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    FAQ/Walkthrough by Warfreak

    Version: 1.0 | Updated: 05/01/07 | Search Guide | Bookmark Guide

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    Author: Warfreak
    Version: 0.9
    Day Started: 12/4/07
    
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    Table of Content
    [1] Introduction
        [1.01] Introduction
        [1.02] Version History
    [2] Starting Up
        [2.01] The World
        [2.02] The Climate
    [3] The Meanings
        [3.01] Food
        [3.02] Production
        [3.03] Commerce and Wealth
        [3.04] Using Wealth
        [3.05] Culture 
        [3.06] Happiness
        [3.07] Health
        [3.08] Specialists
        [3.09] Technology
    [4] The Basics
        [4.01] Nations
        [4.02] Leaders
        [4.03] Terrain
        [4.04] Bonuses
        [4.05] Buildings
        [4.06] Religion
        [4.07] Projects
        [4.08] Improvements
    [5] Bigger Basics
        [5.01] Great People
        [5.02] National Wonders
        [5.03] Special Wonders
        [5.04] World Wonders
        [5.05] Technology Mk 2
        [5.06] Civics
        [5.07] Units
        [5.08] Promotions
        [5.09] Other Stuff
    [6] Patch Changes
        [6.01] v1.09
        [6.02] v1.52
        [6.03] v1.61
    [7] Playing the Game
        [7.01] Basic Guide
        [7.02] Peace
    
    [A] Contact Information
    [B] Webmaster Information
    [C] Credits
    [D] Sites FAQ is on
    [E] Copyright
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    [1.01] Introduction
    
    Welcome to my 11th FAQ. It seems like a lot but in reality, it isn't. Compare
    me to A I e x and you'll see. Anyway, this is a guide for the game 
    Civilization or (Civilisation) IV by Firaxis games. 
    
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    [1.02] Version History
    
    Version 0.1 [12/4/07]
    Guide Started. Period. 
    
    Version 0.2 [13/4/07]
    More work being done
    
    Version 0.3 [14/4/07]
    More Work
    
    Version 0.4 [17/4/07]
    Progress. No more on Chapter 4, All things will be added to chapter 5, as 
    harder basics, which doesn't make sense. 
    
    Version 0.5 [18/4/07]
    Need to try to finish this by the end of the week. 
    
    Version 0.6 [19/4/07]
    More work done.
    
    Version 0.7 [20/4/07]
    Wow, nearly finished. 
    
    Version 0.8 [21/4/07]
    Complete basically the whole thing.
    
    Version 0.9 [25/4/07]
    Completed basically. 
    
    Version 1.0 [1/5/07]
    Minor update. 
    
    ------------------------------------------------------------------------------
    [2.01] The World
    
    As you would see, the world in Civilisation IV is able to be created by you.
    You can choose to create a world of your own choosing. 
    
    Terra worlds are those worlds that are similar to Earth. It will consist of
    large and small land masses with all types of terrain. 
    
    Continential worlds are simply two or more large landmasses seperated by
    water. A navy is a must here.
    
    Archipelago worlds are harder than most maps because they feature more small
    islands isolated by oceans. A navy is needed for survival.
    
    Pangaea worlds are just one single landmass surrounded by a ocean. You want
    a place next to the ocean since being landlocked is quite dangerous but being
    near the coast needs a navy. 
    
    Ice age is one of the hardest simply because there is not a lot of resources
    for you to develop on. Fights of resource rich areas are a common sight.
    
    Oasis worlds are large landmasses with lots and lots of deserts with the
    oasis to provide water for food. Quite difficult for a beginner.
    
    Lake worlds is similar to Pangaea but it contains a large amount of lakes on
    the landmass.
    
    The size of the map is also important. The order is set from Duel to Huge. 
    Please note that the upper options such as Duel and Small are for small 
    matches, not for 12 civs to fight it out. And vice versa, don't have 3 civs
    fighting on a Huge map. There would be a lot of micro needed. 
    
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    [2.02] The Climate
    
    The climate is another thing you need to know. This will effect on the 
    terrain and the resources available here that you can procure. 
    
    Temperate is the average climate here. It consists of all terrain, from grass
    land to desert to tundra. There is a good mix and all resources would appear.
    
    Tropical is where the climate is warmer, leading to more jungles at the 
    expense of tundra. Bear in mind that fur and deers tend to appear on tundra.
    
    Arid is where the climate is dry, leading to more deserts at the expense of
    lakes and rivers. It would be harder to plant crops and find crop boosters 
    here.
    
    Rocky is where there would be lots of hills and peaks, making it lovely for
    hammer production, but at the expense of lowland areas for planting crops for
    the cities. 
    
    Cold is the opposite of temperate where the world would be covered in more
    tundra at the expense of deserts and jungles.
    
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    [3.01] Food
    
    Lets face it, Cities need food to survive. For a larger city, it would need
    more food than a small city before there are evidently, more people. A city
    can harvest food from tiles that are within their city boundaries.
    
    Every turn, a "person" will need to consume two food to survive and produce
    resources for the city. When the city has an excess of food, where there is 
    more production of food than consumption, the city will store food. The city
    will store the food in slowly build up to create another worker for the city. 
    The time needed to create another worker can be seen in the Food Bar in the
    city screen, which is below the population of your city. Once the food bar is
    filled, there would be a new worker and the food bar is reset. However, if you
    have a granary in your city, half of the food used to create a new worker, 
    will be stored for the next worker. 
    
    However, it is possible to have a shortage of food. When this happens, the
    food stored in the food bar will decrease, which you can see with the red
    slide back. Once the bar is completely empty, one population point will be
    deducted from your total as people are starving. This will continue until you
    develop enough food to sustain and support your population. 
    
    The best ways to have a large food input is to quickly develop food resources
    that are near you. Corn, wheat, rice, pig, sheep, cow, deer are quick basic
    sources of food for you. Farm, pastures and camps these resources. Grassland
    is the best place to farm since it provides a +2 bonus to food. Flood plains
    are also food but will deduct from the health total. This is all found on 
    land. Deer are mainly found in the tundra area as well. Another point worth
    noting is that being next to fresh water for any of the above resources will
    provide a +1 food bonus, and this bonus also applies to farms as well. 
    
    In the sea, fish, clams and crabs are the basic sources of food. Each ocean
    tile produces +2 food, with clams and crabs giving +2 when improved and fish
    +3. It would be handy for a coastal city to position itself where there is 
    nearby access. The lighthouse building also adds +1 food production in water
    tiles. 
    
    On the city screen, food per tile is represented by a slice of bread. One 
    slice of bread means that the tile is producing one unit of food. A bread loaf
    means that it is producting 5 units of food, making these places a must have
    for any city. 
    
    Health of a city also has an effect on your city's consumption of food. If 
    your city is unhealthy, for every point of unhealthlyness (or those who can't
    figure it out, it is for every cross < sick green face), your city will 
    consume an extra food unit per turn. This can add up so make sure it is 
    healthy while it is growing. 
    
    Your Government Economic Civic can also be a factor. If you use the State
    Property civic, you get an extra +1 food production from the workshop and
    watermill improvement. 
    
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    [3.02] Production
    
    After you finish worrying about the food in the city, you city has to 
    develop improvements or build units. Those items can only be produced by
    production, or hammers or to long time players, Shields (hehe, Civ 2). When
    you choose to produce something in a city, the production of the city can be
    seen under the food bar. On the main screen, it is the second bar, the blue
    one, with orange being food and growth. On the city screen, the Production
    Bar is the one below the food bar. This details how many more turns it will
    require, what you are producing, and the amount of hammers you are producing
    per turn. When you establish a city, you will be prompted on what to build. 
    After the completion of a project, the prompt screen will show on what to 
    build next. 
    
    You cannot have a shortage of hammers, like you can in food. However, if you
    delay a project too long, the hammers will start to decay a little. To have
    hammers, you can develop upon certain tiles. Plains, hills and forests are 
    the best place to start on developing, with upgrades of a mine to boost it.
    Later on, you can build lumbermills, workshops, mills and such to boost your
    production. Resources will also boost production with resources like stone
    and marble available to quarry, iron, copper to mine. Later in the game, you
    have more access to production resources such as coal and aluminum. 
    
    What the old Civilisation players will realise is that the production bar
    doesn't carry over when you change what you are producing. Lets take for 
    example you are building a barracks. You are halfway there when you realise 
    that you need a worker. So you change production to worker, but the hammers 
    from the granary doesn't carry over. You have to start anew when you change
    production. But don't worry, the production bar for the barracks will stay
    the same, like your construction of the barracks on hold or something like 
    that. 
    
    You can also hurry the production of the production bar to finish the 
    production of the product. There are several methods of hurrying the 
    production. Some are permanent such a Forge which will increase productivity
    by 25% or Wonders such as the Three Gorges Dam, which increases productivity
    by 10%. You can also train engineers who will produce +2 hammers per turn. 
    Or you can sacrifice great engineers who will add a large amount of hammers
    to the current project. 
    
    Several civics will influence the production of your city. Universal Suffrage
    is the best civic since it will allow +1 production from a developed cottage
    which is called a town. It also allows you to pay gold to hurry the project. 
    The amount of gold you have to pay is dependent on the amount of hammers 
    still needed. This can be done if you have the gold and click hurry 
    production on the city management menu, which is next to the build menu on 
    the right and is the upper right button. 
    
    Slavery will allow you to sacrifice population points to complete a project
    but remember, you can't get those people back, they have to grow back via the
    food bar. Bureaucracy will increase productivity and commerce in your capital
    by 50%. Organised Religion will allow a 25% bonus in productivity in a city
    where the state religion is present. 
    
    The amount of productivity on a square is monitored by the amount of hammers
    on that square. One hammer means one point productivity per turn while the
    anvil means 5 units of productivity per turn. 
    
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    [3.03] Commerce and Wealth
    
    Before I start this topic, one thing has to be clear here, commerce is your
    wealth. Commerce will turn into wealth after you pay your obligations. The
    amount of wealth that is generated by commerce is dependant on your choice,
    Commerce can be sent to become research, culture or wealth. 
    
    Commerce is the lifeblood of your cities. It pays the maintain your people,
    to pay your people and your standing army. It also pays for items you don't
    have that others do, and to protect yourself from wars, or stop other wars. 
    As they say, money talks. 
    
    Commerce is developed from several sources. The most important is from the 
    land or in some cases, the sea. The coasts and the ocean both produce commerce
    initially as well as the terrain feature of the oasis. Also, the resources
    that spread all over the terrain also provide commerce. The one you really
    want is gold, gems or incense. The latter you have to research Calendar to 
    develop upon. Rivers will give extra commerce to grassland terrain as well.
    Some improvements such as cottages will generate commerce. Cottages will 
    slowly provide +1 commerce but once it slowly develops into a town, it will
    provide up to a +7 commerce bonus. 
    
    Civics will also help you generate commerce. Bureaucracy will help you 
    generate 50% more commerce in your capital city alone, Free Speech will 
    provide towns to give you +2 commerce per turn. Buildings can also help you
    generate commerce with buildings such as grocers and markets providing more
    gold. Wonders can also generate commerce such as the Colossus which generates 
    one more commerce on water tiles. 
    
    Tribal villages will sometimes give a gift of gold to removing them from the
    map. Pillaging a tile will also provide gold but you will destroy that 
    improvement. Towns are the best to pillage as they provide upwards of 20 gold.
    When you are at war, if you capture an enemy city, you will seize the gold
    in that city. A large developed city will provide enormous amounts of wealth.
    
    Trade routes will also generate gold. Trade routes are routes where you trade
    with your own cities or foreign cities. The most profitable routes will be 
    used to provide commerce. The amount of gold depends on the size and resources
    of the trading city. Once your nation signs the open border treaty, you will
    be able to trade with that country, allowing for profitable routes to develop
    at once. Buildings, wonders, technologies and civics will have an influence
    on the amount of trade routes that you can have while other buildings such
    as the harbour will increase the income generated from trade routes. The 
    income of the trade routes will add to your base commerce in that city. Note
    that you have to have some way to trade, such as a river, road, sea, air. 
    
    Merchants will generate money for you. They provide 3 gold every turn. If you
    decide to sacrifice a great merchant, they will provide 6 gold for you every
    turn. The merchants also can Conduct Trade Missions in a city. By sacrificing
    themselves in a foreign city, they will generate large sums of gold depending
    on the size, length and wealth of the target city. 
    
    The final way is to use diplomatic channels to acquire wealth. You can trade
    resources which you have and they don't for gold, technologies, cities, 
    treaties and even the world map for money. Be careful what you trade though. 
    
    ------------------------------------------------------------------------------
    [3.04] Using Wealth
    
    The continuation of the last topic, mainly because it was getting long and it
    was only half way. Anyway, there are many ways that you have to spend your 
    wealth in this game.
    
    The first way to spend your wealth is maintenance of your city. This is 
    automatic and cannot be changed. The amount of maintenance that your city
    has to pay depends on several factors. The size of the population in that
    city, the distance away from the Palace and the number of cities that you have
    in your empire. This is automatic and is deducted automatically and cannot
    be increased or decreased. 
    
    The civic that you have chosen to adopt will also influence the amount of
    gold you have to expend. When you choose your civic, there will be a listing
    on how high the upkeep of the civic is. The higher the upkeep, the higher
    some of gold per turn you have to pay. The amount you have to pay is also
    dependant on the size and population of your empire. Also, you have to spend
    gold on hurrying producting if you are using the Universal Suffrage civic.
    
    There will also be inflation in the game. This is represented by the 
    continued growth and size and therefore, it becomes more expensive to 
    maintain. You have to develop more wealth or expand your empire to counteract
    this problem. 
    
    The amount of commerce you spend on research and culture will reduce the 
    amount of wealth you would receive. The more on research, the less on wealth
    and so forth. 
    
    Your units sometimes require upkeep due to the use of some civics. This will
    be a drain on your. Also, upgrading your units into stronger units will also
    cost you gold to upgrade. For example, you upgrade an archer into a cross-
    bowman, it will cost you to upgrade. 
    
    Diplomacy is the final way to rid yourself of wealth. You might have to pay
    for many things, such as resources, technologies, peace, treaties or just
    bribes to keep them happy. Like I said above, money talks. 
    
    If you run out of money, your cities will go on strike, after all, no one
    wants to work for free. They will ruin the city and not produce anything
    till you get your financial state into a better condition. At this stage, it
    might be advisable to figure out what is wrong and do a check on the other
    civs. Lower costs by now is a must. 
    
    ------------------------------------------------------------------------------
    [3.05] Culture
    
    Culture in Civilsation IV refers to a Civilisation's accomplishments in the
    field of literature, the arts, music, movies, etc. Each city has their own
    culture level, defining the refinement and intellect of each city. Those 
    cities that have a higher culture value do better than their less 
    intellectual neighbours and hence, control land that is being divided between
    the two. Culture is always represented as the purple musical note.
    
    Culture is generated in many ways. You will find that in the establishment of
    a city, the population would be more focused on surviving than producing fine
    art, so it doesn't develop any culture. Once you start building some buildings
    what generate culture, it would develop more culture. The most common form of
    generating is through buildings. Once you have developed the Drama technology,
    the culture bar will allow you to develop commerce into culture. This is 
    allowing you to shift commerce from wealth and research to develop culture. 
    The development of the music technology will allow all your cities to build
    culture. This will allow you to set individual cities to develop culture.
    
    Another form of generating culture is by building Wonders, which has a larger
    Culture generation rate than normal buildings. The Specialists in the cities
    can also generate Culture for you. An Artist will generate 4, a great artist
    will generate 12. Of course, you can use the one off ability of a Great 
    Artist, which is create a Major Work for a city (the one they are in). This 
    will give the massive one off boost of 2000 to 6000 culture points. The amount
    depends on the mode you are playing in. However, you will sacrifice the Great 
    Artist by creating a Major Work. 
    
    Culture also gives a defensive bonus to units fortified in the city. This is
    because enemy soldiers will find it hard to attack a great city of such
    beauty. Culture also rules how much land you can control. The more culture a 
    city has, the more land that city can dominate over another city. If there is
    an opponent, who has a city, the land may be contested. The person who has 
    more cultural influence will control the land. You need at least 51% cultural
    influence on the land to be your. Sometimes, your culture may be so great that
    you may surround someone else's city. Soon, when your cultural influence 
    becomes extremely high, the city will revolt. The ownership of the land will
    return to the original owner but a second cultural revolution will allow the
    city to change hands, allowing you to keep or pillage the town. 
    
    There are several levels of culture. After reaching a certain amount of 
    culture points, your cultural boundaries will expand. Below will show what 
    level means what size.
    
    0-10 Culture Points (Poor)
    
    ***
    *C*
    ***
    
    8 Squares to Develop on
    
    11-100 Culture Points (Fledging)
    
     ***
    *****
    **C**
    *****
     ***
    
    20 Squares to Develop on
    
    101-500 Culture Points (Developing)
    
      ***
     *****
    *******
    ***C***
    *******
     *****
      ***
    
    36 Squares to Develop on
    
    501-5000 Culture Points (Refined)
    
       ***
     *******
     *******
    *********
    ****C****
    *********
     *******
     *******
       ***
    
    60 Squares to Develop on
    
    5001-50000 Culture Points (Influential)
    
        ***
      *******
     *********
     *********
    ***********
    *****C*****
    ***********
     *********
     *********
      *******
        ***
    
    88 Squares to Develop on
    
    50001+ Culture Points (Legendary)
    
         ***
       *******
      *********
     ***********
     ***********
    *************
    ******C******
    *************
     ***********
     ***********
      *********
       *******
         ***
    
    120 Squares to Develop on
    
    If you look from the side, it sort of looks like an eye. 
    
    As a minor point, Barbarian land is consider land and therefore, it can be
    subjected to cultural boundaries. 
    
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    [3.06] Happiness
    
    Happiness is what drives the citizens asnd denizens of your cities to work.
    Even if you are a harsh slave driver, you have to make your citizens happy
    to work. If the citizens are happy, they will work, if they are unhappy, they
    won't work. 
    
    An unhappy citizen in a city is caused when you have more red angry faces than
    happy yellow faces. An unhappy citizen will consume 2 food per turn like any
    other population point, but they do not provide any output whatsoever. This
    will prove to be a drain on a city as they will lower output and can lead to
    non productive farms, mines and so on. This can sometimes lead to lower output
    in production, commerce and sometimes, starvation. This can prove to be a 
    massive problem. The best way to stop unhappiness getting out of control. you
    should limit the growth or get some specialists.
    
    There is one chronic cause of unhappiness. That is overcrowding your cities.
    You will get one angry face for every population point that you have. This is
    always present and you cannot get rid of it. There is no solution, so you have
    to work around this. 
    
    Another factor is war weariness. This is when your nation is at war with 
    another nation and the war keeps dragging on. This only occurs when your 
    nation is at war so try to avoid war. Also, the recently captured cities that
    you have gained from the war would definitely be suffering from this because
    the saw lots of people die, and aren't too pleased over it.
    
    Being weaker in terms of Culture will be a problem. Sometimes, they will
    want to join the Motherland, which means that there is a nearby foreign city
    that is culturally superior to your city. 
    
    Being Undefended by any military units will cause Unhappiness. This can only
    be solved by stationing military units there. This will cause more problems
    during wars, especially if you are fighting a war with a nation which borders
    your nation. 
    
    Your Civics can also become a factor. Slavery is not really nice, no citizen
    likes being sacrificed to get the job done faster. The nationhood civic is no
    different either. No citizen wants to be conscripted in to the army. Also, if
    you don't have Emancipation as your civic and other countries do, you will
    suffer one unhappiness because you don't have it. 
    
    As there is unhappiness in a city, you will get an angry face when you see the
    city on the main map.
    
    There are several ways to obtain happiness in the city. 
    Buildings are the main way to increase the happiness. Such buildings such as
    the Collessum and the Theatre will provide happiness towarsd your city. These
    are permanent effects upon your city, unless the improvement is destroyed.
    Jails will also eliminate some unhappiness caused from war. 
    
    Resources are another way to increase the happiness in your city. Many, many
    resources will provide happiness to every city, provided there is access to
    that resource. Most of these items are luxary resources such as gold, silver
    and gems but also sugar, spice and wine. This effect can be doubled when
    you develop some buildings such as a forge and a theatre.
    
    Religion and Religious buildings are good sources of happiness. When you have
    a state religion, you gain +1 Happiness in cities that have that religion
    in their society. Religious buildings also help by providing +1 Happiness for
    that religion.
    
    Wonders can work wonders for happiness. Most wonders will make more people
    happy in the city. Religious wonders will provide +1 Happiness from Incense. 
    One national wonder is the Globe Theatre, which will eliminate all unhappiness
    from the city it is built it. You can only have 1 though.
    
    Civics will provide happiness for you. Free Religion will provide +1 Happiness
    in a city for every religion. Hereditary Rule will provide +1 Happiness for 
    every military unit stationed in the city. The Police State will also remove
    50% of war weariness in cities. 
    
    Culture can also make people happy. Once you research Drama, if you devote a
    certain amount of commerce to Culture, you will receive some happy people for
    it. Some buildings such as broadcast towers and theatres will even enhance
    this cultural rate even more. 
    
    One technology will enhance it even more. Future Tech will increase happiness
    by one everytime it is researched. And you can keep researching it forver. 
    With this tech, soon, Unhappiness will be obsolete. 
    
    If you have more happy faces than the angry faces, your city is happy and
    pleased by your performance. However, if there are more angry faces than there
    are happy faces, then you must do something about the happiness of your
    city. 
    
    ------------------------------------------------------------------------------
    [3.07] Health
    
    The health of a city is important and vital to its growth. A city which is
    healthy will grow better than a unhealthy one which will linguish. The point
    of healthiness is that a unhealthy citizen will consume one more food that 
    usual because of the upkeep. This might mean the difference between growth
    and decay. 
    
    There are several causes of unhealthiness. The first main contributor is the
    use of factories and power plants. Some buildings in your cities will pollute
    while in the job of providing benefits. For example, the coal power plant will
    pollute 2 unhealthy points per turn while giving a 50% boost to hammer 
    production. 
    
    The next contribution to unhealthiness is the terrain. If you situate yourself
    next to a flood plain or a jungle, it will be less healthy than building on
    a grassland. Also, nuclear fallout isn't exactly healthy for any city, so
    that might need to be worked with.
    
    The largest contributor to unhealthiness is the population. Every population
    point will contribute one point to unhealthiness. This cannot be changed and 
    is just like happiness. 
    
    There are many more ways to improve the health of the city.
    
    The first is the difficulty you are playing on. The lower difficulties will
    only provide 3, the medium ones 2, and the hardest one, only 1 bonus to
    health. 
    
    The next source is from wonders and buildings. Some wonders will improve the
    health of the city or empire, such as the Hanging Gardens. Some buildings will
    provide bonuses, such as the aqueduct providing 2 health or eliminate sources
    of pollution, such as a recycling centre which removes all unhealthiness 
    produced by buildings.
    
    Resources will also provide health benefits. Some food resources such as fish,
    clams, crabs, wheat, corn and rice will provide +1 health bonuses when they
    are improved. Some buildings such as the harbour and the supermarket will
    double this bonus. 
    
    The next source is from forests. They will provide a extra boost to your
    city's health as well as fresh water. 
    
    The final source is from your civics. The Environmentalism civic will give a
    massive +6 boost to Health in all cities. 
    
    The secret boost to improve health is researching Future Tech which produces 
    1 health boost every time it is researched. And it can be researched till the
    cows come home. 
    
    The health of a city is represented by the Red Cross icon and the un-
    healthiness of the city is represented by Mr Green Sick face. It is measured 
    by the number of points for and against. If you have more red crosses than 
    sick faces, the city is healthy. If there are more sick faces than red
    crosses, the city is unhealthy. 
    
    ------------------------------------------------------------------------------
    [3.08] Specialists
    
    When any city is developed, the city must work on the basics of survival. As
    the city grows larger, the city can devote some of its population to become
    specialised in some tasks. They will perform these tasks better than normal
    citizens can perform these tasks. The use of these specialists will allow
    the city to engage in more rewarding goals.
    
    When you want to employ a specialist, you must open the city screen and go
    to the lower right hand side where you can see some faces. Ignore the ones
    with the stars for the time being. Those faces represent the specialists that
    you can hire. When you hire a specialist, you will lose a worker from the 
    field to become a specialist. Be careful when hiring specialists since it 
    might lead to a food shortage and we don't want that now do we?
    
    You city can use up to 20 squares on the map within the city radius. Remember,
    only up to 20 squares. The rest will be sent to become specialists. If there
    are no spots open in the other professions, the citizen profession will be
    chosen. You can open up the other specialist professions by building certain
    buildings and wonders, as well as your civics. Bear in mind that your
    specialists still consume food, drain your health and your happiness factors
    as well. Because these guys still consume food, your cities that are rich
    in food will have many specialists while a city struggling with food will
    probably have no specialists. 
    
    Once a city has drained all available land that it can use, the city will
    automatically create specialists. Bear in mind, if you have survived this
    long, either it is a non-military victory target or the other player, AI, has
    absolutely no luck in finding you. And by this time, its time to get your 
    ICBMs to be ready to fire. 
    
    The most basic specialist is the citizen. He is probably the most useless
    and you don't want to convert a worker in the field to this guy. This guy
    only produces 1 hammer per turn. Heck, I can produce more in a cottage or a
    hamlet than this guy. However, his guy is a prerequisite for the other 
    professions, so sooner or later, you have to use him. The good thing is that
    you can have as many as you want, and you need to meet no requirements to 
    have these guys. 
    
    Artist
    The Artist is your next specialist. He is far more handy than your average
    citizen. Every turn, his guy will produce 1 research point to your research 
    and 4 culture points for the city. He also adds +3 to the Great Person 
    growth rate. This is one of the more useful specialists. They will also make
    the next Great Person spawned more likely to be a Great Artist.
    
    Note for Following Tables
    (NW) = National Wonder
    (WW) = World Wonder
    (SW) = Special Wonder
    
    Buildings that will allow you to have Artists:
    Broadcast Tower    : 2 Citizens  =   1 Artist
    Theatre            : 1 Citizen   =   1 Artist
    Globe Theatre (NW) : 3 Citizens  =   1 Artist
    
    Engineer
    The Engineer is not as useful as the Artist, but still nice when you have
    run out of production slots. This guy will grant you 2 Hammers per turn and
    add +3 to your Great Person Growth Rate. Once you have an Engineer, you will
    be more likely to spawn a Great Engineer from the city.
    
    Buildings that will allow you to have Engineers:
    Factory            : 2 Citizens  =   1 Engineer
    Forge              : 1 Citizen   =   1 Engineer
    Ironworks (NW)     : 3 Citizens  =   1 Engineer
    
    Merchant
    The Merchant will be your mini-money-maker. They don't rake in tons of money
    but someone for nothing is still better than nothing for nothing. Every turn,
    he will generate 3 gold towards your city for free, or for 2 food. He will
    also generate +3 Great Person points towards your city and increases the 
    chances of a Great Merchant spawning in your city.
    
    Buildings that will allow you to have Merchants:
    Grocer             : 2 Citizens  =   1 Merchant
    Market             : 2 Citizens  =   1 Merchant
    Wall Street (NW)   : 3 Citizens  =   1 Merchant
    
    Priest
    The Priest is the holy man, and he is the easiest Specialist to generate 
    because of the amount of buildings that can produce him. Every turn, he will
    produce 1 Hammer and 1 Gold towards your city. He will also generate +3 Great
    Persons points towards your city. This will also increase the chance of your
    city generating a Great Prophet when it next spawns a Great Person.
    
    Buildings that will allow you to have Priests:
    Buddhist Stupa     : 2 Citizens  =   1 Priest
    Buddhist Temple    : 1 Citizen   =   1 Priest
    Christian Cathedral: 2 Citizens  =   1 Priest
    Christian Temple   : 1 Citizen   =   1 Priest
    Confucian Academy  : 2 Citizens  =   1 Priest
    Confucian Temple   : 1 Citizen   =   1 Priest
    Hindu Mandir       : 2 Citizens  =   1 Priest
    Hindu Temple       : 1 Citizen   =   1 Priest
    Islamic Mosque     : 2 Citizens  =   1 Priest
    Islamic Temple     : 1 Citizen   =   1 Priest
    Jewish Synagogue   : 2 Citizens  =   1 Priest
    Jewish Temple      : 1 Citizen   =   1 Priest
    Taoist Pagoda      : 2 Citizens  =   1 Priest
    Taoist Temple      : 1 Citizen   =   1 Priest
    Angkor Wat (WW)    : 3 Citizens  =   1 Priest
    The Chruch of the
    Nativity (SW)      : 3 Citizens  =   1 Priest
    The Dai Miao (SW)  : 3 Citizens  =   1 Priest
    The Kashi 
    Vishwanath (SW)    : 3 Citizens  =   1 Priest
    The Kong Miao (SW) : 3 Citizens  =   1 Priest
    The Mahabodhi (SW) : 3 Citizens  =   1 Priest
    The Masjid 
    al-Haram (SW)      : 3 Citizens  =   1 Priest
    The Temple of 
    Solomon (SW)       : 3 Citizens  =   1 Priest
    
    Scientist
    As the name suggests, the Scientist will specialise in the art of producing
    research points for your empire. Every turn, he will produce 3 research points
    for you as well as 3 Great Person Points. Having him will make it more likely
    for your city to generate a Great Scientist when the next Great Person is 
    spawned.
    
    Buildings that will allow you to have Scientists:
    Laboratory         : 1 Citizen   =   1 Scientist
    Library            : 2 Citizens  =   1 Scientist
    Observatory        : 1 Citizen   =   1 Scientist
    The Great Library  : 2 Free Scientists upon Completion
    
    There are also some wonders that will enhance the abilities of the specialists
    in this game.
    
    Angkor Wat
    Effect: +1 Hammer from Priest in All Cities
    
    
    The Sistine Chapel
    Effect: +2 Culture per Specialist in All Cities
    
    
    The Statue of Liberty
    Effect: +1 Free Specialist in All Cities on the Continent
    
    There are two civics that can improve the use of the Specialists.
    
    The Caste System
    You can have unlimited artists, merchants and scientists in a city.
    
    Representation
    All specialists have a +3 Research production bonus.
    
    ------------------------------------------------------------------------------
    [3.09] Technology
    
    Man, by himself is not the strongest species. We don't have the keenest senses
    nor do we possess the most strength. Man has ever only been as good as the
    technology that he uses. That is mankind's speciality over the other species,
    our ability to manipulate the surrounding environment to empower us. For
    example, two technologies, primative and still used today, manipulates the
    environment to their environment. These are the discovery of fire and the
    development of the Wheel. 
    
    There are many ways to discover technology. Lets go through the lesser used 
    methods. 
    
    Starting technologies are given to your Civilisation. What starting 
    technologies are given to you are based off your Civilisation. These are 
    primative technologies and can easily by Civilisations that lack it.
    
    Tribal villages can also give you technologies, as well as give them maps,
    money or attack them. The amount of these villages are limited so you have to
    be quick before someone else pays a visit.
    
    Diplomacy can be a good option if Technology Trading is enabled. You can trade
    or buy technologies off other Civilsations that you don't possess. It also 
    works the other way, you can make money by selling technologies you possess 
    which others don't.
    
    However, the most common method is researching. You will find it easier to 
    survive if you are more technologically advanced. Your army may outnumber 
    another army by 10 to 1, but if you have a bunch of warriors and archers and
    your opponent has Mechanised Infantry and Modern Armour, you don't stand a 
    chance. 
    
    A technology will require you to develop research points before you can 
    acquire the technology. The more research points you generate, the faster your
    Civilisation can acquire new technologies. The amount of research points that
    you can generate is a percentage of your commerce output. You can adjust this
    rate by changing the investment percentages. There are also other ways to 
    increase the resource point output. You can have Specialists, such as the
    Scientist to give a boost, as well as building libraries, observatories and so
    forth to provide a boost. You can change your Civics to increase the output
    of research points. You can increase your commerce output and you can increase
    your wealth output, which can allow you to invest more in science. 
    
    When you start, you will be prompted to choose a technology to research. This
    will occur every time you finish researching a technology. Some technologies
    will have prerequisites before you can research. That means that you need to
    have knowledge of a certain technology before you can research another. At
    other times, you can change the technology required and substitute it with 
    another one. As one of the developers put it, could one develop Rocketry by
    discovering Flight or be inspired by Artillery? These are called alternate
    paths or gates. 
    
    You can press F6 to view the Tech Tree. This will show you the technologies 
    that you can research, the one is researching and the ones you have and can
    research. Click on a tech and the game will develop the quickest path to 
    reach that tech. You can view the amount of turns needed to develop the 
    technology at the top of the screen with the technology and a number in 
    brackets, representing the turns still needed. The green bar is the progress
    made.
    
    You can also change the technology researching by clicking on the progress
    bar on the top of the screen. This will allow you to pick another one to
    research. Just click on the icon of the technology you want to research. Your
    progress with the cancelled technology will not be removed and will be still
    there when you resume. However, starting the second technology will be to be
    started from the beginning. 
    
    ------------------------------------------------------------------------------
    [4.01] Nations
    
    Note: Do not take my opinion as the holy word, it is my opinion on the race. 
          Everyone has their own preference and its up to you which nation you
          want to use. I prefer the Chinese but other use the English, the Spanish
          and others. Choose a nation, and practice till perfect. 
    
    The American Empire
    
    Leaders
    Franklin Roosevelt
    George Washington
    
    Special Unit
    Navy Seals (Gunpowder Unit)
    Replaces the Marine
    Strength = 24
    Movement = 1
    * 1-2 First Strikes
    * +50% attack against machine guns
    * +50% attack against artillery
    * Starts with Amphibious and March
    Requires Industrialism and Rifling
    
    Starting Technologies
    Fishing
    Agriculture
    
    My Opinion
    The Americans are excellent if you are playing on maps where food resources 
    are important early game. This would help you build a larger population in the
    beginning, which can help significantly throughout the game. Their navy seal
    units are quite powerful with their abilities because, with a large navy, you
    can get your forces to establish a powerful force. They also heal while moving
    which can help.
    
    
    The Arabian Empire
    
    Leader
    Saladin
    
    Special Unit
    Camel Archer (Mounted Unit)
    Replaces the Knight
    Strength = 10
    Movement = 2
    * Immune to First Strikes
    * Doesn't Receive Defensive Bonuses
    * Can Withdraw from Combat (25% Chance)
    Requires Guild
    Requires Horseback Riding and Archery
    
    Starting Technologies
    Mysticism
    The Wheel
    
    My Opinion
    Their access to the wheel at the start can help acquire resources quickly with
    the ability to build roads and their mysticism can help establish several 
    religions quickly, allowing a city where that religion is formed in your 
    nation. Their camel archers are handy due to the immunity but don't pick this
    race to spam archers. 
    
    
    The Aztec Empire
    
    Leader
    Montezuma
    
    Special Unit
    Jaguar (Melee Unit)
    Replaces the Swordsman
    Strength = 5
    Movement = 1
    * +10% City Attack
    * +25% Jungle Defence
    Requires Iron Working
    
    Starting Technologies
    Mysticism
    Hunting
    
    My Opinion
    The Aztecs are handy as well with their access to Mysticism and hunting is 
    nice to have a boost from fur and deer, but a reminder that fur will become
    obselete after a long while. Their Jaguar unit are powerful in tropical maps
    due to the jungle defence and their bonus. Reminder that swordsman are quite
    slow and the Jaguar is no exception. 
    
    
    The Chinese Empire
    
    Leaders
    Mao Zedong
    Qin Shi Huang
    
    Special Unit
    Cho-Ko-Nu (Archery Unit)
    Replaces Crossbowman
    Strength = 6
    Movement = 1
    * 2 First Strikes
    * Cause Collateral Damage
    * +50% attack against Melee Units
    Requires Machinery
    Requires Archery
    Requires Iron
    
    Starting Technologies
    Argiculture
    Mining
    
    My Opinion
    I like the Chinese because their starting technologies are quite handy. After
    developing the wheel, their access to resources will prove a significant 
    factor. Their special unit, the Cho-Ko-Nu, is extremely useful due to their 
    double first strike, their collateral damage and their bonus against melee
    units, which at that current point in time, will make the backbone of any 
    army. 
    
    
    The Egyptian Empire
    
    Leader
    Hatshepsut
    
    Special Unit
    War Chariot (Mounted Unit)
    Replaces Chariot
    Strength = 5
    Movement = 2
    * Immune to First Strikes
    * Doesn't Receive Defensive Bonuses
    * Can Withdraw From Combat (20% Chance)
    Requires The Wheel
    Requires Horse
    
    Starting Technologies
    The Wheel
    Agriculture
    
    My Opinion
    Their access will be unrivaled in terms of accessing argicultural resources
    such as rice, corn and wheat. This will secure a stable, large flow of food 
    as well as the health bonus that comes with the granary. Their chariots are
    good scouting units that are hard to take down with their immunity and their
    chance to withdraw from combat.
    
    
    The English Empire
    
    Leaders
    Elizabeth
    Victoria
    
    Special Unit
    Redcoat (Gunpowder Unit)
    Replaces Rifleman
    Strength = 16
    Movement = 1
    * +25% attack against Mounted Units
    * +25% attack against Gunpowder Units
    Requires Rifling
    
    Starting Technologies
    Fishing
    Mining
    
    My Opinion
    The British are better in terms of special unit than anything else. Their 
    starting technologies can help in having a boost in sailing and accessing 
    the seas, but you can't access the harbour till later, making a health boost
    not a factor in choosing. Their redcoat units are useful in their age, and 
    even later on since mounted and gunpowder units are the armies of the 
    opposition. 
    
    
    The French Empire
    
    Leaders
    Louis XIV
    Napoleon
    
    Special Unit
    Musketeer (Gunpowder Unit)
    Replaces Musketman
    Strength = 9
    Movement = 2
    Requires Gunpowder
    
    Starting Technologies
    The Wheel 
    Argiculture
    
    My Opinion
    Their starting technologies are the same to the Egyptians so read above. The
    musketeers are useful for one reason. Their movement is TWO. This makes it 
    have the same movement as a mounted unit. This can lead to two attacks or
    two pillages instead of one. And makes a good unit to escape if you don't want
    to lose a valuable promoted unit. 
    
    
    The German Empire
    
    Leaders
    Bismarck
    Frederick
    
    Special Unit
    Panzer (Armoured Unit)
    Replaces Tank
    Strength = 28
    Movement = 2
    * Doesn't Receive Defensive Bonuses
    * +50% attack against Armoured Units
    * Starts with Blitz
    Requires Industrialism
    Requires Rifling
    Requires Oil
    
    Starting Techonologies
    Hunting
    Argiculture
    
    My Opinion
    The Germans opening technologies are useful in conditions where there is a 
    large amount of tundra or you are next the top or bottom of the map. Their
    panzers are basically anti-tank units. Their blitz ability can let them a
    attack several times and their strength is quite high. These are not to be 
    taken lightly. 
    
    
    The Greek Empire
    
    Leader
    Alexander
    
    Special Unit
    Phalanx (Melee Unit)
    Replaces Spearman
    Strength = 5
    Movement = 1
    * +25% Hill Defence
    * +100% attack against Mounted Units
    Requires Hunting
    Requires Copper or Iron
    
    Starting Technologies
    Fishing
    Hunting
    
    My Opinion
    It seems the Greek empire starting techs are dealing with killing animals. 
    This is even more useful in tundra conditions where there would be fish in the
    sea and deers to hunt. Their phalanx are useful for killing enemies with 
    horses, while they hide up in the hills. Something you shouldn't send your
    horse riders against. 
    
    
    The Incan Empire
    
    Leader
    Huayna Capac
    
    Special Unit
    Quechua (Melee Unit)
    Replaces Warrior
    Strength = 2
    Movement = 1
    * +25% City Defence
    * +100 attack against Archery Units
    
    Starting Technologies
    Mysticism
    Agriculture
    
    My Opinion
    Their opening techs seem not well matched but along with other nations with
    the mysticism start, they can found a new religion. Useful only of you want
    to have that religion's wonder in your city. Their special units make good 
    archer killers, which would take a while to develop. 
    
    
    The Indian Empire
    
    Leaders
    Asoka
    Gandhi
    
    Special Unit
    Fast Worker
    Replaces Worker
    Movement = 3
    * Can Improve Tiles
    
    Starting Technologies
    Mysticism
    Mining
    
    My Opinion
    Their technologies are the same for the Incans, they seem a bit mismatched. 
    Their real skill is in their fast workers. They are indeed that they seem, 
    they are fast with 3 movement spaces. On a railroad, that means they can 
    travel 30 spaces. Thats is for most people, from one side of their empire
    to another. This would teach the others to knock out your improvements. 
    
    
    The Japanese Empire
    
    Leaders
    Tokugawa
    
    Special Unit
    Samurai (Melee Unit)
    Replaces Maceman
    Strength = 8
    Movement = 1
    * 2 First Strikes
    * +50% attack against melee units
    Requires Civil Service
    Requires Machinery
    Requires Iron
    
    Starting Technologies
    Fishing
    The Wheel
    
    My Opinion
    I don't know why you would want the wheel with fishing. But still, the wheel
    allows early access to resources, so it is handy none the less. Fishing is 
    only useful if you need it, or have access to the sea. Their special units
    are handy as they can defeat units of equal strength or even above. 
    
    
    The Malinese Empire
    
    Leader
    Mansa Musa
    
    Special Unit
    Skirmisher (Archery Unit)
    Replaces Archer
    Strength = 4
    Movement = 1
    * 1-2 First Strikes
    * +50% City Defence
    * +25% Hills Defence
    Requires Archery
    
    Starting Technologies
    The Wheel
    Mining
    
    My Opinion
    These starting abilities allow you to access the mines and dig for gold, or 
    silver, or whatever you find. Great if you need some gold or money early on
    to complete works. Their archer units are quite useful to defend yourself
    early on in the game, especially if you have raging barbarians in the game
    which can ruin you before you can even get established. 
    
    
    The Mongolian Empire
    
    Leaders
    Genghis Khan
    Kublai Khan
    
    Special Unit
    Keshik (Mounted Unit)
    Replaces Horse Archer
    Strength = 6
    Movement = 2
    * 1 First Strike
    * Doesn't Receive Defensive Bonuses
    * Ignore Terrain Movement Costs
    * +50% attack against Catapult
    Requires Horseback Riding
    Requires Archery
    Requires Horse
    
    Startingd Technologies
    The Wheel
    Hunting
    
    My Opinion
    Great if you like to go hunting, but there are only three resources. Fur, deer
    and ivory. But then again, ivory is extremely rare in games, and acquiring it
    first should give you an economical advantage. Their special units are useful
    as they ignore terrain costs, important if you have jungles or hills and the
    such to move through. 
    
    
    The Persian Empire
    
    Leader
    Cyrus
    
    Special Unit
    Immortal (Mounted Unit)
    Replaces Chariot
    Strength = 4
    Movement = 2
    * Can Withdraw from Combat (30% Chance)
    * +50% attack against Archery Units
    Requires The Wheel
    Requires Horse
    
    Starting Technologies
    Argiculture
    Hunting
    
    My Opinion
    Their starting techs are a bit mismatched but can help you acquire the rare
    hunting resources and a stable supply of food. Their immortals are useful in
    that they can withdraw from combat and kill archers. But there is one 
    weakness in these chariots. They only have 4 strength, which can be kicked 
    with 2 warriors if luck goes in the proper direction. 
    
    
    The Roman Empire
    
    Leader
    Julius Caesar
    
    Special Unit
    Praetorian (Melee Unit)
    Replaces Swordsman
    Strength = 8
    Movement = 1
    Requires Iron Working
    Requires Iron
    
    Starting Technologies
    Fishing
    Mining
    
    My Opinion
    This guy really has it going for him. His starting techs can allow him to 
    take the fish and the gold. However, the starting techs are not as useful as
    the praetorian. The strength of that unit is higher than the swordsman and
    equal to the maceman. So, this could give you the edge against a higher tech
    opponent.
    
    
    The Russian Empire
    
    Leader
    Catherine
    Peter
    
    Special Unit
    Cossack (Mounted Unit)
    Replaces Calvary
    Strength = 18
    Movement = 2
    * Doesn't Receive Defensive Bonuses
    * Can Withdraw from Combat (30% Chance)
    * +50% attack against cannons
    * +50% attack against mounted units
    Requires Military Tradition
    Requires Gunpowder and Horseback Riding
    Requires Horse
    
    Starting Technologies
    Hunting
    Mining
    
    My Opinion
    The Russians are having problems with their skills as hunting is basically 
    useless, bar the fact of the deer resource and accessing archery. The mining
    is useful but not fully used unless there are roads. The cossacks are powerful
    as they have 3 more strength than their calvary counterparts. And they have 
    an extra bonus against mounted units, which sooner, would be useless. 
    
    
    The Spanish Empire
    
    Leader
    Isabella
    
    Special Unit
    Conquistador (Mounted Units)
    Replaces Knight
    Strength = 10
    Movement = 2
    * Immune to First Strikes
    * +50% attack against Melee Units
    Requires Guilds
    Requires Horseback Riding
    Requires Horse
    Requires Iron
    
    Starting Technologies
    Mysticism
    Fishing
    
    My Opinion
    Their access to religion early on can give them a religious advantage in 
    keeping your population happy, but their special unit is a lot weaker. They
    only have an extra bonus against melee units which at this stage, shouldn't
    be much of a problem.
    
    ------------------------------------------------------------------------------
    [4.02] Leaders
    
    Before we can start the leaders, you will need to have to understand what the
    traits of each leader are. They are 8 different traits with each leader only
    have a combination of 2. Their favourite civic does actually have a use. If
    you don't use their favourite civic, they might pressure you to adopt it or
    suffer some diplomatic penalties. 
    
    Aggressive
    Effect: Free Combat I promotion for all melee and gunpowder units
            Barracks and Drydock constructed at half cost
    
    Creative
    Effect: +2 culture per turn per city
            Colloseum and Theatre constructed at half cost
    
    Expansive
    Effect: +2 health per city
            Granary and Harbour constructed at half cost
    
    Financial
    Effect: +1 commerce on squares generating 2 or more commerce
            Bank constructed at half cost
    
    Industrious
    Effect: +50% wonder production
            Forge constructed at half cost
    
    Organised
    Effect: -50% civil upkeep cost
            Courthouse and Lighthouse constructed at half cost
    
    Philosophical
    Effect: +100% Great Person birth rate
            University constructed at half cost
    
    Spiritual
    Effect: No anarchy
            Temple constructed at half cost
    
    The Leaders
    
    Roosevelt (America)
    Trait 1: Industrious
    Trait 2: Organised
    Favourite Civic: Universal Suffrage
    
    Washington (America)
    Trait 1: Financial
    Trait 2: Organised
    Favourite Civic: Universal Suffrage
    
    Saladian (Arab)
    Trait 1: Philosophical
    Trait 2: Spiritual
    Favourite Civic: Theocracy
    
    Montemuza (Aztec)
    Trait 1: Aggressive
    Trait 2: Spiritual
    Favourite Civic: Police State
    
    Mao (China)
    Trait 1: Philosophical
    Trait 2: Organised
    Favourite Civic: State Property
    
    Qin Shi (China)
    Trait 1: Industrious
    Trait 2: Financial
    Favourite Civic: Police State
    
    Hatshepsut (Egypt)
    Trait 1: Spiritual
    Trait 2: Creative
    Favourite Civic: Hereditary Rule
    
    Elizabeth (England)
    Trait 1: Philosophical
    Trait 2: Financial
    Favourite Civic: Free Religion
    
    Victoria (English)
    Trait 1: Expansive
    Trait 2: Financial
    Favourite Civic: Representation
    
    Louis (France)
    Trait 1: Industrious
    Trait 2: Creative
    Favourite Civic: Hereditary Rule
    
    Napoleon (France)
    Trait 1: Aggressive
    Trait 2: Industrious
    Favourite Civic: Representation
    
    Bismarck (Germany)
    Trait 1: Expansive
    Trait 2: Industrious
    Favourite Civic: Representation
    
    Frederick (Germany)
    Trait 1: Philosophical
    Trait 2: Creative
    Favourite Civic: Universal Suffrage
    
    Alexander (Greece)
    Trait 1: Philosophical
    Trait 2: Aggressive
    Favourite Civic: Hereditary Rule
    
    Huayna (Inca)
    Trait 1: Aggressive
    Trait 2: Financial
    Favourite Civic: Hereditary Rule
    
    Asoka (India)
    Trait 1: Spiritual
    Trait 2: Organised
    Favourite Civic: Universal Suffrage
    
    Gandhi (India)
    Trait 1: Spiritual
    Trait 2: Industrious
    Favourite Civic: Universal Suffrage
    
    Tokugawa (Japan)
    Trait 1: Aggressive
    Trait 2: Organised
    Favourite Civic: Mercantilism
    
    Mansa (Mali)
    Trait 1: Spiritual
    Trait 2: Financial
    Favourite Civic: Free Market
    
    Genghis (Mongolia)
    Trait 1: Aggressive
    Trait 2: Expansive
    Favourite Civic: Police State
    
    Kublai (Mongolia)
    Trait 1: Aggressive
    Trait 2: Creative
    Favourite Civic: Hereditary Rule
    
    Cyrus (Persia)
    Trait 1: Expansive
    Trait 2: Creative
    Favourite Civic: Representation
    
    Caesar (Rome)
    Trait 1: Expansive
    Trait 2: Organised
    Favourite Civic: Representation
    
    Catherine (Russia)
    Trait 1: Creative
    Trait 2: Financial
    Favourite Civic: Hereditary Rule
    
    Peter (Russia)
    Trait 1: Philosophical
    Trait 2: Expansive
    Favourite Civic: Police State
    
    Isabella (Spain)
    Trait 1: Spiritual
    Trait 2: Expansive
    Favourite Civic: Police State
    
    ------------------------------------------------------------------------------
    [4.03] Terrain
    
    There are different terrains in the game that you would have to pass through
    or build upon. Understanding what each terrain does will give you an idea on
    where to build and how to make the most of the land. 
    
    Coast
    Food: 1
    Production: 0
    Commerce: 2
    Defensive Bonus: 10%
    You cannot build cities on this square
    
    Desert
    Food: 0
    Production: 0
    Commerce: 0
    Defensive Bonus: 0%
    When next to a river, 10% bonus to commerce
    Improvements take 25% longer to build
    
    Grassland
    Food: 2
    Production: 0
    Commerce: 0
    Defensive Bonus: 0%
    +1 commerence when next to a river
    
    Ice
    Food: 0
    Production: 0
    Commerce: 0
    Defensive Bonus: 0%
    Improvements take 50% longer to build
    
    Ocean
    Food: 1
    Production: 0
    Commerce: 1
    Defensive Bonus: 0%
    
    Peak
    Food: 0
    Production: 0
    Commerce: 0
    Defensive Bonus: 0%
    Impassible Terrain
    
    Plains
    Food: 1
    Production: 1
    Commerce: 0
    Defensive Bonus: 0%
    +1 commerce adjacent to a river
    
    Tundra
    Food: 1
    Production: 0
    Commerce: 0
    Defensive Bonus: 0%
    +1 commerce when adjacent to a river
    Improvements take 25% longer to build.
    
    So far, you can see that the grassland is the best place to build farms to 
    produce food as it has 2 food production. The coast is excellent to place and
    develop cottages into large towns. Plains are your average terrain. Oceans is
    exactly what you find in the sea. The desert and the ice do nothing so don't
    farm there hoping to find food. Peaks cannot be passed or built upon. Tundra
    is unavoidable if you are up north or south. 
    
    Terrain Features
    Terrain features is exactly what you will find on the terrain. Sometimes there
    would be hills or a wild jungle. Not all the land will be flat or rolling with
    lush green grass. 
    
    Fallout
    Food: -3
    Production: -3
    Commerce: -3
    Defensive Bonus: 0%
    Costs 2 movement points to enter
    Cannot build imporves until fallout is cleared
    Clear with Ecology technology
    Caused by a nuclear meltdown or a ICBM
    -0.5 health in nearby cities
    
    Floodplains
    Food: +3
    Production: 0
    Commerce: 0
    Defensive Bonus: 0%
    +1 commerce when next to a river
    -0.4 health in nearby cities
    
    Forest
    Food: 0
    Production: +1
    Commerce: 0
    Defensive Bonus: 50%
    Costs 2 movement points to enter
    +0.5 health in nearby cities
    
    Hills
    Food: -1
    Production: +1
    Commerce: 0
    Defensive Bonus: 25%
    Costs 2 movement points to enter
    +1 commerce when next to a river
    
    Ice
    Food: 0
    Production: 0
    Commerce: 0
    Defensive Bonus: 0%
    Impassible Terrain
    
    Jungle
    Food: -1
    Production: 0
    Commerce: 0
    Defensive Bonus: 50%
    Cost 2 movement points to enter
    -0.25 health in nearby cities
    
    Oasis
    Food: +3
    Production: 0
    Commerce: +2
    Defensive Bonus: 0%
    Costs 2 movement points to enter
    Fresh Water source
    Cannot build cities or improvements here
    
    ------------------------------------------------------------------------------
    [4.04] Bonuses
    
    These are the resources that you will find on the terrain that you can 
    improve and develop. These will provide more production, food or commerce than
    a normal tile without this resource. Also, there are perks owning these 
    resources because some buildings and units require these resources, such as 
    horses for horse archers. Another perk is that some buildings have their 
    construction time halved with access to this resource. Note that you have to 
    have connection via road or rail to the resource in order to access it. You
    don't see corn flying to the main city here, nor in real life. Or does it?
    The improved bonus is combining the upgrade and the base bonus together. Note,
    some of the improved bonus may add up wrong since there may be problems. All 
    this information is direct from the game itself. 
    
    NOTE: The effects such as meeting unit requirements, additional effects and 
          halving construction time requires only one of each resource. There is
          no stack bonus, unfortunately, but bonuses still apply. 
    NOTE: All effects are from the 1.61v of Civilisation IV, not the original. 
    
    Aluminum
    Tech Revealed By         : Industrialism
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +1 Production
    Improved Bonus           : +4 Production, +1 Commerce
    Units Requiring Aluminum : Jet Fighter (and oil), Modern Armour (with oil)
                               Stealth Bomber (and oil)
    Construction Speed Halved: Space Elevator, SDI, Apollo Program
    
    Banana
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Calendar
    Improvement Required     : Plantation
    Base Bonus               : +1 Food
    Improved Bonus           : +2 Food
    Additional Effects       : +1 Health with Plantation
    
    Clam
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Fishing
    Improvement Required     : Fishing Boat
    Base Bonus               : +1 Food
    Improved Bonus           : +2 Food
    Additional Effects       : +1 Health with Fishing Boats
    
    Coal
    Tech Revealed By         : Steam Power
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +1 Production
    Improved Bonus           : +3 Production
    Unit Requiring Coal      : Ironclad (and iron)
    Additional Effects       : Required to construct railroads
    
    Copper
    Tech Revealed By         : Bronze Working
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +1 Production
    Improved Bonus           : +3 Production
    Units Requiring Copper   : Axeman (or iron), Maceman (or iron), Phalanx (or 
                               iron), Spearman (or iron)
    Construction Speed Halved: Buddhist Stupa, Confician Academy, Taoist Pagoda,
                               Colossus, Status of Liberty, The Internet
    
    Corn
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Agriculture
    Improvement Required     : Farm
    Base Bonus               : +1 Food
    Improved Bonus           : +3 Food (+4 if Irrigated or with Biology, +5 if you
                               have both Irrigation and Biology)
    Additional Effects       : +1 Health with farm
    
    Cow
    Tech Revealed By         : Always visible
    Tech Required to Access  : Animal Husbandary
    Improvement Required     : Pasture
    Base Bonus               : +1 Food (+2 if next to fresh water)
    Improved Bonus           : +1 Food (+2 if next to fresh water), +1 production
    Additional Effects       : +1 Health with Pasture
    
    Crab
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Fishing
    Improvement Required     : Fishing Boat
    Base Bonus               : +1 Food
    Improved Bonus           : +2 Food
    Additional Effects       : +1 Health with Fishing Boats
    
    Deer
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Hunting
    Improvement Required     : Camp
    Base Bonus               : +1 Food (+2 if next to fresh water)
    Improved Bonus           : +2 Food (+3 if next to fresh water)
    Additional Effects       : +1 Health with Camp
    
    Dye
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Calendar
    Improvement Required     : Plantation
    Base Bonus               : +1 Commerce
    Improved Bonus           : +4 Commerce
    Additional Effects       : +1 Happiness with Plantation 
    
    Fish
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Fishing
    Improvement Required     : Fishing Boat
    Base Bonus               : +1 Food
    Improved Bonus           : +3 Food
    Additional Effects       : +1 Health with Fishing Boat
    
    Fur
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Hunting
    Improvement Required     : Camp
    Base Bonus               : +1 Commerce
    Improved Bonus           : +3 Commerce
    Additionl Effects        : +1 Happiness with Camp
    *Obsolete with Plastics
    
    Gems
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +1 Commerce
    Improved Bonus           : +1 Production, +5 Commerce
    Additional Effects       : +1 Happiness with Mine
    
    Gold
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +1 Commerce
    Improved Bonus           : +1 Production, +6 Commerce
    Additional Effects       : +1 Happiness with Mine
    
    Hit Movies
    Tech Revealed By         : Not Visible
    Tech Required to Access  : Hollywood Wonder (Produces 7)
    Improvement Required     : None
    Base Bonus               : 0
    Improved Bonus           : 0
    Additional Effects       : +1 Happiness
    
    Hit Musicals
    Tech Revealed By         : Not Visible
    Tech Required to Access  : Broadway Wonder (Produces 7)
    Improvement Required     : None
    Base Bonus               : 0
    Improved Bonus           : 0
    Additional Effects       : +1 Happiness
    
    Hit Singles
    Tech Revealed By         : Not Visible
    Tech Required to Access  : Rock n' Roll Wonder
    Improvement Required     : None
    Base Bonus               : 0
    Improved Bonus           : 0
    Additional Effects       : +1 Happiness
    
    Horse
    Tech Revealed By         : Animal Husbandary
    Tech Required to Access  : Animal Husbandary
    Improvement Required     : Pasture
    Base Bonus               : +1 Production
    Improved Bonus           : +2 Production, +1 Commerce
    Units Requiring Horses   : Calvary, Chariot, Conquistador (and iron), Cossack,
                               Horse Archer, Immortal, Keshik, Knight (and iron), 
                               War Chariot
    
    Incense
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Calendar
    Improvement Required     : Plantation
    Base Bonus               : +1 Commerce
    Improved Bonus           : +5 Commerce
    Additional Effects       : +1 Happiness with Plantation
    
    Iron
    Tech Revealed By         : Iron Working
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +1 Production
    Improved Bonus           : +3 Production
    Units Requiring Iron     : Axeman (or copper), Cannon, Cho-No-Ku, Conquistador
                               (and horses), Crossbowman, Frigate, Ironclad (and
                               coal), Knight (and horses), Maceman (or copper), 
                               Phanlax (or copper), Pikeman, Praetorian, Samurai,
                               Spearman (or copper), Swordsman
    Construction Speed Halved: Eiffel Tower
    
    Ivory
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Hunting
    Improvement Required     : Camp
    Base Bonus               : +1 Production
    Improved Bonus           : +1 Production, +1 Commerce
    Units Requiring Ivory    : War Elephant
    Additonal Effects        : +1 Happiness with Camp
    *Obsolete with Industrialism
    
    Marble
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Masonry
    Improvement Required     : Quarry
    Base Bonus               : +1 Production
    Improved Bonus           : +1 Production, +2 Commerce
    Construction Speed Halved: Hindu Mandir, Islamic Mosque, Hermitage, Heroic 
                               Epic, National Epic, Great Library, Hagia Sophia, 
                               Oracle, Parthenon, Sistine Chapel, Taj Mahal, 
                               Versailles
    
    Oil
    Tech Revealed By         : Scientific Method
    Tech Required to Access  : Combustion
    Improvement Required     : Well, Offshore Platform (need Plastics)
    Base Bonus               : +1 Production
    Improved Bonus           : +2 Production, +1 Commerce
    Units Requiring Oil      : Battleship (or uranium), Bombmer, Carrier (or
                               uranium), Destroyer (or uranium), Fighter, Gunship,
                               Jet Fighter (and aluminum), Modern Armour (and
                               aluminum), Panzer, Stealth Bomber (and aluminum),
                               Submarine (or uranium), Tank, Transport (or 
                               uranium)
    
    Pig
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Animal Husbandary
    Improvement Required     : Pasture
    Base Bonus               : +1 Food
    Improved Bonus           : +3 Food (+4 if next to Fresh Water)
    Additional Effects       : +1 Health with Pasture
    
    Rice
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Agriculture
    Improvement Required     : Farm
    Base Bonus               : +1 Food
    Improved Bonus           : +2 Food (+3 if Irrigated or have Biology, +4 if you
                               have both)
    Additional Effects       : +1 Health with farm
    
    Sheep
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Animal Husbandary
    Improvement Required     : Pasture
    Base Bonus               : +1 Food
    Improved Bonus           : +2 Food (+3 if next to Fresh Water), +1 Commerce
    Additional Effects       : +1 Health with Pasture
    
    Silk
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Calendar
    Improvement Required     : Plantation
    Base Bonus               : +1 Commerce
    Improved Bonus           : +3 Commerce
    Additional Effects       : +1 Happiness with Plantation
    
    Silver
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +1 Commerce
    Improved Bonus           : +4 Commerce
    Additional Effects       : +1 Happiness with Mine
    
    Spices
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Calendar
    Improvement Required     : Plantation
    Base Bonus               : +1 Commerce
    Improved Bonus           : +1 Food, +2 Commerce
    Additional Effects       : +1 Happiness with Plantation
    
    Stone
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Masonry
    Improvement Required     : Quarry
    Base Bonus               : +1 Production
    Improved Bonus           : +2 Production
    Construction Speed Halved: Christian Cathedral, Jewish Synagogue, Mount 
                               Rushmore, Oxford University, West Point, Angkor 
                               Wat, Chichen Itza, Hanging Gardens, Kermlin, Notre
                               Dame, Pyramids, Spiral Minaret, Stonehenge
    
    Sugar
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Calendar
    Improvement Required     : Plantation
    Base Bonus               : +1 Food
    Improved Bonus           : +1 Food, +1 Commerce
    Additional Effects       : +1 Happiness with Plantation
    
    Uranium
    Tech Revealed By         : Physics
    Tech Required to Access  : Mining
    Improvement Required     : Mine
    Base Bonus               : +0
    Improved Bonus           : +3 commerce
    Units Requiring Uranium  : Battleship (or oil), Carrier (or oil), Destroyer
                               (or oil), ICBM, Submarine (or oil), Transports
                               (or oil), Nukes
    Construction Speed Halved: The Manhattan Project
    
    Whale
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Optics
    Improvement Required     : Whaling Boat
    Base Bonus               : +1 Food
    Improved Bonus           : +1 Production, +2 Commerce
    Additional Effects       : +1 Happiness with Whaling Boats
    * Obsolete with Combustion
    
    Wheat
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Agriculture
    Improvement Required     : Farm 
    Base Bonus               : +1 Food
    Improved Bonus           : +3 Food (+4 if Irrigated or have Biology, +5 if 
                               you have both)
    Additional Effects       : +1 Health with Farm
    
    Wine
    Tech Revealed By         : Always Visible
    Tech Required to Access  : Monarchy
    Improvement Required     : Winery
    Base Bonus               : +1 Commerce
    Improved Bonus           : +1 Food, +2 Commerce
    Additional Effects       : +1 Happiness with Winery
    
    ------------------------------------------------------------------------------
    [4.05] Buildings
    
    There are many buildings that you can add to your city to improve its 
    population, its food, its production, etc. These are important on many levels.
    This will be listed in alphabetical order. All effects are only in the city
    it is in, not for the entire empire.
    
    Academy
    Cost          : Special, You can create by sacrificing a Great Scientist
    Requirements  : Great Scientist
    Effects       : +50% research generated by the city
                    +4 culture per turn
    
    
    Airport
    Cost          : 250 Hammers
    Requirements  : Flight Technology
    Effects       : +1 Trade Route
                    Can airlift 1 unit per turn
                    -1 Health in the City
    
    
    Aqueduct
    Cost          : 100 Hammers
    Requirements  : Masonry, Mathematics
    Effects       : +2 Health
    Required To   : Build The Hanging Gardens
    Available Free: After starting in the Industrial age or later
    
    
    Bank
    Cost          : 200 Hammers
    Requirements  : Banking
    Effects       : +50% more gold income in the city
    Required To   : Build Wall Street
    Available Free: After starting in the Modern age or later
    
    
    Barracks
    Cost          : 60 Hammers
    Requirements  : None
    Effects       : New Land Units Receive 4 more Experience
    Required To   : Build Heroic Epic
    
    
    Bomb Shelters
    Cost          : 100 Hammers
    Requirements  : Electricity, Manhattan Project
    Effects       : -75% damage from nukes (ICBMs)
    
    
    Broadcast Tower
    Cost          : 175 Hammers
    Requirements  : Mass Media
    Effects       : +50% more culture generated in the city
                    +1 Happiness per 10% culture rate
                    Can turn 2 citizens into an artist
                    +1 Happiness from Hit movies, musicals and singles
    
    
    Buddhist Monastary
    Cost          : 60 Hammers
    Requirements  : Meditation, Buddhism
    Effects       : +10% Research Output
                    +2 Culture per turn
    Required To   : Train Buddhist Missonary
    *Obsolete with Scientific Method
    
    
    Buddhist Stupa
    Cost          : 300 Hammers (Halved with Copper)
    Requirements  : Music, Buddhism, 3 Buddhist Temples
    Effects       : +50% more Culture produced in the City
                    +2 Happiness in the city if Buddhism is State Religion
                    Can turn 2 citizens into a Priest
                    +1 Happiness with Incense
    
    
    Buddhist Temple
    Cost          : 80 Hammers
    Requirements  : Priesthood, Buddhism
    Effects       : +1 Happiness
                    +1 Culture per turn
                    Can turn 1 citizen into a Priest
    
    Bunker
    Cost          : 100 Hammers
    Requirements  : Electricity
    Effects       : -75% damage from Air Units
    
    
    Castle
    Cost          : 100 Hammers (Halved with Stone)
    Requirements  : Engineering, Walls
    Effects       : +50% defence from non-gunpowder units
                    +1 Culture per turn
    
    
    Christian Cathedral
    Cost          : 300 Hammers (Halved with Stone)
    Requirements  : Music, Christianity, 3 Christian Temples
    Effects       : +50% more Culture generated in the city
                    +2 Happiness in the city if Christianity is state religion
                    Can turn 2 citizens into a Priest
                    +1 Happiness with Incense
    
    
    Christian Monastary
    Cost          : 60 Hammers
    Requirements  : Meditation, Christianity
    Effects       : +10% Research Output
                    +2 Culture per turn
    Required To   : Train Christian Missonary
    *Obsolete with Scientific Method
    
    
    Christian Temple
    Cost          : 80 Hammers
    Requirements  : Priesthood, Christianity
    Effects       : +1 Happiness
                    +1 Culture per turn
                    Can turn one Citizen into a Priest
    
    Coal Plant
    Cost          : 150 Hammers
    Requirements  : Assembly Line, Factory, Coal
    Effects       : Provides power for factories with Coal
                    -2 Health in City
    
    Coliseum
    Cost          : 120 Hammers
    Requirements  : Construction
    Effects       : +1 Happiness
                    +1 Happiness per 20% Culture Rate
    
    
    Confucian Academy
    Cost          : 300 Hammers (Halved with Copper)
    Requirements  : Music, Confucianism, 3 Confucian Temples
    Effects       : +50 more Culture Generated in the City
                    +2 Happiness in the City if Confucianism is state religion
                    Can turn 2 Citizens into a Priest
                    +1 Happiness with Incense
    
    
    Confucian Monastary
    Cost          : 60 Hammers
    Requirements  : Meditation, Confucianism
    Effects       : +10% Research Output
                    +2 Culture per turn
    Required To   : Train Confucian Missonary
    *Obsolete with Scientific Method
    
    
    Confucian Temple
    Cost          : 80 Hammers
    Requirements  : Priesthood, Confucianism
    Effects       : +1 Happiness
                    +1 Culture per turn
                    Can turn one Citizen into a Priest
    
    
    Courthouse
    Cost          : 120 Hammers
    Requirements  : Code of Laws
    Effects       : -50% Maintenance Cost
    Required To   : Build Forbidden Palace
    
    
    Drydock
    Cost          : 120 Hammers
    Requirements  : Steel
    Effects       : New Water Units receive +4 Experience Points
                    Water Units Constructed 50% faster
                    -1 Health in the City
    
    
    Factory
    Cost          : 250 Hammers
    Requirements  : Assembly Lime
    Effects       : +25% more hammer production
                    +50% more hammer production if powered
                    Can turn 2 Citizens into an Engineer
                    -1 Health in the City
    Required To   : Build Coal, Hydro and Nuclear Power Plants
    
    
    Forge
    Cost          : 120 Hammers
    Requirements  : Metal Casting
    Effects       : +25% more hammer production
                    Can turn 1 Citizen into an Engineer
                    +1 Happiness from Gold, Gems or Silver
                    -2 Health in the City
    Required To   : Build Ironworks, The Colossus, Effiel Tower, Statue of Liberty
    Available Free: After Starting in the Modern Age or Later               
    
    
    Granary
    Cost          : 60 Hammers
    Requirements  : Pottery
    Effects       : Stores 50% of Food after Population Growth
                    +1 Health from Corn, Rice and Wheat
    Available Free: After Starting in the Renaissance Age or Later
    
    
    Grocer
    Cost          : 150 Hammers
    Requirements  : Guilds, Currency
    Effects       : +25% more gold production
                    Can turn 2 Citizens to a Merchant
                    +1 Health from Bananas, Spice, Sugar or Wine
    Required To   : Build Supermarket
    Available Free: After Starting in the Industrial Age or Later
    
    
    Harbour
    Cost          : 80 Hammers
    Requirements  : Compass
    Effects       : +50% more Commerce from Trade Routes
                    +1 Health from Clams, Crabs and Fish
    Available Free: After Starting in the Modern Age or Later
    
    
    Hindu Mandir
    Cost          : 300 Hammers (Halved with Marble)
    Requirements  : Music, Hinduism, 3 Hindu Temples
    Effects       : +50% more Culture Production in City
                    +2 Happiness in City if Hinduism is the State Religion
                    Can turn 2 Citizens into a Priest
                    +1 Happiness from Incense
    
    
    Hindu Monastary
    Cost          : 60 Hammers
    Requirements  : Meditation, Hinduism
    Effects       : +10% Research Output
                    +2 Culture per turn
    Required To   : Train Hindu Missonary
    *Obsolete with Scientific Method
    
    
    Hindu Temple
    Cost          : 80 Hammers
    Requirements  : Priesthood, Hinduism
    Effects       : +1 Happiness
                    +1 Culture per turn
                    Can turn 1 Citizen into a Priest
    
    Hospital
    Cost          : 200 Hammers
    Requirements  : Medicine
    Effects       : +3 Health in the City
                    Heals Damaged Units an Extra 10% per turn
    Required To   : Build Red Cross
    
    
    Hydro Plant
    Cost          : 200 Hammers
    Requirements  : Plastics, Factory, Next of Tile of Water
    Effects       : Provides Power for Factory
    
    
    Islamic Monastary
    Cost          : 60 Hammers
    Requirements  : Meditation, Islam
    Effects       : +10% Research Output
                    +2 Culture per turn
    Required To   : Train Islamic Missionary
    *Obsolete with Scientific Method
    
    
    Islamic Mosque
    Cost          : 300 Hammers (Halved with Marble)
    Requirements  : Music, Islam, 3 Islamic Temples
    Effects       : +50% more Culture Generated in the City
                    +2 Happiness in the City if Islam is the State Religion
                    Can turn 2 Citizens into a Priest
                    +1 Happiness from Incense
    
    
    Islamic Temple
    Cost          : 80 Hammers
    Requirements  : Priesthood, Islam
    Effects       : +1 Happiness
                    +1 Culture per turn
                    Can turn 1 Citizen into a Priest
    
    
    Jail
    Cost          : 120 Hammers
    Requirements  : Constitution
    Effects       : -25% War Unhappiness
    Available Free: After Starting in the Modern Age or Later
    
    
    Jewish Monastary
    Cost          : 60 Hammers
    Requirements  : Meditation, Judaism
    Effects       : +10% Research Output
                    +2 Culture per turn
    Required To   : Train Jewish Missionary
    *Obsolete with Scientific Method
    
    
    Jewish Synagogue
    Cost          : 300 Hammers (Halved with Marble)
    Requirements  : Music, Judaism, 3 Jewish Temples
    Effects       : +50% more Culture Generated in the City
                    +2 Happiness in the City if Judaism is the State Religion
                    Can turn 2 Citizens into a Priest
                    +1 Happiness from Incense
    
    
    Jewish Temple
    Cost          : 80 Hammers
    Requirements  : Priesthood, Islam
    Effects       : +1 Happiness
                    +1 Culture per turn
                    Can turn 1 Citizen into a Priest
    
    
    Laboratory
    Cost          : 250 Hammers
    Requirements  : Computers, Observatory
    Effects       : +25% more Research Output
                    +50% spaceship Production
                    Can turn 1 Citizen into a Scientist
                    -1 Health
    
    
    Library
    Cost          : 90 Hammers
    Requirements  : Writing
    Effects       : +25% Research Output
                    +2 Culture per turn
                    Can turn 2 Citizens into a Scientist
    Required To   : Build University, National Epic, Great Library
    
    
    Lighthouse
    Cost          : 60 Hammers
    Requirements  : Sailing, Next to Ocean
    Effects       : Water Tiles produce +1 Food.
    Required To   : Build Great Lighthouse
    Available Free: After Starting on the Industrial Age or Later
    
    
    Market
    Cost          : 150 Hammers
    Requirements  : Currency
    Effects       : +25% more Gold income
                    Can turn 2 Citizns into a Merchant
                    +1 Health from Fur, Ivory, Silk or Whales
    Available Free: After Starting on the Industrial Age or Later
    
    
    Nuclear Power Plant
    Cost          : 250 Hammers
    Requirements  : Fission, Factory, Uranium
    Effects       : Provides factory power with Uranium
                    Small chance of Nuclear Meltdown
    
    
    Obelisk
    Cost          : 30 Hammers
    Requirements  : Mysticism
    Effects       : +1 Culture per turn
    *Obsolete with Calendar
    
    
    Observatory
    Cost          : 150 Hammers
    Requirements  : Astronomy
    Effects       : +25% Research Output
                    Can turn 1 Citizen into a Scientist
    Required To   : Build Laboratory
    
    
    Recycling Centre
    Cost          : 300 Hammers
    Requirements  : Ecology
    Effects       : No Unhealthiness from Buildings
    
    
    Supermarket
    Cost          : 150 Hammers
    Requirements  : Refrigeration
    Effects       : +1 Health from Cow, Deer, Pig or Sheep
    
    
    Taoist Monastary
    Cost          : 60 Hammers
    Requirements  : Meditation, Taoism
    Effects       : +10% Research Output
                    +2 Culture per turn
    Required To   : Train Taoist Missionary
    *Obsolete with Scientific Method
    
    
    Taoist Pagoda
    Cost          : 300 Hammers (Halved with Copper)
    Requirements  : Music, Taoism, 3 Taoist Temples
    Effects       : +50% more Culture Generated in the City
                    +2 Happiness in the City if Taoism is the State Religion
                    Can turn 2 Citizens into a Priest
                    +1 Happiness from Incense
    
    
    Taoist Temple
    Cost          : 80 Hammers
    Requirements  : Priesthood, Taoism
    Effects       : +1 Happiness
                    +1 Culture per turn
                    Can turn 1 Citizen into a Priest
    
    
    Theatre
    Cost          : 50 Hammers
    Requirements  : Drama
    Effects       : +1 Happyness per 10% Culture Rate
                    Can turn 2 Citizens into an Artist
                    +1 Happiness from Dyes
    Required To   : Build Globe Theatre
    
    
    University
    Cost          : 200 Hammers
    Requirements  : Education, Library
    Effects       : +25% Research Output
                    +3 Culture per turn
    Required To   : Build Oxford University
    
    
    Walls
    Cost          : 50 Hammers (Halved with Stone)
    Requirements  : Masonry
    Effects       : +50% defence against Non-Gunpowder Units
    Required To   : Build Castle
    
    ------------------------------------------------------------------------------
    [4.06] Religion
    
    Through the ages, people have believe in a higher being on a different plane.
    There have been many religions throughout the history of Earth and 7 of them
    have been covered in Civilisation IV. But there are some things that have to
    be cleared up first.
    
    A state religion is the religion that your State believes in. When you 
    discover the necessary technology to access a religion, you have the ability
    to make that your state religion. When a city believes in a religion that 
    happens to be the state religion, the city will enjoy a boost in productivity,
    happiness and gold. 
    
    You can also spread a religion. Religious buildings will spread the religion
    to other cities, but you can also have a part to say in where the religion
    is to be spread. This can be done through the will of the missionary (nearly
    wrote mercenary). The religion will spread to cities that it has trade routes
    with, with religious buildings quickening the boost. 
    
    Missionaries can be built in two ways. You can have the organised religion
    civic which allows you to have the ability to build missionaries or you can
    build monasteries to build missionaries. Once a missionary is trained, the
    unit will cost two gold to maintain every turn. The missionary can be moved
    like any other unit, cross through unclaimed and neutral territory but can 
    only move within another civilisation when you have signed an open borders
    agreement with them. 
    
    When the missionary reaches a target city, you can try to spread the religion
    using the "Spread Religion" ability. The success of the missionary is 
    dependant on several factors. 
    
    1) It is far easier for a missionary to spread a religion in a city with few
       or no religion in it. This is because one religion does not have to compete
       with another religion.
    2) It is easier to spread a religion in your own civilisation if you own the
       missionary. The owner's civilisation will find it easier to convert their
       own people.
    3) Even if there are a fair number of religions in a city, a city can house 
       all 7 religions, except it will be more hard to spread on each new 
       religion. 
    
    There are also benefits of having a religion. 
    
    1) By having a religion in a city, you have the ability to develop 3 
       religious buildings in your cities. This will provide a boost in the 
       happiness, the wealth and the culture from your cities.
    2) It provides 5 culture per turn if you have the holy city of a religion 
       that happens to be the state religion. 
    3) It provides +1 Happiness and +1 Culture per turn if the state religion
       is present in a city.
    4) A city without a religion cannot have the priest specialist.
    5) If you have a Holy City with the developed Shrine upon it, if any players
       have that specific religion as a state religion, you can spy upon their
       cities. 
    
    There are also religion specific buildings. There are 4 of them, the Temple,
    the Monastery, the Cathedral and the Shrine.
    
    The Temple
    Require the religion of the temple you want to build and the technology of
    Priesthood. It is primative and produces 1 Culture and 1 Happiness. It allows
    for 1 Citizen to become a Priest.
    
    
    The Monastery
    It is more advanced than the temple, requiring Meditation and the religion
    of the monastery. It provides 10% more research points a turn as well as 2
    culture per turn. It's the only way to produce a missionary bar the Organised
    Religion civic. It will be obsolete with Scientific Method. 
    
    The Cathedral
    The most advanced of the religious buildings. It requires Music, the religion
    and 3 of those Religion's temple. Its construction speed can be halved with
    certain resources. If will give +2 Happiness if the religion is that state
    religion, turn 2 Citizen points to a Priest and gain +1 Happiness from the
    Incense resource. It +50% your culture production as well. You have to have
    3 temples to produce 1 Cathedral. For example, if you have 21 Temples, you
    can only have 7 Cathedrals as most. 
    
    The Shrine
    It can only be established in the Holy City of a certain religion. It gives
    4 culture per turn, +1 Gold for every city with that religion and can turn
    3 Citizen points into a priest. The addition of every city with that religion
    shows the importance of the missionary to spread the word to as many cities
    as you can.
    
    
    The Beliefs
    There are 7 Beliefs in the Game. Buddhism, Confucianism, Christianity, 
    Hinduism, Islam, Judaism and Taoism. There are a few things you need to note
    down. If you have the Holy City of the State Religion, you get a +4 bonus to
    your culture. If you have a City with the Religion the same as the State
    Religion, you will get a small +1 culture bonus. All religions will give a
    missionary upon development except Buddhism, Judaism and Hinduism
    
    
    Buddhism
    Technology Required: Meditation
    
    
    Christianity
    Technology Required: Theology
    
    
    Confucianism
    Technology Required: Code of Laws
    
    
    Hinduism
    Technology Required: Polytheism
    
    
    Islam
    Technology Required: Divine Right
    
    
    Judaism
    Technology Required: Monotheism
    
    
    Taoism
    Technology Required: Philosophy
    
    ------------------------------------------------------------------------------
    [4.07] Projects
    
    Projects are pieces of work that can allow you to use revolutionary technology
    or construct it. There are two types of projects, Team Projects that are 
    shared between team mates and there are World Projects that are shared between
    the entire world. 
    
    Apollo Project
    Type of Project : Team
    Requires        : Rocketry
    Hammers Needed  : 1600 Hammers
    Description     : The Apollo project was the American/NASA project to have man
                      walk on the moon. It was created simply to beat the Soviet
                      Union up there.
    Effects         : Required to Create SS Casing, SS Thrusters, SS Cockpit, SS
                      Docking Bay, SS Engine, SS Life Support, SS Stasis
                      Chamber
    
    
    SDI
    Type of Project : Team
    Requires        : Satellites
    Hammers Needed  : 1000 Hammers (Halved with Aluminum)
    Description     : The SDI or Strategic Defensive Initiative is a research
                      program by the United States to use satellites to intercept
                      missiles, especially nuclear ones. 
    Effects         : 75% Chance of intercepting Nukes
                      Requires Someone to have The Manhattan Project
    
    
    The Internet
    Type of Project : Team
    Requires        : Fiber Optics
    Hammers Needed  : 2000 Hammers (Halved with Copper)
    Description     : Ah, the Internet, without this, you won't even be reading
                      this. The internet is a massive computer network linked by
                      by hard wire, telecommunications and satellites. All the 
                      computers speak the same language, allowing for fast 
                      transfer of information. 
    Effects         : Grants all Technologies by 2 Known Civilisations
                     
    
    The Manhattan Project
    Type of Project : World
    Requires        : Fission
    Hammers Needed  : 1500 Hammers (Halved with Uranium)
    Description     : The Manhattan Project was the code name for a secret project
                      between the United States, Great Britain and Canada during
                      World War 2. The result of this project was, The Atomic 
                      Bomb. The explosion paved way to the use of nuclear power,
                      for both the energy, and the fear factor.
    Effects         : Can Build Nukes
                      Can Build Bunker
                      Required before SDI
    
    
    SS Casing
    Type of Project : Team (5 Allowed)
    Requires        : Apollo Project, Rocketry
    Hammers Needed  : 800 Hammers (Halved with Aluminum)
    Description     : The exterior casing of the SS is extremely ready for the 
                      travel of space. Made of an aluminum-titanium alloy based on
                      on layed ceramic with high density polymers, it is ready for
                      the debris within the star systems and able to withstand the
                      radiation. Built with sensors, it allows full navigation of 
                      the stars.
    Effects         : Required for Space Victory, 5 needed
                      Space Victory must be enabled
    
    
    SS Cockpit
    Type of Project : Team
    Requires        : Apollo Project, Fiber Optics
    Hammers Needed  : 1000 Hammers (Halved with Copper)
    Description     : The command centre of the SS, this is where the pilots make
                      the decisions on where to go. It contains shielding from 
                      unwanted radiation but also system computers which handle
                      interstellar travel and colonisation whil providing for the
                      long term needs of its occupants. 
    Effects         : Required for Space Victory, 1 needed
                      Space Victory must be enabled
    
    
    SS Docking Bay
    Type of Project : Team
    Requires        : Apollo Project, Robotics
    Hammers Needed  : 2000 Hammers (Halved with Aluminum)
    Description     : The Docking Bay is the marvel of technology which handles 
                      the transfers of material and resources between the SS and 
                      its future colonies. It will be converted into a space
                      station to handle the exploration of the new worlds.
    Effects         : Required for Space Victory, 1 needed
                      Space Victory must be enabled
    
    
    SS Engine
    Type of Project : Team
    Requires        : Apollo Project, Fusion
    Hammers Needed  : 1600 Hammers
    Description     : A four part launch vehicle that enables the SS to travel
                      through the space-time bends and the vast emptiness of the
                      space surround the destination, Alpha Centauri. Acting like
                      20th century rockets, there will be boosters that will be 
                      jettisoned after a temporary boost to exit the Earth's 
                      atmosphere.
    Effects         : Required for Space Victory, 1 needed
                      Space Victory must be enabled
    
    
    SS Life Support
    Type of Project : Team
    Requires        : Apollo Project, Ecology
    Hammers Needed  : 1000 Hammers (Halved with Copper)
    Description     : The Life Support System is the provider of food, water
                      and heat to the colonists inside the SS. Recycling is the
                      key, no organic waste is to leave the SS. Waste is processed
                      with algae which consumes the waste or processes it into 
                      fertilizer for the Hydroponics Garden. The garden provides
                      food, oxygen, and other necessities. 
    Effects         : Required for Space Victory, 1 needed
                      Space Victory must be enabled
    
    
    SS Stasis Chamber
    Type of Project : Team
    Requires        : Apollo Project, Genetics
    Hammers Needed  : 1200 Hammers
    Description     : The problem with the trip on the SS was that it would take
                      decades, if not centuries, so that would be a problem for
                      the engineers. How to stop the aging process? Advances in
                      cyrogenics have allowed to deep freeze bodies without much
                      harm and to heat the bodies up automatically by computer
                      when the time came to colonisation. 
    Effects         : Required for Space victory, 1 needed
                      Space Victory must be enabled
    
    
    SS Thrusters
    Type of Project : Team (3 Allowed)
    Requires        : Apollo Project, Satellites
    Hammers Needed  : 1200 Hammers (Halved with Aluminum)
    Description     : Thrusters are designed like engines, to provide speed to the
                      SS. When the boosters for the thrusters are empty, they are
                      jettisoned. When this occurs, powerful electromagnets 
                      help accelerate the charged particles of the ion drive to 
                      activating it, allowing it to travel near the speed of 
                      light. 
    Effects         : Required for Space Victory, 3 needed
                      Space Victory must be enabled
    
    ------------------------------------------------------------------------------
    [4.08] Improvements
    
    While on the map, you can see squares with resources or terrain that you think
    to yourself, how do I make the most of it? You have to improve it of course. 
    Improvements are built by workers, who can keep building them. This is unlike
    settlers, who are just one off builders. 
    
    You can only build improvements within your cultural borders, but a good idea
    is to build them within your city radius so you can actually access the 
    resources and the production benefits. To build improvements, you have to move
    your workers over a certain tile that you can build an improvement on and 
    select the improvement that you want. Note that you can only build it if you
    have the necessary technology. Work boats are the same as workers, they are
    the workers of the water, where your workers can't go.
    
    You can also build roads and railroads by manually selecting them to where
    to build or you can use the route to button to make them buuild roads to a 
    selected point. 
    
    Improvements take time to complete so be patient. It isn't an overnight job
    you know. You can interrupt construction by selecting the worker and giving
    him a new job to do.
    
    Military units can pillage your improvements for gold. If there are multiple
    improvements such as a farm and a railroad, you can only pillage one at a 
    time. Note that the roaming barbarians will happily pillage your improvements.
    
    NOTE: Cottage can only be buits, then grows to Hamlet, then to Village and 
          ends at Town
    
    Camp
    Requires      : Hunting
    Improvements  : None
    Bonus Yields  : +2 Food from Deer
                    +3 Commerce from Fur
                    +1 Production, +1 Commerce from Ivory
    Pillage Value : 5 Gold Coins
    Effects       : None
    
    
    City Ruins
    Requires      : N/A
    Improvements  : None
    Bonus Yields  : N/A
    Pillage Value : 0 Gold Coins
    Effects       : Only built when a city is pillaged.
    
    
    Cottage
    Requires      : Pottery
    Improvements  : Commerce +1
    Bonus Yields  : None
    Pillage Value : 10 Gold Coins
    Effects       : Becomes Hamlet in 10 Turns
    
    
    Farm
    Requires      : Agriculture
    Improvements  : +1 Food from Irrigation
                    +1 Food from Biology
    Bonus Yields  : +3 Food from Corn
                    +2 Food from Rice
                    +3 Food from Wheat
    Pillage Value : 5 Gold Coins
    Effects       : Carries Irrigation
                    Only built on Flatlands
    
    
    Fishing Boats
    Requires      : Fishing
    Improvements  : None
    Bonus Yields  : +2 Food from Crabs
                    +2 Food from Clams
                    +3 Food from Fish
    Pillage Value : 5 Gold Coins
    Effects       : Only Built on Water
    
    
    Fort
    Requires      : Mathematics
    Improvements  : None
    Bonus Yields  : None
    Pillage Value : 0 Gold Coins
    Effects       : +25% Tile Defence
    
    
    Hamlet
    Requires      : Pottery
    Improvements  : Commerce +2
    Bonus Yields  : None
    Pillage Value : 15 Gold Coins
    Effects       : Becomes Village in 20 Turns
    
    
    Lumbermill
    Requires      : Replaceable Parts
    Improvements  : Production +1
                    Commerce +1 (When next to River)
                    Production +1 with Railroads
    Bonus Yields  : None
    Pillage Value : 5 Gold Coins
    Effects       : None
    
    
    Mine
    Requires      : Mining
    Improvements  : Production +2
                    Production +1 with Railroads
    Bonus Yields  : +3 Production, +1 Commerce from Aluminum 
                    +3 Production from Coal
                    +3 Production from Copper
                    +3 Production from Iron
                    +3 Commerce from Uranium
                    +1 Production, +4 Commerce from Silver
                    +1 Production, +5 Commerce from Gems
                    +1 Production, +6 Commerce from Gold
    Pillage Value : 10 Gold Coins
    Effects       : Small Chance of discovering Aluminum, Coal, Copper, Iron,
                    Uranium, Silver, Gems, Gold
    
    
    Offshore Platform
    Requires      : Plastics
    Improvements  : None
    Bonus Yields  : +2 Production, +1 Commerce from Oil
    Pillage Value : 10 Gold Coins
    Effects       : Only Built on Water
    
    
    Pasture
    Requires      : Animal Husbandry
    Improvements  : None
    Bonus Yields  : +2 Production, +1 Commerce from Horse
                    +1 Food, +2 Production from Cow
                    +3 Food from Pigs
                    +2 Food, +1 Commerce from Sheep
    Pillage Value : 5 Gold Coins
    Effects       : None
    
    
    Plantation
    Requires      : Calendar
    Improvements  : None
    Bonus Yields  : +2 Food from Bananas
                    +4 Commerce from Dyes
                    +5 Commerce from Incense
                    +3 Commerce from Silk
                    +1 Food, +2 Commerce from Spice
                    +1 Food, +1 Commerce from Sugar
    Pillage Value : 5 Gold Coins
    Effects       : None
    
    
    Quarry
    Requires      : Masonry
    Improvements  : None
    Bonus Yields  : +1 Production, +2 Commerce from Marble
                    +2 Production from Stone
    Pillage Value : 5 Gold Coins
    Effects       : None
    
    
    Town
    Requires      : Pottery
    Improvements  : Commerce +4
                    Commerce +1 from Printing Press
                    Commerce +2 from Free Speech
                    Production +1 from Universal Suffrage
    Bonus Yields  : None
    Pillage Value : 25 Gold Coins
    Effects       : None
    
    
    Tribal Village
    Requires      : N/A
    Improvements  : None
    Bonus Yields  : None
    Pillage Value : 0 Gold Coins
    Effects       : Can provide maps, Gold, units or may attack you
    
    
    Village
    Requires      : Pottery
    Improvements  : Commerce +3
                    Commerce +1 from Printing Press
    Bonus Yields  : None
    Pillage Value : 20 Gold Coins
    Effects       : Becomes a Town in 40 turns
    
    
    Watermill
    Requires      : Machinery
    Improvements  : Production +1
                    Commerce +2 with Electricity
                    Production +1 with Replaceable Parts
                    Food +1 from State Property
    Bonus Yields  : None
    Pillage Value : 5 Gold Coins
    Effects       : Requires to be Built next to River
                    Only be Built on Flatlands
    
    
    Well
    Requires      : Combustion
    Improvements  : None
    Bonus Yields  : +2 Production, +1 Commerce from Oil
    Pillage Value : 10 Gold Coins
    Effects       : None
    
    
    Whaling Boats
    Requires      : Optics
    Improvements  : None
    Bonus Yields  : +2 Production, +1 Commerce from Whale
    Pillage Value : 5 Gold Coins
    Effects       : Can Only be Built on Water
    
    
    Windmill
    Requires      : Machinery
    Improvements  : Food +1
                    Commerce +1
                    Commerce +1 with Electricity
                    Production +1 with State Property
    Bonus Yields  : None
    Pillage Value : 5 Gold Coins
    Effects       : None
    
    
    Winery
    Requires      : Monarchy
    Improvements  : None
    Bonus Yields  : +1 Food, +2 Commerce from Wine
    Pillage Value : 10 Gold Coins
    Effects       : None
    
    
    Workshop
    Requires      : Metal Casting
    Improvements  : Food -1
                    Production +1
                    Production +1 with Guilds
                    Production +1 with Chemistry
                    Food +1 from State Property
    Bonus Yields  : None
    Pillage Value : 5 Gold Coins
    Effects       : Can only be Built on Flatlands
    
    ------------------------------------------------------------------------------
    [5.01] Great People
    
    Once every now and then, a Great Person will be born, changing the way we 
    think. People such as Homer, Newton, Curie, Einstein, etc will come long and
    change the way history things. In Civilisation IV, there are five different 
    types of Great People. Great Artists, Great Scientists, Great Merchants, 
    Great Priest and Great Engineers. 
    
    Great People are generated from Great People points. Each city has its 
    seperate pool of Great People points. There are many generators of these 
    points, including Specialists, Civics, Buildings and Wonders. The amount
    needed to generate a Great Person originally starts at 100, and once a Great
    Person is generated, it will increase by 100. Of course, with different game
    speeds, it costs more or less to generate such a Person. The amount of points
    need is the same for all the cities in your empire. 
    
    There are several influences on the type of person to be produced. Whenever
    you have a specialist, it will be more likely to generate a Great Person 
    based on their specialisation. Wonders will also change the odds of the 
    Person. When you hover over the Great Person Bar on the city screen, you can
    view the odds of Generating such a person. Increasing the amount of a certain
    amount of specialists, you can change the person generated. 
    
    There are several abilities that a Great Person can do. These abilities are 
    the same for all Great People.
    
    Discover a Technology
    You can sacrifice a Great Person to help you research a technology. The 
    technology that they can help research will generally be in their field of
    expertise, such as a Prophet researching a Religious technology or a Merchant
    researching an Economic technology. In the earlier ages, while the technology
    costs are relatively low, the Great Person should discover it straight away
    but in the newer, futuristic technologies, they can only contribute a portion
    of the technology.
    
    
    Starting a Golden Age
    You can use two or more Great People, sacrifice them to produce a Golden Age
    for you, which will be elaborated on later. 
    
    
    Settling in Cities
    You can sacrifice your Great People to have them settle in your cities to 
    become a super specialist. They have the same traits as a normal specialist
    but their rate of production is higher and better. 
    
    Great Artist
    This guy is a super artist, with a whopping 3 Gold per turn and producing 
    12 culture points for the city every turn.
    
    Great Engineer
    This guy is a bigger engineer, who produces 3 Hammers per turn for the city
    and 3 Research points towards your research.
    
    Great Merchant
    This person is indeed a Great Merchant providing a special commodity to your
    city. He provides 6 Gold per turn and 1 food unit per turn. So in essence, he
    only consumes 1 food a turn.
    
    Great Prophet
    This person is an advanced priest. He can produce 2 Hammers per turn as well
    as 5 Gold per turn for your city every turn.
    
    Great Scientist
    This smart person is a powerful brother to the normal scientist. He can 
    produce 1 Hammer per turn as well as 6 Research points per turn towards your
    scientific research.
    
    There are also specific abilities for each Great Person. The ability is user
    specific, and they don't share abilities. 
    
    
    Great Artist - Create Major Works of Art
    By creating a Major Work of Art, the sacrifice of the Great Artist will 
    provide a boost of 2000 to 6000 points in a city as a one off bonus. The 
    amount depends on the game speed you are using. This is extremely useful to
    save your city if it desperately needs to expand or needs to war off a 
    cultural war.
    
    
    Great Engineer - Hurry Production
    Great Engineers can hurry the production of Wonders. In the earlier ages, the
    Great Engineer will be able to complete the wonder in one fell swoop, but in
    the later ages, he can only significantly hurry the speed of construction and
    not finish the major work.
    
    
    Great Merchant - Trade Mission
    The Merchant will be able to initiate a trade mission in a foreign city. The
    trade mission involves you moving the Merchant into a foreign city and using
    his ability in the city. This will give you Gold in return. The more 
    wealthier a city is, the more powerful it is and the further away it is, will
    provide you with more gold. Take those facts before you use his special 
    ability. Amounts can be in the hundreds with the most I have gotten is about
    5.6k or 5600 Gold.
    
    
    Great Prophet - Special Wonder
    This is what the point of establishing a religion first is. By establishing 
    a religion first, one of your Cities will be the founder of the religion.
    When you have a Great Prophet, you can move it over to the founding city and
    create a Special Shrine to it. For example, if you are the first to find
    Christianity, one of your cities will be the founding city. You can move your
    Great Prophet and create the Church of Nativity in that City.
    
    
    Great Scientist - Academy
    The Great Scientist can create the academy, which is a building in your city
    that can enhance your research point output per turn. This is a great building
    when technology is lagging behind in your empire. 
    
    There are several ways that you can increase the production of these points.
    
    National Wonders
    
    National Epic
    Effect: Increases Great Person Points Production by 100%
    
    
    World Wonders
    The Parthenon
    Effect: Increases Great Person Points Production by 50%
    
    
    Specialists
    Artist    : +3 Great Person Points
    Engineer  : +3 Great Person Points
    Merchant  : +3 Great Person Points
    Priest    : +3 Great Person Points
    Scientist : +3 Great Person Points
    
    
    Civics
    
    Pacifism
    Effect: +100% Great Person Growth Rate for Cities with State Religion
    
    Some technologies will also give you free Great People. The first to research
    the technologies will receive the Great Person. There is only one for each
    technology.
    
    Economics    = 1 Great Merchant
    Fusion       = 1 Great Engineer
    Music        = 1 Great Artist
    Physics      = 1 Great Scientist
    
    ------------------------------------------------------------------------------
    [5.02] National Wonders
    
    National wonders are wonders, but it isn't for the entire world. You can have
    one national wonder per empire. For example, you build a national wonder in
    your empire, another civilisation can build the same wonder in their empire.
    It isn't global, but one thing remains, you can only have two national wonders
    in a city. 
    
    All National Wonders will produce +1 Great Person point per turn in the city
    that is it built in. 
    
    Forbidden Place
    Cost          : 200 Hammers
    Requirements  : 6 Courthouses, 8 Cities
    Effects       : Reduces maintenance in nearby Cities
                    +4 Culture per turn
    More Likely To: Generate Great Merchant         
    
    
    Globe Theatre
    Cost          : 300 Hammers
    Requirements  : Drama, 6 Theatres
    Effects       : No Unhappiness in the City
                    Can turn 3 Citizens into an Artist
                    +6 Culture per turn
    More Likely To: Generate Great Artist
    
    
    Hermitage
    Cost          : 300 Hammers (Halved with Marble)
    Requirements  : Nationalism
    Effects       : +100% Culture Rate
    More Likely To: Generate Great Artist
    
    
    Heroic Epic
    Cost          : 200 Hammers (Halved with Marble)
    Requirements  : Literature, Barracks in City, Level 4 Unit
    Effects       : +100% Military Production in the City
                    +4 Culture per turn
                    Can only be Built in the Renaissance Era or earlier
    More Likely To: Generate Great Artist
    
    
    Ironworks
    Cost          : 700 Hammers
    Requirements  : Steel, 6 Forges
    Effects       : +50% Hammer Production in City if connected to Iron
                    +50% Hammer Production in City if connected to Coal
                    Can turn 3 Citizens to an Engineer
                    -2 Health in City
    More Likely To: Generate Great Engineer
    
    
    Mount Rushmore
    Cost          : 500 Hammers (Halved with Stone)
    Requirements  : Fascism
    Effects       : -25% War Unhappiness in all Cities
                    +4 Culture per turn
    More Likely To: Generate Great Artist
    
    
    National Epic
    Cost          : 250 Hammers (Halved with Marble)
    Requirements  : Literature, Library in City
    Effects       : +100% Great Person Birth Rate
                    +4 Culture per turn
                    Can only be Built in the Renaissance Era or earlier
    More Likely To: Generate Great Artist
    
    
    Oxford University
    Cost          : 400 Hammers (Halved with Stone)
    Requirements  : Education, 6 Universities
    Effects       : +100% Research Rate in City
                    Can turn 3 Citizens into a Scientist
                    +4 Culture per turn
    More Likely To: Generate Great Scientist
    
    
    Palace (No Great Person Points)
    Cost          : 160 Hammers
    Requirements  : 4 or more Cities
    Effects       : Makes this city your Capital City
                    Reduces maintenance in nearby Cities
                    +2 Culture per turn
                    +1 Happiness
    
    
    Red Cross
    Cost          : 600 Hammers
    Requirements  : Medicine, 6 Hospitals
    Effects       : Free Medic I promotions for units built in the City
                    +2 Culture per turn
    More Likely To: Generate Great Scientist
    
    
    Scotland Yard
    Cost          : 500 Hammers
    Requirements  : Communism
    Effects       : City can train Spy Units
    More Likely To: Generate Great Scientist
    
    
    Wall Street
    Cost          : 600 Hammers
    Requirements  : Corporation, 6 Banks
    Effects       : +100% gold output in the City
                    Can turn 3 Citizens into a Merchant
    More Likely To: Generate Great Merchant
    
    
    West Point
    Cost          : 800 Hammers (Halved with Stone)
    Requirements  : Military Tradition, Level 5 Unit
    Effects       : +4 Experience Points for Units trained in the City
    More Likely To: Generate Great Engineer
    
    ------------------------------------------------------------------------------
    [5.03] Special Wonders
    
    These Special Wonders are those that cannot be constructed normally. These
    following structures can only be constructed by Great Prophets. Yes, these
    are the Special Shrines to the religions. There are 7, one for each religion.
    NOTE: These can only be build in the Holy City of each religion. Once you find
    or found a religion, one of your Cities become a Holy City for the discovered
    Religion. 
    
    The Church of the Nativity
    Religion   : Christianity
    Culture    : +4 Per turn
    Effect     : +1 Great Person Points per turn
                 +1 Gold for Every City with Christianity
                 Spreads Christianity
    
    
    The Dai Miao
    Religion   : Taoism
    Culture    : +4 Per turn
    Effect     : +1 Great Person Points per turn
                 +1 Gold for Every City with Taoism
                 Spreads Taoism
    
    
    The Kashi Vishwanath
    Religion   : Hinduism
    Culture    : +4 Per turn
    Effect     : +1 Great Person Points per turn
                 +1 Gold for Every City with Hinduism
                 Spreads Hinduism
    
    
    The Kong Miao
    Religion   : Confucianism
    Culture    : +4 Per turn
    Effect     : +1 Great Person Points per turn
                 +1 Gold for Every City with Confucianism
                 Spreads Confucianism
    
    
    The Mahabodhi
    Religion   : Buddhism
    Culture    : +4 Per turn
    Effect     : +1 Great Person Points per turn
                 +1 Gold for Every City with Buddhism
                 Spreads Buddhism
    
    The Masjid Al-Haram
    Religion   : Islam
    Culture    : +4 Per turn
    Effect     : +1 Great Person Points per turn
                 +1 Gold for Every City with Islam
                 Spreads Islam
    
    
    The Temple of Solomon
    Religion   : Judaism
    Culture    : +4 Per turn
    Effect     : +1 Great Person Points per turn
                 +1 Gold for Every City with Judaism
                 Spreads Judaism
    
    ------------------------------------------------------------------------------
    [5.04] World Wonders
    
    There are buildings that have withstood the test of time, and survive today.
    They changed the path of time since its establishment. They require much work
    and time from your cities, but they are well worth it.
    
    There are two types of wonders, National and Great. National wonders have
    already been exaplained above. Great wonders are so unique that only one can
    be built, no more. If a Great Wonder is destroyed through the capture of a 
    city, that Wonder is lost forever, and cannot be rebuilt. Whoever constructs
    a wonder first will reap the rewards. 
    
    Losing the race to construct a wonder will lead to your lost hammers turning
    into gold. Your construction of the wonder will be discontinued immediately. 
    National Wonders aren't a problem since each civilisation can have one. 
    Wonders can be built like any other buildings and some resources can halve the
    construction time necessary. Those leaders with the Industrious trait can 
    build Wonders at double the speed one would normally produce. However, over 
    time, as you develop more technology, they will become obsolete. 
    
    Angkor Wat
    Country Located Today     : Angkor, Cambodia
    Construction Cost         : 500 Hammers
    Construction Speed Halved : Stone
    Requirements              : Philosophy
    Culture Produced          : +8 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +1 from Priests in All Cities
                                Can turn 3 Citizens into a Priest
    More likely to Generate   : Great Prophet
    *Only be Built from Renaissance or earlier starts
    
    Broadway
    Country Located Today     : New York, United States
    Construction Cost         : 800 Hammers
    Construction Speed Halved : None
    Requirements              : Electricity
    Culture Produced          : +50% Culture Output in City
    Great People Points       : +2 Points Per Turn
    Effects                   : Provides Hit Musicals
                                +1 Happiness from Musicals in all Cities
    More likely to Generate   : Great Artist
    
    
    Chichen Itza
    Country Located Today     : Yucatan, Mexico
    Construction Cost         : 500 Hammers
    Construction Speed Halved : Stone
    Requirements              : Code of Laws
    Culture Produced          : +6 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +25% in all Cities                         
    More likely to Generate   : Great Prophet
    *Only be Built from Medieval or earlier starts
    * Obsolete with Rifling
    
    
    Hollywood
    Country Located Today     : Los Angeles, United States
    Construction Cost         : 1000 Hammers
    Construction Speed Halved : None
    Requirements              : Mass Media
    Culture Produced          : +50% Culture Output in City
    Great People Points       : +2 Points Per Turn
    Effects                   : Provides Hit Movies
                                +1 Happiness from Movies in all Cities
    More likely to Generate   : Great Artist
    
    
    Notre Dame
    Country Located Today     : Paris, France
    Construction Cost         : 650 Hammers
    Construction Speed Halved : Stone
    Requirements              : Music
    Culture Produced          : +10 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +1 Happiness for All Cities on the Continent
    More likely to Generate   : Great Artist
    *Only be Built from Renaissance or earlier starts
    
    
    Rock N Roll
    Country Located Today     : Graceland, United States
    Construction Cost         : 800 Hammers
    Construction Speed Halved : None
    Requirements              : Radio
    Culture Produced          : +50% Culture Output in City
    Great People Points       : +2 Points Per Turn
    Effects                   : Provides Hit Singles
                                +1 Happiness from Singles in all Cities
    More likely to Generate   : Great Artist
    
    
    Stonehenge
    Country Located Today     : Southern England
    Construction Cost         : 120 Hammers
    Construction Speed Halved : Stone
    Requirements              : Mysticism
    Culture Produced          : +8 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : Free Obelisk in Every City
                                Centres the World Map
    More likely to Generate   : Great Prophet
    *Only be Built from Classical or earlier starts
    *Obsolete with Calendar
    
    
    The Colossus (of Rhodes)
    Country Located Today     : Destroyed, Formally Rhodes, Greece
    Construction Cost         : 250 Hammers
    Construction Speed Halved : Copper
    Requirements              : Metal Casting, Forge, Coastal City
    Culture Produced          : +6 Culture
    Great People Points       : +2 Points Per Turn
    Effects                   : All Water Tiles +1 Commerce
    More likely to Generate   : Great Merchant
    *Only be Built from Medieval or earlier starts
    *Obsolete with Astronomy
    
    
    The Eiffel Tower
    Country Located Today     : Paris, France
    Construction Cost         : 1250 Hammers
    Construction Speed Halved : Iron
    Requirements              : Radio, Forge
    Culture Produced          : +6 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : Free Broadcast Tower in Every City
    More likely to Generate   : Great Merchant
    
    
    The Great Library (Library of Alexandria)
    Country Located Today     : Alexandria, Egypt
    Construction Cost         : 350 Hammers
    Construction Speed Halved : Marble
    Requirements              : Literature, Library
    Culture Produced          : +8 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : 2 free Scientists in the City
    More likely to Generate   : Great Scientist
    *Only be Build from Medieval or earlier Starts
    *Obsolete with Scientific Method
    
    
    The Great Lighthouse (The Pharos Lighthouse)
    Country Located Today     : Alexandria, Egypt
    Construction Cost         : 200 Hammers
    Construction Speed Halved : None
    Requirements              : Masonry, Lighthouse, Coastal City
    Culture Produced          : +6 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +2 Trade Routes in all Coastal Cities
    More likely to Generate   : Great Merchant
    *Only be Built from Classical or earlier starts
    *Obsolete with Corporation
    
    
    The Hagia Sophia (Church of the Holy Wisdom)
    Country Located Today     : Istanbul, Turkey
    Construction Cost         : 550 Hammers
    Construction Speed Halved : Marble
    Requirements              : Engineering
    Culture Produced          : +8 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : Workers build Improvements 50% faster
    More likely to Generate   : Great Engineer
    *Only be Built from Medieval or earlier starts
    *Obsolete with Steam Power
    
    
    The Hanging Gardens (of Babylon)
    Country Located Today     : Babylon, Iraq
    Construction Cost         : 300 Hammers
    Construction Speed Halved : Stone
    Requirements              : Mathematics, Aqueduct
    Culture Produced          : +6 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +1 Health for Every City
                                +1 Population Point for Every City
    More likely to Generate   : Great Engineer
    *Only be Built from Medieval or earlier starts
    
    
    The Kremlin
    Country Located Today     : Moscow, Russia
    Construction Cost         : 800 Hammers
    Construction Speed Halved : Stone
    Requirements              : Communism
    Culture Produced          : None
    Great People Points       : +2 Points Per Turn
    Effects                   : -33% Hurry Cost
    More likely to Generate   : Great Artist
    *Obsolete with Fiber Optics
    
    
    The Oracle
    Country Located Today     : Delphi, Greece
    Construction Cost         : 150 Hammers
    Construction Speed Halved : Marble
    Requirements              : Priesthood
    Culture Produced          : +8 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : 1 Free Technology
    More likely to Generate   : Great Prophet
    *Only be Built from Classical or earlier starts
    
    
    The Parthenon
    Country Located Today     : Athens, Greece
    Construction Cost         : 400 Hammers
    Construction Speed Halved : Marble
    Requirements              : Polytheism
    Culture Produced          : +10 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +50% Great Person Growth Rate in All Cities
    More likely to Generate   : Great Artist
    *Obsolete with Chemistry
    
    
    The Pentagon
    Country Located Today     : Washington DC, United States
    Construction Cost         : 1250 Hammers
    Construction Speed Halved : None
    Requirements              : Assembly Line
    Culture Produced          : None
    Great People Points       : +2 Points Per Turn
    Effects                   : +2 Experience Points for new units in All Cities
    More likely to Generate   : Great Engineer
    
    
    The Pyramids
    Country Located Today     : Giza, Egypt
    Construction Cost         : 450 Hammers
    Construction Speed Halved : Stone
    Requirements              : Masonry
    Culture Produced          : +6 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : Enables all Government Civics
    More likely to Generate   : Great Engineer
    *Only be Built from Classical or earlier starts
    
    
    The Sistine Chapel
    Country Located Today     : Rome, Italy
    Construction Cost         : 600 Hammers
    Construction Speed Halved : Marble
    Requirements              : Theology
    Culture Produced          : +10 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +2 Culture per Specialist in All Cities
    More likely to Generate   : Great Artist
    *Only be Built from Renaissance or earlier starts
    
    
    The Space Elevator
    Country Located Today     : ... Doesn't Exist
    Construction Cost         : 2000 Hammers
    Construction Speed Halved : Aluminum
    Requirements              : Robotics
    Culture Produced          : None
    Great People Points       : +2 Points Per Turn
    Effects                   : +50% Spaceship Production in All Cities
    More likely to Generate   : Great Scientist
    *Only be Built if Space Victory is Enabled
    *Only be Built with Maximum Latitude of 30 Degrees
    
    
    The Spiral Minaret
    Country Located Today     : Samarra, Iraq
    Construction Cost         : 550 Hammers
    Construction Speed Halved : Stone
    Requirements              : Divine Right
    Culture Produced          : +8 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +1 Gold from all State Religion Buildings
    More likely to Generate   : Great Prophet
    *Only be Built from Renaissance or earlier starts
    *Obsolete with Computers
    
    
    The Statue of Liberty
    Country Located Today     : New York, United States
    Construction Cost         : 1500 Hammers
    Construction Speed Halved : Copper
    Requirements              : Democracy, Forge
    Culture Produced          : +6 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : +1 Free Specialist in All Cities on the Continent
    More likely to Generate   : Great Merchant
    *Only be Built from Industrial or earlier starts
    
    
    The Taj Mahal
    Country Located Today     : Agra, India
    Construction Cost         : 700 Hammers
    Construction Speed Halved : Marble
    Requirements              : Nationalism
    Culture Produced          : +10 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : Starts a Golden Age
    More likely to Generate   : Great Artist
    *Only be Built from Industrial or earlier starts
    
    
    The Three Gorges Dam
    Country Located Today     : Hubei Province, China
    Construction Cost         : 1750 Hammers
    Construction Speed Halved : None
    Requirements              : Plastics
    Culture Produced          : None
    Great People Points       : +2 Points Per Turn
    Effects                   : Provides power for All Cities on this Continent
    More likely to Generate   : Great Engineer
    
    
    The United Nations
    Country Located Today     : New York, United States
    Construction Cost         : 1000 Hammers
    Construction Speed Halved : None
    Requirements              : Mass Media
    Culture Produced          : None
    Great People Points       : +2 Points Per Turn
    Effects                   : Triggers Global Elections
                                Guarantee Eligibility for Diplomatic Votes
    More likely to Generate   : Great Merchant
    *Only be Built if Diplomatic Victory enabled
    *Requires at least 3 Civilisations
    
    
    Versailles
    Country Located Today     : Paris, France
    Construction Cost         : 800 Hammers
    Construction Speed Halved : Marble
    Requirements              : Divine Right
    Culture Produced          : +10 Per Turn
    Great People Points       : +2 Points Per Turn
    Effects                   : Reduces Maintenance in Nearby Cities
    More likely to Generate   : Great Merchant
    *Only be Built in Industrial or earlier starts
    
    ------------------------------------------------------------------------------
    [5.05] Technology Mk 2
    
    There are 7 ages in Civilisation, representing the technology of each of the
    different times. Once you have researched all the technologies for one age,
    your civilisation will advance an age. The 7 ages comprise of the Ancient age,
    the Classical Age, the Medieval Age, the Renaissance, the Industrial Era, the
    Modern Era and the Future. 
    
    NOTE: To build some units, you might need to meet some other specifications. 
    
    Ancient Age
    You only have your Starting Technologies and have to research all the 
    Classical technologies to move onto the Classical Age
    
    
    Agriculture
    Quote               : Oh Farmers, pray that your summers be wet and your 
                          winters clear. - Virgil
    Research Points Cost: 60
    Required            : None
    Leads To            : Animal Husbandary, Pottery
    Effects             : Can build a Farm
    
    
    Animal Husbandary
    Quote               : Blessed shall be the fruit of thy cattle, the increase
                          of thy kine, and the flocks of thy sheep. - The Bible
                          Deut 28:4
    Research Points Cost: 100
    Required            : Agriculture or Hunting
    Leads To            : Writing, Horseback Writing
    Effects             : Can Build a Pasture
                          Reveals Horses
    
    
    Archery
    Quote               : Do not throw the Arrow which will return against you. - 
                          Kurdish Proverb
    Research Points Cost: 60
    Required            : Hunting
    Leads To            : None
    Effects             : Can Build: Archer, Skirmisher, Longbowman, Crossbowman,
                          Cho-Ko-Nu, Horse Archer, Keshik, Camel Archer
    
    
    Bronze Working
    Quote               : It is entirely seemly for a young man killed in battle
                          to lie mangled by the bronze spear. In his death, all 
                          things appear fair. - Homer
    Research Points Cost: 120
    Required            : Mining
    Leads To            : Iron Working, Metal Casting
    Effects             : Can Chop Down a Forest
                          Reveals Copper
                          Enables Slavery
                          Can Build Axeman
    
    
    Fishing
    Quote               : Give a man a fish and you feed him for a day. Teach a 
                          man to fish and you feed him for a lifetime. - Lao Tzu
    Research Points Cost: 40
    Required            : None
    Leads To            : Pottery, Sailing
    Effects             : Can Work Water Tiles
                          Can Create Fishing Boats 
                          Can Build Work Boats
    
    
    Horseback Riding
    Quote               : If you speak the truth, have a foot in the stirrup.- 
                          Turkish Proverb
    Research Points Cost: 250
    Required            : Animal Husbandary
    Leads To            : None
    Effects             : Can Build: Horse Archer, Keshik, Knight, Camel Archer, 
                          Conqustador, Cavalry, Cossack
    
    
    Hunting
    Quote               : If you chase two rabbits, you will lose them both. - 
                          Native American Saying
    Research Points Cost: 40
    Required            : None
    Leads To            : Archery, Animal Husbandary
    Effects             : Can Build a Camp
                          Can Train Scout, Phalanx, Spearman
    
    
    Masonry
    Quote               : It is from their foes, not with friends, that cities
                          learn the lesson of building high walls. - Aristophanes
    Research Points Cost: 80
    Required            : Mining or Mysticism
    Leads To            : Monotheism, Construction
    Effects             : Can Build a Quarry
                          Can Build Walls, Aqueduct
                          Can Build The Pyramids, The Great Lighthouse
    
    
    Meditation
    Quote               : Meditation brings wisdom, lack of meditation leaves 
                          ignorance. Know well what leads you forward and what 
                          holds you back. - The Buddha
    Research Points Cost: 80
    Required            : Mysticism
    Leads To            : Priesthood, Philosophy
    Effects             : Can Construct Monastery
                          First to Discover Founds Buddhism
    
    
    Mining
    Quote               : The man who moves a mountain beings by carrying small
                          stones. - Confucius
    Research Points Cost: 50
    Required            : None
    Leads To            : Bronze Working, Masonry
    Effects             : Can Build a Mine
    
    
    Monotheism
    Quote               : I am the Lord thy God. Thou shalt have no other gods 
                          before Me. - The Bible, Exodus
    Research Points Cost: 120
    Required            : Masonry and Polytheism
    Leads To            : Theology, Monarchy
    Effects             : Enables Organised Religion
                          First to Discover Founds Judaism
    
    
    Mysticism
    Quote               : Nature herself has imprinted on the minds of all the 
                          idea of God. - Cicero
    Research Points Cost: 50
    Required            : None
    Leads To            : Masonry, Polytheism, Meditation
    Effects             : Can Build Obelisk
                          Can Build Stonehenge
    
    
    Polytheism
    Quote               : Not at all similar are the race of the immortal gods and
                          the race of men who walk upon the earth. - Homer
    Research Points Cost: 100
    Required            : Mysticism
    Leads To            : Monotheism, Priesthood, Literature
    Effects             : First to Discover founds Hinduism
                          Can Build The Parthenon
    
    
    Pottery
    Quote               : Hath not the potter power over the clay, to make one 
                          vessel unto honor, and another unto dishonor? - The 
                          Bible, Romans
    Research Points Cost: 80
    Required            : The Wheel, Fishing or Agriculture
    Leads To            : Metal Casting, Writing
    Effects             : Can Build a Cottage
                          Can Build a Granary
    
    
    Priesthood
    Quote               : The Lord bless you and keep you; the Lord make His face
                          to shine upon you and be gracious to you; the Lord lift 
                          up his countenance upon you and give you peace. - The
                          Bible, Numbers
    Research Points Cost: 60
    Required            : Meditation or Polytheism
    Leads To            : Monarchy, Code of Laws, Writing
    Effects             : Can Construct Temples
    
    
    Sailing
    Quote               : You can't direct the wind, but you can adjust your 
                          sails. - Unknown
    Research Points Cost: 100
    Required            : Fishing
    Leads To            : Calendar, Compass
    Effects             : Enables Trade Routs on Coast
                          Can Train Galley
                          Can Build Lighthouse
    
    
    The Wheel
    Quote               : Put your shoulder to the wheel. - Aesop
    Research Points Cost: 60
    Required            : None
    Leads To            : Pottery
    Effects             : Can Build a Road
                          Can Train Chariot, War Chariot, Immortal
    
    
    Writing
    Quote               : True glory consists in doing what deserves to be 
                          written; in writing what deserves to be read. - Pliny
                          the Elder
    Research Points Cost: 120
    Required            : Priesthood or Animal Husbandary or Pottery
    Leads To            : Code of Laws, Alphabet, Mathematics, Theology, 
                          Feudalism
    Effects             : Enables Open Borders
                          Can Build a Library
    
    End of Ancient Age
    You Have Reached the Classical Age!
    
    The Classical Age
    
    
    Alphabet
    Quote               : Words have the power both to destroy and heal. When 
                          words are both true and kind, they can change our world.
                          - The Buddha
    Research Points Cost: 300
    Required            : Writing
    Leads To            : Literature, Drama
    Effects             : Enables Technology Trading
    
    
    Calendar
    Quote               : For everything there is a season and a time for every
                          purpose under heaven. - Ecclesiastes
    Research Points Cost: 350
    Required            : Sailing and Mathematics
    Leads To            : Astronomy
    Effects             : Centres World Map
                          Can Build Plantation
                          Obsoletes Obelisk
                          Obsoletes Stonehenge
    
    
    Code of Laws
    Quote               : To bring about the rule of righteousness in the land, so
                          that the strong should not harm the weak. - Hammurabi's
                          Code; Prologue
    Research Points Cost: 350
    Required            : Writing and Priesthood or Currency
    Leads To            : Civil Service, Constitution, Philosophy
    Effects             : Enables Caste System
                          First to Discover founds Confucianism
                          Can Build Courthouse
                          Can Build Chichen Itza
    
    
    Compass
    Quote               : The wisest men follow their own direction. - Euripides
    Research Points Cost: 400
    Required            : Sailing and Iron Working
    Leads To            : Optics
    Effects             : Can Train Explorer
                          Can Build Harbour
    
    
    Construction
    Quote               : And on the pedestal these words appear: "My name is 
                          Ozymandias, king of kings: Look on my works, ye Mighty,
                          and despair!" Nothing beside remains. - Percy Bysshe
                          Shelley
    Research Points Cost: 350
    Required            : Masonry and Mathematics
    Leads To            : Engineering
    Effects             : Can Train War Elephant, Catapult
                          Can Build Collesseum
                          Enables Bridge Building
    
    
    Currency
    Quote               : Everything is worth what its purchaser will pay for 
                          it. - Publius Syrus
    Research Points Cost: 400
    Required            : Mathematics
    Leads To            : Code of Laws, Banking
    Effects             : Can Build Market and Grocer
                          +1 Trade Route per City
                          Enables Gold Trading via Diplomacy
    
    
    Drama
    Quote               : All the world's a stage, And all the men and women 
                          merely players. They have their exits and their 
                          entrances; And one man in his time plays many parts. - 
                          William Shakespeare
    Research Points Cost: 300
    Required            : Alphabet
    Leads To            : Music, Philosophy
    Effects             : Can Build Theatre, Globe Theatre
                          Can Adjust Culture Rate
    
    
    Iron Working
    Quote               : You should hammer your iron when it is glowing hot. - 
                          Publius Syrus
    Research Points Cost: 200
    Required            : Bronze Working
    Leads To            : Compass, Steel
    Effects             : Can Remove Jungle
                          Reveals Iron 
                          Can Train Swordsman, Jaguar, Praetorian
    
    
    Literature
    Quote               : Some books are to be tasted, others to be swallowed, and
                          some to be chewed and digested. - Sir Francis Bacon
    Research Points Cost: 200
    Required            : Polytheism and Alphabet
    Leads To            : Music
    Effects             : Can Build Heroic Epic, National Epic
                          Can Build The Great Library
    
    
    Mathematics
    Quote               : If in other sciences we should arrive at certainty
                          without doubt and truth without error, it behooves us
                          to place the foundations of knowledge in mathematics. - 
                          Roger Bacon.
    Research Points Cost: 250
    Required            : Writing
    Leads To            : Music, Calendar, Currency, Construction
    Effects             : Workers produce +50% hammers while Chopping
                          Can Build a Fort
                          Can Build an Aqueduct
                          Can Build the Hanging Gardens
    
    
    Metal Casting
    Quote               : And them that take the sword shall perish by the 
                          sword. - The Bible, Matthew
    Research Points Cost: 450
    Required            : Pottery, Bronze Working
    Leads To            : Machinery
    Effects             : Can Build Forge 
                          Can Build The Collessus
                          Can Build a Workshop
    
    
    Monarchy
    Quote               : A multitude of rulers is not a good thing. Let there be
                          one ruler, one king. - Herodotus
    Research Points Cost: 300
    Required            : Priesthood or Monetheism
    Leads To            : Divine Right, Feudalism
    Effects             : Enables Hereditary Rule
                          Can Build a Winary
    
    You have advanced to the Medieval Age
    
    The Medieval Age
    
    
    Banking
    Quote               : Banking establishments are more dangerous than standing
                          armies. - Thomas Jefferson
    Research Points Cost: 700
    Required            : Currency and Guilds
    Leads To            : Economics, Replaceable Parts
    Effects             : Enables Mercantilism
                          Can Build a Bank
    
    
    Civil Service
    Quote               : The bureaucracy is expanding to meet the needs of the 
                          expanding bureaucracy. - Unknown
    Research Points Cost: 800
    Required            : Code of Laws or Feudalism
    Leads To            : Nationalism, Paper
    Effects             : Farm Spreads Irrigation
                          Enables Bureaucracy
                          Can Train Maceman, Samurai
    
    
    Divine Right
    Quote               : I am the State. - Louis XIV
    Research Points Cost: 1200
    Required            : Theology, Monarchy
    Leads To            : Nationalism
    Effects             : First to Discover founds Islam
                          Can Build Versailles, The Spiral Minaret
    
    
    Engineering
    Quote               : A designer knows he has achieved perfection not when
                          there is nothing left to add, but when there is nothing
                          left to take away. - Antoine de Saint-Expury
    Research Points Cost: 1000
    Required            : Machinery and Construction
    Leads To            : Chemistry
    Effects             : +1 Road Movement
                          Can Train Pikeman
                          Can Build Castle
                          Can Build The Hagia Sophia
    
    
    Feudalism
    Quote               : I will to my lord be true and faithful, and love all
                          which he loves and shun all which he shuns. - Anglo 
                          Saxon Oath of Fealty
    Research Points Cost: 700
    Required            : Writing and Monarchy
    Leads To            : Civil Service, Guilds
    Effects             : Enables Vassalage, Serfdom
                          Can Train Longbowman
    
    
    Guilds
    Quote               : People of the same trade seldom meet together, even for
                          merriment and diversion, but the conservation ends in a
                          conspiracy against the public. - Adam Smith
    Research Points Cost: 1000
    Required            : Feudalism and Machinery
    Leads To            : Banking, Gunpowder
    Effects             : Workshop +1 Hammer
                          Can Train Knight, Camel Archer, Conquistador
                          Can Build Grocer
    
    
    Machinery
    Quote               : A god from the machine - Menander
    Research Points Cost: 700
    Required            : Metal Casting
    Leads To            : Guilds, Printing Press, Engineering, Optics
    Effects             : Can Build a Windmill, Watermill
                          Can Train Cho-Ko-Nu, Crossbowman, Samural, Maceman
    
    
    Music
    Quote               : If music be the food of love, play on. - William 
                          Shakespeare
    Research Points Cost: 600
    Required            : Mathematics and Drama or Literature
    Leads To            : Military Tradition
    Effects             : First to Discover receives a Great Artist
                          Can Construct Cathedal
    
    
    Optics
    Quote               : One doesn't discover new lands without losing sight of
                          the shore. - Andre Gide
    Research Points Cost: 600
    Required            : Compass and Machinery
    Leads To            : Astronomy, Ecology
    Effects             : +1 Sight Across Water
                          Can create Whaling Boats
                          Can Build Caravels
    
    
    Paper
    Quote               : I cannot live without books. - Thomas Jefferson
    Research Points Cost: 600
    Required            : Theology or Civil Service
    Leads To            : Education, Printing Press
    Effects             : Enables Map Trading
    
    
    Philosophy
    Quote               : I have gained this by philosophy: that I do without
                          being commanded what others do only from fear of the
                          law. - Aristotle
    Research Points Cost: 800
    Required            : Meditation and Code of Laws or Drama
    Leads To            : Nationalism, Liberalism
    Effects             : Enables Pacifism
                          First to Discover founds Taoism
                          Can Bulid Angkor Wat
    
    
    Theology
    Quote               : Two cities have been formed by two loves: the earthly
                          by the love of self; the heavenly by the love of God. - 
                          St Augustine
    Research Points Cost: 500
    Required            : Writing and Monotheism
    Leads To            : Divine Right, Paper
    Effects             : Enables Theocracy
                          First to Discover founds Christianity
                          Can Build Sistine Chapel
    
    You have reached the Renaissance Age
    
    The Renaissance Age
    
    
    Astronomy
    Quote:              : Astronomy compels the soul to look upwards and lead us 
                          from this world to another. - Plato
    Research Points Cost: 2000
    Required            : Calendar and Optics
    Leads To            : Scientific Method, Physics
    Effects             : Can Build Galleon, Frigate
                          Enables Trade Routes on Ocean
                          Can Build Observatory
                          Obsoletes The Colossus
    
    
    Chemistry
    Quote:              : Chemistry means the difference between poverty and 
                          starvation and abundant life. - Robert Brent
    Research Points Cost: 1800
    Required            : Engineering and Gunpowder
    Leads To            : Scientific Method, Biology, Steam Power, Steel
    Effects             : Can Train Frigate, Grenadier
                          Workshop +1 Hammer
                          Obsoletes The Parthenon
    
    
    Constitution
    Quote:              : No free man shall be taken, imprisoned, or in any other
                          way destroyed, except by the lawful judgement of his 
                          peers. - The Magna Carta
    Research Points Cost: 2000
    Required            : Code of Laws and Nationalism
    Leads To            : Democracy, Corporation
    Effects             : Can Build Jail
                          Enables Representation
    
    
    Corporation
    Quote:              : Corporation, n. An ingenious device for obtaining
                          individual profit without individual responsibility. - 
                          Ambrose Bierce
    Research Points Cost: 1600
    Required            : Constitution, Economics
    Leads To            : Assembly Line
    Effects             : Can Build Wall Street
                          +1 Trade Routes per City
                          Obsoletes The Great Lighthouse
    
    
    Democracy
    Quote:              : It has been said that democracy is the worst kind of
                          Government except all the others that have been tried. -
                          Winston Churchill
    Research Points Cost: 2800
    Required            : Printing Press, Constitution
    Leads To            : None
    Effects             : Can Build Statue of Liberty
                          Enables Emancipation, Universal Suffrage
    
    
    Economics
    Quote:              : Compound interest is the most powerful force in the 
                          universe. - Albert Einstein
    Research Points Cost: 1400
    Required            : Education and Banking
    Leads To            : Economics
    Effects             : Enables Free Market
                          First to Discover receives a Great Merchant
    
    
    Education
    Quote:              : There is no wealth like knowledge, no poverty like
                          ignorance. - Ali ibn Abi-Talib
    Research Points Cost: 1800
    Required            : Paper
    Leads To            : Liberalism, Economics, Gunpowder
    Effects             : Can Build University
                          Can Build Oxford University
    
    
    Gunpowder
    Quote:              : You can get of what you want with a kind of word and
                          a gun than you can with just a kind word. - Al Capone
    Research Points Cost: 1200
    Required            : Guilds or Education
    Leads To            : Chemistry, Rifling
    Effects             : Can Train Musketman, Musketeer, Cavalry, Cossack
    
    
    Liberalism
    Quote:              : Any society that will give up a little liberty to gain
                          a little security will deserve neither and lose both. - 
                          Benjamin Franklin
    Research Points Cost: 1400
    Required            : Philosophy and Education
    Leads To            : Communism
    Effects             : First to Discover receives a Free Technology
                          Enables Free Speech, Free Religion
    
    Military Tradition
    Quote:              : Victorious warriors win firstand then go to war, while
                          defeated warriors go to war first and then seek to 
                          win. - Sun-Tzu
    Research Points Cost: 2000
    Required            : Music and Nationalism
    Leads To            : None
    Effects             : Enables Defensive Pacts
                          Can Train Cavalry, Cossack
                          Can Build West Point
    
    
    Nationalism
    Quote:              : A man does not have himself killed for a half-pence a
                          day or for petty distinction. You must speak to the soul
                          to electrify him. - Napoleon Bonaparte
    Research Points Cost: 1800
    Required            : Civil Service and Divine Right or Philosophy
    Leads To            : Military Tradition, Constitution, Fascism
    Effects             : Enables Nationhood
                          Can Build Hermitage, Taj Mahal
    
    
    Printing Press
    Quote:              : What gunpowder did for war, the printing press has done
                          to for the mind. Wendell Phillips
    Research Points Cost: 1600
    Required            : Machinery and Paper
    Leads To            : Democracy, Scientific Method, Replaceable Parts
    Effects             : Village +1 Commerce
                          Town +1 Commerce
    
    
    Replaceable Parts
    Quote:              : The whole is more than the sum of its parts. - Aristotle
    Research Points Cost: 1800
    Required            : Banking and Printing Press
    Leads To            : Rifling, Steam Power
    Effects             : Can Build a Lumbermill
                          Watermill +1 Hammer
                          Windmill +1 Hammer
    
    
    Rifling
    Quote:              : Political power grows out of the barrel of a gun. - Mao
                          Zedong
    Research Points Cost: 2400
    Required            : Gunpowder and Replaceable Parts
    Leads To            : Artillery, Rocketry
    Effects             : Can Train Rifleman, Redcoat, Infantry, Marine, Navy 
                          SEAL, Mechanized Infantry, Tank, Panzer
    
    
    You have reached the Industrial Age
    
    The Industrial Age
    
    
    Artillery
    Quote:              : Artillery adds dignity to what would otherwise be a 
                          vulgar brawl. - Frederick the Great
    Research Points Cost: 4000
    Required            : Physics, Steel, Rifling
    Leads To            : Rocketry
    Effects             : Can Train Artillery
    
    
    Assembly Line
    Quote:              : People can have the Model T in any color - so long as 
                          it's black. - Henry Ford
    Research Points Cost: 5000
    Required            : Corporation and Steam Power
    Leads To            : Fascism, Industrialism
    Effects             : Can Train Infantry
                          Can Build Factory, Coal Plant
                          Can Build The Pentagon
    
    
    Biology
    Quote:              : It is not the strongest of the species that survive, but
                          the one most responsive to change. - Charles Darwin
    Research Points Cost: 3600
    Required            : Chemistry and Scientific Method
    Leads To            : Ecology, Medicine, Refrigeration
    Effects             : Can Build Farms without Irrigation
                          Farms +1 Food
    
    
    Combustion
    Quote:              : Everything in life is somewhere else, and you get there 
                          in a car. - E.B. White
    Research Points Cost: 3600
    Required            : Railroad
    Leads To            : Flight, Plastics
    Effects             : Obsoletes Whale
                          Can Build a Well
                          Can Build Transport, Destroyer, Submarine
    
    
    Communism
    Quote:              : When I give food to the poor, they call me a saint. When
                          I ask why the poor have no food, they call me a 
                          communist. - Dom Helder Camara
    Research Points Cost: 2800
    Required            : Liberalism and Scientific Method
    Leads To            : None
    Effects             : Can Train Spy
                          Enables Permanent Alliance
                          Enables State Property
                          Can Build Scotland Yard, The Kremlin
    
    
    Electricity
    Quote:              : We will make electricty so cheap that only the rich will
                          burn candles. - Thomas Edison
    Research Points Cost: 4500
    Required            : Physics
    Leads To            : Fission, Industrialism, Radio, Refrigeration
    Effects             : Windmill +1 Commerce
                          Watermill +2 Commerce
                          Can Build Bunker, Bomb Shelter
                          Can Build Broadway
    
    
    Fascism
    Quote:              : The great masses of the people ... will more easily fall
                          victims to a big lie than to a small one. - Adolf Hitler
    Research Points Cost: 2400
    Required            : Nationalism and Assembly Line
    Leads To            : None
    Effects             : Enables Permanent Alliance
                          Enables Police State
                          Can Build Mt Rushmore
    
    
    Fission
    Quote:              : If the radiance of a thousand suns were to burst at once
                          into the sky, that would be like the splendor of the 
                          Mighty One ...  I am become death, the Shatterer of 
                          Worlds. - J Robert Oppenheimer, quoting "The Bhagavad 
                          Gita." 
    Research Points Cost: 5500
    Required            : Electricity
    Leads To            : Ecology, Fusion
    Effects             : Can Build ICBM
                          Can Build Nuclear Power Plant
                          Can Build The Manhattan Project
    
    
    Industrialism
    Quote:              : There is one rule for the industrialist and that is: 
                          Make the best quality of goods possible at the lowest
                          cost possible, paying the highest wages possible. - 
                          Henry Ford
    Research Points Cost: 6500
    Required            : Electricity and Assembly Line
    Leads To            : Plastics
    Effects             : Obsoletes Ivory
                          Reveals Aluminum
                          Can Train Marine, Navy SEAL, Tank, Panzer, Battleship
    
    
    Medicine
    Quote:              : As to diseases make a habit to two things - to help, or
                          at least, to do no harm. - Hippocrates
    Research Points Cost: 4500
    Required            : Optics and Biology
    Leads To            : None
    Effects             : Enable Environmentalism
                          Can Build Hospital, Red Cross
    
    
    Physics
    Quote:              : To every action there is always opposed an equal
                          reaction. - Issac Newton
    Research Points Cost: 4000
    Required            : Astronomy and Scientific Method
    Leads To            : Electricity, Flight, Artillery
    Effects             : Reveals Uranium
                          First to Discovers receives a Great Scientist
    
    
    Railroad
    Quote:              : I fooled you, I fooled you, I got pig iron, I got pig
                          iron, I got all pig iron. - Lonnie Donegan, "Rock Island
                          Line."
    Research Points Cost: 4500
    Required            : Steam Power, Steel
    Leads To            : Combustion
    Effects             : Can Build Railroads
                          Can Train Machine Gun
    
    
    Scientific Method
    Quote:              : I do not feel obliged that the same God who has endowed
                          us with sense, religion, and intellect has intended us 
                          to forgo their use. - Galileo Galilei
    Research Points Cost: 2400
    Required            : Printing Press and Astronomy or Chemistry
    Leads To            : Communism, Physics, Biology
    Effects             : Obsoletes Great Library
                          Obsoletes Monastery
                          Reveals Oil
    
    
    Steam Power
    Quote:              : You would make a ship sail against the winds and 
                          currents by lighting a bon-fire under her deck? I have 
                          no time for such nonsense. Napoleon, on Robert Fulton's
                          Steamship
    Research Points Cost: 3200
    Required            : Chemistry and Replaceable Parts
    Leads To            : Assembly Line, Railroad
    Effects             : Can Build Ironclad
                          Obsoletes The Hagia Sophia
                          Workers Build Improvements 50% Faster
                          Reveals Coal
    
    
    Steel
    Quote:              : Before that steam drill shall beat me down, I'll die 
                          with my hammer in my hand. - From John Henry, the
                          Steel-Driving Man
    Research Points Cost: 2800
    Required            : Iron Working and Chemistry
    Leads To            : Artillery, Railroad
    Effects             : Can Build Cannon, Ironclad
                          Can Build Drydocks, Ironworks
    
    
    You have reached the Modern Age
    
    The Modern Age
    
    Composites
    Quote:              : The world is greater than the sum of its parts. - 
                          Aristotle
    Research Points Cost: 7500
    Required            : Plastics and Satellites
    Leads To            : Future Tech
    Effects             : Can Build Modern Armour, Jet Fighter, Stealth Bomber
    
    
    Computers
    Quote:              : Never trust a computer you can't throw out the window. -
                          Steve Wozniak
    Research Points Cost: 6500
    Required            : Radio
    Leads To            : Gentics, Fiber Optics, Robotics
    Effects             : Can Build Modern Armour
                          Can Build Laboratory
                          Obsoletes Angkor Wat
                          Obsoletes Spira Minaret
    
    
    Ecology
    Quote:              : We do not inherit the earth from our ancestors, we 
                          borrow from our children. - Native American Song
    Research Points Cost: 5000
    Required            : Biology and Plastics or Fission
    Leads To            : None
    Effects             : Can Scrub Fallout
                          Can Build Recycling Centre, SS Life Support
    
    
    Fiber Optics
    Quote:              : There is a single light of science, and to brighten it
                          anywhere is to brighten it everywhere. - Issac Asimov
    Research Points Cost: 7500
    Required            : Computers and Plastics or Satellites
    Leads To            : Fusion
    Effects             : Obsoletes The Kremlin
                          Can Build The Internet, SS Cockpit
    
    
    Flight
    Quote:              : For once you have tasted flight you will walk the earth
                          with your eyes turned skywards, for there you have been
                          and there you will long to return. - Leonardo Da Vinci
    Research Points Cost: 5000
    Required            : Physics and Combustion
    Leads To            : Rocketry
    Effects             : Can Train Gunship, Carrier, Fighter, Bomber, Jet 
                          Fighter, Stealth Bomber
                          Can Build Airport
    
    
    Fusion
    Quote:              : Any sufficiently advanced technology is 
                          indistingiushable from magic. - Arthur C. Clarke
    Research Points Cost: 8000
    Required            : Fission and Fiber Optics
    Leads To            : None
    Effects             : First to Discover receives a Great Engineer
                          Can Build SS Engine
    
    
    Genetics
    Quote:              : Soon it will be a sin for parents to have a child which
                          carries the heavy burden of genetic disease. - Bob 
                          Edwards
    Research Points Cost: 7000
    Required            : Refrigeration and Computers
    Leads To            : Future Tech
    Effects             : +3 Health in All Cities
                          Can Build SS Statis Chamber
    
    
    Mass Media
    Quote:              : The only thing worse than to be talked about is not 
                          being talked about. - Oscar Wilde
    Research Points Cost: 3600
    Required            : Radio
    Leads To            : None
    Effects             : Can Build Broadcast Tower
                          Can Build Hollywood, United Nations
    
    
    Plastics
    Quote:              : I want to say just one word to you, Just one word:
                          plastics. - Calder Willingham, The Graduate
    Research Points Cost: 7000
    Required            : Combustion and Industrialism
    Leads To            : Ecology, Composites, Fiber Optics, Robotics
    Effects             : Obsoletes Fur
                          Can Create Offshore Platform
                          Can Build Hydro Plant, The Three Gorges Dam
    
    
    Radio
    Quote:              : Then one fine mornin' she puts on a New York station.
                          You know her life was saved by Rock n' Roll. - The 
                          Velvet Underground, "Rock and Roll"
    Research Points Cost: 6000
    Required            : Electricity
    Leads To            : Mass Media, Computers, Satellites
    Effects             : Can Build Bomber, Submarine
                          Can Build Eiffel Tower, Rock n' Roll
    
    
    Refrigeration
    Quote:              : Tell me what you eat, and I will tell you what you 
                          are. - Anthelme Brillat-Savarin (Iron Chef Quote :) )
    Research Points Cost: 4000
    Required            : Biology and Electricity
    Leads To            : Genetics
    Effects             : +1 Extra Moves for Water Units
                          Can Build Supermarket
    
    Robotics
    Quote:              : The real problem is not whether machines think, but
                          whether men do. - B.F. Skinner
    Research Points Cost: 8000
    Required            : Plastics and Computers
    Leads To            : None
    Effects             : Can Build Mechanized Infantry, Stealth Bomber
                          Can Build Space Elevator, SS Docking Bay
    
    
    Rocketry
    Quote:              : The Earth is the cradle of the mind, but one cannot
                          eternally live in a cradle. - Konstantin E. Tsiolkovsky
    Research Points Cost: 5000
    Required            : Rifling and Flight or Artillery
    Leads To            : Satellites
    Effects             : Can Train SAM Infantry, Gunship, ICBM
                          Can Build Apollo Program, SS Casing
    
    
    Satellites
    Quote:              : Beep ... beep ... beep ... beep ... - Sputnik I
    Research Points Cost: 6000
    Required            : Radio and Rocketry
    Leads To            : Composites and Fiber Optics
    Effects             : Reveals World Map
                          Can Build SDI, SS Thrusters
    
    
    The Future
    
    
    Future Tech
    Quote:              : The future will be better tomorrow. - Dan Quayle
    Research Points Cost: 10000
    Required            : Composites and Genetics
    Leads To            : None
    Effects             : +1 Health in All Cities
                          +1 Happiness in All Cities	
    
    ------------------------------------------------------------------------------
    [5.06] Civics
    
    Civics the various forms of Government and their position to their people. 
    They can be despots or presidents, have absolute or no control over the
    economy and choose what religions you have to believe in. 
    
    Each civic has a different effect. Some are more useful in some situations 
    while the other civics are more useful in other situations. You will start 
    with the most basic civics and have to research more powerful forms of 
    civics. 
    
    There are 5 different sorts of Civics: Government, Labor, Legal, Economy and
    Religion. 
    
    Each civic has an upkeep of no, low, medium or high. This is the cost on your
    economy to employ each civic. Generally speaking, the higher upkeep it costs,
    the more useful and powerful the civic is. But being powerful doesn't mean
    much if you can't afford to keep it that way. In fact, some civics are better
    because they require no cost. The cost will depend on the amount of cities 
    and the population. The larger of either of them, or both, the more upkeep you
    will have to pay. 
    
    When you want to change civics, you have to go to your domestic advisor and
    change the civic you want by clicking on it. Then you have to go through a
    revolution. You may experience anarchy but if you have the spiritual trait 
    in a leader, you won't. When you move through an anarchy period, citizens will
    not produce anything, no food, no research, no production, no commerce. After
    your turns of anarchy, your citizens will be back to normal and produce the
    resources as normal. There will be a delay period before you can have another
    revolution. Change can only be adapted to after a period. 
    
    Government Civics
    
    Despotism
    Upkeep     : Low
    Requires   : Nothing
    Description: The most basic of the Civics. This is the form of Government 
                 where there is an absolute ruler who wields all the power. 
                 Despite the negative connotations, there are some leaders who
                 are despots who have been benevolent rather than corrupt.
    Effects    : None
    
    
    Herditary Rule
    Upkeep     : Low
    Requires   : Monarchy
    Description: It is a kind of rule where leadership passes down from one family
                 member to the next in line, generally a male. This is normally
                 associated with Monarchic rulers but can appear in despots and in
                 Communist countries, for example, North Korea.
    Effects    : +1 Happiness for every Military Unit Stationed in a City
    
    
    Representation
    Upkeep     : Medium
    Requires   : Constitution
    Description: It is where there is an representative Government where there are
                 representatives to represent the people, who vote them in. These 
                 representatives are there to represent for a limited amount of 
                 time and work through forming groups such as Senates, Parliaments
                 and Councils. 
    Effects    : +3 Research Points per Specialist
                 +2 Happiness in the Six Largest Cities
    
    
    Police State
    Upkeep     : High
    Requires   : Fascism
    Description: When there is a Government under a police state, the Government
                 maintains strict control over its people through the police force
                 and then, a secret police force. Civil liberties are denied and
                 those who speak out disappear or get punished.
    Effects    : +25% Military Unit production
                 -50% War Unhappiness
    
    
    Universal Suffrage
    Upkeep     : Medium
    Requires   : Democracy
    Description: Universal suffrage means that everyone and everyone can vote, 
                 regardless of age, gender, race, creed, or whatever. There is no
                 discrimination. However, even the most universal suffrage is not
                 completely universal. For example, some countries require people 
                 to be at least 18.
    Effects    : +1 Hammer Production from Towns
                 Can spend Gold to Hurry Production
    
    Legal Civics
    
    Barbarism
    Upkeep     : Low
    Requires   : Nothing
    Description: There is where there is no justice. The strong take what they 
                 want from the weak and suffer no ill consequences. They can take
                 money, possessions to spouses and children. Disputes are settled
                 the old fashioned way, by combat. 
    Effects    : None
    
    
    Vassalage
    Upkeep     : High
    Requires   : Feudalism
    Description: This is the feudal system where person enters a contract with 
                 their lord, agreeing to protect and serve the lord in return for
                 monetary rewards or sovereignty over a parcel of land. The 
                 contract is binding both religiously and politically.
    Effects    : New Units receive +2 Experience Points
                 Lower Unit Support Costs
    
    
    Bureaucracy
    Upkeep     : Medium
    Requires   : Civil Service
    Description: Bureaucracy is where a professional class manages the day to day
                 operation of the Government. They will collect the taxes, build
                 the railroads, do whatever it is that the ruler wants done on the
                 day. For example, the motor registry is an example of a 
                 bureaucracy.
    Effects    : +50% Hammer Production in Capital
                 +50% Commerce Production in Capital
    
    
    Nationhood
    Upkeep     : None
    Requires   : Nationalism
    Description: There is where everything in the legal system is done for the 
                 good of the nation. People who speak against the nation will be 
                 dealt with. 
    Effects    : Can Draft up to 5 Units per turn
                 +2 Happiness from Barracks
    
    
    Free Speech
    Upkeep     : Low
    Requires   : Liberalism
    Description: Free speech is the notion that people can say whatever they want
                 where ever they want unless it causes harm to the person or those
                 around them, or in some cases, until they get beaten up. Still, 
                 even in the freest society, you want go walking down the street 
                 and yell "BOMB!"
    Effects    : +100% Culture Production in All Cities
                 +2 Commerce from Towns
    
    
    Labour Civics
    
    Tribalism
    Upkeep     : Low
    Requires   : Nothing
    Description: There is where everyone works for the good and the survival of 
                 the tribe. It shows the importance of the tribe and no one has
                 any rights, each man, woman and child does everything for the
                 good of the tribe. In a tribe, nothing is unknown.
    Effects    : None
    
    
    Slavary
    Upkeep     : Low
    Requires   : Bronze Working
    Description: Slavery is where some people are judged as inferior to others
                 and as such, treated as objects and possessions that can be used
                 in trade. Great cities such as Athens and Rome has slaves and in
                 some cases of history, entire races were enslaved. 
    Effects    : Can Sacrifice population to finish Production in a City
    
    
    Serfdom
    Upkeep     : Low
    Requires   : Feudalism
    Description: Serfdom is the advanced form of slavery. The master does not have
                 all the power and the serf, who replaces the slave, is afforded
                 some rights. The rights of the serf depends from place to place, 
                 in some cases, the serfs had no rights, except they could not be
                 killed without a just reason, while others could marry.
    Effects    : Workers Build Improvements 50% faster
    
    
    Caste System
    Upkeep     : Medium
    Requires   : Code of Laws
    Description: This is the system where your parenthood will determine your role
                 in society. If your parents were blacksmiths, that was your job
                 as well. If they were merchants, so were you. Marriage was only
                 within one caste, while inter-caste marriage was illegal. You can
                 advance within your own caste, and thats the amount you can go. 
    Effects    : Unlimited Artists, Merchants and Scientists
    
    
    Emancipation
    Upkeep     : Low
    Requires   : Democracy
    Description: Emancipation means the abolition of slavery, serfdom and the 
                 caste system. All members are treated as the same, it does not
                 matter if you are rich or poor, had good parents or didn't have
                 good parents. All that matters is how smart and cunning you are
                 to advance within the labour system. 
    Effects    : +100% growth for Cottage, Hamlet and Village
                 -1 Happiness for Civilisations without Emancipation
    
    Economic Civics
    
    Decentralisation
    Upkeep     : Low
    Requires   : None
    Description: This is where the Government does not attempt to manage or change
                 every aspect of production in the economy. They allow the farmers
                 to grow what they want, and how much they want. Factory owners 
                 choose what to manufacture, and how much of it. 
    Effects    : None
    
    
    Mercantilism
    Upkeep     : Medium
    Requires   : Banking
    Description: This is the opposite of decentralisation where the Government 
                 tells the farmer what to produce, and how much of it. They tell
                 who to do what, and if you don't like it, well too bad. They may
                 ban imports into their country.
    Effects    : +1 Free Specialist per City
                 No Foreign Trade Routes
    
    
    Free Market
    Upkeep     : Medium
    Requires   : Economics
    Description: This is similar to a decentralised market where the Government 
                 lets the market produce what is needed and wanted based on the
                 theory of supply and demand. If someone wants it, ie, demand, 
                 someone will have to supply it but is someone supplies it, it 
                 does not mean someone has to demand it. 
    Effects    : +1 Trade Route per City
    
    
    State Property
    Upkeep     : Low
    Requires   : Communism
    Description: This is the system where everything is owned by the State and the
                 public owns nothing. The State owns the farms, the factories, the
                 everything. The citizens may decide what clothes they want or the
                 food they want, but everything else is given by the state, or 
                 taken away by the state. 
    Effects    : No Maintenance Costs from Distance to Palace
                 +1 Food from Watermills and Windmills
    
    
    Environmentalism
    Upkeep     : Medium 
    Requires   : Medicine
    Description: This is the economic policies that everything is done to ensure
                 the survival and protection of the Environment. More research and
                 money is spent on renewable Resources and clean technology and
                 everything possible is recycled. However, this is near impossible
                 given the amount of crap we've given the Earth.
    Effects    : +6 Health in All Cities
                 +1 Happiness from Jungles and Forests
    
    
    Religious Civics
    
    Paganism
    Upkeep     : Low
    Requires   : None
    Description: This is where the people worship everything around them, from the
                 Sun to the Earth, from the wind to the sand. However, they tend
                 to worship certain concepts and ideas and beings. Pagans can 
                 believe in many Gods, doing many things, such as rising the sun
                 or to causing a comet to crash into Earth.
    Effects    : None
    
    
    Organised Religion
    Upkeep     : High
    Requires   : Monotheism
    Description: An organised religion is where there is a central authority which
                 intreprets everything to a theology, which is sent to the 
                 public. It appoints holy men to ensure the religion is following
                 the path that it wants. The central authority can be a rigid 
                 group or a group of elders.
    Effects    : Can Build Missionaries without Monasteries
                 Cities with State Religion construct Buildings 25% faster
    
    
    Theocracy
    Upkeep     : Medium
    Requires   : Theology
    Description: A theocracy is where there are or is holy men or a holy man in
                 charge of Government. The Government is to benefit the people
                 but the ultimate goal is to act in accordance to their 
                 Almighty whose wishes are intrepreted by such men. 
    Effects    : +2 Experience Points to New Units in Cities with State Religion
                 No Non-State Religion Spread
    
    
    Pacifism
    Upkeep     : None
    Requires   : Philosophy
    Description: This is the religion that violence, of any kind, is against the
                 will of God. Man must not fight against a fellow man, if you get
                 hit, you must turn the other cheek, under the presumption that 
                 it also will get it. If you get attacked, for not fighting back,
                 you will receive your reward in heaven, or your next incarnation.
    Effects    : +100% Great Person Growth Rate in Cities with State Religion
                 +1 Gold Support Cost for each Military Unit
    
    
    Free Religion
    Upkeep     : Low
    Requires   : Liberalism
    Description: Free religion means simply that, there is no state religion and
                 everyone is free to believe in what they want to believe in. This
                 encourages people of other faiths to immigrate to that country 
                 due to the free religion. 
    Effects    : No State Religion
                 +1 Happiness for each Non-State religion
                 +10% Research Point output in All Cities. 
    
    ------------------------------------------------------------------------------
    [5.07] Units
    
    Your army needs units to fight. Therefore, you must train units to fight on 
    the land, the high seas and in the air. You have to defend your land from the
    barbarians, from rivals, but to attack those you make a mockery of you. Or 
    else, you can have end game building tons of nukes, launching so many that it
    will defeat the SDI. 
    
    Air Units
    
    Fighter
    Unique              : No
    Hammers Required    : 100 Hammers
    Technology Required : Flight, Oil
    Strength            : 12
    Movement            : 1 (6 Range)
    Effects             : Can Intercept Aircraft (50% Chance)
                          Can destroy Improvements
                          Can Bombard Cities (-5% Per Attack)
    
    
    Jet Fighter
    Unique              : No
    Hammers Required    : 150 Hammers
    Technology Required : Composites, Flight, Oil, Aluminum
    Strength            : 24
    Movement            : 1 (10 Range)
    Effects             : Can Intercept Aircraft (70% Chance)
                          Can destroy Improvements
                          Can Bombard Cities (-10% Per Attack)
    
    
    Bomber
    Unique              : No
    Hammers Required    : 140 Hammers
    Technology Required : Radio, Flight, Oil
    Strength            : 16
    Movement            : 1 (8 Range)
    Effects             : Causes Collateral Damage
                          -50% Against Water Units
                          Can destroy Improvements
                          Can Bombard Cities (-15% Per Attack)
    
    
    Stealth Bomber
    Unique              : No
    Hammers Required    : 200 Hammers
    Technology Required : Composites, Flight, Robotics, Oil, Aluminum
    Strength            : 20
    Movement            : 1 (12 Range)
    Effects             : Can Evade Interception (50% Chance
                          Causes Collateral Damage
                          -50% Against Water Units
                          Can destroy Improvements
                          Can Bombard Cities (-20% Per Attack)
    
    
    ICBM
    Unique              : No
    Hammers Required    : 500 Hammers
    Technology Required : The Manhattan Projecy, Rocketry, Fission, Uranium
    Strength            : 1
    Movement            : 1 (Umlimited Range)
    Effects             : Can Nuke Enemy Lands
                          Creates a 3X3 Fallout Square if successful
    
    Archery Units
    
    Archer
    
    Unique              : No
    Hammers Required    : 25 Hammers
    Technology Required : Archery
    Strength            : 3
    Movement            : 1
    Effects             : 1 First Strike
                          +50% City Defence
                          +25% Hills Defence
    
    
    Skirmisher
    Unique              : Yes (Mali)
    Hammers Required    : 25 Hammers
    Technology Required : Archery
    Strength            : 4
    Movement            : 1
    Effects             : 1 First Strike
                          +50% City Defence
                          +25% Hills Defence
    
    
    Longbowman
    Unique              : No
    Hammers Required    : 50 Hammers
    Technology Required : Feudalism, Archery
    Strength            : 6
    Movement            : 1
    Effects             : 1 First Strike
                          +25% City Defence
                          +25% Hills Defence
    
    
    Crossbowman
    Unique              : No
    Hammers Required    : 60 Hammers
    Technology Required : Machinery, Archery, Iron
    Strength            : 6
    Movement            : 1
    Effects             : 1 First Strike
                          +50% Against Melee Units
    
    
    Cho-Ko-Nu
    Unique              : Yes (Chinese)
    Hammers Required    : 60 Hammers
    Technology Required : Machinery, Archery, Iron
    Strength            : 6
    Movement            : 1
    Effects             : 2 First Strikes
                          +50% Against Melee Units
                          Causes Collateral Damage
    
    
    Armoured Units
    
    Tank
    Unique              : No
    Hammers Required    : 180 Hammers
    Technology Required : Industrialism, Rifling, Oil
    Strength            : 28
    Movement            : 2
    Effects             : Doesn't Receive Defensive Bonuses
                          Starts with Blitz
    
    
    Panzer
    Unique              : Yes (Germans)
    Hammers Required    : 180 Hammers
    Technology Required : Industrialism, Rifling, Oil
    Strength            : 28
    Movement            : 2
    Effects             : Doesn't Receive Defensive Bonuses
                          Starts with Blitz
                          50% Against Armoured Units
     
    
    Modern Armour
    Unique              : No
    Hammers Required    : 240 Hammers
    Technology Required : Composites, Computers, Oil, Aluminum
    Strength            : 40
    Movement            : 2
    Effects             : 1 First Strike
                          Doesn't Receive Defensive Bonuses
                          Starts with Blitz
    
    
    Gunpowder Units
    
    Musketman
    Unique              : No
    Hammers Required    : 80 Hammers
    Technology Required : Gunpowder
    Strength            : 9
    Movement            : 1
    Effects             : None
    
    
    Musketeer
    Unique              : Yes (France)
    Hammers Required    : 80 Hammers
    Technology Required : Gunpowder
    Strength            : 9
    Movement            : 2
    Effects             : None
    
    
    Rifleman
    Unique              : No
    Hammers Required    : 110 Hammers
    Technology Required : Rifling
    Strength            : 14
    Movement            : 1
    Effects             : +25% Against Mounted Units
    
    
    Redcoat
    Unique              : Yes (England)
    Hammers Required    : 110 Hammers
    Technology Required : Rifling
    Strength            : 16
    Movement            : 1
    Effects             : +25% Against Mounted Units
                          +25% Against Gunpowder Units
    
    
    Grenadier
    Unique              : No
    Hammers Required    : 100 Hammers
    Technology Required : Chemistry
    Strength            : 12
    Movement            : 1
    Effects             : +50% Against Rifleman
    
    
    Infantry
    Unique              : No
    Hammers Required    : 140 Hammers
    Technology Required : Assembly Line, Rifling
    Strength            : 20
    Movement            : 1
    Effects             : +25% Against Gunpowder Units
    
    
    SAM Infantry
    Unique              : No
    Hammers Required    : 150 Hammers
    Technology Required : Rocketry
    Strength            : 18
    Movement            : 1
    Effects             : Can Intercept Aircraft (40% Chance)
                          +50% Against Helicopter Units
    
    
    Marine
    Unique              : No
    Hammers Required    : 160 Hammers
    Technology Required : Industrialism, Rifling
    Strength            : 24
    Movement            : 1
    Effects             : +50% Attack Against Machine Guns
                          +50% Attack Against Artillery
                          Starts with Amphibious
    
    
    Navy SEAL
    Unique              : Yes (America)
    Hammers Required    : 160 Hammers
    Technology Required : Industrialism, Rifling
    Strength            : 24
    Movement            : 1
    Effects             : +50% Attack Against Machine Guns
                          +50% Attack Against Artillery
                          1-2 First Strikes
                          Starts with Amphibious, March
    
    
    Mechanized Infantry
    Unique              : No
    Hammers Required    : 200 Hammers
    Technology Required : Robotics, Rifling
    Strength            : 32
    Movement            : 2
    Effects             : Can Intercept Aircraft (20% Chance)
                          Starts with March
    
    
    Helicopter Units
    
    Gunship
    Unique              : No
    Hammers Required    : 160 Hammers
    Technology Required : Rocketry, Flight, Oil
    Strength            : 24
    Movement            : 4
    Effects             : Cannot Capture Enemy Cities
                          Doesn't Receive Defensive Bonuses
                          Ignore Terrain Movement Costs
                          Can Withdraw from Combat (25% Chance)
                          +100% Against Armoured Units
    
    
    Melee Units
    
    Warrior
    Unique              : No
    Hammers Required    : 15 Hammers
    Technology Required : None
    Strength            : 2
    Movement            : 1
    Effects             : +25% City Defence
    
    
    Quechua
    Unique              : Yes (Inca)
    Hammers Required    : 15 Hammers
    Technology Required : None
    Strength            : 2
    Movement            : 1
    Effects             : +25% City Defence
                          +100% Against Archery Units
    
    
    Swordsman
    Unique              : No
    Hammers Required    : 40 Hammers
    Technology Required : Iron Working, Iron
    Strength            : 6
    Movement            : 1
    Effects             : +10% City Attack
    
    
    Jaguar
    Unique              : Yes (Aztecs)
    Hammers Required    : 35 Hammers
    Technology Required : Iron Working
    Strength            : 5
    Movement            : 1
    Effects             : +10% City Attack
                          +25% Jungle Defence
    
    
    Praetorian
    Unique              : Yes (Rome)
    Hammers Required    : 45 Hammers
    Technology Required : Iron Working, Iron
    Strength            : 8
    Movement            : 1
    Effects             : None
    
    
    Axeman
    Unique              : No
    Hammers Required    : 35 Hammers
    Technology Required : Bronze Working, Copper or Iron
    Strength            : 5
    Movement            : 1
    Effects             : +50% Against Melee Units
    
    
    Maceman
    Unique              : No
    Hammers Required    : 70 Hammers
    Technology Required : Civil Service, Machinery, Copper or Iron
    Strength            : 8
    Movement            : 1
    Effects             : +50% Against Melee Units
    
    
    Samurai
    Unique              : Yes (Japan)
    Hammers Required    : 70 Hammers
    Technology Required : Civil Service, Machinery, Copper or Iron
    Strength            : 8
    Movement            : 1
    Effects             : 2 First Strikes
                          +50% Against Melee Units
    
    
    Spearman
    Unique              : No
    Hammers Required    : 35 Hammers
    Technology Required : Hunting, Copper or Iron
    Strength            : 4
    Movement            : 1
    Effects             : +100% Against Mounted Units
    
    
    Phalanx
    Unique              : Yes (Greek)
    Hammers Required    : 35 Hammers
    Technology Required : Hunting, Copper or Iron
    Strength            : 5
    Movement            : 1
    Effects             : +25% Hill Defence
                          +100% Against Mounted Units
    
    
    Pikeman
    Unique              : No
    Hammers Required    : 60 Hammers
    Technology Required : Engineering, Iron
    Strength            : 6
    Movement            : 1
    Effects             : +100% Against Mounted Units
    
    
    Mounted Units
    
    Chariot
    Unique              : No
    Hammers Required    : 25 Hammers
    Technology Required : The Wheel, Horse
    Strength            : 4
    Movement            : 2
    Effects             : Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (20% Chance)
    
    
    War Chariot
    Unique              : Yes (Egypt)
    Hammers Required    : 25 Hammers
    Technology Required : The Wheel, Horse
    Strength            : 5
    Movement            : 2
    Effects             : Immune to First Strikes
                          Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (20% Chance)
    
    
    Immortal
    Unique              : Yes (Persia)
    Hammers Required    : 25 Hammers
    Technology Required : The Wheel, Horse
    Strength            : 4
    Movement            : 2
    Effects             : +50% Against Archery Units
                          Can Withdraw from Combat (30% Chance)
    
    
    Horse Archer
    Unique              : No
    Hammers Required    : 50 Hammers
    Technology Required : Horseback Riding, Archery, Horse
    Strength            : 6
    Movement            : 2
    Effects             : Immune to First Strikes
                          Doesn't Receive Defensive Bonuses
                          +50% Attack Against Catapult
    
    
    Keshik
    Unique              : Yes (Mongol)
    Hammers Required    : 50 Hammers
    Technology Required : Horseback Riding, Archery, Horse
    Strength            : 6
    Movement            : 2
    Effects             : 1 First Strike
                          Doesn't Receive Defensive Bonuses
                          +50% Attack Against Catapult
                          Ignore Terrain Cost
    
    
    Knight
    Unique              : No
    Hammers Required    : 90 Hammers
    Technology Required : Guilds, Horseback Riding, Horse, Iron
    Strength            : 10
    Movement            : 2
    Effects             : Immune to First Strikes
                          Doesn't Receive Defensive Bonuses
    
    
    Camel Archer
    Unique              : Yes (Arabs
    Hammers Required    : 90 Hammers
    Technology Required : Guilds, Horseback Riding, Archery
    Strength            : 10
    Movement            : 2
    Effects             : Immune to First Strikes
                          Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (25% Chance)
    
    
    Conquistador
    Unique              : Yes (Spain)
    Hammers Required    : 90 Hammers
    Technology Required : Guilds, Horseback Riding, Horse, Iron
    Strength            : 10
    Movement            : 2
    Effects             : Immune to First Strikes
                          50% Against Melee Units
    
    
    Cavalry 
    Unique              : No
    Hammers Required    : 120 Hammers
    Technology Required : Military Tradition, Horseback Riding, Gunpowder, Horse
    Strength            : 15
    Movement            : 2
    Effects             : Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (30% Chance)
                          +50% Attack Against Cannon
    
    
    Cossack
    Unique              : Yes (Russia)
    Hammers Required    : 120 Hammers
    Technology Required : Military Tradition, Horseback Riding, Gunpowder, Horse
    Strength            : 18
    Movement            : 2
    Effects             : +50% Against Mounted Units
                          Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (30% Chance)
                          +50% Attack Against Cannon
    
    
    War Elephant
    Unique              : No
    Hammers Required    : 60 Hammers
    Technology Required : construction, Ivory
    Strength            : 8
    Movement            : 1
    Effects             : Doesn't Receive Defensive Bonuses
                          +50% Against Mounted Units
    
    
    Naval Units
    
    Galley
    Unique              : No
    Hammers Required    : 50 Hammers
    Technology Required : Sailing
    Strength            : 2
    Movement            : 2
    Effects             : Cargo Space = 2
                          Cannot Enter Ocean
    
    
    Caravel
    Unique              : No
    Hammers Required    : 60 Hammers
    Technology Required : Optics
    Strength            : 3
    Movement            : 3
    Effects             : Cargo Space = 1
                          Can Explore Rival Territory
    
    
    Galleon
    Unique              : No
    Hammers Required    : 80 Hammers
    Technology Required : Astronomy
    Strength            : 4
    Movement            : 4
    Effects             : Cargo Space = 3
    
    
    Frigate
    Unique              : No
    Hammers Required    : 90 Hammers
    Technology Required : Chemistry, Astronomy, Iron
    Strength            : 8
    Movement            : 4
    Effects             : Can Bombard City Defence (-10% Per Attack)
    
    
    Ironclad
    Unique              : No
    Hammers Required    : 100 Hammers
    Technology Required : Steel, Steam Power, Iron, Coal
    Strength            : 12
    Movement            : 2
    Effects             : Cannot Enter Ocean
                          Can Bombard City Defence (-10% Per Attack)
    
    
    Transport
    Unique              : No
    Hammers Required    : 125 Hammers
    Technology Required : Combustion, Oil or Uranium
    Strength            : 16
    Movement            : 5
    Effects             : Cargo Space = 4
    
    
    Destroyer
    Unique              : No
    Hammers Required    : 200 Hammers
    Technology Required : Combustion, Oil or Uranium
    Strength            : 30
    Movement            : 8
    Effects             : Can See Submarines
                          Can Intercept Aircraft (30% Chance)
                          Can Bombard Cities (-15% Per Attack)
    
    Battleship
    Unique              : No
    Hammers Required    : 225 Hammers
    Technology Required : Industrialism, Oil or Uranium
    Strength            : 40
    Movement            : 6
    Effects             : Causes Collateral Damage
                          Can Bombard Cities (-20% Per Attack)
    
    
    Submarine
    Unique              : No
    Hammers Required    : 150 Hammers
    Technology Required : Radio, Combustion, Oil or Uranium
    Strength            : 24
    Movement            : 6
    Effects             : Invisible to Most Units
                          Cargo Space = 1
                          Can Pass through Impassable Terrain
                          Can Explore Rival Territory
                          Can Withdraw from Combat (50% Chance)
    
    
    Carrier
    Unique              : No
    Hammers Required    : 175 Hammers
    Technology Required : Flight, Oil or Uranium
    Strength            : 16
    Movement            : 5
    Effects             : Cargo Space = 3 (Fighters)
    
    
    Recon Units
    
    Scout
    Unique              : No
    Hammers Required    : 15 Hammers
    Technology Required : Hunting
    Strength            : 1
    Movement            : 2
    Effects             : Better Results from Tribal Villages
                          Can Only Defend
                          +100% Against Animals
    
    
    Explorer
    Unique              : No
    Hammers Required    : 40 Hammers
    Technology Required : Compass
    Strength            : 4
    Movement            : 2
    Effects             : Can Only Defend
                          Better Results from Tribal Villages
                          Ignore Terrain Movement Costs
                          Starts with Guerilla I, Woodsman I
    
    
    Siege Weapons
    
    Catapult
    Unique              : No
    Hammers Required    : 40 Hammers
    Technology Required : Construction
    Strength            : 5
    Movement            : 1
    Effects             : Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (25% Chance)
                          Causes Collateral Damage
                          Can Bombard Cities (-15% Per Attack)
    
    
    Cannon
    Unique              : No
    Hammers Required    : 100 Hammers
    Technology Required : Steel, Iron
    Strength            : 12
    Movement            : 1
    Effects             : Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (25% Chance)
                          Causes Collateral Damage
                          Can Bombard Cities (-20% Per Attack)
    
    
    Machine Gun
    Unique              : No
    Hammers Required    : 125 Hammers
    Technology Required : Railroad
    Strength            : 18
    Movement            : 1
    Effects             : Can Only Defend
                          1 First Strike
                          +50% Against Gunpowder Units
    
    
    Artillery
    Unique              : No
    Hammers Required    : 150 Hammers
    Technology Required : Artillery
    Strength            : 18
    Movement            : 1
    Effects             : Doesn't Receive Defensive Bonuses
                          Can Withdraw from Combat (25% Chance)
                          Causes Collateral Damage 
                          Can Bombard Cities (-25% Per Attack) 
                          +50% Against Siege Weapons
    
    ------------------------------------------------------------------------------
    [5.08] Promotions
    
    In battle, you will find that your battle harden troops will survive better
    than your new green recruits. They are better than your new troops and better
    seeing that the other guys gets beaten up badly. 
    
    Your units will be able to get promotions by acquiring the necessary XP points
    to level up. There are several sources of XP points.
    
    The barracks will grant your troops +4 Experience Points for every new land
    unit created. Drydocks are the naval equalivant. The West Point Academy will
    grant you +4 Experience points for every unit in that city created. The 
    Pentagon will grant +2 Experience Points in all cities. The civics can also
    give a boost. Vassalage will grant all new units with 2 Experience Points 
    while Theocracy will grant +2 Experience Points to all units created in 
    cities with the State Religion
    
    The most common way for units to gain Experience Points is through combat.
    For destroying an enemy units, regardless of what it is, you will have the
    victorious unit gain an XP. 
    
    Some units will start with promotions depending on what it is. Most will be
    special units. An example is the Navy SEAL of the American Empire who will
    be given March. Some Wonders will give a promotion, such as the Red Cross
    who will give the Medic I promotion for all units created in that city. 
    
    Accuracy
    Requires           : City Raider I or Barrage I
    Available To       : Siege Weapons
    Special Abilities  : +10% City Bombard Damage
    Leads To           : None
    
    
    Ambush
    Requires           : Combat II
    Available To       : Siege Weapons
                         Gunpowder Units
                         Armoured Units
                         Helicopter Units
    Special Abilities  : +25% Against Armoured Units
    Leads To           : None
    
    
    Amphibious 
    Requires           : Combat II
    Available To       : Recon Units
                         Archery Units
                         Mounted Units
                         Gunpowder Units
                         Melee Units
                         Siege Weapons
    Special Abilities  : No Combat Penalty for Attacking from Sea
                         No Combat Penalty for Crossing River
    Leads To           : None
    
    
    Barrage I
    Requires           : None
    Available To       : Siege Weapons
                         Armoured Units
                         Naval Units
    Special Abilities  : +20% Collateral Damage
    Leads To           : Barrage II, Accuracy
    
    
    Barrage II
    Requires           : Barrage II
    Available To       : Siege Weapons
                         Armoured Units
                         Naval Units
    Special Abilities  : +30% Collateral Damage
                         +10% Against Melee Units
    Leads To           : Barrage III
    
    
    Barrage III
    Requires           : Barrage II
    Available To       : Siege Weapons
                         Armoured Units
                         Naval Units
    Special Abilities  : +50% Collateral Damage
                         +10% Against Gunpowder Units
    Leads To           : None
    
    
    Blitz
    Requires           : Combat III
    Available To       : Armoured Units
                         Mounted Units
                         Helicopter Units
    Special Abilities  : Can Attack Multiple Times per Turn
    Leads To           : None
    
    
    Charge
    Requires           : Combat II
    Available To       : Mounted Units
                         Armoured Units
                         Melee Units
                         Helicopter Units
    Special Abilities  : +25% Against Siege Weapons
    Leads To           : None
    
    
    City Garrison I
    Requires           : None
    Available To       : Archery Units
                         Gunpowder Units
    Special Abilities  : +20% City Defence
    Leads To           : City Garrison II
    
    
    City Garrison II
    Requires           : City Garrison I
    Available To       : Archery Units
                         Gunpowder Units
    Special Abilities  : +25% City Defence
    Leads To           : City Garrison III
    
    
    City Garrison III
    Requires           : City Garrison II
    Available To       : Archery Units
                         Gunpowder Units
    Special Abilities  : +30% City Defence
                         +10% Against Melee Units
    Leads To           : None
    
    
    City Raider I
    Requires           : None
    Available To       : Melee Units
                         Siege Weapons
                         Armoured Units
    Special Abilities  : +20% City Attack
    Leads To           : City Raider II, Accuracy
    
    
    City Raider II
    Requires           : City Raider I
    Available To       : Melee Units
                         Siege Weapons
                         Armoured Units
    Special Abilities  : +25% City Attack
    Leads To           : City Raider II
    
    
    City Raider III
    Requires           : City Raider II
    Available To       : Melee Units
                         Siege Weapons
                         Armoured Units
    Special Abilities  : +30% City Attack
                         +10% Against Gunpowder Units
    Leads To           : None
    
    
    Combat I
    Requires           : None
    Available To       : All Units
    Special Abilities  : +10% Strength
    Leads To           : Combat II, Cover, Shock, Pinch, Medic I
    
    
    Combat II
    Requires           : Combat I
    Available To       : All Units
    Special Abilities  : +10% Strength
    Leads To           : Combat III, Formation, Charge, Ambush, Amphibious
    
    
    Combat III
    Requires           : Combat II
    Available To       : All Units
    Special Abilities  : +10% Strength
    Leads To           : Combat IV, March, Blitz, Sentry
    
    
    Combat IV 
    Requires           : Combat III
    Available To       : All Units
    Special Abilities  : +10% Strength
                         Heals Extra +10% Damage per Turn in Neutral Land
    Leads To           : Combat V, Commando
    
    
    Combat V
    Requires           : Combat IV
    Available To       : All
    Special Abilities  : +10% Strength
                         Heals Extra +10% Damage per Turn in Enemy Land
    Leads To           : None
    
    
    Commando
    Requires           : Combat IV
    Available To       : Recon Units
                         Archery Units
                         Mounted Units 
                         Melee Units
                         Gunpowder Units
                         Armoued Units
    Special Abilities  : Can Use Enemy Roads
    Leads To           : None
    
    
    Cover
    Requires           : Combat I
    Available To       : Archery Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +25% Against Archery Units
    Leads To           : None
    
    
    Drill I
    Requires           : None
    Available To       : Archery Units
                         Armoured Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : 1 Extra First Strike Chance
    Leads To           : Drill II
    
    
    Drill II
    Requires           : Drill I
    Available To       : Archery Units
                         Armoured Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : 1 Extra First Strike
    Leads To           : Drill III
    
    
    Drill III
    Requires           : Drill II
    Available To       : Archery Units
                         Armoured Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : +2 First Strike Chances
    Leads To           : Drill IV
    
    
    Drill IV
    Requires           : Drill III
    Available To       : Archery Units
                         Armoured Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : +2 First Strikes
                         +10% Against Mounted Units
    Leads To           : None
    
    
    Flanking I
    Requires           : None
    Available To       : Mounted Units
                         Armoured Units
                         Helicopter Units
                         Naval Units
    Special Abilities  : +10% Withdrawal Chance
    Leads To           : Flanking II, Sentry, Navigation I
    
    
    Flanking II
    Requires           : Flanking I
    Available To       : Mounted Units
                         Armoured Units
                         Helicopter Units
                         Naval Units
    Special Abilities  : +20% Withdrawal Chance
                         Immune to First Strikes
    Leads To           : Mobility
    
    
    Formation
    Requires           : Combat II
    Available To       : Mounted Units
                         Archery Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +25% Against Mounted units
    Leads To           : None
    
    
    Guerilla I
    Requires           : None
    Available To       : Archery Units
                         Recon Units
                         Gunpowder Units
    Special Abilities  : +20% Hills Defence
    Leads To           : Guerilla II
    
    
    Guerilla II
    Requires           : Guerilla I
    Available To       : Archery Units
                         Recon Units
                         Gunpowder Units
    Special Abilities  : Double Movement in Hills
                         +30% Hills Defence
    Leads To           : None
    
    
    March
    Requires           : Combat III or Medic I
    Available To       : Recon Units
                         Melee Units
                         Mounted Units
                         Archery Units
                         Siege Weapons
                         Gunpowder Units
    Special Abilities  : Can Heal while Moving
    Leads To           : None
    
    
    Medic I
    Requires           : Combat I
    Available To       : Recon Units
                         Archery Units
                         Mounted Units
                         Melee Units
                         Gunpowder Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : Heal Units in Same Tile 10% Damage Per Turn
    Leads To           : Medic II, March
    
    
    Medic II
    Requires           : Medic I
    Available To       : Recon Units
                         Archery Units
                         Mounted Units
                         Melee Units
                         Gunpowder Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : Heals Units in Adjacent Tiles 10% Damage Per Turn
    Leads To           : None
    
    
    Mobility
    Requires           : Flanking II
    Available To       : Mounted Units
                         Armoured Units
    Special Abilities  : -1 Terrain Movement Cost
    Leads To           : None
    
    
    Navigation I
    Requires           : Flanking I
    Available To       : Naval Units
    Special Abilities  : +1 Movement Range
    Leads To           : Navigation II
    
    
    Navigation II
    Requires           : Navigation I
    Available To       : Naval Units
    Special Abilities  : +1 Movement Range
    Leads To           : None
    
    
    Pinch
    Requires           : Combat I
    Available To       : Mounted Units
                         Armoured Units
                         Gunpowder Units
                         Helicopter Units
    Special Abilities  : +25% Against Gunpowder Units
    Leads To           : None
    
    
    Sentry
    Requires           : Flanking I or Combat III
    Available To       : Recon Units
                         Mounted Units
                         Helicopter Units
                         Naval Units
    Special Abilities  : +1 Visibility Range
    Leads To           : None
    
    
    Shock
    Requires           : Combat I
    Available To       : Archery Units
                         Mounted Units
                         Melee Units
                         Siege Weapons
    Special Abilities  : +25% Against Melee Units
    Leads To           : 
    
    
    Woodsman I
    Requires           : None
    Available To       : Recon Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +20% Jungle Defence
                         +20% Forest Defence
    Leads To           : Woodsman II
    
    
    Woodsman II
    Requires           : Woodsman I
    Available To       : Recon Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +30% Jungle Defence
                         +30% Forest Defence
                         Double Movement in Jungles
                         Double Movement in Forests
    Leads To           : None
    
    ------------------------------------------------------------------------------
    [5.09] Other Stuffs
    
    This section will contain the other stuff I couldn't fit elsewhere.
    
    Animals
    There are roaming animals that will attack whoever they want. They will attack
    your units, making settlers and workers at risk. You will have to protect
    them with your military. As more of the world is claim, they will disappear. 
    
    
    Barbarians
    These are roaming humans looking for something to steal. In constrast to the
    animals, they will come into your land and attack you. They are far more 
    dangerous and can even start cities, developing the land around them.
    
    
    Golden Age
    This is when your civilisation is slowing with extra knowledge. During this
    period, your farms produce more, your mines produce more, everything will be
    increased in produciton. It lasts for 8 turns. It is started by the Taj
    Mahal wonder and by sacrificing 2 Great People. 
    
    ------------------------------------------------------------------------------
    [6.01] v1.09
    
    Changes:
    - increased cost of Apollo Program... 
    - increased SS parts cost... 
    - Animal Husbandry reveals Horses 
    - tweaked Rifling, Chemistry, Steel, and Railroad tech costs... 
    - increased late-game tech costs... 
    - can now add two specialists in size 1 city with Mercantilism... 
    - final score is now modified by difficulty level... 
    - Speed up load times
    - Global performance enhancements
     
    Added:
    - Include WB map size in the description field 
    - Save login name 
    - Added password encryption 
    - Added regenerate Map Button to World builder Map Mode... 
    - checkbox for using low resolution textures
    - more logging for init failure 
    - minspec / video memory checking 
    - Added ability to change to and from fullscreen while in-game 
    - holding <shift> during startup will clean out the cache 
    - improved bink playback, added ini options 
     
    Fixes:
    - ATI issue Failed to Init Renderer Fixed
    - Multiplayer Lobby list jump problem and lobby crash fixed
    - fixed war weariness calculation bug... 
    - units maintain their name when upgraded 
    - fixed Gold-for-Gold diplo exploit... 
    - fixed no research choice overflow exploit... 
    - Fix for voice initialization crash 
    - Fix addressing takeover AI and retirement OOS.
    - Fixed issue with diplomacy text being always used in its first form in the 
      translator. 
    - Popups, screens, and diplomacy properly cleared when exiting from main 
      menu. 
    - Games protected by admin passwords (only) cannot be loaded if the version 
      is different from the one that created the save
    - Fixed bug where player could not offer any deal to other human in 
      PBEM/Hotseat 
    - Sorting by date on domestic advisor now works. 
    - fixed bug where settlers could not move if the strategy layer was selected 
    - fixed Ironworks... 
    - fixed AI units not obeying open borders rules on declaration of war... 
    - fixed bug that prevent placing of units in world-builder 
    - fixed bug that prevented gifting of units to a human player
    - stack attack infinite loop fixed
    - Civic screen update fix (wasn’t showing the right maintenance and anarchy 
      values) 
    - ctrl-g crash fix, optimized city bar art 
    - fixed right-click menu crash 
    - Intro movie crashing problems 
    
    ------------------------------------------------------------------------------
    [6.02] v1.52
    
    v1.52 is a major upgrade to Civ IV and includes numerous optimizations for 
    memory usage that should help performance on all machines but are tailored to 
    especially improve performance on machines at or near the minimum 
    specification.
     
    Major memory reductions include:
     
    -Shared low-level graphics buffers 
    -Removed many unused fonts and reduced interface memory usage
    -Paged out units which are not visible
    -Reduced terrain data size and overhead
    -Reduced route data size
    -Created a set of low-res movies for machines without dynamic texture support 
     (this will be available as a separate download)
     
    These changes not only reduced the amount of system memory required, but 
    lowered video memory usage extensively. Also, the rate at which the game 
    consumes memory in the late-game has decreased, which is extremely important.
       
    Suggestions for optimal performance:
     
    Increase AGP memory size in your BIOS settings to 128 or 256 if necessary. 
    Go to www.windowsupdate.com and apply updates 
    Update graphics and sound drivers 
    Close other background applications 
    Turn graphics to low and use low-resolution textures in the options screen 
    Turn off Antialiasing in your display properties 
     
    Changes:
    - Tech cost rebalancing
    - Improved city attack AI
    - Moved MaxAutosaves to ini file
    - Slower Great People name generation
    - Hide health bars during combat
    - Increased late-game tech costs
    - Waypoints now invisible when city screen is up
    - AI more willing to trade cities for peace
    - AI stays at war longer
    - Cottages no longer grow durring anarchy
    - Combat info now shows odds of success
    - WBS's now contain unit damage
    - Score from land doesn't count until you own land for 20 turns
    - Better invasion AI
    - Slavery: No Upkeep
    - Emancipation: Low Upkeep
    - Tweaked AI civic values
    - Filled in missing diplo entries for Frederick
    - Praetorians: 40->45 hammers
    - Jaguars: 40->35 hammers
    - AI turn optimizations
    - Interface game messages are now flushed at end of turn
    - Environmentalism moved to Medicine
    - Increased industrial era tech costs
    - Environmentalism is medium upkeep
    - Free Speech is low upkeep
    - Forests give 0.5 health
    - Firepower in combat now based on max strength
    - Lobby sorting improvements
    - Clearing the table in the MP diplomacy screen resets the "They accept/They 
      do not accept" text
    - Dawn of man screen closes with ESCAPE just like all the other interface 
      screens
    - The hall of fame now shows only games that have been played with the 
      currently-loaded mod
    - When trying to build an item that it not allowed in a city, you will get a 
      production popup asking for a build instead of leaving production empty
    - Wonder Movies and other popups may appear in PBEM/Hotseat
    - Incremented save version to 102
    - Simplified city billboard placement.  This should fix the weird billboard 
      offsets and scaling.
     
    Additions:
    - Lobby chat and buddy lists from staging rooms
    - Combat odds now shown in combat turn log
    - ALT-S now allows you to place signs
    - Added "Leave Forest" option for automated workers
    - Added Marathon game speed (longer than Epic)
    - Added NoTechSplash ini setting
    - More communication about autopatch failures
    - Domestic advisor remembers which cities you had selected last time screen 
      was up.
    - Added "no cheating" game option for single-player
    - In addition to tradeable techs, techs that are not allowed to be traded to 
      you are also shown, provided that you can research them yourself at the 
      moment
    - Added event and replay messages when a human founds a city. This got broken
      when we added city renaming
    - Support for Logitech G15 Gaming Keyboard
    - When you zoom to a city from the domestic advisor, you return to the 
      domestic advisor after you exit the city screen
    - Updated Info Screen with changes 'borrowed' from one of the forum modders
     
    Fixes:
    - Unit attack move bug
    - Civ naming bug in sp
    - No longer keep your gold and techs when regenerating a map
    - Missing civic name from popup help
    - Minimap now appears correctly after regenerating map
    - Unit cycling bug
    - Load game freeze bug
    - Movement freeze bug in si-move
    - Unit cycling bug in PitBoss and HotSeat
    - Missing plot list buttons bug with large stacks
    - Pathfinding bug involving defensive terrain and group movement
    - Bug with AI attacking over rivers
    - Can no longer see spies on caravels
    - Group attack bug
    - Group attack bug with gunships
    - GS lobby ignoring game settings bug
    - Disappearing popup help bug
    - Diplo city trading bug
    - Wonder movie/zoom to building crash
    - No camera adjustment to city screen bug
    - User profiles with build queues no longer crash
    - No more negative gold in diplo screen
    - Fixed gifting bad cities to AI exploit
    - AI issues with Always War and Always Peace
    - Units not moving into tiles after combat bug (graphical only)
    - Pathfinding reuse fix
    - Fixed pathfinding bug
    - Fixed SHIFT-selecting multiple cities
    - End score not matching up with timed winner bug
    - Fixed bug allowing selection of disabled techs in tech chooser
    - Fixed Sentry promotion visiblity bug
    - Fixed AI city targeting bug
    - Fixed AI healing bug
    - AI city attack bug
    - No more message lag in single-player
    - Fixed bug with gunship stacks attacking cities
    - Random seed bug (causing duplicate world maps...)
    - Unit health bars no longer show up in city screen
    - Two-palaces-from-culture-flipping-capital bug
    - Foreign Advisor: Gold available for trade does not show up when there cannot
      be a trade for gold
    - Diplomacy screen fix for gold popups not appearing properly
    - Foreign advisor: Resources for active player are shown multiple times if you
      have more than one instance of a resource to trade.
    - Fixed weird little bug with Unit Categories page in Civilopedia
    - Diplomacy bug for PBEM/Hotsesat
    - Removed some cheats from password-protected games that should not have been 
      allowed in the first place
    - Fix for competitive games: Password-protected saves can no longer be easily 
      stripped of their passwords, and the assets checksum in the save can no 
      longer be modified by external means
    - Fixed vanishing yield symbols in multiplayer
    - Fixed some PBEM/Hotseat issues when there is just one human player
    - River and Wind sounds are now properly classified as ambience. This fixes 
      inconsistent behavior in audio options
    - Minimized or No Interface no longer reverts to normal after entering, then 
      exiting city view
    - You can no longer duplicate deals with the AI from the "Active deals" 
      section of the diplomacy screen
    - Out of memory message problem on machines that don't allocate small textures
      properly
    - Assert error for software vertex processing only machines 
    - Bug where you could draw strategy lines and signs outside of globe view 
    - "globe view buildings disabled" option now hides buildings in globe view 
      properly
    
    ------------------------------------------------------------------------------
    [6.03] v1.61
    
    The most useful of the patches.
    
    Changes
    
    - randomized processing order when multiple players try to move on the same 
      turn slice...
    - only the host can set the admin password...
    - Horseback Riding now a classical tech...
    - Kremlin now gives -33% hurry production cost...
    - can't airlift from foreign cities...
    - expanded subject for PitBoss e-mail...
    - lightened the color of some civs' text...
    - mp retire fix...
    - less hammers from chops the farther away from a city...
    - reduced hammer yield from forest chops to 20…
    - Mathematics increases forest chop yields by +50%...
    - SDI cannot be built before the Manhattan Project...
    - increased SDI cost...
    - Marines and SAM Infantry now upgrade to Mech Infantry...
    - Better AI-to-human diplo in team games...
    - no more diplo penalty for helping to end wars...
    - city production popups stay on city when entering/exiting...
    - can now set units to Sleep and Intercept in wbs...
    - Continents map script now produces large continents
    - game options and victory conditions now saved in ini file...
    - invalid buildings now removed from city queues...
    - Free Trade: Medium Upkeep
    - State Property: Low Upkeep
    - Representation: +2 happy in X biggest cities
    - Hereditary Rule: Low Upkeep 
    - Representation: Medium Upkeep
    - Slavery: Low Upkeep
    - Nationhood: No Upkeep
    - Firepower is now average of curr and max strength...
    - Gunships now move faster over rails...
    - No Cheating option renamed to Lock Modified Assets...
    - city management no longer uses "forced" specialist states when not 
      automated...
    - Expansive: +3 Health
    - Financial: No longer give production bonus for Banks
    - Prompt for admin password when loading a game containing one in LAN, 
      Internet, or Pitboss play
    - Don't allow players to play non-playable civs in Pitboss
    - Do not display SP only mods in Pitboss
    - Allow hotseat/PBEM scenario host to select which civ s/he will play
    - Force non-playable civs to be AI in Hotseat/PBEM games
    - Allowing for AI slots in player defined scenarios for Hot Seat, PBEM, and
      Pitboss games
    - Do not display duplicate buddy request popups from the same guy
    - Peer address handling improvements
    - Number keys perform leaderhead actions on Civilopedia leader screen.
    - Custom game SP screen remembers difficulty level last played
    - Reduced rounding error for population and land victory condition test
    - Loading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous
      turns
    - When the city names of your civ are all taken, choose a default name from a 
      random civ
    - Timelines more uniform across game speeds
    - Military Advisor shows Barbarians
    - Tech chooser screen now observes CvGameInterface.cannotResearch() and 
      shows the tech in a red pane if the function returns true
    - Fixed American Revolution scenario to work with Pitboss
    - PBEM password reminder popup no longer disappears when the game starts
    - Wonder description on Wonder Movie screen more legible
    - Top Civs screen no longer appears in online multiplayer
    - Civilopedia main page sorted in columns rather than in rows
    - Pressing escape when selecting goto points now cancels the goto waypoints
    - Military advisor now works like foreign advisor: clicking on leader buttons 
      clears previous leader selections unless you hold down the shift key. 
    - Teams in multiplayer once again share all the players' starting techs, not 
      just the last player's
    - Great person point generation from Wonders continues after Wonder has 
      become obsolete
    - quicksave doesn't prompt for overwrite
    
    Fixes
    - exploit fix that allowed multiple players to extract the same gold/resources
      from the AI...
    - Don't set localhost address as public addr for peers on same computer
    - fixed gunships capturing cities bug... 
    - game doesn't end on ties...
    - fixed mp UN voting bug...
    - Leaderheads on a radeon 9000 64mb - fix for strange skin shading.
    - Fixed crash that happened when a spy sabotaged an improvement outside 
      cultural borders.
    - The full mod path is no longer stored in the save when the mod is installed
      under the user folder.
    - Double-clicking on a save of a mod now loads the proper DLL.
    - fixed Out-of-Sync from exiting to main menu...
    - fixed anarchy/specialist resetting bug...
    - fixed bug where environmentalism doesn't affect new cities...
    - fix for missing head mission crash...
    - fixed stack attack bug with groups of units with more than one move...
    - fixed premature end-turn unit cycle bug...
    - fixed State Porperty cumulative effect in team game...
    - fixed plot list button scrolling for multiple resolutions...
    - fixed some AI attitude issues for team games...
    - Strip chat messages of color tags before displaying in Pitboss
    - Fixed logic bug that determines the number of open slots in a Pitboss game
    - Improving how the host determines if the game is full - number of 
      connections rather than number of players - before, the host wasn't 
      considering joining players when determining if the game was full 
    - Set status to CLOSED when a computer player dies in the game
    - The full mod path is no longer stored in the save when the mod is 
      installed under the user folder.
    - Load proper DLL when a mod is specified in the ini file
    - fix for tech chooser showing known techs as unknown
    - Clear map data (like latitudes) when you exit to main menu
    - Fixed error in combat calculations when a zero-strength unit was involved.
    - Fixed bug in Info screen "rival worst" calculation
    - End of game sequence plays correctly for hotseat/pbem
    - Diplomacy screen no longer allows end-turn events to go through
    - Diplomacy screen gold popups respond to ESCAPE and RETURN
    - Right-click select-all no longer causes large stacks to slide off the screen
    - No longer possible to attempt to take over unplayable civs in multiplayer 
      scenarios
    - Fixed PBEM infinite movement exploit
    - Fixed rush production per population for game speeds other than normal
    - GNP graph is now consistent with demographics table
    - Fix Gunship being almost invisibile in Frozen mode
    - fix mod name in progress bar
    - New DX9 code takes screenshot without requiring lockable back buffer
    - Fixed the vertically launching torpedo for the submarine unit
    - Movie playback optimized
    - Significant reduction in video and system memory usage
    - Fixed some memory leaks
    - Fixed crashes with modified SDK
    - Fixed XML failures with non-default locale
    - Many translation fixes
    - Memory related crash fixes
    - Fixed diplomacy crash fix (when expanding an empty tree control with space 
      bar)
    - Internet lobby -> LAN fix
    - fixed pedia and menu buttons disappearing after leaving tech chooser
    - PitBoss no longer crashes on victory
    - can no longer see number of units in darkened tiles by moving the flag
    - No more Archers holding all their weapons and Workers holding all their 
      tools
    - No more fog of war missing from the southern ice and from trees/jungle on 
      the dateline
    - Pushing "go back" while joining a mp game, no longer causes background music
      to disappear
    - Wonder movie effect and zoom no longer happens when you have disabled 
      Wonder movies
    - City billboards no longer choke on text formatting
    - Many tutorial issues fixed…
    - Fixed checksum folder order difference between NTFS and FAT32 filesystems
    - Many worldbuilder issues fixed…
    - Fix: Black eye shadows
    - Fix: Some leaderheads appear to have white eyes when the low-res textures 
      option is on
    - fixing crack in huge globe view maps
    - fixes the problem where animals were not animating in the fog
    - Prevent Terrain crash when reloading EarthMap twice
    - fixed crash on too quick quickload
    - fixed city yields being revealed in FOW
    - fixed ability to see cities in FOW via defense modifiers
    - ICBM no longer flips upside-down when fortified/awaken
    - Fix for combat bug across a map seam
    
    Additions
    - PitBossSleep ini setting...
    - unit cycling optimization...
    - Africa, Europe, East Asia, Eastern U.S., and South America maps
    - Fantasy_Realm, Fractal, and Shuffle map scripts
    - unit health bar for plot list buttons...
    - Require Complete Kills game option
    - No Movies is now a graphical option (instead of an ini option)...
    - Warn all users when a player with a different version of files joins the 
      game
    - Display a popup warning the host when a joining player has different 
      versions of XML/Python files so he can make sure this guy can be trusted
    - Indicate which players have an active turn in the Pitboss admin screen
    - Synch Logging now an .ini option
    - Able to load mods from the Pitboss
    - Hotseat and PBEM scenarios
    - Display name of peer you are contacting in join screen if available
    - Saving DirectIP join address
    - Added culture rate popup help to culture bar in city screen
    - Added Admin password field in PBEM/Hotseat staging screens
    - Added HideMovieBackground ini option for further movie speedup
    - Added HideOutOfVRamWarning ini option
    - Exposed many more functions to Python
    - Hooked up modern whaling boats
    - support for movies in customAssets folder
    
    ------------------------------------------------------------------------------
    [7.01] Basic Guide 
    
    When playing a custom game, you will receive two units, a warrior unit and 
    some settlers. Settle next to some resources, food resources being the most
    useful. By settling next to food resources, you don't have to worry about food
    for the moment. Set your warriors to explore the world around you, especially
    those squares about 5 tiles away from your established city. This is because
    you sooner or later have to start a new city, and some rare resources. You
    should first build a worker for one reason. To make your tiles more productive
    and produce more. You first objective is to improve tiles next to water, a
    plop a farm there if not obstructed by a rare resource. Constantly improve the
    land. Your next unit to train is settlers.
    
    Once you have decided where to build the next city, construct it. Theres a 
    tip about cities. Inland cities generally have good access to one of the two
    things. Food or production. Building a city next to a river will provide far
    more food than one in the middle of the desert. Building a city next to a 
    wealth of hills will certainly provide a large amount of hammer. These will
    be your most productive cities in terms of hammers. Then there are coastal
    cities. Generally speaking, half of the squares a city could use are located
    in the sea. Although they don't provide a lot of resources, a fish, crab or
    clam resource will provide enough food for at least 2 people. There are also
    upgrades to make it more productive. 
    
    Another type of city is a grassland city, a city surrounded generally by
    grassland. These are the best places to put cottages and farms as they will
    produce far more. Plain cities are your average cities as they provide a 
    little food, a little production. Desert cities are those, well, stuck in the
    middle of the desert. There will be come rare resources like incense and ivory
    but no food unless there is an oasis nearby. Tundra cities will have fur, deer
    and some mining goods but unless there is a river or a source of fresh water,
    they won't survive unless saved by some resources in the sea. 
    
    ------------------------------------------------------------------------------
    [7.02] Peace
    
    Thats the only thing you will need to survive to mid game, peace. You will
    need to be friendly with all your neighbours to survive. You should 
    concentrate on your economy and your citys production. Use the ability of 
    technology really quick and level up your units. After all, several strong
    knights will easily defeat an army of warriors. Gold is your friend, use it
    to get maps and friends. After all, the more people to defend you, the less
    likely a rogue nation will attack you. And please, fortify your cities and
    your rare resources with units so in case you get attacked, you can defend
    yourself. Defensive Pacts are very useful. 
    
    ------------------------------------------------------------------------------
    [A] Contact Information
    
    ******************************************************************************
    Before you E-Mail me, read the guide first. If the answer is not in here, then
    E-Mail me. If it is, don't bother as I won't reply.
    ******************************************************************************
    
    To contact me, e-mail me at
    hillsdragon13 [at] hotmail [dot] com
    
    Replace at with @ and dot with .
    
    Don't add me to MSN Messenger List because if I don't know you, I won't accept
    you, simple as that. 
    
    E-Mail me (and anyone else you want to e-mail) with courtesy and respect as 
    we are living people like you. Have a title of what you are sending so I know
    what is going on. If you try to send attachments, I won't open them so stick
    the information in the E-Mail. 
    
    Please write in English or anything close to it. It can't understand foreign
    languages so please don't give me a page long quite in Mexican or Antarctic
    penguin language cause I don't understand.
    
    Don't write in sloppy English. I mean, who the hell would understand "Hwo Od 
    Yoi Di Tjih Ni Cvilztin Flr?" Don't be too formal, a question is not a freakin
    business agreement so don't say "Dear Sir, In accordance to your Walkthrough
    to the PC Game, Civ IV, ..." it makes me wonder if I'm talking to a freak
    the President of the United States of America or Bill Gates or Donald Trump.
    
    I will credit you if your send me information about this game that is not in
    the FAQ. I will also be grateful if you see this FAQ somewhere else other than
    Gamefaqs or a site which has my permission. If you do, tell me so I can kick
    their ass to Pluto and make them bounce off to the other side of the Universe.
    
    I will not respond to:
    
    * Spam
    * Bill Gate's Spam (He gets spam of up to 4 million per day)
    * Something not related with this
    * Something already covered
    * Illegal stuff, like CD-Keys and Pirated Versions
    * Technical Problems
    
    Technical Problems will not be answered as they should be sent to Firaxis not 
    me. I didn't design the game so I shouldn't know what's wrong with it, its 
    your game not MINE.
    
    ------------------------------------------------------------------------------
    [B] Webmaster Information
    
    ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED	BELOW
    
    GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS, MY FAQ ON OTHER SITES MY BE
    OUTDATED
    
    YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.
    YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.
    
    ------------------------------------------------------------------------------
    [C] Credits
    
    This section is where you see your name. It will be long. The names are either
    Board Names from the Boards or your e-mail so if your name is Bob Rob and 
    another Bob Rob posted the message, the First Bob Rob will not be credited so
    in short, someone around the world who shares the same name as you will not
    be credited for your work.
    
    CJayC for hosting this FAQ
    Me for writing it
    Firaxis Games for developing it
    2K Games for distribution
    
    ------------------------------------------------------------------------------
    [D] Sites FAQ is on
    
    Current FAQ is On
    www.gamefaqs.com will always have the latest versions
    
    May be Outdated
    www.neoseeker.com will have a version of this FAQ
    www.supercheats.com
    
    ------------------------------------------------------------------------------
    [E] Copyright
    
    This game is Copyright 2005 Firaxis Games and 2K Games. All Rights Reserved
    
    This document is copyrighted by US and Canadian and Australian Laws. This FAQ
    is for personal use only. This is not to be used for commercial or personal
    gain. Websites publishing this guide without permission will face punishment
    under the law. All sites except GAMEFAQS are not allow to host this FAQ 
    without my permission.
    
    This document is protected by the copyright laws that were founded in the
    Bernes Copyright Convention in 1968. It states that:
    
    The expression “literary and artistic works” shall include every production
    in the literary, scientific and artistic domain, whatever may be the mode or
    form of its expression, such as books, pamphlets and other writings; lectures,
    addresses, sermons and other works of the same nature; dramatic or 
    dramatico-musical works; choreographic works and entertainments in dumb show;
    musical compositions with or without words; cinematographic works to which
    are assimilated works expressed by a process analogous to cinematography;
    works of drawing, painting, architecture, sculpture, engraving and 
    lithography; photographic works to which are assimilated works expressed by a
    process analogous to photography; works of applied art; illustrations, maps, 
    plans, sketches and three-dimensional works relative to geography, 
    topography, architecture or science.
    
    If you fail to follow the law, you will be indited for fraud and is a criminal
    offense and result in a criminal record. You will find it extremely hard to 
    find a job if you have a criminal record. Do not sell this document or claim 
    it as your own or you will be punishable under the law. If you wish to know 
    more about this law as you don't believe that you are breaking copyright, 
    feel free to do a google search on the Bernes Copyright Convention. 
    
    You are not to sell this piece of work, claim it as your own, make any 
    finanical gain out of this guide, or any other illegal activity. You are 
    allowed to print this guide out and use it for personal uses but that is the
    only thing you can do with this guide. 
    
    Please abide with the terms. If not, you will be facing a lawsuit you cannot
    win. 
    
    This document is copyright 2007. All Rights Reserved.

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