CCC i i ll i i III IV VV C l t I I V C ii iv v ii l ii zzzz aa attt ii oo onnn I V V C i v v i l i z a t i o o n n I V V C i vv i l i z aaa t t i o o n n I V V CCC iii vv iii lll iii zzzz aaaa tt iii oo on n III VV bb FFFFF b F b bb yyy yyy F F rr rr ooo www www bb b y y FFF rr o o w w b b y y F F r o o w w w b b y y F r o o w w w bbbbb y FFF rrrr ooo w w y yyy Civilization IV FAQ/Guide By Frow Last Updated 11/29/2005 Version 1.10 --------------------------- Table Of Contents --------------------------- [#000] Introduction [#001] The Basics - System Requirements - What Is Civ And How To Play - Hotkeys [#002] Selecting A Civilization And Leader [#003] Map Selection [#004] How To Win [#005] Understanding Culture [#006] What's New, What's Old, What No Longer Exists [#007] Wonders - Projects - National Wonders - World Wonders [#008] All About Units - Promotions - Bombardment Units - Civ Specific Units - Unit List By Type [#009] Terrain and Resources - Basic Terrain - Addon Terrain - Resources [#010] Tech - How To Obtain Technology - Alphabetical List Of Tech [#011] Buildings -Religious Buildings -Science Buildings -War buildings -Production Buildings -Cultural Buildings -Health And Sanitation -Money Making -Food Buildings [#012] Civic and Goverment [#013] Tips On Playing [#014] Modding [#015] FAQ [#016] Patch Notes - 1.09 Patch - 1.52 Patch [#017] Cheats and Exploits - Exploits - Debug Menu [#018] A Practice Walkthrough [#019] Stragety [#020] Special Thanks __________________________________________________________________________ [#000] Introduction **************************************************** This FAQ/Guide Has been written and is copyright 2005 by Jason "Frow" Renfrow. No part of this guide may be copy or reproduced without permission from me. Civilization IV and all related symbols are property of Firaxis and 2K Games. I am in no way affiliated with either company. This guide is only to be used on www.gamefaqs.com and www.1up.com web sites and any updated versions can be found at Gamefaqs. If you would like to use it get permission by e-mailing me at frowdo@gmail.com **************************************************** This guide was created to help new and returning users with the game Civilization IV for the PC. For quickly searching the document simply press the CTRL + F keys and type in one of the above codes that goes with the topic heading. If you must contact me or I have made an error or my guide includes outdated material you may use the address in my profile to contact me. **************************************************** [Version History] Version 1.10 - January 06, 2006 --Happy New Year --Expanded FAQ section --Expanded Mod Section -Added Links To Good Mods -More Indepth About Creating Mods --Various Error Fixes Version 1.01 - December 01, 2005 --More Unit Commentary --Added Stragety Section --More Tech Commentary Version 1.00 - November 30, 2005 --Commentary On Most Sections Added --Additional Infomation Regaurding Modding --Additional Basic Information --Fixed An Issues With The ???? Everywhere --Added Nifty Tables For Civics --Better Organized Leader Tables --Added A Walkthrough --Added A Hotkeys Section --Broke 100k (Too Much Typing Ugh) Version 0.86 - Novermber 29, 2005 --Added Buildings Section Version 0.85 - November 29, 2005 --Another Day Another Update --Added Units Version 0.80 - November 28, 2005 --Added Tech Tree Version 0.75 - November 28, 2005 --Added Patch Notes Section --Additional Tips On Playing --Added Known Cheats and Exploits Section --Added Civics in What's New Section --Added Happiness In Tips On Playing --Expanded Table Of Contents For Easier Searching Version 0.5 - November 25, 2005 Created Version 0.5 **************************************************** __________________________________________________________________________ [#001] The Basics [System Requirements] Operating System: Windows® 2000/XP Processor: 1.2 GHz Intel Pentium 4 or AMD Athlon processor or equivalent (1.8 GHz Recommended) Memory: 512 MB RAM Hard Disk Space: 1.7 GB Free CD-ROM Drive: 4X Speed Video: DirectX 9.0c-compatible 64 MB video card with Hardware T&L support (GeForce 2/Radeon 7500 or better) (128 MB Recommended) Sound: DirectX 9.0c-compatible sound card DirectX®:DirectX® version 9.0c (included) or higher **************************************************** [What Is Civilization] The game is a turn based strategy game that has you take over a Civilization and take it from the Stone Age to the Information Age. Along the way you may take your civ in any direction you wish with several different ways to win. **************************************************** [How Do I Start] Open the game. You can start a Single Player or Multiplayer game. If you want to create a single player game you can click on Play Now and you'll pick the type of map and the civilization you'll use. When you start the game you'll start with a scout or warrior unit and a settler. Found a city with the Settler and explore with the other unit. Then start building your city up and eventually spread out your civilization. **************************************************** [What Are Some Hotkeys?] ____________________________________________________________________ | KEY | Effect | |--------------------------------------------------------------------| |ALT+L. Click| Groups all units on a tile together | |--------------------------------------------------------------------| |CTRL+Number | Groups group or individual untis to a key | |--------------------------------------------------------------------| |CTRL+Click | Group all units of the same type together | |--------------------------------------------------------------------| |ALT+I | Remove Interface | |--------------------------------------------------------------------| |CTRL+I | Minimized Interface | |--------------------------------------------------------------------| |ALT+Q | Retires | |--------------------------------------------------------------------| |ALT+W | Starts Worldbuilder | |--------------------------------------------------------------------| |ALT+D | Changes Player Name and E-mail | |--------------------------------------------------------------------| |CTRL+B | Toggles Bare Map On/OFF | |--------------------------------------------------------------------| |CTRL+M | Turn The Music On and Off | |--------------------------------------------------------------------| |CTRL+O | Opens Options Menu | |--------------------------------------------------------------------| |CTRL+R | Show Resources On or Off | |--------------------------------------------------------------------| |CTRL+T | Turns The Grid On and Off | |--------------------------------------------------------------------| |CTRL+Y | Turns Tile Yields On and Off | |--------------------------------------------------------------------| |CTRL+S | Saves Game | |--------------------------------------------------------------------| |Shift+Enter | Forces Turn To End | |--------------------------------------------------------------------| **************************************************** __________________________________________________________________________ [#002] Selecting A Civilization And Leader Unlike previous Civ games several of the available civilizations have two leaders with different traits and favorite civics. However the special unit each Civilization gets is the same no matter what leader is in charge. Below is a list of the Civs and their leaders. Listed is the special unit each Civ gets and which unit it replaces, the techs they start with and each leader along with their traits. __________ |American \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Washington | Industrious | Organized |----------------| |---------------------------------------------| Agriculture | |Roosevelt | Financial | Organized |----------------| |---------------------------------------------| Fishing | \ Unit: Navy Seal /----------------| \________________/ __________ |Arabian \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Saladin |Philosophical | Spiritual |----------------| |---------------------------------------------| The Wheel | |######### | ######### | ######### |----------------| |---------------------------------------------| Mysticism | \ Unit:Camel Archer/----------------| \________________/ __________ |Aztec \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Montezuma | Aggresive | Spiritual |----------------| |---------------------------------------------| Hunting | |######### | ######### | ######### |----------------| |---------------------------------------------| Mysticism | \ Unit: Jaguar /----------------| \________________/ __________ |Chinese \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Mao Zedong |Philosophical | Organized |----------------| |---------------------------------------------| Agriculture | |Quin Shi Huang| Industrious | Financial |----------------| |---------------------------------------------| Mining | \ Unit:Cho-Ko-Nu /----------------| \________________/ __________ |Egyptian \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Hatshepsut | Spiritual | Creative |----------------| |---------------------------------------------| The Wheel | |######### | ######### | ######### |----------------| |---------------------------------------------| Agriculture | \ Unit:War Chariot /----------------| \________________/ __________ |English \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Victoria | Expansive | Financial |----------------| |---------------------------------------------| Mining | |Elizabeth | Philosophical| Financial |----------------| |---------------------------------------------| Fishing | \ Unit:Redcoat /----------------| \________________/ __________ |French \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Louis XIV |Industrious | Creative |----------------| |---------------------------------------------| The Wheel | |Napoleon | Aggressive | Industrious |----------------| |---------------------------------------------| Agriculture | \ Unit:Musketeer /----------------| \________________/ __________ |German \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Bismark |Industrious | Expansive |----------------| |---------------------------------------------| Mining | |Frederick | Creative | Philosophical|----------------| |---------------------------------------------| Hunting | \ Unit:Panzer /----------------| \________________/ __________ |Greek \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Alexander |Philosophical | Aggresive |----------------| |---------------------------------------------| Hunting | |######### | ######### | ######### |----------------| |---------------------------------------------| Fishing | \ Unit:Phalanx /----------------| \________________/ __________ |Incan \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Huayna | Financial | Aggresive |----------------| |---------------------------------------------| Agriculture | |######### | ######### | ######### |----------------| |---------------------------------------------| Mysticism | \ Unit:Quechua /----------------| \________________/ __________ |Indian \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Asoka |Spiritual | Organized |----------------| |---------------------------------------------| Mining | |Gandhi |Industrious | Spiritual |----------------| |---------------------------------------------| Mysticism | \ Unit:Fast Worker /----------------| \________________/ __________ |Japanese \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Tokugawa |Aggresive | Organized |----------------| |---------------------------------------------| The Wheel | |######### | ######### | ######### |----------------| |---------------------------------------------| Fishing | \ Unit:Samurai /----------------| \________________/ __________ |Milanese \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Mansa Musa |Spiritual | Financial |----------------| |---------------------------------------------| The Wheel | |######### | ######### | ######### |----------------| |---------------------------------------------| Mining | \ Unit:Skirmisher /----------------| \________________/ __________ |Mongolian\___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Genghis Khan |Aggresive | Expansive |----------------| |---------------------------------------------| The Wheel | |Kublai Khan |Aggresive | Creative |----------------| |---------------------------------------------| Hunting | \ Unit:Keshik /----------------| \________________/ __________ |Persian \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Cyrus |Creative | Expansive |----------------| |---------------------------------------------| Agriculture | |######### | ######### | ######### |----------------| |---------------------------------------------| Hunting | \ Unit:Immortal /----------------| \________________/ __________ |Roman \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Julius Caesar |Expansive | Organized |----------------| |---------------------------------------------| Mining | |######### | ######### | ######### |----------------| |---------------------------------------------| Fishing | \ Unit:Praetorian /----------------| \________________/ __________ |Russian \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Catherine |Financial | Creative |----------------| |---------------------------------------------| Mining | |Peter | Expansive | Philosophical|----------------| |---------------------------------------------| Hunting | \ Unit:Cossack /----------------| \________________/ __________ |Spanish \___________________________________ |---------------------------------------------| |Name | Trait1 | Trait2 |_________________ |---------------------------------------------| Starting Tech | |Isabella |Expansive | Spiritual |----------------| |---------------------------------------------| Fishing | |######### | ######### | ######### |----------------| |---------------------------------------------| Mysticism | \ Unit:Conquistador/----------------| \________________/ **************************************************** Below is a list of what each trait means for the Civilization: [Aggressive] Free Promotion [Combat I] For Melee And Gunpowder Units Double Production Speed of Barracks and Drydock **************************************************** [Creative] +2 Culture Per City Double Production Speed of Theatre and Coliseum **************************************************** [Expansive] +2 Health Per City Double Production Speed of Granary and Harbor **************************************************** [Financial] +1 Gold On Plots With 2 Gold Already Double Production Speed of Banks **************************************************** [Industrious] +50% Wonder Production Double Production Speed of Forge **************************************************** [Philosophical] +100% Great Person birth rate Double Production Speed of University **************************************************** [Spiritual] No Anarchy Double Production Speed of Temple **************************************************** [Organized] -50% Civic Upkeep Double Production Speed of Lighthouse, Courthouse **************************************************** Choosing the right leader will help you out considerably. Choose one that fits your playing style the best. If you are trying to gain the most culture then get one with the Creative trait, but if domination is more your game then going for an Aggressive Trait is a definite must. Keep in mind it becomes almost impossible to gain early religion without a Civ with Mysticism. __________________________________________________________________________ [#003] Map Selection When starting a new game there are several different types of maps you can choose. These maps randomly generate a map or you can choose to start a scenario. Scenarios are pre-built maps with specific goals to complete. The map types available are: [Terra] - This is an Earth like map. All civs start on a single large continent and that leaves another continent completely open for the Civilizations to uncover. Although roaming bands of barbarians might make the trek difficult **************************************************** [Oasis] - A desert map with large amounts of resources in the desolate sand of the center. Climate and Sea level cannot be changed. **************************************************** [Inland Sea] - This map features a huge ocean in the center of the world with the land cover the outside areas. **************************************************** [Lakes] - A Minnesota map. This map features no oceans but tons of lakes. **************************************************** [Continents] - Map featuring two or more large land masses **************************************************** [Ice Age] - Map that features a whole lot of snow. ---Sub settings Random - Chooses a random type Wide Continents - Continents are fat Narrow Continents - Short Continents Islands - Large Islands Small Islands - Small Islands dot the ocean **************************************************** [Great Plains] - Great Plains like map. Large amounts of grassland and rivers. You Cannot change Climate or sea level. **************************************************** [Highland] - A map that involves quite a few hills and mountains. Cannot change climate or sea level. ---Sub Settings Random - Chooses a random type Scattered - Mountains are scattered around Ridgelines - Mountains are lined up Clustered - Mountains are bunched up **************************************************** [Pangaea] - One huge landmass ---Sub Settings Random - Chooses a random type Natural Pressed Solid **************************************************** [Archipelago] - Landmass is cut into island chains ---Sub Settings Random - Chooses a random type Snaky Continents - Long, thing, and large landmasses Archipelago - Large chains of islands Tiny Islands - Several small islands **************************************************** __________________________________________________________________________ [#004] How To Win There are six basic ways to win the game of Civilization IV. Below is a description of each. [Conquest] - For your warmongers out there. A civilization is declared a Conquest winner when all of his opponent's cities have been destroyed or captured. Not an easy feat on large maps with several civilizations. Note that you don't have to destroy all of your opponent's units only their cities. **************************************************** [Cultural] - This is for anyone that absolutely hates fighting but loves cranking out those wonders. Get three cities with around 50,000 culture on Normal mode and you'll win a Cultural victory. **************************************************** [Diplomatic] - Like making friends? Give into your rivals a bit and don't like to war. Well then this is for your. After the United Nations wonder is built some global changes can be made. First of all the various civilizations get to vote on who becomes head of the UN. After that various topics can be brought up to vote including who becomes the world leader. It really helps to have the same religion as most of the other civs to make them like you as well as being VERY generous. **************************************************** [Domination] - Not exactly the same as conquest. Not only must you have the most people in the world but you must also control most of it. Two-thirds of all the land must reside within your borders AND you must have 25% more people in your Civ than in any other civilization. Lots of Settlers and workers are needed for this one and maybe a little bit of military might. **************************************************** [Space Race] - When you've exhausted almost all the tech that you can possibly research you'll get the chance to start building space ship parts. Build enough before anyone else and you'll go off exploring the stars. **************************************************** [Time] - When the calendar reaches the year 2050 the game ends. Whoever has the highest score wins. **************************************************** Victory is in the eye of the beholder. If you want to win it's best to plan out before you start playing so you can pick the right civilization and leader as well as figure out what techs you need. Also if playing to 2050 isn't enough you can always keep playing, though your score will not be kept. __________________________________________________________________________ [#005] Understanding Culture What is culture? Culture is one of the most important parts of the game. Each city starts off with eight squares surrounding the city that they have access to. As a city gains more culture the city boundaries expand. If a resource is within your borders you can gain access to it. No rival civilizations may build within your cultural borders and vice versa. Also, unless you allow rival civilizations they will not be able to cross your borders without declaring war. If you want to safely steal a rival's city you can try to out culture them. By building a city nearby and pumping up the city with as much culture as possible, when it's borders expand you have a chance that the rival's city with revolt and join your civilization. This will not cause a war or any hard feelings. Also, by creating three cities with "Legendary Culture" you'll win a Cultural victory. Religious buildings, Libraries, Universities, and most wonders will contribute culture as well as some civics, leader traits, and Great Artists. __________________________________________________________________________ [#006] What's New, What's Old, What No Longer Exists With every instances of a series new things are added and old things are taken away. Listed In This section is the new ideas that have been added and for returning players some parts that have been replaced. **************************************************** -=Added=- [Religion] - For the first time in Civilization games religion plays a large role. The player has the ability to get Islam, Christianity, Buddhism, Hinduism, Taoism, Confucianism, and Judaism. Each of these religions act in the same way and add +1 Happiness to your Civilization. Each Civilization can have as few or as many religions as they wish. Depending on Civics and buildings this can be helpful or a curse. Also, Civilizations that share the same main religion will get along better, but Civilizations with different religions won't get alone very well. Each Religion gets their own temple, monastery, and cathedral. Also, each religion gets a "Holy City," these Holy Cities are the cities that the religion is founded in. There can be only one holy city per religion. By moving a Great Prophet into the city they can instantly build a special religious building. Religion can spread either by it's own or you can build Missionaries to send to your cities and rival civilization's cities. [Great People] - By creating wonders as well as certain civics you'll get a chance to get great people. These great people have several different uses as well as type of Great People. Great Merchants can be sent to foreign cities to make large amounts of gold in one shot. Great Engineers can be used to almost instantly create buildings, units, and wonders as well as create and Academy to increase Culture and Science in the city. Great Prophets can build the Holy City special buildings. Great Artists can go to a city and instantly give the city thousands of points of culture. You may sacrifice two different types of Great People to start a Golden Age. After the first golden age it will take an additional Great Person per golden age. Also Great People can join a city and add hammers, gold, science, or culture. [Building Resources] - Civilization has always had resources, but now there are some resources that speed up building and wonder production. Copper, Stone, Marble, and Iron are a few of them. [Improvements] - There have been some added improvements such as Windmills, Lumber mills, Waterwheels. [CIVICS] - A brand new system of government gives you more control over your Civ. Taken almost directly from Alpha Centari this system allows you to pick five parts of your government from five selections per section. **************************************************** -=Changed=- [Wonders] - Several Wonders and what they do have been added and changed. See [#007] Wonders for details. [Maintenance Penalties] - In previous games each building added a cost. Now more cities and distance from capital increases costs. [Settlers & Workers] - No longer does building these units take away population. However now you cannot increase your population in a city while building these units. [Unit Upgrades] - Now some RPG elements have been added. As units gain XP they level up. When they level up they gain special promotions. These will be listed in the unit section. [Health] - With Pollution pulled from the game now you'll have to worry about the health of a city. A green face shows that the city is sick. Build Aqueducts, hospitals, and other buildings to increase health. [Barbarians] - Barbarians still exist but now Wild Animals are stalking about. These animals cannot attack cities nor can they cross into cultural boundaries except to attack a unit on the edge. **************************************************** -=Removed=- [Corruption] - Distance from capital penalties that would take money and production away from the cities. [Pollution] - In previous games during the later years pollution would pop up all around cities. Workers would have to clean up the pollution so the terrain could grant the bonus' to the cities. [Riots] - When there are more unhappy citizens than happy ones the city would riot and not build or contribute at all to your civilization. Riots will only occur when a city is changing hands. __________________________________________________________________________ [#007] Wonders Wonders are a staple of Civilization games. Some tend to grant powerful effects that last an entire game, some give a one time boost, or some become obsolete a few years after constructing them. In Civilization IV there are two types of wonders. There are World Wonders that only one civilization may build in the world and then there are National Wonders, which any city you own may build. National wonders differ a bit since any city can have up to two of them, but there can only be one of each. These wonders are used to specialize your cities. The wonder makes them good at either culture, military, and anything in between. Also, building wonders makes it more likely to get Great People. Below is a list of wonders and Projects and their effects. **************************************************** -=Projects=- [Apollo Program] - Allows Ability To Create Spaceship -Requires: Rocketry Double Production Speed With Aluminum [The Internet] - Technology Known By Two Other Civs You Immediately Learn -Requires: Fiber Optics Double Production Speed With Copper [The Manhattan Project] - Allows Construction Of Nukes For All Civs -Requires: Fission Double Production Speed With Uranium [SS Casing] - 5 Needed -Requires: Apollo Program, Rocketry Double Production Speed With Aluminum [SS Thrusters] - 3 Needed -Requires: Apollo Program, Satellites Double Production Speed With Aluminum [SS Engines] - 1 Needed -Requires: Apollo Program, Fusion [SS Docking Bay] - 1 Needed -Requires: Apollo Program, Robotics Double Production Speed With Aluminum [SS Cockpit] - 1 Needed -Requires: Apollo Program, Fiber Optics Double Production Speed With Copper [SS Life Support] - 1 Needed -Requires: Apollo Program, Ecology Double Production Speed With Copper [SS Stasis Chamber] - 1 Needed -Requires: Apollo Program, Genetics Double Production Speed With Copper **************************************************** -=National Wonders=- [Forbidden Palace] - Acts as a second palace and lowers maintenance costs in nearby cities. -Requires: 8 Or More Cities and 6 Courthouses +4 Culture [Globe Theatre] - Can turn 3 citizens into artists, No unhappiness in city it's built in -Requires: Drama and 6 Theatres +6 Culture [Hermitage] -Requires: Nationalism +100% Culture Double Production Speed With Marble [Heroic Epic] - +100% Unit Production -Requires: Literature, Barracks in City, Level 4 Unit +4 Culture Double Production Speed With Marble [Ironworks] - +50% Hammers With Iron, +50% Hammers With Coal, 3 Citizens Engineers -2 Health -Requires: Steel, 6 Forges [Mount Rushmore] - -25% War Happiness in all cities -Requires: Fascism +4 Culture Double Production Speed With Stone [National Epic] - +100% Great Person Birth Rate In City -Requires: Library In City, Ligature +4 Culture Double Production Speed With Marble [Oxford University] - +100% Research -Requires: Education, 6 Universities +4 Culture Double Production Speed With Stone [Palace] - Makes City The Capital -Requires: 4 or more cities +2 Culture [Red Cross] - Free Medic I Promotion To New Units In City -Requires: Medicine, 6 Hospitals +2 Culture [Scotland Yard] - Allows Creation of Spies -Requires: Communism [Wall Street] - 3 Citizens Can Become Merchants, +100% Gold -Requires: Corporation, 6 Banks [West Point] - +4 Experience To New Units Built In City -Requires: Military Tradition, Level 5 Unit Double Production Speed With Stone **************************************************** -=World Wonders=- [Angkor Wat] - +1 Hammer Per Priest, Can Turn 3 Citizens Into Priests -Requires: Philosophy +8 Culture Double Production Speed With Stone [Broadway] - Provides 5 Hit Musicals (Tradable Resources) -Requires: Electricity +50% Culture [Chichen Itza] - +25% Defense In All Cities -Requires: Code Of Laws +6 Culture Double Production Speed With Stone [The Church of the Nativity] - 3 Citizens Can Be Priests, +1 Gold Per City With Christianity, Spread Christianity -Requires: Christian Holy City, Great Prophet +4 Culture [The Colossus] - +1 Gold In All Water Titles -Requires: Metal Casting, Forge, Costal City +6 Culture Double Production Speed With Copper [The Dai Miao] - 3 Citizens Can Be Priests, +1 Gold Per City With Taoism, Spread Taoism -Requires: Taoist Holy City, Great Prophet +4 Culture [The Eiffel Tower] - Free Broadcast Tower In Every City -Requires: Radio, Forge +6 Culture Double Production Speed With Iron [The Great Library] - 2 Free Scientists -Requires: Ligature, Library +8 Culture Double Production Speed With Marble [The Great Lighthouse] - +2 Trade Routes In Coastal Cities -Requires: Masonry, Lighthouse, Coastal City +6 Culture [The Hagia Sophia] - Workers Work +50% Faster -Requires: Engineering +8 Culture Double Production Speed With Marble [The Hanging Gardens] - +1 Health and Population In All Cities -Requires: Mathematics and Aqueduct +6 Culture Double Production Speed With Stone [Hollywood] - Provides 5 Hit Movies (tradable resources) -Requires: Mass Media +50% Culture [The Kashi Vishwanath] - 3 Citizens Into Priests, +1 Gold for every Hindu City, Can Spread Hinduism -Requires: Hindu Holy City, Great Prophet +4 Culture [The Kong Miao] - 3 Citizens Can Be Priests, +1 Gold Per City With Confucius, Spread Confucius -Requires: Confucius Holy City, Great Prophet +4 Culture [The Kremlin] - -50% Hurry Cost -Requires: Communism Double Production Speed With Stone [The Mahabodhi] - 3 Citizens Can Be Priests, +1 Gold Per City With Buddhism, Spread Buddhism -Requires: Buddhist Holy City, Great Prophet +4 Culture [The Masjid al-Haram] - 3 Citizens Can Be Priests, +1 Gold Per City With Islam, Spread Islam -Requires: Islamic Holy City, Great Prophet +4 Culture [Notre Dame] - +1 Happiness In All Cities On Continent -Requires: Music +10 Culture Double Production Speed With Stone [The Oracle] - Free Technology Of Your Choice -Requires: Priesthood +8 Culture Double Production Speed With Marble [The Parthenon] - +50% Great Person Birth Rate In All Cities -Requires: Polytheism +10 Culture Double Production Speed With Marble [The Pentagon] - +2 Experience To All New Units In All Cities -Requires: Assembly Line [The Pyramids] - Enables All Government Civics -Requires: Masonry +6 Culture Double Production Speed With Stone [Rock 'n Roll] - Provides 5 Hit Singles (tradable resources) -Requires: Radio +50% Culture [The Sistine Chapel] - +2 Culture Per Specialist In Each City -Requires: Theology +10 Culture Double Production Speed With Marble [The Space Elevator] - +50% Space Ship Parts Construction -Requires: Robotics Double Production Speed With Aluminum [The Spiral Minaret] - +1 Gold Per State Religion Buildings -Requires: Divine Right +8 Culture Double Production Speed With Stone [The Statue Of Liberty] - +1 Free Specialist In Cities On Continent -Requires: Democracy, Forge +6 Culture Double Production Speed With Copper [Stonehenge] - Free Obelisk in all cities -Requires: Mysticism +8 Culture Double Production Speed With Stone [The Taj Mahal] - Starts A Golden Age For Your Civilization -Requires: Nationalism +10 Culture Double Production Speed With Marble [The Temple Of Solomon] - 3 Citizens Can Be Priests, +1 Gold Per City With Judaism, Spread Judaism -Requires: Jewish Holy City, Great Prophet +4 Culture [The Three Gorges Dam] - Power For Cities On Same Continent -Requires: Plastics [The United Nations] - Starts Global Elections, Guarantees Eligibility -Requires: Mass Media [Versailles] - Reduces Maintenance Costs In Nearby Cities -Requires: Divine Right +10 Culture Double Production Speed With Aluminum __________________________________________________________________________ [#008] All About Units Units make up the backbone of your army. There are two main stats that make up a unit, their movement and their strength. Movement determines how many spaces a unit may move. (note hills, jungles, and forests take up more points than plains and grassland.) Strength is the second factor to take under consideration. This is the basis of a unit's attack and defense before modifiers. Speaking of modifiers there are several that affect a unit. Terrain is one of the basic ones. If you attack a unit from across a river, in a city, or on hills, jungle, and forests you're unit will be put at a sever disadvantage. Also, many units come with modifiers such as better city defense or attack against certain types of units. One way to add modifiers is a unit to "level up." As your units attack and kill several enemy units they'll gain experience. Gather enough experience and your units will level up allowing access to different promotions. Following is a list of the promotions and units. **************************************************** [Accuracy] - +10% city bombard damage Available to: Siege Requires: Barrage I [Ambush] - +25% against armored units Available to: Siege, gunpowder, armor, and helicopters Requires: Combat II [Amphibious] - No penalties for attacking across a river or from the sea Available to: Siege, gunpowder, melee, mounted, recon, and archery Requires: Combat II [Barrage] - +20% collateral damage Available to: Siege and armored Requires: N/A [Barrage II] - +30% collateral damage, +10% vs melee units Available to: Armored Requires: Barrage I [Barrage III] - +50% collateral damage, +10% vs gun powdered Available to: Armored Requires: Barrage II [Blitz] - Can attack multiple times Available to: Mounted, armor, and helicopter Requires: Combat III [Charge] - +25% vs siege weapons Available to: Melee, armored, helicopters, and mounted Requires: Combat II [City Garrison I] - +20% city defense Available to: Gunpowder and Archery Requires: N/A [City Garrison II] - +25% city defense Available to: Gunpowder and Archery Requires: City Garrison I [City Garrison III] - +30% city defense and +10% vs melee units Available to: Gunpowder and Archery Requires: City Garrison II [City Raider I] - +20% city attack Available to: Armored, Siege, Melee Requires: N/A [City Raider II] - +25% city attack Available to: Armored, Siege, Melee Requires: City Raider I [City Raider III] - +30% city attack and +10% vs. gunpowder units Available to: Armored, Siege, Melee Requires: City Raider II [Combat I] - +10% strength Available to: All Requires: N/A [Combat II] - +10% strength Available to: All Requires: Combat I [Combat III] - +10% strength Available to: All Requires: Combat II [Combat IV] - +10% strength and additional +10% health regeneration in neutral lands Available to: All Requires: Combat III [Combat V] - +10% strength, additional +10% health regeneration in enemy lands Available to: All Requires: Combat IV [Commando] - Ability to use enemy roads Available to: Archery, Recon, Melee, Mounted, Armored, and Gun powdered Requires: Combat IV [Cover] - +25% vs. Archery Available to: Gun powdered and Melee Requires: Combat I [Drill I] - +1 first strike chance Available to: Siege, Armored, Archery, Helicopter, Naval Requires: N/A [Drill II] - +1 first strike chance Available to: Siege, Armored, Archery, Helicopter, Naval Requires: Drill I [Drill III] - +2 first strike chance Available to: Siege, Armored, Archery, Helicopter, Naval Requires: Drill II [Drill IV] - +2 first strike chance, +10% vs. mounted Available to: Siege, Armored, Archery, Helicopter, Naval Requires: Drill III [Flanking I] - 10% withdraw chance Available to: Mounted, Armor, Helicopter, and Naval Units Requires: N/A [Flanking II] - 20% withdraw chance, immune to first strikes Available to: Mounted, Armor, Helicopter, and Naval Units Requires: Flanking I [Formation] - +25% vs. mounted Available to: Melee, Gun powdered, Archery, Mounted Requires: Combat II [Guerilla I] - 20% hill defense Available to: Recon, Archery, and Gun powdered Requires: N/A [Guerilla II] - 30% hill defense, Double Movements In Hills Available to: Recon, Archery, and Gun powdered Requires: Guerilla II [March] - Ability to heal while moving Available to: Archery, Recon, Mounted, Melee, Siege, and Gun powdered Requires: Medic I [Medic I] - Heals Units In Same Tile By 10% Available to: Recon, Archery, Gun powdered, Mounted, Melee, Siege, and Naval Requires: Combat I [Medic II] - Heals Units In Same and Adjacent Tile By 10% Available to: Recon, Archery, Gun powdered, Mounted, Melee, Siege, and Naval Requires: Medic I [Mobility] - All terrain only costs 1 movement point Available to: Mounted and Armored Requires: Flanking II [Navigation I] - +1 Movement Range Available to: Naval Requires: N/A [Navigation II] - +1 Movement Range Available to: Naval Requires: Navigation I [Pinch] - 25% vs. gun powdered Available to: Gun powdered, Mounted, Armored, and Helicopter Requires: Combat I [Sentry] - +1 Visibility Range Available to: Naval, Mounted, Helicopter, and Recon Requires: Combat III [Shock] - 25% vs. melee units Available to: Mounted, Melee, Archery, and Siege Requires: Combat I [Woodsman I] - 20% Jungle and Forest Defense Available to: Melee, Recon, and Gun powdered Requires: None [Woodsman II] - 30% Jungle and Forest Defense and Double Movement in Jungle and Forest Available to: Melee, Recon, and Gun powdered Requires: Woodsman II **************************************************** -=Barrage Units=- Catapults, Cannons, and Artillery = Once again these units can attack as well as barrage. Barraging will weaken a city's defenses allowing them to have a better chance of taking a city. These units also can do collateral damage. If you attack with them they can damage several units that are stacked on top of each other. **************************************************** -=Civilization Specific Units=- *Key* (Strength/Movement/Required Resources) [Camel Archer] (Replaces Knight) Arabian Specific Unit (10/2/None) Type: Mounted Immune To First Strikes/No Defensive Bonus/25% Withdraw Chance Requires Tech: Archery, Guilds, Horseback Riding ============================================================================= My Take: An offensive only unit. The only real advantage this unit has is that you don't have to worry about the resource requirements of its counterpart Decent offensive weapon at the time and good if you are stuck with no resources ============================================================================= [Cho-Ku-Nu] (Replaces Crossbow) Chinese Specific Unit (6/1/Iron) Type: Archery 2 First Strikes/+50% vs. Melee/Collateral Damage Requires Tech: Archery, Machinery ============================================================================= My Take: Excellent Offensive Weapon. Build these as fast as possible to take advantage of their relativily low strength. The 2 first strikes give it an edge up on archers defensive units and the +50% vs. Melee will take care of the other defenders. The Collateral Damage mod is a rare find so take advantage of it. ============================================================================= [Conquistador] (Replaces Knight) Spanish Specific Unit (10/2/Iron, Horses) Type: Mounted Immune To First Strikes/+50% vs. Melee Requires Tech: Horseback Riding, Guilds ============================================================================= My Take: A decent offensive only unit to take out roaming units. Since it still has the resource requirement it's not as great as it could be. ============================================================================= [Cossack] (Replaces Calvary) Russian Specific Unit (18/2/Horses) Type: Mounted No Defensive Bonus/+50% vs. Mounted & Cannon/30% Withdraw Chance Requires Tech: Gunpowder, Horseback Riding, Military Tradition ============================================================================= My Take: A decent offensive unit. Might be decent if you are trying to pick off an invasion force before it gets to you. ============================================================================= [Fast Worker] (Replaces Worker) Indian Specific Unit (0/3/None) Type: Special ============================================================================= My Take: An extra movement point makes this unit nice. You'll be able to start improvements quicker and allows your cities to flourish. ============================================================================= [Immortal] (Replaces Chariot) Persian Specific Unit (4/2/Horses) Type: Mounted 30% Withdraw Chance/+50% vs. Archery Requires Tech: The Wheel ============================================================================= My Take: If you want to go to war early this is a good unit to go with but it's quickly obsolete. The +50% vs Archery will cancel out the archery's 50% city defense bonus. ============================================================================= [Jaguar] (Replaces Swordsman) Aztec Specific Unit (5/1/None) Type: Melee 10% City Attack/ 25% Jungle Defense Requires Tech: Iron Working ============================================================================= My Take: Not much of an upgrade. The Jungle upgrade may or may not be useful depending on what terrain is around. ============================================================================= [Keshik] (Replaces Horse Archer) Mongolian Specific Unit (6/2/Horses) Type: Mounted 1 First Strikes/+50% vs. Catapults/No Defensive Bonus/Ignores Terrain Mov costs Requires Tech: Archery, Horseback Riding ============================================================================= My Take: An amazing early scout. Very good at intercepting incoming attackers. ============================================================================= [Musketeer] (Replaces Musket man) French Specific Unit (9/2/None) Type: Gunpowder Requires Tech: Gunpowder
============================================================================= My Take: Only adds one movement point. Not much of an upgrade. ============================================================================= [Navy Seal] (Replaces Marine) American Specific Unit (24/1/None) Type: Gunpowder 1-2 First Strikes/+50% vs. Artillery and Machine Gun/Starts With Amphibious and March Requires Tech: Rifling, Industrialism ============================================================================= My Take: Loses its usefulness on land locked cities and maps. Decent at destroying the defenses of modern cities. ============================================================================= [Panzer] (Replaces Tank) German Specific Unit (28/2/Oil) Type: Armored No Defensive Bonus/+50% vs. Armored/Starts With Blitz Requires Tech: Rifling, Industrialism ============================================================================= My Take: Great at late game pushes. Can basically take over the world late in the game if used correctly. ============================================================================= [Phalanx] (Replaces Spearman) Greek Specific Unit (5/1/Iron or Copper) Type: Melee 100% vs. Mounted/ 25% Hills Defense Requires Tech: Hunting ============================================================================= My Take: This is a good unit to defend your resources from pillagers. However you need the resources to get the unit to protect them. ============================================================================= [Praetorian] (Replaces Swordsman) Roman Specific Unit (8/1/Iron) Type: Melee Requires Tech: Iron Working ============================================================================= My Take: Offensive or Defensive unit. ============================================================================= [Quechua] (Replaces Warrior) Incan Specific Unit (2/1/None) Type: Melee 100% vs. archery/ 25% City Defense Requires Tech: None ============================================================================= My Take: Earliest civ specific unit. Can be used at defense or offense but not that great. ============================================================================= [Redcoat] (Replaces Rifleman) English Specific Unit (16/1/None) Type: Gunpowder 25% vs. mounted and gunpowder Requires Tech: Rifling ============================================================================= My Take: Amazing offensive or defensive unit.Your army might be full of these. ============================================================================= [Samurai] (Replaces Maceman) Japanese Specific Unit (8/1/Iron) Type: Melee 2 First Strikes, 50% vs. melee Requires Tech: Civil Service, Machinery ============================================================================= My Take: Decent all around unit. Good strength and first strike will make sure it deals plenty of damage. ============================================================================= [Skirmisher] (Replaces Archer) Mali Specific Unit (4/1/None) Type: Archery 1-2 First Strikes, 25% Hill Defense, 50% City Defense Requires Tech: Archery ============================================================================= My Take: Another great defensive unit for both cities and resources. ============================================================================= [War Chariot] (Replaces Chariot) Egyptian Specific Unit (5/2/Horses) Type: Mounted Immune To First Strike, No Defensive bonus, 20% Withdraw Chance Requires Tech: The Wheel ============================================================================= My Take: Another decent offensive unit. Though some "Melee" units might be better. With these though you can take the chance of attacking a strong unit since there is the chance it will withdraw. ============================================================================= **************************************************** -=Unit List By Type=- *Key* (Strength/Movement/Required Resources) ===Archery Units=== [Archer] (3/1/None) Required Tech: Archery +1 First Strike/+50% City Defense/+25% Hills Defense [Longbowman] (6/1/None) Required Tech: Archery, Feudalism +1 First Strike/+25% City and Hills Defense [Crossbowman] (6/1/Iron) Required Tech: Archery, Machinery +1 First Strike/+50% Vs. Melee ============================================================================= Archers are by far the best defensive units early on. If they have the City Garrison promotion that's an additional +20% City Defense. Crossbowman are glorified Axe and Macemen. The addition of the +1 first strike is pretty good Longbowman are good at city and resource defenses. These will make up a bulk of your defenses early on in the game. ============================================================================= ===Armored Units=== [Tank] (28/2/Oil) Required Tech: Industrialism, Rifling No Defensive Bonus, Starts With Blitz [Modern Armor] (40/2/Oil and Aluminum) Required Tech: Composites, Flight, Computers +1 First Strike/No Defensive Bonus/Starts With Blitz ============================================================================= Extremly strong offensive units. Should definatly have quite a few of them. Once you get these units with the Blitz promotion you'll wonder how you've ever done without. You'll be able to attack a couple times per turn, if your strength holds out. These units have few enemies even late game so having a few of them will be nice. Modern Armor is nice but the strategic resources are a little on the extreme side. That's not even getting into the technology requirement for it, but it is the strongest land unit that you can build. ============================================================================= ===Gunpowder Units=== [Musketman] (9/1/None) Required Tech: Gunpowder [Rifleman] (14/1/None) Required Tech: Rifling +25% vs. Mounted [Grenadiar] (12/1/None) Required Tech: Chemestry +50% vs. Rifleman [Infantry] (20/1/None) Required Tech: Assembly Line, Rifling +25% vs. Gunpowder [SAM Infantry] (18/1/None) Required Tech: Rocketry 40% to intercept aircraft,/+50% vs. Helicopter [Marine] (24/1/None) Required Tech: Industrialism, Rifling Starts With Amphibious/+50% vs. Artillery and Machine Gun [Mechanized Infantry] (32/2/None) Required Tech: Robotics, Rifling Starts With March/Chance To Intercept Aircraft ============================================================================= Extremly strong offensive or defensive units. These are a must in any army. If you win the race to Gunpowder then you'll have an extremly valuable edge. In the early days there is no counter unit to the Musketman and Grenadar except for another Musketman and Grenader. Grenaders have a higher strength so building those instead of Musketmen is a good idea. Musketmen are obsolete fairly quickly and then are quickly replaced by Riflemen and Infantry units. These units have a bit more strength and some good traits. Nothing great, but a good upgrade. SAM Infantry sounds useless and pretty much are against rivals that have a tech disadvantage. They have lower strength than the Infantry unit but do have bonus' against aircraft. More of a defensive unit, but only useful if your have an advanced enemy. Mechanized Infantry are the last leg of the gunpowder units and the best. March is a very nice promotion to start with, especially if you have a dedicated medic one. The strength is also the highest of any gunpowder unit and the ability to intercept aircraft is decent against advanced rival. Marines are the only unit in this group that are actually different. They are the definition of offense. These are great to have against a rival with a similar technology scale as your own. Also if you are playing a game with lots of islands or large amounts of oceans then this is a must have unit, though you may not want to have too many of these. The Artillery and more importantly the Machine Gun bonus' make this a true city raider. The amphibious promotion is surprisingly strong. This allows you to attack from a transport with no negative affect as well as crossing rivers. You'll be surprised at how strong these are. ============================================================================= ===Helicopter Units=== [Gunship] (20/4/Oil) Required Tech: Rocketry, Flight Can't Capture cities/No Defensive Bonus/Flies Over Terrain/ +25% Withdraw Chance/+100% vs. Armored Units ============================================================================= Great at intercepting units on the move or annoying your rivals. With their high attack vs armored unit they are one of your only defenses against a late tank rush. Pretty much a modern day mounted unit since it holds similar traits. A couple of these babies should be near your border cities just in case. Especially if your neighbord is Germany. ============================================================================= ===Melee Units=== [Axeman] (5/1/Copper or Iron) Required Tech: Bronze Working +50% vs. Melee [Warrior] (2/1/None) Required Tech: None +25% City Defense [Swordsman] (6/1/Iron) Required Tech: Iron Working +10% vs. City Attack [Maceman] (8/1/Copper or Iron) Required Tech: Civil Service, Machinery +50% vs. Melee [Spearman] (4/1/Copper or Iron) Required Tech: Hunting +100% vs. Mounted [Pikeman] (6/1/Iron) Required Tech: Engineering +100% vs. Mounted ============================================================================= Early age units that are mostly good offensive and defensive units. All have various strengths and weaknesses. Spearmen and Pikemen make the best defensive units since they can defend extremly well against the faster mounted units. Teaming them with an archer for city defense can really hold down the fort so to speak. Macemen and Axemen make good units for both offensive and defensive stances. Since you can use either Copper or Iron there shouldn't be a problem spitting a few of these units out. With their +50% vs melee units these can take out several various defenders while also providing great support against incoming attackers. Swordsman on the other hand make up one of the best offensive units out of the melee side. With their 10% city attack bonus and the highest strength of any melee unit they are a force to be reaconed with. Team that with the City Raider promotion and you have one tough army to deal with. Finally there is the Warrior group. These have a few uses, but not all of them good. First they can simply be fodder for weaking city defenses. Second, they maybe your only defense early against barbarians. Third, if you build a lot of them early you can pretty much keep them fortified till later in the game and pay gold to upgrade them immediatly to more powerful units. This isn't exactly wise since military units cost gold per turn for upkeep. Though they have a city defense bonus these units are almost obslete after the first turn. ============================================================================= ===Mounted Units=== [Chariot] (4/2/Horses) Required Tech: The Wheel No Defensive Bonus/20% Withdraw Chance [Horse Archer] (6/2/Horses) Required Tech: Archery, Horseback Riding No Defensive Bonus/Immune To First Strike/+50% vs catapults [Knight] (10/2/Iron and Horses) Required Tech: Guilds, Horseback Riding No Defensive Bonus/Immune To First Strike [Calvary] (15/2/Horses) Required Tech: Horseback Riding, Military Tradition, Gunpowder No Defensive Bonus/30% Withdraw Chance/+50% vs. Cannon [War Elephant] (8/1/Ivory) Required Tech: Construction No Defensive Bonus/50% vs Mounted ============================================================================= Offensive only units. The units recieve none of the defensive bonus' other units get. With a decent strength and movement speed they can take out roaming units The main downside of mounted units is not their inability to defend but the fact that all of them require strategic resources. Knights and War Elephants are the hardest to come across. Knights require two resources, though the resources are fairly common it can still be a pain. War Elephants on the other hand require Ivory which can be pretty rare depending on how the map stacks up. Then again even if you had the ivory to build a War Elephant with the unit is too limited to be of any great use. ============================================================================= ===Naval Units=== [Galley] (2/2/None) Required Tech: Sailing Cargo Space:2/Cannot Enter Ocean [Caravel] (3/3/None) Required Tech: Optics Cargo Space:1/Can Transport Recon, Spies, Great People, And Missionaries/ Can Explore Rival Territory [Galleon] (4/4/None) Required Tech: Astronomy Cargo Space:3 [Frigate] (8/4/Oil) Required Tech: Astronomy, Chemistry Bombard City (-10% Per Turn) [Ironclad] (12/2/Iron, Coal) Required Tech: Steel, Steam Power Bombard City (-10% Per Turn)/Cannot Enter Ocean Squares [Transport] (16/5/Oil or Uranium) Required Tech: Combustion Cargo Space: 4 [Carrier] (16/5/Oil or Uranium) Required Tech: Flight Cargo Space: 3/Carries Fighters [Submarine] (24/6/Oil or Uranium) Required Tech: Radio, Combustion Cargo Space: 1/50% Withdraw Chance/Invisible to Mose Units Can Transport Recon, Spies, Great People, And Missionaries [Destroyer] (30/8/Oil or Uranium) Required Tech: Combustion Can See Submarines/30% Chance To Intercept Air/-15% City Bombardment [Battleship] (40/6/Oil or Uranium) Required Tech: Industrialism Bombard City (-20% Per Turn)/Collateral Damage ============================================================================= Various water only units. Most of these come with the ability to move land units from one landmass to another. Several other naval units come with the ability to bombard costal cities, much like siege weapons do on land. ============================================================================= ===Recon Units=== [Scout] (1/2/None) Required Tech: Hunting Can Only Defend/+100% Vs Animals/Better Results From Tribal villages [Explorer] (4/2/None) Required Tech: Compass Can Only Defend/Ignores Terrain Cost/Better Results From Tribal villages Starts With Guerilla I and Woodsman I ============================================================================= These units are your early defensive units. The cannot attack but can defend. Early on if you want to explore large amounts of land early these are your units. The ability to almost guarentee positive results from tribal villages is nice as well. Some mounted units might make better scouts though since they'll be able to kill barbarians. ============================================================================= ===Siege Units=== [Catapult] (5/1/None) Required Tech: Construction No Defensive Bonus/25% Withdraw Chance/Collateral Damage/-15% City Bombard [Cannon] (12/1/Iron) Required Tech: Steel No Defensive Bonus/25% Withdraw Chance/Collateral Damage/-20% City Bombard [Machine Gun] (18/1/None) Required Tech: Railroad Can Only Defend/First Strike/+50% vs. Gunpowder [Artillery] (18/1/None) Required Tech: Artillery No Defensive Bonus/25% Withdraw Chance/Collateral Damage/-25% City Bombard +50% Vs. Siege Units ============================================================================= Outside of the Machine Gun, these Siege Weapons are a requirement for taking a city, as mentioned earlier. Another positive of the siege units is that they a re stack killers. One common stragety employed over the years is to stack any kind of unit in one square that way there would be a counter to anything that attacked it. Now with collateral damage you can seriously damage several units in a stack. The machine gun are pretty decent defensive units early on but having more diversity might be a bit better. Though due to it being a Siege weapon you won't have to worry about units being strong against it except for the marine unit. ============================================================================= **************************************************** __________________________________________________________________________ [#009] Terrain and Resources Here is a list of different Terrain and Resources you'll find while building up your Civilization. *Note some Terrain can be mixed in a single square. -=Basic Terrain=- *Key* Food/Production/Commerce [Coast] 1/0/2 [Desert] 0/0/0 [Grassland] 2/0/0 [Snow] 0/0/0 [Ocean] 1/0/1 [Peak] 0/0/0 [Plains] 1/1/0 [Tundra] 1/0/0 -=Terrain Additions=- [Fallout] -3/-3/-3 [Floodplains] +3/0/0 [Forests] 0/+1/0 [Hills] -1/+1/0 [Ice] 0/0/0 [Jungle] -1/0/0 [Oasis] +3/0/+2 Ice and Peak terrain is impassable by units. When forests are cleared they will grant the nearby city 30 hammers. **************************************************** -=Resources=- **************************************************** *Key* Food/Production/Commerce -when improved- [Aluminum] 0/+3/+1 Technology Required: Industrialism Used For: Jet Fighter, Stealth Bomber, Modern Armor, Space Elevator, Apollo Program, SDI [Banana] +2/0/0 Technology Required: Calendar Effects: +1 Health [Clam] +2/0/0 Technology Required: Fishing Effects: +1 Health [Coal] 0/+3/0 Technology Required: Mining Used For: Railroad Construction, Ironclad [Copper] 0/+3/0 Technology Required: Mining Used For: Axeman, Maceman, Phalanx, Spearman, Buddhist Stupa, Confucian Academy, Taoist Pagoda, Colossus, Statue of Liberty, and The Internet [Corn] +2/0/0 Technology Required: Agriculture Effects: +1 Health [Cow] +1/+2/0 Technology Required: Animal Husbandry Effects: +1 Health [Crab] +2/0/0 Technology Required: Fishing Effects: +1 Health [Deer] +2/0/0 Technology Required: Hunting Effects: +1 Health [Dye] 0/0/+4 Technology Required: Calendar Effects: +1 Happiness [Fish] +3/0/0 Technology Required: Fishing Effects: +1 Health [Fur] 0/0/+3 Technology Required: Hunting Effects: +1 Happiness [Gems] 0/+1+5 Technology Required: Mining Effects: +1 Happiness [Gold] 0/+1/+6 Technology Required: Mining Effects: +1 Happiness [Horse] 0/+2/+1 Technology Required: Animal Husbandry Used For: Cavalry, Chariot, Conquistador, Cossack, Horse Archer, Immortal, Keshik, Knight, War Chariot [Incense] 0/0/+5 Technology Required: Mining Effects: +1 Happiness [Iron] 0/+3/0 Technology Required: Mining Used For: Axeman, Cannon, Cho-Ku-Nu, Conquistador, Crossbowman, Frigate, Ironclad, Knight, Maceman, Phalanx, Pikeman, Praetorian, Samurai, Spearman, Swordsman, Eiffel Tower [Ivory] 0/+1/+1 Technology Required: Hunting Used For: War Elephant Effects: +1 Happiness [Marble] 0/+1/+2 Technology Required: Masonry Used For: Hindu Mandir, Islamic Mosque, Hermitage, Heroic Epic, Great Library, National Epic, Hagia Sophia, Oracle, Parthenon, Sistine Chapel, Taj Mahal, Versailles [Oil] 0/+2/+1 Technology Required: Combustion Used For: Battleship, Bomber, Carrier, Destroyer, Fighter, Gunship, Jet Fighter, Modern Armor, Panzer, Stealth Bomber, Submarine, Tank, Transport [Pig] +3/0/0 Technology Required: Animal Husbandry Effects: +1 Health [Rice] +1/0/0 Technology Required: Agriculture Effects: +1 Health [Sheep] +2/0/+1 Technology Required: Animal Husbandry Effects: +1 Happiness [Silk] 0/0/+3 Technology Required: Calendar Effects: +1 Happiness [Silver] 0/+1/+4 Technology Required: Mining Effects: +1 Happiness [Spices] +1/0/+2 Technology Required: Calendar Effects: +1 Happiness [Stone] 0/+2/0 Technology Required: Masonry Used For: Christian Cathedral, Jewish Synagogue, Mount Rushmore, Oxford University, West Point, Angkor Wat, Chichen Itza, Hanging Gardens, Kremlin, Notre Dame, Pyramids, Spiral Minaret, Stonehenge [Sugar] +1/0+1 Technology Required: Calendar Effects: +1 Happiness [Uranium] 0/0/+3 Technology Required: Mining Used For: Manhattan Project, Battleship, Carrier, Destroyer, ICBM, Submarine, Transport, Nuke [Whale] 0/+1/+2 Technology Required: Optics Effects: +1 Happiness [Wheat] +2/0/0 Technology Required: Agriculture Effects: +1 Health [Wine] +1/0/+2 Technology Required: Winery Effects: +1 Happiness __________________________________________________________________________ [#010] Tech There are around 80 technologies for your civilization to research in addition to Future Techs. Those technologies will move your civilization from the Stone Age to the Information Age. There are several ways to obtain the technologies. **************************************************** [Research] - The most obvious way. All of your cities should be putting out research points. Gain enough points and over a few turns you'll discover a new technology. After you've discovered one you'll be able to pick where to go from there. If you click on "See The Big Picture" and click on a technology you haven't discovered yet then your scientists will research all technologies that are needed to get there. **************************************************** [Villages] - These small villages will yield either wonderful thing or a barbarian attack. Occasionally you'll get gold, a unit, or a free technology. **************************************************** [Diplomacy] - Make friends with your rival nations or put the fear of god in them and you'll be able to trade or extort some technologies from them **************************************************** [Wonders] - By completing the world wonder called "The Oracle" you'll receive a free technology. Also, if you build The Internet you'll get any technology that is already known to two other civilizations. **************************************************** -=The Tech List=- [Agriculture] Gives: Can Build Farms Leads To: Pottery, Animal Husbandry [Alphabet] Gives: Can Trade Technology Requires: Writing Leads To: Drama, Literature [Animal Husbandry] Gives: Can Build a Pasture, Reveals Horses Requires: Hunting or Agriculture Leads To: Writing, Horseback Riding [Archery] Gives: Archer, Longbowman, Crossbowman, Horse archer Requires: Hunting Leads To: n/a [Artillery] Gives: Artillery Requires: Physics, Steel, and Rifling Leads To: Rocketry (w/ rifling) [Assembly Line] Gives: Infantry, Factory, Coal Plant, Pentagon Requires: Corporation and Steam Power Leads To: Fascism, Industrialism [Astronomy] Gives: Trade On Oceans, Galleon, Frigate, Observatory Obsolete: Colossus Requires: Calendar and Optics Leads To: Scientific Method, Physics [Banking] Gives: Mercantilism, Banks Obsolete: None Requires: Currency and Guilds Leads To: Economics, Replaceable Parts [Biology] Gives: Farms Without Irrigation, +1 Food Per Farm Obsolete: None Requires: Chemistry and Scientific Method Leads To: Refrigeration, Ecology, Medicine [Bronze Working] Gives: Axeman, Can Chop Forest, Reveal Copper, Slavery Obsolete: None Requires: Mining Leads To: Iron Working, Metal Casting [Calendar] Gives: Centers Map, Can Build Plantations Obsolete: Stonehenge, Obelisk Requires: Sailing and Mathematics Leads To: Astronomy [Chemistry] Gives: Workshops +1 Hammer, Grenadier, Frigate Obsolete: Parthenon Requires: Engineering and Gunpowder Leads To: Scientific Method, Steam Power, Biology, Steel [Civil Service] Gives: Maceman, Bureaucracy, Farms Spread Irrigation Obsolete: None Requires: Code Of Laws, Feudalism Leads To: Nationalism, Paper [Code of Laws] Gives: Courthouse, Chichen Itza, Caste System, Confucisism Obsolete: None Requires: Writing and Priesthood or Currency Leads To: Civil Service, Constitution, Philosophy [Combustion] Gives: Can Build Oil Well, Transport, Destroyer, Submarine Obsolete: Whale Requires: Railroad Leads To: Flight, Plastics [Communism] Gives: Spy, Kremlin, Scotland Yard, Permanent Alliance, State Property Obsolete: None Requires: Liberalism and Scientific Method Leads To: None [Compass] Gives: Explorer, Harbor Obsolete: None Requires: Sailing and Iron Working Leads To: Optics [Composites] Gives: Modern Armor, Stealth Fighter, Jet Fighter Obsolete: None Requires: Plastics and Satellites Leads To: Future Tech [Computers] Gives: Modern Armor, Laboratory Obsolete: The Spiral Minaret, Angkor Wat Requires: Radio Leads To: Genetics, Fiber Optics, Robotics [Constitution] Gives: Representation, Jail Obsolete: None Requires: Code Of Laws and Nationalism Leads To: Democracy, Corporation [Construction] Gives: Bridges, Coliseum, War Elephant, Catapult Obsolete: None Requires: Masonry and Mathematics Leads To: Engineering [Corporation] Gives: +1 Trade Routes, Wall Street Obsolete: The Great Lighthouse Requires: Constitution and Economics Leads To: Assembly Line [Currency] Gives: +1 Trade Route, Gold Trading, Market, Grocer Obsolete: None Requires: Mathematics Leads To: Code of Laws, Banking [Democracy] Gives: Statue Of Liberty, Emancipation, Universal Suffrage Obsolete: None Requires: Printing Press and Constitution Leads To: None [Divine Right] Gives: Islam, The Spiral Minaret, Versailles Obsolete: None Requires: Theology and Monarchy Leads To: Nationalism [Drama] Gives: Adjustable Culture, Theatre, Globe Theatre Obsolete: None Requires: Alphabet Leads To: Music, Philosophy [Ecology] Gives: Recycling Center, SS Life Support, Environmentalist, Scrub Fallout Obsolete: None Requires: Biology and Plastics or Fission Leads To: None [Economics] Gives: Free Market, Great Merchant Obsolete: None Requires: Banking and Education Leads To: Corporation [Education] Gives: University, Oxford University Obsolete: Paper Leads To: Liberalism, Economics, Gunpowder [Electricity] Gives: +1 Gold Windmills, +2 Gold Watermills, Bunker, Bomb Shelters, Broadway Obsolete: None Requires: Physics Leads To: Fission, Industrialism, Radio, Refrigeration [Engineering] Gives: +1 Road Movement, Pikeman, Castle, Hagia Sophia Obsolete: None Requires: Machinery and Construction Leads To: Chemistry [Fascism] Gives: Mt. Rushmore, Police State, Permanent Alliances Obsolete: None Requires: Nationalism and Assembly Line Leads To: None [Feudalism] Gives: Longbowman, Serfdom, Vassalage Obsolete: None Requires: Writing and Monarchy Leads To: Civil Service and Guilds [Fiber Optics] Gives: SS Cockpit, The Internet Obsolete: The Kremlin Requires: Computer and Plastics or Satellites Leads To: Fusion [Fishing] Gives: Work Boats, Create Fishing boats, Can Work Water Tiles Obsolete: None Requires: None Leads To: Economics, Replaceable Parts [Fission] Gives: ICBM, Nuclear Plant, Manhattan Project Obsolete: None Requires: Electricity Leads To: Ecology, Fusion [Flight] Gives: Airport, Gunship, Carrier, Fighter, Jet Fighter, Bomber, Stealth Bomber Obsolete: None Requires: Physics and Combustion Leads To: Rocketry [Fusion] Gives: SS Engine, Great Engineer Obsolete: None Requires: Fission, Fiber Optics Leads To: None [Future Tech] Gives: +1 Happiness and +1 Health In All Cities Obsolete: None Requires: Composites and Genetics Leads To: None [Genetics] Gives: +3 Health, SS Stasis Chamber Obsolete: None Requires: Refrigeration and Computers Leads To: Future Tech [Guilds] Gives: +1 Hammer Per Workshop, Knight, Grocer Obsolete: None Requires: Feudalism and Machinery Leads To: Banking, Gunpowder [Gunpowder] Gives: Musket man, Calvary Obsolete: None Requires: Guilds and Education Leads To: Chemistry, Rifling [Horseback Riding] Gives: Horse Archer, Knight, Calvary Obsolete: None Requires: Animal Husbandry Leads To: None [Hunting] Gives: Can Build Camp, Scout, Spearman Obsolete: None Requires: None Leads To: Archery, Animal Husbandry [Industrialism] Gives: Marine, Tank, Battleship Obsolete: Ivory Requires: Electricity and Assembly Line Leads To: Plastics [Iron Working] Gives: Remove Jungle, Reveals Iron, Swordsman Obsolete: None Requires: Bronze Working Leads To: Compass, Steel [Liberalism] Gives: Free Technology, Free Speech, Free Religion Obsolete: None Requires: Philosophy and Education Leads To: Communism [Literature] Gives: Heroic Epic, National Epic, The Great Library Obsolete: None Requires: Polytheism and Alphabet Leads To: Music [Machinery] Gives: Can Build Windmills and Watermills, Maceman, Crossbowman Obsolete: None Requires: Guilds, Printing Press, Optics, Engineering [Masonry] Gives: Can Build Quarry, Walls, Aqueduct, Pyramids, Great Lighthouse Obsolete: None Requires: Mining or Mysticism Leads To: Monotheism, Construction [Mass Media] Gives: Broadcast Towers, Hollywood, The United Nations Obsolete: None Requires: Radio Leads To: None [Mathematics] Gives: Can Build Fort, Aqueduct, Hanging Gardens Obsolete: None Requires: Writing Leads To: Music, Calendar, Currency, Construction [Medicine] Gives: Hospital, Red Cross Obsolete: None Requires: Optics and Biology Leads To: None [Meditation] Gives: Monastery, Buddhism Obsolete: None Requires: Mysticism Leads To: Priesthood, Philosophy [Metal Casting] Gives: Can Build Workshops, Forge, The Colossus Obsolete: None Requires: Pottery and Bronze Working Leads To: Machinery [Military Tradition] Gives: Defensive Pacts, Calvary, West Point Obsolete: None Requires: Music and Nationalism Leads To: None [Mining] Gives: Can build a mine Obsolete: None Requires: None Leads To: Masonry, Bronze Working [Monarchy] Gives: Can Build Winery, Hereditary Rule Obsolete: None Requires: Priesthood or Monotheism Leads To: Feudalism, Divine Right [Monotheism] Gives: Organized Religion, Judaism Obsolete: None Requires: Masonry, Polytheism Leads To: Monarchy, Theology [Music] Gives: Great Artist, Cathedral, Notre Dame Obsolete: None Requires: Mathematics and Literature or Drama Leads To: Military Tradition [Mysticism] Gives: Obelisk, Stonehenge Obsolete: None Requires: None Leads To: Meditation, Polytheism, Masonry [Nationalism] Gives: Nationhood, Hermitage, Taj Mahal Obsolete: None Requires: Civil Service and Divine Right or Philosophy Leads To: Military Tradition, Construction, Fascism [Optics] Gives: +1 Sight Across Water, Whaling Boats, Caravel Obsolete: None Requires: Compass and Machinery Leads To: Astronomy, Medicine [Paper] Gives: Map Trading Obsolete: None Requires: Theology or Civil Service Leads To: Education, Printing Press [Philosophy] Gives: Pacifism, Taoism, Angkor Wat Obsolete: None Requires: Meditation and Code of Laws or Drama Leads To: Nationalism, Liberalism [Physics] Gives: Great Scientist, Reveals Uranium Obsolete: None Requires: Astronomy and Scientific Method Leads To: Electricity, Flight, Artillery [Plastics] Gives: Offshore Platform, Hydro Plant, Three Gorges Dam Obsolete: Fur Requires: Combustion and Industrialism Leads To: Ecology, Composites, Fiber Optics, Robotics [Polytheism] Gives: Hinduism, The Parthenon Obsolete: None Requires: Mysticism Leads To: Priesthood, Monotheism, Literature [Pottery] Gives: Can Build Cottage, Granary Obsolete: None Requires: The Wheel and Agriculture or Fishing Leads To: Writing, Metal Casting [Priesthood] Gives: Temple, The Oracle Obsolete: None Requires: Meditation or Polytheism Leads To: Monarchy, Code Of Laws, Writing [Printing Press] Gives: +1 Gold Per Village and Town Obsolete: None Requires: Paper and Machinery Leads To: Democracy, Scientific Method, Replacement Parts [Radio] Gives: Rock n' Roll, The Eiffel Tower, Submarine, Bomber Obsolete: None Requires: Electricity Leads To: Mass Media, Computers, Satellites [Railroad] Gives: Can Build Railroads, Machine Gun Obsolete: None Requires: Steam Power and Steel Leads To: Combustion [Refrigeration] Gives: +1 Extra Move For Water Units, Supermarket Obsolete: None Requires: Biology and Electricity Leads To: Genetics [Replacement Parts] Gives: Can Build Lumber mill, Windmill and Watermill Produce +1 Hammer Obsolete: None Requires: Banking and Printing Press Leads To: Rifling, Steam Power [Rifling] Gives: Rifleman, Infantry, Marine, Mechanized Infantry, Tank Obsolete: Chichen Itza Requires: Gunpowder and Replaceable Parts Leads To: Artillery and Rocketry [Robotics] Gives: Mechanized Infantry, Stealth Bomber, The Space Elevator, SS Docking Bay Obsolete: None Requires: Plastics and Computers Leads To: None [Rocketry] Gives: SAM Infantry, ICBM, Gunship, SS Casing, Apollo Program Obsolete: None Requires: Rifling and Flight or Artillery Leads To: Satellites [Sailing] Gives: Trade On Coast, Lighthouse, Galley Obsolete: None Requires: Fishing Leads To: Calendar, Compass [Satellites] Gives: Reveals World Map, SDI, SS Thrusters Obsolete: None Requires: Radio and Rocketry Leads To: Composites, Fiber Optics [Scientific Method] Gives: Reveals Oil Obsolete: Monastery, Great Library Requires: Printing Press and Chemistry or Astronomy Leads To: Communism, Physics, Biology [Steam Power] Gives: Ironclad, Reveals Coal, Workers Build 50% Faster Obsolete: Hagia Sophia Requires: Chemistry and Replaceable Parts Leads To: Assembly Line, Railroad [Steel] Gives: Ironclad, Cannon, Drydock, Ironworks Obsolete: None Requires: Iron Working and Chemistry Leads To: Railroad, Artillery [The Wheel] Gives: Can Build Roads, Chariot Obsolete: None Requires: None Leads To: Pottery [Theology] Gives: Theocracy, Christianity, The Sistine Chapel Obsolete: None Requires: Writing and Monotheism Leads To: Divine Right, Paper [Writing] Gives: Open Borders, Library Obsolete: None Requires: Priesthood or Pottery or Animal Husbandry Leads To: Code of Laws, Feudalism, Theology, Mathematics, Alphabet **************************************************** [WHAT TECH DO I NEED?] With the vast amount of technology required to research and build your civ to it's fullest potential it might seem a bit overwhelming at first. What you need to decide is what path you want to choose. First of all what type of player are you? If you like to dominate the world then more technologies that open up stronger units is more of what you need while someone who is peaceful may want gold or cultural buildings. Let's go over a few of the types of playing types there are. ===WAR MONGER=== Got Destruction? Hitting techs that give you units and better production are what you want. Early on Archery, Horseback Riding, Bronze Working, and Iron Working will provide you with strong units early on while Metal Casting will provide you with forges to help crank out those units faster. Construction should be another early target for you so you can have those catapults to take down even the mightiest of civilizations with. Also, check out what your civ's unique unit is and try to get that. Usually they are much stronger than the default units. But while all this offensive strength is nice we shouldn't be forgetting about defense. If you are going around razing cities or taking them for your own then we might make a few enemies. Masonry and Engineering are two musts for that. Masonry will allow you to build walls and Engineering will allow you to build Castles. Both are useless later on but in the early days are a must for you. Engineering will be a bonus since it'll also open up the ability to build Pikemen. ===CULTURED=== Do you like being admired and adored? Then you'll need a few things. Your main target for research has to be Drama. Drama will allow you to build Theatres. These are very cheap production wise and add quite a bit of culture to your city. Also, with Drama you can build a Globe Theatre national wonder. These eliminate unhappiness in a city and will let you make citizens into artists, which in turn will allow you to get more Great Artists to give you a huge cultural bonus to a city. Religion will play a large role in your advances. Hitting Priesthood will allow for you to build temples and Meditation, a prerequisist for priesthood, will open up monastaries. Having more religions in your cities will allow you to build more temples and monastaries. ===SPACE SHIPS=== The hardest part of this one is beating everyone to the required technologies. You'll need to skip any dead-end and useless techs. The funny thing about this is you'll actually want to avoid some technologies while also bolstering your research. Writing and Education are musts early on as these will give your cities a boost to research. Great People will really help you here and you'll want to use up their instant tech research at every opprotunity. If you need other technologies you'll have to trade for them, but just try to keep a few to yourself. As for production you'll want to hit Metal Casting and Assembly Line early to give you a forge and factory. An absolute must have for you to win the space race is to get Computers for the Labratory and Robotics for the Space Elevator World Wonder. Combined this will give you a 100% space ship parts production bonus. ===DOMINATION=== Less tech and more micromanagement is needed here. You'll want to get Drama to build the inexpensive Theatre's to quickly gain land. You'll also want to build anything that adds happiness to your city. Mathematics, Construction, and Code of Laws are musts. **************************************************** __________________________________________________________________________ [#011] Buildings Every item that is built in Civilization requires hammers to build them. Hammers help produce the buildings so building Workshops, Windmills, and other improvements that increase your production is a great idea. Building the different buildings in all your cities can help increase happiness, money, or even unlock the ability to build a National Wonder. **************************************************** ===Religious Buildings=== Every religion has three buildings attributed to it. First is the Temple, this is the most basic of religious buildings. Each temple gives the city its built in +1 to happiness and +1 culture per turn. It also allows the city to turn a citizen into a Priest. Next, each religion gets a Monastery as well. These do not require that a temple be built in the city before you are allowed to build them. Each Monastery allows the city to create a missionary for that particular religion. The building will also give the city +2 culture per turn as well as a +10% increase in science. The monastery will be obsolete with the discovery of Scientific Method. Then, each religion gets a cathedral. These cathedrals all have religious specific names. There is the Buddhist Stupa, Christian Cathedral, Confucian Academy, Hindu Mandir, Islamic Mosque, Jewish Synagogue, and the Taoist Pagoda to be built. Much like all the religious buildings each cathedral adds the same bonus. The cathedrals add +50% Culture in the city they are built as well as +2 Happiness if the religion the cathedral belongs to is the state religion. Also, they'll allow two citizens to become priests and the city gainst +1 Happiness from Inscence. The cathedrals become buildable with the discovery of Music. There is one difference from the various cathedrals. Each cathedral can be build quicker if you have access to various resources. Also, only one cathedral per three temples can be built. Below is a list of what resource will double the production speed of each building: Buddhist Stupa - Copper Christian Cathedral - Stone Confucian Academy - Copper Hindu Mandir - Marble Islamic Mosque - Marble Jewish Synagogue - Stone Taoist Pagoda - Copper Finally, there are Shrines. Unlike the other buildings in the game you cannot build them. When a religion is founded that religion becomes your state religion if noother religion is considered your state religion. One of your cities is chosen to be the Holy City for the religion. Now to build a shrine you'll have to generate a Great Prophet unit. Once you have send him to the Holy City. When you do you'll see one of the buildings he can build light up and allows you to instantly build the building. The shrine will produce +1 gold per turn and will allow you to have three citizens become Priests. The city will also be more likely to generate Great Prophet units and the religion the shrine is attributed to will spread from city to city easier. There will also be a bonus of +4 Culture per turn. Below is a list of the different shrines and religion. The Dai Miao - Taoism The Kashi Vishwanath - Buddhism The Church of the Nativity - Christianity The Kong Miao - Confucism The Masjid al-Haram - Islam The Temple of Solomon - Judhism The Mahabodhi - Hinduism Note it is possible to have more than one shrine although whether this is a bug or not I can't say for sure. **************************************************** ===Science Buildings=== [Library] +2 Culture/+25% Science Requires: Writing Leads To: National Epic, Great Library [University] +3 Culture/+25% Science Requires:Library, Education Leads To: Oxford University [Observatory] +25% Science Requires: Astronomy [Labaratory] +1 Unhealthiness/+25% Science/+50% Space Ship Production/Turn 1 Citizen Into Scientist Requires: Observatory, Computers [Academy] +4 Culture/+50% Science These are made when a Great Scientist is used in a city to build their Academy **************************************************** ===War Buildings=== [Barracks] +4 Experience To All Land Units Built By City Leads To: Heroic Epic [Walls] +50% Defense (Does Not Effect Gunpowder Units) Requires: Masonry [Castle] +1 Culture/+50% Defense (Does Not Effect Gunpowder Units) Requires: Walls, Engineering [Bomb Shelter] -75% Damage From Nukes Requires: Manhattan Project, Electricity [Bunker] -75% Damage From Air Units Requires: Electricity [Drydocks] +4 Experience For New Water Units/Builds Water Units +50% Faster Requires: Steel [Airport] +1 Trade Route/Can Airlift Units Requires: Flight [Jail] -25% War Unhappiness Requires: Constitition **************************************************** ===Production Buildings=== [Forge] +1 Unhealthiness/+25% Production/Can Turn 1 Citizen Into Engineer/+1 Happiness for Gems, Gold, and Silver Requires: Metal Casting Allows: Ironworks, The Colussus, The Eiffel Tower, The Statue Of Liberty [Factory] +1 Unhealthiness/+25% Production/Can Turn 2 Citizen Into Engineer/ +50% Production With Power Requires: Assembly Line Allows: Coal Plant, Hydro Plant, Nuclear Plant [Coal Plant] +2 Unhealthiness/Provides Power To Factories Requires: Factory, Assembly Line [Nuclear Plant] Slight Chance Of Meltdown/Provides Power With Uranium Requires: Factory, Fission [Hydro Plant] Provides Power Requires: Factory, Plastics **************************************************** ===Cultural Buildings=== [Obelisk] +1 Culture Obsolete With Calendar [Theatre] +3 Culture/+1 Happiness Per 10% Cultural Rate/Can Turn 2 Citizens Into Artists/ +1 Happiness From Dyes Requires: Drama Leads To: Globe Theatre [Broadcast Tower] +50% Culture/+1 Happiness Per 10% Cultural Rate/Can Turn 2 Citizen Into Artists/+1 Happiness From Hit Musicals, Hit Singles, Hit Movies Requires: Mass Media [Coluseum] +1 Happiness/+1 Happiness Per 20% Cultural Rate Requires: Construction ===Health And Sanitation=== [Aquaduct] +2 Health Requires: Mathematics, Masonry [Hospital] +3 Health/Heals Units Extra 10% per turn/ Requires: Medacine Leads To: Red Cross [Supermarket] +1 Health From Cow, Pig, Deer, and Sheep Requires: Grocer, Refridgeration [Harbor] +50% Trade Route/+1 Health From Crab, Clam, Fish Requires: Compass [Recycling Center] No Unhealthiness From Buildings In City Requires: Ecology ===Money Making Buildings=== [Bank] +50% Gold Requires: Banking Leads To: Wall Street [Courthouse] -50% Maintanence Requires: Code Of Laws Leads To: Forbidden Palace [Grocer] +25% Gold/Turn 2 Citizens Into Merchants/+1 Health From Banana, Spices, Sugar, Wine Requires: Guilds, Currency [Market] +25% Gold/Can Turn 2 Citizens Into Merchants/+1 Happiness From Fur, Ivory, Silk, Whale Requires: Currency ===Food Buildings=== [Granary] Stores 50% Of Food After City Growth/+1 Health From Corn, Rice, Wheat Requires: Pottery [Lighthouse] +1 Food Per Water Tile Requires: Sailing Leads To: Great Lighthouse **************************************************** __________________________________________________________________________ [#012] Civics Unlike past civilizations where you could choose from a few different pre-set goverment types. In Civilization IV you get the chance to choose civics. If you've ever played Alpha Centauri you'll feel right at home here. When you discover certain technologies you'll be given the chance to start a civic. But startinga civic may prove costly as each civic has a gold per turn cost attached to it. By default your civ starts off with five civics that have low upkeeps and no benefits. There are five different civic topics and five different topic specific civics. Below is a list. __________ |Goverment\___________________________________________________________________ |-----------------------------------------------------------------------------| |Name |Upkeep|Requires | Effects | |-----------------------------------------------------------------------------| |Depotism |Low | None | None | |-----------------------------------------------------------------------------| |Hereditary |Medium| Monarchy | +1 Happiness Per Military Unit In City | |Rule | | | | |-----------------------------------------------------------------------------| |Representation|Low |Constitution|+3Beakers Per Specialist | | | | |+3Happiness In 5 Largest Cities | |-----------------------------------------------------------------------------| |Police State | High | Fascism |+25% unit production -25% War Weariness | |-----------------------------------------------------------------------------| |Universal |Medium| Democracy |+1Hammers From Towns | |Sufferage | | |Can Use Gold To Finish Production | ------------------------------------------------------------------------------| __________ |Legal \___________________________________________________________________ |-----------------------------------------------------------------------------| |Name |Upkeep| Requires | Effects | |-----------------------------------------------------------------------------| |Barbarianism |Low | None | None | |-----------------------------------------------------------------------------| |Vassalage |High | Feudalism | +2XP For New Units/Lower Support Costs | |-----------------------------------------------------------------------------| |Buearacracy |Medium| Civil |+50% Commmerce, | | | | Service |+50% Hammers In Capital | |-----------------------------------------------------------------------------| |Nationhood |Low | Nationalism|+2Happiness Per Barracks/Can draft 3 units| |-----------------------------------------------------------------------------| |Free |None | Liberalism |+2 Gold From Towns | |Speech | | |+100% Culture in all cities | ------------------------------------------------------------------------------| __________ |Labor \___________________________________________________________________ |-----------------------------------------------------------------------------| |Name |Upkeep| Requires | Effects | |-----------------------------------------------------------------------------| |Tribalism |Low | None | None | |-----------------------------------------------------------------------------| |Serfdom |Low | Feudalism | Workers Build Improvements 50% Faster | |-----------------------------------------------------------------------------| |Slavery |Low | Bronze | Can Sacrifice People To Rush Production | | | | Working | | |-----------------------------------------------------------------------------| |Caste System |Medium|Code of Laws| Unlimited Artist, Scientists, Merchants | |-----------------------------------------------------------------------------| |Emancipation |None | Democracy |+100% Growth For Cottage, Hamlet, Village | | | | |Unhappiness For Civs Without Emancipation | ------------------------------------------------------------------------------| __________ |Economy \___________________________________________________________________ |-----------------------------------------------------------------------------| |Name |Upkeep| Requires | Effects | |-----------------------------------------------------------------------------| |Decentralization|Low |None | None | |-----------------------------------------------------------------------------| |Mercantilism |Medium|Banking |+1 Free Specialists/No Foreign Trade | |-----------------------------------------------------------------------------| |State |None |Communism |No maintenece costs from distance penalty | |Property | | |+1 Food From Workshop and Watermills | |-----------------------------------------------------------------------------| |Free Market |Low |Economics | +1 Trade Route Per City |
|-----------------------------------------------------------------------------| |Enviromentalism |High |Ecology |+6 Health In All Cities | | | | |+1 Happiness From Jungles and Forests | ------------------------------------------------------------------------------| __________ |Religion \___________________________________________________________________ |-----------------------------------------------------------------------------| |Name |Upkeep| Requires | Effects | |-----------------------------------------------------------------------------| |Paganism |Low | None | None | |-----------------------------------------------------------------------------| |Theocracy |Medium| Theology |+2xp For New Units If City=State Religion | |-----------------------------------------------------------------------------| |Organized |High |Monotheism |Can Build missionaries without Monastaries| |Religion | | |+25% Production In Cities With State Rel. | |-----------------------------------------------------------------------------| |Pacafism |None |Philosophy |+100% Great Person/+1 Gold Unit Support | |-----------------------------------------------------------------------------| |Free |Low | Liberalism |+1 Happiness Per Religion In A City | |Religion | | |+10% Research Per City | ------------------------------------------------------------------------------| Not all civics are good all the time. Enviromentalism is one of the more useless civics as most jungles and Forests will already have been cut down. Also, Bureacracy has such a limited effect that it's hardly worth the effort unless you have certain setups. Using it along with attempting to build "The Internet" will help a lot. There are some civics that combine well. Universial Sufferage, Free Speech, and Emancipation can help make your civ a lot of money. This is even better if your civilization leader has the Financial Trait. Another set of civics that go well with eachother are; Police State, Vassalage, and Theocracy. With this setup along with a Barracks and even the wonder "The Pentagon" or national wonder "West Point" you can crank out units that already have a few levels already under their belt. Early on happiness might be a factor in your cities. If you are finding it difficult for your cities to grow due to unhappy workers check out these civics: Free Religion, Slavery, Representation and Nationhood. Free Religion and Nationhood will add happiness to your cities if you meet certain criteria. Slavery on the other hand just gets rid of excessive population. A few other tidbits of information. You can still create missionaries even after the discovery of "Scientific Method." Usually SM will make monasatries obsolete, but with Organized Religion you can still crank them out. **************************************************** __________________________________________________________________________ [#013] Tips On Playing **************************************************** [DEFENSE] - Never leave a city undefended. As soon as you can build a barracks then consider building some archer units. By building a barracks you'll be able to have a starting level. With Archers you'll be able to quickly promote them with City Garrison giving them a 20% bonus while defending a city to go along with their 50% inherent city defense bonus. Macemen, Axemen, and Pikemen are also good defenders with their inherent bonus. NEVER defend with a mounted unit. They don't get the bonus' other units do. Also, it's a good idea to have multiple defenders, especially on border cities. You might have a tech edge but if you get zerg rushed they might get past. **************************************************** [CULTURAL VICTORY] - You'll need three cities to get to 50,000 but that doesn't mean you only build three. Several National Wonders which give a decent boost to Culture require at least six cities and a specific building being built in all of them. Make sure to hurry and get the Drama technology so you can build a Theatre and be able to adjust your Culture level. Also, make sure to use a leader that has the Creative trait. **************************************************** [GREAT PEOPLE] - Just because you have them doesn't mean you need to waste them. If you see one of your cities has a border close to a rival's city then run an Great Artist over there and have them create their work of art. +4000 Culture can really help out and get you some free cities. Also, keep your Great Engineers for when you are working on a World Wonder. In the early days of your civilization a Great Engineer they can rush a world wonder in a single turn. **************************************************** [WAR & CONQUEST] - If you plan on destroying your enemies then getting a leader with the aggressive trait will really help out. The free upgrade gives you a head start when building Melee and gunpowder units. Building a barracks along with the Vassalage and Theocracy will give your units a few levels. Combine that with the National Wonder of West Point and the World Wonder The Pentagon and you'll have an unstoppable army. **************************************************** [CITY SIEGE] - Civilization IV is a strategy game. Simply sending a unit at an enemy city and hoping for the best isn't going to cut it. First of all take the time to pillage. If you pillage the Town improvement you'll get a large amount of gold and they can't quickly rebuild the improvement. Next, find a defensive position near adjacent to the city. Hills, forests, and jungles are good in case they counter attack. Next, you'll defiantly want a unit nearby that has the Medic I or Medic II promotion. You'll probably not want to use him to attack so fortify him. Natural healing is significantly lowered in Enemy territory so having a medic is a great idea. Finally, the more culture a city has the more natural defense a city will get. You might notice a XX% under a city, this is how much defense a city is getting from it's culture. You'll want to bring in some siege weapons to bombard the city and drop that percentage to 0%. Finally you'll need to worry about what units are actually going to attack the city. Check out what units are fortifying the city and counter them. **************************************************** [BUILDING AND USING GREAT PEOPLE] - When you build World Wonders several of them will add points to your ability to generate Great People. Keep an eye on what wonders you build where as they'll help generate different types of great people. So if you plan on trying to generate Artists then only build wonders that add to your Great Artist pool. If you just build any wonder in any city then when it does generate a Great Person there is no telling what you'll get. **************************************************** [BE HAPPY OR ELSE] - One of the most difficult parts of the game or at least the most annoying is keeping your people happy. If they aren't happy then you'll lose a worker in the field so you may end up starving your city. There are a few different ways to keep people happy. Your citizens tend to get a little cranky when there are too many citizens in your city. One way to reduce their unhappiness is not allow the city to grow. You can instruct your governor to stop allowing the city to growing. Second, you can adopt the civic of slavery and use the citizens to finish a building or unit and then reduce your population. Finally, one of the easiest ways is to build buildings and bring in resources that increase happiness. Aqueducts, Coliseums, Religious buildings, some wonders, or use the civics Hereditary Rule or Free Religion. **************************************************** __________________________________________________________________________ [#014] Modding Civilization IV has gone back to their roots. In early versions of Civilization it was insanely easy to edit the game how you wanted to play it. Once again it's easy to do again. Using Python and XML will help make the game you want to play. Also using World Building in game you can shape a scenario you wish to make. If you want to edit some settings go to C:\Documents and Settings\Owner\My Documents\My Games\Sid Meier's Civilization 4 or wherever your version of Civilization IV saves it's save files. Open up the CivilizationIV.ini If you want to work on the XML portion of the game and edit pretty much every aspect of the game you'll need to locate the XML files. These files are located in the Civilization IV directory. By default it should be located at: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML The XML files in this area change global settings. If you want to edit settings for a mod without screwing up all your files then you'll want to mess with the GlobalDefinesAlt.xml. Inside each of the folders in this section are different XML files that affect the parts of the game named on the folder. Below is a list: ART = Changes where and what files are used for all the various graphics in the game. AUDIO = Changes where and what files are used for all the various sounds in the game. BASICINFOS = Basically allow you to add your units into the civiliopidia. BUILDINGS = Changes the information and costs of different buildings. CIVILIZATIONS = Changes Information about the different civs. GAMEINFO = Changes Most Game Information from Gamespeed to Civic names. INTERFACE = Changes colors and other files of the Interface MISC = Mostly Road and Tutorial Information. TECHNOLOGIES = Changes Tech Information TERRAIN = Changes Terrain Information and Bonus' TEXT = Various Descriptions Of All Parts Of The Game UNITS = Everything to do with units in the game. If you don't know anything about XML you might not want to mess with these files. If you decide to anyways then MAKE BACKUPS. If you wantmore information about XML programming then check out the site http://www.xmlspy.com **************************************************** [BEST MODS] Right now some really good mods are coming out. Here are a few of the best. Fall From Heaven - http://forums.civfanatics.com/showthread.php?t=148075 --A Fantasy type Mod Blue Marble - http://www.civfanatics.net/~bluemarble/content/index.php --Terrain Graphics Update **************************************************** [A MODDING WALKTHROUGH] To get you started on your Mod making ways, let's start easy and make a new leader trait. Keep in mind all mods you need to make should be in the /Mod/ folder. Never overwrite your XML files for the main game as you may have some unexpected errors pop up. The file we are going to be playing with is found at \Assets\XML\Civilizations\ and is named CIV4TraitInfos.xml. Copy this file into a new folder in the /Mods/ Directory. Call it TEST for this excersise. When you open it up you may notice this looks a lot like HTML. It's not, but it is a tag based language. There are a few tags that are a little important so let's talk about those.This tag basically starts the file and references another file. We'll need it but we don't have to worry too much about it. All information in this file must be between these tags. You'll also need a seperate set of tags for each Trait. All of the XML files will have similar rules throughout, but will have different names for the tags. You may also see tags that are a tad different, they'll show up like These mean that that particular entry contains no information. Finally there is one more tag of interst This is a comment tag. Any information put inside of these will be ignored by the game and is only so that you may keep documentation so you know what has been changed. Now, let's get to it. We'll change Philosophical since it's at the top. The first tags we see are TRAIT_PHILOSOPHICAL . These as you can see just tell what type of Trait it is. We'll be making a STUD Trait so simply replace PHILOSOPHICAL with STUD. The next part is something you'll see a lot of throughout the XML files. When you see an entry that says TXT_KEY_ this means it will look in the /Text/ directory to find the information. This is an easy way to set each item to be in multiple languages. If you simply want to keep it all in one language all you have to do is delete the entry and put in what you want. Now in this particular instance we are looking atThis basically is the name of our Trait so we'll replace TXT_KEY_TRAIT_PHILOSOPHICAL with "Stud." Now we need to decide what STUD trait will do. Do we add free promotions, higher chance at great people, more money?!?! The rest of the tags deal with changing exactly that. They are all pretty much self explanitory. We'll change the GreatPeopleRateModifier to 50 for a 50% chance of generating a great person. Then we'll change iHealth to 5. Just so we can quickly see how we did change the tag TRAIT_STUD back to TRAIT_PHILOSOPHICAL. Save the file and load your mod. Look at the people whom have a Philosophical trait. They now should say they have a Stud trait with +5 Health and +50% Great People points. There you go, it's just that easy. For more help modding check out http://modiki.apolyton.net/index.php?title=Main_Page **************************************************** __________________________________________________________________________ [#015] FAQ **************************************************** Q. Does multiplayer come with this game or do we have to buy ANOTHER expansion? A. Multiplayer comes with this game. The different types of multiplayer are LAN, Direct IP, Hot Seat, and Play by E-mail **************************************************** Q. What happened to the Throne Room? A. Well from playing the game it'll look like they've taken it out but on closer inspection there just happens to be two XML Files dedicated to the throne room they are called CIV4ThroneRoomInfos.xml and CIV4ThroneRoomStyleInfos.xml. **************************************************** Q. My screen is black and all I can see are the eyeballs of the leaders what is wrong and how do I fix it? A. A fairly common problem. Most people find that simply getting the 1.09 or now the 1.52 patch will make the problem go away. Also updated your graphics drivers can help as well. **************************************************** Q. I'm having problems playing multiplayer games. Whenever I try to connect to another person it just sits there. A. The 1.52 patch and the Gamespy servers do not play well together. Something that Gamespy has done causes this problem to pop up. No fix as of yet, but avoiding Gamespy games at the moment might be wise. **************************************************** Q. When I put in the install disk it just pops up with a Windows Explorer screen and has one file. What's the deal? A. There was a problem in the printing factory or something because the Play Disk and Install Disk got switched. Simply put in your Play Disk to install from and you'll be good. **************************************************** Q. When I try to install it says that I have DVD Copying software or something? A. A feature that was made to keep people from illegally copying the game. You are not allowed to have programs like Alchohol 120% running or the game won't start. Uninstalling or disabling them temporarily will allow you to play. **************************************************** Q. How do I load a mod? A. From the menu screen click on ADVANCED and then LOAD A MOD. Any mod you download should go in the \CivilizationIV\Mod\ folder. **************************************************** Q. Why isn't/is in the game? A. I can't answer that, but keep in mind that diversity is a good thing and that if you want a certain country in or out of the game it's very easy to mod the game how you want to play it. If you don't want to fool around making your own mod then get someone else's. I'd expect to see a large amount of new civs and leaders in any future expansion pack. Keep in mind if they added every civ that they could possibly add to the game in there then it would of taken 5x the time to release the game. **************************************************** Q. Where can I download the patches? A. Any popular gaming web site should have it. I'm a fan of www.filefront.com myself. **************************************************** Q. Where can I download mods from? A. The best place to find or put your own mods would probably be www.civfanatics.com you can also go to Civilization IV main site to find the best mods, but they just take them from other sites. The Apolyton site at www.civilization4.net is another good source. **************************************************** __________________________________________________________________________ [#016] Patch Notes Let's face it not everyone plays the same version of every game. Not everyone has a kick butt internet connection so they can't get a hold of the latest versions. Below are the various patches that are available for Civilization IV **************************************************** Version 1.09 Patch Notes Changes: - Increased cost of Apollo Program... - Increased SS parts cost... - Animal Husbandry reveals Horses - Tweaked Rifling, Chemistry, Steel, and Railroad tech costs... - Increased late-game tech costs... - Can now add two specialists in size 1 city with Mercantilism... - Final score is now modified by difficulty level... - Speed up load times - Global performance enhancements Added: - Include WB map size in the description field - Save login name - Added password encryption - Added regenerate Map Button to World builder Map Mode... - Checkbox for using low resolution textures - More logging for init failure - Minspec / video memory checking - Added ability to change to and from fullscreen while in-game - Holding "shift" during startup will clean out the cache - Improved bink playback, added ini options Fixes: - ATI issue Failed to Init Renderer Fixed - Multiplayer Lobby list jump problem and lobby crash fixed - Fixed war weariness calculation bug... - Units maintain their name when upgraded - Fixed Gold-for-Gold diplomatic exploit... - Fixed no research choice overflow exploit... - Fix for voice initialization crash - Fix addressing takeover AI and retirement OOS. - Fixed issue with diplomacy text being always used in its first form in the translator. - Popups, screens, and diplomacy properly cleared when exiting from main menu. - Games protected by admin passwords (only) cannot be loaded if the version is different from the one that created the save - Fixed bug where player could not offer any deal to other human in PBEM/Hotseat - Sorting by date on domestic advisor now works. - Fixed bug where settlers could not move if the strategy layer was selected - Fixed Ironworks... - Fixed AI units not obeying open borders rules on declaration of war... - Fixed bug that prevent placing of units in world-builder - Fixed bug that prevented gifting of units to a human player - Stack attack infinite loop fixed - Civic screen update fix (wasn't showing the right maintenance and anarchy values) - Ctrl-g crash fix, optimized city bar art - Fixed right-click menu crash - Intro movie crashing problems **************************************************** v1.52 is a major upgrade to Civ IV and includes numerous optimizations for memory usage that should help performance on all machines but are tailored to especially improve performance on machines at or near the minimum specification. Major changes include: -Shared low-level graphics buffers -Removed many unused fonts and reduced interface memory usgae -Paged out units which are not visible -Reduced terrain data size and overhead -Reduced route data size -Created a set of low-res movies for machines without dynamic texture support (this is a separate download) Changes: - Tech cost rebalancing - Improved city attack AI - Moved MaxAutosaves to ini file - Slower Great People name generation - Hide health bars during combat - Increased late-game tech costs - Waypoints now invisible when city screen is up - AI more willing to trade cities for peace - AI stays at war longer - Cottages no longer grow durring anarchy - Combat info now shows odds of success - WBS's now contain unit damage - Score from land doesn't count until you own land for 20 turns - Better invasion AI - Slavery: No Upkeep - Emancipation: Low Upkeep - Tweaked AI civic values - Filled in missing diplo entries for Frederick - Praetorians: 40->45 hammers - Jaguars: 40->35 hammers - AI turn optimizations - Interface game messages are now flushed at end of turn - Environmentalism moved to Medicine - Increased industrial era tech costs - Environmentalism is medium upkeep - Free Speech is low upkeep - Forests give 0.5 health - Firepower in combat now based on max strength - Lobby sorting improvements - Clearing the table in the MP diplomacy screen resets the "They accept/They do not accept" text - Dawn of man screen closes with ESCAPE just like all the other interface screens - The hall of fame now shows only games that have been played with the currently-loaded mod - When trying to build an item that it not allowed in a city, you will get a production popup asking for a build instead of leaving production empty - Wonder Movies and other popups may appear in PBEM/Hotseat - Incremented save version to 102 - Simplified city billboard placement. This should fix the weird billboard offsets and scaling. Additions: - Lobby chat and buddy lists from staging rooms - Combat odds now shown in combat turn log - ALT-S now allows you to place signs - Added "Leave Forest" option for automated workers - Added Marathon game speed (longer than Epic) - Added NoTechSplash ini setting - More communication about autopatch failures - Domestic advisor remembers which cities you had selected last time screen was up. - Added "no cheating" game option for single-player - In addition to tradeable techs, techs that are not allowed to be traded to you are also shown, provided that you can research them yourself at the moment - Added event and replay messages when a human founds a city. This got broken when we added city renaming - Support for Logitech G15 Gaming Keyboard - When you zoom to a city from the domestic advisor, you return to the domestic advisor after you exit the city screen - Updated Info Screen with changes 'borrowed' from one of the forum modders Fixes: - Unit attack move bug - Civ naming bug in sp - No longer keep your gold and techs when regenerating a map - Missing civic name from popup help - Minimap now appears correctly after regenerating map - Unit cycling bug - Load game freeze bug - Movement freeze bug in si-move - Unit cycling bug in PitBoss and HotSeat - Missing plot list buttons bug with large stacks - Pathfinding bug involving defensive terrain and group movement - Bug with AI attacking over rivers - Can no longer see spies on caravels - Group attack bug - Group attack bug with gunships - GS lobby ignoring game settings bug - Disappearing popup help bug - Diplo city trading bug - Wonder movie/zoom to building crash - No camera adjustment to city screen bug - User profiles with build queues no longer crash - No more negative gold in diplo screen - Fixed gifting bad cities to AI exploit - AI issues with Always War and Always Peace - Units not moving into tiles after combat bug (graphical only) - Pathfinding reuse fix - Fixed pathfinding bug - Fixed SHIFT-selecting multiple cities - End score not matching up with timed winner bug - Fixed bug allowing selection of disabled techs in tech chooser - Fixed Sentry promotion visiblity bug - Fixed AI city targeting bug - Fixed AI healing bug - AI city attack bug - No more message lag in single-player - Fixed bug with gunship stacks attacking cities - Random seed bug (causing duplicate world maps...) - Unit health bars no longer show up in city screen - Two-palaces-from-culture-flipping-capital bug - Foreign Advisor: Gold available for trade does not show up when there cannot be a trade for gold - Diplomacy screen fix for gold popups not appearing properly - Foreign advisor: Resources for active player are shown multiple times if you have more than one instance of a resource to trade. - Fixed weird little bug with Unit Categories page in Civilopedia - Diplomacy bug for PBEM/Hotsesat - Removed some cheats from password-protected games that should not have been allowed in the first place - Fix for competitive games: Password-protected saves can no longer be easily stripped of their passwords, and the assets checksum in the save can no longer be modified by external means - Fixed vanishing yield symbols in multiplayer - Fixed some PBEM/Hotseat issues when there is just one human player - River and Wind sounds are now properly classified as ambience. This fixes inconsistent behavior in audio options - Minimized or No Interface no longer reverts to normal after entering, then exiting city view - You can no longer duplicate deals with the AI from the "Active deals" section of the diplomacy screen - Out of memory message problem on machines that don't allocate small textures properly - Assert error for software vertex processing only machines - Bug where you could draw strategy lines and signs outside of globe view - "globe view buildings disabled" option now hides buildings in globe view properly **************************************************** __________________________________________________________________________ [#017] Cheats And Exploits **************************************************** [GOLD TRADING EXPLOIT] - Note this will only work in version 1.0 and will not work with the 1.09 patch or beyond. If you are afraid that a rival civ will start a little war with you or you want to try everything you can do for a diplomatic victory simply trade gold with your rivals. In the diplomacy screen trade your rival gold, then ask for your rival to trade the exact amount of gold back to you. You will lose no gold but will gain a +1 standing with them. **************************************************** [CHEATS] - To activate the in game cheats you'll need to locate your CivilizationIV.ini file. You can get to this file in a couple of ways. First, you can find it in the installation directory at: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\_Civ4Config Or you can go to the My Documents\My Games section. The default location is: \My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini Open the file with Notepad. The last entry of the [GAME] Section and right above the [CONFIG] section you'll see the lines: ; Move along CheatCode = 0 Change it to: ; Move along CheatCode = chipotle While in the game press the ~ button. This will bring up the console. Enter: game.toggledebugmode This will start debug mode. You may use the following key combinations: CTRL & D = Debug Menu CTRL & 4 = 1,000 Free Goals CTRL & [ = Lowers a units STR by .2 (mouse must be over unit) CTRL & ] = Increases a units STR by .2 (mouse must be over unit) CTRL & W = Starts World Editor SHIFT & T = Opens Cheat Dialog CTRL&SHIFT&Left Mouse Click = Inserts a unit or city CTRL & + = Must have unit selected. Levels unit up. CTRL & + = Must have city selected. Increases City Culture By 10 SHIFT & + = Must have city selected. Increases city population by 1 "=" = Must have city selected.Builds Whatever The City Is Producing Immediately **************************************************** __________________________________________________________________________ [#018] A Practice Walkthrough This is a walkthrough to use for your first few turns. This is by no means the best way to do things but is a way for a first time user to get started. Keep in mind that different civs have different technologies and different starting units so changes will be made. This is a walkthrough for any civ. [TURN 1] The first turn is one of the most important. Usually you're settler will start at one of the best spots for a city, but not always. Look around the immediate area do you see any special resources, particually food resources? If you do you'll want those close to your city. A city with several resources in the area will grow much faster than one without. Moving your settler from the starting position to somewhere else though can put you a little behind so you need to decide if the risk is worth it. If it's your first time playing it probably isn't. Take the non-settler unit, should be either a warrior or scout, and go look around the area. Try to find Tribal Huts as these will give you free gold, technology, settlers, workers, or a map of the surrounding areas. [TURN 2] Yikes your city is undefended! Well that shouldn't be a problem in the early days since the other civs should be far off and barbarians usually don't show up for a while. You have a couple choices here of what you can do. If you want to play it say go ahead and build your strongest unit you can, this will probably be a little warrior. If you like to roll the dice, and I suggest this ,then you'll want to start building a barracks. With a barracks you'll be able to make stronger defenders that have a level already. It says it'll take about 60 turns to build, but don't worry as your city grows this will be cut down quite a bit. Also this turn you'll be able to choose your first technology to try and research. I would suggest Fishing if you have large bodies of water in the area or Hunting, Archery, Mining or Masonry. Several Civs start with Hunting and/or Mining so you might not worry about them. Hunting will lead to Archery and archery will allow you to build decent defending units. [TURN 3] This is one of your few scouting only turns. Move your scouting unit around and try to find those villages. Also keep an eye out for resources and plan where you want your next city to be. [TURN 4] At this point you'll continue scouting the area. Also, your capital city should of just had a cultural expansion. [TURN 5] Keep an eye on your city. Make sure it's producing like it's suppose to. Make sure you scout out the area as best you can. Also if you've gotten any rewards from tribal villages you'll want to use them. Workers can be used to improve the tiles around your capital city and settlers can be used for a second city if you were lucky enough to find one. [TURN 6] Your first technology should of been discovered by now. Consider researching either one of the techs discovered earlier or research pottery. Don't be surprised if you meet your first rival civilization. You're probably not in any position to destroy him so you might want to ask for peace. [TURN 7-10] Depending on your starting position and how good the terrain surrounding your city is your city should of increased in population. [TURN 10-15] Another technology should of been finished. If you see a lot of forests around your capital city or where you next city is going to be then you'll want Bronze Working or if you see Pig or Cow resources around you'll want Animal Husbandry. You can always go back and pick up a technology we mentioned earlier. If you've been watching your city like you should of been you should be close to or already have built that first barracks. Next we really need a defender. We've gambled as much as we could and haven't crapped out yet. Build that archery unit. He'll only take a few turns to develope. The reason why we want an archer defender is a few reasons. First they get first strike so they have the chance to kill without taking damage. Archers also gets an inherient 50% defense bonus when defending and if you give them the City Garrison I promotion they'll get an additional 20% city defense bonus. Just think though if your city just happens to have been built on a hill then that makes an additional 25% hill defense bonus. That's a 95% defensive bonus from a single unit. Anything that the oppent might bring at you will not stand a chance. [TURN 15-25] If you've researched Bronze Working you would have unlocked your first civic, Slavery. This can be a handy little thing to have early in the game. If your city grows too fast the people will get mad about overcrowding this way you'll be able to reduce the population AND build buildings faster. After you have your defensive unit you can make a choice. You can either build another archer for your next city or you can go ahead and build a settler. I would suggest waiting until you have a population 4 city to build a settler as it will stop your population growth whild building it. The reason you may want to go ahead and build that archer is due to the fact barbarians have no doubt started to rear their ugly heads and if you have an unprotected city they'll go in and destroy it. No matter which choice you've made you'll have a settler. Look for someplace close that has good resources. If you capital is a land locked city and you've found some ocean somewhere you may want to have your second city there as it will allow you to build a couple of World Wonders, The Great Lighthouse and The Colussus, later. Next, if you haven't found one you might want to go with a Worker. The worker will improve tiles around your two cities as well as connect them. This is absolutly required to build up powerful cities. If you have any strategic resources or luxeries especially ones on hills or require time consuming improvements such as mines then you may want to drop an archer on them to defend against the roaming barbarians. Your first building besides the barracks is the granary. This building will help improve your city growth by quite a lot. Just be careful not to get too big too quick or you might start seeing your gold reserves dwindle. [TURN 25-Beyond] This is where personal playing style comes more into play. A player who wants to wage war on his enemies will want to research more powerful units. Guilds, Iron Working, Horseback Riding, and Construction are you major early targets while keeping an eye on gunpowder. Walls and Castles will be your early building choices and a forge to help churn out those units. More cultural minded players will want to fast track it to Drama and keep an eye on Writing and Education. You'll also want to get any wonder that adds culture to your city, especially Stonehenge. Diplomatic minded people will look more toward the cheaper technologies and will want to give away and/or trade. They'll also lean more towards gold producing building like Banks, Markets, and Grocers. Then there is the Space Race. This is also a technological race. Your cities need to be geared more toward advancement and you'll need to race to the end and skip the unneeded technologies. Wars might hamper your abilities to get the techs and productions needed so you might want to keep the skirmishes at a minimum. Hopefully you've found this little walkthrough helpful. Goodluck! **************************************************** __________________________________________________________________________ [#019] Stragety ===The Early Years=== During the first few turns you are laying the foundation of your civilization. As I've went over before you need to choose where you are heading and decide now what type of victory you want to achieve. This part of the game you should focus on expanding your civilization and defending it as well. This is all basic stuff that has been discussed in this FAQ so you should have it down. ===The Middle Ages=== What hasn't been discussed as much is what do we do now? You've expaned your civilization, you've defended it, and you've explored. Well now comes the build up phase of the game. Here you'll be building tons of workers to improve the land surrounding your cities every turn. Any resources that are in your borders should be improved and sent back to your cities. As for expansion it doesn't have to stop now and in fact it never has to. As you get farther into the game you'll have to worry more and more about unhappiness and upkeep. The more cities you have the more it will cost to maintain them and the more people in the cities the more it will take to keep them happy. Courthouses should be a priority at this point and anything you can do to keep the people happy is a must. By this time if you haven't already you should have borders with other civs. Keep an eye out on your culture, it would be a shame to lose your outlying cities because your rivals are taking them over culturally. Make sure temples, theatres, and anything else that provides a little bit of culture is in these outlying cities. As for units, even if you are a peaceful player you shouldn't allow your army to become obsolete. You can upgrade your units with a little bit of gold, but don't be afraid to build new ones with a couple of your cities. Not every city you own should be forced to only build new buildings and grow as much as it can You should dedicate a city to unit building if you can. Barracks, West Point, and The Pentagon will ensure you have a strong army even if that army is never used. As far as growth is concerned you might want to stall it. You can have your govenerors of your various cities halt the growth of your cities. This might be nice to do on your smaller cities. A population of 4 is a nice number to have and should keep you away from unhappiness and too much upkeep. This brings us to micromanagement. Even though a lot of it was cut out you'll still need to do a bit of micromangement. Keep and eye on your cities and make sure they are being worked how you want them to be worked. If you decide to stop the growth of cities then just keep in mind you've made the changes. Finally, don't ignore your neighbors. I know they'll bug you every couple of turns to have open border treaties, but you can say no to them without offending them. Just keep an eye out for the different civs that might not like you much. Try to feed them gifts of a little bit of gold or an outdated and mostly useless technology. Every little bit helps getting you through this part of the game. ===END GAME=== By this point you should have everything down as you want it. Unhappiness and unhealthiness should be just a distant memory and you should have a couple thousand gold coins in the bank. If you don't this might be a rought time. The main thing you'll need to worry about now is can you achieve your victory condition. If it looks hopeless you might just need to make late minute decisions. Space Race is pretty much the only condition you can decide to do now so if you can't achieve what you need you'll have to fall back to space. Sure, you could just win by letting time run out, but what's the fun in that? Also, do you really want to leave it to chance that a rival civ won't win? If you do decide to do the space race then you'll need to quickly set up for it with a few modifications. Using your capital is a must as well as using the civic Buearacracy. Anything else you can use to increase production is a must as well. Also if you are playing against real people then you need to make sure you have a VERY strong defense. When space ship parts are built everyone will know it and a few people might come for you. If you are planning a late run at having a large war then you need to be careful. If you haven't already had a few civs knocked off it might be hopeless to rule the world. You'll need a massive amount of units of various types. It might make things easier if you're technologically superior to your rivals. Try to keep it a one front war and make sure your rivals can't launch an offensive on you. Nothing is more annoying then fixing pillaged improvements late in the game. If you have to it can nearly kill a city. Diplomatic solutions shouldn't be a last minute thing, so if you have't been nice to your neighbors then don't expect a UN meeting to make you a winner. Continue to do good deeds, give lots of money, and even give them a unit or two. If there is one religion that is dominate amoung your rivals then switch to it. One major thing that is easy to overlook is defending strategic resources. Sure it might seem like something silly but if you lose resources late it can kill your production. Make sure no one pillages or take the city holding your oil resources. Also make sure to secure any aluminum resources you can. Keep in mind this stragety can be used on your opponents. If they are not protecting their investments then you HAVE to pillage any improvements near the resource and you must take or destroy any cities near it. A Civ that doesn't have access to oil or aluminum late in the game is basically dead. So many strong units are required with these two resources it isn't funny. Can you imagine trying to take over the world with no tanks, planes, or ships? Don't be afraid to fortify a unit on these and don't be afraid to keep a few units back that have several movement points. Keep enemy offenses away from you. ALWAYS REMEMBER THIS! **************************************************************************** THIS IS A STRAGETY GAME --- DO NOT RUSH IT -- THINK YOUR ACTIONS OUT FIRST **************************************************************************** __________________________________________________________________________ [#020] Special Thanks I would like to thank the following folks for making this FAQ/Guide possible. Gamefaqs.com for hosting my writing and the admins for dealing with my daily updates. Firaxis and 2K Games for creating Civilization IV All Content From This Guide Is From My Own Mind, Submissions From People, Or The Game Itself Thanks to anyone who e-mails with things I have missed. I'll put you here if you want. __________________________________________________________________________