Conquests Reference
v1.0
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
Elements:
Bronze
Masonry (Ancient), allows:
Improvements:
Temple
Walls
Pyramids
Great Temple
Colosseum
Technology:
Construction
Sailing (Ancient), allows:
Improvements:
Harbour
Hammer of Thor
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
Elements:
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
Himeji Castle
Technology:
Gunpowder
Requires technology : Construction, Mathematics
Education (Medieval), allows:
Improvements:
University
Technology:
Physics
Requires technology : Mathematics, Writing
Feudalism (Medieval), allows:
Improvements:
Church
Cathedral
Technology:
Medieval Arms
Makes Obsolete:
Temple
Stonehenge
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
Improvements:
Powder Mill
Technology:
Firearms
Steam Power
Elements:
Gunpowder
Makes Obsolete:
Fort
Walls
Castle
Pyramids
Great Temple
Requires technology : Medieval Arms, Castles
Enemy walls, forts and castles no longer have any effect.
Firearms (Medieval), allows:
Units:
Cuirassiers
Musketeers
Technology:
Nationalism
Makes Obsolete:
Armourer
Requires technology : Gunpowder
Magnetism (Medieval), allows:
Units:
Galleons
Technology:
Scientific Method
Makes Obsolete:
Colossus
Hammer of Thor
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:
Church
Cathedral
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
Eiffel Tower
Technology:
Agricultural Revolution
Required for: Coal
Requires technology : Gunpowder, Physics
Allows railways, and increases the range of ports to worldwide. Cities with maximum stock of an element can distribute the excess to other cities.
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
Makes Obsolete:
Himeji Castle
Colosseum
Requires technology : Agricultural Revolution
Adds 4 to city production.
Nationalism (Industrial), allows:
Units:
Militia
Riflemen
Technology:
Explosives
Requires technology : Agricultural Revolution, Firearms
Eliminates any chance of rebellion in our civilization.
Combustion (Industrial), allows:
Technology:
Explosives
Flight
Elements:
Oil
Required for: Oil
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
Makes Obsolete:
Powder Mill
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:
Improvements:
Apollo Programme
Technology:
Satellites
Microprocessor
Makes Obsolete:
Eiffel Tower
Requires technology : Computer, Rocketry
Reveals entire world map.
Satellites (Modern), allows:
Improvements:
Spaceport
Mir Space Station
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 population greater than 10,000.
Archers (unit):
Cost : 15
Attack : 2
Defence : 1
Moves : 1
Visibility Range : 1
Requires technology : Archery
Replaced by : Militia
Foot unit.
This unit can upgrade.
Catapults (unit):
Cost : 40
Attack : 6
Defence : 1
Moves : 1
Visibility Range : 1
Requires technology : Mathematics
Requires Elements :
Wood (20)
Stone (10)
Replaced by : Cannon
Chariots (unit):
Cost : 40
Attack : 4
Defence : 1
Moves : 2
Visibility Range : 1
Requires technology : The Wheel
Replaced by : Knights
This unit can upgrade.
Horsemen (unit):
Cost : 20
Attack : 2
Defence : 1
Moves : 2
Visibility Range : 1
Requires technology : Horse Riding
Replaced by : Knights
Swordsmen (unit):
Cost : 30
Attack : 3
Defence : 2
Moves : 1
Visibility Range : 1
Requires technology : Iron Working
Requires Elements :
Iron (20)
Replaced by : Men-At-Arms
Foot unit.
This unit can upgrade.
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
Requires technology : Bronze Working
Requires Elements :
Bronze (20)
Replaced by : Pikemen
Foot unit.
This unit can upgrade.
Knights (unit):
Cost : 40
Attack : 5
Defence : 2
Moves : 2
Visibility Range : 1
Requires technology : Medieval Arms
Requires improvement : Armourer
Requires Elements :
Iron (30)
Replaced by : Cuirassiers
Men-At-Arms (unit):
Cost : 30
Attack : 3
Defence : 3
Moves : 1
Visibility Range : 1
Requires technology : Medieval Arms
Requires improvement : Armourer
Requires Elements :
Iron (30)
Replaced by : Musketeers
Foot unit.
This unit can upgrade.
This unit can build roads/railways.
Pikemen (unit):
Cost : 25
Attack : 1
Defence : 3
Moves : 1
Visibility Range : 1
Requires technology : Medieval Arms
Requires Elements :
Iron (10)
Replaced by : Musketeers
Foot unit.
This unit can upgrade.
Cannon (unit):
Cost : 60
Attack : 8
Defence : 1
Moves : 1
Visibility Range : 1
Requires technology : Gunpowder
Requires Elements :
Iron (30)
Gunpowder (20)
Replaced by : Infantry
Cuirassiers (unit):
Cost : 80
Attack : 6
Defence : 3
Moves : 3
Visibility Range : 1
Requires technology : Firearms
Requires Elements :
Gunpowder (20)
Replaced by : Tanks
Militia (unit):
Cost : 20
Attack : 2
Defence : 2
Moves : 1
Visibility Range : 1
Requires technology : Nationalism
Foot unit.
This unit can build roads/railways.
Musketeers (unit):
Cost : 50
Attack : 3
Defence : 6
Moves : 1
Visibility Range : 1
Requires technology : Firearms
Requires Elements :
Gunpowder (20)
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
Requires technology : Nationalism
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
Requires technology : Explosives
Requires improvement : Factory
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
Requires technology : Motorised Warfare
Requires improvement : Factory
Requires Elements :
Iron (60)
Oil (40)
Modern Infantry (unit):
Cost : 800
Attack : 16
Defence : 28
Moves : 1
Visibility Range : 1
Requires technology : Rocketry
Requires improvement : Factory
Requires Elements :
Oil (50)
Foot unit.
This unit can build roads/railways.
Modern Tanks (unit):
Cost : 2500
Attack : 36
Defence : 24
Moves : 4
Visibility Range : 1
Requires technology : Microprocessor
Requires improvement : Factory
Requires Elements :
Iron (60)
Oil (60)
Biplanes (air unit):
Cost : 100
Attack : 1
Defence : 1
Bombard : 10
Bombard Power : 40
Air Range : 8
Moves : 1
Visibility Range : 8
Requires technology : Flight
Requires Elements :
Oil (20)
Replaced by : Fighters
Fighters (air unit):
Cost : 200
Attack : 0
Defence : 8
Air Range : 12
Moves : 1
Visibility Range : 12
Requires technology : Advanced Flight
Requires improvement : Airport
Requires Elements :
Oil (40)
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
Requires technology : Advanced Flight
Requires improvement : Airport
Requires Elements :
Iron (40)
Oil (40)
Replaced by : Jet Bombers
Jet Fighters (air unit):
Cost : 800
Attack : 0
Defence : 24
Air Range : 24
Moves : 1
Visibility Range : 24
Requires technology : Rocketry
Requires improvement : Airport
Requires Elements :
Iron (60)
Oil (60)
Jet Bombers (air unit):
Cost : 1600
Attack : 24
Defence : 0
Bombard : 33
Bombard Power : 2000
Air Range : 24
Moves : 1
Visibility Range : 24
Requires technology : Rocketry
Requires improvement : Airport
Requires Elements :
Iron (60)
Oil (60)
Stealth Bombers (air unit):
Cost : 2400
Attack : 36
Defence : 0
Bombard : 33
Bombard Power : 2000
Air Range : 24
Moves : 1
Visibility Range : 24
Requires technology : Stealth
Requires improvement : Airport
Requires Elements :
Iron (60)
Oil (60)
Cruise Missile (air unit):
Cost : 200
Attack : 0
Defence : 0
Bombard : 50
Bombard Power : 2000
Air Range : 30
Moves : 1
Visibility Range : 0
Requires technology : Rocketry
Requires improvement : Missile Launcher
Requires Elements :
Iron (20)
Oil (60)
Fission Bomb (air unit):
Cost : 800
Attack : 0
Defence : 0
Air Range : 12
Moves : 1
Visibility Range : 0
Requires technology : Fission
Requires improvement : Airport
Nuclear Missile (air unit):
Cost : 1200
Attack : 0
Defence : 0
Air Range : 100
Moves : 1
Visibility Range : 0
Requires technology : Nuclear Missiles
Requires improvement : Missile Launcher
Requires Elements :
Iron (20)
Oil (60)
Galleons (sea unit):
Cost : 120
Attack : 1
Requires technology : Magnetism
Requires improvement : Port
Requires Elements :
Wood (50)
Replaced by : Dreadnoughts
Ironclads (sea unit):
Cost : 300
Attack : 8
Requires technology : Steam Power
Requires improvement : Port
Requires Elements :
Iron (60)
Replaced by : Dreadnoughts
Dreadnoughts (sea unit):
Cost : 600
Attack : 16
Requires technology : Explosives
Requires improvement : Port
Requires Elements :
Iron (70)
Oil (80)
Replaced by : Battleships
Battleships (sea unit):
Cost : 1200
Attack : 24
Requires technology : Rocketry
Requires improvement : Port
Requires Elements :
Iron (80)
Oil (100)
Improvements
Barracks (improvement):
Cost : 40
Reduces chance of rebellion.
Requires technology : Military Tactics
Requires elements :
Stone (10)
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 town to grow beyond population 16,000.
Aqueduct (improvement):
Cost : 60
Requires technology : Construction
Requires improvement : Farmland
Requires elements :
Stone (50)
An Aqueduct is required for a city to grow beyond population 31,000.
Fort (improvement):
Cost : 40
Reduces chance of rebellion.
Requires elements :
Wood (20)
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.
Quarry (improvement):
Cost : 20
Allows elements:
Stone
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
+50% to the city's rate of base scientific research.
Power Per Turn : 1
Requires technology : Writing
Requires elements :
Stone (10)
Allows :
University
Mine (improvement):
Cost : 20
Requires technology : Iron Working
Allows :
Armourer
Factory
Powder Mill
Allows elements:
Iron
Required for : Coal
Temple (improvement):
Cost : 20
Increases growth rate by 1.
Reduces chance of rebellion.
Power Per Turn : 1
Requires technology : Masonry
Requires elements :
Stone (10)
Replaced by : Church
Made obsolete by : Feudalism
Walls (improvement):
Cost : 80
Requires technology : Masonry
Requires elements :
Stone (50)
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 population 31,000 of less.
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 : 40
Reduces chance of rebellion.
Power Per Turn : 3
Requires technology : Castles
Requires elements :
Stone (50)
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
Increases growth rate by 1.
Reduces chance of rebellion.
Power Per Turn : 3
Requires technology : Feudalism
Requires elements :
Stone (30)
Allows :
Cathedral
Made obsolete by : Scientific Method
Cathedral (improvement):
Cost : 100
Increases growth rate by 1.
Reduces chance of rebellion.
Power Per Turn : 6
Requires technology : Feudalism
Requires improvement : Church
Requires elements :
Stone (50)
Made obsolete by : Scientific Method
Port (improvement):
Cost : 60
Power Per Turn : 2
Requires technology : Navigation
Coastal cities only
Requires elements :
Stone (20)
Iron (20)
Allows :
Galleons
Ironclads
Dreadnoughts
Battleships
A Port allows exploration and travel by sea.
University (improvement):
Cost : 100
+50% to the city's rate of base scientific research.
Power Per Turn : 4
Requires technology : Education
Requires improvement : Library
Requires elements :
Stone (50)
Allows :
Lab
Coastal Defence (improvement):
Cost : 100
Requires technology : Steam Power
Coastal cities only
Requires elements :
Stone (40)
Iron (20)
A Coastal Defence increases the defence bonus against sea attacks to 50%.
Factory (improvement):
Cost : 400
Requires technology : Industrial Revolution
Requires improvement : Mine
Requires elements :
Stone (40)
Iron (40)
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.
Powder Mill (improvement):
Cost : 80
Requires technology : Gunpowder
Requires improvement : Mine
Allows elements:
Gunpowder
Made obsolete by : Motorised Warfare
Hospital (improvement):
Cost : 300
Increases growth rate by 2.
Power Per Turn : 12
Requires technology : Medicine
Requires elements :
Stone (50)
Iron (40)
School (improvement):
Cost : 300
Power Per Turn : 12
Requires technology : Industrial Revolution
Requires elements :
Stone (40)
A School increases the basic rate of scientific research in the city by 2.
Airport (improvement):
Cost : 600
Power Per Turn : 25
Requires technology : Flight
Requires improvement : Factory
Requires elements :
Stone (40)
Iron (40)
Oil (100)
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
Requires elements :
Iron (20)
Replaced by : SAM Launcher
Can defend against air attacks, defence 4.
Lab (improvement):
Cost : 500
Power Per Turn : 20
Requires technology : Computer
Requires improvement : University
Requires elements :
Stone (30)
Iron (30)
A Lab increases the rate of scientific research in the city by 50%.
Missile Launcher (improvement):
Cost : 800
Requires technology : Rocketry
Requires improvement : Factory
Requires elements :
Iron (20)
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
Requires elements :
Stone (30)
Iron (40)
A Radar Tower increases the visibility around a city.
SAM Launcher (improvement):
Cost : 1600
Requires technology : Rocketry
Requires improvement : Factory
Requires elements :
Iron (40)
Oil (50)
Can defend against air attacks, defence 12.
Bomb Shelter (improvement):
Cost : 1000
Requires technology : Nuclear Missiles
Requires improvement : Factory
Requires elements :
Stone (10)
Iron (30)
May reduce population deaths from nuclear attacks.
Spaceport (improvement):
Cost : 2000
Power Per Turn : 50
Requires technology : Satellites
Requires improvement : Airport
Requires elements :
Stone (50)
Iron (60)
Oil (100)
Allows :
SDI Lasers
SDI Lasers (improvement):
Cost : 2000
Requires technology : Space Militarisation
Requires improvement : Spaceport
Requires elements :
Iron (50)
80% chance of preventing nuclear attacks to this city.
Pyramids (improvement):
Specific to The Egyptians
Cost : 200
+1 to city production (for all cities).
Requires technology : Masonry
Requires elements :
Stone (50)
Made obsolete by : Gunpowder
Colossus (improvement):
Specific to The Greeks
Cost : 200
Increases growth rate by 5.
Requires elements :
Bronze (50)
Made obsolete by : Magnetism
Himeji Castle (improvement):
Specific to The Japanese
Cost : 400
+50% to city defence (for all cities).
Requires technology : Castles
Requires elements :
Stone (100)
Made obsolete by : Industrial Revolution
Great Temple (improvement):
Specific to The Mayans
Cost : 200
Increases growth rate by 5.
Requires technology : Masonry
Requires elements :
Stone (50)
Made obsolete by : Gunpowder
Colosseum (improvement):
Specific to The Romans
Cost : 200
Increases growth rate by 4.
Requires technology : Masonry
Requires elements :
Stone (50)
Made obsolete by : Industrial Revolution
Hammer of Thor (improvement):
Specific to The Vikings
Cost : 100
All units produced in the city are automatically veterans (except those generated from Barracks).
Requires technology : Sailing
Requires elements :
Stone (20)
Made obsolete by : Magnetism
Apollo Programme (improvement):
Specific to The Americans
Cost : 3000
+100% to the entire civilization's rate of base scientific research.
Requires technology : Spaceflight
Requires elements :
Oil (100)
Stonehenge (improvement):
Specific to The English
Cost : 100
Increases growth rate by 4.
Requires elements :
Stone (30)
Made obsolete by : Feudalism
Eiffel Tower (improvement):
Specific to The French
Cost : 800
+2 to city production (for all cities).
Requires technology : Steam Power
Requires elements :
Iron (50)
Made obsolete by : Spaceflight
Mir Space Station (improvement):
Specific to The Russians
Cost : 3000
+100% to the entire civilization's rate of base scientific research.
Requires technology : Satellites
Requires elements :
Oil (50)