1. Firaxis celebrates the "Asian American and Pacific Islander Heritage Month", and offers a give-away of a Civ6 anthology copy (5 in total)! For all the details, please check the thread here. .
    Dismiss Notice

A Makeshift Civilopedia

Discussion in 'Civ6 - General Discussions' started by BenZL43, Aug 8, 2016.

  1. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    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:
     
  2. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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
    
     
  3. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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 :

     
  4. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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
     
  5. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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.
     
  6. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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
     
  7. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

    Joined:
    Aug 12, 2010
    Messages:
    16,054
    It would be nice if you listed the Civics that provide the policies.
     
  8. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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.
     
  9. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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.
     
  10. Cyon

    Cyon Cosmonaut

    Joined:
    Mar 7, 2011
    Messages:
    853
    Location:
    Sweden, Stockholm
    Very nice job!
     
  11. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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.
     
  12. BenZL43

    BenZL43 awkward cat

    Joined:
    Sep 25, 2010
    Messages:
    3,199
    Gender:
    Male
    Location:
    Indonesia
    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
     
  13. tedhebert

    tedhebert Emperor

    Joined:
    Aug 6, 2016
    Messages:
    1,379
    Location:
    Montreal, Canada
    Impressive work !!! Thanks
     
  14. Earth AD 2754

    Earth AD 2754 Erþō, Ertho, and Earth

    Joined:
    Aug 8, 2012
    Messages:
    119
    Location:
    Everywhere, Anytime
    This is quite a lot of work that you have done. How long has it took to do all of this?
     
  15. Thormodr

    Thormodr Servant of Civ Supporter

    Joined:
    Feb 15, 2005
    Messages:
    5,000
    Location:
    Vancouver, Canada
    Well done! Your hard work is appreciated. :)
     
  16. homan1983

    homan1983 King

    Joined:
    Apr 12, 2004
    Messages:
    692
    Location:
    London
    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.
     
  17. plasmacannon

    plasmacannon Emperor

    Joined:
    May 5, 2010
    Messages:
    1,677
    Gender:
    Male
    Location:
    Orlando, Florida
    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.
     
  18. stealth_nsk

    stealth_nsk Deity

    Joined:
    Nov 28, 2005
    Messages:
    5,514
    Gender:
    Male
    Location:
    Novosibirsk, Russia
    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.
     
  19. skyclad

    skyclad Prince

    Joined:
    Nov 2, 2006
    Messages:
    488
  20. plasmacannon

    plasmacannon Emperor

    Joined:
    May 5, 2010
    Messages:
    1,677
    Gender:
    Male
    Location:
    Orlando, Florida
    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:
     

Share This Page