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Previewing DyP 2.02x - Basic version (540 turns)

Advances

[ ::General Settings::::Races::Advances::Units::Resources::Improvements/Wonders::Governments:: ]

Preview courtesy of GIDustin & Civ3files.com
 ADVANCEERACOST
STATS
AlphabetAncient Times30Leads to Caste System, Mathematics, Urbanization, and Writing
AristocracyAncient Times80Requires Dynasticism, Leads to The Republic, and Vassalage
Boat BuildingAncient Times30Leads to Sailing
Bronze WorkingAncient Times40Requires Mining, Leads to Iron Working
Caste SystemAncient Times60Requires Alphabet, Ceremonial Burial, Farming, and Warrior Code, Leads to Dynasticism, Iron Working, Mysticism, and Tactics
Ceremonial BurialAncient Times30Leads to Caste System
ChivalryAncient Times510Requires Feudalism, and Theology
Code of LawsAncient Times90Requires Dynasticism, Leads to Democracy, and The Republic
ConstructionAncient Times170Requires Dynasticism, and Iron Working, Leads to Feudalism
Crop RotationAncient Times470Requires Feudalism
CurrencyAncient Times140Requires Trade, Leads to Feudalism
DomesticationAncient Times60Requires The Wheel, Leads to Dynasticism, and Weaving
DramaAncient Times150Requires Literature, and Polytheism
DynasticismAncient Times110Requires Caste System, Urbanization, Writing, and Domestication, Leads to Aristocracy, Code of Laws, Construction, Riding, Literature, Philosophy, Polytheism, and Trade
DemocracyAncient Times220Requires Code of Laws, and Philosophy
Elephant TrainingAncient Times190Requires Polytheism
FarmingAncient Times30Leads to Caste System, and Pottery
FeudalismAncient Times390Requires Construction, Currency, Stirrup, and Vassalage, Leads to Chivalry, Crop Rotation, and Fundamentalism
FundamentalismAncient Times390Requires Feudalism, and Theology
RidingAncient Times90Requires Dynasticism, Leads to Stirrup
Iron WorkingAncient Times90Requires Bronze Working, and Caste System, Leads to Construction, Stirrup, and Vassalage
LiteratureAncient Times90Requires Dynasticism, Leads to Drama
Map MakingAncient Times80Requires Writing, Leads to Sailing, and Tactics
MasonryAncient Times30Leads to Mathematics, and Urbanization
MathematicsAncient Times70Requires Alphabet, and Masonry, Leads to Trade
MiningAncient Times30Leads to Bronze Working, and Urbanization
MonotheismAncient Times210Requires Polytheism, Leads to Theology
MysticismAncient Times80Requires Caste System, Leads to Polytheism
PhilosophyAncient Times70Requires Dynasticism, Leads to Democracy
PolytheismAncient Times100Requires Dynasticism, and Mysticism, Leads to Drama, Elephant Training, and Monotheism
PotteryAncient Times40Requires Farming, Leads to Seafaring
The RepublicAncient Times220Requires Aristocracy, and Code of Laws
SailingAncient Times90Requires Boat Building, and Map Making, Leads to Seafaring
SeafaringAncient Times210Requires Sailing, and Pottery
SlaveryAncient Times40Requires Warrior Code
StirrupAncient Times320Requires Riding, Iron Working, and Tactics, Leads to Feudalism
TacticsAncient Times140Requires Caste System, and Map Making, Leads to Stirrup
TheologyAncient Times290Requires Monotheism, Leads to Chivalry, and Fundamentalism
TradeAncient Times110Requires Dynasticism, and Mathematics, Leads to Currency
UrbanizationAncient Times60Requires Alphabet, Masonry, Mining, and The Wheel, Leads to Dynasticism
VassalageAncient Times290Requires Aristocracy, and Iron Working, Leads to Feudalism
Warrior CodeAncient Times30Leads to Caste System, and Slavery
WeavingAncient Times80Requires Domestication
The WheelAncient Times30Leads to Domestication, and Urbanization
WritingAncient Times70Requires Alphabet, Leads to Dynasticism, and Map Making
AlchemyMiddle Ages560Leads to Gunpowder, and Scientific Method
ArchitectureMiddle Ages590Requires Engineering, and Scholasticism, Leads to Perspective
Army TacticsMiddle Ages870Requires Gunpowder, and Strategy, Leads to Matchlock
AstronomyMiddle Ages560Leads to Navigation, and Scientific Method
BankingMiddle Ages630Requires Usury, Leads to Mercantilism
Bridge BuildingMiddle Ages590Requires Engineering
Cavalry TacticsMiddle Ages1480Requires Leadership, Leads to Grand Strategy
ClockworksMiddle Ages840Requires Invention, Leads to Ship Building
ConstitutionalismMiddle Ages1150Requires Social Contract, Leads to Modern Legal System
AbsolutismMiddle Ages1010Requires Education, and Matchlock, Leads to Humanism, Juris Prudence, Leadership, and Mercantilism
EconomicsMiddle Ages1150Requires Mercantilism
EducationMiddle Ages680Requires Invention, and Scientific Method, Leads to Absolutism, Music Theory, Physics, and Printing Press
EngineeringMiddle Ages600Leads to Architecture, Bridge Building, and Invention
FederalismMiddle Ages1150Requires Social Contract, Leads to Modern Legal System
FlintlockMiddle Ages1480Requires Leadership, Leads to Grand Strategy
Free ArtistryMiddle Ages1030Requires Humanism
Grand StrategyMiddle Ages1380Requires Cavalry Tactics, and Flintlock, Leads to Military Tradition
Grand WarMiddle Ages1380Requires Naval Tactics, Leads to Military Tradition
GuildsMiddle Ages580Leads to Invention
GunpowderMiddle Ages790Requires Alchemy, Leads to Army Tactics
HumanismMiddle Ages1010Requires Absolutism, and Printing Press, Leads to Free Artistry, and Social Contract
InventionMiddle Ages680Requires Guilds, and Engineering, Leads to Clockworks, Education, and Matchlock
Juris PrudenceMiddle Ages990Requires Absolutism, Leads to Social Contract
LeadershipMiddle Ages1380Requires Absolutism, and Metallurgy, Leads to Cavalry Tactics, and Flintlock
MagnetismMiddle Ages1010Requires Navigation, and Physics, Leads to Mercantilism, and Naval Cannon
MatchlockMiddle Ages1010Requires Army Tactics, and Invention, Leads to Absolutism, and Metallurgy
MercantilismMiddle Ages1130Requires Banking, Absolutism, and Magnetism, Leads to Economics
MetallurgyMiddle Ages1180Requires Matchlock, Leads to Leadership
Military TraditionMiddle Ages1570Requires Grand Strategy, and Grand War
Modern Legal SystemMiddle Ages1380Requires Federalism, and Constitutionalism
Music TheoryMiddle Ages760Requires Education
Naval CannonMiddle Ages1130Requires Magnetism, Leads to Ship Building
Naval TacticsMiddle Ages1280Requires Ship Building, Leads to Grand War
NavigationMiddle Ages790Requires Astronomy, Leads to Magnetism
Newtonian SynthesisMiddle Ages990Requires Physics
PerspectiveMiddle Ages820Requires Architecture
PhysicsMiddle Ages910Requires Education, Leads to Magnetism, and Newtonian Synthesis
Printing PressMiddle Ages990Requires Education, Leads to Humanism
ScholasticismMiddle Ages560Leads to Architecture, and Scientific Method
Scientific MethodMiddle Ages740Requires Alchemy, Astronomy, and Scholasticism, Leads to Education
Ship BuildingMiddle Ages1150Requires Clockworks, and Naval Cannon, Leads to Naval Tactics
Social ContractMiddle Ages1080Requires Humanism, and Juris Prudence, Leads to Constitutionalism, and Federalism
StrategyMiddle Ages580Leads to Army Tactics
UsuryMiddle Ages560Leads to Banking
Advanced MetallurgyIndustrial Ages3430Requires Mass Production
Amusement ParkIndustrial Ages2000Requires City Planning
Atomic TheoryIndustrial Ages1980Requires Electricity, Leads to Thermodynamics
Automatic WeaponsIndustrial Ages3330Requires Communism, and Fascism, Leads to Tank Warfare
City PlanningIndustrial Ages2240Requires Steel, and Sanitation, Leads to Amusement Park, and Compulsory Education
CombustionIndustrial Ages2960Requires High Explosives, Refining, and Steel, Leads to Flight, and Mass Production
CommunismIndustrial Ages3110Requires Totalitarianism, and Unionization, Leads to Automatic Weapons, and Democratic Socialism
Compulsory EducationIndustrial Ages2430Requires City Planning, and Thermodynamics
Democratic SocialismIndustrial Ages2580Requires Communism, Motion Pictures, and Theory of Relativity
ElectricityIndustrial Ages1950Requires Steam Power, Leads to Atomic Theory, Replaceable Parts, and The Corporation
EmancipationIndustrial Ages1720Requires Socialism
EspionageIndustrial Ages1900Requires Industrialization
FascismIndustrial Ages3110Requires Mass Production, and Totalitarianism, Leads to Automatic Weapons
FlightIndustrial Ages2750Requires Combustion, and Thermodynamics, Leads to Theory of Relativity
High ExplosivesIndustrial Ages2590Requires Steam Engine, Leads to Combustion
IndustrializationIndustrial Ages2010Requires Nationalism, and Steam Power, Leads to Espionage, Replaceable Parts, Sanitation, Steam Engine, Steel, and The Corporation
MarxismIndustrial Ages1850Requires The Corporation, and Socialism, Leads to Unionization
Mass ProductionIndustrial Ages2690Requires Combustion, Replaceable Parts, and Screw Propeller, Leads to Advanced Metallurgy, Fascism, and Motorized Transportation
MedicineIndustrial Ages1690Leads to Sanitation
Motion PicturesIndustrial Ages1910Requires Totalitarianism, Leads to Democratic Socialism
Motorized TransportationIndustrial Ages3270Requires Mass Production, Leads to Submarine Warfare, and Tank Warfare
NationalismIndustrial Ages1720Leads to Industrialization, and Social Darwinism
PsychologyIndustrial Ages2240Requires The Corporation, and Socialism, Leads to Realpolitik
RealpolitikIndustrial Ages2890Requires Psychology, and Repeating Rifle, Leads to Totalitarianism
RefiningIndustrial Ages3200Requires The Corporation, Leads to Combustion
RefrigerationIndustrial Ages2220Requires The Corporation
Repeating RifleIndustrial Ages2710Requires Replaceable Parts, Leads to Realpolitik
Replaceable PartsIndustrial Ages2300Requires Electricity, and Industrialization, Leads to Mass Production, and Repeating Rifle
SanitationIndustrial Ages2010Requires Industrialization, and Medicine, Leads to City Planning
Screw PropellerIndustrial Ages2170Requires Steam Engine, Leads to Mass Production
Social DarwinismIndustrial Ages1900Requires Nationalism, and Theory Of Evolution, Leads to Socialism, and The Corporation
SocialismIndustrial Ages2010Requires Social Darwinism, Leads to Emancipation, Marxism, and Psychology
Steam EngineIndustrial Ages2240Requires Industrialization, Leads to High Explosives, and Screw Propeller
Steam PowerIndustrial Ages1830Leads to Electricity, and Industrialization
SteelIndustrial Ages2160Requires Industrialization, Leads to City Planning, and Combustion
Submarine WarfareIndustrial Ages3260Requires Motorized Transportation
Tank WarfareIndustrial Ages2340Requires Automatic Weapons, and Motorized Transportation
TelephoneIndustrial Ages2270Requires The Corporation
The CorporationIndustrial Ages2390Requires Industrialization, Social Darwinism, and Electricity, Leads to Marxism, Psychology, Refining, Refrigeration, and Telephone
Theory Of EvolutionIndustrial Ages1770Leads to Social Darwinism
Theory of RelativityIndustrial Ages2390Requires Flight, Leads to Democratic Socialism
ThermodynamicsIndustrial Ages2220Requires Atomic Theory, Leads to Compulsory Education, and Flight
TotalitarianismIndustrial Ages2620Requires Realpolitik, Leads to Communism, Fascism, and Motion Pictures
UnionizationIndustrial Ages2210Requires Marxism, Leads to Communism
Advanced CompositesModern Times5020Requires Super Sonic Flight, Leads to Stealth
Advanced FlightModern Times4210Requires Aviation, and Electronics, Leads to Jet Propulsion, Rocketry, and Vertical Flight
Advanced TacticsModern Times4860Requires Synthetic Fibers, and Vertical Flight, Leads to Combined Arms
Advanced WarfareModern Times5280Requires Combined Arms, Genetics, Integrated Defense, and Stealth
Amphibious WarfareModern Times3960Requires Guerrilla Warfare, Leads to Naval Aviation
AviationModern Times3720Requires Radio, Leads to Advanced Flight, and Naval Aviation
Civil LibertiesModern Times3640Requires Guerrilla Warfare
Combined ArmsModern Times5130Requires Advanced Tactics, and Guided Weapons, Leads to Advanced Warfare
ComputersModern Times4210Requires Electronics, and Miniaturization, Leads to Data Encryption, Nuclear Power, and Space Flight
Data EncryptionModern Times4310Requires Computers, and Game Theory, Leads to E-Commerce, and Guided Weapons
EcologyModern Times3390Leads to Pesticides, and Plastics
E-CommerceModern Times4910Requires Data Encryption, and Fiber Optics
ElectronicsModern Times4140Requires Radar, Leads to Advanced Flight, and Computers
Fiber OpticsModern Times4660Requires The Laser, and Mass Media, Leads to E-Commerce
FissionModern Times4270Requires Quantum Physics, Leads to Game Theory, and Nuclear Power
Game TheoryModern Times4140Requires Fission, Leads to Data Encryption
GeneticsModern Times4770Requires The Laser, Leads to Advanced Warfare
Guerrilla WarfareModern Times3460Leads to Amphibious Warfare, and Civil Liberties
Guided WeaponsModern Times4950Requires Data Encryption, and The Laser, Leads to Combined Arms, and Integrated Defense
Integrated DefenseModern Times5130Requires Guided Weapons, Robotics, Satellites, and Superconductor, Leads to Advanced Warfare
Jet PropulsionModern Times4380Requires Advanced Flight, and Rocketry, Leads to Super Sonic Flight
Legalized GamblingModern Times3240Requires Machine Tools, and Radio
Machine ToolsModern Times3460Leads to Legalized Gambling, Miniaturization, and Mobile Warfare
Mass MediaModern Times4320Requires Nuclear Power, Leads to Fiber Optics
MiniaturizationModern Times3640Requires Machine Tools, Leads to Computers, and Rocketry
Mobile WarfareModern Times3800Requires Machine Tools, Leads to Synthetic Fibers
Naval AviationModern Times3980Requires Amphibious Warfare, and Aviation, Leads to Vertical Flight
Nuclear PowerModern Times4650Requires Computers, and Fission, Leads to Mass Media, and The Laser
PesticidesModern Times3530Requires Ecology
PlasticsModern Times3640Requires Ecology, Leads to Recycling, and Space Flight
Quantum PhysicsModern Times3390Leads to Fission
RadarModern Times3800Requires Radio, Leads to Electronics
RadioModern Times3540Leads to Aviation, Legalized Gambling, and Radar
RecyclingModern Times3930Requires Plastics
RoboticsModern Times4970Requires The Laser, Leads to Integrated Defense
RocketryModern Times4140Requires Miniaturization, and Advanced Flight, Leads to Jet Propulsion, and Space Flight
SatellitesModern Times4450Requires Space Flight, Leads to Integrated Defense
Space FlightModern Times4650Requires Computers, Plastics, and Rocketry, Leads to Satellites, Super Sonic Flight, Superconductor, and Synthetic Fibers
StealthModern Times5130Requires Advanced Composites, and Synthetic Fibers, Leads to Advanced Warfare
Super Sonic FlightModern Times5000Requires Jet Propulsion, and Space Flight, Leads to Advanced Composites
SuperconductorModern Times4520Requires Space Flight, Leads to Integrated Defense
Synthetic FibersModern Times4600Requires Mobile Warfare, and Space Flight, Leads to Advanced Tactics, and Stealth
The LaserModern Times4880Requires Nuclear Power, Leads to Fiber Optics, Genetics, Guided Weapons, and Robotics
Vertical FlightModern Times4150Requires Advanced Flight, and Naval Aviation, Leads to Advanced Tactics
TaxesEra None0 
Natural CuriousityEra None0 
UnavailableEra None0 
Being RomanEra None0 
Being EgyptianEra None0 
Being GreekEra None0 
Being BabylonianEra None0 
Being GermanEra None0 
Being RussianEra None0 
Being ChineseEra None0 
Being AmericanEra None0 
Being JapaneseEra None0 
Being FrenchEra None0 
Being IndianEra None0 
Being PersianEra None0 
Being AztecEra None0 
Being ZuluEra None0 
Being IroquoisEra None0 
Being EnglishEra None0 
Being MongolianEra None0 
Being SpanishEra None0 
Being VikingEra None0 
Being OttomanEra None0 
Being CelticEra None0 
Being ArabEra None0 
Being CarthaginianEra None0 
Being KoreanEra None0 
Being EthiopianEra None0 
Being IncaEra None0 
Being MalineseEra None0 
Being PolynesianEra None0 
Being SiameseEra None0 
Being SiouxEra None0 
Being TibetanEra None0 




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