Civilization: Call to Power FAQ/STRATEGY GUIDE - PC Version 1.6 - 7/18/01 By Alxs - alxs123@aol.com Table of Contents ----------------- 1. Copyright Information 2. What's New? 3. Introduction ... 4. The Civilization Games 5. Doing Things 5.1. Option Bar 5.2. Selecting and Doing Things with Units and Cities 5.2.1. Units 5.2.2. Cities 5.3. Building a City 5.4. Protecting a City 5.5. Trading 5.6. Speaking with Other Civilizations 5.7. Attacking 6. Strategies 6.1. The London Exchange 6.2. Checkerboard Setup 6.3. Never Communicate 7. F.A.Q. 8. Secrets, Glitches, and Tricks 8.1. Cheat Mode 8.2. Strange Music??? 9. Statistics 9.1. Units 9.2. Governments 9.3. City Improvements 9.4. Wonders of the World 9.5. Tile Improvements 9.6. Terrain ... 10. Conclusion ****************************************************************** 1. COPYRIGHT INFORMATION ****************************************************************** This document is copyright 2001 Alxs, and may not be placed on another website, made into a CD, book, etc. without the author's permission. The only way this guide may be accessed is via a link on GameFAQs (http://www.gamefaqs.com). This document is unofficial and is not affiliated with any company. ****************************************************************** 2. WHAT'S NEW? ****************************************************************** Version 1.6 - 7/18/01 --------------------- Phew! Big update. - All the statistics are in a new format so all the information can be displayed and because of that, Wonders of the World are now listed! - Section 5.6 is FINALLY completed, so now there's information in every section! Yay! =P - Made the background information section more in-depth. Version 1.5 - 7/12/01 --------------------- - Re-formatted the FAQ a little. - Added "Background on Call to Power" section. Version 1.4 - 7/8/01 -------------------- - Added two more strategies to the Tips & Strategies section. - Made a Secrets/Glitches section. Version 1.3 - 7/6/01 -------------------- I completed section 5.3 (Trading) and added Terrain to the Statistics section. Version 1.2 - 7/4/01 -------------------- Happy Independence Day (for those who celebrate it)! I have been on a laziness streak lately in terms of writing FAQs, but today I felt like writing, so I got some things accomplished. - City Improvements is complete (section 9.3)! - Wonders of the World (section 9.4) is replaced by Tile Improvements (A WotW had too much info. to squeeze into one line) and is finished. - Completed section 6.2. - Added a strategy to the Tips & Strategies section, which was submitted to me by "Dead 81436." That's about all for now. Version 1.1 - 6/26/01 --------------------- I just corrected some errors, including adding an introduction, as I forgot it in the first version. =P Version 1.0 - 6/24/01 --------------------- First version of this FAQ. It's fairly incomplete, more info. to come soon. ****************************************************************** 3. INTRODUCTION ****************************************************************** Welcome to my FAQ for Civilization: Call to Power, which is my first one ever! I hope it will help you out in parts that you are stuck in in CTP. I wrote for Call to Power because I got the game for Christmas of this year, and I enjoyed playing it. However, it wasn't until now that I realized it was a good FAQ project because there were barely any FAQs for the game. Again, I hope that you like the FAQ and it helps you out a lot. With that said, let's begin the FAQ! ******************************************************************************** 4. THE CIVILIZATION GAMES ******************************************************************************** Here is some background information I know on the Civilization games (including Call to Power). CIVILIZATION The very first game in the series, which is quite old, although I it has been a pretty short time since I have played it, and is possibly my favorite Civ game. Most of the names of things (units, improvements, etc.) in Call to Power were in this game, but the graphics are, obviously, different because it is an old game. The units and cities are simply squares with pictures on them, and the game screen looks exactly like a zoomed-in version of one of those maps of the world that you hang on the wall. The sound effects are different than the ones in CTP. Also, there are a couple little features that are in this game but not in Call to Power: in this game you can choose to play on earth instead of a made-up world, and instead of you're civilization's color always being blue, your civilization's color is a different color depending on which civilization you choose. CIVILIZATION II I don't really know much about this game, as I have never played it, but I have looked at the box. It looks like that it's in 3-D this time. CIVILIZATION: CALL TO POWER Call to Power has a lot of new units, improvements, Wonders, etc. (at least compared to the original Civilization), and the graphics are very nice. However (at least to me) it is a little more complicated to do things. CIVILIZATION: CALL TO POWER II I have only taken a look at the box of this one as well, and it looks almost exactly like CTP I except with an added feature or two. ****************************************************************** 5. DOING THINGS ****************************************************************** In this section, I will describe the things you do so you can get a general idea of how this game works. --- NOTE: All the information here you should be able to find in the instruction manual. --------------------------- 5.1. Option Bar ---------------------------- This part is about what the different options do on the bar at the bottom of the screen. MAP: Found all the way to the left side of the option bar. You can click anywhere n the map to go there instantly. POPULATION/YEAR: Found to just next to the map on the right side of it, self-explanatory. You can click on the year to change it to what turn number it is, then click again to change it back to the year. - AND + MAGNIFYING GLASSES: Right under the year/turn number, used for zooming in and out. Click the + one to zoom in, the - to zoom out. PW/GOLD: Right under the magnifying glasses. PW stands for public works and is the amount of production currently in your civilization, and gold, obviously, means the amount of money you have. MAX/LABOR/PRODUCTION/ETC. BUTTONS: Found right across from population. These are only used when cities are selected. WORKDAY/WAGES/RATIONS BUTTONS: Found right under the Civ, Max, Labor, etc. buttons. Self-explanatory. HAPPINESS/RIOT/REV: Right next to Work, Wages, and Rations. Happiness shows the average amount of happiness in your entire civilization, riot shows the number of cities that are likely to riot during the next turn if you do not change your settings before the end of the present turn, and revolt shows the number of cities that are likely to revolt during the next turn if you do not change your settings before the end of the present turn . ADVANCE YOU'RE WORKING ON GAUGE: Right under Riot and Rev. Above the gauge you will see the advance your civilization is currently researching, and the gauge shows how far you have to go. PW/SCIENCE: Right next to HAPPINESS and the advance you're working on. Press the + button to increase the amount of public works or science, and the - button to decrease the amount. NEXT UNIT, PLACE TILE IMPROVEMENTS, NEXT CITY, AND END TURN BUTTONS: Next Unit (Man): Jump instantly to a different unit in your civilization Place Tile Improvements (Hammer): Change what the land looks like Next City (Building): Jump instantly to a different city in your civilization End Turn (END): End the selected unit's turn SCREENS MENU: Right above the Next Unit button. Click for different choices. ----------------------------------------------------- 5.2. Selecting and Doing Things With Units and Cities ----------------------------------------------------- ------------ 5.2.1. Units ------------ Controlling a unit is pretty simple. First, you must click on the unit you want to move. Either a red or green square will surround them. If the square is red, then they are tired and will not move till the next turn (hold N on your keyboard to skip right to the next turn). If the square is green, then they are ready to move. When your unit is ready, move the mouse in the direction you want them to move. You will see a line from them to where you have the mouse and a blinking yellow square also where you have the mouse. Along the line should be numbers. The highest one you see is the amount of turns it will take for the unit to move to the yellow square. When you are ready to move your unit, click. To attack an enemy's unit or city, just place the blinking yellow square over the unit/city. Simple, huh? ------------- 5.2.2. Cities ------------- To select a city, just click on it. If a red square surrounds it, then you have successfully selected it. =P There are a few different things you can do now that you have selected your city. You use the tabs marked MAX, LABOR, PRODUCTION, CITY, and UNITS down at the bottom of the screen right above WORK HOURS, WAGES, RATIONS, etc to do these things. Here I will describe what options you have when you click on each tab. MAX: It looks like that here you can choose to increase the amount production, food, gold, science, or happiness. LABOR: Here you can increase and decrease the amount of entertainers, scientists, merchants, and laborers in your city. For every one more of these you put in your city, there is one less worker. Once there are zero workers, you can't add anything. PRODUCTION: This is where you can build things in your city. To build something, click on Total Upkeep then Build. At the top, there are three small buttons: one with a picture of a man, one of a house, and one of the world. If you click on the man, you will get a list of units you can build, if you click on the house, you will get a list of city improvements you can build, and if you click on the globe, you will get a list of Wonders of the World you can build. Also, to the right of every the unit, improvement and Wonder there is a number. This number is the amount of turns it will take for the thing to be built. To the left is A/R/D/M, which stands for Assault, Range, Defense, and Movement. These are only used for the units. When you have selected the thing you want to build, simply click the build button and wait! CITY: This basically gives you some stats on your city. To the right you can choose from four different buttons: Trade, Happiness, Pollution, and Crime. To learn how the Trade option works, see section 5.3 of this FAQ. The other three just give you stats on happiness, pollution, and crime in your city. UNITS: This shows what units you have in your city (meaning they're either fortified or have not been moved out by you yet). For more info. about fortification, check out section 5.2 of this FAQ. -------------------- 5.3. Building a City -------------------- Click on a settler to select it. A square should surround it. If the square is red, then it is tired, so hold N to skip to the next turn and it will be green. When the square is green, hit B on your keyboard and you will be able to name your city. Once you have named it, click OK, and volia! You have a city! Good Places to Build: If possible, build at least some of your cities along a coast so you can send boats out from your city. Also, another good area to build in is a place with lots of trees; I have found that it makes your city grow in population very fast and takes makes it take very few turns to build something in your city. One time, when I was new to the game, I built in such a bad place that it took 200+ turns just to build a Caravan in my city, so be careful when you choose a spot. ---------------------- 5.4. Protecting a City ---------------------- There are a few things that you can use to protect your city. First, you should build a Phalanx. To do this, click on your city to select it, then find the Production tab down at the bottom of the screen. Click on it, then click on Total Upkeep and then click Build. There should be three small buttons at the top, one with a man, one with a house, and one with a world. Make sure the man is selected, then scroll down the list of units until you come to Phalanx. If you do not see Phalanx on the list, then you have not discovered Bronze Working, and you need to discover it first. Once Phalanx is selected, click Build. Now, just wait some turns for the Phalanx to be built. (To skip turns, hold N). When you hear "Building Complete," it means your Phalanx has been built, so select your city if it isn't selected already. When you click on it to select it, if you see a red square around the city, the city is selected, and not the Phalanx. To make the Phalanx selected, just click on the city a second time and a green square should surrounded. Now, the Phalanx is selected. Look down at the bottom of the screen where you have all the options, and you should see some different options in the middle. In the very center should be a lock, and to both sides of it should be some squares. On the right side of the lock, find the square with the brick wall on it and click on it. You have told the game to fortify the Phalanx, but it will not actually be fortified until the next turn. *YOU SHOULD HAVE AT LEAST 3 PHALANX FORTIFIED IN YOUR CITY AT ALL TIMES.* Another thing that helps is City Walls, which is a city improvement. NOTE: Of course, both of the above things will become obsolete after a while. Phalanx should work fine for tens of thousands of game years, but once you get into the modern years, just defend your city with more advanced units with good defense points (for information on defense points, check section 4.2.2 of this FAQ). ------------ 5.5. Trading ------------ When you trade, you send goods from one of your cities to another. To do this, you must first build a Caravan in the city you want to send goods from. If you do not see Caravan in the list of units you can build, your civilization has not discovered trade and needs to. Once you have your Caravan built, select the city you want to send goods from. Find the CITY tab on the top of the bar at the bottom of the screen and click on it. After you have done so, look under the tab and click on the TRADE button to the right. You should see a little picture of a Caravan and some options next to the button. To the left is a scroll down menu of the goods you have available to send and the amount of them. Select one by clicking on it, then find the SEND button down at the bottom and click on it. In this new screen, there is a list of cities to send your goods from to the left. Choose a city by clicking on it. To the right, there is a list of cities to send your goods to. Once again, choose one by clicking on it. Then, click on OK. That's it! A trade route should be ready! Goods: Alligator Beaver Grapes Caribou Coffee Crab Diamonds Elephant Giant Squid -------------------------------------- 5.6. Speaking with Other Civilizations -------------------------------------- By talking with other civilizations, you can do many things to help you in your game. Here's how you do it: On the option bar at the bottom of the game screen, click on the SCREENS tab, which is located to the far right of the option bar. From the options that appear from clicking on the tab, click on DIPLOMACY. There are a list of civilizations to choose from to talk to, their attitude, embassy, and strength (to see what each attitude icon means, check pg. 79 of the instruction manual). Select a civilization (check their intelligence if you want) and click SEND EMISSARY. Now you will be able to talk to the civilization you chose, and can make demands, propose a treaty, etc. -------------- 5.7. Attacking -------------- There's not much to say here... you want to attack an enemy's unit or city with the unit that you can currently build that has the highest assault points. In the very early years of the game, a unit with the assault points of 1-3 should do, but as the years pass, use units with higher attack points than this. Also, make sure your unit has high energy when you attack. You can see your unit's energy by looking at the small bar at the top of the little blue shape hovering above your unit. ****************************************************************** 6. STRATEGIES ****************************************************************** ------------------------ 6.1. The London Exchange ------------------------ NOTE: This strategy was submitted to me by Dead 81436 (Dead81436@aol.com). Thanks a lot for this helpful strategy! --- Keep the London Exchange for a longer period of time by not ever researching robotics, so money can be saved for other things. The majority of the things that require robotics are not very essential and/or can be replaced with something else. ----------------------- 6.2. Checkerboard Setup ----------------------- This is a very strange strategy, but it can be quite useful. Arrange your cities in a checkerboard form like this: __________________ | | | | |City |Blank|City | |_____|_____|_____| | | | | |Blank|City |Blank| |_____|_____|_____| | | | | |City |Blank|City | |_____|_____|_____| When you have your cities like this, you can give your cities lots of protection in a short amount of time by building a good defense unit in a few different cities, then send them over to another city in just one turn! Now, this doesn't mean that you should make one big checkerboard out of all your cities; make small checkerboards in different places. Also, if you want more cities in one checkerboard, you can make a 4x4 checkerboard, or if you really wanted to, a 5x5 checkerboard, although something bigger than that would definitely be too large. ---------------------- 6.3. Never Communicate ---------------------- Just what the title says: try to never speak with another civilization. If you never talk to an enemy, they usually will not attack you; they will just move around, so if you have a good unit with high energy, you can attack them without having the enemy already trying to attack you (although after you attack them, they may attack you). ****************************************************************** 7. F.A.Q. ****************************************************************** Q: What tribe should I play with? A: I personally usually choose the Greeks (because I heard from someone else that they were good =P), but I don't really see why they're so special. Q: My city is rioting! What should I do? A: Build the Temple. If you've already done built that, try the Coliseum. ****************************************************************** 8. SECRETS, GLITCHES, AND TRICKS ****************************************************************** --------------- 8.1. Cheat Mode --------------- WARNING: If you use Cheat Mode, scores will not be saved for your game. Okay, click on the SCREENS tab at the bottom of the screen, then click on options. At the bottom of the new screen that comes up, there should be a button that says CHEAT MODE. Click on it, and say that it is okay that no scores will be saved. Then you'll see a little disclaimer; click on "I Agree To Terms." Now you can use the Cheat Mode! You can change the year, add more advances instantly, add as much as a million gold at a time, and more! Very cool! --------------------- 8.2. Strange Music??? --------------------- This is something very weird that happened on my computer, but I don't know if it will happen on everyone's computer. Anyway, when I'm on my computer and not playing Call to Power, but I have the CTP CD in, it starts playing this very strange drum music. I have no idea what it is, just something I thought I'd share with you. ****************************************************************** 9. STATISTICS ****************************************************************** NOTE: All of these statistics have been taken from the reference chart that comes with Call to Power. ---------- 9.1. Units ---------- Abolitionist ------------ Cost: 225 Assault: 0 Range: 0 Defense: 1 Movement: 3 Vision: 1 Special Functions: Free slaves, aid uprising, (to build, cannot own slaves) Obsolescence: Emancipation Act Aircraft Carrier ---------------- Cost: 3000 Assault: 8 Range: 8 Defense: 8 Movement: 4 Vision: 2 Special Functions: Transport 5 small aircraft Obsolescence: None Archer ------ Cost: 270 Assault: 1 Range: 2 Defense: 1 Movement: 1 Vision: 1 Special Functions: None Obsolescence: Cannon Making Artillery --------- Cost: 1,200 Assault: 4 Range: 20 Defense: 4 Movement: 1 Vision: 1 Special Functions: Bombard Obsolescence: Robotics Battleship ---------- Cost: 2000 Assault: 20 Range: 20 Defense: 15 Movement: 5 Vision: 2 Special Functions: Bombard Obsolescence: Ultra Pressure Machinery Bomber ------ Cost: 2250 Assault: 10 Range: 20 Defense: 4 Movement: 10 Vision: 1 Special Functions: Bombard, transport 1 nuke, 5 turns of fuel. Obsolescence: Advanced Composites Cannon ------ Cost: 540 Assault: 2 Range: 6 Defense: 2 Movement: 1 Vision: 1 Special Functions: Bombard Obsolescence: Explosives Caravan ------- Cost: 750 Assault: 0 Range: 0 Defense: 1 Movement: N/A Vision: N/A Special Functions: Create trade route Obsolescence: None Cargo Pod --------- Cost: N/A Assault: 0 Range: 0 Defense: 2 Movement: 10 Vision: 2 Special Functions: Transport 1 unit Obsolescence: None Calvary ------- Cost: 720 Assault: 5 Range: 0 Defense: 3 Movement: 4 Vision: 1 Special Functions: None Obsolescence: Tank Warfare Cleric ------ Cost: 270 Assault: 0 Range: 0 Defense: 1 Movement: 2 Vision: 1 Special Functions: Convert city, soothsay, sell indulgences Obsolescence: Mass Media Corporate Branch ---------------- Cost: 2000 Assault: 0 Range: 0 Defense: 1 Movement: 5 Vision: 2 Special Functions: Franchise Obsolescence: Subneural Ad Crawler ------- Cost: 3750 Assault: 0 Range: 0 Defense: 8 Movement: 3 Vision: 1 Special Functions: Transport 5 units Obsolescence: None Cyber Ninja ----------- Cost: 2000 Assault: 0 Range: 0 Defense: 3 Movement: 4 Vision: 3 Special Functions: Spy, plant nuke, incite revolution, 25% spy defense, steal advance Obsolescence: None Destroyer --------- Cost: 1000 Assault: 10 Range: 10 Defense: 10 Movement: 6 Vision: 3 Special Functions: Bombard, spot submarines Obsolescence: Ultra Pressure Machinery Diplomat ------- Cost: 135 Assault: 0 Range: 0 Defense: 1 Movement: 2 Vision: 2 Special Functions: Establish embassy, spy Obsolescence: None Eco Ranger ---------- Cost: 3750 Assault: 0 Range: 0 Defense: 1 Movement: 5 Vision: 1 Special Functions: Create park Obsolescence: None Ecoterrorist ------------ Cost: 3750 Assault: 5 Range: 0 Defense: 5 Movement: 3 Vision: 2 Special Functions: Conduct nano-attack, conduct hit, 25% spy defense Obsolescence: None Fascist ------- Cost: 1000 Assault: 16 Range: 0 Defense: 8 Movement: 2 Vision: 1 Special Functions: 25% spy defense Obsolescence: None Fighter ------- Cost: 1125 Assault: 10 Range: 10 Defense: 10 Movement: 10 Vision: 2 Special Functions: Land on aircraft carriers, 3 turns of fuel Obsolescence: Jet Propulsion Fire Trireme ----------- Cost: 720 Assault: 2 Range: 1 Defense: 1 Movement: 2 Vision: 1 Special Functions: Transport 1 unit, shallow water movement Obsolescence: Machine Tools Fusion Tank ----------- Cost: 5250 Assault: 20 Range: 20 Defense: 15 Movement: 8 Vision: 2 Special Functions: Shallow water movement Obsolescence: None Infector -------- Cost: 3750 Assault: 0 Range: 0 Defense: 1 Movement: 3 Vision: 1 Special Functions: Infect city Obsolescence: None Interceptor ----------- Cost: 1500 Assault: 15 Range: 12 Defense: 12 Movement: 15 Vision: 3 Special Functions: Active air defense, 2 turns of fuel, land on aircraft carriers Obsolescence: Smart materials Knight ------ Cost: 540 Assault: 3 Range: 0 Defense: 2 Movement: 4 Vision: 1 Special Functions: None Obsolescence: Calvary Tactics Lawyer ------ Cost: 450 Assault: 0 Range: 0 Defense: 1 Movement: 3 Vision: 1 Special Functions: Fire injunction, sue Obsolescence: None Legion ------ Cost: 200 Assault: 2 Range: 0 Defense: 2 Movement: 1 Vision: 1 Special Functions: None Obsolescence: Gunpowder Leviathan --------- Cost: 9000 Assault: 40 Range: 40 Defense: 40 Movement: 1 Vision: 3 Special Functions: Active air and space defense, bombard, only moves 1 tile per turn Obsolescence: None Longship -------- Cost: 720 Assault: 2 Range: 0 Defense: 2 Movement: 1 Vision: 1 Special Functions: Transport 2 units Obsolescence: Mass Production Machine Gunner -------------- Cost: 800 Assault: 8 Range: 0 Defense: 8 Movement: 2 Vision: 1 Special Functions: None Obsolescence: Technocracy Marine ------ Cost: 1000 Assault: 12 Range: 0 Defense: 8 Movement: 3 Vision: 2 Special Functions: Amphibious assault Obsolescence: Space Colonies Mobile SAM ---------- Cost: 2000 Assault: 4 Range: 12 Defense: 4 Movement: 6 Vision: 3 Special Functions: Active air defense Obsolescence: Robotics Mounted Archer -------------- Cost: 270 Assault: 1 Range: 1 Defense: 1 Movement: 3 Vision: 1 Special Functions: None Obsolescence: Gunpowder Musketeer --------- Cost: 560 Assault: 4 Range: 4 Defense: 4 Movement: 1 Vision: 1 Special Functions: None Obsolescence: Mass Production Nuke ---- Cost: 4000 Assault: Special Range: 0 Defense: 1 Movement: 20 Vision: 1 Special Functions: Destroys 75% of city population and all units and tile improvements within 1 tile, 1 turn of fuel Obsolescence: Nanite Defuser Paratrooper ----------- Cost: 2500 Assault: 10 Range: 0 Defense: 10 Movement: 3 Vision: 2 Special Functions: Paradrop Obsolescence: None Phalanx ------- Cost: 135 Assault: 1 Range: 0 Defense: 2 Movement: 1 Vision: 1 Special Functions: None Obsolescence: Agricultural Revolution Phantom ------- Cost: 6750 Assault: 40 Range: 0 Defense: 10 Movement: 3 Vision: 1 Special Functions: Cloak Obsolescence: None Pikeman ------- Cost: 270 Assault: 3 Range: 0 Defense: 3 Movement: 1 Vision: 1 Special Functions: None Obsolescence: Explosives Plasma Destroyer ---------------- Cost: 4500 Assault: 30 Range: 15 Defense: 15 Movement: 8 Vision: 2 Special Functions: Active air defense, bombard, spot submarines Obsolescence: None Plasmatica ---------- Cost: 4500 Assault: 15 Range: 0 Defense: 15 Movement: 6 Vision: 2 Special Functions: None Obsolescence: None Samurai ------- Cost: 335 Assault: 3 Range: 0 Defense: 1 Movement: 2 Vision: 1 Special Functions: None Obsolescence: Explosives Sea Engineer ------------ Cost: 4500 Assault: 0 Range: 0 Defense: 1 Movement: 5 Vision: 1 Special Functions: Settle sea colony Obsolescence: None Settler ------- Cost: 540 Assault: 0 Range: 0 Defense: 1 Movement: 1 Vision: 1 Special Functions: Settle city Obsolescence: None Ship of the Line ---------------- Cost: 855 Assault: 4 Range: 4 Defense: 4 Movement: 4 Vision: 1 Special Functions: Bombard, transport 3 units Obsolescence: Mass Production Slaver ------ Cost: 270 Assault: 0 Range: 0 Defense: 1 Movement: 2 Vision: 1 Special Functions: Capture slaves, (to build, cannot own abolitionists) Obsolescence: Age of reason or emancipation act Space Bomber ------------ Cost: 7500 Assault: 6 Range: 50 Defense: 6 Movement: 2 Vision: 2 Special Functions: Bombard land from space Obsolescence: None Space Engineer -------------- Cost: 7500 Assault: 0 Range: 0 Defense: 3 Movement: 5 Vision: 1 Special Functions: Settle space colony Obsolescence: None Space Fighter ------------- Cost: 2250 Assault: 16 Range: 16 Defense: 16 Movement: 15 Vision: 3 Special Functions: Active air defense, 2 turns of fuel, space launch/descend Obsolescence: None Space Plane ----------- Cost: 2250 Assault: 0 Range: 0 Defense: 3 Movement: 15 Vision: 1 Special Functions: Transport 5 units, 2 turns of fuel, space launch/descend Obsolescence: None Spy --- Cost: 1500 Assault: 0 Range: 0 Defense: 1 Movement: 4 Vision: 3 Special Functions: Spy, plant nuke, incite revolution, 25% spy defense, steal advance Obsolescence: Neural Interface Spy Plane --------- Cost: 2815 Assault: 0 Range: 0 Defense: 2 Movement: 10 Vision: 5 Special Functions: 10 turns of fuel Obsolescence: None Star Cruiser ------------ Cost: 7500 Assault: 30 Range: 30 Defense: 20 Movement: 5 Vision: 2 Special Functions: Bombard Obsolescence: None Stealth Bomber -------------- Cost: 3375 Assault: 16 Range: 22 Defense: 8 Movement: 10 Vision: 2 Special Functions: Bombard, transport 2 nukes, 5 turns of fuel Obsolescence: None Stealth Sub ----------- Cost: 6000 Assault: 30 Range: 30 Defense: 10 Movement: 5 Vision: 2 Special Functions: Bombard sea units, transport 4 nukes Obsolescence: None Storm Marine ------------ Cost: 4500 Assault: 24 Range: 0 Defense: 20 Movement: 3 Vision: 2 Special Functions: Amphibious assault Obsolescence: None Submarine --------- Cost: 1500 Assault: 20 Range: 20 Defense: 8 Movement: 5 Vision: 2 Special Functions: Bombard Sea Units, transport 2 nukes Obsolescence: Sea Colonies Subneural Ad ------------ Cost: 2250 Assault: 0 Range: 0 Defense: 1 Movement: 5 Vision: 2 Special Functions: Advertise, franchise Obsolescence: None Swarm ----- Cost: 5250 Assault: 20 Range: 0 Defense: 20 Movement: 3 Vision: 1 Special Functions: Space descend, amphibious assault Obsolescence: None Tank ---- Cost: 2000 Assault: 16 Range: 16 Defense: 10 Movement: 6 Vision: 2 Special Functions: None Obsolescence: Fusion Televangelist ------------- Cost: 1000 Assault: 0 Range: 0 Defense: 1 Movement: 5 Vision: 2 Special Functions: Convert city, soothsay, sell indulgences Obsolescence: None Trireme ------ Cost: 540 Assault: 1 Range: 0 Defense: 1 Movement: 2 Vision: 1 Special Functions: Transport 2 units, shallow water movement Obsolescence: Machine Tools Troop Ship ---------- Cost: 1200 Assault: 0 Range: 0 Defense: 2 Movement: 5 Vision: 2 Special Functions: Transport 5 units Obsolescence: None War Walker ---------- Cost: 3000 Assault: 12 Range: 24 Defense: 12 Movement: 5 Vision: 3 Special Functions: Active air defense, bombard Obsolescence: None Warrior ------- Cost: 135 Assault: 1 Range: 0 Defense: 1 Movement: 1 Vision: 2 Special Functions: None Obsolescence: Bureaucracy Wormhole Probe -------------- Cost: 9,375 Assault: 0 Range: 0 Defense: 3 Movement: 5 Vision: 1 Special Functions: Enter wormhole Obsolescence: None ---------------- 9.2. Governments ---------------- Anarchy ------- Growth: Awful Production: Awful Science: Awful Gold: Awful Military: Awful Communism --------- Growth: Average Production: Excellent Science: Awful Gold: Bad Military: Good Corporate Republic ------------------ Growth: Average Production: Good Science: Good Gold: Excellent Military: Average Democracy --------- Growth: Average Production: Average Science: Good Gold: Average Military: Bad Ectopia ------- Growth: Good Production: Bad Science: Good Gold: Good Military: Good Fascism ------- Growth: Average Production: Good Science: Average Gold: Bad Military: Excellent Monarchy -------- Growth: Bad Production: Average Science: Bad Gold: Bad Military: Good Republic -------- Growth: Bad Production: Good Science: Average Gold: Average Military: Bad Technocracy ----------- Growth: Good Production: Excellent Science: Good Gold: Average Military: Average Tyranny ------- Growth: Awful Production: Average Science: Awful Gold: Bad Military: Average Virtual Democracy ----------------- Growth: Excellent Production: Bad Science: Excellent Gold: Good Military: Bad ---------------------- 9.3. City Improvements ---------------------- Academy ------- Cost: 540 Effect: +50% science, +1/2 science per citizen Maintenance Cost: 4 Restrictions: Land Only Airport ------- Cost: 2500 Effect: +50% gold, +100 production Maintenance Cost: 20 Restrictions: Land Only Aqua Filter ----------- Cost: 8000 Effect: -5 overcrowding Maintenance Cost: 5 Restrictions: None Aqueduct -------- Cost: 405 Effect: +20% food, -2 overcrowding Maintenance Cost: 3 Restrictions: Land Only Arcologies ---------- Cost: 5000 Effect: -4 overcrowding Maintenance Cost: 15 Restrictions: None Bank ---- Cost: 1125 Effect: +50% gold, allows merchants Maintenance Cost: 10 Restrictions: None Beef Vat -------- Cost: 3000 Effect: Prevents starvation Maintenance Cost: 3 Restrictions: None Bio Memory Chip --------------- Cost: 2800 Effect: +50% science, +1 science per citizen Maintenance Cost: 5 Restrictions: None Body Exchange ------------- Cost: 10000 Effect: +3 happiness Maintenance Cost: 50 Restrictions: None Capitol ------- Cost: 405 Effect: Capitol Maintenance Cost: 0 Restrictions: None Cathedral --------- Cost: 2475 Effect: +3 happiness (+1 under Communism, +5 under Theocracy) Maintenance Cost: 10 Restrictions: None City Clock ---------- Cost: 1620 Effect: +1 gold per citizen Maintenance Cost: 5 Restrictions: Land Only City Wall --------- Cost: 405 Effect: +4 defense, prevents slavery, prevents conversions 50% of the time Maintenance Cost: 3 Restrictions: Land Only Coliseum -------- Cost: 1035 Effect: +2 happiness Maintenance Cost: 8 Restrictions: Land Only Computer Center --------------- Cost: 2400 Effect: +50% science, +1/2 science per citizen Maintenance Cost: 24 Restrictions: None Courthouse ---------- Cost: 270 Effect: -50% crime Maintenance Cost: 2 Restrictions: Land Only Drug Store ---------- Cost: 3000 Effect: +3 happiness, +25% production Maintenance Cost: 10 Restrictions: None Eco-Transit ----------- Cost: 3500 Effect: -200% pollution Maintenance Cost: 15 Restrictions: None Factory ------- Cost: 2025 Effect: +50% production, allows laborers, +199% pollution Maintenance Cost: 20 Restrictions: None Forcefield ---------- Cost: 6000 Effect: +12 defense Maintenance Cost: 30 Restrictions: None Fusion Plant ------------ Cost: 10000 Effect: +50% production, -100% pollution Maintenance Cost: 30 Restrictions: None Granary ------- Cost: 540 Effect: 50% less food required to grow Maintenance Cost: 1 Restrictions: Land Only Hospital -------- Cost: 2250 Effect: -3 overcrowding Maintenance Cost: 10 Restrictions: None House of Freezing ----------------- Cost: 5000 Effect: +50% gold, +5 happiness under Theocracy Maintenance Cost: 25 Restrictions: N6ne Incubation Center ----------------- Cost: 2500 Effect: +25% production Maintenance Cost: 25 Restrictions: None Marketplace ----------- Cost: 675 Effect: +50% gold, allows merchants Maintenance Cost: 5 Restrictions: Land Only Micro Defense ------------- Cost: 3500 Effect: Prevents infect city and nano-attacks. Maintenance Cost: 15 Restrictions: None Mill ---- Cost: 1125 Effect: +50% production Maintenance Cost: 10 Restrictions: Land Only Mind Controller --------------- Cost: 10000 Effect: No unhappiness, prevents slavery, prevents conversion 50% of the time Maintenance Cost: 50 Restrictions: None Movie Palace ------------ Cost: 1500 Effect: Lowers war discontent 50% Maintenance Cost: 10 Restrictions: None Nanite Factory -------------- Cost: 4000 Effect: Gold = production for rush buy Maintenance Cost: 30 Restrictions: Space Only Nuclear Plant ------------- Cost: 5500 Effect: +50% production, -50% pollution Maintenance Cost: 45 Restrictions: None Oil Refinery ------------ Cost: 3500 Effect: +50% production, +200% pollution Maintenance Cost: 20 Restrictions: Land and Sea Only Publishing House ---------------- Cost: 540 Effect: +25% science, +1/2 science per citizen Maintenance Cost: 6 Restrictions: Land Only Rail Launcher ------------- Cost: 6000 Effect: Launches units into space Maintenance Cost: 15 Restrictions: Land and Sea Only Recycling Plant --------------- Cost: 3000 Effect: -200% city pollution, lowers worldwide pollution Maintenance Cost: 5 Restrictions: None Robotic Plant ------------- Cost: 4500 Effect: +50% production, +100% pollution Maintenance Cost: 45 Restrictions: None SDI --- Cost: 5000 Effect: Prevents nuke attack on city Maintenance Cost: 10 Restrictions: Land and Sea Only Security Monitor ---------------- Cost: 4000 Effect: +25% production, -50% crime, -100% pollution Maintenance Cost: 10 Restrictions: None Television ---------- Cost: 3000 Effect: +5 gold per citizen Maintenance Cost: 50 Restrictions: None Temple ------ Cost: 270 Effect: +2 happiness Maintenance Cost: 2 Restrictions: Land Only Theater ------- Cost: 495 Effect: Doubles effect of entertainers, +1 happiness Maintenance Cost: 1 Restrictions: Land Only University ---------- Cost: 1350 Effect: +50% science Maintenance Cost: 12 Restrictions: None -------------------------- 9.4. Wonders of the World -------------------------- The Agency ---------- Age: Modern Cost: 7200 Effect: Gives protection of a spy in every city Obsolescence: Alien Archaeology Al Entity --------- Age: Diamond Cost: 12000 Effect: Makes all citizens content Obsolescence: None Chichen Itza ------------ Age: Ancient Cost: 2160 Effect: Eliminates crime in civilization Obsolescence: Mass Production Confucius Academy ----------------- Age: Ancient Cost: 2160 Effect: Eliminates crime in civilization Obsolescence: Mass Production Contraception ------------- Age: Modern Cost: 7200 Effect: Increases happiness by 5 throughout civilization Obsolescence: Alien Archaeology Dinosaur Park ------------- Age: Genetic Cost: 7200 Effect: Quadruples gold from goods in host city Obsolescence: Cloaking East India Company ------------------ Age: Renaissance Cost: 4320 Effect: Gives player 5 gold for each foreign trade route crossing water, increases boat movement by 1 Obsolescence: Mass Production The Eden Project ---------------- Age: Diamond Cost: 8000 Effect: Destroys top 3 polluting cities, Ecotopias can make eco rangers Obsolescence: None Edison's Lab ------------ Age: Modern Cost: 7200 Effect: Grants 10 free advances per age on average Obsolescence: Alien Archaeology Eqalitarian Act --------------- Age: Diamond Cost: 20000 Effect: Causes all revolting foreign cities to join owner's civilization Obsolescence: None Emancipation Act ---------------- Age: Renaissance Cost: 5760 Effect: Converts all slaves in all civilizations into citizens, all foreign slaves suffer -3 happiness for 5 turns Obsolescence: None ESP Center ---------- Age: Diamond Cost: 14400 Effect: Earns higher regard from all other civilizations, opens embassies (even those at war) prevents civilizations from attacking owner first Obsolescence: None Forbidden City -------------- Age: Ancient Cost: 2160 Effect: Closes all foreign embassies, prohibits foreign civilizations from starting war with owner, earns higher regard from all civilizations Obsolescence: Age of Reason Gala Controller --------------- Age: Diamond Cost: 20000 Effect: Ends threat of global disaster, +25% food in civilization Obsolescence: None Galileo's Telescope ------------------- Age: Renaissance Cost: 2880 Effect: Increases effect of scientists by 200% in host city Obsolescence: Robotics Genome Project -------------- Age: Modern Cost: 7200 Effect: Increases production by 10%, +10% health for all units Obsolescence: Alien Archaeology Global E-Bank ------------- Age: Diamond Cost: 15200 Effect: Earns 10 gold per trade route between foreign civilizations Obsolescence: None GlobeSat -------- Age: Modern Cost: 7200 Effect: Radar Coverage of the World Obsolescence: Cloaking Gutenburg Bible --------------- Age: Renaissance Cost: 2880 Effect: Increases science by 10% in all cities, eliminates conversions in civilization Obsolescence: Mass Production Hagia Sophia ------------ Age: Ancient Cost: 3240 Effect: Adds 100% to fees paid by converted cities, doubles effectiveness of temples and cathedrals Obsolescence: Mass Production Hollywood --------- Age: Modern Cost: 7200 Effect: Receive 2 gold per citizen in foreign cities with television Obsolescence: Alien Archaeology Immunity Chip ------------- Age: Diamond Cost: 14400 Effect: Adds 5 happiness and protects all cities from infect city attacks Obsolescence: None Internet -------- Age: Modern Cost: 7200 Effect: Allows 10 free advances per age known by another civilization Obsolescence: Alien Archaeology Labyrinth --------- Age: Ancient Cost: 2160 Effect: Gives free caravans Obsolescence: Age of Reason London Exchange --------------- Age: Renaissance Cost: 4320 Effect: Eliminates building maintenance in civilization Obsolescence: Robotics Nanite Defuser -------------- Age: Genetic Cost: 14400 Effect: Eliminates all nukes Obsolescence: None Nanopedia --------- Age: Genetic Cost: 14400 Effect: Increases effect of specialists by 100% in civilization Obsolescence: None National Shield --------------- Age: Genetic Cost: 20000 Effect: Creates a forcefield in every city Obsolescence: None Philosopher's Stone ------------------- Age: Ancient Cost: 2880 Effect: Opens and embassy in every civilization Obsolescence: Age of Reason Ramayana -------- Age: Ancient Cost: 2160 Effect: Increases happiness by 3 throughout civilization Obsolescence: Age of Reason Sensorium --------- Age: Genetic Cost: 20000 Effect: Eliminates overcrowding unhappiness, eliminates pollution unhappiness Obsolescence: None Sphinx ------ Age: Ancient Cost: 2160 Effect: Reduces military readiness costs by 75% Obsolescence: Age of Reason Star Ladder ----------- Age: Genetic Cost: 12000 Effect: Gives free transportation in and out of space in city (top ladder is a space colony) Obsolescence: None Stonehenge ---------- Age: Ancient Cost: 2160 Effect: Increases food by 25% in civilization Obsolescence: Age of Reason Wormhole Sensor --------------- Age: Diamond Cost: 20000 Effect: Makes wormhole visible to all civilizations Obsolescence: None ----------------------- 9.5. Tile Improvements ----------------------- Farms ----- Cost: 200 Bonus: +5 food Advanced Farms -------------- Cost: 500 Bonus: +15 food Hydroponic Farms ---------------- Cost: 1400 Bonus: +25 food Nets ---- Cost: 200 - 400 Bonus: +5/10/20 food Fisheries --------- Cost: 500 - 900 Bonus: +15/30/40 Automated Fisheries ------------------- Cost: 1400 - 2000 Bonus: +25/50/60 Food Pods --------- Cost: 600 Bonus: +20 food Food Modules ------------ Cost: 1400 Bonus: +40 food Food Tanks ---------- Cost: 2200 Bonus: +60 food Mines ----- Cost: 300 - 400 Bonus: +5/10/15 production, +5 gold Advanced Mines -------------- Cost: 800 - 1000 Bonus: +10/20/30 production Mega Mines ---------- Cost: 1600 - 2200 Bonus: +15/30/45 production, +5/15 gold Undersea Mines -------------- Cost: 400 - 600 Bonus: +30/40/50, +5 gold Advanced Undersea Mines ----------------------- Cost: 1000 - 4000 Bonus: +60/80/100 production, +10 gold Mega Undersea Mines ------------------- Cost: 2200 - 2800 Bonus: +90/120/150 production, +15 gold Assembly Bays ------------- Cost: 600 Bonus: +30 production, +5 gold Advanced Assembly Bays ---------------------- Cost: 1400 Bonus: +60 production, +10 gold Mega Assembly Bays ------------------ Cost: 2200 Bonus: +90 production, +15 gold Roads ----- Cost: 60 - 400 Bonus: Movement cost 1/3 Railroads --------- Cost: 120 - 800 Bonus: Movement cost 1/5 Maglevs ------- Cost: 240 - 1600 Bonus: Movement cost 1/10 Undersea Tunnels ---------------- Cost: 1200 - 2400 Bonus: Movement cost 1/10, allow land units to move in water tunnels Listening Post -------------- Cost: 1000 Bonus: Vision 8 Radar Station ------------- Cost: 1000 Bonus: Vision 1, radar 25 Sonar Buoy ---------- Cost: 150 Bonus: Vision 1, spot submarines Air Base -------- Cost: 1000 Bonus: Vision 2, radar 3, refuels air units, paradrop Fortification ------------- Cost: 1000 Bonus: Vision 2, +150% defense ------------- 9.6. Terrain ------------- Beach ----- Food: 10 Production: 5 Gold: 5 Movement: 1 Defense Bonus: None Possible Construction: Fishing, Undersea Tunnels Continental Shelf ----------------- Food: 10 Production: 10 Gold: 5 Movement: 1 Defense Bonus: None Possible Construction: Fishing, Undersea Tunnels Dead Tile --------- Food: 0 Production: 0 Gold: 0 Movement: 1 Defense Bonus: None Possible Construction: None Deep Water ---------- Food: 5 Production: 15 Gold: 5 Movement: 1 Defense Bonus: None Possible Construction: Fishing, Undersea Tunnels, Undersea Mines Desert ------ Food: 0 Production: 5 Gold: 0 Movement: 2 Defense Bonus: None Possible Construction: Roads, Farms, Mines Desert Hill ----------- Food: 0 Production: 10 Gold: 5 Movement: 2 Defense Bonus: 50% Possible Construction: Roads, Mines Forest ------ Food: 5 Production: 20 Gold: 0 Movement: 2 Defense Bonus: 50% Possible Construction: Roads Glacier ------- Food: 0 Production: 0 Gold: 0 Movement: 3 Defense Bonus: None Possible Construction: None Grassland --------- Food: 10 Production: 5 Gold: 0 Movement: 1 Defense Bonus: None Possible Construction: Roads, Farms, Mines Hill ---- Food: 5 Production: 10 Gold: 5 Movement: 2 Defense Bonus: 50% Possible Construction: Roads, Mines Jungle ------ Food: 5 Production: 20 Gold: 0 Movement: 3 Defense Bonus: 50% Possible Construction: Roads Mountain -------- Food: 0 Production: 20 Gold: 5 Movement: 4 Defense Bonus: 100% Possible Construction: Roads, Mines Plains ------ Food: 5 Production: 10 Gold: 0 Movement: 1 Defense Bonus: None Possible Construction: Roads, Farms, Mines Polar Hill ---------- Food: 0 Production: 10 Gold: 5 Movement: 2 Defense Bonus: 50% Possible Construction: Roads, Mines Rift ---- Food: 5 Production: 25 Gold: 5 Movement: 1 Defense Bonus: None Possible Construction: Fishing, Undersea Tunnels, Undersea Mines River ----- Food: +5 Production: +5 Gold: +5 Movement: 1/2 Defense Bonus: None Possible Construction: As Underlying Terrain Shallow Water ------------- Food: 10 Production: 10 Gold: 5 Movement: 1 Defense Bonus: None Possible Construction: Fishing, Undersea Tunnels Space ----- Food: 0 Production: 0 Gold: 0 Movement: 1/20 Defense Bonus: None Possible Construction: Food Pods, Assembly Bays Swamp ----- Food: 0 Production: 5 Gold: 0 Movement: 3 Defense Bonus: 50% Possible Construction: Roads Trench ------ Food: 10 Production: 10 Gold: 5 Movement: 1 Defense Bonus: None Possible Construction: Fishing Tundra ------ Food: 5 Production: 0 Gold: 0 Movement: 2 Defense Bonus: None Possible Construction: Roads Volcano ------- Food: 5 Production: 45 Gold: 10 Movement: 1 Defense Bonus: None Possible Construction: Fishing, Undersea Tunnels, Undersea Mines ****************************************************************** 10. CONCLUSION ****************************************************************** Credits ------- Jeff "CJayC" Veasey: For posting this FAQ on his site, www.gamefaqs.com Dead 81436 (Dead81436@aol.com): Giving me "The London Exchange" strategy found in Chapter 7. Contact Me ---------- If you have some comments about this FAQ or want to add to it, email me at alxs123@aol.com. If you have criticism, please try to keep it as constructive as possible. Please have something like "Civilization: Call to Power FAQ" in the topic title. Also, make sure you have thoroughly read this FAQ before emailing me asking for help on the game to make sure that your question is not already answered here. Well, that's about it for this FAQ. I've had fun making it, and I hope it helped you out. Thanks for reading! -Alxs EOF