Version 16 Sep 4, 10 406K on a Palm Centro |
(Changelog/Screenshots) |
Then came Pocket Civ!
Tech | Requires | Allows |
None | None | Militia, Settlers |
Alphabet | None | Nothing |
Bronze Working | None | Phalanx |
Ceremonial Burial | None | Nothing |
Horseback Riding | None | Cavalry |
Masonry | None | City Walls |
Pottery | None | Granary |
The Wheel | None | Chariot |
Automobile | Combustion, The Wheel | Armour |
Banking | Trade, Writing | Bank |
Bridge Building | Iron Working, Construction | roads over rivers |
Tech | Requires | Allows |
Chivalry | Horseback Riding, Feudalism | Knight |
Code of Laws | Pottery | Nothing |
Combustion | Refining, Metallurgy | Nothing |
Conscription | Gunpowder, University | Riflemen |
Construction | Masonry, Bronze Working | Aqueduct |
Currency | Bronze | Marketplace |
Electronics | Metallurgy, Ceremonial Burial | Hydro Plant |
Feudalism | Monarchy, Masonry | Nothing |
Gunpowder | Bridge Building, Pottery | Musketeers |
Industrialization | Mathematics, The Wheel | Factory |
Iron Working | Bronze Working | Legion |
Labor Union | Automobile, Writing | Mech Inf |
Tech | Requires | Allows |
Mathematics | Alphabet, Masonry | Catapult |
Metallurgy | Gunpowder, University | Cannon |
Monarchy | Code of Laws, Ceremonial Burial | Monarchy |
Nuclear Power | Electronics, Automobile | Nuclear Plant |
Refining | University, The Wheel | Coal Plant |
Robotics | Electronics, Refining | Mfg. Plant, Artillery |
Trade | Currency, Code of Laws | Caravan |
University | Mathematics, Writing | University |
Writing | Alphabet | Library |
The defense multiplier is simply the best type of fortification available to that unit. So fortifying a unit behind city walls has no effect.
Most units have a fair chance of winning, even against modern units. For example, consider an ancient Chariot attacking the best defensive unit in the game - a MechInf:
The Chariot has a 4 / (4 + 6) = 40% chance of winning!
D is multiplied by fortification and terrain type.
So if that same MechInf is placed in a city that was built on a river (1.5x), and has city walls (a further 3x), then its effective defense becomes 6 * 1.5 * 3 = 27.
Then the Chariot has only a 4 / (4 + 27) = 13% chance of winning.
Use Stats/Current Unit within the game to check the A/D/M values of the currently active unit.
When more than one unit is present at the same location, you can pick which unit to activate.
At least one other unit occupies the same square as the Knight
By default, this is taken care of automatically. Auto-placement can be toggled by tapping on the city square in the center of the worker area on the city screen. Placing a worker manually will turn off auto-placement. If you don't like micro-management, just leave it on Auto.
Hint: Build roads to increase trade!
Check the Stats/Civ Stats menu to see whether your civilization is earning or losing gold each turn.
To earn extra gold, raise taxes (Game/Trade Rates), demand tribute during diplomacy, establish trade routes, or sell city improvements. One city improvement may be sold per turn in every city.
Military units require 1 shield. Settlers require 1 shield and 2 food.
Under Despotism and Anarchy, units do not require shields until the number of units exceeds the size of the city. Settlers require only 1 food under these forms of government.
Units are maintained by their home city. Use the Orders menu to change it.
Monarchy allows a civilization to benefit from terrain improvements such as irrigated grassland, but requires shield maintenance for all military units.
To switch between Despotism and Monarchy (once it's discovered), use Game/Revolution. Anarchy occurs for a few years while the citizens are revolting.