Navigate the Civilization V tech tree! This guide breaks down the Industrial, Modern, and Future Eras, detailing worker improvements like Farms, Camps, and Fishing Boats.
Alright, let's dive into Part 113 of our Civilization V guide. This section is all about the tech tree and how you improve your tiles. Think of it like building out your empire's infrastructure, making sure every piece of land works for you.
There are two main ways you'll be improving tiles. First, you've got your standard Worker Improvements. These are the bread and butter of making your tiles more productive, like getting more food from a Farm or resources from a Camp. You'll need the right technology unlocked before your workers can build them, and sometimes you'll even need special worker boats for improvements out on the water.
The second way is a bit more advanced: Great People Improvements. These are special tiles that can only be built by sacrificing one of your Great People – a Scientist, General, Merchant, Artist, or Engineer. It's a big decision, but these improvements can offer some pretty sweet bonuses.
Generally, if a Worker Improvement doesn't give you a direct tile bonus, its main purpose is to improve specific resources. It's all about maximizing what you get out of the land.
Worker Improvements
Let's break down some of the common Worker Improvements you'll be building:
- Camp
- Required Tech: Trapping
- Tile Bonus: None
- Improves: Deer, Furs, Ivory
- Built On: Forests, Hills, Plains, Tundra
- Farm
- Required Tech: Agriculture
- Tile Bonus: +1 Food
- Improves: Wheat
- Built On: Desert, Grasslands, Plains
- Fishing Boats
- Required Tech: Sailing
- Tile Bonus: None
- Improves: Fish, Pearls, Whales
- Built On: Coast
- Fort
- Required Tech: Engineering
- Tile Bonus: Defensive Bonus for Combat
- Improves: None
- Built On: Any tile (except water)
Tech Tree Overview
This next part shows the flow of technologies, which is super important for knowing what you can build and when. It's broken down by era:
Industrial Era Technologies
- Chivalry
- Economics
- Machinery
- Printing Press
- Physics
- Steel
- Gunpowder
- Metallurgy
- Chemistry
- Fertilizer
- Rifling
- Dynamite
- Steam Power
- Replaceable Parts
- Flight
- Railroad
- Combustion
Modern Era Technologies
- Economics (Leads to Military, Science)
- Military (Leads to Steam Power)
- Science (Leads to Chemistry)
- Steam Power (Leads to Replaceable Parts, Railroad)
- Replaceable Parts (Leads to Flight)
- Flight (Leads to Radar)
- Railroad (Leads to Combustion)
- Combustion (Leads to Lasers, Atomic Theory)
- Fertilizer (Leads to Dynamite)
- Rifling (Leads to Dynamite)
- Dynamite
- Archaeology
- Scientific Theory
- Biology
- Electricity
- Telegraph
- Radio
- Military Science
- Plastics
- Refrigeration
- Penicillin
- Mass Media
- Electronics
- Computers
- Robotics
- Lasers
- Atomic Theory
Future Era Technologies
- Refrigeration (Leads to Plastics, Penicillin)
- Plastics (Leads to Ecology, Globalization)
- Penicillin (Leads to Ecology)
- Ecology (Leads to Globalization)
- Globalization (Leads to Robotics, Satellites, Stealth, Nuclear Fusion)
- Telegraph (Leads to Electronics)
- Electronics (Leads to Computers)
- Computers (Leads to Robotics)
- Robotics (Leads to Particle Physics)
- Radio (Leads to Mass Media)
- Mass Media (Leads to Computers)
- Flight (Leads to Radar)
- Radar (Leads to Rocketry)
- Rocketry (Leads to Satellites)
- Satellites (Leads to Particle Physics, Nuclear Fusion)
- Combustion (Leads to Lasers)
- Lasers (Leads to Stealth, Atomic Theory)
- Atomic Theory (Leads to Nuclear Fusion)
- Nuclear Fusion
- Stealth
- Advanced Ballistics
- Particle Physics
- Nanotechnology
- Future Tech
- Nuclear Fusion (Leads to Advanced Ballistics)
Understanding this tech tree is key to planning your game. You'll want to prioritize techs that unlock the improvements and units you need for your strategy. Happy researching!
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