Civilization V Beginner’s Guide. Civilization 5 штрафы

Sid Meier's Civilization V review

Defying the urge to phone-in an unambitious sequel and coast on past successes, Sid Meier's Civilization V is anything but a lazy rehash. It feels almost as if someone described the concept of the renowned 19-year-old turn-based strategy series to a talented designer who'd never played it, and let him come up with his own version. It's similar enough to be familiar to veterans, different enough to be fresh, and its polish and accessibility make it a great place for new players to pick up one hell of a Civ addiction.

At a foundational level, it's very familiar. You begin with a single settler in 4000 BC, and over the next 6,050 years you lead your fledgling nation turn-by-turn as you found a city, research technologies, raise an army, build history's greatest man-made wonders, expand to a sprawling empire and finally make your play for world domination - all in competition with other nations.

Graphics may be superficial in a game like this, but it has to be said that Civ V is indisputably the best looking turn-based strategy game ever made. The painterly art style of the randomly-generated virgin landscape you see when starting a new game feels like Monet meets Google Maps, with bright colors and stunning attention to detail. Zooming in on a tile with a fur resource shows a pair of foxes frolicking together. Cattle, sheep, horses and elephants graze their respective tiles indicating sources of food, mounts and ivory, and in the hypnotically glistening ocean you can see whales breaching and schools of fish swimming beneath the surface. It's the most beautiful, lively virtual game board you've ever seen.

Things are equally impressive when humans arrive and start paving over the natural beauty. There are several distinct styles to cities from different cultures (Asian, European, African, etc.) and not only do the bonus-giving Great Wonders, like the Pyramids or the Statue of Liberty, appear on the map, you can actually see them under construction . After staring almost unblinkingly at these images for dozens of hours, I really appreciated the craftsmanship here.

Under the striking visual layer are innumerable changes to the usual Civ gameplay. Some seem like a bigger deal than they actually are—going in, I'd expected the most dramatic one would be the shift from the traditional map of a grid of squares to Civ V 's honeycomb of hexagons. In practice, this turned out to be one of the least transformative changes—after just a few minutes of ordering around my units I barely noticed the difference, and I never once found myself pining for the old squares. Likewise, though I wasn't certain about it for the first dozen hours or so, the new super-friendly interface has grown on me quite a bit, despite its almost over-eagerness to move things along.

This is war

In reality, the most revolutionary renovation is warfare. When nations collide, this is far and away the most tactically deep Civ ever. In board game terms, Civ I through IV are like Risk, where you can stack all your armies on one space and march around the world conquering everything in your path. Civ V scraps that system in favor of something more like global-scale chess, where each space can only be occupied by one combat unit at a time, and some, like archers and artillery, can attack over a distance.

This changes absolutely everything about the way war is fought, and almost entirely for the better. Unit positioning matters almost as much as having the most technologically advanced military—and it's far more than just placing your spearman on a defensible hill or forest tile. You've also got to take into account if you're attacking across a river, flanking bonuses (putting two of your units adjacent to an enemy unit), any bombardment units or aircraft in range and the huge impact of the presence of a Great General. Plus, cities are now formidable combat units themselves with built-in defenses, and never give up without a fight.

It took a bit of practice to learn how to plan my troop movements to avoid slapstick-comedy traffic jams and bottlenecks, but once I got the hang of it I found it to be extremely nuanced. I had to pause and consider how to approach an enemy city, since charging in unprepared risks annihilation by an inferior but better-prepared opponent.

Combat is so engrossing that my first few games were all about conquest, even though I initially set out to win by being the first nation to research, build and launch a spaceship to another solar system. I couldn't resist going on rampages, wiping out other nations in 'self defense'. Oh, so I took St. Petersburg and now you want to negotiate peace, huh? Well too freaking bad! You shoulda thought of that before you decided to take a shot at me, Catherine the Great.

This is a huge step forward for Civ warfare, but it isn't perfect. Having to move each unit individually rather than in stacked groups makes moving a large force around pretty tedious. A bigger problem is the AI, which can't grasp the subtleties—it has a bad habit of wheeling its long-range artillery directly up to my melee units. On higher difficulty levels the AI simply gets a resource boost to overwhelm you with numbers, rather than any more tactical smarts.

When AI attacks

That's not to say it's easy to tackle—at this point any difficulty level higher than the “normal” Prince level beats me up and takes my national lunch money —but some victories felt undeserved.

Playing against human players solves that problem, and Civ V 's slew of flexible options let you scale a standard game's marathon length down to a more manageable couple of hours. Sadly, the battles don't work quite as well in the confusing, simultaneous turn-based multiplayer, where all players are all moving their pieces in no particular sequence at the same time. It's messy and unpredictable, especially coming from the orderly turn-taking of single-player. It's still fun, just … uncivilized.

In some ways, though, the AI impressed me. Leaders are perceptive enough to pop up and inform me that they're not going to stand for my massing armies on their borders. That said, diplomacy could stand to be a little more transparent—sudden declarations of war caught me totally off guard, like when, after a long period of peace and mutually beneficial trade relations with Gandhi's India, the little bald jerk allied with Japan to invade my Roman Empire without provocation. Think about that for a second: I was attacked by Gandhi. It's hard not to take that personally.

While combat has become more complex and more demanding of your attention, other areas have been mercifully simplified to prevent mental overload. You couldn't ask for better city automation tools—if you want, you never have to do anything besides pick what you want your cities to build. In a big divergence from past Civ s, the populations of cities don't have individual moods, but all contribute to a national happiness level that can boost you into a super-productive golden age or drag you down into stagnation. It's a simple concept to grasp, and it requires far less micromanagement because you're able to build a lot of happiness-producing structures in successful cities that balance out discontent elsewhere.

Policy upgrades

Likewise, the new government system does its best to avoid over-complicating itself. It's essentially a set of 10 RPG-style skill trees that allow you to shape your government over time, rather than make an abrupt shift from a republic to communism.

When you've built up some culture points, you unlock policy categories one at a time, then spend points within those categories to unlock specialized bonuses that boost your economy, army, research or other trait. It didn't require me to cripple myself to experiment—some choices are better than others for certain situations, but they're all useful, and timely policy unlocks saved my bacon more than once. When I nearly drove my empire into financial ruin with military unit upkeep costs, I unlocked the base level of the Autocracy tree. Instantly my unit maintenance cost was reduced by a third, balancing the budget and netting me a nice surplus. However, in doing so, I closed off the Liberty and Freedom trees and their bonuses to population growth and culture generation. Still, sacrifices must be made in war.

One other area has seen a rise in complexity: I'm a big fan of the way that Civ V treats strategic resources like horses, coal and uranium. If I only have one horse available, I can only build one mounted unit. It makes such resources feel much more valuable and worth trading and fighting for. Technology is also precious: unlike previous Civ s , in this one you can't swap technologies with your allies for quick advancement. I had to look at resource management in a whole new way: if I didn't research it, I didn't get it. It makes catching up from a tech deficit significantly more difficult, too, so I felt particularly motivated to prioritise meeting the efforts of my nation's needs.

Along with bands of roving hostile barbarians, Civ V 's maps come pre-populated with city-states, single-city civilizations which are basically Civ 's equivalent of quest-giving NPCs. Keep them happy and safe, and they'll reward you with alliances, trade goods, culture points and even free military units.

They may not have the personality or megalomaniacal ambition of full-fledged nations, but they're an entertaining addition—especially when they put hits out on their neighboring city-states. It's a little disappointing that pretty much the only way to reliably keep them on side for long is to pay for their friendship, but when you tire of their insolence you can just conquer them like any other city.

Conquer and rule

What to do with a city when you conquer it? Civ V gave me an interesting new option alongside annexing your prize directly and burning it to the ground: installing a puppet ruler who would run the city as an independent subsidiary of your empire, kicking up all the profits generated but not allowing you to dictate what it builds. As a mostly conquest-oriented player more interested in warfare than hands-on governing, I found this option invaluable, since it averted the nation-wide buzzkill that accompanies an occupied populace and staves off the end-game doldrums of past Civ s, in which turns took forever because you had to do everything yourself.

I'm going to be playing Civ V for a very, very long time. The freedom to pursue multiple victories—domination, scientific, cultural, diplomatic or simply running out the calendar with the highest score—combined with the wide range of interesting faction bonuses and unique units makes it almost endlessly replayable. (You may have heard that Civ V will have launch-day DLC for sale, peddling an extra Babylonian faction, but take my word for it: the 18 off-the-shelf factions are plenty.)

As for where this game fits into the series, Civilization V isn't necessarily a definitively 'better' empire-building game on Civilization IV – as that would be almost impossible. This is more of an equal that exists in parallel, offering a fresh and invigorating style of play with more emphasis on combat.

Civ V isn't simply a rehash of what came before with better graphics (though it has those, too): it's a whole new world with a whole new set of rich, intricate rules to master. It's also impossible for a strategy fan to resist picking up … or to quit.

Civilization 5 BNW & G&K Early-Game Strategies

Gameplay Concepts, Build Orders, Policies, Research, and Starting a Game Strong

Scouting is an important part of the Early-Game.Build one or two Scouts to reveal the best places to settle.

This Guide will go over some of the basic principles of Civ 5's early-game, primarly the first 100 turns. This assumes you have Gods and Kings along with Brave New World, but may be helpful to players with none or only one of them, for some concepts carry over. It will be particularly helpful to players who are new to Civilization 5 in general, but also to those who would like to make best use of all the game's features to move up in difficulty. Playing on anything below Prince will eventually bore you - below that level you are given hefty advantages while the AI suffers in stupidity. One of the secondary goals of this Guide is to give players a place to share their tips with others, as many people will read this Guide. Share your gameplay tips with these players using the comments form at the bottom of the page.

Your experience in each game of Civ will vary greatly based on difficulty and the random generation of the World and placement of Civs, City States, Natural Wonders, and Resources. At the time of writing this article, I play on Emperor difficulty because that difficulty exceeds that of a large portion of my audience, meaning I have plenty to teach. Emperor is the sweet-spot for many players as Immortal and Deity are very balanced in the AI's favor, while Emperor presents a decent challenge that is not too easy (for most people) without feeling unbeatable. I will suggest some ideas that apply to all difficulties. If you are playing on a lower difficulty, executing these basic gameplay strategies will start your Civ strong and set you up for victory. You can find basic gameplay tips here which will also benefit a new player, along with the dozens of other Guides you'll find here.

First: Having a PlanIn regards to your Civilization Choice, some Civs are better at certain Victory Conditions than others. Having an idea of what type of win you'd like to pursue will help influence your choice of Social Policies, Research, and Build Order. Many players playing Prince will find that Wonders are very easy to build in massive quantity, while not realizing that this is not doable in a higher-difficulty game. It is better to be selective about the Wonders you Build and create those that aid in your goals.

Learn from Mistakes. Knowing he was nearby, I expected this to happen but tried to beat him to it - but also anticipated the need to War given the presence of Songhai, Germany, and Denmark on my Continent.

Still, the best-made plans are often laid to waste. In the screenshot above, Denmark has chosen to Settle in the place I would have picked for my second City. A Liberty start would have been better for acquiring this land, had I better planned ahead, but Harald would have Coveted it and eventually come after me anyway. Starting near another Civ has its benefits and drawbacks - you have a trading partner but also a competitor, and they can sometimes have nowhere else to go but near your own territory. Given the aggressive nature of this Neighbor, it will cause a war - for just as the AI may punish you for settling nearby, you may do the same. Thankfully, any early war will result in only those you've met knowing of anything you do, aside from breaking any promises. So, I promised not to settle near Harald after my expansion was out and kept that promise, but changed my City building and Research to Military-only for a time.

Basic Gameplay StrategyAt the beginning of the game, you should know whether you want to Found a Religion, if you'll be Warlike (even if just in the Ancient-Medieval era and on your Continent), and if you will want to go Tradition and play Tall (with fewer, but big Cities that eventually use all tiles) or Liberty with rapid expansion to go Wide (more Cities with some tile sharing). Some Civs have Unique Buildings or Unique Units that will make you want to Research a certain Technology faster to get access to that Unit/Building. If you are going to play Cultural, you will want to quickly pursue Cultural Techs and build Wonders with Theming Bonuses, while Warmongers will want to unlock new units and keep their economies capable of supporting those units to make the Domination Victory faster. Those can really be a slow endeavor with all the combat, particularly against tough opponents with strong late-game UUs or large empires. Scientific/Diplomatic victory games are generally the easiest to pursue, as they require you only amass large amounts of Gold or Science output. Diplomacy can be completely cut off if enough City-States are taken through War or unique abilities by other Civs, such as Venice being able to City States to add to their Empire.

The number of Cities you'll want to Settle in your first 100 turns is largely dependent on the Map type, Civ you're playing, the Victory you'll go for and there is no clear answer to questions like that. Two or three really well-developed Cities that work all the available tiles around them can be every bit as good as 5-6 or more poorly developed Cities. In general, higher population Cities and smaller empires are easier to manage and protect, so that is easily recommended for someone new to the game. You will want to get those lands settled during these first 100 turns, although later in the game you may discover areas that have been undiscovered and thus unsettled by other Civilizations, ripe for the picking. Don't hesitate to settle there, just keep in mind that all National Wonders require you to put a certain building in every City you create or Annex through conquest and Settling a new City at the wrong time can harm you in the long run if you cannot afford to buy that building.

The Importance of ScoutingScouts are usually the first thing players build - from one on a tiny map to up to three on a large pangaea. For this reason, the first thing coming out of your first City should be a Scout. It takes 5 turns on standard with a good production start. Scouting tells you where the good lands to settle are located, helps you find Ancient Ruins (goodie huts) to help boost your early Civ and meet City-States and other Civilizations. Any Natural Wonders you discover will each give you +1 Happiness, permanently, while some are worth rushing to build a City nearby to work the tiles or at least have them within your borders. That is perhaps the most important reason for these Scouts - to know where to send the first and subsequent Settlers and where other Civs may do the same. To learn about Cities, the tiles they can work, and information on all aspects of the City Screen, see my Guide to Cities.

Your Starting Warrior - Defending Against BarbariansYour starting Warrior will let you scout nearby lands and perhaps find a couple of huts but should return home when your first Worker is out to help defend against Barbarian attacks. It's best not to send them far off, rather make a perimeter and know where you will plan to settle your second City. Others may play differently, but I personally always use this guy to defend my Capital and make sure the Worker can do his job without interruption. With the firepower of the Capital and the Warrior being able to finish off a target, you can prevent a Barbarian attacker from pillaging any tiles. Every Civilian Unit you send out thereafter, unless you have sight of a large chunk of surrounding land, should have an escort. So any Settlers or Workers building Roads to distant Cities will need a Military unit to stack with them and prevent the setback of having to take your unit back from them, or worse, having another Civ get to it before you do.

Denmark took the ideal Expansion location, but this gives me a new Luxury to keep Citizens happy when I take Harald's Cities and will give a lot of +Food to Warsaw later with a Food Trade Route.

Research Order: Pottery (maybe) and Luxury Techs FirstResearching Pottery unlocks the construction of the Shrine, something that is important to produce early if you want to found a Religion or even a simple Pantheon to help your early people. It also unlocks Calendar, which will let your Civ produce Plantations which cover a lot of Luxury Resources. If you start with Salt/Gold/Silver/Gems nearby, you will need Mining to work these Luxuries, but these are still useless to you until you have your first Worker out, so do not bother with that tech first just because they're available. Almost every game of Civ starts with Pottery, leading to Calendar. The most difficult starts, but quite powerful late-game, have many jungle tiles, which will require Bronze Working to chop down. Realize this when choosing your Build Order, for you want to be able to utilize the tech you just researched, and it's useless to have Calendar and a Worker but no Bronze Working to chop the Jungle. Do save the majority of Jungle tiles when you can, because they will generate +1 Science when you have a University in the City working them.

Get the technology for at least one Luxury Tech before you ever consider expanding to your second City. This prevents Unhappiness and allows your Cities to grow. Unimpeded growth will allow you to have a high population, and thus high Scientific output. You'll also have more Citizens working the tiles around your Cities, making them have higher Gold and Production output. You want to leave your Cities on Food focus for the majority of the game to allow you to utilize specialists and have a much higher population than if you did not.

I took the land I wanted by force, which made other Civs on the Continent dislike me.It was worth the fertile land and gave one less aggressive Civ to worry about.

Tradition Build Order: First Worker to SettlerYou will want a Worker as early as possible, but there is a limited time to Found a Pantheon. After your Scout(s), go for a Shrine (if you want to Found a Religion), followed by a Worker. You will need a second Military unit, which will ideally be an Archer, but doesn't have to be. This Archer will escort your first Settler to fertile lands while the other unit stays home to protect your Worker. Going Tradition, you get your first Cultural building - the Monument - free, so you can skip building this and wait out the 25 turns. It is very easy to catch up Culturally, and you may find +20 Culture in an Ancient Ruin. By the time you have made the Scouts, Shrine, a Worker and Military unit, your Capital should be around size 4, which is good enough to make a Settler at a respectable speed. You may need a Granary if you have a production-heavy City and the Capital is lower than 4. You should have acquired a few decent tiles through border expansion, so go into City Management by clicking the City and change to a Production focus, micromanaging the tiles so that your City has maximum Production output because it cannot grow while making a Settler. It should be done within 10 turns. When it's done, you'll immediately want to go back to a food focus to keep your Capital growing. Micromanage your Cities where possible, for you can always make better tile choices than the AI governor.

The order of Social Policy selection should almost always go Adopt Tradition > Free Monument > +2 Food/Growth in Capital > +1 Gold/-1 Unhappiness in Capital > +15% Wonder Production > Defense. In general, the only things I might swap are Gold/Unhappiness for the Wonder Production if I will immediately benefit by building a Wonder. The growth is always better, for it gives you extra Production for the latter half of the Wonder build by giving you another tile to work. +15% of 8 Production isn't much, while +2 food +10% growth is realistically a 30%+ increase in Growth for your Capital. Click here to learn more about Tradition Social Policies.

Liberty Build Order: Rapid ExpansionOne of the benefits of going Liberty is that you can expand not only in terms of Cities and Workers, but also free up your Capital's build Queue for you do not need to make your first Settler on your own. You can instead choose to go Scout > Monument/Shrine (your preference) > and possibly make a Granary or even a Wonder in your Capital while you wait on the Culture generated from the +1 for Adopting Liberty, +2 for the Monument and +1 base to get the free Settler. You build your first Worker, then take the free one after getting the Settler to make subsequent builds faster. This free Worker will also come while you are making Settlers and Military to defend them, so it is invaluable to building up another City.

The last policy you adopt in Liberty is up to you. You may be in a situation where a Golden Age is highly valuable - such as when building a Wonder, or you may have already made a City connection or two which will let you get more reward from the other Policy. More important is your choice of Great Person. Most will pick a Great Scientist or Great Engineer, but you can certainly take a Great Prophet to ensure you get to found a Religion or even take a Great Admiral to allow you to explore the vast Ocean and discover new Continents. Few would ever select the Great Merchant, Artist, or other types of Great People, for they are easier to come by or less desirable. Click here to learn more about Liberty Social Policies.

Honor and Piety Starts?Only a true Warmonger would choose an Honor start. It does help generate Culture if you can kill many Barbarians. Only choose this Policy if you will be making great use of Warfare very early, otherwise even playing as a Warmonger I tend to start with Liberty (most often) or Tradition (less often) then move on to Honor. This gives me the ability to expand fast and focus on building up the Military units I'll need to take out other Civs. I prefer Liberty for this because of the City Connection bonus and free Great Person, which is then aided by Honor's Garrison Bonus. Piety is almost never taken at the beginning for it provides a very weak start for most Civs, but does have its merits as a second Policy Tree to choose if you will focus heavily on Religion and spreading it. It is particularly helpful in a Cultural Victory, but any type of Civ can benefit for it will aid your generation of Faith and help you get more out of Religious buildings.

Improving your Lands: WorkersYou will want at minimum one worker per City at first, as the borders will be growing constantly. You will want to form your first Capital City Connection through a road by the time both Cities are around 6 population, for this will generate invaluable income for your Civ - only a connection to the Capital counts. You can also connect distant Coastal Cities with Harbors a little later. As for tile improvements, keep in mind that if a City has only 5 population but 10 improved tiles, it is only working half the improvements you have built - so it would be best to move along to another City and help it grow or give it better production output with a mine. Having just the right amount of Workers can keep your Cities growing at an optimal pace. Certain Cities may have no hills for mines, so leave Forest tiles there for Lumber Mills to aid in Production later. Otherwise, you may feel free to chop those forests to give a City a one-time Production boost, particularly helpful for rushing Wonders, Settlers, and other high-cost buildings and Units.

Setting a Direction: Choosing Techs & Policies WiselyBy turn 100, you should be very clear on what Victory Condition you are pursuing, and your Research should reflect that. Browse my list of Wonders and learn about the strengths of your Civ. There may be a perfect time for War that you can exploit, and having an advanced Unique Unit heavily utilized can make a period of War very helpful to your gameplay. In the game I played while writing this Guide, I went with Aesthetics after Tradition and pursued a Cultural Victory. Though there was a time when it seemed my Civ was destined to be incredibly militaristic and I did develop a bit of a Warmonger reputation with other Civs on my continent, I shifted Gears and got the key culture techs - Drama and Poetry, Guilds, and Acoustics, to allow me to produce Great Writers, Artists, and Musicians. I chose Religious beliefs that helped with this - Cathedrals for a Great Work of Art slot in each City I built them, Tithe for Gold to help me purchase buildings and support my Military, and the Oral Tradition Pantheon to allow +Culture from Plantations, which helps when Hotels and Airports are available, as those tiles will generate Tourism.

Growing Cities to Higher PopulationKeeping Cities working high-Food Tiles through Citizen Management and utilizing Cities with Granaries and Trade Routes to send Food to key Science Cities will ensure you have a high Population for the Era, useful for faster Research of Tech, higher Production, Specialists, and more Gold output. Controlling more and quality land will ensure that you can later pass your opponents in Population even if you are off to a rocky start, so long as you make use of these things. Place Farms along River and Lake tiles so that Civil Service will give them +1 Food, while ensuring that all Cities have built an Aqueduct as soon as it is possible. Getting Civil Service and Education as early as you can will greatly boost Scientific output, for your Cities will grow faster and be able to use Scientist Specialists, who can create Great Scientists for you. You can then place Academies around the City that will have the highest population and hold your National College, which is constructed when you have Libraries in all Cities.

Sometimes multiple City-States target a Barbarian Encampment. This can be very helpful in the short-term, but you will need Gold to keep those Alliances in the long-run unless you continually perform Quests.

City-StatesRead my Guide to City-States to learn about each type in G&K and Brave New World and how Friendships/Alliances with them will affect your Civ. You can perform Quests to help boost relations with them and make them Allies, who will then share their resources with you. This is very handy for raising Happiness if they have a Luxury you do not, or for your Military should you lack simple Strategic Resources like Iron.

Knowing Where you Stand: DemographicsCivilization 5's Demographics Screen, accessible through the Additional Information menu in the top-right, is an important part of the game. Score is a poor indicator of how you are doing in many games, while the statistics afforded by Demographics gives you a much more clear picture. You will see your standing, the global average, the highest and lowest Civs' values in a number of metrics. Look to Literacy to compare your Research progress to others', population and land control to get an idea how things are going on other Continents you can't yet see, and Military strength in particular. This last metric is crucial - even peaceful neighbors will gutstomp you if you have the weakest military in the world and have something they want, be it Land, Wonders or Resources. You may have just rubbed them the wrong way over the years; some AI are very erratic and dangerous for that reason. Knowing where you stand in these metrics can help you make decisions. Do you need to build more Military Units? Are you ahead in tech to guarantee you can build that Wonder? etc.

Knowing Where they Stand: Global PoliticsAdditionally, the Global Politics screen, accessible through Diplomacy > Diplomacy Overview > Global Politics, has some incredibly valuable information, but only once you've met Civs. This will display a list of who controls what Wonder, who's denounced/allied with whom and any resources they may have available to trade. I have found myself using this screen more and more often in my games to help me seek targets and know whose side to join. When you sign a Declaration of Friendship with a Civ or Denounce a Civ, others who have done the same take notice. Denouncing the same leaders and signing DoFs will grant Diplomacy Bonuses, snowball and lead to 'teams'... and you want to join one, else you are a rebel on your own in a dangerous world. Switzerland in its neutrality would not well survive the game world of Civilization 5.

I have found Global Politics particularly helpful to know if a Civ has adopted a Policy to enable it to build a Wonder that is only constructible when you've unlocked that Policy. You can see that if no one has adopted Exploration later in the game, you will have no trouble building the Louvre, so won't have to rush with a Great Engineer to build it. Early-game, this is not as useful, but can help you understand your opponent and the direction they're going, particularly if they have chosen all Honor policies.

Establishing TradeLand and Sea Trade Routes become relevant very early in the game as a means of generating Gold. You may create these to satisfy City-States' demands and gain an ally there, or trade with another Civ to exchange Gold and Science. Keeping your Trade Routes going throughout the game is important to your income, for there are fewer means of generating Gold in Brave New World.

When you have access to a second copy of a Luxury, you can safely trade it away to another Civilization. Having excess of a Luxury is a waste - you want to find someone who will give you either another Luxury or Gold per Turn for it. The best deals come in the form of lump-sum trades (240 Gold) from Civs you have signed a Declaration of Friendship with. Early game, doing this can let you buy a Settler outright (500 Gold). Regardless of what you get out of the deal, letting your resources sit is a waste. You may want to keep your strategic resources out of other Civs' hands, but know that 5 of them is equal to a Luxury and they are very much worth trading if your military does not rely on them, even if for a time. All trade deals with other Civs last for 30 turns.

Turn 102: Harald tried to expand again, but I caught him and enslaved his Settler - this meant taking only two Cities. He had built the Great Library in his Capital, so I took it for my Cultural Victory

Being Prepared for Mid-Game War for Non-WarmongersIf you're going to Warmonger, your Military should always be as good and large as possible to keep conquering new territory. If you are not a Warmonger, someone may press you enough to force you to build a larger standing army and even attack. The main way to lose when playing on a difficulty you're ill-prepared for is to have an aggressive neighbor overwhelm you with military might all at once near the mid-game. I experienced it in my first games, and sometimes still find an opponent with a larger military comes crashing through my borders and takes a City. Keep an eye on what is going on in the world, using notifications between turns and the demographics screen. Civs frequently become 'runaways' in a game and will gobble up other Civs and settle every bit of land they can - that is a dangerous foe, particularly when you share a continent.

Building military units in a good proportion - 3-4 melee per 6-8 ranged, will help you defend should an opponent attack, and may prevent the attack all together, particularly when your military is parked near the enemy Civ - but not close enough to make them think you are marching on them. You want 1 ranged in each City to give it a second attack if you go to war. If you are peaceful, try to maintain an army at least around the global average. More units as well as higher technology units both increase the military power score. If you far out-tech your opponents, you will not need as many units, and that can save you a lot of Gold per turn, so do upgrade your units and keep them modern. Having a high-production City that has a Barracks and the Heroic Epic (for having a Barracks in all Cities) along with other Military Training buildings to give newly-created units Promotions will help you steadily build a Military over the millennia.

Be aware that some Civs can be deceptive and appear Friendly, only to stab you in the back and invade. Watch for them having less reason to be Friendly and more reason to dislike you - they will hide their intent and any negative Diplomacy modifiers until the last moment. Watching for heavy Military movement can give you a sign of impending attack. If you can fight them off, you may even acquire Cities through trade deals or retaliation. Taking a couple of Cities from a Civ that is growing through war will only give you minor Warmonger penalties and take some of that power away, making them a weaker opponent. You may even trade those Cities to another Civ that is truly Friendly to you for a high price and have some extra help against that aggressive neighbor.

I settled one more City to the Northwest, which would have a strong defense to help protect against Askia and Bismarck. Any Wars would be Defensive from then on.

Early-Game ConquestSometimes you just have to take land or find yourself cornered and in a bad position to win the game as I did in my example game with Poland. Whether Domination Victory is your ultimate goal or not, taking Cities can be a part of many games. Wars are waged over resources, border proximity and necessity, just as in the real world. Taking Cities is a simple matter of comparing a City's Combat Strength and delivering an appropriate amount of force. For example, 5-6 Composite Bowmen with attack power of 11 and 2-3 Spearmen are plenty to take out a City with 21-25 Defense, so long as you hang back and kill any defenders before entering the City's attack range (2 tiles). In general, this amount will work so long as you have about half the City's Strength on your individual units. Warring very early in the game, you can even match a Capital City's Combat Strength.

Timing is EverythingThe most important thing is timing your attacks and when you take control over new Cities. Get your units to encircle the City outside its attack radius, then move in all at once, so that they are not sent to their deaths one by one. Some Cities can be incredibly tough to take due to terrain and that requires some planning. Of great import is timing these conquests - each City will add 3 Unhappiness + 1/2 its Population in extra Unhappiness. Cities will Revolt for a number of turns equal to their population and generate extra Unhappiness during that time. You should always Puppet Cities at first, and leave some that way forever. Do not unpuppet a City if you have all the Libraries you need for your National College, for example, or you will need another Library to build it. That would greatly slow your Scientific progress, while all you really gain from Annexing is control - though a Puppeted City will not grow to its max potential as the AI automatically focuses on Gold as opposed to Food.

Cities that can be great in Production, Science, or are stationed along your borders with an opposing Civ are those that you need control over. Annexing a City gives you control over it, but makes the City 'Occupied'. Courthouses cost about 500 Gold and eliminate the -4 Unhappiness you will receive for an Occupied City. They can be built, but it is best they are bought outright unless you can afford the Happiness hit. Either way, let them rebuild from the damage and grow for a while before you Annex, as that can be done any time but not reversed.

Razing is a matter of preference. You can sell Cities to other Civs, but that is not always ideal, for you are helping them grow in power over the long-run and possibly giving them resources you could instead trade. Razing eliminates the City from the game and is an action preferably taken on Cities in undesirable locations. The City will burn down in a number of turns equal to the size of its population. During that time, you should be selling off buildings. Click, view City and click a Building that is not a Wonder. You can sell one building per turn, which can help you get extra money from the City. Do the most advanced buildings first and gradually move down the list until the City is gone.

In ClosingThis should give newcomers a rundown of all the things they should be aware of early in a game of Civ 5. Some of this applies throughout the game, as I've tried to be very comprehensive in my coverage. In screenshots I was playing as Poland, which is a very versatile Civ that gets +1 Gold for Pastures from the Ducal Stable and a Free Social Policy every time they advance to a new era.

If you have anything to add to this which will help other players, feel free to use the comments form below. Many will read this page, so your tip will go a long way toward helping the Civ community. I do not mind contradictions, for many people have taught me new strategies through these comments and it only helps expand upon the information available here.


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Civilization V: Difficulties | CivFanatics

This page should give you an overview about the bonuses, which the AI or the player receive depending on difficulty level in Civilization 5. Please note that not all values are clear yet.If you can clarify some of the values, or would like to contribute, then please post in this thread.


Player Bonuses

These are the handicaps given to players playing at the specified difficulty level. These typically only grant bonuses for difficulties below prince.


Settler Chieftain Warlord Prince King Emperor Immortal Deity
Advanced Start Points 150% 130% 110% 100% 90% 85% 80% 75%
Base Happiness 15 12 12 9 9 9 9 9
Extra Happiness Per Luxury 1 1 0 0 0 0 0 0
Unhappiness Per City 40% 60% 75% 100% 100% 100% 100% 100%
Unhappiness Per Population 40% 60% 75% 100% 100% 100% 100% 100%
Production Free Units 10 7 7 5 5 5 5 5
Production Free Units Per City 3 3 2 2 2 2 2 2
Route Cost 34% 50% 75% 100% 100% 100% 100% 100%
Unit Cost 50% 67% 85% 100% 100% 100% 100% 100%
Building Cost 50% 67% 85% 100% 100% 100% 100% 100%
Research Cost 90% 95% 100% 100% 100% 100% 100% 100%
Policy Cost 50% 67% 85% 100% 100% 100% 100% 100%
City Production Num Options Considered 10 4 3 2 2 2 2 2
Tech Num Options Considered 10 4 3 2 2 2 2 2
Policy Num Options Considered 10 4 3 2 2 2 2 2
Attitude Change 2 1 0 -1 -1 -1 -1 -1
No Tech Trade Modifier 100% 90% 80% 70% 50% 40% 30% 20%
Tech Trade Known Modifier -100% -50% -25% 0% 0% 0% 0% 0%
Barb Camp Gold 50 40 30 25 25 25 25 25
Barb Spawn Mod 8 5 3 0 0 0 0 0
Barbarian Bonus 75 50 40 33 25 20 10 0
Turn Barbarians Can Enter Player Land 10000 60 20 0 0 0 0 0
Barbarian Land Target Range 2 3 4 5 5 6 7 8
Barbarian Sea Target Range 4 6 8 10 12 15 18 20


AI Bonuses

These are the mods given to all the AI when the player chooses a given difficulty level. The AI plays at chieftain difficulty level and get those bonuses as well; eg, if the player chooses deity, in addition to the 60% unhappiness listed below, the AI has 60% from playing at chieftain difficulty and those get multiplied together, resulting in 36% unhappiness from cities and population for the AI.


Settler Chieftain Warlord Prince King Emperor Immortal Deity
Free Techs Pottery Pottery, Animal Husbandry Pottery, Animal Husbandry, Mining Pottery, Animal Husbandry, Mining, The Wheel
Barbarian Bonus 45% 50% 55% 60% 60% 60% 60% 60%
Starting Settler Multiplier 0 0 0 0 0 0 0 1
Starting Defense Units 0 0 0 0 1 1 2 2
Starting Worker Units 0 0 0 0 0 0 1 2
Starting Explore Units 0 0 0 0 0 1 1 1
Declare War Probability 0% 75% 85% 100% 100% 100% 100% 100%
Work Rate Bonus 0% 0% 0% 0% 20% 50% 75% 100%
Unhappiness 100% 100% 100% 100% 90% 85% 75% 60%
Growth Rate 160% 130% 110% 100% 90% 85% 75% 60%
Train Rate 175% 130% 110% 100% 85% 80% 65% 50%
World Train Rate 160% 130% 110% 100% 100% 100% 100% 100%
Construction Rate 160% 130% 110% 100% 85% 80% 65% 50%
World Construction Rate 160% 130% 110% 100% 100% 100% 100% 100%
Create Rate 160% 130% 110% 100% 85% 80% 65% 50%
World Create Rate 160% 130% 110% 100% 100% 100% 100% 100%
Building Cost 100% 100% 100% 100% 85% 80% 65% 50%
Unit Cost 100% 100% 100% 85% 80% 75% 65% 50%
Unit Supply 0% 0% 10% 20% 30% 30% 40% 50%
Per Era Modifier 0 0 0 0 -2 -3 -4 -5
Advanced Start Points 100% 100% 100% 100% 120% 135% 150% 170%

Civilization V: Tips and Tricks

This article is long overdue and probably the most requested content we have here at ManaPool. In this Civilization V Strategy Guide I will focus on general tips, tricks and tactics which will help you improve your game massively and potentially gain an edge over your friends. Or if you play solo – how to consistently beat the AI, at any difficulty level.

I’d like to think I’m at least somewhat qualified to write a guide.

Handy Tips

In this section I will focus on tips and tricks which you might not be aware of but which if used correctly can make a big difference. They’re often little things which just help you improve your game in little ways. Combined these tips will make a big difference in a game where every turn matters, especially early on!

Make extra gold easily

You can sell your luxury resources for up to 240 gold, and your strategy resources for up to 45 gold. How much a Civilization will pay you depends on how much they like you and how much they want the resource.

Alternatively, you can sell them for 1 gold per turn for strategic resources or 6-8 gold per turn for luxury resources, depending on current relations.

You can sell World Congress votes to Civs which have a diplomat in your capital. Why would you do this you say? Well if you know you’re going to vote a certain way, why not approach another Civ and establish some positive relations by having them pay you to vote exactly what you were going to vote anyway? They don’t know that’s how you were going to swing after all.


Renew your declarations of friendship before they expire. You can do this 30 turns before they run out – and it often prevents the AI from backstabbing you. Maintaining positive relations is vital to preventing wars on multiple fronts.

You can bribe warmongering Civs into declaring war on someone else. This often prevents them from turning to you as they’re already otherwise engaged. (Thanks to Mr__Random)

Just because a Civ shows as ‘friendly’, doesn’t mean they are actually friendly. Look thoroughly for the reasons why they are friendly – if the only reason is an Embassy or something else without real value then the AI is probably considering to attack you.

The AI considers you ripe for conquest and is more likely to back-stab you if your military power is weak. Military power is a combination of quantity and quality – the number of troops in the demographics screen is a reflection of the number of troops and their quality level. You can get away with a much smaller army if you have a huge technological advantage.

International trade routes with another Civilization are a great tool to prevention of War, they are far less likely to declare war on you when you actively trade with them. Establishing trade routes with a neighbour early in the game can often make the difference between a friendly, peaceful relation or someone gathering a huge army on your borders. (Thanks to mcgriff1066)

Whomever thought Poland would win the space race?


Spies are powerful tools in the right hand. Worried about a neighbor? Plant a spy in their capital and you’re likely to get an early warning if they consider attacking you. Warnings about someone plotting against you aren’t something to be too concerned with, but if you learn that an army is marching for you I’d seriously relocate some of your forces to that front.

Use spies to steal technology from militaristic civs which aren’t in the top-3 of the game. They’re likely to declare on you sooner or later anyway, so pissing them off isn’t too dangerous unless you’re miles behind.

Once stealing isn’t useful or takes too long, send your spies to neighboring City States for diplomatic bonuses with them. Organizing a coup can often result in them outright shifting to you – and they make for excellent buffer zones around your territory.

Before you declare war, plant a spy in a city you plan to take. A few turns later, you gain full vision on the city, letting you easily use siege weapons, long range naval vessels or bombers to take it down. (Thanks to IAMA_DEGU_AMA)

Culture Bonus

This tip is great for those after a big Culture Boost. Ensure you have your Writer’s Guild up before the World Congress is formed. Once the World Congress has been formed, propose a World’s Fair. Your aim is to win this; if necessary, change all your cities to produce towards the World’s Fair. Once you’ve won it – you’ll have a bonus of 100% culture and you want to pop your Great Writers for a massive culture boost. Make sure you have a few Great Writers so you can pop them during the duration of this bonus or you will not have this benefit. You can easily acquire 4-5 social policies at the same time this way.

Rushing Great Library allows you to get Drama and Poetry as a free tech ages before any other civ can get it, allowing you to rush Parthenon. Parthenon comes with a pre-built great work of art, providing +2 tourism before anyone in the game has a great person. This can help you to start gaining the tourism necessary for a culture victory. (Thanks to BraavosiNinja)

Finding the Sea!

This may sound obvious once you know it, but not many players think of this. It’s a well-known tip among Civ veterans: If you’re trying to find the Sea/Ocean – zoom in on the nearest river and see what direction it flows in. Rivers always flow towards the Ocean.

Ah, the ocean and all its riches. This is a pretty interesting city spot.

Resource Trading

Many players don’t consider trading away the last copy of their luxury resource as you’d lose the +4 bonus to happiness from it. However, if the resource you get in return would trigger a ‘We Love The King’ day, or fulfill a City State Quest, you’d actually end up with a net gain. Look for such opportunities!

When you start next to multiple copies of the same luxury resource, trade the first one away for an AI luxury immediately upon improving it. You’ll get more, and lose no happiness. If you wait until receiving your second “surplus” copy, the AI might have traded all of theirs away already. It’s also a great way to bait resource quests and ‘We Love the King’ for a luxury that is one tile from your capital. (Thanks to goodolarchie)


Science is absolutely paramount in Civ for any victory type. If you fall behind, you will most likely lose. Education is one of the most important technologies in the game. It can often nearly double your science output and should be an absolute priority after you have unlocked the luxuries around your early cities. After this, go straight for Philosophy -> Civil Service -> Education.


You can steal workers from nearby City States without too much punishment, instead of building them yourself. This can provide a huge saving in production efforts early in the game and make a difference between staying ahead of all competition and falling behind.

You want 2 workers early on if you’re really going to push for victory, with a focus on production over growth. It’s likely you cannot sustain the happiness anyway, especially as you’re looking to get your other 3 cities up as soon as possible. You’ll catch up in growth very easily with the other tips in this guide, so don’t worry about that for now.

To add to the above as it’s that important: build mines/production first, farms later. Of course the primary focus is connecting luxury resources, but do those which give production first.

Chop! Forests may seem tempting, but in most cases (Iroquois being an exception) they’re only good for one thing: chop them. Each time you chop a forest you gain a production boost for the city worth 3-4 turns of production. I don’t need to explain how important it is early on to gain those few turns. Don’t be tempted to save them for later, these additional turns are worth far more early on, even if you may gain a smaller amount of production at this stage. This goes hand in hand with other tips, for example getting Education and building Universities. Faster Universities, more science, more chance to dominate.

Micro Management

Early on, Prioritize Production and micro manage your citizens in a way which will build your early scout and other buildings as quickly as possible. If you have to sacrifice on food and growth for 1 turn to allocate some citizens to production and prevent production spill.

Switch to production when you’re building a settler. Cities cannot starve whilst they’re producing a settler, and whilst excess food does contribute towards the building of a settler, pure hammers provide more production. You can build the settler a tiny bit faster without any population loss, as long as you remember to switch back after the settler has been build.


Experience gain from Barbarian units caps at 30 experience points, which means you cannot farm Barbarians to level your units. (Thanks to MetropolitanVanuatu for suggesting that this would be useful for new players.)

Barbarians can only spawn in ‘dark’ areas of the map, e.g. any tile on which no Civ has any vision. You can use this to your advantage by strategically placing units around your territory. In some cases you can completely prevent any barbarians from spawning at all on your island or continent. Purchasing tiles in cities helps with this as well – as you always have vision within your own territory as well as directly next to it.


When at war ensure you make liberal use of the pillage function to cut supply lines and deny your opponent access to luxury and strategic resources, as well as reducing both their production and food income to levels where their city is starved for both. It is key to winning a war at higher difficulty levels. On easier difficulty levels you can even declare war and pillage purely to keep a Civilization from advancing too quickly. Don’t do this at higher difficulties as the AI will not accept peace easily. (Thanks to rawreffincake)


Remember when your significant other said that size doesn’t matter? She was lying. Size is everything. In Brave New World, the game meta has significantly decreased the performance of ICS (infinite city sprawl) and Wide Empires. In the vast majority of cases, unless you’re playing for Domination, you should aim for a Tall Empire. Big Cities are immensely powerful.

To grow a city to an enormous size, you need food. And loads of it. Luckily, there are some fairly simply tricks which give you massive quantities of food for even the worst starting position.

Enormous cities are awesome.

City States

First, don’t underestimate maritime City States. These provide a food bonus which really adds up over time. Become friendly with a few of these and you’ll notice a massive influx in the amount of food and thus city growth.

Internal Trade Routes

Most people overlook this as a waste – trust me it isn’t. If you have settled your first 4 cities and have your granaries, consider establishing internal food trade routes from your 3 other cities to your capital. That’s right, food. Sea trade routes work especially well for this as they provide about twice as much food as land routes do. Get three of these going and your city will suddenly grow a lot faster.


There are a few religious beliefs which provide a big bonus to growth. Namely, the Founder Belief Fertility Rites (+10% Growth) and the Follower Belief Swords into Plowshares (+15% Growth when not at War). These stack with all other bonuses. They’re not vital and come at the cost of not having other useful Beliefs – but if you’re min/maxing city growth, they’re the ones to pick.

Social Policies

The Tradition policy tree is vital if you’re aiming at pure City Growth and should always be picked if you’re going for a Tall Empire. Landed Elite gives +10% Growth and +2 Food in your Capital, whilst finishing the Tradition tree provides an additional +15% Growth and free Aqueducts for your first four cities. Aqueducts happen to be vital to City Growth at around size 10+, so this is a powerful combination.


Normally, going for these Wonders can really hurt you long-term. Veterans will tell you that most wonders are a distraction from your victory conditions and a giant waste of time. However, for those min/maxing City Growth there are two wonders worth mentioning:

Temple of Artemis (DLC): +10% Growth in all Cities.Hanging Gardens: +6 Food. (+10 if you don’t have the expansions.)

The former is very powerful if your goal is to grow huge cities by end-game, the latter should only be build if your capital is in a truly terrible location food wise, such as a huge desert.

To add to the wonders: don’t focus on these, especially at higher difficulty levels. You’re better off with a few units or buildings than one wonder. All wonders do is make you a nice shiny target and piss off the other Civs. National Wonders are an exception, they’re very important and should often be your focus.

No, seriously. Big cities are awesome. (Same game as last screenshot, Immortal Difficulty)

Keep them Happy!

Never ever let your people grow unhappy. This almost always results in an enormous setback and is almost never worth it. Learn to grow and expand without ever going into unhappiness and you’ve acquired one of the most fundamental skills to winning on higher difficulty levels.

Plan ahead with your research. Outside a strong emphasis on reaching Education as quickly as possible, ensure you plan ahead for the techs which provide a bonus to happiness.


Where to settle your cities? And when? This is always the difficult question.

The when part is easy – as soon as you can, without compromising other aspects of your game. The sooner that second city is up, the sooner it can contribute to your empire.

The where part is very situational, but generally speaking don’t follow the advice the game gives you on city spots. You want to settle near or on luxury resources so that the city doesn’t negatively impact your happiness straight away.

In addition, it’s often worth settling on a hill. This both provides a defensive bonus as well as ensure your city starts with a higher base production. This in turn ensures your city is capable of getting through the hardest part of building it up early on.

If you can settle along the coast, this is a huge plus as it means access to sea trade routes, lighthouse, harbors, etc. Rivers are also very important. If you really want to hit the jackpot – settling next to a mountain provides a whopping 50% additional research later once you hit Observatories. Finding the right combination of these factors is key.

You also don’t want to forget ‘special’ tiles. Ensure there’s a good mixture of production and food available for your city, as well as luxury and strategic resources. If you’re only going for 4 cities, make sure to find sweet spots – remember that cities expand their workable tiles to 3 hexes in all directions. Therefore, your cities should ideally have 5-6 hexes between them if you wish to really min-max this.

That’s it!

Well, that’s it for now. If you have a tip you want to share or think should be added to this guide, leave a reply and we’ll get right on it! Equally if you just want to say thanks – I always love to hear from people. Let us know the story of your next Civilization – will it stand the test of time?

If you haven’t checked it out yet, be sure to also read our Civilization V: Civilizations & Leaders Guide.

Civilization V Beginner's Guide

You can play Sid Meier’s Civilization V in two different turn formats, the classic turn-based format, which you will experience during single-player games and the Simultaneous turn-based game which you will experience in multiplayer mode.

Turn-Based GamesA solo game of Civilization V is turn-based like it has always been, if you are new to Civilization series. It goes like you take a turn, move your units, set your diplomacy and then your opponent takes their turn and it goes on like that until somebody wins.

Simultaneous Turns GamesA multiplayer game is a “simultaneous turns game.” You and your opponents take their turns simultaneously. Everyone moves units, conducts diplomacy, maintains their cities all at the same time. When everyone has done everything they want to do, the turn ends and another begins.

Civilizations and LeadersEach civilization in the game is unique. Every leader has a special “trait”, unique units, and unique buildings. These add up to unique advantages for Civilization which they can capitalize on, so choose your Civilization that suits your playing style.

Mastering a civilization’s strengths and exploiting your enemies’ weaknesses is what you need to do, its challenging, and also most rewarding.

All of the civilizations’ traits and unique units and buildings are displayed during game setup when you choose your civilization. You can also check them out in the Civilizations section of the Civilopedia in game.

Leader TraitsEach leader has a unique trait, which gives it some special advantage during a game. For example, Ramesses II of Egypt has the “Monument Builders” trait, which speeds Egypt’s construction of Wonders. Keep your leader’s traits in mind while playing the game, it can work to your advantage.

Unique UnitsEach civilization possesses one or more “unique units,” each of which is a powerful replacement for a standard unit. Greece, for example, has the Companion Cavalry unit, which it gets instead of the Horseman unit. Greece also receives the mighty “Hoplite” in place of a Spearman. Which makes Greece a dangerous opponent in the early phase of the game.

On the other hand, Germany gets a Panzer instead of the standard Tank that other civilizations will receive. So if Germany survives Greece’s early advantage, it will then go on to become the most fierce opponent for the later part of the game.

Unique BuildingsSome civilizations also get Unique Buildings. These are like unique units in that they replace the standard buildings that other civilizations get. For example, Persia gets the Satrap’s Court in place of a Bank, giving a significant edge in happiness and in generating wealth. Siam gets a Wat instead of a University, which provides it with extra culture in addition to a big science boost.

AdvisorsYou have a group of Advisors who will assist you with every aspect of the game. They’ll point out things that they believe are important, or that you might have forgotten about. You can turn them off if you like, but you may want to try playing with them for a while first.

You have four different Advisors. Each provides advice on a specific area of expertise:

Economic AdvisorThe Economic Advisor provides advice on building and improving your cities and territory.

Military AdvisorThe Military Advisor provides advice on combat and all things related to war.

Foreign AdvisorThe Foreign Advisor advises you on exploration and your relations with city-states, and other civilizations.

Science AdvisorThe Science Advisor gives you advice on science and technology, as well as information on game rules.

How to Contact An AdvisorDuring play, your Advisors will appear in “popups” when they have something they think you should know. You can also press the “Advisors” button in the upper right hand corner of the screen to reach the “Advisor Counsel” screen.

How to Turn Off the AdvisorsYou can determine how much assistance you get from the Advisors on the “Options” screen. You can set the advice level to Full, Minimal, or No Advice. If turned off, they won’t ever appear in popups, but you can still go to the “Advisor Counsel” screen to see what they’re thinking.

The Interface

The Main ScreenThe Main Screen is where you’ll spend most of your time. Here you move your units,engage in combat, build cities etc.

The Main MapThis is where the action takes place. The Main Map displays the “known world” – the places you’ve explored, your cities, the terrain, resources and improvements around them, your units, and all neutral and foreign lands that are “visible” to you.

Navigating the Main MapThere are a number of ways that you can change your point of view on the

Main Map

Zoom In and Zoom OutUse your mouse wheel or press [PageUp] or [PageDown] to zoom in and out.

Re-CenterClick on a space on the Main Map to center your view on that space.

Auto-Center Upon Unit ActivationWhen a unit becomes “active” during your turn the Main Map automatically centers upon that unit.

Manually Center Upon Active UnitClick upon the active unit’s icon to center upon that unit.

Mini MapClick on a space on the Mini Map to center the Main Map on that space.

Click and DragClick and drag anywhere on the map to manually scroll the map view around.

The Mini MapThe Mini Map is a much smaller representation of the world.

The Strategic ViewClick on the “Strategic View” button to enter Strategic View mode. In this mode, the map and units are represented in a more simplified and less representational manner.

Fog of WarThe world is a big place, and you don’t always know what’s going on everywhere.In Civilization V, until you explore the world, it’s hidden in the “fog of war.” The fog of war is represented by the white clouds that cover much of the world at the start of the game. As you move units around, the fog of war will go away, revealing more of the world.

Once you have uncovered the fog of war, it doesn’t come back. However, if a unit moves and you can no longer see a tile, you won’t know if anything is going on there.

The Three States of Knowledge

VisibleIf a tile is currently visible to a unit or your territory, you can see its terrain, any improvements on it, if it’s within any borders, whether it’s part of a city, any unit which may occupy it, and so forth.

RevealedIf you have uncovered the fog of war from a tile but cannot see it at the present moment, the tile is slightly darkened.You can still see the terrain in the tile, but you will not see any units in the tile. Basically, your information about that tile may be well out of date.

Fog of WarTiles under the clouds of the fog of war are totally unknown to you. You don’t know what kind of terrain they are, who occupies them, or anything else. Explore!

What You Can SeeYou can always see everything within your borders, as well as one tile away from your borders. Most units can see everything within 2 tiles (except for tiles behind mountains and blocking tiles; see below).Units on hills can see over blocked tiles. Certain promotions will extend a unit’s sight by 1 tile, and a number of mid- to late-game naval units have extended sight as well.

Civilization V TerrainMountains and Natural Wonders are impenetrable: they totally bar visibility of what’s beyond for everything (except for flying units).Forests, mountains and hills are all “blocking” terrain. Units can see into such tiles, but they cannot see past them – unless they occupy a hill. Units on hills can see over blocking terrain into the tiles beyond.

Indirect FireSome ranged units are capable of “indirect fire,” which means that they can shoot at targets they can’t see, as long as another friendly unit can see them. For example, an Artillery unit can shoot over a hill at a target it can’t see if a friendly unit is atop that hill.

Game Info ScreensCivilization V contains the following information screens. They tell you lots of useful stuff about how well you’re doing. The screens are accessible from buttons on the Main Map, and via “shortcut keys.”

TerrainIn Civilization V, the world is made up of hexagonally-shaped “tiles” (also occasionally referred to as hexes and spaces). These tiles come in a variety of “terrain-types” – desert, plains, grassland, hills and so forth – and many also include “features” like forests and jungle.

You can read the full Civilization V Terrain Guide through the link.

These elements help to determine the tile’s usefulness to a nearby city as well as how easy or difficult it is to move through the tile. A tile’s terrain and features may have important effects upon any combat occurring there.

ResourcesResources are sources of food, productivity, or culture, or they provide other special bonuses to a civilization. They appear in certain hexes. Some are visible at the start of the game; others require the acquisition of specific technologies before you can see them.

You can read the full Civilization V Resources Guide through the link.

Terrain Values

City Yield: This is how much food, gold or productivity a nearby city can get from an unimproved tile of that type.

Movement Cost: The cost, in movement points (MPs) to enter the tile type.

Combat Modifier: The change in attack or defense strength of a unit occupying that tile type.

Read and understood ? now go on and Read Civilization V Beginner’s Guide Part II.

You can check our Civilization V Guide Series for complete Civilization V strategy guides.

Source:CiV5 Manual

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