hide results

    FAQ/Strategy Guide by mwallyn

    Version: 1.12 | Updated: 08/09/11 | Search Guide | Bookmark Guide

    Sid Meier’s Civilization V FAQ
    
    Content-
    1.       Intro
    2.       The Civilizations
    3.       Victory Conditions
    4.       City States
    5.       Social Policies
    6.       Units
    7.       Buildings
    8.       Wonders
    9.       Natural Wonders
    10.      Frequently Asked Questions
    11.      Odds and Ends
    12.      Credits and Legal
    
    
    1.  Intro-
    
    Version History;
      1.0- The original
      1.1- Fixed some small errors here and there.  Rewrote or altered the notes
           for a few entries. Added the version history.
      1.2- Added entries for the new DLC nations, Spain and Inca. Small edits
           made elsewhere.
      1.3- Added the new "Units" section.
      1.4- Made sweeping changes across the FAQ to reflect alterations made in the
           latest patch. Updated mainly the Social policies and Leader notes.
      1.5- Added complete information for Inca and Spain.  Added their uniques to
           the Units section, as well.
      1.6- Completed the Spain and Inca descriptions. Added upgrade info for all
           units.
      1.7- Huge update. Updated mounted units notes to reflect their penalty against
           cities. Added more to the Q&A section. Added buildings and Wonders info.
           Changed the unit production values from Quick to Normal.
      1.8- Added the info for the February patch and made some small corrections
           to errors and misspellings.
        1.8.1- Made small fixes for some outdated entries. Added basic information
               for newcomer civilization Polynesia.
      1.9- Completed the Polynesia entry. Corrected some incorrect entries. Added
           info for new Civ, Denmark!
      1.10-Added information for Natural Wonders. More typos fixed. 
      1.11-Rewrote some entries just because. Corrected Montezuma's entry(I, not II)
           Added info for the upcoming June/July Patch.
      1.12-Replaced "Odds and Ends" section with an Abridged Patch notes. Filled in
           some empty entries. Added Korea and the new Wonders of the World.
    Civilization V is out and there is a lot of info to take in.  This FAQ will 
    cover the Civilizations (and their leaders along with good play strategies),
    the different means of winning, the various city states, social policies, 
    units, some commonly asked questions about the game, and some odds and ends
    that don’t really fit any special place.  Without any further ado…
    
    
    2.  The Civilizations-
    
    
    >America
    
     Leader- George Washington
     Unique Trait- “Manifest Destiny”; Land units get +1 Sight, 50% discount 
       purchasing tiles.
     Unique Unit 1- Minuteman; replaces the Musketman, all tiles cost one 
       move.
     Unique Unit 2- B-17; replaces Bomber, city attack bonus and increased 
      defense against anti-air.
     Victory Choice- Domination
     Notes- A personal favorite, I tend to buy up land quite rapidly.  
       This means that cost ramps up quite rapidly as well.  Thankfully, 
       Manifest destiny makes buying land much cheaper. Along with the sight
       advantage, finding and acquiring land is a snap. To complement this
       ability, go for Tradition and Angkor Wat to make culturally acquiring
       land a breeze as well.  The Minuteman is a trailblazer, as it moves like a
       scout, ignoring terrain costs. B-17’s are ever bit as deadly as the
       Minuteman.  The city attack bonus stacked with its increased defense makes
       them an absolute nightmare from the skies.  And with upgraded Minutemen
       filling your ranks, the world won't know what hit it when you strike! Though
       America is pretty balanced for different victories,their trait and unique
       units predisposition them for war.
    
    >Arabia
    
     Leader- Harun al-Rashid
     Unique Trait- “Trade Caravan”- Trade routes produce +1 gold, Oil 
       resources produce double quantity.
     Unique Unit- Camel Archer; replaces Knight, has ranged attack instead of 
       melee
     Unique Building- Bazaar; replaces Market, gain an extra luxury resource for 
       each one in city’s radius.
     Victory Choice- Science, Diplomatic
     Notes- It’s a shame that there’s no economic victory in Civ V, but then 
       Arabia’s abilities would make it quite overpowered.  In lieu of that, the 
       scientific victory is the best bet since it can be quite costly to 
       accomplish when you consider the infrastructure necessary to pull it off 
       quickly.  Diplomatic victories are also possible for a similar reason.
       Buying off the city states to quickly gain favor can be rather expensive, 
       especially on larger maps with more states.  The Camel Archer is an 
       excellent open-field raider, but it’s extremely weak to straight on
       attacks.  Its best to stay to more peaceful means of conquest.
    
    >Aztecs
    
     Leader- Montezuma (I)
     Unique Trait- “Sacrificial Captives”-Gain culture for each unit 
       killed equal to its strength.
     Unique Unit- Jaguar; replaces Warrior, gains huge combat bonus in jungles 
       and heals after kills
     Unique Building- Floating Gardens; replaces Water Mill, +15% food in the 
       city, +2 food for each lake tile worked.
     Victory Choice- Domination, Cultural, Science
     Notes- If you know the Aztecs, they are all about war. Their culture is one
       of combat, so it’s no surprise that domination comes natural for the 
       Aztecs.  Though their trait gives them a culture boost, you’ll find that 
       you’re too busy trashing other nations to notice your culture boost too 
       much; it just gives more incentive to kill a lot of people.  However, 
       a culture victory is still very possible.  Post patch, this boost has been
       changed so that you gain culture equal to the opposing unit's strength,
       adding a lot more incentive to go killing for a culture victory. Also,
       because of the food boost from the Floating Gardens, Aztec cities will be
       quite large.  This can give you the infrastructure necessary to go for the 
       space race.  Overall, the Aztecs are a fun nation to play as they can be
       played many ways.
    
    >Babylon
    
     Leader- Nebuchadnezzar II
     Unique Trait- “Ingenuity”- Receive a free Great Scientist upon discovering
       Writing, earn Great Scientists at double the normal rate.
     Unique Unit- Bowman; replaces archer, stronger in both melee and in ranged
       combat.
     Unique Building- Walls of Babylon; replaces walls, stronger city attack.
     Victory Choice- Science, Domination
     Notes- Babylon is an early game powerhouse.  With the souped-up Bowman and 
       powerful walls, few can stand up to it on the field of battle.  Along with
       the free great scientist, Babylon quickly gets a leg-up on its competition
       in science, as well.  If you choose to go the route of war early on, few 
       can challenge Babylon. Later on, however, the Babylonians lose their edge
       in battle, but their advantages in science remain constant.  Using their 
       extra scientists, Babylon can quickly reach the end of the tech tree to 
       build the space ship faster than anyone else.  This is one of the few truly
       scientific nations in the game.
    
    >China
    
     Leader- Wu Zetian
     Unique Trait- “Art of War”- Effectiveness and spawn rate of Great Generals 
       increased.
     Unique Unit- Cho-ku-nu; replaces Crossbowman, slightly weaker attack but 
       can attack twice.
     Unique Building- Paper Maker; replaces library, adds +2 gold per turn, no 
       maintenance.
     Victory Choice-Domination, Science
     Notes- China is well suited for war.  Their Great Generals offer nearly half 
       again more strength to units within their range.  Cho-ku-nu are also 
       killers, since they can attack twice per turn if they have the moves to do 
       so.  Put them together and you have a pretty deadly combination as it is.
       If peace is more your game, then science is a pretty safe bet with the 
       Chinese.  The Paper Maker offers a significant monetary bonus along with 
       its normal science ability.  This extra money can be used to fund your 
       foray into space.  China is a fairly balanced nation in terms of ways to
       win the game.
    
    >Denmark
    
     Leader- Harold Bluetooth
     Unique Trait- "Viking Fury"- Embarked units have extra movement and less
       movement cost to move from sea to land. No movement cost to pillage
       improvements.
     Unique Unit 1- Beserker; replaces Longswordsmen, +1 movement and starts with
       Amphibious.
     Unique Unit 2- Norwegian Ski Infantry; replaces riflemen, +1 movement and
       combat bonuses on hills, tundra, and snow.
     Victory Choice- Domination
     Notes- Denmark seems to be representative of the much sought-after Norse. That
       being said, the Danes are all about conquest at breakneck speeds. Both of
       their uniques get a movement bonus, and ALL Danish units get reduced
       movement costs when disembarking. If that weren't enough, the Beserker can
       attack from the sea and across river without penalty, and Danish embarked
       units get a movement bonus. Thus, the key to conquest as Denmark is to not
       slow down. Push ahead and you can easily outmaneuver your adversaries. With
       the amphibious capability of the Beserker and the cold-terrain power of the
       Ski Infantry, there isn't a single type of terrain that is safe from the
       Danish army!
     
    >Egypt
    
     Leader- Ramesses II
     Unique Trait- “Monument Builders”- +25% production bonus when building 
       wonders.
     Unique Unit- War Chariot; replaces Chariot Archer, vastly increased movement.
     Unique Building- Burial Tomb; replaces Temple, +2 culture instead of +3, but
     +2 happiness as well.  If captured, produces double gold from pillaging.
     Victory Choice- Cultural
     Notes- Probably the most balanced nation in terms of winning choices, Egypt
       can be played many ways.  Their production bonus to wonders makes them 
       quite the wonder-hog. Combine this with marble's wonder production bonus 
       and no one can compare to your building ability. From there, you can focus 
       your efforts on whatever type of victory you’d like.  Cultural is probably
       easiest, since building tons of wonders will rack up a lot of excess 
       culture, though, having all those wonders can make winning by other means
       quite easy.  Egypt is a good nation for someone trying to learn the game.
    
    >England
    
     Leader- Elizabeth I
     Unique Trait- “Sun Never Sets”- +2 movement to all naval units.
     Unique Unit 1- Longbowman; replaces Crossbowman, increased range.
     Unique Unit 2- Ship-of-the-Line; replaces Frigate, increased ranged attack
       strength and increased sight.
     Victory Choice- Domination
     Notes- Elizabeth is a nightmare on high seas.  Her super-fast ships can 
       outrun any of their contemporary counterparts.  Strive to circumnavigate 
       the world (how to do so discussed later), get the Great Lighthouse, and get
       the Naval Tradition policy.  Do these things and no one can touch you at
       sea.  Undoubtedly the best time to attack with Elizabeth is in the 
       Renaissance era, since you have the Longbowman and the Ship-of-the-Line 
       at your disposal. The Longbowman is the first unit in the game with 3
       range, long predating the artillery; the next unit with 3 range.  Combined
       with the naval presence of the Ship-of-the-Line, England is a powerful 
       mid-game attacker.  Even when it’s unique units age out, their naval units
       still represent a significant threat. England is perfect for archipelago-
       style maps.
    
    >France
    
     Leader- Napoleon
     Unique Trait- “Ancien Regime”- +2 Culture per city before the discovery of 
       Steam Engine.
     Unique Unit 1- Musketeer; replaces Musketman, increased strength.
     Unique Unit 2- Foreign Legion; replaces Infantry, combat bonus outside of
       friendly territory.
     Victory Choice- Domination, Culture
     Notes- France is an unusual nation.  Its trait says it’s a cultural
       powerhouse, while its leader is one of history’s greatest generals and its
       units are incredibly	powerful; a perfect combination for a domination win.
       Whichever route you choose, commit early; you’ll be in much better
       position to win that way later in the game.  If cultural, the key is to 
       hold off researching Steam Power so you can keep the culture bonus as long
       as possible. The more cities you have, the more potent this effect, 
       as well.  If you choose conquest, build up your military and strike when
       you get Musketeers or the Foreign Legion. Offense is key, since you only
       get FL’s combat bonus when you’re NOT in your own territory. This means
       once you conquer a city, you have to move out as soon as possible.  At any
       rate, France represents an interesting balance between war and peace.
    
    >Germany
    
     Leader- Bismarck
     Unique Trait- “Furor Teutonicus”- When capturing a barbarian encampment, 50%
       chance of converting the barbarian and earning 33 gold. -25% land unit
       maintenance.
     Unique Unit 1- Landsknecht; replaces Pikemen, cheaper to build.
     Unique Unit 2- Panzer; replaces Tank, stronger and faster than normal.
     Victory Choice- Domination
     Notes- Germany is a major military power.  Conquering many barbarian camps 
       can give you a lot of warriors for your army early in the game.  Though
       not exceptionally powerful, you have strength in numbers with your warrior
       army.  Barbarian Brutes upgrade like normal, so you can have a massive
       army for all eras.  The Landsknecht is much the same, since it is half as
       expensive to build as a normal pikeman, meaning you can crank out large
       numbers in a short time.  Though not cheap like the Landsknecht, Panzers
       are faster and more powerful than normal, giving you an extra punch in
       your attacks. Also, with the maintenance reduction, you won't have any
       trouble building a grand army capable of crushing anyone in your path.
    
    >Greece
    
     Leader- Alexander
     Unique Trait- “Hellenic League”- City State influence degrades half as
       slowly, and regenerates twice as quickly.
     Unique Unit 1- Hoplite; replaces Spearmen, has increased strength.
     Unique Unit 2- Companion Cavalry; replaces Horsemen, has increased strength
       and faster Great General spawn.
     Victory Choice- Domination, Diplomatic
     Notes- Alexander’s unique units come early and come hard.  Both the Hoplite
       and Companion Cavalry have a significant strength boost over their
       contemporary counterparts, meaning you can easily take on the world very
       early in the game. However, you will have to hurry if you want to win by 
       conquest. Greek uniques won't hang around long, and they also lack any
       special promotions that carry over upon upgrading. If you choose a more
       peaceable route to victory, then Greece’s trait becomes more important,
       particularly towards a diplomatic victory.  A lot of money is lost keeping
       city states happy, so losing favor at half the normal rate is a huge
       advantage for Greece.  Utilizing the Patronage policy route makes city
       states all the more valuable to you, as well.
    
    >Inca
    
     Leader- Pachacuti
     Unique Trait- "Great Andean Road"- Units ignore terrain costs when entering
       hills.  Terrain improvements on hills are free, and are half price 
       everywhere else.
     Unique Unit- Slinger; repalces Archer, weaker in melee but can withdraw to
       rear before melee attack can take place.
     Unique Improvement- Terrace Farm; does not need to be placed near a source
       of fresh water and provides extra food if near a mountain.
     Victory Choice- Cultural, Scientific, Diplomatic
     Notes- Read the Inca descrption carefully.  The terrace farm is a Unique
       IMPROVEMENT.  Now, the terrace farm does not replace the regular farm, so
       you'll still build regular farms on flat land.  However, you'll quickly 
       realize how powerful terrace farms are. The food bonus stacks with every
       mountain that is in contact with the terrace farm, so you can get some
       pretty ridiculous bonuses going. The Slinger is a pretty strong unit in
       that it has a chance to retreat from combat if attacked by melee.
       Although its VERY  weak up close, build a lot of these units so once you
       upgrade them, future units will keep this ability and will become very
       difficult to kill. And with the Incan unique trait, they will be an utter
       nightmare to conquer without some serious force.  With this defensive
       advantage, set your sights on peaceful conquests, like culture and diplomacy.
       No one will be able to stop you.
    
    >India
    
     Leader- Gandhi
     Unique Trait- “Population Growth”- Unhappiness from number of Cities is
       doubled, and Unhappiness from total population is halved.
     Unique Unit- War Elephant; replaces Chariot Archer, greater strength and
       ranged attack.
     Unique Building- Mughal Fort; replaces Castle, increased city strength, +2
       culture, and once flight is discovered, bonus gold.
     Victory Choice- Cultural
     Notes- India’s trait encourages smaller empires in terms of cities.  Smaller
       empires means the culture cost for policies stays low, thus making new
       policies come by much faster.  Culture wins come very easily here, as a 
       result. True to Gandhi’s nature, India isn’t terribly warlike.  War 
       Elephants are more powerful than the Chariot Archers that they replace,
       but are still nothing to write home about. Horse Archers aren't all that
       useful to begin with, not do they last very long, so its not worth your time
       and resources to build many. Plus, going to war and adding a lot of cities
       to your empire will cause serious happiness issues as well as drive up
       culture costs, so it’s best to stay out of war with India. Focus on more
       peaceful efforts, instead.
    
    >Iroquois
    
     Leader- Hiawatha
     Unique Trait- “The Great Warpath”- Units move through jungle and forests in
       friendly territory as if they were roads.  They can also be used to connect
       trade routes.
     Unique Unit- Mohawk Warrior; replaces Swordsmen, gains huge combat bonus in
       jungles and forests.
     Unique Building- Longhouse; replaces workshop, instead of normal effect, +1
       production for every worked forest tile.
     Victory Choice- Science
     Notes- The Iroquois are a very defensive nation; their bonus only applies to
       forests and jungles in their own land.  However, they don’t really have
       any clear-cut victory path.  You could take the science route, since
       longhouses provide a massive production boost necessary to building the
       spaceship parts.  Culture could be an option since that production can be
       put to building wonders.  Domination is yet another option, since the
       Mohawk warrior is the master of rough terrain.  However you choose to play,
       the Iroquois are not advantaged or disadvantaged significantly in any way.
    
    >Japan
    
     Leader- Oda Nobunaga
     Unique Trait- “Bushido”- Wounded units fight as if at full strength.
     Unique Unit 1- Samurai; replaces Longswordsmen, has increased Great General
       spawn rate and has an open terrain combat bonus. 
     Unique Unit 2- Zero; replaces Fighter, receives a bonus against other 
       fighters.
     Victory Choice- Domination
     Notes- Bushido makes killing any Japanese unit an utter nightmare in any era
       of the game.  Warmongering leaders will love playing as Japan since being
       wounded means nothing to your fighting ability.  Though you can go to war
       at virtually any time with Japan, it would be best when you have the 
       Samurai at your disposal, since they get an open terrain combat bonus from
       the start.  The Zero isn't anything special, and if your opponent doesn't
       field many air units, then its not worth waiting for.
    
    >Korea
    
     Leader- Sejong
     Unique Trait- "Scholars of the Jade Hall"- Specialists yield +2 science.
       Improvements from Great People yield +2 science. A small tech boost is
       earned whenever a science building or Wonder is completed at the capital.
     Unique Unit 1- Hwach'a; replaces Trebuchet, significantly increased ranged
       strength.
     Unique Unit 2- Turtle Ship; replaces Caravel, cannot enter oceans, slower, and
       loses extra sight, but is 2 times as powerful up close and at range.
     Victory Choice- Science
     Notes- Korea is truly a scientific nation to rival Babylon. Their unique trait
       strongly encourages building a "tall" empire, as each specialist earns you
       extra science. What's more; each great person tile improvement also nets you
       science, which means you'll have to strongly consider what the best use of
       of your Great People will be. Earlier on, it will be much more to your
       advantage to settle your Great People for the long term benefit. Though the
       Korean uniques sound great for conquest, use them to defend yourself and
       prevent others from interrupting your research; the one-two punch of the
       Hwach'a and Turtle Ship will ensure no one troubles you. Because of this
       strong defense, a victory by culture is a definite possibility, despite not
       having any real advantage to culture.
    
    >Mongolia
    
     Leader- Genghis Khan
     Unique Trait- “Mongol Terror”- +30% combat bonus against city states and
       their soldiers, +1 movement to mounted units.
     Unique Unit 1- Keshik; replaces Knight, has ranged attack instead of melee,
       spawns great generals faster and gains promotions faster.
     Unique Unit 2- Khan; replaces Great General, moves much faster and confers
       faster healing to units in range
     Victory Choice- Domination
     Notes- Offered as free DLC upon purcahse, Mongolia is 100% conquest oriented.
       One victory to NOT go for with the Mongols is Diplomacy, since this
       effectively renders most of their special abilities useless.  Otherwise, let
       loose on the civilized world! The Keshik is an unbelievable raider in all
       terrains. Though they are quite a bit weaker at range and up close as
       compared to the Arab Camel Archer, their quick Great General spawn, 5 moves
       total, and faster promotions easily compensate for this.  Since conquest is 
       probably going to be your primary means of winning, you won’t be spending
       much time developing your cities, meaning that cultural and scientific
       victories are likely out. The best way to take advantage of the Mongolian
       trait is to train your forces by picking off City States. Since the Keshik
       gains XP faster than normal, it won't be long before they are super-powered!
    
    >Ottoman
    
     Leader- Suleiman
     Unique Trait- “Barbary Corsairs”- Naval units have a 50% chance to capture a
       barbarian naval unit and earn 25 gold. -66% naval unit maintenance
     Unique Unit 1- Janissary; replaces Musketman, receives a 25% combat bonus
       and heals completely if it kills another unit.
     Unique Unit 2- Sipahi; replaces Lancer, can pillage without using movement
       points and has a sight bonus.
     Victory Choice- Domination
     Notes- Sadly, the Ottoman's Unique trait is probably one of the worst in the
       game, having very few regular applications in any game, save for games on
       archipelago maps.  The trade-off is that the Ottoman unique units are 
       VERY powerful.  The Janissary is probably the single biggest threat in
       the Renaissance era, as it gets a huge offensive bonus as well as healing
       COMPLETELY when it kills a unit.  Build LOTS of these, as even when they
       upgrade, future units will keep these promotions.  The Sipahi is no slouch,
       either, as it gets sight bonuses and can pillage without wasting movement.
       Obviously, strike fast and strike hard when you get both so you can go 
       right to war, and maybe, just maybe, by then the Ottoman trait will have
       netted you a small navy to give your army some supporting fire. Though
       their trait indcates a naval powerhouse; the Ottomans are truly a land
       power.
    
    >Persia
    
     Leader- Darius I
     Unique Trait- “Achaemenid Legacy”- Golden Ages last 50% longer, +1 movement
       and +10% strength for all units during a Golden Age.
     Unique Unit- Immortal; replaces Spearmen, slightly increased strength and 
       heals at double the normal rate.
     Unique Building- Satrap’s Court; replaces Bank, +2 happiness.
     Victory Choice- Any
     Notes- Clearly, Golden Ages are key to any victory as the Persians.  To
       maximize the effeciveness of your powers, get the Piety policy track and
       the Chichen Itza wonder.  Piety gives you enormous happiness bonuses and
       Chichen Itza doubles your Golden Age length.  Build lots of Satrap's
       Courts, as well.  Not only are they a large source of wealth, but they also
       give a happiness bonus as well.  Once you've established your super-Golden
       Ages, pretty much any victory is open to you.  Domination is easy since 
       your soldiers get a combat and movement bonus during Golden Ages.
       Diplomatic and Science victories are possible due to the production and
       economic bonuses.  Culture is even a possibility since the production can
       be put to wonders and other cultural pursuits.  In short, Persia is a very
       powerful faction.
    
    >Polynesia
    
     Leader- Kamehameha
     Unique Trait- "Wayfinding"- All units can embark and move over oceans 
       immedaitely. +1 sight when embarked. Units within 2 tiles of a Moai gain
       +10% combat bonus.
     Unique Unit- Maori Warrior; replces warrior, -10% combat bonus for all enemy
       units in the surrounding tiles.
     Unique Improvement- Moai; +1 culture, +1 culture for every surrounding Moai,
       +1 gold after Flight. Does not replace anything. Made available at
       Construction.
     Victory Choice- Cultural, Domination
     Notes- The DLC nation nation from February comes out strong as an exploration
       and Culture powerhouse. The ability to embark and move through oceans from
       the beginning of the game means that you can have much of the world explored
       long before anyone else has the opportunity to start. This also means you
       can quickly colonize the best lands for yourself, giving you a leg up on the
       competition. Because of this and the Maori Warrior's special ability,
       Domination IS a possibility as Polynesia. However, Polynesia's real charm is
       in the Moai statue improvement. Each one gives you +1 culture, plus 1 more
       for each surrounding Moai. If placed correctly, you can have culture yields
       up to +6, far more than any monument! With this culture boost, you'll be on
       a fast track to an easy cultural win! Moai also give you a combat boost to
       nearby units, making a battle on your shores all the more difficult.
    
    >Rome
    
     Leader- Augustus Caesar
     Unique Trait- “The Glory of Rome”- +25% production bonus towards buildings
       already built in your capital.
     Unique Unit 1- Ballista; replaces Catapult, has a much stronger ranged attack
     Unique Unit 2- Legion; replaces Swordsmen, has increased strength, can build
       roads and forts
     Victory Choice- Domination, Science
     Notes- Rome can support sprawling empires.  New cities have a huge production
       bonus towards buildings that are already in the capital, greatly speeding
       their growth and development.  This alone is a major advantage.  Adding in
       the Liberty policy track means cities can grow at a lightning fast pace.
       The Roman unique units set Rome up for conquest early on.  Like the Greeks,
       their uniques have significant strength upgrades, allowing them to do
       significant damage even in the classical era. However, also like the Greek
       uniques, they carry no special promotions when they upgrade, meaning Rome is
       nothing special in combat after their units go out. Should you opt for peace,
       then Rome’s production bonus means setting up a massive infrastructure is
       a breeze.  Going for a science win is definitely possible here since you’ll
       likely have massive cities to support this development.
    
    >Russia
    
     Leader- Catherine
     Unique Trait- “Mother Russia”- Resources provide +1 Production, and Horses, 
       Iron and Uranium deposits are doubled.
     Unique Unit- Cossack; replaces Cavalry, has combat bonus against wounded
       units.
     Unique Building- Krepost; replaces Barracks, increases border growth by 50%.
     Victory Choice- Domination
     Notes- Russia’s boost in strategic resources in number and productivity makes
       them an early powerhouse.  You can field a large army because there are
       more strategic resources to mess around with.  The Krepost also drastically
       speeds up how fast your borders expand, making domination all the easier.
       However, you’ll find you won’t really need the iron and the horses later
       in the game, so building large numbers of horse and iron-based units will
       be unnecessary.  Thankfully, the Russians get double	uranium (which is
       extremely rare) allowing you to build a lot of nukes or a lot of Giant
       Death Robots, thus keeping them a relevant military power far into the
       future. Angkor Wat is a very helpful wonder, as it has the exact same effect
       as the Krepost, except its applied to every city in your country. Use this
       extra bonus to grab land and completely swamp out your enemies.
    
    >Siam
    
     Leader- Ramkhamhaeng
     Unique Trait- “Father Governs Children”- Food and Culture gifts from City
       States increased by 50%.
     Unique Unit- Naresuan’s Elephant; replaces Knight, increased strength, 50%
       combat bonus against mounted units, and does not require horses to build.
     Unique Building- Wat; replaces University, +3 culture in addition to normal
       science output.
     Victory Choice- Diplomatic, Cultural
     Notes- Siam’s trait makes them one of the best nations for a diplomatic
       victory.  Their bonuses make the already valuable contributions from City
       States all the more worthwhile.  Going for the Patronage policy route makes
       city states even more precious to Siam.  The culture contributions in
       particular make going for a cultural win much easier, as well.  Befriending
       just a few Cultural states makes a huge impact on your overall culture.
       And with the Wat adding even more culture, a cultural victory is all the
       more in reach.  Note that there is no bonus for Militaristic states, so go
       for them only if you need a little boost in your military.  Though 
       Naresuan’s Elephant is extremely powerful for its era, Siam doesn’t have 
       much else in the way of military power.  Even with Militaristic City State
       help, Siam should stick to more peaceful pursuits.
    
    >Songhai
    
     Leader- Askia
     Unique Trait- “River Warlord”- Receive double the standard amount of Gold
       when deoying Barbarian encampments and when pillaging Cities. Embarked
       units can defend themselves.
     Unique Unit- Mandekalu Cavalry; replaces Knight, +30% combat bonus against
       cities.
     Unique Building- Mud Pyramid Mosque; replaces Temple, +5 culture instead of
       +3.
     Victory Choice- Domination, Culture
     Notes- One of the biggest issues that you face in crossing the ocean is
       protecting your transports.  Often times, barbarians gather in large
       numbers on distant, unsettled continents, making the trip quite dangerous.
       A similar problem exists when trying to invade a neighbor from across the
       seas. The Songhai don’t have to worry about this, since they can defend
       themselves at sea.  Their Mandekalu Cavalry may be their biggest asset, as
       it gets a huge combat bonus against cities.  Ideally, you should declare
       war once you get a fair number of these units so you can quickly storm
       cities and take land quickly.  The huge bonus in gold pillaged helps
       finance the sometimes costly wars. Culture is also a distinct possibility,
       as the Mud Pyramid Mosque offers a huge culture bonus over the normal
       temple.
    
    >Spain
    
     Leader- Isabella
     Unique Trait- "Seven Cities of Gold"- Gold bonus for discovering Natural
       Wonders.  Culture, happiness, and tile yields from Natural Wonders doubled.
     Unique Unit 1- Tercio; replaces Musketmen, more expensive than normal but
       stronger and has combat bonuses against mounted units.
     Unique Unit 2- Conquistador; replaces Knight, can settle cities on other
       continents.
     Victory Choice- Domination
     Notes- Though Spain's ability is slightly underpowered, its units make it
       easy to take advantage of.  To maximize the bonus gold (as you get more
       if you are the first to discover any Natural Wonder) build lots of scouts
       and caravels to explore as much as possible.  Once you find all the Natural
       Wonders, use the Conquistador to settle distant lands.  It can settle new
       any continent that doesn't have your capital on it.  Settling near those
       Natural Wonders is key, since doubling the bonuses from them has a very
       significant impact.  And to protect your investment, build lots of Tercios.
       Their increased strength along with huge bonuses against mounted units
       makes them the new biggest Renaissance threat on the battlefield. Although
       slightly more expensive than normal musketmen, it completely eliminates the
       need to build Pikemen because the Tercio represents a combination of Pikemen
       and musketmen. Exploration is absolutely critical to excel as the Spanish.
    
    
    3.  Victory Conditions-
    
    
    Time- Winning by time simply means that the max number of turns for the game
       has been reached and the winner is simply whoever can rack up the greatest
       score in that time. There is no bonus associated with winning by time, so
       really try for a victory by other means. However, if you must bide your
       time, there are plenty of ways to stall out someone’s win.  If you need to
       stop a conquest, get ahold of the Nationalism social policy as well as
       Himeji Samurai Castle (if you can build it).  This gives you a grand total
       of 58% (33% without Himeji) combat bonus simply for being in your own
       territory.  It will take a seriously concerted effort to oust you from your
       own land should you two be using comparable units.  If they manage to get
       to your cities, make sure they are maxed out with all of the best defenses
       to further slow ther advance.  Having the Kremlin on hand to increase city
       defensiveness by 50% also helps.  To stop a Diplomatic victory; buy out as
       many city states as you can afford.  Allied states will always vote for
       you in an election. If you can’t afford to buy out enough city states,
       conquer ones closer to you.  This way, there will be fewer votes for the
       other leader to get.  Though this may anger some, it’s the only other way
       to stop a diplomat.  If you're thinking more long term, get the Patronage
       policy track and United Front from the Order policy track.  Patronage gives
       you more bang for your buck with City-States, and United Front makes it 
       harder for others to maintain relationships with their City States. For
       science, simply capturing the enemy's capital will undo any progress that
       they have made thus far on their space ship.  The space race takes a
       significant production investment so they likely won’t be investing too
       heavily in military to stop an invasion. Culture is probably the hardest
       to stop, since you don’t really lose progress on social policies earned.
       You can slow them, but stopping them will be a challenge without outright
       killing them. Of course, killing them is the most effective means of
       shutting anyone down, regardless of their mode of victory.
    
    Domination- A good place to start with a domination victory is with Honor, and
       later, Autocracy.  Both offer significant combat bonuses that can give you
       a serious edge in combat.  Beyond that, building Barracks and the other
       military buildings are essential.  A trained but obsolete unit can always
       take on a newer but green unit.  Though you want a large army, you need an
       infrastructure to back it up, or else you’ll be forced to sell off some of
       your soldiers.  In other words, you still need to balance domestic 
       development with military development.  Be sure to exploit an opponent’s
       weaknesses.  If their special unit is a mounted unit, build spearmen or go
       for promotions to increase power against horses and etc.  Also, have a 
       good look at the lay of the land so you know what kind of promotions to go
       for as well.  Due to recent patches, you are forced to select all 
       promotions as soon as you get them, rather than waiting for the perfect 
       moment to apply them, but keep a sharp eye out for situations that require
       certain promotions to maximize their effectiveness.
    
    Science- Rationalism is key if you want to really get ahead in the science
       game.  Any advantage you can get with science to speed the process along
       is essential, since it will take a long time to pull this one off. If you
       can spare the aluminum, build Spaceship Factories in your most productive
       cities.  Building a spaceship requires a major investment in production
       and gold.  Production bonuses are a big help here as well.  Once your
       space ship parts are built, they have to be shipped to your capital.
       Make sure you have a railroad connection between all cities that are 
       building parts for your spaceship.  This is probably the hardest victory 
       to achieve simply because of its complicated nature.  
    
    Diplomacy- The most sure-fire way of winning by diplomacy is by buying out
       city states.  Don’t do this until late in the game, though, as trying to
       maintain relationships with a lot of city states at once can be costly,
       and interfering with other great powers can cause serious trouble. At least
       later in the game, you won't have to deal with meddlesome Civilizations for
       very long before you win. However, Patronage does make being friendly with
       city states much easier and more worthwhile.  It also helps to actually
       build the UN yourself, as the builder gets an extra UN vote.  All in all,
       a somewhat easy way to win if you have the money to do so.
    
    Culture- Key to winning a cultural victory is the Freedom and Piety policy
       tracks.  These offer culture boosts that would make winning by culture
       nearly impossible, otherwise.  Also, you need to keep the number of cities
       you have low. Depending on the map size, cities can cause culture costs to
       increase anywhere from 15% to 30% per city.  This includes captured cities
       as well, so if you go to war, burn burn burn! Otherwise, spread out your
       cities to ensure you maximize your land for the number of cities you have.
       A few good wonders to help aid your win is the Sistine Chapel (+33% culture
       in all cities) and Cristo Redentor (25% discount on social policies).
    
    4.  City States-
    
    
    Militaristic- Militaristic states generally field the largest army of the
       three city state types.  If you befriend them, they will grant you a
       military unit every few turns.  Allying with them speeds up how often they
       grant you units.  The type of unit depends upon what resources they have
       locally. They will not grant you unique units, though (i.e. no Minutemen if
       you’re America).  You can request that they stop granting you soldiers.
       Generally, these states will request you take out barbarian encampments or
       other city states.
    
    •       Almaty
    •       Belgrade
    •       Budapest
    •       Dublin
    •       Edinburgh
    •       Hanoi
    •       Sidon
    •       Tyre
    
    Maritime- Maritime city states are typically placed near the ocean.
       Befriending them will grant you a little food for your capital, and an
       alliance nets you more food for your capital and some for your other 
       cities, too.  This bonus can go up to +3 food for capitals, +1 for other
       cities. Often, Maritime states will ask that you connect their city up to
       your trade network, or that you acquire a rare resource of some kind.
    
    •       Cape Town
    •       Quebec City
    •       Genoa
    •       Sydney
    •       Oslo
    •       Ragusa
    •       Rio de Janero
    •       Singapore
    •       Stockholm
    •       Venice
    
    Cultured- As their name implies, a Cultured City state's benefits come in the 
       form of culture.  Becoming friends with any cultured city state nets you 
       some culture, and allying with them grants you even more.  Up to +20 
       culture per city state can be earned in this fashion.  Usually, cultured 
       states ask you to build a certain wonder to awe their elite, or to gain
       the talents of a particular type of Great Person.
    
    •       Bucharest
    •       Brussels
    •       Florence
    •       Geneva
    •       Lhasa
    •       Monaco
    •       Kuala Lumpur
    •       Seoul
    •       Vienna
    •       Warsaw
    
    
    5.  Social Policies-
    
    
    Tradition-
    
    •       Adopting Tradition will reduce the culture cost of acquiring tiles.
             This bonus increases over time. +3 culture in the capital.
    •       Aristocracy- +15% production bonus for Wonders.
    •       Oligarchy- Garrisoned units cost no maintenance, and cities with a 
             garrison have +100% ranged strength.
    •       Legalism- Free culture building in your first 4 cities.
    •       Monarchy- +1 gold and -1 unhappiness per 2 population in the capital.
             (requires Legalism)
    •       Landed Elite- +1 happiness for every 10 citizens (requires Legalism)
    •       Finisher- +15% growth and +2 food in every city
     Tradition has been seriously reworked as of the February patch. Tradition no
     longer gives the huge growth boost to the capital, but instead reduces the 
     culture cost on tiles and gives a small culture bonus to the capital.
     Oligarchy has also been changed, as it removes maintenance costs for 
     garrisoned units and give the city double ranged strength.  Monarchy has been
     improved upon, reducing unhappiness as well as increasing the gold in the
     capital.  Everything has been redone from the ground up here. All around,
     Tradition is best for empires with very focused and well developed cities.
     
    Liberty-
    
    •       Adopting Liberty will give +1 culture per turn in every city.
    •       Collective Rule- Settler production increased by 50%, and a free
             settler appears near the capital.
    •       Citizenship- +25% conuction rate of Workers, and a free worker appears
             near the capital.
    •       Meritocracy- +1 Happiness for each city connected to the Capital, and
             -5% unhappiness from citizens in unoccupied cities. (requires
             Citizenship)
    •       Representation- each city you found increases the culture cost of 
             policies 33% less. Also starts a Golden Age. (requires Citizenship)
    •       Republic- +1 Production bonus in every city, +5% production towards
             buildings. (requires Collective Rule)
    •       Finisher- Free Great Person.
     Like Tradition, Liberty has been given a lot of significant changes. Its
     usefulness has been greatly expanded due to the February patch, as Collective
     Rule and Citizenship now give a free settler and worker, respectively. Also,
     Meritocracy and Representation have some added bonuses, making Liberty a lot
     more useful in the short term and in the long term. If you need to expand very
     quickly, Liberty is the best way to go about doing so.
     
    	
    Honor-
    
    •       Adopting Honor gives a +25% combat bonus VS Barbarians and
             notifications will be provided when new Barbarian Camps spawn in
             revealed territory. Free culture for every barbarian killed.
    •       Warrior Code- Great General appears outside the Capital, +15% melee
             unit production. 
    •       Discipline-  +15% Combat strength bonus for units in a tile next to
             other friendly military units.
    •       Military Caste- Each City with a garrison reduces empire Unhappiness
             by 1 and gives +2 culture. (requires Discipline)
    •       Military Tradition- Military Units gain x1.5 experience from combat.
             (requires Warrior Code)
    •       Professional Army- Upgrading units requires 33% less Gold, all
             defensive structures provide +1 happiness. (requires Military Caste)
    •       Finisher- Free gold for every enemy unit killed.
     Honor gives some substantial combat advantages, and is great for the aspiring
     warmongering leader.  The boost against barbarians will help you ward them
     off early in the game to aid expansion.  Key to this social policy are the
     last two policies on each branch; Military Tradition and Professional Army.
     Extra experience and half-cost upgrades help make your soldiers the most
     well trained and advanced soldiers in the world.  This one is a MUST for
     domination victory and also works well with Autocracy.
    
    Piety- Unlocks at Classical Era.-
    •       Adopting Piety gives a 15% production bonus to cultural buildigns.
             This branch cannot be active at the same time as Rationalism.
    •       Organized Religion- Amount of Happiness required to start a Golden Age
             reduced by 25%.
    •       Reformation- The empire immediately enters a 10-turn Golden Age.
             (requires Organized Religion)
    •       Theocracy- -25% Unhappiness from population in non-captured cities.
             (requires Organized Religion)
    •       Mandate of Heaven- 50% of excess Happiness added each turn to the
             amount of Culture that may be spent on Policies.
    •       Free Religion- 1 Free Social Policy, +1 culture to all culture
             buildings. (requires Mandate of Heaven, Reformation)
    •       Finisher- -10% cost to future policies.
     If you want to win by culture, Piety is step in the right direction.  Free
     Religion’s two free policies are a huge step forward.  If you’re people are
     a happy one, then Mandate of Heaven offers a significant culture boost, as
     well.  Fully exploiting this social policy will make your empire a happy and
     a cultured one.  This works amazingly well with Freedom if you’re going for
     a cultural victory. After the latest patch, Theocracy and Reformation had
     effects significantly boosted, making Piety all the more effective in making
     your people happy and prosperous.
    
    Patronage- Unlocks at Medieval Era.-
    
    •       Influence with City-States degrades 25% slower than normal.
    •       Aesthetics- Influence with all City-States cannot drop below 20.
    •       Philanthropy- Gifts of Gold to a City-State generate 25% extra
             Influence.
    •       Scholasticism- All Allied City-States grant you a research bonus
             equal to 25% of their own research. (requires Philanthropy)
    •       Cultural Diplomacy- Quantity of resources offered by City-States
             increases 100%; Happiness from gifted luxury resources increased by
             50%. (requires Scholasticism)
    •       Educated Elite- Allied City-States will occasionally gift you Great
             People. (requires Aesthetics, Scholasticism)
    •       Finisher- Other players' influence with City States decreases 33%
             faster
     If you choose to deal with many city-states, Patronage will be a huge asset
     to you both in forging relationships and reaping their benefits.  Maintaining
     a relationship can be costly, so Patronage, Aesthetics, and Philanthropy all
     help keep your friendships and alliances intact for much longer. The latter
     three; Scholasticism, Cultural Diplomacy, and Educated Elite, significantly
     increase the benefits of being an ally to a city state.  A very powerful
     social policy should you deal frequently with city-states.
    
    Commerce-Unlocks at Medieval Era.-
    
    •       Adopting Commerce will boost Gold output in capital city by 25%.
    •       Naval Tradition- +1 Movement and +1 sight range for naval combat
             units. +1 movement to embarked units.
    •       Trade Unions- -20% maintenance cost for Roads and Railroads.
    •       Mercantilism- -25% cost to purchase items in Cities (requires Trade
             Unions)
    •       Merchant Navy- +3 Production in coastal Cities (requires Naval
             Tradition)
    •       Protectionism- +1 Happiness from each Luxury Resource (requires
             Mercantilism)
    •       Finisher- +1 gold per specialist.
     Commerce has some pretty spread out effects.  Some of its policies affect
     money, like increasing gold output, reducing maintenance costs, or decreasing
     purchasing costs.  Others increase your naval power, while others still
     increase your production and happiness empire-wide.  It’s a mixed bag and
     may not all necessarily be useful, but something out of it will be.  Maybe
     it’s the production boost for all of your coastal cities, or the extra
     happiness for extra luxuries.  Whatever the case, Commerce can be used in a
     variety of ways to aid your empire.
    
    Rationalism-Unlocks at Renaissance Era.-
    
    •       Adopting Rationalism gives +50% science from research agreements. This
            branch cannot be active at the same time as Piety.
    •       Secularism- +2 Science from each specialist.
    •       Free Thought- Adds +2 Science points for each Trading Post. +17%
             science from universities. (requires Secularism)
    •       Humanism- +1 Happiness from each University, Public School, and 
             Observatory.
    •       Scientific Revolution- Gives 2 free technologies (requires Free
             Thought)
    •       Sovereignty- +15% Science while your empire is Happy (requires
             Humanism)
    •       Finisher- +1 gold from science buildings.
     Rationalism is a real science-booster, but at the cost of culture.  Almost
     every policy is geared towards an increase in science in some fashion.
     Sovereignty is probably the most valuable here, offering a 155 boost in
     science so long as your people are happy with you.  Though it doesn’t offer
     as much happiness as Piety, Rationalism still offers some through the
     Humanism policy, so it shouldn’t be a serious issue.  If a Science victory
     is your gameplan, Rationalism is a huge help.
    
    Freedom-Unlocks at Renaissance Era.-
    
    •       Upon Adopting Freedom, +25% great person points in every city. This
             branch cannot be active at the same time as Autocracy or Order.
    •       Civil Society- Specialists consume only half the normal amount of
             Food.
    •       Constitution- +2 culture per wonder.
    •       Democracy- -50% unhappiness from specialists. (Requires Civil Society)
    •       Free Speech- Allows free maintenance for 8 units. (Requires
             Constitution)
    •       Universal Suffrage- +33% City Combat 
    •       Finisher- +100% yield from Great Person tile improvements and increases
             the length of Golden Ages by 50%.
     Freedom is the key to winning a cultural victory.  Spread out your wonders,
     because Constitution doubles the culture of all cities with at least one
     wonder in them.  This, combined with Free Speech’s reduction in policy cost,
     means that policies will come extremely quickly to you.  Don’t ignore the
     other policies, though.  +50% great person production is nothing to turn
     your nose up at.  If you aren’t going for all-out war, Freedom is
     undoubtedly a must for most any strategy.
    
    Autocracy-Unlocks at Industrial Era.-
    
    •       Adopting Autocracy reduces Unit Gold Maintenance costs by 33%,
             allowing an empire to field a larger military. This branch cannot be
             active at the same time as Freedom or Order.
    •       Militarism- -33% cost for purchasing units.
    •       Police State- +3 happiness per courthouse and courthouses are cheaper.
             (requires Militarism)
    •       Populism- Damaged military units deal +25% damage.
    •       Fascism- Quantity of Strategic Resources produced by the empire
             increased by 100%. (requires Populism, Militarism)
    •       Total War- +15% production bonus to units and +15 exp. (requires Police
             State, Fascism)
    •       Finisher- +25% combat bonus for 30 turns.
     An excellent complement to Honor, Autocracy is another major boost to
     military powers.  Militarism, combined with Professional Army from Honor
     gives you a whopping 83% discount on troop upgrades.  Total War has a limited
     duration, but by that stage of the game, things won’t be lasting much longer.
     However, Autocracy isn’t all about war.  If you find yourself with thin
     supplies of Strategic resources, Fascism doubles the amount of all Strategic
     resources you have.  Autocracy is definitely the coup-de-grace for securing
     a domination victory.
    
    Order-Unlocks at Industrial Era.-
    
    •       Adopting Order gives +1 happiness per city. This branch cannot be
             active at the same time as Freedom or Autocracy.
    •       Communism- +2 Production in each City, +10% production bonus to
             buildings. (Requires Socialism)
    •       Nationalism- +25% attack bonus to your units in friendly territory.
    •       Planned Economy- +25% science yield for every city with a Factory.
    •       Socialism- Gold maintenance costs of Buildings reduced by 15%.
             (Requires Planned Economy).
    •       United Front- Causes other civilizations' city-state influence points
             to decay 33% faster.
    •       Finisher- +1 Food, Production, Science, Gold, and Culture per city.
     Like Commerce, Order is a bit of a mixed bag of upgrades.  Nationalism has
     military applications, United Front has diplomatic uses, and the rest has
     more production and efficiency uses.  Communism is probably the most valuable
     since it gives a massive production boost to every city in your empire.
     The production boost to all buildings is also a very welcome addition.
     Though mostly a production-oriented policy, Order has a wide range of
     applications in many strategies.
    
    
    6.  Units-
    
       All the units listed here are categorized by their era (i.e. ancient to 
     future) and then alphabetically.
    
    
    >>>>>>>>>Ancient Era<<<<<<<<<
    
    -Archer
    
     Cost    -70
     Type    -Ranged
     Combat  -4
     Ranged  -6
     Range   -2
     Move    -2
     Resource-None
     Upgrade -Crossbowmen
     Tech    -Archery
     Notes   -Can perform ranged attacks
    
    
    -Bowman
    
     Cost    -70
     Type    -Ranged
     Combat  -6
     Ranged  -8
     Range   -2
     Move    -2
     Resource-None
     Tech    -Archery
     Upgrade -Crossbowmen
     Notes   -Babylonian unique, replaces Archer; can perform ranged attacks
    
    -Brute
    
     Cost    -20
     Type    -Melee
     Combat  -6
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -n/a
     Upgrade -Swordsmen
     Notes   -Barbarian unique
    
    
    -Chariot Archer
    
     Cost    -60
     Type    -Mounted
     Combat  -4
     Ranged  -7
     Range   -2
     Move    -4
     Resource-Horse
     Tech    -The Wheel
     Upgrade -Knight
     Notes   -Cannot melee attack; does not get defensive bonuses; can perform
              ranged attacks
    
    
    -Galley
    
     Cost    -50
     Type    -Naval
     Combat  -5
     Ranged  -3
     Range   -2
     Move    -3
     Resource-None
     Tech    -n/a
     Upgrade -Frigate
     Notes   -Barbarian unique; cannot enter ocean tiles
    
    
    -Hoplite
    
     Cost    -60
     Type    -Melee
     Combat  -9
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Bronze Working
     Upgrade -Pikemen
     Notes   -Greek Unique, replaces Spearmen; 100% combat bonus against mounted
              units
    
    
    -Immortal
    
     Cost    -60
     Type    -Melee
     Combat  -8
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Bronze Working
     Upgrade -Pikemen
     Notes   -Persian Unique, replaces Spearmen; 100% combat bonus against mounted
              units; Heals at 2x the normal rate
    
    
    -Jaguar
    
     Cost    -40
     Type    -Melee
     Combat  -6
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -n/a
     Upgrade -Swordsmen
     Notes   -Aztec Unique, replaces Warriors; Heals 2 damage if it kills a unit;
              +50% cobat bonus in Jungles, has Woodsman promotion.
    
    -Maori Warrior
    
     Cost    -40
     Type    -Melee
     Combat  -6
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -n/a
     Upgrade -Swordsmen
     Notes   -Polynesian Unique, replaces Warriors; -10% combat bonus to all enemy
              units in the surrounding tiles.
    
    -Scout
    
     Cost    -25
     Type    -Recon
     Combat  -4
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -n/a
     Upgrade -None
     Notes   -Ignores terrain costs
    
     
    -Settler
    
     Cost    -112
     Type    -Civilian
     Combat  -n/a
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -n/a
     Upgrade -None
     Notes   -Can build new cities
    
    -Slinger
    
     Cost    -70
     Type    -Ranged
     Combat  -2
     Ranged  -6
     Move    -2
     Resource-None
     Tech    -Archery
     Upgrade -Crossbowmen
     Notes   -Incan Unique, replaces Archer; can withdraw to rear before enemy
              melee attack can occur
    
    -Spearmen
    
     Cost    -60
     Type    -Melee
     Combat  -7
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Bronze Working
     Upgrade -Pikemen
     Notes   -100% Combat bonus against mounted units
    
    
    -Trireme
    
     Cost    -60
     Type    -Naval
     Combat  -6
     Ranged  -4
     Range   -2
     Move    -4 
     Resource-None
     Tech    -Sailing
     Upgrade -Frigate
     Notes   -Cannot attack using melee; cannot enter ocean tiles, can perform
              ranged attacks
    
    
    -War Chariot
    
     Cost    -60
     Type    -Mounted
     Combat  -4
     Ranged  -7
     Range   -2
     Move    -5
     Resource-None
     Tech    -The Wheel
     Upgrade -Knight
     Notes   -Egyptian Unique; Cannot attack using melee; No defense bonuses; can
              perform ranged attacks
    
    
    -War Elephant
    
     Cost    -80
     Type    -Mounted
     Combat  -6
     Ranged  -8
     Range   -2
     Move    -3
     Resource-None
     Tech    -The Wheel
     Upgrade -Knight
     Notes   -Indian Unique; Cannot attack using Melee; no defensive bonuses; Can
              perform ranged attacks
    
    
    -Warrior
    
     Cost    -40
     Type    -Melee
     Combat  -6
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -n/a
     Upgrade -Swordsmen
     Notes   -First combat unit
    
    
    -Work Boat
    
     Cost    -30 (Will be increased at the next patch)
     Type    -Civilian
     Combat  -n/a
     Ranged  -n/a
     Range   -n/a
     Move    -4
     Resource-None
     Tech    -Sailing
     Upgrade -None
     Notes   -Builds fishing boats and Offshore platforms
    
    
    -Worker
    
     Cost    -70
     Type    -Civilian
     Combat  -n/a
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -n/a
     Upgrade -None
     Notes   -Creates tile improvements
    
    
    
    >>>>>>>>>Classical Era<<<<<<<<<
    
    -Ballista
    
     Cost    -100
     Type    -Siege
     Combat  -4
     Ranged  -18
     Range   -2
     Move    -2
     Resource-Iron
     Tech    -Mathematics
     Upgrade -Trebuchet
     Notes   -Roman Unique, replaces Catapult; +10% combat bonus against cities;
              must set up before attacking; No defensive bonuses; can perform
              ranged attacks
    
    
    -Catapult
    
     Cost    -100
     Type    -Siege
     Combat  -7
     Ranged  -14
     Range   -2
     Move    -2
     Resource-Iron
     Tech    -Mathematics
     Upgrade -Trebuchet
     Notes   -+20% combat bonus against cities, no defensive bonuses, must set up 
              before attacking; Can perform ranged attacks.
    
    
    -Companion Cavalry
    
     Cost    -80
     Type    -Mounted
     Combat  -14
     Ranged  -n/a
     Range   -n/a
     Move    -5
     Resource-Horse
     Tech    -Horseback Riding
     Upgrade -Knight
     Notes   -Greek Unique, replaces Horsemen; No defensive bonuses; Can move after
              attacking; More likely to produce Great General after combat; Combat
              penalty against cities
    
    
    -Horsemen
    
     Cost    -80
     Type    -Mounted
     Combat  -12
     Ranged  -n/a
     Range   -n/a
     Move    -4
     Resource-Horse
     Tech    -Horseback Riding
     Upgrade -Knight
     Notes   -No defensive bonuses; Can move after attacking; COmbat penalty
              against cities.
    
    
    -Legion
    
     Cost    -90
     Type    -Melee
     Combat  -13
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-Iron
     Tech    -Iron Working
     Upgrade -Longswordsmen
     Notes   -Roman Unique, replaces Swordsmen; Can build roads and forts.
     
    
    -Mohawk Warrior
    
     Cost    -80
     Type    -Melee
     Combat  -11
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Iron Working
     Upgrade -Longswordsmen
     Notes   -Iroquois unique, replaces Swordsmen; +25% combat bonus in jungles
              and forests
    
    
    -Swordsmen
    
     Cost    -80
     Type    -Melee
     Combat  -11
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-Iron
     Tech    -Iron Working
     Upgrade -Longswordsmen
     Notes   -n/a
    
    
    >>>>>>>>>Medieval Era<<<<<<<<<
    
    -Beserker
    
     Cost    -Unknown
     Type    -Melee
     Combat  -18
     Ranged  -n/a
     Range   -n/a
     Move    -3
     Resource-Iron
     Tech    -Steel
     Upgrade -Norwegian Ski Infantry (Rifleman)
     Notes   -Danish Unique, replaces Longswordsmen; Starts with Amphibious, +1
              movement
    
    -Camel Archer
    
     Cost    -150
     Type    -Mounted
     Combat  -10
     Ranged  -15
     Range   -2
     Move    -3
     Resource-Horse
     Tech    -Chivalry
     Upgrade -Cavalry
     Notes   -Arabian Unique, replaces Knight; No defensive bonuses; Can move
              after attacking; Cannot attack using melee; Can perform ranged
              attacks; Combat penalty against cities
    
    
    -Cho-Ko-Nu
    
     Cost    -120
     Type    -Range
     Combat  -6
     Ranged  -9
     Range   -2
     Move    -2
     Resource-None
     Tech    -Machinery
     Upgrade -Riflemen
     Notes   -Chinese Unique, replaces Crossbowmen; Cannot attack using melee; Can
              perform ranged attacks; Can attack twice per turn
    
    -Conquistador
    
     Cost    -150
     Type    -Mounted
     Combat  -18
     Ranged  -n/a
     Range   -n/a
     Move    -4
     Resource-Horse
     Tech    -Chivalry
     Upgrade -Cavalry
     Notes   -Spanish Unique, replaces Knight; Can settle cities on other
              continents; +2 to sight; Can defend itself while embarked
    
    
    -Crossbowmen
    
     Cost    -120
     Type    -Ranged
     Combat  -6
     Ranged  -12
     Range   -2
     Move    -2
     Resource-None
     Tech    -Machinery
     Upgrade -Riflemen
     Notes   -Cannot attack using melee; Can perform ranged attacks
    
    -Hwach'a
    
     Cost    -170
     Type    -Ranged
     Combat  -8
     Ranged  -25
     Range   -2
     Move    -2
     Resource-Iron
     Tech    -Physics
     Upgrade -Cannon
     Notes   -Korean Unique, replaces Trebuchet; must set up before attacking
     
    -Keshik
    
     Cost    -150
     Type    -Mounted
     Combat  -8
     Ranged  -13
     Range   -2
     Move    -5
     Resource-Horse
     Tech    -Chivalry
     Upgrade -Cavalry
     Notes   -Mongolian Unique, replaces Knight; Earns promotions 2x the normal
              rate; Increased Great General spawn; Cannot attack using Melee; Can
              perform ranged attacks; No defensive bonuses; Can move after
              attacking; Combat penalty against cities
    
    -Knight
    
     Cost    -150
     Type    -Mounted
     Combat  -18
     Ranged  -n/a
     Range   -n/a
     Move    -3
     Resource-Horse
     Tech    -Chivalry
     Upgrade -Cavalry
     Notes   -No defensive bonuses; Can move after attacking; Combat penalty
              against cities
    
    
    -Landsknecht
    
     Cost    -50
     Type    -Melee
     Combat  -10
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-n/a
     Tech    -Civil Service
     Upgrade -Riflemen
     Notes   -German Unique, replaces Pikemen; +100% combat bonus against mounted
              units
    
    
    -Longbowman
    
     Cost    -120
     Type    -Ranged
     Combat  -6
     Ranged  -12
     Range   -3
     Move    -2
     Resource-n/a
     Tech    -Machinery
     Upgrade -Riflemen
     Notes   -English Unique, replaces Crosbowmen; Cannot attack using melee; Can
              perform ranged attacks
    
    
    -Longswordsman
    
     Cost    -150
     Type    -Melee
     Combat  -18
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-Iron
     Tech    -Steel
     Upgrade -Riflemen
     Notes   -None
    
    
    -Mandekalu Cavalry
    
     Cost    -150
     Type    -Mounted
     Combat  -18
     Ranged  -n/a
     Range   -n/a
     Move    -3
     Resource-Horses
     Tech    -Chivalry
     Upgrade -Cavalry
     Notes   -Songhai Unique, replaces Knight; No defensive bonuses; Can move after
              attacking
    
    
    -Naresuan's Elephant
    
     Cost    -150
     Type    -Mounted
     Combat  -22
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Chivalry
     Upgrade -Cavalry
     Notes   -Siamese Unique, replaces Knight; +50% combat bonus against mounted
              units; Can move after attacking; No defensive bonuses; Combat
              penalty against cities
    
    
    -Pikeman
    
     Cost    -100
     Type    -Melee
     Combat  -10
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Civil Service
     Upgrade -Riflemen
     Notes   -+100% combat bonus against mounted units
    
     
    -Samurai
    
     Cost    -150
     Type    -Melee
     Combat  -18
     Ranged  -n/a
     Range   -n/a
     Movement-2
     Resource-Iron
     Tech    -Steel
     Upgrade -Riflemen
     Notes   -Japanese Unique, replaces Longswordsmen; +20% combat bonus in open
              terrain; Higher Great General spawn rate
    
     
    -Trebuchet
     Cost    -170
     Type    -Siege
     Combat  -10
     Ranged  -20
     Range   -2
     Move    -2
     Resource-Iron
     Tech    -Physics
     Upgrade -Cannon
     Notes   -+20% combat bonus against cities; Cannot attack using melee; No
              defensive bonuses; ust set up before attacking
    
    
    >>>>>>>>>Renaissance Era<<<<<<<<<
    
    -Cannon
    
     Cost    -250
     Type    -Siege
     Combat  -13
     Ranged  -26
     Range   -2
     Move    -2
     Resource-None
     Tech    -Chemistry
     Upgrade -Artillery
     Notes   -+20% combat bonus against cities; Cannot attack using melee; No
              defensive bonuses; must set up before attacking
    
     
    -Caravel
    
     Cost    -100
     Type    -Naval
     Combat  -15
     Ranged  -7
     Range   -2
     Move    -6
     Resource-None
     Tech    -Astronomy
     Upgrade -Destroyer
     Notes   -+2 to Sight; Cannot attack using melee
     
     
    -Cavalry
    
     Cost    -260
     Type    -Mounted
     Combat  -25
     Ranged  -n/a
     Range   -n/a
     Move    -3
     Resource-Horse
     Tech    -Military Science
     Upgrade -Tank
     Notes   -No defensive bonuses; Combat penalty against mounted units; Combat
              penalty against cities
     
     
    -Cossack
    
     Cost    -260
     Type    -Mounted
     Combat  -25
     Ranged  -n/a
     Range   -n/a
     Movet    -3
     Resource-Horse
     Tech    -Military Science
     Upgrade -Tank
     Notes   -Russian Unique, replaces Cavalry; COmbat bonus against wounded units;
              No defensive bonuses; Combat penalty against mounted units; Combat
              penalty against cities
     
    -Frigate
    
     Cost    -160
     Type    -Naval
     Combat  -30
     Ranged  -15
     Range   -2
     Move    -5
     Resource-Iron
     Tech    -Navigation
     Upgrade -Destroyer
     Notes   -Cannot attack using melee; Can perform ranged attacks
     
     
    -Janissary
    
     Cost    -120
     Type    -Melee
     Combat  -16
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Gunpowder
     Upgrade -Riflemen
     Notes   -Ottoman Unique, replaces Musketmen; Completely heals if it kills an
              enemy unit; +25% combat bonus when attacking
    
     
    -Lancer
    
     Cost    -220
     Type    -Mounted
     Combat  -22
     Ranged  -n/a
     Range   -n/a
     Move    -4
     Resource-Horse
     Tech    -Metallurgy
     Upgrade -Helicopter Gunship
     Notes   -Combat penalty of defense; No defensive bonuses; Can move after
              attacking; Combat penalty against cities
    
     
    -Minuteman
    
     Cost    -120
     Type    -Melee
     Combat  -16
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Gunpowder
     Upgrade -Riflemen
     Notes   -American Unique, replaces Musketmen; Ignores all terrain costs, has
              Drill I promotion
     
    -Musketeer
    
     Cost    -120
     Type    -Melee
     Combat  -20
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Gunpowder
     Upgrade -Riflemen
     Notes   -French Unique, replaces Musketmen
    
     
    -Musketman
    
     Cost    -120
     Type    -Melee
     Combat  -16
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Gunpowder
     Upgrade -Riflemen
     Notes   -None 
    
    -Norwegian Ski Infantry
    
     Cost    -Unknown
     Type    -Melee
     Combat  -25
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Rifling
     Upgrade -Infantry
     Notes   -Danish Unique, replaces Rifleman, increased movement AND strength
              while in hills, tundra, or snow.
     
    -Rifleman
    
     Cost    -200
     Type    -Melee
     Combat  -25
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Rifling
     Upgrade -Infantry
     Notes   -None
    
     
    -Ship of the Line
    
     Cost    -140
     Type    -Naval
     Combat  -30
     Ranged  -17
     Range   -2
     Move    -5
     Resource-Iron
     Tech    -Navigation
     Upgrade -Destroyer
     Notes   -English Unique, replaces Friagete; +1 to sight; Cannot attack using
              melee; Can perform ranged attacks
    
     
    -Sipahi
    
     Cost    -220
     Type    -Mounted
     Combat  -22
     Ranged  -n/a
     Range   -n/a
     Move    -5
     Resource-Horses
     Tech    -Metallurgy
     Upgrade -Helicopter Gunship
     Notes   -Ottoman Unique, replaces Lancer; Pillaging does not cost movement;
              Combat penalty on defense; No defensive bonuses; +1 to sight;  Combat
              penalty against cities
    
    -Tercio
    
     Cost    -150
     Type    -Melee
     Combat  -18
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Gunpowder
     Upgrade -Riflemen
     Notes   -Spanish Unique, replaces Musketmen; +100% combat bonus against
              mounted units.
    
    -Turtle Ship
    
     Cost    -100
     Type    -Naval
     Combat  -30
     Ranged  -12
     Range   -2
     Move    -4
     Resource-None
     Tech    -Astronomy
     Upgrade -Destroyer
     Notes   -Korean Unique, replaces Caravel; Cannot enter ocean tiles, reduced
              LOS
     
    
    >>>>>>>>>Industrial Era<<<<<<<<<
    
    -Anti-Aircraft Gun
    
     Cost    -300
     Type    -Melee
     Combat  -32
     Ranged  -n/a
     Range   -2
     Move    -2
     Resource-None
     Tech    -Radio
     Upgrade -Mobile SAM
     Notes   -Intercepts aircraft; +100% combat bonus against aircraft
    
     
    -Anti-Tank Gun
    
     Cost    -300
     Type    -Melee
     Combat  -32
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Replaceable Parts
     Upgrade -None
     Notes   -Combat bonus against Armored units
    
     
    -Artillery
    
     Cost    -420
     Type    -Ranged
     Combat  -16
     Ranged  -32
     Range   -3
     Move    -2
     Resource-None
     Tech    -Dynamite
     Upgrade -Rocket Artillery
     Notes   -+20% combat bonus against cities; Can indirect fire; Cannot attack
              with melee; Must set up before attacking; Can perform ranged attack
    
     
    -Battleship
    
     Cost    -500
     Type    -Naval
     Combat  -60
     Ranged  -32
     Range   -3
     Move    -4
     Resource-Oil
     Tech    -Telegraph
     Upgrade -None
     Notes   -Has indirect fire
    
     
    -Carrier
    
     Cost    -520
     Type    -Naval
     Combat  -30
     Ranged  -n/a
     Range   -n/a
     Move    -5
     Resource-None
     Tech    -Flight 
     Upgrade -None
     Notes   -Can carry 3 aircraft (excluding Stealth Bombers); Cannpt attack
              using melee.
    
     
    -Destroyer
    
     Cost    -380
     Type    -Naval
     Combat  -35
     Ranged  -22
     Range   -2
     Move    -8
     Resource-None
     Tech    -COmbustion
     Upgrade -None
     Notes   -Can see submarines; +100% combat bonus against Submarines; Has
              indirect fire; +3 to sight
    
     
    -Fighter
    
     Cost    -420
     Type    -Air
     Combat  -n/a
     Ranged  -50
     Range   -8
     Movement-n/a
     Resource-Oil
     Tech    -Flight
     Upgrade -Jet Fighter
     Notes   -Can perform air sweep, Can see surrounding 6 tiles from starting
              point; Weak ranged attack
    
     
    -Foreign Legion
    
     Cost    -300
     Type    -Melee
     Combat  -36
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Replaceable Parts
     Upgrade -Mechanized Infantry
     Notes   -French Unique, repalces Infantry; +20% combat bonus outside of
              friendly territory
    
     
    -Infantry
    
     Cost    -300
     Type    -Melee
     Combat  -36
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Replaceable Parts
     Upgrade -Mechanized Infantry
     Notes   -None
    
     
    -Ironclad
    
     Cost    -220
     Type    -Naval
     Combat  -25
     Ranged  -18
     Range   -2
     Move    -4
     Resource-Coal
     Tech    -Steam Power
     Upgrade -Battleship
     Notes   -Cannot enter ocean tiles
    
     
    -Panzer
    
     Cost    -450
     Type    -Armored
     Combat  -60
     Ranged  -n/a
     Range   -n/a
     Move    -6
     Resource-Oil
     Tech    -Combustion
     Upgrade -Modern Armor
     Notes   -German Unique, replaces Tank; Can move after attacking; 25% Combat
              penalty against cities;  No defensive bonuses
    
     
    -Submarine
    
     Cost    -380
     Type    -Naval
     Combat  -25
     Ranged  -60
     Range   -3
     Move    -5
     Resource-None
     Tech    -Refrigeration
     Upgrade -None
     Notes   -Can enter ice tiles; Invisible to most units 
    
     
    -Tank
    
     Cost    -450
     Type    -Armored
     Combat  -50
     Ranged  -n/a
     Range   -n/a
     Move    -5
     Resource-Oil
     Tech    -Combustion
     Upgrade -Modern Armor
     Notes   -Can move after attacking; 25% Combat penalty against cities; No
              defensive bonuses
    
     
    -Zero
    
     Cost    -420
     Type    -Air
     Combat  -50
     Ranged  -n/a
     Range   -8
     Move    -n/a
     Resource-Oil
     Tech    -Flight
     Upgrade -Jet Fighter
     Notes   -Japanese Unique, replaces fighter; Combat bonus against aircraft;
              Can perform air sweep, Can see surrounding 6 tiles from starting
              point; Weak ranged attack
    
    
    >>>>>>>>>Modern Age<<<<<<<<<
    
    -Atomic Bomb
    
     Cost    -850
     Type    -Bomb
     Combat  -n/a
     Ranged  -n/a
     Range   -10
     Move    -n/a
     Resource-Uranium
     Tech    -Nuclear Fission
     Upgrade -None
     Notes   -Improved evasion; explodes on target, severely damaging cities and
              soldiers within its 2-tile blast radius
    
     
    -B17
    
     Cost    -520
     Type    -Air
     Combat  -n/a
     Ranged  -60
     Range   -10
     Move    -n/a
     Resource-Oil
     Tech    -Radar
     Upgrade -None
     Notes   -American Unique; +25% combat bonus against cities; -50% damage from
              interception; Combat penalty against naval units
    
     
    -Bomber
    
     Cost    -520
     Type    -Air
     Combat  -n/a
     Ranged  -60
     Range   -10
     Move    -n/a
     Resource-Oil
     Tech    -Radar
     Upgrade -None
     Notes   -Combat penalty against naval units
    
     
    -Guided Missile
    
     Cost    -200
     Type    -Bomb
     Combat  -n/a
     Ranged  -70
     Range   -8
     Move    -n/a
     Resource-None
     Tech    -Satellites
     Upgrade -None
     Notes   -Cannot be intercepted
    
     
    -Helicopter Gunship
    
     Cost    -450
     Type    -Air
     Combat  -50
     Ranged  -n/a
     Range   -n/a
     Move    -6
     Resource-Aluminum
     Tech    -Rocketry
     Upgrade -None
     Notes   -Combat bonus against armored units; Ignores terrain costs; Cannot
              capture cities; Can fly over mountains
    
     
    -Jet Fighter
    
     Cost    -600
     Type    -Air
     Combat  -n/a
     Ranged  -70
     Range   -10
     Move    -n/a
     Resource-Aluminum
     Tech    -Lasers
     Upgrade -None
     Notes   -Can perform air sweeps; Can intercept aircraft; Can see 6
              surrounding tiles from starting location
    
     
    -Mech Infantry
    
     Cost    -440
     Type    -Melee
     Combat  -50
     Ranged  -n/a
     Range   -n/a
     Move    -3
     Resource-None
     Tech    -Electronics
     Upgrade -None
     Notes   -None
     
     
    -Missile Cruiser
    
     Cost    -520
     Type    -Naval
     Combat  -60
     Ranged  -25
     Range   -3
     Move    -7
     Resource-Aluminum
     Tech    -Robotics
     Upgrade -None
     Notes   -Has indirect fire; Can carry three missiles (conventional or
              nuclear); Cannot attack using melee; Can perform ranged attacks
    
     
    -Mobile SAM
    
     Cost    -450
     Type    -Melee
     Combat  -40
     Ranged  -n/a
     Range   -2
     Move    -4
     Resource-None
     Tech    -Computers
     Upgrade -None
     Notes   -+100% combat bonus against aircraft
    
     
    -Modern Armor
    
     Cost    -700
     Type    -Armored
     Combat  -80
     Ranged  -n/a
     Range   -n/a
     Move    -5
     Resource-Aliminum
     Tech    -Lasers
     Upgrade -None
     Notes   -Can move after attacking; No defensive bonuses; 25% Combat penalty
              against cities
    
     
    -Nuclear Missile
    
     Cost    -1200
     Type    -Bomb
     Combat  -n/a
     Ranged  -n/a
     Range   -8
     Move    -n/a
     Resource-Uranium
     Tech    -Advanced Ballistics
     Upgrade -None
     Notes   -Improved Evasion; More powerful than Atomic Bomb
    
     
    -Nuclear Submarine
    
     Cost    -500
     Type    -Naval
     Combat  -30
     Ranged  -70
     Range   -3
     Move    -6
     Resource-Aluminum
     Tech    -Computers
     Upgrade -None
     Notes   -Combat bonus against submarines; Can carry 2 missiles (conventional
              and nuclear); Invisible to most units
    
     
    -Paratrooper
     
     Cost    -350
     Type    -Melee
     Combat  -40
     Ranged  -n/a
     Range   -n/a
     Move    -2
     Resource-None
     Tech    -Radar
     Upgrade -None
     Notes   -Can paradrop up to 5 tiles away while in friendly territory
    
     
    -Rocket Artillery
    
     Cost    -600
     Type    -Siege
     Combat  -18
     Ranged  -46
     Range   -3
     Movement-3
     Resource-Aluminum
     Tech    -Rocketry
     Upgrade -None
     Notes   -+20% Combat bonus against cities; Has indirect fire; No defensive
              bonuses; Cannot attack using melee; Can perform ranged attacks
    
     
    -Stealth Bomber
    
     Cost    -800
     Type    -Air
     Combat  -n/a
     Ranged  -80
     Range   -20
     Movement-n/a
     Resource-Aluminum
     Tech    -Stealth
     Upgrade -None
     Notes   -Improved evasion, Can see surrounding 6 tiles from starting point
    
    
    -Giant Death Robot
    
     Cost    -1000
     Type    -Tank
     Combat  -150
     Ranged  -n/a
     Range   -n/a
     Movement-3
     Resource-Uranium
     Tech    -Nuclear Fusion
     Upgrade -None
     Notes   -Combat penalty against cities
    
    
    7.  Buildings:
    
    >>>>>>>>>Ancient Era<<<<<<<<<
    
    -Barracks
    
     Cost  -80
     Maint -1
     Tech  -Bronze Working
     Effect-+15 XP for all units
     Notes -Soilders get one promotion; Needed for the Heroic Epic National Wonder
     
    
    -Floating Gardens
    
     Cost  -120
     Maint -1
     Tech  -The Wheel
     Effect-+15% Food, +2 food for each worked lake tile
     Notes -Aztec Unique Building, replaces Water Mill; Needs a source of fresh
            water; Great for supersizing cities early, but finding a lot of lakes
            is somewhat difficult
     
    
    -Granary
    
     Cost  -70
     Maint -1
     Tech  -Pottery
     Effect-+2 Food, +1 food for every Wheat, Banana, or Deer resource
     Notes -Good for an early food boost
    
     
    -Krepost
    
     Cost  -80
     Maint -1
     Tech  -Bronze Working
     Effect-+15 XP for all units, -25% culture and gold cost for new tiles
     Notes -Russian Unique Building, replaces Barracks; Soldiers get one promotion;
            Needed for the Heroic Epic National Wonder
    
     
    -Library
    
     Cost  -80
     Maint -1
     Tech  -Writing
     Effect-+1 science per 2 citizens in the city
     Notes -Needed to build later science buildings, like Universities; Won't see
            much science output early on
    
     
    -Monument
    
     Cost  -60
     Maint -1
     Tech  -n/a
     Effect-+2 culture
     Notes -First building you can build, provides a small hint of culture to start
            expanding your borders
    
     
    -Paper Maker
    
     Cost  -80
     Maint -0
     Tech  -Writing
     Effect-+1 Science per 2 citizens, +2 gold
     Notes -Chinese Unique Building, replaces Library; Gold boost makes building
            this a must, spaced out over a lot of cities the bonus adds up fast
    
     
    -Walls
    
     Cost  -100
     Maint -0
     Tech  -Masonry
     Effect-+4 City Defense
     Notes -Post patch, defensive structures increase a city's rate of healing, so
            buildings like walls are a lot more important
    
    -Walls of Babylon
    
     Cost  -100
     Maint -0
     Tech  -Masonry
     Effect-+6 City Defense
     Notes -Babylonian Unique Building, replaces Walls; Cities deal more damage;
            The added defense makes Babylonian cities VERY hard to attack
     
    -Water Mill
    
     Cost  -120
     Maint -2
     Tech  -The Wheel
     Effect-+2 Food
     Notes -Needs a source of fresh water; Food and production bonus early is a
            huge advantage to city growth
    
    
    >>>>>>>>>Classical Era<<<<<<<<<
    
    -Armory
    
     Cost  -130
     Maint -1
     Tech  -Machinery
     Effect-+15 XP for all units
     Notes -Requires Barracks/Krepost; With the Barracks, soldiers get their second
            promotion
    
    -Aqueduct
    
     Cost  -120
     Maint -1
     Tech  -Engineering
     Effect-40% of food is carried over after a new citizen is born.
     Notes -An earlier replacement for the Hospital's original effect. Because it
            comes much earlier, the power is a lot more useful.
    
     
    -Burial Tomb
    
     Cost  -120 
     Maint -0
     Tech  -Philosophy
     Effect-+2 Culture, +2 Happiness
     Notes -Egyptian Unique Building, replaces Temple; If captured, pillage yield
            doubled, has an artist slot.
    
     
    -Circus
    
     Cost  -150
     Maint -3
     Tech  -Trapping
     Effect-+3 Happiness
     Notes -City needs Ivory or Horses in its radius to build
    
     
    -Colosseum
    
     Cost  -150
     Maint -1
     Tech  -Construction
     Effect-+2 Happiness
     Notes -Moderate happiness yield; Useful when coupled with Piety as it will earn
            you free culture as well.
    
     
    -Courthouse
    
     Cost  -200
     Maint -5
     Tech  -Mathematics
     Effect-Eliminates Unhappiness from Occupied Cities
     Notes -Can be purchased, but is fairly expensive
    
     
    -Lighthouse
    
     Cost  -80 (Will be cheaper after the patch)
     Maint -1
     Tech  -Optics
     Effect-+1 Food from Water tiles, +1 food for fish
     Notes -Really only useful if you have a lot of water tiles or several sea
            resources. Generally there will be other more useful tiles that a city
            will use.
    
     
    -Mud Pyramid Mosque
    
     Cost  -120
     Maint -0
     Tech  -Philosophy
     Effect-+4 Culture
     Notes -Songhai Unique Building, replaces Temple; Major culture boost can
            quickly spread your borders and put you closer to a Cultural victory.
            Requires a monument.
    
     
    -Stable
    
     Cost  -100
     Maint -1
     Tech  -Horseback Riding
     Effect-+25% production of mounted Units, +1 production for sheep, horse, or
            cattle
     Notes -City needs horses or cattle in its radius to build; If your Civ is 
            mounted unit-heavy, an absolute must. After patch, the stable will
            remain fairly useful if you have lots of cattle or horses in your
            city, as it offers a small production boost, too.
    
    -Stone Works
    
     Cost  -Unknown
     Maint -Unknown
     Tech  -Unknown
     Effect-+1 Happiness, +1 Production, +1 production for every source of marble
            and new resource, stone.
     Notes -Requres source of marble or stone. New building to be added in June/July
            patch. Good source of production, especially since stone is intended to
            be a more common resource like cattle.
     
    -Temple
    
     Cost  -120
     Maint -2
     Tech  -Philosophy
     Effect-+3 Culture
     Notes -Decent culture yield
    
    
    >>>>>>>>>Medieval Era<<<<<<<<<
     
    -Bazaar
    
     Cost  -120
     Maint -0
     Tech  -Currency
     Effect-+25% Gold, +2 gold, Extra copy of any luxury resource in city radius,
            +2 gold for every Oasis and Oil resourc in city radius.
     Notes -Arabian Unique Building, replaces Market; Extra resources gives you a
            major leg up on trade with other nations
          
    
     
    -Castle
    
     Cost  -200
     Maint -0
     Tech  -Chivalry
     Effect-+4 Defense
     Notes -Requires Walls to build; Speeds up city health recovery
    
     
    -Forge
    
     Cost  -150
     Maint -1
     Tech  -Metal Casting
     Effect-+15% Production of land units, +1 production for each Iron resource
     Notes -City needs iron in its radius; bonus is rather insignificant early on,
            but if you have lots of iron, the extra production is a big boost.
    
     
    -Garden
    
     Cost  -120
     Maint -1
     Tech  -Theology
     Effect-+25% Great People production
     Notes -Needs a source of fresh water; build in cities with lots of wonders to
            maximize their effectiveness
    
     
    -Harbor
    
     Cost  -80
     Maint -3
     Tech  -Compass
     Effect-+15% production bonus building Naval units, Creates Trade Route, +1
            production for all sea resources.
     Notes -You need to have a second harbor that is connected to the capital to 
            make the connection; Outside of trade routes, not terribly useful
    
     
    -Longhouse
    
     Cost  -80
     Maint -2
     Tech  -Metal Casting
     Effect-+1 Production on each Forest tile
     Notes -Iroquois Unique Building, replaces Workshop; Can yeild enourmous
            production boosts if placed near enough forests; Has an engineer slot
    
     
    -Market
    
     Cost  -120
     Maint -0
     Tech  -Currency
     Effect-+25% Gold generated, +2 gold
     Notes -Needed to build Banks; Has a merchant slot
     
     
    -Mint
    
     Cost  -120
     Maint -0
     Tech  -Currency
     Effect-Gold and Silver produce +2 Gold each
     Notes -No reason NOT to build if there is any gold or silver nearby
    
     
    -Monastery
    
     Cost  -120
     Maint -0
     Tech  -Theology
     Effect-+2 culture, +2 Culture from Incense or Wine
     Notes -Now with no maintenance, there really isn't any reason NOT to take
            advantage of the crazy culture boost you can get out of it.
    
     
    -Mughal Fort
    
     Cost  -180 
     Maint -0
     Tech  -Chivalry
     Effect-+6 Defense, +2 Culture, provides gold after flight
     Notes -Indian Unique Building, replaces Castle; Needs walls; Culture and gold
            bonuses make this worth building even if you don't expect any wars. If
            you do, then the increased defense becomes even more useful.
    
     
    -University
    
     Cost  -200
     Maint -2
     Tech  -Education
     Effect-+33% Science (+50% after adopting Free Thought), +2 Science from jungle
            tiles
     Notes -Requires a Library; Has 2 scientist slots; Jungles are few and few
            in-between, but regular science bonus is still nice
    
     
    -Wat
    
     Cost  -200
     Maint -2
     Tech  -Education
     Effect-+33% Science (+50% after adopting Free Thought), +3 Culture
     Notes -Siamese Unique Building, replaces University; Has a scientist slot;
            Doesn't get the science bonus from jungles, but that's a small loss
            compared to the big culture gain. Requires a library.
     
    -Workshop
    
     Cost  -100 (Will be more expensive after patch)
     Maint -2
     Tech  -Metal Casting
     Effect-+15% production, +2 production
     Notes -Has an engineer slot; the bonus has been decreased, but now it affects
            all production and you get +2 more added on
    
    
    >>>>>>>>>Renaissance Era<<<<<<<<<
    
    -Bank
    
     Cost  -220
     Maint -0
     Tech  -Banking
     Effect-+25% gold
     Notes -Requires a Market; good soruce of money early
    
     
    -Military Academy
    
     Cost  -350
     Maint -1
     Tech  -Military Science
     Effect-+15 XP for all units
     Notes -Requires an Armory; If you already have an Armory, then this puts you
            about halfway to a third promotion.  Don't waste the time or money
            building this if you aren't going to war
    
     
    -Museum
    
     Cost  -350
     Maint -3
     Tech  -Archeaology
     Effect-+5 Culture
     Notes -Requires an Opera House; Has an Artist slot; Excellent culture bonus,
            but skip it if you aren't going for culture as its a bit pricey
    
     
    -Observatory
    
     Cost  -180
     Maint -0
     Tech  -Astronomy
     Effect-+50% science
     Notes -City needs to be next to a mountain; Good science bonus if you can get 
            it
     
     
    -Opera House
    
     Cost  -220
     Maint -2
     Tech  -Acoustics
     Effect-+4 Culture
     Notes -Requires a Temple; Has an artist slot; Cheaper than a Museum, so this
            is probably a good place to stop building culture if you're not going
            for it
    
     
    -Public School
    
     Cost  -350
     Maint -3
     Tech  -Scientific Theory
     Effect-+1 science for every 2 people, +3 science, +1 culture.
     Notes -Requires a University; Has a scientist slot; A nice midgame science
            boost to really power you through some of the later techs.
    
     
    -Satrap's Court
    
     Cost  -220
     Maint -0
     Tech  -Banking
     Effect-+25% Gold, +2 Happiness
     Notes -Persian Unique Building, replaces Bank; City needs a market; Happiness
            stacks well with the Persian Unique Trait, and you can never go wrong
            with gold
     
    -Seaport
    
     Cost  -140
     Maint -2
     Tech  -Navigation
     Effect-+1 Production from Sea Resources
     Notes -Requires a harbor. City needs at least one Sea resource improved; with
            even a few fish or Clam resources, the production bonus makes those
            tiles some of the most valuable in the whole game
    
     
    -Theatre
    
     Cost  -300
     Maint -2
     Tech  -Printing Press
     Effect-+3 Happiness
     Notes -Requires a Colosseum; more happiness, good for larger cities 
    
     
    -Windmill
    
     Cost  -180
     Maint -2
     Tech  -Economics
     Effect-+10% Production to buildings, +2 production
     Notes -City must be build on flat land; the Windmill's effect essentially is
            what the workshop used to be. However, it also gets a +2 production
            boost on top of the building production boost.
    
    
    >>>>>>>>>Industrial Era<<<<<<<<<
    
    -Arsenal
     
     Cost  -350
     Maint -3
     Tech  -Rifling
     Effect-Increased City defense.
     Notes -Requires a Castle; Now a city defense building, not a unit production
            bonus.
     
    -Broadcast Tower
    
     Cost  -600
     Maint -3
     Tech  -Radio
     Effect-+33% Culture, +3 culture
     Notes -Requires a Museum; Although quite pricey to build and maintain, +33%
            culture plus another 3 culture is nothing to turn your nose up at.
    
     
    -Factory
    
     Cost  -300
     Maint -3
     Tech  -Steam Power
     Effect-+10% Production, +4 production
     Notes -Requires Coal; Requires a Workshop; Has 2 engineer slots; 
            Other than Ironclads, this is the only thing that needs coal to
            function, so build as many as you can afford, the production bonus is
            well worth it
    
     
    -Hospital
    
     Cost  -400
     Maint -2
     Tech  -Biology
     Effect-+5 food
     Notes -Requires an Aqueduct; Essentially a super-granary.  The food boost can
            be helpful if growing a larger city.
     
    -Military Base
    
     Cost  -450
     Maint -0
     Tech  -Telegraph
     Effect-+12 Defense
     Notes -Requires a Arsenal; If a particular city is in a warzone or a key
            chokepoint, then a Military Base is a great way to secure your land.
            Its really expensive to build everywhere, otherwise
    
     
    -Stock Exchange
    
     Cost  -650
     Maint -0
     Tech  -Electricity
     Effect-+33% Gold
     Notes -Requires a Bank; Has 2 merchant slots; More money, can't go wrong with
            that.
    
    
    >>>>>>>>>Modern Era<<<<<<<<<
    
    -Hydro Plant
    
     Cost  -600 
     Maint -3
     Tech  -Plastics
     Effect-+1 Production for every bordering River
     Notes -Requires Aluminum; Build only if you have a lot of rivers nearby. Its
            expensive and comsumes aluminum, which is exceedingly rare. However,
            the production boost can make an enormous difference when placed well
    
     
    -Medical Lab
    
     Cost  -500
     Maint -3
     Tech  -Penicillin
     Effect--25% Food needed for City Growth
     Notes -Requires a Hospital; Not really worth it in the long run, being so
            expensive to build and maintain.  Besides, cities are usually done
            growing by this era.
    
     
    -Nuclear Plant
    
     Cost  -600 (Will be significantly reduced)
     Maint -3
     Tech  -Nuclear Fission
     Effect-+15% Production, +5 production
     Notes -Requires Uranium; Requires a Factory; Mutually exclusive with a Solar
            Plant; If you're Russia, you can likely get away with building a few of
            these, but otherwise, save your uranium for missiles and robots.
    
     
    -Research Lab
    
     Cost  -600
     Maint -3
     Tech  -Plastics
     Effect-+50% Science, +4 science.
     Notes -Requires a Public School; Not especially useful because it appears so 
            late in the game, but if you REALLY need a science boost.
    
     
    -Solar Plant
    
     Cost  -600 (Will be significantly reduced)
     Maint -3
     Tech  -Ecology
     Effect-+15% Production, +5 production
     Notes -City must border a desert; Requires a Factory; Mutually exclusive with 
            Nuclear Plant; Easy production provided you built next to a desert
    
     
    -Spaceship Factory
    
     Cost  -450
     Maint -3
     Tech  -Robotics
     Effect-+50% production on Spaceship Parts
     Notes -Requires Aluminum; Requires a Factory; If you're going for a science
            win, you NEED these in your most productive cities. Otherwise, stay
            away; you likely won't be able to spare much aluminum anyway
    
     
    -Stadium
    
     Cost  -450
     Maint -2
     Tech  -Mass Media
     Effect-+4 Happiness
     Notes -Requires a Theatre; Hopefully your empire is happy, so don't waste the
            money building this unless you desperately need the happiness or have
            Piety going for you.
    
    
    8.  Wonders
    
    >>>>>>>>>Wonders of the World<<<<<<<<<
    
    -Angkor Wat
    
     Cost   -300
     Culture-1
     GP     -+1 Engineer
     Tech   -Theology
     Effect -Culture and gold cost of acquiring tiles is reduced by 25%
    
     
    -Big Ben
    
     Cost   -700
     Culture-1
     GP     -+2 Merchant
     Tech   -Economics
     Power  --15% Gold cost for purchasing items in cities, +4 gold; Hurry cost
             reduction nerfed, but still useful and the free gold doesn't hurt.
    
     
    -Brandenburg Gate
    
     Cost   -550
     Culture-1
     GP     -+2 Scientist
     Tech   -Military Science
     Power  -Spawns Great General; good if you want to go to war or fuel a Golden
             Age
    
     
    -Chitchen Itza
    
     Cost   -450
     Culture-1
     GP     -+1 Engineer
     Tech   -Civil Service
     Power  -Length of Golden Ages increased by 50%, +4 happiness; Incredibly
             powerful, especially with Persia.
     
    
    -The Colossus
    
     Cost   -150
     Culture-1
     GP     -+1 Merchant
     Tech   -Bronze Working
     Power  -+1 gold from water tiles, +5 gold; Not exceptionally powerful unless
             you have a lot of water or many sea resources; NO LONGER goes obsolete
             with Navigation, though, and there is free gold now.
    
     
    -Cristo Redentor
    
     Cost   -1200
     Culture-4
     GP     -+2 Artist
     Tech   -Telegraph
     Power  -Culture cost of new policies reduced by 10%; the nerf in the June/July
             patch has severely reduced the usefulness of this wonder, though the
             bonus still applies to the entire Civ.
    
     
    -Eiffel Tower
    
     Cost   -1000
     Culture-1
     GP     -+2 Merchant
     Tech   -Radio
     Power  -+5 happiness, +1 happines for every two policies adopted.
    
    
    -The Forbidden Palace
    
     Cost    -600
     Culture-1
     GP     -+1 Artist
     Tech   -Banking
     Power  --50% unhappiness from number of cities; Better for larger empires.
             Skip it if you're going for fewer cities.
    
    
    -The Great Library
    
     Cost   -150
     Culture-1
     GP     -+1 Scientist
     Tech   -Writing
     Power  -+3 science, free library in the building city. Build in the city with
             the best science output for maximum benefit.
    
     
    -The Great Lighthouse
    
     Cost    -130
     Culture-1
     GP     -+1 Merchant
     Tech   -Sailing
     Power  -+1 Movement, +1 Sight for Naval Units, free lighthouse in city that
             builds it; Good for naval powers
    
     
    -The Great Wall
    
     Cost   -350
     Culture-1
     GP     -+1 Engineer
     Tech   -Construction
     Power  -Enemy Land Units must spend 1 extra Movement Point when inside your
             territory, free Walls in building city; Expires at Dynamite; Another
             useful tool for stalling out your enemies, but its effective for only
             so long.
    
     
    -The Hagia Sophia
    
     Cost   -300
     Culture-1
     GP     -+1 Artist
     Tech   -Theology
     Power  -+25% generation of Great People, free Great Person of your choosing;
             More Great People means more Golden Ages or more bonuses. Can't go
             wrong with either.
     
     
    -The Hanging Gardens
    
     Cost   -200
     Culture-1
     GP     -+1 Artist
     Tech   -Mathematics
     Power  -+10 food in building city; extremely useful for growing large cities
             early on.
    
    
    -Himeji Samurai Castle
    
     Cost   -600
     Culture-4
     GP     -+2 Engineer
     Tech   -Chivalry
     Power  -+15% combat strength for all units in friendly territory, free castle
             in building city; Useful for stalling out enemy invasions, though a
             bit weaker now.
    
     
    -The Kremlin
    
     Cost   -650
     Culture-4
     GP     -+1 Scientist
     Tech   -Acoustics
     Power  -Defense Buildings are 25% more effective, +12 defense in building city;
             Great if you have the buildings, but otherwise not too much else.
    
     
    -The Louvre
    
     Cost   -700
     Culture-1
     GP     -+2 Artist
     Tech   -Archeaology
     Power  -2 free Great Artists appear near building city; Free Great Artists are
             always useful either for golden ages or to steal some land
     
     
    -Machu Picchu
    
     Cost   -550
     Culture-1
     GP     -+1 Merchant
     Tech   -Currency
     Power  -+25% Gold from Trade Routes, +5 gold, must be within 2 tiles of a
             mountain; The extra money can REALLY pile up on larger maps
    
    -Mausoleum of Halicarnassus
    
     Cost   -200
     Culture-1
     GP     -+1 Merchant
     Tech   -Masonry
     Power  -+100 gold for every Great Person used, each source of stone and marble
             worked in the city produces +2 extra gold. Obviously, the best place
             to build would be near a large source of stone/marble. The cash boost
             from great people will be a nice benefit early on.
    
     
    -Notre Dame
    
     Cost   -500
     Culture-3
     GP     -+1 Merchant
     Tech   -Education
     Power  -+10 happiness; More happiness, but early, giving you a bit of a
             cushion if you've been expanding a lot
    
     
    -The Oracle
    
     Cost   -150
     Culture-1
     GP     -+1 Scientist
     Tech   -Philosophy
     Power  -Free Social Policy; Good for getting an early head start on the world
             in culture.
    
     
    -Pentagon
    
     Cost   -1200
     Culture-3
     GP     -+2 Merchant
     Tech   -Radar
     Power  --33% gold cost for upgrading military units; Comes rather late, but
             late-game upgrades can be somewhat pricey
    
     
    -The Porcelain Tower
    
     Cost   -400
     Culture-1
     GP     -+2 Scientist
     Tech   -Education
     Power  -+50% science yielded from Research Agreements. A significant boost to
             science if you do a lot of research agreements. Otherwise, its almost 
             useless if you can't get someone to agree to it.
    
     
    -The Pyramids
    
     Cost   -175
     Culture-1
     GP     -+1 Engineer
     Tech   -Masonry
     Power  -Worker construction up 25%, free worker appears near; not as powerful
             as it used to be but with the free worker, it has an immediate benfit
             as well as a long term one.
    
     
    -Sistine Chapel
    
     Cost   -650
     Culture-1
     GP     -+2 Artist
     Tech   -Acoustics
     Power  -+25% Culture in all Cities; A must for a cultural win
    
     
    -Statue of Liberty
    
     Cost   -1200
     Culture-1
     GP     -+3 Engineer
     Tech   -Replaceable Parts
     Power  -+1 Production for every Specialist in all Cities; Pretty useful if you
             have larger cities with lots of specialists.
    
    -Statue of Zeus
    
     Cost   -200
     Culture-+1
     GP     -n/a
     Tech   -Bronze Working
     Power  -+15% combat bonus against cities for all units. A must if you plan
             on warring at all. Otherwise, skip it.
    
     
    -Stonehenge
    
     Cost   -120
     Culture-6
     GP     -+1 Engineer
     Tech   -Calendar
     Power  -None; A very early wonder with a nice culture boost to get you moving
    
     
    -Sydney Opera House
    
     Cost   -1000
     Culture-4
     GP     -+2 Artist
     Tech   -Globalization
     Power  -+50% culture in city; No longer gives a free Social Policy, but the
             bonus will be most useful in a city with lost of culture.
     
    -Taj Mahal
    
     Cost   -600
     Culture-1
     GP     -+2 Artist
     Tech   -Printing Press
     Power  -Starts Golden Age; Golden Ages are always welcome. It would be smart
             to build it once you have Chichen Itze to double Taj Mahal's effect.
    
    -Temple of Artemis
    
     Cost   -200
     Culture-+1
     GP     -+1 Engineer
     Tech   -Archery
     Power  -+10% growth in all cities. +15% production when building ranged units.
             A must for building a tall empire. The food boost is always welcome
             and the extra production for ranged units will be felt later in the
             game when prices ramp up.
    
     
    -United Nations
    
     Cost   -1000
     Culture-1
     GP     -+2 Merchant
     Tech   -Globalization
     Power  -Triggers voting for Diplomatic victory; No reason not to build, since
             the builder gets an extra vote. Just make sure that no one else can
             win by diplomacy
    
    
    >>>>>>>>>National Wonders<<<<<<<<<
     
    -Hermitage
    
     Cost   -310 
     Culture-0
     Needs  -Opera House
     Tech   -Acoustics
     Power  -+50% culture to the building City; Build in the most cultural city to
             maximize this effect
    
     
    -Heroic Epic
    
     Cost   -110
     Culture-1
     Needs  -Barracks
     Tech   -Iron Working
     Power  -All new units receive morale bonus; A must for conquerors, build in
             the most productive city
    
     
    -Ironworks
    
     Cost   -170
     Culture-1
     Needs  -Workshop
     Tech   -Machinery
     Power  -+8 Production; A huge boost to production, build in your most
             productive city for incredible production times
    
     
    -National College
    
     Cost   -120
     Culture-1
     Needs  -Library/Paper Maker
     Tech   -Philosophy
     Power  -+3 Science; Build in the most scientific city for maximum impact
    
     
    -National Epic
    
     Cost   -120
     Culture-1
     Needs  -Monument
     Tech   -Philosophy
     Power  -+25% Great Person Generation; A city with a lot of wonders is a good
             place to put this one.
    
     
    -Oxford University
    
     Cost   -260
     Culture-1
     Needs  -University
     Tech   -Education
     Power  -+3 science; Build in your most scientific city for maximum impact.
    
    
    9.  Natural Wonders
    
       All Natural Wonders confer +5 happiness upon discovery. Spain gets a cash
       bonus if they discover one, and their yields are double of what's listed.
    
    -Barringer Crater
     Yield-+2 Gold, +3 Science
    
    -Cerro de Potosi
     Yield-+10 Gold
     Bonus-None
    
    -El Dorado
     Yield-+5 Culture
     Bonus-500 gold to the first Civilization to discover it
    
    -Fountain of Youth
     Yield-None
     Bonus-Fast healing promotion when a unit moves by it, +10 happiness
    
    -Grand Mesa
     Yield-+3 Gold, +2 Production
     Bonus-None
    
    -Great Barrier Reef
     Yield-+2 Food, +1 Gold, +1 Production, +2 Science
     Bonus-Covers 2 tiles, same yield for second tile
    
    -Krakatoa
     Yield-+5 Science
     Bonus-None
    
    -Mt Fuji
     Yield-+1 Gold, +5 Culture
     Bonus-None
    
    -Old Faithful
     Yield-+2 Research
     Bonus-+3 Happiness when in your borders
    
    -Rock of Gibraltar
     Yield-+2 Food, +5 Gold
     Bonus-None
    
    
    10.  Frequently Asked Questions-
    
    
    Q- Where are the transports? How do I load up my units to cross the ocean?
    A- Once you discover Optics, your units will board their own transports 
       automatically.  Be careful, though; unless you’re the Songhai, they can’t
       defend themselves so protect them accordingly.
    
    Q- So dedicated transports are gone, is there a Marine unit anymore?
    A- No, the marine is gone.  All units can attack from the sea, but at a cost
       to strength.  However, you can get a promotion to fix this.
    
    Q- My unit can shoot three tiles away, but when I try firing, it won’t let me
       fire nearly that far. What’s the holdup?
    A- There are two probable causes.  One; there is an obstruction.  Unless the
       unit has Indirect Fire, it can’t shoot over obstructions like hills or
       forests.  The other likely problem is that it can’t see that far away.
       A unit must see what it is firing at.  This includes aircraft, as well.
    
    Q- What’s the point of Declaration of Friendship and Denunciation?
    A- Declaration of Frienship basically means that the two parties in question
       share better relations. Any denunciations against them will earn the third
       party negative relations. Denunciations do just the opposite. If two parties
       have a mutual denunciation with somebody, then those two have better
       relations than normal.
    
    Q- How do I capture naval units as the Ottomans?
    A- You must sail up to it so that the two units are right next to each other.
       Simply firing at it from range will not do. If it works, you will capture
       it without even having to attack it. If not, then it cannot be caputured at
       all.
    
    Q- When will I post detailed info for new Civilizations/units?
    A- As soon as information is released on a Civ, I will try to incorporate it
       immediately into my FAQ.  However, I'd like at least one playthrough with
       it before I write really detailed notes on it. I will actively update this 
       FAQ with any new information that comes along, however.
    
    Q- The game says Rocket Artillery do not need to set up to fire, but mine still
       do!
    A- Newly built Rocket Artillery do not need to set up.  However, upgraded
       Artillery to Rocket Artillery do due to a design flaw where old units keep
       ALL of their promotions (Good and Bad).  However, this has been resolved as
       of the latest patch.
    
    Q- What good are the ranged promotions to Archers/Crossbowmen when they upgrade
       to Riflemen?
    A- Sadly, none.  This goes for the ranged cavalry (Camel Archers, Keshik) as
       well.  And since the game now makes you promote units as soon as they are
       able, its even more of an issue.  Some promotions (like Logistics) do have 
       some use, but most of the abilities do not apply to Riflemen and their
       future units.
    
    Q- I've been denounced! How long does it last?
    A- Denunciations last for 50 turns, as do Friendships. 
    
    Q- I just got the DLC maps, but I can't find them anwhere!
    A- The DLC maps (Mesopotamia, America, etc.) can be played if you choose
       advanced options in the set-up screen.
    
    Q- How do research agreements work?
    A- In the vanilla, unpatched game, you pay a certain amount of gold with
       civilization and after a set period of time, you will be automatically
       granted a new technology. However, this has been completely overhauled in
       the June/July patch. Now, research agreements increase the science output of
       the two nations based on the cost of the technologies that they can research.
    
    Q- Where do you get patch information from?
    A- As far as I know, the first place where patch notes are revealed are the 2K
       forums for Civilization V. I will post updates as soon as they come
       available.
    
    11.  Patch Notes; Abridged-
    
     Full patch notes can be found at:
     http://forums.2kgames.com/showthread.php?89117-Patch-Notes
    
     Listed here is an abridged list of patch notes; effectively the most important
     parts of each patch.
    
     Patch 1.0.0.62 (Released 10/22/2010)
     •Primarily a Buxfix patch
      •Unit Cycling is better
      •Correct mounted archer promotions
      •Several Crash fixes
     •General AI fixes
     •Some gameplay fixes
      •Can sell buildings
      •Wealth now returns 25% gold
    
     Patch 1.0.1.135 (Released 12/15/2010)
     •Major rebalancing patch
      •Maritime CS bonus reduced
      •Several policies edited, mainly Tradition
      •Less happiness needed for golden ages, but scales with empire size.
      •Two new National Wonders
      •Defensive buildings no longer have maintenance and help heal the city
      •Promotions come the following turn, not immediately, and MUST be taken there
      •Several buildings have effect reduced, namely happiness buildings.
     •Significant AI retooling
      •Tactical AI reworked, mostly in combat such as using and positioning units
       correctly.
     •No major bugfixes
    
     Patch 1.0.1.217 (Released 3/1/2011)
     •Some bug and crash fixes
      •Turn times improved
      •Fixed invisible rivers issue
      •A few minor, specific issues fixed
     •AI/Diplomacy fixes
      •Chain denouncing reduced
      •Denunciations and Friendships expire at 50 turns  
     •Enormous rebalancing
      •Social Policies overhauled, mainly Tradition and Liberty.
      •Golden Ages give +20% production per city, not +1 per tile
      •New building: Aqueduct
      •Happiness reduced for happiness buildings
      •Resource-specific buildings (like Forge, Stable) provide bonus to resource
       yield.
      •Specialists added to several buildings.
      •Yields for several improvements added.
      •China nerfed significantly.
     •MP fixes
      •Can use DLC nations in MP (all parties must have them to be used)
    
     Patch 1.0.1.275 (Released 4/28/2011)
     •Significant AI changes
      •Combat logic improved
      •Improved tactics, especially when dealing with cities and embarkation
      •AI will build workers, therefore, AI will develop its land
      •Better Great General use
     •Lots of information added to the UI
     •Bugfixes
      •Some crash fixes, most notably scroll-crashing
      •River graphics fixed
      •Stealth Bombers now gain experience
     •No major balance changes
    
     Patch 1.0.1.332 (Released 6/28/2011)
     •Some AI fixes
      •Fixes mostly involve flavor tweaks
      •Some fixes to combat and tactics
     •Diplomacy Fixes
      •Added positive modifiers (past trades, common foes, etc)
      •Several penalties added (being nuked, controlling enemy captial)
     •Enormous rebalance patch
      •Policy Finishers
      •Research Agreements revamped
      •Stone resource added with accompanying building (stone works)
      •Several improvements have their yield increase at specific tech
      •Many buildings had their effects nerfed
      •Non-ground units can get EXP from barracks-type buildings
      •Wonders got nerfed. Some had their abilities completely changed
      •A few Civs got their traits buffed, namely Ottomans, Germany, and America
      •Policy effects completely redone
      •A few technologies have different or more prerequisites now
      •Several units recieved new abilities or were nerfed. 
    
    
    12. Credits and Legal
    
    
    •       Big credit goes to the Civilization V .pdf manual for helping me
            remember a lot of the details on what powers the civilizations had
            and what their unique units did.
    •       Credit is also due to 2k and their forums as well as Civilization
            Fanatics for some of the technical support mentioned in the odds and
            ends section.
    •       Props to Firaxis and Sid Meier for making an awesome game.
    •       Questions, comments, or suggestions? Contact me at mwallyn@msn.com.
            Include “Civ V Review” or something to that effect in the subject
            line or else it will be ignored and deleted.
    •       Civlization V is Copyright 2010 2K Games and Firaxis.  All Copyrights
            are held by their rightful owners as well as any Trademarks used.
    •       This FAQ may be not be reproduced under any circumstances except for
            personal, private use. It may not be placed on any web site or
            otherwise distributed publicly without advance written permission.
            Use of this guide on any other web site or as a part of any public
            display is strictly prohibited, and a violation of copyright.
    •       All trademarks and copyrights contained in this document are owned by
            their respective trademark and copyright holders.
    •       Copyright 2010 Mike Wallyn

    FAQ Display Options: Printable Version