Civilization V
Civilization V
Civilization V features more than dozen Civilizations you can opt to choose and play online. Means tough
days for us ahead as we plan to cover all of them separately in our strategy guide.
That said, it would be an add on bonus if you know the strengths, the weaknesses and the bonus
units/buildings associated with each of them. Also every Civilization in Civilization V is unique and
balanced by advantages and disadvantages at the same time.
Following is a list of all the available civilizations and leaders in Civilization V, with their detailed their
traits and unique abilities.
Arabia
The Muslim Empire of the Caliphate — also known as the Islamic Empire or the Arab kingdom, came into
existence after the Prophet Mohammed’s death in 632 AD, created by Mohammed’s disciples as a
continuation of the political authority he established.
During its six-hundred-year existence, the Caliphate would grow to enormous size and power, dominating
Spain, North Africa, the Middle East, Anatolia, the Balkans and Persia, ruling an empire that at least rivaled
that of the Romans at the height of their power.
During his reign the Caliphate stretched from Spain in the west to Anatolia in the north to India in the east,
and it was the largest and most powerful political entity in the world.
Harun was an able ruler, and his reign was a time of scientific and cultural advancement and prosperity for
his subjects.
Unique Trait
Trade Caravan: +2 Gold from each Trade Route.
Unique Unit
Camel Archer
Replaces Knight
Unique Building
Bazaar
Replaces Market
Aztec
The Aztecs were a Native American civilization that dominated central Mexico for roughly one hundred
years in the 15th and 16th centuries. The Aztecs ruled a mighty empire and possessed a rich culture,
producing some of the most impressive pre-Colombian architecture in North America.
Today the Aztecs are best remembered for the bloodiness of their religious practices and rapidity with which
they collapsed in the face of external assault, but at the height of their power they were indeed a mighty
empire.
He expanded his empire, personally led his armies to victory, and worked hard to improve the lot of his
people. He certainly was a bloody man, personally sacrificing thousands of prisoners to his thirsty
gods.
But his religion said such barbarity was necessary, blood was required to ensure that the sun would rise, the
crops would grow, and the Aztec nation would continue to prosper and under Montezuma it did prosper
greatly.
Unique Trait
Sacrificial Captives: Gains Culture for the empire from each enemy unit killed.
Unique Unit
Jaguar
Replaces Warrior
Unique Building
Floating Gardens
Replaces Watermill
China
China is a civilization spanning some six thousand years and comprising a large fraction of humanity. There
is evidence of man’s prehistoric ancestors living in China some two million years ago, and modern man has
lived in the area for at least 18,000 years, possibly much longer.
A creative and innovative people, the Chinese have given the world some of the most important inventions
in history, including paper, gunpowder, the compass, and movable type. Once the self-proclaimed “center of
the world,” for many centuries.
China looked inward only, ignoring as much as possible all that went on outside of its borders. Having
survived centuries of foreign colonial intervention and domination, today China has again become a great
economic and industrial power.
Leader: Wu Zetian (c. 625 – 705 AD)
Like most civilizations, China has been male-dominated throughout much of its history. Until very recently,
women were afforded few rights, and direct power was all but totally denied to them. For a woman to attain
the rank of Emperor, to become the most powerful person in China, was almost unheard of.
Only one person in the entirety of Chinese history was able to do so. That person was Wu Zetian, one of the
most remarkable rulers, the world has ever seen.
Unique Trait
Art of War: Effectiveness and birth rate of Great Generals increased.
Unique Unit
Chu-Ko-Nu
Replaces Crossbowman
Unique Building
Paper Maker
Replaces Library
Egypt
Few civilizations have left such an indelible mark on history as that of Egypt. Living astride the mighty Nile
River for some 5,000 years, Egypt is one of the oldest surviving civilizations on the planet. Among many
other firsts, Egypt is credited with the invention of writing around 3000 BC.
Using sophisticated mathematics, Egyptian scholars plotted the movement of the planets with great
precision. And of course, the Egyptians were the ancient world’s greatest architects, creating monuments
and temples that still awe and inspire us today.
He is also remembered for building a new capital city, Pi-Ramesses. Some historians believe that Ramesses
is the pharaoh in the biblical story of Moses.
Unique Trait
Monument Builders: +20% Production speed of Wonders.
Unique Unit
War Chariot
Replaces Chariot Archer
Unique Building
Burial Tomb
Replaces Temple
England
England is located on Great Britain, a “green and pleasant” island off the western coast of Europe. It is the
largest member of the political entity known as the United Kingdom of Great Britain and Northern Ireland.
Historically a seafaring people, for much of the past 500 years the English have used their incomparable
navy to project their power into Europe and across the globe.
Queen Elizabeth’s reign saw the first British colony established on the New World, while the powerful
British navy protected the growing British interests across the world.
England’s earliest colonial interests lay in the Caribbean and North America, but over time they expanded
into Asia and the South Pacific as well, and Britain would come to dominate the entire Indian subcontinent,
the “Jewel in the British Crown.”
In the late 18th century Britain lost control of much of North America to the Thirteen Colonies (later, the
United States of America) in a long and difficult revolution. While this was a great blow to British prestige,
the Empire continued to expand unabated, and by the early 20th
century the British Empire was the largest and most powerful in history, encompassing one quarter of the
Earth’s landmass and human population.
Although Great Britain lost most of its empire following the desperate struggles of World Wars I and II, the
country has recovered much of its energy and pride in the years since. In the early 21st century Great Britain
remains a powerful force in Europe and around the world.
Born with an unerring survival instinct and flair for self-promotion, her personal charisma and courage
matched those of the strongest rulers in history.
No better words can serve to describe her than her own: “I know I have the body of a weak and feeble
woman, but I have the heart and stomach of a king.”
Unique Trait
Sun Never Sets: +2 MPs for all ocean-going naval units.
Unique Unit
Longbowman
Replaces Crossbowman
Unique Unit
Ship of the Line
Replaces Frigate
France
Located in Western Europe, bordering six (or seven, depending upon
how you count them) European countries and with coasts on the Atlantic Ocean, the English Channel, and
the Mediterranean, France has long been one of the great political, military and cultural powers of the
Western world.
Born of Roman occupation, first unified by Charlemagne and the Holy Roman Empire, France achieved the
height of its military power under the brilliant general Napoleon Bonaparte, following the catastrophic,
worldshaking French Revolution.
For ten years, France fought off the combined powers in Europe, singly and in groups, its armies seeing
brilliant successes across Europe, an astonishing feat of arms even if ultimately unsuccessful.
Today France is a major power in the European union. It remains one of the great centers of culture on the
planet, and its food, wine, and art have conquered the world, even if the Emperor could not.
Domestically he turned out to be an able administrator and imaginative ruler and France flourished under his
control (until his endless wars sapped her strength and will to fight).
An Army general to his core, he never was able to create a navy able to seriously challenge Great Britain’s
dominance over the oceans, and this weakness eventually destroyed him. Had there been a land bridge
connecting England and Europe, they’d probably
be speaking French in Piccadilly Circus today.
Unique Trait
Ancient Regime: Provides +2 Culture per City until Steam Power.
Unique Unit
Foreign Legion
Replaces Infantry
Unique Unit
Musketeer
Replaces Musketman
Germany
While various “Germanic” peoples have occupied northern-central Europe for thousands of years, the
modern political entity known as “Germany” is extremely young, created almost single-handedly by the
brilliant Prussian politician Otto von Bismarck some 140 years ago.
During its brief existence Germany has had a profound effect for good and for bad on human history.
Following the catastrophic World Wars of the first half of the 20th century, its firm alliance with its
historical rival, France, has allowed it to concentrate its energies on rebuilding its technological and
economic base, and Germany has rebounded into a major European power once more.
Unique Trait
Furor Teutonicus: When a Barbarian encampment is destroyed, there’s a 50% chance of gaining 25 Gold
and a Barbarian unit joining your side.
Unique Unit
Landsknecht
Replaces Pikeman
Unique Unit
Panzer
Replaces Tank
Greece
It is difficult to overstate the impact that Greece has had upon Western culture and history. Classical Greece
has given birth to some of the greatest artists, philosophers, scientists, historians, dramatists and warriors the
world has known.
Greek warriors and colonists spread their culture throughout the Mediterranean and into the Near and Far
East. The heirs to Greece, the
Romans, further promulgated Greek thought throughout Europe, and from there it spread across the oceans
and into the New World.
Greece and her people are credited with an astonishing number of inventions and discoveries, including the
first theatrical performance, work of history, and philosophic treatise. The Greeks provided the West’s first
recorded sporting event, poem, and building dedicated
to theatre. In politics, the Greeks created the world’s first known democracy and republic.
Greek influence is still all around us: today’s doctors still take the Hippocratic Oath, and modern architects
still look to classical Greek forms for inspiration. To a large degree, Western civilization is Classical Greek
civilization.
With the exception perhaps of one or two religious leaders, no single man has had such a great effect upon
western civilization as did Alexander the Great.
Unique Trait
Hellenic League: City-State influence degrades half as slowly as normal, and it recovers at twice the speed
as for other civilizations.
Unique Unit
Companion Cavalry
Replaces Horseman
Unique Unit
Hoplite
Replaces Spearman
India
The Republic of India is the second most populous country in the world and the largest democracy. A land
of contrasts, India contains great wealth and grinding poverty. It possesses high-tech cities and primitive
villages. In it one can find beauty and squalor, hope and despair.
It is one of the oldest civilizations on the planet, and a people of deep faith and boisterous energy. Having
emerged from the shadow of Great Britain and survived a wrenching loss of the people and lands that
comprise Pakistan, India is once again assuming its rightful place as one of the world’s great powers.
He is recognized as a courageous and tireless champion for justice and moral behavior, in South Africa
fighting just as hard for the rights of other downtrodden people as he did for fellow Indians. He is also
acknowledged as a brilliant political leader who organized a successful independence campaign against one
of the most powerful empires the
world has ever seen.
Of him, Martin Luther King said, “Christ gave us the goals and Mahatma
Gandhi the tactics”.
Unique Trait
Population Growth: Unhappiness from number of Cities is doubled, and Unhappiness from total population
is halved. (Build fewer, bigger cities!)
Unique Unit
War Elephant
Replaces Chariot Archer
Unique Building
Mughal Fort
Replaces Castle
Turn-Based Games
A solo game of Civilization V is turn-based like it has always been, if you are new to Civilization series. It
goes like you take a turn, move your units, set your diplomacy and then your opponent takes their turn and it
goes on like that until somebody wins.
Mastering a civilization’s strengths and exploiting your enemies’ weaknesses is what you need to do, its
challenging, and also most rewarding.
All of the civilizations’ traits and unique units and buildings are displayed during game setup when you
choose your civilization. You can also check them out in the Civilizations section of the Civilopedia in
game.
Leader Traits
Each leader has a unique trait, which gives it some special advantage during a game. For example,
Ramesses II of Egypt has the “Monument Builders” trait, which speeds Egypt’s construction of Wonders.
Keep your leader’s traits in mind while playing the game, it can work to your advantage.
Unique Units
Each civilization possesses one or more “unique units,” each of which is a powerful replacement for a
standard unit. Greece, for example, has the Companion Cavalry unit, which it gets instead of the Horseman
unit. Greece also receives the mighty “Hoplite” in place of a Spearman. Which makes Greece a dangerous
opponent in the early phase of the game.
On the other hand, Germany gets a Panzer instead of the standard Tank that other civilizations will receive.
So if Germany survives Greece’s early advantage, it will then go on to become the most fierce opponent for
the later part of the game.
Unique Buildings
Some civilizations also get Unique Buildings. These are like unique units in that they replace the standard
buildings that other civilizations get. For example, Persia gets the Satrap’s Court in place of a Bank, giving
a significant edge in happiness and in generating wealth. Siam gets a Wat instead of a University, which
provides it with extra culture in addition to a big science boost.
Advisors
You have a group of Advisors who will assist you with every aspect of the game. They’ll point out things
that they believe are important, or that you might have forgotten about. You can turn them off if you like,
but you may want to try playing with them for a while first.
You have four different Advisors. Each provides advice on a specific area of expertise:
Economic Advisor
The Economic Advisor provides advice on building and improving your cities and territory.
Military Advisor
The Military Advisor provides advice on combat and all things related to war.
Foreign Advisor
The Foreign Advisor advises you on exploration and your relations with city-states, and other civilizations.
Science Advisor
The Science Advisor gives you advice on science and technology, as well as information on game rules.
The Interface
The Main Screen
The Main Screen is where you’ll spend most of your time. Here you move your units,engage in combat,
build cities etc.
Main Map
Re-Center
Click on a space on the Main Map to center your view on that space.
Click on a space on the Mini Map to center the Main Map on that space.
Fog of War
The world is a big place, and you don’t always know what’s going on everywhere.In Civilization V, until
you explore the world, it’s hidden in the “fog of war.” The fog of war is represented by the white clouds that
cover much of the world at the start of the game. As you move units around, the fog of war will go away,
revealing more of the world.
Once you have uncovered the fog of war, it doesn’t come back. However, if a unit moves and you can no
longer see a tile, you won’t know if anything is going on there.
The Three States of Knowledge
Visible
If a tile is currently visible to a unit or your territory, you can see its terrain, any improvements on it, if it’s
within any borders, whether it’s part of a city, any unit which may occupy it, and so forth.
Revealed
If you have uncovered the fog of war from a tile but cannot see it at the present moment, the tile is slightly
darkened.You can still see the terrain in the tile, but you will not see any units in the tile. Basically, your
information about that tile may be well out of date.
Fog of War
Tiles under the clouds of the fog of war are totally unknown to you. You don’t know what kind of terrain
they are, who occupies them, or anything else. Explore!
Civilization V Terrain
Mountains and Natural Wonders are impenetrable: they totally bar visibility of what’s beyond for
everything (except for flying units).
Forests, mountains and hills are all “blocking” terrain. Units can see into such tiles, but they cannot see past
them – unless they occupy a hill. Units on hills can see over blocking terrain into the tiles beyond.
Indirect Fire
Some ranged units are capable of “indirect fire,” which means that they can shoot at targets they can’t see,
as long as another friendly unit can see them. For example, an Artillery unit can shoot over a hill at a target
it can’t see if a friendly unit is atop that hill.
Terrain
In Civilization V, the world is made up of hexagonally-shaped “tiles” (also occasionally referred to as hexes
and spaces). These tiles come in a variety of “terrain-types” – desert, plains, grassland, hills and so forth –
and many also include “features” like forests and jungle.
You can read the full Civilization V Terrain Guide through the link.
These elements help to determine the tile’s usefulness to a nearby city as well as how easy or difficult it is to
move through the tile. A tile’s terrain and features may have important effects upon any combat occurring
there.
Resources
Resources are sources of food, productivity, or culture, or they provide other special bonuses to a
civilization. They appear in certain hexes. Some are visible at the start of the game; others require the
acquisition of specific technologies before you can see them.
You can read the full Civilization V Resources Guide through the link.
Terrain Values
City Yield: This is how much food, gold or productivity a nearby city can get from an unimproved tile of
that type.
Movement Cost: The cost, in movement points (MPs) to enter the tile type.
Combat Modifier: The change in attack or defense strength of a unit occupying that tile type.
Units
In Civilization V, the term “unit” refers to anything that can move around the map. There are a number of
different types of units in Civilization V, military units, Workers, Settlers, Great People, with military units
forming the bulk of them.
Constructing Units
Units are built in cities. Each unit has a certain “Production Cost” which determines how many points of
Production a city must expend to produce the unit. In addition, in order to construct a unit your civilization
must have knowledge of the requisite technology (you must know the “Archery” technology, for example,
to construct Archer units).
Some units also require that your civilization have access to certain resources to construct them (Swordsmen
require Iron, for instance).
Unit Characteristics
All units have three basic statistics (stats): movement speed, combat strength, and promotions.
Movement Speed
A unit’s Movement Points (MPs) determines how many clear tiles a unit can move through. Most early units
have 2 MPs.
Combat Strength
A unit’s Combat Strength (CS) determines how powerful it is in combat. The Warrior, the earliest combat
unit available, has a CS of 6. Non-combat units like Settlers and Workers have CS’s of 0 (zero).
They are defeated (captured or destroyed) when attacked by any military unit.
Promotions
A military unit may earn “promotions” through advanced training or from hard-won experience gained
through battle. See “Unit Promotions” on page 145 for more details.
An Archer unit can deal “ranged” damage, allowing it to attack an enemy that is not adjacent to it, while
most combat units cannot. Check out a unit’s Civilopedia entry to see its special abilities.
National Units
Each civilization in Civilization V has one or more special “national units.” These units are unique to that
civilization, and they are in some way superior to the standard version of that unit. The American
civilization, for example, has a Minuteman unit, which is superior to the standard Musketman available to
other civilizations, and it also possesses the B17, replacing the Bomber unit.
The Greek civilization has the Hoplite and Companion Cavalry units, which replace the Spearman and
Horseman other civilizations get.
Unit Movement
Generally, units move from hex to hex, paying the “Movement Cost” required to enter that new hex.
Units are subject to “Stacking” limitations – two military units may not end their turn in the same hex, nor
can two non-military units, but one military and one non-military unit may end their turn stacked in the
same hex.
Most units are limited in where they can move – land units cannot enter mountain hexes and naval units
cannot enter land hexes (except for port cities). Improvements like roads and railroads speed a unit’s
movement through land hexes.
Unit Combat
Military units can engage in combat against other units or against cities. Most military units are “melee
units,” meaning that they can attack only enemies in hexes directly adjacent to them. Some military units are
“ranged units,” meaning that they can attack enemies one or more hexes away.
Unit Promotions
If a military unit survives combat, it may gain “Experience Points” (XPs), which can be used to purchase
“promotions” for the unit. Promotions may improve a unit’s combat ability in certain circumstances – say,
when defending in forests – or give it some other advantage in battle.
Non-Combat Units
There are four types of non-combat units: Settlers, Workers, Work Boats, and Great People. Each is
critically important to a civilization’s success. As the name “non-combat” would suggest, these units cannot
fight. If attacked by an enemy unit while alone in a hex, they are automatically captured or destroyed.
Therefore it usually makes sense to escort them with a military unit when sending them out into the
wilderness.
Combat Units
Combat units are divided into several categories. These include “Melee Units,” “Ranged Units,” “Naval
Units,” “Air Units,” and “Missile Units.”
Melee Units
Melee units are land units which can attack enemies in adjacent land hexes. They cannot attack enemies at
sea, nor can they attack enemies more than one hex away. Melee units include Warriors, Spearmen,
Musketmen, Infantry, and more. Most of your military units are melee units.
Ranged Units
Ranged units are units that can attack enemies in adjacent hexes and in hexes one or more spaces away. The
distance a unit can attack is determined by its “Range” statistic. The strength of its ranged attack is
determined by its “Ranged Combat” statistic. An Archer unit, for example, has a Combat Strength of 7, a
Ranged Combat Strength of 8, and a Range of 2.
It can attack enemy units one or two hexes away with a Strength of 7. However, if an enemy unit attacks it,
it defends with its Combat Strength of 4. Note that Ranged units always employ Ranged combat when
attacking another unit, even if that unit is adjacent. The Ranged unit uses its Combat Strength only when it
is defending against an attack by another unit.
Naval Units
Naval units are units that can move in water hexes. They cannot enter land hexes, except for coastal cities.
Depending upon its type, a naval unit may be limited to travel in coastal waters, or it may be able to enter
deep water Ocean hexes. Naval units are Ranged Combat
Air Units
Air units are units which, not surprisingly, travel through the air. They are critically important during the
late game, as control of the skies often determines victory or defeat in modern warfare.
Nuclear Units
Nuclear units are the most powerful units in the game. They blow a lot of stuff up, destroying units, cities,
improvements and pretty much everything else. Land that has been subject to nuclear attack is badly
polluted, requiring major reclamation efforts before it can be made safe and useful once again.
Movement
During a game of Civilization V, much of your time will be spent moving units around the world. You’ll be
marching your military units off to discover stuff or to fight with your neighbors.
Your workers will be moving to new tiles to improve terrain and to construct roads. Your Settlers will be
moving to good locations on which to build new cities. Following are rules for moving land units and naval
units. Air units have their own special rules; since they don’t occur until late in the game, they’re covered
elsewhere.
Move Mode
You can also click on the “Move Mode” Action button, then left-click on a target space.
If the location is legal and the unit can reach that location in one turn, it will do so.
You can change a unit’s orders at any time by clicking on the unit and then either giving it new orders or
clicking on the “Cancel Orders” action.
Movement Points
All mobile units have a certain number of “Movement Points” (MPs) that they can expend on movement in
every turn. Once they’ve expended those MPs, they can’t move any more until the next turn.
Most early units land units have 2 MPs; horse and naval units have more.
It also expends all of a unit’s MPs to cross a river (unless a road is there; see below). A unit can always
move one tile if it has any MPs left. It doesn’t matter how expensive the tile is; as long as the unit has
something left, it can enter. Once the unit has expended all of its MPs, it must stop moving.
As long as the unit has any MPs left, it can continue to move along the road/railroad.
Illegal Moves
Certain tiles cannot be entered by certain units. A naval unit can’t enter a non-city land tile, for example,
and a land unit cannot enter a mountain tile or an ocean tile. If a unit can’t enter a tile, you won’t be able to
order it to move there. Sometimes a move is revealed as illegal during a unit’s move. If that is the case, the
unit will stop when it discovers the illegality and wait for new orders.
Stacking Limitations
Remember that only one combat unit can end its turn in a tile, and only one non-combat unit can end its
move in a tile – though a single combat unit and a single non-combat unit can end their turn “stacked” in the
same tile.
A unit may pass through another unit as long as it has enough movement to complete the full move, and
does not end up on top of another unit of the same type.
Attack Orders
Generally, if you order a unit to move into a space occupied by an enemy unit, the unit will interpret that
order as instructions to attack the enemy unit. If the moving unit is a non-combat one, the unit will stop and
ask for new orders.
Zones of Control
Combat units exert a “Zone of Control” (ZOC) over the tiles around them. When a unit moves between two
tiles within an enemy’s ZOC it expends all of its MPs.
Naval Movement
Generally, naval units follow the same rules as land units, except that they move in the water rather than on
land. Early naval units are often limited to coastal waters (those adjacent to land tiles) and coastal cities.
Eventually, you’ll produce naval units that can enter deep ocean tiles, and thus explore the world. Naval
units cannot enter ice tiles (except for submarines, which can go under ‘em).
It’s critical to accompany embarked land units with a strong naval defense. When the unit is adjacent to a
land tile, you can click on the “Disembark” action. The unit will then be able to return to dry land.
Alternatively you can right-click on a land tile and the unit will disembark automatically.
Combat
Combat occurs between two political entities that are at war with each other. A civilization may be at war
with another civilization or with a city-state. Barbarians are always at war with all civilizations and city-
states.
There are three major forms of combat: melee, ranged, and air combat. The first two occur throughout most
of the game, while air combat doesn’t happen (naturally) until somebody discovers flight.
Since it occurs so late in the game you needn’t be concerned with how to conduct air combat when you
begin play.
Declaring War
War against another civilization may be declared in a couple of different ways, or you may find yourself on
the receiving end of an enemy’s declaration.
Note that it isn’t an act of war to cross a city-state’s borders, so no pop-up will appear in that case.
Barbarians are always at war with you, so you’ll never get a declaration of war from them.
Ending a War
Wars end automatically when one side has been destroyed because it has lost its last city. Or the combatants
can agree to halt hostilities short of this unpleasant eventuality through diplomatic negotiations. You or your
opponent may choose to initiate such discussions.
Barbarians cannot be negotiated with. You’ll remain at war with them as long as they’re around.
A city may attack an enemy military unit that is within the city’s Ranged Combat Range, and a unit may in
turn attack an enemy city.
Range
Only ranged combat units have this stat. It is the distance, in tiles, within which the ranged combat unit can
attack the enemy.
Combat Strength
All military units have this stat. Melee units use their Combat strength when attacking or defending. Ranged
units use their Combat strength when defending.
Hit Points
A unit’s health is measured in “Hit Points”. When fully healthy, all combat units have 10 hit points. As it
takes damage, it loses hit points. If a unit’s hit points reach 0, it is destroyed.
Melee Combat
Melee combat occurs when a melee unit (any military unit which doesn’t have the Ranged Combat ability)
attacks an enemy unit or city. It doesn’t matter if the defender has Ranged Combat; as long as the attacker
doesn’t have Ranged Combat the resulting battle will be melee.
Combat Strength
When two units engage in melee combat, the result is determined by the relative strengths of the two units –
e.g., if a powerful unit fights a weak one, the powerful unit is likely to do a lot more damage to its enemy,
possibly destroying it altogether.
However many different factors may affect a unit’s strength in battle. Many units receive “defensive
bonuses” that will increase their melee strength when they are attacked while occupying forests or hills, or
are fortified.
Some units get bonuses when fighting other specific unit types (spearmen get bonuses when fighting
mounted units, for example). Also, a unit’s injuries may reduce its current combat strength.
When one of your units is active, hover the cursor over an enemy unit to bring up the “Combat Information
Table” and learn the probable outcome of any battle between the two units.
This table shows your unit’s modified combat strength on the left and
your enemy’s on the right. The box at the center top of the screen tells you the likely outcome of the battle,
and the bars in the center of the box tell you how much damage each side will take if combat occurs.
To order an active unit to attack, right-click on the target. The active unit will initiate the combat.
If the defending unit survives,it retains possession of its hex and any other units in the hex. Most units use
up all of their movement when attacking. Some however have the ability to move after combat – if they
survive the battle and have movement points left to expend.
Any surviving units involved in the combat will receive “experience points” (XPs), which may be expended
to give the unit promotions.
Ranged Combat
Some units like Archers and Catapults and Triremes engage in Ranged Combat (that is, they shoot missiles
at enemy units) when attacking rather than engaging in melee combat. Such units have two distinct
advantages over melee units: first, they can attack enemy units that are not adjacent to them, and second,
they do not take damage when they attack.
Range
The unit’s “Range” stat determines the distance at which a unit can launch a ranged attack. A range of “2”
means that the target can be in an adjacent tile or one tile distant. A range of “1” would mean that the target
had to be adjacent to the attacker.
Line of Sight
Generally, a ranged unit must be able to “see” its target in order to be able to fire at it (although see the
“Indirect Fire” promotion). A unit cannot see a target if a blocking object is between the two – a mountain
or hill, for example, or a forest tile.
A unit can always see into a tile, even if it contains blocking terrain, but it cannot see objects in tiles past the
blocking terrain. Note that units on hills and flying units can often see over blocking terrain.
If the target is destroyed, the attacking unit does not automatically enter the now-vacant tile (which is what
usually happens during melee combat), but you may of course send another unit into the empty space if
you’ve got one with the movement points available.
The attacking and defending units may receive “experience points” (XPs) as a result of the combat.
Combat Bonuses
Units receive a variety of benefits during combat, some from the unit’s location, others from its defensive
posture, and others from a variety of special circumstances. Some bonuses apply only to an attacking unit,
some only to a defending unit, and some might apply to both.
The most common bonuses come from the terrain the unit occupies, and whether the defending unit is
“fortified.”
Terrain Bonuses
Defending units get important bonuses for occupying forest, jungle, or hill tiles. Attacking melee units are
penalized if they attack an enemy across a river. Attacking units get bonuses when attacking from a hill.
Forts
Once a civilization has acquired the Engineering technology, workers can construct “forts” in friendly or
neutral territory. Forts provide a hefty defensive bonus to units occupying them. Forts cannot be constructed
in enemy territory.
If a unit enters a fort in enemy territory, the fort is destroyed. Forts can be constructed atop resources.
Fortification
Many units have the ability to “fortify.” This means that the unit “digs in” and creates defensive works in its
current location. This gives the unit certain defensive bonuses, making it much tougher to kill. However,
fortifications are strictly defensive: if the unit moves or attacks, the fortifications are destroyed.
While fortified, a unit will not activate. It will remain inactive until you manually activate it by clicking on
the unit.
Fortification Bonuses
The amount of the bonus depends upon the length of time the unit has been fortified. The unit receives a
25% defensive bonus on the first turn it is fortified and a 50% bonus during all subsequent turns.
The “Alert” Order The “alert” order is similar to “fortify,” except that the unit will “wake up” when it sees a
nearby enemy unit. The wakened unit retains the fortification bonus as long as it doesn’t move or attack (so
if you order it to go into alert mode again or to pass its turn it keeps the bonus).
Naval Combat
Like land units, there are military and non-military naval units. Work Boats and any “Embarked” Land
Units are non-military units, and they are automatically captured and held for ransom when attacked by
barbarians and destroyed when attacked by other civilizations or city-states.
All military naval units are ranged combat units. They may attack other naval units and any land units
within range that they can see. Naval combat is resolved like normal ranged combat. There are however
certain late-era naval units that merit special attention: the Carrier, Missile Cruiser and the Submarines.
They are discussed later, in the Air Combat section. City Combat Cities are big, important targets, and if
fortified and defended by other units, can be quite difficult to capture. However, doing so can reap rich
rewards – in fact, the only way to knock another civilization out of the game is to capture or destroy all of
its cities. Do this to enough opponents and you can win a mighty domination victory.
During the combat the city’s hit points may decline due to enemy attacks, but its Combat and Ranged,
Combat strengths remain equal to its initial Strength — no matter how much damage the city has taken.
Note that a ranged attack cannot drop a city below 1 HP: the city must be captured by a melee unit.
A unit stationed in the city may attack surrounding enemy units, but if it does so the city loses its garrison
bonus, and, if it’s a melee attack, the unit may take damage during the combat as normal.
Capturing Cities
When a city’s hit points reach “0”, an enemy unit may enter the city, regardless of any units already inside.
When this occurs, the city is captured. The attacker usually has the option of destroying the city, making it a
“puppet,” or adding the city to his empire. Whichever he chooses to do, the civilization which loses the city
has taken a huge blow.
Siege Weapons
Certain ranged weapons are classified as “siege weapons” – Catapults, Ballista, Trebuchet, and so forth.
These units get combat bonuses when attacking enemy cities. They are extremely vulnerable to melee
combat, and should be accompanied by melee units to fend off enemy assault.
Most siege weapons have to be disassembled to move around the map. When they have reached their
destination, they must expend a movement point to “set up.” They cannot attack until they have done so.
Siege weapons are important. It’s really difficult to capture a well-defended city without them.
Great Generals
Great Generals are “Great People” skilled in the art of warfare. They provide combat bonuses– offensive
and defensive bonuses both — to any friendly units within one tile of their location.
A Great General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If an
enemy unit ever enters the tile containing a Great General, the General is destroyed.
A Great General gives a combat bonus of 25% to units in the General’s tile and all friendly units within 2
tiles of the General. Great Generals are created when your units have been in battle and can also be acquired
when you unlock the “Warrior Code” social policy.
Combat Damage
A fully healthy unit has 10 “hit points” (HPs). When a unit takes damage during combat it loses HPs, and if
it reaches 0 HPs, it is destroyed.
A unit that has taken damage is weaker than a healthy unit, and it is closer to destruction.
Wherever possible, it’s a good idea to “rotate out” damaged units from battle to allow them to heal up
before reentering the fray. This, of course, is not always possible.
Effects of Damage
A damaged unit is less effective when attacking than a fully-healed unit. The more damaged the unit, the
less its attack – melee or ranged – will damage an opponent. The actual formula is more complex than this,
but as a general rule a unit’s damage output is reduced by half the percentage of HPs that it has lost.
In other words, a unit that has lost 5 HPs (50%) has the amount of damage it does reduced by 25%, and the
damage a unit that has lost 9 HPs (90%) inflicts, is reduced by 45%.
Healing Damage
To heal damage, a unit must remain inactive for a turn. The amount of damage that a unit heals depends
upon the unit’s location.
The amount of XPs the unit gets depends upon the circumstances of the combat. Generally, units get more
XPs for attacking than defending, and more for engaging in melee combat than for other types. Here are
some numbers.
Expending XPs
When a unit has acquired enough XPs to purchase a promotion, the “Promote Unit” button will flash every
time the unit is active. If you click on that button, a list of the promotions available to the unit is displayed.
Click on a promotion to choose it. The XPs are expended and the unit acquires the promotion immediately.
Promotions List
There are dozens of promotions available in Civilization V. Some are available to all units, while others can
be acquired only by certain unit types. Some promotions require that a unit have acquired other promotions
before they become available.
If a promotion is available to a unit, it will be listed when you click on the “Promote Unit” button. You can
check Civilization V Unit and Promotions Guide for full details on unit promotions.
Ancient Ruins
Ancient Ruins are the remnants of even earlier civilizations which rose and fell long before you came on the
scene. Ruins provide a random benefit to the civilization of the unit that first enters their tile. The ruin is
destroyed when it is entered.
Ruins are cool. Find as many as you can before other civilizations get to them.
Ruin Benefits
Barbarians
Barbarians are roving bands of villains who hate civilization and everything that goes with it. They attack
your units and cities and pillage your improvements. They’re just not very nice at all.
As your civilization grows the barbarians become much less menacing, but early in the game they can be a
huge problem.
Barbarian Encampments
Barbarians come from “encampments”, which may appear randomly
in any tile that cannot be seen by a unit. Every few turns the encampment will create another barbarian unit
which will make a beeline for the nearest civilization and start causing trouble.
The only way to stop this is to find the encampment and destroy it. Encampments are usually guarded by at
least one unit, so they’re not pushovers.
New Encampments
Barbarian encampments may spring up in any neutral space which cannot be seen by a civilization’s city or
unit. If you want to keep barbarian encampments from popping up around your civilization, expand your
borders and place units on hills to keep as much terrain in sight as possible.
Barbarian Units
Barbarian encampments can create almost any kind of unit in the game – from Warriors and Spearmen to
Cannon and Tanks. (They can build units equal to those that the most advanced civilization can create.)
Once created the barbarian units will either hang around their encampment or head off toward the nearest
civilization or city-state and try to cause trouble. They’ll attack units, destroy improvements and menace
cities. If enough are involved, they can take down a poorly-defended city, which is then thoroughly pillaged.
A pillaged city may lose gold, buildings and population. This is why it’s important to periodically sweep the
countryside around your civilization, destroying encampments before they become a threat.
It’s important to maintain a navy to keep them off your back, but the best way to stop these attacks is to
destroy the coastal encampments nearby.
Warning: If a barbarian ship comes across an embarked unit, it will destroy it.
Captured Civilians
If a barbarian unit comes upon a non-combat unit – Settler or Worker – the barbarians capture that unit.
They will take it off to their nearest encampment, and the unit may be recovered by any player in the game.
Should one of your civilians be captured in this manner, be sure to pursue and retrieve them before
somebody else does.
Barbarians can remain in the game right up until the end. However, as more land is acquired there will be
less available for the barbarian encampments to spawn in. If the entire world is civilized, the barbarians will
be gone.
Cities
Cities are vital to your civilization’s success. They build units, buildings and wonders. They allow you to
research new technologies and gather wealth. You cannot win without powerful, well-situated cities.
Cities constructed on hills gain a defensive bonus, making it harder for enemies to capture them.
If an unemployed citizen is available, that citizen will go to work that tile. If not, the city will choose a
citizen from another tile to work the tile. The coin will turn green and have a lock symbol on it. This notes
that the city will always work that tile, until you order it to cease by clicking on it again.
You can then order that citizen to become a specialist in a building. You can click on an unemployed citizen
in the list and he will return to work a tile on the map (if one is available to be worked).
City Output
This panel shows how much food, production, gold, science and culture the city is producing. It also shows
how many turns until the city’s border increases and how many until the city’s population grows. Hover
your cursor over an entry to get more details about it.
How much science your civilization is earning each turn from this city.
How much gold your civilization possesses and how much it is earning.
Your civilization’s happiness and your progress toward the next Golden Age.
Your civilization’s culture, and how much is needed to acquire another social policy.
Your civilization’s strategic resources.
City Banner
The city banner displays the city’s name; the city’s Combat Strength is displayed under the name. Note the
arrows on the left and right edges of the banner. Click on these to close this city’s City Screen and move to
another. You can rotate through all of your cities in the game using these arrows.
Beneath the city banner is displayed any resources the city demands to go into We Love the King Day.
Default Focus: The city allocates its citizens to produce a balanced amount of food, culture, science,
gold, and so forth.
Food Focus: The city concentrates on acquiring food, which means it will grow faster.
Production Focus: The city concentrates on production, so that it will produce units, buildings and
Wonders more rapidly.
“Avoid Growth” is useful if your civilization faces mounting unhappiness from population pressure.
Note that this will not override any “locked” tile you’ve set. If you want the city to take over control of that
population, you’ll have to unlock the tile by clicking on it.
Unemployed Citizens
This section is visible only if you have any unemployed citizens. Click on the “+” next to “Unemployed
Citizens” to open this panel; click on the “-” to close it. Citizens in this list are neither specialists nor are
they working the land around their cities: they’re unemployed. An unemployed citizen produces just 1
production per turn, while still consuming the same amount of food as all other citizens.
Click on an unemployed citizen and he will go to work any available tile outside of the city. Or you can
click on an open Specialist slot in a building: the unemployed citizen will go to work as a Specialist in the
building.
Wonders
This panel displays any Wonders the city has produced. Hover the cursor over a Wonder to learn more
about it. Read Civilization V Wonders Guide for more information.
Buildings
Click on the “+” next to “Buildings” to open this panel; click on the “-” to close it. This panel displays the
buildings the city has produced. Again, hover your cursor over a building to get more details on it.
If the building has Specialist slots, you can click on an open slot to order a citizen to become a specialist in
that building. If a building has specialists, click on them to remove them from the building. They’ll go to
either the Unemployed Citizens display or to an available tile to work.
Buy a Tile
This allows you to buy a tile when you can afford it. Click on this button and it will show you how much the
next tile will cost. (Remember that the price goes up for each tile you purchase.)
At the same time, the tiles available for purchase will have symbols appear on them and the cursor will
change to a “purchase tile” cursor. Click on an available tile to purchase it, or click on “Cancel” to stop
purchasing tiles.
Return to Map
This button closes the City Screen and returns you to the Main Map.
Purchase
Click on “Purchase” to order the city to purchase an item. The Purchase Menu will appear; click on an item
to purchase it. Note that the city isn’t purchasing the item it is presently working on; after the purchase the
city will continue to construct the item (unless unable to do so).
So for example, if a city is working on an archer and has 4 turns left and you purchase an archer, you’ll get
the purchased archer immediately, and the one that’s under construction 4 turns later – unless of course you
change production after purchasing the first archer.
Units in Cities
Combat Units
Only one combat unit may occupy a city at a time. That military unit is said to “Garrison” the city, and it
adds a significant defensive bonus to the city. Additional combat units may move through the city, but they
cannot end their turn there. (So if you build a combat unit in a city with a garrison, you have to move one of
the two units out before you end your turn. )
Non-Combat Units
Only one non-combat unit (Worker, Settler, or Great Person) may occupy a city at a time. Others can move
through, but they cannot end their move in the city. Thus, a city may have at most two units in it at the end
of a turn: one combat unit and one non-combat unit.
Construction in Cities
You may construct buildings, wonders, or units in a city. Only one can be constructed at a time. When
construction is complete the “Choose Production” alert message will appear; click on this to access the
“City Build Menu” and choose the next item to construct.
If an entry is grayed-out, then you are currently unable to construct the item. Roll your cursor over the entry
to see what you’re missing.
Changing Construction
If you wish to change what a city is constructing, you may do so on the City Screen. The production already
expended on the original item is not applied to the new item; however,it remains “on the books” for a while
and if you later order that city to resume construction on the original item, it may get the benefit of some or
all of the earlier production. The longer the delay, the more production is lost.
Constructing Units
You can build any number of units in a city (as long as you have the required resources and the unit hasn’t
become obsolete). Since you can only have one combat and one non-combat unit in a city, you may have to
move the newly-constructed unit out of the city immediately after it’s built.
Constructing Buildings
Only one building of each kind may be constructed in a city: you cannot have duplicate buildings in the
same city. Once you’ve constructed a building, that building will disappear from that city’s City Build
Menu. (You can still build the same building in another city, of course.)
Constructing Wonders
There are two kinds of Wonders in the game: National Wonders and World Wonders. Each civilization may
construct a single copy of a National Wonder (in other words, each civ may build one National Epic, but no
civilization may build two).
Only one of each World Wonder may be constructed anywhere in the world: once one civilization has
constructed one, no other civilization may do so. Wonders will disappear from the City Build Menu once
you can no longer construct them.
If another civilization completes construction of a World Wonder while you are building it, you will receive
a gold bonus to compensate you for your efforts, and you’ll have to begin construction on something else.
Only one city can work a single tile even if it’s within two tiles’ distance from more than one.
For example, the Library has 2 “slots” for “scientist” specialists. Once you’ve constructed a Library in a
city, you can assign 1 or 2 citizens to work in that Library as scientists. (Note that not all buildings create
specialists; see the Buildings section in the Civilopedia.)
There are four different classes of specialists. The type a citizen becomes depends upon the type of building
he is assigned to work in.
Artist
An artist specialist produces culture and generates points toward a Great Artist (see “Great Artist” on page
100). Artists are assigned to culture-related buildings like Temples and Museums.
Engineer
An engineer specialist produces production (hammers) and generates points toward a Great Engineer.
Engineers are assigned to production-related buildings like Workshops and Factories.
Merchant
A merchant specialist produces gold and generates points toward a Great Merchant. Merchants are assigned
to wealth-related buildings like Markets and Banks.
Scientist
A scientist specialist generates science (beakers) and generates points toward a Great Scientist. Scientists
are assigned to science-related buildings like Libraries and Universities.
Assigning Specialists
To assign a specialist, go to the City Screen. Click on the “specialist slot” in the building where you want to
assign the specialist. A citizen will be removed from working a tile and assigned to work in the building. If
you click on the slot again, the citizen will be removed from the building and reassigned to work in the
fields.
Therefore it’s a good idea to check your city’s food, gold and production generation after creating
specialists.
Unemployed Citizens
If a Citizen is not assigned to work in the fields and is not a specialist, that Citizen is “unemployed.” It still
provides 1 production to the city.
City Combat
Cities may be attacked and captured by enemy units. Each city has a “Combat Strength” stat which is
determined by the city’s location, its size, whether any military units are “garrisoned” in that city, and
whether defensive buildings such as walls have been constructed in the city. The higher the city’s defensive
value, the harder it is to capture the city.
Unless the city is extremely weak or the attacking unit is extremely strong, it will take multiple units
multiple turns to capture a city.
Attacking a City
To attack an enemy city, order your melee unit to enter the city’s hex. A round of combat will ensue, and
both the unit and the city may take damage. If your unit’s hit points are reduced to zero, it is destroyed. If
the city’s hit points are reduced to zero, your unit captures the city.
Defending a City
There are a number of things you can do to improve a city’s defenses. You may “garrison” a strong unit in
the city. A melee unit will greatly increase the city’s defensive strength, while a ranged unit will fire at
nearby enemy units.
You may also construct Walls and Castles that will improve the city’s strength.
A city on a hill gets a defensive bonus as well. No matter how powerful a city is, however, it is very
important to have units outside the city supporting it, to injure the attacking units and to stop them from
surrounding the city and getting huge flanking bonuses against it.
Conquering a City
When your unit enters an enemy city, you have three choices: you can destroy the city, you can annex it and
make it part of your empire, or you can make it into a puppet state. Each has its own benefits and costs.
You can destroy the city immediately upon capturing it or at any point after that.
Indestructible Cities-You can’t destroy a city that you founded. (Some other civilization can, but not you.)
Also, you cannot destroy a city-state or another civilization’s capital city.
Annexing too many cities too rapidly can bring your empire to a
grinding halt.
However, you do not control the city’s production. It makes the buildings it chooses and it creates no new
units or wonders at all. Thus you’ll have to provide the military force for its defense, and if you want to
make the city more efficient, you’ll have to order your civilization’s Workers to improve its land.
You can annex a puppet city at any time. To do so, click on the city’s banner.
Buildings
A city is more than a bunch of homes. It contains schools and libraries, markets and granaries, banks and
barracks. Buildings represent the improvements and upgrades that you make in a city. Buildings can
increase the city’s rate of growth, can speed production, can increase the science of a city, can improve its
defenses, and can do lots of other good things as well. Read Civilization V Buildings Guide for more
information on the subject.
A city that has no buildings is pretty weak and primitive and will probably remain fairly small, while a city
with a lot of buildings can indeed grow to dominate the world.
Building Prerequisites
With the single exception of the monument, which has no prerequisites and is available to build at the start
of the game, you need knowledge of a specific technology to construct any building. For example, you must
learn bronze working before you can build a barracks.
Some buildings have resource prerequisites as well – for instance a city must have an improved source of
horses or ivory nearby to construct a circus. Also, some buildings have building prerequisites. You can’t
build a temple in a city unless you’ve already constructed a monument there.
Specialists and Buildings
Certain buildings allow you to create “specialists” out of your citizens to work those buildings. Specialists
improve the output of the building, and they also increase the city’s output of Great People.
Building Maintenance
There’s one downside to buildings: most of them cost gold to maintain. The price depends upon the building
in question, and can range from 1 to 10 per turn. The gold is deducted from your treasury each turn.
The Palace
The palace is a special building. Part building, part Wonder, the palace automatically appears in the first city
you build, which makes that city the capital of your empire. If your capital city is captured, your palace will
automatically be rebuilt in another city, making that city your new capital.
If you subsequently retake your original capital, the palace will move back to its original location. The
palace provides a small amount of production, science, gold, and culture to your civilization. If you connect
other cities to the capital by road or harbor, you will create trade routes which generate additional income.
Captured Cities
If a city is captured, its World Wonders are captured as well. A city’s National Wonders are destroyed when
the city is captured. The city’s culture and military buildings (temples, barracks, etc.) are always destroyed
when the city is taken. All other buildings have a 66% chance of being captured intact.
Left to its own devices, the city will assign as many citizens as needed to acquire its food. If not enough is
available, the city will starve, losing citizens until it can support itself.
Oasis Tiles
Oases provide a lot of food, particularly when compared with the desert in which they’re usually found.
Flood Plains
Flood plains provide a lot of food too.
Improvements
Workers can construct farms on most tiles to improve their food output. Buildings, Wonders and Social
Policies Certain buildings, wonders and social policies will affect the amount of food a city produces or how
much it needs in its “bucket” to grow.
Maritime City-States
If you befriend a maritime city-state, it will provide food to all of your cites, with your capital getting the
largest portion of the food.
City Unhappiness
If your civilization is unhappy, then the city will produce less food. The city will produce enough food to
feed its citizens, but the amount of excess food it produces is decreased by 67%.
City Growth
Each turn, a city’s citizens gather a certain amount of food from the land around it and from various other
sources as described above. The city’s citizens have first call on that food, and they consume 2 food for each
population point (so a city of population 7 consumes 14 food each turn).
Any food left over is put into the poetically-named “City Growth Bucket.”
The City Growth “Bucket” The city growth bucket contains all of the excess food produced by a city each
turn. When the quantity of food reaches a specific amount, the city’s population (citizens) will increase by
1; then the city growth bucket is emptied and the process begins all over again.
The amount of food needed for population growth increases significantly as the city gets bigger. The City
Info Box in the upper left-hand corner of the City Screen tells you how many turns until the city grows; and
the “Food” entry in that box tells you how much food the city is currently producing each turn. Hover your
cursor over the “Food” entry to see exactly how much food you need to fill the City Growth Bucket.
Note that Settlers don’t subtract food from the bucket; they consume excess food being produced, stopping
more food from going into that bucket.
Culture
Culture is a measurement of your civilization’s commitment to and appreciation of the arts and humanities –
everything from cave paintings and Tiki heads to “Hamlet,” or Beethoven’s Ninth Symphony to Lady
Gaga’s latest video.
In the game culture has two main effects: it increases the size of your cities’ territories (and therefore your
overall borders) and it allows you
to purchase new “Social Policies.” Most importantly, if you acquire enough culture you can win a “cultural
victory.”
Getting Culture
Your civilization acquires culture in a variety of ways:
Your Palace: Your palace (created when you build your first city) produces 2 culture points per turn.
Ancient Ruins: An ancient ruin might give you a big dose of culture.
Buildings: Certain buildings provide culture. The monument and temple are two early examples.
Specialists: Specialists, particularly artists, generate culture.
Wonders: Some wonders churn out culture. The Hermitage, Heroic Epic and National Epics are
three national wonders that give you culture, and there are plenty more to discover.
Social Policies: Certain social policies will increase your culture output. The “Patronage” branch has
a number of policies targeted at culture.
Great Artist: A Great Artist can construct a “Landmark” improvement in a tile. If your city works
that tile, it will gain a lot of culture.
City-States: Some city-states give you culture if your relations are friendly.
Expanding Territory
As a city gains culture, it will acquire additional tiles in the surrounding unclaimed territory. The faster it
gains culture, the faster its territory will grow. Each city acquires territory depending upon its own cultural
output. When it reaches a certain level, it will “claim” a new tile (if any are available).
Check out the City Info Box on the City Screen to see how much culture a city is producing each turn and
how long until the city grabs another tile. The amount of culture required to get a new tile increases as the
city’s territory grows.
Note that you can also expend gold to “purchase” tiles; this is entirely independent of the city’s own
acquisition based upon its culture.
When you have accumulated enough culture, you can go to the Social Policies Screen and buy a new policy.
(See “Social Policies” on page 93 for details.) Each time you purchase a new social policy the price of the
next one increases.
Cultural Victory
Remember that you can achieve victory by acquiring enough social policies and then constructing the
“Utopia Project.
Technology
Technology is one of the driving forces behind civilization. It was advances in the technologies of
agriculture and fishing that allowed cities to grow and thrive. It was advances in weaponry and masonry that
allowed some cities to drive off the jealous barbarians who sought to steal their food and plunder their
wealth.
It was advances in medicine and sanitation that fought off the other great threat to civilization – disease.
Advancing technology makes a civilization stronger, bigger, smarter, and a much tougher opponent. It is
critically important for a civilization to keep up technologically with its neighbors.
Everything else being more or less equal, it is possible for a backwards civilization to overcome a more
advanced neighbor, but it’s pretty difficult to think of many examples of such occurring in history.
You acquire technology by accumulating “beakers,” which represent the amount of science your civilization
possesses. Every turn your civilization gets a number of beakers added to its science pool. Each technology
costs a certain number of beakers to learn; when you’ve accumulated enough beakers, you acquire the
technology.
When you get the new tech your beaker pool is depleted and you start accumulating all over again, saving
up for the next tech.
Where Do Beakers Come From?
Beakers come from your citizens (the population of your cities). Each turn you get a base number of beakers
equal to the combined population of all of your cities. The larger your cities, the more beakers you generate.
In addition to the beakers generated by your base population, you get 3 beakers from your palace. (Once you
build your first city you’ll generate 4 beakers each turn: 1 from your single citizen and 3 from the palace).
You can earn additional beakers by constructing certain buildings or wonders, and by adopting certain social
policies.
Ancient Ruins
Some ancient ruins will give you new technology. This is not guaranteed, but it’s another good reason to
search them out and claim them before anybody else does.
Trade
You can enter into “Research Agreements” with other civilizations once you have learned the Writing
technology. Under such agreements, each civilization pays 150 gold and in return gets a 15% boost to its
research for the duration of the agreement.
Buildings
You can construct a number of buildings which will increase your acquisition of beakers. The Library
increases each citizen’s output of beakers by half and it allows two scientist specialists to be assigned . The
University will do much
the same.
Wonders
A number of wonders will greatly enhance your civilization’s technology. The National College national
wonder will increase your civilization’s beaker output by 50%. The Great Library immediately grants your
civilization one new technology. Read Civilization V Wonders Guide to learn more about the subject.
Great Scientist
A Great Scientist can earn you an immediate free tech, or the unit can be expended to construct an Academy
improvement, which provides 5 beakers/turn when the tile is worked.
There are over 70 techs to study, and if you get them all you can start on “Future Techs” which increase
your game score.
The Choose Research Menu
When you need to pick a new technology, the Choose Research menu appears on the left edge of the screen.
At the top it displays the technology you’ve just finished learning (it displays “Agriculture” the first time it
appears). Below that is the “Open Technology Tree” button (more about that later), and beneath that is a list
of the technologies available to you at that time.
Each technology displays the number of turns it will take you to get that tech, as well as icons representing
the various buildings, improvements, wonders and so forth that the technology allows (or “unlocks”). You
can hover your mouse atop an icon or technology to learn even more info about it.
Click on a tech to choose to research that tech. The Choose Research menu will disappear, and a large icon
will appear in the upper left-hand corner of the screen, showing you which tech you are currently
researching and how long until completion.
Changing Research
You can change which tech you are researching at any time. To do so, click on the tech icon in the upper left
hand corner of the screen. The Choose Research menu will reappear, and you can choose any of the techs it
lists as available.
You can continue to research the original tech later at the point you stopped; the previous research is not
lost.
When you’ve learned the prerequisite techs, the newly-available tech will appear on the Choose Research
menu. For example, the techs of sailing, calendar, and writing require knowledge of pottery before they can
be learned. So if you study pottery, that tech will be removed from the Choose Research menu (because you
already know it) and sailing, calendar and writing will be added.
Some technologies require knowledge of 2 or 3 prerequisite technologies, not just one. Those techs will not
appear until you’ve learned all of the required techs.
They lay the roads which connect your cities. Although they are not
military units, workers are important. Improvements increase the production, gold, and/or food output of
tiles. They also provide
access to the special bonuses provided by certain resources. If you do not improve your land, your
civilization will almost certainly be overwhelmed by others which have.
Creating Workers
Workers are built in cities, just like other units.
Workers in Combat
Workers are non-military units. They are captured when an enemy unit enters their tile, and they can be
damaged by ranged attacks as well (they heal like other units, but they do not gain experience or receive
promotions).
Workers cannot attack or damage any other unit. It’s a really good idea to stack a military unit with a
worker if it’s in dangerous territory.
Clearing Land
Once their civilization has learned the mining technology, workers can remove forests from tiles. Once they
have learned bronze working, they can remove jungle. And once they have learned masonry, workers can
drain marshes. Once these features are removed, they are
gone forever.
Building Roads
Workers can construct roads once their civilization has acquired the wheel technology. Roads can be
constructed in friendly, neutral or enemy territory. They can be built in any terrain
and across any features, except for mountains, natural wonders and ice (and of course they can’t be built in
water tiles). Roads can be constructed in tiles with resources and/or improvements.
Constructing Improvements
Once a civilization has learned the appropriate technology, its workers can construct improvements.
Generally, farms can be constructed in any tile that doesn’t contain a resource. If the tile does contain a
resource, only the appropriate improvement can be constructed.
Duration to Construct
Each improvement type takes a certain amount of time. The times listed below are for standard games; it
will take longer to construct improvements in marathon games, and shorter in games started in later eras.
Farm Improvement
The farm is the earliest and most commonly-constructed improvement. All civilizations begin play knowing
how to farm. Farm improvements can be constructed in most tiles, and atop a number of resources.
Technology Required: Agriculture (acquired at the start of the game)
May Be Constructed: Anywhere but ice. Farms increase the tile’s output by 1 food.
Mine Improvement
The mine improvement is learned when your civilization acquires the mining tech. It can be used to increase
the production output of many tiles, and it also unlocks a variety of resources. The mine is as important as
farming.
The fort is destroyed when a non-friendly unit enters the space or if the space becomes owned by another
civilization.
Defensive Bonus of the Fort: 50%
Camp
Lumbermill
Lumbermills increase a forested tile’s output by 1 production, without destroying the forest.
Oil Well
Pasture
Plantation
Quarry
Trading Post
The trading post increases output of a tile by 1 gold. It doesn’t access a resource.
Work Boats
Work boats are special worker units built in coastal cities. They can create fishing boats and offshore
platform improvements in water. Unlike land workers, Work Boats are consumed when they create an
improvement.
Build Offshore Platform: Order the unit to create an offshore drilling platform over an oil resource in the
ocean. The unit is consumed in the process.
Fishing Boats: The work boat will construct a fishing boat over the coastal resource, consuming it in the
process.
Social Policies
Social policies represent the way you choose to govern your people. Will you be an authoritarian ruler,
sacrificing a little freedom for discipline and increased productivity?
Will you organize your civilization to have a strong military, or will you concentrate your efforts on
expanding culture and borders? Do you want to set up your civilization as a monarchy or democracy?
There are 10 different branches to choose from, each headlining a specific aspect of government. Social
policies have concrete effects for gameplay. Some increase your cities’ production, while others generate
more wealth, and still others help create a more effective military.
There are no right or wrong policy choices in the game, and one policy may be better for a given
circumstance than other, or better suit your personal playing style. Try them out and see.
Policies are arranged into 10 separate branches, each of which (once adopted) unlock a tree of five different
policies. Unlocking these individual policies will give you the benefits described, and can even lead to a
Cultural Victory.
You can read more about accruing culture in the Culture section.
Once you have enough culture, a notification will alert you on your turn. Click on the Social Policies icon in
the top right corner (located next to your advisors) to bring up the Social Policies Pane. If you don’t wish to
select a Policy that turn, you may right-click the notification
to dismiss it. (The game will not remind you again though, so this can be risky.)
Here you can choose to adopt a new branch or unlock a new policy within an unlocked branch. To view all
the available policies (and not just the ones you’ve unlocked), click on the Advanced View toggle at the
bottom of the pane.
When you have acquired the requisite amount of culture, click on the “Adopt” button to open up the chosen
branch for exploration – you must first spend points to adopt the branch before unlocking any of the
individual policies. Each branch adoption will give you some benefit immediately, with the individual
policies within each providing more bonuses of the same nature.
Some branches (like Autocracy and Freedom) may not be unlocked and active at the same time, and many
branches only become available once a later era has been reached.
Tradition
Tradition is a branch best chosen by small empires, as many of the policies within directly improve the
Capital City. Adopting Tradition will immediately provide a bonus of +2 Food per turn generated in
the Capital. Tradition is available at the start of the game.
Liberty
Liberty is well-suited for civilizations who wish to rapidly expand their influence over others: the speed of
production of all Settlers in the civilization is increased by 50%. Liberty is available at the start of
the game, and may not be active at the same time as Autocracy.
Honor
Choosing the policy of Honor improves the effectiveness of a civilization’s armies and militaries.Upon
adoption, this policy will grant all units a 25% combat bonus against Barbarians, and a handy notification
will be provided each time a new Barbarian Encampment spawns inside revealed territory. Honor is also
available at the start of the game.
Piety
Piety increases the Happiness and Culture of the adopting civilization, immediately granting a bonus to the
civilization’s Happiness total by 2 points. Piety becomes available once the Classical Era is reached, and it
may not be active at the same time as Rationalism. For players looking to achieve a Cultural Victory, this is
a nice place to start, as the branch provides boosts to culture and even free policies.
Patronage
Patronage is a useful policy for those wanting to enhance their friendship status with city states. Upon
adoption, Influence with City-States degrades 50% slower than normal. Patronage becomes available upon
entering the Medieval Era.
Commerce
Commerce provides bonuses to naval-minded civilizations, as well as those focused on producing large
quantities of Gold. This branch boost Gold output in the Capital City by 25%. Commerce also unlocks upon
entering the Medieval Era.
Rationalism
The branch of Rationalism improves the civilization’s ability to use and generate Science, becoming
available upon entering the Renaissance Era. Adopting this branch immediately causes the civilization to
enter a 5-turn Golden Age. Rationalism may not be active at the same time as Piety.
Freedom
Freedom provides bonuses for Culture and Specialist production. With this branch, specialist populations in
cities will produce only half the amount of Unhappiness that they normally would. Freedom becomes
available upon entering the Renaissance Era, and cannot be active
at the same time as Autocracy.
Order
Players interested in creating massive, sprawling civs should turn to Order, as the strength of the empire is
determined by the total number of cities it contains. Order will increase the production rate of all buildings
by 25%, and becomes available for exploration upon entering
the Industrial Era.
Autocracy
This branch is well suited for those wishing nothing more than to crush their foes under the weight of their
iron-plated boots. It is ideal for players who seek a Domination Victory. Autocracy reduces the Unit
Maintenance fee by 33%, allowing the civilization to field an even larger army at the same cost. This policy
unlocks upon entering the Industrial Era, and cannot be active at the same time as Liberty or Freedom.
Cultural Victory
If you fully explore five different branches on the Social Policies pane, you unlock the “Utopia Project.”
Building this project will net you a Cultural Victory!
City-States
City-States are the smaller political entities in Civilization V. They cannot win a game – they’re not
competing against you – but they can
greatly assist or impede your progress towards victory. You can befriend City-States and gain a number of
important benefits, you can
ignore them and concentrate on bigger and more important foes, or
you can conquer them and take their stuff. It’s up to you.
Types of City-States
There are three different “flavors” of city-states. Each can provide you
with different benefits if you befriend or ally with them.
Cultured
A cultured city-state can help you improve your culture.
Maritime
A maritime city-state can provide food to your civilization.
Militaristic
A militaristic city-state can provide units to your army.
Once you have met, the city-state may periodically make contact with you to ask you to undertake
“missions”. If you want to get in touch with the city-state, you can click on the city itself, or you can go
through the Diplomacy Panel.
City-State Influence
Your relations with each city-state are measured by “Influence Points” (IPs). They usually start at zero and
your actions can increase or decrease them (yes, they can go quite negative!).
Doing Nothing
If you don’t do anything, your IPs will tend to revert to zero over time: if your IPs are positive, they’ll
reduce by a small amount each turn. If they’re negative, they’ll increase by a small amount each turn. (The
exact amount can vary based on the City-State’s personality.) So if
you want to maintain positive relations with a city-state, you’ll have to periodically complete a mission or
give them a gift.
Trespassing
Note that you lose a handful of IPs per turn for each of your units “trespassing” in a citystate’s territory. If
you are friends with the city-state, you can move through its territory with no consequences.
Permanent War
You’ve so totally angered the city-state that it will never accept peace with you. This occurs if you’ve
gobbled up too many of the city-states around you – the survivors will band together and try to wipe you off
the planet. They simply won’t deal with you any more: there’s nothing to do here but fight ‘em off.
War
While at war with a city-state, your influence will remain negative and they certainly won’t give you any
stuff. However, unless you’re at permanent war or they’re allied with one of your enemies, a city-state will
always accept a peace deal.
Neutral
The city-state doesn’t especially like or hate you. You can give them gold or do missions to improve your IP
level, or you can degrade your IP by trespassing and suchlike.
Friends
If you’re “friends” with a city-state, the city-state will periodically give you gifts – a cultured city-state will
give you culture; a maritime city-state will give you food; and a militaristic city state will give you military
units.
Allies
If you’re allied with a city-state, you’ll get a stronger version of the benefits of friendship. In addition, the
city-state will give you all of their luxury and strategic resources. Only one civilization can be allied with a
city-state at a time – if multiple are eligible, whichever has the highest IPs gets the position.
City-State Missions
Periodically, a city-state may announce a “mission” – perhaps it’s being plagued by barbarians, for example,
or its people seek knowledge of Natural Wonders, or perhaps they’re being attacked by another civilization
and they seek allies.
If you complete the mission before another civilization does so, you’ll earn Influence Points with the city-
state.
It’s important to remember that if you attack too many city-states, many will declare war on you and you
will not be able to make peace with them. This can be shockingly unpleasant if you’re not ready for them.
Liberating a City-State
If another civilization has captured a city-state and you capture it from them, you have the option to
“liberate” that city-state. If you do so, you’ll immediately get a huge bunch of IPs from that city-state. In
addition, that city-state will always vote for you during “World Leader” elections
Diplomatic Victory
You win a Diplomatic Victory by winning an election for the position of World Leader once the UN is
constructed. If going this route,remember that city-states will vote for whoever has the highest IP level,
unless they have been “Liberated” by a civilization, in which case they’ll vote for their liberator.
Great People
Great People are the artists, merchants, engineers, scientists and warriors who can, single-handedly, change
the course of a civilization. They’re people like Leonardo da Vinci, Andrew Carnegie, Louis Pasteur, and
Robert E. Lee.
Great People are extremely powerful. Great People are cool. There are five types of Great People: Great
Artists, Great Engineers, Great Merchants, Great Scientists, and Great Generals. The first four types are
quite similar in functionality,while Great Generals are rather different: they are generated differently and
they have different effects upon play.
Great Generals will be discussed in detail below; first, let’s examine the other four types of Great People.
Generating Great People Great Artists, Engineers, Merchants and Scientists are created in cities by
specialists and Wonders which generate “Great People” (GP) points. A city may generate no Great People
points, or it may generate a single kind of GP points or it may generate multiple kinds of GP points. Each
city’s GP points are kept track of separately. (For example, Kyoto might generate 1 Artist and 2 Engineer
GP points each turn. After 3 turns it would have 3 Artist points and 6 Engineer GP points. The two types of
points are not pooled.)
When a city has enough of a specific type of GP points, the points are expended to generate a Great Person
of that type. Once a Great Person is generated, the amount required for the next Great Person increases in all
of that player’s cities.
For instance, let’s say that a player needs to acquire 10 GP points to get a Great Person. From the previous
example, in five turns Kyoto would have enough Engineer GP points to create a Great Engineer. After the
Great Engineer was created, Kyoto would have 0 Great
Engineer points and 5 Great Artist points left, and the amount required for the next Great Person would
increase to say 15 points. Eight turns later Kyoto would have 13 Great Artist points and 16 Great Engineer
points, and it would generate another Great Engineer.
Note that a Garden building increases the rate at which you generate Great People, and that the “Warrior
Code” social policy immediately generates a Great General. Great Peoples’ Abilities
Note that the names of the Great People have no effect upon play. Beethoven and Da Vinci are both Great
Artists and both have the same powers.
Golden Age
A “Golden Age” is a period of special productivity for a civilization. During a Golden Age, any tile which
produces gold produces 1 extra gold, and any tile which produces production (hammers) produces 1 extra
hammer. (Obviously this has no effect unless citizens are working
the tiles.) The duration of the Golden Age depends upon the game difficulty and speed, and decreases each
time a Great Person is used to begin one (this will never fall below 3 turns,however).
The Great Person is expended when he or she creates a Golden Age.
Special Improvement Each Great Person type can be expended to create a Special Improvement on a tile
within your civilization’s borders. The Special Improvement’s effects depend upon which Great Person is
creating it – a Great Artist’s Special Improvement generates culture, for example, while a Great Merchant’s
generates cash.
A Special Improvement must be worked in order to have any effect. A Special Improvement can be pillaged
and repaired like any other Improvement. If constructed atop a resource, the Special Improvement will not
provide access to that resource.
Note that you have to move the Great Person out of the city and into your territory to construct a Special
Improvement. See “Moving Great People” on page 102 for details.
Special Ability
The Great Person’s Special Ability can have major effects upon the game. Once again, each Great Person
type has a different Special Ability. Some (but not all) Special Abilities require you to expend the Great
Person.
Great Artist
A Great Artist can “Culture Bomb” any tile inside or adjacent to your territory.
That tile and all six surrounding it immediately become your territory.
A Culture Bomb will “flip” foreign territory to your territory, but it won’t flip a foreign city (although the
foreign city may suddenly find itself surrounded by your terrain).
Flipping foreign terrain is not an automatic act of war, though some civilizations will no doubt find the act
offensive. Note that another artist can flip the terrain back at a later point – there’s no limit to the frequency
or number of times that a tile can flip during a game.
Great Engineer
You can expend a Great Engineer to create a sudden burst of production in a city. The production is
immediately applied to whatever is presently being built in the city – unit, building or Wonder. This will
usually be enough production to immediately finish all but the most massive Wonders, and it will drastically
shorten their production time.
Great Merchant
Special Improvement: Customs House
You can expend a Great Merchant while it is within a city-state’s borders to conduct a “Trade Mission” with
the city-state. This provides you with a huge chunk of gold, and it boosts your civilization’s relationship
with that city-state.
Great Scientist
You can expend your Great Scientist to immediately learn a new technology. This doesn’t have to be the
tech you’re currently working on: you can choose from all techs currently available to you.
At that point the amount you need for the next Great General rises. (Note: If an experienced unit dies, part
of its earned XPs are removed from the Great General pool.) You can also earn a Great General by
acquiring the Warrior Code social policy or by completing the Brandenburg Gate.
The Citadel provides a big defensive bonus to any unit occupying it. Further, it damages any enemy unit that
ends its turn next to the Citadel. Note that a Citadel functions only when it’s in your territory. If it were, say,
culture-bombed, it would change hands, being effective only for the other player.
Special Ability: Combat Bonus
A Great General provides a combat bonus to all friendly units within 2 tiles. This combat bonus applies to
all forms of combat: melee, ranged, defense, and so forth.
Gold
Ah, Gold! Gold is wonderful stuff. You can use it to build an army, to pay for a road network, to purchase
buildings and Wonders, to buy the friendship of a city-state and to bribe an enemy civilization.
It may be true that “money can’t buy you love,” but it can purchase a submarine armed with nuclear
missiles, and that’s not bad.
Terrain Types
These tiles provide gold when your citizens work them:
Coast Tiles
Ocean Tiles
River Tiles
Natural Wonders
Oasis
Resources
All resources (especially gold!) provide gold when worked.
Buildings
Many buildings – markets, banks – increase a city’s output of gold, especially if you assign merchant
specialists to them.
Wonders
Some Wonders provide or increase a city’s output of gold. Check out Machu Picchu and the Colossus.
Also, if you’re constructing a Wonder and another civ finishes it before you do, you get a gold bonus (the
size of the bonus depends upon how much progress you’ve made on the Wonder).
Trade Routes
If a city is connected by a road and/or harbor to your capital city, that city has a “trade route” with the
capital. Each trade route is worth a certain amount of gold each turn, the amount determined by the
population of the connected city. Blockade
An enemy naval unit within 2 tiles of a port city will “blockade” that city, rendering its harbor trade route
inoperative until the enemy unit is driven off or destroyed.
Barbarian Encampment
You’ll earn gold each time you disperse a Barbarian Encampment.
Ancient Ruins
An ancient ruin may provide gold when it is explored.
City-States
A city-state may give you gold when you first meet. It may provide more later if you befriend it.
Capturing Cities
You may gain a bunch of gold when you capture a city (city-state or civilization’s possession).
Diplomacy
You may gain gold – lump sum or an amount each turn for 20 turns – during negotiations with another
civilization.
Expending Gold
There’s lots of stuff to spend gold on. Unit and Building Maintenance
Units and buildings both have “maintenance costs” that must be paid every turn. See the individual entries
on the units and buildings for specific amounts. (Note that these maintenance costs are dependent upon the
difficulty level at which you’re playing.)
Road Maintenance
You spend gold for each road tile that you construct. If you absorb another civilization’s roads into your
territory, you pay for their maintenance as well.
Purchase Tiles
You can extend your civilization’s territory by purchasing individual tiles. Go to a City Screen, and then
click on “Buy a Tile.” The map will display all tiles available for purchase. Click on the tile to expend the
requisite gold and purchase the tile.
Each upgrade costs some gold – the more powerful the upgrade, the more expensive it will be. A unit must
be in your territory to be upgraded. When an upgrade is available for a unit, the “Upgrade” button will
appear in the unit’s Action list.
Buying Friendship with City-States
If you want to improve your relationship with a city-state, one way to do so is to give it some gold.
Increasing amounts of gold may be given for larger boosts to friendship.
Diplomacy
You can exchange gold with other civilizations for any number of reasons – trading it for resources, for
example, to get the other civilization to make peace with you, or to bribe the civilization to
attack a third. Gold is extremely useful in negotiations.
There are two different ways to exchange gold: flat fee and per turn.
Flat Fee
A “Flat Fee” exchange is just that. You give or receive a one-time lump sum of gold, and then you’re done.
Per Turn
You can also negotiate an exchange that occurs over a number of turns (the number of which varies
depending on your Game Pace). For example, you might agree to pay the other civilization 5 gold per turn
for 30 turns. These agreements are rendered null and void if the two
civilizations go to war.
Getting Plundered
If the fiendish barbarians successfully attack one of your cities, they “plunder” some of your gold and you
retain the city.
Losing a City
If a civilization or city-state captures one of your cities, they take some of your gold (as well as the city).
Happiness
Happiness is a measure of your citizens’ contentment. As a rule, the larger your total population, the
unhappier everybody gets. An unhappy population doesn’t grow very rapidly, and a very unhappy
population will affect the fighting quality of your armies as well.
Your civilization’s happiness is displayed on the Status Bar of the Main Screen (in the upper left-hand
corner of the game). Watch it carefully. If it reaches zero, your population is getting restless.
If it starts to dip into negative numbers, you’re in trouble. (Incidentally, you can get an excellent snapshot of
your population’s happiness by hovering your cursor over this number.)
Starting Happiness
The amount of happiness that your civilization begins with is determined by the game’s difficulty setting.
The moment you construct your first city, that number will begin to decline.
Raw Population: As your civilization grows, the people get increasingly unhappy and demand more stuff to
keep them amused.
Number of Cities: As the number of cities in your civilization grows, so does your unhappiness. In other
words, a civilization with 2 cities each of population 1 is unhappier than a civilization with 1 city of
population 2, even though they both contain the same total population.
Annexed Cities: If you capture and annex foreign cities, your population doesn’t much like it.
Natural Wonders: Each natural wonder you discover permanently increases your civilization’s happiness.
Luxury Resources: Improve resources within your territory or trade for them with other civilizations. Each
kind of resource improves your population’s happiness (but you don’t get extra happiness for having
multiple copies of a single luxury).
Buildings: Certain buildings increase your population’s happiness. These include the Coliseum, the Circus,
the Theatre, and others. Each building constructed anywhere in your civilization increases your overall
happiness (so two Coliseums produce twice as much happiness as one, unlike Luxuries).
Wonders: Certain wonders like Notre Dame and the Hanging Gardens can give you a big boost in
happiness.
Social Policies: Policies from the Piety branch provide a lot of happiness, as do a few policies in other
branches.
Technologies: Technologies in themselves don’t provide happiness, but they do unlock the buildings,
wonders, resources and social policies which do.
Levels of Unhappiness
There are two levels of unhappiness. Neither is very pleasant.
Unhappy
When your happiness is negative and your happiness icon is looking sad, your population is “unhappy.” An
unhappy population’s growth rate is significantly slowed, but there are no other ill effects.
Very Unhappy
When your happiness is negative and your happiness icon is looking angry, your population is “very
unhappy.” If your population is very unhappy, your cities stop growing altogether, you cannot build any
Settlers, and your military units get a nasty combat penalty.
Remember that unhappiness is not permanent. You can always increase your citizens’ happiness— no
matter how pissed off they are at you — through the methods outlined above.
Golden Ages
During certain periods, some civilizations seem to burst with energy and vitality. The civilization’s people
become increasingly productive, technology advances come fast and furious, and its culture is the envy of
the world. Italy during the Renaissance is one such example,
and the United States during the second half of the 20th century is another.
Happiness Bucket: If your civilization is generating more happiness than is required to keep your
population content, the excess happiness is collected in a “happiness bucket.” When that bucket acquires
enough happiness, a Golden Age is triggered. (If your civilization is unhappy, happiness is drained from the
bucket.)
Wonders
Wonders are the spectacular buildings, inventions, and concepts that have stood the test of time and changed
the world forever. Wonders require much time, energy and effort to complete, but once constructed they
provide your civilization with many benefits.
There are two types of wonders: World Wonders and National Wonders.
World Wonders
World Wonders are unique; only one of each can be constructed during a game. (For example, the Great
Lighthouse is a World Wonder; whichever civilization completes it first is the only one who can build it.)
Great Wonders tend to be extremely powerful and extremely
expensive, as well.
National Wonders
National Wonders may be built once by each civilization in the game. That is, each civilization can have its
own National Epic Wonder (though no civilization can have two of them).
Effects of Wonders
A Wonder can have a huge variety of effects. One might greatly increase a city’s productivity, while another
might increase your civilization’s happiness. A third might increase your civilization’s output of Great
People, and a fourth might increase the defensive strength of all of your cities.
Capturing Wonders
If you capture a city, you will capture all World Wonders constructed in it. All National Wonders are
destroyed, however.
Projects
Projects are a special kind of construction akin to Wonders in that they perform special functions unlike
other buildings. Some Projects may be constructed only once per civilization, like the Apollo Program, or
multiple times over the course of the game, such as the SS Booster.
Unlike Wonders, which give your civilization immediate bonuses upon completion, Projects help unlock
other features or units in the game (like the ability to build the Atomic Bomb) or are necessary components
to build for Victory.
Also unlike any other production item in a city, Projects may not be purchased or hurried.
Diplomacy
Diplomacy is important in Civilization V. The world is huge and filled with other civilizations whose
leaders are just as cunning and determined as you are. Some are honest; others are liars. Some are warlike
and others prefer peace.
But all want to win. You can accomplish a lot through diplomacy. You can gain allies and isolate your
enemies. You can create defensive and offensive pacts. You can increase your technology through
cooperative research ventures. You can end wars that are going badly for you. You can bluff the credulous
and bully the timid.
It’s a big, tough world out there, and you won’t last long if you automatically attack everybody you meet.
Sometimes it really is better to talk than to fight – at least until their back is turned and you’re ready to
launch the big sneak attack.
Who Can Conduct Diplomacy
You can speak to a city-state or another civilization’s leader at any time after you’ve established diplomatic
relations with them. This happens automatically when one of your cities or units encounters one of their
cities or units. (In fact, the desire to establish diplomatic relations is one of the driving forces behind world
exploration.) After you’ve established diplomatic relations with another political entity you can speak with
them at any time.
Though they may not have much to say if they hate your guts.
Note that another civilization or city-state may attempt to open negotiations with you, as well, after you’ve
established diplomatic relations.
Initiating Diplomacy
To initiate diplomacy, click on the Diplomacy Panel button. The Diplomacy Panel will appear, displaying
all known civilizations and city-states in the game. Click on an entry to speak with that leader.
Alternatively, you can click on a civilization’s or city-state’s city banner to open communications with
them. What you can accomplish depends upon whether you’re speaking with a civilization or a
city-state.
Declare War
Click on this button to declare war against the civilization.
Negotiate Peace
If you’re at war with the civilization, you can discuss peace.
Trade
You can negotiate a trade deal with the civilization. Clicking on this button will bring up the Trade Screen.
Demand
You can demand stuff from the other civilization. It may comply if you’re a lot bigger than it or if it
otherwise feels it’s appropriate. Or it may declare war on you. You never know…
Discuss
This button allows you to open up dialog on a variety of topics. Depending upon circumstances you may do
any of the following. The leader’s response will depend upon his or her relations with you and their own
self-interest.
Ask the leader to work together.
Ask the leader to work against another civilization.
Ask the leader to go to war against another civilization.
Request that the leader not build any more new cities near you.
Exit
Press this to exit diplomacy with the leader.
The Trade Screen
The Trade Screen allows you to trade items, to make research agreements and to enter into other kinds of
treaties. Many options require knowledge of certain technologies before you use them. If you cannot trade
something, it is greyed out. Hover your cursor over a line to learn more about it.
The Trade Screen is divided into two sides. Your civilization’s stuff is on the right side, and the other
civilization’s is on the left. Click on items on your side to offer them to your trading partner; click on items
on his or her side to indicate what you want in return. You might for example offer your opposite number
“Open Borders” (permission for his units to enter your territory) in return for “Open Borders” (permission
for your units to enter his territory).
However, trades do not need to be equal: you can, for example, ask for “Open Borders” in return for gold, or
nothing. Once you’ve set up the trade you want, click on the “Propose” button to present it to the other
civilization. If the other civilization accepts the offer it goes into effect immediately.
If the other civilization rejects it, you can click on “What would make this deal work?” to ask what the
leader wants. (Note: there are times when the AI will never give up a certain item, no matter how good your
offer.)
Sometimes the other leader will make you an offer. You can accept the offer or make a counter-offer or
decline it altogether. Click on the “Exit” button to leave this screen.
Trade agreement lengths vary by game speed, with longer Game Paces yielding longer agreement lengths.
Agreement lengths below are given for a Standard Pace game.
While an Open Borders agreement is in effect, the other civilization’s units can enter your territory without
automatically triggering war. If the agreement is mutual, either civilization’s units can enter the other’s
territory freely; however it doesn’t have to be mutual: one civilization can grant another Open Borders
without automatically
receiving it in return.
An Open Borders agreement lasts for 30 turns. When 30 turns have passed, the agreement must be
renegotiated or it lapses.
Defensive Pact
Once you have acquired the Chivalry tech, you may engage in a Defensive Pact. Defensive Pacts are always
mutual. If a signatory to a Defensive Pact is attacked, the other partner is automatically at war with the
attacker.
A Defensive pact lasts for 30 turns. When that time has elapsed, the pact lapses unless it is renegotiated. The
defensive pact is nullified if one of the participants declares war on anybody.
Research Agreements
Once you have acquired the Philosophy tech, you may engage in a Research Agreement with another
civilization which also has Philosophy. A research agreement costs each side gold (if you don’t have the
required gold, you can’t be part of an agreement). For the duration of the Agreement, each civilization gets a
bonus to its research.
The Research Agreement lasts 30 turns. You must make a new Agreement (and pay additional gold) if you
want to extend it for another 30.
Trading Cities
You can trade cities with other civilizations. Generally, civilizations will not trade cities unless in dire
circumstances or in exchange for huge payouts. You cannot trade your capital city. City trades are
permanent.
Other Players
You can ask your trading partner to interact with other civilizations that you both know. You can ask him or
her to declare war or make peace with another player.
Resources
You can trade Strategic and Luxury resources with another civ. The other civilization gets all of the benefits
of the resource for the duration of the trade (30 turns).
Declaring War
You can declare war on a city-state or another civilization through the Diplomacy Panel or by simply
attacking one of their units. You can declare war on a civilization by entering their territory without an Open
Borders agreement, as well. They can declare war on you in the same fashion.
Negotiating Peace
While at war, you can offer to negotiate peace through the Diplomacy Panel. Your opponent may refuse to
negotiate altogether, in which case the war will continue.
If it’s willing to negotiate at all, a city-state will always accept an offer of peace without preconditions. If
your opponent is a civilization who is willing to discuss peace, you may negotiate the price for peace on the
Trade Table. Depending upon circumstances one side or the other may give the opponent gold, treaties,
cities, and/or resources in exchange for peace.
Note that your opponent can also offer to negotiate peace. It’s usually a good idea to at least see what
they’re offering before deciding upon your response.
Or you can employ the ever-popular “crush all of your enemies beneath the wheels of your chariot” tactic
and win a mighty domination victory. Whichever civilization achieves a set of victory conditions first wins.
It’s important to keep an eye on your opponents’ progress toward victory as you advance your own
civilization. There’s nothing so annoying as to be on the verge of capturing your last surviving enemy’s
final city, only to watch helplessly as he or she completes her spaceship and wins an upset scientific victory.
How to Lose
There are three paths to failure in Civilization V.
2050 Arrives
If the year 2050 arrives and nobody has won one of the victories below, the game ends automatically and
the civilization with the highest score wins.
How to Win
There are five paths to victory available to you in Civilization V:
Domination
If you are the last player in possession of your own original capital you win. So if you capture all other
civilization’s capitals and hang onto your own, you’ve achieved victory. However, this can be tricky.
Suppose you’re in a five-player game and you capture three of your opponents’ original capitals, but the
fifth player sneaks in and captures your capital while you’re not paying attention – then he would win
immediately.
In other words, it doesn’t matter who captures what: it’s the last player holding onto his original capital who
gets the victory. If you’ve lost your original capital, but still possess other cities, you can still win another
type of victory: culture, scientific, or diplomatic. However, you cannot win a conquest victory until and
unless you recapture your own original capital.
If you ever retake your original capital, it will resume its leadership position in your civilization.
Science Victory
You achieve a science victory by learning the necessary technologies to create all of the pieces of the space
ship, then building the parts and moving them to your current capital (or building them there in the first
place).
When all space ship parts have been added, the ship will launch into space and you will have won a science
victory. Incidentally, space ship parts cannot be rushed or purchased. They must be constructed in a city.
Cultural
To win a cultural victory, you must acquire five complete “branches” of social policies – that is, you must
own all policies within six different branches. Once you’ve done that, the “Utopia Project” is unlocked.
Construct that project and you win a cultural victory. You cannot rush or purchase this project; it must be
constructed.
Diplomatic Victory
When a player learns the “Globalization” technology, he or she can construct the United Nations. Once that
is constructed, a vote will be taken every few turns for the position of World Leader. If a leader gets enough
votes to win the position, he or she immediately wins a diplomatic victory.
The amount of votes needed to win a diplomatic victory depends upon the number of civilizations in play at
the start of the game.
Who Votes?
All civilizations and city-states have a vote. The civilization which possesses the United Nations has two
votes. Civilizations always vote for themselves, unless liberated, in which case they vote for their
liberator.
City-States vote for the civilization with the best relations, unless they’ve been liberated, in which case they
vote for their liberator.
Liberation
If you take a city-state that has been captured by another civilization, you have the choice to annex the city-
state, make it a puppet, or liberate it. If you choose to liberate a city-state,
then it will always vote for you in UN elections, no matter what its relations are with you at the time of the
vote. If the same city-state has been liberated twice, it will vote for the civilization which
liberated it most recently.
If a civilization has been removed from the game and you capture one of those civilization’s cities, you have
the option of annexing it, making it your puppet, or liberating it. If you do so, the civilization returns to play.
The liberated civilization will always vote for you in UN elections. In case of multiple liberators, the
civilization will vote for whoever liberated them most recently.
Your Score
In many Civilization V games, one of the players will win the game by achieving one of the four possible
victories: Domination, Science, Diplomacy, or Culture. However, if no one achieves one of these victories
by the year 2050, the winner is determined by the surviving
civilization’s “score.”
And if someone does win outright before 2050, their score will determine their place on the “Hall of Fame”
screen. Here’s how scores are calculated.
Elimination
If you are eliminated from the game, your score is zero.
Time to Victory
If you achieve victory before 2050, you receive a “score multiplier.” The earlier the victory, the better.
Score
You earn points for:
The number of tiles in your borders (this is the least important factor in victory)
The number of cities in your empire
Your population
The number of techs you possess
The number of “future techs” you possess
The number of Wonders you have constructed (this is the most important factor in determining victory)
Note that the Score is not permanent: they can come and go across
the course of a game. If you construct a Wonder, you then get the
points for it. But if somebody else captures the city it’s in, they get
those points.
Air Combat
By the Second World War, air power has come to dominate warfare around the world. Air power acts as a
“force multiplier” in combat, and the nation that can establish air supremacy over the battlefield has a huge
advantage over the enemy.
Perhaps most importantly, strategic bombing has become a central force in modern warfare, and with the
advent of nuclear ballistic missiles, it has the ability to literally wipe an entire civilization off the face of the
planet.
Air Units
There are five main types of air units in Civilization V: helicopter gunships, missiles, fighters, bombers, and
anti-air ground units. Helicopter gunships are the closest to standard ground combat units and will be
discussed separately.
Of the air units, missiles are essentially “one-shot” weapons: you fire ‘em, they hit their target and they’re
gone. Fighters are primarily used to defend against enemy air power and to clear the target of interceptors to
allow bombers to hit their targets. Bombers do damage to targets on the ground, if not intercepted. Anti-air
units defend against fighters and bombers.
Helicopter Gunships
As stated above, helicopter gunships are quite similar to standard land units. They are extremely effective at
killing tanks, but remain vulnerable to anti-aircraft fire.
Gunship Movement
Gunships can move over all terrain types including mountains and ice, at a cost of 1 MP each. They can also
move over coastal waters at the same price. They cannot enter deep water unless they embark.
Anti-Tank Bonus
Gunships can do serious damage to tank units (which is why most armor is accompanied by hefty anti-air
assets on the modern battlefield).
Air Bases
With the exception of gunships, air units do not move around the map like ground and naval units. They
must be “based” on a friendly city. Fighters and some bombers can be based upon aircraft carriers as well.
Missile units may be based on cities, nuclear submarines, and missile cruisers. Air units cannot embark
(except gunships). If on extended sea voyages, they must be carried by the appropriate vessel – carrier,
cruiser, or nuclear sub.
Anti-air units and helicopters don’t need to be “based”. They move around the map like other units, and can
embark.
Bombers
Bombers can be based on cities and aircraft carriers.
Stealth Bombers
Stealth bombers can be based on cities only.
Atomic Bombers
Atomic bombers can be based on cities and on aircraft carriers.
All Missiles
Missiles can be based on cities, on missile cruisers and on nuclear submarines.
Carriers
A carrier can carry up to three air units (fighters, bombers and atomic bombers).
Missile Cruiser
A missile cruiser can carry up to three missiles of any type.
Nuclear Submarine
A nuclear submarine can carry up to two missiles of any type.
Air Range
In place of a movement stat, air units have “range.” This is the distance from a base that they can perform
“missions.” It’s also the distance that they can “rebase” – move from one base to another. For example, a
fighter unit has a range of 8.
It can perform its missions against any tile within 8 spaces of its current base, and it can move to another
base (city or
carrier) that is within 8 spaces as well. An air unit that rebases cannot perform another mission in the same
turn.
Recon
Fighters, jet fighters and stealth bombers have a special “recon” ability. At the start of their turn, everything
within 6 tiles of their base is visible. This isn’t a mission and it doesn’t use up their turn: it happens
automatically.
Missions
During an air unit’s turn, it can perform one of a number of “missions.” These include making air strikes
(ranged attacks against ground targets), rebasing, interception (defending against enemy air attack) and
“sweeping” (disabling enemy interception). Some air units can perform only a subset of these missions.
Rebase
The air unit moves to a new base within its range.
Air Strike
The air unit attacks a ground target within its air range.
Air Sweep
The air unit “sweeps” a target tile, disabling “intercepting” units.
Interception
The air unit prepares to defend against enemy air attacks. (Note that ground-based anti-air units
automatically intercept when attacked by air; they don’t need special orders.)
Air Strikes
When a unit is ordered to make an “air strike” against an enemy city or unit, if it is not intercepted, it
performs a ranged attack against the target. Unlike most ranged attacks, however, the attacking unit can take
damage from the attack. (In another words, if you bomb a
tank, it might hurt you.)
If the air striking unit survives, it returns to its base. Missiles and bombers have the most powerful air
strikes.
Interception
Fighters and jet fighters can be set to “intercept” enemy air attacks. (AA gun and mobile SAM automatically
intercept; they don’t need to be given a special mission.) If an air unit tries an air strike against a target
within the range of an intercepting unit, the interceptor will
fire on the attacker and do damage to it. Unless the attacker is killed by the interceptor, the air strike
proceeds.
Only one unit can intercept an air strike, and once it does so, it cannot intercept any more that turn (though
certain promotions can increase this). So if you’re expecting multiple air attacks on a target, you might want
to pile multiple fighters and AA units on and around that target.
Air Sweeps
When attacking a target that is heavily protected by fighters and AA units, a fighter can perform the “air
sweep” mission against that target to “use up” the enemy’s interception capability.
If the fighter is intercepted by an enemy fighter, the two units dogfight, and one or the other might be
damaged or destroyed. If the fighter is intercepted by a ground unit, it will take damage from the ground
unit (but less so than a unit on an air strike mission would).
Missiles
Missiles are one-shot weapons. They perform a single air strike mission against a target, and then, win or
lose, they are destroyed. Unlike normal aircraft, missiles cannot be intercepted.
Ancient Era
No. Name Cost Prerequisite TechsLead to Techs Unlocks
1 Agriculture 20 None Pottery, Animal Farm
Husbandry,
Archery,
Mining
2 Animal 35 Agriculture Trapping, The Horses, Pasture
husbandry Wheel
3 Archery 35 Agriculture Mathematics Archer
4 Bronze 50 Mining Iron Working Spearman, Hoplite, Immortal,
Working Barracks, Krepost,
Working
8 Pottery 35 Agriculture Sailing, Granary
Calendar,
Writing
9 Sailing 55 Pottery Optics Granary
10 The Wheel 55 Animal Husbandry Horseback Work Boat, Trireme, The
Riding, Great Lighthouse, Fishing
Mathematics Boats
11 Trapping 55 Animal Husbandry Civil Service Chariot Archer, War Chariot,
War Elephant, Floating
Classical Era
No. Name Cost Prerequisite Techs Lead to Techs Unlocks
1 Construction 100 Masonry Engineering Colosseum, The Great
Wall, bridges over rivers
2 Horseback 100 The Wheel Chivalry Horseman, Companion
riding Cavalry, Stable, Circus
3 Iron Working 150 Bronze Working Metal Casting Swordsman, Mohawk
Warrior, Legion, Armory,
Medieval Era
No Name Cost Prerequisite Techs Lead to techs Unlocks
1 Chivalry 440 Civil Service, Banking Knight, Camel Archer,
Naresuan’s Elephant,
Horseback Riding,
Mandekalu Cavalry,
Currency Mughal Fort, Castle,
Himeji
Porcelain Tower
6 Engineering 250 Mathematics, Machinery,Physics Lumbermill, Fort
Construction
7 Machinery 440 Engineering Printing press Crossbowman, Chu-Ko-
Nu, Longbowman, faster
road movement
8 Metal Casting 250 Iron Working Physics,Steel Longhouse, Forge,
Workshop
9 Physics 440 Engineering, Metal Printing press,gunpowder Trebuchet
Casting
10 Steel 440 Metal Casting Gunpowder Longswordsman,
Samurai
11 Theology 250 Calendar, Education Monastery, Garden,
Angkor Wat, The Hagia
Philosophy Sophia
Renaissance Era
No. Name Cost Prerequisite Techs Lead to Techs Unlocks
1 Acoustics 650 Education Scientific Theory Opera House, The
Sistine Chapel, The
Kremlin
2 Archaeology 1300 Navigation Biology Museum, Hermitage,
The Louvre
3 Astronomy 650 Education,Compass Navigation Museum, Hermitage,
The Louvre
4 Banking 650 Education,Chivalry Economics Satrap’s Court, Bank,
The Forbidden Palace
5 Chemistry 900 Gunpowder Military Science, Cannon, Ironworks
Fertilizer
6 Economics 900 Banking,Printing Military Science Cannon, Ironworks
press
7 Fertilizer 1300 Chemistry Dynamite Farms without Fresh
Water yield increased by
1
8 Gun Powder 680 Physics,Steel Chemistry,Metallurgy Musketman, Minuteman,
Musketeer, Janissary
9 Metallurgy 900 Gunpowder Rifling Lancer, Sipahi
10 Military 1300 Economics,Chemistry Steam Power Cavalry, Cossack,
Science Military Academy,
Brandenburg
Gate
11 Navigation 900 Astronomy Archaelogy,Scientific Frigate, Ship of the Line,
theory Seaport
12 Printing Press 650 Machinery,Physics Economics Theatre, Taj Mahal
13 Rifling 1425 Metallurgy Dynamite Rifleman
14 Scientific 1300 Navigation,Acoustics Biology,Steam power Public School, Coal
Theory
Industrial Era
No. Name Cost Prerequisite Techs Lead to Techs Unlocks
1 Biology 1680 Archaeology, Electricity Hospital, Oil, Well
Scientific Theory
2 Combustion 2200 Replaceable Parts, Atomic Theory, Tank, Panzer
Modern Era
No Name Cost Prerequisite Techs Lead to Techs Unlocks
1 Advanced 3350 Lasers, Nuclear Nuclear Fusion Nuclear Missile
ballistics
Fission
2 Atomic theory 2600 Combustion Nuclear Fission The Manhattan Project,
Uranium
3 Computers 3000 Electronics, Mass Robotics Nuclear Submarine,
Mobile SAM
Media
4 Ecology 3000 Plastics, Penicillin Globalization Solar Plant
5 Electronics 2600 Telegraph Computers Mechanized Infantry
6 Globalization 3350 Ecology Particle Physics United Nations, Sydney
Opera House
7 Lasers 3000 Radar, Combustion Stealth, Advanced Modern Armor, Jet
Fighter
Ballistics
8 Mass Media 2600 Radio Computers Stadium
9 Nuclear Fission 3000 Atomic Theory Advanced Ballistics Atomic Bomb, Nuclear
Plant
10 Penicillin 2600 Refrigeration Ecology Medical Lab
11 Plastics 2600 Refrigeration Ecology Research Lab, Hydro
Plant
12 Radar 2600 Radio, Flight Rocketry, Lasers Bomber, B17 Bomber,
Paratrooper, Pentagon
13 Robotics 3350 Computers Particle Physics Spaceship Factory, SS
Booster, Missile Cruiser
14 Rocketry 3000 Radar Satellites Helicopter Gunship,
Rocket Artillery, Apollo
Program
15 Satellites 3350 Rocketry Particle Physics, SS Cockpit, Guided
Missile
Nuclear Fusion
16 Stealth 3350 Lasers Nuclear Fusion Stealth Bomber
Future Era
No. Name Cost Prerequisite Techs Lead to Techs Unlocks
1 Future Tech 4000 Nanotechnology, None A repeating tech which
increases your Score
Nuclear Fusion each
Advanced Ballistics
4 Particle Physics 3350 Globalization, Nanotechnology SS Engine
Robotics, Satellites
Arsenal
Bank
Barracks
Bazaar
Broadcast Tower
Burial Tomb
Castle
Colosseum
Courthouse
Factory
Floating Gardens
Forge
Garden
Granary
Harbor
Hospital
Hydro Plant
Kre-post
Library
Lighthouse
Longhouse
Market
Medical Lab
Military Base
Mint
Monastery
Monument
Museum
Nuclear Plant
Observatory
Opera House
Paper Maker
Public School
Research Lab
Satrap’s Court
Seaport
Solar Plant
Spaceship Factory
Stable
Stadium
Stock Exchange
Temple
Theatre
Walls
Wat
Water Mill
Windmill
Workshop
Big Ben
Brandenburg Gate
Chichen Itza
The Colossus
Cristo Redentor
Eiffel Tower
Himeji Castle
The Kremlin
The Louvre
Machu Picchu
Notre Dame
The Oracle
Pentagon
The Pyramids
Sistine Chapel
Tech Requirement: Acoustics
Cost: 650
Cultural Output: 1
Great People Points: 2 Artist Points
Effects: An additional +33% Culture is produced in all Cities.
Statue of Liberty
Stonehenge
Taj Mahal
United Nations
Hermitage
Heroic Epic
Ironworks
National College
National Epic
Oxford University
Palace
Strength: N/A
Range: 10
Cost: 850
Technology Required: Nuclear Fission
Resources Required: Uranium
Special Abilities: This special unit does massive damage to cities and all surrounding units caught
within its 2-tile blast radius. Receives a +50% bonus to Evasion.
Guided Missile
Strength: Ranged: 70
Range: 8
Cost: 200
Technology Required: Satellites
Resources Required: None
Special Abilities: Cannot be intercepted.
Nuclear Missile
Strength: N/A
Range: 8
Cost: 1200
Technology Required: Advanced Ballistics
Resources Required: Uranium
Special Abilities: This special unit does massive damage to cities
and all surrounding units caught within its blast radius. Receives a
+50% bonus to Evasion. Civilization V Air Units Guide
B17
Strength: Ranged: 60
Range: 10
Cost: 520
Technology Required: Radar
Resources Required: Oil
Special Abilities: An American Unique Unit, it receives 50% less damage from interceptions and an
extra +25% combat bonus against Cities.
Bomber
Strength: Ranged: 60
Range: 10
Cost: 520
Technology Required: Radar
Resources Required: Oil
Special Abilities: None
Fighter
Strength: Ranged: 50
Range: 8
Cost: 420
Technology Required: Flight
Resources Required: Oil
Special Abilities: Can Intercept other units, perform Air Sweeps and Recons, and receives a combat
bonus versus Helicopters.
Helicopter Gunship
Strength: 50
Range: 6
Cost: 450
Technology Required: Rocketry
Resources Required: Aluminum
Special Abilities: Ignores terrain movement costs and receives a bonus verses Tanks.
Jet Fighter
Strength: Ranged: 70
Range: 10
Cost: 600
Technology Required: Lasers
Resources Required: Aluminum
Special Abilities: Can Intercept other units, perform Air Sweeps and Recons, and receives a combat
bonus versus Helicopters.
Stealth Bomber
Strength: Ranged: 80
Range: 20
Cost: 800
Technology Required: Stealth
Resources Required: Aluminum
Special Abilities: Can perform Air Recons and receives a 100% bonus to Evasion.
Zero
Strength: 50
Range: 8
Cost: 420
Technology Required: Flight
Resources Required: Oil
Special Abilities: A Japanese Unique Unit, it can Intercept other units, perform Air Sweeps and
Recons, and receives a combat bonus versus Helicopters and Fighters.
General Hotkeys
Action Hotkeys