Civilization V Primer

New to the Civilization series or looking to bolster your empire? Our Civilization V Primer will provide you with policies to lead your people, technology throughout the eras, and strategies to finish all five victory types.

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New to the Civilization series or looking to bolster your empire? Our Civilization V Primer will provide you with policies to lead your people, technology throughout the eras, and strategies to finish all five victory types.

  • Shaping a Nation: Find the country, leader, polices and technologies that will forge your ideal nation
  • City Production: Lists for every building, wonder, and unit in the game
  • World Affairs: How to manage your empire and work with other world powers
  • Tips for Victory: Strategies to overwhelm through war, culture, science and diplomacy

Shaping a Nation: Leaders and Countries

There are 18 different nations to play as and compete against in Civilization 5. Each has unique special abilities and units that will help guide you towards a certain victory goal. Each nation has one or more eras where they particularly excel. These time periods are the best opportunity to flourish or outright complete the game.

Washington - America

Unique Unit: B17 (Modern Bomber) 60 Range Combat, 10 Range, Penalty vs Naval, Evasion, Siege I
Unique Unit: Minuteman (Renaissance Musketman) 16 Combat, All Tiles Cost 1 Move
Manifest Destiny: All land military have +1 sight. 25% discount when purchasing tiles.

Suggested Victory: Domination, Points

Harun al-Rashid - Arabia

Unique Unit: Camel Archer (Medieval Knight) 10 Combat, 15 Ranged Combat, 2 Range, No Defensive Bonuses, Can Move After Attacking, May not Melee
Unique Building: Bazaar (Medieval Market) +25% Gold, +1 Extra Luxury, Merchant Specialists
Trade Caravans: +1 Gold from each Trade Route and Oil Resources provide double quantity.

Suggested Victory: Diplomatic, Points

Montezuma - Aztec

Unique Unit: Jaguar (Ancient Warrior) 6 Combat, Combat Bonus in Jungle, Heal 2 Damage after a kill
Unique Building: Floating Gardens (Ancient Watermill) +2 Food, +15% Food
Sacrificial Captives: Gains Culture for the empire from each enemy unit killed.

Suggested Victory: Domination, Diplomatic, Culture, Points

Wu Zetian - China

Unique Unit: Chu-Ko-Nu (Medieval Crossbowman) 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, May Attack Twice
Unique Building: Paper Maker (Ancient Library) +1 Science for every 2 Citizens, Scientist Specialists, +4 Gold
Art of War: Effectiveness and spawn rate of Great Generals increased.

Suggested Victory: Domination, Diplomatic, Science

Ramesses II - Egypt

Unique Unit: War Chariot (Ancient War Chariot) 3 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee
Unique Building: Burial Tomb (Classical Temple) +2 Happiness, +2 Culture, Enemy Civ gains double Gold when capturing the city
Monument Builders: +20% Production towards Wonder construction.

Suggested Victory: Diplomatic, Points

Elizabeth - England

Unique Unit: Longbowman (Medieval Crossbowman) 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, Range
Unique Unit: Ship of the Line (Renaissance Frigate) 30 Combat, 17 Ranged Combat, 2 Range, May Not Melee, Extra Sight
Sun Never Sets: +2 Movement for all naval units.

Suggested Victory: Domination, Diplomatic

Napoleon - France

Unique Unit: Foreign Legion (Industrial Infantry) 36 Combat, Foreign Lands Bonus
Unique Unit: Musketeer (Renaissance Musketman) 20 Combat
Ancient Regime: +2 Culture per turn from Cities before discovering Steam Power

Suggested Victory: Domination, Culture

Bismarck - Germany

Unique Unit: Landsknecht (Medieval Pikeman) 10 Combat, Bonus vs Mounted
Unique Unit: Panzer (Industrial Tank) 60 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking
Furor Teutonicus: Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 Gold and they join your side.

Suggested Victory: Domination, Points

Alexander - Greece

Unique Unit: Companion Cavalry (Classical Horseman)
Unique Unit: Hoplite (Ancient Spearman)
Hellenic League: City-State Influence degrades at half and recovers at twice the normal rate.
Original Capital: Athens
Suggested Victory: Domination, Culture, Points

Gandhi - India

Unique Unit: War Elephant (Ancient Chariot Archer) 14 Combat, No Defensive bonuses, Can Move After Attacking, Great Generals I
Unique Building: Mughal Fort (Medieval Castle) +2 Culture, +9 Defense, adds Gold with Flight Tech
Population Growth: Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.

Suggested Victory: Diplomatic, Culture, Points

Hiawatha - Iroquois

Unique Unit: Mohawk Warrior (Classical Swordsman) 11 Combat, Combat Bonus in Forest and Jungle
Unique Building: Longhouse (Medieval Workshop) +1 Production from worked Forest, Engineer Specialists
The Great Warpath: Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish trade routes.

Suggested Victory: Diplomatic, Science, Points

Oda Nobunaga - Japan

Unique Unit: Samurai (Medieval Longswordsman) 18 Combat, Shock I, Great Generals II
Unique Unit: Zero (Industrial Fighter) 50 Ranged Combat, 8 Range, Interception, Bonus vs Fighters, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters
Bushido: Units fight as though they were at full strength even when damaged.

Suggested Victory: Domination, Diplomatic

Suleiman - Ottomans

Unique Unit: Janissary (Renaissance Musketman) 16 Combat, Heal if Destroy an Enemy, Combat Bonus when Attacking
Unique Unit: Sipahi (Renaissance Lancer) 22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack, No Movement Cost to Pillage, Extra Sight
Barbary Corsairs: 50% chance of converting a Barbarian unit to your side and earning 25 Gold.

Suggested Victory: Domination, Diplomatic, Points

Darius I - Persia

Unique Unit: Immortal (Ancient Spearman) 8 Combat, Bonus vs Mounted, Heals at Double Rate
Unique Building: Satrap's Court (Renaissance Bank) +2 Happiness, +25% Gold, Merchant Specialists
Achaemenid Legacy: Golden Ages last 50% Longer. During Golden Age, units receive +1 Movement and +10% Combat Strength bonus.

Suggested Victory: Diplomatic, Science, Points

Augustus Caesar - Rome

Unique Unit: Ballista (Classical Catapult) 4 Combat, 18 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility
Unique Unit: Legion (Classical Swordsman) 13 Combat. Builds Roads and Forts
The Glory of Rome: 25% Production towards any buildings that already exist in the Capital

Suggested Victory: Domination, Diplomatic, Science, Points

Catherine - Russia

Unique Unit: Cossack (Renaissance Cavalry) 25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking
Unique Building: Krepost (Ancient Barracks) +15 EXP. -50% Culture cost for new Tiles
Siberian Riches: Strategic Resources provide +1 Production and Horse, Iron, and Uranium Resources provide double quantity.

Suggested Victory: Domination, Diplomatic, Points

Ramkhamhaeng - Siam

Unique Unit: Naresuan's Elephant (Medieval Knight) 22 Combat, No Defensive Bonuses, Bonus vs Mounted, Can Move After Attacking
Unique Building: Wat (Medieval University) +3 Culture, +50% Science, Scientist Specialists
Father Governs Children: Food and Culture from friendly City States increased by 50%

Suggested Victory: Diplomatic, Culture

Askia - Songhai

Unique Unit: Mandekalu (Medieval Knight) 18 Combat, No Defensive Bonuses, Can Move After Attacking, Bonus vs Cities
Unique Unit: Mud Pyramid Mosque (Classical Temple) +5 Culture
River Warlord: Receive triple Gold from Barbarian encampments and pillaging Cities. Embarked units can defend themselves.

Suggested Victory: Domination, Diplomatic, Culture

Shaping a Nation: Polices

Social Polices are the means for which you govern your citizens. They offer various bonuses that will help shape your empire and synergize with a specific victory type. You gain new polices by boosting Culture. The most common way of gaining Culture is by building specific buildings within your cities that will add more Culture after every turn. Some nations, such as Songhai and India have unique buildings to help them build culture. Other nations, such as Aztec and France, rely on their special powers. You can also gain culture by allying with City-States, which both Greece and Siam specialize in. If you manage to complete five full policies, you'll have a chance to complete the game via a Culture Victory.

You can switch between exclusive polices, such as Rationalism and Piety, but this will throw your empire into Anarchy: a short penalty where your empire will not be able to produce or function. You will also not be refunded any of your Culture points, effectively making changing polices a huge drawback.

Tradition

Policy Name Requirements Bonus
Tradition N/A +1 Food in the Capital
Aristocracy Tradition +33% Production for Wonders
Oligarchy Tradition +33% combat strength in empire's borders
Legalism Tradition -33% Unhappiness in the Capital
Landed Elite Aristocracy, Oligarchy +33% Food growth in the Capital
Monarchy Oligarchy -50% Gold cost for land

Liberty

Policy Name Requirements Bonus
Liberty No Autocracy +50% Settler training speed
Collective Rule Liberty +50% Food for second citizen in new cities
Citizenship Liberty +25% Worker construction rate
Republic Collective Rule +1 Production in all cities
Representation Citizenship +1 Culture in all cities
Meritocracy Citizenship +1 Happiness per city connected to the Capital

Honor

Policy Name Requirements Bonus
Honor N/A +25% combat bonus vs Barbarians, notifications about new Barbarian Encampments
Warrior Code Honor Great Generals appear outside the Capital
Discipline Honor +15% combat bonus when another military unit is in an adjacent title
Military Tradition Warrior Code Gain double EXP from combat
Military Caste Discipline Each city with a garrison reduces Unhappiness by 1
Professional Army Military Caste -50% Gold needed for upgrading units

Commerce

Policy Name Requirements Bonus
Commerce One or more Costal Cities +25% Gold output in the Capital
Naval Tradition Commerce +1 move and Sight for military boats
Trade Unions Commerce -20% maintenance for roads and railroads
Merchant Navy Naval Tradition +3 Production in all Costal cities
Mercantilism Trade Unions -25% Gold cost for City items
Protectionism Mercantilism +1 for every Luxury

Piety

Policy Name Requirements Bonus
Piety Classical Era, No Rationalism +2 Happiness
Organized Religion Piety -25% Happiness to start a Golden Age
Mandate of Heaven Piety 50% excess Happiness added to spendable Culture
Theocracy Organized Religion -20% Unhappiness in un-occupied cities
Reformation Organized Religion Free 6-turn Golden Age
Free Religion Mandate of Heaven, Reformation 2 Free Policies

Patronage

Policy Name Requirements Bonus
Patronage Medieval Era -25% City-State influence degradation speed
Philanthropy Patronage +25% more influence from City-State gifts
Aesthetics Patronage +20 non-degrading influence with all City-States
Scholasticism Philanthropy +33% Science bonus from allied City-States
Cultural Diplomacy Scholasticism +100% more resources and +50% more Happiness from City-States
Educated Elite Aesthetics, Scholasticism Allied City-States will gift Great People

Rationalism

Policy Name Requirements Bonus
Rationalism Renaissance Era, No Piety Free 5-turn Golden Age
Secularism Rationalism +2 Science from every Specialist
Humanism Rationalism +1 Happiness from all Universities
Free Thought Secularism +2 Science from each Trading Post
Soveereignty Humanism +15% Science when the empire is Happy
Scientific Revolution Free Thought 2 Free Technologies

Freedom

Policy Name Requirements Bonus
Freedom Renaissance Era, No Autocracy -50% Happiness from Specialists
Constitution Freedom +100% Culture in cities with a Wonder
Universal Suffrage Freedom +33% combat bonus for Cities
Civil Society Freedom -50% Food cost for Specialists
Free Speech Constitution -25% Cost of Policies
Democracy Civil Society +50% rate of Great People born

Autocracy

Policy Name Requirements Bonus
Autocracy Industrial Era, No Liberty or Freedom -33% Unit Gold maintenance
Populism Autocracy +25% combat bonus for damaged Units
Militarism Autocracy -33% Unit Gold cost
Fascism Populism and Militarism +100% quantity of Strategic Resources produced
Police State Populism and Militarism -50% Unhappiness in Occupied Cities
Total War Fascism, Police State +33% combat bonus for 20 turns

Order

Policy Name Requirements Bonus
Order Industrial Era +22% building Production
Unified Front Order +33% City-State influence degradation for other players
Socialism Order -10% Building Gold maintenance cost
Nationalism Order +25% combat bonus when fighting in friendly territory
Planned Economy Socialism -50% Unhappiness from cities
Communism Planned Economy +5 Production per city

Shaping a Nation: Technology

As your empire gains more science points, they can research technology that unlock new buildings and units. As you make your way across the tech tree, you'll advance to new eras and powers.

Ancient

Tech Name Science Cost Leads to Tech Unlocks
Agriculture 14 Pottery, Animal Husbandry, Archery, Mining Farm
Pottery 25 Sailing, Calendar, Writing Granary
Animal Husbandry 25 Trapping, The Wheel Reveals Horses, Pasture
Archery 25 Mathematics Archer
Mining 25 Masonry, Bronze Working Mine, Chop Forest
Sailing 40 Optics Work Boat, Trireme, The Great Lighthouse, Fishing Boat
Calendar 51 Theology Stonehenge, Plantation
Writing 40 Philosophy Library, National College, The Great Library, Open Borders
Trapping 40 Civil Service Trading Post, Camp
The Wheel 40 Horseback Riding, Mathematics Chariot Archer, Water Mill, Road
Masonry 40 Construction Walls, The Pyramids, Quarry, Clear Marsh
Bronze Working 40 Iron Working Spearman, Barracks, The Colossus, Remove Jungle

Classical

Tech Name Science Cost Leads to Tech Unlocks
Optics 58 Compass Lighthouse, Embark
Philosophy 73 Theology, Civil Service Temple, National Epic, The Oracle, Research Agreements
Horseback Riding 73 Chivalry Horseman, Stable, Circus
Mathematics 73 Currency, Engineering Catapult, Courthouse, The Hanging Gardens
Construction 73 Engineering Colosseum, The Great Wall, Bridges over Rivers
Iron Working 110 Metal Casting Swordsman, Armory, Heroic Epic, Reveals Iron

Medieval

Tech Name Science Cost Leads to Tech Unlocks
Theology 184 Education Monastery, Garden, Angkor Wat, The Hagia Sophia
Civil Service 294 Chivalry Pikeman, Chichen Itza, Increased Food from Farms with Fresh Water
Currency 184 Chivalry Mint, Market, Machu, Pichu
engineering 184 Machinery, Physics Lumber Mill, Fort
Metal Casting 184 Physics, Steel Forge, Workshop
Compass 250 Astronomy Harbor
Education 324 Astronomy, Acoustics, Banking University, Oxford University, Notre Dame, The Porcelain Tower Production to Research
Chivalry 324 Banking Knight, Castle, Himeji Castle, Defense Pact
Machinery 324 Printing Press Crossbowman, Faster movement on Road
Physics 324 Printing Press, Gunpowder Trebuchet
Steel 324 Gunpowder Longswordsman

Renaissance

Tech Name Science Cost Leads to Tech Unlocks
Astronomy 479 Navigation Caravel, Observatory, Faster Embark Movement, Embarked units cross oceans.
Acoustics 479 Scientific Theory Opera House, Sistine Chapel, The Kremlin
Banking 479 Economics Bank, The forbidden Palace
Printing Press 479 Economics Theatre, Taj Mahal
Gunpowder 510 Chemistry, Metallurgy Musketman
Navigation 663 Archaeology, Scientific Theory Frigate, Seaport
Economics 663 Military Science Windmill, Big Ben
Chemistry 663 Military Science, Fertilizer Cannon, Ironworks
Metallurgy 663 Rifling Lancer
Archaeology 958 Biology Museum, Hermitage, The Louvre
Scientific Theory 958 Biology, Steam Power Public School, Reveals Coal
Military Science 958 Steam Power Cavalry, Military Academy, Brandenburg Gate
Fertilizer 958 Dynamite Food from Farms increased with no water
Rifling 1049 Dynamite Rifleman

Industrial

Tech Name Science Cost Leads to Tech Unlocks
Biology 1596 Electricity Hospital, Reveals Oil, Build Well
Steam Power 1596 Electricity, Replaceable Parts, Railroad Ironclad, Factory, Lumber Mill yield improved, faster embark movement
Electricity 1805 Refrigeration, Telegraph, Radio Bank, The forbidden Palace
Replaceable Parts 1805 Flight, Combustion Destroyer, Stock Exchange, Reveals Aluminum
Railroad 1805 Combustion Anti-Tank Gun, Infantry, Statue of Liberty
Dynamite 1805 Combustion Artillery
Refrigeration 2090 Plastics, Penicillin Submarine, Offshore Platform
Telegraph 2090 Electronics Battleship, Military Base, Cristo Redentor
Radio 2090 Mass Media, Radar Anti-Aircraft Gun, Broadcast Tower, Eiffel Tower
Flight 2090 Radar Carrier, Fighter
Combustion 2090 Atomic Theory, Lasers Tank

Modern

Tech Name Science Cost Leads to Tech Unlocks
Plastics 2470 Ecology Hydro Plant, Research Lab
Penicillin 2470 Ecology Medical Lab
Electronics 2470 Computers Mechanized Infantry
Mass Media 2470 Computers Stadium
Radar 2470 Rocketry, Lasers Bomber, Paratrooper, Pentagon
Atomic Theory 2470 Nuclear Fusion Reveals Uranium, The Manhattan Project
Ecology 2850 Globalization Solar Plant
Computers 2850 Robotics Nuclear Submarine, Mobile Sam
Rocketry 2850 Satellites Helicopter, Gunship, Rocket Artillery, Apollo Program
Lasers 2850 Stealth, Advanced Ballistics Jet Fighter, Modern Armor
Nuclear Fusion 2850 Advanced Ballistics Atomic Bomb, Nuclear Plant
Globalization 3182 Particle Physics United Nations, Sydney Opera House
Robotics 3182 Particle Physics SS Booster, Missile Cruiser, Spaceship Factory
Satellites 3182 Particle Physics, Nuclear Fusion SS Cockpit, Guided Missile
Stealth 3182 Nuclear Fusion Stealth Bomber
Advanced Ballistics 3182 Nuclear Fusion Nuclear Missile

Future

Tech Name Science Cost Leads to Tech Unlocks
Particle Physics 3182 Nanotechnology SS Engine
Nuclear Fusion 3420 Future Tech SS Stasis Chamber
Nanotechnology 3135 Future Tech Giant Death Robot
Future Tech 3800 N/A Points

City Production: Buildings and Wonders

Buildings can improve your city and countryside, providing boosts to your output and even give units extra EXP. If you aren't using citizen focuses, buildings are a great means of boosting Production, Gold, Food, Culture and Science. Be careful when creating buildings: they cost a hefty amount of Production to first make and cost Gold every turn to maintain. Once you posses a budget, building a powerful city can greatly support your empire.

Wonders offer huge improvements and add directly to your score. However, only a single World Wonder can exist in the world. You'll need to be quick and build these World Wonders before an enemy empire can. National Wonders can be constructed in multiple countries, but only in a single city per nation.

Ancient

Building Name Building Type Traits and Abilities Requirements and Costs
Farm Improvement +1 Food, Improves Wheat Agriculture; Grassland, Plains or Desert
Pasture Improvement Improves Horses, Cattle and, Sheep Animal Husbandry
Krepost City +15 EXP. -50% Culture cost for new Tiles 29 Production, 1 Gold Maintenance, Bronze Working, Russia
Barracks City +15 EXP 29 Production, 1 Gold Maintenance, Bronze Working
The Colossus Wonder +1 Culture, +1 Great Merchant Points 55 Production, Bronze Working
Plantation Improvement Improves Bananas, Dye, Silk, Spices, Sugar, Cotton, Wine, and Incense Calendar
Stonehenge Wonder +8 culture, +1 Great Engineer Points Calendar
Quarry Improvement Improves Marble Masonry
Walls City +5 Defense 36 Production, 1 Gold Maintenance, Masonry
The Pyramids Wonder +1 Culture, +1 Great engineer Points 64 Production, Masonry
Mine Improvement +1 Production; Improves Iron, Coal, Aluminum, Uranium, Gems, Gold, and Silver Mining, Hill
Granary City +2 Food 36 Production, 1 Gold Maintenance, Pottery
Fishing Boats Improvement Improves Fish, Whales and Pearls Sailing
The Great Lighthouse Wonder +1 Culture, +1 Great Merchant Points 47 Production, Sailing
Floating Gardens City +2 Food, +15% Food/td> 44 Production, 1 Gold Maintenance, The Wheel, Built near River, Aztec
Water Mill City +2 Food 44 Production, 2 Gold Maintenance, The Wheel, Built near River
Trading Post Improvement +2 Gold Trapping; Grassland, Plains, Desert, or Tundra
Camp Improvement Improves Ivory, Fur and Deer Trapping
Paper Maker City +1 Science for every 2 Citizens, Scientist Specialists, +4 Gold 29 Production, 1 Gold Maintenance, Writing, China
Library City +1 Science for every 2 Citizens, Scientist Specialists 29 Production, 1 Gold Maintenance, Writing
National College Wonder +1 Culture, +50% Science 66 Production, Library in all Cities
The Great Library Wonder 1 Culture, +1 Great Scientist Points 55 Production, Writing
Monument City +2 Culture 22 Production, 1 gold Maintenance

Classical

Building Name Building Type Traits and Abilities Requirements and Costs
Colosseum City +4 Happiness 55 Production, 3 Gold Maintenance, Construction
The Great Wall Wonder +1 Culture, +1 Great Engineer Points 128 Production, Construction
Stable City +25% Production when building Mounted Units 36 Production, 1 Gold Maintenance, Horseback Riding
Circus City +3 Happiness 55 Production, 3 Gold Maintenance, Horseback Riding
Armory City +15 EXP 47 Production, 3 Gold Maintenance, Must have a Barracks, Iron Working
Heroic Epic Wonder +15% Combat Bonus, +1 Culture 51 Production, Must have a Barracks in all Cities, Iron Working
Courthouse City Removes extra Unhappiness from Annexed cities 73 Production, 5 Gold Maintenance, Mathematics
The Hanging Gardens Wonder +3 Happiness, +1 Culture, +1 Great Artist Points 73 Production, Mathematics
Lighthouse City +1 Food from Water Tiles 29 Production, 1 Gold Maintenance, Optics
Mud Pyramid Mosque City +5 Culture 44 Production, Philosophy, Songhai
Burial Tomb City +2 Happiness, +2 Culture, Enemy Civ gains double Gold when capturing the city 44 Production, Philosophy, Egypt
Temple City +3 Culture 44 Production, 2 Gold Maintenance, Philosophy
National Epic Wonder +25% Great People generation, +1 Culture 66 Production, Must have a Monument in all Cities, Philosophy
The Oracle Wonder Free Social Policy, +1 Culture, +1 Great Scientist Point 55 Production, Philosophy

Medieval

Building Name Building Type Traits and Abilities Requirements and Costs
Mughal Fort City +2 Culture, +9 Defense, adds Gold with Flight Tech 180 Production, 3 Gold Maintenance, Walls, Chivalry, India
Castle City +7.5 Defense 200 Production, 3 Gold Maintenance, Chivalry
Himeji Castle Wonder +4 Culture, +2 Great Engineer Points, +25 combat bonus inside friendly territory 600 Production, Chivalry
Chichen Itza Wonder +1 Culture, +1 Great Engineer Points, Golden Age +50% length 450 Production, Civil Service
Harbor City Forms Trade Route with the Capital, +25% Production building Naval Units Compass
Bazaar City +25% Gold, +1 Extra Luxury, Merchant Specialists 120 Production, Currency, Arabia
Mint City +3 Gold from Gold and Silver Mined 120 Production, Currency
Market City +25% Gold, Merchant Specialists 120 Production, Currency
Machu Pichu Wonder +1 Culture, +1 Great Merchant Points 550 Production, Currency
Wat City +3 Culture, +50% Science, Scientist Specialists 200 Production, 2 Gold Maintenance, Education, Siam
University City +50% Science, Scientist Specialists 200 Production, 3 Gold Maintenance, Education
Oxford University Wonder +1 Culture, Free Tech 370 Production, Universities in all cities, Education
Notre Dame Wonder +5 Happiness, +1 Culture, +1 Great Merchant Points 500 Production, Education
The Porcelain Tower Wonder +1 Culture, +2 Great Scientist Points, Great Scientist may Spawn here 400 Production, Education
Longhouse City +1 Production from worked Forest, Engineer Specialists 80 Production, 2 Gold Maintenance, Metal Casting, Iroquois
Forge City +15% Production for Land Units 150 Production, 2 Gold Maintenance, Iron, Metal Casting
Workshop City +20% Production for Buildings, Engineer Specialists 100 Production, 2 Gold Maintenance, Metal Casting,
Monastery City +3 Culture, +2 Culture from Incense and Wine 120 Production, 2 Gold Maintenance, Theology
Garden City 25% Great People Generation, Artist Specialist 120 Production, 2 Gold Maintenance, Theology
Ankor Wat Wonder +1 Culture, +1 Great Engineer Points, -75% Culture cost for new Tiles 300 Production, Theology
The Hagia Sophia Wonder +1 Culture, +1 Great Artist Points, +33% Great People generation 300 Production, Theology

Renaissance

Building Name Building Type Traits and Abilities Requirements and Costs
Opera House City Acoustics
Sistine Chapel Wonder +1 Culture, +2 Great Artist Points, +33% Culture 650 Production, Acoustics
The Kremlin Wonder +4 Culture, +1 Great Scientist Points, +50% Defense from Buildings 650 Production, Acoustics
Museum City +5 Culture 220 Production, 3 Gold Maintenance, Temple, Archaeology
Hermitage Wonder Culture output doubled in this City 420 Production, Must have Museum in all Cities, Archaeology
The Louvre Wonder +1 Culture, +2 Great Artist Points, 2 free Great Artists 700 Production, Archaeology
Observatory City +50% Science 180 Production, 2 Gold Maintenance, near a Mountain, Astronomy
Satrap's Court City +2 Happiness, +25% Gold, Merchant Specialists 220 Production, Market, Banking, Persia
Bank City +25% Gold, Merchant Specialists 220 Production, Market, Banking
The Forbidden Palace Wonder +1 Culture, +1 Great Artist Points, -50% Unhappiness from number of Cities 600 Production, Banking
Iron Works Wonder +1 Culture, +20% Culture 390 Production, Workshops in all Cities, Chemistry
Windmill City +15% Production, Engineer Specialists 180 Production, 2 Gold Maintenance, Economics
Big Ben Wonder +1 Culture, +2 Great Merchant Points, -25% Gold cost 700 Production, Economics
Military Academy City +15 EXP 350 Production, 3 Gold Maintenance, Military Science
Brandenburg Gate Wonder +1 Culture, +2 Great Scientist Points, free Great General 550 Production, Military Science
Seaport City +2 Production from Sea Resources 140 Production, 2 Gold Maintenance, Navigation
Theatre City +4 Happiness 300 Production, 5 Gold Maintenance, Colosseum, Printing Press
Taj Mahal Wonder +1 Culture, +2 Great Artist Points, free Golden Age 600 Production, Printing Press
Public School City +50% Science, Scientist Specialists 350 Production, 3 Gold Maintenance, University, Scientific Theory

Industrial

Building Name Building Type Traits and Abilities Requirements and Costs
Hospital City 50% Food is carried over after new Citizen is born 400 Production, 2 Gold Maintenance, Biology
Well Improvement Improves Oil Biology
Stock Exchange City +33% Gold, Merchant Specialists 650 Production, Bank, Electricity
Broadcast Tower City Doubles Culture per turn 600 Production, 3 Gold Maintenance, Radio
Eiffel Tower Wonder +8 Happiness, +1 Culture, +2 Great Merchant Points 1000 Production, Radio
Arsenal City +20% Production for Land Units 350 Production, 3 Gold Maintenance, Military Academy, Railroad
Offshore Platform Improvement Improves Oil Refrigeration
Statue of Liberty Wonder +1 Culture, +3 Great Engineer Points 1200 Production, Replaceable Parts
Factory City +50% Production, Engineer Specialists 300 Production, 3 Gold Maintenance, Coal, Steam Power
Military Base City +12 Defense 450 Production, 4 Gold Maintenance, Castle, Telegraph
Cristo Redentor Wonder +1 culture, +2 Great Artist Points, -33% Policy cost 1200 Production, Telegraph

Modern

Building Name Building Type Traits and Abilities Requirements and Costs
Solar Plant City +25% Production 600 Production, 3 Gold Maintenance, build near Desert, Ecology
United Nations Wonder +1 Culture, +2 Great Merchant Points, Needed to start Diplomatic Victory, +1 extra vote 1000 Production, Globalization
Sydney Opera House Wonder +1 Culture, +2 Great Artist Points, 1 free Policy 1000 Production, Globalization
Stadium City +4 Happiness 450 Production, 6 Gold Maintenance, Theatre, Mass Media
Nuclear Plant City +25% Production 600 Production, 3 Gold Maintenance, Uranium, Nuclear Fission
Medical Plant City +25% Food is carried over after a new Citizen is born 500 Production, 3 Gold Maintenance, Penicillin
Hydro Plant City +1 Production in every tile next to a River 600 Production, 3 Gold Maintenance, Aluminum, Plastics
Research Lab City +100% Science, Scientist Specialists 600 Production, 3 Gold Maintenance, Public School, Plastics
Pentagon Wonder +1 Culture, +2 Great Merchant Points, -50% Gold cost for upgrades 1200 Production, Radar
Spaceship Factory City +50% Production for Spaceship parts 460 Production, 3 Gold Maintenance, Aluminum, Factory, Robotics
Apollo Program Program Needed for Science Victory 1200 Production, Rocketry

City Production: Combat and Support Units

Every era will gain new units that will build your army and help support building your empire. As time goes on, you'll have units on land, sea and air. Most all land units can enter and cross water once learning the Embark skill, though many are defenseless during this.

There are two major types of units: military and support. Support units tend to work and defend the land, improving your output. However, they can be easily captured or destroyed. Military units can move onto the same tile as support units, giving them protection by fighting off would-be attackers.

There is also a third, less common unit, the Great Person. Great People are born over time based on the buildings within your empire. Great People take the lower support spot, but can use special abilities, such as taking borders or providing free Golden Ages. When they use most of their powers, they are expended and cannot be used again.

As you move to new eras, you'll find a need to replace and upgrade your old units, which will make them ready to face the challenges ahead.

Ancient

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Archer Combat Archery 4 Combat, 6 Ranged Combat, 2 Range, May not Melee 2 23 Production, Archery Tech
Chariot Archer Combat Mounted 2 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee 4 20 Production, Horse, The Wheel
Great Artist Great Person Culture Bomb, Starts Golden Age 2 Great Artist Points
Great Engineer Great Person Speeds up Production, Starts Golden Age 2 Great Engineer Points
Great General Great Person +25% Combat Bonus to allies, Creates Citadel, Starts Golden Age 2 Great General Points
Great Merchant Great Person Creates Custom House, Starts Golden Age 2 Great Merchant Points
Great Scientist Great Person Free Technology, Starts Golden Age 2 Great Scientist Points
Hoplite Combat Melee 9 Combat, Bonus vs Mounted 2 20 Production, Bronze Working, Greece
Immortal Combat Melee 8 Combat, Bonus vs Mounted, Heals at Double Rate 2 20 Production, Bronze Working,, Persia
Jaguar Combat Melee 6 Combat, Combat Bonus in Jungle, Heal 2 Damage after a kill 2 13 Production, Aztec
Scout Recon 4 Combat, Ignores Terrain Cost 2 8 Production
Settler Support Founds new Cities 2 109 Production
Spearman Combat Melee 7 Combat, Bonus vs Mounted 2 16 Production, Bronze Working
Trireme Combat Naval 6 Combat, 4 Ranged Combat, 2 Range, Cannot Enter Deep Ocean, May not Melee 4 20 Production, Sailing
War Chariot Combat Mounted 3 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee 5 20 Production, The Wheel, Egypt
War Elephant Combat Mounted 6 Combat, 8 Ranged Combat, 2 Range, No Defensive Bonuses, May Not Melee 3 20 Production, The Wheel, India
Warrior Combat Melee 6 Combat 2 13 Production
Work Boat Naval Support Gathers Fish, Astronomy Needed 4 10 Production, Sailing
Worker Land Support Improves Food, Production, or Gold outside cities. Builds Roads and Railroads 2 23 Production

Classical

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Ballista Combat Siege 4 Combat, 18 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility 2 33 Production, Iron, Mathematics, Rome
Catapult Combat Siege 4 Combat, 14 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility 2 33 Production, Iron, Mathematics
Companion Cavalry Combat Mounted 14 Combat, No Defensive bonuses, Can Move After Attacking, Great Generals I 5 26 Production, Horse, Horseback Riding, Greece
Horseman Combat Mounted 12 Combat, No Defensive bonuses, Can Move After Attacking 4 26 Production, Horse, Horseback Riding
Legion Combat Melee 13 Combat. Builds Roads and Forts 2 30 Production, Iron, Iron Working, Rome
Mohawk Warrior Combat Melee 11 Combat, Combat Bonus in Forest and Jungle 2 26 Production, Iron, Iron Working, Iroquois
Swordsman Combat Melee 11 Combat 2 26 Production, Iron, Iron Working

Medieval

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Camel Archer Combat Mounted 10 Combat, 15 Ranged Combat, 2 Range, No Defensive Bonuses, Can Move After Attacking, May not Melee 3 50 Production, Horse, Chivalry, Arabia
Chu-Ko-Nu Combat Archery 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, May Attack Twice 2 40 Production, Machinery, China
Crossbowman Combat Archery 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee 2 40 Production, Machinery
Knight Combat Mounted 18 Combat, No Defensive Bonuses, Can Move After Attacking 3 50 Production, Horse, Chivalry
Landsknecht Combat Melee 10 Combat, Bonus vs Mounted 2 16 Production, Civil Service, Germany
Longbowman Combat Archery 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, Range 2 40 Production, Machinery, England
Longswordsman Combat Melee 18 Combat 2 50 Production, Iron, Steel
Mandekalu Cavalry Combat Mounted 18 Combat, No Defensive Bonuses, Can Move After Attacking, Bonus vs Cities 3 50 Production, Horse, Chivalry, Songhai
Nareusan's Elephant Combat Mounted 22 Combat, No Defensive Bonuses, Bonus vs Mounted, Can Move After Attacking 2 50 Production, Chivalry
Pikeman Combat Melee 10 Combat, Bonus vs Mounted 2 33 Production, Civil Service
Samurai Combat Melee 18 Combat, Shock I, Great Generals II 2 50 Production, Iron, Steel, Japan
Trebuchet Combat Siege 6 Combat, 20 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility 2 56 Production, iron, Physics

Renaissance

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Cannon Combat Siege 10 Combat, 26 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility 2 83 Production, Chemistry
Caravel Combat Naval 15 Combat, 7 Ranged Combat, 2 Range, Extra Sight, May Not Melee 6 33 Production, Astronomy
Cavalry Combat Mounted 25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking, Damaged Enemy Bonus 3 87 Production, Horse, Military Science
Cossack Combat Mounted 25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking 3 87 Production, Horse, Military Science, Russia
Frigate Combat Naval 30 Combat, 15 Ranged Combat, 2 Range, May Not Melee 5 53 Production, Iron, Navigation
Janissary Combat Gunpowder 16 Combat, Heal if Destroy an Enemy, Combat Bonus when Attacking 2 40 Production, Gunpowder, Ottomans
Lancer Combat Mounted 22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack 4 73 Production, Horse, Metallurgy
Minuteman Combat Gunpowder 16 Combat, All Tiles Cost 1 Move 2 40 Production, Gunpowder, America
Musketeer Combat Gunpowder 20 Combat 2 40 Production, Gunpowder, France
Musketman Combat Gunpowder 16 Combat 2 40 Production, Gunpowder
Rifleman Combat Gunpowder 25 Combat 2 40 Production, Rifling
Ship on the Line Combat Naval 30 Combat, 17 Ranged Combat, 2 Range, May Not Melee, Extra Sight 5 53 Production, Iron, Navigation, England
Sipahi Combat Mounted 22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack, No Movement Cost to Pillage, Extra Sight 5 73 Production, Horse, Metallurgy, Ottomans

Industrial

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Anti-Aircraft Gun Combat Gunpowder 32 Combat, 2 Range, Interception, Bonus vs Aircraft, Bonus vs Helicopters 2 100 Production, Radio
Anti-Aircraft Gun Combat Gunpowder 32 Combat, Bonus vs Tanks 2 100 Production, Replaceable Parts
Artillery Combat Siege 16 Combat, 32 Ranged Combat, 3 Range, Indirect Fire, May Not Melee Attack, Bonus vs Cities, No Defensive Bonuses, Must Set Up, Limited Visibility 2 140 Production, Dynamite
Battleship Combat Naval 60 Combat, 32 Ranged Combat, 3 Range, Indirect Fire, May Not Melee 4 167 Production, Oil, Telegraph
Carrier Combat Naval 30 Combat, Can Carry 3 Cargo, May Not Melee Attack 5 174 Production, Oil, Flight
Destroyer Combat Naval 35 Combat, 22 Ranged Combat, 2 Range, Indirect Fire, Can See Submarines, Extra Sight, Interception, Bonus vs Submarines, May Not Melee 8 127 Production, Electricity
Fighter Combat Fighter 50 Ranged Combat, 8 Range, Interception, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters 0 140 Production, Oil, Flight
Foreign Legion Combat Gunpowder 36 Combat, Foreign Lands Bonus 2 100 Production, Replaceable Parts, France
Infantry Combat Gunpowder 36 Combat 2 100 Production, Replaceable Parts
Ironclad Combat Naval 35 Combat, 18 Ranged Combat, 2 Range, Cannot Enter Deep Ocean, May Not Melee 4 73 Production, Coal
Panzer Combat Armored 60 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking 5 150 Production, Oil, Combustion, Germany
Submarine Combat Naval 35 Combat, 18 Ranged Combat, 2 Range, Is Invisible, Can See Submarines, May Enter Ice Tiles May Not Melee 5 127 Production, Refrigeration
Tank Combat Armored 50 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking 4 150 Production, Oil, Combustion
Zero Combat Fighter 50 Ranged Combat, 8 Range, Interception, Bonus vs Fighters, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters 0 140 Production, Oil, Flight, Japan

Modern

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Atomic Bomb Missile 10 Range, Evasion 0 284 Production, Uranium, Nuclear Fission
B17 Combat Bomber 60 Range Combat, 10 Range, Penalty vs Naval, Evasion, Siege I 0 174 Production, Oil, Radar, America
Bomber Combat Bomber 60 Range Combat, 10 Range, Penalty vs Naval 0 174 Production, Oil, Radar
Guided Missile Missile 70 Ranged Combat, 8 Range, Evasion 0 67 Production, Satellites
Helicopter Gunship Combat Helicopter 50 Combat, Ignores Terrain Cost, Hovering Unit, Bonus vs Tanks, No Defensive Bonuses, Unable to Capture Cities 6 150 Production, Aluminum, Rocketry
Jet Fighter Combat fighter 70 Range Combat, 10 Range, Interception, Air Sweep, Weak Ranged Attack, Air Recon, Bonus vs Helicopters 0 201 Production, Aluminum, Lasers
Mechanized Infantry Combat Gunpowder 50 Combat 4 147 Production, Electronics
Missile Cruiser Combat Naval 60 Combat, 25 Ranged Combat, 3 Range, Indirect Fire, Can Carry 3 Cargo, Interception, May Not Melee Attack 7 174 Production, Aluminum, Robotics
Mobile SAM Combat Gunpowder 40 Combat, 2 Range, Interception, Bonus vs Aircraft, Bonus vs Helicopters 4 150 Production, Aluminum, Computers
Modern Armor Combat Armored 80 Combat, Penalty Attacking Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking 4 234 Production, Aluminum, Lasers
Nuclear Missile Missile 8 Range, Evasion 0 402 Production, Uranium, Advanced Ballistics
Nuclear Submarine Combat Naval 30 Combat, 70 Ranged Combat, 3 Range, Is invisible, Can See Submarines, Can Carry 2 Cargo, Bonus vs Submarines, May Enter Ice Tiles, May Not Melee 6 167 Production, Aluminum, Computers
Paratrooper Combat Gunpowder 40 Combat, May Paradrop 2 117 Production, Radar
Rocket Artillery Combat Siege 18 combat, 46 Ranged Combat, 3 Range, Indirect fire, May Not Melee, Bonus vs Cities, No Defensive Bonuses, Limited Visibility 3 201 Production, Aluminum, Rocketry
SS Booster Space Ship Part Needed for Science Victory 2 234 Production, Robotics
SS Cockpit Space Ship Part Needed for Science Victory 2 335 Production, Satellites
Stealth Bomber Combat Bomber 80 Ranged Damage, 20 Range, Penalty vs Naval, Evasion, Air Recon 0 268 Production, Aluminum, Stealth

Future

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Giant Death Robot Combat Armored 150 Combat, Penalty Attacking Cities, No Defensive Bonuses, Can Move After Attacking 3 335 Production, Uranium, Nuclear Fusion
SS Engine Space Ship Part Needed for Science Victory 2 335 Production, Particle Physics
SS Stasis Chamber Space Ship Part Needed for Science Victory 2 335 Production, Nanotechnology

World Affairs: Managing Cities and Borders

The Countryside

A city will initially be surrounded by six tiles on each side. These tiles will yield bonuses to not only the city, but the empire as a whole. The main basic yields are production, gold, and food, each of which is necessary for your civilization to survive. You can order a worker to improve the land, which will boost the current yield, or add a new type--such as adding a trading post to a location that does not produce gold. There are also other types of resources, including bonus resources, strategic resources, and luxury resources. Bonus resources simply grant extra yield by building a particular building on them, such as placing a pasture on a sheep tile. Strategy resources, such as horses, oil, or iron are required to build specific buildings and units. finally, luxury resources boost happiness and are a good commodity to trade with other nations. You'll want to establish your cities close to as many yields and resources and nab them before other nations.

Roads and Rails can also be added to tiles. These will not only allow your units to travel faster, but will link trading routes between your capital and the other land based cities in your nation. This can be a great means of gaining more yield and even boosting happiness. However, roads can take a considerable amount of gold to maintain, so be sure you have the budget before constructing them. The Iroquois have the advantage of not needing roads on jungle and forest titles.

Inside the City and Growth

If you empire isn't growing just by the countryside tiles, you can also make improvements within your city itself. First you can assign your citizens to concentrate and specialize on producing a particular yield, such as gold, science or culture. While this will focus their attention on one particular result, it can cripple their balance. Keeping them on the default focus is typically your safest solution. Alternatively, you can use your production queue to construct buildings.

You should only resort to producing building when there is no need to produce units, or there is a dire need to gain a certain resource. Keep in mind that many buildings cost quite alot of gold to maintain, so you'll need to have either an ample stash of money, or aim for low cost buildings. The Medieval Market and Renaissance Bank are good first means to increase a city's gold flow. As your population increases and your happiness decreases you'll want to construct attractions to appease your citizens, such as the Classical Colosseum or Modern Stadium. Finally, one of the key stats you'll want to boost in your city is Culture, say with a Classical Temple.

As your city gains more culture points, it will periodically increase its border size, giving you free land a extra resources. You can also increase your land by purchasing them with gold. Foreign nations typically won't complain if your borders expand naturally, but will often have lower relations if you outright buy land around their own territory. In general, you'll want to expand your territory in a direction that won't encroach on others, which still gaining valuable tiles.

World Affairs: International Relations

Upon meeting a competing nation's unit or locate one of their cities, you'll be able to conduct relations with them. Base on your civilization's current stands and proximity to their own borders, the other empires may greet you with open arms or mocking threats.

There are four basic options you can have with another world leader: Discuss, trade, demand, and declare war.

Discuss

There are several pacts or proclamation you can make with a nation. If you happen to have good relations with them, the Pact of Cooperation is a good means to keep on their good side. However, if you happen to do something far beyond their polices, the friendly nation may break off their agreement. The Pact of Secrecy is similar, but is aimed to undermine a third party nation, typically a mutual enemy. If they happen to have a very bad relationship with a third nation, you can typically succeed in convincing them to go to war. They aren't necessarily your ally during the ensuing combat, but can help distract your target. Finally, telling them to not settle cities is a hostile warning that may sour relations, or send fear into them if your nation is strong enough.

Trade and Demand

Trade is a great means of gaining more resources, gold or setting up feuds. You can make several different offers, such as gold, resources, open borders or even whole cities. There are also a few unique trade options that can give interesting results. The Research agreement will expand both parties' gold in order to award both of them a random tech. This can be helpful if you have large amounts of excess gold lying around. The most common use however, is to gain extra strategic resources by lending out spare gold or luxuries.

You can also bribe others into making peace or declare war on other nations. This strategy will allow you indirectly damage your foes while keeping your own forces intact. Additionally, any bad relations will be directed towards the other parties and won't be traced back to you. This is an excellent means of gaining subvert Domination wins.

Demand is similar to trade, but you give them nothing in return. This will typically only work if you recently beat the pants off of them during a war.

Declare War and Negotiate Peace

Outright declaring war will allow you to start a war without actually having invading their land yet. This can give you time to prepare and asses the climate of war better before putting your frontline at risk. It will also seem less blood thirsty in the eyes of third party nations.

If you are currently at war, you can also negotiate peace. The victor will always have leverage in the peace negotiations, often requiring the loser to give up cities and major resources to keep from being crushed. Note, that any wars started will last a minimum of ten turns, and peace cannot arrive until at least that deadline. Alternatively, some nations may not want to negotiate, resulting in one of the two fighters eventually being eliminated.

Special Requests

Other nations can also come to you with requests you may not be able to make to them. Often they will ask you to stop your campaigns towards either their lands or those of city-states. You can either keep relations by agree to their request, or can harm your standing by either rebuffing them, or outright lying. Also, if they ever ask to go to war with a third party, you can opt to delay for 10 turns. Typically agreeing or politely declining will keep your relations in good standing, while being rude or dishonest will break down communication.

World Affairs: City States

City-States are small, single city, nations that are not out to win the game. They will typically never expand or act aggressively to the major empires. There are three types of City-States: Military, Cultured, and Maritime, which will grant free units, culture, or food, respectively. Some nations, such as Greece and Siam, are acute at befriending and enhancing city-states. Being on good relations with city-states is key means of gaining a Diplomatic Victory, and can be useful for Domination and Culture victories. Otherwise, you can simply ignore their presence if you are going for another victory type.

City State Requests

City States will often issue requests to help build relations. They can include killing barbarian encampments, forming trade routes to your capital, attacking major nation units, or destroying other city-states. The first two means are the safest, as they will typically not have adverse effects on your world relations. The other two, however, can be quite a political pain. Obviously, attacking another empire will force you into a war, though it can be useful if they are already viewed as a tyrant. Destroying a city-state will outright remove them from the game, adding their city to your own. First off, this can greatly lower your happiness if you can't quickly establish a courthouse. Second, if any other major power was allied or protecting that city state, your relations will go south, possibly ending agreements prematurely or starting wars.

Gifts and Bribes

You can also grant influence by giving the city-state military units or gold. This can be a safe, fast way of building influence without damaging relations or destroying nations.

Tips for Victory: Points Victory

If the game happens to last until the year 2050 and no other victory type has been awarded, the Points Victory will come into play. Your amount of final points have a few factors, including world wonders, future techs, and amount of cities.

Amass World Wonders

World Wonders are unique buildings that are limited not to just one city, but one for the entire world. It can take many turns and a lot of production to create world wonders, but the rewards can greatly enhance your nation's abilities, while at the same time hampering your neighbors. Egypt is a great nation for making Wonders quickly with their 20% boost, as is the Aristocracy Policy, which gives another 33%. Keep in mind however, that if another nation beats you to the punch, you'll never be able to make that particular wonder. Worse yet, if they complete a wonder you were working on, you'll have wasted those turns producing an unfinished result. It's best to make as many wonders near the start of the game, aiming for ones that can be done in a short amount of turns, and not have to worry about them in later stages.

National Wonders are also an excellent means of boosting points if your empire has a unified goal. For instance, a military based society can build the Heroic Epic after placing barracks in all of their cities. However, more balanced civilizations might not gain this option quickly.

Technology and Science

Science is a key means of wracking in points. The Rationalism Policy is dedicated to increasing your science level, while the Scholasticism Policy from the Patronage tree will give science from your allied city-states. Key buildings you'll want in a science based civilization include the ancient library, medieval university, renaissance public school, and modern research lab. China can directly increase its science level along with extra gold bonuses, while Rome can emulate faster science based building by forming them in the capital.

Boost your Population

There are a few means to gain a good population: either concentrate on a few very powerful cities, or expand to many, average population cities. Your capital will typically be in the best shape, as it will always be your first settlement. Your number one objective is to gain as much food as possible. Gaining territory that naturally produces large amount of food is good, but added buildings and improvements are even better. The Farm is the typical means of enhancing a the countryside; within your city itself should have a granary and water mill, if possible. If you happened to pick the Civil Society policy from the Freedom tree, you can easily focus your citizens on food production.

And there is of course the alternate method of gaining cities: war. You can quickly boost your population by forming a strong army and take over city-states or enemy locations. Be sure to build a courthouse right away, as the extra amount of unhappiness on your empire can be devastating.

Tips for Victory: Domination Victory

Though the name may imply building for all out war, the requirements for a Domination Victory is to be the last empire still holding on to it original capital. While war is very direct, you can also gain a domination victory through trade and discussion with other nations.

The Price of War

Before starting to build a powerful army, you'll first need finances and defenses to form a steady production. In the countryside, you'll want to concentrate on building a mix of trading posts to increase gold, and lumber yard for production. Be sure to also connect roads from your cities to the frontlines. In your city itself, you'll want to build banks, markets and stock exchanges to increase wealth. Barracks and military academies will improve your army's default EXP, allowing them to acquire bonuses right after production. If you need further boosts, consider the Autocracy and Honor polices to further ready your nation. Order and Commerce can also lead to other advantages.

Diplomacy and Trade

Don't go straight into battle without first working out some world relations. Other nations can support you in your war effort as allies, or even provide extra resources. If you are unable to acquire strategic resources in your own lands, you can trade with your neighbors for items such as iron and oil.

Another ability of trading, is to bribe third parties into going into war with your enemies, keeping your country safe while an enemy takes blows. Typically, the nation you're bribing should already have bad relations with the defender. The attacker will also typically request a large amount of rewards, including gold, resources and open borders. This can be very much worth the high costs if it means troubling an enemy.

Battle and Victory

After gaining stable production and enough science to start building an army, it's time to set up some units. You'll want frontline melee attackers--the warrior is an early example--along with ranged attackers and siege weapons. An army in the Medieval era may consist of say some crossbowmen, trebuchets, knights and pikemen. You'll want to upgrade and diversify your army as you enter new eras. In the industrial era, planes aboard carriers can provide long distances strikes against far off targets.

Some nations are excellent for fighting. America has a vision bonus, allowing them to spot an enemy ahead of time. Japan is hand downs the strongest in a straight forward fight, due to their Bushdio ability, granting them now damage penalty from being weakened. Both England and Songhai has great boosts for holding the seas, either by producing fast ships or allowing embarked units the ability to fight.

Remember however, that you can only seize cities with a ground based unit. You should first weaken a city's defenses with boats and planes, and then move your infantry in for a steal. Annexing the city and building a courthouse, or even razing them, will be more helpful than turning them into a puppet. You only need take enough cities to make it to the enemy capital and take it from their grasp.

Stealth and Accidental Victory

As mentioned above, you don't have to take every city to form a Domination Victory. You can quickly come in a strike against a capital and take it without ever having attacked another party of a competing nation. Additionally, if several other nations are aiming for a domination, they may make the mistake of leaving you alone and wind up losing their own capitals, leaving you the winner by default. This is a rare occurrence among perceptive nations, but always a possibility.

Tips for Victory: Diplomacy Victory

The Diplomacy victory is among the hardest to gain. You (or another major power) must make their way to the end of the modern era and build the United Nations. After every ten turns a vote will be held to decide the true leader. However, acquiring votes from other nations and city-states can be taxing.

Your Friends, the City-States

While City-States can largely be ignored for other victories, keeping good relations with them is key to gaining their vote. They will only vote for you as head of the United Nations if you currently have allied status. Your best bet is to complete their requests, hopefully in a way that doesn't jeopardize your relations with other nations. If you have excess money, try giving them gifts of gold. Finally, the City-State has to survive, so defend them and make proclamations to protect them against invaders. A destroyed nation is a vote you will not gain.

Finally, invest in the Patronage policy to boost your relations with all City-States.

Liberation

Probably the hardest part of the Diplomacy Victory is getting other major powers to vote for you. They will always see themselves the most fit to lead the United Nations, and will only pick you if something drastic happens: Liberation.

In order to liberate a major power, they must first be completely wiped out by a third nation. You must then in turn attack this third nation until reaching the eliminated nation's capital. When you take over this city, you have a new fourth option of liberating them, re-instating them back into power. This is the only means of gaining their vote.

With enough votes from other empires and city-states will give you the final victory.

Tips for Victory: Science Victory

To gain a science victory you need to advance to the future era, start the Apollo Program and build four parts of the Spaceship. Rationalism is the main policy you'll want to invest in order to increase your Science output.

Building your Spaceship

You'll want to create from 1-3 neighboring cities that can quickly produce the spaceship parts. Two can be made in the modern era, while the others require future techs. Robotics, satellites, nanotechnology, and particle physics are what you'll need to form the parts, along with rocketry to start up the Apollo Program.

Get a head start and build the booster and cockpit in the modern era, for when the future era comes you'll want to make the engine and stasis chamber quickly.

Making parts in your capital will save you time as they can be added to the spaceship with the risk of coming to harm. Form railroads between the cities producing the additional parts, so they can arrive in the capital without danger.

If an enemy unit--even the lowest of fighters--moves onto your spaceship piece, it will automatically be destroyed, making it a great loss due to the amount of turns it takes to complete the parts.

Tips for Victory: Culture Victory

You can also gain a Culture Victory by completing five policy trees. You may want to start in an early or mid era to help amass culture, epically if you're playing as France or Aztec, who have special powers to gain culture. The Piety and Freedom trees are great for gaining extra culture points.

Culture from within

First off, you'll want to construct buildings that provide lots of culture bonuses. The classical temple, renaissance museum and industrial broadcast tower are all great building for boosting your empire's culture. If you need to, assign citizens focus on building culture. This can be risky, though, as it can stunt every other resources, potentially putting you at future risk. Only stick to a single focus for a few turns before reverting back to the default.

Culture from beyond

Another means to gain culture is to ally with a cultured city-state. While military and maritime city-states yield units and food, the cultured city-states provide a large boost to your culture output. Siam has a great bonus to working along with city states to gain bonus culture.

Utopia Project

When you finally have completed five policy trees, you will be able to start the Utopia Project. This requires a lot of production, so be sure to build it in a city that can make it quickly. If other nations get word that you are starting this project, it may encourage them to strike against you.

Shaping a Nation: Leaders and Countries

There are 18 different nations to play as and compete against in Civilization 5. Each has unique special abilities and units that will help guide you towards a certain victory goal. Each nation has one or more eras where they particularly excel. These time periods are the best opportunity to flourish or outright complete the game.

Washington - America

Unique Unit: B17 (Modern Bomber) 60 Range Combat, 10 Range, Penalty vs Naval, Evasion, Siege I
Unique Unit: Minuteman (Renaissance Musketman) 16 Combat, All Tiles Cost 1 Move
Manifest Destiny: All land military have +1 sight. 25% discount when purchasing tiles.

Suggested Victory: Domination, Points

Harun al-Rashid - Arabia

Unique Unit: Camel Archer (Medieval Knight) 10 Combat, 15 Ranged Combat, 2 Range, No Defensive Bonuses, Can Move After Attacking, May not Melee
Unique Building: Bazaar (Medieval Market) +25% Gold, +1 Extra Luxury, Merchant Specialists
Trade Caravans: +1 Gold from each Trade Route and Oil Resources provide double quantity.

Suggested Victory: Diplomatic, Points

Montezuma - Aztec

Unique Unit: Jaguar (Ancient Warrior) 6 Combat, Combat Bonus in Jungle, Heal 2 Damage after a kill
Unique Building: Floating Gardens (Ancient Watermill) +2 Food, +15% Food
Sacrificial Captives: Gains Culture for the empire from each enemy unit killed.

Suggested Victory: Domination, Diplomatic, Culture, Points

Wu Zetian - China

Unique Unit: Chu-Ko-Nu (Medieval Crossbowman) 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, May Attack Twice
Unique Building: Paper Maker (Ancient Library) +1 Science for every 2 Citizens, Scientist Specialists, +4 Gold
Art of War: Effectiveness and spawn rate of Great Generals increased.

Suggested Victory: Domination, Diplomatic, Science

Ramesses II - Egypt

Unique Unit: War Chariot (Ancient War Chariot) 3 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee
Unique Building: Burial Tomb (Classical Temple) +2 Happiness, +2 Culture, Enemy Civ gains double Gold when capturing the city
Monument Builders: +20% Production towards Wonder construction.

Suggested Victory: Diplomatic, Points

Elizabeth - England

Unique Unit: Longbowman (Medieval Crossbowman) 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, Range
Unique Unit: Ship of the Line (Renaissance Frigate) 30 Combat, 17 Ranged Combat, 2 Range, May Not Melee, Extra Sight
Sun Never Sets: +2 Movement for all naval units.

Suggested Victory: Domination, Diplomatic

Napoleon - France

Unique Unit: Foreign Legion (Industrial Infantry) 36 Combat, Foreign Lands Bonus
Unique Unit: Musketeer (Renaissance Musketman) 20 Combat
Ancient Regime: +2 Culture per turn from Cities before discovering Steam Power

Suggested Victory: Domination, Culture

Bismarck - Germany

Unique Unit: Landsknecht (Medieval Pikeman) 10 Combat, Bonus vs Mounted
Unique Unit: Panzer (Industrial Tank) 60 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking
Furor Teutonicus: Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 Gold and they join your side.

Suggested Victory: Domination, Points

Alexander - Greece

Unique Unit: Companion Cavalry (Classical Horseman)
Unique Unit: Hoplite (Ancient Spearman)
Hellenic League: City-State Influence degrades at half and recovers at twice the normal rate.
Original Capital: Athens
Suggested Victory: Domination, Culture, Points

Gandhi - India

Unique Unit: War Elephant (Ancient Chariot Archer) 14 Combat, No Defensive bonuses, Can Move After Attacking, Great Generals I
Unique Building: Mughal Fort (Medieval Castle) +2 Culture, +9 Defense, adds Gold with Flight Tech
Population Growth: Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.

Suggested Victory: Diplomatic, Culture, Points

Hiawatha - Iroquois

Unique Unit: Mohawk Warrior (Classical Swordsman) 11 Combat, Combat Bonus in Forest and Jungle
Unique Building: Longhouse (Medieval Workshop) +1 Production from worked Forest, Engineer Specialists
The Great Warpath: Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish trade routes.

Suggested Victory: Diplomatic, Science, Points

Oda Nobunaga - Japan

Unique Unit: Samurai (Medieval Longswordsman) 18 Combat, Shock I, Great Generals II
Unique Unit: Zero (Industrial Fighter) 50 Ranged Combat, 8 Range, Interception, Bonus vs Fighters, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters
Bushido: Units fight as though they were at full strength even when damaged.

Suggested Victory: Domination, Diplomatic

Suleiman - Ottomans

Unique Unit: Janissary (Renaissance Musketman) 16 Combat, Heal if Destroy an Enemy, Combat Bonus when Attacking
Unique Unit: Sipahi (Renaissance Lancer) 22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack, No Movement Cost to Pillage, Extra Sight
Barbary Corsairs: 50% chance of converting a Barbarian unit to your side and earning 25 Gold.

Suggested Victory: Domination, Diplomatic, Points

Darius I - Persia

Unique Unit: Immortal (Ancient Spearman) 8 Combat, Bonus vs Mounted, Heals at Double Rate
Unique Building: Satrap's Court (Renaissance Bank) +2 Happiness, +25% Gold, Merchant Specialists
Achaemenid Legacy: Golden Ages last 50% Longer. During Golden Age, units receive +1 Movement and +10% Combat Strength bonus.

Suggested Victory: Diplomatic, Science, Points

Augustus Caesar - Rome

Unique Unit: Ballista (Classical Catapult) 4 Combat, 18 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility
Unique Unit: Legion (Classical Swordsman) 13 Combat. Builds Roads and Forts
The Glory of Rome: 25% Production towards any buildings that already exist in the Capital

Suggested Victory: Domination, Diplomatic, Science, Points

Catherine - Russia

Unique Unit: Cossack (Renaissance Cavalry) 25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking
Unique Building: Krepost (Ancient Barracks) +15 EXP. -50% Culture cost for new Tiles
Siberian Riches: Strategic Resources provide +1 Production and Horse, Iron, and Uranium Resources provide double quantity.

Suggested Victory: Domination, Diplomatic, Points

Ramkhamhaeng - Siam

Unique Unit: Naresuan's Elephant (Medieval Knight) 22 Combat, No Defensive Bonuses, Bonus vs Mounted, Can Move After Attacking
Unique Building: Wat (Medieval University) +3 Culture, +50% Science, Scientist Specialists
Father Governs Children: Food and Culture from friendly City States increased by 50%

Suggested Victory: Diplomatic, Culture

Askia - Songhai

Unique Unit: Mandekalu (Medieval Knight) 18 Combat, No Defensive Bonuses, Can Move After Attacking, Bonus vs Cities
Unique Unit: Mud Pyramid Mosque (Classical Temple) +5 Culture
River Warlord: Receive triple Gold from Barbarian encampments and pillaging Cities. Embarked units can defend themselves.

Suggested Victory: Domination, Diplomatic, Culture

Shaping a Nation: Polices

Social Polices are the means for which you govern your citizens. They offer various bonuses that will help shape your empire and synergize with a specific victory type. You gain new polices by boosting Culture. The most common way of gaining Culture is by building specific buildings within your cities that will add more Culture after every turn. Some nations, such as Songhai and India have unique buildings to help them build culture. Other nations, such as Aztec and France, rely on their special powers. You can also gain culture by allying with City-States, which both Greece and Siam specialize in. If you manage to complete five full policies, you'll have a chance to complete the game via a Culture Victory.

You can switch between exclusive polices, such as Rationalism and Piety, but this will throw your empire into Anarchy: a short penalty where your empire will not be able to produce or function. You will also not be refunded any of your Culture points, effectively making changing polices a huge drawback.

Tradition

Policy Name Requirements Bonus
Tradition N/A +1 Food in the Capital
Aristocracy Tradition +33% Production for Wonders
Oligarchy Tradition +33% combat strength in empire's borders
Legalism Tradition -33% Unhappiness in the Capital
Landed Elite Aristocracy, Oligarchy +33% Food growth in the Capital
Monarchy Oligarchy -50% Gold cost for land

Liberty

Policy Name Requirements Bonus
Liberty No Autocracy +50% Settler training speed
Collective Rule Liberty +50% Food for second citizen in new cities
Citizenship Liberty +25% Worker construction rate
Republic Collective Rule +1 Production in all cities
Representation
Citizenship +1 Culture in all cities
Meritocracy
Citizenship +1 Happiness per city connected to the Capital

Honor

Policy Name Requirements Bonus
Honor N/A +25% combat bonus vs Barbarians, notifications about new Barbarian Encampments
Warrior Code Honor Great Generals appear outside the Capital
Discipline Honor +15% combat bonus when another military unit is in an adjacent title
Military Tradition Warrior Code Gain double EXP from combat
Military Caste
Discipline Each city with a garrison reduces Unhappiness by 1
Professional Army
Military Caste -50% Gold needed for upgrading units

Commerce

Policy Name Requirements Bonus
Commerce One or more Costal Cities +25% Gold output in the Capital
Naval Tradition Commerce +1 move and Sight for military boats
Trade Unions Commerce -20% maintenance for roads and railroads
Merchant Navy Naval Tradition +3 Production in all Costal cities
Mercantilism
Trade Unions -25% Gold cost for City items
Protectionism
Mercantilism +1 for every Luxury 

Piety

Policy Name Requirements Bonus
Piety Classical Era, No Rationalism +2 Happiness
Organized Religion Piety -25% Happiness to start a Golden Age
Mandate of Heaven Piety 50% excess Happiness added to spendable Culture
Theocracy Organized Religion -20% Unhappiness in un-occupied cities
Reformation
Organized Religion Free 6-turn Golden Age
Free Religion
Mandate of Heaven, Reformation 2 Free Policies

Patronage

Policy Name Requirements Bonus
Patronage Medieval Era -25% City-State influence degradation speed
Philanthropy Patronage +25% more influence from City-State gifts
Aesthetics Patronage +20 non-degrading influence with all City-States
Scholasticism
Philanthropy +33% Science bonus from allied City-States
Cultural Diplomacy Scholasticism +100% more resources and +50% more Happiness from City-States
Educated Elite Aesthetics, Scholasticism Allied City-States will gift Great People

Rationalism

Policy Name Requirements Bonus
Rationalism Renaissance Era, No Piety Free 5-turn Golden Age
Secularism Rationalism +2 Science from every Specialist
Humanism Rationalism +1 Happiness from all Universities
Free Thought Secularism +2 Science from each Trading Post
Soveereignty
Humanism +15% Science when the empire is Happy
Scientific Revolution
Free Thought 2 Free Technologies

Freedom

Policy Name Requirements Bonus
Freedom Renaissance Era, No Autocracy -50% Happiness from Specialists
Constitution Freedom +100% Culture in cities with a Wonder
Universal Suffrage
Freedom +33% combat bonus for Cities
Civil Society Freedom -50% Food cost for Specialists
Free Speech
Constitution -25% Cost of Policies
Democracy
Civil Society +50% rate of Great People born

Autocracy

Policy Name Requirements Bonus
Autocracy Industrial Era, No Liberty or Freedom -33% Unit Gold maintenance
Populism Autocracy +25% combat bonus for damaged Units
Militarism Autocracy -33% Unit Gold cost
Fascism Populism, Militarism +100% quantity of Strategic Resources produced
Police State
Populism, Militarism -50% Unhappiness in Occupied Cities
Total War Fascism, Police State +33% combat bonus for 20 turns

Order

Policy Name Requirements Bonus
Order Industrial Era +22% building Production
Unified Front Order +33% City-State influence degradation for other players
Socialism Order -10% Building Gold maintenance cost
Nationalism Order +25% combat bonus when fighting in friendly territory
Planned Economy
Socialism -50% Unhappiness from cities
Communism
Planned Economy +5 Production per city

Shaping a Nation: Technology

As your empire gains more science points, they can research technology that unlock new buildings and units. As you make your way across the tech tree, you'll advance to new eras and powers.

Ancient

Tech Name Science Cost Leads to Tech Unlocks
Agriculture 14 Pottery, Animal Husbandry, Archery, Mining Farm
Pottery 25 Sailing, Calendar, Writing Granary
Animal Husbandry 25 Trapping, The Wheel Reveals Horses, Pasture
Archery 25 Mathematics Archer
Mining 25 Masonry, Bronze Working Mine, Chop Forest
Sailing 40 Optics Work Boat, Trireme, The Great Lighthouse, Fishing Boat
Calendar 51 Theology Stonehenge, Plantation
Writing 40 Philosophy Library, National College, The Great Library, Open Borders
Trapping 40 Civil Service Trading Post, Camp
The Wheel 40 Horseback Riding, Mathematics Chariot Archer, Water Mill, Road
Masonry 40 Construction Walls, The Pyramids, Quarry, Clear Marsh
Bronze Working 40 Iron Working Spearman, Barracks, The Colossus, Remove Jungle

Classical

Tech Name Science Cost Leads to Tech Unlocks
Optics 58 Compass Lighthouse, Embark
Philosophy 73 Theology, Civil Service Temple, National Epic, The Oracle, Research Agreements
Horseback Riding 73 Chivalry Horseman, Stable, Circus
Mathematics 73 Currency, Engineering Catapult, Courthouse, The Hanging Gardens
Construction 73 Engineering Colosseum, The Great Wall, Bridges over Rivers
Iron Working 110 Metal Casting Swordsman, Armory, Heroic Epic, Reveals Iron

Medieval

Tech Name Science Cost Leads to Tech Unlocks
Theology 184 Education Monastery, Garden, Angkor Wat, The Hagia Sophia
Civil Service 294 Chivalry Pikeman, Chichen Itza, Increased Food from Farms with Fresh Water
Currency 184 Chivalry Mint, Market, Machu, Pichu
engineering 184 Machinery, Physics Lumber Mill, Fort
Metal Casting 184 Physics, Steel Forge, Workshop
Compass 250 Astronomy Harbor
Education 324 Astronomy, Acoustics, Banking University, Oxford University, Notre Dame, The Porcelain Tower Production to Research
Chivalry 324 Banking Knight, Castle, Himeji Castle, Defense Pact
Machinery 324 Printing Press Crossbowman, Faster movement on Road
Physics 324 Printing Press, Gunpowder Trebuchet
Steel 324 Gunpowder Longswordsman

Renaissance

Tech Name Science Cost Leads to Tech Unlocks
Astronomy 479 Navigation Caravel, Observatory, Faster Embark Movement, Embarked units cross oceans.
Acoustics 479 Scientific Theory Opera House, Sistine Chapel, The Kremlin
Banking 479 Economics Bank, The forbidden Palace
Printing Press 479 Economics Theatre, Taj Mahal
Gunpowder 510 Chemistry, Metallurgy Musketman
Navigation 663 Archaeology, Scientific Theory Frigate, Seaport
Economics 663 Military Science Windmill, Big Ben
Chemistry 663 Military Science, Fertilizer Cannon, Ironworks
Metallurgy 663 Rifling Lancer
Archaeology 958 Biology Museum, Hermitage, The Louvre
Scientific Theory 958 Biology, Steam Power Public School, Reveals Coal
Military Science 958 Steam Power Cavalry, Military Academy, Brandenburg Gate
Fertilizer 958 Dynamite Food from Farms increased with no water
Rifling 1049 Dynamite Rifleman

Industrial

Tech Name Science Cost Leads to Tech Unlocks
Biology 1596 Electricity Hospital, Reveals Oil, Build Well
Steam Power 1596 Electricity, Replaceable Parts, Railroad Ironclad, Factory, Lumber Mill yield improved, faster embark movement
Electricity 1805 Refrigeration, Telegraph, Radio Bank, The forbidden Palace
Replaceable Parts 1805 Flight, Combustion
Destroyer, Stock Exchange, Reveals Aluminum
Railroad 1805 Combustion
Anti-Tank Gun, Infantry, Statue of Liberty
Dynamite 1805 Combustion
Artillery
Refrigeration 2090 Plastics, Penicillin Submarine, Offshore Platform
Telegraph 2090 Electronics Battleship, Military Base, Cristo Redentor
Radio 2090 Mass Media, Radar Anti-Aircraft Gun, Broadcast Tower, Eiffel Tower
Flight 2090 Radar Carrier, Fighter
Combustion 2090 Atomic Theory, Lasers Tank

Modern

Tech Name Science Cost Leads to Tech Unlocks
Plastics 2470 Ecology Hydro Plant, Research Lab
Penicillin 2470 Ecology Medical Lab
Electronics 2470 Computers Mechanized Infantry
Mass Media 2470 Computers Stadium
Radar 2470 Rocketry, Lasers
Bomber, Paratrooper, Pentagon
Atomic Theory 2470 Nuclear Fusion
Reveals Uranium, The Manhattan Project
Ecology 2850 Globalization Solar Plant
Computers 2850 Robotics Nuclear Submarine, Mobile Sam
Rocketry 2850 Satellites
Helicopter Gunship, Rocket Artillery, Apollo Program
Lasers 2850 Stealth, Advanced Ballistics Jet Fighter, Modern Armor
Nuclear Fusion 2850 Advanced Ballistics Atomic Bomb, Nuclear Plant
Globalization 3182 Particle Physics United Nations, Sydney Opera House
Robotics 3182 Particle Physics SS Booster, Missile Cruiser, Spaceship Factory
Satellites 3182 Particle Physics, Nuclear Fusion SS Cockpit, Guided Missile
Stealth 3182 Nuclear Fusion Stealth Bomber
Advanced Ballistics 3182 Nuclear Fusion Nuclear Missile

Future

Tech Name Science Cost Leads to Tech Unlocks
Particle Physics 3182 Nanotechnology SS Engine
Nuclear Fusion 3420 Future Tech SS Stasis Chamber
Nanotechnology 3135 Future Tech Giant Death Robot
Future Tech 3800 N/A Points

City Production: Buildings and Wonders

Buildings can improve your city and countryside, providing boosts to your output and even give units extra EXP. If you aren't using citizen focuses, buildings are a great means of boosting Production, Gold, Food, Culture and Science. Be careful when creating buildings: they cost a hefty amount of Production to first make and cost Gold every turn to maintain. Once you posses a budget, building a powerful city can greatly support your empire.

Wonders offer huge improvements and add directly to your score. However, only a single World Wonder can exist in the world. You'll need to be quick and build these World Wonders before an enemy empire can. National Wonders can be constructed in multiple countries, but only in a single city per nation.

Ancient

Building Name Building Type Traits and Abilities Requirements and Costs
Farm Improvement +1 Food, Improves Wheat Agriculture; Grassland, Plains or Desert
Pasture Improvement Improves Horses, Cattle and, Sheep Animal Husbandry
Krepost City +15 EXP. -50% Culture cost for new Tiles 29 Production, 1 Gold Maintenance, Bronze Working, Russia
Barracks City +15 EXP 29 Production, 1 Gold Maintenance, Bronze Working
The Colossus Wonder +1 Culture, +1 Great Merchant Points 55 Production, Bronze Working
Plantation Improvement Improves Bananas, Dye, Silk, Spices, Sugar, Cotton, Wine, and Incense Calendar
Stonehenge Wonder +8 culture, +1 Great Engineer Points Calendar
Quarry Improvement Improves Marble Masonry
Walls City +5 Defense 36 Production, 1 Gold Maintenance, Masonry
The Pyramids Wonder +1 Culture, +1 Great engineer Points 64 Production, Masonry
Mine Improvement +1 Production; Improves Iron, Coal, Aluminum, Uranium, Gems, Gold, and Silver Mining, Hill
Granary City +2 Food 36 Production, 1 Gold Maintenance, Pottery
Fishing Boats Improvement Improves Fish, Whales and Pearls Sailing
The Great Lighthouse Wonder +1 Culture, +1 Great Merchant Points 47 Production, Sailing
Floating Gardens City +2 Food, +15% Food  44 Production, 1 Gold Maintenance, The Wheel, Built near River, Aztec
Water Mill City +2 Food 44 Production, 2 Gold Maintenance, The Wheel, Built near River
Trading Post Improvement +2 Gold Trapping; Grassland, Plains, Desert, or Tundra
Camp Improvement Improves Ivory, Fur and Deer Trapping
Paper Maker City +1 Science for every 2 Citizens, Scientist Specialists, +4 Gold 29 Production, 1 Gold Maintenance, Writing, China
Library City +1 Science for every 2 Citizens, Scientist Specialists 29 Production, 1 Gold Maintenance, Writing
National College Wonder +1 Culture, +50% Science 66 Production, Library in all Cities
The Great Library Wonder 1 Culture, +1 Great Scientist Points 55 Production, Writing
Monument City +2 Culture 22 Production, 1 gold Maintenance

Classical

Building Name Building Type Traits and Abilities Requirements and Costs
Colosseum City +4 Happiness 55 Production, 3 Gold Maintenance, Construction
The Great Wall Wonder +1 Culture, +1 Great Engineer Points 128 Production, Construction
Stable City +25% Production when building Mounted Units 36 Production, 1 Gold Maintenance, Horseback Riding
Circus City +3 Happiness 55 Production, 3 Gold Maintenance, Horseback Riding
Armory City +15 EXP 47 Production, 3 Gold Maintenance, Must have a Barracks, Iron Working
Heroic Epic Wonder +15% Combat Bonus, +1 Culture 51 Production, Must have a Barracks in all Cities, Iron Working
Courthouse City Removes extra Unhappiness from Annexed cities 73 Production, 5 Gold Maintenance, Mathematics
The Hanging Gardens Wonder +3 Happiness, +1 Culture, +1 Great Artist Points 73 Production, Mathematics
Lighthouse City +1 Food from Water Tiles 29 Production, 1 Gold Maintenance, Optics
Mud Pyramid Mosque City +5 Culture 44 Production, Philosophy, Songhai
Burial Tomb City +2 Happiness, +2 Culture, Enemy Civ gains double Gold when capturing the city 44 Production, Philosophy, Egypt
Temple City +3 Culture 44 Production, 2 Gold Maintenance, Philosophy
National Epic Wonder +25% Great People generation, +1 Culture 66 Production, Must have a Monument in all Cities, Philosophy
The Oracle Wonder Free Social Policy, +1 Culture, +1 Great Scientist Point 55 Production, Philosophy

Medieval

Building Name Building Type Traits and Abilities Requirements and Costs
Mughal Fort City +2 Culture, +9 Defense, adds Gold with Flight Tech 180 Production, 3 Gold Maintenance, Walls, Chivalry, India
Castle City +7.5 Defense 200 Production, 3 Gold Maintenance, Chivalry
Himeji Castle Wonder +4 Culture, +2 Great Engineer Points, +25 combat bonus inside friendly territory 600 Production, Chivalry
Chichen Itza Wonder +1 Culture, +1 Great Engineer Points, Golden Age +50% length 450 Production, Civil Service
Harbor City Forms Trade Route with the Capital, +25% Production building Naval Units Compass
Bazaar City +25% Gold, +1 Extra Luxury, Merchant Specialists 120 Production, Currency, Arabia
Mint City +3 Gold from Gold and Silver Mined 120 Production, Currency
Market City +25% Gold, Merchant Specialists 120 Production, Currency
Machu Pichu Wonder +1 Culture, +1 Great Merchant Points 550 Production, Currency
Wat City +3 Culture, +50% Science, Scientist Specialists 200 Production, 2 Gold Maintenance, Education, Siam
University City +50% Science, Scientist Specialists 200 Production, 3 Gold Maintenance, Education
Oxford University Wonder +1 Culture, Free Tech 370 Production, Universities in all cities, Education
Notre Dame Wonder +5 Happiness, +1 Culture, +1 Great Merchant Points 500 Production, Education
The Porcelain Tower Wonder +1 Culture, +2 Great Scientist Points, Great Scientist may Spawn here 400 Production, Education
Longhouse City +1 Production from worked Forest, Engineer Specialists 80 Production, 2 Gold Maintenance, Metal Casting, Iroquois
Forge City +15% Production for Land Units 150 Production, 2 Gold Maintenance, Iron, Metal Casting
Workshop City +20% Production for Buildings, Engineer Specialists 100 Production, 2 Gold Maintenance, Metal Casting,
Monastery City +3 Culture, +2  Culture from Incense and Wine 120 Production, 2 Gold Maintenance, Theology
Garden City 25% Great People Generation, Artist Specialist 120 Production, 2 Gold Maintenance, Theology
Ankor Wat Wonder +1 Culture, +1 Great Engineer Points, -75% Culture cost for new Tiles 300 Production, Theology
The Hagia Sophia Wonder +1 Culture, +1 Great Artist Points, +33% Great People generation 300 Production, Theology

Renaissance

Building Name Building Type Traits and Abilities Requirements and Costs
Opera House City Acoustics
Sistine Chapel Wonder +1 Culture, +2 Great Artist Points, +33% Culture 650 Production, Acoustics
The Kremlin Wonder +4 Culture, +1 Great Scientist Points, +50% Defense from Buildings 650 Production, Acoustics
Museum City +5 Culture 220 Production, 3 Gold Maintenance, Temple, Archaeology
Hermitage Wonder Culture output doubled in this City 420 Production, Must have Museum in all Cities, Archaeology
The Louvre Wonder +1 Culture, +2 Great Artist Points, 2 free Great Artists 700 Production, Archaeology
Observatory City +50% Science 180 Production, 2 Gold Maintenance, near a Mountain, Astronomy
Satrap's Court City +2 Happiness, +25% Gold, Merchant Specialists 220 Production, Market, Banking, Persia
Bank City +25% Gold, Merchant Specialists 220 Production, Market, Banking
The Forbidden Palace Wonder +1 Culture, +1 Great Artist Points, -50% Unhappiness from number of Cities 600 Production, Banking
Iron Works Wonder +1 Culture, +20% Culture 390 Production, Workshops in all Cities, Chemistry
Windmill City +15% Production, Engineer Specialists 180 Production, 2 Gold Maintenance, Economics
Big Ben Wonder +1 Culture, +2 Great Merchant Points, -25% Gold cost 700 Production, Economics
Military Academy City +15 EXP 350 Production, 3 Gold Maintenance, Military Science
Brandenburg Gate Wonder +1 Culture, +2 Great Scientist Points, free Great General 550 Production, Military Science
Seaport City +2 Production from Sea Resources 140 Production, 2 Gold Maintenance, Navigation
Theatre City +4 Happiness 300 Production, 5 Gold Maintenance, Colosseum, Printing Press
Taj Mahal Wonder +1 Culture, +2 Great Artist Points, free Golden Age 600 Production, Printing Press
Public School City +50% Science, Scientist Specialists 350 Production, 3 Gold Maintenance, University, Scientific Theory

Industrial

Building Name Building Type Traits and Abilities Requirements and Costs
Hospital City 50% Food is carried over after new Citizen is born 400 Production, 2 Gold Maintenance, Biology
Well Improvement Improves Oil Biology
Stock Exchange City +33% Gold, Merchant Specialists 650 Production, Bank, Electricity
Broadcast Tower City Doubles Culture per turn 600 Production, 3 Gold Maintenance, Radio
Eiffel Tower Wonder +8 Happiness, +1 Culture, +2 Great Merchant Points 1000 Production, Radio
Arsenal City +20% Production for Land Units 350 Production, 3 Gold Maintenance, Military Academy, Railroad
Offshore Platform Improvement Improves Oil Refrigeration
Statue of Liberty Wonder +1 Culture, +3 Great Engineer Points 1200 Production, Replaceable Parts
Factory City +50% Production, Engineer Specialists 300 Production, 3 Gold Maintenance, Coal, Steam Power
Military Base City +12 Defense 450 Production, 4 Gold Maintenance, Castle, Telegraph
Cristo Redentor Wonder +1 culture, +2 Great Artist Points, -33% Policy cost 1200 Production, Telegraph

Modern

Building Name Building Type Traits and Abilities Requirements and Costs
Solar Plant City +25% Production 600 Production, 3 Gold Maintenance, build near Desert, Ecology
United Nations Wonder +1 Culture, +2 Great Merchant Points, Needed to start Diplomatic Victory, +1 extra vote 1000 Production, Globalization
Sydney Opera House Wonder +1 Culture, +2 Great Artist Points, 1 free Policy 1000 Production, Globalization
Stadium City +4 Happiness 450 Production, 6 Gold Maintenance, Theatre, Mass Media
Nuclear Plant City +25% Production 600 Production, 3 Gold Maintenance, Uranium, Nuclear Fission
Medical Plant City +25% Food is carried over after a new Citizen is born 500 Production, 3 Gold Maintenance, Penicillin
Hydro Plant City +1 Production in every tile next to a River 600 Production, 3 Gold Maintenance, Aluminum, Plastics
Research Lab City +100% Science, Scientist Specialists 600 Production, 3 Gold Maintenance, Public School, Plastics
Pentagon Wonder +1 Culture, +2 Great Merchant Points, -50% Gold cost for upgrades 1200 Production, Radar
Spaceship Factory City +50% Production for Spaceship parts 460 Production, 3 Gold Maintenance, Aluminum, Factory, Robotics
Apollo Program Program Needed for Science Victory 1200 Production, Rocketry

City Production: Combat and Support Units

Every era will gain new units that will build your army and help support building your empire. As time goes on, you'll have units on land, sea and air. Most all land units can enter and cross water once learning the Embark skill, though many are defenseless during this.

There are two major types of units: military and support. Support units tend to work and defend the land, improving your output. However, they can be easily captured or destroyed. Military units can move onto the same tile as support units, giving them protection by fighting off would-be attackers.

There is also a third, less common unit, the Great Person. Great People are born over time based on the buildings within your empire. Great People take the lower support spot, but can use special abilities, such as taking borders or providing free Golden Ages. When they use most of their powers, they are expended and cannot be used again.

As you move to new eras, you'll find a need to replace and upgrade your old units, which will make them ready to face the challenges ahead.

Ancient

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Archer Combat Archery  4 Combat, 6 Ranged Combat, 2 Range, May not Melee
2 23 Production, Archery Tech
Chariot Archer Combat Mounted  2 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee 4 20 Production, Horse,  The Wheel
Great Artist Great Person Culture Bomb, Starts Golden Age 2 Great Artist Points
Great Engineer Great Person Speeds up Production, Starts Golden Age 2 Great Engineer Points
Great General Great Person +25% Combat Bonus to allies, Creates Citadel, Starts Golden Age 2 Great General Points
Great Merchant Great Person Creates Custom House, Starts Golden Age 2 Great Merchant Points
Great Scientist Great Person Free Technology, Starts Golden Age 2 Great Scientist Points
Hoplite Combat Melee 9 Combat, Bonus vs Mounted 2 20 Production, Bronze Working, Greece
Immortal Combat Melee 8 Combat, Bonus vs Mounted, Heals at Double Rate 2 20 Production, Bronze Working,, Persia
Jaguar Combat Melee 6 Combat, Combat Bonus in Jungle, Heal 2 Damage after a kill 2 13 Production, Aztec
Scout Recon 4 Combat, Ignores Terrain Cost 2 8 Production
Settler Support Founds new Cities 2 109 Production
Spearman Combat Melee 7 Combat, Bonus vs Mounted 2 16 Production, Bronze Working
Trireme Combat Naval 6 Combat, 4 Ranged Combat, 2 Range, Cannot Enter Deep Ocean, May not Melee  4 20 Production, Sailing
War Chariot Combat Mounted 3 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee 5 20 Production, The Wheel, Egypt
War Elephant Combat Mounted 6 Combat, 8 Ranged Combat, 2 Range, No Defensive Bonuses, May Not Melee 3 20 Production, The Wheel, India
Warrior Combat Melee 6 Combat 2 13 Production
Work Boat Naval Support Gathers Fish, Astronomy Needed 4 10 Production, Sailing
Worker Land Support Improves Food, Production, or Gold outside cities. Builds Roads and Railroads 2 23 Production

Classical

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Ballista Combat Siege 4 Combat, 18 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility
2 33 Production, Iron, Mathematics, Rome
Catapult Combat Siege  4 Combat, 14 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility 2 33 Production, Iron, Mathematics
Companion Cavalry Combat Mounted 14 Combat, No Defensive bonuses, Can Move After Attacking, Great Generals I 5 26 Production, Horse, Horseback Riding, Greece
Horseman Combat Mounted 12 Combat, No Defensive bonuses, Can Move After Attacking 4 26 Production, Horse, Horseback Riding
Legion Combat Melee 13 Combat. Builds Roads and Forts 2 30 Production, Iron, Iron Working, Rome
Mohawk Warrior Combat Melee 11 Combat, Combat Bonus in Forest and Jungle 2 26 Production, Iron, Iron Working, Iroquois
Swordsman Combat Melee 11 Combat 2 26 Production, Iron, Iron Working

Medieval

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Camel Archer Combat Mounted  10 Combat, 15 Ranged Combat, 2 Range, No Defensive Bonuses, Can Move After Attacking, May not Melee
3 50 Production, Horse, Chivalry, Arabia
Chu-Ko-Nu Combat Archery 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, May Attack Twice 2 40 Production, Machinery, China
Crossbowman Combat Archery 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee 2 40 Production, Machinery
Knight Combat Mounted  18 Combat, No Defensive Bonuses, Can Move After Attacking 3 50 Production, Horse, Chivalry
Landsknecht Combat Melee 10 Combat, Bonus vs Mounted 2 16 Production, Civil Service, Germany
Longbowman Combat Archery 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, Range 2 40 Production, Machinery, England
Longswordsman Combat Melee 18 Combat
2 50 Production, Iron, Steel
Mandekalu Cavalry Combat Mounted  18 Combat, No Defensive Bonuses, Can Move After Attacking, Bonus vs Cities 3 50 Production, Horse, Chivalry, Songhai
Nareusan's Elephant Combat Mounted  22 Combat, No Defensive Bonuses, Bonus vs Mounted, Can Move After Attacking 2 50 Production, Chivalry
Pikeman Combat Melee 10 Combat, Bonus vs Mounted 2 33 Production, Civil Service
Samurai Combat Melee 18 Combat, Shock I, Great Generals II
2 50 Production, Iron, Steel, Japan
Trebuchet Combat Siege 6 Combat, 20 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility 2 56 Production, iron, Physics

Renaissance

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Cannon Combat Siege 10 Combat, 26 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility 2 83 Production, Chemistry
Caravel Combat Naval 15 Combat, 7 Ranged Combat, 2 Range, Extra Sight, May Not Melee 6 33 Production, Astronomy
Cavalry Combat Mounted  25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking, Damaged Enemy Bonus 3 87 Production, Horse, Military Science
Cossack Combat Mounted  25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking 3 87 Production, Horse, Military Science, Russia
Frigate Combat Naval 30 Combat, 15 Ranged Combat, 2 Range, May Not Melee 5 53 Production, Iron, Navigation
Janissary Combat Gunpowder 16 Combat, Heal if Destroy an Enemy, Combat Bonus when Attacking 2 40 Production, Gunpowder, Ottomans
Lancer Combat Mounted  22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack 4 73 Production, Horse, Metallurgy
Minuteman Combat Gunpowder 16 Combat, All Tiles Cost 1 Move 2 40 Production, Gunpowder, America
Musketeer Combat Gunpowder 20 Combat 2 40 Production, Gunpowder, France
Musketman Combat Gunpowder 16 Combat 2 40 Production, Gunpowder
Rifleman Combat Gunpowder 25 Combat 2 40 Production, Rifling
Ship on the Line Combat Naval 30 Combat, 17 Ranged Combat, 2 Range, May Not Melee, Extra Sight 5 53 Production, Iron, Navigation, England
Sipahi Combat Mounted  22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack, No Movement Cost to Pillage, Extra Sight 5 73 Production, Horse, Metallurgy, Ottomans

Industrial

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Anti-Aircraft Gun Combat Gunpowder 32 Combat, 2 Range, Interception, Bonus vs Aircraft, Bonus vs Helicopters 2 100 Production, Radio
Anti-Aircraft Gun Combat Gunpowder 32 Combat, Bonus vs Tanks 2 100 Production, Replaceable Parts
Artillery Combat Siege 16 Combat, 32 Ranged Combat, 3 Range, Indirect Fire, May Not Melee Attack, Bonus vs Cities, No Defensive Bonuses, Must Set Up, Limited Visibility  2 140 Production, Dynamite
Battleship Combat Naval 60 Combat, 32 Ranged Combat, 3 Range, Indirect Fire, May Not Melee 4 167 Production, Oil, Telegraph
Carrier Combat Naval 30 Combat, Can Carry 3 Cargo, May Not Melee Attack 5 174 Production, Oil, Flight
Destroyer Combat Naval 35 Combat, 22 Ranged Combat, 2 Range, Indirect Fire, Can See Submarines, Extra Sight, Interception, Bonus vs Submarines, May Not Melee 8 127 Production, Electricity
Fighter Combat Fighter 50 Ranged Combat, 8 Range, Interception, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters 0 140 Production, Oil, Flight
Foreign Legion Combat Gunpowder 36 Combat, Foreign Lands Bonus 2 100 Production, Replaceable Parts, France
Infantry Combat Gunpowder 36 Combat 2 100 Production, Replaceable Parts
Ironclad Combat Naval 35 Combat, 18 Ranged Combat, 2 Range, Cannot Enter Deep Ocean, May Not Melee 4 73 Production, Coal
Panzer Combat Armored 60 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking 5 150 Production, Oil, Combustion, Germany
Submarine Combat Naval 35 Combat, 18 Ranged Combat, 2 Range, Is Invisible, Can See Submarines, May Enter Ice Tiles May Not Melee 5 127 Production, Refrigeration
Tank Combat Armored 50 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking 4 150 Production, Oil, Combustion
Zero Combat Fighter 50 Ranged Combat, 8 Range, Interception, Bonus vs Fighters, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters 0 140 Production, Oil, Flight, Japan

Modern

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Atomic Bomb Missile 10 Range, Evasion 0 284 Production, Uranium, Nuclear Fission
B17 Combat Bomber 60 Range Combat, 10 Range, Penalty vs Naval, Evasion, Siege I 0 174 Production, Oil, Radar, America
Bomber Combat Bomber 60 Range Combat, 10 Range, Penalty vs Naval 0 174 Production, Oil, Radar
Guided Missile Missile 70 Ranged Combat, 8 Range, Evasion 0 67 Production, Satellites
Helicopter Gunship Combat Helicopter 50 Combat, Ignores Terrain Cost, Hovering Unit, Bonus vs Tanks, No Defensive Bonuses, Unable to Capture Cities 6 150 Production, Aluminum, Rocketry
Jet Fighter Combat fighter 70 Range Combat, 10 Range, Interception, Air Sweep, Weak Ranged Attack, Air Recon, Bonus vs Helicopters 0 201 Production, Aluminum, Lasers
Mechanized Infantry Combat Gunpowder 50 Combat 4 147 Production, Electronics
Missile Cruiser Combat Naval 60 Combat, 25 Ranged Combat, 3 Range, Indirect Fire, Can Carry 3 Cargo, Interception, May Not Melee Attack 7 174 Production, Aluminum, Robotics
Mobile SAM Combat Gunpowder 40 Combat, 2 Range, Interception, Bonus vs Aircraft, Bonus vs Helicopters 4 150 Production, Aluminum, Computers
Modern Armor Combat Armored 80 Combat, Penalty Attacking Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking 4 234 Production, Aluminum, Lasers
Nuclear Missile Missile 8 Range, Evasion 0 402 Production, Uranium, Advanced Ballistics
Nuclear Submarine Combat Naval 30 Combat, 70 Ranged Combat, 3 Range, Is invisible, Can See Submarines, Can Carry 2 Cargo, Bonus vs Submarines, May Enter Ice Tiles, May Not Melee 6 167 Production, Aluminum, Computers
Paratrooper Combat Gunpowder 40 Combat, May Paradrop 2 117 Production, Radar
Rocket Artillery Combat Siege 18 combat, 46 Ranged Combat, 3 Range, Indirect fire, May Not Melee, Bonus vs Cities, No Defensive Bonuses, Limited Visibility 3 201 Production, Aluminum, Rocketry
SS Booster Space Ship Part Needed for Science Victory 2 234 Production, Robotics
SS Cockpit Space Ship Part Needed for Science Victory 2 335 Production, Satellites
Stealth Bomber Combat Bomber 80 Ranged Damage, 20 Range, Penalty vs Naval, Evasion, Air Recon 268 Production, Aluminum, Stealth

Future

Unit Name Unit Type Traits and Abilities Movement Requirements and Costs
Giant Death Robot Combat Armored 150 Combat, Penalty Attacking Cities, No Defensive Bonuses, Can Move After Attacking 3 335 Production, Uranium, Nuclear Fusion
SS Engine Space Ship Part Needed for Science Victory 2 335 Production, Particle Physics
SS Stasis Chamber Space Ship Part Needed for Science Victory 2 335 Production, Nanotechnology

World Affairs: Managing Cities and Borders

The Countryside

A city will initially be surrounded by six tiles on each side. These tiles will yield bonuses to not only the city, but the empire as a whole. The main basic yields are production, gold, and food, each of which is necessary for your civilization to survive. You can order a worker to improve the land, which will boost the current yield, or add a new type--such as adding a trading post to a location that does not produce gold. There are also other types of resources, including bonus resources, strategic resources, and luxury resources. Bonus resources simply grant extra yield by building a particular building on them, such as placing a pasture on a sheep tile. Strategy resources, such as horses, oil, or iron are required to build specific buildings and units. finally, luxury resources boost happiness and are a good commodity to trade with other nations. You'll want to establish your cities close to as many yields and resources and nab them before other nations.

Roads and Rails can also be added to tiles. These will not only allow your units to travel faster, but will link trading routes between your capital and the other land based cities in your nation. This can be a great means of gaining more yield and even boosting happiness. However, roads can take a considerable amount of gold to maintain, so be sure you have the budget before constructing them. The Iroquois have the advantage of not needing roads on jungle and forest titles.

Inside the City and Growth

If you empire isn't growing just by the countryside tiles, you can also make improvements within your city itself. First you can assign your citizens to concentrate and specialize on producing a particular yield, such as gold, science or culture. While this will focus their attention on one particular result, it can cripple their balance. Keeping them on the default focus is typically your safest solution. Alternatively, you can use your production queue to construct buildings.

You should only resort to producing building when there is no need to produce units, or there is a dire need to gain a certain resource. Keep in mind that many buildings cost quite alot of gold to maintain, so you'll need to have either an ample stash of money, or aim for low cost buildings. The Medieval Market and Renaissance Bank are good first means to increase a city's gold flow. As your population increases and your happiness decreases you'll want to construct attractions to appease your citizens, such as the Classical Colosseum or Modern Stadium. Finally, one of the key stats you'll want to boost in your city is Culture, say with a Classical Temple.

As your city gains more culture points, it will periodically increase its border size, giving you free land a extra resources. You can also increase your land by purchasing them with gold. Foreign nations typically won't complain if your borders expand naturally, but will often have lower relations if you outright buy land around their own territory. In general, you'll want to expand your territory in a direction that won't encroach on others, which still gaining valuable tiles.

World Affairs: International Relations

Upon meeting a competing nation's unit or locate one of their cities, you'll be able to conduct relations with them. Base on your civilization's current stands and proximity to their own borders, the other empires may greet you with open arms or mocking threats.

There are four basic options you can have with another world leader: Discuss, trade, demand, and declare war.

Discuss

There are several pacts or proclamation you can make with a nation. If you happen to have good relations with them, the Pact of Cooperation is a good means to keep on their good side. However, if you happen to do something far beyond their polices, the friendly nation may break off their agreement. The Pact of Secrecy is similar, but is aimed to undermine a third party nation, typically a mutual enemy. If they happen to have a very bad relationship with a third nation, you can typically succeed in convincing them to go to war. They aren't necessarily your ally during the ensuing combat, but can help distract your target. Finally, telling them to not settle cities is a hostile warning that may sour relations, or send fear into them if your nation is strong enough.

Trade and Demand

Trade is a great means of gaining more resources, gold or setting up feuds. You can make several different offers, such as gold, resources, open borders or even whole cities. There are also a few unique trade options that can give interesting results. The Research agreement will expand both parties' gold in order to award both of them a random tech. This can be helpful if you have large amounts of excess gold lying around. The most common use however, is to gain extra strategic resources by lending out spare gold or luxuries.

You can also bribe others into making peace or declare war on other nations. This strategy will allow you indirectly damage your foes while keeping your own forces intact. Additionally, any bad relations will be directed towards the other parties and won't be traced back to you. This is an excellent means of gaining subvert Domination wins.

Demand is similar to trade, but you give them nothing in return. This will typically only work if you recently beat the pants off of them during a war.

Declare War and Negotiate Peace

Outright declaring war will allow you to start a war without actually having invading their land yet. This can give you time to prepare and asses the climate of war better before putting your frontline at risk. It will also seem less blood thirsty in the eyes of third party nations.

If you are currently at war, you can also negotiate peace. The victor will always have leverage in the peace negotiations, often requiring the loser to give up cities and major resources to keep from being crushed. Note, that any wars started will last a minimum of ten turns, and peace cannot arrive until at least that deadline. Alternatively, some nations may not want to negotiate, resulting in one of the two fighters eventually being eliminated.

Special Requests

Other nations can also come to you with requests you may not be able to make to them. Often they will ask you to stop your campaigns towards either their lands or those of city-states. You can either keep relations by agree to their request, or can harm your standing by either rebuffing them, or outright lying. Also, if they ever ask to go to war with a third party, you can opt to delay for 10 turns. Typically agreeing or politely declining will keep your relations in good standing, while being rude or dishonest will break down communication.

World Affairs: City States

City-States are small, single city, nations that are not out to win the game. They will typically never expand or act aggressively to the major empires. There are three types of City-States: Military, Cultured, and Maritime, which will grant free units, culture, or food, respectively. Some nations, such as Greece and Siam, are acute at befriending and enhancing city-states. Being on good relations with city-states is key means of gaining a Diplomatic Victory, and can be useful for Domination and Culture victories. Otherwise, you can simply ignore their presence if you are going for another victory type.

City State Requests

City States will often issue requests to help build relations. They can include killing barbarian encampments, forming trade routes to your capital, attacking major nation units, or destroying other city-states. The first two means are the safest, as they will typically not have adverse effects on your world relations. The other two, however, can be quite a political pain. Obviously, attacking another empire will force you into a war, though it can be useful if they are already viewed as a tyrant. Destroying a city-state will outright remove them from the game, adding their city to your own. First off, this can greatly lower your happiness if you can't quickly establish a courthouse. Second, if any other major power was allied or protecting that city state, your relations will go south, possibly ending agreements prematurely or starting wars.

Gifts and Bribes

You can also grant influence by giving the city-state military units or gold. This can be a safe, fast way of building influence without damaging relations or destroying nations.

Tips for Victory: Points Victory

If the game happens to last until the year 2050 and no other victory type has been awarded, the Points Victory will come into play. Your amount of final points have a few factors, including world wonders, future techs, and amount of cities.

Amass World Wonders

World Wonders are unique buildings that are limited not to just one city, but one for the entire world. It can take many turns and a lot of production to create world wonders, but the rewards can greatly enhance your nation's abilities, while at the same time hampering your neighbors. Egypt is a great nation for making Wonders quickly with their 20% boost, as is the Aristocracy Policy, which gives another 33%. Keep in mind however, that if another nation beats you to the punch, you'll never be able to make that particular wonder. Worse yet, if they complete a wonder you were working on, you'll have wasted those turns producing an unfinished result. It's best to make as many wonders near the start of the game, aiming for ones that can be done in a short amount of turns, and not have to worry about them in later stages.

National Wonders are also an excellent means of boosting points if your empire has a unified goal. For instance, a military based society can build the Heroic Epic after placing barracks in all of their cities. However, more balanced civilizations might not gain this option quickly.

Technology and Science

Science is a key means of wracking in points. The Rationalism Policy is dedicated to increasing your science level, while the Scholasticism Policy from the Patronage tree will give science from your allied city-states. Key buildings you'll want in a science based civilization include the ancient library, medieval university, renaissance public school, and modern research lab. China can directly increase its science level along with extra gold bonuses, while Rome can emulate faster science based building by forming them in the capital.

Boost your Population

There are a few means to gain a good population: either concentrate on a few very powerful cities, or expand to many, average population cities. Your capital will typically be in the best shape, as it will always be your first settlement. Your number one objective is to gain as much food as possible. Gaining territory that naturally produces large amount of food is good, but added buildings and improvements are even better. The Farm is the typical means of enhancing a the countryside; within your city itself should have a granary and water mill, if possible. If you happened to pick the Civil Society policy from the Freedom tree, you can easily focus your citizens on food production.

And there is of course the alternate method of gaining cities: war. You can quickly boost your population by forming a strong army and take over city-states or enemy locations. Be sure to build a courthouse right away, as the extra amount of unhappiness on your empire can be devastating.

Tips for Victory: Domination Victory

Though the name may imply building for all out war, the requirements for a Domination Victory is to be the last empire still holding on to it original capital. While war is very direct, you can also gain a domination victory through trade and discussion with other nations.

The Price of War

Before starting to build a powerful army, you'll first need finances and defenses to form a steady production. In the countryside, you'll want to concentrate on building a mix of trading posts to increase gold, and lumber yard for production. Be sure to also connect roads from your cities to the frontlines. In your city itself, you'll want to build banks, markets and stock exchanges to increase wealth. Barracks and military academies will improve your army's default EXP, allowing them to acquire bonuses right after production. If you need further boosts, consider the Autocracy and Honor polices to further ready your nation. Order and Commerce can also lead to other advantages.

Diplomacy and Trade

Don't go straight into battle without first working out some world relations. Other nations can support you in your war effort as allies, or even provide extra resources. If you are unable to acquire strategic resources in your own lands, you can trade with your neighbors for items such as iron and oil.

Another ability of trading, is to bribe third parties into going into war with your enemies, keeping your country safe while an enemy takes blows. Typically, the nation you're bribing should already have bad relations with the defender. The attacker will also typically request a large amount of rewards, including gold, resources and open borders. This can be very much worth the high costs if it means troubling an enemy.

Battle and Victory

After gaining stable production and enough science to start building an army, it's time to set up some units. You'll want frontline melee attackers--the warrior is an early example--along with ranged attackers and siege weapons. An army in the Medieval era may consist of say some crossbowmen, trebuchets, knights and pikemen. You'll want to upgrade and diversify your army as you enter new eras. In the industrial era, planes aboard carriers can provide long distances strikes against far off targets.

Some nations are excellent for fighting. America has a vision bonus, allowing them to spot an enemy ahead of time. Japan is hand downs the strongest in a straight forward fight, due to their Bushdio ability, granting them now damage penalty from being weakened. Both England and Songhai has great boosts for holding the seas, either by producing fast ships or allowing embarked units the ability to fight.

Remember however, that you can only seize cities with a ground based unit. You should first weaken a city's defenses with boats and planes, and then move your infantry in for a steal. Annexing the city and building a courthouse, or even razing them, will be more helpful than turning them into a puppet. You only need take enough cities to make it to the enemy capital and take it from their grasp.

Stealth and Accidental Victory

As mentioned above, you don't have to take every city to form a Domination Victory. You can quickly come in a strike against a capital and take it without ever having attacked another party of a competing nation. Additionally, if several other nations are aiming for a domination, they may make the mistake of leaving you alone and wind up losing their own capitals, leaving you the winner by default. This is a rare occurrence among perceptive nations, but always a possibility.

Tips for Victory: Diplomacy Victory

The Diplomacy victory is among the hardest to gain. You (or another major power) must make their way to the end of the modern era and build the United Nations. After every ten turns a vote will be held to decide the true leader. However, acquiring votes from other nations and city-states can be taxing.

Your Friends, the City-States

While City-States can largely be ignored for other victories, keeping good relations with them is key to gaining their vote. They will only vote for you as head of the United Nations if you currently have allied status. Your best bet is to complete their requests, hopefully in a way that doesn't jeopardize your relations with other nations. If you have excess money, try giving them gifts of gold. Finally, the City-State has to survive, so defend them and make proclamations to protect them against invaders. A destroyed nation is a vote you will not gain.

Finally, invest in the Patronage policy to boost your relations with all City-States.

Liberation

Probably the hardest part of the Diplomacy Victory is getting other major powers to vote for you. They will always see themselves the most fit to lead the United Nations, and will only pick you if something drastic happens: Liberation.

In order to liberate a major power, they must first be completely wiped out by a third nation. You must then in turn attack this third nation until reaching the eliminated nation's capital. When you take over this city, you have a new fourth option of liberating them, re-instating them back into power. This is the only means of gaining their vote.

With enough votes from other empires and city-states will give you the final victory.

Tips for Victory: Science Victory

To gain a science victory you need to advance to the future era, start the Apollo Program and build four parts of the Spaceship. Rationalism is the main policy you'll want to invest in order to increase your Science output.

Building your Spaceship

You'll want to create from 1-3 neighboring cities that can quickly produce the spaceship parts. Two can be made in the modern era, while the others require future techs. Robotics, satellites, nanotechnology, and particle physics are what you'll need to form the parts, along with rocketry to start up the Apollo Program.

Get a head start and build the booster and cockpit in the modern era, for when the future era comes you'll want to make the engine and stasis chamber quickly.

Making parts in your capital will save you time as they can be added to the spaceship with the risk of coming to harm. Form railroads between the cities producing the additional parts, so they can arrive in the capital without danger.

If an enemy unit--even the lowest of fighters--moves onto your spaceship piece, it will automatically be destroyed, making it a great loss due to the amount of turns it takes to complete the parts.

Tips for Victory: Culture Victory

You can also gain a Culture Victory by completing five policy trees. You may want to start in an early or mid era to help amass culture, epically if you're playing as France or Aztec, who have special powers to gain culture. The Piety and Freedom trees are great for gaining extra culture points.

Culture from within

First off, you'll want to construct buildings that provide lots of culture bonuses. The classical temple, renaissance museum and industrial broadcast tower are all great building for boosting your empire's culture. If you need to, assign citizens focus on building culture. This can be risky, though, as it can stunt every other resources, potentially putting you at future risk. Only stick to a single focus for a few turns before reverting back to the default.

Culture from beyond

Another means to gain culture is to ally with a cultured city-state. While military and maritime city-states yield units and food, the cultured city-states provide a large boost to your culture output. Siam has a great bonus to working along with city states to gain bonus culture.

Utopia Project

When you finally have completed five policy trees, you will be able to start the Utopia Project. This requires a lot of production, so be sure to build it in a city that can make it quickly. If other nations get word that you are starting this project, it may encourage them to strike against you.

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