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FAQ/Strategy Guide

by mwallyn

Sid Meier�s Civilization V FAQ
Content:
1.       Intro
2.       The Civilizations
3.       Victory Conditions
4.       City States
5.       Social Policies
6.       Frequently Asked Questions
7.       Odds and Ends
8.       Credits and Legal


1.  Intro:


Civilization V is out and there is a lot of info to take in.  This FAQ will 
cover the Civilizations (and their leaders along with good play strategies),
the different means of winning, the various city states, social policies, 
some commonly asked questions about the game, and some odds and ends that 
don�t really fit any special place.  Without any further ado�


2.  The Civilizations:


>America

 Leader- George Washington
 Unique Trait- �Manifest Destiny�; Land units get +1 Sight, 25% discount 
   purchasing tiles.
 Unique Unit 1- Minuteman; replaces the Musketman, all tiles cost one 
   move.
 Unique Unit 2- B-17; replaces Bomber, city attack bonus and increased 
  defense against anti-air.
 Victory Choice- Domination
 Notes- A personal favorite, I tend to buy up land quite rapidly.  
   This means that cost ramps up quite rapidly as well.  Thankfully, 
   Manifest destiny combined with Monarchy makes buying land dirt cheap.
   Along with the sight advantage, finding and acquiring land is a snap.
   The minuteman sounds great, but this ability also applies to roads and
   railroads; they too cost 1 tile.  The tradeoff is that they move quickly
   through enemy territory, though.  B-17�s are a lot more useful.  The city 
   attack bonus stacked with its increased defense makes them a nightmare
   from the skies.  Though America is pretty balanced for different victories,
   their trait and unique units predispositions them for war.

>Arabia

 Leader- Harun al-Rashid
 Unique Trait- �Trade Caravan�- Trade routes produce +1 gold, Oil 
   resources produce double quantity.
 Unique Unit- Camel Archer; replaces Knight, has ranged attack instead of 
   melee
 Unique Building- Bazaar; replaces Market, gain an extra luxury resource for 
   each one in city�s radius.
 Victory Choice- Science, Diplomatic
 Notes- It�s a shame that there�s no economic victory in Civ V, but then 
   Arabia�s abilities would make it quite overpowered.  In lieu of that, the 
   scientific victory is the best bet since it can be quite costly to 
   accomplish when you consider the infrastructure necessary to pull it off 
   quickly.  Diplomatic victories are also possible for a similar reason.
   Buying off the city states to quickly gain favor can be rather expensive, 
   especially on larger maps with more states.  The Camel Archer is an 
   excellent open-field raider, but it�s extremely weak to straight on
   attacks.  Its best to stay to more peaceful means of conquest.

>Aztecs

 Leader: Montezuma (II)
 Unique Trait- �Sacrificial Captives�-Gain culture for each unit 
   killed.
 Unique Unit- Jaguar; replaces Warrior, gains huge combat bonus in jungles 
   and heals after kills
 Unique Building- Floating Gardens; replaces Water Mill, +15% food in the 
   city, +2 food for each lake tile worked.
 Victory Choice- Domination, Cultural, Science
 Notes- If you know the Aztecs, they are all about war. Their culture is one
   of combat, so it�s no surprise that domination comes natural for the 
   Aztecs.  Though their trait gives them a culture boost, you�ll find that 
   you�re too busy trashing other nations to notice your culture boost too 
   much.  This just gives more incentive to kill a lot of people.  However, 
   a culture victory is still very possible.  Because of the food boost from 
   the Floating Gardens, Aztec cities will be quite large.  This can give you
   the infrastructure necessary to go for the space race.  Overall, the 
   Aztecs are a fun nation to play as they can be played many ways.

>Babylon

 Leader: Nebuchadnezzar II
 Unique Trait: �Ingenuity�- Receive a free Great Scientist upon discovering
   Writing, earn Great Scientists at double the normal rate.
 Unique Unit: Bowman; replaces archer, stronger in both melee and in ranged
   combat.
 Unique Building- Walls of Babylon; replaces walls, stronger city attack.
 Victory Choice- Science, Domination
 Notes- Babylon is an early game powerhouse.  With the souped-up bowman and 
   powerful walls, few can stand up to it on the field of battle.  Along with
   the free great scientist, Babylon quickly gets a leg-up on its competition
   in science, as well.  If you choose to go the route of war early on, few 
   can rival Babylon. Later on, however, the Babylonians lose their edge in 
   battle, but their advantages in science remain constant.  Using their extra
   scientists, Babylon can quickly reach the end of the tech tree to build 
   the space ship faster than anyone else.  This is one of the few truly 
   scientific nations in the game.

>China

 Leader- Wu Zetian
 Unique Trait- �Art of War�- Effectiveness and spawn rate of Great Generals 
   increased.
 Unique Unit- Cho-ku-nu; replaces Crossbowman, slightly weaker attack but 
   can attack twice.
 Unique Building- Paper Maker; replaces library, adds +4 gold per turn.
 Victory Choice-Domination, Science
 Notes- China is well suited for war.  Their Great Generals offer nearly half 
   again more strength to units within its range.  Cho-ku-nu are also killers,
   since they can attack twice per turn if they have the moves to do so.  Put
   them together and you have a pretty deadly combination as it is.  If peace
   is more your game, then science is a pretty safe bet with the Chinese.
   The paper maker offers a significant monetary bonus along with its normal 
   science ability.  This extra money can be used to fund your foray into 
   space.  China is a fairly balanced nation in terms of ways to win the game.

>Egypt

 Leader- Ramesses II
 Unique Trait- �Monument Builders�- +25% production bonus when building 
   wonders.
 Unique Unit- War Chariot; replaces Chariot Archer, vastly increased movement.
 Unique Building- Burial Tomb; replaces Temple, +2 culture instead of +3, but
 +2 happiness as well.  If captured, produces double gold from pillaging.
 Victory Choice- Cultural
 Notes- Probably the most balanced nation in terms of winning choices, Egypt
   can be played many ways.  Their production bonus to wonders makes them 
   quite the wonder-hog. Combine this with the Aristocracy policy and no one 
   can compare to your wonder-building ability. From there, you can focus 
   your efforts on whatever type of victory you�d like.  Cultural is probably
   easiest, since building tons of wonders will rack up a lot of excess 
   culture.  Though, having all those wonders can make winning by other means
   quite easy.  Egypt is a good nation for someone trying to learn the game.

>England

 Leader- Elizabeth I
 Unique Trait- �Sun Never Sets�- +2 movement to all naval units.
 Unique Unit 1- Longbowman; replaces Crossbowman, increased range.
 Unique Unit 2- Ship-of-the-Line; replaces Frigate, increased ranged attack
   strength and increased sight.
 Victory Choice- Domination
 Notes- Elizabeth is a nightmare on high seas.  Her super-fast ships can 
   outrun any of their contemporary counterparts.  Strive to circumnavigate 
   the world (how to do so discussed later), get the Great Lighthouse, and get
   the Naval Tradition policy.  Do these things and no one can touch you at
   sea.  Undoubtedly the best time to attack with Elizabeth is in the 
   Renaissance era, since you have the Longbowman and the Ship-of-the-Line 
   at your disposal. The Longbowman is the first unit in the game with 3
   range, long predating the artillery; the next unit with 3 range.  Combined
   with the naval presence of the Ship-of-the-Line, England is a powerful 
   mid-game attacker.  Even when it�s unique units age out, their naval units
   still represent a significant threat. England is perfect for archipelago-
   style maps.

>France

 Leader- Napoleon
 Unique Trait- �Ancien Regime�- +2 Culture per city before the discovery of 
   Steam Engine.
 Unique Unit 1- Musketeer; replaces Musketman, increased strength.
 Unique Unit 2- Foreign Legion; replaces Infantry, combat bonus outside of
   friendly territory.
 Victory Choice- Domination, Culture
 Notes- France is an unusual nation.  Its trait says it�s a cultural
   powerhouse, while its leader is one of history�s greatest generals and its
   units are incredibly	powerful, perfect for a domination victory.  Whichever
   route you choose, commit early; you�ll be in much better position to win 
   that way later in the game.  If cultural, the key is to hold off 
   researching Steam Power so you can keep the culture bonus as long as
   possible. The more cities you have, the more potent this effect, 
   as well.  If you choose conquest, build up your military and strike when
   you get Musketeers or the Foreign Legion. Offense is key, since you only
   get FL�s combat bonus when you�re NOT in your own territory. This means
   once you conquer a city, you have to move out as soon as possible.  At any
   rate, France represents an interesting balance between war and peace.

>Germany

 Leader- Bismarck
 Unique Trait- �Furor Teutonicus�- When capturing a barbarian encampment, 50%
   chance of converting the barbarian and earning 33 gold.
 Unique Unit 1- Landsknecht; replaces Pikemen, cheaper to build.
 Unique Unit 2- Panzer; replaces Tank, stronger and faster than normal.
 Victory Choice- Domination
 Notes- Germany is a major military power.  Conquering many barbarian camps 
   can give you a lot of warriors for your army early in the game.  Though
   not exceptionally powerful, you have strength in numbers with your warrior
   army.  Barbarian warriors upgrade like normal, so you can have a massive
   army for all eras.  The Landsknecht is much the same, since its half as
   expensive to build as a normal pikeman, meaning you can crank out large
   numbers in a short time.  Though not cheap like the Landsknecht, Panzers
   are faster and more powerful than normal, giving you an extra punch in
   your attacks.

>Greece

 Leader- Alexander
 Unique Trait- �Hellenic League�- City State influence degrades half as
   slowly, and regenerates twice as quickly.
 Unique Unit 1- Hoplite; replaces Spearmen, has increased strength.
 Unique Unit 2- Companion Cavalry; replaces Horsemen, has increased strength
   and faster Great General spawn.
 Victory Choice- Domination, Diplomatic
 Notes- Alexander�s unique units come early and come hard.  Both the Hoplite
   and Companion Cavalry have a significant strength boost over their
   contemporary counterparts, meaning you can easily take on the world very
   early in the game.  If you choose a more peaceable route to victory, then
   Greece�s trait becomes more important, particularly towards a diplomatic 
   victory.  A lot of money is lost keeping city states happy, so losing favor
   at half the normal rate is a huge advantage for Greece.  Utilizing the
   Patronage policy route makes city states all the more valuable to you, as
   well.

>India

 Leader- Gandhi
 Unique Trait- �Population Growth�- Unhappiness from number of Cities is
   doubled, and Unhappiness from total population is halved.
 Unique Unit- War Elephant; replaces Chariot Archer, greater strength and
   ranged attack.
 Unique Building- Mughal Fort; replaces Castle, increased city strength, +2
   culture, and once flight is discovered, bonus gold.
 Victory Choice- Cultural
 Notes- India�s trait encourages smaller empires in terms of cities.  Smaller
   empires means the culture cost for policies stays low, thus making new
   policies come by much faster.  Culture wins come very easily here.  True
   to Gandhi�s nature, India isn�t terribly warlike.  War Elephants are more
   powerful than the Chariot Archers that they replace, but are still nothing
   to write home about.  Plus, adding a lot of cities to your empire will
   cause serious happiness issues, so it�s best to stay out of war with
   India.  Focus on more peaceful efforts.

>Iroquois

 Leader- Hiawatha
 Unique Trait- �The Great Warpath�- Units move through jungle and forests in
   friendly territory as if they were roads.  They can also be used to connect
   trade routes.
 Unique Unit- Mohawk Warrior; replaces Swordsmen, gains huge combat bonus in
   jungles and forests.
 Unique Building- Longhouse; replaces workshop, instead of normal effect, +1
   production for every worked forest tile.
 Victory Choice- Science
 Notes- The Iroquois are a very defensive nation; their bonus only applies to
   forests and jungles in their own land.  However, they don�t really have
   any clear-cut victory path.  You could take the science route, since
   longhouses provide a massive production boost necessary to building the
   spaceship parts.  Culture could be an option since that production can be
   put to building wonders.  Domination is yet another option, since the
   Mohawk warrior is the master of rough terrain.  However you choose to play,
   the Iroquois are not advantaged or disadvantaged significantly in any way.

>Japan

 Leader- Oda Nobunaga
 Unique Trait- �Bushido�- Wounded units fight as if at full strength.
 Unique Unit 1- Samurai; replaces Longswordsmen, has increased Great General
   spawn rate and has an open terrain combat bonus. 
 Unique Unit 2- Zero; replaces Fighter, receives a bonus against other 
   fighters.
 Victory Choice- Domination
 Notes- Bushido makes killing any Japanese unit an utter nightmare in any era
   of the game.  Warmongering leaders will love playing as Japan since being
   wounded means nothing to your fighting ability.  Though you can go to war
   at virtually any time with Japan, it would be best when you have the 
   Samurai at your disposal.  If your enemy isn�t fielding any air units,
   then the Zero isn�t really all that special so it�s not worth waiting
   for it.  There�s no real reason why you can�t go for any other victory,
   but given Japan�s abilities, conquest makes the most sense and is by far
   the easiest to achieve.

>Mongolia

 Leader- Genghis Khan
 Unique Trait- �Mongol Terror�- +30% combat bonus against city states and
   their soldiers, +1 movement to mounted units.
 Unique Unit 1- Keshik; replaces Knight, has ranged attack instead of melee,
   spawns great generals faster and gains promotions faster.
 Unique Unit 2- Khan; replaces Great General, moves much faster and confers
   faster healing to units in range
 Victory Choice- Domination
 Notes- The latest DLC nation, Mongolia is 100% conquest oriented.  One 
   victory to NOT go for with the Mongols is Diplomacy, since this effectively
   renders most of their special abilities useless.  Otherwise, let loose on
   the civilized world! The Keshik is an unbelievable raider in all terrains.
   Though they are quite a bit weaker at range and up close as compared to
   the Arab Camel Archer, their quick Great General spawn, 5 moves total,
   and faster promotions easily compensate for this.  Since conquest is 
   probably going to be your primary means of winning, you won�t be spending
   much time developing your cities, meaning that cultural and scientific
   victories are likely out.  Despite this, rabid conquest of the world is
   still loads of fun and the Mongols are a worthy DLC addition.

>Ottoman

 Leader- Suleiman
 Unique Trait- �Barbary Corsairs�- Naval units have a 50% chance to capture a
   barbarian naval unit and earn 25 gold.
 Unique Unit 1- Janissary; replaces Musketman, receives a 25% combat bonus
   and heals completely if it kills another unit.
 Unique Unit 2- Sipahi; replaces Lancer, can pillage without using movement
   points and has a sight bonus.
 Victory Choice- Domination
 Notes- The Ottomans are a seafaring nation to rival England, if you can get
   ahold of enough naval units from the barbarians.  Like the Germans, these
   units upgrade like normal, so you can have a massive navy full of
   destroyers.  The naval presence can help soften cities for the Ottomans
   two unique units, both extremely powerful. The renaissance era would be
   the optimal time to attack, since that�s when you get the Sipahi and the
   Janissary.  Even if you wait, you should still have a strong naval presence
   to help your land forces along.  The Ottomans are also well suited to maps
   with a lot of small islands.

>Persia

 Leader- Darius I
 Unique Trait- �Achaemenid Legacy�- Golden Ages last 50% longer, +1 movement
   and +10% strength for all units during a Golden Age.
 Unique Unit- Immortal; replaces Spearmen, slightly increased strength and 
   heals at double the normal rate.
 Unique Building- Satrap�s Court; replaces Bank, +2 happiness.
 Victory Choice- Science, Culture, Domination
 Notes- Strive for Golden Ages as Persia.  The Satrap�s Court nets you more
   money and more happiness, making it all the easier.  Take advantage of the
   longer Golden Ages as much as possible to maximize production and gold.
   The Taj Mahal and Chichen Itza wonders further your Golden Age advantages,
   along with the Piety policy track. The massive production and monetary
   boost will make building a spaceship for a science victory a snap.  The
   production boost will also make building wonders a lot easier, thus aiding
   a cultural victory as well.  Though their trait gives them some military
   boosts, its marginal, but you can still take advantage of it and go for
   domination if you so choose.  

>Rome

 Leader: Augustus Caesar
 Unique Trait- �The Glory of Rome�- +25% production bonus towards buildings
   already built in your capital.
 Unique Unit 1- Ballista; replaces Catapult, does not need to set up and has
   a much stronger ranged attack.
 Unique Unit 2- Legion; replaces Swordsmen, has increased strength, can build
   roads and forts.
 Victory Choice- Domination, Science
 Notes- Rome can support sprawling empires.  New cities have a huge production
   bonus towards buildings that are already in the capital, greatly speeding
   their growth and development.  This alone is a major advantage.  Adding in
   the Liberty policy track means cities can grow at a lightning fast pace.
   The Roman unique units set Rome up for conquest early on.  Like the Greeks,
   their uniques have significant strength upgrades, allowing them to do
   significant damage even in the classical era. Should you opt for peace,
   then Rome�s production bonus means setting up a massive infrastructure is
   a breeze.  Going for a science win is definitely possible here since you�ll
   likely have massive cities to support this development.

>Russia

 Leader- Catherine
 Unique Trait- �Mother Russia�- Resources provide +1 Production, and Horses, 
   Iron and Uranium deposits are doubled.
 Unique Unit: Cossack; replaces Cavalry, has combat bonus against wounded
   units.
 Unique Building: Krepost; replaces Barracks, increases border growth by 50%.
 Victory Choice- Domination
 Notes- Russia�s boost in strategic resources in number and productivity makes
   them an early powerhouse.  You can field a large army because there are
   more strategic resources to mess around with.  The Krepost also drastically
   speeds up how fast your borders expand, making domination all the easier.
   However, you�ll find you won�t really need the iron and the horses later
   in the game, so building large numbers of horse and iron-based units will
   be unnecessary.  Thankfully, the Russians get double	uranium (which is
   extremely rare) allowing you to build a lot of nukes or a lot of Giant
   Death Robots, thus keeping them a relevant military power into the future.

>Siam

 Leader- Ramkhamhaeng
 Unique Trait- �Father Governs Children�- Food and Culture gifts from City
   States increased by 50%.
 Unique Unit- Naresuan�s Elephant; replaces Knight, increased strength, 50%
   combat bonus against mounted units, and does not require horses to build.
 Unique Building- Wat; replaces University, +3 culture in addition to normal
   science output.
 Victory Choice- Diplomatic, Cultural
 Notes- Siam�s trait makes them one of the best nations for a diplomatic
   victory.  Their bonuses make the already valuable contributions from City
   States all the more worthwhile.  Going for the Patronage policy route makes
   city states even more precious to Siam.  The culture contributions in
   particular make going for a cultural win much easier, as well.  Befriending
   just a few Cultural states makes a huge impact on your overall culture.
   And with the Wat adding even more culture, a cultural victory is all the
   more in reach.  Note that there is no bonus for Militaristic states, so go
   for them only if you need a little boost in your military.  Naresuan�s 
   Elephant is extremely powerful for its era, but Siam doesn�t have much else
   in the way of military power.

>Songhai

 Leader- Askia
 Unique Trait- �River Warlord�- Receive double the standard amount of Gold
   when destroying Barbarian encampments and when pillaging Cities. Embarked
   units can defend themselves.
 Unique Unit- Mandekalu Cavalry; replaces Knight, +30% combat bonus against
   cities.
 Unique Building- Mud Pyramid Mosque; replaces Temple, +5 culture instead of
   +3.
 Victory Choice- Domination
 Notes- One of the biggest issues that you face in crossing the ocean is
   protecting your transports.  Often times, barbarians gather in large
   numbers on distant, unsettled continents, making the trip quite dangerous.
   A similar problem exists when trying to invade a neighbor from across the
   seas. The Songhai don�t have to worry about this, since they can defend
   themselves at sea.  Their Mandekalu Cavalry may be their biggest asset, as
   it gets a huge combat bonus against cities.  Ideally, you should declare
   war once you get a fair number of these units so you can quickly storm
   cities and take land quickly.  The huge bonus in gold pillaged helps
   finance the sometimes costly wars.


3.  Victory Conditions:


Time: Winning by time simply means that the max number of turns for the game
   has been reached and the winner is simply whoever can rack up the greatest
   score in that time. There is no bonus associated with winning by time, so
   really try for a victory by other means. However, if you must bide your
   time, there are plenty of ways to stall out someone�s win.  If you need to
   stop a conquest, get ahold of the Oligarchy and Nationalism policies as
   well as Himeji Samurai Caste (if you can get it).  This gives you a grand
   total of 83% (58% without Himeji) combat bonus simply for being in your own
   territory.  It will take a seriously concerted effort to oust you from your
   own land should you two be using comparable units.  To stop a Diplomatic
   victory; buy out as many city states as you can afford.  Allied states will
   always vote for you in an election. If you can�t afford to buy out enough
   city states, conquer ones closer to you.  This way, there will be fewer
   votes for the other leader to get.  Though this may anger some, it�s the 
   only other way to stop a diplomat.  For science, simply capturing the
   enemy's capital will undo any progress that they have made thus far on
   their space ship.  The space race takes a significant production investment
   so they likely won�t be investing too heavily in military to stop an
   invasion. Culture is probably the hardest to stop, since you don�t really
   lose progress on social policies earned.  You can slow them, but stopping
   them will be a challenge without outright killing them. Of course, killing
   them is the most effective means of shutting someone down.

Domination: A good place to start with a domination victory is with Honor, and
   later, Autocracy.  Both offer significant combat bonuses that can give you
   a serious edge in combat.  Beyond that, building Barracks and the other
   military buildings are essential.  A trained but obsolete unit can always
   take on a newer but green unit.  Though you want a large army, you need an
   infrastructure to back it up, or else you�ll be forced to sell off some of
   your soldiers.  In other words, you still need to balance domestic 
   development with military development.  Be sure to exploit an opponent�s
   weaknesses.  If their special unit is a mounted unit, build spearmen or go
   for promotions to increase power against horses and etc.  Also, have a 
   good look at the lay of the land so you know what kind of promotions to go
   for as well.  And lastly, don�t promote a soldier right off the bat.  Wait
   until the situation arrives before making a decision on what to do with it.

Science: Rationalism is key if you want to really get ahead in the science
   game.  Any advantage you can get with science to speed the process along
   is essential, since it will take a long time to pull this one off. If you
   can spare the aluminum, build Spaceship Factories in your most productive
   cities.  Building a spaceship requires a major investment in production
   and gold.  Production bonuses are a big help here as well.  Once your
   space ship parts are built, they have to be shipped to your capital.
   Make sure you have a railroad connection between all cities that are 
   building parts for your spaceship.  This is probably the hardest victory 
   to achieve simply because of its complicated nature.  

Diplomacy: The most sure-fire way of winning by diplomacy is by buying out
   city states.  Don�t do this until late in the game, though, as trying to
   maintain relationships with a lot of city states at once can be costly,
   and interfering with other great powers can cause serious trouble.
   However, Patronage does make being friendly with city states much easier
   and more worthwhile.  It also helps to actually build the UN yourself, as
   the builder gets an extra UN vote.  All in all, a somewhat easy way to win
   if you have the money to do so.

Culture: Key to winning a cultural victory is the Freedom and Piety policy
   tracks.  These offer culture boosts that would make winning by culture
   nearly impossible.  Also, you need to keep the number of cities you have
   low.  Depending on the map size, cities can cause culture costs anywhere
   from 15% to 30% per city.  This includes captured cities as well, so if 
   you go to war, burn burn burn! Otherwise, spread out your cities to ensure
   you maximize your land for the number of cities you have.  A few good
   wonders to help aid your win is the Sistine Chapel (+33% culture in all
   cities) and Cristo Redentor (25% discount on social policies).

4.  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


5.  Social Policies:


Tradition-

�       Adopting Tradition will immediately provide a bonus of +1 Food per
        turn in the Capital.
�       Aristocracy: +33% production bonus for Wonders.
�       Oligarchy: +33% combat strength for military Units fighting within
        the empire's borders.
�       Legalism: Reduces unhappiness from population in the Capital by 33%.
�       Monarchy: Purchasing tiles is 50% cheaper. (requires Oligarchy)
�       Landed Elite: 33% faster population growth in Capital. (requires
        Oligarchy, Aristocracy)
 Though the game says tradition is good for smaller empires, it has some
 pretty useful components for larger empires, as well.  Most important is
 Monarchy, which gives a 50% discount to purchasing tiles.  If your empire is
 large and you like buying up land, it will get expensive very quickly.
 Monarchy is the best way to mitigate this cost. Aristocracy is quite powerful
 as well, granting a huge production boost to wonders.  A good policy track
 to go for if you�re a focused developer.
 
Liberty-

�       Adopting Liberty will speed up the training of Settlers by 50%.
        This branch cannot be active at the same time as Autocracy.
�       Collective Rule: Newly founded Cities start with 50% of the Food
        necessary to gain their second Citizen.
�       Citizenship: +25% construction rate of Workers.
�       Meritocracy: +1 Happiness for each city connected to the Capital.
        (requires Citizenship)
�       Representation: +1 Culture in each city (requires Citizenship)
�       Republic: +1 Production bonus in every city. (required Collective 
        Rule)
 Liberty is for those who want to expand, and FAST.  All of its policies
 greatly enhance the rate at which you can build and expand your cities.
 However, if you don�t go for it early in the game, its usefulness is
 diminished, since parts of its policies are focused on settling cities.
 Late in the game, you won�t be doing much of that.  Get this policy early in
 the game if you want it.  Otherwise, skip it.  There will be better ones
 later.
	
Honor-

�       Adopting Honor gives a +25% combat bonus VS Barbarians and
        notifications will be provided when new Barbarian Camps spawn in
        revealed territory.
�       Warrior Code: Great General appears outside the Capital. 
�       Discipline:  +15% Combat Strength bonus for units in a tile next to
        other friendly military units.
�       Military Caste: Each City with a garrison reduces empire Unhappiness
        by 1. (requires Discipline)
�       Military Tradition: Military Units gain double experience from combat.
        (requires Warrior Code)
�       Professional Army: Upgrading units requires 50% less Gold. (requires
        Military Caste)
 Honor gives some substantial combat advantages, and is great for the aspiring
 warmongering leader.  The boost against barbarians will help you ward them
 off early in the game to aid expansion.  Key to this social policy are the
 last two policies on each branch; Military Tradition and Professional Army.
 Double experience and half-cost upgrades help make your soldiers the most
 well trained and advanced soldiers in the world.  This one is a MUST for
 domination victory and also works well with Autocracy.

Piety- Unlocks at Classical Era.-
�       Adopting Piety immediately increases the Happiness in the empire by 2.
        This branch cannot be active at the same time as Rationalism.
�       Organized Religion: Amount of Happiness required to start a Golden Age
        reduced by 25%.
�       Reformation: The empire immediately enters a 6-turn Golden Age.
        (requires Organized Religion)
�       Theocracy: -20% Unhappiness from population in non-captured cities.
        (requires Organized Religion)
�       Mandate of Heaven: 50% of excess Happiness added each turn to the
        amount of Culture that may be spent on Policies.
�       Free Religion: 2 Free Social Policies. (requires Mandate of Heaven,
        Reformation) 
 If you want to win by culture, Piety is step in the right direction.  Free
 Religion�s two free policies are a huge step forward.  If you�re people are
 a happy one, then Mandate of Heaven offers a significant culture boost, as
 well.  Fully exploiting this social policy will make your empire a happy and
 a cultured one.  This works amazingly well with Freedom if you�re going for
 a cultural victory.

Patronage- Unlocks at Medieval Era.-

�       Influence with City-States degrades 25% slower than normal.
�       Aesthetics: Influence with all City-States cannot drop below 20.
�       Philanthropy: Gifts of Gold to a City-State generate 25% extra
        Influence.
�       Scholasticism: All Allied City-States grant you a research bonus
        equal to 33% of their own research. (requires Philanthropy)
�       Cultural Diplomacy: Quantity of resources offered by City-States
        increases 100%; Happiness from gifted luxury resources increased by
        50%. (requires Scholasticism)
�       Educated Elite: Allied City-States will occasionally gift you Great
        People. (requires Aesthetics, Scholasticism)
 If you choose to deal with many city-states, Patronage will be a huge asset
 to you both in forging relationships and reaping their benefits.  Maintaining
 a relationship can be costly, so Patronage, Aesthetics, and Philanthropy all
 help keep your friendships and alliances intact for much longer. The latter
 three; Scholasticism, Cultural Diplomacy, and Educated Elite, significantly
 increase the benefits of being an ally to a city state.  A very powerful
 social policy should you deal frequently with city-states.

Commerce-Unlocks at Medieval Era.-

�       Adopting Commerce will boost Gold output in capital city by 25%.
�       Naval Tradition: +1 Movement and +1 sight range for naval combat
        units.
�       Trade Unions: -20% maintenance cost for Roads and Railroads.
�       Mercantilism: -25% cost to purchase items in Cities (requires Trade
        Unions)
�       Merchant Navy: +3 Production in coastal Cities (requires Naval
        Tradition)
�       Protectionism: +1 Happiness from each Luxury Resource (requires
        Mercantilism)
 Commerce has some pretty spread out effects.  Some of its policies affect
 money, like increasing gold output, reducing maintenance costs, or decreasing
 purchasing costs.  Others increase your naval power, while others still
 increase your production and happiness empire-wide.  It�s a mixed bag and
 may not all necessarily be useful, but something out of it will be.  Maybe
 it�s the production boost for all of your coastal cities, or the extra
 happiness for extra luxuries.  Whatever the case, Commerce can be used in a
 variety of ways to aid your empire.

Rationalism-Unlocks at Renaissance Era.-

�       Adopting Rationalism triggers a 5-turn Golden Age. This branch cannot
        be active at the same time as Piety.
�       Secularism: +2 Science from each specialist.
�       Free Thought: Adds +2 Science points for each Trading Post (requires
        Secularism)
�       Humanism: +1 Happiness from each University.
�       Scientific Revolution: Gives 2 free technologies (requires Free
        Thought)
�       Sovereignty: +15% Science while your empire is Happy (requires
        Humanism)
 Rationalism is a real science-booster, but at the cost of culture.  Almost
 every policy is geared towards an increase in science in some fashion.
 Sovereignty is probably the most valuable here, offering a 155 boost in
 science so long as your people are happy with you.  Though it doesn�t offer
 as much happiness as Piety, Rationalism still offers some through the
 Humanism policy, so it shouldn�t be a serious issue.  If a Science victory
 is your gameplan, Rationalism is a huge help.

Freedom-Unlocks at Renaissance Era.-

�       Upon Adopting Freedom, specialist population in cities produce half
        the normal amount of Unhappiness. This branch cannot be active at the
        same time as Autocracy.
�       Civil Society: Specialists consume only half the normal amount of
        Food.
�       Constitution: +100% Culture in Cities with a World Wonder.
�       Democracy: +50% Great Person production rate. (Requires Civil Society)
�       Free Speech: Reduces the Culture cost of future policies by 25%.
        (Requires Constitution)
�       Universal Suffrage: +33% City Combat Strength.
 Freedom is the key to winning a cultural victory.  Spread out your wonders,
 because Constitution doubles the culture of all cities with at least one
 wonder in them.  This, combined with Free Speech�s reduction in policy cost,
 means that policies will come extremely quickly to you.  Don�t ignore the
 other policies, though.  +50% great person production is nothing to turn
 your nose up at.  If you aren�t going for all-out war, Freedom is
 undoubtedly a must for most any strategy.

Autocracy-Unlocks at Industrial Era.-

�       Adopting Autocracy reduces Unit Gold Maintenance costs by 33%,
        allowing an empire to field a larger military. This branch cannot be
        active at the same time as Freedom or Liberty.
�       Militarism: -33% cost for purchasing units.
�       Police State: -50% Unhappiness in Annexed Cities. (requires
        Militarism)
�       Populism: Damaged military units deal +25% damage.
�       Fascism: Quantity of Strategic Resources produced by the empire
        increased by 100%. (requires Populism, Militarism)
�       Total War: For 20 turns, all Military Units receive a 33% attack
        bonus. (requires Police State, Fascism)
 An excellent complement to Honor, Autocracy is another major boost to
 military powers.  Militarism, combined with Professional Army from Honor
 gives you a whopping 83% discount on troop upgrades.  Total War has a limited
 duration, but by that stage of the game, things won�t be lasting much longer.
 However, Autocracy isn�t all about war.  If you find yourself with thin
 supplies of strategic resources, Fascism doubles the amount of all strategic
 resources you have.  Autocracy is definitely the coup-de-grace for securing
 a domination victory.

Order-Unlocks at Industrial Era.-

�       Adopting Order increases construction rate of buildings by +25%.
�       Communism: +5 Production in each City. (Requires Planned Economy)
�       Nationalism: +25% attack bonus to your units in friendly territory.
�       Planned Economy: Unhappiness from number of Cities reduced by 50%.
        (Requires Socialism)
�       Socialism: Gold maintenance costs of Buildings reduced by 10%.
�       United Front: Causes other civilizations' city-state influence points
        to decay 33% faster. 
 Like Commerce, Order is a bit of a mixed bag of upgrades.  Nationalism has
 military applications, United Front has diplomatic uses, and the rest has
 more production and efficiency uses.  Communism is probably the most valuable
 since it gives a massive production boost to every city in your empire.
 The production boost to all buildings is also a very welcome addition.
 Though mostly a production-oriented policy, Order has a wide range of
 applications in many strategies.


6.  Frequently Asked Questions:


Q: Where are the transports? How do I load up my units to cross the ocean?
A: Once you discover Optics, your units will board their own transports 
   automatically.  Be careful, though; unless you�re the Songhai, they can�t
   defend themselves so protect them accordingly.

Q: So dedicated transports are gone, is there a Marine unit anymore?
A: No, the marine is gone.  All units can attack from the sea, but at a cost
   to strength.  However, you can get a promotion to fix this.

Q: My unit can shoot three tiles away, but when I try firing, it won�t let me
   fire nearly that far. What�s the holdup?
A: There are two probable causes.  One; there is an obstruction.  Unless the
   unit has Indirect Fire, it can�t shoot over obstructions like hills or
   forests.  The other likely problem is that it can�t see that far away.
   A unit must see what it is firing at.  This includes aircraft, as well.

Q: What�s the point of Pacts of Cooperation and Pacts of Secrecy?
A: Pacts of Cooperation mean that the two nations will be much friendlier
   towards each other and are more likely to help each other out.  Pacts of
   Secrecy do just the opposite.  Two nations agree to essentially cause
   trouble and frustration for a third party without actually declaring war.


7.  Odds and Ends:


 Playing Civilization through Steam gives you around 140 achievements to shoot
 for.  However, you�ll find that several of the achievements do not work for
 some reason or another.  For most, there is currently no known fix and none
 of the patches to date have done anything to fix them. The complete list of
 non-functional achievements is as follows;
�       Can�t we all just get along?
�       Cat Fight
�       Hundred Years War
�       I Have the Power
�       Magellan*
�       Manifest Destiny
�       The Elephant Battle
�       Tomb Raider
�       War Canoe Attack
�       Barbary Pirate*
�       Model of a Modern Major General
�       Panzer �Shafernator� General
�       Six Degrees to Sid
(* denotes semi-functional achievements or ones that can be fixed)

 Barbary Pirate works.  Play as the Ottomans and capture barbarian ships to
 get the achievement.   However, the achievement works too well.  If the
 Ottomans are in your game but you are not them, their captures still record
 towards your goal.  There is no known fix for this, but at least it works.
 Magellan isn�t so easy.  To get it, you must circumnavigate the globe before
 anyone else does.  Easy, but when you do it, it doesn�t trigger.  However,
 there is a fix for this.  Go into the steam folder on your computer, then
 steamapps, common, sid meier�s civilization V, assets, gameplay, and finally
 xml.  Open the GlobalDefines file in Notepad.  Find �circumnavigate� in the
 document and it will lead you to a value.  Change this value from 0 to 1.
 Now, whenever you circumnavigate the globe, your ships receive +1 movement.
 The achievement will also go off since it�s looking for that trigger.

 One achievement I left off was �From Achaemenid to Safavid�.  This one does
 work, though it�s rather unspecific in how to do it.  To get it, you must
 earn 5 Golden Ages in one play-through as the Persians. This sounds easy,
 but there�s a catch; the game will only recognize Golden Ages from happiness.
 Golden Ages from wonders and Social Policies do not count.  I mentioned
 earlier that the Taj Mahal and Chichen Itza wonders were a huge help to the
 Persians.  Avoid them at all costs if you�re going for the achievement, as
 Golden ages from wonders do not count, and you don�t get happiness while
 you�re in a Golden Age, so lengthening them makes getting more Golden Ages
 quite difficult.

 If you�re achievement hunting, I�m sure you�re wondering how close you are
 to earning some of them.  There is a way of finding out.  Go into my games
 and look for Civlization V (not the one in Steam).  Open up the config file
 and tell it to find logging.  Somewhere in the file it will take you to
 �Enable the Logging System�. Set the corresponding value to 1 and then save.
 Play the game for a while and then go back into the Civ V file, this time
 going to the Logs file.  In here, you�ll see a text file called
 �achievements_debug�.  In this file, the game records all of the stats
 important to unlocking the various achievements.  Check in periodically to
 see how you�re doing.

 While we�re editing files, a major complaint people have is constantly being
 forced to watch the intro sequence.  We can fix that, too.  Back into the
 Civ V file we go, this time opening the text file �User settings�.  Tell it
 to find �intro� and it should take you right to �SkipIntroVideo�. Set this
 value to one and save.  From now on, the game will not play that video
 anymore.


8. Credits and Legal


�       Big credit goes to the Civilization V .pdf manual for helping me
        remember a lot of the details on what powers the civilizations had
        and what their unique units did.
�       Credit is also due to 2k and their forums as well as Civilization
        Fanatics for some of the technical support mentioned in the odds and
        ends section.
�       Props to Firaxis and Sid Meier for making an awesome game.
�       Questions, comments, or suggestions? Contact me at [email protected].
        Include �Civ V Review� or something to that effect in the subject
        line or else it will be ignored and deleted.
�       Civlization V is Copyright 2010 2K Games and Firaxis.  All Copyrights
        are held by their rightful owners as well as any Trademarks used.
�       This FAQ may be not be reproduced under any circumstances except for
        personal, private use. It may not be placed on any web site or
        otherwise distributed publicly without advance written permission.
        Use of this guide on any other web site or as a part of any public
        display is strictly prohibited, and a violation of copyright.
�       All trademarks and copyrights contained in this document are owned by
        their respective trademark and copyright holders.
�       Copyright 2002 Mike Wallyn