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/ ___(_)_ _(_) (_)______ _| |_(_) ___ _ __ |_ _\ \ / /
| | | \ \ / / | | |_ / _` | __| |/ _ \| '_ \ | | \ \ / /
| |___| |\ V /| | | |/ / (_| | |_| | (_) | | | | | | \ V /
\____|_| \_/ |_|_|_/___\__,_|\__|_|\___/|_| |_| |___| \_/
Author: Warfreak
Version: 0.9
Day Started: 12/4/07
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Table of Content
[1] Introduction
[1.01] Introduction
[1.02] Version History
[2] Starting Up
[2.01] The World
[2.02] The Climate
[3] The Meanings
[3.01] Food
[3.02] Production
[3.03] Commerce and Wealth
[3.04] Using Wealth
[3.05] Culture
[3.06] Happiness
[3.07] Health
[3.08] Specialists
[3.09] Technology
[4] The Basics
[4.01] Nations
[4.02] Leaders
[4.03] Terrain
[4.04] Bonuses
[4.05] Buildings
[4.06] Religion
[4.07] Projects
[4.08] Improvements
[5] Bigger Basics
[5.01] Great People
[5.02] National Wonders
[5.03] Special Wonders
[5.04] World Wonders
[5.05] Technology Mk 2
[5.06] Civics
[5.07] Units
[5.08] Promotions
[5.09] Other Stuff
[6] Patch Changes
[6.01] v1.09
[6.02] v1.52
[6.03] v1.61
[7] Playing the Game
[7.01] Basic Guide
[7.02] Peace
[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright
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[1.01] Introduction
Welcome to my 11th FAQ. It seems like a lot but in reality, it isn't. Compare
me to A I e x and you'll see. Anyway, this is a guide for the game
Civilization or (Civilisation) IV by Firaxis games.
------------------------------------------------------------------------------
[1.02] Version History
Version 0.1 [12/4/07]
Guide Started. Period.
Version 0.2 [13/4/07]
More work being done
Version 0.3 [14/4/07]
More Work
Version 0.4 [17/4/07]
Progress. No more on Chapter 4, All things will be added to chapter 5, as
harder basics, which doesn't make sense.
Version 0.5 [18/4/07]
Need to try to finish this by the end of the week.
Version 0.6 [19/4/07]
More work done.
Version 0.7 [20/4/07]
Wow, nearly finished.
Version 0.8 [21/4/07]
Complete basically the whole thing.
Version 0.9 [25/4/07]
Completed basically.
Version 1.0 [1/5/07]
Minor update.
------------------------------------------------------------------------------
[2.01] The World
As you would see, the world in Civilisation IV is able to be created by you.
You can choose to create a world of your own choosing.
Terra worlds are those worlds that are similar to Earth. It will consist of
large and small land masses with all types of terrain.
Continential worlds are simply two or more large landmasses seperated by
water. A navy is a must here.
Archipelago worlds are harder than most maps because they feature more small
islands isolated by oceans. A navy is needed for survival.
Pangaea worlds are just one single landmass surrounded by a ocean. You want
a place next to the ocean since being landlocked is quite dangerous but being
near the coast needs a navy.
Ice age is one of the hardest simply because there is not a lot of resources
for you to develop on. Fights of resource rich areas are a common sight.
Oasis worlds are large landmasses with lots and lots of deserts with the
oasis to provide water for food. Quite difficult for a beginner.
Lake worlds is similar to Pangaea but it contains a large amount of lakes on
the landmass.
The size of the map is also important. The order is set from Duel to Huge.
Please note that the upper options such as Duel and Small are for small
matches, not for 12 civs to fight it out. And vice versa, don't have 3 civs
fighting on a Huge map. There would be a lot of micro needed.
------------------------------------------------------------------------------
[2.02] The Climate
The climate is another thing you need to know. This will effect on the
terrain and the resources available here that you can procure.
Temperate is the average climate here. It consists of all terrain, from grass
land to desert to tundra. There is a good mix and all resources would appear.
Tropical is where the climate is warmer, leading to more jungles at the
expense of tundra. Bear in mind that fur and deers tend to appear on tundra.
Arid is where the climate is dry, leading to more deserts at the expense of
lakes and rivers. It would be harder to plant crops and find crop boosters
here.
Rocky is where there would be lots of hills and peaks, making it lovely for
hammer production, but at the expense of lowland areas for planting crops for
the cities.
Cold is the opposite of temperate where the world would be covered in more
tundra at the expense of deserts and jungles.
------------------------------------------------------------------------------
[3.01] Food
Lets face it, Cities need food to survive. For a larger city, it would need
more food than a small city before there are evidently, more people. A city
can harvest food from tiles that are within their city boundaries.
Every turn, a "person" will need to consume two food to survive and produce
resources for the city. When the city has an excess of food, where there is
more production of food than consumption, the city will store food. The city
will store the food in slowly build up to create another worker for the city.
The time needed to create another worker can be seen in the Food Bar in the
city screen, which is below the population of your city. Once the food bar is
filled, there would be a new worker and the food bar is reset. However, if you
have a granary in your city, half of the food used to create a new worker,
will be stored for the next worker.
However, it is possible to have a shortage of food. When this happens, the
food stored in the food bar will decrease, which you can see with the red
slide back. Once the bar is completely empty, one population point will be
deducted from your total as people are starving. This will continue until you
develop enough food to sustain and support your population.
The best ways to have a large food input is to quickly develop food resources
that are near you. Corn, wheat, rice, pig, sheep, cow, deer are quick basic
sources of food for you. Farm, pastures and camps these resources. Grassland
is the best place to farm since it provides a +2 bonus to food. Flood plains
are also food but will deduct from the health total. This is all found on
land. Deer are mainly found in the tundra area as well. Another point worth
noting is that being next to fresh water for any of the above resources will
provide a +1 food bonus, and this bonus also applies to farms as well.
In the sea, fish, clams and crabs are the basic sources of food. Each ocean
tile produces +2 food, with clams and crabs giving +2 when improved and fish
+3. It would be handy for a coastal city to position itself where there is
nearby access. The lighthouse building also adds +1 food production in water
tiles.
On the city screen, food per tile is represented by a slice of bread. One
slice of bread means that the tile is producing one unit of food. A bread loaf
means that it is producting 5 units of food, making these places a must have
for any city.
Health of a city also has an effect on your city's consumption of food. If
your city is unhealthy, for every point of unhealthlyness (or those who can't
figure it out, it is for every cross < sick green face), your city will
consume an extra food unit per turn. This can add up so make sure it is
healthy while it is growing.
Your Government Economic Civic can also be a factor. If you use the State
Property civic, you get an extra +1 food production from the workshop and
watermill improvement.
------------------------------------------------------------------------------
[3.02] Production
After you finish worrying about the food in the city, you city has to
develop improvements or build units. Those items can only be produced by
production, or hammers or to long time players, Shields (hehe, Civ 2). When
you choose to produce something in a city, the production of the city can be
seen under the food bar. On the main screen, it is the second bar, the blue
one, with orange being food and growth. On the city screen, the Production
Bar is the one below the food bar. This details how many more turns it will
require, what you are producing, and the amount of hammers you are producing
per turn. When you establish a city, you will be prompted on what to build.
After the completion of a project, the prompt screen will show on what to
build next.
You cannot have a shortage of hammers, like you can in food. However, if you
delay a project too long, the hammers will start to decay a little. To have
hammers, you can develop upon certain tiles. Plains, hills and forests are
the best place to start on developing, with upgrades of a mine to boost it.
Later on, you can build lumbermills, workshops, mills and such to boost your
production. Resources will also boost production with resources like stone
and marble available to quarry, iron, copper to mine. Later in the game, you
have more access to production resources such as coal and aluminum.
What the old Civilisation players will realise is that the production bar
doesn't carry over when you change what you are producing. Lets take for
example you are building a barracks. You are halfway there when you realise
that you need a worker. So you change production to worker, but the hammers
from the granary doesn't carry over. You have to start anew when you change
production. But don't worry, the production bar for the barracks will stay
the same, like your construction of the barracks on hold or something like
that.
You can also hurry the production of the production bar to finish the
production of the product. There are several methods of hurrying the
production. Some are permanent such a Forge which will increase productivity
by 25% or Wonders such as the Three Gorges Dam, which increases productivity
by 10%. You can also train engineers who will produce +2 hammers per turn.
Or you can sacrifice great engineers who will add a large amount of hammers
to the current project.
Several civics will influence the production of your city. Universal Suffrage
is the best civic since it will allow +1 production from a developed cottage
which is called a town. It also allows you to pay gold to hurry the project.
The amount of gold you have to pay is dependent on the amount of hammers
still needed. This can be done if you have the gold and click hurry
production on the city management menu, which is next to the build menu on
the right and is the upper right button.
Slavery will allow you to sacrifice population points to complete a project
but remember, you can't get those people back, they have to grow back via the
food bar. Bureaucracy will increase productivity and commerce in your capital
by 50%. Organised Religion will allow a 25% bonus in productivity in a city
where the state religion is present.
The amount of productivity on a square is monitored by the amount of hammers
on that square. One hammer means one point productivity per turn while the
anvil means 5 units of productivity per turn.
------------------------------------------------------------------------------
[3.03] Commerce and Wealth
Before I start this topic, one thing has to be clear here, commerce is your
wealth. Commerce will turn into wealth after you pay your obligations. The
amount of wealth that is generated by commerce is dependant on your choice,
Commerce can be sent to become research, culture or wealth.
Commerce is the lifeblood of your cities. It pays the maintain your people,
to pay your people and your standing army. It also pays for items you don't
have that others do, and to protect yourself from wars, or stop other wars.
As they say, money talks.
Commerce is developed from several sources. The most important is from the
land or in some cases, the sea. The coasts and the ocean both produce commerce
initially as well as the terrain feature of the oasis. Also, the resources
that spread all over the terrain also provide commerce. The one you really
want is gold, gems or incense. The latter you have to research Calendar to
develop upon. Rivers will give extra commerce to grassland terrain as well.
Some improvements such as cottages will generate commerce. Cottages will
slowly provide +1 commerce but once it slowly develops into a town, it will
provide up to a +7 commerce bonus.
Civics will also help you generate commerce. Bureaucracy will help you
generate 50% more commerce in your capital city alone, Free Speech will
provide towns to give you +2 commerce per turn. Buildings can also help you
generate commerce with buildings such as grocers and markets providing more
gold. Wonders can also generate commerce such as the Colossus which generates
one more commerce on water tiles.
Tribal villages will sometimes give a gift of gold to removing them from the
map. Pillaging a tile will also provide gold but you will destroy that
improvement. Towns are the best to pillage as they provide upwards of 20 gold.
When you are at war, if you capture an enemy city, you will seize the gold
in that city. A large developed city will provide enormous amounts of wealth.
Trade routes will also generate gold. Trade routes are routes where you trade
with your own cities or foreign cities. The most profitable routes will be
used to provide commerce. The amount of gold depends on the size and resources
of the trading city. Once your nation signs the open border treaty, you will
be able to trade with that country, allowing for profitable routes to develop
at once. Buildings, wonders, technologies and civics will have an influence
on the amount of trade routes that you can have while other buildings such
as the harbour will increase the income generated from trade routes. The
income of the trade routes will add to your base commerce in that city. Note
that you have to have some way to trade, such as a river, road, sea, air.
Merchants will generate money for you. They provide 3 gold every turn. If you
decide to sacrifice a great merchant, they will provide 6 gold for you every
turn. The merchants also can Conduct Trade Missions in a city. By sacrificing
themselves in a foreign city, they will generate large sums of gold depending
on the size, length and wealth of the target city.
The final way is to use diplomatic channels to acquire wealth. You can trade
resources which you have and they don't for gold, technologies, cities,
treaties and even the world map for money. Be careful what you trade though.
------------------------------------------------------------------------------
[3.04] Using Wealth
The continuation of the last topic, mainly because it was getting long and it
was only half way. Anyway, there are many ways that you have to spend your
wealth in this game.
The first way to spend your wealth is maintenance of your city. This is
automatic and cannot be changed. The amount of maintenance that your city
has to pay depends on several factors. The size of the population in that
city, the distance away from the Palace and the number of cities that you have
in your empire. This is automatic and is deducted automatically and cannot
be increased or decreased.
The civic that you have chosen to adopt will also influence the amount of
gold you have to expend. When you choose your civic, there will be a listing
on how high the upkeep of the civic is. The higher the upkeep, the higher
some of gold per turn you have to pay. The amount you have to pay is also
dependant on the size and population of your empire. Also, you have to spend
gold on hurrying producting if you are using the Universal Suffrage civic.
There will also be inflation in the game. This is represented by the
continued growth and size and therefore, it becomes more expensive to
maintain. You have to develop more wealth or expand your empire to counteract
this problem.
The amount of commerce you spend on research and culture will reduce the
amount of wealth you would receive. The more on research, the less on wealth
and so forth.
Your units sometimes require upkeep due to the use of some civics. This will
be a drain on your. Also, upgrading your units into stronger units will also
cost you gold to upgrade. For example, you upgrade an archer into a cross-
bowman, it will cost you to upgrade.
Diplomacy is the final way to rid yourself of wealth. You might have to pay
for many things, such as resources, technologies, peace, treaties or just
bribes to keep them happy. Like I said above, money talks.
If you run out of money, your cities will go on strike, after all, no one
wants to work for free. They will ruin the city and not produce anything
till you get your financial state into a better condition. At this stage, it
might be advisable to figure out what is wrong and do a check on the other
civs. Lower costs by now is a must.
------------------------------------------------------------------------------
[3.05] Culture
Culture in Civilsation IV refers to a Civilisation's accomplishments in the
field of literature, the arts, music, movies, etc. Each city has their own
culture level, defining the refinement and intellect of each city. Those
cities that have a higher culture value do better than their less
intellectual neighbours and hence, control land that is being divided between
the two. Culture is always represented as the purple musical note.
Culture is generated in many ways. You will find that in the establishment of
a city, the population would be more focused on surviving than producing fine
art, so it doesn't develop any culture. Once you start building some buildings
what generate culture, it would develop more culture. The most common form of
generating is through buildings. Once you have developed the Drama technology,
the culture bar will allow you to develop commerce into culture. This is
allowing you to shift commerce from wealth and research to develop culture.
The development of the music technology will allow all your cities to build
culture. This will allow you to set individual cities to develop culture.
Another form of generating culture is by building Wonders, which has a larger
Culture generation rate than normal buildings. The Specialists in the cities
can also generate Culture for you. An Artist will generate 4, a great artist
will generate 12. Of course, you can use the one off ability of a Great
Artist, which is create a Major Work for a city (the one they are in). This
will give the massive one off boost of 2000 to 6000 culture points. The amount
depends on the mode you are playing in. However, you will sacrifice the Great
Artist by creating a Major Work.
Culture also gives a defensive bonus to units fortified in the city. This is
because enemy soldiers will find it hard to attack a great city of such
beauty. Culture also rules how much land you can control. The more culture a
city has, the more land that city can dominate over another city. If there is
an opponent, who has a city, the land may be contested. The person who has
more cultural influence will control the land. You need at least 51% cultural
influence on the land to be your. Sometimes, your culture may be so great that
you may surround someone else's city. Soon, when your cultural influence
becomes extremely high, the city will revolt. The ownership of the land will
return to the original owner but a second cultural revolution will allow the
city to change hands, allowing you to keep or pillage the town.
There are several levels of culture. After reaching a certain amount of
culture points, your cultural boundaries will expand. Below will show what
level means what size.
0-10 Culture Points (Poor)
***
*C*
***
8 Squares to Develop on
11-100 Culture Points (Fledging)
***
*****
**C**
*****
***
20 Squares to Develop on
101-500 Culture Points (Developing)
***
*****
*******
***C***
*******
*****
***
36 Squares to Develop on
501-5000 Culture Points (Refined)
***
*******
*******
*********
****C****
*********
*******
*******
***
60 Squares to Develop on
5001-50000 Culture Points (Influential)
***
*******
*********
*********
***********
*****C*****
***********
*********
*********
*******
***
88 Squares to Develop on
50001+ Culture Points (Legendary)
***
*******
*********
***********
***********
*************
******C******
*************
***********
***********
*********
*******
***
120 Squares to Develop on
If you look from the side, it sort of looks like an eye.
As a minor point, Barbarian land is consider land and therefore, it can be
subjected to cultural boundaries.
------------------------------------------------------------------------------
[3.06] Happiness
Happiness is what drives the citizens asnd denizens of your cities to work.
Even if you are a harsh slave driver, you have to make your citizens happy
to work. If the citizens are happy, they will work, if they are unhappy, they
won't work.
An unhappy citizen in a city is caused when you have more red angry faces than
happy yellow faces. An unhappy citizen will consume 2 food per turn like any
other population point, but they do not provide any output whatsoever. This
will prove to be a drain on a city as they will lower output and can lead to
non productive farms, mines and so on. This can sometimes lead to lower output
in production, commerce and sometimes, starvation. This can prove to be a
massive problem. The best way to stop unhappiness getting out of control. you
should limit the growth or get some specialists.
There is one chronic cause of unhappiness. That is overcrowding your cities.
You will get one angry face for every population point that you have. This is
always present and you cannot get rid of it. There is no solution, so you have
to work around this.
Another factor is war weariness. This is when your nation is at war with
another nation and the war keeps dragging on. This only occurs when your
nation is at war so try to avoid war. Also, the recently captured cities that
you have gained from the war would definitely be suffering from this because
the saw lots of people die, and aren't too pleased over it.
Being weaker in terms of Culture will be a problem. Sometimes, they will
want to join the Motherland, which means that there is a nearby foreign city
that is culturally superior to your city.
Being Undefended by any military units will cause Unhappiness. This can only
be solved by stationing military units there. This will cause more problems
during wars, especially if you are fighting a war with a nation which borders
your nation.
Your Civics can also become a factor. Slavery is not really nice, no citizen
likes being sacrificed to get the job done faster. The nationhood civic is no
different either. No citizen wants to be conscripted in to the army. Also, if
you don't have Emancipation as your civic and other countries do, you will
suffer one unhappiness because you don't have it.
As there is unhappiness in a city, you will get an angry face when you see the
city on the main map.
There are several ways to obtain happiness in the city.
Buildings are the main way to increase the happiness. Such buildings such as
the Collessum and the Theatre will provide happiness towarsd your city. These
are permanent effects upon your city, unless the improvement is destroyed.
Jails will also eliminate some unhappiness caused from war.
Resources are another way to increase the happiness in your city. Many, many
resources will provide happiness to every city, provided there is access to
that resource. Most of these items are luxary resources such as gold, silver
and gems but also sugar, spice and wine. This effect can be doubled when
you develop some buildings such as a forge and a theatre.
Religion and Religious buildings are good sources of happiness. When you have
a state religion, you gain +1 Happiness in cities that have that religion
in their society. Religious buildings also help by providing +1 Happiness for
that religion.
Wonders can work wonders for happiness. Most wonders will make more people
happy in the city. Religious wonders will provide +1 Happiness from Incense.
One national wonder is the Globe Theatre, which will eliminate all unhappiness
from the city it is built it. You can only have 1 though.
Civics will provide happiness for you. Free Religion will provide +1 Happiness
in a city for every religion. Hereditary Rule will provide +1 Happiness for
every military unit stationed in the city. The Police State will also remove
50% of war weariness in cities.
Culture can also make people happy. Once you research Drama, if you devote a
certain amount of commerce to Culture, you will receive some happy people for
it. Some buildings such as broadcast towers and theatres will even enhance
this cultural rate even more.
One technology will enhance it even more. Future Tech will increase happiness
by one everytime it is researched. And you can keep researching it forver.
With this tech, soon, Unhappiness will be obsolete.
If you have more happy faces than the angry faces, your city is happy and
pleased by your performance. However, if there are more angry faces than there
are happy faces, then you must do something about the happiness of your
city.
------------------------------------------------------------------------------
[3.07] Health
The health of a city is important and vital to its growth. A city which is
healthy will grow better than a unhealthy one which will linguish. The point
of healthiness is that a unhealthy citizen will consume one more food that
usual because of the upkeep. This might mean the difference between growth
and decay.
There are several causes of unhealthiness. The first main contributor is the
use of factories and power plants. Some buildings in your cities will pollute
while in the job of providing benefits. For example, the coal power plant will
pollute 2 unhealthy points per turn while giving a 50% boost to hammer
production.
The next contribution to unhealthiness is the terrain. If you situate yourself
next to a flood plain or a jungle, it will be less healthy than building on
a grassland. Also, nuclear fallout isn't exactly healthy for any city, so
that might need to be worked with.
The largest contributor to unhealthiness is the population. Every population
point will contribute one point to unhealthiness. This cannot be changed and
is just like happiness.
There are many more ways to improve the health of the city.
The first is the difficulty you are playing on. The lower difficulties will
only provide 3, the medium ones 2, and the hardest one, only 1 bonus to
health.
The next source is from wonders and buildings. Some wonders will improve the
health of the city or empire, such as the Hanging Gardens. Some buildings will
provide bonuses, such as the aqueduct providing 2 health or eliminate sources
of pollution, such as a recycling centre which removes all unhealthiness
produced by buildings.
Resources will also provide health benefits. Some food resources such as fish,
clams, crabs, wheat, corn and rice will provide +1 health bonuses when they
are improved. Some buildings such as the harbour and the supermarket will
double this bonus.
The next source is from forests. They will provide a extra boost to your
city's health as well as fresh water.
The final source is from your civics. The Environmentalism civic will give a
massive +6 boost to Health in all cities.
The secret boost to improve health is researching Future Tech which produces
1 health boost every time it is researched. And it can be researched till the
cows come home.
The health of a city is represented by the Red Cross icon and the un-
healthiness of the city is represented by Mr Green Sick face. It is measured
by the number of points for and against. If you have more red crosses than
sick faces, the city is healthy. If there are more sick faces than red
crosses, the city is unhealthy.
------------------------------------------------------------------------------
[3.08] Specialists
When any city is developed, the city must work on the basics of survival. As
the city grows larger, the city can devote some of its population to become
specialised in some tasks. They will perform these tasks better than normal
citizens can perform these tasks. The use of these specialists will allow
the city to engage in more rewarding goals.
When you want to employ a specialist, you must open the city screen and go
to the lower right hand side where you can see some faces. Ignore the ones
with the stars for the time being. Those faces represent the specialists that
you can hire. When you hire a specialist, you will lose a worker from the
field to become a specialist. Be careful when hiring specialists since it
might lead to a food shortage and we don't want that now do we?
You city can use up to 20 squares on the map within the city radius. Remember,
only up to 20 squares. The rest will be sent to become specialists. If there
are no spots open in the other professions, the citizen profession will be
chosen. You can open up the other specialist professions by building certain
buildings and wonders, as well as your civics. Bear in mind that your
specialists still consume food, drain your health and your happiness factors
as well. Because these guys still consume food, your cities that are rich
in food will have many specialists while a city struggling with food will
probably have no specialists.
Once a city has drained all available land that it can use, the city will
automatically create specialists. Bear in mind, if you have survived this
long, either it is a non-military victory target or the other player, AI, has
absolutely no luck in finding you. And by this time, its time to get your
ICBMs to be ready to fire.
The most basic specialist is the citizen. He is probably the most useless
and you don't want to convert a worker in the field to this guy. This guy
only produces 1 hammer per turn. Heck, I can produce more in a cottage or a
hamlet than this guy. However, his guy is a prerequisite for the other
professions, so sooner or later, you have to use him. The good thing is that
you can have as many as you want, and you need to meet no requirements to
have these guys.
Artist
The Artist is your next specialist. He is far more handy than your average
citizen. Every turn, his guy will produce 1 research point to your research
and 4 culture points for the city. He also adds +3 to the Great Person
growth rate. This is one of the more useful specialists. They will also make
the next Great Person spawned more likely to be a Great Artist.
Note for Following Tables
(NW) = National Wonder
(WW) = World Wonder
(SW) = Special Wonder
Buildings that will allow you to have Artists:
Broadcast Tower : 2 Citizens = 1 Artist
Theatre : 1 Citizen = 1 Artist
Globe Theatre (NW) : 3 Citizens = 1 Artist
Engineer
The Engineer is not as useful as the Artist, but still nice when you have
run out of production slots. This guy will grant you 2 Hammers per turn and
add +3 to your Great Person Growth Rate. Once you have an Engineer, you will
be more likely to spawn a Great Engineer from the city.
Buildings that will allow you to have Engineers:
Factory : 2 Citizens = 1 Engineer
Forge : 1 Citizen = 1 Engineer
Ironworks (NW) : 3 Citizens = 1 Engineer
Merchant
The Merchant will be your mini-money-maker. They don't rake in tons of money
but someone for nothing is still better than nothing for nothing. Every turn,
he will generate 3 gold towards your city for free, or for 2 food. He will
also generate +3 Great Person points towards your city and increases the
chances of a Great Merchant spawning in your city.
Buildings that will allow you to have Merchants:
Grocer : 2 Citizens = 1 Merchant
Market : 2 Citizens = 1 Merchant
Wall Street (NW) : 3 Citizens = 1 Merchant
Priest
The Priest is the holy man, and he is the easiest Specialist to generate
because of the amount of buildings that can produce him. Every turn, he will
produce 1 Hammer and 1 Gold towards your city. He will also generate +3 Great
Persons points towards your city. This will also increase the chance of your
city generating a Great Prophet when it next spawns a Great Person.
Buildings that will allow you to have Priests:
Buddhist Stupa : 2 Citizens = 1 Priest
Buddhist Temple : 1 Citizen = 1 Priest
Christian Cathedral: 2 Citizens = 1 Priest
Christian Temple : 1 Citizen = 1 Priest
Confucian Academy : 2 Citizens = 1 Priest
Confucian Temple : 1 Citizen = 1 Priest
Hindu Mandir : 2 Citizens = 1 Priest
Hindu Temple : 1 Citizen = 1 Priest
Islamic Mosque : 2 Citizens = 1 Priest
Islamic Temple : 1 Citizen = 1 Priest
Jewish Synagogue : 2 Citizens = 1 Priest
Jewish Temple : 1 Citizen = 1 Priest
Taoist Pagoda : 2 Citizens = 1 Priest
Taoist Temple : 1 Citizen = 1 Priest
Angkor Wat (WW) : 3 Citizens = 1 Priest
The Chruch of the
Nativity (SW) : 3 Citizens = 1 Priest
The Dai Miao (SW) : 3 Citizens = 1 Priest
The Kashi
Vishwanath (SW) : 3 Citizens = 1 Priest
The Kong Miao (SW) : 3 Citizens = 1 Priest
The Mahabodhi (SW) : 3 Citizens = 1 Priest
The Masjid
al-Haram (SW) : 3 Citizens = 1 Priest
The Temple of
Solomon (SW) : 3 Citizens = 1 Priest
Scientist
As the name suggests, the Scientist will specialise in the art of producing
research points for your empire. Every turn, he will produce 3 research points
for you as well as 3 Great Person Points. Having him will make it more likely
for your city to generate a Great Scientist when the next Great Person is
spawned.
Buildings that will allow you to have Scientists:
Laboratory : 1 Citizen = 1 Scientist
Library : 2 Citizens = 1 Scientist
Observatory : 1 Citizen = 1 Scientist
The Great Library : 2 Free Scientists upon Completion
There are also some wonders that will enhance the abilities of the specialists
in this game.
Angkor Wat
Effect: +1 Hammer from Priest in All Cities
The Sistine Chapel
Effect: +2 Culture per Specialist in All Cities
The Statue of Liberty
Effect: +1 Free Specialist in All Cities on the Continent
There are two civics that can improve the use of the Specialists.
The Caste System
You can have unlimited artists, merchants and scientists in a city.
Representation
All specialists have a +3 Research production bonus.
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[3.09] Technology
Man, by himself is not the strongest species. We don't have the keenest senses
nor do we possess the most strength. Man has ever only been as good as the
technology that he uses. That is mankind's speciality over the other species,
our ability to manipulate the surrounding environment to empower us. For
example, two technologies, primative and still used today, manipulates the
environment to their environment. These are the discovery of fire and the
development of the Wheel.
There are many ways to discover technology. Lets go through the lesser used
methods.
Starting technologies are given to your Civilisation. What starting
technologies are given to you are based off your Civilisation. These are
primative technologies and can easily by Civilisations that lack it.
Tribal villages can also give you technologies, as well as give them maps,
money or attack them. The amount of these villages are limited so you have to
be quick before someone else pays a visit.
Diplomacy can be a good option if Technology Trading is enabled. You can trade
or buy technologies off other Civilsations that you don't possess. It also
works the other way, you can make money by selling technologies you possess
which others don't.
However, the most common method is researching. You will find it easier to
survive if you are more technologically advanced. Your army may outnumber
another army by 10 to 1, but if you have a bunch of warriors and archers and
your opponent has Mechanised Infantry and Modern Armour, you don't stand a
chance.
A technology will require you to develop research points before you can
acquire the technology. The more research points you generate, the faster your
Civilisation can acquire new technologies. The amount of research points that
you can generate is a percentage of your commerce output. You can adjust this
rate by changing the investment percentages. There are also other ways to
increase the resource point output. You can have Specialists, such as the
Scientist to give a boost, as well as building libraries, observatories and so
forth to provide a boost. You can change your Civics to increase the output
of research points. You can increase your commerce output and you can increase
your wealth output, which can allow you to invest more in science.
When you start, you will be prompted to choose a technology to research. This
will occur every time you finish researching a technology. Some technologies
will have prerequisites before you can research. That means that you need to
have knowledge of a certain technology before you can research another. At
other times, you can change the technology required and substitute it with
another one. As one of the developers put it, could one develop Rocketry by
discovering Flight or be inspired by Artillery? These are called alternate
paths or gates.
You can press F6 to view the Tech Tree. This will show you the technologies
that you can research, the one is researching and the ones you have and can
research. Click on a tech and the game will develop the quickest path to
reach that tech. You can view the amount of turns needed to develop the
technology at the top of the screen with the technology and a number in
brackets, representing the turns still needed. The green bar is the progress
made.
You can also change the technology researching by clicking on the progress
bar on the top of the screen. This will allow you to pick another one to
research. Just click on the icon of the technology you want to research. Your
progress with the cancelled technology will not be removed and will be still
there when you resume. However, starting the second technology will be to be
started from the beginning.
------------------------------------------------------------------------------
[4.01] Nations
Note: Do not take my opinion as the holy word, it is my opinion on the race.
Everyone has their own preference and its up to you which nation you
want to use. I prefer the Chinese but other use the English, the Spanish
and others. Choose a nation, and practice till perfect.
The American Empire
Leaders
Franklin Roosevelt
George Washington
Special Unit
Navy Seals (Gunpowder Unit)
Replaces the Marine
Strength = 24
Movement = 1
* 1-2 First Strikes
* +50% attack against machine guns
* +50% attack against artillery
* Starts with Amphibious and March
Requires Industrialism and Rifling
Starting Technologies
Fishing
Agriculture
My Opinion
The Americans are excellent if you are playing on maps where food resources
are important early game. This would help you build a larger population in the
beginning, which can help significantly throughout the game. Their navy seal
units are quite powerful with their abilities because, with a large navy, you
can get your forces to establish a powerful force. They also heal while moving
which can help.
The Arabian Empire
Leader
Saladin
Special Unit
Camel Archer (Mounted Unit)
Replaces the Knight
Strength = 10
Movement = 2
* Immune to First Strikes
* Doesn't Receive Defensive Bonuses
* Can Withdraw from Combat (25% Chance)
Requires Guild
Requires Horseback Riding and Archery
Starting Technologies
Mysticism
The Wheel
My Opinion
Their access to the wheel at the start can help acquire resources quickly with
the ability to build roads and their mysticism can help establish several
religions quickly, allowing a city where that religion is formed in your
nation. Their camel archers are handy due to the immunity but don't pick this
race to spam archers.
The Aztec Empire
Leader
Montezuma
Special Unit
Jaguar (Melee Unit)
Replaces the Swordsman
Strength = 5
Movement = 1
* +10% City Attack
* +25% Jungle Defence
Requires Iron Working
Starting Technologies
Mysticism
Hunting
My Opinion
The Aztecs are handy as well with their access to Mysticism and hunting is
nice to have a boost from fur and deer, but a reminder that fur will become
obselete after a long while. Their Jaguar unit are powerful in tropical maps
due to the jungle defence and their bonus. Reminder that swordsman are quite
slow and the Jaguar is no exception.
The Chinese Empire
Leaders
Mao Zedong
Qin Shi Huang
Special Unit
Cho-Ko-Nu (Archery Unit)
Replaces Crossbowman
Strength = 6
Movement = 1
* 2 First Strikes
* Cause Collateral Damage
* +50% attack against Melee Units
Requires Machinery
Requires Archery
Requires Iron
Starting Technologies
Argiculture
Mining
My Opinion
I like the Chinese because their starting technologies are quite handy. After
developing the wheel, their access to resources will prove a significant
factor. Their special unit, the Cho-Ko-Nu, is extremely useful due to their
double first strike, their collateral damage and their bonus against melee
units, which at that current point in time, will make the backbone of any
army.
The Egyptian Empire
Leader
Hatshepsut
Special Unit
War Chariot (Mounted Unit)
Replaces Chariot
Strength = 5
Movement = 2
* Immune to First Strikes
* Doesn't Receive Defensive Bonuses
* Can Withdraw From Combat (20% Chance)
Requires The Wheel
Requires Horse
Starting Technologies
The Wheel
Agriculture
My Opinion
Their access will be unrivaled in terms of accessing argicultural resources
such as rice, corn and wheat. This will secure a stable, large flow of food
as well as the health bonus that comes with the granary. Their chariots are
good scouting units that are hard to take down with their immunity and their
chance to withdraw from combat.
The English Empire
Leaders
Elizabeth
Victoria
Special Unit
Redcoat (Gunpowder Unit)
Replaces Rifleman
Strength = 16
Movement = 1
* +25% attack against Mounted Units
* +25% attack against Gunpowder Units
Requires Rifling
Starting Technologies
Fishing
Mining
My Opinion
The British are better in terms of special unit than anything else. Their
starting technologies can help in having a boost in sailing and accessing
the seas, but you can't access the harbour till later, making a health boost
not a factor in choosing. Their redcoat units are useful in their age, and
even later on since mounted and gunpowder units are the armies of the
opposition.
The French Empire
Leaders
Louis XIV
Napoleon
Special Unit
Musketeer (Gunpowder Unit)
Replaces Musketman
Strength = 9
Movement = 2
Requires Gunpowder
Starting Technologies
The Wheel
Argiculture
My Opinion
Their starting technologies are the same to the Egyptians so read above. The
musketeers are useful for one reason. Their movement is TWO. This makes it
have the same movement as a mounted unit. This can lead to two attacks or
two pillages instead of one. And makes a good unit to escape if you don't want
to lose a valuable promoted unit.
The German Empire
Leaders
Bismarck
Frederick
Special Unit
Panzer (Armoured Unit)
Replaces Tank
Strength = 28
Movement = 2
* Doesn't Receive Defensive Bonuses
* +50% attack against Armoured Units
* Starts with Blitz
Requires Industrialism
Requires Rifling
Requires Oil
Starting Techonologies
Hunting
Argiculture
My Opinion
The Germans opening technologies are useful in conditions where there is a
large amount of tundra or you are next the top or bottom of the map. Their
panzers are basically anti-tank units. Their blitz ability can let them a
attack several times and their strength is quite high. These are not to be
taken lightly.
The Greek Empire
Leader
Alexander
Special Unit
Phalanx (Melee Unit)
Replaces Spearman
Strength = 5
Movement = 1
* +25% Hill Defence
* +100% attack against Mounted Units
Requires Hunting
Requires Copper or Iron
Starting Technologies
Fishing
Hunting
My Opinion
It seems the Greek empire starting techs are dealing with killing animals.
This is even more useful in tundra conditions where there would be fish in the
sea and deers to hunt. Their phalanx are useful for killing enemies with
horses, while they hide up in the hills. Something you shouldn't send your
horse riders against.
The Incan Empire
Leader
Huayna Capac
Special Unit
Quechua (Melee Unit)
Replaces Warrior
Strength = 2
Movement = 1
* +25% City Defence
* +100 attack against Archery Units
Starting Technologies
Mysticism
Agriculture
My Opinion
Their opening techs seem not well matched but along with other nations with
the mysticism start, they can found a new religion. Useful only of you want
to have that religion's wonder in your city. Their special units make good
archer killers, which would take a while to develop.
The Indian Empire
Leaders
Asoka
Gandhi
Special Unit
Fast Worker
Replaces Worker
Movement = 3
* Can Improve Tiles
Starting Technologies
Mysticism
Mining
My Opinion
Their technologies are the same for the Incans, they seem a bit mismatched.
Their real skill is in their fast workers. They are indeed that they seem,
they are fast with 3 movement spaces. On a railroad, that means they can
travel 30 spaces. Thats is for most people, from one side of their empire
to another. This would teach the others to knock out your improvements.
The Japanese Empire
Leaders
Tokugawa
Special Unit
Samurai (Melee Unit)
Replaces Maceman
Strength = 8
Movement = 1
* 2 First Strikes
* +50% attack against melee units
Requires Civil Service
Requires Machinery
Requires Iron
Starting Technologies
Fishing
The Wheel
My Opinion
I don't know why you would want the wheel with fishing. But still, the wheel
allows early access to resources, so it is handy none the less. Fishing is
only useful if you need it, or have access to the sea. Their special units
are handy as they can defeat units of equal strength or even above.
The Malinese Empire
Leader
Mansa Musa
Special Unit
Skirmisher (Archery Unit)
Replaces Archer
Strength = 4
Movement = 1
* 1-2 First Strikes
* +50% City Defence
* +25% Hills Defence
Requires Archery
Starting Technologies
The Wheel
Mining
My Opinion
These starting abilities allow you to access the mines and dig for gold, or
silver, or whatever you find. Great if you need some gold or money early on
to complete works. Their archer units are quite useful to defend yourself
early on in the game, especially if you have raging barbarians in the game
which can ruin you before you can even get established.
The Mongolian Empire
Leaders
Genghis Khan
Kublai Khan
Special Unit
Keshik (Mounted Unit)
Replaces Horse Archer
Strength = 6
Movement = 2
* 1 First Strike
* Doesn't Receive Defensive Bonuses
* Ignore Terrain Movement Costs
* +50% attack against Catapult
Requires Horseback Riding
Requires Archery
Requires Horse
Startingd Technologies
The Wheel
Hunting
My Opinion
Great if you like to go hunting, but there are only three resources. Fur, deer
and ivory. But then again, ivory is extremely rare in games, and acquiring it
first should give you an economical advantage. Their special units are useful
as they ignore terrain costs, important if you have jungles or hills and the
such to move through.
The Persian Empire
Leader
Cyrus
Special Unit
Immortal (Mounted Unit)
Replaces Chariot
Strength = 4
Movement = 2
* Can Withdraw from Combat (30% Chance)
* +50% attack against Archery Units
Requires The Wheel
Requires Horse
Starting Technologies
Argiculture
Hunting
My Opinion
Their starting techs are a bit mismatched but can help you acquire the rare
hunting resources and a stable supply of food. Their immortals are useful in
that they can withdraw from combat and kill archers. But there is one
weakness in these chariots. They only have 4 strength, which can be kicked
with 2 warriors if luck goes in the proper direction.
The Roman Empire
Leader
Julius Caesar
Special Unit
Praetorian (Melee Unit)
Replaces Swordsman
Strength = 8
Movement = 1
Requires Iron Working
Requires Iron
Starting Technologies
Fishing
Mining
My Opinion
This guy really has it going for him. His starting techs can allow him to
take the fish and the gold. However, the starting techs are not as useful as
the praetorian. The strength of that unit is higher than the swordsman and
equal to the maceman. So, this could give you the edge against a higher tech
opponent.
The Russian Empire
Leader
Catherine
Peter
Special Unit
Cossack (Mounted Unit)
Replaces Calvary
Strength = 18
Movement = 2
* Doesn't Receive Defensive Bonuses
* Can Withdraw from Combat (30% Chance)
* +50% attack against cannons
* +50% attack against mounted units
Requires Military Tradition
Requires Gunpowder and Horseback Riding
Requires Horse
Starting Technologies
Hunting
Mining
My Opinion
The Russians are having problems with their skills as hunting is basically
useless, bar the fact of the deer resource and accessing archery. The mining
is useful but not fully used unless there are roads. The cossacks are powerful
as they have 3 more strength than their calvary counterparts. And they have
an extra bonus against mounted units, which sooner, would be useless.
The Spanish Empire
Leader
Isabella
Special Unit
Conquistador (Mounted Units)
Replaces Knight
Strength = 10
Movement = 2
* Immune to First Strikes
* +50% attack against Melee Units
Requires Guilds
Requires Horseback Riding
Requires Horse
Requires Iron
Starting Technologies
Mysticism
Fishing
My Opinion
Their access to religion early on can give them a religious advantage in
keeping your population happy, but their special unit is a lot weaker. They
only have an extra bonus against melee units which at this stage, shouldn't
be much of a problem.
------------------------------------------------------------------------------
[4.02] Leaders
Before we can start the leaders, you will need to have to understand what the
traits of each leader are. They are 8 different traits with each leader only
have a combination of 2. Their favourite civic does actually have a use. If
you don't use their favourite civic, they might pressure you to adopt it or
suffer some diplomatic penalties.
Aggressive
Effect: Free Combat I promotion for all melee and gunpowder units
Barracks and Drydock constructed at half cost
Creative
Effect: +2 culture per turn per city
Colloseum and Theatre constructed at half cost
Expansive
Effect: +2 health per city
Granary and Harbour constructed at half cost
Financial
Effect: +1 commerce on squares generating 2 or more commerce
Bank constructed at half cost
Industrious
Effect: +50% wonder production
Forge constructed at half cost
Organised
Effect: -50% civil upkeep cost
Courthouse and Lighthouse constructed at half cost
Philosophical
Effect: +100% Great Person birth rate
University constructed at half cost
Spiritual
Effect: No anarchy
Temple constructed at half cost
The Leaders
Roosevelt (America)
Trait 1: Industrious
Trait 2: Organised
Favourite Civic: Universal Suffrage
Washington (America)
Trait 1: Financial
Trait 2: Organised
Favourite Civic: Universal Suffrage
Saladian (Arab)
Trait 1: Philosophical
Trait 2: Spiritual
Favourite Civic: Theocracy
Montemuza (Aztec)
Trait 1: Aggressive
Trait 2: Spiritual
Favourite Civic: Police State
Mao (China)
Trait 1: Philosophical
Trait 2: Organised
Favourite Civic: State Property
Qin Shi (China)
Trait 1: Industrious
Trait 2: Financial
Favourite Civic: Police State
Hatshepsut (Egypt)
Trait 1: Spiritual
Trait 2: Creative
Favourite Civic: Hereditary Rule
Elizabeth (England)
Trait 1: Philosophical
Trait 2: Financial
Favourite Civic: Free Religion
Victoria (English)
Trait 1: Expansive
Trait 2: Financial
Favourite Civic: Representation
Louis (France)
Trait 1: Industrious
Trait 2: Creative
Favourite Civic: Hereditary Rule
Napoleon (France)
Trait 1: Aggressive
Trait 2: Industrious
Favourite Civic: Representation
Bismarck (Germany)
Trait 1: Expansive
Trait 2: Industrious
Favourite Civic: Representation
Frederick (Germany)
Trait 1: Philosophical
Trait 2: Creative
Favourite Civic: Universal Suffrage
Alexander (Greece)
Trait 1: Philosophical
Trait 2: Aggressive
Favourite Civic: Hereditary Rule
Huayna (Inca)
Trait 1: Aggressive
Trait 2: Financial
Favourite Civic: Hereditary Rule
Asoka (India)
Trait 1: Spiritual
Trait 2: Organised
Favourite Civic: Universal Suffrage
Gandhi (India)
Trait 1: Spiritual
Trait 2: Industrious
Favourite Civic: Universal Suffrage
Tokugawa (Japan)
Trait 1: Aggressive
Trait 2: Organised
Favourite Civic: Mercantilism
Mansa (Mali)
Trait 1: Spiritual
Trait 2: Financial
Favourite Civic: Free Market
Genghis (Mongolia)
Trait 1: Aggressive
Trait 2: Expansive
Favourite Civic: Police State
Kublai (Mongolia)
Trait 1: Aggressive
Trait 2: Creative
Favourite Civic: Hereditary Rule
Cyrus (Persia)
Trait 1: Expansive
Trait 2: Creative
Favourite Civic: Representation
Caesar (Rome)
Trait 1: Expansive
Trait 2: Organised
Favourite Civic: Representation
Catherine (Russia)
Trait 1: Creative
Trait 2: Financial
Favourite Civic: Hereditary Rule
Peter (Russia)
Trait 1: Philosophical
Trait 2: Expansive
Favourite Civic: Police State
Isabella (Spain)
Trait 1: Spiritual
Trait 2: Expansive
Favourite Civic: Police State
------------------------------------------------------------------------------
[4.03] Terrain
There are different terrains in the game that you would have to pass through
or build upon. Understanding what each terrain does will give you an idea on
where to build and how to make the most of the land.
Coast
Food: 1
Production: 0
Commerce: 2
Defensive Bonus: 10%
You cannot build cities on this square
Desert
Food: 0
Production: 0
Commerce: 0
Defensive Bonus: 0%
When next to a river, 10% bonus to commerce
Improvements take 25% longer to build
Grassland
Food: 2
Production: 0
Commerce: 0
Defensive Bonus: 0%
+1 commerence when next to a river
Ice
Food: 0
Production: 0
Commerce: 0
Defensive Bonus: 0%
Improvements take 50% longer to build
Ocean
Food: 1
Production: 0
Commerce: 1
Defensive Bonus: 0%
Peak
Food: 0
Production: 0
Commerce: 0
Defensive Bonus: 0%
Impassible Terrain
Plains
Food: 1
Production: 1
Commerce: 0
Defensive Bonus: 0%
+1 commerce adjacent to a river
Tundra
Food: 1
Production: 0
Commerce: 0
Defensive Bonus: 0%
+1 commerce when adjacent to a river
Improvements take 25% longer to build.
So far, you can see that the grassland is the best place to build farms to
produce food as it has 2 food production. The coast is excellent to place and
develop cottages into large towns. Plains are your average terrain. Oceans is
exactly what you find in the sea. The desert and the ice do nothing so don't
farm there hoping to find food. Peaks cannot be passed or built upon. Tundra
is unavoidable if you are up north or south.
Terrain Features
Terrain features is exactly what you will find on the terrain. Sometimes there
would be hills or a wild jungle. Not all the land will be flat or rolling with
lush green grass.
Fallout
Food: -3
Production: -3
Commerce: -3
Defensive Bonus: 0%
Costs 2 movement points to enter
Cannot build imporves until fallout is cleared
Clear with Ecology technology
Caused by a nuclear meltdown or a ICBM
-0.5 health in nearby cities
Floodplains
Food: +3
Production: 0
Commerce: 0
Defensive Bonus: 0%
+1 commerce when next to a river
-0.4 health in nearby cities
Forest
Food: 0
Production: +1
Commerce: 0
Defensive Bonus: 50%
Costs 2 movement points to enter
+0.5 health in nearby cities
Hills
Food: -1
Production: +1
Commerce: 0
Defensive Bonus: 25%
Costs 2 movement points to enter
+1 commerce when next to a river
Ice
Food: 0
Production: 0
Commerce: 0
Defensive Bonus: 0%
Impassible Terrain
Jungle
Food: -1
Production: 0
Commerce: 0
Defensive Bonus: 50%
Cost 2 movement points to enter
-0.25 health in nearby cities
Oasis
Food: +3
Production: 0
Commerce: +2
Defensive Bonus: 0%
Costs 2 movement points to enter
Fresh Water source
Cannot build cities or improvements here
------------------------------------------------------------------------------
[4.04] Bonuses
These are the resources that you will find on the terrain that you can
improve and develop. These will provide more production, food or commerce than
a normal tile without this resource. Also, there are perks owning these
resources because some buildings and units require these resources, such as
horses for horse archers. Another perk is that some buildings have their
construction time halved with access to this resource. Note that you have to
have connection via road or rail to the resource in order to access it. You
don't see corn flying to the main city here, nor in real life. Or does it?
The improved bonus is combining the upgrade and the base bonus together. Note,
some of the improved bonus may add up wrong since there may be problems. All
this information is direct from the game itself.
NOTE: The effects such as meeting unit requirements, additional effects and
halving construction time requires only one of each resource. There is
no stack bonus, unfortunately, but bonuses still apply.
NOTE: All effects are from the 1.61v of Civilisation IV, not the original.
Aluminum
Tech Revealed By : Industrialism
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +1 Production
Improved Bonus : +4 Production, +1 Commerce
Units Requiring Aluminum : Jet Fighter (and oil), Modern Armour (with oil)
Stealth Bomber (and oil)
Construction Speed Halved: Space Elevator, SDI, Apollo Program
Banana
Tech Revealed By : Always Visible
Tech Required to Access : Calendar
Improvement Required : Plantation
Base Bonus : +1 Food
Improved Bonus : +2 Food
Additional Effects : +1 Health with Plantation
Clam
Tech Revealed By : Always Visible
Tech Required to Access : Fishing
Improvement Required : Fishing Boat
Base Bonus : +1 Food
Improved Bonus : +2 Food
Additional Effects : +1 Health with Fishing Boats
Coal
Tech Revealed By : Steam Power
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +1 Production
Improved Bonus : +3 Production
Unit Requiring Coal : Ironclad (and iron)
Additional Effects : Required to construct railroads
Copper
Tech Revealed By : Bronze Working
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +1 Production
Improved Bonus : +3 Production
Units Requiring Copper : Axeman (or iron), Maceman (or iron), Phalanx (or
iron), Spearman (or iron)
Construction Speed Halved: Buddhist Stupa, Confician Academy, Taoist Pagoda,
Colossus, Status of Liberty, The Internet
Corn
Tech Revealed By : Always Visible
Tech Required to Access : Agriculture
Improvement Required : Farm
Base Bonus : +1 Food
Improved Bonus : +3 Food (+4 if Irrigated or with Biology, +5 if you
have both Irrigation and Biology)
Additional Effects : +1 Health with farm
Cow
Tech Revealed By : Always visible
Tech Required to Access : Animal Husbandary
Improvement Required : Pasture
Base Bonus : +1 Food (+2 if next to fresh water)
Improved Bonus : +1 Food (+2 if next to fresh water), +1 production
Additional Effects : +1 Health with Pasture
Crab
Tech Revealed By : Always Visible
Tech Required to Access : Fishing
Improvement Required : Fishing Boat
Base Bonus : +1 Food
Improved Bonus : +2 Food
Additional Effects : +1 Health with Fishing Boats
Deer
Tech Revealed By : Always Visible
Tech Required to Access : Hunting
Improvement Required : Camp
Base Bonus : +1 Food (+2 if next to fresh water)
Improved Bonus : +2 Food (+3 if next to fresh water)
Additional Effects : +1 Health with Camp
Dye
Tech Revealed By : Always Visible
Tech Required to Access : Calendar
Improvement Required : Plantation
Base Bonus : +1 Commerce
Improved Bonus : +4 Commerce
Additional Effects : +1 Happiness with Plantation
Fish
Tech Revealed By : Always Visible
Tech Required to Access : Fishing
Improvement Required : Fishing Boat
Base Bonus : +1 Food
Improved Bonus : +3 Food
Additional Effects : +1 Health with Fishing Boat
Fur
Tech Revealed By : Always Visible
Tech Required to Access : Hunting
Improvement Required : Camp
Base Bonus : +1 Commerce
Improved Bonus : +3 Commerce
Additionl Effects : +1 Happiness with Camp
*Obsolete with Plastics
Gems
Tech Revealed By : Always Visible
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +1 Commerce
Improved Bonus : +1 Production, +5 Commerce
Additional Effects : +1 Happiness with Mine
Gold
Tech Revealed By : Always Visible
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +1 Commerce
Improved Bonus : +1 Production, +6 Commerce
Additional Effects : +1 Happiness with Mine
Hit Movies
Tech Revealed By : Not Visible
Tech Required to Access : Hollywood Wonder (Produces 7)
Improvement Required : None
Base Bonus : 0
Improved Bonus : 0
Additional Effects : +1 Happiness
Hit Musicals
Tech Revealed By : Not Visible
Tech Required to Access : Broadway Wonder (Produces 7)
Improvement Required : None
Base Bonus : 0
Improved Bonus : 0
Additional Effects : +1 Happiness
Hit Singles
Tech Revealed By : Not Visible
Tech Required to Access : Rock n' Roll Wonder
Improvement Required : None
Base Bonus : 0
Improved Bonus : 0
Additional Effects : +1 Happiness
Horse
Tech Revealed By : Animal Husbandary
Tech Required to Access : Animal Husbandary
Improvement Required : Pasture
Base Bonus : +1 Production
Improved Bonus : +2 Production, +1 Commerce
Units Requiring Horses : Calvary, Chariot, Conquistador (and iron), Cossack,
Horse Archer, Immortal, Keshik, Knight (and iron),
War Chariot
Incense
Tech Revealed By : Always Visible
Tech Required to Access : Calendar
Improvement Required : Plantation
Base Bonus : +1 Commerce
Improved Bonus : +5 Commerce
Additional Effects : +1 Happiness with Plantation
Iron
Tech Revealed By : Iron Working
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +1 Production
Improved Bonus : +3 Production
Units Requiring Iron : Axeman (or copper), Cannon, Cho-No-Ku, Conquistador
(and horses), Crossbowman, Frigate, Ironclad (and
coal), Knight (and horses), Maceman (or copper),
Phanlax (or copper), Pikeman, Praetorian, Samurai,
Spearman (or copper), Swordsman
Construction Speed Halved: Eiffel Tower
Ivory
Tech Revealed By : Always Visible
Tech Required to Access : Hunting
Improvement Required : Camp
Base Bonus : +1 Production
Improved Bonus : +1 Production, +1 Commerce
Units Requiring Ivory : War Elephant
Additonal Effects : +1 Happiness with Camp
*Obsolete with Industrialism
Marble
Tech Revealed By : Always Visible
Tech Required to Access : Masonry
Improvement Required : Quarry
Base Bonus : +1 Production
Improved Bonus : +1 Production, +2 Commerce
Construction Speed Halved: Hindu Mandir, Islamic Mosque, Hermitage, Heroic
Epic, National Epic, Great Library, Hagia Sophia,
Oracle, Parthenon, Sistine Chapel, Taj Mahal,
Versailles
Oil
Tech Revealed By : Scientific Method
Tech Required to Access : Combustion
Improvement Required : Well, Offshore Platform (need Plastics)
Base Bonus : +1 Production
Improved Bonus : +2 Production, +1 Commerce
Units Requiring Oil : Battleship (or uranium), Bombmer, Carrier (or
uranium), Destroyer (or uranium), Fighter, Gunship,
Jet Fighter (and aluminum), Modern Armour (and
aluminum), Panzer, Stealth Bomber (and aluminum),
Submarine (or uranium), Tank, Transport (or
uranium)
Pig
Tech Revealed By : Always Visible
Tech Required to Access : Animal Husbandary
Improvement Required : Pasture
Base Bonus : +1 Food
Improved Bonus : +3 Food (+4 if next to Fresh Water)
Additional Effects : +1 Health with Pasture
Rice
Tech Revealed By : Always Visible
Tech Required to Access : Agriculture
Improvement Required : Farm
Base Bonus : +1 Food
Improved Bonus : +2 Food (+3 if Irrigated or have Biology, +4 if you
have both)
Additional Effects : +1 Health with farm
Sheep
Tech Revealed By : Always Visible
Tech Required to Access : Animal Husbandary
Improvement Required : Pasture
Base Bonus : +1 Food
Improved Bonus : +2 Food (+3 if next to Fresh Water), +1 Commerce
Additional Effects : +1 Health with Pasture
Silk
Tech Revealed By : Always Visible
Tech Required to Access : Calendar
Improvement Required : Plantation
Base Bonus : +1 Commerce
Improved Bonus : +3 Commerce
Additional Effects : +1 Happiness with Plantation
Silver
Tech Revealed By : Always Visible
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +1 Commerce
Improved Bonus : +4 Commerce
Additional Effects : +1 Happiness with Mine
Spices
Tech Revealed By : Always Visible
Tech Required to Access : Calendar
Improvement Required : Plantation
Base Bonus : +1 Commerce
Improved Bonus : +1 Food, +2 Commerce
Additional Effects : +1 Happiness with Plantation
Stone
Tech Revealed By : Always Visible
Tech Required to Access : Masonry
Improvement Required : Quarry
Base Bonus : +1 Production
Improved Bonus : +2 Production
Construction Speed Halved: Christian Cathedral, Jewish Synagogue, Mount
Rushmore, Oxford University, West Point, Angkor
Wat, Chichen Itza, Hanging Gardens, Kermlin, Notre
Dame, Pyramids, Spiral Minaret, Stonehenge
Sugar
Tech Revealed By : Always Visible
Tech Required to Access : Calendar
Improvement Required : Plantation
Base Bonus : +1 Food
Improved Bonus : +1 Food, +1 Commerce
Additional Effects : +1 Happiness with Plantation
Uranium
Tech Revealed By : Physics
Tech Required to Access : Mining
Improvement Required : Mine
Base Bonus : +0
Improved Bonus : +3 commerce
Units Requiring Uranium : Battleship (or oil), Carrier (or oil), Destroyer
(or oil), ICBM, Submarine (or oil), Transports
(or oil), Nukes
Construction Speed Halved: The Manhattan Project
Whale
Tech Revealed By : Always Visible
Tech Required to Access : Optics
Improvement Required : Whaling Boat
Base Bonus : +1 Food
Improved Bonus : +1 Production, +2 Commerce
Additional Effects : +1 Happiness with Whaling Boats
* Obsolete with Combustion
Wheat
Tech Revealed By : Always Visible
Tech Required to Access : Agriculture
Improvement Required : Farm
Base Bonus : +1 Food
Improved Bonus : +3 Food (+4 if Irrigated or have Biology, +5 if
you have both)
Additional Effects : +1 Health with Farm
Wine
Tech Revealed By : Always Visible
Tech Required to Access : Monarchy
Improvement Required : Winery
Base Bonus : +1 Commerce
Improved Bonus : +1 Food, +2 Commerce
Additional Effects : +1 Happiness with Winery
------------------------------------------------------------------------------
[4.05] Buildings
There are many buildings that you can add to your city to improve its
population, its food, its production, etc. These are important on many levels.
This will be listed in alphabetical order. All effects are only in the city
it is in, not for the entire empire.
Academy
Cost : Special, You can create by sacrificing a Great Scientist
Requirements : Great Scientist
Effects : +50% research generated by the city
+4 culture per turn
Airport
Cost : 250 Hammers
Requirements : Flight Technology
Effects : +1 Trade Route
Can airlift 1 unit per turn
-1 Health in the City
Aqueduct
Cost : 100 Hammers
Requirements : Masonry, Mathematics
Effects : +2 Health
Required To : Build The Hanging Gardens
Available Free: After starting in the Industrial age or later
Bank
Cost : 200 Hammers
Requirements : Banking
Effects : +50% more gold income in the city
Required To : Build Wall Street
Available Free: After starting in the Modern age or later
Barracks
Cost : 60 Hammers
Requirements : None
Effects : New Land Units Receive 4 more Experience
Required To : Build Heroic Epic
Bomb Shelters
Cost : 100 Hammers
Requirements : Electricity, Manhattan Project
Effects : -75% damage from nukes (ICBMs)
Broadcast Tower
Cost : 175 Hammers
Requirements : Mass Media
Effects : +50% more culture generated in the city
+1 Happiness per 10% culture rate
Can turn 2 citizens into an artist
+1 Happiness from Hit movies, musicals and singles
Buddhist Monastary
Cost : 60 Hammers
Requirements : Meditation, Buddhism
Effects : +10% Research Output
+2 Culture per turn
Required To : Train Buddhist Missonary
*Obsolete with Scientific Method
Buddhist Stupa
Cost : 300 Hammers (Halved with Copper)
Requirements : Music, Buddhism, 3 Buddhist Temples
Effects : +50% more Culture produced in the City
+2 Happiness in the city if Buddhism is State Religion
Can turn 2 citizens into a Priest
+1 Happiness with Incense
Buddhist Temple
Cost : 80 Hammers
Requirements : Priesthood, Buddhism
Effects : +1 Happiness
+1 Culture per turn
Can turn 1 citizen into a Priest
Bunker
Cost : 100 Hammers
Requirements : Electricity
Effects : -75% damage from Air Units
Castle
Cost : 100 Hammers (Halved with Stone)
Requirements : Engineering, Walls
Effects : +50% defence from non-gunpowder units
+1 Culture per turn
Christian Cathedral
Cost : 300 Hammers (Halved with Stone)
Requirements : Music, Christianity, 3 Christian Temples
Effects : +50% more Culture generated in the city
+2 Happiness in the city if Christianity is state religion
Can turn 2 citizens into a Priest
+1 Happiness with Incense
Christian Monastary
Cost : 60 Hammers
Requirements : Meditation, Christianity
Effects : +10% Research Output
+2 Culture per turn
Required To : Train Christian Missonary
*Obsolete with Scientific Method
Christian Temple
Cost : 80 Hammers
Requirements : Priesthood, Christianity
Effects : +1 Happiness
+1 Culture per turn
Can turn one Citizen into a Priest
Coal Plant
Cost : 150 Hammers
Requirements : Assembly Line, Factory, Coal
Effects : Provides power for factories with Coal
-2 Health in City
Coliseum
Cost : 120 Hammers
Requirements : Construction
Effects : +1 Happiness
+1 Happiness per 20% Culture Rate
Confucian Academy
Cost : 300 Hammers (Halved with Copper)
Requirements : Music, Confucianism, 3 Confucian Temples
Effects : +50 more Culture Generated in the City
+2 Happiness in the City if Confucianism is state religion
Can turn 2 Citizens into a Priest
+1 Happiness with Incense
Confucian Monastary
Cost : 60 Hammers
Requirements : Meditation, Confucianism
Effects : +10% Research Output
+2 Culture per turn
Required To : Train Confucian Missonary
*Obsolete with Scientific Method
Confucian Temple
Cost : 80 Hammers
Requirements : Priesthood, Confucianism
Effects : +1 Happiness
+1 Culture per turn
Can turn one Citizen into a Priest
Courthouse
Cost : 120 Hammers
Requirements : Code of Laws
Effects : -50% Maintenance Cost
Required To : Build Forbidden Palace
Drydock
Cost : 120 Hammers
Requirements : Steel
Effects : New Water Units receive +4 Experience Points
Water Units Constructed 50% faster
-1 Health in the City
Factory
Cost : 250 Hammers
Requirements : Assembly Lime
Effects : +25% more hammer production
+50% more hammer production if powered
Can turn 2 Citizens into an Engineer
-1 Health in the City
Required To : Build Coal, Hydro and Nuclear Power Plants
Forge
Cost : 120 Hammers
Requirements : Metal Casting
Effects : +25% more hammer production
Can turn 1 Citizen into an Engineer
+1 Happiness from Gold, Gems or Silver
-2 Health in the City
Required To : Build Ironworks, The Colossus, Effiel Tower, Statue of Liberty
Available Free: After Starting in the Modern Age or Later
Granary
Cost : 60 Hammers
Requirements : Pottery
Effects : Stores 50% of Food after Population Growth
+1 Health from Corn, Rice and Wheat
Available Free: After Starting in the Renaissance Age or Later
Grocer
Cost : 150 Hammers
Requirements : Guilds, Currency
Effects : +25% more gold production
Can turn 2 Citizens to a Merchant
+1 Health from Bananas, Spice, Sugar or Wine
Required To : Build Supermarket
Available Free: After Starting in the Industrial Age or Later
Harbour
Cost : 80 Hammers
Requirements : Compass
Effects : +50% more Commerce from Trade Routes
+1 Health from Clams, Crabs and Fish
Available Free: After Starting in the Modern Age or Later
Hindu Mandir
Cost : 300 Hammers (Halved with Marble)
Requirements : Music, Hinduism, 3 Hindu Temples
Effects : +50% more Culture Production in City
+2 Happiness in City if Hinduism is the State Religion
Can turn 2 Citizens into a Priest
+1 Happiness from Incense
Hindu Monastary
Cost : 60 Hammers
Requirements : Meditation, Hinduism
Effects : +10% Research Output
+2 Culture per turn
Required To : Train Hindu Missonary
*Obsolete with Scientific Method
Hindu Temple
Cost : 80 Hammers
Requirements : Priesthood, Hinduism
Effects : +1 Happiness
+1 Culture per turn
Can turn 1 Citizen into a Priest
Hospital
Cost : 200 Hammers
Requirements : Medicine
Effects : +3 Health in the City
Heals Damaged Units an Extra 10% per turn
Required To : Build Red Cross
Hydro Plant
Cost : 200 Hammers
Requirements : Plastics, Factory, Next of Tile of Water
Effects : Provides Power for Factory
Islamic Monastary
Cost : 60 Hammers
Requirements : Meditation, Islam
Effects : +10% Research Output
+2 Culture per turn
Required To : Train Islamic Missionary
*Obsolete with Scientific Method
Islamic Mosque
Cost : 300 Hammers (Halved with Marble)
Requirements : Music, Islam, 3 Islamic Temples
Effects : +50% more Culture Generated in the City
+2 Happiness in the City if Islam is the State Religion
Can turn 2 Citizens into a Priest
+1 Happiness from Incense
Islamic Temple
Cost : 80 Hammers
Requirements : Priesthood, Islam
Effects : +1 Happiness
+1 Culture per turn
Can turn 1 Citizen into a Priest
Jail
Cost : 120 Hammers
Requirements : Constitution
Effects : -25% War Unhappiness
Available Free: After Starting in the Modern Age or Later
Jewish Monastary
Cost : 60 Hammers
Requirements : Meditation, Judaism
Effects : +10% Research Output
+2 Culture per turn
Required To : Train Jewish Missionary
*Obsolete with Scientific Method
Jewish Synagogue
Cost : 300 Hammers (Halved with Marble)
Requirements : Music, Judaism, 3 Jewish Temples
Effects : +50% more Culture Generated in the City
+2 Happiness in the City if Judaism is the State Religion
Can turn 2 Citizens into a Priest
+1 Happiness from Incense
Jewish Temple
Cost : 80 Hammers
Requirements : Priesthood, Islam
Effects : +1 Happiness
+1 Culture per turn
Can turn 1 Citizen into a Priest
Laboratory
Cost : 250 Hammers
Requirements : Computers, Observatory
Effects : +25% more Research Output
+50% spaceship Production
Can turn 1 Citizen into a Scientist
-1 Health
Library
Cost : 90 Hammers
Requirements : Writing
Effects : +25% Research Output
+2 Culture per turn
Can turn 2 Citizens into a Scientist
Required To : Build University, National Epic, Great Library
Lighthouse
Cost : 60 Hammers
Requirements : Sailing, Next to Ocean
Effects : Water Tiles produce +1 Food.
Required To : Build Great Lighthouse
Available Free: After Starting on the Industrial Age or Later
Market
Cost : 150 Hammers
Requirements : Currency
Effects : +25% more Gold income
Can turn 2 Citizns into a Merchant
+1 Health from Fur, Ivory, Silk or Whales
Available Free: After Starting on the Industrial Age or Later
Nuclear Power Plant
Cost : 250 Hammers
Requirements : Fission, Factory, Uranium
Effects : Provides factory power with Uranium
Small chance of Nuclear Meltdown
Obelisk
Cost : 30 Hammers
Requirements : Mysticism
Effects : +1 Culture per turn
*Obsolete with Calendar
Observatory
Cost : 150 Hammers
Requirements : Astronomy
Effects : +25% Research Output
Can turn 1 Citizen into a Scientist
Required To : Build Laboratory
Recycling Centre
Cost : 300 Hammers
Requirements : Ecology
Effects : No Unhealthiness from Buildings
Supermarket
Cost : 150 Hammers
Requirements : Refrigeration
Effects : +1 Health from Cow, Deer, Pig or Sheep
Taoist Monastary
Cost : 60 Hammers
Requirements : Meditation, Taoism
Effects : +10% Research Output
+2 Culture per turn
Required To : Train Taoist Missionary
*Obsolete with Scientific Method
Taoist Pagoda
Cost : 300 Hammers (Halved with Copper)
Requirements : Music, Taoism, 3 Taoist Temples
Effects : +50% more Culture Generated in the City
+2 Happiness in the City if Taoism is the State Religion
Can turn 2 Citizens into a Priest
+1 Happiness from Incense
Taoist Temple
Cost : 80 Hammers
Requirements : Priesthood, Taoism
Effects : +1 Happiness
+1 Culture per turn
Can turn 1 Citizen into a Priest
Theatre
Cost : 50 Hammers
Requirements : Drama
Effects : +1 Happyness per 10% Culture Rate
Can turn 2 Citizens into an Artist
+1 Happiness from Dyes
Required To : Build Globe Theatre
University
Cost : 200 Hammers
Requirements : Education, Library
Effects : +25% Research Output
+3 Culture per turn
Required To : Build Oxford University
Walls
Cost : 50 Hammers (Halved with Stone)
Requirements : Masonry
Effects : +50% defence against Non-Gunpowder Units
Required To : Build Castle
------------------------------------------------------------------------------
[4.06] Religion
Through the ages, people have believe in a higher being on a different plane.
There have been many religions throughout the history of Earth and 7 of them
have been covered in Civilisation IV. But there are some things that have to
be cleared up first.
A state religion is the religion that your State believes in. When you
discover the necessary technology to access a religion, you have the ability
to make that your state religion. When a city believes in a religion that
happens to be the state religion, the city will enjoy a boost in productivity,
happiness and gold.
You can also spread a religion. Religious buildings will spread the religion
to other cities, but you can also have a part to say in where the religion
is to be spread. This can be done through the will of the missionary (nearly
wrote mercenary). The religion will spread to cities that it has trade routes
with, with religious buildings quickening the boost.
Missionaries can be built in two ways. You can have the organised religion
civic which allows you to have the ability to build missionaries or you can
build monasteries to build missionaries. Once a missionary is trained, the
unit will cost two gold to maintain every turn. The missionary can be moved
like any other unit, cross through unclaimed and neutral territory but can
only move within another civilisation when you have signed an open borders
agreement with them.
When the missionary reaches a target city, you can try to spread the religion
using the "Spread Religion" ability. The success of the missionary is
dependant on several factors.
1) It is far easier for a missionary to spread a religion in a city with few
or no religion in it. This is because one religion does not have to compete
with another religion.
2) It is easier to spread a religion in your own civilisation if you own the
missionary. The owner's civilisation will find it easier to convert their
own people.
3) Even if there are a fair number of religions in a city, a city can house
all 7 religions, except it will be more hard to spread on each new
religion.
There are also benefits of having a religion.
1) By having a religion in a city, you have the ability to develop 3
religious buildings in your cities. This will provide a boost in the
happiness, the wealth and the culture from your cities.
2) It provides 5 culture per turn if you have the holy city of a religion
that happens to be the state religion.
3) It provides +1 Happiness and +1 Culture per turn if the state religion
is present in a city.
4) A city without a religion cannot have the priest specialist.
5) If you have a Holy City with the developed Shrine upon it, if any players
have that specific religion as a state religion, you can spy upon their
cities.
There are also religion specific buildings. There are 4 of them, the Temple,
the Monastery, the Cathedral and the Shrine.
The Temple
Require the religion of the temple you want to build and the technology of
Priesthood. It is primative and produces 1 Culture and 1 Happiness. It allows
for 1 Citizen to become a Priest.
The Monastery
It is more advanced than the temple, requiring Meditation and the religion
of the monastery. It provides 10% more research points a turn as well as 2
culture per turn. It's the only way to produce a missionary bar the Organised
Religion civic. It will be obsolete with Scientific Method.
The Cathedral
The most advanced of the religious buildings. It requires Music, the religion
and 3 of those Religion's temple. Its construction speed can be halved with
certain resources. If will give +2 Happiness if the religion is that state
religion, turn 2 Citizen points to a Priest and gain +1 Happiness from the
Incense resource. It +50% your culture production as well. You have to have
3 temples to produce 1 Cathedral. For example, if you have 21 Temples, you
can only have 7 Cathedrals as most.
The Shrine
It can only be established in the Holy City of a certain religion. It gives
4 culture per turn, +1 Gold for every city with that religion and can turn
3 Citizen points into a priest. The addition of every city with that religion
shows the importance of the missionary to spread the word to as many cities
as you can.
The Beliefs
There are 7 Beliefs in the Game. Buddhism, Confucianism, Christianity,
Hinduism, Islam, Judaism and Taoism. There are a few things you need to note
down. If you have the Holy City of the State Religion, you get a +4 bonus to
your culture. If you have a City with the Religion the same as the State
Religion, you will get a small +1 culture bonus. All religions will give a
missionary upon development except Buddhism, Judaism and Hinduism
Buddhism
Technology Required: Meditation
Christianity
Technology Required: Theology
Confucianism
Technology Required: Code of Laws
Hinduism
Technology Required: Polytheism
Islam
Technology Required: Divine Right
Judaism
Technology Required: Monotheism
Taoism
Technology Required: Philosophy
------------------------------------------------------------------------------
[4.07] Projects
Projects are pieces of work that can allow you to use revolutionary technology
or construct it. There are two types of projects, Team Projects that are
shared between team mates and there are World Projects that are shared between
the entire world.
Apollo Project
Type of Project : Team
Requires : Rocketry
Hammers Needed : 1600 Hammers
Description : The Apollo project was the American/NASA project to have man
walk on the moon. It was created simply to beat the Soviet
Union up there.
Effects : Required to Create SS Casing, SS Thrusters, SS Cockpit, SS
Docking Bay, SS Engine, SS Life Support, SS Stasis
Chamber
SDI
Type of Project : Team
Requires : Satellites
Hammers Needed : 1000 Hammers (Halved with Aluminum)
Description : The SDI or Strategic Defensive Initiative is a research
program by the United States to use satellites to intercept
missiles, especially nuclear ones.
Effects : 75% Chance of intercepting Nukes
Requires Someone to have The Manhattan Project
The Internet
Type of Project : Team
Requires : Fiber Optics
Hammers Needed : 2000 Hammers (Halved with Copper)
Description : Ah, the Internet, without this, you won't even be reading
this. The internet is a massive computer network linked by
by hard wire, telecommunications and satellites. All the
computers speak the same language, allowing for fast
transfer of information.
Effects : Grants all Technologies by 2 Known Civilisations
The Manhattan Project
Type of Project : World
Requires : Fission
Hammers Needed : 1500 Hammers (Halved with Uranium)
Description : The Manhattan Project was the code name for a secret project
between the United States, Great Britain and Canada during
World War 2. The result of this project was, The Atomic
Bomb. The explosion paved way to the use of nuclear power,
for both the energy, and the fear factor.
Effects : Can Build Nukes
Can Build Bunker
Required before SDI
SS Casing
Type of Project : Team (5 Allowed)
Requires : Apollo Project, Rocketry
Hammers Needed : 800 Hammers (Halved with Aluminum)
Description : The exterior casing of the SS is extremely ready for the
travel of space. Made of an aluminum-titanium alloy based on
on layed ceramic with high density polymers, it is ready for
the debris within the star systems and able to withstand the
radiation. Built with sensors, it allows full navigation of
the stars.
Effects : Required for Space Victory, 5 needed
Space Victory must be enabled
SS Cockpit
Type of Project : Team
Requires : Apollo Project, Fiber Optics
Hammers Needed : 1000 Hammers (Halved with Copper)
Description : The command centre of the SS, this is where the pilots make
the decisions on where to go. It contains shielding from
unwanted radiation but also system computers which handle
interstellar travel and colonisation whil providing for the
long term needs of its occupants.
Effects : Required for Space Victory, 1 needed
Space Victory must be enabled
SS Docking Bay
Type of Project : Team
Requires : Apollo Project, Robotics
Hammers Needed : 2000 Hammers (Halved with Aluminum)
Description : The Docking Bay is the marvel of technology which handles
the transfers of material and resources between the SS and
its future colonies. It will be converted into a space
station to handle the exploration of the new worlds.
Effects : Required for Space Victory, 1 needed
Space Victory must be enabled
SS Engine
Type of Project : Team
Requires : Apollo Project, Fusion
Hammers Needed : 1600 Hammers
Description : A four part launch vehicle that enables the SS to travel
through the space-time bends and the vast emptiness of the
space surround the destination, Alpha Centauri. Acting like
20th century rockets, there will be boosters that will be
jettisoned after a temporary boost to exit the Earth's
atmosphere.
Effects : Required for Space Victory, 1 needed
Space Victory must be enabled
SS Life Support
Type of Project : Team
Requires : Apollo Project, Ecology
Hammers Needed : 1000 Hammers (Halved with Copper)
Description : The Life Support System is the provider of food, water
and heat to the colonists inside the SS. Recycling is the
key, no organic waste is to leave the SS. Waste is processed
with algae which consumes the waste or processes it into
fertilizer for the Hydroponics Garden. The garden provides
food, oxygen, and other necessities.
Effects : Required for Space Victory, 1 needed
Space Victory must be enabled
SS Stasis Chamber
Type of Project : Team
Requires : Apollo Project, Genetics
Hammers Needed : 1200 Hammers
Description : The problem with the trip on the SS was that it would take
decades, if not centuries, so that would be a problem for
the engineers. How to stop the aging process? Advances in
cyrogenics have allowed to deep freeze bodies without much
harm and to heat the bodies up automatically by computer
when the time came to colonisation.
Effects : Required for Space victory, 1 needed
Space Victory must be enabled
SS Thrusters
Type of Project : Team (3 Allowed)
Requires : Apollo Project, Satellites
Hammers Needed : 1200 Hammers (Halved with Aluminum)
Description : Thrusters are designed like engines, to provide speed to the
SS. When the boosters for the thrusters are empty, they are
jettisoned. When this occurs, powerful electromagnets
help accelerate the charged particles of the ion drive to
activating it, allowing it to travel near the speed of
light.
Effects : Required for Space Victory, 3 needed
Space Victory must be enabled
------------------------------------------------------------------------------
[4.08] Improvements
While on the map, you can see squares with resources or terrain that you think
to yourself, how do I make the most of it? You have to improve it of course.
Improvements are built by workers, who can keep building them. This is unlike
settlers, who are just one off builders.
You can only build improvements within your cultural borders, but a good idea
is to build them within your city radius so you can actually access the
resources and the production benefits. To build improvements, you have to move
your workers over a certain tile that you can build an improvement on and
select the improvement that you want. Note that you can only build it if you
have the necessary technology. Work boats are the same as workers, they are
the workers of the water, where your workers can't go.
You can also build roads and railroads by manually selecting them to where
to build or you can use the route to button to make them buuild roads to a
selected point.
Improvements take time to complete so be patient. It isn't an overnight job
you know. You can interrupt construction by selecting the worker and giving
him a new job to do.
Military units can pillage your improvements for gold. If there are multiple
improvements such as a farm and a railroad, you can only pillage one at a
time. Note that the roaming barbarians will happily pillage your improvements.
NOTE: Cottage can only be buits, then grows to Hamlet, then to Village and
ends at Town
Camp
Requires : Hunting
Improvements : None
Bonus Yields : +2 Food from Deer
+3 Commerce from Fur
+1 Production, +1 Commerce from Ivory
Pillage Value : 5 Gold Coins
Effects : None
City Ruins
Requires : N/A
Improvements : None
Bonus Yields : N/A
Pillage Value : 0 Gold Coins
Effects : Only built when a city is pillaged.
Cottage
Requires : Pottery
Improvements : Commerce +1
Bonus Yields : None
Pillage Value : 10 Gold Coins
Effects : Becomes Hamlet in 10 Turns
Farm
Requires : Agriculture
Improvements : +1 Food from Irrigation
+1 Food from Biology
Bonus Yields : +3 Food from Corn
+2 Food from Rice
+3 Food from Wheat
Pillage Value : 5 Gold Coins
Effects : Carries Irrigation
Only built on Flatlands
Fishing Boats
Requires : Fishing
Improvements : None
Bonus Yields : +2 Food from Crabs
+2 Food from Clams
+3 Food from Fish
Pillage Value : 5 Gold Coins
Effects : Only Built on Water
Fort
Requires : Mathematics
Improvements : None
Bonus Yields : None
Pillage Value : 0 Gold Coins
Effects : +25% Tile Defence
Hamlet
Requires : Pottery
Improvements : Commerce +2
Bonus Yields : None
Pillage Value : 15 Gold Coins
Effects : Becomes Village in 20 Turns
Lumbermill
Requires : Replaceable Parts
Improvements : Production +1
Commerce +1 (When next to River)
Production +1 with Railroads
Bonus Yields : None
Pillage Value : 5 Gold Coins
Effects : None
Mine
Requires : Mining
Improvements : Production +2
Production +1 with Railroads
Bonus Yields : +3 Production, +1 Commerce from Aluminum
+3 Production from Coal
+3 Production from Copper
+3 Production from Iron
+3 Commerce from Uranium
+1 Production, +4 Commerce from Silver
+1 Production, +5 Commerce from Gems
+1 Production, +6 Commerce from Gold
Pillage Value : 10 Gold Coins
Effects : Small Chance of discovering Aluminum, Coal, Copper, Iron,
Uranium, Silver, Gems, Gold
Offshore Platform
Requires : Plastics
Improvements : None
Bonus Yields : +2 Production, +1 Commerce from Oil
Pillage Value : 10 Gold Coins
Effects : Only Built on Water
Pasture
Requires : Animal Husbandry
Improvements : None
Bonus Yields : +2 Production, +1 Commerce from Horse
+1 Food, +2 Production from Cow
+3 Food from Pigs
+2 Food, +1 Commerce from Sheep
Pillage Value : 5 Gold Coins
Effects : None
Plantation
Requires : Calendar
Improvements : None
Bonus Yields : +2 Food from Bananas
+4 Commerce from Dyes
+5 Commerce from Incense
+3 Commerce from Silk
+1 Food, +2 Commerce from Spice
+1 Food, +1 Commerce from Sugar
Pillage Value : 5 Gold Coins
Effects : None
Quarry
Requires : Masonry
Improvements : None
Bonus Yields : +1 Production, +2 Commerce from Marble
+2 Production from Stone
Pillage Value : 5 Gold Coins
Effects : None
Town
Requires : Pottery
Improvements : Commerce +4
Commerce +1 from Printing Press
Commerce +2 from Free Speech
Production +1 from Universal Suffrage
Bonus Yields : None
Pillage Value : 25 Gold Coins
Effects : None
Tribal Village
Requires : N/A
Improvements : None
Bonus Yields : None
Pillage Value : 0 Gold Coins
Effects : Can provide maps, Gold, units or may attack you
Village
Requires : Pottery
Improvements : Commerce +3
Commerce +1 from Printing Press
Bonus Yields : None
Pillage Value : 20 Gold Coins
Effects : Becomes a Town in 40 turns
Watermill
Requires : Machinery
Improvements : Production +1
Commerce +2 with Electricity
Production +1 with Replaceable Parts
Food +1 from State Property
Bonus Yields : None
Pillage Value : 5 Gold Coins
Effects : Requires to be Built next to River
Only be Built on Flatlands
Well
Requires : Combustion
Improvements : None
Bonus Yields : +2 Production, +1 Commerce from Oil
Pillage Value : 10 Gold Coins
Effects : None
Whaling Boats
Requires : Optics
Improvements : None
Bonus Yields : +2 Production, +1 Commerce from Whale
Pillage Value : 5 Gold Coins
Effects : Can Only be Built on Water
Windmill
Requires : Machinery
Improvements : Food +1
Commerce +1
Commerce +1 with Electricity
Production +1 with State Property
Bonus Yields : None
Pillage Value : 5 Gold Coins
Effects : None
Winery
Requires : Monarchy
Improvements : None
Bonus Yields : +1 Food, +2 Commerce from Wine
Pillage Value : 10 Gold Coins
Effects : None
Workshop
Requires : Metal Casting
Improvements : Food -1
Production +1
Production +1 with Guilds
Production +1 with Chemistry
Food +1 from State Property
Bonus Yields : None
Pillage Value : 5 Gold Coins
Effects : Can only be Built on Flatlands
------------------------------------------------------------------------------
[5.01] Great People
Once every now and then, a Great Person will be born, changing the way we
think. People such as Homer, Newton, Curie, Einstein, etc will come long and
change the way history things. In Civilisation IV, there are five different
types of Great People. Great Artists, Great Scientists, Great Merchants,
Great Priest and Great Engineers.
Great People are generated from Great People points. Each city has its
seperate pool of Great People points. There are many generators of these
points, including Specialists, Civics, Buildings and Wonders. The amount
needed to generate a Great Person originally starts at 100, and once a Great
Person is generated, it will increase by 100. Of course, with different game
speeds, it costs more or less to generate such a Person. The amount of points
need is the same for all the cities in your empire.
There are several influences on the type of person to be produced. Whenever
you have a specialist, it will be more likely to generate a Great Person
based on their specialisation. Wonders will also change the odds of the
Person. When you hover over the Great Person Bar on the city screen, you can
view the odds of Generating such a person. Increasing the amount of a certain
amount of specialists, you can change the person generated.
There are several abilities that a Great Person can do. These abilities are
the same for all Great People.
Discover a Technology
You can sacrifice a Great Person to help you research a technology. The
technology that they can help research will generally be in their field of
expertise, such as a Prophet researching a Religious technology or a Merchant
researching an Economic technology. In the earlier ages, while the technology
costs are relatively low, the Great Person should discover it straight away
but in the newer, futuristic technologies, they can only contribute a portion
of the technology.
Starting a Golden Age
You can use two or more Great People, sacrifice them to produce a Golden Age
for you, which will be elaborated on later.
Settling in Cities
You can sacrifice your Great People to have them settle in your cities to
become a super specialist. They have the same traits as a normal specialist
but their rate of production is higher and better.
Great Artist
This guy is a super artist, with a whopping 3 Gold per turn and producing
12 culture points for the city every turn.
Great Engineer
This guy is a bigger engineer, who produces 3 Hammers per turn for the city
and 3 Research points towards your research.
Great Merchant
This person is indeed a Great Merchant providing a special commodity to your
city. He provides 6 Gold per turn and 1 food unit per turn. So in essence, he
only consumes 1 food a turn.
Great Prophet
This person is an advanced priest. He can produce 2 Hammers per turn as well
as 5 Gold per turn for your city every turn.
Great Scientist
This smart person is a powerful brother to the normal scientist. He can
produce 1 Hammer per turn as well as 6 Research points per turn towards your
scientific research.
There are also specific abilities for each Great Person. The ability is user
specific, and they don't share abilities.
Great Artist - Create Major Works of Art
By creating a Major Work of Art, the sacrifice of the Great Artist will
provide a boost of 2000 to 6000 points in a city as a one off bonus. The
amount depends on the game speed you are using. This is extremely useful to
save your city if it desperately needs to expand or needs to war off a
cultural war.
Great Engineer - Hurry Production
Great Engineers can hurry the production of Wonders. In the earlier ages, the
Great Engineer will be able to complete the wonder in one fell swoop, but in
the later ages, he can only significantly hurry the speed of construction and
not finish the major work.
Great Merchant - Trade Mission
The Merchant will be able to initiate a trade mission in a foreign city. The
trade mission involves you moving the Merchant into a foreign city and using
his ability in the city. This will give you Gold in return. The more
wealthier a city is, the more powerful it is and the further away it is, will
provide you with more gold. Take those facts before you use his special
ability. Amounts can be in the hundreds with the most I have gotten is about
5.6k or 5600 Gold.
Great Prophet - Special Wonder
This is what the point of establishing a religion first is. By establishing
a religion first, one of your Cities will be the founder of the religion.
When you have a Great Prophet, you can move it over to the founding city and
create a Special Shrine to it. For example, if you are the first to find
Christianity, one of your cities will be the founding city. You can move your
Great Prophet and create the Church of Nativity in that City.
Great Scientist - Academy
The Great Scientist can create the academy, which is a building in your city
that can enhance your research point output per turn. This is a great building
when technology is lagging behind in your empire.
There are several ways that you can increase the production of these points.
National Wonders
National Epic
Effect: Increases Great Person Points Production by 100%
World Wonders
The Parthenon
Effect: Increases Great Person Points Production by 50%
Specialists
Artist : +3 Great Person Points
Engineer : +3 Great Person Points
Merchant : +3 Great Person Points
Priest : +3 Great Person Points
Scientist : +3 Great Person Points
Civics
Pacifism
Effect: +100% Great Person Growth Rate for Cities with State Religion
Some technologies will also give you free Great People. The first to research
the technologies will receive the Great Person. There is only one for each
technology.
Economics = 1 Great Merchant
Fusion = 1 Great Engineer
Music = 1 Great Artist
Physics = 1 Great Scientist
------------------------------------------------------------------------------
[5.02] National Wonders
National wonders are wonders, but it isn't for the entire world. You can have
one national wonder per empire. For example, you build a national wonder in
your empire, another civilisation can build the same wonder in their empire.
It isn't global, but one thing remains, you can only have two national wonders
in a city.
All National Wonders will produce +1 Great Person point per turn in the city
that is it built in.
Forbidden Place
Cost : 200 Hammers
Requirements : 6 Courthouses, 8 Cities
Effects : Reduces maintenance in nearby Cities
+4 Culture per turn
More Likely To: Generate Great Merchant
Globe Theatre
Cost : 300 Hammers
Requirements : Drama, 6 Theatres
Effects : No Unhappiness in the City
Can turn 3 Citizens into an Artist
+6 Culture per turn
More Likely To: Generate Great Artist
Hermitage
Cost : 300 Hammers (Halved with Marble)
Requirements : Nationalism
Effects : +100% Culture Rate
More Likely To: Generate Great Artist
Heroic Epic
Cost : 200 Hammers (Halved with Marble)
Requirements : Literature, Barracks in City, Level 4 Unit
Effects : +100% Military Production in the City
+4 Culture per turn
Can only be Built in the Renaissance Era or earlier
More Likely To: Generate Great Artist
Ironworks
Cost : 700 Hammers
Requirements : Steel, 6 Forges
Effects : +50% Hammer Production in City if connected to Iron
+50% Hammer Production in City if connected to Coal
Can turn 3 Citizens to an Engineer
-2 Health in City
More Likely To: Generate Great Engineer
Mount Rushmore
Cost : 500 Hammers (Halved with Stone)
Requirements : Fascism
Effects : -25% War Unhappiness in all Cities
+4 Culture per turn
More Likely To: Generate Great Artist
National Epic
Cost : 250 Hammers (Halved with Marble)
Requirements : Literature, Library in City
Effects : +100% Great Person Birth Rate
+4 Culture per turn
Can only be Built in the Renaissance Era or earlier
More Likely To: Generate Great Artist
Oxford University
Cost : 400 Hammers (Halved with Stone)
Requirements : Education, 6 Universities
Effects : +100% Research Rate in City
Can turn 3 Citizens into a Scientist
+4 Culture per turn
More Likely To: Generate Great Scientist
Palace (No Great Person Points)
Cost : 160 Hammers
Requirements : 4 or more Cities
Effects : Makes this city your Capital City
Reduces maintenance in nearby Cities
+2 Culture per turn
+1 Happiness
Red Cross
Cost : 600 Hammers
Requirements : Medicine, 6 Hospitals
Effects : Free Medic I promotions for units built in the City
+2 Culture per turn
More Likely To: Generate Great Scientist
Scotland Yard
Cost : 500 Hammers
Requirements : Communism
Effects : City can train Spy Units
More Likely To: Generate Great Scientist
Wall Street
Cost : 600 Hammers
Requirements : Corporation, 6 Banks
Effects : +100% gold output in the City
Can turn 3 Citizens into a Merchant
More Likely To: Generate Great Merchant
West Point
Cost : 800 Hammers (Halved with Stone)
Requirements : Military Tradition, Level 5 Unit
Effects : +4 Experience Points for Units trained in the City
More Likely To: Generate Great Engineer
------------------------------------------------------------------------------
[5.03] Special Wonders
These Special Wonders are those that cannot be constructed normally. These
following structures can only be constructed by Great Prophets. Yes, these
are the Special Shrines to the religions. There are 7, one for each religion.
NOTE: These can only be build in the Holy City of each religion. Once you find
or found a religion, one of your Cities become a Holy City for the discovered
Religion.
The Church of the Nativity
Religion : Christianity
Culture : +4 Per turn
Effect : +1 Great Person Points per turn
+1 Gold for Every City with Christianity
Spreads Christianity
The Dai Miao
Religion : Taoism
Culture : +4 Per turn
Effect : +1 Great Person Points per turn
+1 Gold for Every City with Taoism
Spreads Taoism
The Kashi Vishwanath
Religion : Hinduism
Culture : +4 Per turn
Effect : +1 Great Person Points per turn
+1 Gold for Every City with Hinduism
Spreads Hinduism
The Kong Miao
Religion : Confucianism
Culture : +4 Per turn
Effect : +1 Great Person Points per turn
+1 Gold for Every City with Confucianism
Spreads Confucianism
The Mahabodhi
Religion : Buddhism
Culture : +4 Per turn
Effect : +1 Great Person Points per turn
+1 Gold for Every City with Buddhism
Spreads Buddhism
The Masjid Al-Haram
Religion : Islam
Culture : +4 Per turn
Effect : +1 Great Person Points per turn
+1 Gold for Every City with Islam
Spreads Islam
The Temple of Solomon
Religion : Judaism
Culture : +4 Per turn
Effect : +1 Great Person Points per turn
+1 Gold for Every City with Judaism
Spreads Judaism
------------------------------------------------------------------------------
[5.04] World Wonders
There are buildings that have withstood the test of time, and survive today.
They changed the path of time since its establishment. They require much work
and time from your cities, but they are well worth it.
There are two types of wonders, National and Great. National wonders have
already been exaplained above. Great wonders are so unique that only one can
be built, no more. If a Great Wonder is destroyed through the capture of a
city, that Wonder is lost forever, and cannot be rebuilt. Whoever constructs
a wonder first will reap the rewards.
Losing the race to construct a wonder will lead to your lost hammers turning
into gold. Your construction of the wonder will be discontinued immediately.
National Wonders aren't a problem since each civilisation can have one.
Wonders can be built like any other buildings and some resources can halve the
construction time necessary. Those leaders with the Industrious trait can
build Wonders at double the speed one would normally produce. However, over
time, as you develop more technology, they will become obsolete.
Angkor Wat
Country Located Today : Angkor, Cambodia
Construction Cost : 500 Hammers
Construction Speed Halved : Stone
Requirements : Philosophy
Culture Produced : +8 Per Turn
Great People Points : +2 Points Per Turn
Effects : +1 from Priests in All Cities
Can turn 3 Citizens into a Priest
More likely to Generate : Great Prophet
*Only be Built from Renaissance or earlier starts
Broadway
Country Located Today : New York, United States
Construction Cost : 800 Hammers
Construction Speed Halved : None
Requirements : Electricity
Culture Produced : +50% Culture Output in City
Great People Points : +2 Points Per Turn
Effects : Provides Hit Musicals
+1 Happiness from Musicals in all Cities
More likely to Generate : Great Artist
Chichen Itza
Country Located Today : Yucatan, Mexico
Construction Cost : 500 Hammers
Construction Speed Halved : Stone
Requirements : Code of Laws
Culture Produced : +6 Per Turn
Great People Points : +2 Points Per Turn
Effects : +25% in all Cities
More likely to Generate : Great Prophet
*Only be Built from Medieval or earlier starts
* Obsolete with Rifling
Hollywood
Country Located Today : Los Angeles, United States
Construction Cost : 1000 Hammers
Construction Speed Halved : None
Requirements : Mass Media
Culture Produced : +50% Culture Output in City
Great People Points : +2 Points Per Turn
Effects : Provides Hit Movies
+1 Happiness from Movies in all Cities
More likely to Generate : Great Artist
Notre Dame
Country Located Today : Paris, France
Construction Cost : 650 Hammers
Construction Speed Halved : Stone
Requirements : Music
Culture Produced : +10 Per Turn
Great People Points : +2 Points Per Turn
Effects : +1 Happiness for All Cities on the Continent
More likely to Generate : Great Artist
*Only be Built from Renaissance or earlier starts
Rock N Roll
Country Located Today : Graceland, United States
Construction Cost : 800 Hammers
Construction Speed Halved : None
Requirements : Radio
Culture Produced : +50% Culture Output in City
Great People Points : +2 Points Per Turn
Effects : Provides Hit Singles
+1 Happiness from Singles in all Cities
More likely to Generate : Great Artist
Stonehenge
Country Located Today : Southern England
Construction Cost : 120 Hammers
Construction Speed Halved : Stone
Requirements : Mysticism
Culture Produced : +8 Per Turn
Great People Points : +2 Points Per Turn
Effects : Free Obelisk in Every City
Centres the World Map
More likely to Generate : Great Prophet
*Only be Built from Classical or earlier starts
*Obsolete with Calendar
The Colossus (of Rhodes)
Country Located Today : Destroyed, Formally Rhodes, Greece
Construction Cost : 250 Hammers
Construction Speed Halved : Copper
Requirements : Metal Casting, Forge, Coastal City
Culture Produced : +6 Culture
Great People Points : +2 Points Per Turn
Effects : All Water Tiles +1 Commerce
More likely to Generate : Great Merchant
*Only be Built from Medieval or earlier starts
*Obsolete with Astronomy
The Eiffel Tower
Country Located Today : Paris, France
Construction Cost : 1250 Hammers
Construction Speed Halved : Iron
Requirements : Radio, Forge
Culture Produced : +6 Per Turn
Great People Points : +2 Points Per Turn
Effects : Free Broadcast Tower in Every City
More likely to Generate : Great Merchant
The Great Library (Library of Alexandria)
Country Located Today : Alexandria, Egypt
Construction Cost : 350 Hammers
Construction Speed Halved : Marble
Requirements : Literature, Library
Culture Produced : +8 Per Turn
Great People Points : +2 Points Per Turn
Effects : 2 free Scientists in the City
More likely to Generate : Great Scientist
*Only be Build from Medieval or earlier Starts
*Obsolete with Scientific Method
The Great Lighthouse (The Pharos Lighthouse)
Country Located Today : Alexandria, Egypt
Construction Cost : 200 Hammers
Construction Speed Halved : None
Requirements : Masonry, Lighthouse, Coastal City
Culture Produced : +6 Per Turn
Great People Points : +2 Points Per Turn
Effects : +2 Trade Routes in all Coastal Cities
More likely to Generate : Great Merchant
*Only be Built from Classical or earlier starts
*Obsolete with Corporation
The Hagia Sophia (Church of the Holy Wisdom)
Country Located Today : Istanbul, Turkey
Construction Cost : 550 Hammers
Construction Speed Halved : Marble
Requirements : Engineering
Culture Produced : +8 Per Turn
Great People Points : +2 Points Per Turn
Effects : Workers build Improvements 50% faster
More likely to Generate : Great Engineer
*Only be Built from Medieval or earlier starts
*Obsolete with Steam Power
The Hanging Gardens (of Babylon)
Country Located Today : Babylon, Iraq
Construction Cost : 300 Hammers
Construction Speed Halved : Stone
Requirements : Mathematics, Aqueduct
Culture Produced : +6 Per Turn
Great People Points : +2 Points Per Turn
Effects : +1 Health for Every City
+1 Population Point for Every City
More likely to Generate : Great Engineer
*Only be Built from Medieval or earlier starts
The Kremlin
Country Located Today : Moscow, Russia
Construction Cost : 800 Hammers
Construction Speed Halved : Stone
Requirements : Communism
Culture Produced : None
Great People Points : +2 Points Per Turn
Effects : -33% Hurry Cost
More likely to Generate : Great Artist
*Obsolete with Fiber Optics
The Oracle
Country Located Today : Delphi, Greece
Construction Cost : 150 Hammers
Construction Speed Halved : Marble
Requirements : Priesthood
Culture Produced : +8 Per Turn
Great People Points : +2 Points Per Turn
Effects : 1 Free Technology
More likely to Generate : Great Prophet
*Only be Built from Classical or earlier starts
The Parthenon
Country Located Today : Athens, Greece
Construction Cost : 400 Hammers
Construction Speed Halved : Marble
Requirements : Polytheism
Culture Produced : +10 Per Turn
Great People Points : +2 Points Per Turn
Effects : +50% Great Person Growth Rate in All Cities
More likely to Generate : Great Artist
*Obsolete with Chemistry
The Pentagon
Country Located Today : Washington DC, United States
Construction Cost : 1250 Hammers
Construction Speed Halved : None
Requirements : Assembly Line
Culture Produced : None
Great People Points : +2 Points Per Turn
Effects : +2 Experience Points for new units in All Cities
More likely to Generate : Great Engineer
The Pyramids
Country Located Today : Giza, Egypt
Construction Cost : 450 Hammers
Construction Speed Halved : Stone
Requirements : Masonry
Culture Produced : +6 Per Turn
Great People Points : +2 Points Per Turn
Effects : Enables all Government Civics
More likely to Generate : Great Engineer
*Only be Built from Classical or earlier starts
The Sistine Chapel
Country Located Today : Rome, Italy
Construction Cost : 600 Hammers
Construction Speed Halved : Marble
Requirements : Theology
Culture Produced : +10 Per Turn
Great People Points : +2 Points Per Turn
Effects : +2 Culture per Specialist in All Cities
More likely to Generate : Great Artist
*Only be Built from Renaissance or earlier starts
The Space Elevator
Country Located Today : ... Doesn't Exist
Construction Cost : 2000 Hammers
Construction Speed Halved : Aluminum
Requirements : Robotics
Culture Produced : None
Great People Points : +2 Points Per Turn
Effects : +50% Spaceship Production in All Cities
More likely to Generate : Great Scientist
*Only be Built if Space Victory is Enabled
*Only be Built with Maximum Latitude of 30 Degrees
The Spiral Minaret
Country Located Today : Samarra, Iraq
Construction Cost : 550 Hammers
Construction Speed Halved : Stone
Requirements : Divine Right
Culture Produced : +8 Per Turn
Great People Points : +2 Points Per Turn
Effects : +1 Gold from all State Religion Buildings
More likely to Generate : Great Prophet
*Only be Built from Renaissance or earlier starts
*Obsolete with Computers
The Statue of Liberty
Country Located Today : New York, United States
Construction Cost : 1500 Hammers
Construction Speed Halved : Copper
Requirements : Democracy, Forge
Culture Produced : +6 Per Turn
Great People Points : +2 Points Per Turn
Effects : +1 Free Specialist in All Cities on the Continent
More likely to Generate : Great Merchant
*Only be Built from Industrial or earlier starts
The Taj Mahal
Country Located Today : Agra, India
Construction Cost : 700 Hammers
Construction Speed Halved : Marble
Requirements : Nationalism
Culture Produced : +10 Per Turn
Great People Points : +2 Points Per Turn
Effects : Starts a Golden Age
More likely to Generate : Great Artist
*Only be Built from Industrial or earlier starts
The Three Gorges Dam
Country Located Today : Hubei Province, China
Construction Cost : 1750 Hammers
Construction Speed Halved : None
Requirements : Plastics
Culture Produced : None
Great People Points : +2 Points Per Turn
Effects : Provides power for All Cities on this Continent
More likely to Generate : Great Engineer
The United Nations
Country Located Today : New York, United States
Construction Cost : 1000 Hammers
Construction Speed Halved : None
Requirements : Mass Media
Culture Produced : None
Great People Points : +2 Points Per Turn
Effects : Triggers Global Elections
Guarantee Eligibility for Diplomatic Votes
More likely to Generate : Great Merchant
*Only be Built if Diplomatic Victory enabled
*Requires at least 3 Civilisations
Versailles
Country Located Today : Paris, France
Construction Cost : 800 Hammers
Construction Speed Halved : Marble
Requirements : Divine Right
Culture Produced : +10 Per Turn
Great People Points : +2 Points Per Turn
Effects : Reduces Maintenance in Nearby Cities
More likely to Generate : Great Merchant
*Only be Built in Industrial or earlier starts
------------------------------------------------------------------------------
[5.05] Technology Mk 2
There are 7 ages in Civilisation, representing the technology of each of the
different times. Once you have researched all the technologies for one age,
your civilisation will advance an age. The 7 ages comprise of the Ancient age,
the Classical Age, the Medieval Age, the Renaissance, the Industrial Era, the
Modern Era and the Future.
NOTE: To build some units, you might need to meet some other specifications.
Ancient Age
You only have your Starting Technologies and have to research all the
Classical technologies to move onto the Classical Age
Agriculture
Quote : Oh Farmers, pray that your summers be wet and your
winters clear. - Virgil
Research Points Cost: 60
Required : None
Leads To : Animal Husbandary, Pottery
Effects : Can build a Farm
Animal Husbandary
Quote : Blessed shall be the fruit of thy cattle, the increase
of thy kine, and the flocks of thy sheep. - The Bible
Deut 28:4