Sid Meier's Civilization Revolution Walkthrough :
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Walkthrough - WalkthroughSid Meier's Civilization Revolution Complete Walkthrough By "Taslion" Copyright 2008 Ryan Whites - Version History - --------------------------- Version .00 - Started 6/23/08 Popped in the game and started playing. Version 1.0 - 6/29/08 Essentially complete. Strategies and FAQs section will expand with greater playtime and questions from others. ::::::::::::::::::::::::::::::::::::::::::::::::::::: | Table of Contents | ::::::::::::::::::::::::::::::::::::::::::::::::::::: If you want to jump to a certain section you can use the tags in the [ ]'s with the Control+f function. Personally I find the guide is useful by just looking for the specific technology or unit word with the find function, however, many terms are repeated so its up to you. 1. Foreword 2. 360 Controls [360CO] 3. Governments [GOV01] 4. Great People [GRE01] 5. Civilizations [CIV01] 6. Resources [RES01] 7. Technology [TEC01] 8. Terrain [TER01] 9. Units [UNI01] 10. Wonders [WON01] 11. Buildings [BUI01] 12. Artifacts [ART01] 13. Strategy [STR01] 14. FAQs [FAQ01] 15. Miscellaneous [MIS01] ::::::::Foreword:::::::: ------------------------ The only civilization I've played extensively before this one is Civ II. It is to be expected that I won't really be able to relate to the other games in this series in this FAQ. Beyond that, I do enjoy civilization. I've played Civ II for countless hours back when it was newer. I hope that others can get that Civilization "feel" that the PC games offer, even in this console port. I would also like to mention that much of the information found in this guide is available in the "Civilopedia" menu in Civilization: Revolution. Though perhaps not as easy to look at as in this guide (control+f is a savior) and a bit more laggy than simple text, if you have no computer nearby you it is a worthy resource for almost all of your questions. ::::::::360 Controls::::::::[360CO] ---------------------------- Most of the controls are pointed out to you in game, so really no one should have any troubles trying to figure out what does what. At least, I hope. Left Stick - Moves your map cursor and controls the menu cursor. Right Stick - On the map it moves the cursor. If you move both the left and right stick on the map you will move the cursor at a much quicker speed. D-Pad - Used to pick out a unit in a stack of units. Left Button - Opens up the city screen for a city. Right Button - Opens up the diplomacy panel. Left Trigger - Zooms out the map Right Trigger - Tells you how much gold/culture you are creating and how much you have. Also shows what you are researching and how much science you are producing. X - Generally used to make units defend. Also used to rush production in a city screen. Y - Generally used to create an army out of three stacked units. Also used to switch production in a city screen between gold and science. A - Generally used to activate a unit on the map. Also used to choose options in a menu screen. B - The cancel button. Start - Opens up a pause menu with general options and the option to save or load a game. Back - Opens up a command menu allowing you to see a report on city status, change your government, research a different technology, or browse the civilopedia. You can also see who is currently winning the game. ::::::::Governments::::::::[GOV01] --------------------------- As in other civilizations, governments give different bonuses to the player. Choosing a particular government can be important to fully complementing your current objectives or play-style. Most governments require a particular technology be researched before access is given. Communism - Large bonus to your production at the cost of temples and cathedrals providing zero culture to their respective cities. Required Tech: Communism Democracy - Increased trade output at the cost of no longer being able to start wars. You can still defend yourself. Required Tech: Democracy Despotism - Use of nuclear weapons does not effect culture level. Required Tech: None Fundamentalism - All ground units recieve a +1 bonus to attack at the cost of libraries and universities providing zero science production. Required Tech: Religion Monarchy - Doubles the amount of culture produced by palaces. Required Tech: Monarchy Republic - Ability to build settlers at the cost of only one city population, rather than two. Required Tech: Code of Laws ::::::::Great People::::::::[GRE01] ---------------------------- Great People are units that are obtained by the accumulation of culture. By utiliziting temples, cathedrals, wonders or palaces you can gain culture points and eventually obtain a great person. The more great people you have, the more culture points they start to cost. Each great person is also connected to a certain technology, and by researching that technology you greatly increase the chance that you will receive the corresponding great person. There are only six different "types" of Great People. Even as you find new Great People, they will always fall under one of these types. The only differences between Great People of the same type is that they require different technologies to obtain. Type 1: Great Humanitiarians. They can be instantly used to increase the population of all cities you own by one, or settled in a city to increase its growth rate by 50%. Type 2: Great Artist/Thinker. They can be used to instantly convert a enemy city to your side or settled in a city to increase that city's culture production by 50%. Type 3: Great Explorers/Industrialists. They can be used to give a gold bonus or settled into a city to increase its gold production. Type 4: Great Scientist. They can be used to instantly complete whatever technology you are researching or they can be settled in a city to boost that city's sceience production by a large amount. Type 5: Great Builder. They can by used to instantly complete production of anything being built in a nearby city, even if its a wonder. They can be settled in a city to decrease the time needed to produce new buildings in that city. One of the best types, in my opinion, because instantly building wonders instantly saves a lot of time, gives great bonuses, and can lead to a victory (if you build enough of them). Type 6: Great Leader. They can instantly make all of your units veterns or they can be settled into a city to make all new units produced in that city veterans. They essentially act as a barracks if settled in a city, so don't bother settling them in a city where you've already built a barracks. Aesop - Great Artist/Thinker. Tech Required: Writing Agamemnon - Great Leader. Tech Required: Iron Working Roald Amundsen - Great Explorer/Industrialist. Tech Required: Combustion Archimedes - Great Scientist. Tech Required: Engineering Aristotle - Great Artist/Thinker. Tech Required: University Charles Babbage - Great Artist/Thinker. Tech Required: Networking J.S. Bach - Great Artist/Thinker. Tech Required: Religion Thomas Becket - Great Humanitarian. Tech Required: Feudalism Alexander G. Bell - Great Scientist. Tech Required: The Corporation Cheops - Great Builder. Tech Required: Masonry Christopher Columbus - Great Explorer/Industrialist. Tech Required: Banking Confucius - Great Scientist. Tech Required: Literacy Marie Curie - Great Scientist. Tech Required: Metallurgy Vasco da Gama - Great Explorer/Industrialist. Tech Required: Navigation Leonardo da Vinci - Great Builder. Tech Required: Invention David - Great Leader. Tech Required: Monarchy Fyodor Dostoevsky - Great Artist/Thinker. Tech Required: Industrialization Frederick Douglass - Great Humanitarian. Tech Required: Railroad Thomas Edison - Great Scientist. Tech Required: Electricity Albert Einstein - Great Scientist. Tech Required: Atomic Theory Enrico Fermi - Great Scientist. Tech Required: Nuclear Power Henry Ford - Great Builder. Tech Required: The Automobile Gilgamesh - Great Builder. Tech Required: Horseback Riding Johannes Gutenberg - Great Humanitarian. Tech Required: Printing Press W.R. Hearst - Great Explorer/Industrialist. Tech Required: Mass Media Homer - Great Artist/Thinker. Tech Required: Alphabet Imhotep - Great Builder. Tech Required: Ceremonial Burial Lao Tzu - Great Humanitarian. Tech Required: Irrigation Otto Lilienthal - Great Scientist. Tech Required: Flight Guglielmo Marconi - Great Scientist. Tech Required: Electronics Karl Marx - Great Artist/Thinker. Tech Required: Communism Nebuchadnezzar - Great Builder. Tech Required: Construction Florence Nightingale - Great Humanitarian. Tech Required: Gunpowder Plato - Great Artist/Thinker. Tech Required: Pottery Marco Polo - Great Explorer/Industrialist. Tech Required: Currency Pythagoras - Great Scientist. Tech Required: Mathematics Sargon - Great Explorer/Industrialist. Tech Required: Bronze Working Albert Schweitzer - Great Humanitarian. Tech Required: Globalization Solomon - Great Scientist. Tech Required: Code of Laws Sophocles - Great Artist/Thinker. Tech Required: Democracy George Stephenson - Great Builder. Tech Required: Steel Leopold Stokowski - Great Artist/Thinker. Tech Required: Superconductor Tippu Sultan - Great Explorer/Industrialist. Tech Required: Space Flight James Watt - Great Builder. Tech Required: Steam Power Eli Whitney - Great Humanitarian. Tech Required: Mass Production Wilbur Wright - Great Explorer/Industrialist. Tech Required: Advanced Flight ::::::::Civilizations::::::::[CIV01] ----------------------------- Choosing what civilization you start with can greatly influence how you should approach a victory. Some civilizations are simply better at accomplishing certain victories than others. In the end, its up to you, but I always suggest considering how you want to win a game and picking your civilization based on that. I talk a bit more about civilizations in the "Strategy" section. -Greeks- Ancient: Democracy Tech Medieval: Higher chance to get Great People Industrial: Library cost cut in half. Modern: +1 food from sea regions They also start with a courthouse. -Germans- Ancient: New Units are veterans Medieval: +1 Production from forests Industrial: Barracks cost cut in half. Modern: 2% Interest on your gold reserve. They start with automatic upgrades for elite units. -Russians- Ancient: +1 Food from plains Medieval: New defensive units receive loyalty Industrial: Riflemen cost cut in half Modern: Spy cost cut in half They being the game with a larger visible map. -Egyptians- Ancient: +1 Food and trade from desert regions Medieval: Irrigation Tech rewarded Industrial: Riflemen get +1 movement Modern: Caravans give +50% more gold. They start out with an ancient wonder. -English- Ancient: +1 Longbow Archer Defense Medieval: +1 Naval Combat bonus Industrial: +1 Production from Hills Modern: Naval support doubled They start out with the Monarchy tech. -Indians- Ancient: Cities are not affected by anarchy Medieval: Religion tech rewarded Industrial: Settlers cost cut in half Modern: Courthouse cost cut in half They start out with access to all resources. -Mongols- Ancient: Barbarian villagers will join you Medieval: +1 Calvary Speed Industrial: +2 Production from mountains Modern: Knowledge of communism They begin the game with +50% trade from captured cities. -Spanish- Ancient: Exploration cash is doubled Medieval: +1 Naval combat Industrial: +50% Gold production Modern: +1 Production from hills They begin the game with the Navigation technology. -Romans- Ancient: Roads cost cut in half Medieval: Wonders cost cut in half Industrial: Greater chance of getting Great People Modern: New cities get +1 population Romans begin the game as a Republic and get the Code of Laws tech. -Americans- Ancient: 2% interest on gold reserves Medieval: Rushing units costs half as much Industrial: +1 food from plains Modern: Factories triple production Americans start out with a great person. -Chinese- Ancient: New cities have +1 popultion Medieval: Literacy tech rewarded Industrial: Libraries cost half as much Modern: Cities are not affected by anarchy The Chinese begin the game with the Writing technology. -Aztecs- Ancient: Units heal after combat victory Medieval: Temples produce 3 science Industrial: Roads cost half as much Modern: +50% gold production The Aztecs start out with a larger gold reserve. -French- Ancient: Pottery technology is rewarded Medieval: Road cost is halved Industrial: +2 Cannon attack Modern: +1 Rifleman movement The French start out with a Cathedral. -Arabs- Ancient: +50% Caravan gold Medieval: Mathematics tech is rewarded Industrial: +1 Horseman/Knight attack Modern: 2% interest on gold reserves The Arabs start out with the Religion technology. -Zulu- Ancient: +1 Warrior movement Medieval: Rapid city growth Industrial: +50% Gold production Modern: Rifleman cost is cut in half. The Zulu start out with the "overrun" combat advantage. -Japanese- Ancient: +1 food from sea regions Medieval: +1 samurai knight attack Industrial: Cities are not affected by anarchy Modern: New defensive units receive loyalty The Japanese begin the game with the Ceremonial Burial technology. ::::::::Resources::::::::[RES01] ------------------------- Sometimes you'll come across a piece of land that has a special resource on it. These resources generally provide great bonuses to cities that can utilize them, however, you usually need to have a specific technology in order to take advantage of these resources. Also, resources only provide a bonus that is equal to your current era plus one. So if you're in the ancient era the resource bonus of any resource cannot exceed 2. Aluminum - +4 Production. Tech Required: Mass Production Cattle - +3 Food. Tech Required: Code of Laqs Coal - +3 Production. Tech Required: Steam Power Dye - +3 Trade. Tech Required: Monarchy Fish - +2 Food. Tech Required: Bronze Working Game - +3 Food. Tech Required: Feudalism Gems - +2 Gold. Tech Required: None Gold - +3 Gold. Tech Required: Currency Incense - +2 Culture. Tech Required: Ceremonial Burial Iron - +2 Production. Tech Required: Iron Working Marble - +2 Production. Tech Required: Masonry Oak - +3 Resources. Tech Required: Construction Oil - +4 Production. Tech Required: Combustion Oxen - +2 Production. Tech Required: Horseback Riding Rubber - +4 Production. Tech Required: Automobile Silk - +3 Culture. Tech Required: Literacy Spices - +2 Trade. Tech Required: None Sulfur - +3 Production. Tech Required: Gunpowder Uranium - +4 Production. Tech Required: Nuclear Power Whale - +4 Food. Tech Required: Navigation Wheat - +2 Food. Tech Required: Irrigation Wine - +2 Trade. Tech Required: Pottery ::::::::Technology::::::::[TEC01] -------------------------- Technology, in large part, drives the game forward. What technologies you learn greatly affect how your civilization will thrive. You can, for example, sacrifice military tech for production and gold related techs and reap the benefits (and disadvantages) of having a economy-heavy civilization. Knowing what technologies are best for your specific goal for victory can greatly help you win. Advanced Flight - First to research gains a free bomber unit. Units/Buildings unlocked: Bomber Related Great Person: Wright Tech Required: Flight, Industrialization Alphabet - Units/Buildings unlocked: Library, Oracle of Delphi, Related Great Person: Homer Tech Required: None Atomic Theory - First to research gains a bonus to science production. Units/Buildings unlocked: ICBM, Manhattan Project, Related Great Person: Einstein Tech Required: University, Invention, Electricity Automobile - First to research gains a free Artillery unit. Units/Buildings unlocked: Artillery Related Great Person: Ford Tech Required: Combustion, Steel Banking - First to research gets a gold bonus. Units/Buildings unlocked: Bank Related Great Person: Columbus Tech Required: Currency, Code of Laws, Literacy Bronze Working - First to research is rewarded a Archer unit in one of their cities. Units/Buildings unlocked: Archer, Barracks, Colossus of Rhodes Related Great Person: Sargon Tech Required: None Ceremonial Burial - Incense resource unlocked. Units/Buildings unlocked: Temple, Great Pyramid Related Great Person: Imhotep Tech Required: Pottery Code of Laws - First to research is awarded a Trading Post in one of their cities. Unlocks Republic government. Cattle resource unlocked. Units/Buildings unlocked: Trading Post Related Great Person: Solomon Tech Required: Writing, Alphabet Combustion - First to research is awarded a Tank unit. Oil Resource is unlocked. Units/Buildings unlocked: Tank Related Great Person: Amundsen Tech Required: Steam Power, Gunpowder, Metallurgy Communism - First to research can built factories at a reduced price. Communism government unlocked. Units/Buildings unlocked: None Related Great Person: Marx Tech Required: Industrialization, University Construction - First to research gains a workshop building in one of their cities. Units/Buildings unlocked: Workshop Related Great Person: Nebuchadnezzar Tech Required: Masonry, Iron Working The Corporation - First to research gains a bonus to gold production in all cities. Units/Buildings unlocked: Military-Industrial Complex Related Great Person: Bell Tech Required: Banking, Industrialization Currency - First to research gains a marketplace building in one of their cities and a caravan unit. Gold resource unlocked. Units/Buildings unlocked: Caravan, Market, Trade Fair of Troyes Related Great Person: Polo Tech Required: Bronze Working, Code of Laws Democracy - First to research gains a free pikeman unit. Democracy government is unlocked. Units/Buildings unlocked: Pikeman, Magna Carta Related Great Person: Sophocles Tech Required: Literacy, Code of Laws Electicity - First to research gains a free submarine unit. Units/Buildings unlocked: Submarine Related Great Person: Edison Tech Required: Metallurgy, Engineering, Steam Power Electronics - First to research gains a bonus to trade production in all cities. Units/Buildings unlocked: None Related Great Person: Marconi Tech Required: Electricity, The Corporation Engineering - First to research gains a bonus to production in all cities Units/Buildings unlocked: Aqueduct Related Great Person: Archimedes Tech Required: Construction, Mathematics Feudalism - First to research gains a free Knight unit. Game resource unlocked. Units/Buildings unlocked: Knight Related Great Person: Becket Tech Required: Horseback Riding, Monarchy Flight - First to research gains a free flight unit. Units/Buildings unlocked: Fighter Related Great Person: Lilienthal Tech Required: Combustion, Metallurgy, Invention Future Technology - First research gives you one extra production from every resource square. Second gives you one extra food from every food square. Third gives a extra trade yield from trade resources. Researching more will repeat this. Units/Buildings unlocked: None Related Great Person: None Tech Required: Super Conductor, Globalization, Advanced Flight Globalization - First to research gains a gold bonus. Units/Buildings unlocked: None Related Great Person: Schweitzer Tech Required: Mass Media, Networking Gunpowder - First to research gains a rifleman unit. Sulfer resource unlocked. Units/Buildings unlocked: Rifleman Related Great Person: Nightingale Tech Required: Invention, Feudalism Horseback Riding - First to research receives a free horseman unit. Oxen resource unlocked. Units/Buildings unlocked: Horseman Related Great Person: Gilgamesh Tech Required: None Industrialization - First to research gains a bonus to gold production. Units/Buildings unlocked: Factory Related Great Person: Dostoevsky Tech Required: Steam Power, Banking Invention - First to research gains a free Great Person. Units/Buildings unlocked: Leonardo's Workshop Related Great Person: da Vinci Tech Required: Literacy, Engineering Iron Working - First to research gains a free legion unit. Iron resource unlocked. Units/Buildings unlocked: Legion Related Great Person: Agamemnon Tech Required: Bronze Working Irrigation - First to research gains a free population in all cities. Wheat resource unlocked. Units/Buildings unlocked: None Related Great Person: Lao Tzu Tech Required: Pottery, Masonry Literacy - First to research gains a bonus to science production in all cities. Silk resource unlocked. Units/Buildings unlocked: Courthouse, Shakespeare's Theatre Related Great Person: Confucius Tech Required: Alphabet, Writing Masonry - First to research receives a Wall in one of their cities. Marble Resource unlocked. Units/Buildings unlocked: Walls, Great Wall Related Great Person: Cheops Tech Required: Pottery Mass Media - First to research receives a free population in all cities. Units/Buildings unlocked: Hollywood Related Great Person: Hearst Tech Required: Printing Press, The Corporation Mass Production - First to research receives a Modern Infantry unit. Aluminum Resource unlocked. Units/Buildings unlocked: Modern Infantry Related Great Person: Whitney Tech Required: Railroad, Industrialization Mathematics - First to research recceives a free Catapult unit. Units/Buildings unlocked: Catapult Related Great Person: Pythagoras Tech Required: Writing, Masonry Metallurgy - First to research receives a free Cannon unit. Units/Buildings unlocked: Cannon Related Great Person: Curie Tech Required: Engineering, Iron Working, University Monarchy - First to research gains a free Great Person. Monarchy Government unlocked. Dye resource unlocked. Units/Buildings unlocked: Himeji Samurai Castle Related Great Person: David Tech Required: Code of Laws, Writing, Ceremonial Burial Navigation - First to research gains a free Galleon. Whale resource unlocked. Units/Buildings unlocked: Galleon, Harbor, East India Company Related Great Person: da Gama Tech Required: Writing, Mathematics Networking - First to research can build universities at a reduced cost. Units/Buildings unlocked: Internet Related Great Person: Babbage Tech Required: Electronics, The Corporation Nuclear Power - First to research Nuclear Power will receive a major production bonus in all cities. Uranium resource unlocked. Units/Buildings unlocked: None Related Great Person: Fermi Tech Required: Atomic Theory, Mass Production Pottery - Wine resource unlocked. Units/Buildings unlocked: Granary, Hanging Gardens of Babylon Related Great Person: Plato Tech Required: None Printing Press - First to research receives a bonus to culture production in all cities. Units/Buildings unlocked: None Related Great Person: Gutenburg Tech Required: University, Religion Railroad - First to research receives a production bonus in all cities. Units/Buildings unlocked: Iron Mine Related Great Person: Douglass Tech Required: Steam Power Religion - First to research gains a bonus to culture production in all cities. Fundamentalism government unlocked. Units/Buildings unlocked: Cathedral Related Great Person: Bach Tech Required: Ceremonial Burial, Monarchy Space Flight - First to research has the entire map revealed. Units/Buildings unlocked: Apollo Program, Spaceship Fuel, Spaceship Habitation, Spaceship Life Support, Spaceship Propulsion. Related Great Person: Tippu Sultan Tech Required: Advanced Flight, Electronics, Nuclear Power Steam Power - First to research gains a free Cruiser unit. Coal resource unlocked. Units/Buildings unlocked: Cruiser Related Great Person: Watt Tech Required: Iron Working, Invention, Engineering Steel - First to research will receive a free Battleship unit. Units/Buildings unlocked: Battleship Related Great Person: Stephenson Tech Required: Metallurgy, Steam Power Superconductor - First to research receives a free SDI in one of their cities. Units/Buildings unlocked: SDI Related Great Person: Stokowski Tech Required: Mass Production, Space Flight University - First to research receives a bonus to science production in all cities. Units/Buildings unlocked: University, Oxford University Related Great Person: Aristotle Tech Required: Literacy, Mathematics, Democracy Writing - First to research receives a spy in one of their cities. Units/Buildings unlocked: Spy, Great Library of Alexandria Related Great Person: Aesop Tech Required: Alphabet ::::::::Terrain::::::::[TER01] ----------------------- All of a world map is surrounded by terrain, so its important to understand which terrain is capable of what. Some cities will simply be better at different things depending on what they are surrounded by. Its up to you to take advantage of these differences. Desert - Provides a single trade, but this can be increased with the construction of a Trading post. Forst - Prodides two production. Units that are defending on a forest region gain a defense bonus. Grassland - Provides two food. Hills - Provides a one production, which can be increased with a Workshop. Units that defend or attack from a hill gain a combat bonus. Icecap - A completely inaccessible region of land that provides no resources. Mountain - Provides one production, but can be improved by building a Iron Mines. Only passable by fighters and bombers. Plains - Provides one food, unless you have a Granary, in which case they provide three food. Sea - Provides two trade. If you have a Harbor they can provide food or extra trade if you have the East India Company wonder. ::::::::Units::::::::[UNI01] --------------------- Generally there are defensive, offensive, and balanced units. There will be these same type of units no matter what level of technology you reach, or if you are building sea or air units. I talk a bit more about unit use in the "Strategy" section. All water units, save the submarine, can carry an unlimited amount of units on board. Archer - Cost: 10 Attack: 1 Defense: 2 Movement: 1 Tech Required: Bronze Working Artillery - Cost: 50 Attack: 16 Defense: 2 Movement: 2 Tech Required: The Automobile Battleship - Cost: 80 Attack: 12 Defense: 18 Movement: 4 Tech Required: Steel Bomber - Fighters need to return to a city once every four turns or else they will be destroyed. Cost: 60 Attack: 18 Defense: 3 Movement: 6 Tech Required: Advanced Flight Cannon - Cost: 30 Attack: 6 Defense: 2 Movement: 1 Tech Required: Metallurgy Caravan - Cost: 30 Attack: 0 Defense: 0 Movement: 3 Tech Required: Currency Catapult - Cost: 20 Attack: 4 Defense: 1 Movement: 1 Tech Required: Mathematics Cruiser - Cost: 40 Attack: 6 Defense: 6 Movement: 5 Tech Required: Steam Power Fighter - Fighters will be destroyed if they don't return to a city once every two turns Cost: 30 Attack: 6 Defense: 4 Movement: 8 Tech Required: Flight Galleon - Unlike the Galley, they can cross the open seas. Cost: 30 Attack: 2 Defense: 2 Movement: 3 Tech Required: Navigation Galley - The first boat you get access to. Can only float off of coasts. Cost: 30 Attack: 1 Defense: 1 Movement: 2 Tech Required: None Horsemen - Cost: 20 Attack: 2 Defense: 1 Movement: 2 Tech Required: Horseback Riding ICBM - Only allowed one after completing the Manhattan Project wonder. Instantly destroys targeted Cities and units. Any cities or units within eight spaces will have their population or numbers cut in half. Using the ICBM reduces your culture by a full levl, unless you are currently under the Despotism government. Movement: 40 Knight - Cost: 25 Attack: 4 Defense: 2 Movement: 2 Tech Required: Feudalism Legion - Cost: 10 Attack: 2 Defense: 1 Movement: 1 Tech Required: Iron Working Militia - Automatically appear on any Galley or Galleon you build or will appear when an undefended city is attacked by a barbarian. Attack: 0 Defense: 1 Movement: 1 Tech Required: None Modern Infantry - Cost: 30 Attack: 4 Defense: 8 Movement: 1 Tech Required: Mass Production Pikeman - Cost: 15 Attack: 1 Defense: 3 Movement: 1 Tech Required: Democracy Rifleman - Cost: 20 Attack: 3 Defense: 5 Movement: 1 Tech Required: Gunpowder Settler - Costs 2 population levels from the city its built in unless the current government is a Republic. They can construct cities. Cost: 20 Attack: 0 Defense: 0 Movement: 2 Tech Required: None Spy - A very versatile and useful unit. Can be used to destroy enemy defenses or buildings, as well as stealing great people or money. They can move through enemy territories without declaring war. Only spies can defend against spies, so settle them in a city to protect yourself. Cost: 25 Attack: 0 Defense: 0 Movement: 2 Tech Required: Writing Submarine - Cost: 25 Attack: 12 Defense: 2 Movement: 2 Tech Required: Electricity Tank - Cost: 50 Attack: 10 Defense: 6 Movement: 3 Tech Required: Combustion Warrior - You start out with this unit. Cost: 10 Attack: 1 Defense: 1 Movement: 1 Tech Required: None --Unit Upgrades-- Usually after winning a battle with another unit your winning unit will be given an upgrade. These upgrades will vary and you will usually be given a choice between two or three. Blitz - Units with Blitz gain a bonus move after attacking Engineer - Units with Engineer receive a 100% combat bonus when defending in a city. Guerilla - Gives units a 50% combat bonus when attacking in their home country. Infiltration - Gives a 50% combat bonus to units that are attacking enemy cities. Leadership - Units with leadership get a 100% combat bonus when stacked (on the same space) with units of their own nationality. Loyalty - Gives units a 50% defensive bonus when in their home territory. March - Units with March receive a bonus movement point. Medic - Allows units to heal themselves anywhere. Scout - Allows units to see enemy units in a city before attacking. Also increases distance that they can see. ::::::::Wonders::::::::[WON01] ----------------------- Wonders are pretty important for game progression. While you may decide to never make one, many times certain wonders are great. For example, an island based civilization will thrive with a East India Company. Or if you're plagued by war at the onset of the match you can build a great wall to give you peace... for a time. Its good to remember that many wonders are nullified by certain technologies. Apollo Program - Gives access to all technologies not yet researched. Cost: 750 Tech Required: Space Flight Obsoleted By: Nothing Colossus of Rhodes - Doubles all trade production for the city it is built in. Cost: 100 Tech Required: Bronze Working Obsoleted By: Invention East India Company - Increases trade produces by every sea square in all cities by +1. Cost: 200 Tech Required: Navigation Obsoleted By: Flight Great Library of Alexandria - Instantly grants you technologies that at least two other civilizations currently have. Cost: 150 Tech Required: Writing Obsoleted By: University Great Pyramid - Gives access to all forms of government. Cost: 150 Tech Required: Ceremonial Burial Obsoleted By: Monarchy Great Wall - Immediately forces all foes to make peace with you upon completion. Cost: 150 Tech Required: Masonry Obsoleted By: Engineering Hanging Gardens of Babylon - Instantly increases the population of the city in which it is built by 50%. Cost: 100 Tech Required: Pottery Obsoleted By: Nothing Himeji Samurai Castle - All military units owned by the builder get +1 to their attack strength. Cost: 150 Tech Required: Monarchy Obsoleted By: Communism Hollywood - Greatly increases the chances of making a city come under your control. Also, walls will no longer prevent cities from coming under your control. Cost: 600 Tech Required: Mass Media Obsoleted By: Nothing Internet - The builder of the internet has gold production in all cities doubled. Cost: 750 Tech Required: Networking Obsoleted By: Nothing Leonardo's Workshop - Upon completeion it will upgrade all antiquated units to their newer equivilents, so long as you have the appropriate upgrades. Cost: 200 Tech Required: Invention Obsoleted By: Nothing Magna Carta - Boosts culture production. All courthouses owned by the builder will now produce culture. Cost: 150 Tech Required: Democracy Obsoleted By: Nothing Manhattan Project - The builder will receive the ICBM unit. Only one ICBM can be had in a game. Cost: 750 Tech Required: Atomic Theory Obsoleted By: Nothing Military-Industrial Complex - Reduces the cost of all units for the builder. Cost: 500 Tech Required: The Corporation Obsoleted By: Nothing Oracle of Delphi - Allows units to see if they are going to lose before initiating an attack and allows the builder to call of the attack if they want. Cost: 125 Tech Required: Alphabet Obsoleted By: Religion Oxford University - Gives an advanced technology upon completion. Cost: 150 Tech Required: University Obsoleted By: Nothing Shakespeare's Theatre - Doubles culture production in the city its built it. Cost: 150 Tech Required: Literacy Obsoleted By: Mass Media Stonehenge - Increases temple effectiveness by 50%. Cost: 50 Tech Required: None Obsoleted By: Literacy Trade Fair of Troyes - Doubles the gold production of the city its built in. Cost: 250 Tech Required: Currency Obsoleted By: Globalization United Nations - If you build this you win the game. You must have 20 wonders, great people, or flipped cities to build the United Nations Cost: 500 Tech Required: None Obsoleted By: Nothing World Bank - If you build this you win the game. Only buildable after having accumulated 20,000 gold. Cost: 500 Tech Required: None Obsoleted By: Nothing ::::::::Buildings::::::::[BUI01] ------------------------- Buildings greatly effect your civilization. Depending on what you build you can become a scientific, cultural, or economic powerhouse. Once again, its up to preference and what you know you need at the time. Aqueduct - Increases city growth by ~50% Cost: 120 Tech Required: Engineering Building Required: Bank - Replaces a city's Market. Increases the effect of focusing a city's trade on gold production by 400%. Cost: 120 Tech Required: Banking Building Required: Market Barracks - Turns all new units created in the same city into veterans. Cost: 40 Tech Required: Bronze Working Building Required: None Cathedral - Provides two points of culture for every citizen in the city. Replaces a Temple. Cost: 160 Tech Required: Religion Building Required: Temple Courthouse - Increases the number of regions your citizens can work on. With the Magna Carta it also produces culture. Cost: 80 Tech Required: Literacy Building Required: None Factory - Doubles the production in a city. Cost: 200 Tech Required: Industrialization Building Required: None Granary - Increases the amount of food provided by Plains regions by two. Cannot be built without a nearby plains region. Cost: 40 Tech Required: Pottery Building Required: None Harbor - With a Harbor, sea squares will provide +1 food. Cannot be built without a nearby sea region. Iron Mine - Increases production from mountains by 500%. Cannot be built without a nearby mountain region. Cost: 80 Tech Required: Railroad Building Required: None Library - Doubles the effect of focusing your city trade on science production. Upgrades to a university. Cost: 40 Tech Required: Alphabet Building Required: None Market - Doubles the effect of focusing your city trade on gold production. Upgrades to a bank. Cost: 60 Tech Required: Currency Building Required: None Palace - Automatically appears in your first city. Taking control of enemy Palaces is a way to acheive a domination victory. Cost: 200 SDI - Halts any incoming ICBMs aimed at your city. Cost: 200 Tech Required: Superconductor Building Required: None Spaceship Fuel - One of the four pieces needed to build a spaceship to acheive a technology victory. Cost: 80 Tech Required: Space Flight Building Required: None Spaceship Habitation - Cost: 400 Tech Required: Space Flight Building Required: None Spaceship Life Support - Cost: 120 Tech Required: Space Flight Building Required: None Spaceship Propulsion - Cost: 200 Tech Required: Space Flight Building Required: None Temple - Provides one point of culture for every citizen in the city. Temples upgrade to Cathedrals. Cost: 40 Tech Required: Ceremonial Burial Building Required: None Trading Post - Increases the amount of trade produced from desert squares. Cost: 60 Tech Required: Code of Laws Building Required: None University - Quadruples the effect of focusing city trade on science production. Replaces the Library. Cost: 160 Tech Required: University Building Required: Library Walls - Gives units defending in a city with the Wall a defense boost. Also, the city with a Wall cannot be flipped to enemy control, unless they have the Hollywood Wonder. Cost: 100 Tech Required: Masonry Building Required: None Workshop - Increases the resources produced from a hill regions. Cost: 60 Tech Required: Construction Building Required: None ::::::::Artifacts::::::::[ART01] ------------------------- Usually there are a couple of artifacts spread out through the map in a game. It can pay to have some early units run around the map searching. I personally like to make a boat right at the start and scour the coasts for any visible artifacts. Angkor Wat - Upon discovery it will create a wonder in one of your cities. Ark of the Covenant - Upon discovery it will create temples in all of your cities that do not have one, and for those that do it will upgrade them to cathedrals. Knights Templar - Upon discovery it will give a immensely powerful unit. Lost City of Atlantis - Upon discovery it will complete research on several new technologies for the finder. School of Confucius - Upon discovery it grants the finder serveral Great People. Seven Cities of Gold - Upon discovery it grants a hefty gold bonus. ::::::::Strategy::::::::[STR01] ------------------------ Since Civilization is really a game where there is no set path to victory, its best to come up with some strategies to win before you start playing. While sometimes you'll have to shift gears mid-game, usually its better to go in knowing how you want to approach your match. At the same time, there are certain concepts that you will want to stick to no matter which way you intend to win a match of civilization. To begin, you'll need to pick out a civilization. My personal favorite is the Aztecs. Units healing after victories is probably the strongest bonus out of any civilization and will benefit you greatly early in a match where attacking and defending is much easier. Beyond that, they get science production from temples in the medieval age and in the modern age they get 50% more gold production. On the other hand, other civilizations can really help you out with other goals. The Romans get 1/2 cost wonders by the Medieval age and more great people by the industrial age making them useful for a cultural victor |
