Final post in the series of Civilization V Guides on basics of Civilization V. If you somehow missed out on previous 2, you got to read them before jumping on into reading this guide. Read Part-I and Part-II first, and then move on to this guide.
Civilization V Beginner’s Guide
Civilization V Beginner’s Guide Part-III starts off with workers and improvements, and end with basics of advanced combat.
Workers and Improvements
Workers represent the men and women who build your empire. They clear the jungles and build the farms which feed your cities. They dig the mines that provide you with precious gold and mighty iron.
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.
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.
The Worker Action Panel
When an active worker is in a location where it can do something – say construct a road, build an improvement, or clear land – the Worker Action Panel is visible. This panel displays all actions available to the worker at that location. Click on an action to order the worker to
start building. Worker actions take time; hover the cursor over the action to see how long it will take the worker to complete that action.
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
Time to Clear Land
- Remove Forest: 3 Turns
- Remove Jungle: 6 Turns
- Drain Marsh: 5 Turns
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.
Time to Construct a Road
It takes a worker 3 turns to construct a road in any tile.
Roads and Trade Routes
If there is a road between your capital and another of your cities, those cities have a “trade route.” Trade routes give your civilization gold bonuses each turn, the amount depending upon the size of the cities involved. (Harbors can also create trade routes between coastal
Once a civilization has learned the appropriate technology, its workers can construct improvements.
Where Improvements Can Be Constructed
Improvements can be built only in appropriate locations. (Farms may not be built on ice, for example, and mines can’t be built atop cattle resources.) The Worker Action Panel will only display improvements that your civilization has the technology for and that are appropriate
for the tile the active worker occupies.
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.
How Much Time is Left?
Hover your cursor over a worker to see how much time is remaining on the current construction job.
Leaving and Resuming an Improvement Project
If you leave a project in the middle and then resume the same project later on, the time already spent will be subtracted from the amount of time it takes to complete the project. If you change projects, however, all progress from the previous project will be lost.
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.
Duration of Construction: 6 Turns
Forest: Farms may be constructed in forested tiles once you learn the mining tech. The forest is removed when the farm is built. .
Total Construction Time: 10 Turns
Jungle: Farms may be constructed in jungle tiles once you learn the bronze working tech. The jungle is removed when the farm is built. .
Total Construction Time: 13 Turns
Marsh: Farms may be constructed in marsh tiles when you learn the masonry tech. The marsh is removed when the farm is constructed. .
Total Construction Time: 12 Turns
Resources Accessed: Farms can access the wheat resource, increasing the tile’s output by 1 food and 1 gold.
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.
Technology Required: Mining
May be Constructed: Mines can only be built on Hills or Resource tiles. Mines increase a tile’s output by 1 production.
Duration of Construction: 6 Turns
Forest: Mines may be constructed in forested tiles. The forest is removed when the mine is built.
Total Construction Time: 10 Turns.
Jungle: Mines may be constructed in jungle tiles once you learn the bronze working tech. The jungle is removed when the mine is built. .
Total Construction Time: 13 Turns
Marsh: Mines may be constructed in marsh tiles when you learn the masonry tech. The marsh is removed when the mine is constructed. .
Total Construction Time: 12 Turns
Resources Accessed: Mines unlock the iron, coal, aluminum, uranium, gems, gold and silver resources. See “Resources” on page 36 for details.
The Special Fort Improvement
The fort improvement is a special improvement that is constructed by workers and provides protection for military units in friendly territory. The fort may only be built in a friendly or neutral tile. It may be constructed atop any resource, but constructing a fort atop another improvement will destroy the previous improvement.
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%
- Technology Required: Trapping
- Construction Time: 6 Turns
- Resources Accessed: Ivory, Fur, Deer
Lumbermills increase a forested tile’s output by 1 production, without destroying the forest.
- Technology Required: Engineering
- Construction Time: 6 Turns
- May Be Constructed On: Forests.
- Technology Required: Biology
- Construction Time: 8 Turns
- Resource Accessed: Oil (on land; offshore platform required for oil found at sea)
- Technology Required: Animal Husbandry
- Construction Time: 7 Turns
- Resources Accessed: Horse, Cattle, Sheep
- Technology Required: Calendar
- Construction Time: 5 Turns
- Resources Accessed: Bananas, Dye, Silk, Spices, Sugar, Cotton, Wine, Incense
- Technology Required: Masonry
- Construction Time: 7 Turns
- Resource Accessed: Marble
The trading post increases output of a tile by 1 gold. It doesn’t access a resource.
- Technology Required: Trapping
- Construction Time: 8 Turns
- May Be Constructed On: Any land tile but ice.
Pillaging Roads and Improvements
Enemy units can “pillage” roads and improvements, rendering them temporarily useless – no resource, no movement bonus, and so forth. It is as if the worker never built the road or made the improvement.
A unit may even pillage its own civilization’s improvement (typically to deny it to another civilization who is about to capture the first civilization’s city).
A unit that pillages an improvement may gain a gold bonus.
Repairing Roads and Improvements A worker may repair a pillaged road or improvement. It takes a worker 3 turns to repair any
road or improvement.
Fishing Boats and Oil Platforms
Water improvements (see “Work Boats” on page 92) are totally destroyed when pillaged. They cannot be repaired; they must be rebuilt entirely (which consumes another Work Boat). Guard your water improvements!
Great People Improvements
Great People can construct special improvements.
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 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.
Acquiring Social Policies
You can choose to adopt and unlock a social policy once you have gained enough culture points, based upon the difficulty level of your game. For example, on the Settler difficulty level, the first policy unlocks at 15 culture points and on Prince, it unlocks with 25 culture points, with subsequent levels costing a little bit more. During play, the cost of each Policy increases with the more you adopt. To see how much culture you currently have and when the next policy becomes available, hover your mouse over the Culture icon on the Status Bar.
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.
Social Policy Branches
There are 10 different policy branches to explore, each describing a different mode of government. Each branch provides an immediate bonus when adopted, and each individual policy provides another
like bonus once unlocked.
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 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.
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 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 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 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.
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 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.
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.
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.
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 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.
A cultured city-state can help you improve your culture.
A maritime city-state can provide food to your civilization.
A militaristic city-state can provide units to your army.
Communicating with City-States
In order to communicate with a city-state, you must find it first. When one of your units encounters a city-state, the city-state will tell you what type it is, and it will often give you a gift of gold as well. (This is another good reason to explore the world!)
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.
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!).
Your current IP level is noted on the city-state’s banner.
Gold: The Gift that Keeps on Giving! One of the most cost-effective ways to increase your IP total is to give a city-state gold. To
give a city-state gold, click on the city-state itself and then pick the appropriate menu item.
Give them Units
You can also give a city-state units. One way to do this is to move the unit into the city-state’s territory and then click on the “Give Unit” button in the unit’s Action menu. (You can also give them units anywhere on the screen through the city-state Diplomacy screen.) It should be noted that gold usually is the better gift, unless the city-state is specifically requesting units.
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.
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.
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.
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.
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.
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.
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.
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.
War of the City-States
You can declare war on a city-state at any time. You can do so through the Diplomatic Panel or by ordering one of your units to attack a city-state’s unit or city. You can offer peace to a city-state through the Diplomatic Panel or by clicking on the city.
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
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 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
Each Great Person type has three abilities:
- They can be expended to create a “Golden Age”
- They can be expended to construct a Special Improvement.
- They have some other special ability.
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.
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.
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.
- Special Improvement: Landmark
- A Landmark Improvement provides loads of culture to the city.
- Special Ability: Culture Bomb
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.
- Special Improvement: Manufact ory
- You can expend an Engineer to create a Manufactory.
- A Manufactory produces huge amounts of production (hammers) for the city, if it isworked.
- Special Ability: Hurry Production
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.
- Special Improvement: Customs House
You can expend a Great Merchant to create a Customs House. When
worked, a Customs House generates a lot of gold per turn for its city.
- Special Ability: Trade Mission
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.
- Special Improvement: Academy
You can expend a Great Scientist to create an Academy. While worked,
the Academy will give your city a big science boost.
- Special Ability: Learn New Technology
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.
The Great General
The Great General is somewhat different from other Great People. Instead of being generated in cities by specialists, Great Generals are generated by combat. Whenever one of your military units gets XPs, your civilization generates Great General points. When you’ve got enough points, you earn a Great General.
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.
- Great General Improvement: Citadel
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.
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.
Where to Get Gold
Gold comes from a variety of sources. You’ll get most of your gold by working the tiles around your cities, but other sources are available as well.
These tiles provide gold when your citizens work them:
- Coast Tiles
- Ocean Tiles
- River Tiles
- Natural Wonders
All resources (especially gold!) provide gold when worked.
The Trading Post
Construct a trading post improvement in a tile to increase its gold output.
Many buildings – markets, banks – increase a city’s output of gold, especially if you assign merchant specialists to them.
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).
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.
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.
You’ll earn gold each time you disperse a Barbarian Encampment.
An ancient ruin may provide gold when it is explored.
A city-state may give you gold when you first meet. It may provide more later if you befriend it.
Pillage Enemy Improvements
Pillaging enemy improvements will give you a modest amount of gold.
You may gain a bunch of gold when you capture a city (city-state or civilization’s possession).
You may gain gold – lump sum or an amount each turn for 20 turns – during negotiations with another civilization.
Perform a “Trade Mission”
A Great Merchant can perform a “trade mission” in a city-state. The Merchant is expended and you get lots of 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.)
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.
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.
Purchasing Units, Buildings or Wonders
You can spend gold to purchase units, buildings or Wonders in a city. Click on an item (if you can afford it!) and it will be immediately constructed in the city, and the amount deducted from your treasury.
Note that “projects” – the Utopia Project, the Manhattan Project, etc. – cannot be purchased.
Upgrading Obsolete Units
Over time, you’ll learn new technologies that will allow you to create better military units than those you previously could. When this occurs, you’ll have the option to “upgrade” the older units, turning them into the newer, more powerful models. (For example, once you
learn Iron Working, you can upgrade any Warrior units you possess into Swordsmen.)
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.
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.
A “Flat Fee” exchange is just that. You give or receive a one-time lump sum of gold, and then you’re done.
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.
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).
Running Out of Gold
If your treasury is at zero and you’re running a negative budget, the difference is deducted from your Science. Beware: this can seriously slow down your acquisition of new technology, which can leave you extremely vulnerable to attack by more advanced neighbors. Get your
budget in order as quickly as possible!
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.)
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.
What Causes Unhappiness
The following cause unhappiness:
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.
What Causes Happiness
The following increase your population’s happiness:
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.
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.
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.
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.
In Civilization V, such periods are called “Golden Ages.”
Entering a Golden Age
There are several different ways to enter a Golden Age:
Expend a Great Person: You can expend a great person to trigger an immediate Golden Age.
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.)
Effects of a Golden Age
In a golden age, any tile that produces gold produces an additional gold, and any tile which produces production produces an additional production. When the Golden Age ends, gold and production levels return to normal.
Duration of the Golden Age
A happiness bucket-based Golden Age is 10 turns. A Great Person-based Golden Age is shorter. Great Person-based Golden Ages decrease in length each time you expend a Great Person to create one, however, they never fall below 3 turns each.
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 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.
Losing the Construction Race
If another civilization completes a Great Wonder while you are in the process of building it, your construction ceases and a certain amount of your production efforts are converted into gold. (This doesn’t occur with National Wonders, since each civilization can have its own version of a National Wonder.)
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.
If you capture a city, you will capture all World Wonders constructed in it. All National Wonders are destroyed, however.
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 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.
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
Diplomacy with Civilizations
When you engage in diplomacy with civilizations, you have these options:
Click on this button to declare war against the civilization.
If you’re at war with the civilization, you can discuss peace.
You can negotiate a trade deal with the civilization. Clicking on this button will bring up the Trade Screen.
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…
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.
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.
Open Borders Agreement
Once you have discovered Writing, you can enter into an Open Borders agreement with another civilization. (City-States can’t make Open Borders agreements.)
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.
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.
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.
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.
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.
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).
Negotiating with City-States
City-States are much less complicated than civilizations. You have fewer options when negotiating with them. Generally you can offer them gold or goods, or declare war or offer peace. Sometimes they will ask favors of you.
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.
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.
Victory and Defeat
There are multiple paths to victory in Civilization V. You can win through scientific dominance, becoming the first civilization to create and launch a space ship to Alpha Centauri. You can overwhelm
the other civilizations through cultural superiority or political cunning.
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.
City-States and Victory
City-States cannot win a game of Civilization V. Only major civilizations can do so.
How to Lose
There are three paths to failure in Civilization V.
Losing Your Last City
If you lose your last city – to another civilization or to an angry city-state — then you lose immediately. This is very embarrassing, so don’t let it happen to you.
Another Civilization Wins
If another civilization achieves one of the four victories explained below, game over: you lose. It doesn’t matter if you were about to achieve your own victory, whoever wins first wins, and everybody else loses.
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:
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.
Destroying an Original Capital
Simply: can’t be done. A capital cannot be destroyed by any means. It can be captured, but not destroyed. Dropping a nuke on the city will at worst reduce its population to 1, but the city will not be destroyed. Accept it and move on. (Remember that you can drive another
civilization out of the game by destroying or capturing all of its cities, so you can still wipe your foes off the map even if you can’t erase their capital from the face of the earth…)
Current Capital vs. Original Capital
If your original capital has been captured, another of your cities will automatically be assigned as a replacement capital. This city functions in all ways like the original, except that it can be destroyed, and it does not count towards a Conquest victory.
If you ever retake your original capital, it will resume its leadership position in your civilization.
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).
Space Ship Parts
Space ship parts are constructed and move around the map like any other unit. Each requires an advanced technology to construct. They are non-combat units and are automatically destroyed if captured.
Once a part has been constructed, order it to move to your current capital. When it arrives you’ll be asked if you want to add it to your space ship.
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.
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.
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.
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
City-States vote for the civilization with the best relations, unless they’ve been liberated, in which case they vote for their liberator.
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.
The End of Time
If no one has achieved victory, the game ends automatically at the end of 2050. The Scores of all surviving civilizations will be tallied and a victor announced. You may continue playing the game after this point, but victory will no longer be a factor.
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
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.
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.
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
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)
Map Size and Game Difficulty
The size of the map that you play on will determine the Score each civilization receives for tiles, number of cities, and population. The game difficulty you choose will determine the overall value of all points in the game: the higher the difficulty, the more everything’s worth. (In other words, winning a crushing victory on the easiest level will probably be worth fewer points than eking out a marginal victory on the toughest level.)
Your Current Score
You can see everybody’s current score on the Diplomacy Panel. If
you hover the cursor over your score, you’ll see where your points
are coming from. (That doesn’t work on other civilizations’ scores, however.)
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
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 power is critical to victory in Civilization V.
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.
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.
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.
Gunships can do serious damage to tank units (which is why most armor is accompanied by hefty anti-air assets on the modern battlefield).
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.
Fighters and Jet Fighters
Fighters and jet fighters can be based on cities and aircraft carriers.
Bombers can be based on cities and aircraft carriers.
Stealth bombers can be based on cities only.
Atomic bombers can be based on cities and on aircraft carriers.
Missiles can be based on cities, on missile cruisers and on nuclear submarines.
Naval Unit Capacity
A carrier can carry up to three air units (fighters, bombers and atomic bombers).
A missile cruiser can carry up to three missiles of any type.
A nuclear submarine can carry up to two missiles of any type.
Air Unit Stacking
You can have any number of missiles, fighters and bombers in a single tile. There is no “stacking” limitation for these units. They can be stacked with both combat and non-combat units.Helicopters and anti-air units must follow the standard stacking rules.
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.
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.
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.
The air unit moves to a new base within its range.
The air unit attacks a ground target within its air range.
The air unit “sweeps” a target tile, disabling “intercepting” units.
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.)
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.
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.
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 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.
Source. Civ5 Manual