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.