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Esc F1 F2 F3 F4 F5Military F6 F7Religion F8 F9 F10 F11 F12

Exit current screen Domestic Financial Civics Foreign advisor Technology advisor Victory Toggle
Bring up menu advisor advisor advisor advisor Quick Save advisor Corporation Quick Load Demograph Capital City Globe View Civilopedia

Bind selected unit or group to that number  Save a production queue (in city screen)

1 2 3 4 5 6 7 8 9 0

Tab Q W Wait
Watermill
E R Road
Railroad
T Y U I Farm
Remove
O P Ping map
Pasture
 \
Chat to team Winery, Windmill Explore Road-to mode interface Offshore Platform Plantation
Chat to all Quarry Whaling Boat (automated) Rebase mode Cottage Toggle Unload Minimize Change perspect. Pillage Cycle to previous
Chat/Event log Retire Worldbuilder Espionage Screen Toggle flag res Toggle grid tile yields (off ship) inferface Options Menu Sea Patrol selected unit

Caps A S Sentry
D F
Fortify, Fish nets
Forest Preserve
G H J K L Enter Cycle units
Automate Worker Air Strike Satellite view Go-to mode Lumbermill Advance to next turn
Force move units Mark tile Change player Fort all units Load (onto ship) Exit City Screen
name, e-mail Flying cam mode•

Reference Guide
w. queued orders Save game same type units Camp Workshop Load game Force turn to end

Shift Z X CCenterRemove
on unit V B Build city
N M < > ?
(+LMB on item in city screen) forest/jungle Bombard Cycle Cycle Cycle
add item to the end Activate all units Air bomb mode Trade network Mine , to(same
prev. unit . to next unit / through active
Keyboard and Mouse Shortcuts

of production queue of the same type Toggle bare map (automated) Toggle music tile) (same tile) Workers

Ctrl
(+LMB on item in city screen)
Alt on(+LMB
item in Space
city screen)
english version
add item to the beginning produce item Skip turn
of production queue indefinitely

Drag map
Insert Home Pg Up Prt Screen Scroll Lock Pause
Zoom map in/out Open nearest Voice chat to team
Cycle through friendly Cycle Camera Take to all
units (on tile) city screen through cities zoom in screenshot in Diplo Screen Pause game
Cycle cities
select All Units set tile as Rally Point (in city screen)
Delete End Pg Down patch
3.13
on tile for new units
select All Units of the exit city move all units from the
same type on tile screen same tile to the new tile Cycle Camera 7 8 9
Delete unit through cities zoom out
on city bar:
select city
select multiple cities
on city bar:
set Rally Point
Move unit  Move unit  Move unit 
updated
select all cities
select all cities
on same continent
Lock camera
angle 45°
Lock camera
angle 45°
4 5 6
clockwise counterclockwise Cycle cities Cycle cities
on opponent name: Rotate camera Rotate camera (in city screen) (in city screen)
open diplomacy screen clockwise counterclockwise Move unit  Center on unit Move unit 
declare war
open trade window
1 2 3
(+mouseover enemy unit) Jump to Jump to
show combat odds previous city next city
(in city screen) (in city screen) Move unit  Move unit  Move unit   

Screens GAMEPLAY UNIT ACTIONS Worker builds


Esc Exit current screen Alt Q Retire B Build City (Settlers) A Automate
Bring up Menu Pause Pause game Bombard R Road/Railroad
F1 Domestic Advisor screen Enter Next turn W Wait Alt R Road-to Mode
F2 Financial Advisor screen
Space Skip turn F Fortify T Cottage
F3 Civics Advisor screen Ctrl L Load Game S Sentry / Air Strike (Air units) I Farm
F4 Foreign Advisor screen Ctrl S Save Game E Explore (auto) M Mine
F5 Military Advisor screen Shift F8 Quick Load Shift P Pillage L Lumbermill
F6 Shift F5
Technology Advisor screen Quick Save G Go-to Mode K Workshop
F7 Religion Advisor screen Ctrl M Toggle music Shift G Go-to Mode (all units) Q Quarry
Shift F7
Corporation Advisor screen Ctrl R Toggle flag resorces Ctrl G Go-to Mode (same type units) H Camp
F8 Victory screen Ctrl T Toggle grid L Load (onto ship) F Fishing nets
F9 Demographic screen Ctrl Y Toggle tile yields U Unload (off ship) O Offshore Platform
F10 Capital City screen Ctrl B Toggle bare map Ctrl P Sea Patrol Shift P Pasture/Plantation
F11
Toggle Globe View screen Alt I Remove interface Alt R Rebase mode Shift W Winery, Windmill,
F12 Civilopedia screen Ctrl I Minimize interface Del Delete unit Watermill, Whaling Boat
Ctrl E Espionage screen P Ping the map LMB Select unit Shift F Forest Preserve
Ctrl W Access Worldbuilder Alt S Mark tile Alt LMB Select all units on tile Ctrl F Fort
Ctrl O Options Menu Prt Scr Take screenshot Ctrl LMB Select same type units on tile Alt C Clear Forest/Jungle
LMB +city bar: select city Ctrl C Activate all same type units N Trade Network (auto)
CITY SCREEN Shift LMB +city bar: select multiple cities Ctrl A Force all units with Shift Ctrl C Improve nearest city
Insert Open nearest friendly city Alt LMB +city bar: select all cities queued orders to move CAMERA
  Cycle cities Ctrl LMB +city bar: select all cities NumPad 5 Center on unit PgUp/PgDn Zoom in/out
MW Cycle cities on the same continent NumPad Move unit MW Zoom in/out
Alt LMB +item: produce indefinitely Shift RMB +city bar: set Rally Point RMB Move unit to selected tile Shift   Rotate
Ctrl LMB +item: add to begin. of queue LMB RMB drag map Alt RMB Set Rally Point Ctrl Lock 45° clockwise
Shift LMB +item: add to end of queue LMB +opponent name: diplomacy , . or MW Cycle units in the same tile Ctrl Lock 45° counterclockwise
Enter Exit city screen Alt LMB +opponent name: declare war \ Cycle to prev. selected unit Alt F Satellite view
MMB Exit city screen Ctrl LMB +opponent name: trade / Cycle through active workers Ctrl F Flying mode•
Alt MO +enemy unit: combat odds Alt O Change perspective
LMB  left mouse button  MMB  middle mouse button  RMB  right mouse button  MW  mouse wheel  MO  mouseover • must be enabled in INI file

76
World Size Base features• Some modifiers
Duel prereq. buildings••×1.00 war weariness ×1.50 distance maint. ×0.50
2 players default no. cities maint. ×0.45
CIVILIZATION IV: Beyond the Sword 960 tiles research cost ×1.00 can draft up to 2 units colony maint. ×0.67
4 target cities trade profit ×0.80 per turn
24 H × 40 W corporation maint.×4.00
Reference Guide
Tiny prereq. buildings ×1.00 war weariness ×1.30 distance maint. ×0.60
3 players default no. cities maint. ×0.40
English version 1664 tiles research cost ×1.10 can draft up to 3 units colony maint. ×0.60
4 target cities trade profit ×0.70 per turn
32 H × 52 W corporation maint.×2.00

assembling and graphic layout Small prereq. buildings ×1.25 war weariness ×1.10 distance maint. ×0.70
5 players default no. cities maint. ×0.35
Anion 2560 tiles research cost ×1.20 can draft up to 4 units colony maint. ×0.52
5 target cities trade profit ×0.60 per turn
(contact: civman@o2.pl) 40 H × 64 W corporation maint.×1.50

Standard prereq. buildings ×1.50 war weariness ×0.90 distance maint. ×0.80
revision and proofreading 7 players default no. cities maint. ×0.30
4368 tiles research cost ×1.30 can draft up to 5 units colony maint. ×0.45
5 target cities

Game Lengths and World Sizes


Jason77024 trade profit ×0.50 per turn
52 H × 84 W corporation maint.×1.00

Large prereq. buildings ×1.75 war weariness ×0.70 distance maint. ×0.90
5th edition 9 players default no. cities maint. ×0.25
6656 tiles research cost ×1.40 can draft up to 6 units colony maint. ×0.37
(updated 7th April 2008) 6 target cities trade profit ×0.40 per turn
64 H × 104 W corporation maint.×0.75

Huge prereq. buildings ×2.00 war weariness ×0.50 distance maint. ×1.00
11 players default no. cities maint. ×0.20
10,240 tiles research cost ×1.50 can draft up to 7 units colony maint. ×0.30
6 target cities trade profit ×0.30 per turn
80 H × 128 W corporation maint.×0.50
All icons, images, and other intellectual property contained herein • Based on XML code; more players possible in Custom Games; target cities determines how many “largest cities” get the happiness
remain the property of Firaxis, Inc., and this guide is strictly for non-commercial use bonus from Representation civic and how far apart the map generator tries to set start positions.
with legal copies of Civilization IV: Beyond the Sword. •• Some Buildings and National Wonders require specific number of other buildings to be built (see: pages 24–29, 32).

Game Length Multiplier• Other modifiers


Marathon Anarchy length ×2.00
×3.00•• Golden Age length ×2.00 Hurry effect ×0.33
Hurry anger length ×3.00
Inflation
Victory delay
×0.10
×3.00
Thanks for hosting goes to 1500 turns Barbarians ×4.00

Epic Anarchy length ×1.50 Hurry effect ×0.66 Inflation ×0.20


×1.50 Golden Age length ×1.25 Hurry anger length ×1.50 Victory delay ×1.50
750 turns Barbarians ×1.50

Normal Anarchy length ×1.00 Hurry effect ×1.00 Inflation ×0.30


×1.00 Golden Age length ×1.00 Hurry anger length ×1.00 Victory delay ×1.00
500 turns Barbarians ×1.00

Special thanks for creative suggestions and reported mistakes goes to (in alphabetical order): Quick Anarchy length ×0.67 Hurry effect ×1.50 Inflation ×0.45
×0.67 Golden Age length ×0.80 Hurry anger length ×0.67 Victory delay ×0.67
alessiocerci • bushface • colony • deras4 • drjambo • echinococcus • eee_boy • ggganz • gmtemplar 330 turns Barbarians ×0.67
holyhandgrenade • innawerkz • jamesds • johnny rico • jonpfl • jperkinson • lankou • lapoleon • lark
llamacat • lord oden • ludwig ii • marioflag • markm • mnf • mr greenfinch • otakujbski • PhotitheMalfeas • Based on XML code; affects the following: city growth rate (food), unit training (hammers), building, wonder, and project construction
pikkis • rabbit white • rince • sebster • sneaky • vedoreus • virulent • zagnut (hammers), tech research (beakers); building improvements (turns), improvement upgrades (turns), city culture points, Great People
Birth Rate points, and Great Work effects.
•• except for unit training cost (×2.00).

2 reference guide 75
Base bonuses Tribal Village Results• Modifiers Others
+4 health research ×0.60 25% animal attack probability
20% technology, high gold
+6 happy 10% low gold unit cost ×0.20 animal strength: –70% CIVILIZATIONS SECTION
Settler
24 free units distance maint. ×0.45 barbarians in 50 turns•••
10% Settler, Worker, Warrior
+2 AI attitude 5% Scout, experience, healing, maps civic upkeep ×0.50 barb. city creation prob.: 40% Civilizations page  4
3 free techs: inflation ×0.60 5 free wins vs. barbarians
no barbarians
Wheel, Agriculture, Mining AI costs•• ×1.60 barbarian strength: –40% Leaders page  6
+3 health 20% high gold research ×0.75 50% animal attack probability Leader Traits page  18
+5 happy 15% technology unit cost ×0.30 animal strength: –60%
Chieftain

18 free units 10% low gold distance maint. ×0.55 barbarians in 45 turns••• TERRAIN SECTION
+1 AI attitude 10% Settler, Worker, Warrior civic upkeep ×0.60 barb. city creation prob.: 50%
2 free techs: 5% Scout, experience, healing, maps inflation ×0.70 4 free wins vs. barbarians Terrain Types and Features page  19
Wheel, Agriculture 5% barbarians (only weak) AI costs ×1.30 barbarian strength: –30%
15% gold (high or low) research ×0.90 75% animal attack probability Terrain Improvements page  20
+2 health 15% technology unit cost ×0.40 animal strength: –50%
page  22
Warlord

+4 happy 10% Warrior, maps distance maint. ×0.65 barbarians in 40 turns••• Resources
12 free units 5% Settler, Worker, Scout civic upkeep ×0.70 barb. city creation prob.: 50%
1 free tech: Wheel 5% experience, healing inflation ×0.80 3 free wins vs. barbarians BUILDINGS SECTION
5% barbarians (strong or weak) AI costs ×1.10 barbarian strength: –20%
City Buildings page  24
20% low gold research ×1.00 85% animal attack probability
+2 health 15% high gold unit cost ×0.50 animal strength: –40% National Wonders page  32
barbarians in 35 turns•••
Noble

+4 happy 10% Warrior, technology, exp., maps distance maint. ×0.75


8 free units 5% Scout, healing civic upkeep ×0.80 barb. city creation prob.: 60% Special Buildings and Projects page  33
–1 AI attitude 5% strong barbarians inflation ×0.90 2 free wins vs. barbarians
10% weak barbarians AI costs ×1.00 barbarian strength: –10% World Wonders page  34
20% low gold research ×1.10 90% animal attack probability Religions and Corporations page  37
+2 health 10% Warrior, technology, experience, unit cost ×0.60 animal strength: –30%
barbarians in 30 turns•••
Prince

+4 happy high gold, maps distance maint. ×0.85 UNITS SECTION


6 free units 5% Scout, healing civic upkeep ×0.90 barb. city creation prob.: 60%
–1 AI attitude 5% strong barbarians inflation ×0.95 1 free win vs. barbarians Units page  38
15% weak barbarians AI costs ×0.95 barbarian strength: –5%
20% low gold research ×1.15
Unit Upgrade Paths page  46
+2 health 10% Warrior, technology, unit cost ×0.70 90% animal attack probability page  50
Monarch

+4 happy experience, maps distance maint. ×0.90 animal strength: –20%


Unique Units Replaces
4 free units 5% Scout, healing, high gold civic upkeep ×0.95 barbarians in 25 turns••• Promotions page  51
–1 AI attitude 10% strong barbarians inflation ×1.00 barb. city creation prob.: 70%
AI starts with 1 Archer extra

Table of Contents
15% weak barbarians AI costs ×0.90 Promotion Paths page  54
Difficulty Levels

+2 health 25% low gold research ×1.20


+4 happy 10% technology, maps unit cost ×0.80 90% animal attack probability TECHNOLOGIES SECTION
Emperor

3 free units 5% Warrior, Scout, experience, distance maint. ×0.95 animal strength: –10%
–1 AI attitude healing, high gold civic upkeep ×1.00 barbarians in 20 turns••• Technologies page  56
AI starts with: 2 Archers, 15% weak barbarians inflation ×1.00 barb. city creation prob.: 70%
2 Scouts, and 1 Settler 15% strong barbarians AI costs ×0.85 Tech Tree page  62
+2 health 25% low gold research ×1.25 MANAGEMENT SECTION
10% technology, maps
Immortal

+4 happy unit cost ×0.90 90% animal attack probability


2 free units 5% Warrior, Scout, experience, distance maint. ×1.00 animal strength: –5% Civics page  66
–1 AI attitude healing civic upkeep ×1.00 barbarians in 15 turns•••
AI starts with: 3 Archers, 15% weak barbarians inflation ×1.00 barb. city creation prob.: 80% City Specialists page  68
2 Scouts, 1 Worker, 1 Settler 20% strong barbarians AI costs ×0.80
City Management page  69
+2 health 25% low gold research ×1.30
+4 happy 10% technology unit cost ×1.00 90% animal attack probability GAMEPLAY SECTION
Deity

1 free unit 5% Warrior, Scout, experience, distance maint. ×1.00 barbarians in 10 turns•••
–1 AI attitude healing, maps civic upkeep ×1.00 barb. city creation prob.: 80% Difficulty Levels page  74
AI starts with: 4 Archers, 10% weak barbarians inflation ×1.00
2 Scouts, 1 Worker, 2 Settlers 30% strong barbarians AI costs ×0.60 Game Lengths and World Sizes page  75
• Based on XML code; represents probabilities of results from Tribal Villages.
•• Based on XML code; represents AI cost modifiers for: growth rate, unit training, city production (Wonders never less than ×1.00). Keyboard and Mouse Shortcuts page  76
••• The first barbarian city is founded five turns after they first appear.

74 reference guide 3
Civilization Free Techs Unique Unit Uniq. Building Leaders Traits
American Fishing Navy Seal Mall Lincoln Philosophical, Charismatic
Empire Agriculture (Marine) (Supermarket)
Roosevelt Industrious, Organized Culture
Washington Expansive, Charismatic
Arabian Mysticism Camel Archer Madrassa
Saladin Spiritual, Protective
Empire Wheel (Knight) (Library) Buildings • Angkor Wat, Great Library, Hagia Sophia, Oracle,
• Broadcast Tower +50% culture Shwedagon Paya, Spiral Minaret, Stonehenge, Temple
Aztec Mysticism Jaguar Sacrificial Altar • Buddhist Stupa / Christian Cathedral / Confucian Academy / Hindu of Artemis, University of Sankore each +8 culture
Montezuma Aggressive, Spiritual • Chichen Itza, Colossus, Eiffel Tower, Globe Theatre,
Empire Hunting (Swordsman) (Courthouse) Mandir / Islamic Mosque / Jewish Synagogue / Taoist Pagoda
 +50% culture Great Lighthouse, Hanging Gardens, Pyramids,
Babylonian Wheel Bowman Garden • Stele• +25% culture Statue of Liberty each +6 culture
Hammurabi Aggressive, Organized
Empire Agriculture (Archer) (Colosseum) • Pavilion• +25% culture • Cristo Redentor +5 culture
• Academy +4 culture • Apostolic Palace, Forbidden Palace, Heroic Epic, Moai Statues,
Byzantine Mysticism Cataphract Hippodrome • Madrassa• +4 culture Mt. Rushmore, National Epic, Oxford University
Justinian I Spiritual, Imperialistic  each +4 culture
Empire Wheel (Knight) (Theatre) • Military Academy +3 culture
• Theatre / Pavilion• +3 culture • all Religion Shrines +4 culture
Carthaginian Fishing Numid. Cavalry Cothon • University / Seowon• +3 culture • National Park +3 culture
Hannibal Financial, Charismatic • Great Wall, Red Cross each +2 culture
Empire Mining (Horse Archer) (Harbor) • Library +2 culture
• Monasteries (until Scientific Method) +2 culture • all Corporation HQs +2 culture
Celtic Mysticism Gallic Warrior Dun Boudica Aggressive, Charismatic • Temples +1 culture Corporations
Empire Hunting (Swordsman) (Walls) Brennus Spiritual, Charismatic • Castle +1 culture • Civilized Jewelers Inc every Gems, Gold, Silver +4 culture
• Monument / Obelisk• / Totem Pole• / Stele• (until Astronomy) • Creative Constructions
Chinese Agriculture Cho-Ko-Nu Pavilion Mao Zedong Expansive, Protective  +1 culture  every Aluminum, Copper, Iron, Marble, Stone +3 culture
Empire Mining (Crossbowman) (Theatre) Qin Shi Huang Industrious, Protective • Hippodrome• / Odeon• +3 culture • Sid’s Sushi Co every Clam, Crab, Fish, Rice +2 culture
• Terrace• +2 culture Technologies
Dutch Fishing East Indiaman Dike Wonders • Drama can adjust culture rate
Willem van Oranje Creative, Financial
Empire Agriculture (Galleon) (Levee) • Hermitage +100% culture • Music can build Culture
• Broadway, Hollywood, Rock ‘n’ Roll each +50% culture Civics
Egyptian Wheel War Chariot Obelisk Hatshepsut Spiritual, Creative • Sistine Chapel +10 culture • Free Speech all cities +100% culture
Empire Agriculture (Chariot) (Monument) Ramesses II Spiritual, Industrious  per Specialist extra +2 culture
Leader traits
Churchill Charismatic, Protective  each State Religion building extra +5 culture
English Fishing Redcoat Stock Exchange • Creative trait all cities +2 culture

City management
Elizabeth Philosophical, Financial • Mausoleum of Maussollos, Notre Dame, Parthenon,
Empire Mining (Rifleman) (Bank) Statue of Zeus, Taj Mahal, Versailles each +10 culture Others
Victoria Financial, Imperialistic • Buildings older than 1000 years will generate double culture
Ethiopian Hunting Oromo Warrior Stele
Zara Yaqob Creative, Organized
Empire Mining (Musketman) (Monument)
Great People Birth Rate
French Wheel Musketeer Salon De Gaulle Industrious, Charismatic
Civilizations

Louis XIV Industrious, Creative


Empire Agriculture (Musketman) (Observatory)
Napoleon Organized, Charismatic
Buildings • Fascism free Great General for first to discover
German Hunting Panzer Assembly Plant Bismarck Expansive, Industrious • Forum• as unique bonus +25% GP points • Economics free Great Merchant for first to discover
Empire Mining (Tank) (Factory) Frederick Philosophical, Organized Wonders • Physics free Great Scientist for first to discover
• Parthenon (until Scientific Method) all cities +50% GP points • Communism free Great Spy for first to discover
Greek Fishing Phalanx Odeon Alexander Philosophical, Aggressive • National Epic +100% GP points Wonders
Empire Hunting (Axeman) (Colosseum) Pericles Philosophical, Creative • any World Wonder +2 GP points • Statue of Liberty all cities on that continent 1 free Specialist
• any National Wonder +1 GP point Civics
Holy Roman Mysticism Landsknecht Rathaus • all Religion Shrines +1 GP point • Pacifism all cities with State Religion +100% GP points
Charlemagne Protective, Imperialistic
Empire Hunting (Pikeman) (Courthouse) • all Corporation HQs +1 GP point • Caste System unlimited Artists, Merchants, Scientists
Incan Mysticism Quechua Terrace Technologies • Mercantilism all cities 1 free Specialist
Huayna Capac Industrious, Financial • Music free Great Artist for first to discover Leader traits
Empire Agriculture (Warrior) (Granary) • Fusion free Great Engineer for first to discover • Philosophical trait all cities +100% GP points

4 reference guide 73
Civilization Free Techs Unique Unit Uniq. Building Leaders Traits
Indian Mysticism Fast Worker Mausoleum Asoka Spiritual, Organized
Trade Routes Military Experience (XP) Empire Mining (Worker) (Jail) Gandhi Philosophical, Spiritual

Japanese Fishing Samurai Shale Plant


Tokugawa Aggressive, Protective
Buildings Buildings Empire Wheel (Maceman) (Coal Plant)
• Airport +1 Trade Route • Barracks / Ikhanda• new Land Units +3 XP
• Castle (until Economics) +1 Trade Route • Stable (until Advanced Flight) new Mounted Units +2 XP Khmer Hunting Ballista Elephant Baray
• Harbor / Cothon • +50% Trade Route commerce • •
Ger (until Advanced Flight) new Mounted Units +4 XP Suryavarman II Expansive, Creative
Empire Mining (War Elephant) (Aqueduct)
also Cothon• +1 Trade Route • Drydock new Naval Units +4 XP
• Customs House / Feitoria• +100% commerce • Airport new Air Units +3 XP Korean Mysticism Hwacha Seowon
 from intercontinental foreign Trade Routes • Citadel• as unique bonus new Siege Weapons +5 XP Wang Kon Financial, Protective
• •
Totem Pole as unique bonus new Archery Units +3 XP Empire Mining (Catapult) (University)
Wonders
• Great Lighthouse (until Corporation) • Dun• as unique bonus new Land Units free Guerilla I
• Trading Post• as unique bonus new Naval Units free Navigation I Malinese Wheel Skirmisher Mint
 all coastal cities +2 Trade Routes Mansa Musa Spiritual, Financial
• Temple of Artemis (until Scientific Method) Wonders Empire Mining (Archer) (Forge)
 +100% Trade Route commerce in host city • West Point all new units +4 XP
• Pentagon in all cities all new units +2 XP Maya Mysticism Holkan Ball Court
Technologies Pacal II Expansive, Financial
• Currency all cities +1 Trade Route • Red Cross all new units free Medic I Empire Mining (Spearman) (Colosseum)
• Corporation all cities +1 Trade Route • Great Wall inside borders +100% Great General Emergence
Technologies Mongolian Wheel Keshik Ger Genghis Khan Aggressive, Imperialistic
Civics
• Free Market all cities +1 Trade Route • Gunpowder enables Pinch Empire Hunting (Horse Archer) (Stable) Kublai Khan Aggressive, Creative
• Mercantilism no foreign Trade Routes • Military Science enables Blitz, Commando
• Refrigeration +1 move for Naval Units Native American Fishing Dog Soldier Totem Pole
Sitting Bull Philosophical, Protective
Civics Empire Agriculture (Axeman) (Monument)
• Vassalage all new units +2 XP
• Theocracy all cities with State Religion all new units +2 XP Ottoman Wheel Janissary Hammam Mehmed II Expansive, Organized
• Nationhood can draft up to 3 units per turn Empire Agriculture (Musketman) (Aqueduct) Suleiman Philosophical, Imperialistic
Leader traits
• Aggressive trait all Melee and Gunpowder Units free Combat I Persian Agriculture Immortal Apothecary Cyrus Charismatic, Imperialistic
• Charismatic trait –25% XP needed for unit promotions Empire Hunting (Chariot) (Grocer) Darius I Financial, Organized
• Imperialistic trait +100% Great General Emergence
• Protective trait Portuguese Fishing Carrack Feitoria
City Management

 all Archery and Gunpowder Units free City Garrison I and Drill I Joao II Expansive, Imperialistic
Empire Mining (Caravel) (Customs House)
City Defense
Roman Fishing Praetorian Forum Augustus Caesar Industrious, Imperialistic
Empire Mining (Swordsman) (Market) Julius Caesar Organized, Imperialistic
Buildings Catherine Creative, Imperialistic
• Walls / Dun• +50% city defense Russian Hunting Cossack Research Inst.

Civilizations
 also –50% bombardment damage, except Gunpowder Units Espionage Empire Mining (Cavalry) (Laboratory)
Peter Philosophical, Expansive
• Stalin Aggressive, Industrious
• Castle / Citadel  +50% city defense
 also –25% bombardment damage, except Gunpowder Units Spanish Mysticism Conquistador Citadel
• Bomb Shelter –50% damage from Nukes Isabella Spiritual, Expansive
Buildings Empire Fishing (Cuirassier) (Castle)
• Bunker –50% damage from Air Units • Scotland Yard +100% espionage
• Hospital heals units +10% extra per turn • Intelligence Agency +50% and per turn +8 espionage Sumerian Wheel Vulture Ziggurat
Wonders • Security Bureau +8 espionage Gilgamesh Creative, Protective
Empire Agriculture (Axeman) (Courthouse)
• Chichen Itza (until Rifling) in all cities +25% city defense  also +50% defense against espionage, helps thwart rival spies
• SDI in all cities +75% chance of intercepting Nukes • Jail / Mausoleum• +50% and per turn +4 espionage Viking Fishing Berserker Trading Post
• Great Wall prevents Barbarians from entering borders • Castle (until Economics) +25% espionage Ragnar Aggressive, Financial
• Statue of Zeus enemies suffer +100% War Weariness • Courthouse / Rathaus / Sacrificial Altar• / Ziggurat•
• Empire Hunting (Maceman) (Lighthouse)
Technologies  per turn +2 espionage
Zulu Agriculture Impi Ikhanda
• Communism, Fascism enables Permanent Alliances Civics Shaka Aggressive, Expansive
• Military Tradition enables Defensive Pacts • Nationhood all cities +25% espionage Empire Hunting (Spearman) (Barracks)

72 reference guide 5
Leaders, Traits, and Favourites AI behaviour•
favors: military, growth relation factor: 0
Alexander builds wonders: sometimes peace probability (%): 0/20/80/100
Greek Empire Wealth
trains units: very often attack courage: very high
Philosophical, Aggressive aggression level: very high will raze city: never (commerce, gold and maintenance)
fav. civic: Vassalage espionage level: normal refuses to talk delay: medium
fav. religion: none tech trading: averse, 30% warmonger respect: 2 Resources and Improvements • Sailing enables trade on coast and rivers
• Gold +1 commerce, with Mine extra +6 commerce • Astronomy enables trade on Ocean
favors: religion, science relation factor: 8
Asoka builds wonders: very often peace probability (%): 20/70/100/100 • Gems +1 commerce, with Mine extra +5 commerce Civics
Indian Empire trains units: sometimes attack courage: normal • Incense +1 commerce, with Plantation extra +5 commerce • Free Speech Town +2 commerce
Spiritual, Organized aggression level: medium will raze city: never • Silver +1 commerce, with Mine extra +4 commerce • Environmentalism Windmill, Forest Preserve +2 commerce
fav. civic: Free Religion espionage level: medium refuses to talk delay: moderate • Dye +1 commerce, with Plantation extra +4 commerce  also causes +25% Corporations maintenance cost
fav. religion: Buddhism tech trading: moderate, 20% warmonger respect: 0 • Silk +1 commerce, with Plantation extra +3 commerce • Bureaucracy the Capital +50% gold
• Fur +1 commerce, with Camp extra +3 commerce • Emancipation Cottage, Hamlet, Village +100% growth
favors: production, military relation factor: 8
Augustus Caesar builds wonders: very often peace probability (%): 20/70/100/100
• Spices +1 commerce, with Plantation extra +2 commerce • State Property no maintenance cost from distance to Palace
Roman Empire • Wine +1 commerce, with Winery extra +2 commerce • Vassalage
trains units: moderate attack courage: normal • Uranium with Mine +3 commerce
Imperialistic, Industrious aggression level: medium will raze city: never  increases the number of units not requiring support costs
fav. civic: Representation • Sugar +1 commerce, with Plantation extra +1 commerce • Free Market –25% Corporations maintenance cost
espionage level: normal refuses to talk delay: medium • Marble with Quarry +2 commerce
fav. religion: none tech trading: willing, 40% warmonger respect: 1 • Horse, Sheep each with Pasture +1 commerce
Leader traits
favors: military relation factor: 6 • Financial trait all plots with at least 2 commerce +1 commerce
Bismarck • Oil with Well / Offshore Platform +1 commerce
builds wonders: often peace probability (%): 10/50/90/100 • Organized trait –50% Civic upkeep
German Empire • Ivory with Camp +1 commerce
trains units: often attack courage: normal • Whale with Whaling Boat +1 commerce
Expansive, Industrious aggression level: medium will raze city: never • Aluminum with Mine +1 commerce
fav. civic: Nationhood espionage level: high refuses to talk delay: medium • Cottage, Hamlet, Village, Town +1, +2, +3, +4 commerce Food and Growth
fav. religion: Christianity tech trading: averse, 70% warmonger respect: 1 • Windmill +1 commerce
Boudica favors: military, growth relation factor: 2 Buildings
builds wonders: very rarely peace probability (%): 0/40/100/100 • Bank +50% gold
Celtic Empire Resources and Improvements
trains units: often attack courage: very high • Stock Exchange• +65% gold • Pig +1 food, with Pasture extra +3 food
Charismatic, Aggressive aggression level: very high will raze city: rarely • Grocer / Apothecary•, Market / Forum• each +25% gold • Fish +1 food, with Fishing Boat extra +3 food
fav. civic: Universal Suffrage espionage level: low refuses to talk delay: long • •
Mall  +20% gold • Clam, Crab each +1 food, with Fishing Boat extra +2 food
fav. religion: none tech trading: moderate, 30% warmonger respect: 1 • Mint• +10% gold • Sheep +1 food, with Pasture extra +2 food
favors: military, religion relation factor: 0 • Feitoria• water tiles +1 commerce
Brennus builds wonders: very rarely peace probability (%): 20/70/100/100 • Courthouse / Sacrificial Altar• / Ziggurat• –50% maintenance
• Banana +1 food, with Plantation extra +2 food
• Corn, Wheat each +1 food, with Farm extra +2 food
Celtic Empire trains units: often attack courage: very high • Rathaus• –75% maintenance • Rice +1 food, with Farm extra +1 food

City management
Spiritual, Charismatic aggression level: high will raze city: often • Ikhanda• –20% maintenance • Deer +1 food, with Camp extra +2 food
fav. civic: Organized Religion espionage level: intensive refuses to talk delay: long Wonders • Whale +1 food
fav. religion: none tech trading: averse, 40% warmonger respect: 2 • Colossus (until Astronomy) all cities water tiles +1 commerce • Wine with Winery +1 food
favors: culture, military relation factor: 2 • Wall Street +100% gold • Farm without resources +1 food, with irrigation extra +1 food
Catherine builds wonders: often peace probability (%): 0/20/80/100 • Spiral Minaret (until Computers) each State Religion building • Windmill +1 food
Russian Empire trains units: moderate attack courage: high  +2 gold
Creative, Imperialistic
Buildings
aggression level: high will raze city: never • all Corporation HQs each city with corp. branch office +4 gold • Lighthouse / Trading Post• on every water tile +1 food
fav. civic: Hereditary Rule • all Religion Shrines each city with State Religion +1 gold
espionage level: very high refuses to talk delay: moderate • Supermarket / Mall• per turn +1 food
fav. religion: Christianity • Forbidden Palace, Versailles
tech trading: willing, 20% warmonger respect: 2 • Baray• per turn +1 food
 reduces maintenance in nearby cities • Granary / Terrace• doubles city growth rate
• All data based on XML code; • Kremlin (until Fiber Optics) –33% hurry production cost
• Mausoleum of Maussollos +50% Golden Age length Wonders
build wonders refers to World Wonders (scale: extreme, very often, often, sometimes, rarely, very rarely, never); • Hanging Gardens all cities +1 population
Leaders

trains units refers to military unit training probability at peace (scale: extreme, very often, often, moderate, sometimes, rarely); • Taj Mahal starts Golden Age
aggression level refers to war planing probability (scale: very high, high, medium, low, quite low, very low); Corporations Corporations
espionage level refers to espionage activity (scale: extreme, very high, high, intensive, normal, medium, moderate, low, very low, minimal); • Civilized Jewelers Inc every Gems, Gold, Silver +1 gold • Cereal Mills every Corn, Rice, Wheat +0.75 food
tech trading refers to technology trading behaviour (scale: averse – requires higher AI attitude, averse, moderate, willing, • Sid’s Sushi Co every Clam, Crab, Fish, Rice +0.5 food
most willing), number is the percentage of rival civs who must know a technology before the leader is willing to trade it away. (average); Technologies
relation factor (scale: 0–10, leaders with similar value are more likely to get along with each other, with very different value are • Electricity Windmill +1 commerce Technologies
more likely to hate each other);  Watermill +2 commerce • Biology can build Farm without irrigation, Farm +1 food
peace probability (percentages are for Annoyed / Cautious / Pleased / Friendly relations. Each round, every AI will run a Declaration • Printing Press Village, Town +1 commerce • Civil Service Farms spread irrigation
of War check against every other civilization. This check involves an evaluation of relative military strengths, defensive pacts, logistical • Currency enables gold trade via diplomacy Civics
considerations (shared borders, ocean crossings), existing conflicts, etc. The Peace Probability percentages above indicate the  can build Wealth
likelihood that an AI will ignore a decision to declare war due to diplomatic factors. Note: While a decision to go to war is immediate, • State Property Workshop, Watermill +1 food
the actual declaration may take a dozen turns or more); [thanks for the explanation to ori, CFC]

6 reference guide 71
Diplomatic attitudes•• Diplomatic relationship at or below which trades will be refused•••
base: 0, share war: +1 (max. +4) technology: annoyed declare war: annoyed, declare war on X: pleased
Production favourite civic: +1 (max. +2) stategic bonus: cautious stop trading: cautious, stop trading with X: cautious

Alexander
same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: pleased, convert religion: cautious
different religion: –1 health bonus: annoyed defensive pact: pleased
close cultural borders: max. –4 maps: pleased permanent alliance: pleased
Resources and Improvements • Universal Suffrage Town +1 hammer worse/better rank difference: –2/0 open borders: annoyed vassal state: pleased
• Aluminum, Coal, Copper, Iron each +1 hammer  can spend gold to finish production
base: 1, share war: +1 (max. +2) technology: annoyed declare war: cautious, declare war on X: cautious
 with Mine extra +3 hammers • Organized Religion
favourite civic: +1 (max. +4) strategic bonus: annoyed stop trading: pleased, stop trading with X: annoyed
• Oil +1 hammer  all cities with State Religion +25% building production

Asoka
same religion: +1 (max. +7) happiness bonus: furious adopt civic: cautious, convert religion: cautious
 with Well / Offshore Platform extra +2 hammers • Police State +25% military unit production
different religion: 0 health bonus: furious defensive pact: pleased
• Horse +1 hammer, with Pasture extra +2 hammers • Slavery can sacrifice population to finish production
close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
• Stone +1 hammer, with Quarry extra +2 hammers Leader traits worse/better rank difference: 0/3 open borders: furious vassal state: cautious
• Marble +1 hammer, with Quarry extra +1 hammer • Aggressive trait +100% Barracks and Drydock production

Augustus Caesar
• Ivory +1 hammer, with Camp extra +1 hammer base: 0, share war: +1 (max. +3) technology: annoyed declare war: pleased, declare war on X: cautious
• Creative trait +100% Library, Theatre, and Colosseum production favourite civic: +1 (max. +4)
• Whale with Whaling Boat +2 hammers strategic bonus: annoyed stop trading: cautious, stop trading with X: annoyed
• Expansive trait +100% Granary and Harbor production same religion: +1 (max. +3)
• Cow with Pasture +2 hammers happiness bonus: furious adopt civic: cautious, convert religion: cautious
 +25% Worker production (hammers only) different religion: 0
• Gems, Gold, Silver with Mine +1 hammer health bonus: furious defensive pact: pleased
• Imperialistic trait +50% Settler production (hammers only) close cultural borders: max. –4
• Mine without resources +2 hammers maps: annoyed permanent alliance: pleased
• Industrious trait +100% Forge production worse/better rank difference: –1/+1
• Lumbermill, Watermill, Workshop each +1 hammer open borders: furious vassal state: pleased
 +50% Wonder production
• Lumbermill, Mine, Quarry with Railroad extra +1 hammer • Organized trait +100% Courthouse, Factory, base: 1, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: pleased
favourite civic: +1 (max. +2) strategic bonus: cautious stop trading: cautious, stop trading with X: annoyed
Buildings  and Lighthouse production

Bismarck
same religion: +1 (max. +3) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
• Forge / Mint• +25% hammers • Philosophical trait +100% University production
different religion: 0 health bonus: furious defensive pact: pleased
• Factory / Assembly Plant• +25% hammers • Protective trait +100% Walls and Castle production
• Spiritual trait +100% Temple production close cultural borders: max. –4 maps: cautious permanent alliance: pleased
with Power +50% hammers
 +100% Cristo Redentor production worse/better rank difference: –1/0 open borders: annoyed vassal state: pleased
• Coal Plant / Hydro Plant / Nuclear Plant provides Power

• Shale Plant  provides Power, +10% hammers base: 0, share war: +1 (max. +5) technology: annoyed declare war: pleased, declare war on X: cautious
• Levee / Dike• river tiles +1 hammer favourite civic: +1 (max. +5) strategic bonus: cautious stop trading: pleased, stop trading with X: cautious

Boudica
 Dike• unique bonus: also water tiles +1 hammer same religion: +1 (max. +3) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
• Drydock +50% Water Units production Science different religion: –1 health bonus: furious defensive pact: cautious
• Laboratory / Research Institute• +50% spaceship production close cultural borders: max. –3 maps: annoyed permanent alliance: pleased
worse/better rank difference: –1/0 open borders: annoyed vassal state: pleased
Wonders
• Ironworks with Coal +50% hammers base: –1, share war: +1 (max. +4) technology: annoyed declare war: annoyed, declare war on X: cautious
 with Iron +50% hammers Buildings favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: annoyed, stop trading with X: cautious

Brennus
• Three Gorges Dam provides Power for all cities on continent • Academy +50% science same religion: +1 (max. +6) happiness bonus: annoyed adopt civic: cautious, convert religion: pleased
City Management

• Angkor Wat (until Computers) all cities every Priest +1 hammer • Laboratory / Research Institute•, Library / Madrassa•, different religion: –2 health bonus: furious defensive pact: pleased
• Moai Statues water tiles +1 hammer Observatory / Salon•, University each +25% science close cultural borders: max. –2 maps: cautious permanent alliance: pleased
• Heroic Epic +100% military unit production • Seowon• +35% science worse/better rank difference: –2/0 open borders: annoyed vassal state: pleased
• Space Elevator +50% spaceship production • Monasteries (until Scientific Method) +10% science base: 1, share war: +1 (max. +2) technology: none declare war: pleased, declare war on X: friendly
• Eiffel Tower all cities free Broadcast Tower Wonders favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: annoyed, stop trading with X: annoyed

Catherine
• Stonehenge (until Astronomy) all cities free Monument • Internet grants all techs possessed by 2+ known civs same religion: +1 (max. +5) happiness bonus: annoyed adopt civic: annoyed, convert religion: cautious
• Mausoleum of Maussollos +50% Golden Age length • Oxford University +100% science different religion: –2 health bonus: furious defensive pact: cautious
• Taj Mahal starts Golden Age • University of Sankore (until Computers) close cultural borders: max. –4 maps: pleased permanent alliance: pleased
Corporations  all State Religion buildings per turn +2 beakers worse/better rank difference: –2/0 open borders: furious vassal state: annoyed
• Mining Inc every Copper, Coal, Iron, Gold, Silver +1 hammer • Oracle 1 free tech
• Creative Constructions Corporations
 every Aluminum, Copper, Iron, Marble, Stone +0.5 hammer • Aluminium Co every consumed Coal per turn +3 beakers attack courage refers to AI combat odds (extreme – more AI attacks at lower combat odds, very high, high, normal);

Leaders
Technologies • Standard Ethanol every consumed Corn, Rice, Sugar razing city probability (scale: never – 0%, almost never – 5%, very rarely – 10%, rarely – 20%, sometimes – 25%, often – 50%,
 per turn +2 beakers very often – 75%);
• Mathematics Forest chops yield +50% hammers refuses to talk delay (scale: short, moderate, medium, long, very long);
• Chemistry, Guilds each tech Workshop +1 hammer Technologies warmonger respect refers to a bonus on relations between two leaders – the smaller of both values is the modifer (scale: 0–2).
• Replaceable Parts Windmill, Watermill +1 hammer • Alphabet enables technology trading •• Based on XML code; represents the diplomatic consequences of your religion and civics choices, as well as random events.
• Bronze Working enables Forest choping  can build Research base – attitude at first contact, modified by Difficulty Level (see: page 74);
Civics • Liberalism 1 free technology for first to discover different religion – there are no limits for negative attitudes, in game time could be more than values given;
• State Property all cities +10% hammers Civics other considerations (the same for all leaders): open borders, bonus trade, defensive pact: +2 each; lost war: –1
• Bureaucracy the Capital +50% hammers • Free Religion all cities +10% science ••• Based on XML code (scale: friendly, pleased, cautious, annoyed, furious).
• Caste System Workshop +1 hammer • Representation all cities per Specialist +3 beakers Also (for all leaders) demand tribute or give help at or below cautious will be refused.

70 reference guide 7
Leaders, Traits, and Favourites AI behaviour•
favors: military, religion relation factor: 6
Charlemagne builds wonders: rarely peace probability (%): 20/60/100/100
Holy Roman Empire Health Happiness
trains units: often attack courage: normal
Imperialistic, Protective aggression level: high will raze city: never
fav. civic: Vassalage espionage level: normal refuses to talk delay: medium
fav. religion: Christianity tech trading: willing, 30% warmonger respect: 1 Resources Resources
favors: military, gold relation factor: 6 • access to Banana, Clam, Corn, Cow, Crab, Deer, Fish, Pig, Rice, • access to Dye, Fur, Gems, Gold, Hit Movies, Hit Musicals, Hit Singles,
Churchill builds wonders: very rarely peace probability (%): 20/70/100/100 Sheep, Wheat each +1 health Incense, Ivory, Silk, Silver, Spices, Sugar, Whale, Wine each +1 happy
English Empire • Forest Preserve each +1 happy
trains units: moderate attack courage: normal Buildings
Charismatic, Protective aggression level: medium will raze city: never • Hospital +3 health Buildings
fav. civic: Nationhood espionage level: high refuses to talk delay: medium • Aqueduct / Baray• / Hammam• +2 health • all Temples +1 happy
fav. religion: Christianity tech trading: willing, 30% warmonger respect: 0 • Garden• +2 health • Buddhist Stupa / Christian Cathedral / Confucian Academy / Hindu
Cyrus favors: military, growth relation factor: 3 • Apothecary• +2 health Mandir / Islamic Mosque / Jewish Synagogue / Taoist Pagoda
Persian Empire
builds wonders: very often peace probability (%): 20/70/100/100 • Granary / Terrace• with Corn, Rice, Wheat each +1 health when its Religion is a State Religion +2 happy
trains units: often attack courage: high • Grocer / Apothecary• with Incense extra +1 happy
Charismatic, Imperialistic aggression level: high will raze city: never with Banana, Spices, Sugar, Wine each +1 health • Colosseum / Ball Court• / Garden• +1 happy
fav. civic: Vassalage espionage level: normal refuses to talk delay: medium
fav. religion: none • Supermarket / Mall• with Cow, Deer, Pig, Sheep each +1 health per 20% culture rate extra +1 happy
tech trading: moderate, 30% warmonger respect: 0
• Harbor / Cothon• with Clam, Crab, Fish  each +1 health  Ball Court• addtl. bonus: +2 happy
Darius I favors: gold, growth relation factor: 8 • Public Transportation  +1 health • Odeon• +2 happy
builds wonders: very often peace probability (%): 20/70/100/100 with Oil extra +1 health per 20% culture rate extra +1 happy
Persian Empire trains units: often attack courage: normal
Organized, Financial with Environmentalism extra +2 health with Hit Singles extra +1 happy
aggression level: medium will raze city: never
fav. civic: Free Religion • Recycling Center no unhealthiness from city buildings • Theatre / Pavilion• with Dye +1 happy
espionage level: normal refuses to talk delay: medium
fav. religion: none • Airport, Drydock, Forge / Mint•, Laboratory / Research Institute• per 10% culture rate extra +1 happy
tech trading: moderate, 30% warmonger respect: 0
 each +1 unhealthiness • Hippodrome• +1 happy
favors: production, growth relation factor: 0 Factory / Assembly Plant•
De Gaulle builds wonders: very rarely peace probability (%): 20/70/100/100
• +1 unhealthiness per 5% culture rate extra +1 happy
French Empire with Oil and Coal addtl. (each) +2 unhealthiness with Horse extra +1 happy
trains units: moderate attack courage: normal
Industrious, Charismatic • Coal Plant / Shale Plant• +2 unhealthiness • Forge / Mint• with Gems, Gold, Silver each +1 happy
aggression level: high will raze city: never
fav. civic: Nationhood • Industrial Park +2 unhealthiness • Market / Forum• with Fur, Ivory, Silk, Whale each +1 happy
espionage level: intensive refuses to talk delay: short
fav. religion: Christianity tech trading: moderate, 40% warmonger respect: 2 with Oil and Coal each extra +1 unhealthiness • Mall• with Hit Movies, Hit Musicals, Hit Singles each +1 happy
Wonders • Broadcast Tower with Hit Movies, Hit Musicals, Hit Singles +1 happy
favors: gold, culture relation factor: 9
Elizabeth builds wonders: sometimes peace probability (%): 10/50/90/100 • Hanging Gardens each city +1 health per 10% culture rate extra +1 happy
English Empire • National Park removes Coal, no unhealthiness from population • Hammam• +2 happy
trains units: sometimes attack courage: normal
• Mausoleum•

City management
Philosophical, Financial aggression level: quite low will raze city: never • Ironworks +2 unhealthiness +2 happy
fav. civic: Free Religion • Jail / Mausoleum• –25% war weariness
espionage level: intensive refuses to talk delay: medium Technologies • Sacrificial Altar•–50% anger duration from sacrificing population
fav. religion: Christianity tech trading: willing, 40% warmonger respect: 0 • Genetics +3 health
favors: production relation factor: 8 • Future Tech each +1 health Wonders
Frederick builds wonders: sometimes peace probability (%): 20/70/100/100 • Globe Theatre no unhappiness
• Ecology can scrub Fallout
German Empire trains units: sometimes attack courage: normal • Notre Dame all cities on that continent +2 happy
• Iron Working can remove Jungle
Philosophical, Organized aggression level: medium will raze city: never • Broadway, Hollywood, Rock ‘n’ Roll each +1 happy
fav. civic: Universal Suffrage espionage level: medium refuses to talk delay: moderate
Civics • Mt. Rushmore all cities on that continent –25% war weariness
fav. religion: Christianity • Environmentalism +6 health
tech trading: moderate, 30% warmonger respect: 0 Technologies
favors: culture relation factor: 10 Leader traits • Future Tech each +1 happy
Gandhi builds wonders: very rarely peace probability (%): 20/70/100/100 • Expansive trait +2 health
Indian Empire trains units: rarely attack courage: normal
Civics
• Representation in 5 largest cities•• +3 happy
Leaders

Spiritual, Philosophical aggression level: very low will raze city: never
fav. civic: Universal Suffrage espionage level: minimal refuses to talk delay: moderate • Hereditary Rule per Military Unit in city +1 happy
fav. religion: Hinduism tech trading: willing, 20% warmonger respect: 0 • Free Religion per religion in city +1 happy
• Nationhood: Barracks / Ikhanda• +2 happy
favors: military relation factor: 0
Genghis Khan builds wonders: very rarely peace probability (%): 10/50/90/100
• Police State –50% war weariness
Mongolian Empire trains units: very often attack courage: very high Leader traits
Aggressive, Imperialistic aggression level: very high will raze city: very often • Charismatic trait all cities +1 happy
fav. civic: Police State espionage level: normal refuses to talk delay: long • unique building • Charismatic trait: Broadcast Tower +1 happy
fav. religion: none tech trading: averse, 40% warmonger respect: 2 •• for standard map, number depends on map size   Monument / Obelisk• / Stele• / Totem Pole• +1 happy

8 reference guide 69
Specialists and Bonuses Relevant Buildings Diplomatic attitudes•• Diplomatic relationship at or below which trades will be refused•••
base: 0, share war: +1 (max. +2) technology: annoyed declare war: cautious, declare war on X: cautious
Artist

Charlemagne
free: Salon• (1) favourite civic: +1 (max. +4) strategic bonus: annoyed stop trading: cautious, stop trading with X: annoyed
+1 beaker, +4 culture
Theatre / Pavilion• (2), Odeon• (2), Broadcast Tower (2), Globe Theatre (3) same religion: +1 (max. +6) happiness bonus: furious adopt civic: cautious, convert religion: pleased
+3 Great People Birth Rate different religion: –2 health bonus: furious defensive pact: pleased
close cultural borders: max. –3 maps: cautious permanent alliance: pleased
Engineer free: Industrial Park (1)
worse/better rank difference: –1/+1 open borders: annoyed vassal state: pleased
+2 hammers Forge / Mint• (1), Factory (2), Assembly Plant• (4), Industrial Park (2),
+3 Great People Birth Rate Ironworks (3) base: 0, share war: +1 (max. +4) technology: annoyed declare war: cautious, declare war on X: cautious
favourite civic: +1 (max. +5) strategic bonus: annoyed stop trading: cautious, stop trading with X: annoyed

Churchill
Merchant same religion: +1 (max. +3) happiness bonus: furious adopt civic: cautious, convert religion: cautious
+3 gold Grocer / Apothecary• (2), Market / Forum• (2), Wall Street (3) different religion: –1 health bonus: furious defensive pact: pleased
close cultural borders: max. –2 maps: cautious permanent alliance: pleased
+3 Great People Birth Rate
worse/better rank difference: 0/0 open borders: annoyed vassal state: pleased
Priest free: Temple of Artemis (1) base: 1, share war: +1 (max. +3) technology: annoyed declare war: pleased, declare war on X: annoyed
Buddhist Stupa (2), Christian Cathedral (2), Confucian Academy (2), Hindu favourite civic: +1 (max. +2)
+1 hammer, +1 gold Mandir (2), Islamic Mosque (2), Jewish Synagogue (2), Taoist Pagoda (2), strategic bonus: annoyed stop trading: pleased, stop trading with X: cautious
Madrassa• (2), Obelisk• (2), all Temples (1), Angkor Wat (3), all Shrines (3) same religion: +1 (max. +4) happiness bonus: furious adopt civic: cautious, convert religion: cautious

Cyrus
+3 Great People Birth Rate
different religion: 0 health bonus: annoyed defensive pact: cautious
Scientist free: Research Institute• (2), Great Library (2) close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
+3 beakers Library / Madrassa• (2), Observatory / Salon• (1), Laboratory / Research worse/better rank difference: 0/2 open borders: furious vassal state: pleased
+3 Great People Birth Rate Institute• (1), National Park (1 per Forest Preserve), Oxford University (3) base: 1, share war: +1 (max. +3) technology: annoyed declare war: pleased, declare war on X: annoyed
favourite civic: +1 (max. +2) strategic bonus: annoyed stop trading: pleased, stop trading with X: cautious
Spy

Darius I
Courthouse / Rathaus• / Sacrificial Altar• / Ziggurat• (1), Jail / Mausoleum• (2), same religion: +1 (max. +4) happiness bonus: furious adopt civic: cautious, convert religion: cautious
+1 beaker, +4 espionage different religion: 0 health bonus: annoyed defensive pact: cautious
Intelligence Agency (2), Security Bureau (2), Kremlin (2)
+3 Great People Birth Rate close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
worse/better rank difference: –1/+1 open borders: furious vassal state: pleased
Citizen base: –1, share war: +1 (max. +6) technology: annoyed declare war: cautious, declare war on X: pleased
+1 hammer — favourite civic: +1 (max. +4) strategic bonus: annoyed stop trading: annoyed, stop trading with X: cautious

De Gaulle
can be turned into non-Great Specialist same religion: +1 (max. +3) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
free: first to discover Music (1) different religion: 0 health bonus: annoyed defensive pact: cautious
Great Artist close cultural borders: max. –2 maps: annoyed permanent alliance: cautious
to increase Great Artist probability, build: Broadway, Globe Theatre, Hermitage,
+3 gold, +12 culture Heroic Epic, Hollywood, Mausoleum of Maussollos, Mt. Rushmore, National Epic, worse/better rank difference: –2/+2 open borders: annoyed vassal state: pleased
Great Artist settled in a city Notre Dame, Parthenon, Rock ‘n’ Roll, Sistine Chapel, Statue of Zeus, Taj Mahal base: 1, share war: +1 (max. +2) technology: furious declare war: pleased, declare war on X: cautious
Great Engineer free: first to discover Fusion (1) favourite civic: +1 (max. +4) strategic bonus: cautious stop trading: pleased, stop trading with X: annoyed

Elizabeth
+3 hammers, +3 beakers to increase Great Engineer probability, build: Cristo Redentor, Hagia Sophia, same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: annoyed
different religion: 0 health bonus: furious defensive pact: pleased
Great Engineer settled in a city Hanging Gardens, Ironworks, Pyramids, Three Gorges Dam
close cultural borders: max. –3 maps: friendly permanent alliance: pleased
Great Merchant free: first to discover Economics (1) worse/better rank difference: 0/+1 open borders: furious vassal state: pleased
City Specialists

to increase Great Merchant probability, build: Colossus, Eiffel Tower, base: 1, share war: +1 (max. +3) technology: furious declare war: cautious, declare war on X: cautious
+1 food, +6 gold Great Lighthouse, Statue of Liberty, Temple of Artemis, United Nations,
Great Merchant settled in a city favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: cautious, stop trading with X: cautious

Frederick
Versailles, Wall Street
same religion: +1 (max. +4) happiness bonus: furious adopt civic: pleased, convert religion: cautious
Great Military Instructor different religion: –1 health bonus: annoyed defensive pact: pleased
+2 XP for all new military units free: first to discover Fascism (1), combat victories close cultural borders: max. –2 maps: cautious permanent alliance: pleased
Great General settled in a city worse/better rank difference: 0/+2 open borders: furious vassal state: annoyed
base: 2, share war: +1 (max. +2) technology: none declare war: pleased, declare war on X: annoyed
Great Prophet to increase Great Prophet probability, build: Angkor Wat, Apostolic Palace, favourite civic: +1 (max. +6) strategic bonus: annoyed stop trading: pleased, stop trading with X: cautious

Gandhi
+2 hammers, +5 gold Chichen Itza, Moai Statues, Oracle, Shwedagon Paya, Spiral Minaret, same religion: +1 (max. +4) happiness bonus: none adopt civic: cautious, convert religion: annoyed

Leaders
Great Prophet settled in a city Stonehenge different religion: –1 health bonus: none defensive pact: pleased
close cultural borders: max. –2 maps: none permanent alliance: pleased
Great Scientist free: first to discover Physics (1) worse/better rank difference: 0/+1 open borders: none vassal state: annoyed
+1 hammer, +6 beakers to increase Great Scientist probability, build: Great Library, Red Cross, base: –1, share war: +1 (max. +4) technology: annoyed declare war: annoyed, declare war on X: pleased

Genghis Khan
Great Scientist settled in a city Space Elevator, University of Sankore, National Park, Oxford University favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: annoyed, stop trading with X: cautious
same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
Great Spy free: first to discover Communism (1) different religion: 0 health bonus: annoyed defensive pact: pleased
+3 beakers, +12 espionage to increase Great Spy probability, build: Forbidden Palace, Great Wall, close cultural borders: max. –4 maps: pleased permanent alliance: pleased
Great Spy settled in a city Kremlin, Pentagon, Scotland Yard, West Point worse/better rank difference: –1/+2 open borders: annoyed vassal state: pleased
• unique building

68 reference guide 9
Leaders, Traits, and Favourites AI behaviour• Civics Upkeep Effects Who likes it?
favors: military, culture relation factor: 2
Gilgamesh builds wonders: very often peace probability (%): 10/60/90/100 Caste System • unlimited Artists, Scientists, and Merchants
Sumerian Empire trains units: often attack courage: very high Wang Kon

Labor Civics
req. Code of Laws medium • +1 hammer from Workshop
Protective, Creative aggression level: high will raze city: never
fav. civic: Hereditary Rule espionage level: normal refuses to talk delay: medium
fav. religion: none tech trading: willing, 20% warmonger respect: 2 Emancipation • +100% growth for Cottage, Village, and Hamlet
favors: culture relation factor: 8 req. Democracy low • unhappiness penalty for civilizations without Lincoln
Hammurabi builds wonders: very often peace probability (%): 20/70/100/100 Emancipation
Babylonian Empire trains units: often attack courage: normal
Organized, Aggressive aggression level: medium will raze city: never Decentralisation
fav. civic: Bureaucracy espionage level: normal refuses to talk delay: long — —
fav. religion: none  low
tech trading: moderate, 40% warmonger respect: 1
favors: military, gold relation factor: 2
Hannibal
Carthaginian Empire
builds wonders: very rarely peace probability (%): 20/70/100/100 Mercantilism • 1 free Specialist per city
Roosevelt,
trains units: often attack courage: very high • no foreign Trade Routes
Financial, Charismatic aggression level: high will raze city: very rarely req. Banking medium Tokugawa
• foreign Corporations have no effect
fav. civic: Free Market espionage level: normal refuses to talk delay: medium

Economy Civics
fav. religion: none tech trading: moderate, 30% warmonger respect: 2
Free Market • –25% maintenance cost for Corporations Hannibal,
favors: culture, religion relation factor: 9
Hatshepsut builds wonders: very often peace probability (%): 20/70/100/100 req. Economy medium • +1 Trade Route per city Mansa Musa
Egyptian Empire trains units: sometimes attack courage: normal
Spiritual, Creative aggression level: medium will raze city: never • no maintenance cost from distance to Palace
fav. civic: Organized Religion espionage level: normal refuses to talk delay: moderate State Property • Corporations have no effect Mao Zedong,
fav. religion: none tech trading: moderate, 30% warmonger respect: 0 req. Communism low • +10% hammers in all cities Stalin
favors: gold, production relation factor: 2 • +1 food from Workshop and Watermill
Huayna Capac builds wonders: very often peace probability (%): 10/50/90/100 • +25% maintenance cost for Corporations
Incan Empire trains units: moderate attack courage: normal Environmentalism • +6 health in all cities
Industrious, Financial aggression level: high will raze city: very rarely req. Medicine medium Sitting Bull
• +2 commerce from Windmill and Forest Preserve
fav. civic: Hereditary Rule espionage level: medium refuses to talk delay: medium • +2 health from Public Transportation
fav. religion: none tech trading: averse, 30% warmonger respect: 2
favors: religion relation factor: 6 Paganism
Isabella builds wonders: sometimes peace probability (%): 10/50/90/100 — —
 low
Spanish Empire trains units: moderate attack courage: normal
Spiritual, Expansive aggression level: medium will raze city: sometimes
fav. civic: Theocracy espionage level: high refuses to talk delay: long Organized Religion • can build Missionaries without Monastery Brennus, Hatshepsut,
fav. religion: Christianity tech trading: averse, 60% warmonger respect: 1 • +25% building production in cities with State Ramesses II,
req. Monotheism high
favors: science, military relation factor: 6 Religion Suryavarman II
Joao II

Religion Civics
builds wonders: sometimes peace probability (%): 20/70/100/100
Portuguese Empire trains units: moderate attack courage: normal Theocracy • +2 XP for all new units in cities with State Religion Isabella, Justinian I,
Imperialistic, Expansive aggression level: medium will raze city: never
fav. civic: Hereditary Rule req. Theology medium • no spread of non-State Religions Saladin, Zara Yaqob
espionage level: intensive refuses to talk delay: medium
fav. religion: Christianity tech trading: willing, 40% warmonger respect: 1
Julius Caesar favors: military, production relation factor: 4 Pacifism • +100% Great People Birth Rate in cities with State
builds wonders: sometimes peace probability (%): 10/50/90/100 Religion —
Roman Empire req. Philosophy none
trains units: often attack courage: high • +1 commerce support cost per military unit
Leaders

Organized, Imperialistic aggression level: high will raze city: never


fav. civic: Representation espionage level: normal refuses to talk delay: medium
fav. religion: none tech trading: averse, 40% warmonger respect: 1
Free Religion • no State Religion
Asoka, Darius I, Elizabeth,
• +1 happy per Non-State Religion in city

Civics
favors: religion, military relation factor: 4 req. Liberalism low Willem van Oranje
Justinian I builds wonders: often peace probability (%): 30/80/100/100
• +10% science in all cities
Byzantine Empire trains units: very often attack courage: high
Spiritual, Imperialistic aggression level: high will raze city: never
fav. civic: Theocracy espionage level: intensive refuses to talk delay: long
fav. religion: Christianity tech trading: willing, 30% warmonger respect: 1 •  for Small and Standard map, number depends on map size (see: page 75, “Base features” column – target cities)

10 reference guide 67
Civics Upkeep Effects Who likes it? Diplomatic attitudes•• Diplomatic relationship at or below which trades will be refused•••
base: 0, share war: +1 (max. +3) technology: furious declare war: pleased, declare war on X: cautious
Despotism favourite civic: +1 (max. +4) strategic bonus: cautious stop trading: pleased, stop trading with X: cautious

Gilgamesh
 low — — same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
different religion: –1 health bonus: annoyed defensive pact: pleased
close cultural borders: max. –3 maps: annoyed permanent alliance: pleased
Catherine, Gilgamesh,
Hereditary Rule Huayna Capac, Joao II,
worse/better rank difference: –2/0 open borders: annoyed vassal state: pleased
req. Monarchy low • +1 happy per military unit stationed in a city base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: annoyed
Louis XIV, Pacal II, Ragnar,

Hammurabi
favourite civic: +1 (max. +4)

Government Civics
Suleiman strategic bonus: cautious stop trading: pleased, stop trading with X: cautious
same religion: +1 (max. +5) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
Representation • +3 science per Specialist
Augustus Caesar, different religion: –1 health bonus: annoyed defensive pact: pleased
Julius Caesar, Napoleon, close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
req. Constitution medium • +3 happy in 5 largest cities• worse/better rank difference: 0/+1
Pericles, Victoria open borders: annoyed vassal state: pleased
base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: cautious
Police State favourite civic: +1 (max. +2) strategic bonus: cautious stop trading: cautious, stop trading with X: annoyed

Hannibal
• +25% military unit production Genghis Khan, same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
req. Fascism high • –50% war weariness Montezuma, Shaka different religion: –1 health bonus: furious defensive pact: pleased
close cultural borders: max. –3 maps: annoyed permanent alliance: pleased
worse/better rank difference: –1/0 open borders: annoyed vassal state: pleased
Universal Suffrage • +1 hammer from Town
Boudica,
Frederick, base: 1, share war: +1 (max. +3) technology: furious declare war: cautious, declare war on X: cautious
req. Democracy medium • can spend gold to finish production in a city

Hatshepsut
Gandhi favourite civic: +1 (max. +2) strategic bonus: cautious stop trading: cautious, stop trading with X: cautious
same religion: +1 (max. +5) happiness bonus: furious adopt civic: cautious, convert religion: cautious
different religion: –2 health bonus: furious defensive pact: pleased
Barbarism close cultural borders: max. –2 maps: furious permanent alliance: pleased
 low — —
worse/better rank difference: –1/+2 open borders: furious vassal state: cautious
base: 0, share war: +1 (max. +3) technology: annoyed declare war: pleased, declare war on X: cautious

Huayna Capac
favourite civic: +1 (max. +4) strategic bonus: cautious stop trading: cautious, stop trading with X: cautious
Vassalage • +2 XP for all new units
Alexander, Charlemagne, same religion: +1 (max. +5) happiness bonus: furious adopt civic: cautious, convert religion: cautious
req. Feudalism high • increases the number of units not requiring support different religion: –2
Cyrus, Mehmed II health bonus: furious defensive pact: pleased
costs (number depends on map size) close cultural borders: max. –3 maps: cautious permanent alliance: pleased
worse/better rank difference: –1/+1 open borders: annoyed vassal state: cautious

Legal Civics
Bureaucracy Hammurabi, Kublai Khan, base: –1, share war: +1 (max. +2) technology: annoyed declare war: cautious, declare war on X: pleased
req. Civil Service high • Capital city produces +50% hammers and gold favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: cautious, stop trading with X: cautious
Peter, Qin Shi Huang

Isabella
same religion: +1 (max. +6) happiness bonus: annoyed adopt civic: cautious, convert religion: pleased
different religion: –2 health bonus: annoyed defensive pact: pleased
Nationhood • can draft 3 units (1 per city) per turn Bismarck, close cultural borders: max. –3 maps: pleased permanent alliance: pleased
req. Nationalism none • +25% espionage in all cities Churchill, worse/better rank difference: –1/+1 open borders: annoyed vassal state: pleased
• +2 happy from Barracks De Gaulle base: 0, share war: +1 (max. +2) technology: annoyed declare war: cautious, declare war on X: annoyed
favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: pleased, stop trading with X: annoyed

Joao II
Free Speech • +100% culture in all cities
same religion: +1 (max. +3) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
Washington different religion: –1 health bonus: annoyed defensive pact: pleased
req. Liberalism low • +2 commerce from Town close cultural borders: max. –2 maps: pleased permanent alliance: pleased
worse/better rank difference: 0/+2 open borders: annoyed vassal state: cautious
Tribalism base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: pleased

Julius Caesar
— — favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: cautious, stop trading with X: cautious
 low
same religion: +1 (max. +3) happiness bonus: furious adopt civic: cautious, convert religion: cautious

Leaders
different religion: –1 health bonus: annoyed defensive pact: pleased
Labor Civics

close cultural borders: max. –4 maps: pleased permanent alliance: pleased


Slavery • can sacrifice population to finish production in a city worse/better rank difference: –1/0 open borders: annoyed vassal state: pleased

Civics

req. Bronze Working medium (causes unhappiness) base: 1, share war: +1 (max. +3) technology: furious declare war: pleased, declare war on X: cautious
favourite civic: +1 (max. +4) strategic bonus: cautious stop trading: cautious, stop trading with X: annoyed

Justinian I
same religion: +1 (max. +6) happiness bonus: furious adopt civic: cautious, convert religion: friendly
Serfdom different religion: –2 health bonus: furious defensive pact: pleased
req. Feudalism low • Workers build Improvements 50% faster —
close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
worse/better rank difference: –2/0 open borders: furious vassal state: pleased

66 reference guide 11
Leaders, Traits, and Favourites AI behaviour•
favors: military, culture relation factor: 1
Kublai Khan builds wonders: often peace probability (%): 10/50/90/100
Mongolian Empire trains units: moderate attack courage: normal
Aggressive, Creative aggression level: high will raze city: sometimes
fav. civic: Bureaucracy espionage level: normal refuses to talk delay: medium
fav. religion: Buddhism Flight Advanced Flight Stealth
tech trading: moderate, 30% warmonger respect: 2
+Combustion +Composites
favors: science, growth relation factor: 9 +Physics
Lincoln builds wonders: often peace probability (%): 40/80/100/100
American Empire trains units: moderate attack courage: normal
Philosophical, Charismatic aggression level: quite low will raze city: never
fav. civic: Emancipation espionage level: intensive refuses to talk delay: moderate
fav. religion: Christianity tech trading: moderate, 30% warmonger respect: 0
Rocketry Satellites Laser
favors: culture, military relation factor: 1
Louis XIV builds wonders: extremely peace probability (%): 0/20/80/100
+Radio +Plastics
French Empire trains units: often attack courage: high
Industrious, Creative aggression level: medium will raze city: never
fav. civic: Hereditary Rule espionage level: high refuses to talk delay: moderate
fav. religion: Christianity tech trading: averse, 30% warmonger respect: 2
favors: gold, religion relation factor: 9
Mansa Musa builds wonders: sometimes peace probability (%): 10/50/90/100 Industrialism Plastics Composites
Malinese Empire trains units: moderate attack courage: normal +Electricity +Combustion
Spiritual, Financial aggression level: very low will raze city: never
fav. civic: Free Market espionage level: very low refuses to talk delay: moderate
fav. religion: Islam tech trading: most willing, 0% warmonger respect: 0
favors: growth, production relation factor: 1
Mao Zedong builds wonders: very rarely peace probability (%): 0/30/80/100
Chinese Empire trains units: moderate attack courage: high Fission Ecology
Expansive, Protective aggression level: medium will raze city: never +Biology
fav. civic: State Property espionage level: very high refuses to talk delay: medium
fav. religion: none tech trading: averse, 50% warmonger respect: 2
Fiber Optics Fusion
favors: military, culture relation factor: 2
Mehmed II builds wonders: sometimes peace probability (%): 20/70/100/100
+Fission
Ottoman Empire trains units: extreme attack courage: high
Expansive, Organized aggression level: high will raze city: sometimes Radio Mass Media
fav. civic: Vassalage espionage level: intensive refuses to talk delay: medium
fav. religion: Islam tech trading: averse, 40% warmonger respect: 1
favors: military, religion relation factor: 0
Montezuma builds wonders: never peace probability (%): 0/30/80/100
Aztec Empire trains units: very often attack courage: very high
Aggressive, Spiritual aggression level: very high will raze city: often
fav. civic: Police State espionage level: moderate refuses to talk delay: long
fav. religion: none Computers Robotics
tech trading: averse, 50% warmonger respect: 2
+Plastics
favors: military, gold relation factor: 0
Napoleon

Tech Tree
builds wonders: very rarely peace probability (%): 10/50/90/100
French Empire trains units: extreme attack courage: extreme
Leaders

Organized, Charismatic aggression level: high will raze city: never


fav. civic: Representation espionage level: normal refuses to talk delay: long
fav. religion: Christianity tech trading: moderate, 60% warmonger respect: 2
Refrigeration Superconductors Genetics Future Tech
favors: culture, growth relation factor: 2
Pacal II builds wonders: very often peace probability (%): 10/50/90/100
+Medicine +Stealth
Maya Empire trains units: moderate attack courage: normal
Financial, Expansive aggression level: quite low will raze city: very rarely
fav. civic: Hereditary Rule espionage level: normal refuses to talk delay: moderate
fav. religion: none tech trading: averse, 50% warmonger respect: 0

12 reference guide 65
Diplomatic attitudes•• Diplomatic relationship at or below which trades will be refused•••
base: 0, share war: +1 (max. +3) technology: furious declare war: cautious, declare war on X: pleased

Kublai Khan
Nationalism
favourite civic: +1 (max. +4) strategic bonus: annoyed stop trading: cautious, stop trading with X: annoyed
Music same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
different religion: 0 health bonus: annoyed defensive pact: pleased
Military Tradition close cultural borders: max. –3 maps: cautious permanent alliance: pleased
worse/better rank difference: 0/+3 open borders: annoyed vassal state: cautious
base: 1, share war: +1 (max. +4) technology: furious declare war: pleased, declare war on X: annoyed
Artillery favourite civic: +1 (max. +4)
Rifling +Steel
strategic bonus: cautious stop trading: cautious, stop trading with X: annoyed

Lincoln
Printing Press

+Gunpowder same religion: +1 (max. +2) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
+Physics
Banking

different religion: 0 health bonus: annoyed defensive pact: pleased


close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
worse/better rank difference: –1/+1 open borders: annoyed vassal state: pleased
Replaceable Parts
base: 0, share war: +1 (max. +2) technology: annoyed declare war: cautious, declare war on X: pleased
favourite civic: +1 (max. +3) strategic bonus: cautious stop trading: cautious, stop trading with X: cautious

Louis XIV
Code of Laws

same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: pleased, convert religion: cautious
Nationalism

different religion: –2 health bonus: furious defensive pact: pleased


close cultural borders: max. –4 maps: annoyed permanent alliance: pleased
worse/better rank difference: –2/+1 open borders: annoyed vassal state: annoyed
Constitution Democracy
base: 1, share war: +1 (max. +3) technology: furious declare war: annoyed, declare war on X: pleased
+Printing Press Steam Power Assembly Line

Mansa Musa
favourite civic: +1 (max. +4) strategic bonus: annoyed stop trading: pleased, stop trading with X: furious
+Chemistry same religion: +1 (max. +6) happiness bonus: none adopt civic: annoyed, convert religion: annoyed
different religion: –2
Education

health bonus: none defensive pact: pleased


Banking

Fascism close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
worse/better rank difference: 0/+4 open borders: none vassal state: annoyed
+Nationalism
Economics Corporation base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: pleased

Mao Zedong
favourite civic: +1 (max. +6) strategic bonus: cautious stop trading: annoyed, stop trading with X: cautious
Communism same religion: +1 (max. +2) happiness bonus: annoyed adopt civic: pleased, convert religion: cautious
Philosophy
Education

different religion: 0 health bonus: annoyed defensive pact: pleased


close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
worse/better rank difference: 0/0 open borders: annoyed vassal state: pleased
Liberalism
base: –1, share war: +1 (max. +4)
Calendar

technology: annoyed declare war: annoyed, declare war on X: cautious


Optics

favourite civic: +1 (max. +4)

Mehmed II
strategic bonus: cautious stop trading: cautious, stop trading with X: annoyed
same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
Astronomy Scientific Method Physics Electricity different religion: –2 health bonus: furious defensive pact: pleased
+Printing Press +Astronomy close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
worse/better rank difference: 0/+3 open borders: annoyed vassal state: pleased
base: –1, share war: +1 (max. +4) technology: annoyed declare war: annoyed, declare war on X: pleased

Montezuma
favourite civic: +1 (max. +2) strategic bonus: cautious stop trading: annoyed, stop trading with X: cautious
same religion: +1 (max. +2) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
different religion: –2 health bonus: annoyed defensive pact: pleased
Guilds Education

Biology Medicine close cultural borders: max. –4 maps: pleased permanent alliance: pleased
worse/better rank difference: –3/0 open borders: annoyed vassal state: pleased
+Optics
base: –1, share war: +1 (max. +4) technology: annoyed declare war: cautious, declare war on X: pleased
Tech Tree

favourite civic: +1 (max. +5) strategic bonus: cautious stop trading: annoyed, stop trading with X: cautious

Napoleon
Gunpowder Chemistry Military Science same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious

Leaders
+Engineering different religion: 0 health bonus: annoyed defensive pact: pleased
close cultural borders: max. –3 maps: pleased permanent alliance: pleased
worse/better rank difference: –1/+1 open borders: annoyed vassal state: pleased
base: 1, share war: +1 (max. +3) technology: annoyed declare war: pleased, declare war on X: pleased
favourite civic: +1 (max. +5) strategic bonus: cautious stop trading: pleased, stop trading with X: cautious

Pacal II
same religion: +1 (max. +5) happiness bonus: furious adopt civic: cautious, convert religion: cautious
Steel Railroad Combustion different religion: –2 health bonus: furious defensive pact: pleased
+Iron Working +Steam Power close cultural borders: max. –2 maps: cautious permanent alliance: pleased
worse/better rank difference: –1/+2 open borders: annoyed vassal state: pleased

64 reference guide 13
Leaders, Traits, and Favourites AI behaviour•
favors: production, science relation factor: 6

Liberalism Military Tradition Constitution


Pericles builds wonders: very often peace probability (%): 20/70/100/100
Greek Empire trains units: moderate attack courage: normal
Philosophical, Creative aggression level: low will raze city: never
fav. civic: Representation espionage level: normal refuses to talk delay: medium
fav. religion: none Literature Music
tech trading: willing, 10% warmonger respect: 0
+Polytheism +Mathematics
favors: science, growth relation factor: 1
Peter builds wonders: often peace probability (%): 10/50/90/100
Russian Empire trains units: often attack courage: very high Drama
Philosophical, Expansive aggression level: high will raze city: never
fav. civic: Bureaucracy espionage level: high refuses to talk delay: medium
fav. religion: Christianity tech trading: willing, 10% warmonger respect: 2
Calendar Philosophy Nationalism
favors: production, growth relation factor: 2
Qin Shi Huang builds wonders: often peace probability (%): 0/30/80/100
+Sailing +Meditation
Chinese Empire trains units: sometimes attack courage: high
Industrious, Protective aggression level: quite low will raze city: never

Replaceable Parts
fav. civic: Bureaucracy espionage level: medium refuses to talk delay: medium
fav. religion: Taoism tech trading: averse, 30% warmonger respect: 2
favors: military relation factor: 0
Ragnar builds wonders: very rarely peace probability (%): 0/50/90/100 Construction Engineering Divine Right Printing Press
Viking Empire trains units: extreme attack courage: extreme +Masonry +Machinery +Monarchy +Alphabet
Financial, Aggressive aggression level: very high will raze city: often +Machinery
fav. civic: Hereditary Rule espionage level: normal refuses to talk delay: long
fav. religion: none tech trading: averse, 30% warmonger respect: 2
favors: culture, production relation factor: 6
Ramesses II builds wonders: extremely peace probability (%): 20/70/100/100
Egyptian Empire trains units: sometimes attack courage: high Currency
Spiritual, Industrious aggression level: medium will raze city: never
fav. civic: Organized Religion espionage level: normal refuses to talk delay: medium
fav. religion: none tech trading: willing, 60% warmonger respect: 0
Code of Laws Civil Service Paper
favors: production, gold relation factor: 8
Roosevelt +Mathematics

Liberalism
builds wonders: sometimes peace probability (%): 10/50/90/100
American Empire trains units: sometimes attack courage: normal
Industrious, Organized aggression level: quite low will raze city: never
fav. civic: Mercantilism espionage level: high refuses to talk delay: long

Economics
fav. religion: Christianity tech trading: willing, 30% warmonger respect: 0
favors: military, religion relation factor: 4
Saladin builds wonders: very rarely peace probability (%): 20/70/100/100 Feudalism Education
Arabian Empire trains units: often attack courage: normal +Writing
Protective, Spiritual aggression level: medium will raze city: never
fav. civic: Theocracy espionage level: normal refuses to talk delay: medium Theology

Gunpowder
fav. religion: Islam tech trading: moderate, 40% warmonger respect: 1
+Writing
favors: military relation factor: 2
Shaka

Tech Tree
builds wonders: very rarely peace probability (%): 0/40/90/100
Zulu Empire trains units: extreme attack courage: very high Machinery Guilds
Leaders

Aggressive, Expansive aggression level: very high will raze city: often
fav. civic: Police State espionage level: normal refuses to talk delay: long
fav. religion: none tech trading: averse, 50% warmonger respect: 2

Replaceable Parts
favors: military, growth relation factor: 8
Sitting Bull

Economics
builds wonders: never peace probability (%): 50/90/100/100
Native American Empire trains units: very often attack courage: very high
Philosophical, Protective aggression level: medium will raze city: rarely Optics Banking
fav. civic: Environmentalism espionage level: high refuses to talk delay: very long +Currency
fav. religion: none tech trading: averse, 80% warmonger respect: 0

14 reference guide 63
Diplomatic attitudes•• Diplomatic relationship at or below which trades will be refused•••
base: 1, share war: +1 (max. +3) technology: furious declare war: pleased, declare war on X: annoyed
favourite civic: +1 (max. +2) strategic bonus: cautious stop trading: pleased, stop trading with X: cautious

Pericles
same religion: +1 (max. +4) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
different religion: –1 health bonus: annoyed defensive pact: pleased
Fishing Sailing close cultural borders: max. –2 maps: cautious permanent alliance: pleased
worse/better rank difference: 0/0 open borders: furious vassal state: pleased
base: 0, share war: +1 (max. +2) technology: furious declare war: annoyed, declare war on X: pleased
favourite civic: +1 (max. +2) strategic bonus: cautious stop trading: cautious, stop trading with X: cautious
Aesthetics same religion: +1 (max. +4) happiness bonus: furious adopt civic: cautious, convert religion: cautious

Peter
different religion: –1 health bonus: annoyed defensive pact: pleased
close cultural borders: max. –3 maps: annoyed permanent alliance: cautious
worse/better rank difference: –2/+2 open borders: annoyed vassal state: pleased
The Wheel Pottery Writing
base: 1, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: pleased

Qin Shi Huang


favourite civic: +1 (max. +5) strategic bonus: cautious stop trading: cautious, stop trading with X: annoyed
same religion: +1 (max. +4) happiness bonus: furious adopt civic: cautious, convert religion: cautious
different religion: –1 health bonus: furious defensive pact: pleased
close cultural borders: max. –4 maps: pleased permanent alliance: cautious
worse/better rank difference: –1/0 open borders: annoyed vassal state: pleased
base: –1, share war: +1 (max. +3) technology: cautious declare war: annoyed, declare war on X: cautious
Agriculture Animal Husbandry Mathematics favourite civic: +1 (max. +3) strategic bonus: pleased stop trading: annoyed, stop trading with X: cautious

Ragnar
same religion: +1 (max. +5) happiness bonus: pleased adopt civic: cautious, convert religion: cautious
different religion: 0 health bonus: annoyed defensive pact: pleased
Horseback Riding close cultural borders: max. –2 maps: pleased permanent alliance: pleased
worse/better rank difference: –1/+2 open borders: furious vassal state: pleased
base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: cautious

Ramesses II
favourite civic: +1 (max. +4) strategic bonus: annoyed stop trading: cautious, stop trading with X: annoyed
Hunting Archery Alphabet same religion: +1 (max. +6) happiness bonus: furious adopt civic: pleased, convert religion: pleased
different religion: –1 health bonus: annoyed defensive pact: pleased
close cultural borders: max. –2 maps: pleased permanent alliance: cautious
worse/better rank difference: 0/+2 open borders: annoyed vassal state: pleased
base: 1, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: cautious
favourite civic: +1 (max. +5) strategic bonus: cautious stop trading: pleased, stop trading with X: cautious

Roosevelt
same religion: +1 (max. +3) happiness bonus: furious adopt civic: cautious, convert religion: cautious
Meditation Priesthood different religion: 0 health bonus: furious defensive pact: cautious
close cultural borders: max. –3 maps: annoyed permanent alliance: pleased
worse/better rank difference: –1/+2 open borders: annoyed vassal state: pleased
base: 0, share war: +1 (max. +4) technology: annoyed declare war: cautious, declare war on X: annoyed
Monarchy favourite civic: +1 (max. +1) strategic bonus: cautious stop trading: pleased, stop trading with X: cautious

Saladin
same religion: +1 (max. +5) happiness bonus: furious adopt civic: cautious, convert religion: pleased
different religion: –2 health bonus: annoyed defensive pact: cautious
Mysticism Polytheism Monotheism close cultural borders: max. –3 maps: cautious permanent alliance: pleased
worse/better rank difference: 0/+2 open borders: annoyed vassal state: cautious
base: –1, share war: +1 (max. +4) technology: cautious declare war: annoyed, declare war on X: pleased
Tech Tree

favourite civic: +1 (max. +2) strategic bonus: cautious stop trading: annoyed, stop trading with X: cautious
Metal Casting

Shaka
same religion: +1 (max. +3) happiness bonus: annoyed adopt civic: cautious, convert religion: annoyed

Leaders
+Pottery different religion: 0 health bonus: furious defensive pact: pleased
close cultural borders: max. –4 maps: annoyed permanent alliance: pleased
worse/better rank difference: –2/0 open borders: annoyed vassal state: pleased
Masonry
base: 0, share war: +1 (max. +4) technology: annoyed declare war: pleased, declare war on X: annoyed

Sitting Bull
favourite civic: +1 (max. +2) strategic bonus: annoyed stop trading: cautious, stop trading with X: annoyed
same religion: +1 (max. +2) happiness bonus: furious adopt civic: cautious, convert religion: cautious
Mining Bronze Working Iron Working Compass different religion: 0 health bonus: furious defensive pact: pleased
+Sailing close cultural borders: max. –4 maps: furious permanent alliance: pleased
worse/better rank difference: 0/0 open borders: annoyed vassal state: pleased
green paths mean that only one of these prerequisite techs is required
paths marked as black and techs marked as red are obligatory

62 reference guide 15
Leaders, Traits, and Favourites AI behaviour• Tech Beakers•• Prereq. Techs Can build Effects
Stalin favors: military, production relation factor: 2 Robotics Mechanized Infantry•, Missile Cruiser,
Russian Empire
builds wonders: often peace probability (%): 10/50/90/100 Computers Stealth Destroyer•, Stealth Bomber• —
trains units: often attack courage: high Modern Era 8000
Space Elevator (W)•
Industrious, Aggressive aggression level: high will raze city: sometimes
fav. civic: State Property espionage level: extreme refuses to talk delay: medium Rocketry SAM Infantry, Attack Submarine•,
Artillery or Flight,
fav. religion: none tech trading: averse, 80% warmonger respect: 1 Guided Missile•, Tactical Nuke•, ICBM• —
Modern Era 5000 Rifling
favors: culture, military relation factor: 4 Aluminum Co (C)•, Apollo Program (TP)
Suleiman builds wonders: sometimes peace probability (%): 20/70/100/100 Galley, Trireme•
Ottoman Empire Sailing enables trade on coast
trains units: often attack courage: high Fishing Lighthouse, Trading Post, Great
Ancient Era 100 enables trade on rivers
Imperialistic, Philosophical aggression level: high will raze city: almost never Lighthouse (W)•, Moai Statues (NW)
fav. civic: Hereditary Rule espionage level: medium refuses to talk delay: medium
fav. religion: Islam tech trading: moderate, 40% warmonger respect: 1 Satellites Space Ship Docking Bay,
Rocketry, Radio reveals World Map
favors: gold, culture relation factor: 1 Modern Era 6000 Space Elevator (W)•
Suryavarman II builds wonders: very often peace probability (%): 10/50/90/100
Khmer Empire Scientific Method Astronomy reveals Oil
trains units: often attack courage: normal obsoletes Monasteries,
Expansive, Creative aggression level: high will raze city: sometimes or Chemistry, Forest Preserve Great Library (W), Parthenon (W),
Industrial Era 2400
fav. civic: Organized Religion espionage level: normal refuses to talk delay: medium Printing Press Temple of Artemis (W)
fav. religion: Buddhism tech trading: moderate, 50% warmonger respect: 1
Stealth Composites,
favors: science, military relation factor: 1 Stealth Destroyer•, Stealth Bomber• —
Tokugawa builds wonders: sometimes peace probability (%): 10/50/90/100
Future Era 8000 Advanced Flight
Japanese Empire trains units: often attack courage: normal reveals Coal
Protective, Aggressive aggression level: high will raze city: sometimes Steam Power Chemistry, Ironclad•
fav. civic: Mercantilism Workers build improv. +50% faster
espionage level: very low refuses to talk delay: long Industrial Era 3200 Replaceable Parts Levee, Dike
fav. religion: Buddhism tech trading: averse, 100% warmonger respect: 2 obsoletes Hagia Sophia (W)

Victoria favors: gold, growth relation factor: 8 Steel Iron Working, Cannon, Ironclad•
builds wonders: often peace probability (%): 0/20/80/100 —
English Empire Industrial Era 2800 Chemistry Drydock, Ironworks (NW)
trains units: moderate attack courage: normal
Imperialistic, Financial aggression level: medium will raze city: never
fav. civic: Representation Superconductors Refrigeration Laboratory, Research Institute,
espionage level: intensive refuses to talk delay: long —
fav. religion: Christianity tech trading: moderate, 30% warmonger respect: 0 Modern Era 6500 or Computers Space Ship Thrusters
favors: gold, science relation factor: 8
Wang Kon builds wonders: sometimes peace probability (%): 20/70/100/100 Theology Writing, enables Theocracy
Korean Empire Hagia Sophia (W), Apostolic Palace (W)
trains units: moderate attack courage: normal Medieval Era 500 Monotheism first to discover founds Christianity
Financial, Protective aggression level: high will raze city: very rarely
fav. civic: Caste System espionage level: intensive refuses to talk delay: moderate Wheel
fav. religion: Confucianism Road
tech trading: moderate, 20% warmonger respect: 0 — —
Ancient Era 60 Chariot, War Chariot, Immortal
favors: military, growth relation factor: 8
Washington builds wonders: sometimes peace probability (%): 20/70/100/100
American Empire Writing Animal Husbandry
trains units: moderate attack courage: high

Technologies
or Priesthood Library, Madrassa enables Open Borders
Expansive, Charismatic aggression level: medium will raze city: never Ancient Era 120
or Pottery
fav. civic: Free Speech espionage level: high refuses to talk delay: medium
fav. religion: Christianity tech trading: moderate, 30% warmonger respect: 0
favors: gold, science relation factor: 4
Willem van Oranje builds wonders: sometimes peace probability (%): 10/50/80/100
Dutch Empire trains units: moderate attack courage: high
Leaders

Creative, Financial aggression level: high will raze city: never


fav. civic: Free Religion espionage level: normal refuses to talk delay: medium
fav. religion: Christianity tech trading: willing, 15% warmonger respect: 0 W – World Wonder  NW – National Wonder  C – Corporation  WP – World Project  TP – Team Project
• other tech(s) also required
favors: growth, religion relation factor: 6
Zara Yaqob builds wonders: sometimes peace probability (%): 10/50/90/100 •• Assumes Duel Map Size, Noble Difficulty Level, and Normal Game Speed. Factors for other conditions are:
Ethiopian Empire trains units: often attack courage: high – Map Size: Tiny ×1.10, Small ×1.20, Standard ×1.30, Large ×1.40, Huge ×1.50
Creative, Organized aggression level: medium will raze city: almost never – Difficulty Level: Settler ×0.60, Chieftain ×0.75, Warlord ×0.90, Prince ×1.10, Monarch ×1.15, Emperor ×1.20,
fav. civic: Theocracy espionage level: normal refuses to talk delay: medium   Immortal ×1.25, Deity ×1.30
fav. religion: Christianity – Game Speed: Quick ×0.67, Epic ×1.50, Marathon ×3.00 (!)
tech trading: moderate, 30% warmonger respect: 1 Example: Wheel on Huge/Emperor/Marathon will cost 324 beakers (60×1.50×1.20×3.00) instead of 60.

16 reference guide 61
Tech Beakers•• Prereq. Techs Can build Effects Diplomatic attitudes•• Diplomatic relationship at or below which trades will be refused•••
Mysticism base: –1, share war: +1 (max. +3) technology: cautious declare war: cautious, declare war on X: pleased
Monument, Obelisk, Stele, Totem Pole, favourite civic: +1 (max. +6) strategic bonus: cautious stop trading: annoyed, stop trading with X: cautious
— —
Ancient Era 50 Stonehenge (W)

Stalin
same religion: +1 (max. +2) happiness bonus: annoyed adopt civic: pleased, convert religion: annoyed
different religion: 0 health bonus: furious defensive pact: pleased
Nationalism Divine Right close cultural borders: max. –2 maps: pleased permanent alliance: pleased
or Philosophy, Hermitage (NW), Taj Mahal (W) enables Nationhood worse/better rank difference: –3/0 open borders: furious vassal state: cautious
Renaissance Era 1800
Civil Service base: 0, share war: +1 (max. +5) technology: annoyed declare war: annoyed, declare war on X: pleased
Optics favourite civic: +1 (max. +3) strategic bonus: annoyed stop trading: pleased, stop trading with X: cautious

Suleiman
Machinery, Caravel, Carrack
+1 sight across water same religion: +1 (max. +2) happiness bonus: furious adopt civic: cautious, convert religion: annoyed
Medieval Era 600 Compass Whaling Boat
different religion: –1 health bonus: furious defensive pact: pleased
close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
Paper Civil Service worse/better rank difference: –1/+1 open borders: annoyed vassal state: cautious
University of Sankore (W) enables Map Trading
Medieval Era 600 or Theology base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: pleased

Suryavarman II
favourite civic: +1 (max. +4) strategic bonus: cautious stop trading: pleased, stop trading with X: cautious
Philosophy Code of Laws same religion: +1 (max. +5) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
enables Pacifism
or Drama, Angkor Wat (W) different religion: –2 health bonus: furious defensive pact: pleased
Medieval Era 800 first to discover founds Taoism
Meditation close cultural borders: max. –3 maps: cautious permanent alliance: pleased
first to discover receives worse/better rank difference: –2/0 open borders: annoyed vassal state: cautious
Physics Astronomy,
Airship Great Scientist base: –1, share war: +1 (max. +4) technology: cautious declare war: cautious, declare war on X: pleased
Industrial Era 4000 Scientific Method
reveals Uranium favourite civic: +1 (max. +5) strategic bonus: pleased stop trading: annoyed, stop trading with X: pleased

Tokugawa
Offshore Platform same religion: +1 (max. +3) happiness bonus: cautious adopt civic: pleased, convert religion: pleased
Plastics Combustion, different religion: –1 health bonus: cautious defensive pact: cautious
Hydro Plant, Three Gorges Dam (W), obsoletes Fur
Modern Era 7000 Industrialism close cultural borders: max. –3 maps: friendly permanent alliance: pleased
Standard Ethanol (C)• worse/better rank difference: 0/+1 open borders: cautious vassal state: cautious
Polytheism base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: pleased
Mysticism Parthenon (W), Temple of Artemis (W) first to discover founds Hinduism favourite civic: +1 (max. +3) strategic bonus: annoyed stop trading: annoyed, stop trading with X: annoyed
Ancient Era 100

Victoria
same religion: +1 (max. +4) happiness bonus: furious adopt civic: pleased, convert religion: cautious
Agriculture different religion: 0 health bonus: furious defensive pact: pleased
Pottery Cottage
or Fishing, — close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
Ancient Era 80 Granary, Terrace worse/better rank difference: –1/0 open borders: annoyed vassal state: pleased
Wheel
Buddhist Temple, Christian Temple, base: 0, share war: +1 (max. +3) technology: annoyed declare war: cautious, declare war on X: cautious
Priesthood Meditation Confucian Temple, Hindu Temple, favourite civic: +1 (max. +4) strategic bonus: cautious stop trading: pleased, stop trading with X: annoyed

Wang Kon
Islamic Temple, Jewish Temple, —
Ancient Era 60 or Polytheism same religion: +1 (max. +3) happiness bonus: annoyed adopt civic: cautious, convert religion: cautious
Taoist Temple, Ziggurat, Oracle (W) different religion: –1 health bonus: furious defensive pact: pleased
Printing Press close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
Machinery, +1 commerce from Hamlet
— worse/better rank difference: 0/+3 open borders: annoyed vassal state: cautious
Renaissance Era 1600 Alphabet, Paper +1 commerce from Town
base: 0, share war: +1 (max. +3) technology: annoyed declare war: pleased, declare war on X: cautious
Submarine, Attack Submarine•,

Washington
favourite civic: +1 (max. +4) strategic bonus: cautious stop trading: cautious, stop trading with X: annoyed
Radio Bomber•, Guided Missile• same religion: +1 (max. +5) happiness bonus: furious adopt civic: cautious, convert religion: cautious
Technologies

Electricity Eiffel Tower (W), Rock ‘n’ Roll (W), —


Modern Era 6000 different religion: –1 health bonus: annoyed defensive pact: pleased
Cristo Redentor (W)
close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
Railroad Machine Gun worse/better rank difference: 0/+1 open borders: annoyed vassal state: pleased
Steam Power,
Railroad —
Industrial Era 4500 Steel base: 0, share war: +1 (max. +4) technology: furious declare war: pleased, declare war on X: cautious
Mining Inc (C)•

Willem van
favourite civic: +1 (max. +4) strategic bonus: annoyed stop trading: pleased, stop trading with X: furious

Oranje
Refrigeration same religion: +1 (max. +1) happiness bonus: furious adopt civic: cautious, convert religion: annoyed
Biology,

Leaders
Supermarket, Mall, Cereal Mills (C)• +1 move for Water Units different religion: 0 health bonus: furious defensive pact: pleased
Modern Era 4000 Electricity
close cultural borders: max. –1 maps: furious permanent alliance: pleased
worse/better rank difference: +1/–1 open borders: annoyed vassal state: pleased
Replaceable Parts Banking, +1 hammer from Windmill
Lumbermill base: 2, share war: +1 (max. +3) technology: furious declare war: annoyed, declare war on X: pleased
Renaissance Era 1800 Printing Press +1 hammer from Watermill favourite civic: +1 (max. +4)

Zara Yaqob
strategic bonus: annoyed stop trading: cautious, stop trading with X: cautious
same religion: +1 (max. +7) happiness bonus: furious adopt civic: annoyed, convert religion: pleased
Rifling Rifleman, Redcoat, Infantry•, Marine•, different religion: –2 health bonus: furious defensive pact: pleased
Gunpowder,
Navy SEAL•, Paratrooper•, Tank•, Panzer•, obsoletes Walls, Chichen Itza (W) close cultural borders: max. –2 maps: annoyed permanent alliance: pleased
Renaissance Era 2400 Replaceable Parts
Mechanized Infantry•, Cavalry•, Cossack• worse/better rank difference: –1/+2 open borders: annoyed vassal state: cautious

60 reference guide 17
Traits and their effects Who has it? Tech Beakers•• Prereq. Techs Can build Effects
Aggressive Hammurabi +Or Laser Mobile SAM, Mobile Artillery•
Alexander +Ph Shaka +Ex Plastics, Satellites —
• free Combat I promotion for all Melee and Kublai Khan +Cr Modern Era 7000 SDI (TP)
Boudica +Ch Stalin +In
Gunpowder Units Montezuma +Sp
Genghis Khan +Im Tokugawa +Pr
• double production speed of Barracks and Drydock Ragnar +Fi Liberalism first to discover receives a free
Philosophy,
— technology
Charismatic Renaissance Era 1400 Education
enables Free Speech, Free Religion
Boudica +Ag Cyrus +Im Lincoln +Ph
• +1 happy in all cities
Brennus +Sp De Gaulle +In Napoleon +Or Literature
• –25% XP needed for unit promotions Polytheism, Heroic Epic (NW), National Epic (NW),
Churchill +Pr Hannibal +Fi Washington +Ex —
• +1 happy from Monument and Broadcast Tower Classical Era 200 Aesthetics Great Library (W)
Creative Machinery Windmill, Watermill
Catherine +Im Kublai Khan +Ag Suryavarman II +Ex
• +2 culture in all cities Metal Casting Maceman•, Samurai•, Berserker•, —
Gilgamesh +Pr Louis XIV +In Willem van Oranje+Fi Medieval Era 700
• double production speed of Library, Theatre, Crossbowman•, Cho-Ko-Nu•
Hatshepsut +Sp Pericles +Ph Zara Yaqob +Or
and Colosseum
Masonry Quarry, Walls, Dun, Aqueduct•,
Mysticism
Expansive Hammam•, Baray•, Pyramids (W), —
Mao Zedong +Pr Ancient Era 80 or Mining
• +2 health in all cities
Bismarck +In Shaka +Ag Great Lighthouse (W)•, Great Wall (W)
Mehmed II +Or
Isabella +Sp Suryavarman II +Cr Broadcast Tower, Hollywood (W),
• 25% faster production of Worker Pacal II +Fi Mass Media
Joao II +Im Washington +Ch Radio United Nations (W), obsoletes Apostolic Palace (W)
• double production speed of Granary and Harbor Peter +Ph Modern Era 3600
Civilized Jewelers Inc (C)•
Financial Huayna Capac +In Fort
Darius I +Or Victoria +Im Mathematics +50% hammers from chopping
• +1 commerce on tiles with at least 2 commerce Mansa Musa +Sp Writing Aqueduct•, Hammam•, Baray•,
Elizabeth +Ph Wang Kon +Pr Classical Era 250 Forest
Pacal II +Ex Hanging Gardens (W)
Hannibal +Ch Willem van Oranje+Cr
Ragnar +Ag
Medicine Hospital, Red Cross (NW),
Imperialistic Cyrus +Ch Industrial Era 4500
Optics, Biology
Sid’s Sushi Co (C)•
enables Environmentalism
Augustus Caesar+In Justinian I +Sp
• +100% Great General Emergence Genghis Khan +Ag
Catherine +Cr Suleiman +Ph
• 50% faster production of Settler Joao II +Ex Meditation Buddhist Monastery, Christian Monastery,
Charlemagne +Pr Victoria +Fi Confucian Monastery, Hindu Monastery, first to discover founds Buddhism
Julius Caesar +Or Mysticism Islamic Monastery, Jewish Monastery,
Ancient Era 80
Taoist Monastery
Industrious
• +50% Wonder production
Augustus Caesar+Im Huayna Capac +Fi Ramesses II +Sp Metal Casting Trireme•
Pottery,
Bismarck +Ex Louis XIV +Cr Roosevelt +Or Workshop —
• double production speed of Forge Classical Era 450 Bronze Working
De Gaulle +Ch Qin Shi Huang +Pr Stalin +Ag Forge, Mint, Colossus (W)

Organized
Military Science Grenadier, Ship of the Line•
Chemistry enables Blitz, Commando
Asoka +Sp Hammurabi +Ag Napoleon +Ch Renaissance Era 2000 Military Academy
• –50% Civic upkeep
Darius I +Fi Julius Caesar +Im Roosevelt +In
• double production speed of Lighthouse, Factory, Conquistador•, Cuirassier•,
Frederick +Ph Mehmed II +Ex Zara Yaqob +Cr Military Tradition Music,
and Courthouse Cavalry•, Cossack•
Leader Traits

Technologies
enables Defensive Pacts
Renaissance Era 2000 Nationalism
Philosophical West Point (NW)
Alexander +Ag Gandhi +Sp Peter +Ex
• +100% Great People Birth Rate Mining
Elizabeth +Fi Lincoln +Ch Sitting Bull +Pr — Mine —
• double production speed of University Ancient Era 50
Frederick +Or Pericles +Cr Suleiman +Im

Protective Monarchy Priesthood


Churchill +Ch Mao Zedong +Ex Sitting Bull +Ph Winery enables Hereditary Rule
• free City Garrison I and Drill I promotions for all Classical Era 300 or Monotheism
Charlemagne +Im Qin Shi Huang +In Tokugawa +Ag
Archery and Gunpowder Units
Gilgamesh +Cr Saladin +Sp Wang Kon +Fi Monotheism
• double production speed of Walls and Castle Masonry, enables Organized Religion

Ancient Era 120 Polytheism first to discover founds Judaism
Spiritual Hatshepsut +Cr
Asoka +Or Montezuma +Ag
• no anarchy Isabella +Ex Literature Buddhist Stupa, Christian Cathedral, first to discover receives
Brennus +Ch Ramesses II +In Music Confucian Academy, Hindu Mandir,
• double production speed of Temple Justinian I +Im or Drama, Great Artist
Gandhi +Ph Saladin +Pr Medieval Era 600 Islamic Mosque, Jewish Synagogue,
• double production speed of Cristo Redentor (W) Mansa Musa +Fi Mathematics Taoist Pagoda, Sistine Chapel (W) enables a city to build Culture
W  World Wonder

18 reference guide 59
Tech Beakers•• Prereq. Techs Can build Effects Terrain Moving cost Production Other effects Resources possible
Engineering Machinery, Pikeman, Landsknecht, Trebuchet Grassland 1 Copper, Corn, Cow, Gems,
+1 road movement 2 food
Medieval Era 1000 Construction Castle, Citadel, Notre Dame (W) — Horse, Iron, Pig, Rice,
base terrain +1 commerce with river
Sheep, Uranium
first to discover receives Great General
Fascism Nationalism, Paratrooper• Plains 1 1 food, 1 hammer
Copper, Cow, Horse, Iron,
enables permanent alliances — Ivory, Marble, Sheep, Stone,
Industrial Era 2400 Assembly Line Mt. Rushmore (NW) base terrain +1 commerce with river
enables Police State Uranium, Wheat, Wine
Feudalism enables vassal states
Writing, Monarchy Longbowman• Desert 1 improvements take Copper, Incense, Iron, Oil,
Medieval Era 700 enables Vassalage, Serfdom +1 commerce with river
base terrain +25% time to build Stone, Uranium
Fiber Optics Computers
Modern Era 7500 or Laser
Space Ship Cockpit obsoletes Kremlin (W) Tundra 1 1 food improvements take Copper, Deer, Fur, Horse,
base terrain +1 commerce with river +25% time to build Iron, Marble, Oil, Uranium
Fishing Fishing Boat
— can work water tiles Snow 1
Ancient Era 40 Work Boat improvements take Copper, Fur, Iron, Marble,

base terrain +50% time to build Oil, Uranium
Fission Tactical Nuke•, ICBM•
Electricity —
Industrial Era 5500 Nuclear Plant, Manhattan Project (WP) Coast 1
1 food, 2 commerce +10% defense Clam, Crab, Fish
base terrain
Flight Physics, Paratrooper•, Carrier, Fighter, Bomber•

Terrain Types and Features



Modern Era 5000 Combustion Airport Ocean 1
1 food, 1 commerce — Fish, Oil, Whale
base terrain
Fusion Fiber Optics, first to discover receives
Space Ship Engine
Future Era 8000 Fission Great Engineer +0.5 unhealthiness
Fallout 2
–3 all in nearby cities —
Future Tech terrain feature
Stealth, multiple future techs +1 health in all cities cannot build any improvements
Future Era 10 000 Genetics may be researched +1 happy in all cities
Hill 1 Aluminum, Coal, Copper, Deer,
–1 food, +1 hammer
+25% defense Gold, Iron, Marble, Pig, Sheep,
Genetics Medicine, land terrain feature +1 commerce with river
Space Ship Stasis Chamber +3 health in all cities Silver, Stone, Uranium, Wine
Future Era 7000 Superconductors
Peak impassable
— — —
Guilds Feudalism, Knight•, Camel Archer•, Cataphract• land terrain feature
+1 hammer from Workshop
Medieval Era 1000 Machinery Grocer•, Apothecary•
Jungle 2 +50% defense Banana, Dye, Gems, Ivory,
Gunpowder Musketman, Musketeer, Janissary, –1 food +0.25 unhealthiness Oil, Rice, Spices, Sugar,
Education
Oromo Warrior, Conquistador•, Grassland feature
Technologies

enables Pinch in nearby cities Uranium


Renaissance Era 1200 or Guilds
Cuirassier•
Horse Archer•, Numidian Cav.•, Keshik•, Knight•, Camel Archer•, Cataphract•, Oasis 2 +3 food source of fresh water
Horseback Riding —
Animal Husbandry Conquistador•, Cuirassier•, Cavalry•, Cossack•, War Elephant•, Ballista Elephant• Desert feature +2 commerce cannot build any improvements
Classical Era 250
Stable, Ger
Hunting Flood Plains 2 +0.4 unhealthiness
Camp +3 food —
— — Desert feature in nearby cities
Ancient Era 40 Scout, Spearman, Impi, Holkan

Industrialism Marine•, Navy SEAL•, Tank•, Panzer•, Forest 2 +50% defense Deer, Fur, Silk, Spices,
Electricity, reveals Aluminum +1 hammer
Battleship +0.5 healthy in nearby cities Uranium
Industrial Era 6500 Assembly Line obsoletes Ivory Grass, Plains, Tundra, Snow feature
Industrial Park
Iron Working Swordsman, Jaguar, Gallic Warrior, can remove Jungle Ice impassable
Bronze Working — — —
Classical Era 200 Praetorian reveals Iron water terrain feature

58 reference guide 19
Improvement Base bonus Bonus with Resources, Techs and Civics Other effects Tech Beakers•• Prereq. Techs Can build Effects
Well
Camp Deer +2 F Combustion
Railroad Transport, Destroyer, Attack Submarine• obsoletes Whale
requires: Hunting Fur +3 C pillaging yields 5 gold• Industrial Era 3600
Public Transportation, Creative Constr. (C)•
Ivory +1 H, +1 C
Communism first to discover receives Great Spy
Scientific Method,
Intelligence Agency, Kremlin (W) enables permanent alliances
Cottage +1 C Industrial Era 2800 Liberalism
becomes a Hamlet in 10 turns•• enables State Property
requires: Pottery
pillaging yields 10 gold Compass Iron Working, Explorer

Classical Era 400 Sailing Harbor, Cothon
Farm +1 F +1 F with Irrigation
Corn, Wheat +2 F can only be built on flatlands
requires: Agriculture (Civil Service) Composites Modern Armor•
Rice +1 F pillaging yields 5 gold Satellites, Plastics —
+1 F with Biology Modern Era 7500 Space Ship Casing

obsoletes Angkor Wat (W),


Fishing Boats Computers Modern Armor•
Clam, Crab +2 F can only be built on water Plastics, Radio Spiral Minaret (W),
requires: Fishing Modern Era 6500 Internet (WP)
Fish +3 F pillaging yields 5 gold University of Sankore (W)
Constitution Code of Laws,
Jail, Mausoleum enables Representation
Forest Preserve +1 C next to river gives Forest / Jungle a higher Renaissance Era 2000 Nationalism
 +1 happiness +2 C with chance of spreading
Environmentalism (only tiles without improvements) Construction War Elephant•, Ballista Elephant•,
requires: Scientific Method Mathematics, crossing rivers no longer slows
Catapult, Hwacha
Classical Era 350 Masonry unit movement
+25% tile defense Colosseum, Odeon, Ball Court, Garden
Fort
acts as a city for combat purposes Corporation
requires: Mathematics Constitution, +1 Trade Route per city
can be used as a port by Wall Street (NW), all Corporations•
Renaissance Era 1600 Economy obsoletes Great Lighthouse (W)
Naval Units
Terrain Improvements

Hamlet +2 C Currency +1 Trade Route per city


Mathematics
becomes a Village in 20 turns•• Market, Forum, Grocer•, Apothecary• enables gold trade via diplomacy
upgrade from Cottage Classical Era 400 or Alphabet
pillaging yields 15 gold enables a city to build Wealth
Democracy Printing Press, enables Universal Suffrage,
Security Bureau, Statue of Liberty (W)
Lumbermill +1 H Renaissance Era 2800 Constitution Emancipation
+1 C next to river can only be built in Forest
requires: Replaceable Parts +1 H with Railroad pillaging yields 5 gold
Divine Right Theology,
Versailles (W), Spiral Minaret (W) first to discover founds Islam
Medieval Era 1200 Monarchy
Mine +2 H Aluminum +3 H, +1 C Gems +1 H, +5 C +1 H with Railroad
requires: Mining Coal, Copper, Iron +3 H Gold +1 H, +6 C chance of discovering resources Drama Theatre, Pavilion, Hippodrome,

Technologies
Uranium +3 C Silver +1 H, +4 C pillaging yields 10 gold Aesthetics can adjust culture rate
Classical Era 300 Globe Theatre (NW)

Offshore Platform Ecology Plastics or Fission, Recycling Center, Space Ship


can only be built on water can scrub Fallout
requires: Plastics Oil +2 H, +1 C Modern Era 5500 Biology Life Support
pillaging yields 10 gold
Economics first to discover receives Great Merchant
Education,
Pasture Customs House, Feitoria enables Free Market
Renaissance Era 1400 Banking
Horse +2 H, +1 C Pig +3 F obsoletes Castle
requires: pillaging yields 5 gold
Cow +1 F, +2 H Sheep +2 F , +1 C
Animal Husbandry Education University, Seowon,
Paper —
Renaissance Era 1800 Oxford University (NW)
Plantation Banana +2 F Silk +3 C
requires: Calendar Dye +4 C Spices +1 F, +2 C pillaging yields 5 gold Electricity +1 commerce from Windmill
Incense +5 C Sugar +1 F, +1 C Physics Bunker, Bomb Shelters, Broadway (W)
Industrial Era 4500 +2 commerce from Watermill

20 reference guide 57
Tech Beakers•• Prereq. Techs Can build Effects Improvement Base bonus Bonus with Resources, Techs and Civics Other effects
Advanced Flight Quarry
Satellites, Flight Gunship, Jet Fighter obsoletes Stable Marble +1 H, +2 C
Modern Era 5000 requires: Masonry +1 H with Railroad pillaging yields 5 gold
Stone +2 H
Aesthetics Parthenon (W), Statue of Zeus (W),
Writing —
Classical Era 300 Shwedagon Paya (W) Railroad 0.1 movement point on any tile
requires: Railroad, +1 H for Mines, Quarries,
Agriculture Coal, Iron and Lumbermills
— Farm —
Ancient Era 60
Road
Alphabet enables technology trading requires: The Wheel 0.5 movement point on any tile
Writing Spy
Classical Era 300 enables a city to build Research

+1 H with
Animal Husbandry Hunting Town +4 C
Pasture reveals Horse Universal Suffrage
Ancient Era 100 or Agriculture upgrade from Village pillaging yields 25 gold
+2 C with Free Speech
Archery Archer, Skirmisher, Bowman, Longbowman•, +1 C with Printing Press
Hunting Crossbowman•, Cho-Ko-Nu•, Horse Archer•, —
Ancient Era 60 Village +3 C
Numidian Cavalry•, Keshik•, Camel Archer• becomes a Town in 40 turns••
upgrade from Hamlet +1 C with Printing Press
pillaging yields 20 gold
Artillery Physics, Steel,
Anti-Tank, Artillery, Mobile Artillery• —
Industrial Era 4000 Rifling
Watermill +1 H +1 F with State Property requires river
Assembly Line Infantry•
Corporation, requires: Machinery +1 H with Repl. Parts can only be built on flatlands
Factory, Assembly Plant, Coal Plant, —
Industrial Era 5000 Steam Power +2 C with Electricity pillaging yields 5 gold
Shale Plant, Pentagon (W)
Galleon, East Indiaman, Privateer•,

Terrain Improvements
Astronomy enables trade on Ocean Well
Calendar, Optics Frigate•, Ship of the Line• obsoletes Monument,
Renaissance Era 2000 requires: Combustion Oil +2 H, +1 C pillaging yields 10 gold
Observatory, Salon Stonehenge (W), Colossus (W)
Banking
Currency, Guilds Bank, Stock Exchange enables Mercantilism
Medieval Era 700 Whaling Boat
can only be built on water
requires: Optics Whale +1 H, +2 C
pillaging yields 5 gold
Biology Scientific Method, can build Farm without irrigation
National Park (NW)
Industrial Era 3600 Chemistry +1 food from Farm
+1 H with Repl. Parts
Windmill
Bronze Working can chop down a Forest +1 C with Electricity
Axeman, Phalanx, Vulture, Dog Soldier,  +1 F, +1 C +2 C with
pillaging yields 5 gold
Technologies

Mining • reveals Copper


Ancient Era 120 Holkan requires: Machinery
enables Slavery Environmentalism
Calendar Sailing, Plantation Winery
centers World Map
Classical Era 350 Mathematics Mausoleum of Maussollos (W) requires: Monarchy Wine +1 F, +2 C pillaging yields 10 gold

Chemistry Engineering,
Privateer•, Frigate• +1 hammer from Workshop Workshop +1 F with State Property
Renaissance Era 1800 Gunpowder
+1 H with Caste System can only be built on flatlands
 –1 F, +1 H +1 H with Guilds pillaging yields 5 gold
Civil Service Code of Laws
Farms spread irrigation requires: Metal Casting
or Feudalism, Maceman•, Samurai•, Berserker• +1 H with Chemistry
Medieval Era 800 enables Bureaucracy
Mathematics
F  food  H  hammers  C  commerce
Code of Laws Priesthood enables Caste System • All pillage yields in this list represent averages.
Courthouse, Sacrificial Altar, Rathaus,
or Currency, first to discover founds •• Assumes Normal Game Speed; number of turns varies with game length. Factors for other conditions are:
Classical Era 350 Chichen Itza (W)
Writing Confucianism Quick ×0.67, Epic ×1.50, Marathon ×3.00 (!). For example, at Epic speed a Village will become a Town in 60 turns rather than 40.

56 reference guide 21
Resources Base & Improv. bonus Other changes Terrain appearance
Aluminum +1 H

green paths mean that only one of these


Plains, Desert, Tundra
revealed by Industrialism
Mine +3 H, +1 C (Hills only)

prerequisite promotions is required


Banana +1 F Grassland with Jungle only
Grocer / Apothecary• +1 health
Plantation +1 health, +2 F (Flatlands only)

Clam +1 F
Harbor / Cothon• +1 health Coast only
Fishing Boats +1 health, +2 F

Coal +1 H revealed by Steam Power Grassland with Hills


Factory / Assembly Plant• +1 unhealthiness
Mine +3 H Industrial Park +1 unhealthiness Plains with Hills

City Garrison III

Woodsman III
City Raider III

Barrage III
Copper +1 H Grassland, Plains, Desert, Tundra,
revealed by Bronze Working
Mine +3 H Snow (Flatlands and Hills)

Corn +1 F
Granary / Terrace• +1 health Grassland without any features only
Farm +1 health, +2 F

Interception II
Guerilla III
Cow +1 F Grassland and Plains
Supermarket / Mall• +1 health 
Pasture +1 health, +1 F, +2 H without any features

Crab +1 F
Harbor / Cothon• +1 health Coast only
Fishing Boats +1 health, +2 F

City Garrison II

Woodsman II
City Raider II

Barrage II
Deer +1 F Tundra and Tundra with Forest
Supermarket / Mall• +1 health
Camp +1 health, +2 F (Flatlands and Hills)

Dye +1 C Grassland with Jungle only


Theatre / Pavilion• +1 happy
Plantation +1 happy, +4 C (Flatlands only)

Interception I
Accuracy

Guerilla II
Fish +1 F
Harbor / Cothon• +1 health Coast and Ocean
Fishing Boats +1 health, +3 F

Fur +1 C Market / Forum• +1 happy

Promotion Paths
Tundra and Snow
Camp +1 happy, +3 C obsolete with Plastics with any features

City Garrison I

Woodsman I
City Raider I

Barrage I
Gems +1 C Grassland with Jungle
Forge / Mint• +1 happy
Mine +1 happy, +1 H, +5 C (Flatlands and Hills)

Gold +1 C Plains with Hills


Forge / Mint• +1 happy
Mine +1 happy, +1 H, +6 C Desert with Hills

Guerilla I
Resources

Hit Movies +1 happy Broadcast Tower +1 happy


generated by Hollywood
Mall• +1 happy

Hit Musicals +1 happy Broadcast Tower +1 happy


generated by Broadway
Mall• +1 happy

Hit Singles +1 happy Broadcast Tower +1 happy


generated by Rock ‘n’ Roll
Mall• +1 happy

Horse +1 H revealed by Animal Husbandry Grassland, Plains, Tundra


Pasture +2 H, +1 C Hippodrome• +1 happy (Flatlands only)

22 reference guide 55
Resources Base & Improv. bonus Other changes Terrain appearance

••  also requires Military Science


Incense +1 C

green paths mean that only one of these


•  also requires Great General
all religion Cathedrals +1 happy Flatland Desert only

••• also requires Gunpowder

Combat VI •
Combat V
Plantation +1 happy, +5 C

prerequisite promotions is required


Iron +1 H Grassland, Plains, Desert, Tundra,

Sentry
revealed by Iron Working
Mine +3 H Snow (Flatlands and Hills)

Commando••
Ivory +1 H Market / Forum• +1 happy Grassland with Jungle, Plains
Camp +1 happy, +1 H, +1 C obsolete with Industrialism (Flatlands only)

Range II
Marble +1 H Plains, Tundra, Snow

Quarry +1 H, +2 C (Flatlands and Hills)

Oil +1 H revealed by Scientific Method

Drill IV

Combat IV
Desert, Tundra, Snow
Factory / Assembly Plant• +2 unhealthiness (without any features)
Well, Offshore Platform +2 H, +1 C Industrial Park +1 unhealthiness

Ace
Public Transportation +1 health Ocean, Grassland with Jungle
Pig +1 F Grassland and Grassland with Jungle
Supermarket / Mall• +1 health
Pasture +1 health, +3 F (Flatlands and Hills)

Range I
Rice +1 F

March
Blitz••
Grassland and Grassland with Jungle
Granary / Terrace• +1 health
Farm +1 health, +1 F (Flatlands only)
Mobility

Drill III

Sheep +1 F Grassland and Plains


Supermarket / Mall• +1 health
Pasture +1 health, +2 F, +1 C (Flatlands and Hills)

Silk +1 C
Formation

Combat III

Grassland and Plains


Market / Forum• +1 happy
Plantation +1 happy, +3 C (Flatlands with Forest only)
Ambush
Navigation II

Silver +1 C Tundra with Hills


Forge / Mint• +1 happy
Mine +1 happy, +1 H, +4 C Snow with Hills

Medic III •
Amphibious
Spices +1 C Grassland and Plains
Charge

Grocer / Apothecary• +1 health


Plantation +1 happy , +2 C (Flatlands with Forest or Jungle)
Drill II

Stone +1 H
Promotion Paths

Plains and Desert



Quarry +2 H (Flatlands and Hills)
Flanking II

Sugar +1 C
Combat II

Grassland with Jungle only


Medic II

Grocer / Apothecary• +1 health


Plantation +1 happy, +1 F, +1 C (Flatlands only)

Uranium
revealed by Physics all land terrain
Mine +3 C
Navigation I

Pinch•••

Resources
Whale +1 F Market / Forum• +1 happy
Drill I

Ocean only
Cover

Whaling Boats +1 happy, +2 H, +1 C obsolete with Combustion


Shock

Medic I

Wheat +1 F
Granary / Terrace• +1 health Flatland Plains only
Farm +1 health, +2 F

Wine +1 C
Grocer / Apothecary• +1 health Plains (Flatlands and Hills)
Flanking I

+1 happy, +1 F, +2 C
Combat I

Winery

F  food  H  hammers  C  commerce


•  unique building

54 reference guide 23
Building Hammers• Prerequisites Effects Promotion Eligible Units Effects
Airport 250 Flight +1 unhealthiness March Recon, Archery, Melee,
+1 Trade Route, +3 XP for new Air Units Mounted, Siege, can heal while moving
requires: Combat III or Medic I Gunpowder
+4 Air Unit capacity, can airlift 1 unit per turn
Medic I Recon, Archery, Melee,
Apothecary 150 Guilds, Currency +2 health, +25% gold Mounted, Siege, heals units in the same tile extra 10% damage per turn
+1 health from Banana, Spices, Sugar, Wine requires: Combat I Gunpowder, Naval
Persian unique (Grocer)
can turn 2 Citizens into Merchant
Medic II Recon, Archery, Melee,
Aqueduct 100 Mathematics, Masonry Mounted, Siege, heals units in adjacent tiles extra 10% damage per turn
+2 health requires: Medic I Gunpowder, Naval
Medic III Recon, Archery, Melee, heals units in the same tile extra 15% damage per turn
Mounted, Siege,
Assembly Plant 250 Assembly Line +25% hammers (+50% with Power) requires: Medic II, Great General Gunpowder, Naval heals units in adjacent tiles extra 15% damage per turn
German unique (Factory) +1 unhealthiness, +2 unhealthiness from Oil, Coal
 67% with Coal can turn 4 Citizens into Engineer Mobility
Mounted, Armored –1 terrain movement cost
Ball Court 80 Construction +3 happy
requires: Flanking II
Maya unique (Colosseum) +1 happy per 20% culture rate Morale
all except Air +1 movement range
requires: Great General
Bank 200 Banking
+50% gold
Navigation I
Naval +1 movement range
requires: Flanking I
Baray 100 Mathematics, Masonry +1 food
Khmer unique (Aqueduct) +2 health Navigation II
Naval +1 movement range
requires: Flanking I, Navigation I
Barracks 50 — +3 XP for new Land Units Pinch Mounted, Gunpowder,
 +2 happy with Nationhood +25% vs. Gunpowder Units
requires: Combat I or Drill I, Gunpowder Armored, Helicopter, Air
Bomb Shelter 100 Electricity Range I
–50% damage from Tactical Nuke and ICBM Air +1 operational range
Manhattan Project requires: Combat II

Broadcast Tower 175 Mass Media +50% culture, +1 happy per 10% culture, +1 happy Range II
from Hit Musicals, Hit Singles, Hit Movies, +1 happy Air +1 operational range
requires: Range I
with Charismatic trait, can turn 2 Citizens into Artist
Sentry Recon, Mounted,
Buddhist Monastery60 Meditation, Buddhism Helicopter, Naval
+1 visibility range
+10% science, +2 culture requires: Flanking I or Combat III
obsolete with Scientific Method
Shock Archery, Mounted,
+25% vs. Melee Units
City Buildings

Buddhist Stupa 300 Music, Buddhism +50% culture, +1 happy with Incense
requires: Combat I or Drill I Melee, Siege
50% with Copper Buddhist Temple (2)••
+2 happy with Buddhism as a State Religion
 can turn 2 Citizens into Priest Tactics

Promotions
all except Air +30% withdrawal chance
Buddhist Temple 80 Priesthood +1 culture, +1 happy requires: Great General
Buddhism can turn 1 Citizen into Priest
Woodsman I Recon, Melee,
+20% jungle and forest defense
Gunpowder
Bunker 100 Electricity
–50% damage from Air Units
Woodsman II Recon, Melee, double movement in jungle and forest
requires: Woodsman I Gunpowder +30% jungle and forest defense
Castle 100 Engineering, Walls +1 culture, +25% espionage, +1 Trade Route
+50% defense (except Gunpowder Units) Woodsman III +2 first strikes
 50% with Stone obsolete with Economics
–25% damage from bombard. (except Gunpowder Units) Melee, Gunpowder heals units in the same tile extra 15% damage per turn
requires: Woodsman II +50% jungle and forest attack
Christian Cathedral300 Music, Christianity +50% culture, +1 happy with Incense
50% with Stone Christian Temple (2)••
+2 happy with Christianity as a State Religion
 can turn 2 Citizens into Priest

24 reference guide 53
Promotion Eligible Units Effects Building Hammers• Prerequisites Effects
Combat IV +10% strength Christian Monastery60 Meditation, Christianity
all +10% science, +2 culture
requires: Combat III heals extra 10% damage per turn in neutral lands obsolete with Scientific Method

Combat V +10% strength Christian Temple 80 Priesthood


all +1 culture, +1 happy
requires: Combat IV heals extra 10% damage per turn in enemy lands
Christianity can turn 1 Citizen into Priest
Combat VI +1 culture, +25% espionage, +1 Trade Route
all +25% strength Citadel 100 Engineering, Walls +50% defense (except Gunpowder Units)
requires: Combat V, Great General Spanish unique (Castle) –25% damage from bombard. (except Gunpowder Units)
Recon, Archery, Melee,  50% with Stone obsolete with Economics
Commando +5 XP for new Siege Weapons
Mounted, Gunpowder, can use enemy Roads and Railroads
requires: Combat IV, Military Science Armored Coal Plant 150 Assembly Line +2 unhealthiness
Factory provides Power with Coal
Cover Archery, Melee,
+25% vs. Archery Units
requires: Combat I or Drill I Gunpowder
Colosseum 80 Construction +1 happy
Drill I Archery, Siege, +1 happy per 20% culture rate
Gunpowder, Armored, +1 first strike chance
Helicopter, Naval
Confucian Academy300 Music, Confucianism +50% culture, +1 happy with Incense
50% with Copper Confucian Temple (2)••
Drill II Archery, Siege, Melee, +2 happy with Confucianism as a State Religion
Gunpowder, Armored,
+1 first strike  can turn 2 Citizens into Priest
requires: Drill I Helicopter, Naval suffers –20% collateral damage
Archery, Siege, Melee,
Confucian Monastery60 Meditation, Confucianism
Drill III +2 first strike chances +10% science, +2 culture
Gunpowder, Armored, obsolete with Scientific Method
requires: Drill II Helicopter, Naval suffers –20% collateral damage

Drill IV Archery, Siege, Melee, +2 first strikes Confucian Temple 80 Priesthood +1 culture, +1 happy
Gunpowder, Armored, suffers –20% collateral damage Confucianism can turn 1 Citizen into Priest
requires: Drill III Helicopter, Naval +10% vs. Mounted Units
Flanking I Mounted, Armored, Cothon 100 Compass +1 health from Clam, Crab, Fish
+10% withdrawal chance Carthaginian unique (Harbor) +1 Trade Route
Helicopter, Naval
can only be built in coastal city +50% commerce from Trade Routes
Flanking II Mounted, Armored, immune to first strikes Courthouse 120 Code of Laws +2 espionage, –50% maintenance
requires: Flanking I Helicopter, Naval +20% withdrawal chance
can turn 1 Citizen into Spy
Formation Archery, Mounted,
Melee, Gunpowder
+25% vs. Mounted Units Customs House 180 Economics +100% commerce from intercontinental foreign
requires: Combat II or Drill II
can only be built in coastal city Harbor Trade Routes
Guerilla I Recon, Archery,
+20% hills defense

City Buildings
Gunpowder Dike 180 Steam Power +1 hammer on river tiles
Dutch unique (Levee) +1 hammer on water tiles
Guerilla II Recon, Archery, Melee, double movement in hills can only be built in coastal or river city
Promotions

requires: Guerilla I Gunpowder +30% hills defense Drydock 120 Steel +1 unhealthiness
+4 XP for new Naval Units
Guerilla III Archery, Melee, +25% hills attack can only be built in coastal city
+50% Naval Units production
requires: Guerilla II Gunpowder +50% withdrawal chance
Dun 50 Masonry +50% defense (except Gunpowder Units)
Celtic unique (Walls) –50% damage from bombard. (except Gunpowder Units)
Interception I  50% with Stone obsolete with Rifling Guerilla I promotion for new Land Units
Gunpowder, Air +10% interception chance
Factory 250 Assembly Line +25% hammers (+50% with Power)
Interception II +1 unhealthiness, +2 unhealthiness from Oil, Coal
Gunpowder, Air +20% interception chance can turn 2 Citizens into Engineer
requires: Interception I

Leadership Feitoria 180 Economics +1 commerce on water tiles


all except Air gains +100% experience from combat Portuguese un. (Cust. House) +100% commerce from intercontinental foreign
requires: Great General can only be built in coastal city Harbor Trade Routes

52 reference guide 25
Building Hammers• Prerequisites Effects Promotion Eligible Units Effects
Forge 120 Metal Casting +1 happy from Gems, Gold, Silver Accuracy
+25% hammers, +1 unhealthiness Siege Weapons +8% city bombard damage
requires: City Raider I or Barrage I
can turn 1 Citizen into Engineer
Forum 150 Currency +25% gold, +25% Great People Birth Rate Ace
Air +25% evasion chance
+1 happy from Fur, Ivory, Silk, Whale requires: Combat III
Roman unique (Market)
can turn 2 Citizens into Merchant
Ambush Siege, Gunpowder, Air,
Garden 80 Construction +2 health, +1 happy Helicopter, Armored
+25% vs. Armored Units
requires: Combat II
Babylonian unique (Colosseum) +1 happy per 20% culture rate
Amphibious Recon, Archery, Melee, no combat penalty for attacking from sea
Ger 60 Horseback Riding requires: Combat II Mounted, Gunpowder no combat penalty for crossing river
+4 XP for new Mounted Units
Mongolian unique (Stable) obsolete with Advanced Flight
Barrage I
Siege, Armored, Naval +20% collateral damage
Granary 60 Pottery +1 health from Corn, Rice, Wheat
half the city’s food supply remains after population growth Barrage II +30% collateral damage
Siege, Armored, Naval
requires: Barrage I +10% vs. Melee Units
Grocer 150 Guilds, Currency +25% gold
+1 health from Banana, Spices, Sugar, Wine
can turn 2 Citizens into Merchant
Barrage III +50% collateral damage
Siege, Armored, Naval
requires: Barrage II +10% vs. Gunpowder Units
Hammam 100 Mathematics, Masonry +2 health
Ottoman unique (Aqueduct) +2 happiness Blitz Mounted, Armored,
can attack multiple times per turn
requires: Combat III, Military Science Helicopter, Naval
Harbor 80 Compass +1 health from Clam, Crab, Fish Charge Mounted, Melee,
can only be built in coastal city +50% commerce from Trade Routes +25% vs. Siege Weapons
requires: Combat I Armored, Helicopter

Hindu Mandir 300 Music, Hinduism +50% culture, +1 happy with Incense City Garrison I
Archery, Gunpowder +20% city defense
50% with Marble Hindu Temple (2)••
+2 happy with Hinduism as a State Religion
 can turn 2 Citizens into Priest
Hindu Monastery 60 Meditation, Hinduism City Garrison II
+10% science, +2 culture Archery, Gunpowder +25% city defense
obsolete with Scientific Method requires: City Garrison I

City Garrison III +30% city defense


Hindu Temple 80 Priesthood +1 culture, +1 happy Archery, Gunpowder
+10% vs. Melee Units
requires: City Garrison II
Hinduism can turn 1 Citizen into Priest
City Raider I
Melee, Siege, Armored +20% city attack
City Buildings

Hippodrome 50 Drama +1 happy, +1 happy per 5% culture rate


Byzantine unique (Theatre) +3 culture, +1 happy from Horse
City Raider II

Promotions
Melee, Siege, Armored +25% city attack
Hospital 200 Medicine +3 health requires: City Raider I
heals units +10% extra per turn
City Raider III +30% city attack
Melee, Siege, Armored
requires: City Raider II +10% vs. Gunpowder Units
Hydro Plant 200 Plastics
provides Power
can only be built in river city Factory Combat I
all +10% strength
Ikhanda 50 — +3 XP for new Land Units
Zulu unique (Barracks)
–20% maintenance Combat II
+2 happy with Nationhood all +10% strength
requires: Combat I
Industrial Park 200 Industrialism +2 unhealthiness
+1 unhealthiness from Coal, Oil (each) Combat III
Factory 1 free Engineer, can turn 2 Citizens into Engineer
all +10% strength
requires: Combat II

26 reference guide 51
Building Hammers• Prerequisites Effects
Holy Intelligence Agency180 Communism +8 espionage, +50% espionage
Incan Roman Indian can turn 2 Citizens into Spy

Warrior Quechua Pikeman Landsknecht Worker Fast Worker Islamic Monastery 60 Meditation, Islam
+10% science, +2 culture
obsolete with Scientific Method
Native
American Viking
Malinese Islamic Mosque 300 Music, Islam +50% culture, +1 happy with Incense
50% with Marble Islamic Temple (2)••
+2 happy with Islam as a State Religion
Dog Soldier Berserker 
Skirmisher can turn 2 Citizens into Priest
Japanese
Maceman Babylonian Islamic Temple 80 Priesthood
Greek Archer +1 culture, +1 happy
Islam can turn 1 Citizen into Priest
Axeman Phalanx Samurai
Bowman
Jail 120 Constitution +4 espionage, +50% espionage
–25% war weariness
Sumerian Aztec
can turn 2 Citizens into Spy
Chinese
Vulture Jewish Monastery 60 Meditation, Judaism
Jaguar
Crossbowman Cho-Ko-Nu obsolete with Scientific Method
+10% science, +2 culture
Celtic
Zulu
Jewish Synagogue 300 Music, Judaism +50% culture, +1 happy with Incense
50% with Stone Jewish Temple (2)••
Impi Swordsman Gallic Warrior +2 happy with Judaism as a State Religion
Korean  can turn 2 Citizens into Priest
Maya
Spearman Catapult Hwacha
Roman Jewish Temple 80 Priesthood +1 culture, +1 happy
Judaism can turn 1 Citizen into Priest
Holkan Praetorian
Unique Units Replaces

Byzantine Laboratory 250 Superconductors +25% science, +1 unhealthiness


+50% spaceship production
Egyptian Observatory can turn 1 Citizen into Scientist
Mongolian Cataphract
Arabian
War Chariot Keshik Knight Levee 180 Steam Power
+1 hammer on river tiles
Persian can only be built in river city
Chariot Horse Carthaginian
Archer Camel Archer Library 90 Writing +25% science, +2 culture
Immortal Numidian can turn 2 Citizens into Scientist
Cavalry Russian

City Buildings
Khmer
Cavalry Cossack Lighthouse 60 Sailing
Spanish +1 food on water tiles
War Ballista can only be built in coastal city
Elephant Elephant Cuirassier Conquistador
German Madrassa 90 Writing +25% science, +4 culture
can turn 2 Citizens into Scientist
French Arabian unique (Library)
Tank Panzer can turn 2 Citizens into Priest

Musketeer Mall 150 Refrigeration +1 food, +20% gold


+1 health from Cow, Deer, Pig, Sheep
English Portuguese American unique (Supermarket) Grocer +1 happy from Hit Musicals, Hit Singles, Hit Movies
Ethiopian
Rifleman Redcoat Caravel Carrack Market 150 Currency +25% gold
Musketman Oromo Warrior +1 happy from Fur, Ivory, Silk, Whale
can turn 2 Citizens into Merchant
American Dutch
Ottoman Mausoleum 120 Constitution +4 espionage, +50% espionage, +2 happy
Marine Navy SEAL Galleon East Indian unique (Jail)
–25% war weariness
Janissary Indiaman can turn 2 Citizens into Spy

50 reference guide 27
Building Hammers• Prerequisites Effects
Mint 120 Metal Casting +1 happy from Gems, Gold, Silver
Malinese unique (Forge)
+25% hammers, +10% gold, +1 unhealthiness Naval Units
can turn 1 Citizen into Engineer
Monument 30 Mysticism +1 culture
obsolete with Astronomy +1 happy with Charismatic trait Combustion, Rocketry, Radio
360
Nuclear Plant 250 Fission Uranium Combustion
provides Power with Uranium
Factory small chance of nuclear meltdown Caravel Carrack• Oil or Uranium Attack Submarine
Astronomy, Robotics, Stealth
Obelisk 30 Mysticism +1 culture 90
Chemistry Combustion

Optics
+1 happy with Charismatic trait 570
Egyptian unique (Monument) obsolete with Astronomy Oil or Uranium
can turn 2 Citizens into Priest Oil or 360 420
30 Uranium
Observatory 150 Astronomy Privateer Robotics,

Units Upgrade Paths (Naval and Air Units)


+25% science
can turn 1 Citizen into Scientist Astronomy, Stealth
150
Sailing Chemistry Combustion Oil or Uranium
Odeon 80 Construction +2 happy, +1 happy per 20% culture rate 120 330
+1 happy from Hit Singles, +3 culture Iron Oil or 180
Greek unique (Colosseum)
can turn 2 Citizens into Artist Trireme Frigate Uranium Destroyer Stealth
Destroyer
Pavilion 50 Drama +3 culture, +25% culture, +1 happy from Dye
Astronomy, Military Science Combustion
+1 happy per 10% culture rate 240
Chinese unique (Theatre)

Oil or Uranium
can turn 2 Citizens into Artist Iron Oil or Uranium

Robotics
Ship of the Line
Public Transportation Combustion +1 health, +1 health from Oil
 150 +2 health with Environmentalism
Steam Power, Steel Combustion
300
Rathaus 120 Code of Laws +2 espionage Iron, Coal Oil or Uranium
Holy Roman unique (Courthouse)
–75% maintenance Ironclad
can turn 1 Citizen into Spy
Industrialism Robotics
Recycling Center 300 Ecology 105
eliminates pollution from city buildings Oil or Uranium Oil or Uranium
Battleship Missile Cruiser
Research Institute 250 Superconductors +25% science, +1 unhealthiness
+50% spaceship production
Russian unique (Laboratory) Observatory 2 free Scientists, can turn 1 Citizen into Scientist Sailing Astronomy Combustion
90 135
Oil or Uranium
City Buildings

Sacrificial Altar 90 Code of Laws +2 espionage, –50% maintenance


Galley Galleon East Indiaman• Transport
–50% anger duration from sacrificing population
Aztec unique (Courthouse)
can turn 1 Citizen into Spy
Air Units
Salon 150 Astronomy +25% science
French unique (Observatory) 1 free Artist, can turn 1 Citizen into Scientist

Security Bureau 220 Democracy +8 espionage, +50% espionage defense Physics Flight Advanced Flight
can turn 2 Citizens into Spy 60 150
Oil Aluminum and Oil
helps thwart rival spies Airship Fighter Jet Fighter
Seowon 200 Education
+35% science, +3 culture
Korean unique (University) Library Flight, Radio Stealth, Robotics
180
Shale Plant 150 Assembly Line +10% hammers, +2 unhealthiness
Oil Oil and Uranium
Japanese unique (Coal Plant) Factory provides Power
Bomber Stealth Bomber

28 reference guide 49
Building Hammers• Prerequisites Effects
Stable 60 Horseback Riding
Gunpowder Units obsolete with Advanced Flight
+2 XP for new Mounted Units

Gunpowder Gunpowder Stele 30 Mysticism +1 culture, +25% culture


Ethiopian unique (Monument) obsolete with Astronomy +1 happy with Charismatic trait
Musketman Janissary•
Stock Exchange 200 Banking
+65% gold
Gunpowder Gunpowder English unique (Bank)

Musketeer• Oromo Supermarket 150 Refrigeration +1 food


Warrior• Grocer +1 health from Cow, Deer, Pig, Sheep

90 Taoist Monastery 60 Meditation, Taoism


+10% science, +2 culture

Rifling
obsolete with Scientific Method

Taoist Pagoda 300 Music, Taoism +50% culture, +1 happy with Incense
50% with Copper Taoist Temple (2)••
+2 happy with Taoism as a State Religion
 can turn 2 Citizens into Priest
Artillery
Units Upgrade Paths (Land Units)

Taoist Temple 80 Priesthood +1 culture, +1 happy


Anti-Tank Rifleman Redcoat• Taoism can turn 1 Citizen into Priest
Assembly Line,

240 90
Terrace 60 Pottery +1 health from Corn, Rice, Wheat
Rifling

+2 culture
Rifling, Robotics

Incan unique (Granary)


doubles city growth rate
Theatre 50 Drama +3 culture, +1 happy from Dye
+1 happy per 10% culture rate
Rifling, Robotics Rocketry Laser can turn 2 Citizens into Artist
180 30 210
Oil Totem Pole 30 Mysticism +1 culture
Infantry SAM Infantry Mobile SAM Native American unique +1 happy with Charismatic trait
obsolete with Astronomy
(Monument) +3 XP for new Archery Units
Rifling, Robotics Trading Post 60 Sailing
150 +1 food on water tiles
Viking unique (Lighthouse)
Mechanized Infantry can only be built in coastal city
Navigation I promotion for new Naval Units

225

City Buildings
University 200 Education
Military +25% science, +3 culture
Library
Science Railroad Rocketry
75 75
Walls 50 Masonry +50% defense (except Gunpowder Units)
Grenadier Machine Gun  50% with Stone obsolete with Rifling –50% damage from bombard. (except Gunpowder Units)

Ziggurat 90 Priesthood +2 espionage


Armored Units Sumerian unique (Courthouse)
–50% maintenance
can turn 1 Citizen into Spy

Industrialism, Rifling Composites, Computers


180
Oil Oil, Aluminum • Assumes Normal Game Speed. Factors for other conditions are: Quick ×0.67, Epic ×1.50, Marathon ×3.00 (!)
Tank Panzer• Modern Example: Stable on Epic will cost 90 hammers instead of 60
Armor •• Assumes Duel and Tiny Map Sizes. Factors for other conditions are: Small ×1.25, Standard ×1.50, Large ×1.75, Huge ×2.00
Example: Confucian Academy requires 3 Confucian Temples on Standard instead of 2

48 reference guide 29
Mounted Units
Celtic
Egyptian

Walls Dun
Obelisk Horseback Riding,
Archery, Guilds
Ethiopian Horseback 120
Spanish Wheel Chariot War Chariot• Riding Numidian Cavalry• Horse, Iron Knight Cataphract•
60
Monument Stele Horse Horse
Castle Citadel Horseback Riding,
Guilds, Archery
Native American 120
Immortal• Horse Archer Keshik• Camel Archer•
Zulu
Totem Pole 30
Military Tradition,
Barracks Ikhanda Advanced Horseback Riding, Military Tradition,
Flight Rifling Horseback Riding,
120 60
Mongolian Babylonian Oil Horse Cuirassier Gunpowder

Units Upgrade Paths (Land Units)


Cossack• Cavalry Horse, Iron
Gunship
Unique Buildings Replaces

120
Stable Ger Garden
Advanced Flight
Greek Oil
180
Conquistador•
Incan Helicopter Unit
Construction, Horseback Riding
Colosseum Odeon
Ivory War Ballista
Granary Terrace Elephant Elephant•
Maya

Khmer
Ball Court Siege Weapons

Baray
Construction
Ottoman Steel Artillery,
150
Aqueduct Iron Artillery Laser
Byzantine Catapult Hwacha• 150 150
Steel Oil
Hippodrome 60 Cannon Artillery Mobile
Hammam Chinese
Engineering Iron Artillery
Theatre
Trebuchet
Viking Recon Units
Pavilion
Lighthouse Trading Post Hunting Compass
75

Portuguese
Scout Explorer
Carthaginian
60 Upgrade cost (gold). Assumes Normal Game Speed. Factors for other conditions are: Quick ×0.67, Epic ×1.50, Marathon ×2.00.
Customs Feitoria For calculating long-path upgrades just add all specified values.
Harbor Cothon House Also, at the end of calculations you must add an additional upgrade cost which is 20 gold per unit (all Game Speeds).
Example 1: Upgrading 2 Warriors to 2 Spearmans on Epic cost 220 gold – 2 units × (20+(60×1.50)) = 2 units × 110 = 220.
Example 2: Upgrading 3 Horse Archers to 3 Cuirassiers on Marathon cost 960 gold – 3 units × (20+((120+30)×2.00) = 960.

30 reference guide 47
Melee Units Iron Working Iron Working
Iron 90 105 Holy Roman Arabian
Swordsman Jaguar•
Rathaus Library Madrassa
Iron Working Iron Working
Iron 75 90 Copper or Iron Sumerian
Praetorian• Gallic Warrior• French
165
Courthouse Ziggurat
Civil Service, Observatory Salon
Bronze Working Machinery Aztec
60 105
Copper or Iron
Dog Soldier• Maceman Berserker• Korean
Sacrificial
Bronze Civil Service, Machinery Altar
Quechua• Working 105 University Seowon
60 Iron
Copper
or Iron Axeman Phalanx• Vulture• Samurai•
Units Upgrade Paths (Land Units)

Indian Russian
120
Hunting

Unique Buildings Replaces


60
Copper or Iron Jail Mausoleum Laboratory Research
Spearman Impi• Engineering Pikeman Institute
75 150
Hunting, Iron
Warrior Bronze Working Persian
60 Malinese
Holkan• Landsknecht•
Grocer Apothecary
Forge Mint
120

Archery Units Military


Science Rifling Roman German

Market Forum Factory Assembly


Plant
Archery Military
Machinery, Science English
Archer Archery Cho-Ko-Nu• 120 Japanese
105
Iron Grenadier
150 Bank Stock
Archery Exchange Coal Plant Shale Plant
Rifling
Skirmisher• Crossbowman
Feudalism,
Archery Archery Rifling American Dutch
75 180
Bowman• Longbowman Rifleman Redcoat• Supermarket Mall Levee Dike
•  unique unit

46 reference guide 31
Wonder Hammers• Prerequisities Effects Unit Hammers• Str./Movement Prereq. Special abilities
3 cargo spaces (Missiles), can explore rival territory
Palace 160 4 cities•• +8 commerce, +2 culture, +4 espionage, +1 happiness
Submarine Radio invisible to most units, can see submarines
makes host city the capital 24 / 6 MP can move through impassable terrain
reduces maintenance in nearby cities Naval Unit 150 Oil or Uranium
can withdraw from combat (50% chance)

Forbidden Palace 200 8 cities•• +4 culture, +1 Great People Birth Rate (Great Spy) Swordsman Iron Working
6 / 1 MP +10% city attack
Courthouse (4)•• reduces maintenance in nearby cities Melee Unit 40 Iron

+6 culture, +1 Great People Birth Rate (Great Artist) Fission, Rocketry


Globe Theatre 300 Drama Tactical Nuke can nuke enemy lands
no unhappiness in this city 0 / 1 MP / 4 R Uranium
Theatre (4)•• can turn 3 Citizens into Artist Missile 250 Manhattan Proj.
can evade interception (50% chance)

Industrialism,
Hermitage 300 Nationalism +100% culture Tank doesn’t receive defensive bonuses
+1 Great People Birth Rate (Great Artist) 28 / 2 MP Rifling
 50% with Marble Armored Unit 180 Oil
starts with Blitz

Heroic Epic 200 Literature, Barracks +4 culture, +1 Great People Birth Rate (Great Artist) Taoist Missionary Taoism 3 allowed••
+100% military unit production 0 / 2 MP
 50% with Marble one level 4 military unit National Unit 40 Taoist Monastery can spread Taoism

+50% hammers with Iron, +50% hammers with Coal


Ironworks 700 Steel Transport Combustion
+1 Great People Birth Rate (Great Engineer) 16 / 5 MP 4 cargo spaces
Forge (4)•• +2 unhealthiness, can turn 3 Citizens into Engineer Naval Unit 125 Oil or Uranium

doesn’t receive defensive bonuses


Moai Statues 250 Sailing +4 culture, +1 Great People Birth Rate (Great Prophet) Trebuchet 4 / 1 MP max. 75% damage to enemy, causes collateral damage
+1 hammer on water tiles Engineering
 50% with Stone Siege Weapon 80 +100% city attack immune to collateral damage from Siege Weapons
can bombard city defenses (–16% per turn)

Mt. Rushmore 500 Fascism +4 culture, +1 Great People Birth Rate (Great Artist) Trireme 2 / 2 MP Metal Casting,
–25% war weariness in all cities cannot enter Ocean
 50% with Stone Naval Unit 50 +50% vs. Galley Sailing

National Epic 250 Literature +4 culture, +1 Great People Birth Rate (Great Artist)
Vulture 6 / 1 MP Bronze Working
+100% Great People Birth Rate Melee Unit 35 —
 50% with Marble Library
Sumerian (Axeman) +25% vs. Melee Copper or Iron
National Wonders

National Park 300 Biology +3 culture, +1 Great People Birth Rate (Great Scientist) War Chariot 5 / 2 MP Wheel
immune to first strikes
removes access to Coal from the city, no unhealthiness Mounted Unit 30 +100% attack doesn’t receive defensive bonuses
from population, 1 free Specialist per Forest Preserve Horse
Egyptian (Chariot) vs. Axeman can withdraw from combat (10% chance)
+100% science, +4 culture Construction,
Oxford University400 Education +1 Great People Birth Rate (Great Scientist)
War Elephant 8 / 1 MP
Horseback Riding doesn’t receive defensive bonuses
 50% with Stone University (4)•• can turn 3 Citizens into Scientist Mounted Unit 60 +50% vs. Mounted Iron

Red Cross 600 Medicine +2 culture, +1 Great People Birth Rate (Great Scientist) Warrior
2 / 1 MP — +25% city defense
Hospital (4)•• free Medic I promotion for all new units built in this city Melee Unit 15
+100% gold cannot enter neutral Ocean tiles until Astronomy
Wall Street 600 Corporation Work Boat
+1 Great People Birth Rate (Great Merchant) 0 / 2 MP Fishing can create Fishing Boats, Whaling Boats and Offshore
Bank (4)•• can turn 3 Citizens into Merchant  30 Platform

West Point 800 Military Tradition +1 Great People Birth Rate (Great Spy)
Worker can build tile improvements

Units
+4 XP for all new units  60 0 / 2 MP — +25% production speed for Expansive Leaders
 50% with Stone one level 6 military unit
 with food (hammers only)

MP  movement points  R  operational range


• Assumes Normal Game Speed. See page 29 for more details. • Assumes Normal Game Speed. Factors for other conditions are: Quick ×0.67, Epic ×1.50, Marathon ×2.00
•• Assumes Duel and Tiny Map Sizes. See page 29 for more details. Example: Longbowman on Epic will cost 75 hammers instead of 50
•• number depends on map size  •••  bonus depends on map size and game length

32 reference guide 45
Unit Hammers• Str./Movement Prereq. Special abilities Special Building Prerequisities Effects
Quechua 2 / 1 MP +25% city defense Academy —
Melee Unit 15 — can only be built by Great Scientist +50% science, +4 culture
+100% vs. Archery starts with Combat I
Incan (Warrior)
Redcoat 14 / 1 MP Military Academy Military Science +3 culture
Gunpowder Unit 110 +25% vs. Mounted Rifling — can only be built by Great General +50% military unit production
English (Rifleman) +25% vs. Gunpowder

Rifleman 14 / 1 MP Scotland Yard — +100% espionage


Rifling — can only be built by Great Spy
Gunpowder Unit 110 +25% vs. Mounted increases a chance of Great Spy appearing

Project• Hammers•• Prerequisities Effects


SAM Infantry 18 / 1 MP / 1 R
Rocketry can intercept aircraft (40% chance)
Gunpowder Unit 150 +75% vs. Helicopter Apollo Program 1600 Rocketry
allows Space Ship Parts production
Team Project 50% with Aluminum
Samurai 8 / 1 MP Civil Service,
2 first strikes
Melee Unit 70 Machinery
Japanese (Maceman) +50% vs. Melee Iron
starts with Drill I Space Ship Casing 1200 Composites
1–5 required for Space Race Victory

Special Buildings and Projects


Team Project 50% with Aluminum Apollo Program
Scout 1 / 2 MP better results from Tribal Villages
Hunting
Recon Unit 15 +100% vs. Animals can only defend Space Ship Cockpit 1000 Fiber Optics
1 required for Space Race Victory
Team Project 50% with Copper Apollo Program
Settler can found a new city
 100 0 / 2 MP — +50% production speed for Imperialistic Leaders
 with food (hammers only)
Space Ship Docking Bay 2000 Satellites
1 required for Space Race Victory
Team Project 50% with Aluminum Apollo Program
Astronomy,
Ship of the Line 8 / 3 MP can bombard city defenses (–12% per turn)
Military Science
Naval Unit 120 +50% vs. Frigate Iron bombardment ignores Walls and Castles Space Ship Engine 1600 Fusion
1–2 required for Space Race Victory
Team Project Apollo Program
Sid’s Sushi Exec.
0 / 2 MP — can expand Sid’s Sushi Co
National Unit 100 Space Ship Life Support 1000 Ecology
1 required for Space Race Victory
Team Project 50% with Copper Apollo Program
Skirmisher 1–2 first strikes
Archery Unit 25 4 / 1 MP Archery 50% city defense
Malinese (Archer) 25% hills defense
Space Ship Stasis Chamber1200 Genetics
1 required for Space Race Victory
Team Project Apollo Program
Spearman 4 / 1 MP Hunting

Melee Unit 35 +100% vs. Mounted Copper or Iron Space Ship Thrusters 1200 Superconductors
1–5 required for Space Race Victory
Team Project 50% with Aluminum Apollo Program
invisible to all units, can explore rival territory
Spy
0 / 1 MP Alphabet helps thwart rival spies
 40 starts with Commando
Internet 2000 Computers grants all technologies possessed by any 2 or more
World Project 50% with Copper known civilizations
Std Ethanol Exec.
0 / 2 MP — can expand Standard Ethanol
National Unit 100 Manhattan Project 1500 Fission enables Nuclear Attacks (for all players)
World Project 50% with Uranium enables Bomb Shelters (for all players)
Stealth, Robotics can evade interception (50% chance)
Stealth Bomber 20 / 1 MP / 12 MP
Units

Aluminum causes collateral damage


Air Unit 200 –50% vs. Naval and Oil
can destroy tile improvements SDI 1500 Laser +75% chance of intercepting
can bombard city defenses (–20% per turn)
Team Project 50% with Aluminum Manhattan Project ICBM and Tactical Nuke
invisible to most units
Stealth Destroyer Stealth, Robotics can see stealth ships
30 / 8 MP Oil or Uranium can intercept aircraft (50% chance)
• With the exception of SDI, all Team Projects require that Space Race victories be enabled.
Naval Unit 250 •• Assumes Normal Game Speed. See page 29 for more details.
can bombard city defenses (–16% per turn)

44 reference guide 33
Wonder Hammers• Prerequisities Effects Unit Hammers• Str./Movement Prereq. Special abilities
Angkor Wat 500 Philosophy 4 cargo spaces (Missiles)
+2 Great People Birth Rate (Great Prophet) Missile Cruiser Robotics
 +1 hammer from Priest in all cities 40 / 7 MP causes collateral damage
50% with Stone obsolete with Computers Naval Unit 260 Oil or Uranium
can bombard city defenses (–20% per turn)
+8 culture can turn 3 Citizens into Priest
doesn’t receive defensive bonuses
+2 Great People Birth Rate (Great Prophet) Mobile Artillery 26 / 2 MP Laser, Artillery max. 85% damage to enemy, causes collateral damage
Apostolic Palace 400 Theology immune to collateral damage from Siege Weapons
triggers Apostolic Palace Global Elections Siege Weapon 200 +50% vs. Siege Oil
 State Religion in city guarantees eligibility for Diplomatic Votes
can bombard city defenses (–16% per turn)
+4 culture obsolete with Mass Media requires Diplomatic Victory enabled, 3+ teams Mobile SAM 22 / 2 MP / 1 R Laser
can intercept aircraft (50% chance)
Broadway 800 Electricity Gunpowder Unit 220 +50% vs. Helicopter Oil
+2 Great People Birth Rate (Great Artist)
+50% culture, +1 happy Computers, 1 first strike
provides 5 Hit Musicals Modern Armor Composites
40 / 2 MP Aluminum doesn’t receive defensive bonuses
Armored Unit 240 starts with Blitz
and Oil
Chichen Itza 500 Code of Laws
+2 Great People Birth Rate (Great Prophet) Musketeer
 50% with Stone obsolete with Rifling
+25% defense in all cities Gunpowder Unit 80 9 / 2 MP Gunpowder —
+6 culture
French (Musketman)
Colossus 250 Bronze Working Musketman
 50% with Copper Forge +2 Great People Birth Rate (Great Merchant) 9 / 1 MP Gunpowder —
can only be built in coastal city +1 commerce on water tiles in all cities Gunpowder Unit 80
+6 culture obsolete with Astronomy
Navy SEAL 24 / 1 MP Industrialism, 1–2 first strikes
Cristo Redentor 1000 Radio +2 Great People Birth Rate (Great Engineer) Gunpowder Unit 160 +50% attack vs.
Rifling starts with Amphibious and March
 1 turn Anarchy between Civic or Religion changes America (Marine) Machine Gun, Artillery
+5 culture double production speed for Spiritual leaders Numidian Cavalry 5 / 2 MP Horseback immune to first strikes, doesn’t receive defensive bonuses
+50% attack vs. Riding, Archery can withdraw from combat (20% chance)
Mounted Unit 50 Catapult, Trebuchet flank attack against Catapult and Trebuchet
Eiffel Tower 1250 Radio Carthaginian (Horse Archer) +50% vs. Melee Horse starts with Flanking I
+2 Great People Birth Rate (Great Merchant)
 50% with Iron Forge
free Broadcast Tower in all cities Oromo Warrior 1 first strike
+6 culture
Gunpowder Unit 80 9 / 1 MP Gunpowder immune to first strikes
Ethiopian (Musketman) starts with Drill I and Drill II
Great Library 350 Literature
+2 Great People Birth Rate (Great Scientist) Panzer Industrialism,
 50% with Marble Library
2 free Scientists 28 / 2 MP doesn’t receive defensive bonuses
+8 culture Armored Unit 180 Rifling
obsolete with Scientific Method +50% vs. Armored Oil starts with Blitz
German (Tank)
World Wonders

Great Lighthouse200 Sailing, Masonry Paratrooper Fascism, Rifling, can perform paradrops (5 range)
+2 Great People Birth Rate (Great Merchant) 24 / 1 MP
can only be built in coastal city Lighthouse Gunpowder Unit 160 Flight can evade interception (25% chance)
+2 Trade Routes in all coastal cities
+6 culture obsolete with Corporation
+2 Great People Birth Rate (Great Spy)
Phalanx 5 / 1 MP Bronze Working
Great Wall 150 Masonry Melee Unit 35 +50% vs. Melee —
prevents Barbarians from entering borders Copper or Iron
 50% with Stone
+100% Great General Emergence inside
Greek (Axeman) +100% def. vs. Chariot
+2 culture
cultural borders Pikeman 6 / 1 MP Engineering

Hagia Sophia 500 Theology Melee Unit 60 +100% vs. Mounted Iron
+2 Great People Birth Rate (Great Engineer)
 50% with Marble obsolete with Steam Power
Workers build improvements 50% faster Praetorian

Units
+8 culture Iron Working
Melee Unit 45 8 / 1 MP —
Iron
Roman (Swordsman)
Hanging Gardens300 Mathematics +2 Great People Birth Rate (Great Engineer)
 50% with Stone Aqueduct hidden nationality
+1 health in all cities Privateer Chemistry,
+6 culture +1 population in all cities 6 / 4 MP can attack / blockade without declaring war
Naval Unit 80 Astronomy
starts with Sentry

34 reference guide 43
Unit Hammers• Str./Movement Prereq. Special abilities Wonder Hammers• Prerequisities Effects
Steam Power, Hollywood 1000 Mass Media
Ironclad cannot enter Ocean +2 Great People Birth Rate (Great Artist)
12 / 2 MP Steel
+50% culture, +1 happy
Naval Unit 100 Iron and Coal
can bombard city defenses (–12% per turn)
provides 5 Hit Movies
Islam
Islamic Missionary 3 allowed••
0 / 2 MP Islamic Kremlin 800 Communism +2 Great People Birth Rate (Great Spy)
National Unit 40 Monastery
can spread Islam
 50% with Stone obsolete with Fiber Optics –33% hurry production cost
Jaguar can turn 2 Citizens into Spy
+10% city attack
Melee Unit 35 5 / 1 MP Iron Working
starts with Woodsman I
Aztec (Swordsman) Mausoleum Calendar
+2 Great People Birth Rate (Great Artist)
Janissary 9 / 1 MP of Maussollos 450 +50% Golden Age length
Gunpowder Unit 80 +25% vs. Archery, Gunpowder — +10 culture 50% with Marble
Ottoman (Musketman) Mounted, Melee
can intercept aircraft (100% chance) Notre Dame 550 Engineering
Advanced Flight +2 Great People Birth Rate (Great Artist)
Jet Fighter can destroy tile improvements  50% with Stone
24 / 1 MP / 10 R Aluminum can bombard city defenses (–12% per turn) +2 happy in all cities on the same continent
Air Unit 150 and Oil +10 culture
no XP for shooting down units that cannot defend
Judaism Oracle 150 Priesthood
Jewish Missionary 3 allowed•• +2 Great People Birth Rate (Great Prophet)
0 / 2 MP Jewish
 50% with Marble
National Unit 40 Monastery
can spread Judaism 1 free technology
+8 culture
Keshik 6 / 2 MP Horseback doesn’t receive defensive bonuses
1 first strike, ignores terrain movement costs
Mounted Unit 50 +50% attack vs. Riding, Archery can withdraw from combat (20% chance) Parthenon 400 Polytheism
Mongolian (Horse Archer) Catapult, Trebuchet Horse +2 Great People Birth Rate (Great Artist)
flank attack against Catapult and Trebuchet  50% with Marble Aesthetics
+50% Great People Birth Rate in all cities
Guilds, immune to first strikes +10 culture obsolete with Scientific Method
Knight
10 / 2 MP Horseback Riding doesn’t receive defensive bonuses
Mounted Unit 90 Horse and Iron flank attack against Catapult and Trebuchet Pentagon 1250 Assembly Line
+2 Great People Birth Rate (Great Spy)
Landsknecht 6 / 1 MP Engineering +2 XP for all new units in all cities
Melee Unit 60 +100% vs. Mounted —
Iron
Holy Roman (Pikeman) +100% vs. Melee
Pyramids 500 Masonry
1 first strike +2 Great People Birth Rate (Great Engineer)
Longbowman Feudalism,  50% with Stone
6 / 1 MP +25% city defense enables all Government Civics
Archery Unit 50 Archery
+25% hills defense
+6 culture

World Wonders
Civil Service, Rock ‘n’ Roll 800 Radio +2 Great People Birth Rate (Great Artist)
Maceman 8 / 1 MP +50% culture
Machinery —
Melee Unit 70 +50% vs. Melee Copper or Iron +1 happy
provides 5 Hit Singles
can only defend
Machine Gun 18 / 1 MP
Railroad 1 first strike Shwedagon Paya 450 Meditation
Gunpowder Unit 125 +50% vs. Gunpowder immune to collateral damage from Siege Weapons +2 Great People Birth Rate (Great Prophet)
 50% with Gold Aesthetics
enables all Religion Civics
24 / 1 MP Industrialism, +8 culture
Marine
+50% attack vs. starts with Amphibious
Gunpowder Unit 160 Rifling Sistine Chapel 600 Music +2 Great People Birth Rate (Great Artist)
Machine Gun, Artillery
 50% with Marble +2 culture per Specialist in all cities
Mech. Infantry
Units

+10 culture +5 culture from all State Religion buildings


32 / 2 MP Robotics, Rifling starts with March
Gunpowder Unit 200
Space Elevator 2000 Satellites, Robotics +2 Great People Birth Rate (Great Scientist)
Mining Inc Exec.  50% with Aluminum +50% spaceship production in all cities
0 / 2 MP — can expand Mining Inc requires Space Race Victory enabled
National Unit 100

42 reference guide 35
Wonder Hammers• Prerequisities Effects Unit Hammers• Str./Movement Prereq. Special abilities
can start a Golden Age, can discover a Technology
Spiral Minaret 550 Divine Right Great Merchant can conduct a trade mission, can explore rival teritory
 50% with Stone obsolete with Computers
+2 Great People Birth Rate (Great Prophet) 0 / 2 MP — can join city as Great Merchant
+2 gold from all State Religion buildings Great Person
+8 culture can construct Cereal Mills and Sid’s Sushi Co
can start a Golden Age, can discover a Technology
Great Prophet can join city as Great Prophet, can construct Church
Statue of Liberty1500 Democracy 0 / 2 MP — of the Nativity, Dai Miao, Kashi Vishwanath, Kong Miao,
+2 Great People Birth Rate (Great Merchant) Great Person
 50% with Copper Forge
1 free Specialist in all cities on continent
Mahabodhi, Masjid al-Haram, Temple of Solomon
+6 culture can start a Golden Age, can discover a Technology
Great Scientist can join city as Great Scientist
0 / 2 MP — can construct Academy, Aluminum Co and Standard
Statue of Zeus 300 Aesthetics Great Person
+2 Great People Birth Rate (Great Artist) Ethanol
 50% with Ivory Monument (2)•• can start a Golden Age, invisible to all units
enemies suffer +100% war weariness Great Spy
+10 culture can infiltrate another player’s city (+3000 espionage)•••
0 / 2 MP — can join city as Great Spy
Great Person
can construct Scotland Yard
Stonehenge 120 Mysticism +2 Great People Birth Rate (Great Prophet)
Grenadier 12 / 1 MP
 50% with Stone obsolete with Astronomy free Monument in all cities
+50% attack Military Science —
+8 culture centers World Map Gunpowder Unit 100 vs. Rifleman
Taj Mahal 700 Nationalism can evade interception (100% chance)
+2 Great People Birth Rate (Great Artist) Guided Missile
 50% with Marble 40 / 1 MP / 4 R Rocketry, Radio can destroy tile improvements
starts Golden Age Missile 60 can bombard city defenses (–16% per turn)
+10 culture
cannot capture enemy cities or units, doesn’t receive
Gunship 24 / 4 MP Advanced Flight defensive bonuses, ignores terrain movement costs
Temple of Artemis350 Polytheism +2 Great People Birth Rate (Great Merchant) can withdraw from combat (25% chance)
Helicopter Unit 160 +50% vs. Armored Oil
 50% with Marble obsolete with Scientific Method 1 free Priest flank attack against Artillery and Mobile Artillery
+8 culture Trade Route yields doubled in host city
Hindu Missionary Hinduism 3 allowed••
0 / 2 MP
Three Gorges Dam Plastics National Unit 40 Hindu Monastery can spread Hinduism
+2 Great People Birth Rate (Great Engineer)
 1750 provides Power for all cities on continent Holkan 4 / 1 MP Bronze Working,
can only be built in river city Melee Unit 35 immune to first strikes
+50% vs. Mounted Hunting
Maya (Spearman)
University Paper immune to first strikes
of Sankore 550 obsolete with Computers
+2 Great People Birth Rate (Great Scientist)
Horse Archer 6 / 2 MP Horseback
+2 beakers from all State Religion buildings doesn’t receive defensive bonuses
+50% attack vs. Riding, Archery can withdraw from combat (20% chance)
+8 culture 50% with Stone Mounted Unit 50 Catapult, Trebuchet Horse flank attack against Catapult and Trebuchet
World Wonders

+2 Great People Birth Rate (Great Merchant) Hwacha doesn’t receive defensive bonuses
United Nations 1000 Mass Media 5 / 1 MP max. 75% damage to enemy, causes collateral damage
triggers United Nations Global Elections Siege Weapon 50 Construction
+50% vs. Melee immune to collateral damage from Siege Weapons
guarantees eligibility for Diplomatic Votes Korean (Catapult) can bombard city defenses (–8% per turn)
requires Diplomatic Victory enabled, 3+ teams
Fission, Rocketry
ICBM
Versailles 800 Divine Right global range Uranium can nuke enemy lands
+2 Great People Birth Rate (Great Merchant) Nuclear Missile 500 Manhattan Proj.
 50% with Marble
reduces maintenance in nearby cities
+10 culture Immortal 4 / 2 MP Wheel
Mounted Unit 30 +100% att. vs. Axeman can withdraw from combat (10% chance)
Horse
Persian (Chariot) +50% vs. Archery
Impi 4 / 2 MP Hunting

Units
Melee Unit 35 starts with Mobility
+50% vs. Mounted Copper or Iron
Zulu (Spearman)

Infantry 20 / 1 MP Assembly Line,


• Assumes costs given apply only to a Normal Game Speed. See page 29 for more details. —
•• Assumes Duel and Tiny Map Sizes. See page 29 for more details. Gunpowder Unit 140 +25% vs. Gunpowder Rifling

36 reference guide 41
Unit Hammers• Str./Movement Prereq. Special abilities Religion Shrine Effects
Crossbowman 6 / 1 MP Machinery, Buddhism Mahabodhi
Archery 1 first strike • founded by first to discover Meditation
Archery Unit 60 +50% vs. Melee Iron
Gunpowder, immune to first strikes Christianity Church of the Nativity
Cuirassier Military Tradition, doesn’t receive defensive bonuses
12 / 2 MP Horseback Riding can withdraw from combat (15% chance) • founded by first to discover Theology All Shrines can only be
Mounted Unit 100
Horse and Iron flank attack against Cannon • 1 free Christian Missionary built by Great Prophets,
can see Submarines Confucianism Kong Miao and only in the
Destroyer Combustion
30 / 8 MP can intercept aircraft (30% chance) • founded by first to discover Code of Laws respective Holy City.
Naval Unit 200 Oil or Uranium
can bombard city defenses (–16% per turn) • 1 free Confucian Missionary
Dog Soldier All Religion Shrines:
4 / 1 MP Hinduism Kashi Vishwanath +4 culture
Melee Unit 35 Bronze Working — • founded by first to discover Polytheism
Native American (Axeman) +100% vs. Melee +1 Great People Birth
Rate (Great Prophet)
East Indiaman 4 cargo spaces Islam Masjid al-Haram +1 gold per city
Naval Unit 80 6 / 4 MP Astronomy can explore rival territory • founded by first to discover Divine Right with its Religion
Dutch (Galleon) bombardment ignores Walls and Castles • 1 free Islamic Missionary spread its Religion
better results from Tribal Villages can turn 3 Citizen into
Explorer can only defend Judaism Temple of Solomon Priest
4 / 2 MP Compass ignores terrain movement costs • founded by first to discover Monotheism
Recon Unit 40
starts with Guerilla I and Woodsman I

Religions and Corporations


Fast Worker can build tile improvements
Taoism Dai Miao
Indian (Worker) 60 0 / 3 MP — +25% production speed for Expansive Leaders
• founded by first to discover Philosophy
 with food (hammers only)
• 1 free Taoist Missionary
can intercept aircraft (100% chance)
Fighter Flight can destroy tile improvements
12 / 1 MP / 6 R
Air Unit 100 Oil can bombard city defenses (–8% per turn) Corporation• Requirements and Production Competes with
no XP for shooting down units that cannot defend
Chemistry, Aluminum Co consumes Coal
Frigate can bombard city defenses (–8% per turn) can only be built by Great Scientist generates Aluminum Mining Inc
8 / 4 MP Astronomy
Naval Unit 90 Iron
bombardment ignores Walls and Castles requires: Corporation, Rocketry all cities: +3 beakers per resource consumed
Cereal Mills consumes: Wheat, Corn, Rice Sid’s Sushi Co
Galleon can only be built by Great Merchant
4 / 4 MP Astronomy 3 cargo spaces all cities: +0.75 food per resource consumed Standard Ethanol
Naval Unit 80 requires: Corporation, Refrigeration
Civilized Jewelers Inc consumes: Gold, Silver, Gems
Galley 2 cargo spaces can only be built by Great Artist all cities: +1 gold and +4 culture Mining Inc
2 / 2 MP Sailing
Naval Unit 50 cannot enter Ocean requires: Corporation, Mass Media per resource consumed

Gallic Warrior Creative Constructions consumes: Iron, Copper, Marble, Stone, Aluminum
Iron Working +10% city attack can only be built by Great Engineer all cities: +0.5 hammer and +3 culture Mining Inc
Melee Unit 40 6 / 1 MP Copper or Iron starts with Guerilla I requires: Corporation, Combustion per resource consumed
Celtic (Swordsman)
can start a Golden Age, can discover a Technology Mining Inc consumes: Coal, Iron, Copper, Gold, Silver
Creative Constructions
Great Artist can create a Great Work (+4000 culture)••• can only be built by Great Engineer Aluminum Co
0 / 2 MP — can join city as Great Artist all cities: +1 hammer per resource consumed
Civilized Jewelers Inc
Great Person requires: Corporation, Railroad
can construct Civilized Jewelers Inc
can start a Golden Age, can discover a Technology Sid’s Sushi Co consumes: Crab, Clam, Fish, Rice
Cereal Mills
Great Engineer
Units

can hurry production can only be built by Great Merchant all cities: +0.5 food and +2 culture
0 / 2 MP — can join city as Great Engineer per resource consumed
Standard Ethanol
Great Person requires: Corporation, Medicine
can construct Creative Constructions and Mining Inc
can provide 20 XP to units in the same tile Standard Ethanol consumes: Corn, Sugar, Rice
Cereal Mills
Great General can attach to unit and allows free upgrades can only be built by Great Scientist generates Oil
0 / 2 MP — can join city as Great Military Instructor all cities: +2 beakers per resource consumed
Sid’s Sushi Co
Great Person requires: Corporation, Plastics
can construct Military Academy
•  Each Corporation HQ generates +2 culture, +1 Great People Birth Rate, and +4 gold per corporate branch office.

40 reference guide 37
Unit Hammers• Str./Movement Prereq. Special abilities Unit Hammers• Str./Movement Prereq. Special abilities
1 cargo space (Scouts, Explorers, Missionaries, Spies,
Airship 4 / 1 MP / 8 R Caravel
Physics can see Submarines 3 / 3 MP Optics Great People)
Air Unit 80 +100% vs. Naval Naval Unit 60 can explore rival territory

Alumco Exec. Carrack 2 cargo spaces


0 / 2 MP — can expand Aluminum Co Naval Unit 60 3 / 3 MP Optics
National Unit 100 can explore rival territory
Portuguese (Caravel)

Anti-Tank 14 / 1 MP Carrier Industrialism


Artillery starts with Ambush 16 / 5 MP 3 cargo spaces (Fighters)
Gunpowder Unit 120 +100% vs. Armored Naval Unit 175 Oil or Uranium

Archer 1 first strike Cataphract Guilds,


doesn’t receive defensive bonuses
3 / 1 MP Archery +50% city defense Mounted Unit 90 12 / 2 MP Horseback Riding
Archery Unit 25 +25% hills defense Horse and Iron
flank attack against Catapult and Trebuchet
Byzantine (Knight)
doesn’t receive defensive bonuses doesn’t receive defensive bonuses
Artillery 18 / 1 MP max. 85% damage to enemy, causes collateral damage Catapult max. 75% damage to enemy, causes collateral damage
Artillery immune to collateral damage from Siege Weapons 5 / 1 MP Construction immune to collateral damage from Siege Weapons
Siege Weapon 150 +50% vs. Siege Siege Weapon 50
can bombard city defenses (–16% per turn) can bombard city defenses (–8% per turn)
Rocketry, Radio, 1 cargo space (Scouts, Explorers, Missionaries, Spies, GP) 15 / 2 MP Rifling, Military doesn’t receive defensive bonuses
Attack Submarine 30 / 7 MP invisible for most units, can see Submarines Cavalry Tradition,
Combustion
Naval Unit 180 +50% vs. Subs can move through impassable terrain Mounted Unit 120
+50% attack Horseback Riding can withdraw from combat (30% chance)
Uranium can explore rival teritory, 50% withdraw chance vs. Cannon Horse flank attack against Cannon

Axeman 5 / 1 MP Bronze Working Cereal Mills Exec.


— 0 / 2 MP — can expand Cereal Mills
Melee Unit 35 +50% vs. Melee Copper or Iron National Unit 100
Ballista Elephant 8 / 1 MP Construction,
doesn’t receive defensive bonuses Chariot 4 / 2 MP Wheel doesn’t receive defensive bonuses
Mounted Unit 60 Horseback Riding +100% attack
+50% vs. Mounted Ivory targets Mounted Units first in combat outside cities Mounted Unit 30 Horse can withdraw from combat (10% chance)
Khmer (War Elephant) vs. Axeman

Battleship Industrialism causes collateral damage


Cho-Ko-Nu 6 / 1 MP Machinery,
2 first strikes
40 / 6 MP Archery Unit 60 Archery
Naval Unit 225 Oil or Uranium can bombard city defenses (–20% per turn) +50% vs. Melee Iron
causes collateral damage
Chinese (Crossbowman)
Berserker 8 / 1 MP Civil Service,
+10% city attack Christian Missionary Christianity
3 allowed••
Melee Unit 70 Machinery 0 / 2 MP Christian
+50% vs. Melee Copper or Iron
starts with Amphibious National Unit 40 Monastery
can spread Christianity
Viking (Maceman)
causes collateral damage
Bomber 16 / 1 MP / 8 R Radio, Flight Civ Jewels Exec.
can destroy tile improvements 0 / 2 MP — can expand Civilized Jewelers Inc
Air Unit 140 –50% vs. Water Oil
can bombard city defenses (–16% per turn) National Unit 100
Bowman 3 / 1 MP 1 first strike
Confucian Missionary Confucianism
3 allowed••
Archery Unit 25 Archery +50% city defense 0 / 2 MP Confucian
+50% vs. Melee +25% hills defense National Unit 40 Monastery
can spread Confucianism
Babylonian (Archer)
Buddhism Conquistador Gunpowder, immune to first strikes
Buddhist Missionary 3 allowed•• 12 / 2 MP Military Tradition,
0 / 2 MP Buddhist Mounted Unit 100 can withdraw from combat (15% chance)
National Unit 40 Monastery
can spread Buddhism +50% vs. Melee Horseback Riding flank attack against Cannon
Spanish (Cuirassier) Horse and Iron
Camel Archer immune to first strikes Cossack 15 / 2 MP Rifling, Military doesn’t receive defensive bonuses
Guilds, Archery, doesn’t receive defensive bonuses
Units

Units
Tradition,
Mounted Unit 90 10 / 2 MP Mounted Unit 120 +50% att. vs. Cannon Horseback Riding can withdraw from combat (30% chance)
Horseback Riding can withdraw from combat (15% chance)
Arabian (Knight) flank attack against Catapult and Trebuchet Russian (Cavalry) +50% vs. Mounted Horse flank attack against Cannon
doesn’t receive defensive bonuses
Cannon Steel max. 80% damage to enemy, causes collateral damage CreateCon Exec.
12 / 1 MP immune to collateral damage from Siege Weapons 0 / 2 MP — can expand Creative Constructions
Siege Weapon 100 Iron National Unit 100
can bombard city defenses (–12% per turn)

38 reference guide 39

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