I... Introduction...........................[qwe]
II.. New From Civ IV........................[rty]
III. Starting a Game........................[uio]
IV.. Civilizations..........................[pas]
A. Leaders and Unique Units/Buildings
V... How to Play............................[dfg]
A. The Basics
B. Victory Types
C. City States
VI.. Terrain and Resources..................[hjk]
A. Resources
VII. Technology.............................[lzx]
A. Tech Tree
B. Strategy
VIII Units..................................[cvb]
A. Promotions
B. Great People
IX.. Buildings..............................[nm,]
X... Wonders................................[qaz]
A. National Wonders
B. Projects
XI.. Policies...............................[wsx]
XII. Contact Info...........................[edc]
This is my first FAQ, so be gentle! The game, as you know, is Civilization V.
This should be a complete guide at the time of posting, though future patches
and new information will need to be discussed at some point. Any information
I mess up will also have to be fixed, at some point at least!
Civilization V builds on Sid Meier's influential and long-lasting series,
Civilization. As a long time fan of the series, I've played and watched the
series grow. The series was a 4X game before the term was even coined. The
Xs, for those who don't know, stands for "explore, expand, exploit and
exterminate." And none of this has changed in the the newest game in the
series. Lets first see what isn't in the game anymore.
------------------------------------------------------
A. What's Missing
------------------------------------------------------
-Religion
-Corporations
-Espionage (no spy units)
-Vassal Cities (Check City States, under How to Play [dfg])
-Civics (Check Policies [wsx])
-Health
-Pollution
------------------------------------------------------
B. What's New
------------------------------------------------------
-No Stacks
Each tile can now only hold a single unit, so long gone are the days of the
stacks of doom With that said, combat has also been changed thoroughly, with
long range units able to shoot over tiles and onto others. I'll get in
greater detail on these in later sections.
-Hex Tiles
Hex Tiles replace the diagonal rhombuses of previous games. The change
is noticeable, yet very positive, allowing for new gameplay possibilities.
If this makes no sense to you, just check in game, you'll see each tile has
six neighbors.
-Policies (Check Policies [wsx])
Policies are the replacement for civics in Civilization V. Look for them
in their own section.
-City States (Check How to Play [dfg])
City States are the replacement of Vassal system. These have gotten a lot
more complex, so check their section for more detail!
-Leadership Traits (Check Civilization [pas])
Two new things about Leaders. First, each country only has one leader now
(boo). But each civilization now has a Unique Power, and two unique units
or buildings. Arabia, for example, has the Camel Rider Unique Unit and the
Bazaar Unique Building. It also gets it's power, Trade Caravans, which adds
+2 gold per trade route. Check the Civilization section for more detail
on each Unique Power, Unit and Building of each civilization.
That concludes the major changes, all of which will be explained in depth
throughout this FAQ.
In this section, we'll actually get you started on playing! There are five
sections for starting a New Game of Civilization V! If this is too much, just
Click "Play Now" and get right to Civilization!
-Leader
This is first section, click on the Leader Button and choose a leader. This
screen displays all of the civilizations available to choose. This section
shows what Unique Ability, Unit or Building the civilization has. Pick which
one you want to play as, or pick Random to have a random civilization selected
for you. Once selected, the screen goes back to the Setup Screen.
-Map Type
You can pick three different types: Continents, Pangaea, Archipelago.
Continents, as you could guess, makes an earth-like world with several large
land masses. Pangaea creates a single, all-connected land mass. And
Archipelago creates a world filled with only islands.
-Map Size
There are 6 sizes to pick from, and each changes gameplay in a small way:
DUEL
Default Civilizations = 2, Default City States = 4
Unhappiness Per City = 2, Extra City Policy Penalty = 30%
TINY
Default Civilizations = 4, Default City States = 8
Unhappiness Per City = 2, Extra City Policy Penalty = 30%
SMALL
Default Civilizations = 6, Default City States = 12
Unhappiness Per City = 2, Extra City Policy Penalty = 30%
STANDARD
Default Civilizations = 8, Default City States = 16
Unhappiness Per City = 2, Extra City Policy Penalty = 30%
LARGE
Default Civilizations = 10, Default City States = 20
Unhappiness Per City = 1.6, Extra City Policy Penalty = 20%
HUGE
Default Civilizations = 12, Default City States = 24
Unhappiness Per City = 1.2, Extra City Policy Penalty = 15%
-Difficulty
There are 8 difficulty levels to pick from, starting with the easiest:
Settler
Chieftain
Warlord
Prince
King
Emperor
Immortal
Deity
-Game Pace
Here you pick how fast or slow you want the game going. Quick makes
everything go faster. Quicker production, research and a quicker
game. Standard is Standard, and always recommended for most games.
Epic and Marathon elongate every aspect of the game.
And if you got to this screen and realize you didn't really want to
pick all this stuff, just click Randomize Button.
Each leader, as mentioned, has a unique ability and either two unique units or
one unique unit and one unique building. This section will describe all 18
original civs and the extra Babylonian and Mongolian civs.
------------------------------------------------------
A. Leaders and Unique Units/Buildings
------------------------------------------------------
Ability : Trade Caravans, +2 Gold from each Trade Route
Comments: Poor UU, good Unique Building, but the entire civ is
focused on late game and slower expansion, which most
people don't ever make it into. Early game civs have
too many advantages over this
Ability : Sacrificial Captives, Gains Culture for the empire from each
enemy unit killed
Comments: An interesting concept, combining Culture and Bloodshed,
but perfect for the Aztec. For beginners, this chance to
win with either culture or domination makes the Aztecs very
attractive. For anyone else, the bonus to Culture through
War just isn't enough to consider them for a straight Culture win.
Building and Unit are just okay, nothing more.
------------------------
Nation : China
Leader : Wu Zetian
Unit : Chu-Ko-Nu (Replaces Crossbowman)
2nd Unit: None
Building: Paper Maker(Replaces Library)
Ability : Art of War, Effectiveness and birth rate of Great Generals increased
Comments: Excellent Unique Building, Good Unique Unit. You should be building
extra Libraries anyways, making the Paper Maker a great boost to
Gold. The Chu-Ko-Nuis great in both offense and slowing down an
enemy, attacking twice from Range. On the other hand, the Ability is
pretty useless. Great Generals are the least useful Great People,
in my opinion. Most times, you won't need Citadels, and you
won't need more than one for the attack bonus.
------------------------
Nation : Egypt
Leader : Ramesses the Great
Unit : War Chariot (Replaces Chariot Archer)
2nd Unit: None
Building: Burial Tomb (Replaces Temple)
Ability : Monument Builders, +20% Production speed of Wonders
Comments: Maybe it's my previous Civ bias, but Egypt and a world wonders
centered Ability is an immediate turn off. Most players should
try to stay away from focusing on Wonder Building. At high
difficulties, you'll never compete with the AI, even with this
ability. For beginners though, it allows you to build all your
favorite wonders even faster, yay! The Unique Building, though,
is excellent. The Unit is not.
------------------------
Nation : England
Leader : Queen Elizabeth I
Unit : Longbowman (Replaces Crossbowman)
2nd Unit: Ship of the Line (Replaces Frigate)
Building: None
Ability : Sun Never Sets, +2 MPs for all ocean-going naval units
Comments: England gains movement points on the ocean, and Ship of the Line
which are cheaper to produce and better overall. On Archipelago,
England is Militarily unstoppable. You'll explore, settle and
conquer across the sea faster than anyone else. You have very
little in terms of cultural or gold bonuses, so your focus is
purely military, and without island or a large amount of water,
even that bonus can be negligible. But in the right circumstances,
no one can mess with England militarily, making it one of the better
civs in the game.
------------------------
Nation : France
Leader : Napoleon
Unit : Foreign Legion(Replaces Infantry)
2nd Unit: Musketeer (Replaces Musketman)
Building: None
Ability : Ancient Regime, Provides +2 Culture per City until Steam Power
Comments: France is can be an interesting civ if you play your cards right.
Musketeers are stronger Musketmen, and can overwhelm an enemy very
easily. But the Foreign Legion Comes very late in the game, and
the bonus is not all that great. The ability is kind of weak,
ending at steam power and being limited in scope. Unless you play
to that ability. In advanced strategy, I'll detail ICS (Infinite
City Sprawl), in which you essentially build as many cities on as
small a plot of land as possible. The culture bonus coupled with
this strategy makes France almost broken in culture generation.
------------------------
Nation : Germany
Leader : Otto Von Bismark
Unit : Landsknecht (Replaces Pikeman)
2nd Unit: Panzer (Replaces Tank)
Building: None
Ability : Furor Teutonicus, When a Barbarian encampment is destroyed,
there’s a 50% chance of gaining 25 Gold and a Barbarian unit joining
your side.
Comments: Great UUs, though Panzer comes way too late. Landsknecht is an
excellent and super cheap unit that can be mass produced very
fast. The ability allows a good amount of unit stealing, though
is pretty pointless when Barbarians run out. Germany can
win early, militarily, or stagger for the rest of the game
until the Panzer Tank.
------------------------
Nation : Greece
Leader : Alexander the Great
Unit : Companion Cavalry (Replaces Horseman)
2nd Unit: Hoplite (Replaces Spearman)
Building: None
Ability : Hellenic League, City-State influence degrades half as
slowly as normal, and it recovers at twice the speed as for other
civilizations.
Comments: Greece is a mixed bag. Great early-game, probably the best combo
of military units for a quick win if I ever saw it. Other than
that, the focus is purely on city-states, which in some games can
be very overpowered. If you're looking to win militarily early,
or diplomatically in the late game, this is the civ for you.
------------------------
Nation : India
Leader : Ghandi
Unit : War Elephant (Replaces Chariot Archer)
2nd Unit: None
Building: Mughal Fort (Replaces Castle)
Ability : Population Growth, Unhappiness from number of Cities
is doubled, and Unhappiness from total population is halved.
Build fewer, bigger cities!)
Comments: Decent UU, Bad Unique Building, and a focus on building very
large, very productive cities. Honestly, not a terrible civ,
but probably my least favorite to play. The unit isn't great,
the building is bad, and the ability can be nullified easily.
Ability : The Great Warpath, Units may move through Forest and
Jungle tiles as if they were roads when in friendly territory.
Comments: Another interesting civ, only really only able to work well on
forest and jungle maps. UU is great, UB is amazing for extra
Hammers, but the ability is kind of useless when attacking and
when you own very little land. Your best bet is to quickly expand
over as much land as possible before fighting your opponents.
Most AI will immediately cut down as much forest as possible,
which kind of nullifies your entire civ.
------------------------
Nation : Japan
Leader : Oda Nobunaga
Unit : Samurai (Replaces Longswordsman)
2nd Unit: Zero (Replaces Fighter)
Building: None
Ability : Bushido, Units’ attack and defense strengths remain
at full, even when the unit is damaged.
Comments: Once you get Samurais, you'll be nearly unstoppable. No matter
how injured your army, you will fight at 100% strength, which
is amazing to say the least. The Zero comes too late to really
matter, but the civ in general is a straight forward military
powerhouse. Most veterans will be able to take even the piddliest
of armies and conquer their entire world very early.
------------------------
Nation : Ottoman Empire
Leader : Suleiman the Magnificent
Unit : Janissary (Replaces Musketman)
2nd Unit: Sipahi (Replaces Lander)
Building: None
Ability : Barbary Corsairs, Whenever you destroy a Barbarian
naval unit, there’s a 50% chance of instead converting it to
your side and earning 25 Gold.
Comments: I find the Ability to be useless, but that's because I tend to wipe
out most barbarian camps very early. If you let the game roll on,
to the point of capturing battleships, it'll pay off, but I'm not
a huge fan. Janissaries are great UU though.
------------------------
Nation : Persia
Leader : Darius I
Unit : Immortal (Replaces Spearman)
2nd Unit: None
Building: Satrap's Court(Replaces Bank)
Ability : Achaemenid Legacy, Golden Ages lasts 50% longer.
Units receive a movement bonus and a +10% attack and
defense strength bonus during a Golden Age.
Comments: Persia's Ability is perfect for a Great Person spam style gameplay.
If you can focus your entire civilization on building GPs and
spawning them constantly, you'll reach a point were you can unleash
an extremely long string of Golden Ages, producing insane amounts
of units, and having them all attack for greater damage than anyone
else. Not necessarily the easiest thing to pull off but very
satisfying. Otherwise, middle of the road civ with decent powers.
------------------------
Nation : Rome
Leader : Augustus Caser
Unit : Ballista (Replaces Catapult)
2nd Unit: Legion (Replaces Swordsman)
Building: None
Ability : The Glory of Rome, +25% Production bonus when
constructing a building (in another city) that already
has been constructed in the Capital.
Comments: Probably my favorite civ in the game. Legion+Ballista hit harder,
faster and better than anything else in the game, and can clean up
the game before anyone can consider stopping you. The ability
is interesting, forcing you to focus on building production in the
capital, but plays together nicely with the Tradition Policy and
the early rush to victory. Play Rome for a quicker than usual game.
------------------------
Nation : Russia
Leader : Catherine the Great
Unit : Cossack (Replaces Cavalry)
2nd Unit: None
Building: Krepost (Replaces Barracks)
Ability : Mother Russia, Resources provide +1 production,
and Horses, Iron and Uranium deposits are doubled.
Comments: A good civ for beginners, offerring more resources and
better military units and buildings. Honestly, not my
favorite, to the point I've only ever played one game with them.
------------------------
Nation : Siam
Leader : Ramkhamhaeng
Unit : Naresuan’s Elephant (Replaces Knight)
2nd Unit: None
Building: Wat (Replaces University)
Ability : Father Governs Children, Food and Culture
gifts from friendly City-States are increased by 50%.
Comments: A great Cultural civ, with a strong medieval UU and UB. The
focus is also for the peaceful alliance of many city-states,
though I tend to prefer Greece when going for the city-state
path. They just do it better and earlier...
Ability : River Warlord, Receive double the standard
amount of Gold when destroying Barbarian encampments and
when pillaging Cities. Embarked units can defend themselves.
Comments: A good Building, decent UU, not so good Ability. If you're
going the Burn the World strategy, the extra gold allows
you to rush more military which can Raze even more cities.
------------------------
Nation : USA
Leader : George Washington
Unit : Minuteman (Replaces Musketman)
2nd Unit: B17 Bomber (Replaces Bomber)
Building: None
Ability : Manifest Destiny, increases unit sight and provides a
discount on tile cost.
Comments: UU are crap, the Minuteman due to a movement glitch, the
Bomber due to being way to late in the game to matter. The
ability is okay, but I never found tile costs too high to worry
about getting a discount before. You might see America as
the #1 played civ though, which isn't surprising. You play
the civ you find fun, not necessarily the best ones. =P
Leader : Nebuchadnezzar II
Unit : Bowman (Replaces Archer)
+2 Melee Combat Strength, +2 Ranged Combat Strength
2nd Unit: None
Building: Walls of Babylon (replaces Walls)
+2.5 Defense, -20 Production Cost
Ability : Ingenuity, Free Great Scientist upon invention
of Writing. Double rate of generating Great Scientists
throughout the game.
Comments: Excellent UU, decent UB, great UA. Overall, it sucks that Babylon
is only available through that pre-order or whatever. They
sound incredible as a GP hoarder, an early rusher or even a culture
hog. Too bad I haven't had a chance yet...
------------------------
Nation : The Mongolian Empire
Leader : Genghis Kahn
Unit : Keshik (replaces Knight) Ranged Unit (cannot directly
Melee) with 12 Ranged Combat Strength, 8 Melee Strength, +2 Movement)
2nd Unit: Khan (replaces Great General) 5 movement range, heals
adjacent units 2 HP per turn.
Building: None
Ability : Mongol Terror
+30% combat against City-States. +1 movement to mounted units.
Comments: Free on DLC right now, so no reason not to pick it up! And
finally, a useful Great General. The movement is whatever,
but healing units is something I've always missed in the Civ
series. So an attack bonus and healing every turn? Get a
few Keshiks and they'll never die. The Ability lets you
move more with Mounted, which is pretty good, and adds attack
against City-States, which is cool but limited in use.
Here I'll give you a basic rundown on how to play the game.
-----------------------------
A. The Basics
-----------------------------
Let's get down to the very basics. Civilization V is a turn-based
strategy game. Although there are options to turn the game into simultaneous
turn, this guide will only cover the turn-based aspects of the game.
Simply, the game begins after you pick your Setup option, or by
clicking "Play Now."
You start the game with a Settler and Warrior. The Settler allows you to build
a city. The game automatically sets you in a good position, so don't be
tempted to move your settler anywhere until you have a good
idea of how to play.
The game is turn based, so you can take your time and look around every
turn and decide what's your best course of action. Build military units
to explore and build settlers to build new cities. As you explore, you'll
notice different terrain types, different resources, and a varied landmass.
Resources, as you can imagine, are limited and often fought over, so
make your claim on them as quick as possible. All the while, watch your
happiness scale, and manage your Science output in different cities.
Your best course of action in your first games is to play a small map,
easy settings, few opponents, and listening to your advisors. Once you
get a good feel for the different options you have, the way to move around
and the way to play, then you can move on to harder settings. This FAQ
should enlighten you on all the different units, buildings, civs Victory
Types, terrain and resources in the game.
------------------------
B. Victory Types
------------------------
The goal, as in most games, is to win. But winning means something different
to every person, and to every civilization. Some people win just by
reaching the end of the game (2050 AD). In Civilization V, you have 5 methods
of winning the game.
Domination: Domination is achieved by destroying or capturing every enemy
capital in the game. This one can be tricky, as it can only be gained when
you are the last remaining civ who still owns their own capital. If you
are playing 4 opponents, and capture 3 of their capitals, but the 4th sneaks
in and captures yours, that 4th civ will automaticall win.
Diplomatic: Diplomacy is a tough art in Civ V. When you reach Globalization,
you can build the United Nations wonder of the world. This triggers a
voting period, in which every Civ in the world and city-states get 1 vote.
As the builder, you get 2 votes. Liberated civs/city-states will always
vote for you, so get liberating!
Cultural: Cultural is achieved by fully researching 5 Social Policy trees.
Once accomplished, you can build the Utopia Project Wonder, which will win
you the game. Careful, other civs don't take kindly to such victory!
Science: Science victory comes from successfully lauching the first spaceship
in the world. You must first build the Apollo Project, and then all the
required spaceship parts, move them into your capital, and launch your
space shuttle.
End of Time: If none of the 4 above are achieved by 2050, the game will
still end, and the winner will be the one with the highest score. Don't
worry, if you'd like to keep playing post 2050, that option is always
available!
------------------------
C. City States
------------------------
City-States are a new concept for Civ V. They are civilization confined
to single cities and can not win the game. Their goal is survival and to
ally with the strongest and most helpful civilization around. If you help
a city-state, they will reward you with bonuses and other goodies. With each
city-state, you have an influence meter, which decides how happy or unhappy
the city-state is with you. This also affects whether they give you specific
missions (with specific rewards). The main reason to be allied with these
city-states is for the United Nations win, or the science bonus.
There are 3 types of city states: Cultured, Maritime and Militaristic.
Cultured City-States provide culture bonuses, Maritime provide food bonuses
and Militaristic will provide free military units.
Each tile is considered one of 9 possible Terrains. Each has a different
values for defense and city production. Hills and Mountains count for +25%
defensive strength. Crossing rivers is -25% on offensive units.
------------------------
-Coast
Food : 1
Hammer: 0
Gold : 1
Move : 1
------------------------
-Desert
Food : 0
Hammer: 0
Gold : 0
Move : 1
------------------------
-Grass
Food : 2
Hammer: 0
Gold : 0
Move : 1
------------------------
-Hill
Food : 0
Hammer: 2
Gold : 0
Move : 2
------------------------
-Mountain
Food : 0
Hammer: 0
Gold : 0
Move : Impassable
------------------------
-Ocean
Food : 1
Hammer: 0
Gold : 1
Move : 1
------------------------
-Plains
Food : 1
Hammer: 1
Gold : 0
Move : 1
------------------------
-Snow
Food : 0
Hammer: 0
Gold : 0
Move : 1
------------------------
-Tundra
Food : 1
Hammer: 0
Gold : 0
Move : 1
A tile can also include several other "Features," such as Forest
or Flood Plains, further altering the amount of Hammers/Food on gets. Forests
and Jungles also provide +25% combat strength.
------------------------
-Flood Plains
Food : 2
Hammer: 0
Gold : 0
Move : 1
------------------------
-Forest
Food : 1
Hammer: 1
Gold : 0
Move : 2
------------------------
-Jungle
Food : 1
Hammer: -1
Gold : 0
Move : 2
------------------------
-Marsh
Food : -1
Hammer: 0
Gold : 0
Move : 2
------------------------
-Oasis
Food : 3
Hammer: 0
Gold : 1
Move :
------------------------------------------------------
A. Resources
------------------------------------------------------
Resources sit upon different Terrain and are invisible
until the correct technology has been researched. Resources
provide immense benefit for your civilization, whether it be
a large increase in Gold/Hammers, or access to more powerful
military units. Fighting over scarce resources is a must.
There are three types: Bonus, Luxury and Strategic. Each requires
a certain worker Improvement and a Road in order to give you any
benefits.
Note: The numbers are bonuses to the terrain. Meaning Cattle (+1)
on grassland(+2) gives you a total of +3 Food.
Name : Bananas
Food : 1
Hammer: 0
Gold : 0
Base : Jungle
Improv: Plantation
Name : Cattle
Food : 1
Hammer: 0
Gold : 0
Base : Grass
Improv: Pasture
Name : Deer
Food : 1
Hammer: 0
Gold : 0
Base : Forest/Tundra/Hill
Improv: Camp
Name : Fish
Food : 2
Hammer: 0
Gold : 0
Base : Coast
Improv: Fishing Boats
Name : Sheep
Food : 1
Hammer: 0
Gold : 0
Base : Grass, Plains, Desert
Improv: Pasture
Name : Wheat
Food : 1
Hammer: 0
Gold : 0
Base : Flood Plains or Plains
Improv: Farm
------------------------
Luxury
------------------------
Luxuries provide a bonus in Happiness, but are singular per
resource. Meaning you can be connected to 2 Silk and you would
only gain the happiness bonus of having 1 Silk. Having 1 Silk
and 1 Dyes would provide a combined bonus. Extra Resouces should
thus be traded!
Note: A city may request a certain luxury. Providing said luxury
sparks a "We Love the Leader Day," which lasts 20 turns and adds
+25% to city growth.
Name : Cotton
Food : 0
Hammer: 0
Gold : 2
Base : Grass, Plains, Desert
Improv: Plantation
Name : Dyes
Food : 0
Hammer: 0
Gold : 2
Base : Jungle or Forest
Improv: Plantation
Name : Furs
Food : 0
Hammer: 0
Gold : 2
Base : Forest, Tundra
Improv: Camp
Name : Gems
Food : 0
Hammer: 0
Gold : 3
Base : Any Land
Improv: Mine
Name : Gold
Food : 0
Hammer: 0
Gold : 2
Base : Grass, Plain, Hill, Desert
Improv: Mine
Name : Incence
Food : 0
Hammer: 0
Gold : 2
Base : Desert, Plain
Improv: Plantation
Name : Ivory
Food : 0
Hammer: 0
Gold : 2
Base : Plains
Improv: Camp
Name : Marble
Food : 0
Hammer: 0
Gold : 2
Base : Grass, Plains, Desert, Tundra, Hills
Improv: Quarry
Name : Pearls
Food : 0
Hammer: 0
Gold : 2
Base : Coast
Improv: Fishing Boats
Name : Silk
Food : 0
Hammer: 0
Gold : 2
Base : Forest
Improv: Plantation
Name : Silver
Food : 0
Hammer: 0
Gold : 2
Base : Tundra, Desert, Hill
Improv: Mine
Name : Spices
Food : 0
Hammer: 0
Gold : 2
Base : Jungle
Improv: Plantation
Name : Sugar
Food : 0
Hammer: 0
Gold : 2
Base : Flood Plains, Marsh
Improv: Plantation
Name : Whales
Food : 1
Hammer: 0
Gold : 1
Base : Coast
Improv: Fishing Boats
Name : Wine
Food : 0
Hammer: 0
Gold : 2
Base : Grass, Plains
Improv: Plantation
------------------------
Strategic
------------------------
Strategic resources are different than others for two reasons:
One, they appear only after learning a specific tech; and two,
they are limited in "uses." Iron can only build only so many
swordsman before running out.
Name : Aluminum
Food : 0
Hammer: 1
Gold : 0
Base : Plains, Desert, Hill, Tundra
Tech : Electricity
Improv: Mine
Name : Coal
Food : 0
Hammer: 1
Gold : 0
Base : Grass, Plains, Hill
Tech : Scientific Theory
Improv: Mine
Technology has been slightly overhauled for Civilization V. The easiest way to
see it all is to look at the Tech Tree in game. Otherwise, I've uploaded
a tech tree jpg onto Gamefaqs. Just check the main FAQ page and find my
other FAQ. Here I'll list the Technology, their Requirements and what
it unlocks.
The Cost refers to the Beaker cost of the tech. If you are researching
agriculture, you see it cost 20 beakers. If you have 2 cities producing
1 beaker a piece, it will take you 10 turns to research it.
-----------------------------
A. Techs
-----------------------------
Name: Particle Physics
Cost: 3350
Reqs: Globalization, Robotics, Satellites
New : SS Engine
Name: Nuclear Fusion
Cost: 3600
Reqs: Satellites, Stealth, Advanced Ballistics
New : Giant Death Robot
Name: Nanotechnology
Cost: 3300
Reqs: Particle Physics
New : SS Statis Chamber
Name: Future Tech
Cost: 4000
Reqs: Nuclear Fusion, Nanotechnology
New : Increases your Score every completion
-----------------------------
B. Strategy
-----------------------------
A few basic strategy can help you maximize your research and get a leg
up on your opponents. The first thing to know is that beakers do not
"overflow" like they did in the last games. That means that if you are
researching Bronze Working at 10 beakers a turn, you'll discover the tech
in 6 turns. Normally, the extra 5 beakers (60 beakers research - 55 needed
for Bronze Working) would go towards your next research item.
To get around these, you need to keep track of each research item and how many
beakers these take to research. Then, you need to boost your beaker capacity
with some micromanagement. There are several ways to boost Research.
The first is Social Policy, like Secularism, which gives increased research
power. Secondly, individual cities can be tuned to give off more beakers per
turn. Changing a citizen into a scientist allows for greater research
capacity. Buildings, such as the University (and working jungle tiles
with that building in the city) gives an even greater boost. City States
also add to your beaker count.
At some point, Research Agreements become an equal or greater way to
research new technology. By the Renaissance period, you should be trying
to work with other nations to research faster. Actually, at the moment,
the system is slightly bugged. If you declare war during an RA, it's supposed
to cancel the agreement. For the moment, the tech comes automatically
with war. If you don't mind mildly cheating, this can work for you.
If you prefer to play for real, you can wait on RAs for the next patch which
will hopefully help.
Another easy way to get some quick techs is sacrificing Great Scientists. This
method is costly, and can be hard to keep up. Great Scientists can be mined
themselves, but this takes its own strategy that you need to specifically
follow.
Here I'll list all the units available in the game. I'll note which ones are
UU (Unique Unit), and to what Civilization they belong to.
For reference:
Cost: production cost for the Unit
Type: can be Ranged, Tank, Mounted, Melee, Bomb, Air or Naval. Ranged
can attack over units. Tank and Mounted can move after combat. Bomb can
only be used once and have a large zone of attack. Air units can not
move far from a Carrier or a friendly city. Naval can only stay at sea.
Combat Str is the Offensive and Defensive Str of the Unit
Ranged Str is the Ranged Attack power of the Unit
Range is the Unit Range
Resource is the type of resource required for the Unit
Tech is the technology needed to build the Unit
Comments hints anything extra
------------------------------------------------------
Ancient
------------------------------------------------------
-Archer
Cost : 70
Type : Ranged
Combat Str: 4
Ranged Str: 6
Range : 2
Movement : 2
Resource : -
Tech : Archery
Comments: No melee attack
------------------------
-Brute
Cost : 20
Type : Melee
Combat Str: 6
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : -
Comments: Barbarian Unit
------------------------
-Chariot Archer
Cost : 60
Type : Mounted
Combat Str: 3
Ranged Str: 6
Range : 2
Movement : 4
Resource : Horses
Tech : The Wheel
Comments: No melee attack, no def bonuses
------------------------
-Galley
Cost : 50
Type : Naval
Combat Str: 5
Ranged Str: 3
Range : 2
Movement : 3
Resource : -
Tech : -
Comments: Barbarian Unit, may not enter deep ocean
------------------------
-Hoplite
Cost : 60
Type : Melee
Combat Str: 9
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Bronze Working
Comments: Greek UU, Bonus vs Mounted (+100%)
------------------------
-Immortal
Cost : 60
Type : Melee
Combat Str: 8
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Bronze Working
Comments: Bonus vs Mounted (+100%), Heals at Double Rate,
Persian UU
------------------------
-Jaguar
Cost : 40
Type : Melee
Combat Str: 6
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : -
Comments: Bonus in Jungle (+50%), Heals 2 damage if it
kills a unit, Aztec UU
------------------------
-Scout
Cost : 25
Type : -
Combat Str: 4
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : -
Comments: Ignores Terrain Cost
------------------------
-Settler
Cost : 89
Type : -
Combat Str: -
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : -
Comments: Can found a new City
------------------------
-Spearman
Cost : 50
Type : Melee
Combat Str: 7
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Bronze Working
Comments: Bonus vs Mounted (+100%)
------------------------
-Trireme
Cost : 60
Type : Naval
Combat Str: 6
Ranged Str: 4
Range : 2
Movement : 4
Resource : -
Tech : Sailing
Comments: No melee attack, can't go to deep ocean
------------------------
-War Chariot
Cost : 60
Type : Mounted
Combat Str: 3
Ranged Str: 6
Range : 2
Movement : 5
Resource : -
Tech : The Wheel
Comments: No melee attack, no def bonus, Egypt UU
------------------------
-War Elephant
Cost : 80
Type : Mounted
Combat Str: 6
Ranged Str: 8
Range : 2
Movement : 3
Resource : -
Tech : The Wheel
Comments: No Melee Attack, no def bonus, India UU
------------------------
-Warrior
Cost : 40
Type : Melee
Combat Str: 6
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : -
Comments: Basic Unit
------------------------
-Work Boat
Cost : 30
Type : -
Combat Str: -
Ranged Str: -
Range : -
Movement : 4
Resource : -
Tech : Sailing
Comments: May Create Fishing Boats and Offshore Platforms
------------------------
-Worker
Cost : 70
Type : -
Combat Str: -
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : -
Comments: Creates Improvements
------------------------------------------------------
Classical Era
------------------------------------------------------
-Ballista
Cost : 100
Type : Siege
Combat Str: 4
Ranged Str: 18
Range : 2
Movement : 2
Resource : Iron
Tech : Mathematics
Comments: Bonus vs Cities(+10%), no def bonus
must set up range attack, Rome UU
------------------------
-Catapult
Cost : 100
Type : Siege
Combat Str: 4
Ranged Str: 14
Range : 2
Movement : 2
Resource : Iron
Tech : Mathematics
Comments: Bonus vs Cities(+10%), no def bonus
must set up range attack
------------------------
-Companion Cavalry
Cost : 80
Type : Mounted
Combat Str: 14
Ranged Str: -
Range : -
Movement : 5
Resource : Horses
Tech : Horseback Riding
Comments: no def bonus, can move after attacking,
More likely to produce Great General
Greek UU
------------------------
-Horseman
Cost : 80
Type : Mounted
Combat Str: 12
Ranged Str: -
Range : -
Movement : 4
Resource : Horses
Tech : Horseback Riding
Comments: No def bonus, can move after attacking
------------------------
-Legion
Cost : 90
Type : Melee
Combat Str: 13
Ranged Str: -
Range : -
Movement : 2
Resource : Iron
Tech : Iron Working
Comments: Rome UU
------------------------
-Mohawk Warrior
Cost : 80
Type : Melee
Combat Str: 11
Ranged Str: -
Range : -
Movement : 2
Resource : Iron
Tech : Iron Working
Comments: Iroquois UU, bonus in jungle/forest (+50%)
------------------------
-Swordsman
Cost : 80
Type : Melee
Combat Str: 11
Ranged Str: -
Range : -
Movement : 2
Resource : Iron
Tech : Iron Working
Comments:
------------------------------------------------------
Medieval Era
------------------------------------------------------
-Camel Archer
Cost : 150
Type : Mounted
Combat Str: 10
Ranged Str: 15
Range : 2
Movement : 3
Resource : Horses
Tech : Chivalry
Comments: No def Bonus, can move after
attacking, no melee attack,
Arabia UU
------------------------
-Cho-Ko-Nu
Cost : 120
Type : Range
Combat Str: 6
Ranged Str: 10
Range : 2
Movement : 2
Resource : -
Tech : Machinery
Comments: No melee attack, may attack twice
Chinese UU
------------------------
-Crossbowman
Cost : 120
Type : Range
Combat Str: 6
Ranged Str: 12
Range : 2
Movement : 2
Resource : None
Tech : Machinery
Comments: No melee attack
------------------------
-Knight
Cost : 150
Type : Mounted
Combat Str: 18
Ranged Str: -
Range : -
Movement : 3
Resource : Horses
Tech : Chivalry
Comments: no def bonus, move after attack
------------------------
-Landsknecht
Cost : 50
Type : Melee
Combat Str: 10
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Civil Service
Comments: Bonus vs Mounted(+100%), German UU
------------------------
-Longbowman
Cost : 120
Type : Ranged
Combat Str: 6
Ranged Str: 12
Range : 2
Movement : 2
Resource : -
Tech : Machinery
Comments: no melee attack, +1 Range, England UU
------------------------
-Longswordsman
Cost : 150
Type : Melee
Combat Str: 18
Ranged Str: -
Range : -
Movement : 2
Resource : Iron
Tech : Steel
Comments:
------------------------
-Mandekalu
Cost : 150
Type : Mounted
Combat Str: 18
Ranged Str: -
Range : -
Movement : 3
Resource : Horses
Tech : Chivalry
Comments: No def bonus, move after attack,
bonus vs cities(+30%), Songhai UU
------------------------
-Naresuan's Elephant
Cost : 150
Type : Mounted
Combat Str: 22
Ranged Str: -
Range : -
Movement : 2
Resource : None
Tech : Chivalry
Comments: Bonus vs Mounted(+50%), no def bonus,
Siamese UU, move after attack
------------------------
-Pikeman
Cost : 100
Type : Melee
Combat Str: 10
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Civil Service
Comments: Bonus vs mounted(+100%)
------------------------
-Samurai
Cost : 150
Type : Melee
Combat Str: 18
Ranged Str: -
Range : -
Movement : 2
Resource : Iron
Tech : Steel
Comments: +20% in open terrain, combat
can produce Great General,
Japan UU
------------------------
-Trebuchet
Cost : 170
Type : Siege
Combat Str: 6
Ranged Str: 20
Range : 2
Movement : 2
Resource : Iron
Tech : Physics
Comments: No melee attack, bonus vs cities(+10%),
no def bonus, must set up ranged attack
Cost : 300
Type : Melee
Combat Str: 32
Ranged Str: -
Range : 2
Movement : 2
Resource : -
Tech : Radio
Comments: Interception, bonus vs Air(+100%)
------------------------
-Anti-Tank Gun
Cost : 300
Type : Melee
Combat Str: 32
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Replaceable Parts
Comments: Bonus vs Tanks
------------------------
-Artillery
Cost : 420
Type : Ranged
Combat Str: 16
Ranged Str: 32
Range : 3
Movement : 2
Resource : -
Tech : Dynamite
Comments: Indirect Fire, no melee attack, Bonus
vs cities(+10%), must set up ranged atk
------------------------
-Battleship
Cost : 500
Type : Naval
Combat Str: 60
Ranged Str: 32
Range : 3
Movement : 4
Resource : Oil
Tech : Telegraph
Comments: Indirect Fire
------------------------
-Carrier
Cost : 520
Type : Naval
Combat Str: 30
Ranged Str: -
Range : -
Movement : 5
Resource : Oil
Tech : Flight
Comments: Carries 3 Aircraft Units
------------------------
-Destroyer
Cost : 380
Type : Naval
Combat Str: 35
Ranged Str: 22
Range : 2
Movement : 8
Resource : -
Tech : Electricty
Comments: Indirect Fire, +3 Sight, can see Subs
Bonus vs Subs(+100%)
------------------------
-Fighter
Cost : 420
Type : Air
Combat Str: -
Ranged Str: 50
Range : 8
Movement : -
Resource : Oil
Tech : Flight
Comments: Air Sweep, weak vs Ranged, Air Recon
------------------------
-Foreign Legion
Cost : 300
Type : Melee
Combat Str: 36
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Replaceable Parts
Comments: +20% outside friendly territory, French UU
------------------------
-Infantry
Cost : 300
Type : Melee
Combat Str: 36
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Replaceable Parts
Comments:
------------------------
-Ironclad
Cost : 220
Type : Naval
Combat Str: 25
Ranged Str: 18
Range : 2
Movement : 4
Resource : Coal
Tech : Steam Power
Comments: May not enter deep ocean
------------------------
-Panzer
Cost : 450
Type : Tank
Combat Str: 60
Ranged Str: -
Range : -
Movement : 5
Resource : Oil
Tech : Combustion
Comments: Penatly vs Cities, no def bonus,
move after attack, German UU
------------------------
-Submarine
Cost : 380
Type : Naval
Combat Str: 25
Ranged Str: 60
Range : 3
Movement : 5
Resource : -
Tech : Refrigeration
Comments: Invisible, may enter ice tiles,
------------------------
-Tank
Cost : 450
Type : Tank
Combat Str: 50
Ranged Str: -
Range : -
Movement : 4
Resource : Oil
Tech : Combustion
Comments: Penalty vs Cities, no def bonus
move after attack
------------------------
-Zero
Cost : 420
Type : Air
Combat Str: 50
Ranged Str: -
Range : 8
Movement : -
Resource : Oil
Tech : Flight
Comments: Air Sweep, weak against ranged
Bonus vs Air, Japan UU
------------------------------------------------------
Modern
------------------------------------------------------
-Atomic Bomb
Cost : 850
Type : Bomb
Combat Str: -
Ranged Str: -
Range : 10
Movement : -
Resource : Uranium
Tech : Nuclear Fission
Comments: Evasion, explodes on impact
------------------------
-B17
Cost : 520
Type : Air
Combat Str: -
Ranged Str: 60
Range : 10
Movement : -
Resource : Oil
Tech : Radar
Comments: Penalty vs Naval, +25% vs cities
American UU
------------------------
-Bomber
Cost : 520
Type : Air
Combat Str: -
Ranged Str: 60
Range : 10
Movement : -
Resource : Oil
Tech : Radar
Comments: Penalty vs Naval
------------------------
-Guided Missile
Cost : 200
Type : Bomb
Combat Str: -
Ranged Str: 70
Range : 8
Movement : -
Resource : -
Tech : Satellites
Comments: Cannot be intercepted
------------------------
-Helicopter Gunship
Cost : 450
Type : Air
Combat Str: 50
Ranged Str: -
Range : -
Movement : 6
Resource : Aluminum
Tech : Rocketry
Comments: Ignores Terrain, bonus vs Tanks
unable to capture cities
------------------------
-Jet Fighter
Cost : 600
Type : Air
Combat Str: -
Ranged Str: 70
Range : 10
Movement : -
Resource : Aluminum
Tech : Lasers
Comments: Interception, Air Sweep, Air Recon
------------------------
-Mech Infantry
Cost : 440
Type : Melee
Combat Str: 50
Ranged Str: -
Range : -
Movement : 4
Resource : -
Tech : Electronics
Comments:
------------------------
-Missile Cruiser
Cost : 520
Type : Naval
Combat Str: 60
Ranged Str: 25
Range : 3
Movement : 7
Resource : Aluminum
Tech : Robotics
Comments: Indirect Fire, Can carry 3 missiles
------------------------
-Mobile SAM
Cost : 450
Type : Melee
Combat Str: 40
Ranged Str: -
Range : 2
Movement : 4
Resource : Aluminum
Tech : Computers
Comments: Bonus vs Air(+100%)
------------------------
-Modern Armor
Cost : 700
Type : Tank
Combat Str: 80
Ranged Str: -
Range : -
Movement : 4
Resource : Aliminum
Tech : Lasers
Comments: Penalty attacking Cities, no def bonus
can move after attacking
------------------------
-Nuclear Missile
Cost : 1200
Type : Bomb
Combat Str: -
Ranged Str: -
Range : 8
Movement : -
Resource : Uranium
Tech : Advanced Ballistics
Comments: Evasion
------------------------
-Nuclear Submarine
Cost : 500
Type : Naval
Combat Str: 30
Ranged Str: 70
Range : 3
Movement : 6
Resource : Aluminum
Tech : Computers
Comments: Invisible, can carry 2 missiles, bonus vs Subs
------------------------
-Paratrooper
Cost : 350
Type : Melee
Combat Str: 40
Ranged Str: -
Range : -
Movement : 2
Resource : -
Tech : Radar
Comments: May paradrop up to 5 tiles from friendly territory
------------------------
-Rocket Artillery
Cost : 600
Type : Siege
Combat Str: 18
Ranged Str: 46
Range : 3
Movement : 3
Resource : Aluminum
Tech : Rocketry
Comments: Indirect Fire, bonus vs cities(+10%), no def bonus
------------------------
-Stealth Bomber
Cost : 800
Type : Air
Combat Str: -
Ranged Str: 80
Range : 20
Movement : -
Resource : Aluminum
Tech : Stealth
Comments: Evasion, Air Recon
------------------------
-Giant Death Robot
Cost : 1000
Type : Tank
Combat Str: 150
Ranged Str: -
Range : -
Movement : 3
Resource : Uranium
Tech : Nuclear Fusion
Comments: Penalty attacking Cities
-----------------------------------------------------------
A. Promotions
-----------------------------------------------------------
Every unit can be promoted to become stronger. Not all units
have equal promotions though. This is a list of all available
promotions in the game. Units gain XP and level up to these.
Type refers to the Unit Type
Reqs refers to the Promotion requirement
Effect is the effect
------------------------
-Accuracy
Type : Ranged
Reqs : -
Effect: +20% ranged combat strength against open terrain
------------------------
-Accuracy II
Type : Ranged
Reqs : Accuracy I
Effect: +20% ranged combat strength against open terrain
(cumulative)
------------------------
-Accuracy III
Type : Ranged
Reqs : Accuracy II
Effect: +25% ranged combat strength against open terrain
(cumulative)
------------------------
-Ambush I
Type : Melee, Air
Reqs : Shock II, Drill II, Interception I,
Dogfighting I, Siege I, or Bombard I
Effect: +25% vs armored
------------------------
-Ambush II
Type : Melee, Air
Reqs : Ambush I
Effect: +25% vs armored
------------------------
-Amphibious
Type : Melee, Naval
Reqs : Shock II or Drill II
Effect: no combat penalty attack from sea or across river
------------------------
-Barrage I
Type : Ranged
Reqs : -
Effect: +25% against units on rough terrain
------------------------
-Barrage II
Type : Ranged
Reqs : Barrage I
Effect: +25% against units on rough terrain
------------------------
-Barrage III
Type : Ranged
Reqs : Barrage II
Effect: +25% against units on rough terrain
------------------------
-Blitz
Type : Melee
Reqs : Shock III or Drill III
Effect: Multiple attacks per turn
------------------------
-Bombard
Type : Ranged
Reqs : -
Effect: +20% vs land units
------------------------
-Bombard II
Type : Ranged
Reqs : Bombard I
Effect: +20% vs land units
------------------------
-Bombard III
Type : Ranged
Reqs : Bombard II
Effect: +20% vs land units
------------------------
-Charge
Type : Melee
Reqs : Shock II or Drill II
Effect: +25% vs wounded units
------------------------
-Cover I
Type : Melee, Ranged
Reqs : Shock II, Drill II, Accuracy I, or Barrage I
Effect: +25% vs ranged attacks
------------------------
-Cover II
Type : Melee, Ranged
Reqs : Cover I
Effect: +25% vs ranged attacks
------------------------
-Discipline
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +15% attack when bordering a friendly unit
------------------------
-Dogfighting I
Type : Air
Reqs : -
Effect: +25% strength during Air Sweeps
------------------------
-Dogfighting II
Type : Air
Reqs : Dogfighting I
Effect: +25% during Air Sweeps
------------------------
-Dogfighting III
Type : Air
Reqs : Dogfighting II
Effect: +25% during Air Sweeps
------------------------
-Drill
Type : Melee
Reqs : -
Effect: +20% on hills, forest and jungle
------------------------
-Drill II
Type : Melee
Reqs : Drill I
Effect: +20% on hills, forest and jungle
------------------------
-Drill III
Type : Melee
Reqs : Drill II
Effect: +25% on hills, forest and jungle
------------------------
-Embarkation
Type : Melee, Ranged
Reqs : -
Effect: can embark into water tiles
------------------------
-Evasion
Type : Melee, Ranged
Reqs : Siege II or Bombard II
Effect: Reduces interception damage by 50%
------------------------
-Formation I
Type : Melee, Ranged
Reqs : Shock II, Drill II, Accuracy II or Barrage II
Effect: +25% vs Mounted
------------------------
-Formation II
Type : Melee
Reqs : Formation I
Effect: +25% vs Mounted
------------------------
-Great Lighthouse
Type : Naval
Reqs : -
Effect: +1 move, +1 sight
------------------------
-Heal Instantly
Type : Melee
Reqs : -
Effect: Not permanent, fully heals unit in lieu
of promotion
------------------------
-Hijemi Castle
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +25% in friendly territory
------------------------
-Indirect Fire
Type : Ranged
Reqs : Targeting I, Bombard I, Accuracy I or Barrage I
Effect: Can fire over obstacles
------------------------
-Interception
Type : Air
Reqs : -
Effect: +25% during interception
------------------------
-Interception II
Type : Air
Reqs : Interception I
Effect: +25% during interception
------------------------
-Interception III
Type : Air
Reqs : Interception II
Effect: +25% during interception
------------------------
-Logistics
Type : Melee, Sieged, Ranged
Reqs : Siege II, Bombard II, Ambush II or Mobility II
Effect: +1 attack per turn
------------------------
-March
Type : Melee, Ranged
Reqs : Shock III, Drill III, Accuracy II or Barrage II
Effect: Unit heals every turn
------------------------
-Medic
Type : Melee
Reqs : Shock I, Drill I, Scouting II or Survivalism II
Effect: heals all surrounding friendly units by 1 hp
------------------------
-Mobility I
Type : Melee, Air, Ranged
Reqs : Shock III, Drill III, Targeting I or Bombard I
Effect: +1 move
Type : Melee, Air, Naval, Ranged
Reqs : -
Effect: +33% strength in friendly territory
------------------------
-Range
Type : Air, Ranged
Reqs : Interception I, Accuracy III, Dogfighting I, Siege I
Effect: +2 Air Range, +1 Ranged Range
------------------------
-Repair
Type : Melee, Air
Reqs : Shock III, Drill III, Ambush II
Effect: Unit heals every turn
------------------------
-Siege I
Type : Melee, Air
Reqs : -
Effect: +25% vs Cities
------------------------
-Siege II
Type : Air
Reqs : Siege I
Effect: +25% vs Cities
------------------------
-Siege III
Type : Air
Reqs : Siege II
Effect: +25% vs Cities
------------------------
-Scouting I
Type : Recon
Reqs : -
Effect: +1 sight
------------------------
-Scounting II
Type : Recon
Reqs : -
Effect: +1 move
------------------------
-Scouting III
Type : Recond
Reqs : -
Effect: +1 Sight
------------------------
-Sentry
Type : Melee, Naval, Ranged
Reqs : Shock, Drill or Targetting
Effect: +1 sight
------------------------
-Shock I
Type : Melee
Reqs : -
Effect: +20% in open terrain
------------------------
-Shock II
Type : Melee
Reqs : Shock I
Effect: +20% in open terrain
------------------------
-Shock III
Type : Melee
Reqs : Shock II
Effect: +25% in open terrain
------------------------
-Sortie
Type : Melee, Air
Reqs : Dogfighting II or Interception II
Effect: +1 Interception per round
------------------------
-Supply
Type : Naval
Reqs : Targetting II or Bombard II
Effect: Units may heal outside friendly territory, +2 HP
------------------------
-Survivalism I
Type : Melee
Reqs : -
Effect: Heal extra 1 HP outside friendly territory
------------------------
-Survivalism II
Type : Melee
Reqs : Survivalism I
Effect: +50% defense
------------------------
-Survivalism III
Type : Melee
Reqs : Survivalism II
Effect: +50% defense and heals every turn
------------------------
-Targetting I
Type : Naval, Air
Reqs : None or Interception
Effect: +20% vs Naval
------------------------
-Targetting II
Type : Naval, Air
Reqs : Targetting I
Effect: +20% vs Naval
------------------------
-Targetting III
Type : Naval
Reqs : Targetting II
Effect: +20% vs Naval
------------------------
-Volley
Type : Ranged
Reqs : Accuracy I or Barrage I
Effect: +25% vs fortified units
------------------------------------------------------
B. Great People
------------------------------------------------------
Great People are produced either through culture, Great People points
or through Combat, depending on the type. Each city can either generate
a specific kind of GP point (say, scientist), and will produce only Great
Scientist, or can produce points for several great people. These points
are expended to create a Great Person, who greatly boost your city and overall
civilization.
Each Great Person can either create a Golden Age, construct a special building
or have some special ability.
A Golden Age is a special period of time with greatly increased gold and
productivity. Each tile which produces gold, produces +1, and each tile
which produces hammers, produces +1 hammers.
These next Great People are produced through each city's Great People points.
They spawn every time you reach the target GP goal.
------------------------------------------------------
-Great Artist
Improvement: Landmark. Provides culture to your city
Ability : Culture Bomb. Will flip foreign territory into your territory.
Place your GA on a tile and that tile and all 6 surrounding will
immediately join your side. Cities do not flip, but can as a
result!
Improvement: Manufactory. Produces a large amount of hammers for a city.
Ability : Hurry Production. Can hurry production of any building, including
wonders, and will complete almost all of them in one turn.
Improvement: Customs House. Generates gold per turn for a city.
Ability : Trade Mission. Great Merchants can be used in a city-state
to produce a Trade Mission, sacrificing the GM for a chunk
of gold and a boost to your relationship.
Improvement: Academy. Produces a large science boost for a city.
Ability : New Tech. Immediately learn a new tech.
The Great General is a unique GP. Rather than produced through a city as
all the other GPs are, Great Generals are produced through combat. When a
unit of yours gains XP, it goes towards your GG points. Once you reach
a certain amount, a Great General will spawn.
------------------------------------------------------
-Great General
Improvement: Citadel. Works only in your territory. Huge defensive bonus to
a unit occupying it. Harms enemy units occupying it.
Ability : Comabt Bonus. Provides combat bonus for every friendly
unit up to 2 tiles away.
Two important things to note. All the Great People, including the General,
are non-combat and thus can stack with combat units on a tile. If captured,
they are immediately destroyed.
Here I'll list all the buildings available in the game. I'll note which
ones are unique and to what Civilization they belong to.
For reference:
Cost: production cost for the Building
Maintenance: How much gold per turn is taken by this building
Tech needed: What tech is needed to build
Effect: What the Building does for your city
Comments: Unique building/uses
------------------------------------------------------
Ancient
------------------------------------------------------
-Barracks
Cost : 80
Maintenance: 1
Tech needed: Bronze Working
Effect : +15 XP for Land Units
Comments : Great early military building, recommended in any city
producing land units
------------------------
-Floating Gardens
Cost : 120
Maintenance: 1
Tech needed: The Wheel
Effect : +15% Food, +2 food for each worked lake tile
Comments : Aztec Unique Building, city must border lake or river
Wonders are unique buildings that can only be built once a game. That means
if another civilization beats you to it, you've missed your chance. If another
civ finishes a wonder you're working on, all the unfinished production is
converted to gold, as was the case in civ IV Each wonder adds a certain amount
of GP points and a huge bonus for your civilization.
------------------------
-Angkor Wat
Cost : 300
Culture : 1
GP Points: +1 Engineer
Tech : Theology
Effect : Culture cost of acquiring new tiles reduced by 75% in every city
------------------------
-Big Ben
Cost : 700
Culture : 1
GP Points: +2 Merchant
Tech : Economics
Effect : -25% Gold cost for purchasing items in cities
------------------------
-Brandenburg Gate
Cost : 550
Culture : 1
GP Points: +2 Scientist
Tech : Military Science
Effect : Spawns Great General
------------------------
-Chitchen Itza
Cost : 450
Culture : 1
GP Points: +1 Engineer
Tech : Civil Service
Effect : Length of Golden Ages increased by 50%
------------------------
-Cristo Redentor
Cost : 1200
Culture : 1
GP Points: +2 Artist
Tech : Telegraph
Effect : Culture cost of new policies reduced by 33%
------------------------
-Eiffel Tower
Cost : 1000
Culture : 1
GP Points: +2 Merchant
Tech : Radio
Effect : +8 Happiness empire-wide
------------------------
-Hijemi Castle
Cost : 600
Culture : 4
GP Points: +2 Engineer
Tech : Chivalry
Effect : +25% combat strength for all units in friendly territory
------------------------
-Machu Picchu
Cost : 550
Culture : 1
GP Points: +1 Merchant
Tech : Currency
Effect : +20% Gold from Trade Routes, must be within 2 tiles of mountains
Cost : 130
Culture : 1
GP Points: +1 Merchant
Tech : Sailing
Effect : +1 Movement, +1 Sight for Naval Units
------------------------
-The Great Wall
Cost : 350
Culture : 1
GP Points: +1 Engineer
Tech : Construction
Effect : Enemy Land Units must spend 1 extra
Movement Point when inside your territory
------------------------
-The Hagia Sophia
Cost : 300
Culture : 1
GP Points: +1 Artist
Tech : Theology
Effect : +33% generation of Great People
------------------------
-The Hanging Gardens
Cost : 200
Culture : 1
GP Points: +1 Artist
Tech : Mathematics
Effect : +1 Population in all existing Cities
+3 Happiness
------------------------
-The Kremlin
Cost : 650
Culture : 4
GP Points: +1 Scientist
Tech : Acoustics
Effect : Defense Buildings are 50% more effective
------------------------
-The Louvre
Cost : 700
Culture : 1
GP Points: +2 Artist
Tech : Archeaology
Effect : 2 free Great Artist appear in Capitol
------------------------
-The Oracle
Cost : 150
Culture : 1
GP Points: +1 Scientist
Tech : Philosophy
Effect : Free Social Policy
------------------------
-The Porcelain Tower
Cost : 400
Culture : 1
GP Points: +2 Scientist
Tech : Education
Effect : Great Scientist Appears
------------------------
-The Pyramids
Cost : 175
Culture : 1
GP Points: +1 Engineer
Tech : Masonry
Effect : Worker construction up 50%
------------------------
-United Nations
Cost : 1000
Culture : 1
GP Points: +2 Merchant
Tech : Globalization
Effect : Voting for Diplomatic victory
------------------------------------------------------
A. National Wonders
Can only be built once per civilization. Plan out which city
you want these built in carefully. One thing to note is you
require a certain building in each of your cities before being
able to build one National Wonder. For a lot of people, this
means National Wonders become much harder as time goes on.
------------------------
-Hermitage
Cost : 310
Culture : 0
Building : Museum
Tech : Archaeology
Effect : Double Culture in this City
------------------------
-Heroic Epic
Cost : 110
Culture : 1
Building : Barracks/Krepost
Tech : Iron Working
Effect : All new units receive morale bonus
------------------------
-Ironworks
Cost : 170
Culture : 1
Building : Workhouse/Longhouse
Tech : Chemistry
Effect : +20% Production
Cost : 120
Culture : 1
Building : Monument
Tech : Philosophy
Effect : +25% Great Person Generation
------------------------
-Oxford University
Cost : 260
Culture : 1
Building : University or Wat
Tech : Education
Effect : Free Technology
------------------------
-Palace
Cost : 0
Culture : 1
Building : -
Tech : -
Effect : Moves the Capital City. Cities connected by
by road to capital produce additional gold.
Capital has +2 Production, +3 Science, +2
Defense, +2 Gold
------------------------------------------------------
B. Projects
Projects are special buildings that are built for the purpose
of winning the game or building nuclear weapons.
------------------------
-Apollo Program
Cost : 1200
Tech : Rocketry
Effect: Allows Spaceship parts
------------------------
-SS Booster
Cost : 800
Tech : Robotics
Effect: 3 Required for Space Win
------------------------
-SS Cockpit
Cost : 800
Tech : Satellites
Effect: 1 required for Space Win
------------------------
-SS Engine
Cost : 800
Tech : Particle Physics
Effect: 1 required for Space Win
------------------------
-SS Stasis Chamber
Cost : 800
Tech : Nanotechnology
Effect: 1 required for Space Win
------------------------
-The Manhattan Project
Cost : 800
Tech : Atomic Theory
Effect: Allows Nukes and A-Bombs
------------------------
-Utopia Project
Cost : 1500
Tech : -
Effect: Unlocks after all 5 Social Policy branches
Building triggers Cultural Victory
Policy is the new government version for Civ V. There are 10 branches to
choose from. Each branch provides an immediate bonus when adopted. The
branches and bonuses are cumulative, meaning you no longer "switch"
between them. Just keep spending culture and buying up the bonuses.
You begin the game with Tradition, Honor and Liberty trees. Purchase all the
tree options in 5 branches unlocks the Utopia Project.
Good for small civs as most focus on improving the Capital.
Adopting Tradition will immediately provide a bonus of +1 Food in the Capital.
-Aristocracy : +33% production bonus for Wonders.
-Oligarchy : +33% combat strength in friendly territory
-Legalism : -33% unhappiness from population in the Capital.
-Monarchy : -50% cost of Purchasing tiles. (requires Oligarchy)
-Landed Elite: 33% faster population growth in Capital. (requires Aristocracy)
------------------------
-Liberty
Best for quick expansion. +50% production for Settlers. Can not be active
at the same time as Autocracy.
-Collective Rule: +50% more Food in newly formed cities.
-Citizenship : +25% production of Workers.
-Meritocracy : +1 Happiness for each city connected to the Capital.
-Representation : +1 Culture in each city (requires Citizenship)
-Republic : +1 Production in every city. (requires Collective Rule)
------------------------
-Honor
A military social tree. +25% combat bonus VS Barbarians and notifications will
be provided when new Barbarian Camps spawn in revealed territory.
-Warrior Code : Great General appears outside the Capital.
-Discipline : +15% Combat Strength bonus for units near other units.
-Military Caste : Each City with a garrison reduces empire Unhappiness by 1.
(requires Discipline)
-Military Trad. : +100% XP points gained. (requires Warrior Code)
-Prof. Army : -50% upgrading cost. (requires Military Caste)
------------------------
-Piety
Unlocks at Classical Era.
Happiness and Cultural social tree. +2 Happiness.
This branch cannot be active at the same time as Rationalism.
-Org. Religion: 25% less happiness needed for Golden Age
-Reformation : The empire immediately enters a 6-turn Golden Age.
(requires Organized Religion)
-Theocracy : -20% Unhappiness. (requires Organized Religion)
-Mandate : 50% of excess Happiness added each turn to the amount of
Culture that may be spent on Policies.
-Free Religion: 2 Free Social Policies. (requires Mandate of Heaven,
Reformation)
------------------------
-Patronage
Unlocks at Medieval Era.
City-State friendship social tree. -25% influence loss with City-States.
-Aesthetics : Influence with all City-States cannot drop below 20.
-Philanthropy : +25% influence for gold gifts.
-Scholasticism : All Allied City-States grant you a research bonus
equal to 33% of their own research. (requires
Philanthropy)
-Cul. Diplomacy: +100% resources from City-States; +50% Happiness
from gifted luxury resources. (requires Scholasticism)
-Educated Elite: Allied City-States can gift you Great People.
(requires Aesthetics, Scholasticism)
------------------------
-Commerce
Unlocks at Medieval Era.
Naval and commercial boosting Tree. +25% Gold from Capital.
-Naval Tradition: +1 Movement and +1 sight range for naval 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).
------------------------
-Freedom
Unlocks at Renaissance Era.
Specialist produce half the normal Unhappiness. Can not be active with
Autocracy.
-Civil Society: Specialists eat only half the normal amount of Food.
-Constitution : +100% Culture in Cities with a World Wonder.
-Democracy : +50% Great Person production rate. (Requires Civil Society)
-Free Speech : -25% Culture cost for policies. (Requires Constitution)
-Univ Suffrage: +33% City Combat Strength.
------------------------
-Rationalism
Unlocks at Renaissance Era.
Science Policy Tree. Triggers 5 turn Golden Age. Can not be active with Piety.
-Secularism : +2 Science per specialist.
-Free Thought: +2 Science points for each Trading Post (requires
Secularism).
-Humanism : +1 Happiness from each University.
-Sci Rev : 2 free technologies (requires Free Thought).
-Sovereignty : +15% Science while your empire is Happy (requires Humanism).
------------------------
-Order
Unlocks at Industrial Era.
Production Policy Tree. +25% Production on Buildings.
-Communism : +5 Production in all Cities.
-Nationalism : +25% attack bonus to your units in friendly territory.
-Planned Econ: -50% Unhappiness from number of Cities.
-Socialism : -10% Gold costs of Buildings.
-United Front: Causes other civilizations' city-state influence points to
decay 33% faster.
------------------------
-Autocracy
Unlocks at Industrial Era.
For the militaristic civilizations. -33% Unit Gold maintenance.
Can not be active with Freedom or Liberty.
-Militarism : -33% cost for purchasing units.
-Police State: -50% Unhappiness in Annexed Cities. (requires Militarism)
-Populism : +25% damage for injured military units.
-Fascism : +100% of Strategic Resources. (requires Populism, Militarism)
-Total War : +33% attack For 20 turns. (requires Police State, Fascism)
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