Sid Meiers 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for the February patch and made some small corrections to errors and misspellings. 1.8.1- Made small fixes for some outdated entries.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 dont 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-17s 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 citys radius. Victory Choice- Science, Diplomatic Notes- Its a shame that theres no economic victory in Civ V, but then Arabias 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 its 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 its no surprise that domination comes natural for the Aztecs. Though their trait gives them a culture boost, youll find that youre 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 youd 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 its 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 its a cultural powerhouse, while its leader is one of historys greatest generals and its units are incredibly powerful; a perfect combination for a domination win. Whichever route you choose, commit early; youll 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 FLs combat bonus when youre 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- Alexanders 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 Greeces 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- Indias 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 Gandhis nature, India isnt 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 its 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 dont 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 isnt fielding any air units, then the Zero isnt really all that special so its not worth waiting for it. Theres no real reason why you cant go for any other victory, but given Japans 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 wont 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- Satraps 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 Romes production bonus means setting up a massive infrastructure is a breeze. Going for a science win is definitely possible here since youll 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- Russias 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, youll find you wont 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- Naresuans 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- Siams 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 Naresuans Elephant is extremely powerful for its era, Siam doesnt 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 dont 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 someones 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 cant 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, its 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 wont be investing too heavily in military to stop an invasion. Culture is probably the hardest to stop, since you dont 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 youll 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 opponents 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. Dont 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 youre 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 Religions two free policies are a huge step forward. If youre 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 youre 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. Its a mixed bag and may not all necessarily be useful, but something out of it will be. Maybe its 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 doesnt offer as much happiness as Piety, Rationalism still offers some through the Humanism policy, so it shouldnt 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 Speechs reduction in policy cost, means that policies will come extremely quickly to you. Dont ignore the other policies, though. +50% great person production is nothing to turn your nose up at. If you arent 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 wont be lasting much longer. However, Autocracy isnt 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 youre the Songhai, they cant 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 wont let me fire nearly that far. Whats the holdup? A- There are two probable causes. One; there is an obstruction. Unless the unit has Indirect Fire, it cant shoot over obstructions like hills or forests. The other likely problem is that it cant see that far away. A unit must see what it is firing at. This includes aircraft, as well. Q- Whats 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, youll 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; Cant 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 isnt so easy. To get it, you must circumnavigate the globe before anyone else does. Easy, but when you do it, it doesnt trigger. However, there is a fix for this. Go into the steam folder on your computer, then steamapps, common, sid meiers 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 its looking for that trigger. One achievement I left off was From Achaemenid to Safavid. This one does work, though its 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 theres 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 youre going for the achievement, as Golden ages from wonders do not count, and you dont get happiness while youre in a Golden Age, so lengthening them makes getting more Golden Ages quite difficult. If youre achievement hunting, Im sure youre 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, youll 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 youre doing. While were 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