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Civilization 4 .:. Passage of game

Updated: 14.09.2007, views: 1475
 

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Where gryadem? Otkol' our way we do accomplish?

Thus, we became the ruler of the small tribe, in which the tails just barely dried off, and the solemn obligation to conduct them through the thorns to the stars was accepted to themselves. For this we have available all means, which from the beginning of times are relied to the great civilizers: to our services building and scientific progress, war and diplomacy, civil conversions and religion.... You do speak, religion earlier not it was? Exactly so, but this - is far from main innovation.

However, first let us have a talk about other - about the selection of the final goal. As in Civilization III, they take place of 6 possible methods of the victory:
  • After the time (Time Victory). Which of the races obtained most of all of victorious glasses up to the moment of the end of party (to given one separately - on silence this 2050), that won. The current state of affairs can be seen in the lower with right to the angle of basic play screen; true, are transferred only already discovered by you nations. This is - the easiest method to attain victory.
  • Achievement (Conquest Victory). Way of real man - destruction of all rivals. Nation is considered that destroyed a drop in the last city, whatever troops in it remained. Energetic method, but mixes the need for searching for everything to the united settling.
  • Domination (Domination Victory). If to you belong 2/3 maps and people in you at least to 25% more than in any of the remaining peoples - you conquered via domination. Usually this is easier method.
  • Cultural victory (Cultural Victory). Meditative and long process: you should in three cities attain culture 50000. Where is less human than in the third part, where it was possible either to raise one city or general culture of nation. However, here are means to attain this somewhat more rapid.
  • Breakthrough into space (Space Race). To gather spacecraft and to fly away from the Earth where it is further, it is more precise - to alpha of centaur. Also not most energetic method, but nevertheless poveseleye, than cultural race.
  • Diplomacy (Diplomatic Victory). In contrast to Civilization III, the election by the Secretary General OF UNITED NATIONS is still insufficient for the victory. After being gathered, UNITED NATIONS can superimpose different resolutions and takes active part in the policy. However, a question about the diplomatic victory - one of many, which can be placed on the voting. And if it will be possible to attain majority...
Superfluously to mention, that the desirable method of victory is better to determine from the very beginning. On it depends, in particular, the selection of race. But we will have a talk more lately about the race. In order to estimate the advantages of one or other ruler or another - it is necessary first to be dismantled with the play mechanics. for "civilizer" it is necessary to load to itself the concerns of very many people...

The concerns of burgomaster or city control of cities changed very considerably. Main thing: now we operate not only with "little fellows", but next townspeople indices. From one side, this makes it possible to somewhere save efforts due to others it is municipal, with another - it forces more attentively to follow the dynamics of development.

On the bread

The system of an increase in the population in the cities lost the noble transparency Civilization I -iii. I.e. - we can at any moment learn, through it is how much running it is forecast the appearance there is no new able-bodied unit, but visual graphs more. Why? But because the new factor, which influences demography appeared not completely in an obvious manner. This factor is called"health". Each city has this index as the relationship between the health and the illness. Glance at the figure "administration of city": above, to the right of the strip of increase, you will see, that the city has in the figure this relationship - 7:2. Very good, but this because the city is very small. It costs it grow up - and infection will crawl. Note, are now for the increase of city optional aqueducts. Let it be to itself it propagate itself and multiplied, but if and so on - do not exact without the aqueduct, the hospital, they will be ill. And soon mortality will begin to reach the level of birth rate. Food properly is produced - and there is no increase as no. This is important: the creation of colonists and working more does not reduce the population of city. Colonization became considerably, considerably easier.What does help sanitation? Those buildings, that they earlier influenced the maximum number of population and removal of pollution. Rivers and the lake: if we place city on the picturesque shore, aqueduct will not be required. But also tasty and healthy food. Besides the strategic resources and the luxury, appeared the "resources of health": fig, bananas, wheat, pig, sheep, cow... After these resources according to all rules (see "improvement") they will be delivered into the capital, the health will increase in the entire country. What does cause diseases? Overpopulation. Unhealthy locality: jungle and flood meadows (meadow- that for which - because of the gnats, that whether?). But also practically entire industry. Is logical... this importantly: and here the whip of previous civilizers - environmental pollution - greater no. It is completely included in category "health". And it is renowned, because the mouse fuss of workers, who clean pollution, fairly tired.

On the spectacles

For a long time we privykli, that in the cities lives a unspecified quantity of "little fellows" (each of which symbolizes as many thousand populations), and each little fellow can be occupied by some creative labor, and also somehow relate to proceeding in the country: to be happy, contented or dissatisfied. All this remained as before, but with one important change. It is earlier, it was worthwhile in the city for the number of dissatisfied to exceed the number of happy, burnt riot, city became useless, and so on. The now "usefulness" of city changes smoothly: appeared dissatisfied - and ceased to work, it left in the underground, and to breakfast, to have dinner and to reap, let us note, completely it did not cease. Thus, in the dissatisfied city are accumulated "senseless users", and gradually it can begin to starve... It seems that this certain lightening in comparison with the old system: finally, the riot to you does not threaten. But this is erroneous. Everything even are worse, because, in the first place, loss inflicts not only "final" stage of dissatisfaction, but in the second place, to follow the quiet "saboteurs" is more difficult. What does calm? Many buildings (temples, coliseums), resources of the type "luxury" (see the "improvement of territory"), some miracles of light.

What does generate dissatisfaction? As it is earlier: overpopulation (in other words, with the sufficiency of people in the city dissatisfied they will always be located) and war. The latter influences the stronger, the longer it goes; furthermore, compatriots of those, with whom you war, are dissatisfied especially. For example, if you decided to conquer Germany in two stages, the secondly for you it is necessary tightly with those, whom you took the first time. Cities now are of the mixed nationality. These more frequently they rebel, and also more willingly they surrender to "cultural achievement". In addition to this, to the happiness and the misfortune have straight relation state laws. But the discussion will deal more lately with them.

Gold hoard institution of money also did not remain in the protoplastic form. And it, perhaps - the most mysterious of all. The whip of empires in Civilization III - the criminality, ot"edayushchaya the lion's share of income and production in the remote from the capital regions - was replaced by the much more cultural form of the removal of means in ruler. Now the cost of the payment of one or other building or another ceased to be constant value. If earlier library cost 1 gold in the course, wherever it were located - now in the capital it can not at all cost anything, but in any T'mutarakani bypass coins into 8. The reasons for this phenomenon are called the same as and in the past game: of 8 coins 7 it departs to the pocket to local voryugam. Therefore, it was constructed law courts and still such other. Plus, certainly, the capital must be more closely to to center the countries, and if it too strong was extended - it is possible to build in one additional city the "synthetic capital", Forbidden Palace. But also law about the government ownership (see "laws") will remove this problem as class, but it will add others. It is necessary to note that the new system is balanced better than the old. And first of all because now there is a stimulus to construct or to seize cities far from the capital, even if it is not planned to pass to the communism. Because they suffer only finances, but not the production of city. This is important: from other side, this means that the uncontrolled expansion is now dangerous for the entire country. After building or after taking is much it is municipal, you risk to make your country hopeless unprofitable economically, and consequently - technologically backward. All means will begin to depart to the fools and the roads... And only Communist system is capable of taking out the country of the cascade of losses. Khm... approximately as before it is possible to distribute money to the science, treasury and culture (for the latter necessary to first invent theater). Moreover for this even it is not necessary to enter into special window - everything is done directly from the main screen. It is convenient... By the way: if earlier the production of city could be, when desired, converted into the ringing coin, then now it is permitted to make the same also with a culture and studies. Well, to the culture - this I still do understand, toilers, apparently, do sing in the polecat, but how from the production of workers is obtained science?

Culture

As majority of us remembers, in Civilization III, for the first time in the history of a series, appeared the concept of state border. And depended this boundary on arrangement it was municipal - and from their culture. Culture is generated by the specific buildings (temples, library, the majority of miracles...), the artists (see "specialists"), and also by general assignments for the culture. This last method is very good for the regime of intensive colonization or seizure - city begins to perform culture even before in it the first temple or theater will appear. To the note: in contrast to the previous game, far from all "scientific" buildings perform culture. Actually: well what culture from the laboratory? Usually after the achievement of city your boundaries increase only by city itself - and nothing over. I.e., if only your territory itself does not approach it into the support, after the suppression of the resistance of townspeople they can work only inside the city itself - thus far it will not appear although any environment for the work. If your culture strongly exceeds neighborly - are possible riots in the near-boundary towns of neighbor and even connection of its city to you. But not too- that for this design: for this "peaceful achievement" is necessary already very powerful superiority. This and in Civilization III was complex, and now... However, assignments for the culture on scales of entire state can soak here. But here which in the previous part not was not in principle - this of the influence of culture on the protection. Soldiers, who defend city with the high culture, are penetrated by the consciousness of high mission - "Moscow after us!" - they battle, it occurs, it is twice stronger than the usual. Is more frequent increase modest, but nevertheless very and very noticeable.

Specialists as earlier, specialist - is the torn from the production urban inhabitant, who creates production of the specific type... artist, the very same the worker of skills (Artist). 1 to the science, 4 to the culture. Engineer (Engineer). 2 to the production. Priest (Priest). 1 to the production, 1 golds. Merchant (Merchant). 3 golds. Scientist (Scientist). 3 to the science. In addition to this, they all accelerate by 3 generations of the great person (see below), and also make more probable the appearance of a great person of the same type as they they themselves. As it is not difficult to surmise, expenditures for specialists redeem not always. The development of plain hill is usually more advantageous than the labor of engineer, and village is capable of bringing more science, than scientist. But it is here with the elective administration - other entirely matter... By the way, if city is not simply capable to ensure its inhabitants by work - they also are begun with "specialists". Models "citizen": 1 productions and nothing are more. Catch these idlers and put to the present matter...

Great people

The concept of great people appeared in Civilization III; now system substantially was enlarged. True, in the process the great military leaders were lost: this because with us greater there are no armies... Great people are different it is specific as the specialists: scientist, engineer, artist, prophet, merchant. Gradually they are produced in the cities; this as one additional special resource - generation of great person. Each following is borne with the high expenditures. What does help to grow in its numbers of great? Many miracles, some buildings, and also all specialists. Simply speaking, these people and objects generate each motion how much- that the "marks of great person", and, when strip is filled up (to each following is necessary much more than marks, as with the culture) - appears our powerful and legendary. Who precisely will appear - he depends on that, who and as prepares its appearance: for example, if in the city there are 3 specialist- scientists and 1 artist, probability of the appearance of a scientist will be 3/4, artist - 1/4. This if we do not consider building and miracles. On that are suitable great people?
  • Settling in the city, they become the "super-specialists", which give effect 2 or more times more powerful than specialist usual.
  • Two or greater people can be spent on the passage into the Golden Age (to first time they will be required two, then this it will cost more). The Golden Age sharply accelerates the carrying out of production and commerce on the entire power: all cells with at least 1 unit of commerce give 1 more, and the same with the production. Lasts Golden Age 8 it is running and, in my view, rarely it serves as the worthy compensation for the ignominious loss of great...
To the note: there is only one method to enter into the Golden Age - to build the miracle of the light of Tadzhik -Maxal.
  • It is possible to spend great person on the discovery of any technology. In this case technology he selects itself, and you know, what precisely. Priests usually prefer anything theological, engineers - construction, and so on.
  • Great prophet and distinguished scientist can assemble in the city the special buildings (only time for the game for each race) - respectively the sacred thing (see the "concerns of pastor") and academy. Sacred thing is constructed only in the Holy City religion.
  • Artist and merchant give single "addition to the pension": merchant for this must be sent into how the distant as possible, large and rich foreign city (the further the city it will be and the richer - the greater the profit). Artist gives addition in the culture in that city, where it "endowed"; to use this is simply necessary for the cultural victory.
  • Great engineer can strongly accelerate the production of building in the city - either "to finish" by one impact or simply to add production (if it is required already much).
I want to speak at conclusion of conversation about them that the raising of great people - not always necessary part of strategy; it is sometimes sufficient that they would appear from time to time. The aspect of the laws is oriented to the production of great, and sometimes it is worthwhile to make on them a rate - in particular, for the cultural victory. This - also the element of the selection of a global developmental trend.

The concerns of governor or the improvement of territory the first task, which encounters the player - this to master locality around the city. And if it - byvalyy civilizer, then immediately he understands, which all is here arranged unusually. Changes not that so that revolutionary, but all reflexes it is necessary to readjust. As before, each passable cell (i.e., in all, except mountains and ice) has the parameters of food, production and commerce. To what they are equal - you look in chapter "landscapes" and tables accompanying to it. Well, and the building of all possible improvements changes these parameters.

Resourcessee tables 1 and 2. In Civilization THE IV is such types of the natural resources:
  • Strategic. They be required for the production of anything. For example, oil - for the tanks and the aircraft, the horse - for any cavalry.
  • Health. Possession by each form of such resources gives 1 healths to all cities, connected to the road net of the country. Possession by several sources of one resource of additional it is plus it does not give, but surpluses can be exchanged - for example, to the missing resources.
  • Luxury. The same, but give 1 happinesses.
  • Construction. They accelerate doubly the production of any miracles. For example, copper - building of the colossus and Internet (?), stone - pyramids, the Kremlin and many others.
Furthermore, they all give increase in any production from the cell, on which they are located. A number of resources combines in itself immediately several types. Thus, for instance, ivory gives yedinichku of happiness, but it makes it possible to produce combat elephants. Not all resources are visible from the very beginning. The majorities of strategic resources and some forms of luxury show only with the discovery of necessary technology. It would be strangely so that the primitive tribe randomly would reveal near its caves of the deposit of uranium... Copper for the production of troops can be substituted by iron (not vice versa!). This is important: in contrast to Civilization III, some service lives of luxury in the course of time lose their value. Let us say, after the appearance of plastics the furs no longer are interesting, but when appears internal combustion engine - whales cease someone to gladden. 3x, in the life thus! In order to place resource at the disposal of the country, it is must:
  • to build there the road, which connects resource with the capital (possible through other cities);
  • to know the necessary technology;
  • to extend to this cell the territory of its country;
  • to build in the cell with the resource the necessary improvement (see the Table).
As version, instead of the road can sgodit'sya river. From the moment of the discovery navigation appears the possibility to deal in sea - along the coast. Of course if there is no necessary resource, it is possible to barter it in someone of the neighbors, connected with you with commercial way. The complete list of resources, technologies, necessary for their study and use (these are - different things! For example in order to see copper, it is necessary to have Bronze Working, and in order to obtain it - Mining) and other parameters you will find in the tables "resources". This is important: if you do not have necessary resource, to barter nowhere, and to war for it does not be desirable, to solve problem nevertheless is possible, although without the guarantee. All "mine" resources (iron, uranium, aluminum...) can prove to be randomly they are discovered with the digging of mines. Therefore, we dig them everywhere, where it is only possible - and we hope to find the desired resources. Chances not too are poor.

Table 1 The resources
MarkNameTechnologyImprovementProductionOther pluses
For the discoveryFor the useAbolishingWithout the improvementWith the improvement-
aluminiumAluminumIndustrialismMining-Mine 1 prod 3 prod, 1 kilohms-
bananaBananasThey are visible alwaysCalendar-Plantation 1 foods 2 foods 2 healths
incenseFragranciesThey are visible alwaysCalendar-Plantation 1 kilohms 5 kilohms 1 the happiness
wineFaultThey are visible alwaysMonarchy-Distillery 1 kilohms 1 foods, 2 kilohms 1 the happiness
hitsinglesDisksMiracle - Fate-n- hollander----- 1 the happiness
gemsThe precious stonesThey are visible alwaysMining-Mine 1 kilohms 1 prod, 5 kilohms 1 the happiness
ironIronIton WorkingMining-Mine 1 prod 3 prod-
goldGoldThey are visible alwaysMining-Mine 1 kilohms 1 prod, 6 kilohms 1 the happiness
StoneStoneThey are visible alwaysMasonry-Stone quarry 1 prod 2 prod-
whaleWhalesThey are visible alwaysOpticsCombustionNetwork 1 foods 1 prod, 2 kilohms 1 the happiness
cowCowsThey are visible alwaysAnimal Husbandry-Pasture 1 foods 1 foods, 2 prod 1 healths
crabCrabsThey are visible alwaysFishing-Network 1 foods 2 foods 1 healths
dyePaintsThey are visible alwaysCalendar-Plantation 1 kilohms 4 kilohms 1 the happiness
cornCornThey are visible alwaysAgriculture-Farm 1 foods 2 foods 1 healths
horseHorsesThey are visible alwaysAnimal Husbandry-Pasture 1 prod 2 prod, 1 kilohms-
copperCopperBronze WorkingMining-Mine 1 prod 3 prod-
furFursThey are visible alwaysHuntingPlssticsCamp 1 kilohms 3 kilohms 1 the happiness
marbleMarbleThey are visible alwaysMasonry-Stone quarry 1 prod 1 prod, 2 kilohms-
hitmusicalsMusicalsMiracle - Broadway----- 1 the happiness
OilOilScientific MethodCombustion-Well, the platform 1 prod 2 prod, 1 kilohms-
sheepSheepThey are visible alwaysAnimal Husbandry-Pasture 1 foods 2 foods, 1 kilohms 1 healths
deerDeerThey are visible alwaysHunting-Camp 1 foods 2 foods 1 healths
spicesSpicesThey are visible alwaysCalendar-Plantation 1 kilohms 1 foods, 2 kilohms 1 the happiness
wheatWheatThey are visible alwaysAgriculture-Farm 1 foods 2 foods 1 healths
riceFigThey are visible alwaysAgriculture-Farm 1 foods 1 foods 1 healths
fishFishThey are visible alwaysFishing-Network 1 foods 3 foods 1 healths
sugarSugarThey are visible alwaysCalendar-Plantation 1 foods 1 foods, 1 kilohms 1 the happiness
pigPigsThey are visible alwaysAnimal Husbandry-Pasture 1 foods 3 foods 1 healths
silverSilverThey are visible alwaysMining-Mine 1 kilohms 1 prod, 4 kilohms 1 the happiness
ivoryThe ivoryThey are visible alwaysHuntingIndustrializationCamp 1 prod 1 prod, 1 kilohms 1 the happiness
coalCoalSteam PowerMining-Mine 1 prod 3 prod-
uraniumUraniumPhysicsMining-Mine- 3 kilohms-
clamOystersThey are visible alwaysFishing-Network 1 foods 2 foods 1 healths
hitmoviesFilmsMiracle - Hollywood----- 1 the happiness
silkSilkThey are visible alwaysCalendar-Plantation 1 kilohms 3 kilohms 1 the happiness


Table 2 the strategic resources
MarkNameIt is necessary for the buildingThe building accelerates
aluminiumAluminumJet Fighter, Modern Armor, Stealth BomberSpace Elevator, Apollo Program, SDI
ironIronCannon, Cho -.Ko -.Nu, Conquistador, Crossbowman, Ironclad, Frigate, Knight, Pikeman, Praetorian, Samurai, Swordsman, substitutes copperEiffel Tower
StoneStoneChristian Cathedral, Jewish Synagogue, Mount Rushmore, Oxford University, West Point, Angkor Wat, Chichen Itza, Hanging Gardens, Kremlin, Notre Dame, Pyramids, Spiral Minaret, Stonehenge
horseHorsesCavalry, Chariot, Conquistador, Cossack, Horse Archer, Immortal, Keshik, Knight, War Chariot
copperCopperAxeman, Maceman, Spearman, Phalanx (it is possible to replace with iron)Buddhist Stupa, Taoist Pagoda, Confucian Academy, Colossus, Statue of Liberty, Internet
marbleMarbleHindu Manor, Islamic Mosque, Hermitage, Heroic Epic. National Epic, Great Library, Hagia Sophia, Orcale, Parthenon, Sistine Chapel, Taj Mahal, Versailles
OilOilBomber, Fighter, Gunship, Jet Fighter, Modernm Armor, Panzer, Stealth Bomber, Tank; it is possible to replace with uranium for Battleship, Carrier, Destroyer, Submarine, Traqnsport
ivoryThe ivoryWar Elephant
coalCoalIronclad, Railroad
uraniumUraniumICBM, nukes, substitutes oil in many ships


Landscapessee tables 3 and 4. The first, what strikes - this is the appearance of the impervious landscapes: even intelligence officers cannot from now on be moved on mountains and ice. But this not all. Landscape consists of two components: the form of territory and the located on it special features. For example, desert or plain - form of territory, and forest, tundra, hills - special feature. The form of territory determines base productivity, special features - pluses and minuses to it. Many special features can appear and disappear. It follows, in particular from this system, that forests can give the different production: 2 foods even 1 production, if they grow on to meadow, or vice versa, if in the plain... You can see their properties in the tables. Have in the form that the rivers add 1 to the commerce almost on all forms of landscape.
Table 3 The landscapes
LandscapeFoodProductionCommercePlus to the protectionAdditionally
Mountains (Peak)0000%They are not passed
Meadow (Grassland)2000%
Ocean (Ocean)1010%
Coast (Coast)10210%It is not possible to construct the city
Desert (Desert)0000%Everything is constructed to 25% more slowly
Plains (Plains)1100%
Snow (Snow)0000%Everything is constructed to 50% more slowly
Tundra (Tundra)1000%Everything is constructed to 25% more slowly
Table of 4 special features of the territory
Special featureFoodProductionCommercePlus to the protectionAdditionally
Ejection of radiation (Fallout)--3--3--30%Entrance - 2 un. of motion, cannot be anything constructed, until not it is cleared
Jungle (Jungle)--10050%- 0.25 healths in adjacent it is municipal, entrance - 2 un. of the motion
Flood meadows (Floodplain) 3000%- 0.4 healths in sosesdnikh it is municipal
Ice (Ice)0000%It is not passed
Forest (Forest)0 1050% 0.5 healths in adjacent it is municipal, entrance - 2 un. of the motion
Oasis (Oasis) 30 20%Entrance - 2 un. of motion, cannot be anything constructed; the source of the fresh water
Hills (Hills)--1 1025%Entrance - 2 un. of the motion


The improvements of their locality it became considerably more, and the sense of old also healthily changed.
  • House (S.ottage). The fundamentally new form of improvement. At first it brings altogether only of 1 the commerce; however, through 20 it is running it grows into the village ( 2 commerces), then into the settlement ( 3 commerces, with the invention of printing - 4), and finally into town (Town): of 4 commerces, 5 with the printing, 2 more add law about the freedom of word, and the universal equality (Universal Suffrage) gives 1 to the production. Correct planning of houses - one of the major keys to the success.
This is important: settling grows only in such a case, when there someone works.
  • Roads more have no effect on the production of cell. They serve exclusively for the speed of displacement and transport of resources. So that now it is possible not to braid, as if half-witted spider, road net throughout the entire territory of the country... Cost of displacement along the road - 1/3 points of motion.


To the note: anything, besides roads, cannot be constructed in the neutral territory.
  • Railroads also do not add resources and they serve exclusively for the motion on them. It ceasing to be infinitely rapid: now the cost of displacement along the road - 1/10 points of motion. Of course for the building it is necessary to study
  • Mine (Mine) remained such as it was: For its building it is necessary to know Mining. Are constructed mines in the hills and, where there are mine resources (coal, copper, gold and so on). 2 unit of outputs are added.
  • Farm (Farm) - in the girlhood "irrigation", it increases productivity by 1 foods ( 2 - after the discovery of biology). It is constructed on the meadows, the fields, the flood meadows. Next to the farm must be the river or lake; after the invention Of the civic Service it is possible to construct farm simply next to another, thus by extending irrigation as in Civilization III. But here the science, which makes it possible to construct it where it is convenient, greater no. Furthermore, farm can be constructed on the "layers" of rice, corn and wheat, even if by a number there is no water. It is required Agriculture.
This is interesting: destroying enemy objects, you obtain money for the plunder... The majority of structures gives on the average 5 coins, some (mine, distillery...) - 10, and towns - wholes 25.
  • Fort (Fort) ensures with 25% to the protection to the sitting in it troops. It is necessary extremely rarely - if sea or mountain form- after all narrow unicellular passage into your earth. It is required Masonry.
  • Wind mill (Windmill) is placed on the hills and is accessible after the discovery of mechanics (Machinery). It gives 1 to the food and to the commerce; after the invention of electricity - 1 more to the commerce, and Replaceable Parts ensure with 1 to the production.
  • Water mill (Watermill) is accessible at the same time, when and wind. It is constructed in the river, moreover not on the hill. It gives 1 to the production, with the electricity - 2 to the commerce, with Replaceable Parts - 1 more to the commerce, and under law of State Property give even 1 to the food.
  • Workshop (Workshop) is constructed on the plains and the meadows. It is accessible after discovery Metal Casting. It is originally almost useless (it gives 1 to the production and -1 to the food), but, after devising Guilds, you you will strengthen workshops on 1 to the production, and with the discovery of chemistry - on 1 more.
  • Sawmill (Lumbermill) ctroits4 it is exclusive in the scaffolding and after discovery Replaceable Parts. It increases production by 1, and if the matter occurs in the river - that commerce to 1. The main thing, that in this case does not disappear the forest, and its beneficial effect remains.
  • Stone quarry (Quarry), distillery (Winery), pasture (Pasture), plantation (Plantation), cet6 (Net), camp (Camp), petroleum well (Well), petroleum platform (Offshore Platform) are exclusively means for putting out the resources and they can be constructed only and exceptionally, where these resources exist (for example, camp -, where there are deer, fur or ivory). All their effects are reduced to the access to resource and pluses, enumerated in the table "resources" in the column "with the improvement".
Workers can also chop forests and jungle (as before, with the enterings on account of the nearest city) and remove the ejections of radiation. But to here plant forests, as in the third part - you will excuse, is not permitted. Roads (including iron) can be constructed in the regime "from the point to the point", after assigning to worker the final goal. It is possible and simply to charge "to construct retail outlet network", i.e., to connect cities by the chains of roads. Is resolved to also send worker in the automatic regime to improve locality - where it will wish or in the environment of the assigned city. On the water the improvements (network, platform) are constructed by working boats. These boats are destroyed after use.

The concerns of pastor as it was known long before the output of game, in Civilization THE IV is religions. Their only seven: Christianity, Islam, Judaism, taoizm, Buddhism, Hinduizm and confucianism. There are no differences in the play effects of these religions (well, perhaps that different resources they are necessary for creating the cathedrals). In your state one or their several can be observed. This is interesting: for a while was back assumed that the play effects will be distinguished. However, as precisely? This caused such heated debates, that the command of sochla for the good to reject this idea: if such passions do boil even in their office, which will be, when game does leave into the torn up by religious contradictions light? However, to remove the idea of religions from the game would be also incorrect - finally, in the real fight civilization they played and play plenty role. Religion is conceived, as soon as any civilization it will open its key technology. After this, at its territory appears the Holy City of that corresponding to the religion (more precise, the same becomes one of that locating it is municipal). The discovery the same technology by other peoples of effect does not have, but one country can become the cradle of several religions. List of the key technologies:
  • Buddhism: Meditation.
  • Hinduizm: Polytheism.
  • Islam: Divine Right.
  • Judaism: Monotheism.
  • Confucianism: Code of Laws.
  • Taoizm: Philosophy.
  • Christianity: Theology.


Why they are necessary to religion?

First - then in order to construct the appropriate buildings:
  • Temple (Temple) can be constructed in any city, where is located at least how much- that confessing appropriate religion. (yes, hence it follows that in the city with many faiths it is possible to construct many temples!) Temple adds happinesses ( 1), generates culture ( 1) and gives the possibility to make one of the townspeople priest.
  • Monastery (Monastery) makes it possible to produce missionaries, give 2 cultures 10% of formation. It is completely logical, although the illiterate citizens, who was accustomed to hear about the obscurantism of church, loudly be surprised at this on the forums. Finally, the universities also not at the empty place arose... It is it's a pity only, that the discovery scientific methods destroys the effects of monastery, besides culture.
  • Cathedral (Cathedral) adds 2 happy persons (3, if in the state there are fragrancies), but only when this is religion - state. Still it makes it possible to make 2 townspeople priests. Moreover, it increases the cultural production of city one and a half times. The cathedral is called differently in different faiths: in Moslems - mosque (Mosque), in israelites - synagogue, and so on. For every three temples in your country you can build one cathedral - not more.
  • Sacred thing (Shrine) is constructed by exceptionally great prophet and only in the Holy City of that corresponding to religion. It gives 4 cultures, accelerates the appearance of great people, and it also gives 1 coin in the course for each city with this by religion. I will emphasize, each, but not only your!


Further, one religion you can appoint state. This will facilitate to you interaction with the power- fellow believers (it will complicate - with the rest), further, all cities with established religion will be happier, more productive will begin by themselves to perform culture (which is very important for the expansion). Especially its moshchno will produce the Holy City... The happy possessor of the Holy City can obtain access to the information of church, i.e. - possess intelligence data around all cities with this by religion. Even if it there - one of many... There is some other effects of religions, which depend on the legislation of the country (see below). This is why it is worth attempt to establish at least one, and it is better - several religions. But also to worry about the propagation of them 0 0N throughout the world.

The propagation of religions the Holy City by itself extends its little by little faith - through the road net, and cathedrals and sacred thing accelerate this process. But to it is possible and directly transmit religion to city - with the aid of the missionary. Missionary is produced by city with the monastery, and on the arrival into the city it can turn the part of the population into its faith, samounichtozhivshis' in this case. The success of action depends on much: from quantity and activity in the city of other religions, from the state belonging of the city (in its country this it is done more easily), and so on. Certainly, in the foreign territories the missionary can act only when there is the agreement about the open boundaries.

The concerns of legislator even in the first Civilization appeared state stroi: despotism, monarchy, republic, democracy, communism. This diagram traversed two continuations with the minimum of the changes: were added that fascism, the fundamentalizm, but general idea was protected. To one fourth. Now instead of the united political system we select wholes five: the structure of government, the method of control, the method of production, the diagram of the economy and religious legislation. In each question there is a selection of five versions, which, it goes without saying, are accessible not from the very beginning, but in proportion to the appearance of the corresponding discoveries. The majorities of laws require to their maintenance of expenditures - precise value depends on the dimensions of empire, it is possible to only estimate them in the categories "much - it is small". The change of law leads to the period of anarchy as the change of government in the previous parts of the game.

Government
  • Despotism (Despotism). Base system for control. Consumption - low. No special effects.
  • Hereditary authority (Hereditary Rule). It requires the discovery monarchy. Expenditures - average. It gives 1 happinesses in the city for each military force quartered in it.
  • Elective administration (Representation). Low expenditures, it requires the knowledge of constitution. Apparently, the most powerful system for peacetime: all specialists (artists, engineers, priests...) produce 3 units of science, and in 3 largest cities 3 happinesses are added.
  • Police state (Police State). High expenditures. It requires the invention of fascism. It by half decreases fatigue from the war and by 25% accelerates the production of troops. It is understandable that this structure can be effective only in the military and directly preceding war time; and to the surrounding rulers it is not difficult to surmise, the matter goes to what, if you selected this diagram of administration.
  • Universal right of suffrage (Universal Suffrage). Expenditures average, it requires democracy. This administration can compose competition Representation, if the task - rapidly constructing the buildings: only with it it is possible to bath the remainder of production for the money. Moreover it gives 1 production in the cells with the towns, but this is difficult to name important. As a whole it, of course, is weaker than the elective administration.


Control
  • Barbarism (B arbarism). As usually: low expenditures, nothing it gives nor requires.
  • Vassal system (Vassalage). It requires the knowledge of feudalism, high expenditures. Military regime: is reduced the cost of the support of troops, the novopoyavivshiyesya soldiers they obtain 2 marks of experience. It is doubtful so that this law would redeem, perhaps that with the very scale campaigns. However, in combination with the theocracy it looks rather better.
  • Bureaucratic structure (Bureaucracy). Bypasses a little podeshevle, requires Civil Service. This is - the law, oriented to prosperity of the only city - the capital, production and money output of which increase one and a half times. It redeems rather well in small states, but on the average it is unfavorable.
  • Nationalism (Nationhood). It bypasses cheaply, it requires the knowledge of nationalism. Each barracks adds 2 happy persons; furthermore, with this system it is possible to call into the army to 3 inhabitants in the course, instantly converting them into the troops! Much more regular system for the war, than it vassalitet.
  • Freedom of word (Free Speech). It requires liberalism, it costs generally nothing. Moreover, it gives 2 gold from all towns and doubles the production of culture. Outstanding piece, first of all because of its complete gratuity!


Production
  • Rodoplemennaya system (Tribalism). Ctoit is cheap, nothing it gives nor requires.
  • Slaveholding (Slavery). Ctoit is cheap, it requires the skill to process bronze. It permits accelerating production with the price of the life of population. It is not too valuable.
To the note: in contrast to the third part of the game, here can arise the situation, when to accelerate building is possible with any of two methods - for the money or with the price of lives. Although the universal right of suffrage with the slaveholding is combined sufficiently strangely, what in the games you will not only meet...
  • Serfdom (Serfdom). It requires feudalism, it stands cheaply. Workers work one and a half times more rapid, and this - one of the best systems for the elongation of the larger part of the game.
  • Caste society (Caste System). Requires Code of Laws, it costs average money. It makes it possible to convert the unlimited quantity of people into the specialists. Plus, in principle, not bad, but bypasses excessively dearly.
  • Equality (Emancipation). It costs nothing, it requires democracy. Twice accelerates the increase of villages, but this not most amusing: this system, is worth it someone introducing, sharply is decreased happiness in all countries, where it does not exist. It is not confident, that this is realistic, but it is devised healthily!


The economy usually precisely economic law requires the heaviest selection. Each system has big enough advantages...
  • Decentralization (Decentralisation). Expenditures - low. Nothing it gives.
  • Mercantilism (Mercantilism). Average expenditures, it requires the invention of bank. Isolationist system: trade with the foreign countries is forbidden, then in each city it is given according to one free specialist.
  • Free market (Free Market). On the contrary, 1 Torr way in each city.
  • The government ownership (State Property). It costs nothing, it requires communism. Disappears an increase in the expenditures with the removal from the capital, mills give additional food. M-da... apparently, in Firaxis they know the method to make socialism economically effective.
  • Ekologizm (Environmentalism). If in your country large problems with the health and the happiness, but good with the money, and ecology is already invented - try to entrust the authority of the party of green. This will manage expensively, then each forest and jungle will cause happiness in the people, and in all cities health sharply will run up - azh per 5 units. But after building hospital and "clean" technology - return to anything more economical.


Religion
  • Paganism (Paganism). It includes the same as to other "laws on silence".
  • That organized is religion (Organized Religion). Cities with by established religion construct buildings to 25% more rapid, and missionaries can be produced without the monastery... But stands this happiness so many, that, in my opinion, better it is not must. It requires mono-theism.
  • Theocracy (Theocracy). It requires theology, it bypasses into the average sum. It forbids to be extended to non-governmental religions, and the freshly-produced troops obtain 2 marks of experience. Typical military regime; prohibition to the propagation of religions interfere withs enemy espionage.
  • Pacifism (Pacifism). It requires philosophy. It costs generally nothing, but increases by 1 coin the cost of the "wage" of each military force. All cities, in which the religion corresponds to state, great people be born doubly more rapidly.
  • Freedom of religion (Free Religion). It requires liberalism and bypasses cheaply. There is no established religion generally. For each form of religion in the city - 1 happy face, and around all cities 10% to the science. Commentaries, apparently, are superfluous.


Abilities of the troops

Are given below all special-abilities of troops, and also conditions, required for their obtaining. At each level the force obtains only one ability, and it is worth planning their increase as far as possible previously.

Troops undoubtedly it is worthwhile to specialize. In this case during the application of these troops "according to the designation" it is possible to attain the phenomenal indices of force. This is important: if we in the ability eat several levels, at which plus of one and the same form, is given - pluses are added! For example, City Raider I gives 20% with the attack it is municipal, II - 25%, III - 30%. this means that the force with City Raiders III will possess with the attack on city 75% to the force! Frequent error - complete ignoring of the rule of abilities Combat. Straight pluses to the force are also necessary, and, according to my estimations, to develop thus it is worthwhile approximately 25-35% of its troops. Detailed story about how to select special-abilities, await in the councils of masters; for the present I want to advise to focus special attention on Drill, March and Barrage: these abilities can change entire your tactics. Flanking II Also is worth having in the form - immunity to the first impact is extremely valuable.

Amphibian (Amphibious)it is accessible for: all ground forces, except tanks. It requires: Combat II. Effect: no penalties with the attack from the ship or across the river.

Blits (Blitz)Is accessible For: tanks, the cavalry and helicopters. It requires: Combat III. Effect: it can attack several times for the motion.

Battle (Combat) I- inis accessible for: all. It requires: nothing. Effect: 10% to the force in all situations for each level; at the 4th level also is accelerated the treatment by 10%, while on the fifth - by 10% more.

Patrol (Sentry)It is accessible For: intelligence officers, the cavalry, helicopters and ships. It requires: Combat III. Effect: a radius of survey 1.

Huntsman (Woodsman) IIIis accessible for: intelligence officers, rukopashnikov and strelkov. It requires: nothing. Effect: 20% in the forests and the jungle; at the second level - 30% and the dual speed of motion.

Obstruction light (Barrage) I -iiiis accessible for: siege instruments and tanks. It requires: nothing. Effect: increases side-line loss by 20%, 30% and 50% respectively. Also the second level of ability gives 10% against rukopashnikov, and the third - against strelkov.

Ambush (Ambush)It is accessible For: siege instruments, strelkov, tanks, helicopters. It requires: Combat II. Effect: 25% against the tanks.

Commandos (Commando)It is accessible For: intelligence officers, archers, the cavalry, rukopashnikov, strelkov, tanks. It requires: Combat THE IV. Effect: it can use roads of enemy.

March (March)It is accessible For: all ground forces, except tanks. It requires: Medic I. Effect: it treats in motion.

Medicine (Medic) IIIIs accessible For: all, except tanks and aviation. It requires: Combat I. Effect: it treats 10% of loss for the motion in all troops in the same cell (at the second level - and in the adjacent cells).

Navigation (Navigation) IIIis accessible for: ships. It requires: nothing. Effect: the distance of motion by 1, and again 1.

The defense of city (City Garrison) I -iiiit is accessible for: archers and strelkov. It requires: nothing. Effect: 20%, 25% and 30% in the protection of city. The third level gives also 10% against rukopashnikov.

Partisans (Guerilla) IIIIs accessible For: intelligence officers, archers, strelkov. It requires: nothing. Effect: 20% and 30% of protection in the hills; at 2 levels - doubled motion on the hills.

Mobility (Mobility)it is accessible for: the cavalry and tanks. It requires: Flanking II. Effect: it walks through any territory along 1 point of movement for cell.

Preparation (Drill) I- willowsAre accessible For: archers, siege instruments, tanks, helicopters and ships. It requires: nothing.

Effect: a quantity of first impacts increases. At the first level give chance to 1 impacts, on the second - guaranteed 1 impact, on the third - chance to 2 impacts, on the 4th - 2 impacts 10% against the cavalry.

Pressing (Pinch)Is accessible For: the cavalry, strelkov, tanks and helicopters. It requires: Combat I. Effect: 25% against strelkov.

Swift attack (Charge)it is accessible for: the cavalry, rukopashnikov, tanks and helicopters. It requires: Combat II. Effect: 25% against the siege instruments.

System (Formation)it is accessible for: archers, the cavalry, rukopashnikov and strelkov. It requires: Combat II. Effect: 25% against the cavalry.

Accuracy (Accuracy)it is accessible for: siege instruments. It requires: Barrage I. Effect: increases loss from the bombardment it is municipal by 10%.

Shelter (Cover)Is accessible For: rukopashnikov and strelkov. It requires: Combat I. Effect: 25% against strelkov.

Flank circuit (Flanking) IIIis accessible for: the cavalry, tanks, helicopters and ships. It requires: nothing. Effect: 10% and 25% to the chance to step back with the unsuccessful attack. The second level gives another immunity to the first impacts.

Shock (Shock)It is accessible For: archers, the cavalry, rukopashnikov and siege instruments. It requires: Combat I. Effect: 25% against rukopashnikov.

The assault of city (City Raider) I -iiiit is accessible for: rukopashnikov, siege instruments and tanks. It requires: nothing. Effect: accordingly 20%, 25% and 30% with the assault of city. At the third level also 10% against strelkov.

The concerns of enlightener the scientific system Civilization OF THE IV placed in the blind alley of many byvalykh it was aurochs, which ochertya head rushed into management of state, without having been dismantled at the rules ("real masters management they do not read!").

You will look to the technological tree (above page). Is at first glance, it approximately the same (according to the structure) as tree from the previous games of a series. But - as spoke caravan -bawi Mohammed, subsequently prophet - who thinks so, that is in error by deep error. Let us take for an example the technology of the potter matter - Pottery (the second on top in the second to the left column). On its birochke there is a small mark of the technology of wheel (The Wheel) in the upper right-hand corner, and to it lead pointers from the fishing and agricultures. This means that the wheel is necessary for the potter matter, and is still necessary either fishing or agriculture. The marks designated technologies, without which it cannot be manage, by pointers - those, from which is necessary any one. Frankly speaking, greatly I do not understand, why Sid Meyer selected this strange system of the idea of tree, but let us join on what to metru is more visible... But here, let us say, mono-theism? To it conducts only one pointer - from the polytheism, and still there is a mark of working stone (Masonry). It means, both these disciplines are necessary to us; pointer is one, to select not of what. The same effect gives enumeration of both these sciences in the form of colored marks; it is so made, for example, in the technology of flight (Flight). Each technology has price in the marks of studies (research points, RP). If in the sequential course you brought study to the end, and remained surplus RP - it it perenapravlyaetsya to the following development. But if it is necessary to be switched, without waiting until the end of the studies? If you please, but you will begin new technology from zero. However, that accumulated not propadet: if we then return ourselves to the old work, it will be continued from that place, where you stopped. However, in the course of time, if we too it takes a long time do not touch the study initiated, collected RP gradually begin to be lost.

Ancient era is mad race after the military or technological domination. Attempt to master the most important resources. Pursuit of the religion. And all this - simultaneously, everything is important and it is vital. Very critical part in planning of progress.

Riding (Horseback Riding). Blind branch, but is necessary for the production of horse strelkov, knights and cavalry, i.e., all high-speed soldiers up to the appearance of a tank...

Potter matter (Pottery). It gives to construct barns (the first of the buildings, which increase health) and houses in the locality. Output of ore (Mining). It is necessary almost just as agriculture, because it makes it possible to construct mines. Without it not it will be any metals. Zhrechestvo (Priesthood). Oracle and temples permits constructing. If already they decided to base religion - to pass by this technology is foolish. Agriculture (Agriculture). It makes it possible to construct farms. One of the most important technologies at first - for the increase it is municipal and the employment of worker. Wheel (The Wheel). Without this technology generally something to make - and not so much because of the chariots, as because without it it is not possible to construct road. Chariot with the relatively flat locality can serve instead of the intelligence officer. Meditation (Meditation). Original discoverer bases Buddhism. Furthermore, technology is necessary for the construction of monastery. Mysticism (Mysticism). Basis of religious development. It gives to construct obelisks and Stonehenge. Obelisks the first time healthily help, but early they go out of order. Mono-theism (Monotheism). Original discoverer bases Judaism. Working bronze (Bronze Working). Access to copper gives, it makes it possible to produce kopeyshchikov and sekironostsev. But also to construct colossus. Exists the opinion that it also is highly useful at first in order to rapidly obtain increase to the production due to the chopping of the part of the forests (only do not overdo it, they they will be still necessary, and them you will not anew grow). Hunting (Hunting). It is necessary for creating of kopeyshchikov, intelligence officers (without them to open map well very tiresomely) and mastery of some resources. Sail (Sailing). Access to the lighthouse and galeram - piece useful, but can wait, if on real place is sufficient for the expansion. Written language (Writing). Key technology for the progress - gives to construct libraries. Furthermore, it makes it possible to conclude agreements about the open boundaries. Polytheism (Polytheism). Original discoverer bases Hinduizm. Also It makes it possible To construct The Parthenon. Fishing (Fishing). It gives to construct working boats. There is hereabout fish, oyster and so on - necessarily, no - it is possible up to a certain time to manage. Cattle breeding (Animal Husbandry). It makes it possible to construct pastures. Shooting from bow (Archery). This technology does not anywhere conduct, but it makes it possible to produce archers, but it is later - arbaletchikov and strelkov with the long bow. Thus it occurs the basis of effective defense. Can it not be necessary? Perhaps that on the island. Building (Masonry). It makes it possible to construct pyramids and lighthouse, and also urban walls. And access to the stone quarries gives.

Classical era goes the mastery of territories, sometimes - early war. In this stage many races can create decent army themselves.

Alphabet (Alphabet). It is at first glance, it is strange that it follows from the written language, but not vice versa... Apparently, there was in the form that written language it is original - hieroglyphic. But song not about this. Why it does be worthwhile to open alphabet for the first? Because then it is possible to study the exchange of technologies, until other races themselves begin exchange can! But it means - to obtain the maximum of benefit. Only alphabet itself do not exchange...

Drama (Drama). One of the most important technologies, and it greatly even first! is worth try to open. Especially for those, who search for cultural victory. Yes even the theaters of expensive stand at the front of fight for the people happiness. Calendar (Calendar). It gives to construct plantations, i.e., to process a whole series of resources, but at the same time abolishes obelisks and Stonehenge, so that many do not hurry to devise it. Compass (Compass). Harbors - not bad piece, especially if in you are many ports, and here travellers up to this moment already usually not very into the theme. Constructions (Construction). Ctroitel6stvo coliseums in this stage it is necessary not always, but if you plan war - that you will not manage without the catapults. But if hereabout there are elephants - also sound reason are to hurry with the constructions. Combat elephant - strange, but effective combat unit and furthermore it does not require metal. Literature (Literature). Building of epos (local miracles) and great library - worthy purpose, but not always priority. Casting (Metal Casting). Workshops in the locality in this stage almost to nothing, and here smithy in the cities are completely necessary, for free that they harm health. Mathematics (Mathematics). Aqueducts and forts in this stage can be and are not too necessary, suspended gardens - on the situation, but it is difficult to here overestimate access to the coin and the calendar. Monarchy (Monarchy). Access to the first new method of administration, and at the same time - to the wine... Necessity - on the situation. If there is no wine, and pyramids - there is, why monarchy? Coin (Currency). Without the markets to not long and ruin... To in proper time ensure the decent economy - the matter necessary. Working iron (Iron Working). Access to the new metal (which almost in everything substitutes copper), and also to the first assault force - mechnikam. Arch of laws (Code of Laws). Original discoverer creates confucianism. The possibility to assemble law courts also appears - which is vitally important for the amateurs of expansion. The caste system, accessible from this point on, makes it possible to be concentrated, for example, in science due to the transfer of the part of the inhabitants into the scientists, but this is the risky way.

The Middle Ages seemingly intermediate stage - on it not too much does occur. Those, who did not have time to obtain to itself religion, have last chance.

Banking (Banking). Besides the access to the similar structure, very important, this technology makes it possible to pass to the mercantilism. Godly right (Divine Right). Original discoverer bases Islam. Moreover the technology opens access to spiral minaret and Versailles. Versailles - most important miracle for the amateurs of expansion, since substitutes one additional palace. Paper (Paper). Possibility to be exchanged maps - and key stage on the way to formation. Guilds (Guilds). One of the key technologies of this stage immediately from three parameters. Knights - basis of combat capabilities; grocery benches will help on the part of the health; i, finally, from this point on, workshops become actually useful ( 1 more to the production). The civil service (Civil Service). To hurry to it stands usually not so much for pikinerov, as for the possibility to extend irrigation through the farms - without which a number it is municipal it vegetates from the shortage of food. Engineering (Engineering). In this version of game engineering - technology the serviceman: locks, pikinery. And only miracle Of ayya Sofia has especially peaceful application. Mechanics (Machinery). Access to arbaletchikam and two I see mills. To build mills in advance - not bad idea. Music (Music). Building of cathedrals and Notre Dame. It is necessary whether with this to hurry? According to that, to what extent are great problems schastiyem people. Optics (Optics). It makes possible for ships further to see, and to working boats to obtain whales. Theology (Theology). Original discoverer bases Christianity. Also appears access to the theocracy and The sikstinskoy choir. Feudalism (Feudalism). Valuable piece for the mastery of territory - makes it possible to pass to serfdom and to strengthen workers. Vassal system enjoys smaller popularity. Well, and the improvement of archer is not also excess. Philosophy (Philosophy). Original discoverer bases taoizm. Also appears access to the pacifism (which not only helps to create great people, but it frequently facilitates financial burden) and to the miracle Of angkor of cotton.

New time at this stage suddenly all together appear the most necessary laws... this and the motion of the progress in the very essential degree is determined. Educational establishments here appear.

Astronomy (Astronomy). Observatory - key structure for an increase in the science. Galeony will prove useful for the colonization. Colossus it is pitiful, the truth... of rifle (Rifling). New generation of troops; defense from strelkov without the aid of grenadiers to overcome is very difficult. Military traditions (Military Tradition). Access to the cavalry and to the miracle West- point. Democracy (Democracy). Crazu two new laws - equality and the universal selective right. Good, but constitution gives more valuable piece. Yes, another statue of freedom can be built. Spare parts (Replaceable Parts). It makes it possible to construct sawmills, strengthens mills. Outstanding piece.

Constitution (Constitution). Way to the most valuable law of government branch - to elective administration. Corporation (Corporation). Ctroitel6stvo Wall Street and the appearance of additional commercial ways. Occasion to forego the mercantilism. Liberalism (Liberalism). One additional most valuable law - freedom of word. Original discoverer obtains also free technology. Many consider it correct to take the economy: first, it is expensive, in the second place, immediately comes one additional reward - great merchant. Nationalism (Nationalism). One additional law, and also Tadzhik -Maxal (only method to obtain the Golden Age without the victim of great people!) and hermitage. Formation (Education). Universities! Desired purpose in all versions of "civilization". So it was, and so it will be... Well, and that, who podsuyetilsya in time, will be reached even and miracle - oxford university. It is interesting, why not Cambridge or Sorbonna? Printing press (Printing Press). Increase in the production on all villages, and also way to the technology of spare parts. Powder (Gunpowder). I assume, everything is clear. The matter to lazhe not in the musketeer as such - and also in the fact that instead of the archers and rukopashnikov appear the pointers, but all accumulated pluses against the archers and the soldiers of close battle disappear. Chemistry (Chemistry). Frigates grenadiers (the "patentovannoye protivostrelkovoye means number 1") play in the war of this stage important role. But The Parthenon It is it's a pity. Economy (Economics). Access to the free market. But to original discoverer will be reached great merchant.

Industrial era as one would expect, this era occurs under the sign of industry. Main discipline here - industrializm, well, and the opening oil scientific method.

Artillery (Artillery). New level of siege instruments... atomic physics (Fission). Possibility to be switched to comparatively "clean" AES, and after the building Of mankhettenskogo project to be armed with A-bomb. Biology (Biology). The instantaneous flash of increase it is municipal - farms begin to bring more than food. Internal combustion engine (Combustion). New ships, petroleum platform... But in this part of the game for the tank engine is not for some reason necessary, so that you do not hurry to be sufficient at it. Railroad (Railroad). No longer this desired purpose as once, since it does not give increase in the production, but nevertheless - the accelerated transport in the limits of your state. Industrializm (Industrialism). Key technology of the stage: factory and tank. To these everything is said. Communism (Communism). Deadly effective law. But also the valuable miracle of light - our native Kremlin. Well and Scotland Yard was trimmed... conveyor (Assembly Line). New generation of the infantry: strictly infantry, machine gunners landing force members. Well, and the in addition carbon power station, without which, it is traditional, is better to manage. Medicine (Medicine). Way to the sanitation of the nation through the hospitals and the miracle of the Red Cross. Scientific method (Scientific Method). In this stage the monastery and lighthouses cease work, then access to the oil appears. But without it - not life... steel (Steel). The guns (which, true, rapidly grow antiquated), the Battleships (analogously), and subsequently - tank. If you have 6 smithies, it is possible to build Ironworks. But even in this stage there are the dry docks for the ship building, but them much accurately will not be required. Fascism (Fascism). CoqialСЃye the technology of militarists - law about the police state. And local miracle - mountain Of rashmor. Value, in my opinion, average. Physics (Physics). This technology intermediate - it only makes it possible to see on the map of the deposit of uranium. Original discoverer will obtain distinguished scientist. Electricity (Electricity). To the scene leave the bombers, which is accompanied by the building of air-raid shelters. Probably, up to this moment already became obsolete the part it was specific luxury, and means, time itself to construct Broadway...

The present I here is - the finale of technological race. It is not surprising that many disciplines in this era give something for the space race. For the diplomats here - UNITED NATIONS. To warriors one should turn attention in the radio, composite materials and rockets.

Genetics (Genetics). Simply it is beautiful: 3 to the health in all cities! Sid Meyer did not clearly inspire by propaganda about the danger of the genetically modified products (and as on me, completely correctly). Furthermore, genetics makes it possible to create stasis- room for kosmoleta. Frost (Refrgeration). Refrigerators are necessary for the building of the supermarkets, which strengthen the effect of the "resources of health". Also all ships walk to yedinichku further from this point on. Composite materials (Composites). Key military technology - opens contemporary tank, Stealth- bomber and jet fighter. Computers (Computers). They make it possible to construct laboratory - final scientific building. Opto-fiber (Fiber Optics). It makes it possible to conduct the Internet and to construct one of the details of kosmoleta. Plastics (Plastics). Not only important intermediate component, but even and technology GES and petroleum platforms. It makes it possible to construct weir "three gorges". Flight (Flight). Important component both for the economic and for the military increase. Aviation in this stage rapidly substitutes artillery; true, for the bombings it is necessary other radio, and this technology makes it possible to construct destroyers and aircraft carriers. Well, and airports help to be dismantled with the financial difficulties. Radios (Radio). Bomber - one of the important is specific armaments in this era, and for the amateurs of sea battles there is submarine. Furthermore, here are located two miracles - Eyfeleva tower and Fate-n- hollander. Rocket (Rocketry). Infantry PVO - AIR DEFENSE, possibly, is not so important, but here are helicopters in this game - something like the flying tank. Certainly, here are located atomic rockets and project "Apollo", which opens space race. Yes, and another skin of kosmoleta... On the whole, powerful technology. Robot technology (Robotics). It makes it possible to construct armored carrier - last development stage of infantry. Also it gives to construct the docking module of kosmoleta and the miracle most important for the technological victory - orbital hoist. Satellites (Satellites). They open entire map, make it possible to construct system SOI (antinuclear defense) and one of the details of kosmoleta. Media (Mass Media). Hollywood (opening for us new resource - khitovye films), tele-tower and UNITED NATIONS. Although this is - the blind branch of technological tree, it more than redeems! Thermonuclear fusion (Fusion). On this principle will work the engine of our kosmoleta. But original discoverer will obtain at his disposal of great engineer. Ecology (Ecology). The corresponding law solves, makes it possible to construct the centers of processing by-products and one of the elements of kosmoleta.

Technologies of future (Future Tech). These technologies (them it is possible to study one for another) give plus to the final account. The first of them also ensures with 1 to the health and happiness in all cities; others it is plus for these technologies no.

The concerns of buildersee table 15. The main thing, which is necessary to remember with the planning it is municipal: the price of the support of building directly depends from the distance to the capital (and also "alternative palaces"). But therefore the complete development of colonial settlings does not redeem. Generally, from the reflexes "to construct everything which is possible" necessary to get rid: stroyte only that which actually will be required. Specialization it is municipal in this game it makes sense about the usual - not "wonderful" - buildings in detail tell not I will be: all their data there are in the table. Small explanations are necessary apropos of column "specialists": it is there indicated, how much building gives work sites for the specialists of one or other profile or another. Free specialists it does not give - their only possibility there to plant.
Table of 15 buildings
NamePriceCultureIt is requiredEffectSpecialists
Academy (Academy)-4The distinguished scientist 50% to the science
Aqueduct (Aqueduct)100-Mathematics, the building 2 to the health
Barn (Granary)60-Potter matterIt preserves 50% of food with an increase in the city, 1 to the health for fig, wheat, corn
Airport (Airport)250-Flight-1 to the health, 1 Torr way, can move by air 1 force for the motion
AES (Nuclear Plant)250-Atomic physics, factory, uraniumEnsures factory with nourishment, the risk of the leakage
Grocery bench (Grocer)150-Guilds, the coin 25% to gold, 1 to the health for the bananas, the spices, the sugar, fault1 Torr
Bank (Bank)200-Banking 50% to gold
Library (Library)902Written language 25% to the science2 scientists
Hospital (Hospital)200-Medicine 3 to the health, troops in the city treat additional 10%/xod
Air-raid shelter (Bomb Shelters)100-Electricity, The mankhettenskiy project-75% of loss from the nuclear strike
Bunker (Bunker)100-Electricity-75% of loss from the aviation
GUS (Hydro Plant)200-Plastics, the factoryIt ensures factory with the nourishment
Lock (Castle)1001Engineering, the wall 50% to the protection (from the troops without the firearms)
Barracks (Barracks)60--The constructed ground forces obtain 4 experiments
Coliseum (Coliseum)120-Constructions 1 fortunately, 1 more for 20%, diverted to the culture
Smithy (Forge)120-Casting 25% to the production, 1 to the happiness for gold, silver and gems, -1 to the health1 engineer
Laboratory (Laboratory)250-Computers, the observatory 25% to the science, doubly more rapidly are constructed it kosmolet, -1 to the health1 scientist
Lighthouse (Lighthouse)60-SailAqueous cells give 1 to the food
Monastery (Monastery)602Meditation, the religion 10 units of science, it is possible to prepare the missionaries
Obelisk (Obelisk)301Mysticism-
Observatory (Observatory)150-Astronomy 25% to the science1 scientist
Market (Market)150-Coin 25% to gold, 1 to the happiness for the fur, the silk, the whales and the elephants2 Torr
Cathedrals of the different religions300 50%Music, 3 temples of this faith 2 to the happiness (if State religion), 1 more from the fragrancies2 priests
Walls (Walls)50-Ctroitel6stvo 50% to the protection (from the troops without the firearms)
Supermarket (Sup[.ermarket)150-Frost 1 to the health for the cows, the pigs, the sheep, the deer
Dry dock (Drydock)120-SteelShips are constructed doubly more rapidly, also, with 4 marks of experience, -1 to the health
Theater (Theatre)503Drama 1 to the happiness for 10% of assignments for the culture, 1 more for the paints2 artists
Tele-tower (Broadcast Tower)175 50%MEDIA 1 happy face after 10% of assignments for the culture, 1 to the happiness from the films, musicals, disks2 artists
Prison (Jail)120-Constitution-25% of dissatisfaction from the war
Carbon power station (Coal Plant)150-Conveyor, factory, coalEnsure factory with nourishment, -2 to the health
University (University)2003Formation, the library 25% to the science
Factory (Factory)250-Conveyor 25% ( 50%, if there is a power station) to the production, -1 to the health2 engineers
Temple (Temple)801Zhrechestvo, the religion 1 to the happiness1 priest
Center of processing by-products (Recycling Center)300-EcologyNo minuses to the health from the buildings


World miracles

As before these buildings can exist in the world only in the only number, and who did not have time - that was late. The acceleration of their building can give any resource - see table "resources". Also industrial races construct miracles doubly more rapid. The great temples of each of the religions are not included in this list - about them you look in the chapter of the "concerns of pastor". Besides the effect of miracle, it is described, what invention "disconnects" it. If nothing it is indicated on this score - it acts to the very end of the game.

  • A14- Sofia (The Hagia Sophia). Accelerates the labor of workers 2. It is disconnected with the discovery of vapor.
  • Angkor Of cotton (Angkor Wat). All priests in the cities give 1 to the production. It is disconnected by computers.
  • Broadway (Broadway). It gives 5 musicals (see "resources"). An increase in the culture increases by 50%.
  • Great library (The Great Library). It gives in this city of 2 free scientists. It is disconnected by scientific method. Many construct it by the inertia, remembering that this - one of the main miracles in the previous three "civilizations" they are healthily they are disappointed...
  • Great lighthouse (Great Lighthouse). It gives 2 Torr ways in all cities. It is disconnected by corporation.
  • Versailles (Versailles). The additional palace, proximity to which reduces the cost of the support of buildings. One of the main miracles of the middle ages.
  • Suspended gardens (Hanging Gardens). 1 inhabitants 1 to the health in all cities. It goes out of order never! Second on the significance miracle of antiquity after pyramids.
  • Hollywood (Hollywood). It gives the khitovye films (resource of happiness).
  • Colossus (The Colossus). All aqueous cells give 1 to the commerce. It is disconnected by astronomy.
  • Kremlin (The Kremlin). Applause, lady and gentlemen! For the first time in the history of "civilization": the miracle of Russian production! The Kremlin reduces the cost of the "acceleration" of buildings doubly, that, perhaps, in the spirit of the Soviet country (but it is constructed it only after the discovery of communism...). Opto-fiber render inoperables the Kremlin.
  • Notre Dame (Notre Dame). 1 to the happiness in all cities of continent. It is remembered, earlier this was Bach's cathedral...
  • Oracle (The Oracle). Single effect - gives one free technology. Not the most valuable miracle, perhaps that were formed excess production capacities.
  • Orbital hoist (The Space Elevator). Twice accelerates the building of kosmoleta (all its details). It is necessary in the space race.
  • United Nations (United Nations). Way to the international laws and the diplomatic victory (see the "concerns of diplomat") is opened. But also guarantees to creator the place of candidate with the selections in THE UNITED NATIONS.
  • Parthenon (Parthenon). One and a half times increases the growth of great people in all cities. It is disconnected by chemistry.
  • Pentagon (The Pentagon). 2 to the experience to all constructed troops. Here, in my opinion, mister Meyer nevertheless pol'stil to America...
  • Pyramids (The Pyramids). It solves all laws of category "government". The main miracle of ancient epoch - to the classical era (!) to only so it is possible even establish in itself elective administration and to swiftly move forward science.
  • Weir "three Gorges" (Three Gorges Dam). Electricity gives to all cities on the continent. Earlier this effect was relied to guverovskoy weir, and now they solved, that most wonderful of GES - that that on the river of yangtze.
  • Fate-n- hollander (Rock'.n'.roll). It gives the musical disks (resource of happiness).
  • Sikstinskaya choir (Sistine Chapel). Each specialist gives 2 to the culture (independent of the kind of occupations). Very useful piece.
  • Spiral minaret (Spiral Minaret). 1 to the commerce for all buildings, which relate to established religion. It is disconnected by computers.
  • Statue of freedom (Statue of Liberty). It gives one free specialist in each city of continent. One of the most useful miracles of new time.
  • Stonehenge (Stonehenge). Free obelisk in each city gives. It is disconnected by calendar.
  • Tadzhik -Maxal (Taj Mahal). The Golden Age immediately begins. Miracle can be very useful, if it is built in time... and by almost senseless, if no.
  • Chichen-Itsa (Chichen Itza). Increases the protection of troops in all cities by 25%. It is disconnected with the advent of a rifle.
  • Eyfeleva tower (The Eiffel Tower). It gives in each city free tele-tower. It is mysterious...


National miracles

Well and these miracles, as in a past series games, can be constructed on one to the race (or to the union, in the case of the predetermined alliances). If city with this miracle is seized - it will disappear, and to restoration after this it does not be subject. Many of these miracles require, except proper technology, still and some quantity of buildings of the specific type.

  • West- point (West Point). 4 experiments to the constructed in the city troops. It makes demands on the force of 5 levels.
  • Heroic epos (Heroic Epic). The production of troops in the city accelerates doubly. It makes demands on barracks in the city and force, which reached 4 levels.
  • Mountain Rashmor Mount Rushmor). Cnijaet around all cities dissatisfaction with war to 25%.
  • Forbidden palace (Forbidden Palace). Clujit by additional palace, reducing the cost of the support of buildings. Be required 8 it is municipal even 6 buildings of law court.
  • The Red Cross (Red Cross). Troops, produced in this city, immediately obtain ability medicine I. It is necessary 6 hospitals.
  • Foundry (Ironworks). 50 productions in the city. It requires 6 smithies.
  • National epos (National Epic). The growth of great people in the city accelerates doubly.
  • Oxford university (Oxford University). It doubles science in the city. It is necessary 6 universities.
  • Scotland Yard (Scotland Yard). It makes it possible to produce spies.
  • Theater "Globus" (Globe Theatre). Dissatisfaction in the city completely liquidates. 6 theaters be required.
  • Wall Street (Wall Street). Gold in the city doubles. It requires 6 banks.
  • Hermitage (Hermitage). A quantity of culture in the city doubles.


Projects into this group game will for some reason carry four miracles, and also elements of kosmoleta, necessary for the technological victory. Internet (The Internet). You obtain any technologies, known to other two civilizations. It is remembered, Earlier This Was called Great Library... Project "Apollo" (Apollo Program). After its creation space race begins. Mankhettenskiy project (The Manhattan Project). It makes possible for all races to construct nuclear rockets and air-raid shelters. Program SOI (SDI). 75%-1 chance give to intercept atomic rocket. The elements of kosmoleta is counted by 7, and everything, that it is necessary to know about them - this is the quantity, necessary for the sending to alpha of centaur. Namely: SS Casing - 5, SS Thrusters - 3, SS Engine, SS Docking Bay, SS Cockpit, SS Life Support, SS Stasis Chamber - on one. Pleasant flight! • • • to everything comes end, including to the pages, diverted to this global article. We did not go deeply into the finesse of victorious strategies, but described the rules of game. Of vskorosti we will return to the "civilization" in the councils of the masters OF LKI - and will begin from the correct selection of race and from the original determination of the purpose, which we approach.
Legends and the myths of the fourth "civilization"
It was worthwhile for game to appear, as similar to fungi began to be propagated legends about the secrets of game. The popular of these myths we now will describe.
  • The fifth (the seventh, the twelfth...) from the technologies of future gives something remarkable. Alas as it rehearsed in the song - "there is mare whatever not after what angle". Only first gives play pluses, whereas rest influence the final account only.
  • Each of religion has the concealed unique effects. First whether greatly was desirable in this to believe, then the early promises of developers were said. But it cannot be in reality of this: if already the authors did not risk to make religion with properly different so as no one not to offend, to make similar in the "secrets" - scandalous stupidity. But in this of Meyer's Sida, I think, no one suspects.
  • Several religions in one city - reason they are baled. By no means. In several faiths in one country are their pluses minuses, but faster positively the people abundance of religions influences happiness, if we do not be lazy ourselves to construct buildings.
  • Fear inoplanetyan. Among the play drawing someone revealed model'ku of "small green little fellow". However, its game nowhere uses. Can, in the addition?
  • Additional miracles. In the beta version, which it tested sufficiently much people, there were still several miracles. In contrast to the previous legends, this "polureal'na": there are versions of the game, where they even on the spot, and, suspect, it is possible to open them patchem.




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