Games PC SID MEIER S-CIVILIZATION IV-POSTER BACK User Manual

5 (1)
Games PC SID MEIER S-CIVILIZATION IV-POSTER BACK User Manual

 

Civic

Name

Upkeep Cost

 

Required

 

Technology

Effect One

 

Effect

Two

 

 

 

 

 

 

 

 

Government

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Despotism

Low

 

 

None

None

 

None

 

Hereditary Rule

Medium

 

Monarchy

+1 happy per military

 

None

 

 

 

 

 

 

 

 

unit stationed in city

 

 

 

 

 

 

 

 

 

 

 

Representation

Low

 

Constitution

+3 beakers per specialist

 

+3 happy in 5 largest cities

 

Police State

High

 

Fascism

+25% military unit production

 

-50% war weariness

 

Universal Suffrage

Medium

 

Democracy

+1 hammer from town

 

Can spend gold to finish production in a city

 

Legal

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Barbarism

Low

 

 

None

None

 

None

 

Vassalage

High

 

Feudalism

New units receive +2 experience points

 

Lower unit support costs

 

Bureaucracy

Medium

 

Civil Service

+50% hammers, +50% gold in capital

 

None

 

Nationhood

Low

 

Nationalism

Can draft 3 units per turn

 

+2 happy per Barracks

 

Free Speech

None

 

Liberalism

+2 gold from town

 

+100% culture in all cities

 

Labor

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Tribalism

Low

 

 

None

None

 

None

 

Slavery

Low

 

Bronze Working

Can sacrifice population

 

None

 

 

 

 

 

 

 

 

to finish production in a city

 

 

 

 

 

 

 

 

 

 

 

Serfdom

Low

 

Feudalism

Workers build improvements +50% faster

 

None

 

Caste System

Medium

 

Code of Laws

Unlimited Artists, Scientist, Merchant

 

None

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Civic

Name

Upkeep Cost

 

Required

 

Technology

Effect One

 

 

Effect

Two

 

 

 

 

 

 

 

 

Labor

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Emancipation

None

 

Democracy

+100% growth for cottage,

 

 

Unhappiness penalty for

 

 

 

 

 

 

 

 

hamlet, village

 

 

civs without Emancipation

 

Economy

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Decentralization

Low

 

 

None

None

 

 

None

 

Mercantilism

Medium

 

Banking

+1 free specialist per city

 

 

No foreign trade routes

 

Free Market

Low

 

Economics

+1 trade routes per city

 

 

None

 

State Property

None

 

Communism

No maintenance costs

 

 

+1 food from workshop, watermill

 

 

 

 

 

 

 

 

from distance to palace

 

 

 

 

 

 

 

 

 

 

 

 

Environmentalism

High

 

Ecology

+5 health in all cities

 

 

+1 happy from jungle, forest

 

Religion

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Paganism

Low

 

 

None

None

 

 

None

 

Organized Religion

High

 

Monotheism

Can build missionaries without monastery

 

 

Cities with state religion construct

 

 

 

 

 

 

 

 

 

 

 

buildings +25% faster

 

Theocracy

Medium

 

Theology

+2 experience points in cities

 

 

No non-state religion spread

 

 

 

 

 

 

 

 

with state religion

 

 

 

 

 

 

 

 

 

 

 

 

Pacifism

None

 

Philosophy

+100% great person birth rate

 

 

+1 gold support cost

 

 

 

 

 

 

 

 

in cities with state religion

 

 

per military unit

 

Free Religion

Low

 

Liberalism

No state religion,

 

 

+10% research in all cities

 

 

 

 

 

 

 

 

+1 happy per religion in a city

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Improvements/

Requires

 

 

Food

Production

 

 

Commerce

 

 

Comments

 

 

Improvements/

Requires

Food

Production

Commerce

Comments

 

Resources

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Resources

 

 

 

 

 

 

 

Camp

Hunting

 

+0

+0

 

+0

 

 

 

 

 

Gold

 

0

+1 with mine

+1, +6 with mine

+1 happy

 

 

Deer

 

 

 

+1, +2 with Camp

0

 

0

 

 

 

+1 health

 

Silver

 

0

+1 with mine

+1, +4 with mine

+1 happy

 

 

Fur

 

 

0

 

0

 

 

+1, +3 with Camp

 

+1 happy

 

Offshore Platform

Plastics

0

0

0

 

 

 

 

Ivory

 

 

0

 

+1, +1 with Camp

 

 

+1 with Camp

 

+1 happy

 

Oil

Scientific Method

0

+1, +2 with offshore platform

+1 with offshore platform

 

 

 

Cottage

Pottery

 

0

 

0

 

 

+1g

 

Becomes a Hamlet in 10 turns

 

Pasture

 

Animal Husbandry

0

0

0

 

 

 

Hamlet

Pottery

 

0

 

0

 

 

+2g

 

Becomes a Village in 20 turns

Horse

 

0

+1, +2 with pasture

+1 with pasture

 

 

 

 

Village

Pottery

 

0

 

0

 

 

+3, +1 with Printing Press

 

Becomes a Town in 40 turns

 

Cow

 

+1, +1 with pasture

+2 with pasture

0

+1 health

 

 

Town

Pottery

 

0

 

+1 with Universal Suffrage

 

 

+4, +1 with Printing Press,

 

 

 

 

Pig

 

+1, +3 with pasture

0

0

+1 health

 

 

 

 

 

 

 

 

 

 

 

+2 with Free Speech

 

 

 

 

Sheep

 

+1, +2 with pasture

0

+1 with pasture

+1 health

 

Farm

Agriculture

 

 

+1, +1 with Biology

0

 

0

 

 

 

Carries irrigation (with Civil Service)

 

 

 

 

 

 

 

 

Plantation

Calendar

0

0

0

 

 

 

 

Corn

 

 

 

+1, +2 with Farm

0

 

0

 

 

 

+1 health

 

 

 

 

 

 

 

 

 

 

 

 

Banana

 

+1, +2 with plantation

0

0

+1 health

 

 

Rice

 

 

 

+1, +1 with Farm

0

 

0

 

 

 

+1 health

 

 

 

 

 

 

 

 

 

 

 

Dye

 

0

0

+1, +4 with plantation

+1 happy

 

 

Wheat

 

 

 

+1, +2 with Farm

0

 

0

 

 

 

+1 health

 

 

 

 

 

 

 

 

 

 

 

Incense

 

0

0

+1, +5 with plantation

+1 happy

 

Fishing Boats

Fishing

 

0

 

0

 

0

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Silk

 

0

0

+1, +3 with plantation

+1 happy

 

 

Clam

 

 

 

+1, +2 with Fishing Boats

0

 

0

 

 

 

+1 health

 

 

 

 

 

 

 

 

 

 

 

Spices

 

+1 with plantation

0

+1, +2 with plantation

+1 happy

 

 

Crab

 

 

 

+1, +2 with Fishing Boats

0

 

0

 

 

 

+1 health

 

 

 

 

 

 

 

 

 

 

 

Sugar

 

+1, +1 with plantation

0

+1 with plantation

+1 happy

 

 

Fish

 

 

 

+1, +3 with Fishing Boats

0

 

0

 

 

 

+1 health

 

 

 

 

 

 

 

 

 

 

 

Quarry

 

Masonry

0

0

0

 

 

Fort

Mathematics

 

0

 

0

 

0

 

 

 

+25% defense

 

 

 

 

 

 

 

 

 

 

Marble

 

0

+1, +1 with quarry

+2 with quarry

 

 

 

Hit Movies

Hollywood

 

0

 

0

 

0

 

 

 

+1 happy

 

 

 

 

 

 

 

 

 

 

 

Stone

 

0

+1, +2 with quarry

0

 

 

 

Hit Musicals

Broadway

 

0

 

0

 

0

 

 

 

+1 happy

 

 

 

 

 

 

 

 

 

 

 

Watermill

Machinery

+1 with State Property

+1, +1 with Replaceable Parts

+2 with Electricity

 

 

 

Hit Singles

Rock N Roll

 

0

 

0

 

0

 

 

 

+1 happy

 

 

 

 

 

 

 

 

 

 

Well

 

Combustion

0

0

0

 

 

Lumbermill

Replaceable Parts

 

0

 

+1

 

 

+1 next to river

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Oil

Scientific Method

0

+1, +2 with well

+1 with well

 

 

 

Mine

Mining

 

0

 

+2

 

0

 

 

 

Small chance to discover metals

 

 

 

 

 

 

 

 

 

 

Whaling Boats

Optics

0

0

0

 

 

 

 

Aluminum

Industrialism

 

0

 

+1, +3 with Mine

 

 

+1 with Mine

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Whale

+1

+1 with whaling boats

+2 with whaling boats

+1 happy

 

 

 

 

Coal

Steam Power

 

0

 

+1, +3 with Mine

 

0

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Windmill

Machinery

+1

+1 with Replaceable Parts

+1, +1 with Electricity

 

 

 

 

Copper

Bronze Working

 

0

 

+1, +3 with Mine

 

0

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Winery

 

Monarchy

0

0

0

 

 

 

Iron

Iron Working

 

0

 

+1, +3 with Mine

 

0

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Wines

 

+1 with winery

0

+1, +2 with winery

+1 happy

 

 

Uranium

Physics

 

0

 

0

 

 

+3 with Mine

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Workshop

Metal Casting

-1, +1 food with State Property

+1, +1 with Guilds,

0

 

 

 

 

Gems

 

 

0

 

+1 with Mine

 

 

+1, +5 with Mine

 

+1 happy

 

 

 

 

+1 with Replaceable Parts

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

NOT/ONLY available to

 

 

 

 

 

 

 

 

 

 

 

 

recon

 

 

 

 

 

 

 

 

 

 

 

 

melee

 

 

+10% withdrawal

 

+20% withdrawal, immune to first strikes

-1 terrain movement costs

 

 

+20% vs. cities

+25% vs. cities

 

+30% vs. cities

gunpowder

 

 

 

 

 

 

 

 

 

 

 

+10% vs. guns

archer

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

mounted

 

 

 

 

 

 

 

 

 

 

 

 

armor

 

 

 

 

 

 

 

 

 

 

 

 

helicopter

 

 

+1 movement

 

+1 movement

 

 

 

+10% cities bombard damage

 

 

siege

 

 

 

 

 

 

 

 

 

 

 

 

naval

 

Combat

 

 

 

 

+1 visibility range

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

+10% strength

+10% strength

+10% strength

 

 

+20% collateral

+30% collateral

 

+50% collateral

 

 

 

 

 

+10% vs. melee

 

+10% vs. guns

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Ambush

Combat IV

 

City Garrison

City Garrison II

City Garrison III

 

 

+25% vs. melee

 

+25% vs. armor

 

+10% strength,

 

+20% city defense

+25% city defense

 

+30% city defense

 

 

Pinch

 

 

 

recover +10%

 

 

 

 

+10% vs. melee

 

 

 

 

 

health in neutral

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Drill

Drill II

 

Drill III

 

 

+25% vs. guns

 

+25% vs. mounted

 

+10% strength,

 

 

 

 

 

Drill IV

 

Cover

 

Charge

 

recover +10% health in enemy lands

+1 first strike chance

+2 first strike chances

+2 extra first strike

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Guerilla

Guerilla II

 

+2 extra first strike

 

 

 

 

 

 

 

 

 

 

 

 

 

+25% vs.archers

 

+25% vs. siege

 

 

 

 

 

 

 

+10% vs mounted

 

 

 

 

Amphibious

 

use enemy roads

 

+20% hills defense

+30% hills defense double

 

 

 

 

 

 

 

 

 

 

 

movement in hills

 

 

 

 

 

 

 

 

Blitz

 

Woodsman

Woodsman II

 

 

 

 

 

no combat penalties for attacking

 

 

 

Promotions in

 

 

 

 

 

 

 

 

 

 

 

 

across river or from sea

 

 

 

 

 

 

 

 

 

 

 

multiple attacks per turn

 

 

double movement in forest

Civilization

 

 

 

 

 

March

 

+20% forest defense

 

 

 

 

 

 

 

 

+30% forest defense

 

 

 

 

 

 

 

 

 

 

+20% jungle defense

+30% jungle defense

 

 

 

 

 

 

 

 

 

 

 

double movement in jungle

 

 

 

 

 

 

 

recover health while moving

 

 

 

 

 

 

Promotion Name

Required Promotions

Available to

 

Effect

Promotion Name

Required Promotions

Available to

Effect

Promotion Name

Required Promotions

Available to

Effect

Accuracy

City Raider I or Barrage I

Siege

 

+10% city bombard damage

Combat II

Combat I

All

+10% strength

Guerilla I

None

Recon, Archery, Gunpowder

+20% hills defense

Ambush

Combat II

Siege, Gunpowder,

 

+25% vs. armored units

Combat III

Combat II

All

+10% strength

Guerilla II

Guerilla I

IVRecon, Archery, Gunpowder +30% hills defense,

 

 

Armored, Helicopter

 

 

Combat IV

Combat III

All

+10% strength, heals extra 10% damage

 

 

 

double movement in hills

 

 

 

 

 

 

 

 

 

Amphibious

Combat II

Recon, Mounted, Archery,

 

No combat penalty for attacking

 

 

 

per turn in neutral lands

March

Combat III or Medic I

Recon, Archery, Mounted,

Can heal while moving

 

 

Melee, Siege, Gunpowder

 

from sea or across river

Combat V

Combat IV

All

+10% strength, heals extra 10% damage

 

 

Melee, Siege, Gunpowder

 

 

 

 

 

 

 

 

 

 

Barrage I

None

Siege, Armored

 

+20% collateral damage

 

 

 

per turn in enemy lands

Medic I

Combat I

All except Armored and Helicopter

Heals units in the same tile

Barrage II

Barrage I

Siege, Armored

 

+30% collateral damage,

Commando

Combat IV

Recon, Archery, Mounted,

Can use enemy roads

 

 

 

extra 10% damage per turn

 

 

 

 

 

 

 

 

 

+10% vs. melee units

 

 

Melee, Gunpowder, Armored

 

Medic II

Medic I

All except Armored and Helicopter

Heals units in adjacent tiles

Barrage III

Barrage II

Siege, Armored

 

+50% collateral damage,

Cover

Combat I

Archery, Melee, Gunpowder

+25% vs. archery units

 

 

 

extra 10% damage per turn

 

 

 

 

 

 

 

 

 

+10% vs. gunpowder units

Drill I

None

Archery, Siege, Armored,

1 extra first strike chance

Mobility

Flanking II

Mounted, Armored

-1 terrain movement cost

 

 

 

 

 

 

 

 

 

Blitz

Combat III

Mounted, Armored, Helicopter

 

Can attack multiple times per turn

 

 

Helicopter, Naval

 

Navigation I

Flanking I

Naval

+1 movement range

Charge

Combat II

Mounted, Melee, Armored, Helicopter

+25% vs. siege weapons

Drill II

Drill I

Archery, Siege, Armored,

1 extra first strike

Navigation II

Navigation I

Naval

+1 movement range

City Garrison I

None

Archery, Gunpowder

 

+20% city defense

 

 

Helicopter, Naval

 

Pinch

Combat I

Mounted, Gunpowder, Armored, Helicopter

+25% vs. gunpowder units

 

 

 

 

 

City Garrison II

City Garrison I

Archery, Gunpowder

 

+25% city defense

Drill III

Drill II

Archery, Siege, Armored,

+2 first strike chances

Sentry

Combat III or Flanking I

Recon, Mounted, Helicopter, Naval

+1 visibility range

 

 

 

Helicopter, Naval

 

 

 

 

 

 

 

 

 

 

 

 

 

City Garrison III

City Garrison II

Archery, Gunpowder

 

+30% city defense,

Drill IV

Drill III

Archery, Siege, Armored,

+2 first strikes,

Shock

Combat I

Archery, Mounted, Melee, Siege

+25% vs. melee units

 

 

 

 

+10% vs. melee units

 

 

 

 

 

 

 

 

 

 

Helicopter, Naval

+10% vs. mounted units

Woodsman I

None

Recon, Melee, Gunpowder

+20% jungle defense,

 

 

 

 

 

 

 

City Raider I

None

Melee, Siege, Armored

 

+20% city attack

Flanking I

None

Mounted, Armored,

+10% withdraw chance

 

 

 

+20% forest defense

 

 

 

 

 

 

 

 

 

City Raider II

City Raider I

Melee, Siege, Armored

 

+25% city attack

 

 

Helicopter, Naval

 

Woodsman II

Woodsman I

Recon, Melee, Gunpowder

+30% jungle defense,

City Raider III

City Raider II

Melee, Siege, Armored

 

+30% city attack,

Flanking II

Flanking I

Mounted, Armored,

+20% withdraw chance;

 

 

 

+30% forest defense,

 

 

 

 

double movement in jungle and forest

 

 

 

 

+10% vs. gunpowder units

 

 

Helicopter, Naval

Immune to First Strike

 

 

 

 

 

 

 

 

 

 

 

 

 

Combat I

None

All

 

+10% strength

Formation

Combat II

Archery, Mounted,

+25% vs. mounted units

 

 

 

 

 

 

 

 

 

 

 

Melee, Gunpowder

 

 

 

 

 

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