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Trickster7135 Civilization 5 Guide

By Humungus

TABLE OF CONTENTS 01. Civilization Analysis 02. National Wonders 03. World Wonders 04. Buildings 05. Social Policies 06. Religion 07. Terrain and Features 08. Military Units 09. Promotions VERSION INFORMATION 3.08 09/24/12 - Expanded civilization analysis section 3.07 07/25/12 - Added articles section and link to Empire Management article 3.06 07/07/12 - Rewrote promotions section 3.05 07/05/12 - Rewrote military units section 3.04 07/04/12 - Rewrote terrain and features section 3.03 06/28/12 - Rewrote buildings and social policies sections, wrote religion section. 3.02 06/25/12 - Rewrote nation wonders and world wonders sections. 3.01 06/22/12 - Begun a massive revision due to the release of Gods and Kings expansion. Rewrote civilization analysis.

INTRODUCTION The purpose of this guide to provide all of the information for the game in a text only format, to make it easier to read and compare. While there are other places for this information, those who don't want to have to click menus in game or in websites can simple ctrl-f and find anything you need quickly and easily. I will also provide my commentary about what I think are the best strategies and tactics, although most of these opinions are not wholly my own: I rely upon the civfanatics forums to supplement my ideas and give this guide more credibility. ARTICLES EMPIRE MANAGEMENT: details strategies for tall versus sprawl empires, as well as victory conditions and choices of civilizations, social policies, religious beliefs, and wonders.

01. CIVILIZATION ANALYSIS CIV NAME Ability Name ability description. Unique Unit - name of unit replaced, modifications to the base unit. Unique Building - name of the building replaced, modifications to the base building. Start Bias - terrain civ starts on the map. Victory Preference - which victory types best suited for. Empire Strategy - how to best manage this civ's empire. This space will give additional information about the civilization. This is just an example as to the format for how to read the information here. The unique units and buildings are interchangeable, as some civs have two unique units, and others even have unique improvements. More information on empire strategy and victory conditions can be found in the Empire Management article. AMERICA Manifest Destiny All land military units have +1 sight. 50% discount when purchasing tiles. Minutemen - Replaces musketman, ignores movement terrain penalties, free drill 1 promotion. B17 - Replaces bomber, free Evasion and Siege 1 promotions, +5 ranged combat bonus. Start Bias - none Victory Preference - domination. Empire Strategy - sprawling. The American civilization is one who wants to play aggressively. Manifest Destiny combines two mediocre abilities into one, with neither of them having game changing impacts on how to play America. Increasing land unit sight is especially useful for scouting early in the game, but quickly loses its luster once the world has been mapped. It is still helpful while engaging in offensive wars, but only really shines by giving extra sight range for siege units. This still isnt a terribly good use of the ability though, since it can only be taken advantage of by unescorted siege units, which is always a risky gamble. The discount for tile purchases is nice, but isnt usually easy to take advantage of. Considering how important culture is for social policies, building at least one or two culture buildings will negate the need to purchase tiles with gold. The main use of this ability is to block off terrain and gain access to resources quickly after building a new city. These two abilities are both at their best when playing aggressively and building a sprawling empire but are still useful for a tall peaceful empire as well. The unique units support this aggressive playstyle, with the Minutemen able to push through neutral and enemy terrain where you cant take advantage of roads, and the B17 functioning as an improved late-game city destroyer. ARABIA Trade Caravans +1 gold per trade route, double oil resources. Bazaar - Replaces market, provides an additional copy of each luxury resource found in the city, +2 gold on worked oil and oasis. Camel Archer - Replaces knight, replaces standard knight attack with 21 ranged combat and 17 melee combat scores. Start Bias - Desert Victory Preference - any. Empire Strategy - any but especially ICS. The Arabian civilization is one with conflicting bonuses. Trade Caravans provides an excellent bonus per trade route, which is best taken advantage of in a sprawling empire. The doubled oil resources are nice, but come late in the game and are best taken advantage of by a tall empire, who has much less terrain to accumulate resources in. The Bazaar again supports a tall empire for much the same reasons as the oil bonus. Luxury resources in this game tend to be clumped together, so a tall empire usually desperately needs to trade resources. The gold bonus on oil and oasis is a nice but negligible bonus. Camel Archers are an unusual unit that functions more like chariots than the knights they replace. Camel Archers provide good support for offensive maneuvers, harassing enemy units from a distance and quickly moving through terrain. AUSTRIA Diplomatic Marriage Can spend gold to annex or puppet an allied City-State. Coffee House - Replaces windmill, +5% production bonus and +25% great people generation.

Hussar - Replaces cavalry, +1 movement, +1 sight, +50% flank attack bonus. Start Bias - None Victory Preference - culture or science. Empire Strategy - sprawling. The Austrian civilization is one with a game changing ability like no other. Diplomatic Marriage is an interesting ability one that lets you expand your territory without using military and without affecting diplomatic relations with other civs or city-states. This non-hostile takeover comes at a cost though, reducing the number of citystates available for a diplomatic victory. It also seems superfluous if you intend to win via conquest, since you would then simply use your military to gain control of the city-states. That leaves a science victory and a cultural victory types to best take advantage of it. The Coffee House supports this, as it will increase the generation of great scientist and artists. Also keep in mind that using Diplomatic Marriage to take over city-states gives you all the military units they had as well, allowing you to neglect the militaristic technologies as well as devoting production to buildings and wonders. The Hussar is nice but only provides a minor upgrade to a midgame unit used primarily for harassment and proactive defense by taking out enemy units that may be rolling to your gates. AZTEC Sacrificial Captives Gains culture for each enemy killed. Jaguar - Replaces warrior, +33% combat bonus in jungles and forests, heals 25 health whenever it kills a unit, free woodsman promotion. Floating Gardens - Replaces watermill, reduced maintenance, provides +15% food bonus as well as +2 food bonus from worked lake tiles. Start Bias - Jungle Victory Preference - domination or culture. Empire Strategy - tall. The Aztecan civilization is one of the few civilizations focused on a building up large population cities as well as conquest. Sacrificial Captives provides a great boon to culture generation, and even allows a backup of cultural victory if the conquest route stalls, or to focus on a cultural victory itself while still playing aggressively. Going tall in the early game followed by an extensive puppet empire afterwards brings cohesion with the Floating Gardens. The Floating Gardens greatly increases food generation which leads to an increase in population growth as well. The Jaguar is an interesting unit. It replaces the warrior, but functions much more like a scout early in the game. Thankfully it is not simply a unique scout, as its special abilities carry over through upgrades, and it would be in great interest to produce a great number of these units early in the game. The Jaguar, especially when combined with the opener for Honor, can generate an amazing amount of culture and promotions early in the game by camping barbarian huts, while being able to maintain pressure from the health regeneration. A special note for the Aztecs, in that they have a start bias for jungle, which is simply the best tile in the game once all relevant bonuses and social policies are taken. BABYLON Ingenuity Receive free great scientist when discovering writing. Earn great scientists 50% faster. Bowmen - Replaces archer, +2 ranged and melee combat bonus. Walls of Babylon - Replaces walls, 10 production cheaper, +1 city defense, +50 city health. Start Bias - None Victory Preference - science. Empire Strategy - any. The Babylonian civilization is one that is heavily focused to a science victory. Ingenuity is one of the best abilities to generate great scientists with. Of course, science is useful for everyone, but great scientists in particular will almost never be generated when going for culture artists are too important. Diplomatic can use scientists, but is usually more focused on gold and merchants. Domination, however, can definitely take advantage of Ingenuity. The Bowmen make a defensive unit even better, although archers arent bad for taking cities very early in the game. The Walls of Babylon are fairly useless though, and will matter far more in the hands of the AI than a human player. BYZANTIUM Patriarchate of Constantinople Choose one more belief than normal when you found a religion. Cataphract - Replaces horsemen, +3 combat score, -1 movement, reduced city attack penalty, gains defensive bonuses from terrain.

Dromon - Replaces trireme, 11 production more expensive, -2 combat score, gains 10 ranged combat score with 2 tile range. Start Bias - None Victory Preference - any. Empire Strategy - any. The Byzantium civilization is one with a lot of flexibility. Patriarchate of Constantinople makes generating a religion that much better, and the belief chosen will depend on what you plan to do during the game. Obviously, Byzantium wants to focus on religion, but what you do from there and which victory type you go for are all up to the player. The Cataphract is an interesting unit, as it provides city-taking and defensive bonuses to an antiunit unit. This makes Caraphracts an all-around useful unit that can be used for any purpose at this stage in the game. Once again, this is increasing the flexibility of Byzantium. Dromon, however, are simply an overall upgrade to the trireme, allowing Byzantium to rule the seas in the early part of the game. Land or sea, the Byzantium is prepared for any sort of engagement. CARTHAGE Phoenician Heritage All coastal cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 health damage if they end a turn on a mountain. African Forest Elephant - Replaces horseman, 25 production/50 faith more expensive, +2 combat bonus, -1 movement, -10% combat to enemy units that are adjacent, greatly increases great general generation. Quinquereme- Replaces Trireme, +3 combat. Start Bias - None Victory Preference - any. Empire Strategy - sprawling or ICS. The Carthaginian civilization is one devoted to the sea. Phoenician Heritage primarily provides an exceptional bonus to a sprawling coastal empire, especially an ICS empire on a watery map. The second bonus is minor but may come into play a few times a game. An unusual map with many, many mountains may find the ability game breaking, however. African Forest Elephant make great support units for ranged units when attacking enemy cities. The Quinquereme is the most straight forward unique trireme, and arguably the most inconsequential. The bonus isnt a game changer for naval combat like the Dromons can be, but they still help provide a naval defense for an aquatic empire. CELTS Druidic Lore +1 faith per city with an adjacent unimproved forest, +2 faith per city with 3 or more adjacent unimproved forests. Ceilidh Hall - Replaces opera house, +3 happiness. Pictish Warrior - Replaces spearman, +20% combat bonus outside friendly territory, no movement cost to pillage. Start Bias - Forest Victory Preference - any. Empire Strategy - sprawling or ICS. The Celtic civilization is one that will nearly always be the first to a religion. Druidic Lore allows the Celts to focus on other matters while still guaranteeing a religion. Later in the game it becomes inconsequential, but on high difficulties, it can be the difference between being first or last to a religion, and thus getting the pick of the beliefs. Ceildh Hall provides a strong bonus to an uncommon building. Cultural victories will obviously be building it, but most others neglect the later cultural buildings, at least a first. Buildings with happiness usually allows sprawling empires to flourish, but the fact that it comes later in the game and is an uncommon building built in wide empires makes it a toss-up as to how useful it actually is. Pictish Warrior turns the defensive spearmen into offensive powerhouses. The Celts dont need iron to go to war. CHINA Art of War The great general combat bonus is increased by 15%, and their spawn rate is increased by 50%. Paper Maker - Replaces library, +2 gold and no maintenance cost. Chu-Ko-Nu - Replaces crossbowman, may attack twice per turn, -4 ranged combat penalty. Start Bias - None Victory Preference - domination. Empire Strategy - sprawling or ICS.

The Chinese civilization is one that wants to sprawl and play aggressively. Art of War improves all your troops by a great general, as well as increasing their generation rate. China is a top tier civ for playing aggressively because of this, and makes great use of citadels due to the excess of great generals. Paper Makers push China to sprawl, and makes China a great civ for an ICS strategy. Chu-Ko-Nu turn the defensive crossbowmen into powerhouses, being nearly as effective as siege units at taking cities do to their double attacks, as well as decimated enemy units. DENMARK Viking Fury - Embarked units have +1 movement, moving from sea to land only costs 1 movement point, melee units pay no movement cost to pillage. Berserker - Replaces longswordsman, +1 movement, free Amphibious promotion. Norwegian Ski Infantry - Replaces rifleman, double movement in snow, tundra, or hill; increased combat score in snow, tundra, or hill without forests or jungles. Start Bias - Ocean Victory Preference - any. Empire Strategy - any. The Danish civilization is one who loves aquatic maps. Viking Fury makes Denmark a hit and run specialist. Ordinary melee units move much faster while embarked, and can target remote settlements, pillaging terrain or razing the city. Denmark has little to gain from fighting defensively, so its important to keep the skirmished on enemy terrain. The Berserker plays into the Viking Fury play style by excelling at hit and run tactics, although their quick path to upgrade means they wont be seen for as long as they could. Meanwhile, the Norwegian Ski Infantry move the hit and run tactics to land. Denmark isnt given bonuses to engage in constant warfare, so a conquest victory may not be the best choice for Denmark. Using military strategically to weaken the enemy while going for another victory type suits Denmark much better. EGYPT Monument Builders +20% Production towards Wonder construction. War Chariot - Replaces chariot archer, +1 movement, doesn't require horses. Burial Tomb - Replaces temple, no gold maintained, +2 happiness, double gold from being pillaged. Start Bias - Avoid Jungle and Forest Victory Preference - culture. Empire Strategy - any but especially ICS. The Egyptian civilization is one with bonuses working in opposite directions. Monument Builders can be the difference between building a wonder and not at higher difficulties, and definitely supports a tall empire. Burial Tombs, however, is simply fantastic for a sprawling empire, especially while going ICS. It is almost necessary to go into the Piety social policy tree for this strategy to work with ICS though. The War Chariot may be one of the few reasons to invest in the chariot archer. Since horses are not needed to build them, they can easily be spammed and used to quickly take down enemy units or cities with their high ranged attack score. ENGLAND Sun Never Sets +2 movement for all naval units, 1 free spy. Longbowman - Replaces crossbowman, +1 ranged. Ship of the Line - Replaces frigate, -15 production cost, +5 melee combat bonus, +7 ranged combat bonus, +1 sight. Start Bias - Ocean Victory Preference - any. Empire Strategy - any. The English civilization is one that is deceptively flexible. Sun Never Sets provides a bonus to naval exploration and warfare, as well as a free spy. Espionage in this game can do many things in this game, from maintaining tech parity to finding who is planning to backstab you. The Longbowman have a simply fantastic bonus, allowing you to pile on ranged damage on units or cities, and it is a bonus that stays with upgrades. Two range Gatling Guns are nothing to scoff at. The Ship of the Line, meanwhile, will allow England to dominate the naval world during the age of exploration. ETHIOPIA Spirit of Adwa +20% combat bonus when fighting a civilization with more cities.

Mehal Sefari - Replaces rifleman, -25 production cost, free Drill 1 promotion, +30% combat bonus when fighting in the capital (bonus reduces as the unit gets farther away) Stele - Replaces monument, +2 faith. Start Bias - None Victory Preference - any. Empire Strategy - any. The Ethiopian civilization is one with conflicting bonuses. Spirit of Adwa is obviously fantastic for a tall empire with only a few cities, although it depends on how much warfare you will engage in while playing for a peaceful victory. Mehal Sefari are interesting, in that they gain a strong defensive bonus near your capital. The real benefit from them is the reduced production cost and free promotion though, as melee units arent the best for general defense. The Stele, meanwhile, is an exceptional unique building for a sprawling or ICS empire. For a tall empire trying to take advantage of the Spirit of Adwa, though, the Stele will provide a much reduced benefit. Tall empires usually struggle to generate faith though, so its still more useful than it appears. FRANCE Ancien Regime +2 culture per turn per city before Steam Power. Musketeer - Replaces musketman, +4 combat bonus. Foreign Legion - Replaces great war infantry, +20% combat bonus outside friendly territory. Start Bias - None Victory Preference - culture or domination. Empire Strategy - sprawling or ICS. The French civilization is one whom dreams of world domination. Ancien Regime is best taken advantage of by quickly settling cities early in the game, especially for a sprawling or ICS empire. Unlike most civs that are good for ICS though, France has no immediate bonus like extra happiness or gold per city. Instead, France is looking to the long term by being able to accumulate more policies than most other civs while sprawling. It also will fill liberty the fastest, so its not completely at a loss in the early game. Musketeer is a straight forward but appreciable unique unit, giving France a strong siege unit defending and city taking unit. The Foreign Legion gains a bonus that is even more obvious in its intentions. If youre not trying to conquer the world while playing France, youre not playing France to its best abilities. GERMANY Furor Tuetonicus 50% chance to gain free barbarian unit and 25 gold whenever you defeat one in their encampment, -25% maintenance cost of land units. Landsknecht - Replaces pikeman, -45 production cost/ -90 faith cost. Panzer - Replaces tank, +10 combat bonus, +1 movement. Start Bias - None Victory Preference - domination. Empire Strategy - tall. The German civilization is one with its eye to war. Furor Tuetonicus provides a fun way to easily and quickly create an army early in the game, but the long term benefit of reduced maintenance for land units may be the strong part of its ability. The Landsknecht isnt much to write home about. The reduced production cost is nice, but Germany most likely has its fill of basic melee units by taking advantage of barbarian camps with Furor Tuetonicus. The Panzer is very powerful, however, allowing Germany to have domination of the battlefield in that particular era. GREECE Hellenic League City-State influence degrades at half-rate and recovers twice as quickly. Hoplite - Replaces spearmen, +2 combat bonus. Companion Cavalry - Replaces horsemen, +2 combat bonus, +1 movement, increased great general generation. Start Bias - None Victory Preference - diplomatic. Empire Strategy - any. The Greek civilization is one of the best civs to win diplomatically. Hellenic League is the most straight forward bonus for diplomacy, but it effectively allows Greece to have twice as many city-states as allies compared to other civs. The Hoplite is a powerful upgrade to the basic spearmen, and allows Greece to completely ignore

swordsman. The Companion Cavalry provide another powerful upgrade, and is available not long after spearmen. Combined, these units allow Greece to dominate warfare before the middle ages, which can easily snowball into becoming a superpower. HUNS Scourge of God Raze cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 production per pasture. Horse Archer - Replaces chariot archer, +1 melee combat bonus, rough terrain no longer consumes all movement, free Accuracy 1 promotion, does not require horses. Battering Ram - Replaces spearman, +19 production cost/ +38 faith cost, -1 combat penalty, free Cover 1 promotion, +300% combat bonus versus cities, no defensive terrain bonus, -33% defending penalty, -1 visibility, may only attack cities, no bonus versus mounted units, upgrades into trebuchet. Start Bias - None Victory Preference - domination. Empire Strategy - any. The Hunnish civilization is one with a rather straight forward focus on war. Scourge of God provides only one real bonus, the free tech. The bonus to pasture production is notable early in the game when every tile worked makes a difference. Interesting, the Horse Archer doesnt require horses, but is a superb unique unit. Horse Archers, along with Horsemen, will form the backbone of the military for the Huns until the middle ages. The Battering Ram is interesting, in that it is effectively a siege unit that replaces a melee unit. This has both pros and cons. It will allow taking cities easier in the early game, but Battering Rams are terrible defensively and will need protection. Unfortunately, without Spearmen, this duty falls on the lackluster Warriors or the later Swordsmen. It may be best to keep a large field of Horse Archers and Horsemen to clear an enemy city out before bringing in the Battering Rams. INCA Great Andean Road - Units ignore terrain costs when moving into any tile Hills. No maintenance costs for improvements in Hills; half cost elsewhere. Slinger - Replaces archer, -1 melee combat penalty, may withdraw from melee attack. Terrace Farm - Unique improvement, +1 food and +1 food for each adjacent mountain, can only be built on hills. Start Bias - Hills Victory Preference - any. Empire Strategy - sprawling or ICS. The Incan civilization is one with a deceptively powerful ability. Great Andean Road allows units to quickly traverse through hills, which allows Incan units to easily remain on defensive terrain while attacking enemy units and cities. The reduced maintenance is simply fantastic for sprawling or ICS empires who want to mitigate the high gold cost for all the roads. The Slinger is an interesting ranged unit in that it needs no protection as long as positioning is taken into account while moving them. They are especially powerful when withdrawing into dense hills, as they can move and shoot the next turn while the enemy units are stuck moving only a single tile a turn. The Terrance Farm is interesting, functioning as a farm that can be built on any hill. In addition to the food bonus per mountain, they also scale with Civil Service and Fertilizer. On certain maps with a high density of mountains, it can be a game changer. INDIA Population Growth Half unhappiness from number of citizens, double unhappiness from number of cities. War Elephant - Replaces chariot archer, +16 production cost/ +28 faith cost, +3 melee combat bonus, +1 ranged combat bonus, -1 movement, entering rough terrain no longer consumes all movement, doesn't require horses. Mughal Fort - Replaces castle, -10 production cost, +2 culture, provides gold after flight is researched. Start Bias - Grass Victory Preference - any. Empire Strategy - tall. The Indian civilization is one who wants to go tall, more than any other civs. Population Growth will ensure happiness will never be a problem for tall empires, and it is one of the few abilities with a built in disadvantage if you go against its strategy. India can go wide though, but expansion comes slower, especially in the early game, and ICS is nearly impossible. The War Elephant is basically a more powerful archer, and does very well on

defense. Through rough terrain though, it can out move a traditional chariot archer. The Mughal Fort provides a minor bonus, and is a building only a tall building would want to build. The start bias for grass ensures that India will have excellent terrain to grow populations with. IROQUOIS The Great Warpath Forests and Jungles function as roads for unit movement and trade routes within friendly territory. Mohawk Warrior - Replaces swordsman, +33% bonus in forests or jungles, requires no iron. Longhouse - Replaces workshop, -20 production cost, gives +1 production on worked forest tiles. Start Bias - Forest Victory Preference - any. Empire Strategy - sprawling or ICS. The Iroquois civilization is one with a similar ability to the Inca. The Great Warpath will greatly reduce the number of roads needed to be built, and makes it a good ability for going wide or ICS. It is limited to friendly territory only though, compared to the Great Andean Road. The Mohawk Warrior gain a considerable bonus in forests and jungles, but the real power comes from the no iron requirement, allowing these units to be spammed. Swordsman are the most powerful units in their era, and the Iroquois can field an almost unlimited number of them. The Longhouse, meanwhile, gives a potent production bonus, although it may take some time to kick in to full effect. Workshops may not be built in most cities when going wide, but that changes depending on the terrain for the Iroquois. Tall empires, of course, will take full advantage of the extra production. JAPAN Bushido Unites fight as though they were at full strength even when damaged. Samurai - Replaces longswordsman, greatly increased great general rate, free Shock 1 promotion. Zero - Replaces fighter, +33% combat bonus versus fighters. Start Bias - None Victory Preference - domination. Empire Strategy - any. The Japanese civilization is yet another civ focused solely on war. Bushido is in the running for most powerful ability for war, and with good reason. Weakened unit do much reduced damage, but that is not a problem for the Japanese. In fact, sacrificing weakened units to take out enemy units is a legitimate strategy for the Japanese, depending on the situation. The Samurai come in the midgame, but provide an excellent free promotion for new units. The Zero will ensure aerial superiority in the late game, although that tends to be too far to matter much. KOREA Scholars of the Jade Hall +2 science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building or wonder is built in the capital. Turtle Ship - Replaces caravel, +16 melee combat bonus, cannot enter deep ocean Hwach'a - Replaces trebuchet, -1 melee combat penalty, +12 ranged combat bonus, no limited visibility, loses +200% combat bonus versus cities. Start Bias - None Victory Preference - any but especially science. Empire Strategy - any. The Korean civilization is one focused on science, but in a way that can support any victory condition. Scholars of the Jade Hall provides a steady science bonus per specialists and great tile improvement, which makes it useful for scientists, artists, merchants, and engineers. The tech boost are nice and appreciable no matter the strategy. Every victory type needs science to get to the end game and win, which is why Korea is equally useful no matter what. The Turtle Ship provides a strong melee bonus against ships and cities but sacrifices the most important aspect of caravels the ability to enter deep ocean. Depending on the map, this can be more of a liability than a bonus. The Hwacha is another unit that has both bonuses and penalties. The extra ranged damage effectively makes it a powerful archer-type unit, but replaces a siege unit instead. This can make taking cities slightly more difficulty in the middle ages. However, catapults that are upgraded to Hwach'a keep the combat bonus versus cities, making them the most powerful siege unit of the era. MAYA The Long Count After researching Theology, receive a free great person every 394 years. Atlatist - Replaces archer, -4 production cost/ -16 faith cost, does not require Archery technology

Pyramid - Replaces shrine, +1 faith, +2 science. Start Bias - None Victory Preference - any. Empire Strategy - sprawling or ICS. The Mayan civilization is one with a lot of flexibility. The Long Count will provide free great people, and a fairly large number of them if it is unlocked early in the game. These free great people do come at a cost though, as they raise the cost for any great people build via specialists as well. To take full advantage of the Long Count, it is best to not focus on specialists at all. Delaying unlocking the Long Count to generate several great people via specialists can work, but sacrifices much of the power the ability overall. Keep in mind, as well, that the great people are unlocked based on in game years, not turns. Atlatist allow the Mayan to quickly field a strong defensive force, especially if it focuses on unlocking Theology before any military techs. The Pyramid has a fairly powerful bonus that grows much stronger in sprawling or ICS strategies. MONGOLIA Mongol Terror +30% combat strength when attacking city-states and their units. Mounted units gain +1 movement. Keshik- Replaces knight, replaces standard knight attack with 16 ranged combat and 15 melee combat scores, +1 movement, increased great general generation, +50% experience earned. Khan- Replaces great general, 5 movement per turn, heals adjacent units 15 health per turn. Start Bias - Plains Victory Preference - domination. Empire Strategy - any. The Mongolian civilization is hands down the best civ for mounted warfare. Mongol Terror provides a nice bonus against city-states and their units, although the real boon here is the bonus to movement speed for all mounted units. Speed is the main advantaged of mounted units, and Mongolia simply makes all mounted units faster across the board. The Keshik replaces the knight with a powerful variant of the chariot archer. The Keshik, with its ranged attack and exceptional movement speed, should easily be able to pepper enemy units without ever taking damage. The Khan is incredibly powerful, especially when coupled with mounted units. The only great general able to keep up with mounted units early in the game, it also heals minor damage to units every turn. NETHERLANDS Dutch East India Company Retain 50% of happiness benefits from a luxury resource if your last copy was traded away. Sea Beggar - Replaces privateer, free coastal raider 2 and supply promotions Polder - Unique improvement, requires Guilds technology, +3 food on flood plains or marsh. Start Bias - Grass Victory Preference - any except for domination. Empire Strategy - tall. The Netherlander civilization is one focused on going tall. Dutch East India Company gains in power the less luxuries you have in total, as well as having the most trading partners, which favors a tall, peaceful empire. Wide empires can gain a far larger number of total resources as well as having soured relations with other civs due to size and clashing borders. The Sea Beggar makes the most game changing naval unit, the privateer, even better at what it does best. The Polder provides extra food on the already good flood plains, as well as the normally marginal marshes. Considering the grass start bonus, this gives the Netherlands an exceptional boon to building a tall empire. OTTOMANS Barbary Corsairs All melee naval units have the Prize Ship promotion, -67% naval unit maintenance. Janissary - Replaces musketman, +25% combat bonus on the attack, heals 50 health when it kills an enemy unit. Sipahi - Replaces lancer, +1 movement, +1 sight, can pillage at no movement cost. Start Bias - Ocean Victory Preference - domination. Empire Strategy - tall. The Ottoman civilization is one which can easily dominate the seas. Barbary Corsairs provides a strong maintenance reduction for naval units, but the free Prize Ship promotion is what is really powerful. The

Ottomans can easily have the largest naval military, and if they dont, they eventually will even if they never build another ship. The Janissary has very powerful bonuses for playing aggressively. The Sipahi make a somewhat marginal unit better, but not enough to be anything more than a nice upgrade. PERSIA Achaemenid Legacy +50% Golden Age length, units get +1 movement and +10% combat bonus during a golden age. Immortal - Replaces spearmen, +1 combat bonus, heals at double rate. Satrap's Court - Replaces bank, +2 happiness, +2 gold. Start Bias - None Victory Preference - any. Empire Strategy - any but especially ICS. The Persian civilization is one with a powerful and game changing ability. Achaemenid Legacy, with the correct management of great artists and wonders, can easily chain golden ages for nearly the entire game. The bonus to combat and movement isn't to be ignored either, as it allows siege units to move, setup, and fire all in one turn. The Immortal are a strong early unit that can make playing aggressively easier because of their fast recovery rate. The Satraps Court, meanwhile, provides a powerful bonus, especially for a sprawling empire. ICS may have a harder time taking advantage of it since it is a midgame building. POLYNESIA Wayfinding - Can embark and move over oceans immediately. +1 sight while embarked. +10% combat bonus if within 2 tiles of a Moai. Maori Warrior - Replaces warrior, causes enemy units to be at -10% combat strength if next to this unit. Moai - Unique improvement, +1 culture and requires construction, provides gold after flight is researched. Moai gain an additional +1 culture for each adjacent Moai. Can only be built on coast. Start Bias - Ocean Victory Preference - any. Empire Strategy - sprawling. The Polynesian civilization is one who can explore the high seas before any other civ even launches their first trireme. Wayfinding allows for quick exploration, trade partnerships, and the ability to claim land and remote islands before any other civ. Maori Warriors have a small bonus associated with them, which is most helpful against barbarians and playing defensively, since it does not affect enemy cities. The Moai is a fairly weak improvement, providing only a small culture bonus. This bonus increases the more adjacent Moai that are next them. Since they can only be built on the coast, Moai can be built in lines where the inner Moai provide +3 culture and the outer Moai provide only +2 culture. A single Moai provides only +1 culture and is fairly worthless. In rare terrain formations where many coastal tiles are next to each other, Moai can reach +5 or +6 culture per Moai, making them very powerful in rare situations. The combat bonus to nearby units is modestly helpful, so building Moai in otherwise unused terrain is worthwhile if the workers have nothing else to do. ROME The Glory of Rome +25% production to any building already built in the capital. Legion - Replaces swordsman, +3 combat bonus, can construct roads and forts. Ballista - Replaces catapult, +1 melee combat bonus, +2 ranged combat bonus. Start Bias - None Victory Preference - any. Empire Strategy - sprawling. The Roman civilization is one that does nothing different than any other civ, it is just that what it does do, it does better. The Glory of Rome is powerful as long as the capital builds or buys any relevant building. Sprawling empires will take advantage of this best, since they usually have many small cities with poor production and in need of the basic infrastructure. The Legion is a powerful unique swordsman, and has a lot of staying power. The ability to construct roads and forts is a small but humorous ability for when your armies have some down time. The Ballista is much like the Legion, a no nonsense upgrade to an important military unit. RUSSIA Siberian Riches +1 production on all strategic resource, double quantities of iron, horse, and uranium. Krepost - Replaces barracks, reduces culture and gold cost of acquiring new tiles by 25%. Cossack - Replaces cavalry, +33% combat bonus against weakened enemies.

Start Bias - Tundra Victory Preference - domination. Empire Strategy - any. The Russian civilization is one focused on war, but wins by numbers. Siberian Riches provides a small but nice production bonus, but the main boon is the doubled resources. Russia will nearly always be able to field a large quantity of the top units in any era. The Krepost is fairly weak it may be the weakest unique building in the game. Barracks are rarely built except in the main production cities, and the bonus it provides is fairly small overall. High production cities usually have time to produce the culture buildings they need to expand their territory anyways. The Cossack has a strong bonus to pick off enemy units, which is the main role of mounted units. The start bias for Tundra is notably poor it limits expansion in at least one direction, while forcing poor terrain on the civ outside river tiles. SIAM Father Governs Children +50% food, culture, and faith from city-states. Naresuan's Elephant - Replaces knight, +5 combat bonus, -1 movement, +50% combat bonus versus mounted units. Wat - Replaces university, +3 culture. Start Bias - Avoid Forest Victory Preference - diplomatic. Empire Strategy - sprawling. The Siamese civilization is one focused on diplomatic victories, although city-states can be useful no matter the victory type. Father Governs Children can be very powerful, although it limits just which types of city-states are given a bonus. Notably, mercantile and militaristic city-states give no extra resources. Naresuans Elephant turns the knight into a strong defensive unit, able to defend borders or siege units with ease. The Wat provides culture from a building that does not normally give it. The culture bonus is small for a cultural victory, but can be fairly large for those not focusing on building culture buildings. Universities are an important building no matter the victory type. SONGHAI River Warlord triple gold from barbarian encampments and pillaging cities. Land units gain War Canoe and Amphibious promotions. Mud Pyramid Mosque - Replaces temple, no maintenance, +2 culture. Mandekalu Cavalry - Replaces knight, -10 production cost/ -20 faith cost, no penalty attacking cities. Start Bias - Avoid Tundra Victory Preference - domination. Empire Strategy - sprawling or ICS. The Songhai civilization is one that excels at naval assaults with land units. River Warlord provides a large gold bonus early in the game from popping barbarian huts, while the bonus promotions to land units support naval assaults with land units. Mud Pyramid Mosques suite a sprawling empire well, providing extra culture and reduced building maintenance. The Mandekalu Cavalry excel at taking out remote island cities with poor defenses. A small army of these units can perform surgical strikes and either raze or take over and sell enemy cities that arent properly defended. Keeping these cities may be difficult since these units make poor defenders. SPAIN Seven Cities of Gold - Gold bonus for discovering a Natural Wonder. Culture, happiness, and tile yields from Natural Wonders doubled. Tercio - Replaces musketman, +10 production cost/ +20 faith cost, +2 combat bonus, +50% combat bonus versus mounted. Conquistador - Replaces knight, +15 production cost/ +30 faith cost, no penalty attacking cities, +2 sight, double combat score when embarked, may found cities on foreign continents not connected to capital. Start Bias - Ocean Victory Preference - any. Empire Strategy - sprawling. The Spanish civilization is one well suited for exploration on large maps. Seven Cities of Gold greatly enhances the bonuses of natural wonders, but can be very swingy when actually playing. The Tercio are a defensive upgrade to the musketman, keeping the combat bonus versus mounted the pikemen had. The Conquistador is

actually the most interesting aspect of Spain. Functioning as a combination of knight, scout, and settler, this unit can be allowed to explore landmasses by itself, and settle empty terrain where it sees fit. SWEDEN Nobel Prize - Gain 90 influence with a great person gift to a City-State. +10% great person generation for Sweden and anyone who they've declared friendship with. Hakkapeliitta - Replaces lancer, great generals gain movement bonus if stacked with this unit, +15% combat bonus if great general is stacked with this unit. Carolean - Replaces rifleman, free March promotion. Start Bias - None Victory Preference - any except for domination. Empire Strategy - any. The Swedish civilization is one with an unusual mixture of abilities. Nobel Prize allows easy influence with citystates, while also providing a bonus to great person generation when allied with other civs. These bonuses depend on keeping friends, and require Sweden to avoid harsh diplomatic penalties such as warmonger to maximize its abilities. The Hakkapeliitta is a powerful lancer, functioning as an excellent escort for great generals. Lancers in general are rather weak units, however. The Carolean are very good though, giving the common rifleman one of the best promotions for a melee unit, March. Both of these unique units are best suited for continuous warfare, which requires making long-term enemies to use effectively. It is important when playing Sweden to pick your enemies carefully, because you want to make sure you keep the same friends - and enemies - all game. 02. NATIONAL WONDERS Circus Maximus - +5 happiness, +1 culture. Requirements: Horseback Riding tech, 125 production, must have built a colosseum in every city. Hermitage - +5 culture, +50% culture in this city. Requirements: Architecture tech, 125 production, must have built an opera house in every city. Heroic Epic - All newly trained units in this city receive the Moral promotion, increasing combat strength by 15%, +1 culture. Requirements: Iron Working tech, 125 production, must have built a barracks in every city. Ironworks - +8 production in this city, +1 culture. Requirements: Machinery tech, 125 production, must have built a workshop in every city. National College - Science output in this city is increased by 50%, +3 science, +1 culture. Requirements: Philosophy tech, 125 production, must have built a library in every city. National Epic - +25% great people generation in this city, +1 culture. Requirements: Drama and Poetry tech, 125 production, must have built a monument in every city. National Intelligence Agency - +1 spy, 15% reduction in enemy spy effectiveness. Requirements: Radio tech, 125 production, must have built a police station in every city. National Treasury - +8 gold in this city, +1 culture. Requirements: Guilds tech, 125 production, must have built a market in every city. Oxford University - 1 free technology, +3 science, +1 culture. Requirements: Education tech, 125 production, must have built a university in every city.

03. WORLD WONDERS ANCIENT ERA Temple of Artemis - +10% growth in all cities, +15% production when building ranged units. Bonuses: +1 culture, +1 great engineer point.

Requirements: Archery tech, 185 production. Stonehenge - +5 faith Bonuses: +1 great engineer point. Requirements: Calendar tech, 185 production. The Great Library - +3 science, one free technology, provides a free library to the city. Bonuses: +1 culture, +1 great scientist point. Requirements: Writing tech, 185 production. The Pyramids - Worker construction speed increased by 25%, provides two free workers. Bonuses: +1 culture, +1 great engineer point. Requirements: Masonry tech, 185 production. Mausoleum of Halicarnassus - gain 100 gold each time a Great Person is expended, +2 gold per marble or stone worked in this city. Bonuses: +1 culture, +1 great merchant point. Requirements: Masonry tech, 185 production. Statue of Zeus - +15% combat strength when attacking cities. Bonuses: +1 culture Requirements: Bronze Working tech, 185 production. CLASSICAL ERA The Great Lighthouse - All military naval units receive +1 movement and +1 sight, provides a free lighthouse in the city. Bonuses: +1 culture, +1 great merchant point. Requirements: Optics tech, 185 production, city must be built on the coast. The Hanging Gardens - +6 food, provides a free garden in the city. Bonuses: +1 culture, +1 great artist point. Requirements: Mathematics tech, 250 production. Terracotta Army - +6 culture. Bonuses: +1 great artist point. Requirements: Construction tech, 250 production. The Oracle - 1 free social policy. Bonuses: +3 culture, +1 great scientist point. Requirements: Philosophy tech, 250 production. Petra - City must be built on or near a desert. +1 food, +1 production, +1 gold for all desert tiles worked by this city. +6 culture with archaeology tech. Provides a free amphitheater in the city. Bonuses: +1 culture, +1 great engineer point. Requirements: Currency tech, 250 production. The Great Wall - Enemy units must spend an additional movement per tile moving in your territory. Upon discovery of Dynamite, becomes obsolete. Provides a free wall in the city. Bonuses: +3 culture, +1 great engineer point. Requirements: Engineering tech, 250 production. The Colossus - +5 gold, +1 gold from water tiles worked in this city. Bonuses: +1 culture, +1 great merchant point. Requirements: Iron Working tech, 185 production, city must be built on the coast. MEDIEVAL ERA Great Mosque of Djenne - +3 faith, all missionaries born in this city can spread religion three times. Provides a free mosque in the city.

Bonuses: +1 culture, +1 great engineer point. Requirements: Theology tech, 300 production. The Hagia Sophia - +3 faith, provides a free great prophet, provides a free temple in the city. Bonuses: +1 culture, +1 great artist point. Requirements: Theology tech, 300 production. Chichen Itza - Length of golden ages increased by 50%. Bonuses: +4 happiness, +1 culture, +1 great engineer point. Requirements: Civil Service tech, 300 production. Machu Pichu - +2 faith, +5 gold, +25% gold from trade routes. Bonuses: +1 culture, +1 great merchant point. Requirements: Guilds tech, 300 production, city must be built within two tiles of a mountain in your territory. Angkor Wat - Culture and gold costs of acquiring new tiles reduced by 25% in all cities. Bonuses: +1 culture, +1 great engineer point. Requirements: Edducation tech, 400 production. Alhambra - +20% culture generation in this city. All newly-trained non-air units in this city gain free Drill 1 promotion. Provides a free castle in the city. Bonuses: +1 culture, +1 great artist point. Requirements: Chivalry tech, 400 production. Notre Dame - +4 faith, +10 happiness. Bonuses: +1 great merchant points. Requirements: Physics tech, 400 production. RENAISSANCE ERA Sistine Chapel - +25% culture in each city. Bonuses: +1 culture, +2 great artist points. Requirements: Acoustics tech, 500 production. The Forbidden Palace - -10% unhappiness from population in non-occupied cities. Bonuses: +1 culture, +1 great artist point. Requirements: Banking tech, 500 production. Leaning Tower of Pisa - +25% great people generation in all cities. Provides a free great person of your choice. Bonuses: +1 culture, +1 great artist point. Requirements: Printing Press tech, 500 production. Himeji Castle - +15% combat strength for units fighting in friendly territory, provides a free castle in the city. Bonuses: +3 culture, +2 great engineer points. Requirements: Gunpowder tech, 500 production. The Porcelain Tower - +50% more research generated from research agreements. Provides a free great scientist. Bonuses: +1 culture, +2 great scientist points. Requirements: Architecture tech, 625 production. Taj Mahal - Immediate starts a golden age, +4 happiness. Bonuses: +1 culture, +2 great artist points. Requirements: Architecture tech, 625 production. The Kremlin - +12 city defense, Defensive buildings in all cities are +25% more effective. Bonuses: +3 culture, +1 great scientist point. Requirements: Metallurgy tech, 625 production.

INDUSTRIAL ERA The Louvre - Two great artists appear when this wonder is built. Bonuses: +4 culture, +2 great artist points. Requirements: Archaeology tech, 750 production. Big Ben - +4 gold, Cost of gold purchases reduced by 15%. Bonuses: +1 culture, +2 great merchant points. Requirements: Industrialization tech, 750 production. Brandenburg Gate - +15% XP for all units built in this city, provides a free great general. Bonuses: +3 culture, +2 great scientist points. Requirements: Military Science tech, 750 production. MODERN ERA Eiffel Tower - +5 happiness, +1 happiness for every 2 social policies. Bonuses: +1 culture, +2 great merchant points. Requirements: Radio tech, 1060 production. Statue of Liberty - Specialist give +1 production. Bonuses: +1 culture, +2 great engineer points. Requirements: Replaceable Parts tech, 1060 production. Neuschwanstein - +3 gold, +2 culture, and +1 happiness per castle. Bonuses: +4 culture, +6 gold, +1 great merchant point. Requirements: Railroad tech, 1060 production. Cristo Redentor - Cost of adopting policies reduced by 10%. Bonuses: +5 culture, +2 great artist points. Requirements: Plastics tech, 1250 production. ATOMIC ERA Pentagon - Gold cost of upgrading military units reduced by 33%. Bonuses: +3 culture, +2 great merchant points. Requirements: Combined Arms tech, 1250 production. Sydney Opera House - 1 free social policy, +50% culture in this city. Bonuses: +2 great artist points. Requirements: Ecology tech, 1250 production, city must be on coast. Great Firewall - 99.9% reduction in effectiveness in enemy spies in the city in which it is built. All other cities get 25% reduction in enemy spy effectiveness. Bonuses: none. Requirements: Computers tech, 1250 production INFORMATION ERA CN Tower - +1 population and +1 happiness in all cities, provides free broadcast towers in all cities. Bonuses: +1 great merchant point. Requirements: Telecommunications tech, 1250 production Hubble Space Telescope - Provides two free great scientists, a free spaceship factory in the city, and +25% production when building spaceship parts. Bonuses: +1 great scientist point. Requirements: Satellites tech, 1250 production

04. BUILDINGS RELIGIOUS CATHEDRAL - +1 happiness, +3 culture, +1 faith Cost: 200 faith. Specialists: +1 artists. MONASTERY - +3 culture, +2 faith, each source of incense and wine worked by this city produce +1 faith and +1 culture. Cost: 150 faith. Specialists: none. MOSQUE - +1 happiness, +2 culture, +3 faith Cost: 200 faith. Specialists: none. PAGODA - +2 happiness, +2 culture, +2 faith Cost: 200 faith. Specialists: none. ANCIENT ERA BARRACKS - +15 XP for all units. Prerequisites: Bronze Working. Cost: 75 production. Maintenance: 1 gold. Specialists: none. CIRCUS - +2 happiness. Prerequisites: Trapping, city must have improved horses or ivory. Cost: 75 production. Maintenance: none. Specialists: none. GRANARY - +2 food, +1 food on worked wheat, banana, and deer tiles. Prerequisites: Pottery. Cost: 60 production. Maintenance: 1 gold. Specialists: none. LIBRARY - +1 science for every 2 population. Prerequisites: Writing. Cost: 75 production. Maintenance: 1 gold. Specialists: none. MONUMENT - +2 culture. Prerequisites: none. Cost: 40 production. Maintenance: 1 gold. Specialists: none. SHRINE - +1 faith. Prerequisites: Pottery. Cost: 40 production. Maintenance: 1 gold. Specialists: none. STONE WORKS - +1 happiness, +1 production, +1 production on worked marble and stone tiles.

Prerequisites: Calendar, city must not be on plains, city must have either marble or stone improved with a quarry. Cost: 75 production. Maintenance: 1 gold. Specialists: none. WALLS - +5 city defense, +50 city HP. Prerequisites: Masonry. Cost: 75 production. Maintenance: none. Specialists: none. WATERMILL - +2 food, +1 production. Prerequisites: The Wheel, city must be built by a river. Cost: 75 production. Maintenance: 2 gold. Specialists: none. CLASSICAL ERA AMPHITHEATER - +3 culture. Prerequisites: Drama and Poetry, monument. Cost: 100 production. Maintenance: 2 gold. Specialists: +1 artists. AQUEDUCT - 40% of food is carried over after a new citizen is born. Prerequisites: Engineering. Cost: 100 production. Maintenance: 1 gold. Specialists: none. COLOSSEUM - +2 happiness. Prerequisites: Construction. Cost: 100 production. Maintenance: 1 gold. Specialists: none. COURTHOUSE - Eliminates unhappiness from an occupied city. Prerequisites: Mathematics, annexed city. Cost: 100 production. Maintenance: 4 gold. Specialists: none. LIGHTHOUSE - +1 food from ocean tiles, +1 food from worked Fish tiles. Prerequisites: Optics, city must be built on coast. Cost: 75 production. Maintenance: 1 gold. Specialists: none. MARKET - +2 gold, +25% gold. Prerequisites: Currency. Cost: 100 production. Maintenance: none. Specialists: +1 merchant. MINT - +2 gold per gold or silver resource worked. Prerequisites: Currency, city must have improved gold or silver. Cost: 100 production. Maintenance: none. Specialists: none.

STABLE - +15% production for mounted units, +1 production on worked horse, sheep, and cattle tiles. Prerequisites: Horseback Riding, city must have improved horses, sheep, or cattle. Cost: 100 production. Maintenance: 1 gold. Specialists: none. TEMPLE - +2 faith. Prerequisites: Philosophy, shrine. Cost: 100 production. Maintenance: 2 gold. Specialists: none. MEDIEVAL ERA ARMORY - +15 XP for all units. Prerequisites: Steel, barracks. Cost: 160 production. Maintenance: 1 gold. Specialists: none. CASTLE - +7 city defense, +25 city HP. Prerequisites: Chivalry, walls. Cost: 160 production. Maintenance: none. Specialists: none. FORGE - +15% production for land units, +1 production from worked iron tiles. Prerequisites: Metal Casting, city must have improved iron. Cost: 120 production. Maintenance: 1 gold. Specialists: none. GARDEN - +25% great people generation rate. Prerequisites: Theology, city must be near river or lake. Cost: 120 production. Maintenance: 1 gold. Specialists: none. HARBOR - Forms a trade route with Capital over water, +1 production on sea resources. Prerequisites: Compass, city must be built on the coast. Cost: 120 production. Maintenance: 3 gold. Specialists: none. UNIVERSITY - +33% science, +2 science from worked jungle tiles. Prerequisites: Education, library. Cost: 160 production. Maintenance: 2 gold. Specialists: +1 scientist. WORKSHOP - +2 production, +10% production. Prerequisites: Metal Casting. Cost: 120 production. Maintenance: 2 gold. Specialists: +1 engineer. RENAISSANCE ERA ARSENAL - +9 city defense, +25 city health.

Prerequisites: Metallurgy, castle. Cost: 300 production. Maintenance: none. Specialists: none. BANK - +25% gold. Prerequisites: Banking, market. Cost: 200 production. Maintenance: none. Specialists: +1 merchant. CONSTABULARY - Reduce enemy spy stealing rate by 25%. Prerequisites: Banking. Cost: 160 production. Maintenance: 1 gold. Specialists: none. OBSERVATORY - +50% science. Prerequisites: Astronomy, city must be built next to a mountain. Cost: 200 production. Maintenance: none. Specialists: none. OPERA HOUSE - +4 culture. Prerequisites: Acoustics, amphitheater. Cost: 200 production. Maintenance: 2 gold. Specialists: +1 artist. SEAPORT - +1 production and +1 gold per worked sea resource, increases naval unit production by 15%. Prerequisites: Navigation, harbor. Cost: 250 production. Maintenance: 2 gold. Specialists: none. THEATRE - +3 happiness. Prerequisites: Printing Press, colosseum. Cost: 200 production. Maintenance: 2 gold. Specialists: none. WINDMILL - +2 production, +10% production for buildings. Prerequisites: Economics, city must not be built on hills. Cost: 250 production. Maintenance: 2 gold. Specialists: +1 engineer. INDUSTRIAL ERA FACTORY - +4 production, +10% production. Prerequisites: Industrialization, 1 coal resource, workshop. Cost: 360 production. Maintenance: 3 gold. Specialists: +2 engineer. HOSPITAL - +5 food. Prerequisites: Biology, aqueduct. Cost: 360 production. Maintenance: 2 gold. Specialists: none.

HYDRO PLANT - +1 production per worked river tile. Prerequisites: Electricity, 1 aluminum resource, city must be built by a river. Cost: 360 production. Maintenance: 3 gold. Specialists: none. MILITARY ACADEMY - +15 XP for units. Prerequisites: Military Science, armory. Cost: 300 production. Maintenance: 1 gold. Specialists: none. MUSEUM - +5 culture. Prerequisites: Archaeology, opera house. Cost: 300 production. Maintenance: 3 gold. Specialists: +2 artists. POLICE STATION - Reduce enemy steal rate by 25%. Prerequisites: Electricity, constabulary. Cost: 300 production. Maintenance: 1 gold. Specialists: none. PUBLIC SCHOOL - +3 science, +1 science for every 2 citizens. Prerequisites: Scientific Theory, university. Cost: 300 production. Maintenance: 3 gold. Specialists: +1 scientist. STOCK EXCHANGE - +33% gold. Prerequisites: Electricity, bank. Cost: 360 production. Maintenance: none. Specialists: +2 merchant. MODERN ERA BROADCAST TOWER - +3 culture, +33% culture in this city. Prerequisites: Radio, museum. Cost: 500 production. Maintenance: 3 gold. Specialists: none. MILITARY BASE - +12 city defense, +25 city HP. Prerequisites: Replaceable Parts, arsenal. Cost: 500 production. Maintenance: none. Specialists: none. RESEARCH LAB - +4 science, +50% science. Prerequisites: Plastics, public school. Cost: 500 production. Maintenance: 3 gold. Specialists: +1 scientist. STADIUM - +4 happiness. Prerequisites: Refrigeration, theatre. Cost: 500 production.

Maintenance: 2 gold. Specialists: none. ATOMIC ERA MEDICAL LAB - 25% of food is carried over after a new citizen is born. Stacks with Aqueduct. Prerequisites: Penicillin, hospital. Cost: 500 production. Maintenance: 3 gold. Specialists: none. NUCLEAR PLANT - +5 production, +15% production. Prerequisites: Nuclear Fission, 1 uranium resource, factory. Cost: 500 production. Maintenance: 3 gold. Specialists: none. RECYCLING CENTER - Provides 2 aluminum, maximum of five of these buildings can be built in your empire. Prerequisites: Ecology. Cost: 500 production. Maintenance: 3 gold. Specialists: none. SOLAR PLANT - +5 production, +15% production. Prerequisites: Ecology, city must be built near desert and not contain a nuclear plant. Cost: 500 production. Maintenance: 3 gold. Specialists: none. ATOMIC ERA BOMB SHELTER - Reduces population loss from nuclear attack by 75%. Prerequisites: Telecommunications. Cost: 300 production. Maintenance: 1 gold. Specialists: none. SPACESHIP FACTORY - +3 production, +50% production for space ships. Prerequisites: Robotics, 1 aluminum resource, factory. Cost: 360 production. Maintenance: 3 gold. Specialists: none. 05. SOCIAL POLICIES TRADITION TRADITION - cultural border expansion discount for all cities and +3 culture bonus in capital. Prerequisites: None. ARISTOCRACY - +15% wonder production, +1 happiness for every 10 citizens in a city. Prerequisites: Tradition. OLIGARCHY - Garrisoned units cost no maintenance and cities with a garrison gain +50% ranged combat strength. Prerequisites: Tradition. LEGALISM - Provides a free culture building in your first four cities Prerequisites: Tradition.

LANDED ELITE - +2 food and 10% population growth in the capital. Prerequisites: Legalism. MONARCHY - +1 gold and -1 unhappiness for every 2 citizens in the capital. Prerequisites: Legalism. FINISHER - +15% food growth and a free aqueduct in your first four cities. LIBERTY LIBERTY - +1 culture in each city. Prerequisites: None. REPUBLIC - +1 production in each city, +5% production in cities constructing buildings. Prerequisites: Liberty. CITIZENSHIP - Worker construction rate increased by 25% and a free worker appears near the Capital. Prerequisites: Liberty. COLLECTIVE RULE - +50% settler production in the Capital and a free settler appears near the capital. Prerequisites: Republic. REPRESENTATION - Reduces the increased culture cost for new cities by 33% and starts a golden age. Prerequisites: Citizenship. MERITOCRACY - +1 happiness for each city that has a trade route with the capital, -5% unhappiness from citizens in non-occupied cities Prerequisites: Citizenship. FINISHER - free great person of your choice appears by the Capital. HONOR HONOR - +33% combat bonus against barbarians, as well as auto-detection of barbarian encampments, free culture from killing barbarians. Prerequisites: None. WARRIOR CODE - +15% production when training melee units, provides a free Great General. Prerequisites: Honor. DISCIPLINE - +10% combat bonus for melee units next to another unit. Prerequisites: Honor. MILITARY TRADITION - Military units gain 50% more experience from combat. Prerequisites: Warrior Code. MILITARY CASTE - Garrisoned cities increase happiness by 1 and culture by 2. Prerequisites: Discipline. PROFESSIONAL ARMY - Gold cost of upgrading units reduced by 33%, +1 happiness for walls, castle, arsenal, and military base. Prerequisites: Military Caste. FINISHER - free gold for each enemy killed. PIETY PIETY - Halves build time for Shrines and Temples. Prerequisites: Classical Era.

ORGANIZED RELIGION - +1 faith from shrines and temples. Prerequisites: Piety. MANDATE OF HEAVEN - 50% of excess happiness added as culture. Prerequisites: Piety. THEOCRACY - +10% gold in cities with temples. Prerequisites: Organized Religion. REFORMATION - +33% culture in cities with a wonder, immediately enter a golden age. Prerequisites: Organized Religion. RELIGIOUS TOLERANCE - Reduces the culture cost of future policies by 10%. Prerequisites: Reformation and Mandate of Heaven. FINISHER - -20% faith cost to purchase religious units and buildings, and Holy Sites provide +3 gold and +3 culture. PATRONAGE PATRONAGE - -25% influence degradation rate with city-states. Prerequisites: Medieval Era. PHILANTHROPY - +25% influence from gold gifts with city-states. Prerequisites: Patronage. AESTHETICS - Minimum influence with city-states is 20. Prerequisites: Patronage. SCHOLASTICISM - Allied city-states provide science bonus based on 25% of what they produce for themselves. Prerequisites: Philanthropy. CULTURAL DIPLOMACY - Quantity of resources gifted by city-states increased by 100%. Happiness from gifted luxuries increased by 50%. Prerequisites: Scholasticism. EDUCATED ELITE - Allied city-states occasionally gift great people. Prerequisites: Scholasticism and Aesthetics. FINISHER - Other player's influence with city-states decreases 33% faster. COMMERCE COMMERCE - +25% gold output in capital. May purchase great merchants with faith. Prerequisites: Medieval Era. NAVAL TRADITION - +1 movement and +1 sight for naval units. A great admiral appears, and +2 movement for all great admirals. Prerequisites: Commerce. TRADE UNIONS - -33% maintenance cost for roads and railroads, +1 gold per harbor and seaport. Prerequisites: Commerce. MERCHANT NAVY - +3 production in coastal cities. Prerequisites: Naval Tradition. MERCANTILISM - -25% gold cost for gold purchases in cities, +1 science from every mint, market, bank, and stock exchange.

Prerequisites: Trade Unions. PROTECTIONISM - +2 happiness for each luxury resource. Prerequisites: Mercantilism. FINISHER - +1 gold per trading post, and double gold from great merchant trade missions. RATIONALISM RATIONALISM - +15% science while the empire is happy. May purchase great scientists with faith. Prerequisites: Renaissance Era. SECULARISM - +2 science per specialist. Prerequisites: Rationalism. HUMANISM - +1 happiness per university, public school, and observatory. Prerequisites: Rationalism. FREE THOUGHT - +1 science per trading post worked, +17% science from universities. Prerequisites: Secularism. SOVEREIGNTY - +1 gold from science buildings. Prerequisites: Humanism. SCIENTIFIC REVOLUTION - +50% science gained from research agreements. Prerequisites: Free Thought. FINISHER - 2 free technologies. FREEDOM FREEDOM - +25% great person generation rate. May purchase great artists with faith. Prerequisites: Industrial Era. CONSTITUTION - +2 culture from each wonder. Prerequisites: Freedom. UNIVERSAL SUFFRAGE - +33% combat strength of cities. Prerequisites: Freedom. CIVIL SOCIETY - Specialists consume only half the normal amount of food. Prerequisites: Freedom. FREE SPEECH - 8 units are maintenance free. Prerequisites: Constitution. DEMOCRACY - Specialist population only produce half the normal amount of unhappiness. Prerequisites: Civil Society. FINISHER - Double yield from great person improvements, +50% golden age length. AUTOCRACY AUTOCRACY - -33% unit maintenance, receive 10 culture for each point of culture produced in captured cities. May purchase great generals and admirals with faith. Prerequisites: Industrial Era. POPULISM - Wounded units deal +25% damage. Prerequisites: Autocracy.

MILITARISM - -33% gold cost for purchasing units. Prerequisites: Autocracy. FASCISM - Quantity of strategic resources doubled,+2 movement for all great generals. Prerequisites: Populism and Militarism. POLICE STATE - +3 happiness per courthouse, -50% production cost to build courthouses. Reduces the effectiveness of enemy spies by 25%, your counterspies are 25% more effective at catching enemy spies. Prerequisites: Populism and Militarism. TOTAL WAR - +25% production when building any military unit, all units starts with +15 experience. Prerequisites: Fascism and Police State. FINISHER - +25% attack bonus for all units for 50 turns. ORDER ORDER - +1 happiness per city. May purchase great engineers with faith. Prerequisites: Industrial Era. UNITED FRONT - Military city-states gift units twice as often when you are at war with a common foe. Prerequisites: Order. PLANNED ECONOMY - Factories increase science by +25%, -50% production cost to build factories. Prerequisites: Order. NATIONALISM - +15% attack bonus when fighting in friendly territory. Prerequisites: Order. SOCIALISM - Building gold maintenance reduced by 15%. Prerequisites: Planned Economy. COMMUNISM - +2 production per city, +1 production for mines and quarries. Prerequisites: Planned Economy. FINISHER - +2 food, +2 production, +2 science, +2 gold, +2 culture per city. 06. RELIGION PANTHEON BELIEFS ANCESTOR WORSHIP - +1 culture from shrines. DANCE OF THE AURORA - +1 faith from tundra tiles without forests. DESERT FOLKLORE - +1 faith from desert tiles. FAITH HEALERS - +30 HP healed per turn if adjacent to a friendly city. FERTILITY RITES - +10% population growth. GOD OF CRAFTSMEN - +1 production in cities with 3+ population. GOD OF THE OPEN SKY - +1 culture from pastures. GOD OF THE SEA - +1 production from work boats. GOD OF WAR - Gain faith if you win a battle within four tiles of your city. GODDESS OF FESTIVALS - +1 culture and +1 faith for each win and incense.

GODDESS OF LOVE - +1 happiness from cities with 6+ population. GODDESS OF PROTECTION - +30% city ranged combat score. GODDESS OF THE HUNT - +1 food from camps. MESSENGER OF THE GODS - +2 science in cities with a trade route. MONUMENT TO THE GODS - +15% production of ancient and classical wonders. ONE WITH NATURE - +4 faith from natural wonders. ORAL TRADITION - +1 culture from plantations. RELIGIOUS IDOLS - +1 culture and +1 faith for each gold and silver. RELIGIOUS SETTLEMENTS - +15% faster border growth. SACRED PATH - +1 culture from jungle tiles. SACRED WATERS - +1 happiness from cities on rivers. STONE CIRCLES - +2 faith from quarries. FOUNDER BELIEFS CEREMONIAL BURIAL - +1 happiness for each city following this religion. CHURCH PROPERTY - +2 gold for each city following this religion. INITIATION RITES - +100 gold when each city first converts to this religion. INTERFAITH DIALOGUE - Gain science when a missionary spreads this religion to cities of other religions. PAPAL PRIMACY - +15 influence resting point with city-states following this religion. PEACE LOVING - +1 happiness for every five followers of this religion in non-enemy foreign cities. PILGRIMAGE - +1 faith for each foreign city following this religion. TITHE - +1 gold for every four followers of this religion. WOLD CHURCH - +1 culture for every five followers of this religion in other civilizations. FOLLOWER BELIEFS ASCETICISM - Shrines provide +1 happiness in cities with 3+ followers. CATHEDRALS - May use faith to purchase Cathedrals. CHORAL MUSIC - Temples provide +2 culture in cities with 5+ followers. DIVINE INSPIRATION - Each world wonder provides +2 faith. FEED THE WORLD - Shrines and temples provide +1 food. GURUSHIP - +2 production if a city has a specialist. HOLY WARRIORS - May use faith to purchase pre-industrial land units.

LITURGICAL DRAMA - Amphitheaters provide +1 faith in cities with 3+ followers. MONASTERIES - May use faith to purchase monasteries. MOSQUES - May use faith to purchase mosques. PAGODAS - May use faith to purchase pagodas. PEACE GARDENS - Gardens provide +2 happiness. RELIGIONS ART - Hermitage provides +8 culture. RELIGIOUS CENTER - Temples provide +2 happiness in cities with 5+ followers. RELIGIOUS COMMUNITY - +1% production for each follower (max +15%). SWORDS INTO PLOWSHARES - +15% growth per city if not at war. ENHANCER BELIEFS DEFENDER OF THE FAITH - +20% combat score near friendly cities that follow this religion. HOLY ORDER - Missionaries and Inquisitors cost 30% less faith. ITINERANT PREACHERS - Religion spreads to cities 30% further away. JUST WAR - +20% combat score near enemy cities that follow this religion. MESSIAH - Prophets are 25% stronger and cost 25% less faith. MISSIONARY ZEAL - +25% Missionary conversions strength. RELIGIOUS TEXTS - Religion spreads 34% faster (68% with Printing Press tech). RELIGIOUS UNITY - Religion spreads to friendly city-states at double rate. RELINQUARY - Gain 50 faith each time a great person is expended. 07. TERRAIN AND FEATURES TERRAIN COAST Terrain Type: water Tile Yield: 1 food, 1 gold Resources: oil, fish, whales, pearls, crab Combat Modifier: 0% Movement Cost: 1 DESERT Terrain Type: open Tile Yield: none Resources: iron, oil, aluminum, uranium, sheep, gold, silver, gems, marble, cotton, incense, copper, salt Combat Modifier: 0% Movement Cost: 1 GRASSLAND Terrain Type: open Tile Yield: 2 food

Resources: iron, horses, coal, uranium, cattle, sheep, stone, gold, gems, marble, cotton, wine, copper, citrus Combat Modifier: 0% Movement Cost: 1 HILL Terrain Type: rough Tile Yield: 2 production Resources: sheep, iron, coal, aluminum, uranium, sheep, deer, stone, gold, silver, gems, marble Combat Modifier: +25% Movement Cost: 2 MOUTAINS Terrain Type: land Tile Yield: none Resources: none Combat Modifier: +25% Movement Cost: impassable OCEAN Terrain Type: water Tile Yield: 1 food, 1 gold Resources: none Combat Modifier: 0% Movement Cost: 1 PLAINS Terrain Type: open Tile Yield: 1 food, 1 production Resources: iron, horses, coal, aluminum, uranium, wheat, sheep, stone, gold, gems, marble, ivory, cotton, wine, incense, copper, salt, citrus Combat Modifier: 0% Movement Cost: 1 SNOW Terrain Type: open Tile Yield: none Resources: iron, oil, uranium, stone, copper Combat Modifier: 0% Movement Cost: 1 TUNDRA Terrain Type: open Tile Yield: 1 food Resources: iron, horses, oil, aluminum, uranium, deer, stone, silver, gems, marble, furs, copper, salt Combat Modifier: 0% Movement Cost: 1 COMMON FEATURES ATOLL Terrain Type: water Tile Yield: 1 food, 1 production Resources: none Combat Modifier: 0% Movement Cost: 1 FALLOUT Terrain Type: open Tile Yield: -3 food, -3 production, -3 gold Resources: none

Combat Modifier: -15% Movement Cost: 2 FLOOD PLAINS Terrain Type: open Tile Yield: 2 food Resources: wheat and sugar Combat Modifier: -10% Movement Cost: 1 FOREST Terrain Type: rough Tile Yield: 1 food, 1 production Resources: uranium, deer, furs, dyes, silk, truffles Combat Modifier: 25% Movement Cost: 2 ICE Terrain Type: Impassable Tile Yield: None Resources: none Combat Modifier: 0% Movement Cost: 1 JUNGLE Terrain Type: rough Tile Yield: 1 food, -1 production Resources: oil, uranium, bananas, gems, dye, spices, truffles Combat Modifier: 25% Movement Cost: 2 LAKE Terrain Type: water Tile Yield: 2 food, 1 gold Resources: none Combat Modifier: 0% Movement Cost: impassable MARSH Terrain Type: open Tile Yield: -1 food Resources: oil, uranium, sugar, truffles Combat Modifier: -15% Movement Cost: 3 OASIS Terrain Type: open Tile Yield: 3 food, 1 gold Resources: none Combat Modifier: -10% Movement Cost: 1 RIVER Terrain Type: land Tile Yield: 1 gold Resources: none Combat Modifier: 0% Movement Cost: all remaining points

NATURAL WONDERS CERRO DE POTOSI - Tile Yield: 10 gold EL DORADO - Tile Yield: 5 culture, grants 500 gold to the first civilization to discover it FOUNTAIN OF YOUTH - Tile Yield: 10 happiness, all units next to it heal for double health for the rest of the game KRAKATOA - Tile Yield: 5 science MT. FUJI - Tile Yield: 2 gold, 3 culture, 3 faith MT. KAILASH - Tile Yield: 6 faith, 2 happiness MT. SINAI - Tile Yield: 8 faith OLD FAITHFUL - Tile Yield: 2 science, 3 happiness ROCK OF GIBRALTAR - Tile Yield: 2 food, 5 gold SRI PADA - Tile Yield: 2 food, 4 faith, 2 happiness THE BARRINGER CRATER - Tile Yield: 2 gold, 3 science THE GRAND MESA - Tile Yield: 2 production, 3 gold THE GREAT BARRIER REEF - Tile Yield: 2 food, 1 production, 1 gold, 2 science ULURU - Tile Yield: 2 food, 6 faith 08. MILITARY UNITS ANCIENT ERA ARCHER Cost: 40 production or 80 faith Combat Type: archer Combat: 5 melee, 7 ranged Range: 2 Movement: 2 Resources: none Abilities: may not melee attack Prerequisites: archery Obsolete: construction Upgrade: composite bowman CHARIOT ARCHER Cost: 56 production or 112 faith Combat Type: archer Combat: 6 melee, 10 ranged Range: 2 Movement: 4 Resources: horses Abilities: may not melee attack, rough terrain penalty, no defensive terrain bonus Prerequisites: the wheel Obsolete: chivalry Upgrade: knight

SCOUT Cost: 25 production or 50 faith Combat Type: recon Combat: 5 melee Range: none Movement: 2 Resources: none Abilities: ignores terrain cost Prerequisites: none Obsolete: scientific theory Upgrade: none SPEARMAN Cost: 56 production or 112 faith Combat Type: melee Combat: 11 melee Range: none Movement: 2 Resources: none Abilities: bonus versus mounted units (+50%) Prerequisites: bronze working Obsolete: civil service Upgrade: pikeman TRIREME Cost: 45 production Combat Type: naval melee Combat: 10 melee Range: none Movement: 4 Resources: none Abilities: cannot enter deep ocean Prerequisites: sailing Obsolete: astronomy Upgrade: caravel WARRIOR Cost: 40 production or 80 faith Combat Type: melee Combat: 8 melee Range: none Movement: 2 Resources: none Abilities: none Prerequisites: none Obsolete: metal casting Upgrade: swordsman CLASSICAL ERA CATAPULT Cost: 75 production or 150 faith Combat Type: siege Combat: 7 melee, 8 ranged Range: 2 Movement: 2 Resources: none Abilities: may not melee attack, bonus versus cities (+200%), no defensive terrain bonuses, must set up to ranged attack, limited visibility (-1 visibility) Prerequisites: mathematics

Obsolete: physics Upgrade: trebuchet COMPOSITE BOWMAN Cost: 75 production or 150 faith Combat Type: archer Combat: 7 melee, 11 ranged Range: 2 Movement: 2 Resources: none Abilities: may not melee attack Prerequisites: construction Obsolete: machinery Upgrade: crossbowman HORSEMAN Cost: 75 production or 150 faith Combat Type: mounted Combat: 12 melee Range: none Movement: 4 Resources: horse Abilities: no defensive terrain bonus, can move after attacking, -33% penalty attacking cities Prerequisites: horseback riding Obsolete: chivalry Upgrade: knight SWORDSMAN Cost: 75 production or 150 faith Combat Type: melee Combat: 14 melee Range: none Movement: 2 Resources: iron Abilities: none Prerequisites: iron working Obsolete: steel Upgrade: longswordsman MEDIEVAL ERA CROSSBOWMAN Cost: 120 production pr 240 faith Combat Type: archer Combat: 13 melee, 18 ranged Range: 2 Movement: 2 Resources: none Abilities: may not melee attack Prerequisites: machinery Obsolete: industrialization Upgrade: gatling gun GALLEASS Cost: 100 production Combat Type: naval ranged Combat: 16 melee, 17 ranged Range: 2 Movement: 3 Resources: none

Abilities: cannot ender deep ocean, may not melee attack Prerequisites: compass Obsolete: navigation Upgrade: frigate KNIGHT Cost: 120 production or 240 faith Combat Type: mounted Combat: 20 melee Range: none Movement: 4 Resources: horse Abilities: no defensive terrain bonus, can move after attacking, -33% penalty attacking cities Prerequisites: chivalry Obsolete: military science Upgrade: cavalry LONGSWORDSMAN Cost: 120 production or 240 faith Combat Type: melee Combat: 21 melee Range: none Movement: 2 Resources: iron Abilities: none Prerequisites: steel Obsolete: gunpowder Upgrade: musketman PIKEMAN Cost: 90 production or 180 faith Combat Type: melee Combat: 16 melee Range: none Movement: 2 Resources: none Abilities: bonus versus mounted (+50%) Prerequisites: civil service Obsolete: metallurgy Upgrade: lancer TREBUCHET Cost: 120 production or 240 faith Combat Type: siege Combat: 12 melee, 14 ranged Range: 2 Movement: 2 Resources: iron Abilities: may not melee attack, bonus versus cities (+200%), no defensive terrain bonuses, must set up to ranged attack, limited visibility (-1 visibility) Prerequisites: physics Obsolete: chemistry Upgrade: cannon RENAISSACE ERA CANNON Cost: 185 production or 370 faith Combat Type: siege Combat: 14 melee, 20 ranged

Range: 2 Movement: 2 Resources: none Abilities: may not melee attack, bonus versus cities (+200%), no defensive terrain bonuses, must set up to ranged attack, limited visibility (-1 visibility) Prerequisites: chemistry Obsolete: dynamite Upgrade: artillery CARAVEL Cost: 120 production Combat Type: naval melee Combat: 20 melee Range: 2 Movement: 4 Resources: none Abilities: withdraw before melee, extra sight (+1 sight) Prerequisites: astronomy Obsolete: steam power Upgrade: ironclad FRIGATE Cost: 185 production Combat Type: naval ranged Combat: 25 melee, 28 ranged Range: 2 Movement: 5 Resources: iron Abilities: may not melee attack Prerequisites: navigation Obsolete: electronics Upgrade: battleship LANCER Cost: 185 production or 370 faith Combat Type: mounted Combat: 25 melee Range: none Movement: 4 Resources: horse Abilities: formation 1 (+33% combat bonus versus mounted units), no defensive terrain bonus, can move after attacking, -33% penalty attacking cities Prerequisites: metallurgy Obsolete: combined arms Upgrade: anti-tank gun MUSKETMAN Cost: 150 production or 300 faith Combat Type: gunpowder Combat: 24 melee Range: none Movement: 2 Resources: none Abilities: none Prerequisites: gunpowder Obsolete: rifling Upgrade: rifleman PRIVATEER Cost: 150 production

Combat Type: naval melee Combat: 25 melee Range: none Movement: 5 Resources: none Abilities: Coastal Raider 1 (+20% combat versus cities, steal 33% of damage as gold versus cities), Prize Ships (defeated enemy naval units join your side) Prerequisites: navigation Obsolete: combustion Upgrade: destroyer INDUSTRIAL ERA ARTILLERY Cost: 250 production Combat Type: siege Combat: 21 melee, 28 ranged Range: 3 Movement: 2 Resources: none Abilities: no defensive terrain bonus, may not melee attack, indirect fire, bonus versus cities (+200%), must set up to ranged attack, limited visibility (-1) Prerequisites: dynamite Obsolete: none Upgrade: rocket artillery CAVALRY Cost: 225 production Combat Type: mounted Combat: 34 melee Range: none Movement: 4 Resources: horse Abilities: no defensive terrain bonus, can move after attacking, -33% penalty attacking cities Prerequisites: military science Obsolete: combustion Upgrade: landship GATLING GUN Cost: 225 production Combat Type: archery Combat: 36 melee, 36 ranged Range: 1 Movement: 2 Resources: none Abilities: may not melee attack Prerequisites: industrialization Obsolete: ballistics Upgrade: machine gun IRONCLAD Cost: 250 production Combat Type: naval melee Combat: 50 melee Range: none Movement: 3 Resources: 1 coal Abilities: double movement in coasts, +33% bonus versus cities Prerequisites: steam power Obsolete: combustion

Upgrade: destroyer RIFLEMAN Cost: 225 production Combat Type: gunpowder Combat: 34 melee Range: none Movement: 2 Resources: none Abilities: none Prerequisites: rifling Obsolete: replaceable parts Upgrade: great war infantry MODERN ERA ANTI-AIRCRAFT GUN Cost: 375 production Combat Type: gunpowder Combat: 50 melee Range: 2 Movement: 2 Resources: none Abilities: interception (100%), bonus versus aircraft/helicopters (+100%) Prerequisites: ballistics Obsolete: rocketry Upgrade: mobile SAM BATTLESHIP Cost: 375 production Combat Type: naval ranged Combat: 55 melee, 65 ranged Range: 3 Movement: 5 Resources: oil Abilities: may not melee attack, indirect fire, +33% bonus versus cities Prerequisites: electronics Obsolete: none Upgrade: none CARRIER Cost: 375 production Combat Type: naval ranged Combat: 50 melee Range: none Movement: 5 Resources: none Abilities: may not melee attack, can carry 3 cargo Prerequisites: electronics Obsolete: none Upgrade: none DESTROYER Cost: 375 production Combat Type: naval melee Combat: 55 melee, Range: none Movement: 6 Resources: none Abilities: can see submarines, interception (40%), bonus versus submarines (+100%), withdraw before melee

Prerequisites: combustion Obsolete: none Upgrade: none GREAT WAR BOMBER Cost: 325 production Combat Type: bomber Combat: 50 ranged Range: 6 Movement: based Resources: oil Abilities: none Prerequisites: flight Obsolete: radar Upgrade: bomber GREAT WAR INFANTRY Cost: 320 production Combat Type: gunpowder Combat: 50 melee Range: none Movement: 2 Resources: none Abilities: none Prerequisites: replaceable parts Obsolete: plastics Upgrade: infantry INFANTRY Cost: 375 production Combat Type: gunpowder Combat: 70 melee Range: none Movement: 2 Resources: none Abilities: none Prerequisites: plastics Obsolete: mobile tactics Upgrade: mechanized infantry LANDSHIP Cost: 350 production Combat Type: armored Combat: 60 melee Range: none Movement: 4 Resources: oil Abilities: no defensive terrain bonus, can move after attacking Prerequisites: combustion Obsolete: combined arms Upgrade: tank MACHINE GUN Cost: 350 production Combat Type: archery Combat: 60 melee, 60 ranged Range: 1 Movement: 2 Resources: none Abilities: may not melee attack

Prerequisites: ballistics Obsolete: none Upgrade: mechanized infantry SUBMARINE Cost: 325 production Combat Type: naval ranged Combat: 35 melee, 60 ranged Range: 3 Movement: 5 Resources: none Abilities: may not melee attack, is invisible (submarine), can see submarines, may enter ice tiles, +100% bonus when attacking Prerequisites: refrigeration Obsolete: telecommunications Upgrade: nuclear submarine TRIPLANE Cost: 325 production Combat Type: fighter Combat: 35 ranged Range: 5 Movement: based Resources: 1 oil Abilities: interception (50%), air sweep, weak ranged attack, air recon, +150% bonus versus bombers/helicopters Prerequisites: flight Obsolete: radar Upgrade: fighter ATOMIC ERA ANTI-TANK GUN Cost: 300 production Combat Type: gunpowder Combat: 50 melee Range: none Movement: 2 Resources: none Abilities: +100% bonus versus tanks Prerequisites: combined arms Obsolete: none Upgrade: helicopter gunship BOMBER Cost: 375 production Combat Type: bomber Combat: 65 ranged Range: 10 Movement: based Resources: oil Abilities: none Prerequisites: radar Obsolete: none Upgrade: stealth bomber FIGHTER Cost: 375 production Combat Type: fighter Combat: 45 ranged Range: 8

Movement: based Resources: oil Abilities: interception (100%), air sweep, air recon, +150% bonus versus bombers/helicopters Prerequisites: radar Obsolete: none Upgrade: jet fighter HELICOPTER GUNSHIP Cost: 425 production Combat Type: helicopter Combat: 60 melee Range: none Movement: 6 Resources: aluminum Abilities: no defensive terrain bonuses, unable to capture cities, all tiles cost 1 move, hovering unit, +100% bonus versus tanks Prerequisites: computers Obsolete: none Upgrade: none MARINE Cost: 400 production Combat Type: gunpowder Combat: 65 melee Range: none Movement: 2 Resources: none Abilities: amphibious, extra sight while embarked, embarkation with defense Prerequisites: penicillin Obsolete: none Upgrade: none MOBILE SAM Cost: 425 production Combat Type: gunpowder Combat: 65 melee Range: 2 Movement: 3 Resources: none Abilities: interception (100%), +150%bonus versus aircraft/helicopters Prerequisites: rocketry Obsolete: none Upgrade: none PARATROOPER Cost: 375 production Combat Type: gunpowder Combat: 65 melee Range: none Movement: 2 Resources: none Abilities: may paradrop Prerequisites: radar Obsolete: none Upgrade: none ROCKET ARTILLERY Cost: 425 production Combat Type: siege Combat: 45 melee, 60 ranged

Range: 3 Movement: 2 Resources: aluminum Abilities: indirect fire, bonus versus cities (+200%), may not melee attack, no defensive terrain bonuses, limited visibility (-1) Prerequisites: rocketry Obsolete: none Upgrade: none TANK Cost: 375 production Combat Type: armored Combat: 70 melee Range: none Movement: 5 Resources: oil Abilities: no defensive bonuses, can move after attacking Prerequisites: combined arms Obsolete: none Upgrade: modern armor INFORMATION ERA GIANT DEATH ROBOT Cost: 425 production Combat Type: armored Combat: 150 melee Range: none Movement: 5 Resources: uranium Abilities: can move after attacking, no defensive terrain bonuses Prerequisites: nuclear fusion Obsolete: none Upgrade: none JET FIGHTER Cost: 425 production Combat Type: fighter Combat: 75 ranged Range: 10 Movement: based Resources: aluminum Abilities: interception (100%), air sweep, air recon, +150% bonus versus bombers/helicopters Prerequisites: lasers Obsolete: none Upgrade: none MECHANIZED INFANTRY Cost: 375 production Combat Type: gunpowder Combat: 90 melee Range: none Movement: 3 Resources: none Abilities: none Prerequisites: mobile tactics Obsolete: none Upgrade: none

MISSILE CRUISER Cost: 425 production Combat Type: naval ranged Combat: 80 ranged, 100 ranged Range: 3 Movement: 7 Resources: none Abilities: interception (100%), may not melee attack, indirect fire, can carry 3 cargo, can see submarines, +100% attack versus submarines Prerequisites: robotics Obsolete: none Upgrade: none MODERN ARMOR Cost: 425 production Combat Type: armored Combat: 100 melee Range: none Movement: 5 Resources: aluminum Abilities: no defensive terrain bonuses, can move after attacking Prerequisites: lasers Obsolete: none Upgrade: giant death robot NUCLEAR SUBMARINE Cost: 425 production Combat Type: naval ranged Combat: 50 melee, 85 ranged Range: 3 Movement: 6 Resources: none Abilities: may not melee attack, is invisible (submarine), can see submarines, can carry 2 cargo, +100% bonus when attacking, may enter ice tiles Prerequisites: telecommunications Obsolete: none Upgrade: none STEALTH BOMBER Cost: 425 production Combat Type: bomber Combat: 85 ranged Range: 20 Movement: based Resources: aluminum Abilities: evasion (100%), air recon Prerequisites: stealth Obsolete: none Upgrade: none 09. PROMOTIONS SHARED PROMOTIONS Heal Instantly - no requirements, Heal this unit by 50 HP Cover 1 - requires Drill 1 or Shock 1 or Accuracy 1 or Barrage 1, +33% defense against ranged attacks Cover 2 - requires Cover 1, +33% defense against ranged attacks

Sentry - requires Drill 1 or Shock 1 or Targeting 1 or Bombardment 1, +33% defense against ranged attacks Formation 1 - requires Drill 2 or Shock 2 or Accuracy 2 or Barrage 2, +33% combat strength against mounted units Formation 2 - requires Formation 1, +33% combat strength against mounted units Siege - requires Drill 2 or Shock 2 or Accuracy 2 or Barrage 2, +50% combat strength cities March - requires Drill 3 or Shock 3 or Accuracy 2 or Barrage 2, unit will heal every turn MELEE PROMOTIONS Drill 1 - no requirements, +15% combat strength when fighting in rough terrain Drill 2 - requires Drill 1, +15% combat strength when fighting in rough terrain Drill 3 - requires Drill 2, +15% combat strength when fighting in rough terrain Shock 1 - no requirements, +15% combat strength when fighting in open terrain Shock 2 - requires Shock 1, +15% combat strength when fighting in open terrain Shock 3 - requires Shock 2, +15% combat strength when fighting in open terrain Amphibious - requires Drill 1 or Shock 1, eliminates combat penalty for attacking from the sea of over a river Medic 1 - requires Drill 1 or Shock 1 or Scouting 2 or Survivalism 2, all adjacent units are healed 5 HP per turn Medic 2 - requires Medic 1, all adjacent units are healed 5 HP per turn, this unit is healed 5 HP per turn outside friendly territory Ambush 1 - requires Drill 2 or Shock 2, +33% combat strength against armored units Ambush 2 - requires Ambush 1, +33% combat strength against armored units Charge - requires Drill 2 or Shock 2, +33% combat strength against wounded units Blitz - requires Drill 3 or Shock 3, 1 additional attack per turn Woodsman - requires Drill 3 or Shock 3, double movement through forests and jungle Repair - requires Drill 3 or Shock 3, unit will heal every turn RANGED PROMOTIONS Accuracy 1 - no requirements, +15% combat strength against units in open terrain Accuracy 2 - requires Accuracy 1, +15% combat strength against units in open terrain Accuracy 3 - requires Accuracy 2, +15% combat strength against units in open terrain Barrage 1 - no requirements, +15% combat strength against units in rough terrain Barrage 2 - requires Barrage 1, +15% combat strength against units in rough terrain Barrage 3 - requires Barrage 2, +15% combat strength against units in rough terrain Bombardment 1 - no requirements, +33% combat strength against land units

Bombardment 2 - requires Bombardment 1, +33% combat strength against land units Bombardment 3 - requires Bombardment 2, +33% combat strength against land units Volley - requires Accuracy 1 or Barrage 1, +50% combat strength against fortified units and cities Logistics - requires Accuracy 3 or Barrage 3 or Targeting 3 or Bombardment 3, 1 additional attack per turn Mobility - requires Accuracy 3 or Barrage 3 or Targeting 1 or Bombardment 1, +1 movement Range - requires Accuracy 3 or Barrage 3 or Targeting 2 or Bombardment 2, +1 range NAVAL PROMOTIONS Boarding Party 1 - no requirements, +15% combat strength against naval units Boarding Party 2 - requires Boarding Party 1, +15% combat strength against naval units Boarding Party 3 - requires Boarding Party 2, +15% combat strength against naval units Targeting 1 - no requirements, +15% combat strength against naval units Targeting 2 - requires Targeting 1, +15% combat strength against naval units Targeting 3 - requires Targeting 2, +15% combat strength against naval units Coastal Piracy 1 - no requirements, +20% combat strength against cities, steal gold equal to 33% of the damage inflicted on the city Coastal Piracy 2 - requires Coastal Piracy 1, +20% combat strength against cities, steal gold equal to 33% of the damage inflicted on the city Coastal Piracy 3 - requires Coastal Piracy 2, +20% combat strength against cities, steal gold equal to 33% of the damage inflicted on the city Supply - requires Targeting 2 or Bombardment 2 or Coastal Raider 2 or Boarding Party 2, may heal outside friendly territory SCOUTING PROMOTIONS Survivalism 1 - no requirements, +5 HP healed per turn outside friendly territory and +25% defense Survivalism 2 - requires Survivalism 1, +5 HP healed per turn outside friendly territory and +25% defense Survivalism 3 - requires Survivalism 2, unit will heal every turn and attempt to withdraw when attacked from melee Scouting 1 - no requirements, +1 visibility Scouting 2 - requires Scouting 1, +1 visibility Scouting 3 - requires Scouting 2, +1 movement AIR PROMOTIONS Mobility 1 - no requirements, +1 movement Mobility 2 - requires Mobility 1, +1 movement Dogfighting 1- no requirements, +33% combat strength when performing an air sweep

Dogfighting 2- requires Dogfighting 1, +33% combat strength when performing an air sweep Dogfighting 3- requires Dogfighting 2, +33% combat strength when performing an air sweep Interception 1- no requirements, +33% combat strength when intercepting enemy aircraft Interception 2- requires Interception 1, +33% combat strength when intercepting enemy aircraft Interception 3- requires Interception 2, +33% combat strength when intercepting enemy aircraft Siege 1- no requirements, +33% combat strength against cities Siege 2- requires Siege 1, +33% combat strength against cities Siege 3- requires Siege 2, +33% combat strength against cities Air Ambush 1 - requires Interception 1 or Dogfighting 1 or Siege 1 or Bombardment 1, +33% combat strength against armored units Air Ambush 2 - requires Air Ambush 1, +33% combat strength against armored units Range - requires Interception 1 or Dogfighting 1 or Siege 1 or Bombardment 1, +2 operational range Sortie - requires Interception 2 or Dogfighting 2, 1 extra interception per turn Air Repair - requires Interception 2 or Dogfighting 2 or Siege 2 or Bombardment 2, unit will heal every turn Evasion - requires Siege 2 or Bombardment 2, reduces damage from interception by 50% Logistics - requires Siege 2 or Bombardment 2 or Air Ambush 2 or Mobility 2, 1 additional attack per turn

EMPIRE MANAGEMENT Empire Management is a huge facet of Civilization 5, and learning how to do so correctly is one of the primary tests of skill that allows you to play at higher difficulties more effectively. Empire Management is a rather broad term though, as it governs not only how you run your empire, but the choices you make in regard to your civilization, social policies, religion, and wonders. Effective empire management allows all your choices to be complementary. There are two main choices to make even before you start your game, and those are: are you planning to win peacefully or by conquest, and do you want to build fewer larger cities or many smaller cities? Winning peacefully doesn't mean playing peacefully, however. If you plan to win peacefully but find an enemy AI settling cities close to your start position, it is usually a good choice to take them out early to give yourself breathing room and space to settle yourself. Large cities have high populations and are typically excellent at building wonders and units, while small cities generate science and gold more effectively. Even when choosing to have many small cities, you will still have a couple of large cities where you focus production, although to a lesser extent than choosing to make all your cities large cities. There are a total of five different empire management strategies, one for each combination of those two choices, as well as a fifth outlier that seems similar but behaves very differently from the rest. Tall and Wall: a peaceful empire that focuses on a few large cities. Tall and Wall is the easiest type of empire to manage, and is the best for producing wonders and units. It does suffer when producing science and gold, as though it will quickly build buildings that modify those resources, it has the slowest population growth. Sprawl and Wall: a peaceful empire that focuses on many small cities. Sprawl and Wall will quickly grow its population to meet its happiness, and produces science and gold very effectively. It certainly takes more effort to manage though, and depends on specializing cities to produce wonders and units. Tall and Maul: an aggressive empire that focuses on building a few large cities before warmongering. Tall and Maul shares many of the advantages of Tall and Wall, with little of the downside, as the initial cities you settle will grow to have high populations and excellent production for wonders and units. Where Tall and Wall suffers from slow population growth, Tall and Maul simple takes the populations along with the cities, meaning it also has excellent science and gold. The main drawback in this strategy is that it can by picky with which cities to keep and which to raze or sell, as it's usually only interested in keeping well placed cities. Sprawl and Maul: an aggressive empire that focuses on many small cities. Sprawl and Maul starts off similarly to Sprawl and Wall, where you quickly settle territory and then specialize a few for production. It can then start conquering cities, and it does this especially well. It is the most aggressive strategy, and will readily keep nearly any city is conquers, and keep settling where it find room. It suffers in production though, as even with a few specialized cities, unspecialized tall cities will exceed it. Insane City Sprawl: the outlier of the group, and by far the most reliant on micro-management. Insane City Sprawl (ICS) starts off similarly to Sprawl and Maul, but focuses on maximizing synergies and minimizing waste. It has the potential to far exceed any of the other strategies in generating resources such as science and gold. After you decide which strategy you are going to employ, then you must get into the nuts and bolts of it. It is very important to make choices that are synergetic to your empire, and those choices will include which civilization to play, which social policies to pick, and which religious beliefs to choose. There are more choices than for these specific strategies, as many civilizations, social policies, and religious beliefs can be good for any strategy. This article doesn't factor in unique units though, as every civ has them and they are all generally useful. Not to say that some arent better than others, but that is a decision for military strategy, not empire management. CIVLIZATIONS These civilizations provide excellent benefits all strategies can take advantage of, such as benefits to science or gold, or they provide different bonuses that all strategies can take advantage of. Arabia: Trade Caravans synergizes with all strategies except for Tall and Wall, while Bazaar particularly synergizes with Tall and Wall, and to a lesser extent, Sprawl and Wall.

Babylon: Ingenuity benefits science, which is something every civ needs. You may not run science specialists in every game, but that's a decision that's independent of how you manage your empire. Walls of Babylon might slightly skew Babylon to Tall and Wall, but defensive buildings in general are mediocre for human players. Denmark: at first glance, Demark seems to be strictly a militant civ. Viking Fury, however, works best when using it for quick strikes and proactive defenses. You can play peacefully and still engage in war, as long as you don't keep cities civs other than the one you're fighting generally won't mind very much, especially once the war is over. If the leading civ is sprawling around the world, using quick strike tactics to pillage and raze remote cities can be a good way to keep them in check without engaging in all out war. Of course, it's still a good militant ability for watery maps. Egypt: Monument Builders definitely favors the tall strategies, who will be building the most wonders. Burial Tomb is the opposite though, as it benefits sprawling. England: Sun Never Sets doesnt synergize with any strategy at all, but can be very nice depending on which map you play on. Ethiopia: Spirit of Adwa will only be taken advantage of with a Tall and Wall empire, but Stele synergizes with the rest. Greece: while those going for conquest arent trying to win diplomatically, they can still take advantage of citystates, and Hellenic League is excellent in that regard. Korea: Scholars of the Jade Hall benefits science, in two different ways. The bonus to specialists slightly favor sprawling empires, who can field more total specialists. The bonus from wonders built favors tall empires, who will be able to build more wonders. Persia: Achaemenid Legacy provides a bonus to golden ages, which peaceful strategies will have to most of since they usually have higher excess happiness, while the minor combat bonus during golden ages and Satrap's Court benefit sprawling empires instead. Russia: Siberian Riches provides two bonuses: the increase production from strategic resources benefits sprawling empires who want to only work the best tiles with their smaller populations, while the doubled resources benefits tall empires who may only have limited qualities in their territories. Krepost is similar but in a less useful way: sprawling empires won't build barracks in all their cities while tall empires will be able to push their culture borders easily anyways. Siam: Father Governs Children increases food from maritime city-states, something sprawling empires can take advantage of moreso, while the increase to faith and culture matters more to tall empires who are limited in how many buildings they can build to generate those resources. Wat provides a flat increase that favors sprawling empires, but the fact that it is a midgame building and would take awhile to build in small cities favors tall empires, making it a wash. SOCIAL POLICIES Most social policies obviously favor particular strategies over others. There are only a few that don't. Piety: this social policy tree has an even mix of policies that favor some strategies over others. The opener, organized religion, and the finisher favor sprawling empires. Mandate of heaven, theocracy, and reformation favor tall empires. Reformation provides equal benefits to all strategies. Patronage: city-states are useful for all strategies, although this obviously favors diplomatic victories. It makes for a good backup plan when warmongering if you come to a stalemate, though. Rationalism: much like patronage, most policies benefit all strategies equally. Unlike patronage, science is always useful no matter what your plans are, and this policy should always be picked up if piety is not. RELIGIOUS BELIEFS There are a lot of religious beliefs, from pantheon, founder, follower, and enhancer. There are far, far too many to go over them individually, but some general tenants hold. If the belief provides a flat bonus per city or per tile, it usually favors sprawling empires. If it provides a percentage increase or bonus based on population/followers,

it generally favors tall empires. A good example of this is to compared Church Property (+2 gold per city following religion) and Tithe (+1 gold for every four followers). In order for those two to be equal, a city would need to have 8 followers (not population, mind you), and would need 12 population for Tithe to exceed Church Property. The beliefs that dont favor any specific empire management strategy would be: faith healers, goddess of protection, sacred path, religious settlements, papal primacy, and defender of the faith. WONDERS Wonders can be a lot of fun to build, or very frustrating if you're competing with against other civs to see who finishes one first. Tall strategies will generally be able to build more wonders compared to sprawling strategies, but building key wonders can be important no matter how you develop your empire. The following wonders would be considered useful for both tall and sprawl. Circus Maximus: national wonders are usually difficult for sprawling empires to build, but since this one comes early when there are few cities, requires one of the most important buildings to be built for sprawling empires, and provides happiness, a crucial resource for sprawling empires, makes this an excellent nation wonder to build. Tall empires will of course be able to easily be able to build this, and will enjoy the happiness just the same. National College: much like Circus Maximus, this is an early national wonder that depends on a very important building to be built. Unlike the Circus though, this one is so powerful is can be worth delaying mass sprawling to get this one built. Tall empires will easily build it, usually right after building the Great Library. National Epic: tall empires will enjoy the benefit this provides, and sprawling empires won't have much difficulty being able to build it since it requires only monuments. Sprawling empires tend to focus their great person generation in only a few cities, magnifying the benefit of this. Oxford University: a free tech is always useful, which is good because while universities will be prioritized in sprawling empires, it can still take a lot longer than for tall empires to get them up in every city. The greater beakers gained from late game techs tends to even out the +3 base science this building provides if you build it early. The Great Library: this powerful wonder is much like Oxford University, but is available very early in the game, and can be worth bee-lining to build. Tall empires that open with tradition should be able to get this wonder regularly even at higher difficulties, although sprawling empires might have to skip it unless they play Egypt or get Monument to the Gods early. Building this to lead into Philosophy and then National College is a common early game strategy, although expansion must be slowed to do that.

Petra: this wonder usually isn't built quickly, and you can factor it while placing cities. An otherwise rubbish desert location with just a few useful resources like iron or copper can definitely enjoy this wonder. For Tall, it just means an otherwise lackluster area can be worth building a city on, while for sprawling, this wonder is only worth building if you want that city to be one of your core production cities. It is quite nice when there are a lot of desert hills as well. Notre Dame: the faith is great for tall, the happiness is great for sprawl. Taj Mahal: a free golden age and some extra happiness is very, very useful. Better when combined with Chichen Itza, although sprawling empires probably won't find that worth building since golden ages are harder to come by. They will get more mileage out of the happiness, though. Statue of Liberty: taking advantage of specialists can be a very important aspect of the game, and the extra production can work wonders for both tall and sprawl empires. VICTORY CONDITIONS Before I go into the specifics for each empire strategy, I'd like to speak about how the different victory conditions can change your empire. I'm not including conquest/domination victories here, as they change the strategies so much to require their own section. This section isn't really very in depth as it could be, but really

just to attempts to relate how your choices of a victory condition change your other choices to how you run your empire. CULTURAL Cultural victories primarily focus on two things: artist specialists and wonders. The basic culture buildings will never generate enough culture quickly enough to win. Tall and Wall has an easier time with culture, although Sprawl and Wall can do it as well, they just have to focus on getting as many artists working as possible. Farms are very important to support the large specialist population, and focusing on building Cathedrals in your cities with faith is very important when sprawling. Piety is very important to fill, which means skipping Rationalism. For tall the final policy should be Freedom of course, while sprawl might still prefer Order. Being able to purchase great engineers with faith allows sprawling empires to quickly finish wonders soon after unlocking them. While nothing else in the tree specifically benefits culture, the general bonuses per city can help you emphasize culture otherwise, as well as support your economy and protect your borders. Because culture in sprawling takes longer to accumulate, you have a higher chance to need to play aggressively near the end of the game to prevent another civ from winning peacefully. Puppet cities are only modestly helpful for a cultural victory, as while they don't increase the culture cap, they don't emphasize culture and won't invest in artist specialists. DIPLOMATIC Diplomatic victories really only need one thing: gold. How you generate gold usually would be trade posts, but merchant specialists are another way to go, especially for tall empires. Unlike the other peaceful strategies, diplomatic victories require more presence in world politics. City-states must be defended against large civs trying to attack them, so a non-defensive military presence is important, especially a highly mobile one. Patronage is very important for diplomatic victories, but any of the other ones are fine to compliment it. Commerce does have more synergy than others since gold is so important, but is really only worth filling out on a watery map, especially for tall. Diplomatic is a good fallback for an aggressive empire who comes to a standstill, as long as you left those city-states alone when you went on the warpath. SCIENTIFIC Scientific victories require the least investment of all the victories, as science is already very important for all empires. You will need a few production cities to build the parts, but the only empire that might have trouble with that is ICS. It is the fallback victory condition if you go to war with both civs and city-states, and reach a stalemate near the end of the game. The only social policy that really matters is Rationalism, but even that doesn't matter if you can maintain the tech lead. Since Piety will usually be skipped, faith isn't as important, especially for tall empires who will have the weakest faith generation. TALL AND WALL Tall and Wall settles only a few cities over the course of the entire game, mostly in the early phases. It takes advantage of the free buildings provided by tradition to the first four cities founded. lt is able to build nearly every building desirable in their cities, and almost all cities will have the production to build wonders. The populations will be very large, and the culture borders will extend very far. It benefits from percentage increases to resources the most, as it has the highest populations per city and thus the highest base resources being generated. Since the empire is small, the army needed to defend it is small as well, so there is little emphasis on building military buildings or units, giving this strategy even more time to build wonders. Tall and Wall is typically the only strategy to actually build defensive buildings such as walls and castled in all its cities. This empire usually maintains the best relations with other civs, and will get the best trading opportunities. It is also the easiest to defend because the power is so centralized. Playing a one city challenge would also fall under this category, and tends to be the most extreme form of Tall and Wall. Since this is a peaceful strategy, the type of victory will be either cultural, science, or diplomatic. CIVILIZATIONS The best civilizations for Tall and Wall are those that support small, centralized empires. India: There is no civ more focused on Tall and Wall than India. Population Growth is fantastic for growing your population, while Mughal Fort would only ever be built in this strategy. Netherlands: Dutch East India Company makes your already good trade deals even better, when you can trade what few luxuries you have for luxuries you don't have, and come out better for it. Polder is basically a better farm, which you will want a lot of to boost population growth.

Sweden: Nobel Prize requires having declarations of friendship to have any effect, which can be difficult if not impossible with aggressive strategies. The extra influence to city-states really helps diplomatic victories. SOCIAL POLICIES For Tall and Wall, the choices for social policies is rather simple. In addition to the general ones listed above, the Tradition and Freedom policy trees are the best choices. Honor and Autocracy usually arent worth investing in, as you simply won't get into that much combat with this strategy. Most of the bonuses for Liberty, Commerce, and Order scale per city, which makes them poor choices when you only have so few cities in total. RELIGIOUS BELIEFS Faith is something that can be difficult for Tall and Wall to accumulate. Since there's no late game faith buildings, you are forced to build wonders that generate faith to accumulate it quickly. Also due to the mechanics of how faith spreads, you will heavily rely on missionaries and great prophets to spread it. Dance of the Aurora, Desert Folklore, Goddess of Festivals, One with Nature, Religious Idols, Stone Circles, Divine Inspiration, Monasteries, and Reliquary: Sprawling empires typically only want to work the best tiles, and half of these beliefs boost rather poor tiles. The other half boost rather rare tiles, which can be plentiful in small groups but rare overall. These are all heavily dependent on your start, of course, but you can usually pick up one of them. Boosts to faith are much more useful for tall empires since it is much more difficult to accumulate. Fertility Rites and Swords into Plowshares: maximizing population growth is very important for Tall and Wall, and you will try to keep on good terms with other civs. Monument to the Gods: this strategy will build the most wonders of all of them, and this belief helps you pick up some of the less important but still useful ones. Interfaith Dialogue, Holy Order, Messiah, and Missionary Zeal: since you have so few cities and thus spread religion passively very slowly, bonuses to missionaries and great prophets are extremely useful. Tithe: since this belief scales per follower, compared to Church Property which scales per city, it is a better means to generate gold for a tall empire. Peace Loving, Pilgrimage, and World Church: only peaceful strategies can take advantage of beliefs that depend on foreign cities. WONDERS Tall and Wall is definitely the best strategy for wonder spamming, especially when going for a cultural victory. Having multiple high-production, high-population cities coupled with bonuses to wonder production results in nearly any wonder being worth building. High difficulties will demand choices though, although still allows wonder spamming in some fashion. All national wonders would be considered good wonders to build in this strategy, and the following world wonders would be considered best of the many choices. Temple of Artemis: wonders in the early areas tend to be very competitive to complete, as you don't have enough time to solidify a tech lead in order to gain access to them first. Of the wonders recommended here, this would be the lowest priority, but still very valuable to tall and wall. The extra growth is excellent, as is the bonus production for ranged units - the best defending units in the game. Stonehenge: if you want to found a religion while playing tall, this wonder is how you do it. Since you won't be building very many shrines or temples, generating faith relies primarily on wonders for empires with only a few cities. This is the first and most direct means of doing so, and is well worth bee-lining to as a starting strategy. It does mean giving up the Great Library, but that can be a worthwhile trade. The Hanging Gardens: the bonus food is amazing this early in the game, and is still greater than what a hospital provides. Definitely an amazing wonder for a one-city challenge, it is still very good for a more typical tall and wall emipre. The Colossus: when combined with the opener for Commerce social policy and built in the capital, this may be your entire solution to gold when going tall and wall. With a lighthouse built, the only tiles that beat this in food

and gold production are riverside farms or trade posts. Sprawling will generally get much less mileage out of this, since they rely on their many trade post cities to generate gold, and prefer to focus the capital on production. Great Mosque of Djenne: considering the heavy reliance on missionaries for tall empires to spread their religion, this wonder is almost mandatory if you plan to convert the world. The Hagia Sophia: any wonder which provides a decent amount of faith is usually worth building when going tall and focusing on religion, and this one provides quite a lot. Assuming you've already enhanced your religion, the holy site combined with the base faith results in an amazing +9 faith from just one wonder! Chichen Itza: Tall and Wall usually has more excess happiness than it knows what to do with, which results in frequent golden ages. Increases the length by 50% makes this an excellent wonder with good timing. The Porcelain Tower: the free great scientist is good, but the bonus to research agreements is better. Only a peaceful empire will be able to take full advantage of this wonder. SPRAWL AND WALL Sprawl and Wall settles many cities through the game, first clustered near the starting position, but eventually branching out into remote sections of the world. If the land has a few resources and/or some workable terrain, it's worth settling a city there. This strategy attempts to play peacefully, although it is more difficult than Tall and Wall, as many civs find land grabs threatening. It's key to maintaining good relations with civs to not grab land near their borders, or you'll end up in constant war for the rest of the game if you do. Sprawl and Wall uses bonuses that provide per city bonuses, such as those in Liberty. It's important to have a few production specialized cities, most likely the capital, where you emphasis farms and population growth along with mines and mills. The other cities are allowed to grow slowly, and are mostly filled with trading posts. Wonders can still be useful in Sprawl and Wall, and you'll build more of them than in Sprawl and Maul since you arent building such an extensive military. Even the tall cities won't be as tall as those in true Tall and Wall cities though, since you will lack much of the growth modifiers. Since this is a peaceful strategy, the type of victory will be either cultural, science, or diplomatic. CIVILIZATIONS The best civilizations for Sprawl and Wall are those that support large, dispersed empires. Austria: Diplomatic Marriage is one of the best ways to expand peacefully even when there's no more room to do so. You don't take a diplomatic hit as you would for taking out a city-state either. You should still be cautious about taking a city-state that borders a civ, as they will incur clashing borders and build resentment. Coffee House is icing on the cake, although typically will only really benefit your production specialized cities. Carthage: Phoenician Heritage is very powerful in watery maps, less so for continents, and only moderately useful for pangea. It is still excellent regardless, as it lets you set up trade route income instantly as well as removing maintenance to support it. Celts: the faith per forest from Druidic Lore is nice at first, allowing you to quickly set up a religion without even building a shrine. Its usefulness wanes as time passes though, but Ceilidh Hall is exceptional for a sprawling empire, as happiness can be a real issue when you still have room to expand. China: Art of War won't get much use in a peaceful game, but Paper Maker is great. Gold can be a real issue early in the game, especially before you research trade posts. With China, that's not much of a problem. France: Ancien Regime is a really fantastic early in the game, and you can completely ignore culture buildings until you have finished your initial setup phase. It's better in pangea type maps where steam power is less important. Inca: Great Andean Road will save you a lot of gold in maintenance, and allows you to move between cities much easier with workers. Terrace Farm will rarely be built, but when it is it can be ridiculous in its effectiveness. With the Inca, the number of locations you can drop a city that can support itself is certainly higher than for most civs.

Iroquois: The Great Warpath will save you a lot of time building roads, as well as maintenance to support a trade network. Longhouse ensures your production cities will really be producing a lot while still having the food to support population growth. Maya: The Long Court is nice, but the synergy comes from Pyramid, which will ensure every city will be producing a lot of faith and science almost immediately. Polynesia: being able to explore and settle remote islands immediately can be very powerful when playing a sprawling empire, as it allows you to sprawl even if you're closed off by neighbors on land. Make sure not to overextend though, as those remote cities will need defending. Moai is decent for a cultural victory, as it provides 1/3 of an artist specialist which can feed itself. Rome: The Glory of Rome, despite being a percentage increase, is actually more suited for a sprawling empire than a tall one. The reason being is that by specializing your capital for production, you ensure it builds buildings quickly which then allows all the trade post cities to gain the benefit from it. Songhai: River Warlord isn't much for this type empire, although the extra gold from barbarian huts can be nice at times. Instead, it is Mud Pyramid Mosque that is useful, providing a maintenance and free culture from an early game building. Spain: Seven Cities of Gold is marginal but can be useful if you get lucky. Sprawling empires typically put more effort into exploration, and some of the bonuses provided by natural wonders can be very useful. Conquistador is also perfect for this kind of empire though, as it functions as a settler and scout combined with a knight to quickly explore new territory and settle cities without needing an escort. Sweden: Nobel Prize requires having declarations of friendship to have any effect, which can be difficult if not impossible with aggressive strategies. The extra influence to city-states really helps diplomatic victories. SOCIAL POLICIES For Sprawl and Wall, the choice for social policies is rather simple, much like with Tall and Wall. Since you have a sprawling empire, you'll want to pick up Liberty and Order, as they both provide excellent bonuses for this play style. Honor and Autocracy arent worth it if you're playing peacefully, and the general ones are good choices as well. Sprawl and Wall does have an additional choice in Commerce, which plays well with a trade post empire, and even more so if you have a lot of coastal cities. RELIGIOUS BELIEFS Compared to Tall and Wall, this strategy has a much easier time developing faith through shrines and temples, especially with Organized Religion. It is also much easier to passively spread religion, so missionaries and great prophets arent as important. Instead, the focus on beliefs should center on increasing the returns per city. The free great person from liberty is also a great way to found a religion, and can be well worth it if you want to get your religion up and running quickly. Ancestor Worship, God of Craftsmen, Goddess of Love, Messenger of the Gods, Sacred Waters, Ceremonial Burial, Church Property, Initiation Rites, Asceticism, Choral Music, Feed the World, Guruship, Liturgical Drama, and Religious Center: these beliefs all scale per city, and are a great way to increase your returns without having to worry about tiles. God of the Open Sky, God of the Sea, Goddess of the Hunt, One With Nature, and Oral Tradition: these beliefs all scale per tile, and they are all common tiles to be working. Since the population per city is generally low, you will only want them to work the best tiles, and these beliefs make the best tiles even better. Peace Loving and World Church: only peaceful strategies can take advantage of beliefs that depend on foreign cities. Itinerant Preachers, Religious Texts, and Religious Unity: these beliefs all enhance your passive religion spreading, allowing you to not even bother with missionaries except for remote cities. Religious Texts is the best of the three, especially after Printing Press. Cathedrals, Mosques, and Pagodas: these buildings are excellent for a sprawling empire, as they help to create a snowball effect with faith. Say you have ten cities, each with a shrine and temple as well as Organized

Religion. That right there is +5 faith per city, and adding just one of these adds another +2 or +3. You're looking at +70 or +80 faith per turn without even building a single wonder! WONDERS Sprawl and Wall won't be building nearly as many wonder as Tall and Wall, although it will probably build as many as Tall and Maul - but completely different ones. Only one or two cities will probably have to production to build wonders, although all you really need is a high-production capital and either marble or Monument to the Gods to be competitive. This strategy will eventually be able to build all the nation wonders, although it may take much longer than usual to do so. Machu Pichu: trade routes are a major source of income for any sprawling empires, and increasing it by such a large amount can be a large increase to gold generated per turn. The Forbidden Palace: considering you are playing peaceful, all your cities will be considered non-occupied. Happiness can be a major issue for any sprawling empire, so wonders that address it specifically are usually worth investing in. The Porcelain Tower: the free great scientist is good, but the bonus to research agreements is better. Only a peaceful empire will be able to take full advantage of this wonder. Big Ben: considering that production is usually low but gold income is usually high, the wonder meshes perfectly with a sprawling empire. Eiffel Tower: more happiness is always welcomed, even if you're not going for a cultural victory. Neuschwanstein: surprised to see this here? Castles aren't that difficult to build once your expansion period slows down and you start building up populations. Bonuses per city this high is very powerful. CN Tower: the extra population and happiness will be a major boost when you control a dozen or two cities, and the free broadcast towers are useful even if you're not going for culture. TALL AND MAUL Tall and Maul starts off like Tall and Wall, settling a few cities and developing the population and infrastructure. Tall and Wall uses this time to build wonders, while Tall and Maul is preparing for war. It may still build a few key wonders, and will be better at it than the sprawling empires, but it's main focus is on the troops. This type of conquest focuses on building a strong base to continuously churn out units in war time. Since the number of cities is smaller, it will have to go through periods of peace to continue developing the infrastructure as techs are unlocked. When conquering cities, it's important to only keep the good ones - capitals and any city placed in good terrain with resources. Small cities that can't support themselves are just a drain on the resources, and not worth keeping around - raze or sell and move on. The cities that are captures can either be turned into trade post cities to generate gold for the massive armies, or developed into true tall cities by building their population and production. City-states are usually let alone or allied, as other than a luxury resource or two, they are pretty often in crappy terrain. Generally, Tall and Maul will need much more trade post cities than production cities, as it doesn't have the high free unit maintenance that sprawling empires do, although the maintenance for buildings and roads will be much less of a problem. It will never be as wealthy, although the science and population will be comparable once you start warmongering. The production will always be better in this empire, and wonders and units are much easier to build from scratch. CIVILIZATIONS The best civilizations for Tall and Maul are those that support aggressive, centralized empires. Aztec: Sacrificial Captives can be a lot fun, and plays perfectly for warmongering. Floating Gardens is also good for this strategy, as rivers make great places to settle cities anyways, and the AI favors them as well. China: Art of War is great for aggressive play, although you won't get much use out of the Paper Makers compared to a sprawling empire. Germany: Furor Tuetonicus is at its strongest in this kind of empire, as unit maintenance is highest here. The free units are just icing on the cake.

Inca: unlike sprawling empires, the gold saved from maintenance isn't the real value here - it's the ability to move troops through hills quickly, maintaining defensive positions while moving through enemy terrain. Terrace Farm is nice but will very rarely be built, although it works well with high population cities and observatories. India: despite being perfect for Tall and Wall, India does reasonably well with this kind of strategy. When playing India aggressively, it's even more important than usual to not keep weak and pathetic cities, as the drain will be higher thanks to Population Growth. Mughal Fort can be completely ignored, but it's not like it was very important for Tall and Wall either. Japan: Bushido is all about fighting. Not much more to say than that. Ottomans: for a continent map Barbary Corsairs is good, for anything with more water it is awesome. Much like with Germany, unit maintenance will be a large drain on the coffers. Rome: The Glory of Rome won't be much of a factor in the initial cities you settle yourself, but will allow the cities you conquer to quickly build the infrastructure you desire. SOCIAL POLICIES For Tall and Maul, the choice of social policies depends on whether you want to focus on your empire or your military more. The first choice is either Tradition or Honor, although I would suggest Tradition to help you quickly develop your cities, since you generally delay warmongering until you've got a strong group of core cities. Piety, Patronage, and Rationalism are all fine choices. Commerce can be useful on watery maps, but most of it just isn't synergetic enough to justify investing it. The final choice will be either Autocracy, Freedom, or Order. Freedom has several weak policies, such as Universal Suffrage and Constitution, while Order's bonuses might not be much since the total number of cities you control won't be terribly high. Planned Economy is definitely the best policy in Order, although it might not be worth investing in other policies just for it. My suggestion: Autocracy, and have fun with it! RELIGIOUS BELIEFS Tall and Maul will have trouble building faith early in the game, unless you go for a faith wonder. The number of cities will be low, and since they are spread out, you will need missionaries and great prophets to spread religion. Basically, this strategy uses the same beliefs as Tall and Wall, with a few key differences. Dance of the Aurora, Desert Folklore, Goddess of Festivals, One with Nature, Religious Idols, Stone Circles, Divine Inspiration, Monasteries, and Reliquary: Much like for Tall and Wall, boosts to faith are much more useful for tall empires since it is much more difficult to accumulate compared to sprawling empires. Fertility Rites: maximizing population growth is very important for Tall and Maul. Monument to the Gods: this strategy may build a decent number of wonders, especially in the early game before mass conquest commences. Interfaith Dialogue, Holy Order, Messiah, and Missionary Zeal: since you have few cities which are fairly spread out, and passive religion spreading is very slow, bonuses to missionaries and great prophets are extremely useful. Tithe: since this belief scales per follower, compared to Church Property which scales per city, it is a better means to generate gold for a tall empire. Just War: well this is always fun. Spread your religion via missionaries, then declare war and reap a sweet combat bonus. WONDERS Tall and Maul has two main reasons to go tall before conquest: high production for units and for wonders. It may not be a bad strategy to delay mass conquest until you build a few critical wonders to take advantage of. Of course, you still retain the ability to build wonders later in the game, but by then you should be focusing more on units to continue your conquest than wonders. National Wonders will be easy to build, especially the ones that come early before you begin your major conquest efforts.

Temple of Artemis: wonders in the early areas tend to be very competitive to complete, as you don't have enough time to solidify a tech lead in order to gain access to them first. Of the wonders recommended here, this would be the lowest priority, but still very valuable to tall and maul. The extra growth is excellent, as is the bonus production for ranged units - excellent for both offense and defense. Stonehenge: if you want to found a religion while playing tall, this wonder is how you do it. While you will eventually be able to build many shrines and temples, your early game will most likely mimic tall and wall in faith generation. This is the first and most direct means of doing so, and is well worth bee-lining to as a starting strategy. It does mean giving up the Great Library, but that can be a worthwhile trade. Statue of Zeus: this wonder allows taking down cities to be an easier process, although clearing out enemy units is usually the greater burden. This works very well the archer units since the bonus is additive, not multiplicative, with the bonus siege units get against cities. Great Mosque of Djenne: considering the heavy reliance on missionaries for tall empires to spread their religion, this wonder is almost mandatory if you plan to convert the world. The Hagia Sophia: any wonder which provides a decent amount of faith is usually worth building when going tall and focusing on religion, and this one provides quite a lot. Assuming you've already enhanced your religion, the holy site combined with the base faith results in an amazing +9 faith from just one wonder! Alhambra: the culture is nice, as is the castle. The real bonus is the free promotion, which is especially useful in your main unit production city. If you have a period of peace during the time this is unlocked, it can be well worth building. Brandenburg Gate: this wonder is much like the Alhambra, but more flexible as it gives all units their first promotion free. Stacking it's effects with the Alhambra, the Heroic Epic, and the regular barrack-type buildings can result in some seriously high-level troops being produced. Pentagon: large armies and fewer cities can result in high unit maintenance, and upgrading them all can be a serious problem for your pocketbook. While this wonder is powerful, it comes very late for the effect, so only consider building it if it looks like it will take you all the way to the Information Era to win the game. SPRAWL AND MAUL Sprawl and Maul starts off like Sprawl and Wall, quickly building settlers and claiming the surrounding terrain. Depending on how close your neighbors are, this phase can end very quickly. The next step is to quickly build a passable military, usually relying on a tech advantage or unique unit to give the power to begin conquest. Unlocking swordsman, catapults, or horsemen will usually quickly usher in this second phase. The third, and most likely final phase, is a continuous series of aggressive campaigns. Moreso than tall and maul, sprawl and maul has the ability to continuously put pressure on enemy civs. Tall and maul relies on several high-production cities, which means it usually must go through periods of light warfare to build infrastructure after researching several techs. Sprawl and maul usually only has one core production city - the capital - at least early in the game, but is less reliant on it overall. Sprawling empires have two main advantages over tall ones: higher population leads to higher science, and more gold generated from non-core cities, mostly thanks to that higher population. The higher city count reduces total unit maintenance (although this is partially countered by higher building maintenance) coupled with the greater income from trade routes and trade posts means gold purchases are far more relevant. It is still a good idea to designate a few high-production, high-population cities for wonders and unit production. CIVILIZATIONS The best civilizations for Sprawl and Maul are those that support aggressive, dispersed empires. America: Manifest Destiny has two parts - increasing sight for land units, which can be useful at times, especially for siege units, but not very strong overall. The second part cuts the gold cost of buying tiles in half, which can save you a lot of gold when building a sprawling empire, as it lets you focus on what sprawling empires do best (generate gold) and downplay what they do worst (generate culture, especially if not puppets). Neither half of Manifest Destiny are very strong, but if you manage an empire than can take advantage of both of them, then America can actually be an excellent choice.

Carthage: Phoenician Heritage is very powerful in watery maps, less so for continents, and only moderately useful for pangea. It is still excellent regardless, as it lets you set up trade route income instantly as well as removing maintenance to support it. Being able to move units through mountains allows you penetrate defensive terrain easily and makes taking enemy cities easier. Celts: the faith per forest from Druidic Lore is nice at first, allowing you to quickly set up a religion without even building a shrine. Its usefulness wanes as time passes though, but Ceilidh Hall is exceptional for a sprawling empire, as happiness can be a real issue when you still have room to expand. It is a midgame building though, and may take awhile for puppets to build. This is a shame since it is a cultural building. China: Art of War won't is a powerful military ability, while Paper Maker can be powerful for sprawling empires. Gold can be a real issue early in the game, especially before you research trade posts. China is very well suited for this kind of empire. France: Ancien Regime is a really fantastic early in the game, and has strong synergy with puppets, giving you a strong backup plan to win cultural if domination becomes a stalemate. It's better in pangea type maps where steam power is less important. Germany: Furor Tuetonicus is strong in any empire with fields a large army, although a sprawling empire can handle a large army easier than a tall one due to how unit maintenance is calculated. Huns: Scourge of God is unique suited for this kind of empire. Starting with Animal Husbandry allows you to quickly enter the warmongering phase, while the extra production to pastures is excellent for sprawling cities who only want to work the best tiles anyways. Inca: Great Andean Road will save you a lot of gold in maintenance, and allows your military units to maneuver through enemy terrain easier as well as maintain stronger defensive positions. With the Inca, the number of locations you can drop a city that can support itself is certainly higher than for most civs. Iroquois: The Great Warpath will save you a lot of time building roads, as well as maintenance to support a trade network. Longhouse ensures your production cities will really be producing a lot while still having the food to support population growth. Japan: Bushido is all about fighting. Not much more to say than that. Maya: The Long Court is nice, but the synergy comes from Pyramid, which will ensure every city will be producing a lot of faith and science almost immediately. Mongolia: the main benefit of Mongal Terror is the boon to mounted movement speed, but Sprawl and Maul can handedly take advantage of the bonus when attacking city-states, who usually have the highest defense cities as well a large number of units protecting it nearby. Ottomans: for a continent map Barbary Corsairs is good, for anything with more water it is awesome. Much like with Germany, unit maintenance is a large cost, although not as much of a bother as for tall empires. Rome: Much like Sprawl and Wall, your capital will be a major production city, while the majority of your other cities will have low production and focus on trade posts. The Glory of Rome will ensure any cities you from conquest will be productive that much quicker. Songhai: River Warlord can be very nice when playing aggresivly, although it still a small boon. It does become much better on aquatic maps. The Mud Pyramid Mosque also has great synergy, providing a maintenance free and extra culture from an early game building. SOCIAL POLICIES For Sprawl and Maul, the choice for social policies is complex, depending on whether you want to focus more on the militant or economic aspects of your empire. The first choice is Liberty versus Honor, and this decision is best made in regard to how much room you have for peaceful expansion. If you don't have any neighbors nearby, Liberty will let you expand quickly and efficiently, as well as give you a free great person (most likely to found a religion). If you find your neighbors to be nearby or sprawling themselves, going Honor and immediately building an army of warriors and archers is a workable strategy. Commerce is another policy that can be useful,

but usually only if you're on a watery map. The final choice will be Order versus Autocracy. If you find managing your empire easy at this late point in the game (perhaps by spreading a religion with good bonuses), choosing to improve your military might be the better choice. Going into Order will make managing your empire easier, as well as increase your science to help out tech your enemies. RELIGIOUS BELIEFS Much like Sprawl and Wall, spreading religion will be easy with many close cities, although you will have to invest in inquisitors for the cities you take over, especially the capitals. Otherwise, faith is easy to generate and the focus on beliefs should center on increasing the returns per city. The free great person from liberty is also a great way to found a religion, and can be well worth it if you want to get your religion up and running quickly. Ancestor Worship, God of Craftsmen, Goddess of Love, Messenger of the Gods, Sacred Waters, Ceremonial Burial, Church Property, Initiation Rites, Asceticism, Choral Music, Feed the World, Guruship, Liturgical Drama, and Religious Center: these beliefs all scale per city, and are a great way to increase your returns without having to worry about tiles. God of the Open Sky, God of the Sea, Goddess of the Hunt, One With Nature, and Oral Tradition: these beliefs all scale per tile, and they are all common tiles to be working. Since the population per city is generally low, you will only want them to work the best tiles, and these beliefs make the best tiles even better. Itinerant Preachers, Religious Texts, and Religious Unity: these beliefs all enhance your passive religion spreading, allowing you to not even bother with missionaries except for remote cities. Religious Texts is the best of the three, especially after Printing Press. Cathedrals, Mosques, and Pagodas: these buildings are excellent for a sprawling empire, as they help to create a snowball effect with faith. Say you have ten cities, each with a shrine and temple as well as Organized Religion. That right there is +5 faith per city, and adding just one of these adds another +2 or +3. You're looking at +70 or +80 faith per turn without even building a single wonder! Holy Warriors: Sprawl and Maul doesn't have the production that Tall and Maul does to create units, especially early in the game. Usually, this lack of production is compensated with the increased gold generation buy purchasing units with gold. This belief adds another facet to this dynamic: using faith to buy units, which is another resource sprawling empires are excellent at generating. WONDERS Of all the main empire strategies, Sprawl and Maul will have the most difficulty building wonders, as your production cities will focus on units as well. Of course, you will be take wonders over through conquest, but that's not really something you can plan out ahead of time. This strategy will most likely never be able to build all the nation wonders, or at least not the later ones. Statue of Zeus: this wonder allows taking down cities to be an easier process, although clearing out enemy units is usually the greater burden. This works very well the archer units since the bonus is additive, not multiplicative, with the bonus siege units get against cities. Machu Pichu: trade routes are a major source of income for any sprawling empires, and increasing it by such a large amount can be a large increase to gold generated per turn. Alhambra: the culture is nice, as is the castle. The real bonus is the free promotion, which is especially useful in your main unit production city. If you have a period of peace during the time this is unlocked, it can be well worth building. Brandenburg Gate: this wonder is much like the Alhambra, but more flexible as it gives all units their first promotion free. Stacking it's effects with the Alhambra, the Heroic Epic, and the regular barrack-type buildings can result in some seriously high-level troops being produced. Big Ben: considering that production is usually low but gold income is usually high, the wonder meshes perfectly with a sprawling empire. Eiffel Tower: more happiness is always welcomed, even if you're not going for a cultural victory. Probably only worth investing in with a puppet empire, as otherwise you just won't have enough social policies.

CN Tower: the extra population and happiness will be a major boost when you control a dozen or two cities, and the free broadcast towers are useful even if you're not going for culture, especially for puppet empires. INSANE CITY SPRAWL Insane City Sprawl (ICS) is a heavily micro-management empire that requires a lot of effort, but can provide excellent gains in return. It is essentially a specialized version of Sprawl and Maul, that focuses on min/maxing every aspect of the empire. Unlike Sprawl and Maul, you don't just settle cities in decent locations, you settle them everywhere. For example, let's say you explore your nearby area after starting the game. With traditional Sprawl and Maul, you'd pick the best spots to settle now and a few more that might be good if a resource is revealed there. With ICS, you analyze the maximum possible cities you can fit in that area, even if several are in otherwise terrible locations. While resources and good tiles are important, maximizing synergies is even moreso. ICS requires capping population to continue expansion, and must micromanage each one to maximize efficiency. Initially, each city placed should be placed three tiles away and with the populations capped at three as well. This causes the trade route income to balance out the road maintenance. Once you get a few happiness bonuses (coliseums, religion, etcetera) you can slowly increase the population for all cities, although you won't be able to get to six population or higher until you can build theatres. Of course, you will still want one or two highproduction cities to build wonders and units. Because of the need to heavily micromanage all your cities, you will never maintain a puppet empire. It may even be worthwhile to raze and resettle the area. CIVILIZATIONS The best civilizations for ICS are those that maximize efficiency per city. Carthage: Phoenician Heritage is perfect for ICS on watery maps, as trade route maintenance will be one of your biggest expenses. The ability to penetrate mountains is just an added bonus. Celts: ICS is limited by happiness like no other strategy, so any civ that provides happiness on a unique building will work well with ICS. It is unfortunate that the building is a rather low priority one otherwise. China: One of the best civs for ICS, as you need military strength to continue expansion, and libraries are typically the first building built in any new city. France: Ancien Regime is another ICS friendly civs, allowing to you quickly gain social policies, especially since you won't be maintaining puppets. Huns: Even moreso than Sprawl and Maul, Scourge of God works very well in ICS, for much the same reasons. ICS though will want to raze and resettle sometimes, and halving the time it takes to do that can pay dividends in how much total gold and science you generate per turn. Inca: Great Andean Road will save you a lot of gold in maintenance, and allows your military units to maneuver through enemy terrain easier as well as maintain stronger defensive positions. Terrance Farms may be the only source of food in some city locations, which lets the Inca ICS in certain terrain much easier. Iroquois: The Great Warpath will save you a lot of time building roads, as well as maintenance to support a trade network. Longhouse ensures your production cities will really be producing a lot while still having the food to support population growth. Maya: The Long Court is nice, but the synergy comes from Pyramid, which will ensure every city will be producing a lot of faith and science almost immediately. When a city only has three population and a library, adding +2 science will increase total science generated by about a third! Mongolia: the main benefit of Mongal Terror is the boon to mounted movement speed, but ICS will definitely be taking city-states to maximize city placement. Ottomans: for a continent map Barbary Corsairs is good, for anything with more water it is awesome. Unit maintenance isn't really as much of a problem for ICS as other strategies though. Rome: For the same reasons as Sprawl and Maul, Rome will increase your production in the cities that need it most.

Songhai: River Warlord can be very nice when playing aggressively, although it still a small boon. It does become much better on aquatic maps. The Mud Pyramid Mosque also has great synergy, allowing you to gain social policies quickly. SOCIAL POLICIES For ICS, the choice for social policies is actually much simpler than for Sprawl and Maul. Because the focus is to maximize synergies with having many small cities, starting with Liberty and ending with Order are really the best choices overall. Honor can be picked up after Liberty to complement it, but Commerce should be given priority over it, as the synergies it provides overwhelm those in Honor. For example, Sprawl and Maul may have the time and resources to build walls for extra happiness, but ICS never will. ICS is the most focused on generating resources from cities, such as faith, gold, and science, and should choose social policies to maximize that focus. It will also have the most difficulty generating culture, considering it will have an overwhelming number of cities and no desire to puppet them. More than any other strategy, cherry picking specific policies from trees instead of taking a few weak ones to fill it out can be a good choice. Liberty and Order are both worth completely filling out. The only really good policies in Honor for ICS are Discipline and Military Tradition; for Piety that would be Organized Religion and Theocracy; Commerce is worth filling out on a watery map, otherwise only the right side is worth investing in. Rationalism can be difficult to take advantage of, as you may struggle with happiness, and find your cities taking a very long time to build any science buildings. Secularism and Free Thought are the best policies in the tree. Scientific Revolution is pretty much worthless, as that far in the game you most likely won't have a single friend after all the warmongering. RELIGIOUS BELIEFS ICS has the easiest time generating faith and spreading religion compared to any other strategy. It may struggle initially to found a religion, which is what makes the free great person from liberty so valuable in ICS. While in any other strategy, I'd say you could safely ignore religion and still win the game, ICS really depends on certain beliefs. The beliefs here are similar for Sprawl and Maul, although there are a few key differences. Beliefs that enhance certain tiles are generally not useful, since you may have a single tile in range of multiple cities, and only one can work it. God of Craftsmen, Messenger of the Gods, Ceremonial Burial, Church Property, Initiation Rites, Asceticism, Feed the World, Guruship, Liturgical Drama: these beliefs scale the best per city for ICS, and special note should be made about Messenger of the Gods and Guruship, which are both by far the strongest beliefs for ICS. Itinerant Preachers and Religious Texts: these beliefs both enhance your passive religion spreading, allowing you to not even bother with missionaries except for remote cities. Religious Texts is the best of the two, especially after Printing Press. Pagodas: this building can make or break ICS, as adding two happiness per city for zero production is incredibly powerful. While you can still ICS without it, you will have to make up the happiness deficit in other ways. Holy Warriors: ICS will generate faith by the bucket-load, especially if you invest in Organized Religion. While Pagodas are an excellent investment for that faith, this is a viable alternative if your civ or other beliefs can make up for the lack of happiness. WONDERS ICS doesn't really build wonders. It may want to invest in one or two, but even then that's stretching resources very thinly. The wonders it would want to build are all pretty much the same as Sprawl and Maul. I would say that the best wonders to build would be Machu Pichu and Big Ben.