Civilization Revolution for Xbox 360 Copyright 2008 Ross Ramsey [email protected] Version 1.00 The following guide may not be reproduced under any circumstance for commercial use. Permission to use the guide on a web site may be obtained by email at the address listed above. Any unauthorized use of this guide is strictly prohibited and a violation of copyright. Version History 1.00 - Basic information and walkthrough included. 8-02-2008 2.00 - Controls, civilization strategies and about the game sections added. 8-03-2008 Controls: A Move unit X Fortify unit B Sleep unit Y Civilopedia Left Stick Movement orders for selected unit Right Stick Move cursor Left/Right D-pad Cycle through all units Up/Down D-pad Cycle through stacked units Left Trigger Zoom Right Trigger Information screen Left Bumper City screen Right Bumper Diplomacy screen =========== Table of Contents =========== i. About the Game [abtg] a. Terrains [trrn] b. Culture [cltr] c. Science [scnc] d. Wealth [wlth] e. Governments [gvmn] f. City Tiles [cttl] g. Diplomacy [dplm] h. Combat [cmbt] ii. Civilizations [cvlz] iii. Technologies [tchg] iv. Buildings [bldg] v. Military Units [mltu] vi. Wonders/Relics [wndr] vii. Great Persons [grtp] viii. FAQ/Strategy [fqst] ix. Achievements [achv] x. Credits [crds] =========== i. About the Game [abtg] =========== Sid Meier's Civilization: Revolution is the long-awaited console edition of one of the most successful strategy games ever. It's a historical turn-based strategy which allows you to recreate the beginnings (and ends) of civilization. It was developed by Firaxis Games and was released for the DS, PS3, Wii and Xbox 360. It is rated E10+ by the ESRB. a. Terrains [trrn] There are two major types of terrain: Sea and Land. Land broken down into sub-categories below. Each sub-category has three specific characteristics: Productivity, Defense Bonus and Movement Cost. Productivity will determine the growth and development of your cities. Different types of terrain will offer different productivity bonuses. For instance, it is more ideal to establish a city in an area of plains than an area of desert due to the food bonuses received from plains. This is not to say that desert plots are completely useless. As long as your city has sufficient food, desert squares will bring in benefits of increased trade and wealth. Defense bonuses are an important part of combat. A warrior that is fortified in a forest is more likely to survive an attack than a warrior in the open plains. Whatever you do, avoid attacking across rivers. Doing so will cost you a -50% penalty. Remember that terrain bonuses only affect the defending unit. The attacker receives no bonus from his/her terrain defenses. Movement cost determines the navigability of the terrain. Your units will have an easier time traveling through grasslands than through mountains. Roads and railroads completely nullify the movement cost of all terrain types. You can place markers on certain terrain which will imprint text into the land. You can name certain areas, make notes to yourself, etc. Plains -Produce +1 food (+3 food if city has a Granary) -No defensive bonus -Movement cost is 1 mp (movement point) Desert -Produce +1 trade (+2 with Trading Post) -No defensive bonus -Movement cost is 1 mp Mountain -Adds +1 production (+4 with Iron Mine) -Impassable Forests -Adds +2 production -50% defensive bonus -Movement cost is 2 mp Hills -Add +1 production (+3 with Workshop) -25% defensive bonus -Movement cost is 2mp Grasslands -Produce +2 food -No defensive bonus -Movement cost is 1mp Ocean -Produce +2 trade -No defensive bonus -Movement cost is 1mp b. Culture [cltr] Culture is a very unique aspect to the Civilization series. Even the most belligerent nations can't neglect their culture. Civilizations that are producing more culture will be able to expand their territorial control. You can use this to your advantage by exerting your influence on an opponent's smaller cities in order to have them change allegiances. The smaller and farther away from its capital a city is, the easier it will be for you to capture it peacefully. There are a couple ways that you can do this, and the same techniques apply to defending an opponent's cultural expansion. Tip #1: Build temples in cities that you want to produce culture. Later in the game you will be able to upgrade them to Cathedrals. Tip #2: City walls produce a small amount of culture. Tip #3: Your capital city also has a palace which will produce culture. Tip #4: An effective method of producing culture is to build the appropriate wonders. Shakespeare's Theater and Stonehenge are great if you can construct them. The most important cultural wonder is the Magna Carta. If you have courthouses in every city, your cultural influence will be unstoppable. Tip #5: Settling Great Thinkers into your cities will give you a 50% cultural bonus. They can also be used to culturally flip an opponent's city. Cultural Victory achieved by: Building the United Nations c. Science [scnc] Science/Research is, in my opinion, more important than both culture and wealth. If affects your ability to obtain new technologies and how quickly you can utilize the advantages of those technologies. Being the first to research certain technologies will give you a decided in-game advantage. For instance, if you have the power of Flight while your opponent is stuck in the earlier ages, you will be able to dominate his/her military. Below are a couple tips for improving your civilization's science. Tip #1: Build libraries in every city. Tip #2: Build universities in every city. Tip #3: The Great Library and Oxford Univerity wonders will provide you with one or two previously unattained technologies. Staying one research ahead of your opponents will all but ensure your victory. Tip #4: The Apollo Program grants you any and every unresearched technology. Tip #5: Great Scientists can either complete a current research project or settle in a city to improve your science rate. Techonological victory achieved by: Completing the Space Shuttle. d. Wealth [wlth] Wealth is not as important as culture or science but it's certainly good to have at your disposal. With it, you will be able to promote units, build roads, rush construction and much more. Here are a few ways to improve your gold reserves: Tip #1: Banks and markets will improve the trade aspects of your city. Tip #2: The trading post will add +2 trade to any desert squares in your city's radius. Tip #3: Exploration. Early in the game, send a unit into undiscovered territory to capture gold deposits before your opponents do. Tip #4: Certain great people will be able to give you a one-time instantaneous gold bonus or a permanent 50% city wealth production bonus. Tip #5: The Colossus is the best wonder for improving your civilization's trade routes early on in the game. Tip #6: The Internet and Trade Fair wonders significantly increase your civilization's income. Tip #7: Caravans to foreign cities will give you a wealth bonus. A smaller bonus will be given to the targeted civilization as well. Economic victory achieved by: Constructing the World Bank wonder. Gold reserve bonuses are received at increasing levels of income. 100 gold Free settler 250 gold Receive Banking/Currency technology 500 gold Free Great Person 1,000 gold Free Granaries in every city 2,000 gold +1 population in every city 5,000 gold Free Aqueducts in every city 10,000 gold Free Great Person 20,000 gold World Bank e. Governments [gvmn] You will be able to choose your civilization's government during the game. Different governments become available as you research more technologies. This isn't to say that later governments are better. You need to pick the one that facilitates the strategy you are using. Despotism No culture penalties during nuclear warfare Republic Settlers cost -1 population Monarchy Doubles the effects of the Palace Democracy +50% trade, cannot declare war on an opponent Communism +50% production in cities, temples and cathedrals cease culture production Fundamentalism +1 attack to all units, libraries and universities cease research production f. City Tiles [cttl] For each population point that your city attains by growing in size, you will receive a worker unit to improve the city tiles in that city's radius. As your city grows, the workers become better at what they do (adding to the trade production in your city). Population Size Worker Production Bonus Trade Bonus 1-6 Laborer +1 +0 7-12 Vendor +1 +1 13-18 Trader +1 +2 19-24 Merchant +1 +3 25-30 Importer +1 +4 31+ Exporter +1 +5 g. Diplomacy [dplm] Diplomacy is an integral part of any Civilization game. How you interact with various nations will ultimately decide how history is played out. There have been a few changes since Civilization IV. For instance, you do not have to worry about signing Open Borders agreements with your opponents. Unfortunately, map and resource trading have been omitted from Civilization: Revolution. The first thing to note is that the leader of each nation has his/her own unique personality. Tokugawa has a fairly belligerent personality compared to Abe Lincoln. Just keep in mind that leaders will act differently given the same scenario. What you can use diplomacy for is to gain new technologies and make friends. You could also use it to declare war I suppose, but there are more efficient ways of doing that. ;) h. Combat [cmbt] There are a lot of minor details of combat that go unnoticed by newer players. I've tried to outline the things I could think of that are important to take advantage of. Form armies by combining three units of the same type. These units will fight together, sharing their combat upgrades with each other. This means that you can pair an elite unit with two regular units (of the same type) and they would all fight as elite units. Pretty nifty, huh? As such, always try to keep your regular units with veteran and elite units for leadership. Attacking units have the ability to retreat but at the cost of giving an enemy unit a free promotion. Promotions are outlined in more detail below. You can use your navy to support your land units when attacking a city. To do this, the city must be on the coast and your naval units must be adjacent to that city. If your unit has 7 to 1 odds of winning a battle, it is automatically victorious. Galleons/Galleys have exploration crews which can venture inland, further facilitating the exploration process. Your units will gain experience points for winning battles. If they obtain enough experience, a series of combat upgrades will become available to you. One upgrade promotes the unit to veteran status. Having two or more gives the unit elite status. Each victory in battle is worth at least 1 experience point. For every three experience points gained, a new upgrade is earned. Below is a list of all the possible promotions for your units. Remember to combine upgraded units with new units so that you can spread their skills to your entire army. Blitz Receive one movement point for use after battles Infiltration +50% strength when attacking cities Loyalty +50% strength when defending in friendly territory Guerilla +50% strength when attacking in your territory Medic Can heal in enemy territory Scout Can see units inside enemy cities, has increased vision Leadership +100% defense to all units when stacked March +1 movement point Engineering +100% strength when defending cities =========== ii. Civilizations [cvlz] =========== Your strategy will primarily depend on the civilization you choose. Different civilizations provide different advantages. The Mongols are great for early conquests while America is a good civilization for rapid expansion. Don't use the same build/research order for every civilization. You need to adapt to utilize your civilization's distinct advantages. *Note: The strategies I've listed here are based on my personal experience. There are definitely better, more detailed strategies out there. These are just here to help those who are new to the game. America Leader: Abraham Lincoln Specialties: Begin the game with a Great Person Ancient: 2% interest for gold reserves Medieval: Rush units production at half-price Industrial: +1 food from plains Modern: Factories provide 3x production Special Units: Sherman Tank, Flying Fortress, Mustang Fighter American strategy: America's advantages make for a lot of variations in available strategies. I typically use the first great person to settle into my capital, permanently establishing that city as a specialist city. The Ancient Age bonus will help you build up you treasury though most civilizations will be able to catch back up by the Industrial Age. One technique is to save your income from Ancient Age until you get to Medieval. At that point, use your bonus to expand your army at half-price. You should be able to get out a few powerful units to give you the advantage over an opponent. Alternate American strategy: America has a plethora of unique units in the Modern Age. You could play defensively for the first three ages and then bombard your enemies with Flying Fortresses and Sherman Tanks. You won't be able to win by domination if you don't start attacking before Modern Age, but you will be able to crush someone who is close to economic, cultural or technological victory. Arabia Leaders: Saladin Specialties: Begin with Religion tech Ancient: +50% caravan gold Medieval: Free Mathematics technology Industrial: +1 attack for Horsemen and Knights Modern: 2% interest for gold reserves No Special Units Arabia strategy: Arabia's early game bonuses significantly outweigh their late game bonuses. Build your income early by utilizing as many caravans as possible. Make sure to send the caravans to an ally or at least a nation that you aren't going to be at odds with. Your ally will receive a small bonus as well. Come Medieval Age, produce a couple catapults with your free mathematics technology and launch an attack on an unsuspecting neighbor. If you expand early enough, you will be able to thrive late in the game. At the very least, you will be able to stifle an opponent's expansion. Aztec Leader: Montezuma Specialties: Begin with gold Ancient: Units heal after combat Medieval: Temples provide +3 to science Industrial: Roads cost 50% Modern: +50% gold production Special Unit: Jaguar Warrior Aztec strategy: If you know where your neighbors are, get out a couple warriors at the beginning using your gold bonus. You can take out a civilization before it even has a chance. This is risky though, as it puts a delay on your civilization's development. It's just something you can use to surprise an unsuspecting opponent. Alternate Aztec strategy: Make sure to build libraries, universities and temples in each of your cities. During Medieval Age, you will be able to out-research many of your opponents. You may be able to reach the Modern Age before they have the appropriate technologies. If that is the case, use your gold production bonus to achieve whichever victory you are shooting for. China Leader: Mao Zedong Specialties: Begin with Writing tech Ancient: New cities have +1 population Medieval: Receive Literacy technology Industrial: Half-price Libraries Modern: Cities not affected by Anarchy Special Units: None Chinese strategy: No one can research with the Chinese. Focus a majority of your cities on research. Build libraries, universities, etc. Consider constructing either the Great Library or Oxford University. Place a small amount of effort into your culture (just enough that you won't suffer from an opponent's cultural expansion). You should be able to stay a technology or two ahead of your opponents which can ultimately lead to victory. Avoid the Fundamentlism government. England Leader: Queen Elizabeth Specialties: Begin with knowledge of Monarchy Ancient: +1 defense for Longbow Archer Medieval: +1 sea combat Industrial: +1 production for hills Modern: Naval support effects doubled Special Units: Longbow Archer, Lancaster Bomber, Spitfire Fighter England strategy: Get a Longbow Archer in every one of your cities at the beginning. You will be able to defend against pretty much anything. Focus your efforts on getting to the Modern Age farily quickly if you are on an ocean-oriented map. You can gain control of the sea as early as the Medieval Age and never have to let it go. You can stifle an enemy's expansion and lay seige to their empire. Typically though, you wouldn't pay too much attention to naval combat. England's real workhorses are their Lancaster Bombers. Egypt Leader: Cleopatra Specialties: Begin with a Wonder Ancient: +1 food and trade from desert plots Medieval: Receive Irrigation tech Industrial: +1 Rifleman movement range Modern: +50% caravan wealth No Special Units Egyptian strategy: Egypt's early game wonder is probably the most useful advantage they have. Your strategy should really depend on the wonder that you get. Cities near the desert will thrive. My favorite government to use with the Egyptians is democracy. You will be able to produce a lot of trade and wealth which can be re-distributed to other aspects of your civilization accordingly. Economic victory is easily attainable with the Egyptians. France Leader: Napoleon Boneparte Specialties: Begin the game with a Cathedral Ancient: Receive knowledge of Pottery Medieval: Half-price roads Industrial: +2 attack for Cannons Modern: +1 movement for Riflemen Special Units: Trebuchet, Howitzer France strategy: I'm not really a fan of the French. Don't get me wrong. They have wonderful seige weapons. If you are planning on attaining victory by domination, make sure to bring trebuchets, cannons or howitzers with you. You should be able to overpower most defenses as long as you bring enough support. Then again, that's true for every civilization. By the way, trebuchets and howitzers do not suffer a combat penalty for attacking across rivers. Catapults for other civilizations don't either. Germany Leader: Otto van Bismarck Specialties: Automatic upgrades for Elite units Ancient: Warriors receive Veteran status Medieval: +1 production from forest Industrial: Half-priced barracks Modern: 2% interest for wealth reserves Special Units: Panzer Tank, 85mm Gun, Heinkel Bomber, ME109 Fighter German strategy: My favorite civilization. There are so many things you can do with the German empire. Domination, economic and technological victories are easily attainable. Your early game warriors are practically invincible against barbarians and enemy warriors. By Medieval Age, you will be able to out-produce any civilization in the game. I wouldn't worry too much about culture here. Maybe have one or two cities specialize with temples or cathedrals to keep enemy cultural borders at bay. If you reach the Modern Age in good standing, you will be able to wipe out any civilization of comperable strength based on your unique units alone. Communism is a worthwhile government to implement with the Germans. Greece Leader: Alexander the Great Specialties: Start game with a courthouse Ancient: Receive Democracy tech Medieval: Higher rate of Great People production Industrial: Half-price library Modern: +1 food from sea tiles Special Units: Trireme, Hoplite Greek strategy: Cultural victory is the most readily attainable victory for Greece. Make sure to have temples and city walls in every city. If you choose to do so, build a lot of courthouses and then construct the Magna Carta. Your great person production rate will be unmatched. Settle them into your cities for maximum effect. Try to avoid confrontation with other civilizations as you do this, but keep a respectable army just in case. Japan Leader: Tokugawa Specialties: Ceremonial Burial tech Ancient: +1 food from Sea Regions Medieval: +1 Samurai Knight attack Industrial: Cities not affected by Anarchy Modern: Defensive units receive Loyalty bonus Special Units: Samurai Knight, Ashigaru Pikemen, Val Bomber, Zero Fighter Japanese strategy: Victory by domination is easier with the Japanese than with most nations. Their samurai knights are nigh unbeatable. They are a pain to have as an enemy. Tokugawa is never easy to get along with. Your city-deployed units will receive a bonus in the Modern Age, making it more difficult for enemy civilizations to invade. The best thing to do with the Japanese is to be annoying. Stay at war with your enemies and keep them from accomplishing economic, tehnnological or cultural victory. Mongolia Leader: Genghis Khan Specialties: +50% trade from captured cities Ancient: Barbarian villages join Medieval: +1 Cavalry movement Industrial: +2 food from mountainous plots Modern: Receive Communism tech Special Units: Keshiks Mongol strategy: Explore early. Have a couple units searching undiscovered territory. You'll be able to obtain barbarian villages, gold deposits, new technologies and maybe a Lost Relic or two. Use Keshiks and mounted units to overpower enemy civilizations. The more you capture, the stronger you become. Economic, cultural and technological victories are for other civilizations. Like with the Japanese, just try to be annoying. Rome Leader: Julius Caesar Specialties: Code of Laws tech, Republic government civic Ancient: Half-price road construction Medieval: Half-price wonder construction Industrial: Higher rate of Great People Modern: New cities start with +1 population Special Units: Legion Roman strategy: The Romans are like the Germans. Any type of victory is achieveable with Rome. If you are aiming for cultural victory, build temples, cathedrals, city walls and courthouses. Then use your Medieval Age bonus to draft the Magna Carta wonder. If you're going to military domination, construct either the Samurai Castle or Leonardo's Workshop when it comes time to do so. There are a lot of different paths you can take. The Romans are a good all-around nation. You don't even have to aim for a specific goal. Balance your efforts between culture, research and military. Russia Leader: Catherine Specialties: Partially revealed map Ancient: +1 food from plains Medieval: Defensive units receive loyalty bonus Industrial: Half-price riflemen Modern: Half-price spies Special Units: Cossack Horseman, T34 Tank Russia strategy: Expand but don't be overly aggressive early in the game. No type of victory is out of the question, though you may find it hard to build the World Bank before other civilizations do. Make good use of the half-priced riflemen in the Industrial Age. Most importantly, do not forget about your spies! They are a fairly advanced tactic that a lot of newcomers overlook. You can steal Great People, keep good intelligence on your enemy's acions, take away an enemy's fortification, sabotage a city's production queue, etc. Spain Leader: Isabella Specialties: Receive Navigation tech Ancient: Doubled wealth received from exploration Medieval: +1 Naval combat Industrial: +50% wealth production Modern: +1 production from hills plots Special Unit: Conquistador Spanish strategy: Explore early! It's obvious but it works. Produce a couple units to explore the map for you. You receive double the wealth bonus. This is facilitated by the free Navigation tech. This early bonus should propel you to Industrial Age with no problem. From there, use your 50% gold bonus to build your army, expand your cultural borders, etc. The Spanish are another great all-around civilization. Any victory is attainable with these guys. Zulu Leader: Shaka Specialties: Increased ability to overrun cities Ancient: +1 Warrior movement Medieval: Cities grow at a higher rate Industrial: +50% wealth production Modern: Half-price riflemen Special Units: Impi Warrior Zulu strategy: If you are the risk-taking type, you might want to try an early game warrior rush. This necessitates knowing where your enemies are from the very beginning. Two or three warriors can successfully conquer an inexperienced opponent before he/she gets off the ground. Alternate Zulu strategy: This one is for players who lack the gumption that is required by the other strategy. The Zulu are pretty good for economic booming. Throughout the Medieval Age and into the Industrial Ages, concentrate on developing your economy. Concentrate your efforts on production. They aren't the best civilization to use for building the Apollo Program, but they do offer a fine balance between military and economy. Make sure to build markets, banks and the appropriate economic wonders. =========== iii. Technologies [tchg] =========== Plan out your technology research ahead of time. Set a goal for yourself and follow through with the correct path. For instance, you may want to research Writing as quickly as possible so that you can build the Great Library and receive technologies from other civilizations. Tech: Avanced Flight Prerequisites: Flight, Industrialization Enables: Bombers Tech: Alphabet Prerequisites: Enables: Oracle, Library Tech: Atomic Theory Prerequisites: University, Electricity, Invention Enables: Manhattan Project Tech: Automobile Prerequisites: Steel, Combustion Enables: Rubber, Artillery Tech: Banking Prerequisites: Currency, Code of Law Enables: Bank Tech: Bronze Working Prerequisites: Enables: Colossus, Barracks, Fish, Archer Tech: Ceremonial Burial Prerequisites: Pottery Enables: Incense, Pyramids, Temple Tech: Combustion Prerequisites: Metallurgy, Gunpowder, Steam Power Enables: Tank, Oil Tech: Communism Prerequisites: University, Industrialization Enables: Communism civic Tech: Construction Prerequisites: Iron Working, Masonry Enables: Oak, Workshop Tech: Corporation Prerequisites: Banking, Industrialization Enables: Military-industrial complex Tech: Currency Prerequisites: Code of Laws, Bronze Working Enables: Trade Fair, Caravan, Gold, Market Tech: Democracy Prerequisites: Literacy, Code of Laws Enables: Pikeman, Democracy civic, Magna Carta Tech: Electricity Prerequisites: Engineering, Steam Power, Metallurgy Enables: Submarine Tech: Electronics Prerequisites: Electricity, Corporation Enables: Tech: Engineering Prerequisites: Mathematics, Construction Enables: Aqueduct Tech: Feudalism Prerequisites: Horseback Riding, Monarcy Enables: Knight Tech: Flight Prerequisites: Combustion, Metallurgy, Invention Enables: Fighters Tech: Globalization Prerequisites: Mass Media, Networking Enables: Tech: Gunpowder Prerequisites: Feudalism, Invention Enables: Rifleman, Sulfur Tech: Horseback Riding Prerequisites: Enables: Ox, Horseman Tech: Industrialization Prerequisites: Steam Power, Banking Enables: Factory Tech: Invention Prerequisites: Literacy, Engineering Enables: Leonardo's Workshop Tech: Iron Working Prerequisites: Bronze Working Enables: Iron, Legion Tech: Irrigation Prerequisites: Pottery, Masonry Enables: Wheat Tech: Literacy Prerequisites: Writing, Alphabet Enables: Silk, Shakespeare's Theater, Courthouse Tech: Masonry Prerequisites: Pottery Enables: Great Wall, City Walls, Marble Tech: Mass Media Prerequisites: Printing Press, Corporation Enables: Hollywood Tech: Mass Production Prerequisites: Industrialization, Railroad Enables: Modern Infantry, Aluminum Tech: Mathematics Prerequisites: Writing, Masonry Enables: Catapult Tech: Metallurgy Prerequisites: University, Iron Working, Engineering Enables: Cannon Tech: Monarcy Prerequisites: Code of Laws, Ceremonial Burial, Writing Enables: Samurai Castle, Monarchy civic, Dye Tech: Navigation Prerequisites: Writing, Mathematics Enables: East India Trading Company, Harbor, Whale, Ghaleon Tech: Networking Prerequisites: Electronics, Corporation Enables: Internet Tech: Nuclear Power Prerequisites: Atomic Theory, Mass Production Enables: Uranium Tech: Pottery Prerequisites: Enables: Wine, Granary, Hanging Gardens Tech: Printing Press Prerequisites: University, Religion Enables: Tech: Railroad Prerequisites: Steam Power Enables: Iron Mine Tech: Religion Prerequisites: Ceremonial Burial, Monarchy Enables: Cathedral, Fundamentalism civic Tech: Space Flight Prerequisites: Advanced Flight, Electronics, Nuclear Power Enables: Apollo Program, Space Shuttle Fuel/Habitation/Support/Propulsion Tech: Steam Power Prerequisites: Iron Working, Engineering, Invention Enables: Coal, Cruiser Tech: Steel Prerequisites: Metallurgy, Steam Power Enables: Battleship Tech: Superconductor Prerequisites: Mass Production, Space Flight Enables: SDI Defense Tech: University Prerequisites: Literacy, Mathematics, Democracy Enables: University, Oxford Tech: Writing Prerequisites: Alphabet Enables: Spy, Great Library =========== iv. Buildings [bldg] =========== Buildings are the infrastructure of your civilization. Without them, you will not be able to produce wealth, culture, research or military units. One strategy you can use is to assign specific tasks to certain cities. For example, make one city specialize in culture. Build it a cathedral and a temple. Use other cities to produce military units with which to protect your empire. Give them barracks when you establish them. Your first two or three cities should be farily well-rounded. Every city needs food! Granaries and harbors are important to the growth of cities. Aqueduct Prerequisite: Engineering Effects: Increase a city's growth rate by 50% Bank Prerequisite: Banking Effects: Quadruples wealth production Barracks Prerequisite: Bronze Working Effects: +3 experience to military units Cathedral Prerequisite: Religion Effects: Receive +2 culture from each citizen Courthouse Prerequisite: Literacy Effects: Increase a city's area Factory Prerequisite: Industrialization Effects: Doubles a city's production Granary Prerequisite: Effects: Receive +2 food from plains Harbor Prerequisite: Navigation Effects: Receive +1 food from ocean plots Iron Mine Prerequisite: Railroad Effects: Receive +4 production from mountain plots Library Prerequisite: Alphabet Effects: Doubles a city's research production Market Prerequisite: Currency Effects: Doubles a city's wealth production Palace Prerequisite: None Effects: Produces culture, establishes a capital SDI Prerequisite: Superconductor Effects: Shoots down ICBMs Temple Prerequisite: Ceremonial Burial Effects: +1 culture for each citizen Trading Post Prerequisite: Code of Laws Effects: +2 trade from desert plots University Prerequisite: University Effects: Quadruples research production Walls Prerequisite: Masonry Effects: Doubles defensive bonuses against military and culture Workshop Prerequisite: Construction Effects: Receive +2 production from hills plots =========== v. Military Units [mltu] =========== Your military production should focus on unique units and units that can effectively counter an enemy invasion. Your strategy will also factor into which types of units that you are going to need. If you plan on conquest victory, you are going to need a few catapults to weaken your enemy's defenses. If you are playing for an economic or cultural victory, produce archers for each of your cities. Later you can upgrade to riflemen. Don't neglect ocean units. If your enemies capital is along the coast, bombard it with battleships so that you can slide your riflemen right in for the capture. Transport ships are great for getting into the heart of your enemy's territory. In the latter parts of the game, air units will work wonders for your invasion. If you are the first to discover flight, quickly establish an air force before your opponents can counter with air defenses. Archer Attack: 1 Defense: 2 Movement: 1 Technology: Bronze Working Artillery Attack: 16 Defense: 2 Movement: 2 Technology: Automobile Battleship Attack: 12 Defense: 18 Movement: 4 Technology: Steel Bomber Attack: 18 Defense: 3 Movement: 6 Technology: Advanced Flight Cannon Attack: 6 Defense: 2 Movement: 1 Technology: Metallurgy Caravan Attack: 0 Defense: 0 Movement: 3 Technology: Currency Catapult Attack: 4 Defense: 1 Movement: 1 Technology: Mathematics Cruiser Attack: 6 Defense: 6 Movement: 5 Technology: Steam Power Fighter Attack: 6 Defense: 4 Movement: 8 Technology: Flight Galleon Attack: 2 Defense: 2 Movement: 3 Technology: Navigation Galley Attack: 1 Defense: 1 Movement: 2 Technology: None Great Person Attack: 0 Defense: 0 Movement: 2 Technology: None Horseman Attack: 2 Defense: 1 Movement: 2 Technology: Horseback Riding ICBM Attack: N/A Defense: N/A Movement: N/A Technology: Atomic Theory Knight Attack: 4 Defense: 2 Movement: 2 Technology: Feudalism Legion Attack: 2 Defense: 1 Movement: 1 Technology: Iron Working Militia Attack: 0 Defense: 1 Movement: 1 Technology: None Modern Infantry Attack: 4 Defense: 8 Movement: 1 Technology: Mass Production Pikeman Attack: 1 Defense: 3 Movement: 1 Technology: Democracy Rifleman Attack: 3 Defense: 5 Movement: 1 Technology: Gunpowder Settler Attack: 0 Defense: 0 Movement: 2 Technology: None Submarine Attack: 12 Defense: 2 Movement: 2 Technology: Eletricity Tank Attack: 10 Defense: 6 Movement: 3 Technology: Combustion Warrior Attack: 1 Defense: 1 Movement: 1 Technology: None =========== vi. Wonders/Relics [wndr] =========== Wonders should be constructed in your larger cities as they will be able to build them more quickly. You should plan your wonder builds ahead of time. Research the applicable technologies to ensure that you will be the first to capture a certain wonder. Don't build every wonder that is available. This will slow down your civilization's ability to expand. -Wonders by Age- Ancient Age Colossus Prerequisite: Bronze Working Effect: Doubles trade within cities Great Library Prerequisite: Writing Effect: Receive any technologies known by two or more civilizations Great Pyramid Prerequisite: Ceremonial Burial Effect: All government civics available Great Wall Prerequisite: Masonry Effect: Enforces peace Hanging Gardens Prerequisite: Pottery Effect: Increases city population by 50% Oracle Prerequisite: Alphabet Effect: Predict combat scenarios Stonehenge Prerequisite: None Effect: Improves Temple effects by 50% Medieval/Industrial Age East India Trading Company Prerequisite: Navigation Effect: +1 trade in ocean plots Himeji Samurai Castle Prerequisite: Monarchy Effect: +1 strength to military units Leonardo's Workshop Prerequisite: Invention Effect: Upgrade all military units Magna Carta Prerequisite: Democracy Effect: Courhouses produce culture Oxford University Prerequisite: University Effect: Receive one technology Shakespeare's Theater Prerequisite: Literacy Effect: Doubles a city's culture production Trade Fair Prerequisite: Currency Effect: Doubles a city's wealth production Modern Age Apollo Program Prerequisite: Space Flight Effect: Receive all un-researched technologies Hollywood Prerequisite: Mass Media Effect: Negates effects of an opponent's city walls Internet Prerequisite: Networking Effect: Wealth production doubled Manhattan Project Prerequisite: Atomic Theory Effect: Build a nuclear weapon Military-Industrial Complex Prerequisite: Corporation Effect: Reduces cost of unit production United Nations Prerequisite: 20 cultural bonuses (wonders, great people, etc) Effect: Cultural victory World Bank Prerequisite: 20,000 wealth Effect: Economic Victory Relics are located in random spots all over the world map. You should produce and explorer early on to increase your chances of capturing one. Try to get sea units out pretty early on as well (as long as you're not playing a Pangea map where naval units are unnecessary). -Relics in alphabetical order- Angkor Wat Construct the wonder of your choice Ark of Covenant Gives you a temple in every city. If a city has a temple, it will be converted into a cathedral. Knights Templar Receive the military unit of your choice Lost City of Atlantis Receive technology bonus School of Confucuis More easily discover Great People Seven Cities of Gold Receive wealth deposits =========== vii. Great Persons [grtp] =========== Types of Great People 1) Builders - They can instantaneously finish production of important buildings and units (once). Alternatively, you can keep them in a city to reduce construction cost. 2) Thinkers/Artists - Convert enemy cities (once) or permanantly improve a city's culture production. 3) Leaders - Upgrade your military units (once) or place them in a city to give military units from that city +3 experience. 4) Humanitarian - +1 population to all cities (once) or improve one city's growth rate by 50% 5) Explorers/Industrialists - Wealth bonus (once) or improve a city's wealth production by 50%. 6) Scientist - Instantaneously finish researching a technology or improve a city's research output by 50%. How to obtain Great People 1) Steal them from enemy cities by using a spy. 2) Conquer a city that has a Great Person. 3) Discover a technology that grants you a Great Person. 4) Producing and accumulating culture will make more Great People available. 5) Obtain 500 gold. 6) Obtain 10,000 gold. 7) Discover the School of Confucius. List of Great People Aesop - Artist Agamemnon - Leader Albert Einstein - Scientist Albert Schweitzer - Humanitarian Alexander Graham Bell - Scientist Archimedes - Scientist Aristotle - Thinker Charles Babbage - Thinker Cheops - Builder Christopher Columbus - Explorer Confucius - Scientist David - Leader Eli Whitney - Humanitarian Enrico Fermi - Scientist Florence Nightingale - Humanitarian Frederick Douglass - Humanitarian Fyodor Dostoevsky - Artist George Stephenson - Builder Gilgamesh - Builder Guglielmo Marconi - Scientist Henry Ford - Builder Homer - Artist Imhotep - Builder J.S. Bach - Artist James Watt - Builder Johannes Gutenberg - Humanitarian Karl Marx - Thinker Lao Tzu - Humanitarian Leonardo Da Vinci - Builder Leopold Stokowski - Builder Marco Polo - Explorer Marie Curie - Scientist Nebuchadnezzar - Builder Otto Lilienthal - Scientist Plato - Thinker Pythagoras- Scientist Roald Amundsen- Industrialist Sargon- Industrialist Solomon - Scientist Sophocles - Builder Thomas Becket - Humanitarian Thomas Edison - Scientist Tippu Sultan - Industrialist Vasco Da Gama - Explorer W.R. Hearst - Industrialist Wilbur Wright - Industrialist =========== viii. FAQ/Strategy [fqst] =========== ************ In the Early Game... First and foremost, plan ahead!! Don't research technologies or build wonders at random. Set a list of objectives and choose the path that will best achieve those objectives. Don't completely devote yourself to one wonder or technology but make an effort to obtain it before anyone else. Keep military units in every city (multiple units are best). Units with higher defense (like Archers) work well against early Barbarians. Keep a few powerful units stationed on borders with aggressive opponents. Don't neglect your coast either. Expand early. More resources and cities will give you a decided early advantage. Don't expand too aggressively though. Make sure each city has military protection before you build another one. Build roads between your cities to improve transportation and trade routes. Save up 100 gold for a free settler. You can get this through exploration fairly easily. Protect your general! Listen to your advisors. They know what they're talking about. Don't let defenseless units be caught off-gaurd. Keep your transports, settlers and great people out of harm's way. ************* The Middle Ages... Beef up your military. Begin specializing cities (give them specific tasks). Devote one city completely to research/culture/wealth and produce military units in your other cities. Obtain technologies, wealth from other civilizations by trading with them. They will typically accept any price for a technology you have so it's a good way to avoid financial disaster during tough times. Don't give any technologies away to your enemies! Don't attack across rivers or into forests if you can avoid it! Always take note of a unit's terrain bonuses before proceeding with an attack. Veteran units have distinct advantages! Produce military units in cities with barracks. Use spies to keep up to date with what your opponents are doing. You can steal Great People as well. Great People are typically more effective when you settle them into your cities. Their one-time bonuses are for emergency situations only. Make sure that you can finish your wonders before anyone else. Don't start one if you know that another civilization is in the process of building it (unless you have a Great Builder that you want to use). Build roads and railroads to connect each city in your empire to all of the others. *********** In the end game... A cultural victory is best achieved by constructing courthouses and the Magna Carta. The Apollo Program researches everything that you haven't already researched. It can be a deciding factor late in the game. Bombers are the best ways to weaken a city's defenses. Even if your land units are outnumbered, you can conduct a successful invasion if you have air power. Marketplaces, banks and the Internet will achieve an economic victory. *Questions to be added as they come in* =========== ix. Achievements [achv] =========== List obtained from www.xbox360achievements.org Gamerpoint values are listed after the name of each achievement. One Mistress and No Master 15 Win as an English civilization. I Will Not Be Triumphed Over 15 Win as an Egyptian civilization. Flower and Song 15 Win as an Aztec civilization. A Short Life of Glory 15 Win as a Greek civilization. Fair and Softly Goes Far 15 Win as a Spanish civilization. Blood and Iron 15 Win as a German civilization. Veni Vidi Vici 15 Win as a Roman civilization. A Great Wind is Blowing 15 Win as a Russian civilization. Let a Hundred Flowers Bloom 15 Win as a Chinese civilization. We the People 15 Win as an American civilization. Imagination Rules the World 15 Win as a French civilization. An Indomitable Will 15 Win as an Indian civilization. A Knight Without Fear or Blame 15 Win as an Arab civilization. This World is a Harsh Place 15 Win as an African civilization. All Others Must Fail 15 Win as a Mongolian civilization. Victory Over Lesser Men 15 Win as a Japanese civilization. Difficulties Mastered 30 Win a victory with each civilization. A Revelation of Man 20 Win a Cultural Victory. Embiggens the Smallest Man 30 Win a Cultural Victory on at least King difficulty. Citizen of the World 45 Win a Cultural victory on Deity difficulty. Have Fun Storming the Castle 20 Win a Domination Victory. Vi Victa Vis 30 Win a Domination Victory on at least King difficulty. Such Joy Ambition Finds 45 Win a Domination victory on Deity difficulty. A Penny Saved is a Penny Earned 20 Win an Economic Victory. The Guy Who Signs the Checks 30 Win an Economic Victory on at least King difficulty. Playing the Game 45 Win an Economic victory on Deity difficulty. Ideas Control the World 20 Win a Technology Victory. 640K Ought to be Enough 30 Win a Technology Victory on at least King difficulty. Indistinguishable From Magic 45 Win a Technology victory on Deity difficulty. Destroyer of Worlds 30 Win all types of victories (Domination, Technology, Cultural, and Economic). The Universal Brotherhood of Man 25 Develop a city to produce 100 culture per turn. Organized Knowledge 25 Develop a city to produce 200 science per turn. The Root of All Evil 25 Develop a city to produce 200 gold per turn. Curse of the Drinking Class 25 Develop a city to produce 200 resources per turn. Buy the Ticket, Take the Ride 3 Make contact with another civilization. Culture is Worth a Little Risk 9 Build a Wonder of the World. Once More Unto the Breach 5 Combine three identical units into an army. 80% of Success is Showing Up 5 Accumulate culture to unlock a famous person. Home is Where One Starts From 3 Construct a special building. Good Afternoon, Doctor Jones. 9 Discover an ancient artifact. Before all Else, Be Armed 5 Earn a special unit ability in combat. Scientia Potentia Est 3 Complete development of any technology. Scientia Potentia Est 3 Complete development of any technology. The Fruit of Labor 5 Build a second city in a game. What is the City But the People? 25 Grow a city to size 20. The Will to Win is Everything 25 Win 20 battles with one unit. Here's Looking at You, Kid 45 Unlock all famous persons. That We May Live in Peace 25 Win the game by year 1000 AD on King difficulty or higher. Absolute Power is Kind of Neat 25 Win without changing governments on King difficulty or higher. Power Never Takes a Back Step 25 Win with only one city on at least King difficulty. =========== x. Credits [crds] =========== Author - The Return of Hylian SBallen and Gamefaqs Civilization Fantatics Center was EXTREMELY helpful. http://www.civfanatics.com/civrev Xbox 360 Achievements: www.xbox360achievements.org/game/sid-meiers-civilization-revolution/guide