The Civ5 Guide

Trickster7135

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TABLE OF CONTENTS
01. Civilization Analysis
02. National Wonders
03. World Wonders
04. Buildings
05. Social Policies
06. Religion
07. Terrain and Features
08. Military Units
09. Promotions

VERSION INFORMATION
3.08 09/24/12 - Expanded civilization analysis section
3.07 07/25/12 - Added articles section and link to Empire Management article
3.06 07/07/12 - Rewrote promotions section
3.05 07/05/12 - Rewrote military units section
3.04 07/04/12 - Rewrote terrain and features section
3.03 06/28/12 - Rewrote buildings and social policies sections, wrote religion section.
3.02 06/25/12 - Rewrote nation wonders and world wonders sections.
3.01 06/22/12 - Begun a massive revision due to the release of Gods and Kings expansion. Rewrote civilization analysis.


INTRODUCTION

The purpose of this guide to provide all of the information for the game in a text only format, to make it easier to read and compare. While there are other places for this information, those who don't want to have to click menus in game or in websites can simple ctrl-f and find anything you need quickly and easily. I will also provide my commentary about what I think are the best strategies and tactics, although most of these opinions are not wholly my own: I rely upon the civfanatics forums to supplement my ideas and give this guide more credibility.

ARTICLES

EMPIRE MANAGEMENT
: details strategies for tall versus sprawl empires, as well as victory conditions and choices of civilizations, social policies, religious beliefs, and wonders.


1. CIVILIZATION ANALYSIS

CIV NAME
Ability Name – ability description.
Unique Unit - name of unit replaced, modifications to the base unit.
Unique Building - name of the building replaced, modifications to the base building.
Start Bias - terrain civ starts on the map.
Victory Preference - which victory types best suited for.
Empire Strategy - how to best manage this civ's empire.

This space will give additional information about the civilization. This is just an example as to the format for how to read the information here. The unique units and buildings are interchangeable, as some civs have two unique units, and others even have unique improvements. More information on empire strategy and victory conditions can be found in the Empire Management article.

AMERICA
Manifest Destiny – All land military units have +1 sight. 50% discount when purchasing tiles.
Minutemen - Replaces musketman, ignores movement terrain penalties, free drill 1 promotion.
B17 - Replaces bomber, free Evasion and Siege 1 promotions, +5 ranged combat bonus.
Start Bias - none
Victory Preference - domination.
Empire Strategy - sprawling.

The American civilization is one who wants to play aggressively. Manifest Destiny combines two mediocre abilities into one, with neither of them having game changing impacts on how to play America. Increasing land unit sight is especially useful for scouting early in the game, but quickly loses its luster once the world has been mapped. It is still helpful while engaging in offensive wars, but only really shines by giving extra sight range for siege units. This still isn’t a terribly good use of the ability though, since it can only be taken advantage of by unescorted siege units, which is always a risky gamble. The discount for tile purchases is nice, but isn’t usually easy to take advantage of. Considering how important culture is for social policies, building at least one or two culture buildings will negate the need to purchase tiles with gold. The main use of this ability is to block off terrain and gain access to resources quickly after building a new city. These two abilities are both at their best when playing aggressively and building a sprawling empire – but are still useful for a tall peaceful empire as well. The unique units support this aggressive playstyle, with the Minutemen able to push through neutral and enemy terrain where you can’t take advantage of roads, and the B17 functioning as an improved late-game city destroyer.

ARABIA
Trade Caravans – +1 gold per trade route, double oil resources.
Bazaar - Replaces market, provides an additional copy of each luxury resource found in the city, +2 gold on worked oil and oasis.
Camel Archer - Replaces knight, replaces standard knight attack with 21 ranged combat and 17 melee combat scores.
Start Bias - Desert
Victory Preference - any.
Empire Strategy - any but especially ICS.

The Arabian civilization is one with conflicting bonuses. Trade Caravans provides an excellent bonus per trade route, which is best taken advantage of in a sprawling empire. The doubled oil resources are nice, but come late in the game and are best taken advantage of by a tall empire, who has much less terrain to accumulate resources in. The Bazaar again supports a tall empire for much the same reasons as the oil bonus. Luxury resources in this game tend to be clumped together, so a tall empire usually desperately needs to trade resources. The gold bonus on oil and oasis is a nice but negligible bonus. Camel Archers are an unusual unit that functions more like chariots than the knights they replace. Camel Archers provide good support for offensive maneuvers, harassing enemy units from a distance and quickly moving through terrain.

AUSTRIA
Diplomatic Marriage – Can spend gold to annex or puppet an allied City-State.
Coffee House - Replaces windmill, +5% production bonus and +25% great people generation.
Hussar - Replaces cavalry, +1 movement, +1 sight, +50% flank attack bonus.
Start Bias - None
Victory Preference - culture or science.
Empire Strategy - sprawling.

The Austrian civilization is one with a game changing ability like no other. Diplomatic Marriage is an interesting ability – one that lets you expand your territory without using military and without affecting diplomatic relations with other civs or city-states. This non-hostile takeover comes at a cost though, reducing the number of city-states available for a diplomatic victory. It also seems superfluous if you intend to win via conquest, since you would then simply use your military to gain control of the city-states. That leaves a science victory and a cultural victory types to best take advantage of it. The Coffee House supports this, as it will increase the generation of great scientist and artists. Also keep in mind that using Diplomatic Marriage to take over city-states gives you all the military units they had as well, allowing you to neglect the militaristic technologies as well as devoting production to buildings and wonders. The Hussar is nice but only provides a minor upgrade to a midgame unit used primarily for harassment and proactive defense by taking out enemy units that may be rolling to your gates.

AZTEC
Sacrificial Captives – Gains culture for each enemy killed.
Jaguar - Replaces warrior, +33% combat bonus in jungles and forests, heals 25 health whenever it kills a unit, free woodsman promotion.
Floating Gardens - Replaces watermill, reduced maintenance, provides +15% food bonus as well as +2 food bonus from worked lake tiles.
Start Bias - Jungle
Victory Preference - domination or culture.
Empire Strategy - tall.

The Aztecan civilization is one of the few civilizations focused on a building up large population cities as well as conquest. Sacrificial Captives provides a great boon to culture generation, and even allows a backup of cultural victory if the conquest route stalls, or to focus on a cultural victory itself while still playing aggressively. Going tall in the early game followed by an extensive puppet empire afterwards brings cohesion with the Floating Gardens. The Floating Gardens greatly increases food generation which leads to an increase in population growth as well. The Jaguar is an interesting unit. It replaces the warrior, but functions much more like a scout early in the game. Thankfully it is not simply a unique scout, as its special abilities carry over through upgrades, and it would be in great interest to produce a great number of these units early in the game. The Jaguar, especially when combined with the opener for Honor, can generate an amazing amount of culture and promotions early in the game by camping barbarian huts, while being able to maintain pressure from the health regeneration. A special note for the Aztecs, in that they have a start bias for jungle, which is simply the best tile in the game once all relevant bonuses and social policies are taken.

BABYLON
Ingenuity – Receive free great scientist when discovering writing. Earn great scientists 50% faster.
Bowmen - Replaces archer, +2 ranged and melee combat bonus.
Walls of Babylon - Replaces walls, 10 production cheaper, +1 city defense, +50 city health.
Start Bias - None
Victory Preference - science.
Empire Strategy - any.

The Babylonian civilization is one that is heavily focused to a science victory. Ingenuity is one of the best abilities to generate great scientists with. Of course, science is useful for everyone, but great scientists in particular will almost never be generated when going for culture – artists are too important. Diplomatic can use scientists, but is usually more focused on gold and merchants. Domination, however, can definitely take advantage of Ingenuity. The Bowmen make a defensive unit even better, although archers aren’t bad for taking cities very early in the game. The Walls of Babylon are fairly useless though, and will matter far more in the hands of the AI than a human player.

BYZANTIUM
Patriarchate of Constantinople – Choose one more belief than normal when you found a religion.
Cataphract - Replaces horsemen, +3 combat score, -1 movement, reduced city attack penalty, gains defensive bonuses from terrain.
Dromon - Replaces trireme, 11 production more expensive, -2 combat score, gains 10 ranged combat score with 2 tile range.
Start Bias - None
Victory Preference - any.
Empire Strategy - any.

The Byzantium civilization is one with a lot of flexibility. Patriarchate of Constantinople makes generating a religion that much better, and the belief chosen will depend on what you plan to do during the game. Obviously, Byzantium wants to focus on religion, but what you do from there – and which victory type you go for – are all up to the player. The Cataphract is an interesting unit, as it provides city-taking and defensive bonuses to an anti-unit unit. This makes Caraphracts an all-around useful unit that can be used for any purpose at this stage in the game. Once again, this is increasing the flexibility of Byzantium. Dromon, however, are simply an overall upgrade to the trireme, allowing Byzantium to rule the seas in the early part of the game. Land or sea, the Byzantium is prepared for any sort of engagement.

CARTHAGE
Phoenician Heritage – All coastal cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 health damage if they end a turn on a mountain.
African Forest Elephant - Replaces horseman, 25 production/50 faith more expensive, +2 combat bonus, -1 movement, -10% combat to enemy units that are adjacent, greatly increases great general generation.
Quinquereme- Replaces Trireme, +3 combat.
Start Bias - None
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Carthaginian civilization is one devoted to the sea. Phoenician Heritage primarily provides an exceptional bonus to a sprawling coastal empire, especially an ICS empire on a watery map. The second bonus is minor but may come into play a few times a game. An unusual map with many, many mountains may find the ability game breaking, however. African Forest Elephant make great support units for ranged units when attacking enemy cities. The Quinquereme is the most straight forward unique trireme, and arguably the most inconsequential. The bonus isn’t a game changer for naval combat like the Dromon’s can be, but they still help provide a naval defense for an aquatic empire.

CELTS
Druidic Lore – +1 faith per city with an adjacent unimproved forest, +2 faith per city with 3 or more adjacent unimproved forests.
Ceilidh Hall - Replaces opera house, +3 happiness.
Pictish Warrior - Replaces spearman, +20% combat bonus outside friendly territory, no movement cost to pillage.
Start Bias - Forest
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Celtic civilization is one that will nearly always be the first to a religion. Druidic Lore allows the Celts to focus on other matters while still guaranteeing a religion. Later in the game it becomes inconsequential, but on high difficulties, it can be the difference between being first or last to a religion, and thus getting the pick of the beliefs. Ceildh Hall provides a strong bonus to an uncommon building. Cultural victories will obviously be building it, but most others neglect the later cultural buildings, at least a first. Buildings with happiness usually allows sprawling empires to flourish, but the fact that it comes later in the game and is an uncommon building built in wide empires makes it a toss-up as to how useful it actually is. Pictish Warrior turns the defensive spearmen into offensive powerhouses. The Celts don’t need iron to go to war.

CHINA
Art of War – The great general combat bonus is increased by 15%, and their spawn rate is increased by 50%.
Paper Maker - Replaces library, +2 gold and no maintenance cost.
Chu-Ko-Nu - Replaces crossbowman, may attack twice per turn, -4 ranged combat penalty.
Start Bias - None
Victory Preference - domination.
Empire Strategy - sprawling or ICS.

The Chinese civilization is one that wants to sprawl and play aggressively. Art of War improves all your troops by a great general, as well as increasing their generation rate. China is a top tier civ for playing aggressively because of this, and makes great use of citadels due to the excess of great generals. Paper Makers push China to sprawl, and makes China a great civ for an ICS strategy. Chu-Ko-Nu turn the defensive crossbowmen into powerhouses, being nearly as effective as siege units at taking cities do to their double attacks, as well as decimated enemy units.

DENMARK
Viking Fury - Embarked units have +1 movement, moving from sea to land only costs 1 movement point, melee units pay no movement cost to pillage.
Berserker - Replaces longswordsman, +1 movement, free Amphibious promotion.
Norwegian Ski Infantry - Replaces rifleman, double movement in snow, tundra, or hill; increased combat score in snow, tundra, or hill without forests or jungles.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - any.

The Danish civilization is one who loves aquatic maps. Viking Fury makes Denmark a hit and run specialist. Ordinary melee units move much faster while embarked, and can target remote settlements, pillaging terrain or razing the city. Denmark has little to gain from fighting defensively, so it’s important to keep the skirmished on enemy terrain. The Berserker plays into the Viking Fury play style by excelling at hit and run tactics, although their quick path to upgrade means they won’t be seen for as long as they could. Meanwhile, the Norwegian Ski Infantry move the hit and run tactics to land. Denmark isn’t given bonuses to engage in constant warfare, so a conquest victory may not be the best choice for Denmark. Using military strategically to weaken the enemy while going for another victory type suits Denmark much better.

EGYPT
Monument Builders – +20% Production towards Wonder construction.
War Chariot - Replaces chariot archer, +1 movement, doesn't require horses.
Burial Tomb - Replaces temple, no gold maintained, +2 happiness, double gold from being pillaged.
Start Bias - Avoid Jungle and Forest
Victory Preference - culture.
Empire Strategy - any but especially ICS.

The Egyptian civilization is one with bonuses working in opposite directions. Monument Builders can be the difference between building a wonder and not at higher difficulties, and definitely supports a tall empire. Burial Tombs, however, is simply fantastic for a sprawling empire, especially while going ICS. It is almost necessary to go into the Piety social policy tree for this strategy to work with ICS though. The War Chariot may be one of the few reasons to invest in the chariot archer. Since horses are not needed to build them, they can easily be spammed and used to quickly take down enemy units or cities with their high ranged attack score.

ENGLAND
Sun Never Sets – +2 movement for all naval units, 1 free spy.
Longbowman - Replaces crossbowman, +1 ranged.
Ship of the Line - Replaces frigate, -15 production cost, +5 melee combat bonus, +7 ranged combat bonus, +1 sight.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - any.

The English civilization is one that is deceptively flexible. Sun Never Sets provides a bonus to naval exploration and warfare, as well as a free spy. Espionage in this game can do many things in this game, from maintaining tech parity to finding who is planning to backstab you. The Longbowman have a simply fantastic bonus, allowing you to pile on ranged damage on units or cities, and it is a bonus that stays with upgrades. Two range Gatling Guns are nothing to scoff at. The Ship of the Line, meanwhile, will allow England to dominate the naval world during the age of exploration.

ETHIOPIA
Spirit of Adwa – +20% combat bonus when fighting a civilization with more cities.
Mehal Sefari - Replaces rifleman, -25 production cost, free Drill 1 promotion, +30% combat bonus when fighting in the capital (bonus reduces as the unit gets farther away)
Stele - Replaces monument, +2 faith.
Start Bias - None
Victory Preference - any.
Empire Strategy - any.

The Ethiopian civilization is one with conflicting bonuses. Spirit of Adwa is obviously fantastic for a tall empire with only a few cities, although it depends on how much warfare you will engage in while playing for a peaceful victory. Mehal Sefari are interesting, in that they gain a strong defensive bonus near your capital. The real benefit from them is the reduced production cost and free promotion though, as melee units aren’t the best for general defense. The Stele, meanwhile, is an exceptional unique building for a sprawling or ICS empire. For a tall empire trying to take advantage of the Spirit of Adwa, though, the Stele will provide a much reduced benefit. Tall empires usually struggle to generate faith though, so it’s still more useful than it appears.

FRANCE
Ancien Regime – +2 culture per turn per city before Steam Power.
Musketeer - Replaces musketman, +4 combat bonus.
Foreign Legion - Replaces great war infantry, +20% combat bonus outside friendly territory.
Start Bias - None
Victory Preference - culture or domination.
Empire Strategy - sprawling or ICS.

The French civilization is one whom dreams of world domination. Ancien Regime is best taken advantage of by quickly settling cities early in the game, especially for a sprawling or ICS empire. Unlike most civs that are good for ICS though, France has no immediate bonus like extra happiness or gold per city. Instead, France is looking to the long term by being able to accumulate more policies than most other civs while sprawling. It also will fill liberty the fastest, so it’s not completely at a loss in the early game. Musketeer is a straight forward but appreciable unique unit, giving France a strong siege unit defending and city taking unit. The Foreign Legion gains a bonus that is even more obvious in its intentions. If you’re not trying to conquer the world while playing France, you’re not playing France to its best abilities.

GERMANY
Furor Tuetonicus – 50% chance to gain free barbarian unit and 25 gold whenever you defeat one in their encampment, -25% maintenance cost of land units.
Landsknecht - Replaces pikeman, -45 production cost/ -90 faith cost.
Panzer - Replaces tank, +10 combat bonus, +1 movement.
Start Bias - None
Victory Preference - domination.
Empire Strategy - tall.

The German civilization is one with its eye to war. Furor Tuetonicus provides a fun way to easily and quickly create an army early in the game, but the long term benefit of reduced maintenance for land units may be the strong part of its ability. The Landsknecht isn’t much to write home about. The reduced production cost is nice, but Germany most likely has it’s fill of basic melee units by taking advantage of barbarian camps with Furor Tuetonicus. The Panzer is very powerful, however, allowing Germany to have domination of the battlefield in that particular era.

GREECE
Hellenic League – City-State influence degrades at half-rate and recovers twice as quickly.
Hoplite - Replaces spearmen, +2 combat bonus.
Companion Cavalry - Replaces horsemen, +2 combat bonus, +1 movement, increased great general generation.
Start Bias - None
Victory Preference - diplomatic.
Empire Strategy - any.

The Greek civilization is one of the best civs to win diplomatically. Hellenic League is the most straight forward bonus for diplomacy, but it effectively allows Greece to have twice as many city-states as allies compared to other civs. The Hoplite is a powerful upgrade to the basic spearmen, and allows Greece to completely ignore swordsman. The Companion Cavalry provide another powerful upgrade, and is available not long after spearmen. Combined, these units allow Greece to dominate warfare before the middle ages, which can easily snowball into becoming a superpower.
 
HUNS
Scourge of God – Raze cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 production per pasture.
Horse Archer - Replaces chariot archer, +1 melee combat bonus, rough terrain no longer consumes all movement, free Accuracy 1 promotion, does not require horses.
Battering Ram - Replaces spearman, +19 production cost/ +38 faith cost, -1 combat penalty, free Cover 1 promotion, +300% combat bonus versus cities, no defensive terrain bonus, -33% defending penalty, -1 visibility, may only attack cities, no bonus versus mounted units, upgrades into trebuchet.
Start Bias - None
Victory Preference - domination.
Empire Strategy - any.

The Hunnish civilization is one with a rather straight forward focus on war. Scourge of God provides only one real bonus, the free tech. The bonus to pasture production is notable early in the game when every tile worked makes a difference. Interesting, the Horse Archer doesn’t require horses, but is a superb unique unit. Horse Archers, along with Horsemen, will form the backbone of the military for the Huns until the middle ages. The Battering Ram is interesting, in that it is effectively a siege unit that replaces a melee unit. This has both pros and cons. It will allow taking cities easier in the early game, but Battering Rams are terrible defensively and will need protection. Unfortunately, without Spearmen, this duty falls on the lackluster Warriors or the later Swordsmen. It may be best to keep a large field of Horse Archers and Horsemen to clear an enemy city out before bringing in the Battering Rams.

INCA
Great Andean Road - Units ignore terrain costs when moving into any tile Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
Slinger - Replaces archer, -1 melee combat penalty, may withdraw from melee attack.
Terrace Farm - Unique improvement, +1 food and +1 food for each adjacent mountain, can only be built on hills.
Start Bias - Hills
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Incan civilization is one with a deceptively powerful ability. Great Andean Road allows units to quickly traverse through hills, which allows Incan units to easily remain on defensive terrain while attacking enemy units and cities. The reduced maintenance is simply fantastic for sprawling or ICS empires who want to mitigate the high gold cost for all the roads. The Slinger is an interesting ranged unit in that it needs no protection as long as positioning is taken into account while moving them. They are especially powerful when withdrawing into dense hills, as they can move and shoot the next turn while the enemy units are stuck moving only a single tile a turn. The Terrance Farm is interesting, functioning as a farm that can be built on any hill. In addition to the food bonus per mountain, they also scale with Civil Service and Fertilizer. On certain maps with a high density of mountains, it can be a game changer.

INDIA
Population Growth – Half unhappiness from number of citizens, double unhappiness from number of cities.
War Elephant - Replaces chariot archer, +16 production cost/ +28 faith cost, +3 melee combat bonus, +1 ranged combat bonus, -1 movement, entering rough terrain no longer consumes all movement, doesn't require horses.
Mughal Fort - Replaces castle, -10 production cost, +2 culture, provides gold after flight is researched.
Start Bias - Grass
Victory Preference - any.
Empire Strategy - tall.

The Indian civilization is one who wants to go tall, more than any other civs. Population Growth will ensure happiness will never be a problem for tall empires, and it is one of the few abilities with a built in disadvantage if you go against its strategy. India can go wide though, but expansion comes slower, especially in the early game, and ICS is nearly impossible. The War Elephant is basically a more powerful archer, and does very well on defense. Through rough terrain though, it can out move a traditional chariot archer. The Mughal Fort provides a minor bonus, and is a building only a tall building would want to build. The start bias for grass ensures that India will have excellent terrain to grow populations with.

IROQUOIS
The Great Warpath – Forests and Jungles function as roads for unit movement and trade routes within friendly territory.
Mohawk Warrior - Replaces swordsman, +33% bonus in forests or jungles, requires no iron.
Longhouse - Replaces workshop, -20 production cost, gives +1 production on worked forest tiles.
Start Bias - Forest
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Iroquois civilization is one with a similar ability to the Inca. The Great Warpath will greatly reduce the number of roads needed to be built, and makes it a good ability for going wide or ICS. It is limited to friendly territory only though, compared to the Great Andean Road. The Mohawk Warrior gain a considerable bonus in forests and jungles, but the real power comes from the no iron requirement, allowing these units to be spammed. Swordsman are the most powerful units in their era, and the Iroquois can field an almost unlimited number of them. The Longhouse, meanwhile, gives a potent production bonus, although it may take some time to kick in to full effect. Workshops may not be built in most cities when going wide, but that changes depending on the terrain for the Iroquois. Tall empires, of course, will take full advantage of the extra production.

JAPAN
Bushido – Unites fight as though they were at full strength even when damaged.
Samurai - Replaces longswordsman, greatly increased great general rate, free Shock 1 promotion.
Zero - Replaces fighter, +33% combat bonus versus fighters.
Start Bias - None
Victory Preference - domination.
Empire Strategy - any.

The Japanese civilization is yet another civ focused solely on war. Bushido is in the running for most powerful ability for war, and with good reason. Weakened unit do much reduced damage, but that is not a problem for the Japanese. In fact, sacrificing weakened units to take out enemy units is a legitimate strategy for the Japanese, depending on the situation. The Samurai come in the midgame, but provide an excellent free promotion for new units. The Zero will ensure aerial superiority in the late game, although that tends to be too far to matter much.

KOREA
Scholars of the Jade Hall – +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building or wonder is built in the capital.
Turtle Ship - Replaces caravel, +16 melee combat bonus, cannot enter deep ocean
Hwach'a - Replaces trebuchet, -1 melee combat penalty, +12 ranged combat bonus, no limited visibility, loses +200% combat bonus versus cities.
Start Bias - None
Victory Preference - any but especially science.
Empire Strategy - any.

The Korean civilization is one focused on science, but in a way that can support any victory condition. Scholars of the Jade Hall provides a steady science bonus per specialists and great tile improvement, which makes it useful for scientists, artists, merchants, and engineers. The tech boost are nice and appreciable no matter the strategy. Every victory type needs science to get to the end game and win, which is why Korea is equally useful no matter what. The Turtle Ship provides a strong melee bonus against ships and cities… but sacrifices the most important aspect of caravels – the ability to enter deep ocean. Depending on the map, this can be more of a liability than a bonus. The Hwach’a is another unit that has both bonuses and penalties. The extra ranged damage effectively makes it a powerful archer-type unit, but replaces a siege unit instead. This can make taking cities slightly more difficulty in the middle ages. However, catapults that are upgraded to Hwach'a keep the combat bonus versus cities, making them the most powerful siege unit of the era.

MAYA
The Long Count – After researching Theology, receive a free great person every 394 years.
Atlatist - Replaces archer, -4 production cost/ -16 faith cost, does not require Archery technology
Pyramid - Replaces shrine, +1 faith, +2 science.
Start Bias - None
Victory Preference - any.
Empire Strategy - sprawling or ICS.

The Mayan civilization is one with a lot of flexibility. The Long Count will provide free great people, and a fairly large number of them if it is unlocked early in the game. These free great people do come at a cost though, as they raise the cost for any great people build via specialists as well. To take full advantage of the Long Count, it is best to not focus on specialists at all. Delaying unlocking the Long Count to generate several great people via specialists can work, but sacrifices much of the power the ability overall. Keep in mind, as well, that the great people are unlocked based on in game years, not turns. Atlatist allow the Mayan to quickly field a strong defensive force, especially if it focuses on unlocking Theology before any military techs. The Pyramid has a fairly powerful bonus that grows much stronger in sprawling or ICS strategies.

MONGOLIA
Mongol Terror – +30% combat strength when attacking city-states and their units. Mounted units gain +1 movement.
Keshik- Replaces knight, replaces standard knight attack with 16 ranged combat and 15 melee combat scores, +1 movement, increased great general generation, +50% experience earned.
Khan- Replaces great general, 5 movement per turn, heals adjacent units 15 health per turn.
Start Bias - Plains
Victory Preference - domination.
Empire Strategy - any.

The Mongolian civilization is hands down the best civ for mounted warfare. Mongol Terror provides a nice bonus against city-states and their units, although the real boon here is the bonus to movement speed for all mounted units. Speed is the main advantaged of mounted units, and Mongolia simply makes all mounted units faster across the board. The Keshik replaces the knight with a powerful variant of the chariot archer. The Keshik, with its ranged attack and exceptional movement speed, should easily be able to pepper enemy units without ever taking damage. The Khan is incredibly powerful, especially when coupled with mounted units. The only great general able to keep up with mounted units early in the game, it also heals minor damage to units every turn.

NETHERLANDS
Dutch East India Company – Retain 50% of happiness benefits from a luxury resource if your last copy was traded away.
Sea Beggar - Replaces privateer, free coastal raider 2 and supply promotions
Polder - Unique improvement, requires Guilds technology, +3 food on flood plains or marsh.
Start Bias - Grass
Victory Preference - any except for domination.
Empire Strategy - tall.

The Netherlander civilization is one focused on going tall. Dutch East India Company gains in power the less luxuries you have in total, as well as having the most trading partners, which favors a tall, peaceful empire. Wide empires can gain a far larger number of total resources as well as having soured relations with other civs due to size and clashing borders. The Sea Beggar makes the most game changing naval unit, the privateer, even better at what it does best. The Polder provides extra food on the already good flood plains, as well as the normally marginal marshes. Considering the grass start bonus, this gives the Netherlands an exceptional boon to building a tall empire.

OTTOMANS
Barbary Corsairs – All melee naval units have the Prize Ship promotion, -67% naval unit maintenance.
Janissary - Replaces musketman, +25% combat bonus on the attack, heals 50 health when it kills an enemy unit.
Sipahi - Replaces lancer, +1 movement, +1 sight, can pillage at no movement cost.
Start Bias - Ocean
Victory Preference - domination.
Empire Strategy - tall.

The Ottoman civilization is one which can easily dominate the seas. Barbary Corsairs provides a strong maintenance reduction for naval units, but the free Prize Ship promotion is what is really powerful. The Ottomans can easily have the largest naval military, and if they don’t, they eventually will even if they never build another ship. The Janissary has very powerful bonuses for playing aggressively. The Sipahi make a somewhat marginal unit better, but not enough to be anything more than a nice upgrade.

PERSIA
Achaemenid Legacy – +50% Golden Age length, units get +1 movement and +10% combat bonus during a golden age.
Immortal - Replaces spearmen, +1 combat bonus, heals at double rate.
Satrap's Court - Replaces bank, +2 happiness, +2 gold.
Start Bias - None
Victory Preference - any.
Empire Strategy - any but especially ICS.

The Persian civilization is one with a powerful and game changing ability. Achaemenid Legacy, with the correct management of great artists and wonders, can easily chain golden ages for nearly the entire game. The bonus to combat and movement isn't to be ignored either, as it allows siege units to move, setup, and fire all in one turn. The Immortal are a strong early unit that can make playing aggressively easier because of their fast recovery rate. The Satrap’s Court, meanwhile, provides a powerful bonus, especially for a sprawling empire. ICS may have a harder time taking advantage of it since it is a midgame building.

POLYNESIA
Wayfinding - Can embark and move over oceans immediately. +1 sight while embarked. +10% combat bonus if within 2 tiles of a Moai.
Maori Warrior - Replaces warrior, causes enemy units to be at -10% combat strength if next to this unit.
Moai - Unique improvement, +1 culture and requires construction, provides gold after flight is researched. Moai gain an additional +1 culture for each adjacent Moai. Can only be built on coast.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - sprawling.

The Polynesian civilization is one who can explore the high seas before any other civ even launches their first trireme. Wayfinding allows for quick exploration, trade partnerships, and the ability to claim land and remote islands before any other civ. Maori Warriors have a small bonus associated with them, which is most helpful against barbarians and playing defensively, since it does not affect enemy cities. The Moai is a fairly weak improvement, providing only a small culture bonus. This bonus increases the more adjacent Moai that are next them. Since they can only be built on the coast, Moai can be built in lines where the inner Moai provide +3 culture and the outer Moai provide only +2 culture. A single Moai provides only +1 culture and is fairly worthless. In rare terrain formations where many coastal tiles are next to each other, Moai can reach +5 or +6 culture per Moai, making them very powerful in rare situations. The combat bonus to nearby units is modestly helpful, so building Moai in otherwise unused terrain is worthwhile if the workers have nothing else to do.

ROME
The Glory of Rome – +25% production to any building already built in the capital.
Legion - Replaces swordsman, +3 combat bonus, can construct roads and forts.
Ballista - Replaces catapult, +1 melee combat bonus, +2 ranged combat bonus.
Start Bias - None
Victory Preference - any.
Empire Strategy - sprawling.

The Roman civilization is one that does nothing different than any other civ, it is just that what it does do, it does better. The Glory of Rome is powerful as long as the capital builds or buys any relevant building. Sprawling empires will take advantage of this best, since they usually have many small cities with poor production and in need of the basic infrastructure. The Legion is a powerful unique swordsman, and has a lot of staying power. The ability to construct roads and forts is a small but humorous ability for when your armies have some down time. The Ballista is much like the Legion, a no nonsense upgrade to an important military unit.

RUSSIA
Siberian Riches – +1 production on all strategic resource, double quantities of iron, horse, and uranium.
Krepost - Replaces barracks, reduces culture and gold cost of acquiring new tiles by 25%.
Cossack - Replaces cavalry, +33% combat bonus against weakened enemies.
Start Bias - Tundra
Victory Preference - domination.
Empire Strategy - any.

The Russian civilization is one focused on war, but wins by numbers. Siberian Riches provides a small but nice production bonus, but the main boon is the doubled resources. Russia will nearly always be able to field a large quantity of the top units in any era. The Krepost is fairly weak – it may be the weakest unique building in the game. Barracks are rarely built except in the main production cities, and the bonus it provides is fairly small overall. High production cities usually have time to produce the culture buildings they need to expand their territory anyways. The Cossack has a strong bonus to pick off enemy units, which is the main role of mounted units. The start bias for Tundra is notably poor – it limits expansion in at least one direction, while forcing poor terrain on the civ outside river tiles.

SIAM
Father Governs Children – +50% food, culture, and faith from city-states.
Naresuan's Elephant - Replaces knight, +5 combat bonus, -1 movement, +50% combat bonus versus mounted units.
Wat - Replaces university, +3 culture.
Start Bias - Avoid Forest
Victory Preference - diplomatic.
Empire Strategy - sprawling.

The Siamese civilization is one focused on diplomatic victories, although city-states can be useful no matter the victory type. Father Governs Children can be very powerful, although it limits just which types of city-states are given a bonus. Notably, mercantile and militaristic city-states give no extra resources. Naresuan’s Elephant turns the knight into a strong defensive unit, able to defend borders or siege units with ease. The Wat provides culture from a building that does not normally give it. The culture bonus is small for a cultural victory, but can be fairly large for those not focusing on building culture buildings. Universities are an important building no matter the victory type.

SONGHAI
River Warlord – triple gold from barbarian encampments and pillaging cities. Land units gain War Canoe and Amphibious promotions.
Mud Pyramid Mosque - Replaces temple, no maintenance, +2 culture.
Mandekalu Cavalry - Replaces knight, -10 production cost/ -20 faith cost, no penalty attacking cities.
Start Bias - Avoid Tundra
Victory Preference - domination.
Empire Strategy - sprawling or ICS.

The Songhai civilization is one that excels at naval assaults with land units. River Warlord provides a large gold bonus early in the game from popping barbarian huts, while the bonus promotions to land units support naval assaults with land units. Mud Pyramid Mosques suite a sprawling empire well, providing extra culture and reduced building maintenance. The Mandekalu Cavalry excel at taking out remote island cities with poor defenses. A small army of these units can perform surgical strikes and either raze or take over and sell enemy cities that aren’t properly defended. Keeping these cities may be difficult since these units make poor defenders.

SPAIN
Seven Cities of Gold - Gold bonus for discovering a Natural Wonder. Culture, happiness, and tile yields from Natural Wonders doubled.
Tercio - Replaces musketman, +10 production cost/ +20 faith cost, +2 combat bonus, +50% combat bonus versus mounted.
Conquistador - Replaces knight, +15 production cost/ +30 faith cost, no penalty attacking cities, +2 sight, double combat score when embarked, may found cities on foreign continents not connected to capital.
Start Bias - Ocean
Victory Preference - any.
Empire Strategy - sprawling.

The Spanish civilization is one well suited for exploration on large maps. Seven Cities of Gold greatly enhances the bonuses of natural wonders, but can be very swingy when actually playing. The Tercio are a defensive upgrade to the musketman, keeping the combat bonus versus mounted the pikemen had. The Conquistador is actually the most interesting aspect of Spain. Functioning as a combination of knight, scout, and settler, this unit can be allowed to explore landmasses by itself, and settle empty terrain where it sees fit.

SWEDEN
Nobel Prize - Gain 90 influence with a great person gift to a City-State. +10% great person generation for Sweden and anyone who they've declared friendship with.
Hakkapeliitta - Replaces lancer, great generals gain movement bonus if stacked with this unit, +15% combat bonus if great general is stacked with this unit.
Carolean - Replaces rifleman, free March promotion.
Start Bias - None
Victory Preference - any except for domination.
Empire Strategy - any.

The Swedish civilization is one with an unusual mixture of abilities. Nobel Prize allows easy influence with city-states, while also providing a bonus to great person generation when allied with other civs. These bonuses depend on keeping friends, and require Sweden to avoid harsh diplomatic penalties such as warmonger to maximize its abilities. The Hakkapeliitta is a powerful lancer, functioning as an excellent escort for great generals. Lancers in general are rather weak units, however. The Carolean are very good though, giving the common rifleman one of the best promotions for a melee unit, March. Both of these unique units are best suited for continuous warfare, which requires making long-term enemies to use effectively. It is important when playing Sweden to pick your enemies carefully, because you want to make sure you keep the same friends - and enemies - all game.
 
2. NATIONAL WONDERS

Circus Maximus - +5 happiness, +1 culture.
Requirements: Horseback Riding tech, 125 production, must have built a colosseum in every city.

Hermitage - +5 culture, +50% culture in this city.
Requirements: Architecture tech, 125 production, must have built an opera house in every city.

Heroic Epic - All newly trained units in this city receive the Moral promotion, increasing combat strength by 15%, +1 culture.
Requirements: Iron Working tech, 125 production, must have built a barracks in every city.

Ironworks - +8 production in this city, +1 culture.
Requirements: Machinery tech, 125 production, must have built a workshop in every city.

National College - Science output in this city is increased by 50%, +3 science, +1 culture.
Requirements: Philosophy tech, 125 production, must have built a library in every city.

National Epic - +25% great people generation in this city, +1 culture.
Requirements: Drama and Poetry tech, 125 production, must have built a monument in every city.

National Intelligence Agency - +1 spy, 15% reduction in enemy spy effectiveness.
Requirements: Radio tech, 125 production, must have built a police station in every city.

National Treasury - +8 gold in this city, +1 culture.
Requirements: Guilds tech, 125 production, must have built a market in every city.

Oxford University - 1 free technology, +3 science, +1 culture.
Requirements: Education tech, 125 production, must have built a university in every city.


3. WORLD WONDERS

ANCIENT ERA

Temple of Artemis - +10% growth in all cities, +15% production when building ranged units.
Bonuses: +1 culture, +1 great engineer point.
Requirements: Archery tech, 185 production.

Stonehenge - +5 faith
Bonuses: +1 great engineer point.
Requirements: Calendar tech, 185 production.

The Great Library - +3 science, one free technology, provides a free library to the city.
Bonuses: +1 culture, +1 great scientist point.
Requirements: Writing tech, 185 production.

The Pyramids - Worker construction speed increased by 25%, provides two free workers.
Bonuses: +1 culture, +1 great engineer point.
Requirements: Masonry tech, 185 production.

Mausoleum of Halicarnassus - gain 100 gold each time a Great Person is expended, +2 gold per marble or stone worked in this city.
Bonuses: +1 culture, +1 great merchant point.
Requirements: Masonry tech, 185 production.

Statue of Zeus - +15% combat strength when attacking cities.
Bonuses: +1 culture
Requirements: Bronze Working tech, 185 production.

CLASSICAL ERA

The Great Lighthouse - All military naval units receive +1 movement and +1 sight, provides a free lighthouse in the city.
Bonuses: +1 culture, +1 great merchant point.
Requirements: Optics tech, 185 production, city must be built on the coast.

The Hanging Gardens - +6 food, provides a free garden in the city.
Bonuses: +1 culture, +1 great artist point.
Requirements: Mathematics tech, 250 production.

Terracotta Army - +6 culture.
Bonuses: +1 great artist point.
Requirements: Construction tech, 250 production.

The Oracle - 1 free social policy.
Bonuses: +3 culture, +1 great scientist point.
Requirements: Philosophy tech, 250 production.

Petra - City must be built on or near a desert. +1 food, +1 production, +1 gold for all desert tiles worked by this city. +6 culture with archaeology tech. Provides a free amphitheater in the city.
Bonuses: +1 culture, +1 great engineer point.
Requirements: Currency tech, 250 production.

The Great Wall - Enemy units must spend an additional movement per tile moving in your territory. Upon discovery of Dynamite, becomes obsolete. Provides a free wall in the city.
Bonuses: +3 culture, +1 great engineer point.
Requirements: Engineering tech, 250 production.

The Colossus - +5 gold, +1 gold from water tiles worked in this city.
Bonuses: +1 culture, +1 great merchant point.
Requirements: Iron Working tech, 185 production, city must be built on the coast.

MEDIEVAL ERA

Great Mosque of Djenne - +3 faith, all missionaries born in this city can spread religion three times. Provides a free mosque in the city.
Bonuses: +1 culture, +1 great engineer point.
Requirements: Theology tech, 300 production.

The Hagia Sophia - +3 faith, provides a free great prophet, provides a free temple in the city.
Bonuses: +1 culture, +1 great artist point.
Requirements: Theology tech, 300 production.

Chichen Itza - Length of golden ages increased by 50%.
Bonuses: +4 happiness, +1 culture, +1 great engineer point.
Requirements: Civil Service tech, 300 production.

Machu Pichu - +2 faith, +5 gold, +25% gold from trade routes.
Bonuses: +1 culture, +1 great merchant point.
Requirements: Guilds tech, 300 production, city must be built within two tiles of a mountain in your territory.

Angkor Wat - Culture and gold costs of acquiring new tiles reduced by 25% in all cities.
Bonuses: +1 culture, +1 great engineer point.
Requirements: Edducation tech, 400 production.

Alhambra - +20% culture generation in this city. All newly-trained non-air units in this city gain free Drill 1 promotion. Provides a free castle in the city.
Bonuses: +1 culture, +1 great artist point.
Requirements: Chivalry tech, 400 production.

Notre Dame - +4 faith, +10 happiness.
Bonuses: +1 great merchant points.
Requirements: Physics tech, 400 production.

RENAISSANCE ERA

Sistine Chapel - +25% culture in each city.
Bonuses: +1 culture, +2 great artist points.
Requirements: Acoustics tech, 500 production.

The Forbidden Palace - -10% unhappiness from population in non-occupied cities.
Bonuses: +1 culture, +1 great artist point.
Requirements: Banking tech, 500 production.

Leaning Tower of Pisa - +25% great people generation in all cities. Provides a free great person of your choice.
Bonuses: +1 culture, +1 great artist point.
Requirements: Printing Press tech, 500 production.

Himeji Castle - +15% combat strength for units fighting in friendly territory, provides a free castle in the city.
Bonuses: +3 culture, +2 great engineer points.
Requirements: Gunpowder tech, 500 production.

The Porcelain Tower - +50% more research generated from research agreements. Provides a free great scientist.
Bonuses: +1 culture, +2 great scientist points.
Requirements: Architecture tech, 625 production.

Taj Mahal - Immediate starts a golden age, +4 happiness.
Bonuses: +1 culture, +2 great artist points.
Requirements: Architecture tech, 625 production.

The Kremlin - +12 city defense, Defensive buildings in all cities are +25% more effective.
Bonuses: +3 culture, +1 great scientist point.
Requirements: Metallurgy tech, 625 production.

INDUSTRIAL ERA

The Louvre - Two great artists appear when this wonder is built.
Bonuses: +4 culture, +2 great artist points.
Requirements: Archaeology tech, 750 production.

Big Ben - +4 gold, Cost of gold purchases reduced by 15%.
Bonuses: +1 culture, +2 great merchant points.
Requirements: Industrialization tech, 750 production.

Brandenburg Gate - +15% XP for all units built in this city, provides a free great general.
Bonuses: +3 culture, +2 great scientist points.
Requirements: Military Science tech, 750 production.

MODERN ERA

Eiffel Tower - +5 happiness, +1 happiness for every 2 social policies.
Bonuses: +1 culture, +2 great merchant points.
Requirements: Radio tech, 1060 production.

Statue of Liberty - Specialist give +1 production.
Bonuses: +1 culture, +2 great engineer points.
Requirements: Replaceable Parts tech, 1060 production.

Neuschwanstein - +3 gold, +2 culture, and +1 happiness per castle.
Bonuses: +4 culture, +6 gold, +1 great merchant point.
Requirements: Railroad tech, 1060 production.

Cristo Redentor - Cost of adopting policies reduced by 10%.
Bonuses: +5 culture, +2 great artist points.
Requirements: Plastics tech, 1250 production.

ATOMIC ERA

Pentagon - Gold cost of upgrading military units reduced by 33%.
Bonuses: +3 culture, +2 great merchant points.
Requirements: Combined Arms tech, 1250 production.

Sydney Opera House - 1 free social policy, +50% culture in this city.
Bonuses: +2 great artist points.
Requirements: Ecology tech, 1250 production, city must be on coast.

Great Firewall - 99.9% reduction in effectiveness in enemy spies in the city in which it is built. All other cities get 25% reduction in enemy spy effectiveness.
Bonuses: none.
Requirements: Computers tech, 1250 production

INFORMATION ERA

CN Tower - +1 population and +1 happiness in all cities, provides free broadcast towers in all cities.
Bonuses: +1 great merchant point.
Requirements: Telecommunications tech, 1250 production

Hubble Space Telescope - Provides two free great scientists, a free spaceship factory in the city, and +25% production when building spaceship parts.
Bonuses: +1 great scientist point.
Requirements: Satellites tech, 1250 production
 
4. BUILDINGS

RELIGIOUS

CATHEDRAL - +1 happiness, +3 culture, +1 faith
Cost: 200 faith.
Specialists: +1 artists.

MONASTERY - +3 culture, +2 faith, each source of incense and wine worked by this city produce +1 faith and +1 culture.
Cost: 150 faith.
Specialists: none.

MOSQUE - +1 happiness, +2 culture, +3 faith
Cost: 200 faith.
Specialists: none.

PAGODA - +2 happiness, +2 culture, +2 faith
Cost: 200 faith.
Specialists: none.

ANCIENT ERA

BARRACKS - +15 XP for all units.
Prerequisites: Bronze Working.
Cost: 75 production.
Maintenance: 1 gold.
Specialists: none.

CIRCUS - +2 happiness.
Prerequisites: Trapping, city must have improved horses or ivory.
Cost: 75 production.
Maintenance: none.
Specialists: none.

GRANARY - +2 food, +1 food on worked wheat, banana, and deer tiles.
Prerequisites: Pottery.
Cost: 60 production.
Maintenance: 1 gold.
Specialists: none.

LIBRARY - +1 science for every 2 population.
Prerequisites: Writing.
Cost: 75 production.
Maintenance: 1 gold.
Specialists: none.

MONUMENT - +2 culture.
Prerequisites: none.
Cost: 40 production.
Maintenance: 1 gold.
Specialists: none.

SHRINE - +1 faith.
Prerequisites: Pottery.
Cost: 40 production.
Maintenance: 1 gold.
Specialists: none.

STONE WORKS - +1 happiness, +1 production, +1 production on worked marble and stone tiles.
Prerequisites: Calendar, city must not be on plains, city must have either marble or stone improved with a quarry.
Cost: 75 production.
Maintenance: 1 gold.
Specialists: none.

WALLS - +5 city defense, +50 city HP.
Prerequisites: Masonry.
Cost: 75 production.
Maintenance: none.
Specialists: none.

WATERMILL - +2 food, +1 production.
Prerequisites: The Wheel, city must be built by a river.
Cost: 75 production.
Maintenance: 2 gold.
Specialists: none.

CLASSICAL ERA

AMPHITHEATER - +3 culture.
Prerequisites: Drama and Poetry, monument.
Cost: 100 production.
Maintenance: 2 gold.
Specialists: +1 artists.

AQUEDUCT - 40% of food is carried over after a new citizen is born.
Prerequisites: Engineering.
Cost: 100 production.
Maintenance: 1 gold.
Specialists: none.

COLOSSEUM - +2 happiness.
Prerequisites: Construction.
Cost: 100 production.
Maintenance: 1 gold.
Specialists: none.

COURTHOUSE - Eliminates unhappiness from an occupied city.
Prerequisites: Mathematics, annexed city.
Cost: 100 production.
Maintenance: 4 gold.
Specialists: none.

LIGHTHOUSE - +1 food from ocean tiles, +1 food from worked Fish tiles.
Prerequisites: Optics, city must be built on coast.
Cost: 75 production.
Maintenance: 1 gold.
Specialists: none.

MARKET - +2 gold, +25% gold.
Prerequisites: Currency.
Cost: 100 production.
Maintenance: none.
Specialists: +1 merchant.

MINT - +2 gold per gold or silver resource worked.
Prerequisites: Currency, city must have improved gold or silver.
Cost: 100 production.
Maintenance: none.
Specialists: none.

STABLE - +15% production for mounted units, +1 production on worked horse, sheep, and cattle tiles.
Prerequisites: Horseback Riding, city must have improved horses, sheep, or cattle.
Cost: 100 production.
Maintenance: 1 gold.
Specialists: none.

TEMPLE - +2 faith.
Prerequisites: Philosophy, shrine.
Cost: 100 production.
Maintenance: 2 gold.
Specialists: none.

MEDIEVAL ERA

ARMORY - +15 XP for all units.
Prerequisites: Steel, barracks.
Cost: 160 production.
Maintenance: 1 gold.
Specialists: none.

CASTLE - +7 city defense, +25 city HP.
Prerequisites: Chivalry, walls.
Cost: 160 production.
Maintenance: none.
Specialists: none.

FORGE - +15% production for land units, +1 production from worked iron tiles.
Prerequisites: Metal Casting, city must have improved iron.
Cost: 120 production.
Maintenance: 1 gold.
Specialists: none.

GARDEN - +25% great people generation rate.
Prerequisites: Theology, city must be near river or lake.
Cost: 120 production.
Maintenance: 1 gold.
Specialists: none.

HARBOR - Forms a trade route with Capital over water, +1 production on sea resources.
Prerequisites: Compass, city must be built on the coast.
Cost: 120 production.
Maintenance: 3 gold.
Specialists: none.

UNIVERSITY - +33% science, +2 science from worked jungle tiles.
Prerequisites: Education, library.
Cost: 160 production.
Maintenance: 2 gold.
Specialists: +1 scientist.

WORKSHOP - +2 production, +10% production.
Prerequisites: Metal Casting.
Cost: 120 production.
Maintenance: 2 gold.
Specialists: +1 engineer.

RENAISSANCE ERA

ARSENAL - +9 city defense, +25 city health.
Prerequisites: Metallurgy, castle.
Cost: 300 production.
Maintenance: none.
Specialists: none.

BANK - +25% gold.
Prerequisites: Banking, market.
Cost: 200 production.
Maintenance: none.
Specialists: +1 merchant.

CONSTABULARY - Reduce enemy spy stealing rate by 25%.
Prerequisites: Banking.
Cost: 160 production.
Maintenance: 1 gold.
Specialists: none.

OBSERVATORY - +50% science.
Prerequisites: Astronomy, city must be built next to a mountain.
Cost: 200 production.
Maintenance: none.
Specialists: none.

OPERA HOUSE - +4 culture.
Prerequisites: Acoustics, amphitheater.
Cost: 200 production.
Maintenance: 2 gold.
Specialists: +1 artist.

SEAPORT - +1 production and +1 gold per worked sea resource, increases naval unit production by 15%.
Prerequisites: Navigation, harbor.
Cost: 250 production.
Maintenance: 2 gold.
Specialists: none.

THEATRE - +3 happiness.
Prerequisites: Printing Press, colosseum.
Cost: 200 production.
Maintenance: 2 gold.
Specialists: none.

WINDMILL - +2 production, +10% production for buildings.
Prerequisites: Economics, city must not be built on hills.
Cost: 250 production.
Maintenance: 2 gold.
Specialists: +1 engineer.

INDUSTRIAL ERA

FACTORY - +4 production, +10% production.
Prerequisites: Industrialization, 1 coal resource, workshop.
Cost: 360 production.
Maintenance: 3 gold.
Specialists: +2 engineer.

HOSPITAL - +5 food.
Prerequisites: Biology, aqueduct.
Cost: 360 production.
Maintenance: 2 gold.
Specialists: none.

HYDRO PLANT - +1 production per worked river tile.
Prerequisites: Electricity, 1 aluminum resource, city must be built by a river.
Cost: 360 production.
Maintenance: 3 gold.
Specialists: none.

MILITARY ACADEMY - +15 XP for units.
Prerequisites: Military Science, armory.
Cost: 300 production.
Maintenance: 1 gold.
Specialists: none.

MUSEUM - +5 culture.
Prerequisites: Archaeology, opera house.
Cost: 300 production.
Maintenance: 3 gold.
Specialists: +2 artists.

POLICE STATION - Reduce enemy steal rate by 25%.
Prerequisites: Electricity, constabulary.
Cost: 300 production.
Maintenance: 1 gold.
Specialists: none.

PUBLIC SCHOOL - +3 science, +1 science for every 2 citizens.
Prerequisites: Scientific Theory, university.
Cost: 300 production.
Maintenance: 3 gold.
Specialists: +1 scientist.

STOCK EXCHANGE - +33% gold.
Prerequisites: Electricity, bank.
Cost: 360 production.
Maintenance: none.
Specialists: +2 merchant.

MODERN ERA

BROADCAST TOWER - +3 culture, +33% culture in this city.
Prerequisites: Radio, museum.
Cost: 500 production.
Maintenance: 3 gold.
Specialists: none.

MILITARY BASE - +12 city defense, +25 city HP.
Prerequisites: Replaceable Parts, arsenal.
Cost: 500 production.
Maintenance: none.
Specialists: none.

RESEARCH LAB - +4 science, +50% science.
Prerequisites: Plastics, public school.
Cost: 500 production.
Maintenance: 3 gold.
Specialists: +1 scientist.

STADIUM - +4 happiness.
Prerequisites: Refrigeration, theatre.
Cost: 500 production.
Maintenance: 2 gold.
Specialists: none.

ATOMIC ERA

MEDICAL LAB - 25% of food is carried over after a new citizen is born. Stacks with Aqueduct.
Prerequisites: Penicillin, hospital.
Cost: 500 production.
Maintenance: 3 gold.
Specialists: none.

NUCLEAR PLANT - +5 production, +15% production.
Prerequisites: Nuclear Fission, 1 uranium resource, factory.
Cost: 500 production.
Maintenance: 3 gold.
Specialists: none.

RECYCLING CENTER - Provides 2 aluminum, maximum of five of these buildings can be built in your empire.
Prerequisites: Ecology.
Cost: 500 production.
Maintenance: 3 gold.
Specialists: none.

SOLAR PLANT - +5 production, +15% production.
Prerequisites: Ecology, city must be built near desert and not contain a nuclear plant.
Cost: 500 production.
Maintenance: 3 gold.
Specialists: none.

ATOMIC ERA

BOMB SHELTER - Reduces population loss from nuclear attack by 75%.
Prerequisites: Telecommunications.
Cost: 300 production.
Maintenance: 1 gold.
Specialists: none.

SPACESHIP FACTORY - +3 production, +50% production for space ships.
Prerequisites: Robotics, 1 aluminum resource, factory.
Cost: 360 production.
Maintenance: 3 gold.
Specialists: none.
 
5. SOCIAL POLICIES

TRADITION

TRADITION - cultural border expansion discount for all cities and +3 culture bonus in capital.
Prerequisites: None.

ARISTOCRACY - +15% wonder production, +1 happiness for every 10 citizens in a city.
Prerequisites: Tradition.

OLIGARCHY - Garrisoned units cost no maintenance and cities with a garrison gain +50% ranged combat strength.
Prerequisites: Tradition.

LEGALISM - Provides a free culture building in your first four cities
Prerequisites: Tradition.

LANDED ELITE - +2 food and 10% population growth in the capital.
Prerequisites: Legalism.

MONARCHY - +1 gold and -1 unhappiness for every 2 citizens in the capital.
Prerequisites: Legalism.

FINISHER - +15% food growth and a free aqueduct in your first four cities.

LIBERTY

LIBERTY - +1 culture in each city.
Prerequisites: None.

REPUBLIC - +1 production in each city, +5% production in cities constructing buildings.
Prerequisites: Liberty.

CITIZENSHIP - Worker construction rate increased by 25% and a free worker appears near the Capital.
Prerequisites: Liberty.

COLLECTIVE RULE - +50% settler production in the Capital and a free settler appears near the capital.
Prerequisites: Republic.

REPRESENTATION - Reduces the increased culture cost for new cities by 33% and starts a golden age.
Prerequisites: Citizenship.

MERITOCRACY - +1 happiness for each city that has a trade route with the capital, -5% unhappiness from citizens in non-occupied cities
Prerequisites: Citizenship.

FINISHER - free great person of your choice appears by the Capital.

HONOR

HONOR - +33% combat bonus against barbarians, as well as auto-detection of barbarian encampments, free culture from killing barbarians.
Prerequisites: None.

WARRIOR CODE - +15% production when training melee units, provides a free Great General.
Prerequisites: Honor.

DISCIPLINE - +10% combat bonus for melee units next to another unit.
Prerequisites: Honor.

MILITARY TRADITION - Military units gain 50% more experience from combat.
Prerequisites: Warrior Code.

MILITARY CASTE - Garrisoned cities increase happiness by 1 and culture by 2.
Prerequisites: Discipline.

PROFESSIONAL ARMY - Gold cost of upgrading units reduced by 33%, +1 happiness for walls, castle, arsenal, and military base.
Prerequisites: Military Caste.

FINISHER - free gold for each enemy killed.

PIETY

PIETY - Halves build time for Shrines and Temples.
Prerequisites: Classical Era.

ORGANIZED RELIGION - +1 faith from shrines and temples.
Prerequisites: Piety.

MANDATE OF HEAVEN - 50% of excess happiness added as culture.
Prerequisites: Piety.

THEOCRACY - +10% gold in cities with temples.
Prerequisites: Organized Religion.

REFORMATION - +33% culture in cities with a wonder, immediately enter a golden age.
Prerequisites: Organized Religion.

RELIGIOUS TOLERANCE - Reduces the culture cost of future policies by 10%.
Prerequisites: Reformation and Mandate of Heaven.

FINISHER - -20% faith cost to purchase religious units and buildings, and Holy Sites provide +3 gold and +3 culture.

PATRONAGE

PATRONAGE - -25% influence degradation rate with city-states.
Prerequisites: Medieval Era.

PHILANTHROPY - +25% influence from gold gifts with city-states.
Prerequisites: Patronage.

AESTHETICS - Minimum influence with city-states is 20.
Prerequisites: Patronage.

SCHOLASTICISM - Allied city-states provide science bonus based on 25% of what they produce for themselves.
Prerequisites: Philanthropy.

CULTURAL DIPLOMACY - Quantity of resources gifted by city-states increased by 100%. Happiness from gifted luxuries increased by 50%.
Prerequisites: Scholasticism.

EDUCATED ELITE - Allied city-states occasionally gift great people.
Prerequisites: Scholasticism and Aesthetics.

FINISHER - Other player's influence with city-states decreases 33% faster.

COMMERCE

COMMERCE - +25% gold output in capital. May purchase great merchants with faith.
Prerequisites: Medieval Era.

NAVAL TRADITION - +1 movement and +1 sight for naval units. A great admiral appears, and +2 movement for all great admirals.
Prerequisites: Commerce.

TRADE UNIONS - -33% maintenance cost for roads and railroads, +1 gold per harbor and seaport.
Prerequisites: Commerce.

MERCHANT NAVY - +3 production in coastal cities.
Prerequisites: Naval Tradition.

MERCANTILISM - -25% gold cost for gold purchases in cities, +1 science from every mint, market, bank, and stock exchange.
Prerequisites: Trade Unions.

PROTECTIONISM - +2 happiness for each luxury resource.
Prerequisites: Mercantilism.

FINISHER - +1 gold per trading post, and double gold from great merchant trade missions.

RATIONALISM

RATIONALISM - +15% science while the empire is happy. May purchase great scientists with faith.
Prerequisites: Renaissance Era.

SECULARISM - +2 science per specialist.
Prerequisites: Rationalism.

HUMANISM - +1 happiness per university, public school, and observatory.
Prerequisites: Rationalism.

FREE THOUGHT - +1 science per trading post worked, +17% science from universities.
Prerequisites: Secularism.

SOVEREIGNTY - +1 gold from science buildings.
Prerequisites: Humanism.

SCIENTIFIC REVOLUTION - +50% science gained from research agreements.
Prerequisites: Free Thought.

FINISHER - 2 free technologies.

FREEDOM

FREEDOM - +25% great person generation rate. May purchase great artists with faith.
Prerequisites: Industrial Era.

CONSTITUTION - +2 culture from each wonder.
Prerequisites: Freedom.

UNIVERSAL SUFFRAGE - +33% combat strength of cities.
Prerequisites: Freedom.

CIVIL SOCIETY - Specialists consume only half the normal amount of food.
Prerequisites: Freedom.

FREE SPEECH - 8 units are maintenance free.
Prerequisites: Constitution.

DEMOCRACY - Specialist population only produce half the normal amount of unhappiness.
Prerequisites: Civil Society.

FINISHER - Double yield from great person improvements, +50% golden age length.

AUTOCRACY

AUTOCRACY - -33% unit maintenance, receive 10 culture for each point of culture produced in captured cities. May purchase great generals and admirals with faith.
Prerequisites: Industrial Era.

POPULISM - Wounded units deal +25% damage.
Prerequisites: Autocracy.

MILITARISM - -33% gold cost for purchasing units.
Prerequisites: Autocracy.

FASCISM - Quantity of strategic resources doubled,+2 movement for all great generals.
Prerequisites: Populism and Militarism.

POLICE STATE - +3 happiness per courthouse, -50% production cost to build courthouses. Reduces the effectiveness of enemy spies by 25%, your counterspies are 25% more effective at catching enemy spies.
Prerequisites: Populism and Militarism.

TOTAL WAR - +25% production when building any military unit, all units starts with +15 experience.
Prerequisites: Fascism and Police State.

FINISHER - +25% attack bonus for all units for 50 turns.

ORDER

ORDER - +1 happiness per city. May purchase great engineers with faith.
Prerequisites: Industrial Era.

UNITED FRONT - Military city-states gift units twice as often when you are at war with a common foe.
Prerequisites: Order.

PLANNED ECONOMY - Factories increase science by +25%, -50% production cost to build factories.
Prerequisites: Order.

NATIONALISM - +15% attack bonus when fighting in friendly territory.
Prerequisites: Order.

SOCIALISM - Building gold maintenance reduced by 15%.
Prerequisites: Planned Economy.

COMMUNISM - +2 production per city, +1 production for mines and quarries.
Prerequisites: Planned Economy.

FINISHER - +2 food, +2 production, +2 science, +2 gold, +2 culture per city.
 
6. RELIGION

PANTHEON BELIEFS

ANCESTOR WORSHIP - +1 culture from shrines.

DANCE OF THE AURORA - +1 faith from tundra tiles without forests.

DESERT FOLKLORE - +1 faith from desert tiles.

FAITH HEALERS - +30 HP healed per turn if adjacent to a friendly city.

FERTILITY RITES - +10% population growth.

GOD OF CRAFTSMEN - +1 production in cities with 3+ population.

GOD OF THE OPEN SKY - +1 culture from pastures.

GOD OF THE SEA - +1 production from work boats.

GOD OF WAR - Gain faith if you win a battle within four tiles of your city.

GODDESS OF FESTIVALS - +1 culture and +1 faith for each win and incense.

GODDESS OF LOVE - +1 happiness from cities with 6+ population.

GODDESS OF PROTECTION - +30% city ranged combat score.

GODDESS OF THE HUNT - +1 food from camps.

MESSENGER OF THE GODS - +2 science in cities with a trade route.

MONUMENT TO THE GODS - +15% production of ancient and classical wonders.

ONE WITH NATURE - +4 faith from natural wonders.

ORAL TRADITION - +1 culture from plantations.

RELIGIOUS IDOLS - +1 culture and +1 faith for each gold and silver.

RELIGIOUS SETTLEMENTS - +15% faster border growth.

SACRED PATH - +1 culture from jungle tiles.

SACRED WATERS - +1 happiness from cities on rivers.

STONE CIRCLES - +2 faith from quarries.

FOUNDER BELIEFS

CEREMONIAL BURIAL - +1 happiness for each city following this religion.

CHURCH PROPERTY - +2 gold for each city following this religion.

INITIATION RITES - +100 gold when each city first converts to this religion.

INTERFAITH DIALOGUE - Gain science when a missionary spreads this religion to cities of other religions.

PAPAL PRIMACY - +15 influence resting point with city-states following this religion.

PEACE LOVING - +1 happiness for every five followers of this religion in non-enemy foreign cities.

PILGRIMAGE - +1 faith for each foreign city following this religion.

TITHE - +1 gold for every four followers of this religion.

WOLD CHURCH - +1 culture for every five followers of this religion in other civilizations.

FOLLOWER BELIEFS

ASCETICISM - Shrines provide +1 happiness in cities with 3+ followers.

CATHEDRALS - May use faith to purchase Cathedrals.

CHORAL MUSIC - Temples provide +2 culture in cities with 5+ followers.

DIVINE INSPIRATION - Each world wonder provides +2 faith.

FEED THE WORLD - Shrines and temples provide +1 food.

GURUSHIP - +2 production if a city has a specialist.

HOLY WARRIORS - May use faith to purchase pre-industrial land units.

LITURGICAL DRAMA - Amphitheaters provide +1 faith in cities with 3+ followers.

MONASTERIES - May use faith to purchase monasteries.

MOSQUES - May use faith to purchase mosques.

PAGODAS - May use faith to purchase pagodas.

PEACE GARDENS - Gardens provide +2 happiness.

RELIGIONS ART - Hermitage provides +8 culture.

RELIGIOUS CENTER - Temples provide +2 happiness in cities with 5+ followers.

RELIGIOUS COMMUNITY - +1% production for each follower (max +15%).

SWORDS INTO PLOWSHARES - +15% growth per city if not at war.

ENHANCER BELIEFS

DEFENDER OF THE FAITH - +20% combat score near friendly cities that follow this religion.

HOLY ORDER - Missionaries and Inquisitors cost 30% less faith.

ITINERANT PREACHERS - Religion spreads to cities 30% further away.

JUST WAR - +20% combat score near enemy cities that follow this religion.

MESSIAH - Prophets are 25% stronger and cost 25% less faith.

MISSIONARY ZEAL - +25% Missionary conversions strength.

RELIGIOUS TEXTS - Religion spreads 34% faster (68% with Printing Press tech).

RELIGIOUS UNITY - Religion spreads to friendly city-states at double rate.

RELINQUARY - Gain 50 faith each time a great person is expended.
 
7. TERRAIN AND FEATURES

TERRAIN

COAST
Terrain Type: water
Tile Yield: 1 food, 1 gold
Resources: oil, fish, whales, pearls, crab
Combat Modifier: 0%
Movement Cost: 1

DESERT
Terrain Type: open
Tile Yield: none
Resources: iron, oil, aluminum, uranium, sheep, gold, silver, gems, marble, cotton, incense, copper, salt
Combat Modifier: 0%
Movement Cost: 1

GRASSLAND
Terrain Type: open
Tile Yield: 2 food
Resources: iron, horses, coal, uranium, cattle, sheep, stone, gold, gems, marble, cotton, wine, copper, citrus
Combat Modifier: 0%
Movement Cost: 1

HILL
Terrain Type: rough
Tile Yield: 2 production
Resources: sheep, iron, coal, aluminum, uranium, sheep, deer, stone, gold, silver, gems, marble
Combat Modifier: +25%
Movement Cost: 2

MOUTAINS
Terrain Type: land
Tile Yield: none
Resources: none
Combat Modifier: +25%
Movement Cost: impassable

OCEAN
Terrain Type: water
Tile Yield: 1 food, 1 gold
Resources: none
Combat Modifier: 0%
Movement Cost: 1

PLAINS
Terrain Type: open
Tile Yield: 1 food, 1 production
Resources: iron, horses, coal, aluminum, uranium, wheat, sheep, stone, gold, gems, marble, ivory, cotton, wine, incense, copper, salt, citrus
Combat Modifier: 0%
Movement Cost: 1

SNOW
Terrain Type: open
Tile Yield: none
Resources: iron, oil, uranium, stone, copper
Combat Modifier: 0%
Movement Cost: 1

TUNDRA
Terrain Type: open
Tile Yield: 1 food
Resources: iron, horses, oil, aluminum, uranium, deer, stone, silver, gems, marble, furs, copper, salt
Combat Modifier: 0%
Movement Cost: 1

COMMON FEATURES

ATOLL
Terrain Type: water
Tile Yield: 1 food, 1 production
Resources: none
Combat Modifier: 0%
Movement Cost: 1

FALLOUT
Terrain Type: open
Tile Yield: -3 food, -3 production, -3 gold
Resources: none
Combat Modifier: -15%
Movement Cost: 2

FLOOD PLAINS
Terrain Type: open
Tile Yield: 2 food
Resources: wheat and sugar
Combat Modifier: -10%
Movement Cost: 1

FOREST
Terrain Type: rough
Tile Yield: 1 food, 1 production
Resources: uranium, deer, furs, dyes, silk, truffles
Combat Modifier: 25%
Movement Cost: 2

ICE
Terrain Type: Impassable
Tile Yield: None
Resources: none
Combat Modifier: 0%
Movement Cost: 1

JUNGLE
Terrain Type: rough
Tile Yield: 1 food, -1 production
Resources: oil, uranium, bananas, gems, dye, spices, truffles
Combat Modifier: 25%
Movement Cost: 2

LAKE
Terrain Type: water
Tile Yield: 2 food, 1 gold
Resources: none
Combat Modifier: 0%
Movement Cost: impassable

MARSH
Terrain Type: open
Tile Yield: -1 food
Resources: oil, uranium, sugar, truffles
Combat Modifier: -15%
Movement Cost: 3

OASIS
Terrain Type: open
Tile Yield: 3 food, 1 gold
Resources: none
Combat Modifier: -10%
Movement Cost: 1

RIVER
Terrain Type: land
Tile Yield: 1 gold
Resources: none
Combat Modifier: 0%
Movement Cost: all remaining points

NATURAL WONDERS

CERRO DE POTOSI - Tile Yield: 10 gold

EL DORADO - Tile Yield: 5 culture, grants 500 gold to the first civilization to discover it

FOUNTAIN OF YOUTH - Tile Yield: 10 happiness, all units next to it heal for double health for the rest of the game

KRAKATOA - Tile Yield: 5 science

MT. FUJI - Tile Yield: 2 gold, 3 culture, 3 faith

MT. KAILASH - Tile Yield: 6 faith, 2 happiness

MT. SINAI - Tile Yield: 8 faith

OLD FAITHFUL - Tile Yield: 2 science, 3 happiness

ROCK OF GIBRALTAR - Tile Yield: 2 food, 5 gold

SRI PADA - Tile Yield: 2 food, 4 faith, 2 happiness

THE BARRINGER CRATER - Tile Yield: 2 gold, 3 science

THE GRAND MESA - Tile Yield: 2 production, 3 gold

THE GREAT BARRIER REEF - Tile Yield: 2 food, 1 production, 1 gold, 2 science

ULURU - Tile Yield: 2 food, 6 faith
 
8. MILITARY UNITS

ANCIENT ERA

ARCHER
Cost: 40 production or 80 faith
Combat Type: archer
Combat: 5 melee, 7 ranged
Range: 2
Movement: 2
Resources: none
Abilities: may not melee attack
Prerequisites: archery
Obsolete: construction
Upgrade: composite bowman

CHARIOT ARCHER
Cost: 56 production or 112 faith
Combat Type: archer
Combat: 6 melee, 10 ranged
Range: 2
Movement: 4
Resources: horses
Abilities: may not melee attack, rough terrain penalty, no defensive terrain bonus
Prerequisites: the wheel
Obsolete: chivalry
Upgrade: knight

SCOUT
Cost: 25 production or 50 faith
Combat Type: recon
Combat: 5 melee
Range: none
Movement: 2
Resources: none
Abilities: ignores terrain cost
Prerequisites: none
Obsolete: scientific theory
Upgrade: none

SPEARMAN
Cost: 56 production or 112 faith
Combat Type: melee
Combat: 11 melee
Range: none
Movement: 2
Resources: none
Abilities: bonus versus mounted units (+50%)
Prerequisites: bronze working
Obsolete: civil service
Upgrade: pikeman

TRIREME
Cost: 45 production
Combat Type: naval melee
Combat: 10 melee
Range: none
Movement: 4
Resources: none
Abilities: cannot enter deep ocean
Prerequisites: sailing
Obsolete: astronomy
Upgrade: caravel

WARRIOR
Cost: 40 production or 80 faith
Combat Type: melee
Combat: 8 melee
Range: none
Movement: 2
Resources: none
Abilities: none
Prerequisites: none
Obsolete: metal casting
Upgrade: swordsman

CLASSICAL ERA

CATAPULT
Cost: 75 production or 150 faith
Combat Type: siege
Combat: 7 melee, 8 ranged
Range: 2
Movement: 2
Resources: none
Abilities: may not melee attack, bonus versus cities (+200%), no defensive terrain bonuses, must set up to ranged attack, limited visibility (-1 visibility)
Prerequisites: mathematics
Obsolete: physics
Upgrade: trebuchet

COMPOSITE BOWMAN
Cost: 75 production or 150 faith
Combat Type: archer
Combat: 7 melee, 11 ranged
Range: 2
Movement: 2
Resources: none
Abilities: may not melee attack
Prerequisites: construction
Obsolete: machinery
Upgrade: crossbowman

HORSEMAN
Cost: 75 production or 150 faith
Combat Type: mounted
Combat: 12 melee
Range: none
Movement: 4
Resources: horse
Abilities: no defensive terrain bonus, can move after attacking, -33% penalty attacking cities
Prerequisites: horseback riding
Obsolete: chivalry
Upgrade: knight

SWORDSMAN
Cost: 75 production or 150 faith
Combat Type: melee
Combat: 14 melee
Range: none
Movement: 2
Resources: iron
Abilities: none
Prerequisites: iron working
Obsolete: steel
Upgrade: longswordsman

MEDIEVAL ERA

CROSSBOWMAN
Cost: 120 production pr 240 faith
Combat Type: archer
Combat: 13 melee, 18 ranged
Range: 2
Movement: 2
Resources: none
Abilities: may not melee attack
Prerequisites: machinery
Obsolete: industrialization
Upgrade: gatling gun

GALLEASS
Cost: 100 production
Combat Type: naval ranged
Combat: 16 melee, 17 ranged
Range: 2
Movement: 3
Resources: none
Abilities: cannot ender deep ocean, may not melee attack
Prerequisites: compass
Obsolete: navigation
Upgrade: frigate

KNIGHT
Cost: 120 production or 240 faith
Combat Type: mounted
Combat: 20 melee
Range: none
Movement: 4
Resources: horse
Abilities: no defensive terrain bonus, can move after attacking, -33% penalty attacking cities
Prerequisites: chivalry
Obsolete: military science
Upgrade: cavalry

LONGSWORDSMAN
Cost: 120 production or 240 faith
Combat Type: melee
Combat: 21 melee
Range: none
Movement: 2
Resources: iron
Abilities: none
Prerequisites: steel
Obsolete: gunpowder
Upgrade: musketman

PIKEMAN
Cost: 90 production or 180 faith
Combat Type: melee
Combat: 16 melee
Range: none
Movement: 2
Resources: none
Abilities: bonus versus mounted (+50%)
Prerequisites: civil service
Obsolete: metallurgy
Upgrade: lancer

TREBUCHET
Cost: 120 production or 240 faith
Combat Type: siege
Combat: 12 melee, 14 ranged
Range: 2
Movement: 2
Resources: iron
Abilities: may not melee attack, bonus versus cities (+200%), no defensive terrain bonuses, must set up to ranged attack, limited visibility (-1 visibility)
Prerequisites: physics
Obsolete: chemistry
Upgrade: cannon

RENAISSACE ERA

CANNON
Cost: 185 production or 370 faith
Combat Type: siege
Combat: 14 melee, 20 ranged
Range: 2
Movement: 2
Resources: none
Abilities: may not melee attack, bonus versus cities (+200%), no defensive terrain bonuses, must set up to ranged attack, limited visibility (-1 visibility)
Prerequisites: chemistry
Obsolete: dynamite
Upgrade: artillery

CARAVEL
Cost: 120 production
Combat Type: naval melee
Combat: 20 melee
Range: 2
Movement: 4
Resources: none
Abilities: withdraw before melee, extra sight (+1 sight)
Prerequisites: astronomy
Obsolete: steam power
Upgrade: ironclad

FRIGATE
Cost: 185 production
Combat Type: naval ranged
Combat: 25 melee, 28 ranged
Range: 2
Movement: 5
Resources: iron
Abilities: may not melee attack
Prerequisites: navigation
Obsolete: electronics
Upgrade: battleship

LANCER
Cost: 185 production or 370 faith
Combat Type: mounted
Combat: 25 melee
Range: none
Movement: 4
Resources: horse
Abilities: formation 1 (+33% combat bonus versus mounted units), no defensive terrain bonus, can move after attacking, -33% penalty attacking cities
Prerequisites: metallurgy
Obsolete: combined arms
Upgrade: anti-tank gun

MUSKETMAN
Cost: 150 production or 300 faith
Combat Type: gunpowder
Combat: 24 melee
Range: none
Movement: 2
Resources: none
Abilities: none
Prerequisites: gunpowder
Obsolete: rifling
Upgrade: rifleman

PRIVATEER
Cost: 150 production
Combat Type: naval melee
Combat: 25 melee
Range: none
Movement: 5
Resources: none
Abilities: Coastal Raider 1 (+20% combat versus cities, steal 33% of damage as gold versus cities), Prize Ships (defeated enemy naval units join your side)
Prerequisites: navigation
Obsolete: combustion
Upgrade: destroyer

INDUSTRIAL ERA

ARTILLERY
Cost: 250 production
Combat Type: siege
Combat: 21 melee, 28 ranged
Range: 3
Movement: 2
Resources: none
Abilities: no defensive terrain bonus, may not melee attack, indirect fire, bonus versus cities (+200%), must set up to ranged attack, limited visibility (-1)
Prerequisites: dynamite
Obsolete: none
Upgrade: rocket artillery

CAVALRY
Cost: 225 production
Combat Type: mounted
Combat: 34 melee
Range: none
Movement: 4
Resources: horse
Abilities: no defensive terrain bonus, can move after attacking, -33% penalty attacking cities
Prerequisites: military science
Obsolete: combustion
Upgrade: landship

GATLING GUN
Cost: 225 production
Combat Type: archery
Combat: 36 melee, 36 ranged
Range: 1
Movement: 2
Resources: none
Abilities: may not melee attack
Prerequisites: industrialization
Obsolete: ballistics
Upgrade: machine gun

IRONCLAD
Cost: 250 production
Combat Type: naval melee
Combat: 50 melee
Range: none
Movement: 3
Resources: 1 coal
Abilities: double movement in coasts, +33% bonus versus cities
Prerequisites: steam power
Obsolete: combustion
Upgrade: destroyer

RIFLEMAN
Cost: 225 production
Combat Type: gunpowder
Combat: 34 melee
Range: none
Movement: 2
Resources: none
Abilities: none
Prerequisites: rifling
Obsolete: replaceable parts
Upgrade: great war infantry

MODERN ERA

ANTI-AIRCRAFT GUN
Cost: 375 production
Combat Type: gunpowder
Combat: 50 melee
Range: 2
Movement: 2
Resources: none
Abilities: interception (100%), bonus versus aircraft/helicopters (+100%)
Prerequisites: ballistics
Obsolete: rocketry
Upgrade: mobile SAM

BATTLESHIP
Cost: 375 production
Combat Type: naval ranged
Combat: 55 melee, 65 ranged
Range: 3
Movement: 5
Resources: oil
Abilities: may not melee attack, indirect fire, +33% bonus versus cities
Prerequisites: electronics
Obsolete: none
Upgrade: none

CARRIER
Cost: 375 production
Combat Type: naval ranged
Combat: 50 melee
Range: none
Movement: 5
Resources: none
Abilities: may not melee attack, can carry 3 cargo
Prerequisites: electronics
Obsolete: none
Upgrade: none

DESTROYER
Cost: 375 production
Combat Type: naval melee
Combat: 55 melee,
Range: none
Movement: 6
Resources: none
Abilities: can see submarines, interception (40%), bonus versus submarines (+100%), withdraw before melee
Prerequisites: combustion
Obsolete: none
Upgrade: none

GREAT WAR BOMBER
Cost: 325 production
Combat Type: bomber
Combat: 50 ranged
Range: 6
Movement: based
Resources: oil
Abilities: none
Prerequisites: flight
Obsolete: radar
Upgrade: bomber

GREAT WAR INFANTRY
Cost: 320 production
Combat Type: gunpowder
Combat: 50 melee
Range: none
Movement: 2
Resources: none
Abilities: none
Prerequisites: replaceable parts
Obsolete: plastics
Upgrade: infantry

INFANTRY
Cost: 375 production
Combat Type: gunpowder
Combat: 70 melee
Range: none
Movement: 2
Resources: none
Abilities: none
Prerequisites: plastics
Obsolete: mobile tactics
Upgrade: mechanized infantry

LANDSHIP
Cost: 350 production
Combat Type: armored
Combat: 60 melee
Range: none
Movement: 4
Resources: oil
Abilities: no defensive terrain bonus, can move after attacking
Prerequisites: combustion
Obsolete: combined arms
Upgrade: tank

MACHINE GUN
Cost: 350 production
Combat Type: archery
Combat: 60 melee, 60 ranged
Range: 1
Movement: 2
Resources: none
Abilities: may not melee attack
Prerequisites: ballistics
Obsolete: none
Upgrade: mechanized infantry

SUBMARINE
Cost: 325 production
Combat Type: naval ranged
Combat: 35 melee, 60 ranged
Range: 3
Movement: 5
Resources: none
Abilities: may not melee attack, is invisible (submarine), can see submarines, may enter ice tiles, +100% bonus when attacking
Prerequisites: refrigeration
Obsolete: telecommunications
Upgrade: nuclear submarine

TRIPLANE
Cost: 325 production
Combat Type: fighter
Combat: 35 ranged
Range: 5
Movement: based
Resources: 1 oil
Abilities: interception (50%), air sweep, weak ranged attack, air recon, +150% bonus versus bombers/helicopters
Prerequisites: flight
Obsolete: radar
Upgrade: fighter

ATOMIC ERA

ANTI-TANK GUN
Cost: 300 production
Combat Type: gunpowder
Combat: 50 melee
Range: none
Movement: 2
Resources: none
Abilities: +100% bonus versus tanks
Prerequisites: combined arms
Obsolete: none
Upgrade: helicopter gunship

BOMBER
Cost: 375 production
Combat Type: bomber
Combat: 65 ranged
Range: 10
Movement: based
Resources: oil
Abilities: none
Prerequisites: radar
Obsolete: none
Upgrade: stealth bomber

FIGHTER
Cost: 375 production
Combat Type: fighter
Combat: 45 ranged
Range: 8
Movement: based
Resources: oil
Abilities: interception (100%), air sweep, air recon, +150% bonus versus bombers/helicopters
Prerequisites: radar
Obsolete: none
Upgrade: jet fighter

HELICOPTER GUNSHIP
Cost: 425 production
Combat Type: helicopter
Combat: 60 melee
Range: none
Movement: 6
Resources: aluminum
Abilities: no defensive terrain bonuses, unable to capture cities, all tiles cost 1 move, hovering unit, +100% bonus versus tanks
Prerequisites: computers
Obsolete: none
Upgrade: none

MARINE
Cost: 400 production
Combat Type: gunpowder
Combat: 65 melee
Range: none
Movement: 2
Resources: none
Abilities: amphibious, extra sight while embarked, embarkation with defense
Prerequisites: penicillin
Obsolete: none
Upgrade: none

MOBILE SAM
Cost: 425 production
Combat Type: gunpowder
Combat: 65 melee
Range: 2
Movement: 3
Resources: none
Abilities: interception (100%), +150%bonus versus aircraft/helicopters
Prerequisites: rocketry
Obsolete: none
Upgrade: none

PARATROOPER
Cost: 375 production
Combat Type: gunpowder
Combat: 65 melee
Range: none
Movement: 2
Resources: none
Abilities: may paradrop
Prerequisites: radar
Obsolete: none
Upgrade: none

ROCKET ARTILLERY
Cost: 425 production
Combat Type: siege
Combat: 45 melee, 60 ranged
Range: 3
Movement: 2
Resources: aluminum
Abilities: indirect fire, bonus versus cities (+200%), may not melee attack, no defensive terrain bonuses, limited visibility (-1)
Prerequisites: rocketry
Obsolete: none
Upgrade: none

TANK
Cost: 375 production
Combat Type: armored
Combat: 70 melee
Range: none
Movement: 5
Resources: oil
Abilities: no defensive bonuses, can move after attacking
Prerequisites: combined arms
Obsolete: none
Upgrade: modern armor

INFORMATION ERA

GIANT DEATH ROBOT
Cost: 425 production
Combat Type: armored
Combat: 150 melee
Range: none
Movement: 5
Resources: uranium
Abilities: can move after attacking, no defensive terrain bonuses
Prerequisites: nuclear fusion
Obsolete: none
Upgrade: none

JET FIGHTER
Cost: 425 production
Combat Type: fighter
Combat: 75 ranged
Range: 10
Movement: based
Resources: aluminum
Abilities: interception (100%), air sweep, air recon, +150% bonus versus bombers/helicopters
Prerequisites: lasers
Obsolete: none
Upgrade: none

MECHANIZED INFANTRY
Cost: 375 production
Combat Type: gunpowder
Combat: 90 melee
Range: none
Movement: 3
Resources: none
Abilities: none
Prerequisites: mobile tactics
Obsolete: none
Upgrade: none

MISSILE CRUISER
Cost: 425 production
Combat Type: naval ranged
Combat: 80 ranged, 100 ranged
Range: 3
Movement: 7
Resources: none
Abilities: interception (100%), may not melee attack, indirect fire, can carry 3 cargo, can see submarines, +100% attack versus submarines
Prerequisites: robotics
Obsolete: none
Upgrade: none

MODERN ARMOR
Cost: 425 production
Combat Type: armored
Combat: 100 melee
Range: none
Movement: 5
Resources: aluminum
Abilities: no defensive terrain bonuses, can move after attacking
Prerequisites: lasers
Obsolete: none
Upgrade: giant death robot

NUCLEAR SUBMARINE
Cost: 425 production
Combat Type: naval ranged
Combat: 50 melee, 85 ranged
Range: 3
Movement: 6
Resources: none
Abilities: may not melee attack, is invisible (submarine), can see submarines, can carry 2 cargo, +100% bonus when attacking, may enter ice tiles
Prerequisites: telecommunications
Obsolete: none
Upgrade: none

STEALTH BOMBER
Cost: 425 production
Combat Type: bomber
Combat: 85 ranged
Range: 20
Movement: based
Resources: aluminum
Abilities: evasion (100%), air recon
Prerequisites: stealth
Obsolete: none
Upgrade: none
 
9. PROMOTIONS

SHARED PROMOTIONS

Heal Instantly - no requirements, Heal this unit by 50 HP

Cover 1 - requires Drill 1 or Shock 1 or Accuracy 1 or Barrage 1, +33% defense against ranged attacks

Cover 2 - requires Cover 1, +33% defense against ranged attacks

Sentry - requires Drill 1 or Shock 1 or Targeting 1 or Bombardment 1, +33% defense against ranged attacks

Formation 1 - requires Drill 2 or Shock 2 or Accuracy 2 or Barrage 2, +33% combat strength against mounted units

Formation 2 - requires Formation 1, +33% combat strength against mounted units

Siege - requires Drill 2 or Shock 2 or Accuracy 2 or Barrage 2, +50% combat strength cities

March - requires Drill 3 or Shock 3 or Accuracy 2 or Barrage 2, unit will heal every turn

MELEE PROMOTIONS

Drill 1 - no requirements, +15% combat strength when fighting in rough terrain

Drill 2 - requires Drill 1, +15% combat strength when fighting in rough terrain

Drill 3 - requires Drill 2, +15% combat strength when fighting in rough terrain

Shock 1 - no requirements, +15% combat strength when fighting in open terrain

Shock 2 - requires Shock 1, +15% combat strength when fighting in open terrain

Shock 3 - requires Shock 2, +15% combat strength when fighting in open terrain

Amphibious - requires Drill 1 or Shock 1, eliminates combat penalty for attacking from the sea of over a river

Medic 1 - requires Drill 1 or Shock 1 or Scouting 2 or Survivalism 2, all adjacent units are healed 5 HP per turn

Medic 2 - requires Medic 1, all adjacent units are healed 5 HP per turn, this unit is healed 5 HP per turn outside friendly territory

Ambush 1 - requires Drill 2 or Shock 2, +33% combat strength against armored units

Ambush 2 - requires Ambush 1, +33% combat strength against armored units

Charge - requires Drill 2 or Shock 2, +33% combat strength against wounded units

Blitz - requires Drill 3 or Shock 3, 1 additional attack per turn

Woodsman - requires Drill 3 or Shock 3, double movement through forests and jungle

Repair - requires Drill 3 or Shock 3, unit will heal every turn

RANGED PROMOTIONS

Accuracy 1 - no requirements, +15% combat strength against units in open terrain

Accuracy 2 - requires Accuracy 1, +15% combat strength against units in open terrain

Accuracy 3 - requires Accuracy 2, +15% combat strength against units in open terrain

Barrage 1 - no requirements, +15% combat strength against units in rough terrain

Barrage 2 - requires Barrage 1, +15% combat strength against units in rough terrain

Barrage 3 - requires Barrage 2, +15% combat strength against units in rough terrain

Bombardment 1 - no requirements, +33% combat strength against land units

Bombardment 2 - requires Bombardment 1, +33% combat strength against land units

Bombardment 3 - requires Bombardment 2, +33% combat strength against land units

Volley - requires Accuracy 1 or Barrage 1, +50% combat strength against fortified units and cities

Logistics - requires Accuracy 3 or Barrage 3 or Targeting 3 or Bombardment 3, 1 additional attack per turn

Mobility - requires Accuracy 3 or Barrage 3 or Targeting 1 or Bombardment 1, +1 movement

Range - requires Accuracy 3 or Barrage 3 or Targeting 2 or Bombardment 2, +1 range

NAVAL PROMOTIONS

Boarding Party 1 - no requirements, +15% combat strength against naval units

Boarding Party 2 - requires Boarding Party 1, +15% combat strength against naval units

Boarding Party 3 - requires Boarding Party 2, +15% combat strength against naval units

Targeting 1 - no requirements, +15% combat strength against naval units

Targeting 2 - requires Targeting 1, +15% combat strength against naval units

Targeting 3 - requires Targeting 2, +15% combat strength against naval units

Coastal Piracy 1 - no requirements, +20% combat strength against cities, steal gold equal to 33% of the damage inflicted on the city

Coastal Piracy 2 - requires Coastal Piracy 1, +20% combat strength against cities, steal gold equal to 33% of the damage inflicted on the city

Coastal Piracy 3 - requires Coastal Piracy 2, +20% combat strength against cities, steal gold equal to 33% of the damage inflicted on the city

Supply - requires Targeting 2 or Bombardment 2 or Coastal Raider 2 or Boarding Party 2, may heal outside friendly territory

SCOUTING PROMOTIONS

Survivalism 1 - no requirements, +5 HP healed per turn outside friendly territory and +25% defense

Survivalism 2 - requires Survivalism 1, +5 HP healed per turn outside friendly territory and +25% defense

Survivalism 3 - requires Survivalism 2, unit will heal every turn and attempt to withdraw when attacked from melee

Scouting 1 - no requirements, +1 visibility

Scouting 2 - requires Scouting 1, +1 visibility

Scouting 3 - requires Scouting 2, +1 movement

AIR PROMOTIONS

Mobility 1 - no requirements, +1 movement

Mobility 2 - requires Mobility 1, +1 movement

Dogfighting 1- no requirements, +33% combat strength when performing an air sweep

Dogfighting 2- requires Dogfighting 1, +33% combat strength when performing an air sweep

Dogfighting 3- requires Dogfighting 2, +33% combat strength when performing an air sweep

Interception 1- no requirements, +33% combat strength when intercepting enemy aircraft

Interception 2- requires Interception 1, +33% combat strength when intercepting enemy aircraft

Interception 3- requires Interception 2, +33% combat strength when intercepting enemy aircraft

Siege 1- no requirements, +33% combat strength against cities

Siege 2- requires Siege 1, +33% combat strength against cities

Siege 3- requires Siege 2, +33% combat strength against cities

Air Ambush 1 - requires Interception 1 or Dogfighting 1 or Siege 1 or Bombardment 1, +33% combat strength against armored units

Air Ambush 1 - requires Air Ambush 2, +33% combat strength against armored units

Range - requires Interception 1 or Dogfighting 1 or Siege 1 or Bombardment 1,, +2 operational range

Sortie - requires Interception 2 or Dogfighting 2, 1 extra interception per turn

Air Repair - requires Interception 2 or Dogfighting 2 or Siege 2 or Bombardment 2, unit will heal every turn

Evasion - requires Siege 2 or Bombardment 2, reduces damage from interception by 50%

Logistics - requires Siege 2 or Bombardment 2 or Air Ambush 2 or Mobility 2, 1 additional attack per turn
 
Good job. I like it when people do number-crunching and analysis for me. :mischief:

I await your (more specific, rather than general) thoughts on the various units.
 
Did you really claim that the benefit of the Paper Maker is marginal at best? It's almost certainly the best unique building in the game, a library that pays for itself and adds extra gold! No matter what your strategy is for this game, every city needs a library, and so every Chinese city will be that much better overall.
 
great work!

In my opinion, the priorites for buildings/wonders are not entirely appropriate. For exampe the Forbidden Palace: it is considered by some respectable players as one of the most important wonders (admittedly for an ICS strategy, which is considered as the most effective one nowadays [before hopfully implemented balancing patches in the future]). Generally, the wonders greatly differ in their advantages for the victory goal / strategy you are aiming. I am missing this point in your guide (apart from cultural victories).

However, this really is a very small bit of criticism. Your thread is really great and a good reading for any kind of player, if he is a noob or an advanced one!

@mods: it well deserves to be a "sticky" :)
 
great work!

In my opinion, the priorites for buildings/wonders are not entirely appropriate. For exampe the Forbidden Palace: it is considered by some respectable players as one of the most important wonders (admittedly for an ICS strategy, which is considered as the most effective one nowadays [before hopfully implemented balancing patches in the future]). Generally, the wonders greatly differ in their advantages for the victory goal / strategy you are aiming. I am missing this point in your guide (apart from cultural victories).

However, this really is a very small bit of criticism. Your thread is really great and a good reading for any kind of player, if he is a noob or an advanced one!

@mods: it well deserves to be a "sticky" :)

Thank you :D

As far as priority for wonders, I tried to dictate how useful a wonder would be for most strategies, unless the wonder is very specific in it's use. The Forbidden Palace is something almost every strategy can use, as long as they have a medium or large empire, although it certainly has a much higher priority in a honeycomb strategy. I do believe I mentioned that in the wonder description.
 
Did you really claim that the benefit of the Paper Maker is marginal at best? It's almost certainly the best unique building in the game, a library that pays for itself and adds extra gold! No matter what your strategy is for this game, every city needs a library, and so every Chinese city will be that much better overall.

I don't have a lot of experience playing with the ICS strategy yet, as I've tried to focus on what a more traditional approach to playing Civ5 would be. I am going to play a few games with a few of the better civs with the strategy, and will most likely update my guide once I get some experience under my belt. I know Paper Maker is much better when you have 20+ cities, but in the traditional spread out cities approach, it really is marginal, especially compared to, for example, the Aztec building (which really emphasizes large populations).
 
Paper marker is still really powerful five cities. An extra 20 old per turn all games adds up to a huge amount over the 150-200 turns you have them out.

Assuming one hammer is worth two gold. (Very subjective but as people are trading posting hills over mining them it seems reasonable. Gold in your bank doesn't trade 2:1 but you get lots of flexibility and you do save money on not maintaining a huge army)

Then for the long house to be better you need to be working over two forest titles on average. You also need to build something you wouldn't normally want and pay maintenance for the effect. This isn't to say the paper maker is better but I don't see that the longhouse is a good UB while the paper maker is a bad one.
 
Paper marker is still really powerful five cities. An extra 20 old per turn all games adds up to a huge amount over the 150-200 turns you have them out.

Assuming one hammer is worth two gold. (Very subjective but as people are trading posting hills over mining them it seems reasonable. Gold in your bank doesn't trade 2:1 but you get lots of flexibility and you do save money on not maintaining a huge army)

Then for the long house to be better you need to be working over two forest titles on average. You also need to build something you wouldn't normally want and pay maintenance for the effect. This isn't to say the paper maker is better but I don't see that the longhouse is a good UB while the paper maker is a bad one.

The longhouse can add a ridiculous amount of production to a city. It can be luck and map dependent, but placing a city with 10 or more forest tiles nearby isn't all that uncommon.
 
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