Civilization 5 unique units. Unique properties of civilizations in Civilization V. Melee units
This mod is an improved version of the "Promotions Addon" with me.
Promotions +. - mod, which adds 10 new increases and changes about 20 already existing ones, and also makes adjustments to some institutions, miracles as well as rules all sorts of trivia.
ATTENTION. The mod replaces existing game files, and not connect, like other fashion - and do not say that I did not warn you.
The mod works only with a clean version of the game Civilization 5 - Brave New World. After installing the mode, any other mods can already be connected.
Installation: Unpack the archive to the game folder, agree with the replacement of files.
What modifies mod:
1
. Four new levels of long-term units. Increase the range, protection against distant attacks, starting with 2 levels of increase add an additional attack, as well as something else. At 4 level of this increase, any long-range unit is a formidable danger, especially considering its excellent protection against distant attacks. However, even these megasters are taken out of melee, even these megastracks. The increase is available to all short-term units - including siege, sea ships and submarines.
2 . One increase in motion for almost all units (+ blitzkrieg and logistics, available after it). Removes the fines, adds a move and makes something else. ATTENTION: When making autocracy and blitzkrig, the units will automatically receive two raises at once - this is Bluzkrieg himself.
3 . Five new levels of melee units, incl. sea vessels and helicopters. In proportion to the attack and protection, starting from 3 levels add an additional attack, and on 4 or 5 - a complete blitz attack, and something else. On the last level Enhancement can be captured by enemy units after victory with a certain chance, as well as be treated due to victories.
4 . Many of the usual increases and are open to select some specific, such as bison horns or mystical blade. Logistics, for example, gives an additional attack instead of movement. Basically, the most adequate increases were affected, and all sorts of useless type +% attack on the hills or plains were left alone.
5 . Several miracles changed: Alhambra now gives +15 oo, the Bradenburg Gate can be built 1 to civilization and also give +15 oo, as well as the Pentagon, which also gives +15 oo. Total, in the presence of all buildings that give experience in one city, autocracy with its +15 oo, the new unit in this city will receive 105 experiences (4th level, up to 5 more experience).
6 . Institutes of honor changed - their adoption will be slightly increased by the happiness of civilization.
7 . Workers now have 4 strokes instead of 2.
8 . Something else ... A bunch of small straightening of the balance, and yes - the AI \u200b\u200bwill now build their cities at least 4 cells from each other. 5 Put it impossible - the AI \u200b\u200btupit is extremely strong, and from 4 at least it would not be sculpt every 3 cells, as in the original.
Attention. The long-range units will not shoot more than once. It is associated with the logic of the AI, manual editing not to change. What, in fact, makes a player who is worse just due to multiple attacks. When developing fashion, this nuance was not accepted into the calculation, because the author, I mean, did not think that the smart developers would allow such a hack. AI prefers to pump off his units on all pluses to the attack on the hills and plains, so if the player will pump up the mode, its units will be definitely cooler.
My children! We were humiliated, broken with grave adversities! But I knew that the time would come, and my people would let and cruelly pushing with enemies. Now we are united and stronger than ever. I have a dream, and this dream is in your hands! I will lead you to greatness. Together we win!
So, the dictatorial authority received. Now the smallest thing is to conquer the world.
Armored train for peaceful people
A large state, with other things being equal more effective.
If you want the world - get ready for war. War War - Get ready for war. In general, you want or not, and the war will be! Artificial Intelligence In "civilization" constantly strives to attack, his even more strong army "Victim" will not scare away. We also be asked, and the enemy may be better prepared for war, so a timely preventive blow can be justified.
The war here is not an end in itself, but a means of strengthening his country. A large state, with other things being equal more effective. Why? I'll tell you about this in detail.
My empire has acquired many suppliers of science, culture and gold.
The advantages of a big empire are obvious:
Many cities are a lot of money, science and cultural glasses.
High production facilities.
A large territory on which you can place shopping posts and other improvements.
And what then minuses?
The discontent of the population density and the number of cities increases.
The number of culture needed to establish a new policy increased by 30% for each new town.
Well, "contraindications" weighty, but still not fatal. First, in each new city there is a place for the construction of "competing" buildings. To neutralize discontent caused by the construction, the Colosseum is enough with his head. It is available almost immediately and is built quickly. Having received "bread and spectacle", the plebs will be less worried about the growth of prices and taxes, and you can build pleasure places faster than the population is growing in cities, and with him discontent. The main thing is to sleep slowly. If the inhabitants of the Empire are unhappy, do not expand the territory until they build a couple of coliseuses or circus.
On a note: Often the population for happiness and growth of cities requires luxury items (as a resource, in the sense). Take them to the enemy along with the territory.
Secondly, even if you do not strive for cultural victory, you should not be like a barbarian and blow your root. Some of the pros purchased for the culture will give a very tangible advantage, whatever the victory strategy you are chosen.
Faster String, faster! Do not have time! French Gas-
tarbieteers, or call ...
Therefore, satellites are usually preferable to annexed enemy cities.
And the secret is that only those cities are getting a fine for culture, which is completely under your control, but not satellites. Of course, the latter do not produce miracles and troops, but it is properly supplied with money, contribute to science and culture and build all kinds of "people". Therefore, satellites are usually preferable to annexed enemy cities. This is especially true if you count on the victory through the construction of utopia. Let the puppet governments tell their citizens a fairy tale about freedom and independence, we know and rub your hands. And if some satellite will manage to grow to a metropolis with a population of 20+, annexes it.
After the third city, start preparing for defense, smoothly moving in the offensive. By the time you need to study the treatment of bronze (for spearnosters) and the wheel (for chariots, which, by the way, more profitable archers). It is better to attack the enemy, having enlisted the help of an ally, who will distract a part of the enemy troops on itself. The ideal option is an alliance with a weaker player against stronger.
In the game against live players, we wake a blow to the back, while the main your strength shed blood on a foreign land. Feel free to apply such shocks yourself, it makes the game much more interesting. And if you are currently not involved in the war, it makes sense to give squads the weakest side. To resist several weak players is easier than one strong.
Now it's time to talk directly about the hostilities, the benefit of the fifth "civilization" they became much more interesting. Here are a number of rules that should be guided by the commander:
The ship can explore the arrangement of the enemy for artillery and, without entering the battle, move away.
If the squad suffered easily, it is better not to throw it into battle, but put the camp for treatment. If it is hard to take to a safe distance. To do this, make a "castling" - if both detachments can walk, you can swap them. Healthy fighters will cover the wounded.
Arrows and artillery are very vulnerable in the near battle. A cavalry is particularly well coped with them, which is capable of walking on a lot of cells. Do not forget that the cavalry can go after the attack. Tactics "HIT-AND-RUN" in action.
In the forest, the jungle or the hill of the troops are better defended than in the middle of the field.
Two squads are stronger than three scattered. Concentrate forces in the right place. Forces are assembled in a fist and together act - in this advantage of attacks over defense.
The advantage of the defense is that you can take hills and order soldiers to strengthen; You can hold the defense near the city, and from the city to fire the enemy; It is possible to easily arrange artillery.
Do not be afraid to substitute fighters under the fire from the enemy city. Standing still, the squad hesides the wounds almost as quickly as he gets damage, but at the same time earns experience. Sometimes there is even sense not to rush with the assault, training the fighters. IN network game Permanent standing under fire from the city by many players is considered as a dishonest reception.
For successful city take, you need three or four detachments, if there are no enemy soldiers next to this city. Otherwise more.
Here, unlike previous parts Games, more advanced technically detachments chances for winning above. Military studies are among priority.
From tenochtitlan before the medina we carry a highway
Everything has its price, and considerable. The content of armies, buildings and even the roads with a serious burden falls on the treasury. And this means that before each order you should ask yourself if he tries to bring your country to world domination. We will no longer discuss those or other buildings in the context "will pay or not pay off."
No useless buildings, but consider the situation. Here are a few rules:
Bars and similar buildings, giving food, definitely pay off.
Buildings with specialists are needed anyway, solve only what specialists are more important at the moment and in this city. However, if there are not enough residents in the settlement and / or food for specialists, then buildings requiring specialists will be only a burden. Specialists are also valuable by the fact that they increase the likelihood of the birth of a great person.
Miscellaneous buildings building constantly; What is more, the most part of the world map you can repaint in your favorite color, not teasing geese, then you mean people. Profit from the new city and the Golden Century for National Happiness with more than pay the spending on the maintenance. Looking at the exciting meat grinder in the arena, the citizen will inspire and instead of the anti-war rally will go to the nearest recruitment point.
Strengthening only on the border. The barracks and military buildings in each city are expensive. Let the soldiers deliver only a few cities to the front, but quickly and efficiently. Big Army In peacetime, it costs extremely expensive, but if the peaceful time was delayed - something is wrong, a lot of money and people disappear in vain, working not at you.
The trading path brings 1.25 units of gold for each inhabitant in the city, connected by this way with the capital. The content of the road section costs gold. That is, if, for example, the distance from the capital is five, and in the city there are more than four in the city, the road pays off.
No, this golden age will ever end?!
However, with proper economic policies and impressive conquests, the problem of the lack of money is relevant only in the early stages. Later, a lot of area will appear with the expansion of the territory. Wash it mostly on shopping posts, and there should be no problems with money.
Even if the financial balance turned out negative, not scary. The main earnings comes during the Golden Age and is more than covering any shortage. Of course, if such a century comes often. So that he lasted forever, you need happy citizens (what, as already mentioned, contribute to the colosuses and theaters) and a combination of the corresponding wonders of the world and politician. As soon as possible, explore the "Public Service" technology, which will open access to the miracle of light, Chichen IZZ, lengtheking the golden age. From among policies, the "Organized Religion" will be most useful (-25% of the requirement for the beginning of the Golden Age) and "Theocracy" (-20% of unhappiness) in the "Prochesship" category. Breaks between "happy" golden centuries can be "plugged" by great personalities.
But the main deficit in the game is the shortage of people - the golden age is not eliminated. Many buildings you need require city inhabitants for their work, which distracts those from the production of food or construction. And production facilities are needed the farther, the more. Where to send citizens? On the field to grow population? To the factory to speed up production? Or korping over books at the university in the name of science? The author of the article solves this problem like this: cities have their own specialization.
It is so good to place the city - on a solid distance and near the resources.
There are cities - industrial giants: overcrowded, with a gray smoked heaven. Usually these are old cities based at the beginning of the game and have time to grow to the desired size. Residents of such metropolis minimize are distracted by temples and libraries, and from buildings requiring specialists, there are mainly workshops, plants, etc. The city is surrounded by woodrafts, mines and fields. The latter needs that the population grew very quickly. At the beginning of the game, base the cities on a solid distance from each other in order to effectively feed the resulting megalopolises. It is extremely desirable to base cities near resource deposits and on the river bank.
If you play for France, then at the very beginning the border of the city will actively expand, and you will get huge areas for building. The efficiency of the city surrounded by many fields, sawmills and mines, significantly increases.
Forge cities are engaged in production, primarily the construction of miracles of the world, and do it quite effectively. Miracles are especially important to build as soon as possible, because the impressive plus will only get the first. And do not neglect by the personnel regulation of the employment of the population. If you build a miracle or no less important, send the maximum of residents from agriculture into production. In the long term, many settlers engaged in agriculture will provide a rapid growth in agriculture. The more "extra" food, the faster the city is growing.
The effectiveness of the long house of Iroquois is striking. And this is still a small town!
To surround the megapolis fields, expand the boundaries with a culture. This will help an obelisk that does not require specialists, and miracles.
On a note: What is the nation, in your opinion, are the people of the best industrialists in the world? Americans? Chinese? Germans? Not! Iroquois. Their unique building "Long House" increases the efficiency of sawmills until the transcendental heights. Build industrial centers in the middle of the forest, surround the trees and direct citizens in them. It is important not to cut off the forest before the solemn point where long houses and sawmills will become available. Unfortunately, it does not apply to the jungle.
For science, culture and money in my empire, more young cities are answered, often satellites. They are not so important growth, the small population of one city is compensated by their number. Roughly speaking, a couple of cities with libraries get easier than one with a university, and the effect is comparable. At the same time, the city of specialists also grow, although not to such sizes as industrial centers. Around scientific, financial and cultural settlements, you can build a lot of shopping posts, and not fields.
I will buy a victory, we will negotiate about the price!
And finally, let's talk about the features of the strategy in different types of victory. For glorious victories, a army is needed, equipped with the latest technology, for rapid development science is a big empire; From the Union with cities-states you can get a growing culture, and the "purchased" section of the "Patronage" section will be helped with a successful diplomat. Still, some specifics have different strategies.
Properly developed Egyptians boast a multiple
in Miracles B. major cities.
For achievement cultural victory It is necessary to accumulate enough culture to take all politicians from five branches. Each new city provides you fines to culture, so do not base more than three settlements and try not to annex others. But do not forget that the satellites of negative influence do not have, they can be acquired in quantities limited only by the power of the army and happiness of citizens.
No matter how surprisingly, at the beginning of the game, the emphasis should be made not so much on the culture as on science. It is necessary to study the technologies that open access to the cultural wonders of the light and the branches of the Freedom politician. Sicstinskaya chapel, thanks to which politicians are cheaper, must be built exactly. Oracle will be useful - it gives an additional policy, and the cost of the next does not increase.
It is to achieve the cultural victory wonders of the world are particularly relevant. Therefore, choose from the politician "traditions" + "aristocracy" (+ 33% of the construction rate of miracles). To have a large game in the construction of miracles, the technology necessary for them is learn first.
There is an interesting strategy for obtaining early access to the miracles of the Middle Ages and Renaissance, especially effective in the execution of Egyptians, with their "wonderful" plus. Examine pottery and writing and start building an Alexandria library in the capital. At this time, examine the calendar and philosophy. The second city, which by that time necessarily should be based, let it be aimed at Oracle or Stonehenge. By the time the library is built, you will have access to the technology "Theology". This is a medieval science, and in the yard we have antiquity, study theology still extremely long. But with the help of a miracle library, you can explore one technology (any) instantly.
Purposefully move to technology that opens the wonders of the world.
So you have the opportunity with a large margin from other players to start building the Cathedral of St. Sofia and Ankghor-Wat. Further will invent education and do the same focus with the porcelain tower or Oxford University instead of the library. In this way, the acoustics, and the precious sequence of Kapella are yours. Moreover, you quickly jump into the Renaissance, which will make it possible to take politicians essential to cultural victory from the freedom branch: "Civil society", which reduces the needs of specialists in food, "Constitution", double culture in cities with a miracle of light, and "Freedom of speech ", Reducing policies.
Scientific victorylies in launch spacecraft. It requires not only many cities with scientists, but also several industrial megacities that are able to assemble the details of the ship. Get to the new time as soon as possible, to gain access to politicians from the rationalism branch. "Secularism" gives +2 points of science for each specialist in the city (that is not only a scientist, but also a merchant or artist). "Freewinity" adds a unit of science for each shopping post. Under your control is already a huge territory, most of which are built up with commercial posts. Not? Urgently correct! With access to rationalism, it is urgent to go abandoned until the culture. Let the high-tech staff of the Research Institute at least a little toll and go to the theater.
Nuclear explosion. Beauty requires sacrifice.
For diplomatic victory It is necessary to build a UN or at least to live before it and conclude a union with nine cities-states. Such a victory is only available to a very rich and strong country. Rich, because the easiest way to establish relations with cities-states is a banal bribe. In the right to make money, many cities and trade posts will help, as well as a frequent golden age.
The strength is needed even more counting on diplomacy. Otherwise, how to protect your allies from annexation or, if it already happened, free them? In addition, many tasks, for the execution of which small countries penetrate the location, are solved with the help of military force. Typical missions - protection against barbarians or other empire. Yes, you want the world - get ready for war! Remember? So they spoke Romans, and they knew that they knew in these matters. Also, state cities are often asked to destroy the city-competitor, and this is not worth doing this.
The feasibility of calculating on military victory It strongly depends on the map of the world. The small world of one mainland is ideal for conquest. And the huge world with the placer of the islands, on the contrary, pushes the player to a more peaceful strategy. Cold wind from the sea as nothing else will cool the conquering dust, because the army planted in transport, powerless against warships. High speed at the sea will quickly concentrate the fleet in the right place and even with a significant numerical superiority of the coming destroy the landing, and then retreat under the cover of the coastal batteries in the cities.
"Iroquoise do not surrender!" - I replied to this short.
On the other hand, do not forget that for victory by conquest, you only need to capture the capitals of all the remaining players, and if the capital is located on the seashore, you do not need to make your way through all the enemy lands. The author of the article once won the party not very well-folding for him. After all, the capture of the capital is counted, even if it was immediately abandoned. In addition, the enemy capital is easy to destroy with two nuclear missiles, in a row running from the carrier ship.
It is interesting:even if the enemy captured all the capital, except for yours, for victory you can only capture it with its capital.
The most favorable position is when water from three sides does not have to fight for several fronts. Try to do so until the end of the party and remained, - Do not leave in the rear of the living player, even if your flag is already proudly in its capital and with some kind of pair of cities he is not dangerous to you.
Of the wonders, the priority declining the level of misfortune, because your country needs to "digest" a lot of captured territory. First, examine the banking for the miracle "Hidden Palace". From the politician at the beginning of the game it is worth choosing "Honor". At least conquerors and offered a branch of "autocracy", it is not the best way. The same rationalism is more useful.
Quote (Peter * 13.8.2010, 18:04) 346520And war is generally a deep economic thing. Do you think if n hiking archers were more efficient than m chariots for the same price, there would be a long chance as a genus of troops?
They had too different goals and opportunities to be between them as kingdoms of troops came competition and alone outstretched others.
Well, yes, the city defend the chariots is certainly not too handy
The fact is that in the ancient / antique armies, hiking archers were very rare birds. Yes, and in medieval in general, except for the British. If the archer is so equestrian / on an elephant / chariot. How do you explain this phenomenon? I expressed my version).
Quote (TUR1537 * 13.8.2010, 21:10) 346536Or the distance will be such that the FIG itself to get.
when shelling dense accumulations of the infantry, it was not particularly required to fall somewhere, the main thing is pool and more accurate. The infantry in the heyday of the chariot again from the protective armament had at best shields and leather caps. And how do you cover up, sooner or later you will be lost. See the adventures of legionnaires in Parfia.
Hiking archers, even if they give them high-quality bows, can not act freely in the field, because There are already hosting chariots / cavalry, which simply gives them. If they try to hide behind the infantry - it will upset the combat order and then the chariots are transmitted to the principle and infantry. Hiking archers and other dot throws in ancient times performed a purely auxiliary role of the pokers before the collision of the masses of infantry and some important role in battles were not played. As an exception, it is possible to take that the Peloponnesian War - but it was carried out in such a place where the cavalry and the more chariots could not get raised, so the light and middle infantry was performed there in essence of its function.
Quote (TUR1537 * 13.8.2010, 21:10) 3465361) Hearing about something "Old Russian" I am not going to fall into reverence and rejoice in the fact that it does not carry the semantic load in the text.
very even carries. 50-70 meters - the combat distance of Luke "From Stick".
Quote (TUR1537 * 13.8.2010, 21:10) 3465362) archery or learn for a long time (and why not learn recruits in the regular army ??
so they taught the regular army from the onions to shoot. which traveled on the chariots. Only recruits there and did not smell. All the recruits are already a century of 17, and we are talking about 17th BC.
Quote (TUR1537 * 13.8.2010, 21:10) 346536And "Cultural Hunters" may well for themselves and composite onions to collect or buy (Egypt-Matryoshki, they are hunting, and not the eggs lick, for them it is an important thing), it's still not a horse and not a steel shell, and a tree, glue And the string, with carbon frame there is nothing in common)
well, yes, I went to the stationery bought glue, in the construction materials of the rail, I sat for an hour - here's the onions! Making a composite onion is a complex process, wood is not needed anyone as certain breeds growing in different places. Special people were engaged in the production of onions, the masters of their business, a simple peasant to jerk such a bow "on the knee" was not under power. And for hunting enough and wanders.
An unite called any object capable of moving on the map. There are several types of units: combat units, workers, settlers, great people, and so on. Most of all in the game of combat units.
Building units
Units are built in cities. Each unit has a "price", reflecting the number of products that need to be spent for the construction of this unit. In addition, for the construction of the unit, it may be necessary to know the knowledge of the appropriate technology (for example, archery is needed to create archers). To create some units, access to certain resources (so, ironers require iron).
Characteristics of Unita
All units have three basic characteristics: movement speed, combat power and increase.
The speed of movement
Points of movement (OP) are determined by how many open-terrain cells the unit may pass. Most early units have 2 op. For details, see the section on moving to Civopedia.Combat power
The combat power (BM) of the unit determines how effective it is in battle. Soldiers, the first combat unit in the game, BM is equal to 6. U peaceful residents - settlers and workers - BM zero. When attacking any troops, civilians are captured or dying.Special skills of units
Many units have special skills that allow them to cope with a certain task better than others or perform unique tasks. For example, settlers are the only ones who can establish a new city. Archers can affect the enemy from a long distance, unlike most combat units. To find out about special skills, contact the Civopedia.National Units
Each civilization in the game has one or more unique "national" units. These units can only be in this civilization, and they surpass the standard unit of the same species. Americans, for example, have minimens that are better than Arkebuses, and B-17, which replaces the bomber. The Greeks have goplitis and heights that replace standard spearkers and riders. Contact your article about a separate civilization in Civopedia to learn about its unique units.
Moving units
Usually, when moving to a new cell, the unit must cost the number of OP, equal to the value of moving for a given cell. For units, the limitations of joint location also apply - two military or civil units cannot occupy one cell, and one military and one civil unit can. The movement of most units is limited to the landscape: land units can not move on cages with mountains, sea units - on ground cells (except port cities). Road I. railways Accelerate the movement of unit in cells. You can read more about this in the section.
Boy units
Combat units can fight with other troops or cities. A significant part of the troops can only lead the near battle, that is, attack enemies only in the next cell. Some units are long-range, they can attack the enemy at a distance of one or more cells. For details, see section.
Civilians
The game has four types of civil divisions: settlers, workers, workers and great people. All of them are important for the development of civilization. Peaceful residents can not fight. If they attack the enemy unit when they are alone on the cage, they automatically fall into captivity or die. Therefore, when traveling through a dangerous territory should accompany civilians for troops.
Battle units
Combat units are several categories. These are "units of the melee", "long-range units", "ships" and "air units".
Ships
Ships can move through water cells. They cannot enter Sushi cells, except coastal cities. Depending on the type, the ship can navigate through cells with the ocean or be limited to coastal waters. All ships lead distant battle.Air units
Air units are aircraft and everything else that moves through the air. They are very important at the end of the game, where depends on the domination
Victory in battle. Air units include helicopters, airplanes and rockets. Cm.Hello, I'm a raven. Here I want to share his tactics of the game in a wonderful strategy Civilization V! Hyde will develop, not all at once)
Character Choice:
If you are going to devote the whole game to war with other civilizations, choose Genghis Khan, he has one very good ability! I personally play Catherine II, for I am a patriot. For the rest, Niraza did not play, along the game I will update this section.
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The first steps:
We make the city where there is an extensive amount of resources (the others will appear along the study of the "Tree of Research" doing the city there! Excellent, the first steps are made! Now you need to develop and spend the territory! There are 2 options to expand the borders: to make our cities, capture other people. If you are as I'm going to capture cities, start with weak, and then spend the road from your capital to the city! Why? There will be a flow of gold, and it is very necessary here! I forgot to mention 3 ways to expand boundaries: buy cells. Cells are quite expensive, but There are those that are marked with purple color! They are sold on the cheap. When you promote, you will meet other civilizations. Now tips: Every time you capture / create the city, spend the road to it! Sell unnecessary resources to other states! Are you going to capture the city? Make a lot of units and take the city in the siege! Also I advise you to buy additional (if others are killed), and now a warning! City Can not capture long-range units! Ie guns, archers, etc. The city can only capture: warriors, knights, knights with a long sword, infantry, motorcycle!_____________________________________________________________________
Ending:
There are several endings in the game, I will only tell those that I know!
Military Victory: Throws states and civilizations, capture the world.
Cultural victory: -
"The usual" ending: you just get up to ... 2060-62 and climbs the screensaver Mol: civilization was mired in war and blah blah blah, and you survived, the world will remember your triumph forever.
I don't know more ending, go to the next last section.
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Defense, what is better to study?
So, here you have developed a bit, and what's next? You need to put in your city in your city, it is desirable to put a long-range unit (guns and so on) how to do it? We do / buy units, we send it to the city and we will have an inscription "put in the garrison" click on it and all your unit in the garrison! If you put the unit in the garrison of the city, then the power will increase. What is better to study at the beginning of the game? It does not matter what you will study at the beginning of the game. But when you reach the middle, there I advise you to learn those technologies that are connected with the military units! Well, this is if you are going to capture and destroy, and if not, then study a lot of differently connected culture and build wonders of the world!
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Here is my guide and approached the end, so that I described here I went through the game! Good luck and good mood \u003d)