Pre-Release Reference Compilation

MacBalt

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I put together the attached reference compilation (pdf file) from Marbozir's extremely helpful tech-tree and civics-tree overviews on YouTube. Not sure if anyone here has already posted something like this, but I haven't seen one yet and figure I'm probably not the only old fart around here who prefers to have numbers on real paper where I can get at them more easily. :old: Everything is accurate to the best of my knowledge but remember that the data is all based on the press preview build from last month and subject to change by the time the final game is released. Helpful feedback is welcome (especially for correcting errors). I hope you find it useful.

Marbozir's Tech-Tree Overview:

Marbozir's Civics-Tree Overview:

Marbozir's Pre-release Let's Play Greece:
https://www.youtube.com/playlist?list=PLHQyGGzRHYIZxZEW50NCCxNt-SZb29tdk

Thanks Again Marbozir! :hatsoff:
 
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Seems I lost the file. Let's try that again...
 

Attachments

Wow, what a great resource! I'm sure I'll be using this a lot while learning the game.

One question: Have you thought about posting the file as HTML, so it can be navigated using hyperlinks?
 
Very nice, thank you!

Edit:
I see Huey Teocalli is missing.
From Well of Souls:
Requires: Military Tactics
+1 Amenity from entertainment for each adjacent Lake tile. +1 Food and +1 Production for each Lake tile in your empire. Must be built on a Lake tile adjacent to land.
 
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Wow, what a great resource! I'm sure I'll be using this a lot while learning the game.

One question: Have you thought about posting the file as HTML, so it can be navigated using hyperlinks?

He said he's an old fart who likes paper. Hyperlinks don't work as well on paper. :)
 
Thanks for the positive feedback everyone. Glad to see some folks found it useful. :thanx:

I see Huey Teocalli is missing.
From Well of Souls:
I only included what was actually in Marbozir's Press Preview Edition of the game because I wanted a firm reference for all those numbers. Most of the civilization unique units and buildings are also not included for this reason. Thanks for the "Well of Souls" link though. I didn't know about that site and it looks extremely useful!

He said he's an old fart who likes paper. Hyperlinks don't work as well on paper. :)
Yes, that sizes it up pretty well. :D
Happy to have someone else do the html thing, but the site wouldn't let me upload the original Word file. :(
 
Thanks. I will have to run this against my own cheat sheet that I have been working on.
 
Something Marbozir didn't mention but could be seen is when policies went obsolete
so
Policies arranged by what they do including what they upgrade to (ie when they go obsolete)

Melee+Ranged
Agoge (m, Craftsmanship): +50% Production toward Ancient and Classical era melee and ranged units. (upgrades to Feudal Contract)

Feudal Contract (m, Feudalism): +50% Production toward Medieval and Renaissance era melee and ranged units. (upgrades to Grande Armee)

Grande Armee (m, Nationalism): +50% Production toward Industrial and Modern era melee and ranged units. (upgrades to Military First)

Military First (m, Rapid Deployment): +50% Production toward Atomic and Information era melee and ranged units.



Cavalry
Maneuver (m, Military Tradition): +100% Production toward Ancient and Classical era heavy and light cavalry units. (upgrades to Chivalry OR Lightning Warfare)

Chivalry (m, Divine Right): +100% Production toward Medieval, Renaissance and Industrial era heavy and light cavalry units. (upgrades to Lightning Warfare)

Lightning Warfare (m, Totalitarianism): +100% Production toward Modern, Atomic and Information era heavy and light cavalry units.



Naval
Maritime Industries (m, Foreign Trade): +100% Production toward Ancient and Classical era naval units. (upgrades to Press Gangs OR International Waters)

Press Gangs (m, Colonialism): +100% Production toward Renaissance and Industrial era naval units. (upgrades to International Waters)

International Waters (m, Cold War): +100% Production toward Modern, Atomic and Information era naval units, excluding carriers.





Air

Their finest hour (m, Suffrage): +50% towards modern and atomic era air units (upgrades to Strategic Air Force)

Strategic Air force (m, Globalization): +50% Production toward information era air units and all carriers



Support units

Patriotic War (m, Class Struggle): +100% Production toward modern, atomic and information era support units.



Wonders

Corvee (e, State Workforce): +15% Production toward Ancient and Classical wonders. (upgrades to Gothic Architecture OR Skyscrapers)

Gothic Architecture (e, Divine Right): +15% Production toward medieval and renaissance wonders. (upgrades to Skyscrapers)

Skyscrapers (e, Civil Engineering): +15% production for industrial and later era wonders



Unit Maintenance

Conscription (m, State Workforce): Unit maintenance reduced by 1 Gold per turn, per unit. (upgrades to Levee en Masse)

Levee en Masse (m, Mobilization): unit maintenance -2 gold per unit per turn



Military Space Race
Military Research (m, Urbanization): Seaports and Military Academies get +1 science (upgrades to Integrated Space Cell)
Integrated Space Cell (m, Space Race): +15% production towards space race projects if a city has either a Military Academy or a Seaport



Claiming land

Colonization (e, Early Empire): +50% Production toward Settlers. (upgrades to Expropriation)

Land Surveyors (e, Early Empire): Reduces the cost of purchasing a plot by 20% (upgrades to Expropriation)

Expropriation (e, Scorched Earth): settler costs reduced by 50%, plot purchase costs reduced by 20%



Trade Routes

Caravansaries (e, Foreign Trade): +2 Gold from all Trade Routes. (upgrades to Triangular Trade)

Triangular Trade (e, Mercantilism): +4 gold and +1 faith from all Trade Routes (**replaced** by Ecommerce)

Ecommerce (e, Globalization): +5 production and +10 gold from all International trade routes


Trade confederation (e, Mercenaries): +1 culture and +1 science from International trade routes (upgrades to Market Economy)

Market Economy (e, Capitalism): International trade routes +1 gold per luxury and strategic resource improved at the destination, as well as +2 culture and +2 science


Collectivization (e, Class Struggle): +4 food from domestic trade routes

Arsenal of democracy (d, Suffrage): trade routes to an allies cities grant +2 food and +2 production for both



Builders

Ilkum (e, Craftsmanship): +30% Production toward Builders. (upgrades to Serfdom)

Serfdom (e, Feudalism): newly built builders get +2 extra build actions (upgrades to Public Works)

Public works (e, Civil Engineering): +30% production towards builders; newly built builders get +2 extra build actions



Faith
God King (e, Code of Laws): +1 Faith and +1 Gold in the Capital. (**replaced** by Scripture)

Scripture (e, Theology): +100% holy site adjacency bonus


Simultaneum (e, Reformed Church): faith from holy site buildings doubled



Other District Boosts

Natural Philosophy (e, Recorded History): +100% campus adjacency bonus (upgrades to Five Year Plan)

Craftsmen (e, Guilds): +100% industrial zone adjacency bonus (upgrades to Five Year Plan)

Five-Year-Plan (e, Class Struggle): +100% campus and industrial zone adjacency bonus


Naval infrastructure (e, Naval Tradition): +100% harbor adjacency bonus (upgrades to Economic Union)

Town charters (e, Guilds): +100% commercial hub adjacency bonus (upgrades to Economic Union)

Economic Union (e, Suffrage): +100% commercial hub and harbor adjacency bonus


Aesthetics (e, Medieval Faires): +100% theatre square adjacency bonus (upgrades to Sports Media)

Grand Opera (e, Opera and Ballet): culture from theatre square buildings doubled (**replaced** by Sports Media)

Sports Media (e, Professional Sports): +100% theatre square adjacency bonus, and stadiums generate +1 Amenity


Rationalism (e, Enlightenment): science from campus buildings doubled

Free market (e, Enlightenment): gold from commercial district buildings doubled

Veterancy (m): +30% for building encampments and encampment buildings



Great Person
Strategos (w, Military Tradition): +2 Great General points per turn. (upgrades to Military Organization)

Military Organization (w, Scorched Earth): +4 Great General points per turn.


Inspiration (w, Mysticism): +2 Great Scientist points per turn. (upgrades to Nobel Prize)

Nobel Prize (w, Nuclear Program): +4 Great Scientist points per turn.


Travelling merchants (w, Guilds): +2 Great Merchant points per turn. (upgrades to Laissez-Faire)

Laissez-Faire (w, Capitalism): +4 Great Merchant points per turn.


Revelation (w, Mysticism): +2 Great Prophet points per turn. (**eliminated** with Humanism civic)


Literary Tradition (w, Drama and Poetry): +2 Great Writer points per turn.

Navigation (w, Naval Tradition): +2 Great Admiral points per turn.

Invention (w, Humanism): +2 Great Engineer points per turn.

Frescoes (w, Humanism): +2 Great Artist points per turn.

Symphonies (w, Opera and Ballet): +4 Great Musician points per turn.



Housing and Amenities

Insulae (e, Games and Recreation): +1 Housing in all cities with at least 2 specialty districts (upgrades to Medina Quarter)

Medina Quarter (e, Medieval Faires): +2 Housing in all cities with at least 3 specialty districts (upgrades to New Deal)

Liberalism (e, Enlightenment): +1 Amenity in all cities with at least 2 specialty districts (upgrades to New Deal)

New deal (e, Suffrage): +4 Housing, +2 Amenities, -8 gold for all cities with at least 3 specialty districts



City States
Charismatic Leader (d, Political Philosophy): +2 Influence points per turn toward earning city state Envoys. (upgrades to Gunboat Diplomacy)

Gunboat Diplomacy (d, Totalitarianism): open borders with all CS, +4 Influence towards envoys


Diplomatic League (d, Political Philosphy): The first Envoy you send to each city state counts as two Envoys.

Merchant Confederation (d, Medieval Faires): +1 gold from each of your envoys at city states

RAJ (d, Colonialism): +2 science, faith, gold and culture per CS you are suzerain of

Containment (d, Cold War): each envoy you send to a CS counts as 2 if the suzerain of the CS has a different government than you

International space agency (d, Globalization): +10% science per CS you are the suzerain of

Collective Activism (d, Social Media): +10% culture per CS you are the suzerain of



Pillage
Raid (m, Military Training): pillaging improvements grants doubled yields (upgrade to Total War)

Sack (m, Mercenaries): pillaging districts has doubled yields (upgrade to Total War)

Total War (m, Scorched Earth): yields from pillaging are doubled


City Defense
Bastions (m): +6 City defense strength, +5 city ranged attack (upgrade with civil Engineering)

Limes (m): +100% towards defensive buildings (upgrade with Civil Engineering)

[both upgrade to the free defense given by the Civil Engineering Civic]


Spies

Machiavellianism (d, Diplomatic Service): +50% production towards spies; spy actions take 25% less time

Police State (d, Ideology): enemy spy levels in your lands -2, but your cities amenities are decreased by 1

Nuclear Espionage (d, Nuclear Program): spies who steal a tech boost without being detected get an extra boost

Cryptography (d, Cold War): enemy spy level reduced by 2 in your territory; your own spies have their level increased by 1 for offensive operations



War Weariness

Propaganda (m, Mass Media): -25% war weariness

Martial Law (m, Totalitarianism): -25% war weariness

Defense of the motherland (m, Class Struggle): no war weariness from wars in your territory



Tourism

Heritage Tourism (e, Cultural Heritage): +100% Tourism from Great works of art and artifacts

Satellite Broadcasts (e, Space Race): triples tourism from great works of music

Online Communities (e, Social Media): +50% tourism output to civilizations to which you have a trade route


Miscellaneous

Discipline (m, Code of Laws): +5 Combat Strength when fighting Barbarians. (Eliminated by Exploration civic)

Survey (m, Code of Laws): Double experience for recon units. (Eliminated by Exploration civic)

Urban Planning (e, Code of Laws): +1 Production in all cities. (Eliminated by Exploration civic)

Retainers (m, Civil Service): +1 Amenity for cities with a garrisoned unit (Eliminated by Mass Media)

Meritocracy (e, Civil Service): each city gets +1 culture for each specialty district it constructs

Professional Army (m, Professional Army): 50% discount on all unit upgrades

Native Conquest (m, Exploration): combat victories over units of earlier eras grant 50% of the units strength as gold

Colonial Offices (e, Exploration): +15% cities growth for cities not on your capitals continent

Wars of religion (m, Reformed Church): +4 combat strength if fighting civilizations with other religions

Religious orders (e, Reformed Church): all religious units +5 strength for religious combat

Logistics (m, Mercantilism): +1 movement if starting in friendly territory

Colonial Taxes (e, Colonialism): +25% gold in cities not on your original capitals continent

National identity (m, Nationalism): units have 50% less combat strength reduction due to injury

Public Transport (e, Urbanization): receive 50 gold per appeal of tile when replacing a farm with a neighborhood

Resource Management (e, Conservation): 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city

Third Alternative (e, Totalitarianism): +4 gold for each military academy, research lab and power plant
 
Nice. I have been working on my own crib sheets, but this will help me with that.

As an aside, does anyone have a list of the Eurekas i.e. what the Eureka is and what tech it gets you 50% of?
 
Nice guide! Thanks for your work.

I don't have a source I can link at the moment, but I spent quite a bit of time hunting through Let's Play videos for what the regular factory does. I am fairly sure it is +3 production to a radius of 6 tiles, not the currently listed +4 production.

I've been very curious for months about how good Japan's electronics factory and it left me disappointed. All Japan's late-era building gets is +1 production to all cities within 6 cities and +4 culture to only the city that built it. I'm sure that is to balance out Japan's other adjacency bonuses, faster build times, and the Samurai, but I'd rather have a unique district.
 
Seems I lost the file. Let's try that again...
Factories also have the six tile radius (+3 production). Quill spends quite a bit of time trying to work out the bonus on his Norway stream, as it is really unclear if it is from the industrial zone, the city center, or if it just has to reach the border of the other cities. (Roughly 2:07:00 on the second day of the norway stream, but he spends about 5 minutes trying to figure out what is going on, as if its zone to city center, one of his cities is getting the bonus when it shouldn't: Frankfurt, from Sarpsborg).
 
There seems to be an error under the "Campus" entry...your reference states that it generates +1 Faith.
Oops. An error on practically the very first entry. :hammer2: I’m glad you didn’t stop reading! Thanks for noting this. I will correct it in for the next edition.

A god amongst men, thank you!
From one old fart to another, thank you very much!
Certainly more the latter than the former, but both endorsements are appreciated! :beer:
Remember, "Old age and treachery will overcome youth and skill!" :D

Something Marbozir didn't mention but could be seen is when policies went obsolete
so
Policies arranged by what they do including what they upgrade to (ie when they go obsolete)
Totally effing awesome! Is this every policy card in the tree? I wanted to do this too but it just looked like too much work to get it organized properly. Thank you VERY MUCH. I will include it in the next edition. :worship:

I don't have a source I can link at the moment, but I spent quite a bit of time hunting through Let's Play videos for what the regular factory does. I am fairly sure it is +3 production to a radius of 6 tiles, not the currently listed +4 production.
Thanks for pointing this out. It sounds like it is going to take a little more research to check out properly. I’ll take another look at Marbozir’s video, but if there is still a conflict then it may have to remain an open question until Firaxis indicates way they intend to go. It is possible that there were still errors in the preview edition’s tool tips too.

Factories also have the six tile radius (+3 production). Quill spends quite a bit of time trying to work out the bonus on his Norway stream, as it is really unclear if it is from the industrial zone, the city center, or if it just has to reach the border of the other cities. (Roughly 2:07:00 on the second day of the norway stream, but he spends about 5 minutes trying to figure out what is going on, as if its zone to city center, one of his cities is getting the bonus when it shouldn't: Frankfurt, from Sarpsborg).
Thanks, I’ll check out Quill’s Norway stream. I’m not sure I’m going to let myself get too fussed about conflicting information at this level of detail yet though. It seems to me that such intricacies are among the more likely things to change as Firaxis does its balancing passes this month. :coffee:

Awesome, thanks! FYI: Pikemen are listed twice instead of Berserkers.
Thanks for pointing this out. I’ve taken the second Pikemen out of the next draft, but the Berserker unique unit isn’t listed because it was not included in Marbozir’s Tech Tree overview. On a related issue, I was surprised to note that there doesn’t appear to be a new “strong melee” unit (other than the Samurai) that becomes available in the Medieval Era. Not sure if that is because the Samurai unit replaces the normal unit in a Japan game, or if the unit simply isn’t there this time. (It was “Macemen” in Civ IV.) At first I thought it was the former, but then I saw no Macemen (or equivalent) in Quill’s “Rome” Let’s Play, so now I’m thinking it just isn’t there?

Thanks again for all the great feedback! I’ve got some travel coming up for the next few days, but will try to post a second edition over the weekend sometime. Happy to send or post the original MS Word file for anyone who wants to add more themselves too. Just need advice on where to put it (so to speak). :p
 
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