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    FAQ/Walkthrough by Warfreak

    Version: 0.2 | Updated: 09/21/07 | Printable Version | Search This Guide

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    Author: Warfreak
    Version: 0.2
    Day Started: 18/9/07
    
    ------------------------------------------------------------------------------
    
    Table of Contents
    [1] Introduction
        [1.01] Introduction
        [1.02] Version History
    [2] New Diplomatic Options
        [2.01] Vassal States
    [3] The Great General
        [3.01] The Great General
        [3.02] City Helper
        [3.03] A Warlord
    [4] New Civilization Stuff
        [4.01] New Traits
        [4.02] New Civilizations
        [4.03] New Leaders
    [5] New Special Buildings
        [5.01] Unique Buildings
    [6] New Unique Units
        [6.01] New Unique Units
    [7] New Units
        [7.01] Trebuchet
        [7.02] Trireme
    [8] Two New Buildings
        [8.01] Stable
        [8.02] Monument
    [9] New Wonders
        [9.01] The Great Wall of China
        [9.02] The Temple of Artemis
        [9.03] The University of Sankore
    [10] Updates from Vanilla
        [10.01] Updates
     
    [A] Contact Information
    [B] Webmaster Information
    [C] Credits
    [D] Sites FAQ is on
    [E] Copyright
    
    ------------------------------------------------------------------------------
    [1.01] Introduction
    
    Welcome to my 23rd guide. I'm backtracking to finish the Civ 4 Series as I
    have covered the base game as well as Beyond the Sword. I promised that I
    would do this so I will. It basically was made worthless because of Beyond
    the Sword but I decided to split up the repeated content into here because
    that is where the stuff should go. 
    
    This game is often neglected because the other expansion pack Beyond the
    Sword basically covers most of the content that is established in this game
    anyway, which makes the point of owning Warlords purely for a few leaders as
    well as the scenarios that are given with the game. 
    
    ------------------------------------------------------------------------------
    [1.02] Version History
    
    Version 0.0 [18/9/07]
    Doing the framework for the guide. Framework done, waiting next update to have
    some work done. Estimated size, about 30kb at most. 
    
    Version 0.1 [20/9/07]
    Chapter 2 is complete. Chapter 3 is complete. Chapter 4 done.
    
    Version 0.2 [21/9/07]
    Chapter 5 finished. Chapter 6 is complete. Chapter 7 complete. Chapter 8 is
    done. 
    
    ------------------------------------------------------------------------------
    [2.01] Vassal States
    
    Vassal States are a new option that is introduced into Warlords. A vassal is
    what it is in real life, it is one that has sworn allegiance to another, more
    powerful state and provides benefits in return for helping and defending the
    vassal State. 
    
    What are the benefits of such Vassal States? Well, on one end, vassals will
    increase the happiness of the master nation by several points, however, those
    points will be deducted from the vassal, making them more unhappy instead due
    to the vassal agreement.
    
    Also, the master nation has complete military access to the vassal land, as 
    well as visibility into their land along with the cities, that is, you can
    see what is inside their cities. Your units heal at the same rate in a vassal
    state as if they were on your own land and your units can make use of the
    vassal's fortifications on their land.
    
    The strongest economic power of the master nation of the vassal is that they
    can demand the vassal hand over a resource, even if that is the only one that
    the vassal controls. However, like any power, there is a catch to it, and a 
    costly one at that. The vassal can reject your demands and this will break
    the vassal agreement and results in war between the two parties. Normally,
    the vassal will lose as the master nation will have far superior forces. This
    is the only way war can occur between the two nations as when the master
    nation declares war against another nation, the vassal is forced to side with
    the master. 
    
    However, the master nation will be forced, in all of their cities to pay 
    extra maintenance for their vassal cities under their control. The more the
    vassal controls, the more the master nation will be forced to pay in 
    maintenance. This can severely hinder the economic growth of the master 
    state as their is less money to play around with. 
    
    There are two types of vassal agreements, peaceful agreements and capitulation
    which occurs when there is no peace. Lets go through peaceful agreements 
    first. Peaceful agreements occurs when a weaker nation askes a stronger nation
    if they can become a vassal, letting them force a vassal agreement. The
    agreement can be broken after 10 turns by the vassal and the vassal only. When
    this agreement is signed, any parties that either of the two signatories are
    fighting against, or at war with, drags the other nation into war with that
    nation. A nation can become a vassal when they have researched the Feudalism
    tech. 
    
    Capitulation is a different type of vassalage since it can only occur during
    wartime. However, unlike peaceful vassalage, the vassal cannot break the
    agreement, even after the ten turns necessary. The only way this can be
    broken is when the vassal grows to a point where the landmass controled by
    the vassal is half that of the master nation as well as the population of
    the vassal which has to be more than half of the master nation. For those
    who expand quickly, this spells disaster for the vassal as they cannot escape
    a growing nation. The agreement is also cancelled when the vassal loses more
    that half of its land since the agreement was signed. Similar to peaceful
    vassalage, it forces both nations into wars with those one is fighting 
    against. 
    
    When there are victory conditions, the master nation will get half the land
    and population of the vassal added to their total while the vassal will 
    maintain the other half. Due to the maintenance cost however, this may get
    costly than conquering and expanding. 
    
    ------------------------------------------------------------------------------
    [3.01] The Great General
    
    The Great General is another Great Person that joins the ranks of the Great
    Scientists and the ilk. Similarly, they are created when there are enough
    great person points in a city and they generate, at random or adjusted, to
    summon a Great General. 
    
    As a Great General, you can order them to join a city to help them or to
    join your units as a warlord and a commander to the units. They have the
    movement space of two as well as being able to be transported by the
    necessary units. Of course, if the transport unit carrying the Great
    General around is destroyed, or the General is attack, they are destroyed
    for good. 
    
    ------------------------------------------------------------------------------
    [3.02] City Helper
    
    A Great General can join a city, just like other Great People, as a Great
    Military Instructor. While he is in this form, he will give an extra 2 
    experience points to all new units created in the city. This will be a great
    boost as it will basically give a free promotion right from the start to all
    new units. 
    
    However, the Great General can also create a military academy in the city
    with the other city ability. With this military academy, it will allow you
    to produce military units, requiring only 75% of the production hammers 
    you would usually need, giving you a discount of 25%. This will be handy if
    you will need more troops and fast as this will help every city producing
    military units. Combine both effects, if possible with two Great Generals
    to ensure that the best of your units is achieved. 
    
    ------------------------------------------------------------------------------
    [3.03] A Warlord
    
    Conversely, you can also make your Great General lead your troops into battle
    as a warlord. This can be done by placing your Great General on the unit or
    stack of units that you want to attach him to and let him lead the troops as
    a warlord. When done, this will split up 20 experience points evenly among
    the troops, allowing them to gain promotions which you can assign if any
    units are eligble for promotion. 
    
    There is another benefit of having a warlord leading into battle. They are 
    able to gain promotions that they cannot usually gain without a Warlord unit
    leading them into battle. They can gain the Combat VI promotion, giving an
    extra 25% strength, Medic III which gives your units 15% healing power to
    units on their squares or adjacent squares, Tactics which give a 30% chance
    to allow the unit to withdraw from battle when losing, Leadership which gives
    an extra 50% more experience points from combat and Morale which gives them
    one extra movement range. These are all very handy.
    
    The second effect of having a Warlord attached to units is that the unit will
    receive free upgrades, that is, upgrading them into a better unit, from
    Marines into Mechanised Infantry and such, without costing you any gold as
    well as letting them retain all their experience points after the upgrade.
    Real handy isn't it? 
    
    ------------------------------------------------------------------------------
    [4.01] New Traits
    
    There are three new traits that are introduced into Warlords. They are the
    following. 
    
    Charismatic - +1 Happiness in all Cities
                  +1 Happiness from Monument and Broadcast Towers
    
    Imperialistic - +100% Chance of Great General Born in Cities
                    +50% Faster Production of Settler Units
    
    Protective - Free Drill I and City Garrison I Promotion to Archery and 
                 Gunpowder Units
                 Production speed of Walls and Castles are doubled. 
    
    There are several old leaders that have some of their traits changed according
    due to these new traits. 
    
    
    --==American Empire==--
    
    George Washington
    Trait 1 is now Charismatic
    
    
    --==Chinese Empire==--
    
    Mao Zedong
    Trait 2 is now Protective
    
    Qin Shi Huang
    Trait 2 is now Protective
    
    
    --==English Empire==--
    
    Queen Victoria
    Trait 2 is now Imperialistic
    
    
    --==French Empire==--
    
    Napoleon Bonaparte
    Trait 1 is now Charismatic
    
    
    --==Japanese Empire==--
    
    Tokugawa
    Trait 2 is now Protective
    
    
    --==Mongolian Empire==--
    
    Genehis Khan
    Trait 2 is now Imperialistic
    
    
    --==Persian Empire==--
    
    Cyrus
    Trait 1 is now Charismatic
    Trait 2 is now Imperialistic
    
    
    --==Roman Empire==--
    
    Julius Caesar
    Trait 1 is now Imperialistic
    
    
    --==Russian Empire==--
    
    Catherine
    Trait 2 is now Imperialistic
    
    ------------------------------------------------------------------------------
    [4.02] New Civilizations
    
    There are 6 new Civilisations that are included in Warlords. I will list down
    the nation, their starting technologies, their starting leaders, the 
    special building and their special unit. With their new leaders, I will list
    down their traits and what they do.
    
    
    --==Carthaginian Empire==--
    
    Starting Technologies - Fishing and Mining
    Starting Leader       - Hannibal
    Trait 1               - Charismatic (+1 Happiness to Cities, +1 Happiness from
                                         Monument and Broadcast Towers)
    Trait 2               - Financial (+1 Gold on Plots that give +2 Gold)
    Special Unit          - Cothon
    Special Building      - Numiduan Cavalry
    
    
    --==Celtic Empire==--
    
    Starting Technologies - Hunting and Mysticism
    Starting Leader       - Brennus
    Trait 1               - Charismatic (+1 Happiness to Cities, +1 Happiness from 
                                         Monument and Broadcast Towers)
    Trait 2               - Spiritual (No Anarchy, Production Speed X2 for 
                                       Temples)
    Special Unit          - Gallic Warrior
    Special Building      - Dun
    
    
    --==Korean Empire==--
    
    Starting Technologies - Mysticism and Mining
    Starting Leader       - Wang Kon
    Trait 1               - Financial (+1 Gold on Plots that give +2 Gold)
    Trait 2               - Protective (Free Drill I & City Garrison I Promotions,
                                        X2 Production Speed of Castle and Wall)
    Special Unit          - Hwacha
    Special Building      - Seowon
    
    
    --==Ottoman Empire==--
    
    Starting Technologies - Agriculture and The Wheel
    Starting Leader       - Mehmed II
    Trait 1               - Expansive (+3 Health for All Cities, X2 Production
                                       Speed for Granary and Harbour)
    Trait 2               - Organised (-50% Civic Upkeep, X2 Productio Speed of 
                                       Lighthouse and Courthouse)
    Special Unit          - Janissary
    Special Building      - Hammam
    
    
    --==Viking Empire==--
    
    Starting Technologies - Fishing and Hunting
    Starting Leader       - Ragnar
    Trait 1               - Aggressive (Free Combat I promotion for Melee and
                                        Gunpowder units, X2 Production Speed
                                        for Barracks and Drydock)
    Trait 2               - Financial (+1 Gold on Plots that give +2 Gold)
    Special Unit          - Berserker
    Special Building      - Trading Post
    
    
    --==Zulu Empire==--
    
    Starting Technologies - Agriculture and Hunting
    Starting Leader       - Shaka
    Trait 1               - Aggressive (Free Combat I promotion for Melee and
                                        Gunpowder units, X2 Production Speed
                                        for Barracks and Drydock)
    Trait 2               - Expansive (+3 Health for All Cities, X2 Production
                                       Speed for Granary and Harbour)
    Special Unit          - Impi
    Special Building      - Ikhanda
    
    ------------------------------------------------------------------------------
    [4.03] New Leaders
    
    There are also 4 new leaders that you can use for 4 different nations, most
    you would have heard of, if not all of them. I will list down the empire they
    belong two as well as their traits.
    
    --==Winston Churchill==--
    
    Empire     = England
    Trait 1    = Charismatic (+1 Happiness to Cities, +1 Happiness from Monument 
                              and Broadcast Towers)
    Trait 2    = Protective (Free Drill I & City Garrison I Promotions,X2 
                             Production Speed of Castle and Wall)
    Famous For = Leading Britain to victory in World War II
    
    
    --==Ramesses (Ramses) II==--
    
    Empire     = Eygpt
    Trait 1    = Industrious (+50% Faster Wonder Production, X2 Production Speed
                              for Forge)
    Trait 2    = Spiritual (No Anarchy, Production Speed X2 for Temples)
    Famous For = Ruler of Ancient Eygpt for many years and building wonders
    
    
    --==Augustus Caesar==--
    
    Empire     = Rome
    Trait 1    = Creative (+2 Culture per City, X2 Production Speed for Theatre 
                           and Coliseum)
    Trait 2    = Organised (-50% Civic Upkeep, X2 Productio Speed of Lighthouse 
                            and Courthouse)
    Famous For = Leading Rome after the death of Julius Caesar
    
    
    --Josef Stalin==--
    
    Empire     = Russia
    Trait 1    = Aggressive (Free Combat I promotion for Melee and Gunpowder 
                             units, X2 Production Speed for Barracks and Drydock)
    Trait 2    = Industrious (+50% Faster Wonder Production, X2 Production Speed
                              for Forge)
    Famous For = Leading Russia through World War II and into the Cold War
    
    ------------------------------------------------------------------------------
    [5.01] Unique Buildings
    
    Unique buildings are special to each and every Civilisation. These buildings
    replace one structure that you can build in your city and it will vary from
    civilisation to civilisation. They will replace one structure and their 
    effect will be far more potent than their standard counterparts. Each Civ
    will have their own special building. 
    
    --==American Empire==--
    
    **Shopping Mall**
    Requirements       = Refrigeration Tech
                         Grocer in the City
    Replaces           = Supermarket
    Production Hammers = 150 Hammers
    Effects            = +10% Wealth from City
                         +1 Health from Cows, Pigs, Deer and Sheep
                         +1 Happiness from Hit Musicals, Hit Movies and Hit 
                         Singles
    
    
    --==Arabian Empire==--
    
    **Madrassa**
    Requirements       = Writing
    Replaces           = Library Tech
    Production Hammers = 90 Hammers
    Effects            = +25% Research Output in City
                         Can turn two Citizens into a Priest
                         Can turn two Citizens into a Scientist
                         Required to build University, National Epic and Great 
                         Library
    
    
    --==Aztec Empire==--
    
    **Sacrificial Altar**
    Requirements       = Code of Laws
    Replaces           = Courthouse
    Production Hammers = 90 Hammers
    Effects            = -50% Maintenance cost for City
                         Half Anger Duration for Sacrificing Population
                         Required to build Forbidden Palace
    
    
    --==Carthaginian Empire==--
    
    **Cothon**
    Requirements       = Compass
    Replaces           = Harbour
    Production Hammers = 100 Hammers
    Effects            = +1 Trade Routes
                         +50% Trade Route Yield
                         +1 Health from Clams, Crabs and Fish
    
    
    --==Celtic Empire==--
    
    **Dun**
    Requirements       = Masonry
    Replaces           = Walls
    Production Hammers = 50 Hammers (50% Less with Stone)
    Effects            = +50% Defensive Bonus (except against Gunpowder units)
                         Free Guerilla I Promotion to units trained in city
                         Required to build Castle
    
    
    --==Chinese Empire==--
    
    **Pavilion**
    Requirements       = Drama
    Replaces           = Theatre
    Production Hammers = 50 Hammers
    Effects            = +3 Culture in the City
                         +25% more Culture in City
                         +1 Happiness for each 10% Culture Rate
                         Can turn two Citizens into an Artist
                         +1 Happiness from Dye
                         Required to build Globe Theatre
    
    
    --==Egyptian Empire==--
    
    **Monument**
    Requirements       = Mysticism
    Replaces           = Obelisk
    Production Hammers = 30 Hammers
    Effects            = +1 Culture in the City 
                         Can turn two Citizens into a Priest
                         Obsoleted by Calendar
    
    
    --==English Empire==--
    
    **Stock Exchange**
    Requirements       = Banking
    Replaces           = Bank
    Production Hammers = 200 Hammers
    Effects            = +65% More Wealth in City
                         Required to build Wall Street
    
    
    --==French Empire==--
    
    **Salon**
    Requirements       = Astronomy
    Replaces           = Observatory
    Production Hammers = 150 Hammers
    Effects            = +25% more Research from City
                         One free Artist
                         Can turn one Citizen into a Scientist
                         Required to build Laboratory
    
    
    --==German Empire==--
    
    **Assembly Plant**
    Requirements       = Assembly Line
    Replaces           = Factory
    Production Hammers = 250 Hammers (50% Less with Coal)
    Effects            = +25% Production in City
                         +50% Production with Power
                         Can turn four Citizens into an Engineer
                         Required to build Coal, Nuclear and Hydro Power Plant
    
    
    --==Greek Empire==--
    
    **Odeon**
    Requirements       = Construction
    Replaces           = Colosseum
    Production Hammers = 120 Hammers
    Effects            = +3 Culture in the City
                         +1 Happiness for each 20% Culture Rate
                         Can turn two Citizens into an Artist
                         +1 Happiness from Hit Singles
    
    
    --==Incan Empire==--
    
    **Terrace**
    Requirements       = Pottery
    Replaces           = Granary
    Production Hammers = 60 Hammers
    Effects            = +2 Culture in the City
                         Stores 50% food after Population Growth
                         +1 Health from Corn, Rice and Wheat
    
    
    --==Indian Empire==--
    
    **Mausoleum**
    Requirements       = Constitution
    Replaces           = Jail
    Production Hammers = 120 Hammers
    Effects            = -25% War Weariness
                         +2 Happiness in City
                         More likely to generate Great Prophet
    
    
    --==Japanese Empire==--
    
    **Shale Plant**
    Requirements       = Assembly Line
                         Factory in City
    Replaces           = Coal Plant
    Production Hammers = 150 Hammers
    Effects            = +10 Production
                         Provides Power (+2 Unhappiness)
    
    
    --==Korean Empire==--
    
    **Seowon**
    Requirements       = Education
                         Library in City
    Replaces           = University
    Production Hammers = 200 Hammers
    Effects            = +3 Culture in the City
                         +50% Research
                         Required to build Oxford University
    
    
    --==Malinese Empire==--
    
    **Mint**
    Requirements       = Metal Casting
    Replaces           = Forge
    Production Hammers = 120 Hammers
    Effects            = +25% Production
                         +10% Wealth
                         Can turn one Citizen into an Engineer
                         +1 Happiness from Gems, Gold and Silver
                         Required to build Ironworks, Collossus, Eiffle Tower and
                         Statue of Liberty
                         +1 Unhealthiness
    
    
    --==Mongolian Empire==--
    
    **Ger**
    Requirements       = Horse Resource
    Replaces           = Stable
    Production Hammers = 60 Hammers
    Effects            = New Mounted Units gain +4 Experience Points
    
    
    --==Ottoman Empire==--
    
    **Hammam**
    Requirements       = Mathematics, Masonry
    Replaces           = Aqueduct
    Production Hammers = 100 Hammers
    Effects            = +2 Happiness
                         +2 Health
                         Required to build The Hanging Gardens
    
    
    --==Russian Empire==--
    
    **Apotechary**
    Requirements       = Guilds, Currency
    Replaces           = Grocer
    Production Hammers = 150 Hammers
    Effects            = +25% Wealth
                         Can turn two Citizens into a Merchant
                         +1 Health from Bananas, Spices, Sugar and Wine
                         Required to build Supermarket
    
    
    --==Roman Empire==--
    
    **Forum**
    Requirements       = Currency
    Replaces           = Market
    Production Hammers = 150 Hammers
    Effects            = +25% Gold Output from City
                         +25% Great Person Birth Rate
                         Can turn two Citizens into a Merchant
                         +1 Happiness from Fur, Ivory, Silk and Whale
    
    
    --==Russian Empire==--
    
    **Research Institute**
    Requirements       = Computers
                         Observatory in City
    Replaces           = Laboratory
    Production Hammers = 250 Hammers
    Effects            = +1 Unhealtiness 
                         +50% Spaceship Production
                         Two Free Scientists
                         Can turn one Citizen into a Scientist
    
    
    --==Spanish Empire==--
    
    **Citadel**
    Requirements       = Engineering
                         Walls in City
    Replaces           = Castle
    Production Hammers = 100 Hammers (50% Less with Stone)
    Effects            = +50% Defensive Bonus (except against Gunpowder Units)
                         -50% Damage to Defences from Bombardment
                         +2 Experience Points to new Siege Units
                         +1 Trade Route until Economics
    
    
    --==Viking Empire==--
    
    **Trading Post**
    Requirements       = Sailing
    Replaces           = Lighthouse
    Production Hammers = 60 Hammers
    Effects            = Free Navigation I Promotion for all new Naval Units
                         Water Tiles provide +1 Food
                         Required to build Great Lighthouse
    
    
    --==Zulu Empire==--
    
    **Ikhanda**
    Requirements       = None
    Replaces           = Barracks
    Production Hammers = 60 Hammers
    Effects            = New Units receive +3 Experience Points
                         -20% Maintenance Cost for City
    
    ------------------------------------------------------------------------------
    [6.01] New Unique Units
    
    There are 6 new Unique Units with 6 new Civilisations. Like the Unique 
    Buildings, they are Civ specific. 
    
    
    --==Carthaginian Empire==--
    
    **Numidian Cavalry**
    
    Production Hammers = 50 Hammers
    Replaces           = Horse Archer
    Requirements       = Horse Bonus
                         Horseback Riding
                         Archery
    Strength           = 4
    Movement           = 2
    Special Abilities  = Immune to First Strikes
                         +50% Attack Bonus against Melee Units
                         +30% Withdrawal Chance
                         Doesn't Receive Defensive Bonuses
    
    
    --==Celtic Empire==--
    
    **Gallic Warrier**
    
    Production Hammers = 40 Hammers
    Replaces           = Swordsman
    Requirements       = Iron Working
                         Iron Bonus
    Strength           = 6
    Movement           = 1
    Special Abilities  = +10% City Attack
                         Begins with Guerilla I Promotion automatically
    
    
    --==Korean Empire==--
    
    **Hwacha**
    
    Production Hammers = 40 Hammers
    Replaces           = Catapult
    Requirements       = Construction
    Strength           = 5
    Movement           = 1
    Special Abilities  = 25% to Withdraw from Combat
                         Cause Collaterial Damage
                         +50% Attack Bonus against Melee Units
                         Can Bombard Cities at 15% a Turn
                         Doesn't Receive Defensive Bonuses
    
    
    --==Ottoman Empire==--
    
    **Janissary**
    
    Production Hammers = 80 Hammers
    Replaces           = Musketman
    Requirements       = Gunpowder
    Strength           = 9
    Movement           = 1
    Special Abilities  = +25% Against Archery Units
                         +25% Against Melee Units
                         +25% Against Mounted Units
    
    
    --==Viking Empire==--
    
    **Berserker**
    
    Production Hammers = 70 Hammers
    Replaces           = Maceman
    Requirements       = Copper or Iron 
                         Bronze Working
    Strength           = 8
    Movement           = 1
    Special Abilities  = +50% Against Melee Units 
                         Starts with Amphibious Promotion
                         +10% City Attack
    
    
    --==Zulu Empire==--
    
    **Impi**
    
    Production Hammers = 35 Hammers
    Replaces           = Spearman
    Requirements       = Hunting
                         Copper or Iron
    Strength           = 4
    Movement           = 2
    Special Abilities  = +100% Against Mounted Units
                         Starts with Mobility Promotion
    
    ------------------------------------------------------------------------------
    [7.01] Trebuchet
    
    Your medieval age era Siege Weapon that you can now use. This Siege Weapon
    can come in handy during the Medieval and Renaissance Era.
    
    Production Hammers = 60 Hammers
    Requirements       = Engineering
    Strength           = 4
    Movement           = 1
    Special Abilities  = 25% Chance to Withdraw from Combat
                         Causes Collaterial Damage
                         Receives +100% Strength Bonus against Units in Cities
                         Can Bombard Cities at 25%
                         Doesn't Receive Defensive Bonuses
    
    ------------------------------------------------------------------------------
    [7.02] Trireme
    
    Your early era fighting ship that fights by ramming your opponents. This 
    holds an edge over the standard Galley.
    
    Production Hammers = 50 Hammers
    Requirements       = Sailing
    Strength           = 2
    Movement           = 2
    Special Abilities  = +50% Against Galleys
                         Cannot Enter the Ocean
    
    ------------------------------------------------------------------------------
    [8.01] Stable
    
    There are two new buildings and the Stable is one of them. Consider it the
    barracks for mounted Units. It is available right from the start, making 
    control of Horses even more vital.
    
    Production Hammers = 60 Hammers
    Special Abilities  = New Mounted Units Receive +2 Experience Points
    
    ------------------------------------------------------------------------------
    [8.02] Monument
    
    The Monument replaces the Obelisk building which is given to the Egyptians
    as the Unique Building. This is a weaker version of that.
    
    Production Hammers = 30 Hammers
    Requirements       = Mysticism
    Effects            = +1 Culture to the City
    Obsoleted By       = Calendar
    
    ------------------------------------------------------------------------------
    [9.01] The Great Wall of China
    
    Located In          = China
    Production Hammers  = 250 Hammers (50% Less with Stone)
    Requirements        = Masonry
    Culture Points      = +2
    Great Person Points = +2
    Effects             = Prevents Barbarians entering your cultural borders on
                          your main continent
                          Doubles the amount of Great General Points from Battle 
                          in Cultural Borders
    Obsoleted By        = Nothing
    
    This is one that you should strive to get. It provides you security from any
    barbarian attacks until you decide to expand your Civ as well as giving you
    more opportunities for gaining the Great General who is a massive bonus to 
    your starting troops.
    
    ------------------------------------------------------------------------------
    [9.02] The Temple of Artemis
    
    Located In          = Ephesus, Turkey
    Production Hammers  = 400 Hammers (50% Less with Marble)
    Requirements        = Polytheism
    Culture Points      = +8
    Great Person Points = +2
    Effects             = +100% Trade Route Yield
                          1 Free Priest
                          More Likely to Generate Great Merchant
    Obsoleted By        = Chemistry
    
    This is useful because it will yield more from Trade Routes and in the 
    beginning, Gold is a very important commodity as it can help you obtain other
    technologies at a fee, one that you can pay. 
    
    ------------------------------------------------------------------------------
    [9.03] The University of Sankore
    
    Located In          = Timbuktu, Mali
    Production Hammers  = 550 Hammers (50% Less with Stone)
    Requirements        = Paper
    Culture Points      = +8
    Great Person Points = +2
    Effects             = +2 Research Points from State Religious Buildings
                          More Likely to Generate Great Scientist
    Obsoleted By        = Computers
    
    Somewhat useful to you if you have a State Religion, but this isn't exactly
    necessary to build, unless you want all the World Wonders in your borders. 
    
    ------------------------------------------------------------------------------
    [10.01] Updates
    
    There are many updates from the base game so I'll do the job of listing them
    down. 
    
    * Cannot Airlift Units from Foreign Cities
    * Cultural Borders expand at 10, 100, 1000, 5000 and 50000
    * Marines and SAM Infantry upgrade to Mechanised Infantry
    * Gunships move faster along friendly Railway Lines
    * Increased Production Cost for Praetorians
    * Decreased Production Cost for Jaguars
    * Spies now do not have a maintenance cost for each turn
    * Quechas start with Combat I Promotions
    * Horse Archers -10% Attack against Cities
    * Cossacks have 15 Strength, +50% Against Mounted Units
    * Chariots +50% Strength Bonus against Axemen, Withdraw Chance reduced to 10%
    * Horse Archers have 20% Withdrawal Chance
    * Guerilla III Promotion, +25% Attack Bonus into Hills
    * Drill II gives 20% Collaterial Damage Protection
    * Drill III gives an extra 20% Collaterial Damage Protection
    * Drill IV gives another extra 20% Collaterial Damage Protection
    * Production Yield from Cutting a Forest is now 20
    * When Removing a Forest, the further away the city, the lower the yield
    * Horseback Riding is now a Classical Tech
    * Mathematics increase Forest Cutting Yields by 50%
    * Calendar now centres the World Map, not Astronomy
    * Gunpowder is now required for Pinch Promotion
    * Kremlin gives -33% Hurry Production Cost
    * Cost of SDI Increased
    * SDI cannot be built until Manhattan Project is complete
    * Wonders continue to generate Great Person Points, even if Obsolete
    * West Point Available if you have a Level 6 Unit
    * Heroic Epic Available if you have a Level 5 Unit
    * Spiral Minaret gives +2 Gold for each State Religion Building in Empire
    * Free Trade is Medium Upkeep
    * State Property is Low Upkeep
    * Herditary Rule is Low Upkeep
    * Representation is Medium Upkeep, +2 Happiness in Biggest Cities
    * Slavery has no Upkeep
    * Emancipation is Low Upkeep
    * Nationhood has no Upkeep
    * Environmentalism has Medium Upkeep, Available through Medicine Tech
    * Free Speech is Low Upkeep
    * Castles give +1 Trade Routes until Economics Tech
    * City Garrison and City Raider included Defensive bonuses in Forts as well
    * Forsts provide Defensive bonuses to your nation or vessal
    * Barracks cost 50 Hammers but give 3 Experience Points
    * Forests provide +0.5 Health if in City Radius
    
    ------------------------------------------------------------------------------
    [A] Contact Information
    
    Appears on g,a,m,e,f,a,q,s.c,o,m ALWAYS (remove the commas)
    
    ******************************************************************************
    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
    
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    Don't add me to MSN Messenger List because if I don't know you, I won't accept
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    I will credit you if your send me information about this game that is not in
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    Technical Problems will not be answered as they should be sent to Firaxis not 
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    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
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    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
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    CJayC for hosting this FAQ
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    2K Games for distribution
    
    ------------------------------------------------------------------------------
    [D] Sites FAQ is on
    
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    www.gamefaqs.com will always have the latest versions
    
    May be Outdated
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    www.supercheats.com
    
    ------------------------------------------------------------------------------
    [E] Copyright
    
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