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                                   Civilization V
    			       by Redtooth
    
    *******************************************************************************
    
    
    Table of Contents
    
    I... Introduction...........................[qwe]
    II.. New From Civ IV........................[rty]
    III. Starting a Game........................[uio]
    IV.. Civilizations..........................[pas]
      A. Leaders and Unique Units/Buildings
    V... How to Play............................[dfg]
      A. The Basics
      B. Victory Types
      C. City States
    VI.. Terrain and Resources..................[hjk]
      A. Resources
    VII. Technology.............................[lzx]
      A. Tech Tree
      B. Strategy
    VIII Units..................................[cvb]
      A. Promotions
      B. Great People
    IX.. Buildings..............................[nm,]
    X... Wonders................................[qaz]
      A. National Wonders
      B. Projects
    XI.. Policies...............................[wsx]
    XII. Contact Info...........................[edc]
    
    
    
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    I - Introduction - [qwe]
    
    *******************************************************************************
    
    This is my first FAQ, so be gentle!  The game, as you know, is Civilization V.
    This should be a complete guide at the time of posting, though future patches 
    and new information will need to be discussed at some point.  Any information
    I mess up will also have to be fixed, at some point at least!
    
    
    *******************************************************************************
    
    II - New From Civ IV [rty]
    
    *******************************************************************************
    
    Civilization V builds on Sid Meier's influential and long-lasting series,
    Civilization. As a long time fan of the series, I've played and watched the
    series grow. The series was a 4X game before the term was even coined.  The
    Xs, for those who don't know, stands for "explore, expand, exploit and
    exterminate."  And none of this has changed in the the newest game in the
    series.  Lets first see what isn't in the game anymore.
    
    ------------------------------------------------------
    A. What's Missing
    ------------------------------------------------------
    
    -Religion
    -Corporations
    -Espionage (no spy units)
    -Vassal Cities (Check City States, under How to Play [dfg])
    -Civics (Check Policies [wsx])
    -Health
    -Pollution
    
    
    ------------------------------------------------------
    B. What's New
    ------------------------------------------------------
    
    -No Stacks
    Each tile can now only hold a single unit, so long gone are the days of the
    stacks of doom With that said, combat has also been changed thoroughly, with
    long range units able to shoot over tiles and onto others.  I'll get in
    greater detail on these in later sections.
    
    -Hex Tiles
    Hex Tiles replace the diagonal rhombuses of previous games.  The change
    is noticeable, yet very positive, allowing for new gameplay possibilities.
    If this makes no sense to you, just check in game, you'll see each tile has 
    six neighbors.  
    
    -Policies (Check Policies [wsx])
    Policies are the replacement for civics in Civilization V.  Look for them
    in their own section.
    
    -City States (Check How to Play [dfg])
    City States are the replacement of Vassal system.  These have gotten a lot
    more complex, so check their section for more detail!
    
    -Leadership Traits (Check Civilization [pas])
    Two new things about Leaders.  First, each country only has one leader now
    (boo).  But each civilization now has a Unique Power, and two unique units
    or buildings.  Arabia, for example, has the Camel Rider Unique Unit and the
    Bazaar Unique Building.  It also gets it's power, Trade Caravans, which adds
    +2 gold per trade route.  Check the Civilization section for more detail 
    on each Unique Power, Unit and Building of each civilization.
    
    
    That concludes the major changes, all of which will be explained in depth
    throughout this FAQ.
    
    
    *******************************************************************************
    
    III - Starting the Game - [uio]
    
    *******************************************************************************
    
    In this section, we'll actually get you started on playing!  There are five
    sections for starting a New Game of Civilization V!  If this is too much, just
    Click "Play Now" and get right to Civilization!
    
    -Leader
    This is first section, click on the Leader Button and choose a leader.  This
    screen displays all of the civilizations available to choose.  This section 
    shows what Unique Ability, Unit or Building the civilization has.  Pick which
    one you want to play as, or pick Random to have a random civilization selected
    for you. Once selected, the screen goes back to the Setup Screen.
    
    -Map Type
    You can pick three different types: Continents, Pangaea, Archipelago. 
    Continents, as you could guess, makes an earth-like world with several large
    land masses.  Pangaea creates a single, all-connected land mass.  And 
    Archipelago creates a world filled with only islands.
    
    -Map Size
    There are 6 sizes to pick from, and each changes gameplay in a small way:
    
    DUEL
    Default Civilizations = 2, Default City States = 4
    Unhappiness Per City = 2, Extra City Policy Penalty = 30%
    
    TINY
    Default Civilizations = 4, Default City States = 8
    Unhappiness Per City = 2, Extra City Policy Penalty = 30%
    
    SMALL
    Default Civilizations = 6, Default City States = 12
    Unhappiness Per City = 2, Extra City Policy Penalty = 30%
    
    STANDARD
    Default Civilizations = 8, Default City States = 16
    Unhappiness Per City = 2, Extra City Policy Penalty = 30%
    
    LARGE
    Default Civilizations = 10, Default City States = 20
    Unhappiness Per City = 1.6, Extra City Policy Penalty = 20%
    
    HUGE
    Default Civilizations = 12, Default City States = 24
    Unhappiness Per City = 1.2, Extra City Policy Penalty = 15%
    
    -Difficulty
    There are 8 difficulty levels to pick from, starting with the easiest:
    Settler 
    Chieftain 
    Warlord 
    Prince 
    King 
    Emperor 
    Immortal 
    Deity 
    
    -Game Pace
    Here you pick how fast or slow you want the game going.  Quick makes
    everything go faster.  Quicker production, research and a quicker
    game.  Standard is Standard, and always recommended for most games.
    Epic and Marathon elongate every aspect of the game.
    
    
    And if you got to this screen and realize you didn't really want to 
    pick all this stuff, just click Randomize Button.
    
    
    *******************************************************************************
    
    IV - Civilizations - [pas]
    
    *******************************************************************************
    
    Each leader, as mentioned, has a unique ability and either two unique units or 
    one unique unit and one unique building.  This section will describe all 18 
    original civs and the extra Babylonian and Mongolian civs.
    
    ------------------------------------------------------
    A. Leaders and Unique Units/Buildings
    ------------------------------------------------------
    
    Nation  : Arabia 
    
    Leader  : Harun al-Rashid
    Unit    : Camel Archer (Replaces Knight)
    2nd Unit: None
    Building: Bazaar (Replaces Market)
    
    Ability : Trade Caravans, +2 Gold from each Trade Route
    
    Comments: Poor UU, good Unique Building, but the entire civ is
              focused on late game and slower expansion, which most
              people don't ever make it into.  Early game civs have
              too many advantages over this
    
    ------------------------
    Nation  : Aztec 
    
    Leader  : Montezuma
    Unit    : Jaguar (Replaces Warrior)
    2nd Unit: None
    Building: Floating Gardens (Replaces Watermill)
    
    Ability : Sacrificial Captives, Gains Culture for the empire from each 
              enemy unit killed
    
    Comments: An interesting concept, combining Culture and Bloodshed, 
              but perfect for the Aztec.  For beginners, this chance to
              win with either culture or domination makes the Aztecs very
              attractive.  For anyone else, the bonus to Culture through
              War just isn't enough to consider them for a straight Culture win.
              Building and Unit are just okay, nothing more.
    
    ------------------------
    Nation  : China
    
    Leader  : Wu Zetian
    Unit    : Chu-Ko-Nu (Replaces Crossbowman)
    2nd Unit: None
    Building: Paper Maker(Replaces Library)
    
    Ability : Art of War, Effectiveness and birth rate of Great Generals increased
    
    Comments: Excellent Unique Building, Good Unique Unit.  You should be building
              extra Libraries anyways, making the Paper Maker a great boost to
              Gold.  The Chu-Ko-Nuis great in both offense and slowing down an 
              enemy, attacking twice from Range. On the other hand, the Ability is
              pretty useless.  Great Generals are the least useful Great People,
              in my opinion.  Most times, you won't need Citadels, and you
              won't need more than one for the attack bonus.
    
    ------------------------
    Nation  : Egypt
    
    Leader  : Ramesses the Great
    Unit    : War Chariot (Replaces Chariot Archer)
    2nd Unit: None
    Building: Burial Tomb (Replaces Temple)
    
    Ability : Monument Builders, +20% Production speed of Wonders
    
    Comments: Maybe it's my previous Civ bias, but Egypt and a world wonders
              centered Ability is an immediate turn off. Most players should
              try to stay away from focusing on Wonder Building.  At high
              difficulties, you'll never compete with the AI, even with this
              ability. For beginners though, it allows you to build all your
              favorite wonders even faster, yay!  The Unique Building, though, 
              is excellent.  The Unit is not.
    
    ------------------------
    Nation  : England
    
    Leader  : Queen Elizabeth I
    Unit    : Longbowman (Replaces Crossbowman)
    2nd Unit: Ship of the Line (Replaces Frigate)
    Building: None
    
    Ability : Sun Never Sets, +2 MPs for all ocean-going naval units
    
    Comments: England gains movement points on the ocean, and Ship of the Line
              which are cheaper to produce and better overall.  On Archipelago,
              England is Militarily unstoppable. You'll explore, settle and
              conquer across the sea faster than anyone else. You have very
              little in terms of cultural or gold bonuses, so your focus is
              purely military, and without island or a large amount of water,
              even that bonus can be negligible. But in the right circumstances,
              no one can mess with England militarily, making it one of the better
              civs in the game.
    
    ------------------------
    Nation  : France
    
    Leader  : Napoleon
    Unit    : Foreign Legion(Replaces Infantry)
    2nd Unit: Musketeer (Replaces Musketman)
    Building: None
    
    Ability : Ancient Regime, Provides +2 Culture per City until Steam Power
    
    Comments: France is can be an interesting civ if you play your cards right.
              Musketeers are stronger Musketmen, and can overwhelm an enemy very
              easily. But the Foreign Legion Comes very late in the game, and 
              the bonus is not all that great.  The ability is kind of weak,
              ending at steam power and being limited in scope. Unless you play
              to that ability.  In advanced strategy, I'll detail ICS (Infinite 
              City Sprawl), in which you essentially build as many cities on as
              small a plot of land as possible.  The culture bonus coupled with
              this strategy makes France almost broken in culture generation.
    
    ------------------------
    Nation  : Germany
    
    Leader  : Otto Von Bismark
    Unit    : Landsknecht (Replaces Pikeman)
    2nd Unit: Panzer (Replaces Tank)
    Building: None
    
    Ability : Furor Teutonicus, When a Barbarian encampment is destroyed, 
    there’s a 50% chance of gaining 25 Gold and a Barbarian unit joining 
    your side.
    
    Comments: Great UUs, though Panzer comes way too late.  Landsknecht is an 
              excellent and super cheap unit that can be mass produced very
              fast.  The ability allows a good amount of unit stealing, though
              is pretty pointless when Barbarians run out.  Germany can 
              win early, militarily, or stagger for the rest of the game
              until the Panzer Tank.
    
    ------------------------
    Nation  : Greece
    
    Leader  : Alexander the Great
    Unit    : Companion Cavalry (Replaces Horseman)
    2nd Unit: Hoplite (Replaces Spearman)
    Building: None
    
    Ability : Hellenic League, City-State influence degrades half as
    slowly as normal, and it recovers at twice the speed as for other 
    civilizations.
    
    Comments: Greece is a mixed bag.  Great early-game, probably the best combo
              of military units for a quick win if I ever saw it.  Other than
              that, the focus is purely on city-states, which in some games can
              be very overpowered.  If you're looking to win militarily early,
              or diplomatically in the late game, this is the civ for you.
    
    ------------------------
    Nation  : India
    
    Leader  : Ghandi
    Unit    : War Elephant (Replaces Chariot Archer)
    2nd Unit: None
    Building: Mughal Fort (Replaces Castle)
    
    Ability : Population Growth, Unhappiness from number of Cities 
    is doubled, and Unhappiness from total population is halved.
    Build fewer, bigger cities!)	
    
    Comments: Decent UU, Bad Unique Building, and a focus on building very
              large, very productive cities.  Honestly, not a terrible civ, 
              but probably my least favorite to play.  The unit isn't great,
              the building is bad, and the ability can be nullified easily.
    
    ------------------------
    Nation  : Iroquois
    
    Leader  : Hiawatha
    Unit    : Mohawk Warrior (Replaces Swordsman)
    2nd Unit: None
    Building: Longhouse (Replaces Workshop)
    
    Ability : The Great Warpath, Units may move through Forest and
    Jungle tiles as if they were roads when in friendly territory.
    
    Comments: Another interesting civ, only really only able to work well on
              forest and jungle maps. UU is great, UB is amazing for extra 
              Hammers, but the ability is kind of useless when attacking and
              when you own very little land. Your best bet is to quickly expand
              over as much land as possible before fighting your opponents.
              Most AI will immediately cut down as much forest as possible,
              which kind of nullifies your entire civ.
    
    ------------------------
    Nation  : Japan
    
    Leader  : Oda Nobunaga
    Unit    : Samurai (Replaces Longswordsman)
    2nd Unit: Zero (Replaces Fighter)
    Building: None
    
    Ability : Bushido, Units’ attack and defense strengths remain 
    at full, even when the unit is damaged.	
    
    Comments: Once you get Samurais, you'll be nearly unstoppable.  No matter
              how injured your army, you will fight at 100% strength, which 
              is amazing to say the least. The Zero comes too late to really
              matter, but the civ in general is a straight forward military 
              powerhouse.  Most veterans  will be able to take even the piddliest
              of armies and conquer their entire world very early.
    
    ------------------------
    Nation  : Ottoman Empire
    
    Leader  : Suleiman the Magnificent
    Unit    : Janissary (Replaces Musketman)
    2nd Unit: Sipahi (Replaces Lander)
    Building: None
    
    Ability : Barbary Corsairs, Whenever you destroy a Barbarian 
    naval unit, there’s a 50% chance of instead converting it to
    your side and earning 25 Gold.
    
    Comments: I find the Ability to be useless, but that's because I tend to wipe
              out most barbarian camps very early.  If you let the game roll on, 
              to the point of capturing battleships, it'll pay off, but I'm not
              a huge fan. Janissaries are great UU though.
    
    ------------------------
    Nation  : Persia
    
    Leader  : Darius I
    Unit    : Immortal (Replaces Spearman)
    2nd Unit: None
    Building: Satrap's Court(Replaces Bank)
    
    Ability : Achaemenid Legacy, Golden Ages lasts 50% longer.
    Units receive a movement bonus and a +10% attack and 
    defense strength bonus during a Golden Age.	
    
    Comments: Persia's Ability is perfect for a Great Person spam style gameplay.
              If you can focus your entire civilization on building GPs and 
              spawning them constantly, you'll reach a point were you can unleash
              an extremely long string of Golden Ages, producing insane amounts 
              of units, and having them all attack for greater damage than anyone
              else. Not necessarily the easiest thing to pull off but very 
              satisfying.  Otherwise, middle of the road civ with decent powers.
    
    ------------------------
    Nation  : Rome
    
    Leader  : Augustus Caser
    Unit    : Ballista (Replaces Catapult)
    2nd Unit: Legion (Replaces Swordsman)
    Building: None
    
    Ability : The Glory of Rome, +25% Production bonus when
    constructing a building (in another city) that already 
    has been constructed in the Capital.
    
    Comments: Probably my favorite civ in the game.  Legion+Ballista hit harder,
              faster and better than anything else in the game, and can clean up
              the game before anyone can consider stopping you.  The ability
              is interesting, forcing you to focus on building production in the
              capital, but plays together nicely with the Tradition Policy and
              the early rush to victory.  Play Rome for a quicker than usual game.
    
    ------------------------
    Nation  : Russia
    
    Leader  : Catherine the Great
    Unit    : Cossack (Replaces Cavalry)
    2nd Unit: None
    Building: Krepost (Replaces Barracks)
    
    Ability : Mother Russia, Resources provide +1 production,
    and Horses, Iron and Uranium deposits are doubled.
    
    Comments: A good civ for beginners, offerring more resources and 
              better military units and buildings.  Honestly, not my
              favorite, to the point I've only ever played one game with them.
    
    ------------------------
    Nation  : Siam
    
    Leader  : Ramkhamhaeng
    Unit    : Naresuan’s Elephant (Replaces Knight)
    2nd Unit: None
    Building: Wat (Replaces University)
    
    Ability : Father Governs Children, Food and Culture 
    gifts from friendly City-States are increased by 50%.
    
    Comments: A great Cultural civ, with a strong medieval UU and UB.  The
              focus is also for the peaceful alliance of many city-states,
              though I tend to prefer Greece when going for the city-state
              path.  They just do it better and earlier...
    
    ------------------------
    Nation  : Songhai
    
    Leader  : Askia
    Unit    : Mandekalu Cavalry (Replaces Knight)
    2nd Unit: None
    Building: Mud Pyramid Mosque(Replaces Temple)
    
    Ability : River Warlord, Receive double the standard 
    amount of Gold when destroying Barbarian encampments and 
    when pillaging Cities. Embarked units can defend themselves.	
    
    Comments: A good Building, decent UU, not so good Ability.  If you're
              going the Burn the  World strategy, the extra gold allows
              you to rush more military which can Raze even more cities. 
    
    ------------------------
    Nation  : USA
    
    Leader  : George Washington
    Unit    : Minuteman (Replaces Musketman)
    2nd Unit: B17 Bomber (Replaces Bomber)
    Building: None
    
    Ability : Manifest Destiny, increases unit sight and provides a
              discount on tile cost.
    
    Comments: UU are crap, the Minuteman due to a movement glitch, the
              Bomber due to being way to late in the game to matter.  The
              ability is okay, but I never found tile costs too high to worry
              about getting a discount before.  You might see America as
              the #1 played civ though, which isn't surprising.  You play
              the civ you find fun, not necessarily the best ones. =P
    
    -----------------------------------------------------
    -DLC Civs
    -----------------------------------------------------
    Nation  : Babylon
    
    Leader  : Nebuchadnezzar II
    Unit    : Bowman (Replaces Archer)  
    +2 Melee Combat Strength, +2 Ranged Combat Strength
    
    2nd Unit: None
    
    Building: Walls of Babylon (replaces Walls) 
    +2.5 Defense, -20 Production Cost
    
    
    Ability : Ingenuity, Free Great Scientist upon invention
    of Writing. Double rate of generating Great Scientists
    throughout the game.
    
    
    Comments: Excellent UU, decent UB, great UA.  Overall, it sucks that Babylon
              is only available through that pre-order or whatever.  They
              sound incredible as a GP hoarder, an early rusher or even a culture
              hog.  Too bad I haven't had a chance yet...
    
    ------------------------
    Nation  : The Mongolian Empire
    
    Leader  : Genghis Kahn
    Unit    : Keshik (replaces Knight) Ranged Unit (cannot directly 
    Melee) with 12 Ranged Combat Strength, 8 Melee Strength, +2 Movement)
    
    2nd Unit: Khan (replaces Great General) 5 movement range, heals
    adjacent units 2 HP per turn.
    
    Building: None
    
    Ability : Mongol Terror
    +30% combat against City-States. +1 movement to mounted units.
    
    Comments: Free on DLC right now, so no reason not to pick it up! And 
              finally, a useful Great General.  The movement is whatever,
              but healing units is something I've always missed in the Civ 
              series.  So an attack bonus and healing every turn? Get a
              few Keshiks and they'll never die.  The Ability lets you 
              move more with Mounted, which is pretty good, and adds attack
              against City-States, which is cool but limited in use.
    
    
    *******************************************************************************
    
    V - How to Play - [dfg]
    
    *******************************************************************************
    
    Here I'll give you a basic rundown on how to play the game.
    
    -----------------------------
    A. The Basics
    -----------------------------
    Let's get down to the very basics.  Civilization V is a turn-based 
    strategy game. Although there are options to turn the game into simultaneous 
    turn, this guide will only cover the turn-based aspects of the game.  
    Simply, the game begins after you pick your Setup option, or by 
    clicking "Play Now."
    
    You start the game with a Settler and Warrior.  The Settler allows you to build
    a city.  The game automatically sets you in a good position, so don't be
    tempted to move your settler anywhere until you have a good 
    idea of how to play.
    
    The game is turn based, so you can take your time and look around every
    turn and decide what's your best course of action. Build military units
    to explore and build settlers to build new cities. As you explore, you'll 
    notice different terrain types, different resources, and a varied landmass.
    Resources, as you can imagine, are limited and often fought over, so
    make your claim on them as quick as possible.  All the while, watch your
    happiness scale, and manage your Science output in different cities.
    
    Your best course of action in your first games is to play a small map,
    easy settings, few opponents, and listening to your advisors. Once you
    get a good feel for the different options you have, the way to move around
    and the way to play, then you can move on to harder settings.  This FAQ
    should enlighten you on all the different units, buildings, civs Victory
    Types, terrain and resources in the game.
    
    
    ------------------------
    B. Victory Types
    ------------------------
    The goal, as in most games, is to win.  But winning means something different
    to every person, and to every civilization.  Some people win just by
    reaching the end of the game (2050 AD). In Civilization V, you have 5 methods
    of winning the game.
    
    Domination: Domination is achieved by destroying or capturing every enemy
    capital in the game. This one can be tricky, as it can only be gained when
    you are the last remaining civ who still owns their own capital.  If you
    are playing 4 opponents, and capture 3 of their capitals, but the 4th sneaks
    in and captures yours, that 4th civ will automaticall win.
    
    Diplomatic: Diplomacy is a tough art in Civ V.  When you reach Globalization,
    you can build the United Nations wonder of the world.  This triggers a
    voting period, in which every Civ in the world and city-states get 1 vote.
    As the builder, you get 2 votes.  Liberated civs/city-states will always
    vote for you, so get liberating!
    
    Cultural: Cultural is achieved by fully researching 5 Social Policy trees.
    Once accomplished, you can build the Utopia Project Wonder, which will win
    you the game.  Careful, other civs don't take kindly to such victory!
    
    Science: Science victory comes from successfully lauching the first spaceship
    in the world. You must first build the Apollo Project, and then all the
    required spaceship parts, move them into your capital, and launch your 
    space shuttle.
    
    End of Time: If none of the 4 above are achieved by 2050, the game will
    still end, and the winner will be the one with the highest score.  Don't
    worry, if you'd like to keep playing post 2050, that option is always 
    available!
    
    ------------------------
    C. City States
    ------------------------
    
    City-States are a new concept for Civ V.  They are civilization confined
    to single cities and can not win the game. Their goal is survival and to
    ally with the strongest and most helpful civilization around.  If you help
    a city-state, they will reward you with bonuses and other goodies. With each 
    city-state, you have an influence meter, which decides how happy or unhappy
    the city-state is with you. This also affects whether they give you specific
    missions (with specific rewards).  The main reason to be allied with these
    city-states is for the United Nations win, or the science bonus.
    
    There are 3 types of city states: Cultured, Maritime and Militaristic.  
    Cultured City-States provide culture bonuses, Maritime provide food bonuses
    and Militaristic will provide free military units.
    
    
    *******************************************************************************
    
    VI - Terrain and Resources - [hjk]
    
    *******************************************************************************
    
    Each tile is considered one of 9 possible Terrains.  Each has a different 
    values for defense and city production.  Hills and Mountains count for +25% 
    defensive strength.  Crossing rivers is -25% on offensive units.
    
    ------------------------
    -Coast
    
    Food  : 1
    Hammer: 0
    Gold  : 1
    Move  : 1
    
    ------------------------
    -Desert
    
    Food  : 0
    Hammer: 0
    Gold  : 0
    Move  : 1
    
    ------------------------
    -Grass
    
    Food  : 2
    Hammer: 0
    Gold  : 0
    Move  : 1
    
    ------------------------
    -Hill
    
    Food  : 0
    Hammer: 2
    Gold  : 0
    Move  : 2
    
    ------------------------
    -Mountain
    
    Food  : 0
    Hammer: 0
    Gold  : 0
    Move  : Impassable
    
    ------------------------
    -Ocean
    
    Food  : 1
    Hammer: 0
    Gold  : 1
    Move  : 1
    
    ------------------------
    -Plains
    
    Food  : 1 
    Hammer: 1
    Gold  : 0
    Move  : 1
    
    ------------------------
    -Snow
    
    Food  : 0
    Hammer: 0
    Gold  : 0
    Move  : 1
    
    ------------------------
    -Tundra
    
    Food  : 1 
    Hammer: 0
    Gold  : 0
    Move  : 1
    
    
    A tile can also include several other "Features," such as Forest
    or Flood Plains, further altering the amount of Hammers/Food on gets. Forests
    and Jungles also provide +25% combat strength.
    
    
    ------------------------
    -Flood Plains
    
    Food  : 2
    Hammer: 0
    Gold  : 0
    Move  : 1
    
    ------------------------
    -Forest
    
    Food  : 1 
    Hammer: 1
    Gold  : 0
    Move  : 2
    
    ------------------------
    -Jungle
    
    Food  : 1 
    Hammer: -1
    Gold  : 0
    Move  : 2
    
    ------------------------
    -Marsh
    
    Food  : -1
    Hammer: 0
    Gold  : 0
    Move  : 2
    
    ------------------------
    -Oasis
    
    Food  : 3 
    Hammer: 0
    Gold  : 1
    Move  : 
    
    ------------------------------------------------------
    A. Resources
    ------------------------------------------------------
    
    Resources sit upon different Terrain and are invisible
    until the correct technology has been researched.  Resources 
    provide immense benefit for your civilization, whether it be
    a large increase in Gold/Hammers, or access to more powerful
    military units. Fighting over scarce resources is a must.
    
    There are three types: Bonus, Luxury and Strategic.  Each requires
    a certain worker Improvement and a Road in order to give you any
    benefits. 
    
    Note: The numbers are bonuses to the terrain.  Meaning Cattle (+1)
    on grassland(+2) gives you a total of +3 Food.
    
    ------------------------
    Bonus
    ------------------------
    
    Name  : Bananas
    Food  : 1
    Hammer: 0
    Gold  : 0
    Base  : Jungle
    Improv: Plantation
    
    Name  : Cattle
    Food  : 1
    Hammer: 0
    Gold  : 0
    Base  : Grass
    Improv: Pasture
    
    Name  : Deer
    Food  : 1
    Hammer: 0
    Gold  : 0
    Base  : Forest/Tundra/Hill
    Improv: Camp
    
    Name  : Fish
    Food  : 2
    Hammer: 0
    Gold  : 0
    Base  : Coast
    Improv: Fishing Boats
    
    Name  : Sheep
    Food  : 1
    Hammer: 0
    Gold  : 0
    Base  : Grass, Plains, Desert
    Improv: Pasture
    
    Name  : Wheat
    Food  : 1
    Hammer: 0
    Gold  : 0
    Base  : Flood Plains or Plains
    Improv: Farm
    
    ------------------------
    Luxury
    ------------------------
    Luxuries provide a bonus in Happiness, but are singular per
    resource.  Meaning you can be connected to 2 Silk and you would
    only gain the happiness bonus of having 1 Silk.  Having 1 Silk
    and 1 Dyes would provide a combined bonus. Extra Resouces should
    thus be traded!
    
    Note: A city may request a certain luxury.  Providing said luxury 
    sparks a "We Love the Leader Day," which lasts 20 turns and adds
    +25% to city growth.
    
    
    Name  : Cotton
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Grass, Plains, Desert
    Improv: Plantation
    
    Name  : Dyes
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Jungle or Forest
    Improv: Plantation
    
    Name  : Furs
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Forest, Tundra
    Improv: Camp
    
    Name  : Gems
    Food  : 0
    Hammer: 0
    Gold  : 3
    Base  : Any Land
    Improv: Mine
    
    Name  : Gold
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Grass, Plain, Hill, Desert
    Improv: Mine
    
    Name  : Incence
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Desert, Plain
    Improv: Plantation
    
    Name  : Ivory
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Plains
    Improv: Camp
    
    Name  : Marble
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Grass, Plains, Desert, Tundra, Hills
    Improv: Quarry
    
    Name  : Pearls
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Coast
    Improv: Fishing Boats
    
    Name  : Silk
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Forest
    Improv: Plantation
    
    Name  : Silver
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Tundra, Desert, Hill
    Improv: Mine
    
    Name  : Spices
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Jungle
    Improv: Plantation
    
    Name  : Sugar
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Flood Plains, Marsh
    Improv: Plantation
    
    Name  : Whales
    Food  : 1
    Hammer: 0
    Gold  : 1
    Base  : Coast
    Improv: Fishing Boats
    
    Name  : Wine
    Food  : 0
    Hammer: 0
    Gold  : 2
    Base  : Grass, Plains
    Improv: Plantation
    
    ------------------------
    Strategic
    ------------------------
    Strategic resources are different than others for two reasons:
    One, they appear only after learning a specific tech; and two,
    they are limited in "uses."  Iron can only build only so many
    swordsman before running out.
    
    Name  : Aluminum
    Food  : 0
    Hammer: 1
    Gold  : 0
    Base  : Plains, Desert, Hill, Tundra
    Tech  : Electricity
    Improv: Mine
    
    Name  : Coal
    Food  : 0
    Hammer: 1
    Gold  : 0
    Base  : Grass, Plains, Hill
    Tech  : Scientific Theory
    Improv: Mine
    
    Name  : Horses
    Food  : 0
    Hammer: 1
    Gold  : 0
    Base  : Grass, Plains, Tundra
    Tech  : Animal Husbandry
    Improv: Pasture
    
    Name  : Iron
    Food  : 0
    Hammer: 1
    Gold  : 0
    Base  : Grass, Plains, Desert, Snow, Tundra, Hill
    Tech  : Iron Working
    Improv: Mine
    
    Name  : Oil
    Food  : 0
    Hammer: 1
    Gold  : 0
    Base  : All
    Tech  : Oil Well or Offshore Platform
    Improv: Biology
    
    Name  : Uranium
    Food  : 0
    Hammer: 1
    Gold  : 0
    Base  : All
    Tech  : Atomic Theory
    Improv: Mine
    
    
    *******************************************************************************
    
    VII - Technology - [lzx]
    
    *******************************************************************************
    
    Technology has been slightly overhauled for Civilization V.  The easiest way to
    see it all is to look at the Tech Tree in game.  Otherwise, I've uploaded 
    a tech tree jpg onto Gamefaqs.  Just check the main FAQ page and find my 
    other FAQ. Here I'll list the Technology, their Requirements and what 
    it unlocks.
    
    The Cost refers to the Beaker cost of the tech.  If you are researching 
    agriculture, you see it cost 20 beakers.  If you have 2 cities producing 
    1 beaker a piece, it will take you 10 turns to research it.
    
    -----------------------------
    A. Techs
    -----------------------------
    
    -----------------------------------Ancient-------------------------------------
    
    Name: Agriculture
    Cost: 20
    Reqs: None
    New : Farm
    
    Name: Animal Husbandry
    Cost: 35
    Reqs: Agriculture
    New : Horses, Pasture
    
    Name: Archery
    Cost: 35
    Reqs: Agriculture
    New : Archer
    
    Name: Mining
    Cost: 35
    Reqs: Agriculture
    New : Mines
    
    Name: Pottery
    Cost: 35
    Reqs: Agriculture
    New : Granary
    
    Name: Bronze Working
    Cost: 55
    Reqs: Mining
    New : Spearman, Barracks, Colussus
    
    Name: Masonry
    Cost: 55
    Reqs: Mining
    New : Wall, Pyramid, Quarry
    
    Name: The Wheel
    Cost: 55
    Reqs: Animal Husbandry
    New : Chariot Archer, Watermill, Road
    
    Name: Calendar
    Cost: 70
    Reqs: Pottery
    New : Stonehenge, Plantation
    
    Name: Sailing
    Cost: 55
    Reqs: Pottery
    New : Trieme, Work Boat, Great Lighthouse
    
    Name: Trapping
    Cost: 55
    Reqs: Animal Husbandry
    New : Trading Post, Camp
    
    Name: Writing
    Cost: 55
    Reqs: Pottery
    New : Library, Great Library, Open Borders
    
    
    ----------------------------------Classical------------------------------------
    
    
    Name: Construction
    Cost: 100
    Reqs: Masonry
    New : Colosseum, Great Wall
    
    Name: Horseback Riding
    Cost: 100
    Reqs: The Wheel
    New : Horseman, Stable
    
    Name: Iron Working
    Cost: 150
    Reqs: Bronze Working
    New : Swordsman, Heroic Epic, Iron
    
    Name: Mathematics
    Cost: 100
    Reqs: The Wheel, Archery
    New : Catapult, Courthouse, Hanging Gardens
    
    Name: Optics
    Cost: 80
    Reqs: Sailing
    New : Lighthouse
    
    Name: Philosophy
    Cost: 100
    Reqs: Sailing
    New : Temple, National Epic, The Oracle
    
    -Medieval
    
    Name: Chivalry
    Cost: 440
    Reqs: Civil Service, Horseback Riding, Currency
    New : Knight, Castle
    
    Name: Compass
    Cost: 340
    Reqs: Optics
    New : Harbor
    
    Name: Civil Service
    Cost: 400
    Reqs: Philosophy, Trapping
    New : Pikeman, Chichen Itza
    
    Name: Education
    Cost: 440
    Reqs: Theology
    New : University, Notre Dame, Oxford, Porcelain Tower
    
    Name: Currency
    Cost: 250
    Reqs: Mathematics
    New : Market, Machu Picchu
    
    Name: Engineering
    Cost: 250
    Reqs: Mathematics, Construction
    New : Lumbermill, Fort
    
    Name: Metal Casting
    Cost: 250
    Reqs: Iron Working
    New : Forge, Workshop
    
    Name: Machinery
    Cost: 440
    Reqs: Engineering
    New : Crossbowman, Longbowman
    
    Name: Physics
    Cost: 440
    Reqs: Engineering, Metal Casting
    New : Trebuchet
    
    Name: Steel
    Cost: 440
    Reqs: Metal Casting
    New : Longswordman
    
    Name: Theology
    Cost: 250
    Reqs: Calendar, Philosophy
    New : Garden, Monastery
    
    
    ---------------------------------Renaissance-----------------------------------
    
    
    Name: Astronomy
    Cost: 650
    Reqs: Compass, Education
    New : Caravel, Observatory
    
    Name: Acoustics
    Cost: 650
    Reqs: Education
    New : Opera House, Sistine Chapel, Kremlin
    
    Name: Banking
    Cost: 650
    Reqs: Education, Chivalry
    New : Bank, Forbidden Palace
    
    Name: Printing Press
    Cost: 650
    Reqs: Machinery, Physics
    New : Theatre, Taj Mahal
    
    Name: Gunpowder
    Cost: 680
    Reqs: Physics, Steel
    New : Musketman
    
    Name: Navigation
    Cost: 900
    Reqs: Astronomy
    New : Frigate, Seaport
    
    Name: Chemistry
    Cost: 900
    Reqs: Gunpowder
    New : Cannon, Ironwork
    
    Name: Metallurgy
    Cost: 900
    Reqs: Gunpowder
    New : Lancer
    
    Name: Economics
    Cost: 900
    Reqs: Banking, Printing Press
    New : Windmill, Big Ben
    
    Name: Archaeology
    Cost: 1300
    Reqs: Navigation
    New : Museum, The Louvre, Hermitage
    
    Name: Scientific Theory
    Cost: 1300
    Reqs: Navigation, Acoustics
    New : Publics School, Coal
    
    Name: Military Science
    Cost: 1300
    Reqs: Economics, Chemistry
    New : Cavalry, Military Academy, Brandenburg Gate
    
    Name: Fertilizer
    Cost: 1300
    Reqs: Chemistry
    New : Farm yield increase
    
    Name: Rifling
    Cost: 1425
    Reqs: Metallurgy
    New : Rifleman
    
    
    ----------------------------------Industrial-----------------------------------
    
    
    Name: Biology
    Cost: 1680
    Reqs: Archaeology, Scientific Theory
    New : Hospital, Oil, Well
    
    Name: Steam Power
    Cost: 1680
    Reqs: Scientific Theory, Military Science
    New : Ironclad, Factory
    
    Name: Electricity
    Cost: 1900
    Reqs: Biology, Steam Power
    New : Stock Exchange, Aluminum, Destroyer
    
    Name: Replacable Parts
    Cost: 1900
    Reqs: Steam Power
    New : Anti-Tank Gun, Infantry, Statue of Liberty
    
    Name: Railroad
    Cost: 1900
    Reqs: Steam Power
    New : Arsenal, Railroad
    
    Name: Dynamite
    Cost: 1900
    Reqs: Fertilizer, Rifling
    New : Artillery
    
    Name: Refrigeration
    Cost: 2200
    Reqs: Electricity
    New : Submarine, Offshore Platform
    
    Name: Telegraph
    Cost: 2200
    Reqs: Electricity
    New : Battleship, Military Base
    
    Name: Radio
    Cost: 2200
    Reqs: Electricity
    New : Anti-Aircraft Gun, Broadcast Tower, Eiffel Tower
    
    Name: Flight
    Cost: 2200
    Reqs: Replaceable Parts
    New : Carrier, Fighter
    
    Name: Combustion
    Cost: 2200
    Reqs: Replaceable Parts, Railroad, Dynamite
    New : Tank
    
    
    ----------------------------------Modern---------------------------------------
    
    
    Name: Plastics
    Cost: 2600
    Reqs: Refrigeration
    New : Research Lab, Hydro Plant
    
    Name: Penicillin
    Cost: 2600
    Reqs: Refrigeration
    New : Medical Lab
    
    Name: Electronics
    Cost: 2600
    Reqs: Telegraph
    New : Mechanized Infantry
    
    Name: Mass Media
    Cost: 2600
    Reqs: Radio
    New : Stadium
    
    Name: Radar
    Cost: 2600
    Reqs: Radio, Flight
    New : Bomber, Paratrooper, Pentagon
    
    Name: Computers
    Cost: 3000
    Reqs: Electronics, Mass Media
    New : Nuclear Submarine, Mobile SAM
    
    Name: Ecology
    Cost: 3000
    Reqs: Plastics, Penicillin
    New : Solar Plant
    
    Name: Rocketry
    Cost: 3000
    Reqs: Radar
    New : Rocket Artillery, Apollo Program, Helicopter Gunship
    
    Name: Lasers
    Cost: 3000
    Reqs: Radar, Combustion
    New : Modern Armor, Jet Figher
    
    Name: Atomic Theory
    Cost: 2600
    Reqs: Combustion
    New : Manhattan Project, Uranium
    
    Name: Nuclear Fission
    Cost: 3000
    Reqs: Atomic Theory
    New : Atomic Bomb, Nuclear Plant
    
    Name: Advanced Ballistics
    Cost: 3350
    Reqs: Nuclear Fission, Lasers
    New : Nuclear Missile
    
    Name: Globalization
    Cost: 3350
    Reqs: Ecology
    New : United Nations, Opera House
    
    Name: Robotics
    Cost: 3350
    Reqs: Computers
    New : Spaceship Factory, SS Booster, Missile Cruiser
    
    Name: Satellites
    Cost: 3350
    Reqs: Rocketry
    New : SS cockpits, Guided Missile
    
    Name: Stealth
    Cost: 3350
    Reqs: Lasers
    New : Stealth Bomber
    
    
    ----------------------------------Future---------------------------------------
    
    
    Name: Particle Physics
    Cost: 3350
    Reqs: Globalization, Robotics, Satellites
    New : SS Engine
    
    Name: Nuclear Fusion
    Cost: 3600
    Reqs: Satellites, Stealth, Advanced Ballistics
    New : Giant Death Robot
    
    Name: Nanotechnology
    Cost: 3300
    Reqs: Particle Physics
    New : SS Statis Chamber
    
    Name: Future Tech
    Cost: 4000
    Reqs: Nuclear Fusion, Nanotechnology
    New : Increases your Score every completion
    
    -----------------------------
    B. Strategy
    -----------------------------
    
    A few basic strategy can help you maximize your research and get a leg
    up on your opponents.  The first thing to know is that beakers do not
    "overflow" like they did in the last games.  That means that if you are 
    researching Bronze Working at 10 beakers a turn, you'll discover the tech
    in 6 turns.  Normally, the extra 5 beakers (60 beakers research - 55 needed
    for Bronze Working) would go towards your next research item.
    
    To get around these, you need to keep track of each research item and how many
    beakers these take to research.  Then, you need to boost your beaker capacity
    with some micromanagement.  There are several ways to boost Research.  
    The first is Social Policy, like Secularism, which gives increased research
    power.  Secondly, individual cities can be tuned to give off more beakers per
    turn.  Changing a citizen into a scientist allows for greater research 
    capacity.  Buildings, such as the University (and working jungle tiles
    with that building in the city) gives an even greater boost.  City States
    also add to your beaker count.
    
    At some point, Research Agreements become an equal or greater way to
    research new technology.  By the Renaissance period, you should be trying
    to work with other nations to research faster.  Actually, at the moment,
    the system is slightly bugged. If you declare war during an RA, it's supposed
    to cancel the agreement.  For the moment, the tech comes automatically 
    with war.  If you don't mind mildly cheating, this can work for you. 
    If you prefer to play for real, you can wait on RAs for the next patch which 
    will hopefully help.
    
    Another easy way to get some quick techs is sacrificing Great Scientists. This 
    method is costly, and can be hard to keep up.  Great Scientists can be mined 
    themselves, but this takes its own strategy that you need to specifically 
    follow.
    
    
    *******************************************************************************
    
    VIII - Units - [cvb]
      
    *******************************************************************************
    
    Here I'll list all the units available in the game.  I'll note which ones are
    UU (Unique Unit), and to what Civilization they belong to.  
    
    For reference:
    
    Cost: production cost for the Unit
    Type: can be Ranged, Tank, Mounted, Melee, Bomb, Air or Naval.  Ranged 
    can attack over units. Tank and Mounted can move after combat. Bomb can 
    only be used once and have a large zone of attack. Air units can not
    move far from a Carrier or a friendly city. Naval can only stay at sea.
    Combat Str is the Offensive and Defensive Str of the Unit
    Ranged Str is the Ranged Attack power of the Unit
    Range is the Unit Range
    Resource is the type of resource required for the Unit
    Tech is the technology needed to build the Unit
    Comments hints anything extra
    
    ------------------------------------------------------
    Ancient
    ------------------------------------------------------
    
    -Archer
    
    Cost      : 70
    Type      : Ranged
    Combat Str: 4
    Ranged Str: 6
    Range     : 2
    Movement  : 2
    Resource  : -
    Tech      : Archery
    
    Comments: No melee attack
    
    ------------------------
    -Brute
    
    Cost      : 20
    Type      : Melee
    Combat Str: 6
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : -
    
    Comments: Barbarian Unit
    
    ------------------------
    -Chariot Archer
    
    Cost      : 60
    Type      : Mounted
    Combat Str: 3
    Ranged Str: 6
    Range     : 2
    Movement  : 4
    Resource  : Horses
    Tech      : The Wheel
    
    Comments: No melee attack, no def bonuses
    
    ------------------------
    -Galley
    
    Cost      : 50
    Type      : Naval
    Combat Str: 5
    Ranged Str: 3
    Range     : 2
    Movement  : 3
    Resource  : -
    Tech      : -
    
    Comments: Barbarian Unit, may not enter deep ocean
    
    ------------------------
    -Hoplite
    
    Cost      : 60
    Type      : Melee
    Combat Str: 9
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Bronze Working
    
    Comments: Greek UU, Bonus vs Mounted (+100%)
    
    ------------------------
    -Immortal
    
    Cost      : 60
    Type      : Melee
    Combat Str: 8
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Bronze Working
    
    Comments: Bonus vs Mounted (+100%), Heals at Double Rate,
              Persian UU
    
    ------------------------
    -Jaguar
    
    Cost      : 40 
    Type      : Melee
    Combat Str: 6
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : -
    
    Comments: Bonus in Jungle (+50%), Heals 2 damage if it
              kills a unit, Aztec UU
    
    ------------------------
    -Scout
    
    Cost      : 25
    Type      : -
    Combat Str: 4
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : -
    
    Comments: Ignores Terrain Cost
    
    ------------------------
    -Settler
    
    Cost      : 89
    Type      : -
    Combat Str: -
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : -
    
    Comments: Can found a new City
    
    ------------------------
    -Spearman
    
    Cost      : 50
    Type      : Melee
    Combat Str: 7
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Bronze Working
    
    Comments: Bonus vs Mounted (+100%)
    
    ------------------------
    -Trireme
    
    Cost      : 60
    Type      : Naval
    Combat Str: 6
    Ranged Str: 4
    Range     : 2
    Movement  : 4 
    Resource  : -
    Tech      : Sailing
    
    Comments: No melee attack, can't go to deep ocean
    
    ------------------------
    -War Chariot
    
    Cost      : 60
    Type      : Mounted
    Combat Str: 3
    Ranged Str: 6
    Range     : 2
    Movement  : 5
    Resource  : -
    Tech      : The Wheel
    
    Comments: No melee attack, no def bonus, Egypt UU
    
    ------------------------
    -War Elephant
    
    Cost      : 80
    Type      : Mounted
    Combat Str: 6
    Ranged Str: 8
    Range     : 2
    Movement  : 3
    Resource  : -
    Tech      : The Wheel
    
    Comments: No Melee Attack, no def bonus, India UU
    
    ------------------------
    -Warrior
    
    Cost      : 40
    Type      : Melee
    Combat Str: 6
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : -
    
    Comments: Basic Unit
    
    ------------------------
    -Work Boat
    
    Cost      : 30
    Type      : -
    Combat Str: -
    Ranged Str: -
    Range     : -
    Movement  : 4
    Resource  : -
    Tech      : Sailing
    
    Comments: May Create Fishing Boats and Offshore Platforms
    
    ------------------------
    -Worker
    
    Cost      : 70 
    Type      : -
    Combat Str: -
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : -
    
    Comments: Creates Improvements
    
    ------------------------------------------------------
    Classical Era
    ------------------------------------------------------
    
    -Ballista
    
    Cost      : 100
    Type      : Siege
    Combat Str: 4
    Ranged Str: 18
    Range     : 2
    Movement  : 2
    Resource  : Iron
    Tech      : Mathematics
    
    Comments: Bonus vs Cities(+10%), no def bonus
              must set up range attack, Rome UU
    
    ------------------------
    -Catapult
    
    Cost      : 100
    Type      : Siege
    Combat Str: 4
    Ranged Str: 14
    Range     : 2
    Movement  : 2
    Resource  : Iron
    Tech      : Mathematics
    
    Comments: Bonus vs Cities(+10%), no def bonus
              must set up range attack
    
    ------------------------
    -Companion Cavalry
    
    Cost      : 80
    Type      : Mounted
    Combat Str: 14
    Ranged Str: -
    Range     : -
    Movement  : 5
    Resource  : Horses
    Tech      : Horseback Riding
    
    Comments: no def bonus, can move after attacking,
              More likely to produce Great General
              Greek UU
    
    ------------------------
    -Horseman
    
    Cost      : 80
    Type      : Mounted
    Combat Str: 12
    Ranged Str: -
    Range     : -
    Movement  : 4
    Resource  : Horses
    Tech      : Horseback Riding
    
    Comments: No def bonus, can move after attacking
    
    ------------------------
    -Legion
    
    Cost      : 90
    Type      : Melee
    Combat Str: 13
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : Iron
    Tech      : Iron Working
    
    Comments: Rome UU
    
    ------------------------
    -Mohawk Warrior
    
    Cost      : 80
    Type      : Melee
    Combat Str: 11
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : Iron
    Tech      : Iron Working
    
    Comments: Iroquois UU, bonus in jungle/forest (+50%)
    
    ------------------------
    -Swordsman
    
    Cost      : 80 
    Type      : Melee
    Combat Str: 11
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : Iron
    Tech      : Iron Working
    
    Comments: 
    
    ------------------------------------------------------
    Medieval Era
    ------------------------------------------------------
    
    -Camel Archer
    
    Cost      : 150
    Type      : Mounted
    Combat Str: 10
    Ranged Str: 15
    Range     : 2
    Movement  : 3
    Resource  : Horses
    Tech      : Chivalry
    
    Comments: No def Bonus, can move after
              attacking, no melee attack,
              Arabia UU
    
    ------------------------
    -Cho-Ko-Nu
    
    Cost      : 120
    Type      : Range
    Combat Str: 6
    Ranged Str: 10
    Range     : 2
    Movement  : 2
    Resource  : -
    Tech      : Machinery
    
    Comments: No melee attack, may attack twice
              Chinese UU
    
    ------------------------
    -Crossbowman
    
    Cost      : 120
    Type      : Range
    Combat Str: 6
    Ranged Str: 12
    Range     : 2
    Movement  : 2
    Resource  : None
    Tech      : Machinery
    
    Comments: No melee attack
    
    ------------------------
    -Knight
    
    Cost      : 150
    Type      : Mounted
    Combat Str: 18
    Ranged Str: -
    Range     : -
    Movement  : 3
    Resource  : Horses
    Tech      : Chivalry
    
    Comments: no def bonus, move after attack
    
    ------------------------
    -Landsknecht
    
    Cost      : 50
    Type      : Melee
    Combat Str: 10
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Civil Service
    
    Comments: Bonus vs Mounted(+100%), German UU
    
    ------------------------
    -Longbowman
    
    Cost      : 120 
    Type      : Ranged
    Combat Str: 6
    Ranged Str: 12
    Range     : 2
    Movement  : 2
    Resource  : -
    Tech      : Machinery
    
    Comments: no melee attack, +1 Range, England UU
    
    ------------------------
    -Longswordsman
    
    Cost      : 150
    Type      : Melee
    Combat Str: 18
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : Iron
    Tech      : Steel
    
    Comments: 
    
    ------------------------
    -Mandekalu
    
    Cost      : 150
    Type      : Mounted
    Combat Str: 18
    Ranged Str: -
    Range     : -
    Movement  : 3
    Resource  : Horses
    Tech      : Chivalry
    
    Comments: No def bonus, move after attack,
              bonus vs cities(+30%), Songhai UU
    
    ------------------------
    -Naresuan's Elephant
    
    Cost      : 150
    Type      : Mounted
    Combat Str: 22
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : None
    Tech      : Chivalry
    
    Comments: Bonus vs Mounted(+50%), no def bonus,
              Siamese UU, move after attack
    
    ------------------------
    -Pikeman
    
    Cost      : 100
    Type      : Melee
    Combat Str: 10
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Civil Service
    
    Comments: Bonus vs mounted(+100%)
    
    ------------------------
    -Samurai
    
    Cost      : 150
    Type      : Melee
    Combat Str: 18
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : Iron
    Tech      : Steel
    
    Comments: +20% in open terrain, combat
              can produce Great General, 
              Japan UU
    
    ------------------------
    -Trebuchet
    
    Cost      : 170
    Type      : Siege
    Combat Str: 6
    Ranged Str: 20
    Range     : 2
    Movement  : 2
    Resource  : Iron
    Tech      : Physics
    
    Comments: No melee attack, bonus vs cities(+10%),
              no def bonus, must set up ranged attack
    
    ------------------------------------------------------
    Renaissance
    ------------------------------------------------------
    
    -Cannon
    
    Cost      : 250
    Type      : Siege
    Combat Str: 10
    Ranged Str: 26
    Range     : 2
    Movement  : 2
    Resource  : -
    Tech      : Chemistry
    
    Comments: No melee attack, bonus vs cities(+10%),
              must set up ranged attack
    
    ------------------------
    -Caravel
    
    Cost      : 100
    Type      : Naval
    Combat Str: 15
    Ranged Str: 7
    Range     : 2
    Movement  : 6
    Resource  : -
    Tech      : Astronomy
    
    Comments: +2 Sight, no melee attack
    
    ------------------------
    -Cavalry
    
    Cost      : 260
    Type      : Mounted
    Combat Str: 25
    Ranged Str: -
    Range     : -
    Movement  : 3
    Resource  : Horses
    Tech      : Military Science
    
    Comments: Penalty vs Mounted, no def bonus
    
    ------------------------
    -Cossack
    
    Cost      : 260
    Type      : Mounted
    Combat Str: 25
    Ranged Str: -
    Range     : -
    Movement  : 3
    Resource  : Horses
    Tech      : Military Science
    
    Comments: Penalty vs Mounted, no def bonus
              combat bonus vs damaged Units
              Russian UU
    
    ------------------------
    -Frigate
    
    Cost      : 160
    Type      : Naval
    Combat Str: 30
    Ranged Str: 15
    Range     : 2
    Movement  : 5
    Resource  : Iron
    Tech      : Navigation
    
    Comments: no melee attack
    
    ------------------------
    -Janissary
    
    Cost      : 120
    Type      : Melee
    Combat Str: 16
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Gunpowder
    
    Comments: Heals all damage if it kills a unit
              +25% bonus during attack, Ottoman UU
    
    ------------------------
    -Lancer
    
    Cost      : 220
    Type      : Mounted
    Combat Str: 22
    Ranged Str: -
    Range     : -
    Movement  : 4
    Resource  : Horses
    Tech      : Metallurgy
    
    Comments: Penalty on def, no def bonus, move after attack
    
    ------------------------
    -Minuteman
    
    Cost      : 120
    Type      : Melee
    Combat Str: 16
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Gunpowder
    
    Comments: All terrain costs are 1, American UU
    
    ------------------------
    -Musketeer
    
    Cost      : 120
    Type      : Melee
    Combat Str: 20
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Gunpowder
    
    Comments: French UU
    
    ------------------------
    -Musketman
    
    Cost      : 120
    Type      : Melee
    Combat Str: 16
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Gunpowder
    
    Comments: 
    
    ------------------------
    -Rifleman
    
    Cost      : 200
    Type      : Melee
    Combat Str: 25
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Rifling
    
    Comments: 
    
    ------------------------
    -Ship of the Line
    
    Cost      : 140
    Type      : Naval
    Combat Str: 30
    Ranged Str: 17
    Range     : 2
    Movement  : 5
    Resource  : Iron
    Tech      : Navigation
    
    Comments: May not melee attack, +1 Sight, British UU
    
    ------------------------
    -Sipahi
    
    Cost      : 220
    Type      : Mounted
    Combat Str: 22
    Ranged Str: -
    Range     : -
    Movement  : 5
    Resource  : Horses
    Tech      : Metallurgy
    
    Comments: Penalty on def, no def bonus, no move cost to
              pillage, +1 Sight, Ottoman UU
    
    ------------------------------------------------------
    Industrial
    ------------------------------------------------------
    
    -AA Gun
    
    Cost      : 300
    Type      : Melee
    Combat Str: 32
    Ranged Str: -
    Range     : 2
    Movement  : 2
    Resource  : -
    Tech      : Radio
    
    Comments: Interception, bonus vs Air(+100%)
    
    ------------------------
    -Anti-Tank Gun
    
    Cost      : 300
    Type      : Melee
    Combat Str: 32
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Replaceable Parts
    
    Comments: Bonus vs Tanks
    
    ------------------------
    -Artillery
    
    Cost      : 420 
    Type      : Ranged
    Combat Str: 16
    Ranged Str: 32
    Range     : 3
    Movement  : 2
    Resource  : -
    Tech      : Dynamite
    
    Comments: Indirect Fire, no melee attack, Bonus
              vs cities(+10%), must set up ranged atk
    
    ------------------------
    -Battleship
    
    Cost      : 500 
    Type      : Naval
    Combat Str: 60
    Ranged Str: 32
    Range     : 3
    Movement  : 4
    Resource  : Oil
    Tech      : Telegraph
    
    Comments: Indirect Fire
    
    ------------------------
    -Carrier
    
    Cost      : 520
    Type      : Naval
    Combat Str: 30
    Ranged Str: -
    Range     : -
    Movement  : 5
    Resource  : Oil
    Tech      : Flight 
    
    Comments: Carries 3 Aircraft Units
    
    ------------------------
    -Destroyer
    
    Cost      : 380 
    Type      : Naval
    Combat Str: 35
    Ranged Str: 22
    Range     : 2
    Movement  : 8
    Resource  : -
    Tech      : Electricty
    
    Comments: Indirect Fire, +3 Sight, can see Subs
              Bonus vs Subs(+100%)
    
    ------------------------
    -Fighter
    
    Cost      : 420
    Type      : Air
    Combat Str: -
    Ranged Str: 50
    Range     : 8
    Movement  : -
    Resource  : Oil
    Tech      : Flight
    
    Comments: Air Sweep, weak vs Ranged, Air Recon
    
    ------------------------
    -Foreign Legion
    
    Cost      : 300
    Type      : Melee
    Combat Str: 36
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Replaceable Parts
    
    Comments: +20% outside friendly territory, French UU
    
    ------------------------
    -Infantry
    
    Cost      : 300
    Type      : Melee
    Combat Str: 36
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Replaceable Parts
    
    Comments: 
    
    ------------------------
    -Ironclad
    
    Cost      : 220
    Type      : Naval
    Combat Str: 25
    Ranged Str: 18
    Range     : 2
    Movement  : 4
    Resource  : Coal
    Tech      : Steam Power
    
    Comments: May not enter deep ocean
    
    ------------------------
    -Panzer
    
    Cost      : 450
    Type      : Tank
    Combat Str: 60
    Ranged Str: -
    Range     : -
    Movement  : 5
    Resource  : Oil
    Tech      : Combustion
    
    Comments: Penatly vs Cities, no def bonus, 
              move after attack, German UU
    
    ------------------------
    -Submarine
    
    Cost      : 380
    Type      : Naval
    Combat Str: 25
    Ranged Str: 60
    Range     : 3
    Movement  : 5
    Resource  : -
    Tech      : Refrigeration
    
    Comments: Invisible, may enter ice tiles, 
    
    ------------------------
    -Tank
    
    Cost      : 450
    Type      : Tank
    Combat Str: 50
    Ranged Str: -
    Range     : -
    Movement  : 4
    Resource  : Oil
    Tech      : Combustion
    
    Comments: Penalty vs Cities, no def bonus
              move after attack
    
    ------------------------
    -Zero
    
    Cost      : 420
    Type      : Air
    Combat Str: 50
    Ranged Str: -
    Range     : 8
    Movement  : -
    Resource  : Oil
    Tech      : Flight
    
    Comments: Air Sweep, weak against ranged
              Bonus vs Air, Japan UU
    
    ------------------------------------------------------
    Modern
    ------------------------------------------------------
    
    -Atomic Bomb
    
    Cost      : 850
    Type      : Bomb
    Combat Str: -
    Ranged Str: -
    Range     : 10
    Movement  : -
    Resource  : Uranium
    Tech      : Nuclear Fission
    
    Comments: Evasion, explodes on impact
    
    ------------------------
    -B17
    
    Cost      : 520
    Type      : Air
    Combat Str: -
    Ranged Str: 60
    Range     : 10
    Movement  : -
    Resource  : Oil
    Tech      : Radar
    
    Comments: Penalty vs Naval, +25% vs cities
              American UU
    
    ------------------------
    -Bomber
    
    Cost      : 520
    Type      : Air
    Combat Str: -
    Ranged Str: 60
    Range     : 10
    Movement  : -
    Resource  : Oil
    Tech      : Radar
    
    Comments: Penalty vs Naval
    
    ------------------------
    -Guided Missile
    
    Cost      : 200
    Type      : Bomb
    Combat Str: -
    Ranged Str: 70
    Range     : 8
    Movement  : -
    Resource  : -
    Tech      : Satellites
    
    Comments: Cannot be intercepted
    
    ------------------------
    -Helicopter Gunship
    
    Cost      : 450
    Type      : Air
    Combat Str: 50
    Ranged Str: -
    Range     : -
    Movement  : 6
    Resource  : Aluminum
    Tech      : Rocketry
    
    Comments: Ignores Terrain, bonus vs Tanks
              unable to capture cities
    
    ------------------------
    -Jet Fighter
    
    Cost      : 600
    Type      : Air
    Combat Str: -
    Ranged Str: 70
    Range     : 10
    Movement  : -
    Resource  : Aluminum
    Tech      : Lasers
    
    Comments: Interception, Air Sweep, Air Recon
    
    ------------------------
    -Mech Infantry
    
    Cost      : 440
    Type      : Melee
    Combat Str: 50
    Ranged Str: -
    Range     : -
    Movement  : 4
    Resource  : -
    Tech      : Electronics
    
    Comments: 
    
    ------------------------
    -Missile Cruiser
    
    Cost      : 520
    Type      : Naval
    Combat Str: 60
    Ranged Str: 25
    Range     : 3
    Movement  : 7
    Resource  : Aluminum
    Tech      : Robotics
    
    Comments: Indirect Fire, Can carry 3 missiles
    
    ------------------------
    -Mobile SAM
    
    Cost      : 450 
    Type      : Melee
    Combat Str: 40
    Ranged Str: -
    Range     : 2
    Movement  : 4
    Resource  : Aluminum
    Tech      : Computers
    
    Comments: Bonus vs Air(+100%)
    
    ------------------------
    -Modern Armor
    
    Cost      : 700
    Type      : Tank
    Combat Str: 80
    Ranged Str: -
    Range     : -
    Movement  : 4
    Resource  : Aliminum
    Tech      : Lasers
    
    Comments: Penalty attacking Cities, no def bonus
              can move after attacking
    
    ------------------------
    -Nuclear Missile
    
    Cost      : 1200
    Type      : Bomb
    Combat Str: -
    Ranged Str: -
    Range     : 8
    Movement  : -
    Resource  : Uranium
    Tech      : Advanced Ballistics
    
    Comments: Evasion
    
    ------------------------
    -Nuclear Submarine
    
    Cost      : 500
    Type      : Naval
    Combat Str: 30
    Ranged Str: 70
    Range     : 3
    Movement  : 6
    Resource  : Aluminum
    Tech      : Computers
    
    Comments: Invisible, can carry 2 missiles, bonus vs Subs
    
    ------------------------
    -Paratrooper
    
    Cost      : 350
    Type      : Melee
    Combat Str: 40
    Ranged Str: -
    Range     : -
    Movement  : 2
    Resource  : -
    Tech      : Radar
    
    Comments: May paradrop up to 5 tiles from friendly territory
    
    ------------------------
    -Rocket Artillery
    
    Cost      : 600
    Type      : Siege
    Combat Str: 18
    Ranged Str: 46
    Range     : 3
    Movement  : 3
    Resource  : Aluminum
    Tech      : Rocketry
    
    Comments: Indirect Fire, bonus vs cities(+10%), no def bonus
    
    ------------------------
    -Stealth Bomber
    
    Cost      : 800
    Type      : Air
    Combat Str: -
    Ranged Str: 80
    Range     : 20
    Movement  : -
    Resource  : Aluminum
    Tech      : Stealth
    
    Comments: Evasion, Air Recon
    
    ------------------------
    -Giant Death Robot
    
    Cost      : 1000
    Type      : Tank
    Combat Str: 150
    Ranged Str: -
    Range     : -
    Movement  : 3
    Resource  : Uranium
    Tech      : Nuclear Fusion
    
    Comments: Penalty attacking Cities
    
    
    
    -----------------------------------------------------------
    A. Promotions
    -----------------------------------------------------------
    
    Every unit can be promoted to become stronger.  Not all units
    have equal promotions though.  This is a list of all available
    promotions in the game.  Units gain XP and level up to these.
    
    Type refers to the Unit Type
    Reqs refers to the Promotion requirement
    Effect is the effect
    
    ------------------------
    -Accuracy
    
    Type  : Ranged
    Reqs  : -
    Effect: +20% ranged combat strength against open terrain
    
    ------------------------
    -Accuracy II
    
    Type  : Ranged
    Reqs  : Accuracy I
    Effect: +20% ranged combat strength against open terrain
            (cumulative)
    
    ------------------------
    -Accuracy III
    
    Type  : Ranged
    Reqs  : Accuracy II
    Effect: +25% ranged combat strength against open terrain
            (cumulative)
    
    ------------------------
    -Ambush I
    
    Type  : Melee, Air
    Reqs  : Shock II, Drill II, Interception I, 
            Dogfighting I, Siege I, or Bombard I
    Effect: +25% vs armored
    
    ------------------------
    -Ambush II
    
    Type  : Melee, Air
    Reqs  : Ambush I
    Effect: +25% vs armored
    
    ------------------------
    -Amphibious
    
    Type  : Melee, Naval
    Reqs  : Shock II or Drill II
    Effect: no combat penalty attack from sea or across river
    
    ------------------------
    -Barrage I
    
    Type  : Ranged
    Reqs  : -
    Effect: +25% against units on rough terrain
    
    ------------------------
    -Barrage II
    
    Type  : Ranged
    Reqs  : Barrage I
    Effect: +25% against units on rough terrain
    
    ------------------------
    -Barrage III
    
    Type  : Ranged
    Reqs  : Barrage II
    Effect: +25% against units on rough terrain
    
    ------------------------
    -Blitz
    
    Type  : Melee 
    Reqs  : Shock III or Drill III
    Effect: Multiple attacks per turn
    
    ------------------------
    -Bombard
    
    Type  : Ranged
    Reqs  : -
    Effect: +20% vs land units
    
    ------------------------
    -Bombard II
    
    Type  : Ranged
    Reqs  : Bombard I
    Effect: +20% vs land units
    
    ------------------------
    -Bombard III
    
    Type  : Ranged
    Reqs  : Bombard II
    Effect: +20% vs land units
    
    ------------------------
    -Charge
    
    Type  : Melee 
    Reqs  : Shock II or Drill II
    Effect: +25% vs wounded units
    
    ------------------------
    -Cover I
    
    Type  : Melee, Ranged
    Reqs  : Shock II, Drill II, Accuracy I, or Barrage I
    Effect: +25% vs ranged attacks
    
    ------------------------
    -Cover II
    
    Type  : Melee, Ranged
    Reqs  : Cover I
    Effect: +25% vs ranged attacks
    
    ------------------------
    -Discipline
    
    Type  : Melee, Air, Naval, Ranged
    Reqs  : -
    Effect: +15% attack when bordering a friendly unit
    
    ------------------------
    -Dogfighting I
    
    Type  : Air
    Reqs  : -
    Effect: +25% strength during Air Sweeps
    
    ------------------------
    -Dogfighting II
    
    Type  : Air
    Reqs  : Dogfighting I
    Effect: +25% during Air Sweeps
    
    ------------------------
    -Dogfighting III
    
    Type  : Air
    Reqs  : Dogfighting II
    Effect: +25% during Air Sweeps
    
    ------------------------
    -Drill
    
    Type  : Melee 
    Reqs  : -
    Effect: +20% on hills, forest and jungle
    
    ------------------------
    -Drill II
    
    Type  : Melee
    Reqs  : Drill I
    Effect: +20% on hills, forest and jungle
    
    ------------------------
    -Drill III
    
    Type  : Melee
    Reqs  : Drill II
    Effect: +25% on hills, forest and jungle
    
    ------------------------
    -Embarkation
    
    Type  : Melee, Ranged
    Reqs  : -
    Effect: can embark into water tiles
    
    ------------------------
    -Evasion
    
    Type  : Melee, Ranged
    Reqs  : Siege II or Bombard II
    Effect: Reduces interception damage by 50%
    
    ------------------------
    -Formation I
    
    Type  : Melee, Ranged
    Reqs  : Shock II, Drill II, Accuracy II or Barrage II
    Effect: +25% vs Mounted
    
    ------------------------
    -Formation II
    
    Type  : Melee
    Reqs  : Formation I
    Effect: +25% vs Mounted
    
    ------------------------
    -Great Lighthouse
    
    Type  : Naval
    Reqs  : -
    Effect: +1 move, +1 sight
    
    ------------------------
    -Heal Instantly
    
    Type  : Melee
    Reqs  : -
    Effect: Not permanent, fully heals unit in lieu 
            of promotion
    
    ------------------------
    -Hijemi Castle
    
    Type  : Melee, Air, Naval, Ranged
    Reqs  : -
    Effect: +25% in friendly territory
    
    ------------------------
    -Indirect Fire
    
    Type  : Ranged
    Reqs  : Targeting I, Bombard I, Accuracy I or Barrage I
    Effect: Can fire over obstacles
    
    ------------------------
    -Interception
    
    Type  : Air
    Reqs  : -
    Effect: +25% during interception
    
    ------------------------
    -Interception II
    
    Type  : Air
    Reqs  : Interception I
    Effect: +25% during interception
    
    ------------------------
    -Interception III
    
    Type  : Air
    Reqs  : Interception II
    Effect: +25% during interception
    
    ------------------------
    -Logistics
    
    Type  : Melee, Sieged, Ranged
    Reqs  : Siege II, Bombard II, Ambush II or Mobility II
    Effect: +1 attack per turn
    
    ------------------------
    -March
    
    Type  : Melee, Ranged
    Reqs  : Shock III, Drill III, Accuracy II or Barrage II
    Effect: Unit heals every turn
    
    ------------------------
    -Medic
    
    Type  : Melee 
    Reqs  : Shock I, Drill I, Scouting II or Survivalism II
    Effect: heals all surrounding friendly units by 1 hp
    
    ------------------------
    -Mobility I
    
    Type  : Melee, Air, Ranged
    Reqs  : Shock III, Drill III, Targeting I or Bombard I
    Effect: +1 move
    
    ------------------------
    -Mobility II
    
    Type  : Air
    Reqs  : Mobility I
    Effect: +1 move
    
    ------------------------
    -Morale
    
    Type  : Melee, Air, Naval, Ranged 
    Reqs  : -
    Effect: +15% strength
    
    ------------------------
    -Nationalism
    
    Type  : Melee, Air, Naval, Ranged
    Reqs  : -
    Effect: +25% strength in friendly territory
    
    ------------------------
    -Naval Tradition
    
    Type  : Melee, Air, Naval Ranged
    Reqs  : -
    Effect: +1 move, +1 sight
    
    ------------------------
    -Oligarchy
    
    Type  : Melee, Air, Naval, Ranged
    Reqs  : -
    Effect: +33% strength in friendly territory
    
    ------------------------
    -Range
    
    Type  : Air, Ranged
    Reqs  : Interception I, Accuracy III, Dogfighting I, Siege I
    Effect: +2 Air Range, +1 Ranged Range
    
    ------------------------
    -Repair
    
    Type  : Melee, Air 
    Reqs  : Shock III, Drill III, Ambush II
    Effect: Unit heals every turn
    
    ------------------------
    -Siege I
    
    Type  : Melee, Air
    Reqs  : -
    Effect: +25% vs Cities
    
    ------------------------
    -Siege II
    
    Type  : Air
    Reqs  : Siege I
    Effect: +25% vs Cities
    
    ------------------------
    -Siege III
    
    Type  : Air
    Reqs  : Siege II
    Effect: +25% vs Cities
    
    ------------------------
    -Scouting I
    
    Type  : Recon
    Reqs  : -
    Effect: +1 sight
    
    ------------------------
    -Scounting II
    
    Type  : Recon
    Reqs  : -
    Effect: +1 move
    
    ------------------------
    -Scouting III
    
    Type  : Recond
    Reqs  : -
    Effect: +1 Sight
    
    ------------------------
    -Sentry
    
    Type  : Melee, Naval, Ranged 
    Reqs  : Shock, Drill or Targetting
    Effect: +1 sight
    
    ------------------------
    -Shock I
    
    Type  : Melee
    Reqs  : -
    Effect: +20% in open terrain
    
    ------------------------
    -Shock II
    
    Type  : Melee
    Reqs  : Shock I
    Effect: +20% in open terrain
    
    ------------------------
    -Shock III
    
    Type  : Melee
    Reqs  : Shock II
    Effect: +25% in open terrain
    
    ------------------------
    -Sortie
    
    Type  : Melee, Air
    Reqs  : Dogfighting II or Interception II
    Effect: +1 Interception per round
    
    ------------------------
    -Supply
    
    Type  : Naval 
    Reqs  : Targetting II or Bombard II
    Effect: Units may heal outside friendly territory, +2 HP
    
    ------------------------
    -Survivalism I
    
    Type  : Melee
    Reqs  : -
    Effect: Heal extra 1 HP outside friendly territory
    
    ------------------------
    -Survivalism II
    
    Type  : Melee
    Reqs  : Survivalism I
    Effect: +50% defense
    
    ------------------------
    -Survivalism III
    
    Type  : Melee
    Reqs  : Survivalism II
    Effect: +50% defense and heals every turn
    
    ------------------------
    -Targetting I
    
    Type  : Naval, Air
    Reqs  : None or Interception
    Effect: +20% vs Naval
    
    ------------------------
    -Targetting II
    
    Type  : Naval, Air
    Reqs  : Targetting I
    Effect: +20% vs Naval
    
    ------------------------
    -Targetting III
    
    Type  : Naval
    Reqs  : Targetting II
    Effect: +20% vs Naval
    
    ------------------------
    -Volley
    
    Type  : Ranged 
    Reqs  : Accuracy I or Barrage I
    Effect: +25% vs fortified units
    
    
    ------------------------------------------------------
    B. Great People
    ------------------------------------------------------
    
    Great People are produced either through culture, Great People points
    or through Combat, depending on the type.  Each city can either generate
    a specific kind of GP point (say, scientist), and will produce only Great
    Scientist, or can produce points for several great people.  These points
    are expended to create a Great Person, who greatly boost your city and overall
    civilization.
    
    Each Great Person can either create a Golden Age, construct a special building
    or have some special ability.
    
    A Golden Age is a special period of time with greatly increased gold and
    productivity.  Each tile which produces gold, produces +1, and each tile
    which produces hammers, produces +1 hammers.
    
    These next Great People are produced through each city's Great People points.
    They spawn every time you reach the target GP goal.
    
    ------------------------------------------------------
    -Great Artist
    
    Improvement: Landmark. Provides culture to your city
    Ability    : Culture Bomb. Will flip foreign territory into your territory. 
                 Place your GA on a tile and that tile and all 6 surrounding will
                 immediately join your side.  Cities do not flip, but can as a
                 result!
    
    ------------------------------------------------------
    -Great Engineer
    
    Improvement: Manufactory. Produces a large amount of hammers for a city.
    Ability    : Hurry Production. Can hurry production of any building, including
                 wonders, and will complete almost all of them in one turn.
    
    
    ------------------------------------------------------
    -Great Merchant
    
    Improvement: Customs House. Generates gold per turn for a city.
    Ability    : Trade Mission. Great Merchants can be used in a city-state
                 to produce a Trade Mission, sacrificing the GM for a chunk
                 of gold and a boost to your relationship.
    
    ------------------------------------------------------
    -Great Scientist
    
    Improvement: Academy. Produces a large science boost for a city.
    Ability    : New Tech.  Immediately learn a new tech.
    
    
    
    The Great General is a unique GP.  Rather than produced through a city as
    all the other GPs are, Great Generals are produced through combat. When a 
    unit of yours gains XP, it goes towards your GG points. Once you reach
    a certain amount, a Great General will spawn.
    
    ------------------------------------------------------
    -Great General
    
    Improvement: Citadel. Works only in your territory. Huge defensive bonus to
                 a unit occupying it. Harms enemy units occupying it.
    Ability    : Comabt Bonus. Provides combat bonus for every friendly 
                 unit up to 2 tiles away.
    
    
    Two important things to note.  All the Great People, including the General,
    are non-combat and thus can stack with combat units on a tile. If captured,
    they are immediately destroyed.
    
    
    *******************************************************************************
    
    IX - Buildings - [nm,]
    
    *******************************************************************************
    
    Here I'll list all the buildings available in the game.  I'll note which
    ones are unique and to what Civilization they belong to.  
    
    For reference:
    
    Cost: production cost for the Building
    Maintenance: How much gold per turn is taken by this building
    Tech needed: What tech is needed to build
    Effect: What the Building does for your city
    Comments: Unique building/uses
    
    ------------------------------------------------------
    Ancient
    ------------------------------------------------------
    -Barracks
    
    Cost       : 80
    Maintenance: 1
    Tech needed: Bronze Working
    Effect     : +15 XP for Land Units
    
    Comments   : Great early military building, recommended in any city
                 producing land units
    
    ------------------------
    -Floating Gardens
    
    Cost       : 120
    Maintenance: 1
    Tech needed: The Wheel
    Effect     : +15% Food, +2 food for each worked lake tile
    
    Comments   : Aztec Unique Building, city must border lake or river
    
    ------------------------
    -Granary
    
    Cost       : 100
    Maintenance: 1
    Tech needed: Pottery
    Effect     : +2 Food
    
    Comments   : Helps a city grow in size faster
    
    ------------------------
    -Krepost
    
    Cost       : 80
    Maintenance: 1
    Tech needed: Bronze Working
    Effect     : +15 XP for land Units, -50% culture cost for new tiles
    
    Comments   : Russian Unique Building
    
    ------------------------
    -Library
    
    Cost       : 80
    Maintenance: 1
    Tech needed: Writing
    Effect     : +1 science for every 2 citizens in the city
    
    Comments   : An early science boost, though you won't see it's affects 
                 for a while. Has one Scientist specialist spot.
    
    ------------------------
    -Monument
    
    Cost       : 60
    Maintenance: 1
    Tech needed: -
    Effect     : +2 culture
    
    Comments   : Early culture boost if you need some more land
    
    ------------------------
    -Paper Maker
    
    Cost       : 80
    Maintenance: 1
    Tech needed: Writing
    Effect     : +1 Science for ever 2 citizens, +4 gold
    
    Comments   : Chinese Unique Building
    
    ------------------------
    -Walls
    
    Cost       : 100
    Maintenance: 1 
    Tech needed: Masonry
    Effect     : +5 Defense
    
    Comments   : Good, but you're better off with some more units
    
    ------------------------
    -Water Mill
    
    Cost       : 120
    Maintenance: 2
    Tech needed: The Wheel
    Effect     : +2 Food
    
    Comments   : City must border a river. Means you should always be 
                 building your growth cities on rivers
    
    ------------------------------------------------------
    Classical
    ------------------------------------------------------
    -Armory
    
    Cost       : 130
    Maintenance: 3
    Tech needed: Iron Working
    Effect     : +15 XP for Land Units
    
    Comments   : Requires Barracks/Krepost
    
    ------------------------
    -Burial Tomb
    
    Cost       : 120 
    Maintenance: 0
    Tech needed: Philosophy
    Effect     : +2 Culture, +2 Happiness
    
    Comments   : Doubles gold given to enemy if city is captured
    
    ------------------------
    -Circus
    
    Cost       : 150
    Maintenance: 3
    Tech needed: Horseback Riding
    Effect     : +3 Happiness
    
    Comments   : Requires Horses or Ivory
    
    ------------------------
    -Colosseum
    
    Cost       : 150
    Maintenance: 3
    Tech needed: Construction
    Effect     : +4 Happiness
    
    Comments   : Don't bother on lower difficulties
    
    ------------------------
    -Courthouse
    
    Cost       : 200
    Maintenance: 5
    Tech needed: Mathematics
    Effect     : Eliminates Unhappiness from Occupied Cities
    
    Comments   : Powerful if you're in a conquering mood and the
                 enemy city is far from your capitol.
    
    ------------------------
    -Lighthouse
    
    Cost       : 80
    Maintenance: 1
    Tech needed: Optics
    Effect     : +1 Food from Water tiles
    
    Comments   : Must border coast
    
    ------------------------
    -Mud Pyramid Mosque
    
    Cost       : 120
    Maintenance: 0
    Tech needed: Philosophy
    Effect     : +5 Culture
    
    Comments   : Songhai Unique Building, can slot Artist
    
    ------------------------
    -Stable
    
    Cost       : 100
    Maintenance: 1
    Tech needed: Horseback Riding
    Effect     : +25% production of mounted Units
    
    Comments   : Requires Horses
    
    ------------------------
    -Temple
    
    Cost       : 120
    Maintenance: 2
    Tech needed: Philosophy
    Effect     : +3 Culture
    
    Comments   : Can slot Artist, requires Monument
    
    ------------------------------------------------------
    Medieval
    ------------------------------------------------------
    -Bazaar
    
    Cost       : 120
    Maintenance: 0
    Tech needed: Currency
    Effect     : +25% Gold, +1 Luxury resource near city
    
    Comments   : Arabian Unique Building
    
    ------------------------
    -Castle
    
    Cost       : 200
    Maintenance: 3
    Tech needed: Chivalry
    Effect     : +7.5 Defense
    
    Comments   : Requires Walls
    
    ------------------------
    -Forge
    
    Cost       : 150
    Maintenance: 2
    Tech needed: Metal Casting
    Effect     : +15% Production of land units
    
    Comments   : Requires Iron
    
    ------------------------
    -Garden
    
    Cost       : 120
    Maintenance: 2
    Tech needed: Theology
    Effect     : +25% Great People production
    
    Comments   : Must border lake or river
    
    ------------------------
    -Harbor
    
    Cost       : 80
    Maintenance: 3
    Tech needed: Compass
    Effect     : +25% of Naval units, Creates Trade Route
    
    Comments   : Connects to the capitol city, generating income
    
    ------------------------
    -Longhouse
    
    Cost       : 80
    Maintenance: 2
    Tech needed: Metal Casting
    Effect     : +1 Production on each Forest tile
    
    Comments   : Iroquois Unique Building, can slot Engineer
    
    ------------------------
    -Market
    
    Cost       : 120
    Maintenance: 0
    Tech needed: Currency
    Effect     : +25% Gold generated
    
    Comments   : Can slot Merchant
    
    ------------------------
    -Mint
    
    Cost       : 120
    Maintenance: 0
    Tech needed: Currency
    Effect     : Gold and Silver produce +3 Gold each
    
    Comments   : 
    
    ------------------------
    -Monastery
    
    Cost       : 120
    Maintenance: 2
    Tech needed: Theology
    Effect     : +2 Culture from Incense or Wine
    
    Comments   : 
    
    ------------------------
    -Mughal Fort
    
    Cost       : 180 
    Maintenance: 3
    Tech needed: Chivalry
    Effect     : +9 Defense, +2 Culture, provides gold after flight
    
    Comments   : Requires Walls, Indian Unique Unit
    
    ------------------------
    -University
    
    Cost       : 200
    Maintenance: 3
    Tech needed: Education
    Effect     : +50% Science, +2 Science from jungle tiles
    
    Comments   : Requires Library/Paper Maker, can slot Scientist
    
    ------------------------
    -Wat
    
    Cost       : 200
    Maintenance: 2
    Tech needed: Education
    Effect     : +50% Science, +3 Culture
    
    Comments   : Siamese Unique Building, Can Slot scientist
    
    ------------------------
    -Workshop
    
    Cost       : 100
    Maintenance: 2
    Tech needed: Metal Casting
    Effect     : +20% production of Buildings
    
    Comments   : Can slot engineer
    
    ------------------------------------------------------
    Renaissance
    ------------------------------------------------------
    -Bank
    
    Cost       : 220
    Maintenance: 0
    Tech needed: Banking
    Effect     : +25% gold generated
    
    Comments   : Requires Market/Bazaar, can slot merchant
    
    ------------------------
    -Military Academy
    
    Cost       : 350
    Maintenance: 3
    Tech needed: Military Science
    Effect     : +15 XP
    
    Comments   : Requires Barracks/Krepost
    
    ------------------------
    -Museum
    
    Cost       : 350
    Maintenance: 3
    Tech needed: Archeaology
    Effect     : +5 Culture
    
    Comments   : Requires Opera House, can slot Artist
    
    ------------------------
    -Observatory
    
    Cost       : 180
    Maintenance: 2
    Tech needed: Astronomy
    Effect     : +50% science
    
    Comments   : Must border a mountain
    
    ------------------------
    -Opera House
    
    Cost       : 220
    Maintenance: 3
    Tech needed: Acoustics
    Effect     : +5 Culture
    
    Comments   : Requires Burial Tomb/Temple/Mud Pyramid
    
    ------------------------
    -Public School
    
    Cost       : 350
    Maintenance: 3
    Tech needed: Scientific Theory
    Effect     : +50% Science
    
    Comments   : Requires University/Wat
    
    ------------------------
    -Satrap's Court
    
    Cost       : 220
    Maintenance: 0
    Tech needed: Banking
    Effect     : +25% Gold generated, +2 Happiness
    
    Comments   : Requires Market, Persian Unique Building
    
    ------------------------
    -Seaport
    
    Cost       : 140
    Maintenance: 2
    Tech needed: Navigation
    Effect     : +2 Production from Sea Resources
    
    Comments   : City must have at least one improved sea resource
    
    ------------------------
    -Theatre
    
    Cost       : 300
    Maintenance: 5
    Tech needed: Printing Press
    Effect     : +4 Happiness
    
    Comments   : Requires Colosseum
    
    ------------------------
    -Windmill
    
    Cost       : 180
    Maintenance: 2
    Tech needed: Economics
    Effect     : +15% Production
    
    Comments   : City cannot be on hills
    
    ------------------------------------------------------
    Industrial
    ------------------------------------------------------
    -Arsenal
    
    Cost       : 350
    Maintenance: 3
    Tech needed: Railroad
    Effect     : +20% production on Land Units
    
    Comments   : Requires Military Academy
    
    ------------------------
    -Broadcast Tower
    
    Cost       : 600
    Maintenance: 3
    Tech needed: Radio
    Effect     : Doubles Culture
    
    Comments   : Requires Museum
    
    ------------------------
    -Factory
    
    Cost       : 300
    Maintenance: 3
    Tech needed: Steam Power
    Effect     : +50% Production
    
    Comments   : Requires Coal
    
    ------------------------
    -Hospital
    
    Cost       : 400
    Maintenance: 2
    Tech needed: Biology
    Effect     : -50% Food needed for city Growth
    
    Comments   : 
    
    ------------------------
    -Military Base
    
    Cost       : 450
    Maintenance: 4
    Tech needed: Telegraph
    Effect     : +12 Defense
    
    Comments   : Requires Castle/Mughal Fort
    
    ------------------------
    -Stock Exchange
    
    Cost       : 650
    Maintenance: 0
    Tech needed: Electricity
    Effect     : +33% Gold
    
    Comments   : Requires Bank/Satrap's Court, can slot Merchant
    
    ------------------------------------------------------
    Modern
    ------------------------------------------------------
    -Hydro Plant
    
    Cost       : 600 
    Maintenance: 3
    Tech needed: Plastics
    Effect     : +1 Production for every bordering River
    
    Comments   : Requires Aluminum
    
    ------------------------
    -Medical Lab
    
    Cost       : 500
    Maintenance: 3
    Tech needed: Penicillin
    Effect     : -25% Food needed for City Growth
    
    Comments   : Requires Hospital
    
    ------------------------
    -Nuclear Plant
    
    Cost       : 600
    Maintenance: 3
    Tech needed: Nuclear Fission
    Effect     : +25% Production
    
    Comments   : Requires Uranium
    
    ------------------------
    -Research Lab
    
    Cost       : 600
    Maintenance: 3
    Tech needed: Plastics
    Effect     : +100% Science
    
    Comments   : Requires Public School
    
    ------------------------
    -Solar Plant
    
    Cost       : 600
    Maintenance: 3
    Tech needed: Ecology
    Effect     : +25% Production
    
    Comments   : City must border a desert
    
    ------------------------
    -Spaceship Factory
    
    Cost       : 450
    Maintenance: 3
    Tech needed: Robotics
    Effect     : +50% production on Spaceship Parts
    
    Comments   : Requires Aluminum, Requires Factory
    
    ------------------------
    -Stadium
    
    Cost       : 450
    Maintenance: 6
    Tech needed: Mass Media
    Effect     : +4 Happiness
    
    Comments   : Requires Theatre
    
    
    *******************************************************************************
    
    X - Wonders - [qaz]
    
    *******************************************************************************
    
    Wonders are unique buildings that can only be built once a game.  That means
    if another civilization beats you to it, you've missed your chance.  If another
    civ finishes a wonder you're working on, all the unfinished production is 
    converted to gold, as was the case in civ IV Each wonder adds a certain amount
    of GP points and a huge bonus for your civilization.
    
    ------------------------
    -Angkor Wat
    
    Cost     : 300
    Culture  : 1
    GP Points: +1 Engineer
    Tech     : Theology
    Effect   : Culture cost of acquiring new tiles reduced by 75% in every city
    
    ------------------------
    -Big Ben
    
    Cost     : 700
    Culture  : 1
    GP Points: +2 Merchant
    Tech     : Economics
    Effect   : -25% Gold cost for purchasing items in cities
    
    ------------------------
    -Brandenburg Gate
    
    Cost     : 550
    Culture  : 1
    GP Points: +2 Scientist
    Tech     : Military Science
    Effect   : Spawns Great General
    
    ------------------------
    -Chitchen Itza
    
    Cost     : 450
    Culture  : 1
    GP Points: +1 Engineer
    Tech     : Civil Service
    Effect   : Length of Golden Ages increased by 50%
    
    ------------------------
    -Cristo Redentor
    
    Cost     : 1200
    Culture  : 1
    GP Points: +2 Artist
    Tech     : Telegraph
    Effect   : Culture cost of new policies reduced by 33%
    
    ------------------------
    -Eiffel Tower
    
    Cost     : 1000
    Culture  : 1
    GP Points: +2 Merchant
    Tech     : Radio
    Effect   : +8 Happiness empire-wide
    
    ------------------------
    -Hijemi Castle
    
    Cost     : 600
    Culture  : 4
    GP Points: +2 Engineer
    Tech     : Chivalry
    Effect   : +25% combat strength for all units in friendly territory
    
    ------------------------
    -Machu Picchu
    
    Cost     : 550
    Culture  : 1
    GP Points: +1 Merchant
    Tech     : Currency
    Effect   : +20% Gold from Trade Routes, must be within 2 tiles of mountains
    
    ------------------------
    -Notre Dame
    
    Cost     : 500
    Culture  : 1
    GP Points: +1 Merchant
    Tech     : Education
    Effect   : +5 happiness
    
    ------------------------
    -Pentagon
    
    Cost     : 1200
    Culture  : 1
    GP Points: +2 Merchant
    Tech     : Radar
    Effect   : -50% cost for upgrading military units
    
    ------------------------
    -Sistine Chapel
    
    Cost     : 650
    Culture  : 1
    GP Points: +2 Artist
    Tech     : Acoustics
    Effect   : +33% Culture in all Cities
    
    ------------------------
    -Statue of Liberty
    
    Cost     : 1200
    Culture  : 1
    GP Points: +3 Engineer
    Tech     : Replaceable Parts
    Effect   : +1 Production for every Specialist in all Cities
    
    ------------------------
    -Stonehenge
    
    Cost     : 120
    Culture  : 8
    GP Points: +1 Engineer
    Tech     : Calendar
    Effect   : +8 Culture empire-wide
    
    ------------------------
    -Sydney Opera House
    
    Cost     : 1000
    Culture  : 1
    GP Points: +2 Artist
    Tech     : Globalization
    Effect   : Free Social Policy
    
    ------------------------
    -Taj Mahal
    
    Cost     : 600
    Culture  : 1
    GP Points: +2 Artist
    Tech     : Printing Press
    Effect   : Starts Golden Age
    
    ------------------------
    -The Colossus
    
    Cost     : 150
    Culture  : 1
    GP Points: +1 Merchant
    Tech     : Bronze Working
    Effect   : +1 gold from water tiles
    
    ------------------------
    -The Forbidden Palace
    
    Cost     : 600
    Culture  : 1
    GP Points: +1 Artist
    Tech     : Banking
    Effect   : Influence with city-states increased by 50%
    
    ------------------------
    -The Great Library
    
    Cost     : 150
    Culture  : 1
    GP Points: +1 Scientist
    Tech     : Writing
    Effect   : Free Tech
    
    ------------------------
    -The Great Lighthouse
    
    Cost     : 130
    Culture  : 1
    GP Points: +1 Merchant
    Tech     : Sailing
    Effect   : +1 Movement, +1 Sight for Naval Units
    
    ------------------------
    -The Great Wall
    
    Cost     : 350
    Culture  : 1
    GP Points: +1 Engineer
    Tech     : Construction
    Effect   : Enemy Land Units must spend 1 extra 
               Movement Point when inside your territory
    
    ------------------------
    -The Hagia Sophia
    
    Cost     : 300
    Culture  : 1
    GP Points: +1 Artist
    Tech     : Theology
    Effect   : +33% generation of Great People
    
    ------------------------
    -The Hanging Gardens
    
    Cost     : 200
    Culture  : 1
    GP Points: +1 Artist
    Tech     : Mathematics
    Effect   : +1 Population in all existing Cities
               +3 Happiness
    
    ------------------------
    -The Kremlin
    
    Cost     : 650
    Culture  : 4
    GP Points: +1 Scientist
    Tech     : Acoustics
    Effect   : Defense Buildings are 50% more effective
    
    ------------------------
    -The Louvre
    
    Cost     : 700
    Culture  : 1
    GP Points: +2 Artist
    Tech     : Archeaology
    Effect   : 2 free Great Artist appear in Capitol
    
    ------------------------
    -The Oracle
    
    Cost     : 150
    Culture  : 1
    GP Points: +1 Scientist
    Tech     : Philosophy
    Effect   : Free Social Policy
    
    ------------------------
    -The Porcelain Tower
    
    Cost     : 400
    Culture  : 1
    GP Points: +2 Scientist
    Tech     : Education
    Effect   : Great Scientist Appears
    
    ------------------------
    -The Pyramids
    
    Cost     : 175
    Culture  : 1
    GP Points: +1 Engineer
    Tech     : Masonry
    Effect   : Worker construction up 50%
    
    ------------------------
    -United Nations
    
    Cost     : 1000
    Culture  : 1
    GP Points: +2 Merchant
    Tech     : Globalization
    Effect   : Voting for Diplomatic victory
    
    
    ------------------------------------------------------
    A. National Wonders
    
    Can only be built once per civilization.  Plan out which city
    you want these built in carefully.  One thing to note is you 
    require a certain building in each of your cities before being
    able to build one National Wonder.  For a lot of people, this 
    means National Wonders become much harder as time goes on.
    
    ------------------------
    -Hermitage
    
    Cost     : 310 
    Culture  : 0
    Building : Museum
    Tech     : Archaeology
    Effect   : Double Culture in this City
    
    ------------------------
    -Heroic Epic
    
    Cost     : 110
    Culture  : 1
    Building : Barracks/Krepost
    Tech     : Iron Working
    Effect   : All new units receive morale bonus
    
    ------------------------
    -Ironworks
    
    Cost     : 170
    Culture  : 1
    Building : Workhouse/Longhouse
    Tech     : Chemistry
    Effect   : +20% Production
    
    ------------------------
    -National College
    
    Cost     : 120
    Culture  : 1
    Building : Library/Paper Maker
    Tech     : Writing
    Effect   : +50% Science
    
    ------------------------
    -National Epic
    
    Cost     : 120
    Culture  : 1
    Building : Monument
    Tech     : Philosophy
    Effect   : +25% Great Person Generation
    
    ------------------------
    -Oxford University
    
    Cost     : 260
    Culture  : 1
    Building : University or Wat
    Tech     : Education
    Effect   : Free Technology
    
    ------------------------
    -Palace
    
    Cost     : 0
    Culture  : 1
    Building : -
    Tech     : -
    Effect   : Moves the Capital City. Cities connected by
               by road to capital produce additional gold.
               Capital has +2 Production, +3 Science, +2
               Defense, +2 Gold
    
    
    ------------------------------------------------------
    B. Projects
    
    Projects are special buildings that are built for the purpose
    of winning the game or building nuclear weapons.
    
    ------------------------
    -Apollo Program
    
    Cost  : 1200 
    Tech  : Rocketry
    Effect: Allows Spaceship parts
    
    ------------------------
    -SS Booster
    
    Cost  : 800
    Tech  : Robotics
    Effect: 3 Required for Space Win
    
    ------------------------
    -SS Cockpit
    
    Cost  : 800
    Tech  : Satellites
    Effect: 1 required for Space Win
    
    ------------------------
    -SS Engine
    
    Cost  : 800
    Tech  : Particle Physics
    Effect: 1 required for Space Win
    
    ------------------------
    -SS Stasis Chamber
    
    Cost  : 800
    Tech  : Nanotechnology
    Effect: 1 required for Space Win
    
    ------------------------
    -The Manhattan Project
    
    Cost  : 800
    Tech  : Atomic Theory
    Effect: Allows Nukes and A-Bombs
    
    
    ------------------------
    -Utopia Project
    
    Cost  : 1500
    Tech  : -
    Effect: Unlocks after all 5 Social Policy branches
            Building triggers Cultural Victory
    
    
    *******************************************************************************
    
    XI - Policies - [wsx]
    
    *******************************************************************************
    
    Policy is the new government version for Civ V.  There are 10 branches to
    choose from. Each branch provides an immediate bonus when adopted. The 
    branches and bonuses are cumulative, meaning you no longer "switch" 
    between them. Just keep spending culture and buying up the bonuses.
    
    You begin the game with Tradition, Honor and Liberty trees.  Purchase all the
    tree options in 5 branches unlocks the Utopia Project.
    
    ------------------------------------------------------
    
    -Tradition
    
    Good for small civs as most focus on improving the Capital.
    Adopting Tradition will immediately provide a bonus of +1 Food in the Capital.
    
    -Aristocracy : +33% production bonus for Wonders.
    -Oligarchy   : +33% combat strength in friendly territory
    -Legalism    : -33% unhappiness from population in the Capital.
    -Monarchy    : -50% cost of Purchasing tiles. (requires Oligarchy)
    -Landed Elite: 33% faster population growth in Capital. (requires Aristocracy)
    
    
    ------------------------
    -Liberty
    
    Best for quick expansion. +50% production for Settlers. Can not be active 
    at the same time as Autocracy.
    
    -Collective Rule: +50% more Food in newly formed cities.
    -Citizenship    : +25% production of Workers.
    -Meritocracy    : +1 Happiness for each city connected to the Capital. 
    -Representation : +1 Culture in each city (requires Citizenship)
    -Republic       : +1 Production in every city. (requires Collective Rule)
    
    
    ------------------------
    -Honor
    
    A military social tree. +25% combat bonus VS Barbarians and notifications will
    be provided when new Barbarian Camps spawn in revealed territory.
    
    -Warrior Code  : Great General appears outside the Capital.
    -Discipline     : +15% Combat Strength bonus for units near other units.
    -Military Caste : Each City with a garrison reduces empire Unhappiness by 1. 
                    (requires Discipline)
    -Military Trad. : +100% XP points gained. (requires Warrior Code)
    -Prof. Army     : -50% upgrading cost. (requires Military Caste)
    
    
    ------------------------
    -Piety
    
    Unlocks at Classical Era.
    Happiness and Cultural social tree. +2 Happiness.
    This branch cannot be active at the same time as Rationalism.
    
    -Org. Religion: 25% less happiness needed for Golden Age
    -Reformation  : The empire immediately enters a 6-turn Golden Age. 
                   (requires Organized Religion)
    -Theocracy    : -20% Unhappiness. (requires Organized Religion)
    -Mandate      : 50% of excess Happiness added each turn to the amount of 
                   Culture that may be spent on Policies.
    -Free Religion: 2 Free Social Policies. (requires Mandate of Heaven, 
                    Reformation)
    
    
    ------------------------
    -Patronage
    
    Unlocks at Medieval Era.
    City-State friendship social tree. -25% influence loss with City-States.
    
    -Aesthetics    : Influence with all City-States cannot drop below 20.
    -Philanthropy  : +25% influence for gold gifts.
    -Scholasticism : All Allied City-States grant you a research bonus 
                     equal to 33% of their own research. (requires 
                     Philanthropy)
    -Cul. Diplomacy: +100% resources from City-States; +50% Happiness
                     from gifted luxury resources. (requires Scholasticism)
    -Educated Elite: Allied City-States can gift you Great People. 
                     (requires Aesthetics, Scholasticism)
    
    
    ------------------------
    -Commerce
    
    Unlocks at Medieval Era. 
    Naval and commercial boosting Tree. +25% Gold from Capital.
    
    -Naval Tradition: +1 Movement and +1 sight range for naval units.
    -Trade Unions   : -20% maintenance cost for Roads and Railroads.
    -Mercantilism   : -25% cost to purchase items in Cities (requires 
                      Trade Unions).
    -Merchant Navy  : +3 Production in coastal Cities (requires Naval 
                      Tradition).
    -Protectionism  : +1 Happiness from each Luxury Resource (requires 
                      Mercantilism).
    
    
    ------------------------
    -Freedom
    
    Unlocks at Renaissance Era.
    Specialist produce half the normal Unhappiness.  Can not be active with 
    Autocracy.
    
    -Civil Society: Specialists eat only half the normal amount of Food.
    -Constitution : +100% Culture in Cities with a World Wonder.
    -Democracy    : +50% Great Person production rate. (Requires Civil Society)
    -Free Speech  : -25% Culture cost for policies. (Requires Constitution)
    -Univ Suffrage: +33% City Combat Strength.
    
    
    ------------------------
    -Rationalism
    
    Unlocks at Renaissance Era.
    Science Policy Tree. Triggers 5 turn Golden Age. Can not be active with Piety.
    
    -Secularism  : +2 Science per specialist.
    -Free Thought: +2 Science points for each Trading Post (requires
                  Secularism).
    -Humanism    : +1 Happiness from each University.
    -Sci Rev     : 2 free technologies (requires Free Thought).
    -Sovereignty : +15% Science while your empire is Happy (requires Humanism).
    
    
    ------------------------
    -Order
    
    Unlocks at Industrial Era.
    Production Policy Tree. +25% Production on Buildings.
    
    -Communism   : +5 Production in all Cities.
    -Nationalism : +25% attack bonus to your units in friendly territory.
    -Planned Econ: -50% Unhappiness from number of Cities.
    -Socialism   : -10% Gold costs of Buildings.
    -United Front: Causes other civilizations' city-state influence points to 
                   decay 33% faster.
    
    
    ------------------------
    -Autocracy
    
    Unlocks at Industrial Era.
    For the militaristic civilizations. -33% Unit Gold maintenance. 
    Can not be active with Freedom or Liberty.
    
    -Militarism  : -33% cost for purchasing units.
    -Police State: -50% Unhappiness in Annexed Cities. (requires Militarism)
    -Populism    : +25% damage for injured military units.
    -Fascism     : +100% of Strategic Resources. (requires Populism, Militarism)
    -Total War   : +33% attack For 20 turns. (requires Police State, Fascism)
    
    
    
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    XII - Contact Info - [edc]
    
    *******************************************************************************
    
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    or fix any of my many mistakes you point out!
    
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