Conquests Reference
v0.13
Technologies
Agriculture (Ancient), allows:
Improvements:
Farmland
Alphabet (Ancient), allows:
Technology:
Mathematics
Writing
Archery (Ancient), allows:
Units:
Archers
Technology:
Military Tactics
Bronze Working (Ancient), allows:
Units:
Spearmen
Technology:
Iron Working
Masonry (Ancient), allows:
Improvements:
Temple
Walls
Technology:
Construction
Sailing (Ancient), allows:
Improvements:
Harbour
Technology:
Maps
Required for: Fish
The Wheel (Ancient), allows:
Units:
Chariots
Technology:
Horse Riding
Construction (Ancient), allows:
Improvements:
Aqueduct
Technology:
Castles
Requires technology : Masonry
Iron Working (Ancient), allows:
Units:
Swordsmen
Improvements:
Mine
Technology:
Military Tactics
Required for: Iron
Requires technology : Bronze Working
Horse Riding (Ancient), allows:
Units:
Horsemen
Technology:
Feudalism
Requires technology : The Wheel
Mathematics (Ancient), allows:
Units:
Catapults
Technology:
Trade
Castles
Education
Navigation
Requires technology : Alphabet
Maps (Ancient), allows:
Technology:
Navigation
Requires technology : Sailing
Allows exchanging maps with other Civilizations (that also have this technology).
Military Tactics (Ancient), allows:
Improvements:
Barracks
Technology:
Feudalism
Requires technology : Archery, Iron Working
Writing (Ancient), allows:
Improvements:
Library
Technology:
Education
Requires technology : Alphabet
Allows making Right Of Passage agreements with other Civilizations (that also have this technology).
Trade (Ancient), allows:
Improvements:
Market
Requires technology : Mathematics
Castles (Medieval), allows:
Improvements:
Castle
Technology:
Gunpowder
Requires technology : Construction, Mathematics
Education (Medieval), allows:
Improvements:
University
Technology:
Physics
Requires technology : Mathematics, Writing
Feudalism (Medieval), allows:
Improvements:
Church
Technology:
Medieval Arms
Requires technology : Military Tactics, Horse Riding
Medieval Arms (Medieval), allows:
Units:
Knights
Men-At-Arms
Pikemen
Improvements:
Armourer
Technology:
Gunpowder
Requires technology : Feudalism
Navigation (Medieval), allows:
Improvements:
Port
Technology:
Magnetism
Physics
Requires technology : Mathematics, Maps
Gunpowder (Medieval), allows:
Units:
Cannon
Technology:
Firearms
Steam Power
Makes Obsolete:
Fort
Walls
Castle
Requires technology : Medieval Arms, Castles
Enemy walls, forts and castles no longer have any effect.
Firearms (Medieval), allows:
Units:
Cavalry
Musketeers
Technology:
Nationalism
Makes Obsolete:
Armourer
Requires technology : Gunpowder
Magnetism (Medieval), allows:
Units:
Galleons
Technology:
Scientific Method
Requires technology : Navigation
Increases range of ports.
Physics (Medieval), allows:
Technology:
Medicine
Steam Power
Requires technology : Education, Navigation
Medicine (Industrial), allows:
Improvements:
Hospital
Technology:
Scientific Method
Requires technology : Physics
Increases attack and defence of units by 20%.
Scientific Method (Industrial), allows:
Technology:
Electricity
Makes Obsolete:
Temple
Church
Requires technology : Magnetism, Medicine
Improves effects of Universities by 10%.
Electricity (Industrial), allows:
Technology:
Atomic Theory
Requires technology : Scientific Method
Steam Power (Industrial), allows:
Units:
Ironclads
Improvements:
Coastal Defence
Technology:
Agricultural Revolution
Required for: Coal
Requires technology : Gunpowder, Physics
Allows railways, and increases the range of ports to worldwide.
Agricultural Revolution (Industrial), allows:
Technology:
Industrial Revolution
Nationalism
Requires technology : Steam Power
Increases maximum city sizes, and adds 2 to city production.
Industrial Revolution (Industrial), allows:
Improvements:
Factory
School
Technology:
Combustion
Requires technology : Agricultural Revolution
Adds 4 to city production.
Nationalism (Industrial), allows:
Units:
Militia
Riflemen
Technology:
Explosives
Requires technology : Agricultural Revolution, Firearms
Combustion (Industrial), allows:
Technology:
Explosives
Flight
Requires technology : Industrial Revolution
Increases maximum city sizes for cities that also have a factory.
Atomic Theory (Modern), allows:
Technology:
Computer
Fission
Requires technology : Electricity
Computer (Modern), allows:
Improvements:
Lab
Technology:
Spaceflight
Requires technology : Atomic Theory
Explosives (Modern), allows:
Units:
Infantry
Dreadnoughts
Technology:
Motorised Warfare
Fission
Requires technology : Combustion, Nationalism
Motorised Warfare (Modern), allows:
Units:
Tanks
Technology:
Advanced Flight
Requires technology : Explosives
Flight (Modern), allows:
Units:
Biplanes
Improvements:
Airport
Technology:
Advanced Flight
Requires technology : Combustion
Fission (Modern), allows:
Units:
Fission Bomb
Technology:
Nuclear Missiles
Requires technology : Atomic Theory, Explosives
Advanced Flight (Modern), allows:
Units:
Fighters
Bombers
Improvements:
Anti-Air Guns
Radar Tower
Technology:
Rocketry
Requires technology : Flight, Motorised Warfare
Increases the range of airports.
Rocketry (Modern), allows:
Units:
Modern Infantry
Jet Fighters
Jet Bombers
Cruise Missile
Battleships
Improvements:
Missile Launcher
SAM Launcher
Technology:
Nuclear Missiles
Spaceflight
Requires technology : Advanced Flight
Increases the range of airports.
Nuclear Missiles (Modern), allows:
Units:
Nuclear Missile
Improvements:
Bomb Shelter
Requires technology : Fission, Rocketry
Spaceflight (Modern), allows:
Technology:
Satellites
Microprocessor
Requires technology : Computer, Rocketry
Reveals entire world map.
Satellites (Modern), allows:
Improvements:
Spaceport
Technology:
Space Militarisation
Requires technology : Spaceflight
Increases attack and defence of units by 20%; eliminates fog of war.
Microprocessor (Modern), allows:
Units:
Modern Tanks
Technology:
Stealth
Genetics
Space Militarisation
Requires technology : Spaceflight
Stealth (Modern), allows:
Units:
Stealth Bombers
Requires technology : Microprocessor
Genetics (Modern), allows:
Requires technology : Microprocessor
Increases rate of city growth.
Space Militarisation (Modern), allows:
Improvements:
SDI Lasers
Requires technology : Satellites, Microprocessor
Units
Settlers (unit):
Cost : 20
Attack : 0
Defence : 0
Moves : 1
Visibility Range : 1
Foot unit.
This unit can build cities.
This unit can build roads/railways.
Settlers may only be built in cities of size 2 or greater.
Archers (unit):
Cost : 15
Attack : 2
Defence : 1
Moves : 1
Visibility Range : 1
Replaced by : Militia
Foot unit.
This unit can upgrade.
Catapults (unit):
Cost : 40
Attack : 6
Defence : 1
Moves : 1
Visibility Range : 1
Replaced by : Cannon
Chariots (unit):
Cost : 40
Attack : 4
Defence : 1
Moves : 2
Visibility Range : 1
Replaced by : Knights
This unit can upgrade.
Horsemen (unit):
Cost : 20
Attack : 2
Defence : 1
Moves : 2
Visibility Range : 1
Replaced by : Knights
Swordsmen (unit):
Cost : 30
Attack : 3
Defence : 2
Moves : 1
Visibility Range : 1
Replaced by : Men-At-Arms
Foot unit.
This unit can build roads/railways.
Peasants (unit):
Cost : 10
Attack : 1
Defence : 1
Moves : 1
Visibility Range : 1
Replaced by : Militia
Foot unit.
This unit can upgrade.
This unit can build roads/railways.
Spearmen (unit):
Cost : 20
Attack : 1
Defence : 2
Moves : 1
Visibility Range : 1
Replaced by : Pikemen
Foot unit.
This unit can upgrade.
Knights (unit):
Cost : 40
Attack : 5
Defence : 2
Moves : 2
Visibility Range : 1
Replaced by : Cavalry
Men-At-Arms (unit):
Cost : 30
Attack : 3
Defence : 3
Moves : 1
Visibility Range : 1
Replaced by : Musketeers
Foot unit.
This unit can build roads/railways.
Pikemen (unit):
Cost : 25
Attack : 1
Defence : 3
Moves : 1
Visibility Range : 1
Replaced by : Musketeers
Foot unit.
This unit can upgrade.
Cannon (unit):
Cost : 60
Attack : 8
Defence : 1
Moves : 1
Visibility Range : 1
Replaced by : Infantry
Cavalry (unit):
Cost : 80
Attack : 6
Defence : 3
Moves : 3
Visibility Range : 1
Replaced by : Tanks
Militia (unit):
Cost : 20
Attack : 2
Defence : 2
Moves : 1
Visibility Range : 1
Foot unit.
This unit can build roads/railways.
Musketeers (unit):
Cost : 50
Attack : 3
Defence : 6
Moves : 1
Visibility Range : 1
Replaced by : Riflemen
Foot unit.
This unit can upgrade.
This unit can build roads/railways.
Riflemen (unit):
Cost : 80
Attack : 3
Defence : 8
Moves : 1
Visibility Range : 1
Replaced by : Infantry
Foot unit.
This unit can upgrade.
This unit can build roads/railways.
Infantry (unit):
Cost : 200
Attack : 8
Defence : 14
Moves : 1
Visibility Range : 1
Replaced by : Modern Infantry
Foot unit.
This unit can upgrade.
This unit can build roads/railways.
Tanks (unit):
Cost : 800
Attack : 24
Defence : 12
Moves : 3
Visibility Range : 1
Replaced by : Modern Tanks
Modern Infantry (unit):
Cost : 800
Attack : 16
Defence : 28
Moves : 1
Visibility Range : 1
Foot unit.
This unit can build roads/railways.
Modern Tanks (unit):
Cost : 3200
Attack : 36
Defence : 24
Moves : 4
Visibility Range : 1
Biplanes (air unit):
Cost : 100
Attack : 1
Defence : 1
Bombard : 10
Bombard Power : 40
Air Range : 8
Moves : 1
Visibility Range : 8
Replaced by : Fighters
Fighters (air unit):
Cost : 200
Attack : 0
Defence : 8
Air Range : 12
Moves : 1
Visibility Range : 12
Replaced by : Jet Fighters
Bombers (air unit):
Cost : 400
Attack : 8
Defence : 0
Bombard : 25
Bombard Power : 500
Air Range : 12
Moves : 1
Visibility Range : 12
Replaced by : Jet Bombers
Jet Fighters (air unit):
Cost : 800
Attack : 0
Defence : 24
Air Range : 24
Moves : 1
Visibility Range : 24
Jet Bombers (air unit):
Cost : 1600
Attack : 24
Defence : 0
Bombard : 33
Bombard Power : 2000
Air Range : 24
Moves : 1
Visibility Range : 24
Stealth Bombers (air unit):
Cost : 2400
Attack : 36
Defence : 0
Bombard : 33
Bombard Power : 2000
Air Range : 24
Moves : 1
Visibility Range : 24
Cruise Missile (air unit):
Cost : 200
Attack : 0
Defence : 0
Bombard : 50
Bombard Power : 2000
Air Range : 30
Moves : 1
Visibility Range : 0
Fission Bomb (air unit):
Cost : 800
Attack : 0
Defence : 0
Air Range : 12
Moves : 1
Visibility Range : 0
Replaced by : Nuclear Missile
Nuclear Missile (air unit):
Cost : 1200
Attack : 0
Defence : 0
Air Range : 100
Moves : 1
Visibility Range : 0
Galleons (sea unit):
Cost : 120
Attack : 1
Moves : 1
Visibility Range : 1
Replaced by : Dreadnoughts
Ironclads (sea unit):
Cost : 300
Attack : 8
Moves : 1
Visibility Range : 1
Replaced by : Dreadnoughts
Dreadnoughts (sea unit):
Cost : 600
Attack : 16
Moves : 1
Visibility Range : 1
Replaced by : Battleships
Battleships (sea unit):
Cost : 1200
Attack : 24
Moves : 1
Visibility Range : 1
Improvements
Barracks (improvement):
Cost : 40
Requires technology : Military Tactics
The Barracks improvement will automatically produce one military unit of footsoldiers every 25 turns.
Farmland (improvement):
Cost : 20
Requires technology : Agriculture
Allows :
Aqueduct
Required for : Sheep
Farmland is required for a city to grow beyond size 3.
Aqueduct (improvement):
Cost : 60
Requires technology : Construction
Requires improvement : Farmland
An Aqueduct is required for a city to grow beyond size 6.
Fort (improvement):
Cost : 40
Replaced by : Walls
Made obsolete by : Gunpowder
A Fort increases the defence of your units in the city by 25%, unless the attacker has discovered Gunpowder.
Harbour (improvement):
Cost : 40
Power Per Turn : 1
Requires technology : Sailing
Coastal cities only
Replaced by : Port
Required for : Fish
A Harbour allows exploration and travel by sea.
Library (improvement):
Cost : 40
Power Per Turn : 1
Requires technology : Writing
Allows :
University
A Library increases the rate of scientific research in the city by 50%.
Mine (improvement):
Cost : 20
Requires technology : Iron Working
Allows :
Armourer
Factory
Swordsmen
Required for : Iron
Required for : Coal
Temple (improvement):
Cost : 20
Power Per Turn : 1
Requires technology : Masonry
Replaced by : Church
Made obsolete by : Scientific Method
Walls (improvement):
Cost : 80
Requires technology : Masonry
Made obsolete by : Gunpowder
City Walls increase the defence of your units in the city by 50%, unless the attacker has discovered Gunpowder. They also protect against population losses when your city is attacked, for cities of size less than or equal to size 6.
Replaces Fort.
Market (improvement):
Cost : 40
Power Per Turn : 2
Requires technology : Trade
Required for : Gold
Armourer (improvement):
Cost : 40
Requires technology : Medieval Arms
Requires improvement : Mine
Allows :
Knights
Men-At-Arms
Replaced by : Factory
Made obsolete by : Firearms
Castle (improvement):
Cost : 60
Power Per Turn : 1
Requires technology : Castles
Made obsolete by : Gunpowder
A Castle increases the defence of your units in the city by 50%, unless the attacker has discovered Gunpowder.
Church (improvement):
Cost : 40
Power Per Turn : 2
Requires technology : Feudalism
Made obsolete by : Scientific Method
Port (improvement):
Cost : 60
Power Per Turn : 2
Requires technology : Navigation
Coastal cities only
Allows :
Galleons
Ironclads
Dreadnoughts
Battleships
A Port allows exploration and travel by sea.
University (improvement):
Cost : 100
Power Per Turn : 1
Requires technology : Education
Requires improvement : Library
Allows :
Lab
A University increases the rate of scientific research in the city by 50%
Coastal Defence (improvement):
Cost : 100
Requires technology : Steam Power
Coastal cities only
A Coastal Defence increases the defence bonus against sea attacks to 50%.
Factory (improvement):
Cost : 400
Requires technology : Industrial Revolution
Requires improvement : Mine
Allows :
Airport
Anti-Air Guns
Missile Launcher
Radar Tower
SAM Launcher
Bomb Shelter
Infantry
Tanks
Modern Infantry
Modern Tanks
A Factory increases the maximum city size, once you have discovered Combustion.
Hospital (improvement):
Cost : 300
Power Per Turn : 3
Requires technology : Medicine
A Hospital increases the rate of city growth.
School (improvement):
Cost : 300
Power Per Turn : 3
Requires technology : Industrial Revolution
A School increases the basic rate of scientific research in the city by 2.
Airport (improvement):
Cost : 600
Power Per Turn : 5
Requires technology : Flight
Requires improvement : Factory
Allows :
Spaceport
Fighters
Bombers
Jet Fighters
Jet Bombers
Stealth Bombers
Fission Bomb
An Airport allows air units to bomb from here, or rebase from or to here, and allows exploration and travel by air.
Anti-Air Guns (improvement):
Cost : 800
Requires technology : Advanced Flight
Requires improvement : Factory
Replaced by : SAM Launcher
Can defend against air attacks, defence 4.
Lab (improvement):
Cost : 500
Power Per Turn : 3
Requires technology : Computer
Requires improvement : University
A Lab increases the rate of scientific research in the city by 50%.
Missile Launcher (improvement):
Cost : 800
Requires technology : Rocketry
Requires improvement : Factory
Allows :
Cruise Missile
Nuclear Missile
A Missile Launcher allows missile units to bomb from here.
Radar Tower (improvement):
Cost : 600
Requires technology : Advanced Flight
Requires improvement : Factory
A Radar Tower increases the visibility around a city.
SAM Launcher (improvement):
Cost : 2000
Requires technology : Rocketry
Requires improvement : Factory
Can defend against air attacks, defence 12.
Bomb Shelter (improvement):
Cost : 1000
Requires technology : Nuclear Missiles
Requires improvement : Factory
May reduce population deaths from nuclear attacks.
Spaceport (improvement):
Cost : 2000
Power Per Turn : 10
Requires technology : Satellites
Requires improvement : Airport
Allows :
SDI Lasers
SDI Lasers (improvement):
Cost : 2000
Requires technology : Space Militarisation
Requires improvement : Spaceport
80% chance of preventing nuclear attacks to this city.