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Civilization V SuperGuide
Civilization V SuperGuide
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
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
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
...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
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
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.
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.
• 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
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:
Green - units
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
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.
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
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
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.
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?
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.