How to build water units in civilization 5. Experience of units and their promotion in Sid Meier`s Civilization V. Armored train for civilians

Hello, I'm Raven. Here I want to share my tactics for playing the wonderful strategy Civilization V! The guide will develop, not all at once)

Character selection:
If you are going to devote the entire game to war with other civilizations, choose Genghis Khan, he has one very good ability! I personally play for Catherine II, because I am a patriot. I have never played the others, I will update this section as the game progresses.
_____________________________________________________________________
First steps:
We make a city where there is a vast amount of resources (The rest will appear as we study the “Research Tree”; we make a city there! Great, the first steps have been taken! Now we need to develop and expand the territory! There are 2 options to expand the borders: Make your own cities, capture others. If you, like me, are going to capture cities, start with weak ones, and then build a road from your capital to the city! Why? There will be an influx of gold, and it is very necessary here! I forgot to mention 3 ways to expand borders: Buy cells. Cells are quite expensive, but there are those marked in purple! They are sold cheaply. As you advance, you will meet other Civilizations. Now tips: Every time you capture/create a city, build a road to it! Sell unnecessary resources to other states! Are you going to capture the city? Make a lot of units and take the city under siege! I also advise you to buy additional ones (If others are killed), and now a warning! THE CITY CANNOT BE CAPTURED BY RANGE UNITS! That is, guns, archers, etc.! The city can only be captured by: Warriors, Knights, Knights with a long sword, infantry, motorized infantry!

_____________________________________________________________________
Endings:
There are several endings in the game, I will only say the ones that I know!
Military victory: Smash states and civilizations, take over the world.
Cultural victory: -
“Normal” ending: You just reach...2060-62 and a splash screen appears that says: Civilizations are mired in war and blah blah blah, but you survived, the world will forever remember your triumph.
I don't know any more endings, let's move on to the next last section.
_____________________________________________________________________
Defense, what is better to study?
So, now you have developed a little, what next? You need to place a guard in your city, preferably a long-range unit (Guns, etc.) How to do this? We make/buy a unit, send it to the city and the inscription “Put in garrison” will appear, click on it and that’s it, your unit is in the garrison! If you place a unit in the garrison of a city, its power will increase. What is better to study at the beginning of the game? It doesn't matter what you study at the beginning of the game. But when you reach the middle, there I advise you to study those technologies that are associated with military units! Well, that is if you are going to capture and destroy, and if not, then study a lot of different things related to culture and build wonders of the world!
____________________________________________________________________
So my guide has come to an end, in the way that I described here, I completed the game! Good luck and good mood to everyone =)

General Notes

  • Only one unit of each category ( Military, Naval or Civilian) is allowed per hex.
  • Air units are an exception to the one unit per hex rule. Aircraft and missiles can stack in a city (no limit) or on a Carrier (up to 3). Missiles can also stack on a Missile Cruiser (up to 3) or on a Nuclear Submarine (up to 2).
  • Ranged units(including ships) can only use ranged attacks, and cannot melee attack (though they will defend if attacked).
  • Land units can now embark on water with the Embarkation promotion, achieved with Optics.
  • Military land units exert a 1-hex zone of control, which reduces adjacent enemy movement to 1 hex per turn. "If you move a unit from one tile adjacent to an enemy to another tile adjacent to that same enemy it uses up your turn, no matter how many movement points you have."- Jon Shafer
  • Siege units have a bonus attacking cities, but most must "set up" to fire first, and so can"t move and fire in the same turn.
  • In addition to any resources they require, units also require maintenance in gold.
  • There is now a hard cap on the number of units your empire can support. It is calculated as (Base Supply + Number of Cities + Number of Citizens). For Normal difficulty, Base Supply appears to be 5. So this number is fairly generous; the only time you will run up against this cap is when trying to build a large early army with only a single city.
  • Decommissioning units now refunds some gold, if done inside your borders.
  • All units have 100 hit points.

List of Units

Details about specific units have been split into era-specific sections; there you can find images and notes on each unit.

Units Master List
Unit Type Technology Prod.
Cost
Move Str. Rngd
Str.
Range Req. Resource Notes
Warrior Melee - 40 2 8 - - -
Civilian - 106 2 - - - - Can Found Cities. City growth suspended during production
Civilian - 70 2 - - - - Can build tile improvements
Scout Melee - 25 2 5 - - - Ignores terrain cost
Archer Archery Archery 40 2 5 7 2 - May Not Melee Attack
Spearman Melee Bronze Working 56 2 11 - - - +50% bonus vs. Mounted
Chariot Archer Mounted The Wheel 56 4 6 10 2 Horses Rough terrain penalty, no defensive bonuses
Trireme Naval Melee Sailing 56 4 10 - - - Cannot enter deep ocean
Civilian Sailing 30 4 - - - - Can build Fishing Boats and Offshore Platform
Civilian - - 2 - - - - +25% bonus to nearby units; can build Citadel
Civilian - - 2 - - - - Can build Academy
Civilian - - 2 - - - - Can build Manufactory
Civilian - - 2 - - - - Can build Customs House
Civilian - - 2 - - - - Create Great Work, Trigger Golden Age
Civilian - - 2 - - - - Create Great Work, Create Political Treatise
Civilian - - 2 - - - - Create Great Work, Concert Tour
Civilian - - 2 2000 - - - Found Religion, Spread Religion, Build Holy Site
Civilian - - ? 0 - - - +15% combat bonus, can heal nearby naval units
Trade Animal Husbandry 75 1 - - 10 -
Trade Sailing 100 1 - - 45 - Establish Trade Route, Limited Visibility
Civilian - - 2 - - - - Trade Mission Bonus
Civilian - 200† 4 1000 - - - Spread Religion
Civilian - 200† 3 0 - - - Remove Heresy
Pathfinder Recon - 45 2 8 - - - Shoshone UU*; Native Tongue, ignores terrain cost
Civilian (Great General) - 5 - - - - Mongolian UU*; Heals adjacent units.
Brute Melee - 20 2 8 - - - Barbarian UU*
Galley Naval Melee - 50 3 7 - - - Barbarian UU*; Cannot enter deep ocean
Hand-Axe Archery - 56 2 9 9 1 - Barbarian UU*; may not melee attack
Bowman Archery Archery 40 2 7 9 2 - Babylonian UU*;
War Chariot Archery The Wheel 56 5 6 10 2 - Egyptian UU*; no defensive bonuses, rough terrain penalty
Hoplite Melee Bronze Working 56 2 13 - - - Greek UU*; +100% vs Mounted
Phalanx Melee Mining 56 2 8 - - - Sumerian UU*; +100% vs Mounted
Heavy Chariot Mounted The Wheel 100 3 12 - - Horses Hittite UU*; Shock I
Immortal Melee Bronze Working 56 2 12 - - - Persian UU*; +100% vs Mounted, heals at double rate
Jaguar Melee - 40 2 8 - - - Aztec UU*; +50% combat strength in Jungle, heals +2 on kill, Woodsman
War Elephant Mounted The Wheel 70 3 9 11 2 - Indian UU*, no defensive bonuses
Slinger Archery Archery 40 2 4 7 2 - Inca UU*; Withdraw Before Melee
Maori Warrior Melee - 40 2 8 - - - Polyneisan UU*; Reduces enemy strength 10%
Atlatlist No. Archery Archery 36 2 5 7 2 - Mayan UU*; May Not Melee Attack
Pictish Warrior No. Melee Bronze Working 56 2 11 - - - Celtic UU*; +Faith per kill, free pillage, 20% Foreign Lands Bonus,
Battering Ram No. Siege Bronze Working 75 2 10 - - - Hun UU*; +300% vs cities, -1 sight, -33% on defense, Cover I, City Attack Only, No Defense Bonus
Horse Archer No. Mounted The Wheel 56 4 7 10 2 - Hun UU*; Accuracy I
Quinquereme No. Naval Melee Sailing 45 4 13 - - - Carthage UU*; coast only
Dromon no. Naval Ranged Sailing 56 4 8 10 2 - Byzantine UU*; +50% vs naval, coast only
Siege Tower Siege Mathematics 75 2 12 - - - Assyrian UU*; Sapper, +200% vs Cities, Cover I, +1 Sight, City attack only
African Forest Elephant No. Mounted Horseback Riding 100 3 14 - - - Carthage UU*; Feared Elephant, Great Generals II, Can Move After Attacking, -33% vs. Cities, No Defensive Bonus
Swordsman Melee Iron Working 75 2 14 - - Iron
Horseman Mounted Horseback Riding 75 4 12 - - Horses Can move after attacking, no defensive bonuses, -33% vs cities
Composite Bowman No. Archery Construction 75 2 7 11 2 - May Not Melee Attack
Catapult Siege Mathematics 75 2 7 8 2 Iron
Companion Cavalry Mounted Horseback Riding 75 5 14 - - Horses Greek UU*; can move after attack, Great Generals I, no defensive bonuses, -33% vs. Cities
Legion Melee Iron Working 75 2 17 - - Iron Roman UU*; Can build forts and roads.
Ballista Siege Mathematics 75 2 8 10 2 Iron Roman UU*; Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses
Cataphract No. Mounted Horseback Riding 75 3 15 - - Horses Byzantine UU*; Can Move After Attacking, -25% vs. Cities
Mohawk Warrior Melee Iron Working 75 2 14 - - - Iroquois UU*; +50% combat strength in Forest/Jungle
Kris Swordsman Melee Iron Working 75 2 14 - - 1 Iron Indonesian UU*; Mystic Blade
Pikeman Melee Civil Service 90 2 16 - - - +100% bonus vs. Mounted
Crossbowman Archery Machinery 120 2 13 18 2 - May Not Melee Attack
Longswordsman Melee Steel 120 2 21 - - Iron
Knight Mounted Chivalry 120 4 20 - - Horses Can move after attacking, no defensive bonuses, -33% vs. Cities
Trebuchet Siege Physics 120 2 12 14 2 - Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses
Landsknecht Melee Civil Service 45 2 16 - - - +50% vs Mounted, Free Pillage, Double Plunder
Mandekalu Cavalry Mounted Chivalry 120 4 20 - - Horses Songhai UU*; can move after attacking, no defensive bonuses
Camel Archer Archery Chivalry 120 4 17 21 2 Horses Arab UU*; Can Move After Attacking, no defensive bonsues
Keshik Mounted Chivalry 165 5 15 16 2 Horses Mongolian UU*; Great Generals I, Quick Study, can move after attacking, no defensive bonuses
Samurai Melee Steel 120 2 21 - - Iron Japanese UU*; Shock I; Great Generals II; Can build Fishing Boats
Longbowman Archery Machinery 120 2 13 18 3 - English UU*; May Not Melee Attack
Chu-Ko-Nu Archery Machinery 120 2 13 14 2 - Chinese UU*; May Attack Twice
Naresuan's Elephant Mounted Chivalry 120 3 25 - - - Siamese UU*; +50% vs Mounted, can move after attacking, no defensive bonuses, -33% vs. Cities
Berserker Melee Steel 120 3 21 - - Iron Denmark UU*; Amphibious
Conquistador Mounted Chivalry 120 4 20 - - Horses Spanish UU*; no penalty vs. cities; +2 sight; Embarkation With Defense; can found cities
Hwach"a Siege Physics 120 2 11 26 2 Iron Korean UU*; Must Set Up, No Defensive Bonuses
Huscarl Melee Steel 110 2 16 - - Iron Anglo Saxon UU*; +50% vs. Mounted, Cover I
Naval Ranged Compass 100 3 16 17 2 - Cannot Enter Deep Ocean
Impi Melee Civil Service 90 2 16 - - - Zulu UU*; Spear Throw, +50% vs Mounted
Great Galleass Naval Melee Compass 110 3 18 20 2 - Venetian UU*; cannot enter deep ocean
Musketman Gunpowder Gunpowder 150 2 24 - - -
Lancer Mounted Metallurgy 185 4 25 - - Horses Formation I, Can move after attacking
Cannon Siege Chemistry 185 2 14 20 2 - Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses
Caravel Naval Melee Astronomy 120 4 20 - - - +1 Sight, Withdraw Before Melee
Musketeer Gunpowder Gunpowder 150 2 28 - - - French UU*
Minuteman Gunpowder Gunpowder 150 2 24 - - - American UU*; ignores terrain cost, Drill I
Tercio Gunpowder Gunpowder 155 2 26 - - - Spanish UU*; +50% vs Mounted
Turtle Ship Naval Astronomy 120 4 36 - - - Korean UU*; Cannot Enter Deep Ocean
Frigate Naval Ranged Navigation 185 5 25 28 2 Iron May Not Melee Attack
Ship of the Line Naval Ranged Navigation 170 7 30 35 2 Iron English UU*; +1 sight range
Privateer No. Naval Melee Navigation 150 5 25 - - - Coastal Raider I, Prize Ships
Sea Beggar no. Naval Melee Navigation 150 5 25 - - - Dutch UU*; Prize Ships, Coastal Raider II, Supply
Hakkapeliitta No. Mounted Metallurgy 185 4 25 - - Horses Swedish UU*; Formation I, +15% bonus when stacked with General, Can Move After Attacking, Transfer Movement to General
Sipahi Mounted Metallurgy 185 5 25 - - Horses Ottoman UU* Formation I, +1 sight range, Can Move After Attacking, Free Pillage
Janissary Gunpowder Gunpowder 150 2 24 - - - Ottoman UU*; +25% strength when attacking; heals +50 if enemy destroyed
Nau Naval Astronomy 120 5 20 - - - Portguese UU*; Exotic Cargo, +1 Sight, Withdraw Before Melee
Winged Hussar Mounted Metallurgy 185 5 28 - - 1 Horses Polish UU*; Heavy Charge, Shock I, Formation I, -33% vs Cities, no def. bonus, move after attack
Civilian Archaeology 200 4 - - - - Construct Archaeological Dig; requires University
Rifleman Gunpowder Rifling 225 2 34 - - -
Cavalry Mounted Military Science 225 4 34 - - Horses Can Move After Attacking, -33% vs Cities, No Defensive Bonuses
Ironclad Naval Steam Power 270 3 45 - - Coal +33 vs Cities, Double Movement in Coast
Gatling Gun No. Archery Industrialization 225 2 30 36 1 - May Not Melee Attack
Cossack Mounted Military Science 225 4 34 - - Horses Russian UU*; can move after attacking, +33% vs damaged units, -33% vs Cities, No Defensive Bonuses
Carolean No. Gunpowder Rifling 225 2 34 - - - Swedish UU*; March
Norwegian Ski Infantry Gunpowder Rifling 220 2 34 - - - Denmark UU*; bonuses on hills, snow, tundra
Hussar no. Mounted Military Science 225 5 34 - - Horses Austrian UU*; +1 Sight, +50% Flanking, Can Move After Attacking, -33% vs cities, No Defensive Bonses
Mehal Sefari No. Gunpowder Rifling 200 2 34 - - - Ethiopian UU*; Drill I, Near Capital Bonus
Berber Cavalry Mounted Military Science 225 4 34 - - 1 Horses Moroccan UU*; bonus in Desert and friendly territory
Comanche Riders Mounted Military Science 200 4 34 - - 1 Horses Shoshone UU*; +1 Move
Machine Gun No. Archery Ballistics 350 2 60 60 1 - May Not Melee Attack
Triplane No. Fighter Flight 325 - - 35 5 Oil Interception (50), Air Sweep, Air Recon, +150% vs Bombers and Helicopters
Great War Bomber no. Bomber Flight 325 - - 50 6 Oil
Great War Infantry No. Gunpowder Replaceable Parts 320 2 50 - - -
Landship No. Armor Combustion 350 4 60 - - Oil (WWI Tank)
Infantry Military Plastics 320 2 70 - - -
Artillery Siege Dynamite 250 2 21 28 3 -
Destroyer Naval Melee Electricity 375 6 55 - - Oil +3 sight range, +100% vs Submarines, Intercept, Indirect Fire
Battleship Naval Ranged Telegraph 375 3 55 65 3 Oil Indirect Fire
Submarine Naval Ranged Refrigeration 375 5 35 60 3 Oil Invisible, Can See Submarines, May Enter Ice Tiles, +100 on attack
Foreign Legion Gunpowder Replaceable Parts 320 2 42 - - - Foreign Lands +20% Bonus
Anti-Tank Gun Gunpowder Combined Arms 270 2 50 - - - +100% vs. Armor
Anti-Aircraft Gun Gunpowder Radio 375 2 50 - 2 - Interception(100), +150% vs. bombers & helicopters
Pracinha Gunpowder Plastics 375 2 70 - - - Brazilian UU*; Golden Age from Victories
Tank Armor Combustion 375 5 70 - - Oil Can move after attack, No Defensive Bonuses
Fighter Fighter Flight 375 - - 45 8 Oil Interception(100), Air Sweep, Recon, +150% vs Bombers & Helicopters
Bomber Bomber Radar 375 - - 65 10 Oil Vulnerable to Fighters
Carrier Naval Melee Flight 375 5 50 - - Oil Can carry 3 aircraft, May Not Melee Attack
Marine No. Gunpowder Penicillin 400 2 65 - - - Amphibious, +1 Sight When Embarked, Double Embarked Defense
Paratrooper Gunpowder Radar 375 2 65 - - - May Paradrop up to 5 hexes
Panzer Armor Combustion 375 6 80 - - Oil German UU*; can move after attack, No Defensive Bonuses
Zero Fighter Flight 375 - - 45 8 Oil Japanese UU*; Interception(100), +33% vs Fighters, Recon, Air Sweep, +150 vs Bombers & Helicopters
B-17 Bomber Radar 375 - - 70 10 Oil American UU*; Evasion, Siege 1
Atomic Bomb Air Nuclear Fission 600 - - - 10 Uranium Evasion(50)
Bazooka Archery Nuclear Fission 375 2 85 85 1 - May not melee attack
Helicopter Gunship Helicopter Rocketry 425 6 60 - - Aluminum All Tile Cost 1, Hovering Unit, +100 vs Tanks, No Defensive Bonuses, Can't Capture Cities
Rocket Artillery Siege Rocketry 425 3 45 60 3 Aluminum Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses, Indirect Fire
Mobile SAM Gunpowder Computers 425 3 65 - 2 - Interception(100), +150% vs. Air
Jet Fighter Fighter Lasers 425 - - 60 10 Aluminum Interception(100), Recon, Air Sweep, +150 vs Bombers & Helicopters
Modern Armor Armor Lasers 425 5 100 - - Aluminum No Defensive Bonuses, Can move after attack
Mechanized Infantry Gunpowder Electronics 375 4 90 - - -
Stealth Bomber Bomber Stealth 425 - - 85 20 Aluminum Evasion(100), Recon
Nuclear Missile Air Advanced Ballistics 1000 - - - 12 2xUranium Evasion(50)
Guided Missile Air Satellites 150 - - 60 8 - Destroyed on attack; Evasion(100)
Nuclear Submarine Naval Ranged Computers 425 6 50 85 3 Aluminum Can carry 2 missiles; +100 vs submarines; invisible, Can See Submarines, May Enter Ice Tiles
Missile Cruiser Naval Ranged Robotics 425 7 80 100 3 - Can See Submarines, +100 vs Submarines, Can Carry 3 Cargo, Interception(100)
Gunpowder Nanotechnology 400 2 110 - - - Skyranger (40 drop range)
Giant Death Robot Armor Nuclear Fusion 425 5 150 - - Uranium no defensive bonuses, can move after attacking.
SS Booster Civilian Robotics 750 2 _ _ - - Starship component; 3 required
SS Cockpit Civilian Satellites 750 2 _ _ - -
SS Engine Civilian Particle Physics 750 2 _ _ - - Starship component; 1 required
SS Stasis Chamber Civilian Nanotechnology 750 2 _ _ - - Starship component; 1 required

(*UU - "Unique Unit"; a civilization-specific unit) ( №Requires Gods & Kings Expansion)

Civilian Units

Civilian units (identified by a triangular icon) can stack in the same hex with a military unit. If a hostile unit moves into the same hex as a civilian unit, that civilian unit is destroyed. Two civilian units may not stack in the same hex.

Settler

; Cost: 106 hammers; Requires Resource: none
Technology: (none)
Abilities: Found City (B): This order causes the Settler to found a city at its current location. The Settler is consumed in this process.
Notes: Growth of the City is stopped while this Units is being built. Settlers may only be built in Cities with at least 2 Citizens. This is the only unit in the game with regional variation: in addition to regional costume, the European version has a mule, the Native American version has a Llama, the Asian version has a water buffalo, and the African/Middle Eastern version has a camel.

Worker

Movement: 2; Strength: 0; Ranged Strength: 0; Cost: 70 hammers; Requires Resource: none
Technology: (none)
Abilities: May create or repair land-based tile improvements. May clear Forest in 3 turns, Jungle in 6 turns, and Marsh in 5 turns (with appropriate technologies).
Notes: Workers can build various tile improvements, build roads and railroads, clear forests and jungle, and drain marshes. They can also embark on water like other land units (with the proper promotion). There is no suspension of city growth during production as there is with the Settler, so you may construct a Worker right away without hampering your new city"s starting growth. As civilian units, Workers have no defense and so are captured if attacked by an enemy unit

Work Boat

Movement: 4; Strength: 0; Cost: 30; Requires Resource: none
Technology: Sailing
Abilities: Can construct Fishing Boats, Offshore Platform
Notes: The graphic for the work boat is very similar to the Fishing Boat. The work boat is consumed when creating the improvement.

Archaeologist

Movement: 4
Technology: Archeology
Abilities: Construct Archaeological Dig: "Converts the Antiquity Site into an Archaeological Dig, which can yield a Great Work Artifact or be transformed into a Landmark improvement." After 3 turns, you can choose an Artifact (+2 Culture, +2 Tourism), or a Landmark (+1 Culture per Era older than the civ's current Era). The Archaeologist is consumed.
Notes: A civilian unit for finding Artifacts in Antiquity Sites, which, unsurprisingly, looks like Indiana Jones. It has a worker-like Build Actions menu, including the Ability to Construct an Archaeological Dig on Antiquity Sites. Archaeologists can be created in any city with a University.

Trade Units

This is a new type of unit (represented by a pentagonal icon) that travels in an automated fashion along a pre-determined Trade Route between two cities. They are exclusively based in cities, similar to Air units, and only move out of the city when assigned to a Trade Route or Rebased to another city. As a separate unit type, Trade Units are in their own "layer" and so can stack with Civilian and Military units. Trade Units can be attacked by enemy forces or barbarians, but the movement of the unit not under the direct control of the player.

Caravan

Movement: 1*; Range: 10, Cost: 75
Technology: Animal Husbandry
Abilities: Establish Land Trade Route
Notes: Caravan units are the earliest trade unit. The graphic is a string of three camels. They appear to be very slow (the Caravan in the demo moved only two hexes along a road in one turn), and have a maximum range of 10 hexes. movement is automated between target cities, in a similar way as Air units.

Cargo Ship

Movement: 1*; Range: 45, Cost: 100
Technology: Sailing
Abilities: Establish Sea Trade Route
Notes: Used to enable International Trade Routes over sea. *The Movement value in the game UI is listed as 1, but the actual unit made an automated movement of about 5 hexes in a single turn. movement is automated between target cities, in a similar way as Air units.

Great People

Great People follow the rules for Civilian Units. Most Great People are generated by accumulating Great Person points, rather than being built or purchased. For all types except the Great General, Admiral, and Prophet, GP points are generated by Wonders and by city Specialists. GP points are specific to a particular type, and these accumulate per city, and can be tracked as seen at right. The points for Great Generals and Great Admirals are generated by victorious combat by land or sea units, respectively. Some unique units generate more Great General/Admiral points than normal. The meter for tracking Great General points can be seen in the Military overview screen.

As in Civ IV, Great People can be sacrificed to trigger a Golden Age. Only one Great Person is required to do this; the number does not increase (as it did in Civ IV), but the length of each successive Golden Age triggered this way is reduced (though not below 3 turns). Since the Gods & Kings expansion, only the Great Artist can be used to trigger a Golden Age.

Great General

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: As before, Great Generals are produced when a civilization has repeated victories in combat. He can no longer join units as a Warlord (as in Civ IV), but his presence gives +15% combat bonus to friendly units within 2 tiles. He can sacrifice himself to create a Citadel (a super-Fort), which acts as the Culture Bomb used to. The Citadel must be built in your territory or within 1 hex of your territory (unlike a regular Fort, which can be built in unclaimed territory.

Great Engineer

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can sacrifice himself to construct a Manufactory improvement, or to hurry production of a unit, building or wonder.

Great Artist

Movement: 2
Abilities: Create Great Work, Trigger Golden Age
Notes: The Great Artist is now really a "Great Painter." The graphic and icon for the Great Artist has changed; the graphic is now a painter and his two assistants (instead of a troupe of performers), and the icon is that of a painter's palette. Can still trigger a Golden Age, but it appears that there is no longer the ability to construct a Landmark. Landmarks may now be solely the product of an Archaeological Dig site.

Great Musician

Movement: 2; Strength: 120 Tourism
Abilities: Create Great Work, Perform Concert Tour: "This order will consume the Great Person and will spread a large quantity of Tourism to the civilization where the Musician is located. Other civs in the game also receive 20% of this Tourism."
Notes: Can expand itself to Create Great Work of Music. There is also a second triggered ability with a violin icon: Concert Tour, which is the Tourism equivalent of the Culture Bomb (no doubt related to its Tourism strength of 120).

Great Writer

Movement: 2
Abilities: Create Great Work, Create Political Treatise
Notes: Create Political Treatise is a sort of internal Culture Bomb: a one-time boost of Culture.

Great Merchant

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can construct a Customs House improvement, or conduct a Trade Mission (to a city-state). The Trade Mission can be activated in the territory of any city-state (with which you are at peace), and by consuming the Great Merchant, will produce gold and increased influence with that city-state. Trade Missions can no longer be conducted with other civilizations.

Great Scientist

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can construct the Academy improvement, or add 6 turns" worth of Science to the currently researched Technology. Both functions expend the unit.

Great Admiral

Movement: 6; Strength: -; Ranged Attack: -; Cost: -; Requires Resource: -
Notes: The Great Admiral can stack with combat naval units for protection. "The Great Admiral has the ability to instantly repair every naval and embarked unit in the same hex, as well as in adjacent hexes. The Great Admiral is consumed when performing this action. The Great Admiral also provides a 15% combat bonus to all player -owned naval units within 2 tiles. The Great Admiral is NOT consumed when he provides this bonus."

Khan

Movement: 5; Strength: 0; Ranged Strength: 0
Notes: The Khan is a unique Mongolian version of the Great General. In addition to his increased speed, the Khan heals adjacent friendly units an additional +15HP per turn. The Khan uses the same icon as and is otherwise identical to a normal Great General.

Merchant of Venice

Movement: 2
Abilities: Conduct Trade Mission, Construct Customs House
Notes: Venetian Unique Unit; replaces Great Merchant. Aside from the ability to conduct a Trade Mission, the Merchant of Venice can purchase City-States outright, bringing them under Venetian control as a Puppet. The Merchant of Venice is expanded when used in this way, and there is no other monetary cost. Venice receives a Merchant of Venice instead of a Settler in situations in which they would normally be awarded a Settler (such as with the Collective Rule policy in the Liberty tree).

Religious Units

These units are not generated through Great Person points, but rather are purchased with the Faith resource.

Great Prophet

Movement: 2; Religious Strength: 2000; Cost: n/a; Requires Resource: none
Abilities: Found Religion, Enhance Religion, Build Holy Site, Spread Religion (limited to 4 actions)
Notes: A new Great Person type that can be used to found a Religion or add Beliefs to a Religion. Can create a " " tile improvement. Appears to be able to spread religion a limited number of times. Has a "Religious Strength" value which is related to the ability to spread religion. When used to spread religion, Great Prophets also remove competing religions, even in a foreign city. If you use any of your Spread Religion actions, the Prophet loses the ability to Build Holy Site or Enhance Religion.

Missionary

Movement: 4; Religious Strength: 1000; Ranged Attack: -; Cost: 200 Faith; Requires Resource: none
Special Abilities: -1 Visibility, Spread Religion: This order will cover some of the citizens of the nearby city to the unit's religion. This unit will be consumed if this is their final Spread Religion action. Spreading by Great Prophets also removes the influence of other religions." Unwelcome Evangelist: "Can enter rival territory without Open Borders but loses 25% of original religious strength for each turn they end on such a tile. Unit in eliminated when religious strength reaches 0."
Game Info: Used to spread religion to cities. May only be obtained by purchasing with Faith.
Strategy: Can be purchased with Faith in any city with a majority religion. Once adjacent to a city they can spread their religion to it (expending the Missionary after the second use).
Notes: A new unit that can be used to spread Religion, to your own cities or foreign cities (including City-States). It is purchased only with Faith, and the cost increases every Era. The Missionary has 2 Spread Religion actions, after which it is consumed. Missionaries can be captured in combat, but they retain their religious affiliation, so don"t try to use them to Spread Religion, because they will spread the religion of the enemy.

Inquisitor

Movement: 3; Strength: 0; Cost: 200 Faith; Requires Resource: none
Special Abilities: +1 Sight, Remove Heresy: "This order will remove the presence of other religions from the nearby, friendly-controlled city. An inquisitor is consumed by this action."
Game Info: Used to remove other religions from Cities. May only be obtained by purchasing with Faith.
Strategy: Can be purchased with Faith with a majority Religion that has been enhanced. They can remove other religions from your cities (expending the Inquisitor) or be placed inside a city to protect it from Missionaries and Prophets trying to spread other religions to that city.
Notes: Inquisitors become available when you Enhance your religion with a second Great Prophet, and can only be purchased with Faith. The cost goes up with every Era. The Inquisitor only has 1 Remove Heresy action, which can only be used against your own cities.

Sea-Embarked Land Units

Movement: 2, 4, 6; Strength: 0; Ranged Strength: 0
Technology: Optics, Astronomy, Steam
Note: Land units can now embark on water, and take on the appearance and characteristics of a civilian transport. This means that dedicated transport units are gone from the game; land units themselves transform into a transport at the coast. Embarked transports are defenseless, and will be destroyed if a hostile naval unit enters the same tile. Embarked units CANNOT stack with military naval units. (the Songhai special ability gives transports the ability to defend themselves). The unit icon changes from a circle to a five-sided polygon, and while on the water it behaves as a civilian unit (so it can stack with a military escort vessel). The Embarkation promotion is given to all units with the discovery of Optics, but Embarked units have a move of 2 are limited to Coast tiles. Astronomy allows travel on Ocean tiles at increased speed to 4, and changes graphics to a galleon version. Steam further increases transport speed to 6, and changes the graphic to the modern transport form. Pictured below are the Optics, Astronomy and Steam representations of the Embarked form.

Some civilizations (notably Polynesia and Denmark) have custom graphics for their embarked form.

This mod is an improved version of the "Promotions Addon" mod I posted earlier.

Promotions+- a mod that adds 10 new promotions and changes about 20 existing ones, and also makes adjustments to some institutions, miracles, and also corrects all sorts of little things.

ATTENTION. The mod replaces existing game files, and does not connect like other mods - and don't say I didn't warn you.
The mod only works with the pure version of the game Civilization 5 - Brave New World. After installing the mod, you can already connect any other mods.
Installation: unpack the archive into the game folder, agree to replace the files.

What the mod changes:
1 . Four new level boosts for ranged units. They increase range, protection against long-range attacks, starting from level 2 they add an additional attack, as well as something else. At level 4 of this boost, any ranged unit is a formidable threat, especially given its excellent defense against ranged attacks. However, melee units can easily take out even these mega-shooters. The promotion is available to all shooting units - including siege units, naval vessels and submarines.

2 . One increase per movement for almost all units (+blitzkrieg and logistics available after it). Removes penalties, adds movement and does something else. Attention: when accepting Autocracy and Blitzkrieg, units will automatically receive two promotions at once - this is Blitzkrieg itself.

3 . Five new level increases for melee units, incl. sea ​​vessels and helicopters. They increase attack and defense proportionally, starting from level 3 they add an additional attack, and at level 4 or 5 they add a full blitz attack, and something else. At the last level of promotion, you can capture enemy units after a victory with a certain chance, and also be healed due to victories.

4 . Many common boosts have been changed and some specific ones have been opened up for selection, such as Bison Horns or Mystic Blade. Logistics, for example, gives extra attack instead of movement. Mostly the most adequate boosts were affected, and all sorts of useless things like +% attacks on hills or plains were left alone.

5 . Several wonders have been changed: Alhambra now gives +15 XP, Bradenburg Gate can be built 1 per civilization and also gives +15 XP, as well as the Pentagon, which also gives +15 XP. In total, if there are all the buildings that provide experience in ONE CITY, Autocracy with its +15 XP, a new unit in this city will receive 105 experience (4th level, up to 5 - another 15 experience).

6 . The Honor Institutes have been changed - their adoption will slightly increase the happiness of the civilization.

7 . Workers now have 4 turns instead of 2.

8 . Something else... a bunch of minor balance tweaks, and yes - the AI ​​will now build its cities at least 4 cells from each other. You can’t put 5 - the AI ​​is extremely stupid, and with 4 at least it won’t sculpt every 3 cells, as in the original.

Attention. Ranged AI units WILL NOT fire more than once. Associated with AI logic, manual editing cannot be changed. Which, in fact, makes the player much cooler simply due to multiple attacks. When developing the mod, this nuance was not taken into account, since the author, that is, I, did not think that smart developers would allow such hackwork. The AI ​​prefers to pump up its units for all sorts of advantages to attack on the hills and plains, so if the player pumps up the mod's enhancements, his units will definitely be cooler.

During the war in Civilization V, we constantly encounter not only the management of the tactical component of troops, but also their training. Each unit can be upgraded using experience gained in battle. And each type of unit has unique perk lines that can be upgraded during battles.

Let's finish with the introductory platitudes and move on to material that may be useful not only to newcomers to Civ. In this article I will try to consider the following points in detail:

  1. The amount of experience required to upgrade units at each available level.
  2. Restrictions on units gaining experience.
  3. Development branches of various types of troops and personal comments on their use.

Amount of experience

The first question a civilizer must ask himself is: how is experience obtained and to what extent?
If the answer to the question “how” is known to most - in combat between units - then the answer to the question “to what extent” is no longer so simple.

  • Attack (melee unit): 5 EXP;
  • Defense against melee unit: 4 EXP;
  • Attack (ranged unit): 2 EXP;
  • Defense against ranged unit: 2 EXP.

The variety is not great, but it is there.

Another way to gain experience and upgrades is through special buildings:

  • Barracks: +15 EXP;
  • Armory: +15 EXP;
  • Military Academy: +15 EXP;
  • Royal Library (Assyria only) with a masterpiece of painting: +15 EXP;
  • Master's Stable (Poland only): +15 EXP for mounted units;
  • Heroic Epic (National Wonder, requires Barracks in all cities): +15 EXP;
  • Brandenburg Gate (Wonder of the World): +15 EXP.

Also keep in mind that social policy "Military Traditions"(left branch in the social institute “Honor”) will increase the amount of incoming experience in battles by 50%.

Note: The bonus applies only to combat experience, and does not apply to experience from buildings.

Once we have learned how to gain experience, a reasonable question arises: how much experience is needed for unit promotions?

Level 1 2 3 4 5 6 7 8 9 10
Experience from previous level 0 10 20 30 40 50 60 70 80 90
Total experience to level 0 10 30 60 100 150 210 280 360 450

The only exception is the Zulu civilization, which, due to its bonus, reduces the amount of experience for each level by 25%:

Level 1 2 3 4 5 6 7 8 9 10
Experience from previous level 0 8 15 22 30 38 45 52 60 68
Total experience to level 0 8 23 45 75 113 158 210 270 338

Experience Restrictions

There are only two such situations:

  1. Your unit has reached level 10. Further advancement up the “career ladder” is not provided for by the game.
  2. Your unit has reached level 3 and is attacking barbarians. Barbarians do not give any unit more than 30 EXP, therefore, further leveling is impossible with them. But you can still upgrade your “recruits” on barbarians.

Development of units by type of troops

Now, perhaps, the most interesting thing.
Let's look at all possible perks by unit class. Here we will not analyze special types of upgrades (such as upgrades of the Zulu “Ikanda” or Indonesian swordsmen with kris), only general, typical development branches.

Melee units:

This group is the largest and most extensive in terms of perks.

Most often, in the game we are faced only with pumping for “flat” and rough terrain (the central part of the scheme), plus we often use “Instant Healing”, which gives +50 HP to our wounded squad.

But if we dig deeper, we will see that behind the usual opportunities lie more interesting ones.
For example, when our squad already has 1 upgrade for “flat” or rough terrain, it can:

  • become a medic: allow surrounding units (and yourself) to heal 5 HP more per turn; if you upgrade the Medic ability again, the unit will be able to restore an additional 5 HP outside of friendly territory;
  • become a scout: increase visibility by 1 cell;
  • become a paratrooper: avoid penalties when attacking across the river and when landing from the sea;
  • increase protection against ranged attacks: by +33% for each of the two levels of this upgrade.

If we continue leveling up in one branch, and do not try to make a “universal fighter” on all types of terrain, then at the second level of “flat” or rough terrain the unit will receive even more capabilities:

  • bonus against cavalry: +33% for each of two levels of pumping;
  • bonus against tank units: +33% for each of two levels of pumping;
  • bonus when attacking cities: +50% to strength;
  • bonus against wounded units: +33% to strength.

If we don’t stop pumping up one branch at this point, then at the third level of “flat” or rough terrain the unit will receive the following capabilities:

  • bonus to movement through forests and jungles: double movement;
  • automatic healing every turn, regardless of the unit’s actions (+15 HP);
  • additional OP (movement point);
  • additional attack per turn.

Conclusion on melee units: if there is no need to constantly save units with Instant Healing, then you can get significantly more effective units without increasing the cost of gold for their maintenance; It is recommended to upgrade one type of terrain to level 3 to receive maximum bonuses at subsequent levels.

Ranged units:

As you can see, the variety of upgrades for long-range units is much less. However, their capabilities can still surprise you.

A bonus is available for the first levels of terrain leveling "Cover", reducing damage from ranged attacks against the unit itself. Useful during prolonged firefights between long-range units.

For artillery units at this level, upgrades to +50% damage to cities, which makes them much easier to capture.

At the second levels of terrain leveling it is available healing units regardless of the actions taken (+15 HP per turn).

At the third levels of terrain leveling, it is available "Logistics"(extra attack per turn) and "Radius"(+1 to firing radius). Both of these abilities make your ranged units twice as effective.

Conclusion on ranged units: Since units of this type should be easier to withdraw from the line of fire/attack, pumping them up is even more important and has a higher priority than melee units. With good fire support, you can turn the tide of any battle.

Melee naval units:

A little variability pays off with the high usefulness of most of the perks in this branch. There are no longer upgrades for terrain, they are replaced by specializations for attacking other ships and cities.

Bonus perks for levels 1, 2 and 3 of pumping “to ships” and “to cities” are no different:

  • for the first levels - +1 OP or +1 viewing radius;
  • for the second levels - “Supply” (the ability to be treated outside the borders of your empire at +15 HP per turn);
  • for the third levels - “Logistics” (+1 attack per turn).

Conclusion on melee naval units: if there is no need for constant “Instant Healing” (and such a need may arise due to the fact that ships cannot heal themselves in neutral territory), then increases in “Supply” and “Logistics” will allow you to greatly increase the effectiveness of each melee naval unit.

Ranged naval units:

For this type, the basic upgrades are based on specializations for land and sea units.

At the same time, the variability, compared to melee naval units, increases slightly.

Here you can take not only +1 OP, +1 viewing radius, “Supply” and “Logistics”, but also +1 firing radius (for the second level of specialization).

There are also unique branches for Submarines and Aircraft Carriers.

For submarines preferable to their unique upgrades “Wolf Pack”, which increase attack by +25% for each level of increase.

For Aircraft Carriers additional protection or increased number of aircraft carried is available. The choice here is very situational. If you need to break through the enemy fleet and drop an atomic bomb, then it is better to protect yourself with armor. If your troops need reinforcement from the sea in the form of a large number of aircraft, then it is more effective to increase the number of units carried by each aircraft carrier.

Air Force:

This type of troops is the least likely to suffer from the need to use “Instant Healing”, so the amount of aircraft upgrades can often be the envy of even seasoned land/sea troops.

First of all, it should be understood that all Air Force units are divided into two subtypes: fighters and bombers.
Each of these subtypes has two main specializations, plus two additional ones for naval and tank units.

Fighter Specializations:“Interception” (+33% when intercepting enemy aircraft for each of 3 levels of pumping) and “Air combat” (+33% to “Clearing the sky” - an action against enemy fighters - for each of 3 levels of pumping).

Bomber Specializations:“Bombardment” (+33% to the attack power of ground units for each of 3 levels of pumping) and “Siege” (+33% to the attack power of cities for each of 3 levels of pumping)

Common to fighters and bombers are upgrades for range of action (+2 cells) and automatic repairs (+20 HP per turn, regardless of the actions performed).

Unique fighter perk:“Departure” (additional interception per turn).

Unique bomber perks:“Evasion” (reducing damage from interception by fighters by 50%) and “Logistics” (+1 attack per turn).

General conclusions

Experience is the most valuable resource of every unit in Civilization V.

How to spend this resource is up to each player, since game situations vary. Sometimes you need to save a unit with “Instant Healing”, and sometimes you need to take a wounded person out of the line of fire and upgrade a certain perk in order to return him to battle with double efficiency in a few moves.

The purpose of this article is only to reveal and systematize all the possibilities for pumping up units, because it is impossible to teach everyone how to act in any unforeseen situation.


My children! We were humiliated, broken by severe adversity! But I knew that the time would come when my people would rise up and brutally get even with their enemies. Now we are united and stronger than ever. I have a dream, and this dream is in your hands! I will lead you to greatness. Together we will win!

So, he received dictatorial powers. Now all that remains is to conquer the world.

Armored train for civilians

A large state, other things being equal, is more effective than a small one.

If you want peace, prepare for war. If you want war, prepare for war. In general, whether you like it or not, there will be a war! Artificial intelligence in “Civilization” constantly strives to attack; even the stronger army of the “victim” will not scare it away. If you hesitate, the enemy may be better prepared for war, so a timely preemptive strike may be justified.

War here is not an end in itself, but a means of strengthening one’s country. A large state, other things being equal, is more effective than a small one. Why? I'll tell you about this in detail.

My empire has acquired many suppliers of science, culture and gold.

The advantages of a large empire are obvious:

    Many cities - a lot of money, science and culture points.

    High production capacity.

    A large area where trading posts and other improvements can be placed.

What are the downsides then?

    There is growing dissatisfaction with population density and the number of cities.

    The amount of culture required to establish a new policy is increased by 30% for each new city.

Well, the “contraindications” are significant, but still not fatal. Firstly, in every new city there is a place for the construction of “happy” buildings. To neutralize the discontent caused by the construction, the Colosseum will be enough. It is available almost immediately and is built quickly. Having received “bread and circuses”, the plebs will worry less about rising prices and taxes, and you will be able to build entertainment establishments faster than the population in the cities grows, and with it discontent. The main thing is to hurry slowly. If the people of the empire are unhappy, do not expand the territory until you have built a couple of colosseums or circuses.

On a note: Often the population requires luxury goods (as a resource, in the sense) for the happiness and growth of cities. Take them away from the enemy along with the territory.

Secondly, even if you are not striving for a cultural victory, you should not become like the barbarians and blow your nose in tapestries. Some perks purchased for culture will provide a very noticeable advantage, no matter what winning strategy you choose.

Build up quickly, quickly! We won't have time! French gas
Should I call the tarbeiters...

Therefore, satellites are usually preferable to annexed enemy cities.

And the secret is that only those cities that are completely under your control receive a penalty for culture, but not satellites. Of course, the latter do not produce miracles and troops, but they regularly supply them with money, contribute to science and culture, and themselves build all sorts of “people’s entertainment.” Therefore, satellites are usually preferable to annexed enemy cities. This is especially true if you expect to win through the construction of a utopia. Let puppet governments tell their citizens fairy tales about freedom and independence, we know and are rubbing our hands. And if any satellite manages to grow into a metropolis with a population of 20+, annex it.

After the third city, begin to prepare for defense, gradually turning into an offensive. By that time, you should have studied bronze processing (for spearmen) and the wheel (for chariots, which, by the way, are more profitable than archers). It is better to attack the enemy, enlisting the help of an ally who will divert part of the enemy army to himself. The ideal option is an alliance with a weaker player against a stronger one.

When playing against living players, beware of being stabbed in the back while your main forces are shedding blood in a foreign land. Don’t be shy about making such attacks yourself, it makes the game much more interesting. And if you are not currently involved in a war, it makes sense to donate units to the weaker side. It is easier to face several weak players than one strong one.


Now it’s time to talk directly about combat operations, fortunately in the fifth “Civilization” they have become much more interesting. Here are a number of rules that a commander should follow:

The ship can reconnoiter the enemy's location for artillery and, without engaging in battle, withdraw.

    If the squad was slightly injured, it is better not to throw it into battle, but to camp for treatment. If it’s difficult, take it to a safe distance. To do this, make a “castling” - if both units can move, they can be swapped. Healthy soldiers will cover the wounded.

    Shooters and artillery are very vulnerable in close combat. Cavalry, which is capable of moving many squares, copes especially well with them. Don't forget that cavalry can move after an attack. Hit-and-run tactics in action.

    In a forest, jungle or on a hill, units defend better than in the middle of a field.

    Two squads side by side are stronger than three separate ones. Concentrate your forces in the right place. The forces are gathered into a fist and act together - this is the advantage of attack over defense.

    The advantage of defense is that you can occupy the high ground and order the soldiers to strengthen themselves; you can hold the defense near the city, and fire at the enemy from the city; successfully position artillery in advance.

    Don't be afraid to expose your fighters to fire from an enemy city. While standing still, the party heals wounds almost as quickly as it takes damage, but at the same time earns experience. Sometimes it even makes sense not to rush into an assault while training fighters. In an online game, constantly standing under fire from the city is considered by many players to be dishonest.

    To successfully capture a city, three or four detachments are needed if there are no enemy soldiers near this city. Otherwise more.

    Here, unlike the previous parts of the game, more technically advanced units have a higher chance of winning. Military research is among the priorities.

From Tenochtitlan to Medina we will build a highway

Everything has its price, and a considerable one. The maintenance of armies, buildings and even roads places a heavy burden on the treasury. And that means that before every order you give, you should ask yourself whether it is truly moving your country closer to world domination. We will discuss certain buildings more than once in the context of “whether they will pay off or not.”

There are no useless buildings, but consider the situation. Here are some rules:

    Barns and similar buildings that provide food definitely pay off.

    Buildings with specialists are needed in any case, just decide which specialists are more important at the moment and in a given city. However, if the settlement does not have enough residents and/or food for specialists, then buildings requiring specialists will only be a burden. Specialists are also valuable because they increase the likelihood of the birth of a great person.

    Build pleasure buildings constantly; the more of them, the larger part of the world map can be repainted in your favorite color, without teasing the geese, that is, the people. The profits from the new city and the golden ages for the people's happiness will more than pay for the costs of maintenance. After watching the exciting meat grinder in the arena, the citizen will be inspired and, instead of an anti-war rally, will go to the nearest recruiting center.

    Fortifications are needed only on the border. Barracks and military buildings in every city are expensive. Even if only a few cities supply soldiers to the front, they do so quickly and efficiently. A large army in peacetime is extremely expensive, but if peacetime drags on, something is wrong, a lot of money and people are wasted, working not for you.

    A trade route brings 1.25 units of gold per inhabitant in the city connected by this route to the capital. Maintaining a section of road costs gold. That is, if, for example, the distance from the capital is five, and the city has a population of more than four, the road pays off.

No, will this golden age ever end?!

However, with the right economic policy and impressive gains, the problem of lack of money is relevant only in the early stages. Later, with the expansion of the territory, there will be a lot of area for development. Spend most of it on trading posts and you shouldn't have any money problems.

Even if the financial balance turns out to be negative, it’s not scary. The main earnings come during the golden age and more than cover any deficit. Of course, if such a century comes often. For it to last forever, you need happy citizens (which, as already said, are facilitated by coliseums and theaters) and a combination of the corresponding wonders of the world and policies. Research the Civil Service technology as early as possible, which will unlock the golden age-extending world wonder of Chichen Itza. Among the policies, the most useful ones are "organized religion" (-25% happiness requirement for the beginning of the golden age) and "theocracy" (-20% unhappiness) in the "piety" category. The gaps between “happy” golden ages can be “plugged” by great personalities.

But the main deficit in the game - the shortage of people - is not eliminated by the golden age. Many of the buildings you need require city dwellers to operate, which distracts them from producing food or building. And production capacity is needed more and more as time goes on. Where should the citizens be sent? On the field so that the population grows? To the factory to speed up production? Or poring over books at university in the name of science? The author of the article solves this problem this way: cities have their own specialization.

This is how good it is to locate cities - at a considerable distance and near resources.

There are cities - industrial giants: overpopulated, with a gray, smoky sky. Usually these are old cities, founded at the beginning of the game and managed to grow to the required size. Residents of such megacities are minimally distracted by churches and libraries, and the buildings that require specialists are mainly workshops, factories, etc. The city is surrounded by sawmills, mines and fields. The latter are needed for the population to grow very quickly. At the beginning of the game, establish cities at a considerable distance from each other in order to effectively feed the sprawling metropolises. It is highly desirable to establish cities near resource deposits and on the banks of rivers.

If you play for France, then at the very beginning the city’s borders will actively expand, and you will receive huge areas for development. The efficiency of a city surrounded by many fields, sawmills and mines increases significantly.

Forge cities are engaged in production, primarily the construction of wonders of the world, and they do it very efficiently. It is especially important to build miracles as quickly as possible, because only the first one will get an impressive advantage. And do not neglect your own regulation of employment. If you are building a miracle or something equally important, direct maximum inhabitants from agriculture to production. In the long term, many settlers engaged in agriculture will ensure rapid growth for the city. The more “extra” food there is, the faster the city grows.

The efficiency of the Iroquois longhouse is amazing. And this is still a small city!

To surround the metropolis with fields, expand the borders with the help of culture. An obelisk that does not require specialists and miracles will help with this.

On a note: Which nation do you think is the nation of the best industrialists in the world? Americans? Chinese? Germans? No! Iroquois. Their unique "longhouse" building increases the efficiency of sawmills to stratospheric levels. Build industrial centers in the middle of the forest, surround them with sawmills and send townspeople to them. It is important not to cut down the forest until the ceremonial moment when longhouses and sawmills become available. Unfortunately, this does not apply to the jungle.

Younger cities, often satellites, are responsible for science, culture and money in my empire. Growth is not so important to them; the small population of one city is compensated by their number. Roughly speaking, it is easier to get a couple of cities with libraries than one with a university, and the effect is comparable. At the same time, cities of specialists are also growing, although not to the same size as industrial centers. Many trading posts, rather than fields, can be built around scientific, financial and cultural settlements.

I’ll buy the victory, we’ll agree on the price!

And finally, let's talk about the features of the strategy for different types of victory. For glorious victories you need an army equipped with the latest technology, for the rapid development of science you need a large empire; From an alliance with city-states, you can get an increase in culture, and a successful diplomat will be helped by the policies of the “patronage” section “bought” for culture. Still, different strategies have some specificity.

Properly developed Egyptians can boast of many
a lot of miracles in big cities.

For achievement cultural victory you need to accumulate enough culture to accept all the policies from the five branches. Each new city provides you with penalties to culture, so do not found more than three settlements and try not to annex others. But do not forget that satellites do not have a negative impact; they can be purchased in quantities limited only by the strength of the army and the happiness of citizens.

Surprisingly, at the beginning of the game the emphasis should be on science rather than culture. It is necessary to study as early as possible the technologies that open access to the cultural wonders of the world and the branches of the “freedom” policy. The Sistine Chapel, thanks to which politicians are accepted more cheaply, must be built by you. The Oracle will be useful - it gives an additional policy, and the cost of the next one does not increase.

It is for achieving cultural victory that the wonders of the world are especially relevant. Therefore, first choose from the “tradition” + “aristocracy” policies (+33% wonder construction speed). To have a big head start in building wonders, study the technologies needed for them first.

There is an interesting strategy for gaining early access to the wonders of the Middle Ages and the Renaissance, especially effective when performed by the Egyptians, with their “miraculous” plus. Learn pottery and writing and begin building the Library of Alexandria in the capital. During this time, study the calendar and philosophy. The second city, which must be founded by then, should aim at the Oracle or Stonehenge. By the time the library is built, you will have access to the "theology" technology. This science is medieval, and in our yard we are in antiquity; it will take an extremely long time to study theology. But with the help of the miracle library, you can learn one technology (any) instantly.

Pursue the technology that unlocks the wonders of the world you want.

This gives you the opportunity to start building St. Cathedral with a large gap from other players. Sofia and Ankgor Wat. Next, invent education and do the same trick with the Porcelain Tower or Oxford University instead of a library. Invent acoustics in this way, and the precious Sistine Chapel is yours. Moreover, you will quickly jump into the Renaissance, which will allow you to adopt policies from the “freedom” branch that are indispensable for cultural victory: “civil society”, which reduces the need for food for specialists, “the constitution”, which doubles the culture in cities with a wonder of the world, and “freedom of speech” ”, reducing the price of the policy.

Scientific victory is to launch a spacecraft. It requires not only many cities with scientists, but also several industrial cities that are capable of collecting ship parts. Get to Modern Times as soon as possible to gain access to the politicians from the "rationalism" branch. “Secularism” gives +2 science points for each specialist in the city (that is, not only a scientist, but also a merchant or artist). Freethought adds one science point for each trading post. There is already a huge territory under your control, most of which is built up with trading posts. No? Fix it urgently! Once you gain access to rationalism, urgently engage in a hitherto abandoned culture. Let the high-brow employees of the research institute clear their minds at least a little and go to the theater.

Nuclear explosion. Beauty requires sacrifice.

For diplomatic victory you need to build the UN, or at least live to see it built and enter into an alliance with nine city-states. Such a victory is only possible for a very rich and powerful country. Rich, because the easiest way to improve relations with city-states is a banal bribe. Many cities and trading posts, as well as frequent golden ages, will help in the right business of making money.

An empire that relies on diplomacy needs strength even more. Otherwise, how to protect your allies from annexation or, if it has already happened, free them? In addition, many tasks, for the completion of which small countries gain favor with you, are solved with the help of military force. Typical missions are defense against barbarians or another empire. Yes, if you want peace, get ready for war! Remember? This is what the Romans said, and they knew a lot about these matters. Also, city-states are often asked to destroy a competing city, and this should never be done.

The feasibility of calculating military victory strongly depends on the world map. A small world from one continent is ideal for conquest. A huge world with a scattering of islands, on the contrary, pushes the player towards a more peaceful strategy. The cold wind from the sea, like nothing else, will cool down the ardor of conquest, because an army placed on a transport is powerless against warships. High speed at sea will allow you to quickly concentrate the fleet in the right place and, even with a significant numerical superiority of the attackers, destroy the landing force, and then retreat under the cover of coastal batteries in the cities.

“The Iroquois don’t give up!” - I answered this little guy.

On the other hand, do not forget that to win by conquest you only need to capture the capitals of all remaining players, and if the capital city is located on the seashore, you do not need to fight your way to it through all the enemy’s lands. The author of the article once won a game that was not very successful for him. After all, the capture of the capital counts, even if it was immediately recaptured. In addition, the enemy capital can be easily destroyed with the help of two nuclear missiles launched in a row from the mother ship.

This is interesting: even if the enemy has captured all the capitals except yours, to win you only need to capture his capital.

The most advantageous position is when there is water on three sides, so you don’t have to fight on several fronts. Try to keep it this way until the end of the game - do not leave a living player in the rear, even if your flag is already proudly flying in his capital and with some couple of cities it doesn’t seem to be dangerous to you.

Of the miracles, priority is given to those that reduce the level of unhappiness, because your country needs to “digest” a lot of captured territory. Learn banking early for the Hidden Palace miracle. At the beginning of the game, you should choose “honor” from the policies. Although conquerors are offered the “autocracy” branch, this is not the best option. The same rationalism is more useful.