Antic Olympic Games
The First civilization that discovers The Athletism founded the Olympic Games. As a first step they have relatively minor effects, but can help a civilization to grow a little faster.
Thus, at the founding of the Games, one of your cities is designated as the centre of Olympism. It earns 1 extra Culture point each turn and generates 1 happy citizen if the city hosts, in addition, your State Religion.
The effects of the Olympic Games do not stop there. Indeed, the units produced in the Olympic city are given double more free EXP.
Enjoy, however, because the effects of the ancient Olympics (except for the cultural bonus), ends with the discovery of Divine Right.
The Olympics are reborn when you discover the Tourism. See Modern Olympics.
Captured spy
When your services find an enemy spy, it has 75% chance of being killed, and 25% of being caught. In the case of a capture, the enemy spy join your camp.
A captured spy can be tortured in order to make you earn Espionage points against its original civilization. However, any torture involves risks, dependending of the physical and mental condition of the unit. The more you torture an agent, the less he will offer you Espionage Points, and the more he will be able to succumb to its suffering. If you want to use a spy or give back an enemy, it is advisable not to abuse torture. Remember, finally, an agent weakened by torture will be more likely to be killed if you trust it with a mission and he gets (thus avoiding more easily catch).
An officer caught can also be returned to its original civilization by the command "offer unit". A people (led by IA), which receive a captured will appreciate you more for over 35 rounds. Some consider it is suicidal to give back an enemy spy, but ultimately it will relate without too much sacrifice knowing that the spies are anyway easy to produce for a player.
Finally, you can use a spy to carry out espionage missions or for a simple recognition. A spy caught will be much more difficult to neutralize, within its civilization of origin, if he does not act. Thus, it can move at will, thus providing you with valuable geostrategic informations without running great risk (risk core are divided by 3). And if you made him do a mission of espionage, know that it will cost half as much, but it has much less chance of success (as a double agent dies automatically if he fails, he can not be captured).
The last piece of information it is important to clarify is the costs engendered by the retention of captured spies. In fact, their loyalty is very low, they are affected by a surcost of 1 Gold/turn.
Chemical Weapons
In this project, and particularly with the discovery of the Medicine technology, you have access to chemical military units. This means they use biological agents to weaken opponents.
The chemical attacks are of two types: attacks with bombs and collateral damages.
In the case of a simple attack + collateral damage, with a chemical unit, attack will proceed as usual, except that the units suffering damage are likely to see their healing capacities reduced. In modern conflicts, often dangerous, the use of some chemical gunners can be very useful.
If the unit has a capacity to chemically bomb a city, in this case, at each of its bombing , the population will have a percentage of chances equal to the bombing capacity of the unit, of being poisoned (+1 during 1 turn). This functionality requires a true chemical armada at its disposal to be really annoying. Also a unit capable of chemically bombing a city may not attack the defenses.
Condemned civic
The apostolic authorities and the United Nations can vote on resolution of condemnation of a civic. If and only if this civic is adopted by one of the voting players. Are condemnable by the United Nations, some of the most extremist civics. And are condemnable by the apostolic palace, religious civics involving the choice of a state religion.
Choosing a condemned civic generate a diplomatic penalty from the voting members and exclude the civilization to the clan of members wich can vote, which in itself is not always a bad thing (as you assess the risks and benefits of such a situation.)
It is possible that a AI player proposes such a resolution and pass it, in which case it can influence the course of the game. But from a human point of view, the interest is more subtile. It allows to return some civilizations against another. Especially in the framework of the apostolic palace. Indeed, if you want to attack an opponent who has a state religion shared by you and your allies, but he chose a different religious doctrine, you can try to condemn it to make it a pariat and attack without offending your brothers in faith, even with their assistance.
From a historical point of view, the interest is basically to be able to condemn the reform, or the Crusades, among others.
Constitutions
In this Project the United Nations and the Apostolic Palace have a constitution, that is to say, a charter of rules governing their functioning.
The constitution determines above all the criteria for allocation of votes and the rules inherent in the General Secretary (Number of candidates in particular).
The constitution is never drafted at random. When creating an institution, its members have to propose constitution projects, then chosen by a vote. This is done in as many rounds as necessary, each time eliminating projects with 0 votes and the least popular.
The criteria for the allocation of votes at the United Nations are: Population level, Prestige of cities, Military power, Commercial power, Industrial power, Cultural level, Territorial size, Number of cities, Egalitarian Votes (same number for all).
The criteria for the allocation of votes at the Apostolic Palace are: Number of followers cities ,Followers Populations, Prestige of followers Cities, Implementations Level, Egalitarian Votes, State Religion.
The rules inherent in General Secretary are quite simple, the choice is between the absence of General Secretary (anyone can propose a vote, depending on its electorate weight), double candidature, or triple candidature. An opt-cumulation of mandates for the Secretariat General is available in case of dual or triple candidature.
Epidemics
In this project, an excess of may trigger a disease, usually contagious.
Once affected by a disease, a city suffers disadvantages such as a level of increased, which can be determined in a more or less random (depending on the disease parameters), but which always corresponded to a percentage of the pre-existing .
In addition to direct disadvantages caused by a disease, it is often contagious and may spread to the around cities, even (to a small extent), to any connected city. The spreadchances of an infection can be determined by different factors. Some plagues propagate more in the cities already sick, others are favored by the presence of jungles, and some others are easily spread without prerequisites.
A city may recover naturally. His chances of recovery depends on the level of .
In addition, there are methods to increase the cure rate of a city and/or to limit the chances of spread to other cities:
Massacre sick people
Available in the Epidemics Screen, this feature allows you to sacrifice all or part of the infected (known) population to increase the chances of cure. This is of course a radical solution, which has the merit of being relatively effective because, beyond its effect, it allows, with a smaller population to have a report / more conducive to good recovery. It is still advisable not to use it only in order to heal faster. Prefer rather the combination with other solutions in the context of a counter-propagation strategy.
Local Acts
In the Civics Screen, you can apply Local Acts to cities, that can help you in the fight against an epidemic. These are specific to each city, and generally require that she is already reached (which is logical).
Free City
During the capture of a city, a player has the option of creating a free city. This type of act must be careful thoughtful as it will determine the fate of the city for some time. Indeed, no city can leave this status, except in cases of conquest (or recapture) by the enemy, or when decolonization (Resolution of the UN).
When you create a free city, you acknowledge the city a form of regional autonomy, which will increase its level of dissatisfaction (due to the ambiguity of the status and rebels), and generates new maintenance costs (+50%) . Some disadvantages non-negligible know that it will take into account.
The interest of the Free City is an immediate effect on the cultural level of the conquest. Indeed, the city recovers 100% of the points of culture available to it before your "coming". In addition, the risk of cultural revolt are halved, and the destroyed world wonders probabilities are reduced by 50% during the conquest.
Thus, the Free City is a good choose if you take a city with strong cultural potential, and/or if your troops are too much undisciplined to preserve World Wonders from plundering. Finally, remember that a Free City could not be created in case of recapturing one of your cities.
Genocide
In this Project, by dint of capture/raze cities, it can happen to genocide a people.
YIn this case, you get all technologies, in its possession, that you have not even discovered. And your cities know a nationalist euphoria during one turn, to celebrate the death of your enemies.
Nevertheless, the ancient cities ofgenocided people know consequent discontent (25% of the population), and a number of your opponents are likely to want you. The project Work of Memory can put an end to these effects in exchange of other disadvantages.
International Taxes
In this project, participation in the UN (obligatory) involves some additional expenses based on the percentage of votes held by the player. The collected money feeds the treasury of the institution, which then finance resolutions requiring funding (such as development aid or intervention of the peacekeepers). Being a non-voting member (excluded) of the institution does not exempt to pay the international fees.
In addition, a supplementary cost which doesn't feed the United Nations's treasury increases the amount of money you must pay every turn. It corresponds to the hijacking and corruption inherent in this type of public expenditure basically opaque. The corruption cost of is based on the loyalty of your governors.
Military Base
The Military Base is a status that you can apply to a foreign and freindly city, by using a General General
It allows a player to post permanently, 4 air units in the city. It can also enable your units to heal efficiently in the city (it is most useful if you want to defend the territory of an ally), and to enjoy its healing facilities (Hospitals).
The two first advantages of the military base are well suited to a distant conflict, the two others are especially useful if the current conflict focuses on the territory of your ally and if you wish to support him by the participation of your troops.
Modern Olympic Games
When the civilization wich have created Olympic Games discover Tourism, the Modern Olympic Games can begin.
As a first step, the Olympic city wins 2 extra Culture points/turn (the culture of the ancient Olympics does not become obsolete with the Divine Right, so Modern Olympism produces 3 Culture points in total).
It goes on held every 13 laps, new Olympics. The preparation of the Games lasted 3 turns and their beneficial effects lasted 10 turns.
The preparation of the Games therefore takes 3 turns. During the first one, civilizations wich have contact with the creator of the Olympics designate one of their cities as a candidate for the organization of the Games. Indeed, hosting the Olympic Games can increase suddenly the cultural level of the city on the order of 10 to 80% from its current level (imagine the interest to hold the Olympics in a very cultivated city...). They also enable it to generate a little more Tourism, for the duration of the Games. The only drawback is that the city sees its maintenance costs increased (in the order of +100%). A civilization can of course decide not pose any candidature.
Then the second round. The city wich will host the Olympics is designated by the IOC. If no one has filed any candidature or the few applications that are truly bad, the IOC may cancel the Games. Once the deliberation made public, potential participants choose whether or not to participate in the forthcoming sports competition. Joining saving medals and thus bonuses, and not get angry with the Nation.
Boycott Games on the other hand, damage the state of your relationship with the organizer (0 to -4 points), but improves your relations with other countries wich boycott too. In addition, the boycott reduces the cost of maintenance of your cited by 15% (for the duration of the games) which is not negligible, and it also reduces the impact of the Games in preparation (an excellent means of sabotage in the sum). Worse, if more than half of nations boycott the Games, they are cancelled.
The handling of the Olympic Games is very subtle, it is important to assay its interests, reducing its maintenance costs at the risk of his deteriorate relations with another nation is not necessarily wise. Finally, an important point namely the IOC will organize more often Olympics within the Olympics' original nation.
Once the preparation is complete, the Olympics are held, this is the Third round. 20 proofs (4 by category: Athletics, Water sports, Mountain Sports, Team Sports, and Combat Sports) are contested by the participating nations. Only gold medals are counted, of course, and then are awarded bonuses to the civilizations that have prevailed over the victory.
Each medal obtained increase of 1 Commerce/10 points of population, incomes from tourism in your cities.
Be caution, however, this bonus is temporary and ends at dawn the next Games.
Nuclear Dissuasion
The possession of nuclear weapons reduces the chances that your opponents have to consider a conflict against you. Depending on the state of your relationships, the number of atomic bombs they have, and you have, the heat of war your enemies can be restrained.
Nuclear dissuasion is less effective as soon as your opponent has created SDI and/or get a large nuclear arsenal. But as long as you have atomic weapons, it remains ever present, even at a minimum level.
Passage Agreements
In this project, the Free Passage Agreement is splited into 4.
Thus, the ground units, naval units and aerian units have, each, an associated passage agreement. It becomes impossible, for example, to make naval units crossing foreign waters without the signature of a treaty designed specifically for this purpose.
The Fourth Agreement is the commercial agreement. It allows to connect the cities of two empires, particularly in the context of trade routes.
Piracy
After the discovery of Piracy (or another tech) and before the discovery of Electricity, coastal cities have a chance to produce pirate ships. This is not an advantage.
These vessels are generated randomly, depending on the level of discontent in the city. A city largely satisfied no worries to be. The others may well become a breeding ground for piracy.
The pirate units plunder improvements, maritime trade routes, and attack ships whatsoever, trying to collect a consequent loot.
Each vessel that the attacker manages to destroy it makes money. Each also looting. After 50 Gold harvested, he retires. Until that time, it may be quite disruptive, but also an interesting prey. Indeed, destroying an attacker lengthy you can capture a part of his loot.
Religious Persecutions
A religion can be driven out of a city in 3 cases: by the people (randomly), by an opponent or by your own services.
In the first case, it is the citizens of a city that hunt for themselves a religion, seeing it as a sect of low importance. A religion can not be hunted if it is state religion, or if you have opted for the civic Free Religion. It is therefore advisable, if you want to keep a number of religions within your civilization, moving to a very tolerant religious system. In any case, a religion can not be driven out of his holy city.
A religion can also be driven by the spies of your opponents. Of course, you can chase a religion in an opponent city too (if you think it is a factor of development too important). As in the first case, a religion can not be evicted in case of Free Religion, let alone its Holy City. In contrast, a state religion may well be the target of such an attack.
Finally, a religion can be driven out by your own means by clicking on a religion in the city screen. As in the other cases, a religion can not be expelled from his holy city, and no city in the event of Finally, a religion can be driven by your own means by clicking on a screen religion in one of your cities. As in the other cases, a religion can not be expelled from his holy city, and no city in case of Free Religion. You can not drive out your own state religion. Similarly, a vassal can not hunt a religion created or chosen as a state religion by his master.
Resolutions (evolution)
This article help you to understand functioning of some of the new resolutions of the UN and the Apostolic Palace who deserve a little more explanations.
Assistance to developing countries
his type of resolution is strictly UN action, not a law. This means it can be passed and voted again several times.
Assistance to least developed countries represents a sum of Advanced Start Points distributed to half of nations with lowest scores. The number of points distributed is determined by the player proposing the resolution, and will be divided equally among all beneficiaries.
This resolution, like few others, has a cost that will be deducted from the treasury of the institution. This cost is determined by the number of Advanced Start Points attributed.
This type of resolution is altruistic, but it can also serve as a support to large empires. So if you and your allies have vassals still weak, you better use the treasury of the United Nations to help them grow.
No war Charter
In this project, some resolutions may directly penalize the members of an institution by imposing strict rules. If a member doesn't respect one of it, he becomes a excluded member, he lost its votes and can't participate to any debate. The no war charter is one of those resolutions.
Available for the UN and for the Apostolic Palace, this rule excluded from the institution, States triggering a conflict without using a war resolution. Thus, an unilateral war, while this rule is in effect, makes a player leave the institution in the hands of your opponents, which may take the opportunity to get everything and anything without your consent.
Condemn a civic
Like the No war charter described above, the condemnation of a civic imposes a rule that must be respected not to be excluded from the institution. The UN and the Apostolic Palace both have this type of resolutions, but are not condemning the same civics: the Apostolic Palace seesk to interfere only with religious policies of its members.
Sending of troops in a conflict zone
This type of resolution is available at the UN and only on areas where a conflict takes place. For each application for assistance correspond a conflict area (an island or a continent) where a conflict takes place (there must be belligerent troops and/or civilians on the referred ground).
The resolution is also granted by the player who decides to propose a vote, a number of units to send. For each unit sent an additional cost will be deducted from the treasury of the institution. These units are Peacekeepers. They have an automated and defensive behavior, parameterized by some options which can be found in the mod's INI file. By default, they defend all the cities in the territory of intervention, and can therefore hinder a project of conquest.
his type of resolution is associated with an action (not with a rule/law), it can be voted again several times and in different contexts.
Cultural exception
This resolution, available in UN, prevents all players to produce in plots that only a foreign city can work. Over time, it can terminate the nibbling of border by peoples culturally strong on weaker peoples.
Reprove a Religion / Ban a religion (Concern the Apostolic Palace only)
In the same way that a civic can be condemned and lead to the exclusion of members who have adopted it, a religion can be reproved, so the members who have adopted it as State religion lose their seat in the institution (becoming excluded members).
Once reproved, a religion can be prohibited with a newly available resolution. In this case, any implementation of the religion is driven out of the members' cities and their installation becomes impossible. This type of solution can enable you to fight against the spread of a cult enemy, but it can also allow you to make more place for the influence of the Palace's religion, in you target Religious Victory.
Prohibit a resource
Numerous resolutions of the UN propose to prohibit a resource. If one of them pass, the corresponding resource will disappear from the map, and therefore will no longer be exploited. In passing on a plot which have the prohibited resource, you can see a red note telling you that there were at that place, a source of this resource, now banned. Of course, this kind of resolution can be "un-voted" in which case the resource re-emerged on the map and can be further exploited. The interest of this type of resolution is clearly strategic, especially in a world where the players are not too inter-dependent.
Senate
Under some types of government (Representation, Universal Suffrage), the Senate can interfere with your military policy. Thus, it may invalidate your declarations of war and/or force you to sign a peace treaty with your enemies.
The decisions of the Senate depend in particular on the scale of the conflict, either potential or actual, and its real interest. Thus, pursue a policy military under democratic regime becomes more difficult.
However, when an opponent make unpleasant acts to your nation, by a boycott, a negative vote, an espionage mission, etc. ..., you have a sufficient pretext to carry out or suffer a war without the Senate to intervene. Any excuse is valid for one turn and then throughout the conflict in case of a declaration of war. Of course, malicious acts of enemies who are already at war against you should not be a pretext to circumvent the Senate.
Slavery
The slaves are civilian units sacrifiables for many purposes, relatively low value but which can make a real difference.
Obtaining slaves
The slaves are usually obtained at the end of a battle or by raiding a conquiered city. The standard rate of enslavement is defined in function of the difficulty level, and can be knowned in the Empire info screen. Various factors can increase your rate of enslavement, and in particular the civic Slavery.
You can also get a slave from one of your opponents, particullary if he's your vassal (when slavery is abolished, vassals give you a migrant instead of a slave).
Using slaves
The slaves have multiple uses. They can be sacrificed for the construction of an improvement (with Serfdom civic). Thus, they will fill the job of a worker in a single round but succumb under the weight of the work.
They may also be assigned to a city, as a specialist. But be careful, because if you can win 2 Yields/Turn, the slave specialist also generates an unhappy citizen. Instead, it is advisable to use such a practice, at least early.
The slave can also permit to accelerate a production. It can, as easily, be sold and make money, or sacrificed and enhance the cultural level of a city. The slave can be freed to accelerate growth of a city. Or it may be given to a governor, increasing his loyalty. Finally, once you have discovered the Guerilla, you will be able to arm them (but it will cost you some money).
Abolition of Slavery
To abolish slavery, through the appropriate civic, prohibits production of slaves. Your existing slaves (specialists and units) become migrants wich can be settled in a city to accelerate its growth.
Tourism
Tourism generates income depending on the cultural influence your Wonders, and the commercial potential of your cities. This income is increased by choosing Cooperation civic.
Tourism is only possible if you discover the technology of the same name.
Trading Posts
The Trading Posts are specific cities, adapted to the distance. They are less expensive in maintenance and have 5% of chances to each turn to produce a slave, as long as you did not abolish the slavery.
It is the ideal solution to base a remote city, interesting on the geostrategic plan. Less expensive, its production of slaves will help you to develop it, even far from your grounds of origin. The governor of a trading post is less affected by government distance.
Of course, it is not prohibited to build a trading post on grounds close to your capital but the trading post not being able to be founded that by a Navigator (Great Person), it is very little probable that there remain virgin lands close to on your premise.
Vassal States (evolutions)
In this project, vassalage estates are divided into several types. Each type of vassalage has its own particularities, and each has a field in the civilopedia (see the dedicated category).
Other new thing: a human player can become vassal of an AI player.
Monopoly
In Total War, from a certain era (End of Antiquity), civilizations can be in a monopoly position on certain resources.
To do so, one must first satisfy certain conditions. Lay, in the first place, at least two production sites of the resource. And control 100% of world production.
Having a monopoly simply increases the amount of commerce generated by the exploitation of the resource.
Some resources (fewer) are more conducive to the emergence of a monopoly. Putting his hand on a site operating abroad, in order to complete a monopoly, could become an additional ground for war. You can be helped by the Table of resources (info screens) to know what proportion of world output you hold, and get a glimpse of the road ahead to a new monopoly.
The cultural resources (Music, Movies,) are not affected by the monopoly for obvious reasons. Monopolies are desactivated automatically on small/very smal maps (less than 3 players). For others, monopolies can be disabled via the game options (File XML/GameInfo/CIV4GameOptionInfos.xml)