![]() Research will have four options: Pottery, Archery, Animal Husbandry, and Mining. You must now choose two things: what to research, and what to produce. ![]() Your Warrior will now begin exploring the map, uncovering new territory. Click on that to open the tab, then select the picture of the gear (it should say explore). At the bottom of its unit menu, there should be a tab with arrows pointing to the right. The game should then auto cycle to the Warrior. For the Settler, click the top button (should have picture of a building). It should have a picture of the unit, its name, and a list of actions it can perform. The bottom left corner should now display more information. The game should automatically select the Settler (triangular sybol with a flag on it). When you start a new game, you should begin with one Settler unit and one Warrior unit. Output varies, but at best is at least two food, two gold, and one production. Costs twice as much as Roads to maintain, but gives units twice the speed and provides production to cities connected via Railroad.įishing Boats: Water specific, requires Work Boats. Costs gold to maintain, but provides gold by conecting cities to the capital. Connects cities, allows units to ignore terrain movement costs (and moveįaster). Improved to one science and three gold with techs. Plantations: Improves certain Resources, especially Luxury Resources. Quarries: Mines, but on different resources. Mines: Built on Hills or certain resources. Must be built by a Worker unit (see next section.)įarms: Built on Plains, Grasslands, and Floodplains. Slows units down, halves outputs (never less than one). Units cannot cross Mountains.įallout: Only found after someone uses a nuke. Mountains: ♥♥♥♥ you, this tile is now completely useless (with two exception for Wonders). Units stop moving after crossing a River.įloodplains: Makes Deserts useful by adding one food.Ītoll: Important to Japan, useless otherwise. At best, adds one production per tile with a River and one food for farms (Improvement, see next section). They can become VERY important with the right buildings and techs. Does not change output unless the nearby city has a university, at which point it adds two science. Jungles: Can be found on Grasslands only. Adds one production, one food if a Tundra tile. Instantly converts the output of the tile to two production.įorests: Can be found on Tundra, Plains, and Grasslands. Hills: Can be found anywhere on land (except marshes). Marsh: Produces one food, slows units down. Found closer to the top/bottom than Tundra.Ĭoast: Produces one food without a Lighthouse (building), two with. Tundra: Produces one food, found near the top and bottom of the map. Plains: Second most common, produces one food and one production.ĭesert: Without a certain Wonder or floodplains, produces NOTHING. Grassland: most common tile, produces two food. The following are the yields of every type of tile. Tiles are worked by citizens of a nearby city who are not employed in the city. I'll cover features here, Resources have their own section. Each tile has two parts: features and resources. Land is the tiles under your control that are not cities. Great Person Points: For now, just know that's a city specific thing. It may even revolt and join another civ.īorder Expansion: Better titled "Local Culture," a city's culture output determines how long it is between border expansion. If a particular city is too unhappy, wierd ♥♥♥♥ starts happening. ![]() Local Happiness: I'll cover this in more detail in the Empire Management Section. Excess food must reach a certain cumulative sum to enlarge the city, meaning it can take a few turns for cities to grow. Few buildings increase food, so tile improvements (see the Land section) are needed to keep your cities growing. Food is used to feed the citizens of your cities, and excess food goes to increasing population. That last part is important for units and Wonders.įood: People gotta eat, yo. All the hammers your city produces in one turn go to the building that turn at the start of your turn. Each building has a production cost, the amount of hammers needed to build it. Some contribute to research, culture, production, and gold, while others increase the city's ability to withstand attacks. Each building provides a different bonus. Buildings are specific constructions, such as libraries, granaries, aquaducts, and factories, that somehow enhace your city. The hammers are used to build building or units. Every city has a production output of so many 'hammers' per turn. Production: Production is the most important part of any city. Civ-wide things are under Empire Management. This section covers city-specific things. ![]() Each one produces several things that contribute to your civ as a whole or to that city in particular. Cities are the most important part of your civ. ![]()
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