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Economics
Oct 9, 2010
Edit | History | Contributors
Contents
Citizens
Food
Production
Gold
Science
Culture
Strategic Resources
Luxury Resources
Happiness
Golden Age Progress
Units
Great People
Your Leader
Re-order Sections
Introduction
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Page 1
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Page 2
Talkback
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Page 3
Tech Charts
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Page 4
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Page 5
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Page 6
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Page 7
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Page 8
Exploration
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Page 9
Diplom acy
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Page 10
Econom ics
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Page 11
Technology
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Page 12
Social Policy
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Page 13
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Page 14
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Page 15
Victory Conditions
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Page 16
Multiplayer Strategies
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Citizens
Citizens are the lifeblood of your kingdom. The number of citizens in your kingdom effects your ability to Work
Terrain, that in turn generates Food, Production, Gold, Research, and Culture.
Citizens grow in proportion to the available Food supply. The more Food you have available, the faster Citizens
grow.
Citizens and Happiness are symbiotic. The larger the number of Citizens you control, the more difficult Happiness
is to maintain. Conversely, when your empire is unhappy, your growth rate is severely reduced.
In addition to the effects of Food and Happiness, the Hanging Gardens Wonder grants every City a free Citizen.
Discovered Ruins sometimes grant free Citizens to the Capital City. When a City enters We Love the King day,
population growth speeds up.
Food
Food is the fuel of the population. The more Food you have available, the quicker your Citizens increase in
number. Food is available through many types of Terrain, Improvements, a number of Buildings, one Policy,
Bonus Resources, a Strategic Resource, and trade with Maritime City-States.
Worked Terrain That Generates Food:
Coast
Flood Plains
Forest
Grasslands
Jungle
Lakes
Oasis
Ocean
Plains
Tundra
Improvements That Generate Food:
Farm
Buildings That Generate Food:
Floating Gardens
Granary
Hospital
Lighthouse
Water Mill
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Production
Production is the ability of a City to produce Units, Buildings, and Wonders. The higher your Production, the
faster you can build things. Production is heavily influenced by Worked Terrain, Improvements, a number of
Buildings and Wonders, Strategic Resources, and some Policies.
Worked Terrain That Generates Production:
Hill
Plains
Forest
All Natural Wonders
Improvements That Generate Production:
Lumber Mill
Manufactory
Mine
Buildings That Generate Production:
Arsenal
Factory
Forge
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Harbor
Hydroplant
Longhouse
Medical Lab
Nuclear Plant
Seaport
Solar Plant
Spaceship Factory
Stable
Windmill
Workshop
Wonders That Generate Production:
Ironworks
Statue of Liberty
Strategic Resources That Generate Production:
Aluminum
Coal
Horses
Iron
Oil
Uranium
Polices That Generate Production:
Aristocracy
Communism
Merchant Navy
Order
Republic
Gold
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Isn't it nice when dead people leav e loose change ly ing about?
Gold is vital. Without it you cannot maintain Military Units, that in turn means that your civilization becomes a
tempting target for opportunistic rivals. Gold is likewise necessary to maintain Buildings and Improvements.
Gold is also instrumental in bribing City-States, that are a good source of Strategic Resources, Luxury
Resources, Food, Units and Culture. Gold is the quickest way to build a Unit or Building in an emergency. Gold
can be employed in Research Agreements to speed up technical development. Gold can purchase specific map
Tiles to increase your territory.
Gold can be acquired in many ways: through Worked Terrain, some Buildings and Wonders, Improvements and
Luxury Resources, and certain Policies. Trade routes from connecting Roads or Harbors with Cities also creates
Gold. Gold can also be generated through interactions with others, such as destroying a Barbarian Camp,
achieving first contact with a City-State and pillaging an opponent's Improvements.
Worked Terrain That Generates Gold:
Coast
Lakes
Oasis
Ocean
Rivers
All Natural Wonders
Improvements That Generate Gold:
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Customs House
Road (via Trade Routes)
Trading Post
Buildings That Generate Gold:
Bank
Bazaar
Paper Maker
Harbor (via Trade Route)
Market
Mint
Mughai Fort
Paper Maker
Satrap's Court
Stock Exchange
Wonders That Generate Gold:
Big Ben
Colossus
Machu Pichu
Pentagon
Luxury Resources That Produce Gold:
Cotton
Dyes
Furs
Gems (slightly more valuable)
Gold
Incense
Ivory
Marble
Pearls
Silk
Silver
Spices
Sugar
Whales (slightly less valuable, but also produce Food)
Wine
Policies That Produce Gold
Autocracy
Commerce
Mercantilism
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Militarism
Monarchy
Professional Army
Socialism
Trade Unions
Science
Scientific Research represents the efforts of your people to develop new Technology. Research is largely based
on Population and supplemented by the effects of the Academy Improvement, Buildings, Wonders and Policies.
Improvements That Generate Research:
Academy
Buildings That Generate Research:
Library
Observatory
Paper Maker
Public School
Research Lab
University
Wat
Wonders That Generate Research:
Great Library (generates no Research but grants a free Technology)
National College
Oxford University (generates no Research but grants a free Technology)
Policies That Generate Research:
Free Thought
Scholasticism
Scientific Revolution (generates no Research but grants two free Technologies)
Secularism
Sovereignty
Culture
Culture advances Policy. The more Culture Points you have, the quicker you can create new Policies. Culture is
generated by some the Landmark Improvement, Buildings, Wonders, Policies, and relationships with some CityStates.
Improvements That Generate Culture:
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Landmark
Buildings That Generate Culture:
Broadcast Tower
Burial Tomb
Krepost
Monastery
Monument
Mud Pyramid Mosque
Mughai Fort
Museum
Opera House
Temple
Wat
Wonders That Generate Culture:
All non-Program, non-Project Wonders produce Culture. Angar Wat, Christor Redentor, Sistene Chapel,
Stonehenge and Hermitage are particularly beneficial to Cultural development. The Oracle and Sydney
Opera House introduce a free Social Policy.
Policies That Generate Culture:
Constitution
Free Speech
Mandate of Heaven
Piety (does not generate Policy, but grants 2 free Policies)
Representation
City-States That Generate Culture:
Civilized
Bonus Resources:
Bonus Resources yield Food. They can be Improved to provide access to other Luxury or Strategic Resources.
Strategic Resources
Strategic Resources are prerequisites for creating certain Units. They are found on map Tiles and can be
accessed by workers from nearby cities. They can also be acquired by trade agreements with other civilizations.
Strategic Resources yield Production.
To fully access the benefits of Strategic Resources, they should be Improved.
Luxury Resources
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Gems are an especially v aluable Lxury Resource. Mine them at y our f irst opportunity .
Luxury Resources provide Gold, and when Improved they increase Happiness by +5. This effect does not stack:
two Improved sources of Ivory still yield only +5 Happiness civilization-wide, although surplus Resources can be
traded to other civilizations for new Luxuries. Cities will often demand specific Luxury Resources. Meeting their
demands will increase Growth in those cities via We Love the King Day.
Happiness
Happiness measures the contentedness of your Citizens. The happier your civilization is, the quicker your
population grows and the more quickly you reach Golden Ages. Happiness can lapse into negative values, that
stunts the growth of your civilization and subtracts from your Golden Age Progress.
Because Happiness is so closely tied to Citizen growth, it is one of the most important variables to manage.
Happiness is increased by access to improved Luxury Resources, some Buildings and Wonders, discovering
Natural Wonders, and some Policies.
Improvements that Generate Happiness:
While no improvements directly create Happiness, building a Plantation, Mine, Quarry or Camp on a previously
undeveloped type of Luxury Resource will produce a great deal of Happiness.
Buildings That Generate Happiness:
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Burial Tomb
Circus
Colosseum
Courthouse
Satrap's Court
Stadium
Theatre
Wonders That Generate Happiness:
Eiffel Tower
Hanging Gardens
Notre Dame
Policies That Generate Happiness:
Cultural Diplomacy
Freedom
Humanism
Legalism
Meritocracy
Military Caste
Piety
Planned Economy
Police State
Protectionism
Theocracy
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Organized Religion
Rationalism (free Golden Age)
Reformation (free Golden Age)
Units
Units are mobile extensions of your empire's power. Most Units are military, with attack and defense capabilities
used to reduce other Units, sack Improvements and destroy Cities.
Units gain experience from combat and from some Buildings . When enough experience is acquired, the Unit is
promoted and gains new abilities.
Some Policies grant additional bonuses to Military Units. There are discussed in Social Policies.
Military Units are discussed in detail in the Military Strategy section.
Non-military Units include Settlers, that are used to found new Cities, Workers, who build Improvements, Work
Boats, that improve ocean Resources, and Great People.
Great People
Great People are special non-combat Units with powerful abilities. Great People are produced by population, and
their creation expedited by assigning Citizens to become Specialists. The Great General is an exception. He is
generated by the combined XP earned by all your military Units.
All Wonders outside National Wonders, Projects and Programs increase the rate of production for Great People.
The Hagia Sophia accelerates the creation of Great People. National Epic also speeds the building of Great
People. The Brandenburg Gate provides a Free General. The Louvre produces two Great Artists. The Porcelain
Tower produces a Great Scientist.
The Social Policy Warrior Code provides a free Great General. Democracy greatly increases the birth rate of
Great People. Educated Elite causes Allied City-States to grant you free Great People.
There are five types of Great People:
A Great Artist can be sacrificed to build the Landmark Improvement, that grants a large bonus every turn
to Culture. The great Artist can also be sacrificed as a Culture Bomb that adds the Tile he occupies and
all surrounding Tiles to your territory, regardless of owner.
A Great Engineer can be sacrificed to build the Manufactory, that provides large Production bonuses. He
can also be sacrificed to instantaneously complete any building project in a City, including Wonders. This
ability does not effect Spaceship Construction or The Utopia Project.
A Great Merchant can be sacrificed to build a Custom House Improvement, that generates large amounts
of Gold. A Great Merchant can also be sacrificed on a special Trade Mission to a City-State, that yields
Gold and Influence.
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A Great Scientist can be sacrificed to build an Academy Improvement, that produces large amounts of
Research. A Great Scientist can also be sacrificed for a single free Technology of choice among any
available along the player's current Tech Tree progress.
A Great General provides significant combat bonuses to all Units within 2 hexes. This ability is consistent
and passive, and requires no activation on the player's part. He may be sacrificed to build a Citadel
Improvement, a super-fortress of tremendous defensive power.
Any Great Person may be sacrificed to initiate a Golden Age.
Your Leader
Each civilization's leader provides a special power that changes they way the game works.
Alexander (Greece): Coming from the culturally fragmented Greek Peninsula, Alexander is a master of
dealing with City-States. His Influence with City-States degrades at half the normal rate and recovers at
twice the normal rate. He can pass through City-State borders with impunity. On the right map he is a
good choice for a Cultural Victory.
Askia (Songhai): Askia is a master of plunder. When he loots a City or Barbarian Camp, he collects triple
gold. A great option for marauders, and very useful in the early game in particular.
Augustus Caesar (Rome): If Caesar has constructed a Building in his Capital, duplicate Buildings in other
Cities cost much less Production to build. Caesar is well suited for sprawling empires.
Bismark (Germany): When Bismark defeats Barbarians inside an encampment, he has a 50% chance of
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causing them to defect. A lucky player (or one who doesnt mind saving and reloading a lot) can turn this
into a terrific early-game advantage. Defection also grants a little extra Gold.
Catherine (Russia): Cathy gets +1 Production from Worked Strategic Resources, and double quantity from
Improved Horses, Iron and Uranium. The first ability is a good early game boost, and the second provides
great trade fodder in all stages of the game.
Darius I (Persia): Darius enjoys long Golden Ages, that carefully manipulated can lead to more effective
Golden Age chaining, resulting in spectacular periods of Production. Darius' Units also get faster and
tougher during Golden Ages.
Elizabeth I (England): The Sun Never Sets on the British Empire, apparently because the speed of their
vessels outpaces the Earth's rotation. If you like boats, then rule the court of the Virgin Queen. All English
Naval Units are significantly faster than those of rival powers.
Ghandi (India): Ok, here's the deal. Ghandi makes empires with too many Cities MORE unhappy, but he
makes unhappiness from the base number of Citizens in Cities much lower. Don't build many Cities with
Ghandi, but grow the ones you have to the hilt.
Harun al-Rashid (Arabia): Mr. Trade Routes. Create as many Roads and Harbors as you can, because all
grant extra Gold. Also, al-Rashid gets double Oil from each improved Oil Resource.
Hiawatha (Iroquois): Your go-to guy when the world map resembles the Moon of Endor. Hiawatha's Units
move through Forest and Jungle at Road speed, and Forest and Jungle tiles count as roads for trade
routes. The Iroquois rock at exploration.
Montezuma (Aztec): Montezuma's special power appeals to the Hannibal Lecter inside us all. He grants
you Culture every time you kill somebody. Each Unit you eliminate yields a significant Culture bonus, that
is especially useful in the early game.
Napoleon (France): Napoleon's Cities each produce extra Culture until the discovery of Steam Power. If
you build a lot of Cities quickly, this really adds up.
Oda Nobunaga (Japan): Ganbate! Oda Nobunaga's Units don't lose combat strength from taking
casualties, that means one standing Spearman still punches as hard as ten. The best leader for
conducting war, bar none.
Ramesses (Egypt): Every civilization needs a Wonder, and Ramesses builds them cheap. A good choice
for all strategies.
Ramkhamhaeng (Siam): You don't have to be able to pronounce his name to appreciate his advantages.
Ramkhamhaeng harvests the fruits of City-State gifts better than any other leader. He's a good choice for
civilizations with a Cultural focus.
Suleiman (Ottoman): Don't like pirates? Convert them to your side and take their Gold. Suleiman requires
a player to adopt a strong maritime strategy, many coastal Cities and an interest in ruling the waves.
While his ability seems weak, free ships are quite handy, as Naval Units are generally expensive and
inconvenient to produce.
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Washington (America): Ol' George does a good job of hiding his teeth, but not much hides from him.
American ground Units can all see an extra space, a huge scouting advantage useful for finding Ruins,
Barbarians, Natural Wonders and rival Units. The reduced cost of Tiles is less of a big deal but not
completely useless.
Wu Zetain: Great Generals appear more frequently in Wu's empire and enjoy increased bonuses. This has
two advantages: better bonuses for well-organized armies, and more access to on-demand Golden Ages.
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