|
|
|
By GGrayson at 2008-06-30 18:09
|
|
This page organizes all the researchable technologies in Civilization Revolution into a table that highlights their cost in beakers, their various effects and what they enable, as well as the bonus they provide to the first civilization to research them. These bonuses can often be quite powerful, usually in the form of a free unit, building, or extra per turn output in a city. Keep in mind that under the Makes Available header, items are listed in the following order: resources, wonders, units, buildings, governments. While some technologies, like currency and navigation, enable multiple things, others, like Printing Press, are less substantial. Together, however, they form the technology tree in Civilization Revolution.
|
|
|
|
By Krikkitone at 2008-06-25 20:34
|
|
There are 18 individual buildings in Civilization Revolution, all of which provide some type of bonus to a particular city. Some increase the production, others improve the yields from surrounding tiles, and a few others have more unique roles. All in all, these buildings help to grow your cities from small villages to industrial powerhouses, thereby adding to the glory and power of your empire!
|
|
|
|
By Ginger_Ale at 2008-06-12 16:36
|
|
Civilization Revolution contains a wide variety of units, including land, sea, and air ones. Unlike Civilization 4, CivRev returns to the convention of assigning each unit a specific attack and defense value; however, it also keeps Civ4's system of promotions and combat modifiers, blending the features from previous Civilization games. Units in this game have been made stronger and more powerful as individual fighting forces and are certainly integral to a successful game, not just those that end in a domination victory. For more, be sure to read this page which overviews units and their role in the game.
|
|
|
|
|
|
Who's online
|
| There are currently 269 users and 1225 guests online. |
|
Share
|
 |
|
All times are GMT -6. The time now is 03:40 PM.