____ _ _ _ _ _ _ _____ __ / ___(_)_ _(_) (_)______ _| |_(_) ___ _ __ |_ _\ \ / / | | | \ \ / / | | |_ / _` | __| |/ _ \| '_ \ | | \ \ / / _____ | |___| |\ V /| | | |/ / (_| | |_| | (_) | | | | | | \ V / |_____| \____|_| \_/ |_|_|_/___\__,_|\__|_|\___/|_| |_| |___| \_/ __ __ _ _ \ \ / /_ _ _ __| | ___ _ __ __| |___ \ \ /\ / / _` | '__| |/ _ \| '__/ _` / __| \ V V / (_| | | | | (_) | | | (_| \__ \ \_/\_/ \__,_|_| |_|\___/|_| \__,_|___/ Author: Warfreak Version: 0.2 Day Started: 18/9/07 ------------------------------------------------------------------------------ Table of Contents [1] Introduction [1.01] Introduction [1.02] Version History [2] New Diplomatic Options [2.01] Vassal States [3] The Great General [3.01] The Great General [3.02] City Helper [3.03] A Warlord [4] New Civilization Stuff [4.01] New Traits [4.02] New Civilizations [4.03] New Leaders [5] New Special Buildings [5.01] Unique Buildings [6] New Unique Units [6.01] New Unique Units [7] New Units [7.01] Trebuchet [7.02] Trireme [8] Two New Buildings [8.01] Stable [8.02] Monument [9] New Wonders [9.01] The Great Wall of China [9.02] The Temple of Artemis [9.03] The University of Sankore [10] Updates from Vanilla [10.01] Updates [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 23rd guide. I'm backtracking to finish the Civ 4 Series as I have covered the base game as well as Beyond the Sword. I promised that I would do this so I will. It basically was made worthless because of Beyond the Sword but I decided to split up the repeated content into here because that is where the stuff should go. This game is often neglected because the other expansion pack Beyond the Sword basically covers most of the content that is established in this game anyway, which makes the point of owning Warlords purely for a few leaders as well as the scenarios that are given with the game. ------------------------------------------------------------------------------ [1.02] Version History Version 0.0 [18/9/07] Doing the framework for the guide. Framework done, waiting next update to have some work done. Estimated size, about 30kb at most. Version 0.1 [20/9/07] Chapter 2 is complete. Chapter 3 is complete. Chapter 4 done. Version 0.2 [21/9/07] Chapter 5 finished. Chapter 6 is complete. Chapter 7 complete. Chapter 8 is done. ------------------------------------------------------------------------------ [2.01] Vassal States Vassal States are a new option that is introduced into Warlords. A vassal is what it is in real life, it is one that has sworn allegiance to another, more powerful state and provides benefits in return for helping and defending the vassal State. What are the benefits of such Vassal States? Well, on one end, vassals will increase the happiness of the master nation by several points, however, those points will be deducted from the vassal, making them more unhappy instead due to the vassal agreement. Also, the master nation has complete military access to the vassal land, as well as visibility into their land along with the cities, that is, you can see what is inside their cities. Your units heal at the same rate in a vassal state as if they were on your own land and your units can make use of the vassal's fortifications on their land. The strongest economic power of the master nation of the vassal is that they can demand the vassal hand over a resource, even if that is the only one that the vassal controls. However, like any power, there is a catch to it, and a costly one at that. The vassal can reject your demands and this will break the vassal agreement and results in war between the two parties. Normally, the vassal will lose as the master nation will have far superior forces. This is the only way war can occur between the two nations as when the master nation declares war against another nation, the vassal is forced to side with the master. However, the master nation will be forced, in all of their cities to pay extra maintenance for their vassal cities under their control. The more the vassal controls, the more the master nation will be forced to pay in maintenance. This can severely hinder the economic growth of the master state as their is less money to play around with. There are two types of vassal agreements, peaceful agreements and capitulation which occurs when there is no peace. Lets go through peaceful agreements first. Peaceful agreements occurs when a weaker nation askes a stronger nation if they can become a vassal, letting them force a vassal agreement. The agreement can be broken after 10 turns by the vassal and the vassal only. When this agreement is signed, any parties that either of the two signatories are fighting against, or at war with, drags the other nation into war with that nation. A nation can become a vassal when they have researched the Feudalism tech. Capitulation is a different type of vassalage since it can only occur during wartime. However, unlike peaceful vassalage, the vassal cannot break the agreement, even after the ten turns necessary. The only way this can be broken is when the vassal grows to a point where the landmass controled by the vassal is half that of the master nation as well as the population of the vassal which has to be more than half of the master nation. For those who expand quickly, this spells disaster for the vassal as they cannot escape a growing nation. The agreement is also cancelled when the vassal loses more that half of its land since the agreement was signed. Similar to peaceful vassalage, it forces both nations into wars with those one is fighting against. When there are victory conditions, the master nation will get half the land and population of the vassal added to their total while the vassal will maintain the other half. Due to the maintenance cost however, this may get costly than conquering and expanding. ------------------------------------------------------------------------------ [3.01] The Great General The Great General is another Great Person that joins the ranks of the Great Scientists and the ilk. Similarly, they are created when there are enough great person points in a city and they generate, at random or adjusted, to summon a Great General. As a Great General, you can order them to join a city to help them or to join your units as a warlord and a commander to the units. They have the movement space of two as well as being able to be transported by the necessary units. Of course, if the transport unit carrying the Great General around is destroyed, or the General is attack, they are destroyed for good. ------------------------------------------------------------------------------ [3.02] City Helper A Great General can join a city, just like other Great People, as a Great Military Instructor. While he is in this form, he will give an extra 2 experience points to all new units created in the city. This will be a great boost as it will basically give a free promotion right from the start to all new units. However, the Great General can also create a military academy in the city with the other city ability. With this military academy, it will allow you to produce military units, requiring only 75% of the production hammers you would usually need, giving you a discount of 25%. This will be handy if you will need more troops and fast as this will help every city producing military units. Combine both effects, if possible with two Great Generals to ensure that the best of your units is achieved. ------------------------------------------------------------------------------ [3.03] A Warlord Conversely, you can also make your Great General lead your troops into battle as a warlord. This can be done by placing your Great General on the unit or stack of units that you want to attach him to and let him lead the troops as a warlord. When done, this will split up 20 experience points evenly among the troops, allowing them to gain promotions which you can assign if any units are eligble for promotion. There is another benefit of having a warlord leading into battle. They are able to gain promotions that they cannot usually gain without a Warlord unit leading them into battle. They can gain the Combat VI promotion, giving an extra 25% strength, Medic III which gives your units 15% healing power to units on their squares or adjacent squares, Tactics which give a 30% chance to allow the unit to withdraw from battle when losing, Leadership which gives an extra 50% more experience points from combat and Morale which gives them one extra movement range. These are all very handy. The second effect of having a Warlord attached to units is that the unit will receive free upgrades, that is, upgrading them into a better unit, from Marines into Mechanised Infantry and such, without costing you any gold as well as letting them retain all their experience points after the upgrade. Real handy isn't it? ------------------------------------------------------------------------------ [4.01] New Traits There are three new traits that are introduced into Warlords. They are the following. Charismatic - +1 Happiness in all Cities +1 Happiness from Monument and Broadcast Towers Imperialistic - +100% Chance of Great General Born in Cities +50% Faster Production of Settler Units Protective - Free Drill I and City Garrison I Promotion to Archery and Gunpowder Units Production speed of Walls and Castles are doubled. There are several old leaders that have some of their traits changed according due to these new traits. --==American Empire==-- George Washington Trait 1 is now Charismatic --==Chinese Empire==-- Mao Zedong Trait 2 is now Protective Qin Shi Huang Trait 2 is now Protective --==English Empire==-- Queen Victoria Trait 2 is now Imperialistic --==French Empire==-- Napoleon Bonaparte Trait 1 is now Charismatic --==Japanese Empire==-- Tokugawa Trait 2 is now Protective --==Mongolian Empire==-- Genehis Khan Trait 2 is now Imperialistic --==Persian Empire==-- Cyrus Trait 1 is now Charismatic Trait 2 is now Imperialistic --==Roman Empire==-- Julius Caesar Trait 1 is now Imperialistic --==Russian Empire==-- Catherine Trait 2 is now Imperialistic ------------------------------------------------------------------------------ [4.02] New Civilizations There are 6 new Civilisations that are included in Warlords. I will list down the nation, their starting technologies, their starting leaders, the special building and their special unit. With their new leaders, I will list down their traits and what they do. --==Carthaginian Empire==-- Starting Technologies - Fishing and Mining Starting Leader - Hannibal Trait 1 - Charismatic (+1 Happiness to Cities, +1 Happiness from Monument and Broadcast Towers) Trait 2 - Financial (+1 Gold on Plots that give +2 Gold) Special Unit - Cothon Special Building - Numiduan Cavalry --==Celtic Empire==-- Starting Technologies - Hunting and Mysticism Starting Leader - Brennus Trait 1 - Charismatic (+1 Happiness to Cities, +1 Happiness from Monument and Broadcast Towers) Trait 2 - Spiritual (No Anarchy, Production Speed X2 for Temples) Special Unit - Gallic Warrior Special Building - Dun --==Korean Empire==-- Starting Technologies - Mysticism and Mining Starting Leader - Wang Kon Trait 1 - Financial (+1 Gold on Plots that give +2 Gold) Trait 2 - Protective (Free Drill I & City Garrison I Promotions, X2 Production Speed of Castle and Wall) Special Unit - Hwacha Special Building - Seowon --==Ottoman Empire==-- Starting Technologies - Agriculture and The Wheel Starting Leader - Mehmed II Trait 1 - Expansive (+3 Health for All Cities, X2 Production Speed for Granary and Harbour) Trait 2 - Organised (-50% Civic Upkeep, X2 Productio Speed of Lighthouse and Courthouse) Special Unit - Janissary Special Building - Hammam --==Viking Empire==-- Starting Technologies - Fishing and Hunting Starting Leader - Ragnar Trait 1 - Aggressive (Free Combat I promotion for Melee and Gunpowder units, X2 Production Speed for Barracks and Drydock) Trait 2 - Financial (+1 Gold on Plots that give +2 Gold) Special Unit - Berserker Special Building - Trading Post --==Zulu Empire==-- Starting Technologies - Agriculture and Hunting Starting Leader - Shaka Trait 1 - Aggressive (Free Combat I promotion for Melee and Gunpowder units, X2 Production Speed for Barracks and Drydock) Trait 2 - Expansive (+3 Health for All Cities, X2 Production Speed for Granary and Harbour) Special Unit - Impi Special Building - Ikhanda ------------------------------------------------------------------------------ [4.03] New Leaders There are also 4 new leaders that you can use for 4 different nations, most you would have heard of, if not all of them. I will list down the empire they belong two as well as their traits. --==Winston Churchill==-- Empire = England Trait 1 = Charismatic (+1 Happiness to Cities, +1 Happiness from Monument and Broadcast Towers) Trait 2 = Protective (Free Drill I & City Garrison I Promotions,X2 Production Speed of Castle and Wall) Famous For = Leading Britain to victory in World War II --==Ramesses (Ramses) II==-- Empire = Eygpt Trait 1 = Industrious (+50% Faster Wonder Production, X2 Production Speed for Forge) Trait 2 = Spiritual (No Anarchy, Production Speed X2 for Temples) Famous For = Ruler of Ancient Eygpt for many years and building wonders --==Augustus Caesar==-- Empire = Rome Trait 1 = Creative (+2 Culture per City, X2 Production Speed for Theatre and Coliseum) Trait 2 = Organised (-50% Civic Upkeep, X2 Productio Speed of Lighthouse and Courthouse) Famous For = Leading Rome after the death of Julius Caesar --Josef Stalin==-- Empire = Russia Trait 1 = Aggressive (Free Combat I promotion for Melee and Gunpowder units, X2 Production Speed for Barracks and Drydock) Trait 2 = Industrious (+50% Faster Wonder Production, X2 Production Speed for Forge) Famous For = Leading Russia through World War II and into the Cold War ------------------------------------------------------------------------------ [5.01] Unique Buildings Unique buildings are special to each and every Civilisation. These buildings replace one structure that you can build in your city and it will vary from civilisation to civilisation. They will replace one structure and their effect will be far more potent than their standard counterparts. Each Civ will have their own special building. --==American Empire==-- **Shopping Mall** Requirements = Refrigeration Tech Grocer in the City Replaces = Supermarket Production Hammers = 150 Hammers Effects = +10% Wealth from City +1 Health from Cows, Pigs, Deer and Sheep +1 Happiness from Hit Musicals, Hit Movies and Hit Singles --==Arabian Empire==-- **Madrassa** Requirements = Writing Replaces = Library Tech Production Hammers = 90 Hammers Effects = +25% Research Output in City Can turn two Citizens into a Priest Can turn two Citizens into a Scientist Required to build University, National Epic and Great Library --==Aztec Empire==-- **Sacrificial Altar** Requirements = Code of Laws Replaces = Courthouse Production Hammers = 90 Hammers Effects = -50% Maintenance cost for City Half Anger Duration for Sacrificing Population Required to build Forbidden Palace --==Carthaginian Empire==-- **Cothon** Requirements = Compass Replaces = Harbour Production Hammers = 100 Hammers Effects = +1 Trade Routes +50% Trade Route Yield +1 Health from Clams, Crabs and Fish --==Celtic Empire==-- **Dun** Requirements = Masonry Replaces = Walls Production Hammers = 50 Hammers (50% Less with Stone) Effects = +50% Defensive Bonus (except against Gunpowder units) Free Guerilla I Promotion to units trained in city Required to build Castle --==Chinese Empire==-- **Pavilion** Requirements = Drama Replaces = Theatre Production Hammers = 50 Hammers Effects = +3 Culture in the City +25% more Culture in City +1 Happiness for each 10% Culture Rate Can turn two Citizens into an Artist +1 Happiness from Dye Required to build Globe Theatre --==Egyptian Empire==-- **Monument** Requirements = Mysticism Replaces = Obelisk Production Hammers = 30 Hammers Effects = +1 Culture in the City Can turn two Citizens into a Priest Obsoleted by Calendar --==English Empire==-- **Stock Exchange** Requirements = Banking Replaces = Bank Production Hammers = 200 Hammers Effects = +65% More Wealth in City Required to build Wall Street --==French Empire==-- **Salon** Requirements = Astronomy Replaces = Observatory Production Hammers = 150 Hammers Effects = +25% more Research from City One free Artist Can turn one Citizen into a Scientist Required to build Laboratory --==German Empire==-- **Assembly Plant** Requirements = Assembly Line Replaces = Factory Production Hammers = 250 Hammers (50% Less with Coal) Effects = +25% Production in City +50% Production with Power Can turn four Citizens into an Engineer Required to build Coal, Nuclear and Hydro Power Plant --==Greek Empire==-- **Odeon** Requirements = Construction Replaces = Colosseum Production Hammers = 120 Hammers Effects = +3 Culture in the City +1 Happiness for each 20% Culture Rate Can turn two Citizens into an Artist +1 Happiness from Hit Singles --==Incan Empire==-- **Terrace** Requirements = Pottery Replaces = Granary Production Hammers = 60 Hammers Effects = +2 Culture in the City Stores 50% food after Population Growth +1 Health from Corn, Rice and Wheat --==Indian Empire==-- **Mausoleum** Requirements = Constitution Replaces = Jail Production Hammers = 120 Hammers Effects = -25% War Weariness +2 Happiness in City More likely to generate Great Prophet --==Japanese Empire==-- **Shale Plant** Requirements = Assembly Line Factory in City Replaces = Coal Plant Production Hammers = 150 Hammers Effects = +10 Production Provides Power (+2 Unhappiness) --==Korean Empire==-- **Seowon** Requirements = Education Library in City Replaces = University Production Hammers = 200 Hammers Effects = +3 Culture in the City +50% Research Required to build Oxford University --==Malinese Empire==-- **Mint** Requirements = Metal Casting Replaces = Forge Production Hammers = 120 Hammers Effects = +25% Production +10% Wealth Can turn one Citizen into an Engineer +1 Happiness from Gems, Gold and Silver Required to build Ironworks, Collossus, Eiffle Tower and Statue of Liberty +1 Unhealthiness --==Mongolian Empire==-- **Ger** Requirements = Horse Resource Replaces = Stable Production Hammers = 60 Hammers Effects = New Mounted Units gain +4 Experience Points --==Ottoman Empire==-- **Hammam** Requirements = Mathematics, Masonry Replaces = Aqueduct Production Hammers = 100 Hammers Effects = +2 Happiness +2 Health Required to build The Hanging Gardens --==Russian Empire==-- **Apotechary** Requirements = Guilds, Currency Replaces = Grocer Production Hammers = 150 Hammers Effects = +25% Wealth Can turn two Citizens into a Merchant +1 Health from Bananas, Spices, Sugar and Wine Required to build Supermarket --==Roman Empire==-- **Forum** Requirements = Currency Replaces = Market Production Hammers = 150 Hammers Effects = +25% Gold Output from City +25% Great Person Birth Rate Can turn two Citizens into a Merchant +1 Happiness from Fur, Ivory, Silk and Whale --==Russian Empire==-- **Research Institute** Requirements = Computers Observatory in City Replaces = Laboratory Production Hammers = 250 Hammers Effects = +1 Unhealtiness +50% Spaceship Production Two Free Scientists Can turn one Citizen into a Scientist --==Spanish Empire==-- **Citadel** Requirements = Engineering Walls in City Replaces = Castle Production Hammers = 100 Hammers (50% Less with Stone) Effects = +50% Defensive Bonus (except against Gunpowder Units) -50% Damage to Defences from Bombardment +2 Experience Points to new Siege Units +1 Trade Route until Economics --==Viking Empire==-- **Trading Post** Requirements = Sailing Replaces = Lighthouse Production Hammers = 60 Hammers Effects = Free Navigation I Promotion for all new Naval Units Water Tiles provide +1 Food Required to build Great Lighthouse --==Zulu Empire==-- **Ikhanda** Requirements = None Replaces = Barracks Production Hammers = 60 Hammers Effects = New Units receive +3 Experience Points -20% Maintenance Cost for City ------------------------------------------------------------------------------ [6.01] New Unique Units There are 6 new Unique Units with 6 new Civilisations. Like the Unique Buildings, they are Civ specific. --==Carthaginian Empire==-- **Numidian Cavalry** Production Hammers = 50 Hammers Replaces = Horse Archer Requirements = Horse Bonus Horseback Riding Archery Strength = 4 Movement = 2 Special Abilities = Immune to First Strikes +50% Attack Bonus against Melee Units +30% Withdrawal Chance Doesn't Receive Defensive Bonuses --==Celtic Empire==-- **Gallic Warrier** Production Hammers = 40 Hammers Replaces = Swordsman Requirements = Iron Working Iron Bonus Strength = 6 Movement = 1 Special Abilities = +10% City Attack Begins with Guerilla I Promotion automatically --==Korean Empire==-- **Hwacha** Production Hammers = 40 Hammers Replaces = Catapult Requirements = Construction Strength = 5 Movement = 1 Special Abilities = 25% to Withdraw from Combat Cause Collaterial Damage +50% Attack Bonus against Melee Units Can Bombard Cities at 15% a Turn Doesn't Receive Defensive Bonuses --==Ottoman Empire==-- **Janissary** Production Hammers = 80 Hammers Replaces = Musketman Requirements = Gunpowder Strength = 9 Movement = 1 Special Abilities = +25% Against Archery Units +25% Against Melee Units +25% Against Mounted Units --==Viking Empire==-- **Berserker** Production Hammers = 70 Hammers Replaces = Maceman Requirements = Copper or Iron Bronze Working Strength = 8 Movement = 1 Special Abilities = +50% Against Melee Units Starts with Amphibious Promotion +10% City Attack --==Zulu Empire==-- **Impi** Production Hammers = 35 Hammers Replaces = Spearman Requirements = Hunting Copper or Iron Strength = 4 Movement = 2 Special Abilities = +100% Against Mounted Units Starts with Mobility Promotion ------------------------------------------------------------------------------ [7.01] Trebuchet Your medieval age era Siege Weapon that you can now use. This Siege Weapon can come in handy during the Medieval and Renaissance Era. Production Hammers = 60 Hammers Requirements = Engineering Strength = 4 Movement = 1 Special Abilities = 25% Chance to Withdraw from Combat Causes Collaterial Damage Receives +100% Strength Bonus against Units in Cities Can Bombard Cities at 25% Doesn't Receive Defensive Bonuses ------------------------------------------------------------------------------ [7.02] Trireme Your early era fighting ship that fights by ramming your opponents. This holds an edge over the standard Galley. Production Hammers = 50 Hammers Requirements = Sailing Strength = 2 Movement = 2 Special Abilities = +50% Against Galleys Cannot Enter the Ocean ------------------------------------------------------------------------------ [8.01] Stable There are two new buildings and the Stable is one of them. Consider it the barracks for mounted Units. It is available right from the start, making control of Horses even more vital. Production Hammers = 60 Hammers Special Abilities = New Mounted Units Receive +2 Experience Points ------------------------------------------------------------------------------ [8.02] Monument The Monument replaces the Obelisk building which is given to the Egyptians as the Unique Building. This is a weaker version of that. Production Hammers = 30 Hammers Requirements = Mysticism Effects = +1 Culture to the City Obsoleted By = Calendar ------------------------------------------------------------------------------ [9.01] The Great Wall of China Located In = China Production Hammers = 250 Hammers (50% Less with Stone) Requirements = Masonry Culture Points = +2 Great Person Points = +2 Effects = Prevents Barbarians entering your cultural borders on your main continent Doubles the amount of Great General Points from Battle in Cultural Borders Obsoleted By = Nothing This is one that you should strive to get. It provides you security from any barbarian attacks until you decide to expand your Civ as well as giving you more opportunities for gaining the Great General who is a massive bonus to your starting troops. ------------------------------------------------------------------------------ [9.02] The Temple of Artemis Located In = Ephesus, Turkey Production Hammers = 400 Hammers (50% Less with Marble) Requirements = Polytheism Culture Points = +8 Great Person Points = +2 Effects = +100% Trade Route Yield 1 Free Priest More Likely to Generate Great Merchant Obsoleted By = Chemistry This is useful because it will yield more from Trade Routes and in the beginning, Gold is a very important commodity as it can help you obtain other technologies at a fee, one that you can pay. ------------------------------------------------------------------------------ [9.03] The University of Sankore Located In = Timbuktu, Mali Production Hammers = 550 Hammers (50% Less with Stone) Requirements = Paper Culture Points = +8 Great Person Points = +2 Effects = +2 Research Points from State Religious Buildings More Likely to Generate Great Scientist Obsoleted By = Computers Somewhat useful to you if you have a State Religion, but this isn't exactly necessary to build, unless you want all the World Wonders in your borders. ------------------------------------------------------------------------------ [10.01] Updates There are many updates from the base game so I'll do the job of listing them down. * Cannot Airlift Units from Foreign Cities * Cultural Borders expand at 10, 100, 1000, 5000 and 50000 * Marines and SAM Infantry upgrade to Mechanised Infantry * Gunships move faster along friendly Railway Lines * Increased Production Cost for Praetorians * Decreased Production Cost for Jaguars * Spies now do not have a maintenance cost for each turn * Quechas start with Combat I Promotions * Horse Archers -10% Attack against Cities * Cossacks have 15 Strength, +50% Against Mounted Units * Chariots +50% Strength Bonus against Axemen, Withdraw Chance reduced to 10% * Horse Archers have 20% Withdrawal Chance * Guerilla III Promotion, +25% Attack Bonus into Hills * Drill II gives 20% Collaterial Damage Protection * Drill III gives an extra 20% Collaterial Damage Protection * Drill IV gives another extra 20% Collaterial Damage Protection * Production Yield from Cutting a Forest is now 20 * When Removing a Forest, the further away the city, the lower the yield * Horseback Riding is now a Classical Tech * Mathematics increase Forest Cutting Yields by 50% * Calendar now centres the World Map, not Astronomy * Gunpowder is now required for Pinch Promotion * Kremlin gives -33% Hurry Production Cost * Cost of SDI Increased * SDI cannot be built until Manhattan Project is complete * Wonders continue to generate Great Person Points, even if Obsolete * West Point Available if you have a Level 6 Unit * Heroic Epic Available if you have a Level 5 Unit * Spiral Minaret gives +2 Gold for each State Religion Building in Empire * Free Trade is Medium Upkeep * State Property is Low Upkeep * Herditary Rule is Low Upkeep * Representation is Medium Upkeep, +2 Happiness in Biggest Cities * Slavery has no Upkeep * Emancipation is Low Upkeep * Nationhood has no Upkeep * Environmentalism has Medium Upkeep, Available through Medicine Tech * Free Speech is Low Upkeep * Castles give +1 Trade Routes until Economics Tech * City Garrison and City Raider included Defensive bonuses in Forts as well * Forsts provide Defensive bonuses to your nation or vessal * Barracks cost 50 Hammers but give 3 Experience Points * Forests provide +0.5 Health if in City Radius ------------------------------------------------------------------------------ [A] Contact Information Appears on g,a,m,e,f,a,q,s.c,o,m ALWAYS (remove the commas) ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. If it is, don't bother as I won't reply. ****************************************************************************** To contact me, e-mail me at hillsdragon13 [at] hotmail [dot] com Replace at with @ and dot with . Don't add me to MSN Messenger List because if I don't know you, I won't accept you, simple as that. E-Mail me (and anyone else you want to e-mail) with courtesy and respect as we are living people like you. Have a title of what you are sending so I know what is going on. If you try to send attachments, I won't open them so stick the information in the E-Mail. Please write in English or anything close to it. It can't understand foreign languages so please don't give me a page long quite in Mexican or Antarctic penguin language cause I don't understand. Don't write in sloppy English. I mean, who the hell would understand "Hwo Od Yoi Di Tjih Ni Cvilztin Flr?" Don't be too formal, a question is not a freakin business agreement so don't say "Dear Sir, In accordance to your Walkthrough to the PC Game, Civ IV, ..." it makes me wonder if I'm talking to a freak the President of the United States of America or Bill Gates or Donald Trump. I will credit you if your send me information about this game that is not in the FAQ. I will also be grateful if you see this FAQ somewhere else other than Gamefaqs or a site which has my permission. If you do, tell me so I can kick their ass to Pluto and make them bounce off to the other side of the Universe. I will not respond to: * Spam * Bill Gate's Spam (He gets spam of up to 4 million per day) * Something not related with this * Something already covered * Illegal stuff, like CD-Keys and Pirated Versions * Technical Problems Technical Problems will not be answered as they should be sent to Firaxis not me. I didn't design the game so I shouldn't know what's wrong with it, its your game not MINE. ------------------------------------------------------------------------------ [B] Webmaster Information ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS, MY FAQ ON OTHER SITES MY BE OUTDATED YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT. YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT. ------------------------------------------------------------------------------ [C] Credits This section is where you see your name. It will be long. The names are either Board Names from the Boards or your e-mail so if your name is Bob Rob and another Bob Rob posted the message, the First Bob Rob will not be credited so in short, someone around the world who shares the same name as you will not be credited for your work. CJayC for hosting this FAQ Me for writing it Firaxis Games for developing it 2K Games for distribution ------------------------------------------------------------------------------ [D] Sites FAQ is on Current FAQ is On www.gamefaqs.com will always have the latest versions May be Outdated www.neoseeker.com will have a version of this FAQ www.supercheats.com ------------------------------------------------------------------------------ [E] Copyright This game is Copyright 2007 Firaxis Games and 2K Games. All Rights Reserved This document is copyrighted by US and Canadian and Australian Laws. This FAQ is for personal use only. This is not to be used for commercial or personal gain. Websites publishing this guide without permission will face punishment under the law. All sites except GAMEFAQS are not allow to host this FAQ without my permission. This document is protected by the copyright laws that were founded in the Bernes Copyright Convention in 1968. It states that: The expression �literary and artistic works� shall include every production in the literary, scientific and artistic domain, whatever may be the mode or form of its expression, such as books, pamphlets and other writings; lectures, addresses, sermons and other works of the same nature; dramatic or dramatico-musical works; choreographic works and entertainments in dumb show; musical compositions with or without words; cinematographic works to which are assimilated works expressed by a process analogous to cinematography; works of drawing, painting, architecture, sculpture, engraving and lithography; photographic works to which are assimilated works expressed by a process analogous to photography; works of applied art; illustrations, maps, plans, sketches and three-dimensional works relative to geography, topography, architecture or science. If you fail to follow the law, you will be indited for fraud and is a criminal offense and result in a criminal record. You will find it extremely hard to find a job if you have a criminal record. Do not sell this document or claim it as your own or you will be punishable under the law. If you wish to know more about this law as you don't believe that you are breaking copyright, feel free to do a google search on the Bernes Copyright Convention. You are not to sell this piece of work, claim it as your own, make any finanical gain out of this guide, or any other illegal activity. You are allowed to print this guide out and use it for personal uses but that is the only thing you can do with this guide. Please abide with the terms. If not, you will be facing a lawsuit you cannot win. This document is copyright 2007. All Rights are made of music.