I’ve found that I learn more from the loading screen quick tips than the manual, so I figured that a handy reference of all the quicktips would be… handy.
Here goes, english and tag-free. Generic (useful) tips start at #300:
1) Animals hunt unprotected settlers! Beware!!
2) Build Settlers to expand your empire with new cities.
3) Use Workers to improve the land around your cities and build roads that help establish trade routes.
4) Build the special Indian Fast Worker to construct roads and railroads and to improve your land. It can move further than regular workers, allowing it to move and carry out an action on the same turn.
5) Build Scouts when you want to explore new territory; they get better results from Tribal Villages. However, they cannot attack other units.
6) Build Explorers to explore uncharted territory more quickly than Scouts can; they get better results from Tribal Villages. They cannot attack other units.
7) Build Spies to explore anywhere even in enemy territory. Keep some in your own territory to uncover spies your opponents have sent to explore your lands.
8) Use this missionary to actively spread Judaism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Temple of Solomon
9) Use this missionary to actively spread Christianity in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Church of the Nativity
10) Use this missionary to actively spread Islam in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Masjid al-Haram.
11) Use this missionary to actively spread Hinduism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Kashi Vishwanath.
12) Use this missionary to actively spread Buddhism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Mahabodhi.
13) Use this missionary to actively spread Confucianism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Kong Miao.
14) Use this missionary to actively spread Taoism in friendly cities (or rival cities with whom you have Open Borders). This increases your income if you have the Dai Miao.
15) Build this melee combat unit for quick, early defense for your cities or as escorts for your defenseless Settlers. This unit is cheap to produce but weak so you will want to make better units as soon as you are able.
16) The special Incan melee combat unit; it gets a big bonus when fighting archery units.
17) You should build this powerful early melee combat unit when you want to attack cities.
18) This powerful melee combat unit (the Aztec replacement for the Swordsman) is special because it requires no special reource and gets a bonus in Jungles.
19) This powerful melee combat unit (the Roman replacement for the Swordsman) is special because it gets a substantial strength boost.
20) Build this melee combat unit to counter other melee units as it gets a boost against them.
21) Build this melee combat unit to counter other melee units as it gets a boost against them.
22) This powerful melee combat unit (the Japanese replacement for the Maceman) is special because it gets 2 first strikes and it is particularly effective against other melee units.
23) Build this early melee combat unit as a counter to an enemy building lots of mounted units.
24) This powerful melee combat unit (the Greek replacement for the Spearman) gets a bonus against mounted units and is adept at hill defense..
25) This melee combat unit gets a big bonus when fighting mounted enemy units.
26) This early gunpowder unit requires no special resources and is good for defending cities.
27) This early gunpowder combat unit (the French replacement for the Musketman) is faster than other non-mounted units at this stage of the game..
28) Build this moderate-strength gunpowder unit as a counter against mounted enemies like Cavalry).
29) This powerful gunpowder combat unit (the English replacement for the Rifleman) gets a bonus against mounted units and other gunpowder units..
30) Build this moderate-strength gunpowder unit as a counter to an enemy with lots of Rifleman.
31) This unit is the first modern era soldier. Use it to counter ememies with lots of gunpowder units.
32) These gunpowder combat units are armed with surface-to-air missiles, giving them bonuses versus aircraft and choppers. Stack them with units vulnerable to air attack.
33) Build this strong modern infantry unit to counter Artillery and Machine Guns. It starts with the Amphibious promotion so use them from ships and across rivers.
34) This powerful modern infantry unit (the American replacement for the Marine) gets a bonus against Artillery and Machine Guns.. It starts with the Amphibious and March promotions.
35) This is the strongest gunpowder unit. It moves faster than the other infantry units and it has a chance of intercepting enemy aircraft. It starts with the March promotion
36) This primitive ranged unit is a great early choice for defending your cities from attack. It gets a first strike chance and gets defensive bonuses in cities and on hills.
37) This early combat unit (the Mali replacement for the Archer) is a great early choice for city and hill defense.
38) This strong archery unit gets a bonus when defending in cities or on hills. Build them to replace your obsolete Archers and Skirmishers
39) A strong archery unit that gets a bonus when fighting melee units. Stack them with Pikemen and Macemen for a dangerous combined-arms force.
40) This powerful archery combat unit (the Chinese replacement for the Crossbowman) gets 2 first strikes, collateral damage, and a bonus versus melee units.
41) Build this most primitive of the mounted combat units when speed is important but stay on the offensive as it gets no defensive bonuses.
42) This early mounted combat unit (the Egyptian replacement for the Chariot) is immune to first strikes but gets no defensive bonuses..
43) This mounted combat unit (the Persian replacement for the Chariot) is more effective than the chariot against archery units.
44) This mounted unit is very powerful for early in the game and is a great counter to an enemy with catapults.
45) This powerful mounted combat unit (the Mongol replacement for the Horse Archer) is extremely fast because it ignores terrain movement costs. It is an excellent counter to enemy catapults.
46) This is the strongest pre-gunpowder unit in the game and are quite effective until Grenadiers and Cannon begin appearing.
47) This powerful mounted combat unit (the Arabian replacement for the Knight) is very powerful until the introduction of gunpowder units.
48) This powerful mounted combat unit (the Spanish replacement for the Knight) gets a bonus when attacking melee units and gets terrain defense bonuses, unlike the Knight and Camel Archer.
49) This most powerful mounted unit is particularly effective in open terrain and can withdraw from combat. It receives a bonus when attacking Cannons but receives no terrain bonuses when defending.
50) This Russian Cavalry unit enjoys a large advantage against other mounted units and Cannon.
51) This powerful early mounted combat unit is a slower, but more powerful counter to units like the Horse Archer.
52) The Tank is a magnificent offensive weapon. It has a movement of 2 and can attack twice a turn. Tanks can hunt down and destroy pre-modern-era units at will but receive no terrain bonuses when defending.
53) The Panzer is the German replacement for the Tank and gets a bonus when fighting other tanks.
54) Modern Armor units are extremely powerful offensive weapons. Warlike leaders should build them early and often.
55) These helicopter units are very fast and quite lethal against armored units. Use them to soften up the enemy but you will have to use a land-based unit to capture cities.
56) A Catapult can bombard enemy city fortifications and has a chance to withdraw from combat when losing. When attacking another unit, they cause collateral damage to other enemy units sharing the target’s space.
57) Cannon can bombard enemy city fortifications and have a chance to withdraw from combat when losing. When attacking another unit, they cause collateral damage to other enemy units sharing the target’s space.
58) Machine Guns are powerful defensive weapons, especially against enemy gunpowder units. These units cannot initiate attacks, making them most useful when defending cities.
59) Artillery units are very effective at attacking enemy cities; they can bombard enemy city fortifications and have a chance to withdraw from combat when losing. They also cause collateral damage to other enemy units sharing the target’s space.
60) Unarmed vessels that can create fishing boats, whaling boats, and (in late game) oil rigs. Work Boats cannot enter Ocean spaces.
61) The earliest armed naval vessel, Galleys can transport 2 land units. They cannot enter ocean spaces.
62) This small and fast ship can explore oceans and rival territory. Caravels can transport one special unit – Scout, Explorer, Spy, Missionary, or Great Person.
63) The Galleon is the best transport of the age of sail. It can carry 3 units, and it can safely enter ocean spaces.
64) The Frigate is the most powerful wooden ship in the game. It can sink enemy shipping and bombard enemy city fortifications.
65) The Ironclad is very slow, but powerful. It can bombard enemy city fortifications but cannot enter ocean spaces.
66) The Transport is a cargo ship. It can carry up to 4 units and can enter ocean spaces but is extremely vulnerable to planes and modern warships.
67) Destroyers have a small chance of intercepting enemy aircraft and also are very good at spotting and destroying enemy Submarines (which are invisible to most other units). They are often stacked with Carriers and Transport units.
68) Battleships are the most powerful warships afloat. They can sink most other vessels they meet (though they are vulnerable to submarine and air attack). Further, when attacking, Battleships cause collateral damage to other enemy naval units sharing the target’s space. They can also bombard enemy city defenses.
69) Submarines are invisible to most units. They can explore rival territory and can carry special units, but are vulnerable to enemy Destroyers and other subs.
70) Carriers are moderately-powerful naval units in themselves, but their primary ability is to carry up to three Fighters. These fighters can defend the stack against enemy aircraft, they can scout terrain, and they can attack enemy units and cities.
71) Fighter units can attack enemy air units and can scout enemy terrain. They are very useful when stationed on Carrier units.
72) Jet Fighters have greater range than regular Fighters, and they are better at intercepting and destroying enemy aircraft.
73) Bombers are land-based aircraft. They can attack enemy land units (and sea units, but not very effectively), and they can weaken enemy city fortifications. Bombers cause collateral damage when attacking.
74) Stealth Bombers can attack enemy land units (and sea units, but less effectively). When attacking they cause collateral damage. Stealth bombers are very difficult for enemy aircraft to intercept and shoot down.
75) ICBMs can nuke enemy cities, causing a great deal of damage to buildings, units, and nearby terrain.
76) Great Prophets allow you to immediately construct a religious Shrine.
77) Great Artists can create a Great Work which provides enormous culture to the host city.
78) Great Scientists can build an Academy, which greatly increases a city’s research.
79) Great Merchants can complete a Trade Mission in a foreign city which generates a lot of gold. Try to complete it in really far away cities.
80) Great Engineers can instantly complete a city’s active production.
81) Mysticism allows Obelisks and the Stonehenge wonder. It also leads to Meditation and Polytheism, each of which give the first discoverer a religion.
82) The first to research this tech founds Buddhism. It also allows you to build the Monastery city improvement.
83) This first to research this tech founds Hinduism. It also enables you to build the Parthenon wonder.
84) Priesthood allows you to build Temples in cities (if a religion is present), which increase happiness and culture. It also enables the Oracle wonder.
85) The first to research this tech founds Judaism. It also enables the Organized Religion civic.
86) Monarchy allows the Hereditary Rule civic, which provides happiness in cities when military units are stationed in them. It also enables Wineries.
87) Allows you to build the National Epic and Heroic Epic national wonders, as well as the Great Library world wonder.
88) The first to research this tech founds Confucianism. It enables the Caste System civic and allows construction of Courthouses and the Chichen Itza wonder.
89) Drama allows you to adjust the Culture slider and enables construction of Theatres as well as the Globe Theatre national wonder.
90) Feudalism allows production of Longbowmen (with Archery). It also enables the Vassalage and Serfdom civics.
91) The first to research this tech founds Christianity. It enables the Theocracy civic and allows construction of the Sistine Chapel wonder.
92) The first to research Music receives a Great Artist. It also allows construction of Cathedrals and the Notre Dame wonder. Finally, cities can convert production directly into Culture.
93) This tech allows you to build powerful Knight units (with Horseback Riding), as well as the Grocer city improvement. It increases production from all workshops by 1.
94) Civil Service enables the Bureaucracy civic and allows you to build Macemen (with Machinery). Further, it lets your workers spread Irrigation.
95) The first to research this tech founds Islam. Divine Right also allows construction of the Versailles and Spiral Minaret wonders.
96) Nationalism enables the Nationhood civic as well as construction of the Taj Mahal world wonder and the culturally-powerful Hermitage national wonder.
97) Military Tradition allows you to build powerful Cavalry units (with Horseback Riding). It enables Defensive Pacts and construction of the West Point national wonder.
98) This tech enables the Representation civic and allows the construction of Jails.
99) The first to discover Liberalism receives a free technology. It also enables the Free Speech and Free Religion civics.
100) This tech enables the Universal Suffrage and Emancipation civics. It allows construction of the Statue of Liberty wonder.
101) Fascism enables the Police State civic and construction of the Mount Rushmore wonder. It also allows Permanent Alliances.
102) Corporation adds an additional trade route to all cities and enables construction of the Wall Street national wonder.
103) Communism enables the State Property civic and Permanent Alliances. It also allows construction of the Kremlin world wonder and Scotland Yard national wonder.
104) This technology allows construction of Broadcast Towers, as well as the Hollywood and United Nations wonders.
105) Ecology allows the Environmentalism civic and allows workers to Scrub Fallout. It also enables cities to build the Recycling Center and the SS Life Support spaceship part.
106) Fishing allows construction of Work Boats, which can harvest Fish, Crabs, and other aquatic resources. Fishing is also required for cities to use any water tiles.
107) The Wheel allows you to build Chariot units. More importantly, it allows your workers to build Roads.
108) Agriculture allows your workers to build Farms (but only next to rivers and lakes until discovering Civil Service).
109) Pottery allows your workers to construct Cottages, which generate commerce for your civilization. It enables construction of the Granary city improvement.
110) Sailing allows you to build the Galley unit. It also enables coastal trading and construction of the Lighthouse city improvement.
111) Writing enables you to construct Libraries, which boost research. It also allows you to sign Open Borders trading agreements with other civilizations.
112) Mathematics enables construction of the Aqueduct building and the Hanging Gardens wonder.
113) Alphabet allows you to trade technologies with other civilizations and lets you build Research in cities.
114) Calendar allows your workers to construct Plantation improvements, enabling you to access various valuable resources. It obsoletes Obelisks and the Stonehenge wonder.
115) Currency adds +1 trade routes per city and allows you to construct the Market and Grocer (with Guilds) city improvements. It also enables you to build Wealth in cities and to trade gold with other civs.
116) Astronomy allows the Galleon and Frigate (with Chemistry) naval units. It enables trading on the ocean and lets you build Observatories.
117) The first to research this tech founds Taoism. Philosophy enables the Pacifism civic and allows construction of the Angkor Wat wonder.
118) Paper allows you to trade world maps with other civilizations.
119) This tech allows you to build Banks, which greatly increase a city’s production of wealth. Banking also enables the Mercantilism civic.
120) Education enables the construction of the University city improvement and the Oxford University national wonder.
121) Printing Press increases the gold output of Villages and Towns.
122) The first to discover Economics receives a Great Merchant. It also enables the Free Market civic.
123) Scientific Method reveals the Oil resource. It makes the Great Library and Monasteries obsolete.
124) Chemistry allows construction of Grenadiers and Frigates (with Astronomy). It obsoletes the Parthenon and increases production from all workshops by 1.
125) The first civilization to discover Physics receives a Great Scientist. This tech also reveals the Uranium resource.
126) Biology allows your workers to build Farms without Irrigation. It increases the food production of all Farms by 1.
127) Medicine allows you to construct the Hospital city improvement and the Red Cross national wonder.
128) Electricity improves the output of Windmills and Watermills. It allows construction of Bunkers, Bomb Shelters, and the Broadway wonder.
129) Combustion allows you to construct Transport, Destroyer, and Submarine (with Radio) naval units. It enables your workers to build the Well improvement on land-based Oil resources and obsoletes the Whale resource.
130) Fission enables construction of Nuclear Plants and the Manhattan Project wonder.
131) Fiber Optics allows you to build the SS Cockpit spaceship part and The Internet wonder.
132) Fusion allows you to build the SS Engine spaceship part. The first to discover this tech receives a Great Engineer.
133) Flight allows you to build Carriers, Fighters, and other air units (with additional techs). It also enables construction of Airports.
134) Plastics enables Work Boats to construct Offshore Platforms. It also lets you build Hydro Plants and the Three Gorges Dam wonder, and obsoletes Fur.
135) Composites enables construction of Modern Armor (with Computers), Jet Fighters, and Stealth Bombers (with Robotics).
136) Genetics greatly increases the health of your cities. It allows you to build the SS Stasis Chamber spaceship part.
137) Hunting allows you to create Scouts and Spearman units. It also enables your workers to build the Camp improvement.
138) Mining allows your workers to build Mines on hills and certain resources, which increase your cities’ production output.
139) This important early technology allows you to construct the Archer unit, and, later on, the more powerful Longbowman, Crossbowman, and Horse Archer units.
140) Masonry allows your workers to build Quarry improvements. It also enables construction of Walls and Aqueduct city improvements, as well as the Pyramids and Great Lighthouse wonders.
141) Bronze Working reveals the Copper resource and allows you to build Axemen. It enables the Slavery civic and lets your workers chop down forests.
142) Animal Husbandry allows your workers to build the Pasture improvement.
143) Iron Working reveals the Iron resource and allows construction of the Swordsman unit. It also allows your workers to cut down jungles.
144) Metal Casting allows you to build Forges, which increase city production. It also enables the Colossus wonder, and lets your workers build Workshop improvements.
145) This tech allows you to build the Catapult unit and the War Elephant (with Ivory). It also enables Colosseums, and your units no longer lose movement when crossing rivers on roads.
146) Horseback Riding enables the powerful Horse Archer (with Archery) unit, and later on Knights (with Guilds) and Cavalry (with Military Tradition).
147) Compass allows your cities to create Explorers and build Harbors and leads to other naval technologies.
148) Machinery allows the Maceman (with Civil Service) and Crossbowman (with Archery). It also lets workers build Windmills and Watermills.
149) Engineering allows production of the Pikeman, excellent against mounted units. It increases road movement and allows construction of Castles and the Hagia Sophia wonder.
150) Optics allows you to create Caravels, and allows your Work Boats can harvest Whale resources. Optics also increases your sight distance across water.
151) Gunpowder allows you to build Musketman units and Cavalry (with Military Tradition).
152) Replaceable Parts enables workers to produce Lumbermills. It increases the production output of Windmills and Watermills.
153) Rifling enables Rifleman units and is required to build many other powerful modern units.
154) Steam Power reveals the Coal resource and causes workers to build improvements 50%% faster. It also enables the Ironclad (with Steel) and obsoletes the Great Lighthouse and Hagia Sophia wonders.
155) Steel enables you to build Cannon and Ironclads (with Steam Power). It also enables construction of the Drydocks building and the Ironworks national wonder.
156) Railroad allows construction of Machine Gun units and obsoletes the Colossus wonder. Most importantly, with Coal it allows your workers to upgrade your Roads to Railroads, vastly increasing your units’ movement.
157) Artillery allows you to build Artillery, powerful mid-game siege units.
158) Assembly Line allows you to build Infantry (with Rifling). It also enables construction of the Factory building and the Pentagon wonder.
159) Industrialism allows construction of Battleships, Marines (with Rifling), and Tanks (with Rifling). It also reveals the Aluminum resource and obsoletes Ivory.
160) Radio enables the powerful Bomber (with Flight) and Submarine (with Combustion) units. It also allows you to build the Eiffel Tower and Rock N Roll wonders.
161) Refrigeration allows construction of the Supermarket building. It also increases your water units’ movement speed.
162) Computers enables construction of the Lab building. It also obsoletes Angkor Wat and the Spiral Minaret.
163) Rocketry allows you to build SAM Infantry (with Rifling), Gunship (with Flight), and ICBMs (with Fission). It enables the Apollo Program national wonder and construction of the SS Casing spaceship part.
164) Satellites reveals the world map. It lets you build the SS Thrusters spaceship part and enables construction of the SDI national wonder.
165) Robotics enables the extremely powerful Mechanized Infantry units. It lets you build the SS Docking Bay spaceship part and the Space Elevator wonder.
166) Future Tech increases health and happiness in your cities.
167) The most primitive Government civic
168) Military units in cities increase happiness
169) Extra happiness in largest cities; extra research from city specialists
170) Faster military unit production; less war anger
171) Can spend gold to finish production; extra production from towns
172) The most primitive Legal civic
173) New units receive free experience points; lower unit support costs
174) Increases production and commerce in your capital city
175) Can draft three units per turn; barracks produce extra happiness
176) Extra commerce from towns; increases cultural output of all cities
177) The most primitive Labor civic
178) Can sacrifice city population to finish production
179) Workers build improvements faster
180) You may assign unlimited artist, scientist, and merchant specialists in your cities.
181) Causes unhappiness in civilizations without emancipation; cottages develop faster
182) The most primitive Economy civic
183) Free specialist in each city but no foreign trade routes
184) Extra trade route in each city; allows deficit spending
185) No maintenance penalty for distance to Palace; increased food production from workshops and watermills
186) Extra health in all cities; nearby forests and jungles make citizens happier
187) The most primitive Religion civic
188) Can build missionaries without monasteries; cities with state religion construct buildings faster
189) No spread of non-state religion; new units receive free experience points in cities with state religion
190) Increases great people birth rate in cities with state religion; increases support costs for military units
191) No state religion. Happiness from all religions in each city; increased scientific research
192) A component of a space ship, required to achieve the Space Race victory condition.
193) Enables ICBMs and Bomb Shelters for all players.
194) Grants the builder all technologies that are already discovered by 2 known civilizations.
195) +75%% chance of intercepting ICBMs.
196) Required to build any spaceship parts.
197) The city containing the Palace is the capital of your civilization and city maintenance is decreased in cities near it. The Palace generates culture and a small amount of commerce.
198) The Forbidden Palace reduces the maintenance costs in nearby cities; it also increases the chance of generating a Great Merchant.
199) Versailles reduces the maintenance costs in nearby cities and acts like a second Forbidden Palace. It increases the chances of creating a Great Artist.
200) Walls increase a city’s defenses against pre-gunpowder units. Build them in cities under threat from enemy or barbarian assault.
201) Castles increase your city’s defenses aganst pre-gunpowder units and generate a small amount of culture. Build them in cities near enemy civilizations.
202) Barracks grant experience points to troops built in their cities. Build them in all cities that will produce military units.
203) Bunkers reduce damage from air attacks. Build them when (or before!) your enemies have strong air forces.
204) Bomb Shelters reduce damage from nuclear attacks. These should be built in your most important cities.
205) Granaries store food to help increase a city’s growth rate. They add additional health if your civ has access to Corn, Wheat, and Rice.
206) The Aqueduct improves a city’s health and is required to build the Hanging Gardens wonder. Build Aqueducts when you want to grow a city, or when the populace begins clamoring for it.
207) Hospitals help units heal damage more quickly and add health to a city. Hospitals are required to build the Red Cross national wonder.
208) Recycling Centers eliminate pollution from city improvements like Forges and Factories, which can become a real problem in larger metropolises.
209) The Lighthouse improves the food output of water plots. A Lighthouse is required to build the Great Lighthouse wonder.
210) The Harbor increases that city’s income from trade routes. It increases a city’s health from access to Clam, Crab, and Fish resources.
211) Drydocks are very useful when you are involved in naval warfare. Drydocks build ships much faster and the ships start off with additional experience points, but Drydocks also add unhealthiness in cities.
212) Airports add an additional trade route, and a city with an Airport can airlift one unit per turn to any of your other cities. Airports also add unhealthiness in cities.
213) The Forge allows a city to produce units and buildings faster, but also adds unhealthiness in cities. Forges are required to build the Colossus, Eiffel Tower, and Statue of LIberty world wonders, and the Ironworks national wonder.
214) Factories increase a city’s production at the cost of adding significant unhealthiness. Factories are required to build Coal, Hydro, or Nuclear Plants, which add additional production with the proper resources.
215) Coal Plants provide power for the Factory, although the pollution will hurt your city’s health.
216) Hydro Plants provide pollution-free power for Factories.
217) With access to Uranium, Nuclear Plants provide power for Factories.
218) Obelisks provide a small amount of culture, and are a good way to expand city borders early on.
219) Academies increase a city’s scientific research as well as its cultural output.
220) Libraries boost your cities’ research and provide culture. They are required to build Universities, the Great Library wonder, and the National Epic and Heroic Epic national wonders.
221) The University increases a city’s research and provides culture. Universities are required to build the Oxford University national wonder.
222) The Observatory increases a city’s scientific research. It is required to build a Laboratory.
223) Laboratories increase a city’s scientific research and its spaceship production, but also add unhealthiness.
224) A Theatre increases a city’s culture and increases the happiness output from using the culture slider. A Theatre also provides culture and is required to build the Globe Theatre national wonder.
225) A Colosseum increases a city’s happiness and its happiness output from using the culture slider.
226) Broadcast Towers greatly increase a city’s cultural output. They also increases the happiness output from using the culture slider.
227) Markets increase a city’s wealth. They also increase the city’s happiness with access to Fur, Ivory, Silk, or Whales.
228) A Grocer increases a city’s wealth. It also increases the city’s health with access to Spices, Sugar, Wine, or Bananas.
229) A Bank greatly increases a city’s production of wealth. Banks are required to build the Wall Street national wonder.
230) Supermarkets increase the health of cities, if the cities have access to Deer, Cows, Pigs, or Sheep.
231) Courthouses lower city maintenance costs and are required to build the Forbidden Palace national wonder. Courthouses help manage the cost of controlling large empires.
232) Jails lower a city’s War Weariness. Build them if you are involved in a long war and your citizens are starting to complain.
233) Temples increase a city’s happiness and culture. They are especially useful for expanding your civilization’s borders during the early game.
234) Monasteries allow you to create Missionaries, who can spread the faith in other cities. They also provide culture and a slight boost to research.
235) The Jewish Synagogue (Jewish Cathedral) greatly increases a city’s cultural output. It makes a city’s citizens happy (if Judaism is the state religion).
236) The Temple of Solomon (Jewish Shrine) produces one gold each turn for every city in the world that practises Judaism. It also spreads Judaism thoughout the world and increases its city’s chances of generating a Great Prophet.
237) Temples increase a city’s happiness and culture. They are especially useful for expanding your civilization’s borders during the early game.
238) Monasteries allow you to create Missionaries, who can spread the faith in other cities. They also provide culture and a slight boost to research.
239) The Christian Cathedral greatly increases a city’s cultural output. It makes a city’s citizens happy (if Christianity is the state religion).
240) The Church of the Nativity (Christian Shrine) produces one gold each turn for every city in the world that practises Christianity. It also spreads Christianity thoughout the world and increases its city’s chances of generating a Great Prophet.
241) Temples increase a city’s happiness and culture. They are especially useful for expanding your civilization’s borders during the early game.
242) Monasteries allow you to create Missionaries, who can spread the faith in other cities. They also provide culture and a slight boost to research.
243) The Mosque (Islamic Cathedral) greatly increases a city’s cultural output. It makes a city’s citizens happy (if Islam is the state religion).
244) The Masjid al-Haram (Islamic Shrine) produces one gold each turn for every city in the world that practises Islam. It also spreads Islam thoughout the world and increases its city’s chances of generating a Great Prophet.
245) Temples increase a city’s happiness and culture. They are especially useful for expanding your civilization’s borders during the early game.
246) Monasteries allow you to create Missionaries, who can spread the faith in other cities. They also provide culture and a slight boost to research.
247) The Mandir (Hindu Cathedral) greatly increases a city’s cultural output. It makes a city’s citizens happy (if Hinduism is the state religion).
248) The Kashi Vishwanath (Hindu Shrine) produces one gold each turn for every city in the world that practises Hinduism. It also spreads Hinduism thoughout the world and increases its city’s chances of generating a Great Prophet.
249) Temples increase a city’s happiness and culture. They are especially useful for expanding your civilization’s borders during the early game.
250) Monasteries allow you to create Missionaries, who can spread the faith in other cities. They also provide culture and a slight boost to research.
251) The Stupa (Buddhist Cathedral) greatly increases a city’s cultural output. It makes a city’s citizens happy (if Buddhism is the state religion).
252) The Mahabodhi (Buddhist Shrine) produces one gold each turn for every city in the world that practises Buddhism. It also spreads Buddhism throughout the world and increases its city’s chances of generating a Great Prophet.
253) Temples increase a city’s happiness and culture. They are especially useful for expanding your civilization’s borders during the early game.
254) Monasteries allow you to create Missionaries, who can spread the faith in other cities. They also provide culture and a slight boost to research.
255) The Confucian Academy (Confucian Cathedral) greatly increases a city’s cultural output. It makes a city’s citizens happy (if Confucianism is the state religion).
256) The Kong Miao (Confucian Shrine) produces one gold each turn for every city in the world that practises Confucianism. It also spreads Confucianism thoughout the world and increases its city’s chances of generating a Great Prophet.
257) Temples increase a city’s happiness and culture. They are especially useful for expanding your civilization’s borders during the early game.
258) Monasteries allow you to create Missionaries, who can spread the faith in other cities. They also provide culture and a slight boost to research.
259) The Taoist Pagoda (Taoist Cathedral) greatly increases a city’s cultural output. It makes a city’s citizens happy (if Taoism is the state religion).
260) The Dai Miao (Taoist Shrine) produces one gold each turn for every city in the world that practises Taoism. It also spreads Taoism thoughout the world and increases its city’s chances of generating a Great Prophet.
261) The Heroic Epic doubles its city’s production when creating military units. This is useful if you expect to do a lot of fighting. It also increases its city’s chances of generating a Great Artist.
262) The National Epic greatly increases the rate at which its city produces Great People, particularly Great Artists.
263) The Globe Theatre removes all unhappiness from the city in which it is built. It increases its city’s chance of generating a Great Artist.
264) The Hermitage doubles its city’s cultural output and increases its chances of generating a Great Artist.
265) Oxford University greatly increases the scientific output of its city. It also allows you to change three citizens into scientists and increases its city’s chance of generating a Great Scientist.
266) Wall Street doubles its city’s production of wealth and increases its chances of generating a Great Merchant.
267) The Ironworks increases a city’s production if that city has access to coal and/or iron, but also add unhealthiness. It increases its city’s chances of generating a Great Engineer.
268) All military units built in West Point’s city begin with four additional experience points. Further, its city is more likely to generate a Great Engineer.
269) Mount Rushmore decreases war weariness in all cities in your civilization and increases its city’s chances of generating a Great Engineer.
270) The Red Cross gives all units built in its city the Medic I promotion, and it increases its city’s chances of generating a Great Scientist.
271) Scotland Yard allows you to train the special Spy unit, which is good for scouting out enemy cities and territory. It increases its city’s odds of generating a Great Scientist.
272) The Pyramids enable you to access all Government civics (greatly increasing your early management options). They also increase their city’s chances of generating a Great Engineer.
273) Stonehenge provides a free Obelisk in all your cities and centers the world map. It increases its city’s odds of generating a Great Prophet.
274) The Great Library gives its city two free scientist specialists, increasing the city’s scientific output. It greatly increases its city’s odds of generating a Great Scientist.
275) The Great Lighthouse adds two additional trade routes to all coastal cities. The Great Lighthouse also increases its city’s odds of generating a Great Merchant.
276) The Hanging Gardens improves the health of your cities and adds an additional population point in them. It increases the odds of its city generating a Great Artist.
277) The Colossus adds extra commerce to all water tiles in your coastal cities. It also increases its city’s odds of generating a Great Merchant.
278) The Oracle gives the builder one free technology advance, and it increases the odds of its city generating a Great Prophet.
279) The Parthenon increases the rate at which your civilization generates Great People, particularly Great Artists. It also has a high cultural value.
280) Angkor Wat allows you to turn 3 citizens into priests in the city that builds the wonder. Further, it adds additional production to all of your priest specialists. Angkor Wat increases the odds of its city generating a Great Prophet.
281) The Hagia Sophia causes your workers to build improvements much faster, and it increases the odds of its city generating a Great Engineer.
282) The Chichen Itza increases all cities’ defenses by 25%%. It improves the odds of its city generating a Great Prophets.
283) The Sistine Chapel causes each specialist in every city to generate culture. The Sistine Chapel has a very high cultural value, and it increases its city’s odds of generating a Great Artist.
284) If you have a state religion, the Spiral Minaret causes all of that religion’s buildings to generate gold for your civilizatiion. It increases its city’s chances of generating a Great Prophet.
285) Notre Dame increases the happiness of all of your cities built on the same continent. It increases its city’s chances of generating a Great Artist.
286) Building the Taj Mahal begins an immediate Golden Age for your civilization. It increases its city’s odds of generating a Great Artist.
287) The Kremlin reduces the cost of hurrying production and it increases its city’s chances of generating Great Engineers.
288) The Eiffel Tower puts a free Broadcast Tower in every city. Its city has an improved chance of generating a Great Merchant.
289) The Statue of Liberty gives all cities in your civilization one free specialist. It increases its city’s chances of generating a Great Engineer.
290) Broadway provides your civilization with five Hit Musicals resources (which provide happiness). It increases the odds that its city will generate a Great Artist.
291) Rock-n-Roll provides your civilization with five Hit Singles resources (which provide happiness). It increases the odds that its city will create a Great Artist.
292) Hollywood provides your civilization with five Hit Movies resources (which provide happiness). It increases the odds that its city will generate a Great Artist.
293) The Three Gorges Dam provides clean power to all cities on the same continent, which is needed to increase the production of the Factory. It increases the odds that its city will generate a Great Engineer.
294) Once the Pentagon is built, all new units built in your civilization receive two experience points. Its city is more likely to generate a Great Engineer.
295) The United Nations triggers Diplomatic Victory elections. It guarantees that you will be a candidate in those elections and increases its city’s odds of generating a Great Merchant.
296) The Space Elevator increases spaceship part production in all of your cities by 50%%, and increases its city’s odds of generating a Great Scientist.
297) Focusing on wealth turns production into commerce within that particular city.
298) Focusing on research converts production into research within that particular city.
299) Focusing on culture converts production into culture within that particular city.
300) Use your mouse wheel to zoom
301) Press [CTRL + I] to play with a minimized interface. Press [ALT-I] to play with no interface.
302) You can use the mouse wheel or [PAGE UP] and [PAGE DOWN] to zoom the camera in and out…
303) Press [CTRL + S] to Save the Game and [CTRL + L] to Load a saved game…
304) Press [CTRL + (LEFT ARROW)] or [CTRL + (RIGHT ARROW)] to rotate and set the camera by 45 degrees…
305) Double clicking on a stack of units will group them together…
306) Hold down ALT and click on a stack to select all units…
307) Hold down CTRL and click on a stack to select all units of the same type…
308) With multiple units selected, you can give the group orders that they will conduct together.
309) Right clicking on a transport will automatically load the units onto it…
310) With a transport selected, right clicking on an adjacent land square will automatically unload the units…
311) Press [F12] to access the Civilopedia…
312) Press [PRINT SCREEN] to take a screenshot (It will be saved in your Civ4Screenshots folder)…
313) Press [ESC] to bring up the in-game Options Menu…
314) Press [CTRL + O] to bring up the Options Menu…
315) Press the middle mouse button to center the camera on the active unit…
316) Press [SHIFT + F5] (Single Player Only) to Quick Save…
317) Press [SHIFT + F8] (Single Player Only) to Quick Load…
318) Press [P] to ping the map and provide info to teammates…
319) Press [CTRL + # key] to bind the selected unit to that # key. For example: [CTRL + 3] would make it so anytime 3 is pressed, that unit is automatically selected…
320) While in the city screen, press [CTRL + # key] to save the production queue. This queue can be loaded in any other city by pressing the # key…
321) Press [F11] to quickly switch in and out of Globe View…
322) While in the city screen, you can use [LEFT ARROW] and [RIGHT ARROW] to cycle between cities…
323) Press [CTRL + B] to toggle Bare Map view…
324) Press [CTRL + R] to toggle Flag Resources view…
325) Press [CTRL + Y] to toggle Show Yields view…
326) Press [CTRL + A] to force all units with queued orders to move…
327) Press [CTRL + T] to toggle the Tile Grid
328) Press [ALT + Q] to retire from the game. In multiplayer this automatically gives control of your Civilization to an AI…
329) Press [PAUSE] to interrupt the Turn Timer…
330) Press [SHIFT + TAB] to chat to All in multiplayer…
331) Press [ TAB ] to chat to teammates in Multiplayer…
332) Press [CTRL + W] to access the Worldbuilder…
333) Press [W] or [ENTER] to cycle through your active units…
334) Press [/] to scroll though active workers…
335) Press [COMMA] and [PERIOD] to scroll though units on the same square…
336) Press [SHIFT + ENTER] to force the turn to end…
337) Hold down the ALT key while mousing-over a plot to view the combat odds for an attack…
338) To view combat odds, hold down the right mouse button on the target tile…
339) Press [HOME] and [END] to cycle through your cities…
340) Press [INSERT] to open up the nearest friendly city…
341) Hold down the [SHIFT] key to add items to the end of your city’s build queue…
342) Hold down the [CTRL] key to insert items at the beginning of your city’s build queue…
343) Hold down the [ALT] key to have a city build an item indefinitely…
344) Press the forward and back buttons on your mouse to cycle through units on the same plot…
345) Hold down the [CTRL] key and spin the mouse-wheel to cycle through units on the same plot…
346) Press [CTRL + M] to toggle the music on and off…
347) Move units to a distant tile by right-clicking on it…
348) You can group move all units of the same type by a [CTRL + RIGHT-CLICK] on the destination…
349) You can group move all units on the same tile by a [ALT + RIGHT-CLICK] on the destination…
350) Enter “Go-To” Mode by pressing [G]…
351) Enter “Go-To (Same Unit Type)” Mode by pressing [CTRL + G]…
352) Enter “Go-To (All Units)” Mode by pressing [ALT + G]…
353) Press [C] to center the camera on the active unit…
354) Press [CTRL + C] to select all units of the same type as the active unit…
355) Press [ALT + C] to select all units on the same tile as the active unit…
356) If you hold down the [SHIFT] key while clicking on the city bar, you can “select” multiple cities – allowing you to change production in multiple cities. You can also [SHIFT + RIGHT-CLICK] to set a rally point.
357) If you hold down the [CTRL] key while clicking on the city bar, you will “select” all of your cities on that continent.
358) If you hold down the [ALT] key while clicking on the city bar, you will “select” all of your cities in the world.
359) Press the middle mouse button to exit the city screen…
360) You can give a unit consecutive orders by pressing the SHIFT key. For example, you could tell a worker to build a road and then a mine by clicking on both buttons while holding down SHIFT…
361) Hold down SHIFT and click on a tile to open a context menu…
362) The NUMPAD arrow keys can be used to jump between cities when the city screen is up…
363) Press [] to jump back to the last selected unit…
364) Press [CTRL + TAB] to view the turn event log…
365) Entering native villages with scouts will produce better results…
366) Be aware of the strengths and weaknesses of units. For instance, Axemen get a bonus vs units like Swords and Spears; Swords get a bonus when attacking cities; Spears get a bonus vs units like Chariots.
367) A good time to check for trading possibilities with another civilization is right after researching a new technology – shop around and see what you can get for it before others beat you to it!
368) Guard your experienced units! A veteran unit with older weaponry can often defeat a new unit with more advanced equipment.
369) New civics are not always better civics! Don’t switch automatically. Weigh your options; consider your needs and priorities.
370) Balance your research. Spending too much time on one type of research leads to long research times. Neglecting cheaper, older technologies can cost you.
371) Units cost money in maintenance – don’t use fifty when fifteen will do.
372) Never despair in the face of a large stack of units. Catapults may not beat cavalry, but you can still do a lot of damage to a stack with enough of them.
373) Not every city can occupy an ideal location. Some cities can be placed to acquire resources or make use of marginal terrain. Keep an eye on your cities’ maintenance costs, so that you do not expand too quickly only to stifle your economy.
374) Don’t always promote a unit as soon as it is possible. It may be wise to wait and see what kinds of units your opponent has before using up a promotion. Also, wounded units heal some damage when a promotion is used.
375) An unescorted settler, galleon, or transport are all huge risks – make sure you are willing to take them!
376) Barbarians can appear anywhere a tile is obscured by fog of war, so never assume a tile you can’t see is safe, even if you checked it the turn before!
377) Check the foreign advisor often – knowing what your friends (and foes) can offer in trade is valuable information.
378) Be careful in signing Open Border agreements – make sure your “friend” isn’t mapping out your land for sale to the highest bidder!
379) Don’t neglect your empire’s culture – walls and castles will only work until gunpowder, but a high cultural influence boosts defense for all eras.
380) If you find a valuable resource that is too far away for you to use, it may still be smart to keep a unit on top of it, if only to find out who eventually is going to control it.
381) Don’t neglect cottages! They may start small, but once they mature, you’ll be glad you built them.
382) Take advantage of the opportunity to pillage a cottage improvement. The time required to advance each level of growth for a cottage can’t be hurried, and the gold you get for pillaging them is unparalleled.
383) When trying to capture a mature city, bring plenty of siege weapons. You’ll want to bombard the defenses and to soften the defenders.
384) Don’t be afraid to attack with ranged units – archers and longbows may not be the best offensive units, but properly promoted, they can do a respectable job.
385) The Flanking promotion only works when you attack – so it may help to leave these units a movement point to run away if they withdraw from an attack.
386) Consider keeping one unit with the Medic promotion in every large stack – the bonus isn’t cumulative, but it can make the difference in keeping an advance going.
387) Never bring a sword to a gunfight.
388) Watch for announcements about religions being founded and wonders being completed – this can give you a hint as to how advanced your foes may be.
389) If you choose to have a state religion, work diligently to spread it to all your cities. Most religious civics only work in cities where your state religion is present.
390) Open Borders agreements are invitations for your missionaries – spread your state religion quickly and take advantage of the espionage benefits! If your religion spreads widely enough, your neighbors may convert to your faith, which can boost relations.
391) Make sure you need every building your city creates. Cities bringing in no commerce can sometimes skip libraries, just as a city that will never see battle can skip walls and a castle.
392) Remember that you can build only two national wonders per city. Plan ahead: don’t build both the Heroic and National Epics where you will one day want an Ironworks!
393) When facing a tough defender with weak units, bring overwhelming numbers. If your target survives the battle, it will have gained experience and then it will become even more dangerous!
394) Know your opponents’ resources. If you see the Manhattan Project completed, it becomes vital to know who does or does not have the uranium necessary to build nuclear weapons!
395) Oil-based navies are a huge step up from coal-powered ironclads. If you are the first to build Destroyers, use them to prevent rivals from obtaining sea-based oil resources; protect your advantage as long as possible!
396) A city’s population growth is halted while training settlers and workers. It may be better in some cases to let a city grow before training these units.
397) Wars are rarely won in a day. If you lack the force to capture enemy cities, consider pillaging the countryside instead. You may lure your opponent’s units out of their strongholds. Even if not, a war of attrition may lead to economic advantage, and ultimately to your victory.
398) Never fight a land war in Asia.
399) Snacks are good in moderation.
400) Grains, Livestock, and Seafood not only provide resources, but also rich yields to the local city. Cities planted near two or more of these food sources will grow quickly!
401) Scout your region! Discover what types of resources you have nearby and plan your research paths to enable you to hook up these resources sooner rather than later.
402) If your enemy is too strong to tackle in the field, hide behind your city walls and buy time. Build unit types and choose promotions that will best counter the forces aligned against you.
403) Bigger is not always better. Overexpansion can stifle your economy and your research, even while it adds to your population and production.
404) A civilization without currency cannot build a specialized economy nor support a growing empire.
405) Wonders of the World not only provide unique benefits, they also inspire your populace. More great people will appear in cities that build ancient wonders or multiple great wonders.
406) There are many ways to make your people happy: with religion, with luxurious resources, with city improvements, with civics, with culture rate. If you lack opportunities in some areas, focus your attention on the others. Avoid having Angry citizens whenever possible!
407) Don’t neglect your navy! Especially in the late game. Controlling the seas can provide a decisive advantage.
408) Don’t neglect your air force! In the final analysis, the only way to stop enemy air attacks is to control the skies yourself. (If you lack for Oil, you may be in serious danger!)
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