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  • Civilization 4: Units

    Civilization 4: Units

    Combat Units Str MP Cost Technology Resource Special Abilities Scout Recon Units 1 2 15 Hunting   Can Only Defend Better results from Tribal Villages +100% vs. Animals Explorer Recon Units 4 2 40 Compass   Can Only Defend Better results from Tribal Villages Ignores Terrain Movement Cost Starts with Guerilla I, Woodsman I Warrior Melee Units 2 1 15     +25% City Defense Swordsman Melee Units 6 1 40 Iron Working Iron +10% City Attack Axeman Melee Units 5 1 35 Bronze Working Copper or Iron +50% vs. Melee Units Maceman Melee Units 8 1 70 Civil Service Machinery Copper or Iron +50% vs. Melee Units Spearman Melee Units 4 1 35 Hunting Copper or Iron +100% vs. Mounted Units Pikeman Melee Units 6 1 60 Engineering Iron +100% vs. Mounted Units Musketman Gunpowder Units 9 1 80 Gunpowder     Rifleman Gunpowder Units 14 1 110 Rifling   +25% vs. Mounted Units Grenadier Gunpowder Units 12 1 100 Chemistry   +50% vs. Rifleman Infantry Gunpowder Units 20 1 140 Assembly Line Rifling   +25% vs. Gunpowder Units SAM Infantry Gunpowder Units 18 1 150 Rocketry   +50% vs. Helicopter Units Can Intercept Aircraft (40% Chance) Marine Gunpowder Units 24 1 160 Industrialism Rifling   +50% vs. Machine Gun +50% vs. Artillery Starts with Amphibious Mechanized Infantry Gunpowder Units 32 2 200 Robotics Rifling   Can Intercept Aircraft (20% Chance) Starts with March Archer Archery Units 3 1 25 Archery   1 First Strike +50% City Defense +25% Hills Defense Longbowman Archery Units 6 1 50 Feudalism Archery   1 First Strike +25% City Defense +25% Hills Defense Crossbowman Archery Units 6 1 60 Machinery Archery Iron 1 First Strike +50% vs. Melee Chariot Mounted Units 4 2 25 The Wheel Horses No Defensive Bonuses 20% Withdrawl Chance Horse Archer Mounted Units 6 2 50 Horseback Riding Archery Horses Immune to First Strikes No Defensive Bonuses +50% vs. Catapult Knight Mounted Units 10 2 90 Guilds Horseback Riding Horses Iron Immune to First Strikes No Defensive Bonuses Cavalry Mounted Units 15 2 120 Military Tradition Gunpowder Horseback Riding Horses No Defensive Bonuses 30% Withdrawl Chance +50% vs. Cannon War Elephant Mounted Units 8 1 60 Construction Ivory No Defensive Bonuses +50% vs. Mounted Units Catapult Siege Weapons 5 1 40 Construction   No Defensive Bonuses Bombards Cities (-15%/turn) Causes Collateral Damage 25% Withdrawal Chance Cannon Siege Weapons 12 1 100 Steel Iron No Defensive Bonuses Bombards Cities (-20%/turn) Causes Collateral Damage 25% Withdrawal Chance Machine Gun Siege Weapons 18 1 125 Railroad   Can Only Defend 1 First Strike +50% vs. Gunpowder Units Artillery Siege Weapons 18 1 150 Artillery   No Defensive Bonuses Bombards Cities (-25%/turn) Causes Collateral Damage 25% Withdrawal Chance +50% vs. Siege Weapons Tank Armored Units 28 2 180 Industrialism Rifling Oil No Defensive Bonuses Starts With Blitz Modern Armor Armored Units 40 2 240 Composites Computers Oil Aluminum 1 First Strike No Defensive Bonuses Starts With Blitz Galley Naval Units 2 2 50 Sailing   2 Cargo Space Cannot enter Ocean Caravel Naval Units 3 3 60 Optics   1 Cargo Space Carries Scouts, Explorers, Missionaries, Spies, Great People Can Explore Rival Territory Galleon Naval Units 4 4 80 Astronomy   3 Cargo Space Frigate Naval Units 8 4 90 Chemistry Astronomy Iron Can Bombard City Defenses (-10%/turn) Ironclad Naval Units 12 2 100 Steel Steam Power Iron Coal Cannot Enter Ocean Can Bombard City Defenses (-10%/turn) Transport Naval Units 16 5 125 Comb...
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  • Civilization 4: Wonders and Projects

    Civilization 4: Wonders and Projects

    World Wonders can only be built once in the entire world Wonder Requires Cost Effects The Pyramids Masonry 450 Enables all Government civics +6 culture +2 engineer Great People Points Can only be built on Classical and earlier starts Double production speed with Stone Stonehenge Mysticism 120 Free Obelisk in every city Centers world map +8 culture +2 prophet Great People Points Can only be built on Classical and earlier starts Double production speed with Stone Obsolete wth Calendar The Great Library Literature Library 350 +2 free Scientist in city +8 Culture +2 scientist Great People Points Can only be built on Medieval and earlier starts Double production speed with Marble Obsolete with Scientific Method The Great Lighthouse Masonry Lighthouse 200 +2 trade routes in all coastal cities +6 culture +2 merchant Great People Points Can only be built on Classical and earlier starts Obsolete wth Corporation The Hanging Gardens Mathematics Aquaduct 300 +1 health in all cities +1 population in all cities +6 culture +2 engineer Great People Points Can only be built on Medieval and earlier starts Double production speed with Stone The Colossus Metal Casting Forge 250 +1 commerce for water tiles in all cities +6 culture +2 merchant Great People Points Can only be built on Medieval and earlier starts Double production speed with Copper Obsolete with Astronomy The Oracle Priesthood 150 +1 free technology +8 culture +2 prophet Great People Points Can only be built on Classical and earlier starts Double production speed with Marble The Parthenon Polytheism 400 +50% great people birth rate in all cities +10 culture +2 artist Great People Points Can only be built on Classical and earlier starts Double production speed with Marble Obsolete with Chemistry Angkor Wat Philosophy 500 +1 hammer from Priest in all cities Can turn 3 citizens into priest +8 culture +2 priest Great People Points Can only be built on Renaissance and earlier starts Double production speed with Stone Obsolete with Computers The Spiral Minaret Divine Right 550 +1 gold from all state religion buildings +8 culture +2 prophet Great People Points Can only be built on Renaissance and earlier starts Double production speed with Stone Obsolete with Computer The Hagia Sophia Engineering 550 Workers build improvements 50% faster +8 culture +2 engineer Great People Points Can only be built on Medieval and earlier starts Double production speed with Marble Obsolete with Steam Power Chichen Itza Code of Laws 500 +25% defence in all cities +6 culture +2 prophet Great People Points Can only be built on Medieval and earlier starts Double production speed with Stone Obsolete with Rifling The Sistine Chapel Theology 600 +2 Culture per Specialist in All Cities +10 Culture +2 artist Great People Points Can only be built on Renaissance and earlier starts Double production speed with Marble Notre Dame Music 650 +1 happiness in all cities on this continent +10 culture +2 artist Great People Points Can only be built on Renaissance and earlier starts Double production speed with Stone The Taj Mahal Nationalism 700 Starts a golden age +10 culture +2 artist Great People Points Can only be built on Industrial and earlier starts Double production speed with Marble The Kremlin Communism 800 -33% hurry production cost +2 artist Great People Points Double production speed with Stone Obsolete with Fiber Obtics The Eiffel Tower Radio Forge 1250 Free Broadcast Tower in every city +6 culture +2 merchant Great People Points Double production speed with Iron The Statue of Liberty Democracy Forge 1500 +1 free specialist in all cities on the continent +6 culture +2 merchant Great People Points Can only be built on Industrial and earlier starts Double production speed with Copper Broadway Electricity 800 +50% culture Provides 5 Hit Musicals +2 artist Great People Points Rock & Roll Radio 800 +50% culture Provies 5 Hit Singles +2 artist Great People Points Hollywood Mass Media 1000 +50% culture Provides 5 Hit Movies +2 artist Great People Points The Three Gorges Dam Plastics 1750 Provides power for all cities on the continent +2 engineer Great People Points The Pentagon Assembly Line 1250 +2 experience for new units in all cities +2 engineer Great People Points The United Nations Mass Media 100...
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  • Civilization 4: Buildings

    Civilization 4: Buildings

    Regular Buildings Requires Cost Effects Palace At least 4 cities Can only have one 160 Makes this city the Capital Reduces maintenance in nearby cities +2 culture +1 happiness +8 commerce Walls Masonry 50 +50% Defense (Except vs. gunpowder-based units) Required to build castle Double production speed with stone Castle Engineering Walls 100 +50% Defense (Except vs. gunpowder-based units) +1 culture Double production speed with stone Barracks - 60 New land units receive +4 experience points Required to build Heroic Epic Bunker Electricity 100 -75% damage from air units Bomb Shelters Electricity Manhattan Project 100 -75% damage from nukes Granary Pottery 60 Stores 50% of food after growth +1 health from Corn, Rice, Wheat Available for free on Renaissance and later starts Aqueduct Mathematics Masonry 100 +2 health Required to build The Hanging Gardens Available for free on Industrial and later starts Hospital Medicine 200 +3 health Heals units extra 10% damage / turn Required to build Red Cross Recycling Center Ecology 300 No unhealthiness from buildings Lighthouse Sailing 60 Water tiles +1 food Required to build The Great Lighthouse Available for free on Industrial and later starts Harbor Compass 80 +50% trade route yield +1 health from Crab, Clams and Fish resources Available for free on Modern and later starts Drydock Steel 120 New water units receive +4 experience Build water units 50% faster +1 unhealthiness Airport Flight 250 Can airlift 1 land unit per turn +1 trade route +1 unhealthiness Forge Metal Casting 120 +25% hammer production Can turn 1 citizen into engineer +1 happiness from Gems, Gold, Silver +1 unhealthiness Required to build Ironworks, The Colossus, The Eiffel Tower, The Statue of Liberty Available for free on Modern and later starts Factory Assembly Line 250 +25% hammer production +50% hammer production with power Can turn 2 citizens into engineer +1 unhealthiness Required to build Coal Plant, Hydro Plant, Nuclear Plant Coal Plant Assembly Line Factory 150 Provides power +2 unhealthiness if used Hydro Plant Plastics Factory 200 Provides power Nuclear Plant Fission Factory 250 Provides power with Uranium Small chance of nuclear meltdown Obelisk Mysticism 30 +1 culture Obsolete with Calendar Academy Great Scientist - +50% science in city +4 culture Library Writing 90 +25% science in city +2 culture Can turn 2 citizens into scientist Required to build University, National Epic, Great Library University Education Library 200 +25% science in city +3 culture Required to build Oxford University Observatory Astronomy 150 +25% science in city Can turn 1 citizen into scientist Required to build Laboratory Laboratory Computers Observatory 250 +25% science in city +50% spaceship production Can turn 1 citizen into scientist +1 unhealthiness Theatre Drama 50 +1 happiness per 10% culture rate Can turn two citizens into artist +1 happiness from Dye +3 culture Required to build Globe Theatre Colosseum Construction 120 +1 happiness +1 happiness per 20% culture rate Broadcast Tower Mass Media 175 +50% culture +1 happiness per 10% culture rate Can turn 2 citizens into artist +1 happiness from Hit Singles, Hit Musicals, Hit Movies Market Currency 150 +25% gold in city Can turn 2 citizens into merchant +1 happiness from Fur, Ivory, Silk, Whale Available for free on Industrial and later starts Grocer Currency Guilds 150 +25% gold in city Can turn 2 citizens into merchant +1 health from Banana, Spicer, Sugar, Wine Required to build Supermarket Available for free on Industrial and later starts Bank Banking 200 +50% gold in city Required to build Wall Street Available for free on Modern and later starts Supermarket Refrigeration Grocer 150 +1 health from Cow, Pig, Deer, Sheep Courthouse Code of Laws 120 -50% maintenance Required to build Forbidden Palace Jail Constitution 120 -25% war weariness Available for free on Modern and later starts Religious Buildings Requires Cost Eff...
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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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