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Welcome Back to the West
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Posted on 08/01/16
The only thing that stops the dust is the rain. It’s a sweet reprieve, but there is no middle ground. The land is either as dry as the Betty Ford clinic, or as wet as the ocean floor. Everything can be seen from the ridge overlooking Armadillo as John Marston gently bounces along atop...

Sid Meier's Civilization Revolution FAQ/ Walkthrough

Version 3.00 by

Civilization Revolution for Xbox 360
Copyright 2008 Ross Ramsey
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

2.10 - Forgot Ghandi! 8-04-2008

3.00 - More detail on technologies, units, buildings, wonders and artifacts.

A button Move unit
X button Fortify unit
B button Sleep unit
Y button Access the 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/Artifacts [wndr]
vii. Great Persons [grtp]
viii. FAQ/Strategy [fqst]
a. Main Menu [mmnu]
b. Starting a New Game [snng]
c. How to Play [htpy]
d. Establishing a City [estc]
e. Advanced Diplomacy [avdy]
f. Advisors [dvsr]
g. Civilopedia [cvlp]
h. FAQ [qafq]
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 do not only affect the defending
unit. The attacker receives a bonus from his/her terrain defenses as well
(unlike in Civilization IV).

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.

-Produce +1 food (+3 food if city has a Granary)
-No defensive bonus
-Movement cost is 1 mp (movement point)

-Produce +1 trade (+3 with Trading Post)
-No defensive bonus
-Movement cost is 1 mp

-Adds +1 production (+4 with Iron Mine)

-Adds +2 production
-50% defensive bonus
-Movement cost is 2 mp

-Add +1 production (+3 with Workshop)
-50% defensive bonus
-Movement cost is 2mp

-Produce +2 food
-No defensive bonus
-Movement cost is 1mp

-Produce +2 trade (+1 food with Harbor)
-No defensive bonus
-Movement cost is 1mp

-No production
-No defensive bonus
-Movement cost is 2mp

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

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

You can manage a city's workers through the City Screen. In that screen, choose
the "Manage Workers" tab to view the tiles that your city is currently working
on. Tiles that are colored in with your civilization's color are being managed
by your workers. To inactivate these tiles, highlight them with the left analog
stick and press A. Use the same method to activate tiles. You can focus your
production on whatever you see fit.

Choose from any of the following settings:
Production (hammers)
Food (green apples)
Custom (use the method above to work on selected city tiles)

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

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

Press the B button to retreat from battle.

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.

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.

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.

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.

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.

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

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.

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.

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.

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.

Leader: Ghandi
Specialties: Starting: Start game with access to all nearby resources
Ancient: Civilization not affected by Anarchy
Medieval: Receive Religion technology
Industrial: Settlers cost half
Modern: Courthouses cost half
No Special Units

Indian strategy: Ghandi's starting bonus is one of the best in the game. With
access to all resources, you will be able to expand your capital with ease.
India's later bonuses are not particularly valuable, but being able to avoid
the effects of anarchy may save you a turn or two. Anything helps, right?
Cultural and economic victories are probably your best hope with the Indian
civilization as they have no unique units.

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.

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 artifact 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.

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.

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.

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.

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
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
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

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

Tech: Gunpowder
Prerequisites: Feudalism, Invention
Enables: Rifleman, Sulfur

Tech: Horseback Riding
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
Enables: Wine, Granary, Hanging Gardens

Tech: Printing Press
Prerequisites: University, Religion

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

Prerequisite: Engineering
Effects: Increase a city's growth rate by 50%
Cost: 120 hammers

Aqueduct notes: Aqueducts will allow your city to grow more quickly. They
are the necessary food collection buildings after granaries. Having one of
these in every city will give you a tremendous boost in all areas because
your cities will be able to produce more culture, wealth and research as they

Prerequisite: Banking
Effects: Quadruples wealth production
Cost: 120 hammers

Bank notes: I don't usually rush the production of my buildings unless they
are going to return the favor by adding to my income. Banks certainly fit into
that category. You do not need one in every city but you should probably have
one or two cities dedicated to wealth collection. Construct a bank or two as
soon as you have researched banking. You may even want to consider rushing their
production. They pay for themselves in a matter of a few turns.

Prerequisite: Bronze Working
Effects: +3 experience to military units
Cost: 40 hammers

Barracks notes: Every time you produce a military unit in a city with a
barracks, that unit will receive 3 experience points and become a veteran
immediately. This gives that unit a 50% attack and defense bonus. Now, in other
Civilization games, you would have a barracks in almost every one of your
cities. Fortunately Civilization Revolution added the "form army" combat
feature. You only need one veteran in each army you form. Taking this into
account, you will only need a barracks in one or two of your cities. You
can produce military units in other cities and then form armies with your
veteran units. That way you get the most bang for your buck. It also allows
other cities to focus on economic expansion.

Prerequisite: Religion
Effects: Receive +2 culture from each citizen
Cost: 160 hammers

Cathedral notes: You need a theater in at least your two largest cities.
Larger cities will garner a much more of an advantage from cathedrals than
smaller cities. More culture from more people will help your civilization
expand. You will also be able to generate more Great People.

Prerequisite: Literacy
Effects: Increase a city's area
Cost: 80 hammers

Courthouse notes: Courthouses are a must for every city. With more available
tiles to work on, your cities will be able to produce more of whatever they
are specializing in. They can collect more food, hammers, wealth and research.
They also produce a small amount of culture. If you construct the Magna Carta
wonder with a courthouse in every city, you will be well on your way to
a cultural victory.

Prerequisite: Industrialization
Effects: Doubles a city's production
Cost: 200 production

Factory notes: You should place a couple of these in cities where your focus
is production. These cities will be located near hills, forests and mountains.
They are a little on the expensive side but will pay massive dividends in
the Modern Age when you are producing a Tank every other turn.

Effects: Receive +2 food from plains
Cost: 40 hammers

Granary notes: These are good for cities surrounded by plains (obviously).
Granaries are not quite as important as aqueducts for the development of
your cities. Having said that, a city with multiple plains tiles can benefit
massively from a granary.

Prerequisite: Navigation
Effects: Receive +1 food from ocean plots
Cost: 100 hammers

Harbor notes: Harbors are must-haves for coastline cities. When cities collect
more food they can develop and grow. Cities with a lot of ocean tiles will
end up generating a lot of income later in the game. Before that can happen,
you will have to make good use of the available city tiles by building a

Iron Mine
Prerequisite: Railroad
Effects: Receive +4 production from mountain plots
Cost: 80 hammers

Iron Mine notes: The Iron Mine will allow your mountain tiles to produce
five hammers each. A city with multiple mountains, an Iron Mine and a factory
will produce buildings at a ridiculous rate. You should have two or three
cities next to mountains for maximum production. If you have an Iron Mine in
each of them, your opponents will not be able to keep up with you.

Prerequisite: Alphabet
Effects: Doubles a city's research production
Cost: 40 hammers

Library notes: I try to have a library in every city. The exception may be
in a wealth-specialized city. The more science you are producing, the more
easily you will be able to research newer technologies. Any time you gain
an advantage in the technology race a lot of victory options become
available to you.

Prerequisite: Currency
Effects: Doubles a city's wealth production
Cost: 60 hammers

Market notes: Markets are necessary for cities located near deserts or oceans.
Remember that any time you are producing gold in a city you are sacrificing
possible research outlets. You will need a couple of these to keep your
treasury from becoming a black hole.

Prerequisite: None
Effects: Produces culture, establishes a capital

Palace notes: Don't waste your time building a palace unless you absolutely
have to change the location of your capital. Of course, by the time you need
to it's probably too late anyway.

Prerequisite: Superconductor
Effects: Shoots down ICBMs

SDI notes: You don't really need this unless an enemy is constructing the
Manhattan project. I usually just take my changes. ;)

Prerequisite: Ceremonial Burial
Effects: +1 culture for each citizen
Cost: 40 hammers

Temple notes: Temples generate culture. They have more of an effect in larger
cities. Having one in every city will allow you to expand your empire and
generate great people. Look into building courthouses and cathedrals later
in the game.

Trading Post
Prerequisite: Code of Laws
Effects: +2 trade from desert plots
Cost: 60 hammers

Trading Post notes: Trading Posts are necessary upgrades for desert-oriented
cities. These cities will probably end up specializing in income anyway. The
more desert tiles you have at your disposal, the more revenue your city will
be able to generate. Consider building a bank and market in your city as well.

Prerequisite: University
Effects: Quadruples research production
Cost: 160 hammers

University notes: Universities are the culture/science upgrades to libraries.
You should try to have one in every city except those that are specializing
in wealth. Being able to research new technologies at a faster rate will allow
you to access new buildings, wonders and military units before your opponents.

Prerequisite: Masonry
Effects: Doubles defensive bonuses against military and culture
Cost: 100 hammers

Walls notes: City walls are an important upgrade for just about every city. I
tend to play on the safe side so I always feel a little nervous about leaving
a city without walls. As long as you keep up with your opponents technology-
wise, you can make up for a lack of military units by building walls. An
Archer who is fortified behind city walls will be able to defeat multiple
horsemen and maybe even a catapult.

Prerequisite: Construction
Effects: Receive +2 production from hills plots
Cost: 60 hammers

Workshop notes: Workshops will allows your hill squares to produce 3 hammers
for your city. These are necessary upgrades for cities with multiple hills.
Remember to install a factory later on to get the most out of your city
tiles. Workshops are certainly worthwhile investments.

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

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.

Attack: 1
Defense: 2
Movement: 1
Technology: Bronze Working

Archer strategy: Archers are your Ancient Age defenders. You will need at least
one in every city if you're going to repel the early rushes. Later in the game,
you will be able to upgrade them to Riflemen.

Attack: 16
Defense: 2
Movement: 2
Technology: Automobile

Artillery strategy: Artillery should be the frontline of your attack. They deal
a lot of damage to even the most powerful units of the Industrial Age. Don't
defend with them though. You will be sorely disappointed when a lone Horseman
takes your city away from an Artillery. They suffer a horrible defense penalty.

Attack: 12
Defense: 18
Movement: 4
Technology: Steel

Battleship strategy: Battleships are the kings of the ocean. The only units
that can counter them are other Battleships and air units. Place a couple
Battleships along an enemy's coastline to stifle any transportation or trade.
They can also provide naval support for any adjacent land units.

Attack: 18
Defense: 3
Movement: 6
Technology: Advanced Flight

Bomber strategy: Bombers have the highest attack in the game. When you want to
take a city in the Modern Age, Bombers are a must-have. There isn't a whole lot
that can defend against Bombers. You should use them to clear the path for any
land units to slide in and capture cities.

Attack: 6
Defense: 2
Movement: 1
Technology: Metallurgy

Cannon strategy: Cannons are slightly upgraded catapults. If you are conducting
a Medieval Age invasion of an opponent, you should probably lead your attack
with a couple cannons. They have great attack power considering their early-
game availability. Like with catapults and artillery, avoid defending your
cities with these guys. As you can see, their defensive abilities are limited.

Attack: 0
Defense: 0
Movement: 3
Technology: Currency

Caravan strategy: Well, caravans aren't military units by any means. They are,
however, useful for gathering that extra bit of income that you need. Build
them in any city and send to foreign cities to establish trade routes. The
opponent who receives the caravan will garner a slight wealth bonus (35%-45%
of what you will gain. So choose the recipient wisely.

Attack: 4
Defense: 1
Movement: 1
Technology: Mathematics

Catapult strategy: Catapults are your early game artillery. Like with cannons
and artillery, they should lead your attack. Make sure to keep a defensive unit
with them (like an Archer) because, even though they have high attack power,
they have horrible defensive capabilities.

Attack: 6
Defense: 6
Movement: 5
Technology: Steam Power

Cruiser strategy: Cruisers are your earliest option for gaining control of the
sea. They can demolish any naval units from previous generations. If you are
the first to research steam power, you will be able to gain an upper hand over
your opponents in naval combat.

Attack: 6
Defense: 4
Movement: 8
Technology: Flight

Fighter: Fighters really aren't that useful in my personal opinion. They are
great against Bombers but suffer against land units (especially land units
in the Modern Age). I wouldn't put too much effort into building these unless
you're just getting blitzkrieg'd by someone.

Attack: 2
Defense: 2
Movement: 3
Technology: Navigation

Galleon strategy: Galleons are a small step above Galleys. I'm not one for
naval combat so I typically avoid building these guys. I will produce one or
two Galleys in the beginning for transportation purposes and then avoid naval
units until I research steam power. Galleons have a crew which can explore
islands while the ship travels along the coastline.

Attack: 1
Defense: 1
Movement: 2
Technology: None

Galley strategy: Galleys are primitive naval units. They are great for
transportation and exploration in the early game. Taking control over as many
islands as possible in the beginning can give you a lead on your opponents and
galleys are the best way to accomplish that. Galleys, like Galleons, have a crew
which can explore landmasses.

Great Person
Attack: 0
Defense: 0
Movement: 2
Technology: None

Great Person strategy: See the Great Persons section. Different Great People
have different applications. Search code [grtp]

Attack: 2
Defense: 1
Movement: 2
Technology: Horseback Riding

Horseman strategy: Horseman are very useful in the beginning of the game. They
can defeat warriors and have twice the movement capacity. They are good for
exploration and having a mobile combat unit. You can use it to move between
cities very quickly if you are being attacked. Alternatively, you can use
them to "raid" an opponent by killing his/her stray settlers or caravans.

Attack: N/A
Defense: N/A
Movement: N/A
Technology: Atomic Theory

ICBM strategy: You need to construct the Manhattan Project to be able to build
this thing. Only one will be available in any game. Use it wisely, if at all.
You will be able to wipe out most everything on screen. You will, however,
suffer the diplomatic consequences.

Attack: 4
Defense: 2
Movement: 2
Technology: Feudalism

Knight strategy: Knights are a step above horsemen. Like with most other units,
they are nearly unstoppable if you are the first to obtain their respective
technology (feudalism in this case). By the time you have that researched,
your opponents may still be stuck in the Archer/Legion/Horseman stage. This
would be great for you as the knight trumps any of those units (barring
defense bonuses, combat promotions, etc).

Attack: 2
Defense: 1
Movement: 1
Technology: Iron Working

Legion strategy: Legions are upgraded warriors for the most part. They are
melee units with very small attack power. Though they can take out warriors
fairly easily, horsemen are better for attacking an opponent and archers are
better for defending your cities. All in all, there isn't much use for them.

Attack: 0
Defense: 1
Movement: 1
Technology: None

Militia strategy: Militias are somewhat like your early game spies. You can't
attack with them but you'll be able to explore the map for free (the units
themselves don't cost anything). Use them to keep an eye on your enemy's
actions or search for lost artifacts.

Militia glitch: This glitch only works in single player (thank goodness). It's
very cheap and kind of takes the fun out of the game. That said, it may help
you obtain a few of the achievements so here it goes:

When you start the game, search for a barbarian settlement and establish a
city next to it. The presence of the barbarians will alert your military
advisor who will then form a militia in your city. If this doesn't happen
immediately, the glitch didn't work and you're screwed for the rest of the
game. =P

If it does work then your city will produce a militia every turn. Send the
militias all over the map in search of your opponents. Completely block them
in so that they aren't able to expand beyond what they have. It's cheap but it
works on almost any difficulty level. I've tried it a few times and it works
about every other attempt.

Modern Infantry
Attack: 4
Defense: 8
Movement: 1
Technology: Mass Production

Modern Infantry strategy: Great for defending cities in the Modern Age. When
completely upgraded and fortified behind city walls, your cities will be
practically impenetrable. They suffer a minor attack penatly though. I wouldn't
rely on them for a full-scale invasion. Make sure they have Bomber or naval
support if you're going to attack with them.

Attack: 1
Defense: 3
Movement: 1
Technology: Democracy

Pikeman strategy: Use these guys when your civilization is being attacked by
mounted units. Archers should remain your primary defense units though. I
don't normally produce a lot of pikemen unless I see that an opponent is
taking advantage of his/her horseback riding technology. They are much better
for defending than attacking.

Attack: 3
Defense: 5
Movement: 1
Technology: Gunpowder

Rifleman strategy: These guys are the earliest avaialable gunpowder units. As
such, they have a distinct advantage over earlier units. If you are the first
civilization to research gunpowder then use these guys for a quick and effective
invasion. Once your enemies catch up with you technology-wise, move these guys
back to defend your cities.

Attack: 0
Defense: 0
Movement: 2
Technology: None

Settler strategy: Never settle these guys into your cities. They cost 2
population points to create and only provide 1 population point if you settle
them into a city. Granted, the Republic government halves the cost of settlers
but even then you would still be wasting your time. Find a good spot for a
city and establish one. Search code [estc] for more information about placing
cities in strategic locations.

Attack: 12
Defense: 2
Movement: 2
Technology: Eletricity

Submarine strategy: Submarines are the middle tier combat units. They are much
less expensive than Battleships and have a variety of uses. I usually don't
place too much of an emphasis on naval units but submarines are my primary
choice for conducting an ocean siege. They don't stand a chance against
Battleships but you'll be able to dominate anything else in the sea.

Attack: 10
Defense: 6
Movement: 3
Technology: Combustion

Tank strategy: Tanks should be your primary ground attack units in the Modern
Age. You will probably be using your Modern Infantry to defend your cities so
Tanks are your unit of choice for domination victories. If you are going to
use them to defend your civilization, place them in a location where they can
easily provide help to any one of your cities. Don't just fortify them in a city
and let the enemy charge at you. Tanks are much better for actually initiating
the combat as opposed to defending. So even if you are defending for a cultural
victory, these guys give you an extremely powerful and mobile military unit.

Attack: 1
Defense: 1
Movement: 1
Technology: None

Warrior strategy: Warriors are the most basic combat units. They are limited
to melee abilities and will suffer combat penalties against Archers and
Horsemen. They are good for early game exploration and defeating barbarians.
You can also rush them at an enemy early on in the game to stifle their
expansion efforts.

vi. Wonders/artifacts [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**

Prerequisite: Bronze Working
Effect: Doubles trade within cities

Colossus notes: The Colossus really isn't that helpful unless you have a trade-
oriented civilization like the Egyptians. Cities near deserts or oceans can
benefit tremendously from this wonder but I would rather focus on production
and growth at this stage in the game.

Great Library
Prerequisite: Writing
Effect: Receive any technologies known by two or more civilizations

Great Library notes: This is an extremely helpful wonder. It allows you to
catch up to other civilizations technology-wise and even surpass them. You
should definitely consider this wonder if you are a research-oriented
civilization and are going for a technological victory. In fact, the Great
Library probably benefits military-minded players even more.

Great Pyramid
Prerequisite: Ceremonial Burial
Effect: All government civics available

Great Pyramid notes: Having all the government civics available early on is
a minor bonus at best. Unless you are just absolutely intent on obtaining the
effects of a communism civic (or something else), I would avoid constructing
this wonder altogether.

Great Wall
Prerequisite: Masonry
Effect: Enforces peace

Great Wall notes: This is a good wonder if you want to spend the first part
of he game focusing on your economy. It's always nice to have a few hundred
years of peace where you can gather income or focus on research. Don't neglect
your military during this time however. Make sure your cities are well-defended
when the Great Wall becomes obsolete.

Hanging Gardens
Prerequisite: Pottery
Effect: Increases city population by 50%

Hanging Gardens notes: The longer this wonder goes unbuilt, the more valuable
it becomes. It's extremely valuable because its effects can never become
obsolete. Granted, it's a one time bonus but it is worth it if you can build
it in a small number of turns. (i.e. don't waste your time if it's going to
cost 50 turns to build. Your city can grow quickly enough using food collection

Prerequisite: Alphabet
Effect: Predict combat scenarios

Oracle notes: This wonder is just wasted production in my opinion. The pre-
combat screen will give you enough information about defense/attack/terrain
bonuses and combat promotions to make the Oracle unnecessary. All you have to
do is make sure that your unit has the "advantage" flag and a safe combat

Prerequisite: None
Effect: Improves Temple effects by 50%

Stonehenge notes: Stonehenge is pretty helpful in producing culture. It will
allow you to generate more great people. Unfortunately you must build it
extremely early in the game. By the time you have three or so cities
established, it has become obsolete. Building it may just put a damper on your
early game expansion.

**Medieval/Industrial Age**

East India Trading Company
Prerequisite: Navigation
Effect: +1 trade in ocean plots

East India Trading Company notes: Only consider building this if your
civilization is located along the coast. It can be a tremendous boost into
achieving the economic victory but won't really help you in other areas.

Himeji Samurai Castle
Prerequisite: Monarchy
Effect: +1 strength to military units

Himeji Samurai Castle notes: This is a brilliant addition to any mid-game
military. Combine this with barracks and combat promotions to form yourself
a few unstoppable armies. This could give you an easy path to military
domination early in the game but its effects are limited in the Modern Age.

Leonardo's Workshop
Prerequisite: Invention
Effect: Upgrade all military units

Leonardo's Workshop: If you have gathered a large number of warriors, archers
and horsemen, I highly recommend building this wonder. It is a good idea to
be the first person to research Invention anyway as it comes with a free
Great Person. I always built this wonder in Civilization II and I'm glad they
found a place for it in this installment. While this wonder is in production,
produce as many cheap units as you can so that you have an insanely powerful
military when production is completed.

Magna Carta
Prerequisite: Democracy
Effect: Courhouses produce culture

Magna Carta notes: This is the quickest way to cultural victory in my opinion.
Have a courthouse in almost every city before building this or it will be of
no use to you. Avoid it if you are planning on a different type of victory.

Oxford University
Prerequisite: University
Effect: Receive one technology

Oxford University notes: Maybe I am just a sucker for free technology but I
always make it a priority to rush to the university technology. Universities
provide research and culture while Oxford gives you a leg up on your opponents.

Shakespeare's Theater
Prerequisite: Literacy
Effect: Doubles a city's culture production

Shakespeare's Theater notes: I would only recommend this for those of you
shooting for cultural victory. Build it in your largest city for greatest
effect. Otherwise don't bother with it.

Trade Fair
Prerequisite: Currency
Effect: Doubles a city's wealth production

Trade Fair notes: Build this in a desert/ocean city along with a bank and
marketplace. The city will generate enough income for three cities. It is an
advantageous wonder to have even if you aren't aiming for the economic

**Modern Age**

Apollo Program
Prerequisite: Space Flight
Effect: Receive all un-researched technologies

Apollo Program notes: By all means, build this if you can. Consider rushing
to space flight to construct this wonder at the risk of things like
Atomic Theory. The quicker you can construct the Apollo Program, the more
likely you are to win a technological victory.

Prerequisite: Mass Media
Effect: Negates effects of an opponent's city walls

Hollywood notes: This wonder will add a few culture points to your civilization
but not much else. By the time you are ready to build it, it's probably too
late to culture-flip any opposing cities. It's just a money trap in my opinion.

Prerequisite: Networking
Effect: Wealth production doubled

Internet notes: This wonder is just as important as the Apollo Program. You
receive twice the income on every turn which can be re-destributed to
military or production. It also puts you one step closer to being able to
build the World Bank.

Manhattan Project
Prerequisite: Atomic Theory
Effect: Build a nuclear weapon

Manhattan Project: This is another money trap in my opinion. The nuclear
weapon will certainly clean out even the most well-defended cities but think
about all the military units you could produce in the time it takes to complete.

Military-Industrial Complex
Prerequisite: Corporation
Effect: Reduces cost of unit production

Military-Industrial Complex notes: This is good to have if you are shooting
for late-game domination victory. If you have a few production-specialized
cities then this will have minimum effect. Consider what you are sacrificing
in order to build it.

United Nations
Prerequisite: 20 cultural bonuses (wonders, great people, etc)
Effect: Cultural victory

United Nations notes: Cultural victory.

World Bank
Prerequisite: 20,000 wealth
Effect: Economic Victory

World Bank notes: Economic victory.

Artifacts 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).

-artifacts 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

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

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

In the end game...
A cultural victory is best achieved by constructing courthouses and the Magna

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.

a. Main Menu [mmnu]

-Play Now-
Select an empire or choose "random". A game will begin immediately without
map customization.

-Single Player-
*New Game - Start a brand new civilization.
*Load Game - Continue a previous game.
*Game of the Week - I think this is an Xbox Live scenario. I haven't tried it.
*Play Scenario - Choose from a variety of historical scenarios and make a story
of your own.

*Player Match - Play a social game just for fun.
*Ranked Match - Play for pride and rank. This is more competitive.
*System Link - A LAN game between multiple Xbox 360s.

*Civiliopedia - Everything you need to know about the game.
*Hall of Glory - A list of your greatest accomplishments and previous games.
*Leaderboards - The results of ranked Xbox Live matches.
*Credits - See who created the game.

*Music Volume
*FX Volume
*Advisor Speech Volume
*Leader Speech Volume
*Toggle Controller Vibration

b. Starting a New Game [snng]

1) Choose your difficulty.

Chieftain - A great place to start, you'll get lots of helpful advice from your
Warlord - You're on your own as you take on more skillful opponents.
King - A true test of your leadership skills; fair but challenging.
Emperor - You'll need to perfect your strategy to survive at this level.
Deity - Only for the bravest of the brave. You have been warned!

2) Choose your civilization.

*Note: Unfortunately you cannot choose the map type or select a number of
computer players. You also can't select the AI civilizations. You can't even
keep playing once someone reaches victory. I'm not sure why they left these
options out of Civilization Revolution. =(

c. How to Play [htpy]

You will be greeted by your tutorial guide if this is your first time playing
or you are on chieftain difficulty. Listen to him if you've never played
before. Most of the following text is taken from the tutorial verbatim.

**About Food**
Workers from your city can gather food from grasslands and plains. Food is
represented by the green apple on your screen. As you collect more food, your
population will increase and you will gain more workers. When you start out,
your citizens will already be gathering food.

**About Production**
Production for your city is obtained via forests and hills. Production capacity
is represented by the hammer on your city screen. The more hammers you have,
the more effectively you can produce military units, buildings and wonders.

**About Turns**
Each turn represents up to 100 years of historical time. Each of your units can
use their movement allowance once per turn. When all moves are completed you
will hear a bell. You can press the B button to end your turn or manage
fortified/sleeping units, city screens, etc.

**About Barbarians**
Barbarian villages are defended by fierce warriors but contain valuable
resources and information. Move into a village to attack it. Most barbarian
villages will give you gold and information as to where other villages
are located.

**About Attacking**
To attack an enemy with your unit, select your unit with the cursor and then
highlight the enemy you want to attack. When you do this, an information screen
will pop up informing you of each side's base attack/defense, combat bonuses
and even tell you who has the advantage. When you select "attack", an animation
will be initiated and the battle will take place.

When the battle is over and your unit won, you will most likely have to heal.
To do so you must be in your own territory and press the B button during that
unit's turn.

**About the City Screen**
Press the Left Bumper to access the city screen. There are a variety of things
that you can do here. At the top, you will see the name of your civilization
and two progress bars. The top one represents population growth. Next to it
is an apple with a number beside it which tells you how much food you are
collecting. The bar also tells you how much longer it will take for your city
to grow.

The blue progress bar is your production meter. Beside it is a hammer with a
number which illustrates the city's production capacity. The bar tells you
what the city is producing and how long it will take to complete. You have the
ability to rush production by pressing the X button. The orange bar below
the production meter will indicate the cost of rushing production and the
total amount of income in your reserves.

You have a few building options here:
Build (a military) Unit
Build Building
Build Wonder
Build Road
Manage Workers

By managing workers, you control which resources your city is focusing on.
You can choose a specialization in hammers if you need something produced
quickly or you can just collect food to induce city growth. The squares that
have your civilization's color are the ones being worked on. You can choose
a balanced technique or a specialized one.

To customize your city's worked squares, choose "Custom". Simply highlight the
colored squares with the cursor (left analog stick) and press the A button to
stop working on them. Highlight a different square and press A to work on
that one. Your city has a limited amount of workers and can only work a couple
squares in the beginning.

You can also press the Y button to toggle between prioritizing gold or science.

Holding the Right Trigger allows you to view the buildings in a city. Holding
the Left Trigger allows you to view the workers. The B button exits the screen.
Cycle through your cities using the Right and Left Bumpers.

**About Friendly Villages**
Friendly villages welcome contact with your civilization and contain valuable
resources and information. Move a unit into the village to meet the natives.
The can endow you with technologies, gold, maps or military units. They will
also inform you as to how many artifacts remain undiscovered.

**About the World Screen**
This is the screen you control your units from. Hold the Right Trigger to
view your gold and research accumulation.

**About Caravans**
Caravans are a good source of wealth. The further away you send a caravan,
the more gold you obtain from the trade route. Caravans have the ability
to move through enemy territory but at the risk of being destroyed by hostile
units. You can press the Y button to choose a city with which to create a trade
route. The game will provide you with a list of possible cities and the
potential income generated from the trip.

d. Establishing a City [estc]

You need to find a suitable location to build your cities. Your first one or
two cities should be located in an area with balanced food availability,
production squares and trade regions. Cities should be at least four or five
squares away from each other to prevent sharing of land tiles.

Production squares: Mountains (+1 production, +4 with Iron Mine)
Hills (+1 production, +3 with Workshop)
Forests (+2 production)
Food squares: Grasslands (+2 food)
Plains (+1 food, +3 with Granary)
Trade squares: Desert (+1 trade, +3 with Trading Post
Ocean (+2 trade)

Remember to send a military unit with your settlers. They cannot defend
themselves and you don't want to waste them by having an enemy capture them.
Even if they do manage to build a city first there will be nothing stopping
an enemy from walking right in and taking it if there are no military units

When you establish your cities, have the workers concentrate on food at first
so that they can grow more quickly. As the cities develop, they will be
able to work more tiles and increase their production, gold and research.

Once you have a few balanced cities established, start making specialized
cities. Remember that every city needs food to grow but not every city needs
to be surrounded by wealth tiles. Having a couple cities focusing on production,
another two on research and another city on wealth will prove to be much more
helpful than five balanced cities.

If you decide that your civilization is in need of wealth, establish a city
along the coast or in desert areas. If you need a production center for your
military units, find mountains, hills or forests and establish a city. Make
sure the city has enough food to develop and produce military units. Build
a barracks and then pump out knight after knight.

Remember to customize your workers so that they collect food in a city's early
stages before moving on to a more specialized role.

e. Advanced Diplomacy [avdy]

To access the diplomacy screen, hold the Right Bumper on the world map screen.
Your foreign advisor will have information about the leader of each civilization
in the game. Before you enter any negotiations, remember that each leader
has his/her own personality. Higher difficulties like Deity will offer more
aggressive AI while Chieftain AI are more forgiving.

While holding down the Right Bumper, scroll through all the civilization
leaders using the left analog stick. Select the one whom you want to open
negotiations with by pressing the A button. This will open a variety of
options for you.

The civilization leader will greet you with information about a certain
unit on the map, past relations or other world events. Press the A button to
skip that and get down to the nitty gritty.

The first time you encounter a civilization leader, you will be given the
option of peace or war. You can also make inquiries to your advisors about
what you should do.

()Yes, let it be peace.
This brings temporary peace between civilizations.

()No, your presence offends me!
No peace agreement is made. Anything goes!

()I must consult with my advisors.
This will allow you to ask your advisors for their opinions. Your Military
Advisor offers his opinion first. He will give you his estimate for the
strength of your opponent. If he thinks they are weak then he will, in all
likelihood, suggest war. If you are going for cultural or economic victory then
I would probably avoid his suggestion. If you are going for a domination
victory and he thinks that you are militarily superior then go for it. Your
Science Advisor will then throw in his two cents. He may tell you that you
have a technological advantage or that war would be a FOOLISH distraction. In
the end, it's your call.

Once you have made peace with a civilization leader, you can conduct a variety
of negotiations with him or her. Here is a small analysis of each dialogue

()Maybe some other time.
Exits the diplomacy screen.

()I seek technology.
If that particular civilization has a technology that you haven't researched,
they will offer a price for it. Buying technologies can be pretty helpful
but don't make a habit out of it.

()I have knowledge for sale.
You can sale any of your technologies for a small fee...and I do mean small
fee. It seems like technologies are more expensive when your enemy obtains
them. =(

()Let's discuss world events.
You can talk about other civilizations and learn what this leader thinks about
the world he's living in.

f. Advisors [dvsr]

On Chieftain difficulty, your advisors will inundate you with all kinds of
informations about the game. Each advisor specializes in a certain field.
If you are unsure how to build up a military or improve your foreign relations,
consult the appropriate advisor.

Tutorial The tutorial guy will provide you with information
about how to play the game. Keeping him activated is
probably the best way to learn to play the game.

Science Advisor Your science advisor will tell you about each and every
potential research project. You will be able to see
detailed information about which technologies offer
which advantages. You can also take a look at the
tech tree when you activate the tech planner. The tech
planner tells you when a technology has been completely

Military Advisor Your military advisor will inform you about everything
military-related that is going on in the world. He will
suggest combat units for you to produce, tell you when
an enemy civilization has been conquered, etc.

Foreign Advisor The foreign advisor (who speaks gibberish just like
everyone else) will be your diplomacy assistant. If
you hold the Right Bumper on the world map screen,
she will have information about the leader of any
opposing civilization you have made contact with. She
will also warn you when you are about to break a peace
treaty, when you are about to be sneak attacked, when
civilizations change their government, etc.

Domestic Advisor Your domestic advisor will tell you about possible
building projects for your cities. She will inform you
when a city has finished production of settlers or
certain buildings. When a wonder is completed, a mini-
cut scene (and I mean miniature) will take place to
let you know that production is finished.

g. Civilopedia [cvlp]

The Civilopedia may be your most useful tool if you are just starting the game.
It has everything you need to know about the game. To access the civilopedia,
press the back button on the world screen. When you have a unit highlighted,
press the Y button to go directly to that unit's civilopedia page.

Scroll through the civilopedia using the left analog stick or up/down on the
D-Pad. There are many different categories that you can choose from. Like I
said before, everything that you would need to know about the game is here.

To view a certain category, scroll to it and press left/right on the left
analog stick. There may be multiple tabs within that section so scroll through
every one.

When you find the tab with the information you are looking for, press the Right
and Left Bumpers for even more information about the subject. If you are
looking at the page for a certain leader, the civilopedia will give you a mini-
biography of that leader's actual life. It won't help you with the game but
it's always good to learn about history, right?

If the information will not all fit onto one screen, you can scroll down the
tab by using the right analog stick.

Different types of Civilopedia Pages:

()Statistics pages are represented by chess pieces. These tell you about the
combat statistics and special abilities of certain military units.

()Movies are represented by a reel of film.

()Live camera pages are represented by a warrior. These pages give you up-to-
date information about a certain building or military unit (how many you
have, which one is the most powerful, etc).

()Images are represented by the Mona Lisa. They can be enlarged by holding the
Right Trigger down.

()History Tabs are represented by a book. These list a few historical
facts about the game's civilizations, leaders, wonders, etc.

()Fun Facts tabs are represented by a joker (I think?). These may appear in-
game for your enjoyment. Each time you view a fun facts page, it may be
different than your last visit.

()Links pages are represented by a chain. These allow you to jump to other
civilopedia pages. Press the X and Y buttons to scroll through available links
and then press the A button to select that page.

Different Civilopedia Categories:

+Civilopedia Info
+Great People
+Throne Room Rewards

h. FAQ [qafq]

Q: I'm trying to obtain every great person in the game for an achievement.
Do I have to finish this particular match for the great people I
collected to be added to my profile?
A: Yes. I'm pretty sure that you must complete the match or scenario
that you're currently in.

Q: How do I get <insert Great Person's name here>?
A: I have no idea how to obtain specific great people.

Q: How do I know which city is my enemy's capital?
A: You may be able to see a palace within that city. If not, then go by
the city's name. Each civilization will have the same capital in
every game. Washington will always be America's capital. Berlin will
always be the German capital. Here is a list:

Civilization Capital
Arabs Tripoli
Americans Washington
Aztecs Tenochtitlan
Chinese Beijing
Egyptians Thebes
English London
French Paris
Germans Berlin
Greeks Athens
Indians Delhi
Japanese Kyoto
Mongols Karakorum
Romans Rome
Russians Moscow
Spanish Madrid
Zulu Zimbabwe

Q: Can you make your own maps in this game?
A: No. Sorry. There is no map-making program for Civilization Revolution
to my knowledge.

Q: How do I achieve "victory by 1000 AD"?
A: I hate doing achievement FAQs but there seems to be no way around this.
Try any of the various scenarios. The Blitzkrieg scenario seems to be the

Q: How can I win a tech race on Deity?
A: Okay...last achievement question ever. Try doing a scenario. Pick a
research-oriented civilization like the Chinese. Then manage your
city workers to employ science tiles.

Q: How long do Civilization Revolution games take?
A: That really depends on the difficulty and the player. Easier games will
take two to three hours. If I play on the Deity setting, I may take
up to six hours just micro-managing all my resources.

Q: What is a good starting civilization?
A: That depends on what you want to do. The Germans are great for combat
while the Chinese are a good science-oriented civilization. In reality,
the game is pretty balanced. You can win with any civilization on any

Q: How do I get a nuke?
A: You have to research Atomic Theory and be the first person to build
the Manhattan Project wonder. Use it wisely because you only get to
use one per game.

Q: Should I add this settler to my city or make a new one?
A: Adding a settler to a city will increase its population by one.
Unfortunately, the settler costs 2 population points to create unless
you are currently using the Republic government. So really, you would
just be wasting the settler if you didn't use it to make a new city.

Q: What is the best combat unit in the game?
A: I prefer the Aztec Modern Infantry. When completely upgraded, those
guys are nearly unbeatable.

*Questions to be added as they come in*

ix. Achievements [achv]

List obtained from
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
Jerith for pointing out the fact that I completely
Civilization Fantatics Center was EXTREMELY helpful.
Xbox 360 Achievements:
More Sid Meier's Civilization Revolution Cheats and FAQs:

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