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

The 18 Civilizations:

Civilization

Unique Unit

Starting Techs

Leader

Trait 1

Trait 2

Favorite Civic

America

Navy SEAL

Fishing
Agriculture

George Washington

Financial

Organized

Universal Suffrage

Franklin D. Roosevelt

Industrious

Organized

Universal Suffrage

Arabs

Camel Archer

Mysticism
The Wheel

Saladin

Philosophical

Spirtual

Theocracy

Aztecs

Jaguar

Mysticism
Hunting

Montezuma

Aggressive

Spirtual

Police State

China 

Cho-Ku-Nu

Agriculture
Mining

Mao Zedong

Philosophical

Organized

State Property

Qin Shi Huang 

Industrious

Financial

Police State

Egypt

War Chariot

Agriculture
The Wheel

Hatshepsut

Spirtual

Creative

Hereditary Rule

England 

Redcoat

Fishing
Mining

Victoria

Expansive

Financial

Representation

Elizabeth

Philosophical

Financial

Free Religion

France 

Musketeer

Agriculture
The Wheel

Louis XIV

Creative

Industrious

Hereditary Rule

Napoleon

Aggressive

Industrious

Representation

Germany 

Panzer

Hunting
Mining

Frederick

Creative

Philosophical

Universal Suffrage

Bismarck

Expansive

Industrious

Representation

Greece

Phalanx

Fishing
Hunting

Alexander

Aggressive

Philosophical

Hereditary Rule

Inca

Quechua

Agriculture
Mysticism

Huayna Capac

Aggressive

Financial

Hereditary Rule

India 

Fast Worker

Mysticism
Mining

Mahatma Gandhi

Industrious

Spiritual

Universal Suffrage

Asoka

Organized

Spiritual

Universal Suffrage

Japan

Samurai

Fishing
The Wheel

Tokugawa

Aggressive

Organized

Mercantilism

Mali

Skirmisher

Mining
The Wheel

Mansa Musa

Financial

Spiritual

Free Markets

Mongolia 

Keshik

Hunting
The Wheel

Genghis Khan

Aggressive

Expansive

Police State

Kublai Khan 

Aggressive

Creative

Hereditary Rule

Persia

Immortal

Agriculture
Hunting

Cyrus

Expansive

Creative

Representation

Rome

Praetorian

Fishing
Mining

Julius Caesar

Organized

Expansive

Representation

Russia 

Cossack

Hunting
Mining

Catherine

Creative

Financial

Hereditary Rule

Peter

Expansive

Philosophical

Police State

Spain

Conquistador

Fishing
Mysticism

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:


 

  1. Warrior
    Melee

    Strength 2
    +25% City Defence

    Upgrades to Axeman, Spearman

    Early Scout, City- & Hill Resource unit.
    Stronger than scout vs. Wild Animal and superior as early city & hill guard against attacking Warrior.
    Fortified in your Hill City strength is +25 % City def. +25 % fortify def. +25 % Hill def. bonus.


     Don't build Stonehenge - 120 - if:
    u haven't got some rich shield tiles (w. or w.out stone) or industrious leader trait in advance;
    or u got creative leader trait & cultural victory is disabled;
    or your opponents are weak (= Wonderland) & u will build libraries early instead.


     Research Mysticism - 50 -.

  2.  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.

  3.  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.

  4.  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.

  5.  Research Hunting - 40 - & Archery - 60 -.

    Archer
    Archery

    Strength 3
    +1 First Strike
    +50% City Defence
    +25% Hill Defence

    Upgrades to Longbowman, Crossbowman

    City guard.
    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.

    Axeman
    Melee

    Strength 5
    +50% vs. Melee units

    Upgrades to Maceman

    Field unit.
    Superior against: Warrior, Spearman, Swordsman, Pikeman, Archer, Chariot.

    Spearman
    Melee

    Strength 4
    +100% vs. Mounted units

    Upgrades to Pikeman

    Contra horse unit.
    Superior against: Warrior, Archer, Chariot, Horsearcher.


  6.  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

    Strength 4
    No defencive bonus
    20% Withdraw chance

    Upgrades to Horse Archer, Knight

    Scout & Pillager.
    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.

    Galley
    Naval

    Strength 2
    2 Cargo Space
    Can not enter ocean

    Upgrades to Galleon

    Early scout & transport unit.
    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.

  7.  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

    Strength 6
    +10% City attack

    Upgrades to Maceman

    City raidar.
    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.

    Horsearcher
    Mounted

    Strength 6
    Immune to first strike
    No defencive bonus
    +50% vs. Catapult

    Upgrades to Knight

    Field unit.
    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.

  8.  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 -.

    Catapult
    Siege

    Strength 5
    No defencive bonus
    25% Withdraw chance
    -15% City bombard/turn

    Upgrades to Cannon

    Bombarder.
    Superior against: City Defences, Warrior, Spearman, Archer, Chariot.


    War Elephant
    Mounted

    Strength 8
    No defencive bonus
    +50% vs. Mounted units

    Upgrades to Cavalry

    Contra horse unit.
    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.

    Pikeman
    (Spearman II)

    Melee

    Strength 6
    +100% vs. Mounted units

    Upgrades to Rifleman, Grenadier

    Contra horse unit.
    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.

    Crossbowman
    Archery

    Strength 6
    +1 First Strike
    +50% vs. Melee units

    Upgrades to Rifleman, Grenadier

    Field unit.
    Superior against: All melee, Archer, Chariot, Catapult.

  9. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     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.

    Longbowman
    Archery

    Strength 6
    +1 First Strike
    +25% City Defence
    +25% Hill Defence

    Upgrades to Rifleman

    City guard.
    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.

    Maceman
    (Axeman II)
    Melee

    Strength 8
    +50% vs. Melee units

    Upgrades to Rifleman, Grenadier

    Field unit & city raidar.
    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.

    Caravel
    Naval

    Strength 3
    1 Cargo Space for an unmillitary unit only (can then explore rival territory)

    Upgrades to Frigate, Submarine

    Early Oceaner.
    Superior against: Galley.


     Research Guilds - 1000 - if:
    u haven't got Currency;
    & u got Horses resource;
    & strong opponent
    .

    Knight
    Mounted

    Strength 10
    Immune to first strike
    No defencive bonus

    Upgrades to Cavalry

    Field unit.
    Superior against: All melee except Pikeman, All archery, Horsearcher, Catapult, Musketman.


     Research Paper - 600 -
    .

  10.  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 - .

    Galleon
    Naval

    Strength 4
    3 Cargo Space

    Upgrades to Transport

    Columbus.
    Superior against: Galley, Caravel.


     Research Gunpowder - 1200 -.

     Musketman
    Gunpowder

    Strength 9

    Upgrades to Rifleman

    Early Gunpowder unit.
    Superior against: All melee & archery, War Elephant, Catapult.


     Research Chemistry - 1800 -.

    Grenadier
    (Axeman III)
    Gunpowder

    Strength 12
    +50% vs. Rifleman

    Upgrades to Infantry, Machine Gun

    City guard & Field unit.
    Superior against: All melee & archery, War Elephant, Knight, Catapult, Musketman, Rifleman.


    Frigate
    Naval

    Strength 8
    -10% City bombard/turn

    Upgrades to Destroyer

    Field unit.
    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

    +1 hammer from town (Cottage>>>Hamlet>>>Village>>>Town);
    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.

    Cavalry
    Mounted

    Strength 15
    No defencive bonus
    30% Withdraw chance
    +50% vs. Cannon

    Upgrades to Gunship

    Field unit.
    Superior against: All melee, archery & mounted except Cavalry, Cannon, Musketman, Grenadier.

  11.  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.

    Rifleman
    Gunpowder

    Strength 14
    +25% vs. Mounted units

    Upgrades to Infantry

    Contra horse unit.
    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.

    Infantry
    (Axeman IV)
    Gunpowder

    Strength 20
    +25% vs. Gunpowder units

    Upgrades to SAM Infantry, MECH Infantry

    City guard & Field unit.
    Superior against: All melee, archery & mounted, Artillary,  SAM Infantry, Marines.


     Research Steel - 2800 -.

    Cannon
    Siege

    Strength 12
    No defencive bonus
    25% Withdraw chance
    -20% City bombard/turn

    Upgrades to Artillery

    Bombarder.
    Superior against: City Defences, All melee, archery & mounted except Cavalry, Catapult, Musketman.


    (Require Steam Power)

     Ironclad
    Naval

    Strength 12
    -10% City bombard/turn
    Can not enter ocean

    Upgrades to Destroyer

    Field unit.
    Superior against: Frigate.


     Research Artillary - 4000 - if:
    u got Rifling.

    Artillery
    Siege

    Strength 18
    No defencive bonus
    25% Withdraw chance
    -25% City bombard/turn

    No upgrades

    Bombarder.
    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 .

  12.  Research Biology - 3600 -.

     Research Rocketry - 5000 - if:
    u got Artillary.

    SAM Infantry
    Gunpowder

    Strength 18
    40% Chance Aircraft interception
    +50% vs. Helicopter units

    Upgrades to MECH Infantry

    Air guard.
    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.

    Tank
    Armored

    Strength 28
    No defencive bonus
    Blitz promotion

    Upgrades to Modern Armor

    City guard & Field unit.
    Superior against: All melee, archery, mounted & siege, Infantry, SAM Infantry, Marines.


    Battleship
    Naval

    Strength 40
    -20% City bombard/turn

    No Upgrades

    City guard & Field unit.
    Superior against: Transport, Destroyer, Carrier.


    (Require Rifling)

    Marines
    Gunpowder

    Strength 24
    +50% vs. Machine gun & Artillary
    Amphibious promotion

    Upgrades to MECH Infantry

    City Raidar.
    Superior against: All melee, archery, mounted & siege,  SAM Infantry.


     Research Railroad - 4500 -.

    Machine Gun
    Siege

    Strength 18
    Can only defend
    +1 First Strike
    +50% vs. Gunpowder units

    Upgrades to SAM Infantry

    City & field guard.
    Superior against: All melee, archery & mounted, Cannon, Infantry, SAM Infantry.


     Research Combustion - 3600 -.

    Transport
    Naval

    Strength 16
    4 Cargo Space

    No Upgrades

    Transport unit.
    Superior against: Frigate, Ironclad.


    Destroyer
    Naval

    Strength 30
    -15% City bombard/turn
    30% Chance Aircraft interception

    No Upgrades

    Field unit.
    Superior against: Transport, Submarine, Carrier.


     Research Flight - 5000 -.

    Fighter
    Air

    Strength 12
    50% Chance Aircraft interception
    -5% City bombard/turn

    Upgrades to Jet

    Air unit.


    Carrier
    Naval

    Strength 16
    3 Cargo Space for fighters only

    No Upgrades

    Airsupport unit.
    Superior against: Frigate, Ironclad.


    (Require Rocketry)

    Gunship
    Helicopter

    Strength 24
    No defencive bonus
    25% Withdraw chance
    +100% vs. Armored

    No Upgrades

    City guard & Field unit.
    Superior against: All melee, archery, mounted & siege, Infantry, Marines, all armored.
    Very mobile. Flies over terrain, but can not capture cities.

  13.  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 - .

    Bomber
    Air

    Strength 16
    -50% vs Naval
    -15% City bombard/turn

    Upgrades to stealth

    Air unit.


    Submarine
    Naval

    Strength 24
    1 Cargo Space for an unmillitary unit only
    50% Withdraw chance

    No Upgrades

    Scout & pillager.
    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.

  14.  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.

    MECH Infantry
    Gunpowder

    Strength 32
    20% Chance Aircraft interception
    March promotion

    No Upgrades

    City guard & Field unit.
    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 - -

  15. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Research Composites - 7500 -.

    Jet
    Air

    Strength 24
    70% Chance Aircraft interception
    -10% City bombard/turn

    No Upgrades

    Air unit.

    Stealth
    Air

    Strength 20
    50% Chance Evade aircraft interception
    -50% vs Naval
    -20% City bombard/turn

    No Upgrades

    Air unit.


    Modern Armor
    Armored

    Strength 40
    +1 First Strike
    No defencive bonus
    Blitz promotion

    No Upgrades

    City guard & Field unit.
    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 from jungle and forest.



 

 

Melee Promotions:

City Defensive:
Combat I
(Shock, Cover)
Medic I
Combat II
(Formation, Charge)
Combat III-V
Medic II

Field Defensive:
Combat I
Medic I, March
Woodsman I-II
Medic II
Combat II-V

Field Offensive:
Combat I
(Shock, Cover)
Combat II
(Formation, Charge)
Combat III
March
Combat IV-V, Commando

City Offensive:
City Raidar I-III
Combat I-II
(Amphibious)
Combat III-V

Archery Promotions:

City Defensive:
City Garrison I-III
Combat I
(Shock, Cover)
Medic I
Combat II
(Formation)
Combat III-V
Medic II

Field Defensive:
Combat I
Medic I, March
Guerilla I-II
Medic II
Combat II-V

Field Offensive:
Drill I-II
Combat I
(Shock, Cover)
Combat II
(Formation)
(Drill III-IV)
Combat III
March
Combat IV-V, Commando

City Offensive:
Drill I-II
Combat I-II
(Amphibious)
(Drill III-IV)
Combat III-V

Mounted Promotions:

City Defensive:
Combat I
(Shock, Pinch)
Medic I
Combat II
(Formation, Charge)
Combat III
Blitz
Combat IV-V
Medic II

Field Defensive:
Combat I
Medic I, March
Medic II
Combat II-III
Blitz
(Flanking I, Sentry, Flanking II, Mobility)
Combat IV-V

Field Offensive:
Combat I
(Shock, Pinch)
Combat II
(Formation, Charge)
Combat III
Blitz
March
Combat IV-V, Commando

City Offensive:
Combat I-II
(Amphibious)
Combat III
Blitz
(Flanking I, Sentry, Flanking II, Mobility)
Combat IV-V

Siege Promotions:

City Defensive:
Barrage I-III
Combat I
(Shock)
Medic I
Combat II
(Ambush)
Combat III-V
Medic II

Field Defensive:
Barrage I-III
Combat I
Medic I, March
Medic II
Combat II-V

Field Offensive:
Drill I-II
Barrage I-III
Combat I
(Shock)
Combat II
(Ambush)
Combat III
March
(Drill III-IV)
Combat IV-V

City Offensive:
City Raidar I
(Accuracy)
City Raidar II-III
Drill I-II
Barrage I-III
Combat I-II
(Amphibious)
Combat III
(Drill III-IV)
Combat IV-V

Gunpowder Promotions:

City Defensive:
City Garrison I-III
Combat I
(Cover, Pinch)
Medic I
Combat II
(Formation, Ambush)
Combat III-V
Medic II

Field Defensive:
Combat I
Medic I, March
Guerilla I-II
Woodsman I-II
Medic II
Combat II-V

Field Offensive:
Combat I
(Cover, Pinch)
Combat II
(Formation, Ambush)
Combat III
March
Combat IV-V, Commando

City Offensive:
Combat I-II
(Amphibious)
Combat III-V

Helicopter Promotions:

City Defensive:
Combat I
(Pinch)
Combat II
(Charge, Ambush)
Combat III
Blitz
Combat IV-V

Field Defensive:
Combat I-III
Blitz
(Flanking I, Sentry, Flanking II)
Combat IV-V

Field Offensive:
Drill I-II
Combat I
(Pinch)
Combat II
(Charge, Ambush)
(Drill III-IV)
Combat III
Blitz
Combat IV-V

City Offensive:
Drill I-II
Combat I-II
(Drill III-IV)
Combat III
Blitz
(Flanking I, Sentry, Flanking II)
Combat IV-V

Armored Promotions:

City Defensive:
Barrage I-III
Combat I
(Pinch)
Combat II
(Charge, Ambush)
Combat III
Blitz
Combat IV-V

Field Defensive:
Barrage I-III
Combat I-III
Blitz
(Flanking I-II, Mobility)
Combat IV-V

Field Offensive:
Drill I-II
Barrage I-III
Combat I
(Pinch)
Combat II
(Charge, Ambush)
(Drill III-IV)
Combat III
Blitz
Combat IV-V
Commando

City Offensive:
City Raidar I-III
Drill I-II
Barrage I-III
Combat I-II
(Drill III-IV)
Combat III
Blitz
(Flanking I-II, Mobility)
Combat IV-V

Naval Promotions:

Transport:
Combat I
Medic I
Combat II-III
(Flanking I, Navigation I, Sentry, Navigation II, Flanking II)
Combat IV-V
Medic II

Field Defensive:
Barrage I-III
Combat I
Medic I
Combat II-III
(Flanking I, Navigation I, Sentry, Navigation II, Flanking II)
Combat IV-V
Medic II

Field Offensive:
Drill I-II
Barrage I-III
Combat I-II
(Drill III-IV)
Combat III-V