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  • Civilization IV: Civilization Reference

    Civilization IV: Civilization Reference

    If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

    Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

    Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

    If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

    ...
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  • Civilization IV: Unit Reference

    Civilization IV: Unit Reference

    If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

    Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

    Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

    If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

    ...
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  • Civilization 4: Civics

    Civilization 4: Civics

    Government Requires Benefits Upkeep Despotism - - Low Hereditary Rule Monarchy +1 Happiness per military unit stationed in city Low Representation Constitution +3 Beakers per specialist+2 Happiness in 5 largest cities Medium Police State Fascism +25% Military Unit Production-50% War Weariness High Universal Suffrage Democracy +1 Hammer from TownCan spend gold to finish production Medium Legal Requires Benefits Upkeep Barbarism - - Low Vassalage Feudalism New units receive +2 ExperienceLower Unit Support costs High Bureaucracy Civil Service +50% Hammers, +50% Gold in Capital Medium Nationhood Nationalism Can Draft 3 units per turn+2 Happiness from Barracks None Free Speech Liberalism +2 Commerce from Town+100% Culture in all cities Low Labor Requires Benefits Upkeep Tribalism - - Low Slavery Bronze Working Can sacrifice population to finish production Low Serfdom Feudalism Workers build improvements 50% faster Low Caste System Code of Laws Unlimited Artists, Scientists, Merchants Medium Emancipation Democracy +100% growth for cottage, hamlet, villageUnhappiness Penalty for civs w/out Emancipation Low Economy Requires Benefits Upkeep Decentralization - - Low Mercantilism Banking +1 free specialist per cityNo foreign trade routes Medium Free Market Economics +1 trade routes per city Medium State Property Communism No maintenance costs from distance+1 food from Workshop, Watermill Low Environmentalism Medicine +6 health in all cities+1 happiness from jungle, forest Medium Religion Requires Benefits Upkeep Paganism - - Low Organized Religion Monotheism Can build missionaries w/out monestaryCities w/state religion construct 25% faster High Theocracy Theology +2 experience in cities w/state religionNo non-state religion spread Medium Pacifism Pacifism +100% Great Person birth rate in cities w/state religion+1 support cost per unit None Free Religion Liberalism +10% research in all citiesNo state religion+1 happiness per religion per city Low ...
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  • Civilization 4: Civilizations, Leaders & Traits

    Civilization 4: Civilizations, Leaders & Traits

    Civilization Leader 1 Leader 2 Starting Technologies Unique Units Cities Americans George Washington(Financial, Organized) Franklin D. Roosevelt(Industrious, Organized) FishingAgriculture Navy SEALReplaces Marine WashingtonNew YorkBostonPhiladelphiaAtlantaChicagoSeattleSan FranciscoLos AngelesHouston Arabs Saladin(Philosophical, Spiritual) None MysticismThe Wheel Camel ArcherReplaces Knights MeccaMedinaDamascusBaghdadNajranKufahBasraKhurasan AnjarFustat Aztecs Montezuma(Agressive, Spiritual) None MysticismHunting JaguarReplaces Swordsman TenochtitlanTeotihuacanTlatelolcoTexcocoTlaxcalaCa lixtlahuacaXochicalcoTlacopanAtzcapotzalcoTzintzun tzen Chinese Qin Shi Huang(Industrious, Financial) Mao Zedong(Philosophical, Organized) AgricultureMining Cho-Ko-NuReplaces Crossbowman BeijingShanghaiGuangzhouNanjingXianChengduHangzhou TianjinMacauShandong Egyptians Hatshepsut(Spiritual, Creative) None The WheelAgriculture War ChariotReplaces Chariot ThebesMemphisHeliopolisElephantineAlexandriaPirame ssesGizaByblosElamarnaHieraconpolis English Elizabeth(Philosophical, Financial) Victoria(Expansive, Financial) FishingMining RedcoatReplaces Rifleman LondonYorkNotthinghamHastingsCanterburryCoventryWa rwickNewcastleOxfordLiverpool French Louis XIV(Industrious, Creative) Napoleon(Aggressive, Industrious) The WheelAgriculture MusketeerReplaces Musketman ParisOrleansLyonsRheimsToursMarseillesChartresAvig nonBesanconRouen Germans Bismarck(Expansive, Industrious) Frederick(Philosophical, Creative) HuntingMining PanzerReplaces Tank BerlinHamburgMunichCologneFrankfurtEssenDortmundSt uttgartDusseldorfBremen Greeks Alexander(Philosophical, Aggressive) None FishingHunting PhalanxReplaces Spearman AthensSpartaThermopylaeCorinthDelphiPharsalosKnoss osArgosMycenaeHerakleia Incans Huanya Capac(Agressive, Financial) None MysticismAgriculture QuechuaReplaces Warrior CuzcoTiwanakuMachuOllantaytamboCorihuayachinaHuama ngaVilcasVilcabambaVitcosAndahuaylas Indians Gandhi(Spiritual, Industrious) Asoka(Spiritual, Organized) MysticismMining Fast WorkerReplaces Worker DelhiBombayMadrasBangaloreCalcuttaLahoreKarachiKol hapurJaipurHyderabod Japanese Tokugawa(Agressive, Organized) None FishingThe Wheel SamuraiReplaces Maceman KyotoOsakaTokyoEdoSatsumaKagoshimaNaraNagoyaIzumoN agasaki Malinese Mansa Musa(Spiritual, Financial) None The WheelMining SkirmisherReplaces Archer TimbuktuDjenneKumbisalehGaoWalataNianiAwdaghostTad mekkaTekeddaAwlil Mongols Genghis Khan(Aggressive, Expansive) Kublai Khan(Aggressive, Creative) The WheelHunting KeshikReplaces Horse Archer KarakorumBeshbalikTurfanHsiaOldsaraiNewsaraiSamarq andTabrizTiflisOtrar Persians Cyrus(Expansive, Creative) None AgricultureHunting ImmortalReplaces Chariot PersepolisPasargadaeSusaArbelaTarsusGordiumBactraS idonTyreSardis Romans Julius Caesar(Expansive, Organized) None FishingMining PraetorianReplaces Swordsman RomeAntiumCumaeNeapolisPisaeRavennaArretiumArpinum CirceiSetia Russians Catherine(Creative, Financial) Peter(Philosophical, Expansive) HuntingMining CossackReplaces Cavalry MoscowSt. PetersburgNovgorodRostovYaroslaviYekaterinburgYaku tskVladivostokSmolenskOrenburg Spanish Isabella(Spiritual, Expansive) None MysticismFishing ConquistadorReplaces Knight MadridBarcelonaSevilleCordobaToledoSantiagoSalaman caMurciaValenciaZaragoza Barbarians - - - - CherokeeAnasaziTeoihuacanOlmecZapotecChinookApache ChehalisIllinoisNavajo The Barbarians are not a full-fledged Civilization. They do not have a leader or Unique Unit and they don't develop full Culture. They can have independent units (both humans and animals) and cities, which spontaneously appear on the map in uninhabited regions. They behave more or less like a minor civ, they can cause trouble for players at any time. Trait Effect Aggressive Free Promotion (Combat I) - Melee Units - Gunpowder UnitsDouble Productin Speed of Barracks, Drydock Creative +2 Culture per CityDouble Productin Speed of Theatre, Colloseum Expansive +3 Health per CityDouble Productin Speed of Granary, Harbor Financial +1 commerce on plots with 2 or more commerce Industrious ...
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  • Civilization 4: Civilopedia introduction

    Civilization 4: Civilopedia introduction

    This section lists all known Civilizations and Leaders, Buildings, Wonders, Units, Promotions, Advances, Terrain Types, Improvements, Resources, and Civ4: Civics featured in Civilization IV. Most of the information in this section was taken directly from the ingame Civiliopedia. All information in this section has been updated for the latest version of the game, which is 1.61. Information on the warlords expansion is not included. There is (will be) a seperate Civilopedia for warlords.

    If you find any errors in the information presented here, please let us know.

    We have recently finished updating the Civilopedia. It should now be entirely up to date for the 1.61 patch. Our next project will be to write a seperate Civilopedia for the Warlords expansion.

    Last updated: November 30th, 2006

    ...
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  • Civilization 4: Resources

    Civilization 4: Resources

    Strategic Resources Effect Improvement Yield Revealed by Usage Aluminum Hills +1 Hammer Mine 0 +3 +1 Industrialism Modern Units SS parts Coal Hills +1 Hammer Mine 0 +3 0 Steam Power Railraods Ironclad Copper Grassland Plains +1 Hammer Mine 0 +3 0 Bronze Working Ancient Units Some Wonders Horse Grassland Plains +1 Hammer Pasture 0 +2 +1 Animal Husbandry Mounted Units Iron Desert Hills Grassland Plains +1 Hammer Mine 0 +3 0 Iron Working Ancient Units Medieval Units Marble Hills Tundra Plains +1 Hammer Quarry +0 +1 +2   Many Wonders Oil Desert Coast Ocean +1 Hammer Land Well 0 +2 +1 Scientific Method Industrial Units Modern Units Water Offshore Platform 0 +2 +1 Stone Desert Plains +1 Hammer Quarry 0 +2 0   Many Wonders Some Buildings Uranium Plains   Mine 0 0 +3 Physics Naval Units Nukes Luxury Resources Effect Improvement Yield Dye Grassland, Jungle, Plains +1 Commerce Plantation 0 0 +4 Fur Ice, Hills (Tundra), Tundra +1 Commerce Camp 0 0 +3 Gems ? +1 Commerce Mine 0 +1 +5 Gold Hills (Desert, Grassland, Plains) +1 Commerce Mine 0 +1 +6 Incense ? +1 Commerce Plantation 0 0 +5 Ivory Grassland, Jungle, Plains +1 Hammer Camp 0 +1 +1 Silk Forest +1 Commerce Plantation 0 0 +3 Silver Hills (Desert, Plains) +1 Commerce Mine 0 +1 +4 Spices Grassland, Plains +1 Commerce Plantation +1 0 +2 Sugar Plains +1 Food Plantation +1 0 +1 Wine Plains +1 Commerce Winery +1 0 +2 Whales Coast, Ocean +1 Food Whaling Boats 0 +1 +2 Food Resources Effect Improvement Yield Bananas Jungle +1 Food Plantation +2 0 0 Clam Coast +1 Food Fishing Boats +2 0 0 Corn Desert, Grassland +1 Food Farm +2 +0 +1 Cows Grassland, Plains +1 Food Pasture +1 +2 0 Crab Coast +1 Food Fishing Boats +2 0 0 Deer Plains, Tundra +1 Food Camp +2 0 0 Fish Coast, Ocean +1 Food Fishing Boats +3 0 0 Pigs Grassland, Hills (Grassland), Jungle +1 Food Pasture +3 0 0 Rice Grassland, Jungle +1 Food Farm +1 0 0 Sheep Grassland +1 Food Pasture +2 0 1 Wheat Plains +1 Food Farm +2 0 0 All resources (except Uranium) give a bonus to the base output of a tile. This bonus is listed the 'Effect' column. In addition all luxury resources give +1 happiness, and all food resources +1 health, to every connected city in your civilization, if they are improved. Strategic resources are needed to build certain units, and speed up the production of some buildings and wonders. Their effect is listed. Yield is the extra amount of Food, Hammers & Commerce that improving the resource yields to the tile the resource is on. Under the name of each resource, the terrain types on which the resource can be found are given. These are for standard map settings, obviously on custom-designed maps or map scripts this can be different....
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  • Civilization 4: Terrain Improvements

    Civilization 4: Terrain Improvements

    Standard Improvements Requires Yield Special Road All Land The Wheel - - - 1 move per 2 squares movement cost +1 square per move with Engineering Can cross rivers with Construction Connects trade network Railroad All Land Railroad - - - 1 move per 10 squares movement cost Connects trade network +1 Hammer to Mine, Lumbermill Cottage Grassland, Plains, Floodplains Tundra next to Freshwater Grassland Hills Pottery 0 0 +1 Becomes Hamlet in 10 turns Hamlet Grown from Cottage Pottery 0 0 +2 Becomes Village in 20 turns Cannot be built directly Village Grown from Hamlet Pottery 0 0 +3 +1 Commerce with Printing Press Becomes Town in 40 turns Cannot be built directly Town Grown from Village Pottery 0 0 +4 +1 Hammer with Universal Sufferage +1 Commerce with Printing Press +2 Commerce with Free Speech Cannot be built directly Windmill Hills Machinery +1 0 +1 +1 Hammer with Replaceable Parts +1 Commerce with Electricity Watermill Next to rivers Machinery 0 +1 0 +1 Food with State Property +1 Hammer with Replaceable Parts +2 Commerce with Electricity Only one side of river can be used Lumber Mill Forest Replaceable Parts 0 +1 0 +1 Commerce next to river +1 Hammer with Railroad Does not destroy forest Workshop Grassland, Plains, Floodplains Tundra next to Freshwater Metal Casting -1 +1 0 +1 Food with State Property +1 Hammer with Guilds +1 Hammer with Chemistry Farm Grassland, Plains, Floodplains Tundra next to Freshwater Agriculture 0 0 0 +1 Food with Irrigation +1 Food with Biology Carries Irrigation with Civil Service Mine Hills Mining 0 +2 0 Small Chance to Discover Resource +1 Hammer with Railraod Fort All Land Mathematics 0 0 0 +25% Tile Defense Resource Improvements Resources Yield Special Farm Agriculture Corn +2 0 0 +1 Food with Irrigation +1 Food with Biology Carries Irrigation with Civil Service Wheat +2 0 0 Rice +1 0 0 Mine Mining Copper 0 +3 0 +1 Hammer with Railroad Iron 0 +3 0 Coal 0 +3 0 Uranium 0 0 +3 Aluminum 0 +3 +1 Gems 0 +1 +5 Gold 0 +1 +6 Silver 0 +1 +4 Camp Hunting Deer +2 0 0   Fur 0 0 +3 Ivory 0 +1 +1 Plantation Calendar Bananas +2 0 0   Dyes 0 0 +4 Incense 0 0 +5 Silk 0 0 +3 Spices +1 0 +2 Sugar +1 0 +1 Quarry Masonry Marble 0 +1 +2   Stone 0 +2 0 Pasture Animal Husbandry Horse 0 +2 +1   Cow +1 +2 0 Pig +3 0 0 Sheep +2 0 +1 Winery Monarchy Wine +1 0 +2   Fishing Boats Fishing Clam +2 0 0   Crab +2 0 0 Fish +3 0 0 Whaling Boats Optics Whales 0 +1 +2   Well Combustion Oil 0 +2 +1   Offshore Platform Plastics Oil 0 +2 +1   Tribal Village (non-player controlled) - - - - Bonus for discovering The yield given in these tables are the amount of Food, Hammers and Commerce the improvement gives in addition to the base (unimproved) value of the terrain the improvement is built upon. All resources also give a fixed bonus of 1 food, 1 hammer or 1 commerce to the base value of the terrain, in addition to the improvement bonus. This bonus is given even if you do not improve them, or build a different improvement than the standard one on them. For standard improvements the terrain types it can be built upon are listed below the name. Resource improvements can always be built on their respective resources, regardless of terrain. For them, the required technology is listed below the name instead. Farms and Mines are both standard improvements and resource improvements. The latter function overrules the former. So if you build them on one of their associated re...
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  • Civilization 4: Terrain

    Civilization 4: Terrain

    Base Terrain Yield Improvements Supported Grassland 2 0 0 Road, Railroad Farm (if irrigated) Cottage Workshop Watermill (if next to river) Plains 1 1 0 Road, Railroad Farm (if irrigated) Cottage Workshop Watermill (if next to river) Desert 0 0 0 Road, Railroad Watermill (if next to river) Tundra 1 0 0 Road, Railroad Farm (if next to river or lake) Cottage (if next to river or lake) Workshop (if next to river or lake) Watermill (if next to river) Ice 0 0 0 Road, Railroad Watermill (if next to river) Coast 1 0 2 - Ocean 1 0 1 - Terrain Features Yield Health Move Defense Improvements Supported Hills All Land -1 +1     +1 +25% Road, Railroad Mine Windmill Cottage (only on grassland) Forest Grassland, Plains, Tundra (Flat or Hills)   +1   +0.50 +1 +50% Road, Railroad Lumber Mill All Other Improvements destroy Forest Negates river commerce bonus Jungle Grassland (Flat or Hills) -1     -0.25 +1 +50% Road, Railroad All Other Improvements destroy Jungle Negates river commerce bonus Floodplains Desert next to river (no Hills) +3     -0.40     Road, Railroad Farm Cottage Workshop Watermill Building City Destroys Floodplains River all Land     +1       Flatlands Road, Railroad Farm (except on ice, desert) Cottage (except on ice, desert) Workshop (except on ice, desert) Watermill Source of fresh water Hills Road, Railroad Mine Windmill Cottage (only on grassland) Source of fresh water Oasis Desert +3   +2   +1   Road, Railroad Source of fresh water Cannot build cities Cannot build improvements Fallout All -3 -3  -3  -0.50 +1   Road, Railroad Cannot build improvements Can be scrubbed with worker Lake Water surrounded by land +1           None Source of fresh water Mountains All except Coast, Ocean             Impassable Unusable Ice Ocean, Coast             Impassable except by submarines Unusable Yield represtents the amount of Food, Hammers and Commerce the terrain  type gives when worked improved. For Terrain Features the number given is the bonus / malus to the normal value. Health indicates any Health bonus/malus the terrain gives to nearby cities. Move means the (extra) movement cost for this terrain, while defense is the extra defense. Please note that these bonusses stack. So a hills with a forest has +2 move and +75% defense. And while a Floodplains is given as +3 food, you will always see them as 3 / 0 / 1 because they are always next to a river. The improvements listed are exhaustive. Improvements not listed can not be build. For the base terrain types, the resources listed are the ones that can be build without any terrain features. Special resources are not counted here. The specific improvement for a resource can always be built, no matter what the terrain type or terrain features. The occurances for terrain features are what you normally see in the game. Using the world editor it is possible to make other arrangements, such as floodplains on top of grassland-hills. The bonusses  / malusses given in this table should still be correct, you should just add them for each terrain feature. You will never see such arrangements in normal games though....
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  • Civilization 4: Technologies

    Civilization 4: Technologies

    Technology Tree View the full tech tree (4770x648, 572 kB -- right-click and 'Save As' to download). Warning: The above image is very large. It may take a long time to load on slower connections. Advances in Alphabetical Order Technology Cost Requires Leads To Units & Buildings Enabled Special Agriculture 60   Animal Husbandry Pottery   Can Build Farm Alphabet 300 Writing Literature Drama   Enables Technology Trading Animal Husbandry 100 Hunting Agriculture Horseback Riding Writing   Reveals Horse Can Build Pasture Archery 60 Hunting   Archer Skirmisher Longbowman Crossbowman Cho-Ko-Nu Horse Archer Keshik Camel Archer   Artillery 4000 Rifling Steel Physics Rocketry Artillery   Assembly Line 5000 Corporation Steam Power Fascism Industrialism Infantry Factory Coal Plant The Pentagon   Astronomy 2000 Calendar Optics Physics Scientific Method Galleon Frigate Observatory Obsoletes Colossus Enables traderoutes on ocean Banking 700 Currency Guilds Economics Replaceable Parts Bank Civic: Mercantilism Biology 3600 Chemistry Scientific Method Refrigeration Medicine Ecology   Can build farms w/out irrigation Farm: +1 food Bronze Working 120 Mining Iron Working Metal Casting Axeman Can chop forest Reveals Copper Civic: Slavery Calendar 350 Sailing Mathematics Astronomy   Can Build Plantation Obsoletes Obelisk Obsoletes Stonehenge Centers World Map Chemistry 1800 Engineering Gunpowder Steel Steam Power Biology Scientific Method Grenadier Frigate Obsoletes The Parthenon Workshop: +1 Production Civil Service 800 Code of Laws Feudalism Nationalism Paper Maceman Samurai Civic: Bureaucracy Farms spread irrigation Code of Laws 350 Writing Priesthood Currency Constitution Civil Service Philosophy Courthouse Chichen Itza Enables Caste System First to discover founds Confucianism Combustion 3600 Railroad Flight Plastics Transport Destroyer Submarine Can Build Oil Well Obsoletes Whale Communism 2800 Liberalism Scientific Method   Spy Scotland Yard Kremlin Enables Permanent Alliances Civic: State Property Compass 400 Sailing Iron Working Optics Explorer Harbor   Composites 7500 Satellites Plastics Future Technology Modern Armor Jet Fighter Stealth Bomber   Computers 6500 Radio Genetics Fiber Optics Robotics Modern Armor Laboratory Obsoletes Angkor Wat Obsoletes Spiral Minaret Constitution 2000 Code of Laws Nationalism Corporation Democracy Jail Civic: Representation Construction 350 Masonry Mathematics Engineering War Elephant Catapult Colloseum Enables Bridge Building Corporation 1600 Economics Constitution Assembly Line Wall Street Obsoletes Great Lighthouse +1 trade route per city Currency 400 Mathematics Banking Code of Laws Market Grocer Enables Gold Trading +1 trade route per city Democracy 2800 Printing Press Constitution   The Statue of Liberty Civic: Universal Suffrage Civic: Emancipation Divine Right 1200 Monarchy Theology Nationalism Versailles The Spiral Minaret First to discover founds Islam Drama 300 Alphabet Music Philosophy Theatre Globe Theatre Can adjust culture rate Ecology 5500 Biology Fission Plastics   Recycling Center SS Life Support Can Scrub Fallout Economics 1400 Banking Education Corporation   First to discover recieves a Great Merchant Civic: Free Market Education 1800 Paper Liberalism Economics Gunpowder University Oxford University   Electricity 4500 Physics Refrigeration Fission Radio Industrialism Bunker Bomb Shelter Broadway Windmill: +1 commerce Watermill: +1 commerce Engineering 1000 Construction Machinery Chemistry Pikeman Castle The Hagia Sophia +1 road movement Fascism 2400 Nationalism Assembly Line   Mt. Rushmore Civic: Police State Enables Permanent Alliances ...
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  • Civilization 4: Promoptions

    Civilization 4: Promoptions

    Promotion Available to Effect Requires Leads to Combat I All Combat Units +10% Strength   Combat II Cover Shock Pinch Medic I Combat II All Combat Units +10% Strength Combat I Combat III Formation Charge Ambush Amphibious Combat III All Combat Units +10% Strength Combat II Combat IV March Blitz Sentry Combat IV All Combat Units +10% Strength Heals extra 10% damage / turn in neutral lands Combat III Combat V Commando Combat V All Combat Units +10% Strength Heals extra 10% damage / turn in enemy lands Combat IV   Cover Archery Units Melee Units Gunpowder Units +25% Strength vs. Archery Units Combat I   Shock Archery Units Mounted Units Melee Units Siege Weapons +25% Strength vs. Melee Units Combat I   Pinch Mounted Units Gunpowder Units Armored Units Helicopter Units +25% Strength vs. Gunpowder Units Combat I   Formation Archery Units Mounted Units Melee Units Gunpowder Units +25% Strength vs. Mounted Units Combat II   Charge Mounted Units Melee Units Armored Units Helicopter Units +25% Strength vs. Siege Weapons Combat II   Ambush Siege Weapons Gunpowder Units Armored Units Helicopter Units +25% Strength vs. Armored Units Combat II   Amphibious Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units No combat penalty for attacking accros river No combat penalty forattacking from sea Combat II   March Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units Can heal while moving Combat III or Medic I   Blitz Mounted Units Armored Units Helicopter Units Can attack multiple times per turn Combat III   Commando Archery Units Mounted Units Melee Units Gunpowder Units Armored Units Recon Units Can use enemy roads Combat IV   Medic I Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units Naval Units Heals Units in Same Tile Extra 10% Damage/Turn Combat I Medic II March Medic II Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units Naval Units Heals Units in Adjacent Tiles Extra 10% Demage/Turn Medic I   Guerilla I Archery Units Gunpowder Units Recon Units +20% Hills Defense   Guerilla II Guerilla II Archery Units Gunpowder Units Recon Units Double Movement In Hills +30% Hills Defense Guerilla I Woodsman I Melee Units Gunpowder Units Recon Units +20% Jungle Defense +20% Forest Defense   Woodsman II Woodsman II Melee Units Gunpowder Units Recon Units +30% Jungle Defense +30% Forest Defense Double movement speed in Jungle & Forest Woodsman I City Raider I Melee Units Siege Weapons Armored Units +20% City Attack   City Raider II Accuracy City Raider II Melee Units Siege Weapons Armored Units +25% City Attack City Raider I City Raider III City Raider III Melee Units Siege Weapons Armored Units +30% City Attack +10% Strength vs. Gunpowder Units City Raider II   City Garrison I Archery Units Gunpowder Units +20% city defense   City Garrison II City Garrison II Archery Units Gunpowder Units +25% city defense City Garrison I City Garrison III City Garrison III Archery Units Gunpowder Units +30% city defense +10% Strength vs. Melee Units City Garrison II   Drill I Archery Units Siege Weapons Armored Units Helicopter Units Naval Units +1 Extra First Strike Chance   Drill II Drill II Archery Units Siege Weapons Armored Units Helicopter Units Naval Units +1 Extra First Strike Drill I Drill III Drill III Archery Units Siege Weapons Armored Units Helicopter Units Naval Units +2 Extra First Strikes Chances Drill II Drill IV Drill IV Archery Units Siege Weapons Armored Units Helicopter Units Naval Units +2 Extra First Strikes +10% vs. Mounted Units Drill III   Barrage I Siege Weapons Armored Units Naval Units +20% collateral damage   Barrage II Accuracy Barrage II Siege Weapons Armored Units Naval Units +3...
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  • Civilization IV: Civilization Reference
    by Martin Gühmann

    If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

    Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

    Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

    If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

    ...
    September 21, 2012, 16:01
  • Civilization IV: Unit Reference
    by Martin Gühmann

    If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

    Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

    Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

    If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

    ...
    September 1, 2012, 18:20
  • Civilization 4: Civics
    by Martin Gühmann
    Government Requires Benefits Upkeep Despotism - - Low Hereditary Rule Monarchy +1 Happiness per military unit stationed in city Low Representation Constitution +3 Beakers per specialist+2 Happiness in 5 largest cities Medium Police State Fascism +25% Military Unit Production-50% War Weariness High Universal Suffrage Democracy +1 Hammer from TownCan spend gold to finish production Medium Legal Requires Benefits Upkeep Barbarism - - Low Vassalage Feudalism New units receive +2 ExperienceLower Unit Support costs High Bureaucracy Civil Service +50% Hammers, +50% Gold in Capital Medium Nationhood Nationalism Can Draft 3 units per turn+2 Happiness from Barracks None Free Speech Liberalism +2 Commerce from Town+100% Culture in all cities Low Labor Requires Benefits Upkeep Tribalism - - Low Slavery Bronze Working Can sacrifice population to finish production Low Serfdom Feudalism Workers build improvements 50% faster Low Caste System Code of Laws Unlimited Artists, Scientists, Merchants Medium Emancipation Democracy +100% growth for cottage, hamlet, villageUnhappiness Penalty for civs w/out Emancipation Low Economy Requires Benefits Upkeep Decentralization - - Low Mercantilism Banking +1 free specialist per cityNo foreign trade routes Medium Free Market Economics +1 trade routes per city Medium State Property Communism No maintenance costs from distance+1 food from Workshop, Watermill Low Environmentalism Medicine +6 health in all cities+1 happiness from jungle, forest Medium Religion Requires Benefits Upkeep Paganism - - Low Organized Religion Monotheism Can build missionaries w/out monestaryCities w/state religion construct 25% faster High Theocracy Theology +2 experience in cities w/state religionNo non-state religion spread Medium Pacifism Pacifism +100% Great Person birth rate in cities w/state religion+1 support cost per unit None Free Religion Liberalism +10% research in all citiesNo state religion+1 happiness per religion per city Low ...
    July 26, 2012, 18:24
  • Civilization 4: Civilizations, Leaders & Traits
    by Martin Gühmann
    Civilization Leader 1 Leader 2 Starting Technologies Unique Units Cities Americans George Washington(Financial, Organized) Franklin D. Roosevelt(Industrious, Organized) FishingAgriculture Navy SEALReplaces Marine WashingtonNew YorkBostonPhiladelphiaAtlantaChicagoSeattleSan FranciscoLos AngelesHouston Arabs Saladin(Philosophical, Spiritual) None MysticismThe Wheel Camel ArcherReplaces Knights MeccaMedinaDamascusBaghdadNajranKufahBasraKhurasan AnjarFustat Aztecs Montezuma(Agressive, Spiritual) None MysticismHunting JaguarReplaces Swordsman TenochtitlanTeotihuacanTlatelolcoTexcocoTlaxcalaCa lixtlahuacaXochicalcoTlacopanAtzcapotzalcoTzintzun tzen Chinese Qin Shi Huang(Industrious, Financial) Mao Zedong(Philosophical, Organized) AgricultureMining Cho-Ko-NuReplaces Crossbowman BeijingShanghaiGuangzhouNanjingXianChengduHangzhou TianjinMacauShandong Egyptians Hatshepsut(Spiritual, Creative) None The WheelAgriculture War ChariotReplaces Chariot ThebesMemphisHeliopolisElephantineAlexandriaPirame ssesGizaByblosElamarnaHieraconpolis English Elizabeth(Philosophical, Financial) Victoria(Expansive, Financial) FishingMining RedcoatReplaces Rifleman LondonYorkNotthinghamHastingsCanterburryCoventryWa rwickNewcastleOxfordLiverpool French Louis XIV(Industrious, Creative) Napoleon(Aggressive, Industrious) The WheelAgriculture MusketeerReplaces Musketman ParisOrleansLyonsRheimsToursMarseillesChartresAvig nonBesanconRouen Germans Bismarck(Expansive, Industrious) Frederick(Philosophical, Creative) HuntingMining PanzerReplaces Tank BerlinHamburgMunichCologneFrankfurtEssenDortmundSt uttgartDusseldorfBremen Greeks Alexander(Philosophical, Aggressive) None FishingHunting PhalanxReplaces Spearman AthensSpartaThermopylaeCorinthDelphiPharsalosKnoss osArgosMycenaeHerakleia Incans Huanya Capac(Agressive, Financial) None MysticismAgriculture QuechuaReplaces Warrior CuzcoTiwanakuMachuOllantaytamboCorihuayachinaHuama ngaVilcasVilcabambaVitcosAndahuaylas Indians Gandhi(Spiritual, Industrious) Asoka(Spiritual, Organized) MysticismMining Fast WorkerReplaces Worker DelhiBombayMadrasBangaloreCalcuttaLahoreKarachiKol hapurJaipurHyderabod Japanese Tokugawa(Agressive, Organized) None FishingThe Wheel SamuraiReplaces Maceman KyotoOsakaTokyoEdoSatsumaKagoshimaNaraNagoyaIzumoN agasaki Malinese Mansa Musa(Spiritual, Financial) None The WheelMining SkirmisherReplaces Archer TimbuktuDjenneKumbisalehGaoWalataNianiAwdaghostTad mekkaTekeddaAwlil Mongols Genghis Khan(Aggressive, Expansive) Kublai Khan(Aggressive, Creative) The WheelHunting KeshikReplaces Horse Archer KarakorumBeshbalikTurfanHsiaOldsaraiNewsaraiSamarq andTabrizTiflisOtrar Persians Cyrus(Expansive, Creative) None AgricultureHunting ImmortalReplaces Chariot PersepolisPasargadaeSusaArbelaTarsusGordiumBactraS idonTyreSardis Romans Julius Caesar(Expansive, Organized) None FishingMining PraetorianReplaces Swordsman RomeAntiumCumaeNeapolisPisaeRavennaArretiumArpinum CirceiSetia Russians Catherine(Creative, Financial) Peter(Philosophical, Expansive) HuntingMining CossackReplaces Cavalry MoscowSt. PetersburgNovgorodRostovYaroslaviYekaterinburgYaku tskVladivostokSmolenskOrenburg Spanish Isabella(Spiritual, Expansive) None MysticismFishing ConquistadorReplaces Knight MadridBarcelonaSevilleCordobaToledoSantiagoSalaman caMurciaValenciaZaragoza Barbarians - - - - CherokeeAnasaziTeoihuacanOlmecZapotecChinookApache ChehalisIllinoisNavajo The Barbarians are not a full-fledged Civilization. They do not have a leader or Unique Unit and they don't develop full Culture. They can have independent units (both humans and animals) and cities, which spontaneously appear on the map in uninhabited regions. They behave more or less like a minor civ, they can cause trouble for players at any time. Trait Effect Aggressive Free Promotion (Combat I) - Melee Units - Gunpowder UnitsDouble Productin Speed of Barracks, Drydock Creative +2 Culture per CityDouble Productin Speed of Theatre, Colloseum Expansive +3 Health per CityDouble Productin Speed of Granary, Harbor Financial +1 commerce on plots with 2 or more commerce Industrious ...
    July 26, 2012, 18:04
  • Civilization 4: Civilopedia introduction
    by Martin Gühmann

    This section lists all known Civilizations and Leaders, Buildings, Wonders, Units, Promotions, Advances, Terrain Types, Improvements, Resources, and Civ4: Civics featured in Civilization IV. Most of the information in this section was taken directly from the ingame Civiliopedia. All information in this section has been updated for the latest version of the game, which is 1.61. Information on the warlords expansion is not included. There is (will be) a seperate Civilopedia for warlords.

    If you find any errors in the information presented here, please let us know.

    We have recently finished updating the Civilopedia. It should now be entirely up to date for the 1.61 patch. Our next project will be to write a seperate Civilopedia for the Warlords expansion.

    Last updated: November 30th, 2006

    ...
    July 25, 2012, 15:41
  • Civilization 4: Resources
    by Martin Gühmann
    Strategic Resources Effect Improvement Yield Revealed by Usage Aluminum Hills +1 Hammer Mine 0 +3 +1 Industrialism Modern Units SS parts Coal Hills +1 Hammer Mine 0 +3 0 Steam Power Railraods Ironclad Copper Grassland Plains +1 Hammer Mine 0 +3 0 Bronze Working Ancient Units Some Wonders Horse Grassland Plains +1 Hammer Pasture 0 +2 +1 Animal Husbandry Mounted Units Iron Desert Hills Grassland Plains +1 Hammer Mine 0 +3 0 Iron Working Ancient Units Medieval Units Marble Hills Tundra Plains +1 Hammer Quarry +0 +1 +2   Many Wonders Oil Desert Coast Ocean +1 Hammer Land Well 0 +2 +1 Scientific Method Industrial Units Modern Units Water Offshore Platform 0 +2 +1 Stone Desert Plains +1 Hammer Quarry 0 +2 0   Many Wonders Some Buildings Uranium Plains   Mine 0 0 +3 Physics Naval Units Nukes Luxury Resources Effect Improvement Yield Dye Grassland, Jungle, Plains +1 Commerce Plantation 0 0 +4 Fur Ice, Hills (Tundra), Tundra +1 Commerce Camp 0 0 +3 Gems ? +1 Commerce Mine 0 +1 +5 Gold Hills (Desert, Grassland, Plains) +1 Commerce Mine 0 +1 +6 Incense ? +1 Commerce Plantation 0 0 +5 Ivory Grassland, Jungle, Plains +1 Hammer Camp 0 +1 +1 Silk Forest +1 Commerce Plantation 0 0 +3 Silver Hills (Desert, Plains) +1 Commerce Mine 0 +1 +4 Spices Grassland, Plains +1 Commerce Plantation +1 0 +2 Sugar Plains +1 Food Plantation +1 0 +1 Wine Plains +1 Commerce Winery +1 0 +2 Whales Coast, Ocean +1 Food Whaling Boats 0 +1 +2 Food Resources Effect Improvement Yield Bananas Jungle +1 Food Plantation +2 0 0 Clam Coast +1 Food Fishing Boats +2 0 0 Corn Desert, Grassland +1 Food Farm +2 +0 +1 Cows Grassland, Plains +1 Food Pasture +1 +2 0 Crab Coast +1 Food Fishing Boats +2 0 0 Deer Plains, Tundra +1 Food Camp +2 0 0 Fish Coast, Ocean +1 Food Fishing Boats +3 0 0 Pigs Grassland, Hills (Grassland), Jungle +1 Food Pasture +3 0 0 Rice Grassland, Jungle +1 Food Farm +1 0 0 Sheep Grassland +1 Food Pasture +2 0 1 Wheat Plains +1 Food Farm +2 0 0 All resources (except Uranium) give a bonus to the base output of a tile. This bonus is listed the 'Effect' column. In addition all luxury resources give +1 happiness, and all food resources +1 health, to every connected city in your civilization, if they are improved. Strategic resources are needed to build certain units, and speed up the production of some buildings and wonders. Their effect is listed. Yield is the extra amount of Food, Hammers & Commerce that improving the resource yields to the tile the resource is on. Under the name of each resource, the terrain types on which the resource can be found are given. These are for standard map settings, obviously on custom-designed maps or map scripts this can be different....
    July 20, 2012, 18:24
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