Wednesday 25 April 2018

Civ v trading strategy


Negociação (Civ5)


O comércio é um conceito vital na série Civilização, bem como no mundo real, e significa o intercâmbio de bens e serviços entre a população. Geralmente é conduzida por entidades privadas, conhecidas como comerciantes, que se ocupam de transportar mercadorias de um lugar para outro, comprando-as em uma e vendendo-as em outra. Desta forma, eles ajudam a distribuir bens de lugares que estão sendo produzidos para locais que precisam deles, o que é uma parte vital da economia mundial.


É claro que o comércio mundial contemporâneo é muito mais complexo e muitas vezes é feito sem que ninguém saia de seu lugar, graças à tecnologia. O comércio financeiro, por exemplo, é feito totalmente através de computadores. Mas não discutiremos problemas tão complexos aqui. No jogo, o comércio é vital para manter a renda do ouro do seu império e a felicidade de seus sujeitos. É também uma maneira de obter recursos estratégicos vitais que suas terras não têm, etc. Em suma, você perderá o jogo se você não souber trocar, tanto ao estabelecer Rotas Comerciais quanto ao negociar acordos comerciais com outras nações.


Tipos de negociação Editar.


Existem vários tipos de negociação no jogo, todos com diferentes mecanismos e finais. Aprender a ativar e usar cada um é a chave para o sucesso econômico na Civilização, então leia atentamente!


Negociação doméstica Editar.


Isso se refere à troca natural de bens dentro do seu próprio império. Os líderes sábios entenderam há muito tempo que deixar o comércio livre é a melhor maneira de distribuir bens em todo o seu império e enriquecer o Tesouro Nacional, de modo que o comércio doméstico acontece quase que automaticamente. Toda a régua precisa fazer é estabelecer uma conexão infra-estrutural entre as cidades do império e os comerciantes capital-privados, então comece a usar essas conexões para conduzir seus negócios. Quando uma cidade fica conectada à rede de comércio, um pequeno ícone aparecerá abaixo do banner da Cidade para indicar isso. Para obter mais informações sobre a mecânica exata da abertura de Rotas Comerciais nacionais (AKA 'City connections'), leia este artigo.


O comércio interno tem vários usos:


Renda do ouro. Podemos dizer que o Estado cobra uma taxa por cada transação comercial, que vai diretamente no Tesouro. Então, quanto mais negócios entre suas cidades, mais você! A quantidade exata de conexão por cidade depende dos tamanhos (População) da cidade e da Capital; o maior - o melhor! Felicidade. Os comerciantes não só podem trocar bens básicos, como roupas e alimentos, mas também no que é conhecido como Luxos. Estes são bens particulares que os seus cidadãos amam (em oposição aos outros, que eles simplesmente precisam), e eles pagarão muito por tê-los. Aqui o seu papel como governante é maior - é sua responsabilidade assegurar o acesso aos luxos! Colhê-los de seu território, ou importá-los de outras nações ou Cidade-Estados. Assim que seu império tiver acesso a pelo menos 1 contagem de qualquer recurso de luxo, ele é distribuído no seu sistema de comércio interno e aumenta em 4! Note-se que não importa quais cidades estão atualmente conectadas à capital para o bônus de chutar - desde que tenha pelo menos 1 contagem de Luxo, o efeito começa. Além disso, ter mais de 1 contagem não importa (não aumenta mais), então sinta-se livre para usar excessos em negócios comerciais externos. Funilando alimentos e produção para uma determinada cidade. Este é um novo recurso, e envolve o novo sistema de Rotas de Negociação. Com isso, o governador nomeia um dos tragaminhos da Rota Comercial que possui, e a Unidade de Comércio que o serve, para transferir qualquer uma ou para uma cidade do império. Para isso, a cidade-fonte deve ter, respectivamente, um celeiro ou uma oficina. Esta opção dedica os recursos de carga e comercialização para abastecer uma cidade regularmente, para que possa superar os problemas ou reforçar uma das suas duas principais características: crescimento populacional ou produção. Para mais informações, verifique o artigo da rota de comércio internacional.


Comércio internacional Editar.


Esta é uma nova forma de negociação, introduzida no Brave New World. Consiste em uma empresa mista de governo privado, onde o governo fornece uma Unidade de Negociação e infra-estrutura para comerciantes privados, que então eles usam para realizar negócios com cidades-alvo, nomeadas pelo governo. Graças ao sistema, seus comerciantes podem negociar com outras civilizações ou Estados da cidade! Para a mecânica particular da empresa, verifique o artigo da rota de comércio internacional, mas esteja ciente de que o estabelecimento de rotas de comércio internacional requer tanto slots de negociação gratuitos (desenvolvidos através da tecnologia) quanto as respectivas unidades comerciais disponíveis. Também requer a proximidade física das cidades-fonte e destino.


O comércio internacional tem os seguintes benefícios:


Renda de ouro - o Estado cobra uma taxa por cada operação realizada pelos comerciantes; desta vez, no entanto, as variáveis ​​que determinam o lucro final são muito mais. Infraestrutura, diferentes recursos disponíveis, recursos de terra e até distância, todos desempenham um papel na determinação do quanto os comerciantes (e assim você) estarão fazendo da empresa. Para mais detalhes, verifique o artigo acima mencionado. Religião - tanto a religião da cidade-fonte quanto a religião da cidade alvo se espalham graças às Rotas Comerciais. É uma maneira para você influenciar cidades distantes, convertendo-as para a sua Religião, mas esteja ciente de que o contrário também pode acontecer! Ciência - o progresso tecnológico em ambas as civilizações também é compartilhado pelos comerciantes. Graças às rotas comerciais, você pode reforçar sua pesquisa um pouco. Note que este efeito não funciona no caso de Rotas Comerciais que se conectem à influência cultural da Cidade-Estado - Finalmente, os comerciantes espalham a fama da cultura de suas civilizações para outras civilizações com as quais trocam. Abrir uma rota de comércio para uma nação aumenta o seu para aquela nação em 25%. Novamente, não funciona no caso de City-States.


Ofertas de negociação Editar.


O último tipo de negociação, e o mais complexo, são os negócios negociados que você estabeleceu com outras nações. Isso é feito sem pré-condições (você não precisa estabelecer nenhum tipo de rede), embora é claro que você precisa estar em paz com seu parceiro comercial. Estabelecer acordos comerciais é o resultado de negociações diplomáticas, iniciadas por você ou pelo seu parceiro, em que ambos os lados concordam em trocar bens ou por um montante fixo de 30 turnos. No mundo real, esse tipo de negociação é um dos tópicos mais freqüentes de conversas diplomáticas, embora geralmente venha a acordos que estabeleçam regras gerais de negociação e não o intercâmbio direto de mercadorias.


O que você pode negociar? por turno - você concorda em dar ou receber um determinado valor cada turno, enquanto o contrato dura uma taxa fixa em - você dá ou recebe um montante único, pagável na confirmação do contrato. Isso só é possível se você fez uma Declaração de Amizade com eles. Recursos de luxo - uma contagem de cada recurso é permitida por acordo comercial. Note que você não pode trocar unidades de recursos de luxo que são dotados por Aliados City-State! Recursos estratégicos - você pode negociar tanto quanto você deseja deste item por acordo. As mesmas restrições se aplicam em relação aos recursos dotados por Cidade-Estados. Tratados - você pode negociar a assinatura de tratados como Fronteiras Abertas ou um Contrato de Pesquisa em troca de bens. Note que você precisa de uma Embaixada em sua Capital para fazê-lo. Cidades - você pode "vender" (ceder) ou "comprar" (adquirir) cidades. Note-se que as nações só concordam em vender suas cidades nas mais terríveis circunstâncias, por exemplo, como parte de um Tratado de Paz quando estão perto da extinção, ou você realmente tem a vantagem na guerra. Votos do Congresso Mundial - este item você só pode negociar se você tiver um Diplomat em sua Capital. Você pode trocar por um voto "Yeah" e "Nay" para cada uma das propostas atuais no Congresso.


Todos os itens acima, ou a combinação deles, são permitidos em Trading Deals. Por exemplo, você pode negociar um recurso de luxo para outro luxo ou para; ou você pode oferecer por turno, um recurso de luxo e alguns recursos estratégicos em troca de um voto no Congresso Mundial. Ou você pode trocar um Contrato de Pesquisa, sem itens adicionais.


O que influencia as ofertas comerciais? Realidade - você não pode trocar itens com os quais você não tem controle, ou cujos requisitos você não completou, não importa o quanto você deseja fazê-lo. Então, não é permitido fazer batota. Além disso, quando o outro lado tem múltiplas cópias de um Recurso, eles se separarão com mais facilidade, do que se eles apenas tiverem uma cópia. O AI tem um comportamento definido que calcula o preço relativo de um bem em qualquer momento, e você raramente pode enganar isso. Relações diplomáticas - melhor as relações diplomáticas com a outra nação, as condições mais favoráveis ​​que estarão dispostas a aceitar. Então, tente sempre fazer negócios com nações com as quais você é pelo menos Neutral - dessa forma você será melhor para obter mais lucro por seus produtos, ao contrário de fazer negócios com nações protegidas ou hostis (se você conseguir fazer QUALQUER causa com eles em tudo).


Melhorias na negociação Editar.


Há uma série de edifícios e tecnologias que você precisará para melhorar suas capacidades de negociação (eles apenas atuam para Rotas de Comércio Doméstico e Internacional, as Operações de Negociação dependem inteiramente das negociações):


Tecnologias - formam a mecânica de suas habilidades de negociação; Quanto mais avançadas as suas tecnologias comerciais, mais uso você fará de suas rotas comerciais. Muitos técnicos desbloqueam slots Trading adicionais, que você pode usar para abrir novas rotas comerciais. Verifique aqui a relação exata dos técnicos que podem fazer isso.


Além disso, alguns técnicos ampliam o alcance das rotas comerciais, permitindo que suas unidades atinjam as cidades mais longe.


Os edifícios e outras infra-estruturas também podem melhorar consideravelmente suas habilidades de negociação. O Caravansário e o Porto estendem a faixa de rotas de Comércio de Terra e Mar, além de proporcionar rendimentos adicionais por Rota de Comércio quando se conectam a outras civilizações (mas não Cidade-Estados). As estradas também estendem o alcance das rotas terrestres. Todos os edifícios financeiros aumentam a produção de suas cidades, é claro, mas o Mercado e o Banco também fornecem adicionais das Rotas Comerciais de outras nações conectadas às suas cidades. Olhe para construí-los primeiro em cidades críticas perto de seus vizinhos e, portanto, provavelmente receberão suas Rotas Comerciais. Observe também que o ouro das rotas de comércio recebidas sempre é adicionado diretamente ao resultado da cidade-alvo - outro motivo para construir edifícios financeiros lá primeiro. O Celeiro e o Workshop, construídos em uma cidade, conforme indicado acima, permitem transferir, respectivamente, para outras cidades do seu Império. Embora sejam esses edifícios básicos que você os construirá de qualquer maneira. Postagens comerciais - essas melhorias são um tipo de hubs de comércio doméstico local, que, no entanto, precisam ser trabalhados por cidadãos de uma cidade próxima para serem efetivos. Embora estejam relacionados ao comércio, eles não o afetam diretamente. Use-os para sair da terra. Grande comerciante - eles também não estão diretamente relacionados ao processo de negociação, mas suas habilidades especiais podem ser usadas para cortar mega-negócios únicos com os Estados-Cidade por toneladas de e.


Finalmente, você poderia melhorar significativamente o comércio através das Políticas Sociais:


Comércio - todo esse ramo é projetado para melhorar o comércio, comércio especial por terra. Aumenta em cada rota de comércio de terras, e aumenta os efeitos dos recursos de luxo, ajudando o seu império adquirido por eles. Também aumenta a eficácia do grande comerciante. Exploração - embora este ramo esteja focado em melhorar as viagens marítimas, também ajuda as rotas da Marcas.


Estratégia Editar.


O comércio é vital para o crescimento do seu Império, porque é a principal fonte de ouro. Você precisa de ouro para manter seus edifícios, seu exército, etc. A partir de Brave New World, agora é incrivelmente difícil manter um fluxo positivo enquanto apenas produzindo a terra. Com o progresso do seu Império, é necessário mais e mais para manter seu império. Isso ocorre porque você continua construindo Edifícios em suas cidades, e você continua atualizando as unidades do seu exército (que ficam mais caras de manter enquanto subiam a escada).


Jogo inicial Editar.


Sua primeira negociação é comumente feita (e deve ser feita) através de um acordo de negociação com um de seus vizinhos, nas 30 primeiras voltas ou assim, e consistirá em vender um luxo em excesso ao qual você tenha acesso. A razão pela qual isso não pode ser feito através do estabelecimento de Rotas Comerciais é simples - você não possui tecnologia e as Unidades para fazer isso. É muito mais fácil (e mais importante) produzir um Trabalhador nessas primeiras voltas e usá-lo para melhorar os recursos em sua cidade inicial, depois tentar desenvolver a tecnologia e produzir uma Unidade de Comércio. Então, fique com esse trabalhador, pesquise os técnicos necessários para acessar os luxos que você recebeu no seu local inicial e crie as melhorias necessárias. Cada local inicial tem acesso a múltiplos nós de Luxos, então tente melhorar, ou todos eles, tente vender os excessos às civilizações que você conheceu (lembre-se, você só precisa de 1 contagem de cada Luxo para obter o impulso para seu povo). Tenha cuidado com quem você vende - muitas civilizações não poderão oferecer-lhe dinheiro suficiente, então tente vender para o melhor posto. Eles geralmente nem tentam trocar.


Em seguida, você deve tentar desenvolver sua negociação doméstica estabelecendo Conexões da cidade. Você precisa da Roda para isso, e os trabalhadores que criam estradas entre suas cidades. Por volta de 80, você deveria ter feito isso - é importante para o seu equilíbrio e para a mobilidade de suas forças em seu império emergente.


Você também deve estabelecer suas primeiras rotas de Comércio Internacional - produzir as Unidades de Negociação necessárias (Caravanas ou Navios de carga) e escolher os locais mais lucrativos que podem alcançar. Note-se que normalmente existem algumas cidades acessíveis com as quais você pode negociar nessa fase - você não desenvolveu a tecnologia e a infra-estrutura necessárias para ampliar o alcance de suas Rotas Comerciais; Então, pegue o que pode e não espere. Os bárbaros serão um grande risco para suas primeiras Rotas Comerciais, devido à sua incapacidade precoce de controlar o terreno e sua roaming livre e aparecendo sem aviso prévio. Além disso, se um bárbaro saque uma rota de comércio, você não só perde a renda (e tem que construir novamente a Unidade de Comércio, que no início do jogo é uma dor na bunda), mas também convertem sua Unidade em um Bárbaro, para que agora você tenha mais inimigos para lidar com isso! Para evitar esta situação desagradável, tente poupar algumas de suas unidades para proteger as Rotas Comerciais que você estabeleceu. Não estabeleça Rotas de Comércio Doméstico, mesmo que você possa. Você não pode dar ao luxo de perder Slots comerciais para aqueles ainda, o que tem que fluir!


É um perigo real de falir no início do jogo no Brave New World, então tome o parecer acima em sério e preste atenção ao seu saldo! O maior perigo é a acumulação de Unidades, então não gire o Overlord conquistador e acumule um grande exército, porque isso vai falir você ainda mais rápido! Ou melhor, faça isso só se você estiver pronto para equilibrar as despesas que um exército traz.


Um par de Wonder Wonders, o início do jogo, irá ajudá-lo consideravelmente com o comércio - Colossus e Petra oferecerão um slot e uma unidade de troca gratuita (o primeiro - um navio de carga, o segundo - uma caravana), além de produção adicional para os seus cidades.


Jogo médio Editar.


Com a extensão do seu jogo Empire in the Middle vêm mais despesas, para Edifícios, Unidades, etc. Você também pode encontrar-se na necessidade de acesso adicional a Luxuries para manter. Isso significa que você precisa fazer uso completo da Trading agora. Research Compass e conectar todas as cidades das Ilhas com Portos para completar sua rede de comércio interno e acessar seu potencial total; use melhorias de infra-estrutura para ampliar o alcance de suas rotas comerciais internacionais e encontrar os destinos mais lucrativos para o comércio internacional. Finalmente, faça tais negócios de negociação para ganhar ambos os Luxos que você falta. Tente expandir o seu Império de forma a abrir novos horizontes de negociação, estabelecendo cidades em locais como para permitir que novas Rotas Comerciais atinjam novas cidades (se, é claro, você não tem outros objetivos mais urgentes quando estabelecendo novas cidades).


Neste ponto, você pode começar a estabelecer Rotas Comerciais Domésticas para cidades cujo crescimento você deseja ajudar. No entanto, sempre tenha em mente que você precisa manter seu equilíbrio geral e não ficar muito animado. Você deve ter pelo menos 3 a 4 Rotas comerciais lucrativas em todos os momentos.


Você também deve tentar neste momento para comprar influência com os Estados da cidade - isso lhe proporcionará Recursos adicionais para o seu Império. Você pode vender seus próprios recursos para obter mais renda. Tenha em mente, no entanto, que você tem que manter suas alianças, para não arriscar uma queda súbita ou eficácia de Combate quando você perde recursos adicionais.


Claro, nem sempre é fácil fazer tudo isso - algumas civilizações como os venezianos têm vantagens naturais na negociação e poderão fazer muito mais uso do que outras. Além disso, tenha em mente que ser particularmente guerreiro pode prejudicar suas opções comerciais - suas Rotas Comerciais podem ser saqueadas por nações inimigas, ou você pode simplesmente ficar sem parceiros comerciais potenciais.


Jogo atrasado Editar.


Não há muitas mudanças na negociação do jogo tardio, em comparação com o jogo do meio, exceto o alcance de suas atividades de negociação. Você terá acesso a recursos consideravelmente maiores (embora você também precise muito mais), suas Rotas Comerciais devem agora poder abranger todos os continentes e oceanos e se conectarem às cidades a meio caminho em todo o mundo. Neste ponto, uma única Ruta do Comércio pode te custar até 30 ou mais por turno, e muitas vezes uma única Ruta de Comércio pode significar a diferença entre um fluxo de ouro positivo e negativo, então considere bem as guerras que você começa e tente diversificar sua parceiros comerciais para não se arriscar a perder grandes pedaços de sua renda quando alguém declara guerra a você inesperadamente e espalha suas rotas comerciais. Felizmente, neste momento, não é difícil substituir unidades comerciais perdidas.


Outra grande preocupação no final do jogo torna-se o congresso mundial e as tentativas dos seus inimigos de atingir suas negociações através de resoluções do Embargo. Eles podem Embargo sua civilização, para que você não possa formar Rotas Comerciais com outras civilizações (e vice-versa), ou podem bloquear Estados-Cidade (então não Rotas Comerciais com Cidade-Estados), ou um recurso particular de luxo importante para seu comércio. Desconfie de todas as propostas, e quando você vê alguém tentando cortar sua renda, lute contra a formação de uma aliança diplomática para derrubar a proposta. Isso envolverá o envio de Diplomatas para outras nações e a negociação de seu apoio na próxima votação no Congresso. Você também pode negociar suporte para outras resoluções que o beneficiarão, o que envolverá mais negociação. Em suma, as ofertas de negociação se tornam muito importantes no final do jogo, não por causa do dinheiro que eles fornecem, mas por mais recursos e apoio diplomático no Congresso.


Civilization V Guide & # 8211; Melhores ofertas no comércio e na política.


Introdução.


Como os jogos anteriores, Civilization V permite que você negocie com a IA.


Infelizmente, todos os que jogaram Civilization V terão encontrado alguns pedidos comerciais estranhos pela IA. Isso pode realmente desencorajar a negociação. No entanto, há negociações decentes para serem feitas! Este guia irá fornecer-lhe algumas dicas para obter o máximo de negociação em civilização V.


Número um: embaixadas.


Quando você conhece uma nação, eles vão perguntar-lhe (pelo menos a maior parte do tempo, dependendo da sua reputação) para negociar embaixadas na cidade do outro, não faça isso. Em vez disso, coloque uma embaixada em sua capital e feche o comércio. Mais tarde, o mesmo npc oferecerá novamente um comércio: eles darão um ouro por turno, em troca de eles, colocando uma embaixada em sua capital. Isso fará duas coisas, uma delas dará um lucro menor da sua facção coletiva, e duas estabelecerão outro comércio que ajudará duas nações a se aproximarem no início do jogo.


A imagem acima é um acordo que me trouxe pelos celts.


Número dois: cavalos no final do jogo.


Um dos recursos mais inúteis (na minha opinião) são os cavalos especialmente no final do jogo onde eles não têm valor militarista. Embora eles ainda tenham algum valor, as nações que são hostis em relação a você mais provavelmente poderão denunciá-lo ou pior declarar guerra em você. Embora seja possível evitar isso, se não o adiar por várias voltas simplesmente dando cavalos. Ao fazer isso, aumentará o provável capô de futuros negócios a seu favor, dando-lhes uma razão para não ir a guerra com você (isso também funcionará com qualquer outro recurso)


Número três: políticas de borda aberta.


De vez em quando, npc, com quem você está em boas condições, oferecerá um comércio de políticas de fronteira aberta, essa é uma tentativa de aumentar as relações com sua nação e, politicamente, a melhor decisão. Também é um sinal de que você pode pedir um pacto de defesa com essa nação, se desejar (isso não funcionará se você estiver em guerra com uma ou mais nações)


Número quatro: demandas ultrajantes.


Embora as negociações possam parecer desamparadas quando apresentadas com demandas para todos os seus recursos, isso é apenas um sinal de que suas nações não estão próximas o suficiente para fazer grandes negócios. A melhor maneira de obter melhores negócios nos principais negócios é estabelecer negócios menores com essa nação. (ou seja, caravanas e navios de carga)


Número cinco: Nações Unidas.


O Congresso das Nações Unidas ou do mundo (dependendo da sua era atual) pode ser útil ao fazer amigos na comunidade Civilization 5 toda vez que convocam, há duas propostas na mesa, cada uma delas é escolhida pelo líder atual e outra Civilização. Basta colocar quando um jogador vota para sim para a resolução de outras nações, a nação que o propôs vai gostar mais do jogador. Esta é, na maioria das vezes, a maneira mais fácil de fazer amigos. (Obviamente fazer amigos = melhores negócios, não é preciso dizer, mas estou me certificando)


Além disso, mesmo que tenha pouco a ver com o comércio e a relevância deste guia, o dano que pode ser feito por resoluções pode ser minimizado ao se tornar líder mundial, embora isso requira um pouco de trabalho que valha a pena para poder evitar seus aliados de ser embargado pelo líder mundial atual (ou outra civilização)


Número seis: o lucro das armas nucleares.


Ao iniciar esta seção, primeiro vou explicar a bomba atômica e o míssil nuclear suas diferenças e como elas funcionam.


A bomba atômica:


Tem um raio de explosão de dois, destruindo completamente amigos e inimigos deixando as consequências nucleares, o que torna a terra inútil até ser limpa por um trabalhador. Pode atacar qualquer coisa dentro de dez telhas de onde é baseado e também pode ser armazenado em porta-aviões.


Míssil nuclear:


Muito parecido com a bomba atômica, ele destrói tudo dentro de duas telhas de seu destino, deixando as costas atrás como um efeito posterior. Ao contrário da bomba atômica, tem um raio de doze e pode ser armazenado em submarinos nucleares e transportador de mísseis. Mais importante ainda, pode obliterar completamente as cidades com uma população de 3 ou menos. Fazer isso é muito parecido com a criação de uma cidade sem a infelicidade ou realmente ter que "levar a cidade". (Você não pode destruir as capitais)


A maioria das pessoas sabe que quando estão em uma guerra e seu inimigo tem poucos soldados (ou nenhum), você conseguirá melhores negócios com a nação em troca da paz ... então, teoricamente, se alguém amasse um exército de cerca de 5 ou mais unidades terrestres, eles podem usar armas nucleares para destruir a maioria, senão todas as unidades do seu inimigo. O jogador pode então oferecer a paz do computador em troca da maioria, senão de todos os seus recursos e ouro. Isso dará ao jogador dez voltas de paz obrigatória com o referido A. I. e se cronometrado corretamente, o jogador pode passar de facção para facção, levando seus recursos. Isso pode ser ampliado se todas as cidades, exceto o capital inimigo, forem tomadas ou destruídas.


Em conclusão.


Eu vou editar isso no futuro para incluir dicas sobre: ​​Nações Unidas, pirataria e paz, indo à guerra com npc e o lucro em armas nucleares. Esses tópicos não foram adicionados porque não passaram por testes adequados para serem considerados "dicas" legítimas. Obrigado por terem tido tempo para ler isso. Além disso, eu tentarei e pegarei screanshots para alguns dos pontos mencionados acima, eu não pensei obtendo fotos durante a execução dos testes. Também, note que estas dicas não vão parar em alguns casos, um npc de oferecer um acordo injusto, o melhor que se pode fazer é regatear com eles, desde que você esteja em um status "amigável" que eles deveriam esteja disposto a aceitar um acordo justo. (não funcionará se houver último recurso de luxo de um tipo)


Por favor, publique seus pensamentos e perguntas nos comentários, eu responderei todas as questões que me foram apresentadas na melhor das minhas habilidades.


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Guia de Estratégia Civ 6: dicas para iniciantes e passo a passo do início do jogo.


Com o Civilization VI agora disponível, talvez seja hora de retirar o pólo da sua civilização interna, reencontrar-se com o antigo e fazer a jogada no novo. Para ajudar a refrescar o seu cérebro, juntamos um guia de iniciantes e um guia de suas primeiras voltas como líder de um novo império.


Ainda não sei com quem iniciar seu primeiro jogo? Experimente o guia de líderes da Civilização 6.


Abaixo, você encontrará tudo o que precisa saber sobre a fundação de uma cidade, usando distritos, lidando com a concorrência e acabando de queimar tudo em uma sangrenta guerra de conquistas.


Primeira colocação da cidade - onde e quando.


Quando você começa um jogo de Civilization VI, seu primeiro Settler já estará em um bom local para sua capital, mas, eventualmente, você ficará inspirado para obter um novo Settler e espalhar seu império além de seus começos insignificantes. O que você procura é um lugar perto da água com terra cultivável e uma mistura de recursos nas proximidades. Você pode ver as propriedades de um azulejo, como a quantidade de alimentos (para o crescimento) ou a produção (para construção) que ele oferece apenas passando sobre ele. Há também um alternar para mostrar todos os rendimentos de recursos para todos os azulejos no mapa do mundo, permitindo que você veja de relance os melhores sites da cidade sem enviar spam na tela o tempo todo.


A terra cultivável lhe dará o alimento necessário para crescer sua cidade quando um cidadão a trabalhar. Uma vez que você constrói uma unidade do Construtor e crie uma fazenda, gerará ainda mais comida, bem como casas, aumentando o crescimento novamente. Vale lembrar que os construtores têm um número específico de usos antes de desaparecer - inicialmente apenas três, mas isso pode ser aumentado por novas políticas governamentais.


Os recursos são divididos em três tipos. Os recursos de bônus aumentam o rendimento de um azulejo, recursos estratégicos são necessários para certas unidades, e os recursos de luxo apaziguam os rebeldes, mantendo seus cidadãos agradáveis ​​e contentes. Especificamente, o trigo aumenta a quantidade de comida em uma telha, os cavalos são necessários para as unidades de cavalaria, e quando as pessoas têm acesso à prata, elas estão um pouco mais relaxadas. Recursos de luxo e estratégicos também podem ser negociados através da tela de diplomacia.


O bioma do mapa determina os tipos de recursos que você encontrará, bem como a adequação da área para uma cidade. Mesmo as áreas inóspitas, no entanto, podem valer a pena se expandir. O deserto, por exemplo, fornece pouca produção ou comida, mas você precisará de pelo menos uma telha do deserto, se quiser construir maravilhas como as pirâmides ou a petra. Da mesma forma, uma montanha não pode ser cultivada ou construída, mas pode fornecer uma linha extra de defesa contra inimigos, ao mesmo tempo em que dá bônus a sítios e edifícios sagrados.


Os distritos explicaram.


Uma cidade é dividida em distritos, mas começa com apenas um centro da cidade. Lá, o celeiro, o moinho, o monumento e uma variedade de edifícios que fornecem algo de comida para cultura podem ser construídos. Eles são em grande parte edifícios que servem para começar sua cidade. Eventualmente, você poderá expandir sua cidade com distritos especializados que não só geram mais ciência, cultura, fé, produção e amenidades que tornam cada um mais conteúdo, eles podem ser melhorados quando você adiciona novos edifícios a eles.


Vejamos o site sagrado. Ele gera fé (mais sobre isso na seção Religião deste guia) quando construído, mas a quantidade é baseada nos azulejos adjacentes. Ele gera +1 fé por turno de cada telha de montanha adjacente, +2 para cada maravilha natural adjacente e +1 para cada duas telhas de madeira adjacentes. O bônus de azulejos de madeira não é ótimo e as maravilhas naturais são raras, então, a menos que haja um perto, você vai querer construir o seu site sagrado em uma telha cercada por montanhas. Esses bônus de adjacência são vitais, então dê uma olhada no nosso guia do distrito Civ 6 para obter mais informações.


Com o distrito criado, está pronto para ser construído. Edifícios religiosos como santuários e templos geram mais fé e desbloqueiam o uso de diferentes tipos de missionários, que podem então espalhar sua religião personalizada para outras cidades, tanto a nível nacional como internacional. Enquanto o site sagrado é o distrito baseado em fé, certos edifícios também podem conferir bônus que ajudarão em outras áreas do jogo. A casa de reunião, por exemplo, gera produção de +2 e um slot de cidadão extra em cima da fé +3.


Alguns edifícios que você vai erguer nesses distritos também geram pontos para grandes pessoas. Essas unidades especiais podem ser ativadas uma vez que um pré-requisito simples seja cumprido, criando uma obra de arte especial que ofereça um bônus de cultura, gerando imediatamente muita produção, fundando uma nova religião - depende da ótima pessoa em questão. Se eles são um artista, seu projeto deve ser armazenado em edifícios específicos, como um museu de arte, que só pode ser construído em determinados distritos.


Árvore de tecnologia.


A cada turno, sua civilização estará gerando ciência - espero que seja bastante se você tiver um distrito do campus e alguns edifícios nele - o que pode ser investido em pesquisas que, por sua vez, desbloqueiam as novas tecnologias, a partir dos conceitos básicos, como a criação de animais, Todo o caminho para o voo espacial. Quanto mais ciência você está gerando, mais rápido você progride através da árvore tecnológica. Isso significa que você quer que esse campus seja, assim como o site sagrado, cercado de montanhas, e você provavelmente quererá construir a maravilhosa maravilha da Biblioteca cedo.


Ganha gordura na ciência não é a única forma de acelerar a pesquisa em Civilization VI, no entanto. A grande maioria dos técnicos (e civismo, mais sobre aqueles em um momento) pode ser desbloqueado na metade do tempo, cumprindo uma condição especial, que você pode ver na árvore de tecnologia. Diga que você está interessado em começar a disparar uma cavalaria da era industrial, mas a ciência militar é uma agonizante 16 voltas do desbloqueio: você pode cortar isso pela metade matando uma unidade com um cavaleiro.


Tudo, desde a caça dos bárbaros até a criação de rotas comerciais, pode contribuir para aumentar a tecnologia, esses momentos de "Eureka" também podem ser encontrados de outras maneiras, como roubar impulsos de outros civis usando espiões ou gastando grandes cientistas.


Árvore cívica.


New civics can be researched alongside technology, though they are unlocked through culture, not science. Civics are equally as important, however, and in turn unlock new buildings, wonders and units, just like technology. What sets civics apart are the two other things they unlock: new forms of government and policies.


The first form of government, chiefdom, is useless and should be escaped as quickly as possible. You only need to unlock four other civics to begin working on political philosophy, which unlocks the first three proper governments: autocracy, oligarchy and classical republic. All of them have an inherent bonus and a legacy bonus that can be enhanced. Merchant republic (from a little further down the tree) for instance, has an inherent bonus of +2 trade routes and a legacy bonus of 15% off gold purchases. This means that when purchasing buildings or units rather than constructing them over time, it’s cheaper than normal. That 15% bonus can be increased, too. Every 15 turns on the standard speed, it increases by 1%. However much you increase it by, that bonus is retained and carried over when you switch governments.


Along with these bonuses, governments also have different configurations of policy slots, limiting them to a specific number and type of policies. Merchant republic has one military slot, two economic slots, one diplomatic slot and two wildcard slots, so it can hold six cards in total. The list of policy cards starts off small, but each new civic researched unlocks multiple cards, so they pile up quickly. They allow you to fine-tune your empire with a broad variety of bonuses, from reducing the maintenance cost of units to getting more resources from trade routes. You can spend gold to set up new policies, or wait until you’ve researched a new civic. In the early game, it's best to try to time the unlocking of new civics with when you would want to switch them around - so, for example, finishing a settler with the Colonization civic active, and the next turn unlocking a new civic and switching to Ilkum for free, boosting Builder production.


Trade and diplomacy.


Trading with leaders.


There are two types of trading in Civilization VI. The first and most simple is direct trade between leaders. In the diplomacy screen, you can trade with other empires for resources, treaties, cities, great works or cold, hard cash. Whether they agree or not depends on the game difficulty, how fair the deal is, and what they think about you.


How a leader feels about you depends on obvious factors. Whether you’re a warmonger, for example, threatening their borders or seducing city states that they’re also after. Basically, they don’t like it if you’re overtly flexing your muscles. But they do like fair deals, presents, seeing Barbarians getting killed off, and having their enemies embarrassed. They also have historical and less obvious randomly generated traits and ambitions which can also influence how they feel about you. Getting to the root of any relationship issues, just like in real life, relies on gossip and spying.


Traders, spies and diplomats that are in foreign lands as part of a trade route, espionage operation or embassy keep their eyes and ears open and pass information back to you, revealing not just key information on foreign movements and deals, but how they feel about you as well. The amount of information you have is readily apparently on the leader screen, and being more embedded in their empire will reveal exact relationship statistics as well as their Hidden Agenda - a randomised personality trait that you can exploit to make them like you (or hate you).


Establishing trade routes.


Trade routes are the meat of Civilization VI’s trading system. You can construct a trader in any city, and then very simply make its target any other discovered city. In return, the route will generate a flow of resources that can be anything from pure gold to a mix of gold, science, faith, culture, food and production.


As the trader makes its way to its destination, it also creates a road. This is the only way roads can be constructed until you unlock the medieval-era military engineer, so gone are the days where you’d send out an army of workers to cover the continent in a complex transport network. It pays to set up routes between your own cities, as well. The roads will allow you to move troops across your empire faster, and more importantly these domestic routes can provide new cities with more food to help them grow. Trade routes are temporary, but when they end the road remains, and is even upgraded whenever the civilization makes it to the next era. It also leaves behind a trading post.


A trading post is established in cities that have had a trade route going to them and is designed to increase the gold yield of any active trade routes that go through that city. So if you create a route between Rome and Moscow, and then later establish another route from Rome to a city just east of Moscow, the value of the route will increase by one gold. Every trading post passed through adds another gold. It’s worth planning trade routes not solely based on the resources you can gain, then, but rather how profitable future routes will be.


Trading purely between your own cities is useful in different ways, allowing you to funnel new cities with food and production. Have a cart ready to go when you set up your latest outpost, and you can build it a road and give a not-insignificant growth boost right away.


Exploiting city states.


City states are neutral, single-city nations played exclusively by the AI. Like other civs, they can be traded with and fought, but they aren’t competing or working their way down a victory path. Instead, they exist to be seduced into providing a broad array of buffs depending on the number of envoys sent to them.


Envoys are earned over time, increased by policies, and for the first, third and sixth envoy sent to a city state, a new bonus is received. City states also like to throw quests your way, which on completion immediately add a new envoy to the city. When you send three envoys and have more than any other civ, you become that city state’s suzerain, its sovereign.


As a city state’s suzerain, you share their resources, can get them to join you in wars, and finally you’ll get a unique city state bonus like Geneva’s +15 to the science of every city when the civ isn’t at war. You can steal city states from other civs just by sending more envoys, but competing over them will sour your relationship with that civ, potentially becoming a catalyst for war.


Declaring war and warmonger penalties explained.


Kicking off a war is not as simple as just attacking a foreign unit or city; you’ve got to declare war first, and even then there are choices to make. The first type of declaration is for a surprise war, i. e. a war that you’ve not got a formal reason to start beyond your own lust for conquest. Surprise wars have a massive warmonger penalty, potential making other civs more than a little upset with you.


Wait long enough, and you’re sure to be given a good reason to go to war. The diplomacy menu has a casus belli option, which reveals all the formal war declarations. The simplest, ‘declare formal war’, can be used if you’ve denounced the civ in the last five turns, which essentially means you’ve already warned them that you’re pissed off with them. Since that’s easy to do, the penalties are still quite steep.


More specialised, reactive war declarations aren’t as severe. If your religions are competing, you can start up a holy war with all penalties halved. Declaring a war of liberation, where you’re taking back a city that’s been conquered, doesn’t have any penalties as all. Aspiring conquerors, however, will likely have to use formal wars more, particularly in the early game.


Dealing with Barbarians.


Once a mere pest, in Civilization VI Barbarians have become an intelligent threat. They roam the map, spawning from camps, and explore the world with Scouts just like a regular civ. However, unlike other civs, they’re not looking for resources, new lands or potential allies – they just want to burn and kill and enslave. So when a Scout spots a city or a vulnerable unit – a Builder, say – it will report back to its camp and a more aggressive unit will spawn and attack or, in the case of a Builder, capture.


Barbarians aren’t just mindlessly aggressive, however. They choose their battles. A single unit won’t just start attacking a city, and is more likely to pick a fight it can win. What inspires their choice of target isn’t always entirely clear, however. I’ve witnessed them killing a trader and thus halting a trade route in one instance, and ignoring an unprotected trader standing on a tile right next to them in another.


When you spot a Barbarian, you should attempt to kill it, even if it’s not threatening any cities or units. It might return later, possibly with several friends. The same goes for their camps, which constantly spawn more of them and hide big chests of gold. Getting rid of camps can sometimes impress other civs or city states.


Combat strategy.


Battles in Civilization VI combine the combat of its predecessor with a dash of the stacked armies that came before it. Most units can only occupy empty tiles, so there are no stacks of doom, but military units can be linked to a support unit like a Builder or Settler where it shares the same tile and acts as an escort. Similarly, infantry can be linked to units like siege towers and anti-air guns, which give them benefits like ignoring a city’s wall during a siege and defending against air units.


You can see a unit’s health and attack rating, and combat largely follows a rock, paper, scissors formula, but success also depends on the terrain. Hills, for instance, have a defence modifier of +3, making them great places to make a stand, but tricky tiles to attack. Conversely, marshes have a modifier of -2, so you really don’t want to get caught by your enemy while walking through them.


If you want to conquer a city, you need to get to its juicy centre, but that’s also the best defended part of the city, usually protected by walls and a garrison. If you’re not confident you can take the city, you can still destroy its farms, mines and other districts, costing the enemy civ gold and resources. When taking on the city centre, you’ll do damage against its defences first, then the city’s health bar. Some units, starting with the siege tower, can bypass or help other units bypass these defences, however.


Victory conditions.


Civilization VI’s victory conditions are split up into five sections, each with their own unique objectives. In cases where none of the civs achieve any of the five victory conditions, the winner is instead chosen based on their score, itself based on an amalgam of achievements from the number of civics and techs researched to how many wonders have been built and great people recruited.


Culture victory conditions.


A culture victory is attained when a civilization contains more visiting tourists than any other civ has domestic ones. These visitors are seduced by civilizations that generate a lot of culture and tourism points. While culture is important during all parts of the game, as it unlocks new civics and expands city borders, tourism doesn’t really take off until the modern era when archaeology allows civs to unearth ancient artifacts and buildings like the seaside resort or national park can be constructed.


Science victory conditions.


Being ahead of the curve in terms of research affects all aspects of the game, increasing military might, unlocking powerful buildings and districts before everyone else, introducing new methods of travel that make speeding across the globe that bit easier – winning through science isn’t a simple matter of being the biggest egg-head however. Three milestones have to be hit first: launching a satellite, putting a human on the moon, establishing a Martian colony. And you can’t even start doing that until you build a spaceport. Lots of campuses, research agreements and tech boosts will get you there a bit sooner though.


Domination victory conditions.


Good old domination – nice and simple. For this victory, you must conquer the capital of every civilization. While straightforward, defeating every other civ takes a lot of work on all but small, pangaea maps. For others, we’re talking long treks across continents, naval warfare, invading other continents by air and sea, and of course finding all the gold and production to maintain a huge army. The real trick is starting wars without drawing every other civ into a global crusade against you. Even if your goal is to annihilate everyone, you’ll be spending a long time working on strategic alliances and keeping future enemies placated.


Religion victory conditions.


The religious victory goal tasks you with creating a religion and making it the dominant belief system in the planet. That means 50% of the cities of every civ have to be converted. To go down this victory path, you’ve gotta have faith. No, really, loads and loads of the faith resource. It’s generated by holy sites and the buildings within them and trade routes. It can be used to found a religion as well as purchase different types of missionaries. Basic missionaries can spread your religion to other cities, while apostles can do the same while also fighting other religious units. The final unit, the inquisitor, can weaken opposing religions.


Early game guide - your first turns.


So you’ve picked your civ and find yourself on a new world. Most civs start with a Settler and a warrior. First order of business: build a city. The game will start you in a good area for a city, and exploration can waste turns and risk roving Barbarians kidnapping your Settler and ending the game. If there’s an exceptional area right next to you, maybe it will be worth wasting a turn, but settling straight away is recommended.


Opening up the world through exploration should be next on the agenda. If there are no immediate Barbarian threats, use your warrior to start exploring. He’s not great at it, but don’t worry, you’ll have something better very soon. Get your city building a Scout straight away. It’ll take a few turns to build, so keep an eye on that warrior. He won’t be killed in one go by a Barbarian, but you don’t want to have to waste time healing him unless you’re attacking camps and getting gold out of it.


Your first research choices depend a lot on the resources around you. Pottery is good to start with as it unlocks the granary, a building that encourages early growth by generating +1 food and +2 housing, as well as leading to Irrigation which unlocks various resources. Next, animal husbandry is worthwhile if you’ve got animals nearby. It allows Builders to construct pastures and camps, generating +1 production and +1 gold respectively while also unlocking the resources they’re built on, like horses, fur or truffles. Alternatively, if you’re noticing a lot of stone and metal deposits nearby, mining will be a useful tech, opening up mines and quarries for construction. They provide production bonuses, while also unlocking iron, stone, copper etc. Whichever one you choose, you should research the other sooner rather than later, as you’ll soon be encountering a wider variety of resources as you establish new cities.


When your Scout’s ready, set him to auto-explore or just send him off wherever you want. Now you need to decide what to do with that warrior. You’ve likely noticed Barbarians at this point. If you don’t deal with them, they’ll only come back and harass you. Warriors can handle themselves in a fight, but a lone one taking on multiple Barbarians or a defended camp isn’t going to get very far. He needs a hand. A slinger is helpful at this point. He can finish off the Barbarians before they can retaliate against the warrior.


At this point your capital is probably at or near level two, the number that represents its size and how many citizens it contains. When you start establishing new cities, particularly in less hospitable locations, you’ll want to start reassigning citizens early on to either boost food or production, growth or manufacturing. A balance between the two is recommended in these early turns when you’ve only got one city, however.


That extra citizen isn’t going to be hanging around for a long time, anyway. Start working on a Settler as soon as you can. It will take enough time so that your Scout and your other units should have explored the surrounding area and revealed potential settlement sites. It’s tempting to get a Builder around this time, when you’re surrounded by untapped resources, but cities with low populations of one or two can’t really exploit the bonus yields provided by tile improvements.


The astrology tech is a good choice for your next research project. It unlocks your first district, the holy site, a shrine, and your first wonder: Stonehenge. You’ll need this tech to start a religion and accumulate faith points. The holy site generates faith based on where it’s built (remember, you want to place it near mountains), and the shrine can be built inside it, making missionaries available.


At first, you can only create a simple pantheon, but with a great prophet you can transform it into a religion with multiple bonuses that you can pick from a large list. The simplest way to get a great prophet is by embarking on the Stonehenge wonder. This is where you might consider reassigning your citizens. Stonehenge will be your longest construction project at this point, and making your capital specialise in production can speed it up by a few turns.


Of course, this is all adaptable. Got a civ with a great early combat unit? Pump a few out and go for some ancient warfare, which doesn't carry warmonger penalties. Science focused? Head for writing before astrology and start researching, get an early great scientist and pull ahead. Alternatively, there might be a lot of barbarians nearby, particularly on higher difficulties, or other aggressive civs looking to sort you out early, meaning defense will be your highest priority.


With that you're ready to be a world-renown leader of geniuses / warriors / priests / super-intelligent warrior-priests. As the game grows, so will our understanding, so check back for more regularly or leave your own tips in the comments.


Civilization VI.


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I'd love to see some discussion about great works of writing. They seem harder to store in Civ 6 than in Civ 5.


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Civ 5: Trade Routes.


Tips for Gold Income, Max Slots, Plundering Routes, and Range.


Trade Routes were introduced in the Brave New World Expansion for Civilization 5. This new feature allows international trade with other empires, as opposed to the City Connections that are present in Vanilla and Gods and Kings. You are still able to form City Connections with your own Cities to generate Gold Per Turn (GPT). The Trade Route system simply replaces Gold from Tiles along Rivers and Trading Posts as the primary means of earning Gold for your Civilization. You are also able to ship Food and Production supplies to your own Cities to improve their Growth or speed construction and Unit training rates. In this Guide, we'll learn all about Land and Sea Trade Routes, the Technologies that unlock additional routes and extend their range, and how the Gold you'll earn from them is calculated. While this page only covers Trade Routes and their mechanics, I have a Guide to Diplomacy that covers Trade Deals with other Civilizations.


The Trade Overview Screen - Know the Most Profitable Routes.


This screen is very important to maximizing your income from your available Trade Routes. Click the drop-down menu at the top right of the screen to access this invaluable menu. You are able to click the left Gold icon to show which available routes will give you the most GPT or Science. See the example shot at the top of this Guide for an example. Use this wisely, and you'll greatly improve the efficiency of your trade route usage and help your Civilization to prosper. If you spot a good route, use the Change Home City command on your Cargo Ship or Caravan to get it there, then initiate the new route on the next turn.


Trade Route Basics.


How it Works: Trade Route Slots.


Your Civilization may use any mixture of Land and Sea Trade Routes, based on the current maximum - either Internal, or to other Civilizations for Gold and Science. Additional Trade Routes are unlocked by researching new techs, while others will extend the range. There are also certain buildings that extend the range of each type of Trade Route. Cities may only send one Trade Route per destination City. For example, Washington connects to London through either a Land or Sea Route. If you want to send another Route to London, you would need to use Boston or another City to make a second connection.


The income earned from a Trade Route is based on Resource Diversity, the income of the two Cities, and any special buildings they have. The more Resources the two Cities can share with one another, the more you will receive - 0.5G each. So, if you have 3 luxuries in your City and the destination has 2 Strategic Resources, you would get 0.5G added to the formula for each, totaling 2.5G before any % modifiers. The City's Gold Output also matters. 5% of the origin and destination City's gold output is added to the amount received. This means Trading Posts and Customs Houses from Great Merchants can increase the income you will receive, as will working Merchant Slots in your Trading City, particularly when you have buildings like the Market, Bank, and Stock Exchange that increase income by a percentage. Land Trade Routes add 25% more to income so long as the origin City borders a River. Sea Trade Routes do not receive this River bonus for obvious reasons, but their income is automatically double everything in the Formula (for a number of possible reasons, explained below).


Markets and Banks both add +1 Gold for the owner and recipient . Gold Per Turn earned from these routes changes dynamically, so it is not locked in when you make the Trade Route. You can earn more by building Trading Posts, Merchant Slots, or building a Customs House and see the GPT of the route increase on the next turn. Numbers are also rounded up/down, so you will not receive fractions of Gold.


Science per Turn.


Science is also earned by utilizing Trade Routes. The amount of Science earned is based on the number of Technologies that each Civ knows that the other does not, divided by two. So if you were behind Technologically (as is the case in higher difficulties), you will earn more Science per Turn than the other Civ (who may actually get 0 Science). If they knew 10 techs you didn't, they would get 5 Science per Turn. Do not let this discourage you from Trading when you are ahead. You've already got a lead and the Science from Trade Routes is negligible and not multiplied by any buildings. When you have attained Exotic or higher Influence with a Civ through Tourism, you will gain more Science per Turn regardless of this - learn more about that in the Tourism Guide.


Internal Trade Routes - Food and Production by Era.


Sea Trade Routes carry double, just as they do in Gold Trade Routes. The amount of Food/Production sent through a Trade Route is determined by the current Era. It is very handy to send your Capital Food from other Cities to allow it to work Specialists, like Writers, Artists, and Musicians, without harming Growth. There is a Steam Achievement for sending 3 Caravans to a City carrying Production to help speed construction of a Wonder. You should almost always use some internal Trade, for they can benefit you greatly. Food in particular will speed the growth of Cities, resulting in more of everything - Science, Gold from Tiles/City Connection, and Production. You get the following yields: Ancient Era - +3 Food/Production from Carvans, +6 Food/Production from Cargo Ships Classical Era - +4 for Land, +8 from Sea Industrial Era - +5 for Land, +10 from Sea Modern and Later Eras - +6 for Land, +12 from Sea Sending Food and Production from a City does not subtract from its yields. This is simply a bonus for trading between Cities, and nothing seems to impact yields but the Era. The only means of boosting this otherwise is the Iron Curtain Order Policy to raise yields by 50%.


Technologies that Unlock Additional Trade Route Slots.


Each of the following Technologies will add +1 to the maximum number of Trade Routes. Your Civ starts at 0, and may begin trading with Animal Husbandry or Sailing. Animal Husbandry (Ancient Era) Sailing (Ancient Era) Engineering (Classical Era) Compass (Medieval Era) Banking (Renaissance Era) Biology (Industrial Era) Railroad (Modern Era) Penicillin (Atomic Era) At this point, you'll have a grand total of 8 Trade Route slots, unless you have Petra or Colossus, which add +1 each for a maximum of 10.


Caravans and Cargo Ships - Extending Range and Raising Income.


Caravans: Buildings and Tech to Raise Land Trade Route Range and Gold Per Turn.


Caravans are easier to protect against Barbarians than Cargo Ships, simply because you are able to easier access the route and areas in between are more likely to be 'sight blocked', as Barbarians cannot spawn in any area a Civ can see. The maximum range for these routes is 30 plots. The initial range is 10, so consider a Caravan to have 10 moves. It will take the shortest route possible. Roads DO increase Trade Route range, but it would not be particularly helpful to you to build roads into the middle of nowhere just to connect to another area. It may allow you to make connections that were otherwise impossible, like in the screenshot above. Only do this if you are outside range and need the Tourism Modifier. The following also increase Land Trade Range:


Caravansary (Building) - Extends Land Trade Route range 50% over base (15 pre-combustion, 30 with Combustion) and adds +2 Gold for the City owner for all Routes from this City. Combustion (Tech) - increases range of Land Trade Routes by 10.


Cargo Ships: Buildings and Tech to Increase Sea Trade Route Range and GPT.


Cargo Ships automatically earn double the amount of Gold that a Land Trade Route receives. This is presumably not only because of the additional cargo capacity of the vessels, but the additional risk - A Coastal City sending Trade Routes in the early-game may find its routes plundered by Barbarians. During War, they are also more vulnerable as they are generally traveling outside your lands. Cargo Ships have an extended Trade Route range, starting at 20 tiles. Again, consider them to have 20 moves and that they will use the shortest route possible. With both techs below and a Harbor, total range would be 60: Compass (Tech) - Adds 10 extra tiles to base range. Harbor (Building) - Extends Sea Trade Route range 50% over base. Refrigeration (Tech) - Adds 10 extra tiles to base range.


More about Trade Routes.


Religious Pressure through Trade Routes.


When sent from Cities with a Majority religion, Trade Routes also spread that City's Religion, gradually converting its Citizens - so these Routes can be used strategically to send Pressure to a distant City and convert it to your own Religion. Learn more about this in the Converting Cities and Religious Pressure section of the Religion Guide. In short, because a City can only send one Route per destination City, you would need multiple Cities sending Routes to convert another City quickly. Religion Spreads naturally to Cities within a range of 10 tiles. Cities inside this range do not receive additional Pressure from Trade Routes - a City can only send Pressure by one method - either the natural way (within 10 Tiles), or with a Trade Route (outside 10 tiles). An Enhancer belief can extend this range to 13 tiles.


Trade Routes & Cultural Victory.


Trade Routes play two roles in Cultural Victory. First, they give a +25% Modifier to the Tourism sent to another Civ. Second, they help to spread your Religion, which gives another 25% Modifier. The third Modifier is Open Borders. These can be raised to 40% each with Aesthetics.


Declarations of War cause Trade Routes to be Canceled.


When a Nation Declares War on another, all Trade Routes between them are cancelled, and the Units lost. There is no gold gain from this, and you will have to rebuild them. It is best to Plunder Trade Routes between the Civ you want to DoW as the act which starts the war, so that you can gain some gold from the action.


Plundering Trade Routes from Enemies to other Civs during War.


Enemy Caravans/Cargo Ships will automatically plot routes around your units, treating them as barbarians and avoiding conflict. If you stand on the path and intercept it, you'll automatically plunder the Route when the turn is ended. Otherwise, if you see a Caravan and can move atop it, you will have the Plunder Trade Route option. Doing this to a Civ that is trading with your enemy would drag them into the War, for plundering constitutes and act of War. There doesn't seem to be any drawback to plundering a Civ's Trade Routes when you're already at War, despite the fact that Civs should be angered by this given they are losing GPT from the loss of the incoming route.


Wonders that Unlock Additional Trade Route Slots.


There are two World Wonders that unlock additional Trade Route slots. Controlling both would have your maximum routes at 10. They are The Colossus (must be built in a Coastal City) and Petra (must be built in a City on or next to a Desert Tile. Both of these will give you an instant unit to initiate Trade - the Colossus gives a Cargo Ship, Petra a Caravan. The Colossus will give you +2 Gold for any Trade Routes other Civs send to you, while giving them +1. Petra makes Desert Cities much more liveable. Both of these are very desirable Wonders.


Social Policies and Ideological Tenets that Affect Trade Routes.


Merchant Confederacy (Patronage Policy) - +2 GPT for each Trade Route with City-States. Wagon Trains (Commerce Policy) - +2 GPT from all Land Trade Routes. Treasure Fleets (Exploration Policy) - +4 GPT from all Sea Trade Routes. Economic Union (Freedom Ideology) - +3 GPT for all Trade Routes to other Civs following Freedom. Treaty Organization (Freedom Ideology) - +4 Influence per turn for each City-State with whom you have a Trade Route. Iron Curtain (Order Ideology) - 50% more Food/Production from Internal Trade Routes.


Civilizations Good at Trading.


The following Civilizations' Leaders have Bonuses that give them a boost to Trade: Arabia - Caravans gain +50% extended range. Land/sea trade routes spread the home city's religion at double effectiveness. Germany - their Hanse Unique Building (Bank Replacement) will give +5% Production to all Cities for each Trade Route you have to City-States. Iroquois - Units and Caravans move through forest/jungle in your territory as if they were roads. This means those 'roads' will slightly extend the range of their Land Trade Routes. Morocco - +3 Gold and +1 Culture for each trade route with a different Civ/CS. Other Civs get +2 Gold for connecting to Moroccan Cities, encouraging them to send more Trade your way. Portugal - Resource diversity grants double gold for Portugal in each trade route, which can amount to a lot of extra Gold. Venice - Double the amount of max Trade Routes, depending on Tech level - Petra/Colossus also add +2 each instead of the usual +1.


Share Tips and FAQs (7)


I'd like to attract more civs to create routes to my cities, but I don't know which buildings are giving such an enormous bonus.


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Civilization V Tips & How To's.


for Vanilla Civ 5, Brave New World & Gods and Kings.


This guide features a selection of tips for Civ 5 and its DLC, Gods and Kings and Brave New World. Civilization 5 can be very difficult to master, and for people not used to the turn-based strategy genre, very difficult even on the "normal", Prince difficulty. Here I hope to offer helpful hints about managing your Civilization. If you'd like to provide a tip for this list, please send an email to carlcarlsguides.


Civilization Management in Gods and Kings & Brave New World.


Managing Your City - the Governor, Specialists, and Locking Tiles.


You can tweak cites to get maximum output of multiple resources when utilizing Specialists like Scientists and Engineers. Make sure the manual specialist control check box is clear, then select the priority for your city - food, production, etc. The Governor will choose the best tiles available for your workers and assign specialists that boost that resource, if available. After this, for each Specialist you add, the Governor will take a citizen off the worst tiles first, keeping your City's main priority intact while trying to prevent starvation. I say all this because you can only set one priorty for a city and seeking two or three goals requires some micromanagement of your population. You may tick food as the priority, lock a high gold tile, and assign some merchant and science specialists. Now your city is doing its best to make food to grow, some gold, and science. In this example, production may suffer.


You may choose to lock some tiles so that the Governor will not stop working them, which is very situational - perhaps you want to work a special tile with faith or culture while your city is set to prioritize food. To lock a tile, just click it when it's not worked and a lock icon will appear. Any that you select will be stuck, just as manual specialist control is automatically enabled when you assign those on your own. You can reset all tiles by clicking on the city's tile on the map while on the City management screen. The Governor wll unlock all tiles and pursue the priority you've set, while Specialists are not reassigned until you uncheck the manual box. The Governor is smart and usually efficient, but taking some control on your own can increase efficiency when you're pursuing multiple goals.


Food Focus is Important.


Aside from the Production trick below for very early in a game, you will want your Cities on Food focus for the majority of the game. This ensures maximum growth, and will define whether you're at 20 Pop or 30 by the mid-late game. If a City has very poor Production, you can purchase buildings there with Gold to help it keep up with the latest Technology. It's better to have more Citizens by the mid-game so that you can have a higher Scientific Output and be able to work more Specialists, particularly Scientists. This pretty much applies in every game, no matter the Civ. There are times you will want to Produce, and you may elect to keep a few Mine/Lumber Mill tiles locked to ensure a City grows AND Produces. You just never want 30 Turns to pass with your City nearly stagnant. You could have gained 3-5 Population in that time, which would speed up future Research and Production in that City. When you are rushing to build a Wonder, you may need to switch to Production to get it out before the AI can complete it, which is natural. This is why Wonder-whoring may be ultimately slowing down your Civilization's Scientific progress.


Lock Food Tiles and Focus Production Early-Game Trick.


Because the game calculates Growth first and Cities that have just grown always start at 0 Food (without Aqueduct), it is better to choose Production Focus from Citizen Management while manually locking Citizens to all Food tiles early in the game. When your City grows, the new Citizen will automatically be set to a Production Tile and contribute that toward the City's current build queue, since Growth comes before Production in the game code. This can shave a Turn off the City's current construction, which can have a big impact early in the game when costs are low. Later on, you can stop micromanaging and just leave the Cities to grow and set Food Focus.


Explore the Overviews.


You can learn a lot about your Civilization's status and that of Civs you have met through the various Overviews accessible in the top right of your screen. View Demographics to see how your Civ compares to others in a variety of categories from population, literacy (science progress), military strength, and more. The Diplomacy overview can show you the resources controlled by other Civs so you can set up trades to get Luxury and Strategic Resources. The Military screen can show you a quick list of all your units and help you find them on the map to invest in upgrades when you have researched new technology.


Have a Plan for your Start: Your First Social Policies.


You should choose whether you'll go Tradition, Liberty, Honor, or Piety for your first Social Policies. Tradition will help your Capital City more, and also provides some helpful gold and happiness for growing empires while allowing construction of the hanging gardens giving +6 food to the city that builds it. Liberty will help you to expand faster by providing a free worker and settler, reduce culture costs for founding new cities, and grant you a golden age. Liberty allows construction of the Pyramids, boosting the speed of tile improvements and granting free workers. You can unlock the Hanging Gardens and Pyramids by merely adopting the policies, not actually finishing the trees. Honor is a good choice for Eliminating Barbarians and later upgrading your Military. Your units will gain levels faster and you'll be given the opton of buildng the Statue of Zeus, which raises unit combat strength. Again, adopting it is enough.


This all goes hand in hand with your first city's build order. You CAN make up for mistakes, but it's best if you know how you'd like to open development of your Civilization. Research choices should at first be based on the luxury and food resources available in your land, so you can boost happiness, the growth of your Capital, and allow for expansion. Build a shrine or find some other means of generating Faith so that you can found a Pantheon and later a Religion to get extra bonuses. Because of all the bonuses you get from Religion, you may choose to found one faster than usual by starting with Piety which boosts production of shrines and temples, while giving you more faith and gold from those religious buildings. You may give your Religion a greater spread on your continent and reap more benefits from bonuses like Tithe. Getting to choose a Reformation belief for finishing the tree can allow you to get some great options, such as buying post-industrial units with Faith. In general, Piety starts are horrible, however, so do keep that in mind.


Scout New Lands.


You should build a Scout first to explore your continent and find ancient ruins (goodie huts) to get free tech, maps, unit upgrades, population, etc. This will also help your Civilization to find natural wonders, which increase happiness permanently. Eventually, make a trireme to explore the coast and locate all potential sea trade routes on your continent. Later, when your Civ is seaworthy (Astronomy Tech), explore the rest of the world with a Caravel and see what you're up against. The earlier you accomplish these things, the better for you get bonuses being first to meet a city state and knowing all Civs and their locations helps you build a strategy. You may go in thinkng you will get a Cultural Victory and ultmately switch tactics to Dominaton or Space Race depending on the circumstances. The more Civs you know that have researched a Tech, the lower the cost of that Tech as well!


Score Can Be a Good Indicator, but Demographics are Better.


When you view the Diplomacy screen, you'll see your current score. If you're higher than most Civs, you're doing fairly well but Score can be misleading as Wonders are valued highly while Military prowess is undervalued. Obviously, you want to be dominant in certain areas. Look to the Demographics screen to see where other Civs are passing you and shore up your weaknesses by booming research or building up your military.


Building New Cities and Expanding Your Civ's Land.


Building Settlers Faster.


Cities do not grow while building a Settler; it cannot even stockpile food, but nor will the population starve. With early cities, put cities on Production focus when creating a Settler, and consider even manually taking them off food to shave a turn or two off the production time. In fact, you can do better than the Governor by putting all your workers on tiles that have 2 production or more. Unemployed citizens give +1 hammer, so unless there is Gold on a tile, there's no reason to use a +1 production tile when making a Settler. If you're surrounded by mainly food tiles, unemployed Citizens can make your Settler faster.


Now, things get more complicated when your city is developed. Cities get bonus production at certain levels of excess food . Citizens take 2 food each, so if you had 4 citizens, they would require 8 food. You get +1 hammer at 1 excess food, in our example you'd need 9 food. Further gains are made at +2 food, +4 food, +8 food, and +12 food. So, for our example city needing 8 food, if you made it to 20 food you would have +5 hammers. Thus, the best configuration for building Settlers fast depends on the land and tile improvements around your City. With a little tweakng, you may be able to shave a few turns off the build time. If you'd like further explanation of the excess food production bonus, see this video.


Chopping for Settlers & Chop/Swap Method.


While you can certainly save Forests for Wonders to help speed their production, you can also use them to help you get Settlers out faster. A Forest tile within your borders gives 20 Production when chopped. If you start the chop, then switch to the Settler when there is 1 turn left, you can put all that Production toward the Settler while losing growth on only one turn. You can swap back and forth between a Settler and building you need by doing this chop/swap method to get a Settler out while sacrificing little growth and getting progress toward a Granary or other helpful building. Be sure to have the City on Production Focus so that you get the most Production possible each turn.


Unhappy Civs: Be Careful About Expanding too Fast.


If your Civilization is low on happiness, don't expand to a new city just then unless you can afford to buy some buildings in the new settlement. Your Civ takes a happiness hit based on the number of cities 3 per City, plus 1 per Citizen - so a new City takes 4 Happiness. A rapidly growing new city can also cause problems, as it will add +1 Unhappiness each time it grows. Unless you really need to snag a tract of land make sure you can afford the happiness hit because unhappy civilizations take a loss to production and growth. If you are at or near 0, you may want to switch to Avoid Growth on your cities to prevent them causing Unhappiness.


Maximum Workable Tile Radius for Cities.


How far apart should cities be built in Civ 5? Cities can only work three tiles out. So, for optimal placement you'll want to shoot for placing new cities seven tiles away from one another. This could be visualised as:


However, you shouldn't consider this a hard and fast rule. Sometimes it's better to have another city than be anal about their placement. Cities do not have to be massive, they can serve as outposts to give you a resource. That is one scenario in which the Avoid Growth button comes in handy. You can get control of a strategic resource, and tell the Governor not to allow the city to grow. Also, only extremely far into a normal game will your cities begin to even come close to working every tile avilable to them. Often, you'll work most of the good ones while utilizing specialists.


Gathering Distant Strategic/Luxury Resources.


Your cities can expand beyond the 3 workable tiles through culture, but they won't be able to work them. However, that doesn't mean you won't get resources for the land you control. If something you don't have, like a luxury or strategic resource, is situated up to 5 tiles away, you can eventually get posession of it through cultural land expansion. While you won't get the nifty gold bonus of collecting from Gems, you can at least get the +4 happiness having gems in your empire provides and use the extra resources for trade agreements with other Civs.


Land Ownership is Permanent, Unless War Causes Cities to Change Hands.


Unlike Civ 4, in Civilization 5 you will not be able to flip tiles claimed by another Civ's city. So, when your city's limits expand beyond the three tile workable limit, those efforts aren't wasted. You'll be the sole owner of those tiles, so you can get a city into position to work them or prevent another Civ from taking the resource. The only way to take control of tiles claimed by another Civ is to conquer them or use the Great General's Citadel ability. Every tile surrounding them becomes yours. Use with caution: stealing another Civ's land with a Great General can trigger war as it causes a Diplomatic Penalty.


Buying City Buildings with Gold.


Certain City Improvements are smart to buy quickly when you've just founded a city, and others are useless depending on the purpose of the city. Don't buy a market when a city has just been founded, instead buy a monument to expand your territory and gain control of those useful tiles and resources. One of the biggest factors when first starting a new city is getting the best tiles nearby. GIving your new city a culture boost will ensure tiles are bought quickly and automatically with culture. Otherwise, your city is best going for a food focus to take advantage of rapid early expansion. Have a worker nearby to begin improving important tiles soon after you use your settler.


Defending Your Cities.


Each City should have a ranged unit, though Cities have a high Combat Strength and 2 Tile Attack Range so can defend themselves from attack. Having a ranged unit in your city gives you a second attack to protect against small attacks, like those by Barbarians. You'll need an actual military with mobile units and solid numbers to survive a real war.


Progress is Kept When Switching Production.


You can invest a few turns into a unit or building project, switch to another building, and will find that all progress you'd gained on the previous unit/building will be kept. Use this to your advantage to keep cities efficient when a new vital building is coming up and you are waiting on the research project to finish.


Feeding New Cities.


With a Granary built and The Wheel researched, you can create Caravans that usually trade with other Civs, but you can use up a trade route to send food to one of your Cities. This food is not subtracted from the sender, so you incur no loss - just a nice boost of growth to your new city. Using Food Trade Routes, you can help the Population of a new City explode. Later in the game, Production Trade Routes become more valuable as City Growth slows.


Be Careful Expanding Near Other Civilizations and City-States . They do not like it when you expand too close and compete with them for land. If you do this too much, you can expect war. If you've already done this to a Civilization once, you should consider moving that next settler a couple of tiles further away. That is, unless you plan for the land to be yours soon anyway! You can try to be friendly and offer gifts to make that next settlement more acceptable, but be careful.


Game Option: Policy Saving & Ending Turns without Choosing.


If you've enabled the Policy Saving option before starting your game of Civ 5, you are able to save Policies until a later time. Perhaps you have finished Tradition, and do not want to adopt another Policy until your Civilization reaches the Renaissance to adopt Rationalism. The game doesn't make it clear how this is done, but a simple Right-Click on Choose Policy will cancel the notification and allow you to move on and end the turn. This does NOT work with Free Technologies. Those cannot be saved and you must choose the free tech when you complete the wonder that let you do this (for example the Great Library. Thus, you should time Free Techs for when you can select a more expensive or desirable tech after researching its prerequisite. You can get Oxford (safe) or GL (risky as someone else might build it) to 1 Turn remaining, then complete it when you've finished the prerequisite tech you need.


Workers: Building Tile Improvements.


Roads - Trade Routes.


After the invention of the wheel, your workers can begin connecting your Cities by road. The connection usually makes up for the maintenance cost of the tiles and gives your units mobility to protect your land. Cities can also be connected via Rail to get a +25% Production bonus with the Railroad technology, and Harbors provide cities a means of connecting to the capital from afar. Certain types of terrain may also help to form City Connections dependng on the Civ you're playing. To learn more, read the City Guide.


Farms - Boosting Population.


Early on, farms will help you a lot. The more you have, the easier it is for your City to work Mines and other tiles that lack food without sacrificing Growth. Place Farms around Rivers first, as they will get +1 Food when you research Civil Service. Other Farms do not get +1 Food until much later in the game with the Fertilizer Tech.


Trading Posts - Increasing Gold Income.


Trading Posts are more valuable than ever in Civ 5's Brave New World DLC. Whether your goal is to gift to City-States, form Research Agreements, or buy units and buildings outright, there's always a way to spend your Civilization's money. Trading posts give +2 gold to a tile when Economics is researched. That may not seem like much, but with a bank and market it's 3. While in a golden age, it's more - any gold-producing tiles are worth +1 gold because of the golden age, and the bank and market will boost that amount 50% per tile. These fractions of a coin can and do add up.


Another nice thing about Trading posts is that you can build them without removing jungle or forest tiles, the former being wonderful for boosting Science once your Civilization has researched Education and can use Universities. You'll earn enough food (+2) to support a specialist as well, so you can further boost your scientific research.


Do not build many Trading Posts around your Scientific Cities, because they need Food more - the higher Population will produce more Science than a Trading Post with Rationalism. Ultimately, the best place to spam Trading Posts are around Puppet Cities. They are contributing little to your empire, and you do not control them. Putting Trading Posts around Puppets will slow their growth and building production while allowing them to give your Civilization more income.


Marble & Quarries - Faster Wonder Production.


When a city is working a Marble tile, it will have +15% production toward any Ancient or Classical wonders. You will need a Quarry to get this bonus, so Masonry needs to be researched. This bonus can stack with others, such as the two flat bonuses to ALL wonders with the Tradition social policy's +15% and Egypt's flat +20% bonus. Founding a Pantheon early can also give you a +15% bonus to building Ancient/Classical Wonders. Getting Marble through trade will not work. To get the bonus, the tile MUST be worked by the city producing the Wonder.


Landmarks & Archaeological Digs.


You used to consume Great Artists to create Landmarks to boost culture, but with Brave New World, you'll now receive those from converting Archaeological Digs. You don't get to choose where these are placed; rather, they are found randomly around the map at the advent of Archaeology. It matters little unless it is in your territory on a workable tile. Most players will use Digs to get a Great Work Artifact that can be stored in a city to provide +2 Culture and +2 Tourism, which matters more for the game's improved Cultural victory condition. If you want to win Culturally, you need to get to Archaeology and spam Archaeologists from Cities with Universities (they are required to educate Archaeologists). Then send them out after the Antiquity Sites around our lands and even in other Civs' territories if you have open borders. It's safe to steal one artifact per Civ (in general) but more than that may lead to war. Be sure and have a Museum or other building with an Art slot ready, because otherwise you will be forced to build a Landmark. Putting Landmarks in other Civs'/City States' territories gives a Diplomatic Boost.


Resources like Cattle, Bananas and Wheat do not require tile improvements to get their benefit of extra food. Improvements simply provide extra boosts, like pastures giving +1 production for Cattle. You are forced to use these upgrades, as even a cattle on Grassland won't take a Farm to boost it to four food. There is only one case where I might not build an improvement, and that is when a Banana is on a Jungle tile. Jungle gives +2 Science with Universities, and you can get +2 more food from a Banana tile with a Granary in town. That pits +4 food, +2 science vs +5 food and the Science wins, big time unless that city is desperately in need of more food due to poor access to food tiles.


Only Appropriate Improvements are Available.


If a tile has a Luxury, Strategic, or Food resource available, your worker will be limited to building only the appropriate improvement for that tile. This is fine, but at times you may wish the restriction were lifted. Overall, you want to grab every resource your Civ can work. Don't bother improving food resources that are out of range. Otherwise, excess can be used to trade with other Civilizations.


Game Option: Stop Workers Replacing Improvements.


Hit ESC and go to Game Options > Gameplay. From there, you may want to check the box disabling Automated Workers from replacing tile improvements. I get thing set up the way I want with manual control, then let them fill in the gaps and it works out well for me. You may also stop them from removing tiles like Jungle and Forest, which is good if you prefer those tiles for whatever reason (Science from Jungle).


Tips Keeping your Civ Happy.


At the early levels of unhappiness, your cities will simply suffer a growth penalty - an annoying one, bringing growth down by 75%. At -10 Unhappiness, your Civ will practically riot. Your military units will suffer a combat penalty and rebel units may pop up around your cities to attack and attempt to dethrone you. Raise happiness quickly to get out of this situation. Every turn your Civ is unhappy, it is not growing and you are falling behind other Civs in the game.


The main source of Happiness in Civilization 5 are Luxury Resources. Acquire these by constructing tile improvements to connect them to your trade network. Strategic and Luxury Resources will be added to your total when the tile improvements are in place whether your City works the tile or not. Buy tiles with gold to speed up this process.


Trade is the second method of getting Luxury Resources for your Nation. Find Civs that have resources that you do not have and offer up extras of what you have - if you have three copper, you can trade off two of them and keep the +4 bonus for having the copper luxury resource. Trading off your last copy is a bad idea unless you're playing the Dutch, who'll get +2 happiness (half) if their last copy is traded. So, if there is a (1) next to an item in a trade, you'll be giving your last copy and losing any happiness bonuses or losing the Strategic Resource you need to make more units.


City States can give you Resources when you're allied with them. Provide gold gifts, do quests, and kill barbarians within their borders to boost your influence. At ally, they will give you a copy of all their strategic and luxury resources. Selecting City States by type and the resources they have is an important strategy to use for growing your Civ. Mercantile City States are the top target, as they give you Happiness at friends level and more at allies along with their available resources.


Religion plays a role in Happiness, as there are beliefs that can generate it, along with buildings you can buy with faith if you choose to unlock them when founding your religion. You can choose to take up the religion of another Civ if you like their bonuses.


Along with city population and a high number of cities, other things can impact happiness, such as a sustained war. Having your Civ influenced by another with a different ideology may put a penalty on you and press you to change. Civ 5 gives you a base amount of happiness based on the difficulty you're playing on - for example, on Warlord you will have a base happiness of 12. Bumping the difficulty up will lower this base to 9, making it slightly harder to keep the populace happy and productive.


Great People & Specialists.


Specialists serve a couple of purposes in Civ 5. First, they will generate a specific resource, be it gold, production, research, or culture. Secondarily, they'll generate Great Person points. You may be going for one or the other when allocating these. This is a feature in Civ that can go under-utilized by new players. It's very easy to keep progressing in the game without making tweaks to your specialists. You may only see them used when you select an off-beat focus such as science or culture. Even when focusing on food or production you can still utilize a specialist or two.


Boosting Specialist Output for more Gold, Research, or Culture.


Specialists of any kind benefit from % increases from buildings, down to the decimal. So, your +50% to research from a university will give you 4.5 beakers for a Scientist specialist that usually gave three. Any Wonders or National Wonders that increase Science Output work this way. This is but an example: it also works for merchants, engineers, musicians, writers, and artists.


With the birth of each Great Person in your Civ, the cost of all future Great People will go up. That means that you going for a spread of all kinds may not be a wise idea, depending on your goals. If you want a Cultural victory, you still need Science, but will need to focus on Writers, Artists, and Musicians to generate those.


Where's the Culture Bomb?


Great Artists used to be able to steal tiles by using a Culture Bomb of sorts that would convert one hex and all those surrounding it, giving you 7 new spaces of land. You could even steal them from enemies. Great Artists can now only create great works of art to raise culture and tourism or trigger a golden age. Great Generals are those who can steal land with their Citadel. It must be constructed inside or next to your border. This does the same as the culture bomb, but leaves behind a Citadel that gives a big defensive boost to units stationed inside. In most situations, you won't want the Citadel and can use a worker to change the tile to another improvement while keeping the new land for the glory of your Civilization. As before, these types of land grabs will piss off anyone with land nearby, especially if you flip control of their tiles.


Great Generals and Great Admirals.


Great Generals are earned over time as you defeat enemies. It'll take quite a bit of combat to fill the bar, which you can see when you look at the Military Overview screen (F3). Both Great Admirals and Generals give a +15% combat bonus to all friendly units within 2 tiles of them, so bring them along for big battles - especially helpful when taking cities, but keep them safe as they will be taken by opposing military units if vulnerable. Thankfully, they can stack with other military units which makes protecting them easy. Great Generals can build the Citadel, a powerful defensive tile improvement that steals surrounding hexes, making the territory yours. Because of its extreme defense, enemies moving next to it will take damage. This consumes the Great General. Great Admirals can instantly heal all adjacent naval units, giving you a big advantage in a large fleet engagement. Its use is very situational; far better to keep the +15% bonus unless you can prevent the destruction of multiple vessels by using the ability.


Science and Technological Advancement.


Population & Raising Science Output.


Both the Library and Public School base the amount of Science generated by a city on its population. The University provides some flat Science and a +33% bonus to total output - ie all science multiplied by 1.33. Going further toward the Modern Era, you'll make Research Labs that boost Science by another +50% in the city. Have a library in all cities to build a National College for another 50%. Oxford University, a Natonal Wonder for having Universities in all cites will give you a free tech as well. You can place each of these buildings into your higher population city to get a massive boost to science output.


Specialists are Important.


With the bonuses provided by the University and Research Lab, each Scientist Specialist you assign to your buildings will provide much more than the +2 you see. You can put a total of four Scientists into your buildings in the Citizen Management area of the City Screen. Prioritize Science and these will already be filled. I like to fill all science slots, keep manual specialist control checked, then put the city's focus on food - it'll grow and the Science along with it.


Ideologies, Social Policies, and Religion.


The biggest boosts to your beaker output come from the Rationalism Social tree. You can get +2 Science per specialist, 25% faster Great Scientist generation, Science from trading posts and extra science from research agreements. As for Ideologies, Freedom is not a bad choice for Science. You can reduce the food needs of Specialists (you'll have them in every city when going hard Science), which will allow your cities to grow larger and produce even more. With Religion and when running out of direct science boosts from Ideologies, go for happiness and growth. Populaton is everything for a Scientific Civ after all, and your citizens must stay happy to keep growing in number.


Building a city next to a mountaiin (one tile away), you can make an Observatory that will boost Science another 50%. Finding a spot with only one mountain and loads of grassland, you could make what was once known as a super science city by gathering this extra boost. It is still worth it if the city will be only medium-sized, as the output increase is huge enough to provide Science in ample amounts.


Once you've researched Education, you can begin entering into Research Agreements with other Civs. First talk to them and go to discuss and sign a Declaration of Friendship. Both Civs need enough gold (300+ by modern era) to enter the agreement. You can gift gold if they can't afford it. After 30 turns, you'll receive a big boost to your research points that will inevitably grant you free technology. While the other Civ will get the same, you can gain an edge by doing these with multiple Civs - they'll get 1 tech each while you get 3 or more, advancing your technology swiftly. The Porcelain Tower and final social policy in Rationalism, Scientific Revolution, will each boost your take from RAs by 50%, ultimately doubling the research you get, which is based on your current tech level and the cost of all available projets - so knock out the cheap ones while the 30 turns pass so you can grab higher rank techs.


When a Civ is more advanced than you, or at least knows technology you do not, use your spies (available in the Renaissance Era) to travel to their cities and attempt to steal tech. When they do, they'll level up, which makes them better at this. When a Civ has run dry of new tech, you can move them on to another. Later, that leveled up Spy can make a great Diplomat or be inserted into City States to Rig Elections and manipulate them into liking your Civ while reducing relations with others.


To learn more about outpacing your opponents in Research, read the Civ 5 Science Guide.


Using Religion to Win.


While Religion's benefits in the form of beliefs are obvious, Religion plays a role in Cultural Victory and can make this type of win much easier. Sharing a Religion will result in a 25% boost to Tourism output with other Civs when the majority of their Cities are following that same Religion. You can take on another Civ's Religion to do this or spread your own to their lands.


You may also tailor your Beliefs to aid in other types of Victory. Interfaith Dialog will give you Science each time you use a Missionary to spread Religion for example, and Beliefs can be chosen that allow you to purchase buildings that hold Great Works slots or even allow you to buy Military units with Faith to aid in a Domination Victory.


Religion and Diplomacy.


If a Civ did not get to found a Religion of their own, which is common, they will gladly accept your Religion if it spreads in their lands. Naturally, they will benefit from this - but so will you. Your Founder Belief is the obvious benefit, but other Civs under the influence of your Religion will gain a positive Diplomacy modifier. If a Civ has a Holy City, they are definitely trying to spread that Religion and will be angered by you converting their Citizens, however.


A little-known function of the Inquisitor is that they automatically stop Missionaries from spreading Religion in your lands. Positioning an Inquisitor within 1 hex of a City will prevent opposing Civs' Missionaries and Great Prophets from using the Spread Religion ability. This will not stop conversion through Religious Pressure, but does prevent them converting your people en masse with all the missionaries they may send throughout a game.


Removing a Holy City from the Game.


Inquisitors can also be used to remove a Holy City you have conquered (but only then). An Inquisitor using Remove Heresy in a Holy City will remove all other Religions but the one to which they're tied (yours), and in this case prevent it from coming back unless there are other Cities nearby of that Religion and spreading through pressure. Without a Holy City, most Religions will quickly die off.


Read my Guide to Religion to learn about the mechanics of spreading religion, the beliefs you may select, and how creating a popular Religion can help your Civilization.


Wonder Production.


Don't Try to Build Every Wonder.


Just because another empire may get a Wonder, it doesn't mean you should try to build them all. Cities that are constantly building Wonders aren't growing to be better economically. They aren't getting those bonuses that regular buildings provide, and that can set them back. You can stunt your scientific growth by skipping those libraries in favor of building Wonders, and won't get the growth benefits of a granary. Be selective about your Wonders, and build only those that fit your long-term goals. If you want to win the Science victory, by all means make a Great Library for its great scientist points and free technology that can be timed to move you up to the next Era. It is harder to get this Wonder on higher difficulties, and it may be best to focus on growth and simply build a Library to get your science going sooner without risking the wasted production.


If Another Civ Builds a Wonder Before You.


When another Civ completes a Wonder you were working on, you'll get gold from scrapping your project, based on how much production had been put in. At least you can use this to buy an improvement. Installing Spies in other Civilizations can help you by giving you a head's up that they are starting a new Wonder, which may prompt you to rush it and go all out on production in the city or abandon the project if it is going to take a long time.


Military and War Tips.


Having No Military is a Really, Really Bad Idea unless powerful allies. You should aim for a unit per city, at the very least but two would make you much less of an easy target. You have things that other Civilizations want, and even if you don't have something great you still have land. You must protect your people, so will need a larger military to maintain peace as you raise the game's difficulty.


Military Units and Health.


All units have 100 health. The difference between them is their combat strength. A powerful unit will deal more damage to a weak one, and take less in the process. This normalization of health and emphasis on combat strength and bonuses is a simple system, yet open to strategic use when you're familiar with the system. Other than Japan, due to Bushido, all other units will deal less damage when they are injured - which makes sense and adds some strategic depth. After all, an Archer with only 20 health and a pair of figures can only fire so many arrows when they attack, meaning your offensive unit will suffer less damage and likely with the battle.


Unit Health Regeneration.


Units that take no action on a turn, either skipping or fortifying, inside friendly territory regenerate +20 heath per turn, be it your territory or the territory of a Civ/City-State friendly to you. Outside of friendly borders, you'll heal only +10. In a city they'll heal +25 each turn. The unit must not have taken an action during the previous turn to receive this healing, even moving a single hex forfeits the healing. Units with the Medic promotion can help heal adjacent units faster, while Scouts can be upgraded to heal faster specifically when outside your territory - this lets them stay on the move longer, finding more goodie huts, natural wonders, meeting other Civs/City-States, and learning the lay of the land.


Zone of Control.


Military Units have a Zone of Control that can be used strategically. If a unit moves into it, they'll lose a move point. This zone extends one hext around the unit. You can use all moves when LEAVING the zone, but entering another hex in the zone will consume your move. Use this to protect workers and other units. Place your unit such that the enemy must enter the zone and lose a move, while on their way to, for example, steal your worker. It's helpful to know when waging war and when you cannot protect a unit by directly blocking the enemy's advance.


When you Fortify a military unit, it goes inactive and proceeds to defend at its current location. The Fortification bonus is 25%, but after a couple turns will rise to 50%. This makes your unit very hard to kill, particularly when they are doing this in a city or Fort tile improvement. There are many other bonuses you can get, but Fortify is one that can give you an edge in combat when you know an attack is coming. Sometimes, it's best to attack first, however, when you know you can weaken the enemy unit enough that it will either back off or do little damage should it attack your unit.


Any time you have two units with moves, and one is up front taking the damage, you can swap them by selecting then moving the injured unit to the tile with the healthy one, or vice versa. Swapping units from the front line and giving injured units a chance to back off can preserve your military, helping you to win wars by preventing the loss of units - particularly powerful units that have had many promotions. You may even keep a unit behind a Fort or Citadel so you can swap them in to relieve a unit from battle.


When a city's defensive strength is more than 50% more of your best units' attack strength, it's necessary to use ranged units to weaken them. Ranged units like archers and composite bowmen work well - the point is that you can weaken them while avoiding counterattacks on all your Melee units until the time is right to move in and take it over. So, use ranged to weaken while melee units like Cavalry can charge in and capture the city when its defense has been reduced to 0 or close enough for the melee to win and take over the City.


Aircraft in Cities: Where to Use Your Bombers.


To access the list of aircraft in Cities, click the number above a city's defense rating on the map. From there, you'll get a list of all bombers and fighters in that base. You can rebase them to get them closer to intended targets - select rebase and then click a city in which to station them where your airstrikes can reach their targets. Really late game, you may want to leave fighters in cities near the coast to protect from airstrikes from carriers.


You can bribe a Civ or convince a friend to go to war with a target Civ's ally to keep them tangled. If you can maintain your military edge while still advancing science, you will come out far ahead in military power through more advanced units. Civs tied up in war generally focus on Military while neglecting their economic and scientific advancement. You may even do quests or provide gifts of gold to your target's ally to steal their loyalty and take away the strategic and luxury resources available to them, getting them for yourself - but you must go all the way to allies.


Profit from Razing Cities.


You are able to sell one building per turn in a City that you are razing. To sell a building, simply click it in the building list to the right of the City Management interface. Any time you're not doing this, you're letting potential gold burn to the ground. Start with the most advanced buildings and work your way down as the City's raze timer counts down. This can lead to a lot of extra gold from the razing process, and help you afford to buy buildings of your own or upgrade your units.


Cities you conquer can be sold to other Civilizations for large amounts of Gold or Resources. Consider this instead of Razing or Puppeting a City if you have no need of it, yet needed it out of the hands of the Civ you're attacking. This is commonly used when you have been given a City through a Peace Treaty.


Early to Mid-Game: Barbarians and Barbarian Camps.


Barbarian Encampments are responsible for generating the Barbarians that will harass your city. It is up to all Civilizations to eventually wipe them out and civilize the world. Inevitably, you will need to deal with Barbarians near your borders to prevent harassment of your workers and, later, the plunder of your trade routes.


Often, a Barbarian encampment you are attacking will spawn a new unit. This leaves your unit outnumbered. Since you always have a bonus fighting Barbarians, it's wise to fortify in this situation or any other like it. Your unit stands a good chance of survival, and worst case will do more damage due to it taking more attacks to kill them.


Gradually beat down Barbarians and play it safe when more than one is in the area, possibly even backing off to heal for a few turns. Barbarians don't heal , so you have plenty of time to take them out. Work them down and a lone unit can gain a couple of levels, giving you a strong unit for later. You should almost never use the instant heal upgrade in these situations, rather pull back to a spot where no unit will hit you to fortify and heal. Fortify bonuses do not come into play if a unit has moved during that turn, even if you move only one hex.


Add Your Tips for Civilization 5 Gods and Kings & Brave New World.


Civilization 5 is a very deep strategy game and many people have come up with clever ideas to do things more efficiently. Share your Civ 5 Tips with others using our comment form below and help this page grow as an information resource for new players.


Share Tips and FAQs (18)


A common error people make in war is to see one of their cities taken and then to immediately focus all of their forces on taking it back.


This is an issue, unless you can immediately protect your city it will be invaded again, not only will this damage your own units but it will damage the population, starting a war with 17 population and ending with 3 you may as well have lost the city.


Rebellion under most circumstances will last a good number of turns, look at the counter and see how long you have before it starts to fire, spend that time attacking your enemy and you can hopefully clean them up and take back city, or alternately if unable to beat their army, retreat your's.


I frequently trade away a luxury entirely in exchange for an opponent's excess. The net Happiness for me is 0, but it does provide a diplomacy bonus, and it prevents the AI from trading that item to one of my other opponents. That reserves the trade for me in the future; I will probably have an excess luxury available when it's time to renew the transaction.


I'm new to CIV 5 and your guide is actually really helping me understanding that quite complicated game.


I didn't know where to post that but, that workd surely took you a lot of your time, and i wanted to thank your for that kindness.


Not all heroes wear capes.


As always, I appreciate all of your guides and they have been instrumental in my better understanding of the game.


I've got oil by the way. Do I need to have a radar so it works??


Anyone could help please? THX.


Doesn't the Great Artist "Cultural Bomb" grant the ownership of the tile he's on, and the adjacent ones, even though they are already owned ?


I seem to remember stealing resources from a CS this way (but that was before buying G&K and BNW, maybe is it not possible anymore).


This is from the Great General's Citadel ability, which allows a limited means of stealing land. Placed strategically, they can steal luxuries or fertile lands for your border Cities. They will, of course, anger the Civ you use them against or drop relations with any City-States you steal land from.


Great Artists create Great Works of Art (lLng-term culture+Tourism) or write Political Treatise that generate instant culture, helpful in adopting new Social Policies quickly.


A good way to get some culture early on is by putting 1 point in Honor and kill as much barbarians that spawn without actually destroying the barbarian camp. Works amazing with raging barbarians option turned on.


-is built next to the river for a garden (Indonesian Candi and Hanging Gardens are an exception).


-has a national epic built in it.


Additionaly The Leaning Tower of Pisa and Austria's coffehouse will help you to generate more grest people. With all these bonuses you will create great people (including artists, musicans and writers) over twice as fast. And correct world congress proposal may help you too.


One thing that continually irritates me about the game is that one's own stats are included in computing demographics. Unless one is quite average it skews everything and makes the table nigh useless for making good comparisons - as well as removing a slot that would otherwise be used to include another civ. For all the years that Civ V has been out, no one has seen fit to fix this piece of innumerate idiocy.

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