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Walkthrough

by The Return of Hylian

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