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       yyy



Civilization IV FAQ/Guide
By Frow
Last Updated 11/29/2005
Version 1.10


---------------------------
Table Of Contents
---------------------------
[#000] Introduction
[#001] The Basics
        - System Requirements
        - What Is Civ And How To Play
        - Hotkeys
[#002] Selecting A Civilization And Leader
[#003] Map Selection
[#004] How To Win
[#005] Understanding Culture
[#006] What's New, What's Old, What No Longer Exists
[#007] Wonders
        - Projects
        - National Wonders
        - World Wonders
[#008] All About Units
        - Promotions
        - Bombardment Units
        - Civ Specific Units
        - Unit List By Type
[#009] Terrain and Resources
        - Basic Terrain
        - Addon Terrain
        - Resources
[#010] Tech
        - How To Obtain Technology
        - Alphabetical List Of Tech
[#011] Buildings
        -Religious Buildings
        -Science Buildings
        -War buildings
        -Production Buildings
        -Cultural Buildings
        -Health And Sanitation
        -Money Making
        -Food Buildings
[#012] Civic and Goverment
[#013] Tips On Playing
[#014] Modding
[#015] FAQ
[#016] Patch Notes
        - 1.09 Patch
        - 1.52 Patch
[#017] Cheats and Exploits
        - Exploits
        - Debug Menu
[#018] A Practice Walkthrough
[#019] Stragety
[#020] Special Thanks
__________________________________________________________________________

[#000] Introduction
****************************************************
This FAQ/Guide Has been written and is copyright 2005 by Jason "Frow" Renfrow.
No part of this guide may be copy or reproduced without permission from me.
Civilization IV and all related symbols are property of Firaxis and 2K Games.
I am in no way affiliated with either company.  This guide is only to be used
on www.gamefaqs.com and www.1up.com web sites and any updated versions can be
found at Gamefaqs.  If you would like to use it get permission by e-mailing me
at [email protected]
****************************************************
This guide was created to help new and returning users with the game
Civilization IV for the PC.  For quickly searching the document simply press
the  CTRL + F keys and type in one of the above codes that goes with the topic
heading.  If you must contact me or I have made an error or my guide includes
outdated material you may use the address in my profile to contact me.
****************************************************

[Version History]

Version 1.10 - January 06, 2006
--Happy New Year
--Expanded FAQ section
--Expanded Mod Section
 -Added Links To Good Mods
 -More Indepth About Creating Mods
--Various Error Fixes
Version 1.01 - December 01, 2005
--More Unit Commentary
--Added Stragety Section
--More Tech Commentary

Version 1.00 - November 30, 2005
--Commentary On Most Sections Added
--Additional Infomation Regaurding Modding
--Additional Basic Information
--Fixed An Issues With The ???? Everywhere
--Added Nifty Tables For Civics
--Better Organized Leader Tables
--Added A Walkthrough
--Added A Hotkeys Section
--Broke 100k  (Too Much Typing Ugh)

Version 0.86 - Novermber 29, 2005
--Added Buildings Section

Version 0.85 - November 29, 2005
--Another Day Another Update
--Added Units

Version 0.80 - November 28, 2005
--Added Tech Tree

Version 0.75 - November 28, 2005
--Added Patch Notes Section
--Additional Tips On Playing
--Added Known Cheats and Exploits Section
--Added Civics in What's New Section
--Added Happiness In Tips On Playing
--Expanded Table Of Contents For Easier Searching


Version 0.5 - November 25, 2005
Created Version 0.5

****************************************************
__________________________________________________________________________


[#001] The Basics

[System Requirements]
Operating System:  Windows® 2000/XP
Processor:  1.2 GHz Intel Pentium 4 or AMD Athlon processor or equivalent (1.8
GHz Recommended)
Memory:   512 MB RAM
Hard Disk Space:  1.7 GB Free
CD-ROM Drive:  4X Speed
Video:  DirectX 9.0c-compatible 64 MB video card with Hardware T&L support
(GeForce 2/Radeon 7500 or better)
(128 MB Recommended)

Sound:  DirectX 9.0c-compatible sound card
DirectX®:DirectX® version 9.0c (included) or higher

****************************************************
[What Is Civilization]
The game is a turn based strategy game that has you take over a Civilization
and take it from the Stone Age to the Information Age.  Along the way you
may take your civ in any direction you wish with several different ways
to win.
****************************************************

[How Do I Start]
Open the game.  You can start a Single Player or Multiplayer game.  If you
want to create a single player game you can click on Play Now and you'll pick
the type of map and the civilization you'll use.  When you start the game
you'll start with a scout or warrior unit and a settler.  Found a city with the
Settler and explore with the other unit.  Then start building your city up and
eventually spread out your civilization.
****************************************************
[What Are Some Hotkeys?]

____________________________________________________________________
| KEY        |   Effect                                              |
|--------------------------------------------------------------------|
|ALT+L. Click| Groups all units on a tile together                   |
|--------------------------------------------------------------------|
|CTRL+Number | Groups group or individual untis to a key             |
|--------------------------------------------------------------------|
|CTRL+Click  | Group all units of the same type together             |
|--------------------------------------------------------------------|
|ALT+I       | Remove Interface                                      |
|--------------------------------------------------------------------|
|CTRL+I      | Minimized Interface                                   |
|--------------------------------------------------------------------|
|ALT+Q       | Retires                                               |
|--------------------------------------------------------------------|
|ALT+W       | Starts Worldbuilder                                   |
|--------------------------------------------------------------------|
|ALT+D       | Changes Player Name and E-mail                        |
|--------------------------------------------------------------------|
|CTRL+B      | Toggles Bare Map On/OFF                               |
|--------------------------------------------------------------------|
|CTRL+M      | Turn The Music On and Off                             |
|--------------------------------------------------------------------|
|CTRL+O      | Opens Options Menu                                    |
|--------------------------------------------------------------------|
|CTRL+R      | Show Resources On or Off                              |
|--------------------------------------------------------------------|
|CTRL+T      | Turns The Grid On and Off                             |
|--------------------------------------------------------------------|
|CTRL+Y      | Turns Tile Yields On and Off                          |
|--------------------------------------------------------------------|
|CTRL+S      | Saves Game                                            |
|--------------------------------------------------------------------|
|Shift+Enter | Forces Turn To End                                    |
|--------------------------------------------------------------------|

****************************************************
__________________________________________________________________________

[#002] Selecting A Civilization And Leader

Unlike previous Civ games several of the available civilizations have two
leaders with different traits and favorite civics.  However the special unit
each Civilization gets is the same no matter what leader is in charge.  Below
is a list of the Civs and their leaders.  Listed is the special unit each Civ
gets and which unit it replaces, the techs they start with and each leader
along with their traits.

__________
|American \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Washington    | Industrious  |  Organized    |----------------|
|---------------------------------------------|   Agriculture  |
|Roosevelt     | Financial    |  Organized    |----------------|
|---------------------------------------------|     Fishing    |
                          \ Unit: Navy Seal  /----------------|
                           \________________/

__________
|Arabian  \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Saladin       |Philosophical |  Spiritual    |----------------|
|---------------------------------------------|   The Wheel    |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|     Mysticism  |
                          \ Unit:Camel Archer/----------------|
                           \________________/

__________
|Aztec    \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Montezuma     |  Aggresive   |  Spiritual    |----------------|
|---------------------------------------------|   Hunting      |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Mysticism    |
                          \ Unit: Jaguar     /----------------|
                           \________________/


__________
|Chinese  \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Mao Zedong    |Philosophical |  Organized    |----------------|
|---------------------------------------------|  Agriculture   |
|Quin Shi Huang| Industrious  |  Financial    |----------------|
|---------------------------------------------|  Mining        |
                          \ Unit:Cho-Ko-Nu   /----------------|
                           \________________/


__________
|Egyptian \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Hatshepsut    |    Spiritual |  Creative     |----------------|
|---------------------------------------------|   The Wheel    |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Agriculture  |
                          \ Unit:War Chariot /----------------|
                           \________________/


__________
|English  \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Victoria      | Expansive    |  Financial    |----------------|
|---------------------------------------------|   Mining       |
|Elizabeth     | Philosophical|  Financial    |----------------|
|---------------------------------------------|  Fishing       |
                          \ Unit:Redcoat     /----------------|
                           \________________/


__________
|French   \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Louis XIV     |Industrious   |  Creative     |----------------|
|---------------------------------------------|   The Wheel    |
|Napoleon      | Aggressive   |  Industrious  |----------------|
|---------------------------------------------|   Agriculture  |
                          \ Unit:Musketeer   /----------------|
                           \________________/


__________
|German   \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Bismark       |Industrious   |  Expansive    |----------------|
|---------------------------------------------|   Mining       |
|Frederick     | Creative     |  Philosophical|----------------|
|---------------------------------------------|   Hunting      |
                          \ Unit:Panzer      /----------------|
                           \________________/


__________
|Greek    \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Alexander     |Philosophical |  Aggresive    |----------------|
|---------------------------------------------|   Hunting      |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Fishing      |
                          \ Unit:Phalanx     /----------------|
                           \________________/


__________
|Incan    \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Huayna        |  Financial   |  Aggresive    |----------------|
|---------------------------------------------|   Agriculture  |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Mysticism    |
                          \ Unit:Quechua     /----------------|
                           \________________/


__________
|Indian   \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Asoka         |Spiritual     |  Organized    |----------------|
|---------------------------------------------|   Mining       |
|Gandhi        |Industrious   |  Spiritual    |----------------|
|---------------------------------------------|   Mysticism    |
                          \ Unit:Fast Worker /----------------|
                           \________________/


__________
|Japanese \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Tokugawa      |Aggresive     |  Organized    |----------------|
|---------------------------------------------|   The Wheel    |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Fishing      |
                          \ Unit:Samurai     /----------------|
                           \________________/



__________
|Milanese \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Mansa Musa    |Spiritual     |  Financial    |----------------|
|---------------------------------------------|   The Wheel    |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Mining       |
                          \ Unit:Skirmisher  /----------------|
                           \________________/


__________
|Mongolian\___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Genghis Khan  |Aggresive     |  Expansive    |----------------|
|---------------------------------------------|   The Wheel    |
|Kublai Khan   |Aggresive     |  Creative     |----------------|
|---------------------------------------------|   Hunting      |
                          \ Unit:Keshik      /----------------|
                           \________________/


__________
|Persian  \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Cyrus         |Creative      |  Expansive    |----------------|
|---------------------------------------------|   Agriculture  |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Hunting      |
                          \ Unit:Immortal    /----------------|
                           \________________/


__________
|Roman    \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Julius Caesar |Expansive     |  Organized    |----------------|
|---------------------------------------------|   Mining       |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|   Fishing      |
                          \ Unit:Praetorian  /----------------|
                           \________________/


__________
|Russian  \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Catherine     |Financial     |  Creative     |----------------|
|---------------------------------------------|   Mining       |
|Peter         | Expansive    |  Philosophical|----------------|
|---------------------------------------------|   Hunting      |
                          \ Unit:Cossack     /----------------|
                           \________________/


__________
|Spanish  \___________________________________
|---------------------------------------------|
|Name          |    Trait1    |    Trait2     |_________________
|---------------------------------------------|  Starting Tech |
|Isabella      |Expansive     |  Spiritual    |----------------|
|---------------------------------------------|   Fishing      |
|#########     | #########    |  #########    |----------------|
|---------------------------------------------|     Mysticism  |
                          \ Unit:Conquistador/----------------|
                           \________________/

****************************************************

Below is a list of what each trait means for the Civilization:

[Aggressive]
Free Promotion [Combat I]  For Melee And Gunpowder Units
Double Production Speed of Barracks and Drydock
****************************************************

[Creative]
+2 Culture Per City
Double Production Speed of Theatre and Coliseum
****************************************************

[Expansive]
+2 Health Per City
Double Production Speed of Granary and Harbor

****************************************************

[Financial]
+1 Gold On Plots With 2 Gold Already
Double Production Speed of Banks
****************************************************

[Industrious]
+50% Wonder Production
Double Production Speed of Forge
****************************************************

[Philosophical]
+100% Great Person birth rate
Double Production Speed of University
****************************************************

[Spiritual]
No Anarchy
Double Production Speed of Temple
****************************************************

[Organized]
-50% Civic Upkeep
Double Production Speed of Lighthouse, Courthouse
****************************************************

Choosing the right leader will help you out considerably.  Choose one that fits
your playing style the best.  If you are trying to gain the most culture then
get one with the Creative trait, but if domination is more your game then going
for an Aggressive Trait is a definite must.  Keep in mind it becomes almost
impossible to gain early religion without a Civ with Mysticism.

__________________________________________________________________________
[#003] Map Selection

When starting a new game there are several different types of maps you can
choose.  These maps randomly generate a map or you can choose to start a
scenario.  Scenarios are pre-built maps with specific goals to complete.  The
map types available are:

[Terra] -  This is an Earth like map.  All civs start on a single large
continent and that leaves another continent completely open for the
Civilizations to uncover.  Although roaming bands of barbarians might make the
trek difficult
****************************************************
[Oasis] - A desert map with large amounts of resources in the desolate sand of
the center.  Climate and Sea level cannot be changed.
****************************************************
[Inland Sea] - This map features a huge ocean in the center of the world with
the land cover the outside areas.
****************************************************
[Lakes] - A Minnesota map.  This map features no oceans but tons of lakes.
****************************************************
[Continents] - Map featuring two or more large land masses
****************************************************
[Ice Age] - Map that features a whole lot of snow.
---Sub settings
Random - Chooses a random type
Wide Continents - Continents are fat
Narrow Continents - Short Continents
Islands - Large Islands
Small Islands - Small Islands dot the ocean
****************************************************
[Great Plains] - Great Plains like map.  Large amounts of grassland and rivers.
You Cannot change Climate or sea level.
****************************************************
[Highland] - A map that involves quite a few hills and mountains.  Cannot
change climate or sea level.
---Sub Settings
Random - Chooses a random type
Scattered - Mountains are scattered around
Ridgelines - Mountains are lined up
Clustered - Mountains are bunched up
****************************************************
[Pangaea] - One huge landmass
---Sub Settings
Random - Chooses a random type
Natural
Pressed
Solid
****************************************************
[Archipelago] - Landmass is cut into island chains
---Sub Settings
Random - Chooses a random type
Snaky Continents - Long, thing, and large landmasses
Archipelago - Large chains of islands
Tiny Islands - Several small islands
****************************************************

__________________________________________________________________________

[#004] How To Win

There are six basic ways to win the game of Civilization IV.  Below is a
description of each.

[Conquest] - For your warmongers out there.  A civilization is declared a
Conquest winner when all of his opponent's cities have been destroyed or
captured.  Not an easy feat on large maps with several civilizations.  Note
that you don't have to destroy all of your opponent's units only their cities.
****************************************************

[Cultural] - This is for anyone that absolutely hates fighting but loves
cranking out those wonders.  Get three cities with around 50,000 culture on
Normal mode and you'll win a Cultural victory.
****************************************************

[Diplomatic] - Like making friends?  Give into your rivals a bit and don't like
to war.  Well then this is for your.  After the United Nations wonder is built
some global changes can be made.  First of all the various civilizations get to
vote on who becomes head of the UN.  After that various topics can be brought
up to vote including who becomes the world leader.  It really helps to have the
same religion as most of the other civs to make them like you as well as being
VERY generous.
****************************************************

[Domination] - Not exactly the same as conquest.  Not only must you have the
most people in the world but you must also control most of it.  Two-thirds of
all the land must reside within your borders AND you must have 25% more people
in your Civ than in any other civilization.  Lots of Settlers and workers are
needed for this one and maybe a little bit of military might.
****************************************************

[Space Race] - When you've exhausted almost all the tech that you can possibly
research you'll get the chance to start building space ship parts.  Build
enough before anyone else and you'll go off exploring the stars.
****************************************************

[Time]  - When the calendar reaches the year 2050 the game ends.  Whoever has
the highest score wins.
****************************************************

Victory is in the eye of the beholder.  If you want to win it's best to plan
out before you start playing so you can pick the right civilization and leader
as well as figure out what techs you need.  Also if playing to 2050 isn't
enough you can always keep playing, though your score will not be kept.

__________________________________________________________________________

[#005] Understanding Culture

What is culture?  Culture is one of the most important parts of the game.  Each
city starts off with eight squares surrounding the city that they have access
to.  As a city gains more culture the city boundaries expand.  If a resource is
within your borders you can gain access to it.  No rival civilizations may
build within your cultural borders and vice versa.  Also, unless you allow
rival civilizations they will not be able to cross your borders without
declaring war.

If you want to safely steal a rival's city you can try to out culture them.  By
building a city nearby and pumping up the city with as much culture as
possible, when it's borders expand you have a chance that the rival's city with
revolt and join your civilization.  This will not cause a war or any hard
feelings.

Also, by creating three cities with "Legendary Culture" you'll win a Cultural
victory.  Religious buildings, Libraries, Universities, and most wonders will
contribute culture as well as some civics, leader traits, and Great Artists.

__________________________________________________________________________

[#006] What's New, What's Old, What No Longer Exists

With every instances of a series new things are added and old things are taken
away.  Listed In This section is the new ideas that have been added and for
returning players some parts that have been replaced.

****************************************************

-=Added=-
[Religion] - For the first time in Civilization games religion plays a large
role.  The player has the ability to get Islam, Christianity, Buddhism,
Hinduism, Taoism, Confucianism, and Judaism.  Each of these religions act in
the same way and add +1 Happiness to your Civilization.  Each Civilization can
have as few or as many religions as they wish.  Depending on Civics and
buildings this can be helpful or a curse.  Also, Civilizations that share the
same main religion will get along better, but Civilizations with different
religions won't get alone very well.  Each Religion gets their own temple,
monastery, and cathedral.  Also, each religion gets a "Holy City," these Holy
Cities are the cities that the religion is founded in.  There can be only one
holy city per religion.  By moving a Great Prophet into the city they can
instantly build a special religious building.  Religion can spread either by
it's own or you can build Missionaries to send to your cities and rival
civilization's cities.

[Great People] - By creating wonders as well as certain civics you'll get a
chance to get great people.  These great people have several different uses as
well as type of Great People.  Great Merchants can be sent to foreign cities to
make large amounts of gold in one shot.  Great Engineers can be used to almost
instantly create buildings, units, and wonders as well as create and Academy to
increase Culture and Science in the city.  Great Prophets can build the Holy
City special buildings.  Great Artists can go to a city and instantly give the
city thousands of points of culture.  You may sacrifice two different types of
Great People to start a Golden Age.  After the first golden age it will take an
additional Great Person per golden age.  Also Great People can join a city and
add hammers, gold, science, or culture.

[Building Resources] - Civilization has always had resources, but now there are
some resources that speed up building and wonder production.  Copper, Stone,
Marble, and Iron are a few of them.

[Improvements] - There have been some added improvements such as Windmills,
Lumber mills, Waterwheels.


[CIVICS] - A brand new system of government gives you more control over your
Civ. Taken almost directly from Alpha Centari this system allows you to pick
five parts of your government from five selections per section.

****************************************************

-=Changed=-
[Wonders]  - Several Wonders and what they do have been added and changed.  See
[#007] Wonders for details.

[Maintenance Penalties] - In previous games each building added a cost.  Now
more cities and distance from capital increases costs.


[Settlers & Workers] - No longer does building these units take away
population.  However now you cannot increase your population in a city while
building these units.

[Unit Upgrades] - Now some RPG elements have been added.  As units gain XP they
level up.  When they level up they gain special promotions.  These will be
listed in the unit section.

[Health] - With Pollution pulled from the game now you'll have to worry about
the health of a city.  A green face shows that the city is sick.  Build
Aqueducts, hospitals, and other buildings to increase health.

[Barbarians] - Barbarians still exist but now Wild Animals are stalking about.
These animals cannot attack cities nor can they cross into cultural boundaries
except to attack a unit on the edge.


****************************************************

-=Removed=-
[Corruption] - Distance from capital penalties that would take money and
production away from the cities.

[Pollution] - In previous games during the later years pollution would pop up
all around cities.  Workers would have to clean up the pollution so the terrain
could grant the bonus' to the cities.


[Riots] - When there are more unhappy citizens than happy ones the city would
riot and not build or contribute at all to your civilization.  Riots will only
occur when a city is changing hands.
__________________________________________________________________________

[#007] Wonders

Wonders are a staple of Civilization games.  Some tend to grant powerful
effects that last an entire game, some give a one time boost, or some become
obsolete a few years after constructing them.  In Civilization IV there are two
types of wonders.  There are World Wonders that only one civilization may build
in the world and then there are National Wonders, which any city you own may
build.  National wonders differ a bit since any city can have up to two of
them, but there can only be one of each.  These wonders are used to specialize
your cities.  The wonder makes them good at either culture, military, and
anything in between.   Also, building wonders makes it more likely to get Great
People.  Below is a list of wonders and Projects and their effects.
****************************************************

-=Projects=-

[Apollo Program] - Allows Ability To Create Spaceship
-Requires: Rocketry
Double Production Speed With Aluminum

[The Internet] - Technology Known By Two Other Civs You Immediately Learn
-Requires: Fiber Optics
Double Production Speed With Copper

[The Manhattan Project] - Allows Construction Of Nukes For All Civs
-Requires: Fission
Double Production Speed With Uranium

[SS Casing] - 5 Needed
-Requires: Apollo Program, Rocketry
Double Production Speed With Aluminum

[SS Thrusters] - 3 Needed

-Requires: Apollo Program, Satellites
Double Production Speed With Aluminum

[SS Engines] - 1 Needed
-Requires: Apollo Program, Fusion

[SS Docking Bay] - 1 Needed
-Requires: Apollo Program, Robotics
Double Production Speed With Aluminum

[SS Cockpit] - 1 Needed
-Requires: Apollo Program, Fiber Optics
Double Production Speed With Copper

[SS Life Support] - 1 Needed
-Requires: Apollo Program, Ecology
Double Production Speed With Copper

[SS Stasis Chamber] - 1 Needed
-Requires: Apollo Program, Genetics
Double Production Speed With Copper
****************************************************

-=National Wonders=-

[Forbidden Palace] - Acts as a second palace and lowers maintenance costs in
nearby cities.
-Requires:  8 Or More Cities and 6 Courthouses
+4 Culture

[Globe Theatre] - Can turn 3 citizens into artists, No unhappiness in city it's
built in
-Requires:  Drama and 6 Theatres
+6 Culture

[Hermitage]
-Requires: Nationalism
+100% Culture
Double Production Speed With Marble

[Heroic Epic] - +100% Unit Production
-Requires: Literature, Barracks in City, Level 4 Unit
+4 Culture
Double Production Speed With Marble

[Ironworks] - +50% Hammers With Iron, +50% Hammers With Coal, 3 Citizens
Engineers -2 Health
-Requires: Steel, 6 Forges

[Mount Rushmore] -  -25% War Happiness in all cities
-Requires: Fascism
+4 Culture
Double Production Speed With Stone

[National Epic] - +100% Great Person Birth Rate In City
-Requires: Library In City, Ligature
+4 Culture
Double Production Speed With Marble

[Oxford University] - +100% Research
-Requires: Education, 6 Universities
+4 Culture
Double Production Speed With Stone

[Palace] - Makes City The Capital
-Requires: 4 or more cities
+2 Culture

[Red Cross] - Free Medic I Promotion To New Units In City
-Requires: Medicine, 6 Hospitals
+2 Culture

[Scotland Yard] - Allows Creation of Spies
-Requires: Communism

[Wall Street] - 3 Citizens Can Become Merchants, +100% Gold
-Requires: Corporation, 6 Banks

[West Point] - +4 Experience To New Units Built In City
-Requires: Military Tradition, Level 5 Unit
Double Production Speed With Stone
****************************************************

-=World Wonders=-

[Angkor Wat] - +1 Hammer Per Priest, Can Turn 3 Citizens Into Priests
-Requires: Philosophy
+8 Culture
Double Production Speed With Stone

[Broadway] - Provides 5 Hit Musicals (Tradable Resources)
-Requires: Electricity
+50% Culture

[Chichen Itza] - +25% Defense In All Cities
-Requires: Code Of Laws
+6 Culture
Double Production Speed With Stone

[The Church of the Nativity] - 3 Citizens Can Be Priests, +1 Gold Per City With
Christianity, Spread Christianity
-Requires: Christian Holy City, Great Prophet
+4 Culture

[The Colossus] - +1 Gold In All Water Titles
-Requires: Metal Casting, Forge, Costal City
+6 Culture
Double Production Speed With Copper

[The Dai Miao] - 3 Citizens Can Be Priests, +1 Gold Per City With Taoism,
Spread Taoism
-Requires: Taoist Holy City, Great Prophet
+4 Culture

[The Eiffel Tower] - Free Broadcast Tower In Every City
-Requires: Radio, Forge
+6 Culture
Double Production Speed With Iron

[The Great Library] - 2 Free Scientists
-Requires: Ligature, Library
+8 Culture
Double Production Speed With Marble

[The Great Lighthouse] - +2 Trade Routes In Coastal Cities
-Requires: Masonry, Lighthouse, Coastal City
+6 Culture

[The Hagia Sophia] - Workers Work +50% Faster
-Requires: Engineering
+8 Culture
Double Production Speed With Marble

[The Hanging Gardens] - +1 Health and Population In All Cities
-Requires: Mathematics and Aqueduct
+6 Culture
Double Production Speed With Stone

[Hollywood] - Provides 5 Hit Movies (tradable resources)
-Requires: Mass Media
+50% Culture

[The Kashi Vishwanath] - 3 Citizens Into Priests, +1 Gold for every Hindu City,
Can Spread Hinduism
-Requires: Hindu Holy City, Great Prophet
+4 Culture

[The Kong Miao] -  3 Citizens Can Be Priests, +1 Gold Per City With Confucius,
Spread Confucius
-Requires: Confucius Holy City, Great Prophet
+4 Culture

[The Kremlin] - -50% Hurry Cost
-Requires: Communism
Double Production Speed With Stone

[The Mahabodhi] - 3 Citizens Can Be Priests, +1 Gold Per City With Buddhism,
Spread Buddhism
-Requires: Buddhist Holy City, Great Prophet
+4 Culture

[The Masjid al-Haram] - 3 Citizens Can Be Priests, +1 Gold Per City With Islam,
Spread Islam
-Requires: Islamic Holy City, Great Prophet
+4 Culture

[Notre Dame] - +1 Happiness In All Cities On Continent
-Requires: Music
+10 Culture
Double Production Speed With Stone

[The Oracle] - Free Technology Of Your Choice
-Requires: Priesthood
+8 Culture
Double Production Speed With Marble

[The Parthenon] - +50% Great Person Birth Rate In All Cities
-Requires: Polytheism
+10 Culture
Double Production Speed With Marble

[The Pentagon] - +2 Experience To All New Units In All Cities
-Requires: Assembly Line

[The Pyramids] - Enables All Government Civics
-Requires: Masonry
+6 Culture
Double Production Speed With Stone

[Rock 'n Roll] - Provides 5 Hit Singles (tradable resources)
-Requires: Radio
+50% Culture

[The Sistine Chapel] - +2 Culture Per Specialist In Each City
-Requires: Theology
+10 Culture
Double Production Speed With Marble

[The Space Elevator] - +50% Space Ship Parts Construction
-Requires: Robotics
Double Production Speed With Aluminum

[The Spiral Minaret] - +1 Gold Per State Religion Buildings
-Requires: Divine Right
+8 Culture
Double Production Speed With Stone

[The Statue Of Liberty] - +1 Free Specialist In Cities On Continent
-Requires: Democracy, Forge
+6 Culture

Double Production Speed With Copper

[Stonehenge] - Free Obelisk in all cities

-Requires: Mysticism
+8 Culture
Double Production Speed With Stone

[The Taj Mahal] - Starts A Golden Age For Your Civilization
-Requires: Nationalism
+10 Culture
Double Production Speed With Marble

[The Temple Of Solomon] - 3 Citizens Can Be Priests, +1 Gold Per City With
Judaism, Spread Judaism

-Requires: Jewish Holy City, Great Prophet
+4 Culture

[The Three Gorges Dam] - Power For Cities On Same Continent
-Requires: Plastics

[The United Nations] - Starts Global Elections, Guarantees Eligibility
-Requires: Mass Media

[Versailles] - Reduces Maintenance Costs In Nearby Cities
-Requires: Divine Right
+10 Culture
Double Production Speed With Aluminum

__________________________________________________________________________

[#008] All About Units

Units make up the backbone of your army.  There are two main stats that make up
a unit, their movement and their strength.  Movement determines how many spaces
a unit may move.  (note hills, jungles, and forests take up more points than
plains and grassland.)  Strength is the second factor to take under
consideration.  This is the basis of a unit's attack and defense before
modifiers.

Speaking of modifiers there are several that affect a unit.  Terrain is one of
the basic ones.  If you attack a unit from across a river, in a city, or on
hills, jungle, and forests you're unit will be put at a sever disadvantage.
Also, many units come with modifiers such as better city defense or attack
against certain types of units.

One way to add modifiers is a unit to "level up."  As your units attack and
kill several enemy units they'll gain experience.  Gather enough experience and
your units will level up allowing access to different promotions.  Following is
a list of the promotions and units.
****************************************************

[Accuracy] - +10% city bombard damage
Available to: Siege
Requires:  Barrage I

[Ambush] - +25% against armored units
Available to: Siege, gunpowder, armor, and helicopters
Requires: Combat II

[Amphibious] - No penalties for attacking across a river or from the sea
Available to: Siege, gunpowder, melee, mounted, recon, and archery
Requires: Combat II

[Barrage] - +20% collateral damage
Available to: Siege and armored
Requires: N/A

[Barrage II] - +30% collateral damage, +10% vs melee units
Available to: Armored
Requires: Barrage I

[Barrage III] - +50% collateral damage, +10% vs gun powdered
Available to: Armored
Requires:  Barrage II

[Blitz] - Can attack multiple times
Available to: Mounted, armor, and helicopter
Requires: Combat III

[Charge] - +25% vs siege weapons
Available to: Melee, armored, helicopters, and mounted
Requires: Combat II

[City Garrison I] - +20% city defense
Available to: Gunpowder and Archery
Requires: N/A

[City Garrison II] - +25% city defense
Available to: Gunpowder and Archery
Requires: City Garrison I

[City Garrison III] - +30% city defense and +10% vs melee units
Available to: Gunpowder and Archery
Requires: City Garrison II

[City Raider I] - +20% city attack
Available to: Armored, Siege, Melee
Requires:  N/A

[City Raider II] - +25% city attack
Available to: Armored, Siege, Melee
Requires:  City Raider I

[City Raider III] - +30% city attack and +10% vs. gunpowder units
Available to: Armored, Siege, Melee
Requires: City Raider II

[Combat I] - +10% strength
Available to: All
Requires: N/A

[Combat II] - +10% strength
Available to: All
Requires: Combat I

[Combat III] - +10% strength
Available to: All
Requires: Combat II

[Combat IV] - +10% strength and additional +10% health regeneration in neutral
lands
Available to: All
Requires: Combat III

[Combat V] - +10% strength, additional +10% health regeneration in enemy lands
Available to: All
Requires: Combat IV

[Commando] - Ability to use enemy roads
Available to: Archery, Recon, Melee, Mounted, Armored, and Gun powdered
Requires: Combat IV

[Cover] - +25% vs. Archery
Available to: Gun powdered and Melee
Requires: Combat I

[Drill I] - +1 first strike chance
Available to:  Siege, Armored, Archery, Helicopter, Naval
Requires: N/A

[Drill II] - +1 first strike chance
Available to: Siege, Armored, Archery, Helicopter, Naval
Requires: Drill I

[Drill III] - +2 first strike chance
Available to: Siege, Armored, Archery, Helicopter, Naval
Requires: Drill II

[Drill IV] - +2 first strike chance, +10% vs. mounted
Available to: Siege, Armored, Archery, Helicopter, Naval
Requires: Drill III

[Flanking I] - 10% withdraw chance
Available to: Mounted, Armor, Helicopter, and Naval Units
Requires: N/A

[Flanking II] - 20% withdraw chance, immune to first strikes
Available to: Mounted, Armor, Helicopter, and Naval Units
Requires: Flanking I


[Formation] - +25% vs. mounted
Available to: Melee, Gun powdered, Archery, Mounted
Requires: Combat II

[Guerilla I] - 20% hill defense
Available to: Recon, Archery, and Gun powdered
Requires: N/A

[Guerilla II] - 30% hill defense, Double Movements In Hills
Available to: Recon, Archery, and Gun powdered
Requires: Guerilla II

[March] - Ability to heal while moving

Available to: Archery, Recon, Mounted, Melee, Siege, and Gun powdered
Requires: Medic I

[Medic I] - Heals Units In Same Tile By 10%
Available to: Recon, Archery, Gun powdered, Mounted, Melee, Siege, and Naval
Requires: Combat I

[Medic II] - Heals Units In Same and Adjacent Tile By 10%
Available to: Recon, Archery, Gun powdered, Mounted, Melee, Siege, and Naval
Requires: Medic I

[Mobility] - All terrain only costs 1 movement point
Available to: Mounted and Armored
Requires: Flanking II

[Navigation I] - +1 Movement Range
Available to: Naval
Requires: N/A

[Navigation II] - +1 Movement Range
Available to: Naval
Requires: Navigation I

[Pinch] - 25% vs. gun powdered
Available to: Gun powdered, Mounted, Armored, and Helicopter
Requires: Combat I

[Sentry] - +1 Visibility Range
Available to: Naval, Mounted, Helicopter, and Recon
Requires: Combat III

[Shock] - 25% vs. melee units
Available to: Mounted, Melee, Archery, and Siege
Requires: Combat I

[Woodsman I] - 20% Jungle and Forest Defense
Available to: Melee, Recon, and Gun powdered
Requires: None

[Woodsman II] - 30% Jungle and Forest Defense and Double Movement in Jungle and
Forest
Available to: Melee, Recon, and Gun powdered
Requires: Woodsman II
****************************************************
-=Barrage Units=-

Catapults, Cannons, and Artillery = Once again these units can attack as well
as barrage.  Barraging will weaken a city's defenses allowing them to have a
better chance of taking a city.  These units also can do collateral damage.  If
you attack with them they can damage several units that are stacked on top of
each other.

****************************************************
-=Civilization Specific Units=-
*Key*
(Strength/Movement/Required Resources)

[Camel Archer] (Replaces Knight)
Arabian Specific Unit
(10/2/None)
Type: Mounted
Immune To First Strikes/No Defensive Bonus/25% Withdraw Chance
Requires Tech: Archery, Guilds, Horseback Riding
=============================================================================
My Take:  An offensive only unit.  The only real advantage this unit has is
that you don't have to worry about the resource requirements of its counterpart
Decent offensive weapon at the time and good if you are stuck with no resources
=============================================================================


[Cho-Ku-Nu] (Replaces Crossbow)
Chinese Specific Unit
(6/1/Iron)
Type: Archery
2 First Strikes/+50% vs. Melee/Collateral Damage
Requires Tech: Archery, Machinery
=============================================================================
My Take: Excellent Offensive Weapon.  Build these as fast as possible to take
advantage of their relativily low strength. The 2 first strikes give it an edge
up on archers defensive units and the +50% vs. Melee will take care of the
other defenders.  The Collateral Damage mod is a rare find so take advantage
of it.
=============================================================================


[Conquistador] (Replaces Knight)
Spanish Specific Unit
(10/2/Iron, Horses)
Type: Mounted
Immune To First Strikes/+50% vs. Melee
Requires Tech: Horseback Riding, Guilds
=============================================================================
My Take: A decent offensive only unit to take out roaming units.  Since
it still has the resource requirement it's not as great as it could be.
=============================================================================


[Cossack] (Replaces Calvary)
Russian Specific Unit
(18/2/Horses)
Type: Mounted
No Defensive Bonus/+50% vs. Mounted & Cannon/30% Withdraw Chance
Requires Tech: Gunpowder, Horseback Riding, Military Tradition
=============================================================================
My Take: A decent offensive unit.  Might be decent if you are trying to
pick off an invasion force before it gets to you.
=============================================================================


[Fast Worker] (Replaces Worker)
Indian Specific Unit
(0/3/None)
Type: Special
=============================================================================
My Take: An extra movement point makes this unit nice.  You'll be able to start
improvements quicker and allows your cities to flourish.
=============================================================================


[Immortal] (Replaces Chariot)
Persian Specific Unit
(4/2/Horses)
Type: Mounted
30% Withdraw Chance/+50% vs. Archery
Requires Tech: The Wheel
=============================================================================
My Take: If you want to go to war early this is a good unit to go with but it's
quickly obsolete.  The +50% vs Archery will cancel out the archery's 50% city
defense bonus.
=============================================================================

[Jaguar] (Replaces Swordsman)
Aztec Specific Unit
(5/1/None)
Type: Melee
10% City Attack/ 25% Jungle Defense
Requires Tech: Iron Working
=============================================================================
My Take:  Not much of an upgrade.  The Jungle upgrade may or may not be useful
depending on what terrain is around.
=============================================================================

[Keshik] (Replaces Horse Archer)
Mongolian Specific Unit
(6/2/Horses)
Type: Mounted
1 First Strikes/+50% vs. Catapults/No Defensive Bonus/Ignores Terrain Mov costs
Requires Tech: Archery, Horseback Riding
=============================================================================
My Take: An amazing early scout.  Very good at intercepting incoming attackers.
=============================================================================

[Musketeer] (Replaces Musket man)
French Specific Unit
(9/2/None)
Type: Gunpowder
Requires Tech: Gunpowder</pre><pre id="faqspan-2">
=============================================================================
My Take: Only adds one movement point.  Not much of an upgrade.
=============================================================================

[Navy Seal] (Replaces Marine)
American Specific Unit
(24/1/None)
Type: Gunpowder
1-2 First Strikes/+50% vs. Artillery and Machine Gun/Starts With Amphibious and
March
Requires Tech: Rifling, Industrialism
=============================================================================
My Take: Loses its usefulness on land locked cities and maps.  Decent at
destroying the defenses of modern cities.
=============================================================================

[Panzer] (Replaces Tank)
German Specific Unit
(28/2/Oil)
Type: Armored
No Defensive Bonus/+50% vs. Armored/Starts With Blitz
Requires Tech: Rifling, Industrialism
=============================================================================
My Take: Great at late game pushes.  Can basically take over the world
late in the game if used correctly.
=============================================================================

[Phalanx] (Replaces Spearman)
Greek Specific Unit
(5/1/Iron or Copper)
Type: Melee
100% vs. Mounted/ 25% Hills Defense
Requires Tech: Hunting
=============================================================================
My Take:  This is a good unit to defend your resources from pillagers.  However
you need the resources to get the unit to protect them.
=============================================================================

[Praetorian] (Replaces Swordsman)
Roman Specific Unit
(8/1/Iron)
Type: Melee
Requires Tech: Iron Working
=============================================================================
My Take: Offensive or Defensive unit.
=============================================================================

[Quechua] (Replaces Warrior)
Incan Specific Unit
(2/1/None)
Type: Melee
100% vs. archery/ 25% City Defense
Requires Tech: None
=============================================================================
My Take: Earliest civ specific unit.  Can be used at defense or offense but not
that great.
=============================================================================

[Redcoat] (Replaces Rifleman)
English Specific Unit
(16/1/None)
Type: Gunpowder
25% vs. mounted and gunpowder
Requires Tech: Rifling
=============================================================================
My Take:  Amazing offensive or defensive unit.Your army might be full of these.
=============================================================================

[Samurai] (Replaces Maceman)
Japanese Specific Unit
(8/1/Iron)
Type: Melee
2 First Strikes, 50% vs. melee
Requires Tech: Civil Service, Machinery
=============================================================================
My Take:  Decent all around unit.  Good strength and first strike will make
sure it deals plenty of damage.
=============================================================================

[Skirmisher] (Replaces Archer)
Mali Specific Unit
(4/1/None)
Type: Archery
1-2 First Strikes, 25% Hill Defense, 50% City Defense
Requires Tech: Archery
=============================================================================
My Take: Another great defensive unit for both cities and resources.
=============================================================================

[War Chariot] (Replaces Chariot)
Egyptian Specific Unit
(5/2/Horses)
Type: Mounted
Immune To First Strike, No Defensive bonus, 20% Withdraw Chance
Requires Tech: The Wheel
=============================================================================
My Take:  Another decent offensive unit.  Though some "Melee" units might be
better.  With these though you can take the chance of attacking a strong
unit since there is the chance it will withdraw.
=============================================================================
****************************************************
-=Unit List By Type=-
*Key*
(Strength/Movement/Required Resources)

===Archery Units===

[Archer]
(3/1/None)
Required Tech: Archery
+1 First Strike/+50% City Defense/+25% Hills Defense

[Longbowman]
(6/1/None)
Required Tech: Archery, Feudalism
+1 First Strike/+25% City and Hills Defense

[Crossbowman]
(6/1/Iron)
Required Tech: Archery, Machinery
+1 First Strike/+50% Vs. Melee

=============================================================================
Archers are by far the best defensive units early on.  If they have the City
Garrison promotion that's an additional +20% City Defense.  Crossbowman are
glorified Axe and Macemen.  The addition of the +1 first strike is pretty good
Longbowman are good at city and resource defenses.  These will make up a bulk
of your defenses early on in the game.
=============================================================================

===Armored Units===

[Tank]
(28/2/Oil)
Required Tech: Industrialism, Rifling
No Defensive Bonus, Starts With Blitz

[Modern Armor]
(40/2/Oil and Aluminum)
Required Tech: Composites, Flight, Computers
+1 First Strike/No Defensive Bonus/Starts With Blitz

=============================================================================
Extremly strong offensive units.  Should definatly have quite a few of them.
Once you get these units with the Blitz promotion you'll wonder how you've ever
done without.  You'll be able to attack a couple times per turn, if your
strength holds out.  These units have few enemies even late game so having a few
of them will be nice.  Modern Armor is nice but the strategic resources are
a little on the extreme side. That's not even getting into the technology
requirement for it, but it is the strongest land unit that you can build.
=============================================================================

===Gunpowder Units===

[Musketman]
(9/1/None)
Required Tech: Gunpowder

[Rifleman]
(14/1/None)
Required Tech: Rifling
+25% vs. Mounted

[Grenadiar]
(12/1/None)
Required Tech: Chemestry
+50% vs. Rifleman

[Infantry]
(20/1/None)
Required Tech: Assembly Line, Rifling
+25% vs. Gunpowder

[SAM Infantry]
(18/1/None)
Required Tech: Rocketry
40% to intercept aircraft,/+50% vs. Helicopter

[Marine]
(24/1/None)
Required Tech: Industrialism, Rifling
Starts With Amphibious/+50% vs. Artillery and Machine Gun

[Mechanized Infantry]
(32/2/None)
Required Tech: Robotics, Rifling
Starts With March/Chance To Intercept Aircraft
=============================================================================
Extremly strong offensive or defensive units.  These are a must in any army.
If you win the race to Gunpowder then you'll have an extremly valuable edge. In
the early days there is no counter unit to the Musketman and Grenadar except
for another Musketman and Grenader.  Grenaders have a higher strength so
building those instead of Musketmen is a good idea.  Musketmen are obsolete
fairly quickly and then are quickly replaced by Riflemen and Infantry units.
These units have a bit more strength and some good traits.  Nothing great, but
a good upgrade.  SAM Infantry sounds useless and pretty much are against rivals
that have a tech disadvantage.  They have lower strength than the Infantry unit
but do have bonus' against aircraft.  More of a defensive unit, but only useful
if your have an advanced enemy.

Mechanized Infantry are the last leg of the gunpowder units and the best.
March is a very nice promotion to start with, especially if you have a
dedicated medic one.  The strength is also the highest of any gunpowder unit
and the ability to intercept aircraft is decent against advanced rival.

Marines are the only unit in this group that are actually different.  They are
the definition of offense.  These are great to have against a rival with a
similar technology scale as your own.  Also if you are playing a game with lots
of islands or large amounts of oceans then this is a must have unit, though
you may not want to have too many of these.  The Artillery and more importantly
the Machine Gun bonus' make this a true city raider.  The amphibious promotion
is surprisingly strong.  This allows you to attack from a transport with no
negative affect as well as crossing rivers.  You'll be surprised at how strong
these are.
=============================================================================

===Helicopter Units===

[Gunship]
(20/4/Oil)
Required Tech: Rocketry, Flight
Can't Capture cities/No Defensive Bonus/Flies Over Terrain/
+25% Withdraw Chance/+100% vs. Armored Units
=============================================================================
Great at intercepting units on the move or annoying your rivals.  With their
high attack vs armored unit they are one of your only defenses against a late
tank rush.  Pretty much a modern day mounted unit since it holds similar
traits.  A couple of these babies should be near your border cities just in
case.  Especially if your neighbord is Germany.
=============================================================================


===Melee Units===

[Axeman]
(5/1/Copper or Iron)
Required Tech: Bronze Working
+50% vs. Melee

[Warrior]
(2/1/None)
Required Tech: None
+25% City Defense

[Swordsman]
(6/1/Iron)
Required Tech: Iron Working
+10% vs. City Attack

[Maceman]
(8/1/Copper or Iron)
Required Tech: Civil Service, Machinery
+50% vs. Melee

[Spearman]
(4/1/Copper or Iron)
Required Tech: Hunting
+100% vs. Mounted

[Pikeman]
(6/1/Iron)
Required Tech: Engineering
+100% vs. Mounted

=============================================================================
Early age units that are mostly good offensive and defensive units.  All have
various strengths and weaknesses.  Spearmen and Pikemen make the best defensive
units since they can defend extremly well against the faster mounted units.
Teaming them with an archer for city defense can really hold down the fort so
to speak.

Macemen and Axemen make good units for both offensive and defensive stances.
Since you can use either Copper or Iron there shouldn't be a problem spitting
a few of these units out.  With their +50% vs melee units these can take out
several various defenders while also providing great support against incoming
attackers.

Swordsman on the other hand make up one of the best offensive units out of the
melee side.  With their 10% city attack bonus and the highest strength of any
melee unit they are a force to be reaconed with.  Team that with the City
Raider promotion and you have one tough army to deal with.

Finally there is the Warrior group.  These have a few uses, but not all of them
good.  First they can simply be fodder for weaking city defenses.  Second, they
maybe your only defense early against barbarians.  Third, if you build a lot of
them early you can pretty much keep them fortified till later in the game and
pay gold to upgrade them immediatly to more powerful units.  This isn't exactly
wise since military units cost gold per turn for upkeep.  Though they have
a city defense bonus these units are almost obslete after the first turn.
=============================================================================

===Mounted Units===

[Chariot]
(4/2/Horses)
Required Tech: The Wheel
No Defensive Bonus/20% Withdraw Chance

[Horse Archer]
(6/2/Horses)
Required Tech: Archery, Horseback Riding
No Defensive Bonus/Immune To First Strike/+50% vs catapults

[Knight]
(10/2/Iron and Horses)
Required Tech: Guilds, Horseback Riding
No Defensive Bonus/Immune To First Strike

[Calvary]
(15/2/Horses)
Required Tech: Horseback Riding, Military Tradition, Gunpowder
No Defensive Bonus/30% Withdraw Chance/+50% vs. Cannon

[War Elephant]
(8/1/Ivory)
Required Tech: Construction
No Defensive Bonus/50% vs Mounted

=============================================================================
Offensive only units.  The units recieve none of the defensive bonus' other units
get.  With a decent strength and movement speed they can take out roaming units
The main downside of mounted units is not their inability to defend but the
fact that all of them require strategic resources.  Knights and War Elephants
are the hardest to come across.  Knights require two resources, though the
resources are fairly common it can still be a pain.  War Elephants on the other
hand require Ivory which can be pretty rare depending on how the map stacks up.
Then again even if you had the ivory to build a War Elephant with the unit
is too limited to be of any great use.
=============================================================================

===Naval Units===

[Galley]
(2/2/None)
Required Tech: Sailing
Cargo Space:2/Cannot Enter Ocean

[Caravel]
(3/3/None)
Required Tech: Optics
Cargo Space:1/Can Transport Recon, Spies, Great People, And Missionaries/
Can Explore Rival Territory

[Galleon]
(4/4/None)
Required Tech: Astronomy
Cargo Space:3

[Frigate]
(8/4/Oil)
Required Tech: Astronomy, Chemistry
Bombard City (-10% Per Turn)

[Ironclad]
(12/2/Iron, Coal)
Required Tech: Steel, Steam Power
Bombard City (-10% Per Turn)/Cannot Enter Ocean Squares

[Transport]
(16/5/Oil or Uranium)
Required Tech: Combustion
Cargo Space: 4

[Carrier]
(16/5/Oil or Uranium)
Required Tech: Flight
Cargo Space: 3/Carries Fighters

[Submarine]
(24/6/Oil or Uranium)
Required Tech: Radio, Combustion
Cargo Space: 1/50% Withdraw Chance/Invisible to Mose Units
Can Transport Recon, Spies, Great People, And Missionaries

[Destroyer]
(30/8/Oil or Uranium)
Required Tech: Combustion
Can See Submarines/30% Chance To Intercept Air/-15% City Bombardment

[Battleship]
(40/6/Oil or Uranium)
Required Tech: Industrialism
Bombard City (-20% Per Turn)/Collateral Damage

=============================================================================
Various water only units.  Most of these come with the ability to move land units
from one landmass to another.  Several other naval units come with the ability to
bombard costal cities, much like siege weapons do on land.
=============================================================================

===Recon Units===

[Scout]
(1/2/None)
Required Tech: Hunting
Can Only Defend/+100% Vs Animals/Better Results From Tribal villages

[Explorer]
(4/2/None)
Required Tech: Compass
Can Only Defend/Ignores Terrain Cost/Better Results From Tribal villages
Starts With Guerilla I and Woodsman I

=============================================================================
These units are your early defensive units.  The cannot attack but can defend.
Early on if you want to explore large amounts of land early these are your units.
The ability to almost guarentee positive results from tribal villages is nice as
well.  Some mounted units might make better scouts though since they'll be able
to kill barbarians.
=============================================================================

===Siege Units===

[Catapult]
(5/1/None)
Required Tech: Construction
No Defensive Bonus/25% Withdraw Chance/Collateral Damage/-15% City Bombard

[Cannon]
(12/1/Iron)
Required Tech: Steel
No Defensive Bonus/25% Withdraw Chance/Collateral Damage/-20% City Bombard

[Machine Gun]
(18/1/None)
Required Tech: Railroad
Can Only Defend/First Strike/+50% vs. Gunpowder

[Artillery]
(18/1/None)
Required Tech: Artillery
No Defensive Bonus/25% Withdraw Chance/Collateral Damage/-25% City Bombard
+50% Vs. Siege Units
=============================================================================
Outside of the Machine Gun, these Siege Weapons are a requirement for taking a
city, as mentioned earlier.  Another positive of the siege units is that they a
re stack killers.  One common stragety employed over the years is to stack any
kind of unit in one square that way there would be a counter to anything that
attacked it.  Now with collateral damage you can seriously damage several units
in a stack.

The machine gun are pretty decent defensive units early on but having more
diversity might be a bit better.  Though due to it being a Siege weapon you
won't have to worry about units being strong against it except for the
marine unit.
=============================================================================


****************************************************
__________________________________________________________________________

[#009] Terrain and Resources

Here is a list of different Terrain and Resources you'll find while building up
your Civilization.  *Note some Terrain can be mixed in a single square.

-=Basic Terrain=-
*Key*
Food/Production/Commerce

[Coast]  1/0/2
[Desert]  0/0/0
[Grassland] 2/0/0
[Snow] 0/0/0
[Ocean] 1/0/1
[Peak]  0/0/0
[Plains] 1/1/0
[Tundra] 1/0/0

-=Terrain Additions=-
[Fallout] -3/-3/-3
[Floodplains] +3/0/0
[Forests] 0/+1/0
[Hills] -1/+1/0
[Ice] 0/0/0
[Jungle] -1/0/0
[Oasis] +3/0/+2

Ice and Peak terrain is impassable by units.  When forests are cleared they
will grant the nearby city 30 hammers.

****************************************************

-=Resources=-
****************************************************
*Key*
Food/Production/Commerce  -when improved-

[Aluminum] 0/+3/+1
Technology Required:  Industrialism
Used For:  Jet Fighter, Stealth Bomber, Modern Armor, Space Elevator, Apollo
Program, SDI

[Banana] +2/0/0
Technology Required:  Calendar
Effects: +1 Health

[Clam] +2/0/0
Technology Required: Fishing
Effects: +1 Health

[Coal] 0/+3/0
Technology Required: Mining
Used For: Railroad Construction, Ironclad

[Copper] 0/+3/0
Technology Required: Mining
Used For: Axeman, Maceman, Phalanx, Spearman, Buddhist Stupa, Confucian
Academy, Taoist Pagoda, Colossus, Statue of Liberty, and The Internet

[Corn] +2/0/0
Technology Required: Agriculture
Effects: +1 Health

[Cow] +1/+2/0
Technology Required: Animal Husbandry
Effects: +1 Health

[Crab] +2/0/0
Technology Required: Fishing
Effects: +1 Health

[Deer] +2/0/0
Technology Required: Hunting
Effects: +1 Health

[Dye] 0/0/+4
Technology Required: Calendar
Effects: +1 Happiness

[Fish] +3/0/0
Technology Required: Fishing
Effects: +1 Health

[Fur] 0/0/+3
Technology Required: Hunting
Effects: +1 Happiness

[Gems] 0/+1+5
Technology Required: Mining
Effects: +1 Happiness

[Gold] 0/+1/+6
Technology Required: Mining
Effects: +1 Happiness

[Horse] 0/+2/+1
Technology Required: Animal Husbandry
Used For: Cavalry, Chariot, Conquistador, Cossack, Horse Archer, Immortal,
Keshik, Knight, War Chariot

[Incense] 0/0/+5
Technology Required: Mining
Effects: +1 Happiness

[Iron] 0/+3/0
Technology Required: Mining
Used For: Axeman, Cannon, Cho-Ku-Nu, Conquistador, Crossbowman, Frigate,
Ironclad, Knight, Maceman, Phalanx, Pikeman, Praetorian, Samurai, Spearman,
Swordsman, Eiffel Tower

[Ivory] 0/+1/+1
Technology Required: Hunting
Used For: War Elephant
Effects: +1 Happiness

[Marble] 0/+1/+2
Technology Required: Masonry
Used For:  Hindu Mandir, Islamic Mosque, Hermitage, Heroic Epic, Great Library,
National Epic, Hagia Sophia, Oracle, Parthenon, Sistine Chapel, Taj Mahal,
Versailles

[Oil] 0/+2/+1
Technology Required: Combustion
Used For: Battleship, Bomber, Carrier, Destroyer, Fighter, Gunship, Jet
Fighter, Modern Armor, Panzer, Stealth Bomber, Submarine, Tank, Transport

[Pig] +3/0/0
Technology Required: Animal Husbandry
Effects: +1 Health

[Rice] +1/0/0
Technology Required: Agriculture
Effects: +1 Health

[Sheep] +2/0/+1
Technology Required: Animal Husbandry
Effects: +1 Happiness

[Silk] 0/0/+3
Technology Required: Calendar
Effects: +1 Happiness


[Silver] 0/+1/+4
Technology Required: Mining
Effects: +1 Happiness

[Spices] +1/0/+2
Technology Required: Calendar
Effects: +1 Happiness

[Stone] 0/+2/0
Technology Required: Masonry
Used For:  Christian Cathedral, Jewish Synagogue, Mount Rushmore, Oxford
University, West Point, Angkor Wat, Chichen Itza, Hanging Gardens, Kremlin,
Notre Dame, Pyramids, Spiral Minaret, Stonehenge

[Sugar] +1/0+1
Technology Required: Calendar
Effects: +1 Happiness

[Uranium] 0/0/+3
Technology Required: Mining
Used For:  Manhattan Project, Battleship, Carrier, Destroyer, ICBM, Submarine,
Transport, Nuke

[Whale] 0/+1/+2
Technology Required: Optics
Effects: +1 Happiness

[Wheat] +2/0/0
Technology Required: Agriculture
Effects: +1 Health

[Wine] +1/0/+2
Technology Required: Winery
Effects: +1 Happiness

__________________________________________________________________________

[#010] Tech

There are around 80 technologies for your civilization to research in addition
to Future Techs.  Those technologies will move your civilization from the Stone
Age to the Information Age.  There are several ways to obtain the technologies.
****************************************************
[Research] - The most obvious way.  All of your cities should be putting out
research points.  Gain enough points and over a few turns you'll discover a new
technology.  After you've discovered one you'll be able to pick where to go
from there.  If you click on "See The Big Picture" and click on a technology
you haven't discovered yet then your scientists will research all technologies
that are needed to get there.
****************************************************
[Villages] - These small villages will yield either wonderful thing or a
barbarian attack.  Occasionally you'll get gold, a unit, or a free technology.
****************************************************
[Diplomacy] - Make friends with your rival nations or put the fear of god in
them and you'll be able to trade or extort some technologies from them
****************************************************
[Wonders] - By completing the world wonder called "The Oracle" you'll receive a
free technology.  Also, if you build The Internet you'll get any technology
that is already known to two other civilizations.
****************************************************

-=The Tech List=-

[Agriculture]
Gives: Can Build Farms
Leads To: Pottery, Animal Husbandry

[Alphabet]
Gives: Can Trade Technology
Requires: Writing
Leads To: Drama, Literature

[Animal Husbandry]
Gives: Can Build a Pasture, Reveals Horses
Requires: Hunting or Agriculture
Leads To: Writing, Horseback Riding

[Archery]
Gives: Archer, Longbowman, Crossbowman, Horse archer
Requires: Hunting
Leads To: n/a

[Artillery]
Gives: Artillery
Requires: Physics, Steel, and Rifling
Leads To: Rocketry (w/ rifling)

[Assembly Line]
Gives: Infantry, Factory, Coal Plant, Pentagon
Requires: Corporation and Steam Power
Leads To: Fascism, Industrialism

[Astronomy]
Gives: Trade On Oceans, Galleon, Frigate, Observatory
Obsolete: Colossus
Requires: Calendar and Optics
Leads To: Scientific Method, Physics

[Banking]
Gives: Mercantilism, Banks
Obsolete: None
Requires: Currency and Guilds
Leads To: Economics, Replaceable Parts

[Biology]
Gives: Farms Without Irrigation, +1 Food Per Farm
Obsolete: None
Requires: Chemistry and Scientific Method
Leads To: Refrigeration, Ecology, Medicine

[Bronze Working]
Gives: Axeman, Can Chop Forest, Reveal Copper, Slavery
Obsolete: None
Requires: Mining
Leads To: Iron Working, Metal Casting

[Calendar]
Gives: Centers Map, Can Build Plantations
Obsolete: Stonehenge, Obelisk
Requires: Sailing and Mathematics
Leads To: Astronomy

[Chemistry]
Gives: Workshops +1 Hammer, Grenadier, Frigate
Obsolete: Parthenon
Requires: Engineering and Gunpowder
Leads To: Scientific Method, Steam Power, Biology, Steel

[Civil Service]
Gives: Maceman, Bureaucracy, Farms Spread Irrigation
Obsolete: None
Requires: Code Of Laws, Feudalism
Leads To: Nationalism, Paper

[Code of Laws]
Gives: Courthouse, Chichen Itza, Caste System, Confucisism
Obsolete: None
Requires: Writing and Priesthood or Currency
Leads To: Civil Service, Constitution, Philosophy

[Combustion]
Gives: Can Build Oil Well, Transport, Destroyer, Submarine
Obsolete: Whale
Requires: Railroad
Leads To: Flight, Plastics

[Communism]
Gives: Spy, Kremlin, Scotland Yard, Permanent Alliance, State Property
Obsolete: None
Requires: Liberalism and Scientific Method
Leads To: None

[Compass]
Gives: Explorer, Harbor
Obsolete: None
Requires: Sailing and Iron Working
Leads To: Optics

[Composites]
Gives: Modern Armor, Stealth Fighter, Jet Fighter
Obsolete: None
Requires: Plastics and Satellites
Leads To: Future Tech

[Computers]
Gives: Modern Armor, Laboratory
Obsolete: The Spiral Minaret, Angkor Wat
Requires: Radio
Leads To: Genetics, Fiber Optics, Robotics

[Constitution]
Gives: Representation, Jail
Obsolete: None
Requires: Code Of Laws and Nationalism
Leads To: Democracy, Corporation

[Construction]
Gives: Bridges, Coliseum, War Elephant, Catapult
Obsolete: None
Requires: Masonry and Mathematics
Leads To: Engineering

[Corporation]
Gives: +1 Trade Routes, Wall Street
Obsolete: The Great Lighthouse
Requires: Constitution and Economics

Leads To: Assembly Line

[Currency]
Gives: +1 Trade Route, Gold Trading, Market, Grocer
Obsolete: None
Requires: Mathematics
Leads To: Code of Laws, Banking

[Democracy]
Gives: Statue Of Liberty, Emancipation, Universal Suffrage
Obsolete: None
Requires: Printing Press and Constitution
Leads To: None

[Divine Right]
Gives: Islam, The Spiral Minaret, Versailles
Obsolete: None
Requires: Theology and Monarchy
Leads To: Nationalism

[Drama]
Gives: Adjustable Culture, Theatre, Globe Theatre
Obsolete: None
Requires: Alphabet
Leads To: Music, Philosophy

[Ecology]
Gives: Recycling Center, SS Life Support, Environmentalist, Scrub Fallout
Obsolete: None
Requires: Biology and Plastics or Fission
Leads To: None

[Economics]
Gives: Free Market, Great Merchant
Obsolete: None
Requires: Banking and Education
Leads To: Corporation

[Education]
Gives: University, Oxford University
Obsolete: Paper
Leads To: Liberalism, Economics, Gunpowder

[Electricity]
Gives: +1 Gold Windmills, +2 Gold Watermills, Bunker, Bomb Shelters, Broadway
Obsolete: None
Requires: Physics
Leads To: Fission, Industrialism, Radio, Refrigeration

[Engineering]
Gives: +1 Road Movement, Pikeman, Castle, Hagia Sophia
Obsolete: None
Requires: Machinery and Construction
Leads To: Chemistry

[Fascism]
Gives: Mt. Rushmore, Police State, Permanent Alliances
Obsolete: None
Requires: Nationalism and Assembly Line
Leads To: None

[Feudalism]
Gives: Longbowman, Serfdom, Vassalage
Obsolete: None
Requires: Writing and Monarchy
Leads To: Civil Service and Guilds

[Fiber Optics]
Gives: SS Cockpit, The Internet
Obsolete: The Kremlin
Requires: Computer and Plastics or Satellites
Leads To: Fusion

[Fishing]
Gives: Work Boats, Create Fishing boats, Can Work Water Tiles
Obsolete: None
Requires: None
Leads To: Economics, Replaceable Parts

[Fission]
Gives: ICBM, Nuclear Plant, Manhattan Project
Obsolete: None
Requires: Electricity
Leads To: Ecology, Fusion

[Flight]
Gives: Airport, Gunship, Carrier, Fighter, Jet Fighter, Bomber, Stealth Bomber
Obsolete: None
Requires: Physics and Combustion
Leads To: Rocketry

[Fusion]
Gives: SS Engine, Great Engineer
Obsolete: None
Requires: Fission, Fiber Optics
Leads To: None

[Future Tech]
Gives: +1 Happiness and +1 Health In All Cities
Obsolete: None
Requires: Composites and Genetics
Leads To: None

[Genetics]
Gives: +3 Health, SS Stasis Chamber
Obsolete: None
Requires: Refrigeration and Computers
Leads To: Future Tech

[Guilds]
Gives: +1 Hammer Per Workshop, Knight, Grocer
Obsolete: None
Requires: Feudalism and Machinery
Leads To: Banking, Gunpowder

[Gunpowder]
Gives: Musket man, Calvary
Obsolete: None
Requires: Guilds and Education
Leads To: Chemistry, Rifling

[Horseback Riding]
Gives: Horse Archer, Knight, Calvary
Obsolete: None
Requires: Animal Husbandry
Leads To: None

[Hunting]
Gives: Can Build Camp, Scout, Spearman
Obsolete: None
Requires: None
Leads To: Archery, Animal Husbandry

[Industrialism]
Gives: Marine, Tank, Battleship
Obsolete: Ivory
Requires: Electricity and Assembly Line
Leads To: Plastics

[Iron Working]
Gives: Remove Jungle, Reveals Iron, Swordsman
Obsolete: None
Requires: Bronze Working
Leads To: Compass, Steel

[Liberalism]
Gives: Free Technology, Free Speech, Free Religion
Obsolete: None
Requires: Philosophy and Education
Leads To: Communism

[Literature]
Gives: Heroic Epic, National Epic, The Great Library
Obsolete: None
Requires: Polytheism and Alphabet
Leads To: Music

[Machinery]
Gives: Can Build Windmills and Watermills, Maceman, Crossbowman
Obsolete: None
Requires: Guilds, Printing Press, Optics, Engineering

[Masonry]
Gives: Can Build Quarry, Walls, Aqueduct, Pyramids, Great Lighthouse
Obsolete: None
Requires: Mining or Mysticism
Leads To: Monotheism, Construction

[Mass Media]
Gives: Broadcast Towers, Hollywood, The United Nations
Obsolete: None
Requires: Radio
Leads To: None

[Mathematics]
Gives: Can Build Fort, Aqueduct, Hanging Gardens
Obsolete: None
Requires: Writing
Leads To: Music, Calendar, Currency, Construction

[Medicine]
Gives: Hospital, Red Cross
Obsolete: None
Requires: Optics and Biology
Leads To: None

[Meditation]
Gives: Monastery, Buddhism
Obsolete: None
Requires: Mysticism
Leads To: Priesthood, Philosophy

[Metal Casting]
Gives: Can Build Workshops, Forge, The Colossus
Obsolete: None
Requires: Pottery and Bronze Working
Leads To: Machinery

[Military Tradition]
Gives: Defensive Pacts, Calvary, West Point
Obsolete: None
Requires: Music and Nationalism
Leads To: None

[Mining]
Gives: Can build a mine
Obsolete: None
Requires: None
Leads To: Masonry, Bronze Working

[Monarchy]
Gives: Can Build Winery, Hereditary Rule
Obsolete: None
Requires: Priesthood or Monotheism
Leads To: Feudalism, Divine Right

[Monotheism]
Gives: Organized Religion, Judaism
Obsolete: None
Requires: Masonry, Polytheism
Leads To: Monarchy, Theology

[Music]
Gives: Great Artist, Cathedral, Notre Dame
Obsolete: None
Requires: Mathematics and Literature or Drama
Leads To: Military Tradition

[Mysticism]
Gives: Obelisk, Stonehenge
Obsolete: None
Requires: None
Leads To: Meditation, Polytheism, Masonry

[Nationalism]
Gives: Nationhood, Hermitage, Taj Mahal
Obsolete: None
Requires: Civil Service and Divine Right or Philosophy
Leads To: Military Tradition, Construction, Fascism

[Optics]
Gives: +1 Sight Across Water, Whaling Boats, Caravel
Obsolete: None
Requires: Compass and Machinery
Leads To: Astronomy, Medicine

[Paper]
Gives: Map Trading
Obsolete: None
Requires: Theology or Civil Service
Leads To: Education, Printing Press

[Philosophy]
Gives: Pacifism, Taoism, Angkor Wat
Obsolete: None
Requires: Meditation and Code of Laws or Drama
Leads To: Nationalism, Liberalism

[Physics]
Gives: Great Scientist, Reveals Uranium
Obsolete: None
Requires: Astronomy and Scientific Method
Leads To: Electricity, Flight, Artillery

[Plastics]
Gives: Offshore Platform, Hydro Plant, Three Gorges Dam
Obsolete: Fur
Requires: Combustion and Industrialism
Leads To: Ecology, Composites, Fiber Optics, Robotics

[Polytheism]
Gives: Hinduism, The Parthenon
Obsolete: None
Requires: Mysticism
Leads To: Priesthood, Monotheism, Literature

[Pottery]
Gives: Can Build Cottage, Granary
Obsolete: None
Requires: The Wheel and Agriculture or Fishing
Leads To: Writing, Metal Casting

[Priesthood]
Gives: Temple, The Oracle
Obsolete: None
Requires: Meditation or Polytheism
Leads To: Monarchy, Code Of Laws, Writing

[Printing Press]
Gives: +1 Gold Per Village and Town
Obsolete: None
Requires: Paper and Machinery
Leads To: Democracy, Scientific Method, Replacement Parts

[Radio]
Gives: Rock n' Roll, The Eiffel Tower, Submarine, Bomber
Obsolete: None
Requires: Electricity
Leads To: Mass Media, Computers, Satellites

[Railroad]
Gives: Can Build Railroads, Machine Gun
Obsolete: None
Requires: Steam Power and Steel
Leads To: Combustion

[Refrigeration]
Gives: +1 Extra Move For Water Units, Supermarket
Obsolete: None
Requires: Biology and Electricity
Leads To: Genetics

[Replacement Parts]
Gives: Can Build Lumber mill, Windmill and Watermill Produce +1 Hammer
Obsolete: None
Requires: Banking and Printing Press
Leads To: Rifling, Steam Power

[Rifling]
Gives: Rifleman, Infantry, Marine, Mechanized Infantry, Tank
Obsolete: Chichen Itza
Requires: Gunpowder and Replaceable Parts
Leads To: Artillery and Rocketry

[Robotics]
Gives: Mechanized Infantry, Stealth Bomber, The Space Elevator, SS Docking Bay
Obsolete: None
Requires: Plastics and Computers
Leads To: None

[Rocketry]
Gives: SAM Infantry, ICBM, Gunship, SS Casing, Apollo Program
Obsolete: None
Requires: Rifling and Flight or Artillery
Leads To: Satellites

[Sailing]
Gives: Trade On Coast, Lighthouse, Galley
Obsolete: None
Requires: Fishing
Leads To: Calendar, Compass

[Satellites]
Gives: Reveals World Map, SDI, SS Thrusters
Obsolete: None
Requires: Radio and Rocketry
Leads To: Composites, Fiber Optics

[Scientific Method]
Gives: Reveals Oil
Obsolete: Monastery, Great Library
Requires: Printing Press and Chemistry or Astronomy
Leads To: Communism, Physics, Biology

[Steam Power]
Gives: Ironclad, Reveals Coal, Workers Build 50% Faster
Obsolete: Hagia Sophia
Requires: Chemistry and Replaceable Parts
Leads To: Assembly Line, Railroad

[Steel]
Gives: Ironclad, Cannon, Drydock, Ironworks
Obsolete: None
Requires: Iron Working and Chemistry
Leads To: Railroad, Artillery

[The Wheel]
Gives: Can Build Roads, Chariot
Obsolete: None
Requires: None
Leads To: Pottery

[Theology]
Gives: Theocracy, Christianity, The Sistine Chapel
Obsolete: None
Requires: Writing and Monotheism
Leads To: Divine Right, Paper

[Writing]
Gives: Open Borders, Library
Obsolete: None
Requires: Priesthood or Pottery or Animal Husbandry
Leads To: Code of Laws, Feudalism, Theology, Mathematics, Alphabet

****************************************************
[WHAT TECH DO I NEED?]
With the vast amount of technology required to research and build your civ to
it's fullest potential it might seem a bit overwhelming at first.  What you
need to decide is what path you want to choose.  First of all what type of
player are you?  If you like to dominate the world then more technologies that
open up stronger units is more of what you need while someone who is peaceful
may want gold or cultural buildings.  Let's go over a few of the types of
playing types there are.

===WAR MONGER===
Got Destruction?  Hitting techs that give you units and better production are
what you want.  Early on Archery, Horseback Riding, Bronze Working, and Iron
Working will provide you with strong units early on while Metal Casting will
provide you with forges to help crank out those units faster.  Construction
should be another early target for you so you can have those catapults to take
down even the mightiest of civilizations with.  Also, check out what your civ's
unique unit is and try to get that.  Usually they are much stronger than the
default units.

But while all this offensive strength is nice we shouldn't be forgetting about
defense.  If you are going around razing cities or taking them for your own
then we might make a few enemies.  Masonry and Engineering are two musts for
that.  Masonry will allow you to build walls and Engineering will allow you to
build Castles.  Both are useless later on but in the early days are a must for
you.  Engineering will be a bonus since it'll also open up the ability to
build Pikemen.

===CULTURED===
Do you like being admired and adored?  Then you'll need a few things.  Your
main target for research has to be Drama.  Drama will allow you to build
Theatres.  These are very cheap production wise and add quite a bit of culture
to your city.  Also, with Drama you can build a Globe Theatre national wonder.
These eliminate unhappiness in a city and will let you make citizens into
artists, which in turn will allow you to get more Great Artists to give you a
huge cultural bonus to a city.

Religion will play a large role in your advances.  Hitting Priesthood will
allow for you to build temples and Meditation, a prerequisist for priesthood,
will open up monastaries.  Having more religions in your cities will allow you
to build more temples and monastaries.

===SPACE SHIPS===
The hardest part of this one is beating everyone to the required technologies.
You'll need to skip any dead-end and useless techs.  The funny thing about this
is you'll actually want to avoid some technologies while also bolstering your
research.  Writing and Education are musts early on as these will give your
cities a boost to research.  Great People will really help you here and you'll
want to use up their instant tech research at every opprotunity.  If you need
other technologies you'll have to trade for them, but just try to keep a few
to yourself.

As for production you'll want to hit Metal Casting and Assembly Line early to
give you a forge and factory.  An absolute must have for you to win the space
race is to get Computers for the Labratory and Robotics for the Space Elevator
World Wonder.  Combined this will give you a 100% space ship parts production
bonus.

===DOMINATION===
Less tech and more micromanagement is needed here.  You'll want to get Drama
to build the inexpensive Theatre's to quickly gain land.  You'll also want to
build anything that adds happiness to your city.  Mathematics, Construction,
and Code of Laws are musts.
****************************************************
__________________________________________________________________________

[#011] Buildings

Every item that is built in Civilization requires hammers to build them.
Hammers help produce the buildings so building Workshops, Windmills, and other
improvements that increase your production is a great idea.  Building the
different buildings in all your cities can help increase happiness, money, or
even unlock the ability to build a National Wonder.
****************************************************

===Religious Buildings===
Every religion has three buildings attributed to it.  First is the Temple,
this is the most basic of religious buildings.  Each temple gives the city its
built in +1 to happiness and +1 culture per turn.  It also allows the city to
turn a citizen into a Priest.

Next, each religion gets a Monastery as well.  These do not require that a
temple be built in the city before you are allowed to build them.  Each
Monastery allows the city to create a missionary for that particular religion.
The building will also give the city +2 culture per turn as well as a +10%
increase in science. The monastery will be obsolete with the discovery
of Scientific Method.

Then, each religion gets a cathedral.  These cathedrals all have religious
specific names.  There is the Buddhist Stupa, Christian Cathedral, Confucian
Academy, Hindu Mandir, Islamic Mosque, Jewish Synagogue, and the Taoist Pagoda
to be built.  Much like all the religious buildings each cathedral adds the
same bonus.  The cathedrals add +50% Culture in the city they are built as
well as +2 Happiness if the religion the cathedral belongs to is the state
religion.  Also, they'll allow two citizens to become priests and the city
gainst +1 Happiness from Inscence.  The cathedrals become buildable with the
discovery of Music.  There is one difference from the various cathedrals.
Each cathedral can be build quicker if you have access to various resources.
Also, only one cathedral per three temples can be built.

Below is a list of what resource will double the production
speed of each building:

Buddhist Stupa - Copper
Christian Cathedral - Stone
Confucian Academy - Copper
Hindu Mandir - Marble
Islamic Mosque - Marble
Jewish Synagogue - Stone
Taoist Pagoda - Copper

Finally, there are Shrines.  Unlike the other buildings in the game you cannot
build them. When a religion is founded that religion becomes your state
religion if noother religion is considered your state religion.  One of your
cities is chosen to be the Holy City for the religion.  Now to build a shrine
you'll have to generate a Great Prophet unit.  Once you have send him to the
Holy City.  When you do you'll see one of the buildings he can build light up
and allows you to instantly build the building.  The shrine will produce +1
gold per turn and will allow you to have three citizens become Priests.  The
city will also be more likely to generate Great Prophet units and the religion
the shrine is attributed to will spread from city to city easier.  There will
also be a bonus of +4 Culture per turn.

Below is a list of the different shrines and religion.

The Dai Miao - Taoism
The Kashi Vishwanath - Buddhism
The Church of the Nativity - Christianity
The Kong Miao - Confucism
The Masjid al-Haram - Islam
The Temple of Solomon - Judhism
The Mahabodhi - Hinduism

Note it is possible to have more than one shrine although whether this is a bug
or not I can't say for sure.

****************************************************

===Science Buildings===

[Library]
+2 Culture/+25% Science
Requires: Writing
Leads To: National Epic, Great Library

[University]
+3 Culture/+25% Science
Requires:Library, Education
Leads To: Oxford University

[Observatory]
+25% Science
Requires: Astronomy

[Labaratory]
+1 Unhealthiness/+25% Science/+50% Space Ship Production/Turn 1 Citizen Into
Scientist
Requires: Observatory, Computers

[Academy]
+4 Culture/+50% Science
These are made when a Great Scientist is used in a city to build their Academy


****************************************************

===War Buildings===

[Barracks]
+4 Experience To All Land Units Built By City
Leads To: Heroic Epic

[Walls]
+50% Defense (Does Not Effect Gunpowder Units)
Requires: Masonry

[Castle]
+1 Culture/+50% Defense (Does Not Effect Gunpowder Units)
Requires: Walls, Engineering

[Bomb Shelter]
-75% Damage From Nukes
Requires: Manhattan Project, Electricity

[Bunker]
-75% Damage From Air Units
Requires: Electricity

[Drydocks]
+4 Experience For New Water Units/Builds Water Units +50% Faster
Requires: Steel

[Airport]
+1 Trade Route/Can Airlift Units
Requires: Flight

[Jail]
-25% War Unhappiness
Requires: Constitition
****************************************************

===Production Buildings===

[Forge]
+1 Unhealthiness/+25% Production/Can Turn 1 Citizen Into Engineer/+1 Happiness
for Gems, Gold, and Silver
Requires: Metal Casting
Allows: Ironworks, The Colussus, The Eiffel Tower, The Statue Of Liberty

[Factory]
+1 Unhealthiness/+25% Production/Can Turn 2 Citizen Into Engineer/
+50% Production With Power
Requires: Assembly Line
Allows: Coal Plant, Hydro Plant, Nuclear Plant

[Coal Plant]
+2 Unhealthiness/Provides Power To Factories
Requires: Factory, Assembly Line

[Nuclear Plant]
Slight Chance Of Meltdown/Provides Power With Uranium
Requires: Factory, Fission

[Hydro Plant]
Provides Power
Requires: Factory, Plastics
****************************************************

===Cultural Buildings===

[Obelisk]
+1 Culture
Obsolete With Calendar

[Theatre]
+3 Culture/+1 Happiness Per 10% Cultural Rate/Can Turn 2 Citizens Into Artists/
+1 Happiness From Dyes
Requires: Drama
Leads To: Globe Theatre

[Broadcast Tower]
+50% Culture/+1 Happiness Per 10% Cultural Rate/Can Turn 2 Citizen
Into Artists/+1 Happiness From Hit Musicals, Hit Singles, Hit Movies
Requires: Mass Media

[Coluseum]
+1 Happiness/+1 Happiness Per 20% Cultural Rate
Requires: Construction

===Health And Sanitation===

[Aquaduct]
+2 Health
Requires: Mathematics, Masonry

[Hospital]
+3 Health/Heals Units Extra 10% per turn/
Requires: Medacine
Leads To: Red Cross

[Supermarket]
+1 Health From Cow, Pig, Deer, and Sheep
Requires: Grocer, Refridgeration

[Harbor]
+50% Trade Route/+1 Health From Crab, Clam, Fish
Requires: Compass

[Recycling Center]
No Unhealthiness From Buildings In City
Requires: Ecology

===Money Making Buildings===

[Bank]
+50% Gold
Requires: Banking
Leads To: Wall Street

[Courthouse]
-50% Maintanence
Requires: Code Of Laws
Leads To: Forbidden Palace

[Grocer]
+25% Gold/Turn 2 Citizens Into Merchants/+1 Health From Banana,
Spices, Sugar, Wine
Requires: Guilds, Currency

[Market]
+25% Gold/Can Turn 2 Citizens Into Merchants/+1 Happiness From Fur, Ivory,
Silk, Whale
Requires: Currency

===Food Buildings===

[Granary]
Stores 50% Of Food After City Growth/+1 Health From Corn, Rice, Wheat
Requires: Pottery

[Lighthouse]
+1 Food Per Water Tile
Requires: Sailing
Leads To: Great Lighthouse
****************************************************
__________________________________________________________________________
[#012] Civics

Unlike past civilizations where you could choose from a few different pre-set
goverment types.  In Civilization IV you get the chance to choose civics.  If
you've ever played Alpha Centauri you'll feel right at home here.  When you
discover certain technologies you'll be given the chance to start a civic. But
startinga civic may prove costly as each civic has a gold per turn cost
attached to it.  By default your civ starts off with five civics that have
low upkeeps and no benefits. There are five different civic topics and five
different topic specific civics.  Below is a list.

__________
|Goverment\___________________________________________________________________
|-----------------------------------------------------------------------------|
|Name          |Upkeep|Requires    | Effects                                  |
|-----------------------------------------------------------------------------|
|Depotism      |Low   |  None      | None                                     |
|-----------------------------------------------------------------------------|
|Hereditary    |Medium|  Monarchy  | +1 Happiness Per Military Unit In City   |
|Rule          |      |            |                                          |
|-----------------------------------------------------------------------------|
|Representation|Low   |Constitution|+3Beakers Per Specialist                  |
|              |      |            |+3Happiness In 5 Largest Cities           |
|-----------------------------------------------------------------------------|
|Police State  | High | Fascism    |+25% unit production -25% War Weariness   |
|-----------------------------------------------------------------------------|
|Universal     |Medium| Democracy  |+1Hammers From Towns                      |
|Sufferage     |      |            |Can Use Gold To Finish Production         |
------------------------------------------------------------------------------|

__________
|Legal    \___________________________________________________________________
|-----------------------------------------------------------------------------|
|Name          |Upkeep| Requires   | Effects                                  |
|-----------------------------------------------------------------------------|
|Barbarianism  |Low   | None       | None                                     |
|-----------------------------------------------------------------------------|
|Vassalage     |High  | Feudalism  | +2XP For New Units/Lower Support Costs   |
|-----------------------------------------------------------------------------|
|Buearacracy   |Medium|   Civil    |+50% Commmerce,                           |
|              |      |  Service   |+50% Hammers In Capital                   |
|-----------------------------------------------------------------------------|
|Nationhood    |Low   | Nationalism|+2Happiness Per Barracks/Can draft 3 units|
|-----------------------------------------------------------------------------|
|Free          |None  | Liberalism |+2 Gold From Towns                        |
|Speech        |      |            |+100% Culture in all cities               |
------------------------------------------------------------------------------|

__________
|Labor    \___________________________________________________________________
|-----------------------------------------------------------------------------|
|Name          |Upkeep| Requires   | Effects                                  |
|-----------------------------------------------------------------------------|
|Tribalism     |Low   | None       | None                                     |
|-----------------------------------------------------------------------------|
|Serfdom       |Low   | Feudalism  | Workers Build Improvements 50% Faster    |
|-----------------------------------------------------------------------------|
|Slavery       |Low   |   Bronze   | Can Sacrifice People To Rush Production  |
|              |      |  Working   |                                          |
|-----------------------------------------------------------------------------|
|Caste System  |Medium|Code of Laws| Unlimited Artist, Scientists, Merchants  |
|-----------------------------------------------------------------------------|
|Emancipation  |None  | Democracy  |+100% Growth For Cottage, Hamlet, Village |
|              |      |            |Unhappiness For Civs Without Emancipation |
------------------------------------------------------------------------------|


__________
|Economy  \___________________________________________________________________
|-----------------------------------------------------------------------------|
|Name            |Upkeep| Requires | Effects                                  |
|-----------------------------------------------------------------------------|
|Decentralization|Low   |None      | None                                     |
|-----------------------------------------------------------------------------|
|Mercantilism    |Medium|Banking   |+1 Free Specialists/No Foreign Trade      |
|-----------------------------------------------------------------------------|
|State           |None  |Communism |No maintenece costs from distance penalty |
|Property        |      |          |+1 Food From Workshop and Watermills      |
|-----------------------------------------------------------------------------|
|Free Market     |Low   |Economics | +1 Trade Route Per City                  |</pre><pre id="faqspan-3">
|-----------------------------------------------------------------------------|
|Enviromentalism |High  |Ecology   |+6 Health In All Cities                   |
|                |      |          |+1 Happiness From Jungles and Forests     |
------------------------------------------------------------------------------|


__________
|Religion \___________________________________________________________________
|-----------------------------------------------------------------------------|
|Name          |Upkeep| Requires   | Effects                                  |
|-----------------------------------------------------------------------------|
|Paganism      |Low   | None       | None                                     |
|-----------------------------------------------------------------------------|
|Theocracy     |Medium| Theology   |+2xp For New Units If City=State Religion |
|-----------------------------------------------------------------------------|
|Organized     |High  |Monotheism  |Can Build missionaries without Monastaries|
|Religion      |      |            |+25% Production In Cities With State Rel. |
|-----------------------------------------------------------------------------|
|Pacafism      |None  |Philosophy  |+100% Great Person/+1 Gold Unit Support   |
|-----------------------------------------------------------------------------|
|Free          |Low   | Liberalism |+1 Happiness Per Religion In A City       |
|Religion      |      |            |+10% Research Per City                    |
------------------------------------------------------------------------------|


Not all civics are good all the time.  Enviromentalism is one of the more
useless civics as most jungles and Forests will already have been cut down.
Also, Bureacracy has such a limited effect that it's hardly worth the effort
unless you have certain setups.  Using it along with attempting to build "The
Internet" will help a lot.

There are some civics that combine well.  Universial Sufferage, Free Speech,
and Emancipation can help make your civ a lot of money.  This is even better
if your civilization leader has the Financial Trait.  Another set of civics
that go well with eachother are; Police State, Vassalage, and Theocracy.
With this setup along with a Barracks and even the wonder "The Pentagon" or
national wonder "West Point" you can crank out units that already have a few
levels already under their belt.

Early on happiness might be a factor in your cities.  If you are finding it
difficult for your cities to grow due to unhappy workers check out these
civics:  Free Religion, Slavery, Representation and Nationhood.  Free Religion
and Nationhood will add happiness to your cities if you meet certain criteria.
Slavery on the other hand just gets rid of excessive population.

A few other tidbits of information.  You can still create missionaries even
after the discovery of "Scientific Method."  Usually SM will make monasatries
obsolete, but with Organized Religion you can still crank them out.
****************************************************
__________________________________________________________________________

[#013] Tips On Playing
****************************************************
[DEFENSE] - Never leave a city undefended.  As soon as you can build a barracks
then consider building some archer units.  By building a barracks you'll be
able to have a starting level.  With Archers you'll be able to quickly promote
them with City Garrison giving them a 20% bonus while defending a city to go
along with their 50% inherent city defense bonus.  Macemen, Axemen, and Pikemen
are also good defenders with their inherent bonus.  NEVER defend with a mounted
unit.  They don't get the bonus' other units do.  Also, it's a good idea to
have multiple defenders, especially on border cities.  You might have a tech
edge but if you get zerg rushed they might get past.
****************************************************
[CULTURAL VICTORY] - You'll need three cities to get to 50,000 but that doesn't
mean you only build three.  Several National Wonders which give a decent boost
to Culture require at least six cities and a specific building being built in
all of them.  Make sure to hurry and get the Drama technology so you can build
a Theatre and be able to adjust your Culture level.  Also, make sure to use a
leader that has the Creative trait.
****************************************************
[GREAT PEOPLE] - Just because you have them doesn't mean you need to waste
them.  If you see one of your cities has a border close to a rival's city then
run an Great Artist over there and have them create their work of art.  +4000
Culture can really help out and get you some free cities.  Also, keep your
Great Engineers for when you are working on a World Wonder.  In the early days
of your civilization a Great Engineer they can rush a world wonder in a single
turn.
****************************************************
[WAR & CONQUEST] - If you plan on destroying your enemies then getting a leader
with the aggressive trait will really help out.  The free upgrade gives you a
head start when building Melee and gunpowder units.  Building a barracks along
with the Vassalage and Theocracy will give your units a few levels.  Combine
that with the National Wonder of West Point and the World Wonder The Pentagon
and you'll have an unstoppable army.
****************************************************
[CITY SIEGE] - Civilization IV is a strategy game.  Simply sending a unit at
an enemy city and hoping for the best isn't going to cut it.  First of all
take the time to pillage.  If you pillage the Town improvement you'll get a
large amount of gold and they can't quickly rebuild the improvement.  Next,
find a defensive position near adjacent to the city.  Hills, forests, and
jungles are good in case they counter attack.  Next, you'll defiantly want
a unit nearby that has the Medic I or Medic II promotion.  You'll probably
not want to use him to attack so fortify him.  Natural healing is significantly
lowered in Enemy territory so having a medic is a great idea.  Finally, the
more culture a city has the more natural defense a city will get.  You might
notice a XX% under a city, this is how much defense a city is getting from it's
culture.  You'll want to bring in some siege weapons to bombard the city and
drop that percentage to 0%.  Finally you'll need to worry about what units are
actually going to attack the city.  Check out what units are fortifying the
city and counter them.
****************************************************
[BUILDING AND USING GREAT PEOPLE] - When you build World Wonders several of
them will add points to your ability to generate Great People.  Keep an eye
on what wonders you build where as they'll help generate different types of
great people.  So if you plan on trying to generate Artists then only build
wonders that add to your Great Artist pool.  If you just build any wonder in
any city then when it does generate a Great Person there is no telling what
you'll get.
****************************************************
[BE HAPPY OR ELSE] - One of the most difficult parts of the game or at least
the most annoying is keeping your people happy.  If they aren't happy then
you'll lose a worker in the field so you may end up starving your city.  There
are a few different ways to keep people happy.  Your citizens tend to get a
little cranky when there are too many citizens in your city.  One way to
reduce their unhappiness is not allow the city to grow.  You can instruct your
governor to stop allowing the city to growing.  Second, you can adopt the civic
of slavery and use the citizens to finish a building or unit and then reduce
your population.  Finally, one of the easiest ways is to build buildings and
bring in resources that increase happiness.  Aqueducts, Coliseums, Religious
buildings, some wonders, or use the civics Hereditary Rule or Free Religion.
****************************************************


__________________________________________________________________________

[#014] Modding

Civilization IV has gone back to their roots.  In early versions of
Civilization it was insanely easy to edit the game how you wanted to play it.
Once again it's easy to do again.  Using Python and XML will help make the game
you want to play.  Also using World Building in game you can shape a scenario
you wish to make.

If you want to edit some settings go to C:\Documents and Settings\Owner\My
Documents\My Games\Sid Meier's Civilization 4 or wherever your version of
Civilization IV saves it's save files.  Open up the CivilizationIV.ini

If you want to work on the XML portion of the game and edit pretty much every
aspect of the game you'll need to locate the XML files.  These files are located
in the Civilization IV directory.  By default it should be located at:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML

The XML files in this area change global settings.  If you want to edit settings
for a mod without screwing up all your files then you'll want to mess with the
GlobalDefinesAlt.xml.  Inside each of the folders in this section are different
XML files that affect the parts of the game named on the folder.

Below is a list:

ART = Changes where and what files are used for all the various graphics in the
game.
AUDIO = Changes where and what files are used for all the various sounds in the
game.
BASICINFOS = Basically allow you to add your units into the civiliopidia.
BUILDINGS = Changes the information and costs of different buildings.
CIVILIZATIONS = Changes Information about the different civs.
GAMEINFO = Changes Most Game Information from Gamespeed to Civic names.
INTERFACE = Changes colors and other files of the Interface
MISC = Mostly Road and Tutorial Information.
TECHNOLOGIES = Changes Tech Information
TERRAIN = Changes Terrain Information and Bonus'
TEXT = Various Descriptions Of All Parts Of The Game
UNITS = Everything to do with units in the game.

If you don't know anything about XML you might not want to mess with these
files.  If you decide to anyways then MAKE BACKUPS.  If you wantmore
information about XML programming then check out the site http://www.xmlspy.com
****************************************************
[BEST MODS]
Right now some really good mods are coming out.  Here are a few of the best.

Fall From Heaven - http://forums.civfanatics.com/showthread.php?t=148075
--A Fantasy type Mod
Blue Marble - http://www.civfanatics.net/~bluemarble/content/index.php
--Terrain Graphics Update
****************************************************
[A MODDING WALKTHROUGH]

To get you started on your Mod making ways, let's start easy and make a new
leader trait.  Keep in mind all mods you need to make should be in the /Mod/
folder.  Never overwrite your XML files for the main game as you may have
some unexpected errors pop up.

The file we are going to be playing with is found at
\Assets\XML\Civilizations\ and is named CIV4TraitInfos.xml.  Copy this file
into a new folder in the /Mods/ Directory.  Call it TEST for this excersise.

When you open it up you may notice this looks a lot like HTML.  It's not, but
it is a tag based language.  There are a few tags that are a little important
so let's talk about those.

<Civ4TraitInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">

This tag basically starts the file and references another file.  We'll need it
but we don't have to worry too much about it.

<TraitInfos></TraitInfos>

All information in this file must be between these tags.  You'll also need a
seperate set of tags for each Trait.  All of the XML files will have similar
rules throughout, but will have different names for the tags.

You may also see tags that are a tad different, they'll show up like <example/>
These mean that that particular entry contains no information.

Finally there is one more tag of interst  <!--     -->  This is a comment tag.
Any information put inside of these will be ignored by the game and is only so
that you may keep documentation so you know what has been changed.


Now, let's get to it.  We'll change Philosophical since it's at the top.  The
first tags we see are <Type>TRAIT_PHILOSOPHICAL</Type>.  These as you can see
just tell what type of Trait it is.  We'll be making a STUD Trait so simply
replace PHILOSOPHICAL with STUD.

The next part is something you'll see a lot of throughout the XML files.
When you see an entry that says TXT_KEY_ this means it will look in the /Text/
directory to find the information.  This is an easy way to set each item to
be in multiple languages.  If you simply want to keep it all in one language
all you have to do is delete the entry and put in what you want.  Now in this
particular instance we are looking at <Description> This basically is the name
of our Trait so we'll replace TXT_KEY_TRAIT_PHILOSOPHICAL with "Stud."

Now we need to decide what STUD trait will do.  Do we add free promotions,
higher chance at great people, more money?!?!  The rest of the tags deal
with changing exactly that.  They are all pretty much self explanitory.  We'll
change the GreatPeopleRateModifier to 50 for a 50% chance of generating a great
person. Then we'll change iHealth to 5.

Just so we can quickly see how we did change the tag TRAIT_STUD back to
TRAIT_PHILOSOPHICAL.  Save the file and load your mod.  Look at the people whom
have a Philosophical trait.  They now should say they have a Stud trait with
+5 Health and +50% Great People points.  There you go, it's just that easy.

For more help modding check out
http://modiki.apolyton.net/index.php?title=Main_Page
****************************************************
__________________________________________________________________________

[#015] FAQ
****************************************************
Q. Does multiplayer come with this game or do we have to buy ANOTHER expansion?

A. Multiplayer comes with this game.  The different types of multiplayer are
LAN, Direct IP, Hot Seat, and Play by E-mail
****************************************************
Q. What happened to the Throne Room?

A. Well from playing the game it'll look like they've taken it out but on
closer inspection there just happens to be two XML Files dedicated to the
throne room they are called CIV4ThroneRoomInfos.xml and
CIV4ThroneRoomStyleInfos.xml.
****************************************************
Q. My screen is black and all I can see are the eyeballs of the leaders what is
wrong and how do I fix it?

A. A fairly common problem.  Most people find that simply getting the 1.09 or
now the 1.52 patch will make the problem go away.  Also updated your graphics
drivers can help as well.
****************************************************
Q. I'm having problems playing multiplayer games.  Whenever I try to connect to
another person it just sits there.

A. The 1.52 patch and the Gamespy servers do not play well together.  Something
that Gamespy has done causes this problem to pop up.  No fix as of yet, but
avoiding Gamespy games at the moment might be wise.
****************************************************
Q. When I put in the install disk it just pops up with a Windows Explorer
screen and has one file.  What's the deal?

A. There was a problem in the printing factory or something because the Play
Disk and Install Disk got switched.  Simply put in your Play Disk to install
from and you'll be good.
****************************************************
Q. When I try to install it says that I have DVD Copying software or something?

A. A feature that was made to keep people from illegally copying the game.  You
are not allowed to have programs like Alchohol 120% running or the game won't
start.  Uninstalling or disabling them temporarily will allow you to play.
****************************************************
Q. How do I load a mod?

A. From the menu screen click on ADVANCED and then LOAD A MOD.  Any mod you
download should go in the \CivilizationIV\Mod\ folder.
****************************************************
Q. Why isn't/is <country> in the game?

A. I can't answer that, but keep in mind that diversity is a good thing and
that if you want a certain country in or out of the game it's very easy to
mod the game how you want to play it.  If you don't want to fool around making
your own mod then get someone else's.  I'd expect to see a large amount of
new civs and leaders in any future expansion pack.  Keep in mind if they
added every civ that they could possibly add to the game in there then it
would of taken 5x the time to release the game.
****************************************************
Q. Where can I download the patches?

A. Any popular gaming web site should have it.  I'm a fan of www.filefront.com
myself.
****************************************************
Q. Where can I download mods from?

A. The best place to find or put your own mods would probably be
www.civfanatics.com you can also go to Civilization IV main site to find the
best mods, but they just take them from other sites.  The Apolyton site at
www.civilization4.net is another good source.
****************************************************
__________________________________________________________________________

[#016] Patch Notes

Let's face it not everyone plays the same version of every game.  Not everyone
has a kick butt internet connection so they can't get a hold of the latest
versions.  Below are the various patches that are available for Civilization IV
****************************************************
Version 1.09 Patch Notes
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 "shift" 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 diplomatic 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
****************************************************

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 changes include:
-Shared low-level graphics buffers
-Removed many unused fonts and reduced interface memory usgae
-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 is a separate download)

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
****************************************************
__________________________________________________________________________

[#017] Cheats And Exploits
****************************************************
[GOLD TRADING EXPLOIT] - Note this will only work in version 1.0 and will not
work with the 1.09 patch or beyond.  If you are afraid that a rival civ will
start a little war with you or you want to try everything you can do for a
diplomatic victory simply trade gold with your rivals.  In the diplomacy
screen trade your rival gold, then ask for your rival to trade the exact
amount of gold back to you.  You will lose no gold but will gain a +1
standing with them.
****************************************************
[CHEATS] - To activate the in game cheats you'll need to locate your
CivilizationIV.ini file.  You can get to this file in a couple of ways.  First,
you can find it in the installation directory at:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\_Civ4Config
Or you can go to the My Documents\My Games section.  The default location is:
\My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini


Open the file with Notepad.  The last entry of the [GAME] Section and right
above the [CONFIG] section you'll see the lines:

; Move along
CheatCode = 0

Change it to:

; Move along
CheatCode = chipotle

While in the game press the ~ button.  This will bring up the console.  Enter:
game.toggledebugmode  This will start debug mode.  You may use the following
key combinations:

CTRL & D = Debug Menu
CTRL & 4 = 1,000 Free Goals
CTRL & [ = Lowers a units STR by .2 (mouse must be over unit)
CTRL & ] = Increases a units STR by .2 (mouse must be over unit)
CTRL & W = Starts World Editor
SHIFT & T = Opens Cheat Dialog
CTRL&SHIFT&Left Mouse Click = Inserts a unit or city
CTRL & + = Must have unit selected.  Levels unit up.
CTRL & + = Must have city selected.  Increases City Culture By 10
SHIFT & + = Must have city selected. Increases city population by 1
"=" = Must have city selected.Builds Whatever The City Is Producing Immediately

****************************************************

__________________________________________________________________________
[#018] A Practice Walkthrough

This is a walkthrough to use for your first few turns.  This is by no means the
best way to do things but is a way for a first time user to get started.  Keep
in mind that different civs have different technologies and different starting
units so changes will be made.  This is a walkthrough for any civ.

[TURN 1]
The first turn is one of the most important.  Usually you're settler will start
at one of the best spots for a city, but not always.  Look around the immediate
area do you see any special resources, particually food resources?  If you do
you'll want those close to your city.  A city with several resources in the
area will grow much faster than one without.  Moving your settler from the
starting position to somewhere else though can put you a little behind so you
need to decide if the risk is worth it.  If it's your first time playing it
probably isn't.

Take the non-settler unit, should be either a warrior or scout, and go look
around the area.  Try to find Tribal Huts as these will give you free gold,
technology, settlers, workers, or a map of the surrounding areas.

[TURN 2]
Yikes your city is undefended!  Well that shouldn't be a problem in the early
days since the other civs should be far off and barbarians usually don't show
up for a while.  You have a couple choices here of what you can do.  If you
want to play it say go ahead and build your strongest unit you can, this will
probably be a little warrior.  If you like to roll the dice, and I suggest this
,then you'll want to start building a barracks.  With a barracks you'll be able
to make stronger defenders that have a level already.  It says it'll take about
60 turns to build, but don't worry as your city grows this will be cut down
quite a bit.

Also this turn you'll be able to choose your first technology to try and
research.  I would suggest Fishing if you have large bodies of water in the
area or Hunting, Archery, Mining or Masonry.  Several Civs start with Hunting
and/or Mining so you might not worry about them.  Hunting will lead to Archery
and archery will allow you to build decent defending units.

[TURN 3] This is one of your few scouting only turns.  Move your scouting unit
around and try to find those villages.  Also keep an eye out for resources and
plan where you want your next city to be.

[TURN 4] At this point you'll continue scouting the area.  Also, your capital
city should of just had a cultural expansion.

[TURN 5] Keep an eye on your city.  Make sure it's producing like it's suppose
to.  Make sure you scout out the area as best you can.  Also if you've gotten
any rewards from tribal villages you'll want to use them.  Workers can be used
to improve the tiles around your capital city and settlers can be used for a
second city if you were lucky enough to find one.

[TURN 6]  Your first technology should of been discovered by now.  Consider
researching either one of the techs discovered earlier or research pottery.
Don't be surprised if you meet your first rival civilization.  You're probably
not in any position to destroy him so you might want to ask for peace.

[TURN 7-10]  Depending on your starting position and how good the terrain
surrounding your city is your city should of increased in population.

[TURN 10-15] Another technology should of been finished.  If you see a lot of
forests around your capital city or where you next city is going to be then
you'll want Bronze Working or if you see Pig or Cow resources around you'll
want Animal Husbandry.  You can always go back and pick up a technology
we mentioned earlier.

If you've been watching your city like you should of been you should be close
to or already have built that first barracks.  Next we really need a defender.
We've gambled as much as we could and haven't crapped out yet.  Build that
archery unit.  He'll only take a few turns to develope.  The reason why we
want an archer defender is a few reasons.  First they get first strike so they
have the chance to kill without taking damage.  Archers also gets an inherient
50% defense bonus when defending and if you give them the City Garrison I
promotion they'll get an additional 20% city defense bonus.  Just think though
if your city just happens to have been built on a hill then that makes an
additional 25% hill defense bonus.  That's a 95% defensive bonus from a single
unit.  Anything that the oppent might bring at you will not stand a chance.

[TURN 15-25] If you've researched Bronze Working you would have unlocked your
first civic, Slavery.  This can be a handy little thing to have early in the
game.  If your city grows too fast the people will get mad about overcrowding
this way you'll be able to reduce the population AND build buildings faster.

After you have your defensive unit you can make a choice.  You can either build
another archer for your next city or you can go ahead and build a settler.  I
would suggest waiting until you have a population 4 city to build a settler as
it will stop your population growth whild building it.  The reason you may want
to go ahead and build that archer is due to the fact barbarians have no doubt
started to rear their ugly heads and if you have an unprotected city they'll
go in and destroy it.

No matter which choice you've made you'll have a settler.  Look for someplace
close that has good resources.  If you capital is a land locked city and you've
found some ocean somewhere you may want to have your second city there as it
will allow you to build a couple of World Wonders, The Great Lighthouse and
The Colussus, later.

Next, if you haven't found one you might want to go with a Worker.  The worker
will improve tiles around your two cities as well as connect them.  This is
absolutly required to build up powerful cities.

If you have any strategic resources or luxeries especially ones on hills or
require time consuming improvements such as mines then you may want to drop
an archer on them to defend against the roaming barbarians.

Your first building besides the barracks is the granary.  This building will
help improve your city growth by quite a lot.  Just be careful not to get too
big too quick or you might start seeing your gold reserves dwindle.

[TURN 25-Beyond] This is where personal playing style comes more into play.
A player who wants to wage war on his enemies will want to research more
powerful units.  Guilds, Iron Working, Horseback Riding, and Construction are
you major early targets while keeping an eye on gunpowder.  Walls and Castles
will be your early building choices and a forge to help churn out those units.

More cultural minded players will want to fast track it to Drama and keep an
eye on Writing and Education.  You'll also want to get any wonder that adds
culture to your city, especially Stonehenge.

Diplomatic minded people will look more toward the cheaper technologies and
will want to give away and/or trade.  They'll also lean more towards gold
producing building like Banks, Markets, and Grocers.

Then there is the Space Race.  This is also a technological race.  Your cities
need to be geared more toward advancement and you'll need to race to the end
and skip the unneeded technologies.  Wars might hamper your abilities to get
the techs and productions needed so you might want to keep the skirmishes at a
minimum.

Hopefully you've found this little walkthrough helpful.  Goodluck!
****************************************************
__________________________________________________________________________

[#019] Stragety

===The Early Years===

During the first few turns you are laying the foundation of your civilization.
As I've went over before you need to choose where you are heading and decide
now what type of victory you want to achieve.  This part of the game you should
focus on expanding your civilization and defending it as well.  This is all
basic stuff that has been discussed in this FAQ so you should have it down.

===The Middle Ages===

What hasn't been discussed as much is what do we do now?  You've expaned your
civilization, you've defended it, and you've explored.  Well now comes the
build up phase of the game.  Here you'll be building tons of workers to improve
the land surrounding your cities every turn.  Any resources that are in your
borders should be improved and sent back to your cities.

As for expansion it doesn't have to stop now and in fact it never has to.  As
you get farther into the game you'll have to worry more and more about
unhappiness and upkeep.  The more cities you have the more it will cost to
maintain them and the more people in the cities the more it will take to keep
them happy.  Courthouses should be a priority at this point and anything you
can do to keep the people happy is a must.

By this time if you haven't already you should have borders with other civs.
Keep an eye out on your culture, it would be a shame to lose your outlying
cities because your rivals are taking them over culturally.  Make sure temples,
theatres, and anything else that provides a little bit of culture is in these
outlying cities.

As for units, even if you are a peaceful player you shouldn't allow your army
to become obsolete.  You can upgrade your units with a little bit of gold, but
don't be afraid to build new ones with a couple of your cities.  Not every city
you own should be forced to only build new buildings and grow as much as it can
You should dedicate a city to unit building if you can.  Barracks, West Point,
and The Pentagon will ensure you have a strong army even if that army is never
used.

As far as growth is concerned you might want to stall it.  You can have your
govenerors of your various cities halt the growth of your cities.  This might
be nice to do on your smaller cities.  A population of 4 is a nice number
to have and should keep you away from unhappiness and too much upkeep.

This brings us to micromanagement.  Even though a lot of it was cut out you'll
still need to do a bit of micromangement.  Keep and eye on your cities and make
sure they are being worked how you want them to be worked.  If you decide to
stop the growth of cities then just keep in mind you've made the changes.

Finally, don't ignore your neighbors.  I know they'll bug you every couple of
turns to have open border treaties, but you can say no to them without
offending them.  Just keep an eye out for the different civs that might not
like you much.  Try to feed them gifts of a little bit of gold or an outdated
and mostly useless technology.  Every little bit helps getting you through
this part of the game.

===END GAME===

By this point you should have everything down as you want it.  Unhappiness and
unhealthiness should be just a distant memory and you should have a couple
thousand gold coins in the bank.  If you don't this might be a rought time.

The main thing you'll need to worry about now is can you achieve your victory
condition.  If it looks hopeless you might just need to make late minute
decisions.  Space Race is pretty much the only condition you can decide to
do now so if you can't achieve what you need you'll have to fall back to space.
Sure, you could just win by letting time run out, but what's the fun in that?
Also, do you really want to leave it to chance that a rival civ won't win?

If you do decide to do the space race then you'll need to quickly set up for it
with a few modifications.  Using your capital is a must as well as using the
civic Buearacracy.  Anything else you can use to increase production is a must
as well.  Also if you are playing against real people then you need to make
sure you have a VERY strong defense.  When space ship parts are built everyone
will know it and a few people might come for you.

If you are planning a late run at having a large war then you need to be
careful.  If you haven't already had a few civs knocked off it might be
hopeless to rule the world.  You'll need a massive amount of units of various
types.  It might make things easier if you're technologically superior to your
rivals.  Try to keep it a one front war and make sure your rivals can't launch
an offensive on you.  Nothing is more annoying then fixing pillaged
improvements late in the game.  If you have to it can nearly kill a city.

Diplomatic solutions shouldn't be a last minute thing, so if you have't been
nice to your neighbors then don't expect a UN meeting to make you a winner.
Continue to do good deeds, give lots of money, and even give them a unit or
two.  If there is one religion that is dominate amoung your rivals then switch
to it.

One major thing that is easy to overlook is defending strategic resources.
Sure it might seem like something silly but if you lose resources late it can
kill your production.  Make sure no one pillages or take the city holding your
oil resources.  Also make sure to secure any aluminum resources you can.  Keep
in mind this stragety can be used on your opponents.  If they are not
protecting their investments then you HAVE to pillage any improvements near the
resource and you must take or destroy any cities near it.  A Civ that doesn't
have access to oil or aluminum late in the game is basically dead.  So many
strong units are required with these two resources it isn't funny.  Can you
imagine trying to take over the world with no tanks, planes, or ships?  Don't
be afraid to fortify a unit on these and don't be afraid to keep a few units
back that have several movement points.  Keep enemy offenses away from you.

ALWAYS REMEMBER THIS!

****************************************************************************
THIS IS A STRAGETY GAME --- DO NOT RUSH IT --  THINK YOUR ACTIONS OUT FIRST
****************************************************************************
__________________________________________________________________________

[#020] Special Thanks

I would like to thank the following folks for making this FAQ/Guide possible.

Gamefaqs.com for hosting my writing and the admins for dealing with my daily
updates.
Firaxis and 2K Games for creating Civilization IV
All Content From This Guide Is From My Own Mind, Submissions From People, Or
The Game Itself

Thanks to anyone who e-mails with things I have missed.  I'll put you
here if you want.
__________________________________________________________________________