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© 2006 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV: Warlords, Civ, Civilization, 2K Games, the 2K logo, Firaxis Games logo and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis ames. Firaxis is a trademark of Firaxis Games, Inc . Mac version published and distributed by Aspyr Media under license. Aspyr® is a registered trademark of Aspyr Media, Inc., and the Aspyr star logo is a trademark of Aspyr Media, Inc. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. The ratings icon is a trademark of the Entertainment Software Association. All other trademarks and trade names are the properties of their respective owners. 11480-1MNA
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TTAABBLLEE OOFF CCOONNTTEENNTTSS
Chapter 1IN THE BEGINNING 5
Introduction ...................................................................6The Civilopedia .............................................................7System Requirements ...................................................7Installation......................................................................8Starting a Game.............................................................8The Civilization IV Web Site: www.CivIV.com ........8
Chapter 2NEW STUFF 9
Introduction .................................................................10The Great General Unit ..............................................10New Diplomatic Options...........................................13New Civilizations .......................................................14New Leaders................................................................14New Units ....................................................................15New Buildings.............................................................16New Wonders ..............................................................17New Item List ..............................................................17
Chapter 3NEW SCENARIOS 36
Introduction .................................................................37Scenarios Overview ....................................................38450 BC: Chinese Unification......................................40444 BC: The Peloponnesian War ...............................58
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336 BC: Alexander The Great ....................................61300 BC: The Rise Of Rome .........................................71800 AD: The Age of Vikings ......................................841206 AD: Ghengis Khan .............................................87Barbarian Horde ..........................................................95Omens ................................................................................97
Chapter 4MAIN GAME UPDATES 101
Introduction ...............................................................102Getting The Updates ................................................102The Updates...............................................................102The Pitboss .................................................................105
APPENDIX 110Reference Charts........................................................111
Credits.........................................................................141
Limited Software Warranty and License Agreement............................................148
Product Support ........................................................150
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CHAPTER 1IN THE
BEGINNING
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INTRODUCTIONWELCOME TO WARLORDS!Welcome to the Civilization® IV Warlords expansion pack forSid Meier's Civilization® IV! Warlords expands the world ofCivilization IV, adding new civilizations, new leaders, newbuildings and new units, plus some exciting new scenarios.The Warlords installation disk also includes all of theupdates/bug fixes to the original Civilization IV game codethrough this product's release date. Check the Civilization IVweb site for any more recent updates (see below).
Important: Please note that you need to have Sid Meier'sCivilization IV installed on your computer to use this product.Warlords cannot be played without Civilization IV. See later inthis chapter for information on installing this expansion pack.
THIS MANUALThis manual describes the material included in Warlords. It isbroken into four chapters and an appendix.You don't need toread this manual before enjoying Warlords: experiencedCivilization IV players are encouraged to jump right in andstart playing; you can refer to this manual if you run intosomething you don't quite understand.
CHAPTER 1: IN THE BEGINNINGThat is the introductory section you're reading right now.
CHAPTER 2: NEW STUFFThis chapter describes the new civilizations, leaders, buildingsand units included in Warlords.
CHAPTER 3: NEW SCENARIOSThis chapter describes the six new scenarios provided in Warlords.
CHAPTER 4: RULES CHANGESChapter four details the new rules and rules changes made toCivilization IV in previous updates (patches) and in this package.
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APPENDIXThis contains updated charts and tables, followed by credits,warranty information, tech support contact numbers, and thefun copyright information.
THE CIVILOPEDIAWhen you install Warlords, the Civilization IV onlineCivilopedia will be updated to provide comprehensive infor-mation on the new stuff provided in this package. We urgeyou to check it out as necessary.
Note that each game scenario comes with its own Civilopediadescribing all of the material provided in that scenario. If anitem is scenario-specific and doesn't appear in the maingame, it will only be listed in the scenario's Civilopedia, not inthe main game's Civilopedia.
SYSTEM REQUIREMENTSThe system requirements for Warlords are nearly identical tothose for Sid Meier's Civilization IV - with Warlords requiringa CD-ROM and the additional support for nVidia 7300 andATI Radeon X1900 video cards.
You need a copy of Sid Meier's Civilization IV installed on yourcomputer to use Warlords.
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INSTALLATIONTo install Sid Meier's Civilization IV-Warlords for Mac OS,double-click the installer on the CD and follow the onscreeninstructions.
STARTING A GAMETo start Warlords double click on the Civilization IV-Warlords iconinside the Civilization IV folder. A new option has been added tothe Main Menu - “Play a Warlords Scenario.”See Chapter Three formore details on Warlords scenarios.
THE CIVILIZATION IV WEBSITE: WWW.CIVIV.COMThe Civilization IV web site contains news and information aboutCivilization IV and Warlords. It also provides links to fansites andplaces where you can hook up with other players for online games ofCivilization IV.The site is constantly updated and well worth a look.
You can find it at www.CivIV.com.
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CHAPTER 2NEW
STUFF
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INTRODUCTIONWarlords brings a lot of cool new stuff to Civilization IV,including the new Great General/Warlord unit, and a bunchof new civilizations, leaders, special buildings and units.
THE GREAT GENERAL UNITIn Warlords, you get a new type of person: the Great General.Your civilization gains Great Generals by winning battles.Once generated, you can turn your Great General into aWarlord by joining him with another unit in the field. Thataction also distributes a one-time experience bonus to units inthe same tile. Alternatively, you can use your Great General toconstruct a military academy, or you can turn him into a greatmilitary instructor specialist.
GETTING A GREAT GENERAL UNITGreat Generals are generated as your units gain experiencepoints (XPs). Your can monitor your XPs on the "CombatExperience Track" (which is found on the Military Advisorpage [F5]). When you have acquired a certain number of XPs,a Great General unit will be placed in one of your cities. TheCombat Experience Track is reset to zero, and further XPs will count toward generating the next Great General. EachGreat General costs more points to generate than did the previous one.
Roll the cursor over the Combat Experience Track to see exact-ly how many XPs you currently possess and how many youneed to get the next Great General.
MOVING YOUR GREAT GENERALGreat Generals have a Movement Speed of 2. Like other greatpeople they can move around the map alone, be carried oncaravels and submarines, or be stacked with other units. GreatGenerals can also be assigned to "lead" a military unit as aWarlord (see below for details), in which case it moves withthe unit it is leading.
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LOSING A GREAT GENERALIf a Great General is alone in a space and an enemy unitenters that space, the Great General is destroyed. The GreatGeneral is also destroyed if he is in a naval vessel that sinks orin a city that is captured or destroyed. When turned into a"Warlord," the Great General is lost if the unit it is "leading"(see below) is destroyed.
GREAT GENERAL SPECIAL ABILITIESGreat Generals have a number of special abilities. Like otherGreat People, Great Generals are expended when they usetheir abilities.
GREAT GENERAL SPECIAL ACTIONSGreat Military Instructor
The Great General can join a city as a great military instructor.New units constructed in that city receive +2 experience points.
Construct Military Academy
The Great General can construct a military academy in a city.The city receives a +25% production bonus when buildingmilitary units.
LEAD UNIT AS A WARLORDWhen you perform this action, the Great General becomes aWarlord and joins one of the units in the same space. He dis-tributes 20 experience points evenly among all military unitsin the space.
Where The Great General Can Perform This Action
The Great General can perform this action anywhere, as long asthere is at least one eligible unit in the space with the Great General.
How To Perform This Action
Once you have clicked on the Great General's "Lead Troops asa Warlord" action button, you'll do the following:
1. Choose Which Unit to Attach to: If there is only one eligi-ble unit in the space, the Warlord is automatically attached tothe eligible unit.
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2. Assign Promotions to Units in the Space: The game auto-matically splits the Great General's 20 bonus experience betweenall units in the space. If this triggers promotions for one or moreunits, you pick which promotion(s) each of the units receives.
EFFECTS OF WARLORD ATTTACHMENTTO A UNITIf a Warlord is attached to a unit, that unit receives two benefits:
1. Free Upgrades: If the unit becomes eligible for upgrades, theydo not cost you any gold. In addition, the unit retains all of its expe-rience after the upgrade.
2. Access to Special Promotions: The units also gain access tosome special promotions not available to units without Warlords,such as Combat VI (+25% strength), Medic III (+15% healing rateto unit in the same and adjacent tiles), Tactics (+30% chance towithdraw from battle when losing),Leadership (+50% more expe-rience gained from combat), and Morale (+1 movement range).
NEW DIPLOMATIC OPTIONSVASSAL STATESA vassal state is one that has sworn allegiance to another state,providing its master state with some benefits in exchange forthe master's pledge to protect and promote the vassal's welfare.
BENEFITS OF VASSAL AGREEMENTSA vassal agreement results in some extra happiness throughoutthe master's empire, as well as some unhappiness for the vassal.
Other benefits for the master include a right of passage throughvassal territory, and visibility inside all vassal cities. In addition,the master's units heal as fast as they heal in his own territory,and can take full advantage of the vassal's fortifications.
The master has the right to demand access to any resourceunder vassal control, even if it is their only one. However, thereis one catch. If the vassal refuses to pay this tribute, the agree-ment immediately ends and a state of war automaticallyresults between the two parties. That is the only case where a
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state of war can result between a master state and a vassalstate. Normally, the two parties are prevented from attackingeach other and in addition if the master goes to war against athird party, the vassal automatically enters the war on the sideof the master. Vassal states do not have the power to declarewar or make peace on their own.
COST OF VASSAL AGREEMENTSWhen possessing vassals, the Master civilization incurs ahigher maintenance cost for its own cities. This costs increas-es as the number of vassal cities under his control increases.(Note that the master doesn't pay maintenance for the vas-sal's cities - he just pays extra maintenance for his civ's cities.
TYPES OF VASSAL AGREEMENTSDuring peace time, a civilization can offer to become a vassalof a more powerful civilization with knowledge of Feudalism.This is a temporary agreement that can be broken by the vas-sal (but not by the master) after 10 turns. For this type ofpeaceful vassalage, when the agreement is signed, any civi-lization at war with either of the two parties at is automatical-ly at war with both parties.
During wartime, a vassal agreement results in capitulation.
CAPITULATIONCapitulation has the same effects as peaceful vassalage, but itcannot be broken by the vassal state even after 10 turns,unless the vassal state grows to more than half of the landarea and population of the master state. Capitulation may alsobe annulled by the vassal if the vassal state loses half of itsland area since the time the agreement was signed.Capitulation forces the vassal state to immediately adopt themaster's war/peace state against third parties.
VICTORY CONDITIONSIn terms of victory conditions and score, the master state getscredit for half of the land and population of the vassal state andthe vassal state gets credit for the other half. (Note, however,that acquiring vassals is not a necessarily a ticket to an easy
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domination victory, because the higher maintenance cost foryour own cities [see above] may drag your economy to a halt.)
NEW CIVILIZATIONSSix new civilizations have been added to the game. These are:
Carthage
Celts
Korea
Ottomans
Vikings
Zulu
NEW LEADERSEach of the new civilizations has a leader. Further, we haveadded some additional leaders to existing civilizations. Seethe "New Items List," below, for the leaders' traits.
NEW LEADERS FOR NEW CIVILIZATIONSCarthage: Hannibal
Celts: Brennus
Korea: Wang Kon
Ottomans: Mehmed II
Vikings: Ragnar
Zulu: Shaka
NEW LEADERS FOR EXISTING CIVILIZATIONSEngland: Winston Churchill
Rome: Augustus Caesar
Egypt: Ramesses II
Russia: Josef Stalin
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NEW LEADER TRAITSWarlords adds three new leader traits to the game:Imperialistic, Charismatic and Protective. See the New ItemsList, below, to learn about the new traits.
Note that existing leaders have been reassigned traits to betterbalance these new traits. Each leader's traits are listed below.
NEW UNITSIn addition to the Warlord unit discussed above, this packageincludes other new units for Civilization IV. Each of the sixnew civilizations receives its own unique unit, and we'veadded a number of new units that all civilizations can employ.
UNIQUE UNITS FOR NEW CIVILIZATIONSSee the New Items List and the Civilopedia for details on thenew unique units.
Carthage: Numidian Cavalry (replaces Horse Archer)
Celts: Gallic Warrior (replaces Swordsman)
Korea: Hwacha (replaces Catapult)
Ottomans: Janissary (replaces Musketman)
Vikings: Berserker (replaces Axeman)
Zulu: Impi (replaces Spearman)
NEW UNITS ALL CIVILIZATIONS CAN USEThese new units can be used by any civilization (assuming theymeet the technology and resource requirements, of course).
TREBUCHET
This is a medieval artillery unit. It is especially effective againstunits inside a city. See the New Items List for details.
TRIREME
This is a new early naval combat unit. It cannot carry militaryunits, but it has an advantage when fighting standard Galleys.
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SCENARIO-SPECIFIC UNITSMany of the scenarios (see Chapter 3) contain new units;however, most of these units are scenario-specific and cannotbe used outside of their scenario (because they would likelyupset game-balance).
NEW BUILDINGSUNIQUE BUILDINGSIn Warlords we have added the concept of "unique buildings"to Civilization IV. Now each civilization (new and existing)has a special building that only it possesses. Like uniqueunits, each unique building replaces an existing building. Seethe New Items List to find out about the unique buildings.
NEW BUILDINGS ALL CIVILIZATIONSCAN USESTABLE
This building provides experience for mounted units.
MONUMENT
This building replaces the obelisk, which has become the specialbuilding for the Egyptian Empire. It has all of the same functionsand statistics as did the original obelisk in Civilization IV.
NEW WONDERSThree new wonders have been added to the game: the GreatWall, the Temple of Artemis, and the University of Sankore.See the New Item List for details.
The Great WallA huge defensive work constructed by ancient China to makebarbarian incursions more difficult.
The Temple of Artemis
A magnificent Greek-style temple constructed in Turkey.
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The University of Sankore
An early Islamic university constructed in Timbuktu, Africa.
NEW ITEM LISTThis contains all of the new civilizations, leaders, leader traits,buildings, wonders, and units appearing in Warlords. The listis organized by civilization; items available to all civilizationsappear at the end of the list. See the Civilopedia for back-ground details on all items in this list.
AMERICAN EMPIRELEADER: ROOSEVELT
Industrious: +50% wonder production. Double productionspeed for forge.
Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.
LEADER: WASHINGTON
Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.
Expansive: +3 health per city. Double production speed ofgranary, harbor.
UNIQUE BUILDING: SHOPPING MALL
Replaces: Supermarket
Production Cost: 150
Requirements: Refrigeration, Grocer
Effects: +10% wealth, +1 health from cow, deer, pig, and sheep.+1 happiness from hit musicals, hit singles, and hit movies.
ARABIAN EMPIRELEADER: SALADIN
Protective: Free promotion (drill I) for archery, siege andarmored units. Double production speed for walls and castle.
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Spiritual: No anarchy. Double production speed when con-structing temple.
UNIQUE BUILDING: MADRASSA
Replaces: Library
Production Cost: 90
Culture: +4
Requirements: Writing
Effects: +25% research. Can turn two citizens into priests,and two citizens into scientists. Required to build university,National Epic, and the Great Library.
AZTEC EMPIRELEADER: MONTEZUMA
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Spiritual: No anarchy. Double production speed when con-structing temple.
UNIQUE BUILDING: SACRIFICIAL ALTAR
Replaces: Courthouse
Production Cost: 90
Requirements: Code of Laws
Effects: -50% maintenance cost for city; half anger durationfrom sacrificing population (to construct buildings). Requiredto build Forbidden Palace.
CARTHAGINIAN EMPIRE (NEW)Starting Technologies: Fishing and Mining
NEW LEADER: HANNIBAL
Charismatic: +1 happiness in all cities. +1 happiness from
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monument and broadcast tower.
Financial: +1 gold on plots that produce 2 gold.
UNIQUE BUILDING: COTHON
Replaces: Harbor
Production Cost: 100
Requirements: Compass
Effects: +1 trade routes. +50% trade route yield. +1 healthfrom clam, crab, and fish.
UNIQUE UNIT: NUMIDIAN CAVALRY
Mounted Unit, Strength 4, Movement 2
Replaces: Horse Archer
Cost: 50
Requirements: Horseback riding, archery, horse resources.
Special Abilities: Immune to first strikes. 50% attack bonusvs. melee units. +30% withdrawal chance.
Doesn't receive defensive bonuses.
CELTIC EMPIRE (NEW)Starting Technologies: Hunting and Mysticism
NEW LEADER: BRENNUS
Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.
Spiritual: No anarchy. Double production speed when con-structing temple.
UNIQUE BUILDING: DUN
Replaces: Walls
Production Cost: 50 (double speed with stone)
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Requirements: Masonry
Effects: +50% defensive bonus (except versus gunpowder-basedunits). Free Guerilla I promotion to units constructed in city.Required to build castle.
UNIQUE UNIT: GALLIC WARRIOR
Melee Unit, Strength 6, Movement 1
Replaces: Swordsman
Cost: 40
Requirements: Iron working, iron.
Special Abilities: +10% city attack. Begins with Guerilla Ipromotion (+20% defense in hills).
CHINESE EMPIRELEADER: MAO ZEDONG
Expansive: +3 health per city. Double production speed ofgranary, harbor.
Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.
LEADER: QIN SHI HUANG
Industrious: +50% wonder production. Double productionspeed for forge.
Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.
UNIQUE BUILDING: PAVILION
Replaces: Theatre
Production Cost: 50
Culture: +3
Requirements: Drama
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Effects: +25% culture. +1 happiness per 10% culture rate.Can turn 2 citizens into artists. +1 happiness from dye.Required to build Globe Theatre.
EGYPTIAN EMPIRELEADER: HATSHEPSUT
Creative: +2 culture per city. Double production speed of the-atre, coliseum.
Spiritual: No anarchy. Double production speed when con-structing temple.
NEW LEADER: RAMESES II
Industrious: +50% wonder production. Double productionspeed for forge.
Spiritual: No anarchy. Double production speed when con-structing temple.
UNIQUE BUILDING: OBELISK
Replaces: Monument
Production Cost: 30
Culture: +1
Requirements: Mysticism
Effects: Can turn 2 citizens into priests.
Obsolete By: Calendar
ENGLISH EMPIRENEW LEADER: CHURCHILL
Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.
Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.
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LEADER: ELIZABETH
Financial: +1 gold on plots that produce 2 or more gold.
Philosophical: +100% great person birth rate. Double pro-duction speed for university.
LEADER: VICTORIA
Financial: +1 gold on plots that produce 2 or more gold.
Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.
UNIQUE BUILDING: STOCK EXCHANGE
Replaces: Bank
Production Cost: 200
Requirements: Banking
Effects: +65% wealth. Required to build Wall Street.
FRENCH EMPIRELEADER: LOUIS XIV
Creative: +2 culture per city. Double production speed of the-atre, coliseum.
Industrious: +50% wonder production. Double productionspeed for forge.
LEADER: NAPOLEON
Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.
Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.
UNIQUE BUILDING: SALON
Replaces: Observatory
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Production Cost: 150
Requirements: Astronomy
Effects: +25% research. 1 free artist. Can turn 1 citizen intoscientist. Required to build laboratory.
GERMAN EMPIRELEADER: BISMARCK
Expansive: +3 health per city. Double production speed ofgranary, harbor.
Industrious: +50% wonder production. Double productionspeed for forge.
LEADER: FREDERICK
Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.
Philosophical: +100% great person birth rate. Double pro-duction speed for university.
UNIQUE BUILDING: ASSEMBLY PLANT
Replaces: Factory
Production Cost: 250 (double speed with coal)
Unhealthy: +1
Requirements: Assembly Line
Effects: +25% production. +50% production bonus withpower. Can turn 4 citizens into engineers. Required to buildcoal plant, hydro plant, and nuclear plant.
GREEK EMPIRELEADER: ALEXANDER
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Philosophical: +100% great person birth rate. Double pro-duction speed for university.
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UNIQUE BUILDING: ODEON
Replaces: Colosseum
Production Cost: 120
Culture: +3
Requirements: Construction
Effects: +1 happiness per 20% culture rate. Can turn 2 citi-zens into artists. +1 happiness from hit singles.
INCAN EMPIRELEADER: HUAYNA CAPAC
Financial: +1 gold on plots that produce 2 or more gold.
Industrious: +50% wonder production. Double productionspeed for forge.
UNIQUE BUILDING: TERRACE
Replaces: Granary
Production Cost: 60
Culture: +2
Requirements: Pottery
Effects: Stores 50% of food after city-growth. +1 health fromcorn, rice, and wheat.
INDIAN EMPIRELEADER: ASOKA
Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.
Spiritual: No anarchy. Double production speed when con-structing temple.
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LEADER: GANDHI
Philosophical: +100% great person birth rate. Double pro-duction speed for university.
Spiritual: No anarchy. Double production speed when con-structing temple.
UNIQUE BUILDING: MAUSOLEUM
Replaces: Jail
Production Cost: 120
Great People: +1
Requirements: Constitution
Effects: -25% war weariness. +2 happiness. City is more like-ly to generate Great Prophet.
JAPANESE EMPIRELEADER: TOKUGAWA
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.
UNIQUE BUILDING: SHALE PLANT
Replaces: Coal Plant
Production Cost: 150
Requirements: Assembly line, factory
Effects: +10 production. Provides power (causing +2 unhappiness).
KOREAN EMPIRE (NEW)Starting Technologies: Mysticism and Mining
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NEW LEADER: WANG KON
Financial: +1 gold on plots that produce 2 or more gold.
Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.
UNIQUE BUILDING: SEOWON
Replaces: University
Production Cost: 200
Culture: +3
Requirements: Education, library
Effects: +50% research. Required to build Oxford University.
UNIQUE UNIT: HWACHA
Siege Weapon, Strength 5, Movement 1
Replaces: Catapult
Cost: 40
Tech Requirement: Construction
Special Abilities: Can withdraw from combat (25% chance).Causes collateral damage. +50% vs. melee units. Can bom-bard city defenses (-15% per turn).
Doesn't receive defensive bonuses.
MALINESE EMPIRELEADER: MANSA MUSA
Financial: +1 gold on plots that produce 2 or more gold.
Spiritual: No anarchy. Double production speed when con-structing temple.
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UNIQUE BUILDING: MINT
Replaces: Forge
Production Cost: 120
Requirements: Metal Casting
Effects: +25% production; +10% wealth. Can turn 1 citizeninto engineer. +1 happiness from gems, gold, and silver.Required to build Ironworks, the Colossus, the Eiffel Tower,and the Statue of Liberty. +1 unhealthiness.
MONGOLIAN EMPIRELEADER: GENGHIS KHAN
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.
LEADER: KUBLAI KHAN
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Creative: +2 culture per city. Double production speed of the-atre, coliseum.
UNIQUE BUILDING: GER
Replaces: Stable
Production Cost: 60
Requirements: Horse resource
Effects: New mounted units receive +4 experience points.
OTTOMAN EMPIRE (NEW)Starting Technologies: Agriculture and The Wheel.
NEW LEADER: MEHMED II
Expansive: +3 health per city. Double production speed ofgranary, harbor.
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Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.
UNIQUE BUILDING: HAMMAM
Replaces: Aqueduct
Production Cost: 100
Happiness: +2
Health: +2
Requirements: Mathematics, masonry
Effects: Required to construct the Hanging Gardens.
UNIQUE UNIT: JANISSARY
Gunpowder Unit, Strength 9, Movement 1
Replaces: Musketman
Cost: 80
Tech Requirement: Gunpowder
Special Abilities: +25% vs. archery units. +25% vs. melee units.+25% vs. mounted units
PERSIAN EMPIRELEADER: CYRUS
Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.
Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.
UNIQUE BUILDING: APOTHECARY
Replaces: Grocer
Production Cost: 150
Health: +2
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Requirements: Guilds, currency
Effects: +25% wealth. Can turn 2 citizens into merchants. +1health with bananas, spices, sugar, and wine. Required tobuild supermarket.
ROMAN EMPIRENEW LEADER: AUGUSTUS CAESAR
Creative: +2 culture per city. Double production speed of the-atre, coliseum.
Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.
LEADER: JULIUS CAESAR
Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.
Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.
UNIQUE BUILDING: FORUM
Replaces: Market
Production Cost: 150
Requirements: Currency
Effects: +25% gold. +25% great person birth rate. Can turn 2 citi-zens into merchants. +1 happiness from fur, ivory, silk, and whale.
RUSSIAN EMPIRELEADER: CATHERINE
Creative: +2 culture per city. Double production speed of the-atre, coliseum.
Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.
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LEADER: PETER
Expansive: +3 health per city. Double production speed ofgranary, harbor.
Philosophical: +100% great person birth rate. Double pro-duction speed for university.
NEW LEADER: STALIN
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Industrious: +50% wonder production. Double productionspeed for forge.
UNIQUE BUILDING: RESEARCH INSTITUTE
Replaces: Laboratory
Production Cost: 250
Unhealthy: +1
Requirements: Computers, observatory
Effects: +25% research. +50% spaceship production. 2 freescientists; can turn 1 citizen into additional scientist.
SPANISH EMPIRELEADER: ISABELLA
Expansive: +3 health per city. Double production speed ofgranary, harbor.
Spiritual: No anarchy. Double production speed when con-structing temple.
UNIQUE BUILDING: CITADEL
Replaces: Castle
Production Cost: 100 (double speed with stone)
Culture: +1
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Requirements: Engineering, walls.
Effects: +50% defensive bonus (except versus gunpowder-basedunits). -50% damage to defenses from bombardment. +2 expe-rience points to siege units and +1 trade route (until Economics).
VIKING EMPIRE (NEW)Starting Technologies: Fishing and Hunting
NEW LEADER: RAGNAR
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Financial: +1 gold on plots that produce 2 gold.
UNIQUE BUILDING: TRADING POST
Replaces: Lighthouse
Production Cost: 60
Requirements: Sailing
Effects: Free "navigation 1" promotion for naval units con-structed in city. Water tiles provide +1 food. Required to con-struct the Great Lighthouse.
UNIQUE UNIT: BERSERKER
Melee Unit, Strength 8, Movement 1
Replaces: Maceman
Cost: 70
Requirements: Bronze working and copper or iron.
Special Abilities: +50% versus melee units. Starts withamphibious promotion (no combat penalty for attacking fromsea or across a river). +10% city attack.
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ZULU EMPIRE (NEW)Starting Technologies: Agriculture and Hunting
NEW LEADER: SHAKA
Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.
Expansive: +3 health per city. Double production speed ofgranary, harbor.
UNIQUE BUILDING: IKHANDA
Replaces: barracks
Production Cost: 60
Requirements: None
Effects: New units receive +3 experience points. -20% main-tenance cost for city.
UNIQUE UNIT: IMPI
Melee Unit, Strength 4, Movement 2
Replaces: Spearman
Cost: 35
Requirements: Hunting and copper or iron.
Special Abilities: +100% versus mounted units. Starts withthe "mobility" promotion (-1 movement cost for any spacethat costs 2 or more mps to enter).
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NEW UNITS ALL CIVILIZATIONS CAN USETREBUCHET
Siege Weapon, Strength 4, Movement 1
Cost: 60
Tech Requirement: Engineering
Special Abilities: Can withdraw from combat (25%). Causescollateral damage. Receives +100% strength bonus when attack-ing units in cities. Can bombard city defenses (-25% per turn).
The Trebuchet does not receive defensive bonuses.
TRIREME
This is a new early naval combat unit. It cannot carry militaryunits, but it has an advantage when fighting standard Galleys.
Naval Unit, Strength 2, Movement 2
Cost: 50
Tech Requirement: Sailing
Special Abilities: +50% vs, Galley. Cannot enter ocean.
NEW BUILDINGS ALL CIVILIZATIONSCAN USESTABLE
Production Cost: 60
Effects: New mounted units receive +2 experience points.
MONUMENT
This building replaces the obelisk building in Civilization IV.
Production Cost: 30
Culture: +1
Requirements: Mysticism
Effects: +1 to city's culture.
Obsolete By: Calendar
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NEW WONDERSTHE GREAT WALL
World Wonder
Production Cost: 250 (double speed with stone)
Culture: +2
Great People Points: +2
Requirements: Masonry
Effect: Prevents barbarians from entering cultural borders onthat continent. Doubles Great General points generated frombattles within your cultural borders.
Obsolete By: Nothing
THE TEMPLE OF ARTEMIS
World Wonder
Production Cost: 400 (double speed with marble)
Culture: +8
Great People Points: +2
Requirements: Polytheism
Effect: +100% trade route yield. 1 free priest. The city is morelikely to generate Great Merchants.
Obsolete By: Chemistry
THE UNIVERSITY OF SANKORE
World Wonder
Production Cost: 550 (double speed with stone)
Culture: +8
Great People Points: +2
Requirements: Paper
Effect: +2 research points from state religious buildings.City more likely to generate Great Scientists.
Obsolete By: Computers
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NEW LEADER TRAITSCHARISMATIC
Effect: +1 happiness in all cities. +1 happiness from monu-ment and broadcast tower.
IMPERIALISTIC
Effect: +100% Great General emergence. +50% faster pro-duction of settlers.
PROTECTIVE
Effect: Free Drill 1 and City Garrison 1 promotions to archery andgunpowder units. Double production speed for walls and castles.
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CHAPTER 3NEW
SCENARIOS
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INTRODUCTIONIn Civilization IV, scenarios challenge players to take on pre-set situations. Most of the scenarios in Warlords are historical,allowing you to recreate actual events from history. AsPericles, can you win the Peloponnesian War and save Athensfrom destruction? As Hannibal of Carthage, can you lead yourmighty elephants to victory against Imperial Rome? Can youlead the Mongol hordes against the West and wreak evenmore havoc than Genghis Khan? Some scenarios are ahistor-ical, in which you can explore interesting situations that neveractually occurred.
Scenarios often contain special rules, units, civilizations andso forth that do not appear in a regular game of Civilization IV.You can check out the scenario descriptions, below, or jumpright in and let yourself be surprised. (As always, we recom-mend the latter approach: try a scenario a couple of times andthen, as necessary, read its description.)
SCENARIOS' CIVILOPEDIASEach scenario's Civilopedia lists the units, techs, civilizations,and so forth that appear in that scenario. If a new item hasbeen added for the scenario, it will be listed in the Civilopedia,and if an item doesn't appear in the scenario (for instance,nukes cannot be found in the Genghis Khan scenario) it isn'tlisted in that scenario's Civilopedia, either. If an existing itemhas been altered to better fit the scenario, the scenario'sCivilopedia will reflect that difference as well.
CREATE YOUR OWN SCENARIO—OR PLAY SCENARIOS CREATED BYOTHER PLAYERS!Check out the Sid Meier's Civilization IV web site atwww.CivIV.com to learn how to create your own scenariosand find scenarios created by other Civilization IV players.
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SCENARIOS OVERVIEWHISTORICAL SCENARIOS
450 BC: Chinese Unification 1 to 7 Players
Seven feudal kingdoms seek to destroy their enemies and ruleall of China! A game of alliances, treachery, and massivearmies.
444 BC: The Peloponnesian War 1 or 2 Players
Greek and Athens, two very different civilizations, are lockedin a life-and-death struggle for domination of Greece. CanAthens' wealth and sea-power stop the mighty Spartanarmies?
336 BC: Alexander the Great 1 Player
Become Alexander and march your armies across three conti-nents, destroying all who stand in your way. Can you matchthe exploits of perhaps the greatest military leader of all time?
300 BC: The Rise of Rome1 to 5 Players
Five mighty civilizations—Rome, Carthage, Greece, Egypt,and the Celts—engage in a winner-take-all fight for domina-tion of the Eastern Mediterranean. The victor will control thedestiny of Western Civilization for the next millennia.
800 AD: The Age of the Vikings1 Player
As the Viking King Ragnar Lodbrok, lead your mighty long-boats in daring raids against the soft and corrupt civilizationsto the south.You don't particularly want to conquer your foes:you just want their money. All of it. By any means necessary...
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1206 AD: Genghis Khan 1 Player
As leader of the Mongol Horde, you seek nothing less thanthe conquest—or destruction—of every civilization unfortu-nate enough to find itself in your way. Leave a trail of burningcities from China to Italy and North Africa!
ALTERNATE HISTORY SCENARIOS
Barbarian Horde 1 Player
A chance to see how the other guy lives. The game creates aworld, complete with competing civilizations. You enter thegame controlling the Barbarians—can you destroy all of civiliza-tion before they get you? (You know you've always wanted to!)
Omens1 or 2 Players
Britain and France struggle for dominance over the great prizeof North America! Beware: this is a religious and culturalstruggle as much as it is a military fight, and it's filled withstrange portents and mystical occurrences!
HOW TO LAUNCH THE SCENARIOSOn the main menu, select "Single Player" and then choose"Warlords Scenarios" to access the scenarios.
SAVING AND LOADING SCENARIOSThis works like regular saves/loads. If the game must load adifferent mod it will automatically exit the game and thenrestart using the correct module.
SCENARIO DETAILSFollowing are detailed descriptions of all of the scenariosincluded in Warlords. Each entry contains the following sec-tions:
Players: This shows how many players can take each otheron in the scenario.
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Type: This tells whether the scenario is historical, alternatehistory, totally out there, and so forth.
Overview: The overview provides background for the sce-nario.
Scenario Units, Buildings, Terrain, Improvements,Technologies, Etc.: These sections list any new or altereditems appearing in the scenario. If an item from the maingame appears in the scenario unchanged, it isn't listed here.(You can see all items appearing in the game in the scenario'sCivilopedia.)
Special Rules:This section lists any special rules appearing in thescenario.These often include the scenario's victory conditions.
450 BC: CHINESEUNIFICATIONBy Jon Shafer
Design Assistance by Gloria “Nolan” Carson
Players: 1 to 7
Type: Historical
Overview
Despite being one of the world's oldest civilizations, for muchof its existence China has never seen a common ruler. Theyear is 450 BC and a fragmented nation seeks a powerfulleader to unite the people and bring glory to East Asia.Commonly referred to as the "Warring States" period, this erasaw some of the most ferocious combat in history. It wouldnot be for another 2,200 years in the Napoleonic Wars that theworld would again see massive armies of millions of men gointo battle.
The seven Chinese powers which have a shot at victory at thestart of the Warring States period are the Qin, Qi, Chu, Yan,Han, Zhao and Wei. Each of them seeks to unify China by anymeans necessary. While war is the direct route to success,winning through diplomacy is also possible. Should the only
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surviving civilizations—if any—be among your allies or vas-sals you will be first to ever take the name: Emperor of China.
SCENARIO UNITS
Archer ITech Requirements: Archery
Resource Requirement: None
Strength: 3
Movement: 1
Unit Class: Archery
Special Abilities: 1 first strike; +50% city defense; +25% hillsdefense.
Polearm ITech Requirements: Mining
Resource Requirement: Copper or Iron
Strength: 4
Movement: 1
Unit Class: Melee
Special Abilities: +100% vs. mounted units.
Chariot ITech Requirements: The Wheel
Resource Requirement: Horse
Strength: 5
Movement: 2
Unit Class: Mounted
Special Abilities: Doesn't receive defensive bonuses.
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Archer IITech Requirements: Feudalism
Resource Requirement: None
Strength: 4
Movement: 1
Unit Class: Archery
Special Abilities: 1 first strike; +50% city defense; +25% hillsdefense.
Polearm IITech Requirements: Feudalism
Resource Requirement: Copper or Iron
Strength: 5
Movement: 1
Unit Class: Melee
Special Abilities: +100% vs. mounted units.
Chariot IITech Requirements: Metal Casting
Resource Requirement: Horse
Strength: 7
Movement: 2
Unit Class: Mounted
Special Abilities: Doesn't receive defensive bonuses.
Swordsman ITech Requirements: Iron Working
Resource Requirement: Iron
Strength: 6
Movement: 1
Unit Class: Melee
Special Abilities: +10% city attack.
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Crossbowman ITech Requirements: Mathematics
Resource Requirement: Iron
Strength: 6
Movement: 1
Unit Class: Archery
Special Abilities: 1 first strike; +50% vs. melee units.
Heavy Cavalry ITech Requirements: Horseback Riding
Resource Requirement: Horse
Strength: 6
Movement: 2
Unit Class: Mounted
Special Abilities: Immune to first strikes; doesn't receivedefensive bonuses; +50% attack vs. Catapult. +40% chance ofwithdrawal from attack.
Polearm IIITech Requirements: Mohism
Resource Requirement: Copper or Iron
Strength: 6
Movement: 1
Unit Class: Melee
Special Abilities: +100% vs. mounted units.
Swordsman IITech Requirements: Steel
Resource Requirement: Iron
Strength: 7
Movement: 1
Unit Class: Melee
Special Abilities: +10% city attack.
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Crossbowman IITech Requirements: Legalism
Resource Requirement: Iron
Strength: 7
Movement: 1
Unit Class: Archery
Special Abilities: 1 first strike; +50% vs. melee units.
Heavy Cavalry IITech Requirements: Independent Cavalry
Resource Requirement: Horse
Strength: 8
Movement: 2
Unit Class: Mounted
Special Abilities: Immune to first strikes; doesn't receivedefensive bonuses; +50% attack vs. Catapult. +30% chance ofwithdrawal from combat.
CatapultTech Requirements: Machinery
Resource Requirement: None
Strength: 6
Movement: 1
Unit Class: Siege
Special Abilities: Doesn't receive defensive bonuses; canwithdraw from combat (25% chance); causes collateral dam-age; can bombard city defenses (-15%/turn).
GalleyTech Requirements: Naval Warfare
Resource Requirement: None
Strength: 2
Movement: 4
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Unit Class: Naval
Special Abilities: Can carry 2 units; Cannot enter ocean spaces.Can bombard city defenses (-15% per turn).
BUILDINGS
Family AltarProduction Cost: 80
Culture: +1
Requirements: Filial Piety
Enables: Family Emissary units.
Effects: Allows +1 Priest specialist.
TempleProduction Cost: 80
Culture: +1
Happiness: +1
Tech Requirements: City States
Effects: Allows +1 Priest specialist.
WONDERS
Sun Tzu's Art of War Type: World Wonder
Production Cost: 2200
Tech Requirements: Philosophy
Effects: When built, Sun Tzu's Art of War gives every unitbuilt by that team +1 experience points. It also provides +2Great Engineer points per turn.
The Great Classical LibraryType: World Wonder
Production Cost: 160 (double speed with Marble)
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Culture: +8
Tech Requirements: Rule of Heaven
Effects: The Great Classical Library grants a free technologywhen completed. It also provides +1 Great Scientist pointsper turn.
Book of History Type: National Wonder
Production Cost: 200 (double speed with Marble)
Culture: +4
Tech Requirements: Rule of Heaven
Other Requirements: Library
Effects: +100% great person birth rate; increases the chancesof generating a Great Artist.
National WallType: National Wonder
Production Cost: 180 (double speed with Stone)
Culture: +6
Tech Requirements: Masonry
Other Requirements: Walls
Effects: Prevents Barbarians from entering national borderson continent. +1 health and +1 population in all cities.Increases the chances of generating a Great Engineer.
Underground TombType: National Wonder
Production Cost: 250 (double speed with Stone)
Culture: +4
Tech Requirements: Construction
Effects: Decreases war weariness in all cities by 75%. +1 freespecialist in all cities. Increases the chances of generating aGreat Artist.
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CIVICSMILITARYMilitiaTech Requirements: None
Upkeep: Low
Effect: None. The default Military civic.
Feudal LevyTech Requirements: Crop Rotation
Upkeep: High
Effect: All military units are produced with food.
Warrior HousesTech Requirements: Iron Working
Upkeep: Medium
Effect: Can draft 2 units per turn; Barracks provide +2 happi-ness per city.
PacifismTech Requirements: Philosophy
Upkeep: None
Effect: +100% great person birth rate in cities with state reli-gion; +1 support cost per military unit.
Professional ArmyTech Requirements: Militarism
Upkeep: None
Effect: +50% military unit production in all cities; +1 supportcost per military unit; +1 happiness per military unit in a city.
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GOVERNMENTDespotismTech Requirements: None
Upkeep: Low
Effect: None; the default government civic.
VassalageTech Requirements: Bronze Working
Upkeep: High
Effect: New units receive +2 experience points; cities supportone extra unit.
BureaucracyTech Requirements: Rule of Heaven
Upkeep: Medium
Effect: +50% production and commerce in capital.
NationhoodTech Requirements: Filial Piety
Upkeep: Medium
Effect: Can spend gold to finish production; +1 commercefrom Villages and Towns.
AbsolutismTech Requirements: Machinery
Upkeep: Medium
Effect: No war weariness; +1 production from Mine andWorkshop improvements.
LABORTribalismTech Requirements: None
Upkeep: Low
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Effect: None. The default Labor civic.
SlaveryTech Requirements: Masonry
Upkeep: Low
Effect: Can sacrifice population to finish production in cities.
SerfdomTech Requirements: Feudalism
Upkeep: Low
Effects: Workers build improvements 50% faster.
Independent FarmersTech Requirements: Independent Farmers
Upkeep: Medium
Effect: Farm improvements produce +1 food; -33% militaryunit production in all cities.
Educated EliteTech Requirements: Meritocracy
Upkeep: Medium
Effect: Cities receive +2 free specialists.
ECONOMYDecentralizationTech Requirements: None
Upkeep: None
Effect: The default Economy civic.
Barter EconomyTech Requirements: Sailing
Upkeep: Medium
Effect: +15% commerce in all cities.
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MercantilismTech Requirements: Horseback Riding
Upkeep: Medium
Effect: +1 free specialist in all cities; no foreign trade routes.
Free MarketTech Requirements: Mathematics
Upkeep: Medium
Effect: +1 trade routes in all cities.
State MonopolyTech Requirements: Calligraphy
Upkeep: Low
Effect: No distance maintenance costs in cities; +1 food forWorkshop, Watermill, Windmill & mine.
RELIGIONPrimitivismTech Requirements: None
Upkeep: None
Effect: The default Religion civic.
ShamanismTech Requirements: Divination
Upkeep: High
Effect: +100% culture in all cities; +25% commerce in capital city.
DaoismTech Requirements: City States
Upkeep: Low
Effect: +1 happiness in cities from nearby forest features.
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ConfucianismTech Requirements: Philosophy
Upkeep: Low
Effect: +2 health in all cities.
MohismTech Requirements: Mohism
Upkeep: Low
Effect: +33% research in all cities.
LegalismTech Requirements: Legalism
Upkeep: Low
Effect: New units receive +5 experience points; -1 happinessin all cities.
TECHNOLOGIESAgricultureTech Requirements: None
Leads To: Crop Rotation
Enables: Agriculture enables the Granary building and Farmimprovement.
FishingTech Requirements: None
Leads To: Sailing
Enables: Fishing enables the Fishing Boat unit, Fishing Netsand Whaling Boats improvements and the ability to workwater spaces.
ArcheryTech Requirements: None
Leads To: Filial Piety
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Enables: Archery enables the Archer I unit and the Barracksbuilding.
DivinationTech Requirements: None
Leads To: Rule of Heaven
Enables: Divination enables the Library building, Cottageimprovement, and the Shamanism civic.
The WheelTech Requirements: None
Leads To: City States
Enables: The Wheel enables the Chariot I unit. Workers canbuild roads and the pasture improvement.
MiningTech Requirements: None
Leads To: Bronze Working; Masonry
Enables: Mining enables the Polearm I unit and the Mineimprovement and reveals the Gold bonus.
Crop RotationTech Requirements: Agriculture
Leads To: Feudalism; Horseback Riding
Enables: Crop Rotation enables the Stable building, theCamp improvement and the Feudal Levy civic.
SailingTech Requirements: Fishing
Leads To: Mathematics
Enables: Sailing enables the Galley unit, the Lighthouse andMarket buildings, and the Barter Economy civic. It enablestrading along coastal spaces.
Filial PietyTech Requirements: Archery
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Leads To: Horseback Riding; Philosophy
Enables: Filial Piety enables the Family Altar building, thePlantation improvement and the Nationhood civic.
Rule of HeavenTech Requirements: Divination
Tech Allows: Philosophy; Iron Working
Enables: Rule of Heaven enables the Great Classical Libraryworld wonder, the Book of History national wonder and theBureaucracy civic.
City StatesTech Requirements: The Wheel
Leads To: Metal Casting; Feudalism
Enables: City States enables the Temple building, theWorkshop improvement, and the Vassalage and Daoismcivics.
Bronze WorkingTech Requirements: Mining
Leads To: Iron Working; Metal Casting
Enables: Bronze Working enables the Forge building and theVassalage civic. It also allows Workers to cut down forests andjungles, and it reveals the Iron resource.
MasonryTech Requirements: Mining
Leads To: Mathematics; Construction
Enables: Masonry enables the Walls building, the NationalWall national wonder, the Quarry improvement and theSlavery civic.
FeudalismTech Requirements: Crop Rotation and City States
Tech Allows: Independent Farmers; Construction
Enables: Feudalism enables the Archer II and Polearm II
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units, the Windmill and Watermill improvements and theSerfdom civic.
MathematicsTech Requirements: Sailing and Masonry
Leads To: Currency; Machinery
Enables: Mathematics enables the Crossbowman I unit, theCastle building, the Fort improvement and the Free Market civic.
Horseback RidingTech Requirements: Filial Piety and Crop Rotation
Leads To: Militarism; Calligraphy
Enables: Horseback riding enables the Heavy Cavalry I unit,Grocer building, Heroic Epic national wonder and theMercantilism civic.
PhilosophyTech Requirements: Rule of Heaven and Filial Piety
Leads To: Calligraphy; Militarism
Enables: Philosophy enables the Courthouse building, theSun Tzu's Art of War world wonder and the Pacifism andConfucianism civics.
Metal CastingTech Requirements: City States and Bronze Working
Leads To: Construction; Currency
Enables: Metal Casting enables the Chariot II unit, Harborbuilding and the ability to spread irrigation away from sourcesof fresh water.
Iron WorkingTech Requirements: Bronze Working and Rule of Heaven
Leads To: Machinery; Independent Farmers
Enables: Iron Working enables the Swordsman I unit,Aqueduct building and Warrior Houses civic.
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Independent FarmersTech Requirements: Feudalism and Iron Working
Leads To: Legalism; Independent Cavalry
Enables: Independent Farmers enables the IndependentFarmers civic and increases the speed with which Workerscomplete improvements by 50%.
CurrencyTech Requirements: Mathematics and Metal Casting
Leads To: Meritocracy; Water Works
Enables: Currency grants a free Great Merchant to the first todiscover this tech; it enables the Bank building and provides+1 free trade route to all cities.
MilitarismTech Requirements: Horseback Riding; Philosophy
Tech Allows: Independent Cavalry; Legalism
Enables: Militarism grants a free Great General (Warlord) tothe first to research it, enables the Professional Army civic andincreases road movement by +1.
CalligraphyTech Requirements: Philosophy and Horseback Riding
Leads To: Mohism; Meritocracy
Enables: Calligraphy grants a free Great Artist to the first toresearch it and enables the Theatre building and State Monopolycivic. It allows the building of wealth, research and culture.
ConstructionTech Requirements: Metal Casting, Masonry and Feudalism
Leads To: Water Works; Steel
Enables: Construction grants a free Great Engineer to thefirst to research it and it also enables the Underground Tombwonder. It constructs bridges wherever roads cross rivers.
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MachineryTech Requirements: Iron Working and Mathematics
Leads To: Steel; Mohism
Enables: Machinery enables the Catapult unit, theObservatory building and the Absolutism civic.
LegalismTech Requirements: Independent Farmers; Militarism
Leads To: None
Enables: Legalism enables the Crossbowman II unit and theLegalism civic.
MeritocracyTech Requirements: Currency and Calligraphy
Leads To: None
Enables: Meritocracy enables the University building and theEducated Elite civic.
Independent CavalryTech Requirements: Militarism and Independent Farmers
Leads To: None
Enables: Independent Cavalry enables the Heavy Cavalry IIunit and increases the movement of naval units by +1.
MohismTech Requirements: Calligraphy and Machinery
Leads To: None
Enables: Mohism enables the Polearm III unit and theMohism civic.
Water WorksTech Requirements: Construction and Currency
Leads To: None
Enables: Water Works allows the construction of Farms withouta source of irrigation and increases Farm food production by +1.
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SteelTech Requirements: Machinery and Construction
Leads To: None
Enables: Steel enables the Swordsman II unit. Workers gen-erate 50% more production from chopping down forests.
SPECIAL RULES
Family HousesIn a manner similar to how missionaries spread religion in themain game, blood from Family Houses can be spread aroundthe map by Family Emissaries. The more a bloodline spreadsacross the world, the more favorable other civilizations will betowards you, particularly if the blood from your line ascendsto their throne (that is, if they adopt your State Religion).
Emperor's CouncilThe Emperor's Council is the means by which a player can winthis scenario diplomatically. It works similarly to the UnitedNations in the core game, where a leader is elected, followedby a vote to determine the winner of the game. Your vassalswill always vote for you in the election. To achieve a diplomat-ic victory will require good relations with many civilizations, somake sure to spread your bloodline and trade when you can!
VICTORY CONDITIONS
DominationIf any civilization controls 38% of the world population and64% of the world's land area it will win.
ConquestWhile unlikely, it is possible to win the game by completelydestroying every other civilization on the map.
DiplomaticBuilding the "Emperor's Council" world wonder unlocks thisvictory type, which holds an election to determine if oneleader is chosen as victor by his peers.
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Time LimitThe game lasts a maximum of 200 turns, and if no other vic-tory conditions are met by then, the civilization with the high-est score is victorious.
444 BC: THEPELOPONNESIAN WARBy Paul Murphy
Players: 1 or 2
Type: Historical
Overview
The year is 444 BC. Having successfully driven off the Persianinvasion of a few years ago, the Grand Alliance of Greek city-states has since broken into two factions: Athens and herallies/subject city-states form the Delian League; they are richand cultured, and they possess the world's strongest navy.Sparta and other mainland cities comprise the SpartanAlliance, banded together to stop Athens from achieving totaldominance of Greece. While poorer and less advanced thanthe Athenians, the Spartan army is by far the most powerfularmed force on Greece. Which side will you guide to domina-tion of the Ancient World?
SCENARIO UNITS
Hellenic MissionaryRequirements: Hellenic Monastery
Strength: 0
Movement: 2
Special Abilities: This is a "National Unit;" only three areallowed to be in play at one time. Hellenic Missionaries canspread "Hellenism," the Greek religion.
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HopliteTech Requirement: Improved Formations I
Resource Requirements: Copper or Iron
Strength: 4
Movement: 1
Special Abilities: +25% attack bonus versus Spearmen.+100% versus mounted units.
PhalanxTech Requirement: Improved Formations II
Resource Requirements: Copper or Iron
Strength: 5
Movement: 1
Special Abilities: +25% Hills defense. +100% versus mount-ed units.
GalleyTech Requirements: Sailing
Resource Requirements: None
Strength: 2
Movement: 8
Special Abilities: 2 cargo space.
TriremeTech Requirement: Advanced Sailing
Resource Requirements: None
Strength: 2
Movement: 8
Special Abilities: +50% vs. Galleys. A Trireme can carryScouts, Explorers, Missionaries, Spies, and great people. Itcannot carry other units. Triremes cannot enter Ocean spaces.
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Scenario BuildingsAgoraRequirements: Currency
Effects: +25% gold. Can turn two citizens into Merchants. +1happiness with Fur, Ivory, or Whale.
Notes: Agoras are Greek markets.
High WallsCulture: +1
Requirements: Mathematics, Walls
Effects: +50% defense. Double production speed with stone.
Military EncampmentRequirements: Improved Formations II, Barracks
Effects: New land military units receive +4 experience points.
SenateRequirements: Code of Laws
Effects: -50% city maintenance cost
Note: Senates have the same function as Courthouses in themain game
NEW TECHNOLOGIES
Advanced SailingPrerequisites: Bronze Working and Sailing
Leads To: Nothing
Allows Construction of: Trireme, Drydock
ConstitutionPrerequisites: Code of laws
Leads To: None
Enables: Representation
Notes: The Greeks achieved advanced governmental forms
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far earlier than can occur in the main game. To reflect this, inthis scenario Code of Laws leads to Constitution (rather thanalso requiring Nationalism as in the main game).
Improved Formations IPrerequisites: Bronze Working
Leads To: Improved Formations II
Allows Construction of: Hoplites
Improved Formations IIPrerequisites: Improved Formations I
Leads To: Nothing
Allows Construction of: Phalanx, Military Encampments
SPECIAL RULES
VassalsEach side begins play with several "Vassal" states. (See"Vassals," page 3, for details.)
VICTORY CONDITIONS
Time LimitThe game lasts 100 turns. At the end of the one-hundredthturn the side with the highest score wins a marginal victory.
Capture the Enemy Capital The Spartan Alliance wins immediately upon capturingAthens. The Delian League (Athens) wins immediately uponcapturing Sparta.
336 BC: ALEXANDERTHE GREATBy Ed Piper
Players: 1
Type: Historical
Overview
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The year is 336 BC and your father, Phillip II of Macedon, hasbeen assassinated, leaving the Empire of Greece in your hands.The people of Greece are rebellious and have little faith in anunproven leader.They must be brought back into line!
Persia, to the east, is large but weak. Crushing Persia is the firststep towards fulfilling your goal of conquest of the entire KnownWorld. So take hold of the reigns of power and find your destiny!
SCENARIO UNITS
HypaspistsTech Requirements: None
Strength: 5
Resource Requirement: Iron or Copper.
Movement: 1
Special Abilities: 75% combat bonus verse melee units; 50%combat bonus verse mounted units.
Companion CavalryTech Requirements: None
Resource Requirement: Horse
Strength: 6
Movement: 2
Special Abilities: 50% combat bonus verse Catapults.Immune to first strikes. Doesn’t receive defensive bonuses.
PeltastsTech Requirements: None
Resource Requirement: None
Strength: 2
Movement: 2
Special Abilities: +100% defensive bonuses on Hills, Forestand Jungle. +50% city defense bonus. 1 first strike. +20% chanceto withdraw.
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ProdomoiTech Requirements: None
Resource Requirement: Horse
Strength: 3
Movement: 3
Special Abilities: 50% combat bonus verse Catapults.Immune to first strikes. Ignores terrain movement costs. +30%chance to withdraw. Doesn’t receive defensiuve bonuses.
SCENARIO BUILDINGS
Spartan BarracksCost: Cannot Build
Culture: None
Requirements: None
Effects: Provides Guerilla I promotion any unit producedfrom that city.
Macedonian BarracksCost: Cannot Build
Culture: None
Requirements: None
Effects: Provides Flanking I promotion any unit producedfrom that city.
Athenian BarracksCost: Cannot Build
Culture: None
Requirements: None
Effects: Provides City Garrison I promotion any unit pro-duced from that city.
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Barbarian BarracksCost: Cannot Build
Culture: None
Requirements: None
Effects: Provides City Raider I promotion any unit producedfrom that city.
Egyptian TempleCost: 80
Culture: +1
Requirements: Egyptian Mythology must be present in city.
Effects: Functions the same as other Temples.
Greek TempleCost: 80
Culture: +1
Requirements: Hellenic religion must be present in city.
Effects: Functions the same as other Temples.
Zoroastrian TempleCost: 80
Culture: +1
Requirements: Zoroastrian religion must be present in city.
Effects: Functions the same as other Temples.
NEW TECHNOLOGIES
Hunting TechniquesPrerequisites: None
Leads To: Advanced Hunting Techniques, Concealment
Promotion Allowed: Woodsman I
Enables: Hunting Techniques allows Woodsman I to beselected as a promotion by your units
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Constant Drilling IPrerequisites: None
Leads To: Constant Drilling II, Horse Breeding I, Concealment
Promotion Allowed: Drill I
Enables: Constant Drilling I allows Drill I to be selected as apromotion by your units
Elevated Defense IPrerequisites: None
Leads To: Observation, Elevated Defense II
Promotion Allowed: Guerilla I
Enables: Elevated Defense I allows Guerilla I to be selected asa promotion by your units
Standing Army IPrerequisites: None
Leads To: Standing Army II, Wedge Assault
Promotion Allowed: City Garrison I
Enables: Standing Army I allows City Garrison I to be select-ed as a promotion by your units
Barbarian Assimilation Prerequisites: None
Leads To: Barbarian Assimilation II, Wedge Assault
Promotion Allowed: City Raider I
Enables: Barbarian Assimilation allows City Raider I to beselected as a promotion by your units
Battlefield Siege IPrerequisites: None
Leads To: Battlefield Siege II
Promotion Allowed: Barrage I
Enables: Battlefield Siege I allows Barrage I to be selected asa promotion by your units
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ConcealmentPrerequisites: None
Leads To: Hunting Techniques; Constant Drilling I
Promotion Allowed: Cover
Enables: Concealment allows Cover to be selected as a pro-motion by your units
ObservationPrerequisites: Elevated Defense
Leads To: None
Promotion Allowed: Sentry
Enables: Observation allows Sentry to be selected as a pro-motion by your units
Military Surgeons IPrerequisites: None
Leads To: Military Surgeons II
Promotion Allowed: Medic I
Enables: Military Surgeons I allows Medic I to be selected asa promotion by your units
Military Surgeons IIPrerequisites: Military Surgeons I
Leads To: Recruitment
Promotion Allowed: Medic II
Enables: Military Surgeons II allows Medic II to be selectedas a promotion by your units
Standing Army IIPrerequisites: Standing Army I
Leads To: Standing Army III, Recruitment
Promotion Allowed: City Garrison II
Enables: Standing Army II allows City Garrison II to beselected as a promotion by your units
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Wedge AssaultPrerequisites: Standing Army I or Barbarian Assimilation I
Leads To: None
Promotion Allowed: Shock
Enables: Wedge Assault Techniques allows Shock to beselected as a promotion by your units
Barbarian Assimilation IIPrerequisites: Barbarian Assimilation I
Leads To: Barbarian Assimilation III, Torsion Spring
Promotion Allowed: City Raider II
Enables: Barbarian Assimilation II allows City Raider II to beselected as a promotion by your units
Advanced Hunting TechniquesPrerequisites: Hunting Techniques
Leads To: None
Promotion Allowed: Woodsman II
Enables: Advanced Hunting Techniques allows Woodsman IIto be selected as a promotion by your units
Constant Drilling IIPrerequisites: Constant Drilling I
Leads To: Constant Drilling II, Power of the Phalanx
Promotion Allowed: Drill II
Enables: Constant Drilling II allows Drill II to be selected as apromotion by your units
Elevated Defense IIPrerequisites: Elevated Defense I
Leads To: Lead from the Front
Promotion Allowed: Guerrilla II
Enables: Elevated Defense II allows Guerrilla II to be select-ed as a promotion by your units
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Barbarian Assimilation IIIPrerequisites: Barbarian Assimilation
Leads To: None
Promotion Allowed: City Raider III
Enables: Barbarian Assimilation allows City Raider III to beselected as a promotion by your units
Battlefield Siege IIPrerequisites: Battlefield Siege I
Leads To: Battlefield Siege III, Torsion Spring
Promotion Allowed: Barrage II
Enables: Battlefield Siege II allows Barrage II to be selected asa promotion by your units
Constant Drilling IIIPrerequisites: Constant Drilling II
Leads To: Constant Drilling IV
Promotion Allowed: Drill III
Enables: Constant Drilling III allows Drill III to be selected asa promotion by your units
Horse Breeding IPrerequisites: Constant Drilling I
Leads To: Power of the Phalanx, Lead from the Front, HorseBreeding II
Promotion Allowed: Flanking I
Enables: Horse Breeding I allows Flanking I to be selected asa promotion by your units
RecruitmentPrerequisites: Military Surgeons II or Standing Army II
Leads To: Army Servants
Promotion Allowed: March
Enables: Recruitment allows March to be selected as a pro-motion by your units
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Standing Army IIIPrerequisites: Standing Army II
Leads To: None
Promotion Allowed: City Garrison III
Enables: Standing Army III allows City Garrison III to beselected as a promotion by your units
Torsion SpringPrerequisites: Battlefield Siege II or Barbarian Assimilation II
Leads To: None
Promotion Allowed: Accuracy
Enables: Torsion Spring allows Accuracy to be selected as apromotion by your units
Constant Drilling IVPrerequisites: Constant Drilling III
Leads To: None
Promotion Allowed: Drill IV
Enables: Constant Drilling IV allows Drill IV to be selected asa promotion by your units
Power of the PhalanxPrerequisites: Constant Drilling II or Horse Breeding I
Leads To: None
Promotion Allowed: Formation
Enables: Power of the Phalanx allows Formation to be select-ed as a promotion by your units
Lead from the FrontPrerequisites: Horse Breeding I or Elevated Defense
Leads To: None
Promotion Allowed: Charge
Enables: Lead from the Front allows Charge to be selected asa promotion by your units
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Battlefield Siege IIIPrerequisites: Battlefield Siege II
Leads To: None
Promotion Allowed: Barrage
Enables: Battlefield Siege III allows Barrage to be selected asa promotion by your units
Horse Breeding IIPrerequisites: Horse Breeding I
Leads To: Army Servants
Promotion Allowed: Flanking II
Enables: Horse Breeding II allows Flanking II to be selectedas a promotion by your units
Army ServantsPrerequisites: Horse Breeding II or Recruitment
Leads To: Cultural Assimilation, Charge and Reform
Promotion Allowed: Mobility
Enables: Army Servants allows Mobility to be selected as apromotion by your units. Army Servants also increases move-ment on roads.
Cultural AssimilationPrerequisites: Army Servants
Leads To: None
Promotion Allowed: Commando
Enables: Cultural Assimilation allows Commando to beselected as a promotion by your units
Charge and ReformPrerequisites: Army Servants
Leads To: None
Promotion Allowed: Blitz
Enables: Charge and Reform allows Blitz to be selected as apromotion by your units
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SPECIAL RULESVassalsEgypt begins this scenario as a Vassal state to Persia. (See"Vassals," page 3, for details.) If you take an opponent's civi-lization as a Vassal state, it will count towards the "Rule theWorld" victory condition.
Strength of the LeaderAlexander is represented in this scenario as a Warlord, whichallows him to be joined to a unit. As the unit Alexander isattached to gains in experience, Alexander will gain better"titles." The better the title Alexander gains the better theeconomy of Greece will function. But beware—if Alexandershould be defeated in battle he will lose his title.
Loss of AlexanderIf the unit Alexander is joined to is destroyed, Alexander willbe injured and unable to lead his Army for 6 turns. After 6turns Alexander will return and may be joined to a unit. Whileinjured Alexander's title will revert to the worst title.
VICTORY CONDITIONSTime LimitThe game lasts 156 turns. At the end of the 156th turn the civ-ilization with the highest score wins a partial victory.
Rule the WorldControlling every city in the world—either by making its civ-ilization a Vassal or by conquering or destroying it—will resultin a complete victory.
300 BC: THE RISE OF ROMEBy Ed Piper
Players: 1 to 5 players
Type: Historical
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Overview
The year is 300BC. The civilizations surrounding theMediterranean Sea, Rome, Carthage, Greece, and Egypt,nervously attempt to establish borders and trade routes.Meanwhile the clannish Celts seek to nurture their fledglingcivilization and gain unity. Each civilization is looking tomaintain peace with its neighbors (and to gain dominance ofthe Mediterranean).
“Igitur qui desiderat pacem, praeparet bellum.” - Vegetius
Translation: "If you want peace, prepare for war."
SCENARIO UNITS
Gallic WarriorTech Requirements: None
Resource Requirement: Iron
Strength: 4
Movement: 1
Special Abilities: +50% attack bonus when attacking cities;+50% defensive bonus on Hills.
Gallic Warrior IITech Requirements: Upgrade Gallic Warrior
Resource Requirement: Iron
Strength: 4
Movement: 1
Special Abilities: +50% attack bonus when attacking cities;+50% defensive bonus on Hills and Forest.
Gallic Warrior IIITech Requirements: Upgrade Gallic Warrior II
Resource Requirement: Iron
Strength: 5
Movement: 1
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Special Abilities: +50% attack bonus when attacking cities.+50% defensive bonus on Hills and Forest.
Archer IITech Requirements: Upgrade Archer
Resource Requirement: None
Strength: 4
Movement: 1
Special Abilities: +50% defense bonus when defending a City;+25% defensive bonus when defending hills; 1 First Strike.
Celtic ChariotTech Requirements: None
Resource Requirement: Horse
Strength: 4
Movement: 2
Special Abilities: Doesn't receive defensive bonuses; 30%chance to withdraw from attack.
Celtic Chariot IITech Requirements: Upgrade Celtic Chariot
Resource Requirement: Horse
Strength: 4
Movement: 2
Special Abilities: Doesn't receive defensive bonuses; 30%chance to withdraw; immune to First Strike.
Celtic Chariot IIITech Requirements: Upgrade Celtic Chariot II
Resource Requirement: Horse
Strength: 4
Movement: 3
Special Abilities: Doesn't receive defensive bonuses; 40%chance to withdraw; immune to First Strike.
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Egyptian ArcherTech Requirements: None
Resource Requirement: None
Strength: 4
Movement: 1
Special Abilities: +50% defense bonus when defending a City;+25% defensive bonus when defending hills; 1 First Strike.
Egyptian Archer IITech Requirements: Upgrade Egyptian Archer II
Resource Requirement: None
Strength: 5
Movement: 1
Special Abilities: +50% defense bonus when defending aCity; +25% defensive bonus when defending hills and forest;1 First Strike.
Egyptian AxemanTech Requirements: None
Resource Requirement: Copper or Iron
Strength: 5
Movement: 1
Special Abilities: +10% defense bonus when defending aCity; +10% defensive bonus when defending hills; +50%combat bonus versus Melee units.
Egyptian Axeman IITech Requirements: Upgrade Egyptian Axeman
Resource Requirement: Copper or Iron
Strength: 5
Movement: 1
Special Abilities: +10% defense bonus when defending aCity; +10% defensive bonus when defending hills; +75%combat bonus versus Melee units.
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Egyptian Axeman IIITech Requirements: Upgrade Egyptian Axeman II
Resource Requirement: Copper or Iron
Strength: 5
Movement: 1
Special Abilities: +10% defense bonus when defending aCity; +25% defensive bonus when defending hills; +75%combat bonus versus Melee units.
War ChariotTech Requirements: None
Resource Requirement: Horse
Strength: 5
Movement: 2
Special Abilities: Doesn't receive defensive bonuses; 20%chance to withdraw; immune to First Strike.
War Chariot IITech Requirements: Upgrade War Chariot
Resource Requirement: Horse
Strength: 5
Movement: 2
Special Abilities: Doesn't receive defensive bonuses; 20%chance to withdraw; immune to First Strike; +10% attackbonus when attacking cities.
War Chariot IIITech Requirements: Upgrade War Chariot II
Resource Requirement: Horse
Strength: 5
Movement: 2
Special Abilities: Doesn't receive defensive bonuses; 20%chance to withdraw; immune to First Strike; +10% attackbonus when attacking cities; starts with Blitz promotion.
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Horse Archer IITech Requirements: Upgrade Horse Archer
Resource Requirement: Horse
Strength: 4
Movement: 2
Special Abilities: Immune to First Strike; 1 First Strike;+50% combat bonus versus Catapults.
Horse Archer IIITech Requirements: Upgrade Horse Archer II
Resource Requirement: Horse
Strength: 5
Movement: 2
Special Abilities: Immune to First Strike; 1 First Strike;+50% combat bonus versus Catapults.
HorsemanTech Requirements: None
Resource Requirement: Horse
Strength: 6
Movement: 2
Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults.
Numidian CavalryTech Requirements: None
Resource Requirement: Horse
Strength: 5
Movement: 2
Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults; 25%chance to withdraw; +50% combat bonus versus Melee units.
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Numidian Cavalry IITech Requirements: Upgrade Numidian Cavalry
Resource Requirement: Horse
Strength: 6
Movement: 2
Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults; 25%chance to withdraw; +50% combat bonus versus Melee units.
Numidian Cavalry IIITech Requirements: Upgrade Numidian Cavalry II
Resource Requirement: Horse
Strength: 6
Movement: 2
Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults; 35%chance to withdraw; +50% combat bonus versus Melee units.
PhalanxTech Requirements: None
Resource Requirement: Copper or Iron
Strength: 5
Movement: 1
Special Abilities: +25% defensive bonus when defendinghills; +100% combat bonus versus Mounted units.
Phalanx IITech Requirements: Upgrade Phalanx
Resource Requirement: Copper or Iron
Strength: 5
Movement: 1
Special Abilities: +25% defensive bonus when defendinghills; +100% combat bonus versus Mounted units; +125%combat bonus versus Melee units
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Phalanx IIITech Requirements: Upgrade Phalanx II
Resource Requirement: Copper or Iron
Strength: 6
Movement: 1
Special Abilities: +25% defensive bonus when defendinghills; +100% combat bonus versus Mounted units; +125%combat bonus versus Melee units
PraetorianTech Requirements: None
Resource Requirement: Copper or Iron
Strength: 7
Movement: 1
Special Abilities: None
Praetorian IITech Requirements: Upgrade Praetorian
Resource Requirement: Copper or Iron
Strength: 7
Movement: 1
Special Abilities: +10% attack bonus when attacking cities.
Praetorian IIITech Requirements: Upgrade Praetorian II
Resource Requirement: Copper or Iron
Strength: 8
Movement: 1
Special Abilities: +10% attack bonus when attacking cities.
Praetorian IVTech Requirements: Upgrade Praetorian III
Resource Requirement: Copper or Iron
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Strength: 8
Movement: 1
Special Abilities: +25% combat bonus versus Mountedunits; +10% attack bonus when attacking cities.
Praetorian VTech Requirements: Upgrade Praetorian IV
Resource Requirement: Copper or Iron
Strength: 9
Movement: 1
Special Abilities: +25% combat bonus versus Mountedunits; +10% attack bonus when attacking cities.
Praetorian VITech Requirements: Upgrade Praetorian V
Resource Requirement: Copper or Iron
Strength: 9
Movement: 1
Special Abilities: Immune to First Strike; +25% combat bonusversus Mounted units; +10% attack bonus when attacking cities.
Praetorian VIITech Requirements: Upgrade Praetorian VI
Resource Requirement: Copper or Iron
Strength: 9
Movement: 1
Special Abilities: 0-1 First Strikes; Immune to First Strike;+25% combat bonus versus Mounted units; +10% attackbonus when attacking cities.
Swordsman IITech Requirements: Upgrade Swordsman
Resource Requirement: Copper or Iron
Strength: 6
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Movement: 1
Special Abilities: +20% attack bonus when attacking cities.
Trireme IITech Requirements: Upgrade Trireme
Resource Requirement: None
Strength: 4
Movement: 2
Special Abilities: 0-1 First Strikes, Immune to First strikes
War Elephant IITech Requirements: Upgrade War Elephant
Resource Requirement: Ivory
Strength: 8
Movement: 1
Special Abilities: +25% combat bonus versus Mounted units;Doesn't receive defensive bonuses; Causes Collateral Damage.
Warrior IITech Requirements: Upgrade Warrior
Resource Requirement: None
Strength: 2
Movement: 2
Special Abilities: +25% defense bonus when defending aCity, Immune to First Strike.
Warrior IIITech Requirements: Upgrade Warrior II
Resource Requirement: None
Strength: 2
Movement: 2
Special Abilities: +25% defense bonus when defending aCity, Immune to First Strike.
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SCENARIO BUILDINGSPhoenician TempleCost: 80
Culture: +1
Requirements: Phoenician Mythology must be present in the city.
Effects: Functions the same as other Temples.
Roman TempleCost: 80
Culture: +1
Requirements: Roman Mythology must be present in the city.
Effects: Functions the same as other Temples.
Celtic TempleCost: 80
Culture: +1
Requirements: Celtic Mythology must be present in the city.
Effects: Functions the same as other Temples.
Egyptian TempleCost: 80
Culture: 1 culture per turn
Requirements: Egyptian Mythology must be present in the city.
Effects: Functions the same as other Temples.
WONDERStatue of ZeusWorld Wonder
Cost: 500
Culture: +10
Requirements: None
Effects: Decreases maintenance in all cities by 10%.
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NEW RESOURCEVictory ResourceFood: 0
Production: 0
Commerce: 0
Improved By: Victory Resource Stronghold
Comments: There are 4 Victory Resources in the single-play-er version of this scenario. A player earns 10 victory points perturn for every Victory Resource he controls which has a VictoryResource Stronghold improvement on it.
NEW IMPROVEMENTSVictory Resource StrongholdImproves: Victory Resource
Tech Requirement: None
Effect: Provides 10 victory points per turn. Increases defen-sive bonus of the tile by +25%.
NEW TECHNOLOGIESTrain MerchantPrerequisites: None
Leads To: None
Allows Construction of: None
Every time that Train Merchant is researched a GreatMerchant will be created in your civilization's capital.
Train ProphetPrerequisites: None
Leads To: None
Allows Construction of: None
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Every time that Train Prophet is researched a Great Prophetwill be created in your civilization's capital.
Train ArtistPrerequisites: None
Leads To: None
Allows Construction of: None
Every time that Train Artist is researched a Great Artist will becreated in your civilization's capital.
Train EngineerPrerequisites: None
Leads To: None
Allows Construction of: None
Every time that Train Engineer is researched a Great Engineerwill be created in your civilization's capital.
Train ScientistPrerequisites: None
Leads To: None
Allows Construction of: None
Every time that Train Scientist is researched a Great Scientistwill be created in your civilization's capital.
UPGRADE UNITS TECHNOLOGIESEach civilization has special technologies which allow it toconstruct advanced units available only to that civ. TheRomans, for example, begin play knowing how to create thebasic Praetorian unit. The Roman player has the opportunityto study the "Upgrade Praetorian" technology, which thengives him the ability to create the more powerful Praetorian IIunits. Once the Romans know "Upgrade Praetorian," theycan then study "Upgrade Praetorian II," followed in turn by"Upgrade Praetorian III," "Upgrade Praetorian IV," and soforth, each allowing them to create ever-more powerful
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Praetorian units. Each civilization in the game can study spe-cific techs that allow it to upgrade its special units.
SPECIAL RULESVictory ResourcesEach of the five playable civilizations begins controlling one ofthe five Victory Resources. A civilization earns ten victorypoints per turn for each Victory Resource (which has beenimproved by a Victory Resource Stronghold) it controls.
VICTORY CONDITIONSTime LimitThe game lasts 250 turns. At the end of the 250th turn the sidewith the highest score wins a victory.
Conquest VictoryThe game ends when one civilization eliminates all rivals. Acivilization is eliminated when its last city is captured ordestroyed—even if it still has units in play.
Domination VictoryThe game ends when one civilization controls 75% of theworld population and 75% of the world' land area.
800 AD: THE AGE OFVIKINGSBy Ed PiperPlayers: 1 player
Type: Historical
Overview
The Year is 800 AD and you are the Viking King, Ragnar Lodbrok.The chill of the long winter bites into your fingers as you lookover your fleet of mighty longships. These boats will take you
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across the cold sea to your raiding destinations. Do you raid fortreasure to purchase food and goods for your children and peo-ple? Surely. Do you raid to prove yourself before your god?Possibly. Do you raid for the sheer adventure of it? Definitely!
SCENARIO UNITSBerserkTech Requirements: None
Resource Requirement: None
Strength: 7
Movement: 1
Special Abilities: +50% attack bonus when attacking meleeunits. Begins play with the “Amphibious”promotion.
Viking LongboatTech Requirements: None
Resource Requirement: None
Strength: 2
Movement: 4
Special Abilities: Can carry two units.
TreasureTech Requirements: None
Resource Requirement: None
Strength: 0
Movement: 3
Special Abilities: Can be returned to capital for gold.
SCENARIO BUILDINGSViking Ship YardCost: 60
Culture: +1
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Requirements: None
Effects: Naval vessels constructed in the city gain +2 experi-ence points.
Norse TempleCost: 80
Culture: +1
Requirements: Norse religion must be present in the city.
Effects: Functions the same as other Temples.
NEW TECHNOLOGIESResearch RelicPrerequisites: None
Leads To: None
Allows Construction of: None
Effect: This technology can be researched multiple times.Each time you learn Research Relic you will learn of a newRelic in a distant land. Capturing that Relic and returning it toyour civilization will generate 1000 gold.
SPECIAL RULESCapturing RelicsThere are ancient and powerful "Relics" scattered throughoutthe world. You learn of the location of a Relic by researchingthe Research Relic technology (see above). If you capture aRelic and return it to your capital city, you earn 1000 gold.
Ransoming CitiesCapturing an opponent's city and then ransoming it back to thenation who originally owned it is a good way to accumulategold. However, if you ransom a city back to its original owner,you are expected to never attack that city again. If you do attacka city you ransomed, you will be known as a dishonest barbar-ian, and no civilization will ever accept your ransom offer again.
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VICTORY CONDITIONS
Time LimitThe game lasts 200 turns. At the end of the two-hundredthturn if you have not gained enough gold you will lose.
Economic VictoryUpon accumulating a set amount of gold, the game will endand you will achieve victory. The amount of gold requireddepends on the game difficulty selected.
1206 AD: GENGHIS KHANBy Jon Shafer
Players: 1
Type: Historical
Overview
In this scenario you will take the role of the Mongol GreatKhan in 1206 AD and unleash your armies on all of Eurasia.Youhave many possible paths to glory: through the destruction ofall of civilization, or through the subjugation of its people—oryou can achieve greatness by embracing civilization and prov-ing that nomads can achieve the pinnacle of world culture.
You start the game with no cities, but you do have the specialCamp unit at your disposal. Camps are essentially movingfactories that produce new military units for your warmachine.You may, of course, increase your unit output furtherby capturing cities rather than burning them to the ground.
You gain victory points by capturing enemy cities, as well as bykilling enemy units and pillaging cities and plot improvements.
Great success is demanded of a mighty Mongol ruler—andyou must move quickly. Your score drops constantly as thegame progresses, and you must constantly earn victory pointsto keep it from plunging to the bottom. If your score everreaches zero, you lose immediately!
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SCENARIO UNITSCampTech Requirements: None
Resource Requirement: None
Strength: 0
Movement: 2
Unit Class: None
Special Abilities: Produces military units.
Mongol Horse ArcherTech Requirements: None
Resource Requirement: None
Strength: 11
Movement: 3
Unit Class: Mounted
Special Abilities: Immune to first strikes. Doesn't receivedefensive bonuses.
Mounted SwordsmanTech Requirements: None
Resource Requirement: None
Strength: 9
Movement: 3
Unit Class: Mounted
Special Abilities: +50% vs. melee units. Immune to firststrikes. Doesn't receive defensive bonuses.
Light Javelin-ThrowerTech Requirements: None
Resource Requirement: None
Strength: 8
Movement: 2
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Unit Class: Archery
Special Abilities: 1 first strike. 50% chance of withdrawingfrom an attack if losing. +50% City and Hills defense.
TrebuchetTech Requirements: Siege Warfare
Resource Requirement: None
Strength: 5
Movement: 2
Unit Class: Siege
Special Abilities: Causes collateral damage. Can bombardcity defenses (-15% per turn). 25% chance of withdrawingfrom combat if losing. Doesn't receive defensive bonuses.
Chinese SwordsmanStrength: 7
Movement: 1
Unit Class: Melee
Special Abilities: +10% City Attack
Chinese CrossbowmanStrength: 6
Movement: 1
Unit Class: Archery
Special Abilities: 2 First Strikes. Causes Collateral Damage.+50% vs. Melee
Chinese CannonTech Requirements: Gunpowder
Resource Requirement: None
Strength: 9
Movement: 1
Unit Class: Siege
Special Abilities: Causes collateral damage. Can bombard
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city defenses (-20% per turn). 25% chance of withdrawingfrom combat if losing. Doesn't receive defensive bonuses.
War ElephantTech Requirements: Elephant Domestication
Resource Requirement: None
Strength: 8
Movement: 1
Unit Class: Mounted
Special Abilities: +50% vs. melee units. Doesn't receivedefensive bonuses.
War GalleyTech Requirements: Naval Warfare
Resource Requirement: None
Strength: 2
Movement: 3
Unit Class: Naval
Special Abilities: Can carry 2 units. Cannot enter Ocean spaces.
NEW TECHNOLOGIESNote: Instead of gaining knowledge through research, theMongols receive new technology by capturing or destroyingtwo cities from a civilization (or by making the civilization intoa vassal). Each civilization can provide just one new technol-ogy. (See the special rules section, below.)
Strong-Arm DiplomacyStrong-Arm Diplomacy enables the ability to vassalize othercivilizations in the game (see "Vassals," page 13 in this manual).
Where to Get It: It is acquired from the Xi-Xia civilization(Yellow).
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Siege WarfareSiege Warfare enables construction (in cities or through Camp gen-eration) of the powerful Trebuchet unit, vital for capturing cities.
Where to Get It: It is acquired from the Jin China civilization (Red).
ReconnaissanceReconnaissance enables the "sentry" promotion for your units,allowing them to see an extra plot away. (Unlike in the maingame, this promotion has no other promotion prerequisites.)
Where to Get It: It is acquired from the Uighurs civilization (Orange).
GunpowderGunpowder enables construction of the Chinese Cannon unit,another powerful siege weapon capable of collateral damage.
Where to Get It: It is acquired from the Song China civilization (blue).
Naval WarfareNaval Warfare enables construction of the naval War Galley unit.
Where to Get It: It is acquired from the Korean civilization(Brown).
Battlefield DeceptionBattlefield Deception enables the "feint attack" promotion foryour units, increasing their odds of retreating from a losing attack.
Where to Get It: It is acquired from the Kara-Khitai civilization(Light Green).
Counterweight EngineeringCounterweight Engineering enables the promotion "siegetactics" for your units, giving them an extra bonus whenattacking cities.
Where to Get It: It is acquired from the Khwarizm civilization(Peach).
Elephant DomesticationElephant Domestication enables the construction of the WarElephant unit in your cities.
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Where to Get It: It is acquired from the Indian civilization(Light Purple).
Greek FireGreek Fire automatically grants all of your units the promo-tion of the same name. The Greek Fire promotion provides 1free first strike.
Where to Get It: It is acquired from the Abbasid civilization (White).
Encirclement TechniqueEncirclement Technique enables the "encirclement" promo-tion for your units, which allows them to cause collateraldamage in every battle they fight.
Where to Get It: It is acquired from the Russian States civi-lization (Grey).
Desert SubsistenceDesert Subsistence enables the promotion "desert adapta-tion" for your units (they must have Combat I as well), allow-ing them to move twice as fast through desert terrain.
Where to Get It: It is acquired from the Mamluk civilization(Dark Red).
Life of WarLife of War instantly grants a free Great General (Warlord)unit at one of your Camp units.
Where to Get It: It is acquired from the Seljuk civilization(Dark Yellow).
Favored by GodFavored by God provides a single boost of 200 in your score.
Where to Get It: It is acquired from the Byzantine civilization(Dark Green).
Chivalrous LifestyleChivalrous Lifestyle provides increased unit support, allowingyour cities to support more units for free.
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Where to Get It: It is acquired from the Hungarian civiliza-tion (Dark Pink).
State ReligionState Religion provides +1 gold per city with your state reli-gion under your control.
Where to Get It: It is acquired from the Polish civilization(Dark Purple).
SPECIAL RULESThe Camp UnitThe Mongol Camp is a very important unit in your quest toconquer Asia. It is unique—no other unit holds a similar func-tion in the standard game of Civilization IV.
The Mongol civilization was nomadic and did not build citiesthroughout most of its history. Rather, the entire Mongol peo-ple moved as the armies moved, with the women and chil-dren following behind and young men growing up to taketheir fathers' places on the battlefield. The Camp is essential-ly a "city on wheels," and produces the armies that you willuse to fuel your war machine.
Camps produce units at random. You cannot choose what unitsyour Camps will produce like you can for cites, nor can you be surehow often a Camp will produce a unit. However, you can manipu-late the odds to increase the likelihood of a Camp producing unitsmore quickly, and of them producing the specific unit you want.
The Camp's Production RateA camp has a small chance of producing a new unit every turn.Thatchance increases if you didn't move the Camp in the previous turn.
Which Unit the Camp will ProduceThe Camp has the following base odds of producing specific units:
Base Odds for Pre Siege-Warfare:
Horse Archer: 40%
Mounted Swordsman: 40%
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Light Javelin-Thrower: 18%
Camp: 1.2%
Base Odds for Once You Learn Siege-Warfare:
Horse Archer: 32%
Mounted Swordsman: 32%
Light Javelin-Thrower: 14%
Camp: .9%
Trebuchet: 19%
Terrain Odds Modifiers
These odds shift, depending upon what kind of terrain theCamp occupies, as follows:
Plains: Improved odds of producing a Horse Archer
Desert: Improved odds of producing a Mounted Swordsman
Hills: Improved odds of producing a Javelin Thrower
Forest: Improved odds of producing a Trebuchet
None of the Above: If the Camp is in Forest prior to obtaining"Siege Warfare" or occupies any plot type not listed above, theCamp has the "Base Odds" of producing the various unit types.
ScoreScore is not tabulated through normal means, but instead isgained by capturing cities, forcing civilizations to become yourvassal, or destroying anything in your path. Owning citiesand vassals will provide a steady "score income" while theirdestruction will provide an immediate lump sum of points.
Remember that the Mongols lose some score points everyturn, requiring continual conquest in order to avoid immedi-ate defeat and to achieve victory.
VassalsAfter acquiring the "Strong-Arm Diplomacy" technology, youmay try to make other civilizations your vassals. Vassals providevictory points per turn in addition to their normal functionality.(See "Vassals," page 13, for details.)
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TechnologyTechnology is not gained through research like in the normalgame, but is instead obtained by defeating enemies. Takingtwo cities from or vassalizing a civilization will grant a newtechnology, with effects listed above.
VICTORY CONDITIONSScore ThresholdIf the Mongols’score reaches 3,000 points they will win. If thescore ever drops to zero or below for at least one turn, theylose immediately.
Time LimitThe game lasts 300 turns, and if no other victory conditions aremet then the civilization with the highest score is victorious.
ConquestWhile unlikely, it is possible to win the game by completelydestroying or vassalizing every other civilization on the map.
BARBARIAN HORDEBy Jesse Smith
Players: 1
Type: Alternate History
Overview
Civilization has begun to thrive across the lands. Cities are beingbuilt, land is being worked, and mankind is becoming compla-cent. How disgusting! It is time to crush these corrupt heathensand return their tortured lands to the wild. As leader of the bar-barian horde you must eliminate civilization from the world!
In this scenario the game generates a world, complete withcompeting civilizations. The game "auto-plays" for a numberof turns, allowing the civilizations to grow and flourish as in anormal game. Then you enter as leader of the barbarians.Your
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mission is to destroy everything in your path.
This scenario has a very high replay value. Each time you playthe world will be different, presenting new challenges andopportunities. You get to set the number of turns the gamewill auto-play before you enter, letting you determine justhow "developed" the civilizations will be.
You do not research or perform city management during thisscenario. It is all about the combat.
SPECIAL RULESDifficulty LevelsAt the "Dawn of Man" screen you will be asked to choose acustom difficulty. The difficulty affects how much gold youbegin the game with, the units available to you, and, mostimportantly, the number of turns the game will auto-playbefore you begin. The longer the game auto-plays, the moredeveloped the civilizations are—and the more difficult theywill be to conquer.
Experiment with modifying the standard civilization difficultylevels along with the Barbarian-specific difficulty levels to cre-ate a truly challenging experience. A Deity/Hard game is theultimate challenge!
The Barbarian Horde ScreenThis screen allows you to purchase new units and promotionsfor existing units. You can access the Barbarian Horde screenat any time by pressing the F4 key.
Purchasing Your HordeUpon completion of the auto-play you receive a Camp unit.All units you purchase will be placed on your camp unit. Theonly exception to this is naval units, which are placed in a ran-dom water tile adjacent to the camp. If you are out of gold butdiscover you are on an island, you may purchase a free Galleyas long as you do not have any other naval units.
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VICTORY CONDITIONSConquestThis game lasts until you have wiped out Civilization or itwipes you out!
OMENSBy Tim McCracken
Players: 1 or 2
Type: Alternate History
Overview
The year is 1753, and you command your nation's forces—GreatBritain or France—in North America, at the start of the Seven Years'War, as both sides struggle for control of the Ohio River Valley, a vitalstrategic corridor in the heart of the New World.
Your king received a divine warning: an opposing faith threatens tospread among the heathens and if native belief in your own religiondoes not increase dramatically, you will be punished. Periodically, aDivine Messenger will appear to check on your progress. If yourprogress is adequate, they will depart content. Should you fail toimpress them, Divine Retribution will be enacted.
SCENARIO UNITSBRITAIN
RegularsTech Requirement: Rifling
Strength: 14
Movement: 1
Special Abilities: 25% vs Mounted, 25% vs. Gunpowder.
GrenadiersTech Requirement: Chemistry
Strength: 12
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Movement: 2
Special Abilities: +50% vs Gunpowder.
MilitiaStrength: 10
Movement: 2
Special Abilities: First Strike, +50% city defense.
Haudenosaunee RidersResource Requirements: Horses
Strength: 6
Movement: 3
Special Abilities: Immune to First Strike, +50% vs Cannon,No defensive bonus.
Mingo WarriorsStrength: 5
Movement: 2
Special Abilities: First Strike, +100% vs. Animals, +50%Hills Defense.
CannonTech Requirement: Steel
Strength: 13
Movement: 1
Special Abilities: Bombard, -25%. Causes collateral damage.
FRANCE
French MarinesStrength: 10
Movement: 2
Special Abilities: +50% City Attack.
9999
GrenadiersTech Requirement: Chemistry
Strength: 12
Movement: 2
Special Abilities: +50% vs Gunpowder.
Mounted Chippewa ArchersResource Requirements: Horses
Strength: 6
Movement: 3
Special Abilities: Immune to First Strike. +50% vs Cannon.Receives no defensive bonus for terrain.
Ottawa WarriorsStrength: 5
Movement: 2
Special Abilities: +50% Hills Defense. First Strike. +100%vs. Animals.
CannonTech Requirement: Steel
Strength: 13
Movement: 1
Special Abilities: Bombard -25%. Causes collateral damage.
LENAPE (AI)Lenape WarriorStrength: 5
Movement: 1
Special Ability: +50% Hills Defense. First Strike. +100% vs.Animals.
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Lenape RiderStrength: 6
Movement: 3
Special Ability: Immune to First Strike. +50% vs Cannon.No defensive bonus for terrain.
SPECIAL RULESThe MessengersAt certain points during the game, "Divine Messengers" willmeasure your religious influence. If they appear it is becausethey are displeased with your progress; prepare for discipli-nary measures.
VICTORY CONDITIONSReach 75% Religious InfluenceOnce the final messenger arrives, the player must have a totalreligious influence of 75% in order to win. If this percentageis not achieved, the player loses.
110011
CHAPTER 4MAIN GAME
UPDATES
110022
INTRODUCTIONSince its release,we have made a number of fixes/adjustments to thegame code in Civilization IV. While most of these are hidden to theplayer, addressing bug fixes, memory leaks, hardware compatibilityissues and the like, we have also made some adjustments to game-play, to address balance issues and to generally make things morefun. These changes have been periodically released as "patches,"available for download from the Web.
This chapter describes the "visible" changes we've made to thegame (up to the publication of this manual). Check the READMEfiles on the Warlords disc to find out about any later changes,as wellas to get info on the "hidden" fixes if you wish.
This chapter also describes the "PitBoss" feature that was includ-ed in Warlords and in the game patches. This multiplayer-onlyfeature is described at the end of the chapter.
GETTING THE UPDATESCheck Aspyr’s Support site, support.aspyr.com, for any futureWarlords updates.
THE UPDATESBASIC RULESAirlift:You can't airlift units from foreign cities.
Border expansion: Border expansion occurs in a city when thecity's culture is 10, 100, 500, 5000, and 50000. (This is at Normalgame speed; the amounts differ at other game speeds.)
LEADERSLeader traits updated and new traits added. See Chapter Two ofthis manual for details.
UNITSMarines and SAM Infantry now upgrade to Mechanical Infantry.
Gunships now move faster along friendly rail lines.
110033
Increased production cost for Praetorians.
Decreased production cost for Jaguars.
Spies no longer have a per turn maintenance cost.
The Quecha unit starts with the Combat I promotion.
Horse Archers receive a -10% penalty when attacking cities.
Cossacks are strength 15, +50% when facing mounted units.
Chariots receive a +50% strength bonus when attacking Axemen,but their withdrawal chance is reduced to 10%.
Horse Archers receive a 20% withdrawal chance.
New promotion: Guerilla III (requires Guerilla II) provides +25%bonus when attacking into hills.
Drill II gives 20% collateral damage protection.
Drill III gives an extra 20% collateral damage protection.
Drill IV gives an extra 20% collateral damage protection.
WORKERS AND SETTLERSProduction yield from Workers chopping down forest isreduced to 20.
When Workers chop down a forest or jungle,the nearest city gets fewerproduction points the farther the space is from the city.
TECHNOLOGYWe have altered some of the prices of the technologies to betterreflect their relative powers.
Horseback Riding is now a classical tech.
Mathematics increases forest chop yields by +50%.
Calendar now centers the world map (instead of Astronomy).
Gunpowder is a requirement for the Pinch promotion.
110044
WONDERSKremlin now gives -33% hurry production cost.
The cost of constructing the SDI wonder has increased.
SDI cannot be built until the Manhattan Project is completed.
Wonders continue to generate great person points even if theybecome obsolete.
West Point is available after you get a level 6 unit (was level 5).
Heroic Epic available after you get a level 5 unit (was level 4).
Spiral Minaret gives 2 gold per state religion building in yourempire (was 1).
CIVICSFree Trade: Medium upkeep
State Property: Low upkeep
Hereditary Rule: Low upkeep
Representation: Medium upkeep; it now provides +2 happinessin biggest cities.
Slavery: No upkeep
Emancipation: Low upkeep
Nationhood: No upkeep
Environmentalism: Medium upkeep. It is now made available bythe Medicine tech.
Free Speech: Low upkeep
BUILDINGSCastles give +1 trade route until Economics.
City Garrison and City Raider promotions provide defensivebonuses in forts (as well as in cities).
Forts provide defensive benefits only to units on the sameteam (or vassal) as the cultural owner of the plot.
Barracks are cheaper (50 instead of 60) but provide less expe-rience (3 instead of 4).
110055
TERRAINForests now provide +0.5 health if within a city radius.
INTERFACEThe Military Advisor screen now displays visible Barbarian units.
[ESC] closes every screen.
Pillage hotkey is changed to [Shift-P].
Improve Nearest City (Automated) is now [Shift-Cmd-C].
Intercept hotkey is changed to [I].
Contact Civ Pop-up by pressing [Shift-D].
You can declare war by pressing [Option] and clicking on the nameof the enemy leader in the score display.
To change a unit's name just click on that name on the bottom leftside of the screen.
To activate Voice-over IP in multiplayer,press the [Scroll Lock] key.
MULTIPLAYERRandomized processing order when multiple players try to moveon the same turn slice.
Only the host can set the admin password.
Expanded subject for PitBoss e-mail.
Firepower is now average of curr and max strength.
Number keys perform leaderhead actions on Civilopedia leaderscreen.
THE PITBOSSWhile the Pitboss server is not being supported on Macs, the Mac
version of Warlords will continue to support connecting to a
Pitboss server hosted off a PC.
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APPENDIX
111111
REFERENCE CHARTSKKEEYY FFUUNNCCTTIIOONNUUnniittss[B] Bombard[B] Build city (with settler)[C] Center on unit[E] Explore with unit (automated)[F] Fortify/Sleep; wake from fortification/sleep[G] Go-to mode[L] Load (onto ship)[S] Sentry[Shift-U] Unload (off ship)[W] Wait[Option-Click] Group all units on a tile together[Cmd-# Key] Bind selected unit or group to that number key[Cmd-Click] Group all units of the same type on a tile
together[Delete] Delete unit[Shift-Click] Tile context menu[Spacebar] Skip turn
WWoorrkkeerr CCoommmmaannddss[A] Build improvements (automated)[H] Build camp[I] Build farm[K] Build workshop[L] Build lumbermill[M] Build mine[N] Build trade network (automated)[Q] Build quarry[R] Build road/railroad[T] Build cottage[Option-C] Remove forest or jungle
111122
[Option-R] Road-to mode[Cmd-Shift-C] Improve nearest city (automated)[Cmd-F] Build fort[Shift-P] Build pasture, plantation[Shift-W] Build watermill (on river), windmill (on hill)[Shift-W] Build winery (on wine), well (on oil)
WWoorrkk BBooaattss[F] Build fishing nets[O] Build offshore platform[Shift-W] Build whaling boats
AAiirr UUnniittss[B] Air bomb mode (enemy cities/tiles)[R] Recon mode[S] Air strike mode (enemy units)[Alt-R] Rebase mode
AAddvviissoorrss[F1] Domestic advisor[F2] Financial advisor[F3] Civics advisor[F4] Foreign advisor[F5] Military advisor[F6] Technology advisor[F7] Religion advisor[F8] Victory Conditions[F9] Info Screen[F10] Capital City[F11] Globe View[F12] Civilopedia
111133
GGeenneerraall[P] Ping the map[Option-I] Remove interface[Option-Q] Retire (give up)[Cmd-W] Access Worldbuilder[Option-D] Change Player Name/E-mail[Ctrl-# Key] Save a production queue (in city screen)[Cmd-B] Toggle bare map on/off[Cmd-I] Minimize interface[Cmd-L] Load game[Cmd-M] Turn music on/off[Cmd-O] Options menu[Cmd-R] Flag resources on/off[Cmd-S] Save game[Cmd-T] Turn grid on/off[Cmd-Y] Turn tile yields on/off[Cmd-Left Arrow] Lock camera angle 45 degrees clockwise[Cmd-Right Arrow] Lock camera angle 45 degrees counterclockwise[Enter] Cycle units, advance to next turn[\] Cycle to previous selected unit[Escape] Exit current screen/bring up menu[,] Cycle to previous unit (same tile)[.] Cycle to next unit (same tile)
111144
[/] Cycle through active workers[Home],[End] Cycle through cities[Insert] Open nearest friendly city screen[Left/Right Arrows] Jump to next city (in city screen)[PageDown] Zoom camera out[PageUp] Zoom camera in[Pause] Pause game[PrintScreen] Take screenshot[Shift-Enter] Force turn to end[Shift-Left Arrow] Rotate camera clockwise[Shift-Right Arrow] Rotate camera counterclockwise[Tab] Chat to team [Shift-Tab] Chat to all[Cmd-Tab] Chat/Event Log[Scroll Lock] Voice Chat to team[Shift-Scroll Lock] Voice Chat to all[Cmd-Scroll Lock] Voice Chat in Diplo Screen
111155
CCIIVV
I IC CN N
A AM M
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re in
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111166
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Free
Mar
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Med
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city
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Stat
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ater
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111177
CCIIVV
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+25
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+100
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ities
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Free
Rel
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Res
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111188
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111199
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ng,A
rche
rybo
nus,
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draw
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nce
Can
non
121
100
Sieg
eSt
eel
Iron
No
defe
nsiv
e bo
nus,
25%
with
draw
ch
ance
,col
late
ral d
amag
e,bo
mba
rd
city
def
ense
s (-
20%
per
turn
)
TE
RR
AIN
F OO
DP
RO
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CT
ION
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MM
ER
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EM
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ld c
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ert
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th
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is+3
0+2
0%2
Fres
h w
ater
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rce
112200
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))C
arav
el3
360
Nav
alO
ptic
sN
one
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go s
pace
1 (c
an tr
ansp
ort
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sion
arie
s,sc
outs
,exp
lore
rs,
spie
s,gr
eat p
eopl
e),c
an e
xplo
re
rival
terr
itory
Car
rier
165
175
Nav
alFl
ight
Oil
OR
Ura
nium
Car
go s
pace
3 (c
arrie
s fig
hter
s)
Cat
apul
t5
140
Sieg
eC
onst
ruct
ion
Non
eN
o de
fens
ive
bonu
s,25
% w
ithdr
awch
ance
,col
late
ral d
amag
e,bo
mba
rd
city
def
ense
s (-
15%
per
turn
)
Cav
alry
152
120
Mou
nted
Mili
tary
Tra
ditio
n,H
orse
sN
o de
fens
ive
bonu
s,30
% w
ithdr
awG
unpo
wde
r,ch
ance
,+50
% a
ttack
ing
vs.c
anno
nH
orse
back
Rid
ing
Cha
riot
42
25M
ount
edTh
e W
heel
Hor
ses
No
defe
nsiv
e bo
nus,
20%
w
ithdr
aw c
hanc
e.+5
0% v
s.A
xem
en
Cho
-Ko-
Nu
61
60A
rche
ryM
achi
nery
,Iro
nC
hine
se u
niqu
e un
it (C
ross
bow
),A
rche
ry2
first
str
ikes
,col
late
ral d
amag
e,+5
0% v
s.m
elee
Con
quis
tado
r10
290
Mou
nted
Gui
lds,
Iron,
Hor
ses
Span
ish
uniq
ue u
nit (
Kni
ght),
Hor
seba
ck R
idin
g,im
mun
e to
firs
t str
ikes
,+5
0% v
s.m
elee
Cos
sack
152
120
Mou
nted
Mili
tary
Tra
ditio
n,H
orse
sRu
ssia
n un
ique
uni
t (C
aval
ry),
no
Gun
pow
der,
defe
nsiv
e bo
nus,
30%
with
draw
Hor
seba
ck R
idin
gch
ance
,+50
% a
ttack
ing
vs.c
anno
n,+5
0% v
s.m
ount
ed
112211
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))C
ross
bow
man
61
60A
rche
ryM
achi
nery
,Iro
n1
first
str
ike,
+50%
vs.
mel
eeA
rche
ry
Des
troye
r30
820
0N
aval
Com
bust
ion
Oil
OR
Can
see
subm
arin
es,3
0% c
hanc
e to
Ura
nium
inte
rcep
t airc
raft,
bom
bard
city
de
fens
es (-
15%
per
turn
)
Expl
orer
42
40Re
con
Com
pass
Non
eBe
tter r
esul
ts fr
om tr
ibal
vill
ages
,ca
n on
ly d
efen
d,ig
nore
s te
rrai
n m
ovem
ent c
osts
,sta
rts
with
G
ueril
la I,
Woo
dsm
an I
Fast
Wor
ker
03
60Sp
ecia
lN
one
Non
eIn
dian
uni
que
unit
(Wor
ker)
,ca
n im
prov
e til
es
Figh
ter
126
100
Air
Flig
htO
ilC
an in
terc
ept a
ircra
ft (5
0% c
hanc
e),
dest
roy
tile
impr
ovem
ents
,bo
mb
city
def
ense
s (-
5% p
er tu
rn)
Frig
ate
84
90N
aval
Ast
rono
my,
Oil
Bom
bard
city
def
ense
s C
hem
istry
(-10
% p
er tu
rn)
Gal
leon
44
80N
aval
Ast
rono
my
Non
eC
argo
spa
ce 3
Gal
ley
22
50N
aval
Saili
ngN
one
Car
go s
pace
2,
cann
ot e
nter
oce
an s
quar
es
Gre
at A
rtis
t0
20
Spec
ial
Non
eN
one
Can
sta
rt a
gol
den
age,
disc
over
ate
chno
logy
,cre
ate
a gr
eat
wor
k (+
4000
cul
ture
),jo
in a
city
112222
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))G
allic
War
rior
61
40M
elee
Iron
Wor
king
Iron
Cel
tic u
niqu
e un
it (S
wor
dsm
an),
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city
atta
ck,s
tart
s w
ith
Gue
rilla
I
Gre
at E
ngin
eer
02
0Sp
ecia
lN
one
Non
eC
an s
tart
a g
olde
n ag
e,di
scov
er a
tech
nolo
gy,h
urry
pro
duct
ion
of a
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ildin
g,ca
n jo
in a
city
Gre
at M
erch
ant
02
0Sp
ecia
lN
one
Non
eC
an s
tart
a g
olde
n ag
e,di
scov
era
tech
nolo
gy,c
ondu
ct a
trad
em
issi
on,e
xplo
re ri
val t
errit
ory,
join
a c
ity
Gre
at G
ener
al0
20
Spec
ial
Non
eN
one
Can
join
uni
t as W
arlo
rd (g
rant
s 20
xps
to u
nits
in s
pace
),ca
n co
nstr
uct
Mili
tary
Aca
dem
y,ca
n jo
in c
ity
Gre
at P
roph
et0
20
Spec
ial
Non
eN
one
Can
sta
rt a
gol
den
age,
disc
over
a
tech
nolo
gy,c
onst
ruct
a re
ligio
us
shrin
e,jo
in a
city
Gre
at S
cien
tist
02
0Sp
ecia
lN
one
Non
eC
an s
tart
a g
olde
n ag
e,di
scov
er a
te
chno
logy
,con
stru
ct a
n ac
adem
y,jo
in a
city
Gre
nadi
er12
110
0G
unpo
wde
rChe
mis
tryN
one
+50%
atta
ckin
g vs
.rifl
eman
Gun
ship
244
160
Hel
icop
ter
Rock
etry
,O
ilC
anno
t cap
ture
citi
es,n
o de
fens
ive
Flig
htbo
nus,
flies
ove
r ter
rain
,25%
w
ithdr
aw c
hanc
e,+1
00%
vs.
arm
ored
112233
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))H
orse
Arc
her
62
50M
ount
ed
Hor
seba
ck
Hor
ses
Imm
une
to fi
rst s
trik
es,n
o Ri
ding
,Arc
hery
defe
nsiv
e bo
nus,
+50%
atta
ckin
g vs
.cat
apul
t,-1
0% c
ity a
ttack
Hw
acha
51
40Si
ege
Con
stru
ctio
nN
one
Kor
ean
uniq
ue u
nit (
Cat
apul
t),no
de
fens
ive
bonu
s,25
% w
ithdr
awal
ch
ance
,col
late
ral d
amag
e
ICBM
00
400
Spec
ial
Rock
etry
, U
rani
umC
an n
uke e
nem
y la
nd, r
equi
res
Fiss
ion
Man
hatta
n Pr
ojec
t wor
ld w
onde
rIm
mor
tal
42
25M
ount
edTh
e W
heel
Hor
ses
Pers
ian
uniq
ue u
nit (
Cha
riot),
20%
with
draw
cha
nce,
+50%
vs.
arch
ery,
50%
vs.
Axe
men
Impi
42
35M
elee
Hun
ting
Cop
per O
RIro
nZu
lu u
niqu
e un
it (S
pear
man
),+1
00%
vs
mou
nted
,sta
rts
with
M
obili
ty
Infa
ntry
201
140
Gun
pow
der
Ass
embl
y Li
ne,
Non
e+2
5% v
s.gu
npow
der
Rifli
ng
Ironc
lad
122
100
Nav
alSt
eel,
Iron,
Coa
lC
anno
t ent
er o
cean
squ
ares
,can
St
eam
Pow
erbo
mba
rd c
ity d
efen
ses
(-10
% p
er tu
rn)
Jagu
ar5
135
Mel
eeIro
n W
orki
ngN
one
Azt
ec u
niqu
e un
it (S
wor
dsm
an),
+25%
jung
le d
efen
se,
+10%
city
atta
ck
112244
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))Ja
niss
ary
91
80G
unpo
wde
rGun
pow
der
Non
eO
ttom
an u
niqu
e un
it (M
uske
tman
),+2
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s.A
rche
ry,M
ount
ed,a
ndM
elee
uni
ts
Jet F
ight
er24
1015
0A
irC
ompo
site
s,O
il,C
an in
terc
ept a
ircra
ft (7
0% c
hanc
e),
Flig
htA
lum
inum
dest
roy
tile
impr
ovem
ents
,bo
mb
city
def
ense
s (-
10%
per
turn
)
Kes
hik
62
50M
ount
edH
orse
back
H
orse
sM
ongo
l uni
que
unit
(Hor
se
Ridi
ng,A
rche
ryA
rche
r),1
firs
t str
ike,
no d
efen
sive
bo
nus,
igno
res
terr
ain
mov
emen
t co
sts,
+50%
atta
ckin
g vs
.cat
apul
t
Kni
ght
102
90M
ount
edG
uild
s,Iro
n,H
orse
sIm
mun
e to
firs
t str
ikes
,H
orse
back
Rid
ing
no d
efen
sive
bon
us
Long
bow
man
61
50A
rche
ryFe
udal
ism
,N
one
1 fir
st s
trik
e,+2
5% c
ity d
efen
se,
Arc
hery
+25%
hill
s de
fens
e
Mac
eman
81
70M
elee
Civ
il Se
rvic
e,C
oppe
r OR
Iron
+50%
vs.
mel
eeM
achi
nery
Mac
hine
Gun
181
125
Sieg
eRa
ilroa
dN
one
Can
onl
y de
fend
,1 fi
rst s
trik
e,+5
0% v
s.gu
npow
der
Mar
ine
241
160
Gun
pow
der
Indu
stria
lism
,N
one
Star
ts w
ith A
mph
ibio
us,
Rifli
ng+5
0% a
ttack
ing
vs.m
achi
ne g
un,
+50%
atta
ckin
g vs
.art
iller
y
Mec
hani
zed
322
200
Gun
pow
der
Robo
tics,
Non
eSt
arts
with
Mar
ch,2
0% c
hanc
e to
Infa
ntry
Rifli
ngin
terc
ept a
ircra
ft
112255
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))M
issi
onar
y0
240
Spec
ial
Non
eN
one
Can
spr
ead
relig
ion,
requ
ires
mon
aste
ry
Mod
ern
Arm
or40
224
0A
rmor
edC
ompo
site
s,O
il,A
lum
inum
1 fir
st s
trik
e,no
def
ensi
ve b
onus
,C
ompu
ters
star
ts w
ith B
litz
Mus
kete
er9
280
Gun
pow
der
Gun
pow
der
Non
eFr
ench
uni
que
unit
(Mus
ketm
an)
Mus
ketm
an9
180
Gun
pow
der
Gun
pow
der
Non
e
Nav
y SE
AL
241
160
Gun
pow
der
Indu
stria
lism
,N
one
Am
eric
an u
niqu
e un
it (M
arin
e),
Rifli
ng1-
2 fir
st s
trik
es,+
50%
atta
ckin
g vs
.m
achi
ne g
un,+
50%
atta
ckin
g vs
.ar
tille
ry,s
tart
s w
ith A
mph
ibio
us
and
Mar
ch
Num
idia
n C
aval
ry5
250
Mou
nted
Hor
seba
ck R
idin
g,H
orse
Car
thag
inia
n un
ique
uni
t (H
orse
A
rche
ryA
rche
r),i
mm
une
to fi
rst s
trik
e,no
de
fens
ive
bonu
s,30
% w
ithdr
awal
ch
ance
,-10
% c
ity a
ttack
,+50
% v
s.C
atap
ults
,Tre
buch
ets,
and
Mel
ee u
nits
Panz
er28
218
0A
rmor
edIn
dust
rialis
m,
Oil
Ger
man
uni
que
unit
(Tan
k),n
o Ri
fling
defe
nsiv
e bo
nus,
+50%
vs.
arm
ored
,st
arts
with
Blit
z
112266
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))Ph
alan
x5
135
Mel
eeH
untin
gC
oppe
r G
reek
uni
que
unit
(Spe
arm
an),
OR
Iron
+25%
hill
s de
fens
e,+1
00%
vs.
mou
nted
Pike
man
61
60M
elee
Engi
neer
ing
Iron
+100
% v
s.m
ount
ed
Prae
toria
n8
145
Mel
eeIro
n W
orki
ngIro
nRo
man
uni
que
unit
(Sw
ords
man
)
Que
chua
21
15M
elee
Non
eN
one
Inca
n un
ique
uni
t (W
arrio
r),+
25%
city
def
ense
,+10
0% v
s.ar
cher
y,st
arts
with
Com
bat 1
Redc
oat
161
110
Gun
pow
der
Rifli
ngN
one
Engl
ish
uniq
ue u
nit (
Rifle
man
),+2
5% v
s.m
ount
ed,
+25%
vs.
gunp
owde
r
Rifle
man
141
110
Gun
pow
der
Rifli
ngN
one
+25%
vs.
mou
nted
SAM
Infa
ntry
181
150
Gun
pow
der
Rock
etry
Non
e40
% c
hanc
e to
inte
rcep
t airc
raft,
+50%
vs.
helic
opte
r
Sam
urai
81
70M
elee
Civ
il Se
rvic
e,Iro
nJa
pane
se u
niqu
e un
it (M
acem
an),
Mac
hine
ry2
first
str
ikes
,+50
% v
s.m
elee
Scou
t1
215
Reco
nH
untin
gN
one
Bette
r res
ults
from
trib
al v
illag
es,
can
only
def
end,
+100
% v
s.an
imal
s
Settl
er0
210
0Sp
ecia
lN
one
Non
eC
an fo
und
a ne
w c
ity
112277
UUNN
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RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
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RR EESS OO
UURR CC
EESS PP
EE CCII AA
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BB IILL II
TT IIEE SS
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CC AATT EE
GGOO
RR YYRR EE
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II RREE MM
EE NNTT((
SS))RR EE
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SS))Sk
irmis
her
41
25A
rche
ryA
rche
ryN
one
Mal
i uni
que
unit
(Arc
her)
,1-
2 fir
st s
trik
es,+
50%
city
def
ense
,+2
5% h
ills
defe
nse
Spea
rman
41
35M
elee
Hun
ting
Cop
per O
R Iro
n+1
00%
vs.
mou
nted
Spy
02
80Sp
ecia
lC
omm
unis
mN
one
Requ
ires
Scot
land
Yard
nat
iona
lw
onde
r,in
visi
ble
to a
ll un
its,c
an
expl
ore
rival
terr
itory
,can
exp
ose
rival
spi
es,s
tart
s w
ith S
entry
Stea
lth B
ombe
r20
1220
0A
irC
ompo
site
s,O
il an
d 50
% c
hanc
e to
eva
de in
terc
eptio
n,Fl
ight
,A
lum
inum
colla
tera
l dam
age,
-50%
vs.
nava
l,Ro
botic
sca
n de
stro
y til
e im
prov
emen
ts,
bom
b ci
ty d
efen
ses
(-20
% p
er tu
rn)
Subm
arin
e24
615
0N
aval
Radi
o,O
il O
R U
rani
umC
argo
spa
ce 1
(can
tran
spor
t C
ombu
stio
nm
issio
narie
s,sc
outs
,exp
lore
rs,s
pies
,gr
eat p
eopl
e),i
nvis
ible
to m
ost
units
,50%
with
draw
cha
nce
Swor
dsm
an6
140
Mel
eeIro
n W
orki
ngIro
n+1
0% c
ity a
ttack
Tank
282
180
Arm
ored
Indu
stria
lism
,O
ilN
o de
fens
ive
bonu
s,Ri
fling
star
ts w
ith B
litz
112288
UUNN
IITTSS TT
RR EENN
GGTT HH
MMOO
VV EEMM
EE NNTT
CC OOSS TT
UUNN
II TTTT EE
CC HHNN
OOLL OO
GGYY
RR EESS OO
UURR CC
EESS PP
EE CCII AA
LLAA
BB IILL II
TT IIEE SS
NNAA
MMEE
CC AATT EE
GGOO
RR YYRR EE
QQUU
II RREE MM
EE NNTT((
SS))RR EE
QQUU
II RREE MM
EE NNTT((
SS))Tr
ansp
ort
165
125
Nav
alC
ombu
stio
nO
il O
R U
rani
umC
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Spa
ce 4
Treb
uche
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160
Sieg
eEn
gine
erin
g,N
one
No
defe
nsiv
e bo
nus,
25%
w
ithdr
awal
cha
nce,
colla
tera
l da
mag
e,+1
00%
city
atta
ck,
bom
bard
citi
es (-
25%
/turn
)
Trire
me
22
50N
aval
Saili
ng,B
ronz
eN
one
Can
not e
nter
oce
an,+
50%
vs.
Wor
king
Gal
leys
War
Cha
riot
52
25M
ount
edTh
e W
heel
Hor
ses
Egyp
tian
uniq
ue u
nit (
Cha
riot),
imm
une
to fi
rst s
trike
s,no
def
ensiv
ebo
nus,
10%
with
draw
cha
nce,
+50%
vs.
Axe
men
War
Ele
phan
t8
160
Mou
nted
Con
stru
ctio
nIv
ory
No
defe
nsiv
e bo
nus,
+50%
vs.
mou
nted
War
rior
21
15M
elee
Non
eN
one
+25%
city
def
ense
Wor
k Bo
at0
230
Spec
ial
Fish
ing
Non
eC
anno
t ent
er o
cean
squ
ares
,can
cr
eate
fish
ing
boat
s,w
halin
g bo
ats,
offs
hore
pla
tform
s
Wor
ker
02
60Sp
ecia
lN
one
Non
eC
an im
prov
e til
es
112299
NNAA
MMEE
CC OOSS TT
CC UULL TT
UURR EE
RR EEQQ
UUII RR
EE MMEE NN
TT SS(( SS
))EE FF
FF EECC TT
BB uuii ll dd
ii nngg ss
Aca
dem
ySp
ecia
l4
Gre
at S
cien
tist u
nit
+50%
rese
arch
Airp
ort
250
Flig
ht (u
se te
ch ic
ons)
-1 h
ealth
,+1
trade
rout
es,c
an a
irlift
1 u
nit p
er tu
rn
Apo
thec
ary
150
Gui
lds,
Cur
renc
yPe
rsia
n un
ique
bui
ldin
g (G
roce
r),+
2 he
alth
,+25
% g
old,
can
turn
2 C
itize
ns in
to M
erch
ant,
+1 h
ealth
from
ban
ana,
spic
e,su
gar,
or w
ine
Aqu
educ
t10
0M
athe
mat
ics,
Mas
onry
+2 h
ealth
Ass
embl
y Pl
ant
250
Ass
embl
y Li
neG
erm
an u
niqu
e bu
ildin
g (F
acto
ry),
-1 h
ealth
,+25
% h
amm
ers,
+50%
ham
mer
s w
ith p
ower
,can
turn
4 C
itize
ns in
to E
ngin
eer
Bank
200
Bank
ing
+50%
gol
d
Barr
acks
50N
one
New
land
uni
ts re
ceiv
e +3
exp
erie
nce
poin
ts
Bom
b Sh
elte
rs10
0El
ectr
icity
,-7
5% d
amag
e fro
m n
ukes
Man
hatta
n Pr
ojec
t
Broa
dcas
t Tow
er17
5+5
0%M
ass
Med
ia+1
hap
py p
er 1
0% c
ultu
re ra
te,c
an tu
rn 2
citi
zens
in
to A
rtis
t,+1
hap
py fr
om m
ovie
s,m
usic
,or d
ram
a
Budd
hist
30
0
+50%
Mus
ic,B
uddh
ism
,+2
hap
py if
Bud
dhis
m is
sta
te re
ligio
n,ca
n tu
rn
Stup
a(d
oubl
e w
/copp
er)
thre
e Bu
ddhi
st te
mpl
es2
citiz
ens
into
Prie
st,+
1 ha
ppy
from
ince
nse
Bunk
er10
0El
ectr
icity
-75%
dam
age
from
air
units
113300
NNAA
MMEE
CC OOSS TT
CC UULL TT
UURR EE
RR EEQQ
UUII RR
EE MMEE NN
TT SS(( SS
))EE FF
FF EECC TT
Cas
tle10
0 (d
oubl
e w
/ston
e)1
Engi
neer
ing,
wal
ls+5
0% d
efen
se (p
re-g
unpo
wde
r uni
ts)
Chr
istia
n 30
0+5
0%M
usic
,Chr
istia
nity
,+2
hap
py if
Chr
istia
nity
is s
tate
relig
ion,
can
turn
2
Cat
hedr
al(d
oubl
e w
/ston
e)th
ree
Chr
istia
n te
mpl
esci
tizen
s in
to P
riest
,+1
happ
y fro
m in
cens
e
Cita
del
100
1En
gine
erin
g,w
alls
Span
ish
uniq
ue b
uild
ing
(Cas
tle),
+1 tr
ade
rout
e,+5
0% d
efen
se
(dou
ble
w/st
one)
(pre
-gun
pow
der u
nits
),-5
0% d
amag
e to
def
ense
s fro
m
bom
bard
men
t (ex
cept
vs
gunp
owde
r-ba
sed
units
),+2
exp
erie
nce
poin
ts to
sie
ge w
eapo
ns
Coa
l Pla
nt15
0A
ssem
bly
Line
,fac
tory
Prov
ides
pow
er w
ith C
oal f
or a
fact
ory,
-2 h
ealth
Col
iseu
m12
0C
onst
ruct
ion
+1 h
appy
face
,+1
happ
y fa
ce p
er 2
0% c
ultu
re ra
te
Con
fuci
an30
0
+50%
Mus
ic,C
onfu
cian
ism
,+2
hap
py if
Con
fuci
anis
m is
sta
te re
ligio
n,ca
n tu
rn
Aca
dem
y(d
oubl
e w
/copp
er)
thre
e C
onfu
cian
tem
ples
2 ci
tizen
s in
to P
riest
,+1
happ
y fro
m in
cens
e
Cot
hon
100
Com
pass
Car
thag
inia
n un
ique
bui
ldin
g (H
arbo
r),+
1 tra
de ro
ute,
+50%
trad
e ro
ute
yiel
d,+1
hea
lth fr
om c
lam
,cra
b,or
fish
Cou
rtho
use
120
Cod
e of
Law
s-5
0% M
aint
enan
ce
Dry
dock
120
Stee
lN
ew w
ater
uni
ts re
ceiv
e +4
exp
erie
nce
poin
ts,
build
wat
er u
nits
50%
fast
er,-
1 he
alth
Dun
50M
ason
ryC
eltic
uni
que
build
ing
(wal
ls),
free
Gue
rilla
I pr
omot
ion
for
(dou
ble
w/st
one)
units
bui
ld in
the
city
,50%
def
ense
Fact
ory
250
Ass
embl
y Li
ne+2
5% h
amm
ers,
+50%
ham
mer
s w
ith p
ower
,ca
n tu
rn 2
citi
zens
into
Eng
inee
r,-1
hea
lth
113311
NNAA
MMEE
CC OOSS TT
CC UULL TT
UURR EE
RR EEQQ
UUII RR
EE MMEE NN
TT SS(( SS
))EE FF
FF EECC TT
Forg
e12
0M
etal
Cas
ting
+25%
ham
mer
s,ca
n tu
rn 1
citi
zen
into
Eng
inee
r,+1
hap
py fr
om g
ems,
gold
,or s
ilver
,-1
heal
th
Foru
m15
0C
urre
ncy
Rom
an u
niqu
e bu
ildin
g (M
arke
t),+2
5% g
old,
+25%
gre
at
pers
on b
irth
rate
,can
turn
2 C
itize
ns in
to M
erch
ant,
+1 h
appy
from
fur,
ivor
y,si
lk o
r wha
le
Ger
60A
nim
al H
usba
ndry
Mon
golia
n un
ique
bui
ldin
g (S
tabl
es),
+4 e
xper
ienc
e po
ints
for n
ew m
ount
ed u
nits
Gra
nary
60Po
ttery
Stor
es 5
0% o
f foo
d af
ter g
row
th,
+1 h
ealth
from
cor
n,ric
e,or
whe
at
Gro
cer
150
Gui
lds,
Cur
renc
y+2
5% g
old,
can
turn
2 c
itize
ns in
to M
erch
ant,
+1 h
ealth
from
ban
anas
,spi
ces,
suga
r,or
win
es
Ham
mam
100
Mat
hem
atic
s,M
ason
ryO
ttom
an u
niqu
e bu
ildin
g (a
qued
uct),
+2 h
appy
,+2
heal
thy
Har
bor
80C
ompa
ss+5
0% tr
ade
rout
e yi
eld,
+1 h
ealth
from
cla
m,c
rab,
or fi
sh
Hin
du M
andi
r30
0+5
0%M
usic
,Hin
duis
m,
+2 h
appy
if H
indu
ism
is s
tate
relig
ion,
(dou
ble
w/m
arbl
e)th
ree
Hin
du te
mpl
esca
n tu
rn 2
citi
zens
into
Prie
st,+
1 ha
ppy
from
ince
nse
Hos
pita
l20
0M
edic
ine
+3 h
ealth
,hea
ls u
nits
in c
ity a
n ex
tra 1
0% d
amag
e pe
r tur
n
Hyd
ro P
lant
200
Plas
tics,
fact
ory
Prov
ides
pow
er fo
r a fa
ctor
y
Ikha
nda
60Zu
lu u
niqu
e bu
ildin
gne
w la
nd u
nits
rece
ive
+3 e
xper
ienc
e,-2
0% m
aint
enan
ce(b
arra
cks)
Isla
mic
Mos
que
300
+50%
Mus
ic,I
slam
,+2
hap
py if
Isla
m is
sta
te re
ligio
n,ca
n tu
rn 2
citi
zens
(d
oubl
e w
/mar
ble)
thre
e Is
lam
ic te
mpl
esin
to P
riest
,+1
happ
y fro
m in
cens
e
Jail
120
Con
stitu
tion
-25%
war
unh
appi
ness
113322
NNAA
MMEE
CC OOSS TT
CC UULL TT
UURR EE
RR EEQQ
UUII RR
EE MMEE NN
TT SS(( SS
))EE FF
FF EECC TT
Jew
ish
300
+50%
Mus
ic,J
udai
sm,
+2 h
appy
if Ju
dais
m is
sta
te re
ligio
n,ca
n tu
rn 2
citi
zens
Sy
nago
gue
(dou
ble
w/st
one)
thre
e Je
wis
h te
mpl
esin
to P
riest
,+1
happ
y fro
m in
cens
e
Labo
rato
ry25
0C
ompu
ters
,obs
erva
tory
+25%
rese
arch
,+50
% s
pace
ship
pro
duct
ion,
can
turn
1 c
itize
n in
to S
cien
tist,
-1 h
ealth
Libr
ary
902
Writ
ing
+25%
rese
arch
,can
turn
2 c
itize
ns in
to S
cien
tist
Ligh
thou
se60
Saili
ngW
ater
tile
s +1
food
Mad
rass
a90
4W
ritin
gA
rabi
an u
niqu
e bu
ildin
g (L
ibra
ry),
+25%
rese
arch
,Can
turn
2
Citi
zens
into
Prie
st,C
an tu
rn 2
Citi
zens
into
Sci
entis
t
Mal
l15
0Re
frige
ratio
nA
mer
ican
uni
que
build
ing
(Sup
erm
arke
t),+1
0% g
old,
+1 h
ealth
from
cow
,dee
r,pi
g,or
she
ep,+
1 ha
ppy
from
mov
ies,
mus
ic,o
r dra
ma
Mar
ket
150
Cur
renc
y+2
5% g
old,
can
turn
2 c
itize
ns in
to M
erch
ant,
+1 h
appy
from
fur,
ivor
y,si
lk,o
r wha
les
Mili
tary
Sp
ecia
lG
reat
Gen
eral
Uni
t+2
5% M
ilita
ry U
nit P
rodu
ctio
nA
cade
my
Min
t12
0M
etal
Cas
ting
Mal
ines
e un
ique
bui
ldin
g (F
orge
),-1
hea
lth,+
25%
ham
mer
s,+1
0% g
old,
can
turn
1 c
itize
n in
to E
ngin
eer,
+1 h
appy
from
ge
ms,
gold
,or s
ilver
Mon
aste
ry60
2M
edita
tion,
+10%
rese
arch
,can
trai
n re
ligio
n's
mis
sion
arie
s in
city
(1 fo
r eac
h re
ligio
n)m
onas
tery
's re
ligio
n
113333
NNAA
MMEE
CC OOSS TT
CC UULL TT
UURR EE
RR EEQQ
UUII RR
EE MMEE NN
TT SS(( SS
))EE FF
FF EECC TT
Mon
umen
t30
1M
ystic
ism
Nuc
lear
Pla
nt25
0Fi
ssio
n,fa
ctor
yPr
ovid
es p
ower
for a
fact
ory
with
Ura
nium
,sm
all c
hanc
e of
nuc
lear
mel
tdow
n
Obe
lisk
301
Mys
ticis
mEg
yptia
n un
ique
bui
ldin
g (M
onum
ent),
can
turn
2 c
itize
ns in
to P
riest
s
Obs
erva
tory
150
Ast
rono
my
+25%
rese
arch
,can
turn
1 c
itize
n in
to S
cien
tist
Ode
on12
03
Con
stru
ctio
nG
reek
uni
que
build
ing
(Col
oseu
m),
+2 h
appy
,+1
happ
y pe
r 20
% c
ultu
re ra
te,c
an tu
rn 2
citi
zens
into
Art
ist,
+1 h
appy
from
mus
ic
Pavi
lion
503
Dra
ma
Chi
nese
uni
que
build
ing
(The
atre
),+2
5% c
ultu
re,+
1 ha
pper
per
20%
cul
ture
rate
,can
turn
2 c
itize
ns in
to A
rtis
t,+1
hap
py fr
om d
ye
Recy
clin
g 30
0Ec
olog
yN
o un
heal
thin
ess
from
bui
ldin
gsC
ente
r
Rese
arch
25
0C
ompu
ters
Russ
ian
uniq
ue b
uild
ing
(Lab
orat
ory)
,+25
% re
sear
ch,
Inst
itute
+50%
spa
cesh
ip p
rodu
ctio
n,ca
n tu
rn 2
Citi
zens
into
Sci
entis
t,+2
free
Sci
entis
t
Sacr
ifici
al A
ltar
90C
ode
of L
aws
Azt
ec u
niqu
e bu
ildin
g (C
ourt
hous
e),-
50%
mai
nten
ance
,-
50%
ang
er d
urat
ion
from
sac
rific
ing
popu
latio
n
Salo
n15
0A
stro
nom
yFr
ench
uni
que
build
ing
(Obs
erva
tory
),+2
5% re
sear
ch,
+1 fr
ee A
rtis
t,ca
n tu
rn 1
citi
zen
into
a S
cien
tist
113344
NNAA
MMEE
CC OOSS TT
CC UULL TT
UURR EE
RR EEQQ
UUII RR
EE MMEE NN
TT SS(( SS
))EE FF
FF EECC TT
Seow
on20
03
Educ
atio
nK
orea
n un
ique
bui
ldin
g (U
nive
rsity
),+3
5% re
sear
ch
Shal
e Pl
ant
150
Ass
embl
y Li
neJa
pane
se u
niqu
e bu
ildin
g (C
oal P
lant
),+1
0% h
amm
ers,
prov
ides
pow
er,-
2 he
alth
Stab
le60
Ani
mal
Hus
band
ry+2
exp
erie
nce
for n
ew m
ount
ed u
nits
Stoc
k Ex
chan
ge20
0Ba
nkin
gEn
glis
h un
ique
bui
ldin
g (B
ank)
,+65
% g
old
Supe
rmar
ket
150
Refri
gera
tion
+1 h
ealth
from
cow
,dee
r,pi
gs,o
r she
ep
Taoi
st
300
+50%
Mus
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Med
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113366
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113377
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all t
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+75%
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114400
NNAA
MMEE
CC OOSS TT
CC UULL TT
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EE MMEE NN
TT SS(( SS
))EE FF
FF EECC TT
SS C
asin
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w/a
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pollo
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600
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min
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SS D
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1200
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pollo
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Apo
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114411
OOrriiggiinnaall CCiivviilliizzaattiioonnTTeeaamm
Original Creator ofCivilizationSid Meier
Sid Meier's Civilization IVLead DesignerSoren Johnson
WWaarrlloorrddss TTeeaamm
ProducerJesse Smith
Associate ProducerClint McCaul
DesignersAlex MantzarisTim McCrackenPaul MurphyEd PiperJon ShaferJesse Smith
Lead ArtistSteve Ogden
ArtJerome AtherholtMike BatesRob CloutierGreg CunninghamGreg FoertschEd Lynch
Dorian NewcombArne SchmidtJack SnyderSeth SpauldingArtie WeisenNathan Wright
Lead ProgrammerAlex Mantzaris
3D ProgrammerJason Winokur
Additional ProgrammingJon ShaferJesse SmithSergey Tiraspolsky
Lead Audio DesignersMark CromerMichael Curran
Sound DesignerAdam Larossa
ComposersMark CromerMichael Curran
Additional Music ByJeff BriggsRoger Briggs
WritersPaul MurphyMichael Soracoe
Quality Assurance Manager
CREDITS
114422
Tim McCracken
Quality AssuranceGrant FrazierScott Wittbecker
Tools and AutomationEngineerSergey Tiraspolsky
ManualPaul Murphy
ChairmanJeff Briggs
CEO / PresidentSteve Martin
Chief Creative OfficerSid Meier
FFiirraaxxiiss MMaannaaggeemmeenntt
Executive ProducerBarry Caudill
Director of TechnologyBretton Wade
Director of Creative ResourcesSeth Spaulding
Manager, Marketing andMediaKelley Gilmore
Manager, Online MarketingDennis Shirk
Human Resources ManagerSusan Meier
Office ManagerDonna Rubb
IT ManagerJosh ScanlanAAddddiittiioonnaall
Introduction MovieJanimation, Inc.
Voiceover Production / PostProductionWave Generation
Voiceover Production DirectorDavid Lipes
Scaleform TeamBrendan TribeMichael AntonovSven DixonDavid CookAndrew Reisse
SSppeecciiaall TThhaannkkss
To the Frankenstein crew forall of their help!To our supportive and lovingfamilies and friends.The incredible Civilization IVcommunity.
22KK PPuubblliisshhiinngg
PresidentChristoph Hartmann
VP Product DevelopmentGreg Gobbi
VP Business AffairsDavid Ismailer
VP Sales & LicensingSteve Glickstein
Development Manager
114433
Jon Payne
Associate ProducerJason Bergman
VP MarketingSarah Anderson
Director of MarketingTom Bass
Senior Product ManagerChristina Recchio
Associate Product ManagerAlison Moy
Director of Public RelationsMarcelyn Ditter
International PR DirectorMarkus Wilding
Sr. Public Relations ManagerJay Boor
Media SpecialistLarry Stephens
Director of OperationsDorian Rehfield
Art DirectorLesley Zinn
Web ManagerGabe Abarcar
Web DesignerJohn Kauderer
Game AnalystsWalt WilliamsJim Yang
Strategic Sales and Licensing ManagerPaul Crockett
Production ManagerJack Scalici
Production CoordinatorFrank Fleizach
Special Thanks:Marc BermanBob BlauDavid Boutry Ryan BrantAlice ChuangScott DeFreitas David Edwards Dan EinzigDavid GershikMegan HenrettaJenn Kolbe Ting LauSusan LewisJerry LunaXenia MulNan TehNatalya WilsonPeggy Yu
Quality Assurance Director Lawrence Durham
Lead TesterAngel Gonzalez
Senior TesterSteve Allstead Jr.
Quality Assurance TeamSteve BianchiNick SporichDavid SandersBrian ErzenCarlos ThomasKameren NealMonty BulchandKevan Killion
114444
Cory PoudrierAdam ScottJason WilsonJustin WallerGriffin FunkDaniel Ferry
22KK IInntteerrnnaattiioonnaall
General ManagerNeil Ralley
International PR DirectorMarkus Wilding
International MarketingDirectorMatthias Wehner
International ProductManager Ben Wyer-Roberts
Licensing DirectorClaire Roberts
22KK IInntteerrnnaattiioonnaallDDeevveellooppmmeenntt
Development MangerFernando Melo
Technical ProducerSajjad Majid
Development TeamSimon PicardDan BailieDenby GraceMark Ward
Localization ManagerScott Morrow
LLooccaalliizzaattiioonn TTeeaammss
Around the WordEffective Media GmbHSynthesis International SrlSynthesis Iberia
22KK IInntteerrnnaattiioonnaall QQAA
QA ManagerChris Rowley
QA SupervisorDom Giannone
QA Localization SupervisorIain Willows
Mastering EngineerWayne Boyce
Lead QA Technician Steve Manners
QA TechniciansDenver CockellNatalie HolkhamIain MooreArsenio FormosoMichael BunningRob JenkinsRussell KeawpannaKephuc Nguyen
QA Localization TechniciansAlessandro CilanoKaren Rodríguez AnadónMarco AngiuoniNicolas AdamPascal GeilleRaul GarciaSebastian Frank
European Publishing Team Adrian LawtonAlexander Harlander
114455
Ana LafuenteAndreas TraxlerAnthony DoddBen PayneBen SeccombeCorrine HerbaultCristiana ColomboDavid PowellEmmanuel TramblaisFabio GusmaroliFederico ClonferoGabby FitzgeraldGabriel HackerGiovanni OldaniHeinz HennJames CrockerJames EllingfordJames QuinlanJan SturmJochen FärberJochen TillJon BroadbridgeJonnie Bryant Jose Antonio Muñoz-CaleroFernandezLeigh HarrisMark JacksonMark LugliMonica PuricelliNasko FejzaNico GruppOlivier TroitOnno BosRaquel Garcia Gonzalez Sandra DoschSandra MeleroSandrine ChatrenetSarah SeabySerhad KoroSimon RamseySylvie BarretThomas MahoneyTom Baker
Tracey ChaplinValentine HeliotWarner GuinéeZoran Roso
22KK IInntteerrnnaattiioonnaall --CChhiinnaa
AnimatorsXu JieShen HuJin YiYuan Zhi Wei
ArtistsShi Wen JunDing Quan Qi
Game DesignersXiong JieChen Qiang PanChen MuZou Jun Jie
ProgrammersSun TingLin YinYang Jin Hui
Sound DesignerYang Jie
ProducerLiu Jing
General ManagerJulien Bares
114466
AAssppyyrr MMeeddiiaa,, IInncc..
Senior Project ManagerKelly Bates
Director of DevelopmentGlenda Adams
Director of QA and TechnicalSupportTim Attuquayefio
Development ManagerMark Krenek
Technical Support/CompatLab ManagerAndy Brazell
Associate ProducerMatt Scates
Assistant PublisherElizabeth Howard
Project CoordinatorPatrick Rogers
Director of MarketingLeah Heck
Marketing ManagerAmity Ponsetti
PR Marketing AssistantKarri Scott
Lead Graphic DesignerLance McIlhany
Creative Marketing DirectorZach Rener
Additional ArtJennifer Becker
QA SupervisorBard Alexander
QA LeadsSean Vowels
QA Team LeadRaul Iglesias
QA Testing TeamRobert BassAnthony DiRaddoKhoa HuynhJohn Lopez
Compatibility Lab TechniciansJessie BoyerPete KnausAndrew Horwitz
Technical SupportJason McClureJennifer BeckerTom Rees
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Clint ParkerJoe RinaldiHaley Lumpkin
Macintosh DevelopmentMacintosh programming by Andy Molloy
Build EngineerSam Morris
Localization Project ManagerKarin Groepper Boosman
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LIMITED SOFTWAREWARRANTY AND LICENSE AGREEMENTIMPORTANT - READ CAREFULLY: YOUR USE OF THIS SOFTWARE (THE“PROGRAM”) IS SUBJECT TO THE SOFTWARE LICENSE TERMS SET FORTHBELOW. THE “PROGRAM” INCLUDES ALL SOFTWARE INCLUDED WITHTHIS AGREEMENT, THE ASSOCIATED MEDIA, ANY PRINTED MATERIALS,AND ANY ON-LINE OR ELECTRONIC DOCUMENTATION, AND ANY ANDALL COPIES OF SUCH SOFTWARE AND MATERIALS. BY OPENING THISPACKAGE, INSTALLING, AND/OR USING THE PROGRAM AND ANY SOFT-WARE PROGRAMS INCLUDED WITHIN THE PROGRAM, YOU ACCEPT THETERMS OF THIS LICENSE WITH ASPYR. (“ASPYR”).
LIMITED WARRANTY: Aspyr Media warrants the original purchaser that this disc is free from defects andmaterials and workmanship for a period of ninety (90) days from the date of pur-chase. Aspyr Media will, at its option, repair or replace this disc, free of charge,postage paid with proof of date of purchase, at its offices. EXCEPT AS SET FORTHABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES,WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANYWARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PUR-POSE OR NON-INFRINGEMENT, AND NO OTHER REPRESENTATIONS ORCLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ASPYR.
When returning the Program for warranty replacement please send the originalproduct disks only in protective packaging and include: (1) a photocopy of yourdated sales receipt; (2) your name and return address typed or clearly printed; (3)a brief note describing the defect, the problem(s) you are encountered and the sys-tem on which you are running the Program; (4) if you are returning the Programafter the 90-day warranty period, but within one year after the date of purchase,please include check or money order for $10 U.S. currency per CD replacement.Note: Certified mail recommended.
In the U.S. send to:Warranty ReplacementsAspyr Media, Inc.PO Box 5861Austin, Texas78763
LIMITED USE LICENSE: Subject to the conditions described below, Aspyr grantsyou the non-exclusive, non-transferable, limited right and license to install anduse one copy of the Program solely and exclusively for your personal use. Allrights not specifically granted under this Agreement are reserved by Aspyr and,as applicable, Aspyr's licensors. The Program is licensed, not sold, for your use.Your license confers no title or ownership in the Program and should not be con-strued as a sale of any rights in the Program. All rights not specifically grantedunder this Agreement are reserved by Aspyr and, as applicable, its licensors.
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LICENSE CONDITIONSYou agree not to:
•Exploit the Program or any of its parts commercially, including but notlimited to use at a cyber cafe, computer gaming center or any other location-based site. Aspyr may offer a separate Site License Agreement to permit youto make the Program available for commercial use; see the contactinformation below.•Sell, rent, lease, license, distribute or otherwise transfer this Program, or any copies of this Program, without the express prior written consent of Aspyr.Use the Program, or permit use of the Program, in a network, multi-user arrangement or remote access arrangement, including any on-line use, except as otherwise specifically provided by the Program.•Use the Program, or permit use of the Program, on more than one computer, computer terminal, or workstation at the same time.•Make copies of the Program or any part thereof, or make copies of the materials accompanying the Program.•Copy the Program onto a hard drive or other storage device; you must runthe Program from the included DVD-ROM (although the Program itself may automatically copy a portion of the Program onto your hard drive during installation in order to run more efficiently).•Reverse engineer, derive source code, modify, decompile, or disassemble the Program, in whole or in part.•Remove, disable or circumvent any proprietary notices or labels contained on or within the Program.•Export or re-export the Program or any copy or adaptation thereof in violation of any applicable laws or regulations.
OWNERSHIP: All title, ownership rights and intellectual property rights in and tothe Program and any and all copies thereof are owned by Aspyr. The Program isprotected by the copyright laws of the United States, international copyrighttreaties and conventions and other laws. The Program contains certain licensedmaterials and Aspyr may protect their rights in the event of any violation of thisAgreement. You agree not to remove, disable or circumvent any proprietarynotices or labels contained on or within the Program.
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ASPYR TECHNICAL SUPPORT
TToo rreeggiisstteerr yyoouurr ccooppyy ooff tthhiiss ggaammee pplleeaassee ggoo ttoo::http://www.aspyr.com/register
If you are having problems installing or using this software, we want to help. Youshould read through the manual and the Readme file on the game disc before con-tacting Aspyr Technical Support. Please ensure that your computer meets the min-imum system requirements that are listed on the bottom of the box. Our TechnicalSupport representatives will not be able to help customers whose computers donot meet these requirements. So that we can better help you, please have the fol-lowing information ready:
-Complete product title-Exact error message reported (if any)-A brief description of the problem-Your computer’s processor type and speed (PowerBook 1.5 GHz, PowerMacintosh G5 1.8 GHz etc.)
-Amount of RAM (MB, GB)-Make and model of your video card (ATI, Nvidia)-Speed of your CD-ROM or DVD-ROM drive(16x, 4x, etc.)-Operating System (Mac OS 10.3.8, Mac OS 10.4 etc)
CCoonnttaacctt uuss oovveerr tthhee IInntteerrnneett::If, after reviewing all the known issues in this Readme file, you are still having difficulties, please visit our online technical support page athttp://support.aspyr.com/, and click on the "Browse Knowledgebase" link. Ifyour problem is not currently listed under "Game Issues" , then please gather allinformation regarding the problem, including attempts to resolve the problem,error messages, and computer specifications and open a support ticket located athttp://support.aspyr.com. This form will then be sent to Aspyr Media TechnicalSupport.
CCoonnttaacctt uuss bbyy PPhhoonnee::You can also contact us by phone by calling (512) 708-8100. Note that this num-ber is for technical assistance only. No hints or tips will be given out over theTechnical Support line. When calling our Technical Support line, please makesure you are in front of your computer and prepared to provide all necessaryinformation about your computer.
YYoouu ccaann aallssoo ccoonnttaacctt AAssppyyrr TTeecchhnniiccaall SSuuppppoorrtt bbyy mmaaiill::Aspyr Media, Inc.P.O. Box 5861Austin, TX 78763-5861
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Classical selections in the public domain courtesy of Naxos of America Inc.
John Adams publishers: John Adams masters:Boosey and Hawkes Nonesuch RecordsMusic Sales West E M I ClassicsAssociated Music Publishers Naxos of America Inc.
Portions of this software are included under license. ©2005 Numerical Design, LTD. All rights reserved.
Portions of this software are included under license: ©2005 ScaleformCorporation. All rights reserved.
Portions of this software are included under license.©2005 Numerical Design, LTD.
This product contains software technology licensedfrom GameSpy Industries, Inc. © 1999-2005 GameSpyIndustries, Inc. All rights reserved.
Orchestral samples included in this recording from the Vienna SymphonicLibrary
Main Menu Earth based on Earth Image Blue Marble: Reto Stöckli, NASA EarthObservatory Cinematics courtesy of Liquid Development, LLC and Brain ZooStudios
Pen Tools Scripts courtesy of Paul Neale (www.paulneale.com)
Speex Codec © 2002-2003, Jean-Marc Valin/Xiph.Org Foundation
Redistribution and use in source and binary forms, with or without modifica-tion, are permitted provided that the following conditions are met:
• Redistributions of source code must retain the above copyright notice, this listof conditions and the following disclaimer.
• Redistributions in binary form must reproduce the above copyright notice, thislist of conditions and the following disclaimer in the documentation and/orother materials provided with the distribution.
• Neither the name of the Xiph.org Foundation nor the names of its contributorsmay be used to endorse or promote products derived from this software with-out specific prior written permission.
© 2006 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV: Warlords, Civ, Civilization, 2K Games, the 2K logo, Firaxis Games logo and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis ames. Firaxis is a trademark of Firaxis Games, Inc . Mac version published and distributed by Aspyr Media under license. Aspyr® is a registered trademark of Aspyr Media, Inc., and the Aspyr star logo is a trademark of Aspyr Media, Inc. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. The ratings icon is a trademark of the Entertainment Software Association. All other trademarks and trade names are the properties of their respective owners. 11480-1MNA