Sid Meier’s Civilization V FAQ

Content-
1.       Intro
2.       The Civilizations
3.       Victory Conditions
4.       City States
5.       Social Policies
6.       Units
7.       Buildings
8.       Wonders
9.       Natural Wonders
10.      Frequently Asked Questions
11.      Odds and Ends
12.      Credits and Legal


1.  Intro-

Version History;
 1.0- The original
 1.1- Fixed some small errors here and there.  Rewrote or altered the notes
      for a few entries. Added the version history.
 1.2- Added entries for the new DLC nations, Spain and Inca. Small edits
      made elsewhere.
 1.3- Added the new "Units" section.
 1.4- Made sweeping changes across the FAQ to reflect alterations made in the
      latest patch. Updated mainly the Social policies and Leader notes.
 1.5- Added complete information for Inca and Spain.  Added their uniques to
      the Units section, as well.
 1.6- Completed the Spain and Inca descriptions. Added upgrade info for all
      units.
 1.7- Huge update. Updated mounted units notes to reflect their penalty against
      cities. Added more to the Q&A section. Added buildings and Wonders info.
      Changed the unit production values from Quick to Normal.
 1.8- Added the info for the February patch and made some small corrections
      to errors and misspellings.
   1.8.1- Made small fixes for some outdated entries. Added basic information
          for newcomer civilization Polynesia.
 1.9- Completed the Polynesia entry. Corrected some incorrect entries. Added
      info for new Civ, Denmark!
 1.10-Added information for Natural Wonders. More typos fixed.
 1.11-Rewrote some entries just because. Corrected Montezuma's entry(I, not II)
      Added info for the upcoming June/July Patch.
 1.12-Replaced "Odds and Ends" section with an Abridged Patch notes. Filled in
      some empty entries. Added Korea and the new Wonders of the World.
Civilization V is out and there is a lot of info to take in.  This FAQ will
cover the Civilizations (and their leaders along with good play strategies),
the different means of winning, the various city states, social policies,
units, some commonly asked questions about the game, and some odds and ends
that don’t really fit any special place.  Without any further ado…


2.  The Civilizations-


>America

Leader- George Washington
Unique Trait- “Manifest Destiny”; Land units get +1 Sight, 50% discount
  purchasing tiles.
Unique Unit 1- Minuteman; replaces the Musketman, all tiles cost one
  move.
Unique Unit 2- B-17; replaces Bomber, city attack bonus and increased
 defense against anti-air.
Victory Choice- Domination
Notes- A personal favorite, I tend to buy up land quite rapidly.
  This means that cost ramps up quite rapidly as well.  Thankfully,
  Manifest destiny makes buying land much cheaper. Along with the sight
  advantage, finding and acquiring land is a snap. To complement this
  ability, go for Tradition and Angkor Wat to make culturally acquiring
  land a breeze as well.  The Minuteman is a trailblazer, as it moves like a
  scout, ignoring terrain costs. B-17’s are ever bit as deadly as the
  Minuteman.  The city attack bonus stacked with its increased defense makes
  them an absolute nightmare from the skies.  And with upgraded Minutemen
  filling your ranks, the world won't know what hit it when you strike! Though
  America is pretty balanced for different victories,their trait and unique
  units predisposition them for war.

>Arabia

Leader- Harun al-Rashid
Unique Trait- “Trade Caravan”- Trade routes produce +1 gold, Oil
  resources produce double quantity.
Unique Unit- Camel Archer; replaces Knight, has ranged attack instead of
  melee
Unique Building- Bazaar; replaces Market, gain an extra luxury resource for
  each one in city’s radius.
Victory Choice- Science, Diplomatic
Notes- It’s a shame that there’s no economic victory in Civ V, but then
  Arabia’s abilities would make it quite overpowered.  In lieu of that, the
  scientific victory is the best bet since it can be quite costly to
  accomplish when you consider the infrastructure necessary to pull it off
  quickly.  Diplomatic victories are also possible for a similar reason.
  Buying off the city states to quickly gain favor can be rather expensive,
  especially on larger maps with more states.  The Camel Archer is an
  excellent open-field raider, but it’s extremely weak to straight on
  attacks.  Its best to stay to more peaceful means of conquest.

>Aztecs

Leader- Montezuma (I)
Unique Trait- “Sacrificial Captives”-Gain culture for each unit
  killed equal to its strength.
Unique Unit- Jaguar; replaces Warrior, gains huge combat bonus in jungles
  and heals after kills
Unique Building- Floating Gardens; replaces Water Mill, +15% food in the
  city, +2 food for each lake tile worked.
Victory Choice- Domination, Cultural, Science
Notes- If you know the Aztecs, they are all about war. Their culture is one
  of combat, so it’s no surprise that domination comes natural for the
  Aztecs.  Though their trait gives them a culture boost, you’ll find that
  you’re too busy trashing other nations to notice your culture boost too
  much; it just gives more incentive to kill a lot of people.  However,
  a culture victory is still very possible.  Post patch, this boost has been
  changed so that you gain culture equal to the opposing unit's strength,
  adding a lot more incentive to go killing for a culture victory. Also,
  because of the food boost from the Floating Gardens, Aztec cities will be
  quite large.  This can give you the infrastructure necessary to go for the
  space race.  Overall, the Aztecs are a fun nation to play as they can be
  played many ways.

>Babylon

Leader- Nebuchadnezzar II
Unique Trait- “Ingenuity”- Receive a free Great Scientist upon discovering
  Writing, earn Great Scientists at double the normal rate.
Unique Unit- Bowman; replaces archer, stronger in both melee and in ranged
  combat.
Unique Building- Walls of Babylon; replaces walls, stronger city attack.
Victory Choice- Science, Domination
Notes- Babylon is an early game powerhouse.  With the souped-up Bowman and
  powerful walls, few can stand up to it on the field of battle.  Along with
  the free great scientist, Babylon quickly gets a leg-up on its competition
  in science, as well.  If you choose to go the route of war early on, few
  can challenge Babylon. Later on, however, the Babylonians lose their edge
  in battle, but their advantages in science remain constant.  Using their
  extra scientists, Babylon can quickly reach the end of the tech tree to
  build the space ship faster than anyone else.  This is one of the few truly
  scientific nations in the game.

>China

Leader- Wu Zetian
Unique Trait- “Art of War”- Effectiveness and spawn rate of Great Generals
  increased.
Unique Unit- Cho-ku-nu; replaces Crossbowman, slightly weaker attack but
  can attack twice.
Unique Building- Paper Maker; replaces library, adds +2 gold per turn, no
  maintenance.
Victory Choice-Domination, Science
Notes- China is well suited for war.  Their Great Generals offer nearly half
  again more strength to units within their range.  Cho-ku-nu are also
  killers, since they can attack twice per turn if they have the moves to do
  so.  Put them together and you have a pretty deadly combination as it is.
  If peace is more your game, then science is a pretty safe bet with the
  Chinese.  The Paper Maker offers a significant monetary bonus along with
  its normal science ability.  This extra money can be used to fund your
  foray into space.  China is a fairly balanced nation in terms of ways to
  win the game.

>Denmark

Leader- Harold Bluetooth
Unique Trait- "Viking Fury"- Embarked units have extra movement and less
  movement cost to move from sea to land. No movement cost to pillage
  improvements.
Unique Unit 1- Beserker; replaces Longswordsmen, +1 movement and starts with
  Amphibious.
Unique Unit 2- Norwegian Ski Infantry; replaces riflemen, +1 movement and
  combat bonuses on hills, tundra, and snow.
Victory Choice- Domination
Notes- Denmark seems to be representative of the much sought-after Norse. That
  being said, the Danes are all about conquest at breakneck speeds. Both of
  their uniques get a movement bonus, and ALL Danish units get reduced
  movement costs when disembarking. If that weren't enough, the Beserker can
  attack from the sea and across river without penalty, and Danish embarked
  units get a movement bonus. Thus, the key to conquest as Denmark is to not
  slow down. Push ahead and you can easily outmaneuver your adversaries. With
  the amphibious capability of the Beserker and the cold-terrain power of the
  Ski Infantry, there isn't a single type of terrain that is safe from the
  Danish army!

>Egypt

Leader- Ramesses II
Unique Trait- “Monument Builders”- +25% production bonus when building
  wonders.
Unique Unit- War Chariot; replaces Chariot Archer, vastly increased movement.
Unique Building- Burial Tomb; replaces Temple, +2 culture instead of +3, but
+2 happiness as well.  If captured, produces double gold from pillaging.
Victory Choice- Cultural
Notes- Probably the most balanced nation in terms of winning choices, Egypt
  can be played many ways.  Their production bonus to wonders makes them
  quite the wonder-hog. Combine this with marble's wonder production bonus
  and no one can compare to your building ability. From there, you can focus
  your efforts on whatever type of victory you’d like.  Cultural is probably
  easiest, since building tons of wonders will rack up a lot of excess
  culture, though, having all those wonders can make winning by other means
  quite easy.  Egypt is a good nation for someone trying to learn the game.

>England

Leader- Elizabeth I
Unique Trait- “Sun Never Sets”- +2 movement to all naval units.
Unique Unit 1- Longbowman; replaces Crossbowman, increased range.
Unique Unit 2- Ship-of-the-Line; replaces Frigate, increased ranged attack
  strength and increased sight.
Victory Choice- Domination
Notes- Elizabeth is a nightmare on high seas.  Her super-fast ships can
  outrun any of their contemporary counterparts.  Strive to circumnavigate
  the world (how to do so discussed later), get the Great Lighthouse, and get
  the Naval Tradition policy.  Do these things and no one can touch you at
  sea.  Undoubtedly the best time to attack with Elizabeth is in the
  Renaissance era, since you have the Longbowman and the Ship-of-the-Line
  at your disposal. The Longbowman is the first unit in the game with 3
  range, long predating the artillery; the next unit with 3 range.  Combined
  with the naval presence of the Ship-of-the-Line, England is a powerful
  mid-game attacker.  Even when it’s unique units age out, their naval units
  still represent a significant threat. England is perfect for archipelago-
  style maps.

>France

Leader- Napoleon
Unique Trait- “Ancien Regime”- +2 Culture per city before the discovery of
  Steam Engine.
Unique Unit 1- Musketeer; replaces Musketman, increased strength.
Unique Unit 2- Foreign Legion; replaces Infantry, combat bonus outside of
  friendly territory.
Victory Choice- Domination, Culture
Notes- France is an unusual nation.  Its trait says it’s a cultural
  powerhouse, while its leader is one of history’s greatest generals and its
  units are incredibly powerful; a perfect combination for a domination win.
  Whichever route you choose, commit early; you’ll be in much better
  position to win that way later in the game.  If cultural, the key is to
  hold off researching Steam Power so you can keep the culture bonus as long
  as possible. The more cities you have, the more potent this effect,
  as well.  If you choose conquest, build up your military and strike when
  you get Musketeers or the Foreign Legion. Offense is key, since you only
  get FL’s combat bonus when you’re NOT in your own territory. This means
  once you conquer a city, you have to move out as soon as possible.  At any
  rate, France represents an interesting balance between war and peace.

>Germany

Leader- Bismarck
Unique Trait- “Furor Teutonicus”- When capturing a barbarian encampment, 50%
  chance of converting the barbarian and earning 33 gold. -25% land unit
  maintenance.
Unique Unit 1- Landsknecht; replaces Pikemen, cheaper to build.
Unique Unit 2- Panzer; replaces Tank, stronger and faster than normal.
Victory Choice- Domination
Notes- Germany is a major military power.  Conquering many barbarian camps
  can give you a lot of warriors for your army early in the game.  Though
  not exceptionally powerful, you have strength in numbers with your warrior
  army.  Barbarian Brutes upgrade like normal, so you can have a massive
  army for all eras.  The Landsknecht is much the same, since it is half as
  expensive to build as a normal pikeman, meaning you can crank out large
  numbers in a short time.  Though not cheap like the Landsknecht, Panzers
  are faster and more powerful than normal, giving you an extra punch in
  your attacks. Also, with the maintenance reduction, you won't have any
  trouble building a grand army capable of crushing anyone in your path.

>Greece

Leader- Alexander
Unique Trait- “Hellenic League”- City State influence degrades half as
  slowly, and regenerates twice as quickly.
Unique Unit 1- Hoplite; replaces Spearmen, has increased strength.
Unique Unit 2- Companion Cavalry; replaces Horsemen, has increased strength
  and faster Great General spawn.
Victory Choice- Domination, Diplomatic
Notes- Alexander’s unique units come early and come hard.  Both the Hoplite
  and Companion Cavalry have a significant strength boost over their
  contemporary counterparts, meaning you can easily take on the world very
  early in the game. However, you will have to hurry if you want to win by
  conquest. Greek uniques won't hang around long, and they also lack any
  special promotions that carry over upon upgrading. If you choose a more
  peaceable route to victory, then Greece’s trait becomes more important,
  particularly towards a diplomatic victory.  A lot of money is lost keeping
  city states happy, so losing favor at half the normal rate is a huge
  advantage for Greece.  Utilizing the Patronage policy route makes city
  states all the more valuable to you, as well.

>Inca

Leader- Pachacuti
Unique Trait- "Great Andean Road"- Units ignore terrain costs when entering
  hills.  Terrain improvements on hills are free, and are half price
  everywhere else.
Unique Unit- Slinger; repalces Archer, weaker in melee but can withdraw to
  rear before melee attack can take place.
Unique Improvement- Terrace Farm; does not need to be placed near a source
  of fresh water and provides extra food if near a mountain.
Victory Choice- Cultural, Scientific, Diplomatic
Notes- Read the Inca descrption carefully.  The terrace farm is a Unique
  IMPROVEMENT.  Now, the terrace farm does not replace the regular farm, so
  you'll still build regular farms on flat land.  However, you'll quickly
  realize how powerful terrace farms are. The food bonus stacks with every
  mountain that is in contact with the terrace farm, so you can get some
  pretty ridiculous bonuses going. The Slinger is a pretty strong unit in
  that it has a chance to retreat from combat if attacked by melee.
  Although its VERY  weak up close, build a lot of these units so once you
  upgrade them, future units will keep this ability and will become very
  difficult to kill. And with the Incan unique trait, they will be an utter
  nightmare to conquer without some serious force.  With this defensive
  advantage, set your sights on peaceful conquests, like culture and diplomacy.
  No one will be able to stop you.

>India

Leader- Gandhi
Unique Trait- “Population Growth”- Unhappiness from number of Cities is
  doubled, and Unhappiness from total population is halved.
Unique Unit- War Elephant; replaces Chariot Archer, greater strength and
  ranged attack.
Unique Building- Mughal Fort; replaces Castle, increased city strength, +2
  culture, and once flight is discovered, bonus gold.
Victory Choice- Cultural
Notes- India’s trait encourages smaller empires in terms of cities.  Smaller
  empires means the culture cost for policies stays low, thus making new
  policies come by much faster.  Culture wins come very easily here, as a
  result. True to Gandhi’s nature, India isn’t terribly warlike.  War
  Elephants are more powerful than the Chariot Archers that they replace,
  but are still nothing to write home about. Horse Archers aren't all that
  useful to begin with, not do they last very long, so its not worth your time
  and resources to build many. Plus, going to war and adding a lot of cities
  to your empire will cause serious happiness issues as well as drive up
  culture costs, so it’s best to stay out of war with India. Focus on more
  peaceful efforts, instead.

>Iroquois

Leader- Hiawatha
Unique Trait- “The Great Warpath”- Units move through jungle and forests in
  friendly territory as if they were roads.  They can also be used to connect
  trade routes.
Unique Unit- Mohawk Warrior; replaces Swordsmen, gains huge combat bonus in
  jungles and forests.
Unique Building- Longhouse; replaces workshop, instead of normal effect, +1
  production for every worked forest tile.
Victory Choice- Science
Notes- The Iroquois are a very defensive nation; their bonus only applies to
  forests and jungles in their own land.  However, they don’t really have
  any clear-cut victory path.  You could take the science route, since
  longhouses provide a massive production boost necessary to building the
  spaceship parts.  Culture could be an option since that production can be
  put to building wonders.  Domination is yet another option, since the
  Mohawk warrior is the master of rough terrain.  However you choose to play,
  the Iroquois are not advantaged or disadvantaged significantly in any way.

>Japan

Leader- Oda Nobunaga
Unique Trait- “Bushido”- Wounded units fight as if at full strength.
Unique Unit 1- Samurai; replaces Longswordsmen, has increased Great General
  spawn rate and has an open terrain combat bonus.
Unique Unit 2- Zero; replaces Fighter, receives a bonus against other
  fighters.
Victory Choice- Domination
Notes- Bushido makes killing any Japanese unit an utter nightmare in any era
  of the game.  Warmongering leaders will love playing as Japan since being
  wounded means nothing to your fighting ability.  Though you can go to war
  at virtually any time with Japan, it would be best when you have the
  Samurai at your disposal, since they get an open terrain combat bonus from
  the start.  The Zero isn't anything special, and if your opponent doesn't
  field many air units, then its not worth waiting for.

>Korea

Leader- Sejong
Unique Trait- "Scholars of the Jade Hall"- Specialists yield +2 science.
  Improvements from Great People yield +2 science. A small tech boost is
  earned whenever a science building or Wonder is completed at the capital.
Unique Unit 1- Hwach'a; replaces Trebuchet, significantly increased ranged
  strength.
Unique Unit 2- Turtle Ship; replaces Caravel, cannot enter oceans, slower, and
  loses extra sight, but is 2 times as powerful up close and at range.
Victory Choice- Science
Notes- Korea is truly a scientific nation to rival Babylon. Their unique trait
  strongly encourages building a "tall" empire, as each specialist earns you
  extra science. What's more; each great person tile improvement also nets you
  science, which means you'll have to strongly consider what the best use of
  of your Great People will be. Earlier on, it will be much more to your
  advantage to settle your Great People for the long term benefit. Though the
  Korean uniques sound great for conquest, use them to defend yourself and
  prevent others from interrupting your research; the one-two punch of the
  Hwach'a and Turtle Ship will ensure no one troubles you. Because of this
  strong defense, a victory by culture is a definite possibility, despite not
  having any real advantage to culture.

>Mongolia

Leader- Genghis Khan
Unique Trait- “Mongol Terror”- +30% combat bonus against city states and
  their soldiers, +1 movement to mounted units.
Unique Unit 1- Keshik; replaces Knight, has ranged attack instead of melee,
  spawns great generals faster and gains promotions faster.
Unique Unit 2- Khan; replaces Great General, moves much faster and confers
  faster healing to units in range
Victory Choice- Domination
Notes- Offered as free DLC upon purcahse, Mongolia is 100% conquest oriented.
  One victory to NOT go for with the Mongols is Diplomacy, since this
  effectively renders most of their special abilities useless.  Otherwise, let
  loose on the civilized world! The Keshik is an unbelievable raider in all
  terrains. Though they are quite a bit weaker at range and up close as
  compared to the Arab Camel Archer, their quick Great General spawn, 5 moves
  total, and faster promotions easily compensate for this.  Since conquest is
  probably going to be your primary means of winning, you won’t be spending
  much time developing your cities, meaning that cultural and scientific
  victories are likely out. The best way to take advantage of the Mongolian
  trait is to train your forces by picking off City States. Since the Keshik
  gains XP faster than normal, it won't be long before they are super-powered!

>Ottoman

Leader- Suleiman
Unique Trait- “Barbary Corsairs”- Naval units have a 50% chance to capture a
  barbarian naval unit and earn 25 gold. -66% naval unit maintenance
Unique Unit 1- Janissary; replaces Musketman, receives a 25% combat bonus
  and heals completely if it kills another unit.
Unique Unit 2- Sipahi; replaces Lancer, can pillage without using movement
  points and has a sight bonus.
Victory Choice- Domination
Notes- Sadly, the Ottoman's Unique trait is probably one of the worst in the
  game, having very few regular applications in any game, save for games on
  archipelago maps.  The trade-off is that the Ottoman unique units are
  VERY powerful.  The Janissary is probably the single biggest threat in
  the Renaissance era, as it gets a huge offensive bonus as well as healing
  COMPLETELY when it kills a unit.  Build LOTS of these, as even when they
  upgrade, future units will keep these promotions.  The Sipahi is no slouch,
  either, as it gets sight bonuses and can pillage without wasting movement.
  Obviously, strike fast and strike hard when you get both so you can go
  right to war, and maybe, just maybe, by then the Ottoman trait will have
  netted you a small navy to give your army some supporting fire. Though
  their trait indcates a naval powerhouse; the Ottomans are truly a land
  power.

>Persia

Leader- Darius I
Unique Trait- “Achaemenid Legacy”- Golden Ages last 50% longer, +1 movement
  and +10% strength for all units during a Golden Age.
Unique Unit- Immortal; replaces Spearmen, slightly increased strength and
  heals at double the normal rate.
Unique Building- Satrap’s Court; replaces Bank, +2 happiness.
Victory Choice- Any
Notes- Clearly, Golden Ages are key to any victory as the Persians.  To
  maximize the effeciveness of your powers, get the Piety policy track and
  the Chichen Itza wonder.  Piety gives you enormous happiness bonuses and
  Chichen Itza doubles your Golden Age length.  Build lots of Satrap's
  Courts, as well.  Not only are they a large source of wealth, but they also
  give a happiness bonus as well.  Once you've established your super-Golden
  Ages, pretty much any victory is open to you.  Domination is easy since
  your soldiers get a combat and movement bonus during Golden Ages.
  Diplomatic and Science victories are possible due to the production and
  economic bonuses.  Culture is even a possibility since the production can
  be put to wonders and other cultural pursuits.  In short, Persia is a very
  powerful faction.

>Polynesia

Leader- Kamehameha
Unique Trait- "Wayfinding"- All units can embark and move over oceans
  immedaitely. +1 sight when embarked. Units within 2 tiles of a Moai gain
  +10% combat bonus.
Unique Unit- Maori Warrior; replces warrior, -10% combat bonus for all enemy
  units in the surrounding tiles.
Unique Improvement- Moai; +1 culture, +1 culture for every surrounding Moai,
  +1 gold after Flight. Does not replace anything. Made available at
  Construction.
Victory Choice- Cultural, Domination
Notes- The DLC nation nation from February comes out strong as an exploration
  and Culture powerhouse. The ability to embark and move through oceans from
  the beginning of the game means that you can have much of the world explored
  long before anyone else has the opportunity to start. This also means you
  can quickly colonize the best lands for yourself, giving you a leg up on the
  competition. Because of this and the Maori Warrior's special ability,
  Domination IS a possibility as Polynesia. However, Polynesia's real charm is
  in the Moai statue improvement. Each one gives you +1 culture, plus 1 more
  for each surrounding Moai. If placed correctly, you can have culture yields
  up to +6, far more than any monument! With this culture boost, you'll be on
  a fast track to an easy cultural win! Moai also give you a combat boost to
  nearby units, making a battle on your shores all the more difficult.

>Rome

Leader- Augustus Caesar
Unique Trait- “The Glory of Rome”- +25% production bonus towards buildings
  already built in your capital.
Unique Unit 1- Ballista; replaces Catapult, has a much stronger ranged attack
Unique Unit 2- Legion; replaces Swordsmen, has increased strength, can build
  roads and forts
Victory Choice- Domination, Science
Notes- Rome can support sprawling empires.  New cities have a huge production
  bonus towards buildings that are already in the capital, greatly speeding
  their growth and development.  This alone is a major advantage.  Adding in
  the Liberty policy track means cities can grow at a lightning fast pace.
  The Roman unique units set Rome up for conquest early on.  Like the Greeks,
  their uniques have significant strength upgrades, allowing them to do
  significant damage even in the classical era. However, also like the Greek
  uniques, they carry no special promotions when they upgrade, meaning Rome is
  nothing special in combat after their units go out. Should you opt for peace,
  then Rome’s production bonus means setting up a massive infrastructure is
  a breeze.  Going for a science win is definitely possible here since you’ll
  likely have massive cities to support this development.

>Russia

Leader- Catherine
Unique Trait- “Mother Russia”- Resources provide +1 Production, and Horses,
  Iron and Uranium deposits are doubled.
Unique Unit- Cossack; replaces Cavalry, has combat bonus against wounded
  units.
Unique Building- Krepost; replaces Barracks, increases border growth by 50%.
Victory Choice- Domination
Notes- Russia’s boost in strategic resources in number and productivity makes
  them an early powerhouse.  You can field a large army because there are
  more strategic resources to mess around with.  The Krepost also drastically
  speeds up how fast your borders expand, making domination all the easier.
  However, you’ll find you won’t really need the iron and the horses later
  in the game, so building large numbers of horse and iron-based units will
  be unnecessary.  Thankfully, the Russians get double uranium (which is
  extremely rare) allowing you to build a lot of nukes or a lot of Giant
  Death Robots, thus keeping them a relevant military power far into the
  future. Angkor Wat is a very helpful wonder, as it has the exact same effect
  as the Krepost, except its applied to every city in your country. Use this
  extra bonus to grab land and completely swamp out your enemies.

>Siam

Leader- Ramkhamhaeng
Unique Trait- “Father Governs Children”- Food and Culture gifts from City
  States increased by 50%.
Unique Unit- Naresuan’s Elephant; replaces Knight, increased strength, 50%
  combat bonus against mounted units, and does not require horses to build.
Unique Building- Wat; replaces University, +3 culture in addition to normal
  science output.
Victory Choice- Diplomatic, Cultural
Notes- Siam’s trait makes them one of the best nations for a diplomatic
  victory.  Their bonuses make the already valuable contributions from City
  States all the more worthwhile.  Going for the Patronage policy route makes
  city states even more precious to Siam.  The culture contributions in
  particular make going for a cultural win much easier, as well.  Befriending
  just a few Cultural states makes a huge impact on your overall culture.
  And with the Wat adding even more culture, a cultural victory is all the
  more in reach.  Note that there is no bonus for Militaristic states, so go
  for them only if you need a little boost in your military.  Though
  Naresuan’s Elephant is extremely powerful for its era, Siam doesn’t have
  much else in the way of military power.  Even with Militaristic City State
  help, Siam should stick to more peaceful pursuits.

>Songhai

Leader- Askia
Unique Trait- “River Warlord”- Receive double the standard amount of Gold
  when deoying Barbarian encampments and when pillaging Cities. Embarked
  units can defend themselves.
Unique Unit- Mandekalu Cavalry; replaces Knight, +30% combat bonus against
  cities.
Unique Building- Mud Pyramid Mosque; replaces Temple, +5 culture instead of
  +3.
Victory Choice- Domination, Culture
Notes- One of the biggest issues that you face in crossing the ocean is
  protecting your transports.  Often times, barbarians gather in large
  numbers on distant, unsettled continents, making the trip quite dangerous.
  A similar problem exists when trying to invade a neighbor from across the
  seas. The Songhai don’t have to worry about this, since they can defend
  themselves at sea.  Their Mandekalu Cavalry may be their biggest asset, as
  it gets a huge combat bonus against cities.  Ideally, you should declare
  war once you get a fair number of these units so you can quickly storm
  cities and take land quickly.  The huge bonus in gold pillaged helps
  finance the sometimes costly wars. Culture is also a distinct possibility,
  as the Mud Pyramid Mosque offers a huge culture bonus over the normal
  temple.

>Spain

Leader- Isabella
Unique Trait- "Seven Cities of Gold"- Gold bonus for discovering Natural
  Wonders.  Culture, happiness, and tile yields from Natural Wonders doubled.
Unique Unit 1- Tercio; replaces Musketmen, more expensive than normal but
  stronger and has combat bonuses against mounted units.
Unique Unit 2- Conquistador; replaces Knight, can settle cities on other
  continents.
Victory Choice- Domination
Notes- Though Spain's ability is slightly underpowered, its units make it
  easy to take advantage of.  To maximize the bonus gold (as you get more
  if you are the first to discover any Natural Wonder) build lots of scouts
  and caravels to explore as much as possible.  Once you find all the Natural
  Wonders, use the Conquistador to settle distant lands.  It can settle new
  any continent that doesn't have your capital on it.  Settling near those
  Natural Wonders is key, since doubling the bonuses from them has a very
  significant impact.  And to protect your investment, build lots of Tercios.
  Their increased strength along with huge bonuses against mounted units
  makes them the new biggest Renaissance threat on the battlefield. Although
  slightly more expensive than normal musketmen, it completely eliminates the
  need to build Pikemen because the Tercio represents a combination of Pikemen
  and musketmen. Exploration is absolutely critical to excel as the Spanish.


3.  Victory Conditions-


Time- Winning by time simply means that the max number of turns for the game
  has been reached and the winner is simply whoever can rack up the greatest
  score in that time. There is no bonus associated with winning by time, so
  really try for a victory by other means. However, if you must bide your
  time, there are plenty of ways to stall out someone’s win.  If you need to
  stop a conquest, get ahold of the Nationalism social policy as well as
  Himeji Samurai Castle (if you can build it).  This gives you a grand total
  of 58% (33% without Himeji) combat bonus simply for being in your own
  territory.  It will take a seriously concerted effort to oust you from your
  own land should you two be using comparable units.  If they manage to get
  to your cities, make sure they are maxed out with all of the best defenses
  to further slow ther advance.  Having the Kremlin on hand to increase city
  defensiveness by 50% also helps.  To stop a Diplomatic victory; buy out as
  many city states as you can afford.  Allied states will always vote for
  you in an election. If you can’t afford to buy out enough city states,
  conquer ones closer to you.  This way, there will be fewer votes for the
  other leader to get.  Though this may anger some, it’s the only other way
  to stop a diplomat.  If you're thinking more long term, get the Patronage
  policy track and United Front from the Order policy track.  Patronage gives
  you more bang for your buck with City-States, and United Front makes it
  harder for others to maintain relationships with their City States. For
  science, simply capturing the enemy's capital will undo any progress that
  they have made thus far on their space ship.  The space race takes a
  significant production investment so they likely won’t be investing too
  heavily in military to stop an invasion. Culture is probably the hardest
  to stop, since you don’t really lose progress on social policies earned.
  You can slow them, but stopping them will be a challenge without outright
  killing them. Of course, killing them is the most effective means of
  shutting anyone down, regardless of their mode of victory.

Domination- A good place to start with a domination victory is with Honor, and
  later, Autocracy.  Both offer significant combat bonuses that can give you
  a serious edge in combat.  Beyond that, building Barracks and the other
  military buildings are essential.  A trained but obsolete unit can always
  take on a newer but green unit.  Though you want a large army, you need an
  infrastructure to back it up, or else you’ll be forced to sell off some of
  your soldiers.  In other words, you still need to balance domestic
  development with military development.  Be sure to exploit an opponent’s
  weaknesses.  If their special unit is a mounted unit, build spearmen or go
  for promotions to increase power against horses and etc.  Also, have a
  good look at the lay of the land so you know what kind of promotions to go
  for as well.  Due to recent patches, you are forced to select all
  promotions as soon as you get them, rather than waiting for the perfect
  moment to apply them, but keep a sharp eye out for situations that require
  certain promotions to maximize their effectiveness.

Science- Rationalism is key if you want to really get ahead in the science
  game.  Any advantage you can get with science to speed the process along
  is essential, since it will take a long time to pull this one off. If you
  can spare the aluminum, build Spaceship Factories in your most productive
  cities.  Building a spaceship requires a major investment in production
  and gold.  Production bonuses are a big help here as well.  Once your
  space ship parts are built, they have to be shipped to your capital.
  Make sure you have a railroad connection between all cities that are
  building parts for your spaceship.  This is probably the hardest victory
  to achieve simply because of its complicated nature.

Diplomacy- The most sure-fire way of winning by diplomacy is by buying out
  city states.  Don’t do this until late in the game, though, as trying to
  maintain relationships with a lot of city states at once can be costly,
  and interfering with other great powers can cause serious trouble. At least
  later in the game, you won't have to deal with meddlesome Civilizations for
  very long before you win. However, Patronage does make being friendly with
  city states much easier and more worthwhile.  It also helps to actually
  build the UN yourself, as the builder gets an extra UN vote.  All in all,
  a somewhat easy way to win if you have the money to do so.

Culture- Key to winning a cultural victory is the Freedom and Piety policy
  tracks.  These offer culture boosts that would make winning by culture
  nearly impossible, otherwise.  Also, you need to keep the number of cities
  you have low. Depending on the map size, cities can cause culture costs to
  increase anywhere from 15% to 30% per city.  This includes captured cities
  as well, so if you go to war, burn burn burn! Otherwise, spread out your
  cities to ensure you maximize your land for the number of cities you have.
  A few good wonders to help aid your win is the Sistine Chapel (+33% culture
  in all cities) and Cristo Redentor (25% discount on social policies).

4.  City States-


Militaristic- Militaristic states generally field the largest army of the
  three city state types.  If you befriend them, they will grant you a
  military unit every few turns.  Allying with them speeds up how often they
  grant you units.  The type of unit depends upon what resources they have
  locally. They will not grant you unique units, though (i.e. no Minutemen if
  you’re America).  You can request that they stop granting you soldiers.
  Generally, these states will request you take out barbarian encampments or
  other city states.

•       Almaty
•       Belgrade
•       Budapest
•       Dublin
•       Edinburgh
•       Hanoi
•       Sidon
•       Tyre

Maritime- Maritime city states are typically placed near the ocean.
  Befriending them will grant you a little food for your capital, and an
  alliance nets you more food for your capital and some for your other
  cities, too.  This bonus can go up to +3 food for capitals, +1 for other
  cities. Often, Maritime states will ask that you connect their city up to
  your trade network, or that you acquire a rare resource of some kind.

•       Cape Town
•       Quebec City
•       Genoa
•       Sydney
•       Oslo
•       Ragusa
•       Rio de Janero
•       Singapore
•       Stockholm
•       Venice

Cultured- As their name implies, a Cultured City state's benefits come in the
  form of culture.  Becoming friends with any cultured city state nets you
  some culture, and allying with them grants you even more.  Up to +20
  culture per city state can be earned in this fashion.  Usually, cultured
  states ask you to build a certain wonder to awe their elite, or to gain
  the talents of a particular type of Great Person.

•       Bucharest
•       Brussels
•       Florence
•       Geneva
•       Lhasa
•       Monaco
•       Kuala Lumpur
•       Seoul
•       Vienna
•       Warsaw


5.  Social Policies-


Tradition-

•       Adopting Tradition will reduce the culture cost of acquiring tiles.
        This bonus increases over time. +3 culture in the capital.
•       Aristocracy- +15% production bonus for Wonders.
•       Oligarchy- Garrisoned units cost no maintenance, and cities with a
        garrison have +100% ranged strength.
•       Legalism- Free culture building in your first 4 cities.
•       Monarchy- +1 gold and -1 unhappiness per 2 population in the capital.
        (requires Legalism)
•       Landed Elite- +1 happiness for every 10 citizens (requires Legalism)
•       Finisher- +15% growth and +2 food in every city
Tradition has been seriously reworked as of the February patch. Tradition no
longer gives the huge growth boost to the capital, but instead reduces the
culture cost on tiles and gives a small culture bonus to the capital.
Oligarchy has also been changed, as it removes maintenance costs for
garrisoned units and give the city double ranged strength.  Monarchy has been
improved upon, reducing unhappiness as well as increasing the gold in the
capital.  Everything has been redone from the ground up here. All around,
Tradition is best for empires with very focused and well developed cities.

Liberty-

•       Adopting Liberty will give +1 culture per turn in every city.
•       Collective Rule- Settler production increased by 50%, and a free
        settler appears near the capital.
•       Citizenship- +25% conuction rate of Workers, and a free worker appears
        near the capital.
•       Meritocracy- +1 Happiness for each city connected to the Capital, and
        -5% unhappiness from citizens in unoccupied cities. (requires
        Citizenship)
•       Representation- each city you found increases the culture cost of
        policies 33% less. Also starts a Golden Age. (requires Citizenship)
•       Republic- +1 Production bonus in every city, +5% production towards
        buildings. (requires Collective Rule)
•       Finisher- Free Great Person.
Like Tradition, Liberty has been given a lot of significant changes. Its
usefulness has been greatly expanded due to the February patch, as Collective
Rule and Citizenship now give a free settler and worker, respectively. Also,
Meritocracy and Representation have some added bonuses, making Liberty a lot
more useful in the short term and in the long term. If you need to expand very
quickly, Liberty is the best way to go about doing so.


Honor-

•       Adopting Honor gives a +25% combat bonus VS Barbarians and
        notifications will be provided when new Barbarian Camps spawn in
        revealed territory. Free culture for every barbarian killed.
•       Warrior Code- Great General appears outside the Capital, +15% melee
        unit production.
•       Discipline-  +15% Combat strength bonus for units in a tile next to
        other friendly military units.
•       Military Caste- Each City with a garrison reduces empire Unhappiness
        by 1 and gives +2 culture. (requires Discipline)
•       Military Tradition- Military Units gain x1.5 experience from combat.
        (requires Warrior Code)
•       Professional Army- Upgrading units requires 33% less Gold, all
        defensive structures provide +1 happiness. (requires Military Caste)
•       Finisher- Free gold for every enemy unit killed.
Honor gives some substantial combat advantages, and is great for the aspiring
warmongering leader.  The boost against barbarians will help you ward them
off early in the game to aid expansion.  Key to this social policy are the
last two policies on each branch; Military Tradition and Professional Army.
Extra experience and half-cost upgrades help make your soldiers the most
well trained and advanced soldiers in the world.  This one is a MUST for
domination victory and also works well with Autocracy.

Piety- Unlocks at Classical Era.-
•       Adopting Piety gives a 15% production bonus to cultural buildigns.
        This branch cannot be active at the same time as Rationalism.
•       Organized Religion- Amount of Happiness required to start a Golden Age
        reduced by 25%.
•       Reformation- The empire immediately enters a 10-turn Golden Age.
        (requires Organized Religion)
•       Theocracy- -25% Unhappiness from population in non-captured cities.
        (requires Organized Religion)
•       Mandate of Heaven- 50% of excess Happiness added each turn to the
        amount of Culture that may be spent on Policies.
•       Free Religion- 1 Free Social Policy, +1 culture to all culture
        buildings. (requires Mandate of Heaven, Reformation)
•       Finisher- -10% cost to future policies.
If you want to win by culture, Piety is step in the right direction.  Free
Religion’s two free policies are a huge step forward.  If you’re people are
a happy one, then Mandate of Heaven offers a significant culture boost, as
well.  Fully exploiting this social policy will make your empire a happy and
a cultured one.  This works amazingly well with Freedom if you’re going for
a cultural victory. After the latest patch, Theocracy and Reformation had
effects significantly boosted, making Piety all the more effective in making
your people happy and prosperous.

Patronage- Unlocks at Medieval Era.-

•       Influence with City-States degrades 25% slower than normal.
•       Aesthetics- Influence with all City-States cannot drop below 20.
•       Philanthropy- Gifts of Gold to a City-State generate 25% extra
        Influence.
•       Scholasticism- All Allied City-States grant you a research bonus
        equal to 25% of their own research. (requires Philanthropy)
•       Cultural Diplomacy- Quantity of resources offered by City-States
        increases 100%; Happiness from gifted luxury resources increased by
        50%. (requires Scholasticism)
•       Educated Elite- Allied City-States will occasionally gift you Great
        People. (requires Aesthetics, Scholasticism)
•       Finisher- Other players' influence with City States decreases 33%
        faster
If you choose to deal with many city-states, Patronage will be a huge asset
to you both in forging relationships and reaping their benefits.  Maintaining
a relationship can be costly, so Patronage, Aesthetics, and Philanthropy all
help keep your friendships and alliances intact for much longer. The latter
three; Scholasticism, Cultural Diplomacy, and Educated Elite, significantly
increase the benefits of being an ally to a city state.  A very powerful
social policy should you deal frequently with city-states.

Commerce-Unlocks at Medieval Era.-

•       Adopting Commerce will boost Gold output in capital city by 25%.
•       Naval Tradition- +1 Movement and +1 sight range for naval combat
        units. +1 movement to embarked units.
•       Trade Unions- -20% maintenance cost for Roads and Railroads.
•       Mercantilism- -25% cost to purchase items in Cities (requires Trade
        Unions)
•       Merchant Navy- +3 Production in coastal Cities (requires Naval
        Tradition)
•       Protectionism- +1 Happiness from each Luxury Resource (requires
        Mercantilism)
•       Finisher- +1 gold per specialist.
Commerce has some pretty spread out effects.  Some of its policies affect
money, like increasing gold output, reducing maintenance costs, or decreasing
purchasing costs.  Others increase your naval power, while others still
increase your production and happiness empire-wide.  It’s a mixed bag and
may not all necessarily be useful, but something out of it will be.  Maybe
it’s the production boost for all of your coastal cities, or the extra
happiness for extra luxuries.  Whatever the case, Commerce can be used in a
variety of ways to aid your empire.

Rationalism-Unlocks at Renaissance Era.-

•       Adopting Rationalism gives +50% science from research agreements. This
       branch cannot be active at the same time as Piety.
•       Secularism- +2 Science from each specialist.
•       Free Thought- Adds +2 Science points for each Trading Post. +17%
        science from universities. (requires Secularism)
•       Humanism- +1 Happiness from each University, Public School, and
        Observatory.
•       Scientific Revolution- Gives 2 free technologies (requires Free
        Thought)
•       Sovereignty- +15% Science while your empire is Happy (requires
        Humanism)
•       Finisher- +1 gold from science buildings.
Rationalism is a real science-booster, but at the cost of culture.  Almost
every policy is geared towards an increase in science in some fashion.
Sovereignty is probably the most valuable here, offering a 155 boost in
science so long as your people are happy with you.  Though it doesn’t offer
as much happiness as Piety, Rationalism still offers some through the
Humanism policy, so it shouldn’t be a serious issue.  If a Science victory
is your gameplan, Rationalism is a huge help.

Freedom-Unlocks at Renaissance Era.-

•       Upon Adopting Freedom, +25% great person points in every city. This
        branch cannot be active at the same time as Autocracy or Order.
•       Civil Society- Specialists consume only half the normal amount of
        Food.
•       Constitution- +2 culture per wonder.
•       Democracy- -50% unhappiness from specialists. (Requires Civil Society)
•       Free Speech- Allows free maintenance for 8 units. (Requires
        Constitution)
•       Universal Suffrage- +33% City Combat
•       Finisher- +100% yield from Great Person tile improvements and increases
        the length of Golden Ages by 50%.
Freedom is the key to winning a cultural victory.  Spread out your wonders,
because Constitution doubles the culture of all cities with at least one
wonder in them.  This, combined with Free Speech’s reduction in policy cost,
means that policies will come extremely quickly to you.  Don’t ignore the
other policies, though.  +50% great person production is nothing to turn
your nose up at.  If you aren’t going for all-out war, Freedom is
undoubtedly a must for most any strategy.

Autocracy-Unlocks at Industrial Era.-

•       Adopting Autocracy reduces Unit Gold Maintenance costs by 33%,
        allowing an empire to field a larger military. This branch cannot be</pre><pre id="faqspan-2">
        active at the same time as Freedom or Order.
•       Militarism- -33% cost for purchasing units.
•       Police State- +3 happiness per courthouse and courthouses are cheaper.
        (requires Militarism)
•       Populism- Damaged military units deal +25% damage.
•       Fascism- Quantity of Strategic Resources produced by the empire
        increased by 100%. (requires Populism, Militarism)
•       Total War- +15% production bonus to units and +15 exp. (requires Police
        State, Fascism)
•       Finisher- +25% combat bonus for 30 turns.
An excellent complement to Honor, Autocracy is another major boost to
military powers.  Militarism, combined with Professional Army from Honor
gives you a whopping 83% discount on troop upgrades.  Total War has a limited
duration, but by that stage of the game, things won’t be lasting much longer.
However, Autocracy isn’t all about war.  If you find yourself with thin
supplies of Strategic resources, Fascism doubles the amount of all Strategic
resources you have.  Autocracy is definitely the coup-de-grace for securing
a domination victory.

Order-Unlocks at Industrial Era.-

•       Adopting Order gives +1 happiness per city. This branch cannot be
        active at the same time as Freedom or Autocracy.
•       Communism- +2 Production in each City, +10% production bonus to
        buildings. (Requires Socialism)
•       Nationalism- +25% attack bonus to your units in friendly territory.
•       Planned Economy- +25% science yield for every city with a Factory.
•       Socialism- Gold maintenance costs of Buildings reduced by 15%.
        (Requires Planned Economy).
•       United Front- Causes other civilizations' city-state influence points
        to decay 33% faster.
•       Finisher- +1 Food, Production, Science, Gold, and Culture per city.
Like Commerce, Order is a bit of a mixed bag of upgrades.  Nationalism has
military applications, United Front has diplomatic uses, and the rest has
more production and efficiency uses.  Communism is probably the most valuable
since it gives a massive production boost to every city in your empire.
The production boost to all buildings is also a very welcome addition.
Though mostly a production-oriented policy, Order has a wide range of
applications in many strategies.


6.  Units-

  All the units listed here are categorized by their era (i.e. ancient to
future) and then alphabetically.


>>>>>>>>>Ancient Era<<<<<<<<<

-Archer

Cost    -70
Type    -Ranged
Combat  -4
Ranged  -6
Range   -2
Move    -2
Resource-None
Upgrade -Crossbowmen
Tech    -Archery
Notes   -Can perform ranged attacks


-Bowman

Cost    -70
Type    -Ranged
Combat  -6
Ranged  -8
Range   -2
Move    -2
Resource-None
Tech    -Archery
Upgrade -Crossbowmen
Notes   -Babylonian unique, replaces Archer; can perform ranged attacks

-Brute

Cost    -20
Type    -Melee
Combat  -6
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -n/a
Upgrade -Swordsmen
Notes   -Barbarian unique


-Chariot Archer

Cost    -60
Type    -Mounted
Combat  -4
Ranged  -7
Range   -2
Move    -4
Resource-Horse
Tech    -The Wheel
Upgrade -Knight
Notes   -Cannot melee attack; does not get defensive bonuses; can perform
         ranged attacks


-Galley

Cost    -50
Type    -Naval
Combat  -5
Ranged  -3
Range   -2
Move    -3
Resource-None
Tech    -n/a
Upgrade -Frigate
Notes   -Barbarian unique; cannot enter ocean tiles


-Hoplite

Cost    -60
Type    -Melee
Combat  -9
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Bronze Working
Upgrade -Pikemen
Notes   -Greek Unique, replaces Spearmen; 100% combat bonus against mounted
         units


-Immortal

Cost    -60
Type    -Melee
Combat  -8
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Bronze Working
Upgrade -Pikemen
Notes   -Persian Unique, replaces Spearmen; 100% combat bonus against mounted
         units; Heals at 2x the normal rate


-Jaguar

Cost    -40
Type    -Melee
Combat  -6
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -n/a
Upgrade -Swordsmen
Notes   -Aztec Unique, replaces Warriors; Heals 2 damage if it kills a unit;
         +50% cobat bonus in Jungles, has Woodsman promotion.

-Maori Warrior

Cost    -40
Type    -Melee
Combat  -6
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -n/a
Upgrade -Swordsmen
Notes   -Polynesian Unique, replaces Warriors; -10% combat bonus to all enemy
         units in the surrounding tiles.

-Scout

Cost    -25
Type    -Recon
Combat  -4
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -n/a
Upgrade -None
Notes   -Ignores terrain costs


-Settler

Cost    -112
Type    -Civilian
Combat  -n/a
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -n/a
Upgrade -None
Notes   -Can build new cities

-Slinger

Cost    -70
Type    -Ranged
Combat  -2
Ranged  -6
Move    -2
Resource-None
Tech    -Archery
Upgrade -Crossbowmen
Notes   -Incan Unique, replaces Archer; can withdraw to rear before enemy
         melee attack can occur

-Spearmen

Cost    -60
Type    -Melee
Combat  -7
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Bronze Working
Upgrade -Pikemen
Notes   -100% Combat bonus against mounted units


-Trireme

Cost    -60
Type    -Naval
Combat  -6
Ranged  -4
Range   -2
Move    -4
Resource-None
Tech    -Sailing
Upgrade -Frigate
Notes   -Cannot attack using melee; cannot enter ocean tiles, can perform
         ranged attacks


-War Chariot

Cost    -60
Type    -Mounted
Combat  -4
Ranged  -7
Range   -2
Move    -5
Resource-None
Tech    -The Wheel
Upgrade -Knight
Notes   -Egyptian Unique; Cannot attack using melee; No defense bonuses; can
         perform ranged attacks


-War Elephant

Cost    -80
Type    -Mounted
Combat  -6
Ranged  -8
Range   -2
Move    -3
Resource-None
Tech    -The Wheel
Upgrade -Knight
Notes   -Indian Unique; Cannot attack using Melee; no defensive bonuses; Can
         perform ranged attacks


-Warrior

Cost    -40
Type    -Melee
Combat  -6
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -n/a
Upgrade -Swordsmen
Notes   -First combat unit


-Work Boat

Cost    -30 (Will be increased at the next patch)
Type    -Civilian
Combat  -n/a
Ranged  -n/a
Range   -n/a
Move    -4
Resource-None
Tech    -Sailing
Upgrade -None
Notes   -Builds fishing boats and Offshore platforms


-Worker

Cost    -70
Type    -Civilian
Combat  -n/a
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -n/a
Upgrade -None
Notes   -Creates tile improvements



>>>>>>>>>Classical Era<<<<<<<<<

-Ballista

Cost    -100
Type    -Siege
Combat  -4
Ranged  -18
Range   -2
Move    -2
Resource-Iron
Tech    -Mathematics
Upgrade -Trebuchet
Notes   -Roman Unique, replaces Catapult; +10% combat bonus against cities;
         must set up before attacking; No defensive bonuses; can perform
         ranged attacks


-Catapult

Cost    -100
Type    -Siege
Combat  -7
Ranged  -14
Range   -2
Move    -2
Resource-Iron
Tech    -Mathematics
Upgrade -Trebuchet
Notes   -+20% combat bonus against cities, no defensive bonuses, must set up
         before attacking; Can perform ranged attacks.


-Companion Cavalry

Cost    -80
Type    -Mounted
Combat  -14
Ranged  -n/a
Range   -n/a
Move    -5
Resource-Horse
Tech    -Horseback Riding
Upgrade -Knight
Notes   -Greek Unique, replaces Horsemen; No defensive bonuses; Can move after
         attacking; More likely to produce Great General after combat; Combat
         penalty against cities


-Horsemen

Cost    -80
Type    -Mounted
Combat  -12
Ranged  -n/a
Range   -n/a
Move    -4
Resource-Horse
Tech    -Horseback Riding
Upgrade -Knight
Notes   -No defensive bonuses; Can move after attacking; COmbat penalty
         against cities.


-Legion

Cost    -90
Type    -Melee
Combat  -13
Ranged  -n/a
Range   -n/a
Move    -2
Resource-Iron
Tech    -Iron Working
Upgrade -Longswordsmen
Notes   -Roman Unique, replaces Swordsmen; Can build roads and forts.


-Mohawk Warrior

Cost    -80
Type    -Melee
Combat  -11
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Iron Working
Upgrade -Longswordsmen
Notes   -Iroquois unique, replaces Swordsmen; +25% combat bonus in jungles
         and forests


-Swordsmen

Cost    -80
Type    -Melee
Combat  -11
Ranged  -n/a
Range   -n/a
Move    -2
Resource-Iron
Tech    -Iron Working
Upgrade -Longswordsmen
Notes   -n/a


>>>>>>>>>Medieval Era<<<<<<<<<

-Beserker

Cost    -Unknown
Type    -Melee
Combat  -18
Ranged  -n/a
Range   -n/a
Move    -3
Resource-Iron
Tech    -Steel
Upgrade -Norwegian Ski Infantry (Rifleman)
Notes   -Danish Unique, replaces Longswordsmen; Starts with Amphibious, +1
         movement

-Camel Archer

Cost    -150
Type    -Mounted
Combat  -10
Ranged  -15
Range   -2
Move    -3
Resource-Horse
Tech    -Chivalry
Upgrade -Cavalry
Notes   -Arabian Unique, replaces Knight; No defensive bonuses; Can move
         after attacking; Cannot attack using melee; Can perform ranged
         attacks; Combat penalty against cities


-Cho-Ko-Nu

Cost    -120
Type    -Range
Combat  -6
Ranged  -9
Range   -2
Move    -2
Resource-None
Tech    -Machinery
Upgrade -Riflemen
Notes   -Chinese Unique, replaces Crossbowmen; Cannot attack using melee; Can
         perform ranged attacks; Can attack twice per turn

-Conquistador

Cost    -150
Type    -Mounted
Combat  -18
Ranged  -n/a
Range   -n/a
Move    -4
Resource-Horse
Tech    -Chivalry
Upgrade -Cavalry
Notes   -Spanish Unique, replaces Knight; Can settle cities on other
         continents; +2 to sight; Can defend itself while embarked


-Crossbowmen

Cost    -120
Type    -Ranged
Combat  -6
Ranged  -12
Range   -2
Move    -2
Resource-None
Tech    -Machinery
Upgrade -Riflemen
Notes   -Cannot attack using melee; Can perform ranged attacks

-Hwach'a

Cost    -170
Type    -Ranged
Combat  -8
Ranged  -25
Range   -2
Move    -2
Resource-Iron
Tech    -Physics
Upgrade -Cannon
Notes   -Korean Unique, replaces Trebuchet; must set up before attacking

-Keshik

Cost    -150
Type    -Mounted
Combat  -8
Ranged  -13
Range   -2
Move    -5
Resource-Horse
Tech    -Chivalry
Upgrade -Cavalry
Notes   -Mongolian Unique, replaces Knight; Earns promotions 2x the normal
         rate; Increased Great General spawn; Cannot attack using Melee; Can
         perform ranged attacks; No defensive bonuses; Can move after
         attacking; Combat penalty against cities

-Knight

Cost    -150
Type    -Mounted
Combat  -18
Ranged  -n/a
Range   -n/a
Move    -3
Resource-Horse
Tech    -Chivalry
Upgrade -Cavalry
Notes   -No defensive bonuses; Can move after attacking; Combat penalty
         against cities


-Landsknecht

Cost    -50
Type    -Melee
Combat  -10
Ranged  -n/a
Range   -n/a
Move    -2
Resource-n/a
Tech    -Civil Service
Upgrade -Riflemen
Notes   -German Unique, replaces Pikemen; +100% combat bonus against mounted
         units


-Longbowman

Cost    -120
Type    -Ranged
Combat  -6
Ranged  -12
Range   -3
Move    -2
Resource-n/a
Tech    -Machinery
Upgrade -Riflemen
Notes   -English Unique, replaces Crosbowmen; Cannot attack using melee; Can
         perform ranged attacks


-Longswordsman

Cost    -150
Type    -Melee
Combat  -18
Ranged  -n/a
Range   -n/a
Move    -2
Resource-Iron
Tech    -Steel
Upgrade -Riflemen
Notes   -None


-Mandekalu Cavalry

Cost    -150
Type    -Mounted
Combat  -18
Ranged  -n/a
Range   -n/a
Move    -3
Resource-Horses
Tech    -Chivalry
Upgrade -Cavalry
Notes   -Songhai Unique, replaces Knight; No defensive bonuses; Can move after
         attacking


-Naresuan's Elephant

Cost    -150
Type    -Mounted
Combat  -22
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Chivalry
Upgrade -Cavalry
Notes   -Siamese Unique, replaces Knight; +50% combat bonus against mounted
         units; Can move after attacking; No defensive bonuses; Combat
         penalty against cities


-Pikeman

Cost    -100
Type    -Melee
Combat  -10
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Civil Service
Upgrade -Riflemen
Notes   -+100% combat bonus against mounted units


-Samurai

Cost    -150
Type    -Melee
Combat  -18
Ranged  -n/a
Range   -n/a
Movement-2
Resource-Iron
Tech    -Steel
Upgrade -Riflemen
Notes   -Japanese Unique, replaces Longswordsmen; +20% combat bonus in open
         terrain; Higher Great General spawn rate


-Trebuchet
Cost    -170
Type    -Siege
Combat  -10
Ranged  -20
Range   -2
Move    -2
Resource-Iron
Tech    -Physics
Upgrade -Cannon
Notes   -+20% combat bonus against cities; Cannot attack using melee; No
         defensive bonuses; ust set up before attacking


>>>>>>>>>Renaissance Era<<<<<<<<<

-Cannon

Cost    -250
Type    -Siege
Combat  -13
Ranged  -26
Range   -2
Move    -2
Resource-None
Tech    -Chemistry
Upgrade -Artillery
Notes   -+20% combat bonus against cities; Cannot attack using melee; No
         defensive bonuses; must set up before attacking


-Caravel

Cost    -100
Type    -Naval
Combat  -15
Ranged  -7
Range   -2
Move    -6
Resource-None
Tech    -Astronomy
Upgrade -Destroyer
Notes   -+2 to Sight; Cannot attack using melee


-Cavalry

Cost    -260
Type    -Mounted
Combat  -25
Ranged  -n/a
Range   -n/a
Move    -3
Resource-Horse
Tech    -Military Science
Upgrade -Tank
Notes   -No defensive bonuses; Combat penalty against mounted units; Combat
         penalty against cities


-Cossack

Cost    -260
Type    -Mounted
Combat  -25
Ranged  -n/a
Range   -n/a
Movet    -3
Resource-Horse
Tech    -Military Science
Upgrade -Tank
Notes   -Russian Unique, replaces Cavalry; COmbat bonus against wounded units;
         No defensive bonuses; Combat penalty against mounted units; Combat
         penalty against cities

-Frigate

Cost    -160
Type    -Naval
Combat  -30
Ranged  -15
Range   -2
Move    -5
Resource-Iron
Tech    -Navigation
Upgrade -Destroyer
Notes   -Cannot attack using melee; Can perform ranged attacks


-Janissary

Cost    -120
Type    -Melee
Combat  -16
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Gunpowder
Upgrade -Riflemen
Notes   -Ottoman Unique, replaces Musketmen; Completely heals if it kills an
         enemy unit; +25% combat bonus when attacking


-Lancer

Cost    -220
Type    -Mounted
Combat  -22
Ranged  -n/a
Range   -n/a
Move    -4
Resource-Horse
Tech    -Metallurgy
Upgrade -Helicopter Gunship
Notes   -Combat penalty of defense; No defensive bonuses; Can move after
         attacking; Combat penalty against cities


-Minuteman

Cost    -120
Type    -Melee
Combat  -16
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Gunpowder
Upgrade -Riflemen
Notes   -American Unique, replaces Musketmen; Ignores all terrain costs, has
         Drill I promotion

-Musketeer

Cost    -120
Type    -Melee
Combat  -20
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Gunpowder
Upgrade -Riflemen
Notes   -French Unique, replaces Musketmen


-Musketman

Cost    -120
Type    -Melee
Combat  -16
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Gunpowder
Upgrade -Riflemen
Notes   -None

-Norwegian Ski Infantry

Cost    -Unknown
Type    -Melee
Combat  -25
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Rifling
Upgrade -Infantry
Notes   -Danish Unique, replaces Rifleman, increased movement AND strength
         while in hills, tundra, or snow.

-Rifleman

Cost    -200
Type    -Melee
Combat  -25
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Rifling
Upgrade -Infantry
Notes   -None


-Ship of the Line

Cost    -140
Type    -Naval
Combat  -30
Ranged  -17
Range   -2
Move    -5
Resource-Iron
Tech    -Navigation
Upgrade -Destroyer
Notes   -English Unique, replaces Friagete; +1 to sight; Cannot attack using
         melee; Can perform ranged attacks


-Sipahi

Cost    -220
Type    -Mounted
Combat  -22
Ranged  -n/a
Range   -n/a
Move    -5
Resource-Horses
Tech    -Metallurgy
Upgrade -Helicopter Gunship
Notes   -Ottoman Unique, replaces Lancer; Pillaging does not cost movement;
         Combat penalty on defense; No defensive bonuses; +1 to sight;  Combat
         penalty against cities

-Tercio

Cost    -150
Type    -Melee
Combat  -18
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Gunpowder
Upgrade -Riflemen
Notes   -Spanish Unique, replaces Musketmen; +100% combat bonus against
         mounted units.

-Turtle Ship

Cost    -100
Type    -Naval
Combat  -30
Ranged  -12
Range   -2
Move    -4
Resource-None
Tech    -Astronomy
Upgrade -Destroyer
Notes   -Korean Unique, replaces Caravel; Cannot enter ocean tiles, reduced
         LOS


>>>>>>>>>Industrial Era<<<<<<<<<

-Anti-Aircraft Gun

Cost    -300
Type    -Melee
Combat  -32
Ranged  -n/a
Range   -2
Move    -2
Resource-None
Tech    -Radio
Upgrade -Mobile SAM
Notes   -Intercepts aircraft; +100% combat bonus against aircraft


-Anti-Tank Gun

Cost    -300
Type    -Melee
Combat  -32
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Replaceable Parts
Upgrade -None
Notes   -Combat bonus against Armored units


-Artillery

Cost    -420
Type    -Ranged
Combat  -16
Ranged  -32
Range   -3
Move    -2
Resource-None
Tech    -Dynamite
Upgrade -Rocket Artillery
Notes   -+20% combat bonus against cities; Can indirect fire; Cannot attack
         with melee; Must set up before attacking; Can perform ranged attack


-Battleship

Cost    -500
Type    -Naval
Combat  -60
Ranged  -32
Range   -3
Move    -4
Resource-Oil
Tech    -Telegraph
Upgrade -None
Notes   -Has indirect fire


-Carrier

Cost    -520
Type    -Naval
Combat  -30
Ranged  -n/a
Range   -n/a
Move    -5
Resource-None
Tech    -Flight
Upgrade -None
Notes   -Can carry 3 aircraft (excluding Stealth Bombers); Cannpt attack
         using melee.


-Destroyer

Cost    -380
Type    -Naval
Combat  -35
Ranged  -22
Range   -2
Move    -8
Resource-None
Tech    -COmbustion
Upgrade -None
Notes   -Can see submarines; +100% combat bonus against Submarines; Has
         indirect fire; +3 to sight


-Fighter

Cost    -420
Type    -Air
Combat  -n/a
Ranged  -50
Range   -8
Movement-n/a
Resource-Oil
Tech    -Flight
Upgrade -Jet Fighter
Notes   -Can perform air sweep, Can see surrounding 6 tiles from starting
         point; Weak ranged attack


-Foreign Legion

Cost    -300
Type    -Melee
Combat  -36
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Replaceable Parts
Upgrade -Mechanized Infantry
Notes   -French Unique, repalces Infantry; +20% combat bonus outside of
         friendly territory


-Infantry

Cost    -300
Type    -Melee
Combat  -36
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Replaceable Parts
Upgrade -Mechanized Infantry
Notes   -None


-Ironclad

Cost    -220
Type    -Naval
Combat  -25
Ranged  -18
Range   -2
Move    -4
Resource-Coal
Tech    -Steam Power
Upgrade -Battleship
Notes   -Cannot enter ocean tiles


-Panzer

Cost    -450
Type    -Armored
Combat  -60
Ranged  -n/a
Range   -n/a
Move    -6
Resource-Oil
Tech    -Combustion
Upgrade -Modern Armor
Notes   -German Unique, replaces Tank; Can move after attacking; 25% Combat
         penalty against cities;  No defensive bonuses


-Submarine

Cost    -380
Type    -Naval
Combat  -25
Ranged  -60
Range   -3
Move    -5
Resource-None
Tech    -Refrigeration
Upgrade -None
Notes   -Can enter ice tiles; Invisible to most units


-Tank

Cost    -450
Type    -Armored
Combat  -50
Ranged  -n/a
Range   -n/a
Move    -5
Resource-Oil
Tech    -Combustion
Upgrade -Modern Armor
Notes   -Can move after attacking; 25% Combat penalty against cities; No
         defensive bonuses


-Zero

Cost    -420
Type    -Air
Combat  -50
Ranged  -n/a
Range   -8
Move    -n/a
Resource-Oil
Tech    -Flight
Upgrade -Jet Fighter
Notes   -Japanese Unique, replaces fighter; Combat bonus against aircraft;
         Can perform air sweep, Can see surrounding 6 tiles from starting
         point; Weak ranged attack


>>>>>>>>>Modern Age<<<<<<<<<

-Atomic Bomb

Cost    -850
Type    -Bomb
Combat  -n/a
Ranged  -n/a
Range   -10
Move    -n/a
Resource-Uranium
Tech    -Nuclear Fission
Upgrade -None
Notes   -Improved evasion; explodes on target, severely damaging cities and
         soldiers within its 2-tile blast radius


-B17

Cost    -520
Type    -Air
Combat  -n/a
Ranged  -60
Range   -10
Move    -n/a
Resource-Oil
Tech    -Radar
Upgrade -None
Notes   -American Unique; +25% combat bonus against cities; -50% damage from
         interception; Combat penalty against naval units


-Bomber

Cost    -520
Type    -Air
Combat  -n/a
Ranged  -60
Range   -10
Move    -n/a
Resource-Oil
Tech    -Radar
Upgrade -None
Notes   -Combat penalty against naval units


-Guided Missile

Cost    -200
Type    -Bomb
Combat  -n/a
Ranged  -70
Range   -8
Move    -n/a
Resource-None
Tech    -Satellites
Upgrade -None
Notes   -Cannot be intercepted


-Helicopter Gunship

Cost    -450
Type    -Air
Combat  -50
Ranged  -n/a
Range   -n/a
Move    -6
Resource-Aluminum
Tech    -Rocketry
Upgrade -None
Notes   -Combat bonus against armored units; Ignores terrain costs; Cannot
         capture cities; Can fly over mountains


-Jet Fighter

Cost    -600
Type    -Air
Combat  -n/a
Ranged  -70
Range   -10
Move    -n/a
Resource-Aluminum
Tech    -Lasers
Upgrade -None
Notes   -Can perform air sweeps; Can intercept aircraft; Can see 6
         surrounding tiles from starting location


-Mech Infantry

Cost    -440
Type    -Melee
Combat  -50
Ranged  -n/a
Range   -n/a
Move    -3
Resource-None
Tech    -Electronics
Upgrade -None
Notes   -None


-Missile Cruiser

Cost    -520
Type    -Naval
Combat  -60
Ranged  -25
Range   -3
Move    -7
Resource-Aluminum
Tech    -Robotics
Upgrade -None
Notes   -Has indirect fire; Can carry three missiles (conventional or
         nuclear); Cannot attack using melee; Can perform ranged attacks


-Mobile SAM

Cost    -450
Type    -Melee
Combat  -40
Ranged  -n/a
Range   -2
Move    -4
Resource-None
Tech    -Computers
Upgrade -None
Notes   -+100% combat bonus against aircraft


-Modern Armor

Cost    -700
Type    -Armored
Combat  -80
Ranged  -n/a
Range   -n/a
Move    -5
Resource-Aliminum
Tech    -Lasers
Upgrade -None
Notes   -Can move after attacking; No defensive bonuses; 25% Combat penalty
         against cities


-Nuclear Missile

Cost    -1200
Type    -Bomb
Combat  -n/a
Ranged  -n/a
Range   -8
Move    -n/a
Resource-Uranium
Tech    -Advanced Ballistics
Upgrade -None
Notes   -Improved Evasion; More powerful than Atomic Bomb


-Nuclear Submarine

Cost    -500
Type    -Naval
Combat  -30
Ranged  -70
Range   -3
Move    -6
Resource-Aluminum
Tech    -Computers
Upgrade -None
Notes   -Combat bonus against submarines; Can carry 2 missiles (conventional
         and nuclear); Invisible to most units


-Paratrooper

Cost    -350
Type    -Melee
Combat  -40
Ranged  -n/a
Range   -n/a
Move    -2
Resource-None
Tech    -Radar
Upgrade -None
Notes   -Can paradrop up to 5 tiles away while in friendly territory


-Rocket Artillery

Cost    -600
Type    -Siege
Combat  -18
Ranged  -46
Range   -3
Movement-3
Resource-Aluminum
Tech    -Rocketry
Upgrade -None
Notes   -+20% Combat bonus against cities; Has indirect fire; No defensive
         bonuses; Cannot attack using melee; Can perform ranged attacks


-Stealth Bomber

Cost    -800
Type    -Air
Combat  -n/a
Ranged  -80
Range   -20
Movement-n/a
Resource-Aluminum
Tech    -Stealth
Upgrade -None
Notes   -Improved evasion, Can see surrounding 6 tiles from starting point


-Giant Death Robot

Cost    -1000
Type    -Tank
Combat  -150
Ranged  -n/a
Range   -n/a
Movement-3
Resource-Uranium
Tech    -Nuclear Fusion
Upgrade -None
Notes   -Combat penalty against cities


7.  Buildings:

>>>>>>>>>Ancient Era<<<<<<<<<

-Barracks

Cost  -80
Maint -1
Tech  -Bronze Working
Effect-+15 XP for all units
Notes -Soilders get one promotion; Needed for the Heroic Epic National Wonder


-Floating Gardens

Cost  -120
Maint -1
Tech  -The Wheel
Effect-+15% Food, +2 food for each worked lake tile
Notes -Aztec Unique Building, replaces Water Mill; Needs a source of fresh
       water; Great for supersizing cities early, but finding a lot of lakes
       is somewhat difficult


-Granary

Cost  -70
Maint -1
Tech  -Pottery
Effect-+2 Food, +1 food for every Wheat, Banana, or Deer resource
Notes -Good for an early food boost


-Krepost

Cost  -80
Maint -1
Tech  -Bronze Working
Effect-+15 XP for all units, -25% culture and gold cost for new tiles
Notes -Russian Unique Building, replaces Barracks; Soldiers get one promotion;
       Needed for the Heroic Epic National Wonder


-Library

Cost  -80
Maint -1
Tech  -Writing
Effect-+1 science per 2 citizens in the city
Notes -Needed to build later science buildings, like Universities; Won't see
       much science output early on


-Monument

Cost  -60
Maint -1
Tech  -n/a
Effect-+2 culture
Notes -First building you can build, provides a small hint of culture to start
       expanding your borders


-Paper Maker

Cost  -80
Maint -0
Tech  -Writing
Effect-+1 Science per 2 citizens, +2 gold
Notes -Chinese Unique Building, replaces Library; Gold boost makes building
       this a must, spaced out over a lot of cities the bonus adds up fast


-Walls

Cost  -100
Maint -0
Tech  -Masonry
Effect-+4 City Defense
Notes -Post patch, defensive structures increase a city's rate of healing, so
       buildings like walls are a lot more important

-Walls of Babylon

Cost  -100
Maint -0
Tech  -Masonry
Effect-+6 City Defense
Notes -Babylonian Unique Building, replaces Walls; Cities deal more damage;
       The added defense makes Babylonian cities VERY hard to attack

-Water Mill

Cost  -120
Maint -2
Tech  -The Wheel
Effect-+2 Food
Notes -Needs a source of fresh water; Food and production bonus early is a
       huge advantage to city growth


>>>>>>>>>Classical Era<<<<<<<<<

-Armory

Cost  -130
Maint -1
Tech  -Machinery
Effect-+15 XP for all units
Notes -Requires Barracks/Krepost; With the Barracks, soldiers get their second
       promotion

-Aqueduct

Cost  -120
Maint -1
Tech  -Engineering
Effect-40% of food is carried over after a new citizen is born.
Notes -An earlier replacement for the Hospital's original effect. Because it
       comes much earlier, the power is a lot more useful.


-Burial Tomb

Cost  -120
Maint -0
Tech  -Philosophy
Effect-+2 Culture, +2 Happiness
Notes -Egyptian Unique Building, replaces Temple; If captured, pillage yield
       doubled, has an artist slot.


-Circus

Cost  -150
Maint -3
Tech  -Trapping
Effect-+3 Happiness
Notes -City needs Ivory or Horses in its radius to build


-Colosseum

Cost  -150
Maint -1
Tech  -Construction
Effect-+2 Happiness
Notes -Moderate happiness yield; Useful when coupled with Piety as it will earn
       you free culture as well.


-Courthouse

Cost  -200
Maint -5
Tech  -Mathematics
Effect-Eliminates Unhappiness from Occupied Cities
Notes -Can be purchased, but is fairly expensive


-Lighthouse

Cost  -80 (Will be cheaper after the patch)
Maint -1
Tech  -Optics
Effect-+1 Food from Water tiles, +1 food for fish
Notes -Really only useful if you have a lot of water tiles or several sea
       resources. Generally there will be other more useful tiles that a city
       will use.


-Mud Pyramid Mosque

Cost  -120
Maint -0
Tech  -Philosophy
Effect-+4 Culture
Notes -Songhai Unique Building, replaces Temple; Major culture boost can
       quickly spread your borders and put you closer to a Cultural victory.
       Requires a monument.


-Stable

Cost  -100
Maint -1
Tech  -Horseback Riding
Effect-+25% production of mounted Units, +1 production for sheep, horse, or
       cattle
Notes -City needs horses or cattle in its radius to build; If your Civ is
       mounted unit-heavy, an absolute must. After patch, the stable will
       remain fairly useful if you have lots of cattle or horses in your
       city, as it offers a small production boost, too.

-Stone Works

Cost  -Unknown
Maint -Unknown
Tech  -Unknown
Effect-+1 Happiness, +1 Production, +1 production for every source of marble
       and new resource, stone.
Notes -Requres source of marble or stone. New building to be added in June/July
       patch. Good source of production, especially since stone is intended to
       be a more common resource like cattle.

-Temple

Cost  -120
Maint -2
Tech  -Philosophy
Effect-+3 Culture
Notes -Decent culture yield


>>>>>>>>>Medieval Era<<<<<<<<<

-Bazaar

Cost  -120
Maint -0
Tech  -Currency
Effect-+25% Gold, +2 gold, Extra copy of any luxury resource in city radius,
       +2 gold for every Oasis and Oil resourc in city radius.
Notes -Arabian Unique Building, replaces Market; Extra resources gives you a
       major leg up on trade with other nations



-Castle

Cost  -200
Maint -0
Tech  -Chivalry
Effect-+4 Defense
Notes -Requires Walls to build; Speeds up city health recovery


-Forge

Cost  -150
Maint -1
Tech  -Metal Casting
Effect-+15% Production of land units, +1 production for each Iron resource
Notes -City needs iron in its radius; bonus is rather insignificant early on,
       but if you have lots of iron, the extra production is a big boost.


-Garden

Cost  -120
Maint -1
Tech  -Theology
Effect-+25% Great People production
Notes -Needs a source of fresh water; build in cities with lots of wonders to
       maximize their effectiveness


-Harbor

Cost  -80
Maint -3
Tech  -Compass
Effect-+15% production bonus building Naval units, Creates Trade Route, +1
       production for all sea resources.
Notes -You need to have a second harbor that is connected to the capital to
       make the connection; Outside of trade routes, not terribly useful


-Longhouse

Cost  -80
Maint -2
Tech  -Metal Casting
Effect-+1 Production on each Forest tile
Notes -Iroquois Unique Building, replaces Workshop; Can yeild enourmous
       production boosts if placed near enough forests; Has an engineer slot


-Market

Cost  -120
Maint -0
Tech  -Currency
Effect-+25% Gold generated, +2 gold
Notes -Needed to build Banks; Has a merchant slot


-Mint

Cost  -120
Maint -0
Tech  -Currency
Effect-Gold and Silver produce +2 Gold each
Notes -No reason NOT to build if there is any gold or silver nearby


-Monastery

Cost  -120
Maint -0
Tech  -Theology
Effect-+2 culture, +2 Culture from Incense or Wine
Notes -Now with no maintenance, there really isn't any reason NOT to take
       advantage of the crazy culture boost you can get out of it.


-Mughal Fort

Cost  -180
Maint -0
Tech  -Chivalry
Effect-+6 Defense, +2 Culture, provides gold after flight
Notes -Indian Unique Building, replaces Castle; Needs walls; Culture and gold
       bonuses make this worth building even if you don't expect any wars. If
       you do, then the increased defense becomes even more useful.


-University

Cost  -200
Maint -2
Tech  -Education
Effect-+33% Science (+50% after adopting Free Thought), +2 Science from jungle
       tiles
Notes -Requires a Library; Has 2 scientist slots; Jungles are few and few
       in-between, but regular science bonus is still nice


-Wat

Cost  -200
Maint -2
Tech  -Education
Effect-+33% Science (+50% after adopting Free Thought), +3 Culture
Notes -Siamese Unique Building, replaces University; Has a scientist slot;
       Doesn't get the science bonus from jungles, but that's a small loss
       compared to the big culture gain. Requires a library.

-Workshop

Cost  -100 (Will be more expensive after patch)
Maint -2
Tech  -Metal Casting
Effect-+15% production, +2 production
Notes -Has an engineer slot; the bonus has been decreased, but now it affects
       all production and you get +2 more added on


>>>>>>>>>Renaissance Era<<<<<<<<<

-Bank

Cost  -220
Maint -0
Tech  -Banking
Effect-+25% gold
Notes -Requires a Market; good soruce of money early


-Military Academy

Cost  -350
Maint -1
Tech  -Military Science
Effect-+15 XP for all units
Notes -Requires an Armory; If you already have an Armory, then this puts you
       about halfway to a third promotion.  Don't waste the time or money
       building this if you aren't going to war


-Museum

Cost  -350
Maint -3
Tech  -Archeaology
Effect-+5 Culture
Notes -Requires an Opera House; Has an Artist slot; Excellent culture bonus,
       but skip it if you aren't going for culture as its a bit pricey


-Observatory

Cost  -180
Maint -0
Tech  -Astronomy
Effect-+50% science
Notes -City needs to be next to a mountain; Good science bonus if you can get
       it


-Opera House

Cost  -220
Maint -2
Tech  -Acoustics
Effect-+4 Culture
Notes -Requires a Temple; Has an artist slot; Cheaper than a Museum, so this
       is probably a good place to stop building culture if you're not going
       for it


-Public School

Cost  -350
Maint -3
Tech  -Scientific Theory
Effect-+1 science for every 2 people, +3 science, +1 culture.
Notes -Requires a University; Has a scientist slot; A nice midgame science
       boost to really power you through some of the later techs.


-Satrap's Court

Cost  -220
Maint -0
Tech  -Banking
Effect-+25% Gold, +2 Happiness
Notes -Persian Unique Building, replaces Bank; City needs a market; Happiness
       stacks well with the Persian Unique Trait, and you can never go wrong
       with gold

-Seaport

Cost  -140
Maint -2
Tech  -Navigation
Effect-+1 Production from Sea Resources
Notes -Requires a harbor. City needs at least one Sea resource improved; with
       even a few fish or Clam resources, the production bonus makes those
       tiles some of the most valuable in the whole game


-Theatre

Cost  -300
Maint -2
Tech  -Printing Press
Effect-+3 Happiness
Notes -Requires a Colosseum; more happiness, good for larger cities


-Windmill

Cost  -180
Maint -2
Tech  -Economics
Effect-+10% Production to buildings, +2 production
Notes -City must be build on flat land; the Windmill's effect essentially is
       what the workshop used to be. However, it also gets a +2 production
       boost on top of the building production boost.


>>>>>>>>>Industrial Era<<<<<<<<<

-Arsenal

Cost  -350
Maint -3
Tech  -Rifling
Effect-Increased City defense.
Notes -Requires a Castle; Now a city defense building, not a unit production
       bonus.

-Broadcast Tower

Cost  -600
Maint -3
Tech  -Radio
Effect-+33% Culture, +3 culture
Notes -Requires a Museum; Although quite pricey to build and maintain, +33%
       culture plus another 3 culture is nothing to turn your nose up at.


-Factory

Cost  -300
Maint -3
Tech  -Steam Power
Effect-+10% Production, +4 production
Notes -Requires Coal; Requires a Workshop; Has 2 engineer slots;
       Other than Ironclads, this is the only thing that needs coal to
       function, so build as many as you can afford, the production bonus is
       well worth it


-Hospital

Cost  -400
Maint -2
Tech  -Biology
Effect-+5 food
Notes -Requires an Aqueduct; Essentially a super-granary.  The food boost can
       be helpful if growing a larger city.

-Military Base

Cost  -450
Maint -0
Tech  -Telegraph
Effect-+12 Defense
Notes -Requires a Arsenal; If a particular city is in a warzone or a key
       chokepoint, then a Military Base is a great way to secure your land.
       Its really expensive to build everywhere, otherwise


-Stock Exchange

Cost  -650
Maint -0
Tech  -Electricity
Effect-+33% Gold
Notes -Requires a Bank; Has 2 merchant slots; More money, can't go wrong with
       that.


>>>>>>>>>Modern Era<<<<<<<<<

-Hydro Plant

Cost  -600
Maint -3
Tech  -Plastics
Effect-+1 Production for every bordering River
Notes -Requires Aluminum; Build only if you have a lot of rivers nearby. Its
       expensive and comsumes aluminum, which is exceedingly rare. However,
       the production boost can make an enormous difference when placed well


-Medical Lab

Cost  -500
Maint -3
Tech  -Penicillin
Effect--25% Food needed for City Growth
Notes -Requires a Hospital; Not really worth it in the long run, being so
       expensive to build and maintain.  Besides, cities are usually done
       growing by this era.


-Nuclear Plant

Cost  -600 (Will be significantly reduced)
Maint -3
Tech  -Nuclear Fission
Effect-+15% Production, +5 production
Notes -Requires Uranium; Requires a Factory; Mutually exclusive with a Solar
       Plant; If you're Russia, you can likely get away with building a few of
       these, but otherwise, save your uranium for missiles and robots.


-Research Lab

Cost  -600
Maint -3
Tech  -Plastics
Effect-+50% Science, +4 science.
Notes -Requires a Public School; Not especially useful because it appears so
       late in the game, but if you REALLY need a science boost.


-Solar Plant

Cost  -600 (Will be significantly reduced)
Maint -3
Tech  -Ecology
Effect-+15% Production, +5 production
Notes -City must border a desert; Requires a Factory; Mutually exclusive with
       Nuclear Plant; Easy production provided you built next to a desert


-Spaceship Factory

Cost  -450
Maint -3
Tech  -Robotics
Effect-+50% production on Spaceship Parts
Notes -Requires Aluminum; Requires a Factory; If you're going for a science
       win, you NEED these in your most productive cities. Otherwise, stay
       away; you likely won't be able to spare much aluminum anyway


-Stadium

Cost  -450
Maint -2
Tech  -Mass Media
Effect-+4 Happiness
Notes -Requires a Theatre; Hopefully your empire is happy, so don't waste the
       money building this unless you desperately need the happiness or have
       Piety going for you.


8.  Wonders

>>>>>>>>>Wonders of the World<<<<<<<<<

-Angkor Wat

Cost   -300
Culture-1
GP     -+1 Engineer
Tech   -Theology
Effect -Culture and gold cost of acquiring tiles is reduced by 25%


-Big Ben

Cost   -700
Culture-1
GP     -+2 Merchant
Tech   -Economics
Power  --15% Gold cost for purchasing items in cities, +4 gold; Hurry cost
        reduction nerfed, but still useful and the free gold doesn't hurt.


-Brandenburg Gate

Cost   -550
Culture-1
GP     -+2 Scientist
Tech   -Military Science
Power  -Spawns Great General; good if you want to go to war or fuel a Golden
        Age


-Chitchen Itza

Cost   -450
Culture-1
GP     -+1 Engineer
Tech   -Civil Service
Power  -Length of Golden Ages increased by 50%, +4 happiness; Incredibly
        powerful, especially with Persia.


-The Colossus

Cost   -150
Culture-1
GP     -+1 Merchant
Tech   -Bronze Working
Power  -+1 gold from water tiles, +5 gold; Not exceptionally powerful unless
        you have a lot of water or many sea resources; NO LONGER goes obsolete
        with Navigation, though, and there is free gold now.


-Cristo Redentor

Cost   -1200
Culture-4
GP     -+2 Artist
Tech   -Telegraph
Power  -Culture cost of new policies reduced by 10%; the nerf in the June/July
        patch has severely reduced the usefulness of this wonder, though the
        bonus still applies to the entire Civ.


-Eiffel Tower

Cost   -1000
Culture-1
GP     -+2 Merchant
Tech   -Radio
Power  -+5 happiness, +1 happines for every two policies adopted.


-The Forbidden Palace

Cost    -600
Culture-1
GP     -+1 Artist
Tech   -Banking
Power  --50% unhappiness from number of cities; Better for larger empires.
        Skip it if you're going for fewer cities.


-The Great Library

Cost   -150
Culture-1
GP     -+1 Scientist
Tech   -Writing
Power  -+3 science, free library in the building city. Build in the city with
        the best science output for maximum benefit.


-The Great Lighthouse

Cost    -130
Culture-1
GP     -+1 Merchant
Tech   -Sailing
Power  -+1 Movement, +1 Sight for Naval Units, free lighthouse in city that
        builds it; Good for naval powers


-The Great Wall

Cost   -350
Culture-1
GP     -+1 Engineer
Tech   -Construction
Power  -Enemy Land Units must spend 1 extra Movement Point when inside your
        territory, free Walls in building city; Expires at Dynamite; Another
        useful tool for stalling out your enemies, but its effective for only
        so long.


-The Hagia Sophia

Cost   -300
Culture-1
GP     -+1 Artist
Tech   -Theology
Power  -+25% generation of Great People, free Great Person of your choosing;
        More Great People means more Golden Ages or more bonuses. Can't go
        wrong with either.


-The Hanging Gardens

Cost   -200
Culture-1
GP     -+1 Artist
Tech   -Mathematics
Power  -+10 food in building city; extremely useful for growing large cities
        early on.


-Himeji Samurai Castle

Cost   -600
Culture-4
GP     -+2 Engineer
Tech   -Chivalry
Power  -+15% combat strength for all units in friendly territory, free castle
        in building city; Useful for stalling out enemy invasions, though a
        bit weaker now.


-The Kremlin

Cost   -650
Culture-4
GP     -+1 Scientist
Tech   -Acoustics
Power  -Defense Buildings are 25% more effective, +12 defense in building city;
        Great if you have the buildings, but otherwise not too much else.


-The Louvre

Cost   -700
Culture-1
GP     -+2 Artist
Tech   -Archeaology
Power  -2 free Great Artists appear near building city; Free Great Artists are
        always useful either for golden ages or to steal some land


-Machu Picchu

Cost   -550
Culture-1
GP     -+1 Merchant
Tech   -Currency
Power  -+25% Gold from Trade Routes, +5 gold, must be within 2 tiles of a
        mountain; The extra money can REALLY pile up on larger maps

-Mausoleum of Halicarnassus

Cost   -200
Culture-1
GP     -+1 Merchant
Tech   -Masonry
Power  -+100 gold for every Great Person used, each source of stone and marble
        worked in the city produces +2 extra gold. Obviously, the best place
        to build would be near a large source of stone/marble. The cash boost
        from great people will be a nice benefit early on.


-Notre Dame

Cost   -500
Culture-3
GP     -+1 Merchant
Tech   -Education
Power  -+10 happiness; More happiness, but early, giving you a bit of a
        cushion if you've been expanding a lot


-The Oracle

Cost   -150
Culture-1
GP     -+1 Scientist
Tech   -Philosophy
Power  -Free Social Policy; Good for getting an early head start on the world
        in culture.


-Pentagon

Cost   -1200
Culture-3
GP     -+2 Merchant
Tech   -Radar
Power  --33% gold cost for upgrading military units; Comes rather late, but
        late-game upgrades can be somewhat pricey


-The Porcelain Tower

Cost   -400
Culture-1
GP     -+2 Scientist
Tech   -Education
Power  -+50% science yielded from Research Agreements. A significant boost to
        science if you do a lot of research agreements. Otherwise, its almost
        useless if you can't get someone to agree to it.


-The Pyramids

Cost   -175
Culture-1
GP     -+1 Engineer
Tech   -Masonry
Power  -Worker construction up 25%, free worker appears near; not as powerful
        as it used to be but with the free worker, it has an immediate benfit
        as well as a long term one.


-Sistine Chapel

Cost   -650
Culture-1
GP     -+2 Artist
Tech   -Acoustics
Power  -+25% Culture in all Cities; A must for a cultural win


-Statue of Liberty

Cost   -1200
Culture-1
GP     -+3 Engineer
Tech   -Replaceable Parts
Power  -+1 Production for every Specialist in all Cities; Pretty useful if you
        have larger cities with lots of specialists.

-Statue of Zeus

Cost   -200
Culture-+1
GP     -n/a
Tech   -Bronze Working
Power  -+15% combat bonus against cities for all units. A must if you plan
        on warring at all. Otherwise, skip it.


-Stonehenge

Cost   -120
Culture-6
GP     -+1 Engineer
Tech   -Calendar
Power  -None; A very early wonder with a nice culture boost to get you moving


-Sydney Opera House

Cost   -1000
Culture-4
GP     -+2 Artist
Tech   -Globalization
Power  -+50% culture in city; No longer gives a free Social Policy, but the
        bonus will be most useful in a city with lost of culture.

-Taj Mahal

Cost   -600
Culture-1
GP     -+2 Artist
Tech   -Printing Press
Power  -Starts Golden Age; Golden Ages are always welcome. It would be smart
        to build it once you have Chichen Itze to double Taj Mahal's effect.

-Temple of Artemis

Cost   -200
Culture-+1
GP     -+1 Engineer
Tech   -Archery
Power  -+10% growth in all cities. +15% production when building ranged units.
        A must for building a tall empire. The food boost is always welcome
        and the extra production for ranged units will be felt later in the
        game when prices ramp up.


-United Nations

Cost   -1000
Culture-1
GP     -+2 Merchant
Tech   -Globalization
Power  -Triggers voting for Diplomatic victory; No reason not to build, since
        the builder gets an extra vote. Just make sure that no one else can
        win by diplomacy


>>>>>>>>>National Wonders<<<<<<<<<

-Hermitage

Cost   -310
Culture-0
Needs  -Opera House
Tech   -Acoustics
Power  -+50% culture to the building City; Build in the most cultural city to
        maximize this effect


-Heroic Epic

Cost   -110
Culture-1
Needs  -Barracks
Tech   -Iron Working
Power  -All new units receive morale bonus; A must for conquerors, build in
        the most productive city


-Ironworks

Cost   -170
Culture-1
Needs  -Workshop
Tech   -Machinery
Power  -+8 Production; A huge boost to production, build in your most
        productive city for incredible production times


-National College

Cost   -120
Culture-1
Needs  -Library/Paper Maker
Tech   -Philosophy
Power  -+3 Science; Build in the most scientific city for maximum impact


-National Epic

Cost   -120
Culture-1
Needs  -Monument
Tech   -Philosophy
Power  -+25% Great Person Generation; A city with a lot of wonders is a good
        place to put this one.


-Oxford University

Cost   -260
Culture-1
Needs  -University
Tech   -Education
Power  -+3 science; Build in your most scientific city for maximum impact.


9.  Natural Wonders

  All Natural Wonders confer +5 happiness upon discovery. Spain gets a cash
  bonus if they discover one, and their yields are double of what's listed.

-Barringer Crater
Yield-+2 Gold, +3 Science

-Cerro de Potosi
Yield-+10 Gold
Bonus-None

-El Dorado
Yield-+5 Culture
Bonus-500 gold to the first Civilization to discover it

-Fountain of Youth
Yield-None
Bonus-Fast healing promotion when a unit moves by it, +10 happiness

-Grand Mesa
Yield-+3 Gold, +2 Production
Bonus-None

-Great Barrier Reef
Yield-+2 Food, +1 Gold, +1 Production, +2 Science
Bonus-Covers 2 tiles, same yield for second tile

-Krakatoa
Yield-+5 Science
Bonus-None

-Mt Fuji
Yield-+1 Gold, +5 Culture
Bonus-None

-Old Faithful
Yield-+2 Research
Bonus-+3 Happiness when in your borders

-Rock of Gibraltar
Yield-+2 Food, +5 Gold
Bonus-None


10.  Frequently Asked Questions-


Q- Where are the transports? How do I load up my units to cross the ocean?
A- Once you discover Optics, your units will board their own transports
  automatically.  Be careful, though; unless you’re the Songhai, they can’t</pre><pre id="faqspan-3">
  defend themselves so protect them accordingly.

Q- So dedicated transports are gone, is there a Marine unit anymore?
A- No, the marine is gone.  All units can attack from the sea, but at a cost
  to strength.  However, you can get a promotion to fix this.

Q- My unit can shoot three tiles away, but when I try firing, it won’t let me
  fire nearly that far. What’s the holdup?
A- There are two probable causes.  One; there is an obstruction.  Unless the
  unit has Indirect Fire, it can’t shoot over obstructions like hills or
  forests.  The other likely problem is that it can’t see that far away.
  A unit must see what it is firing at.  This includes aircraft, as well.

Q- What’s the point of Declaration of Friendship and Denunciation?
A- Declaration of Frienship basically means that the two parties in question
  share better relations. Any denunciations against them will earn the third
  party negative relations. Denunciations do just the opposite. If two parties
  have a mutual denunciation with somebody, then those two have better
  relations than normal.

Q- How do I capture naval units as the Ottomans?
A- You must sail up to it so that the two units are right next to each other.
  Simply firing at it from range will not do. If it works, you will capture
  it without even having to attack it. If not, then it cannot be caputured at
  all.

Q- When will I post detailed info for new Civilizations/units?
A- As soon as information is released on a Civ, I will try to incorporate it
  immediately into my FAQ.  However, I'd like at least one playthrough with
  it before I write really detailed notes on it. I will actively update this
  FAQ with any new information that comes along, however.

Q- The game says Rocket Artillery do not need to set up to fire, but mine still
  do!
A- Newly built Rocket Artillery do not need to set up.  However, upgraded
  Artillery to Rocket Artillery do due to a design flaw where old units keep
  ALL of their promotions (Good and Bad).  However, this has been resolved as
  of the latest patch.

Q- What good are the ranged promotions to Archers/Crossbowmen when they upgrade
  to Riflemen?
A- Sadly, none.  This goes for the ranged cavalry (Camel Archers, Keshik) as
  well.  And since the game now makes you promote units as soon as they are
  able, its even more of an issue.  Some promotions (like Logistics) do have
  some use, but most of the abilities do not apply to Riflemen and their
  future units.

Q- I've been denounced! How long does it last?
A- Denunciations last for 50 turns, as do Friendships.

Q- I just got the DLC maps, but I can't find them anwhere!
A- The DLC maps (Mesopotamia, America, etc.) can be played if you choose
  advanced options in the set-up screen.

Q- How do research agreements work?
A- In the vanilla, unpatched game, you pay a certain amount of gold with
  civilization and after a set period of time, you will be automatically
  granted a new technology. However, this has been completely overhauled in
  the June/July patch. Now, research agreements increase the science output of
  the two nations based on the cost of the technologies that they can research.

Q- Where do you get patch information from?
A- As far as I know, the first place where patch notes are revealed are the 2K
  forums for Civilization V. I will post updates as soon as they come
  available.

11.  Patch Notes; Abridged-

Full patch notes can be found at:
http://forums.2kgames.com/showthread.php?89117-Patch-Notes

Listed here is an abridged list of patch notes; effectively the most important
parts of each patch.

Patch 1.0.0.62 (Released 10/22/2010)
•Primarily a Buxfix patch
 •Unit Cycling is better
 •Correct mounted archer promotions
 •Several Crash fixes
•General AI fixes
•Some gameplay fixes
 •Can sell buildings
 •Wealth now returns 25% gold

Patch 1.0.1.135 (Released 12/15/2010)
•Major rebalancing patch
 •Maritime CS bonus reduced
 •Several policies edited, mainly Tradition
 •Less happiness needed for golden ages, but scales with empire size.
 •Two new National Wonders
 •Defensive buildings no longer have maintenance and help heal the city
 •Promotions come the following turn, not immediately, and MUST be taken there
 •Several buildings have effect reduced, namely happiness buildings.
•Significant AI retooling
 •Tactical AI reworked, mostly in combat such as using and positioning units
  correctly.
•No major bugfixes

Patch 1.0.1.217 (Released 3/1/2011)
•Some bug and crash fixes
 •Turn times improved
 •Fixed invisible rivers issue
 •A few minor, specific issues fixed
•AI/Diplomacy fixes
 •Chain denouncing reduced
 •Denunciations and Friendships expire at 50 turns
•Enormous rebalancing
 •Social Policies overhauled, mainly Tradition and Liberty.
 •Golden Ages give +20% production per city, not +1 per tile
 •New building: Aqueduct
 •Happiness reduced for happiness buildings
 •Resource-specific buildings (like Forge, Stable) provide bonus to resource
  yield.
 •Specialists added to several buildings.
 •Yields for several improvements added.
 •China nerfed significantly.
•MP fixes
 •Can use DLC nations in MP (all parties must have them to be used)

Patch 1.0.1.275 (Released 4/28/2011)
•Significant AI changes
 •Combat logic improved
 •Improved tactics, especially when dealing with cities and embarkation
 •AI will build workers, therefore, AI will develop its land
 •Better Great General use
•Lots of information added to the UI
•Bugfixes
 •Some crash fixes, most notably scroll-crashing
 •River graphics fixed
 •Stealth Bombers now gain experience
•No major balance changes

Patch 1.0.1.332 (Released 6/28/2011)
•Some AI fixes
 •Fixes mostly involve flavor tweaks
 •Some fixes to combat and tactics
•Diplomacy Fixes
 •Added positive modifiers (past trades, common foes, etc)
 •Several penalties added (being nuked, controlling enemy captial)
•Enormous rebalance patch
 •Policy Finishers
 •Research Agreements revamped
 •Stone resource added with accompanying building (stone works)
 •Several improvements have their yield increase at specific tech
 •Many buildings had their effects nerfed
 •Non-ground units can get EXP from barracks-type buildings
 •Wonders got nerfed. Some had their abilities completely changed
 •A few Civs got their traits buffed, namely Ottomans, Germany, and America
 •Policy effects completely redone
 •A few technologies have different or more prerequisites now
 •Several units recieved new abilities or were nerfed.


12. Credits and Legal


•       Big credit goes to the Civilization V .pdf manual for helping me
       remember a lot of the details on what powers the civilizations had
       and what their unique units did.
•       Credit is also due to 2k and their forums as well as Civilization
       Fanatics for some of the technical support mentioned in the odds and
       ends section.
•       Props to Firaxis and Sid Meier for making an awesome game.
•       Questions, comments, or suggestions? Contact me at [email protected].
       Include “Civ V Review” or something to that effect in the subject
       line or else it will be ignored and deleted.
•       Civlization V is Copyright 2010 2K Games and Firaxis.  All Copyrights
       are held by their rightful owners as well as any Trademarks used.
•       This FAQ may be not be reproduced under any circumstances except for
       personal, private use. It may not be placed on any web site or
       otherwise distributed publicly without advance written permission.
       Use of this guide on any other web site or as a part of any public
       display is strictly prohibited, and a violation of copyright.
•       All trademarks and copyrights contained in this document are owned by
       their respective trademark and copyright holders.
•       Copyright 2010 Mike Wallyn