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 breadThe 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 spectaclesFor 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?
CultureAs 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 peopleThe 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 |
| Mark | Name | Technology | Improvement | Production | Other pluses | | For the discovery | For the use | Abolishing | Without the improvement | With the improvement | - | | aluminium | Aluminum | Industrialism | Mining | - | Mine | 1 prod | 3 prod, 1 kilohms | - | | banana | Bananas | They are visible always | Calendar | - | Plantation | 1 foods | 2 foods | 2 healths | | incense | Fragrancies | They are visible always | Calendar | - | Plantation | 1 kilohms | 5 kilohms | 1 the happiness | | wine | Fault | They are visible always | Monarchy | - | Distillery | 1 kilohms | 1 foods, 2 kilohms | 1 the happiness | | hitsingles | Disks | Miracle - Fate-n- hollander | - | - | - | - | - | 1 the happiness | | gems | The precious stones | They are visible always | Mining | - | Mine | 1 kilohms | 1 prod, 5 kilohms | 1 the happiness | | iron | Iron | Iton Working | Mining | - | Mine | 1 prod | 3 prod | - | | gold | Gold | They are visible always | Mining | - | Mine | 1 kilohms | 1 prod, 6 kilohms | 1 the happiness | | Stone | Stone | They are visible always | Masonry | - | Stone quarry | 1 prod | 2 prod | - | | whale | Whales | They are visible always | Optics | Combustion | Network | 1 foods | 1 prod, 2 kilohms | 1 the happiness | | cow | Cows | They are visible always | Animal Husbandry | - | Pasture | 1 foods | 1 foods, 2 prod | 1 healths | | crab | Crabs | They are visible always | Fishing | - | Network | 1 foods | 2 foods | 1 healths | | dye | Paints | They are visible always | Calendar | - | Plantation | 1 kilohms | 4 kilohms | 1 the happiness | | corn | Corn | They are visible always | Agriculture | - | Farm | 1 foods | 2 foods | 1 healths | | horse | Horses | They are visible always | Animal Husbandry | - | Pasture | 1 prod | 2 prod, 1 kilohms | - | | copper | Copper | Bronze Working | Mining | - | Mine | 1 prod | 3 prod | - | | fur | Furs | They are visible always | Hunting | Plsstics | Camp | 1 kilohms | 3 kilohms | 1 the happiness | | marble | Marble | They are visible always | Masonry | - | Stone quarry | 1 prod | 1 prod, 2 kilohms | - | | hitmusicals | Musicals | Miracle - Broadway | - | - | - | - | - | 1 the happiness | | Oil | Oil | Scientific Method | Combustion | - | Well, the platform | 1 prod | 2 prod, 1 kilohms | - | | sheep | Sheep | They are visible always | Animal Husbandry | - | Pasture | 1 foods | 2 foods, 1 kilohms | 1 healths | | deer | Deer | They are visible always | Hunting | - | Camp | 1 foods | 2 foods | 1 healths | | spices | Spices | They are visible always | Calendar | - | Plantation | 1 kilohms | 1 foods, 2 kilohms | 1 the happiness | | wheat | Wheat | They are visible always | Agriculture | - | Farm | 1 foods | 2 foods | 1 healths | | rice | Fig | They are visible always | Agriculture | - | Farm | 1 foods | 1 foods | 1 healths | | fish | Fish | They are visible always | Fishing | - | Network | 1 foods | 3 foods | 1 healths | | sugar | Sugar | They are visible always | Calendar | - | Plantation | 1 foods | 1 foods, 1 kilohms | 1 the happiness | | pig | Pigs | They are visible always | Animal Husbandry | - | Pasture | 1 foods | 3 foods | 1 healths | | silver | Silver | They are visible always | Mining | - | Mine | 1 kilohms | 1 prod, 4 kilohms | 1 the happiness | | ivory | The ivory | They are visible always | Hunting | Industrialization | Camp | 1 prod | 1 prod, 1 kilohms | 1 the happiness | | coal | Coal | Steam Power | Mining | - | Mine | 1 prod | 3 prod | - | | uranium | Uranium | Physics | Mining | - | Mine | - | 3 kilohms | - | | clam | Oysters | They are visible always | Fishing | - | Network | 1 foods | 2 foods | 1 healths | | hitmovies | Films | Miracle - Hollywood | - | - | - | - | - | 1 the happiness | | silk | Silk | They are visible always | Calendar | - | Plantation | 1 kilohms | 3 kilohms | 1 the happiness |
|
| Table 2 the strategic
resources |
| Mark | Name | It is necessary for the building | The building accelerates | | aluminium | Aluminum | Jet Fighter, Modern Armor, Stealth Bomber | Space Elevator, Apollo Program, SDI | | iron | Iron | Cannon, Cho -.Ko -.Nu, Conquistador, Crossbowman,
Ironclad, Frigate, Knight, Pikeman, Praetorian, Samurai, Swordsman,
substitutes copper | Eiffel Tower | | Stone | Stone | | Christian Cathedral, Jewish Synagogue, Mount Rushmore,
Oxford University, West Point, Angkor Wat, Chichen Itza, Hanging
Gardens, Kremlin, Notre Dame, Pyramids, Spiral Minaret, Stonehenge | | horse | Horses | Cavalry, Chariot, Conquistador, Cossack, Horse Archer,
Immortal, Keshik, Knight, War Chariot | | | copper | Copper | Axeman, Maceman, Spearman, Phalanx (it is possible to
replace with iron) | Buddhist Stupa, Taoist Pagoda, Confucian Academy,
Colossus, Statue of Liberty, Internet | | marble | Marble | | Hindu Manor, Islamic Mosque, Hermitage, Heroic Epic.
National Epic, Great Library, Hagia Sophia, Orcale, Parthenon, Sistine
Chapel, Taj Mahal, Versailles | | Oil | Oil | Bomber, Fighter, Gunship, Jet Fighter, Modernm Armor,
Panzer, Stealth Bomber, Tank; it is possible to replace with
uranium for Battleship, Carrier, Destroyer, Submarine, Traqnsport | | | ivory | The ivory | War Elephant | | | coal | Coal | Ironclad, Railroad | | | uranium | Uranium | ICBM, 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 |
| Landscape | Food | Production | Commerce | Plus to the protection | Additionally | | Mountains (Peak) | 0 | 0 | 0 | 0% | They are not passed | | Meadow (Grassland) | 2 | 0 | 0 | 0% | | | Ocean (Ocean) | 1 | 0 | 1 | 0% | | | Coast (Coast) | 1 | 0 | 2 | 10% | It is not possible to construct the city | | Desert (Desert) | 0 | 0 | 0 | 0% | Everything is constructed to 25% more slowly | | Plains (Plains) | 1 | 1 | 0 | 0% | | | Snow (Snow) | 0 | 0 | 0 | 0% | Everything is constructed to 50% more slowly | | Tundra (Tundra) | 1 | 0 | 0 | 0% | Everything is constructed to 25% more slowly |
|
| Table of 4 special features of
the territory |
| Special feature | Food | Production | Commerce | Plus to the protection | Additionally | | Ejection of radiation (Fallout) | --3 | --3 | --3 | 0% | Entrance - 2 un. of motion, cannot be anything
constructed, until not it is cleared | | Jungle (Jungle) | --1 | 0 | 0 | 50% | - 0.25 healths in adjacent it is municipal, entrance -
2 un. of the motion | | Flood meadows (Floodplain) | 3 | 0 | 0 | 0% | - 0.4 healths in sosesdnikh it is municipal | | Ice (Ice) | 0 | 0 | 0 | 0% | It is not passed | | Forest (Forest) | 0 | 1 | 0 | 50% | 0.5 healths in adjacent it is municipal, entrance - 2
un. of the motion | | Oasis (Oasis) | 3 | 0 | 2 | 0% | Entrance - 2 un. of motion, cannot be anything
constructed; the source of the fresh water | | Hills (Hills) | --1 | 1 | 0 | 25% | 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 troopsAre 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 |
| Name | Price | Culture | It is required | Effect | Specialists | | Academy (Academy) | - | 4 | The distinguished scientist | 50% to the science | | | Aqueduct (Aqueduct) | 100 | - | Mathematics, the building | 2 to the health | | | Barn (Granary) | 60 | - | Potter matter | It 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, uranium | Ensures 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, fault | 1 Torr | | Bank (Bank) | 200 | - | Banking | 50% to gold | | | Library (Library) | 90 | 2 | Written language | 25% to the science | 2 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 factory | It ensures factory with the nourishment | | | Lock (Castle) | 100 | 1 | Engineering, 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 health | 1 engineer | | Laboratory (Laboratory) | 250 | - | Computers, the observatory | 25% to the science, doubly more rapidly are
constructed it kosmolet, -1 to the health | 1 scientist | | Lighthouse (Lighthouse) | 60 | - | Sail | Aqueous cells give 1 to the food | | | Monastery (Monastery) | 60 | 2 | Meditation, the religion | 10 units of science, it is possible to prepare the
missionaries | | | Obelisk (Obelisk) | 30 | 1 | Mysticism | - | | | Observatory (Observatory) | 150 | - | Astronomy | 25% to the science | 1 scientist | | Market (Market) | 150 | - | Coin | 25% to gold, 1 to the happiness for the fur, the
silk, the whales and the elephants | 2 Torr | | Cathedrals of the different religions | 300 | 50% | Music, 3 temples of this faith | 2 to the happiness (if State religion), 1 more from
the fragrancies | 2 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 | - | Steel | Ships are constructed doubly more rapidly, also, with
4 marks of experience, -1 to the health | | | Theater (Theatre) | 50 | 3 | Drama | 1 to the happiness for 10% of assignments for the
culture, 1 more for the paints | 2 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, disks | 2 artists | | Prison (Jail) | 120 | - | Constitution | -25% of dissatisfaction from the war | | | Carbon power station (Coal Plant) | 150 | - | Conveyor, factory, coal | Ensure factory with nourishment, -2 to the health | | | University (University) | 200 | 3 | Formation, the library | 25% to the science | | | Factory (Factory) | 250 | - | Conveyor | 25% ( 50%, if there is a power station) to the
production, -1 to the health | 2 engineers | | Temple (Temple) | 80 | 1 | Zhrechestvo, the religion | 1 to the happiness | 1 priest | | Center of processing by-products (Recycling Center) | 300 | - | Ecology | No minuses to the health from the buildings | |
|
World miraclesAs 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 miraclesWell 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.
|