THE PLAYER'S CIVILOPEDIA This file provides an alphabetical reference to the technological advancements in Sid Meier's Civilization. It allows one to check the blueprints (prerequisites, future advancements, and residual benefits) for each advance against the needs of the players specific situation. THIS FILE IS VERY LONG AND THUS NOT PRACTICAL FOR ON-LINE USE. We recommend readers print this file out for "monitor-side" reference. These chunks of wisdom were excerpted from Alan Emrich and Johnny Wilson's Sid Meier's Civilization, Or Rome On 640K A Day, an excellent supplement and strategy guide done in close collaboration with Sid Meier. Advanced Flight Requires: Flight, Electricity Leads to: Rocketry. Makes available: Bomber and Aircraft Carrier Units. Advanced Flight is an important milestone on the road to Space Flight and the colonization of Alpha Centauri, and the immediate military advantages are impressive. Aircraft Carrier units possess the best defense in the game and, when parked in a coastal city with City Walls, can be nearly impossible to destroy. Bomber units, on the other hand, are a fine offensive tool. They can block enemy units, pillage enemy resources, attack cities while negating the effects of City Walls, and can be based on Carriers for an extra extension to their range. While not an urgent discovery, Advanced Flight is certainly an important and highly useful advance for both war mongers and space colonizers. Alphabet Requires: None. Leads to: Code of Laws, Map Making, Math, Writing All good things spring forth from the Alphabet. With the possible exception of Pottery, it should be the first thing a player discovers. Short of an urgent military necessity requiring Bronze Working, don't waste a moment. Astronomy Requires: Mysticism, Mathematics Leads to: Navigation, Theory of Gravity Makes available: Copernicus' Observatory Astronomy is primarily a stepping stone on the way to Navigation, which leads to the crucial, world-exploring Sail units and the never-expiring Magellan's Expedition wonder. It is THE door to modern science. Atomic Theory Requires: Theory of Gravity, Physics Leads to: Nuclear Fission As far as advances go, Atomic Theory does not offer much. It leads toward the Manhattan Project wonder and Nuclear Power, and thus can be put off until one has a pressing need for a cleaner fuel supply or nuclear superiority. Automobile Requires: Combustion, Steel Leads to: Mass Production Makes available: Armor Units Makes Obsolete: Copernicus' Observatory and Knight Units. The Automobile advance is a can of worms. While allowing players to build the best overall military unit in the game, it also makes Knights obsolete and increases your pollution problems considerably. Fortunately, it brings the player 1 step from the Mass Production advance which negates the population pollution effect, and 2 steps from the Recycling advance which reduces industrial pollution to its lowest possible level. Banking Requires: Trade, The Republic Leads to: Industrialization, Corporation Makes available: Banks Banks become available with the advent of banking, which increase luxury item and coin production by 50%. It also comprises half of the ingredients necessary for the Industrialization advance. Bridge Building Requires: Iron Working, Construction Leads to: Railroad Makes available: Roads on river squares. In itself, Bridge Building is not an important advance (unless your empire is divided by numerous rivers), but its necessity in acquiring the essential Railroad advance make it a priority. Bronze Working Leads to: Currency, Iron Working Makes available: Phalanx Units, Colossus wonder The closer you discover a neighboring civilization, the more important this advance becomes. The Phalanx units it provides will be your primary defensive unit until the invention of Gunpowder. The Colossus wonder is also very useful, being the cheapest to construct and adding to your trade production during the crucial early years when they are needed the most. Ceremonial Burial Requires: None Leads to: Monarchy, Mysticism Makes available: Temples This advance does not sound as important as it really is. The immediate affect is the ability to construct temples (absolutely necessary early on at higher difficulty levels) which in turn prevent volcano disasters. It is also the building block to Monarchy and Mysticism, two other crucial advances. Ceremonial Burial -- dig it! Chemistry Requires: University, Medicine Leads to: Refining, Nuclear Power Chemistry has no immediate benefits, though it is a major gateway to many modern era advances. Chivalry Requires: Feudalism, Horseback Riding Leads to: Nothing Makes available: Knight Units Makes obsolete: Chariots If you are a warring type of leader, Chivalry is certainly not the dead end that it seems. The Knight Units it makes available are the best all around units on the board until Gunpowder and Metallurgy bring in heavier fire power. Peacefully situated civilizations may opt to leave Feudalism and Chivalry alone. Code of Laws Requires: Alphabet Leads to: Monarchy, Trade, Literacy, The Republic Makes available: Courthouses Code of Laws is a major gateway in the early portion of the game. Unless in a war situation requiring the urgent research of Bronze or Iron working, one should get their Code of Laws established as soon as possible. Combustion Requires: Refining, Explosives Leads to: Flight, Automobile Makes available: Cruisers Makes obsolete: Ironclads, Barracks Two very important advances depend on Combustion: Flight and the Automobile. While the immediate effect of being able to build Cruisers is useful (especially for examining unexplored oceans), the fact that Barracks become obsolete for the 2d time might cause some consternation. Not only must Barracks be rebuilt, but their maintenance costs increase as well. Note: New icons appear for Granaries, Marketplaces, and Barracks in the View City display. Communism Requires: Philosophy, Industrialization Leads to: Labor Unions Makes available: United Nations Makes obsolete: Pyramids and Michelangelo's Chapel Communism should be pursued under 3 conditions 1) you need to improve your war effort by adding Mechanized Infantry to your bag of tricks, 2) you're losing a war with another civilization and need the United Nations to establish peace, 3) you don't have the Pyramids or Michelangelo's Chapel which become obsolete. Otherwise, except as a tool for starting wars, Communism is a pretty useless form of government Computers Requires: Mathematics, Electronics Leads to: Space Flight, Robotics Makes available: SETI program Computers are an important way-point to a player's entire space program and, ultimately, Robotics (where Artillery units and Manufacturing Plants are a MAJOR reward). The SETI Program wonder, with its +50% gross light bulb production, while useful, arrives at a fairly late stage in the game after most of the discoveries have already been made. Still, every wonder is worth 20 Civ Points and having the SETI program makes the value of the additional 5 points scored for each "Future Advance" far more attainable. Conscription Requires: The Republic, Explosives Leads to: Nothing Makes available: Riflemen Units Makes obsolete: Legions, Musketeers There is only one reason to develop Conscription -- Riflemen units, the best military value in the game and a great boon for defense. If readying the defenses is not a priority, research elsewhere. Remember, though, you can never be too prepared for a sneak attack. Construction Requires: Masonry, Currency Leads to: Engineering, Bridge Building Makes available: Fortresses, Aqueducts, Colosseums Construction doesn't seem to get a lot of respect until after "something happens". After a city is denied growth from 10 to 11, or when the unrest in a city becomes too acute to ignore any longer, only then do players seem to appreciate the value of Construction. A little foresight in the development of construction can save many headaches. Currency Requires: Bronze Working Leads to: Trade, Construction Makes available: Marketplaces The Currency advance is where building a civilizations' fiscal picture really begins. With a Marketplace improvement, a city will generate 50% more coins. Currency also gets one on the roads toward trade and the precious Caravan units, and is a must when moving toward the more advanced government types. Democracy Requires: Philosophy, Literacy Leads to: Recycling Winston Churchill aptly described democracy as "the worst form of government, except for all others." It is the highest level that a civilization can achieve and eliminates all corruption. Unfortunately, city unrest must be watched diligently, for the state of Anarchy following overthrow of a democratic government is twice as long (2-8 turns), and the double "sad faces" created when troops leave home make Democracy a terrible war government. One should only rush the discovery of Democracy when the borders are secure, the prospects for world peace are promising and there are no large expeditions off abroad. Electricity Requires: Magnetism, Metallurgy Leads to: Electronics, Advanced Flight Makes obsolete: Colossus wonder As a civilization advance, Electricity just doesn't have a lot of spark. While it can quickly take a player to Electronics (nice for its Hoover Dam wonder) and from there to Computers, it is best left for the big push toward the end game. If you have the Colossus wonder, be sure your civ can take the revenue loss due to its obsolescence before developing this advance. Electronics Requires: Electricity Leads to: Computers, Rocketry, Nuclear Power Makes available: Hoover Dam, Hydro Plants Makes obsolete: Shakespeare's Theatre After the discovery of Electricity, one should quickly follow up the discovery of Electronics since both the Hoover Dam wonder and the Hydro Plant improvement are excellent purchases. Not only do Hydro plants and the Hoover Dam provide 50% more shields to an industrialized city, but they also reduce the industrial side of the pollution formula by 50%. The Hoover Dam provides power to all cities on a continent, so one should choose the sight for this wonder with care. Engineering Requires: The Wheel, Construction Leads to: Electronics, Invention While Engineering should be selected in the early portion of the game and has to be acquired before Industrialization, it should not be among the 1st handful of advances made, since it offers no immediate advantages. Explosives Requires: Gunpowder, Chemistry Leads to: Combustion, Conscription Though it sounds powerful, Explosives is another of the many intermediate discoveries which reap the player no immediate benefit. While Combustion is usually a ways off due to the need for Refining, Conscription is often right at hand. If you are under attack (or you are busy preparing to be attacked like a good paranoid!), the defensive advantage of Conscription's inexpensive riflemen might be worth a quick dash through Explosives. Otherwise, players should pursue other advances with more immediate rewards. Feudalism Requires: Masonry, Monarchy Leads to: Chivalry There's only one reason to pursue Feudalism -- to pursue Chivalry and make Knights available. Knights will dominate the battlefield for a long time. If caught up in the ancient-to-medieval arms race, one might be pressed into pursuing Feudalism. Otherwise, it can easily wait. Flight Requires: Combustion, Physics Leads to: Advanced Flight Makes available: Fighter Units The first step down the road to colonizing Alpha Centauri is Flight (which proceeds through Advanced Flight, Rocketry, and Space Flight). The immediate benefit of Flight is the Fighter Unit. Note that fighters were 'upgunned' during the final playtesting stage of the game, and now posses a 4 attack and a 2 defense, and not the 3 - 3 values indicated in the rule book. While Fighters might take a while to get to the front, they are quite handy once they get there. Fusion Power Requires: Nuclear Power, Superconductor Leads to: Futuristic Advances Makes obsolete: Hydro Plants Fusion Power is usually the last advance one achieves before researching Futuristic Advances. Aside from something to do with scientific research production, Fusion Power actually does contribute one thing. With Fusion Power, the risk of nuclear melt-down is completely eliminated, making Nuclear Plants the energy source of choice for their lower building and maintenance costs and, now, absolute safety. After discovering Fusion Power, one must decide whether to keep the light bulbs burning to achieve Futuristic Advances, or to go completely hedonistic with ones luxury rate. Futuristic Advance Requires: Fusion Power Leads to: More Futuristic Advances During playtesting, this advance was known as "The Meaning of Life" and, as the rules state, was worth 10 Civilization Points each. In the final code, they became a generic Futuristic Advance and are worth only 5 Civilization Points. The question the player must ask is whether they are a good value at only 5 points each, whereas the resources used to produce them might yield more in the final outcome. Genetic Engineering Requires: Medicine, The Corporation Leads to: Nothing Makes available: Cure for Cancer The single reason to pursue Genetic Engineering is the Cure For Cancer wonder. While the 20 Civilization Points for the wonder and the extra happy face amongst each city's populous are nothing to sneeze at, Genetic Engineering can wait for more pressing discoveries to be made. This Advance is usually only to be pursued by "idle minds", as it were. Gunpowder Requires: Invention, Iron Working Leads to: Metallurgy, Explosives Makes available: Musketeers Makes obsolete: Barracks, Militia, Phalanx, The Great Wall Gunpowder is one of the 3 big Advances that really changes the complexity of the game. Gunpowder makes all Barracks obsolete and, when rebuilt, have a higher maintenance cost. While Gunpowder makes the Great Wall, Militia, and Phalanx units obsolete, it does allow Musketeers to be built (with their excellent defense strengths). Gunpowder is usually a priority Advance, just don't forget to sell off all your old Barracks immediately prior to its discovery. Horseback Riding Requires: Nothing. Leads to: Chivalry Makes available: Cavalry Units Horseback Riding offers very little. While it is required to obtain Chivalry and the Knight unit, it is ultimately a dead end path. This Advance can be stabled for a while unless there are long term prospects for war ahead. If it's looking hostile out there, one had better saddle up and move 'em out. Industrialization Requires: Railroad, Banking Leads to: Steel, The Corporation, Communism Makes available: Women's Suffrage, Transports, Factories Makes obsolete: Frigates Industrialization kicks off the modern era, and one is advised to acquire it with all haste. Nearly every thing about it is positive. Factories will increase production in cities by 50%; Transports greatly enhance sealift capacity; and Women's Suffrage is, arguably, the single most important wonder in the game. The downside is that population pollution begins to be factored into the pollution equation (see the Pollution Formula in the other Civilization hint file). Invention Requires: Engineering, Literacy Leads to: Steam Engine, Gunpowder Makes obsolete: Hanging Gardens With necessity as its mother, Invention is a linchpin Advance on the road to both the Steam Engine (which leads to the critical Railroad advance) and Gunpowder (which takes one into a grand new epoch of warfare). Of course, if you don't have the Hanging Gardens wonder, there's the extra satisfaction of negating that wonder's benefits for an opponent. The discovery of Invention can wait for emergencies, but should remain a fairly high priority. Note: Advisors take on their modern look once a civilization achieves Invention. Iron Working Requires: Bronze Working Leads to: Bridge Building, Gunpowder Makes available: Legions Beside providing the short term advantage of cheap offensive units, Iron Working is one of the key basic building blocks of any budding Civilization. Labor Union Requires: Mass Production, Communism Leads to: Nothing Makes available: Mech Infantry One can count on one finger the reasons to discover Labor Unions -- Mechanized Infantry. The best defense in the game, combined with enough speed to keep up with Armor and Artillery Units, makes Mech Infantry a critical piece on the battlefield. These units are not absolutely necessary, however, as the cheaper Riflemen units can do the job of city defense while other, more pressing, advances are pursued. Literacy Requires: Writing, Code of Laws Leads to: Democracy, Invention, Philosophy, & The Republic Makes available: The Great Library Where would civilization be without Literacy? (Not reading this file, certainly.) Like Philosophy, it is a tree with many branches, opening up many important Advances to discovery. Paramount among them is the Republic. If times are peaceful, upgrading to this form of government will increase trade dramatically. The Great Library, too, can be a great help, especially when one starts the game in an isolated position. Magnetism Requires: Navigation, Physics Leads to: Electricity Makes available: Frigates Makes obsolete: Sail units and the Lighthouse wonder. While the Frigate unit is nice (having the same cost as the Sail unit, doubling its combat strength and adding an extra unit of carrying capacity), the real point of discovering Magnetism is to get to Electricity. However, while Electricity is the path to high-tech advances, it will take time to make that path bear fruit. Consequently, Magnetism can wait for more pressing Advances which offer more immediate returns. Map Making Requires: Alphabet Leads to: Navigation Makes available: Triremes, Lighthouse The need for Map Making is usually directly proportional to the isolation of one's starting position. If one starts on a small island, it is absolutely vital that one gets Triremes poking around in the inky black in search of new lands to settle. Masonry Requires: Nothing Leads to: Mathematics, Feudalism, Construction Makes available: The Great Wall, Pyramids, Palace, City Walls Unless one is in a hurry to get Triremes or Monarchy, Masonry is the perfect 2nd or 3rd research choice (after Pottery and, perhaps, the Alphabet). City Walls are mini- wonders of their own (protecting against floods and greatly improving city defense), and the Pyramids and the Great Wall are both highly useful. Mass Production Requires: Automobile, The Corporation Leads to: Nuclear Fission, Superconductor, Recycling, Labor Union Makes available: Submarines, Mass Transit Mass Production is both a kiss and a curse. The curse is that the pollution formula takes a jump and now includes 75% of a city's population (up from 50% with the Automobile). The kiss, however, is that the Mass Transit improvement will completely eliminate a city's population pollution factor. Mathematics Requires: Alphabet, Masonry Leads to: Astronomy, Physics, University, Computers Makes available: Catapults Mathematics is a key building block for many essential advances and makes the ancient offensive juggernauts, the Catapults, available (helpful in both attacking and defending young cities). Medicine Requires: Philosophy, Trade Leads to: Chemistry, Genetic Engineering Makes available: Shakespeare's Theatre Medicine begets Chemistry. Chemistry begets the modern era. Medicine also inoculates one's civ against plague. The Shakespeare's Theatre wonder is made available by this advance, though the wonder actually does very little for a very limited time. (See the Wonders section). Metallurgy Requires: Gunpowder, University Leads to: Steel, Electricity Makes available: Cannons As if being able to replace Catapults with Cannons isn't enough, Metallurgy is also required for discovering both Steel and Electricity. The urgency with which one pursues Metallurgy usually depends on one's pressing need for Cannons, as a rule. When in doubt what to research next, Metallurgy is a safe bet. Monarchy Requires: Ceremonial Burial, Code of Laws Leads to: Feudalism Not only is Monarchy necessary on the road to Chivalry, it is also the government of progress during the early stages of the game. With Monarchy, both irrigation and mining become useful for city growth, and corruption is reduced a bit. No less important is the fact that Monarchies can declare war on other players at will, ignore their peace overtures and never have to cope with a meddlesome Senate overruling their "divinely inspired" will. Monarchy always makes for a good "war government". Mysticism Requires: Ceremonial Burial Leads to: Astronomy, Philosophy Makes available: Oracle of Delphi Part religion, part science, it's a wonder that Mysticism helps along both developmental paths. For religion, it doubles the effect of Temples which will then make 2 unhappy people mollified. Additionally, with the Oracle wonder, Temples double their effect again making 4 unhappy citizens content. As for science, Mysticism leads to Astronomy and then to Navigation. Likewise, the Philosophy advance requires this mystical world view. Navigation Requires: Map Making, Astronomy Leads to: Physics, Magnetism Makes available: Magellan's Expedition, Sail Units Navigation, like Gunpowder and Industrialization, changes the nature of the game. With Navigation, one can build Sail units and explore the world. In so doing, one can establish far-flung embassies, trade routes and empires. Navigation also leads to the important advance of Physics and the Magellan's Expedition wonder is one of the best since it gives every ship an extra movement point and never expires. Nuclear Fission Requires: Mass Production, Atomic Theory Leads to: Nuclear Power Makes available: Manhattan Project Makes obsolete: Isaac Newton's College When heading down the backstretch of technology, there appears Nuclear Fission. While this Advance turns the lights out at Isaac Newton's College, it also affords one the opportunity to pursue the Manhattan Project. Global thermonuclear warfare aside, the peaceful uses for Nuclear Power will become available with that advance (as will a reduction by 50% of industrial pollution where a Nuclear Plant exists). Ultimately, this will lead to Fusion Power, at which point nuclear power is rendered completely harmless. Nuclear Power Requires: Nuclear Fission, Electronics Leads to: Fusion Power Makes available: Nuclear Plants Nuclear Power in Civilization is clean and cheap. Like Hydro Plants, Nuclear Plants cut industrial pollution by 50% and costs half as much to maintain. There is the small threat of nuclear melt-down if a city housing a plant goes into civil disorder, but this threat is removed once one moves on to Fusion Power. Philosophy Requires: Mysticism, Literacy Leads to: Medicine, Democracy, University, Religion, Communism Philosophy is THE portal to the world of ideas. While not every one of its branches is a prize, certainly Democracy (the highest form of government in the game) and Religion with its cheep, mass mollifying Cathedrals, are winners. Players are certainly urged to pursue Philosophy with all possible speed. Philosophy -- one Kant win without it. Physics Requires: Mathematics, Navigation Leads to: Atomic Theory, Magnetism, Steam Engine, Flight Physics is THE advance of the modern age. Atomic theory, Magnetism, Electricity, Steam Engines, Railroads, and Flight are its progeny. It gives one a lot of flexibility -- so get 'physic'al as soon as possible. Plastics Requires: Refining, Space Flight Leads to: Superconductor, Robotics Makes available: Space ark Components (with Apollo Program) If one is able to develop Plastics, one is on the home stretch of Civilization. It is key to two important advances, the Superconductor and its fruit -- SDI defense, and, Robotics with its -- Manufacturing Plants and Artillery Units. Plastics does have a negative side; it raises the population pollution factor in the pollution equation to 100%. (See the Formula in the other Civ hinte file). Pottery Requires: Nothing Leads to: Nothing Makes available: Granaries, Hanging Gardens With the possible exception of the Alphabet, Pottery should be one of the 1st advances a budding civilization pursues. While it leads nowhere, Granaries are vital to city growth and prosperity, and protect against famine. The Hanging Gardens wonder is marginally useful on the lower levels, becoming increasingly helpful at higher difficulty levels where unrest hits every city with its 3rd or 4th civie. Railroad Requires: Steam Engine, Bridge Building Leads to: Industrialization Makes available: Darwin's Voyage, Railroads (duh) The bullet train to the big time beings with the Railroad. With an extensive rail network throughout a civilization, one can get their troops anywhere in their empire in one move (avoid moving through cities!). One shouldn't limit their rails to a single transportation network line. Rails increase the productivity of any square (even ocean squares!!) by 50%, spurring a huge leap in income and productivity levels. All aboard! Recycling Requires: Mass Production, Democracy Leads to: Nothing Makes available: Recycling Centers This is a dead end Advance with but a single purpose; Recycling Centers. While a Hydro or Nuclear Power Plant will reduce industrial pollution by 50%, a Recycling Center will knock it down by 67%. For large industrial centers with large pollution problems, Recycling is the answer. But if pollution is no a major problem, one is best advised to put their shield resources somewhere else. Refining Requires: Chemistry, The Corporation Leads to: Combustion, Plastics Makes available: Power Plant Refining bridges the gap between 19th and 20th century technology, leading to the all important Combustion Advance. It also provides the game's 1st power source, the Power Plant. The Power Plant description in the documentation (pg. 80) is erroneous. It states that Plants "increase... pollution significantly", when in fact Power Plants have no direct impact on the Pollution formula except to increase productivity by 50% (as do all energy sources). Religion Requires: Philosophy, Writing Leads to: Nothing Makes available: Cathedrals, J.S. Bach's Cathedral, Michelangelo's Cathedral Makes obsolete: Oracle wonder Though a dead-end technology, Religion is absolutely key to building large cities. The Cathedral improvements it makes available are an improvement on Colosseums, making 4 people content as opposed to 3, and costing 3 coins to maintain a turn as opposed to 4. It also opens up the way for J.S. Bach's Cathedral, one of the most useful and long lived wonders in the game. Robotics Requires: Plastics, Computers Leads to: Nothing Makes available: Artillery, Manufacturing Plants, Space ark Modules Makes obsolete: Cannons Robotics is a boon to nearly every aspect of the game. In war matters, it provides the most potent offensive weapon in the game. Economically, it makes available the Manufacturing Plants which nearly doubles a city's productivity. It also allows one to create the Civilization score enhancing population modules for the Space ark. Rocketry Requires: Advanced Flight, Electronics Leads to: Space Flight Makes available: Nuclear Unit (with Manhattan Project) The last milestone before Space Flight, Rocketry also unleashes the devastating Nuclear units. Players are wise to continue to aggressively pursue their space program after the discovery of Rocketry, since the only thing that can prevent nuclear devastation is the SDI improvement, which lay down that road. Nuke other players conservatively. Every polluted square one can see is another negative 10 civ points and other fine mess to clean up before global warming sets in. Space Flight Requires: Computers, Rocketry Leads to: Plastics Makes available: Apollo Program, Space Ark Structure Space Flight officially opens up the space age. Once the Apollo program is developed by any player, any other player may begin their Space Ark. Once one has developed Space Flight, he should race toward Plastics and the wonders beyond. Steam Engine Requires: Physics, Invention Leads to: Railroad Makes available: Ironclads Usually lost in the shuffle of other Advances, a good case can be made for developing the Steam Engine expeditiously. Like Britannia, the Ironclad will rule the waves for many years -- essential for island kingdoms. Moreover, the Steam Engine is required for the Railroad advance, one of the most important in the game. Steel Requires: Metallurgy, Industrialization Leads to: Automobile Makes available: Battleships Battleships, Battleships, Battleships. Need more be said? These units hit hard and take a beating, can shore bombard enemy units and cities, and are essential to 'sea'- periority. Battleships, live them, learn them, love them. Superconductor Requires: Plastics, Mass Production Leads to: Fusion Power Makes available: SDI Defense Superconductors are only necessary when the threat of nuclear annihilation is loose throughout the world. If there's no threat, put your shields to better use. The Corporation Requires: Banking, Industrialization Leads to: Mass Production, Genetic Engineering, Refining The Corporation is a modern conduit to many other advances. It is the business equivalent of the Philosophy advance which will thrust one toward the highly desired Mass Production and Refining technologies. Theory of Gravity Requires: Astronomy, University Leads to: Atomic Theory Makes available: Isaac Newton's College The Theory of Gravity just isn't big news. While Isaac Newton's College wonder is a great light bulb generator for a long time (until Nuclear Fission), the Theory of Gravity doesn't do much else. Until one is ready to start splitting atoms, one can let this advance float. The Republic Requires: Code of Laws, Literacy Leads to: Banking, Conscription This is the 1st of the 2 representative governments that become available in Civilization. One can switch to this form of government in order to promote economic growth while still maintaining some ability to wage an offensive was. One can actually play an entire game without leaving The Republic. If one is looking to upgrade the empire, one need only vote for The Republic (and move faster than the Senate). The Wheel Requires: Nothing Leads to: Engineering Makes available: Chariots This is another of the early advances which can either be essential or useless depending on the world situation. If one is isolated from others from the go, the Wheel can wait. If war is in the air, one need put these wheels to the road and bring the war home to the enemy. Trade Requires: Currency, Code of Laws Leads to: Medicine, Banking Makes available: Caravan It seems Caravan units are often overlooked by many Civilization players. They are invaluable for their abilities to increase trade in one's empire and expedite the development of wonders. Note that the documentation is misleading regarding trade in that it suggests that the distance between 2 trading cities affects the volume of trade. Distance only comes into play when computing the initial trade route bonus but not in the overall volume of trade generated each turn. University Requires: Mathematics, Philosophy Leads to: Chemistry, Metallurgy, Theory of Gravity Makes available: Universities Makes obsolete: The Great Library If one has fallen behind in the tech race and has built the Great Library to remedy that, then one might hesitate before developing the University. However, if in the lead, one had just as well develop the University and maintain that position. Writing Requires: Alphabet Leads to: Religion, Literacy Makes available: Libraries, Diplomats One might think of Writing as the narrow end of the scholarly telescope. While peering through it, one will pass through the ever wider channels of Literacy and Philosophy. This fact, combined with the usefulness of Diplomats, make Writing an advance to put at the top of your list. - Elliott ...!{ philabs | yale | oliveb | decvax | iscuva}!oliafd!elliottIndex, Civilopedia, Citiy Names, Wonders, Advance Table, Advances Cross Refference
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Civilization 1: THE PLAYER'S CIVILOPEDIA
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- Created by: Martin Gühmann
- Published: November 11, 2010, 19:46
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Civilization 1: THE PLAYER'S CIVILOPEDIA
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THE 21 WONDERS OF SID MEIER'S WORLD by Elliott This section provides an alphabetical (as opposed to a chronological) reference to "wonder working" which should allow one to check the blueprint (prerequisites, costs and benefits) against the needs of one's specific situation. It is designed for quick reference with a few strategic considerations for game play provided....
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December 11, 2010, 19:53 -
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THE PLAYER'S CIVILOPEDIA This file provides an alphabetical reference to the technological advancements in Sid Meier's Civilization. It allows one to check the blueprints (prerequisites, future advancements, and residual benefits) for each advance against the needs of the players specific situation. THIS FILE IS VERY LONG AND THUS NOT PRACTICAL FOR ON-LINE USE. We recommend readers print this file out for "monitor-side" reference. These chunks of wisdom were excerpted from Alan Emrich and Johnny Wilson's Sid Meier's Civilization, Or Rome On 640K A Day, an excellent supplement and strategy guide done in close collaboration with Sid Meier....
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December 11, 2010, 19:46 -
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C I V I L I Z A T I O N A D V A N C E S Cross Reference = successors, listed in forward chronological order ADVANCES -------- Alphabet-> Writing, MapMaking, Code of Laws, Mathematics, Diplomat, Library, Trireme, Lighthouse, Courthouse, Literacy, Monarchy, Trade, Catapult, Astronomy, Great Library, Republic, Philosophy, Feudalism, Caravan, Copernicus, Navigation, Banking, Medicine, Religion, Democracy, University, Chivalry, Invention, Sail, Magellan, Physics, Bank, Shakespeare, Cathedral, J.S. Bach, Michelangelo, Chemistry, University (Imp), Theory of Gravity, Knight, Gunpowder, Magnetism, Steam Engine, Isaac Newton, Atomic Theory, Explosives, Musketeer, Metallurgy, Frigate, Railroad, Ironclad, Conscription, Cannon, Electricity, Darwin's Voyage, Industrialization, Rifleman, Electronics, Transport, Factory, Women's Suffrage, Steel, Corporation, Communism, Hydro Plant, Hoover Dam, Computers, Battleship, Refining, Genetic Eng., United Nations, SETI Program, Power Plant, Combustion, Cure for Cancer, Automobile, Cruiser, Flight, Armor, Mass Production, Fighter, Advanced Flight, Labor Union, Submarine, Mass Transit, Recycling, Nuclear Fission, Bomber, Carrier, Rocketry, Mech Infantry, Recycling Center, Manhattan Project, Nuclear Power, Nuclear Unit, Space Flight, Nuclear Plant, SS Structure, Apollo Program, Plastic, SS Component, Superconductor, Robotics, Fusion Power, SDI Defence, Artillery, Mfg Plant, SS Module ...
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December 11, 2010, 18:11 -
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The entire Scientific Advancement table; requirements included where applicable...
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December 11, 2010, 14:44 -