Game Concepts
"The absurd is the essential concept and the first truth."
- Albert Camus
Civilization V examines all of human history - from the deep past to the day after tomorrow. The "Game Concepts" portion of the Civilopedia explains some of the more important parts of the game - how to build and manage cities, how to fight wars, how to research technology, and so forth. The left Navigation Bar displays the major concepts; click on an entry to see the subsections within the concepts.
Game Concepts that have been modified in Vox Populi are highlighted in yellow. Entirely new Game Concepts or Game Concepts that have been completely overhauled are highlighted in green.
Game Concepts that have been modified in Vox Populi are highlighted in yellow. Entirely new Game Concepts or Game Concepts that have been completely overhauled are highlighted in green.
Cities
Summary:
Cities are vital to your civilization's success. They allow you to build units, buildings and wonders. They allow you to research new technologies and gather wealth. You cannot win without powerful, well-situated cities.
How to Build Cities
Summary:
Cities are constructed by Settler units. If the Settler is in a location where a city can be constructed, the "Found City" action button will appear. Click on the button and the Settler will disappear, to be replaced by the new city.
City Locations and Yields
Summary:
Cities should be founded in locations with plenty of food and production and with access to resources such as wheat, fish, and cattle. Cities founded on hills gain a defensive bonus, making it harder for enemies to capture them. It's often a good idea to build a city on a river or coastal hex, as cities built in different locations have different starting yields:
• Cities on hills: 2 🌾, 2 🔨 Production.
• Cities on flat land or mountains next to fresh water: 3 🌾 Food, 1 🔨 Production.
• Cities on mountains without fresh water: 2 🌾 Food, 2 🔨 Production, 1 💰 Gold.
• Cities on flat land without fresh water: 2 🌾, 1 🔨 Production, 1 💰 Gold.
• Cities on hills: 2 🌾, 2 🔨 Production.
• Cities on flat land or mountains next to fresh water: 3 🌾 Food, 1 🔨 Production.
• Cities on mountains without fresh water: 2 🌾 Food, 2 🔨 Production, 1 💰 Gold.
• Cities on flat land without fresh water: 2 🌾, 1 🔨 Production, 1 💰 Gold.
Yields Scaling with Era
Summary:
Many Yields, especially those from Policies, Beliefs, and Buildings, state that they ''Scale with Era''. This means that, as the game progresses, indicated Yield values increase in a linear fashion based on the current Era:
1x in the Ancient and Classical Eras.
2x in the Medieval Era.
3x in the Renaissance Era.
4x in the Industrial Era.
5x in the Modern Era.
6x in the Atomic Era.
7x in the Information Era.
In special cases like Korea, they may scale with Odd Era or skipping an era before scaling and follow a format based on the Current era like:
1x in the Ancient/Classical Eras.
2x in the Medieval/Renaissance Eras.
3x in the Industrial/Modern Eras.
4x in the Atomic/Information Eras.
1x in the Ancient and Classical Eras.
2x in the Medieval Era.
3x in the Renaissance Era.
4x in the Industrial Era.
5x in the Modern Era.
6x in the Atomic Era.
7x in the Information Era.
In special cases like Korea, they may scale with Odd Era or skipping an era before scaling and follow a format based on the Current era like:
1x in the Ancient/Classical Eras.
2x in the Medieval/Renaissance Eras.
3x in the Industrial/Modern Eras.
4x in the Atomic/Information Eras.
The City Banner
Summary:
The city banner appears on the Main Map. It provides a useful snapshot of the goings-on in the city.
Name
Defensive Strength
Unit Garrisoned in City
Item Being Constructed in City*
Turns Until Construction is Complete*
City's Size
Turns Until City Grows*
City's Religion**
*Not displayed on foreign city.
**Not displayed until a Pantheon or Religion is present in this city.
Name
Defensive Strength
Unit Garrisoned in City
Item Being Constructed in City*
Turns Until Construction is Complete*
City's Size
Turns Until City Grows*
City's Religion**
*Not displayed on foreign city.
**Not displayed until a Pantheon or Religion is present in this city.
The City Screen
Summary:
Click on a city's banner to reach the city screen. The city-screen allows you to "fine tune" your control over each city.
Combat Units in Cities
Summary:
Only one land and one naval unit may occupy a city at a time. A military unit in a city is said to "Garrison" the city, and it adds a significant defensive bonus to the city if it's a land unit. If a city is attacked while a Garrison is in the city, the Garrison will deflect some of the damage onto itself, thus offering the city even more protection. Be careful, however, as a Garrison can be destroyed this way.
Additional combat units may move through the city, but they cannot end their turn there. (So if you build a combat unit in a city with a garrison, you have to move one of the two units out before you end your turn.)
Note also that naval units cannot perform any attacks while they are stationed in a city.
Additional combat units may move through the city, but they cannot end their turn there. (So if you build a combat unit in a city with a garrison, you have to move one of the two units out before you end your turn.)
Note also that naval units cannot perform any attacks while they are stationed in a city.
Construction in Cities
Summary:
You may construct buildings, wonders, or units in a city. Only one can be constructed at a time. When construction is complete the "CHOOSE PRODUCTION" alert message will appear; click on this to access the "City Build Menu" and choose the next item to construct.
The City Build Menu
Summary:
The City Build Menu displays all of the Units, Buildings and Wonders that you can construct in that city at that time. As your Technology increases new items will appear and obsolete items will disappear. Each entry tells you how many turns it will take until construction is complete. If an entry is grayed-out, then you are currently unable to construct the item. Roll your cursor over the entry to see what you're missing.
Changing Construction
Summary:
If you wish to change what a city is constructing, you may do so on the City Screen. The production already expended on the original item is not applied to the new item; however, it remains "on the books" for a while and if you later order that city to resume construction on the original item, it may get the benefit of some or all of the earlier production. The longer the delay, the more production is lost.
Purchasing an Item
Summary:
You can purchase units with gold, or invest gold in buildings to reduce their construction cost, from within your city screen. This can be helpful if you need something in a hurry, like additional units to defend against an invader.
Constructing Units
Summary:
You can build any number of units in a city (as long as you have the required resources and the unit hasn't become obsolete). Since you can only have one combat and one non-combat unit in a city, you may have to move the newly-constructed unit out of the city immediately after it's built.
Constructing Buildings
Summary:
Only one building of each kind may be constructed in a city; you cannot have duplicate buildings in the same city. Once you've constructed a building, that building will disappear from that city's City Build Menu. (You can still build the same building in another city, of course.) See the section on Buildings for more details.
Constructing Wonders
Summary:
There are three kinds of Wonders in the game: National Wonders, World Wonders, and Project Wonders. Each civilization may construct a single copy of a National Wonder (in other words, each civ may build one National Epic, but no civ may build two). Projects work exactly the same as National Wonders. Only one of each World Wonder may be constructed anywhere in the world: once one civ has constructed one, no other civ may do so. Wonders will disappear from the City Build Menu once you can no longer construct them.
If another civ completes construction of a World Wonder while you are building it, you will receive a gold bonus to compensate you for your efforts, and you'll have to begin construction on something else.
See the section on Wonders for more details.
If another civ completes construction of a World Wonder while you are building it, you will receive a gold bonus to compensate you for your efforts, and you'll have to begin construction on something else.
See the section on Wonders for more details.
Working the Land
Summary:
Cities thrive based upon the land around them. Their citizens "work" the land, harvesting food, gold, production and science from the tiles. Citizens can work tiles that are within three tiles' distance from the city and that are within your civilization's borders. Only one city can work a single tile even if it's within three tiles' distance from more than one.
Assigning Citizens to Work the Land
Summary:
As your city grows, it automatically assigns its citizens to work the lands around it. It seeks to provide a balanced amount of food, production, and gold. You may order a city's citizens to work other tiles; for example: if you want a certain city to concentrate on generating gold, or production.
Improving the Land
Summary:
While certain tiles naturally provide good amounts of food, gold, and so forth, many can be "improved" to provide even more, thus increasing a city's growth, gold, productivity, or science. You need to build "Workers" to improve the lands. Once you have a Worker, you can order it to construct improvements such as farms, mines and so forth that will make the land around your cities far more productive. See the section on Workers for more details.
Specialists
Summary:
Specialists are citizens who have been assigned to work in a building constructed in their city. There are seven kinds of specialists in Civilization V: Writers, Artists, Musicians, Scientists, Merchants, Engineers, and Civil Servants. An Artists' Guild, for example, allows one or two citizens to be assigned to work in the building as Artist specialists. Not all buildings allow specialists to be assigned to them. See the individual building entries for details.
Specialists are Not in the Fields
Summary:
When a citizen is assigned to be a Specialist, that citizen is no longer available to work in the tiles around the city; therefore the city loses the food, production or science that citizen would otherwise bring in. (However, if the city has more citizens than it has tiles to work, the Specialist may have no negative effect upon production at all.) See the section on assigning citizens to work tiles for details.
Benefits of Specialists
Summary:
Specialists provide the following benefits:
Writers increase a city's cultural output and speed the creation of Great Writers.
Artists increase a city's cultural output and speed the creation of Great Artists.
Musicians increase a city's cultural output and speed the creation of Great Musicians.
Merchants increase a city's gold output and speed the creation of Great Merchants.
Scientists increase a city's science output and speed the creation of Great Scientists.
Engineers increase a city's production output and speed the creation of Great Engineers.
Civil Servants provide a small amount of many yields and speed the creation of Great Diplomats.
Writers increase a city's cultural output and speed the creation of Great Writers.
Artists increase a city's cultural output and speed the creation of Great Artists.
Musicians increase a city's cultural output and speed the creation of Great Musicians.
Merchants increase a city's gold output and speed the creation of Great Merchants.
Scientists increase a city's science output and speed the creation of Great Scientists.
Engineers increase a city's production output and speed the creation of Great Engineers.
Civil Servants provide a small amount of many yields and speed the creation of Great Diplomats.
Laborers
Summary:
If a citizen is not assigned to work in the fields and is not a specialist, that citizen still provides a benefit of + 1 Production to the city.
City Combat
Summary:
Cities may be attacked and captured by enemy units. Each city has a "defensive value" which is determined by the city's location, its size, whether any military units are "garrisoned" in that city, and whether defensive buildings such as walls have been constructed in the city. The higher the city's defensive value, the harder it is to capture the city. Unless the city is extremely weak or the attacking unit is extremely strong, it will take multiple units multiple turns to capture a city. See the section on Combat for details on warfare in general.
Attacking a City
Summary:
To attack an enemy city order your melee unit to enter the city's hex. A round of combat will ensue, and both you and the city may take damage. If your unit's hit points are reduced to zero, it is destroyed. If the city's hit points are reduced to zero, your unit captures the city.
Attacking with Ranged Units
Summary:
Although you can attack a city and wear it down with ranged units, you cannot capture the city with a ranged unit; you must move a melee unit into the city to take it. Similarly, air units and ranged water units cannot capture a city, though they can wear its defenses down to nothing.
Defending A City
Summary:
There are a number of things you can do to improve a city's defenses. You may "garrison" a strong unit in the city. A melee unit will greatly increase the city's defensive strength, while a ranged unit can fire outward from within a city at nearby enemy units.
You may also construct Walls and Castles that will improve the city's strength. A city on a hill gets a defensive bonus as well.
No matter how powerful a city is, however, it is very important to have units outside the city supporting it.
See the section on Combat for more details.
You may also construct Walls and Castles that will improve the city's strength. A city on a hill gets a defensive bonus as well.
No matter how powerful a city is, however, it is very important to have units outside the city supporting it.
See the section on Combat for more details.
Conquering A City
Summary:
When your unit enters an enemy city, you have three choices: you can destroy the city, you can annex it and make it part of your empire, or you can make it into a puppet state. Each has its own benefits and costs.
Destroying the City
Summary:
If you destroy the city, it's gone. For good. All of its buildings, wonders, and citizens are no more. We hope you're proud of yourself, you big bully! While there are some good reasons for destroying a city, mostly to do with your population's happiness, this extreme behavior does have significant diplomatic consequences - i.e., other civs and city-states may be less likely to ally with you if they think you're a bloodthirsty maniac. You can destroy the city immediately upon capturing it or at any point after that.
Indestructible Cities
Summary:
You can't destroy a city that you founded. (Some other civ can, but not you.) Also, you cannot destroy another civ's capital city or the Holy City for any religion.
Annexing the City
Summary:
If you annex the city, you make it a part of your empire. You have total control over the city, just as if you had constructed the city yourself. The one downside to annexation is that doing so makes your citizens very unhappy, and you will be required to construct happiness-related buildings like colosseums or connect up to luxury resources to counteract their extreme displeasure. Annexing too many cities too rapidly can bring your empire to a grinding halt.
Making the City a Puppet
Summary:
If you make the conquered city a puppet, you gain the benefit of the city's research and its output of gold, while taking a much smaller hit to your citizens' happiness. However, you do not control the city's production. It makes the buildings it chooses and it creates no new units or wonders at all. Thus you'll have to provide the military force for its defense, and if you want to make the city more efficient, you'll have to order your civ's Workers to improve its land. You can annex a puppet city at any time. To do so, click on the city's banner.
Buildings
Summary:
A city is more than a bunch of homes. It contains schools and libraries, markets and granaries, banks and barracks. Buildings represent the improvements and upgrades that you make in a city. Buildings can increase the city's rate of growth, can speed production, can increase the science of a city, can improve its defenses, and can do lots of other good things as well. See the Civilopedia Building section for more details on buildings.
A city that has no buildings is pretty weak and primitive and will probably remain fairly small, while a city with a lot of buildings can indeed grow to dominate the world.
A city that has no buildings is pretty weak and primitive and will probably remain fairly small, while a city with a lot of buildings can indeed grow to dominate the world.
How to Construct Buildings
Summary:
When a city is ready to construct something, the city's "Production Menu" will appear. If a building is available to be constructed, it will appear on this menu. Click on the building (or unit or Wonder) to order the city to begin construction.
Change Construction or Purchase
Summary:
You can change city construction orders on the City Screen. You can also expend gold to purchase a unit (or invest in a building) on this screen as well. See the City Screen section for details.
Building Prerequisites
Summary:
With the single exception of the monument, which has no prerequisites and is available to build at the start of the game, you need knowledge of a specific technology to construct a building. For example, you must learn bronze working before you can build a barracks.
Some buildings have resource prerequisites as well - for instance a city must have an improved source of horses or ivory nearby to construct a circus.
Also, some buildings have building prerequisites. You can't build a temple in a city unless you've already constructed a shrine there.
Some buildings have resource prerequisites as well - for instance a city must have an improved source of horses or ivory nearby to construct a circus.
Also, some buildings have building prerequisites. You can't build a temple in a city unless you've already constructed a shrine there.
Building Maintenance
Summary:
There's one downside to buildings: most of them cost gold to maintain. The price depends upon the building in question, and can range from 1 to 5 per turn. The gold is deducted from your treasury each turn. Buildings that incur maintenance can be sold via the City Screen if necessary. See the section on Gold for more details on maintenance.
The Palace
Summary:
The palace is a special building. Part building, part Wonder, the palace automatically appears in the first city you build, which makes that city the capital of your empire. If your capital city is captured, your palace will automatically be rebuilt in another city, making that city your new capital. If you subsequently retake your original capital, the palace will move back to its original location.
The palace provides a small amount of production, science, gold, and culture to your civilization. If you connect other cities to the capital by road or harbor, you will create city connections which generate additional income.
The palace provides a small amount of production, science, gold, and culture to your civilization. If you connect other cities to the capital by road or harbor, you will create city connections which generate additional income.
Captured Cities
Summary:
If a city is captured, its World Wonders and Culture Buildings that hold Great Works are captured as well. A city's National Wonders are destroyed when the city is captured.
The city's military buildings (Monument, Barracks, Walls, etc.) are always destroyed when the city is taken. All other buildings have a 66% chance of being captured intact.
The city's military buildings (Monument, Barracks, Walls, etc.) are always destroyed when the city is taken. All other buildings have a 66% chance of being captured intact.
Combat
Summary:
Combat occurs between two political entities that are at war with each other. A civilization may be at war with another civ or with a city-state. Barbarians are always at war with all civilizations and city-states.
There are three major forms of combat: melee, ranged, and air combat. The first two occur throughout most of the game, while air combat doesn't happen (naturally) until somebody discovers flight.
Since it occurs so late in the game you needn't be concerned with how to conduct air combat when you begin play.
There are three major forms of combat: melee, ranged, and air combat. The first two occur throughout most of the game, while air combat doesn't happen (naturally) until somebody discovers flight.
Since it occurs so late in the game you needn't be concerned with how to conduct air combat when you begin play.
Declaring War
Summary:
War against another civ may be declared in a couple of different ways, or you may find yourself on the receiving end of an enemy's own declaration.
Diplomatically Declaring War
Summary:
You may declare war on a civilization through the Diplomacy panel (see that section). You may declare war on a city-state by clicking on the city-state's city and picking "Declare War" from the pop-up.
Attacking Another Unit
Summary:
You can simply order one of your units to attack another civ's units. If you're not currently at war with the civ you're attacking, a pop-up will appear asking if you want to declare war on that civ (or city-state); if you choose to do so, the attack occurs. If you decline, the attack is aborted.
Entering a Civilization's Territory
Summary:
It is also an act of war to enter a civ's territory (unless doing so with a Missionary or Great Prophet) if you don't have an "open borders" agreement with that civ. A pop-up will appear and ask you to confirm your move. Note that it isn't an act of war to cross a city-state's borders, so no pop-up will appear in that case.
An Enemy Declaration of War
Summary:
At any time another civilization or city-state may declare war on you. If so, you'll be informed by an unpleasant pop-up (or notification). You may have an opportunity to try to negotiate your way out of the conflict, or you may have no choice but to fight. See the Diplomacy section for details. Barbarians are always at war with you, so you'll never get a declaration of war from them.
Ending a War
Summary:
Wars can end automatically when one side has been destroyed because it has lost its last city. Or the combatants can agree to halt hostilities short of this unpleasant eventuality through diplomatic negotiations. You or your opponent may choose to initiate such discussions. See the section on Diplomacy for details. Barbarians cannot be negotiated with. You'll remain at war with them as long as they're around.
Which Units Can Fight
Summary:
Any military unit may attack an enemy unit. Scout units can initiate combat and defend against enemy attacks, though they are weaker than other units. Non-military units such as workers, settlers, and great people may not initiate attacks. If attacked while on their own, workers and settlers are captured (captured settlers turn into workers) and great people and work boats are destroyed. A city may attack an enemy military unit that is within the city's Ranged Combat Range, and a unit may in turn attack an enemy city.
Unit Combat Statistics
Summary:
A military unit's combat abilities are determined by its combat statistics. There are four basic combat stats: hit points, combat strength, ranged combat strength, and range.
Ranged Combat Strength
Summary:
Only units able to engage in "Ranged Combat" have this stat. It is the ranged unit's combat strength when it is attacking.
Range
Summary:
The unit's "range" stat determines the distance at which a unit can launch a ranged attack. A range of "2" means that the target can be in an adjacent tile or one tile distant. A range of "1" would mean that the target had to be adjacent to the attacker.
Combat Strength
Summary:
All military units have this stat. Melee units use their Combat strength when attacking or defending. Ranged units use their Combat strength when defending.
Hit Points
Summary:
A unit's health is measured in "Hit Points". When fully healthy, all combat units have 100 hit points. As it takes damage, it loses hit points. If a unit's hit points reach 0, it is destroyed.
Melee Combat
Summary:
Melee combat occurs when a melee unit (any military unit which doesn't have the Ranged Combat ability) attacks an enemy unit or city. It doesn't matter if the defender has Ranged Combat; as long as the attacker doesn't have Ranged Combat the resulting battle will be melee.
Resolving Melee Combat
Summary:
When two units engage in melee combat, the result is determined by relative strengths of the two units - e.g., if a powerful unit fights a weak one, the powerful unit is likely to do a lot more damage to its enemy, possibly destroying it altogether.
However many different factors may affect a unit's strength in battle. Many units receive "defensive bonuses" that will increase their melee strength when they are attacked while occupying forests or hills, or are fortified. Some units get bonuses when fighting other specific unit types (spearmen get bonuses when fighting mounted units, for example). Also, a unit's injuries may reduce its current combat strength. (See the section on Combat Bonuses for details.)
The Combat Information Table will help you determine the relative strengths of two melee units during your turn.
However many different factors may affect a unit's strength in battle. Many units receive "defensive bonuses" that will increase their melee strength when they are attacked while occupying forests or hills, or are fortified. Some units get bonuses when fighting other specific unit types (spearmen get bonuses when fighting mounted units, for example). Also, a unit's injuries may reduce its current combat strength. (See the section on Combat Bonuses for details.)
The Combat Information Table will help you determine the relative strengths of two melee units during your turn.
Multiple Units in Combat
Summary:
Units receive a "flanking" attack bonus of 10% for each unit adjacent to the target unit. Some promotions and social policies give an attacking unit additional bonuses beyond the basic flanking bonus. These bonuses can be incredibly powerful when enough units are involved. In general, the more units "ganged up" on the target unit, the better!
Combat Information Table
Summary:
When one of your units is active, hover the cursor over an enemy unit to bring up the "Combat Information Table" and learn of the probable outcome of any battle between the two units. This table shows your unit's modified combat strength on the left and your enemy's on the right. The box at the bottom of the screen tells you the likely outcome of the battle, and the bars in the center of the box tell you how much damage each side will take if combat occurs.
Initiating Melee Combat
Summary:
The attacking unit initiates the melee by attempting to move into the enemy's hex. The attacker cannot engage in melee unless it can enter the defender's hex. (In other words, a Spearman cannot engage in melee combat against a trireme since it can't enter that space except when embarked.)
To order an active unit to attack, right-click on the target. The active unit will initiate the combat.
To order an active unit to attack, right-click on the target. The active unit will initiate the combat.
Melee Combat Results
Summary:
At the end of melee combat, one or both units may have sustained damage and lost "hit points." If a unit's hit points are reduced to 0, that unit is destroyed. If after melee combat the defending unit has been destroyed and the attacker survives, the attacking unit moves into the defender's hex unless defending a Citadel, Fort, or City, at which point the melee unit remains in place. If it moves, the winner will capture any non-military units in that hex. If the defending unit survives, it retains possession of its hex and any other units in the hex.
Most units use up all of their movement when attacking. Some however have the ability to move after combat - if they survive the battle and have movement points left to expend.
Any surviving units involved in the combat will receive "experience points" (XPs), which may be expended to give the unit promotions.
Most units use up all of their movement when attacking. Some however have the ability to move after combat - if they survive the battle and have movement points left to expend.
Any surviving units involved in the combat will receive "experience points" (XPs), which may be expended to give the unit promotions.
Ranged Combat
Summary:
Some units like archers and catapults and triremes engage in Ranged combat (that is, they shoot missiles at enemy units) when attacking rather than engaging in melee combat. Such units have two distinct advantages over melee units: first, they can attack enemy units that are not adjacent to them, and second, they do not take damage when they attack.
Ranged Combat Strength
Summary:
Any unit that can engage in ranged combat has a Ranged Combat strength statistic. This number is compared with the target's Combat Strength to determine the results of the attack.
To see the potential effects of a ranged attack, with the attacking unit active hover the cursor over the potential target. The "Combat Information Table" will appear, showing you the losses (if any) the target will take from a ranged attack by the active unit.
To see the potential effects of a ranged attack, with the attacking unit active hover the cursor over the potential target. The "Combat Information Table" will appear, showing you the losses (if any) the target will take from a ranged attack by the active unit.
Range
Summary:
Only ranged combat units have this stat. It is the distance, in tiles, within which the ranged combat unit can attack the enemy.
Line of Sight
Summary:
Generally, a ranged unit must be able to "see" its target in order to be able to fire at it (with the exception of units with the "Indirect Fire" promotion). A unit cannot see a target if a blocking object is between the two - a mountain or hill, for example, or a forest tile. A unit can always see into a tile, even if it contains blocking terrain, but it cannot see objects in tiles past the blocking terrain. Note that units on hills and flying units can often see over blocking terrain.
Initiating Ranged Combat
Summary:
With the ranged unit active, right-click on the target, and the attack will commence.
Ranged Combat Results
Summary:
At the end of ranged combat, the target unit may have sustained no damage, some damage, or it may have been destroyed. Remember that the attacking unit will never suffer any damage during ranged combat (except possibly for air units). If the target is destroyed, the attacking unit does not automatically enter the now-vacant tile (which is what usually happens during melee combat), but you may of course send another unit into the empty space if you've got one with the movement points available.
The attacking and defending units may receive "experience points" (XPs) as a result of the combat. See the section on "Promotions" for details.
The attacking and defending units may receive "experience points" (XPs) as a result of the combat. See the section on "Promotions" for details.
Combat Bonuses
Summary:
Units receive a variety of benefits during combat, some from the unit's location, others from its defensive posture, and others from a variety of special circumstances. Some bonuses apply only to an attacking unit, some only to a defending unit, and some might apply to both. The most common bonuses come from the terrain the unit occupies, and whether the defending unit is "fortified."
Terrain Bonuses
Summary:
Defending units get important bonuses for occupying forest, jungle, or hill tiles. Attacking melee units are penalized if they attack an enemy across a river. Attacking units get bonuses when attacking from a hill. See the section on Terrain for more details.
Forts
Summary:
Once a civ has acquired the Engineering technology, workers can construct "forts" in friendly or neutral territory. Forts provide a hefty defensive bonus to units occupying them. Forts cannot be constructed in enemy territory. They can be constructed atop resources. Melee Units attacking from a Fort don't leave the Fort even if they destroy the attacked enemy unit.
Canals
Summary:
Owned Forts and Citadels that are built next to a water tile count as Canals and can be accessed by your military ships. You can build Canals to connect Lakes (and Cities next to them) to the Ocean. It is not possible to have two adjacent Forts or two adjacent Citadels, but one Fort and one Citadel can be built next to each other. A City next to a Lake that is connected to the Ocean by a Canal can construct military ships (but not coastal buildings), and Canals can also be used by owned and foreign cargo ships.
Fortification
Summary:
Many units have the ability to "fortify." This means that the unit "digs in" and creates defensive works in its current location. This gives the unit certain defensive bonuses, making it much tougher to kill. However, fortifications are strictly defensive: if the unit moves or attacks, the fortifications are destroyed. While fortified, a unit will not activate. It will remain inactive until you manually activate it by clicking on the unit.
An improvement may also contain Fortifications, which means units stationed on this improvement, like those garrisoning a city, will not move out of the tile after a victory in melee combat.
An improvement may also contain Fortifications, which means units stationed on this improvement, like those garrisoning a city, will not move out of the tile after a victory in melee combat.
Which Units Can Fortify
Summary:
Most melee and ranged units can fortify. Non-military, mounted, naval, armored, and air units cannot fortify. These latter units can "Sleep," which means that they will remain inactive until attacked or you manually activate them, but they do not receive the defensive bonus.
Fortification Bonuses
Summary:
The amount of the bonus depends upon the length of time the unit has been fortified. The unit receives a 25% defensive bonus on the first turn it is fortified, and a 50% bonus during all subsequent turns.
The "Alert" Order
Summary:
The "alert" order is similar to "fortify," except that the unit will "wake up" when it sees a nearby enemy unit. The wakened unit retains the fortification bonus as long as it doesn't move or attack (so if you order it to go into alert mode again or to pass its turn it keeps the bonus).
Naval Combat
Summary:
Like land units, there are military and non-military naval units, as well as ranged, and melee naval units. Work boats are destroyed when attacked by barbarians and other civs or city-states, and any "embarked" land units are weak, although they can absorb a hit or two.
Ranged naval combat units may attack other naval units and any land units within range that they can see.
Melee naval combat units may directly attack other naval units, as well as coastal cities. There are however certain late-era naval units that merit special attention: the carrier, missile cruiser and the submarines. For more detail, you can view these units by clicking the "Units" tab in the Civilopedia.
Ranged naval combat units may attack other naval units and any land units within range that they can see.
Melee naval combat units may directly attack other naval units, as well as coastal cities. There are however certain late-era naval units that merit special attention: the carrier, missile cruiser and the submarines. For more detail, you can view these units by clicking the "Units" tab in the Civilopedia.
City Combat
Summary:
Cities are big, important targets, and if fortified and defended by other units, can be quite difficult to capture. However, doing so can reap rich rewards - in fact, the only way to knock another civilization out of the game is to capture or destroy all of its cities. Do this to enough opponents and you can win a mighty conquest victory (see the section on Victory).
City Hit Points
Summary:
A fully-healthy city has 200 hit points. As it takes damage, the city's hit points are reduced. If a city's hit points reach 0, an enemy unit can capture the city by entering its tile.
Attacking Cities with Ranged Units
Summary:
To target a city with a ranged unit, move the unit so that the city falls within the unit's range and then right-click on the city. Depending upon the power behind the attack, the city's hit points may be reduced by the attack. (The attacking unit is not damaged, of course.) Note that a ranged attack cannot drop a city below 1 HP; the city must be captured by a melee unit.
Attacking Cities with Melee Combat
Summary:
When a unit engages in melee combat with a city, the city may take damage to its hit points, and the melee unit may suffer damage as well. No matter how few hit points the city has remaining, it always defends itself at its full combat strength.
Garrison Units in Cities
Summary:
A city's owner may "garrison" a military unit inside the city to bolster its defenses. A portion of the garrisoned unit's combat strength is added to the city's strength. The garrisoned will divert part of the damage to a city when the city is attacked. This can destroy the garrison, so be careful! If the city is captured, the garrisoned unit is destroyed.
Cities Firing at Attackers
Summary:
A city has a Ranged Combat Strength equal to its full Strength at the start of combat, and it has a range of 1. This range increases as the game progresses based on researched technologies (look for the "ranged strike" icon in the tech tree for these technologies). It may attack any one enemy unit within that range. Note that the city's Ranged Combat Strength doesn't decline as the city takes damage; it remains equal to the city's initial Strength until the city is captured.
Capturing Cities
Summary:
When a city's hit points reach "0", an enemy unit may enter the city, regardless of any units already inside. When this occurs, the city is captured. The attacker usually has the option of destroying the city, making it a "puppet," or adding the city to his empire. Whichever he chooses to do, the civilization which loses the city has taken a huge blow. See the City section for more details.
Special City Capture Rules
Summary:
Ranged units (naval, ground, or missiles) cannot capture a city - although they certainly can soften one up a good deal before a melee unit strolls right in.
Siege Weapons
Summary:
Certain ranged weapons are classified as "siege weapons" - catapults, ballistae, trebuchets, and so forth. These units get combat bonuses when attacking enemy cities. They are extremely vulnerable to melee combat, and should be accompanied by melee units to fend off enemy assault.
In Vox Populi and the Community Patch, siege units don't have to be "set up" anymore. Instead, they move at half-speed in enemy territory.
Siege weapons are important. It's really difficult to capture a well-defended city without them!
In Vox Populi and the Community Patch, siege units don't have to be "set up" anymore. Instead, they move at half-speed in enemy territory.
Siege weapons are important. It's really difficult to capture a well-defended city without them!
Great Generals
Summary:
Great Generals are "Great People" skilled in the art of warfare. They provide combat bonuses - offensive and defensive bonuses both - to any friendly units within two tiles of their location. A Great General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If an enemy unit ever enters the tile containing a Great General, the General is destroyed.
A Great General gives a combat bonus of 15% to units in the General's tile and all friendly units within 2 tiles of the General.
Great Generals are created when your units have been in battle and also can be acquired from buildings, policies, beliefs, and tenets. See the section on "Great People" for more details.
A Great General gives a combat bonus of 15% to units in the General's tile and all friendly units within 2 tiles of the General.
Great Generals are created when your units have been in battle and also can be acquired from buildings, policies, beliefs, and tenets. See the section on "Great People" for more details.
Combat Damage
Summary:
A fully healthy unit has 100 "hit points" (HPs). When a unit takes damage during combat it loses HPs, and if it reaches 0 HPs, it is destroyed.
A unit that has taken damage is weaker than a healthy unit, and it is closer to destruction. Wherever possible, it's a good idea to "rotate out" damaged units from battle to allow them to heal up before reentering the fray. This, of course, is not always possible.
A unit that has taken damage is weaker than a healthy unit, and it is closer to destruction. Wherever possible, it's a good idea to "rotate out" damaged units from battle to allow them to heal up before reentering the fray. This, of course, is not always possible.
Healing
Summary:
To heal damage, a unit must remain inactive for a turn. The amount of damage that a unit heals depends upon the unit's location.
In a Friendly City: A unit heals 20 HPs per turn.
In Friendly Territory: 15 HP per turn.
In Neutral Territory: 10 HP per turn.
In Enemy Territory: 5 HP per turn.
Units within the borders of a City that is in Resistance heal only 5HP per turn. Units within the borders of a City that is being razed heal 20HP per turn (looting).
Note that certain promotions will accelerate a unit's healing rate.
In a Friendly City: A unit heals 20 HPs per turn.
In Friendly Territory: 15 HP per turn.
In Neutral Territory: 10 HP per turn.
In Enemy Territory: 5 HP per turn.
Units within the borders of a City that is in Resistance heal only 5HP per turn. Units within the borders of a City that is being razed heal 20HP per turn (looting).
Note that certain promotions will accelerate a unit's healing rate.
Naval Units Healing Damage
Summary:
Naval units cannot heal unless in Friendly territory, where they heal 20 HPs per turn.
The "Fortify Until Healed" Button
Summary:
If a unit is damaged, the "Fortify Until Healed" button appears in its Action buttons. If you click on this button, the unit will fortify and remain in its present location until it is fully healed. See the section on Fortifications for details of the defensive benefits of fortification.
Experience Points and Promotions
Summary:
A unit that survives combat will gain "experience points" (XPs). Once the unit has acquired enough XPs, you may expend them to acquire "Promotions" for that unit. There are a large variety of promotions in Civ V. Each gives a unit special advantages in battle.
Acquiring XPs Through Combat
Summary:
A unit gains XPs for surviving a round of combat (or, if a scout, from exploration). The unit doesn't have to win the combat or destroy the enemy to get the experience; it accrues each round that the unit lives through.
The amount of XPs the unit gets depends upon the circumstances of the combat. Generally, units get more XPs for attacking than defending, and more for engaging in melee combat than for other types. Here are some numbers (see the Charts and Tables section for a complete list):
An Attacking Melee Unit: 5 XPs
Defending Against a Melee Attack: 4 XPs
An Attacking Ranged Unit: 2 XPs
Being Attacked by a Ranged Unit: 2 XPs
Limitations: Once a unit has gotten 45 XPs, it no longer gets any additional XPs for fighting Barbarians. Once a unit has gotten 70 XPs, it no longer gets any additional XPs for fighting City-State Units.
The amount of XPs the unit gets depends upon the circumstances of the combat. Generally, units get more XPs for attacking than defending, and more for engaging in melee combat than for other types. Here are some numbers (see the Charts and Tables section for a complete list):
An Attacking Melee Unit: 5 XPs
Defending Against a Melee Attack: 4 XPs
An Attacking Ranged Unit: 2 XPs
Being Attacked by a Ranged Unit: 2 XPs
Limitations: Once a unit has gotten 45 XPs, it no longer gets any additional XPs for fighting Barbarians. Once a unit has gotten 70 XPs, it no longer gets any additional XPs for fighting City-State Units.
Other Methods of Getting XPs
Summary:
A unit constructed in a city containing a Barracks or other military building will begin its life with XPs, the number depending upon the specific building. (Barracks and Armories each provide 15 XPs.) Also, certain Social Policies and other special effects may provide XPs to units.
Expending XPs
Summary:
When a unit has acquired enough XPs to purchase a promotion, the "Promote Unit" button will flash every time the unit is active. If you click on that button, a list of the promotions available to the unit is displayed. Click on a promotion to choose one. The XPs are expended and the unit acquires the promotion immediately.
Promotions List
Summary:
There are dozens of promotions available in Civilization V. Some are available to all units, while others can be acquired only by certain unit types. Some promotions require that a unit have acquired other promotions before they become available.
If a promotion is available to a unit, it will be listed when you click on the "Promote Unit" button.
See the Civilopedia Section on "Promotions" for more details and for a full list of all promotions.
If a promotion is available to a unit, it will be listed when you click on the "Promote Unit" button.
See the Civilopedia Section on "Promotions" for more details and for a full list of all promotions.
Resistance
Summary:
Resistance is a mechanic through which Civilizations that have conquered one or more Capitals will find it increasingly difficult to capture additional Capitals. During combat, you may see the modifier Resistance (Domination) appear for you (a bonus) or for the enemy (a penalty). This modifier only appears after either you or your opponent have captured an enemy Capital. The modifier changes based on the number of foreign (non-City-State) Capitals owned and the number of foreign Capitals in total. The more Capitals captured by one player, the higher this penalty becomes!
Partisans
Summary:
If you choose to raze a City, there is a chance each turn that the City will spawn Partisans loyal to the Civilization you conquered this City from. These units will only spawn if you are still at war with the Civilization. If you are no longer at war, any spawned Partisans will be considered Barbarians. Be careful with aggressively razing enemy Cities, as the sudden appearance of Partisans could turn the tide against you!
War Weariness
Summary:
War, war never changes. Well, actually, it does. As a war progresses, the citizens of your empire will become more and more aware of the dangers of prolonged conflict, and will begin to develop War Weariness. War Weariness is calculated for each player based on three factors: the number of turns you've been at war with them, the amount of damage you've received from them, and half the amount of damage you've inflicted on them. This value is then compared to the current "power" of your units and cities to calculate a percentage (capped at 100%), and the highest % penalty from any player is applied to your empire. After capturing a city from a player, your War Weariness with that player will be suspended until two turns have passed, as your people hope for a favorable end of the war. If an AI leader is able but unwilling to make peace with a human player, that leader is also ignored.
In addition, making peace with another civilization will immediately halve your War Weariness with them, and liberating a city will reduce your War Weariness by 25% with all civilizations.
War Weariness has three major effects:
• Unhappiness from War Weariness
• Increased Production and Gold costs for Military Units
• Reduced maximum Military Unit Supply Cap
Be careful of overextending during a single conflict!
In addition, making peace with another civilization will immediately halve your War Weariness with them, and liberating a city will reduce your War Weariness by 25% with all civilizations.
War Weariness has three major effects:
• Unhappiness from War Weariness
• Increased Production and Gold costs for Military Units
• Reduced maximum Military Unit Supply Cap
Be careful of overextending during a single conflict!
Terrain
Summary:
In Civilization V, the world is made up of hexagonally-shaped "tiles" (also occasionally known as hexes and spaces). These tiles come in a variety of "terrain-types" - desert, plains, grassland, hills and so forth - and many also include "features" like forests and jungle. These elements help to determine the tile's usefulness to a nearby city as well as how easy or difficult it is to move through the tile. A tile's terrain and features may have important effects upon any combat occurring there.
Resources
Summary:
Resources are sources of food, productivity, or culture, or they provide other special bonuses to a civilization. They appear in certain hexes. Some are visible at the start of the game, others require the acquisition of specific technologies before you can see them. See the section on Resources for more details.
The Terrain Tables
Summary:
The Terrain tables are incredibly useful for all of the various terrain, features and resources in the game, and their effects upon play. These tables can be found at the end of the game manual.
Terrain Types
Summary:
There are 9 basic terrain types in the game: coast, desert, grassland, hills, mountain, ocean, plains, snow, tundra.
Explanation of Terrain Values
Summary:
City Yield: This is how much food, gold or productivity a nearby city can get from an unimproved tile of that type.
Movement Cost: The cost, in movement points (MPs) to enter the tile type.
Combat Modifier: The change in attack or defense strength of a unit occupying that tile type.
Movement Cost: The cost, in movement points (MPs) to enter the tile type.
Combat Modifier: The change in attack or defense strength of a unit occupying that tile type.
Features
Summary:
Features are elements of terrain or vegetation that appear in a hex, atop the hex's terrain. (A grassland hex might have forest or marsh on it as well, for example.) Features modify a hex's productivity and might also alter the amount of "movement points" (MP) a unit expends when entering the hex. Features may also provide defensive combat bonuses or penalties to a unit occupying the hex.
Feature Values
Summary:
Like terrain, features also have values for city yield, movement, and combat.
Rivers
Summary:
Traditionally, cities have been built along rivers, and for good reason. Rivers provide irrigation, improving the farmland around the city, and they also protect a city, as it is quite difficult to mount an assault against a city across a river.
River Locations
Summary:
Unlike other features, rivers run along the sides of the tiles rather than in them, so rivers provide their benefits to the tiles/units adjacent to them.
Movement Effect
Summary:
A unit uses up all of its movement points when crossing a river. There is no additional cost for crossing a river if a road passes over the river and your civ has the Engineering tech.
Resources
Summary:
Resources are sources of food, productivity, or culture, or they provide other special bonuses to a civilization. To a large degree your civilization's wealth and power will be determined by the number and kinds of resources you control. To utilize a resource, it must be within your civilization's borders and you must construct the appropriate "improvement" in that hex. (For example, you must construct the "plantation" improvement to get the benefit from a "banana" resource.)
There are three different kinds of resources: bonus, strategic and luxury. All three provide yield benefits to nearby cities, and strategic and luxury resources have additional important benefits.
While you may not have access to every kind of resource within your own borders, you can trade some resources with other civilizations.
There are three different kinds of resources: bonus, strategic and luxury. All three provide yield benefits to nearby cities, and strategic and luxury resources have additional important benefits.
While you may not have access to every kind of resource within your own borders, you can trade some resources with other civilizations.
Bonus Resources
Summary:
Bonus resources increase the food and gold output of a hex. Bonus resources cannot be traded to other civilizations.
Luxury Resources
Summary:
Luxury resources increase your civilization's happiness and provide a small bonus to the hex's output. Only one source of a specific luxury provides a happiness bonus. Multiple sources of the same resource do not further increase a civ's happiness (however, they're still valuable since they can be traded to other civs). You do get increased happiness bonuses for each type of luxury resource you possess, though.
In other words, if your civilization has 1 or 2 silk, you get the same happiness bonus, but you'd double the bonus if you traded the second silk to another civ in return for sugar.
In other words, if your civilization has 1 or 2 silk, you get the same happiness bonus, but you'd double the bonus if you traded the second silk to another civ in return for sugar.
We Love the King Day (WLtKD)
Summary:
Periodically a city may request that you acquire or possess a specific luxury resource. If you do so, the city will go into "We Love the King Day" for 10 turns, during which the city's growth rate is increased by 25%. When the 10 turns are over, the city will demand another luxury resource. Filling that request will cause the city to resume WLtKD for another 10 turns.
Strategic Resources
Summary:
Strategic resources are not visible at the start of the game: they require knowledge of a particular technology before they appear on a map. Horses, for example, do not appear until you know animal husbandry, and iron doesn't show up until you learn iron working.
Strategic resources allow you to build certain units and buildings. When you construct an improvement on a strategic resource hex, it provides you a limited number of those resources, and these are consumed when you construct the associated units or buildings. For example, you use one iron resource to build each swordsman unit. If you don't have one iron available, you can't construct the swordsman. The resource becomes available to you once more if the unit or building is destroyed. Should you lose access to the resource at any point, units that require that resource will receive a massive combat penalty until the resource is restored.
You can trade strategic resources with other civilizations.
You can see how many units of each strategic resources you have available on the top of the main screen.
Strategic resources allow you to build certain units and buildings. When you construct an improvement on a strategic resource hex, it provides you a limited number of those resources, and these are consumed when you construct the associated units or buildings. For example, you use one iron resource to build each swordsman unit. If you don't have one iron available, you can't construct the swordsman. The resource becomes available to you once more if the unit or building is destroyed. Should you lose access to the resource at any point, units that require that resource will receive a massive combat penalty until the resource is restored.
You can trade strategic resources with other civilizations.
You can see how many units of each strategic resources you have available on the top of the main screen.
Monopolies
Summary:
Monopolies are one of the new gameplay elements added in Vox Populi.
Luxury Global Monopolies: the essence of the Monopoly system is expansion: as your empire expands throughout the game (either through combat or settlement), be on the lookout for Luxury Resources that you already have copies of. As you collect more and more copies of the same Luxury Resources, the percentage of global resources you control goes up. If this value goes over 50% (i.e. you control more than 50% of the world's supply of any resource), you gain a Global Monopoly over that Resource. Each Global Monopoly has a unique bonus - some grant additional yields to your tiles, whereas others boost City yields by a set percentage (see the Resource section of the Civilopedia for details).
Strategic Global Monopolies: Strategic Resources operate the same way as Luxury Resources with regards to Monopolies, with one major exception. Due to the vast abundance of these resources, a true 50% Monopoly can be quite difficult. As a result, Strategic Resources have two tiers: 'Strategic' Monopolies and 'True' Monopolies. Strategic Monopolies occur at 25%, and generate special combat bonuses (such as increased health regeneration or increase defense). True Monopolies occur at 50% and, like Luxury Monopolies, they generate bonuses to City and/or tile yields.
Resource Monopolies are also required to found a Corporation. Each Corporation has a specific set of Resource Monopolies that it relies upon - if you do not have at least one of these Resource Monopolies, you will not be able to found the Corporation. For each Luxury and Strategic Resource, you can check the percentage of global resources you control in the "Corporations and Monopolies" screen.
Luxury Global Monopolies: the essence of the Monopoly system is expansion: as your empire expands throughout the game (either through combat or settlement), be on the lookout for Luxury Resources that you already have copies of. As you collect more and more copies of the same Luxury Resources, the percentage of global resources you control goes up. If this value goes over 50% (i.e. you control more than 50% of the world's supply of any resource), you gain a Global Monopoly over that Resource. Each Global Monopoly has a unique bonus - some grant additional yields to your tiles, whereas others boost City yields by a set percentage (see the Resource section of the Civilopedia for details).
Strategic Global Monopolies: Strategic Resources operate the same way as Luxury Resources with regards to Monopolies, with one major exception. Due to the vast abundance of these resources, a true 50% Monopoly can be quite difficult. As a result, Strategic Resources have two tiers: 'Strategic' Monopolies and 'True' Monopolies. Strategic Monopolies occur at 25%, and generate special combat bonuses (such as increased health regeneration or increase defense). True Monopolies occur at 50% and, like Luxury Monopolies, they generate bonuses to City and/or tile yields.
Resource Monopolies are also required to found a Corporation. Each Corporation has a specific set of Resource Monopolies that it relies upon - if you do not have at least one of these Resource Monopolies, you will not be able to found the Corporation. For each Luxury and Strategic Resource, you can check the percentage of global resources you control in the "Corporations and Monopolies" screen.
Workers and Improvements
Summary:
Workers represent the men and women who build your empire. They clear the jungles and build the farms which feed your cities. They dig the mines that provide you with precious gold and mighty iron. They lay the roads which connect your cities. Although they are not military units, workers are important.
Improvements increase the production, gold, and/or food output of tiles. They also provide access to the special bonuses provided by certain resources. If you do not improve your land, your civilization will almost certainly be overwhelmed by others which have.
Improvements increase the production, gold, and/or food output of tiles. They also provide access to the special bonuses provided by certain resources. If you do not improve your land, your civilization will almost certainly be overwhelmed by others which have.
Creating Workers
Summary:
Workers are built in cities, just like other units.
Workers in Combat
Summary:
Workers are non-military units. They are captured when an enemy unit enters their tile, and they can be damaged by ranged attacks as well (they heal like other units, but they do not gain experience or receive promotions). Workers cannot attack or damage any other unit. It's a really good idea to stack a military unit with a worker if it's in dangerous territory.
The Worker Action Panel
Summary:
When an active worker is in a location where it can do something - say construct a road, build an improvement, or clear land - the Worker Action Panel is visible. This panel displays all actions available to the worker at that location. Click on an action to order the worker to start building. Worker actions take time; hover the cursor over the action to see how long it will take the worker to complete that action.
Clearing Land
Summary:
Once their civilization has learned certain technologies (see tech tree), workers can remove forests, jungles, and marshes from tiles. Once these features are removed, they are gone forever.
Building Roads
Summary:
Workers can construct roads once their civilization has acquired the wheel technology. Roads can be constructed in friendly, neutral or enemy territory. They can be built in any terrain and across any features, except for mountains, Natural Wonders and ice (and of course they can't be built in water tiles). Roads can be constructed in tiles with resources and/or improvements. See the section on roads for more details.
Time to Construct a Road
Summary:
It takes a worker 3 turns to construct a road in any tile.
Roads and City Connections
Summary:
If there is a road between your Capital and another of your cities, those cities have a City Connection. City Connections give your civilization gold bonuses each turn, the amount depending upon the size of the cities involved. (Lighthouses can also create city connections between coastal cities.) See the section on City Connections for details.
Constructing Improvements
Summary:
Once a civilization has learned the appropriate technology, its workers can construct improvements.
Where to Construct Improvements
Summary:
Improvements can be built only in appropriate locations. (Farms may not be built on ice, for example, and mines can't be built atop cattle resources.) The Worker Action Panel will only display improvements that your civilization has the technology for and that are appropriate for the tile the active worker occupies. Generally, farms and mines can be constructed in any tile that doesn't contain a resource. If the tile does contain a resource, only the appropriate improvement can be constructed.
Duration to Construct
Summary:
Each improvement type takes a certain amount of time. It will take longer to construct improvements in marathon games, and shorter in games started in later eras.
Terrain Modifiers: Improvements constructed in tundra and deserts will take 25% longer than the standard time to construct, while improvements constructed in snow will take 50% longer.
Terrain Modifiers: Improvements constructed in tundra and deserts will take 25% longer than the standard time to construct, while improvements constructed in snow will take 50% longer.
How Much Time is Left?
Summary:
Hover your cursor over a worker to see how much time is remaining on the current construction job.
Leaving and Resuming Improvements
Summary:
If you leave a project in the middle and then resume the same project later on, the time already spent will be subtracted from the amount of time it takes to complete the project.
If you change projects, however, all progress from the previous project will be lost.
If you change projects, however, all progress from the previous project will be lost.
The Special Fort Improvement
Summary:
The fort improvement is a special improvement that is constructed by workers and provides protection to military units in friendly territory. The fort may be constructed in a friendly or neutral tile. Constructing a fort atop an existing improvement will destroy the previous improvement.
Defensive Bonus of the Fort: 50%
Defensive Bonus of the Fort: 50%
Work Boats
Summary:
Work Boats are special worker units built in coastal cities. They can create fishing boats and offshore platform improvements in water. Unlike land workers, Work Boats are consumed when they create an improvement.
Pillaging Roads and Improvements
Summary:
Enemy units can "pillage" roads and improvements, rendering them temporarily useless - no resource, no movement bonus, and so forth. It is as if the worker never built the road or made the improvement.
A unit may even pillage its own civilization's improvement (typically to deny it to another civilization who is about to capture the first civilization's city).
A unit that pillages an improvement may gain a gold bonus but will use one movement point.
A unit may even pillage its own civilization's improvement (typically to deny it to another civilization who is about to capture the first civilization's city).
A unit that pillages an improvement may gain a gold bonus but will use one movement point.
Repairing Roads and Improvements
Summary:
A worker may repair a pillaged road or improvement. It takes a worker 3 turns to repair any road or improvement.
Fishing Boats and Oil Platforms
Summary:
Water improvements are totally destroyed when pillaged. They cannot be repaired; they must be rebuilt entirely (which consumes another work boat). Guard your water improvements!
Great People Improvements
Summary:
Great People can construct special improvements. See their rules for details.
Food and City Growth
Summary:
Plentiful food is the single most important factor determining the rise of human civilization. While humans had to spend virtually every waking moment hunting and gathering food for themselves and their families or tribe, they had little time or energy for other pursuits - making cave paintings, for instance, creating a written language, or discovering ruins. Once surplus food is available, then all else is possible.
Cities and Food
Summary:
A city requires 2 food per citizen (another term for "population") per turn to avoid starvation. A city acquires food (as well as production and gold) by assigning its citizens to "work" the land around the city. The city can work any tile within three spaces of the city that is also within the civilization's borders, provided as well that it is not being worked by another city.
Left to its own devices, the city will assign as many citizens as needed to acquire its food. If not enough is available, the city will starve, losing citizens until it can support itself.
Left to its own devices, the city will assign as many citizens as needed to acquire its food. If not enough is available, the city will starve, losing citizens until it can support itself.
Getting More Food
Summary:
Certain tiles provide more food than others, and cities near to one or more of these tiles will grow faster. In addition, workers can "improve" many tiles with farms, increasing their output of food.
Best Food Tiles
Summary:
The tile types that provide a lot of food include Oasis, Floodplains, and Grassland.
Bonus Resources
Summary:
Tiles with "bonus" resources provide a lot of food once a worker constructs the appropriate improvement on the resource. These include bananas, cattle, deer, fish, sheep, and wheat. See the sections on workers and on resources for more details.
Oasis
Summary:
Oasis provide a lot of food, particularly when compared with the desert in which they're usually found.
Flood Plains
Summary:
Flood plains provide a lot of food, particularly if improved with a farm.
Grassland and Jungle
Summary:
These tiles also provide a good amount of food.
Improvements
Summary:
Workers can construct farms on most tiles to improve their food output.
Buildings, Wonders and Policies
Summary:
Certain buildings, wonders and social policies will affect the amount of food a city produces or how much it needs in its "bucket" to grow.
Maritime City-States
Summary:
If you befriend a maritime city-state, it will provide food to all of your cities, with your capital getting the largest portion of the food.
We Love the King Day
Summary:
If a city goes into "We Love the King Day" (see the section on Resources) its surplus food input increases by 25%. (If no surplus, no benefit.)
City Unhappiness
Summary:
If your civilization is unhappy, then the city will produce less food. The city will produce enough food to feed its citizens, but there is a decrease in growth locally.
City Growth
Summary:
Each turn, a city's citizens gathers a certain amount of food from the land around it and from various other sources as described above. The city's citizens have first call on that food, and they consume 2 food for each population point (so a city of population 7 consumes 14 food each turn). Any food left over is put into the poetically-named "City Growth Bucket."
The City Growth Bucket
Summary:
The city growth bucket contains all of the excess food produced by a city each turn. When the quantity of food reaches a specific amount, the city's population (citizens) will increase by 1; then the city growth bucket is emptied and the process begins all over again. The amount of food needed for population growth increases significantly as the city gets bigger.
The City Info Box in the upper left-hand corner of the City Screen tells you how many turns until the city grows; and the "Food" entry in that box tells you how much food the city is currently producing each turn. Hover your cursor over the "Food" entry to see exactly how much food you need to fill the City Growth Bucket.
The City Info Box in the upper left-hand corner of the City Screen tells you how many turns until the city grows; and the "Food" entry in that box tells you how much food the city is currently producing each turn. Hover your cursor over the "Food" entry to see exactly how much food you need to fill the City Growth Bucket.
Settlers And Food Production
Summary:
Settlers can only be constructed in cities of size 4 or larger after researching Pottery. During construction, settlers consume a city's production and all of the city's excess food intake. As long as the settler is in production, the city will not grow or add food to its growth bucket. After the construction of the Settler is completed, the city loses one Population. Later in the game, Settlers are replaced by more advanced units which can found cities with additional infrastructure. See the section on Settlers for more details.
Technology
Summary:
Technology is one of the driving forces behind civilization. It was advances in the technologies of agriculture and fishing that allowed cities to grow and thrive. It was advances in weaponry and masonry that allowed some cities to drive off the jealous barbarians who sought to steal their food and plunder their wealth. It was advances in medicine and sanitation that fought off the other great threat to civilization - disease.
Advancing technology makes a civilization stronger, bigger, smarter and a much tougher opponent. It is critically important for a civilization to keep up technologically with its neighbors. Everything else being more or less equal, it is possible for a backwards civilization to overcome a more advanced neighbor, but it's pretty difficult to think of any examples of this occurring in history.
Advancing technology makes a civilization stronger, bigger, smarter and a much tougher opponent. It is critically important for a civilization to keep up technologically with its neighbors. Everything else being more or less equal, it is possible for a backwards civilization to overcome a more advanced neighbor, but it's pretty difficult to think of any examples of this occurring in history.
Technology and Beakers
Summary:
In Civilization V, each technology you acquire gives your civilization access to some advanced unit, building, resource or wonder, or gives you some other tangible benefit. Each new tech makes your civilization that much more powerful.
You acquire technology by accumulating "beakers," which represent the amount of science your civilization possesses. Every turn your civilization gets a number of beakers added to its science pool. Each technology costs a certain number of beakers to learn; when you've accumulated enough beakers, you acquire the technology. When you get the new tech your beaker pool is depleted and you start accumulating all over again, saving up for the next tech.
You acquire technology by accumulating "beakers," which represent the amount of science your civilization possesses. Every turn your civilization gets a number of beakers added to its science pool. Each technology costs a certain number of beakers to learn; when you've accumulated enough beakers, you acquire the technology. When you get the new tech your beaker pool is depleted and you start accumulating all over again, saving up for the next tech.
Where Do Beakers Come From?
Summary:
Beakers come from your citizens (the population of your cities). Each turn you get a base number of beakers equal to the combined population of all of your cities. The larger your cities, the more beakers you generate.
In addition to the beakers generated by your base population, you get 3 beakers from your palace. (Once you build your first city you'll generate 4 beakers each turn: 1 from your single citizen and 3 from the palace). You can earn additional beakers by constructing certain buildings or wonders, and by adopting certain social policies.
In addition to the beakers generated by your base population, you get 3 beakers from your palace. (Once you build your first city you'll generate 4 beakers each turn: 1 from your single citizen and 3 from the palace). You can earn additional beakers by constructing certain buildings or wonders, and by adopting certain social policies.
Increasing Beakers
Summary:
Here are some common ways you can speed up your research (or your acquisition of technology): discover ancient ruins, enter into research agreements with other civilizations, construct buildings and wonders that improve your research output, earn a great scientist, and develop the rationalism branch in the social policy tree.
Ancient Ruins
Summary:
Some ancient ruins will give you new technology. This is not guaranteed, but it's another good reason to search them out and claim them before anybody else does.
Trade
Summary:
Once you have acquired the Education tech, you may engage in a Research Agreement with another civ, as long as you both have an Embassy and a Declaration of Friendship. A Research Agreement costs each side Gold (if you don't have the required Gold, you can't be part of an agreement).
The Research Agreement lasts 30 turns on Standard speed. When it is finished, you gain Research based on the total Research you and your partner produced during the agreement. However, you cannot get more Research from your partner than what you produced yourself.
The Research Agreement lasts 30 turns on Standard speed. When it is finished, you gain Research based on the total Research you and your partner produced during the agreement. However, you cannot get more Research from your partner than what you produced yourself.
Buildings
Summary:
You can construct a number of buildings which will increase your acquisition of beakers. The Library increases each citizen's output of beakers by half. The University will do the same and will in addition allow two scientist specialists to be assigned (see the section on specialists for more information). See the Building section of the Civilopedia for details on these and other knowledge-producing buildings.
Wonders
Summary:
A number of wonders will greatly enhance your civilization's technology. The National College national wonder will increase your civilization's beaker output by 50% in the city that it is constructed in. The Great Library immediately grants your civ one new technology. See the Wonder section of the Civilopedia for more details.
Great Scientist
Summary:
A Great Scientist can give you a considerable boost towards your next tech, or the unit can be expended to construct an Academy improvement, which provides beakers per turn when the tile is worked. See the section on Great People for more details.
The Rationalism Branch
Summary:
The Rationalism branch of social policies is full of policies which can increase your research. This branch becomes available in the Renaissance era. See the rules on Social Policies for details.
Choosing A Technology To Study
Summary:
When you have constructed your first city, the "Choose Research" menu appears and you must select which technology you wish to study. Eventually you'll acquire enough beakers and you'll learn that tech, and the "Choose Research" menu will reappear and you'll have to decide on the next tech. There are over 70 techs to study, and if you get them all you can start on "Future Techs" which increase your game score.
The Choose Research Menu
Summary:
When you need to pick a new technology, the Choose Research menu appears on the left edge of the screen. At the top it displays the technology you've just finished learning (it displays "Agriculture" the first time it appears). Below that is the "Open Technology Tree" button (more about that later), and beneath that is a list of the technologies available to you at that time. Each technology displays the number of turns it will take you to get that tech, as well as icons representing the various buildings, improvements, wonders and so forth that the technology allows (or "unlocks"). You can hover your mouse atop an icon or technology to learn even more info about it.
Click on a tech to choose to research that tech. The Choose Research menu will disappear, and a large icon will appear in the upper left-hand corner of the screen, showing you which tech you are currently researching and how long until completion.
Click on a tech to choose to research that tech. The Choose Research menu will disappear, and a large icon will appear in the upper left-hand corner of the screen, showing you which tech you are currently researching and how long until completion.
Changing Research
Summary:
You can change which tech you are researching at any time. To do so, click on the tech icon, while the Tech Panel is active, in the upper left hand corner of the screen. The Choose Research menu will reappear, and you can choose any of the techs it lists as available. You can continue to research the original tech later at the point you stopped; the previous research is not lost.
Which Technologies Are Available
Summary:
At the start of the game, there are just a few technologies available to research - generally Animal Husbandry, Archery, Pottery, and Mining. All of the other technologies in the game have one or more prerequisite techs that must be learned before they can be studied. When you've learned the prerequisite techs, the newly-available tech will appear on the Choose Research menu.
For example, the techs of sailing, calendar, and writing require knowledge of pottery before they can be learned. So if you study Pottery, that tech will be removed from the Choose Research menu (because you already know it) and Sailing, Calendar and Writing will be added.
Some technologies require knowledge of 2 or 3 prerequisite technologies, not just one. Those techs will not appear until you've learned both of the required techs.
For example, the techs of sailing, calendar, and writing require knowledge of pottery before they can be learned. So if you study Pottery, that tech will be removed from the Choose Research menu (because you already know it) and Sailing, Calendar and Writing will be added.
Some technologies require knowledge of 2 or 3 prerequisite technologies, not just one. Those techs will not appear until you've learned both of the required techs.
The Mighty Technology Tree
Summary:
To see how all of this works in the game, check out the amazing Technology Tree. It displays all of the technologies and shows how they are intertwined. You can click on a tech to order your civilization to research it - if your civilization doesn't know the prerequisite techs it will research them as well. The Tech Tree will plot the quickest route to the requested tech, and you will research the necessary precursors in the order it displays. The Tech Tree can be reached from the Choose Research menu and by pressing the F5 hotkey.
Technology and Victory
Summary:
Once you have learned enough technology, you can construct a spaceship and send a colony off to Alpha Centauri. If you do this before any other civilization achieves any other kind of victory, you win a science victory. See the section on Victory for more details about the various ways to achieve victory in Civilization V.
Victory and Defeat
Summary:
There are multiple paths to victory in Civilization V. You can win through scientific dominance, becoming the first civ to create and launch a spaceship to Alpha Centauri. You can overwhelm the other civilizations through cultural superiority or political cunning. Or you can employ the ever-popular "crush all of your enemies beneath the wheels of your chariot" tactic and win a mighty domination victory. Whichever civilization achieves one set of victory conditions first wins.
It's important to keep an eye on your opponents' progress toward victory as you advance your own civilization. There's nothing so annoying as to be on the verge of capturing your last surviving enemy's final city, only to watch helplessly as he or she completes her spaceship and wins an upset scientific victory.
It's important to keep an eye on your opponents' progress toward victory as you advance your own civilization. There's nothing so annoying as to be on the verge of capturing your last surviving enemy's final city, only to watch helplessly as he or she completes her spaceship and wins an upset scientific victory.
City-States And Victory
Summary:
City-States cannot win a game of Civilization V. Only major civilizations can do so.
How To Lose
Summary:
There are three paths to failure in Civilization V: losing all your cities, another civilization winning the game, or not having the highest score at 2050 AD.
Losing your Last City
Summary:
If you lose your last city - to another civilization or to an angry city-state - then you lose immediately. This is very embarrassing, so don't let it happen to you.
Another Civilization Wins
Summary:
If another civilization achieves one of the five victories explained below, game over: you lose. It doesn't matter if you were about to achieve your own victory, whoever wins first wins, and everybody else loses.
2050 Arrives
Summary:
If the year 2050 arrives and nobody has won one of the victories below, the game ends automatically and the civilization with the most Victory Points wins.
How To Win
Summary:
There are five paths to victory available to you in Civilization V:
Domination Victory
Science Victory
Cultural Victory
Diplomatic Victory
2050 Arrives
Domination Victory
Science Victory
Cultural Victory
Diplomatic Victory
2050 Arrives
Domination Victory
Summary:
If you are the last player in possession of your own original capital you win. So if you capture all other civs' capitals and hang onto your own, you've achieved victory. However, this can be tricky. Suppose you're in a five-player game and you capture three of your opponents' original capitals, but the fifth player sneaks in and captures your capital while you're not paying attention - then he would win immediately. In other words, it doesn't matter who captures what: it's the last player holding onto his original capital who gets the victory.
If you've lost your original capital, but still possess other cities, you can still win another type of victory: culture, scientific, diplomatic, or time. However, you cannot win a domination victory until and unless you recapture your own original capital.
If you've lost your original capital, but still possess other cities, you can still win another type of victory: culture, scientific, diplomatic, or time. However, you cannot win a domination victory until and unless you recapture your own original capital.
Destroying an Original Capital
Summary:
Can't be done. A capital cannot be destroyed by any means. It can be captured, but not destroyed. Dropping a nuke on the city will at worst reduce its population to 1, but the city will not be destroyed. Accept it and move on. (Remember that you can drive another civ out of the game by destroying or capturing all of its cities, so you can still wipe your foes off the map even if you can't erase their capital from the face of the earth...)
Current Capital vs. Original Capital
Summary:
If your original capital has been captured, another of your cities will automatically be assigned as a replacement capital. This city functions in all ways like the original, except that it can be destroyed, and it does not count towards a Domination victory. If you ever retake your original capital, it will resume its leadership position in your civilization.
The Science Victory
Summary:
You achieve a science victory by learning the necessary technologies to create all of the pieces of the spaceship, then building the parts and moving them to your current capital (or building them there in the first place). Once all the parts are together you may launch your ship to Alpha Centauri. If it successfully makes it to a new planet before anyone else achieves a victory condition, you win the Science Victory!
Spaceship Parts
Summary:
Spaceship parts are constructed and move around the map like any other vehicle. Each requires an advanced technology to construct. They are non-combat units and are automatically destroyed if captured. Once a part has been constructed, order it to move to your current capital. When it arrives you'll be asked if you want to add it to your spaceship.
When all spaceship parts have been added, the ship will launch into space and you will have won a science victory!
Incidentally, spaceship parts cannot be rushed or purchased. They must be constructed in a city.
When all spaceship parts have been added, the ship will launch into space and you will have won a science victory!
Incidentally, spaceship parts cannot be rushed or purchased. They must be constructed in a city.
Cultural Victory
Summary:
To win a Cultural Victory, you must become the dominant cultural influence in every civilization in the game and construct the Citizen Earth Protocol. You must also have two Tier 3 Tenets of an Ideology, and your people must be Content. Cultural Influence is achieved through Tourism generated by Great Works that you create, and Artifacts that you discover. The Tourism you generate has a constant impact on other civilizations, and its effect is amplified through Open Borders, Trade Routes, shared Religion and Ideologies, Research Agreements, etc.
When your cumulative Tourism output (for the entire game) surpasses the cumulative Culture output of each remaining civilization in the game, you will be able to construct the Citizen Earth Protocol if you also have an ideology and your population is Content.
When your cumulative Tourism output (for the entire game) surpasses the cumulative Culture output of each remaining civilization in the game, you will be able to construct the Citizen Earth Protocol if you also have an ideology and your population is Content.
Diplomatic Victory
Summary:
Diplomatic Victory is achieved by winning a World Leader resolution in the World Congress. This is only possible once the World Congress becomes the United Nations.
See the "World Congress" topic for more detailed information.
See the "World Congress" topic for more detailed information.
Delegates
Summary:
Once the World Congress is founded, civilizations express their diplomatic power through the use of delegates. During each session of the World Congress, you assign these delegates to different resolutions that have different gameplay effects. Once the United Nations is founded, delegates are essential to becoming the World Leader and winning Diplomatic Victory.
See the "World Congress" topic for more detailed information.
See the "World Congress" topic for more detailed information.
Liberation
Summary:
If you capture a city that belonged to a conquered civilization or city-state, you have the chance to liberate that civilization or city-state, bringing them back into the game. This earns a large amount of admiration from the liberated player which can be leveraged for an attempt to win Diplomatic Victory. For a liberated city-state, you will gain a large amount of influence which goes towards securing them as your ally and gaining more delegates in the World Congress. For a liberated civilization, they will like you much more, and be much more likely to use their delegates to support you for World Leader.
The End of Time
Summary:
If no one has achieved victory, the game ends automatically at the end of 2050. The score of all surviving civilizations will be tallied and a victor announced. You may continue playing the game after this point, but victory will no longer be a factor.
Determining Score
Summary:
You earn points for:
- The number of tiles in your borders (this is the least important factor in victory)
- The number of cities in your empire
- Your population
- The number of techs you possess
- The number of "future techs" you possess
- The number of Wonders you have constructed (this is the most important factor in determining victory)
- The number of tiles in your borders (this is the least important factor in victory)
- The number of cities in your empire
- Your population
- The number of techs you possess
- The number of "future techs" you possess
- The number of Wonders you have constructed (this is the most important factor in determining victory)
Game Score
Summary:
In many Civilization V games, one of the players will win the game by achieving one of the four possible victories: Domination, Science, Diplomacy, or Culture. However, if no one achieves one of these victories by the year 2050, the winner is determined by the surviving civilization's "score."
And if someone does win outright before 2050, their score will determine their place on the "Hall of Fame" screen. Here's how scores are calculated.
And if someone does win outright before 2050, their score will determine their place on the "Hall of Fame" screen. Here's how scores are calculated.
Elimination
Summary:
If you are eliminated from the game, your score is zero. (Sorry.)
Time to Victory
Summary:
If you achieve victory before 2050, you receive a "score multiplier." The earlier the victory, the better.
Victory Points
Summary:
You earn victory points for:
- The number of tiles in your borders (this is the least important factor in victory)
- The number of cities in your empire
- Your population
- The number of techs you possess
- The number of "future techs" you possess
- The number of Wonders you have constructed (this is the most important factor in determining victory)
- The number of tiles in your borders (this is the least important factor in victory)
- The number of cities in your empire
- Your population
- The number of techs you possess
- The number of "future techs" you possess
- The number of Wonders you have constructed (this is the most important factor in determining victory)
Map Size and Game Difficulty
Summary:
The size of the map that you play on will determine the victory points each civ receives for tiles, number of cities, and population. The game difficulty you choose will determine the overall value of all points in the game: the higher the difficulty, the more everything's worth. (In other words, winning a crushing victory on the easiest level will probably be worth fewer points than eking out a marginal victory on the toughest level.)
Your Current Score
Summary:
You can see everybody's current score on the Diplomacy Panel. If you hover the cursor over your score, you'll see where your points are coming from. (That doesn't work on other civs' scores, however.)
Note that victory points are not permanent: they can come and go across the course of a game. If you construct a Wonder, you then get the points for it. But if somebody else captures the city it's in, they get those points.
Note that victory points are not permanent: they can come and go across the course of a game. If you construct a Wonder, you then get the points for it. But if somebody else captures the city it's in, they get those points.
Culture
Summary:
Culture is a measurement of your civilization's commitment to and appreciation of the arts and humanities - everything from cave paintings to Tiki heads to "Hamlet" to Beethoven's Ninth Symphony to Lady Gaga's latest video. In the game culture has two main effects: it increases the size of your cities' territories (and therefore your overall borders) and it allows you to purchase new Social Policies, and later in the game, Ideological Tenets.
Getting Culture
Summary:
Your civilization acquires Culture in a variety of ways:
- Your Palace: Your palace (created when you build your first city) produces 1 Culture point per turn.
- Ancient Ruins: An ancient ruin might give you a big dose of Culture.
- Buildings: Certain buildings provide Culture. The monument is an early example.
- Specialists: Specialists, particularly artists, writers, and musicians, generate Culture.
- Wonders: Some wonders churn out culture. The Hermitage, Heroic Epic and National Epics are three national wonders that give you Culture, and there are plenty more to discover.
- Social Policies and Tenets: Certain Social Policies and Ideological Tenets will increase your Culture output. The "Aesthetics" branch has a number of policies targeted at Culture.
- Great People: Great Artists, Writers, and Musicians can all create "Great Works" that produce Culture and Tourism.
- City-States: Some city-states give you Culture if your relations are friendly.
- Your Palace: Your palace (created when you build your first city) produces 1 Culture point per turn.
- Ancient Ruins: An ancient ruin might give you a big dose of Culture.
- Buildings: Certain buildings provide Culture. The monument is an early example.
- Specialists: Specialists, particularly artists, writers, and musicians, generate Culture.
- Wonders: Some wonders churn out culture. The Hermitage, Heroic Epic and National Epics are three national wonders that give you Culture, and there are plenty more to discover.
- Social Policies and Tenets: Certain Social Policies and Ideological Tenets will increase your Culture output. The "Aesthetics" branch has a number of policies targeted at Culture.
- Great People: Great Artists, Writers, and Musicians can all create "Great Works" that produce Culture and Tourism.
- City-States: Some city-states give you Culture if your relations are friendly.
Expanding Territory
Summary:
As a city gains culture, it will acquire additional tiles in the surrounding unclaimed territory. The faster it gains culture, the faster its territory will grow. Each city acquires territory depending upon its own cultural output. When it reaches a certain level, it will "claim" a new tile (if any are available).
Check out the Status Box on the City Screen to see how much culture a city is producing each turn, and how long until the city grabs another tile. The amount of culture required to get a new tile increases as the city's territory grows.
Note that you can also expend gold to "purchase" tiles; this is entirely independent of the city's own acquisition based upon its culture.
Check out the Status Box on the City Screen to see how much culture a city is producing each turn, and how long until the city grabs another tile. The amount of culture required to get a new tile increases as the city's territory grows.
Note that you can also expend gold to "purchase" tiles; this is entirely independent of the city's own acquisition based upon its culture.
Acquiring Social Policies
Summary:
You acquire social policies based upon the total amount of culture produced by all of your cities. Check out the Status Bar at the top of the Main screen to see how much total culture your civ has accumulated, how much culture the civ is producing each turn, and how much is required before getting a new social policy.
When you have accumulated enough culture, you can go to the Social Policies Screen and buy a new policy. (See the section on Social Policies for details.) Each time you purchase a new social policy the price of the next one increases.
When you have accumulated enough culture, you can go to the Social Policies Screen and buy a new policy. (See the section on Social Policies for details.) Each time you purchase a new social policy the price of the next one increases.
Cultural Victory
Summary:
To win a Cultural Victory, you must construct the Citizen Earth Protocol wonder. This is possible if you are Influential over every other civilization in the game. In addition, you must have two Tier 3 Tenets of an Ideology and your people must be Content. See the section on Victory for details.
Tourism
Summary:
🗿 Tourism is the primary yield you will use to spread your cultural influence to other civilizations. It is generated passively by Buildings, Great Works or Artifacts, and actively by Historic Events (for more on "Historic Events", see the section with this label) or completing Trade Routes (if you have constructed buildings that grant such bonuses). As you place more and more Great Works and Artifacts into your Museums, Amphitheaters, Opera Houses, etc., your 🗿 Tourism will continue to increase.
Your 🗿 Tourism is multiplied with each player in the following ways (minimum -100%):
• Any Trade Route connecting your City with their City (+10%).
• Trade Open Borders to the player (+15%).
• Share your Religion with the player (+X%, the percent of its followers in their empire, maximum +50%).
• Have a Diplomat in their Capital City (+20%).
• Have less Boredom in your Empire (+X%, the difference in Boredom between your two Empires).
• Expend a Great Musician inside their borders (+100%, and +50% with everyone else).
• Gain the player as a Vassal (+33%).
• Have a different Ideology than the player (-10%).
• Own more non-Puppet Cities than the player (-5% per additional City).
Additionally, certain player Abilities, Policies, Tenets, Corporations, and World Congress proposals can change this modifier. Other Abilities instead directly multiply the tourism generated in a city.
Your 🗿 Tourism is multiplied with each player in the following ways (minimum -100%):
• Any Trade Route connecting your City with their City (+10%).
• Trade Open Borders to the player (+15%).
• Share your Religion with the player (+X%, the percent of its followers in their empire, maximum +50%).
• Have a Diplomat in their Capital City (+20%).
• Have less Boredom in your Empire (+X%, the difference in Boredom between your two Empires).
• Expend a Great Musician inside their borders (+100%, and +50% with everyone else).
• Gain the player as a Vassal (+33%).
• Have a different Ideology than the player (-10%).
• Own more non-Puppet Cities than the player (-5% per additional City).
Additionally, certain player Abilities, Policies, Tenets, Corporations, and World Congress proposals can change this modifier. Other Abilities instead directly multiply the tourism generated in a city.
Tourism and the Culture Victory
Summary:
When your cumulative 🗿 Tourism output (for the entire game) surpasses the cumulative Culture output of each remaining civilization in the game, you win the Culture Victory. In terms of a Culture Victory, consider Tourism your "Offense" against other civilizations, and Culture your "Defense" from other civilizations. You can track your progress by clicking on the 🗿 Tourism icon at the top of the screen.
Benefits of Tourism
Summary:
Aside from accumulating 🗿 Tourism to win a Culture Victory, there are other benefits to be gained from accumulating 🗿 Tourism. The more 🗿 Tourism you generate, the greater your Influence becomes with other civilizations (you can view your progress in the "Influence by Player" tab of the "Cultural Overview"). Once you've reach the "Familiar" level with another civilization, you will start receiving bonuses that grow as your Influence grows. These include additional ⚗️ Science from Trade Routes, more effective 🕵️ Spies, and easier control of conquered cities (less unrest, and more population remaining).
Ideology choices are also affected. If another civilization has chosen a different Ideology than your civilization, gaining Influence over their people will cause unhappiness within their civilization, forcing them to either cope with their unhappy people, or change Ideologies. For more information, see the "Social Policies" Game Concepts section, and click on "Ideologies".
Ideology choices are also affected. If another civilization has chosen a different Ideology than your civilization, gaining Influence over their people will cause unhappiness within their civilization, forcing them to either cope with their unhappy people, or change Ideologies. For more information, see the "Social Policies" Game Concepts section, and click on "Ideologies".
Great Works
Summary:
Great Artists, Writers, and Musicians all have the ability to create Great Works. These Great Works are iconic masterpieces from throughout time, like Leonardo Da Vinci's Mona Lisa, or Charles Dickens' A Christmas Carol.
Once created, you can then place these Great Works in an appropriate building that has an empty Great Work slot (like a Museum for a Great Work of Art, an Amphitheater for a Great Work of Writing, or an Opera House for a Great Work of Music). Once placed, each Great Work produces both Culture and Tourism.
Once created, you can then place these Great Works in an appropriate building that has an empty Great Work slot (like a Museum for a Great Work of Art, an Amphitheater for a Great Work of Writing, or an Opera House for a Great Work of Music). Once placed, each Great Work produces both Culture and Tourism.
Great Work of Art
Summary:
Great Artists can create a Great Work of Art to place in any appropriate building in your empire that has an empty Great Work of Art slot. This includes the Palace, Museums, Cathedrals, as well as various Wonders.
To create a Great Work of Art, select and move your Great Artist to within one hex of any city in your civilization. As long as there is an appropriate building with an empty slot available in any of your cities, you will be able to click the "Create Great Work" icon on the Unit Panel. The Great Work will display on your screen (for example, Leonardo Da Vinci's Mona Lisa), and the Great Artist is expended.
To create a Great Work of Art, select and move your Great Artist to within one hex of any city in your civilization. As long as there is an appropriate building with an empty slot available in any of your cities, you will be able to click the "Create Great Work" icon on the Unit Panel. The Great Work will display on your screen (for example, Leonardo Da Vinci's Mona Lisa), and the Great Artist is expended.
Great Work of Writing
Summary:
Great Writers can create a Great Work of Writing to place in any appropriate building in your empire that has an empty Great Work of Writing slot. This includes the Amphitheater, the National Epic, the Heroic Epic, the Royal Library, as well as various Wonders.
To create a Great Work of Writing, select and move your Great Writer to within one hex of any city in your civilization. As long as there is an appropriate building with an empty slot available in any of your cities, you will be able to click the "Create Great Work" icon on the Unit Panel. The Great Work of Writing will display on your screen (for example, Charles Dickens' A Christmas Carol), and the Great Writer is expended.
To create a Great Work of Writing, select and move your Great Writer to within one hex of any city in your civilization. As long as there is an appropriate building with an empty slot available in any of your cities, you will be able to click the "Create Great Work" icon on the Unit Panel. The Great Work of Writing will display on your screen (for example, Charles Dickens' A Christmas Carol), and the Great Writer is expended.
Great Work of Music
Summary:
Great Musicians can create a Great Work of Music to place in any appropriate building in your empire that has an empty Great Work of Music slot. This includes the Opera House, the Broadcast Tower, as well as various Wonders.
To create a Great Work of Music, select and move your Great Musician to within one hex of any city in your civilization. As long as there is an appropriate building with an empty slot available in any of your cities, you will be able to click the "Create Great Work" icon on the Unit Panel. The Great Work of Music will display on your screen (for example, Frederic Chopin's Raindrop Prelude), and the Great Musician is expended.
To create a Great Work of Music, select and move your Great Musician to within one hex of any city in your civilization. As long as there is an appropriate building with an empty slot available in any of your cities, you will be able to click the "Create Great Work" icon on the Unit Panel. The Great Work of Music will display on your screen (for example, Frederic Chopin's Raindrop Prelude), and the Great Musician is expended.
Managing Great Works
Summary:
At any time, you can open the Cultural Overview screen, and move Great Works from one location to another. This is helpful when your civilization is being invaded and you wish to move your Great Works to safety. You can also use this to place Great Works in different combinations within your Museums and Wonders to attempt a theming bonus, which gives you bonus 🗿 Tourism for combining similar Great Works.
Archaeology
Summary:
Once you've researched Archaeology, there will be a new resource that appears on the map called "Antiquity Sites". These are locations that note real events from earlier in your game, like battles that took place on a particular hex, or perhaps a Barbarian camp. To take advantage of these sites, you will need to construct an "Archaeologist" that can extract an Artifact from the site, or build a Landmark.
Antiquity Sites
Summary:
To take advantage of an Antiquity Site, you must first build an Archaeologist. Archaeologists are units that can only be constructed in a city with a University. Once built, send him to any Antiquity Site (Open Borders are required for other civilizations), and once they arrive, select the "Construct Archaeological Dig" option on the Unit panel. After a set number of turns, you will have the option to either extract an Artifact, or create a Landmark.
If you complete the Exploration Social Policy tree, you will also reveal Hidden Antiquity Sites. These special Antiquity sites not only yield up Artifacts like regular Antiquity Sites, but there is also a chance you will find a special Great Work of Writing Artifact, like the Rosetta Stone. You can use this like a Great Work of Writing, or you can choose to start a Cultural Renaissance, which will grant you a large amount of Culture.
If you complete the Exploration Social Policy tree, you will also reveal Hidden Antiquity Sites. These special Antiquity sites not only yield up Artifacts like regular Antiquity Sites, but there is also a chance you will find a special Great Work of Writing Artifact, like the Rosetta Stone. You can use this like a Great Work of Writing, or you can choose to start a Cultural Renaissance, which will grant you a large amount of Culture.
Artifacts
Summary:
Artifacts are historical relics that you can place in any open Great Work of Art slot in your Museums, Palace, or certain Wonders. Once placed, they will generate both Culture and Tourism.
There are also special Written Artifacts, which can only be discovered within Hidden Antiquity Sites (see Antiquity Sites for more information).
There are also special Written Artifacts, which can only be discovered within Hidden Antiquity Sites (see Antiquity Sites for more information).
Themes and Theming Bonuses
Summary:
If a Building has more than one slot for Great Works, there's a good chance that a certain combination of Great Works may 'Theme' this building, resulting in powerful yield bonuses. Theming requires the Great Works in the building to meet a set of specific criteria, be it different Eras, Civilizations, or even Great Work Types. This information is revealed when you hover over the Building's Theming Bonus yield value in the City Screen.
Themes provide additional 🗿 Tourism and 🎵 Culture for your Civilization, based on the indicated value in your City Screen. In some cases, buildings may provide an additional Theming Bonus yield - this bonus is indicated in the Building's Help tooltip.
Themes provide additional 🗿 Tourism and 🎵 Culture for your Civilization, based on the indicated value in your City Screen. In some cases, buildings may provide an additional Theming Bonus yield - this bonus is indicated in the Building's Help tooltip.
Historic Events
Summary:
Historic Events represent monumental achievements that may occur during a game. These events require planning or user interaction, and are thus a dynamic part of acquiring cultural influence over other civilizations. When one of the following Historic Events is completed, receive a 🗿 Tourism boost with all known Civs based on your recent 🎵 Culture and 🗿 Tourism output:
• Earn a ⭐ Great Person
• Build a World Wonder
• Win a War (Warscore 25+)
• Enter a new ⚗️ Era
• Enter a 🌟 Golden Age (Artistry)
• Completing an / Archaeological Dig (Artistry)
• Trade with a Major Civilization (Caravansary, etc)
• Trade with a Major Civilization (Harbor, etc)
• / Trade with a City-State (Policy Only)
The amount of Tourism received by these events is based on your culture and tourism per turn over the past few turns. The value of this is also adjusted based on the number of cities in your empire and your tourism modifier with the target civ. Finally, the amount of tourism you receive is also modified by a few social policies and ideological tenets, as well as leader traits, buildings, and the number of cities in your empire.
• Earn a ⭐ Great Person
• Build a World Wonder
• Win a War (Warscore 25+)
• Enter a new ⚗️ Era
• Enter a 🌟 Golden Age (Artistry)
• Completing an / Archaeological Dig (Artistry)
• Trade with a Major Civilization (Caravansary, etc)
• Trade with a Major Civilization (Harbor, etc)
• / Trade with a City-State (Policy Only)
The amount of Tourism received by these events is based on your culture and tourism per turn over the past few turns. The value of this is also adjusted based on the number of cities in your empire and your tourism modifier with the target civ. Finally, the amount of tourism you receive is also modified by a few social policies and ideological tenets, as well as leader traits, buildings, and the number of cities in your empire.
Diplomacy
Summary:
Diplomacy is important in Civilization V. The world is huge and filled with other civilizations whose leaders are just as cunning and determined as you are. Some are honest; others are liars. Some are warlike and others prefer peace. But all want to win.
You can accomplish a lot through diplomacy. You can gain allies and isolate your enemies. You can create defensive and offensive pacts. You can increase your technology through cooperative research ventures. You can end wars that are going badly for you. You can bluff the credulous and bully the timid.
It's a big, tough world out there, and you won't last long if you automatically attack everybody you meet. Sometimes it really is better to talk than to fight - at least until their back is turned and you're ready to launch the big attack.
You can accomplish a lot through diplomacy. You can gain allies and isolate your enemies. You can create defensive and offensive pacts. You can increase your technology through cooperative research ventures. You can end wars that are going badly for you. You can bluff the credulous and bully the timid.
It's a big, tough world out there, and you won't last long if you automatically attack everybody you meet. Sometimes it really is better to talk than to fight - at least until their back is turned and you're ready to launch the big attack.
Who Can Conduct Diplomacy
Summary:
You can speak to a city-state or another civilization's leader at any time after you've established diplomatic relations with them. This happens automatically when one of your cities or units encounters one of their cities or units. (In fact, the desire to establish diplomatic relations is one of the driving forces behind world exploration.) After you've established diplomatic relations with another political entity you can speak with them at any time - though they may not have much to say if they hate your guts.
Note that another civilization or city-state may attempt to open negotiations with you, as well, after you've opened diplomatic relations.
Note that another civilization or city-state may attempt to open negotiations with you, as well, after you've opened diplomatic relations.
Initiating Diplomacy
Summary:
To initiate diplomacy, click on the Diplomacy Panel button. The Diplomacy Panel will appear, displaying all known civilizations and city-states in the game. Click on an entry to speak with that leader. Alternatively, you can click on a civ's or city-state's city banner to open communications with them.
What you can accomplish depends upon whether you're speaking with a civilization or a city-state.
What you can accomplish depends upon whether you're speaking with a civilization or a city-state.
Diplomacy With Civilizations
Summary:
When you engage in diplomacy with civilizations, you have the following options: declare war, negotiate peace, trade, demand, discuss, and exit.
Declare War
Summary:
Click on this button to declare war with the civilization.
War Score
Summary:
War Score is ever-shifting status of a war between players. War Score can fluctuate from 100 to -100, where 100 is a total victory for you, and -100 a total victory for your opponent. War Score will also gradually decay over time, to highlight the declining value of past actions in a long, drawn-out conflict.
When declared, War Score starts at zero for both players. As you (or your opponent) destroy units, pillage tiles/trade units, capture civilians and take cities, your warscore will go up. The value of these actions varies based on the overall size of your opponent.
When it comes time to make peace, the War Score value gives you a good idea of what you should expect to gain from your opponent, or what they will ask of you. In the trade screen, the War Score value will be translated into a 'Max Peace' value, which shows you exactly what you can take from your opponent (or vice-versa). When peace is concluded, the War Score returns to zero.
When declared, War Score starts at zero for both players. As you (or your opponent) destroy units, pillage tiles/trade units, capture civilians and take cities, your warscore will go up. The value of these actions varies based on the overall size of your opponent.
When it comes time to make peace, the War Score value gives you a good idea of what you should expect to gain from your opponent, or what they will ask of you. In the trade screen, the War Score value will be translated into a 'Max Peace' value, which shows you exactly what you can take from your opponent (or vice-versa). When peace is concluded, the War Score returns to zero.
Trade
Summary:
You can negotiate a trade deal with the civilization. Clicking on this button will bring up the Trade Screen.
Demand
Summary:
You can demand stuff from the other civ. It may comply if you're a lot bigger than it or if it otherwise feels it's appropriate. Or it may declare war on you. You never know...
Discuss
Summary:
This button allows you to open up dialog on a variety of topics. Depending upon circumstances you may do any of the following. The leader's response will depend upon his or her relations with you and their own self-interest.
- Ask the leader to sign a declaration of friendship.
- Ask the leader to go to war against another civilization.
- Share intrigue with a leader.
- Request that the leader not build any more new cities near you.
- Denounce a leader you are unhappy with.
- Ask a leader to stop spying on you.
- Ask the leader to sign a declaration of friendship.
- Ask the leader to go to war against another civilization.
- Share intrigue with a leader.
- Request that the leader not build any more new cities near you.
- Denounce a leader you are unhappy with.
- Ask a leader to stop spying on you.
Denounce
Summary:
Players have the ability to publicly "Denounce" other Civs who have slighted them. However, there are diplomatic repercussions to consider and denunciations shouldn't be taken lightly. A Civ you Denounce will be wary of any later attempts at diplomacy, and it will take years before they forget your actions. On the other hand, a carefully timed denunciation as a prelude to war could benefit you by drawing the other enemies of your target out of the woodwork and into the war as your allies.
Declaration of Friendship
Summary:
A "Declaration of Friendship" between two or more players means, in the most basic sense that these players now have a mutual interest in looking out for each other (typically this involves becoming trade partners and sharing resources). Players may also choose to establish "blocks" of friendship by forming friendships with multiple players in order to ensure long-term safety and economic stability.
Exit
Summary:
Press this to exit diplomacy with the leader.
The Trade Screen
Summary:
The Trade Screen allows you to trade items, to make research agreements and to enter into other kinds of treaties. Many options require knowledge of certain technologies before you use them. If you cannot trade something, it is greyed out. Hover your cursor over a line to learn more about it.
The Trade Screen is divided into two sides. Your civilization's stuff is on the right side, and the other civilization's is on the left.
Click on items on your side to offer them to your trading partner; click on items on his or her side to indicate what you want in return. You might, for example, offer your opposite number "Open Borders" (permission for his units to enter your territory) in return for "Open Borders" (permission for your units to enter his territory).
However, trades do not need to be equal: you can, for example, ask for "Open Borders" in return for gold, or nothing. Once you've set up the trade you want, click on the "Propose" button to present it to the other civilization. If the other civilization accepts the offer, it goes into effect immediately. If the other civilization rejects it, you click on "What would make this deal work?" to ask what the leader wants. (Note: there are times when the AI will never give up a certain item, no matter how tempting your offer is.)
Sometimes the other leader will make you an offer. You can accept the offer or make a counter-offer or decline it altogether.
Click on the "Exit" button to leave this screen.
The Trade Screen is divided into two sides. Your civilization's stuff is on the right side, and the other civilization's is on the left.
Click on items on your side to offer them to your trading partner; click on items on his or her side to indicate what you want in return. You might, for example, offer your opposite number "Open Borders" (permission for his units to enter your territory) in return for "Open Borders" (permission for your units to enter his territory).
However, trades do not need to be equal: you can, for example, ask for "Open Borders" in return for gold, or nothing. Once you've set up the trade you want, click on the "Propose" button to present it to the other civilization. If the other civilization accepts the offer, it goes into effect immediately. If the other civilization rejects it, you click on "What would make this deal work?" to ask what the leader wants. (Note: there are times when the AI will never give up a certain item, no matter how tempting your offer is.)
Sometimes the other leader will make you an offer. You can accept the offer or make a counter-offer or decline it altogether.
Click on the "Exit" button to leave this screen.
Open Borders Agreement
Summary:
Once you or another civ have discovered Civil Service, you can enter into an Open Borders agreement with any civ where you have established an Embassy. (City-States can't make Open Borders agreements.) While an Open Borders agreement is in effect, the other civ's units can enter your territory without automatically triggering war. If the agreement is mutual, either civ's units can enter the other's territory freely; however it doesn't have to be mutual: one civ can grant another Open Borders without automatically receiving it in return.
An Open Borders agreement lasts for 20 turns. When 20 turns have passed, the agreement must be renegotiated or it lapses.
An Open Borders agreement lasts for 20 turns. When 20 turns have passed, the agreement must be renegotiated or it lapses.
Defensive Pact
Summary:
Once you have acquired the Chivalry tech, you may engage in a Defensive Pact. Defensive Pacts are always mutual. If a signatory to a Defensive Pact is attacked, the other partner is automatically at war with the attacker.
A Defensive Pact lasts for 50 turns (on standard speed). When that time has elapsed, the pact lapses unless it is renegotiated.
A Defensive Pact lasts for 50 turns (on standard speed). When that time has elapsed, the pact lapses unless it is renegotiated.
Research Agreements
Summary:
Once you have acquired the Education tech, you may engage in a Research Agreement with another civ, as long as you both have an Embassy and a Declaration of Friendship. A Research Agreement costs each side Gold (if you don't have the required Gold, you can't be part of an agreement).
The Research Agreement lasts 30 turns on Standard speed. When it is finished, you gain Research based on the total Research you and your partner produced during the agreement. However, you cannot get more Research from your partner than what you produced yourself.
The Research Agreement lasts 30 turns on Standard speed. When it is finished, you gain Research based on the total Research you and your partner produced during the agreement. However, you cannot get more Research from your partner than what you produced yourself.
Trading Cities
Summary:
You can trade cities with other civilizations. Generally, civilizations will not trade cities unless in dire circumstances or in exchange for huge payouts. You cannot trade your capital city.
Other Players
Summary:
You can ask your trading partner to interact with other civs that you both know. You can ask him or her to declare war or make peace with another player.
Resources and Diplomacy
Summary:
You can trade Strategic and Luxury resources with another civ. The other civ gets all of the benefits of the resource for the duration of the trade (30 turns).
Negotiating With City-States
Summary:
City-States are much less complicated than civilizations. You have fewer options when negotiating with them. Generally, you can offer them gold or goods, or declare war or offer peace. Sometimes they will ask favors of you. See the section on City-States for more details.
Declaring War
Summary:
You can declare war on a city-state or another civilization through the Diplomacy Panel or by simply attacking one of their units. You can declare war on a civ by entering their territory without an Open Borders agreement, as well (except for city-states, whose borders you may enter freely). Other civilizations can declare war on you in the same fashion.
Negotiating Peace
Summary:
While at war, you can offer to negotiate peace through the Diplomacy Panel. Your opponent may refuse to negotiate altogether, in which case the war will continue.
If it's willing to negotiate at all, a city-state will always accept an offer of peace without pre-conditions.
If your opponent is a civilization who is willing to discuss peace, you may negotiate the price for peace on the Trade Table. Depending upon circumstances one side or the other may give the opponent gold, treaties, cities, and/or resources in exchange for peace.
Note that your opponent can also offer to negotiate peace. It's usually a good idea to at least see what they're offering before deciding upon your response.
If it's willing to negotiate at all, a city-state will always accept an offer of peace without pre-conditions.
If your opponent is a civilization who is willing to discuss peace, you may negotiate the price for peace on the Trade Table. Depending upon circumstances one side or the other may give the opponent gold, treaties, cities, and/or resources in exchange for peace.
Note that your opponent can also offer to negotiate peace. It's usually a good idea to at least see what they're offering before deciding upon your response.
Establishing Embassies
Summary:
Establishing an Embassy is one of the first diplomatic actions available after meeting another civilization, and is available upon researching Writing. Embassies are necessary for trading Open Borders or making Defensive Pacts or Research Agreements, and once set up, will also show you the location of an opposing player's capital. If you have Writing and the other player does not, you can still establish an Embassy in their civilization without reciprocating, although they may ask for a small sum of gold as compensation. Going to war will immediately close down opposing embassies.
Map Trading
Summary:
A civilization's World Map details every island, ocean, Natural Wonder and civilization that a civilization's explorers have discovered and charted. The trade of a civilization's World Map is available upon the discovery of Military Science, and it will reveal every tile that civilization has explored. World Maps do not provide contact with foreign civilizations, but it will chart their location and allow you to meet them! The value of a World Map goes up depending on how much undiscovered land that civilization can reveal to you: Natural Wonders and Resources are worth far more than vast, featureless oceans. World Maps can become expensive, so be sure to explore the world and cash in on the discovery income!
Tech Trading
Summary:
Once you have acquired the Replaceable Parts tech, you may sell your technological discoveries with another civ, as long as you have an Embassy in their capital.
Happiness
Summary:
The happiness system in Vox Populi is completely revised, favoring neither tall nor wide playstyles. Happiness is now based on a cause-and-effect mechanism that makes your empire feel far more alive, and dynamic, than ever before.
Happiness and Unhappiness are calculated locally for each City in your Empire. When the Local Unhappiness in a City exceeds the Local Happiness, the City grows slower than normally, and Production will be reduced when producing a Settler or Military Unit. This is also indicated by an Unhappiness Icon displayed under the City Banner. Special rules apply for Puppet Cities and Occupied Cities.
The sum of the Happiness in all Cities of your Empire is compared to the sum of the Unhappiness in all of your Cities to determine the Approval Rating, which is displayed on the status line of the Main Screen (in the upper left-hand corner of the game). Watch it carefully. If it starts to drop below 50%, your population is getting restless, resulting in a growth reduction in all cities, a penalty when producing Settlers, and reduced combat strength. If it starts to dip below 35%, you are in trouble. Barbarians will spawn in your empire, and cities may abandon your empire and join other civilizations. You can get an overview of the different sources of your Happiness and Unhappiness by hovering your cursor over the status line.
Happiness and Unhappiness are calculated locally for each City in your Empire. When the Local Unhappiness in a City exceeds the Local Happiness, the City grows slower than normally, and Production will be reduced when producing a Settler or Military Unit. This is also indicated by an Unhappiness Icon displayed under the City Banner. Special rules apply for Puppet Cities and Occupied Cities.
The sum of the Happiness in all Cities of your Empire is compared to the sum of the Unhappiness in all of your Cities to determine the Approval Rating, which is displayed on the status line of the Main Screen (in the upper left-hand corner of the game). Watch it carefully. If it starts to drop below 50%, your population is getting restless, resulting in a growth reduction in all cities, a penalty when producing Settlers, and reduced combat strength. If it starts to dip below 35%, you are in trouble. Barbarians will spawn in your empire, and cities may abandon your empire and join other civilizations. You can get an overview of the different sources of your Happiness and Unhappiness by hovering your cursor over the status line.
What Causes Happiness
Summary:
Happiness in your empire can come from the following sources:
Starting Happiness: The amount of Happiness that your civilization begins with and the starting Local Happiness in the 🏛️ Capital are determined by the game's difficulty setting. Starting Happiness will become less important over time as Happiness and Unhappiness from other sources grow.
Natural Wonders and Landmarks: Discovering Natural Wonders or using Archaeologists to build Landmarks (in your own or in other player's lands) gives you a small Happiness bonus.
City States: Mercantile City States provide you with a Happiness bonus if you are friends or allies with them.
Vassals: If you have vassalized other civilizations, they may provide you with some additional Happiness based on their own Approval Rating.
Luxury Resources: You receive Happiness for each unique Luxury Resource connected to your empire. Luxuries are therefore less vital early on, but also not useless in the late game. Moreover, Monopolies on some Luxury Resources grant additional Happiness to your empire.
Locally Generated Happiness: Certain Buildings increase your local Happiness in the Cities where they are built. Other sources of Local Happiness include Religious Beliefs, Policies, World Wonders and Events. Note that this does not apply to Puppet Cities and Occupied Cities, which can never generate Local Happiness.
Starting Happiness: The amount of Happiness that your civilization begins with and the starting Local Happiness in the 🏛️ Capital are determined by the game's difficulty setting. Starting Happiness will become less important over time as Happiness and Unhappiness from other sources grow.
Natural Wonders and Landmarks: Discovering Natural Wonders or using Archaeologists to build Landmarks (in your own or in other player's lands) gives you a small Happiness bonus.
City States: Mercantile City States provide you with a Happiness bonus if you are friends or allies with them.
Vassals: If you have vassalized other civilizations, they may provide you with some additional Happiness based on their own Approval Rating.
Luxury Resources: You receive Happiness for each unique Luxury Resource connected to your empire. Luxuries are therefore less vital early on, but also not useless in the late game. Moreover, Monopolies on some Luxury Resources grant additional Happiness to your empire.
Locally Generated Happiness: Certain Buildings increase your local Happiness in the Cities where they are built. Other sources of Local Happiness include Religious Beliefs, Policies, World Wonders and Events. Note that this does not apply to Puppet Cities and Occupied Cities, which can never generate Local Happiness.
Local Happiness in Cities
Summary:
The Local Happiness of a city is determined as follows:
Some Happiness is generated locally by the City. This can be through Buildings, Policies, World Wonders or Worked Landmarks.
The total amount of Happiness coming from empire-wide sources (like Luxury Resources or allied City States) is distributed deck-of-cards style among all Cities. This is done automatically, prioritizing Cities that have less Local Happiness than Population. After all cities have Local Happiness equal to their Population, any remainder is distributed deck-of-cards style in order of highest to lowest Population.
Some Happiness is generated locally by the City. This can be through Buildings, Policies, World Wonders or Worked Landmarks.
The total amount of Happiness coming from empire-wide sources (like Luxury Resources or allied City States) is distributed deck-of-cards style among all Cities. This is done automatically, prioritizing Cities that have less Local Happiness than Population. After all cities have Local Happiness equal to their Population, any remainder is distributed deck-of-cards style in order of highest to lowest Population.
What Causes Unhappiness
Summary:
The Unhappiness a city produces is no longer equal to the number of citizens in it, although population still strongly affects Unhappiness. Unhappiness in Vox Populi is caused by several sources, each of them contributing to the total Unhappiness a city has. A detailed overview of the sources of Unhappiness in a city can be seen by hovering over the " Unhappiness" tab in the City Screen. The total amount of Unhappiness in a city cannot exceed the city's population, no matter how much Unhappiness is generated from the different sources. The only exception to this is Unhappiness from Urbanization, which always applies, even if it puts the total Unhappiness of your city above its population. The possible sources of Unhappiness are the following:
Unhappiness from Needs: Often, most of the Unhappiness in a city is caused by various Needs. With the exception of Religious Unrest, Unhappiness arises in a city if its output of a certain yield per citizen (like gold per citizen, science per citizen, etc.) is lower than the respective Needs Threshold, a reference value which is calculated based on the yields in other cities worldwide. The lower the city's yield output per citizen is, the higher the generated Unhappiness will be. It is therefore necessary to keep yields in your cities increasing, as your population will become more and more demanding over time due to the stronger competition (other cities grow as well, increasing the Needs Thresholds). Avoiding population growth can help in keeping Unhappiness from Needs manageable, and certain Building and Policies reduce Unhappiness from Needs by a fixed amount. There are five main Needs, four based on different yield types and one based on religious diversity:
Distress: Distress is based on the sum of your 🌾 food and 🔨 production yields. Internal Trade Routes can be used to increase a city's food or production output, and thus counter Distress. The Farming Process also counters Distress.
Poverty: Poverty is based on the 💰 gold yield of a city. To counteract Poverty, increase the city's gold output, for example by working tiles that provide gold or by constructing buildings like the Market. International Trade Routes give their gold to their city of origin, so sending Trade Routes from impoverished cities can also help counter Poverty. The Wealth process also counters Poverty.
Illiteracy: Illiteracy is based on the ⚗️ science yield of a city. Constructing science buildings or establishing Trade Routes to more advanced civilizations can help reduce Illiteracy. The Research process also counters Illiteracy.
Boredom: Boredom is based on the 🎵 culture yield of a city. Boredom is especially concerning, as other civilizations get a tourism bonus toward you if you have high levels of Boredom. Buildings providing culture per turn and Trade Routes to more cultured civilizations can counteract Boredom. Great Works can also be moved to bored cities to increase their culture output. Finally, the Arts process also counters Boredom.
Religious Unrest: Religious Unrest is produced by religious diversity rather than city yields. If a city has a majority religion, 1 Unhappiness is generated for every 2 citizens not following the majority religion (this base value is affected by Need Modifiers). This can be reduced by using Missionaries, Inquisitors, or Great Prophets to remove religious minorities.
Other sources of Unhappiness: In addition to Unhappiness from Needs, there are also some other sources of Unhappiness that can affect a city.
Famine: If a city's food output is below zero, it gains 1 Unhappiness for each point of food lost per turn. Thus, a starving city can increase Unhappiness tremendously. This often happens when enemy units start pillaging and blocking tiles from being worked, causing mass starvation.
Pillaged Tiles: A city gains 1 Unhappiness for every two pillaged tiles in its vicinity. People don't like seeing their houses burning and will start generating Unhappiness until you do something about it.
Isolation: An isolated city produces 1 Unhappiness for every 3 Citizens. A city is isolated if it lacks a City Connection to the capital via a road, Lighthouse, or Trade Route. Note that Isolation can occur if a road or lighthouse connection is broken because of a military blockade. Trade Routes are not directly affected by blockades, but may be pillaged by the enemy units if not protected.
Urbanization: Each Specialist in the city produces 1 Unhappiness, representing the effects of people living in large cities such as pollution and a high population density. Unlike the other sources of Unhappiness, Unhappiness from Urbanization is always added to the total Unhappiness a city has, even if this puts the total Unhappiness of a city above its population. Some buildings and policies allow a city to have "free" Specialists which generate no Urbanization.
War Weariness: If you are in a prolonged conflict or suffer high losses in war, your citizens will be unhappy due to War Weariness. War Weariness develops in every city and can significantly increase the empire's total unhappiness. For more details on War Weariness, see the corresponding entry in the Combat Rules Section.
Public Opinion: Later in the game, other civilizations might exert Ideological Pressure on you, influencing your citizens. If citizens are less than Content with your choice of ideology, they will generate Unhappiness from Public Opinion. If this Unhappiness is too high and your empire is unhappy, you may be forced to switch Ideologies.
Unhappiness from Needs: Often, most of the Unhappiness in a city is caused by various Needs. With the exception of Religious Unrest, Unhappiness arises in a city if its output of a certain yield per citizen (like gold per citizen, science per citizen, etc.) is lower than the respective Needs Threshold, a reference value which is calculated based on the yields in other cities worldwide. The lower the city's yield output per citizen is, the higher the generated Unhappiness will be. It is therefore necessary to keep yields in your cities increasing, as your population will become more and more demanding over time due to the stronger competition (other cities grow as well, increasing the Needs Thresholds). Avoiding population growth can help in keeping Unhappiness from Needs manageable, and certain Building and Policies reduce Unhappiness from Needs by a fixed amount. There are five main Needs, four based on different yield types and one based on religious diversity:
Distress: Distress is based on the sum of your 🌾 food and 🔨 production yields. Internal Trade Routes can be used to increase a city's food or production output, and thus counter Distress. The Farming Process also counters Distress.
Poverty: Poverty is based on the 💰 gold yield of a city. To counteract Poverty, increase the city's gold output, for example by working tiles that provide gold or by constructing buildings like the Market. International Trade Routes give their gold to their city of origin, so sending Trade Routes from impoverished cities can also help counter Poverty. The Wealth process also counters Poverty.
Illiteracy: Illiteracy is based on the ⚗️ science yield of a city. Constructing science buildings or establishing Trade Routes to more advanced civilizations can help reduce Illiteracy. The Research process also counters Illiteracy.
Boredom: Boredom is based on the 🎵 culture yield of a city. Boredom is especially concerning, as other civilizations get a tourism bonus toward you if you have high levels of Boredom. Buildings providing culture per turn and Trade Routes to more cultured civilizations can counteract Boredom. Great Works can also be moved to bored cities to increase their culture output. Finally, the Arts process also counters Boredom.
Religious Unrest: Religious Unrest is produced by religious diversity rather than city yields. If a city has a majority religion, 1 Unhappiness is generated for every 2 citizens not following the majority religion (this base value is affected by Need Modifiers). This can be reduced by using Missionaries, Inquisitors, or Great Prophets to remove religious minorities.
Other sources of Unhappiness: In addition to Unhappiness from Needs, there are also some other sources of Unhappiness that can affect a city.
Famine: If a city's food output is below zero, it gains 1 Unhappiness for each point of food lost per turn. Thus, a starving city can increase Unhappiness tremendously. This often happens when enemy units start pillaging and blocking tiles from being worked, causing mass starvation.
Pillaged Tiles: A city gains 1 Unhappiness for every two pillaged tiles in its vicinity. People don't like seeing their houses burning and will start generating Unhappiness until you do something about it.
Isolation: An isolated city produces 1 Unhappiness for every 3 Citizens. A city is isolated if it lacks a City Connection to the capital via a road, Lighthouse, or Trade Route. Note that Isolation can occur if a road or lighthouse connection is broken because of a military blockade. Trade Routes are not directly affected by blockades, but may be pillaged by the enemy units if not protected.
Urbanization: Each Specialist in the city produces 1 Unhappiness, representing the effects of people living in large cities such as pollution and a high population density. Unlike the other sources of Unhappiness, Unhappiness from Urbanization is always added to the total Unhappiness a city has, even if this puts the total Unhappiness of a city above its population. Some buildings and policies allow a city to have "free" Specialists which generate no Urbanization.
War Weariness: If you are in a prolonged conflict or suffer high losses in war, your citizens will be unhappy due to War Weariness. War Weariness develops in every city and can significantly increase the empire's total unhappiness. For more details on War Weariness, see the corresponding entry in the Combat Rules Section.
Public Opinion: Later in the game, other civilizations might exert Ideological Pressure on you, influencing your citizens. If citizens are less than Content with your choice of ideology, they will generate Unhappiness from Public Opinion. If this Unhappiness is too high and your empire is unhappy, you may be forced to switch Ideologies.
Calculation of Needs Thresholds
Summary:
The calculation of Unhappiness from Needs is done by comparing a City's yield outputs per population to certain reference values, the Needs Thresholds. These values are based on the global median of yield outputs per population (i.e. the value of yield output per population that is exceeded by exactly 50% of cities worldwide). Only Cities with a population of at least 3 are considered when calculating the median, softening Unhappiness in the very early game. The Needs Thresholds are modified by a number of Needs Modifiers in each City. A positive Need Modifier makes it harder to reach the threshold and might therefore increase local Unhappiness, while a negative one might reduce it. The following modifiers are always applied:
Capital Status: The Needs Thresholds of the Capital are increased by 25%.
Empire Size: Each City in your Empire (excluding the Capital and Puppet Cities) increases the Needs Thresholds in every City by 5%. Additionally, every eight Citizens in your Empire (excluding Citizens in Puppet Cities) increase them by 1%.
Difficulty Level: On the Settler and Chieftain difficulties, Needs Thresholds are reduced for human players. On Difficulty Levels above Chieftain, no modifiers are applied.
Brazil's Carnival ability also reduces Needs Thresholds in all Cities by 50%. In addition, the Processes that convert Production into some other yield provide a reduction of the respective Need Threshold equal to the conversion rate (which can be increased using Power Plants), e.g. Farming converts 25% of Production into Food and decreases the Distress Need Threshold by 25%.
Capital Status: The Needs Thresholds of the Capital are increased by 25%.
Empire Size: Each City in your Empire (excluding the Capital and Puppet Cities) increases the Needs Thresholds in every City by 5%. Additionally, every eight Citizens in your Empire (excluding Citizens in Puppet Cities) increase them by 1%.
Difficulty Level: On the Settler and Chieftain difficulties, Needs Thresholds are reduced for human players. On Difficulty Levels above Chieftain, no modifiers are applied.
Brazil's Carnival ability also reduces Needs Thresholds in all Cities by 50%. In addition, the Processes that convert Production into some other yield provide a reduction of the respective Need Threshold equal to the conversion rate (which can be increased using Power Plants), e.g. Farming converts 25% of Production into Food and decreases the Distress Need Threshold by 25%.
Unhappiness in Puppet Cities
Summary:
In Puppet Cities, special rules for Happiness and Unhappiness apply. Every 4 citizens in a Puppet City generate 1 Unhappiness. The only other possible source of Unhappiness in a Puppet City is Urbanization, which is calculated the same way as in other cities. In a Puppet City, you cannot control the assigment of specialists and therefore cannot counteract Urbanization unless you annex the city. Puppet Cities don't produce any local Happiness, and they follow their own rules for growth, independent of the Happiness system. The Unhappiness generated by Puppet Cities therefore only makes a difference at the empire level.
Occupied and Resisting Cities
Summary:
Cities that are in Resistance or being Razed don't generate any Local Happiness. Instead, they generate Unhappiness equal to the city's population. This can massively decrease the Approval Rating of your empire.
Occupied Cities also don't produce any Happiness. They generate Unhappiness equal to the city's population, to which the regular Unhappiness from Urbanization is added.
Occupied Cities also don't produce any Happiness. They generate Unhappiness equal to the city's population, to which the regular Unhappiness from Urbanization is added.
Fog of War
Summary:
The world is a big place, and you don't always know what's going on everywhere. Early civilizations certainly didn't have any idea what the people on the other side of the mountains looked like until they sent out explorers; unless they put out sentries, they might not know that an enemy was massing a huge army just outside of their own borders. In Civilization V, until you explore the world, it's hidden in the "fog of war."
The fog of war is represented by the white clouds that cover much of the world at the start of the game. As you move units around, the fog of war will pull back, revealing more of the world. Once you have uncovered the fog of war from a tile, it doesn't come back. However, if a unit moves and you can no longer see a tile, you won't know if anything is going on there.
The fog of war is represented by the white clouds that cover much of the world at the start of the game. As you move units around, the fog of war will pull back, revealing more of the world. Once you have uncovered the fog of war from a tile, it doesn't come back. However, if a unit moves and you can no longer see a tile, you won't know if anything is going on there.
The Three States of Visibility
Summary:
The three states of tile visibility are visible, revealed, and fog of war.
Visible
Summary:
If a tile is currently visible to a unit or your territory, you can see its terrain, any improvements on it, if it's within any borders, whether it's part of a city, any unit which may occupy it, and so forth. Subject to technology limitations, you'll see the resources in the tile as well.
Revealed
Summary:
If you have uncovered the fog of war from a tile but cannot see it at the present moment (because the exploring unit has moved away, for instance), the tile is slightly darkened. You can still see the terrain in the tile, but you will not see any units in the tile. You may not see any improvements, recently-constructed cities, and so forth. Basically, your information about that tile may be well out of date.
Fog of War on a Tile
Summary:
Tiles under the clouds of the fog of war are totally unknown to you. You don't know what kind of terrain they are, who occupies them, or anything else. For all you know they may be flowing with gold or patrolled by ninja dinosaurs. You'd better get someone out to explore them as quickly as possible!
What Is Seen
Summary:
You can always see everything within your borders, as well as one tile away from your borders. Most units can see everything within 2 tiles (except for tiles behind mountains and blocking tiles). Units on hills can see over blocked tiles. Certain promotions will extend a unit's sight by 1 tile, and also, a number of mid- to late-game naval units have extended sight as well.
Obscuring Terrain
Summary:
Mountains and Natural Wonders are impenetrable: they totally bar visibility of what's beyond for everything (except for flying units).
Forests, mountains and hills are all "blocking" terrain. Units can see into such tiles, but they cannot see past them - unless they occupy a hill. Units in hills can see over blocking terrain into the tiles beyond.
Forests, mountains and hills are all "blocking" terrain. Units can see into such tiles, but they cannot see past them - unless they occupy a hill. Units in hills can see over blocking terrain into the tiles beyond.
Indirect Fire
Summary:
Some ranged units are capable of "indirect fire," which means that they can shoot over obstacles like forests or hills, which normally block a ranged unit's attack, as long as another unit can "see" the target.
Social Policies
Summary:
Social Policies, and later, Ideologies, are branches of choices representing the way you choose to govern your people. Will you be an authoritarian ruler, sacrificing a little freedom for discipline and increased productivity? Will you organize your civilization to have a strong military, or will you concentrate your efforts on expanding culture and borders? Do you want to set up your civ as a monarchy or democracy? There are many different branches to choose from, each headlining a specific aspect of government.
Social policies and Ideologies have concrete effects for gameplay. Some increase your cities' production, while others generate more wealth, and still others help create a more effective military. There are no right or wrong policy choices in the game, and one policy may be better for a given circumstance than another, or better suit your personal playing style. Try them out and see.
Social policies and Ideologies have concrete effects for gameplay. Some increase your cities' production, while others generate more wealth, and still others help create a more effective military. There are no right or wrong policy choices in the game, and one policy may be better for a given circumstance than another, or better suit your personal playing style. Try them out and see.
Gaining Social Policies
Summary:
You can choose to adopt and unlock a social policy once you have gained enough culture points: the first one becomes available once you acquire 50 culture points, with the subsequent ones costing a little bit more. The cost of each Policy increases the more you adopt. To see how much culture you currently have and when the next policy will become available, hover your mouse over the Culture icon on the Status Bar. You can read more about accruing culture in the Culture section.
Once you have enough culture, a notification will alert you on your turn. Click on the Social Policies icon in the top right corner (located next to your advisors) to bring up the Social Policies Pane. If you don't wish to select a Policy that turn, you may right-click the notification to dismiss it. (The game will not remind you again though, so this can be risky.) Here you can choose to adopt a new branch or unlock a new policy within an unlocked branch. To view all the available policies (and not just the ones you've unlocked), click on the Advanced View toggle at the bottom of the pane.
When you have acquired the requisite amount of culture, click on the "Adopt Policy" button to open up the chosen branch for exploration - you must first spend points to adopt the branch before unlocking any of the individual policies. Each branch adoption will give you some benefit immediately, with the individual policies within each providing more bonuses of the same nature.
Some branches (like Autocracy and Freedom) may not be unlocked and active at the same time, and many branches only become available once a later era has been reached.
Once you have enough culture, a notification will alert you on your turn. Click on the Social Policies icon in the top right corner (located next to your advisors) to bring up the Social Policies Pane. If you don't wish to select a Policy that turn, you may right-click the notification to dismiss it. (The game will not remind you again though, so this can be risky.) Here you can choose to adopt a new branch or unlock a new policy within an unlocked branch. To view all the available policies (and not just the ones you've unlocked), click on the Advanced View toggle at the bottom of the pane.
When you have acquired the requisite amount of culture, click on the "Adopt Policy" button to open up the chosen branch for exploration - you must first spend points to adopt the branch before unlocking any of the individual policies. Each branch adoption will give you some benefit immediately, with the individual policies within each providing more bonuses of the same nature.
Some branches (like Autocracy and Freedom) may not be unlocked and active at the same time, and many branches only become available once a later era has been reached.
Ideologies
Summary:
The three Ideology trees, Freedom, Order, and Autocracy, have greatly expanded in Brave New World. All civilizations in the game, on acquiring 18 Policies and having advanced at least to the Industrial Era, or upon reaching the Atomic Era, will be required to choose an Ideology for their civilization. Each Ideology tree contains 3 tiers of "tenets" that you use to customize your Ideology, with the third and final tier holding the most powerful benefits. As with regular Social Policies, players use Culture to purchase additional tenets as they move through the game.
Civilizations that share a common Ideology will receive benefits with their diplomatic relationships. Civilizations that have conflicting Ideologies have multiple side-effects. For example, a negative effect on their diplomatic relationship and happiness penalties take effect if an opposing Ideology has a stronger Cultural influence on your people. If you let your people become too unhappy, there is a chance that your cities may declare that they are joining your opponents empire. As a last resort, you, or other players, can resort to a "Revolution" to switch Ideologies to one that is preferable to your people.
For more information on Ideological Tenets, click on the "Social Policies" tab along the top of the Civilopedia, and scroll down to the Order, Freedom, and Autocracy sections.
Civilizations that share a common Ideology will receive benefits with their diplomatic relationships. Civilizations that have conflicting Ideologies have multiple side-effects. For example, a negative effect on their diplomatic relationship and happiness penalties take effect if an opposing Ideology has a stronger Cultural influence on your people. If you let your people become too unhappy, there is a chance that your cities may declare that they are joining your opponents empire. As a last resort, you, or other players, can resort to a "Revolution" to switch Ideologies to one that is preferable to your people.
For more information on Ideological Tenets, click on the "Social Policies" tab along the top of the Civilopedia, and scroll down to the Order, Freedom, and Autocracy sections.
Freedom
Summary:
The Freedom ideology provides bonuses for Culture, Tourism, Specialist production, and more. This ideology unlocks upon entering the Atomic Era, or unlocking 18 Policies and having advanced at least to the Industrial Era, whichever comes first.
Order
Summary:
Players interested in creating massive, sprawling civs should turn to the Order ideology, as the strength of the empire is determined by the total number of cities it contains. This ideology unlocks upon entering the Atomic Era, or unlocking 18 Policies and have advanced at least to the Industrial Era, whichever comes first.
Autocracy
Summary:
The Autocracy ideology is well suited for those wishing nothing more than to crush their foes under the weight of their iron-plated boots. This ideology unlocks upon entering the Atomic Era, or unlocking 18 Policies and having advanced at least to the Industrial Era, whichever comes first.
Cultural Victory
Summary:
You no longer win a Cultural Victory by fully exploring five Social Policy branches. Instead, you must become the dominant cultural influence in every civilization in the game using Tourism. You must also have two Tier 3 Tenets of an Ideology, and your people must be Content. Once these requirements are met, you can then construct the Citizen Earth Protocol wonder to win. See the section on Victory for more information.
Gold
Summary:
Ah, Gold! Gold is wonderful stuff. You can use it to build an army, to pay for a road network, to purchase buildings, to buy the friendship of a city-state and to bribe an enemy civilization.
It may be true that "money can't buy you love," but it can purchase a nuclear submarine armed with nuclear missiles, and that's not bad.
It may be true that "money can't buy you love," but it can purchase a nuclear submarine armed with nuclear missiles, and that's not bad.
Where To Get Gold
Summary:
Gold comes from a variety of sources. You'll get most of your gold by working the tiles around your cities, but other sources are available as well.
Terrain Types and Gold
Summary:
These tiles provide gold when your citizens work them:
- Coast Tiles
- Ocean Tiles
- River Tiles
- Natural Wonders
- Oasis
- Coast Tiles
- Ocean Tiles
- River Tiles
- Natural Wonders
- Oasis
Resources
Summary:
All Luxury resources (especially gold!) provide gold when worked.
The Village
Summary:
Construct a Village improvement in a tile to increase its gold output. Earns additional gold and production if placed on a Road or Railroad that connects two owned cities (that are both connected to the Capital) and/or if a Trade Route, either internal or international, passes over it. Cannot be built adjacent to one another.
Buildings
Summary:
Many buildings - markets, banks - increase a city's output of gold, especially if you assign merchant specialists to them.
Wonders
Summary:
Some Wonders provide or increase a city's output of gold. Check out Machu Picchu and the Colossus.
Also, if you're constructing a Wonder and another civ finishes it before you do, you get a gold bonus (the size of the bonus depends upon how much progress you've made on the Wonder).
Also, if you're constructing a Wonder and another civ finishes it before you do, you get a gold bonus (the size of the bonus depends upon how much progress you've made on the Wonder).
City Connections
Summary:
If a City is connected by a road and/or along the same river (including via a Lake) and/or by a Lighthouse (i.e. both cities have a Lighthouse) to your Capital City, that City has a City Connection with the Capital. Each City Connection is worth a certain amount of Gold each turn, the amount determined by the size of the two cities.
If a City is connected by a railroad and/or Seaport to your Capital City (i.e. both cities have a Seaport), that City has an Industrial City Connection with the Capital. An Industrial City Connection gives a production bonus to the targeted city, the amount determined by the size of the two cities. An Industrial City Connection also allows the construction of the Coaling Station, an industrial era building which gives a massive Production boost to the city.
If a City is connected by a railroad and/or Seaport to your Capital City (i.e. both cities have a Seaport), that City has an Industrial City Connection with the Capital. An Industrial City Connection gives a production bonus to the targeted city, the amount determined by the size of the two cities. An Industrial City Connection also allows the construction of the Coaling Station, an industrial era building which gives a massive Production boost to the city.
Blockade
Summary:
An enemy naval unit within 2 tiles of a port city will "blockade" that city, rendering its harbor city connection inoperative until the enemy unit is driven off or destroyed. Citizens cannot work naval tiles that are blockaded.
Barbarian Encampment
Summary:
You'll earn gold each time you disperse a Barbarian Encampment.
Ancient Ruins
Summary:
An ancient ruin may provide gold when it is explored.
City-States
Summary:
A city-state may give you gold when you first meet. It may provide more later if you befriend it. (See the section on City-States for details.)
Pillage Enemy Improvements
Summary:
Pillaging an enemy improvement will heal your unit by 25 points, as well as give you a modest amount of gold.
Capturing Cities
Summary:
You may gain a bunch of gold when you capture a city (city-state or civilization's possession).
Gold Trading
Summary:
You may gain gold - lump sum or an amount each turn for 30 turns - during negotiations with another civ.
Perform a "Trade Mission"
Summary:
A Great Merchant can perform a "trade mission" in a city-state. The Merchant is expended and you get lots of gold. (See the section on Great People.)
Expending Gold
Summary:
There's lots of stuff to spend gold on.
Unit and Building Maintenance
Summary:
Units and buildings both have "maintenance costs" that must be paid every turn. See the individual entries on the units and buildings for specific amounts. (Note that these maintenance costs are dependent upon the difficulty level at which you're playing.)
Road Maintenance
Summary:
You spend gold for each road tile that you construct. If you absorb another civ's roads into your territory, you pay for their maintenance as well.
Purchase Tiles
Summary:
You can extend your civilization's territory by purchasing individual tiles. Go to a City Screen, then click on "Buy a Tile." The map will display all tiles available for purchase. Click on the tile to expend the requisite gold and purchase the tile.
Buying Units, Buildings or Wonders
Summary:
You can spend gold to purchase units or invest in a building in a city. Click on a unit (if you can afford it!) and it will be immediately trained in the city, and the amount deducted from your treasury. If you click on a building, you will invest in it, reducing the production cost of the building by 50%, or 25% if it is a wonder.
Note that "projects" - the Manhattan Project, etc. - cannot be purchased.
The purchase costs of units and buildings increase slightly with the number of technologies you have researched.
Note that "projects" - the Manhattan Project, etc. - cannot be purchased.
The purchase costs of units and buildings increase slightly with the number of technologies you have researched.
Buying Influence with City-States
Summary:
If you want to improve your relationship with a city-state, one way to do so is to give it some gold. Increasing amounts of gold may be given for larger boosts to friendship.
Upgrading Obsolete Units
Summary:
Over time, you'll learn new technologies that will allow you to create better military units than those you previously could. When this occurs, you'll have the option to "upgrade" the older units, turning them into the newer, more powerful models. (For example, once you learn Iron Working, you can upgrade any Warrior units you possess into Swordsmen.) Each upgrade costs some gold - the more powerful the upgrade, the more expensive it will be.
A unit must be in your territory to be upgraded. When an upgrade is available for a unit, the "Upgrade" button will appear in the unit's Action list.
A unit must be in your territory to be upgraded. When an upgrade is available for a unit, the "Upgrade" button will appear in the unit's Action list.
Diplomacy and Gold
Summary:
You can exchange gold with other civilizations for any number of reasons - trading it for resources, for example, to get the other civ to make peace with you, or to bribe the civ to attack a third. Gold is extremely useful in negotiations.
There are two different ways to exchange gold: flat fee and per turn.
There are two different ways to exchange gold: flat fee and per turn.
Flat Fee
Summary:
A "Flat Fee" exchange is just that. You give or receive a one-time lump sum of gold, and then you're done.
Per Turn
Summary:
You can also negotiate an exchange that occurs over a number of turns (usually 30). For example, you might agree to pay the other civ 5 gold per turn for 30 turns. These agreements are rendered null and void if the two civilizations go to war.
Getting Plundered
Summary:
If the fiendish barbarians successfully attack one of your cities, they "plunder" some of your gold and you retain the city.
Losing a City
Summary:
If a civilization or city-state captures one of your cities, they take some of your gold (as well as the city).
Running Out of Gold
Summary:
If your treasury is at zero and you're running a negative budget, the difference is deducted from your Science, and can eventually cause units to be disbanded. Beware: this can seriously slow down your acquisition of new technology, which can leave you extremely vulnerable to attack by more advanced neighbors. Get your budget in order as quickly as possible!
Advisors
Summary:
As leader of a mighty civilization, you have an able coterie of Advisors who will assist you with guidance and advice. They'll point out things that they believe are important, or that you might have forgotten about. You can turn them off if you like, but you may want to try playing with them for a while first. You have four different Advisors. Each provides advice on a specific area of expertise:
Economic
Summary:
The Economic Advisor provides advice on building and improving your cities and territory.
Military
Summary:
The Military Advisor provides advice on combat and all things related to war.
Foreign
Summary:
The Foreign Advisor advises you on exploration and your relations with city-states, and other civilizations.
Science
Summary:
The Science Advisor gives you advice on science and technology, as well as information on game rules.
Contacting An Advisor
Summary:
During play, your Advisors will appear in "pop-ups" when they have something they think you should know. They'll often provide links to other information that relates to the current topic. You can follow these links or click "Thank You" at any time to dismiss the Advisor.
You can also press the "Additional Information" button in the upper right-hand corner of the screen to reach the "Advisor Counsel" screen. There you can see all four of your Advisors; if they have anything useful to say on the current situation it will appear there.
You can also press the "Additional Information" button in the upper right-hand corner of the screen to reach the "Advisor Counsel" screen. There you can see all four of your Advisors; if they have anything useful to say on the current situation it will appear there.
Turning Off the Advisors
Summary:
You can determine how much assistance you get from the Advisors on the "Options" screen. You can set the advice level to New to Civ, New to Civ 5, Experienced Player, or No Advice. If turned off, they won't ever appear in pop-ups, but you can still go to the "Advisor Counsel" screen to see what they're thinking.
Specialists and Great People
Summary:
When a civilization has advanced technologically enough to be able to support citizens who are not directly involved in providing food, those citizens can be assigned as "specialists." Specialists can increase a city's output of culture, gold, science or production. In addition, specialists speed the creation of "Great People."
Great People are the artists, merchants, engineers, scientists and warriors who can, singlehandedly, change the course of a civilization. They're people like Leonardo Da Vinci, Andrew Carnegie, Louis Pasteur, and Robert E. Lee. Great People are extremely powerful. Great People are cool.
Great People are the artists, merchants, engineers, scientists and warriors who can, singlehandedly, change the course of a civilization. They're people like Leonardo Da Vinci, Andrew Carnegie, Louis Pasteur, and Robert E. Lee. Great People are extremely powerful. Great People are cool.
Specialists and City Growth
Summary:
Certain buildings allow you to create "specialists" out of your citizens to work those buildings. Specialists improve the output of the building, and they also increase the city's output of Great People. However, they reduce the city's growth because Specialists don't produce food and also consume more food than other citizens. The amount of food a specialist consumes is based on your current Era.
Ancient-Medieval: Specialists consume 🌾 3 Food.
Renaissance: Specialists consume 🌾 4 Food.
Industrial: Specialists consume 🌾 5 Food.
Modern: Specialists consume 🌾 6 Food.
Atomic: Specialists consume 🌾 7 Food.
Information: Specialists consume 🌾 8 Food.
Ancient-Medieval: Specialists consume 🌾 3 Food.
Renaissance: Specialists consume 🌾 4 Food.
Industrial: Specialists consume 🌾 5 Food.
Modern: Specialists consume 🌾 6 Food.
Atomic: Specialists consume 🌾 7 Food.
Information: Specialists consume 🌾 8 Food.
Specialists
Summary:
When a city is first created, all of its citizens (population) will work the tiles around the city, generating food, production, gold, etc. Later on, you can construct certain buildings which allow you to reassign some of the citizens to work in the building as specialists.
For example, the University has 2 "slots" for "scientist" specialists. Once you've constructed a University in a city, you can assign 1 or 2 citizens to work in that University as scientists. (Note that not all buildings create specialists; see the Buildings section in the Civilopedia.)
There are four different classes of specialists. The type a citizen becomes depends upon the type of building he is assigned to work in.
For example, the University has 2 "slots" for "scientist" specialists. Once you've constructed a University in a city, you can assign 1 or 2 citizens to work in that University as scientists. (Note that not all buildings create specialists; see the Buildings section in the Civilopedia.)
There are four different classes of specialists. The type a citizen becomes depends upon the type of building he is assigned to work in.
Artist
Summary:
An artist specialist produces culture and generates points towards a Great Artist. Artists are assigned to the only building with the appropriate specialist slot, the Artists' Guild.
Writer
Summary:
A writer specialist produces culture and generates points towards a Great Writer. Writers are assigned to the only building with the appropriate specialist slot, the Writers' Guild.
Musician
Summary:
A musician specialist produces culture and generates points towards a Great Musician. Musicians are assigned to the only building with the appropriate specialist slot, the Musicians' Guild.
Engineer
Summary:
An engineer specialist produces production (hammers) and generates points toward a Great Engineer. Engineers are assigned to production-related buildings like Workshops and Factories.
Merchant
Summary:
A merchant specialists produces gold and generates points toward a Great Merchant. Merchants are assigned to wealth-related buildings like Markets and Banks.
Scientist
Summary:
A scientist specialist generates science (beakers) and generates points toward a Great Scientist. Scientists are assigned to science-related buildings like Universities.
Civil Servant
Summary:
Civil Servants generate a variety of yields as well as points towards Great Diplomats. These units are essential if you are trying to win a Diplomatic Victory, or would like to earn a few more City-State alliances.
Assigning Specialists
Summary:
To assign a specialist, go to the City Screen. Click on the "specialist slot" in the building where you want to assign the specialist. A citizen will be removed from working a tile and assigned to work in the building. If you click on the slot again, the citizen will be removed from the building and reassigned to work in the fields.
See the City section for more details on assigning citizens to work tiles and as specialists.
See the City section for more details on assigning citizens to work tiles and as specialists.
Effects of Assigning Specialists
Summary:
Remember that a citizen working in a tile is generating something for the city - it may be food, production, gold, culture, or science. Once that citizen is assigned as a specialist, he or she will not be working the tile, and whatever he or she was producing will be lost. Therefore it's a good idea to check your city's food, gold and production generation after creating specialists.
Great People
Summary:
There are ten types of Great People: Great Artists, Great Musicians, Great Writers, Great Engineers, Great Merchants, Great Scientists, Great Diplomats, Great Generals, Great Admirals, and Great Prophets. The first seven types are quite similar in functionality, each having abilities related to their areas of expertise, while Great Generals, Great Admirals, and Great Prophets are rather different: they are generated differently and they have different effects upon play. Great Generals and Great Admirals provide bonuses related to land and naval combat, and Great Prophets allow you to found a religion.
Generating Great People
Summary:
Great Writers, Artists, Musicians, Engineers, Scientists, Merchants and Diplomats are created in Cities by Specialists and Wonders which generate "Great People" (GP) points. Each City's GP points are kept track of separately, points for different types of Great People are not pooled.
When a City has enough of a specific type of GP points, the points are expended to generate a Great Person of that type. Great People points in other Cities are not expended. Once a Great Person is generated, the amount required for the next Great Person of that type increases in all of the player's Cities. Some buildings and policies increase the rate at which you generate Great People.
Great Generals and Admirals are generated somewhat differently from other Great People. Instead of being generated in cities by specialists, Great Generals and Admirals are generated by combat. Whenever one of your land units gains XPs, your civilization generates Great General points (except when fighting against barbarians). Whenever one of your navals units gains XPs, your civilization generates Great Admiral points. When you've got enough points, you earn a Great Person, and the amount of points needed for the next Great Person is increased.
Great Prophets are earned as the result of collecting 🕊️ Faith, and are the only unit that can found or enhance a religion. Once you've accumulated enough 🕊️ Faith (at least 800 in a standard speed game), a Great Prophet will spawn. The amount of Faith needed increases for each subsequent Great Prophet. The first Great Prophet you receive will always spawn in the Capital, and subsequent Great Prophets will spawn in your Holy City. After reaching the Industrial Era, Great Prophets are no longer spawned automatically, but can instead be purchased with Faith in cities.
Additionally, once you advance into the Industrial Age, you will be able to expend unused Faith to purchase Great People, depending on what Social Policy branches you have completed.
When a City has enough of a specific type of GP points, the points are expended to generate a Great Person of that type. Great People points in other Cities are not expended. Once a Great Person is generated, the amount required for the next Great Person of that type increases in all of the player's Cities. Some buildings and policies increase the rate at which you generate Great People.
Great Generals and Admirals are generated somewhat differently from other Great People. Instead of being generated in cities by specialists, Great Generals and Admirals are generated by combat. Whenever one of your land units gains XPs, your civilization generates Great General points (except when fighting against barbarians). Whenever one of your navals units gains XPs, your civilization generates Great Admiral points. When you've got enough points, you earn a Great Person, and the amount of points needed for the next Great Person is increased.
Great Prophets are earned as the result of collecting 🕊️ Faith, and are the only unit that can found or enhance a religion. Once you've accumulated enough 🕊️ Faith (at least 800 in a standard speed game), a Great Prophet will spawn. The amount of Faith needed increases for each subsequent Great Prophet. The first Great Prophet you receive will always spawn in the Capital, and subsequent Great Prophets will spawn in your Holy City. After reaching the Industrial Era, Great Prophets are no longer spawned automatically, but can instead be purchased with Faith in cities.
Additionally, once you advance into the Industrial Age, you will be able to expend unused Faith to purchase Great People, depending on what Social Policy branches you have completed.
Great Peoples' Abilities
Summary:
Each Great Person type has two abilities (but see the Great Admiral, below).
- They can be expended to construct a Special Improvement.
- They have some other special ability.
- They can be expended to construct a Special Improvement.
- They have some other special ability.
Special Improvements
Summary:
Each Great Person type can be expended to create a Special Improvement on a tile within your civilization's borders. The Special Improvement's effects depend upon which Great Person is creating it - a Great Engineer's Special Improvement generates production, for example, while a Great Merchant's generates cash. The yields of Special Improvements increase as the game progresses based on Technologies, Policies, Buildings and Beliefs.
A Special Improvement must be worked in order to have any effect. Further, a Special Improvement can be pillaged and repaired like any other Improvement. If constructed atop a resource, the Special Improvement will only provide access to it if that resource is a strategic resource.
Note that you have to move the Great Person out of the city and into your territory to construct a Special Improvement.
A Special Improvement must be worked in order to have any effect. Further, a Special Improvement can be pillaged and repaired like any other Improvement. If constructed atop a resource, the Special Improvement will only provide access to it if that resource is a strategic resource.
Note that you have to move the Great Person out of the city and into your territory to construct a Special Improvement.
Special Ability
Summary:
The Great Person's Special Ability can have major effects upon the game. Once again, each Great Person type has a different Special Ability. Some (but not all) Special Abilities require you to expend the Great Person.
Moving Great People
Summary:
Great People can move about the board like any other units. They are non-combat units, which means that they cannot stack in a tile with other non-combat units (Workers, Settlers), but they can stack with one military unit. If an enemy unit enters a Great Person's tile, that Great Person is automatically destroyed (the enemy doesn't get it.) The exception to this rule is the Great Prophet, which can be captured.
Great Merchant
Summary:
Special Improvement: Town
You can expend a Great Merchant to create the special Town improvement which, when worked, produces 💰 Gold and 🌾 Food.[ENCDOLOR]
Special Ability: Conduct Diplomatic Mission
If the Great Merchant is inside City-State territory that you are not at war with, you can expend it to conduct a Trade Mission.
You will receive a large amount of 💰 Gold and an instant "We Love the King Day" in all owned cities. Every Town you've created and own increases the gold and length of the "We Love the King Day" by 25%.
You can expend a Great Merchant to create the special Town improvement which, when worked, produces 💰 Gold and 🌾 Food.[ENCDOLOR]
Special Ability: Conduct Diplomatic Mission
If the Great Merchant is inside City-State territory that you are not at war with, you can expend it to conduct a Trade Mission.
You will receive a large amount of 💰 Gold and an instant "We Love the King Day" in all owned cities. Every Town you've created and own increases the gold and length of the "We Love the King Day" by 25%.
Great Writer
Summary:
Special Ability: Create Great Work
A Great Writer can create a Great Work of Writing (generates both 🎵 Culture and 🗿 Tourism) that is placed in the nearest city that has an appropriate building with an empty slot (like an Amphitheater, National Monument, or Heroic Epic). The Great Writer is expended when used this way.
Special Ability: Write Political Treatise
A Great Writer can write a Political Treatise, which grants the player a large amount of 🎵 Culture, scaling by 3% for every owned Great Work. The Great Writer is expended when used this way.
A Great Writer can create a Great Work of Writing (generates both 🎵 Culture and 🗿 Tourism) that is placed in the nearest city that has an appropriate building with an empty slot (like an Amphitheater, National Monument, or Heroic Epic). The Great Writer is expended when used this way.
Special Ability: Write Political Treatise
A Great Writer can write a Political Treatise, which grants the player a large amount of 🎵 Culture, scaling by 3% for every owned Great Work. The Great Writer is expended when used this way.
Great Artist
Summary:
Special Ability: Create Great Work
A Great Artist can create a Great Work of Art (generates both 🎵 Culture and 🗿 Tourism) that is placed in the nearest city that has an appropriate building with an empty slot (like the Palace, a Castle, or a Museum). The Great Artist is expended when used this way.
Special Ability: Start a Golden Age
A Great Artist can be expended to generate Golden Age Points, which may trigger a 🌟 Golden Age (extra 🔨 Production, 💰 Gold, and 🎵 Culture). The amount of Golden Age Points generated is based on the 🗿 Tourism and 🌟 Golden Age Point output of the past 10 turns, and is increased by 10% for every owned themed Great Work set.
A Great Artist can create a Great Work of Art (generates both 🎵 Culture and 🗿 Tourism) that is placed in the nearest city that has an appropriate building with an empty slot (like the Palace, a Castle, or a Museum). The Great Artist is expended when used this way.
Special Ability: Start a Golden Age
A Great Artist can be expended to generate Golden Age Points, which may trigger a 🌟 Golden Age (extra 🔨 Production, 💰 Gold, and 🎵 Culture). The amount of Golden Age Points generated is based on the 🗿 Tourism and 🌟 Golden Age Point output of the past 10 turns, and is increased by 10% for every owned themed Great Work set.
Great Engineer
Summary:
Special Improvement: Manufactory
You can expend a Great Engineer to create a Manufactory. A Manufactory produces huge amounts of production (hammers) for the city, if it is worked, and counts as every type of improvement for adjacency bonuses.
Special Ability: Hurry Production
You can expend a Great Engineer to hurry production on the city's current effort. The amount of Production is equal to 5 turns of the best city's average recent output. Every owned Manufactory you've created and own increases it by 10%.
You can expend a Great Engineer to create a Manufactory. A Manufactory produces huge amounts of production (hammers) for the city, if it is worked, and counts as every type of improvement for adjacency bonuses.
Special Ability: Hurry Production
You can expend a Great Engineer to hurry production on the city's current effort. The amount of Production is equal to 5 turns of the best city's average recent output. Every owned Manufactory you've created and own increases it by 10%.
Great Musician
Summary:
Special Ability: Create Great Work
A Great Musician can create a Great Work of Music that is placed in the nearest city that has an appropriate building with an empty slot (like an Opera House or Broadcast Tower). The Great Musician is expended when used this way.
Special Ability: Perform Concert Tour
A Great Musician can travel to another civilization and perform a Concert Tour, which will increase Tourism with the target Civilization by 100%, and all other Civilizations by 50%, for 10 Turns (plus 1 additional Turn for every owned Great Work of Music). You also receive 1 😊 Happiness in every City. You cannot perform this action if at war with the target Civilization, or if your 🗿 Cultural Influence over the Civilization is Influential or greater. This action consumes the Great Musician.
A Great Musician can create a Great Work of Music that is placed in the nearest city that has an appropriate building with an empty slot (like an Opera House or Broadcast Tower). The Great Musician is expended when used this way.
Special Ability: Perform Concert Tour
A Great Musician can travel to another civilization and perform a Concert Tour, which will increase Tourism with the target Civilization by 100%, and all other Civilizations by 50%, for 10 Turns (plus 1 additional Turn for every owned Great Work of Music). You also receive 1 😊 Happiness in every City. You cannot perform this action if at war with the target Civilization, or if your 🗿 Cultural Influence over the Civilization is Influential or greater. This action consumes the Great Musician.
Great Scientist
Summary:
Special Improvement: Academy
You can expend a Great Scientist to create an Academy. While worked, the Academy will give your city a big science boost.
Special Ability: Discover Technology
You can expend your Great Scientist to immediately gain a lump sum of science. Every owned Academy you've created and own increases the amount of science gained by 10%.
You can expend a Great Scientist to create an Academy. While worked, the Academy will give your city a big science boost.
Special Ability: Discover Technology
You can expend your Great Scientist to immediately gain a lump sum of science. Every owned Academy you've created and own increases the amount of science gained by 10%.
Great Prophet
Summary:
Special Ability: Found a Religion
If you haven't founded a religion yet and there are still religions to be founded, you can use the Great Prophet to found a religion and choose religious beliefs for it. The city in which the religion is founded will be converted to your new religion. The Great Prophet is expended when used this way.
Special Ability: Enhance Religion
You can use the Great Prophet to enhance your religion with two additional religious beliefs. The Great Prophet is expended when used this way.
Special Improvement: Holy Site
A Great Prophet can construct the special Holy Site improvement which, when worked, produces additional 🕊️ Faith. The Great Prophet is expended when used this way.
Special Ability: Spread Religion
The Great Prophet can spread your religion 4 times, while removing all foreign pressure in the target cities. The Great Prophet is expended when used this way.
If you haven't founded a religion yet and there are still religions to be founded, you can use the Great Prophet to found a religion and choose religious beliefs for it. The city in which the religion is founded will be converted to your new religion. The Great Prophet is expended when used this way.
Special Ability: Enhance Religion
You can use the Great Prophet to enhance your religion with two additional religious beliefs. The Great Prophet is expended when used this way.
Special Improvement: Holy Site
A Great Prophet can construct the special Holy Site improvement which, when worked, produces additional 🕊️ Faith. The Great Prophet is expended when used this way.
Special Ability: Spread Religion
The Great Prophet can spread your religion 4 times, while removing all foreign pressure in the target cities. The Great Prophet is expended when used this way.
Great General
Summary:
Special Ability: Combat Bonus
A Great General provides a 15% combat bonus to all friendly land units within 2 tiles. This combat bonus applies to all forms of land combat: melee, ranged, defense, and so forth.
Special Ability: Culture Bomb
You can expend the Great General to place a Citadel, which gives you ownership of all adjacent tiles, as your Culture borders will expand to surround the Citadel. Additionally, the Citadel provides a big defensive bonus to any unit occupying it. Further, it damages any enemy unit that ends its turn next to the Citadel (damage does not stack with other improvements). Note that a Citadel functions only when it's in your territory. If it were to change hands when a nearby city is conquered, it will only be effective for the new owner. If the new Culture border claims hexes already owned by another civilization, you will incur a diplomatic penalty as a result. When a Citadel is placed, the Great General is consumed and your Military Unit Supply Cap is increased by 1.
A Great General provides a 15% combat bonus to all friendly land units within 2 tiles. This combat bonus applies to all forms of land combat: melee, ranged, defense, and so forth.
Special Ability: Culture Bomb
You can expend the Great General to place a Citadel, which gives you ownership of all adjacent tiles, as your Culture borders will expand to surround the Citadel. Additionally, the Citadel provides a big defensive bonus to any unit occupying it. Further, it damages any enemy unit that ends its turn next to the Citadel (damage does not stack with other improvements). Note that a Citadel functions only when it's in your territory. If it were to change hands when a nearby city is conquered, it will only be effective for the new owner. If the new Culture border claims hexes already owned by another civilization, you will incur a diplomatic penalty as a result. When a Citadel is placed, the Great General is consumed and your Military Unit Supply Cap is increased by 1.
Great Admiral
Summary:
Special Ability: Combat Bonus
A Great Admiral provides a 15% combat bonus to all friendly naval units within 2 tiles. This combat bonus applies to all forms of naval combat: melee, ranged, defense, and so forth.
Special Ability: Repair Fleet
You can expend the Great Admiral to heal all of your Naval Units and Embarked Units in this tile and all adjacent tiles. This order also increases your Military Unit Supply Cap by 1. The Great Admiral is expended when used this way.
Special Ability: Voyage of Discovery
You can send the Great Admiral on a Voyage of Discovery, which will provide you with two copies of a Luxury Resource not available on the current map. This order also increases your Military Unit Supply Cap by 1. The Great Admiral is expended when used this way.
A Great Admiral provides a 15% combat bonus to all friendly naval units within 2 tiles. This combat bonus applies to all forms of naval combat: melee, ranged, defense, and so forth.
Special Ability: Repair Fleet
You can expend the Great Admiral to heal all of your Naval Units and Embarked Units in this tile and all adjacent tiles. This order also increases your Military Unit Supply Cap by 1. The Great Admiral is expended when used this way.
Special Ability: Voyage of Discovery
You can send the Great Admiral on a Voyage of Discovery, which will provide you with two copies of a Luxury Resource not available on the current map. This order also increases your Military Unit Supply Cap by 1. The Great Admiral is expended when used this way.
Great Diplomat
Summary:
Special Ability: Establish Embassy
You can move a Great Diplomat to a City-State and construct an Embassy on a land tile. This is only possible if no other Embassy has already been established in the City-State. Each Embassy gives 1 additional vote in the World Congress. Establishing an Embassy consumes the Great Diplomat.
Special Ability: Conduct Diplomatic Mission
You can use a Great Diplomat in the territory of a City-State to conduct a Diplomatic Mission. You will get a large amount of influence with the City-State, and the influence of all other civilizations will decrease by the same amount. In addition, you will permanently get 1 Paper. This action consumes the Great Diplomat.
You can move a Great Diplomat to a City-State and construct an Embassy on a land tile. This is only possible if no other Embassy has already been established in the City-State. Each Embassy gives 1 additional vote in the World Congress. Establishing an Embassy consumes the Great Diplomat.
Special Ability: Conduct Diplomatic Mission
You can use a Great Diplomat in the territory of a City-State to conduct a Diplomatic Mission. You will get a large amount of influence with the City-State, and the influence of all other civilizations will decrease by the same amount. In addition, you will permanently get 1 Paper. This action consumes the Great Diplomat.
City-States
Summary:
City-States are the smaller political entities in Civilization V. They cannot win a game - they're not competing against you - but they can greatly assist or impede your progress towards victory. You can befriend City-States and gain a number of important benefits; you can ignore them and concentrate on bigger and more important foes; or you can conquer them and take their stuff. It's up to you.
Types of City-States
Summary:
There are five different "flavors" of city-states. Each can provide you with different benefits if you befriend or ally with them.
Cultured
Summary:
A cultured city-state can help you improve your culture.
Maritime
Summary:
A maritime city-state can provide food to your civilization.
Mercantile
Summary:
A mercantile city-state can provide a unique luxury item to your civilization, and help to improve your happiness.
Militaristic
Summary:
A militaristic city-state can provide units to your army.
Religious
Summary:
A religious city-state can provide faith to your civilization.
Communicating with City-States
Summary:
In order to communicate with a city-state, you must find it first. When one of your units encounters a city-state, the city-state will tell you what type it is, and it will often give you a gift of gold as well. (This is another good reason to explore the world!)
Once you have met, the city-state may periodically make contact with you to ask you to undertake "missions". If you want to get in touch with the city-state, you can click on the city itself, or you can go through the Diplomacy Panel.
Once you have met, the city-state may periodically make contact with you to ask you to undertake "missions". If you want to get in touch with the city-state, you can click on the city itself, or you can go through the Diplomacy Panel.
City-State Influence
Summary:
Your relations with each city-state are measured by "Influence Points" (IPs). They usually start at zero and your actions can increase or decrease them (yes, they can go quite negative!). Your current IP level is noted on the city-state's banner.
Diplomatic Missions and You
Summary:
The most effective method of raising your Influence with a city-state is to create a Diplomatic Unit and send it on a Diplomatic Mission. A Diplomatic Mission allows diplomatic units to directly raise your Influence with city-states. To conduct a Diplomatic Mission, move your Diplomatic Unit into city-state territory and press the Diplomatic Mission button. The base amount of Influence gained from a Diplomatic Mission increases as a player unlocks new promotions for Diplomatic Units through new unit types, wonders and buildings. [ENDLINE][ENDLINE]Players may only have a limited number of Diplomatic Units active at any given time. The maximum number of active Diplomatic Units increases based on the amount of the Paper a player controls. Once used to generate influence, Diplomatic Units are expended and must be rebuilt to use again.
Give Them Units
Summary:
You can also give a city-state units. One way to do this is to move the unit into the city-state's territory and then click on the "Give Unit" button in the unit's Action menu. (You can also give them units anywhere on the screen through the city-state Diplomacy screen.) It should be noted that gold usually is the better gift, unless the city-state is specifically requesting units.
Doing Nothing
Summary:
If you don't do anything, your IPs will tend to revert to zero over time: if your IPs are positive, they'll reduce by a small amount each turn. If they're negative, they'll increase by a small amount each turn. (The exact amount can vary based on the City-State's personality.) So if you want to maintain positive relations with a city-state, you'll have to periodically complete a mission or give them a gift.
Note that you lose a handful of IPs per turn for each of your units "trespassing" in a city-state's territory. If you are friends with the city-state, you can move through its territory with no consequences.
Note that you lose a handful of IPs per turn for each of your units "trespassing" in a city-state's territory. If you are friends with the city-state, you can move through its territory with no consequences.
Influence Levels
Summary:
There are four influence levels with city-states: war, neutral, friends, and allies.
Wary
Summary:
You've so totally angered a City-State that it's grown wary of you. This occurs if you've declared war on too many of the City-States around you - word will spread, and your minimum influence level with large groups of City-States will permanently drop from 0 to -20 (meaning that your influence can degrade well below 0).
War
Summary:
While at war with a City-State, your influence will remain negative and they certainly won't give you any stuff.
Neutral
Summary:
The city-state doesn't especially like or hate you. You can give them gold or do missions to improve your IP level, or you can degrade your IP by trespassing and suchlike.
Friends
Summary:
If you're "friends" with a city-state, the city-state will periodically give you gifts - a cultured city-state will give you culture; a maritime city-state will give you food; a militaristic city-state will give you military units; a mercantile city-state will give you happiness; and a religious city-state will give you faith.
Allies
Summary:
If you're allied with a city-state, you'll get a stronger version of the benefits of friendship. In addition, the city-state will give you all of their luxury and strategic resources. Only one civilization can be allied with a city-state at a time - if multiple are eligible, whichever has the highest IPs gets the position.
Additionally, if you're allied with a City-State you can pay them to improve a resource, which makes the resource available to you. To do this, click on "Give a Gift" within the City-State screen, then click on "200 💰 Gold - Improve a Resource". Select the resource tile you would like to have improved, and the improvement is placed immediately.
Additionally, if you're allied with a City-State you can pay them to improve a resource, which makes the resource available to you. To do this, click on "Give a Gift" within the City-State screen, then click on "200 💰 Gold - Improve a Resource". Select the resource tile you would like to have improved, and the improvement is placed immediately.
City-State Missions
Summary:
Periodically, a city-state may announce a "mission" - perhaps it's being plagued by barbarians, for example, or its people seek knowledge of Natural Wonders, or perhaps they're being attacked by another civilization and they seek allies.
If you complete the mission before another civ does so, you'll earn Influence Points with the city-state.
If you complete the mission before another civ does so, you'll earn Influence Points with the city-state.
War of the City-States
Summary:
You can declare war on a City-State at any time. You can do so through the Diplomatic Panel or by ordering one of your units to attack a City-State's unit or city. You can offer peace to a City-State through the Diplomatic Panel or by clicking on the city.
It's important to remember that if you attack too many City-States, many will grow wary of you, causing your minimum influence level to permanently drop from 0 to -20.
It's important to remember that if you attack too many City-States, many will grow wary of you, causing your minimum influence level to permanently drop from 0 to -20.
Liberating a City-State
Summary:
If another civ has captured a City-State and you capture it from them, you have the option to "liberate" that city-state. If you do so, you will receive a large amount of Influence from the City-State, usually enough to make you Allies with it.
City-States and Diplomatic Victory
Summary:
You win a Diplomatic Victory by winning an election for the position of World Leader once the World Congress becomes the United Nations. If going this route, remember that City-States will provide Delegates for whoever they are allied with. See the section on Victory for more details.
City State Embassies
Summary:
City State Embassies are an additional method in Vox Populi to gain Delegates in the World Congress. To establish an Embassy in a City State, move a Great Diplomat to a land tile of the City State and select "Establish an Embassy". An Embassy grants 1 additional Delegate in the World Congress. In each City State, only one Embassy can be established by a Civilization, so be quick. When a Civilization is conquered, all of its City State Embassies are transferred to the conquering Civilization.
Demanding Tribute
Summary:
You may choose to intimidate a city-state with the goal of asking for tribute. Tribute can be in the form of a worker, or a lump-sum of gold. One way to intimidate a city-state is through the size of your military in comparison to other powers, or by having military units close-by.
If you would like to ask for tribute from a city-state, open the city-state diplomacy panel, and click the "Ask for Tribute" option. If the following options are red, then the city-state is not afraid of you, and will not give in to your demand. If you are successful, you will gain the tribute, but lose influence with the city-state.
If you would like to ask for tribute from a city-state, open the city-state diplomacy panel, and click the "Ask for Tribute" option. If the following options are red, then the city-state is not afraid of you, and will not give in to your demand. If you are successful, you will gain the tribute, but lose influence with the city-state.
Religion and City-State Influence
Summary:
If a Religion that you founded becomes the majority Religion in a City-State, the rate at which your Influence degrades is reduced by 25%. Likewise, if your Influence is negative, the rate at which it recovers is increased by 50%.
Additionally, City-States will occassionally ask for a specific Religion to spread to them. If you succeed in accomplishing this, you will receive a significant Influence reward.
Additionally, City-States will occassionally ask for a specific Religion to spread to them. If you succeed in accomplishing this, you will receive a significant Influence reward.
Movement
Summary:
During a game of Civilization V, much of your time will be spent moving units around the world. You'll be marching your military units off to discover stuff or to fight with your neighbors. Your workers will be moving to new tiles to improve stuff and to construct roads. Your settlers will be moving to good locations on which to build new cities.
Following are rules for moving land units and naval units. Air units have their own special rules; since they don't occur until late in the game, they're covered elsewhere.
Following are rules for moving land units and naval units. Air units have their own special rules; since they don't occur until late in the game, they're covered elsewhere.
How to Order a Unit to Move
Summary:
There are two ways to move a unit: using right-click and move mode.
Right-Click
Summary:
When a unit is active, you can right-click anywhere on the map to order the unit to move there.
Move Mode
Summary:
You can also click on the "Move Mode" Action button, then left-click on a target space.
Legal and Illegal Moves
Summary:
If the location is illegal for the unit, it will decline the order and wait for new instructions.
If the location is legal and the unit can reach that location in one turn, it will do so.
If the location is legal and the unit can reach that location in one turn, it will do so.
Illegal Moves
Summary:
Certain tiles cannot be entered by certain units. A naval unit can't enter a non-city land tile, for example, and a land unit cannot enter a mountain tile or an ocean tile. If a unit can't enter a tile, you won't be able to order it to move there. Sometimes a move is revealed as illegal during a unit's move. If that is the case, the unit will stop when it discovers the illegality and wait for new orders.
Multiple Turn Move Orders
Summary:
If the unit requires multiple turns to reach the location, it will pick the shortest route and proceed on its way. It will continue to move each turn until it gets to the assigned spot.
If it becomes impossible for the unit to reach its assigned location - say, because exploration reveals that the tile is across the ocean and the moving unit can't embark, or perhaps because another unit has sat down in the target location - the unit will stop and request new orders.
You can change a unit's orders at any time by clicking on the unit and then either giving it new orders or clicking on the "Cancel Orders" action.
If it becomes impossible for the unit to reach its assigned location - say, because exploration reveals that the tile is across the ocean and the moving unit can't embark, or perhaps because another unit has sat down in the target location - the unit will stop and request new orders.
You can change a unit's orders at any time by clicking on the unit and then either giving it new orders or clicking on the "Cancel Orders" action.
Movement Points
Summary:
All mobile units have a certain number of "Movement Points" (MPs) that they can expend on movement in every turn. Once they've expended those MPs, they can't move any more until the next turn.
Most early land units have 2 MPs; horse and naval units have more.
Most early land units have 2 MPs; horse and naval units have more.
Expending Movement Points
Summary:
Units expend MPs to enter tiles. The terrain of the tile a unit is entering determines the MP cost of the move. It doesn't cost anything to leave your current tile; the MP cost is determined by the tile you're entering.
See the terrain rules for details on MP costs, but generally, open terrain like Grassland and Plains costs 1 MP to enter, while Forest and Jungle costs 2. It also expends all of a unit's MPs to cross a river (unless a road is there).
A unit can always move one tile if it has any MPs left. It doesn't matter how expensive the tile is; as long as the unit has something left, it can enter. Once the unit has expended all of its MPs, it must stop moving.
See the terrain rules for details on MP costs, but generally, open terrain like Grassland and Plains costs 1 MP to enter, while Forest and Jungle costs 2. It also expends all of a unit's MPs to cross a river (unless a road is there).
A unit can always move one tile if it has any MPs left. It doesn't matter how expensive the tile is; as long as the unit has something left, it can enter. Once the unit has expended all of its MPs, it must stop moving.
Road and Railroads
Summary:
Roads and railroads cut a unit's movement cost in friendly or neutral territory. As long as the unit moves from one tile containing a road/railroad into another tile containing a road/railroad, the unit will expend just a fraction of the normal cost to move. As long as the unit has any MPs left, it can continue to move along the road/railroad.
Rivers and Roads/Railroads
Summary:
Once you've learned the "Engineering" tech, you can move across rivers on roads/railroads without paying the standard penalty for crossing the river. If you don't have Engineering yet, you must pay the penalty even if crossing over on a road.
Stacking Limitations
Summary:
Remember that only one combat unit can end its turn in a tile, and only one non-combat unit can end its move in a tile - though a single combat unit and a single non-combat unit can end their turn "stacked" in the same tile.
A unit may pass through another unit as long as it has enough movement to complete the full move, and does not end up on top of another unit of the same type.
A unit may pass through another unit as long as it has enough movement to complete the full move, and does not end up on top of another unit of the same type.
Movement During Combat
Summary:
Movement rules are modified when enemy forces are involved.
Attack Orders
Summary:
Generally, if you order a unit to move into a space occupied by an enemy unit, the unit will interpret that order as instructions to attack the enemy unit. If the moving unit is non-combat, the unit will stop and ask for new orders.
Zones of Control
Summary:
Combat units exert a "Zone of Control" (ZOC) over the tiles around them. When a unit moves between two tiles within an enemy's ZOC it expends all of its MPs.
Naval Movement
Summary:
Generally, naval units follow the same rules as land units, except that they move in the water rather than on land. Early naval units are often limited to coastal waters (those adjacent to land tiles) and coastal cities. Eventually, you'll produce naval units that can enter deep ocean tiles, and thus explore the world. Naval units generally cannot enter ice tiles (except for submarines, which can go under 'em).
Embarking Land Units
Summary:
At the start of the game, your land units cannot enter any water tiles. However, once you've learned the Optics technology, you can earn the promotion that allows land units to "embark" and move into coastal water tiles. To embark a unit, move the unit to a coastal tile and then click on the "Embark" Action. Once embarked, the unit must move into water. (Optics allows movement into coastal water only. The later Astronomy tech allows embarked units to enter ocean tiles.)
In the water the embarked unit is very slow and almost helpless. It is able to defend itself to a certain degree, but it cannot attack and should not be left alone for too long on the open ocean. It's critical to accompany embarked land units with a strong naval defense.
When the unit is adjacent to a land tile, you can click on the "Disembark" action. The unit will then be able to return to dry land. Alternatively you can right-click on a land tile and the unit will disembark automatically.
In the water the embarked unit is very slow and almost helpless. It is able to defend itself to a certain degree, but it cannot attack and should not be left alone for too long on the open ocean. It's critical to accompany embarked land units with a strong naval defense.
When the unit is adjacent to a land tile, you can click on the "Disembark" action. The unit will then be able to return to dry land. Alternatively you can right-click on a land tile and the unit will disembark automatically.
Air Power
Summary:
By the Second World War, air power has come to dominate warfare around the world. Air power acts as a "force multiplier" in combat, and the nation that can establish air supremacy over the battlefield has a huge advantage over the enemy.
Perhaps most importantly, strategic bombing has become a central force in modern warfare, and with the advent of nuclear ballistic missiles, it has the ability to literally wipe an entire civilization off the face of the planet.
Air power is critical to victory in Civilization V.
Perhaps most importantly, strategic bombing has become a central force in modern warfare, and with the advent of nuclear ballistic missiles, it has the ability to literally wipe an entire civilization off the face of the planet.
Air power is critical to victory in Civilization V.
Air Units
Summary:
There are four main types of air units in Civilization V: helicopter gunships, missiles, fighters, and bombers. Helicopter gunships are the closest to standard ground combat units and will be discussed separately.
Of the other air units, missiles are essentially "one-shot" weapons: you fire 'em, they hit their target and they're gone. Fighters are primarily used to defend against other air power and to clear the target of interceptors to allow bombers to hit their targets. Bombers do damage to targets on the ground, if not intercepted. Anti-air units defend against fighters and bombers.
Of the other air units, missiles are essentially "one-shot" weapons: you fire 'em, they hit their target and they're gone. Fighters are primarily used to defend against other air power and to clear the target of interceptors to allow bombers to hit their targets. Bombers do damage to targets on the ground, if not intercepted. Anti-air units defend against fighters and bombers.
Helicopter Gunships
Summary:
As stated above, helicopter gunships are quite similar to standard land units. They are extremely effective at killing tanks, but remain vulnerable to anti-aircraft fire.
Gunship Movement
Summary:
Gunships can move over all terrain types including mountains and ice, at a cost of 1 MP each. They can also move over coastal waters and deep water if they embark.
Anti-Tank Bonus
Summary:
Gunships can do serious damage to tank units (which is why most modern armor is accompanied by hefty anti-air assets on the modern battlefield).
Air Bases
Summary:
Air units do not move around the map like ground and naval units. They must be "based" on a player-owned friendly city. Fighters and some bombers can be based upon aircraft carriers as well. Missile units may be based on cities, nuclear submarines, and missile cruisers. Air units cannot embark. If on extended sea voyages, they must be carried by the appropriate vessel - carrier, cruiser, or nuclear sub.
Anti-air units and helicopters don't need to be based. They move around the map like other units, and can embark.
Anti-air units and helicopters don't need to be based. They move around the map like other units, and can embark.
Base Locations
Summary:
Different types of crafts may be based in different locations.
Fighters and Jet Fighters
Summary:
Fighters and jet fighters can be based on cities and aircraft carriers.
Bombers
Summary:
Bombers can be based on cities and aircraft carriers.
Stealth Bombers
Summary:
Stealth bombers can be based on cities only.
Atomic Bombs
Summary:
Atomic bombers can be based on cities and on aircraft carriers.
All Missiles
Summary:
Missiles can be based on player-owned cities, on missile cruisers and on nuclear submarines.
Naval Unit Capacity
Summary:
Some naval units can be used as bases for air units and these naval units may hold more than one air unit.
Carrier
Summary:
Initially a carrier can carry two air units (fighters, bombers and atomic bombers). This capacity may be boosted through promotions.
Missile Cruiser
Summary:
A missile cruiser can carry up to three missiles of any type.
Nuclear Submarine
Summary:
A nuclear submarine can carry up to two missiles of any type.
Air Stacking
Summary:
You can have up to 6 missiles, fighters and bombers in a single city. This limit is raised to 10 if the city has an Airport. These units can be freely stacked with both combat and non-combat units.
Helicopters and anti-air units must follow the standard stacking rules.
Helicopters and anti-air units must follow the standard stacking rules.
Air Range
Summary:
In place of a movement stat, air units have "range." This is the distance from a base that they can perform "missions." It's also the distance that they can "rebase" - move from one base to another. For example, a fighter unit has a range of 8. It can perform its missions against any tile within 8 spaces of its current base, and it can move to another player owned base (city or carrier) that is within 8 spaces as well.
An air unit that rebases cannot perform another mission in the same turn.
An air unit that rebases cannot perform another mission in the same turn.
Recon
Summary:
Fighters, jet fighters and stealth bombers have a special "recon" ability. At the start of their turn, everything within 6 tiles of their base is visible. This isn't a mission and it doesn't use up their turn: it happens automatically.
Missions
Summary:
During an air unit's turn, it can perform one of a number of "missions." These include making air strikes (ranged attacks against ground targets), rebasing, interception (defending against enemy air attack) and "sweeping" (disabling enemy interception). Some air units can perform only some of these missions.
Rebase
Summary:
The air unit moves to a new base within its range. Up to 6 air units can base in a single city. This limit is raised to 10 if the city has an Airport.
Air Strike
Summary:
The air unit attacks a ground target within its air range.
Air Sweep
Summary:
The air unit "sweeps" a target tile, disabling "intercepting" units.
Interception
Summary:
The air unit prepares to defend against enemy air attacks. (Note that ground-based anti-air units automatically intercept when attacked by air; they don't need special orders.)
Air Strikes
Summary:
When a unit is ordered to make an "air strike" against an enemy city or unit, if it is not intercepted, it performs a ranged attack against the target. Unlike most ranged attacks, however, the attacking unit can take damage from the attack. (In another words, if you bomb a tank, it might hurt you.) If the air striking unit survives, it returns to its base.
Missiles and bombers have the most powerful air strikes.
Missiles and bombers have the most powerful air strikes.
Interception
Summary:
Fighters and jet fighters can be set to "intercept" enemy air attacks. (AA gun, mobile SAM, and certain naval units automatically intercept; they don't need to be given a special mission.) If an air unit tries an air strike against a target within the range of an intercepting unit, the interceptor will fire on the attacker and do damage to it. Unless the attacker is killed by the interceptor, the air strike proceeds.
Only one unit can intercept an air strike, and once it does so, it cannot intercept any more that turn (though certain promotions can increase this). So if you're expecting multiple air attacks on a target, you might want to pile multiple fighters and AA units on and around that target.
Only one unit can intercept an air strike, and once it does so, it cannot intercept any more that turn (though certain promotions can increase this). So if you're expecting multiple air attacks on a target, you might want to pile multiple fighters and AA units on and around that target.
Air Sweeps
Summary:
When attacking a target that is heavily protected by fighters and AA units, a fighter can perform the "air sweep" mission against that target to "use up" the enemy's interception capability. If the fighter is intercepted by an enemy fighter, the two units dogfight, and one or the other might be damaged or destroyed. If the fighter is intercepted by a ground unit, it will take damage from the ground unit (but less so than a unit on an air strike mission would).
Missiles
Summary:
Missiles are one-shot weapons. They perform a single air strike mission against a target, and then, win or lose, they are destroyed. Unlike normal aircraft, missiles cannot be intercepted.
Atomic Bombs
Summary:
The first nuclear weapon available in the game, the atomic bomb is a very powerful unit that can quickly alter the world's balance of power. Atomic bombs are similar to missiles in that they may only attack once. Unlike missiles, they may be stationed on aircraft carriers. The damage radius for the atomic bomb is 2 tiles in every direction. Units caught in the blast will be damaged, and cities will lose population if hit.
An "A-bomb" cannot totally destroy a city. No matter how many times a city is hit by atomic bombs, it will not be destroyed.
An "A-bomb" cannot totally destroy a city. No matter how many times a city is hit by atomic bombs, it will not be destroyed.
Nuclear Missiles
Summary:
While the atomic bomb does a fair amount of damage, nuclear missiles are truly devastating. All units caught in the blast radius are destroyed, and the damage done to cities is even greater. Unlike atomic bombs, nuclear missiles are even capable of wiping cities off the map completely (note that a player's original capital may not be destroyed in this manner).
As their name implies, nuclear missiles are missile units, which means they may be stationed on missile cruisers or nuclear submarines, but not aircraft carriers.
As their name implies, nuclear missiles are missile units, which means they may be stationed on missile cruisers or nuclear submarines, but not aircraft carriers.
Ruins and Barbarians
Summary:
During the early portion of the game - say, the first 25 - 50 turns - much of your energy should be involved in exploring the world. During your exploration you will be encountering ancient ruins and barbarians. Ancient ruins are good, barbarians are not.
Ancient Ruins
Summary:
Ancient Ruins are the remnants of even earlier civilizations which rose and fell long before you came on the scene. Ruins provide a random benefit to the civilization of the unit that first enters their tile. The ruin is destroyed when it is entered.
Ruins are cool. Find as many as you can before other civs get to them!
Ruins are cool. Find as many as you can before other civs get to them!
Ruin Benefits
Summary:
Ancient ruins can provide a number of different benefits.
Free Technology
Summary:
The ruin provides your civilization with a free technology.
Map
Summary:
The ruin provides a map of the nearest unrevealed City (lifting the fog of war from a number of tiles).
Weapons Upgrade
Summary:
The unit which enters the tile is upgraded to a more advanced unit (a warrior might become a swordsman, for example).
Survivors
Summary:
The ruin contains survivors from the earlier civilization. They move to one of your cities, increasing its population by one.
Treasure
Summary:
The ruin provides gold to your civilization!
Culture from Ancient Ruins
Summary:
The ruin provides culture to your civilization.
Settlers and Workers
Summary:
On easier difficulty levels, you can also receive free Settlers and Workers from ruins.
Golden Age Points
Summary:
The ruin contains relics that grant Golden Age Points.
Production
Summary:
The ruin contains supplies that grant Production to your nearest city.
Tiles
Summary:
The ruin contains settlers that grant free Tiles to your nearest city.
Barbarians
Summary:
Barbarians are roving bands of villains who hate civilization and everything that goes with it. They attack your units and cities and pillage your improvements. They're just not very nice at all.
As your civilization grows the barbarians become much less menacing, but early in the game they can be a huge problem.
As your civilization grows the barbarians become much less menacing, but early in the game they can be a huge problem.
Barbarian Encampments
Summary:
Barbarians come from "encampments", which may appear randomly in any tile that cannot be seen by a unit. Every few turns the encampment will create another barbarian unit which will make a beeline for the nearest civilization and start causing trouble. The only way to stop this is to find the encampment and destroy it. Encampments are usually guarded by at least one unit, so they're not pushovers.
Destroying an Encampment
Summary:
A civilization will earn a gold reward for dispersing a barbarian encampment - in addition to the benefit of stopping it from spawning more barbarian units, which of course is the primary reward.
New Encampments
Summary:
Barbarian encampments may spring up in any neutral space which cannot be seen by a civilization's city or unit. If you want to keep barbarian encampments from popping up around your civilization, place units on hills to keep as much terrain in sight as possible.
Barbarian Units
Summary:
Barbarian encampments can create almost any kind of unit in the game - from warriors and spearmen to cannons and tanks. (They can build units equal to those that the most advanced civilization can create.)
Once created the barbarian units will either hang around their encampment or head off toward the nearest civilization or city-state and try to cause trouble. They'll attack units, destroy improvements and menace cities. Barbarians next to a city without a garrison can steal food, culture, production or science from the owner. They can also conquer a poorly-defended city and turn it into a Barbarian City.
This is why it's important to periodically sweep the countryside around your civilization, destroying encampments before they become a threat.
Once created the barbarian units will either hang around their encampment or head off toward the nearest civilization or city-state and try to cause trouble. They'll attack units, destroy improvements and menace cities. Barbarians next to a city without a garrison can steal food, culture, production or science from the owner. They can also conquer a poorly-defended city and turn it into a Barbarian City.
This is why it's important to periodically sweep the countryside around your civilization, destroying encampments before they become a threat.
Barbarian Naval Units
Summary:
Barbarian encampments on the coastline can create naval units (again, equal to those that can be created by the civilization with the most advanced tech). These units will menace your coastline, destroy naval improvements and attack hapless land units which stray too near the coastline. It's important to maintain a navy to keep them off your back, but the best way to stop these attacks is to destroy the coastal encampments nearby.
Captured Civilians
Summary:
If a barbarian unit comes upon a non-combat unit - settler or worker - the barbarians capture that unit. They will take it off to their nearest encampment, and the unit may be recovered by any player in the game. Should one of your civilians be captured in this manner, be sure to pursue and retrieve them before somebody else does! Great people are the exception. Barbarians will destroy a great person if they are found undefended.
Experience Points Limitations
Summary:
When they fight barbarian units, your less well-trained units will gain experience points. However, any unit that has already acquired 45 XPs (or has exchanged that many for promotions) no longer gains XPs from fighting barbarians.
The End of Barbarians
Summary:
Barbarians can remain in the game right up until the end. However, as more land is acquired there will be less available for the barbarian encampments to spawn in. If the entire world is civilized, the barbarians will be gone.
Units
Summary:
In Civilization V, the term "unit" refers to anything that can move around the map. There are a number of different types of units in play - military units, workers, settlers, great people, and the like, with military units forming the bulk of them.
Constructing Units
Summary:
Units are built in cities. Each unit has a certain "Production Cost" which determines how many units of Production a city must expend to produce the unit. In addition, in order to construct a unit your civilization must have knowledge of the requisite technology (you must know the "Archery" technology for example to construct Archer units). Some units also require that your civ have access to certain resources to construct them (Swordsmen require Iron, for instance).
Unit Characteristics
Summary:
All units have three basic statistics ("stats"): movement speed, combat strength, and promotions.
Movement Speed
Summary:
A unit's Movement Points (MPs) determines how many clear tiles a unit can move through. Most early units have 2 MPs. See the Civilopedia section on Movement for more details.
Combat Strength
Summary:
A unit's Combat Strength (CS) determines how powerful it is in combat. The warrior, the earliest combat unit available, has a CS of 8. Non-combat units like settlers and workers have CS's of 0 (zero). They are defeated (captured or destroyed) when attacked by any military unit.
Unit Special Abilities
Summary:
Many units have special abilities, allowing them to do things better than other units, or to do things that other units cannot do at all. Settler units can found new cities, for example, and no other units can do these things. An archer unit can deal "ranged" damage, allowing it to attack an enemy that is not adjacent to it, while most combat units cannot. Check out a unit's Civilopedia entry to see its special abilities.
National Units
Summary:
Each civilization in Civilization V has one or more special "national units." These units are unique to that civilization, and they are in some way superior to the standard version of that unit. The American civilization, for example, has a Minuteman unit, which is superior to the standard Musketman available to other civs. The Greek civ has the Hoplite unit, which replaces the Spearman.
See each civilization's Civilopedia entry to discover its special unit.
See each civilization's Civilopedia entry to discover its special unit.
Unit Movement
Summary:
Generally, units move from hex to hex, paying the "Movement Cost" required to enter the new hex. Units are subject to "Stacking" limitations - two military units may not end their turn in the same hex, nor can two non-military units, but one military and one non-military unit may end their turn stacked in the same hex. Note that embarked military units, as well as Great Generals and Great Admirals, are all considered non-military, and can be stacked with a military unit for protection.
Most units are limited in where they can move - land units cannot enter mountain hexes and naval units cannot enter land hexes (except for port cities). Improvements like roads and railroads speed a unit's movement through land hexes.
Check out the section on Movement for details.
Most units are limited in where they can move - land units cannot enter mountain hexes and naval units cannot enter land hexes (except for port cities). Improvements like roads and railroads speed a unit's movement through land hexes.
Check out the section on Movement for details.
Unit Combat
Summary:
Military units can engage in combat against other units or against cities. Most military units are "melee units," meaning that they can attack only enemies in hexes directly adjacent to them. Some military units are "ranged units," meaning that they can attack enemies one or more hexes away.
See the section on Combat for details.
See the section on Combat for details.
Non-Combat Units
Summary:
There are six types of non-combat units: Settlers, Workers, Work Boats, Great People, Spaceship Parts, and Religious Units. Each is critically important to a civilization's success. As the name "non-combat" would suggest, these units cannot fight. If attacked by an enemy unit while alone in a hex they are automatically captured or destroyed. Therefore it usually makes sense to escort them with a military unit when sending them out into the wilderness.
Combat Units
Summary:
Combat units are divided into several categories. These include "Melee Units," "Ranged Units," "Naval Units, and "Air Units."
Naval Units
Summary:
Naval units are units that can move in water hexes. They cannot enter land hexes, except for coastal cities. Depending upon its type, a naval unit may be limited to travel in coastal waters, or it may be able to enter deep water Ocean hexes. Naval units can be either Melee or Ranged Combat Units.
Air Units
Summary:
Air units are units which, unsurprisingly, travel through the air. They are critically important during the late game, as control of the skies often determines victory or defeat in modern warfare. They include helicopters, airplanes, and missiles.
Military Supply
Summary:
The maximum number of Military Units you can field at any one time is called your Military Unit Supply Cap. This number, indicated on the Top Panel next to the Symbol, increases based on two factors: the total population of all of your cities, and the number of buildings or policies you have that increase your Military Unit Supply Cap. Some buildings, such as the Barracks, increase your Supply Cap by a fixed amount. Others, like Walls, increase your Supply cap by a percentage of the city's population.
Military Unit Supply Cap increases from static elements, like Barracks, and percentage bonuses from population decline over time based on your empire's technological level. You will need more and more percentage bonuses to overcome this and field large armies!
If, for any reason, you exceed your Military Unit Supply Cap, you will be penalized 5% Production and Food in all Cities (per unit over the cap).
Military Unit Supply Cap increases from static elements, like Barracks, and percentage bonuses from population decline over time based on your empire's technological level. You will need more and more percentage bonuses to overcome this and field large armies!
If, for any reason, you exceed your Military Unit Supply Cap, you will be penalized 5% Production and Food in all Cities (per unit over the cap).
Spies and Diplomats
Summary:
You will earn your first Spy when any civ in the game enters the Renaissance Era. Spies can be assigned to a city in another civilization with the goal of stealing technology and gathering information. You can also assign a Spy to one of your own cities to have a chance to slow down, discover, or kill an enemy spy.
When assigning a Spy to the capital of another civilization, you can choose to assign them as a Diplomat. Diplomats do not steal technology, and are only there to gather information. Additionally, if the target civilization is following a different Ideology, your Diplomat will start spreading Propoganda, increasing your 🗿 Tourism bonus in that civilization. Because they are a Diplomat, they are in no danger from other spies. They become even more useful when the World Congress is founded, delivering information on how other civilizations are planning to vote, and allowing votes to be traded via diplomacy.
To deploy your first Spy or Diplomat, select "Espionage Overview" from within the "Additional Information" menu.
When assigning a Spy to the capital of another civilization, you can choose to assign them as a Diplomat. Diplomats do not steal technology, and are only there to gather information. Additionally, if the target civilization is following a different Ideology, your Diplomat will start spreading Propoganda, increasing your 🗿 Tourism bonus in that civilization. Because they are a Diplomat, they are in no danger from other spies. They become even more useful when the World Congress is founded, delivering information on how other civilizations are planning to vote, and allowing votes to be traded via diplomacy.
To deploy your first Spy or Diplomat, select "Espionage Overview" from within the "Additional Information" menu.
Moving Spies
Summary:
To move a spy, open the "Espionage Overview" screen, and click the "Move" button next to a spy you want to relocate. After clicking the "Move" button, click on the destination city name on the right side of the screen (either one of yours or a target civilization). The "Activity" for that spy will change to "Travelling", and will indicate how long it will take for the spy to arrive.
Earning More Spies
Summary:
Even though you start with only a single spy, you will earn an additional spy as you move into each new era. Additionally, you can earn an extra spy by building the National Intelligence Agency National Wonder.
Stealing Technology
Summary:
Your spies can steal technology from a more advanced civilization. To attempt to steal technology, first, move a spy to a target city within another civilization. Once the spy arrives, there will be a period of time where they are "Establishing Surveillance" (noted in the "Activity" column). Once surveillance is established, you will know whether the target has technology that you can steal. If they do, the time it takes to steal the technology depends on how much science the target city is producing, and the rank of your spy. The higher your rank, the more quickly you will be able to steal technology. The higher the science output, the faster your spy can work.
Other factors that can affect the time it takes to steal technology includes defensive buildings like the Police Station or the Great Firewall wonder, which can stop a spy completely. Additionally, if the target has placed a defensive spy in the same city, your spy can be caught, or even killed (he will be taken out of action for multiple turns). This, of course, will have a negative effect on your diplomatic relations with the target civilization.
Other factors that can affect the time it takes to steal technology includes defensive buildings like the Police Station or the Great Firewall wonder, which can stop a spy completely. Additionally, if the target has placed a defensive spy in the same city, your spy can be caught, or even killed (he will be taken out of action for multiple turns). This, of course, will have a negative effect on your diplomatic relations with the target civilization.
Less Advanced Civilizations
Summary:
After your spy has established surveillance in a target civilization, they will automatically start "Gathering Intelligence". If they discover that there are no technologies that you need, then you will receive a notification to let you know. You can then choose to move your spy to a better target, or instead leave your spy in the target civilization to watch for Intrigue. Intrigue is intercepted information that you can deliver to other civilizations. For example, you may have a spy in Arabia, and he may discover that they are planning to invade Egypt. You can then inform Egypt of this plot, and receive a diplomatic relationship boost as a result.
Spies and City-States
Summary:
Spies can be used to increase your influence with City-States by "rigging" their local elections or staging a coup. To interact with a City-State, first move a spy to a target City-State. Once the spy arrives, there will be a period of time when they are "Establishing Surveillance" (noted in the "Activity" column). Once surveillance is established, your espionage options become available. Rigging an election, a passive ability, occurs every 15 turns while your spy is located within the City-State. If you are the only spy in the City-State, your influence will increase while everyone else's will drop. The presence of an enemy spy, especially one of a higher rank, can cause this mission to fail. No worries though, failing to rig an election is not dangerous to your spy.
Staging a coup is more powerful than rigging an election, but also much riskier. A successful coup essentially allows you to "steal" the allied status from another civiization. To stage a coup, target a City-State that is allied with another player, and place your spy the same way you would with rigging an election. Once surveillance is established, you will have a new button available to you called "Coup". Clicking it will open a pop-up message that gives you the odds of success. The closer you are in influence to the target civilization, the greater your odds. A high-level spy or having succesfully rigged elections in the City-State also increases your coup chances. The catch? If you fail, your spy is executed.
Staging a coup is more powerful than rigging an election, but also much riskier. A successful coup essentially allows you to "steal" the allied status from another civiization. To stage a coup, target a City-State that is allied with another player, and place your spy the same way you would with rigging an election. Once surveillance is established, you will have a new button available to you called "Coup". Clicking it will open a pop-up message that gives you the odds of success. The closer you are in influence to the target civilization, the greater your odds. A high-level spy or having succesfully rigged elections in the City-State also increases your coup chances. The catch? If you fail, your spy is executed.
Establishing Surveillance
Summary:
To establish surveillance, move a spy to a target city. Once the spy arrives, there will be a period of time where they are "Establishing Surveillance" (noted in the "Activity" column). Once surveillance is established, you will know whether the target has technology that you can steal. You'll also be able to look inside the enemy city, and have a chance at intercepting important information (like invasion preparations).
Counter-Intelligence
Summary:
You can defend against enemy spies by establishing counter-intelligence. To do this, move a spy into one of your cities that you suspect will be a target (usually a city with a high science output). Once there, they have a chance to detect enemy spies. The higher the rank of the spy, the better their chance to detect an enemy spy.
Constabularies and Police
Summary:
You can slow down enemy spies by building Constabularies and Police Stations in your cities. If a city contains a Constabulary or a Police Station, the time it takes to steal technology is increased by 25% for each.
National Intelligence Agency
Summary:
The National Intelligence Agency National Wonder provides your civilization with an additional spy, and will level-up all your existing spies.
The Great Firewall
Summary:
The Great Firewall Wonder reduces the effectiveness of enemy spies by 99.9% in the city in which it was built, and 25% in all other cities within your civilization. It also negates the 🗿 Tourism bonus from other players' Internet technology.
Spy Experience
Summary:
With each successful mission, your spies will gain experience and "level-up". With each successive level, your spies will perform their missions more quickly and reliably.
Detecting a Spy
Summary:
Spies have a small chance of getting caught whenever they steal technology. If the target city does not contain a counterspy, the possibile outcomes are Undetected, Detected but Unknown, and Identified. If there is a counterspy present, the possible outcomes are Detected but Unknown, Identified, and Identified and Killed. Having your spy either Identified, or Identified and Killed will negatively affect your relationship with the target civilization. If your spy is killed, you will receive a replacement, but not for a few turns.
Spy Points
Summary:
You gain a new Spy whenever the number of Spy Points exceeds the threshold (minimum: 100). The threshold value is reduced based on the number of Civilizations and City-States existing at the start of the game. When the first Civilization reaches Renaissance, or when you reach any later Era, you gain 100 Spy Points. Some Buildings and Policies also provide Spy Points.
Earning Faith
Summary:
🕊️ Faith is the currency which enables you to found a Pantheon, makes Great Prophets spawn and can be used to purchase religious units and buildings.
There are several sources for 🕊️ Faith points. There are buildings or wonders that award a certain amount of 🕊️ Faith per round if you build them in your cities. Some Natural Wonders can also generate it when they are being worked. You can find 🕊️ Faith in Ancient Ruins. If you befriend a religious city-state they will also contribute with regular gifts. And the last source of 🕊️ Faith is the tile improvement Holy Site that Great Prophets can erect on your lands.
There are several sources for 🕊️ Faith points. There are buildings or wonders that award a certain amount of 🕊️ Faith per round if you build them in your cities. Some Natural Wonders can also generate it when they are being worked. You can find 🕊️ Faith in Ancient Ruins. If you befriend a religious city-state they will also contribute with regular gifts. And the last source of 🕊️ Faith is the tile improvement Holy Site that Great Prophets can erect on your lands.
Pantheons
Summary:
Pantheons are the first step towards founding a full Religion. Once you've accumulated a certain amount of 🕊️ Faith you will be able to select a Pantheon Belief. The Pantheon Belief you choose will be the basis for any later Religion you might found so choose wisely as it may stay with you for the whole game. The amount of 🕊️ Faith it takes to found a Pantheon will increase with every Pantheon that has been founded on the whole map.
Pantheons are an early approach to Religion. Consequently it is only possible to found a Pantheon throughout the early ages depending on the developments of Religions around you. Once you've chosen your Pantheon Belief, it will immediately be available throughout your entire civilization, and will automatically expand to new cities until you found a full Religion.
Note that players will no longer be able to found a new Pantheon if another player has already Enhanced their Religion, and the number of active Pantheons matches or exceeds the number of Religions allowable in the current game.
Pantheons are an early approach to Religion. Consequently it is only possible to found a Pantheon throughout the early ages depending on the developments of Religions around you. Once you've chosen your Pantheon Belief, it will immediately be available throughout your entire civilization, and will automatically expand to new cities until you found a full Religion.
Note that players will no longer be able to found a new Pantheon if another player has already Enhanced their Religion, and the number of active Pantheons matches or exceeds the number of Religions allowable in the current game.
Beliefs
Summary:
When you found a Pantheon or when you later in the game found or enhance a Religion there are a number of different slots you can fill with a selection of Beliefs. The types of Beliefs you get to select are Pantheon Beliefs, Founder Beliefs, Follower Beliefs and Enhancer Beliefs. There are Civilizations that, due to their unique trait, get to choose an additional Bonus Belief.
Beliefs are picked on a first come first serve basis. When any Belief has been picked it will not be available for any other Civilization which is founding or enhancing their Religion afterwards. This makes being the first to get to this point very valuable.
A full list of all the different Beliefs can be found in the Religion section of the Civilopedia.
Beliefs are picked on a first come first serve basis. When any Belief has been picked it will not be available for any other Civilization which is founding or enhancing their Religion afterwards. This makes being the first to get to this point very valuable.
A full list of all the different Beliefs can be found in the Religion section of the Civilopedia.
Pantheon Beliefs
Summary:
This is a special type of follower benefit that is especially useful early in the game (usually for improving yields). They kick in for any city where this Pantheon or Religion is practiced by a majority of the citizens. These Beliefs will make their way into main Religions later in the game as some of the Civilizations choose to go beyond a mere Pantheon and found a Religion.
Founder Beliefs
Summary:
These are player-level bonuses. These positive game effects are received by the player that founded a Religion as long as he still controls the Holy City where the Religion originated. Most of these are directly tied to the spread of the Religion across the map, giving the founder of a Religion a strong incentive to spread his Religion far and wide.
Follower Beliefs
Summary:
These attributes are active at the city level. They kick in for any city where this Religion is practiced by a majority of the citizens.
Enhancer Beliefs
Summary:
These benefits improve the religious spread. Depending on the individual Belief chosen this can be through more powerful religious units or through stronger natural spread.
Spending Faith
Summary:
🕊️ Faith can be spent in several ways. It can be used to purchase religious units or buildings or it will get expended to spawn a Great Prophet, or, once you enter the Industrial Era, another Great Person.
The 🕊️ Faith you've accumulated will automatically be spent on spawning a Great Prophet once you've reached a certain threshold (to see this hover your mouse over the 🕊️ icon in the Status Bar). Once you enter the Industrial Era, you can spend Faith on other Great People as well, depending on which Social Policy branches you've unlocked.
You can also choose to spend your accumulated 🕊️ Faith on Units or buildings. This can be done in the Purchase menu of the City Screen. Missionaries and Inquisitors are available in every city that follows a Religion while the respective buildings are only available if the Majority Religion contains a Belief that unlocks the purchase of a Religious Building.
The 🕊️ Faith you've accumulated will automatically be spent on spawning a Great Prophet once you've reached a certain threshold (to see this hover your mouse over the 🕊️ icon in the Status Bar). Once you enter the Industrial Era, you can spend Faith on other Great People as well, depending on which Social Policy branches you've unlocked.
You can also choose to spend your accumulated 🕊️ Faith on Units or buildings. This can be done in the Purchase menu of the City Screen. Missionaries and Inquisitors are available in every city that follows a Religion while the respective buildings are only available if the Majority Religion contains a Belief that unlocks the purchase of a Religious Building.
Founding a Religion
Summary:
Once you have a Great Prophet and have previously founded a Pantheon you can use the Great Prophet to found a full Religion. This is done by selecting the Great Prophet (make sure he is located in a city), and clicking the "Found Religion" icon on the Unit Panel. You will now be presented with options to choose what sort of Religion you would like for your civilization. Select a symbol and name for your Religion, as well as Founder and Follower Beliefs, which determine what benefits will be awarded. You confirm those choices by clicking on the Found Religion button in the lower right of the selection screen.
There is a limit of how many Religions can be founded in any game, and it's based on map size. That limit will always be lower than the default number of Civilizations in that game, so not everyone gets to found their own Religion.
There is a limit of how many Religions can be founded in any game, and it's based on map size. That limit will always be lower than the default number of Civilizations in that game, so not everyone gets to found their own Religion.
Enhancing a Religion
Summary:
Once you've founded a Religion you can use your next Great Prophet to enhance it. This is done the same way as founding it only this time you will get to choose an additional Follower Belief and an Enhancer Belief.
Spreading Religion
Summary:
There are two ways that Religion spreads: The natural spread that the holy city as well as any other religious city generates and the deliberate actions a player can perform to convert other cities.
The natural spread of Religion is fairly straight-forward. Any city that has a majority Religion (more than half of their citizens are following a single Religion) exerts pressure up to 10 hexes from the city. If another city is within that range, and they do not yet have a majority religion, then the pressure will slowly start to convert citizens. If the city already has a majority religion, then it will take two or more cities exerting pressure to start converting citizens. The more cities exerting pressure on the target city, the faster a city's citizens will be converted. You can view your own outward religious pressure, as well as incoming pressure by mousing over the Religion icon on the city banner (if it already has a Pantheon or Religion).
To speed up the spread of your Religion the following options are available to you: You can purchase Missionaries by spending 🕊️ Faith in any city that already has the Religion you wish to spread as its majority. To purchase one just enter the city screen and you can open the purchase menu by clicking on the purchase button in the lower left. The Missionary will be grayed out if you don't have enough 🕊️ Faith to acquire it. Once you have a Missionary you can move him into or next to the city you wish to convert and click on the Spread Religion button in his action menu which will normally expend him after two uses.
Great Prophets can spread Religion in a similar fashion but additionally they abolish any other Religions that might be present in their target city. They can perform this action multiple times before being expended.
The natural spread of Religion is fairly straight-forward. Any city that has a majority Religion (more than half of their citizens are following a single Religion) exerts pressure up to 10 hexes from the city. If another city is within that range, and they do not yet have a majority religion, then the pressure will slowly start to convert citizens. If the city already has a majority religion, then it will take two or more cities exerting pressure to start converting citizens. The more cities exerting pressure on the target city, the faster a city's citizens will be converted. You can view your own outward religious pressure, as well as incoming pressure by mousing over the Religion icon on the city banner (if it already has a Pantheon or Religion).
To speed up the spread of your Religion the following options are available to you: You can purchase Missionaries by spending 🕊️ Faith in any city that already has the Religion you wish to spread as its majority. To purchase one just enter the city screen and you can open the purchase menu by clicking on the purchase button in the lower left. The Missionary will be grayed out if you don't have enough 🕊️ Faith to acquire it. Once you have a Missionary you can move him into or next to the city you wish to convert and click on the Spread Religion button in his action menu which will normally expend him after two uses.
Great Prophets can spread Religion in a similar fashion but additionally they abolish any other Religions that might be present in their target city. They can perform this action multiple times before being expended.
Religious Buildings
Summary:
There are two different types of buildings that play a role in Religion. First there are the buildings generating 🕊️ Faith that you can build the normal way in the city screen once you have researched their prerequisite technologies. But there is a second set of buildings that have to be unlocked through a Follower Belief. They can then be purchased by spending 🕊️ Faith in any city where the majority of citizens follows the associated Religion.
Religious Units
Summary:
There are 3 units that have an impact on Religion: Great Prophets, Missionaries and Inquisitors. While Great Prophets and Missionaries are useful to enhance and spread Religions, Inquisitors defend against unwanted other Religions.
Majority Religion
Summary:
Each citizen in a city is either an atheist or follows a Religion. Natural and deliberate spread of a Religion to a city converts them, and once one Religion has a majority of citizens as followers, this city will be considered to follow said religion. At that point, religious units and buildings of that religion can be bought in the city screen.
If the majority of citizens follows one Religion, the symbol of that Religion will be displayed in the city banner.
If the majority of citizens follows one Religion, the symbol of that Religion will be displayed in the city banner.
Defending Against a Religion
Summary:
To defend against enemy Missionaries or Great Prophets trying to convert your cities, buy an Inquisitor. These units can be stationed in a city to protect it from conversion. In addition to this passive ability to block competing Religions, Inquisitors can be expended when adjacent to one of your cities to actively remove the presence of all other Religions from your city.
Religion and City-State Influence
Summary:
If a Religion that you founded becomes the majority Religion in a City-State, the rate at which your Influence degrades is reduced by 25%. Likewise, if your Influence is negative, the rate at which it recovers is increased by 50%.
Additionally, City-States will occassionally ask for a specific Religion to spread to them. If you succeed in accomplishing this, you will receive a significant Influence reward.
Additionally, City-States will occassionally ask for a specific Religion to spread to them. If you succeed in accomplishing this, you will receive a significant Influence reward.
Trade Routes
Summary:
Trade Routes are established between two cities of different civilizations, providing Gold to each every turn. The civilization that the Trade Route originates from gets a larger sum of Gold than the destination civilization. The amount of Gold a Trade Route produces is dependent upon the resource diversity and revenue of the origin city.
Trade Routes can also be created between two cities of the same civilization. Once the origin city has a Granary, it can send Food to the destination city, and once it has a Workshop it can send Production. These types of internal Trade Routes do not benefit the origin city.
You can only have a limited number of Trade Routes at any time. Researching certain technologies increases the number of routes you have available. For details about your existing Trade Routes, open the Trade Route Overview screen, located in the Additional Information drop-down menu.
The distance that Trade Routes can travel is affected by roads, terrain, hostile troops, and features. Keep this in mind when expanding, and when trying to link cities via trade routes.
Trade Routes can also be created between two cities of the same civilization. Once the origin city has a Granary, it can send Food to the destination city, and once it has a Workshop it can send Production. These types of internal Trade Routes do not benefit the origin city.
You can only have a limited number of Trade Routes at any time. Researching certain technologies increases the number of routes you have available. For details about your existing Trade Routes, open the Trade Route Overview screen, located in the Additional Information drop-down menu.
The distance that Trade Routes can travel is affected by roads, terrain, hostile troops, and features. Keep this in mind when expanding, and when trying to link cities via trade routes.
Caravans
Summary:
Caravan units become available after you have researched Animal Husbandry. They can be used to establish land-based trade routes, and have a limited range that they can travel. Land routes are able to reach farther over roads. Caravans cannot be moved out of cities and do not count against unit stacking limits. They will reveal the fog of war along the path they follow, but do not grant visibility.
To establish a Trade Route, select the Caravan unit, click the "Establish Trade Route" button on the Unit panel, and then select a target city. Only cities within range are listed. Once selected, the Caravan will travel back and forth for a set amount of turns, and will then return to the original city to await a new assignment.
Trade units are defenseless, so make sure to scout your potential Trade Route for threats.
To establish a Trade Route, select the Caravan unit, click the "Establish Trade Route" button on the Unit panel, and then select a target city. Only cities within range are listed. Once selected, the Caravan will travel back and forth for a set amount of turns, and will then return to the original city to await a new assignment.
Trade units are defenseless, so make sure to scout your potential Trade Route for threats.
Cargo Ships
Summary:
Cargo Ship units become available after you have researched Sailing. They can be used to establish sea-based trade routes. Sea routes are able to travel twice as far as land routes, and generate more Gold. Cargo Ships cannot be moved out of cities and do not count against unit stacking limits. They will reveal the fog of war along the path they follow, but do not grant visibility.
To establish a Trade Route, select the Cargo Ship unit, click the "Establish Trade Route" button on the Unit panel, and then select a target city. Only cities within range are listed. Once selected, the Cargo Ship will travel back and forth for a set amount of turns, and will then return to the original city to await a new assignment.
Trade units are defenseless, so make sure to scout your potential Trade Route for threats.
To establish a Trade Route, select the Cargo Ship unit, click the "Establish Trade Route" button on the Unit panel, and then select a target city. Only cities within range are listed. Once selected, the Cargo Ship will travel back and forth for a set amount of turns, and will then return to the original city to await a new assignment.
Trade units are defenseless, so make sure to scout your potential Trade Route for threats.
Extending Trade Route Range
Summary:
You can boost the distance of your land-based trade routes by 50% through building Caravansaries in the origin cities. They also produce an additional 2 Gold when connecting to another civilization. Caravansaries are made available by researching Horseback Riding.
Additionally, Harbors boost the distance of your sea-based trade routes by 50%, and generate an additional 2 Gold when those routes connect to another civilization. They are unlocked by researching Compass.
Additionally, Harbors boost the distance of your sea-based trade routes by 50%, and generate an additional 2 Gold when those routes connect to another civilization. They are unlocked by researching Compass.
Bonus Income from Buildings
Summary:
There are multiple buildings and Wonders that provide boosts to your Trade Route income.
Market: Trade routes that are made to a city with a Market generate an extra 2 Gold for the city owner and an extra 1 Gold for the trade route owner.
East India Company: The East India Company National Wonder generates an extra 4 Gold for the city owner for each trade route established with that city, and an extra 2 Gold for the trade route owner.
Petra: The Petra Wonder allows you to establish an additional trade route, and provides a free Caravan in the city in which it is built.
Colossus: The Colossus Wonder causes trade routes made to its city to provide an extra 2 Gold for the city owner and an extra 1 Gold for the trade route owner. It also allows you to establish an additional trade route and provides a free Cargo Ship in the city in which it is built.
Market: Trade routes that are made to a city with a Market generate an extra 2 Gold for the city owner and an extra 1 Gold for the trade route owner.
East India Company: The East India Company National Wonder generates an extra 4 Gold for the city owner for each trade route established with that city, and an extra 2 Gold for the trade route owner.
Petra: The Petra Wonder allows you to establish an additional trade route, and provides a free Caravan in the city in which it is built.
Colossus: The Colossus Wonder causes trade routes made to its city to provide an extra 2 Gold for the city owner and an extra 1 Gold for the trade route owner. It also allows you to establish an additional trade route and provides a free Cargo Ship in the city in which it is built.
Impact of War
Summary:
When a civilization declares war on another, all trade routes established between the two civilizations are immediately destroyed.
Pillaging a Trade Route
Summary:
You can pillage a Caravan or Cargo Ship with a unit on the same tile for a tidy profit, but doing so declares war on the Trade Route's owner, and could anger the civilization they were trading with.
Trade Routes and Religion
Summary:
Trade Routes can extend the range of the natural spread of Religion. For example, a city that has a majority Religion can exert pressure up to 10 hexes away. With a Trade Route, that pressure can be extended to a destination city that is beyond the normal 10 hex range. Keep in mind that this happens for both incoming and outgoing Trade Routes.
Trade Routes and Science
Summary:
Small amounts of Science can travel along Trade Routes to cities of other major civilizations. Technologies that have been researched by one civilization that are unknown to the other contribute to this. Keep in mind that this happens for both incoming and outgoing Trade Routes.
World Congress
Summary:
The World Congress is a meeting of all the civilizations of the world to propose and decide on resolutions. The Congress is founded by the first civilization that has discovered all other civilizations and has researched Printing Press. The founding civilization becomes the Congress's first host. As the host, that civilization receives special benefits, such as the ability to propose a resolution to the rest of the Congress.
Sessions
Summary:
A session is when the civilizations of the World Congress decide on one or more proposed resolutions. There are two types of sessions: normal sessions and special sessions. Normal sessions happen on a regular basis, and they can be planned for. The time between these sessions will get shorter as the game goes on, but the number of turns until the session begins is always known.
Special sessions are immediate sessions that happen when civilizations advance into later eras. Once half of the civilizations in the game reach the next appropriate era (or one civilization reaches the era after that), a special session is held which temporarily puts normal session activity on hold. Depending on which era was reached, the number of delegates for civilizations and city-state allies may increase. The only resolution to decide during this special session is who the next host of the World Congress will be. These are the only times that the Congress's host can change (unless the host is conquered, in which case the remaining civilization with the most delegates becomes the new host).
Special sessions are immediate sessions that happen when civilizations advance into later eras. Once half of the civilizations in the game reach the next appropriate era (or one civilization reaches the era after that), a special session is held which temporarily puts normal session activity on hold. Depending on which era was reached, the number of delegates for civilizations and city-state allies may increase. The only resolution to decide during this special session is who the next host of the World Congress will be. These are the only times that the Congress's host can change (unless the host is conquered, in which case the remaining civilization with the most delegates becomes the new host).
Resolutions
Summary:
A resolution is a change to the game world that is proposed to and decided by the civilizations of the World Congress. For example, a resolution can embargo trade routes with a certain civilization, increase the culture from Wonders, prevent the construction of nuclear weapons, or award someone Diplomatic Victory. A resolution may also repeal a previously passed resolution, reversing its effects.
Only three civilizations get to propose resolutions: the current host of the Congress, and the other two players who have the most delegates.
All civilizations get to help decide the outcome of proposed resolutions once the Congress is in session. They do so by allocating their delegates towards the outcome they desire: "Yea" to help it pass or "Nay" to help it fail. Some resolutions require choosing a civilization rather than simply "Yea" or "Nay".
Once all civilizations have used their delegates, the resolution's outcome is decided by whichever option received the most delegate support. If there is a tie, the resolution fails.
Only three civilizations get to propose resolutions: the current host of the Congress, and the other two players who have the most delegates.
All civilizations get to help decide the outcome of proposed resolutions once the Congress is in session. They do so by allocating their delegates towards the outcome they desire: "Yea" to help it pass or "Nay" to help it fail. Some resolutions require choosing a civilization rather than simply "Yea" or "Nay".
Once all civilizations have used their delegates, the resolution's outcome is decided by whichever option received the most delegate support. If there is a tie, the resolution fails.
International Projects
Summary:
Some resolutions, rather than having immediate effects, begin what is known as an International Project. These resolutions cannot be repealed. International Projects, such as the World's Fair or the International Space Station, are collaborative efforts between all civilizations. Each civilization is able to contribute production towards the project by choosing it in the production list for their cities. Once the project receives enough production from civilizations, it is completed, and large rewards are distributed based on how much each civilization contributed. The highest level reward is always reserved for the civilization that contributed the most. There are also middle and bottom level rewards which are earned by meeting a certain threshold of contribution, depending on the project. Higher level rewards include all the lower level rewards as well, so the civilization that contributed the most will receive the highest, the middle, and the bottom rewards all together.
Delegates
Summary:
Proposed resolutions to the Congress are decided through the use of delegates. Once a session of the Congress begins, civilizations divide their delegates as they like between proposed resolutions to support the outcomes they desire. Delegates support "Yea" in order to help pass the resolution, or "Nay" in order to help prevent it from passing. Some resolutions require choosing a civilization rather than simply "Yea" or "Nay".
Delegates can be obtained in the following ways:
Base Value: Each Civilization has a basic amount of Delegates depending on the current Era of the World Congress (starting with 1 Delegate when the World Congress is founded, then 1 additional Delegate per Era).
Host Status: The Host of the World Congress gets 1-2 additional Delegates, depending on Era.
City State Alliances: Each City State Alliace grants 1 additional Delegate. Once the United Nations are founded, this number increases to 2 Delegates per Alliance.
City State Embassies: Each Embassy built in a City State grants 1 additional Delegate.
World Religions: If a Religion has been designated as the official World Religion by the World Congress, all Civilizations following it will get an additional Delegate. The founder of the World Religions also gets an additional Delegates for each foreign Civilization following the World Religion.
Religious Authority: A Civilization that has founded a Religion and built the corresponding National Wonder gets 1 additional Delegate for every 10 Cities following the Religion.
World Ideology: If an Ideology has been designated as the official World Ideology by the World Congress, all Civilizations following the ideology will get 1 additional Delegate and 1 additional Delegate for each foreign Civilization following the World Ideology.
Policies and Wonders: Some Social Policies, National Wonders and World Wonders grant additional Delegates in different ways.
Globalization: When the Technology "Globalization" has been researched, each Diplomat in a foreign Capital grants 1 additional Delegate.
Delegates can be obtained in the following ways:
Base Value: Each Civilization has a basic amount of Delegates depending on the current Era of the World Congress (starting with 1 Delegate when the World Congress is founded, then 1 additional Delegate per Era).
Host Status: The Host of the World Congress gets 1-2 additional Delegates, depending on Era.
City State Alliances: Each City State Alliace grants 1 additional Delegate. Once the United Nations are founded, this number increases to 2 Delegates per Alliance.
City State Embassies: Each Embassy built in a City State grants 1 additional Delegate.
World Religions: If a Religion has been designated as the official World Religion by the World Congress, all Civilizations following it will get an additional Delegate. The founder of the World Religions also gets an additional Delegates for each foreign Civilization following the World Religion.
Religious Authority: A Civilization that has founded a Religion and built the corresponding National Wonder gets 1 additional Delegate for every 10 Cities following the Religion.
World Ideology: If an Ideology has been designated as the official World Ideology by the World Congress, all Civilizations following the ideology will get 1 additional Delegate and 1 additional Delegate for each foreign Civilization following the World Ideology.
Policies and Wonders: Some Social Policies, National Wonders and World Wonders grant additional Delegates in different ways.
Globalization: When the Technology "Globalization" has been researched, each Diplomat in a foreign Capital grants 1 additional Delegate.
Trading Support
Summary:
You can secure additional delegate support for the outcomes you desire before the session begins by trading with other civilizations on the diplomatic trade screen. To allow trading for their delegate support, you must send a spy to their capital as a Diplomat. Civilizations will be less likely to agree to trades if relations are bad or if the resolution goes against their interests.
Intrigue
Summary:
It is possible to find out how other civilizations are planning to assign their delegates. Doing so requires that you either share an Ideology with that civilization, or have a spy as a Diplomat in their capital. The more ways you are able to gather information, the more detailed that information will be.
The United Nations
Summary:
Diplomatic Victory is only possible after the World Congress has become the United Nations. The United Nations are founded once half of the civilizations in the game reach the Atomic Era (or one civilization reaches the Information era). As a further requirement, the World Congress Resolution "United Nations" must have been passed and the United Nations World Wonder must have been built by a civilization. It is possible to achieve a Diplomatic Victory even if you have not built the United Nations yourself.
Diplomatic Victory
Summary:
Once the World Congress has become the United Nations, Diplomatic Victory becomes possible if a World Ideology is active. To win Diplomatic Victory, a civilization must receive enough delegate support on a Global Hegemony resolution.
Unlike other resolutions, the Global Hegemony resolution cannot be proposed by a civilization. Instead, every other session of the United Nations is dedicated to deciding it if a World Ideology is active. During these sessions, which alternate with sessions of regular proposals, the World Leader resolution is automatically proposed to the Congress and no other proposals are made.
The amount of delegate support required to win depends on the number of civilizations and city-states in the game, and can be seen on the World Congress and Victory Progress screens. If no civilization receives enough support to win a World Leader resolution, the two civilizations that received the most support will permanently gain additional delegates.
Unlike other resolutions, the Global Hegemony resolution cannot be proposed by a civilization. Instead, every other session of the United Nations is dedicated to deciding it if a World Ideology is active. During these sessions, which alternate with sessions of regular proposals, the World Leader resolution is automatically proposed to the Congress and no other proposals are made.
The amount of delegate support required to win depends on the number of civilizations and city-states in the game, and can be seen on the World Congress and Victory Progress screens. If no civilization receives enough support to win a World Leader resolution, the two civilizations that received the most support will permanently gain additional delegates.
Input Shortcuts
Summary:
A number of mouse and keyboard shortcuts are available in Vox Populi to streamline many tasks! See World View Shortcuts for shortcuts pertaining to unit control in the main map view. See City View Shortcuts for shortcuts related to building construction and city management.
City View Shortcuts
Summary:
Building Construction Modifiers: While left-clicking a building will place it at the bottom of the current cities construction queue, other actions can be accomplished with the use of modifier keys.
• Insert Top: CTRL+LCLICK an item to add it to the top of the current cities construction queue.
• Replace: SHIFT+LCLICK an item to replace the current cities construction queue with this item.
• Repeat: ALT+LCLICK an item to repeat production of that item.
• Insert Bottom All: SHIFT+ALT+LCLICK an item to add it to the bottom of every eligible cities construction queues.
• Insert Top All: SHIFT+CTRL+LCLICK an item to add it to the top of every eligible owned cities construction queues.
• Invest All: SHIFT+LCLICK a buildings invest button to invest in every copy of this building in any cities active construction queue.
Citizen Management Modifiers:
• Set Yield Focus All: SHIFT+LCLICK a focus type to have all cities emphasize the production of that yield type.
• Insert Top: CTRL+LCLICK an item to add it to the top of the current cities construction queue.
• Replace: SHIFT+LCLICK an item to replace the current cities construction queue with this item.
• Repeat: ALT+LCLICK an item to repeat production of that item.
• Insert Bottom All: SHIFT+ALT+LCLICK an item to add it to the bottom of every eligible cities construction queues.
• Insert Top All: SHIFT+CTRL+LCLICK an item to add it to the top of every eligible owned cities construction queues.
• Invest All: SHIFT+LCLICK a buildings invest button to invest in every copy of this building in any cities active construction queue.
Citizen Management Modifiers:
• Set Yield Focus All: SHIFT+LCLICK a focus type to have all cities emphasize the production of that yield type.
World View Shortcuts
Summary:
Special Movement Actions: Most special movement actions such as rebasing can be executed by selecting the unit and right-clicking on a valid destination tile.
• Airlift: With a land unit eligible to airlift selected, right click on an eligible airlift destination tile to airlift.
• Change Home City: With a trade unit selected, right click on a city to change home city.
• Change Port: With a Great Admiral in a city selected, right click on a coastal city to change port.
• Rebase: With an air unit selected, right click on an eligible airlift destination tile to perform an airlift action.
Move and Act Orders: CTRL+RCLICK issues a 'Move and Act' order, instructing a unit to move to the destination tile then perform their action.
• Archaeologists: Archeological Dig.
• Combat Units: Alert/Fortify Mode.
• Diplomatic Units: Conduct Diplomatic Mission.
• Great People: Construct Tile Improvement.
• Inquisitors: Remove Heresy.
• Missionaries: Spread Religion.
• Workers/Workboats: Repair/Improve Resources.
Queued Movement: Issue move orders with SHIFT+RCLICK to create waypoints.
Aircraft Group Commands: With an aircraft unit selected, modifier keys can be used to issue commands to all aircraft of the same type in the same airbase.
• Massed Forward Rebase: SHIFT+RCLICK on an airbase will move all aircraft to that airbase until no more slots are available or all aircraft have rebased. Higher HP aircraft are prioritized, with ties broken by unit level.
• Massed Fallback Rebase: ALT+RCLICK on an airbase will move all damaged aircraft to target airbase until no more slots are available or all aircraft have rebased. Lower HP aircraft are prioritized.
• Massed Strike Mode: SHIFT+RCLICK on an enemy will air strike the unit on the target hex until all aircraft have attacked or the target is dead. Attack order prioritizes higher HP aircraft, with ties being broken by unit level. Aircraft that can attack twice will do so before the next aircraft begins attacking.
• Airlift: With a land unit eligible to airlift selected, right click on an eligible airlift destination tile to airlift.
• Change Home City: With a trade unit selected, right click on a city to change home city.
• Change Port: With a Great Admiral in a city selected, right click on a coastal city to change port.
• Rebase: With an air unit selected, right click on an eligible airlift destination tile to perform an airlift action.
Move and Act Orders: CTRL+RCLICK issues a 'Move and Act' order, instructing a unit to move to the destination tile then perform their action.
• Archaeologists: Archeological Dig.
• Combat Units: Alert/Fortify Mode.
• Diplomatic Units: Conduct Diplomatic Mission.
• Great People: Construct Tile Improvement.
• Inquisitors: Remove Heresy.
• Missionaries: Spread Religion.
• Workers/Workboats: Repair/Improve Resources.
Queued Movement: Issue move orders with SHIFT+RCLICK to create waypoints.
Aircraft Group Commands: With an aircraft unit selected, modifier keys can be used to issue commands to all aircraft of the same type in the same airbase.
• Massed Forward Rebase: SHIFT+RCLICK on an airbase will move all aircraft to that airbase until no more slots are available or all aircraft have rebased. Higher HP aircraft are prioritized, with ties broken by unit level.
• Massed Fallback Rebase: ALT+RCLICK on an airbase will move all damaged aircraft to target airbase until no more slots are available or all aircraft have rebased. Lower HP aircraft are prioritized.
• Massed Strike Mode: SHIFT+RCLICK on an enemy will air strike the unit on the target hex until all aircraft have attacked or the target is dead. Attack order prioritizes higher HP aircraft, with ties being broken by unit level. Aircraft that can attack twice will do so before the next aircraft begins attacking.
Vassalage
Summary:
A Vassalage Agreement is an agreement between two civilizations, where one civilization swears fealty to another civilization, becoming their vassal. In exchange for protection against other civilizations, the vassal surrenders their political power, including their right to become Leader of the World Congress and United Nations and ability to declare war (they follow their masters into war).
Obtaining Vassals
Summary:
Vassals may only be obtained after entering the Medieval Era, and after a civilization has agreed to become your vassal. This agreement takes place in the Diplomacy Trade screen. There are two types of Vassalage: voluntary vassalage and capitulation.
Voluntary Vassalage is bought by the master during peacetime. Civilizations that are weak are more likely to surrender themselves as vassals, provided their new master is strong enough and close enough to protect them. Voluntary Vassalage is an agreement of choice only, and the vassal may choose to leave his master's service after a period of only 10 turns.
Capitulation, also known as "forceful vassalage," comes after a civilization has been defeated in war. In exchange for allowing them to live, the vassal agrees to surrender to their captor. Capitulation provides a number of more benefits to the master. The surrendering civilization agrees to forgive most negative diplomatic relations with the master and is forced to remain their vassal until a number of conditions are met. You can view these conditions in the Vassal Overview.
Voluntary Vassalage is bought by the master during peacetime. Civilizations that are weak are more likely to surrender themselves as vassals, provided their new master is strong enough and close enough to protect them. Voluntary Vassalage is an agreement of choice only, and the vassal may choose to leave his master's service after a period of only 10 turns.
Capitulation, also known as "forceful vassalage," comes after a civilization has been defeated in war. In exchange for allowing them to live, the vassal agrees to surrender to their captor. Capitulation provides a number of more benefits to the master. The surrendering civilization agrees to forgive most negative diplomatic relations with the master and is forced to remain their vassal until a number of conditions are met. You can view these conditions in the Vassal Overview.
Ending Vassalage
Summary:
Vassalage may be ended between two civilizations in a variety of ways. The master may choose to declare war on their vassal, immediately ending vassalage between them. The master may choose to liberate their vassal, immediately ending the vassalage agreement (but also providing a very large diplomatic modifier with them)!
The vassal may also request independence from the master (after some conditions are met). The master always has the option of accepting or refusing their request for independence. In both events, the vassalage agreement is immediately ended, but if a master refuses a request for independence, war is immediately declared between the two civilizations.
Liberation of a vassal and requesting independence from a master are options available through the Vassal Overview. Consult this overview for eligibility requirements.
The vassal may also request independence from the master (after some conditions are met). The master always has the option of accepting or refusing their request for independence. In both events, the vassalage agreement is immediately ended, but if a master refuses a request for independence, war is immediately declared between the two civilizations.
Liberation of a vassal and requesting independence from a master are options available through the Vassal Overview. Consult this overview for eligibility requirements.
Benefits of Vassalage
Summary:
Vassalage comes with a variety of benefits for the master. The master receives free Open Borders with the vassal, and a free Diplomat in the Vassal's 🏛️ Capital, a percentage of the vassal's ⚗️ Science, 🎵 Culture, 🕊️ Faith. The master's Religion and 🗿 Tourism to spread faster in their vassal's territory. The vassal contributes a small levy of units on each new era, the vassal is forced to adopt the Master's ideology, and the vassal is not eligible to host the World Congress or United Nations (unless the vassal founded it, in which case they will become the host of the World Congress until a new host is chosen).
Taxing Vassals
Summary:
Each vassal player in a team can be taxed at individual rates. This tax is applied through the Vassal Overview and is available immediately after the vassalage agreement is made. All taxes are applied at the start of a turn. Taxes are deducted from the vassal's 💰 Gross Gold Per Turn and are divided evenly amongst the civilizations in the master's team (if there are more than one player). Vassal taxes can be set in intervals of 5% starting from 0% and ending in 25%. Taxes may only be set after a set interval (notifications are sent out when vassal taxes are ready, and the Vassal Overview icon will show a number for the number of civilizations who have a pending tax change).
Heavily taxing a civilization will make them more likely to hate you and rebel against you when able to end vassalage.
Heavily taxing a civilization will make them more likely to hate you and rebel against you when able to end vassalage.
Corporations
Summary:
Corporations are one of the new gameplay elements added in Vox Populi. They can have a great impact on your empire's economic development, especially in the later part of a game.
Founding Corporations: There are seven distinct Corporations in the game, each of which becomes available once you have researched the Corporations Technology during the Modern Age. Each Corporation has a specific set of Resource Monopolies that it relies upon - if you do not have at least one of these Resource Monopolies, you will not be able to found the Corporation. Once these two requirements are met, you need to construct the 'Headquarters' of the Corporation in one of your Cities. These buildings are World Wonders, so only one player in the world may found each Corporation! Furthermore, once you have founded a Corporation, you cannot found another one, so make sure you like the one you pick!
Building Corporate Offices: Once you have founded your Corporation, you can begin establishing Corporate Offices in each of your Cities. These buildings come with special bonuses similar to your Corporation's Headquarters, and are thus worthwhile to construct on their own. Most bonuses from Corporations scale with the number of Cities you own, so larger empires benefit greatly from founding a Corporation and building as many Offices as possible!
Founding Corporations: There are seven distinct Corporations in the game, each of which becomes available once you have researched the Corporations Technology during the Modern Age. Each Corporation has a specific set of Resource Monopolies that it relies upon - if you do not have at least one of these Resource Monopolies, you will not be able to found the Corporation. Once these two requirements are met, you need to construct the 'Headquarters' of the Corporation in one of your Cities. These buildings are World Wonders, so only one player in the world may found each Corporation! Furthermore, once you have founded a Corporation, you cannot found another one, so make sure you like the one you pick!
Building Corporate Offices: Once you have founded your Corporation, you can begin establishing Corporate Offices in each of your Cities. These buildings come with special bonuses similar to your Corporation's Headquarters, and are thus worthwhile to construct on their own. Most bonuses from Corporations scale with the number of Cities you own, so larger empires benefit greatly from founding a Corporation and building as many Offices as possible!
Spreading Corporations
Summary:
Spreading your Corporation to foreign cities is an essential element of reaping the most benefit from your Corporation.
Active Spread: Corporations actively spread their influence via owned Trade Routes, but only if the origin City (your City) has a Corporate Office in it. If your City has a Corporate Office, and you send a Trade Route from that City to a foreign City, a Corporate 'Franchise' will be built in that foreign City when the Trade Route completes. There is also a random chance (~5%) that a Franchise will be created in a nearby Foreign city each turn, if you are currently trading with that Civilization. You can only spread your Corporation to each foreign City once, and you cannot have more Franchises than the maximum number of Trade Routes you can support.
Passive Spread: Corporations passively spread their influence via foreign Trade Routes, but only if the destination City (your City) has a Corporate Office in it. If your City has a Corporate Office, and another player sends a Trade Route to that City from one of their Cities, a Corporate 'Franchise' will be built in the foreign City when their Trade Route completes. Your Corporation can only spread to each foreign City once.
Benefits of Spreading Your Corporation: As listed in the details of each Corporation, the spread of your Corporation to foreign cities has a direct impact on the productivity of your Corporate Offices. For every 'Franchise' of your Corporation in a foreign City, your Corporate Offices gain unique bonuses, be it additional City yields, free resources, or improved Trade Route yields. Furthermore, many Corporations gain additional bonuses if you send Trade Routes to foreign Cities that already have your Corporation in them. Make sure to study the details of your Corporation once you have founded it so that you can maximize your benefit!
Managing your Corporation: As your Corporation grows, it can be hard to keep up with where you have Franchises, and where you have Offices. Never fear! In the Economic Overview panel, you can find detailed information on your Corporation in the bottom-left corner. There, you can see the total number of Offices and Corporations you currently control, as well as drop-down lists of the locations of all Corporate Offices and Franchises, as well as the size of foreign Corporations. In addition to these elements, you can also find information about your Corporation while choosing a destination for your Trade Routes. Each City with a Franchise in it is clearly indicated.
Active Spread: Corporations actively spread their influence via owned Trade Routes, but only if the origin City (your City) has a Corporate Office in it. If your City has a Corporate Office, and you send a Trade Route from that City to a foreign City, a Corporate 'Franchise' will be built in that foreign City when the Trade Route completes. There is also a random chance (~5%) that a Franchise will be created in a nearby Foreign city each turn, if you are currently trading with that Civilization. You can only spread your Corporation to each foreign City once, and you cannot have more Franchises than the maximum number of Trade Routes you can support.
Passive Spread: Corporations passively spread their influence via foreign Trade Routes, but only if the destination City (your City) has a Corporate Office in it. If your City has a Corporate Office, and another player sends a Trade Route to that City from one of their Cities, a Corporate 'Franchise' will be built in the foreign City when their Trade Route completes. Your Corporation can only spread to each foreign City once.
Benefits of Spreading Your Corporation: As listed in the details of each Corporation, the spread of your Corporation to foreign cities has a direct impact on the productivity of your Corporate Offices. For every 'Franchise' of your Corporation in a foreign City, your Corporate Offices gain unique bonuses, be it additional City yields, free resources, or improved Trade Route yields. Furthermore, many Corporations gain additional bonuses if you send Trade Routes to foreign Cities that already have your Corporation in them. Make sure to study the details of your Corporation once you have founded it so that you can maximize your benefit!
Managing your Corporation: As your Corporation grows, it can be hard to keep up with where you have Franchises, and where you have Offices. Never fear! In the Economic Overview panel, you can find detailed information on your Corporation in the bottom-left corner. There, you can see the total number of Offices and Corporations you currently control, as well as drop-down lists of the locations of all Corporate Offices and Franchises, as well as the size of foreign Corporations. In addition to these elements, you can also find information about your Corporation while choosing a destination for your Trade Routes. Each City with a Franchise in it is clearly indicated.
Corporation Types
Summary:
Corporation Types: there are seven Corporations available in Vox Populi. Each of these can only be constructed once (and only one per player), so choose wisely! For more on this, see the Corporations Tab of the Civilopedia.