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Teaser - Advances

General Settings::Civilizations
Resources::Improvements/Wonders::Governments

  ADVANCE ERA COST
STATS
Pottery Ancient Times 60 Leads to Bronze Working, and Sailing
Masonry Ancient Times 40 Leads to Bronze Working
Writing Ancient Times 50 Leads to Code of Laws, Literature, and Mathematics
Bronze Working Ancient Times 40 Requires Masonry, and Pottery, Leads to Iron Working
The Wheel Ancient Times 40 Leads to Riding
Warrior Code Ancient Times 60 Leads to Iron Working, and Mounted Combat
Mysticism Ancient Times 40 Leads to Literature, Monarchy, Greek Polytheism, Egyptian Polytheism, Nordic Cults, Pagan Cults, Mesoamerican Cults, Hinduism, Shinto, Judaism, Confucianism, and Zoroastrianism
Greek Polytheism Ancient Times 160 Requires Mysticism, and Greek Polytheism
Egyptian Polytheism Ancient Times 120 Requires Mysticism, and Egyptian Polytheism
Nordic Cults Ancient Times 160 Requires Mysticism, and Nordic Cults
Pagan Cults Ancient Times 100 Requires Mysticism, and Pagan Cults
Mesoamerican Cults Ancient Times 100 Requires Mysticism, and Mesoamerican Cults
Hinduism Ancient Times 120 Requires Mysticism, and Hinduism
Shinto Ancient Times 160 Requires Mysticism, and Shinto
Judaism Ancient Times 140 Requires Mysticism, and Judaism
Confucianism Ancient Times 160 Requires Mysticism, and Confucianism
Zoroastrianism Ancient Times 140 Requires Mysticism, and Zoroastrianism
Iron Working Ancient Times 100 Requires Bronze Working, and Warrior Code, Leads to Construction
Code of Laws Ancient Times 80 Requires Writing, Leads to Legal System, The Republic, and Monarchy
Literature Ancient Times 80 Requires Writing, and Mysticism, Leads to Philosophy
Monarchy Ancient Times 180 Requires Code of Laws, and Mysticism
Mathematics Ancient Times 140 Requires Writing, Leads to Sailing, Currency, and Construction
Philosophy Ancient Times 120 Requires Literature, Leads to The Republic
Riding Ancient Times 100 Requires The Wheel, Leads to Mounted Combat
Legal System Ancient Times 180 Requires Code of Laws
Sailing Ancient Times 140 Requires Mathematics, and Pottery
Mounted Combat Ancient Times 220 Requires Warrior Code, and Riding
The Republic Ancient Times 180 Requires Code of Laws, and Philosophy
Currency Ancient Times 180 Requires Mathematics
Construction Ancient Times 240 Requires Iron Working, and Mathematics
Fortification Middle Ages 260 Leads to Invention, and Siegecraft
Feudalism Middle Ages 240 Leads to Invention, Chivalry, and Education
Theology Middle Ages 260 Leads to Education, Buddhism, Christianity, Islam, and Jewish Theology
Jewish Theology Middle Ages 240 Requires Theology, and Judaism
Christianity Middle Ages 240 Requires Theology, and Christianity
Islam Middle Ages 220 Requires Theology, and Islam
Buddhism Middle Ages 220 Requires Theology, and Buddhism
Invention Middle Ages 320 Requires Fortification, and Feudalism, Leads to Alchemy
Chivalry Middle Ages 280 Requires Feudalism
Education Middle Ages 340 Requires Theology, and Feudalism, Leads to Printing Press, Banking, and Magnetism
Siegecraft Middle Ages 280 Requires Fortification, Leads to Alchemy
Banking Middle Ages 360 Requires Education, Leads to Mercantilism
Printing Press Middle Ages 340 Requires Education, Leads to Humanism, and Free Artistry
Alchemy Middle Ages 340 Requires Invention, and Siegecraft, Leads to Magnetism, Metallurgy, and Firearms
Magnetism Middle Ages 400 Requires Education, and Alchemy, Leads to Astronomy, and Military Tradition
Humanism Middle Ages 380 Requires Printing Press, Leads to Physics, and Free Artistry
Astronomy Middle Ages 420 Requires Magnetism, Leads to Mercantilism
Metallurgy Middle Ages 480 Requires Alchemy, Leads to Military Tradition
Mercantilism Middle Ages 500 Requires Banking, and Astronomy, Leads to Naval Tactics
Physics Middle Ages 500 Requires Humanism
Firearms Middle Ages 440 Requires Alchemy, Leads to Military Tradition
Free Artistry Middle Ages 380 Requires Humanism, and Printing Press
Military Tradition Middle Ages 480 Requires Firearms, Metallurgy, and Magnetism, Leads to Absolutism, Naval Tactics, and Flintlock
Naval Tactics Middle Ages 500 Requires Military Tradition, and Mercantilism
Flintlock Middle Ages 500 Requires Military Tradition
Absolutism Middle Ages 440 Requires Military Tradition
Enlightenment Industrial Ages 480 Leads to Nationalism, Chemistry, and Democracy
Steam Power Industrial Ages 500 Leads to Industrialization, and Electricity
Economics Industrial Ages 500 Leads to Industrialization
Nationalism Industrial Ages 520 Requires Enlightenment, Leads to Trench Warfare
Industrialization Industrial Ages 520 Requires Steam Power, and Economics, Leads to Steel
Electricity Industrial Ages 520 Requires Steam Power, Leads to Radio
Chemistry Industrial Ages 520 Requires Enlightenment, Leads to Medicine, Radio, and Replaceable Parts
Medicine Industrial Ages 520 Requires Chemistry, Leads to Sanitation
Democracy Industrial Ages 480 Requires Enlightenment, Leads to Marxism
Radio Industrial Ages 540 Requires Chemistry, and Electricity, Leads to Trench Warfare, and Mass Production
Trench Warfare Industrial Ages 560 Requires Replaceable Parts, Nationalism, and Radio, Leads to Totalitarianism
Steel Industrial Ages 540 Requires Industrialization, Leads to Combustion
Sanitation Industrial Ages 480 Requires Medicine
Combustion Industrial Ages 520 Requires Steel, Leads to Mass Production
Replaceable Parts Industrial Ages 540 Requires Chemistry, Leads to Trench Warfare
Marxism Industrial Ages 480 Requires Democracy, Leads to Totalitarianism
Mass Production Industrial Ages 560 Requires Combustion, and Radio, Leads to Flight, and Motorized Transportation
Flight Industrial Ages 560 Requires Mass Production
Totalitarianism Industrial Ages 500 Requires Trench Warfare, and Marxism
Motorized Transportation Industrial Ages 520 Requires Mass Production
Fission Modern Times 560 Leads to Nuclear Power
Advanced Flight Modern Times 560 Leads to Combined Arms
Electronics Modern Times 560 Leads to Rocketry, and Computers
Armored Warfare Modern Times 560 Leads to Combined Arms
Combined Arms Modern Times 560 Requires Armored Warfare, and Advanced Flight, Leads to Rocketry
Nuclear Power Modern Times 580 Requires Fission, and Computers, Leads to Superconductor
Rocketry Modern Times 580 Requires Electronics, and Combined Arms, Leads to Space Flight
Genetics Modern Times 620 Requires Ecology
Computers Modern Times 580 Requires Electronics, Leads to Nuclear Power, Miniaturization, and Globalization
Space Flight Modern Times 600 Requires Rocketry, Leads to Satellites, and Synthetic Fibers
Satellites Modern Times 600 Requires Space Flight, Leads to Integrated Defense
Miniaturization Modern Times 600 Requires Computers, Leads to The Laser, and Robotics
Synthetic Fibers Modern Times 600 Requires Space Flight, Leads to Stealth, and Ecology
Stealth Modern Times 640 Requires Synthetic Fibers
The Laser Modern Times 620 Requires Miniaturization, Leads to Integrated Defense, and Superconductor
Robotics Modern Times 620 Requires Miniaturization
Integrated Defense Modern Times 640 Requires The Laser, and Satellites
Globalization Modern Times 640 Requires Computers
Ecology Modern Times 600 Requires Synthetic Fibers, Leads to Genetics
Superconductor Modern Times 660 Requires The Laser, and Nuclear Power


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