Detailed instructions for use are in the User's Guide.
[. . . ] 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 [. . . ]