_______ __       __ __ __             __   __              ___ ___ ___
  |   _   |__|--.--.__|  |__|-----.---.-.  |_|__|-----.-----.|   |   Y   |
  |.  1___|  |  |  |  |  |  |-- __|  _  |   _|  |  _  |     ||.  |.  |   |
  |.  |___|__|\___/|__|__|__|_____|___._|____|__|_____|__|__||.  |.  |   |
  |:  1   |                                                  |:  |:  1   |
  |::.. . |                   Beyond the Sword               |::.|\:.. ./
  `-------'                                                  `---' `---'
____________________________________________________________________________
/============================================================================\
|                                War Tactics                                 |
|                         By: Greg Boccia aka noz3r0                         |
|                          Email: [email protected]                           |
|                                Version: 1.0                                |
|                        Copyright ©2009 Greg Boccia                         |
\============================================================================/
/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
|+++++++++++++++++++++++++++++Table of Contents++++++++++++++++++++++++++++++|
|============================================================================|
|   I. Introduction.....................................................[Int]|
|  II. The Art of War...................................................[War]|
|       - The Math of War...............................................[MoW]|
|       - The Typical Strategy..........................................[Typ]|
|       - The Extermination.............................................[Bye]|
| III. Tips and Hints...................................................[Tip]|
|  IV. Sample Game......................................................[Smp]|
|   V. Units............................................................[Unt]|
|      - Air............................................................[Air]|
|      - Archery........................................................[Arc]|
|      - Armored........................................................[Arm]|
|      - Gunpowder......................................................[Gun]|
|      - Melee..........................................................[Mle]|
|      - Mounted........................................................[Mnt]|
|      - Naval..........................................................[Nvl]|
|      - Recon..........................................................[Rcn]|
|      - Siege..........................................................[Sge]|
|      - Special........................................................[Spc]|
|       - Promotions....................................................[Pro]|
|  VI. Closing..........................................................[Cls]|
\============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________________________________________________________________
/=============================================================================\
|++++++++++++++++++++++++++++++++Introduction++++++++++++++++++++++++++++[Int]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This guide is designed to give you guidance on how to wage war in Civilization
IV for the PC. This is not the only way to wage war and be successful, it is
simply the best way the author has discovered through his months of gameplay.
Please take all information provided as suggestion. Information provided in the
Units and Promotion sections are valid as of Patch 3.17. If I missed updating
something or it is incorrect please send me an e-mail.

_____________________________________________________________________________
/=============================================================================\
|+++++++++++++++++++++++++++++++The Art of War+++++++++++++++++++++++++++[War]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

War has been around since the Dawn of Time and in most cases is inevitable in
a game of Civilization. When it comes down to it, you want to be on the winning
side. Honestly, who wants to lose a war? It's devastating to the country on
both a Commercial and Cultural level, which in course affects Production - not
to mention you have to rebuild whatever Military units you lost and any land
that was pillaged. So how can we do the above to the opponent?

Getting a good start culturally is the key to early domination. You will be
ahead in Technology and Production in much earlier turns and thus be 1-up on
the enemy in terms of unit superiority. Production speed of units and what
buildings (Great and National Wonders) you have created will affect the latter
half of the game in terms of military dominance.

Generally, you want to break through to Military based unit production techs
like Iron Working in the early game for Swordsman and Fascism in end-game for
a free Great General, Infantry (Assembly Line) and Paratroopers. Unfortunately,
simply having a superior unit is not enough. Certain buildings give military
upgrades - free experience points upon creation ie; barracks. These will allow
you to bolster the ranks of your unit to your needs, be it an increase in City
Attack or Increased Movement. You also have the defensive factor of opponents
you are attacking. Increased Tile Defense, Fortified Position, and City Defense
bonuses also make even the weakest enemy hard to strike at. Your units will
also suffer fatigue from battles and decrease in strength.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- The Math of War [MoW]

Ok, so you're ready to make your attack, but are you going to kill the enemy
or will you die trying to conquer? Let's find out.

Chance of Victory (%) = Your Base Strength + Bonuses : Opponent's Strength
                                                      + Bonuses

 That is, your total strength in ratio to the opponents total strength in the
form of a percentage. Luckily the computer does this for you. To see your
percentage of winning the battle hold the right click over top of the enemy.
Both totals will be shown along with the percentage you have to win. It is not
recommended to attack unless you have atleast a 75% of victory.

Note: The higher chance you have of winning the less strength that will be
     degredated after winning.

And on that note, remember that even if you lose a battle the opponent has
points from his base strength lowered thus lowering his total strength even
more. This is helpful if you are behind in strength but have numbers to wear
the enemy down.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- The Typical Strategy [Typ]

Units: 2-3 Melee
       2-3 Ranged
       2 Mounted
       2 Siege

Objective: Take over 2-3 Cities and convert all of them.


The Strategy:  For this to work use upgrades to Increase City Attack for your
              Melee and Increased Damage vs. Melee for your Mounted Units.
              This leaves Increased City Defense for the Ranged. Siege weapons
              should go for Increased Damage when Bombarding.

               Lead with your Melee units and have everything follow onto them
             but have them split into two even groups. Make it so that you're
             attacking from both sides of the City when you arrive to it and
             try to not be attacking across the water or from a hill. On the
             way to the City use your Mounted units to take over Workers and
             destroy any Roads connecting important resources to that City,
             do not destroy the resources themselves. Upon arriving simply
             Bombard until your units have the ability to take over the town.
             Leave ONE Ranged to defend the city and repeat this process till
             you have taken over the Cities that you want.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- The Extermination [Bye]

Units: 4-5 Melee
       4-5 Ranged
       4 Mounted
       4 Siege


Objective: Eliminate a Civilization while converting atleast half of the
           Cities to become your own.

The Strategy:  Set up a mix of Increased Damage vs. [Unit] amongst the group
              but make sure your Siege Units have Increased Withdrawal.

               Split the groups so that everything but the Melee is in one
              group and just the Melee in the other. Attack a City head-on
              with the non-Melee group and spread the Melee around the City.
              This makes it so that the opponent cannot squeeze any other
              units in while you Bombard and take over the City; it still
              allows for a Melee to attack the City if it has the highest
              percentage of victory.

               The most effective way to eliminate an opponent is to only
              take over the beneficial Cities. The ones closest to your
              borders are usually weaker Culturally and can be razed (unless
              it is the original Capital or Holy City). This tactic is one
              developed in World War II, their it was simply called Island
              Hopping, this is City Hopping. City Hop to the Capital and take
              it over, then focus on razing most every other city that isn't
              along the coast or in a highly rich area. Take the Cities along
              the Sea out last.

_____________________________________________________________________________
/=============================================================================\
|+++++++++++++++++++++++++++++++Tips and Hints+++++++++++++++++++++++++++[Tip]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-  Strike early and show no mercy, taking out an opponent in the first 50-100
  turns guarantees superiority easily for a good portion of the game.

-  Leave atleast 2 Units to defend each City. It helps with your economy and
  obviously the defense of your City in case 1 Unit is destroyed.

-  Quests you get that involve the military should be completed as they help
  immensely in increasing unit strength.

-  Make good use of Technologies and buildings that reward free Technologies.
  Using them to get a Technology thats roughly 50 turns out is definitely a
  time saver and gives you military superiority.

-  Use Great Generals on fresh Units. Don't make one super Unit, make them all
  a decent level.

-  Raze Cities that are going to be a burden, City Hopping is beneficial for
  disturbing and distracting the opponent.

-  Most importantly, have a set goal. Know exactly what you want to do. Nit
  pick and demoralize the enemy for now or completely wipe them off the map.
  Do not find yourself dragging on a war that you planned to just take a City
  or two with.

_____________________________________________________________________________
/=============================================================================\
|++++++++++++++++++++++++++++++++Sample Game+++++++++++++++++++++++++++++[Smp]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Turns 1-15

Start off by creating your first City in an area with freshwater and some
forest, atleast 1 hill within the opening region is considered. The objective
here is to use your Scout to reach the edges of the continent so you can build
your next city along the water. All the while train Mining and Bronze Working
and make the first unit you create a Worker. Be sure to notice the forested
areas that you pass by with your Scout.

Things to Do
==============
-Expand and take note of the opponents' starting positions.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Turns 15-50

By now you should have Bronze Working and a Worker. Train a Settler and begin
to clear the forest in the surrounding area, building either Mines or Farms
depending on the terrain features of the forest. This should significantly help
you gain a Settler to create your City on the sea. With your 2nd City begin
creating another Worker and clear the forest around that City to speed up his
creation. With your Capital create another settler. This time your objective is
to pick a good spot for Cultural development while at the same time trying to
corner off one of your opponents (such as blocking them off in a penninsula).

The reason for this is so that City builds up quickly and depreciates the
opponents' total land and leaving them unable to expand past where you have
expanded.

Things to Make
==============
-Make 2 Cities, 1 on the Sea, another for Cultural development
-Train 2 more Workers and clear more Forest to speed it up, Mines are amazing

Things to Learn
===============
-Work towards Animal Husbandry and Fishing first. Archery and Masonry second
-By the end of 50 turns you should have the entire first tier of Technologies
 and Animal Husbandry and Bronze Working at the minimum.

How to be a Friend
==================
-Do not allow Open Borders with anyone

How to Rule
===========
-If you haven't yet, adopt Slavery.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Turns 50-100

These turns can make or break you. Have Barracks and Archers in every City (3
being the goal by now) and atleast 3-5 Workers. Mines and Pastures and all
Cities connected to the Capital will help significantly. By now your Sea-side
town should be building Moai Statues (National Wonder), this will be your
warhorse because of the increased production of the City. A Granary in every
city is now mandatory.

By now opponents will be wanting to Open Borders, deny them so they cannot
expand past the borders you have created. Look to create a 4th City, mainly
to block of opponent expansion but also to increase production. Keep an eye
out for valuable resources like Marble, Iron, and Stone. Mine them as soon as
you can as they will yield precious production points as well as give you the
ability to create more powerful units like the Swordsman.

Your Capital should build Stonehenge, The Great Wall, and the Oracle in that
order. Technology should be progressed to Metal Casting so that when the Oracle
finishes you may choose Machinery as your free upgrade.

Things to Make
==============
-Create a 4th City and focus on Barracks and Archers
-Use the Capital to create World Wonders
-Build Moai Statues to create a production overhaul in your Sea-side City

Things to Learn
===============
-Work on getting Metal Casting and Iron Working so you may create more
 powerful units.

How to Rule
===========
-If you haven't yet, adopt Monarchy.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Turns 100-200

During this time focus on Forges and Colloseum's to increase Commerce and
Production. Creating the Chichen Itza and Statue of Zeus World Wonders is also
highly recommended. Heroic Epic is a must and is high priority, build it ASAP.
Technology wise get through to Literature, Calendar, Construction, and Codes
of Law to enable those afore mentioned buildings.

_____________________________________________________________________________
/=============================================================================\
|++++++++++++++++++++++++++++++++++++WAR++++++++++++++++++++++++++++++++++++++|
|-----------------------------------------------------------------------------|
|  Remember that other Civilization that you were planning on cornering off?  |
| Time to go wipe him off the map and expand your Civilization the bloody way,|
| War.                                                                        |
|                                                                             |
|  Hopefully, you can create Swordsman and Catapults at this time. Create     |
| roughly 5 Swordsman and 2 Catapults from your Sea-City and your Capital and |
| march them over to the Culture City you created. An opportune time to strike|
| is of course when your troops are assembled, you have more in progress, and |
| the opponent has Workers or Settlers visible. Taking Workers is beneficial  |
| for development and Settlers obviously for the expansive aspect.            |
|                                                                             |
|  Lead your Swordsman into battle and let the Catapults trail back ontop of  |
| them so that if you get attacked back that the Catapults don't get destroyed|
| From here simply refer to the War Tactics [WAR] on how to eliminate this    |
| opponent and take, hopefully, atleast 2 Cities. Another Sea-City would be   |
| excellent, but none-the-less one opponent down and expansion has begun.     |
|-----------------------------------------------------------------------------|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Things to Make
==============
-Build Forges and Colloseums to increase Productivity
-Construct Military-based Wonders across the Civilization
-Use Great Engineers to Hurry the Wonder in 1 turn

Things to Learn
===============
-Advance Technology to allow production of said Wonders

How to Rule
===========
-Keep Monarchy and change to the Caste System

How to be a Friend
==================
-With owning a good corner of the map, feel free to allow Open Borders to
 increase trade

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Turns 200+

With a strong military dominance and expansive start you should be able to
maintain this throughout the course of the game. If you want to stick to a
dominating tactic you and simply take over another neighboring Civilization,
just remember to not wage a war on two fronts. This position also leaves you
very Culturally developed and you could just kick back and expand till you have
Rifleman and Cavalry to wage war again. Either way, maintain the same tactic
to have 2-3 Production Cities, a Culturally heavy City and a Resource City.


_____________________________________________________________________________
/=============================================================================\
|+++++++++++++++++++++++++++++++++++Units++++++++++++++++++++++++++++++++[Unt]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Listed in Alphabetical Order, these are all of the Units in the game.

===============================================================================
/ AIR UNITS /                                                             [Air]
-----------/
¯¯¯¯¯¯¯¯¯¯¯
Airship
Production Cost     : 80
Technology Required : Physics
Strength            : 4
Movement            : 1
Effects             : Can See Submarines
                   : +100% when attacking Naval Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bomber
Production Cost     : 140
Technology Required : Radio and Flight
Resource Required   : Oil
Strength            : 16
Movement            : 1
Mission Range       : 8
Effects             : Can cause Collateral Damage
                     Can Bombard Cities (-15%/turn)
                     Can destroy Improvements
                     -50% when attacking naval units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fighter
Production Cost     : 100
Technology Required : Flight
Resource Required   : Oil
Strength            : 12
Movement            : 1
Mission Range       : 6
Special Abilities   : Can Intercept Aircraft (40% Chance)
                     Can destroy tile Improvements
                     Can Bombard Cities (-15%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gunship
Production Cost     : 160
Technology Required : Rocketry and Flight
Resource Required   : Oil
Strength            : 20
Movement            : 4
Special Abilities   : +100% Strength when attacking Armored Units
                     Can Withdraw from Combat (25% Chance)
                     Pays 1 mp to enter all land spaces
                     Cannot capture cities
                     Cannot enter sea spaces
                     Receives no defense bonuses for terrain

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Jet Fighter
Production Cost     : 150
Technology Required : Composites and Flight
Resource Required   : Oil and Aluminum
Strength            : 24
Movement            : 1
Mission Range       : 10
Effects             : Can Intercept Aircraft (60% Chance)
                     Can destroy tile Improvements
                     Can Bombard enemy cities (-10%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Stealth Bomber
Production Cost     : 200
Technology Required : Composites, Flight, and Robotics
Resource Required   : Oil and Aluminum
Strength            : 20
Movement            : 1
Mission Range       : 12
Effects             : Can Evade Interception (50% Chance)
                     Causes Collateral Damage
                     -50% when attacking naval units
                     Can destroy Improvements
                     Can Bombard Cities (-20%/turn)

===============================================================================
ARCHERY UNITS /                                                           [Arc]
-------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯
Archer
Production Cost     : 25
Technology Required : Archery
Strength            : 3
Movement            : 1
Effects             : 1 First Strike
                     +50% City Defense
                     +25% Hills Defense

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bowman
[Unique - Babylon]
Production Cost     :
Technology Required : Archery
Strength            : 3
Movement            : 1
Effects             : 1 First Strike
                     +50% City Defense
                     +25% Hills Defense

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cho-Ko-Nu
[Unique - Chinese]
Production Cost     : 60
Technology Required : Machinery and Archery
Resource Required   : Iron
Strength            : 6
Movement            : 1
Effects             : 2 First Strikes
                     +50% when attacking Melee Units
                     Causes Collateral Damage

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Crossbowman
Production Cost     : 60
Technology Required : Machinery and Archery
Resource Required   : Iron
Strength            : 6
Movement            : 1
Effects             : 1 First Strike
                     +50% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Longbowman
Production Cost     : 50
Technology Required : Feudalism and Archery
Strength            : 6
Movement            : 1
Effects             : 1 First Strike
                     +25% City Defense
                     +25% Hills Defense

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Skirmisher
[Unique - Mali]
Production Cost     : 25
Technology Required : Archery
Strength            : 4
Movement            : 1
Effects             : 1-2 First Strikes
                     +50% City Defense
                     +25% Hills Defense

===============================================================================
ARMORED UNITS /                                                           [Arm]
-------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯
Modern Armor
Production Cost     : 240
Technology Required : Composites and Computers
Resource Required   : Oil and Aluminum
Strength            : 40
Movement            : 2
Effects             : 1 First Strike
                     Receives no defensive bonuses for terrain
                     Starts with Blitz

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Panzer
[Unique - Germans]
Production Cost     : 180
Technology Required : Industrialism and Rifling
Resource Required   : Oil
Strength            : 28
Movement            : 2
Effects             : Receives no defensive bonuses for terrain
                     Starts with Blitz
                     50% when attacking Armored Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Tank
Production Cost     : 180
Technology Required : Industrialism and Rifling
Resource Required   : Oil
Strength            : 28
Movement            : 2
Effects             : Receives no defensive bonuses for terrain
                     Starts with Blitz


===============================================================================
GUNPOWDER UNITS /                                                         [Gun]
---------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Anti-Tank Infantry
Production Cost     : 120
Technology Required : Artillery
Strength            : 14
Movement            : 1
Effects             : +100% when attacking Armored Units
                     Starts with Ambush

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Grenadier
Production Cost     : 100
Technology Required : Chemistry
Strength            : 12
Movement            : 1
Effects             : +50% when attacking Rifleman

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Infantry
Production Cost     : 140
Technology Required : Assembly Line and Rifling
Strength            : 20
Movement            : 1
Effects             : +25% when attacking Gunpowder Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Janissary
[Unique - Ottoman]
Production Cost     : 80
Technology Required : Gunpowder
Strength            : 9
Movement            : 1
Effects             : +25% when attacking Archery, Melee, and Mounted Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Marine
Production Cost     : 160
Technology Required : Industrialism and Rifling
Strength            : 24
Movement            : 1
Effects             : +50% Attack when attacking Machine Guns
                     +50% Attack when attacking Artillery
                     Starts with Amphibious

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mechanized Infantry
Production Cost     : 200
Technology Required : Robotics and Rifling
Strength            : 32
Movement            : 2
Effects             : Can Intercept Aircraft (20% Chance)
                     Starts with March

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mobile SAM
Production Cost     : 220
Technology Required : Lasers
Resource Required   : Oil
Strength            : 22
Movement            : 2
Effects             : 50% chance to Intercept Aircraft
                     +50% when attacking Helicopter Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Musketman
Production Cost     : 80
Technology Required : Gunpowder
Strength            : 9
Movement            : 1
Effects             : None

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Musketeer
[Unique - France]
Production Cost     : 80
Technology Required : Gunpowder
Strength            : 9
Movement            : 2
Effects             : None

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Navy SEAL
[Unique - America]
Production Cost     : 160
Technology Required : Industrialism and Rifling
Strength            : 24
Movement            : 1
Effects             : +50% Attack when attacking Machine Guns
                     +50% Attack when attacking Artillery
                     1-2 First Strikes
                     Starts with Amphibious, March

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Oromo Warrior
[Unique - Ethiopians]
Production Cost     : 80
Technology Required : Gunpowder
Strength            : 9
Movement            : 1
Effects             : 1 First Strike
                     Immune to First Strikes
                     Starts with Drill I and Drill II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Paratrooper
Production Cost     : 160
Technology Required : Fascism, Rifling, and Flight
Strength            : 24
Movement            : 1
Effects             : Can perform Paradrops with Range of 5

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Redcoat
[Unique - England]
Production Cost     : 110
Technology Required : Rifling
Strength            : 14
Movement            : 1
Effects             : +25% when attacking Mounted Units
                     +25% when attacking Gunpowder Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Rifleman
Production Cost     : 110
Technology Required : Rifling
Strength            : 14
Movement            : 1
Effects             : +25% when attacking Mounted Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SAM Infantry
Production Cost     : 150
Technology Required : Rocketry
Strength            : 18
Movement            : 1
Effects             : Can Intercept Aircraft (40% Chance)
                     +50% when attacking Helicopter Units

===============================================================================
MELEE UNITS /                                                             [Mle]
-----------/
¯¯¯¯¯¯¯¯¯¯¯
Axeman
Production Cost     : 35
Technology Required : Bronze Working
Resource Required   : Copper or Iron
Strength            : 5
Movement            : 1
Effects             : +50% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Berserker
[Unique - Vikings]
Production Cost     : 70
Technology Required : Civil Service and Machinery
Strength            : 8
Movement            : 1
Effects             : +10% City Attack
                     +50% when attacking Melee Units
                     Starts with Amphibious

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dog Soldier
[Unique - Native Americans]
Production Cost     : 35
Technology Required : Bronze Working
Strength            : 4
Movement            : 1
Effects             : +100% when attacking Melee Units
                     +25% Jungle Defense

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gallic Warrior
[Unique - Celtia]
Production Cost     : 40
Technology Required : Iron Working
Resource Required   : Copper or Iron
Strength            : 6
Movement            : 1
Effects             : +10% City Attack
                     Starts with Guerilla I

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Holkan
[Unique - Mayans]
Production Cost     : 35
Technology Required : Hunting and Bronze Working
Strength            : 4
Movement            : 1
Effects             : +100% when attacking Mounted Units
                     Immune to First Strike

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Impi
[Unique - Zulus]
Production Cost     : 35
Technology Required : Hunting
Strength            : 4
Movement            : 2
Effects             : +50% when attacking Mounted Units
                     Starts with Mobility

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Jaguar
[Unique - Aztecs]
Production Cost     : 35
Technology Required : Iron Working
Strength            : 5
Movement            : 1
Effects             : +10% City Attack
                     +25% Jungle Defense

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Landsknecht
[Unique - Holy Romans]
Production Cost     : 60
Technology Required : Engineering
Resource Required   : Iron
Strength            : 6
Movement            : 1
Effects             : +100% when attacking Mounted Units
                     +100% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Maceman
Production Cost     : 70
Technology Required : Civil Service and Machinery
Resource Required   : Copper or Iron
Strength            : 8
Movement            : 1
Effects             : +50% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Phalanx
[Unique - Greek]
Production Cost     : 35
Technology Required : Hunting
Resource Required   : Copper or Iron
Strength            : 5
Movement            : 1
Effects             : +100% when defending Chariot
                     +50% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Pikeman
Production Cost     : 60
Technology Required : Engineering
Resource Required   : Iron
Strength            : 6
Movement            : 1
Effects             : +100% when attacking Mounted Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Praetorian
[Unique - Rome]
Production Cost     : 45
Technology Required : Iron Working
Resource Required   : Iron
Strength            : 8
Movement            : 1
Effects             : None

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Samurai
[Unique - Japan]
Production Cost     : 70
Technology Required : Civil Service and Machinery
Resource Required   : Copper or Iron
Strength            : 8
Movement            : 1
Effects             : 2 First Strikes
                     +50% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spearman
Production Cost     : 35
Technology Required : Hunting
Resource Required   : Copper or Iron
Strength            : 4
Movement            : 1
Effects             : +100% when attacking Mounted Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Swordsman

Production Cost     : 40
Technology Required : Iron Working
Resource Required   : Iron
Strength            : 6
Movement            : 1
Effects             : +10% City Attack

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Quechua
[Unique - Inca]
Production Cost     : 15
Technology Required : None
Strength            : 2
Movement            : 1
Effects             : +25% City Defense
                     +100% when attacking Archery Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Vulture
[Unique - Sumerians]
Production Cost     :
Technology Required : Bronze Working
Resource Required   : Copper or Iron
Strength            : 6
Movement            : 1
Effects             : +25% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Warrior
Production Cost     : 15
Technology Required : None
Strength            : 2
Movement            : 1
Effects             : +25% City Defense

===============================================================================
MOUNTED UNITS /                                                           [Mnt]
-------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯
Ballist Elephant
[Unique - Khmer]
Production Cost     : 60
Technology Required : Construction and Horseback Riding
Resource Required   : Ivory
Strength            : 8
Movement            : 1
Effects             : Receives no defensive bonuses for terrain
                     +50% when attacking Mounted Units
                     Targets Mounted Units first outside of Cities

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Camel Archer
[Unique - Arabs]
Production Cost     : 90
Technology Required : Guilds, Horseback Riding, and Archery
Strength            : 10
Movement            : 2
Effects             : Immune to First Strikes
                     Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (25% Chance)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cataphract
[Unique - Byzantinians]
Production Cost     : 90
Technology Required : Guilds and Horseback Riding
Resource Required   : Iron and Horses
Strength            : 12
Movement            : 2
Effects             : Receives no defensive bonuses for terrain
                     Flank Attack against Catapults and Trebuchets

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cavalry
Production Cost     : 120
Technology Required : Military Tradition, Horseback Riding, and Gunpowder
Resource Required   : Horse
Strength            : 15
Movement            : 2
Effects             : Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (30% Chance)
                     +50% Attack when attacking Cannon

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Chariot
Production Cost     : 25
Technology Required : The Wheel
Resource Required   : Horse
Strength            : 4
Movement            : 2
Effects             : Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (20% Chance)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Conquistador
[Unique - Spain]
Production Cost     : 90
Technology Required : Guilds and Horseback Riding
Resource Required   : Horse and Iron
Strength            : 10
Movement            : 2
Effects             : Immune to First Strikes
                     50% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cossack
[Unique - Russia]
Production Cost     : 120
Technology Required : Military Tradition, Horseback Riding, and Gunpowder
Resource Required   : Horse
Strength            : 15
Movement            : 2
Effects             : +50% when attacking Mounted Units
                     Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (30% Chance)
                     +50% Attack when attacking Cannon

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cuirassier
Production Cost     : 100
Technology Required : Gunpowder, Military Tradition, Horseback Riding
Resource Required   : Horse and Iron
Strength            : 12
Movement            : 2
Effects             : Immune to First Strikes
                     Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (15% Chance)
                     Flank Attack against Cannon

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Horse Archer
Production Cost     : 50
Technology Required : Horseback Riding and Archery
Resource Required   : Horse
Strength            : 6
Movement            : 2
Effects             : Immune to First Strikes
                     Receives no defensive bonuses for terrain
                     +50% Attack when attacking Catapult

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Immortal
[Unique - Persia]
Production Cost     : 25
Technology Required : The Wheel
Resource Required   : Horse
Strength            : 4
Movement            : 2
Effects             : +50% when attacking Archery Units
                     Can Withdraw from Combat (30% Chance)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Keshik
[Unique - Mongolia]
Production Cost     : 50
Technology Required : Horseback Riding and Archery
Resource Required   : Horse
Strength            : 6
Movement            : 2
Effects             : 1 First Strike
                     Receives no defensive bonuses for terrain
                     +50% Attack when attacking Catapult
                     Ignore Terrain Cost
                     Can withdraw from combat (20% chance)
                     Flank attack vs. Catapults and Trebuchets

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Knight
Production Cost     : 90
Technology Required : Guilds and Horseback Riding
Resource Required   : Horse and Iron
Strength            : 10
Movement            : 2
Effects             : Immune to First Strikes
                     Receives no defensive bonuses for terrain

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Numidian Cavalry
[Unique - Carthage]
Production Cost     : 50
Technology Required : Archery and Horseback Riding
Resource Required   : Horse
Strength            : 5
Movement            : 2
Effects             : Immune to First Strikes
                     Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (20% Chance)
                     Flank attack against Catapults and Trebuchets
                     +50% when attacking Catapults and Trebuchets
                     +50% when attacking Melee Units
                     Starts with Flanking I

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

War Chariot
[Unique - Egypt]
Production Cost     : 30
Technology Required : The Wheel
Resource Required   : Horse
Strength            : 5
Movement            : 2
Effects             : Immune to First Strikes
                     +100% when attacking Axemen
                     Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (20% Chance)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

War Elephant
Production Cost     : 60
Technology Required : Construction
Resource Required   : Ivory
Strength            : 8
Movement            : 1
Effects             : Receives no defensive bonuses for terrain
                     +50% when attacking Mounted Units

===============================================================================
NAVAL UNITS /                                                             [Nvl]
-----------/
¯¯¯¯¯¯¯¯¯¯¯
Attack Submarine
Production Cost     : 150
Technology Required : Rocketry, Radio, and Combustion
Resource Required   : Uranium
Strength            : 24
Movement            : 6
Effects             : Cargo Space : 1
                     Invisible to Most Units
                     Can See Submarines
                     Can Move passed Impassable Terrain
                     Can Explore Rival Territory
                     Can Withdraw from Combat (50% Chance)
                     +50% when attacking Submarines

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Battleship
Production Cost     : 225
Technology Required : Industrialism
Resource Required   : Oil or Uranium
Strength            : 40
Movement            : 6
Effects             : Causes Collateral Damage
                     Can Bombard Cities (-20%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Caravel
Production Cost     : 60
Technology Required : Optics
Strength            : 3
Movement            : 3
Effects             : Cargo Space : 1
                     Can Explore Rival Territory

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Carrack
[Unique - Portugese]
Production Cost     : 60
Technology Required : Optics
Strength            : 3
Movement            : 3
Effects             : Cargo Space : 2
                     Can Explore Rival Territory

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Carrier
Production Cost     : 175
Technology Required : Flight
Resource Required   : Oil or Uranium
Strength            : 16
Movement            : 5
Effects             : Cargo Space : 3 (Fighters)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Destroyer
Production Cost     : 200
Technology Required : Combustion
Resource Required   : Oil or Uranium
Strength            : 30
Movement            : 8
Effects             : Can See Submarines
                     Can Intercept Aircraft (30% Chance)
                     Can Bombard Cities (-15%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

East Indiaman
[Unique - Dutch]
Production Cost     : 80
Technology Required : Astronomy
Strength            : 6
Movement            : 4
Effects             : Cargo Space : 3
                     Can Explore Rival Territory

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Galleon
Production Cost     : 80
Technology Required : Astronomy
Strength            : 4
Movement            : 4
Effects             : Cargo Space : 3

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Galley
Production Cost     : 50
Technology Required : Sailing
Strength            : 2
Movement            : 2
Effects             : Cargo Space : 2
                     Cannot Enter Ocean

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Frigate
Production Cost     : 90
Technology Required : Chemistry and Astronomy
Resource Required   : Iron
Strength            : 8
Movement            : 4
Effects             : Can Bombard City Defense (-10%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ironclad
Production Cost     : 100
Technology Required : Steel and Steam Power
Resource Required   : Iron and Coal
Strength            : 12
Movement            : 2
Effects             : Cannot Enter Ocean
                     Can Bombard City Defense (-10%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Missile Cruiser
Production Cost     : 260
Technology Required : Robotics
Resource Required   : Oil or Uranium
Strength            : 40
Movement            : 7
Effects             : Cargo Space : 4
                     Causes Collateral Damage
                     Can Bombard Cities (-20%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Privateer
Production Cost     : 80
Technology Required : Chemistry and Astronomy
Resource Required   : Copper or Iron
Strength            : 6
Movement            : 4
Effects             : Hidden Nationality
                     Can Attack without Declaring War
                     Starts with Sentry

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ship of the Line
Production Cost     : 120
Technology Required : Military Science and Astronomy
Resource Required   : Iron
Strength            : 8
Movement            : 3
Effects             : +50% when attacking Frigates
                     Can Bombard Cities (-12%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Stealth Destroyer
Production Cost     : 250
Technology Required : Stealth and Robotics
Resource Required   : Oil or Uranium
Strength            : 30
Movement            : 8
Effects             : Invisible to Most Units
                     Can See Stealthed Ships
                     50% Chance to Intercept Aircraft
                     Can Bombard Cities (-16%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Submarine
Production Cost     : 150
Technology Required : Radio and Combustion
Resource Required   : Oil or Uranium
Strength            : 24
Movement            : 6
Effects             : Invisible to Most Units
                     Cargo Space : 1
                     Can Pass through Impassable Terrain
                     Can Explore Rival Territory
                     Can Withdraw from Combat (50% Chance)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Transport
Production Cost     : 125
Technology Required : Combustion
Resource Required   : Oil or Uranium
Strength            : 16
Movement            : 5
Effects             : Cargo Space : 4

===============================================================================
RECON UNITS /                                                             [Rcn]
-----------/
¯¯¯¯¯¯¯¯¯¯¯
Explorer
Production Cost     : 40
Technology Required : Compass
Strength            : 4
Movement            : 2
Effects             : Can Only Defend
                     Better Results from Tribal Villages
                     Ignore Terrain Movement Costs
                     Starts with Guerilla I, Woodsman I

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Scout
Production Cost     : 15
Technology Required : Hunting
Strength            : 1
Movement            : 2
Effects             : Better Results from Tribal Villages
                     Can Only Defend
                     +100% when attacking Animals

===============================================================================
SIEGE WEAPONS /                                                           [Sge]
-------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯
Artillery
Production Cost     : 150</pre><pre id="faqspan-2">
Technology Required : Artillery
Strength            : 18
Movement            : 1
Effects             : Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (25% Chance)
                     Causes Collateral Damage
                     Can Bombard Cities (-25%/turn)
                     +50% when attacking Siege Weapons

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cannon
Production Cost     : 100
Technology Required : Steel
Resource Required   : Iron
Strength            : 12
Movement            : 1
Effects             : Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (25% Chance)
                     Causes Collateral Damage
                     Can Bombard Cities (-20%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Catapult
Production Cost     : 40
Technology Required : Construction
Strength            : 5
Movement            : 1
Effects             : Receives no defensive bonuses for terrain
                     Can Withdraw from Combat (25% Chance)
                     Causes Collateral Damage
                     Can Bombard Cities (-15%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hwacha
Production Cost     : 50
Technology Required : Construction
Strength            : 5
Movement            : 1
Effects             : +50% when attacking Melee Units
                     Receives no defensive bonuses for terrain
                     Maximum of 75% damage to enemy
                     Causes collateral damage
                     Immune to collateral damage from other Siege Units
                     Can Bombard Cities (-8%/turn)
                     Cannot attack amphibiously

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Machine Gun
Production Cost     : 125
Technology Required : Railroad
Strength            : 18
Movement            : 1
Effects             : Can Only Defend
                     1 First Strike
                     +50% when attacking Gunpowder Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Moblie Artillery
Production Cost     : 200
Technology Required : Laser and Artillery
Resource Required   : Oil
Strength            : 26
Movement            : 2
Effects             : Receives no defensive bonuses for terrain
                     Maximum damage of 85% on enemy on attack
                     Causes Collateral Damage
                     Immune to Collateral Damage
                     +50% when attacking Siege Weapons
                     Can Bombard Cities (-16%/turn)

===============================================================================
SPECIAL UNITS /                                                           [Spc]
-------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯

ICBM
Production Cost     : 500
Technology Required : The Manhattan Project, Rocketry and Fission
Resource Required   : Uranium
Strength            : 1
Movement            : 1 (Umlimited Range)
Effects             : Can Nuke Enemy Lands
                     Creates a 3x3 fallout grid

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Guided Missile
Production Cost     : 60
Technology Required : Rocketry and Radio
Strength            : 40
Movement            : 1
Effects             : 100% Chance to Evade Interception
                     Causes Collateral Damage
                     Can Bombard Cities (-16%/turn)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Tactical Nuke
Production Cost     : 250
Technology Required : Manhattan Project, Fission, and Rocketry
Resource Required   : Uranium
Strength            : 0
Movement            : 1
Effects             : Can Nuke Enemy Lands
                     50% Chance to Evade Interception

_____________________________________________________________________________
/=============================================================================\
|+++++++++++++++++++++++++++++++++Promotions+++++++++++++++++++++++++++++[Pro]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Listed in alphabetical order. These are all the promotions for the various
units in the game


Accuracy
Required Promotion : City Raider I or Barrage I
Available To       : Siege Weapons
Special Abilities  : +10% City Bombard Damage

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ambush
Required Promotion : Combat II
Available To       : Siege Weapons
                    Gunpowder Units
                    Armored Units
                    Helicopter Units
Special Abilities  : +25% when attacking Armored Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Amphibious
Required Promotion : Combat II
Available To       : Recon Units
                    Archery Units
                    Mounted Units
                    Gunpowder Units
                    Melee Units
                    Siege Weapons
Special Abilities  : No Combat Penalty for Attacking from Sea
                    No Combat Penalty for Crossing River

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Barrage I
Required Promotion : None
Available To       : Siege Weapons
                    Armored Units
                    Naval Units
Special Abilities  : +20% Collateral Damage
Leads To           : Barrage II, Accuracy

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Barrage II
Required Promotion : Barrage II
Available To       : Siege Weapons
                    Armored Units
                    Naval Units
Special Abilities  : +30% Collateral Damage
                    +10% when attacking Melee Units
Leads To           : Barrage III

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Barrage III
Required Promotion : Barrage II
Available To       : Siege Weapons
                    Armored Units
                    Naval Units
Special Abilities  : +50% Collateral Damage
                    +10% when attacking Gunpowder Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Blitz
Required Promotion : Combat III
Available To       : Armored Units
                    Mounted Units
                    Helicopter Units
Special Abilities  : Can Attack Multiple Times per Turn

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Charge
Required Promotion : Combat II
Available To       : Mounted Units
                    Armored Units
                    Melee Units
                    Helicopter Units
Special Abilities  : +25% when attacking Siege Weapons

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

City Garrison I
Required Promotion : None
Available To       : Archery Units
                    Gunpowder Units
Special Abilities  : +20% City Defense
Leads To           : City Garrison II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

City Garrison II
Required Promotion : City Garrison I
Available To       : Archery Units
                    Gunpowder Units
Special Abilities  : +25% City Defense
Leads To           : City Garrison III

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

City Garrison III
Required Promotion : City Garrison II
Available To       : Archery Units
                    Gunpowder Units
Special Abilities  : +30% City Defense
                    +10% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

City Raider I
Required Promotion : None
Available To       : Melee Units
                    Siege Weapons
                    Armored Units
Special Abilities  : +20% City Attack
Leads To           : City Raider II, Accuracy

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

City Raider II
Required Promotion : City Raider I
Available To       : Melee Units
                    Siege Weapons
                    Armored Units
Special Abilities  : +25% City Attack
Leads To           : City Raider II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

City Raider III
Required Promotion : City Raider II
Available To       : Melee Units
                    Siege Weapons
                    Armored Units
Special Abilities  : +30% City Attack
                    +10% when attacking Gunpowder Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat I
Required Promotion : None
Available To       : All Units
Special Abilities  : +10% Strength
Leads To           : Combat II, Cover, Shock, Pinch, Medic I

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat II
Required Promotion : Combat I
Available To       : All Units
Special Abilities  : +10% Strength
Leads To           : Combat III, Formation, Charge, Ambush, Amphibious

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat III
Required Promotion : Combat II
Available To       : All Units
Special Abilities  : +10% Strength
Leads To           : Combat IV, March, Blitz, Sentry

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat IV
Required Promotion : Combat III
Available To       : All Units
Special Abilities  : +10% Strength
                    Heals Extra +10% Damage per Turn in Neutral Land
Leads To           : Combat V, Commando

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat V
Required Promotion : Combat IV
Available To       : All
Special Abilities  : +10% Strength
                    Heals Extra +10% Damage per Turn in Enemy Land

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Commando
Required Promotion : Combat IV
Available To       : Recon Units
                    Archery Units
                    Mounted Units
                    Melee Units
                    Gunpowder Units
                    Armoued Units
Special Abilities  : Can Use Enemy Roads

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cover
Required Promotion : Combat I
Available To       : Archery Units
                    Melee Units
                    Gunpowder Units
Special Abilities  : +25% when attacking Archery Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Drill I
Required Promotion : None
Available To       : Archery Units
                    Armored Units
                    Helicopter Units
                    Naval Units
                    Siege Weapons
Special Abilities  : 1 Extra First Strike Chance
Leads To           : Drill II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Drill II
Required Promotion : Drill I
Available To       : Archery Units
                    Armored Units
                    Helicopter Units
                    Naval Units
                    Siege Weapons
Special Abilities  : 1 Extra First Strike
Leads To           : Drill III

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Drill III
Required Promotion : Drill II
Available To       : Archery Units
                    Armored Units
                    Helicopter Units
                    Naval Units
                    Siege Weapons
Special Abilities  : +2 First Strike Chances
Leads To           : Drill IV

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Drill IV
Required Promotion : Drill III
Available To       : Archery Units
                    Armored Units
                    Helicopter Units
                    Naval Units
                    Siege Weapons
Special Abilities  : +2 First Strikes
                    +10% when attacking Mounted Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Flanking I
Required Promotion : None
Available To       : Mounted Units
                    Armored Units
                    Helicopter Units
                    Naval Units
Special Abilities  : +10% Withdrawal Chance
Leads To           : Flanking II, Sentry, Navigation I

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Flanking II
Required Promotion : Flanking I
Available To       : Mounted Units
                    Armored Units
                    Helicopter Units
                    Naval Units
Special Abilities  : +20% Withdrawal Chance
                    Immune to First Strikes
Leads To           : Mobility

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Formation
Required Promotion : Combat II
Available To       : Mounted Units
                    Archery Units
                    Melee Units
                    Gunpowder Units
Special Abilities  : +25% when attacking Mounted Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Guerilla I
Required Promotion : None
Available To       : Archery Units
                    Recon Units
                    Gunpowder Units
Special Abilities  : +20% Hills Defense
Leads To           : Guerilla II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Guerilla II
Required Promotion : Guerilla I
Available To       : Archery Units
                    Recon Units
                    Gunpowder Units
Special Abilities  : Double Movement in Hills
                    +30% Hills Defense

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

March
Required Promotion : Combat III or Medic I
Available To       : Recon Units
                    Melee Units
                    Mounted Units
                    Archery Units
                    Siege Weapons
                    Gunpowder Units
Special Abilities  : Can Heal while Moving

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Medic I
Required Promotion : Combat I
Available To       : Recon Units
                    Archery Units
                    Mounted Units
                    Melee Units
                    Gunpowder Units
                    Naval Units
                    Siege Weapons
Special Abilities  : Heal Units in Same Tile 10% Damage Per Turn
Leads To           : Medic II, March

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Medic II
Required Promotion : Medic I
Available To       : Recon Units
                    Archery Units
                    Mounted Units
                    Melee Units
                    Gunpowder Units
                    Naval Units
                    Siege Weapons
Special Abilities  : Heals Units in Adjacent Tiles 10% Damage Per Turn

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mobility
Required Promotion : Flanking II
Available To       : Mounted Units
                    Armored Units
Special Abilities  : -1 Terrain Movement Cost

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Navigation I
Required Promotion : Flanking I
Available To       : Naval Units
Special Abilities  : +1 Movement Range
Leads To           : Navigation II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Navigation II
Required Promotion : Navigation I
Available To       : Naval Units
Special Abilities  : +1 Movement Range

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Pinch
Required Promotion : Combat I
Available To       : Mounted Units
                    Armored Units
                    Gunpowder Units
                    Helicopter Units
Special Abilities  : +25% when attacking Gunpowder Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sentry
Required Promotion : Flanking I or Combat III
Available To       : Recon Units
                    Mounted Units
                    Helicopter Units
                    Naval Units
Special Abilities  : +1 Visibility Range

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Shock
Required Promotion : Combat I
Available To       : Archery Units
                    Mounted Units
                    Melee Units
                    Siege Weapons
Special Abilities  : +25% when attacking Melee Units

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Woodsman I
Required Promotion : None
Available To       : Recon Units
                    Melee Units
                    Gunpowder Units
Special Abilities  : +20% Jungle Defense
                    +20% Forest Defense
Leads To           : Woodsman II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Woodsman II
Required Promotion : Woodsman I
Available To       : Recon Units
                    Melee Units
                    Gunpowder Units
Special Abilities  : +30% Jungle Defense
                    +30% Forest Defense
                    Double Movement in Jungles
                    Double Movement in Forests

_____________________________________________________________________________
/=============================================================================\
|++++++++++++++++++++++++++++++++++Closing+++++++++++++++++++++++++++++++[Cls]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Thanks - Firaxis
        GameFAQS.com
        Gamespot.com

Email Policy - Don't flame me. Properly head the email. Send suggestions.

Legal Stuff -

This document is Copyright ©2008 Greg Boccia (noz3r0) and is the intellectual
property of the author. It may be not be reproduced under any circumstances
except for personal, private use as long as it remains in its unaltered,
unedited form. 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.

The following sites are allowed to use my guide:

GameFAQs.com