A Makeshift Civilopedia

BenZL43

awkward cat
Joined
Sep 25, 2010
Messages
3,200
Location
Indonesia
With only couple of months left before the game release, we are still left in the dark for a lot of important pieces in the game mechanic, which make's a game... a game.
Stuffs like Civilization/LH choice or wonder movies are just icing sugar to the cake imo.

Here, I tried to copy and write down every relevant hint that I can find in exact wording (bar punctuation errors) when the players accidentally (or intentionally?) scroll through their screen. Therefore, for the sake of accuracy, I won't include information gained from the players speech, magazine articles, etc.

Since it's far from complete, If you happen to watch videos and found hints that are not re-written here yet, please post and I'll add to the list.

I chopped it into several posts lest it become too long and difficult to read.


Enjoy!

TL;DR: I collect all the tool-tips (hint) from the videos and re-write it exactly into a makeshift civilopedia :crazyeye:
 
B U I L D I N G

AMPHITHEATER
Building (90 Production)
Code:
+2 Culture
+1 Great Writer point per turn.
1 Great Work of Writing slot.

[B]Requires:[/B] Theater Square

ARCHAEOLOGICAL MUSEUM
Building
Code:
Holds Artifacts.
May not be built in a Theater Square district that already has an Art Museum. 

+2 Culture
+2 Great Artist point per turn.
+1 Great Writer point per turn.
3 Artifact slot.

[B]Requires:[/B] Theater Square

ART MUSEUM
Building
Code:
Holds Great Works of Art.
May not be built in a Theater Square district that already has an Archaeological Museum. 

+2 Culture
+2 Great Artist point per turn.
+1 Great Writer point per turn.
3 Great Work of Writing slot.

[B]Requires:[/B] Theater Square

ANCIENT WALLS
Building (53 Production)
Code:
Provide Walls around the City Center and Encampment district.
Walls allow ranged strikes from the City Center and Encampment district, 
and must be defeated before a city can be assaulted.

ARMORY
Building
Code:
+25% combat experience for all land units trained in this city.

+2 Production
+1 Great General point per turn.

[B]Requires:[/B] Encampment

ARENA
Building (90 Production)
Code:
+1 Amenity from entertainment.

[B]Requires:[/B] Entertainment Complex

BANK
Building
Code:
+5 Gold
+1 Great Merchant point per turn.

[B]Requires:[/B] Commercial Hub

BARRACKS
Building (53 Production)
Code:
+25% combat experience for all melee and ranged land unit trained in this city.
May not be built in Encampment district that already has a Stable. 

+1 Production
+1 Housing
+1 Great General point per turn.

[B]Requires:[/B] Encampment

GRANARY
Building

Code:
+ 1 Food
+ 2 Housing

LIBRARY
Building (53 Production)

Code:
+2 Science
+1 Great Scientist point per turn.

[B]Requires:[/B] Campus

MEDIEVAL WALLS
Building
Code:
Increase the strength of your outer defenses.

MILITARY ACADEMY
Building
Code:
+25% combat experience ...(unreadable)

+1 Production
+1 Housing
+1 Great General point per turn.

[B]Requires:[/B] Encampment

MONUMENT
Building (40 Production)

Code:
+2 Culture

SHIPYARD
Building
Code:
+25% combat experience for all naval units trained in this city. 
Bonus Production equal to the adjacency bonus of the Harbor district.

+1 Great Admiral point per turn.

[B]Requires:[/B] Harbor

SHRINE
Building
Code:
Allows the purchasing of Missionaries. Missionaries can only be purchased with Faith. 

+2 Faith
+1 Great Prophet point per turn.

[B]Requires:[/B] Holy Site

STABLE
Building (70 Production)
Code:
+25% combat experience for all cavalry class units trained in this city. 
May not be built in Encampment district that already has a Barracks. 

+1 Production
+1 Housing
+1 Great General point per turn.

[B]Requires:[/B] Encampment

TEMPLE
Building (70 Production)
Code:
Allows the purchasing of Apostles. Apostles can only be purchased with Faith. 

+4 Faith
+1 Great Prophet point per turn.
1 Relic slot

[B]Requires:[/B] Holy Site

UNIVERSITY
Building (150 Production)

Code:
+4 Science
+1 Housing
+1 Great Scientist point per turn.

[B]Requires:[/B] Campus

WATER MILL
Building (53 Production)
Code:
Rice and Wheat resources gain +1 Food each. City must be adjacent to a River.

+1 Food
+1 Production

WORKSHOP
Building

Code:
+2 Production
+1 Great General point per turn

[B]Requires:[/B] Industrial Zone
 
T E C H N O L O G Y

ANIMAL HUSBANDRY
Technology (25 Science)
Code:
Allows harvesting of Cattle

Unlocks:
• [B]Improvement:[/B] Camp
• [B]Improvement:[/B] Pasture

APPRENTICESHIP
Technology (240 Science)
Code:
+1 Production to the Mine improvement

Unlocks:
• [B]Building:[/B] Workshop
• [B]District:[/B] Industrial Zone

ARCHERY
Technology (50 Science)
Code:
Unlocks:
• [B]Unit:[/B] Archer

ASTROLOGY
Technology (50 Science)
Code:
Unlocks:
• [B]Building:[/B] Shrine
• [B]Building:[/B] Stonehenge
• [B]District:[/B] Holy Site

ASTRONOMY
Technology (480 Science).
Code:
Unlocks:
• [B]Building:[/B] Potala Palace

BALLISTICS
Technology (580 Science)
Code:
Unlocks:
• [B]Unit:[/B] Field Cannon

BANKING
Technology (390 Science)
Code:
+1 Gold from the Quarry improvement.

Unlocks:
• [B]Building:[/B] Bank
• [B]Building:[/B] Great Zimbabwe

BRONZE WORKING
Technology (80 Science)
Code:
Allows chopping of Rainforest. Reveals Iron

Unlocks:
• [B]Building:[/B] Barracks
• [B]District:[/B] Encampment
• [B]Reveals[/B] Iron
• [B]Unit:[/B] Spearman

CASTLES
Technology (310 Science)
Code:
Bonus Culture for the Great Wall Improvement for adjacency.

Unlocks:
• [B]Building:[/B] Alhambra
• [B]Building:[/B] Medieval Walls

CARTOGRAPHY
Technology (390 Science)
Code:
+1 Gold from the Fishing Boat Improvement. 
All naval and embarked units can navigate Ocean tiles. 
+1 movement for embarked units.

Unlocks:
• [B]Unit:[/B] Caravel

CONSTRUCTION
Technology (180 Science)
Code:
Unlocks:
• [B]Building:[/B] Terracotta Army
• [B]Unit:[/B] Siege Tower

CURRENCY
Technology (120 Science)
Code:
Unlocks:
• [B]Building:[/B] Market
• [B]District:[/B] Commercial Hub

ENGINEERING
Technology (180 Science)
Code:
Unlocks:
• [B]Districts:[/B] Aqueduct
• [B]Unit:[/B] Catapult

GUNPOWDER
Technology (390 Science)
Code:
Unlocks:
• [B]Reveals[/B] Niter
• [B]Unit:[/B] Musketman

HORSEBACK RIDING
Technology (120 Science)
Code:
Unlocks:
• [B]Building:[/B] Stable
• [B]Unit:[/B] Horseman

INDUSTRIALIZATION
Technology (580 Science)
Code:
+2 Production to the Mine improvement.

Unlocks:
• [B]Building:[/B] Factory
• [B]Building:[/B] ...(unreadable)
• [B]Routes upgrade[/B] to Industrial Road

IRON WORKING
Technology (120 Science)
Code:
Unlocks:
• [B]Unit:[/B] Swordsman

IRRIGATION
Technology (50 Science)
Code:
Allows cleaning of Marsh.

Unlocks:
• [B]Building:[/B] Hanging Gardens
• [B]Improvement:[/B] Plantation

MACHINERY
Technology (240 Science)
Code:
Unlocks:
• [B]Improvement:[/B] Lumber Mill
• [B]Unit:[/B] Crossbowman

MASONRY
Technology (80 Science)
Code:
Allows harvesting Stone.

Unlocks:
• [B]Building:[/B] Ancient Walls
• [B]Building:[/B] Pyramids
• [B]Unit:[/B] Battering Ram

MASS PRODUCTION
Technology (390 Science)
Code:
Unlocks:
• [B]Building:[/B] Shipyard
• [B]Building:[/B] Venetian Arsenal

MATHEMATICS
Technology (180 Science)
Code:
+1 Movement for all naval units.

Unlocks:
• [B]Building:[/B] Petra

METAL CASTING
Technology (480 Science)
Code:
Unlocks:
• [B]Unit:[/B] Bombard

MILITARY ENGINEERING
Technology (310 Science)
Code:
Unlocks:
• [B]Building:[/B] Armory
• [B]Routes upgrade[/B] to Medieval Road
• [B]Unit:[/B] Military Engineer

MILITARY TACTICS
Technology (240 Science)
Code:
Unlocks:
• [B]Building:[/B] Huey Teocalli
• [B]Unit:[/B] Pikeman

MINING
Technology (25 Science)
Code:
Allows chopping of Woods

Unlocks:
• [B]Improvement:[/B] Mine
• [B]Improvement:[/B] Quarry

POTTERY
Technology (25 Science)
Code:
Allows harvesting of Wheat and Rice

Unlocks:
• [B]Building:[/B] Granary

PRINTING
Technology (390 Science)
Code:
Provides one more level of diplomatic visibility on all other civilizations. 
All Tourism yields from Great Works of Writing are doubled.

Unlocks:
• [B]Building:[/B] Forbidden City

SAILING
Technology (50 Science)
Code:
Allows Builders to embark.

Unlocks:
• [B]Improvement:[/B] Fishing Boat
• [B]Unit:[/B] Galley

SCIENTIFIC THEORY
Technology (500 Science)
Code:
Allows Research Agreement diplomatic action. +1 Food from the Plantation improvement.

Unlocks:
• [B]Building:[/B] Oxford University

SHIPBUILDING
Technology (180 Science)
Code:
Allow all land unit to embark.

Unlocks:
• [B]Building:[/B] Colossus
• [B]Unit:[/B] Quadrireme

SIEGE TACTICS
Technology (480 Science)
Code:
Unlocks:
• [B]Building:[/B] Renaissance Walls
• [B]Improvement:[/B] Fort

STIRRUPS
Technology (240 Science)
Code:
Unlocks:
• [B]Unit:[/B] Knight

STEAM POWER
Technology (700 Science)
Code:
+2 movement for embarked units.

Unlocks:
• [B]Reveals[/B] Coal
• [B]Routes upgrade[/B] to Railroad
• [B]Unit:[/B] Ironclad

SQUARE RIGGING
Technology (480 Science)
Code:
Unlocks:
• [B]Unit:[/B] Frigate

WHEEL
Technology (80 Science)
Code:
Unlocks:
• [B]Building:[/B] Water Mill
• [B]Unit:[/B] Heavy Chariot

WRITING
Technology (50 Science)
Code:
Unlocks:
• [B]Building:[/B] Library
• [B]District:[/B] Campus

...and here's the progress so far. Red dots means the tooltips hint are already listed.
Anybody who have seen tooltips for Celestial Navigation and Education will be really appreciated :)
Spoiler Image by Arioch at Well of Souls :

 
U N I T

ARCHER
Unit (33 Production / 130 Gold)
Code:
First Ancient era ranged unit with a Range of 2

[B]Melee strength:[/B] 15
[B]Ranged strength:[/B] 25 ([B]Range:[/B] 2)
[B]Movement:[/B] 2

BATTERING RAM
Unit (43 Production)
Code:
Ancient era support unit. 
When adjacent to a city, attacking melee unit do full damage to the city’s Walls.

[B]Movement:[/B] 2

BUILDER
Unit (33 Production)
Code:
May create tile improvements or remove features like Woods or Rainforest.
Builders can be used 3 times. 
This can be increased through policies or wonders like the Pyramids.

[B]Movement:[/B] 2

CARAVEL
Unit
Code:
Fast Renaissance era exploration melee naval unit.

[B]Melee Strength:[/B] 50
[B]Movement:[/B] 4

CATAPULT
Unit (80 Production)
Code:
Classical era siege unit, ideal for attacking cities.

[B]Melee Strength:[/B] 23
[B]Bombard Strength:[/B] 35 (Range: 2)
[B]Movement:[/B] 2

CAVALRY
Unit
Code:
Fast-moving Industrial era melee unit.

[B]Melee Strength:[/B] 62
[B]Movement:[/B] 5

CROSSBOWMAN
Unit
Code:
Medieval Era ranged unit.

[B]Melee Strength:[/B] 30
[B]Ranged Strength:[/B] 40 ([B]Range:[/B] 2)
[B]Movement:[/B] 2

EAGLE WARRIOR
Unit (43 Production)
Code:
Aztec unique unit that replaces the Warrior. Can capture other civilization’s units by turning them into Builders.

[B]Melee Strength:[/B] 28
[B]Movement:[/B] 2

FIELD CANNON
Unit
Code:
Industrial era ranged unit.

[B]Melee Strength:[/B] 50
[B]Ranged Strength:[/B] 60 (Range: 2)
[B]Movement:[/B] 2

FRIGATE
Unit
Code:
Renaissance era ranged naval unit.

[B]Melee Strength:[/B] 45
[B]Ranged Strength:[/B] 55 (Range: 2)
[B]Movement:[/B] 4

GALLEY
Unit (43 Production)
Code:
Ancient era melee naval combat unit. 
Can only operate on Coastal waters until Cartography is researched.

[B]Melee Strength:[/B] 25
[B]Movement:[/B] 3

HEAVY CHARIOT
Unit (43 Production / 170 Gold)
Code:
Hard-hitting, Ancient era mobile land unit.

[B]Melee Strength:[/B] 28
[B]Movement:[/B] 2

HORSEMAN
Unit (53 Production)
Code:
Fast-moving, Classical era melee unit.

[COLOR="red"][SIZE="1"]When there is not enough Horse:
Your civilization needs 2 Horse to train this type of unit. If this city has an Encampment, you only need 1 Horse. [/size][/COLOR]

[B]Melee Strength:[/B] 35
[B]Movement:[/B] 4

KNIGHT
Unit (120 Production)
Code:
Hard hitting, Medieval era mobile land unit.

[B]Melee Strength:[/B] 48
[B]Movement:[/B] 4

MILITARY ENGINEER
Unit
Code:
Medieval Era support unit. Requires an Armory to produce. 
Can construct [B]Roads[/B], [B]Forts[/B] and [B]Airstrip[/B] Improvements.

[B]Movement:[/B] 2

MUSKETMAN
Unit (160 Production)
Code:
Renaissance Era melee unit.

[B]Melee Strength:[/B] 55
[B]Movement:[/B] 2

PIKEMAN
Unit (134 Production)
Code:
Medieval era melee unit that’s strong against mounted units.

[B]Melee Strength:[/B] 41
[B]Movement:[/B] 2

QUADRIREME
Unit
Code:
Classical era ranged naval unit. 
Can only operate on Coastal waters until Cartography is researched.

[B]Melee Strength:[/B] 20
[B]Ranged Strength:[/B] 25 ([B]Range:[/B] 1)
[B]Movement:[/B] 3

SAKA HORSE ARCHER
Unit (100 Production)
Code:
Scythian unique unit. Fast Classical era ranged unit.

[B]Melee Strength:[/B] 15
[B]Ranged Strength:[/B] 25 (Range: 1)
[B]Movement:[/B] 4

SCOUT
Unit (20 Production / 80 Gold)
Code:
Fast-moving Ancient era melee unit.

[B]Melee Strength:[/B] 10
[B]Movement:[/B] 3

SETTLER
Unit (67 Production)
Code:
May create new cities.

[B]Movement:[/B] 2

SIEGE TOWER
Unit (67 Production)
Code:
Classical era support unit.
When adjacent to a city, attacking melee units ignore Walls and immediately assault the city.

[B]Movement:[/B] 2

SLINGER
Unit (23 Production)
Code:
Weak Ancient era ranged unit. Better on attack than defense.

[B]Melee Strength:[/B] 5
[B]Ranged Strength:[/B] 15 (Range: 1)
[B]Movement:[/B] 2

SPEARMAN
Unit (43 Production / 170 Gold)
Code:
Ancient era melee unit that’s effective against mounted units.

[B]Melee Strength:[/B] 25
[B]Movement:[/B] 2

SWORDSMAN
Unit (60 Production)
Code:
Strong Classical era melee unit.

[COLOR="red"][SIZE="1"]When there is not enough Iron:
Your civilization needs 2 Iron to train this type of unit. If this city has an Encampment, you only need 1 Iron. [/size][/COLOR]

[B]Melee Strength:[/B] 35
[B]Movement:[/B] 2

TRADER
Unit (39 Production)
Code:
May make and maintain a single Trade Route

[COLOR="red"][SIZE="1"]When there is not enough Trade Route:
Your civilization needs more sources of Trade Route capacity, such as Commercial Hub or Harbor districts.[/size][/COLOR]

[B]Movement:[/B] 2

WARRIOR
Unit (26 Production)
Code:
Weak Ancient Era melee unit.

[B]Melee Strength:[/B] 20
[B]Movement:[/B] 2
 
P O L I C Y

AESTHETICS (Economic)
Policy
Code:
+100% Theater Square district adjacency bonuses.

AGOGE (Military)
Policy
Code:
+50% Production toward Ancient and Classical era melee units and ranged units.

BASTIONS (Military)
Policy
Code:
+6 City defense strength. +5 City ranged attack strength.

CARAVANSARIES (Economic)
Policy
Code:
+2 Gold from all Trade Routes.

CHARISMATIC LEADER (Diplomatic)
Policy
Code:
+2 Influence points per turn toward earning city-state Envoys.

CHIVALRY (Military)
Policy
Code:
+100% Production toward Medieval, Renaissance, and Industrial era heavy and light cavalry units.

COLONIAL OFFICES (Economic)
Policy
Code:
+15% faster growth for cities not on your original Capital’s continent.

COLONIZATION (Economic)
Policy
Code:
+50% Production toward Settlers.

CORVÉE (Economic)
Policy
Code:
+15% Production toward Ancient and Classical wonders.

CONSCRIPTION (Military)
Policy
Code:
Unit maintenance reduced by 1 Gold per turn, per unit.

DISCIPLINE (Military)
Policy
Code:
+5 Combat Strength when fighting Barbarians.

DIPLOMATIC LEAGUE (Diplomatic)
Policy
Code:
The first Envoy you send to each city-state counts as two Envoys.

FEUDAL CONTRACTS (Military)
Policy
Code:
+50% Production toward Medieval and Renaissance era melee units and ranged units.

FRESCOES (Great Person)
Policy
Code:
+2 Great Artist points per turn

GOD KING (Economic)
Policy
Code:
+1 Faith and +1 Gold in the Capital

GOTHIC ARCHITECTURE (Economic)
Policy
Code:
+15% Production toward Medieval and Renaissance wonders.

INSPIRATION (Great Person)
Policy
Code:
+2 Great Scientist points per turn

INSULAE (Economic)
Policy
Code:
+1 Housing in all cities with at least 2 specialty districts.

INVENTION (Great Person)
Policy
Code:
+2 Great Engineer points per turn

ILKUM (Economic)
Policy
Code:
+30% Production toward Builders.

LAND SURVEYORS (Economic)
Policy
Code:
Reduces the cost of purchasing a plot by 20%.

LIMES (Military)
Policy
Code:
+100% Production toward defensive buildings.

LITERARY TRADITION (Great Person)
Policy
Code:
+2 Great Writer points per turn

MARITIME INDUSTRIES (Military)
Policy
Code:
+100% Production toward Ancient and Classical era naval units.

MANEUVER (Military)
Policy
Code:
+100% Production toward Ancient and Classical era heavy and light cavalry units.

MEDINA QUARTER (Economic)
Policy
Code:
+2 Housing in all cities with at least 3 specialty districts.

MERCHANT CONFEDERATION (Diplomatic)
Policy
Code:
+1 Gold from each of your Envoys at city-states.

MERITOCRACY (Economic)
Policy
Code:
Each city receives +1 Culture for each specialty district it constructs.

NATIVE CONQUEST (Military)
Policy
Code:
Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit.
NATURAL PHILOSOPHY (Economic)
Policy
Code:
+100% Campus district adjacency bonuses.

PROFESSIONAL ARMY (Military)
Policy
Code:
50% discount on all unit upgrades.

REVELATION (Great Person)
Policy
Code:
+2 Great Admiral points per turn

RAID (Military)
Policy
Code:
Yields gained from pillaging are doubled for pillaging improvements.

RETAINERS (Military)
Policy
Code:
+1 Amenity for cities with a garrisoned unit.

REVELATION (Great Person)
Policy
Code:
+2 Great Prophet points per turn

SACK (Military)
Policy
Code:
Yields gained from pillaging are doubled for pillaging districts.

SCRIPTURE (Economic)
Policy
Code:
+100% Holy Site adjacency bonuses.

SERFDOM (Economic)
Policy
Code:
Newly trained Builders gain 2 extra build actions.

STRATEGOS (Great Person)
Policy
Code:
+2 Great General points per turn

SURVEY (Military)
Policy
Code:
Double experience for recon units.

TRADE CONFEDERATION (Economic)
Policy
Code:
+1 Culture and +1 Science from international Trade Routes

TRAVELING MERCHANTS (Great Person)
Policy
Code:
+2 Great Merchant points per turn

URBAN PLANNING (Economic)
Policy
Code:
+1 Production in all cities.

VETERANCY (Military)
Policy
Code:
+30% Production toward Encampment districts and buildings for that district.
 
W O N D E R

ALHAMBRA
Wonder
Code:
+1 Military policy slot
Provides the same defensive bonuses as the Fort Improvement. 
Must be built on Hills adjacent to an Encampment district.

+2 Amenity from entertainment
+1 Great General point per turn

CHICHEN ITZA
Wonder
Code:
+2 Culture to all Rainforest tiles for this city. 
+1 Production to all Rainforest tiles for this city. 
Must be built on Rainforest.

COLOSSEUM
Wonder (268 Production)
Code:
Colosseum yields are granted to each city in your empire. 
Must be built on flat land adjacent next to an Entertainment Complex district.

+1 Culture
+1 Amenity from entertainment

COLOSSUS
Wonder (268 Production)
Code:
+1 Trade Route capacity. Grants a Trader unit.
Must be built on the Coast and adjacent to a Harbor district.

+3 Gold
+1 Great Admiral point per turn

FORBIDDEN CITY
Wonder
Code:
+1 Wildcard policy slot.
Must be built on flat land adjacent to the City Center.

+5 Culture

GREAT LIBRARY
Wonder (268 Production)
Code:
Receive boosts to all Ancient and Classical era technologies. 
Must be built on flat land adjacent to a Campus district with a Library

+2 Science
+1 Great Scientist point per turn
2 Great Work of Writing slot
GREAT LIGHTHOUSE
Wonder (194 Production)
Code:
+1 Movement for all naval units
Must be built on the Coast and adjacent to a Harbor district with a Lighthouse.

+3 Gold
+1 Great Admiral point per turn

GREAT ZIMBABWE
Wonder
Code:
+1 Trade Route capacity. 

Your Trade Routes from this city get +2 Gold for every Bonus resource in this city’s territory. 
Must be built adjacent to a Commercial Hub district with a Market and adjacent to Cattle.

+5 Gold
+2 Great Merchant point per turn

HANGING GARDENS
Wonder (120 Production)
Code:
Increases growth by 15% in all cities. 
Must be built next to a river.

HUEY TEOCALLI
Wonder
Code:
+1 Amenity from entertainment for each Lake tile within one tile of Huey Teocalli.
+1 Food and +1 Production for each Lake tile in your empire. 
Must be built on a Lake tile adjacent to land.

MAHABODHI TEMPLE
Wonder
Code:
Grants 2 Apostles. 
Must be built on Woods adjacent to a Holy Site district with a Temple, and you must have founded a Religion.

+4 Faith

MONT ST MICHEL
Wonder (475 Production)
Code:
All Apostles you create or gain the Martyr ability in addition to a second ability you chose normally. 
Must be built on Floodplains or Marsh.

+2 Faith
2 Relic slot

ORACLE
Wonder
Code:
Patronage of Great People costs 25% less Faith.
Must be built on Hills.

+1 Culture
+1 Faith
+1 Great Admiral point per turn
+1 Great Engineer point per turn
+1 Great General point per turn
+1 Great Merchant point per turn
+1 Great Prophet point per turn
+1 Great Scientist point per turn
+1 Great Writer point per turn

PETRA
Wonder

Code:
+2 Food, +2 Gold, and +1 Production on all Desert tiles for this city (non-Floodplains). 
Must be built on Desert or Floodplains without Hills.
PYRAMIDS
Wonder
Code:
Grants a free Builder. All Builders can build 1 extra improvement.
Must be built on Desert (including Floodplains) without Hills. 

+2 Culture

PIOPIOTAHI
Natural Wonder
Code:
Three-tile impassable natural wonder. 
Provides +1 Culture and +1 Gold to adjacent tiles.

STONEHENGE
Wonder
Code:
Grants a free Great Prophet.
Great Prophets may found a Religion on Stonehenge instead of a Holy Site. 
Must be adjacent to Stone and on a flat land.

+2 Faith

TERRACOTTA ARMY
Wonder
Code:
All current land units gain a promotion level. 
All Archaeologists from the owner may enter foreign lands without Open Borders.
Must be built on Grassland or Plains adjacent to an Encampment district with a Barrack or Stable.

+2 Great General points per turn

VENETIAN ARSENAL
Wonder
Code:
Receive a second naval unit each time you train a naval unit. 
Must be built adjacent to the Coast and adjacent to an Industrial Zone district.

+2 Great Engineer points per turn
 
It would be nice if you listed the Civics that provide the policies.
 
G O V E R N M E N T

CLASSICAL REPUBLIC
Government

Code:
Inherent Bonus: All cities with a district receive +1 Amenities
Legacy Bonus: Great People point generation
Influence Generation: Gain 3 influence point per Turn. At 100 point, earn 1 Envoy.

MONARCHY
Government

Code:
Inherent Bonus: +2 Housing in any city with Medieval Walls
Legacy Bonus: Bonus Influence point generation
Influence Generation: Gain 5 influence point per Turn. At 150 point, earn 2 Envoy.

OLIGARCHY
Government

Code:
Inherent Bonus: All melee units gain 4 combat strength
Legacy Bonus: Combat experience for units
Influence Generation: Gain 3 influence point per Turn. At 100 point, earn 1 Envoy.

M A P T Y P E

CONTINENTS
Map Type
Code:
A few large landmasses.

PANGAEA
Map Type
Code:
One massive landmass with surrounding islands.

R O U T E

MEDIEVAL ROAD
Route
Code:
Can be constructed through Trade Routes or by Military Engineers. Improves movement speed of any unit moving from one road tile to another.

Movement Cost: 1
Creates Bridges over Rivers.

P R O J E C T

CAMPUS RESEARCH GRANTS
Project (169 Production)
Code:
Earn Science for your Civilization equal to 15% of any Production contributed to this project.
Earn Great Scientist Points upon completion.

ENCAMPMENT TRAINING
Project (169 Production)
Code:
District-based project which provides Gold and Great General points.
Earn Gold for your Civilization equal to 15% of any Production contributed to this project.
Earn Great General Points upon completion.

HARBOR SHIPPING
Project (169 Production)
Code:
Earn Gold for your Civilization equal to 15% of any Production contributed to this project.
Earn Great Admiral Points upon completion.

HOLY SITE PRAYERS
Project (169 Production)
Code:
Earn Faith for your Civilization equal to 15% of any Production contributed to this project.
Earn Great Prophet Points upon completion.
 
It would be nice if you listed the Civics that provide the policies.

On my way. I'm trying to tidy up the stuff I posted first, maybe in about 1 hour.
In the meantime you can take a look at my other thread "About Civic Tree" for civics hint I gathered.
 
I M P R O V E M E N T

CAMP
Improvement
Code:
Unlocks the Builder ability to construct Camp

+ 1 Gold. Can only be built on [B]Fur[/B], [B]Ivory[/B], [B]Deer [/B]or [B]Truffle [/B]resources.
If built on a Luxury resource like Fur or Ivory, the city will gain use of that resource.

FISHING BOATS
Improvement
Code:
Unlocks the Builder ability to construct Fishing Boats.

+ 1 Food. Can only be built on [B]Coast or Ocean resources.[/B]
If built on [B]Pearl [/B]or [B]Whales[/B], the city will gain use of that resource.

LUMBER MILL
Improvement
Code:
Unlocks the Builder ability to construct a Lumber Mill.

+ 1 Production. +1 Production if adjacent to River. Can only be built on [B]Woods[/B].
MINE
Improvement
Code:
Unlocks the Builder ability to construct Mines

+ 1 Production. Can only be built on [B]Hills[/B].
If built on a Luxury or Strategic resources, city will gain use of that resource.

PASTURE
Improvement
Code:
Unlocks the Builder ability to construct Pastures

+ 1 Production. Can only be built on [B]Cattle[/B], [B]Sheep [/B]or [B]Horse [/B]resources.
If built on a Horse resource, the city will gain use of that resource.

PLANTATIONS
Improvement
Code:
Unlocks the Builder ability to construct Plantations.

+ 1 Gold. Can only be built on [B]Bananas[/B], [B]Citrus[/B], [B]Cocoa[/B], [B]Coffee[/B], [B]Cotton[/B], [B]Dyes[/B], [B]Silk[/B], [B]Spices[/B], [B]Sugar[/B], [B]Tea[/B], or [B]Wine [/B]resources.
If built on a Luxury resource, the city will gain use of that resource.

QUARRY
Improvement
Code:
Unlocks the Builder ability to construct Quarries

+ 1 Production. Can only be built on [B]Stone[/B], [B]Marble [/B]or [B]Gypsum [/B]resources.
If built on a Luxury resource, the city will gain use of that resource.
 
D I S T R I C T

AQUEDUCT
District (93 Production)

Code:
A district that brings fresh water from an adjacent River, Lake, Oasis, or Mountain to your city, boosting its potential Population. 
Must be built adjacent to the City Center.
CAMPUS
District
Code:
A district in your city for scientific endeavors.

[B]Adjacency:[/B] Standard Science bonus for each adjacent Mountain. 
Minor Science bonus for adjacent district tiles and adjacent Rainforest tiles. 
+1 Great Scientist point per turn
COMMERCIAL HUB
District (112 Production)

Code:
A district in your city specializing in finance and trade.
+1 Trade Route capacity

[B]Adjacency:[/B] Major Gold bonus for each adjacent Harbor district, or tile edge containing a River. 
Minor Gold bonus for adjacent district tiles. 
+1 Great Merchant point per turn.

ENCAMPMENT
District (188 Production)
Code:
A district in your city for military facilities. +1 Great General point per turn.
Cannot be adjacent to a City Center

ENTERTAINMENT COMPLEX
District (83 Production)
Code:
A district in your city dedicated to keeping your people happy by increasing Amenities.

HARBOR
District (130 Production)
Code:
A district for naval activity in your city. 
Also removes the movement penalty for embarking or disembarking to and from this tile. 
Must be built on Coast or Lake Terrain adjacent to land.
+1 Trade Route capacity

[B]Adjacency:[/B] Standard Gold bonus for each adjacent coastal resource. 
Minor Gold bonus for adjacent district tiles.
+1 Great Admiral point per turn

HOLY SITE
District
Code:
A district in your city for religious worship.

[B]Adjacency:[/B] Major Faith bonus for adjacent natural wonders.
Standard Faith bonus for each Mountain tile. 
Minor Faith bonus for adjacent district tiles and unimproved Woods tiles. 
+1 Great Prophet point per turn

INDUSTRIAL ZONE
District (144 Production)
Code:
A district in your city for industrial activity.

Adjacency: Standard Production bonus for each adjacent Mine or Quarry.
Minor Production bonus for adjacent district tiles.
+1 Great Engineer point per turn

ROYAL NAVY DOCKYARD
District (72 Production)
Code:
A district unique to England for naval activity in your city. 
Replaces the Harbor. 
Also removes the movement penalty for embarking or disembarking to and from this tile. 
Must be built on Coast or Lake Terrain adjacent to land.

+1 Movement for all naval units built in Dockyard
+2 Gold when built on a foreign continent
+1 Trade Route capacity

[B]Adjacency:[/B] Standard Gold bonus for each adjacent coastal resource. 
Minor Gold bonus for adjacent district tiles.
+2 Great Admiral point per turn

STREET CARNIVAL
District (88 Production)
Code:
A district unique to Brazil dedicated to keeping your people happy by increasing Amenities. Replaces the Entertainment District.
THEATER SQUARE
District
Code:
A district in your city for cultural sites.

[B]Adjacency:[/B] Standard Culture bonus for each adjacent wonder. 
Minor culture bonus for adjacent district tiles. 
+1 Great Artist point per turn
+1 Great Musician point per turn
+1 Great Writer point per turn
 
Well done! Your hard work is appreciated. :)
 
Catapult shown in the version of the gameplay videos has 2 range instead of 3. It also seems to do more damage to walls even though it doesn't show in the tooltips.
 
That is interesting.
They have completely eliminated the Longbowman unit.
I couldn't find it on here either. http://well-of-souls.com/civ/civ6_units.html
I could see if they used it as the replacement for England's Crossbowman unit with the same stats.
It is odd to remove such a well known unit.
 
That is interesting.
They have completely eliminated the Longbowman unit.
I couldn't find it on here either. http://well-of-souls.com/civ/civ6_units.html
I could see if they used it as the replacement for England's Crossbowman unit with the same stats.
It is odd to remove such a well known unit.

What do you mean by "removed"? Civ6 is not an expansion to Civ5 :)

On topic, there's a theory what we could get some DLC with second leaders some time in the future. Longbowmen are one of the units which would make a good selling point for such DLC.
 
What do you mean by "removed"? Civ6 is not an expansion to Civ5 :)

On topic, there's a theory what we could get some DLC with second leaders some time in the future. Longbowmen are one of the units which would make a good selling point for such DLC.

Civ5? Who buys that? I build Longbowmen in Civ4. :) The mods are awesome. Especially, the Realism Invictus mod.
http://forums.civfanatics.com/showthread.php?t=411799

Yea, it would be a good unit to include. It seems strange that over some 6000 years of history, that the only bow developed was one at its earliest stages of existence. :confused:
 
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