that I stumbled on in the Civilopedia!
These are things that may be known to some but were a shock or surprise to me while I was browsing through the Civilopedia. Any wrong information is solely to be blamed on the person who wrote the Civilopedia .
Air Units:
- Gunships can cross peaks
- Fighters are proficient at attacking naval units (and are the only airplane which can be put on aircraft carriers)
- Bombers are less effective vs. naval ships
- Ground units have a chance of interception when the airplane is attacking the square it's on OR an adjacent square
Animals:
- Will not move into areas within National Borders (this includes if you found a city right next to them, they will move OUT of the Borders created).
Cities:
- Cities cannot be constructed on space which provide no production, commerce, food, or resources (deep desert) [I'm guessing this is a 5 by 5 desert with no resources
- Cities cannot be constructed in another civ's territory
- We Love the King Days (WLTKD) occur in cities of size 8 or higher w/ no unhappy citizens and no food loss to health. Effect = No city maintenance for 1 turn.
City Network:
- Cities on the coast are linked if the coastline is in your borders or (in a neutral areas AND you have the Sailing Tech)
- Ocean in your territory ALWAYS connects your cities
Combat:
- One turn fortification = 5% defense bonus (25% max)
Culture:
- City must revolt 2 times before flipping (it flips after the second revolt)
- City conquered militarily will never flip back
Diplomacy:
- Immediate Items (e.g., Gold, Maps, Technology) and Annual Items (gpt, resources, peace treaty) can only be traded for items of a SIMILAR TYPE (i.e., Immediate for Immediate and Annual for Annual, NO Immediate for Annual)
- Annual Trade Items last minimum of 10 turns. They cannot be cancelled except through declarations of war
- Defensive Pacts are nullified if either partner attacks somebody
- Cease Fire - All units are vacated from each other's territory. However, either side can declare war immediately after it's declared
- Nothing can be combined w/ a Cease Fire treaty
Draft:
- drafted unit = best "standard" foot soldier and he has 1/2 as much experience as he normally would when made in that city
Golden Age:
- Every space that provides production produces 1 more, same with commerce.
- Last 8 turns and if you start another one while you have one those 8 turns start after the first 8 turns end.
Happiness:
Causes of Unhappiness:
- Overpopulation (1 unhappy face/ citizen)
- War weariness
- Cultural Inferiority
- Undefended cities
- Slavery and Draft
- Emancipation
[Note: Difficulty level does NOT cause unhappiness, you just have fewer happy people ]
Causes of Happiness
- Resources
- Buildings
- Wonders
- Civics (Free Speech w/ Broadcast Tower) [ Does this actually work or did they change this ability?]
- Culture Slider
Health:
Bad Health is Improved by:
- City Sited By River [It says you get health for each tile on river you work, but I believe it's changed to a flat +2 bonus]
- Improve Food Resources
- Buildings and Wonders
- Healthy Technologies
- Forest Tiles
- Civics
Hurry Production:
- Pop growth
- Improvements
- Buildings and Wonders (Three Gorges Dam = +10% all cities productivity) [ Has this been changed to providing power?]
- Great Engineer
- Specialists
- Civics - Organized Religion
- Universal Suffrage
- Bureaucracy
- Slavery
- Nationhood
Lowering Maintenance Costs:
- Courthouses
- Move your Palace
- Add Seats of Government
- State Property
Movement:
- Railroads give 1/10 MP
- Rivers negate Road MP until Construction
Nukes:
- Adjacent squares are hit just as hard as the targeted square
- Wonders cannot be destroyed by nukes
- Nukes never damage roads or rails.
Production:
- If you wait too long to go back to a partially completed item, there will be a 'decay" of production over time.
Promotions:
- Drydocks = Barracks for sea units (Airports are not, though)
Religion:
- Each missionary costs 2 gold/ turn to maintain.
- Benefits:
- All cities w/ state relgion receive 1 happy face and 1 culture/turn
- Holy city gets additional 5 culture/turn
- Shrines generate 1 gold/turn for each city w/ shrine's religion
Resistance:
- Resistance Duration is less if:
1) Population is mostly of your civ
2) If foreign city was under a lot of cultural pressure
3) city shares your state religion
- Great Artist can immediately end resistance w/ a Great Work
Transport:
- Galley can carry any 2 land units
- Caravels and submarines can carry 1 Great Person, Missionary, Scout, Explorer, or Spy and can cross enemy borders
- Galleons carry 3 land, Transports 4 land
- Aircraft carriers can carry 3 fighters or jet fighters
UN:
- Secretary General = majority vote
- Resolutions and Diplomatic victory = 60%
Wealth:
- If you run out of money, cities go "on strike" (i.e., cease production) and you may lose units and buildings you cannot afford.
Req
These are things that may be known to some but were a shock or surprise to me while I was browsing through the Civilopedia. Any wrong information is solely to be blamed on the person who wrote the Civilopedia .
Air Units:
- Gunships can cross peaks
- Fighters are proficient at attacking naval units (and are the only airplane which can be put on aircraft carriers)
- Bombers are less effective vs. naval ships
- Ground units have a chance of interception when the airplane is attacking the square it's on OR an adjacent square
Animals:
- Will not move into areas within National Borders (this includes if you found a city right next to them, they will move OUT of the Borders created).
Cities:
- Cities cannot be constructed on space which provide no production, commerce, food, or resources (deep desert) [I'm guessing this is a 5 by 5 desert with no resources
- Cities cannot be constructed in another civ's territory
- We Love the King Days (WLTKD) occur in cities of size 8 or higher w/ no unhappy citizens and no food loss to health. Effect = No city maintenance for 1 turn.
City Network:
- Cities on the coast are linked if the coastline is in your borders or (in a neutral areas AND you have the Sailing Tech)
- Ocean in your territory ALWAYS connects your cities
Combat:
- One turn fortification = 5% defense bonus (25% max)
Culture:
- City must revolt 2 times before flipping (it flips after the second revolt)
- City conquered militarily will never flip back
Diplomacy:
- Immediate Items (e.g., Gold, Maps, Technology) and Annual Items (gpt, resources, peace treaty) can only be traded for items of a SIMILAR TYPE (i.e., Immediate for Immediate and Annual for Annual, NO Immediate for Annual)
- Annual Trade Items last minimum of 10 turns. They cannot be cancelled except through declarations of war
- Defensive Pacts are nullified if either partner attacks somebody
- Cease Fire - All units are vacated from each other's territory. However, either side can declare war immediately after it's declared
- Nothing can be combined w/ a Cease Fire treaty
Draft:
- drafted unit = best "standard" foot soldier and he has 1/2 as much experience as he normally would when made in that city
Golden Age:
- Every space that provides production produces 1 more, same with commerce.
- Last 8 turns and if you start another one while you have one those 8 turns start after the first 8 turns end.
Happiness:
Causes of Unhappiness:
- Overpopulation (1 unhappy face/ citizen)
- War weariness
- Cultural Inferiority
- Undefended cities
- Slavery and Draft
- Emancipation
[Note: Difficulty level does NOT cause unhappiness, you just have fewer happy people ]
Causes of Happiness
- Resources
- Buildings
- Wonders
- Civics (Free Speech w/ Broadcast Tower) [ Does this actually work or did they change this ability?]
- Culture Slider
Health:
Bad Health is Improved by:
- City Sited By River [It says you get health for each tile on river you work, but I believe it's changed to a flat +2 bonus]
- Improve Food Resources
- Buildings and Wonders
- Healthy Technologies
- Forest Tiles
- Civics
Hurry Production:
- Pop growth
- Improvements
- Buildings and Wonders (Three Gorges Dam = +10% all cities productivity) [ Has this been changed to providing power?]
- Great Engineer
- Specialists
- Civics - Organized Religion
- Universal Suffrage
- Bureaucracy
- Slavery
- Nationhood
Lowering Maintenance Costs:
- Courthouses
- Move your Palace
- Add Seats of Government
- State Property
Movement:
- Railroads give 1/10 MP
- Rivers negate Road MP until Construction
Nukes:
- Adjacent squares are hit just as hard as the targeted square
- Wonders cannot be destroyed by nukes
- Nukes never damage roads or rails.
Production:
- If you wait too long to go back to a partially completed item, there will be a 'decay" of production over time.
Promotions:
- Drydocks = Barracks for sea units (Airports are not, though)
Religion:
- Each missionary costs 2 gold/ turn to maintain.
- Benefits:
- All cities w/ state relgion receive 1 happy face and 1 culture/turn
- Holy city gets additional 5 culture/turn
- Shrines generate 1 gold/turn for each city w/ shrine's religion
Resistance:
- Resistance Duration is less if:
1) Population is mostly of your civ
2) If foreign city was under a lot of cultural pressure
3) city shares your state religion
- Great Artist can immediately end resistance w/ a Great Work
Transport:
- Galley can carry any 2 land units
- Caravels and submarines can carry 1 Great Person, Missionary, Scout, Explorer, or Spy and can cross enemy borders
- Galleons carry 3 land, Transports 4 land
- Aircraft carriers can carry 3 fighters or jet fighters
UN:
- Secretary General = majority vote
- Resolutions and Diplomatic victory = 60%
Wealth:
- If you run out of money, cities go "on strike" (i.e., cease production) and you may lose units and buildings you cannot afford.
Req