 Priest Islamic Mosque : 2 Citizens = 1 Priest Islamic Temple : 1 Citizen = 1 Priest Jewish Synagogue : 2 Citizens = 1 Priest Jewish Temple : 1 Citizen = 1 Priest Taoist Pagoda : 2 Citizens = 1 Priest Taoist Temple : 1 Citizen = 1 Priest Angkor Wat (WW) : 3 Citizens = 1 Priest The Chruch of the Nativity (SW) : 3 Citizens = 1 Priest The Dai Miao (SW) : 3 Citizens = 1 Priest The Kashi Vishwanath (SW) : 3 Citizens = 1 Priest The Kong Miao (SW) : 3 Citizens = 1 Priest The Mahabodhi (SW) : 3 Citizens = 1 Priest The Masjid al-Haram (SW) : 3 Citizens = 1 Priest The Temple of Solomon (SW) : 3 Citizens = 1 Priest Scientist As the name suggests, the Scientist will specialise in the art of producing research points for your empire. Every turn, he will produce 3 research points for you as well as 3 Great Person Points. Having him will make it more likely for your city to generate a Great Scientist when the next Great Person is spawned. Buildings that will allow you to have Scientists: Laboratory : 1 Citizen = 1 Scientist Library : 2 Citizens = 1 Scientist Observatory : 1 Citizen = 1 Scientist The Great Library : 2 Free Scientists upon Completion There are also some wonders that will enhance the abilities of the specialists in this game. Angkor Wat Effect: +1 Hammer from Priest in All Cities The Sistine Chapel Effect: +2 Culture per Specialist in All Cities The Statue of Liberty Effect: +1 Free Specialist in All Cities on the Continent There are two civics that can improve the use of the Specialists. The Caste System You can have unlimited artists, merchants and scientists in a city. Representation All specialists have a +3 Research production bonus. ------------------------------------------------------------------------------ [3.09] Technology Man, by himself is not the strongest species. We don't have the keenest senses nor do we possess the most strength. Man has ever only been as good as the technology that he uses. That is mankind's speciality over the other species, our ability to manipulate the surrounding environment to empower us. For example, two technologies, primative and still used today, manipulates the environment to their environment. These are the discovery of fire and the development of the Wheel. There are many ways to discover technology. Lets go through the lesser used methods. Starting technologies are given to your Civilisation. What starting technologies are given to you are based off your Civilisation. These are primative technologies and can easily by Civilisations that lack it. Tribal villages can also give you technologies, as well as give them maps, money or attack them. The amount of these villages are limited so you have to be quick before someone else pays a visit. Diplomacy can be a good option if Technology Trading is enabled. You can trade or buy technologies off other Civilsations that you don't possess. It also works the other way, you can make money by selling technologies you possess which others don't. However, the most common method is researching. You will find it easier to survive if you are more technologically advanced. Your army may outnumber another army by 10 to 1, but if you have a bunch of warriors and archers and your opponent has Mechanised Infantry and Modern Armour, you don't stand a chance. A technology will require you to develop research points before you can acquire the technology. The more research points you generate, the faster your Civilisation can acquire new technologies. The amount of research points that you can generate is a percentage of your commerce output. You can adjust this rate by changing the investment percentages. There are also other ways to increase the resource point output. You can have Specialists, such as the Scientist to give a boost, as well as building libraries, observatories and so forth to provide a boost. You can change your Civics to increase the output of research points. You can increase your commerce output and you can increase your wealth output, which can allow you to invest more in science. When you start, you will be prompted to choose a technology to research. This will occur every time you finish researching a technology. Some technologies will have prerequisites before you can research. That means that you need to have knowledge of a certain technology before you can research another. At other times, you can change the technology required and substitute it with another one. As one of the developers put it, could one develop Rocketry by discovering Flight or be inspired by Artillery? These are called alternate paths or gates. You can press F6 to view the Tech Tree. This will show you the technologies that you can research, the one is researching and the ones you have and can research. Click on a tech and the game will develop the quickest path to reach that tech. You can view the amount of turns needed to develop the technology at the top of the screen with the technology and a number in brackets, representing the turns still needed. The green bar is the progress made. You can also change the technology researching by clicking on the progress bar on the top of the screen. This will allow you to pick another one to research. Just click on the icon of the technology you want to research. Your progress with the cancelled technology will not be removed and will be still there when you resume. However, starting the second technology will be to be started from the beginning. ------------------------------------------------------------------------------ [4.01] Nations Note: Do not take my opinion as the holy word, it is my opinion on the race. Everyone has their own preference and its up to you which nation you want to use. I prefer the Chinese but other use the English, the Spanish and others. Choose a nation, and practice till perfect. The American Empire Leaders Franklin Roosevelt George Washington Special Unit Navy Seals (Gunpowder Unit) Replaces the Marine Strength = 24 Movement = 1 * 1-2 First Strikes * +50% attack against machine guns * +50% attack against artillery * Starts with Amphibious and March Requires Industrialism and Rifling Starting Technologies Fishing Agriculture My Opinion The Americans are excellent if you are playing on maps where food resources are important early game. This would help you build a larger population in the beginning, which can help significantly throughout the game. Their navy seal units are quite powerful with their abilities because, with a large navy, you can get your forces to establish a powerful force. They also heal while moving which can help. The Arabian Empire Leader Saladin Special Unit Camel Archer (Mounted Unit) Replaces the Knight Strength = 10 Movement = 2 * Immune to First Strikes * Doesn't Receive Defensive Bonuses * Can Withdraw from Combat (25% Chance) Requires Guild Requires Horseback Riding and Archery Starting Technologies Mysticism The Wheel My Opinion Their access to the wheel at the start can help acquire resources quickly with the ability to build roads and their mysticism can help establish several religions quickly, allowing a city where that religion is formed in your nation. Their camel archers are handy due to the immunity but don't pick this race to spam archers. The Aztec Empire Leader Montezuma Special Unit Jaguar (Melee Unit) Replaces the Swordsman Strength = 5 Movement = 1 * +10% City Attack * +25% Jungle Defence Requires Iron Working Starting Technologies Mysticism Hunting My Opinion The Aztecs are handy as well with their access to Mysticism and hunting is nice to have a boost from fur and deer, but a reminder that fur will become obselete after a long while. Their Jaguar unit are powerful in tropical maps due to the jungle defence and their bonus. Reminder that swordsman are quite slow and the Jaguar is no exception. The Chinese Empire Leaders Mao Zedong Qin Shi Huang Special Unit Cho-Ko-Nu (Archery Unit) Replaces Crossbowman Strength = 6 Movement = 1 * 2 First Strikes * Cause Collateral Damage * +50% attack against Melee Units Requires Machinery Requires Archery Requires Iron Starting Technologies Argiculture Mining My Opinion I like the Chinese because their starting technologies are quite handy. After developing the wheel, their access to resources will prove a significant factor. Their special unit, the Cho-Ko-Nu, is extremely useful due to their double first strike, their collateral damage and their bonus against melee units, which at that current point in time, will make the backbone of any army. The Egyptian Empire Leader Hatshepsut Special Unit War Chariot (Mounted Unit) Replaces Chariot Strength = 5 Movement = 2 * Immune to First Strikes * Doesn't Receive Defensive Bonuses * Can Withdraw From Combat (20% Chance) Requires The Wheel Requires Horse Starting Technologies The Wheel Agriculture My Opinion Their access will be unrivaled in terms of accessing argicultural resources such as rice, corn and wheat. This will secure a stable, large flow of food as well as the health bonus that comes with the granary. Their chariots are good scouting units that are hard to take down with their immunity and their chance to withdraw from combat. The English Empire Leaders Elizabeth Victoria Special Unit Redcoat (Gunpowder Unit) Replaces Rifleman Strength = 16 Movement = 1 * +25% attack against Mounted Units * +25% attack against Gunpowder Units Requires Rifling Starting Technologies Fishing Mining My Opinion The British are better in terms of special unit than anything else. Their starting technologies can help in having a boost in sailing and accessing the seas, but you can't access the harbour till later, making a health boost not a factor in choosing. Their redcoat units are useful in their age, and even later on since mounted and gunpowder units are the armies of the opposition. The French Empire Leaders Louis XIV Napoleon Special Unit Musketeer (Gunpowder Unit) Replaces Musketman Strength = 9 Movement = 2 Requires Gunpowder Starting Technologies The Wheel Argiculture My Opinion Their starting technologies are the same to the Egyptians so read above. The musketeers are useful for one reason. Their movement is TWO. This makes it have the same movement as a mounted unit. This can lead to two attacks or two pillages instead of one. And makes a good unit to escape if you don't want to lose a valuable promoted unit. The German Empire Leaders Bismarck Frederick Special Unit Panzer (Armoured Unit) Replaces Tank Strength = 28 Movement = 2 * Doesn't Receive Defensive Bonuses * +50% attack against Armoured Units * Starts with Blitz Requires Industrialism Requires Rifling Requires Oil Starting Techonologies Hunting Argiculture My Opinion The Germans opening technologies are useful in conditions where there is a large amount of tundra or you are next the top or bottom of the map. Their panzers are basically anti-tank units. Their blitz ability can let them a attack several times and their strength is quite high. These are not to be taken lightly. The Greek Empire Leader Alexander Special Unit Phalanx (Melee Unit) Replaces Spearman Strength = 5 Movement = 1 * +25% Hill Defence * +100% attack against Mounted Units Requires Hunting Requires Copper or Iron Starting Technologies Fishing Hunting My Opinion It seems the Greek empire starting techs are dealing with killing animals. This is even more useful in tundra conditions where there would be fish in the sea and deers to hunt. Their phalanx are useful for killing enemies with horses, while they hide up in the hills. Something you shouldn't send your horse riders against. The Incan Empire Leader Huayna Capac Special Unit Quechua (Melee Unit) Replaces Warrior Strength = 2 Movement = 1 * +25% City Defence * +100 attack against Archery Units Starting Technologies Mysticism Agriculture My Opinion Their opening techs seem not well matched but along with other nations with the mysticism start, they can found a new religion. Useful only of you want to have that religion's wonder in your city. Their special units make good archer killers, which would take a while to develop. The Indian Empire Leaders Asoka Gandhi Special Unit Fast Worker Replaces Worker Movement = 3 * Can Improve Tiles Starting Technologies Mysticism Mining My Opinion Their technologies are the same for the Incans, they seem a bit mismatched. Their real skill is in their fast workers. They are indeed that they seem, they are fast with 3 movement spaces. On a railroad, that means they can travel 30 spaces. Thats is for most people, from one side of their empire to another. This would teach the others to knock out your improvements. The Japanese Empire Leaders Tokugawa Special Unit Samurai (Melee Unit) Replaces Maceman Strength = 8 Movement = 1 * 2 First Strikes * +50% attack against melee units Requires Civil Service Requires Machinery Requires Iron Starting Technologies Fishing The Wheel My Opinion I don't know why you would want the wheel with fishing. But still, the wheel allows early access to resources, so it is handy none the less. Fishing is only useful if you need it, or have access to the sea. Their special units are handy as they can defeat units of equal strength or even above. The Malinese Empire Leader Mansa Musa Special Unit Skirmisher (Archery Unit) Replaces Archer Strength = 4 Movement = 1 * 1-2 First Strikes * +50% City Defence * +25% Hills Defence Requires Archery Starting Technologies The Wheel Mining My Opinion These starting abilities allow you to access the mines and dig for gold, or silver, or whatever you find. Great if you need some gold or money early on to complete works. Their archer units are quite useful to defend yourself early on in the game, especially if you have raging barbarians in the game which can ruin you before you can even get established. The Mongolian Empire Leaders Genghis Khan Kublai Khan Special Unit Keshik (Mounted Unit) Replaces Horse Archer Strength = 6 Movement = 2 * 1 First Strike * Doesn't Receive Defensive Bonuses * Ignore Terrain Movement Costs * +50% attack against Catapult Requires Horseback Riding Requires Archery Requires Horse Startingd Technologies The Wheel Hunting My Opinion Great if you like to go hunting, but there are only three resources. Fur, deer and ivory. But then again, ivory is extremely rare in games, and acquiring it first should give you an economical advantage. Their special units are useful as they ignore terrain costs, important if you have jungles or hills and the such to move through. The Persian Empire Leader Cyrus Special Unit Immortal (Mounted Unit) Replaces Chariot Strength = 4 Movement = 2 * Can Withdraw from Combat (30% Chance) * +50% attack against Archery Units Requires The Wheel Requires Horse Starting Technologies Argiculture Hunting My Opinion Their starting techs are a bit mismatched but can help you acquire the rare hunting resources and a stable supply of food. Their immortals are useful in that they can withdraw from combat and kill archers. But there is one weakness in these chariots. They only have 4 strength, which can be kicked with 2 warriors if luck goes in the proper direction. The Roman Empire Leader Julius Caesar Special Unit Praetorian (Melee Unit) Replaces Swordsman Strength = 8 Movement = 1 Requires Iron Working Requires Iron Starting Technologies Fishing Mining My Opinion This guy really has it going for him. His starting techs can allow him to take the fish and the gold. However, the starting techs are not as useful as the praetorian. The strength of that unit is higher than the swordsman and equal to the maceman. So, this could give you the edge against a higher tech opponent. The Russian Empire Leader Catherine Peter Special Unit Cossack (Mounted Unit) Replaces Calvary Strength = 18 Movement = 2 * Doesn't Receive Defensive Bonuses * Can Withdraw from Combat (30% Chance) * +50% attack against cannons * +50% attack against mounted units Requires Military Tradition Requires Gunpowder and Horseback Riding Requires Horse Starting Technologies Hunting Mining My Opinion The Russians are having problems with their skills as hunting is basically useless, bar the fact of the deer resource and accessing archery. The mining is useful but not fully used unless there are roads. The cossacks are powerful as they have 3 more strength than their calvary counterparts. And they have an extra bonus against mounted units, which sooner, would be useless. The Spanish Empire Leader Isabella Special Unit Conquistador (Mounted Units) Replaces Knight Strength = 10 Movement = 2 * Immune to First Strikes * +50% attack against Melee Units Requires Guilds Requires Horseback Riding Requires Horse Requires Iron Starting Technologies Mysticism Fishing My Opinion Their access to religion early on can give them a religious advantage in keeping your population happy, but their special unit is a lot weaker. They only have an extra bonus against melee units which at this stage, shouldn't be much of a problem. ------------------------------------------------------------------------------ [4.02] Leaders Before we can start the leaders, you will need to have to understand what the traits of each leader are. They are 8 different traits with each leader only have a combination of 2. Their favourite civic does actually have a use. If you don't use their favourite civic, they might pressure you to adopt it or suffer some diplomatic penalties. Aggressive Effect: Free Combat I promotion for all melee and gunpowder units Barracks and Drydock constructed at half cost Creative Effect: +2 culture per turn per city Colloseum and Theatre constructed at half cost Expansive Effect: +2 health per city Granary and Harbour constructed at half cost Financial Effect: +1 commerce on squares generating 2 or more commerce Bank constructed at half cost Industrious Effect: +50% wonder production Forge constructed at half cost Organised Effect: -50% civil upkeep cost Courthouse and Lighthouse constructed at half cost Philosophical Effect: +100% Great Person birth rate University constructed at half cost Spiritual Effect: No anarchy Temple constructed at half cost The Leaders Roosevelt (America) Trait 1: Industrious Trait 2: Organised Favourite Civic: Universal Suffrage Washington (America) Trait 1: Financial Trait 2: Organised Favourite Civic: Universal Suffrage Saladian (Arab) Trait 1: Philosophical Trait 2: Spiritual Favourite Civic: Theocracy Montemuza (Aztec) Trait 1: Aggressive Trait 2: Spiritual Favourite Civic: Police State Mao (China) Trait 1: Philosophical Trait 2: Organised Favourite Civic: State Property Qin Shi (China) Trait 1: Industrious Trait 2: Financial Favourite Civic: Police State Hatshepsut (Egypt) Trait 1: Spiritual Trait 2: Creative Favourite Civic: Hereditary Rule Elizabeth (England) Trait 1: Philosophical Trait 2: Financial Favourite Civic: Free Religion Victoria (English) Trait 1: Expansive Trait 2: Financial Favourite Civic: Representation Louis (France) Trait 1: Industrious Trait 2: Creative Favourite Civic: Hereditary Rule Napoleon (France) Trait 1: Aggressive Trait 2: Industrious Favourite Civic: Representation Bismarck (Germany) Trait 1: Expansive Trait 2: Industrious Favourite Civic: Representation Frederick (Germany) Trait 1: Philosophical Trait 2: Creative Favourite Civic: Universal Suffrage Alexander (Greece) Trait 1: Philosophical Trait 2: Aggressive Favourite Civic: Hereditary Rule Huayna (Inca) Trait 1: Aggressive Trait 2: Financial Favourite Civic: Hereditary Rule Asoka (India) Trait 1: Spiritual Trait 2: Organised Favourite Civic: Universal Suffrage Gandhi (India) Trait 1: Spiritual Trait 2: Industrious Favourite Civic: Universal Suffrage Tokugawa (Japan) Trait 1: Aggressive Trait 2: Organised Favourite Civic: Mercantilism Mansa (Mali) Trait 1: Spiritual Trait 2: Financial Favourite Civic: Free Market Genghis (Mongolia) Trait 1: Aggressive Trait 2: Expansive Favourite Civic: Police State Kublai (Mongolia) Trait 1: Aggressive Trait 2: Creative Favourite Civic: Hereditary Rule Cyrus (Persia) Trait 1: Expansive Trait 2: Creative Favourite Civic: Representation Caesar (Rome) Trait 1: Expansive Trait 2: Organised Favourite Civic: Representation Catherine (Russia) Trait 1: Creative Trait 2: Financial Favourite Civic: Hereditary Rule Peter (Russia) Trait 1: Philosophical Trait 2: Expansive Favourite Civic: Police State Isabella (Spain) Trait 1: Spiritual Trait 2: Expansive Favourite Civic: Police State ------------------------------------------------------------------------------ [4.03] Terrain There are different terrains in the game that you would have to pass through or build upon. Understanding what each terrain does will give you an idea on where to build and how to make the most of the land. Coast Food: 1 Production: 0 Commerce: 2 Defensive Bonus: 10% You cannot build cities on this square Desert Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% When next to a river, 10% bonus to commerce Improvements take 25% longer to build Grassland Food: 2 Production: 0 Commerce: 0 Defensive Bonus: 0% +1 commerence when next to a river Ice Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% Improvements take 50% longer to build Ocean Food: 1 Production: 0 Commerce: 1 Defensive Bonus: 0% Peak Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% Impassible Terrain Plains Food: 1 Production: 1 Commerce: 0 Defensive Bonus: 0% +1 commerce adjacent to a river Tundra Food: 1 Production: 0 Commerce: 0 Defensive Bonus: 0% +1 commerce when adjacent to a river Improvements take 25% longer to build. So far, you can see that the grassland is the best place to build farms to produce food as it has 2 food production. The coast is excellent to place and develop cottages into large towns. Plains are your average terrain. Oceans is exactly what you find in the sea. The desert and the ice do nothing so don't farm there hoping to find food. Peaks cannot be passed or built upon. Tundra is unavoidable if you are up north or south. Terrain Features Terrain features is exactly what you will find on the terrain. Sometimes there would be hills or a wild jungle. Not all the land will be flat or rolling with lush green grass. Fallout Food: -3 Production: -3 Commerce: -3 Defensive Bonus: 0% Costs 2 movement points to enter Cannot build imporves until fallout is cleared Clear with Ecology technology Caused by a nuclear meltdown or a ICBM -0.5 health in nearby cities Floodplains Food: +3 Production: 0 Commerce: 0 Defensive Bonus: 0% +1 commerce when next to a river -0.4 health in nearby cities Forest Food: 0 Production: +1 Commerce: 0 Defensive Bonus: 50% Costs 2 movement points to enter +0.5 health in nearby cities Hills Food: -1 Production: +1 Commerce: 0 Defensive Bonus: 25% Costs 2 movement points to enter +1 commerce when next to a river Ice Food: 0 Production: 0 Commerce: 0 Defensive Bonus: 0% Impassible Terrain Jungle Food: -1 Production: 0 Commerce: 0 Defensive Bonus: 50% Cost 2 movement points to enter -0.25 health in nearby cities Oasis Food: +3 Production: 0 Commerce: +2 Defensive Bonus: 0% Costs 2 movement points to enter Fresh Water source Cannot build cities or improvements here ------------------------------------------------------------------------------ [4.04] Bonuses These are the resources that you will find on the terrain that you can improve and develop. These will provide more production, food or commerce than a normal tile without this resource. Also, there are perks owning these resources because some buildings and units require these resources, such as horses for horse archers. Another perk is that some buildings have their construction time halved with access to this resource. Note that you have to have connection via road or rail to the resource in order to access it. You don't see corn flying to the main city here, nor in real life. Or does it? The improved bonus is combining the upgrade and the base bonus together. Note, some of the improved bonus may add up wrong since there may be problems. All this information is direct from the game itself. NOTE: The effects such as meeting unit requirements, additional effects and halving construction time requires only one of each resource. There is no stack bonus, unfortunately, but bonuses still apply. NOTE: All effects are from the 1.61v of Civilisation IV, not the original. Aluminum Tech Revealed By : Industrialism Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +1 Production Improved Bonus : +4 Production, +1 Commerce Units Requiring Aluminum : Jet Fighter (and oil), Modern Armour (with oil) Stealth Bomber (and oil) Construction Speed Halved: Space Elevator, SDI, Apollo Program Banana Tech Revealed By : Always Visible Tech Required to Access : Calendar Improvement Required : Plantation Base Bonus : +1 Food Improved Bonus : +2 Food Additional Effects : +1 Health with Plantation Clam Tech Revealed By : Always Visible Tech Required to Access : Fishing Improvement Required : Fishing Boat Base Bonus : +1 Food Improved Bonus : +2 Food Additional Effects : +1 Health with Fishing Boats Coal Tech Revealed By : Steam Power Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +1 Production Improved Bonus : +3 Production Unit Requiring Coal : Ironclad (and iron) Additional Effects : Required to construct railroads Copper Tech Revealed By : Bronze Working Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +1 Production Improved Bonus : +3 Production Units Requiring Copper : Axeman (or iron), Maceman (or iron), Phalanx (or iron), Spearman (or iron) Construction Speed Halved: Buddhist Stupa, Confician Academy, Taoist Pagoda, Colossus, Status of Liberty, The Internet Corn Tech Revealed By : Always Visible Tech Required to Access : Agriculture Improvement Required : Farm Base Bonus : +1 Food Improved Bonus : +3 Food (+4 if Irrigated or with Biology, +5 if you have both Irrigation and Biology) Additional Effects : +1 Health with farm Cow Tech Revealed By : Always visible Tech Required to Access : Animal Husbandary Improvement Required : Pasture Base Bonus : +1 Food (+2 if next to fresh water) Improved Bonus : +1 Food (+2 if next to fresh water), +1 production Additional Effects : +1 Health with Pasture Crab Tech Revealed By : Always Visible Tech Required to Access : Fishing Improvement Required : Fishing Boat Base Bonus : +1 Food Improved Bonus : +2 Food Additional Effects : +1 Health with Fishing Boats Deer Tech Revealed By : Always Visible Tech Required to Access : Hunting Improvement Required : Camp Base Bonus : +1 Food (+2 if next to fresh water) Improved Bonus : +2 Food (+3 if next to fresh water) Additional Effects : +1 Health with Camp Dye Tech Revealed By : Always Visible Tech Required to Access : Calendar Improvement Required : Plantation Base Bonus : +1 Commerce Improved Bonus : +4 Commerce Additional Effects : +1 Happiness with Plantation Fish Tech Revealed By : Always Visible Tech Required to Access : Fishing Improvement Required : Fishing Boat Base Bonus : +1 Food Improved Bonus : +3 Food Additional Effects : +1 Health with Fishing Boat Fur Tech Revealed By : Always Visible Tech Required to Access : Hunting Improvement Required : Camp Base Bonus : +1 Commerce Improved Bonus : +3 Commerce Additionl Effects : +1 Happiness with Camp *Obsolete with Plastics Gems Tech Revealed By : Always Visible Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +1 Commerce Improved Bonus : +1 Production, +5 Commerce Additional Effects : +1 Happiness with Mine Gold Tech Revealed By : Always Visible Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +1 Commerce Improved Bonus : +1 Production, +6 Commerce Additional Effects : +1 Happiness with Mine Hit Movies Tech Revealed By : Not Visible Tech Required to Access : Hollywood Wonder (Produces 7) Improvement Required : None Base Bonus : 0 Improved Bonus : 0 Additional Effects : +1 Happiness Hit Musicals Tech Revealed By : Not Visible Tech Required to Access : Broadway Wonder (Produces 7) Improvement Required : None Base Bonus : 0 Improved Bonus : 0 Additional Effects : +1 Happiness Hit Singles Tech Revealed By : Not Visible Tech Required to Access : Rock n' Roll Wonder Improvement Required : None Base Bonus : 0 Improved Bonus : 0 Additional Effects : +1 Happiness Horse Tech Revealed By : Animal Husbandary Tech Required to Access : Animal Husbandary Improvement Required : Pasture Base Bonus : +1 Production Improved Bonus : +2 Production, +1 Commerce Units Requiring Horses : Calvary, Chariot, Conquistador (and iron), Cossack, Horse Archer, Immortal, Keshik, Knight (and iron), War Chariot Incense Tech Revealed By : Always Visible Tech Required to Access : Calendar Improvement Required : Plantation Base Bonus : +1 Commerce Improved Bonus : +5 Commerce Additional Effects : +1 Happiness with Plantation Iron Tech Revealed By : Iron Working Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +1 Production Improved Bonus : +3 Production Units Requiring Iron : Axeman (or copper), Cannon, Cho-No-Ku, Conquistador (and horses), Crossbowman, Frigate, Ironclad (and coal), Knight (and horses), Maceman (or copper), Phanlax (or copper), Pikeman, Praetorian, Samurai, Spearman (or copper), Swordsman Construction Speed Halved: Eiffel Tower Ivory Tech Revealed By : Always Visible Tech Required to Access : Hunting Improvement Required : Camp Base Bonus : +1 Production Improved Bonus : +1 Production, +1 Commerce Units Requiring Ivory : War Elephant Additonal Effects : +1 Happiness with Camp *Obsolete with Industrialism Marble Tech Revealed By : Always Visible Tech Required to Access : Masonry Improvement Required : Quarry Base Bonus : +1 Production Improved Bonus : +1 Production, +2 Commerce Construction Speed Halved: Hindu Mandir, Islamic Mosque, Hermitage, Heroic Epic, National Epic, Great Library, Hagia Sophia, Oracle, Parthenon, Sistine Chapel, Taj Mahal, Versailles Oil Tech Revealed By : Scientific Method Tech Required to Access : Combustion Improvement Required : Well, Offshore Platform (need Plastics) Base Bonus : +1 Production Improved Bonus : +2 Production, +1 Commerce Units Requiring Oil : Battleship (or uranium), Bombmer, Carrier (or uranium), Destroyer (or uranium), Fighter, Gunship, Jet Fighter (and aluminum), Modern Armour (and aluminum), Panzer, Stealth Bomber (and aluminum), Submarine (or uranium), Tank, Transport (or uranium) Pig Tech Revealed By : Always Visible Tech Required to Access : Animal Husbandary Improvement Required : Pasture Base Bonus : +1 Food Improved Bonus : +3 Food (+4 if next to Fresh Water) Additional Effects : +1 Health with Pasture Rice Tech Revealed By : Always Visible Tech Required to Access : Agriculture Improvement Required : Farm Base Bonus : +1 Food Improved Bonus : +2 Food (+3 if Irrigated or have Biology, +4 if you have both) Additional Effects : +1 Health with farm Sheep Tech Revealed By : Always Visible Tech Required to Access : Animal Husbandary Improvement Required : Pasture Base Bonus : +1 Food Improved Bonus : +2 Food (+3 if next to Fresh Water), +1 Commerce Additional Effects : +1 Health with Pasture Silk Tech Revealed By : Always Visible Tech Required to Access : Calendar Improvement Required : Plantation Base Bonus : +1 Commerce Improved Bonus : +3 Commerce Additional Effects : +1 Happiness with Plantation Silver Tech Revealed By : Always Visible Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +1 Commerce Improved Bonus : +4 Commerce Additional Effects : +1 Happiness with Mine Spices Tech Revealed By : Always Visible Tech Required to Access : Calendar Improvement Required : Plantation Base Bonus : +1 Commerce Improved Bonus : +1 Food, +2 Commerce Additional Effects : +1 Happiness with Plantation Stone Tech Revealed By : Always Visible Tech Required to Access : Masonry Improvement Required : Quarry Base Bonus : +1 Production Improved Bonus : +2 Production Construction Speed Halved: Christian Cathedral, Jewish Synagogue, Mount Rushmore, Oxford University, West Point, Angkor Wat, Chichen Itza, Hanging Gardens, Kermlin, Notre Dame, Pyramids, Spiral Minaret, Stonehenge Sugar Tech Revealed By : Always Visible Tech Required to Access : Calendar Improvement Required : Plantation Base Bonus : +1 Food Improved Bonus : +1 Food, +1 Commerce Additional Effects : +1 Happiness with Plantation Uranium Tech Revealed By : Physics Tech Required to Access : Mining Improvement Required : Mine Base Bonus : +0 Improved Bonus : +3 commerce Units Requiring Uranium : Battleship (or oil), Carrier (or oil), Destroyer (or oil), ICBM, Submarine (or oil), Transports (or oil), Nukes Construction Speed Halved: The Manhattan Project Whale Tech Revealed By : Always Visible Tech Required to Access : Optics Improvement Required : Whaling Boat Base Bonus : +1 Food Improved Bonus : +1 Production, +2 Commerce Additional Effects : +1 Happiness with Whaling Boats * Obsolete with Combustion Wheat Tech Revealed By : Always Visible Tech Required to Access : Agriculture Improvement Required : Farm Base Bonus : +1 Food Improved Bonus : +3 Food (+4 if Irrigated or have Biology, +5 if you have both) Additional Effects : +1 Health with Farm Wine Tech Revealed By : Always Visible Tech Required to Access : Monarchy Improvement Required : Winery Base Bonus : +1 Commerce Improved Bonus : +1 Food, +2 Commerce Additional Effects : +1 Happiness with Winery ------------------------------------------------------------------------------ [4.05] Buildings There are many buildings that you can add to your city to improve its population, its food, its production, etc. These are important on many levels. This will be listed in alphabetical order. All effects are only in the city it is in, not for the entire empire. Academy Cost : Special, You can create by sacrificing a Great Scientist Requirements : Great Scientist Effects : +50% research generated by the city +4 culture per turn Airport Cost : 250 Hammers Requirements : Flight Technology Effects : +1 Trade Route Can airlift 1 unit per turn -1 Health in the City Aqueduct Cost : 100 Hammers Requirements : Masonry, Mathematics Effects : +2 Health Required To : Build The Hanging Gardens Available Free: After starting in the Industrial age or later Bank Cost : 200 Hammers Requirements : Banking Effects : +50% more gold income in the city Required To : Build Wall Street Available Free: After starting in the Modern age or later Barracks Cost : 60 Hammers Requirements : None Effects : New Land Units Receive 4 more Experience Required To : Build Heroic Epic Bomb Shelters Cost : 100 Hammers Requirements : Electricity, Manhattan Project Effects : -75% damage from nukes (ICBMs) Broadcast Tower Cost : 175 Hammers Requirements : Mass Media Effects : +50% more culture generated in the city +1 Happiness per 10% culture rate Can turn 2 citizens into an artist +1 Happiness from Hit movies, musicals and singles Buddhist Monastary Cost : 60 Hammers Requirements : Meditation, Buddhism Effects : +10% Research Output +2 Culture per turn Required To : Train Buddhist Missonary *Obsolete with Scientific Method Buddhist Stupa Cost : 300 Hammers (Halved with Copper) Requirements : Music, Buddhism, 3 Buddhist Temples Effects : +50% more Culture produced in the City +2 Happiness in the city if Buddhism is State Religion Can turn 2 citizens into a Priest +1 Happiness with Incense Buddhist Temple Cost : 80 Hammers Requirements : Priesthood, Buddhism Effects : +1 Happiness +1 Culture per turn Can turn 1 citizen into a Priest Bunker Cost : 100 Hammers Requirements : Electricity Effects : -75% damage from Air Units Castle Cost : 100 Hammers (Halved with Stone) Requirements : Engineering, Walls Effects : +50% defence from non-gunpowder units +1 Culture per turn Christian Cathedral Cost : 300 Hammers (Halved with Stone) Requirements : Music, Christianity, 3 Christian Temples Effects : +50% more Culture generated in the city +2 Happiness in the city if Christianity is state religion Can turn 2 citizens into a Priest +1 Happiness with Incense Christian Monastary Cost : 60 Hammers Requirements : Meditation, Christianity Effects : +10% Research Output +2 Culture per turn Required To : Train Christian Missonary *Obsolete with Scientific Method Christian Temple Cost : 80 Hammers Requirements : Priesthood, Christianity Effects : +1 Happiness +1 Culture per turn Can turn one Citizen into a Priest Coal Plant Cost : 150 Hammers Requirements : Assembly Line, Factory, Coal Effects : Provides power for factories with Coal -2 Health in City Coliseum Cost : 120 Hammers Requirements : Construction Effects : +1 Happiness +1 Happiness per 20% Culture Rate Confucian Academy Cost : 300 Hammers (Halved with Copper) Requirements : Music, Confucianism, 3 Confucian Temples Effects : +50 more Culture Generated in the City +2 Happiness in the City if Confucianism is state religion Can turn 2 Citizens into a Priest +1 Happiness with Incense Confucian Monastary Cost : 60 Hammers Requirements : Meditation, Confucianism Effects : +10% Research Output +2 Culture per turn Required To : Train Confucian Missonary *Obsolete with Scientific Method Confucian Temple Cost : 80 Hammers Requirements : Priesthood, Confucianism Effects : +1 Happiness +1 Culture per turn Can turn one Citizen into a Priest Courthouse Cost : 120 Hammers Requirements : Code of Laws Effects : -50% Maintenance Cost Required To : Build Forbidden Palace Drydock Cost : 120 Hammers Requirements : Steel Effects : New Water Units receive +4 Experience Points Water Units Constructed 50% faster -1 Health in the City Factory Cost : 250 Hammers Requirements : Assembly Lime Effects : +25% more hammer production +50% more hammer production if powered Can turn 2 Citizens into an Engineer -1 Health in the City Required To : Build Coal, Hydro and Nuclear Power Plants Forge Cost : 120 Hammers Requirements : Metal Casting Effects : +25% more hammer production Can turn 1 Citizen into an Engineer +1 Happiness from Gold, Gems or Silver -2 Health in the City Required To : Build Ironworks, The Colossus, Effiel Tower, Statue of Liberty Available Free: After Starting in the Modern Age or Later Granary Cost : 60 Hammers Requirements : Pottery Effects : Stores 50% of Food after Population Growth +1 Health from Corn, Rice and Wheat Available Free: After Starting in the Renaissance Age or Later Grocer Cost : 150 Hammers Requirements : Guilds, Currency Effects : +25% more gold production Can turn 2 Citizens to a Merchant +1 Health from Bananas, Spice, Sugar or Wine Required To : Build Supermarket Available Free: After Starting in the Industrial Age or Later Harbour Cost : 80 Hammers Requirements : Compass Effects : +50% more Commerce from Trade Routes +1 Health from Clams, Crabs and Fish Available Free: After Starting in the Modern Age or Later Hindu Mandir Cost : 300 Hammers (Halved with Marble) Requirements : Music, Hinduism, 3 Hindu Temples Effects : +50% more Culture Production in City +2 Happiness in City if Hinduism is the State Religion Can turn 2 Citizens into a Priest +1 Happiness from Incense Hindu Monastary Cost : 60 Hammers Requirements : Meditation, Hinduism Effects : +10% Research Output +2 Culture per turn Required To : Train Hindu Missonary *Obsolete with Scientific Method Hindu Temple Cost : 80 Hammers Requirements : Priesthood, Hinduism Effects : +1 Happiness +1 Culture per turn Can turn 1 Citizen into a Priest Hospital Cost : 200 Hammers Requirements : Medicine Effects : +3 Health in the City Heals Damaged Units an Extra 10% per turn Required To : Build Red Cross Hydro Plant Cost : 200 Hammers Requirements : Plastics, Factory, Next of Tile of Water Effects : Provides Power for Factory Islamic Monastary Cost : 60 Hammers Requirements : Meditation, Islam Effects : +10% Research Output +2 Culture per turn Required To : Train Islamic Missionary *Obsolete with Scientific Method Islamic Mosque Cost : 300 Hammers (Halved with Marble) Requirements : Music, Islam, 3 Islamic Temples Effects : +50% more Culture Generated in the City +2 Happiness in the City if Islam is the State Religion Can turn 2 Citizens into a Priest +1 Happiness from Incense Islamic Temple Cost : 80 Hammers Requirements : Priesthood, Islam Effects : +1 Happiness +1 Culture per turn Can turn 1 Citizen into a Priest Jail Cost : 120 Hammers Requirements : Constitution Effects : -25% War Unhappiness Available Free: After Starting in the Modern Age or Later Jewish Monastary Cost : 60 Hammers Requirements : Meditation, Judaism Effects : +10% Research Output +2 Culture per turn Required To : Train Jewish Missionary *Obsolete with Scientific Method Jewish Synagogue Cost : 300 Hammers (Halved with Marble) Requirements : Music, Judaism, 3 Jewish Temples Effects : +50% more Culture Generated in the City +2 Happiness in the City if Judaism is the State Religion Can turn 2 Citizens into a Priest +1 Happiness from Incense Jewish Temple Cost : 80 Hammers Requirements : Priesthood, Islam Effects : +1 Happiness +1 Culture per turn Can turn 1 Citizen into a Priest Laboratory Cost : 250 Hammers Requirements : Computers, Observatory Effects : +25% more Research Output +50% spaceship Production Can turn 1 Citizen into a Scientist -1 Health Library Cost : 90 Hammers Requirements : Writing Effects : +25% Research Output +2 Culture per turn Can turn 2 Citizens into a Scientist Required To : Build University, National Epic, Great Library Lighthouse Cost : 60 Hammers Requirements : Sailing, Next to Ocean Effects : Water Tiles produce +1 Food. Required To : Build Great Lighthouse Available Free: After Starting on the Industrial Age or Later Market Cost : 150 Hammers Requirements : Currency Effects : +25% more Gold income Can turn 2 Citizns into a Merchant +1 Health from Fur, Ivory, Silk or Whales Available Free: After Starting on the Industrial Age or Later Nuclear Power Plant Cost : 250 Hammers Requirements : Fission, Factory, Uranium Effects : Provides factory power with Uranium Small chance of Nuclear Meltdown Obelisk Cost : 30 Hammers Requirements : Mysticism Effects : +1 Culture per turn *Obsolete with Calendar Observatory Cost : 150 Hammers Requirements : Astronomy Effects : +25% Research Output Can turn 1 Citizen into a Scientist Required To : Build Laboratory Recycling Centre Cost : 300 Hammers Requirements : Ecology Effects : No Unhealthiness from Buildings Supermarket Cost : 150 Hammers Requirements : Refrigeration Effects : +1 Health from Cow, Deer, Pig or Sheep Taoist Monastary Cost : 60 Hammers Requirements : Meditation, Taoism Effects : +10% Research Output +2 Culture per turn Required To : Train Taoist Missionary *Obsolete with Scientific Method Taoist Pagoda Cost : 300 Hammers (Halved with Copper) Requirements : Music, Taoism, 3 Taoist Temples Effects : +50% more Culture Generated in the City +2 Happiness in the City if Taoism is the State Religion Can turn 2 Citizens into a Priest +1 Happiness from Incense Taoist Temple Cost : 80 Hammers Requirements : Priesthood, Taoism Effects : +1 Happiness +1 Culture per turn Can turn 1 Citizen into a Priest Theatre Cost : 50 Hammers Requirements : Drama Effects : +1 Happyness per 10% Culture Rate Can turn 2 Citizens into an Artist +1 Happiness from Dyes Required To : Build Globe Theatre University Cost : 200 Hammers Requirements : Education, Library Effects : +25% Research Output +3 Culture per turn Required To : Build Oxford University Walls Cost : 50 Hammers (Halved with Stone) Requirements : Masonry Effects : +50% defence against Non-Gunpowder Units Required To : Build Castle ------------------------------------------------------------------------------ [4.06] Religion Through the ages, people have believe in a higher being on a different plane. There have been many religions throughout the history of Earth and 7 of them have been covered in Civilisation IV. But there are some things that have to be cleared up first. A state religion is the religion that your State believes in. When you discover the necessary technology to access a religion, you have the ability to make that your state religion. When a city believes in a religion that happens to be the state religion, the city will enjoy a boost in productivity, happiness and gold. You can also spread a religion. Religious buildings will spread the religion to other cities, but you can also have a part to say in where the religion is to be spread. This can be done through the will of the missionary (nearly wrote mercenary). The religion will spread to cities that it has trade routes with, with religious buildings quickening the boost. Missionaries can be built in two ways. You can have the organised religion civic which allows you to have the ability to build missionaries or you can build monasteries to build missionaries. Once a missionary is trained, the unit will cost two gold to maintain every turn. The missionary can be moved like any other unit, cross through unclaimed and neutral territory but can only move within another civilisation when you have signed an open borders agreement with them. When the missionary reaches a target city, you can try to spread the religion using the "Spread Religion" ability. The success of the missionary is dependant on several factors. 1) It is far easier for a missionary to spread a religion in a city with few or no religion in it. This is because one religion does not have to compete with another religion. 2) It is easier to spread a religion in your own civilisation if you own the missionary. The owner's civilisation will find it easier to convert their own people. 3) Even if there are a fair number of religions in a city, a city can house all 7 religions, except it will be more hard to spread on each new religion. There are also benefits of having a religion. 1) By having a religion in a city, you have the ability to develop 3 religious buildings in your cities. This will provide a boost in the happiness, the wealth and the culture from your cities. 2) It provides 5 culture per turn if you have the holy city of a religion that happens to be the state religion. 3) It provides +1 Happiness and +1 Culture per turn if the state religion is present in a city. 4) A city without a religion cannot have the priest specialist. 5) If you have a Holy City with the developed Shrine upon it, if any players have that specific religion as a state religion, you can spy upon their cities. There are also religion specific buildings. There are 4 of them, the Temple, the Monastery, the Cathedral and the Shrine. The Temple Require the religion of the temple you want to build and the technology of Priesthood. It is primative and produces 1 Culture and 1 Happiness. It allows for 1 Citizen to become a Priest. The Monastery It is more advanced than the temple, requiring Meditation and the religion of the monastery. It provides 10% more research points a turn as well as 2 culture per turn. It's the only way to produce a missionary bar the Organised Religion civic. It will be obsolete with Scientific Method. The Cathedral The most advanced of the religious buildings. It requires Music, the religion and 3 of those Religion's temple. Its construction speed can be halved with certain resources. If will give +2 Happiness if the religion is that state religion, turn 2 Citizen points to a Priest and gain +1 Happiness from the Incense resource. It +50% your culture production as well. You have to have 3 temples to produce 1 Cathedral. For example, if you have 21 Temples, you can only have 7 Cathedrals as most. The Shrine It can only be established in the Holy City of a certain religion. It gives 4 culture per turn, +1 Gold for every city with that religion and can turn 3 Citizen points into a priest. The addition of every city with that religion shows the importance of the missionary to spread the word to as many cities as you can. The Beliefs There are 7 Beliefs in the Game. Buddhism, Confucianism, Christianity, Hinduism, Islam, Judaism and Taoism. There are a few things you need to note down. If you have the Holy City of the State Religion, you get a +4 bonus to your culture. If you have a City with the Religion the same as the State Religion, you will get a small +1 culture bonus. All religions will give a missionary upon development except Buddhism, Judaism and Hinduism Buddhism Technology Required: Meditation Christianity Technology Required: Theology Confucianism Technology Required: Code of Laws Hinduism Technology Required: Polytheism Islam Technology Required: Divine Right Judaism Technology Required: Monotheism Taoism Technology Required: Philosophy ------------------------------------------------------------------------------ [4.07] Projects Projects are pieces of work that can allow you to use revolutionary technology or construct it. There are two types of projects, Team Projects that are shared between team mates and there are World Projects that are shared between the entire world. Apollo Project Type of Project : Team Requires : Rocketry Hammers Needed : 1600 Hammers Description : The Apollo project was the American/NASA project to have man walk on the moon. It was created simply to beat the Soviet Union up there. Effects : Required to Create SS Casing, SS Thrusters, SS Cockpit, SS Docking Bay, SS Engine, SS Life Support, SS Stasis Chamber SDI Type of Project : Team Requires : Satellites Hammers Needed : 1000 Hammers (Halved with Aluminum) Description : The SDI or Strategic Defensive Initiative is a research program by the United States to use satellites to intercept missiles, especially nuclear ones. Effects : 75% Chance of intercepting Nukes Requires Someone to have The Manhattan Project The Internet Type of Project : Team Requires : Fiber Optics Hammers Needed : 2000 Hammers (Halved with Copper) Description : Ah, the Internet, without this, you won't even be reading this. The internet is a massive computer network linked by by hard wire, telecommunications and satellites. All the computers speak the same language, allowing for fast transfer of information. Effects : Grants all Technologies by 2 Known Civilisations The Manhattan Project Type of Project : World Requires : Fission Hammers Needed : 1500 Hammers (Halved with Uranium) Description : The Manhattan Project was the code name for a secret project between the United States, Great Britain and Canada during World War 2. The result of this project was, The Atomic Bomb. The explosion paved way to the use of nuclear power, for both the energy, and the fear factor. Effects : Can Build Nukes Can Build Bunker Required before SDI SS Casing Type of Project : Team (5 Allowed) Requires : Apollo Project, Rocketry Hammers Needed : 800 Hammers (Halved with Aluminum) Description : The exterior casing of the SS is extremely ready for the travel of space. Made of an aluminum-titanium alloy based on on layed ceramic with high density polymers, it is ready for the debris within the star systems and able to withstand the radiation. Built with sensors, it allows full navigation of the stars. Effects : Required for Space Victory, 5 needed Space Victory must be enabled SS Cockpit Type of Project : Team Requires : Apollo Project, Fiber Optics Hammers Needed : 1000 Hammers (Halved with Copper) Description : The command centre of the SS, this is where the pilots make the decisions on where to go. It contains shielding from unwanted radiation but also system computers which handle interstellar travel and colonisation whil providing for the long term needs of its occupants. Effects : Required for Space Victory, 1 needed Space Victory must be enabled SS Docking Bay Type of Project : Team Requires : Apollo Project, Robotics Hammers Needed : 2000 Hammers (Halved with Aluminum) Description : The Docking Bay is the marvel of technology which handles the transfers of material and resources between the SS and its future colonies. It will be converted into a space station to handle the exploration of the new worlds. Effects : Required for Space Victory, 1 needed Space Victory must be enabled SS Engine Type of Project : Team Requires : Apollo Project, Fusion Hammers Needed : 1600 Hammers Description : A four part launch vehicle that enables the SS to travel through the space-time bends and the vast emptiness of the space surround the destination, Alpha Centauri. Acting like 20th century rockets, there will be boosters that will be jettisoned after a temporary boost to exit the Earth's atmosphere. Effects : Required for Space Victory, 1 needed Space Victory must be enabled SS Life Support Type of Project : Team Requires : Apollo Project, Ecology Hammers Needed : 1000 Hammers (Halved with Copper) Description : The Life Support System is the provider of food, water and heat to the colonists inside the SS. Recycling is the key, no organic waste is to leave the SS. Waste is processed with algae which consumes the waste or processes it into fertilizer for the Hydroponics Garden. The garden provides food, oxygen, and other necessities. Effects : Required for Space Victory, 1 needed Space Victory must be enabled SS Stasis Chamber Type of Project : Team Requires : Apollo Project, Genetics Hammers Needed : 1200 Hammers Description : The problem with the trip on the SS was that it would take decades, if not centuries, so that would be a problem for the engineers. How to stop the aging process? Advances in cyrogenics have allowed to deep freeze bodies without much harm and to heat the bodies up automatically by computer when the time came to colonisation. Effects : Required for Space victory, 1 needed Space Victory must be enabled SS Thrusters Type of Project : Team (3 Allowed) Requires : Apollo Project, Satellites Hammers Needed : 1200 Hammers (Halved with Aluminum) Description : Thrusters are designed like engines, to provide speed to the SS. When the boosters for the thrusters are empty, they are jettisoned. When this occurs, powerful electromagnets help accelerate the charged particles of the ion drive to activating it, allowing it to travel near the speed of light. Effects : Required for Space Victory, 3 needed Space Victory must be enabled ------------------------------------------------------------------------------ [4.08] Improvements While on the map, you can see squares with resources or terrain that you think to yourself, how do I make the most of it? You have to improve it of course. Improvements are built by workers, who can keep building them. This is unlike settlers, who are just one off builders. You can only build improvements within your cultural borders, but a good idea is to build them within your city radius so you can actually access the resources and the production benefits. To build improvements, you have to move your workers over a certain tile that you can build an improvement on and select the improvement that you want. Note that you can only build it if you have the necessary technology. Work boats are the same as workers, they are the workers of the water, where your workers can't go. You can also build roads and railroads by manually selecting them to where to build or you can use the route to button to make them buuild roads to a selected point. Improvements take time to complete so be patient. It isn't an overnight job you know. You can interrupt construction by selecting the worker and giving him a new job to do. Military units can pillage your improvements for gold. If there are multiple improvements such as a farm and a railroad, you can only pillage one at a time. Note that the roaming barbarians will happily pillage your improvements. NOTE: Cottage can only be buits, then grows to Hamlet, then to Village and ends at Town Camp Requires : Hunting Improvements : None Bonus Yields : +2 Food from Deer +3 Commerce from Fur +1 Production, +1 Commerce from Ivory Pillage Value : 5 Gold Coins Effects : None City Ruins Requires : N/A Improvements : None Bonus Yields : N/A Pillage Value : 0 Gold Coins Effects : Only built when a city is pillaged. Cottage Requires : Pottery Improvements : Commerce +1 Bonus Yields : None Pillage Value : 10 Gold Coins Effects : Becomes Hamlet in 10 Turns Farm Requires : Agriculture Improvements : +1 Food from Irrigation +1 Food from Biology Bonus Yields : +3 Food from Corn +2 Food from Rice +3 Food from Wheat Pillage Value : 5 Gold Coins Effects : Carries Irrigation Only built on Flatlands Fishing Boats Requires : Fishing Improvements : None Bonus Yields : +2 Food from Crabs +2 Food from Clams +3 Food from Fish Pillage Value : 5 Gold Coins Effects : Only Built on Water Fort Requires : Mathematics Improvements : None Bonus Yields : None Pillage Value : 0 Gold Coins Effects : +25% Tile Defence Hamlet Requires : Pottery Improvements : Commerce +2 Bonus Yields : None Pillage Value : 15 Gold Coins Effects : Becomes Village in 20 Turns Lumbermill Requires : Replaceable Parts Improvements : Production +1 Commerce +1 (When next to River) Production +1 with Railroads Bonus Yields : None Pillage Value : 5 Gold Coins Effects : None Mine Requires : Mining Improvements : Production +2 Production +1 with Railroads Bonus Yields : +3 Production, +1 Commerce from Aluminum +3 Production from Coal +3 Production from Copper +3 Production from Iron +3 Commerce from Uranium +1 Production, +4 Commerce from Silver +1 Production, +5 Commerce from Gems +1 Production, +6 Commerce from Gold Pillage Value : 10 Gold Coins Effects : Small Chance of discovering Aluminum, Coal, Copper, Iron, Uranium, Silver, Gems, Gold Offshore Platform Requires : Plastics Improvements : None Bonus Yields : +2 Production, +1 Commerce from Oil Pillage Value : 10 Gold Coins Effects : Only Built on Water Pasture Requires : Animal Husbandry Improvements : None Bonus Yields : +2 Production, +1 Commerce from Horse +1 Food, +2 Production from Cow +3 Food from Pigs +2 Food, +1 Commerce from Sheep Pillage Value : 5 Gold Coins Effects : None Plantation Requires : Calendar Improvements : None Bonus Yields : +2 Food from Bananas +4 Commerce from Dyes +5 Commerce from Incense +3 Commerce from Silk +1 Food, +2 Commerce from Spice +1 Food, +1 Commerce from Sugar Pillage Value : 5 Gold Coins Effects : None Quarry Requires : Masonry Improvements : None Bonus Yields : +1 Production, +2 Commerce from Marble +2 Production from Stone Pillage Value : 5 Gold Coins Effects : None Town Requires : Pottery Improvements : Commerce +4 Commerce +1 from Printing Press Commerce +2 from Free Speech Production +1 from Universal Suffrage Bonus Yields : None Pillage Value : 25 Gold Coins Effects : None Tribal Village Requires : N/A Improvements : None Bonus Yields : None Pillage Value : 0 Gold Coins Effects : Can provide maps, Gold, units or may attack you Village Requires : Pottery Improvements : Commerce +3 Commerce +1 from Printing Press Bonus Yields : None Pillage Value : 20 Gold Coins Effects : Becomes a Town in 40 turns Watermill Requires : Machinery Improvements : Production +1 Commerce +2 with Electricity Production +1 with Replaceable Parts Food +1 from State Property Bonus Yields : None Pillage Value : 5 Gold Coins Effects : Requires to be Built next to River Only be Built on Flatlands Well Requires : Combustion Improvements : None Bonus Yields : +2 Production, +1 Commerce from Oil Pillage Value : 10 Gold Coins Effects : None Whaling Boats Requires : Optics Improvements : None Bonus Yields : +2 Production, +1 Commerce from Whale Pillage Value : 5 Gold Coins Effects : Can Only be Built on Water Windmill Requires : Machinery Improvements : Food +1 Commerce +1 Commerce +1 with Electricity Production +1 with State Property Bonus Yields : None Pillage Value : 5 Gold Coins Effects : None Winery Requires : Monarchy Improvements : None Bonus Yields : +1 Food, +2 Commerce from Wine Pillage Value : 10 Gold Coins Effects : None Workshop Requires : Metal Casting Improvements : Food -1 Production +1 Production +1 with Guilds Production +1 with Chemistry Food +1 from State Property Bonus Yields : None Pillage Value : 5 Gold Coins Effects : Can only be Built on Flatlands ------------------------------------------------------------------------------ [5.01] Great People Once every now and then, a Great Person will be born, changing the way we think. People such as Homer, Newton, Curie, Einstein, etc will come long and change the way history things. In Civilisation IV, there are five different types of Great People. Great Artists, Great Scientists, Great Merchants, Great Priest and Great Engineers. Great People are generated from Great People points. Each city has its seperate pool of Great People points. There are many generators of these points, including Specialists, Civics, Buildings and Wonders. The amount needed to generate a Great Person originally starts at 100, and once a Great Person is generated, it will increase by 100. Of course, with different game speeds, it costs more or less to generate such a Person. The amount of points need is the same for all the cities in your empire. There are several influences on the type of person to be produced. Whenever you have a specialist, it will be more likely to generate a Great Person based on their specialisation. Wonders will also change the odds of the Person. When you hover over the Great Person Bar on the city screen, you can view the odds of Generating such a person. Increasing the amount of a certain amount of specialists, you can change the person generated. There are several abilities that a Great Person can do. These abilities are the same for all Great People. Discover a Technology You can sacrifice a Great Person to help you research a technology. The technology that they can help research will generally be in their field of expertise, such as a Prophet researching a Religious technology or a Merchant researching an Economic technology. In the earlier ages, while the technology costs are relatively low, the Great Person should discover it straight away but in the newer, futuristic technologies, they can only contribute a portion of the technology. Starting a Golden Age You can use two or more Great People, sacrifice them to produce a Golden Age for you, which will be elaborated on later. Settling in Cities You can sacrifice your Great People to have them settle in your cities to become a super specialist. They have the same traits as a normal specialist but their rate of production is higher and better. Great Artist This guy is a super artist, with a whopping 3 Gold per turn and producing 12 culture points for the city every turn. Great Engineer This guy is a bigger engineer, who produces 3 Hammers per turn for the city and 3 Research points towards your research. Great Merchant This person is indeed a Great Merchant providing a special commodity to your city. He provides 6 Gold per turn and 1 food unit per turn. So in essence, he only consumes 1 food a turn. Great Prophet This person is an advanced priest. He can produce 2 Hammers per turn as well as 5 Gold per turn for your city every turn. Great Scientist This smart person is a powerful brother to the normal scientist. He can produce 1 Hammer per turn as well as 6 Research points per turn towards your scientific research. There are also specific abilities for each Great Person. The ability is user specific, and they don't share abilities. Great Artist - Create Major Works of Art By creating a Major Work of Art, the sacrifice of the Great Artist will provide a boost of 2000 to 6000 points in a city as a one off bonus. The amount depends on the game speed you are using. This is extremely useful to save your city if it desperately needs to expand or needs to war off a cultural war. Great Engineer - Hurry Production Great Engineers can hurry the production of Wonders. In the earlier ages, the Great Engineer will be able to complete the wonder in one fell swoop, but in the later ages, he can only significantly hurry the speed of construction and not finish the major work. Great Merchant - Trade Mission The Merchant will be able to initiate a trade mission in a foreign city. The trade mission involves you moving the Merchant into a foreign city and using his ability in the city. This will give you Gold in return. The more wealthier a city is, the more powerful it is and the further away it is, will provide you with more gold. Take those facts before you use his special ability. Amounts can be in the hundreds with the most I have gotten is about 5.6k or 5600 Gold. Great Prophet - Special Wonder This is what the point of establishing a religion first is. By establishing a religion first, one of your Cities will be the founder of the religion. When you have a Great Prophet, you can move it over to the founding city and create a Special Shrine to it. For example, if you are the first to find Christianity, one of your cities will be the founding city. You can move your Great Prophet and create the Church of Nativity in that City. Great Scientist - Academy The Great Scientist can create the academy, which is a building in your city that can enhance your research point output per turn. This is a great building when technology is lagging behind in your empire. There are several ways that you can increase the production of these points. National Wonders National Epic Effect: Increases Great Person Points Production by 100% World Wonders The Parthenon Effect: Increases Great Person Points Production by 50% Specialists Artist : +3 Great Person Points Engineer : +3 Great Person Points Merchant : +3 Great Person Points Priest : +3 Great Person Points Scientist : +3 Great Person Points Civics Pacifism Effect: +100% Great Person Growth Rate for Cities with State Religion Some technologies will also give you free Great People. The first to research the technologies will receive the Great Person. There is only one for each technology. Economics = 1 Great Merchant Fusion = 1 Great Engineer Music = 1 Great Artist Physics = 1 Great Scientist ------------------------------------------------------------------------------ [5.02] National Wonders National wonders are wonders, but it isn't for the entire world. You can have one national wonder per empire. For example, you build a national wonder in your empire, another civilisation can build the same wonder in their empire. It isn't global, but one thing remains, you can only have two national wonders in a city. All National Wonders will produce +1 Great Person point per turn in the city that is it built in. Forbidden Place Cost : 200 Hammers Requirements : 6 Courthouses, 8 Cities Effects : Reduces maintenance in nearby Cities +4 Culture per turn More Likely To: Generate Great Merchant Globe Theatre Cost : 300 Hammers Requirements : Drama, 6 Theatres Effects : No Unhappiness in the City Can turn 3 Citizens into an Artist +6 Culture per turn More Likely To: Generate Great Artist Hermitage Cost : 300 Hammers (Halved with Marble) Requirements : Nationalism Effects : +100% Culture Rate More Likely To: Generate Great Artist Heroic Epic Cost : 200 Hammers (Halved with Marble) Requirements : Literature, Barracks in City, Level 4 Unit Effects : +100% Military Production in the City +4 Culture per turn Can only be Built in the Renaissance Era or earlier More Likely To: Generate Great Artist Ironworks Cost : 700 Hammers Requirements : Steel, 6 Forges Effects : +50% Hammer Production in City if connected to Iron +50% Hammer Production in City if connected to Coal Can turn 3 Citizens to an Engineer -2 Health in City More Likely To: Generate Great Engineer Mount Rushmore Cost : 500 Hammers (Halved with Stone) Requirements : Fascism Effects : -25% War Unhappiness in all Cities +4 Culture per turn More Likely To: Generate Great Artist National Epic Cost : 250 Hammers (Halved with Marble) Requirements : Literature, Library in City Effects : +100% Great Person Birth Rate +4 Culture per turn Can only be Built in the Renaissance Era or earlier More Likely To: Generate Great Artist Oxford University Cost : 400 Hammers (Halved with Stone) Requirements : Education, 6 Universities Effects : +100% Research Rate in City Can turn 3 Citizens into a Scientist +4 Culture per turn More Likely To: Generate Great Scientist Palace (No Great Person Points) Cost : 160 Hammers Requirements : 4 or more Cities Effects : Makes this city your Capital City Reduces maintenance in nearby Cities +2 Culture per turn +1 Happiness Red Cross Cost : 600 Hammers Requirements : Medicine, 6 Hospitals Effects : Free Medic I promotions for units built in the City +2 Culture per turn More Likely To: Generate Great Scientist Scotland Yard Cost : 500 Hammers Requirements : Communism Effects : City can train Spy Units More Likely To: Generate Great Scientist Wall Street Cost : 600 Hammers Requirements : Corporation, 6 Banks Effects : +100% gold output in the City Can turn 3 Citizens into a Merchant More Likely To: Generate Great Merchant West Point Cost : 800 Hammers (Halved with Stone) Requirements : Military Tradition, Level 5 Unit Effects : +4 Experience Points for Units trained in the City More Likely To: Generate Great Engineer ------------------------------------------------------------------------------ [5.03] Special Wonders These Special Wonders are those that cannot be constructed normally. These following structures can only be constructed by Great Prophets. Yes, these are the Special Shrines to the religions. There are 7, one for each religion. NOTE: These can only be build in the Holy City of each religion. Once you find or found a religion, one of your Cities become a Holy City for the discovered Religion. The Church of the Nativity Religion : Christianity Culture : +4 Per turn Effect : +1 Great Person Points per turn +1 Gold for Every City with Christianity Spreads Christianity The Dai Miao Religion : Taoism Culture : +4 Per turn Effect : +1 Great Person Points per turn +1 Gold for Every City with Taoism Spreads Taoism The Kashi Vishwanath Religion : Hinduism Culture : +4 Per turn Effect : +1 Great Person Points per turn +1 Gold for Every City with Hinduism Spreads Hinduism The Kong Miao Religion : Confucianism Culture : +4 Per turn Effect : +1 Great Person Points per turn +1 Gold for Every City with Confucianism Spreads Confucianism The Mahabodhi Religion : Buddhism Culture : +4 Per turn Effect : +1 Great Person Points per turn +1 Gold for Every City with Buddhism Spreads Buddhism The Masjid Al-Haram Religion : Islam Culture : +4 Per turn Effect : +1 Great Person Points per turn +1 Gold for Every City with Islam Spreads Islam The Temple of Solomon Religion : Judaism Culture : +4 Per turn Effect : +1 Great Person Points per turn +1 Gold for Every City with Judaism Spreads Judaism ------------------------------------------------------------------------------ [5.04] World Wonders There are buildings that have withstood the test of time, and survive today. They changed the path of time since its establishment. They require much work and time from your cities, but they are well worth it. There are two types of wonders, National and Great. National wonders have already been exaplained above. Great wonders are so unique that only one can be built, no more. If a Great Wonder is destroyed through the capture of a city, that Wonder is lost forever, and cannot be rebuilt. Whoever constructs a wonder first will reap the rewards. Losing the race to construct a wonder will lead to your lost hammers turning into gold. Your construction of the wonder will be discontinued immediately. National Wonders aren't a problem since each civilisation can have one. Wonders can be built like any other buildings and some resources can halve the construction time necessary. Those leaders with the Industrious trait can build Wonders at double the speed one would normally produce. However, over time, as you develop more technology, they will become obsolete. Angkor Wat Country Located Today : Angkor, Cambodia Construction Cost : 500 Hammers Construction Speed Halved : Stone Requirements : Philosophy Culture Produced : +8 Per Turn Great People Points : +2 Points Per Turn Effects : +1 from Priests in All Cities Can turn 3 Citizens into a Priest More likely to Generate : Great Prophet *Only be Built from Renaissance or earlier starts Broadway Country Located Today : New York, United States Construction Cost : 800 Hammers Construction Speed Halved : None Requirements : Electricity Culture Produced : +50% Culture Output in City Great People Points : +2 Points Per Turn Effects : Provides Hit Musicals +1 Happiness from Musicals in all Cities More likely to Generate : Great Artist Chichen Itza Country Located Today : Yucatan, Mexico Construction Cost : 500 Hammers Construction Speed Halved : Stone Requirements : Code of Laws Culture Produced : +6 Per Turn Great People Points : +2 Points Per Turn Effects : +25% in all Cities More likely to Generate : Great Prophet *Only be Built from Medieval or earlier starts * Obsolete with Rifling Hollywood Country Located Today : Los Angeles, United States Construction Cost : 1000 Hammers Construction Speed Halved : None Requirements : Mass Media Culture Produced : +50% Culture Output in City Great People Points : +2 Points Per Turn Effects : Provides Hit Movies +1 Happiness from Movies in all Cities More likely to Generate : Great Artist Notre Dame Country Located Today : Paris, France Construction Cost : 650 Hammers Construction Speed Halved : Stone Requirements : Music Culture Produced : +10 Per Turn Great People Points : +2 Points Per Turn Effects : +1 Happiness for All Cities on the Continent More likely to Generate : Great Artist *Only be Built from Renaissance or earlier starts Rock N Roll Country Located Today : Graceland, United States Construction Cost : 800 Hammers Construction Speed Halved : None Requirements : Radio Culture Produced : +50% Culture Output in City Great People Points : +2 Points Per Turn Effects : Provides Hit Singles +1 Happiness from Singles in all Cities More likely to Generate : Great Artist Stonehenge Country Located Today : Southern England Construction Cost : 120 Hammers Construction Speed Halved : Stone Requirements : Mysticism Culture Produced : +8 Per Turn Great People Points : +2 Points Per Turn Effects : Free Obelisk in Every City Centres the World Map More likely to Generate : Great Prophet *Only be Built from Classical or earlier starts *Obsolete with Calendar The Colossus (of Rhodes) Country Located Today : Destroyed, Formally Rhodes, Greece Construction Cost : 250 Hammers Construction Speed Halved : Copper Requirements : Metal Casting, Forge, Coastal City Culture Produced : +6 Culture Great People Points : +2 Points Per Turn Effects : All Water Tiles +1 Commerce More likely to Generate : Great Merchant *Only be Built from Medieval or earlier starts *Obsolete with Astronomy The Eiffel Tower Country Located Today : Paris, France Construction Cost : 1250 Hammers Construction Speed Halved : Iron Requirements : Radio, Forge Culture Produced : +6 Per Turn Great People Points : +2 Points Per Turn Effects : Free Broadcast Tower in Every City More likely to Generate : Great Merchant The Great Library (Library of Alexandria) Country Located Today : Alexandria, Egypt Construction Cost : 350 Hammers Construction Speed Halved : Marble Requirements : Literature, Library Culture Produced : +8 Per Turn Great People Points : +2 Points Per Turn Effects : 2 free Scientists in the City More likely to Generate : Great Scientist *Only be Build from Medieval or earlier Starts *Obsolete with Scientific Method The Great Lighthouse (The Pharos Lighthouse) Country Located Today : Alexandria, Egypt Construction Cost : 200 Hammers Construction Speed Halved : None Requirements : Masonry, Lighthouse, Coastal City Culture Produced : +6 Per Turn Great People Points : +2 Points Per Turn Effects : +2 Trade Routes in all Coastal Cities More likely to Generate : Great Merchant *Only be Built from Classical or earlier starts *Obsolete with Corporation The Hagia Sophia (Church of the Holy Wisdom) Country Located Today : Istanbul, Turkey Construction Cost : 550 Hammers Construction Speed Halved : Marble Requirements : Engineering Culture Produced : +8 Per Turn Great People Points : +2 Points Per Turn Effects : Workers build Improvements 50% faster More likely to Generate : Great Engineer *Only be Built from Medieval or earlier starts *Obsolete with Steam Power The Hanging Gardens (of Babylon) Country Located Today : Babylon, Iraq Construction Cost : 300 Hammers Construction Speed Halved : Stone Requirements : Mathematics, Aqueduct Culture Produced : +6 Per Turn Great People Points : +2 Points Per Turn Effects : +1 Health for Every City +1 Population Point for Every City More likely to Generate : Great Engineer *Only be Built from Medieval or earlier starts The Kremlin Country Located Today : Moscow, Russia Construction Cost : 800 Hammers Construction Speed Halved : Stone Requirements : Communism Culture Produced : None Great People Points : +2 Points Per Turn Effects : -33% Hurry Cost More likely to Generate : Great Artist *Obsolete with Fiber Optics The Oracle Country Located Today : Delphi, Greece Construction Cost : 150 Hammers Construction Speed Halved : Marble Requirements : Priesthood Culture Produced : +8 Per Turn Great People Points : +2 Points Per Turn Effects : 1 Free Technology More likely to Generate : Great Prophet *Only be Built from Classical or earlier starts The Parthenon Country Located Today : Athens, Greece Construction Cost : 400 Hammers Construction Speed Halved : Marble Requirements : Polytheism Culture Produced : +10 Per Turn Great People Points : +2 Points Per Turn Effects : +50% Great Person Growth Rate in All Cities More likely to Generate : Great Artist *Obsolete with Chemistry The Pentagon Country Located Today : Washington DC, United States Construction Cost : 1250 Hammers Construction Speed Halved : None Requirements : Assembly Line Culture Produced : None Great People Points : +2 Points Per Turn Effects : +2 Experience Points for new units in All Cities More likely to Generate : Great Engineer The Pyramids Country Located Today : Giza, Egypt Construction Cost : 450 Hammers Construction Speed Halved : Stone Requirements : Masonry Culture Produced : +6 Per Turn Great People Points : +2 Points Per Turn Effects : Enables all Government Civics More likely to Generate : Great Engineer *Only be Built from Classical or earlier starts The Sistine Chapel Country Located Today : Rome, Italy Construction Cost : 600 Hammers Construction Speed Halved : Marble Requirements : Theology Culture Produced : +10 Per Turn Great People Points : +2 Points Per Turn Effects : +2 Culture per Specialist in All Cities More likely to Generate : Great Artist *Only be Built from Renaissance or earlier starts The Space Elevator Country Located Today : ... Doesn't Exist Construction Cost : 2000 Hammers Construction Speed Halved : Aluminum Requirements : Robotics Culture Produced : None Great People Points : +2 Points Per Turn Effects : +50% Spaceship Production in All Cities More likely to Generate : Great Scientist *Only be Built if Space Victory is Enabled *Only be Built with Maximum Latitude of 30 Degrees The Spiral Minaret Country Located Today : Samarra, Iraq Construction Cost : 550 Hammers Construction Speed Halved : Stone Requirements : Divine Right Culture Produced : +8 Per Turn Great People Points : +2 Points Per Turn Effects : +1 Gold from all State Religion Buildings More likely to Generate : Great Prophet *Only be Built from Renaissance or earlier starts *Obsolete with Computers The Statue of Liberty Country Located Today : New York, United States Construction Cost : 1500 Hammers Construction Speed Halved : Copper Requirements : Democracy, Forge Culture Produced : +6 Per Turn Great People Points : +2 Points Per Turn Effects : +1 Free Specialist in All Cities on the Continent More likely to Generate : Great Merchant *Only be Built from Industrial or earlier starts The Taj Mahal Country Located Today : Agra, India Construction Cost : 700 Hammers Construction Speed Halved : Marble Requirements : Nationalism Culture Produced : +10 Per Turn Great People Points : +2 Points Per Turn Effects : Starts a Golden Age More likely to Generate : Great Artist *Only be Built from Industrial or earlier starts The Three Gorges Dam Country Located Today : Hubei Province, China Construction Cost : 1750 Hammers Construction Speed Halved : None Requirements : Plastics Culture Produced : None Great People Points : +2 Points Per Turn Effects : Provides power for All Cities on this Continent More likely to Generate : Great Engineer The United Nations Country Located Today : New York, United States Construction Cost : 1000 Hammers Construction Speed Halved : None Requirements : Mass Media Culture Produced : None Great People Points : +2 Points Per Turn Effects : Triggers Global Elections Guarantee Eligibility for Diplomatic Votes More likely to Generate : Great Merchant *Only be Built if Diplomatic Victory enabled *Requires at least 3 Civilisations Versailles Country Located Today : Paris, France Construction Cost : 800 Hammers Construction Speed Halved : Marble Requirements : Divine Right Culture Produced : +10 Per Turn Great People Points : +2 Points Per Turn Effects : Reduces Maintenance in Nearby Cities More likely to Generate : Great Merchant *Only be Built in Industrial or earlier starts ------------------------------------------------------------------------------ [5.05] Technology Mk 2 There are 7 ages in Civilisation, representing the technology of each of the different times. Once you have researched all the technologies for one age, your civilisation will advance an age. The 7 ages comprise of the Ancient age, the Classical Age, the Medieval Age, the Renaissance, the Industrial Era, the Modern Era and the Future. NOTE: To build some units, you might need to meet some other specifications. Ancient Age You only have your Starting Technologies and have to research all the Classical technologies to move onto the Classical Age Agriculture Quote : Oh Farmers, pray that your summers be wet and your winters clear. - Virgil Research Points Cost: 60 Required : None Leads To : Animal Husbandary, Pottery Effects : Can build a Farm Animal Husbandary Quote : Blessed shall be the fruit of thy cattle, the increase of thy kine, and the flocks of thy sheep. - The Bible Deut 28:4 Research Points Cost: 100 Required : Agriculture or Hunting Leads To : Writing, Horseback Writing Effects : Can Build a Pasture Reveals Horses Archery Quote : Do not throw the Arrow which will return against you. - Kurdish Proverb Research Points Cost: 60 Required : Hunting Leads To : None Effects : Can Build: Archer, Skirmisher, Longbowman, Crossbowman, Cho-Ko-Nu, Horse Archer, Keshik, Camel Archer Bronze Working Quote : It is entirely seemly for a young man killed in battle to lie mangled by the bronze spear. In his death, all things appear fair. - Homer Research Points Cost: 120 Required : Mining Leads To : Iron Working, Metal Casting Effects : Can Chop Down a Forest Reveals Copper Enables Slavery Can Build Axeman Fishing Quote : Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime. - Lao Tzu Research Points Cost: 40 Required : None Leads To : Pottery, Sailing Effects : Can Work Water Tiles Can Create Fishing Boats Can Build Work Boats Horseback Riding Quote : If you speak the truth, have a foot in the stirrup.- Turkish Proverb Research Points Cost: 250 Required : Animal Husbandary Leads To : None Effects : Can Build: Horse Archer, Keshik, Knight, Camel Archer, Conqustador, Cavalry, Cossack Hunting Quote : If you chase two rabbits, you will lose them both. - Native American Saying Research Points Cost: 40 Required : None Leads To : Archery, Animal Husbandary Effects : Can Build a Camp Can Train Scout, Phalanx, Spearman Masonry Quote : It is from their foes, not with friends, that cities learn the lesson of building high walls. - Aristophanes Research Points Cost: 80 Required : Mining or Mysticism Leads To : Monotheism, Construction Effects : Can Build a Quarry Can Build Walls, Aqueduct Can Build The Pyramids, The Great Lighthouse Meditation Quote : Meditation brings wisdom, lack of meditation leaves ignorance. Know well what leads you forward and what holds you back. - The Buddha Research Points Cost: 80 Required : Mysticism Leads To : Priesthood, Philosophy Effects : Can Construct Monastery First to Discover Founds Buddhism Mining Quote : The man who moves a mountain beings by carrying small stones. - Confucius Research Points Cost: 50 Required : None Leads To : Bronze Working, Masonry Effects : Can Build a Mine Monotheism Quote : I am the Lord thy God. Thou shalt have no other gods before Me. - The Bible, Exodus Research Points Cost: 120 Required : Masonry and Polytheism Leads To : Theology, Monarchy Effects : Enables Organised Religion First to Discover Founds Judaism Mysticism Quote : Nature herself has imprinted on the minds of all the idea of God. - Cicero Research Points Cost: 50 Required : None Leads To : Masonry, Polytheism, Meditation Effects : Can Build Obelisk Can Build Stonehenge Polytheism Quote : Not at all similar are the race of the immortal gods and the race of men who walk upon the earth. - Homer Research Points Cost: 100 Required : Mysticism Leads To : Monotheism, Priesthood, Literature Effects : First to Discover founds Hinduism Can Build The Parthenon Pottery Quote : Hath not the potter power over the clay, to make one vessel unto honor, and another unto dishonor? - The Bible, Romans Research Points Cost: 80 Required : The Wheel, Fishing or Agriculture Leads To : Metal Casting, Writing Effects : Can Build a Cottage Can Build a Granary Priesthood Quote : The Lord bless you and keep you; the Lord make His face to shine upon you and be gracious to you; the Lord lift up his countenance upon you and give you peace. - The Bible, Numbers Research Points Cost: 60 Required : Meditation or Polytheism Leads To : Monarchy, Code of Laws, Writing Effects : Can Construct Temples Sailing Quote : You can't direct the wind, but you can adjust your sails. - Unknown Research Points Cost: 100 Required : Fishing Leads To : Calendar, Compass Effects : Enables Trade Routs on Coast Can Train Galley Can Build Lighthouse The Wheel Quote : Put your shoulder to the wheel. - Aesop Research Points Cost: 60 Required : None Leads To : Pottery Effects : Can Build a Road Can Train Chariot, War Chariot, Immortal Writing Quote : True glory consists in doing what deserves to be written; in writing what deserves to be read. - Pliny the Elder Research Points Cost: 120 Required : Priesthood or Animal Husbandary or Pottery Leads To : Code of Laws, Alphabet, Mathematics, Theology, Feudalism Effects : Enables Open Borders Can Build a Library End of Ancient Age You Have Reached the Classical Age! The Classical Age Alphabet Quote : Words have the power both to destroy and heal. When words are both true and kind, they can change our world. - The Buddha Research Points Cost: 300 Required : Writing Leads To : Literature, Drama Effects : Enables Technology Trading Calendar Quote : For everything there is a season and a time for every purpose under heaven. - Ecclesiastes Research Points Cost: 350 Required : Sailing and Mathematics Leads To : Astronomy Effects : Centres World Map Can Build Plantation Obsoletes Obelisk Obsoletes Stonehenge Code of Laws Quote : To bring about the rule of righteousness in the land, so that the strong should not harm the weak. - Hammurabi's Code; Prologue Research Points Cost: 350 Required : Writing and Priesthood or Currency Leads To : Civil Service, Constitution, Philosophy Effects : Enables Caste System First to Discover founds Confucianism Can Build Courthouse Can Build Chichen Itza Compass Quote : The wisest men follow their own direction. - Euripides Research Points Cost: 400 Required : Sailing and Iron Working Leads To : Optics Effects : Can Train Explorer Can Build Harbour Construction Quote : And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. - Percy Bysshe Shelley Research Points Cost: 350 Required : Masonry and Mathematics Leads To : Engineering Effects : Can Train War Elephant, Catapult Can Build Collesseum Enables Bridge Building Currency Quote : Everything is worth what its purchaser will pay for it. - Publius Syrus Research Points Cost: 400 Required : Mathematics Leads To : Code of Laws, Banking Effects : Can Build Market and Grocer +1 Trade Route per City Enables Gold Trading via Diplomacy Drama Quote : All the world's a stage, And all the men and women merely players. They have their exits and their entrances; And one man in his time plays many parts. - William Shakespeare Research Points Cost: 300 Required : Alphabet Leads To : Music, Philosophy Effects : Can Build Theatre, Globe Theatre Can Adjust Culture Rate Iron Working Quote : You should hammer your iron when it is glowing hot. - Publius Syrus Research Points Cost: 200 Required : Bronze Working Leads To : Compass, Steel Effects : Can Remove Jungle Reveals Iron Can Train Swordsman, Jaguar, Praetorian Literature Quote : Some books are to be tasted, others to be swallowed, and some to be chewed and digested. - Sir Francis Bacon Research Points Cost: 200 Required : Polytheism and Alphabet Leads To : Music Effects : Can Build Heroic Epic, National Epic Can Build The Great Library Mathematics Quote : If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. - Roger Bacon. Research Points Cost: 250 Required : Writing Leads To : Music, Calendar, Currency, Construction Effects : Workers produce +50% hammers while Chopping Can Build a Fort Can Build an Aqueduct Can Build the Hanging Gardens Metal Casting Quote : And them that take the sword shall perish by the sword. - The Bible, Matthew Research Points Cost: 450 Required : Pottery, Bronze Working Leads To : Machinery Effects : Can Build Forge Can Build The Collessus Can Build a Workshop Monarchy Quote : A multitude of rulers is not a good thing. Let there be one ruler, one king. - Herodotus Research Points Cost: 300 Required : Priesthood or Monetheism Leads To : Divine Right, Feudalism Effects : Enables Hereditary Rule Can Build a Winary You have advanced to the Medieval Age The Medieval Age Banking Quote : Banking establishments are more dangerous than standing armies. - Thomas Jefferson Research Points Cost: 700 Required : Currency and Guilds Leads To : Economics, Replaceable Parts Effects : Enables Mercantilism Can Build a Bank Civil Service Quote : The bureaucracy is expanding to meet the needs of the expanding bureaucracy. - Unknown Research Points Cost: 800 Required : Code of Laws or Feudalism Leads To : Nationalism, Paper Effects : Farm Spreads Irrigation Enables Bureaucracy Can Train Maceman, Samurai Divine Right Quote : I am the State. - Louis XIV Research Points Cost: 1200 Required : Theology, Monarchy Leads To : Nationalism Effects : First to Discover founds Islam Can Build Versailles, The Spiral Minaret Engineering Quote : A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. - Antoine de Saint-Expury Research Points Cost: 1000 Required : Machinery and Construction Leads To : Chemistry Effects : +1 Road Movement Can Train Pikeman Can Build Castle Can Build The Hagia Sophia Feudalism Quote : I will to my lord be true and faithful, and love all which he loves and shun all which he shuns. - Anglo Saxon Oath of Fealty Research Points Cost: 700 Required : Writing and Monarchy Leads To : Civil Service, Guilds Effects : Enables Vassalage, Serfdom Can Train Longbowman Guilds Quote : People of the same trade seldom meet together, even for merriment and diversion, but the conservation ends in a conspiracy against the public. - Adam Smith Research Points Cost: 1000 Required : Feudalism and Machinery Leads To : Banking, Gunpowder Effects : Workshop +1 Hammer Can Train Knight, Camel Archer, Conquistador Can Build Grocer Machinery Quote : A god from the machine - Menander Research Points Cost: 700 Required : Metal Casting Leads To : Guilds, Printing Press, Engineering, Optics Effects : Can Build a Windmill, Watermill Can Train Cho-Ko-Nu, Crossbowman, Samural, Maceman Music Quote : If music be the food of love, play on. - William Shakespeare Research Points Cost: 600 Required : Mathematics and Drama or Literature Leads To : Military Tradition Effects : First to Discover receives a Great Artist Can Construct Cathedal Optics Quote : One doesn't discover new lands without losing sight of the shore. - Andre Gide Research Points Cost: 600 Required : Compass and Machinery Leads To : Astronomy, Ecology Effects : +1 Sight Across Water Can create Whaling Boats Can Build Caravels Paper Quote : I cannot live without books. - Thomas Jefferson Research Points Cost: 600 Required : Theology or Civil Service Leads To : Education, Printing Press Effects : Enables Map Trading Philosophy Quote : I have gained this by philosophy: that I do without being commanded what others do only from fear of the law. - Aristotle Research Points Cost: 800 Required : Meditation and Code of Laws or Drama Leads To : Nationalism, Liberalism Effects : Enables Pacifism First to Discover founds Taoism Can Bulid Angkor Wat Theology Quote : Two cities have been formed by two loves: the earthly by the love of self; the heavenly by the love of God. - St Augustine Research Points Cost: 500 Required : Writing and Monotheism Leads To : Divine Right, Paper Effects : Enables Theocracy First to Discover founds Christianity Can Build Sistine Chapel You have reached the Renaissance Age The Renaissance Age Astronomy Quote: : Astronomy compels the soul to look upwards and lead us from this world to another. - Plato Research Points Cost: 2000 Required : Calendar and Optics Leads To : Scientific Method, Physics Effects : Can Build Galleon, Frigate Enables Trade Routes on Ocean Can Build Observatory Obsoletes The Colossus Chemistry Quote: : Chemistry means the difference between poverty and starvation and abundant life. - Robert Brent Research Points Cost: 1800 Required : Engineering and Gunpowder Leads To : Scientific Method, Biology, Steam Power, Steel Effects : Can Train Frigate, Grenadier Workshop +1 Hammer Obsoletes The Parthenon Constitution Quote: : No free man shall be taken, imprisoned, or in any other way destroyed, except by the lawful judgement of his peers. - The Magna Carta Research Points Cost: 2000 Required : Code of Laws and Nationalism Leads To : Democracy, Corporation Effects : Can Build Jail Enables Representation Corporation Quote: : Corporation, n. An ingenious device for obtaining individual profit without individual responsibility. - Ambrose Bierce Research Points Cost: 1600 Required : Constitution, Economics Leads To : Assembly Line Effects : Can Build Wall Street +1 Trade Routes per City Obsoletes The Great Lighthouse Democracy Quote: : It has been said that democracy is the worst kind of Government except all the others that have been tried. - Winston Churchill Research Points Cost: 2800 Required : Printing Press, Constitution Leads To : None Effects : Can Build Statue of Liberty Enables Emancipation, Universal Suffrage Economics Quote: : Compound interest is the most powerful force in the universe. - Albert Einstein Research Points Cost: 1400 Required : Education and Banking Leads To : Economics Effects : Enables Free Market First to Discover receives a Great Merchant Education Quote: : There is no wealth like knowledge, no poverty like ignorance. - Ali ibn Abi-Talib Research Points Cost: 1800 Required : Paper Leads To : Liberalism, Economics, Gunpowder Effects : Can Build University Can Build Oxford University Gunpowder Quote: : You can get of what you want with a kind of word and a gun than you can with just a kind word. - Al Capone Research Points Cost: 1200 Required : Guilds or Education Leads To : Chemistry, Rifling Effects : Can Train Musketman, Musketeer, Cavalry, Cossack Liberalism Quote: : Any society that will give up a little liberty to gain a little security will deserve neither and lose both. - Benjamin Franklin Research Points Cost: 1400 Required : Philosophy and Education Leads To : Communism Effects : First to Discover receives a Free Technology Enables Free Speech, Free Religion Military Tradition Quote: : Victorious warriors win firstand then go to war, while defeated warriors go to war first and then seek to win. - Sun-Tzu Research Points Cost: 2000 Required : Music and Nationalism Leads To : None Effects : Enables Defensive Pacts Can Train Cavalry, Cossack Can Build West Point Nationalism Quote: : A man does not have himself killed for a half-pence a day or for petty distinction. You must speak to the soul to electrify him. - Napoleon Bonaparte Research Points Cost: 1800 Required : Civil Service and Divine Right or Philosophy Leads To : Military Tradition, Constitution, Fascism Effects : Enables Nationhood Can Build Hermitage, Taj Mahal Printing Press Quote: : What gunpowder did for war, the printing press has done to for the mind. Wendell Phillips Research Points Cost: 1600 Required : Machinery and Paper Leads To : Democracy, Scientific Method, Replaceable Parts Effects : Village +1 Commerce Town +1 Commerce Replaceable Parts Quote: : The whole is more than the sum of its parts. - Aristotle Research Points Cost: 1800 Required : Banking and Printing Press Leads To : Rifling, Steam Power Effects : Can Build a Lumbermill Watermill +1 Hammer Windmill +1 Hammer Rifling Quote: : Political power grows out of the barrel of a gun. - Mao Zedong Research Points Cost: 2400 Required : Gunpowder and Replaceable Parts Leads To : Artillery, Rocketry Effects : Can Train Rifleman, Redcoat, Infantry, Marine, Navy SEAL, Mechanized Infantry, Tank, Panzer You have reached the Industrial Age The Industrial Age Artillery Quote: : Artillery adds dignity to what would otherwise be a vulgar brawl. - Frederick the Great Research Points Cost: 4000 Required : Physics, Steel, Rifling Leads To : Rocketry Effects : Can Train Artillery Assembly Line Quote: : People can have the Model T in any color - so long as it's black. - Henry Ford Research Points Cost: 5000 Required : Corporation and Steam Power Leads To : Fascism, Industrialism Effects : Can Train Infantry Can Build Factory, Coal Plant Can Build The Pentagon Biology Quote: : It is not the strongest of the species that survive, but the one most responsive to change. - Charles Darwin Research Points Cost: 3600 Required : Chemistry and Scientific Method Leads To : Ecology, Medicine, Refrigeration Effects : Can Build Farms without Irrigation Farms +1 Food Combustion Quote: : Everything in life is somewhere else, and you get there in a car. - E.B. White Research Points Cost: 3600 Required : Railroad Leads To : Flight, Plastics Effects : Obsoletes Whale Can Build a Well Can Build Transport, Destroyer, Submarine Communism Quote: : When I give food to the poor, they call me a saint. When I ask why the poor have no food, they call me a communist. - Dom Helder Camara Research Points Cost: 2800 Required : Liberalism and Scientific Method Leads To : None Effects : Can Train Spy Enables Permanent Alliance Enables State Property Can Build Scotland Yard, The Kremlin Electricity Quote: : We will make electricty so cheap that only the rich will burn candles. - Thomas Edison Research Points Cost: 4500 Required : Physics Leads To : Fission, Industrialism, Radio, Refrigeration Effects : Windmill +1 Commerce Watermill +2 Commerce Can Build Bunker, Bomb Shelter Can Build Broadway Fascism Quote: : The great masses of the people ... will more easily fall victims to a big lie than to a small one. - Adolf Hitler Research Points Cost: 2400 Required : Nationalism and Assembly Line Leads To : None Effects : Enables Permanent Alliance Enables Police State Can Build Mt Rushmore Fission Quote: : If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the Mighty One ... I am become death, the Shatterer of Worlds. - J Robert Oppenheimer, quoting "The Bhagavad Gita." Research Points Cost: 5500 Required : Electricity Leads To : Ecology, Fusion Effects : Can Build ICBM Can Build Nuclear Power Plant Can Build The Manhattan Project Industrialism Quote: : There is one rule for the industrialist and that is: Make the best quality of goods possible at the lowest cost possible, paying the highest wages possible. - Henry Ford Research Points Cost: 6500 Required : Electricity and Assembly Line Leads To : Plastics Effects : Obsoletes Ivory Reveals Aluminum Can Train Marine, Navy SEAL, Tank, Panzer, Battleship Medicine Quote: : As to diseases make a habit to two things - to help, or at least, to do no harm. - Hippocrates Research Points Cost: 4500 Required : Optics and Biology Leads To : None Effects : Enable Environmentalism Can Build Hospital, Red Cross Physics Quote: : To every action there is always opposed an equal reaction. - Issac Newton Research Points Cost: 4000 Required : Astronomy and Scientific Method Leads To : Electricity, Flight, Artillery Effects : Reveals Uranium First to Discovers receives a Great Scientist Railroad Quote: : I fooled you, I fooled you, I got pig iron, I got pig iron, I got all pig iron. - Lonnie Donegan, "Rock Island Line." Research Points Cost: 4500 Required : Steam Power, Steel Leads To : Combustion Effects : Can Build Railroads Can Train Machine Gun Scientific Method Quote: : I do not feel obliged that the same God who has endowed us with sense, religion, and intellect has intended us to forgo their use. - Galileo Galilei Research Points Cost: 2400 Required : Printing Press and Astronomy or Chemistry Leads To : Communism, Physics, Biology Effects : Obsoletes Great Library Obsoletes Monastery Reveals Oil Steam Power Quote: : You would make a ship sail against the winds and currents by lighting a bon-fire under her deck? I have no time for such nonsense. Napoleon, on Robert Fulton's Steamship Research Points Cost: 3200 Required : Chemistry and Replaceable Parts Leads To : Assembly Line, Railroad Effects : Can Build Ironclad Obsoletes The Hagia Sophia Workers Build Improvements 50% Faster Reveals Coal Steel Quote: : Before that steam drill shall beat me down, I'll die with my hammer in my hand. - From John Henry, the Steel-Driving Man Research Points Cost: 2800 Required : Iron Working and Chemistry Leads To : Artillery, Railroad Effects : Can Build Cannon, Ironclad Can Build Drydocks, Ironworks You have reached the Modern Age The Modern Age Composites Quote: : The world is greater than the sum of its parts. - Aristotle Research Points Cost: 7500 Required : Plastics and Satellites Leads To : Future Tech Effects : Can Build Modern Armour, Jet Fighter, Stealth Bomber Computers Quote: : Never trust a computer you can't throw out the window. - Steve Wozniak Research Points Cost: 6500 Required : Radio Leads To : Gentics, Fiber Optics, Robotics Effects : Can Build Modern Armour Can Build Laboratory Obsoletes Angkor Wat Obsoletes Spira Minaret Ecology Quote: : We do not inherit the earth from our ancestors, we borrow from our children. - Native American Song Research Points Cost: 5000 Required : Biology and Plastics or Fission Leads To : None Effects : Can Scrub Fallout Can Build Recycling Centre, SS Life Support Fiber Optics Quote: : There is a single light of science, and to brighten it anywhere is to brighten it everywhere. - Issac Asimov Research Points Cost: 7500 Required : Computers and Plastics or Satellites Leads To : Fusion Effects : Obsoletes The Kremlin Can Build The Internet, SS Cockpit Flight Quote: : For once you have tasted flight you will walk the earth with your eyes turned skywards, for there you have been and there you will long to return. - Leonardo Da Vinci Research Points Cost: 5000 Required : Physics and Combustion Leads To : Rocketry Effects : Can Train Gunship, Carrier, Fighter, Bomber, Jet Fighter, Stealth Bomber Can Build Airport Fusion Quote: : Any sufficiently advanced technology is indistingiushable from magic. - Arthur C. Clarke Research Points Cost: 8000 Required : Fission and Fiber Optics Leads To : None Effects : First to Discover receives a Great Engineer Can Build SS Engine Genetics Quote: : Soon it will be a sin for parents to have a child which carries the heavy burden of genetic disease. - Bob Edwards Research Points Cost: 7000 Required : Refrigeration and Computers Leads To : Future Tech Effects : +3 Health in All Cities Can Build SS Statis Chamber Mass Media Quote: : The only thing worse than to be talked about is not being talked about. - Oscar Wilde Research Points Cost: 3600 Required : Radio Leads To : None Effects : Can Build Broadcast Tower Can Build Hollywood, United Nations Plastics Quote: : I want to say just one word to you, Just one word: plastics. - Calder Willingham, The Graduate Research Points Cost: 7000 Required : Combustion and Industrialism Leads To : Ecology, Composites, Fiber Optics, Robotics Effects : Obsoletes Fur Can Create Offshore Platform Can Build Hydro Plant, The Three Gorges Dam Radio Quote: : Then one fine mornin' she puts on a New York station. You know her life was saved by Rock n' Roll. - The Velvet Underground, "Rock and Roll" Research Points Cost: 6000 Required : Electricity Leads To : Mass Media, Computers, Satellites Effects : Can Build Bomber, Submarine Can Build Eiffel Tower, Rock n' Roll Refrigeration Quote: : Tell me what you eat, and I will tell you what you are. - Anthelme Brillat-Savarin (Iron Chef Quote :) ) Research Points Cost: 4000 Required : Biology and Electricity Leads To : Genetics Effects : +1 Extra Moves for Water Units Can Build Supermarket Robotics Quote: : The real problem is not whether machines think, but whether men do. - B.F. Skinner Research Points Cost: 8000 Required : Plastics and Computers Leads To : None Effects : Can Build Mechanized Infantry, Stealth Bomber Can Build Space Elevator, SS Docking Bay Rocketry Quote: : The Earth is the cradle of the mind, but one cannot eternally live in a cradle. - Konstantin E. Tsiolkovsky Research Points Cost: 5000 Required : Rifling and Flight or Artillery Leads To : Satellites Effects : Can Train SAM Infantry, Gunship, ICBM Can Build Apollo Program, SS Casing Satellites Quote: : Beep ... beep ... beep ... beep ... - Sputnik I Research Points Cost: 6000 Required : Radio and Rocketry Leads To : Composites and Fiber Optics Effects : Reveals World Map Can Build SDI, SS Thrusters The Future Future Tech Quote: : The future will be better tomorrow. - Dan Quayle Research Points Cost: 10000 Required : Composites and Genetics Leads To : None Effects : +1 Health in All Cities +1 Happiness in All Cities ------------------------------------------------------------------------------ [5.06] Civics Civics the various forms of Government and their position to their people. They can be despots or presidents, have absolute or no control over the economy and choose what religions you have to believe in. Each civic has a different effect. Some are more useful in some situations while the other civics are more useful in other situations. You will start with the most basic civics and have to research more powerful forms of civics. There are 5 different sorts of Civics: Government, Labor, Legal, Economy and Religion. Each civic has an upkeep of no, low, medium or high. This is the cost on your economy to employ each civic. Generally speaking, the higher upkeep it costs, the more useful and powerful the civic is. But being powerful doesn't mean much if you can't afford to keep it that way. In fact, some civics are better because they require no cost. The cost will depend on the amount of cities and the population. The larger of either of them, or both, the more upkeep you will have to pay. When you want to change civics, you have to go to your domestic advisor and change the civic you want by clicking on it. Then you have to go through a revolution. You may experience anarchy but if you have the spiritual trait in a leader, you won't. When you move through an anarchy period, citizens will not produce anything, no food, no research, no production, no commerce. After your turns of anarchy, your citizens will be back to normal and produce the resources as normal. There will be a delay period before you can have another revolution. Change can only be adapted to after a period. Government Civics Despotism Upkeep : Low Requires : Nothing Description: The most basic of the Civics. This is the form of Government where there is an absolute ruler who wields all the power. Despite the negative connotations, there are some leaders who are despots who have been benevolent rather than corrupt. Effects : None Herditary Rule Upkeep : Low Requires : Monarchy Description: It is a kind of rule where leadership passes down from one family member to the next in line, generally a male. This is normally associated with Monarchic rulers but can appear in despots and in Communist countries, for example, North Korea. Effects : +1 Happiness for every Military Unit Stationed in a City Representation Upkeep : Medium Requires : Constitution Description: It is where there is an representative Government where there are representatives to represent the people, who vote them in. These representatives are there to represent for a limited amount of time and work through forming groups such as Senates, Parliaments and Councils. Effects : +3 Research Points per Specialist +2 Happiness in the Six Largest Cities Police State Upkeep : High Requires : Fascism Description: When there is a Government under a police state, the Government maintains strict control over its people through the police force and then, a secret police force. Civil liberties are denied and those who speak out disappear or get punished. Effects : +25% Military Unit production -50% War Unhappiness Universal Suffrage Upkeep : Medium Requires : Democracy Description: Universal suffrage means that everyone and everyone can vote, regardless of age, gender, race, creed, or whatever. There is no discrimination. However, even the most universal suffrage is not completely universal. For example, some countries require people to be at least 18. Effects : +1 Hammer Production from Towns Can spend Gold to Hurry Production Legal Civics Barbarism Upkeep : Low Requires : Nothing Description: There is where there is no justice. The strong take what they want from the weak and suffer no ill consequences. They can take money, possessions to spouses and children. Disputes are settled the old fashioned way, by combat. Effects : None Vassalage Upkeep : High Requires : Feudalism Description: This is the feudal system where person enters a contract with their lord, agreeing to protect and serve the lord in return for monetary rewards or sovereignty over a parcel of land. The contract is binding both religiously and politically. Effects : New Units receive +2 Experience Points Lower Unit Support Costs Bureaucracy Upkeep : Medium Requires : Civil Service Description: Bureaucracy is where a professional class manages the day to day operation of the Government. They will collect the taxes, build the railroads, do whatever it is that the ruler wants done on the day. For example, the motor registry is an example of a bureaucracy. Effects : +50% Hammer Production in Capital +50% Commerce Production in Capital Nationhood Upkeep : None Requires : Nationalism Description: There is where everything in the legal system is done for the good of the nation. People who speak against the nation will be dealt with. Effects : Can Draft up to 5 Units per turn +2 Happiness from Barracks Free Speech Upkeep : Low Requires : Liberalism Description: Free speech is the notion that people can say whatever they want where ever they want unless it causes harm to the person or those around them, or in some cases, until they get beaten up. Still, even in the freest society, you want go walking down the street and yell "BOMB!" Effects : +100% Culture Production in All Cities +2 Commerce from Towns Labour Civics Tribalism Upkeep : Low Requires : Nothing Description: There is where everyone works for the good and the survival of the tribe. It shows the importance of the tribe and no one has any rights, each man, woman and child does everything for the good of the tribe. In a tribe, nothing is unknown. Effects : None Slavary Upkeep : Low Requires : Bronze Working Description: Slavery is where some people are judged as inferior to others and as such, treated as objects and possessions that can be used in trade. Great cities such as Athens and Rome has slaves and in some cases of history, entire races were enslaved. Effects : Can Sacrifice population to finish Production in a City Serfdom Upkeep : Low Requires : Feudalism Description: Serfdom is the advanced form of slavery. The master does not have all the power and the serf, who replaces the slave, is afforded some rights. The rights of the serf depends from place to place, in some cases, the serfs had no rights, except they could not be killed without a just reason, while others could marry. Effects : Workers Build Improvements 50% faster Caste System Upkeep : Medium Requires : Code of Laws Description: This is the system where your parenthood will determine your role in society. If your parents were blacksmiths, that was your job as well. If they were merchants, so were you. Marriage was only within one caste, while inter-caste marriage was illegal. You can advance within your own caste, and thats the amount you can go. Effects : Unlimited Artists, Merchants and Scientists Emancipation Upkeep : Low Requires : Democracy Description: Emancipation means the abolition of slavery, serfdom and the caste system. All members are treated as the same, it does not matter if you are rich or poor, had good parents or didn't have good parents. All that matters is how smart and cunning you are to advance within the labour system. Effects : +100% growth for Cottage, Hamlet and Village -1 Happiness for Civilisations without Emancipation Economic Civics Decentralisation Upkeep : Low Requires : None Description: This is where the Government does not attempt to manage or change every aspect of production in the economy. They allow the farmers to grow what they want, and how much they want. Factory owners choose what to manufacture, and how much of it. Effects : None Mercantilism Upkeep : Medium Requires : Banking Description: This is the opposite of decentralisation where the Government tells the farmer what to produce, and how much of it. They tell who to do what, and if you don't like it, well too bad. They may ban imports into their country. Effects : +1 Free Specialist per City No Foreign Trade Routes Free Market Upkeep : Medium Requires : Economics Description: This is similar to a decentralised market where the Government lets the market produce what is needed and wanted based on the theory of supply and demand. If someone wants it, ie, demand, someone will have to supply it but is someone supplies it, it does not mean someone has to demand it. Effects : +1 Trade Route per City State Property Upkeep : Low Requires : Communism Description: This is the system where everything is owned by the State and the public owns nothing. The State owns the farms, the factories, the everything. The citizens may decide what clothes they want or the food they want, but everything else is given by the state, or taken away by the state. Effects : No Maintenance Costs from Distance to Palace +1 Food from Watermills and Windmills Environmentalism Upkeep : Medium Requires : Medicine Description: This is the economic policies that everything is done to ensure the survival and protection of the Environment. More research and money is spent on renewable Resources and clean technology and everything possible is recycled. However, this is near impossible given the amount of crap we've given the Earth. Effects : +6 Health in All Cities +1 Happiness from Jungles and Forests Religious Civics Paganism Upkeep : Low Requires : None Description: This is where the people worship everything around them, from the Sun to the Earth, from the wind to the sand. However, they tend to worship certain concepts and ideas and beings. Pagans can believe in many Gods, doing many things, such as rising the sun or to causing a comet to crash into Earth. Effects : None Organised Religion Upkeep : High Requires : Monotheism Description: An organised religion is where there is a central authority which intreprets everything to a theology, which is sent to the public. It appoints holy men to ensure the religion is following the path that it wants. The central authority can be a rigid group or a group of elders. Effects : Can Build Missionaries without Monasteries Cities with State Religion construct Buildings 25% faster Theocracy Upkeep : Medium Requires : Theology Description: A theocracy is where there are or is holy men or a holy man in charge of Government. The Government is to benefit the people but the ultimate goal is to act in accordance to their Almighty whose wishes are intrepreted by such men. Effects : +2 Experience Points to New Units in Cities with State Religion No Non-State Religion Spread Pacifism Upkeep : None Requires : Philosophy Description: This is the religion that violence, of any kind, is against the will of God. Man must not fight against a fellow man, if you get hit, you must turn the other cheek, under the presumption that it also will get it. If you get attacked, for not fighting back, you will receive your reward in heaven, or your next incarnation. Effects : +100% Great Person Growth Rate in Cities with State Religion +1 Gold Support Cost for each Military Unit Free Religion Upkeep : Low Requires : Liberalism Description: Free religion means simply that, there is no state religion and everyone is free to believe in what they want to believe in. This encourages people of other faiths to immigrate to that country due to the free religion. Effects : No State Religion +1 Happiness for each Non-State religion +10% Research Point output in All Cities. ------------------------------------------------------------------------------ [5.07] Units Your army needs units to fight. Therefore, you must train units to fight on the land, the high seas and in the air. You have to defend your land from the barbarians, from rivals, but to attack those you make a mockery of you. Or else, you can have end game building tons of nukes, launching so many that it will defeat the SDI. Air Units Fighter Unique : No Hammers Required : 100 Hammers Technology Required : Flight, Oil Strength : 12 Movement : 1 (6 Range) Effects : Can Intercept Aircraft (50% Chance) Can destroy Improvements Can Bombard Cities (-5% Per Attack) Jet Fighter Unique : No Hammers Required : 150 Hammers Technology Required : Composites, Flight, Oil, Aluminum Strength : 24 Movement : 1 (10 Range) Effects : Can Intercept Aircraft (70% Chance) Can destroy Improvements Can Bombard Cities (-10% Per Attack) Bomber Unique : No Hammers Required : 140 Hammers Technology Required : Radio, Flight, Oil Strength : 16 Movement : 1 (8 Range) Effects : Causes Collateral Damage -50% Against Water Units Can destroy Improvements Can Bombard Cities (-15% Per Attack) Stealth Bomber Unique : No Hammers Required : 200 Hammers Technology Required : Composites, Flight, Robotics, Oil, Aluminum Strength : 20 Movement : 1 (12 Range) Effects : Can Evade Interception (50% Chance Causes Collateral Damage -50% Against Water Units Can destroy Improvements Can Bombard Cities (-20% Per Attack) ICBM Unique : No Hammers Required : 500 Hammers Technology Required : The Manhattan Projecy, Rocketry, Fission, Uranium Strength : 1 Movement : 1 (Umlimited Range) Effects : Can Nuke Enemy Lands Creates a 3X3 Fallout Square if successful Archery Units Archer Unique : No Hammers Required : 25 Hammers Technology Required : Archery Strength : 3 Movement : 1 Effects : 1 First Strike +50% City Defence +25% Hills Defence Skirmisher Unique : Yes (Mali) Hammers Required : 25 Hammers Technology Required : Archery Strength : 4 Movement : 1 Effects : 1 First Strike +50% City Defence +25% Hills Defence Longbowman Unique : No Hammers Required : 50 Hammers Technology Required : Feudalism, Archery Strength : 6 Movement : 1 Effects : 1 First Strike +25% City Defence +25% Hills Defence Crossbowman Unique : No Hammers Required : 60 Hammers Technology Required : Machinery, Archery, Iron Strength : 6 Movement : 1 Effects : 1 First Strike +50% Against Melee Units Cho-Ko-Nu Unique : Yes (Chinese) Hammers Required : 60 Hammers Technology Required : Machinery, Archery, Iron Strength : 6 Movement : 1 Effects : 2 First Strikes +50% Against Melee Units Causes Collateral Damage Armoured Units Tank Unique : No Hammers Required : 180 Hammers Technology Required : Industrialism, Rifling, Oil Strength : 28 Movement : 2 Effects : Doesn't Receive Defensive Bonuses Starts with Blitz Panzer Unique : Yes (Germans) Hammers Required : 180 Hammers Technology Required : Industrialism, Rifling, Oil Strength : 28 Movement : 2 Effects : Doesn't Receive Defensive Bonuses Starts with Blitz 50% Against Armoured Units Modern Armour Unique : No Hammers Required : 240 Hammers Technology Required : Composites, Computers, Oil, Aluminum Strength : 40 Movement : 2 Effects : 1 First Strike Doesn't Receive Defensive Bonuses Starts with Blitz Gunpowder Units Musketman Unique : No Hammers Required : 80 Hammers Technology Required : Gunpowder Strength : 9 Movement : 1 Effects : None Musketeer Unique : Yes (France) Hammers Required : 80 Hammers Technology Required : Gunpowder Strength : 9 Movement : 2 Effects : None Rifleman Unique : No Hammers Required : 110 Hammers Technology Required : Rifling Strength : 14 Movement : 1 Effects : +25% Against Mounted Units Redcoat Unique : Yes (England) Hammers Required : 110 Hammers Technology Required : Rifling Strength : 16 Movement : 1 Effects : +25% Against Mounted Units +25% Against Gunpowder Units Grenadier Unique : No Hammers Required : 100 Hammers Technology Required : Chemistry Strength : 12 Movement : 1 Effects : +50% Against Rifleman Infantry Unique : No Hammers Required : 140 Hammers Technology Required : Assembly Line, Rifling Strength : 20 Movement : 1 Effects : +25% Against Gunpowder Units SAM Infantry Unique : No Hammers Required : 150 Hammers Technology Required : Rocketry Strength : 18 Movement : 1 Effects : Can Intercept Aircraft (40% Chance) +50% Against Helicopter Units Marine Unique : No Hammers Required : 160 Hammers Technology Required : Industrialism, Rifling Strength : 24 Movement : 1 Effects : +50% Attack Against Machine Guns +50% Attack Against Artillery Starts with Amphibious Navy SEAL Unique : Yes (America) Hammers Required : 160 Hammers Technology Required : Industrialism, Rifling Strength : 24 Movement : 1 Effects : +50% Attack Against Machine Guns +50% Attack Against Artillery 1-2 First Strikes Starts with Amphibious, March Mechanized Infantry Unique : No Hammers Required : 200 Hammers Technology Required : Robotics, Rifling Strength : 32 Movement : 2 Effects : Can Intercept Aircraft (20% Chance) Starts with March Helicopter Units Gunship Unique : No Hammers Required : 160 Hammers Technology Required : Rocketry, Flight, Oil Strength : 24 Movement : 4 Effects : Cannot Capture Enemy Cities Doesn't Receive Defensive Bonuses Ignore Terrain Movement Costs Can Withdraw from Combat (25% Chance) +100% Against Armoured Units Melee Units Warrior Unique : No Hammers Required : 15 Hammers Technology Required : None Strength : 2 Movement : 1 Effects : +25% City Defence Quechua Unique : Yes (Inca) Hammers Required : 15 Hammers Technology Required : None Strength : 2 Movement : 1 Effects : +25% City Defence +100% Against Archery Units Swordsman Unique : No Hammers Required : 40 Hammers Technology Required : Iron Working, Iron Strength : 6 Movement : 1 Effects : +10% City Attack Jaguar Unique : Yes (Aztecs) Hammers Required : 35 Hammers Technology Required : Iron Working Strength : 5 Movement : 1 Effects : +10% City Attack +25% Jungle Defence Praetorian Unique : Yes (Rome) Hammers Required : 45 Hammers Technology Required : Iron Working, Iron Strength : 8 Movement : 1 Effects : None Axeman Unique : No Hammers Required : 35 Hammers Technology Required : Bronze Working, Copper or Iron Strength : 5 Movement : 1 Effects : +50% Against Melee Units Maceman Unique : No Hammers Required : 70 Hammers Technology Required : Civil Service, Machinery, Copper or Iron Strength : 8 Movement : 1 Effects : +50% Against Melee Units Samurai Unique : Yes (Japan) Hammers Required : 70 Hammers Technology Required : Civil Service, Machinery, Copper or Iron Strength : 8 Movement : 1 Effects : 2 First Strikes +50% Against Melee Units Spearman Unique : No Hammers Required : 35 Hammers Technology Required : Hunting, Copper or Iron Strength : 4 Movement : 1 Effects : +100% Against Mounted Units Phalanx Unique : Yes (Greek) Hammers Required : 35 Hammers Technology Required : Hunting, Copper or Iron Strength : 5 Movement : 1 Effects : +25% Hill Defence +100% Against Mounted Units Pikeman Unique : No Hammers Required : 60 Hammers Technology Required : Engineering, Iron Strength : 6 Movement : 1 Effects : +100% Against Mounted Units Mounted Units Chariot Unique : No Hammers Required : 25 Hammers Technology Required : The Wheel, Horse Strength : 4 Movement : 2 Effects : Doesn't Receive Defensive Bonuses Can Withdraw from Combat (20% Chance) War Chariot Unique : Yes (Egypt) Hammers Required : 25 Hammers Technology Required : The Wheel, Horse Strength : 5 Movement : 2 Effects : Immune to First Strikes Doesn't Receive Defensive Bonuses Can Withdraw from Combat (20% Chance) Immortal Unique : Yes (Persia) Hammers Required : 25 Hammers Technology Required : The Wheel, Horse Strength : 4 Movement : 2 Effects : +50% Against Archery Units Can Withdraw from Combat (30% Chance) Horse Archer Unique : No Hammers Required : 50 Hammers Technology Required : Horseback Riding, Archery, Horse Strength : 6 Movement : 2 Effects : Immune to First Strikes Doesn't Receive Defensive Bonuses +50% Attack Against Catapult Keshik Unique : Yes (Mongol) Hammers Required : 50 Hammers Technology Required : Horseback Riding, Archery, Horse Strength : 6 Movement : 2 Effects : 1 First Strike Doesn't Receive Defensive Bonuses +50% Attack Against Catapult Ignore Terrain Cost Knight Unique : No Hammers Required : 90 Hammers Technology Required : Guilds, Horseback Riding, Horse, Iron Strength : 10 Movement : 2 Effects : Immune to First Strikes Doesn't Receive Defensive Bonuses Camel Archer Unique : Yes (Arabs Hammers Required : 90 Hammers Technology Required : Guilds, Horseback Riding, Archery Strength : 10 Movement : 2 Effects : Immune to First Strikes Doesn't Receive Defensive Bonuses Can Withdraw from Combat (25% Chance) Conquistador Unique : Yes (Spain) Hammers Required : 90 Hammers Technology Required : Guilds, Horseback Riding, Horse, Iron Strength : 10 Movement : 2 Effects : Immune to First Strikes 50% Against Melee Units Cavalry Unique : No Hammers Required : 120 Hammers Technology Required : Military Tradition, Horseback Riding, Gunpowder, Horse Strength : 15 Movement : 2 Effects : Doesn't Receive Defensive Bonuses Can Withdraw from Combat (30% Chance) +50% Attack Against Cannon Cossack Unique : Yes (Russia) Hammers Required : 120 Hammers Technology Required : Military Tradition, Horseback Riding, Gunpowder, Horse Strength : 18 Movement : 2 Effects : +50% Against Mounted Units Doesn't Receive Defensive Bonuses Can Withdraw from Combat (30% Chance) +50% Attack Against Cannon War Elephant Unique : No Hammers Required : 60 Hammers Technology Required : construction, Ivory Strength : 8 Movement : 1 Effects : Doesn't Receive Defensive Bonuses +50% Against Mounted Units Naval Units Galley Unique : No Hammers Required : 50 Hammers Technology Required : Sailing Strength : 2 Movement : 2 Effects : Cargo Space = 2 Cannot Enter Ocean Caravel Unique : No Hammers Required : 60 Hammers Technology Required : Optics Strength : 3 Movement : 3 Effects : Cargo Space = 1 Can Explore Rival Territory Galleon Unique : No Hammers Required : 80 Hammers Technology Required : Astronomy Strength : 4 Movement : 4 Effects : Cargo Space = 3 Frigate Unique : No Hammers Required : 90 Hammers Technology Required : Chemistry, Astronomy, Iron Strength : 8 Movement : 4 Effects : Can Bombard City Defence (-10% Per Attack) Ironclad Unique : No Hammers Required : 100 Hammers Technology Required : Steel, Steam Power, Iron, Coal Strength : 12 Movement : 2 Effects : Cannot Enter Ocean Can Bombard City Defence (-10% Per Attack) Transport Unique : No Hammers Required : 125 Hammers Technology Required : Combustion, Oil or Uranium Strength : 16 Movement : 5 Effects : Cargo Space = 4 Destroyer Unique : No Hammers Required : 200 Hammers Technology Required : Combustion, Oil or Uranium Strength : 30 Movement : 8 Effects : Can See Submarines Can Intercept Aircraft (30% Chance) Can Bombard Cities (-15% Per Attack) Battleship Unique : No Hammers Required : 225 Hammers Technology Required : Industrialism, Oil or Uranium Strength : 40 Movement : 6 Effects : Causes Collateral Damage Can Bombard Cities (-20% Per Attack) Submarine Unique : No Hammers Required : 150 Hammers Technology Required : Radio, Combustion, Oil or Uranium Strength : 24 Movement : 6 Effects : Invisible to Most Units Cargo Space = 1 Can Pass through Impassable Terrain Can Explore Rival Territory Can Withdraw from Combat (50% Chance) Carrier Unique : No Hammers Required : 175 Hammers Technology Required : Flight, Oil or Uranium Strength : 16 Movement : 5 Effects : Cargo Space = 3 (Fighters) Recon Units Scout Unique : No Hammers Required : 15 Hammers Technology Required : Hunting Strength : 1 Movement : 2 Effects : Better Results from Tribal Villages Can Only Defend +100% Against Animals Explorer Unique : No Hammers Required : 40 Hammers Technology Required : Compass Strength : 4 Movement : 2 Effects : Can Only Defend Better Results from Tribal Villages Ignore Terrain Movement Costs Starts with Guerilla I, Woodsman I Siege Weapons Catapult Unique : No Hammers Required : 40 Hammers Technology Required : Construction Strength : 5 Movement : 1 Effects : Doesn't Receive Defensive Bonuses Can Withdraw from Combat (25% Chance) Causes Collateral Damage Can Bombard Cities (-15% Per Attack) Cannon Unique : No Hammers Required : 100 Hammers Technology Required : Steel, Iron Strength : 12 Movement : 1 Effects : Doesn't Receive Defensive Bonuses Can Withdraw from Combat (25% Chance) Causes Collateral Damage Can Bombard Cities (-20% Per Attack) Machine Gun Unique : No Hammers Required : 125 Hammers Technology Required : Railroad Strength : 18 Movement : 1 Effects : Can Only Defend 1 First Strike +50% Against Gunpowder Units Artillery Unique : No Hammers Required : 150 Hammers Technology Required : Artillery Strength : 18 Movement : 1 Effects : Doesn't Receive Defensive Bonuses Can Withdraw from Combat (25% Chance) Causes Collateral Damage Can Bombard Cities (-25% Per Attack) +50% Against Siege Weapons ------------------------------------------------------------------------------ [5.08] Promotions In battle, you will find that your battle harden troops will survive better than your new green recruits. They are better than your new troops and better seeing that the other guys gets beaten up badly. Your units will be able to get promotions by acquiring the necessary XP points to level up. There are several sources of XP points. The barracks will grant your troops +4 Experience Points for every new land unit created. Drydocks are the naval equalivant. The West Point Academy will grant you +4 Experience points for every unit in that city created. The Pentagon will grant +2 Experience Points in all cities. The civics can also give a boost. Vassalage will grant all new units with 2 Experience Points while Theocracy will grant +2 Experience Points to all units created in cities with the State Religion The most common way for units to gain Experience Points is through combat. For destroying an enemy units, regardless of what it is, you will have the victorious unit gain an XP. Some units will start with promotions depending on what it is. Most will be special units. An example is the Navy SEAL of the American Empire who will be given March. Some Wonders will give a promotion, such as the Red Cross who will give the Medic I promotion for all units created in that city. Accuracy Requires : City Raider I or Barrage I Available To : Siege Weapons Special Abilities : +10% City Bombard Damage Leads To : None Ambush Requires : Combat II Available To : Siege Weapons Gunpowder Units Armoured Units Helicopter Units Special Abilities : +25% Against Armoured Units Leads To : None Amphibious Requires : Combat II Available To : Recon Units Archery Units Mounted Units Gunpowder Units Melee Units Siege Weapons Special Abilities : No Combat Penalty for Attacking from Sea No Combat Penalty for Crossing River Leads To : None Barrage I Requires : None Available To : Siege Weapons Armoured Units Naval Units Special Abilities : +20% Collateral Damage Leads To : Barrage II, Accuracy Barrage II Requires : Barrage II Available To : Siege Weapons Armoured Units Naval Units Special Abilities : +30% Collateral Damage +10% Against Melee Units Leads To : Barrage III Barrage III Requires : Barrage II Available To : Siege Weapons Armoured Units Naval Units Special Abilities : +50% Collateral Damage +10% Against Gunpowder Units Leads To : None Blitz Requires : Combat III Available To : Armoured Units Mounted Units Helicopter Units Special Abilities : Can Attack Multiple Times per Turn Leads To : None Charge Requires : Combat II Available To : Mounted Units Armoured Units Melee Units Helicopter Units Special Abilities : +25% Against Siege Weapons Leads To : None City Garrison I Requires : None Available To : Archery Units Gunpowder Units Special Abilities : +20% City Defence Leads To : City Garrison II City Garrison II Requires : City Garrison I Available To : Archery Units Gunpowder Units Special Abilities : +25% City Defence Leads To : City Garrison III City Garrison III Requires : City Garrison II Available To : Archery Units Gunpowder Units Special Abilities : +30% City Defence +10% Against Melee Units Leads To : None City Raider I Requires : None Available To : Melee Units Siege Weapons Armoured Units Special Abilities : +20% City Attack Leads To : City Raider II, Accuracy City Raider II Requires : City Raider I Available To : Melee Units Siege Weapons Armoured Units Special Abilities : +25% City Attack Leads To : City Raider II City Raider III Requires : City Raider II Available To : Melee Units Siege Weapons Armoured Units Special Abilities : +30% City Attack +10% Against Gunpowder Units Leads To : None Combat I Requires : None Available To : All Units Special Abilities : +10% Strength Leads To : Combat II, Cover, Shock, Pinch, Medic I Combat II Requires : Combat I Available To : All Units Special Abilities : +10% Strength Leads To : Combat III, Formation, Charge, Ambush, Amphibious Combat III Requires : Combat II Available To : All Units Special Abilities : +10% Strength Leads To : Combat IV, March, Blitz, Sentry Combat IV Requires : Combat III Available To : All Units Special Abilities : +10% Strength Heals Extra +10% Damage per Turn in Neutral Land Leads To : Combat V, Commando Combat V Requires : Combat IV Available To : All Special Abilities : +10% Strength Heals Extra +10% Damage per Turn in Enemy Land Leads To : None Commando Requires : Combat IV Available To : Recon Units Archery Units Mounted Units Melee Units Gunpowder Units Armoued Units Special Abilities : Can Use Enemy Roads Leads To : None Cover Requires : Combat I Available To : Archery Units Melee Units Gunpowder Units Special Abilities : +25% Against Archery Units Leads To : None Drill I Requires : None Available To : Archery Units Armoured Units Helicopter Units Naval Units Siege Weapons Special Abilities : 1 Extra First Strike Chance Leads To : Drill II Drill II Requires : Drill I Available To : Archery Units Armoured Units Helicopter Units Naval Units Siege Weapons Special Abilities : 1 Extra First Strike Leads To : Drill III Drill III Requires : Drill II Available To : Archery Units Armoured Units Helicopter Units Naval Units Siege Weapons Special Abilities : +2 First Strike Chances Leads To : Drill IV Drill IV Requires : Drill III Available To : Archery Units Armoured Units Helicopter Units Naval Units Siege Weapons Special Abilities : +2 First Strikes +10% Against Mounted Units Leads To : None Flanking I Requires : None Available To : Mounted Units Armoured Units Helicopter Units Naval Units Special Abilities : +10% Withdrawal Chance Leads To : Flanking II, Sentry, Navigation I Flanking II Requires : Flanking I Available To : Mounted Units Armoured Units Helicopter Units Naval Units Special Abilities : +20% Withdrawal Chance Immune to First Strikes Leads To : Mobility Formation Requires : Combat II Available To : Mounted Units Archery Units Melee Units Gunpowder Units Special Abilities : +25% Against Mounted units Leads To : None Guerilla I Requires : None Available To : Archery Units Recon Units Gunpowder Units Special Abilities : +20% Hills Defence Leads To : Guerilla II Guerilla II Requires : Guerilla I Available To : Archery Units Recon Units Gunpowder Units Special Abilities : Double Movement in Hills +30% Hills Defence Leads To : None March Requires : Combat III or Medic I Available To : Recon Units Melee Units Mounted Units Archery Units Siege Weapons Gunpowder Units Special Abilities : Can Heal while Moving Leads To : None Medic I Requires : Combat I Available To : Recon Units Archery Units Mounted Units Melee Units Gunpowder Units Naval Units Siege Weapons Special Abilities : Heal Units in Same Tile 10% Damage Per Turn Leads To : Medic II, March Medic II Requires : Medic I Available To : Recon Units Archery Units Mounted Units Melee Units Gunpowder Units Naval Units Siege Weapons Special Abilities : Heals Units in Adjacent Tiles 10% Damage Per Turn Leads To : None Mobility Requires : Flanking II Available To : Mounted Units Armoured Units Special Abilities : -1 Terrain Movement Cost Leads To : None Navigation I Requires : Flanking I Available To : Naval Units Special Abilities : +1 Movement Range Leads To : Navigation II Navigation II Requires : Navigation I Available To : Naval Units Special Abilities : +1 Movement Range Leads To : None Pinch Requires : Combat I Available To : Mounted Units Armoured Units Gunpowder Units Helicopter Units Special Abilities : +25% Against Gunpowder Units Leads To : None Sentry Requires : Flanking I or Combat III Available To : Recon Units Mounted Units Helicopter Units Naval Units Special Abilities : +1 Visibility Range Leads To : None Shock Requires : Combat I Available To : Archery Units Mounted Units Melee Units Siege Weapons Special Abilities : +25% Against Melee Units Leads To : Woodsman I Requires : None Available To : Recon Units Melee Units Gunpowder Units Special Abilities : +20% Jungle Defence +20% Forest Defence Leads To : Woodsman II Woodsman II Requires : Woodsman I Available To : Recon Units Melee Units Gunpowder Units Special Abilities : +30% Jungle Defence +30% Forest Defence Double Movement in Jungles Double Movement in Forests Leads To : None ------------------------------------------------------------------------------ [5.09] Other Stuffs This section will contain the other stuff I couldn't fit elsewhere. Animals There are roaming animals that will attack whoever they want. They will attack your units, making settlers and workers at risk. You will have to protect them with your military. As more of the world is claim, they will disappear. Barbarians These are roaming humans looking for something to steal. In constrast to the animals, they will come into your land and attack you. They are far more dangerous and can even start cities, developing the land around them. Golden Age This is when your civilisation is slowing with extra knowledge. During this period, your farms produce more, your mines produce more, everything will be increased in produciton. It lasts for 8 turns. It is started by the Taj Mahal wonder and by sacrificing 2 Great People. ------------------------------------------------------------------------------ [6.01] v1.09 Changes: - increased cost of Apollo Program... - increased SS parts cost... - Animal Husbandry reveals Horses - tweaked Rifling, Chemistry, Steel, and Railroad tech costs... - increased late-game tech costs... - can now add two specialists in size 1 city with Mercantilism... - final score is now modified by difficulty level... - Speed up load times - Global performance enhancements Added: - Include WB map size in the description field - Save login name - Added password encryption - Added regenerate Map Button to World builder Map Mode... - checkbox for using low resolution textures - more logging for init failure - minspec / video memory checking - Added ability to change to and from fullscreen while in-game - holding during startup will clean out the cache - improved bink playback, added ini options Fixes: - ATI issue Failed to Init Renderer Fixed - Multiplayer Lobby list jump problem and lobby crash fixed - fixed war weariness calculation bug... - units maintain their name when upgraded - fixed Gold-for-Gold diplo exploit... - fixed no research choice overflow exploit... - Fix for voice initialization crash - Fix addressing takeover AI and retirement OOS. - Fixed issue with diplomacy text being always used in its first form in the translator. - Popups, screens, and diplomacy properly cleared when exiting from main menu. - Games protected by admin passwords (only) cannot be loaded if the version is different from the one that created the save - Fixed bug where player could not offer any deal to other human in PBEM/Hotseat - Sorting by date on domestic advisor now works. - fixed bug where settlers could not move if the strategy layer was selected - fixed Ironworks... - fixed AI units not obeying open borders rules on declaration of war... - fixed bug that prevent placing of units in world-builder - fixed bug that prevented gifting of units to a human player - stack attack infinite loop fixed - Civic screen update fix (wasn’t showing the right maintenance and anarchy values) - ctrl-g crash fix, optimized city bar art - fixed right-click menu crash - Intro movie crashing problems ------------------------------------------------------------------------------ [6.02] v1.52 v1.52 is a major upgrade to Civ IV and includes numerous optimizations for memory usage that should help performance on all machines but are tailored to especially improve performance on machines at or near the minimum specification. Major memory reductions include: -Shared low-level graphics buffers -Removed many unused fonts and reduced interface memory usage -Paged out units which are not visible -Reduced terrain data size and overhead -Reduced route data size -Created a set of low-res movies for machines without dynamic texture support (this will be available as a separate download) These changes not only reduced the amount of system memory required, but lowered video memory usage extensively. Also, the rate at which the game consumes memory in the late-game has decreased, which is extremely important. Suggestions for optimal performance: Increase AGP memory size in your BIOS settings to 128 or 256 if necessary. Go to www.windowsupdate.com and apply updates Update graphics and sound drivers Close other background applications Turn graphics to low and use low-resolution textures in the options screen Turn off Antialiasing in your display properties Changes: - Tech cost rebalancing - Improved city attack AI - Moved MaxAutosaves to ini file - Slower Great People name generation - Hide health bars during combat - Increased late-game tech costs - Waypoints now invisible when city screen is up - AI more willing to trade cities for peace - AI stays at war longer - Cottages no longer grow durring anarchy - Combat info now shows odds of success - WBS's now contain unit damage - Score from land doesn't count until you own land for 20 turns - Better invasion AI - Slavery: No Upkeep - Emancipation: Low Upkeep - Tweaked AI civic values - Filled in missing diplo entries for Frederick - Praetorians: 40->45 hammers - Jaguars: 40->35 hammers - AI turn optimizations - Interface game messages are now flushed at end of turn - Environmentalism moved to Medicine - Increased industrial era tech costs - Environmentalism is medium upkeep - Free Speech is low upkeep - Forests give 0.5 health - Firepower in combat now based on max strength - Lobby sorting improvements - Clearing the table in the MP diplomacy screen resets the "They accept/They do not accept" text - Dawn of man screen closes with ESCAPE just like all the other interface screens - The hall of fame now shows only games that have been played with the currently-loaded mod - When trying to build an item that it not allowed in a city, you will get a production popup asking for a build instead of leaving production empty - Wonder Movies and other popups may appear in PBEM/Hotseat - Incremented save version to 102 - Simplified city billboard placement. This should fix the weird billboard offsets and scaling. Additions: - Lobby chat and buddy lists from staging rooms - Combat odds now shown in combat turn log - ALT-S now allows you to place signs - Added "Leave Forest" option for automated workers - Added Marathon game speed (longer than Epic) - Added NoTechSplash ini setting - More communication about autopatch failures - Domestic advisor remembers which cities you had selected last time screen was up. - Added "no cheating" game option for single-player - In addition to tradeable techs, techs that are not allowed to be traded to you are also shown, provided that you can research them yourself at the moment - Added event and replay messages when a human founds a city. This got broken when we added city renaming - Support for Logitech G15 Gaming Keyboard - When you zoom to a city from the domestic advisor, you return to the domestic advisor after you exit the city screen - Updated Info Screen with changes 'borrowed' from one of the forum modders Fixes: - Unit attack move bug - Civ naming bug in sp - No longer keep your gold and techs when regenerating a map - Missing civic name from popup help - Minimap now appears correctly after regenerating map - Unit cycling bug - Load game freeze bug - Movement freeze bug in si-move - Unit cycling bug in PitBoss and HotSeat - Missing plot list buttons bug with large stacks - Pathfinding bug involving defensive terrain and group movement - Bug with AI attacking over rivers - Can no longer see spies on caravels - Group attack bug - Group attack bug with gunships - GS lobby ignoring game settings bug - Disappearing popup help bug - Diplo city trading bug - Wonder movie/zoom to building crash - No camera adjustment to city screen bug - User profiles with build queues no longer crash - No more negative gold in diplo screen - Fixed gifting bad cities to AI exploit - AI issues with Always War and Always Peace - Units not moving into tiles after combat bug (graphical only) - Pathfinding reuse fix - Fixed pathfinding bug - Fixed SHIFT-selecting multiple cities - End score not matching up with timed winner bug - Fixed bug allowing selection of disabled techs in tech chooser - Fixed Sentry promotion visiblity bug - Fixed AI city targeting bug - Fixed AI healing bug - AI city attack bug - No more message lag in single-player - Fixed bug with gunship stacks attacking cities - Random seed bug (causing duplicate world maps...) - Unit health bars no longer show up in city screen - Two-palaces-from-culture-flipping-capital bug - Foreign Advisor: Gold available for trade does not show up when there cannot be a trade for gold - Diplomacy screen fix for gold popups not appearing properly - Foreign advisor: Resources for active player are shown multiple times if you have more than one instance of a resource to trade. - Fixed weird little bug with Unit Categories page in Civilopedia - Diplomacy bug for PBEM/Hotsesat - Removed some cheats from password-protected games that should not have been allowed in the first place - Fix for competitive games: Password-protected saves can no longer be easily stripped of their passwords, and the assets checksum in the save can no longer be modified by external means - Fixed vanishing yield symbols in multiplayer - Fixed some PBEM/Hotseat issues when there is just one human player - River and Wind sounds are now properly classified as ambience. This fixes inconsistent behavior in audio options - Minimized or No Interface no longer reverts to normal after entering, then exiting city view - You can no longer duplicate deals with the AI from the "Active deals" section of the diplomacy screen - Out of memory message problem on machines that don't allocate small textures properly - Assert error for software vertex processing only machines - Bug where you could draw strategy lines and signs outside of globe view - "globe view buildings disabled" option now hides buildings in globe view properly ------------------------------------------------------------------------------ [6.03] v1.61 The most useful of the patches. Changes - randomized processing order when multiple players try to move on the same turn slice... - only the host can set the admin password... - Horseback Riding now a classical tech... - Kremlin now gives -33% hurry production cost... - can't airlift from foreign cities... - expanded subject for PitBoss e-mail... - lightened the color of some civs' text... - mp retire fix... - less hammers from chops the farther away from a city... - reduced hammer yield from forest chops to 20… - Mathematics increases forest chop yields by +50%... - SDI cannot be built before the Manhattan Project... - increased SDI cost... - Marines and SAM Infantry now upgrade to Mech Infantry... - Better AI-to-human diplo in team games... - no more diplo penalty for helping to end wars... - city production popups stay on city when entering/exiting... - can now set units to Sleep and Intercept in wbs... - Continents map script now produces large continents - game options and victory conditions now saved in ini file... - invalid buildings now removed from city queues... - Free Trade: Medium Upkeep - State Property: Low Upkeep - Representation: +2 happy in X biggest cities - Hereditary Rule: Low Upkeep - Representation: Medium Upkeep - Slavery: Low Upkeep - Nationhood: No Upkeep - Firepower is now average of curr and max strength... - Gunships now move faster over rails... - No Cheating option renamed to Lock Modified Assets... - city management no longer uses "forced" specialist states when not automated... - Expansive: +3 Health - Financial: No longer give production bonus for Banks - Prompt for admin password when loading a game containing one in LAN, Internet, or Pitboss play - Don't allow players to play non-playable civs in Pitboss - Do not display SP only mods in Pitboss - Allow hotseat/PBEM scenario host to select which civ s/he will play - Force non-playable civs to be AI in Hotseat/PBEM games - Allowing for AI slots in player defined scenarios for Hot Seat, PBEM, and Pitboss games - Do not display duplicate buddy request popups from the same guy - Peer address handling improvements - Number keys perform leaderhead actions on Civilopedia leader screen. - Custom game SP screen remembers difficulty level last played - Reduced rounding error for population and land victory condition test - Loading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous turns - When the city names of your civ are all taken, choose a default name from a random civ - Timelines more uniform across game speeds - Military Advisor shows Barbarians - Tech chooser screen now observes CvGameInterface.cannotResearch() and shows the tech in a red pane if the function returns true - Fixed American Revolution scenario to work with Pitboss - PBEM password reminder popup no longer disappears when the game starts - Wonder description on Wonder Movie screen more legible - Top Civs screen no longer appears in online multiplayer - Civilopedia main page sorted in columns rather than in rows - Pressing escape when selecting goto points now cancels the goto waypoints - Military advisor now works like foreign advisor: clicking on leader buttons clears previous leader selections unless you hold down the shift key. - Teams in multiplayer once again share all the players' starting techs, not just the last player's - Great person point generation from Wonders continues after Wonder has become obsolete - quicksave doesn't prompt for overwrite Fixes - exploit fix that allowed multiple players to extract the same gold/resources from the AI... - Don't set localhost address as public addr for peers on same computer - fixed gunships capturing cities bug... - game doesn't end on ties... - fixed mp UN voting bug... - Leaderheads on a radeon 9000 64mb - fix for strange skin shading. - Fixed crash that happened when a spy sabotaged an improvement outside cultural borders. - The full mod path is no longer stored in the save when the mod is installed under the user folder. - Double-clicking on a save of a mod now loads the proper DLL. - fixed Out-of-Sync from exiting to main menu... - fixed anarchy/specialist resetting bug... - fixed bug where environmentalism doesn't affect new cities... - fix for missing head mission crash... - fixed stack attack bug with groups of units with more than one move... - fixed premature end-turn unit cycle bug... - fixed State Porperty cumulative effect in team game... - fixed plot list button scrolling for multiple resolutions... - fixed some AI attitude issues for team games... - Strip chat messages of color tags before displaying in Pitboss - Fixed logic bug that determines the number of open slots in a Pitboss game - Improving how the host determines if the game is full - number of connections rather than number of players - before, the host wasn't considering joining players when determining if the game was full - Set status to CLOSED when a computer player dies in the game - The full mod path is no longer stored in the save when the mod is installed under the user folder. - Load proper DLL when a mod is specified in the ini file - fix for tech chooser showing known techs as unknown - Clear map data (like latitudes) when you exit to main menu - Fixed error in combat calculations when a zero-strength unit was involved. - Fixed bug in Info screen "rival worst" calculation - End of game sequence plays correctly for hotseat/pbem - Diplomacy screen no longer allows end-turn events to go through - Diplomacy screen gold popups respond to ESCAPE and RETURN - Right-click select-all no longer causes large stacks to slide off the screen - No longer possible to attempt to take over unplayable civs in multiplayer scenarios - Fixed PBEM infinite movement exploit - Fixed rush production per population for game speeds other than normal - GNP graph is now consistent with demographics table - Fix Gunship being almost invisibile in Frozen mode - fix mod name in progress bar - New DX9 code takes screenshot without requiring lockable back buffer - Fixed the vertically launching torpedo for the submarine unit - Movie playback optimized - Significant reduction in video and system memory usage - Fixed some memory leaks - Fixed crashes with modified SDK - Fixed XML failures with non-default locale - Many translation fixes - Memory related crash fixes - Fixed diplomacy crash fix (when expanding an empty tree control with space bar) - Internet lobby -> LAN fix - fixed pedia and menu buttons disappearing after leaving tech chooser - PitBoss no longer crashes on victory - can no longer see number of units in darkened tiles by moving the flag - No more Archers holding all their weapons and Workers holding all their tools - No more fog of war missing from the southern ice and from trees/jungle on the dateline - Pushing "go back" while joining a mp game, no longer causes background music to disappear - Wonder movie effect and zoom no longer happens when you have disabled Wonder movies - City billboards no longer choke on text formatting - Many tutorial issues fixed… - Fixed checksum folder order difference between NTFS and FAT32 filesystems - Many worldbuilder issues fixed… - Fix: Black eye shadows - Fix: Some leaderheads appear to have white eyes when the low-res textures option is on - fixing crack in huge globe view maps - fixes the problem where animals were not animating in the fog - Prevent Terrain crash when reloading EarthMap twice - fixed crash on too quick quickload - fixed city yields being revealed in FOW - fixed ability to see cities in FOW via defense modifiers - ICBM no longer flips upside-down when fortified/awaken - Fix for combat bug across a map seam Additions - PitBossSleep ini setting... - unit cycling optimization... - Africa, Europe, East Asia, Eastern U.S., and South America maps - Fantasy_Realm, Fractal, and Shuffle map scripts - unit health bar for plot list buttons... - Require Complete Kills game option - No Movies is now a graphical option (instead of an ini option)... - Warn all users when a player with a different version of files joins the game - Display a popup warning the host when a joining player has different versions of XML/Python files so he can make sure this guy can be trusted - Indicate which players have an active turn in the Pitboss admin screen - Synch Logging now an .ini option - Able to load mods from the Pitboss - Hotseat and PBEM scenarios - Display name of peer you are contacting in join screen if available - Saving DirectIP join address - Added culture rate popup help to culture bar in city screen - Added Admin password field in PBEM/Hotseat staging screens - Added HideMovieBackground ini option for further movie speedup - Added HideOutOfVRamWarning ini option - Exposed many more functions to Python - Hooked up modern whaling boats - support for movies in customAssets folder ------------------------------------------------------------------------------ [7.01] Basic Guide When playing a custom game, you will receive two units, a warrior unit and some settlers. Settle next to some resources, food resources being the most useful. By settling next to food resources, you don't have to worry about food for the moment. Set your warriors to explore the world around you, especially those squares about 5 tiles away from your established city. This is because you sooner or later have to start a new city, and some rare resources. You should first build a worker for one reason. To make your tiles more productive and produce more. You first objective is to improve tiles next to water, a plop a farm there if not obstructed by a rare resource. Constantly improve the land. Your next unit to train is settlers. Once you have decided where to build the next city, construct it. Theres a tip about cities. Inland cities generally have good access to one of the two things. Food or production. Building a city next to a river will provide far more food than one in the middle of the desert. Building a city next to a wealth of hills will certainly provide a large amount of hammer. These will be your most productive cities in terms of hammers. Then there are coastal cities. Generally speaking, half of the squares a city could use are located in the sea. Although they don't provide a lot of resources, a fish, crab or clam resource will provide enough food for at least 2 people. There are also upgrades to make it more productive. Another type of city is a grassland city, a city surrounded generally by grassland. These are the best places to put cottages and farms as they will produce far more. Plain cities are your average cities as they provide a little food, a little production. Desert cities are those, well, stuck in the middle of the desert. There will be come rare resources like incense and ivory but no food unless there is an oasis nearby. Tundra cities will have fur, deer and some mining goods but unless there is a river or a source of fresh water, they won't survive unless saved by some resources in the sea. ------------------------------------------------------------------------------ [7.02] Peace Thats the only thing you will need to survive to mid game, peace. You will need to be friendly with all your neighbours to survive. You should concentrate on your economy and your citys production. Use the ability of technology really quick and level up your units. After all, several strong knights will easily defeat an army of warriors. Gold is your friend, use it to get maps and friends. After all, the more people to defend you, the less likely a rogue nation will attack you. And please, fortify your cities and your rare resources with units so in case you get attacked, you can defend yourself. Defensive Pacts are very useful. ------------------------------------------------------------------------------ [A] Contact Information ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. If it is, don't bother as I won't reply. ****************************************************************************** To contact me, e-mail me at hillsdragon13 [at] hotmail [dot] com Replace at with @ and dot with . Don't add me to MSN Messenger List because if I don't know you, I won't accept you, simple as that. E-Mail me (and anyone else you want to e-mail) with courtesy and respect as we are living people like you. Have a title of what you are sending so I know what is going on. If you try to send attachments, I won't open them so stick the information in the E-Mail. Please write in English or anything close to it. It can't understand foreign languages so please don't give me a page long quite in Mexican or Antarctic penguin language cause I don't understand. Don't write in sloppy English. I mean, who the hell would understand "Hwo Od Yoi Di Tjih Ni Cvilztin Flr?" Don't be too formal, a question is not a freakin business agreement so don't say "Dear Sir, In accordance to your Walkthrough to the PC Game, Civ IV, ..." it makes me wonder if I'm talking to a freak the President of the United States of America or Bill Gates or Donald Trump. I will credit you if your send me information about this game that is not in the FAQ. I will also be grateful if you see this FAQ somewhere else other than Gamefaqs or a site which has my permission. If you do, tell me so I can kick their ass to Pluto and make them bounce off to the other side of the Universe. I will not respond to: * Spam * Bill Gate's Spam (He gets spam of up to 4 million per day) * Something not related with this * Something already covered * Illegal stuff, like CD-Keys and Pirated Versions * Technical Problems Technical Problems will not be answered as they should be sent to Firaxis not me. I didn't design the game so I shouldn't know what's wrong with it, its your game not MINE. ------------------------------------------------------------------------------ [B] Webmaster Information ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS, MY FAQ ON OTHER SITES MY BE OUTDATED YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT. YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT. ------------------------------------------------------------------------------ [C] Credits This section is where you see your name. It will be long. The names are either Board Names from the Boards or your e-mail so if your name is Bob Rob and another Bob Rob posted the message, the First Bob Rob will not be credited so in short, someone around the world who shares the same name as you will not be credited for your work. CJayC for hosting this FAQ Me for writing it Firaxis Games for developing it 2K Games for distribution ------------------------------------------------------------------------------ [D] Sites FAQ is on Current FAQ is On www.gamefaqs.com will always have the latest versions May be Outdated www.neoseeker.com will have a version of this FAQ www.supercheats.com ------------------------------------------------------------------------------ [E] Copyright This game is Copyright 2005 Firaxis Games and 2K Games. All Rights Reserved This document is copyrighted by US and Canadian and Australian Laws. This FAQ is for personal use only. This is not to be used for commercial or personal gain. 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