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    FAQ/Walkthrough by The Return of Hylian

    Version: 3.00 | Updated: 08/07/08 | Search Guide | Bookmark Guide

    Civilization Revolution for Xbox 360
    Copyright 2008 Ross Ramsey
    Version 1.00
    The following guide may not be reproduced under any circumstance for 
    commercial use.  Permission to use the guide on a web site may be obtained by 
    email at the address listed above.  Any unauthorized use of this guide is 
    strictly prohibited and a violation of copyright. 
    Version History
    1.00 - Basic information and walkthrough included. 8-02-2008
    2.00 - Controls, civilization strategies and about the game sections
    added. 8-03-2008
    2.10 - Forgot Ghandi! 8-04-2008
    3.00 - More detail on technologies, units, buildings, wonders and artifacts.
    A button		Move unit
    X button		Fortify unit
    B button		Sleep unit
    Y button		Access the Civilopedia
    Left Stick 		Movement orders for selected unit
    Right Stick 		Move cursor
    Left/Right D-pad 	Cycle through all units
    Up/Down D-pad 		Cycle through stacked units
    Left Trigger 		Zoom
    Right Trigger 		Information screen
    Left Bumper		City screen
    Right Bumper		Diplomacy screen
    Table of Contents
    i.	About the Game		[abtg]
    	a. Terrains		[trrn]
    	b. Culture		[cltr]
    	c. Science		[scnc]
    	d. Wealth		[wlth]
    	e. Governments		[gvmn]
    	f. City Tiles		[cttl]
    	g. Diplomacy		[dplm]
    	h. Combat		[cmbt]
    ii.	Civilizations		[cvlz]
    iii.	Technologies		[tchg]
    iv.	Buildings		[bldg]
    v.	Military Units		[mltu]
    vi.	Wonders/Artifacts	[wndr]
    vii.	Great Persons		[grtp]
    viii.	FAQ/Strategy		[fqst]
    	a. Main Menu		[mmnu]
    	b. Starting a New Game	[snng]
    	c. How to Play		[htpy]
    	d. Establishing a City	[estc]
    	e. Advanced Diplomacy	[avdy]
    	f. Advisors		[dvsr]
    	g. Civilopedia		[cvlp]
    	h. FAQ			[qafq]
    ix.	Achievements		[achv]
    x.	Credits			[crds]
    i.	About the Game		[abtg]
    Sid Meier's Civilization: Revolution is the long-awaited console edition of
    one of the most successful strategy games ever. It's a historical turn-based
    strategy which allows you to recreate the beginnings (and ends) of civilization.
    It was developed by Firaxis Games and was released for the DS, PS3, Wii and
    Xbox 360. It is rated E10+ by the ESRB.
    a. Terrains		[trrn]
    There are two major types of terrain: Sea and Land. Land broken down into
    sub-categories below. Each sub-category has three specific characteristics:
    Productivity, Defense Bonus and Movement Cost.
    Productivity will determine the growth and development of your cities. Different
    types of terrain will offer different productivity bonuses. For instance, it 
    is more ideal to establish a city in an area of plains than an area of desert
    due to the food bonuses received from plains. This is not to say that desert
    plots are completely useless. As long as your city has sufficient food, desert
    squares will bring in benefits of increased trade and wealth.
    Defense bonuses are an important part of combat. A warrior that is fortified
    in a forest is more likely to survive an attack than a warrior in the open
    plains. Whatever you do, avoid attacking across rivers. Doing so will cost you
    a -50% penalty. Remember that terrain bonuses do not only affect the defending 
    unit. The attacker receives a bonus from his/her terrain defenses as well
    (unlike in Civilization IV).
    Movement cost determines the navigability of the terrain. Your units will have
    an easier time traveling through grasslands than through mountains. Roads and
    railroads completely nullify the movement cost of all terrain types.
    You can place markers on certain terrain which will imprint text into the land.
    You can name certain areas, make notes to yourself, etc.
    -Produce +1 food (+3 food if city has a Granary)
    -No defensive bonus
    -Movement cost is 1 mp (movement point)
    -Produce +1 trade (+3 with Trading Post)
    -No defensive bonus
    -Movement cost is 1 mp
    -Adds +1 production (+4 with Iron Mine)
    -Adds +2 production
    -50% defensive bonus
    -Movement cost is 2 mp
    -Add +1 production (+3 with Workshop)
    -50% defensive bonus
    -Movement cost is 2mp
    -Produce +2 food
    -No defensive bonus
    -Movement cost is 1mp
    -Produce +2 trade (+1 food with Harbor)
    -No defensive bonus
    -Movement cost is 1mp
    -No production
    -No defensive bonus
    -Movement cost is 2mp
    b. Culture		[cltr]
    Culture is a very unique aspect to the Civilization series. Even the most 
    belligerent nations can't neglect their culture. Civilizations that are 
    producing more culture will be able to expand their territorial control. You 
    can use this to your advantage by exerting your influence on an opponent's 
    smaller cities in order to have them change allegiances. The smaller and 
    farther away from its capital a city is, the easier it will be for you to 
    capture it peacefully. There are a couple ways that you can do this, and the 
    same techniques apply to defending an opponent's cultural expansion.
    Tip #1: Build temples in cities that you want to produce culture. Later in the
    game you will be able to upgrade them to Cathedrals.
    Tip #2: City walls produce a small amount of culture.
    Tip #3: Your capital city also has a palace which will produce culture.
    Tip #4: An effective method of producing culture is to build the appropriate
    wonders. Shakespeare's Theater and Stonehenge are great if you can construct
    them. The most important cultural wonder is the Magna Carta. If you have
    courthouses in every city, your cultural influence will be unstoppable.
    Tip #5: Settling Great Thinkers into your cities will give you a 50% cultural
    bonus. They can also be used to culturally flip an opponent's city.
    Cultural Victory achieved by: Building the United Nations
    c. Science		[scnc]
    Science/Research is, in my opinion, more important than both culture and wealth.
    If affects your ability to obtain new technologies and how quickly you can
    utilize the advantages of those technologies. Being the first to research 
    certain technologies will give you a decided in-game advantage. For instance,
    if you have the power of Flight while your opponent is stuck in the earlier
    ages, you will be able to dominate his/her military. Below are a couple tips
    for improving your civilization's science.
    Tip #1: Build libraries in every city.
    Tip #2: Build universities in every city.
    Tip #3: The Great Library and Oxford Univerity wonders will provide you with 
    one or two previously unattained technologies. Staying one research ahead of
    your opponents will all but ensure your victory.
    Tip #4: The Apollo Program grants you any and every unresearched technology.
    Tip #5: Great Scientists can either complete a current research project or
    settle in a city to improve your science rate.
    Techonological victory achieved by: Completing the Space Shuttle.
    d. Wealth		[wlth]
    Wealth is not as important as culture or science but it's certainly good to
    have at your disposal. With it, you will be able to promote units, build roads,
    rush construction and much more. Here are a few ways to improve your gold 
    Tip #1: Banks and markets will improve the trade aspects of your city.
    Tip #2: The trading post will add +2 trade to any desert squares in your
    city's radius.
    Tip #3: Exploration. Early in the game, send a unit into undiscovered territory
    to capture gold deposits before your opponents do.
    Tip #4: Certain great people will be able to give you a one-time instantaneous
    gold bonus or a permanent 50% city wealth production bonus.
    Tip #5: The Colossus is the best wonder for improving your civilization's trade
    routes early on in the game.
    Tip #6: The Internet and Trade Fair wonders significantly increase your
    civilization's income.
    Tip #7: Caravans to foreign cities will give you a wealth bonus. A smaller 
    bonus will be given to the targeted civilization as well.
    Economic victory achieved by: Constructing the World Bank wonder.
    Gold reserve bonuses are received at increasing levels of income.
    100 gold 	Free settler
    250 gold 	Receive Banking/Currency technology
    500 gold 	Free Great Person
    1,000 gold 	Free Granaries in every city
    2,000 gold 	+1 population in every city
    5,000 gold 	Free Aqueducts in every city
    10,000 gold 	Free Great Person
    20,000 gold 	World Bank
    e. Governments		[gvmn]
    You will be able to choose your civilization's government during the game. 
    Different governments become available as you research more technologies.
    This isn't to say that later governments are better. You need to pick the one
    that facilitates the strategy you are using.
    Despotism 	No culture penalties during nuclear warfare
    Republic 	Settlers cost -1 population
    Monarchy 	Doubles the effects of the Palace
    Democracy 	+50% trade, cannot declare war on an opponent
    Communism 	+50% production in cities, temples and cathedrals cease
    		culture production
    Fundamentalism 	+1 attack to all units, libraries and universities cease
    		research production
    f. City Tiles		[cttl]
    For each population point that your city attains by growing in size, you will
    receive a worker unit to improve the city tiles in that city's radius. As your
    city grows, the workers become better at what they do (adding to the trade
    production in your city).
    Population Size		Worker		Production Bonus	Trade Bonus
    	1-6		Laborer			+1			+0
    	7-12		Vendor			+1			+1
    	13-18		Trader			+1			+2
    	19-24		Merchant		+1			+3
    	25-30		Importer		+1			+4
    	31+		Exporter		+1			+5
    You can manage a city's workers through the City Screen. In that screen, choose
    the "Manage Workers" tab to view the tiles that your city is currently working
    on. Tiles that are colored in with your civilization's color are being managed
    by your workers. To inactivate these tiles, highlight them with the left analog
    stick and press A. Use the same method to activate tiles. You can focus your
    production on whatever you see fit.
    Choose from any of the following settings:
    Production (hammers)
    Food (green apples)
    Custom (use the method above to work on selected city tiles)
    g. Diplomacy		[dplm]
    Diplomacy is an integral part of any Civilization game. How you interact with
    various nations will ultimately decide how history is played out. There have 
    been a few changes since Civilization IV. For instance, you do not have to
    worry about signing Open Borders agreements with your opponents. Unfortunately,
    map and resource trading have been omitted from Civilization: Revolution.
    The first thing to note is that the leader of each nation has his/her own
    unique personality. Tokugawa has a fairly belligerent personality compared
    to Abe Lincoln. Just keep in mind that leaders will act differently given the
    same scenario.
    What you can use diplomacy for is to gain new technologies and make friends.
    You could also use it to declare war I suppose, but there are more efficient
    ways of doing that. ;)
    h. Combat		[cmbt]
    There are a lot of minor details of combat that go unnoticed by newer players.
    I've tried to outline the things I could think of that are important to take
    advantage of.
    Form armies by combining three units of the same type. These units will fight
    together, sharing their combat upgrades with each other. This means that you
    can pair an elite unit with two regular units (of the same type) and they would
    all fight as elite units. Pretty nifty, huh? As such, always try to keep your
    regular units with veteran and elite units for leadership.
    Attacking units have the ability to retreat but at the cost of giving an enemy
    unit a free promotion. Promotions are outlined in more detail below.
    You can use your navy to support your land units when attacking a city. To do
    this, the city must be on the coast and your naval units must be adjacent to 
    that city.
    If your unit has 7 to 1 odds of winning a battle, it is automatically 
    Galleons/Galleys have exploration crews which can venture inland, further
    facilitating the exploration process.
    Your units will gain experience points for winning battles. If they obtain
    enough experience, a series of combat upgrades will become available to you.
    One upgrade promotes the unit to veteran status. Having two or more gives the
    unit elite status. Each victory in battle is worth at least 1 experience point.
    For every three experience points gained, a new upgrade is earned. Below is a
    list of all the possible promotions for your units. Remember to combine
    upgraded units with new units so that you can spread their skills to your 
    entire army.
    Blitz 		Receive one movement point for use after battles
    Infiltration 	+50% strength when attacking cities
    Loyalty 	+50% strength when defending in friendly territory
    Guerilla 	+50% strength when attacking in your territory
    Medic 		Can heal in enemy territory
    Scout 		Can see units inside enemy cities, has increased vision
    Leadership 	+100% defense to all units when stacked
    March 		+1 movement point
    Engineering 	+100% strength when defending cities
    Press the B button to retreat from battle.
    ii.	Civilizations		[cvlz]
    Your strategy will primarily depend on the civilization you choose. Different
    civilizations provide different advantages. The Mongols are great for early
    conquests while America is a good civilization for rapid expansion. Don't use
    the same build/research order for every civilization. You need to adapt to
    utilize your civilization's distinct advantages.
    *Note: The strategies I've listed here are based on my personal experience. 
    There are definitely better, more detailed strategies out there. These are just 
    here to help those who are new to the game.
    Leader: Abraham Lincoln 	
    Specialties:	Begin the game with a Great Person
    		Ancient: 2% interest for gold reserves
    		Medieval: Rush units production at half-price
    		Industrial: +1 food from plains
    		Modern: Factories provide 3x production 
    Special Units:	Sherman Tank, Flying Fortress, Mustang Fighter
    American strategy: America's advantages make for a lot of variations in 
    available strategies. I typically use the first great person to settle into
    my capital, permanently establishing that city as a specialist city. The Ancient
    Age bonus will help you build up you treasury though most civilizations will
    be able to catch back up by the Industrial Age. One technique is to save
    your income from Ancient Age until you get to Medieval. At that point, use
    your bonus to expand your army at half-price. You should be able to get out 
    a few powerful units to give you the advantage over an opponent. 
    Alternate American strategy: America has a plethora of unique units in the
    Modern Age. You could play defensively for the first three ages and then 
    bombard your enemies with Flying Fortresses and Sherman Tanks. You won't be 
    able to win by domination if you don't start attacking before Modern Age, but
    you will be able to crush someone who is close to economic, cultural or
    technological victory.
    Leaders:	Saladin
    Specialties: 	Begin with Religion tech
    		Ancient: +50% caravan gold
    		Medieval: Free Mathematics technology
    		Industrial: +1 attack for Horsemen and Knights
    		Modern: 2% interest for gold reserves 	
    No Special Units
    Arabia strategy: Arabia's early game bonuses significantly outweigh their late
    game bonuses. Build your income early by utilizing as many caravans as possible.
    Make sure to send the caravans to an ally or at least a nation that you aren't
    going to be at odds with. Your ally will receive a small bonus as well. Come
    Medieval Age, produce a couple catapults with your free mathematics technology
    and launch an attack on an unsuspecting neighbor. If you expand early enough,
    you will be able to thrive late in the game. At the very least, you will be
    able to stifle an opponent's expansion.
    Leader:		Montezuma
    Specialties:	Begin with gold
    		Ancient: Units heal after combat
    		Medieval: Temples provide +3 to science
    		Industrial: Roads cost 50%
    		Modern: +50% gold production 	
    Special Unit:	Jaguar Warrior
    Aztec strategy: If you know where your neighbors are, get out a couple warriors
    at the beginning using your gold bonus. You can take out a civilization before
    it even has a chance. This is risky though, as it puts a delay on your 
    civilization's development. It's just something you can use to surprise an
    unsuspecting opponent.
    Alternate Aztec strategy: Make sure to build libraries, universities and
    temples in each of your cities. During Medieval Age, you will be able to
    out-research many of your opponents. You may be able to reach the Modern
    Age before they have the appropriate technologies. If that is the case, use
    your gold production bonus to achieve whichever victory you are shooting for.
    Leader:		Mao Zedong
    Specialties:	Begin with Writing tech
    		Ancient: New cities have +1 population
    		Medieval: Receive Literacy technology
    		Industrial: Half-price Libraries
    		Modern: Cities not affected by Anarchy
    Special Units:	None
    Chinese strategy: No one can research with the Chinese. Focus a majority of 
    your cities on research. Build libraries, universities, etc. Consider
    constructing either the Great Library or Oxford University. Place a small
    amount of effort into your culture (just enough that you won't suffer from
    an opponent's cultural expansion). You should be able to stay a technology
    or two ahead of your opponents which can ultimately lead to victory. Avoid
    the Fundamentlism government.
    Leader: 	Queen Elizabeth 
    Specialties: 	Begin with knowledge of Monarchy
    		Ancient: +1 defense for Longbow Archer
    		Medieval: +1 sea combat
    		Industrial: +1 production for hills
    		Modern: Naval support effects doubled 	
    Special Units: Longbow Archer, Lancaster Bomber, Spitfire Fighter
    England strategy: Get a Longbow Archer in every one of your cities at the
    beginning. You will be able to defend against pretty much anything. Focus
    your efforts on getting to the Modern Age farily quickly if you are on
    an ocean-oriented map. You can gain control of the sea as early as the 
    Medieval Age and never have to let it go. You can stifle an enemy's expansion
    and lay seige to their empire. Typically though, you wouldn't pay too much
    attention to naval combat. England's real workhorses are their Lancaster
    Leader:		Cleopatra 	
    Specialties:	Begin with a Wonder
    		Ancient: +1 food and trade from desert plots
    		Medieval: Receive Irrigation tech
    		Industrial: +1 Rifleman movement range
    		Modern: +50% caravan wealth 
    No Special Units
    Egyptian strategy: Egypt's early game wonder is probably the most useful
    advantage they have. Your strategy should really depend on the wonder that
    you get. Cities near the desert will thrive. My favorite government to use
    with the Egyptians is democracy. You will be able to produce a lot of trade
    and wealth which can be re-distributed to other aspects of your civilization
    accordingly. Economic victory is easily attainable with the Egyptians.
    Leader:		Napoleon Boneparte
    Specialties: 	Begin the game with a Cathedral
    		Ancient: Receive knowledge of Pottery
    		Medieval: Half-price roads
    		Industrial: +2 attack for Cannons
    		Modern: +1 movement for Riflemen 	
    Special Units: Trebuchet, Howitzer
    France strategy: I'm not really a fan of the French. Don't get me wrong. They
    have wonderful seige weapons. If you are planning on attaining victory by
    domination, make sure to bring trebuchets, cannons or howitzers with you. You
    should be able to overpower most defenses as long as you bring enough support.
    Then again, that's true for every civilization. By the way, trebuchets and
    howitzers do not suffer a combat penalty for attacking across rivers. Catapults
    for other civilizations don't either.
    Leader:		Otto van Bismarck 	
    Specialties: 	Automatic upgrades for Elite units
    		Ancient: Warriors receive Veteran status
    		Medieval: +1 production from forest
    		Industrial: Half-priced barracks
    		Modern: 2% interest for wealth reserves
    Special Units: Panzer Tank, 85mm Gun, Heinkel Bomber, ME109 Fighter
    German strategy: My favorite civilization. There are so many things you can
    do with the German empire. Domination, economic and technological victories
    are easily attainable. Your early game warriors are practically invincible
    against barbarians and enemy warriors. By Medieval Age, you will be able to
    out-produce any civilization in the game. I wouldn't worry too much about
    culture here. Maybe have one or two cities specialize with temples or cathedrals
    to keep enemy cultural borders at bay. If you reach the Modern Age in good
    standing, you will be able to wipe out any civilization of comperable strength
    based on your unique units alone. Communism is a worthwhile government to
    implement with the Germans.
    Leader:		Alexander the Great
    Specialties: 	Start game with a courthouse
    		Ancient: Receive Democracy tech
    		Medieval: Higher rate of Great People production
    		Industrial: Half-price library
    		Modern: +1 food from sea tiles 	
    Special Units:	Trireme, Hoplite
    Greek strategy: Cultural victory is the most readily attainable victory for
    Greece. Make sure to have temples and city walls in every city. If you choose
    to do so, build a lot of courthouses and then construct the Magna Carta. Your
    great person production rate will be unmatched. Settle them into your cities
    for maximum effect. Try to avoid confrontation with other civilizations as you
    do this, but keep a respectable army just in case.
    Leader:		Ghandi
    Specialties:	Starting: Start game with access to all nearby resources
    		Ancient: Civilization not affected by Anarchy
    		Medieval: Receive Religion technology
    		Industrial: Settlers cost half
    		Modern: Courthouses cost half 	
    No Special Units
    Indian strategy: Ghandi's starting bonus is one of the best in the game. With
    access to all resources, you will be able to expand your capital with ease.
    India's later bonuses are not particularly valuable, but being able to avoid
    the effects of anarchy may save you a turn or two. Anything helps, right? 
    Cultural and economic victories are probably your best hope with the Indian
    civilization as they have no unique units.
    Leader:		Tokugawa 	
    Specialties: 	Ceremonial Burial tech
    		Ancient: +1 food from Sea Regions
    		Medieval: +1 Samurai Knight attack
    		Industrial: Cities not affected by Anarchy
    		Modern: Defensive units receive Loyalty bonus
    Special Units: Samurai Knight, Ashigaru Pikemen, Val Bomber, Zero Fighter
    Japanese strategy: Victory by domination is easier with the Japanese than with
    most nations. Their samurai knights are nigh unbeatable. They are a pain to
    have as an enemy. Tokugawa is never easy to get along with. Your city-deployed
    units will receive a bonus in the Modern Age, making it more difficult for
    enemy civilizations to invade. The best thing to do with the Japanese is to be
    annoying. Stay at war with your enemies and keep them from accomplishing
    economic, tehnnological or cultural victory.
    Leader:		Genghis Khan
    Specialties: 	+50% trade from captured cities
    		Ancient: Barbarian villages join
    		Medieval: +1 Cavalry movement
    		Industrial: +2 food from mountainous plots
    		Modern: Receive Communism tech
    Special Units: Keshiks
    Mongol strategy: Explore early. Have a couple units searching undiscovered
    territory. You'll be able to obtain barbarian villages, gold deposits, new
    technologies and maybe a Lost artifact or two. Use Keshiks and mounted units
    to overpower enemy civilizations. The more you capture, the stronger you
    become. Economic, cultural and technological victories are for other 
    civilizations. Like with the Japanese, just try to be annoying.
    Leader:		Julius Caesar 	
    Specialties: 	Code of Laws tech, Republic government civic
    		Ancient: Half-price road construction
    		Medieval: Half-price wonder construction
    		Industrial: Higher rate of Great People
    		Modern: New cities start with +1 population 	
    Special Units: 	Legion
    Roman strategy: The Romans are like the Germans. Any type of victory is 
    achieveable with Rome. If you are aiming for cultural victory, build temples,
    cathedrals, city walls and courthouses. Then use your Medieval Age bonus to
    draft the Magna Carta wonder. If you're going to military domination, 
    construct either the Samurai Castle or Leonardo's Workshop when it comes time
    to do so. There are a lot of different paths you can take. The Romans are a
    good all-around nation. You don't even have to aim for a specific goal. 
    Balance your efforts between culture, research and military.
    Leader: Catherine 	
    Specialties: 	Partially revealed map
    		Ancient: +1 food from plains 
    		Medieval: Defensive units receive loyalty bonus
    		Industrial: Half-price riflemen
    		Modern: Half-price spies
    Special Units:	Cossack Horseman, T34 Tank
    Russia strategy: Expand but don't be overly aggressive early in the game. No
    type of victory is out of the question, though you may find it hard to build the
    World Bank before other civilizations do. Make good use of the half-priced
    riflemen in the Industrial Age. Most importantly, do not forget about your
    spies! They are a fairly advanced tactic that a lot of newcomers overlook.
    You can steal Great People, keep good intelligence on your enemy's acions, take
    away an enemy's fortification, sabotage a city's production queue, etc.
    Leader:		Isabella 	
    Specialties: 	Receive Navigation tech
    		Ancient: Doubled wealth received from exploration
    		Medieval: +1 Naval combat
    		Industrial: +50% wealth production
    		Modern: +1 production from hills plots
    Special Unit:	Conquistador
    Spanish strategy: Explore early! It's obvious but it works. Produce a couple
    units to explore the map for you. You receive double the wealth bonus. This
    is facilitated by the free Navigation tech. This early bonus should propel
    you to Industrial Age with no problem. From there, use your 50% gold bonus
    to build your army, expand your cultural borders, etc. The Spanish are another
    great all-around civilization. Any victory is attainable with these guys.
    Leader:		Shaka 	
    Specialties: 	Increased ability to overrun cities
    		Ancient: +1 Warrior movement
    		Medieval: Cities grow at a higher rate
    		Industrial: +50% wealth production
    		Modern: Half-price riflemen 	
    Special Units:	Impi Warrior
    Zulu strategy: If you are the risk-taking type, you might want to try an
    early game warrior rush. This necessitates knowing where your enemies are from
    the very beginning. Two or three warriors can successfully conquer an
    inexperienced opponent before he/she gets off the ground. 
    Alternate Zulu strategy: This one is for players who lack the gumption that is
    required by the other strategy. The Zulu are pretty good for economic booming.
    Throughout the Medieval Age and into the Industrial Ages, concentrate on
    developing your economy. Concentrate your efforts on production. They aren't the
    best civilization to use for building the Apollo Program, but they do offer
    a fine balance between military and economy. Make sure to build markets, banks
    and the appropriate economic wonders.
    iii.	Technologies		[tchg]
    Plan out your technology research ahead of time. Set a goal for yourself and
    follow through with the correct path. For instance, you may want to research
    Writing as quickly as possible so that you can build the Great Library and
    receive technologies from other civilizations.
    Tech: Avanced Flight
    Prerequisites: Flight, Industrialization
    Enables: Bombers
    Tech: Alphabet
    Enables: Oracle, Library
    Tech: Atomic Theory
    Prerequisites: University, Electricity, Invention
    Enables: Manhattan Project
    Tech: Automobile
    Prerequisites: Steel, Combustion
    Enables: Rubber, Artillery
    Tech: Banking
    Prerequisites: Currency, Code of Law
    Enables: Bank
    Tech: Bronze Working
    Enables: Colossus, Barracks, Fish, Archer
    Tech: Ceremonial Burial
    Prerequisites: Pottery
    Enables: Incense, Pyramids, Temple
    Tech: Combustion
    Prerequisites: Metallurgy, Gunpowder, Steam Power
    Enables: Tank, Oil
    Tech: Communism
    Prerequisites: University, Industrialization
    Enables: Communism civic
    Tech: Construction
    Prerequisites: Iron Working, Masonry
    Enables: Oak, Workshop
    Tech: Corporation
    Prerequisites: Banking, Industrialization
    Enables: Military-industrial complex
    Tech: Currency
    Prerequisites: Code of Laws, Bronze Working
    Enables: Trade Fair, Caravan, Gold, Market
    Tech: Democracy
    Prerequisites: Literacy, Code of Laws
    Enables: Pikeman, Democracy civic, Magna Carta
    Tech: Electricity
    Prerequisites: Engineering, Steam Power, Metallurgy
    Enables: Submarine
    Tech: Electronics
    Prerequisites: Electricity, Corporation
    Tech: Engineering
    Prerequisites: Mathematics, Construction
    Enables: Aqueduct
    Tech: Feudalism
    Prerequisites: Horseback Riding, Monarcy
    Enables: Knight
    Tech: Flight
    Prerequisites: Combustion, Metallurgy, Invention
    Enables: Fighters
    Tech: Globalization
    Prerequisites: Mass Media, Networking
    Tech: Gunpowder
    Prerequisites: Feudalism, Invention
    Enables: Rifleman, Sulfur
    Tech: Horseback Riding
    Enables: Ox, Horseman
    Tech: Industrialization
    Prerequisites: Steam Power, Banking
    Enables: Factory
    Tech: Invention
    Prerequisites: Literacy, Engineering
    Enables: Leonardo's Workshop
    Tech: Iron Working
    Prerequisites: Bronze Working
    Enables: Iron, Legion
    Tech: Irrigation
    Prerequisites: Pottery, Masonry 
    Enables: Wheat
    Tech: Literacy
    Prerequisites: Writing, Alphabet
    Enables: Silk, Shakespeare's Theater, Courthouse
    Tech: Masonry
    Prerequisites: Pottery
    Enables: Great Wall, City Walls, Marble
    Tech: Mass Media
    Prerequisites: Printing Press, Corporation
    Enables: Hollywood
    Tech: Mass Production
    Prerequisites: Industrialization, Railroad
    Enables: Modern Infantry, Aluminum
    Tech: Mathematics
    Prerequisites: Writing, Masonry
    Enables: Catapult
    Tech: Metallurgy
    Prerequisites: University, Iron Working, Engineering
    Enables: Cannon
    Tech: Monarcy
    Prerequisites: Code of Laws, Ceremonial Burial, Writing
    Enables: Samurai Castle, Monarchy civic, Dye
    Tech: Navigation
    Prerequisites: Writing, Mathematics
    Enables: East India Trading Company, Harbor, Whale, Ghaleon 
    Tech: Networking
    Prerequisites: Electronics, Corporation
    Enables: Internet
    Tech: Nuclear Power
    Prerequisites: Atomic Theory, Mass Production
    Enables: Uranium
    Tech: Pottery
    Enables: Wine, Granary, Hanging Gardens
    Tech: Printing Press
    Prerequisites: University, Religion
    Tech: Railroad
    Prerequisites: Steam Power
    Enables: Iron Mine
    Tech: Religion
    Prerequisites: Ceremonial Burial, Monarchy
    Enables: Cathedral, Fundamentalism civic
    Tech: Space Flight
    Prerequisites: Advanced Flight, Electronics, Nuclear Power
    Enables: Apollo Program, Space Shuttle Fuel/Habitation/Support/Propulsion
    Tech: Steam Power
    Prerequisites: Iron Working, Engineering, Invention
    Enables: Coal, Cruiser
    Tech: Steel
    Prerequisites: Metallurgy, Steam Power
    Enables: Battleship
    Tech: Superconductor
    Prerequisites: Mass Production, Space Flight
    Enables: SDI Defense
    Tech: University
    Prerequisites: Literacy, Mathematics, Democracy
    Enables: University, Oxford
    Tech: Writing
    Prerequisites: Alphabet
    Enables: Spy, Great Library
    iv.	Buildings		[bldg]
    Buildings are the infrastructure of your civilization. Without them, you will
    not be able to produce wealth, culture, research or military units. One 
    strategy you can use is to assign specific tasks to certain cities. For example,
    make one city specialize in culture. Build it a cathedral and a temple. Use
    other cities to produce military units with which to protect your empire. Give
    them barracks when you establish them. Your first two or three cities should
    be farily well-rounded.
    Every city needs food! Granaries and harbors are important to the growth of
    Prerequisite: Engineering
    Effects: Increase a city's growth rate by 50%
    Cost: 120 hammers
    Aqueduct notes: Aqueducts will allow your city to grow more quickly. They
    are the necessary food collection buildings after granaries. Having one of
    these in every city will give you a tremendous boost in all areas because
    your cities will be able to produce more culture, wealth and research as they
    Prerequisite: Banking
    Effects: Quadruples wealth production
    Cost: 120 hammers
    Bank notes: I don't usually rush the production of my buildings unless they
    are going to return the favor by adding to my income. Banks certainly fit into
    that category. You do not need one in every city but you should probably have
    one or two cities dedicated to wealth collection. Construct a bank or two as
    soon as you have researched banking. You may even want to consider rushing their
    production. They pay for themselves in a matter of a few turns.
    Prerequisite: Bronze Working
    Effects: +3 experience to military units
    Cost: 40 hammers
    Barracks notes: Every time you produce a military unit in a city with a 
    barracks, that unit will receive 3 experience points and become a veteran
    immediately. This gives that unit a 50% attack and defense bonus. Now, in other
    Civilization games, you would have a barracks in almost every one of your
    cities. Fortunately Civilization Revolution added the "form army" combat
    feature. You only need one veteran in each army you form. Taking this into
    account, you will only need a barracks in one or two of your cities. You 
    can produce military units in other cities and then form armies with your
    veteran units. That way you get the most bang for your buck. It also allows
    other cities to focus on economic expansion.
    Prerequisite: Religion
    Effects: Receive +2 culture from each citizen
    Cost: 160 hammers
    Cathedral notes: You need a theater in at least your two largest cities. 
    Larger cities will garner a much more of an advantage from cathedrals than
    smaller cities. More culture from more people will help your civilization
    expand. You will also be able to generate more Great People. 
    Prerequisite: Literacy
    Effects: Increase a city's area
    Cost: 80 hammers
    Courthouse notes: Courthouses are a must for every city. With more available
    tiles to work on, your cities will be able to produce more of whatever they
    are specializing in. They can collect more food, hammers, wealth and research.
    They also produce a small amount of culture. If you construct the Magna Carta
    wonder with a courthouse in every city, you will be well on your way to
    a cultural victory.
    Prerequisite: Industrialization
    Effects: Doubles a city's production
    Cost: 200 production
    Factory notes: You should place a couple of these in cities where your focus
    is production. These cities will be located near hills, forests and mountains.
    They are a little on the expensive side but will pay massive dividends in
    the Modern Age when you are producing a Tank every other turn.
    Effects: Receive +2 food from plains
    Cost: 40 hammers
    Granary notes: These are good for cities surrounded by plains (obviously). 
    Granaries are not quite as important as aqueducts for the development of
    your cities. Having said that, a city with multiple plains tiles can benefit
    massively from a granary.
    Prerequisite: Navigation
    Effects: Receive +1 food from ocean plots
    Cost: 100 hammers
    Harbor notes: Harbors are must-haves for coastline cities. When cities collect
    more food they can develop and grow. Cities with a lot of ocean tiles will
    end up generating a lot of income later in the game. Before that can happen,
    you will have to make good use of the available city tiles by building a
    Iron Mine
    Prerequisite: Railroad
    Effects: Receive +4 production from mountain plots
    Cost: 80 hammers
    Iron Mine notes: The Iron Mine will allow your mountain tiles to produce
    five hammers each. A city with multiple mountains, an Iron Mine and a factory
    will produce buildings at a ridiculous rate. You should have two or three 
    cities next to mountains for maximum production. If you have an Iron Mine in
    each of them, your opponents will not be able to keep up with you.
    Prerequisite: Alphabet
    Effects: Doubles a city's research production
    Cost: 40 hammers
    Library notes: I try to have a library in every city. The exception may be 
    in a wealth-specialized city. The more science you are producing, the more
    easily you will be able to research newer technologies. Any time you gain
    an advantage in the technology race a lot of victory options become
    available to you.
    Prerequisite: Currency
    Effects: Doubles a city's wealth production
    Cost: 60 hammers
    Market notes: Markets are necessary for cities located near deserts or oceans.
    Remember that any time you are producing gold in a city you are sacrificing
    possible research outlets. You will need a couple of these to keep your 
    treasury from becoming a black hole.
    Prerequisite: None
    Effects: Produces culture, establishes a capital
    Palace notes: Don't waste your time building a palace unless you absolutely
    have to change the location of your capital. Of course, by the time you need
    to it's probably too late anyway.
    Prerequisite: Superconductor
    Effects: Shoots down ICBMs
    SDI notes: You don't really need this unless an enemy is constructing the
    Manhattan project. I usually just take my changes. ;)
    Prerequisite: Ceremonial Burial
    Effects: +1 culture for each citizen
    Cost: 40 hammers
    Temple notes: Temples generate culture. They have more of an effect in larger
    cities. Having one in every city will allow you to expand your empire and
    generate great people. Look into building courthouses and cathedrals later
    in the game.
    Trading Post
    Prerequisite: Code of Laws
    Effects: +2 trade from desert plots
    Cost: 60 hammers
    Trading Post notes: Trading Posts are necessary upgrades for desert-oriented
    cities. These cities will probably end up specializing in income anyway. The
    more desert tiles you have at your disposal, the more revenue your city will
    be able to generate. Consider building a bank and market in your city as well.
    Prerequisite: University
    Effects: Quadruples research production
    Cost: 160 hammers
    University notes: Universities are the culture/science upgrades to libraries.
    You should try to have one in every city except those that are specializing
    in wealth. Being able to research new technologies at a faster rate will allow
    you to access new buildings, wonders and military units before your opponents.
    Prerequisite: Masonry
    Effects: Doubles defensive bonuses against military and culture
    Cost: 100 hammers
    Walls notes: City walls are an important upgrade for just about every city. I
    tend to play on the safe side so I always feel a little nervous about leaving
    a city without walls. As long as you keep up with your opponents technology-
    wise, you can make up for a lack of military units by building walls. An
    Archer who is fortified behind city walls will be able to defeat multiple
    horsemen and maybe even a catapult.
    Prerequisite: Construction
    Effects: Receive +2 production from hills plots
    Cost: 60 hammers
    Workshop notes: Workshops will allows your hill squares to produce 3 hammers
    for your city. These are necessary upgrades for cities with multiple hills.
    Remember to install a factory later on to get the most out of your city
    tiles. Workshops are certainly worthwhile investments.
    v.	Military Units		[mltu]
    Your military production should focus on unique units and units that can
    effectively counter an enemy invasion. Your strategy will also factor into which
    types of units that you are going to need. If you plan on conquest victory,
    you are going to need a few catapults to weaken your enemy's defenses. If you
    are playing for an economic or cultural victory, produce archers for each of
    your cities. Later you can upgrade to riflemen. 
    Don't neglect ocean units. If your enemies capital is along the coast, bombard
    it with battleships so that you can slide your riflemen right in for the 
    capture. Transport ships are great for getting into the heart of your enemy's
    In the latter parts of the game, air units will work wonders for your invasion.
    If you are the first to discover flight, quickly establish an air force before
    your opponents can counter with air defenses.
    Attack: 1
    Defense: 2
    Movement: 1
    Technology: Bronze Working
    Archer strategy: Archers are your Ancient Age defenders. You will need at least
    one in every city if you're going to repel the early rushes. Later in the game,
    you will be able to upgrade them to Riflemen.
    Attack: 16
    Defense: 2
    Movement: 2
    Technology: Automobile
    Artillery strategy: Artillery should be the frontline of your attack. They deal
    a lot of damage to even the most powerful units of the Industrial Age. Don't
    defend with them though. You will be sorely disappointed when a lone Horseman
    takes your city away from an Artillery. They suffer a horrible defense penalty.
    Attack: 12
    Defense: 18
    Movement: 4
    Technology: Steel
    Battleship strategy: Battleships are the kings of the ocean. The only units
    that can counter them are other Battleships and air units. Place a couple 
    Battleships along an enemy's coastline to stifle any transportation or trade.
    They can also provide naval support for any adjacent land units.
    Attack: 18
    Defense: 3
    Movement: 6
    Technology: Advanced Flight
    Bomber strategy: Bombers have the highest attack in the game. When you want to
    take a city in the Modern Age, Bombers are a must-have. There isn't a whole lot
    that can defend against Bombers. You should use them to clear the path for any
    land units to slide in and capture cities.
    Attack: 6
    Defense: 2
    Movement: 1
    Technology: Metallurgy
    Cannon strategy: Cannons are slightly upgraded catapults. If you are conducting
    a Medieval Age invasion of an opponent, you should probably lead your attack
    with a couple cannons. They have great attack power considering their early-
    game availability. Like with catapults and artillery, avoid defending your
    cities with these guys. As you can see, their defensive abilities are limited.
    Attack: 0
    Defense: 0
    Movement: 3
    Technology: Currency
    Caravan strategy: Well, caravans aren't military units by any means. They are,
    however, useful for gathering that extra bit of income that you need. Build
    them in any city and send to foreign cities to establish trade routes. The
    opponent who receives the caravan will garner a slight wealth bonus (35%-45%
    of what you will gain. So choose the recipient wisely.
    Attack: 4
    Defense: 1
    Movement: 1
    Technology: Mathematics
    Catapult strategy: Catapults are your early game artillery. Like with cannons
    and artillery, they should lead your attack. Make sure to keep a defensive unit
    with them (like an Archer) because, even though they have high attack power, 
    they have horrible defensive capabilities.
    Attack: 6
    Defense: 6
    Movement: 5
    Technology: Steam Power
    Cruiser strategy: Cruisers are your earliest option for gaining control of the
    sea. They can demolish any naval units from previous generations. If you are 
    the first to research steam power, you will be able to gain an upper hand over
    your opponents in naval combat.
    Attack: 6
    Defense: 4
    Movement: 8
    Technology: Flight
    Fighter: Fighters really aren't that useful in my personal opinion. They are
    great against Bombers but suffer against land units (especially land units
    in the Modern Age). I wouldn't put too much effort into building these unless
    you're just getting blitzkrieg'd by someone.
    Attack: 2
    Defense: 2
    Movement: 3
    Technology: Navigation
    Galleon strategy: Galleons are a small step above Galleys. I'm not one for 
    naval combat so I typically avoid building these guys. I will produce one or
    two Galleys in the beginning for transportation purposes and then avoid naval
    units until I research steam power. Galleons have a crew which can explore 
    islands while the ship travels along the coastline.
    Attack: 1
    Defense: 1
    Movement: 2
    Technology: None
    Galley strategy: Galleys are primitive naval units. They are great for 
    transportation and exploration in the early game. Taking control over as many
    islands as possible in the beginning can give you a lead on your opponents and
    galleys are the best way to accomplish that. Galleys, like Galleons, have a crew
    which can explore landmasses.
    Great Person
    Attack: 0
    Defense: 0
    Movement: 2
    Technology: None
    Great Person strategy: See the Great Persons section. Different Great People
    have different applications. Search code [grtp]
    Attack: 2
    Defense: 1
    Movement: 2
    Technology: Horseback Riding
    Horseman strategy: Horseman are very useful in the beginning of the game. They
    can defeat warriors and have twice the movement capacity. They are good for
    exploration and having a mobile combat unit. You can use it to move between
    cities very quickly if you are being attacked. Alternatively, you can use
    them to "raid" an opponent by killing his/her stray settlers or caravans.
    Attack: N/A
    Defense: N/A
    Movement: N/A
    Technology: Atomic Theory
    ICBM strategy: You need to construct the Manhattan Project to be able to build
    this thing. Only one will be available in any game. Use it wisely, if at all.
    You will be able to wipe out most everything on screen. You will, however,
    suffer the diplomatic consequences.
    Attack: 4
    Defense: 2
    Movement: 2
    Technology: Feudalism
    Knight strategy: Knights are a step above horsemen. Like with most other units,
    they are nearly unstoppable if you are the first to obtain their respective
    technology (feudalism in this case). By the time you have that researched, 
    your opponents may still be stuck in the Archer/Legion/Horseman stage. This
    would be great for you as the knight trumps any of those units (barring
    defense bonuses, combat promotions, etc).
    Attack: 2
    Defense: 1
    Movement: 1
    Technology: Iron Working
    Legion strategy: Legions are upgraded warriors for the most part. They are 
    melee units with very small attack power. Though they can take out warriors
    fairly easily, horsemen are better for attacking an opponent and archers are
    better for defending your cities. All in all, there isn't much use for them.
    Attack: 0
    Defense: 1
    Movement: 1
    Technology: None
    Militia strategy: Militias are somewhat like your early game spies. You can't
    attack with them but you'll be able to explore the map for free (the units
    themselves don't cost anything). Use them to keep an eye on your enemy's 
    actions or search for lost artifacts. 
    Militia glitch: This glitch only works in single player (thank goodness). It's
    very cheap and kind of takes the fun out of the game. That said, it may help
    you obtain a few of the achievements so here it goes:
    When you start the game, search for a barbarian settlement and establish a 
    city next to it. The presence of the barbarians will alert your military 
    advisor who will then form a militia in your city. If this doesn't happen
    immediately, the glitch didn't work and you're screwed for the rest of the
    game. =P 
    If it does work then your city will produce a militia every turn. Send the 
    militias all over the map in search of your opponents. Completely block them
    in so that they aren't able to expand beyond what they have. It's cheap but it
    works on almost any difficulty level. I've tried it a few times and it works
    about every other attempt.
    Modern Infantry
    Attack: 4
    Defense: 8
    Movement: 1
    Technology: Mass Production
    Modern Infantry strategy: Great for defending cities in the Modern Age. When
    completely upgraded and fortified behind city walls, your cities will be
    practically impenetrable. They suffer a minor attack penatly though. I wouldn't
    rely on them for a full-scale invasion. Make sure they have Bomber or naval
    support if you're going to attack with them.
    Attack: 1
    Defense: 3
    Movement: 1
    Technology: Democracy
    Pikeman strategy: Use these guys when your civilization is being attacked by
    mounted units. Archers should remain your primary defense units though. I 
    don't normally produce a lot of pikemen unless I see that an opponent is 
    taking advantage of his/her horseback riding technology. They are much better
    for defending than attacking.
    Attack: 3 
    Defense: 5
    Movement: 1
    Technology: Gunpowder
    Rifleman strategy: These guys are the earliest avaialable gunpowder units. As
    such, they have a distinct advantage over earlier units. If you are the first
    civilization to research gunpowder then use these guys for a quick and effective
    invasion. Once your enemies catch up with you technology-wise, move these guys
    back to defend your cities.
    Attack: 0
    Defense: 0
    Movement: 2
    Technology: None
    Settler strategy: Never settle these guys into your cities. They cost 2
    population points to create and only provide 1 population point if you settle
    them into a city. Granted, the Republic government halves the cost of settlers
    but even then you would still be wasting your time. Find a good spot for a
    city and establish one. Search code [estc] for more information about placing
    cities in strategic locations.
    Attack: 12
    Defense: 2
    Movement: 2
    Technology: Eletricity
    Submarine strategy: Submarines are the middle tier combat units. They are much
    less expensive than Battleships and have a variety of uses. I usually don't
    place too much of an emphasis on naval units but submarines are my primary
    choice for conducting an ocean siege. They don't stand a chance against
    Battleships but you'll be able to dominate anything else in the sea.
    Attack: 10
    Defense: 6
    Movement: 3
    Technology: Combustion
    Tank strategy: Tanks should be your primary ground attack units in the Modern
    Age. You will probably be using your Modern Infantry to defend your cities so
    Tanks are your unit of choice for domination victories. If you are going to
    use them to defend your civilization, place them in a location where they can
    easily provide help to any one of your cities. Don't just fortify them in a city
    and let the enemy charge at you. Tanks are much better for actually initiating
    the combat as opposed to defending. So even if you are defending for a cultural
    victory, these guys give you an extremely powerful and mobile military unit.
    Attack: 1
    Defense: 1
    Movement: 1
    Technology: None
    Warrior strategy: Warriors are the most basic combat units. They are limited
    to melee abilities and will suffer combat penalties against Archers and
    Horsemen. They are good for early game exploration and defeating barbarians.
    You can also rush them at an enemy early on in the game to stifle their
    expansion efforts.
    vi.	Wonders/artifacts		[wndr]
    Wonders should be constructed in your larger cities as they will be able to
    build them more quickly. You should plan your wonder builds ahead of time. 
    Research the applicable technologies to ensure that you will be the first to
    capture a certain wonder. Don't build every wonder that is available. This will
    slow down your civilization's ability to expand.
    -Wonders by Age-
    **Ancient Age**
    Prerequisite: Bronze Working 
    Effect: Doubles trade within cities
    Colossus notes: The Colossus really isn't that helpful unless you have a trade-
    oriented civilization like the Egyptians. Cities near deserts or oceans can
    benefit tremendously from this wonder but I would rather focus on production
    and growth at this stage in the game.
    Great Library
    Prerequisite:  Writing
    Effect: Receive any technologies known by two or more civilizations
    Great Library notes: This is an extremely helpful wonder. It allows you to
    catch up to other civilizations technology-wise and even surpass them. You 
    should definitely consider this wonder if you are a research-oriented 
    civilization and are going for a technological victory. In fact, the Great
    Library probably benefits military-minded players even more.
    Great Pyramid
    Prerequisite: Ceremonial Burial
    Effect: All government civics available
    Great Pyramid notes: Having all the government civics available early on is
    a minor bonus at best. Unless you are just absolutely intent on obtaining the
    effects of a communism civic (or something else), I would avoid constructing
    this wonder altogether. 
    Great Wall
    Prerequisite: Masonry
    Effect: Enforces peace
    Great Wall notes: This is a good wonder if you want to spend the first part
    of he game focusing on your economy. It's always nice to have a few hundred
    years of peace where you can gather income or focus on research. Don't neglect
    your military during this time however. Make sure your cities are well-defended
    when the Great Wall becomes obsolete.
    Hanging Gardens
    Prerequisite: Pottery
    Effect: Increases city population by 50%
    Hanging Gardens notes: The longer this wonder goes unbuilt, the more valuable
    it becomes. It's extremely valuable because its effects can never become
    obsolete. Granted, it's a one time bonus but it is worth it if you can build
    it in a small number of turns. (i.e. don't waste your time if it's going to
    cost 50 turns to build. Your city can grow quickly enough using food collection
    Prerequisite: Alphabet
    Effect: Predict combat scenarios
    Oracle notes: This wonder is just wasted production in my opinion. The pre-
    combat screen will give you enough information about defense/attack/terrain
    bonuses and combat promotions to make the Oracle unnecessary. All you have to
    do is make sure that your unit has the "advantage" flag and a safe combat
    Prerequisite: None
    Effect: Improves Temple effects by 50%
    Stonehenge notes: Stonehenge is pretty helpful in producing culture. It will
    allow you to generate more great people. Unfortunately you must build it
    extremely early in the game. By the time you have three or so cities 
    established, it has become obsolete. Building it may just put a damper on your
    early game expansion.
    **Medieval/Industrial Age**
    East India Trading Company
    Prerequisite: Navigation
    Effect: +1 trade in ocean plots
    East India Trading Company notes: Only consider building this if your
    civilization is located along the coast. It can be a tremendous boost into
    achieving the economic victory but won't really help you in other areas.
    Himeji Samurai Castle
    Prerequisite: Monarchy
    Effect: +1 strength to military units
    Himeji Samurai Castle notes: This is a brilliant addition to any mid-game
    military. Combine this with barracks and combat promotions to form yourself
    a few unstoppable armies. This could give you an easy path to military 
    domination early in the game but its effects are limited in the Modern Age.
    Leonardo's Workshop
    Prerequisite: Invention
    Effect: Upgrade all military units
    Leonardo's Workshop: If you have gathered a large number of warriors, archers
    and horsemen, I highly recommend building this wonder. It is a good idea to
    be the first person to research Invention anyway as it comes with a free
    Great Person. I always built this wonder in Civilization II and I'm glad they
    found a place for it in this installment. While this wonder is in production,
    produce as many cheap units as you can so that you have an insanely powerful
    military when production is completed.
    Magna Carta
    Prerequisite: Democracy
    Effect: Courhouses produce culture
    Magna Carta notes: This is the quickest way to cultural victory in my opinion.
    Have a courthouse in almost every city before building this or it will be of
    no use to you. Avoid it if you are planning on a different type of victory.
    Oxford University
    Prerequisite: University
    Effect: Receive one technology
    Oxford University notes: Maybe I am just a sucker for free technology but I
    always make it a priority to rush to the university technology. Universities
    provide research and culture while Oxford gives you a leg up on your opponents.
    Shakespeare's Theater
    Prerequisite: Literacy
    Effect: Doubles a city's culture production
    Shakespeare's Theater notes: I would only recommend this for those of you
    shooting for cultural victory. Build it in your largest city for greatest 
    effect. Otherwise don't bother with it.
    Trade Fair
    Prerequisite: Currency
    Effect: Doubles a city's wealth production
    Trade Fair notes: Build this in a desert/ocean city along with a bank and
    marketplace. The city will generate enough income for three cities. It is an
    advantageous wonder to have even if you aren't aiming for the economic
    **Modern Age**
    Apollo Program
    Prerequisite: Space Flight
    Effect: Receive all un-researched technologies
    Apollo Program notes: By all means, build this if you can. Consider rushing
    to space flight to construct this wonder at the risk of things like
    Atomic Theory. The quicker you can construct the Apollo Program, the more
    likely you are to win a technological victory.
    Prerequisite: Mass Media
    Effect: Negates effects of an opponent's city walls
    Hollywood notes: This wonder will add a few culture points to your civilization
    but not much else. By the time you are ready to build it, it's probably too
    late to culture-flip any opposing cities. It's just a money trap in my opinion.
    Prerequisite: Networking
    Effect: Wealth production doubled
    Internet notes: This wonder is just as important as the Apollo Program. You
    receive twice the income on every turn which can be re-destributed to
    military or production. It also puts you one step closer to being able to
    build the World Bank.
    Manhattan Project
    Prerequisite: Atomic Theory
    Effect: Build a nuclear weapon
    Manhattan Project: This is another money trap in my opinion. The nuclear 
    weapon will certainly clean out even the most well-defended cities but think
    about all the military units you could produce in the time it takes to complete.
    Military-Industrial Complex
    Prerequisite: Corporation
    Effect: Reduces cost of unit production
    Military-Industrial Complex notes: This is good to have if you are shooting
    for late-game domination victory. If you have a few production-specialized 
    cities then this will have minimum effect. Consider what you are sacrificing
    in order to build it.
    United Nations
    Prerequisite: 20 cultural bonuses (wonders, great people, etc)
    Effect: Cultural victory
    United Nations notes: Cultural victory.
    World Bank
    Prerequisite: 20,000 wealth
    Effect: Economic Victory
    World Bank notes: Economic victory.
    Artifacts are located in random spots all over the world map. You should produce
    and explorer early on to increase your chances of capturing one. Try to get sea
    units out pretty early on as well (as long as you're not playing a Pangea map
    where naval units are unnecessary).
    -artifacts in alphabetical order-
    Angkor Wat
    Construct the wonder of your choice
    Ark of Covenant
    Gives you a temple in every city. If a city has a temple, it will be converted
    into a cathedral.
    Knights Templar
    Receive the military unit of your choice
    Lost City of Atlantis
    Receive technology bonus
    School of Confucuis
    More easily discover Great People
    Seven Cities of Gold
    Receive wealth deposits
    vii.	Great Persons		[grtp]
    Types of Great People
    1) Builders - They can instantaneously finish production of important buildings
    and units (once). Alternatively, you can keep them in a city to reduce
    construction cost.
    2) Thinkers/Artists - Convert enemy cities (once) or permanantly improve a 
    city's culture production.
    3) Leaders - Upgrade your military units (once) or place them in a city
    to give military units from that city +3 experience.
    4) Humanitarian - +1 population to all cities (once) or improve one city's 
    growth rate by 50%
    5) Explorers/Industrialists - Wealth bonus (once) or improve a city's wealth 
    production by 50%.
    6) Scientist - Instantaneously finish researching a technology or improve
    a city's research output by 50%.
    How to obtain Great People
    1) Steal them from enemy cities by using a spy.
    2) Conquer a city that has a Great Person.
    3) Discover a technology that grants you a Great Person.
    4) Producing and accumulating culture will make more Great People available.
    5) Obtain 500 gold.
    6) Obtain 10,000 gold.
    7) Discover the School of Confucius.
    List of Great People
    Aesop - Artist
    Agamemnon - Leader
    Albert Einstein - Scientist
    Albert Schweitzer - Humanitarian
    Alexander Graham Bell - Scientist
    Archimedes - Scientist
    Aristotle - Thinker
    Charles Babbage - Thinker
    Cheops - Builder
    Christopher Columbus - Explorer
    Confucius - Scientist
    David - Leader
    Eli Whitney - Humanitarian 
    Enrico Fermi - Scientist
    Florence Nightingale - Humanitarian
    Frederick Douglass - Humanitarian
    Fyodor Dostoevsky - Artist
    George Stephenson - Builder
    Gilgamesh - Builder
    Guglielmo Marconi - Scientist
    Henry Ford - Builder
    Homer - Artist
    Imhotep - Builder
    J.S. Bach - Artist
    James Watt - Builder
    Johannes Gutenberg - Humanitarian
    Karl Marx - Thinker
    Lao Tzu - Humanitarian
    Leonardo Da Vinci - Builder
    Leopold Stokowski - Builder 
    Marco Polo - Explorer
    Marie Curie - Scientist
    Nebuchadnezzar - Builder
    Otto Lilienthal - Scientist
    Plato - Thinker
    Pythagoras- Scientist
    Roald Amundsen- Industrialist
    Sargon- Industrialist
    Solomon - Scientist 
    Sophocles - Builder
    Thomas Becket - Humanitarian
    Thomas Edison - Scientist
    Tippu Sultan - Industrialist
    Vasco Da Gama - Explorer 
    W.R. Hearst - Industrialist
    Wilbur Wright - Industrialist 
    viii.	FAQ/Strategy		[fqst]
    In the Early Game...
    First and foremost, plan ahead!! Don't research technologies or build wonders
    at random. Set a list of objectives and choose the path that will best
    achieve those objectives. Don't completely devote yourself to one wonder or
    technology but make an effort to obtain it before anyone else.
    Keep military units in every city (multiple units are best). Units with higher
    defense (like Archers) work well against early Barbarians. Keep a few powerful
    units stationed on borders with aggressive opponents. Don't neglect your coast
    Expand early. More resources and cities will give you a decided early
    advantage. Don't expand too aggressively though. Make sure each city has 
    military protection before you build another one. 
    Build roads between your cities to improve transportation and trade routes.
    Save up 100 gold for a free settler. You can get this through exploration
    fairly easily.
    Protect your general!
    Listen to your advisors. They know what they're talking about.
    Don't let defenseless units be caught off-gaurd. Keep your transports, settlers
    and great people out of harm's way.
    The Middle Ages...
    Beef up your military. Begin specializing cities (give them specific tasks).
    Devote one city completely to research/culture/wealth and produce military
    units in your other cities.
    Obtain technologies, wealth from other civilizations by trading with
    them. They will typically accept any price for a technology you have so it's a
    good way to avoid financial disaster during tough times. Don't give any
    technologies away to your enemies!
    Don't attack across rivers or into forests if you can avoid it! Always take note
    of a unit's terrain bonuses before proceeding with an attack.
    Veteran units have distinct advantages! Produce military units in cities with
    Use spies to keep up to date with what your opponents are doing. You can steal
    Great People as well. 
    Great People are typically more effective when you settle them into your cities.
    Their one-time bonuses are for emergency situations only.
    Make sure that you can finish your wonders before anyone else. Don't start one
    if you know that another civilization is in the process of building it
    (unless you have a Great Builder that you want to use).
    Build roads and railroads to connect each city in your empire to all of the
    In the end game...
    A cultural victory is best achieved by constructing courthouses and the Magna
    The Apollo Program researches everything that you haven't already researched.
    It can be a deciding factor late in the game. 
    Bombers are the best ways to weaken a city's defenses. Even
    if your land units are outnumbered, you can conduct a successful invasion
    if you have air power.
    Marketplaces, banks and the Internet will achieve an economic victory.
    a. Main Menu		[mmnu]
    -Play Now-
    Select an empire or choose "random". A game will begin immediately without
    map customization.
    -Single Player-
    *New Game - Start a brand new civilization.
    *Load Game - Continue a previous game.
    *Game of the Week - I think this is an Xbox Live scenario. I haven't tried it.
    *Play Scenario - Choose from a variety of historical scenarios and make a story
    		of your own.
    *Player Match - Play a social game just for fun.
    *Ranked Match - Play for pride and rank. This is more competitive.
    *System Link - A LAN game between multiple Xbox 360s.
    *Civiliopedia - Everything you need to know about the game.
    *Hall of Glory - A list of your greatest accomplishments and previous games.
    *Leaderboards - The results of ranked Xbox Live matches.
    *Credits - See who created the game.
    *Music Volume
    *FX Volume
    *Advisor Speech Volume
    *Leader Speech Volume
    *Toggle Controller Vibration
    b. Starting a New Game	[snng]
    1) Choose your difficulty.
    Chieftain - A great place to start, you'll get lots of helpful advice from your
    Warlord - You're on your own as you take on more skillful opponents.
    King - A true test of your leadership skills; fair but challenging.
    Emperor - You'll need to perfect your strategy to survive at this level.
    Deity - Only for the bravest of the brave. You have been warned!
    2) Choose your civilization.
    *Note: Unfortunately you cannot choose the map type or select a number of
    computer players. You also can't select the AI civilizations. You can't even
    keep playing once someone reaches victory. I'm not sure why they left these
    options out of Civilization Revolution. =(
    c. How to Play		[htpy]
    You will be greeted by your tutorial guide if this is your first time playing
    or you are on chieftain difficulty. Listen to him if you've never played
    before. Most of the following text is taken from the tutorial verbatim.
    **About Food**
    Workers from your city can gather food from grasslands and plains. Food is 
    represented by the green apple on your screen. As you collect more food, your
    population will increase and you will gain more workers. When you start out,
    your citizens will already be gathering food.
    **About Production**
    Production for your city is obtained via forests and hills. Production capacity
    is represented by the hammer on your city screen. The more hammers you have,
    the more effectively you can produce military units, buildings and wonders.
    **About Turns**
    Each turn represents up to 100 years of historical time. Each of your units can
    use their movement allowance once per turn. When all moves are completed you 
    will hear a bell. You can press the B button to end your turn or manage
    fortified/sleeping units, city screens, etc.
    **About Barbarians**
    Barbarian villages are defended by fierce warriors but contain valuable 
    resources and information. Move into a village to attack it. Most barbarian
    villages will give you gold and information as to where other villages
    are located.
    **About Attacking**
    To attack an enemy with your unit, select your unit with the cursor and then
    highlight the enemy you want to attack. When you do this, an information screen
    will pop up informing you of each side's base attack/defense, combat bonuses
    and even tell you who has the advantage. When you select "attack", an animation
    will be initiated and the battle will take place.
    When the battle is over and your unit won, you will most likely have to heal.
    To do so you must be in your own territory and press the B button during that
    unit's turn.
    **About the City Screen**
    Press the Left Bumper to access the city screen. There are a variety of things 
    that you can do here. At the top, you will see the name of your civilization
    and two progress bars. The top one represents population growth. Next to it
    is an apple with a number beside it which tells you how much food you are
    collecting. The bar also tells you how much longer it will take for your city
    to grow.
    The blue progress bar is your production meter. Beside it is a hammer with a
    number which illustrates the city's production capacity. The bar tells you
    what the city is producing and how long it will take to complete. You have the
    ability to rush production by pressing the X button. The orange bar below 
    the production meter will indicate the cost of rushing production and the 
    total amount of income in your reserves.
    You have a few building options here:
    Build (a military) Unit
    Build Building
    Build Wonder
    Build Road
    Manage Workers
    By managing workers, you control which resources your city is focusing on. 
    You can choose a specialization in hammers if you need something produced
    quickly or you can just collect food to induce city growth. The squares that
    have your civilization's color are the ones being worked on. You can choose
    a balanced technique or a specialized one.
    To customize your city's worked squares, choose "Custom". Simply highlight the
    colored squares with the cursor (left analog stick) and press the A button to 
    stop working on them. Highlight a different square and press A to work on 
    that one. Your city has a limited amount of workers and can only work a couple 
    squares in the beginning.
    You can also press the Y button to toggle between prioritizing gold or science.
    Holding the Right Trigger allows you to view the buildings in a city. Holding
    the Left Trigger allows you to view the workers. The B button exits the screen.
    Cycle through your cities using the Right and Left Bumpers.
    **About Friendly Villages**
    Friendly villages welcome contact with your civilization and contain valuable
    resources and information. Move a unit into the village to meet the natives.
    The can endow you with technologies, gold, maps or military units. They will
    also inform you as to how many artifacts remain undiscovered.
    **About the World Screen**
    This is the screen you control your units from. Hold the Right Trigger to
    view your gold and research accumulation. 
    **About Caravans**
    Caravans are a good source of wealth. The further away you send a caravan,
    the more gold you obtain from the trade route. Caravans have the ability
    to move through enemy territory but at the risk of being destroyed by hostile
    units. You can press the Y button to choose a city with which to create a trade
    route. The game will provide you with a list of possible cities and the 
    potential income generated from the trip.
    d. Establishing a City	[estc]
    You need to find a suitable location to build your cities. Your first one or
    two cities should be located in an area with balanced food availability,
    production squares and trade regions. Cities should be at least four or five
    squares away from each other to prevent sharing of land tiles.
    Production squares:	Mountains (+1 production, +4 with Iron Mine)
    			Hills (+1 production, +3 with Workshop)
    			Forests (+2 production)
    Food squares: 		Grasslands (+2 food)
    			Plains (+1 food, +3 with Granary)
    Trade squares: 		Desert (+1 trade, +3 with Trading Post
    			Ocean (+2 trade)
    Remember to send a military unit with your settlers. They cannot defend
    themselves and you don't want to waste them by having an enemy capture them.
    Even if they do manage to build a city first there will be nothing stopping
    an enemy from walking right in and taking it if there are no military units
    When you establish your cities, have the workers concentrate on food at first
    so that they can grow more quickly. As the cities develop, they will be
    able to work more tiles and increase their production, gold and research. 
    Once you have a few balanced cities established, start making specialized 
    cities. Remember that every city needs food to grow but not every city needs
    to be surrounded by wealth tiles. Having a couple cities focusing on production,
    another two on research and another city on wealth will prove to be much more
    helpful than five balanced cities.
    If you decide that your civilization is in need of wealth, establish a city
    along the coast or in desert areas. If you need a production center for your
    military units, find mountains, hills or forests and establish a city. Make
    sure the city has enough food to develop and produce military units. Build
    a barracks and then pump out knight after knight.
    Remember to customize your workers so that they collect food in a city's early
    stages before moving on to a more specialized role.
    e. Advanced Diplomacy	[avdy]
    To access the diplomacy screen, hold the Right Bumper on the world map screen.
    Your foreign advisor will have information about the leader of each civilization
    in the game. Before you enter any negotiations, remember that each leader
    has his/her own personality. Higher difficulties like Deity will offer more
    aggressive AI while Chieftain AI are more forgiving.
    While holding down the Right Bumper, scroll through all the civilization
    leaders using the left analog stick. Select the one whom you want to open
    negotiations with by pressing the A button. This will open a variety of
    options for you.
    The civilization leader will greet you with information about a certain
    unit on the map, past relations or other world events. Press the A button to
    skip that and get down to the nitty gritty.
    The first time you encounter a civilization leader, you will be given the
    option of peace or war. You can also make inquiries to your advisors about 
    what you should do.
    ()Yes, let it be peace.
    This brings temporary peace between civilizations.
    ()No, your presence offends me!
    No peace agreement is made. Anything goes!
    ()I must consult with my advisors.
    This will allow you to ask your advisors for their opinions. Your Military 
    Advisor offers his opinion first. He will give you his estimate for the
    strength of your opponent. If he thinks they are weak then he will, in all
    likelihood, suggest war. If you are going for cultural or economic victory then
    I would probably avoid his suggestion. If you are going for a domination
    victory and he thinks that you are militarily superior then go for it. Your
    Science Advisor will then throw in his two cents. He may tell you that you
    have a technological advantage or that war would be a FOOLISH distraction. In
    the end, it's your call.
    Once you have made peace with a civilization leader, you can conduct a variety
    of negotiations with him or her. Here is a small analysis of each dialogue
    ()Maybe some other time.
    Exits the diplomacy screen.
    ()I seek technology.
    If that particular civilization has a technology that you haven't researched,
    they will offer a price for it. Buying technologies can be pretty helpful
    but don't make a habit out of it.
    ()I have knowledge for sale.
    You can sale any of your technologies for a small fee...and I do mean small
    fee. It seems like technologies are more expensive when your enemy obtains
    them. =(
    ()Let's discuss world events.
    You can talk about other civilizations and learn what this leader thinks about
    the world he's living in.
    f. Advisors		[dvsr]
    On Chieftain difficulty, your advisors will inundate you with all kinds of
    informations about the game. Each advisor specializes in a certain field. 
    If you are unsure how to build up a military or improve your foreign relations,
    consult the appropriate advisor.
    Tutorial		The tutorial guy will provide you with information
    			about how to play the game. Keeping him activated is
    			probably the best way to learn to play the game.
    Science Advisor		Your science advisor will tell you about each and every
    			potential research project. You will be able to see
    			detailed information about which technologies offer
    			which advantages. You can also take a look at the
    			tech tree when you activate the tech planner. The tech
    			planner tells you when a technology has been completely
    Military Advisor	Your military advisor will inform you about everything
    			military-related that is going on in the world. He will
    			suggest combat units for you to produce, tell you when
    			an enemy civilization has been conquered, etc.
    Foreign Advisor		The foreign advisor (who speaks gibberish just like
    			everyone else) will be your diplomacy assistant. If
    			you hold the Right Bumper on the world map screen,
    			she will have information about the leader of any
    			opposing civilization you have made contact with. She
    			will also warn you when you are about to break a peace
    			treaty, when you are about to be sneak attacked, when
    			civilizations change their government, etc.
    Domestic Advisor	Your domestic advisor will tell you about possible
    			building projects for your cities. She will inform you
    			when a city has finished production of settlers or
    			certain buildings. When a wonder is completed, a mini-
    			cut scene (and I mean miniature) will take place to
    			let you know that production is finished.	
    g. Civilopedia		[cvlp]
    The Civilopedia may be your most useful tool if you are just starting the game.
    It has everything you need to know about the game. To access the civilopedia,
    press the back button on the world screen. When you have a unit highlighted,
    press the Y button to go directly to that unit's civilopedia page.
    Scroll through the civilopedia using the left analog stick or up/down on the
    D-Pad. There are many different categories that you can choose from. Like I
    said before, everything that you would need to know about the game is here.
    To view a certain category, scroll to it and press left/right on the left
    analog stick. There may be multiple tabs within that section so scroll through
    every one.
    When you find the tab with the information you are looking for, press the Right
    and Left Bumpers for even more information about the subject. If you are
    looking at the page for a certain leader, the civilopedia will give you a mini-
    biography of that leader's actual life. It won't help you with the game but
    it's always good to learn about history, right?
    If the information will not all fit onto one screen, you can scroll down the
    tab by using the right analog stick.
    Different types of Civilopedia Pages:
    ()Statistics pages are represented by chess pieces. These tell you about the
    combat statistics and special abilities of certain military units.
    ()Movies are represented by a reel of film.
    ()Live camera pages are represented by a warrior. These pages give you up-to-
    date information about a certain building or military unit (how many you
    have, which one is the most powerful, etc).
    ()Images are represented by the Mona Lisa. They can be enlarged by holding the 
    Right Trigger down.
    ()History Tabs are represented by a book. These list a few historical
    facts about the game's civilizations, leaders, wonders, etc.
    ()Fun Facts tabs are represented by a joker (I think?). These may appear in-
    game for your enjoyment. Each time you view a fun facts page, it may be
    different than your last visit.
    ()Links pages are represented by a chain. These allow you to jump to other
    civilopedia pages. Press the X and Y buttons to scroll through available links
    and then press the A button to select that page.
    Different Civilopedia Categories:
    +Civilopedia Info
    +Great People
    +Throne Room Rewards
    h. FAQ			[qafq]
    Q:	I'm trying to obtain every great person in the game for an achievement.
    	Do I have to finish this particular match for the great people I 
    	collected to be added to my profile?
    A:	Yes. I'm pretty sure that you must complete the match or scenario
    	that you're currently in.
    Q:	How do I get <insert Great Person's name here>?
    A:	I have no idea how to obtain specific great people.
    Q:	How do I know which city is my enemy's capital?
    A:	You may be able to see a palace within that city. If not, then go by 
    	the city's name. Each civilization will have the same capital in 
    	every game. Washington will always be America's capital. Berlin will
    	always be the German capital. Here is a list:
    Civilization		Capital
    Arabs			 Tripoli
    Americans		 Washington
    Aztecs			 Tenochtitlan
    Chinese			 Beijing
    Egyptians		 Thebes
    English			 London
    French			 Paris
    Germans			 Berlin
    Greeks			 Athens
    Indians			 Delhi
    Japanese		 Kyoto
    Mongols			 Karakorum
    Romans			 Rome
    Russians		 Moscow
    Spanish			 Madrid
    Zulu			 Zimbabwe
    Q:	Can you make your own maps in this game?
    A:	No. Sorry. There is no map-making program for Civilization Revolution
    	to my knowledge. 
    Q:	How do I achieve "victory by 1000 AD"?
    A:	I hate doing achievement FAQs but there seems to be no way around this.
    	Try any of the various scenarios. The Blitzkrieg scenario seems to be the
    Q:	How can I win a tech race on Deity?
    A:	Okay...last achievement question ever. Try doing a scenario. Pick a
    	research-oriented civilization like the Chinese. Then manage your
    	city workers to employ science tiles.
    Q:	How long do Civilization Revolution games take?
    A:	That really depends on the difficulty and the player. Easier games will
    	take two to three hours. If I play on the Deity setting, I may take
    	up to six hours just micro-managing all my resources. 
    Q:	What is a good starting civilization?
    A:	That depends on what you want to do. The Germans are great for combat
    	while the Chinese are a good science-oriented civilization. In reality,
    	the game is pretty balanced. You can win with any civilization on any
    Q:	How do I get a nuke?
    A:	You have to research Atomic Theory and be the first person to build
    	the Manhattan Project wonder. Use it wisely because you only get to
    	use one per game.
    Q:	Should I add this settler to my city or make a new one?
    A:	Adding a settler to a city will increase its population by one. 
    	Unfortunately, the settler costs 2 population points to create unless
    	you are currently using the Republic government. So really, you would
    	just be wasting the settler if you didn't use it to make a new city.
    Q:	What is the best combat unit in the game?
    A:	I prefer the Aztec Modern Infantry. When completely upgraded, those
    	guys are nearly unbeatable.
    *Questions to be added as they come in*
    ix.	Achievements		[achv]
    List obtained from www.xbox360achievements.org
    Gamerpoint values are listed after the name of each achievement.
    One Mistress and No Master	15
    Win as an English civilization.
    I Will Not Be Triumphed Over	15
    Win as an Egyptian civilization.
    Flower and Song	15
    Win as an Aztec civilization.
    A Short Life of Glory	15
    Win as a Greek civilization.
    Fair and Softly Goes Far	15
    Win as a Spanish civilization.
    Blood and Iron	15
    Win as a German civilization.
    Veni Vidi Vici	15
    Win as a Roman civilization.
    A Great Wind is Blowing	15
    Win as a Russian civilization.
    Let a Hundred Flowers Bloom	15
    Win as a Chinese civilization.
    We the People	15
    Win as an American civilization.
    Imagination Rules the World	15
    Win as a French civilization.
    An Indomitable Will	15
    Win as an Indian civilization.
    A Knight Without Fear or Blame	15
    Win as an Arab civilization.
    This World is a Harsh Place	15
    Win as an African civilization.
    All Others Must Fail	15
    Win as a Mongolian civilization.
    Victory Over Lesser Men	15
    Win as a Japanese civilization.
    Difficulties Mastered	30
    Win a victory with each civilization.
    A Revelation of Man	20
    Win a Cultural Victory.
    Embiggens the Smallest Man	30
    Win a Cultural Victory on at least King difficulty.
    Citizen of the World	45
    Win a Cultural victory on Deity difficulty.
    Have Fun Storming the Castle	20
    Win a Domination Victory.
    Vi Victa Vis	30
    Win a Domination Victory on at least King difficulty.
    Such Joy Ambition Finds	45
    Win a Domination victory on Deity difficulty.
    A Penny Saved is a Penny Earned	20
    Win an Economic Victory.
    The Guy Who Signs the Checks	30
    Win an Economic Victory on at least King difficulty.
    Playing the Game	45
    Win an Economic victory on Deity difficulty.
    Ideas Control the World	20
    Win a Technology Victory.
    640K Ought to be Enough	30
    Win a Technology Victory on at least King difficulty.
    Indistinguishable From Magic	45
    Win a Technology victory on Deity difficulty.
    Destroyer of Worlds	30
    Win all types of victories (Domination, Technology, Cultural, and Economic).
    The Universal Brotherhood of Man	25
    Develop a city to produce 100 culture per turn.
    Organized Knowledge	25
    Develop a city to produce 200 science per turn.
    The Root of All Evil	25
    Develop a city to produce 200 gold per turn.
    Curse of the Drinking Class	25
    Develop a city to produce 200 resources per turn.
    Buy the Ticket, Take the Ride	3
    Make contact with another civilization.
    Culture is Worth a Little Risk	9
    Build a Wonder of the World.
    Once More Unto the Breach	5
    Combine three identical units into an army.
    80% of Success is Showing Up	5
    Accumulate culture to unlock a famous person.
    Home is Where One Starts From	3
    Construct a special building.
    Good Afternoon, Doctor Jones.	9
    Discover an ancient artifact.
    Before all Else, Be Armed	5
    Earn a special unit ability in combat.
    Scientia Potentia Est	3
    Complete development of any technology.
    Scientia Potentia Est	3
    Complete development of any technology.
    The Fruit of Labor	5
    Build a second city in a game.
    What is the City But the People?	25
    Grow a city to size 20.
    The Will to Win is Everything	25
    Win 20 battles with one unit.
    Here's Looking at You, Kid	45
    Unlock all famous persons.
    That We May Live in Peace	25
    Win the game by year 1000 AD on King difficulty or higher.
    Absolute Power is Kind of Neat	25
    Win without changing governments on King difficulty or higher.
    Power Never Takes a Back Step	25
    Win with only one city on at least King difficulty.
    x.	Credits			[crds]
    Author - The Return of Hylian
    SBallen and Gamefaqs
    Jerith for pointing out the fact that I completely
    Civilization Fantatics Center was EXTREMELY helpful.
    Xbox 360 Achievements:

    FAQ Display Options: Printable Version