Mode
Chieftain
CIVILIZATION V: Revolution 2020CE
X-BOX?
X-BOX?
Alpine Strongholds
Allows prodution of Partisan
Leads to Genetic Warfare
Leads to Electric Magnetic Fortress
Genetic Warfare
Allows infantry and mobile units to degrade terrain at 1 tile per 10 turns of fortification
Allows construction of Combined Arms unit (with barracks, mobile barracks, airport and port)
Theatrical Warfare
Can Produce Gurrela
Leads to Fiber Optic Camoflauge
Leads to Non-Urban Combat
Urban Combat
Can produce Irregular
Leads to Fiber Optic Camoflauge
Non-Urban Combat
Can Produce Rangers
Leads to Fiber Optic Camoflauge
Sanctuaries
Allows construction of sacred meeting places
Leads to Faith Restoration Centers
Faith Restoration Centers
Requires Sanctuaries
Allows construction of spas
Cybernetic Universities
Requires Faith Restoration Centers
Requires Digital Census
Allows construction of university
Leads to Internationally Syndicated Network
Inernationally Syndicated Network
Requires Cybernetic Universities
Allows construction of interational media outlet
Advanced Automotive Industry
Allows construction of mobile barracks
Allows construction of factory
Leads to Fiber Optic Armor
Leads to Carbon Fiber Parts
Leads to Advanced Electric Mechanics
Leads to Solar Pyramid Complex
Digital Census
Allows construction of library
Allows construction of barracks
Allows workers to build defensive structures
Carbon Fiber Parts
Requires Advanced Automotive Industry
Allows construction of mobile barracks
Allows construction of automated factories
Allows Nuclear Access national building
Allows Hydro Electric Access building
Syndicate Platforms
Requires Fiber Optic Camoflauge
Requires Micro Teleportation Machines
Requires Electrically Magnetized Markets
Allows construction of launch pad
Leads to Geo Station Survellience Systems
Leads to Free Market Propaganda
Advanced Electric Magnetics
Requires Advanced Automotive Industry
Requires Applied Prescious Metals Mechanics
Requires Micro Teleportation Machines
Allows EM Access building
Leads to Electric Magnetic War Machine
Professional Olympic Events
Requires Applied Prescious Metals Mechanics
Requires Electrically Magnetized Markets
Allows construction of arena
Allows construction of independent film festival
Free Market Propaganda
Requires Syndicate Platforms
Allows construction of market
Allows national internet access
Fiber Optic Armor
Requires Fiber Optic Camoflauge
Requires Advanced Automotive Industry
Allows construction of Syndicate Tank
Fiber Optic Camoflauge
Leads to Fiber Optic Armor
Leads to Syndicate Platforms
Depleted Uranium Weaponry
Allows construction of M1A1
Allows construction of Hydro-Electric Sea Breakers
Allows construction of nuclear access
Rechargable Mircro Engineering
Requires Fiber Optic Armor
Requires Syndicate Platforms
Allows construction of Air Port
Allows construction of underground factories
Submersable Flotillas
Requires Depleted Uranium Weaponry
Requires Rechargable Micro Engineering
Allows construction of Port
Leads to Organic Fisheries
Micro Teleportaton Machines
Requires Fiber Optic Armor
Requires Rechargable Micro Engineering
Allows construction of T-80 tanks
Leads to Advanced Electric Magnetics
Leads to Syndicate Platforms
Electrically Magnetized Markets
Requires Advanced Fertilizing Systems
Requires Advanced Electric Magnetics
Requires Carbon Fiber Parts
Allows construction of cybernetic market
Allows construction of Flora/Fauna tile bonuses by Cyborg workers
Leads to Syndicate Platforms
Geo Stational Survellience Systems
Requires Electrically Magnetized Markets
Requires Syndicate Platforms
Requires Applied Prescious Metals Mechanics
Requires Organic Husbandry
Requires Advanced Automotive Industry
Allows construction of silos
Allows construction of stock exchange
Allows construction Amalgam tile bonuses by Cyborg workers
Martain Information Systems Access
Requires Geo Stational Survellience Systems
Requires Electrically Magnetized Markets
Requires Rechargable Micro Engineering
Requires Calamity Crop Circles
Requires Submersive Flotillas
Requires Meataphysics
Allows Human workers to change waste to desert or tundra tiles (30% chance of death for each worker)
Allows Nepali Space Elevator Access wonder
Leads to Urbology
Organic Farming
Allows construction of hospital
Allows construction of Organically Certified Market System wonder
Leads to Advanced Fertilizing Systems
Leads to Cancer Wise Institute
Organic Husbandry
Requires Advanced Fertilizing Systems
Leads to Hunter-Seeker Virus
Advanced Fertilizing Systems
Requires Organics Farming
Allows construction of medical research center
Leads to Organic Husbandry
Leads to Organic Fisheries
Organic Fisheries
Requires Advanced Fertilizing Systems
Requires Submersible Flotillas
Allows construction of water purification center
Allows construction of costal workers
Allows cyborg workers to move on sea, ocean and freshwater tiles
Calamity Crop Circles
Requires Organics Farming
Requires Advanced Fertilizing Systems
Leads to Natropathy
Leads to Solar Pyramid Complex
Urbology
Requires Calamity Crop Circles
Requires Martain Information Systems Access
Allows construction of Organic Purification wonder
Natropathy
Requires Calamity Crop Circles
All rangers receive +50% experience from battles
Occult Science
Allows construction of Intercultural Faith Center
Leads to Metaphysics
Metaphysics
Requires Occult Science
Civilization gains three Secret Society Special units (or none if all societies are taken by other civilizations)
Allows construction of Hermetically Sealed Religious Cooperative
Leads to Applied Prescious Metals Mechanics
Applied Prescious Metals Mechanics
Requires Metaphysics
Requires Advanced Electric Magnetics
Requires Cybernetic Universities
Allows construction of Data Bank
Leads to Electric Magnetic Propulsion
Leads to Solar Pyramid Complex
Electric Magnetic Propulsion
Requires Advanced Electric Magnetics
Requires Applied Prescious Metals Mechanics
Allows construction of EM Access
Allows construction of high ways
Allows construction of bullet rails
Leads to Electric Magnetic War Machine
Electric Magnetic War Machine
Requires Electric Magnetic Propulsion
Requires Advanced Electric Magnetics
Allows construction of EMPC units
Allows construction of space units
Leads to Microwave Access
Leads to Space Command
Leads to Electric Magnetic Fortress
Space Command
Requires Electric Magnetic War Machine
Allows construction of Space Command
Microwave Access
Requires Electric Magnetic Propulsion
Allows construction of Microwave Access national wonder
European Support
Allows construction of European Support world wonder
Chinese Support
Allows construction of Chinese Support world wonder
Russian Support
Allows construction of Russian Support world wonder
Japanese Support
Allows construction of Japanese Support world wonder
Indian Support
Allows construction of Indian Support world wonder
Arabian Support
Allows construction of Arabian Support world wonder
Solar Pyramid Complex
Requires Advanced Automotive Industry
Requires Applied Prescious Metals Mechanics
Requires Calamity Crop Circles
Allows construction of Solar Pyramid complex world wonder
Electric Magnetic Fortress
Requires Electric Magnetic War Machine
Requires Alpine Strongholds
Allows construction of Electric Magnetic Fortress world wonder
Hunter-Seeker Virus
Requires Organic Husbandry
Allows construction of Hunter Seeker Virus world wonder
Cancer Wise Institute
Requires Organic Farming
Allows construction of Canser Wise Institute world wonder
Units
Worker Units
Human Workers: 0/10/2 (can build terrain improvements on land)
Cyborg Workers: 10/10/3 (can construct terrain improvements & bounuses)
Coastal Workers: 0/5/3 (can construct terrain improvements on ocean/sea/freshwater tiles)
Infantry Units
Require Barracks
Marines 24/24/1 + amphibious assult
Require Docks
Rangers 20/20/1 + land combat
Require Barracks
Irregulars 28/18/1 + urban combat
Require Barracks
Partisans: 15/15/1 + alpine
Require Barracks
Gurrelas: 18/18/1 + bombardment
Require Barracks
Secret Society Special Unit: 10/20/1 + society special + missionary
Require Barracks and Secret Society
Barbarian: 30/30/1 + attack city
Mobile Units
Light Armored Vehicle: 30/30/2 + multiple attacks
Requires Mobile Barracks
Heavy Armored Vehicle: 40/40/2 + mobile units
Requires Mobile Barracks
M1A1 Tank 60/60/2 + bombardment
Requires Mobile Barracks
Syndicate Tank 50/50/2 + flanking
Requires Mobile Barracks
T-80 Tank 30/30/2 + attack city
Requires Mobile Barracks
Combined Arms Unit
Combined Arms: 80/80/3 (One CA unit per 20 cities) + stars
Naval Units:
AGES Cruiser: 90/90/20 + anti air
Requires Port
LA Submarine 80/80/12 (Carries Tactical Warhead) + stars
Requires Port
Aircraft Carrier: 100/100/20 (Carries ten bombers and/or raptors) + stars
Requires Port
PT Destroyer: 60/60/12 + stars
Requires Port
Transport: 40/40/30 (Carries five) + stars
Requires Port
Air Units
F-23 Raptor: 30/30/200 (Carries one SSS unit) + stars
Requires Air Port
ICBM: 1000/0/1000 + 12 ecocide markers
Requires Launch Pad
Tactical Warhead: 100/0/50 + 3 ecocide markers
Requires Mobile Barracks
B-2 Stealth Bomber: 20/20/100 + bombard
Requires Air Port
Space Units:
90mm CR-EMPC 500/0/1000 + bombard
Requires Launch Pad and Space Command
60mm CR-EMPC 300/0/1000 + bombard
Requires Launch Pad and Space Command
30mm CR-EMPC 200/0/1000 + bombard
Requires Launch Pad and Space Command
EMPC Units:
Remote Shock Infantry: 100/100/2 + multiple attacks
Requires Mobile Barracks
EMPC Ranger: 50/50/3 + bombardment
Requires Barracks
EMPC Anti-Aircraft: 80/50/1 + anti air
Requires Mobile Barracks and Air Port
Promotions
For land units:
land combat: +25% defensive bonus on all land tiles (max: three promotions)
amphibious assult: +50% attack bonus when from transport (max: one promotion)
bombard: afflict damage to adjacent square (max: one promotion)
alpine: +50% defensive bonus when on hills or mountains (max: one promotion)
urban combat: +25% defensive bonus when in city (max: four promotions)
mobile units: +25% defensive/offensive bonus against vehicles (max: three promotions)
multiple attacks: unit may attack twice per turn (max: one promotion)
flanking: unit has +25% chance of withdrawing from combat (max: two promotions)
attack city: +25% attack against units in city (max: two promotions)
anti air: +10% chance air units will be shot down (max: two promotions)
For land and sea:
star: +10% strength (max: five promotions)
More on Workers
Workers can build four types of defensive structures:
Fort: +50% defensive bonus/-10 bombardment for three units.
Bunker: +50% defensive bonus/-20 bombardment for three units.
Compound: +50% defensive bonus/-30 bombardment for six units.
Underground Complex: +50% defensive bonus/-40 bombardment for six units.
Workers can build four types of terrain improvements:
Irrigation: +2 food
Mine: +2 production
Road: + 1/3rd movement
Rail: +1 movement (requires road)
Bombardment
Ranged attack
Air Power: apply 50% of attacking 's damage evenly among all units in affected square, 10% chance of building being destroyed.
Space Power: apply 80% of attacking 's damage to ten units in affected square, 40% chance of building being destroyed.
Ground Power: apply 70% attacking 's damage evenly among all units in affected square, 30% chance of building being destroyed.
Sea Power: apply 60% of attacking 's damage among one unit in affected square, 20% chance of building being destroyed.
City Improvements
Buildings
Sacred Meeting Place: 2 happy/1 culture
Intercultural Faith Center: 3 happy/2 culture
Hermetically Sealed Religious Cooperative: 4 happy/3 culture
Spa: 1 happy/1 culture
Athletic Center: 3 happy/1 health
Arena: 4 happy/1 health/1 gold/1 commerce
Market: 2 gold/1 nuke
Cybernetic Market: 4 gold/1 nuke
Stock Exchange: 6 gold/1 nuke
Factory: 2 hammers/3 nukes
Automated Factory: 3 hammers/1 nuke
Underground Factory: 3 hammers/3 nukes
Highways: 2 commerce/2 nukes
Bullet Rails: 2 commerce/1 nuke
Port: 2 commerce/2 nukes
Air Port: 2 commerce/2 nukes
Hospital: 3 health/3 culture
Medical Research Center: 3 health/2 culture
Water Purification Center: 2 health/1 culture
Library: 2 science/1 hammer
University: 4 science/3 nukes
Data Bank: 3 science/2 nukes
Barracks: construction of Infantry units
Secret Society HQ: allows SSS units to be built in every city 1 science
Mobile Barracks: construction of Mobile units 1 nuke
Air Port: construction of air units 1 nuke
Launch Pad: construction of Space units 4 nukes
Robotic Barracks: construction of EMPC units 3 nukes
Port: construction of naval units 5 nukes
Hydro Electric Access: +20% or +60% if city is on river 3 nukes
Nuclear Access: +30% 7 nukes
EM Access: +100% (Can only be built after Hydro Electric or Nuclear)
Internationally Syndicated Network: 4 culture 3 nukes
National Internet Access: 4 culture 1 nuke
Independent Film Festival: 3 culture
National Wonders
One national wonder building per civilization.
War College: Military units built in this city receive 2 free promotions, +5 culture in city.
Microwave Access: Production increased 100%, +2 culture in city.
Space Command: Allows construction of Space Units, +5 culture in city.
National Credit Rating: +50% currency yield, +10 culture in city.
Academy: +50% science yield, +10 culture in city.
World Wonders
One world wonder per game.
European Union Support: +1 Vinyard, +1 Spice, +1 Dye, +1 Fabric & +1 Gem, +6 culture in player's capital city.
Chinese Support: +10 hammers in player's capital city, +6 culture in city.
Russian Support: +5 science in player's capital city, +6 culture in city.
Indian Support: + 5 coinage in player's capital city, +6 culture in city.
Arabian Support: + 5 oil in player's capital city, +6 culture in city.
Japanese Support: +1 traderoute in every city player controls, +6 culture in city.
Organic Purification Node: + 12 health, +12 culture in city.
Hydro-Electric Sea Breakers: +2 hammers in every water tile within city limits, +1 health, +12 culture in city.
Data Compound: +10 science, +12 culture in city.
Solar Pyramid Complex: +2 hammers in every city player controls, +12 culture in city.
Electric Magnetic Fortress: All units in city are immune from bombardment, +10 culture in city.
Cure for AIDS (Hunter-Seeker Virus): +2 health in every city, +12 culture in city.
The Cancer Wise Institute: +3 health in every city, +12 culture in city.
Nepali Space Elevator Access: +5 hammers in every city player controls, +20 culture in city.
Terrain
Defensive Bonuses
Mountains: +100% defensive bonus.
Hills: +75% defensive bonus.
Jungle & Forest: +50% defensive bonus.
Swamps: +25%
Rivers: +25%
Tundra, Grassland, Plains & Deserts: +0% defensive bonus.
Floodplain: +0% defensive bonus.
Ocean, Sea, Freshwate & Icer: +0% defensive bonus.
Waste:-25% defensive penalty.
Movement Cost
Mountains: 4
Hills: 2
Jungle & Forest: 2
Swamps: 3
Rivers, Trundra, Grassland, Plains, Floodplains & Deserts: 1
Ocean, Sea & Freshwater: 1
Floodplain: 1
Ice: 3
Waste: 2
Base Yields
Mountains: 0 food, 4 production, 0 traderoute
Hills: 1 food, 3 production, 1 trade route
Jungle: 1 food, 2 production, 0 traderoute
Forest: 2 food, 3 production, 0 traderoute
Swamps: 2 food, 1 production, 1 traderoute
Rivers: 2 food, 2 production, 2 traderoute
Tundra: 1 food, 1 production, 0 traderoute
Grasslands: 3 food, 0 production, 0 traderoute
Plains: 2 food, 3 production, 0 traderoute
Desert: 0 food, 1 production, 0 traderoute
Ocean: 3 food, 0 production, 1 traderoute
Sea: 2 food, 0 production, 1 traderoute
Freshwater: 2 food, 1 production, 1 traderoute
Floodplain: 4 food, 1 traderoute
Ice: 1 traderoute
Waste: 0
Flora/Fauna Bonuses
Citrus: +2 food, +1 production, 0 traderoute
Banana: +2 food, +1 production, 0 traderoute
Grain: + 2 food, +2 production, 0 traderoute
Corn: +3 food, +0 production, 0 traderoute
Rice: +2 food, +1 production, 0 traderoute
Fabric: +0 food, +3 production, 2 traderoute
Vinyard: +1 food, +1 production, 3 traderoute
Dye: +0 food, +0 production, 4 traderoute
Spice: +1 food, +1 production, 2 traderoute
Contraband: +0 food, -2 production, 5 traderoute
Cattle: +3 food, +2 production, 2 traderoute
Sheep: +1 food, +2 production, 2 traderoute
Deer: +2 food, +1 production, 1 traderoute
Fur: +0 food, +1 production, 4 traderoute
Buffalo: +2 food, +2 production, 1 traderoute
Pig: +3 food, +2 production, 2 traderoute
Fish: +3 food, +0 production, 2 traderoute
Shellfish: +2 food, +0 production, 3 traderoute
Crab: +2 food, +1 production, 2 traderoute
Whale: +1 food, +2 production, 2 traderoute
Geological Bonuses
Copper: +0 food, +2 production, +2 traderoute
Iron: +0 food, +3 production, +1 traderoute
Coal: -1 food, + 3 production, +2 traderoute
Silver: +0 food, +1 production, +3 traderoute
Gold: +0 food, +1 production, +4 traderotue
Prescious Metals: +0 food, +2 production, +3 traderoute
Gems: +1 food, +2 production, +2 traderoute
Aquafir: +1 food, +1 production, +0 traderoute
Oasis: +2 food, +0 production, +2 traderoute
Gas: -1 food, +1 production, +3 traderoute
Radioactive Ore: -2 food, +3 production, +2 traderoute
Oil: -3 food, +5 production, +3 traderoute
Entropic Environmental Setting
10 tiles degrade for every 50 tiles in the game (excluding sea/ocean) + world disasters
Forests: +60% likelyhood of being affected by degredation.
Jungle: +40% likelyhood of being affected by degredation.
Ice: Melt + 50% likelyhood of being affected by degredation.
Tundra: Melt +40% likelyhood of being affected by degredation.
Plains: Fire + 50% likelyhood of being affected by degredation.
Grassland: Fire +30% likelyhood of being affected by degredation.
Mountains: Barren +20% likelyhood of being affected by degredation.
Hills: Barren +20% likelyhood of being affected by degredation.
Swamps: +10% likelyhood of being affected by degredation.
Flood Plains: +10% likelyhood of being affected by degredation.
Deserts: +/-0% likelyhoood of being affected by degredation.
Ocean, Sea & Freshwater: +/-0% likelyhood of being affected by degredation.
Waste: +/-0 likelyhood of being affected by degredation.
World Disasters
Whenever another civilization completes a National or World Wonder, there is an equal chance among all other players of suffering a World Disaster.
Tsunami/Hurricane: 1 per 20 player tiles (can only affect costal tiles).
-10% food for 30 turns.
-10% for 10 turns.
-10% for 10 turns.
+Degredation.
Fire Season: 1 per 10 player tiles (can only affect forests, jungles and plains).
-10 hammers for 30 turns.
-20: food for 10 turns.
-10% culture for 5 turns.
+Degredation.
Earth Quake: 1 per 10 player tiles (can only affect land tiles).
-10% hammers for 10 turns.
-10% science for 10 turns.
-50% commerce for 10 turns.
-10% culture for 10 turns.
+Degredation for affected mountains and hills.
Malestorm: 1 per 30 player tiles (can only affect land tiles).
-20% science for 50 turns.
-10% hammers for 20 turns.
-50% culture for 5 turns.
+Degredation.
Independent City Revolt:
Player loses one city, at random, to the Barbarians! Your Capital can be the affected city, so don't put all your wonders in one tile!
Maps
Civilization IV: The Second Revolution mod
Diplomacy
Syndicate: Spiritual/Industrius
United States of America: Financial/Industrious
People's Republic of Cuba: Organized/Scientific
The Republic of Mexico: Organized/Industrius
Zapatista: Creative/Financial
Canada: Industrious/Scientific
Characteristics
Spiritual: Civilization does not enter into Anarchy when civics are changed.
Industrius: +1 production, +1 in every city.
Financial: +4 traderoutes in capital city, +1 in every city.
Organized: -25% War unhappiness.
Creative: +2 culture, +1 coinage in every city.
Scientific: +1 science in every city.
Secret Societies
Secret Societies may achieve Secrect Victory Condition.
Earth Liberation Front (ELF) unit (default Syndicate).
Skull & Bones (SB) unit (default USA).
Knights of Columbus (KC) unit (default Mexico).
Knights of the Garter (KG) unit (default Canada).
Jaguar Society (JS) unit (default Zapatista).
Red Army Faction (RAF) unit (default Cuba).
Secret Society units may gain Special Promotions. All SSS units begin with the missionary promotion.
Special Promotions
Missionary: 50% chance of establishing SS in city, 25% chance if city is already occupied by another SS, 20% chance of unit loss.
Sabotage: Reduce a city's production by 50%, 20% unit loss.
Launder Contraband: Take 5% of city's commerce, 20% unit loss.
Industrial Sabotage: Take 10% of foreign city's science, 20% unit loss.
Commando: Can use enemy roads and rails, 20% unit loss.
Sedition: Take 10% of tile's resources and add it to capital city's, 20% unit loss.
Incite Revolt: 5% chance city will revolt for one turn, 20% unit loss.
Civics
Labor
-Franchises: market produces +2 coinage.
-Corporate: stock exchange produces +3 coinage.
-Cooperative: cybernetic markets produce +1 coinage, +2 health.
-Sustainable: Bullet Rails produce +1 traderoute.
Society
-Feudal: +1 happy in city for every military unit (up to five).
-Capitalistic: +2 happy in every city per 10% luxury distribution.
-Socialist: +1 food, +1 procution for land tiles.
-Environmental: +3 health in every city, +2 food for land tiles.
Ethos
-Anarchistic: -25% production rate for all cities, +2 in every city.
-Fundamentalist: -25% production rate for buildings, +1 in every city.
-Pluralist: Must always accept peace agreements, + 1 hammer, +1 in every city.
-Globalist: +2 traderoute in every city, -1 in every city.
Political Arrangement
-Martial Law: No unhappiness is generated by War.
-Oligopoly: +2 traderoutes in every city and moderate war unhappiness.
-Republic: +2 coinage in every city and low war unhappiness.
-Democracy: +2 traderoutes, +1 science and high war unhappiness.
Military Doctrine
-Meritocracy: New infantry (excluding SSS) recieve free promotion. No unit upkeep.
-Duty Bound: War unhappiness is decreased 20%. Low unit upkeep.
-Professional: Cities occupied by units generate +1 gold, +1 science. High upkeep.
-Post-Modern: +3 traderoute in every city without military units. Moderate upkeep.
HINTS
If your civilization has a secret society, try establishing it in all other cities to win a secret victory.
The sporatic and interconnected occurance of wild forest fires means forests are one of the best tiles to have within your cultural boundaries.
Eventually the rate of industrial forestation may lag well behind the rate of deforestation. When this happens, be prepared to move your rangers into the hills while you produce more workers and cyborgs.
If you find your vehicle units immobilized due to movement penalties, build more roads and rail ways.
If your civilization experiences an unwelcome ecological catastrophy, remember its important to build the next available Wonder.
If you are playing with Secret Societies, do your best to spread your society early! Although it is extremely beneficial to infiltrate rival cities with your society, only cities with established Secret Societies can play with special units.
Your rangers promote more easily than any other type of infantry unit; but don't use them offensively until you can mix them with more powerful units!
Marines are good if your civilization has submersible flotillas; but remember they aren't as great when it comes to inland battles.
Vehicles are great if you can afford them; but even a rich civilization must remember the for every 10 vehicles rule!
Never let your civilization gross pollution get too far beyond your medical science !
Air power or Space power is what it takes to win any series of battles.
Irregular infantry know their city and are best kept close to home.
Gurrelas are great for establishing supply lines!
Secret Society Special (SSS) units are your missionaries.
Defensive structures are not cumulative with natural terrain bonuses!