User manual GAMES PC SID MEIER S-CIVILIZATION IV-POSTER BACK

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Manual abstract: user guide GAMES PC SID MEIER S-CIVILIZATION IV-POSTER BACK

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[. . . ] Civic Name Government Despotism Hereditary Rule Upkeep Cost Required Technology Effect One Effect Two Civic Name Labor Upkeep Cost Required Technology Effect One Effect Two Low Medium None Monarchy None +1 happy per military unit stationed in city None None Emancipation None Democracy +100% growth for cottage, hamlet, village Unhappiness penalty for civs without Emancipation Economy +3 happy in 5 largest cities -50% war weariness Can spend gold to finish production in a city Decentralization Mercantilism Free Market State Property Low Medium Low None None Banking Economics Communism None +1 free specialist per city +1 trade routes per city No maintenance costs from distance to palace Environmentalism Religion Paganism Organized Religion Low High None Monotheism None Can build missionaries without monastery None Cities with state religion construct buildings +25% faster Theocracy Medium Theology +2 experience points in cities with state religion Pacifism None Philosophy +100% great person birth rate in cities with state religion None None Free Religion Low Liberalism No state religion, +1 happy per religion in a city +1 gold support cost per military unit +10% research in all cities No non-state religion spread High Ecology +5 health in all cities +1 happy from jungle, forest None No foreign trade routes None +1 food from workshop, watermill Representation Police State Universal Suffrage Legal Barbarism Vassalage Bureaucracy Nationhood Free Speech Labor Tribalism Slavery Low High Medium Constitution Fascism Democracy +3 beakers per specialist +25% military unit production +1 hammer from town Low High Medium Low None None Feudalism Civil Service Nationalism Liberalism None New units receive +2 experience points +50% hammers, +50% gold in capital Can draft 3 units per turn +2 gold from town None Lower unit support costs None +2 happy per Barracks +100% culture in all cities Low Low None Bronze Working None Can sacrifice population to finish production in a city None None Serfdom Caste System Low Medium Feudalism Code of Laws Workers build improvements +50% faster Unlimited Artists, Scientist, Merchant Improvements/ Resources Camp Deer Fur Ivory Cottage Hamlet Village Town Requires Food Production Commerce Comments Improvements/ Resources Gold Requires Food Production Commerce Comments Hunting +0 +1, +2 with Camp 0 0 +0 0 0 +1, +1 with Camp 0 0 0 +1 with Universal Suffrage +0 0 +1, +3 with Camp +1 with Camp +1g +2g +3, +1 with Printing Press +4, +1 with Printing Press, +2 with Free Speech +1 health +1 happy +1 happy Becomes a Hamlet in 10 turns Becomes a Village in 20 turns Becomes a Town in 40 turns 0 0 Plastics Scientific Method 0 0 Animal Husbandry 0 +1, +1 with pasture +1, +3 with pasture +1, +2 with pasture Calendar 0 +1, +2 with plantation 0 0 0 +1 with plantation +1, +1 with plantation Masonry 0 0 Machinery +1 with State Property Combustion +1 with mine +1 with mine 0 +1, +2 with offshore platform 0 +1, +2 with pasture +2 with pasture 0 0 0 0 0 0 0 0 0 0 +1, +1 with quarry +1, +2 with quarry +1, +1 with Replaceable Parts 0 +1, +2 with well 0 +2 with whaling boats +1 with Replaceable Parts 0 0 +1, +1 with Guilds, +1 with Replaceable Parts +1, +6 with mine +1, +4 with mine 0 +1 with offshore platform 0 +1 with pasture 0 0 +1 with pasture 0 0 +1, +4 with plantation +1, +5 with plantation +1, +3 with plantation +1, +2 with plantation +1 with plantation 0 +2 with quarry 0 +2 with Electricity 0 +1 with well 0 +1 happy +1, +1 with Electricity 0 +1, +2 with winery 0 +1 happy +1 happy Silver Offshore Platform Oil Pasture Horse Cow Pig Sheep Pottery Pottery Pottery Pottery 0 0 0 0 0 +1 health +1 health +1 health Farm Corn Rice Wheat Fishing Boats Clam Crab Fish Fort Hit Movies Hit Musicals Hit Singles Lumbermill Mine Aluminum Coal Copper Iron Uranium Gems Agriculture +1, +1 with Biology +1, +2 with Farm +1, +1 with Farm +1, +2 with Farm 0 0 0 0 0 0 0 0 0 0 0 0 +1 +2 +1, +3 with Mine +1, +3 with Mine +1, +3 with Mine +1, +3 with Mine 0 +1 with Mine 0 0 0 0 0 0 0 0 0 0 0 0 +1 next to river 0 +1 with Mine 0 0 0 +3 with Mine +1, +5 with Mine Carries irrigation (with Civil Service) +1 health +1 health +1 health Plantation Banana Dye Incense Silk +1 health +1 happy +1 happy +1 happy +1 happy +1 happy 0 Fishing 0 +1, +2 with Fishing Boats +1, +2 with Fishing Boats +1, +3 with Fishing Boats +1 health +1 health +1 health +25% defense +1 happy +1 happy +1 happy Spices Sugar Quarry Marble Stone Watermill Well Oil Scientific Method Optics +1 Machinery Mathematics Hollywood Broadway Rock N Roll Replaceable Parts Mining Industrialism Steam Power Bronze Working Iron Working Physics 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +1 with whaling boats +1 Monarchy +1 with winery Small chance to discover metals Whaling Boats Whale Windmill Winery Wines Workshop 0 +1 happy Metal Casting -1, +1 food with State Property +1 happy Flanking I Flanking II Mobility City Raider I City Raider II City Raider III NOT/ONLY available to recon melee gunpowder archer mounted armor helicopter siege naval +10% withdrawal +20% withdrawal, immune to first strikes -1 terrain movement costs +20% vs. [. . . ] siege +2 extra first strike +10% vs mounted Amphibious Blitz no combat penalties for attacking across river or from sea multiple attacks per turn use enemy roads +20% hills defense +30% hills defense double movement in hills Woodsman I Woodsman II Medic I Medic II March +20% forest defense +20% jungle defense +30% forest defense +30% jungle defense double movement in forest double movement in jungle Civilization Available to Effect None Guerilla I Recon, Archery, Gunpowder +20% hills defense Recon, Archery, Gunpowder +30% hills defense, double movement in hills heal +10% (same tile) heal +10% (adjacent tile) recover health while moving Promotion Name Accuracy Ambush Required Promotions City Raider I or Barrage I Combat II Available to Siege Siege, Gunpowder, Armored, Helicopter Effect +10% city bombard damage +25% vs. armored units Promotion Name Combat II Combat III Combat IV Required Promotions Combat I Combat II Combat III Available to All All All Effect +10% strength +10% strength +10% strength, heals extra 10% damage per turn in neutral lands Promotion Name Guerilla I Guerilla II Required Promotions IV Promotions in Recon, Archery, Mounted, Melee, Siege, Gunpowder Can heal while moving All except Armored and Helicopter Heals units in the same tile extra 10% damage per turn All except Armored and Helicopter Heals units in adjacent tiles extra 10% damage per turn Mounted, Armored Naval Naval Mounted, Gunpowder, Armored, Helicopter Recon, Mounted, Helicopter, Naval Archery, Mounted, Melee, Siege Recon, Melee, Gunpowder -1 terrain movement cost +1 movement range +1 movement range +25% vs. gunpowder units +1 visibility range +25% vs. melee units +20% jungle defense, +20% forest defense Recon, Melee, Gunpowder +30% jungle defense, +30% forest defense, double movement in jungle and forest Amphibious Combat II Recon, Mounted, Archery, Melee, Siege, Gunpowder No combat penalty for attacking from sea or across river +20% collateral damage +30% collateral damage, +10% vs. melee units Commando Combat IV Recon, Archery, Mounted, Melee, Gunpowder, Armored Cover Drill I Combat I None Archery, Melee, Gunpowder Archery, Siege, Armored, Helicopter, Naval Drill II Drill I Archery, Siege, Armored, Helicopter, Naval Drill III Drill II Archery, Siege, Armored, Helicopter, Naval Drill IV Drill III Archery, Siege, Armored, Helicopter, Naval Flanking I None Mounted, Armored, Helicopter, Naval Flanking II Flanking I Mounted, Armored, Helicopter, Naval Formation Combat II Archery, Mounted, Melee, Gunpowder Combat V Combat IV All March Combat III or Medic I +10% strength, heals extra 10% damage per turn in enemy lands Can use enemy roads Medic II +25% vs. archery units 1 extra first strike chance Mobility Navigation I 1 extra first strike Navigation II Pinch +2 first strike chances Sentry Shock Woodsman I Flanking II Flanking I Navigation I Combat I Combat III or Flanking I Combat I None Medic I Medic I Combat I Barrage I Barrage II None Barrage I Siege, Armored Siege, Armored Barrage III Barrage II Siege, Armored +50% collateral damage, +10% vs. gunpowder units Blitz Charge City Garrison I City Garrison II City Garrison III Combat III Combat II None City Garrison I City Garrison II Mounted, Armored, Helicopter Mounted, Melee, Armored, Helicopter Archery, Gunpowder Archery, Gunpowder Archery, Gunpowder Can attack multiple times per turn +25% vs. siege weapons +20% city defense +25% city defense +30% city defense, +10% vs. [. . . ] mounted units Woodsman I Combat I None All +10% strength [. . . ]

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