

Great Scientist: Can add a +50% bonus to a city's science output permanently, or they can be used to finish researching your current technology you're working on.
#SID MIERS CIVILIZATION REVOLUTION CHEATS PLUS#
A nice plus for anyone who happens to own this DLC pack. SETI (The Mythic Pack DLC): The space station will travel to Alpha Centauri faster. Since it's more useful, building it to prevent someone else from getting it is more important than with the Apollo Program. This wonder is more useful than the Apollo Program because it doesn't require you to get almost all technologies to build it. Grants the builder a technology they have not researched. It's still good to prevent other civs from building this wonder for themselves. This wonder is almost never going to be worth it, since researching Space Flight basically means you've already researched most other techs. Grants the builder all technologies they have not researched. This is a crazy buff to science, especially if you have lots of cities.Īpollo Program: Requires Space Flight. This is particularly useful to an Egyptian civilization who starts with the Colossus.Įiffel Tower (The Eternal Pack DLC): All buildings produce +1 science. University of Sankore (The Eternal Pack DLC): Desert tiles provide an extra +1 trade yield. Increases trade (which you'll be gearing towards science) by +1 per tile until the wonder has been obsoleted when any civ researches Flight. Increases a city's population by +50%, which is good for using more tiles and settling more cities.Įast India Company: Requires Navigation. Hanging Gardens of Babylon: Requires Pottery. Prevents any civilization from declaring war on you (all currently at war with you will declare peace) until the wonder is obsoleted when any civ researches Engineering. The Greeks start the game in a democracy. Important for any victory because it allows you to switch to any type of government (you want democracy) until the wonder has been obsoleted when any civ researches Monarchy. Great Pyramid: Requires Ceremonial Burial. In my experience, this wonder has never been of use since I'm generally in a science lead when I own this wonder, but it's crucial that you build this wonder so no other civilization can have it and benefit off of you if you're in the lead. This will continue to occur until this wonder has been obsoleted by any civ researching University. Grants the civilization who owns it one technology (per turn) if the technology in question has already been researched by two other civilizations. Great Library of Alexandria: Requires Writing. Doubles trade (which you'll be gearing towards science) until the wonder has been obsoleted when any civ researches Invention. WondersĬolossus of Rhodes: Requires Bronze Working. SS Habitation: One of the four required buildings to win a technology victory. SS Life Support: One of the four required buildings to win a technology victory. SS Propulsion: One of the four required buildings to win a technology victory. SS Fuel: One of the four required buildings to win a technology victory. Requires the University technology and replaces the library. University: Quadruples your science production. Is required to build a university in a city. Requires the Alphabet technology, which China is very close to at the start of the game. Library: Doubles your science production. This should not only increase science, but it'll keep you out of some trouble.

Governmentsĭemocracy: Increases science and gold production by +50% and favors peace over war. Note: The Aztecs' temples produce +3 science starting in the Medieval Era, but this is going to be negligible unless they have a numerous amount of cities with temples.
