There are five difficulty levels that you can choose from when you start a game: Chieftain being the easiest, working its way upwards in difficulty from Warlord, King and Emperor, with Deity being the hardest.
There are four ways to win in Civilization Revolution:
Domination: Capture all of the other civilizations’ capital cities (listed below) and hold them for one full turn. You do not need to capture every city, just their capitals.
Culture: Obtain 20 great persons, wonders, and/or converted cities and build the United Nations wonder. All of these are cumulative. More information on these can be viewed below.
Economic: Earn 20,000 in gold and build the World Bank wonder.
Technological: Research all available technologies, build a space ship and reach Alpha Centauri before any other civilization.
“Character is power” - Civilizations
Listed below are all of the civilizations that can be played in the game, along with their capital cities. As time advances in the game, you'll enter different eras which will grant special bonuses to the civilization you are playing. These bonuses are also listed below.
Arabs
Leader: Saladin
Capital City: Tripoli
Starting Bonus: Knowledge of Religion
Ancient Bonus: 50% Caravan gold
Medieval Bonus: Free knowledge of Mathematics technology
Industrial Bonus: +1 attack for Horsemen and Knights
Modern Bonus: 2% interest on gold
Unique Unit: None
Aztec
Leader: Motezuma
Capital: Tenochtitlan
Starting Bonus: A wealth of gold
Ancient Bonus: Units heal after victory in combat
Medieval Bonus: Temples provide +3 science
Industrial Bonus: Roads are half the price
Modern Bonus: +50% gold production
Unique Unit: Jaguar Warrior (Warrior)
China
Leader: Mao
Capital: Beijing
Starting Bonus: Knowledge of Writing
Ancient Bonus: New cities start with +1 population
Medieval Bonus: Free knowledge of Literacy technology
Industrial Bonus: Libraries are half price
Modern Bonus: Cities aren't affected by anarchy
Unique Unit: None
Egypt
Leader: Cleopatra
Capital: Thebes
Starting Bonus: Free Wonder
Ancient Bonus: +1 food and trade from desert tiles
Medieval Bonus: Free knowledge of Irrigation technology
Industrial Bonus: +1 Riflemen unit movement
Modern Bonus: +50% Caravan gold
Unique Unit: None
England
Leader: Elizabeth
Capital: London
Starting Bonus: Knowledge of Monarchy
Ancient Bonus: +1 Longbow Archer defense
Medieval Bonus: +1 Naval combat
Industrial Bonus: +1 hammer on hills
Modern Bonus: Naval support is doubled
Unique Unit: Longbow Archer (Archer), Lancaster Bomber (Bomber), Spitfire Fighter (Fighter)
France
Leader: Napoleon
Capital: Paris
Starting Bonus: Free Cathedral
Ancient Bonus: Free knowledge of Pottery technology
Medieval Bonus: Roads are half price
Industrial Bonus: +2 attack for Cannon units
Modern Bonus: +1 Riflemen unit movement
Unique Unit: Trebuchet (Catapult), Howitzer (Artillery)
Germany
Leader: Bismark
Capital: Berlin
Starting Bonus: Automatic upgrades for Elite units
Ancient Bonus: Warriors start as Veterans
Medieval Bonus: +1 production from Forest tiles
Industrial Bonus: Barracks are half price
Modern Bonus: 2% interest on gold in treasury
Unique Unit: Panzer Tank (Tank), 85mm Gun (Artillery), Heinkel Bomber (Bomber), ME109 Fighter (Fighter)
Greece
Leader: Alexander
Capital: Athens
Starting Bonus: Free Courthouse
Ancient Bonus: Free knowledge of Democracy
Medieval Bonus: Free Great Persons
Industrial Bonus: Libraries are half price
Modern Bonus: +1 food from sea tiles
Unique Unit: Trireme (Galley), Hoplite (Pikemen)
India
Leader: Ghandi
Capital: Delhi
Starting Bonus: Access to all resources
Ancient Bonus: Cities unaffected by anarchy
Medieval Bonus: Free knowledge of Religion technology
Industrial Bonus: Settlers are half price
Modern Bonus: Courthouses are half price
Unique Unit: None
Japan
Leader: Tokugawa
Capital: Kyoto
Starting Bonus: Knowledge of Ceremonial Burial
Ancient Bonus: +1 food from sea tiles
Medieval Bonus: +1 Samurai Knight unit attack
Industrial Bonus: Cities unaffected by anarchy
Modern Bonus: Defensive units receive the Loyalty upgrade
Unique Unit: Samurai Knight (Knight), Ashigaru Pikemen (Pikemen), Val Bomber (Bomber), Zero Fighter (Fighter)
Mongolia
Leader: Genghis Khan
Capital: Karakorum
Starting Bonus: +50% trade from captured cities
Ancient Bonus: Captured Barbarian villages create cities
Medieval Bonus: +1 Cavalry unit movement
Industrial Bonus: +2 food from mountain tiles
Modern Bonus: Free knowledge of Communism technology
Unique Unit: Keshik (Horsemen)
Romans
Leader: Julius Caesar
Capital: Rome
Starting Bonus: Knowledge of Code of Laws and Republic government
Ancient Bonus: Roads are half price
Medieval Bonus: Wonders are half price
Industrial Bonus: Free Great Persons
Modern Bonus: New cities start with +1 population
Unique Unit: Cataphract (Knight)
Russia
Leader: Catherine
Capital: Moscow
Starting Bonus: More map visibility
Ancient Bonus: +1 food from plains tiles
Medieval Bonus: Defensive units receive the Loyalty upgrade
Industrial Bonus: Riflemen units are half price
Modern Bonus: Spy units are half price
Unique Unit: Cossack Horsemen (Horsemen), T34 Tank (Tank)
Spain
Leader: Isabella
Capital: Madrid
Starting Bonus: Knowledge of Navigation
Ancient Bonus: Doubled exploration gold
Medieval Bonus: +1 Naval combat
Industrial Bonus: +50% gold production
Modern Bonus: +1 production from Hill tiles
Unique Unit: Conquistador (Knight)
United States
Capital: Washington
Starting Bonus: A great person will appear
Ancient Bonus: 2% interest on gold
Medieval Bonus: Rush the production of units at half the price
Industrial Bonus: +1 food from plains tiles
Modern Bonus: Factories provide x3 production
Unique Unit: Sherman Tank, Flying Fortress, Mustang Fighter
Zulu
Leader: Shaka
Capital: Zimbabwe
Starting Bonus: Zulus can overrun their enemies more easily
Ancient Bonus: +1 Warrior unit movement
Medieval Bonus: Cities grow faster
Industrial Bonus: +50% gold production
Modern Bonus: Riflemen units are half price
Unique Unit: Impi Warrior (Warrior)
“One ring to rule them all” - Governments
Governments allow varying types of gameplay, depending on which way you are aiming to win. For example, if you wanted more production in your cities, you would choose “Communism” as your government. They can be changed at any time as long as you have completed the research on them.
Despotism: No loss of culture after firing a Nuke
Monarchy: Doubles the effect of the Palace
Republic: Reduces cost of building Settler units
Communism: +50% production in cities, but negates temples and cathedrals
Democracy: +50% production to science and gold, cannot declare war
Fundamentalism: +1 attack to all units, negates libraries and universities
“I R Ghandi!!” – Great Persons
Great persons are famous historical figures which can either grant bonuses to your cities or help in the development in your civilization. If a Great Person cannot be settled into a given city, you can always move them onto another one of your cities. You will earn a Great Person with the accumulation of culture. Culture can be earned with the building of Temples and Cathedrals, and using Communism as your government. The following is a list of Great Persons that may appear, along with their effects:
Great Artists/Thinkers – Use these to "flip" or convert an enemy city into your own civilization, or settle them to add 50% culture production.
Aesop
Aristotle
Charles Babbage
J.S. Bach
Fyodor Dostoevsky
Homer
Karl Marx
Plato
Great Builders – Use these to finish the production of any unit, building or wonder, or settle them to halve the cost of constructing new buildings in the city.
Cheops
Leonardo da Vinci
Henry Ford
Gilgamesh
Imhotep
Nbechadnezzar
George Stephenson
James Watt
Sophocles
Leopold Stokowski
Great Explorers/Industrialists – Use these to add gold to your treasury, or settle them to earn 50% in gold production in the city.
Roald Amundsen
Christopher Columbus
Vasco Da Gama
W.R. Hearst
Marco Polo
Sargon
Tippu Sultan
Wilbur Wright
Great Humanitarian – Use these to add +1 population to all of your cities, or settle them to add 50% to population growth in the city.
Thomas Becket
Frederick Douglass
Johannes Gutenberg
Lao Tzu
Florence Nightingale
Albert Schweitzer
Eli Whitney
Great Leader – Use these to upgrade all of your units to veteran status, or settle them to add +3 experience points to newly built units in the city.
Agamemnon
David
Great Scientist – Use these to instantly finish research on your current technology, or settle them to add 50% science research in the city.
Archimedes
Alexander G. Bell
Confucius
Marie Curie
Thomas Edison
Albert Einstein
Enrico Fermi
Otto Lilienthal
Guglielmo Marconi
Pythagoras
Soloman
“Look what I built!” - Wonders
Listed below is a list of all available wonders, along with the technology required and their effects. The research of some technologies may deem certain Wonders obsolete.
Ancient Wonders
Colossus of Rhodes
Prerequisite: Bronze Working
Effect: Doubles Trade production in the city.
Made obsolete by: Invention
Great Library of Alexandria
Prerequisite: Writing
Effect: Receive any technologies that at least two other civilizations have discovered.
Made obsolete by: University
Great Pyramid
Prerequisite: Ceremonial Burial
Effect: Access to all forms of government
Made obsolete by: Monarchy
Great Wall
Prerequisite: Masonry
Effect: Forces all civilizations to make peace with the owner
Made obsolete by: Engineering
Hanging Garden of Babylon
Prerequisite: N/A
Effect: Increases population of the city by 50%.
Made obsolete by: N/A
Oracle of Delphi
Prerequisite: Alphabet
Effect: Find out the result of battles before the actual battle takes place.
Made obsolete by: Religion
Stonehenge
Prerequisite: N/A
Effect: Temple's effects increased by 50%.
Made obsolete by: Literacy
Medieval Wonders
East India Company
Prerequisite: Navigation
Effect: +1 Trade on all sea tiles.
Made obsolete by: Flight
Himeji Samurai Castle
Prerequisite: Monarchy
Effect: +1 Attack strength to all units.
Made obsolete by: Communism
Leonardo’s Workshop
Prerequisite: Invention
Effect: Upgrades all units to current best unit in their lineage.
Made obsolete by: N/A
Magna Carta
Prerequisite: Democracy
Effect: Courthouses produce culture.
Made obsolete by: N/A
Oxford University
Prerequisite: University
Effect: Acquire an advanced technology.
Made obsolete by: N/A
Shakespeare’s Theatre
Prerequisite: Literacy
Effect: Doubles the culture production in the city.
Made obsolete by: Mass Media
Trade Fair of Troyes
Prerequisite: Currency
Effect: Doubles the gold production in the city.
Made obsolete by: Globalization
Modern Wonders
Apollo Program
Prerequisite: Space Flight
Effect: Access all technologies you have not yet researched.
Made obsolete by: N/A
Hollywood
Prerequisite: Mass Media
Effect: Enemy city's walls no longer prevent their cities from "flipping" (converting to your civilization).
Made obsolete by: N/A
Internet
Prerequisite: Networking
Effect: Gold production in all cities is doubled.
Made obsolete by: N/A
Manhattan Project
Prerequisite: Atomic Theory
Effect: Obtain the only ICBM in the game.
Made obsolete by: N/A
Military-Industrial Complex
Prerequisite: The Corporation
Effect: Reduces the cost of all units.
Made obsolete by: N/A
United Nations
Prerequisite: 20 Cultural Events
Effect: Produces a Cultural Victory.
Made obsolete by: N/A
World Bank
Prerequisite: 20,000 Gold
Effect: Produces an Economic Victory.
Made obsolete by: N/A
“My home is my castle...” - Buildings
Listed below are all available buildings in the game, along with the technology required to build them and their effects.
Aqueduct
Cost: 120
Tech Required: Engineering
Building Required: N/A
Effect: Increases city’s growth by 50%
Bank
Cost: 120
Tech Required: Banking
Building Required: Market
Effect: Replaces Market and increases gold production by x4
Barracks
Cost: 40
Tech Required: Bronze Working
Building Required: N/A
Effect: Units produced by the city are automatically Veterans (+3 experience)
Cathedral
Cost: 160
Tech Required: Religion
Building Required: Temple
Effect: Replaces Temple, adds +2 culture for every citizen
Courthouse
Cost: 80
Tech Required: Literacy
Building Required: N/A
Effect: Increases city’s workable tile region
Factory
Cost: 200
Tech Required: Industrialization
Building Required: N/A
Effect: Doubles the city’s production
Granary
Cost: 40
Tech Required: Pottery
Building Required: N/A
Effect: Plains tiles give +2 food
Harbor
Cost: 100
Tech Required: Navigation
Building Required: N/A
Effect: Sea tiles give +1 food
Iron Mine
Cost: 80
Tech Required: Railroad
Building Required: N/A
Effect: Mountain tiles give +4 production
Library
Cost: 40
Tech Required: Alphabet
Building Required: N/A
Effect: Doubles city’s science production
Market
Cost: 60
Tech Required: Currency
Building Required: N/A
Effect: Doubles city’s gold production
Palace
Cost: N/A
Tech Required: N/A
Building Required: N/A
Effect: Provides culture
SDI
Cost: 200
Tech Required: Superconductor
Building Required: N/A
Effect: Stops ICBM’s being aimed at the city
Temple
Cost: 40
Tech Required: Ceremonial Burial
Building Required: N/A
Effect: +1 culture for every citizen in the city
Trading Post
Cost: 60
Tech Required: Code of Laws
Building Required: N/A
Effect: Desert tiles give +2 trade
University
Cost: 160
Tech Required: University
Building Required: Library
Effect: Replaces Library, science production increased by x4
Walls
Cost: 100
Tech Required: Masonry
Building Required: N/A
Effect: Grants a 100% defensive bonus. Also makes culture-flipping unobtainable.
Workshop
Cost: 60
Tech Required: Construction
Building Required: N/A
Effect: Hill tiles give +2 production
“The advancement and diffusion of knowledge is the only guardian of true liberty” - Technologies
Researching technologies are an essential part of the game. They help to further your civilization into the modern era and are required for advancements in units, buildings and wonders.
Listed below are the technologies available in the game, along with their technology prerequisites, building (B), unit (U), wonder (W), resource (R) and government (G) availability and “first to discover” benefits.
Advanced Flight
Prerequisites: Flight, Industrialization
Grants: Bomber (U)
First to Discover Benefit: Free Bomber
Alphabet
Prerequisites: N/A
Grants: Library (B), The Oracle of Delphi (W)
First to Discover Benefit: N/A
Atomic Theory
Prerequisites: University, Invention, Electricity
Grants: Manhatten Project (W)
First to Discover Benefit: +2 science in every city
The Automobile
Prerequisites: Combustion, Steel
Grants: Artillery (U), Rubber (R)
First to Discover Benefit: Free Artillery
Banking
Prerequisites: Currency, Code of Laws, Literacy
Grants: bank (B)
First to Discover Benefit: 100 gold
Bronze Working
Prerequisites: N/A
Grants: Archer (U), Barracks (B), Colossus of Rhodes (W), Fish (R)
First to Discover Benefit: N/A
Ceremonial Burial
Prerequisites: Pottery
Grants: Temple (B), The Pyramids (W), Incense (R)
First to Discover Benefit: N/A
Code of Laws
Prerequisites: Alphabet, Writing
Grants: Trading Post (B), Cattle (R), Republic (G)
First to Discover Benefit: Free Trading Post
Combustion
Prerequisites: Gunpowder, Metallurgy, Steam Power
Grants: Tank (U), Oil (R)
First to Discover Benefit: Free Tank
Communism
Prerequisites: Industrialization, university
Grants: Communism (G)
First to Discover Benefit: -33% cost of Factories
Construction
Prerequisites: Iron Working, Masonry
Grants: Workshop (B), Oak (R)
First to Discover Benefit: Free Workshop
The Corporation
Prerequisites: Banking, Industrialization
Grants: Military-Industrial Complex (W)
First to Discover Benefit: +5 gold in every city
Currency
Prerequisites: Bronze Working, Code of Laws
Grants: Caravan (U), Market (B), Trade Fair of Troyes (W), Gold (R)
First to Discover Benefit: Free Caravan, Feee Market
Democracy
Prerequisites: Code of Laws, Literacy
Grants: Pikemen (U), Magna Carta (W), Democracy (G)
First to Discover Benefit: Free Pikemen
Electricity
Prerequisites: Engineering, Metallurgy, Steam Power
Grants: Submarine (U)
First to Discover Benefit: Free Submarine
Electronics
Prerequisites: The Corporation, Electricity
Grants: N/A
First to Discover Benefit: +2 trade in every city
Engineering
Prerequisites: Construction, Mathematics
Grants: Aqueduct (B)
First to Discover Benefit: +1 production in every city
Feudalism
Prerequisites: Horseback Riding
Grants: Knight (U), Game (R)
First to Discover Benefit: Free Knight
Flight
Prerequisites: Combustion, Invention, Metallurgy
Grants: Fighters (U)
First to Discover Benefit: Free Fighter
Globalization
Prerequisites: Mass Media, Networking
Grants: N/A
First to Discover Benefit: 500 gold
Gunpowder
Prerequisites: Feudalism, Invention
Grants: Riflemen (U), Sulfur (R)
First to Discover Benefit: Free Riflemen
Horseback Riding
Prerequisites: N/A
Grants: Horsemen (U), Oxen (R)
First to Discover Benefit: N/A
Industrialization
Prerequisites: Banking, Steam Power
Grants: Factory (B)
First to Discover Benefit: +5 gold in every city
Invention
Prerequisites: Engineering, Literacy
Grants: Leonardo’s Workshop (W)
First to Discover Benefit: Free Great Person
Iron Working
Prerequisites: Bronze Working
Grants: Legion (U), Iron (R)
First to Discover Benefit: Free Legion
Irrigation
Prerequisites: Masonry, Pottery
Grants: Wheat (R), +1 Food on river tiles
First to Discover Benefit: +1 population in every city
Literacy
Prerequisites: Alphabet, Writing
Grants: Courthouse (B), Shakespeare’s Theatre (W), Silk (R)
First to Discover Benefit: +1 science in every city
Masonry
Prerequisites: Pottery
Grants: Walls (B), Great Wall (W), Marble (R)
First to Discover Benefit: Free Wall
Mass Media
Prerequisites: The Corporation, Printing Press
Grants: Hollywood (W)
First to Discover Benefit: +1 population in every city
Mass Production
Prerequisites: Industrialization, Railroad
Grants: Modern Infantry (U), Aluminium (R)
First to Discover Benefit: 500 gold
Mathematics
Prerequisites: Masonry, Writing
Grants: Catapult (U)
First to Discover Benefit: Free Catapult
Metallurgy
Prerequisites: Engineering, Iron Working, University
Grants: Cannon (U)
First to Discover Benefit: Free Cannon
Monarchy
Prerequisites: Ceremonial Burial, Code of Laws, Writing
Grants: Himeji Samurai Castle (W), Dye (R), Monarchy (G)
First to Discover Benefit: Free Great Person
Navigation
Prerequisites: Mathematics, Writing
Grants: Galleon (U), Harbor (B), East India Company (W), Whale (R)
First to Discover Benefit: 500 gold
Networking
Prerequisites: The Corporation, Electronics
Grants: Internet (W)
First to Discover Benefit: Reduced University cost
Nuclear Power
Prerequisites: Atomic Theory, Mass Production
Grants: Uranium (R)
First to Discover Benefit: +2 production in every city
Pottery
Prerequisites: N/A
Grants: Granary (B), Hanging Gardens (W), Wine (R)
First to Discover Benefit: N/A
Printing Press
Prerequisites: Religion, University
Grants: N/A
First to Discover Benefit: +1 culture in every city
Railroad
Prerequisites: Steam Power
Grants: Iron Mine (B)
First to Discover Benefit: +2 production in every city
Religion
Prerequisites: Ceremonial Burial, Monarchy
Grants: Cathedral (B), Fundamentalism (G)
First to Discover Benefit: +1 culture in every city
Space Flight
Prerequisites: Advanced Flight, Electronics, Nuclear Power
Grants: SS Fuel (B), SS Habitation (B), SS Life Support (B), SS Propulsion (B), Apollo Program (W)
First to Discover Benefit: Entire world map is revealed
Steam Power
Prerequisites: Engineering, Iron Working, Invention
Grants: Cruiser (U), Coal (R)
First to Discover Benefit: Free Cruiser
Steel
Prerequisites: Metallurgy, Steam Power
Grants: Battleship (U)
First to Discover Benefit: Free Battleship
Superconductor
Prerequisites: Mass Production, Space Flight
Grants: SDI Defense (B)
First to Discover Benefit: Free SDI
University
Prerequisites: Democracy, Literacy, Mathematics
Grants: University (B), Oxford University (W)
First to Discover Benefit: +1 science in every city
Writing
Prerequisites: Alphabet
Grants: Spy (U), Great Library (W)
First to Discover Benefit: Free Spy
“All war is deception” - Units
Units in Civilization are your means of attack and defense. They will help guard your cities or are used to attack other civilizations units or cities.
Listed below is each individual unit that appears in the game, along with its statistics for Attack (A), Defense (D) and Movement (M). More often than not, when a units attack (A) rating is larger than your opponent’s defense (D) rating, the attacking unit will win. However, this does not always hold true. Many factors can be taken into account to ascertain a true A or D rating such as the type of terrain the battle is on, if the unit has three of the same type of unit (an army), naval support, veteran status, combat bonus’, etc.
Ground Units
Warrior
Cost: 10
Prerequisite: N/A
A/D/M: 1/1/1
Upgrade: Legion
Legion
Cost: 10
Prerequisite: iron Working
A/D/M: 2/1/1
Upgrade: Knight
Horsemen
Cost: 20
Prerequisite: Horseback Riding
A/D/M: 2/1/2
Upgrade: Knight
Knight
Cost: 25
Prerequisite: Feudalism
A/D/M: 4/2/2
Upgrade: Tank
Tank
Cost: 50
Prerequisite: Combustion
A/D/M: 10/6/3
Upgrade: N/A
Archer
Cost: 10
Prerequisite: Bronze Working
A/D/M: 1/2/1
Upgrade: Pikemen
Pikemen
Cost: 15
Prerequisite: Democracy
A/D/M: 1/3/1
Upgrade: Riflemen
Riflemen
Cost: 20
Prerequisite: Gunpowder
A/D/M: 3/5/1
Upgrade: Modern Infantry
Modern Infantry
Cost: 30
Prerequisite: Mass Production
A/D/M: 4/8/1
Upgrade: N/A
Catapult
Cost: 20
Prerequisite: Mathematics
A/D/M: 4/1/1
Upgrade: Cannon
Cannon
Cost: 30
Prerequisite: Metallurgy
A/D/M: 6/2/1
Upgrade: Artillery
Artillery
Cost: 50
Prerequisite: The Automobile
A/D/M: 16/2/2
Upgrade: N/A
Naval Units
Galley
Cost: 30
Prerequisite: N/A
A/D/M: 1/1/2
Upgrade: Galleon
Galleon
Cost: 30
Prerequisite: Navigation
A/D/M: 2/2/3
Upgrade: Cruiser
Cruiser
Cost: 40
Prerequisite: Steam Power
A/D/M: 6/6/5
Upgrade: N/A
Battleship
Cost: 80
Prerequisite: Steel
A/D/M: 12/18/4
Upgrade: N/A
Submarine
Cost: 25
Prerequisite: Electricity
A/D/M: 12/2/2
Upgrade: N/A
Air Units
Fighter
Cost: 30
Prerequisite: Flight
A/D/M: 6/4/8
Upgrade: N/A
Bomber
Cost: 60
Prerequisite: Advanced Flight
A/D/M: 18/3/6
Upgrade: N/A
Special Units
Settler
Cost: 20
Prerequisite: N/A
A/D/M: 0/0/2
Upgrade: N/A
Notes: Non-militant unit. Used to found new cities, or can be added to existing cities to add +1 population.
Caravan
Cost: 30
Prerequisite: Currency
A/D/M: 0/0/3
Upgrade: Galleon
Notes: Non-militant unit. Used to yield gold from enemy cities. Is immune to enemy territory.
Spy
Cost: 25
Prerequisite: Writing
A/D/M: 0/0/2
Upgrade: N/A
Notes: Non-militant unit. Used to either steal gold, sabotage city production, disrupt enemy fortifications or establish an embassy. Is immune to enemy territory.
Great Persons
Cost: N/A
Prerequisite: N/A
A/D/M: 0/0/2
Upgrade: N/A
Notes: Non-militant unit. Further details on these can be read above.
ICBM
Cost: 40
Prerequisite: N/A
A/D/M: N/A
Upgrade: N/A
Notes: Inter Continental Ballistic Missile. Used to destroy and clear an enemy’s city fortifications and units instantly.
“I have never advocated war except as a means of peace” - Combat
Promotions:
Each time a unit wins a battle, it will be granted 1 experience point. It might be granted more if the unit it attacks is stronger. After a unit has earned three experience points, it will be granted a promotion to “Veteran” status. If a unit wins six battles, it will be promoted to “Elite” status. For every promotion the unit earns, it will be granted a bonus. The bonuses are as follows:
Blitz: Unit receives an additional move after combat
Infiltration: +50% strength when attacking cities
Loyalty: +50% strength when defending in home territory
March: +1 movement
Engineering: +100% strength when defending cities
Guerrilla: +50% strength when attacking in home territory
Medic: Allows for healing in enemy territories
Scout: Has the ability to see its opponent in a city battle. Also grants increased sight range
Leadership: +100% defense when in army form
Three similar units can merge together to form an “army”. To do this, have 3 units of the same type on the same tile, then select the “form army” icon by pressing on the tile. This will increase their collective attack and defense stats. Any combat bonuses that any of the units had prior to forming an army will also be applied, including Veteran and Elite statuses.
Armies may also randomly be granted a “Great General”. This gives all units in the army a bonus to their attacking and defending stats.
I could go on for days, listing more information and statistics but the rest of the games mechanics are academic and won’t really be required.
16 of the 20 achievements in this game are related to winning with a specific civilization. Usually, playing the standard game mode, it will take you around an hour to win and earn one of the “Win as the XXX” achievements (where “XXX” denotes the civilization). However, there is an easier and quicker way to earn these which will be detailed in the next section of the walkthrough.