recursal/Fanatic-Fandom huggingface dataset:
Crossbowman

Archery of the Medieval era

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## Strategy

The Crossbowman is more powerful than the Composite Bowman. As a Ranged unit it can deal significant damage to other Medieval Era units up to two hexes away, but it is vulnerable to melee attack. Put Crossbowmen in your city for defense, and guard them with melee units when on the move.

## Historical Info

The crossbow first appeared in Europe in the 10th century. Although slower than a standard bow, a crossbow requires less training and strength than a regular bow, and over time it came to be the dominant weapon on the battlefield. A crossbow consists of a fairly short but heavy bow mounted to a stock. The firer pulls back the string - often with mechanical assistance - to "cock" the bow, then lays a "bolt" (arrow) on a groove in the stock. The firer aims, then pulls a trigger to release the string, which launches the bolt at the target. Among other advantages, a crossbow can be fired from a kneeling or prone position, something which is impossible with a standard bow.
Naresuan's elephant

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## Game Info

Powerful Medieval Mounted Unit, weak to Pikemen. Only the Siamese may build it. This Unit receives a bonus against other mounted Units, earns the Feared Elephant Promotion for free, and has a higher  Combat Strength than the Knight, which it replaces

## Strategy

This is the Siamese unique unit, replacing the Knight. The Naresuan's Elephant unit is slower than a Knight but it is more powerful. Like the Knight the Naresuan's Elephant can move after attacking. Equipped with spears, the Elephant gets a significant combat bonus when attacking other mounted units.

## Historical Info

In Southeast Asia elephants continued to be employed in warfare far into the Middle Ages. In Siam, particularly, war elephants were highly prized, and leaders often fought from atop them. In 1593 a war between Burma and Siam ended in a Siamese victory when Siamese King Naresuan killed Burmese crown prince Minchit Sra in single combat atop elephants.
Wheat

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## Game Info

Bonus resource.

* Base yield:

* + 1  Food

* Modifiers:

* + +1  Food from Farm improvement (+1 more  per 2 adjacent Farms or 1 Terrace Farm)
	+ +1  with Civil Service (fresh water) or Fertilizer (non-fresh water)

* + +1  Food from Granary

* + +2  and +1  when improved and with **Sun God** Religious belief

## Strategy

**Wheat** is found in plains and desert regions, making it very important for civilizations native to deserts like Arabia or Morocco. It is the only bonus resource which can be improved right from the start of the game, because its improvement is the Farm, which is available without any need of technology research! Its only downside is that when found on a desert, its tile won't yield a whole lot, because a desert tile has no natural yield of any kind. Still, it's something.

Use a Granary (which adds 1  Food to the tile) to unlock the full  Food potential of Wheat. Also, 2 adjacent Farms add another  Food point.

## Historical Info

Originally cultivated in the Fertile Crescent of the Middle East, wheat is one of the most important grains in the human diet. A remarkably versatile grain, wheat can be turned into flour and made into bread, pasta, cereal or cake, and it can be fermented and made into a variety of alcoholic beverages.
More Luxuries

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##### by Barathor

Adds nine more luxuries to the game and an additional Mercantile city-state luxury. Overall, they function the same as the existing luxuries and utilize the same placement and balancing methods.

Also, this mod fixes a few bugs found in the main map creation files and optimizes many other things within it that pertain to resources.
Field Gun

Siege of the Industrial era

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## Game Info

Powerful Industrial Era Siege Unit capable of firing two tiles away with Indirect Fire. Moves at half speed in enemy territory.

### Abilities

* Indirect Fire
* Bonus vs. Cities (100)
* Cover 1
* Half speed in enemy territory
* Limited Visibility
* Siege Inaccuracy
* Naval Target Penalty

## Strategy

Field Guns have greater combat power than Cannons, albeit they lack the ability to see very far on their own. Use Field guns to support your Industrial Era armies, but be careful about letting the enemy get near them.

## Historical Info

A field gun is an artillery piece. The term was first used to describe smaller guns that could be taken with an army while marching. In battle the field gun could be quickly moved about the battlefield as needed. Guns installed in the fort, siege cannon and mortars were too large to be moved quickly, and would be used only in a long siege.
Archaeologist

### Features

The archaeologist is a civilian unit in the CBP. It is discovered when you research archaeology. It main purpose is to dig up antiquity sites, which give culture. It can only be built in cities with a university.

## Archaeologist

Introduced in Civilizations VCivilian unit of the Industrial Era era

### Notes

Used to dig up antiquity sites

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Monopolies

**Monopolies** are one of the new gameplay elements added by Vox Populi and are distinguished by two types of monopolies: luxury and strategic.

## Attaining a Monopoly

Civilizations can attain monopolies by obtaining control over resources. This further encourages empires to even improve resource tiles that are too far to be workable along with additional resources to trade with. After attaining a monopoly, a civilization can build a Corporation Headquarters respective to their monopoly resource counterpart.

## Luxury Monopolies

Luxury Global Monopolies: the essence of the Monopoly system is expansion: as your empire expands throughout the game (either through combat or settlement), be on the lookout for Luxury resources that you already have copies of. As you collect more and more copies of the same Luxury Resources, the percentage of global resources you control goes up. If this value goes over 50% (i.e. you control more than 50% of the world's supply of any resource), you gain a Global Monopoly over that Resource. Each Global Monopoly has a unique bonus - some grant additional yields to your tiles, whereas others boost City yields by a set percentage.

## Strategic Monopolies

Strategic Global Monopolies: Strategic Resources operate the same way as Luxury Resources with regards to Monopolies, with one major exception. Due to the vast abundance of these resources, a true 50% Monopoly can be quite difficult. As a result, Strategic Resources have two tiers: 'Strategic' Monopolies and 'True' Monopolies. Strategic Monopolies occur at 25%, and generate special combat bonuses (such as increased health regeneration or increase defense). True Monopolies occur at 50% and, like Luxury Monopolies, they generate bonuses to City and/or tile yields.

  Coal | Naval Units gain +1  Movement.
  Horses | Units gain +10%  Strength when attacking.
  Iron | Units gain +10%  Strength when defending.
  Oil | Units gain +2 XP after combat.
  Uranium | Units gain +10%  Strength when attacking.

## Other Monopoly Mechanics

Only one Civilization can have a monopoly on one Luxury at a time. Effects that increase the number of Strategic or Luxury resources you have (the Zealotry belief, the East India Trading Company National Wonder, Russia's unique ability, the Third Alternative Autocracy Tenet) can lead to gaining a monopoly. Trading resources will not normally affect monopolies, with the exception of the Dutch, who have the unique ability to gain a monopoly based on imported resources. The Statecraft policy Exchange Markets also allows resources imported from City-States to count towards Global Monopolies.
Cathedral

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## Game Info

Reduces Poverty.

Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 20%.

Farms near this City generate +1  and .

## Strategy

Can only be built in cities following a religion with the Cathedrals belief. Construct this building by purchasing it with  Faith.

Build Farms in triangles, Farms get +1  for every 2 nearby.

## Historical Info

The Cathedral is a form of Christian church differentiated by the presence of the Bishop's throne. The Latin term "Cathedra" means "chair," in reference to the throne itself - the cathedral then being the building containing this throne. Most cathedrals feature a unique architectural style when compared to other surrounding structures, frequently becoming noted landmarks within the area. While primarily used as places of worship, cathedrals are also host to varying social functions within the community.
Landsknecht

Introduced in Melee Units of the Medieval era The Policy specific unique unit.

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## Game Info

This unit is much cheaper than the Pikeman, and can pillage without using any movement points. Steals gold when attacking a city. Unlocked through completing the Authority Policy Branch, these units may not be built; they must be purchased through gold. May move immediately after purchase.

## Strategy

The Landsknecht is much cheaper than the Pikeman and has a number of bonuses related to pillaging tiles and sacking cities. These units create a cheap army that can provide a nice return on their investment if sent rampaging across enemy territory.

## Historical Info

The landsknecht were German mercenary pikemen of the 16th century. Created in imitation of the legendary Swiss mercenary pikemen, the landsknecht would eventually supplant them as the best mercenary infantry available in Europe, fighting in almost every major engagement in the 16th century - often on both sides. In battle landsknechts generally carried pikes of up to twenty feet in length. Some few also carried huge two-handed swords or halberds; these were used to chop the heads off of the pikes of their opponents.
Nuclear Fusion

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## Game Info

Allows you to build the SS Booster, a component necessary to win a Science Victory.

## Historical Info

Nanotechnology is an all encompassing study involving the control of any matter at the atomic or molecular scale. While often romanticized to the notion of billions of tiny robots directing the flow of individual atoms, nanotech covers any science revolving around the study or use of particles a few nanometers in size, from the creation of tiny carbon nanotubes and nanoparticle solar cells to DNA research. A nanometer (the relative size most nanotechnology is created in) is one billionth of a meter in size, about the same scale as the diameter of a marble is to that of the Earth, and it's only been in recent years that the technology capable of research on such a tiny scale has really been available. Despite its recent emergence, an estimated three to four new nanotech products per week are made publicly available, with applications ranging from clothing and cosmetics to food products and packaging.

While many scientists are excited about the possible applications for the development of technology on such a miniscule scale, others are concerned about the health, environmental and ethical implications that this kind of research could produce. Calls for safety and health regulations have been made in some countries, with concerns that the nanoparticles could be accidentally released into the environment or human body and cause inadvertent toxic damage.
Steel

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## Game Info

Development of the new **Steel** alloy advances further metal working and enables the creation of the heavy-armored Longswordsmen and reliable Pikeman. Also, the Armory is enabled, increasing the experience of produced Units.

Increases the  Production for all Mines.

## Historical Info

Steel is an alloy (mixture) of iron and carbon. Depending upon the ratio of iron to carbon, the resulting metal may be far stronger, more flexible, and possess a greater ability to resist corrosion. Iron was first worked as early as 2000 BC, and from the very beginning small quantities of steel were also produced. Generally iron was produced in two forms: wrought iron and cast iron, the former being more flexible, the latter harder and more brittle, but far cheaper to make.

In 1751, the English inventor Benjamin Huntsman established a steelworks factory in Sheffield, England. Huntsman's factory employed the "crucible process" to make steel, and this methodology quickly spread across Europe and the United States and eventually into Asia and the rest of the world. The next big advance came in the United States of America in 1855, when American inventor Henry Bessemer came up with the so-called "Bessemer process" of making steel. With some refinements this allowed for a dramatic increase in steel production worldwide. By the beginning of the 20th century world steel production had reached some 50 million tons annually.
Cuiraissier

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## Game Info

Powerful Renaissance-Era mounted ranged unit, useful for harassment and hit-and-run tactics.

## Strategy

Cuirassiers are powerful Renaissance-Era units capable of rapid movement and deadly ranged attacks. Use them to harass the enemy and support your war effort.

## Historical Info

Cuiraissiers, from French cuirassier, were cavalry equipped with armour and firemarms, first appearing in late 15th-century Europe. The French word means "the one with a cuirass"(cuirasse), the breastplate armour which they wore. The first cuirassiers were produced as a result of armoured cavalry, such as the man-at-arms and demi-lancer, discarding their lances and adopting the use of pistols as their primary weapon. In the later 17th century, the cuirassier lost their limb armour and subsequently employed only the cuirass (breastplate and backplate), and sometimes a helmet. By this time, the sword was the primary weapon, pistols being relegated to a secondary function.
Bandeirantes

Introduced in Recon of the Medieval era The Brazilian unique unit.

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## Game Info

Unique Brazilian Explorer. Generates  Gold ,  Culture and  Science in the nearest owned City whenever you reveal tiles with this Unit, and has an additional 1 Movement relative to the Explorer. Can also construct Forts in owned territory. Starts with Survivalism III.

## Strategy

Medieval-Era Unit that is unique to Brazil, replacing the Explorer. Is faster and stronger than the Explorer, and is available earlier. Generates  Gold,  Culture and Science from exploring unrevealed tiles, being more cost-effective than most buildings. These yields are added to the nearest owned city. Also has the ability to construct Fort Improvements in owned territory, and is stronger versus Barbarians. Use these units to explore, clear any remaining Barbarian Encampments, and generate valuable yields for your frontier cities.

## Historical Info

The Bandeirantes ("those who carry the flag") were 17th-century Portuguese settlers in Brazil and fortune hunters. They led expeditions called bandeiras ("flags") which penetrated the interior of Brazil far south and west of the Tordesillas Line of 1494, which officially divided the Castilian or later Spanish (west) domain from the Portuguese (east) domain in South America. Though they originally aimed to capture and force Indigenous Americans into slavery, the bandeirantes later began to focus their expeditions on finding gold, silver, and diamond mines. As they ventured into unmapped regions in search of profit and adventure, they expanded the effective borders of the Brazilian colony.
Navigation

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## Game Info

Allows you to build the Frigate and the Corvette, powerful Renaissance-era warships.

## Historical Info

Navigation is the science of finding one's way across the ocean. Early vessels rarely left sight of the coastline, which made navigation fairly simple but limited the places one could go, and also made the ships vulnerable to being driven ashore or onto dangerous rocks by contrary winds. There are few things more terrifying to a sailing vessel's captain (pre-steam engine) than being on a "lee shore" - that is, being blown directly towards a nearby shore by strong wind.

Before the advent of satellites and radios and radar, ships at sea navigated by tracking their movement on a chart, or "dead reckoning." If one knew the speed and precise direction that one was moving, then one could have a pretty certain idea of where one was. However, after several weeks at sea even the minutest error in speed or direction could accumulate into big errors. If one were in the middle of the Pacific, getting low on water and sailing to the only speck of an island within a thousand miles purported to have water, a dead reckoning error could easily result in a very unpleasant end.

A ship's captain could also look to the heavens to aid in navigation. If it were sunny out, Captains had delicate instruments which could tell the precise moment that the sun reached its zenith (highest point) above the ship. If they also possessed an accurate clock which was set with the correct time, they could use this information to determine their precise longitude (or distance, east or west, from the Prime Meridian - which runs through Greenwich, England). This of course required good weather, an accurate clock, and the ability to determine high noon while aboard a ship which may be rocking about in an alarming fashion. On clear nights the captains could often use the rise and fall of certain stars to give them similar information.

Eventually, of course, the inventions of radio, radar, and satellites made the entire process much easier and far safer. But even today captains routinely drive their ships aground or crash them into bridge abutments - and these are ships with engines. Imagine the skill needed to keep a sailing vessel on the correct course.
Conquistador

Mounted of the Medieval era The Spanish unique unit.

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## Game Info

Medieval Era unit that specializes in scouting and colonizing advanced Cities overseas. Only Spain may build it. Replaces the Knight.

## Strategy

The Conquistador is a multi-purpose unit that is strong both on land and at sea. Replacing the Knight, it is an exceptional scout on land with extra visibility. It also has the ability to found new cities, but only on a foreign continent that does not contain the Spanish capital. When founded, cities built by Conquistadors start with 3 Citizens, claim additional territory, and automatically receive the following selection of buildings:

* Council
* Granary
* Market
* Monument
* Shrine
* Barracks
* Watermill (if applicable)
* Library
* Forge
* Well (if applicable)
* Mission (Castle)

Note: the bonuses for constructing buildings from the Progress and Industry policy branches do apply to the buildings constructed by Pioneers, so expect a large boost to your culture or income when you settle new lands with this unit!

In the water, the Conquistador has the defensive embarkation promotion that allows it to defend itself against naval units. It also suffers no penalty when attacking cities, unlike the Knight.

## Historical Info

The Conquistadors were the Spanish soldiers and explorers who conquered so much of the New World in the 16th and 17th centuries. Having recently driven the Moors from Spain, the Conquistadors were seasoned veteran light cavalrymen. Their ability to traverse difficult terrain on horseback made them especially effective against the natives of the New World, who lacked horses altogether and were unable to outrun their terrifying opponents.
Release - 2016-09-18

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# Community Patch

## DLL:

* Bugfixes, optimizations, general improvements, CTD fixes (lots!)
* Improvements to barbarian logic, pathfinder, stability, etc. (tons!)
* Final steps of MP stablization and implementation almost complete (yay!)

### Civilizations:

* Iroquois: +20% CS Strength within 3 tiles of a NW (UA underwhelming for non-forest expansions, this should help a little)
* Polynesia: Removed NW-related UA elements, moved CS Moai bonus to Moai text. Now gains +2 Food from Atolls/Fishing Boats and Melee Boats can make Fishing Boats
* Japan: New UA - Gain Great Writer/Artist/Musician Points in Capital when Great Generals and Great Admirals are born. Civilizations you lack a Trade Route with cannot send routes to you, and have a -50% Tourism penalty with you.
Dojo: now affects Melee/Gun/Mounted/Armor units. Bushido effect (stronger when damaged) moved to Bushido promotions here - so that part of UA is now only for melee land units, but is also stronger (up to 34% of damage as CS, up from 20%)

### National Wonders:

* Heroic Epic (and other 'promotion from future-built' promotions) grants Morale to all units created by city (past or future)

### Other

* Decreased unit supply modifiers from population to 25% for Settler->Warlord and AI and 20% for Prince->Deity
* Smaller unit cap should help control absurd unit spam possible in some late-game scenarios, and actually make 'free' units from policies more valuable.
Battering ram

Melee Units of the Classical era The City-state unique unit.

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## Game Info

Siege unit deadly at melee attacks versus cities. Can only be gifted by Minor Civilizations.

## Strategy

Battering Rams can only be gifted by Minor Civilizations. Use Battering Rams to knock down the defenses of a city. They have the Cover I promotion to keep them safe from ranged units; attack them with melee units to defeat them.

## Historical Info

The battering ram was a siege warfare device primarily utilized during the ancient era. Designed with a singular purpose in mind, battering rams were used to crash through the heavy wooden gates used during this period. Although there were varying shapes and forms found among the many battering ram designs, all shared the same general principle. Mounted on a cart or other wheeled platform, a heavy log or post was slung using chains or ropes. Soldiers manning the ram would then pull back on the log, releasing it with enough force to splinter the enemy's gate. Although the specific details surrounding the Huns implementation of this siege weapon are scarce, it is known that they successfully deployed battering rams against a number of major European cities during their conquest.
Catapult

Siege of the Classical era

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## Game Info

First siege Unit of the game. Does major damage to Units and Cities from a distance, but must set up prior to firing.

## Strategy

The Catapult is a siege weapon, extremely useful when assaulting early enemy cities. It is slow and extremely vulnerable to enemy melee attack; it always should be supported by other units when it's in the field. The Catapult must "set up" (1 ) before attacking.

## Historical Info

The exact date of the invention of the catapult is uncertain, but Greek armies were known to have employed them as far back as the third century BC. Catapults use energy stored in twisted rope or bent wood to hurl missiles a great distance. They are quite inaccurate, but can be deadly against big or slow targets - forts, for instance (which are fairly large and don't move very fast at all). Generally catapults were transported in pieces, then assembled at the field of battle. Occasionally they were constructed on the spot by engineers. The last catapults to see battle appeared in World War I, used by the French to hurl grenades at the enemy trenches.
Combined Arms

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## Game Info

Allows you to build the Tank, a fast and deadly armor Unit, and the Infantry, the main melee foot troop of the era, capable of enduring a lot of punishment to hold terrain.

## Historical Info

Combined arms is a military doctrine first adopted more than a thousand years ago, which involves the combination of different-but complimentary-unit types in an effort to improve the overall efficiency of the force as a whole. In ancient times, the combined arms strategy was utilized by many of the major powers, particularly the Greeks and Romans, who carefully coordinated light and heavy infantry, cavalry, and ranged weapons to create cohesive formations that played off each other's strengths and weaknesses. During the 20th century and onwards, the rise of aircraft-based weaponry has led to even more complex variations on the traditional concept of combined arms. Drone aircraft, satellite-guided missiles, and high-altitude bombers are just a few examples of the expanding toolset available to modern military commanders.
Chu-ko-nu

Archery of the Medieval era The Chinese unique unit.

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## Game Info

Medieval ranged infantry Unit. Only the Chinese may build it. This Unit may fire twice in one turn, unlike the Crossbowman which it replaces.

## Strategy

The Chu-Ko-Nu is the Chinese unique unit, replacing the Crossbowman. The Chu-Ko-Nu is slightly less powerful than the Crossbowman, but it can attack twice during a turn, giving it a hefty offensive punch. This unit is particularly deadly when garrisoned in a city that is under attack.

## Historical Info

The Chu-Ko-Nu is a rather nifty repeating crossbow invented in China at the end of the second century AD. The machine looks something like a standard European crossbow with a box bolted to its top, just above the string. The box was filled with crossbow bolts. In operation, the soldier would pull a lever to cock the string and then push the lever back, causing a bolt to drop out of the box and into place to be fired. This gave the Chu-Ko-Nu a faster rate of fire than a standard European crossbow. However, the Chu-Ko-Nu fired a lighter bolt and had a shorter range than a European machine. Which was the superior weapon would depend upon circumstances - the European model might prevail in open terrain against heavily armored opponents, while the Chu-Ko-Nu would probably be better at short-range against large numbers of lighter-armored attackers.
Immortal

Melee Units of the Ancient era The Persian unique unit.

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## Game Info

Ancient Era Unit which specializes in defeating Mounted Units. Only the Persians may build it. This Unit has a higher  Combat Strength, bonus  Strength while defending, and heals more quickly than the Spearman, which it replaces.

## Strategy

The Immortal is the Persian unique unit, replacing the Spearman. It is slightly more powerful than the Spearman, and it heals twice as quickly. It is quite deadly against mounted units.

## Historical Info

The Persian Immortals were an elite heavy infantry unit. Kept constantly at a strength of 10,000 men, they formed the heart of the Persian (Achaemenid) army. The Immortals fought under Cyrus the Great, Cambyses, and Darius the Great; when not in combat they acted as the Persian Palace Guard. The Immortals were armed with short spears, swords, bow and arrows. They carried light shields and wore scale mail armor. According to Herodotus, "Every man glittered with the gold that he carried in unlimited quantity. They were accompanied by covered carriages full of their women and servants, all elaborately fitted out. Special food, separate from the rest of the army, was brought along for them..."
Cannon

Siege of the Renaissance era

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## Game Info

Powerful Renaissance Era Siege Unit. Moves at half speed in enemy territory

## Strategy

The Cannon is an important mid-game siege unit, devastating against civilizations which have not yet acquired them. Like other siege units, the Cannon moves at half speed in enemy territory. Cannon remain potent into the Industrial era. Cannon cannot see as far as other units, and should be protected with melee units.

## Historical Info

A cannon is a big tubular gun that uses gunpowder or other explosive to send a projectile a long distance at a high rate of speed, originally invented in China in approximately the 12th century AD. The Mongols were early adaptors of the cannon, using them to great effect in China and Korea. It's likely that the Mongols introduced cannon to the Islamic world, and the Europeans learned of it from the Muslims. The earliest cannon were huge, unwieldy, dangerous affairs that often exploded when fired, making them as big a menace to their firers as to their targets. But by the Renaissance the quality of metal casting had advanced enough to create smaller and far more reliable guns that could be pulled into battle by teams of horses or mounted aboard ships.[NEWLINE][NEWLINE]King Gustavus Adolphus of Sweden revolutionized the use of field artillery, employing large numbers of smaller and lighter pieces that overwhelmed slower and heavier enemy guns. He also pioneered the use of canister shot against infantry, for which foot soldiers everywhere probably cursed his name.
Currency

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## Game Info

Receive an additional Trade Route. Allows you to construct the Caravansary, which greatly boosts the range and value of your land Trade Routes. Also allows Workers to construct the Village, which greatly increases the  Gold output of map tiles.

## Historical Info

Currency is a remarkable innovation by which pieces of paper or small discs represent a certain amount of wealth and can be traded to others in return for goods and services. The earliest currencies were metal coins; these were worth whatever was the current value of the metal out of which they were carved. Later on, the currency itself might have little or no intrinsic value - on a desert island, a dollar bill is nothing more than a small rectangular piece of paper - but the currency's issuer (usually a government) assigned it a value, and as long as the issuer remained solvent, the currency was as good as gold, so to speak.

In the 4th millennium BC, Ancient Egypt used gold bars of a set weight as currency; elsewhere in the Middle East copper ingots were similarly used. In many places in the world metal rings, bracelets and bangles (of gold, silver and jewels) served as both ornamentation and currency.

Throughout history, forgers have always sought to create bogus replicas of the currency at hand. Forgers might create duplicate coins of inferior and cheaper metal than the legal tender, or they might "shave" a bit of metal off of a coin made of precious material. When paper money became the norm for currency the forgers quickly learned how to duplicate the size, color and feel of the paper and copy the pictures and writing on the bills. Forgers are so proficient that most modern currency now comes complete with many advanced security measures, and the time is not far away when each bill will have its own computer chip embedded in the paper.
Unit Supply

Unit Supply or Military Unit Supply Cap is the the maximum number of Military Units you can field at any one time. This number, indicated on the Top Panel to your right, increases based on two factors: the total population of all of your cities, and the number of buildings or policies you have that increase your Military Unit Supply Cap. Some buildings, such as the Barracks, increase your Supply Cap by a fixed amount. Others, like Walls, increase your Supply cap by a percentage of the city's population.

Military Unit Supply Cap increases from static elements, like Barracks, and percentage bonuses from population decline over time based on your empire's technological level. You will need more and more percentage bonuses to overcome this and field large armies!

If, for any reason, you exceed your Military Unit Supply Cap, you will be penalized -5% Production and Food in all Cities (per unit over the cap up to a maximum of -75%).

## Sources of Unit Supply

* Expending Great Generals
* Buildings
* Social Policies
* Ideological Tenets
* Population

## How Unit Supply gets Reduced

* War Weariness
* Technologies
Granary

### Effects

+1 Food+25 Instant Food when completed.15% of Food is carried over after a new Citizen is born.Each source of Wheat, Deer, Bananas and Bison worked by this City produces +1 Food.Allows Food to be moved from this City along trade routes inside your civilization.

### Required Tech

 Pottery

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Horseman

Mounted Units of the Ancient era

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## Game Info

Fast and powerful early game Mounted Unit. Weak to Spearmen.

## Strategy

The Horseman is the first really powerful cavalry unit, combining speed with a powerful melee attack. The Horseman can move after attacking. As a mounted unit, the Horseman remains vulnerable to attacks from Spearmen, Pikemen and the like.

## Historical Info

The first horses used effectively in battle pulled chariots. The nomadic people of Central Asia were riding horses by 2000 BC, perhaps earlier. While certainly horsemen were employed to carry messengers and scouts, they did not become effective fighting platforms until the development of dual stirrups combined with a solid saddle (to distribute the rider's weight when standing in the stirrups).

The earliest effective dual stirrups/saddle combination is found in China and dates from approximately 300 AD, and over the next four centuries it spread across Asia and into Europe.

The earliest fighting horsemen were armed with spears and swords. As technology advanced and bigger and stronger horses were bred, horsemen were equipped with ever more powerful weapons and heavier armor, culminating in the classic knight of the Middle Ages, the king of the medieval battlefield.
Promotions

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A **promotion** is an extra ability military units can get, which somehow improves their performance in the game. There are four main ways to acquire promotions for units:

* Earning enough Experience for a unit to gain a level. It may then acquire one of the generic promotions listed below.
* Building certain Buildings, National Wonders, or World Wonders such as Alhambra or the Dojo.
* Having certain Natural Wonders in your borders.
* Adopting certain Policies or Ideological tenets.

Additionally, many civilizations' unique units come with special promotions, which most of the time transfer when they upgrade to more advanced units. Sometimes, these are just generic promotions earned as part of the "special" abilities of the unit in question. In this case, if the unit had already acquired the promotion earlier (through earning Experience before the upgrade), it will get nothing on upgrade, so you should plan its earlier development accordingly.

Note that many promotions apply only to certain classes of units - for example, melee, ranged, naval, etc. Also, several key promotions have multiple stages, marked as I, II or III - each subsequent stage of these can only be acquired after you earn the previous stage.

The highest-level promotions require all stages of another lower-level promotion. Note that they are usually available across classes (that is, both for melee and ranged units, for example), but they also require different promotions for the different classes. If a promotion has multiple required promotions listed, only one is required to adopt it.

## Melee Promotions

*Promotions available to land Melee Units*

## Ranged Promotions

*Promotions available to land Ranged Units*

'\*' May not be used/unsure

## Scouting Promotions

*Promotions available to units in the Scout line*

## Air Promotions

*Promotions available to Air and anti-Air Units*

## Diplomatic Promotions

*Promotions available or inherent to Diplomatic Units*

## Shared Promotions

*Promotions available to multiple unit types*

## Unit Attributes

*Promotions that are inherent to a unit, unit type, or Civilization and cannot be unlocked through normal means (XP, Buildings, Wonders, ect.)*
Humanities Events

Humanities Events are a set of Player Events. This is a list of all possible Humanities Events. Humanities Events trigger globally for every player even for unknown met players. Benefiting everybody as long as they have a guild of a Writer, Artist, or Musician.

Satire requires an unhappy state.
Science Fiction requires an Academy.
Tragedy occurs naturally... just requiring a guild.

## Empowering the Humanities in Writers

All of these events require an active writer's guild to trigger, but the bonuses will apply for all civilizations regardless if you have a writing guild or not.
Barracks

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## Game Info

Basic troop-training building of the Ancient Era.

* +3  Science and +1  Culture from Regimental Tradition Policy

## Strategy

**Barracks** provide experience for military units constructed in the city, which can be used to give the units promotions that make them more effective in battle. Any unit produced in a city with a Barracks will immediately be ready for a promotion.

Barracks are only the first in a line of buildings that improve a city's military units. Eventually you can chain together Barracks, Armories, and Military Academies. Though expensive and time-consuming to put together, this creates a city that produces veteran units right off the bat, cutting casualties in the field considerably.

Peaceful or defensive empires don't always need Barracks in every city immediately. Building these is time better spent on cultural endeavors. For more martial people, it's wise to have these in every productive city so that a force can be marshaled in far less time.

Barracks reduce  Crime in the city which it is built, and gain extra  Production when coupled with the Arena, making them useful even in peacetime. The barracks also increases your Supply Cap by 1, allowing you to field a larger army.

A Barracks is needed if you want to create a Heroic Epic. This is a National Wonder that gives +10% in combat to any troops constructed in the Heroic Epic's city. That's a massive benefit. You should generally build one in every city and your Heroic Epic in a place with high  Production. Make sure that it's your primary military city, and make sure to give it all possible military training upgrades through the Armory and Military Academy.

## Historical Info

Barracks are military buildings that house a country's professional soldiers. In addition to providing food and shelter for the soldiers, they provide training and medical facilities, as well as military jails, vehicle maintenance, and so forth.

Barracks are important to a civilization's happiness and well-being. They promote cohesion among the ranks, improving the soldiers' chances of success in combat, and they control direct contact between civilians and soldiers, limiting the friction that is almost universally caused when the two groups intermingle overmuch.
Monument

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## Game Info

Basic culture building of the Ancient Era. Available from the start of the game

* +25% Border Growth
* +2 Happiness with 'Socialist Realism' Order tenet

## Strategy

The Monument increases the Culture of a city, speeding the growth of the city's territory and the civilization's acquisition of Social Policies. It's the first building available for every city, without having to research any technology.

## Historical Info

A monument is a structure built to commemorate an important person, event, deity, or concept. The more important monuments are usually constructed near the center of the city, by the ruler's palace, or near the city's main gates. Monuments come in all shapes and sizes, from the Great Sphinx of Giza, Egypt, to the Statue of Liberty in New York City, USA, to Nelson's Column in London, England. The best of them imbue the city's inhabitants with a great feeling of civic and national pride.
Resources

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## Bonus Resources

Note the difference between improved and unimproved yields. For instance, Bananas have no base yield but give 3 food and 1 gold when improved. Alternatively, Wheat only gets the 1F from a Farm.

## Strategic Resources

A Strategic Monopoly is achieved by having more than 25% of the map's quantity of that Resource. A Global Monopoly requires over 50% of the Resource.

Unlike Luxuries, the number on each tile matters. Russia has an easier time getting these as their Resources are worth double.

Some buildings can produce strategic resources.

```
**Aluminum** - Recycling Center (x2)
**Coal** - Slater Mill [WW] (x2)

```

Note: The following buildings require strategic resources before they can be build. If you fall under the Resource Count for a building, your Building Maintenance costs rise!

```
**Aluminum** - Hydroplant, Wind Plant, Spaceship Factory
**Coal** - Seaport, Train Station, Factory, Coal Plant (x2)
**Horses** - Agribusiness (x2)
**Iron** - Mine Field
**Uranium** - Nuclear Plant

```

## Luxury Resources

Includes More Luxuries' Resources. You can use the East India Company to boost you to the 50% Global Monopoly Bonus as it is the only Building now that doubles Resources.

Indonesia's Unique Ability and Unique Building (Candi) make an Indonesian Luxury nearby. Their Yields seem as if they were already boosted by a Building.

A Global Monopoly requires over 50% of the Resource.

### Exploration Continued Mod

These Resources have been improved to be up to Vox Populi standards.
Longswordsman

Melee Units of the Medieval era

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## Strategy

The Longswordsman is the standard medieval infantry combat unit. It is more powerful than the Knight, but much slower. It also outclasses the Pikeman, but doesn't receive that unit's bonus versus mounted units. Use Longswordsmen and Catapults to attack enemy cities.

## Historical Info

The longsword was the most versatile weapon of the Medieval/Renaissance battlefield. It was lighter and easier to carry than a pike, and it could be used one or two-handed, making it possible for the swordsman to also carry a shield. In face-to-face combat against pikemen the longswordsmen were at a significant disadvantage, taking many casualties from the longer weapons before they could even get within striking distance. However, longswordsmen units were faster and more maneuverable than pikemen - and if they could hit their opponents in a flank attack, the pikemen were dead meat.
Plastics

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## Game Info

Unlocks the Research Lab, a powerful lategame  Science building.

## Historical Info

Plastic is a lightweight, transparent and tough material that does not conduct electricity well. Plastic comes in many different forms, some tougher, some more flexible, some with a greater or lesser tolerance to heat. Plastic can be molded, pressed or extruded into virtually any shape desired. It's found in every facet of modern life, used in everything from automobile bumpers to prosthetic limbs, from baby food jars to infantry weapons. It's one of the most crucial building-blocks of the 21st century.

The first human-made plastic was invented by Englishman Alexander Parkes in 1855. The product, Parkensine, was made from cellulose (plant cell material), and was used as a replacement for ivory, which was becoming ever more difficult to find as the whale population was diminishing world-wide.

The first entirely synthetic plastic was Bakelite, invented in 1909 by Belgian-American inventor Leo Hendrik Baekeland. Bakelite was cheap, strong, and durable. It was used to construct radios, telephones, utensil handles, piano keys, and billiard balls. Although quite tough, Bakelite is also quite brittle. It has been largely replaced by cheaper and more flexible plastics like polystyrene, PVC, nylon, and even more exotic variants created in the 20th century.

Although relatively cheap at the moment, most plastic requires a lot of petrochemicals to manufacture. As that fuel becomes more expensive, so too will plastic. It is possible that some new miracle material will eventually supplant the ubiquitous plastic sometime in the future, but for now plastic is irreplaceable.
Custom Civilization Events

These Events are meant to reflect upon a historical and flavor element to the Civilizations being played. These Events require the Player to be in the Classical Era, while having a national population of 30. Usually their Great Person Event is required at the Renaissance Era...

This page is for custom compatible civilizations who have met the criteria.

## Garamantes - Home Of The Zephyr

*Djalla, in a previous life you ruled over great metropoli rising from the sands. We are in need of your knowledge and wisdom. Now, more than ever.*

## Khmer - The Wheel Turns Again

*Oh Great God King, your servant begs for his life! The slaves, my King... the slaves have escaped!*

*Please have mercy!*

## Papal States - The Holy See

*The Curia have arrived at your Palace to attend your council.*

*What shall we be discussing today?*

## Zimbabwe - A Bull Has But One Herd

*Nyatsimba Mutota, we are the people of the Great*Zimbabwe, the heirs of Ophir, and all know they have you to thank. Great One, it has been long since you amazed us. We long for your mastery *and wisdom.*
What historic act will you make next? We wait hungrily!
Farm

+1 additional  Food for every 2 adjacent farms

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 File:Farm (Civ5).jpg
## Game Info

Basic agricultural improvement. Available from the start of the game.

* Constructed on:
	+ Plains, grassland, desert
	+ Hill and tundra (only if adjacent to fresh water)
	+ Wheat bonus resource
* Effect:
	+ +1  Food
	+ +1 additional  Food on fresh water tiles
	+ +1 additional  Food on non-fresh water tiles after researching Fertilizer
	+ +1  Food for every 2 adjacent farms

## Strategy

**Farms** can be constructed on most land terrain types to improve the hex's output of food.

## Historical Info

Farming is one of the earliest and most important of all human professions, as it allowed mankind to stop making nomadic migrations and settle in one location without depleting the local resources. Throughout the ages, many improvements have been made in farming techniques, such as irrigation, crop rotation, and more recently fertilizers and farming machinery have caused the production output to skyrocket.
Skirmisher

Archery Units of the Classical era

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## Game Info

Skirmishers possess a strong ranged attack and an increased movement rate, allowing them to perform hit and run attacks.

## Strategy

Skirmishers are fast ranged units, deadly on open terrain. Unlike the Chariot before them, they can move through rough terrain without a movement penalty. As a mounted unit, the Skirmisher is vulnerable to units equipped with spears.

## Historical Info

In the 12th century, nomadic tribes came boiling out of Central Asia, conquering most of Asia, Eastern Europe and a large portion of the Middle East within a century. Their primary weapon was their incomparable mounted bowmen. The Mongols were one such nomadic tribe, and their children were almost literally "raised in the saddle." Riding on their small but hearty steppe ponies, the lightly-armed and armored Mongol Keshiks, a type of skirmisher, could cover an astonishing amount of territory in a day, far outpacing any infantry or even the heavier European cavalry.

In battle the Mongol Keshiks would shoot from horseback with deadly accuracy, disrupting and demoralizing the enemy formations. Once the enemy was suitably weakened, the Mongol heavy cavalry units would charge into the wavering foe to deliver the coup de grace. When facing armored European knights the Mongols would simply shoot their horses, then ignore or destroy the unhorsed men as they wished.