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Version: 2.01 | Updated: 09/22/08
SID MEIER'S CIVILIZATION REVOLUTION Civilization Strategy Guide v2.01 (c) 2008 Adam Perry Table of Contents - [FO] Foreword - [VH] Version history - [GS] General strategies - [TV] Technological victory strategies - [DV] Domination victory strategies - [EV] Economic victory strategies - [CV] Cultural victory strategies - [CS] Civilization strategies - A note on bonuses 1. [AR] Arabs 2. [AM] Americans 3. [AZ] Aztecs 4. [CH] Chinese 5. [EG] Egyptians 6. [EN] English 7. [FR] French 8. [GE] Germans 9. [GR] Greeks 10. [IN] Indians 11. [JA] Japanese 12. [MO] Mongols 13. [RO] Romans 14. [RU] Russians 15. [SP] Spanish 16. [ZU] Zulu - [DD] Deity for Dummies: A walkthrough for the Beta Centauri scenario - [A1] Appendix 1: Maximum attack - [A2] Appendix 2: Maximum defense - [CO] Conclusion ==================================== ============= FOREWORD ============= [FO] ==================================== This guide has expanded beyond its original scope: whereas it once discussed solely individual civilization strategies, it has now begun to address more general issues. These new sections are perhaps best for newer players, whose concern is less on minute optimizations and more on basics like core gameplay mechanics. Basically, if you're beating Emperor or Deity, you should probably skip past the General Strategies section. The Civilization Strategies are intended for more seasoned players or those trying to understand how civ X isn't completely useless. If you're concerned about which civilization you're using, after all, it's fair to assume you've figured out how to win the game. Finally, there's the Deity for Dummies section. I almost feel bad putting this section into the guide, since A) the strategy is dependent totally on choosing the Beta Centauri scenario and B) the strategy employed there makes the game a cakewalk on any difficulty. On the other hand, Deity is certainly not for dummies if you're playing a standard game, and hopefully players will find it helpful in filling out the victory icons for that difficulty level (albeit a little *too* easily, if you ask me). This guide is created for the DS version of Civ Rev, but obviously the game is the same on all platforms. Sid Meier says so, so you know it's true. ==================================== ========= VERSION HISTORY ========= [VH] ==================================== 09/22/08 - v2.01 A couple of minor fixes, plus Appendix 1 and Appendix 2. 09/05/08 - v2.00 Added General Strategies and Deity for Dummies sections. Made some minor fixes. 08/29/08 - v1.01 Fixed some spelling and a math error regarding English Battleships. I can maths. 08/28/08 - v1.00 The first and best version so far. ==================================== ======== GENERAL STRATEGIES ======== [GS] ==================================== Looking for tips that can help on any game? Here are a few hints to give your game a kickstart. FIRST CITY: It's possible but not usually worthwhile to move your starting Settler to a different position. Unless you're playing the Game of the Week, which has a fixed map, or playing as the Russians, who get to see their surroundings, you should usually place your Settler where he starts. WARRIORS: Don't bother attacking with Warriors. Their stats are awful. Even armies of Warriors are unfit to take on Archers. A single fortified Archer will beat an army of Warriors. The AI knows this and always techs to Archers. Use these units to explore and take out Barbarians. ARMIES: Always, always form armies out of units that you want to attack or defend with. That is, any military unit you're not using just for exploration is something that needs to be an army. The exception is naval units, where you can often get away with a single Battleship, but a fleet is still much more effective than a single unit, especially for naval support. DEFENDING: Any city that you think might be attacked should be defended by an army of defensive units (Archers, Pikemen, Riflemen, or Modern Infantry). Your most important cities should be kept up to date with the best defensive units available. Again, an army is what you get when you combine three of the same unit. FREE SETTLER: Reaching 100 gold gets you a free Settler unit. This should happen pretty quickly if you're proactively taking out Barbarians and exploring. If you're a few gold shy of 100, change your city's focus to gold for a round to get the Settler early. Don't forget to change it back to produce science afterwards. BUYING TECHNOLOGY: In the early game, it's more effective to buy certain technologies from your rivals than to research them yourself. As mentioned, the AI always researches Bronze Working first. You can usually buy it from them for 20 gold or so. Make sure to get your 100-gold Settler first, though. EXPANSION: Use the early game to create new cities. Land becomes scarce later in the game. Be proactive and build Settlers when you're able to do so. The population consumed by the Settler is easily regained. GOLD VERSUS SCIENCE: Cities can produce gold or science but not both. Until you have a city that's producing plenty of science, it's a good idea to let all of your cities stick with science. Once you have more cities, it's better to specialize. Cities that barely produce any trade (the arrow symbols -- they get converted to gold/science) can switch to gold, while cities with more trade can stick to science to keep your tech tree climb up to speed. INFRASTRUCTURE: Don't get caught up building units in all of your cities. Buildings are important to make a city more productive and useful. Try to get the most important buildings in all of your cities (for example, a Barracks in any city that produces units, a Library in any research city, a Market in any gold-producing city) and use buildings that will promote your city's growth. This is basic, but it's easy to get distracted by all the wars going on and forget to build up your cities. VICTORY TYPE: At some point (the earlier, the better), decide what kind of victory you're aiming for. By now, you should know where you stand in relation to your rivals. Locking in on a victory type helps you know how to shape your strategy. See below for tips on each victory type. SPECIALIZATION: While you can build Libraries and Markets in the same city, it's generally better to specialize. Decide which cities will produce science and which cities will produce gold. You usually want more science than gold, regardless of your victory type, unless you're close to an economic victory. WONDERS: Later in the game, if you haven't been building many wonders, you should check to see if there are any wonders you can build quickly. Usually, by the time you're building Iron Mines and Factories, there are several wonders that you can build in just a few turns. Don't go overboard. If you're able to build every wonder in the game, you need to be playing on a higher difficulty. [TV] TECHNOLOGICAL VICTORY STRATEGIES To win a technological victory, you must research Space Flight, construct a spaceship, and send it to Alpha Centauri. A spaceship consists of several pieces, each of which must be built separately. Once you build a spaceship part in any city, it becomes part of your spaceship. Another player can prevent your victory by capturing your capital while the spaceship is in transit. Technological victory usually takes longer than any other victory type. Not only do you have to discover one of the last technologies in the game, but you have to build a ton of spaceship pieces and wait several turns for the ship to arrive. Speed up your spaceship construction by constructing parts in all of your cities at the same time. Unlike the World Bank and United Nations, you can rush spaceship parts. Do it. You only need one of each part in order to launch your ship, but it's quicker if you have more SS Propulsion parts. Note that the time is measured in years, not turns. (Thanks to Sven for correcting me on multiple SS parts.) You can push Select and scroll down to check on the status of your spaceship and launch it mid-turn. This helps if you skipped past all the status updates at the beginning of the turn. A technological victory can be prevented by capturing the civilization's capital. Once you've launched, protect your capital at all costs. Wonders to get: Colossus, East India Company, Oxford University Recommended civilizations: Japanese, Chinese [DV] DOMINATION VICTORY STRATEGIES To win a domination victory, you must capture and hold all enemy capitals. You also win a domination victory if you have the most points at 2100 AD (when the game ends due to time). You do not need to completely eliminate enemies in order to win a domination victory. Even if you're keen on killing everything in sight, don't neglect technology. Fundamentalism is fun, but your Legions aren't going to make it through Riflemen defenses. You don't need to be #1 in technology to dominate, but you do need to be competitive. The surest way to conquer enemy cities is to attack with a veteran siege army (Catapult, Cannon, Artillery), escorted by a defensive army (Archers, Pikemen, Riflemen, Modern Infantry), supported by a naval fleet (Galleons, Cruisers, but especially Battleships). The more of these you have, the better. Infiltration is essential as soon as you can get it; Scout and Blitz are helpful too. A Great General always helps, but you can't count on having one. If you do have the best of all of the above, your attack will be nearly 200 (more if you're English). That's enough to kill anything twice over. Wonders to get: Leonardo's Workshop, Himeji Samurai Castle, Manhattan Project, Miltary-Industrial Complex Recommended civilizations: Germans, English [EV] ECONOMIC VICTORY STRATEGIES To win an economic victory, you must acquire 20,000 gold and then build the World Bank. The important detail here is that you don't need 20,000 gold to win, you just need to reach 20,000 gold in order to start construction on the World Bank. If your gold goes lower than that, you can keep building it and win, you just need to have reached 20,000 at some point. The Xbox360 and PS3 versions of the game allow you to sell your units for gold. You can't do that on the DS. The best way to turn your production into gold on the DS is through Spies and Caravans. Spies are great versus the AI, since they won't get mad at you for using them and they usually won't defend against them. On the other hand, the AI also tends to keep very little gold on hand. If you're coming up on the 20,000 mark, you might want to bank some production in a high-production city to get a head start on the World Bank. Do this by refusing to assign a new build item when you've finished a building. You can't rush production on the World Bank. Wonders to get: East India Company, Internet, Trade Fair of Troyes Best civilizations: Spanish, Zulu [CV] CULTURAL VICTORY STRATEGIES To win a cultural victory, you must accomplish 20 cultural achievements and then build the United Nations. A cultural achievement is one of three things: building a wonder, getting a Great Person, or culture-flipping an enemy city. Building wonders is straightforward. Research the appropriate technology and build a wonder. The other two achievements are more complicated and depend on your civilization's culture output -- the little music notes on the city view. There are several ways to generate culture. All wonders passively produce culture (and some have effects to increase it further). All Great People also passively produce culture when they are settled into a city. Certain technologies give a culture bonus to the first to discover. The most common method, though, is with Temples and Cathedrals, which give a culture bonus relative to their city's population. Having high culture expands your borders. If your borders push up against an unwalled enemy city, there's a chance that city will flip over to your civilization, along with any units that were in that city. If a Great Person was in that city, he'll be settled into it automatically. Your new units will not be defending, even if they were fortified before. You can't culture-flip capitals. Great People will also be generated based on your culture and the technologies you've researched. To maximize your Great Person output, increase your culture. If you're close to 20 achievements, try building wonders to get to the 20 mark while you have another city bank production to get a head start on the United Nations. Do this by refusing to assign a new build item when you've finished a building. You can't rush production on the United Nations. Wonders to get: All, especially Magna Carta, Shakespeare's Theatre, Stonehenge, Hollywood Recommended civilizations: Romans, French ==================================== ===== CIVILIZATION STRATEGIES ===== [CS] ==================================== This is a guide detailing strategies for each of the sixteen civilizations in Civ Rev. The purpose of this guide is to help players understand the advantages of each civilization and how to play to those strengths. It is not an attempt to compare the civilizations or tell you which one to play as. If you're reading about Mongol strategy, I assume it's because you're legitimately interested in learning how to become a better Mongol player and not because you want to hear how much they suck. A NOTE ON BONUSES: Bonuses are cumulative. When a civ enters the medieval era, it gains the medieval era bonus without losing the ancient era bonus. When a civ hits the modern era, it has all of its bonuses at the same time. [AR] ARABS - Saladin "[Saladin was] a knight without fear or blame, who often had to teach his opponents the right way to practice chivalry." -Kaiser Wilhelm II, eulogizing Saladin - Starts with Religion tech* - Ancient Era: +50% Caravan gold - Medieval Era: Mathematics tech - Industrial Era: Horsemen/Knight attack +1 - Modern Era: 2% interest on gold reserves * Also starts as a Fundamentalism instead of Despotism. Fundamentalism gives +1 attack to all units (+3 to all armies) at the cost of Library and University bonuses. This is a huge bonus at the start of the game, especially before you get access to Libraries. Sticking with Fundamentalism will seriously stunt your Science, though. Arabs also get a fantastic combo for the economic victory. Don't forget that you can combine three Caravans into a train, which will increase the money you get but not the tax collected by your opponent. Mass-producing Caravans in the Modern Era can turn you into an overnight economic powerhouse. Imagine the look on your opponent's face when you arrive at his doorstep with twenty Caravan Trains and start building the World Bank -- or put that gold to more creative uses! As the Arabs, push for a domination victory or an economic victory -- that's where your strengths lie. Take advantage of the Caravan bonus as a means of hastening your economic victory or use your early bonuses as a foothold for domination. Remember, the Arabs have no military advantages in the modern era, so get your conquest going early. VERSUS THE ARABS: Always assume an Arab player is going to rush you at the start of the game. Put veteran Archer armies in vulnerable cities. Their veteran Horsemen and Legions will have 13.5 attack, much more than you can easily deal with. A non-veteran Archer army has only 12 defense when fortified (15 at your palace, but you decide if it's worth the risk). Alternatively, Fundamentalism doesn't grant any defensive bonus, so you can try attacking before they do. In the late game, consider using Spies to steal their gold if it looks like they're going for an economic victory. You may be surprised by how much gold you can steal with a Spy. [AM] AMERICANS - Abraham Lincoln "We the People of the United States, in Order to form a more perfect Union, establish Justice, insure domestic Tranquility, provide for the common defence, promote the general Welfare, and secure the Blessings of Liberty to ourselves and our Posterity, do ordain and establish this Constitution for the United States of America." -US Constitution - Starts with a Great Person - Ancient Era: 2% interest on gold reserves - Medieval Era: Rush units at 1/2 price - Industrial Era: +1 food from Plains - Modern Era: Factories triple production The thing about the Americans is that you can start with any Great Person. You might luck out and get a Great Scientist or Great Humanitarian, or you might get a useless Great Artist. Remember that you don't have to use the ability right away. In general, you should settle the Great Person into Washington for his bonus. The Great Person is an instant cultural achievement for the Americans, but on the other hand it means it'll be longer until you get another one. Americans get a grab bag of bonuses that help on any victory path. Half-price unit rush is as useful on defense as on offense, extra food means extra population which everyone needs, and all victories require production. 2% gold interest from the start of the game can really add up if you don't do a lot of spending; if you do, it's not a very useful bonus. Note that the modern era factory bonus replaces the normal production boost; it does not triple the existing effect. It's still an excellent bonus. Also, remember that the first to discover Communism gets 33% off Factory cost, a worthwhile investment if you plan on building as many Factories as a good American should. VERSUS THE AMERICANS: Spies! An American opponent will probably have a Great Person for you to kidnap in Washington. He'll certainly have Factories for you to destroy in many of his cities. His wallet should be ripe for the picking, too. When attacking the Americans, do so quickly. American opponents have the nasty habit of rushing defenders to the aid of a city under threat. You'll want to be able to take the city in a single turn to prevent this from happening. [AZ] AZTECS - Montezuma II "Flowers and songs, or, it may be, art and poetry; is this perhaps the only truth here on earth? Or perhaps flower and song are the only means of expressing true words." -Tecayehuatzin, Prince of Huexotzinco - Starts with 25 gold - Ancient Era: Units heal after combat victory - Medieval Era: Temples add 3 science - Industrial Era: Road cost halved - Modern Era: +50% gold production The game claims the Aztecs start with "a wealth of gold." This is an exaggeration to be sure, but Aztecs do start with enough to rush one of their unique Jaguar Warrior units for 20 gold. Make this your first move. If you're lucky, you can find another civilization while everyone else is still producing their first or second Warrior, making it easy to wipe out an opponent early on. The other Aztec bonuses are even more impressive. You'll never have to worry about wounded units or the Medic upgrade. (Note that Medic will still appear as an available upgrade. Don't pick it.) You can get culture and science at the same time with Temples. (3 science is almost negligible -- but only ALMOST negligible.) Finally, your gold production is given a boost in the modern era. Half road cost is probably the worst bonus the Aztecs get, but that's largely because it comes too late to be of much use: by that point in the game, your treasury should easily cover any road expenses that you haven't already made. The Aztecs are solid all around, with decent bonuses for all four victory types. The autoheal makes them a great choice for novices, but slowly becomes less useful as the game progresses and units have fewer HP. The gold boost in the modern era is excellent, but other civs get the same boost earlier. VERSUS THE AZTECS: You can't win a war of attrition versus an Aztec opponent. You'll need bigger numbers, and you'll want superior technology. The Aztecs don't really have an easy counter, simply because they have bonuses all over the place and can adapt themselves to any victory type. Expect Aztec players to build Temples in many or all of their cities and watch out for potential culture flips. Beware of early Aztec rushes, since they'll have a Warrior out several turns before anyone else. Finally, the earlier you can pinpoint an Aztec player's victory goal, the earlier you can counter it (but that's true for anyone). [CH] CHINESE - Mao Zedong "Let a hundred flowers bloom: let a hundred schools of thought contend." -Mao Zedong, launching the Hundred Flowers Campaign - Starts with Writing tech - Ancient Era: New cities start with +1 population - Medieval Era: Literacy tech - Industrial Era: 1/2 Library cost - Modern Era: Production not halted by anarchy One important note about the Chinese is that their capital also starts with +1 population -- 3 instead of 2. This is an important early boost. Stick the extra worker on a forest to get your Warrior out first. In fact, the ancient bonus is the best one the Chinese get, since it makes them perhaps the best expansionist civ in the game, rivaled only by the Romans (due to their starting government of Republic). Normally, a city starts with 2 population, but Chinese cities start with 3 -- enough to produce another Settler and start the process over again. You can do the same thing with a Republic, but having an extra worker in the meantime speeds up your Settler production. In short, if you're playing as the Chinese, you'd better be churning out Settlers until you run out of land to do it on. As the other bonuses might lead you to believe, the Chinese are particularly well-suited for teching. Whether you use their science output for a technological victory or for a military advantage is up to you -- note that you can change governments with impudence in the modern era as best suits your strategy and current situation. VERSUS THE CHINESE: A Chinese opponent is likely to have a lot of cities with low Culture. If you have trouble breaking through with your military, try culture-flipping the Chinese. You'll have trouble keeping up with a human Chinese player in the technology race. Keep the pressure on a Chinese opponent and don't let up or else you'll find yourself facing the next generation of warfare before you're prepared for it. [EG] EGYPTIANS - Cleopatra "I will not be triumphed over." -Cleopatra - Starts with free Ancient wonder - Ancient Era: +1 food/trade from desert - Medieval Era: Irrigation tech - Industrial Era: Riflemen movement +1 - Modern Era: +50% Caravan gold Egyptians start with a completely random wonder. You could luck out and get the Colossus, or you might be less lucky and end up with the Hanging Gardens. No matter what you get, though, you get a culture bonus and one cultural achievement. The desert bonus is great. It's comparable to the +1 food from sea tiles bonus, except you can take advantage of it inland, too. Trading posts turn the Egyptians into powerhouses of trade: desert tiles with a trading post give the Egyptians 4 trade and 1 food. No one else can get that much trade from a single tile without commodities. Speaking of trade, the economic victory is probably the most accessible for the Egyptians. All of the trade you get plus the Caravan bonus makes gold easy for the Egyptians to get. See the note for the Arabs. If you've never really used Caravans, you might not know how good they can be. Combine them into trains before sending them off for maximum effect. VERSUS THE EGYPTIANS: The Egyptians are more of a nuisance than anything else for their opponents. They don't get any military bonuses, but any desert cities you capture won't be nearly as good for you as they were for them. The joke is on you. Even so, you don't want the Egyptians to have those desert cities, since the trade they generate can be overwhelming. Better yours than theirs. [EN] ENGLISH - Elizabeth I "If you think to rule here, I will take a course to see you forthcoming! I will have here but one Mistress and no Master!" -Elizabeth I, to Leicester - Starts with Monarchy tech* - Ancient Era: +1 Longbow Archer defense - Medieval Era: +1 to naval unit combat - Industrial Era: +1 production from hills - Modern Era: 2x naval support * Also starts as a Monarchy instead of Despotism There's a little technique called the "English Knight Rush" that you may not be familiar with. Basically, it's that the English only need Horseback Riding before they can research Feudalism -- that's two techs until Knights. The AI will never pull this on you, but watch out in multiplayer. It's a risky strategy, though, given the lengthy setup required. A more stable English strategy is to use your Longbow Archers to turtle and tech up towards the advanced naval units. Only the Spanish can compete with the English navy, and if you're playing single-player you have nothing to fear since the AI will hardly ever combine its ships into fleets. By the way, don't scoff at naval support -- even without the English bonus, naval support can determine battles. A lone Galleon is just +1, but a Galleon fleet is +3. A lone Battleship is +9, a Battleship fleet is +27, times two is +54 for the English. To compare, a fortified, veteran Modern Infantry army has a defense of 60 -- which your Riflemen army can beat with English Battleship support. Sure, anyone can mass-produce Bombers to blast enemy civs back to the stone age, but no one can beat your Battleships and they don't have to refuel. Their combination of bonuses makes the English well-suited for a late domination, but in the early game you'll want to build up your cities. The Longbow Archer is an impenetrable defense until enemies start attacking with Catapults, meaning you can dedicate your resources towards another victory type for the time being. If you don't like navy, English is not the civ for you. VERSUS THE ENGLISH: Beware the Knight Rush when playing online! You absolutely need walls and Archer armies if you see your opponent approaching with an army of Knights. In general, you should also avoid building coastal cities versus the English. Unfortunately, the only way to counter an English Battleship fleet is with one of your own on defense (a normal Battleship has 12 attack and 18 defense). A veteran Battleship fleet is unassailable; this is true for any civ, but more especially for the English and Spanish. You can also try a Bomber wing, but the English +1 bonus gives the Battleship 19 defense to your 18 attack. [FR] FRENCH - Napoleon Bonaparte "Imagination rules the world." -Napoleon Bonaparte - Starts with Cathedral in capital - Ancient Era: Pottery tech - Medieval Era: Road cost halved - Industrial Era: Cannon attack +2 - Modern Era: Rifleman movement +1 Okay, the French don't have the most impressive bonuses in the game. But a Cathedral in your starting city gives you ridiculous borders, Pottery as a starting tech allows you to immediately research Irrigation (+1 population in all cities!), and the Cannon attack bonus gives the French the game's most powerful unit before the modern era. The Cathedral is a powerful defense. If you place your secondary cities close to your capital, you can leave them entirely undefended and they'll be culture-flipped if anyone dares to capture them. Make sure to defend your Cathedral, not only with armies of ranged units but also with a Spy fortifying your capital. As the Cathedral is one of your best assets for the early game, you don't want an enemy Spy bombing it. The French Cannon is something to be feared. Tech to Metallurgy as early as possible and pump these out along with some Riflemen escorts and you can take a good chunk of territory before enemy civs are able to deal with them. At 8 attack each, your Cannons can blast through anything in the industrial era. Use your half-cost roads to help your slow-moving Cannons along. Since the French firepower advantage diminishes once the modern era hits, your fallback should be cultural victory, a process eased by the Great People that should result from the culture your Cathedral has been pumping out from day one. VERSUS THE FRENCH: As seen above, taking a Spy to Paris can negate the French's largest bonus. If you get a Spy from a Barbarian village early on, chances are you can infiltrate without opposition. Later, be aware of the French Cannon and arm your French-facing cities with Riflemen armies. Note that if the Cannons are veterans, you'll either need walls or veteran Riflemen. Failing that, you can try killing them before they kill you. [GE] GERMANS - Otto von Bismarck "The great issues of the day are not decided through speeches and majority resolutions - that was the great error of 1848 and 1849 - but through blood and iron." -Otto von Bismarck - Starts with automatic upgrades for Elite units - Ancient Era: Warrior units are veterans - Medieval Era: +1 Production from forest squares - Industrial Era: Barracks cost halved - Modern Era: 2% gold interest per turn In case it's not clear from the description, any "Elite" units (ones with upgrades like Blitz or March) automatically upgrade when you discover new technology that would make them obsolete. This is a fantastic bonus with incredible synergy with the Germans' ancient era bonus: your Warriors will easily get three victories apiece fighting Barbarians, pushing them to Elite status and making them automatically upgrade to Legions and so forth. The medieval era gives Germans +1 production on already-productive forests. You'll already have cities near forests, so this is a good thing. At this point in the game, most of your production will probably come from forests, so think of this as a 50% production boost at this point in the game, an advantage that the savvy German player will leverage to start pumping out Catapult armies. The later eras bring less-impressive bonuses to the Germans, a nudge towards the suggestion that you should be killing people. The Germans are suited for domination, more so than any other civ. VERSUS THE GERMANS: Expect a German opponent to go domination. Establish chokepoint cities and keep them well-defended. Try to out-tech the Germans, as any of their Elite units will always have the best technology available. Along the same lines, don't launch any assaults that you think might fail against a German city -- the last thing you want is those Archers suddenly turning into Riflemen. [GR] GREEKS - Alexander the Great "I would rather live a short life of glory than a long one of obscurity." -Alexander the Great - Starts with Courthouse in capital - Ancient Era: Democracy tech* - Medieval Era: More Great People - Industrial Era: Library cost halved - Modern Era: +1 food from sea regions * Also starts as a Democracy instead of Despotism The Greeks get a good combination of bonuses. Democracy is a great starting tech and government: instant access to Pikemen/Hoplites, +50% trade in all cities. Sure, you can't declare war as a democracy, but the Greeks aren't your civ if you're hoping for domination. More Great People always helps, half-cost Libraries comes a little late but is welcome nonetheless, and +1 food from sea regions is fantastic. (If only it came sooner!) Greek bonuses are attenuated towards technological and cultural victory. With Democracy from the start, you can build a tight Hoplite defense and get an early lead on technology. Expand early, tighten your defenses, and keep your science output high. Try for the East India Company to further increase your science output in coastal cities. As far as your defenses go, Hoplites will keep you safe for a surprisingly long time. Watch out for enemy naval units -- you may want to keep a single fleet of whatever naval unit is in style to respond to enemy incursions. VERSUS THE GREEKS: Go navy! Greeks will have mostly coastal cities to rake in the trade. You can harass them by sending your boats through their borders. Most Greek players will be too focused on science to have built up any navy. Use naval support when assaulting their cities. Most Greek players won't declare war on you. It's tempting to leave them alone, but you do so at your own peril. It's hard to keep up with the Greeks without putting some military pressure on them. [IN] INDIANS - Mohandas Gandhi "Strength does not come from physical capacity. It comes from an indomitable will." -Mohandas Gandhi. - Starts with access to all resources - Ancient Era: Production not halted by anarchy - Medieval Era: Religion tech - Industrial Era: Settlers cost halved - Modern Era: Courthouse cost halved Have you ever seen those uranium or rubber icons and wondered what the point of those was? The point, friends, is the Indians. Delhi is guaranteed to start next to some resource and all subsequent Indian cities are sure to get a huge bonus out of the resources scattered throughout the map. This is by far the best bonus Indians get, supplemented by half-cost courthouses in the modern era for even wider selection. Indians are adaptive. Their bonuses don't point towards any single victory type; on the contrary, they seem to suggest changing to fit your environment. Removing the anarchy penalty allows you to switch governments to suit the situation (once you've researched them, of course). Preparing for war? Switch to Communism for the production boost. Time for peace? Switch to Democracy. Killing time? Hop over to Fundamentalism for a couple of turns, then switch back when the danger clears. Getting Religion for free boosts this ability slightly. If you're interested in a cultural victory, try to build the Magna Carta, which causes your courthouses to produce culture. Combined with half-price courthouses, you can generate a lot of culture this way. VERSUS THE INDIANS: Capturing Indian cities is like capturing Egyptian cities: there's a good chance the city isn't nearly as useful for you as it was for them. Keep the Indians from expanding, as they can keep finding places for new cities even late into the game with free access to resources. [JA] JAPANESE - Tokugawa Iesayu "Today is victory over yourself of yesterday; tomorrow is victory over lesser men." -Miyamoto Musashi - Starts with Ceremonial Burial tech - Ancient Era: +1 food from sea regions - Medieval Era: +1 Samurai Knight attack - Industrial Era: Production not halted by anarchy - Modern Era: New defensive units start with Loyalty Most civs have a lot of cities near the ocean. We all know how useful harbors can be for those cities. The Japanese get that bonus for free (and can still build a harbor to get it again). This is a fantastic bonus for the ancient era. Try to find and settle one or more one-square islands at some point in the game, which may not end up with any production, but they won't need it: they'll provide a lot of trade and they'll be useless to your enemies. Starting with Ceremonial Burial gives instant access to Temples -- not a huge boost, but useful nonetheless. More important is the +1 to Samurai Knights, a bonus that turns the Japanese into mighty warriors in the medieval era. At 5 attack, Samurai Knights are the most powerful units until Cannons come along much later. Take advantage of your sea regions bonus to the fullest extent by building the Colossus and East India Company wonders. The Japanese don't have any specific science bonuses, but the amount of trade they're able to generate (without having to give up food to do it) can easily give them the tech lead later in the game. Harbors can help your coastal cities, but don't make them a priority: libraries or markets are much more important. VERSUS THE JAPANESE: The Japanese are a hand-picked opponent for the English (and to a lesser extent the Spanish), whose naval power will overwhelm the sea-centric Japanese. Even the other civilizations can benefit from using naval units to disrupt Japanese trade. Expect a Japanese opponent to go for a technological or economic victory and react accordingly. [MO] MONGOLS - Genghis Khan "It is not sufficient that I succeed - all others must fail." -Genghis Khan - Starts with +50% trade from captured cities - Ancient Era: Barbarian villages are captured - Medieval Era: +1 movement to Cavalry - Industrial Era: +2 Production from Mountain squares - Modern Era: Communism tech That's right: every Barbarian village you take becomes a Mongol village. Civ fans thought this was the best, most broken ability ever before they played as the Mongols; now, they're lambasting the Mongols as the worst civ in the game. The truth is somewhere in between. The Mongols' unique ability will give them a lot of really bad cities, true. Other civs can get lucky and get a free settler from the Barbarians, but Mongols will always turn the Barbarian city into their own, starting with a miserable 1 population. If that city isn't near a food-producing tile, the city will never grow. The bonus is a potent one, but not an easy one to use. This is not a civ for newbies. There are ways to deal with this, though: the first civ to discover Irrigation gets +1 population in all cities, and the special ability of a Great Humanitarian does the same thing. These can both be difficult to acquire, though. Irrigation is easier: research Pottery first, then immediately proceed to Irrigation. By the time you're done, you'll have most of your cities anyway. As for the Great Humanitarians, kidnapping them is always an option if you can't come up with your own. Also significant is the +50% trade from captured cities. Unfortunately, Mongols don't get much in the way of bonuses to make the capturing easier, and the bonus doesn't apply to the Barbarian cities. If you can take over even one or two enemy cities, though, you can use them as your big science/gold producers. Note that the +1 Cavalry movement applies to Tanks as well, so conquest may be slightly easier in the late game. Finally, Mongols get great production advantages in the later game. +2 production in Mountains is huge, especially once you get Railroad and build Iron Mines. The free Communism tech is a nudge towards making you the fastest- producing civ in the game. Sure, the Romans get their wonders at half price and the Americans rush units at half cost, but you've got 100+ production in some of your cities. VERSUS THE MONGOLS: The Mongols make a great opponent if you're aiming for a cultural victory. Very few of those one-pop cities will have a temple, so settle nearby, rush a temple, and watch them flip. Keep your own cities well- defended, though, since you really don't want the Mongols to get that 50% trade bonus from a city that you settled. [RO] ROMANS - Julius Caesar "Veni, vidi, vici (I came, I saw, I conquered)." -Julius Caesar - Starts with Code of Laws tech* - Ancient Era: Road cost halved - Medieval Era: Wonders cost halved - Industrial Era: More great people - Modern Era: New cities start with +1 population * Also starts as a Republic instead of Despotism Romans have some scary awesome bonuses. Half-cost wonders are great for any victory type, but the culture they produce along with the "more great people" bonus makes the Romans uniquely suited for a cultural victory. But the real treasure here is Republic as a starting government. The biggest drawback for building lots of Settlers is the population hit, and having Republic as your government reduces that to 1. Be expansive from the start of the game and be aggressive with wonder production. As far ast the cultural victory is concerned, remember that there are three ways to get cultural achievements: wonders, great people, and flipped cities. Romans have bonuses on two of those, making the third easier. You can force a culture flip by settling near an unwalled enemy city and rushing a Temple or wonder. Of course, Romans do well on the other victory types, too, since the effects of the wonders you'll build will give you an edge over your competition. For this reason, you'll want to make sure to keep up with technology so you don't get beaten to the better wonders. VERSUS THE ROMANS: Roman opponents can be tough to crack. They don't need a lot of cities to be able to win, and any city you build near them is likely to be overwhelmed by their massive culture. Keep the nuke in mind as a late- game option for Romans with few cities. Try to use Spies to disrupt their cultural growth and kidnap Great People. [RU] RUSSIANS - Catherine II "A great wind is blowing, and that gives you either imagination or a headache." -Catherine II - Starts with local area map - Ancient Era: +1 food from Plains squares - Medieval Era: New defensive units start with Loyalty upgrade - Industrial Era: Riflemen cost halved - Modern Era: Spy cost halved The local area map that the Russians get is a little less than impressive. You get something like a 5x5 square of visibility around Moscow. Take advantage of the map to plot your exploration. The plains bonus is great. Plains normally only produce 1 food, making them inferior to grasslands before you get Granaries. As the Russians, you don't have to be afraid of building your cities near plains. When you later build Granaries in your cities, those plains tiles will produce an impressive 4 food, more food than any other civ will get from a tile without commodities. Beginning in the medieval era, Russians have fantastic defenses. Loyalty is +50% defense inside your own borders. That's a free +50% to all your city defenses. The industrial era improves on this by halving the cost of riflemen. Take this opportunity to churn out a ton of these guys. They're great defensive units; with free Loyalty, they're almost as good as other civs' Modern Infantry, but they're dirt-cheap. If they're also veterans, you have little to fear from attackers until modern units roll in. Spies. You may not be a huge Spy fan. If you don't plan on using Spies, I have to recommend against using the Russians. On the other hand, if you like being able to steal, kidnap, destroy, and sabotage, modern-era Russians are great fun. The only thing that can defend against Spies is other Spies, and your opponents will often neglect to put Spies into their cities. The opponents that do place defensive Spies will only put one. Did you know you can combine three Spies into a Spy ring? Scout the city with your Spy trio before sending in the single units. Aggressive Spy action will have your opponents tearing their hairs out. In particular, you can use Spies to achieve economic or cultural victory, even if you're unable to conquer opponents' cities. Steal all their gold or kidnap all their Great People. Make their victory yours. VERSUS THE RUSSIANS: Fortified veteran Loyal Riflemen armies have 45 defense. Can you beat 45 defense? If your answer is no, don't bother attacking the Russians after they discover Gunpowder. Keep a Spy in all of your cities and a Spy ring in any city with a Great Person. If the Russians can't use their Spies on you, their advantage is gone. [SP] SPANISH - Isabella of Castille "Fair and softly goes far." -Miguel de Cervantes - Starts with Navigation tech - Ancient Era: Exploration gold doubled - Medieval Era: +1 to naval unit combat - Industrial Era: +50% gold production - Modern Era: +1 production from Hills squares The Spanish have an odd mix of bonuses. One great advantage to the Spanish is access to Galleons long before anyone else -- that's naval support and Atlantis from the outset of the game. Also, whales. Take advantage of the bonus and make a Galleon early on. Extra exploration cash is minor at best, but it can help you get the free Settler a couple turns earlier. If you're not sure what this means, it's the 10 gold you randomly get for stumbling across a tile and giving it a name. The amount you get increases in each era, but your chances of finding one of those tiles also decreases. Make the most of this bonus by spreading out your exploration; e.g. walk different routes each time through an area. The English naval combat bonus is here, too, but without the 2x naval support bonus. Still, the Spanish rule the seas alongside the English, for whatever that's worth to you. Combining that with early access to Galleons means you'll rarely have to worry about who owns the ocean. As such, you should still build up ships for the naval support bonus, even if it's not ridiculous like the English. The industrial era brings the +50% gold production bonus, an ability the Spanish share with the Zulu and the Aztecs (though the Aztecs get it later). This is a fantastic boost that you should make the most of by building wonders like the East India Company and Trade Fair of Troyes, not to mention markets and banks in your gold-producing cities. Make sure you have at least one city dedicated to gold output, even if you're not going for an economic victory: every victory likes more gold and the Spanish do it well. Lastly, the modern era boosts production from hills. Not the best bonus, but combine it with a Workshop to get some really good production. The English get this bonus, too. Note that the Workshop claims to triple production from hills, but I'm pretty sure that's just the base production -- the Spanish get 5 production from hills with a Workshop, not 6. VERSUS THE SPANISH: See the note on the English for why you can't beat their Battleship fleets. Similarly, you'll have a hard time getting rid of Spanish ships in any era. Don't get caught up in a naval conflict with the Spanish. Concentrate on attacking the Spanish on land. Avoid coastal cities, which are easily harassed by the Spanish navy. If you can't battle the Spanish on your terms, your only option is to resort to peace. You don't want peace, do you? [ZU] ZULU - Shaka "This world is a harsh place, this world." -Zulu proverb - Starts with overrun combat advantage - Ancient Era: +1 Warrior movement - Medieval Era: Increased population growth - Industrial Era: +50% gold production - Modern Era: Riflemen cost halved The game is pretty unclear on what "overrun combat advantage" means. Basically, it means that when you win an attack and the rest of the units in that space have a defense that is much lower than your attack, you can overrun them and wipe them all out without needing to battle them. This can theoretically make capturing a city much quicker, but in practice it doesn't come into play often enough to be useful. However, the Zulu have great bonuses otherwise. The +1 Warrior movement makes exploration much faster, and more population and more gold is always a good thing. These bonuses make the Zulu well-suited for an economic victory, but adaptable to any victory type: gold is always good. If you're playing as the Zulu, make sure to have a couple of cities dedicated to gold. The modern era halves the cost of Riflemen. This may not be the Zulu's best bonus, especially coming at a time when you're soon to unlock Modern Infantry anyway, but it may be worth taking advantage of the bonus to upgrade any of your cities that are still defended by Archers. As with the Spanish, aim for the Trade Fair of Troyes and East India Company wonders to maximize your gold output. With planning, you can create a city that generates 5000+ gold per turn by the end of the game -- enough to rush everything you need in all of your cities that aren't building the World Bank. Zulu population growth makes them the best candidate for this victory type. VERSUS THE ZULU: Beware the Warrior rush! Be prepared with a little gold so you can rush a defender. The Zulu can converge on you very quickly at the start of the game. After that, watch for an economic victory. Try using Spies to steal their gold or destroy their buildings. Their increased population growth makes it difficult for some civs to keep up with them, but finding creative ways to harass them can go a long way towards closing the gap. ==================================== ======== DEITY FOR DUMMIES ========= [DD] ==================================== Maybe you're still struggling with Chieftain difficulty. Maybe you're able to beat Emperor consistently but can't crack Deity. No matter where you're at, here's a foolproof walkthrough for winning the game on Deity difficulty. Deity is brutal. The AI isn't any better than normal, but it gets so many bonuses that it's pretty much cheating. There's a way to make it doable, though, and that's through scenarios. For the purposes of this walkthrough, we'll be using the Beta Centauri scenario, where you start off with all technologies. You can use this walkthrough to win any victory type except for technological victory, which is forbidden by the scenario rules. For your first game, I highly recommend the Romans, who start off as a Republic and get +1 population on each new city. Since you're starting in the modern age, these bonuses are less significant than they would otherwise be (modern cities start with a hefty 5 base population anyway, and you can always switch into any government since you've got them all researched), but the boost is helpful and the other Roman bonuses are helpful, too. The first rule of Beta Centauri is *ALWAYS SET YOUR CITIES TO PRODUCE GOLD*. Future Technology is actually very useful -- more on that later -- but the science requirement is huge, way more than you'll produce for a very long time. The gold is much more useful. Cities produce gold or science but not both (with certain exceptions regarding first-to-discover bonuses that don't apply in this scenario). You can order your city to produce gold instead of science by setting the city focus to gold. You can change the city focus back to balanced afterwards -- usually a good idea -- and it will keep producing gold instead of science until you order it to produce science. The second rule of Beta Centauri is *ALWAYS CONSUME YOUR GREAT SCIENTISTS*. Every Great Person has two options: settle them in the city for a permanent boost, or consume them for a one-time bonus. Great Thinkers either boost a city's science output by 50% or instantly finish researching your current technology. Normally, the extra science would be very helpful, but in this scenario, you won't be producing science. Instead, you can instantly complete a Future Technology. What does Future Technology do? It increases the amount you get from each tile by 1, in this order: production, then food, then trade. For example, the first Future Technology you research will add 1 production to every tile that already provides production. This is a great bonus, well worth eating up your Great Thinker. Starting out: Your first city is guaranteed to come in a pretty good location. It's not guaranteed to be *great*, but it's guaranteed to be *good enough*. In this scenario, every time you create a new city, you'll get a free Modern Infantry to defend it. If you're playing this scenario on a lower difficulty, you might be able to use that unit to do a little exploration. If you're on Deity, you're about to be rushed by the Barbarians, so stay close to home. Don't worry, the Barbarians won't be able to scratch your Modern Infantry. Make sure your capital is producing gold, not science, then start making another Modern Infantry. When that finishes, start on a Settler (even if you've received or are close to receiving your free Settler for getting 100 gold). Use your spare Infantry to escort your Settlers and make new cities. When placing your new cities, put them at least four tiles away from existing cities and try to place them near, but not on, the resource icons (such as Wheat, Whale, Cattle, Gems). Those cities will in turn create a new Modern Infantry, whom you should use to defend the city. Keep expanding your empire with new cities until you run out of room. As far as buildings go, here's a rough build order: - Barracks: Before you build any military units, build a barracks. If you're not making any military in this city, don't build the barracks. - Iron Mine: If it's available, it's worth building. Gives a great production boost to mountain tiles. If the mountain isn't actually adjacent to your city, wait until after you've built a Courthouse. - Granary: Boosts food from plains tiles (the light tan tiles). If the city only has one plains nearby, this isn't so important. If that plains is the only food source, then it's very important. - Market: Doubles gold. This is a no-brainer. Not so important if the city isn't making much to begin with. Rush them with your gold if they're making more per turn than the per-turn cost to build the market (i.e. if the city makes 11 gold/turn and the market is taking 5 turns to build and costs 40 to rush, then rush it). Math. - Temple: Generates culture, which helps generate Great People, which helps. Build this in all of your cities eventually. - Courthouse: Expands the area that your city can work. Build this when your city reaches 7 or 8 population. - Factory: Doubles production. These are really useful, but really expensive. Build these when a city's production gets to 12 or so. - Aqueduct: Makes cities grow faster. Every city wants one of these sooner or later. - Harbor: Makes sea tiles produce 1 food. Really nice to have on coastal cities, but pretty costly. Don't bother if you only have one or two sea tiles in range. - Bank: Doubles gold again. As with the Market, rush production if it's profitable. This might be more important if the city is making a lot of gold. - Cathedral: Build this in all of your large cities (population > 10). - Workshop: Increases production from hills. More important if you have several hills nearby, but you usually don't, and you never really want to, since a city surrounded by hills is vulnerable to enemy attack. - Walls: More important in cities near enemy civs, but probably unnecessary even then. - Everything else: Don't bother building Libraries or SDI Defense. You'll also want to build most or all of the wonders, though you can pretty much choose your build order with those. The most important wonder is the Internet, which doubles the gold you produce in all cities, but you don't need to build that first. If you're playing as the Romans, all wonders will cost half what they normally would, making many of them cheaper than a lot of the buildings listed above. At some point in the early game, you should also build a Cruiser to explore the ocean and discover Atlantis. Put a Modern Infantry on the Cruiser so you can get land-based artifacts. DEFENDING YOUR CITIES: Rival civs will come after you sooner or later. There's no way around it, especially on Deity. A veteran Modern Infantry army will fend off 90% of everything the computer throws at you. If you find a certain city under attack more often than others, building Walls and sticking a second veteran Modern Infantry army in the city will keep the AI from taking the city except with extremely bad luck. Build roads to allow easy transportation between cities in case you need backup. It's also worth noting that the endless flow of Barbarians is great for getting upgrades on your Modern Infantry, though you'll want them out of the way before long. CULTURAL VICTORY: This is the easiest victory condition in this scenario, especially if you're playing as the Romans as recommended. Following the above instructions, you don't need to capture any enemy cities. You don't even need many of your own, though you're likely to win a few from the enemy due to culture flipping. Build all of the wonders and get Cathedrals in every city. Don't be afraid to use your gold to rush anything that's taking too long. When you get your 20th achievement, switch your government to Communism and build the United Nations in the city that has the highest production. If your cities are properly defended, you can't lose. ECONOMIC VICTORY: Not much harder than cultural victory, you'll follow pretty much the same steps to reach an economic victory. Prioritize Banks over Cathedrals and make sure to build the Internet wonder -- the earlier, the better. Once your cities are set up, you should be earning 1000 gold per turn at a bare minimum and probably several times that. Have the city with the highest production on standby: don't produce anything in that city for several turns before you reach 20,000 gold. It will be able to use the banked production to make building the World Bank quicker. Failing at that, switching to Communism helps your production, too. DOMINATION VICTORY: (The fun way!) The easy path to domination takes a little longer than the other methods: if you put off building your attack force until your city infrastructure is in place, you'll be able to produce armies every turn. When you do decide to attack, build a Battleship fleet, an Artillery army, and a Modern Infantry army, then use the Battleship as naval support for the Artillery. This is enough to win any coastal city -- and all capitals will be coastal. For the landlocked cities, you can either send multiple Artillery armies in one turn or just wait until you get an Artillery army with Infiltration. The Modern Infantry is there to protect the Artillery. As long as the Artillery stays on the same tile as the Infantry, it's safe. Note that you can usually substitute Tanks for Artillery, but they cost just as much and have lower attack. Avoid expanding faster than you're able to defend the cities you claim. The key to victory in this scenario is being able to defend your cities. Remember, the single Modern Infantry unit you get for building a city is not enough to fend off a dedicated attack. Create two more Modern Infantry and combine them into an army by pressing X (on the DS). If you defend your cities, this is a very easy scenario on any difficulty level. ==================================== ==== APPENDIX 1: MAXIMUM ATTACK ==== [A1] ==================================== The highest attack achievable is an English Ninja Artillery attacking a city from a hill, supported by a Battleship fleet. For full effect, toss in the Himeji Samurai Castle wonder and switch to Fundamentalism. Veteran: +50% Great General: +50% Hills: +50% Infiltration: +100% Naval Support: +54 (for English Battleship fleet) Fundamentalism: +1 base attack/+3 army base attack Himeji wonder: +1 base attack/+3 army base attack Total: +6 base +250% (+54) Gives 54 x 3.5 = 189 (+54) for an Artillery army. If the unit is not attacking a city, the total is a little lower: Veteran: +50% Great General: +50% Hills: +50% Guerilla: +50% Fundamentalism: +1 base attack/+3 army base attack Himeji Wonder: +1 base attack/+3 army base attack Naval Support: +54 (for English Battleship fleet) Total: +6 base +200% (+54) Gives 54 x 3 = 162 (+54) for an Artillery army. ==================================== === APPENDIX 2: MAXIMUM DEFENSE === [A2] ==================================== The highest defense achievable is a fully-upgraded English Modern Infantry army defending a capital on a hill or forest, supported by a Battleship fleet. Veteran: +50% Loyalty: +50% Great General: +50% Palace: +50% Engineer: +100% Leadership: +100% Fortified: +100% Walls: +100% Terrain: +50% Naval Support: +54 (for English Battleship fleet) Total: +650% (+54) Gives 24 x 7.5 = 180 (+54) for a Modern Infantry army. If the unit is in enemy territory, the maximum defense is much lower: Veteran: +50% Great General: +50% Leadership: +100% Fortified: +100% Terrain: +50% Naval Support: 54 Total: +350% (+54) Gives 24 x 4.5 = 108 (+54) for a Modern Infantry army, with only one upgrade. More likely, they're not going to get the chance to fortify, meaning 96 defense for Fortifying or 84 defense if they don't do anything. ==================================== ============ CONCLUSION ============ [CO] ==================================== Questions? Suggestions? You can reach me at firstname.lastname@example.org -- please put "Civ Rev" or something in your subject. If I include your suggestion, I will give you credit. This is my first attempt at any FAQ of any kind. In creating this FAQ, I would like to acknowledge several sources of inspiration; primarily, the 2K Forums Civilization Revolution Strategy Forum: http://forums.2kgames.com/forums/forumdisplay.php?f=53 I don't post there, but I highly recommend the articles you can find there, which go into more depth for each civilization than what you'll find here. Additionally, I should thank my wife (who is addicted to this game) for prompting me to look into strategy in the first place. We finally have our own copies. Credit where credit is due: Xyzyx: For pointing out that combat overrun gives you full experience Sven: For pointing out that SS Propulsion is the only useful SS part to double up on MasterPoker: For his help on the forums in compiling the attack/defense appendices Finally, Sid Meier. You just keep on doing what you're doing. This guide is (c)2008 Adam Perry. This FAQ is authorized for use on GameFAQs and its affiliates as well as Cheat Code Central.