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    - Agricultural: Two extra food points in city center tile. Starting tech: Farming.
    - Commercial: Two extra wealth points in city center tile. Starting tech: Gathering.
    - Cultural: Two extra culture points in the city center tile. Starting tech: Fishing.
    - Expansionist: Settler, Scout and Seafaring units built 25% faster. Starting tech:Domestication.
    - Industrious: Two extra production points in the city center tile. Starting tech: Minning.
    - Militaristic: Infantry and Defensive units built 25% faster. Starting tech: Hunting.
    - Religious: Wonders built 25% faster. Starting tech: Fire.
    - Scientific: Two extra science points in the city center tile. Starting tech: The Wheel.

     

 
  Settler Efficiency Hurry Method Waste
Despotism No influence Doesn't Allow 50%
Confederation No influence Paid Labor 50%
Dictadorship 50% more Sacrifice Population 50%
Empire 50% more Paid Labor 25%
Monarchy No influence Sacrifice Population 25%
Republic No influence Paid Labor 0%
Theocracy 50% less Sacrifice Population 0%
 
  

     

        Civilizations based in the same ancient economic system have
NEGATIVE relationship bonus.
 
Domesticating Farming Fishing
Gathering Hunting Minning
Slavering Trading  
 
  

 

     
  The cultural group division doesn't effect the game rules.
PS: the pink ground becomes invisible in game ;)
  Africa  

Americas

 
             
  Asia   Europe  
             
  Near East