| Age of Piracy Civilopedia | ||||||||||||
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| Civilization Advances | ||||||||||||
| Alternating Current | ||||||||||||
| A more complex form of electricity.
Requires: none (Steel Era) |
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| Art | ||||||||||||
| Formalized art.
Requires: Fine Arts |
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| Banking | ||||||||||||
| Allows a city to convert its production into
wealth. Eight shields convert to one gold. Requires:
none (Colonial Era) |
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| Breechloading Weapons | ||||||||||||
| Shell cartridges carry their own powder
charge and are easier to load. Rate of fire is superior to flintlock
weapons. Requires: Precision Tools,
Explosives |
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| Catholicism | ||||||||||||
| The free starter tech given to Catholic
civilizations (Spain, France, and Portugal). Cannot be traded.
Requires: none (Colonial Era) |
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| Chemistry | ||||||||||||
| Study of chemical processes.
Requires: none (Steam Era) |
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| Church Politics | ||||||||||||
| Allows the Papal Favor wonder. Available only
to Catholic civilizations (Spain, France, and Portugal). Cannot be traded.
Requires: Catholicism, Theology |
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| Church Reform | ||||||||||||
| Allows the Reformation small wonder.
Available only to Protestant civilizations (England, The Netherlands, and
America). Cannot be traded. Requires: Protestantism, Theology |
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| Commercial Whaling | ||||||||||||
| Reveals sea squares that contain whales.
Requires: Steam Power |
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| Composite Construction | ||||||||||||
| A new method of ship construction combining
wood and iron. Requires: Steam Power |
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| Drama | ||||||||||||
| The study and practice of theater.
Requires: Fine Arts |
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| Ductile Casting | ||||||||||||
| This process yields less brittle and more
durable iron. Requires: Metallurgy |
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| Economics | ||||||||||||
| Doubles the effect of wealth. Four shields
now convert to one gold. Requires: none (Steam Era) |
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| Education | ||||||||||||
| Formal academic training.
Requires: none (Colonial Era) |
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| Electromagnetism | ||||||||||||
| Creation of primitive forms of electricity.
Requires: none (steam Era) |
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| Engineering | ||||||||||||
| Creates windmills in areas with consistent
wind patterns. Windmills yield a production bonus. Roads now bridge rivers.
Allows laborers to clear pollution.
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| Espionage | ||||||||||||
| Available only to Political civilizations
(England, France). Allows an Intelligence Service where and you can conduct
espionage missions. Cannot be traded.
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| Explosives | ||||||||||||
| Mastery of powerful explosive forces and the
mechanisms to control and contain them. Requires:
Chemistry |
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| Fine Arts | ||||||||||||
| Opens up a number of cultural options for a
civilization to pursue. Requires:
Printing |
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| Frame Construction | ||||||||||||
| A new method of shipbuilding that
incorporates steel. Requires: Steel |
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| Hydrodynamics | ||||||||||||
| Study of fluid mechanics and its naval
applications. Requires: Chemistry |
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| Imperialism | ||||||||||||
| Allows conscription for cities with a
population of 7 or above. Allows military alliances. Requires: none
(Colonial Era) |
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| International Trade | ||||||||||||
| Allows increased trade between countries.
Requires: Stock Trading |
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| Maritime Trade | ||||||||||||
| Establishes sea lanes and trade routes
supported by a finely-tuned logistical infrastructure.
Requires: Economics |
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| Mechanized Agriculture | ||||||||||||
| Allows irrigation without fresh water.
Doubles the work rate of Slaves, Laborers, and Engineers.
Requires: Steam Power |
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| Medicine | ||||||||||||
| Cures diseases created by marshes and flood
plains (but not jungles). Requires: none |
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| Metallurgy | ||||||||||||
| Reveals terrain containing iron
and saltpeter. Requires: Education |
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| Mining | ||||||||||||
| Allows workers to create mines. Reveals
terrain containing diamonds and gold. Requires: Engineering |
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| Mission Building | ||||||||||||
| Available only to Catholic civilizations
(Spain, France, Portugal). Cannot be traded.
Requires: Catholicism, Theology |
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| Mounted Arms | ||||||||||||
| Reveals terrain that contains horses.
Requires: Metallurgy |
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| Music | ||||||||||||
| Formalized music.
Requires: Fine Arts |
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| Naval Architecture | ||||||||||||
| The process of building large ships.
Requires: Engineering, Naval Warfare |
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| Naval Leadership | ||||||||||||
| Allows the creation of special ships
representing historic naval leaders. Requires:
Ductile Casting |
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| Naval Superstructures | ||||||||||||
| Allows the creation of extremely large ships.
Requires: Turbine Engine |
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| Naval Warfare | ||||||||||||
| Reveals squares that contain hardwood that
can be used for building large ships. Requires:
Navigation |
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| Navigation | ||||||||||||
| Enables trade over ocean squares between
cities with Trading Ports. Naval units can safely traverse ocean squares.
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| Parliamentary Law | ||||||||||||
| Allows
Constitutional Monarchy, a superior
form of Monarchy. Requires:
Education |
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| Political Ambition | ||||||||||||
| A free starter tech given to political
civilizations (English, French). Allows Espionage and Politics (mutual
protection pacts, trade embargoes, House of Parliament). This technology is
free to political civilizations but is best avoided by non-political
civilizations because it takes too long to research. Requires: none
(Colonial Era) |
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| Politics | ||||||||||||
| Available only to political civilizations
(England, France). Allows mutual protection pacts, trade embargoes, and
House of Parliament. Requires:
Political Ambition,
Parliamentary Law |
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| Precision Tools | ||||||||||||
| Standardization of tools and measurements
allows more complex machinery. Requires: none (Steam
Era) |
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| Printing | ||||||||||||
| Can build Embassies. Embassies allow you to
negotiate right of passage treaties, military alliances (with Imperialism),
investigate friendly cities, and initiate propaganda. Requires: none
(Discovery Era) |
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| Privateering | ||||||||||||
| Introduces new ship types and a whole new way
of handling warfare and global politics. Allows the
Naval Empire form of
government. Requires:
Ductile Casting |
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| Protestantism | ||||||||||||
| The free starter tech given to Protestant
civilizations (England, The Netherlands, and America). Cannot be traded.
Requires: none (Colonial Era) |
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| Radio | ||||||||||||
| An advanced, wireless communication system
with limited range. Requires:
Telephony |
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| Railroads | ||||||||||||
| Enables workers to build railroad tracks
(requires iron and coal). Requires:
Steam Power |
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| Rehabilitation | ||||||||||||
| Prison technology. Requires: none
(Steam Era) |
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| Representation | ||||||||||||
| Enables Republic and allows mobilization. Requires: none
(Steam Era) |
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| Seafaring | ||||||||||||
| Reveals sea squares that contain fish and
deepwater. Requires: none (Discovery Era) |
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| Special Artillery | ||||||||||||
| Specialized uses for artillery.
Requires: Ductile Casting |
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| Steam Power | ||||||||||||
| Reveals coal on the map.
Requires: Precision Tools,
Explosives |
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| Steel | ||||||||||||
| Allows the creation of steel tools and
machinery. A dramatic improvement over iron. Requires: none
(Steel Era) |
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| Steel Casting | ||||||||||||
| Allows the creation of molded steel weapons
of high strength. Requires: Steel |
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| Stock Trading | ||||||||||||
| Distributes ownership of companies to the
mass public. Requires: none (Steel Era) |
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| Telegraphy | ||||||||||||
| Early, wire-based electromagnetic
communication using Morse Code. Requires:
Electromagnetism |
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| Telephony | ||||||||||||
| An advanced communication system requiring
wires. Requires:
Alternating Current |
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| Theology | ||||||||||||
| The organized study of religion. Requires: none
(Colonial Era) |
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| Turbine Engine | ||||||||||||
| A new and highly effective method of powering
vessels. Requires:
Frame Construction, Steel Casting |
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