Just got my CIV V Strategy Guide!

FYI, I was wrong above. In the monument description it reads as follows:

"People playing on low difficulty can get a universal series of Monuments in their cities by constructing Stonehenge; note that this effect does not carry over into higher difficulty where Stonehenge just acts like a single massive Monument instead."

Sorry for the confusion.
 
I'd also say that if you want to represent the real life equivalent of very experienced troops, you can promote them on both categories. There are also specialized units in real life. Some actual army battalions are specialized to fight in some of the roughest terrains in the world. But if you stuck them in the open, they might not be able to use their special training to handle these unspecial circumstances (unless they were also trained in ways to use open terrain to their advantage).
 
I think the terrain promotions are entirely sensable as the core promo. With no stacks, you will almost always have a spread across varying terrains... So it really makes sense to have have specialized units. If you have two riflemen, and there's a hill and a plain... One has to take the plain and one has to take the hill... promote accordingly.

Next time you go to war, Send Jimmy back to the hills, and send Bubba into the fields.. cause that's what they know best.
 
*MODS I MADE NEW THREAD SO NO NEED TO SPLIT THIS. http://forums.civfanatics.com/showthread.php?t=379953

Went to Gamestop today and got my strategy guide. So I'm going to tackle buildings.

Ancient Era
________________

Barracks (80) | Maintenance - 1 | Yield - N/A | + 15% XP for all Units trained in this city. | PreReq - Bronze Working

Floating Gardens (120) | Maintenance - 1 | Yield - N/A | + 2 Food and overall + 15% Food increase. Each worked Lake tile is also +2 Food. City must be built next to a River or Lake. | PreReq - The Wheel | Aztec UB replaces Water Mill.

Granary (100) | Maintenance - 1 | Yield - N/A | + 2 Food. | PreReq - Potery.

Krepost (80) | Maintenance - 1 | Yield - N/A | + 15 XP for all Land Units trained in this city. Culture cost of acquiring new tiles reduced by 50% in this city | PreReq - Bronze Working | Russia UB replaces Barracks.

Library (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this City. | PreReq - Writing | Specialist: Scientist

Monument (60) | Maintenance - 1 | Yield - + 2 culture | Improved Cultural Growth. | PreReq - N/A

Paper Maker (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this city. +4 Gold. | PreReq - Writing | China UB replaces ??. Specialist: Scientist

Walls (100) | Maintenance - 1 | Yield - N/A | + 7 Combat Strength for the city itself. | PreReq - Masonry

Water Mill (120) | Maintenance - 1 | Yield - N/A | + 2 Food. City must be built next to a river. | PreReq - The Wheel

Classical Era
________________

Armory (130) | Maintenance - 3 | Yield - N/A | + 15% XP for all Land Units trained in this city. City must have a Barracks. | PreReq - Iron Working/Krepost/Barracks

Burial Tomb (120) | Maintenance - 0 | Yield - 2 Culture | + 2 Happiness empire wide. Requires no Gold Maintenance. Should this city be captured, the amount of Gold plundered by the enemy is doubled. | PreReq - Philosophy | Egypts UB replaces Temple.

Circus (150) | Maintenance - 4 | Yield - N/A | + 3 Happiness empire wide. City mus have an improved source of horses or Ivory nearby. | PreReq - Horseback Riding.

Coliseum (150) | Maintenance - 5 | Yield - N/A | + 4 Happiness empire wide. | PreReq - Construction

Courthouse (150) | Maintenance - 5 | Yield - N/A | Eliminates extra Unhappiness from an Occupied City. | PreReq - Mathematics

Lighthouse (80) | Maintenance - 1 | Yield - N/A | + 1 Food from Water Tiles. City must be built on the coast. | PreReq - Optics

Mud Pyramid Mosque (120) | Maintenance - 0 | Yield - 5 Culture | Requires no Gold Maintenance. | PreReq - Philosophy | Specialist: Artist

Stable (100) | Maintenance - 1 | Yield - N/A | + 25% Production when building Mounted Units. City must have a nearby source of horses with a pasture. | PreReq - Rorseback Riding | Requires: Horses

Temple (120) | Maintenance - 1 | Yield - 3 Culture | Produces Culture. | PreReq - Philosophy |Required Building: Monument. Specialist: Artist.

Medieval Era
________________

Bazaar (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. Provides 1 extra copy of each improved luxury resource near this City. | PreReq - Currency | Unique UB for Arabia replaces Market. Specialist: Merchant

Castle (180) | Maintenance - 2 | Yield - N/A | + 9 Combat strength for the city itself. City must have walls. | PreReq - Chivalry/Walls

Forge (150) | Maintenance - 3 | Yield - N/A | + 15% Production when building Land Units. | PreReq - Metal Casting/Iron

Garden (120) | Maintenance - 2 | Yield - N/A | + 25% Great People generation in this city. City must be built next to a River or Lake. | PreReq - Theology | Specialist: Artist

Harbor (80) | Maintenance - 4 | Yield - N/A | Forms a trade route with the capital over water (if they're not already connected by land). +25% Production when building Naval Units. City Must be built on the coast. | PreReq - Compass

Longhouse (80) | Maintenance - 1 | Yield - N/A | +1 Production from each worked Forest tile. | PreReq - Metal Casting | UB for Iroquois. Specialist: Engineer

Market (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. | PreReq - Currency. Specialist Merchant

Mint (120) | Maintenance - 0 | Yield - N/A | Each source of Gold and Silver worked by this city produces +3 Gold | PreReq - Currency

Monastery (120) | Maintenance - 2 | Yield - +3 culture | + 2 Culture per turn from incense and +2 from Wine nearby. City must have an improved source of at least one of these resources nearby. | PreReq - Theology

Mughal Fort (180) | Maintenance - 4 | Yield - +2 culture | + 9 combat strength for this city. Provides gold after flight researched. city must have walls. | PreReq - Chilvary/Walls | UB?? replaces Castle

University (200) | Maintenance - 4 | Yield - N/A | + 50% Science. +2from jungle tiles worked by this city. City must have library | PreReq - Education/Library Specialist: Scientist

Wat (200) | Maintenance - 4 | Yield - +3 Culture | + 50% Science | PreReq - Education | UB for Siamese replaces University. Specialist Scientist

Workshop (100) | Maintenance - 1 | Yield - N/A | + 20% production when constructing buildings. | PreReq - Metal Casting. Specialist: Engineer

Renaissance Era
________________

Bank (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a market | PreReq – Banking/Bazaar/or Market. Specialist: Merchant

Military Academy (350) | Maintenance - 4 | Yield - N/A | + 15 XP for all Land Units trained in the city. City must have a barracks. | PreReq – Military Science/Barracks/or Krepost

Museum (350) | Maintenance - 7 | Yield - +5 Culture | The museum is a renaissance-rera building which increases the city’s culture output. The city must possess an Opera House in order to construct the museum. | PreReq – archeology/Opera House. Specialist: Artist

Observatory (180) | Maintenance - 3 | Yield - N/A | + 50% Science. City must be built next to a Mountain. | PreReq - Astronomy.

Opera House (220) | Maintenance - 4 | Yield - +5 Culture | The Opera House is a renaissance-era building which increases a city’s culture. The city needs to have a Temple or Mud Pyramid Mosque in order to construct the Opera House | PreReq – Acoustics/Mud Pyramid/or temple/Burial Tomb

Public School (260) | Maintenance - 6 | Yield - N/A | +50% Science. City must have a University | PreReq – Scientific Theory/Wat/or University. Specialist: Scientist

Satrap’s Court (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. +2 Happiness empire wide. City must have a market. | PreReq – Banking/Bazaar/or Market. | UB or Persia replaces Bank. Specialist: Merchant

Seaport (180) | Maintenance - 4 | Yield - N/A | + 2 production for sea resources worked by this city. City must have at least one sea resource with fishing boats nearby. | PreReq - Navigation

Theatre (300) | Maintenance - 8 | Yield - +3 culture | + 4 Happiness empire wide. City must have a Coliseum. | PreReq – Printing Press/Coliseum

Windmill (180) | Maintenance - 4 | Yield - N/A | + 15% Production. City must not be built on hills. | PreReq – Economics. Specialist: Engineer

Industrial Era
________________

Arsenal (350) | Maintenance - 4 | Yield - N/A | + 20% Production when building land units. City must have a Military Academy. | PreReq - Railroad/Military Academy

Broadcast Tower (600) | Maintenance - 10 | Yield - N/A | Doubles culture per turn in this city. City must have a museum. | PreReq – Radio/Museum

Factory (300) | Maintenance - 8 | Yield - N/A | + 25% Production. Requires 1 Coal. City must have a Workshop. | PreReq – Steam Power/Coal/Longhoust/or Workshop.

Hospital (400) | Maintenance - 6 | Yield - N/A | + 50% of food is carried over after a new citizen is born. | PreReq - Biology

Military Base (450) | Maintenance - 10 | Yield - N/A | + 12 Combat strength for the city itself. City must have a castle. | PreReq – Telegraph/Mughal Fort/or Castle

Stock Exchange (600) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a bank. | PreReq – Electricity/Satrap’s Court/or Bank. Specialist: Merchant

Modern Era
________________

Hydro Plant (600) | Maintenance - 10 | Yield - N/A | + 1 Production in every tile next to a River. Requires 1 Aluminum. City Must be built next to a River. | PreReq - Aluminum

Medical lab (500) | Maintenance - 10 | Yield - N/A | 25% of food is carried over after a new citizen is born (effects stacks with Hospital) | PreReq - Penicillin

Nuclear Plant (600) | Maintenance - 10 | Yield - N/A | +25% Production. Requires 1 Uranium | PreReq - Uranium

Research lab (600) | Maintenance - 10 | Yield - N/A | + 100% Science. City must have a public school. | PreReq – Plastics/Public School. Specialist: Scientist.

Solar Plant (600) | Maintenance - 10 | Yield - N/A | + 25% Production. City must be built on or next to Desert. | PreReq – Ecology

Spaceship Factory (450) | Maintenance - 10 | Yield - N/A | + 50% Production when building spaceship parts. Requires 1 Aluminum. City must have factory. | PreReq – Robotics/Factory

Stadium (450) | Maintenance - 10 | Yield - N/A | + 4 Happiness empire wide. City must have a theatre. | PreReq – Mass Media/Theatre

I believe that is everything!

Enjoy. :D
 
Awesome info!

Windmill (180) | Maintenance - 4 | Yield - +2 culture | + 15% Production. City must not be built on hills. | PreReq – Economics. Specialist: Engineer

Can you double check this one? I would've thought the opposite would be true.
 
Windmills - can they be built in a city on a hill, or not on a hill?

Seems like your going to want to prioritize building cities next to rivers for watermill + hydro plants.
 
Awesome info!



Can you double check this one? I would've thought the opposite would be true.

IIRC, hills are actually bad for wind power. Look at Holland. It's famous for its windmills and its a very flat region.

EDIT: Just to clarify, if you're in a hilly area and want to put up a windmill, obviously you'd put it on the top of a hill rather than in a valley. But overall flat terrain is better than hilly terrain.
 
IIRC, hills are actually bad for wind power. Look at Holland. It's famous for its windmills and its a very flat region.

EDIT: Just to clarify, if you're in a hilly area and want to put up a windmill, obviously you'd put it on the top of a hill rather than in a valley. But overall flat terrain is better than hilly terrain.

Well, thats good because I'm sure riverside flatland will be more common than riverside hills.
 
IIRC, hills are actually bad for wind power. Look at Holland. It's famous for its windmills and its a very flat region.

I suppose. But they should be following the traditions established in civ4 not real-life! :)

I guess this means the ultimate city should be built on a desert, with coast, river, and a mountain adjacent. Also with nearby horses/ivory, incense and wine.

EDIT: Gold and silver too.
 
Let's see

+50% production (requiring resources)
+40% production (for specific terrain)
+20% for buildings
+50% for Space Ship parts
+35% Land units (15 needs iron)
+25% for naval/mounted units (with right terrain)


+75% gold

+200% Science (+50% more near mountain)

+12 Happiness per generic city (+3 with horse/Ivory nearby)

+15 Culture (+3+2n with Wine/Incense nearby, +2 with flat land) [x2]

+45 exp per unit

+28 to city Strength

Massive maintence costs
 
Spoiler :
*MODS I MADE NEW THREAD SO NO NEED TO SPLIT THIS. http://forums.civfanatics.com/showthread.php?t=379953

Went to Gamestop today and got my strategy guide. So I'm going to tackle buildings.

Ancient Era
________________

Barracks (80) | Maintenance - 1 | Yield - N/A | + 15% XP for all Units trained in this city. | PreReq - Bronze Working

Floating Gardens (120) | Maintenance - 1 | Yield - N/A | + 2 Food and overall + 15% Food increase. Each worked Lake tile is also +2 Food. City must be built next to a River or Lake. | PreReq - The Wheel | Aztec UB replaces Water Mill.

Granary (100) | Maintenance - 1 | Yield - N/A | + 2 Food. | PreReq - Potery.

Krepost (80) | Maintenance - 1 | Yield - N/A | + 15 XP for all Land Units trained in this city. Culture cost of acquiring new tiles reduced by 50% in this city | PreReq - Bronze Working | Russia UB replaces Barracks.

Library (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this City. | PreReq - Writing | Specialist: Scientist

Monument (60) | Maintenance - 1 | Yield - + 2 culture | Improved Cultural Growth. | PreReq - N/A

Paper Maker (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this city. +4 Gold. | PreReq - Writing | China UB replaces ??. Specialist: Scientist

Walls (100) | Maintenance - 1 | Yield - N/A | + 7 Combat Strength for the city itself. | PreReq - Masonry

Water Mill (120) | Maintenance - 1 | Yield - N/A | + 2 Food. City must be built next to a river. | PreReq - The Wheel

Classical Era
________________

Armory (130) | Maintenance - 3 | Yield - N/A | + 15% XP for all Land Units trained in this city. City must have a Barracks. | PreReq - Iron Working/Krepost/Barracks

Burial Tomb (120) | Maintenance - 0 | Yield - 2 Culture | + 2 Happiness empire wide. Requires no Gold Maintenance. Should this city be captured, the amount of Gold plundered by the enemy is doubled. | PreReq - Philosophy | Egypts UB replaces Temple.

Circus (150) | Maintenance - 4 | Yield - N/A | + 3 Happiness empire wide. City mus have an improved source of horses or Ivory nearby. | PreReq - Horseback Riding.

Coliseum (150) | Maintenance - 5 | Yield - N/A | + 4 Happiness empire wide. | PreReq - Construction

Courthouse (150) | Maintenance - 5 | Yield - N/A | Eliminates extra Unhappiness from an Occupied City. | PreReq - Mathematics

Lighthouse (80) | Maintenance - 1 | Yield - N/A | + 1 Food from Water Tiles. City must be built on the coast. | PreReq - Optics

Mud Pyramid Mosque (120) | Maintenance - 0 | Yield - 5 Culture | Requires no Gold Maintenance. | PreReq - Philosophy | Specialist: Artist

Stable (100) | Maintenance - 1 | Yield - N/A | + 25% Production when building Mounted Units. City must have a nearby source of horses with a pasture. | PreReq - Rorseback Riding | Requires: Horses

Temple (120) | Maintenance - 1 | Yield - 3 Culture | Produces Culture. | PreReq - Philosophy |Required Building: Monument. Specialist: Artist.

Medieval Era
________________

Bazaar (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. Provides 1 extra copy of each improved luxury resource near this City. | PreReq - Currency | Unique UB for Arabia replaces Market. Specialist: Merchant

Castle (180) | Maintenance - 2 | Yield - N/A | + 9 Combat strength for the city itself. City must have walls. | PreReq - Chivalry/Walls

Forge (150) | Maintenance - 3 | Yield - N/A | + 15% Production when building Land Units. | PreReq - Metal Casting/Iron

Garden (120) | Maintenance - 2 | Yield - N/A | + 25% Great People generation in this city. City must be built next to a River or Lake. | PreReq - Theology | Specialist: Artist

Harbor (80) | Maintenance - 4 | Yield - N/A | Forms a trade route with the capital over water (if they're not already connected by land). +25% Production when building Naval Units. City Must be built on the coast. | PreReq - Compass

Longhouse (80) | Maintenance - 1 | Yield - N/A | +1 Production from each worked Forest tile. | PreReq - Metal Casting | UB for Iroquois. Specialist: Engineer

Market (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. | PreReq - Currency. Specialist Merchant

Mint (120) | Maintenance - 0 | Yield - N/A | Each source of Gold and Silver worked by this city produces +3 Gold | PreReq - Currency

Monastery (120) | Maintenance - 2 | Yield - +3 culture | + 2 Culture per turn from incense and +2 from Wine nearby. City must have an improved source of at least one of these resources nearby. | PreReq - Theology

Mughal Fort (180) | Maintenance - 4 | Yield - +2 culture | + 9 combat strength for this city. Provides gold after flight researched. city must have walls. | PreReq - Chilvary/Walls | UB?? replaces Castle

University (200) | Maintenance - 4 | Yield - N/A | + 50% Science. +2from jungle tiles worked by this city. City must have library | PreReq - Education/Library Specialist: Scientist

Wat (200) | Maintenance - 4 | Yield - +3 Culture | + 50% Science | PreReq - Education | UB for Siamese replaces University. Specialist Scientist

Workshop (100) | Maintenance - 1 | Yield - N/A | + 20% production when constructing buildings. | PreReq - Metal Casting. Specialist: Engineer

Renaissance Era
________________

Bank (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a market | PreReq – Banking/Bazaar/or Market. Specialist: Merchant

Military Academy (350) | Maintenance - 4 | Yield - N/A | + 15 XP for all Land Units trained in the city. City must have a barracks. | PreReq – Military Science/Barracks/or Krepost

Museum (350) | Maintenance - 7 | Yield - +5 Culture | The museum is a renaissance-rera building which increases the city’s culture output. The city must possess an Opera House in order to construct the museum. | PreReq – archeology/Opera House. Specialist: Artist

Observatory (180) | Maintenance - 3 | Yield - N/A | + 50% Science. City must be built next to a Mountain. | PreReq - Astronomy.

Opera House (220) | Maintenance - 4 | Yield - +5 Culture | The Opera House is a renaissance-era building which increases a city’s culture. The city needs to have a Temple or Mud Pyramid Mosque in order to construct the Opera House | PreReq – Acoustics/Mud Pyramid/or temple/Burial Tomb

Public School (260) | Maintenance - 6 | Yield - N/A | +50% Science. City must have a University | PreReq – Scientific Theory/Wat/or University. Specialist: Scientist

Satrap’s Court (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. +2 Happiness empire wide. City must have a market. | PreReq – Banking/Bazaar/or Market. | UB or Persia replaces Bank. Specialist: Merchant

Seaport (180) | Maintenance - 4 | Yield - N/A | + 2 production for sea resources worked by this city. City must have at least one sea resource with fishing boats nearby. | PreReq - Navigation

Theatre (300) | Maintenance - 8 | Yield - +3 culture | + 4 Happiness empire wide. City must have a Coliseum. | PreReq – Printing Press/Coliseum

Windmill (180) | Maintenance - 4 | Yield - N/A | + 15% Production. City must not be built on hills. | PreReq – Economics. Specialist: Engineer

Industrial Era
________________

Arsenal (350) | Maintenance - 4 | Yield - N/A | + 20% Production when building land units. City must have a Military Academy. | PreReq - Railroad/Military Academy

Broadcast Tower (600) | Maintenance - 10 | Yield - N/A | Doubles culture per turn in this city. City must have a museum. | PreReq – Radio/Museum

Factory (300) | Maintenance - 8 | Yield - N/A | + 25% Production. Requires 1 Coal. City must have a Workshop. | PreReq – Steam Power/Coal/Longhoust/or Workshop.

Hospital (400) | Maintenance - 6 | Yield - N/A | + 50% of food is carried over after a new citizen is born. | PreReq - Biology

Military Base (450) | Maintenance - 10 | Yield - N/A | + 12 Combat strength for the city itself. City must have a castle. | PreReq – Telegraph/Mughal Fort/or Castle

Stock Exchange (600) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a bank. | PreReq – Electricity/Satrap’s Court/or Bank. Specialist: Merchant

Modern Era
________________

Hydro Plant (600) | Maintenance - 10 | Yield - N/A | + 1 Production in every tile next to a River. Requires 1 Aluminum. City Must be built next to a River. | PreReq - Aluminum

Medical lab (500) | Maintenance - 10 | Yield - N/A | 25% of food is carried over after a new citizen is born (effects stacks with Hospital) | PreReq - Penicillin

Nuclear Plant (600) | Maintenance - 10 | Yield - N/A | +25% Production. Requires 1 Uranium | PreReq - Uranium

Research lab (600) | Maintenance - 10 | Yield - N/A | + 100% Science. City must have a public school. | PreReq – Plastics/Public School. Specialist: Scientist.

Solar Plant (600) | Maintenance - 10 | Yield - N/A | + 25% Production. City must be built on or next to Desert. | PreReq – Ecology

Spaceship Factory (450) | Maintenance - 10 | Yield - N/A | + 50% Production when building spaceship parts. Requires 1 Aluminum. City must have factory. | PreReq – Robotics/Factory

Stadium (450) | Maintenance - 10 | Yield - N/A | + 4 Happiness empire wide. City must have a theatre. | PreReq – Mass Media/Theatre

I believe that is everything!

Enjoy. :D

Man, I still can't believe that they left the airport out?!?! How hard would it have been to add in one of the most important aspects of modern life-commercial air travel?!

Aussie.
 
Man, I still can't believe that they left the airport out?!?! How hard would it have been to add in one of the most important aspects of modern life-commercial air travel?!

Aussie.

They should've make that the modern economic building (which there isn't one). Even if it was a dull implementation like +X% gold in the city. Other possible bonus could be connecting city with capital for trade if not already connected, similar to harbors except that they could be built anywhere. Further use could be faster plane production, naturally.

Basically; You're right. There could've been countless uses and justification to add an Airport building.

Oh well..
 
Back
Top Bottom