Sid Meier’s Civilization V FAQ

Sid Meier’s Civilization V FAQ

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


1.  Intro-

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    1.8.1- Made small fixes for some outdated entries.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


2.  The Civilizations-


>America

 Leader- George Washington
 Unique Trait- “Manifest Destiny”; Land units get +1 Sight, 25% discount 
   purchasing tiles.
 Unique Unit 1- Minuteman; replaces the Musketman, all tiles cost one 
   move.
 Unique Unit 2- B-17; replaces Bomber, city attack bonus and increased 
  defense against anti-air.
 Victory Choice- Domination
 Notes- A personal favorite, I tend to buy up land quite rapidly.  
   This means that cost ramps up quite rapidly as well.  Thankfully, 
   Manifest destiny makes buying land much cheaper. Along with the sight
   advantage, finding and acquiring land is a snap. To complement this
   ability, go for Tradition and Angkor Wat to make culturally acquiring
   land a breeze as well.  The Minuteman is a trailblazer, as it moves like a
   scout, ignoring terrain costs. B-17’s are ever bit as deadly as the
   Minuteman.  The city attack bonus stacked with its increased defense makes
   them an absolute nightmare from the skies.  And with upgraded Minutemen
   filling your ranks, the world won't know what hit it when you strike! Though
   America is pretty balanced for different victories,their trait and unique
   units predisposition them for war.

>Arabia

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

>Aztecs

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

>Babylon

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

>China

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

>Denmark

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

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

>England

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

>France

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

>Germany

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

>Greece

 Leader- Alexander
 Unique Trait- “Hellenic League”- City State influence degrades half as
   slowly, and regenerates twice as quickly.
 Unique Unit 1- Hoplite; replaces Spearmen, has increased strength.
 Unique Unit 2- Companion Cavalry; replaces Horsemen, has increased strength
   and faster Great General spawn.
 Victory Choice- Domination, Diplomatic
 Notes- Alexander’s unique units come early and come hard.  Both the Hoplite
   and Companion Cavalry have a significant strength boost over their
   contemporary counterparts, meaning you can easily take on the world very
   early in the game.  If you choose a more peaceable route to victory, then
   Greece’s trait becomes more important, particularly towards a diplomatic 
   victory.  A lot of money is lost keeping city states happy, so losing favor
   at half the normal rate is a huge advantage for Greece.  Utilizing the
   Patronage policy route makes city states all the more valuable to you, as
   well.

>Inca

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

>India

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

>Iroquois

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

>Japan

 Leader- Oda Nobunaga
 Unique Trait- “Bushido”- Wounded units fight as if at full strength.
 Unique Unit 1- Samurai; replaces Longswordsmen, has increased Great General
   spawn rate and has an open terrain combat bonus. 
 Unique Unit 2- Zero; replaces Fighter, receives a bonus against other 
   fighters.
 Victory Choice- Domination
 Notes- Bushido makes killing any Japanese unit an utter nightmare in any era
   of the game.  Warmongering leaders will love playing as Japan since being
   wounded means nothing to your fighting ability.  Though you can go to war
   at virtually any time with Japan, it would be best when you have the 
   Samurai at your disposal, since they are quite powerful.  If your enemy 
   isn’t fielding any air units, then the Zero isn’t really all that special
   so it’s not worth waiting for it.  There’s no real reason why you can’t go
   for any other victory, but given Japan’s abilities, conquest makes the
   most sense and is by far the easiest to achieve.

>Mongolia

 Leader- Genghis Khan
 Unique Trait- “Mongol Terror”- +30% combat bonus against city states and
   their soldiers, +1 movement to mounted units.
 Unique Unit 1- Keshik; replaces Knight, has ranged attack instead of melee,
   spawns great generals faster and gains promotions faster.
 Unique Unit 2- Khan; replaces Great General, moves much faster and confers
   faster healing to units in range
 Victory Choice- Domination
 Notes- The latest DLC nation, Mongolia is 100% conquest oriented.  One 
   victory to NOT go for with the Mongols is Diplomacy, since this effectively
   renders most of their special abilities useless.  Otherwise, let loose on
   the civilized world! The Keshik is an unbelievable raider in all terrains.
   Though they are quite a bit weaker at range and up close as compared to
   the Arab Camel Archer, their quick Great General spawn, 5 moves total,
   and faster promotions easily compensate for this.  Since conquest is 
   probably going to be your primary means of winning, you won’t be spending
   much time developing your cities, meaning that cultural and scientific
   victories are likely out.  Despite this, rabid conquest of the world is
   still loads of fun and the Mongols are a worthy DLC addition.

>Ottoman

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

>Persia

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

>Polynesia

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

>Rome

 Leader- Augustus Caesar
 Unique Trait- “The Glory of Rome”- +25% production bonus towards buildings
   already built in your capital.
 Unique Unit 1- Ballista; replaces Catapult, has a much stronger ranged attack
 Unique Unit 2- Legion; replaces Swordsmen, has increased strength, can build
   roads and forts
 Victory Choice- Domination, Science
 Notes- Rome can support sprawling empires.  New cities have a huge production
   bonus towards buildings that are already in the capital, greatly speeding
   their growth and development.  This alone is a major advantage.  Adding in
   the Liberty policy track means cities can grow at a lightning fast pace.
   The Roman unique units set Rome up for conquest early on.  Like the Greeks,
   their uniques have significant strength upgrades, allowing them to do
   significant damage even in the classical era. Should you opt for peace,
   then Rome’s production bonus means setting up a massive infrastructure is
   a breeze.  Going for a science win is definitely possible here since you’ll
   likely have massive cities to support this development.

>Russia

 Leader- Catherine
 Unique Trait- “Mother Russia”- Resources provide +1 Production, and Horses, 
   Iron and Uranium deposits are doubled.
 Unique Unit- Cossack; replaces Cavalry, has combat bonus against wounded
   units.
 Unique Building- Krepost; replaces Barracks, increases border growth by 50%.
 Victory Choice- Domination
 Notes- Russia’s boost in strategic resources in number and productivity makes
   them an early powerhouse.  You can field a large army because there are
   more strategic resources to mess around with.  The Krepost also drastically
   speeds up how fast your borders expand, making domination all the easier.
   However, you’ll find you won’t really need the iron and the horses later
   in the game, so building large numbers of horse and iron-based units will
   be unnecessary.  Thankfully, the Russians get double	uranium (which is
   extremely rare) allowing you to build a lot of nukes or a lot of Giant
   Death Robots, thus keeping them a relevant military power far into the
   future. With the most recent patch, the Tradition policy decreases the
   culture cost of acquiring tiles and increases this discount over time. 
   Stacking this effect with the Krepost and Ankgor Wat means that your
   borders will expand insanely fast. Use this to your advantage and swamp out
   your competitors quickly and easily.

>Siam

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

>Songhai

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

>Spain

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


3.  Victory Conditions-


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

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

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

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

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

4.  City States-


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

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

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

•       Cape Town
•       Copenhagen
•       Genoa
•       Helsinki
•       Oslo
•       Ragusa
•       Rio de Janero
•       Singapore
•       Stockholm
•       Venice

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

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


5.  Social Policies-


Tradition-

•       Adopting Tradition will reduce the culture cost of acquiring tiles.
        This bonus increases over time. +3 culture in the capital.
•       Aristocracy- +20% production bonus for Wonders.
•       Oligarchy- Garrisoned units cost no maintenance, and cities with a 
        garrison have +100% ranged strength.
•       Legalism- Free culture building in your first 4 cities.
•       Monarchy- +1 gold and -1 unhappiness per 2 population in the capital.
        (requires Legalism)
•       Landed Elite- +15% growth, and +2 food per city (requires Legalism)
 Tradition has been seriously reworked as of the February patch. Tradition no
 longer gives the huge growth boost to the capital, but instead reduces the 
 culture cost on tiles and gives a small culture bonus to the capital.
 Oligarchy has also been changed, as it removes maintenance costs for 
 garrisoned units and give the city double ranged strength.  Monarchy has been
 improved upon, reducing unhappiness as well as increasing the gold in the
 capital.  Everything has been redone from the ground up here. All around,
 Tradition is best for empires with very focused and well developed cities.
 
Liberty-

•       Adopting Liberty will give +1 culture per turn in every city.
        This branch cannot be active at the same time as Autocracy.
•       Collective Rule- Settler production increased by 50%, and a free
        settler appears near the capital.
•       Citizenship- +25% conuction rate of Workers, and a free worker appears
        near the capital.
•       Meritocracy- +0.5 Happiness for each city connected to the Capital, and
        a free Great Person of your choosing. (requires Citizenship)
•       Representation- each city you found increases the culture cost of 
        policies 33% less. Also starts a Golden Age. (requires Citizenship)
•       Republic- +1 Production bonus in every city. (required Collective 
        Rule)
 Like Tradition, Liberty has been given a lot of significant changes. Its
 usefulness has been greatly expanded due to the February patch, as Collective
 Rule and Citizenship now give a free settler and worker, respectively. Also,
 Meritocracy and Representation have some added bonuses, making Liberty a lot
 more useful in the short term and in the long term. If you need to expand very
 quickly, Liberty is the best way to go about doing so.
 
	
Honor-

•       Adopting Honor gives a +25% combat bonus VS Barbarians and
        notifications will be provided when new Barbarian Camps spawn in
        revealed territory.
•       Warrior Code- Great General appears outside the Capital. 
•       Discipline-  +15% Combat strength bonus for units in a tile next to
        other friendly military units.
•       Military Caste- Each City with a garrison reduces empire Unhappiness
        by 1. (requires Discipline)
•       Military Tradition- Military Units gain x1.5 experience from combat.
        (requires Warrior Code)
•       Professional Army- Upgrading units requires 50% less Gold. (requires
        Military Caste)
 Honor gives some substantial combat advantages, and is great for the aspiring
 warmongering leader.  The boost against barbarians will help you ward them
 off early in the game to aid expansion.  Key to this social policy are the
 last two policies on each branch; Military Tradition and Professional Army.
 Double experience and half-cost upgrades help make your soldiers the most
 well trained and advanced soldiers in the world.  This one is a MUST for
 domination victory and also works well with Autocracy.

Piety- Unlocks at Classical Era.-
•       Adopting Piety immediately increases the Happiness in the empire by 2.
        This branch cannot be active at the same time as Rationalism.
•       Organized Religion- Amount of Happiness required to start a Golden Age
        reduced by 25%.
•       Reformation- The empire immediately enters a 10-turn Golden Age.
        (requires Organized Religion)
•       Theocracy- -25% Unhappiness from population in non-captured cities.
        (requires Organized Religion)
•       Mandate of Heaven- 50% of excess Happiness added each turn to the
        amount of Culture that may be spent on Policies.
•       Free Religion- 2 Free Social Policies. (requires Mandate of Heaven,
        Reformation) 
 If you want to win by culture, Piety is step in the right direction.  Free
 Religion’s two free policies are a huge step forward.  If you’re people are
 a happy one, then Mandate of Heaven offers a significant culture boost, as
 well.  Fully exploiting this social policy will make your empire a happy and
 a cultured one.  This works amazingly well with Freedom if you’re going for
 a cultural victory. After the latest patch, Theocracy and Reformation had
 effects significantly boosted, making Piety all the more effective in making
 your people happy and prosperous.

Patronage- Unlocks at Medieval Era.-

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

Commerce-Unlocks at Medieval Era.-

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

Rationalism-Unlocks at Renaissance Era.-

•       Adopting Rationalism triggers a 4-turn Golden Age. This branch cannot
        be active at the same time as Piety.
•       Secularism- +2 Science from each specialist.
•       Free Thought- Adds +2 Science points for each Trading Post (requires
        Secularism)
•       Humanism- +1 Happiness from each University.
•       Scientific Revolution- Gives 2 free technologies (requires Free
        Thought)
•       Sovereignty- +15% Science while your empire is Happy (requires
        Humanism)
 Rationalism is a real science-booster, but at the cost of culture.  Almost
 every policy is geared towards an increase in science in some fashion.
 Sovereignty is probably the most valuable here, offering a 155 boost in
 science so long as your people are happy with you.  Though it doesn’t offer
 as much happiness as Piety, Rationalism still offers some through the
 Humanism policy, so it shouldn’t be a serious issue.  If a Science victory
 is your gameplan, Rationalism is a huge help.

Freedom-Unlocks at Renaissance Era.-

•       Upon Adopting Freedom, specialist population in cities produce half
        the normal amount of Unhappiness. This branch cannot be active at the
        same time as Autocracy.
•       Civil Society- Specialists consume only half the normal amount of
        Food.
•       Constitution- +100% Culture in Cities with a World Wonder.
•       Democracy- +50% Great Person production rate. (Requires Civil Society)
•       Free Speech- Reduces the Culture cost of future policies by 25%.
        (Requires Constitution)
•       Universal Suffrage- +33% City Combat strength.
 Freedom is the key to winning a cultural victory.  Spread out your wonders,
 because Constitution doubles the culture of all cities with at least one
 wonder in them.  This, combined with Free Speech’s reduction in policy cost,
 means that policies will come extremely quickly to you.  Don’t ignore the
 other policies, though.  +50% great person production is nothing to turn
 your nose up at.  If you aren’t going for all-out war, Freedom is
 undoubtedly a must for most any strategy.

Autocracy-Unlocks at Industrial Era.-

•       Adopting Autocracy reduces Unit Gold Maintenance costs by 33%,
        allowing an empire to field a larger military. This branch cannot be
        active at the same time as Freedom or Liberty.
•       Militarism- -33% cost for purchasing units.
•       Police State- -50% Unhappiness in Annexed Cities. (requires
        Militarism)
•       Populism- Damaged military units deal +25% damage.
•       Fascism- Quantity of Strategic Resources produced by the empire
        increased by 100%. (requires Populism, Militarism)
•       Total War- For 20 turns, all Military Units receive a 33% attack
        bonus. (requires Police State, Fascism)
 An excellent complement to Honor, Autocracy is another major boost to
 military powers.  Militarism, combined with Professional Army from Honor
 gives you a whopping 83% discount on troop upgrades.  Total War has a limited
 duration, but by that stage of the game, things won’t be lasting much longer.
 However, Autocracy isn’t all about war.  If you find yourself with thin
 supplies of Strategic resources, Fascism doubles the amount of all Strategic
 resources you have.  Autocracy is definitely the coup-de-grace for securing
 a domination victory.

Order-Unlocks at Industrial Era.-

•       Adopting Order increases conuction rate of buildings by +15%.
•       Communism- +5 Production in each City. (Requires Planned Economy)
•       Nationalism- +25% attack bonus to your units in friendly territory.
•       Planned Economy- Unhappiness from number of Cities reduced by 50%.
        (Requires Socialism)
•       Socialism- Gold maintenance costs of Buildings reduced by 10%.
•       United Front- Causes other civilizations' city-state influence points
        to decay 33% faster. 
 Like Commerce, Order is a bit of a mixed bag of upgrades.  Nationalism has
 military applications, United Front has diplomatic uses, and the rest has
 more production and efficiency uses.  Communism is probably the most valuable
 since it gives a massive production boost to every city in your empire.
 The production boost to all buildings is also a very welcome addition.
 Though mostly a production-oriented policy, Order has a wide range of
 applications in many strategies.


6.  Units-

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


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

-Archer

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


-Bowman

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

-Brute

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


-Chariot Archer

 Cost    -60
 Type    -Mounted
 Combat  -3
 Ranged  -6
 Range   -2
 Move    -4
 Resource-Horse
 Tech    -The Wheel
 Upgrade -Knight
 Notes   -Cannot melee attack; does not get defensive bonuses; can perform
          ranged attacks


-Galley

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


-Hoplite

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


-Immortal

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


-Jaguar

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

-Maori Warrior

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

-Scout

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

 
-Settler

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

-Slinger

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

-Spearmen

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


-Trireme

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


-War Chariot

 Cost    -60
 Type    -Mounted
 Combat  -3
 Ranged  -6
 Range   -2
 Move    -5
 Resource-None
 Tech    -The Wheel
 Upgrade -Knight
 Notes   -Egyptian Unique; Cannot attack using melee; No defense bonuses; can
          perform ranged attacks


-War Elephant

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


-Warrior

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


-Work Boat

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


-Worker

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



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

-Ballista

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


-Catapult

 Cost    -100
 Type    -Siege
 Combat  -4
 Ranged  -14
 Range   -2
 Move    -2
 Resource-Iron
 Tech    -Mathematics
 Upgrade -Trebuchet
 Notes   -+10% combat bonus against cities, no defensive bonuses, must set up 
          before attacking; Can perform ranged attacks.


-Companion Cavalry

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


-Horsemen

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


-Legion

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

-Mohawk Warrior

 Cost    -80
 Type    -Melee
 Combat  -11
 Ranged  -n/a
 Range   -n/a
 Move    -2
 Resource-Iron
 Tech    -Iron Working
 Upgrade -Longswordsmen
 Notes   -Iroquois unique, replaces Swordsmen; +50% combat bonus in jungles
          and forests


-Swordsmen

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


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

-Beserker

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

-Camel Archer

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


-Cho-Ko-Nu

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

-Conquistador

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


-Crossbowmen

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

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

-Knight

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


-Landsknecht

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


-Longbowman

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


-Longswordsman

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


-Mandekalu Cavalry

 Cost    -150
 Type    -Mounted
 Combat  -18
 Ranged  -n/a
 Range   -n/a
 Move    -3
 Resource-Horses
 Tech    -Chivalry
 Upgrade -Cavalry
 Notes   -Songhai Unique, replaces Knight; +10% comabt bonus against cities; 
          No defensive bonuses; Can move after attacking


-Naresuan's Elephant

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


-Pikeman

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

 
-Samurai

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

 
-Trebuchet
 Cost    -170
 Type    -Siege
 Combat  -6
 Ranged  -20
 Range   -2
 Move    -2
 Resource-Iron
 Tech    -Physics
 Upgrade -Cannon
 Notes   -+10% combat bonus against cities; Cannot attack using melee; No
          defensive bonuses; ust set up before attacking


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

-Cannon

 Cost    -250
 Type    -Siege
 Combat  -10
 Ranged  -26
 Range   -2
 Move    -2
 Resource-None
 Tech    -Chemistry
 Upgrade -Artillery
 Notes   -+10% combat bonus against cities; Cannot attack using melee; No
          defensive bonuses; must set up before attacking

 
-Caravel

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

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

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

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

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

 
-Lancer

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

 
-Minuteman

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

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

 
-Musketman

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

-Norwegian Ski Infantry

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

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

 
-Ship of the Line

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

 
-Sipahi

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

-Tercio

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

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

-Anti-Aircraft Gun

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

 
-Anti-Tank Gun

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

 
-Artillery

 Cost    -420
 Type    -Ranged
 Combat  -16
 Ranged  -32
 Range   -3
 Move    -2
 Resource-None
 Tech    -Dynamite
 Upgrade -Rocket Artillery
 Notes   -+10% combat bonus against cities; Can indirect fire; Cannot attack
          with melee; Must set up before attacking; Can perform ranged attack

 
-Battleship

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

 
-Carrier

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

 
-Destroyer

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

 
-Fighter

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

 
-Foreign Legion

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

 
-Infantry

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

 
-Ironclad

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

 
-Panzer

 Cost    -450
 Type    -Armored
 Combat  -60
 Ranged  -n/a
 Range   -n/a
 Move    -5
 Resource-Oil
 Tech    -Combustion
 Upgrade -Modern Armor
 Notes   -German Unique, replaces Tank; Can move after attacking; Combat
          penalty against cities;  No defensive bonuses

 
-Submarine

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

 
-Tank

 Cost    -450
 Type    -Armored
 Combat  -50
 Ranged  -n/a
 Range   -n/a
 Move    -4
 Resource-Oil
 Tech    -Combustion
 Upgrade -Modern Armor
 Notes   -Can move after attacking; Combat penalty against cities; No
          defensive bonuses

 
-Zero

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


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

-Atomic Bomb

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

 
-B17

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

 
-Bomber

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

 
-Guided Missile

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

 
-Helicopter Gunship

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

 
-Jet Fighter

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

 
-Mech Infantry

 Cost    -440
 Type    -Melee
 Combat  -50
 Ranged  -n/a
 Range   -n/a
 Move    -4
 Resource-None
 Tech    -Electronics
 Upgrade -None
 Notes   -None
 
 
-Missile Cruiser

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

 
-Mobile SAM

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

 
-Modern Armor

 Cost    -700
 Type    -Armored
 Combat  -80
 Ranged  -n/a
 Range   -n/a
 Move    -4
 Resource-Aliminum
 Tech    -Lasers
 Upgrade -None
 Notes   -Can move after attacking; No defensive bonuses; Combat penalty
          against cities

 
-Nuclear Missile

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

 
-Nuclear Submarine

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

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

 
-Rocket Artillery

 Cost    -600
 Type    -Siege
 Combat  -18
 Ranged  -46
 Range   -3
 Movement-3
 Resource-Aluminum
 Tech    -Rocketry
 Upgrade -None
 Notes   -+10% Combat bonus against cities; Has indirect fire; No defensive
          bonuses; Cannot attack using melee; Can perform ranged attacks

 
-Stealth Bomber

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


-Giant Death Robot

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


7.  Buildings:

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

-Barracks

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

-Floating Gardens

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

-Granary

 Cost  -100 (Will be less after the patch)
 Maint -1
 Tech  -Pottery
 Effect-+2 Food, +1 food for every Wheat, Banana, or Deer resource
 Notes -Good for an early food boost

 
-Krepost

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

 
-Library

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

 
-Monument

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

 
-Paper Maker

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

 
-Walls

 Cost  -100
 Maint -0
 Tech  -Masonry
 Effect-+5 City Defense
 Notes -Post patch, defensive structures increase a city's rate of healing, so
        buildings like walls are a lot more important

-Walls of Babylon

 Cost  -100
 Maint -0
 Tech  -Masonry
 Effect-+7.5 City Defense
 Notes -Babylonian Unique Building, replaces Walls; Cities deal more damage;
        The added defense makes Babylonian cities VERY hard to attack
 
-Water Mill

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


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

-Armory

 Cost  -130
 Maint -2
 Tech  -Iron Working
 Effect-+15 XP for Land Units
 Notes -Requires Barracks/Krepost; With the Barracks, soldiers get their second
        promotion

-Aqueduct

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

 
-Burial Tomb

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

 
-Circus

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

 
-Colosseum

 Cost  -150
 Maint -2
 Tech  -Construction
 Effect-+3 Happiness
 Notes -Moderate happiness yield; Useful when coupled with Piety

 
-Courthouse

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

 
-Lighthouse

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

 
-Mud Pyramid Mosque

 Cost  -120
 Maint -0
 Tech  -Philosophy
 Effect-+5 Culture
 Notes -Songhai Unique Building, replaces Temple; Major culture boost can
        quickly spread your borders and put you closer to a Cultural victory

 
-Stable

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

 
-Temple

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


>>>>>>>>>Medieval Era<<<<<<<<<
 
-Bazaar

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

 
-Castle

 Cost  -200
 Maint -0
 Tech  -Chivalry
 Effect-+7.5 Defense
 Notes -Requires Walls to build; Speeds up city health recovery

 
-Forge

 Cost  -150
 Maint -2
 Tech  -Metal Casting
 Effect-+15% Production of land units, +1 production for each Iron resource
 Notes -City needs iron in its radius; bonus is rather insignificant early on,
        but if you have lots of iron, the extra production is a big boost.

 
-Garden

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

 
-Harbor

 Cost  -80
 Maint -3
 Tech  -Compass
 Effect-+25% production bonus building Naval units, Creates Trade Route
 Notes -You need to have a second harbor that is connected to the capital to 
        make the connection; Outside of trade routes, not terribly useful

 
-Longhouse

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

 
-Market

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

 Cost  -120
 Maint -0
 Tech  -Currency
 Effect-Gold and Silver produce +3 Gold each
 Notes -No reason NOT to build if there is any gold or silver nearby

 
-Monastery

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

 
-Mughal Fort

 Cost  -180 
 Maint -0
 Tech  -Chivalry
 Effect-+9 Defense, +2 Culture, provides gold after flight
 Notes -Indian Unique Building, replaces Castle; Needs walls; Culture and gold
        bonuses make this worth building even if you don't expect any wars

 
-University

 Cost  -200
 Maint -3
 Tech  -Education
 Effect-+50% Science, +2 Science from jungle tiles
 Notes -Requires a Library; Has 2 scientist slots; Jungles are few and few
        in-between, but regular science bonus is still nice

 
-Wat

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

 
-Workshop

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


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

-Bank

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

 
-Military Academy

 Cost  -350
 Maint -3
 Tech  -Military Science
 Effect-+15 XP
 Notes -Requires a Barracks; If you already have an Armory, then this puts you
        about halfway to a third promotion.  Don't waste the time or money
        building this if you aren't going to war

 
-Museum

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

 
-Observatory

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

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

 
-Public School

 Cost  -350
 Maint -3
 Tech  -Scientific Theory
 Effect-+50% Science
 Notes -Requires a University; Has a scientist slot; You can quickly rack up
        science with a couple of these

 
-Satrap's Court

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

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

 
-Theatre

 Cost  -300
 Maint -5
 Tech  -Printing Press
 Effect-+4 Happiness
 Notes -Requires a Colosseum; more happiness, good for larger cities 

 
-Windmill

 Cost  -180
 Maint -2
 Tech  -Economics
 Effect-+15% Production to buildings, +2 production
 Notes -City must be build on flat land; the Windmill's effect essentially is
        what the workshop used to be. However, it also gets a +2 production
        boost on top of the building production boost.


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

-Arsenal
 
 Cost  -350
 Maint -3
 Tech  -Railroad
 Effect-+20% production of Land Units
 Notes -Requires a Military Academy; Good in late game mostly because 20% off
        of soldiers is a lot when they're pretty expensive

 
-Broadcast Tower

 Cost  -600
 Maint -3
 Tech  -Radio
 Effect-+100% Culture
 Notes -Requires a Museum; Although quite pricey to build and maintain, double
        culture is powerful stuff, especially when you put it in some of your
        most cultured cities

 
-Factory

 Cost  -300
 Maint -3
 Tech  -Steam Power
 Effect-+25% Production, +3 production
 Notes -Requires Coal; Requires a Workshop; Has 2 engineer slots; 
        Other than Ironclads, this is the only thing that needs coal to
        function, so build as many as you can afford, the production bonus is
        well worth it

 
-Hospital

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

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

 
-Stock Exchange

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


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

-Hydro Plant

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

 
-Medical Lab

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

 
-Nuclear Plant

 Cost  -600
 Maint -3
 Tech  -Nuclear Fission
 Effect-+35% Production, +4 production
 Notes -Requires Uranium; Requires a Factory; Mutually exclusive with a Solar
        Plant; If you're Russia, you can likely get away with building a few of
        these, but otherwise, save your uranium for missiles and robots.

 
-Research Lab

 Cost  -600
 Maint -3
 Tech  -Plastics
 Effect-+100% Science
 Notes -Requires a Public School; by now you should have a lot of science, but
        doubling it with a Research Lab can help you push through to research
        the last few techs quickly, especially since later techs have been
        scaled up a lot

 
-Solar Plant

 Cost  -600
 Maint -3
 Tech  -Ecology
 Effect-+35% Production, +4 production
 Notes -City must border a desert; Requires a Factory; Mutually exclusive with 
        Nuclear Plant; Easy production provided you built next to a desert

 
-Spaceship Factory

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

 
-Stadium

 Cost  -450
 Maint -6
 Tech  -Mass Media
 Effect-+4 Happiness
 Notes -Requires a Theatre; Hopefully your empire is happy, so don't waste the
        money building this unless you desperately need the happiness or have
        Piety going for you. Even so, the maintenance is exorbitantly high.

8.  Wonders

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

-Angkor Wat

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

 
-Big Ben

 Cost   -700
 Culture-1
 GP     -+2 Merchant
 Tech   -Economics
 Power  --25% Gold cost for purchasing items in cities

 
-Brandenburg Gate

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

 
-Chitchen Itza

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

-The Colossus

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

 
-Cristo Redentor

 Cost   -1200
 Culture-1
 GP     -+2 Artist
 Tech   -Telegraph
 Power  -Culture cost of new policies reduced by 33%; Good for late game when
         policies get pretty expensive.

 
-Eiffel Tower

 Cost   -1000
 Culture-1
 GP     -+2 Merchant
 Tech   -Radio
 Power  -+8 Happiness across the empire; Can't go wrong with extra happiness


-The Forbidden Palace

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


-The Great Library

 Cost   -150
 Culture-1
 GP     -+1 Scientist
 Tech   -Writing
 Power  -1 Free Technology; Not much to be said, go for the most difficult to 
         research

 
-The Great Lighthouse

 Cost    -130
 Culture-1
 GP     -+1 Merchant
 Tech   -Sailing
 Power  -+1 Movement, +1 Sight for Naval Units; Good for naval powers

 
-The Great Wall

 Cost   -350
 Culture-1
 GP     -+1 Engineer
 Tech   -Construction
 Power  -Enemy Land Units must spend 1 extra Movement Point when inside your
        territory; Another useful tool for stalling out your enemies

 
-The Hagia Sophia

 Cost   -300
 Culture-1
 GP     -+1 Artist
 Tech   -Theology
 Power  -+33% generation of Great People; More Great People means more Golden
         Ages or more bonuses.  Can't go wrong with either
 
 
-The Hanging Gardens

 Cost   -200
 Culture-1
 GP     -+1 Artist
 Tech   -Mathematics
 Power  -+1 Population in all existing Cities; Useful early on if you have
         a larger empire with a lot of cities to get this bonus.


-Hijemi Castle

 Cost   -600
 Culture-4
 GP     -+2 Engineer
 Tech   -Chivalry
 Power  -+25% combat strength for all units in friendly territory; Useful for
         stalling out enemy invasions

 
-The Kremlin

 Cost   -650
 Culture-4
 GP     -+1 Scientist
 Tech   -Acoustics
 Power  -Defense Buildings are 50% more effective; Great if you have the
         buildings, but otherwise not too much else.

 
-The Louvre

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

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

 
-Notre Dame

 Cost   -500
 Culture-1
 GP     -+1 Merchant
 Tech   -Education
 Power  -+5 happiness; More happiness, but early, giving you a bit of a cushion
         if you've been expanding a lot

 
-The Oracle

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

 
-Pentagon

 Cost   -1200
 Culture-1
 GP     -+2 Merchant
 Tech   -Radar
 Power  --50% gold cost for upgrading military units; Comes rather late, but
         late-game upgrades can be somewhat pricey

 
-The Porcelain Tower

 Cost   -400
 Culture-1
 GP     -+2 Scientist
 Tech   -Education
 Power  -Great Scientist Appears; More or less this translates to another free
         technology, unless you REALLY want a longer Golden Age.

 
-The Pyramids

 Cost   -175
 Culture-1
 GP     -+1 Engineer
 Tech   -Masonry
 Power  -Worker construction up 50%; VERY powerful early since at that time
         you'll likely have a lot of improvements to build

 
-Sistine Chapel

 Cost   -650
 Culture-1
 GP     -+2 Artist
 Tech   -Acoustics
 Power  -+33% Culture in all Cities; A must for a cultural win

 
-Statue of Liberty

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

 
-Stonehenge

 Cost   -120
 Culture-8
 GP     -+1 Engineer
 Tech   -Calendar
 Power  -None; A very early wonder with a nice culture boost to get you moving

 
-Sydney Opera House

 Cost   -1000
 Culture-1
 GP     -+2 Artist
 Tech   -Globalization
 Power  -Free Social Policy; A freebie is nice when the policies can get really
         expensive 

 
-Taj Mahal

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

 
-United Nations

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


>>>>>>>>>National Wonders<<<<<<<<<
 
-Hermitage

 Cost   -310 
 Culture-0
 Needs  -Museum
 Tech   -Archaeology
 Power  -Doubles Culture of the building City; Build in the most cultural city
         to maximize this effect

 
-Heroic Epic

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

 
-Ironworks

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

 
-National College

 Cost   -120
 Culture-1
 Needs  -Library/Paper Maker
 Tech   -Writing
 Power  -+50% Science; Build in the most scientific city for maximum impact

 
-National Epic

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

 
-Oxford University

 Cost   -260
 Culture-1
 Needs  -University
 Tech   -Education
 Power  -Free Technology; Can build anywhere to get the free tech, just build
         it.


9.  Frequently Asked Questions-


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

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

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

Q- What’s the point of Pacts of Cooperation and Pacts of Secrecy?
A- Pacts of Cooperation mean that the two nations will be much friendlier
   towards each other and are more likely to help each other out.  Pacts of
   Secrecy do just the opposite.  Two nations agree to essentially cause
   trouble and frustration for a third party without actually declaring war.

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

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

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

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

Q- I've been denounced! How long does it last?
A- Denunciations are permanent, unfortunately.  However, this is being fixed
   the February partch. Denunciations AND Friendships now will only last for 50
   turns before they expire.

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

Q- 

10.  Odds and Ends-


 Playing Civilization through Steam gives you around 140 achievements to shoot
 for.  However, you’ll find that several of the achievements do not work for
 some reason or another.  For most, there is currently no known fix and none
 of the patches to date have done anything to fix them. The complete list of
 non-functional achievements is as follows;
•       Can’t we all just get along?
•       Cat Fight
•       Hundred Years War
•       I Have the Power
•       Magellan*
•       Manifest Destiny
•       The Elephant Battle
•       Tomb Raider
•       War Canoe Attack
•       Barbary Pirate*
•       Model of a Modern Major General
•       Panzer “Shafernator” General
•       Six Degrees to Sid
(* denotes semi-functional achievements or ones that can be fixed)

 Barbary Pirate works.  Play as the Ottomans and capture barbarian ships to
 get the achievement.   However, the achievement works too well.  If the
 Ottomans are in your game but you are not them, their captures still record
 towards your goal.  There is no known fix for this, but at least it works.
 Magellan isn’t so easy.  To get it, you must circumnavigate the globe before
 anyone else does.  Easy, but when you do it, it doesn’t trigger.  However,
 there is a fix for this.  Go into the steam folder on your computer, then
 steamapps, common, sid meier’s civilization V, assets, gameplay, and finally
 xml.  Open the GlobalDefines file in Notepad.  Find “circumnavigate” in the
 document and it will lead you to a value.  Change this value from 0 to 1.
 Now, whenever you circumnavigate the globe, your ships receive +1 movement.
 The achievement will also go off since it’s looking for that trigger.

 One achievement I left off was “From Achaemenid to Safavid”.  This one does
 work, though it’s rather unspecific in how to do it.  To get it, you must
 earn 5 Golden Ages in one play-through as the Persians. This sounds easy,
 but there’s a catch; the game will only recognize Golden Ages from happiness.
 Golden Ages from wonders and Social Policies do not count.  I mentioned
 earlier that the Taj Mahal and Chichen Itza wonders were a huge help to the
 Persians.  Avoid them at all costs if you’re going for the achievement, as
 Golden ages from wonders do not count, and you don’t get happiness while
 you’re in a Golden Age, so lengthening them makes getting more Golden Ages
 quite difficult.

 If you’re achievement hunting, I’m sure you’re wondering how close you are
 to earning some of them.  There is a way of finding out.  Go into my games
 and look for Civlization V (not the one in Steam).  Open up the config file
 and tell it to find logging.  Somewhere in the file it will take you to
 “Enable the Logging System”. Set the corresponding value to 1 and then save.
 Play the game for a while and then go back into the Civ V file, this time
 going to the Logs file.  In here, you’ll see a text file called
 “achievements_debug”.  In this file, the game records all of the stats
 important to unlocking the various achievements.  Check in periodically to
 see how you’re doing.

 While we’re editing files, a major complaint people have is constantly being
 forced to watch the intro sequence.  We can fix that, too.  Back into the
 Civ V file we go, this time opening the text file “User settings”.  Tell it
 to find “intro” and it should take you right to “SkipIntroVideo”. Set this
 value to one and save.  From now on, the game will not play that video
 anymore.


11. Credits and Legal


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

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