According to Steam the following updates have been made to Civilization 5. The patch will automatically be installed when you get online with steam and start to play Civ5.
Click Read More to see the entire list of updates.
Official Update text:
UI
Click Read More to see the entire list of updates.
Official Update text:
UI
- Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
- Aircraft banner corrections - now when you rebase an aircraft, the number will move with it.
- Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
- Selecting a great general will no longer cause yield icons to appear.
- Added option to disable auto-unit cycling.
- Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the 'open' side, and not be able to scroll the map in that direction.
- Misc additional fixes to mouse controls, and other interface issues.
- Rounded out financial information in the Economic Overview screen.
- Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
- Auto-populate save menu with save file name
- Allow selection of other cities by hex from within the city screen
- Added detailed trade route info to Economic Overview screen
- Added new tab to the Economic Overview Screen: 'Resources & Happiness.'
- Added option to activate the mp score list in single player (for 'always up' score similar to Civ IV.)
- The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
- If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
- Added Yield & Culture tool-tip info to the production popup.
- Tweak information on the Global Politics tab in the Diplomacy Overview screen.
MODDING
- Category list now displays correctly
- 'Installed' panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.
GAMEPLAY
- Workers - Added option to force workers to ignore manually made improvements (so they don't change what you decide was best for a plot).
- Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
- Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
- Economy - Increased city wealth setting to 25%
- Economy - Multiple fixes to the way trade-routes are tabulated and recognized.
- Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
- Trade - Found and corrected a Trade problem that could cause your Resource inventory to multiply.
- City States - Fixed a bug where you could not gift aircraft to city states.
- Military - Medic promotion now only provides healing bonus for adjacent units.
- Military - Fix for Minuteman movement.
- Military - Correct promotions for 'archer-like' units (horse archers, chariots).
- Military - Embarked units will no longer slow enemy land units
- Military - Improved unit cycling logic. Camera will jump around much less.
- Balance - Engineers +1 hammer
- Balance - Disbanding units now provides only 10% of their production cost in gold.
- Request - Enable 'one more turn' button if you lose, but are still alive.
AI
- Military - Better handling of unit need (navy vs land, etc.).
- Military - AI will tend to build ships to deal with blockaded cities more often
- Military - Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
- Diplomacy - AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
- Diplomacy - Fix for never ending deals (peace, research agreements, etc).
- City - City specialization and city focus improvements.
- City - Cities that are Avoiding Growth will not grow while that option is selected
- Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements
- Workers - Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
- City - Make sure Puppets don't construct buildings that require Resources.
- City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
- Military - Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.
MULTIPLAYER
- Exploit - Fix for gifting unit exploit
- Chat - Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
- Deals - Additional deal validation put in place to verify deals before they are committed
MISC
- Research treaties that end because you declare war will no longer grant the free tech
- Save/Load - Fix for corrupted saves being experienced by some players in late-game.
- Map - Huge map crash-during-load fix that were reported on some specific systems.
- Map - Terrain caching fix that could cause problems for certain video cards (the 'glowing red orbs' seen on the map are an indicator of this).
- Map - Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
- Strategic View - Crash fix for units rendering in background.
- Strategic View - Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
- Eyefinity - Better handling of leader scenes when using Eyefinity displays.
- Tutorials - Many tutorial tweaks and adjustments.
- Multiple crash fixes.
- Taller than wide map crash fix.
Civilization V First Major Patch Update Goes Live
The wait is finally over for the fans as Civilization V patch update has gone live which will make many major changes to the game, and alongside patch Mongols and Babylonian DLC also released. Mongols DLC is available for free of cost whereas Babylonian Pack will cost gamers €3.49.
Here is the details of what changes and improvements this first major patch update make to the game:
UI
- Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
- Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
- Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
- Selecting a great general will no longer cause yield icons to appear.
- Added option to disable auto-unit cycling.
- Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.
- Misc additional fixes to mouse controls, and other interface issues.
- Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
- Auto-populate save menu with save file name
- Allow selection of other cities by hex from within the city screen
- Added detailed trade route info to Economic Overview screen
- Added new tab to the Economic Overview Screen: “Resources & Happiness.”
- Added option to activate the mp score list in single player (for “always up” score similar to Civ V.)
- The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
- If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
- Added Yield & Culture tool-tip info to the production popup.
- Tweak information on the Global Politics tab in the Diplomacy Overview screen.
MODDING
- Category list now displays correctly
- “Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.
GAMEPLAY
- Workers – Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).
- Workers – Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
- Economy – Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
- Economy – Increased city wealth setting to 25%
- Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
- Economy – Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
- Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.
- City States – Fixed a bug where you could not gift aircraft to city states.
- Military – Medic promotion now only provides healing bonus for adjacent units.
- Military – Fix for Minuteman movement.
- Military – Correct promotions for “archer-like” units (horse archers, chariots).
- Military – Embarked units will no longer slow enemy land units
- Military – Improved unit cycling logic. Camera will jump around much less.
- Balance – Engineers +1 hammer
- Balance – Disbanding units now provides only 10% of their production cost in gold.
- Request – Enable “one more turn” button if you lose, but are still alive.
AI
- Military – Better handling of unit need (navy vs land, etc.) .
- Military – AI will tend to build ships to deal with blockaded cities more often
- Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
- Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
- Diplomacy – Fix for never ending deals (peace, research agreements, etc).
- City – City specialization and city focus improvements.
- City – Cities that are Avoiding Growth will not grow while that option is selected
- Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements
- Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
- City – Make sure Puppets don’t construct buildings that require Resources.
- City – Add a Puppet city strategy that turns off training buildings and emphasizes gold.
- Military – Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.
MULTIPLAYER
- Exploit – Fix for gifting unit exploit
- Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
- Deals – Additional deal validation put in place to verify deals before they are committed
MISC
- Research treaties that end because you declare war will no longer grant the free tech
- Save/Load – Fix for corrupted saves being experienced by some players in late-game.
- Map – Huge map crash-during-load fix that were reported on some specific systems.
- Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this).
- Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
- Strategic View – Crash fix for units rendering in background.
- Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
- Eyefinity – Better handling of leader scenes when using Eyefinity displays.
- Tutorials – Many tutorial tweaks and adjustments.
- Multiple crash fixes.
- Taller than wide map crash fix.
By Sehran Shaikh on Wed, 10/27/2010 - 08:43
Back to Civilization V
Back to Game concepts
Go to the list of improvements
Back to Game concepts
Go to the list of improvements
BasicsEdit
Resources are special commodities found in limited quantities on the map. When a resource is 'worked' (or accessed), it provides a bonus for your empire; this is accomplished either through constructing a specific improvement with a Worker (on land) or expending a Work Boat (for sea tiles). Bonuses vary from increased yield (production, food, etc.) to a number of units of Iron, Uranium, Gold or some other strategic or luxury resources necessary for producing specific units and buildings, and for providing more happiness to your citizens.
Resources are extremely important in the game, and the main reason for expansion and territorial wars. Plan your early expansion carefully to take control of as many resources as you can!
Civilization V contains three kinds of resources: bonus resources, strategic resources and luxury resources. This article explains their differences and lists the resources of each category.
Of the three types of resources, bonus resources are the most common, providing only tile yield benefits. Strategic and luxury resources' effects, on the other hand, are much more far-reaching, and are sufficiently precious to be traded across empires (besides having tile yield benefits). For this purpose, all of them are counted in units across your empire (regardless of their source location). To gain strategic access to, and add the count of a particular strategic or luxury resource to your trade network, you need not only to have it in your territory, but also to construct a particular improvement on it. You don't need to work its tile to have access to its strategic and trading benefits! You do, however, need to work it to access its tile benefits.
Finally, the utilisation of strategic resources depends highly on technological development. While the use of resources like Spices and Wine is apparent from the dawn of ages, this is not true for the use of Uranium, for example. Because of that, Strategic resources don't even appear on the map before you research the necessary technology to make use of them! These technologies are widely spread across the eras, starting in the Ancient Era with Animal Husbandry (which reveals the use of Horses), and ending in the Atomic Era with Atomic Theory (which reveals the use of Uranium). Likewise, early strategic resources such as Iron or Horses may become less useful towards the end of the game. These changes and the discovery of more and more useful resources makes for a dynamic game and may force you to expand, conquer, or negotiate in locations you never thought would be useful before.
Bonus ResourcesEdit
These resources are the most widespread resources on the map. They aren't special in any strategic sense, and are thus not shared across your empire and neither can they be traded. However, they provide substantial additional output for the tile they are on when worked, especially when improved. Since their benefit lies only in their tile output bonus, it only makes sense to use a bonus resource by having a city sufficiently close to it (within three tiles), which can then work its tile. Also, several special buildings can be constructed in the controlling city to further increase bonus resources yields.
Bonus resources | Output bonus |
---|
These are the buildings which increase bonus resources' output:
- Granary - +1 Food per Wheat, Bananas and Deer resource
- Lighthouse - +1 Food per Fish resource (stacks with the general +1 Food to all ocean tiles nearby; additional +1 Production to all Sea Resources in Brave New World)
- Stone Works - +1 Production per Marble and Stone resource
- Stable - +1 Production per Horses, Sheep and Cattle resource
Strategic ResourcesEdit
Strategic resources are those that are of economic and military importance for your empire. Certain military units and buildings require a strategic resource before they can be built. For example, a Horseman requires 1 Horses resource, while a Factory requires 1 Coal resource.
If these objects are removed from a civilization's control - whether by losing a unit in battle, gifting it to a City-State, or by any other means - the strategic resource consumed by the object is released for future use. Strategic resources never actually leave play.
If a civilization loses access to some of the strategic resources they are currently using, and find themselves using more than they're producing or trading, then military units depending upon the resource in question will fight with a large combat penalty until the situation is remedied.
Each improved strategic resource tile provides a certain quantity (varying from one resource to the other, and also from one source to the other) of that resource to the empire that controls it, regardless of whether it is worked by a city or not. Note that they also provide output bonuses, which are useful only if the tile IS worked. Unused strategic resources may be traded to other empires.
Strategic resources | Output bonus |
---|
The Stable building provides +1 additional Production from each Horses resource.
The Forge building provides +1 additional Production from each Iron resource.
The Forge building provides +1 additional Production from each Iron resource.
Luxury ResourcesEdit
Luxury resources are fancy goods that everyone values highly, but your wealthier citizens especially relish (and often clamour for). They are the most diverse of all resources, and are used in all sorts of human activities - cooking, weaving, and in many other crafts. Their practical effect is to provide additional Happiness - on a Standard map, +4 per each type of resource of which your empire has at least one count. Unlike strategic resources, each improved luxury resource tile provides only one count of it. If an empire possesses more than one count of the same luxury resource, the happiness effect is the same as possessing only one, so you should use the extra counts to trade with other empires.
Again, you don't need to work an improved luxury resource tile in order to gain the resource, but you DO need to work it to gain its output bonuses. Unlike other resources, Luxury resources add Gold yield to tiles, which makes them even more important strategically, allowing you to gain Gold directly from terrain (and not having to trade for it). Note that luxury resources may be traded to other empires, if they're produced by YOU. However, in the event that you've gained them via trading or from a City-State, you can't trade them away.
Luxury resources | Output bonus | ||
---|---|---|---|
Marble† | |||
Jewelry* | Porcelain* | ||
Nutmeg** | Cloves** | Pepper** |
† Marble provides +15% Wonder production for Ancient and Classical Wonders
* Unique to Mercantile City-States
** Unique to Indonesia, only obtainable through the Spice Islanders unique ability
* Unique to Mercantile City-States
** Unique to Indonesia, only obtainable through the Spice Islanders unique ability
Some buildings also increase the bonuses of luxury resources:
- Harbor (vanilla and Gods & Kings): +1 Production to all Sea Resources (This bonus is transferred to the Lighthouse in Brave New World.)
- Mint: +2 Gold per Gold and Silver resource
- Monastery: +1 Culture per Incense and Wine resource (additional +1 Faith in Gods & Kings; can only be built via a particular Religious Belief)
- Seaport: +1 Production and Gold to all Sea Resources
- Stone Works - +1 Production per Marble and Stone resource
Introduced in Gods & Kings.
Introduced in Brave New World.
Introduced in Brave New World.
StrategyEdit
Settling a city on top of a luxury or strategic resource tile gives the strategic benefits as soon as you have the appropriate technology for improving it. It also gives additional production, food and gold it usually provides right to your city tile, meaning that you'll always be using these benefits (since the city tile is always worked).
You won't be able to use the potential benefits of Improvements built on the resource, but you WILL be able to build the bonus city buildings related to the resource and their bonus will apply. For example, with a city settled on a Stone resource, the Stone Works building is available (and it is expected that the city tile's Production yield will increase accordingly after it is constructed). However the city will not gain the additional 1 or 2 Production (and possible Faith from Stone Circles pantheon belief) associated with a Quarry.
City-States allied to you give your empire free units of the resources they have. Note that these units are added to your pool for internal use, but are not available for trade with other civilizations!
Interaction with Great tile improvementsEdit
Great People create incredible tile Improvements, with strong yields. Generally it would not be advantageous to forgo their yield and replace these Improvements with standard Resource Improvements, and as a result, these special improvements will connect any revealed and future strategic resources on them to the trading network as a courtesy. Unlike cities, Great tile improvements do not connect luxury resources!
However, Mines and Pasture resource improvements, the two main Improvements placed on strategic resources, get two further bonuses when adding up yield (on top of the resource's bonus yield and the improvement's own yield). The first is based on the resource they improve and the second is based on later technologies. Great tile improvements do not receive these additional bonus yields, unlike resource improvements.
As an example, consider some coal resources on hills in the Modern Era:
- Hills have a base terrain yield of 2 Production and Coal provides 1 Production. This gives a total of 3 without improvements.
- A Mine provides 1 production, the resource-dependent combination of mine and coal provides an additional unit, and it receives another unit from Chemistry technology. Thus the Mine provides 3 Production.
- An Academy provides science, but it will connect the coal to the empire. Moreover, it doesn't get any boosts. Therefore it does not provide any production at all.
- When the coal is improved with a Mine, the total production yield is 6. When an Academy is placed, the total yield is 3 production and some science.
Therefore, intentionally placing an Great Tile Improvement on a strategic resource can be a waste of yields. However, there may be situations where it is advantageous to connect the resource with an Great improvement, such as obtaining Iron or Horses to rush units into production. Furthermore, resource-dependent yields only appear on later strategic resources such as Uranium and Oil that are revealed much later. Generally A) workers are more readily available and a few turns of construction is less consequential and B) Great People have already been spent by this point and the choice to avoid the resource will already have been 'made'.
Hence while a good exercise in understanding the process of calculating and understanding tile yields, the distinction between the types of improvements tends to be more academic in nature, and have less practical applications than it may appear.
Civilization V [edit] |
---|
Gods & Kings • Brave New World |
Lists Buildings • Civs • DLC • Improvements • Promotions • Resources • Scenarios • Social Policies • Technologies • Terrain • Unique Abilities • Units • Wonders |
Eras Ancient • Classical • Medieval • Renaissance • Industrial • Modern • Future† • Atomic‡ • Information‡ |
Concepts City-State • Culture • Espionage‡ • Food • Gold • Great People • Happiness • Production • Religion‡ • Science • Tourism‡ |
Guides etc. Achievements • Mathematics • Modding • Major Patches • Soundtrack • Civilopedia |
† Only in vanilla Civ5 ‡ Only in Gods & Kings and Brave New World |
Back to Civilization V
Go to the list of leaders
Go to the list of leaders
A civilization is a specific historical nation, which represents a player in the game. Each player adopts a single civilization at the setup of each game.
Civilization Unique FeaturesEdit
Besides the name, history and leader, every civilization has a set of unique features which set it apart from the others and give it particular advantages These features are:
- A unique gameplay ability - Each civilization has a unique ability which provides unique bonuses that are geared towards a certain victory condition, or two (or even all). The unique ability is always active throughout the entire game, although its efficiency might not be the same as the game progresses.
- Unique unit(s) - Each civilization has at least one unique unit, and there are also some civilizations with a second unique unit. Each of these units replaces a generic unit of a given era. Unique units are generally most effective during the era they appear, and often possess unique features and/or abilities that the regular ones do not. But in many cases, their unique abilities may transfer to more modern units, when they're upgraded. This means that the civilization will retain its unique units' advantages in subsequent eras, as long as they keep upgrading the same units (and not, for example, build the equivalent newer units). Keep that in mind and use it.
- Unique building or improvement - Many civilizations also have a unique building, and some even have a unique improvement instead. This is possible if the given civilization only has one unique unit. While each unique building replaces a generic one (as in unique units), all unique improvements are in addition to normal ones. Both have additional special features which give the civilization some sort of gameplay advantage. Unique buildings are effective throughout the rest of the game, whereas unique improvements, like the regular ones, will provide nothing if pillaged.
- Starting bias - Many civilizations tend to favor a particular type of terrain for their homeland. This is called 'Starting Bias', and it's connected to the overall style and unique features of the civilization. Whenever there is a starting bias, the initial location of the starting units of a civilization will be close to a certain terrain type. Note that sometimes the starting bias is overridden for other reasons.
List of CivilizationsEdit
There are a total of 43 civilizations available in Civilization V, including DLCs and the expansions. It is also the first incarnation of the series where the leaders speak their native languages.
Civilization | Icon | Bias | Leader | Unique Ability | Unique Unit(s) | Unique Building / Improvement |
---|---|---|---|---|---|---|
American | Manifest Destiny All land military units have +1 Sight. 50% discount when purchasing tiles. | B17 Minuteman | (-) | |||
Arabian | Vanilla and | |||||
Trade Caravans +1 Gold from each Trade Route. Oil resources provide double quantity. | ||||||
Ships of the Desert Caravans gain 50% extended range. Your trade routes spread the home city's religion twice as effectively. Oil resources are doubled. This will open a file browser at this location: Steam Install DirectorysteamappscommonGarrysMod. Gmod installing legacy addons for kodi. Steam Install Directory refers to where you installed Steam. This could be different on any computer. From this directory, navigate down two levels to Steam Install DirectorysteamappscommonGarrysModgarrysmodaddons. However, it is usually under C:Program FilesSteam. | ||||||
Avoid | Treasures of Nineveh When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city. | |||||
Diplomatic Marriage Can spend Gold to annex or puppet a City-State that has been your ally for 5 turns. | ||||||
Aztec | Sacrificial Captives Gains Culture for the empire from each enemy unit killed. | |||||
Babylonian† | Avoid | Ingenuity Receive free Great Scientist when you discover Writing. Earn Great Scientists 50% faster. | ||||
Carnival Tourism output is +100% during their Golden Ages. Earn Great Artists, Musicians, and Writers 50% faster during their Golden Ages. | Brazilwood camp (Improvement) | |||||
Patriarchate of Constantinople Choose one more Belief than normal when you found a Religion. | Cataphract Dromon | (-) | ||||
Phoenician Heritage All coastal Cities get a free Harbor. Units may cross mountains after the first Great General is earned, taking 50 HP damage if they end a turn on a mountain. | African forest elephant Quinquereme | (-) | ||||
Druidic Lore +1 Faith per city with an adjacent unimproved Forest. Bonus increases to +2 Faith in Cities with 3 or more adjacent unimproved Forest tiles. | ||||||
Chinese | Art of War The Great General combat bonus is increased by 15%, and their spawn rate is increased by 50%. | |||||
Danish† | Viking Fury Embarked units have +1 Movement and pay just 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage. | Berserker Norwegian ski infantry | (-) | |||
Dutch East India Company Retains 50% of the Happiness benefits from a Luxury Resource if your last copy of it is traded away. | Polder (Improvement) | |||||
Egyptian | Avoid and | Monument Builders | ||||
English | Sun Never Sets Vanilla: +2 Movement for all naval units. and : +2 Movement for all naval units. Receives 1 extra Spy. | Longbowman Ship of the line | (-) | |||
Spirit of Adwa Combat bonus (+20%) when fighting units from a Civilization with more Cities than Ethiopia. | ||||||
French | Vanilla and | |||||
Ancien Régime +2 Culture per turn from Cities before discovering Steam Power. | Foreign legion Musketeer | (-) | ||||
City of Light Museum and World Wonder theme bonuses are doubled in their Capital. | Chateau (Improvement) | |||||
German | Furor Teutonicus Upon defeating a Barbarian unit inside an encampment, there is a 67% chance you earn 25 Gold and they join your side. Pay 25% less for land unit maintenance. | Vanilla and | ||||
Landsknecht Panzer | (-) | |||||
Greek | Hellenic League | Companion cavalry Hoplite | (-) | |||
Avoid and | Scourge of God Raze Cities at double speed. Borrow City names from other in-game Civs. Start with Animal Husbandry technology. +1 Production per Pasture. | Horse archer Battering ram | (-) | |||
Incan† | Great Andean Road Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere. | Terrace farm (Improvement) | ||||
Indian | Population Growth Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved. | |||||
Spice Islanders The first 3 cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources (and can never be razed). | ||||||
Iroquois | The Great Warpath Vanilla and : Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish Trade Routes upon researching The Wheel. : Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads. | |||||
Japanese | Bushido Vanilla and : Units fight as though they were at full strength even when damaged. : Units fight as though they were at full strength even when damaged. +1 Culture from each Fishing Boat and +2 Culture from atolls. | Samurai Zero | (-) | |||
Korean† | Scholars of the Jade Hall +2 Science for all specialists and Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean capital. | Turtle ship Hwach'a | (-) | |||
The Long Count After researching Theology, receive a bonus Great Person at the end of every Maya Long Count calendar cycle (every 394 years). Each bonus person can only be chosen once. | ||||||
Mongolian† | Mongol Terror Combat Strength +30% when fighting City-State units or attacking a City-State itself. All mounted units have +1 Movement. | Keshik Khan (Great Person) | (-) | |||
Gateway to Africa Receives +3 Gold and +1 Culture for each Trade Route with a different civ or City-State. The Trade Route owners receive +2 Gold for each Trade Route sent to Morocco. | Kasbah (Improvement) | |||||
Ottoman | Barbary Corsairs Vanilla: 50% chance of converting a Barbarian naval unit to your side and earning 25 Gold. Pay only one-third the usual cost for naval unit maintenance. and : All melee naval units have the Prize Ships promotion, allowing them to capture defeated ships. Pay only one-third the usual cost for naval unit maintenance. | Janissary Sipahi | (-) | |||
Persian | Achaemenid Legacy Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and a +10% Combat Strength bonus. | |||||
Solidarity Got talent full episodes. Receive a free Social Policy when you advance to the next era. | ||||||
Polynesian† | Wayfinding Can embark and move over Oceans immediately. +1 Sight when embarked. +10% Combat Strength bonus if within 2 tiles of a Moai. | Moai (Improvement) | ||||
Mare Clausum Resource diversity grants twice as much Gold for Portugal in Trade Routes. | Feitoria (Improvement) | |||||
Roman | The Glory of Rome +25% Production towards any buildings that already exist in the Capital. | Ballista Legion | (-) | |||
Russian | Siberian Riches Strategic Resources provide +1 Production, and Horse, Iron and Uranium Resources provide double quantity | |||||
Great Expanse Founded cities start with additional territory. Units receive a combat bonus when fighting within their own territory. | Pathfinder Comanche riders | (-) | ||||
Siamese | Avoid | Father Governs Children Vanilla: Food and Culture from friendly City-States increased by 50%. and : Food, Culture and Faith from friendly City-States increased by 50%. | ||||
Songhai | Avoid | River Warlord Vanilla: Receive triple Gold from Barbarian encampments and pillaging Cities. Embarked units can defend themselves. and : Receive triple Gold from Barbarian encampments and pillaging Cities. Land units gain the War Canoe and Amphibious promotions, strengthening them while embarked. | ||||
Spanish† | Seven Cities of Gold Gold bonus for discovering a Natural Wonder (bonus enhanced if first to discover it). Culture, Happiness and tile yields from Natural Wonders doubled. | Tercio Conquistador | (-) | |||
Nobel Prize Gain 90 Influence with a Great Person gift to a City-State. When declaring friendship, Sweden and their friend gain a +10% boost to Great Person generation. | Hakkapeliitta Carolean | (-) | ||||
Serenissima Cannot gain settlers nor annex cities. Double the normal number of trade routes available. A Merchant of Venice appears after researching Optics. May purchase in puppeted cities. | Merchant of Venice (Great Person) Great galleass | (-) | ||||
Avoid | Iklwa Melee units cost 50% less maintenance. All units require 25% less experience to earn their next promotion. |
† Available as DLCs:
- Babylon was included as a bonus with a pre-order of the Deluxe Edition through a number of Digital Distribution platforms, including Steam and Direct2Drive. It was later made available as DLC on October 25, 2010.
- Mongolia was made available as a free DLC through a game update released in October 25, 2010.
- Spain and the Inca were made available as DLC on December 16, 2010.
- Polynesia was made available as DLC on March 3, 2011.
- Denmark was made available as DLC on May 3, 2011.
- Korea was made available as DLC on August 11, 2011.
Valid only in the Gods & Kings expansion pack.
- Nine new civilizations were added with the Gods & Kings expansion pack on June 19, 2012: The Netherlands, the Celts, the Maya, Carthage, Byzantium, the Huns, Austria, Ethiopia, and Sweden. In addition, the previously released Spanish civilization was included again.
Valid only in the Brave New World expansion pack.
- Nine new civilizations were added with the Brave New World expansion pack on July 9, 2013: Poland, Assyria, Brazil, the Zulus, Portugal, Indonesia, Morocco, Venice, and the Shoshone. In addition, the French, Arabian, and German civilizations have been updated to better work with new aspects of the expansion pack, and the previously released Ethiopian civilization was included again.
See alsoEdit
- Civilizations: A list of civilizations in all Civilization games.
Civilization V [edit] |
---|
Gods & Kings • Brave New World |
Lists Buildings • Civs • DLC • Improvements • Promotions • Resources • Scenarios • Social Policies • Technologies • Terrain • Unique Abilities • Units • Wonders |
Eras Ancient • Classical • Medieval • Renaissance • Industrial • Modern • Future† • Atomic‡ • Information‡ |
Concepts City-State • Culture • Espionage‡ • Food • Gold • Great People • Happiness • Production • Religion‡ • Science • Tourism‡ |
Guides etc. Achievements • Mathematics • Modding • Major Patches • Soundtrack • Civilopedia |
† Only in vanilla Civ5 ‡ Only in Gods & Kings and Brave New World |
Civilization III introduces two new new resource types, luxury resources and strategic resources, in addition to the bonus resources in Civilization II. Luxury resources are goods that improve the happiness of your cities.Strategic resources are needed to make certain military units (iron, for example, is needed to make the Swordsman or Roman Legion units). Bonus resources are resources like gold that simply produce extra food, commerce, or shields.Resources can be depleted, although it doesn’t happen often. You can trade any excess resource with other Civs.
There are 25 different resources in Civ3:
Strategic Resources (8):
Civ 5 Resource Icons Shortcut
Legend:
F/S/C: Food/Shield/Commerce
F/S/C: Food/Shield/Commerce
Graphic | Name | F/S/C | Advance | Needed For |
Aluminum | 0/2/0 | Rocketry | Modern Armor, Radar Artillery, Cruise Missile, Aegis Cruiser, Jet Fighter, F-15, Stealth Fighter, Stealth Bomber, Tactical Nuke, ICBM | |
Coal | 0/2/1 | Steam Power | Ironclad | |
Horses | 0/0/1 | The Wheel | Chariot, War Chariot, Horseman, Mounted Warrior, Knight, Rider, Cavalry, Cossack | |
Iron | 0/1/0 | Iron Working | Pikeman, Swordsman, Legionary, Immortal, Knight, Samurai, Rider, Cannon, Privateer, Frigate, Man-O-War, Ironclad | |
Oil | 0/1/2 | Refining | Paratrooper, Mech Infantry, all tanks, Transport, Carrier, Submarine, Destroyer, Battleship, and all air units | |
Rubber | 0/0/2 | Replaceable Parts | Infantry, Paratrooper, Marines, Mech Infantry, all tanks, Helicopter | |
Uranium | 0/2/3 | Fission | Nuclear Sub, Aegis Cruiser, Tactical Nuke, ICBM | |
Saltpeter | 0/0/1 | Gunpowder | Musketman, Musketeer, Cavalry, Cossack, Cannon, Privateer, Frigate, Man-O-War |
Luxury Resources (8):
Graphic | Name | Food | Shield | Commerce |
Dyes | 0 | 0 | +1 | |
Furs | 0 | +1 | +1 | |
Gems | 0 | 0 | +4 | |
Incense | 0 | 0 | +1 | |
Ivory | 0 | 0 | +2 | |
Silks | 0 | 0 | +3 | |
Spices | 0 | 0 | +2 | |
Wine | +1 | 0 | +1 |
Civ 5 Turn Off Resource Icons
Bonus Resources (6):
Graphic | Name | Food | Shield | Commerce |
Gold | 0 | 0 | +4 | |
Wheat | +2 | 0 | 0 | |
Fish | +2 | 0 | +1 | |
Cattle | +2 | +1 | 0 | |
Whales | +1 | +1 | +2 | |
Game | +1 | 0 | 0 |
Related Links:
Detailed info about resource related game concepts are available in the Civilization III Info Center.