GenericKen
Not at all suspicious
- Joined
- Sep 2, 2005
- Messages
- 202
I've found that I learn more from the loading screen quicktips than the manual, so I figured that a handy reference of all the quicktips would be... handy.
Here goes, english and tag-free. Generic (useful) tips start at 300:
1) Animals hunt unprotected settlers! Beware!!
2) Build Settlers to expand your empire with new cities.
3) Use Workers to improve the land around your cities and build roads that help establish trade routes.
4) Build the special Indian Fast Worker to construct roads and railroads and to improve your land. It can move further than regular workers, allowing it to move and carry out an action on the same turn.
5) Build Scouts when you want to explore new territory; they get better results from Tribal Villages. However, they cannot attack other units.
6) Build Explorers to explore uncharted territory more quickly than Scouts can; they get better results from Tribal Villages. They cannot attack other units.
7) Build Spies to explore anywhere even in enemy territory. Keep some in your own territory to uncover spies your opponents have sent to explore your lands.
8) Use this missionary to actively spread Judaism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Temple of Solomon
9) Use this missionary to actively spread Christianity in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Church of the Nativity
10) Use this missionary to actively spread Islam in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Masjid al-Haram.
11) Use this missionary to actively spread Hinduism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Kashi Vishwanath.
12) Use this missionary to actively spread Buddhism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Mahabodhi.
13) Use this missionary to actively spread Confucianism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Kong Miao.
14) Use this missionary to actively spread Taoism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Dai Miao.
15) Build this melee combat unit for quick, early defense for your cities or as escorts for your defenseless Settlers. This unit is cheap to produce but weak so you will want to make better units as soon as you are able.
16) The special Incan melee combat unit; it gets a big bonus when fighting archery units.
17) You should build this powerful early melee combat unit when you want to attack cities.
18) This powerful melee combat unit (the Aztec replacement for the Swordsman) is special because it requires no special reource and gets a bonus in Jungles.
19) This powerful melee combat unit (the Roman replacement for the Swordsman) is special because it gets a substantial strength boost.
20) Build this melee combat unit to counter other melee units as it gets a boost against them.
21) Build this melee combat unit to counter other melee units as it gets a boost against them.
22) This powerful melee combat unit (the Japanese replacement for the Maceman) is special because it gets 2 first strikes and it is particularly effective against other melee units.
23) Build this early melee combat unit as a counter to an enemy building lots of mounted units.
24) This powerful melee combat unit (the Greek replacement for the Spearman) gets a bonus against mounted units and is adept at hill defense..
25) This melee combat unit gets a big bonus when fighting mounted enemy units.
26) This early gunpowder unit requires no special resources and is good for defending cities.
27) This early gunpowder combat unit (the French replacement for the Musketman) is faster than other non-mounted units at this stage of the game..
28) Build this moderate-strength gunpowder unit as a counter against mounted enemies like Cavalry).
29) This powerful gunpowder combat unit (the English replacement for the Rifleman) gets a bonus against mounted units and other gunpowder units..
30) Build this moderate-strength gunpowder unit as a counter to an enemy with lots of Rifleman.
31) This unit is the first modern era soldier. Use it to counter ememies with lots of gunpowder units.
32) These gunpowder combat units are armed with surface-to-air missiles, giving them bonuses versus aircraft and choppers. Stack them with units vulnerable to air attack.
33) Build this strong modern infantry unit to counter Artillery and Machine Guns. It starts with the Amphibious promotion so use them from ships and across rivers.
34) This powerful modern infantry unit (the American replacement for the Marine) gets a bonus against Artillery and Machine Guns.. It starts with the Amphibious and March promotions.
35) This is the strongest gunpowder unit. It moves faster than the other infantry units and it has a chance of intercepting enemy aircraft. It starts with the March promotion
36) This primitive ranged unit is a great early choice for defending your cities from attack. It gets a first strike chance and gets defensive bonuses in cities and on hills.
37) This early combat unit (the Mali replacement for the Archer) is a great early choice for city and hill defense.
38) This strong archery unit gets a bonus when defending in cities or on hills. Build them to replace your obsolete Archers and Skirmishers
39) A strong archery unit that gets a bonus when fighting melee units. Stack them with Pikemen and Macemen for a dangerous combined-arms force.
40) This powerful archery combat unit (the Chinese replacement for the Crossbowman) gets 2 first strikes, collateral damage, and a bonus versus melee units.
41) Build this most primitive of the mounted combat units when speed is important but stay on the offensive as it gets no defensive bonuses.
42) This early mounted combat unit (the Egyptian replacement for the Chariot) is immune to first strikes but gets no defensive bonuses..
43) This mounted combat unit (the Persian replacement for the Chariot) is more effective than the chariot against archery units.
44) This mounted unit is very powerful for early in the game and is a great counter to an enemy with catapults.
45) This powerful mounted combat unit (the Mongol replacement for the Horse Archer) is extremely fast because it ignores terrain movement costs. It is an excellent counter to enemy catapults.
46) This is the strongest pre-gunpowder unit in the game and are quite effective until Grenadiers and Cannon begin appearing.
47) This powerful mounted combat unit (the Arabian replacement for the Knight) is very powerful until the introduction of gunpowder units.
48) This powerful mounted combat unit (the Spanish replacement for the Knight) gets a bonus when attacking melee units and gets terrain defense bonuses, unlike the Knight and Camel Archer.
49) This most powerful mounted unit is particularly effective in open terrain and can withdraw from combat. It receives a bonus when attacking Cannons but receives no terrain bonuses when defending.
50) This Russian Cavalry unit enjoys a large advantage against other mounted units and Cannon.
51) This powerful early mounted combat unit is a slower, but more powerful counter to units like the Horse Archer.
52) The Tank is a magnificent offensive weapon. It has a movement of 2 and can attack twice a turn. Tanks can hunt down and destroy pre-modern-era units at will but receive no terrain bonuses when defending.
53) The Panzer is the German replacement for the Tank and gets a bonus when fighting other tanks.
54) Modern Armor units are extremely powerful offensive weapons. Warlike leaders should build them early and often.
55) These helicopter units are very fast and quite lethal against armored units. Use them to soften up the enemy but you will have to use a land-based unit to capture cities.
56) A Catapult can bombard enemy city fortifications and has a chance to withdraw from combat when losing. When attacking another unit, they cause collateral damage to other enemy units sharing the target's space.
57) Cannon can bombard enemy city fortifications and have a chance to withdraw from combat when losing. When attacking another unit, they cause collateral damage to other enemy units sharing the target's space.
58) Machine Guns are powerful defensive weapons, especially against enemy gunpowder units. These units cannot initiate attacks, making them most useful when defending cities.
59) Artillery units are very effective at attacking enemy cities; they can bombard enemy city fortifications and have a chance to withdraw from combat when losing. They also cause collateral damage to other enemy units sharing the target's space.
60) Unarmed vessels that can create fishing boats, whaling boats, and (in late game) oil rigs. Work Boats cannot enter Ocean spaces.
61) The earliest armed naval vessel, Galleys can transport 2 land units. They cannot enter ocean spaces.
62) This small and fast ship can explore oceans and rival territory. Caravels can transport one special unit - Scout, Explorer, Spy, Missionary, or Great Person.
63) The Galleon is the best transport of the age of sail. It can carry 3 units, and it can safely enter ocean spaces.
64) The Frigate is the most powerful wooden ship in the game. It can sink enemy shipping and bombard enemy city fortifications.
65) The Ironclad is very slow, but powerful. It can bombard enemy city fortifications but cannot enter ocean spaces.
66) The Transport is a cargo ship. It can carry up to 4 units and can enter ocean spaces but is extremely vulnerable to planes and modern warships.
67) Destroyers have a small chance of intercepting enemy aircraft and also are very good at spotting and destroying enemy Submarines (which are invisible to most other units). They are often stacked with Carriers and Transport units.
68) Battleships are the most powerful warships afloat. They can sink most other vessels they meet (though they are vulnerable to submarine and air attack). Further, when attacking, Battleships cause collateral damage to other enemy naval units sharing the target's space. They can also bombard enemy city defenses.
69) Submarines are invisible to most units. They can explore rival territory and can carry special units, but are vulnerable to enemy Destroyers and other subs.
70) Carriers are moderately-powerful naval units in themselves, but their primary ability is to carry up to three Fighters. These fighters can defend the stack against enemy aircraft, they can scout terrain, and they can attack enemy units and cities.
71) Fighter units can attack enemy air units and can scout enemy terrain. They are very useful when stationed on Carrier units.
72) Jet Fighters have greater range than regular Fighters, and they are better at intercepting and destroying enemy aircraft.
73) Bombers are land-based aircraft. They can attack enemy land units (and sea units, but not very effectively), and they can weaken enemy city fortifications. Bombers cause collateral damage when attacking.
74) Stealth Bombers can attack enemy land units (and sea units, but less effectively). When attacking they cause collateral damage. Stealth bombers are very difficult for enemy aircraft to intercept and shoot down.
75) ICBMs can nuke enemy cities, causing a great deal of damage to buildings, units, and nearby terrain.
76) Great Prophets allow you to immediately construct a religious Shrine.
77) Great Artists can create a Great Work which provides enormous culture to the host city.
78) Great Scientists can build an Academy, which greatly increases a city's research.
79) Great Merchants can complete a Trade Mission in a foreign city which generates a lot of gold. Try to complete it in really far away cities.
80) Great Engineers can instantly complete a city's active production.
81) Mysticism allows Obelisks and the Stonehenge wonder. It also leads to Meditation and Polytheism, each of which give the first discoverer a religion.
82) The first to research this tech founds Buddhism. It also allows you to build the Monastery city improvement.
83) This first to research this tech founds Hinduism. It also enables you to build the Parthenon wonder.
84) Priesthood allows you to build Temples in cities (if a religion is present), which increase happiness and culture. It also enables the Oracle wonder.
85) The first to research this tech founds Judaism. It also enables the Organized Religion civic.
86) Monarchy allows the Hereditary Rule civic, which provides happiness in cities when military units are stationed in them. It also enables Wineries.
87) Allows you to build the National Epic and Heroic Epic national wonders, as well as the Great Library world wonder.
88) The first to research this tech founds Confucianism. It enables the Caste System civic and allows construction of Courthouses and the Chichen Itza wonder.
89) Drama allows you to adjust the Culture slider and enables construction of Theatres as well as the Globe Theatre national wonder.
90) Feudalism allows production of Longbowmen (with Archery). It also enables the Vassalage and Serfdom civics.
91) The first to research this tech founds Christianity. It enables the Theocracy civic and allows construction of the Sistine Chapel wonder.
92) The first to research Music receives a Great Artist. It also allows construction of Cathedrals and the Notre Dame wonder. Finally, cities can convert production directly into Culture.
93) This tech allows you to build powerful Knight units (with Horseback Riding), as well as the Grocer city improvement. It increases production from all workshops by 1.
94) Civil Service enables the Bureaucracy civic and allows you to build Macemen (with Machinery). Further, it lets your workers spread Irrigation.
95) The first to research this tech founds Islam. Divine Right also allows construction of the Versailles and Spiral Minaret wonders.
96) Nationalism enables the Nationhood civic as well as construction of the Taj Mahal world wonder and the culturally-powerful Hermitage national wonder.
97) Military Tradition allows you to build powerful Cavalry units (with Horseback Riding). It enables Defensive Pacts and construction of the West Point national wonder.
98) This tech enables the Representation civic and allows the construction of Jails.
99) The first to discover Liberalism receives a free technology. It also enables the Free Speech and Free Religion civics.
100) This tech enables the Universal Suffrage and Emancipation civics. It allows construction of the Statue of Liberty wonder.
101) Fascism enables the Police State civic and construction of the Mount Rushmore wonder. It also allows Permanent Alliances.
102) Corporation adds an additional trade route to all cities and enables construction of the Wall Street national wonder.
103) Communism enables the State Property civic and Permanent Alliances. It also allows construction of the Kremlin world wonder and Scotland Yard national wonder.
104) This technology allows construction of Broadcast Towers, as well as the Hollywood and United Nations wonders.
105) Ecology allows the Environmentalism civic and allows workers to Scrub Fallout. It also enables cities to build the Recycling Center and the SS Life Support spaceship part.
106) Fishing allows construction of Work Boats, which can harvest Fish, Crabs, and other aquatic resources. Fishing is also required for cities to use any water tiles.
107) The Wheel allows you to build Chariot units. More importantly, it allows your workers to build Roads.
108) Agriculture allows your workers to build Farms (but only next to rivers and lakes until discovering Civil Service).
109) Pottery allows your workers to construct Cottages, which generate commerce for your civilization. It enables construction of the Granary city improvement.
110) Sailing allows you to build the Galley unit. It also enables coastal trading and construction of the Lighthouse city improvement.
111) Writing enables you to construct Libraries, which boost research. It also allows you to sign Open Borders trading agreements with other civilizations.
112) Mathematics enables construction of the Aqueduct building and the Hanging Gardens wonder.
113) Alphabet allows you to trade technologies with other civilizations and lets you build Research in cities.
114) Calendar allows your workers to construct Plantation improvements, enabling you to access various valuable resources. It obsoletes Obelisks and the Stonehenge wonder.
115) Currency adds +1 trade routes per city and allows you to construct the Market and Grocer (with Guilds) city improvements. It also enables you to build Wealth in cities and to trade gold with other civs.
116) Astronomy allows the Galleon and Frigate (with Chemistry) naval units. It enables trading on the ocean and lets you build Observatories.
117) The first to research this tech founds Taoism. Philosophy enables the Pacifism civic and allows construction of the Angkor Wat wonder.
118) Paper allows you to trade world maps with other civilizations.
119) This tech allows you to build Banks, which greatly increase a city's production of wealth. Banking also enables the Mercantilism civic.
120) Education enables the construction of the University city improvement and the Oxford University national wonder.
121) Printing Press increases the gold output of Villages and Towns.
122) The first to discover Economics receives a Great Merchant. It also enables the Free Market civic.
123) Scientific Method reveals the Oil resource. It makes the Great Library and Monasteries obsolete.
124) Chemistry allows construction of Grenadiers and Frigates (with Astronomy). It obsoletes the Parthenon and increases production from all workshops by 1.
125) The first civilization to discover Physics receives a Great Scientist. This tech also reveals the Uranium resource.
126) Biology allows your workers to build Farms without Irrigation. It increases the food production of all Farms by 1.
127) Medicine allows you to construct the Hospital city improvement and the Red Cross national wonder.
128) Electricity improves the output of Windmills and Watermills. It allows construction of Bunkers, Bomb Shelters, and the Broadway wonder.
129) Combustion allows you to construct Transport, Destroyer, and Submarine (with Radio) naval units. It enables your workers to build the Well improvement on land-based Oil resources and obsoletes the Whale resource.
130) Fission enables construction of Nuclear Plants and the Manhattan Project wonder.
Here goes, english and tag-free. Generic (useful) tips start at 300:
1) Animals hunt unprotected settlers! Beware!!
2) Build Settlers to expand your empire with new cities.
3) Use Workers to improve the land around your cities and build roads that help establish trade routes.
4) Build the special Indian Fast Worker to construct roads and railroads and to improve your land. It can move further than regular workers, allowing it to move and carry out an action on the same turn.
5) Build Scouts when you want to explore new territory; they get better results from Tribal Villages. However, they cannot attack other units.
6) Build Explorers to explore uncharted territory more quickly than Scouts can; they get better results from Tribal Villages. They cannot attack other units.
7) Build Spies to explore anywhere even in enemy territory. Keep some in your own territory to uncover spies your opponents have sent to explore your lands.
8) Use this missionary to actively spread Judaism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Temple of Solomon
9) Use this missionary to actively spread Christianity in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Church of the Nativity
10) Use this missionary to actively spread Islam in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Masjid al-Haram.
11) Use this missionary to actively spread Hinduism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Kashi Vishwanath.
12) Use this missionary to actively spread Buddhism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Mahabodhi.
13) Use this missionary to actively spread Confucianism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Kong Miao.
14) Use this missionary to actively spread Taoism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Dai Miao.
15) Build this melee combat unit for quick, early defense for your cities or as escorts for your defenseless Settlers. This unit is cheap to produce but weak so you will want to make better units as soon as you are able.
16) The special Incan melee combat unit; it gets a big bonus when fighting archery units.
17) You should build this powerful early melee combat unit when you want to attack cities.
18) This powerful melee combat unit (the Aztec replacement for the Swordsman) is special because it requires no special reource and gets a bonus in Jungles.
19) This powerful melee combat unit (the Roman replacement for the Swordsman) is special because it gets a substantial strength boost.
20) Build this melee combat unit to counter other melee units as it gets a boost against them.
21) Build this melee combat unit to counter other melee units as it gets a boost against them.
22) This powerful melee combat unit (the Japanese replacement for the Maceman) is special because it gets 2 first strikes and it is particularly effective against other melee units.
23) Build this early melee combat unit as a counter to an enemy building lots of mounted units.
24) This powerful melee combat unit (the Greek replacement for the Spearman) gets a bonus against mounted units and is adept at hill defense..
25) This melee combat unit gets a big bonus when fighting mounted enemy units.
26) This early gunpowder unit requires no special resources and is good for defending cities.
27) This early gunpowder combat unit (the French replacement for the Musketman) is faster than other non-mounted units at this stage of the game..
28) Build this moderate-strength gunpowder unit as a counter against mounted enemies like Cavalry).
29) This powerful gunpowder combat unit (the English replacement for the Rifleman) gets a bonus against mounted units and other gunpowder units..
30) Build this moderate-strength gunpowder unit as a counter to an enemy with lots of Rifleman.
31) This unit is the first modern era soldier. Use it to counter ememies with lots of gunpowder units.
32) These gunpowder combat units are armed with surface-to-air missiles, giving them bonuses versus aircraft and choppers. Stack them with units vulnerable to air attack.
33) Build this strong modern infantry unit to counter Artillery and Machine Guns. It starts with the Amphibious promotion so use them from ships and across rivers.
34) This powerful modern infantry unit (the American replacement for the Marine) gets a bonus against Artillery and Machine Guns.. It starts with the Amphibious and March promotions.
35) This is the strongest gunpowder unit. It moves faster than the other infantry units and it has a chance of intercepting enemy aircraft. It starts with the March promotion
36) This primitive ranged unit is a great early choice for defending your cities from attack. It gets a first strike chance and gets defensive bonuses in cities and on hills.
37) This early combat unit (the Mali replacement for the Archer) is a great early choice for city and hill defense.
38) This strong archery unit gets a bonus when defending in cities or on hills. Build them to replace your obsolete Archers and Skirmishers
39) A strong archery unit that gets a bonus when fighting melee units. Stack them with Pikemen and Macemen for a dangerous combined-arms force.
40) This powerful archery combat unit (the Chinese replacement for the Crossbowman) gets 2 first strikes, collateral damage, and a bonus versus melee units.
41) Build this most primitive of the mounted combat units when speed is important but stay on the offensive as it gets no defensive bonuses.
42) This early mounted combat unit (the Egyptian replacement for the Chariot) is immune to first strikes but gets no defensive bonuses..
43) This mounted combat unit (the Persian replacement for the Chariot) is more effective than the chariot against archery units.
44) This mounted unit is very powerful for early in the game and is a great counter to an enemy with catapults.
45) This powerful mounted combat unit (the Mongol replacement for the Horse Archer) is extremely fast because it ignores terrain movement costs. It is an excellent counter to enemy catapults.
46) This is the strongest pre-gunpowder unit in the game and are quite effective until Grenadiers and Cannon begin appearing.
47) This powerful mounted combat unit (the Arabian replacement for the Knight) is very powerful until the introduction of gunpowder units.
48) This powerful mounted combat unit (the Spanish replacement for the Knight) gets a bonus when attacking melee units and gets terrain defense bonuses, unlike the Knight and Camel Archer.
49) This most powerful mounted unit is particularly effective in open terrain and can withdraw from combat. It receives a bonus when attacking Cannons but receives no terrain bonuses when defending.
50) This Russian Cavalry unit enjoys a large advantage against other mounted units and Cannon.
51) This powerful early mounted combat unit is a slower, but more powerful counter to units like the Horse Archer.
52) The Tank is a magnificent offensive weapon. It has a movement of 2 and can attack twice a turn. Tanks can hunt down and destroy pre-modern-era units at will but receive no terrain bonuses when defending.
53) The Panzer is the German replacement for the Tank and gets a bonus when fighting other tanks.
54) Modern Armor units are extremely powerful offensive weapons. Warlike leaders should build them early and often.
55) These helicopter units are very fast and quite lethal against armored units. Use them to soften up the enemy but you will have to use a land-based unit to capture cities.
56) A Catapult can bombard enemy city fortifications and has a chance to withdraw from combat when losing. When attacking another unit, they cause collateral damage to other enemy units sharing the target's space.
57) Cannon can bombard enemy city fortifications and have a chance to withdraw from combat when losing. When attacking another unit, they cause collateral damage to other enemy units sharing the target's space.
58) Machine Guns are powerful defensive weapons, especially against enemy gunpowder units. These units cannot initiate attacks, making them most useful when defending cities.
59) Artillery units are very effective at attacking enemy cities; they can bombard enemy city fortifications and have a chance to withdraw from combat when losing. They also cause collateral damage to other enemy units sharing the target's space.
60) Unarmed vessels that can create fishing boats, whaling boats, and (in late game) oil rigs. Work Boats cannot enter Ocean spaces.
61) The earliest armed naval vessel, Galleys can transport 2 land units. They cannot enter ocean spaces.
62) This small and fast ship can explore oceans and rival territory. Caravels can transport one special unit - Scout, Explorer, Spy, Missionary, or Great Person.
63) The Galleon is the best transport of the age of sail. It can carry 3 units, and it can safely enter ocean spaces.
64) The Frigate is the most powerful wooden ship in the game. It can sink enemy shipping and bombard enemy city fortifications.
65) The Ironclad is very slow, but powerful. It can bombard enemy city fortifications but cannot enter ocean spaces.
66) The Transport is a cargo ship. It can carry up to 4 units and can enter ocean spaces but is extremely vulnerable to planes and modern warships.
67) Destroyers have a small chance of intercepting enemy aircraft and also are very good at spotting and destroying enemy Submarines (which are invisible to most other units). They are often stacked with Carriers and Transport units.
68) Battleships are the most powerful warships afloat. They can sink most other vessels they meet (though they are vulnerable to submarine and air attack). Further, when attacking, Battleships cause collateral damage to other enemy naval units sharing the target's space. They can also bombard enemy city defenses.
69) Submarines are invisible to most units. They can explore rival territory and can carry special units, but are vulnerable to enemy Destroyers and other subs.
70) Carriers are moderately-powerful naval units in themselves, but their primary ability is to carry up to three Fighters. These fighters can defend the stack against enemy aircraft, they can scout terrain, and they can attack enemy units and cities.
71) Fighter units can attack enemy air units and can scout enemy terrain. They are very useful when stationed on Carrier units.
72) Jet Fighters have greater range than regular Fighters, and they are better at intercepting and destroying enemy aircraft.
73) Bombers are land-based aircraft. They can attack enemy land units (and sea units, but not very effectively), and they can weaken enemy city fortifications. Bombers cause collateral damage when attacking.
74) Stealth Bombers can attack enemy land units (and sea units, but less effectively). When attacking they cause collateral damage. Stealth bombers are very difficult for enemy aircraft to intercept and shoot down.
75) ICBMs can nuke enemy cities, causing a great deal of damage to buildings, units, and nearby terrain.
76) Great Prophets allow you to immediately construct a religious Shrine.
77) Great Artists can create a Great Work which provides enormous culture to the host city.
78) Great Scientists can build an Academy, which greatly increases a city's research.
79) Great Merchants can complete a Trade Mission in a foreign city which generates a lot of gold. Try to complete it in really far away cities.
80) Great Engineers can instantly complete a city's active production.
81) Mysticism allows Obelisks and the Stonehenge wonder. It also leads to Meditation and Polytheism, each of which give the first discoverer a religion.
82) The first to research this tech founds Buddhism. It also allows you to build the Monastery city improvement.
83) This first to research this tech founds Hinduism. It also enables you to build the Parthenon wonder.
84) Priesthood allows you to build Temples in cities (if a religion is present), which increase happiness and culture. It also enables the Oracle wonder.
85) The first to research this tech founds Judaism. It also enables the Organized Religion civic.
86) Monarchy allows the Hereditary Rule civic, which provides happiness in cities when military units are stationed in them. It also enables Wineries.
87) Allows you to build the National Epic and Heroic Epic national wonders, as well as the Great Library world wonder.
88) The first to research this tech founds Confucianism. It enables the Caste System civic and allows construction of Courthouses and the Chichen Itza wonder.
89) Drama allows you to adjust the Culture slider and enables construction of Theatres as well as the Globe Theatre national wonder.
90) Feudalism allows production of Longbowmen (with Archery). It also enables the Vassalage and Serfdom civics.
91) The first to research this tech founds Christianity. It enables the Theocracy civic and allows construction of the Sistine Chapel wonder.
92) The first to research Music receives a Great Artist. It also allows construction of Cathedrals and the Notre Dame wonder. Finally, cities can convert production directly into Culture.
93) This tech allows you to build powerful Knight units (with Horseback Riding), as well as the Grocer city improvement. It increases production from all workshops by 1.
94) Civil Service enables the Bureaucracy civic and allows you to build Macemen (with Machinery). Further, it lets your workers spread Irrigation.
95) The first to research this tech founds Islam. Divine Right also allows construction of the Versailles and Spiral Minaret wonders.
96) Nationalism enables the Nationhood civic as well as construction of the Taj Mahal world wonder and the culturally-powerful Hermitage national wonder.
97) Military Tradition allows you to build powerful Cavalry units (with Horseback Riding). It enables Defensive Pacts and construction of the West Point national wonder.
98) This tech enables the Representation civic and allows the construction of Jails.
99) The first to discover Liberalism receives a free technology. It also enables the Free Speech and Free Religion civics.
100) This tech enables the Universal Suffrage and Emancipation civics. It allows construction of the Statue of Liberty wonder.
101) Fascism enables the Police State civic and construction of the Mount Rushmore wonder. It also allows Permanent Alliances.
102) Corporation adds an additional trade route to all cities and enables construction of the Wall Street national wonder.
103) Communism enables the State Property civic and Permanent Alliances. It also allows construction of the Kremlin world wonder and Scotland Yard national wonder.
104) This technology allows construction of Broadcast Towers, as well as the Hollywood and United Nations wonders.
105) Ecology allows the Environmentalism civic and allows workers to Scrub Fallout. It also enables cities to build the Recycling Center and the SS Life Support spaceship part.
106) Fishing allows construction of Work Boats, which can harvest Fish, Crabs, and other aquatic resources. Fishing is also required for cities to use any water tiles.
107) The Wheel allows you to build Chariot units. More importantly, it allows your workers to build Roads.
108) Agriculture allows your workers to build Farms (but only next to rivers and lakes until discovering Civil Service).
109) Pottery allows your workers to construct Cottages, which generate commerce for your civilization. It enables construction of the Granary city improvement.
110) Sailing allows you to build the Galley unit. It also enables coastal trading and construction of the Lighthouse city improvement.
111) Writing enables you to construct Libraries, which boost research. It also allows you to sign Open Borders trading agreements with other civilizations.
112) Mathematics enables construction of the Aqueduct building and the Hanging Gardens wonder.
113) Alphabet allows you to trade technologies with other civilizations and lets you build Research in cities.
114) Calendar allows your workers to construct Plantation improvements, enabling you to access various valuable resources. It obsoletes Obelisks and the Stonehenge wonder.
115) Currency adds +1 trade routes per city and allows you to construct the Market and Grocer (with Guilds) city improvements. It also enables you to build Wealth in cities and to trade gold with other civs.
116) Astronomy allows the Galleon and Frigate (with Chemistry) naval units. It enables trading on the ocean and lets you build Observatories.
117) The first to research this tech founds Taoism. Philosophy enables the Pacifism civic and allows construction of the Angkor Wat wonder.
118) Paper allows you to trade world maps with other civilizations.
119) This tech allows you to build Banks, which greatly increase a city's production of wealth. Banking also enables the Mercantilism civic.
120) Education enables the construction of the University city improvement and the Oxford University national wonder.
121) Printing Press increases the gold output of Villages and Towns.
122) The first to discover Economics receives a Great Merchant. It also enables the Free Market civic.
123) Scientific Method reveals the Oil resource. It makes the Great Library and Monasteries obsolete.
124) Chemistry allows construction of Grenadiers and Frigates (with Astronomy). It obsoletes the Parthenon and increases production from all workshops by 1.
125) The first civilization to discover Physics receives a Great Scientist. This tech also reveals the Uranium resource.
126) Biology allows your workers to build Farms without Irrigation. It increases the food production of all Farms by 1.
127) Medicine allows you to construct the Hospital city improvement and the Red Cross national wonder.
128) Electricity improves the output of Windmills and Watermills. It allows construction of Bunkers, Bomb Shelters, and the Broadway wonder.
129) Combustion allows you to construct Transport, Destroyer, and Submarine (with Radio) naval units. It enables your workers to build the Well improvement on land-based Oil resources and obsoletes the Whale resource.
130) Fission enables construction of Nuclear Plants and the Manhattan Project wonder.