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First Four Cities, Recommended Start

 Step One
 Found Capital At Spawn Or Within The Next Two Turns
 Try to build directly on the nearest luxury, then research the tech for this luxury.
 Build Worker/warrior – Capital - depending on if you have barbarians.
 Step Two
 Build as many Settlers as you have new nearby luxuries – Capital
 Step Three
 Found City At Nearest new luxury (Recommended Location?)
 Research the tech to access your second luxury.
 Build Scout/Warrior – Capital
 Build Worker – Second City
 Step Four
 Build Monument – Capital, Second City
 As long as you have new luxuries you can expand without unhappiness by building Settlers.
 Step Five
 Build Granary – Capital, Second City
 Step Six
 Build Worker – Second City
 Build Barracks? – Capital
 Step Seven
 Construct Road Between Cities
 Build Library – Capital
 Build Barracks – Second City
 Step Eight
 Build Temple – Capital
 Build Library – Second City
 Step Nine
 Build Circus – Capital
 Build Temple – Second City
 Step Ten
 Build Settler – Capital
 Build Circus – Second City
 Step Eleven
 Build University – Capital, Second City
 Found Third City
 Build Worker – Third City
 Research Construction to gain Colosseum
 Step Twelve
 Build Market – Capital, Second City
 Build Monument – Third City
 Step Thirteen
 Build Coliseum – Capital, Second City
 Build Granary – Third City

 Step Fourteen
 Build Barracks – Third City
 Build Worker – Capital
 Build Settler – Second City
 Step Fifteen
 Build Worker Third City
 Found Fourth City
 Notes:

 Continue To Build In Capital And Other Cities But Finish The Necessities In City 3 and 4
 Build Workshops When Available In All Cities
 Get Technologies You Need To Work the Luxuries under Your Cities As You Play
 This Is The Best Process For Your First Four Cities, Build What You Need Depending On What Type Of
Victory You Want Within These Steps
 This Build Works Best With Barbarians Turned Off!, If They Are Turned On Then Build Many More
Warrior Units Throughout Your Early Turns

Basic Military Strategies


The ultimate strategic consideration of a war is a clear understanding of its purpose. If you know what you
want to get out of war, you have a finite measure for determining whether you are winning or losing. Below
are a few reasons to go to war and ways to tell you've won.

War for Territory


Wars in Civilization usually start over real estate, or more precisely the population growth that good real
estate allows. When a rival notices that your Victory Points are a threat to theirs, they'll come after you in an
attempt to grab some land and Cities, re-balancing the supremacy equation in their own favor. Likewise,
nothing is likely to provoke you to war so much as the sight of a prosperous, productive, and under-
defended foreign City on your borders.
Wars for territory end when you've grabbed all the land you want. Territorial Wars often become Total Wars
because it is often expedient to finish off an enemy while he is weak, a condition that usually plays itself out
when you're ahead in a territorial battle. However, when you've got other problems or enemies on your mind
and you've already grabbed some defensible and productive land, you may consider a War for Territory won
any time you feel like quitting.
War for Profit
Like the buccaneers of old, sometimes it's worth a little violence to refill the coffers. Captured Cities and
plundered Improvements yield Gold, and Civilizations desperate for peace offer rich bribes of tribute and
Resources. A War for Profit is a simple equation in value: did the maintenance and Production on the Units
expended in teh conflict add up to more or less than the benefits gained? When fighting a War for Profit,
keep your Units alive to fight another day, take everything you can get your hands on, and quit while you're
ahead.
City-State War
City-States sometimes send you to war against rival Cities. These mercenary missions grant great Influence
bonuses with one City-State while simultaneously allowing you to seize the Resources of another. There's a
very definite goal and little political complexity involved in these conquest missions, making them desirable
in most situations.
You may also find yourself fighting on behalf of an Allied City-State against a rival civilization. The
motivation for this may transcend any moral or treaty compulsion. City-States can be valuable sources of
Culture, Units, Food and trade, and loosing these benefits to a foreign power is tantamount to loosing one of
your own Cities. Generally speaking it is best to make the protection of such a City-State a sub-goal to a
larger strategy of Territorial, Profitable or Total War.
Phony War
Phony War is a war you fight to appease the call of another civilization. There are times when conspirators
may call on you to join in a war you're not all that interested in helping out with. If geography plays into
your hands, you may find yourself able to profit from war without ever getting heavily involved. Assuming
there are allied lands between you and your new foe, send a couple of Units to the front and have them hang
around in a safe, opportunistic location near a besieged enemy City. If your AI allies are near victory, dash
in and capture the weakened real estate. Mission accomplished. Now make peace.
Total War
Total War is the movement to obliterate a rival from play, replacing his power base with your own. It is a
part of most Civilization games at some point and the heart of a Domination Victory.
Total War is not necessarily perpetual. It can be broken into stages of Territorial War as expediency
requires. But it is often best to commit to Total War hook, line and sinker, destroying an enemy's Units
without pause or mercy, claiming or razing Cities, capturing his Capital and mopping up leftover colonies.
Total War is expensive, but accomplished with intelligent planning and economic management it can turn a
long term profit and expand your power base, making future conflicts more cost-efficient and increasing
your Research, Gold and Citizen output.
Defensive War
Defensive War is a war you got thrown into without being ready for. It is a fight for survival. Defensive
Wars are often initiated by alliances of jealous kingdoms simultaneously declaring hostilities against you.
When a Defensive War begins, abandon all precepts of peace. Stop building anything without immediate
Military merit. Buy as many Units as you can with Gold, build Forts instead of Farms and prepare for a
quick opening fight. Defensive Wars usually begin under the walls of your own Cities. Don't let your
citadels get surrounded. Move forces outside the Cities and maneuver for flanking advantages. Punch your
attacker in the nose. Use your Cities as healing stations and artillery platforms for your field Units. Break
the momentum of the enemy's first assault, heal up, and if necessary beat off the second wave & heal again.
Then move to attack. The best long-term defensive strategy is offense. Don't huddle in your Cities awaiting
the enemy. Meet him with field forces in place, beat his armies either in your territory or on neutral ground,
and then go after his Cities. Make him (or them) regret war. If confronted by an alliance, force one enemy to
sue for peace, accept the proposal and swing around and crush the others. Then go back and finish the first
guy off. You've won a Defensive War every turn you're still breathing.
Managing and Conducting a War
Experience, Promotion and Creating Great Generals
Every time a Unit attack or defends it gains Experience Points. The only exception to this is when fighting
Barbarians. There's a hard cap of 30 XP per Unit for Barbarian encounters. After reaching that number they
no longer grant experience to an individual Unit.

XP allows you to promote your Units, granting them special powers. Promotion also allows a Unit to heal
instantly, which can become a tactical advantage when exploited properly.

The XP you gain also fuels the development of Great Generals. The more you fight, the more great Generals
are born in your civilization.
Terrain
Terrain effects the movement and combat value of Units. Woods, Jungle, Rivers and Hills slow you down.
Roads speed you up.
As long as men have warred with one another they have known that attacking uphill is more difficult than
attacking on flat ground. Hills tire the offense out, slow movement, and grant vision advantages to the
defender, who see farther due to his height while his enemy can see little due to the ridge line dominating
his field of view. Civilization simulates this reality by granting a large bonus to Units defending uphill.
Units defending fords likewise gain the practicable advantages of defending against wading attackers.
Never attack uphill or across a river unless you have no choice. The exception is when you hold a
tremendous advantage in Technology, Experience, flanking and/or the presence of a Great General that
evens the odds and allows for a likely Decisive Victory.
Hills, Forests, Mountains and Jungle also block line of sight and direct fire. Archers can not shoot at Units
they can't see! Remember this.
Flanking

Even a simple two-Unit front can provide a flanking bonus if the enemy front is wedged between them.
When two Units border a single enemy, they gain a flanking advantage against him. This multiplier
compounds the already important numerical advantage they enjoy.
Of all the incentives Civ 5 offers for keeping your forces geographically tight, flanking is probably the
greatest. Closely arranged Units gain a strong advantage just based on proximity as long as they carefully
coordinate their advance.
Flanking is especially important when attacking the center of an enemy concentration. Remember that a
victorious infantry Units advance into the Tile their vanquished enemy formerly occupied. This will
sometimes leave a victorious Unit vulnerable to flanking and a fatal counter attack. It is often best to defend
in the center rather than allowing such exposure through an attack. By doing so you exploit the natural
advantages of defense, weakening enemy attackers and then finishing them with fire from your ranged
Units. Coordinate your infantry attacks on the wider flanks of the enemy position, where their victorious
advances work to your advantage rather than against you.
The Great General

Don't put your Great General at undo risk.


Civ 5 does not boast a complicated command and control structure. The main simulation of C&C is the
Great General, who must remain within 2 Tiles of a Unit to effect it's combat value.
The Great General is a non-combat Unit and can be destroyed by a single attack. He should rarely be
exposed to danger, commanding from a well-defended position to the rear and center of your army. He need
not necessarily be stacked with a Military Unit so long as overlapping Zones of Control prevent an enemy
from reaching him.
Fog of War
Anything outside you Units' limited range of sight is obscured by the Fog of War. While passing through
Tiles once reveals them on the map, any changes following a Unit's exit from the area are unrevealed until
someone gets close enough again to see what's going on.
Your Units have a default visibility of only a few Tiles, though the Americans enjoy longer sight and some
Units can be promoted to see farther. This visibility is further obscured by Forest, Jungle, Hills and
Mountains, all of which block what's on the other side of them. Climbing on top of a Hill grants clearer
vision.
Fog of War sometimes forces you to break army cohesion in order to scout an area. When walking in enemy
territory, keep the balance between intelligence (your need to know what's going on around you) and troop
concentration in mind. When in doubt, move more slowly and keep close together. Spreading out blindly is
an easy way to lose a Unit in hostile lands.
Fog of War also makes it important to remember that moving Units positioned toward the front of an
advance should take place earlier in a turn than moving Units positioned toward the rear, as the intelligence
gained by your vanguard may help you position the rest of your army more effectively.
Using the Map and the Strategic View
The Strategic View is a toggle option that converts Civ 5's lush 3D map into a simple 2D hex board. It strips
the finish off the game and reveals a much more raw and accurate picture of what's going on. The flat
Strategic View map shrinks the size of each hex, allowing you to see things in a broader simultaneous
scope. It displays vital terrain and LOS (Line of Sight) information clearly, and helps you take a step back
from the game's immersion and look at the mechanics of what's happening.
Every turn you are in an active conflict, take a peek at the strategic view before you move. It helps.
Cost of War
War should yield more than it costs. If the long-term benefits of war outweigh short term expenses, then war
is a viable tool of policy. Gaining useful cities with minimal losses is good war economy. Bogging down for
70 turns is not. If a war is costing you more effort and resources than it it gaining you, sue for peace.
Many wars in Civ 5 will not be of your own choosing. Your rivals will sometimes launch attacks at
moments you'd rather be building farms and vying for diplomacy. That doesn't mean you shouldn't fight,
however. When your choices are victory or extermination, the math is easy. Fight or die. And if you're
going to fight, do it full tilt. Don't try to hold off an enemy until he gets tired of war while still advancing
your cultural and infrastructure development toward peaceful ends. Throw everything you have into military
production and take the war to your foe. Ultimately, it will cost you less.
Basic Military Units
Understanding Infantry
Infantry reign supreme in defense. Waterloo proved that well-placed, fortified infantry hold an advantage
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over any frontal assault, a principle Civilization 5 supports. The percentage bonuses granted uphill fortified
Units are impressive, especially when positioned in such a way that flanking bonuses cannot be brought to
bear against them.
This is not to say that infantry are useless in offense. Like Napoleon's Grand Column, a massed group of
infantry concentrated on one point already weakened by artillery can achieve breakthroughs on fortified
opposition. But also like the Grand Column, casualties will be high for the attacker. Civilization makes no
allowance for discipline and morale, two factors that made Napoleonic infantry attacks so potent. Ill-
disciplined, terrified troops run from masses of bayonets inexorably marching toward them, but the AI has
no such fears, which removes some potency from infantry attacks.
Defend whenever possible with infantry, preferably on good ground and from a fortified position. Then
counter-attach when your weakened opponents are too exhausted to approach.
When on the attack, move toward your enemy with massed artillery behind your infantry, and bombard the
enemy front, forcing him to either retreat or attack you.
Understanding Cavalry
Cavalry are intelligence Units par-excellence. They move quickly enough to scout ahead of your main force
and dart back fast enough after detecting an enemy to avoid annihilation, (or to nobly give their lives by
drawing him into range of your foot-soldiers and artillery). They can defend your flanks in an advance and
hover behind the lines to exploit break-throughs in the enemy line.
Cavalry sometimes have enough movement to rush in, make an attack, and back away from their enemy,
which can be particularly useful when attacking a City on open ground. Companion Cavalry, for example,
can sometimes dive into a City, launch an assault and move out of range of an opponent's ranged response.
Cavalry are fast enough that they can often get around an opponent's guard and tear his artillery to pieces.
Do not send cavalry into frontal, unsupported assaults against entrenched or uphill infantry Units, especially
Spearmen and Pikemen. That's a waste of good horses and men.
Understanding Artillery

The two-tile ranged artillery has fallen a little far behind here. The infantry should probably let it catch up.
Of the three classic arms, artillery are the most dependent on support for survival. Pitted against an infantry
or cavalry Unit they will die horribly, even after getting off the first shot. A proverb for artillery: where your
cannon are, there your infantry shall be also.
Many artillery units require a part of their move to set up before attacking. Carefully coordinate your
artillery's movement to achieve the maximum number of shots over several turns. If advancing artillery into
enemy artillery, try to give opposing gunners something else to shoot at while you set up.
Fire with your artillery before attacking with your infantry and cavalry. This softens up the defenders,
resulting in more casualties inflicted on the enemy and fewer on your attacking Units.
Concentrate your artillery. The effects of two or three ranged units on a single target are generally more
beneficial than spreading your fire along a line.
Whenever possible, create a static position with your infantry, mass artillery behind them, and blast away.
Basic Military Tactics
Staggered Positioning vs. Shoulder to Shoulder
A shoulder-to-shoulder advance with artillery in the rear.
While shoulder to shoulder positioning of your Units grants a greater concentration and benefits against
flanking, a staggered formation creates overlapping Zones of Control and helps you deny mobility to the
enemy. By carefully advancing staggered Units, it is possible to flank enemy forces as they advance
piecemeal. This is especially useful if you encounter the front of a strung-out enemy column enfilade. By
spreading your forces, you deny the enemy the ability to advance into new hexes and can move forward
yourself to envelop his front.
Enfilade

The blue units from the north threaten an enfilade attack.


Enfilade refers to flanking fire. When you engage an enemy concentration from the long end of their line,
you are taking him enfilade, maximizing any numerical advantage he enjoys, minimizing any numerical
advantage he has over you, and positioning yourself for optimal flanking bonuses.
The Aztec player quickly realigns his forces to counter.
The flank of several lined up or staggered Units should be your point of attack whenever possible, as the
mathematics of engagement favor you. You are, in effect, creating a situation where many of your Units can
engage a few of the enemy's at a time. Attacking a flank is generally favorable to attacking the center of a
line in most situations.
Defilade
Defilade fire refers to fire from the far side of a hill. Generally speaking, defilade does not function well in
Civ 5, as there is no tactical allowance in the engine for its effects. There is one situation, however, where
defilade is useful. Since hills entice the AI to occupy them but also slow movement, you can sometimes
place a fortified infantry Unit on the far side of an empty hill with an artillery Unit stationed immediately
behind the infantry. The enemy will move to the hilltop, but instead of attacking with infantry you pound
him with your artillery, weakening him, provoking an assault on your fortified infantry and winning you the
day.
Exploiting Breakthroughs
Whether you create a gap in the enemy center or manage to roll up his flank, a well timed cavalry charge
can seal the deal on a large-scale engagement. While cavalry should not be deployed against fortified or
uphill Units, a hole in the line often opens up exposure to reserves placed in less than optimal ground.
Cavalry can charge through a three hex center gap or two hexes around a flank and catch these Units
napping, seriously wounding if not outright destroying them. The damage from one or two such charges can
shift the attrition ratio so much in your favor that you can order a general advance the next turn, blasting the
survivors with artillery, moving your heavy hitting infantry forward, and mopping up survivors with your
cavalry. This tactic comes into its own with Tanks, but we'll get to that later.
Salients, Formations and Flanking
Salients are bulges in a military front. They are a tactical nightmare, as they allow the troops surrounding
them to maximize their field of fire while minimizing the attacker's range of response. Never, ever, ever
form an outwardly curved front. You'll be overwhelmed by numbers and flanking bonuses almost every
time. Instead, find ways to wrap yourself around the enemy, encircling his front in a half moon with
reserves staggered behind, or at the worst case engage him over the broad front of a straight line.
You'll sometimes form a mini-salient when your advancing troops take up possession of a Tile formerly
occupied by a destroyed enemy Unit. If the enemy has reserves close enough behind the line to strike and is
on good enough ground to defend against a cavalry breakthrough, you could have trouble. When this
happens, pull your exposed Unit back as soon as practicable. If this is not possible, try to advance in support
of the Unit, positioning in such a way that he and your other advancing Units are not exposed to flanking.
You can also attack in a different part of the line in an attempt to spread the enemy reserves around and
prevent a concentrated counter-attack, allowing you to pull battered but surviving Units back on your next
turn and replace them in a cohesive defensive line with fresh new ones.
Advanced Military Tactics
Baiting Your Opponent
The most consistently effective tactic in Civilization is baiting. By putting your strongest defensive Units on
good ground between where the enemy is and where he wants to be, you can force him to attack you,
gaining the strategic advantage of offense combined with the tactical advantage of defense. Find a place
between an enemy force and a City he wants to attack or is desperate to protect. Take up a position on high
ground, (or even better, in Forts you've constructed) backed by artillery and covered by cavalry, and let him
come to you. If you're between him and one of his Cities, make sure you position out of the city's gunnery
range. Send some horses darting in to pillage his Improvements and watch his poor misguided troops throw
themselves to the slaughter.
You can also bait by taking a similar position on neutral ground and pounding his forward forces with
artillery unit he either advances, retreats or brings up his own guns. If he advances, cut him to ribbons. If he
retreats, move up carefully, staying in position to repeat the baiting tactic. If he brings up his own guns,
concentrate your fire on one flank, ruin it, get around him and roll up his artillery.
Retreat

The Jaguars are in great position to sweep the flank...

...but following the attack the topmost Jaguar is wounded near an enemy City. Withraw him quickly to friendly territory for healing.
It's not a retreat, it's an advance to the rear. While distasteful, there are times when pulling back is a good
idea. If the odds against you are too stacked to defeat, it's better to get under the cover of a City's guns and
fight in friendly territory where your Units heal faster.
Retreat mindful of enemy Zones of Control. Don't cross enemy fronts while pulling back or your Units will
lose movement and be ground to a pulp by pursuers. Keep your infantry between your artillery and enemy
Units, especially cavalry. If possible, send your own cavalry on a feint around the enemy flank to draw off
attackers. If necessary, fortify a single expendable Unit on a hilltop or at a ford as a rearguard to slow the
pursuit. Your brave men probably won't live through it, but they'll keep the rest of your army intact.
Embarking
Infantry Units eventually gain the power to embark, becoming temporary naval Units to cross water. These
transport ship versions of the infantry Units are slow and extremely weak. They have no combat value at all
against naval Units, reduced effectiveness against land Units through direct amphibious assault and they can
easily be sunk by a single Barbarian Trireme or Caravel. Embarkation is best accomplished with some
escort, or in a rush with the least important Units at the front and flanks of the formation. These weak Units
may then be sacrificed in an emergency so that the rest of the convoy may escape.
Healing
A Unit that does not move or attack in a turn heals a small amount of HP. This amount increases in friendly
or Allied territory, and increases even more if the Unit is stationed inside a friendly City. Units in close
proximity to Units with the Medic Promotion also gain HP more quickly.
Regardless of location, the Fortify until Healed command is an indispensable tool of the Civilization
commander. It allows injured Units to take a defensive posture while recovering their strength, and then
return to offensive operations automatically following regeneration. The canny commander will employ it
even in rear areas.
Units may also heal when advancing an experience level, although doing so prevents them from gaining a
special power through Promotion. These periods of automatic healing are among the most explorable
advantages in Civilization. A careful general can time the casualty rate of his troops so that key Units will
regain full strength when it is most needed, allowing an advance that might otherwise putter out to continue,
or a defense which might be overwhelmed to return to full strength. Hovering over a Unit's status icon on
the bottom left of the screen reveals the XP of the Unit and the number required to reach the next
Promotion, and this should ALWAYS be checked when a Unit's future health is in question. More close
battles against the AI are won by this than any other factor.
Added to this is the fact that while promotions are made available at the beginning of a turn, a player need
not accept them until the end of a turn. This means that a slightly or even significantly wounded Unit may
be able to attack a second time, inflict and absorb more casualties, and still be returned to full health before
an opponent's counter attack, maximizing the efficiency of your life gain. The battle estimation pop-up that
gives the player a statistical probability of an engagement's outcome yields fairly accurate estimates of what
to expect, allowing the player to exploit this tactic with minimal risk. This method is especially effective for
Oda Nobunaga, as his wounded troops still attack at full strength, meaning that injured Japanese Units have
an opportunity to inflict a strong measure of damage, be driven to the point of death, and then restore
themselves to full health.
Units heal faster in friendly territory. When facing a long campaign far from your homeland, consider
sending a Settler with your army to found a war City. While the industrial output of the City will be
negligible for some time, the Tiles around it will provide a safe haven for your weakened Units to repair. By
building a Road from it toward your enemy, you can create a route to quickly rotate damaged Units out of
combat and healed forces back to the front. The firepower of the City will also provide a little extra security
in the event of a retreat.
Sieges

A proper City encirclement, with infantry at the front, artillery on the high ground at the rear, and a Great General in position to bolster all Units .
Cities are tough nuts to crack. The self-heal, have a default ranged attack, produce defenders in mid-battle,
and have high combat strength in defense.
A City can be softened up by occupying and pillaging the Tiles that feed it, and by pounding it with
concentrated artillery. Infantry Units should be fortified around the City's borders, preferably with a Medic-
promoted infantryman in the center, and rotated with reserves as they sustain casualties.
Unless you have Amphibious-promoted Units, don't attack a City by sea. The disadvantages and danger of
ranged fire from the City are simply too great.
If a siege isn't progressing toward at least a stalemate, then pillage, back out, and try again later. It's better
than losing your Units to attrition or relief.
Assaulting Cities

Open the siege with a bombardment.


Infantry should usually only assault a City under Safe Attack conditions. Costly Attacks should only be
ordered when a City is likely to fall the same turn.
Fortified Unites wait until a Safe Attack presents itself.
If a City is located on flat ground, some cavalry can attack effectively while exposing themselves to fire
only every other turn by darting in from out of range, attacking and running out of range again.

Costly Attacks should be avoided until the City is on its knees, but they're an OK way to finish off a siege.
Scorched Earth

All Cities can launch artillery bombardments.


If you don't mind sending Workers to fix up afterward, or if you're planning on razing a captured City, your
Units can pillage the Improved Tiles surrounding it. This both weakens the City and yields Gold, especially
from Trading Posts.

This City's intrinsic bombardment ability is supplemented by a Cannon.


Defending Sieges and Ranged City Defenses
The best way to defend a City is to make sure the enemy never gets close enough to attack it. If the AI had
the audacity to get three or four Units into range of one of your Cities, they are probably gong to take it
unless you relieve it quickly.
Buy a powerful Infantry or Artillery Unit with Gold and place it in the City immediately if you know it will
soon be besieged, and use it to blast or counter-attack Units assaulting your City. Concentrate all ranged fire
on a single, vulnerable Unit. Don't spread your attacks around.
Get relief forces on the move and use them to threaten the enemy infantry and cavalry. Without infantry or
cavalry, your enemy can't occupy the City. If he does manage to get inside, destroy any undefended artillery
outside and then take the City back quickly before defenses are rebuilt.
Use the power of friendly ground to your advantage. Remember that when you fight on your home turf you
heal faster than the enemy. This helps put the math of attrition in your favor while defending a siege.
Blitzkrieg

Tanks rush ahead to the front.


Late-Industrial and Modern Era conventional warfare adds several dimensions to combat and alters
tactics considerably. The traditional arms of infantry and artillery remain intact, but cavalry is
transformed into armor (tanks) and air cavalry (helicopters) both of which deploy under conditions
significantly different than traditional horse soldiers. Also added to the equation are airborne light
infantry, mechanized infantry, aircraft, surface-to-surface missiles, anti-aircraft, and anti-tank assets.
Tanks alter the balance of power in ground warfare from favoring the defense to favoring the offense.
Tanks are fast, can move after firing, punch hard, and are resistant to attrition. They transform cavalry
from a support arm to the primary offensive tool of field combat.
Tanks are mobile enough to attack flanks but also have the movement to exploit gaps in enemy lines
thanks to their shoot-and-scoot movement attribute. While still vulnerable to tactical flanking, they
are quick enough to avoid being surrounded by most Units if properly commanded. The main flanking
danger to tanks is other tanks.

In open country, Tanks are unstoppable death-bringers.


When battling tanks with tanks, remember the wisdom of the Cobra Kai: "Strike first! Strike Hard! No
Mercy, Sir!" The tank that shoots first laughs last.
Tanks exist to attack. Even when conducting a defensive campaign, tanks function best when they defend by
attacking. An armor commander should always be aggressive, outmaneuvering vulnerable Units and
destroying them.
As soon as Mechanized Infantry is available, bring it to bear alongside Tanks. Mech Infantry provides a
defensive balance to modern formations. It also covers for the armored corps' vulnerability to City defenses.
Tanks suffer somewhat in City assault and should be used sparingly in the role.
Tanks should not be exposed to anti-Tank guns except when in a favorable position for Decisive Victory
against them. AT Guns that manage to get the jump on Tanks will cut them apart.
AT assets include AT Guns and Helicopters. AT Guns exist to deny armor mobility into certain areas.
Supported by infantry and tanks, they create zones where unfriendly tanks find it difficult to exist. They are
not actually likely to kill many tanks unless the enemy is stupid enough to advance into range, but they do
allow you to control the flow of battle, funneling enemy advances where you wish them to go. AT Guns are
also useful in methodical advances by mixed forces, moving with friendly Tanks on the flank and
infantry/AA/artillery in the center.
Helicopters are Tank killers of the first order. They thrive in hunting down and eliminating armored assets.
Your tanks should advance under an AA curtain whenever possible, as Helicopters can stop an armored
advance cold.
Aerial Combat
Aircraft must have a base of operations. They reside in either Cities or on Aircraft Carriers and must begin
and end their turn aboard the same. An air Unit may rebase in a new City or Carrier at will, but this
movement consumes their Turn.
Since aircraft may only sweep, bomb, or intercept once a turn, stacking aircraft is an important offensive
and defensive consideration.
Interception
The only effective defense against air power are Fighter/Jet Fighter interception and ground-based anti-
aircraft positions. Fighters and Jet Fighters can be set to intercept any other aircraft entering their airspace.
Such Units will automatically attack any Fighter or Bomber which comes near before the Bomber has a
chance to strike ground assets. Interception can in turn be countered by Fighter sweeps.
Fighters can only intercept one attacker every turn. Stacked fighters increase the aerial supremacy of
defensive forces in an area by allowing multiple interceptions on the same turn.
Tactical Bombing
Tactical Bombing is the destruction of individual ground Units by Bombers. As long as the Units attacked
are not located under an AA umbrella, Tactical Bombing is a low-risk way to eliminate even the toughest
ground forces. Ordinary ground assets may fire at Bombers, but they are rarely a real threat to a healthy
Bomber Unit.
Strategic Bombing

A Bomber softens up a City as ground forces crouch, ready to strike.


Strategic Bombing is the reduction of Cities by Bombing. It is a higher-risk, higher-reward strategy than
tactical bombing. The risk comes from the likelihood of intercepting Fighters being based in the City, while
the reward comes from the Bomber's ability to flatten a City's defenses quickly, allowing your besiegers to
simply walk in.
Strategic bombing should be preceded by Fighter sweeps to clear airspace of interceptors.
Missile Attack
Guided Missiles are a relatively cheap way to damage enemy Units or Cities within ten hexes of your own
Cities or cruisers. They deal a stiff amount of damage and are a nice way to soften up a position for
infantry/armor assault. Guided Missiles are expendable weapons. They operate like less powerful, cheaper
Nuclear Missiles. They lack the blast radius of Nuclear Weapons but also leave no Fallout.
Guided Missiles are also covered in the Naval Combat section.
AA Assets

Like Han Solo, anti-aircraft weapons shoot first.


Anti-aircraft Units launch or fire as interception weapons when other air Units move into range. They
operate automatically when enemy air Units attack nearby them. Any troop concentration in the Modern Era
should be escorted by AA or SAMs.
Nuclear Weapons
Nuclear weapons are extraordinarily expensive to develop. They require investment in the Manhattan
Project, improved sources of Uranium, and their own individual development cycles for each deployment.
That said, Atomic Bombs and Nuclear Missiles are City-wreckers of the first order, reducing every great
metropolises to useless glowing hovels. Nukes are also a useful tactical weapon against massed ground
Units. Assuming a successful strike, a Nuclear Weapon will weaken or destroy any cluster of defenders.
The price of such power is the ruination caused by Fallout, which taints the area around a City. While
cleanup is possible, at the phase in the game when Nuclear Weapons typically emerge it is rarely practical.
Cities attacked by Nuclear Weapons are best razed following occupation, and the eradicated land shunned
Naval Combat
Naval Units are sea-mobile artillery platforms. All modes of nautical attack are ranged, either through
gunnery, torpedoes, aircraft or missiles.
First strike capability is essential to naval success. Much like a Tank battle, the seaborne attacker who gets
in the first lick has the last laugh.
Destroyers are essential in this. They're blazing fast and should be used to scout the waters ahead of, behind,
and around your main fleet assets, moving at the beginning of your Turn. They are expendable, disposable
Units with weak attack power and little durability. If your Destroyers are doing their jobs right, then they're
likely dying a lot. They exist to find the enemy and draw his fire so that you can position your heavies for
counter-strikes on an opponent's main assets, especially his Carriers.
Bombers and Missiles are a fleet's main weapons. After your Destroyers find the enemy, sweep the air
around any hostile Carriers with Fighters and then obliterate enemy flattops, Battleships, Cruisers and any
visible Submarines at long range with Aircraft and Missiles.
Your own Submarines are best used in blockade and patrol of nautical passages, as their limited speed
makes them unsuitable for most fleet actions. They are also useful for sneaky Missile attacks on enemy
metropolises and Units outside the range of your own Cities.
Naval vs. Air
Naval Units are Bomber-bait. Take the lesson of the Repulse and Prince of Wales to heart: even the
mightiest Battleships stand no chance against concentrated air attack. You must escort any ship of the line
with interceptor-equipped Carriers if you want it to have a chance of surviving. Your Battleship's counter-
fire may take down some enemy Bombers, but not before they sink your expensive new battlewagon.
Separate your big guns from your Carriers at your own risk.
Coastal Bombardment
Missiles and Bombers can be used to strike at inland targets, but are either one-shot weapons or run the risk
of interception. Battleships, on the other hand, can pound most positions into bonemeal and are tough
enough to absorb a lot of counter-fire, so long as they have protection from air assets and submarines.
When bombarding Cities while are Units near the coast, stay at the edge of enemy firing range. Patrol the
surrounding waters with Destroyers and keep a Fighter-filled Carrier anchored out of land-based artillery
range as protection against air strikes. Don't waste your Destroyers by moving them in close enough to score
hits with their own guns. They're fragile and their own firepower is negligible.
Battleships have the ability to launch sustained bombardments, Guided Missiles provide Cruisers and
Submarines with a selective punch, and Bombers make a Carrier near-equal to a City as a base of
destructive power, but none of these weapons approaches the destructive potential of Atomic Bombs and
Nuclear Missiles fired from ships. There are very few places on any world map inaccessible to a Carrier,
Cruiser or Sub-based nuclear weapon, and the destructive potential of several of these fired in tandem is
incomparable to any other attack available in the game. The only really effective countermeasure against
this tactic is destroying the fleet before it can launch, but unless you plot your naval campaign badly and
mismanage your escorts, that's not likely to happen to you. Go forth and destroy.
Amphibious Assault

Amphibious assault in a pain. It requires placing embarked ground Units at risk, a gloomy prospect as these
are easily the slowest, most vulnerable military assets in the game. If there's any way to get an an enemy that
doesn't require amphibious assault, prioritize the alternative approach.
If you absolutely have to launch a beachfront attack, do it right. Pour naval fire into the enemy position until
it's in the red. Cram as many tough naval Units into nearby waters as you can to draw fire. Use only
embarked Units with Amphibious abilities, and make sure the assault job can be accomplished in one turn,
as an embarked Unit has little chance of surviving two tuns in unfriendly waters.
Protecting the Embarked
Embarked Units are like lame sheep made of tissue paper. They exist to be devoured. Whenever significant
ground forces travel the seas they should be accompanied and screened by fast escorts scouting in all
cardinal directions around the convoy. Escorts should move first to make sure the way is clear of marauders,
then the troop ships should sprint in a direct B-line for safe soil.
Though it seems an ignoble role for a mighty Carrier, you will do well to escort all troop convoys with
flattops after the emergence of aircraft. Bombers love a milk run, and troop ships put up no resistance at a1l.
Building Your City

So here we are. . .
Your Capital is the lynchpin of your civilization. The laws of chronology dictate that it will likely be your
largest metropolis throughout the game, producing more Units, Culture, Gold and Research than your other
Cities. Many of your Wonders will likely reside there.

. . . let's turn this. . .


The location of a Capital is largely luck of the draw. The game drops you in a more-or-less suitable location.
You may or may not have access to Coast or Rivers, though you will always have at least some Resources
and tillable land nearby. It is essential to found your first City as soon as possible, even if that means the
location is less than ideal. A good Capital site should have decent Food Supplies, enough Production for
early Units and access to some Luxury Resources.
. . . into this!
The Luxury Resource proximity is important because your Civilization's Happiness depends largely on
them. Access to a variety of Luxuries early in the game is essential to success. The more Resources you can
reach, the quicker you hit your first Golden Age, a vital boon to your productivity and cash reserves. Try
building your city directly onto the nearest luxury resource, then research the tech to access this luxury, this
boosts happiness quickly and prevents enemies pillaging luxury tile improvements.
Expanding and Improving Your Capital City

Pick Technologies that fit the Terrain.


Regardless of what the game recommends, build a Worker first. While Scouts are a great way to establish
early-game contact with other Civilizations, it will be some time before your neighbors have anything worth
offering you. Your capital is pretty good at defending itself, so use your complimentary Warrior as a proxy
Scout across unobtrusive Terrain. While your City is creating the Worker, send your Warrior in search of
Ruins. Also be on the look out for City-States, as first contact with each yields a gift of Gold.
Keep an eye on the surrounding Terrain as you choose your early Technology. If you are going to need to
clear Forest, Jungle or Marsh, prioritize Mining, Bronze Working and Masonry. First develop appropriate
Technologies to Improve the Luxury Resources in your area. Later include Strategic Resources in your area.
As long as you build cities on a new luxury you can expand without unhappiness problems early on,
research the luxuries in your area to reach an early golden age.
The moment your Worker is finished, start Improving your land with Farms. Build Trading Posts when you
are able, and construct Plantations and Quarries the second they become available. You'll need the
Happiness they generate. Camps should come next, then Pastures, then Roads to your other Cities, and then
Lumber Mills.
Build a Wonder every now and then.
If you have the Population support, burn your Great People to build their respective Improvements in the
early and mid-game. The value of a Great Person Improvement increases for every turn it is in play. A
Landmark built and worked on turn 100 will generate 1200 Culture by the end of the game, while one built
and worked on turn 150 will only generate 1000.
Whenever a new Technology reveals a Resource (Horses, Iron, Uranium, etc.) drop everything and improve
it. Not only will you gain access to new Units, but will also gain powerful trade fodder with other nations.
The Tradition Social tree benefits your Capital's early game growth, and is a safe Policy selection in the
Ancient Era.
Don't outrun your Happiness in your rush to grow! Keep a positive Happiness index in the first Turns, even
if it means you have to pace your Capital's expansion a little. You'll grow larger in the long run if you keep
everybody at least remotely pleased.
Notwithstanding interruptions and specific plans, follow these general rules when possible:
 Make sure you have one Worker per City. If you lose a Worker to Barbarians or attack, build a new
one immediately.
 Build a Settler in your Capital immediately after your first Worker. Get your second City off the
ground ASAP.
 Build a new Military Unit next, or Barbarians will likely sap your Improvements and ruin your early
game.
 Develop a Monument, a Granary and a Barracks as your first Buildings. Build another Unit after you
finish your Barracks. Depending on your game plan, you might want to build a Wonder in your
Capital around this time.
 Keep an eye on your Gold production early on. Trading Posts and a short road to your second City
will help.
 Build a Library and a Temple as Happiness allows, and a Circus to counter Unhappiness.
 If you have access to Food producing River or Coastal Buildings, construct them early.
 Build a Workshop when it becomes available. It makes your other Buildings cheaper.
 Monitor your Research, Gold and Happiness, and build a University, Market and Colosseum
accordingly. Build another Unit around the time you work on these structures.
 Intersperse Wonders every now and then as you see fit, but don't build every Wonder in your
Capital. Keep the Buildings coming to advance your key indexes.
 Throughout the ages, continue staggering Buildings that develop Food, Research, Gold, Culture and
Happiness. Build a Unit every now and then. If you plan to fight a lot, develop the Military
Academy and Armory...the bonuses they give your Units are significant.
 Buildings that help with Great People are really important for your Capital. They seem dull, but the
earlier you get Great People, the more powerful their Improvements are.
Colonization
Your second City should be built geographically close to your first, on a site with access to Food,
Production and Luxury Resources. Ideally, it will have access to Resources your Capital can't develop, thus
allowing rapid increase of Happiness. Also keep an eye out for Strategic Resources like Horses and Iron, as
most of the powerful early-game Units require one or the other.
Escort your Settler with a Military Unit. Nothing sucks more than having your first new City aborted by
Barbarians before it is even founded.
If you have a spare Worker, send him with the Settler and begin building Improvements immediately after
the City is founded. If you have no spare Workers, build one in the new City immediately. If you have the
Gold, buy the Worker.
Since new Cities create some Unhappiness, develop their Luxury Resources first, even if this requires
buying a tile or two.
Follow roughly the same early development cycle as your Capital. Create a Settler fairly early, though not
until you've created a a Military Unit and a Granary.
Link your two Cities with a road after developing a few tiles. The Road will generate a Trade Route and
grant a nice Gold bonus.
Your third City should come soon after the second. Ideally, all Cities should have at least six empty tiles
between them, but don't fret too much over this early game. The computer recommendations on where to
build are usually pretty good.
After starting your third City, your colonization approach will be based on your Victory strategy. Most
Victory Conditions call for unfettered colonialism, but the Policy Victory is different. More on this in Part
II.
Conquest

War. War never changes.


Why build what you can conquer? A captured City simultaneously reduces a rival's strength and
increases yours.
While City-States can become genuine allies, the other great empires are all potential rivals on the path to
victory. Like Highlander, in the end there can be only one. Acquiring enemy Cities through conquest
usually takes several Units working together. This means large expense and ample time for preparation.
The unsubtle red arrow of destruction.
When a City is taken, it generates Unhappiness and will continue to do so until a Courthouse is built there.
The Courthouse must be Produced. It can not be bought with Gold. If you capture a City following the
discovery of Mathematics, start a Courthouse there immediately. If you have not yet discovered
Mathematics, allocate Citizens to Luxuries nearby and make a Technological beeline to Mathematics. Build
or buy a Circus or Colosseum in every City possible and hang on for a big hit to your Happiness.
Once the Courthouse is built, everything changes. You should begin work to grow the City, creating Food-
generating Buildings and then following the standard plan for developing colonies. The tactics required to
reduce a foreign City are discussed in the Modern Warfare section.
Puppet States
After a City is captured, you are given the option to make it a Puppet of your empire. Puppets are an
enticing alternative to the chaos generated by conquered Cities. They create much less Unhappiness
than an
Occupied City and do not increase the Culture cost of new Policies. On the other hand, they are AI
controlled, and you have no ability to direct their construction of Buildings, Units and Wonders. You
can build Trade Routes to them and Improve the territory around them, although you cannot use Gold to
purchase Tiles for them, nor can you delegate Citizens to work certain Tiles. They generate Research
and Gold as normal.
It is sometimes a good idea to create Puppets mid-war, when you don't have time to deal with
Unhappiness. It's also an option if you don't have Courthouses available or want to keep Policy costs
down. The loss of a City still hurts your opponent, and you still gain Gold and Research to feed your
empire. The territory around Puppets remains yours, so your Units still heal more quickly there and you
eventually gain access to Improved Resources nearby.
You can annex a Puppet at any time, making it a full-fledged part o your empire, although this process
can not be reversed.
Production
While Research, Food, Happiness, Culture and Golden Age Progress are prominently displayed by default
on your main screen, Production is not. It can be easy to forget that you have some direct control over how
quickly your Cities develop Units, Buildings and Wonders. Clicking on a City reveals a map detailing the
potential yield of all Tiles nearby. The AI gives you a fairly balanced approach to Production, but there will
be times when you will want to reallocate your Citizenry to build more quickly.
Do not overlook the potential raw production value of new Tiles when purchasing real-estate with Gold. It is
easy to become myopic, considering only Strategic and Luxury Resources and forgetting the importance of
the little orange hammers that drive your empire. Likewise, do not overlook excellent Buildings like the
Workshop, the Forge and the sublime Factory.
Also remember that Production is part raw materials, part Population. Growth in a City usually increases
Production by opening access to new Tiles, so keep growing!

Citizen Allocation Focus


Every City screen contains a group of menus for allocating your Citizens to focus on certain Production
priorities. A City can be set via menu to a general, balanced approach, or can be toggled to focus on creating
Food, Production, Gold, Science, Culture or Great People.
Some Building allow the transformation of Citizens into Specialists. The four type of Specialists are Artists,
Merchants, Scientists and Engineers. Each Specialist assigned to a Building grants bonuses to the City
beyond the regular benefit of the Building. Specialists also speed the production of Great People. Specialists
can be assigned automatically or manually from within the City menu.
Early in the game, the AI handles Specialists with reasonable efficiency. Later in the game you may wish to
manually reassign Specialists. Remember that Specialists do not work Tiles, so carefully monitor the output
Cities which use them them.
Improvements and Labor
No matter how many Improvements you build, they don't do a bit of good until someone is working them.
When you finish a Plantation, Quarry, or Trading Post, check to make sure Citizens are assigned to it.
If you have more Improvements than available Citizens, prioritize Food supply and build your population,
the gradually allocate your people to work vacant Improvements.
Buying Land
Your cities expand geographically along with population. Resources on the edge of a City's sphere of
influence can take a long time to reach through natural growth. You have the option to purchase such Tiles
with Gold. While this does not increase the number of people in your City, it does allow you faster access to
work and Improve specific Tiles which helps you reap the benefits of Strategic and Luxury Resources more
quickly. Buying Tiles can also be used to head off the growth of nearby rival Cities, although this can anger
other Leaders.
Growth

Cities get complicated fast.


Food + Happiness = Citizens.
It's a simple equation, but implementing it can be a real headache. Some Cities don't want to grow. They
seem mired by stagnation, cursed by the gods with an apathetic populace with no interest in being fruitful
and multiplying. Remember, though, that Civ 5 is a secular reality. There are no gods, there is only math.
Golden Rule Number 1 applies.
The lowly Farm is perhaps your greatest tool against a moribund population. If you build Farms and assign
every available Citizen to work them, and if your empire is happy while you do so, then your City will
grow. Your Production will suck for a while and your Research will go down the pipe, but eventually your
City will grow and things will get better. Also don't overlook buying Food-producing Buildings with Gold
as a means of combating slow growth.

Meeting Demands
Another way to foster growth is to meet a City's demands. Occasionally, Cities will demand specific
Luxuries. Gaining access to these will foster We Love the King Day, which accelerates Citizen
growth in these Cities.
There are four ways to gain access to these new Luxuries:
1. Find them, build a City near them, and Improve them.
2. Trade for them with other empires
3. Buy friendship with City-States that have access to them.
4. Take them from your neighbors through conquest.
Generally speaking, all four options are worth the trouble. The growth and the +5 Happiness bonus from a
new Luxury are almost always welcome additions to your power base.
Maintaining Happiness: Long-term solutions, Short-term Fixes
People love to complain. The Citizens of your empire are a fickle, unappreciative lot. They don't know how
good they have it. You have to keep reminding them.
Long-term, maintaining Happiness through your Cities is about pacing. While Citizen growth is always
good, every Citizen adds his or her own little bit of discontent to the equation of your economy. You should
be Building or Improving a new source of Happiness every few turns as a matter of course. Every fourth or
fifth Building or Wonder in every City should address Happiness either directly (through Bonuses) or
indirectly (by speeding access to Happiness-generating Policies or Luxuries).
Keep a special eye on Happiness during conquest. If taking a City will move your Happiness into the red,
make it a Puppet.
If you find yourself in a short-term Happiness crisis, consider these steps:
1. Use Gold to buy a Happiness-generating Building
2. Try opening new trade with every other Civilization for new Luxuries. In a true crisis, overpay with
Gold or even Open Borders.
3. Check to make sure all Improvements are being worked.
4. Blow up a Great Person and start a Golden Age. Use the period of prosperity to deal with the
Happiness problem.
Disaster Recovery
There will be times that civilization-wide unhappiness borders on the disastrous. A badly-going war,
Barbarian ravages or other misfortunes can drive you into a deep hole. In these desperate times, consider the
following radical steps:
1. Trade away a problematic, Unhappy City to a friendly civilization. You'll get something in return
and reduce your Unhappiness. If you do this, make sure you're not losing access to a Luxury, or
compensate for the loss by including new Luxuries in the trade.
2. Deliberately limit your growth for a time. Go to war and raze enemy Cities. Pillage Trading Posts for
Gold and buy Happiness-generating Buildings. It's a pain but it works sometimes.
3. Pound you head against the keyboard and reset.
Creating Great People
Great People are gradually generated by Cities and accelerated by the application of Specialists. The more
Artists you have working in Buildings, the quicker you will create a Great Artist. Great People's rate of
Production is also heavily modified by Wonders, (as noted in Section 1), by the the Policies Great General,
Educated Elite, Democracy, and by the Gardens Building.
Great Generals are produced through accumulated XP. Some nation-specific Units like Companion Cavalry
accelerate the rate of Great General creation, as does the Leader Wu Zetain.

Utilizing Great People

Try to keep this guy around.


The rules using for Great People are simple. Early in the game, burn them to build Improvements. Mid-to-
late game, blow them up to get free or cheaper Technologies, Wonders, and Golden Ages depending on
your present need.
The Great General is an exception. Keep him around unless you really need a Golden Age. You never know
when you'll require his expertise on the battlefield.
If you hoard and combine Great People with the benefits of some Wonders and Policies, it's possible to
create a very long perpetual Golden Age. While not necessarily the most efficient use of your Great People,
it's a lot of fun to spend forty turns raking in Gold and Production.
To create a Golden Age chain, start with Darius I. Open the Tradition tree immediately and grab Warrior
Code and Military Tradition to create a free Great General and double your XP. Fight everyone you can get
away with killing to create more Great Generals. Prioritize Great People production and develop the Piety
and Rationalism Trees. You'll lose some of the benefits of one and the other tree in this, but for our purposes
that's okay. Open the path to Reformation and unlock Rationalism by entering the Renaissance Era but
develop neither. Also grab the Chichen Itza. Build the Louvre, Brandenburg Gate and/or Porcelain Tower if
possible, as each of these grant you free Great People.
When you're ready for the chain, build the Taj Mahal. Creating it will inaugurate a Golden Age. Because of
Darius and the Chichen Itza, your Golden Ages last longer. As soon as a Golden Age expires, hit
Reformation, wait out that Golden Age, and activate Rationalism. After this, start burning Great People one
at a time to keep the Age going. Odds are another Great Person will be born during the interim...feed him to
the fire as well. If you didn't have time to develop the Louvre, Brandenburg Gate or Porcelain Tower, do so
during the Golden Age and keep sacrificing the Great People they give you.
It's a lot of fun.
Balancing Production Between Multiple Cities
Every City is a microcosm of your empire, with the same Indexes playing out on a smaller scale. It's easy to
forget that the Cities are part of a greater machine and, addressed together, can be tuned to even great
efficiency.
Build war Cities with Military Academies and Forges to create the Units your empire needs. Develop
Cultural centers with a Hermitage, Landmarks and every Cultural Building available clustered together. Do
the same for your National College, prioritizing Research buildings nearby. While you must always keep
Food working at a City by City level, you can optimize many Indexes nation-wide by specializing your
Cities in ways complimentary to one another.
Mass Production Strategies
There are times when you want several complimentary Units to be available around the same time. Aircraft
Carriers aren't mush use without Fighters, and Artillery unsupported by Infantry are usually toast.
Timing your production carefully can save several turns of idleness for your military Units. When you need
to create a complimentary fighting force of different Units, create the most expensive Unit type in your most
Productive Cities and your less expensive Units in less Productive ones. This ensures that they'll all be ready
around the same time, which keeps you from wasting valuable turns tapping the space bar when you could
be wringing the life from the bodies of your hated foes.
Quick Production Strategies
There are two good ways to rush Production:
1. Spend Gold
2. Save a Great Engineer for a rainy day
Gold exists largely as an inefficient but blessed way to get your hands on something you didn’t know you
needed. It is sort of the white-out of Civilization 5, covering up for your mistakes. Spending with Gold can
also be planned ahead for purposes such as providing a nearby Worker for a new City or building a quick
Atomic Bomb.
Gold can be used to Purchase any one Unit or Building immediately, even if a City is currently Producing
another Building.
You can also use a Great Engineer to rush Production. Do not waste these guys...their benefits are huge, and
they should be reserved for large, essential projects.
Connecting Cities: Transportation Infrastructure and Trade Routes
Connecting any City you control to your Capital via Roads or Railroads creates a Trade Route,
generating Gold into perpetuity. Roads within your are a great value because they allow rapid Unit
movement and garner cash.
Roads to nowhere get expensive. Roads cost Gold to maintain, so without the benefit of a Trade Route a
Road can become a financial albatross around an empire's neck. For this reason Roads to your Cities
should be interlaced and chained with the Capital. The same rules apply for the more-efficient
Railroads.
Harbors allow you to create Trade Route connection to your Capital via water, and are useful for
overseas colonies.
Diplomacy
Busting the Ghost in the Machine
I can't even spell that word.
Diplomacy is system manipulation. The Diplomatic AI in Civ 5 is neither stupid nor brilliant. It acts in
a sensible and predictable manner. If a rival power is weak and you are strong, it will attempt
appeasement until the balance of power shifts or until it can form alliance with other rivals against
you. If you are weak and it is strong, it will patronize you, bully you and try to destroy you.
The diplomatic AI may be put to several uses by the wily player. First, it serves as an alarm system for
malevolent intent. A player who establishes diplomatic relations with a rival power will be presented
with evidence of that civilization's current amicability through diplomatic discourse. A once-friendly
civilization may begin to make demands, cancel treaties, and deliver insults, all of which are signs of
impending war. This knowledge grants the player a few precious turns of preparation time before
being attacked.
Trade: Give and Take, Then Take Some More

This is usually a good idea.


Diplomacy also allows for the trade of Strategic and Luxury Resources. Since Civilization maps generally
spread their myriad resources across vast distances, trade is one of the best ways to acquire the Luxuries
Citizens demand to produce all-important Happiness. Trade can also supply access to war-necessary
materials like Horses, Iron, and Oil, and spark the growth spurts generated by We Love the King Day.
Generally speaking, demanding even trades of one Resource for one Resource is a good idea. Trading away
multiple Resources for a single Luxury is rarely worth it. If a civilization won't make an even trade with
you, they likely don't want the Resource you're offering all that much. Likewise, acquiring a trade weighted
in your favor usually only occurs in situations where you have such a overpowering Military presence that
you could take what you want by force.
Research Agreements allow civilizations to combine Gold allowances to develop a random technology
mutually enjoyed by both members of the Research team. These agreements are vital for rapid Technical
progress and should be undergone whenever possible, as they represent one of the few methods available to
accelerate Technological development.
Treaties, Privileges and Alliances

He'll change his tune over time.


Civilizations may Open Borders with one another, allowing Units to pass unmolested through one another's
territory. Opening borders is usually worth the exchange, as it allow your scouts quicker access to
geographic information and other civilizations' trade networks. Beware a suddenly dour civilization with
which you share an open border. If you feel an attack is coming, position you Units accordingly and do not
renew Open Borders when the treaty expires.

Told you so.


Civilizations can also form Defensive Pacts, declaring mutual defense in the case of rival invasion. These
pacts guarantee an ally in war, but also commit you to conflict with the enemies of the cooperative state.
They're a good idea if you have martial intentions or suspect imminent attack by a strong power.
Pacts of Secrecy are non-binding agreements between two powers to work against a third. They have two
practical benefits: they inform you of who is plotting against who, and responding to them gives you a
chance to either build or sour relations with other states.
Pacts of Cooperation are similar positive non-binding agreements which serve as a barometer of intentions
for other powers and can lead to easier agreements in alliance and trade.
You may also request that a friendly power declare war on an unfriendly one alongside you, and you will
likewise be asked by some powers to take part in such shenanigans. Properly underlaid with Pacts of
secrecy, weak powers can use this option to combine their forces against strong powers. When approached
with such a proposal, measure your response carefully. You may accept, refuse or request ten turns to
prepare.
It is sometimes expedient to use the knowledge afforded by such a proposal to betray the party who
approaches you. A nation preparing for war will often move its key Units to the frontier, leaving valuable
real estate open to supposedly secure allied flanks. By moving quickly, you may be able to snatch territory
during the ten-turn wait and take advantage of your co-conspirator's trust.
Bribery
Sometimes you have to swallow your pride and pay The Man. A bribe can carry diplomacy a long way.
Gifts of Gold can smooth over stalled treaties. The AI often responds favorably to large infusions of cash or
Resources as a means of inciting attack on other civilizations. Gifts of Gold can also be used to curry favor
with powers who are souring toward you, but in the long run doing so is rarely worth it.
A much more powerful currency of bribery is a City. The Diplomatic AI regards Cities as highly valuable in
negotiation. In a war you can't win, bending all your resources on capturing an enemy City and then bribing
an opponent with it may buy peace for a time. When attacked by allies on multiple fronts, a gifted City may
even convince your former attacker to betray their partner in crime. While the loss of these Cities sting,
bribery is sometimes the best recourse in a no-win military situation.
Of much more interest to the would-be despot is how to get the AI to bribe YOU. The computer player can
be manipulated into suing for peace and offering incentives as long as it has no reason to distrust your word,
i.e. a history of broken treaties. Destroying several AI Units and capturing a city or two is often enough to
provoke peace talks where the AI Leader offers large gifts of Gold, Resources and even Cities.
They are especially vulnerable to such manipulation when they are fighting an unwinnable multi-front war,
so conceiving Alliances against them may further push them to desperate acts of gift-giving. Since captured
Cities can be quite a pain, it's sometimes worth taking the bribe and respecting the treaty rather than going to
the trouble of flattening a rival state.
Betrayal
Sooner or later, you'll find yourself in a situation where breaking an agreement is in your best interest. Don't
shed a tear over this. Machines don't have feelings yet. Unless you fear the reciprocity of Skynet sometime
in the future, embrace betrayal like a sultry lover.
Whenever possible, observe the forms when betraying an enemy. Allow treaties to expire before attacking,
as future diplomacy with other civilizations may be soured by a perception that you are untrustworthy. Of
course, if you don't give a damn what other civilizations think of you, then feel free to launch your very own
Tet Offensive, ignoring cease fires with impunity and jumping unsuspecting Units in the open.
Diplomacy With City-States: The Cost of Friendship
Diplomacy with City-States can render great rewards. A friendly City-State may provide access to Culture
Points, free Units or Food Bonuses. City-States are glad to provide Allies access to adjacent Resources,
open their borders, and go to war against enemies of their patron.
City-State diplomacy is an exercise in catering. Bribes of Gold guarantee a degree of fidelity from City-
States proportional to the amount spent. City-States also occasionally offer missions to the player. Fulfilling
these missions grants large amounts of Influence. You may also gift Military Units to City-States, which
grants a small amount of Influence.
Regardless of the initial source, City-State Influence erodes over time and must be constantly renewed by
new gifts and mission fulfillment. Each time Gold is used to buy Influence, the amount of Influence that the
same amount of Gold will purchase next time decreases slightly. Some Policies can modify the rate of this
erosion in your favor, as can Alexander's Leader power.
City-States are relatively weak and tempting targets for conquest. Whether you choose to cooperate with
City-States or conquer them, it is good to know that City-States look out for one another. If you capture two
City-States, the remaining City-States will become worried, and from then on every City-State you conquer
increases the chance that one or several others will declare Perpetual War on you. Cities which do so will
remain hostile throughout the game until destroyed.
Missions
City-States reward you for doing their dirty work.
Missions for City-States are usually Military or construction oriented. A City-State may wish you to destroy
a Barbarian encampment or a rival City-State. They may call on you to aid them in war with another power
by destroying several Units controlled by that Civilization, or ask you for gifts of Units to combat their
enemy.
They may request that you create a Great Person of some type. Just the birth of the Great Person will fulfill
the mission. You do not have to grant them as a gift to the City-State, and the Great Person may be
expended as normal. City-States may also ask you to construct a specific Wonder in one of your Cities to
inspire their populace. Again, you retain all the benefits of the Wonder.
City States:
Militaristic- Militaristic states generally field the largest army of the three city state types. If you
befriend them, they will grant you a military unit every few turns. Allying with them speeds up how
often they grant you units. The type of unit depends upon what resources they have locally. They will
not grant you unique units, though (i.e. Minutemen if you’re America). You can request that they stop
granting you soldiers. Generally, these states will request you take out barbarian encampments or
other city states.

• Almaty
• Belgrade
• Budapest
• Dublin
• Edinburgh
• Hanoi
• Sidon
• Tyre

Maritime- Maritime city states are typically placed near the ocean. Befriending them will grant you a
little food for your capital, and an alliance nets you more food for your capital and some for your other
cities. This bonus can go up to +5 food for capitals, +3 for other cities. Often, Maritime states will ask
that you connect their city up to your trade network, or that you acquire a rare resource of some kind.

• Cape Town
• Copenhagen
• Genoa
• Helsinki
• Oslo
• Ragusa
• Rio de Janero
• Singapore
• Stockholm
• Venice

Cultured- Cultured city states don’t usually field much of an army. Their benefits come in the form of
culture. Becoming friends with any city state nets you some culture, and allying with them grants you
even more. Up to +20 culture per city state can be earned in this fashion. Usually, cultured states ask
you to build a certain wonder to awe their elite, or to gain the talents of a type of Great Person.

• Bucharest
• Brussels
• Florence
• Geneva
• Lhasa
• Monaco
• Kuala Lumpur
• Seoul
• Vienna
• Warsaw

Economics
Citizens
Citizens are the lifeblood of your kingdom. The number of citizens in your kingdom effects your ability
to Work Terrain, that in turn generates Food, Production, Gold, Research, and Culture. Citizens grow in
proportion to the available Food supply. The more Food you have available, the faster Citizens grow.
Citizens and Happiness are symbiotic. The larger the number of Citizens you control, the more difficult
Happiness is to maintain. And when your empire is unhappy, your growth rate is severely reduced. In
addition to the effects of Food and Happiness, the Hanging Gardens Wonder grants every City a free
Citizen. Discovered Ruins sometimes grant free Citizens to the Capital City. When a City enters We
Love the King day, population growth speeds up.
Food
Food is the fuel of the population. The more Food you have available, the quicker your Citizens
increase in number. Food is available through many types of Terrain, Improvements, a number of
Buildings, one Policy, Bonus Resources, a Strategic Resource, and trade with Maritime City-States.
Worked Terrain That Generates Food:
 Coast
 Flood Plains
 Forest
 Grasslands
 Jungle
 Lakes
 Oasis
 Ocean
 Plains
 Tundra
Improvements That Generate Food:
 Farm
Buildings That Generate Food:
 Floating Gardens
 Granary
 Hospital
 Lighthouse
 Water Mill
Bonus Resources That Generate Food:
 Bananas
 Cattle
 Deer
 Fish
 Sheep
 Wheat
Strategic Resources That Generate Food:
 Whales
Policies That Generate Food:
 Civil Society
 Collective Rule
 Landed Elite
 Tradition
City-States That Generate Food:
 Maritime
Production
Production is the ability of a City to produce Units, Buildings, and Wonders. The higher your
Production, the faster you can build things. Production is heavily influenced by Worked Terrain,
Improvements, a number of Buildings and Wonders, Strategic Resources, and some Policies.
Worked Terrain That Generates Production:
 Hill
 Plains
 Forest
 All Natural Wonders
Improvements That Generate Production:
 Lumber Mill
 Manufactory
 Mine
Buildings That Generate Production:
 Arsenal
 Factory
 Forge
 Harbor
 Hydroplant
 Longhouse
 Medical Lab
 Nuclear Plant
 Seaport
 Solar Plant
 Spaceship Factory
 Stable
 Windmill
 Workshop
Wonders That Generate Production:
 Ironworks
 Statue of Liberty
Strategic Resources That Generate Production:
 Aluminum
 Coal
 Horses
 Iron
 Oil
 Uranium
Polices That Generate Production:
 Aristocracy
 Communism
 Merchant Navy
 Order
 Republic

Gold
Gold is vital. Without it you cannot maintain Military Units, that in turn means that your civilization
becomes a tempting target for opportunistic rivals. Gold is necessary to maintain Buildings and
Improvements.
Gold is also used in bribing City-States, that are a good source of Strategic Resources, Luxury
Resources, Food, Units and Culture. Gold is the quickest way to build a Unit or Building in an
emergency. Gold can be employed in Research Agreements to speed up technical development. Gold
can purchase specific map Tiles to increase your territory.
Gold can be acquired in many ways: through Worked Terrain, some Buildings and Wonders,
Improvements and Luxury Resources, and certain Policies. Trade routes from connecting Roads or
Harbors with Cities also creates Gold.
Gold can also be generated through interactions with others, such as destroying a Barbarian Camp,
achieving first contact with a City-State and pillaging an opponent's Improvements.
Worked Terrain That Generates Gold:
 Coast
 Lakes
 Oasis
 Ocean
 Rivers
 All Natural Wonders
Improvements That Generate Gold:
 Customs House
 Road (via Trade Routes)
 Trading Post
Buildings That Generate Gold:
 Bank
 Bazaar
 Paper Maker
 Harbor (via Trade Route)
 Market
 Mint
 Mughai Fort
 Paper Maker
 Satrap's Court
 Stock Exchange
Luxury Resources That Produce Gold:
 Cotton
 Dyes
 Furs
 Gems (slightly more valuable)
 Gold
 Incense
 Ivory
 Marble
 Pearls
 Silk
 Silver
 Spices
 Sugar
 Whales (slightly less valuable, but also produce Food)
 Wine
Wonders That Generate Gold:
 Big Ben
 Colossus
 Machu Pichu
 Pentagon
Policies That Produce Gold
 Autocracy
 Commerce
 Mercantilism
 Militarism
 Monarchy
 Professional Army
 Socialism
 Trade Unions
Science
Scientific Research represents the efforts of your people to develop new Technology. Research is
largely based on Population and supplemented by the effects of the Academy Improvement, Buildings,
Wonders and Policies.
Improvements That Generate Research:
 Academy
Buildings That Generate Research:
 Library
 Observatory
 Paper Maker
 Public School
 Research Lab
 University
 Wat
Wonders That Generate Research:
 Great Library (generates no Research but grants a free Technology)
 National College
 Oxford University (generates no Research but grants a free Technology)
Policies That Generate Research:
 Free Thought
 Scholasticism
 Scientific Revolution (generates no Research but grants two free Technologies)
 Secularism
 Sovereignty
Culture
Culture advances Policy. The more Culture Points you have, the quicker you can create new Policies.
Culture is generated by some the Landmark Improvement, Buildings, Wonders, Policies, and
relationships with some City-States.
Improvements That Generate Culture:
 Landmark
Wonders That Generate Culture:
 All non-Program, non-Project Wonders produce Culture. Angar Wat, Christor Redentor, Sistene
Chapel, Stonehenge and Hermitage are particularly beneficial to Cultural development. The
Oracle and Sydney Opera House introduce a free Social Policy.
Buildings That Generate Culture:
 Broadcast Tower
 Burial Tomb
 Krepost
 Monastery
 Monument
 Mud Pyramid Mosque
 Mughai Fort
 Museum
 Opera House
 Temple
 Wat
Policies That Generate Culture:
 Constitution
 Free Speech
 Mandate of Heaven
 Piety (does not generate Policy, but grants 2 free Policies)
 Representation
City-States That Generate Culture:
 Civilized
Bonus Resources:
Bonus Resources yield Food. They can be Improved to provide access to other Luxury or Strategic
Resources.
Strategic Resources
Strategic Resources are prerequisites for creating certain Units. They are found on map Tiles and can be
accessed by workers from nearby cities. They can also be acquired by trade agreements with other
civilizations. Strategic Resources yield Production. To fully access the benefits of Strategic Resources,
they should be Improved.
Luxury Resources

Gems are an especially valuable Lxury Resource. Mine them at your first opportunity.
Luxury Resources provide Gold, and when Improved they increase Happiness by +5. This effect does
not stack: two Improved sources of Ivory still yield only +5 Happiness civilization-wide, although
surplus Resources can be traded to other civilizations for new Luxuries. Cities will often demand
specific Luxury Resources. Meeting their demands will increase Growth in those cities via We Love the
King Day.

Happiness
Happiness measures the contentedness of your Citizens. The happier your civilization is, the quicker
your population grows and the more quickly you reach Golden Ages. Happiness can lapse into negative
values, that stunts the growth of your civilization and subtracts from your Golden Age Progress.
Because Happiness is so closely tied to Citizen growth, it is one of the most important variables to
manage.
Happiness is increased by access to improved Luxury Resources, some Buildings and Wonders,
discovering Natural Wonders, and some Policies.
Improvements that Generate Happiness:
While no improvements directly create Happiness, building a Plantation, Mine, Quarry or Camp on a
previously undeveloped type of Luxury Resource will produce a great deal of Happiness.
Buildings That Generate Happiness:
 Burial Tomb
 Circus
 Colosseum
 Courthouse
 Satrap's Court
 Stadium
 Theatre
Wonders That Generate Happiness:
 Eiffel Tower
 Hanging Gardens
 Notre Dame
Policies That Generate Happiness:
 Cultural Diplomacy
 Freedom
 Humanism
 Legalism
 Meritocracy
 Military Caste
 Piety
 Planned Economy
 Police State
 Protectionism
 Theocracy
Golden Age Progress
Golden Age Progress measures how close your civilization is to beginning its next Golden Age. Golden
Age Progress is influenced by Happiness, and decreases whenever Happiness is negative.
When Golden Age progress reaches a certain threshold, a Golden Age begins. The length of the golden
Age in turns varies depending on the trigger, but usually lasts from 3-10 turns. During Golden Ages, the
Gold and Production of your civilization will increase significantly.
Golden Ages can also be triggered by sacrificing Great People, and by some Policies. Some Wonders
also modify Golden Ages.
Wonders Generating Golden Age Progress:
 Chichen Itza (increases length of Golden Ages)
 Taj Mahal (grants a free Golden Age)
Policies Generating Golden Age Progress:
 Organized Religion
 Rationalism (free Golden Age)
 Reformation (free Golden Age)
Units
Units are mobile extensions of your empire's power. Most Units are military, with attack and defense
capabilities used to reduce other Units, sack Improvements and destroy Cities.
Units gain experience from combat and from some Buildings . When enough experience is acquired, the
Unit is promoted and gains new abilities.
Some Policies grant additional bonuses to Military Units. There are discussed in Social Policies.
Military Units are discussed in detail in the Military Strategy section.
Non-military Units include Settlers, that are used to found new Cities, Workers, who build
Improvements, Work Boats, that improve ocean Resources, and Great People.
Great People
Great People are special non-combat Units with powerful abilities. Great People are produced by
population, and their creation expedited by assigning Citizens to become Specialists. The Great General
is an exception. He is generated by the combined XP earned by all your military Units.
All Wonders outside National Wonders, Projects and Programs increase the rate of production for Great
People. The Hagia Sophia accelerates the creation of Great People. National Epic also speeds the
building of Great People. The Brandenburg Gate provides a Free General. The Louvre produces two
Great Artists. The Porcelain Tower produces a Great Scientist.
The Social Policy Warrior Code provides a free Great General. Democracy greatly increases the birth
rate of Great People. Educated Elite causes Allied City-States to grant you free Great People.
There are five types of Great People:
 A Great Artist can be sacrificed to build the Landmark Improvement, that grants a large bonus
every turn to Culture. The great Artist can also be sacrificed as a “Culture Bomb” that adds the
Tile he occupies and all surrounding Tiles to your territory, regardless of owner.
 A Great Engineer can be sacrificed to build the Manufactory, that provides large Production
bonuses. He can also be sacrificed to instantaneously complete any building project in a City,
including Wonders. This ability does not effect Spaceship Construction or The Utopia Project.
 A Great Merchant can be sacrificed to build a Custom House Improvement, that generates large
amounts of Gold. A Great Merchant can also be sacrificed on a special Trade Mission to a City-
State, that yields Gold and Influence.
 A Great Scientist can be sacrificed to build an Academy Improvement, that produces large
amounts of Research. A Great Scientist can also be sacrificed for a single free Technology of
choice among any available along the player's current Tech Tree progress.
 A Great General provides significant combat bonuses to all Units within 2 hexes. This ability is
consistent and passive, and requires no activation on the player's part. He may be sacrificed to
build a Citadel Improvement, a super-fortress of tremendous defensive power.
Any Great Person may be sacrificed to initiate a Golden Age.
Your Leader

If you can't pronounce Ramkhamhaeng, rename him something more memorable.

Each civilization's leader provides a special power that changes they way the game works.
 Alexander (Greece): Coming from the culturally fragmented Greek Peninsula, Alexander is a
master of dealing with City-States. His Influence with City-States degrades at half the normal
rate and recovers at twice the normal rate. He can pass through City-State borders with impunity.
On the right map he is a good choice for a Cultural Victory.
 Askia (Songhai): Askia is a master of plunder. When he loots a City or Barbarian Camp, he
collects triple gold. A great option for marauders, and very useful in the early game in particular.
 Augustus Caesar (Rome): If Caesar has constructed a Building in his Capital, duplicate
Buildings in other Cities cost much less Production to build. Caesar is well suited for sprawling
empires.
 Bismark (Germany): When Bismark defeats Barbarians inside an encampment, he has a 50%
chance of causing them to defect. A lucky player (or one who doesn’t mind saving and reloading
a lot) can turn this into a terrific early-game advantage. Defection also grants a little extra Gold.
 Catherine (Russia): Cathy gets +1 Production from Worked Strategic Resources, and double
quantity from Improved Horses, Iron and Uranium. The first ability is a good early game boost,
and the second provides great trade fodder in all stages of the game.
 Darius I (Persia): Darius enjoys long Golden Ages, that carefully manipulated can lead to more
effective Golden Age chaining, resulting in spectacular periods of Production. Darius' Units also
get faster and tougher during Golden Ages.
 Elizabeth I (England): The Sun Never Sets on the British Empire, apparently because the speed
of their vessels outpaces the Earth's rotation. If you like boats, then rule the court of the Virgin
Queen. All English Naval Units are significantly faster than those of rival powers.
 Ghandi (India): Ok, here's the deal. Ghandi makes empires with too many Cities MORE
unhappy, but he makes unhappiness from the base number of Citizens in Cities much lower.
Don't build many Cities with Ghandi, but grow the ones you have to the hilt.
 Harun al-Rashid (Arabia): Mr. Trade Routes. Create as many Roads and Harbors as you can,
because all grant extra Gold. Also, al-Rashid gets double Oil from each improved Oil Resource.
 Hiawatha (Iroquois): Your go-to guy when the world map resembles the Moon of Endor.
Hiawatha's Units move through Forest and Jungle at Road speed, and Forest and Jungle tiles
count as roads for trade routes. The Iroquois rock at exploration.
 Montezuma (Aztec): Montezuma's special power appeals to the Hannibal Lecter inside us all. He
grants you Culture every time you kill somebody. Each Unit you eliminate yields a significant
Culture bonus, that is especially useful in the early game.
 Napoleon (France): Napoleon's Cities each produce extra Culture until the discovery of Steam
Power. If you build a lot of Cities quickly, this really adds up.
 Oda Nobunaga (Japan): Ganbate! Oda Nobunaga's Units don't lose combat strength from taking
casualties, that means one standing Spearman still punches as hard as ten. The best leader for
conducting war
 Ramesses (Egypt): Every civilization needs a Wonder, and Ramesses builds them cheap. A good
choice for all strategies.
 Ramkhamhaeng (Siam): You don't have to be able to pronounce his name to appreciate his
advantages. Ramkhamhaeng harvests the fruits of City-State gifts better than any other leader.
He's a good choice for civilizations with a Cultural focus.
 Suleiman (Ottoman): Don't like pirates? Convert them to your side and take their Gold.
Suleiman requires a player to adopt a strong maritime strategy, many coastal Cities and an
interest in ruling the waves. While his ability seems weak, free ships are quite handy, as Naval
Units are generally expensive and inconvenient to produce.
 Washington (America): Ol' George does a good job of hiding his teeth, but not much hides from
him. American ground Units can all see an extra space, a huge scouting advantage useful for
finding Ruins, Barbarians, Natural Wonders and rival Units. The reduced cost of Tiles is less of
a big deal but not completely useless.
 Wu Zetain: Great Generals appear more frequently in Wu's empire and enjoy increased bonuses.
This has two advantages: better bonuses for well-organized armies, and more access to on-
demand Golden Ages.
Sid Meier's Civilization V - Brave New World Game Guide and Walkthrough
Have you ever wanted to divide and rule? Or maybe you wanted to destroy all of the other nation on
the earth? Now, Sid Meyer’s Civilization makes that possible. The Brave New World expansion pack
allows you to use many new mechanisms that ill allow you to have even greater and impact on the
matters of this world. Will you give birth to a civilization that will stand the test of time?
Among others, in this guide you can find:
 What’s new in commerce and how to create trade routes to your friends and the neighboring
cities.
 Description of a new element – tourism, which replaced the cultural victory.
 What are the changes to diplomacy and what the World Congress is for.
 Changes in the trees of Social Policies, as well as new elements in these trees – i.e. ideologies
that exclude each other

Legend:

Black – resources, other important and useful information


Blue– technologies

Green - units

Brown– map fields, buildings and improvements

Orange– systems and ideologies

Trade routes - Sid Meier's Civilization V - Brave New World Game Guide

In this expansion pack, new kind of help to the cities and moneymaking was introduced. These are
the trade routes. On the status bar, they are symbolized by two loping arrows, the number that
stands for the available trade units and available routes.

Trade routes can be delineated on both land and (for which you need the technology of Animal
Husbandry, for the Caravan production),and see (sailing, for the production of a Transport Vessel),
and both within your territory and outside of it. The trade routes extend for 20 hexagons from your
city. There are technologies that you can discover and improvements to implement (e.g.
Caravanserai and Port) which increase the distance and the income.

There is a lasting time to each trade route. At the beginning, the time is 30 turns. Then, the times may
vary depending on the activity along that route, discovering of new technologies and other. Once
specified a trade route cannot be cancelled and you need to wait for it to terminate.

Once you accept a trade route, its parameters will not change until it terminates. This means that if
you, for example discover a new luxury resource, that you could make money on, it will not be taken
into account until you establish a trade route.
Technologies

Basic trade technologies


The below technologies have the bearing on the trade routes.
 Animal Husbandry – the basic technology. It allows you to build Caravans– land trading
units. It also adds the first slot for the trade route.
 Sailing– another important technology. IT adds a slot and allows you to build Trade Vessels.
 Engineering – adds a trade route.
 Compass – adds a trade route and, additionally, increases the length of the sea trade routes.
 Banking– adds a trade route.
 Rail – adds a trade route.
 Penicillin – adds a trade route.
 Cooling – increases the length of the sea trade routes.
 Fuel engine – increases the length of the land trade routes.
Route types
International routes

The international routes (the ones in the above screenshot lead to Kayseri, Gaziantep and
Zanzibar) can be established each time another player’s city is within reach, and you have an empty
slot for a trade route. This gives you mainly gold.
Additionally, civilizations receive half of the science points for each exchanged technology. This
means that, if you have made two discoveries that your opponent does not yet have access t. and you
establish with him exchange via a trade route, he will receive additionally one science point per turn.
This also works the other way round: if, both you and the opponent, have access to two technologies
unknown to the other, each one of you will receive a science point. The amount of science points is
rounded up.
In the very same way, you can export your religion. The Cities that already follow some different
piety, exert pressure on the cities at the other end of the route. If, every city has its own religion then
the influence varies and cities will gain/lose followers to the other piety. .
As you can see, trade routes may help you increase your wealth . Still, there are other elements that
can effectively discourage trade. If the difference in the technological advancement is big, your
opponent (or you, but then it is good) may earn a lot of science points, which will increase his
development rate. Still, this aspect loses its value with time. Once you reach Renaissance, even ten
science points do not make much difference because, if you take a good care of erecting the right
buildings, your science points probably way exceed two hundred. In the next Epochs you probably
have even more.
Internal routes

The internal routes (the ones in the above screenshot lead from Krakow and Lodz to Warsaw) are
used for different purposes – to help your own cities with their enterprises. They are subject to the
same rules that apply to the international routes and, additional ones described below.
The aim of the internal routes is to supply food or manufacture to the needy cities. In order to
supply the right kind of resource, you need to have the right kind of building on the city that you
depart from. In the case of food it is the Granary, and the Workshop for manufacture.
The city of departure in no way suffers from this kind of help. This does not decrease its pool of
food or manufacture. The cost it has to bear is the cost of the trade vessel, and an occupied slot for a
trade route.
Internal trade routes are very helpful for the developing cities, e.g. for the newly started ones. Thanks
to the routes, it is possible to help at the construction of buildings or facilitate their natural
growth. Dispatching several routes with manufacture to one city, effectively reinforces the building of
wonders.
Great Artisans and Archeology
Tourism is an absolutely new domain that supplanted cultural victory present in the previous
installments of the game. Now, in order to win culturally, you need to bring the rest of the world down
to their needs in awe and amazement with your heritage, achievements and masterpieces.
You can now build buildings with the available spaces for Great Works. A Great Work may be a Work
of Writing, a Painting or a Piece of Music, but also Artifacts of the ancient cultures, which you can
excavate and put in the proper fields.
Great Artists
From now on, you will have three Great Artisans in the game. They can create either a Great Work,
or contribute to the development in a different way. . Each way of using the Great Artisan causes him
to disappear.
 Great Writer – this sir here can create a Great Work, such as a Novel, Poem or a Drama. He
can also write a Political Treatise, that provides a huge amount of culture, thanks to which
you can quicker achieve the next political system.
 Great Artist– this person can paint a Painting or other Work of Art. Another way to make use
of him is to start the Golden Era which lasts for 8 turns.
 Great Musician – Apart from creating Etudes, Operas or Symphonies this one can also take a
tour. The tour needs to take place outside of the limits of your kingdom, and it generates
tourism. Thanks to this, your influence on another country increases.
 Great artists appear, on a regular basis, in the cities where there are Artisans’ Guilds. Each
one of them appears after the right technology is obtained.
 Writers’ Guild –becomes accessible after the invention of Drama and poetry, two specialists
acan work inide, which generates culture and Great Writers’ points.
 Artists’ Guild – becomes available after the invention of Guilds, creates two slots for
specialists that generate culture and the Great Artists’ points
 Musicians’ Guild – becomes available after the discovery of Acoustics, it has two slots
available for specialists that generate culture and Great Musicians’ points.
They function as the National Wonders (you can only have one of each kind). You can build an
Artists’ city and build all three in one place. You will then dispatch six workers, to write, compose or
paint and maybe one of them will become an Artist. Still, such a city is not productive when it comes
to the remaining fields.
It is a much better idea to build each of the Guilds in a different city. The governor automatically
dispatches workers for them, if the population is at the right level in the city (around 8-10 citizens)
and the manual dispatching of specialists is off. Of course, the city must meet the requirement and
feed all of its citizens.
Archeology
Archeologists are special units that become available after you examine a technology from the
Industrial Era – Archeology. This allows you to establish archeological works in the right areas
which, when successful, give you an Artifact of the long-forgotten cultures. It works like a
Masterpiece.
Archeological sites can be created after you examine Archeology. Their numbers depend on how
big the map is. On the biggest one, there are 50 available, plus a dozen or so of the hidden ones. You
gain access to these after you have fulfilled all of the government system of the Exploration branch.

Great Works
When your empire creates its first Great Work, it will start to generate tourism. Visitors from
another country will want to see it, read it or hear it.
Great Works Management
When you have several great works, from different historical periods, and from different countries, in
your country, you can try increasing your tourism inflow.

An example of how to reinforce tourism


If, in a given object (A Wonder or a Museum) you can place more than one Great Work, then this
object may generate additional tourism due to the combination of works of art contained in it.
Thanks to such elements, it is easier to achieve tourism. Each one of such structures has its unique
combination required to achieve a bonus.
For example, if you put two literary works of art originating in the same country and in the same
historical period in Globe Theater, you will receive to additional tourism points, which you can
increased with correct buildings and social systems.
Most of the buildings, however, require works of art of other cultures. For example The Louvre
requires two works of art and two artifacts to ensure you with a bonus. And each of these needs to
originate in a different historical period. This cannot be achieved without the international cultural
exchange. You can exchange a work of literary art, an artistic work of art or an Ancient Artifact.
Musical works of art cannot be exchanged for a simple reason – you can store them in Opera houses
only, and they can store single works of arts that do not provide you with a bonus.

Fighting the enemy culture


The window of your influence on the neighboring civilizations
Tourism can be checked out in the tourism overview that includes, among others, your influence on
the other civilizations.
Your tourism points are accumulated in the pool of the neighboring countries. The more tourism you
have, the faster it grows. Tourism can be compared to a sword in the cultural clash. If your tourism
points exceed the accumulated culture pool of another empire, you will gain influence on that empire,
which nears you to the peaceful completion of this game.
If that country performs an action in relation to your empire, and it is not a friendly action, tourists
will rebel. This can lead to the cities of the foreign empire will start siding with you. The Ideology
influences this process additionally – if the ideologies of the countries are different, the process will
be faster and more violent.
If you compare tourism to sword, then culture is the shield. First of all, the larger reserve of
culture you have at your disposal, the more difficult you are to influence by the other countries. Apart
from that, if your culture growth rate is higher than the tourism growth rate of the other countries,
you rather are not going to face such a threat.
Tourism bonuses are awarded to a country that engages itself in active politics towards another
country – it trades with that country, has open borders or shares religion with that country. Thanks to
this, the interest in your country as a destination will become even higher.

Introduction - Ideologies
Ideology selection
Ideology is a powerful tool for the shaping of your country. Thanks to it, you can chose the direction
in which your citizens will follow. Access to the Ideology tree remains locked until you build three
Factories (which you can do after you have discovered Industrialization) or you will not enter the
Modern Era, whichever happens in the first place.
Once you achieve the requisite development level, you will be able to choose one of three ideologies:
Autocracy, Freedom and Order– they originate in the three trees of political systems available in the
previous expansion pack. It is a good idea to hurry and be the first one to achieve an ideology – the
first one receives two free tenets.
Ideology gives you a big boost in the development. Thanks to this, you can revitalize a country
that leads a hand-to-mouth existence, as long as your cultural development is high. In
comparison with the bonuses that an ideology gives the political sytem bonuses are negligible.
Ideology is based on the selection of tenets, that your society will follow. There are three levels of
tenets, where each next ones gives better results. The above diagram defines the way of to acquire
them. If you fill the two fields in the uppermost row, you can accept a tenet of the second row and,
after you acquire two tenets of the second row, you can accept a tenet of the third row.
The element common to all the ideologies is the Social Healthcare System, that grants +to
happiness for every National Wonder.
Autocracy
Autocracy is an ideology based on the personality cult. You are a dictator who rules the country with
a rod of iron. Thanks to this ideology, the country fares better in the field of culture, diplomacy,
military. This is not to say that, if you chose this direction, you cannot win in any other way, but this
does not win you any bonuses.
This is taken from the real world– the path of Autocracy is based on the tenets of various dictators all
over the world. This king of rule is usually based on the strong support from the army and terrorizing
the society.
If you choose this ideology you will be able to build Prora (after you discover Flight).
Choose this ideology if you know that you stand no chance against the other players in the
technological race . If you intend to win as the head of the UN, thanks to this ideology, this is going
to be a bit easier. An additional advantage is the possibility to help your armies if you intend to wage
a war.
The social tenets of the first level allow you to increase the might of the military state thanks to
bringing down the price of units and increasing their strength. The City-States will be able to double
their numbers, the spies will be twice as fast while doing their job and the citizens will enjoy the
castle in the city. Additionally, for each Great Artist you may be granted a bonus to tourism in the
known empires.
The social tenets of the second level are discernibly stronger and they will allow you to decrease the
cost of units, increase the effectiveness of the capital, increase the happiness with the barracks and
other military installations, and courts. Thanks to these tenets, , the units will gain additional
protection, movement and abilities. They will also be built faster due to the limited costs of their
production.
The most powerful tenets of the third level unlock such abilities as increased influence on the City-
States, increase in the strength in battle and increasing tourism in your allies.
Freedom
Selection of Freedom will result in a liberal society. Using the original countries where similar tenets
are followed, it can be said that such societies are cultured, creative and open minded.
The path of Freedom is based on the societies of the widely-understood West. Thanks to the selection
of Freedom you can build the Statue of Liberty (after you discover Replaceable Parts).
If you have chosen Freedom as your ideology, this means that you are going to attempt victory in the
race to Alpha Centauri. The technological victory will become much easier with this ideology. The
additional advantage to this choice is the UN which you can use to your aid.
Thanks to the tenets of the first level, you can achieve large bonuses to happiness ,to the sped of
appearance of Great People and to culture. Additionally, this will make the work of your spies in the
free City-States and you will limit food consumption by the specialists.
The second level tenets give you access to the following bonuses: decrease in social unhappiness for
specialists, increase happiness for some buildings, increase production from fields created by the
Great People (Manufacture, Academy, Holy Place, Customs Service) and provide free units and
decrease the costs of their production.
The third-level tenets give the most powerful effects. Among others: increase of income in City-States
with a trade route, increase the generated tourism and allow buying of the Spaceship parts for
gold.
Order
The path of Order will fill the orderly societies with social layering for the peasants, workers and
intelligentsia. Thanks to accepting this ideology, the state will witness the growth of social culture,
expenditures for the army and a slight improvement in the quality of scientific research.
As based on the real world Order is Communism but in its idealized version – without dictators
omnipresent party (although it exists, as such) and the similar elements thanks to which Marks’s
communism failed.
Thanks to the Order it is possible to erect the Kremlin (after the invention of railway).
Order is an ideal choice if you do not want to win peacefully. Thanks to this path, you can simply
flood the enemy with considerably reinforced units. Additionally, they will be more modern
thanks to the research bonus although the technological victory cannot your main aim.
The tenets of the first level can provide you with a bonus to the speed of appearing Great People to
the happiness with monuments and factory buildings, decrease the cost of buildings in gold, provide
advantage in counter-intelligence and increase the strength of your army on allied terrains.
The tenets of the second level also give you bonuses to happiness, this time of the scientific buildings,
increase the production and income from the cities. Additionally, increase tourism, make factories
generate science points and cities will have three citizens from the onset.
The third level of the Order tenets provide the following: increase in tourism, increase in the income
of science, provides free Court after seizing a city and makes the Great Engineers can finish the
elements for the Spaceship.
Social Policies

New Social Policies trees

The new expansion pack gets rid of three old social policy trees that included elements that can now
be found in Ideologies. One of these places, in the social policies view has been replaced with the
Ideology view, and in the other two, there are two trees of policy now: Aesthetics and Exploration.
Aesthetics
This tree allows considerable increase in the cultural efficiency of the State. Thanks to it, you will
learn new social policies faster. Requires Classical Era.
Accepting this branch increases, automatically, the speed of creating Great Writers, Muicians and
Artists by 25%, and also unlocks the Uffizi building (after the discovery of Architecture). After you
accept all of the elements (i.e. after you spend 6 points,) you receive a bonus of doubling the bonus
for Motifs of all buildings that generate tourism and you can by Great Artists for piety, beginning
with the Industrial Era.
Elements of the tree:
 Cultural Centers – doubles the speed of building Monuments, Amphitheaters, Opera
houses, Museums and Broadcast Towers.
 Fine Arts – 50% surplus of happiness adds every turn to your culture (which increases its
growth rate).
 Artistic Genius – a Great Artist appears straight away.
 Rozkwit sztuk – in the cities that built a world wonder, culture grows by 33% and the
empire enters the Golden Era (10 turns).
 Ethics– decreases the cost of Policies by 10%.

Exploration
The Exploration tree may be found useful with empires with coastal cities. Thanks to this, the
efficiency of such cities will grow considerably. Requires the Middle Ages.
After you assume this branch, your units will automatically gain one point of movement and your
military vessels will receive an additional hexagon to their range of vision. You will also unlock
the Louvre (after the discovery of Archeology). Once you have assumed all policies from this tree,
you will see the hidden relics of the past on the world map (which will provide you with an
advantage in the artifacts) and also you will be able to buy Great Admirals for piety, starting with the
Industrial Era.
Elements of the tree:
 Maritime Infrastructure- +3 production in all coastal cities.
 Naval Tradition- +1 happiness with each Lighthouse, Port and Pier.
 Marynarka handlowa - +1 gold for each Lighthouse, Port and Pier.
 Navigation School – the Great Admiral appears in the capital city. Admirals gain +2 to
movement, and they appear 25% faster.
 Treasure Fleets - +4 gold from all international see trade routes.
World Congress

Founding of the World Congress


World Congress becomes available if any of the players discovers all civilizations and discovers the
Printing Press.

Required Technology
The operation of the World Congress is based on voting resolutions. Resolutions can be proposed
by the Host and one, or more members. Each civilization has an appropriate number of votes but, the
founder has one vote more and City-States add votes if they are allied with one of the major
civilizations. Congress meetings take place every 30 turns but, with time, they occur more and more
often.
When you achieve the Atomic Era or any of the remaining players achieves the Information Era
earlier, then the World Congress will automatically turn into the United Nations and the option of
electing the world’s leader will become available, which starts the diplomatic victory.
Resolutions
Resolutions are acts that have bearing on the entire world. They can concern the military elements
(e.g. a tax from each unit) or civilian (e.g. ban on using the luxury resources). When you are deciding
on the resolution that you would like to have discussed in the session, you can look up its description
to find out what the other civilizations think about it. Some of them can be a disaster in diplomatic
terms.
Some resolutions are not available until you discover appropriate technologies or achieve to
appropriate level of social development. For example, you cannot implement the world ideology if
you still do not have one.

Thanks to resolutions you can:

 Set Embargo on a country or Embargo on all City-States.


 Move funds for science or culture (which will prove effective when the Great Men appear).
 Increase income to the culture from buildings, Natural Wonders and historical places
(founded by Archeologists). To pass one of these resolutions, a civilization needs to discover
Archeology.
 Ban a luxury resource, which will result in unhappiness with it.
 Prevent the popularization of Nuclear Weapons.
 Speed up the scientific research in less developed civilizations.
 Increase the costs of keeping armies.
 Choose the world ideology, available with the invention of Radio by all civilizations.
 Select the World religion.
 Elect the chairman of the congress, every new Technological Era.
 After the transformation into the UN elect the World Leader. If you become one, you achieve
the diplomatic victory!

Resolutions also are for starting Great World Projects. For their completion (they cost a lot of
production points and everyone can chip in) each civilization to exceed a threshold will receive a
reward. There are three thresholds (places), whose exceeding grants rewards. If you win the contest
(i.e. you donate the most of all to a noble cause) you will receive rewards for all three places.
These are the three Great Projects:
 World Fair – cost [350* civilization amount] production points. There are three prizes for
finishing it in one of the first two places: (1)culture+100% every 20 turns, (2) Free social
policy, (3) points to the Golden Era.
 World Games – available when one of the civilizations invents the Radio. It costs [720*
civilization amount] production points. For finishing it on one of three first places:
(1)tourism+100% for 20 turns, free social policy, (2) Permanent +3 of happiness, +30 to
influence in all discovered City-States, (3) Permanent +3 to happiness.
 International Space Station (ISS) – available as soon as one of the civilizations invents
Satellites. Costs [850* civilization amount] production points. For finishing it in one of the
first three places you receive: (1) ISS as your own, which gives +33% science from Great
Scientists and makes the specialist-scientists generate production and specialist-
engineers science, (2) Free Great Scientist, (3) onetime bonus to research.
Diplomats
From now one, once you have a spy at your disposal, and want to send him to the capital city of a
foreign country, you will receive a notification urging you to decide if you want to send him as a spy,
or as a diplomat.
Diplomat is a spy that ensures intrigue, but does not steal new technologies. Intrigue is obtaining
information, finding out about the plans of the ruler of a given country, and ability to influence that
ruler during the World Congress. Diplomats can influence the rulers of the neighbor countries,
thanks to bribery. You can bribe the ruler of a country to vote for your cause. This gives you ability to
steer the global politics without getting dirt on your hands.
The American Civil War
In years 1861-1865 the Civil war was waged in the North America. Each of the sides to the conflict
had their own vision of what the country, known today as the United States, should look like. Will you
be smart enough to lead your cause to the happy end? Or maybe you will fail ond your opponent will
fly his standard in the streets of your capital city?

The Capital City of the Union - Washington.


Scenario description
The scenario covers the Civil War which lasted for four years and ended in the failure of the
Confederate States, as well as in the banning of slavery in the United States. Now you have the
opportunity to rewrite history or, improve the results. You need to capture the enemy’s capital city
before the enemy seizes yours. You have 50 turns to achieve that.
This scenario has special tenets:
 You cannot destroy or found new cities.
 Units can be built only in cities that have special buildings: Arsenal (infantry), Stable
(cavalry), Ironworks (artillery), Port (naval units).
 The first strategic resource has been created: Conscripts, who are produced by Barracks –
each infantry unit requires one conscript.
 To ensure yourself with power and new men, you need to seize cities that supply new
conscripts.
 Cities do not have a long-range attack and their defense is a little bit higher than in the case
of land units.
 The range of Great Generals is increased to 5 move points and, instead of dying they are
transferred to the nearest allied city.
 The tactical elements like: trade routes, religion, social policy and culture, tourism,
happiness and Golden Eras have been disabled.
Sides to the conflict
There are two sides to choose from: The Union and The Confederation.
 The Union– Abraham Lincoln – Anaconda Plan– Bonus: apart from the military Engineers only
the units of the Union can enlist and move around the water fields – Unique units: Frigate
(a quick, one-sail unit with decent armory) and Monitor (heavily armored unit with incredible
firepower, available after the invention of Ironclad).
 The Confederacy – Jefferson Davis – Rebel Yell– Bonus: New units start with the battle
promotion of +10% - Unique units : Blockade runner (a swift sailing boat, a counterpart of
the Frigate, exchanged for gold when it reaches the Eastern end of the map) and the
Ironclad (Available after the invention of Ironclad, a formidable ship that can deal with any
threat)
Research

Scientific development tree


Each of the sides has a dozen or so technologies to research, starting with threading (which has
already been researched). Thanks to these discoveries, you will gain access to units like Monitor,
Ironclad, Gatling Guns, new infantry and cavalry units or, military engineers.
The last ones can build roads, railways and reinforcements, and pontoon bridges. Having built
these, they disappear.
Additionally, researching will allow you to introduce a few improvements to your units, like faster
healing, increased defense or the ability to plunder the fields by cavalry and infantry. IT also
enables you to equip several units with atmospheric balloons, which improve the range of vision.
Strategy
While playing as the Union you can start defensively – although your enemy has vast territory and
you have more population and resources of Conscripts under your control. That is why you can enlist
more soldiers. When your army is big enough, you can start your march to victory towards
Richmond – the enemy’s capital city. Capturing it before the 50th turn results in victory.
If you assume the role of the leader of the Confederacy, it is important to exert constant pressure on
the enemy– a bonus to the defense, ensured by your allies, proves useful here. You need to capture
new cities with Barracks– only then you will be able to maintain soldiers that will allow you to reach
Washington.
Scramble for Africa
When the Europeans visited and conquered most of the world, in 1881 they turned their eyes to
Africa. Will you take on the role of an European leader and start exploring and conquering the
unknown lands? Or maybe you will side with the locals and repel the invasion? And, which is even
more important, will you emerge victorious?

Scenario description
Towards the end of the 19th Century, the colonial empires such as England, Portugal or France had a large
portion of the World under their control. Therefore, they turned to Africa, its riches and unexplored lands.
You can assume the role of one of such empires and take as much land as you can. As an alternative, you
can take on the role of one of the African tribes in order to protect Africa from the invaders. The game I
played for points. Your objective is to win as many as possible within 100 turns.
Scenario tenets:
 The European civilizations, i.e. England, Belgium, Germany, Portugal, Italy and France earn
victory points for being the first European nation to discover a natural wonder, for seizing
Suez and the longest railway line on the continent.
 The North-African civilizations, i.e. Morocco, Egypt and the Ottoman Empire earn points for
earning gold and controlling Suez.
 The Mid-African civilizations, i.e., Ethiopia, Boers and Zulus earn points for accumulating
culture, for controlling Suez.
 The European civilizations cannot declare war on each other.
 The North-African civilizations cannot declare war on each other.
 Suez is initially controlled by Egypt.
 Only the European civilizations can board their land units, lay rails and excavate in search
of artifacts. Additionally, they have a special units at thir disposal Explorers, that replaces the
Archeologist and Scouts, doesn’t slow down in difficult terrain and doesn’t need the
University.
 As an European, you have at the beginning, at your disposal, all the inventions of the
industrial Era, and the technology of the Railway from the Modern Era , which enables to lay
rails and discovers the Relics of the Past. The Europeans start with several cities scattered all
along the continent’s coastlines. The only European civilization with no cities at the beginning
is Belgium.
 As an African nation, you already have at your disposal all the technologies up to the
Industrial Era but WITHOUT THE Railway. The North-African civilizations already have
several cities, and quite vast areas at their disposal . The Sub-Saharan civilizations do, or do
not have cities and you need to start them.
 Only the Sub-Saharan civilizations can create Great Artists and their Guilds.
 Science and religion are off.
Civilizations
Europeans:
 England– Colossus of Rhodes– Bonus: double the speed of building improvements and fields –
Special: Ship of the Line (unit, replaces Frigate, it’s faster and tougher).
 Belgium – Paddle steamers– Bonus: rivers and the adjacent difficult terrain is treated as dry
land. Rivers are extensions to the on-land trade routes. +2 to production from plantation–
Special: Force Publique (unit, replaces Riflemen, it has bonus to fights in difficult terrains and
against damaged units).
 France – The Third Republic – Bonus: the already started cities have additional territories from
the beginning– Special: Foreign Legion (unit, bonus to fight in foreign territories, replaces
Infantry).
 Germany – Gunship Diplomacy– Bonus: +9 influence on the turn in City-States that you can
claim tribute from. The City-States are not bothered by your units on their land – Special:
Brandenburg Warship (unit, the mightiest unit in this scenario, replaces the Steam
Battleship).
 Italy – Mare Nostrum – Bonus: the boarded units acquire +1 movement point and their going
off-board costs only one movement point– Special: Caio Duilio (unit, additional promotion in
city attacks, replaces the Steam battleships).
 Portugal – Mare Clausum – Bonus: double bonus in gold for a trade route– Special: Feitoria
(improved fields, gives one unit of the resources owned by the free City-State).
Northern Africa:
 Egypt –Muhammad Ali’s Heritage – Bonus: Bonus to gold for Ports and Caravanserais is
doubled – special: Dervish cavalry (unit, replaces Cavalry, it is stronger out in the open and
faster to create Great Generals) and Tomb (building, replaces the Temple, does not require
keeping but, plundering the city gives double the amount of gold to the enemy).
 Morocco – The Gateway to Africa – Bonus: +3 gold and +1 culture for every interntional trade
route. The other civilizations have +2 gold for a trade route to Morocco – Special: Casbah
(field improvement, adds fields to desert +1 food, production and gold) and Berber Cavalry
(unit, adds bonus within Morocco and in the desert, replaces Cavalry).
 The Ottoman Empire – Barbarian Corsairs– Bonus: ships that use melee in fight can seize the
defeated ships of the enemy, maintaining sea units equals a third of the regular cost– Special:
Spahisi (unit, faster and quicker than Lancers) and Turkish Bath (building, replaces the
stock exchange, adds bonus to gold and adds gold to trade routes).

Sub-Saharan Africa:
 Ethiopia – Duch Adwy – Bonus: +20 combat bonus in fighting a civilization with more cities
than Ethiopia– Special: Stella (building, replaces the Monument, increases culture and piety)
and Mehal Sefari (unit, bonus to fighting near the capital city, replaces riflemen).
 Boers – Great Trek – Bonus: +1 culture and +1 food from each farm– Special: Foreign
volunteers (unit, replaces Riflemen, weaker in attack, stronger in defense, heals own
wounds) and Staatsmuseum (building, replaces Museum, after building, the Great Work of
Art is there, adds bonus to culture to the city where it was built, but after seizing, gives victory
points to the opponent).
 Zulus – Sun Eclipse– Bonus: +25% combat bonus, when your unit fights an enemy unit that
requires a more modern technology– Special: Impia Infantry (unit, replaces Pikemen, throw
pikes before attacking) and Ikanda (building, replaces the Barracks, provides unique set of
promotions before the invention of Gunpowder).
Social Policies

Trees of Policies
In the scenario, you have access to three trees of cultural development. One for Europeans, one for
Northern Africans and one for Sub-Saharan Africans.
European Tree– combat units have -1 to the range of vision and can heal only on their terrain.
Systems:
 Advanced Siege Tactic – Units receive a bonus of 30% to attacking a city.
 Influence zone – purchase of fields for cities is lower by 50% and by 33% in the case of the
unit purchase.
 Trade Unions– 50% cost for maintaining roads and railway, +2 happiness for every luxury
resource.
 Capitalism - +1 gold to trade routes and +2 happiness for each city connected with the
Capital City.
 Colonialism – the speed of building improvements by Workers increases by 25% and near
the Capital City three Settlers appear.
 The rule of Actual Seizing– Units receive a combat bonus of 30% for attacking
reinforcements. Ensures free court in every city.
Northern Tree – you gain gold for every destroyed enemy unit. Systems:
 Caravans - +2 gold from on-land trade routes.
 Better merchanidise - +1 gold from each market.
 The Army of Sahara– 50% combat zone to fighting in deserts.
 Berber Heritage – faster training of cavalry by 25%. Great Generals ensure the cavalry
speed.
 Enlistment – Decreases the cost of maintaining units by a third.
 Business center - +10 gold in the capital city.
Sub-Saharan Tree – you receive culture for each killed unit, excluding the barbarians. Systems:
 Fine Arts– 50% surplus of happiness is stored as culture.
 Warrior Code – faster training of units that fight at close quarters by 15%, a free Great
General, Great Generals appear faster by 25%
 Nationalism - 15% of combat bonus for fighting on your ground.
 Genius – free, any available, Great Person.
 Cultural Centers – you gain +5 culture for each Great Work of yours.
 Discipline – 15% bonus to combat strength for units fighting at close quarters, when
neighboring the allied units.
Strategy
Europeans should focus on recapturing Suez and building the Railway connecting their cities. It is
going to be difficult, due to the fact that the territories of individual nations are spread all around the
continent. Military action against the neighboring nations is an alternative.
Africans create their empires basing on the map’s tenets – they try to achieve a large income in gold –
the more gold the more points.
The South tries to achieve high cultural efficiency – thanks to this they will quickly acquire big
amounts of points. The number of points may be increased by creating Great Artists, who, by
creating Great Works contribute to the increase in culture.
Explorations Tips
Scouting Ruins
Ruins are scattered around the world map. Waiting within them are a variety of random rewards,
some helpful and some near-useless.
Since the map is blacked out in turn one, you'll need to send explorers to survey the land. Your initial
Warrior unit should be put to this task.

Don't you just love it when dead people leave their stuff lying around?
Choose routes over open terrain as much as possible to maximize the area surveyed. Don't stray too
far from your Capital, as your Warrior may be called upon to defend it later against marauders. At the
same time, do explore far enough away to find a good site for your second City.
Look for Ruins, identify and destroy Barbarian encampments, and try to make contact with City-
States, who provide a Gold reward at your first meeting. Unless you've been lucky enough to find
Advanced Weapons, don't try to tackle an enemy Capital with your single Unit.
City-States give you free money just for finding them.
If, however, you do manage to pick up a Spearman from a Ruin and then find an undefended Capital
City in the very first few turns, it is possible to overcome its defenses. Attack the City with a Safe
Attack advantage, and use XP Promotions to instantly Heal. With a little luck, you can knock out an
enemy Civilization and gain a new City very early on.

The forests of the world are full of random insult comics.


You may want to make this new conquest a Puppet for a while and annex it after developing
Mathematics to avoid too much Unhappiness.
The auto-explore function available for your Units should not be used. It often places your Units in
dangerous situations where they are vulnerable to Barbarian attack, and sometimes violates the
borders to City-States, causing anger.

Ruins may provide:


A +1 Citizen population bonus to your Capital City
Gold
A map of nearby geography. Pretty useless.
A map to locations of nearby Barbarian encampments. Not all that helpful.
Advanced weapons. VERY helpful Upgrades a Warrior to a Spearman and a Scout to an Archer.
A large Culture bonus, typically enough for a Free Policy. A great early-game advantage.
Barbarian Settlements

Oh, crap. These guys again.


The world of Civilization is a barbarous one. Nomadic tribes set up encampments all around the map,
and appear at random every few turns. Although they rarely have the numbers to capture a City, they
are a real threat to your Workers and Settlers. They will also plunder your Improvements with
impunity, setting your progress back several turns.

Die in the name of civility!


Your early game infantry should have little difficulty dealing with Barbarians as long as you do not
underestimate them. While Barbarian combat values are relatively low, their Units often appear in
large numbers. Don't allow yourself to be flanked and overwhelmed. Heal after engaging
Barbarians...their friends may be nearby.
Barbarian encampments spawn Barbarians until they are destroyed. When plundered, they yield
rewards of Gold. Barbarians are also a decent source of early game XP for your Military Units,
although they top out their contribution to Unit experience at about 30 XP.
Kill these boats. They ferry Headaches across the River of Frustration.
Barbarian ships are a HUGE threat to your embarked Military Units. They will destroy any land unit
moving via embarkation with impunity. Moving unescorted troop ships through unexplored regions is
very risky, as is scouting with embarked Units.
Natural Wonders

The Happiness bonuses of Natural Wonders add up.


Scattered around the world map are a number of Natural Wonders. Every time your explorers find
one of these, they will grant a permanent +1 Happiness to your civilization. Natural Wonders are also
good sources of Production and Gold for nearby Cities.

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