*******************************************************************************

                               Civilization V
			       by Redtooth

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Table of Contents

I... Introduction...........................[qwe]
II.. New From Civ IV........................[rty]
III. Starting a Game........................[uio]
IV.. Civilizations..........................[pas]
  A. Leaders and Unique Units/Buildings
V... How to Play............................[dfg]
  A. The Basics
  B. Victory Types
  C. City States
VI.. Terrain and Resources..................[hjk]
  A. Resources
VII. Technology.............................[lzx]
  A. Tech Tree
  B. Strategy
VIII Units..................................[cvb]
  A. Promotions
  B. Great People
IX.. Buildings..............................[nm,]
X... Wonders................................[qaz]
  A. National Wonders
  B. Projects
XI.. Policies...............................[wsx]
XII. Contact Info...........................[edc]



*******************************************************************************

I - Introduction - [qwe]

*******************************************************************************

This is my first FAQ, so be gentle!  The game, as you know, is Civilization V.
This should be a complete guide at the time of posting, though future patches 
and new information will need to be discussed at some point.  Any information
I mess up will also have to be fixed, at some point at least!


*******************************************************************************

II - New From Civ IV [rty]

*******************************************************************************

Civilization V builds on Sid Meier's influential and long-lasting series,
Civilization. As a long time fan of the series, I've played and watched the
series grow. The series was a 4X game before the term was even coined.  The
Xs, for those who don't know, stands for "explore, expand, exploit and
exterminate."  And none of this has changed in the the newest game in the
series.  Lets first see what isn't in the game anymore.

------------------------------------------------------
A. What's Missing
------------------------------------------------------

-Religion
-Corporations
-Espionage (no spy units)
-Vassal Cities (Check City States, under How to Play [dfg])
-Civics (Check Policies [wsx])
-Health
-Pollution


------------------------------------------------------
B. What's New
------------------------------------------------------

-No Stacks
Each tile can now only hold a single unit, so long gone are the days of the
stacks of doom With that said, combat has also been changed thoroughly, with
long range units able to shoot over tiles and onto others.  I'll get in
greater detail on these in later sections.

-Hex Tiles
Hex Tiles replace the diagonal rhombuses of previous games.  The change
is noticeable, yet very positive, allowing for new gameplay possibilities.
If this makes no sense to you, just check in game, you'll see each tile has 
six neighbors.  

-Policies (Check Policies [wsx])
Policies are the replacement for civics in Civilization V.  Look for them
in their own section.

-City States (Check How to Play [dfg])
City States are the replacement of Vassal system.  These have gotten a lot
more complex, so check their section for more detail!

-Leadership Traits (Check Civilization [pas])
Two new things about Leaders.  First, each country only has one leader now
(boo).  But each civilization now has a Unique Power, and two unique units
or buildings.  Arabia, for example, has the Camel Rider Unique Unit and the
Bazaar Unique Building.  It also gets it's power, Trade Caravans, which adds
+2 gold per trade route.  Check the Civilization section for more detail 
on each Unique Power, Unit and Building of each civilization.


That concludes the major changes, all of which will be explained in depth
throughout this FAQ.


*******************************************************************************

III - Starting the Game - [uio]

*******************************************************************************

In this section, we'll actually get you started on playing!  There are five
sections for starting a New Game of Civilization V!  If this is too much, just
Click "Play Now" and get right to Civilization!

-Leader
This is first section, click on the Leader Button and choose a leader.  This
screen displays all of the civilizations available to choose.  This section 
shows what Unique Ability, Unit or Building the civilization has.  Pick which
one you want to play as, or pick Random to have a random civilization selected
for you. Once selected, the screen goes back to the Setup Screen.

-Map Type
You can pick three different types: Continents, Pangaea, Archipelago. 
Continents, as you could guess, makes an earth-like world with several large
land masses.  Pangaea creates a single, all-connected land mass.  And 
Archipelago creates a world filled with only islands.

-Map Size
There are 6 sizes to pick from, and each changes gameplay in a small way:

DUEL
Default Civilizations = 2, Default City States = 4
Unhappiness Per City = 2, Extra City Policy Penalty = 30%

TINY
Default Civilizations = 4, Default City States = 8
Unhappiness Per City = 2, Extra City Policy Penalty = 30%

SMALL
Default Civilizations = 6, Default City States = 12
Unhappiness Per City = 2, Extra City Policy Penalty = 30%

STANDARD
Default Civilizations = 8, Default City States = 16
Unhappiness Per City = 2, Extra City Policy Penalty = 30%

LARGE
Default Civilizations = 10, Default City States = 20
Unhappiness Per City = 1.6, Extra City Policy Penalty = 20%

HUGE
Default Civilizations = 12, Default City States = 24
Unhappiness Per City = 1.2, Extra City Policy Penalty = 15%

-Difficulty
There are 8 difficulty levels to pick from, starting with the easiest:
Settler 
Chieftain 
Warlord 
Prince 
King 
Emperor 
Immortal 
Deity 

-Game Pace
Here you pick how fast or slow you want the game going.  Quick makes
everything go faster.  Quicker production, research and a quicker
game.  Standard is Standard, and always recommended for most games.
Epic and Marathon elongate every aspect of the game.


And if you got to this screen and realize you didn't really want to 
pick all this stuff, just click Randomize Button.


*******************************************************************************

IV - Civilizations - [pas]

*******************************************************************************

Each leader, as mentioned, has a unique ability and either two unique units or 
one unique unit and one unique building.  This section will describe all 18 
original civs and the extra Babylonian and Mongolian civs.

------------------------------------------------------
A. Leaders and Unique Units/Buildings
------------------------------------------------------

Nation  : Arabia 

Leader  : Harun al-Rashid
Unit    : Camel Archer (Replaces Knight)
2nd Unit: None
Building: Bazaar (Replaces Market)

Ability : Trade Caravans, +2 Gold from each Trade Route

Comments: Poor UU, good Unique Building, but the entire civ is
          focused on late game and slower expansion, which most
          people don't ever make it into.  Early game civs have
          too many advantages over this

------------------------
Nation  : Aztec 

Leader  : Montezuma
Unit    : Jaguar (Replaces Warrior)
2nd Unit: None
Building: Floating Gardens (Replaces Watermill)

Ability : Sacrificial Captives, Gains Culture for the empire from each 
          enemy unit killed

Comments: An interesting concept, combining Culture and Bloodshed, 
          but perfect for the Aztec.  For beginners, this chance to
          win with either culture or domination makes the Aztecs very
          attractive.  For anyone else, the bonus to Culture through
          War just isn't enough to consider them for a straight Culture win.
          Building and Unit are just okay, nothing more.

------------------------
Nation  : China

Leader  : Wu Zetian
Unit    : Chu-Ko-Nu (Replaces Crossbowman)
2nd Unit: None
Building: Paper Maker(Replaces Library)

Ability : Art of War, Effectiveness and birth rate of Great Generals increased

Comments: Excellent Unique Building, Good Unique Unit.  You should be building
          extra Libraries anyways, making the Paper Maker a great boost to
          Gold.  The Chu-Ko-Nuis great in both offense and slowing down an 
          enemy, attacking twice from Range. On the other hand, the Ability is
          pretty useless.  Great Generals are the least useful Great People,
          in my opinion.  Most times, you won't need Citadels, and you
          won't need more than one for the attack bonus.

------------------------
Nation  : Egypt

Leader  : Ramesses the Great
Unit    : War Chariot (Replaces Chariot Archer)
2nd Unit: None
Building: Burial Tomb (Replaces Temple)

Ability : Monument Builders, +20% Production speed of Wonders

Comments: Maybe it's my previous Civ bias, but Egypt and a world wonders
          centered Ability is an immediate turn off. Most players should
          try to stay away from focusing on Wonder Building.  At high
          difficulties, you'll never compete with the AI, even with this
          ability. For beginners though, it allows you to build all your
          favorite wonders even faster, yay!  The Unique Building, though, 
          is excellent.  The Unit is not.

------------------------
Nation  : England

Leader  : Queen Elizabeth I
Unit    : Longbowman (Replaces Crossbowman)
2nd Unit: Ship of the Line (Replaces Frigate)
Building: None

Ability : Sun Never Sets, +2 MPs for all ocean-going naval units

Comments: England gains movement points on the ocean, and Ship of the Line
          which are cheaper to produce and better overall.  On Archipelago,
          England is Militarily unstoppable. You'll explore, settle and
          conquer across the sea faster than anyone else. You have very
          little in terms of cultural or gold bonuses, so your focus is
          purely military, and without island or a large amount of water,
          even that bonus can be negligible. But in the right circumstances,
          no one can mess with England militarily, making it one of the better
          civs in the game.

------------------------
Nation  : France

Leader  : Napoleon
Unit    : Foreign Legion(Replaces Infantry)
2nd Unit: Musketeer (Replaces Musketman)
Building: None

Ability : Ancient Regime, Provides +2 Culture per City until Steam Power

Comments: France is can be an interesting civ if you play your cards right.
          Musketeers are stronger Musketmen, and can overwhelm an enemy very
          easily. But the Foreign Legion Comes very late in the game, and 
          the bonus is not all that great.  The ability is kind of weak,
          ending at steam power and being limited in scope. Unless you play
          to that ability.  In advanced strategy, I'll detail ICS (Infinite 
          City Sprawl), in which you essentially build as many cities on as
          small a plot of land as possible.  The culture bonus coupled with
          this strategy makes France almost broken in culture generation.

------------------------
Nation  : Germany

Leader  : Otto Von Bismark
Unit    : Landsknecht (Replaces Pikeman)
2nd Unit: Panzer (Replaces Tank)
Building: None

Ability : Furor Teutonicus, When a Barbarian encampment is destroyed, 
there’s a 50% chance of gaining 25 Gold and a Barbarian unit joining 
your side.

Comments: Great UUs, though Panzer comes way too late.  Landsknecht is an 
          excellent and super cheap unit that can be mass produced very
          fast.  The ability allows a good amount of unit stealing, though
          is pretty pointless when Barbarians run out.  Germany can 
          win early, militarily, or stagger for the rest of the game
          until the Panzer Tank.

------------------------
Nation  : Greece

Leader  : Alexander the Great
Unit    : Companion Cavalry (Replaces Horseman)
2nd Unit: Hoplite (Replaces Spearman)
Building: None

Ability : Hellenic League, City-State influence degrades half as
slowly as normal, and it recovers at twice the speed as for other 
civilizations.

Comments: Greece is a mixed bag.  Great early-game, probably the best combo
          of military units for a quick win if I ever saw it.  Other than
          that, the focus is purely on city-states, which in some games can
          be very overpowered.  If you're looking to win militarily early,
          or diplomatically in the late game, this is the civ for you.

------------------------
Nation  : India

Leader  : Ghandi
Unit    : War Elephant (Replaces Chariot Archer)
2nd Unit: None
Building: Mughal Fort (Replaces Castle)

Ability : Population Growth, Unhappiness from number of Cities 
is doubled, and Unhappiness from total population is halved.
Build fewer, bigger cities!)	

Comments: Decent UU, Bad Unique Building, and a focus on building very
          large, very productive cities.  Honestly, not a terrible civ, 
          but probably my least favorite to play.  The unit isn't great,
          the building is bad, and the ability can be nullified easily.

------------------------
Nation  : Iroquois

Leader  : Hiawatha
Unit    : Mohawk Warrior (Replaces Swordsman)
2nd Unit: None
Building: Longhouse (Replaces Workshop)

Ability : The Great Warpath, Units may move through Forest and
Jungle tiles as if they were roads when in friendly territory.

Comments: Another interesting civ, only really only able to work well on
          forest and jungle maps. UU is great, UB is amazing for extra 
          Hammers, but the ability is kind of useless when attacking and
          when you own very little land. Your best bet is to quickly expand
          over as much land as possible before fighting your opponents.
          Most AI will immediately cut down as much forest as possible,
          which kind of nullifies your entire civ.

------------------------
Nation  : Japan

Leader  : Oda Nobunaga
Unit    : Samurai (Replaces Longswordsman)
2nd Unit: Zero (Replaces Fighter)
Building: None

Ability : Bushido, Units’ attack and defense strengths remain 
at full, even when the unit is damaged.	

Comments: Once you get Samurais, you'll be nearly unstoppable.  No matter
          how injured your army, you will fight at 100% strength, which 
          is amazing to say the least. The Zero comes too late to really
          matter, but the civ in general is a straight forward military 
          powerhouse.  Most veterans  will be able to take even the piddliest
          of armies and conquer their entire world very early.

------------------------
Nation  : Ottoman Empire

Leader  : Suleiman the Magnificent
Unit    : Janissary (Replaces Musketman)
2nd Unit: Sipahi (Replaces Lander)
Building: None

Ability : Barbary Corsairs, Whenever you destroy a Barbarian 
naval unit, there’s a 50% chance of instead converting it to
your side and earning 25 Gold.

Comments: I find the Ability to be useless, but that's because I tend to wipe
          out most barbarian camps very early.  If you let the game roll on, 
          to the point of capturing battleships, it'll pay off, but I'm not
          a huge fan. Janissaries are great UU though.

------------------------
Nation  : Persia

Leader  : Darius I
Unit    : Immortal (Replaces Spearman)
2nd Unit: None
Building: Satrap's Court(Replaces Bank)

Ability : Achaemenid Legacy, Golden Ages lasts 50% longer.
Units receive a movement bonus and a +10% attack and 
defense strength bonus during a Golden Age.	

Comments: Persia's Ability is perfect for a Great Person spam style gameplay.
          If you can focus your entire civilization on building GPs and 
          spawning them constantly, you'll reach a point were you can unleash
          an extremely long string of Golden Ages, producing insane amounts 
          of units, and having them all attack for greater damage than anyone
          else. Not necessarily the easiest thing to pull off but very 
          satisfying.  Otherwise, middle of the road civ with decent powers.

------------------------
Nation  : Rome

Leader  : Augustus Caser
Unit    : Ballista (Replaces Catapult)
2nd Unit: Legion (Replaces Swordsman)
Building: None

Ability : The Glory of Rome, +25% Production bonus when
constructing a building (in another city) that already 
has been constructed in the Capital.

Comments: Probably my favorite civ in the game.  Legion+Ballista hit harder,
          faster and better than anything else in the game, and can clean up
          the game before anyone can consider stopping you.  The ability
          is interesting, forcing you to focus on building production in the
          capital, but plays together nicely with the Tradition Policy and
          the early rush to victory.  Play Rome for a quicker than usual game.

------------------------
Nation  : Russia

Leader  : Catherine the Great
Unit    : Cossack (Replaces Cavalry)
2nd Unit: None
Building: Krepost (Replaces Barracks)

Ability : Mother Russia, Resources provide +1 production,
and Horses, Iron and Uranium deposits are doubled.

Comments: A good civ for beginners, offerring more resources and 
          better military units and buildings.  Honestly, not my
          favorite, to the point I've only ever played one game with them.

------------------------
Nation  : Siam

Leader  : Ramkhamhaeng
Unit    : Naresuan’s Elephant (Replaces Knight)
2nd Unit: None
Building: Wat (Replaces University)

Ability : Father Governs Children, Food and Culture 
gifts from friendly City-States are increased by 50%.

Comments: A great Cultural civ, with a strong medieval UU and UB.  The
          focus is also for the peaceful alliance of many city-states,
          though I tend to prefer Greece when going for the city-state
          path.  They just do it better and earlier...

------------------------
Nation  : Songhai

Leader  : Askia
Unit    : Mandekalu Cavalry (Replaces Knight)
2nd Unit: None
Building: Mud Pyramid Mosque(Replaces Temple)

Ability : River Warlord, Receive double the standard 
amount of Gold when destroying Barbarian encampments and 
when pillaging Cities. Embarked units can defend themselves.	

Comments: A good Building, decent UU, not so good Ability.  If you're
          going the Burn the  World strategy, the extra gold allows
          you to rush more military which can Raze even more cities. 

------------------------
Nation  : USA

Leader  : George Washington
Unit    : Minuteman (Replaces Musketman)
2nd Unit: B17 Bomber (Replaces Bomber)
Building: None

Ability : Manifest Destiny, increases unit sight and provides a
          discount on tile cost.

Comments: UU are crap, the Minuteman due to a movement glitch, the
          Bomber due to being way to late in the game to matter.  The
          ability is okay, but I never found tile costs too high to worry
          about getting a discount before.  You might see America as
          the #1 played civ though, which isn't surprising.  You play
          the civ you find fun, not necessarily the best ones. =P

-----------------------------------------------------
-DLC Civs
-----------------------------------------------------
Nation  : Babylon

Leader  : Nebuchadnezzar II
Unit    : Bowman (Replaces Archer)  
+2 Melee Combat Strength, +2 Ranged Combat Strength

2nd Unit: None

Building: Walls of Babylon (replaces Walls) 
+2.5 Defense, -20 Production Cost


Ability : Ingenuity, Free Great Scientist upon invention
of Writing. Double rate of generating Great Scientists
throughout the game.


Comments: Excellent UU, decent UB, great UA.  Overall, it sucks that Babylon
          is only available through that pre-order or whatever.  They
          sound incredible as a GP hoarder, an early rusher or even a culture
          hog.  Too bad I haven't had a chance yet...

------------------------
Nation  : The Mongolian Empire

Leader  : Genghis Kahn
Unit    : Keshik (replaces Knight) Ranged Unit (cannot directly 
Melee) with 12 Ranged Combat Strength, 8 Melee Strength, +2 Movement)

2nd Unit: Khan (replaces Great General) 5 movement range, heals
adjacent units 2 HP per turn.

Building: None

Ability : Mongol Terror
+30% combat against City-States. +1 movement to mounted units.

Comments: Free on DLC right now, so no reason not to pick it up! And 
          finally, a useful Great General.  The movement is whatever,
          but healing units is something I've always missed in the Civ 
          series.  So an attack bonus and healing every turn? Get a
          few Keshiks and they'll never die.  The Ability lets you 
          move more with Mounted, which is pretty good, and adds attack
          against City-States, which is cool but limited in use.


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V - How to Play - [dfg]

*******************************************************************************

Here I'll give you a basic rundown on how to play the game.

-----------------------------
A. The Basics
-----------------------------
Let's get down to the very basics.  Civilization V is a turn-based 
strategy game. Although there are options to turn the game into simultaneous 
turn, this guide will only cover the turn-based aspects of the game.  
Simply, the game begins after you pick your Setup option, or by 
clicking "Play Now."

You start the game with a Settler and Warrior.  The Settler allows you to build
a city.  The game automatically sets you in a good position, so don't be
tempted to move your settler anywhere until you have a good 
idea of how to play.

The game is turn based, so you can take your time and look around every
turn and decide what's your best course of action. Build military units
to explore and build settlers to build new cities. As you explore, you'll 
notice different terrain types, different resources, and a varied landmass.
Resources, as you can imagine, are limited and often fought over, so
make your claim on them as quick as possible.  All the while, watch your
happiness scale, and manage your Science output in different cities.

Your best course of action in your first games is to play a small map,
easy settings, few opponents, and listening to your advisors. Once you
get a good feel for the different options you have, the way to move around
and the way to play, then you can move on to harder settings.  This FAQ
should enlighten you on all the different units, buildings, civs Victory
Types, terrain and resources in the game.


------------------------
B. Victory Types
------------------------
The goal, as in most games, is to win.  But winning means something different
to every person, and to every civilization.  Some people win just by
reaching the end of the game (2050 AD). In Civilization V, you have 5 methods
of winning the game.

Domination: Domination is achieved by destroying or capturing every enemy
capital in the game. This one can be tricky, as it can only be gained when
you are the last remaining civ who still owns their own capital.  If you
are playing 4 opponents, and capture 3 of their capitals, but the 4th sneaks
in and captures yours, that 4th civ will automaticall win.

Diplomatic: Diplomacy is a tough art in Civ V.  When you reach Globalization,
you can build the United Nations wonder of the world.  This triggers a
voting period, in which every Civ in the world and city-states get 1 vote.
As the builder, you get 2 votes.  Liberated civs/city-states will always
vote for you, so get liberating!

Cultural: Cultural is achieved by fully researching 5 Social Policy trees.
Once accomplished, you can build the Utopia Project Wonder, which will win
you the game.  Careful, other civs don't take kindly to such victory!

Science: Science victory comes from successfully lauching the first spaceship
in the world. You must first build the Apollo Project, and then all the
required spaceship parts, move them into your capital, and launch your 
space shuttle.

End of Time: If none of the 4 above are achieved by 2050, the game will
still end, and the winner will be the one with the highest score.  Don't
worry, if you'd like to keep playing post 2050, that option is always 
available!

------------------------
C. City States
------------------------

City-States are a new concept for Civ V.  They are civilization confined
to single cities and can not win the game. Their goal is survival and to
ally with the strongest and most helpful civilization around.  If you help
a city-state, they will reward you with bonuses and other goodies. With each 
city-state, you have an influence meter, which decides how happy or unhappy
the city-state is with you. This also affects whether they give you specific
missions (with specific rewards).  The main reason to be allied with these
city-states is for the United Nations win, or the science bonus.

There are 3 types of city states: Cultured, Maritime and Militaristic.  
Cultured City-States provide culture bonuses, Maritime provide food bonuses
and Militaristic will provide free military units.


*******************************************************************************

VI - Terrain and Resources - [hjk]

*******************************************************************************

Each tile is considered one of 9 possible Terrains.  Each has a different 
values for defense and city production.  Hills and Mountains count for +25% 
defensive strength.  Crossing rivers is -25% on offensive units.

------------------------
-Coast

Food  : 1
Hammer: 0
Gold  : 1
Move  : 1

------------------------
-Desert

Food  : 0
Hammer: 0
Gold  : 0
Move  : 1

------------------------
-Grass

Food  : 2
Hammer: 0
Gold  : 0
Move  : 1

------------------------
-Hill

Food  : 0
Hammer: 2
Gold  : 0
Move  : 2

------------------------
-Mountain

Food  : 0
Hammer: 0
Gold  : 0
Move  : Impassable

------------------------
-Ocean

Food  : 1
Hammer: 0
Gold  : 1
Move  : 1

------------------------
-Plains

Food  : 1 
Hammer: 1
Gold  : 0
Move  : 1

------------------------
-Snow

Food  : 0
Hammer: 0
Gold  : 0
Move  : 1

------------------------
-Tundra

Food  : 1 
Hammer: 0
Gold  : 0
Move  : 1


A tile can also include several other "Features," such as Forest
or Flood Plains, further altering the amount of Hammers/Food on gets. Forests
and Jungles also provide +25% combat strength.


------------------------
-Flood Plains

Food  : 2
Hammer: 0
Gold  : 0
Move  : 1

------------------------
-Forest

Food  : 1 
Hammer: 1
Gold  : 0
Move  : 2

------------------------
-Jungle

Food  : 1 
Hammer: -1
Gold  : 0
Move  : 2

------------------------
-Marsh

Food  : -1
Hammer: 0
Gold  : 0
Move  : 2

------------------------
-Oasis

Food  : 3 
Hammer: 0
Gold  : 1
Move  : 

------------------------------------------------------
A. Resources
------------------------------------------------------

Resources sit upon different Terrain and are invisible
until the correct technology has been researched.  Resources 
provide immense benefit for your civilization, whether it be
a large increase in Gold/Hammers, or access to more powerful
military units. Fighting over scarce resources is a must.

There are three types: Bonus, Luxury and Strategic.  Each requires
a certain worker Improvement and a Road in order to give you any
benefits. 

Note: The numbers are bonuses to the terrain.  Meaning Cattle (+1)
on grassland(+2) gives you a total of +3 Food.

------------------------
Bonus
------------------------

Name  : Bananas
Food  : 1
Hammer: 0
Gold  : 0
Base  : Jungle
Improv: Plantation

Name  : Cattle
Food  : 1
Hammer: 0
Gold  : 0
Base  : Grass
Improv: Pasture

Name  : Deer
Food  : 1
Hammer: 0
Gold  : 0
Base  : Forest/Tundra/Hill
Improv: Camp

Name  : Fish
Food  : 2
Hammer: 0
Gold  : 0
Base  : Coast
Improv: Fishing Boats

Name  : Sheep
Food  : 1
Hammer: 0
Gold  : 0
Base  : Grass, Plains, Desert
Improv: Pasture

Name  : Wheat
Food  : 1
Hammer: 0
Gold  : 0
Base  : Flood Plains or Plains
Improv: Farm

------------------------
Luxury
------------------------
Luxuries provide a bonus in Happiness, but are singular per
resource.  Meaning you can be connected to 2 Silk and you would
only gain the happiness bonus of having 1 Silk.  Having 1 Silk
and 1 Dyes would provide a combined bonus. Extra Resouces should
thus be traded!

Note: A city may request a certain luxury.  Providing said luxury 
sparks a "We Love the Leader Day," which lasts 20 turns and adds
+25% to city growth.


Name  : Cotton
Food  : 0
Hammer: 0
Gold  : 2
Base  : Grass, Plains, Desert
Improv: Plantation

Name  : Dyes
Food  : 0
Hammer: 0
Gold  : 2
Base  : Jungle or Forest
Improv: Plantation

Name  : Furs
Food  : 0
Hammer: 0
Gold  : 2
Base  : Forest, Tundra
Improv: Camp

Name  : Gems
Food  : 0
Hammer: 0
Gold  : 3
Base  : Any Land
Improv: Mine

Name  : Gold
Food  : 0
Hammer: 0
Gold  : 2
Base  : Grass, Plain, Hill, Desert
Improv: Mine

Name  : Incence
Food  : 0
Hammer: 0
Gold  : 2
Base  : Desert, Plain
Improv: Plantation

Name  : Ivory
Food  : 0
Hammer: 0
Gold  : 2
Base  : Plains
Improv: Camp

Name  : Marble
Food  : 0
Hammer: 0
Gold  : 2
Base  : Grass, Plains, Desert, Tundra, Hills
Improv: Quarry

Name  : Pearls
Food  : 0
Hammer: 0
Gold  : 2
Base  : Coast
Improv: Fishing Boats

Name  : Silk
Food  : 0
Hammer: 0
Gold  : 2
Base  : Forest
Improv: Plantation

Name  : Silver
Food  : 0
Hammer: 0
Gold  : 2
Base  : Tundra, Desert, Hill
Improv: Mine

Name  : Spices
Food  : 0
Hammer: 0
Gold  : 2
Base  : Jungle
Improv: Plantation

Name  : Sugar
Food  : 0
Hammer: 0
Gold  : 2
Base  : Flood Plains, Marsh
Improv: Plantation

Name  : Whales
Food  : 1
Hammer: 0
Gold  : 1
Base  : Coast
Improv: Fishing Boats

Name  : Wine
Food  : 0
Hammer: 0
Gold  : 2
Base  : Grass, Plains
Improv: Plantation

------------------------
Strategic
------------------------
Strategic resources are different than others for two reasons:
One, they appear only after learning a specific tech; and two,
they are limited in "uses."  Iron can only build only so many
swordsman before running out.

Name  : Aluminum
Food  : 0
Hammer: 1
Gold  : 0
Base  : Plains, Desert, Hill, Tundra
Tech  : Electricity
Improv: Mine

Name  : Coal
Food  : 0
Hammer: 1
Gold  : 0
Base  : Grass, Plains, Hill
Tech  : Scientific Theory
Improv: Mine

Name  : Horses
Food  : 0
Hammer: 1
Gold  : 0
Base  : Grass, Plains, Tundra
Tech  : Animal Husbandry
Improv: Pasture

Name  : Iron
Food  : 0
Hammer: 1
Gold  : 0
Base  : Grass, Plains, Desert, Snow, Tundra, Hill
Tech  : Iron Working
Improv: Mine

Name  : Oil
Food  : 0
Hammer: 1
Gold  : 0
Base  : All
Tech  : Oil Well or Offshore Platform
Improv: Biology

Name  : Uranium
Food  : 0
Hammer: 1
Gold  : 0
Base  : All
Tech  : Atomic Theory
Improv: Mine


*******************************************************************************

VII - Technology - [lzx]

*******************************************************************************

Technology has been slightly overhauled for Civilization V.  The easiest way to
see it all is to look at the Tech Tree in game.  Otherwise, I've uploaded 
a tech tree jpg onto Gamefaqs.  Just check the main FAQ page and find my 
other FAQ. Here I'll list the Technology, their Requirements and what 
it unlocks.

The Cost refers to the Beaker cost of the tech.  If you are researching 
agriculture, you see it cost 20 beakers.  If you have 2 cities producing 
1 beaker a piece, it will take you 10 turns to research it.

-----------------------------
A. Techs
-----------------------------

-----------------------------------Ancient-------------------------------------

Name: Agriculture
Cost: 20
Reqs: None
New : Farm

Name: Animal Husbandry
Cost: 35
Reqs: Agriculture
New : Horses, Pasture

Name: Archery
Cost: 35
Reqs: Agriculture
New : Archer

Name: Mining
Cost: 35
Reqs: Agriculture
New : Mines

Name: Pottery
Cost: 35
Reqs: Agriculture
New : Granary

Name: Bronze Working
Cost: 55
Reqs: Mining
New : Spearman, Barracks, Colussus

Name: Masonry
Cost: 55
Reqs: Mining
New : Wall, Pyramid, Quarry

Name: The Wheel
Cost: 55
Reqs: Animal Husbandry
New : Chariot Archer, Watermill, Road

Name: Calendar
Cost: 70
Reqs: Pottery
New : Stonehenge, Plantation

Name: Sailing
Cost: 55
Reqs: Pottery
New : Trieme, Work Boat, Great Lighthouse

Name: Trapping
Cost: 55
Reqs: Animal Husbandry
New : Trading Post, Camp

Name: Writing
Cost: 55
Reqs: Pottery
New : Library, Great Library, Open Borders


----------------------------------Classical------------------------------------


Name: Construction
Cost: 100
Reqs: Masonry
New : Colosseum, Great Wall

Name: Horseback Riding
Cost: 100
Reqs: The Wheel
New : Horseman, Stable

Name: Iron Working
Cost: 150
Reqs: Bronze Working
New : Swordsman, Heroic Epic, Iron

Name: Mathematics
Cost: 100
Reqs: The Wheel, Archery
New : Catapult, Courthouse, Hanging Gardens

Name: Optics
Cost: 80
Reqs: Sailing
New : Lighthouse

Name: Philosophy
Cost: 100
Reqs: Sailing
New : Temple, National Epic, The Oracle

-Medieval

Name: Chivalry
Cost: 440
Reqs: Civil Service, Horseback Riding, Currency
New : Knight, Castle

Name: Compass
Cost: 340
Reqs: Optics
New : Harbor

Name: Civil Service
Cost: 400
Reqs: Philosophy, Trapping
New : Pikeman, Chichen Itza

Name: Education
Cost: 440
Reqs: Theology
New : University, Notre Dame, Oxford, Porcelain Tower

Name: Currency
Cost: 250
Reqs: Mathematics
New : Market, Machu Picchu

Name: Engineering
Cost: 250
Reqs: Mathematics, Construction
New : Lumbermill, Fort

Name: Metal Casting
Cost: 250
Reqs: Iron Working
New : Forge, Workshop

Name: Machinery
Cost: 440
Reqs: Engineering
New : Crossbowman, Longbowman

Name: Physics
Cost: 440
Reqs: Engineering, Metal Casting
New : Trebuchet

Name: Steel
Cost: 440
Reqs: Metal Casting
New : Longswordman

Name: Theology
Cost: 250
Reqs: Calendar, Philosophy
New : Garden, Monastery


---------------------------------Renaissance-----------------------------------


Name: Astronomy
Cost: 650
Reqs: Compass, Education
New : Caravel, Observatory

Name: Acoustics
Cost: 650
Reqs: Education
New : Opera House, Sistine Chapel, Kremlin

Name: Banking
Cost: 650
Reqs: Education, Chivalry
New : Bank, Forbidden Palace

Name: Printing Press
Cost: 650
Reqs: Machinery, Physics
New : Theatre, Taj Mahal

Name: Gunpowder
Cost: 680
Reqs: Physics, Steel
New : Musketman

Name: Navigation
Cost: 900
Reqs: Astronomy
New : Frigate, Seaport

Name: Chemistry
Cost: 900
Reqs: Gunpowder
New : Cannon, Ironwork

Name: Metallurgy
Cost: 900
Reqs: Gunpowder
New : Lancer

Name: Economics
Cost: 900
Reqs: Banking, Printing Press
New : Windmill, Big Ben

Name: Archaeology
Cost: 1300
Reqs: Navigation
New : Museum, The Louvre, Hermitage

Name: Scientific Theory
Cost: 1300
Reqs: Navigation, Acoustics
New : Publics School, Coal

Name: Military Science
Cost: 1300
Reqs: Economics, Chemistry
New : Cavalry, Military Academy, Brandenburg Gate

Name: Fertilizer
Cost: 1300
Reqs: Chemistry
New : Farm yield increase

Name: Rifling
Cost: 1425
Reqs: Metallurgy
New : Rifleman


----------------------------------Industrial-----------------------------------


Name: Biology
Cost: 1680
Reqs: Archaeology, Scientific Theory
New : Hospital, Oil, Well

Name: Steam Power
Cost: 1680
Reqs: Scientific Theory, Military Science
New : Ironclad, Factory

Name: Electricity
Cost: 1900
Reqs: Biology, Steam Power
New : Stock Exchange, Aluminum, Destroyer

Name: Replacable Parts
Cost: 1900
Reqs: Steam Power
New : Anti-Tank Gun, Infantry, Statue of Liberty

Name: Railroad
Cost: 1900
Reqs: Steam Power
New : Arsenal, Railroad

Name: Dynamite
Cost: 1900
Reqs: Fertilizer, Rifling
New : Artillery

Name: Refrigeration
Cost: 2200
Reqs: Electricity
New : Submarine, Offshore Platform

Name: Telegraph
Cost: 2200
Reqs: Electricity
New : Battleship, Military Base

Name: Radio
Cost: 2200
Reqs: Electricity
New : Anti-Aircraft Gun, Broadcast Tower, Eiffel Tower

Name: Flight
Cost: 2200
Reqs: Replaceable Parts
New : Carrier, Fighter

Name: Combustion
Cost: 2200
Reqs: Replaceable Parts, Railroad, Dynamite
New : Tank


----------------------------------Modern---------------------------------------


Name: Plastics
Cost: 2600
Reqs: Refrigeration
New : Research Lab, Hydro Plant

Name: Penicillin
Cost: 2600
Reqs: Refrigeration
New : Medical Lab

Name: Electronics
Cost: 2600
Reqs: Telegraph
New : Mechanized Infantry

Name: Mass Media
Cost: 2600
Reqs: Radio
New : Stadium

Name: Radar
Cost: 2600
Reqs: Radio, Flight
New : Bomber, Paratrooper, Pentagon

Name: Computers
Cost: 3000
Reqs: Electronics, Mass Media
New : Nuclear Submarine, Mobile SAM

Name: Ecology
Cost: 3000
Reqs: Plastics, Penicillin
New : Solar Plant

Name: Rocketry
Cost: 3000
Reqs: Radar
New : Rocket Artillery, Apollo Program, Helicopter Gunship

Name: Lasers
Cost: 3000
Reqs: Radar, Combustion
New : Modern Armor, Jet Figher

Name: Atomic Theory
Cost: 2600
Reqs: Combustion
New : Manhattan Project, Uranium

Name: Nuclear Fission
Cost: 3000
Reqs: Atomic Theory
New : Atomic Bomb, Nuclear Plant

Name: Advanced Ballistics
Cost: 3350
Reqs: Nuclear Fission, Lasers
New : Nuclear Missile

Name: Globalization
Cost: 3350
Reqs: Ecology
New : United Nations, Opera House

Name: Robotics
Cost: 3350
Reqs: Computers
New : Spaceship Factory, SS Booster, Missile Cruiser

Name: Satellites
Cost: 3350
Reqs: Rocketry
New : SS cockpits, Guided Missile

Name: Stealth
Cost: 3350
Reqs: Lasers
New : Stealth Bomber


----------------------------------Future---------------------------------------


Name: Particle Physics
Cost: 3350
Reqs: Globalization, Robotics, Satellites
New : SS Engine

Name: Nuclear Fusion
Cost: 3600
Reqs: Satellites, Stealth, Advanced Ballistics
New : Giant Death Robot

Name: Nanotechnology
Cost: 3300
Reqs: Particle Physics
New : SS Statis Chamber

Name: Future Tech
Cost: 4000
Reqs: Nuclear Fusion, Nanotechnology
New : Increases your Score every completion

-----------------------------
B. Strategy
-----------------------------

A few basic strategy can help you maximize your research and get a leg
up on your opponents.  The first thing to know is that beakers do not
"overflow" like they did in the last games.  That means that if you are 
researching Bronze Working at 10 beakers a turn, you'll discover the tech
in 6 turns.  Normally, the extra 5 beakers (60 beakers research - 55 needed
for Bronze Working) would go towards your next research item.

To get around these, you need to keep track of each research item and how many
beakers these take to research.  Then, you need to boost your beaker capacity
with some micromanagement.  There are several ways to boost Research.  
The first is Social Policy, like Secularism, which gives increased research
power.  Secondly, individual cities can be tuned to give off more beakers per
turn.  Changing a citizen into a scientist allows for greater research 
capacity.  Buildings, such as the University (and working jungle tiles
with that building in the city) gives an even greater boost.  City States
also add to your beaker count.

At some point, Research Agreements become an equal or greater way to
research new technology.  By the Renaissance period, you should be trying
to work with other nations to research faster.  Actually, at the moment,
the system is slightly bugged. If you declare war during an RA, it's supposed
to cancel the agreement.  For the moment, the tech comes automatically 
with war.  If you don't mind mildly cheating, this can work for you. 
If you prefer to play for real, you can wait on RAs for the next patch which 
will hopefully help.

Another easy way to get some quick techs is sacrificing Great Scientists. This 
method is costly, and can be hard to keep up.  Great Scientists can be mined 
themselves, but this takes its own strategy that you need to specifically 
follow.


*******************************************************************************

VIII - Units - [cvb]
  
*******************************************************************************

Here I'll list all the units available in the game.  I'll note which ones are
UU (Unique Unit), and to what Civilization they belong to.  

For reference:

Cost: production cost for the Unit
Type: can be Ranged, Tank, Mounted, Melee, Bomb, Air or Naval.  Ranged 
can attack over units. Tank and Mounted can move after combat. Bomb can 
only be used once and have a large zone of attack. Air units can not
move far from a Carrier or a friendly city. Naval can only stay at sea.
Combat Str is the Offensive and Defensive Str of the Unit
Ranged Str is the Ranged Attack power of the Unit
Range is the Unit Range
Resource is the type of resource required for the Unit
Tech is the technology needed to build the Unit
Comments hints anything extra

------------------------------------------------------
Ancient
------------------------------------------------------

-Archer

Cost      : 70
Type      : Ranged
Combat Str: 4
Ranged Str: 6
Range     : 2
Movement  : 2
Resource  : -
Tech      : Archery

Comments: No melee attack

------------------------
-Brute

Cost      : 20
Type      : Melee
Combat Str: 6
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : -

Comments: Barbarian Unit

------------------------
-Chariot Archer

Cost      : 60
Type      : Mounted
Combat Str: 3
Ranged Str: 6
Range     : 2
Movement  : 4
Resource  : Horses
Tech      : The Wheel

Comments: No melee attack, no def bonuses

------------------------
-Galley

Cost      : 50
Type      : Naval
Combat Str: 5
Ranged Str: 3
Range     : 2
Movement  : 3
Resource  : -
Tech      : -

Comments: Barbarian Unit, may not enter deep ocean

------------------------
-Hoplite

Cost      : 60
Type      : Melee
Combat Str: 9
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Bronze Working

Comments: Greek UU, Bonus vs Mounted (+100%)

------------------------
-Immortal

Cost      : 60
Type      : Melee
Combat Str: 8
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Bronze Working

Comments: Bonus vs Mounted (+100%), Heals at Double Rate,
          Persian UU

------------------------
-Jaguar

Cost      : 40 
Type      : Melee
Combat Str: 6
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : -

Comments: Bonus in Jungle (+50%), Heals 2 damage if it
          kills a unit, Aztec UU

------------------------
-Scout

Cost      : 25
Type      : -
Combat Str: 4
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : -

Comments: Ignores Terrain Cost

------------------------
-Settler

Cost      : 89
Type      : -
Combat Str: -
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : -

Comments: Can found a new City

------------------------
-Spearman

Cost      : 50
Type      : Melee
Combat Str: 7
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Bronze Working

Comments: Bonus vs Mounted (+100%)

------------------------
-Trireme

Cost      : 60
Type      : Naval
Combat Str: 6
Ranged Str: 4
Range     : 2
Movement  : 4 
Resource  : -
Tech      : Sailing

Comments: No melee attack, can't go to deep ocean

------------------------
-War Chariot

Cost      : 60
Type      : Mounted
Combat Str: 3
Ranged Str: 6
Range     : 2
Movement  : 5
Resource  : -
Tech      : The Wheel

Comments: No melee attack, no def bonus, Egypt UU

------------------------
-War Elephant

Cost      : 80
Type      : Mounted
Combat Str: 6
Ranged Str: 8
Range     : 2
Movement  : 3
Resource  : -
Tech      : The Wheel

Comments: No Melee Attack, no def bonus, India UU

------------------------
-Warrior

Cost      : 40
Type      : Melee
Combat Str: 6
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : -

Comments: Basic Unit

------------------------
-Work Boat

Cost      : 30
Type      : -
Combat Str: -
Ranged Str: -
Range     : -
Movement  : 4
Resource  : -
Tech      : Sailing

Comments: May Create Fishing Boats and Offshore Platforms

------------------------
-Worker

Cost      : 70 
Type      : -
Combat Str: -
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : -

Comments: Creates Improvements

------------------------------------------------------
Classical Era
------------------------------------------------------

-Ballista

Cost      : 100
Type      : Siege
Combat Str: 4
Ranged Str: 18
Range     : 2
Movement  : 2
Resource  : Iron
Tech      : Mathematics

Comments: Bonus vs Cities(+10%), no def bonus
          must set up range attack, Rome UU

------------------------
-Catapult

Cost      : 100
Type      : Siege
Combat Str: 4
Ranged Str: 14
Range     : 2
Movement  : 2
Resource  : Iron
Tech      : Mathematics

Comments: Bonus vs Cities(+10%), no def bonus
          must set up range attack

------------------------
-Companion Cavalry

Cost      : 80
Type      : Mounted
Combat Str: 14
Ranged Str: -
Range     : -
Movement  : 5
Resource  : Horses
Tech      : Horseback Riding

Comments: no def bonus, can move after attacking,
          More likely to produce Great General
          Greek UU

------------------------
-Horseman

Cost      : 80
Type      : Mounted
Combat Str: 12
Ranged Str: -
Range     : -
Movement  : 4
Resource  : Horses
Tech      : Horseback Riding

Comments: No def bonus, can move after attacking

------------------------
-Legion

Cost      : 90
Type      : Melee
Combat Str: 13
Ranged Str: -
Range     : -
Movement  : 2
Resource  : Iron
Tech      : Iron Working

Comments: Rome UU

------------------------
-Mohawk Warrior

Cost      : 80
Type      : Melee
Combat Str: 11
Ranged Str: -
Range     : -
Movement  : 2
Resource  : Iron
Tech      : Iron Working

Comments: Iroquois UU, bonus in jungle/forest (+50%)

------------------------
-Swordsman

Cost      : 80 
Type      : Melee
Combat Str: 11
Ranged Str: -
Range     : -
Movement  : 2
Resource  : Iron
Tech      : Iron Working

Comments: 

------------------------------------------------------
Medieval Era
------------------------------------------------------

-Camel Archer

Cost      : 150
Type      : Mounted
Combat Str: 10
Ranged Str: 15
Range     : 2
Movement  : 3
Resource  : Horses
Tech      : Chivalry

Comments: No def Bonus, can move after
          attacking, no melee attack,
          Arabia UU

------------------------
-Cho-Ko-Nu

Cost      : 120
Type      : Range
Combat Str: 6
Ranged Str: 10
Range     : 2
Movement  : 2
Resource  : -
Tech      : Machinery

Comments: No melee attack, may attack twice
          Chinese UU

------------------------
-Crossbowman

Cost      : 120
Type      : Range
Combat Str: 6
Ranged Str: 12
Range     : 2
Movement  : 2
Resource  : None
Tech      : Machinery

Comments: No melee attack

------------------------
-Knight

Cost      : 150
Type      : Mounted
Combat Str: 18
Ranged Str: -
Range     : -
Movement  : 3
Resource  : Horses
Tech      : Chivalry

Comments: no def bonus, move after attack

------------------------
-Landsknecht

Cost      : 50
Type      : Melee
Combat Str: 10
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Civil Service

Comments: Bonus vs Mounted(+100%), German UU

------------------------
-Longbowman

Cost      : 120 
Type      : Ranged
Combat Str: 6
Ranged Str: 12
Range     : 2
Movement  : 2
Resource  : -
Tech      : Machinery

Comments: no melee attack, +1 Range, England UU

------------------------
-Longswordsman

Cost      : 150
Type      : Melee
Combat Str: 18
Ranged Str: -
Range     : -
Movement  : 2
Resource  : Iron
Tech      : Steel

Comments: 

------------------------
-Mandekalu

Cost      : 150
Type      : Mounted
Combat Str: 18
Ranged Str: -
Range     : -
Movement  : 3
Resource  : Horses
Tech      : Chivalry

Comments: No def bonus, move after attack,
          bonus vs cities(+30%), Songhai UU

------------------------
-Naresuan's Elephant

Cost      : 150
Type      : Mounted
Combat Str: 22
Ranged Str: -
Range     : -
Movement  : 2
Resource  : None
Tech      : Chivalry

Comments: Bonus vs Mounted(+50%), no def bonus,
          Siamese UU, move after attack

------------------------
-Pikeman

Cost      : 100
Type      : Melee
Combat Str: 10
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Civil Service

Comments: Bonus vs mounted(+100%)

------------------------
-Samurai

Cost      : 150
Type      : Melee
Combat Str: 18
Ranged Str: -
Range     : -
Movement  : 2
Resource  : Iron
Tech      : Steel

Comments: +20% in open terrain, combat
          can produce Great General, 
          Japan UU

------------------------
-Trebuchet

Cost      : 170
Type      : Siege
Combat Str: 6
Ranged Str: 20
Range     : 2
Movement  : 2
Resource  : Iron
Tech      : Physics

Comments: No melee attack, bonus vs cities(+10%),
          no def bonus, must set up ranged attack

------------------------------------------------------
Renaissance
------------------------------------------------------

-Cannon

Cost      : 250
Type      : Siege
Combat Str: 10
Ranged Str: 26
Range     : 2
Movement  : 2
Resource  : -
Tech      : Chemistry

Comments: No melee attack, bonus vs cities(+10%),
          must set up ranged attack

------------------------
-Caravel

Cost      : 100
Type      : Naval
Combat Str: 15
Ranged Str: 7
Range     : 2
Movement  : 6
Resource  : -
Tech      : Astronomy

Comments: +2 Sight, no melee attack

------------------------
-Cavalry

Cost      : 260
Type      : Mounted
Combat Str: 25
Ranged Str: -
Range     : -
Movement  : 3
Resource  : Horses
Tech      : Military Science

Comments: Penalty vs Mounted, no def bonus

------------------------
-Cossack

Cost      : 260
Type      : Mounted
Combat Str: 25
Ranged Str: -
Range     : -
Movement  : 3
Resource  : Horses
Tech      : Military Science

Comments: Penalty vs Mounted, no def bonus
          combat bonus vs damaged Units
          Russian UU

------------------------
-Frigate

Cost      : 160
Type      : Naval
Combat Str: 30
Ranged Str: 15
Range     : 2
Movement  : 5
Resource  : Iron
Tech      : Navigation

Comments: no melee attack

------------------------
-Janissary

Cost      : 120
Type      : Melee
Combat Str: 16
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Gunpowder

Comments: Heals all damage if it kills a unit
          +25% bonus during attack, Ottoman UU

------------------------
-Lancer

Cost      : 220
Type      : Mounted
Combat Str: 22
Ranged Str: -
Range     : -
Movement  : 4
Resource  : Horses
Tech      : Metallurgy

Comments: Penalty on def, no def bonus, move after attack

------------------------
-Minuteman

Cost      : 120
Type      : Melee
Combat Str: 16
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Gunpowder

Comments: All terrain costs are 1, American UU

------------------------
-Musketeer

Cost      : 120
Type      : Melee
Combat Str: 20
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Gunpowder

Comments: French UU

------------------------
-Musketman

Cost      : 120
Type      : Melee
Combat Str: 16
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Gunpowder

Comments: 

------------------------
-Rifleman

Cost      : 200
Type      : Melee
Combat Str: 25
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Rifling

Comments: 

------------------------
-Ship of the Line

Cost      : 140
Type      : Naval
Combat Str: 30
Ranged Str: 17
Range     : 2
Movement  : 5
Resource  : Iron
Tech      : Navigation

Comments: May not melee attack, +1 Sight, British UU

------------------------
-Sipahi

Cost      : 220
Type      : Mounted
Combat Str: 22
Ranged Str: -
Range     : -
Movement  : 5
Resource  : Horses
Tech      : Metallurgy

Comments: Penalty on def, no def bonus, no move cost to
          pillage, +1 Sight, Ottoman UU

------------------------------------------------------
Industrial
------------------------------------------------------

-AA Gun

Cost      : 300
Type      : Melee
Combat Str: 32
Ranged Str: -
Range     : 2
Movement  : 2
Resource  : -
Tech      : Radio

Comments: Interception, bonus vs Air(+100%)

------------------------
-Anti-Tank Gun

Cost      : 300
Type      : Melee
Combat Str: 32
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Replaceable Parts

Comments: Bonus vs Tanks

------------------------
-Artillery

Cost      : 420 
Type      : Ranged
Combat Str: 16
Ranged Str: 32
Range     : 3
Movement  : 2
Resource  : -
Tech      : Dynamite

Comments: Indirect Fire, no melee attack, Bonus
          vs cities(+10%), must set up ranged atk

------------------------
-Battleship

Cost      : 500 
Type      : Naval
Combat Str: 60
Ranged Str: 32
Range     : 3
Movement  : 4
Resource  : Oil
Tech      : Telegraph

Comments: Indirect Fire

------------------------
-Carrier

Cost      : 520
Type      : Naval
Combat Str: 30
Ranged Str: -
Range     : -
Movement  : 5
Resource  : Oil
Tech      : Flight 

Comments: Carries 3 Aircraft Units

------------------------
-Destroyer

Cost      : 380 
Type      : Naval
Combat Str: 35
Ranged Str: 22
Range     : 2
Movement  : 8
Resource  : -
Tech      : Electricty

Comments: Indirect Fire, +3 Sight, can see Subs
          Bonus vs Subs(+100%)

------------------------
-Fighter

Cost      : 420
Type      : Air
Combat Str: -
Ranged Str: 50
Range     : 8
Movement  : -
Resource  : Oil
Tech      : Flight

Comments: Air Sweep, weak vs Ranged, Air Recon

------------------------
-Foreign Legion

Cost      : 300
Type      : Melee
Combat Str: 36
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Replaceable Parts

Comments: +20% outside friendly territory, French UU

------------------------
-Infantry

Cost      : 300
Type      : Melee
Combat Str: 36
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Replaceable Parts

Comments: 

------------------------
-Ironclad

Cost      : 220
Type      : Naval
Combat Str: 25
Ranged Str: 18
Range     : 2
Movement  : 4
Resource  : Coal
Tech      : Steam Power

Comments: May not enter deep ocean

------------------------
-Panzer

Cost      : 450
Type      : Tank
Combat Str: 60
Ranged Str: -
Range     : -
Movement  : 5
Resource  : Oil
Tech      : Combustion

Comments: Penatly vs Cities, no def bonus, 
          move after attack, German UU

------------------------
-Submarine

Cost      : 380
Type      : Naval
Combat Str: 25
Ranged Str: 60
Range     : 3
Movement  : 5
Resource  : -
Tech      : Refrigeration

Comments: Invisible, may enter ice tiles, 

------------------------
-Tank

Cost      : 450
Type      : Tank
Combat Str: 50
Ranged Str: -
Range     : -
Movement  : 4
Resource  : Oil
Tech      : Combustion

Comments: Penalty vs Cities, no def bonus
          move after attack

------------------------
-Zero

Cost      : 420
Type      : Air
Combat Str: 50
Ranged Str: -
Range     : 8
Movement  : -
Resource  : Oil
Tech      : Flight

Comments: Air Sweep, weak against ranged
          Bonus vs Air, Japan UU

------------------------------------------------------
Modern
------------------------------------------------------

-Atomic Bomb

Cost      : 850
Type      : Bomb
Combat Str: -
Ranged Str: -
Range     : 10
Movement  : -
Resource  : Uranium
Tech      : Nuclear Fission

Comments: Evasion, explodes on impact

------------------------
-B17

Cost      : 520
Type      : Air
Combat Str: -
Ranged Str: 60
Range     : 10
Movement  : -
Resource  : Oil
Tech      : Radar

Comments: Penalty vs Naval, +25% vs cities
          American UU

------------------------
-Bomber

Cost      : 520
Type      : Air
Combat Str: -
Ranged Str: 60
Range     : 10
Movement  : -
Resource  : Oil
Tech      : Radar

Comments: Penalty vs Naval

------------------------
-Guided Missile

Cost      : 200
Type      : Bomb
Combat Str: -
Ranged Str: 70
Range     : 8
Movement  : -
Resource  : -
Tech      : Satellites

Comments: Cannot be intercepted

------------------------
-Helicopter Gunship

Cost      : 450
Type      : Air
Combat Str: 50
Ranged Str: -
Range     : -
Movement  : 6
Resource  : Aluminum
Tech      : Rocketry

Comments: Ignores Terrain, bonus vs Tanks
          unable to capture cities

------------------------
-Jet Fighter

Cost      : 600
Type      : Air
Combat Str: -
Ranged Str: 70
Range     : 10
Movement  : -
Resource  : Aluminum
Tech      : Lasers

Comments: Interception, Air Sweep, Air Recon

------------------------
-Mech Infantry

Cost      : 440
Type      : Melee
Combat Str: 50
Ranged Str: -
Range     : -
Movement  : 4
Resource  : -
Tech      : Electronics

Comments: 

------------------------
-Missile Cruiser

Cost      : 520
Type      : Naval
Combat Str: 60
Ranged Str: 25
Range     : 3
Movement  : 7
Resource  : Aluminum
Tech      : Robotics

Comments: Indirect Fire, Can carry 3 missiles

------------------------
-Mobile SAM

Cost      : 450 
Type      : Melee
Combat Str: 40
Ranged Str: -
Range     : 2
Movement  : 4
Resource  : Aluminum
Tech      : Computers

Comments: Bonus vs Air(+100%)

------------------------
-Modern Armor

Cost      : 700
Type      : Tank
Combat Str: 80
Ranged Str: -
Range     : -
Movement  : 4
Resource  : Aliminum
Tech      : Lasers

Comments: Penalty attacking Cities, no def bonus
          can move after attacking

------------------------
-Nuclear Missile

Cost      : 1200
Type      : Bomb
Combat Str: -
Ranged Str: -
Range     : 8
Movement  : -
Resource  : Uranium
Tech      : Advanced Ballistics

Comments: Evasion

------------------------
-Nuclear Submarine

Cost      : 500
Type      : Naval
Combat Str: 30
Ranged Str: 70
Range     : 3
Movement  : 6
Resource  : Aluminum
Tech      : Computers

Comments: Invisible, can carry 2 missiles, bonus vs Subs

------------------------
-Paratrooper

Cost      : 350
Type      : Melee
Combat Str: 40
Ranged Str: -
Range     : -
Movement  : 2
Resource  : -
Tech      : Radar

Comments: May paradrop up to 5 tiles from friendly territory

------------------------
-Rocket Artillery

Cost      : 600
Type      : Siege
Combat Str: 18
Ranged Str: 46
Range     : 3
Movement  : 3
Resource  : Aluminum
Tech      : Rocketry

Comments: Indirect Fire, bonus vs cities(+10%), no def bonus

------------------------
-Stealth Bomber

Cost      : 800
Type      : Air
Combat Str: -
Ranged Str: 80
Range     : 20
Movement  : -
Resource  : Aluminum
Tech      : Stealth

Comments: Evasion, Air Recon

------------------------
-Giant Death Robot

Cost      : 1000
Type      : Tank
Combat Str: 150
Ranged Str: -
Range     : -
Movement  : 3
Resource  : Uranium
Tech      : Nuclear Fusion

Comments: Penalty attacking Cities



-----------------------------------------------------------
A. Promotions
-----------------------------------------------------------

Every unit can be promoted to become stronger.  Not all units
have equal promotions though.  This is a list of all available
promotions in the game.  Units gain XP and level up to these.

Type refers to the Unit Type
Reqs refers to the Promotion requirement
Effect is the effect

------------------------
-Accuracy

Type  : Ranged
Reqs  : -
Effect: +20% ranged combat strength against open terrain

------------------------
-Accuracy II

Type  : Ranged
Reqs  : Accuracy I
Effect: +20% ranged combat strength against open terrain
        (cumulative)

------------------------
-Accuracy III

Type  : Ranged
Reqs  : Accuracy II
Effect: +25% ranged combat strength against open terrain
        (cumulative)

------------------------
-Ambush I

Type  : Melee, Air
Reqs  : Shock II, Drill II, Interception I, 
        Dogfighting I, Siege I, or Bombard I
Effect: +25% vs armored

------------------------
-Ambush II

Type  : Melee, Air
Reqs  : Ambush I
Effect: +25% vs armored

------------------------
-Amphibious

Type  : Melee, Naval
Reqs  : Shock II or Drill II
Effect: no combat penalty attack from sea or across river

------------------------
-Barrage I

Type  : Ranged
Reqs  : -
Effect: +25% against units on rough terrain

------------------------
-Barrage II

Type  : Ranged
Reqs  : Barrage I
Effect: +25% against units on rough terrain

------------------------
-Barrage III

Type  : Ranged
Reqs  : Barrage II
Effect: +25% against units on rough terrain

------------------------
-Blitz

Type  : Melee 
Reqs  : Shock III or Drill III
Effect: Multiple attacks per turn

------------------------
-Bombard

Type  : Ranged
Reqs  : -
Effect: +20% vs land units

------------------------
-Bombard II

Type  : Ranged
Reqs  : Bombard I
Effect: +20% vs land units

------------------------
-Bombard III

Type  : Ranged
Reqs  : Bombard II
Effect: +20% vs land units

------------------------
-Charge

Type  : Melee 
Reqs  : Shock II or Drill II
Effect: +25% vs wounded units

------------------------
-Cover I

Type  : Melee, Ranged
Reqs  : Shock II, Drill II, Accuracy I, or Barrage I
Effect: +25% vs ranged attacks

------------------------
-Cover II

Type  : Melee, Ranged
Reqs  : Cover I
Effect: +25% vs ranged attacks

------------------------
-Discipline

Type  : Melee, Air, Naval, Ranged
Reqs  : -
Effect: +15% attack when bordering a friendly unit

------------------------
-Dogfighting I

Type  : Air
Reqs  : -
Effect: +25% strength during Air Sweeps

------------------------
-Dogfighting II

Type  : Air
Reqs  : Dogfighting I
Effect: +25% during Air Sweeps

------------------------
-Dogfighting III

Type  : Air
Reqs  : Dogfighting II
Effect: +25% during Air Sweeps

------------------------
-Drill

Type  : Melee 
Reqs  : -
Effect: +20% on hills, forest and jungle

------------------------
-Drill II

Type  : Melee
Reqs  : Drill I
Effect: +20% on hills, forest and jungle

------------------------
-Drill III

Type  : Melee
Reqs  : Drill II
Effect: +25% on hills, forest and jungle

------------------------
-Embarkation

Type  : Melee, Ranged
Reqs  : -
Effect: can embark into water tiles

------------------------
-Evasion

Type  : Melee, Ranged
Reqs  : Siege II or Bombard II
Effect: Reduces interception damage by 50%

------------------------
-Formation I

Type  : Melee, Ranged
Reqs  : Shock II, Drill II, Accuracy II or Barrage II
Effect: +25% vs Mounted

------------------------
-Formation II

Type  : Melee
Reqs  : Formation I
Effect: +25% vs Mounted

------------------------
-Great Lighthouse

Type  : Naval
Reqs  : -
Effect: +1 move, +1 sight

------------------------
-Heal Instantly

Type  : Melee
Reqs  : -
Effect: Not permanent, fully heals unit in lieu 
        of promotion

------------------------
-Hijemi Castle

Type  : Melee, Air, Naval, Ranged
Reqs  : -
Effect: +25% in friendly territory

------------------------
-Indirect Fire

Type  : Ranged
Reqs  : Targeting I, Bombard I, Accuracy I or Barrage I
Effect: Can fire over obstacles

------------------------
-Interception

Type  : Air
Reqs  : -
Effect: +25% during interception

------------------------
-Interception II

Type  : Air
Reqs  : Interception I
Effect: +25% during interception

------------------------
-Interception III

Type  : Air
Reqs  : Interception II
Effect: +25% during interception

------------------------
-Logistics

Type  : Melee, Sieged, Ranged
Reqs  : Siege II, Bombard II, Ambush II or Mobility II
Effect: +1 attack per turn

------------------------
-March

Type  : Melee, Ranged
Reqs  : Shock III, Drill III, Accuracy II or Barrage II
Effect: Unit heals every turn

------------------------
-Medic

Type  : Melee 
Reqs  : Shock I, Drill I, Scouting II or Survivalism II
Effect: heals all surrounding friendly units by 1 hp

------------------------
-Mobility I

Type  : Melee, Air, Ranged
Reqs  : Shock III, Drill III, Targeting I or Bombard I
Effect: +1 move

------------------------
-Mobility II

Type  : Air
Reqs  : Mobility I
Effect: +1 move

------------------------
-Morale

Type  : Melee, Air, Naval, Ranged 
Reqs  : -
Effect: +15% strength

------------------------
-Nationalism

Type  : Melee, Air, Naval, Ranged
Reqs  : -
Effect: +25% strength in friendly territory

------------------------
-Naval Tradition

Type  : Melee, Air, Naval Ranged
Reqs  : -
Effect: +1 move, +1 sight

------------------------
-Oligarchy

Type  : Melee, Air, Naval, Ranged
Reqs  : -
Effect: +33% strength in friendly territory

------------------------
-Range

Type  : Air, Ranged
Reqs  : Interception I, Accuracy III, Dogfighting I, Siege I
Effect: +2 Air Range, +1 Ranged Range

------------------------
-Repair

Type  : Melee, Air 
Reqs  : Shock III, Drill III, Ambush II
Effect: Unit heals every turn

------------------------
-Siege I

Type  : Melee, Air
Reqs  : -
Effect: +25% vs Cities

------------------------
-Siege II

Type  : Air
Reqs  : Siege I
Effect: +25% vs Cities

------------------------
-Siege III

Type  : Air
Reqs  : Siege II
Effect: +25% vs Cities

------------------------
-Scouting I

Type  : Recon
Reqs  : -
Effect: +1 sight

------------------------
-Scounting II

Type  : Recon
Reqs  : -
Effect: +1 move

------------------------
-Scouting III

Type  : Recond
Reqs  : -
Effect: +1 Sight

------------------------
-Sentry

Type  : Melee, Naval, Ranged 
Reqs  : Shock, Drill or Targetting
Effect: +1 sight

------------------------
-Shock I

Type  : Melee
Reqs  : -
Effect: +20% in open terrain

------------------------
-Shock II

Type  : Melee
Reqs  : Shock I
Effect: +20% in open terrain

------------------------
-Shock III

Type  : Melee
Reqs  : Shock II
Effect: +25% in open terrain

------------------------
-Sortie

Type  : Melee, Air
Reqs  : Dogfighting II or Interception II
Effect: +1 Interception per round

------------------------
-Supply

Type  : Naval 
Reqs  : Targetting II or Bombard II
Effect: Units may heal outside friendly territory, +2 HP

------------------------
-Survivalism I

Type  : Melee
Reqs  : -
Effect: Heal extra 1 HP outside friendly territory

------------------------
-Survivalism II

Type  : Melee
Reqs  : Survivalism I
Effect: +50% defense

------------------------
-Survivalism III

Type  : Melee
Reqs  : Survivalism II
Effect: +50% defense and heals every turn

------------------------
-Targetting I

Type  : Naval, Air
Reqs  : None or Interception
Effect: +20% vs Naval

------------------------
-Targetting II

Type  : Naval, Air
Reqs  : Targetting I
Effect: +20% vs Naval

------------------------
-Targetting III

Type  : Naval
Reqs  : Targetting II
Effect: +20% vs Naval

------------------------
-Volley

Type  : Ranged 
Reqs  : Accuracy I or Barrage I
Effect: +25% vs fortified units


------------------------------------------------------
B. Great People
------------------------------------------------------

Great People are produced either through culture, Great People points
or through Combat, depending on the type.  Each city can either generate
a specific kind of GP point (say, scientist), and will produce only Great
Scientist, or can produce points for several great people.  These points
are expended to create a Great Person, who greatly boost your city and overall
civilization.

Each Great Person can either create a Golden Age, construct a special building
or have some special ability.

A Golden Age is a special period of time with greatly increased gold and
productivity.  Each tile which produces gold, produces +1, and each tile
which produces hammers, produces +1 hammers.

These next Great People are produced through each city's Great People points.
They spawn every time you reach the target GP goal.

------------------------------------------------------
-Great Artist

Improvement: Landmark. Provides culture to your city
Ability    : Culture Bomb. Will flip foreign territory into your territory. 
             Place your GA on a tile and that tile and all 6 surrounding will
             immediately join your side.  Cities do not flip, but can as a
             result!

------------------------------------------------------
-Great Engineer

Improvement: Manufactory. Produces a large amount of hammers for a city.
Ability    : Hurry Production. Can hurry production of any building, including
             wonders, and will complete almost all of them in one turn.


------------------------------------------------------
-Great Merchant

Improvement: Customs House. Generates gold per turn for a city.
Ability    : Trade Mission. Great Merchants can be used in a city-state
             to produce a Trade Mission, sacrificing the GM for a chunk
             of gold and a boost to your relationship.

------------------------------------------------------
-Great Scientist

Improvement: Academy. Produces a large science boost for a city.
Ability    : New Tech.  Immediately learn a new tech.



The Great General is a unique GP.  Rather than produced through a city as
all the other GPs are, Great Generals are produced through combat. When a 
unit of yours gains XP, it goes towards your GG points. Once you reach
a certain amount, a Great General will spawn.

------------------------------------------------------
-Great General

Improvement: Citadel. Works only in your territory. Huge defensive bonus to
             a unit occupying it. Harms enemy units occupying it.
Ability    : Comabt Bonus. Provides combat bonus for every friendly 
             unit up to 2 tiles away.


Two important things to note.  All the Great People, including the General,
are non-combat and thus can stack with combat units on a tile. If captured,
they are immediately destroyed.


*******************************************************************************

IX - Buildings - [nm,]

*******************************************************************************

Here I'll list all the buildings available in the game.  I'll note which
ones are unique and to what Civilization they belong to.  

For reference:

Cost: production cost for the Building
Maintenance: How much gold per turn is taken by this building
Tech needed: What tech is needed to build
Effect: What the Building does for your city
Comments: Unique building/uses

------------------------------------------------------
Ancient
------------------------------------------------------
-Barracks

Cost       : 80
Maintenance: 1
Tech needed: Bronze Working
Effect     : +15 XP for Land Units

Comments   : Great early military building, recommended in any city
             producing land units

------------------------
-Floating Gardens

Cost       : 120
Maintenance: 1
Tech needed: The Wheel
Effect     : +15% Food, +2 food for each worked lake tile

Comments   : Aztec Unique Building, city must border lake or river

------------------------
-Granary

Cost       : 100
Maintenance: 1
Tech needed: Pottery
Effect     : +2 Food

Comments   : Helps a city grow in size faster

------------------------
-Krepost

Cost       : 80
Maintenance: 1
Tech needed: Bronze Working
Effect     : +15 XP for land Units, -50% culture cost for new tiles

Comments   : Russian Unique Building

------------------------
-Library

Cost       : 80
Maintenance: 1
Tech needed: Writing
Effect     : +1 science for every 2 citizens in the city

Comments   : An early science boost, though you won't see it's affects 
             for a while. Has one Scientist specialist spot.

------------------------
-Monument

Cost       : 60
Maintenance: 1
Tech needed: -
Effect     : +2 culture

Comments   : Early culture boost if you need some more land

------------------------
-Paper Maker

Cost       : 80
Maintenance: 1
Tech needed: Writing
Effect     : +1 Science for ever 2 citizens, +4 gold

Comments   : Chinese Unique Building

------------------------
-Walls

Cost       : 100
Maintenance: 1 
Tech needed: Masonry
Effect     : +5 Defense

Comments   : Good, but you're better off with some more units

------------------------
-Water Mill

Cost       : 120
Maintenance: 2
Tech needed: The Wheel
Effect     : +2 Food

Comments   : City must border a river. Means you should always be 
             building your growth cities on rivers

------------------------------------------------------
Classical
------------------------------------------------------
-Armory

Cost       : 130
Maintenance: 3
Tech needed: Iron Working
Effect     : +15 XP for Land Units

Comments   : Requires Barracks/Krepost

------------------------
-Burial Tomb

Cost       : 120 
Maintenance: 0
Tech needed: Philosophy
Effect     : +2 Culture, +2 Happiness

Comments   : Doubles gold given to enemy if city is captured

------------------------
-Circus

Cost       : 150
Maintenance: 3
Tech needed: Horseback Riding
Effect     : +3 Happiness

Comments   : Requires Horses or Ivory

------------------------
-Colosseum

Cost       : 150
Maintenance: 3
Tech needed: Construction
Effect     : +4 Happiness

Comments   : Don't bother on lower difficulties

------------------------
-Courthouse

Cost       : 200
Maintenance: 5
Tech needed: Mathematics
Effect     : Eliminates Unhappiness from Occupied Cities

Comments   : Powerful if you're in a conquering mood and the
             enemy city is far from your capitol.

------------------------
-Lighthouse

Cost       : 80
Maintenance: 1
Tech needed: Optics
Effect     : +1 Food from Water tiles

Comments   : Must border coast

------------------------
-Mud Pyramid Mosque

Cost       : 120
Maintenance: 0
Tech needed: Philosophy
Effect     : +5 Culture

Comments   : Songhai Unique Building, can slot Artist

------------------------
-Stable

Cost       : 100
Maintenance: 1
Tech needed: Horseback Riding
Effect     : +25% production of mounted Units

Comments   : Requires Horses

------------------------
-Temple

Cost       : 120
Maintenance: 2
Tech needed: Philosophy
Effect     : +3 Culture

Comments   : Can slot Artist, requires Monument

------------------------------------------------------
Medieval
------------------------------------------------------
-Bazaar

Cost       : 120
Maintenance: 0
Tech needed: Currency
Effect     : +25% Gold, +1 Luxury resource near city

Comments   : Arabian Unique Building

------------------------
-Castle

Cost       : 200
Maintenance: 3
Tech needed: Chivalry
Effect     : +7.5 Defense

Comments   : Requires Walls

------------------------
-Forge

Cost       : 150
Maintenance: 2
Tech needed: Metal Casting
Effect     : +15% Production of land units

Comments   : Requires Iron

------------------------
-Garden

Cost       : 120
Maintenance: 2
Tech needed: Theology
Effect     : +25% Great People production

Comments   : Must border lake or river

------------------------
-Harbor

Cost       : 80
Maintenance: 3
Tech needed: Compass
Effect     : +25% of Naval units, Creates Trade Route

Comments   : Connects to the capitol city, generating income

------------------------
-Longhouse

Cost       : 80
Maintenance: 2
Tech needed: Metal Casting
Effect     : +1 Production on each Forest tile

Comments   : Iroquois Unique Building, can slot Engineer

------------------------
-Market

Cost       : 120
Maintenance: 0
Tech needed: Currency
Effect     : +25% Gold generated

Comments   : Can slot Merchant

------------------------
-Mint

Cost       : 120
Maintenance: 0
Tech needed: Currency
Effect     : Gold and Silver produce +3 Gold each

Comments   : 

------------------------
-Monastery

Cost       : 120
Maintenance: 2
Tech needed: Theology
Effect     : +2 Culture from Incense or Wine

Comments   : 

------------------------
-Mughal Fort

Cost       : 180 
Maintenance: 3
Tech needed: Chivalry
Effect     : +9 Defense, +2 Culture, provides gold after flight

Comments   : Requires Walls, Indian Unique Unit

------------------------
-University

Cost       : 200
Maintenance: 3
Tech needed: Education
Effect     : +50% Science, +2 Science from jungle tiles

Comments   : Requires Library/Paper Maker, can slot Scientist

------------------------
-Wat

Cost       : 200
Maintenance: 2
Tech needed: Education
Effect     : +50% Science, +3 Culture

Comments   : Siamese Unique Building, Can Slot scientist

------------------------
-Workshop

Cost       : 100
Maintenance: 2
Tech needed: Metal Casting
Effect     : +20% production of Buildings

Comments   : Can slot engineer

------------------------------------------------------
Renaissance
------------------------------------------------------
-Bank

Cost       : 220
Maintenance: 0
Tech needed: Banking
Effect     : +25% gold generated

Comments   : Requires Market/Bazaar, can slot merchant

------------------------
-Military Academy

Cost       : 350
Maintenance: 3
Tech needed: Military Science
Effect     : +15 XP

Comments   : Requires Barracks/Krepost

------------------------
-Museum

Cost       : 350
Maintenance: 3
Tech needed: Archeaology
Effect     : +5 Culture

Comments   : Requires Opera House, can slot Artist

------------------------
-Observatory

Cost       : 180
Maintenance: 2
Tech needed: Astronomy
Effect     : +50% science

Comments   : Must border a mountain

------------------------
-Opera House

Cost       : 220
Maintenance: 3
Tech needed: Acoustics
Effect     : +5 Culture

Comments   : Requires Burial Tomb/Temple/Mud Pyramid

------------------------
-Public School

Cost       : 350
Maintenance: 3
Tech needed: Scientific Theory
Effect     : +50% Science

Comments   : Requires University/Wat

------------------------
-Satrap's Court

Cost       : 220
Maintenance: 0
Tech needed: Banking
Effect     : +25% Gold generated, +2 Happiness

Comments   : Requires Market, Persian Unique Building

------------------------
-Seaport

Cost       : 140
Maintenance: 2
Tech needed: Navigation
Effect     : +2 Production from Sea Resources

Comments   : City must have at least one improved sea resource

------------------------
-Theatre

Cost       : 300
Maintenance: 5
Tech needed: Printing Press
Effect     : +4 Happiness

Comments   : Requires Colosseum

------------------------
-Windmill

Cost       : 180
Maintenance: 2
Tech needed: Economics
Effect     : +15% Production

Comments   : City cannot be on hills

------------------------------------------------------
Industrial
------------------------------------------------------
-Arsenal

Cost       : 350
Maintenance: 3
Tech needed: Railroad
Effect     : +20% production on Land Units

Comments   : Requires Military Academy

------------------------
-Broadcast Tower

Cost       : 600
Maintenance: 3
Tech needed: Radio
Effect     : Doubles Culture

Comments   : Requires Museum

------------------------
-Factory

Cost       : 300
Maintenance: 3
Tech needed: Steam Power
Effect     : +50% Production

Comments   : Requires Coal

------------------------
-Hospital

Cost       : 400
Maintenance: 2
Tech needed: Biology
Effect     : -50% Food needed for city Growth

Comments   : 

------------------------
-Military Base

Cost       : 450
Maintenance: 4
Tech needed: Telegraph
Effect     : +12 Defense

Comments   : Requires Castle/Mughal Fort

------------------------
-Stock Exchange

Cost       : 650
Maintenance: 0
Tech needed: Electricity
Effect     : +33% Gold

Comments   : Requires Bank/Satrap's Court, can slot Merchant

------------------------------------------------------
Modern
------------------------------------------------------
-Hydro Plant

Cost       : 600 
Maintenance: 3
Tech needed: Plastics
Effect     : +1 Production for every bordering River

Comments   : Requires Aluminum

------------------------
-Medical Lab

Cost       : 500
Maintenance: 3
Tech needed: Penicillin
Effect     : -25% Food needed for City Growth

Comments   : Requires Hospital

------------------------
-Nuclear Plant

Cost       : 600
Maintenance: 3
Tech needed: Nuclear Fission
Effect     : +25% Production

Comments   : Requires Uranium

------------------------
-Research Lab

Cost       : 600
Maintenance: 3
Tech needed: Plastics
Effect     : +100% Science

Comments   : Requires Public School

------------------------
-Solar Plant

Cost       : 600
Maintenance: 3
Tech needed: Ecology
Effect     : +25% Production

Comments   : City must border a desert

------------------------
-Spaceship Factory

Cost       : 450
Maintenance: 3
Tech needed: Robotics
Effect     : +50% production on Spaceship Parts

Comments   : Requires Aluminum, Requires Factory

------------------------
-Stadium

Cost       : 450
Maintenance: 6
Tech needed: Mass Media
Effect     : +4 Happiness

Comments   : Requires Theatre


*******************************************************************************

X - Wonders - [qaz]

*******************************************************************************

Wonders are unique buildings that can only be built once a game.  That means
if another civilization beats you to it, you've missed your chance.  If another
civ finishes a wonder you're working on, all the unfinished production is 
converted to gold, as was the case in civ IV Each wonder adds a certain amount
of GP points and a huge bonus for your civilization.

------------------------
-Angkor Wat

Cost     : 300
Culture  : 1
GP Points: +1 Engineer
Tech     : Theology
Effect   : Culture cost of acquiring new tiles reduced by 75% in every city

------------------------
-Big Ben

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

------------------------
-Brandenburg Gate

Cost     : 550
Culture  : 1
GP Points: +2 Scientist
Tech     : Military Science
Effect   : Spawns Great General

------------------------
-Chitchen Itza

Cost     : 450
Culture  : 1
GP Points: +1 Engineer
Tech     : Civil Service
Effect   : Length of Golden Ages increased by 50%

------------------------
-Cristo Redentor

Cost     : 1200
Culture  : 1
GP Points: +2 Artist
Tech     : Telegraph
Effect   : Culture cost of new policies reduced by 33%

------------------------
-Eiffel Tower

Cost     : 1000
Culture  : 1
GP Points: +2 Merchant
Tech     : Radio
Effect   : +8 Happiness empire-wide

------------------------
-Hijemi Castle

Cost     : 600
Culture  : 4
GP Points: +2 Engineer
Tech     : Chivalry
Effect   : +25% combat strength for all units in friendly territory

------------------------
-Machu Picchu

Cost     : 550
Culture  : 1
GP Points: +1 Merchant
Tech     : Currency
Effect   : +20% Gold from Trade Routes, must be within 2 tiles of mountains

------------------------
-Notre Dame

Cost     : 500
Culture  : 1
GP Points: +1 Merchant
Tech     : Education
Effect   : +5 happiness

------------------------
-Pentagon

Cost     : 1200
Culture  : 1
GP Points: +2 Merchant
Tech     : Radar
Effect   : -50% cost for upgrading military units

------------------------
-Sistine Chapel

Cost     : 650
Culture  : 1
GP Points: +2 Artist
Tech     : Acoustics
Effect   : +33% Culture in all Cities

------------------------
-Statue of Liberty

Cost     : 1200
Culture  : 1
GP Points: +3 Engineer
Tech     : Replaceable Parts
Effect   : +1 Production for every Specialist in all Cities

------------------------
-Stonehenge

Cost     : 120
Culture  : 8
GP Points: +1 Engineer
Tech     : Calendar
Effect   : +8 Culture empire-wide

------------------------
-Sydney Opera House

Cost     : 1000
Culture  : 1
GP Points: +2 Artist
Tech     : Globalization
Effect   : Free Social Policy

------------------------
-Taj Mahal

Cost     : 600
Culture  : 1
GP Points: +2 Artist
Tech     : Printing Press
Effect   : Starts Golden Age

------------------------
-The Colossus

Cost     : 150
Culture  : 1
GP Points: +1 Merchant
Tech     : Bronze Working
Effect   : +1 gold from water tiles

------------------------
-The Forbidden Palace

Cost     : 600
Culture  : 1
GP Points: +1 Artist
Tech     : Banking
Effect   : Influence with city-states increased by 50%

------------------------
-The Great Library

Cost     : 150
Culture  : 1
GP Points: +1 Scientist
Tech     : Writing
Effect   : Free Tech

------------------------
-The Great Lighthouse

Cost     : 130
Culture  : 1
GP Points: +1 Merchant
Tech     : Sailing
Effect   : +1 Movement, +1 Sight for Naval Units

------------------------
-The Great Wall

Cost     : 350
Culture  : 1
GP Points: +1 Engineer
Tech     : Construction
Effect   : Enemy Land Units must spend 1 extra 
           Movement Point when inside your territory

------------------------
-The Hagia Sophia

Cost     : 300
Culture  : 1
GP Points: +1 Artist
Tech     : Theology
Effect   : +33% generation of Great People

------------------------
-The Hanging Gardens

Cost     : 200
Culture  : 1
GP Points: +1 Artist
Tech     : Mathematics
Effect   : +1 Population in all existing Cities
           +3 Happiness

------------------------
-The Kremlin

Cost     : 650
Culture  : 4
GP Points: +1 Scientist
Tech     : Acoustics
Effect   : Defense Buildings are 50% more effective

------------------------
-The Louvre

Cost     : 700
Culture  : 1
GP Points: +2 Artist
Tech     : Archeaology
Effect   : 2 free Great Artist appear in Capitol

------------------------
-The Oracle

Cost     : 150
Culture  : 1
GP Points: +1 Scientist
Tech     : Philosophy
Effect   : Free Social Policy

------------------------
-The Porcelain Tower

Cost     : 400
Culture  : 1
GP Points: +2 Scientist
Tech     : Education
Effect   : Great Scientist Appears

------------------------
-The Pyramids

Cost     : 175
Culture  : 1
GP Points: +1 Engineer
Tech     : Masonry
Effect   : Worker construction up 50%

------------------------
-United Nations

Cost     : 1000
Culture  : 1
GP Points: +2 Merchant
Tech     : Globalization
Effect   : Voting for Diplomatic victory


------------------------------------------------------
A. National Wonders

Can only be built once per civilization.  Plan out which city
you want these built in carefully.  One thing to note is you 
require a certain building in each of your cities before being
able to build one National Wonder.  For a lot of people, this 
means National Wonders become much harder as time goes on.

------------------------
-Hermitage

Cost     : 310 
Culture  : 0
Building : Museum
Tech     : Archaeology
Effect   : Double Culture in this City

------------------------
-Heroic Epic

Cost     : 110
Culture  : 1
Building : Barracks/Krepost
Tech     : Iron Working
Effect   : All new units receive morale bonus

------------------------
-Ironworks

Cost     : 170
Culture  : 1
Building : Workhouse/Longhouse
Tech     : Chemistry
Effect   : +20% Production

------------------------
-National College

Cost     : 120
Culture  : 1
Building : Library/Paper Maker
Tech     : Writing
Effect   : +50% Science

------------------------
-National Epic

Cost     : 120
Culture  : 1
Building : Monument
Tech     : Philosophy
Effect   : +25% Great Person Generation

------------------------
-Oxford University

Cost     : 260
Culture  : 1
Building : University or Wat
Tech     : Education
Effect   : Free Technology

------------------------
-Palace

Cost     : 0
Culture  : 1
Building : -
Tech     : -
Effect   : Moves the Capital City. Cities connected by
           by road to capital produce additional gold.
           Capital has +2 Production, +3 Science, +2
           Defense, +2 Gold


------------------------------------------------------
B. Projects

Projects are special buildings that are built for the purpose
of winning the game or building nuclear weapons.

------------------------
-Apollo Program

Cost  : 1200 
Tech  : Rocketry
Effect: Allows Spaceship parts

------------------------
-SS Booster

Cost  : 800
Tech  : Robotics
Effect: 3 Required for Space Win

------------------------
-SS Cockpit

Cost  : 800
Tech  : Satellites
Effect: 1 required for Space Win

------------------------
-SS Engine

Cost  : 800
Tech  : Particle Physics
Effect: 1 required for Space Win

------------------------
-SS Stasis Chamber

Cost  : 800
Tech  : Nanotechnology
Effect: 1 required for Space Win

------------------------
-The Manhattan Project

Cost  : 800
Tech  : Atomic Theory
Effect: Allows Nukes and A-Bombs


------------------------
-Utopia Project

Cost  : 1500
Tech  : -
Effect: Unlocks after all 5 Social Policy branches
        Building triggers Cultural Victory


*******************************************************************************

XI - Policies - [wsx]

*******************************************************************************

Policy is the new government version for Civ V.  There are 10 branches to
choose from. Each branch provides an immediate bonus when adopted. The 
branches and bonuses are cumulative, meaning you no longer "switch" 
between them. Just keep spending culture and buying up the bonuses.

You begin the game with Tradition, Honor and Liberty trees.  Purchase all the
tree options in 5 branches unlocks the Utopia Project.

------------------------------------------------------

-Tradition

Good for small civs as most focus on improving the Capital.
Adopting Tradition will immediately provide a bonus of +1 Food in the Capital.

-Aristocracy : +33% production bonus for Wonders.
-Oligarchy   : +33% combat strength in friendly territory
-Legalism    : -33% unhappiness from population in the Capital.
-Monarchy    : -50% cost of Purchasing tiles. (requires Oligarchy)
-Landed Elite: 33% faster population growth in Capital. (requires Aristocracy)


------------------------
-Liberty

Best for quick expansion. +50% production for Settlers. Can not be active 
at the same time as Autocracy.

-Collective Rule: +50% more Food in newly formed cities.
-Citizenship    : +25% production of Workers.
-Meritocracy    : +1 Happiness for each city connected to the Capital. 
-Representation : +1 Culture in each city (requires Citizenship)
-Republic       : +1 Production in every city. (requires Collective Rule)


------------------------
-Honor

A military social tree. +25% combat bonus VS Barbarians and notifications will
be provided when new Barbarian Camps spawn in revealed territory.

-Warrior Code  : Great General appears outside the Capital.
-Discipline     : +15% Combat Strength bonus for units near other units.
-Military Caste : Each City with a garrison reduces empire Unhappiness by 1. 
                (requires Discipline)
-Military Trad. : +100% XP points gained. (requires Warrior Code)
-Prof. Army     : -50% upgrading cost. (requires Military Caste)


------------------------
-Piety

Unlocks at Classical Era.
Happiness and Cultural social tree. +2 Happiness.
This branch cannot be active at the same time as Rationalism.

-Org. Religion: 25% less happiness needed for Golden Age
-Reformation  : The empire immediately enters a 6-turn Golden Age. 
               (requires Organized Religion)
-Theocracy    : -20% Unhappiness. (requires Organized Religion)
-Mandate      : 50% of excess Happiness added each turn to the amount of 
               Culture that may be spent on Policies.
-Free Religion: 2 Free Social Policies. (requires Mandate of Heaven, 
                Reformation)


------------------------
-Patronage

Unlocks at Medieval Era.
City-State friendship social tree. -25% influence loss with City-States.

-Aesthetics    : Influence with all City-States cannot drop below 20.
-Philanthropy  : +25% influence for gold gifts.
-Scholasticism : All Allied City-States grant you a research bonus 
                 equal to 33% of their own research. (requires 
                 Philanthropy)
-Cul. Diplomacy: +100% resources from City-States; +50% Happiness
                 from gifted luxury resources. (requires Scholasticism)
-Educated Elite: Allied City-States can gift you Great People. 
                 (requires Aesthetics, Scholasticism)


------------------------
-Commerce

Unlocks at Medieval Era. 
Naval and commercial boosting Tree. +25% Gold from Capital.

-Naval Tradition: +1 Movement and +1 sight range for naval units.
-Trade Unions   : -20% maintenance cost for Roads and Railroads.
-Mercantilism   : -25% cost to purchase items in Cities (requires 
                  Trade Unions).
-Merchant Navy  : +3 Production in coastal Cities (requires Naval 
                  Tradition).
-Protectionism  : +1 Happiness from each Luxury Resource (requires 
                  Mercantilism).


------------------------
-Freedom

Unlocks at Renaissance Era.
Specialist produce half the normal Unhappiness.  Can not be active with 
Autocracy.

-Civil Society: Specialists eat only half the normal amount of Food.
-Constitution : +100% Culture in Cities with a World Wonder.
-Democracy    : +50% Great Person production rate. (Requires Civil Society)
-Free Speech  : -25% Culture cost for policies. (Requires Constitution)
-Univ Suffrage: +33% City Combat Strength.


------------------------
-Rationalism

Unlocks at Renaissance Era.
Science Policy Tree. Triggers 5 turn Golden Age. Can not be active with Piety.

-Secularism  : +2 Science per specialist.
-Free Thought: +2 Science points for each Trading Post (requires
              Secularism).
-Humanism    : +1 Happiness from each University.
-Sci Rev     : 2 free technologies (requires Free Thought).
-Sovereignty : +15% Science while your empire is Happy (requires Humanism).


------------------------
-Order

Unlocks at Industrial Era.
Production Policy Tree. +25% Production on Buildings.

-Communism   : +5 Production in all Cities.
-Nationalism : +25% attack bonus to your units in friendly territory.
-Planned Econ: -50% Unhappiness from number of Cities.
-Socialism   : -10% Gold costs of Buildings.
-United Front: Causes other civilizations' city-state influence points to 
               decay 33% faster.


------------------------
-Autocracy

Unlocks at Industrial Era.
For the militaristic civilizations. -33% Unit Gold maintenance. 
Can not be active with Freedom or Liberty.

-Militarism  : -33% cost for purchasing units.
-Police State: -50% Unhappiness in Annexed Cities. (requires Militarism)
-Populism    : +25% damage for injured military units.
-Fascism     : +100% of Strategic Resources. (requires Populism, Militarism)
-Total War   : +33% attack For 20 turns. (requires Police State, Fascism)



*******************************************************************************

XII - Contact Info - [edc]

*******************************************************************************

Contact me at Redtooth700 at Hotmail dot com for any questions or concerns
regarding this FAQ.  Make sure you put in the Subject line you are referring
to this FAQ on Gamefaqs and nothing else! I'm always happy to answer questions
or fix any of my many mistakes you point out!

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No website but www.gamefaqs.com may host or reproduce any part of this FAQ 
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