SID MEIER'S CIVILIZATION IV - TABLE MANUAL
Title: Sid Meier's
Civilization IV
Developer: Firaxis
Games
Publisher: 2K Games
Release Date:
October 25, 2005
SETUP
The Leader
Traits:
Aggressive:
Free Combat I promotion of melee and gunpowder units. Double production speed of
Barracks and Drydock.
Creative: +2
culture per city. Double production speed of Theater and Coliseum.
Expansive: +3 health per city.
Double production speed of Granary and Harbor.
Financial: +1 commerce on plots with 2
commerce.
Industrious: Wonder
production increased 50 percent. Double production speed of Forge.
Organized: Civic upkeep reduced 50
percent. Double production speed of Lighthouse and Courthouse.
Philosophical: Great People birth rate
increased 100 percent. Double production speed of University.
Spiritual: No anarchy. Double production speed of
the Temple.
Wonders & Great People
Millitary & Health
Commerce & Upkeep
Culture & Religion
|
Civilization |
Unique Unit |
Starting Techs |
Leader |
Trait 1 |
Trait 2 |
Favorite Civic |
|---|---|---|---|---|---|---|
|
America |
Navy SEAL |
Fishing |
George Washington |
Financial |
Organized |
Universal Suffrage |
|
Franklin D. Roosevelt |
Industrious |
Organized |
Universal Suffrage | |||
|
Arabs |
Camel Archer |
Mysticism |
Saladin |
Philosophical |
Spirtual |
Theocracy |
|
Aztecs |
Jaguar |
Mysticism |
Montezuma |
Aggressive |
Spirtual |
Police State |
|
China |
Cho-Ku-Nu |
Agriculture |
Mao Zedong |
Philosophical |
Organized |
State Property |
|
Qin Shi Huang |
Industrious |
Financial |
Police State | |||
|
Egypt |
War Chariot |
Agriculture |
Hatshepsut |
Spirtual |
Creative |
Hereditary Rule |
|
England |
Redcoat |
Fishing |
Victoria |
Expansive |
Financial |
Representation |
|
Elizabeth |
Philosophical |
Financial |
Free Religion | |||
|
France |
Musketeer |
Agriculture |
Louis XIV |
Creative |
Industrious |
Hereditary Rule |
|
Napoleon |
Aggressive |
Industrious |
Representation | |||
|
Germany |
Panzer |
Hunting |
Frederick |
Creative |
Philosophical |
Universal Suffrage |
|
Bismarck |
Expansive |
Industrious |
Representation | |||
|
Greece |
Phalanx |
Fishing |
Alexander |
Aggressive |
Philosophical |
Hereditary Rule |
|
Inca |
Quechua |
Agriculture |
Huayna Capac |
Aggressive |
Financial |
Hereditary Rule |
|
India |
Fast Worker |
Mysticism |
Mahatma Gandhi |
Industrious |
Spiritual |
Universal Suffrage |
|
Asoka |
Organized |
Spiritual |
Universal Suffrage | |||
|
Japan |
Samurai |
Fishing |
Tokugawa |
Aggressive |
Organized |
Mercantilism |
|
Mali |
Skirmisher |
Mining |
Mansa Musa |
Financial |
Spiritual |
Free Markets |
|
Mongolia |
Keshik |
Hunting |
Genghis Khan |
Aggressive |
Expansive |
Police State |
|
Kublai Khan |
Aggressive |
Creative |
Hereditary Rule | |||
|
Persia |
Immortal |
Agriculture |
Cyrus |
Expansive |
Creative |
Representation |
|
Rome |
Praetorian |
Fishing |
Julius Caesar |
Organized |
Expansive |
Representation |
|
Russia |
Cossack |
Hunting |
Catherine |
Creative |
Financial |
Hereditary Rule |
|
Peter |
Expansive |
Philosophical |
Police State | |||
|
Spain |
Conquistador |
Fishing |
Isabella |
Expansive |
Spiritual |
Police State |
Noble difficult level is normal.
MAP TYPES:
[Terra] - Earth like map. All civs start on a single
continent, while another abroad is only populated by barbarians.
[Oasis] -
Desert map with large amounts of resources in the desolate sand of the
center. Climate and Sea level cannot be changed.
[Inland Sea] - features
an ocean in the center of the world with land covering outside areas.
[Lakes]
- features no oceans but many lakes.
[Continents] -
featuring two or more large land masses
[Ice Age] - features a lot of
snow.
[Great Plains] - features large amounts of grassland and rivers. You
Cannot change Climate or sea level.
[Highland] - features many
mountains. Cannot change climate or sea level.
[Pangaea] - One huge
landmass
[Archipelago] - Landmass is cut into island chains
High Sealevel involves ocean and naval
units.
Larger mapsize than standard is more difficult to overview and use
much cpu time farther in the game.
Good 2 Teams: Arabs & America; Aztech & America; Aztech & China; Aztech & England; China & Mongolia; Egypt & England; Greece & India; Inca & Germany; Japan & Germany; Japan & Russia; Mali & Greece; Mali & Persia; Mongolia & India; Persia & India; Persia & Rome; Rome & France; Spain & Russia; Spain & France.
Good 3 Teams: Arabs & America & Russia; Aztech & Egypt & England; France & Russia & Spain; Germany & Inca & Japan.
Temperate climate is normal.
Ancient time
is normal.
Marathon speed is still a fast evolution.
VICTORY
CONDITIONS:
The Time Victory:
At year 2050 the player who has the highest score wins counting: Population,
Land, Technology and Wonders.
The Conquest Victory:
Eliminate all rival Civilizations to win.
The Domination
Victory: The Player/Team with a 25% lead in population over
their best competitor, and 65% of the global land mass wins.
The
Cultural Victory: Normal Speed requires 3 cities with 50K culture, epic
75K, marathon 150K and quick speed requires 3 with 25K to win.
The
Spaceship Victory: The first to build all the components of a Space
Ship and launching it to Alpha Centauri earns this victory.
The
Diplomatic Victory: After building the United Nations Great Wonder,
your Civilization is voted on to take control over that organization. Since it
is difficult to maintain good relations with all Civilizations (especially in
large games), this is possibly the most difficult victory condition to
achieve.
Surviving Race: Enable
the Time Victory & the Conquest Victory. (Few
Players)
Empire Race: Enable the Domination Victory &
the Diplomatic Victory + the Cultural Victory & the Spaceship
Victory. (For all kinds of Leaders)
By enabling permanent alliances it becomes
possible to sellect an Ally farther in the game.
Note that AI players in
a team usually won't trade.
SETTLEMENT
Every tile adjacent to river has +1
Commerce.
Fresh water (river, lake, or oasis) within
the city is important for building of farms - more food.
Flood plains give you one of the best sources of Food, but has negative
influence on health level in the city.
Forests grow on
one of four main type of terrain: hills, grasslands, plains and tundra,
generating some +1 Shield. And every city which has it in reach takes
+0,4 health bonus.
A settlement founded on a
Hill receive a permanent defensive bonus, which most units benefit
from. If the city tile furthermore is shield rich, first settler only cost
40 turns to produce!
Between Cities: Leave 4-5
spaces, so they have room enough to expand on and still cover the
territory.
Animals have no defensive
bonus:
| Bear | 3 Strength | 1 Move |
| Lion | 2 Strength | 1 Move |
| Panther | 2 Strength | 2 Move |
| Wolf | 1 Strength | 2 Move |
CITY IMPROVEMENT
Advance Research
Write the Name of your Cities: Capital,
Metropolis, Hermitage, City 1, City 2, City 3...
Spend
all Wealth to keep research up 100%.
A. Emphasize shield (
) & research (
)
in citizens automation.
B. If u founded a religion & didn't build any GP
Wonder: Emphasize GP Points instead of research (
);
and emphasize Food for growth or Avoid citizens growth to activate priest
specialists with citizens automation in one city to
produce 1 great prophet, who can build a shrine.
C. When a city
then has grown and production is optimal or less urgent, emphasize commerce
(
) in citizen automation to use more output on wealth,
which mean faster research, when spend thereon.
1. Improve all active tiles'
shield (
) yield. And connect marple, stone, copper
or iron resource to your cities with your Worker.
2. Imrpove
all active tiles' food yield.
3. Use also one worker
exclusively to build a trade network to get more commerce and spread
religion.
4. Improve all active tiles' commerce (
) yield.
Don't chop forests, which were naturally improved
and provides health unless u need shield to support Wonder
production. Forests can also be improved later with Lumbermills.
When u
are finished with your worker(s) note, that Workers set on automatic will
reimprove tiles and chop forests, if "Automatic Workers leave old improvements"
& "... leave forests" aren't set to ON in OPTIONS.
Technology Advisor from Ancient time:
|
Warrior |
Strength 2 |
Upgrades to Axeman, Spearman |
Early Scout, City-
& Hill Resource unit. |
Research
Meditation - 80 - (Wonderland path
) if:
u started with Mysticism;
& your
opponents are weak (= Wonderland);
& u plan to let cities grow before
upgrading your millitary units.
Don't build the Parthenon - 400 - if:
u haven't got some rich shield
tiles (w. or w.out marple) or industrious leader trait in advance;
or
u don't need Great Artist points, +50% more gp points
overall;
or cultural victory option is disabled.
Research Polytheism - 100 -
(Warrior path
) if:
u didn't research
Meditation.
Don't
build the Oracle - 150 -
if:
u haven't got some rich shield
tiles (w. or w.out marple) or industrious leader trait in
advance.
Research Priesthood
- 60 - if:
u plan to build the Oracle.
Don't build
the Pyramid - 450 -
if:
u haven't got some rich shield
tiles (w. or w.out stone) or industrious leader trait in advance;
or u
don't need Government Civics or Great Engineer points.
Research Masonry - 80 -:
Research Monotheism - 120 -
if:
u got polytheism;
& u haven't
got Priesthood or haven't founded a religion yet.
Organized Religion
+25 % speed to Building
production in Cities with state religion;
allow production of
missionaries without a
monastery.
Archer Strength 3 Upgrades to Longbowman,
Crossbowman City
guard. Axeman Strength 5 Upgrades to Maceman Field unit. Spearman Strength 4 Upgrades to Pikeman Contra horse unit.
Research Hunting - 40 - &
Archery - 60 -.
Archery
+1 First Strike
+50% City
Defence
+25% Hill Defence
Superior against: Warrior.
Superior as city guard against:
Warrior, Axeman, Spearman, Archer, Chariot.
Produce at least 2 Archers for each
City.
Research the Wheel - 60 - &
Mining - 50 -.
Research Bronze
Working - 120 -.
Slavery
allow sacrifice of citizens to finish production
in a city.
Drafting citizens halts growth of the city. Though if
u produce an expensive wonder & settlers in a row, u might need some
city guards urgently and find an advance in drafting a few units downtown.
Melee
+50% vs. Melee
units
Superior against:
Warrior, Spearman, Swordsman, Pikeman, Archer,
Chariot.
Melee
+100% vs. Mounted
units
Superior
against: Warrior, Archer, Chariot,
Horsearcher.
Strength 4 Upgrades to Horse Archer,
Knight Scout &
Pillager. Galley Strength 2 Upgrades to Galleon Early scout &
transport unit.
Research Agriculture - 60 -
if:
there are an active team (players) or "no technology trade"
option is enabled.
Research Animal Husbandry -
100 - if:
u haven't researched Priesthood.
Chariot
Mounted
No defencive bonus
20%
Withdraw chance
Superior against Workers.
Flee enemy
millitary only to harrass workers and their
improvements.
Research Writing -
120 -.
Research
Fishing - 40 - & Sailing - 100
- if:
u have a coastal city;
& u can
settle on eilands.
Naval
2 Cargo Space
Can not enter
ocean
Superior against:
Workboat.
Research Alphabet -
300 - if:
u have meet foreign civilization;
& there are
no active team (players);
& "No technology trade" option is
disabled.
First Trade:
Don't trade Alphabet
away!
If u don't have Horses resource - avoid Horseback Riding
technology.
Finally trade with everyone but your nearest opponent to remove
need of trade with that one.
Strength 6 Upgrades to Maceman City
raidar. Horsearcher Strength 6 Upgrades to Knight Field unit.
Don't build
the Great Library - 350 -
if:
u haven't got some rich shield
tiles (w. or w.out marple) or industrious leader trait in advance;
or
u don't need 2 free scientists specialists & Great Scientist
points.
Research Literature -
200 -
if:
u got
Polytheism.
Research Iron
Working - 200 - if:
u got no copper resource &
chose Warrior path (strong opponent);
or u have a coastal city & plan
to circumvent the ocean first.
Swordsman
Melee
+10% City
attack
Superior against: Warrior, Spearman, (City) Archer,
Chariot, Catapult.
Cost more & require more than
Axeman.
Research Pottery - 80 -.
Research Horseback
Riding - 250 - if:
u got Horses resource.
Mounted
Immune to first
strike
No defencive bonus
+50% vs.
Catapult
Superior against:
Warrior, Axeman, Spearman, Archer, Chariot,
Catapult.
Don't build
the Colossus - 250 -
if:
u haven't got a coastal city and
with some rich shield tiles (w. or w.out copper) or industrious leader
trait in advance;
or u got financial trait & have founded a
religion.
Research Metal
Casting - 450 - if:
u got iron resource & chose
Warrior path (strong opponents) & u have a coastal city.
Catapult Strength 5 Upgrades to Cannon Bombarder. War
Elephant Strength 8 Upgrades to Cavalry Contra horse unit. Pikeman Strength 6 Upgrades to Rifleman,
Grenadier Contra horse
unit. Crossbowman Strength 6 Upgrades to Rifleman,
Grenadier Field unit.
Don't build Chichen Itza -
500 -
if:
u haven't
got some rich shield tiles (w. or w.out stone) or industrious leader
trait in advance.
Research Code of Laws -
350 -
if:
u got Priesthood.
Caste System
allow unlimited artist, scientist,
merchant specialists.
Research Code of Law - as the first
to found Confucianism - and install Caste System later when u have
plenty of spare citizens and need
it.
Don't build the Sistine
Chapel - 600 -
if:
u haven't got with some rich shield
tiles (w. or w.out marple) or industrious leader trait in advance;
or
cultural victory is disabled.
Research Theology - 500 -
if:
u got Monotheism & haven't researched
Code of Laws.
Theocracy
add +2 experience points to new units
produced in cities with state religion and prohibit non-state religion
spread in the whole civilization.
Research Theology - as
the first to found Christanity - and install Theocrazy civic
later when u also got Vassalage civic to double the benefit
with.
Don't build Angkor
Wat - 500 - if:
u haven't
got some rich shield tiles (w. or w.out stone) or industrious leader
trait in advance;
or u don't emphazise Great Prophet Specialists in
cities.
Building Angkor Wat and specializing Priests in
cities yield many more shields overall but the less scientists
points.
Research Philosophy - 800 -
if:
u haven't founded any
religion & Taoism isn't founded yet;
u got Meditation;
& u got
Alphabet or Code of Laws.
Pacifism
add +100% great person birth rate in
cities with state religion and +1 Commerce support per military
unit.
Research Philosophy -
as the first to found Taoism - and install this policy to
speed gp birth rate.
Though if u just let cities grow full and use
citizens as specialists, u get more gp points than by
adopting this policy, which speeds birth
rate.
Don't build the
Hanging Gardens - 300 -
if:
u haven't got some rich shield
tiles (w. or w.out stone) or industrious leader trait in
advance.
Research Mathematics -
250 -.
Don't
build Notre Dame - 650 -
if:
u haven't got some rich shield tiles (w. or w.out stone)
or industrious leader trait in advance;
or cultural victory is
disabled.
Research Music -
600 -
if:
u got Literature or
Drama;
& u haven't researched Theology, Code of Laws or
Philosophy;
& cultural victory is enabled.
Research Construction - 350 -.
Siege
No defencive bonus
25%
Withdraw chance
-15% City bombard/turn
Superior against:
City Defences, Warrior, Spearman, Archer,
Chariot.
Mounted
No defencive bonus
+50%
vs. Mounted units
Superior
against: Swordsman, Axeman, All archery, Horsearcher,
Knight, Catapult.
Don't
build Hagia Sophia - 550 -
if:
u haven't got some rich shield
tiles (w. or w.out marple) or industrious leader trait in
advance.
Research Engineering -
1000 - if:
u haven't researched Music, Philosophy or Metal
Casting.
(Spearman
II)
Melee
+100% vs. Mounted
units
Equal Spearman +50% Strength.
Superior
against: Warrior, Spearman, Archer, Chariot, Horsearcher, Knight,
Catapult.
Research Calendar - 350 -
if:
u got bonus resources that can be improved with Plantation.
Research Monarchy - 300 -
if:
u got bonus resources that can be improved with Winery.
Hereditari Rule
add +1
per military unit in the
city.
Unhappiness seldom grows bigger than happiness in cities, but
if u got plenty of millitary units and early after a capture of a new
city, u might want to provide happiness this
way.
Research Machinery - 700 -
if:
u got Metal Casting & iron resource.
Archery
+1 First Strike
+50%
vs. Melee units
Superior
against: All melee, Archer, Chariot,
Catapult.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - Longbowman Strength 6 Upgrades to Rifleman City
guard. Maceman Strength 8 Upgrades to Rifleman,
Grenadier Field unit & city
raidar. Caravel Strength 3 Upgrades to Frigate,
Submarine Early
Oceaner. Knight Strength 10 Upgrades to Cavalry Field unit.
Don't build the Spiral
Minaret - 550 - if:
u haven't
got some rich shield tiles (w. or w.out stone) or industrious leader
trait in advance;
or u don't need +1 gold from state religion
buildings;
or u don't need Great Prophet points (to build a new
shrine).
Don't build Versailles - 800 -
if:
u haven't got with some rich shield
tiles (w. or w.out marple) or industrious leader trait in advance;
or
u don't need reduced maintenaince in nearby cities;
or u don't need Great
Merchant points.
Research Divine Right -
1200 - if:
u got Monarchy & Theology and haven't researched
Music, Philosophy or Code of Laws;
& u haven't founded a religion
yet.
Research Feudalism - 700 -
if:
u got Theology.
Vassalage
Vassalage add +2 experience
points to new units and allow more free units.
Together with
Theocracy civic this policy enables construction of much more
experienced millitary (promoted).
Serfdom
Workers build improvements 50%
faster.
Archery
+1 First Strike
+25% City
Defence
+25% Hill Defence
Equal Archer +100% Strength
Superior against:
Warrior, Axeman, Spearman, Archer, Chariot, Catapult.
Superior as
city guard against: Warrior, Axeman, Spearman, Archer,
Chariot.
Research Currency - 400 -
if:
u haven't got Feudalism or Code of
Laws.
Research Civil Service - 800 -
.
Bureaucracy
add +50% Production (
) and +50% commerce (
) in
Capital.
Use this (metropol) policy to build
wonders fast and speed research by spending the extra wealth
thereon.
(Axeman
II)
Melee
+50% vs. Melee
units
Equal Axeman +60%
Strength.
Superior against: Swordsman, Axeman, Pikeman, Archer,
Chariot, Horsearcher,
Catapult.
Research (Compass -
400 - &) Optics - 600 - if:
u
got Machinery;
& u got a coastal city connected to ocean.
Naval
1 Cargo Space for an unmillitary
unit only (can then explore rival territory)
Superior against:
Galley.
Research Guilds - 1000 - if:
u
haven't got Currency;
& u got Horses resource;
& strong
opponent.
Mounted
Immune to first
strike
No defencive bonus
Superior against: All
melee except Pikeman, All archery, Horsearcher, Catapult,
Musketman.
Research Paper - 600
-.
Galleon Strength 4 Upgrades to Transport Columbus. Strength 9 Upgrades to Rifleman Early Gunpowder
unit. Grenadier Strength 12 Upgrades to Infantry, Machine
Gun City guard &
Field unit. Frigate Strength 8 Upgrades to Destroyer Field unit. +1 hammer from town
(Cottage>>>Hamlet>>>Village>>>Town); Cavalry Strength 15 Upgrades to Gunship Field unit.
Research Education - 1800 -
.
Research Liberalism - 1400 -
if:
u can get it first or need free speech civic
or free religion civic.
Free Speech
+100% culture in all
cities
+2 Commerce to town
tiles (Cottage>>>Hamlet>>>Village>>>Town).
Free Religion
+1
per religion in a city
+10%
research in all
cities.
Research Banking - 700 -
if:
u got Guilds
& can get Banking
first.
Mercantilism
+1 free specialist per city and no
foreign trade routes.
By using Representation together with this
policy even more benefit is added to the free
specialists.
Research Economics - 1400 -
(aim for the space
elevator) if:
u got Banking.
Free Market
+1 trade route per
city.
Don't build the Taj Mahal
- 600 -
if:
u haven't got with some rich shield
tiles (w. or w.out marple) or industrious leader trait in advance;
or
cultural victory is disabled & u don't need Great Artist
points.
Research Nationalism
- 1800 - if:
u got Guilds and got Philosophy or Divine
Right.
Nationhood
Can draft 1 to 5 units per turn,
depending on map size and +2
from
barracks.
Research Astronomy - 2000 -
.
Naval
3 Cargo Space
Superior against:
Galley,
Caravel.
Research Gunpowder - 1200 -.
Musketman
Gunpowder
Superior against: All melee & archery, War
Elephant, Catapult.
Research Chemistry - 1800 -.
(Axeman
III)
Gunpowder
+50% vs.
Rifleman
Superior against: All melee & archery,
War Elephant, Knight, Catapult, Musketman,
Rifleman.
Naval
-10% City
bombard/turn
Superior against:
Galley, Caravel,
Galleon.
Research Constitution - 2000 - if:
u
haven't researched Liberalism or
Economics.
Representation
+3 science per specialist and +3
in 4 to 6
largest cities, depending on map size.
By using Mercantilism together
with this policy even more benefit is added by the extra science
points.
Don't build the Statue of
Liberty - 1500 - if:
u haven't
got with some rich shield tiles (w. or w.out copper) or industrious
leader trait in advance;
or cultural victory is disabled & u don't need
Great Artist points.
Research Democracy - 2800 - if:
u got
Constitution.
Universal Suffrage
allow
to spend Wealth to finish
production.
Emancipation
+100% growth for cottage, hamlet,
village;
penalty to civilizations without
Emancipation.
Research Millitary Tradition - 2000
- if:
u got Horses resource;
or u got a millitary unit with enough
exp. to build West Point;
or u need defensive pact with friendly
opponent.
Mounted
No defencive bonus
30%
Withdraw chance
+50% vs. Cannon
Superior against: All
melee, archery & mounted except Cavalry, Cannon, Musketman,
Grenadier.
Rifleman Strength 14 Upgrades to Infantry Contra horse unit. Infantry Strength 20 Upgrades to SAM Infantry, MECH
Infantry City guard &
Field unit. Cannon Strength 12 Upgrades to Artillery Bombarder. Strength 12 Upgrades to Destroyer Field unit. Artillery Strength 18 No upgrades Bombarder.
Research Printing Press - 1600
-.
Research Scientific
Method - 2400 -
& Physics - 4000 -.
Research Corporation - 1600 -
if:
u got Economics.
Don't build
the Kremlin - 800 - (-33%
hurry prod.) if:
u haven't got with some rich shield
tiles (w. or w.out stone) or industrious leader trait in advance;
or
cultural victory is disabled & u don't need Great Artist
points.
Research Replaceable
Parts - 1800 -.
Research Steam Power - 3200 -
if:
u got Corporation.
Research Rifling - 2400 - if:
u
haven't got Corporation.
Gunpowder
+25% vs. Mounted
units
Superior
against: All melee, archery & mounted, Cannon,
Musketman.
Don't build Pentagon - 1250 - if:
if u don't need to produce more units with
+2 exp..
Research Assembly
Line - 5000 - if:
u got Steam Power.
(Axeman
IV)
Gunpowder
+25% vs. Gunpowder
units
Superior against: All melee, archery &
mounted, Artillary, SAM Infantry,
Marines.
Research Steel - 2800 -.
Siege
No defencive bonus
25%
Withdraw chance
-20% City bombard/turn
Superior against: City
Defences, All melee, archery & mounted except Cavalry, Catapult,
Musketman.
(Require Steam
Power)
Ironclad
Naval
-10% City bombard/turn
Can not
enter ocean
Superior against:
Frigate.
Research Artillary - 4000 -
if:
u got Rifling.
Siege
No defencive bonus
25%
Withdraw chance
-25% City bombard/turn
Superior against: City
Defences, All melee, archery & mounted, Cannon, Grenadier,
Rifleman.
Research Communism - 2800 - if:
u got
Liberalism.
State Property
No maintenance cost from distance to
palace and +1 food from workshop
and watermill.
Research Fascism - 2400 - if:
u
got Assembly Line.
Police State
+25% military unit production and
-50% war
.
SAM
Infantry Strength 18 Upgrades to MECH Infantry Air
guard. Tank Strength 28 Upgrades to Modern Armor City guard &
Field unit. Battleship Strength 40 No Upgrades City guard &
Field unit. Marines Strength 24 Upgrades to MECH Infantry City Raidar. Machine
Gun Strength 18 Upgrades to SAM Infantry City & field
guard. Transport Strength 16 No Upgrades Transport unit. Destroyer Strength 30 No Upgrades Field unit. Fighter Strength 12 Upgrades to Jet Air unit. Carrier Strength 16 No Upgrades Airsupport unit. Gunship Strength 24 No Upgrades City guard &
Field unit.
Research Biology - 3600 -.
Research Rocketry - 5000 - if:
u
got Artillary.
Gunpowder
40% Chance Aircraft
interception
+50% vs. Helicopter units
Superior against: All melee, archery & mounted,
Cannon, Grenadier, Rifleman,
Gunship.
Don't build Broadway - 800 - if:
cultural victory is disabled & u don't
need Great Artist points.
Research Electricity - 4500 -.
Research Industrialism - 6500 -
if:
u got Assembly Line.
Armored
No defencive bonus
Blitz
promotion
Superior against: All melee, archery,
mounted & siege, Infantry, SAM Infantry,
Marines.
Naval
-20% City
bombard/turn
Superior against: Transport, Destroyer,
Carrier.
(Require
Rifling)
Gunpowder
+50% vs. Machine gun &
Artillary
Amphibious promotion
Superior
against: All melee, archery, mounted & siege, SAM
Infantry.
Research Railroad - 4500 -.
Siege
Can only defend
+1 First
Strike
+50% vs. Gunpowder units
Superior against: All melee, archery & mounted,
Cannon, Infantry, SAM Infantry.
Research Combustion - 3600
-.
Naval
4 Cargo
Space
Superior
against: Frigate, Ironclad.
Naval
-15% City bombard/turn
30%
Chance Aircraft interception
Superior against:
Transport, Submarine,
Carrier.
Research Flight - 5000
-.
Air
50% Chance Aircraft
interception
-5% City bombard/turn
Naval
3 Cargo Space for fighters
only
Superior
against: Frigate,
Ironclad.
(Require
Rocketry)
Helicopter
No defencive bonus
25%
Withdraw chance
+100% vs. Armored
Superior against: All melee, archery,
mounted & siege, Infantry, Marines, all armored.
Very
mobile. Flies over terrain, but can not capture
cities.
Bomber Strength 16 Upgrades to stealth Air unit. Submarine Strength 24 No Upgrades Scout &
pillager.
Don't build Rock N Roll - 800 - if:
cultural victory is disabled & u don't
need Great Artist points.
Don't build the Eiffel
Tower - 1250 - if:
u haven't
got with some rich shield tiles (w. or w.out iron) or industrious
leader trait in advance;
cultural victory is disabled & u don't need
Great Artist points.
Research Radio - 6000 -
.
Air
-50% vs Naval
-15% City
bombard/turn
Naval
1 Cargo Space for an unmillitary
unit only
50% Withdraw chance
Superior against: Transport,
Carrier.
Research Computers - 6500 -.
Don't build SDI Project - 750 - if:
u haven't got with some rich shield
tiles (w. or w.out aluminium);
or there aren't any strong enemy w.
nukes available.
Research Satelites - 6000 -
if:
u got Rocketry;
or aim for space race victory.
Don't build the Three Gorges Dam
- 1750 - if:
u haven't got with
some rich shield tiles;
or u don't need power for all cities on this
continent.
Research Plastics - 7000 - if:
u
got Industrialism.
Don't build the
Internet - 2000 - if:
u haven't
got with some rich shield tiles (w. or w.out copper);
or there
are less than 3 teams still fighting.
Research Fiber Optics - 7500 -
if:
u got Satelites or Plastics first & plan to build the
Internet;
or u aim for space race victory.
Research Fusion - 8000 - if:
u
can get it first;
or aim for space race victory.
MECH
Infantry Strength 32 No Upgrades City guard &
Field unit.
Don't build Hollywood - 1000 - if:
u haven't got with some rich
shield tiles (w. or w.out iron) or industrious leader trait in
advance;
cultural victory is disabled & u don't need Great Artist
points.
Don't
build United Nations - 1000
-
if:
diplomatic victory is
disabled;
or there are less than 3 teams;
or u haven't got a
majority or many friendly connections.
Research Mass Media - 3600 -
if:
u aim for diplomatic or cultural
victory.
Don't build the Space
Elevator - 2000 - if:
u haven't
got with some rich shield tiles (w. or w.out aluminium) or
industrious leader trait in advance;
or can't use +50% spaceship
production.
Research Robotics - 8000 - if:
u
aim for space race victory.
Gunpowder
20% Chance Aircraft
interception
March promotion
Superior against: All melee, archery,
mounted & siege, Infantry, SAM Infantry, Marines, Gunship,
Tank.
- -
Catch up in case of missing technologies like Rocketry or Industrialism here -
-
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- Jet Strength 24 No Upgrades Air unit. Stealth Strength 20 No Upgrades Air unit. Modern
Armor Strength 40 No Upgrades City guard &
Field unit.
Research Composites - 7500 -.
Air
70% Chance Aircraft
interception
-10% City bombard/turn
Air
50% Chance Evade aircraft
interception
-50% vs Naval
-20% City
bombard/turn
Armored
+1 First
Strike
No defencive bonus
Blitz
promotion
Superior against: All melee, archery,
mounted, siege &
Gunpowder.
Don't build Manhatten
Project - 1500 -
if:
u haven't got with some rich shield
tiles (w. or w.out uranium);
or u haven't any advance in getting nuke
weapons & bomb shelters available to all.
Research Fission - 5500 -.
Research Ecology - 5500 - if:
u
aim for space race victory or need env. policy w. +6 health point in all
cities.
Research Medicine - 4500 -.
Research Refrigeration - 4000
-.
Research Genetics - 7000 - if:
u
need +3 health in cities or aim for space race victory.
Research Future Tech - 10000 -
if:
u got Genetics & need +1 health & +1 happy in cities.
| Enviromentalism | +6 health in all cities and +1 |
Melee Promotions:
|
City Defensive: |
Field Defensive: |
Field Offensive: |
City Offensive: |
Archery Promotions:
|
City Defensive: |
Field Defensive: |
Field Offensive: |
City Offensive: |
Mounted Promotions:
|
City Defensive: |
Field Defensive: |
Field Offensive: |
City Offensive: |
Siege Promotions:
|
City Defensive: |
Field Defensive: |
Field Offensive: |
City Offensive: |
Gunpowder Promotions:
|
City Defensive: |
Field Defensive: |
Field Offensive: |
City Offensive: |
|
City Defensive: |
Field Defensive: |
Field Offensive: |
City Offensive: |
Armored Promotions:
|
City Defensive: |
Field Defensive: |
Field Offensive: |
City Offensive: |
Naval Promotions:
|
Transport: |
Field Defensive: |
Field Offensive: |