Civilization Revolution (original) — Combat & core mechanics (raw capture)
Game: Sid Meier’s Civilization Revolution (2008), the ORIGINAL.
Sources (Tier-1, community): CivFanatics CivRev Info Center + Fandom/StrategyWiki, via WebSearch
summary on 2026-06-22 (GameFAQs HeroicHylian guide and StrategyWiki return 403 to direct fetch).
The MODIFIER STRUCTURE below is well-attested; the exact per-round win-probability is NOT documented
(it’s the hidden part → measure on live CivRev2, with the caveat that CivRev2 may differ).
Provenance:
- https://civfanatics.com/civrev/infocenter/
- https://civilization.fandom.com/wiki/Combat
- https://gamefaqs.gamespot.com/boards/941684-sid-meiers-civilization-revolution/51991192 (Battle Odds thread)
Combat — modifier structure (grounded)
- Each side’s strength = base Attack (attacker) vs base Defense (defender), then modified.
- Veteran/Elite: a non-veteran upgraded to Veteran = +50% combat; a Veteran upgraded to
Elite = +1 Special Ability. (Barracks/Great Leader produce Veterans directly.)
- Stacking rule: all percentage bonuses are summed first, then applied to the base; then
absolute bonuses are added after. (So veteran +50%, terrain +50%, fortify +50%, walls +100%
add into one percentage multiplier.)
- Fortify: ordering Defend = +50% defense; left defending → Heavily Fortified = +100%.
- Terrain defense: Forest +50%, Hills +50% (Hills ALSO grant an offensive bonus); Walls +100%.
- Auto-resolve shortcut: battles at 7:1 odds or greater are automatically won.
- Combat shows odds before the attack (Oracle of Delphi wonder reveals the actual result early).
- Resolution is a hitpoints + “strikes”/rounds system (exact round math undocumented).
Victory conditions (4)
- Domination (military — control/capitalize; Palace required), Technology/Space Race
(Apollo + spaceship), Cultural (United Nations wonder; 20 culture events feed it),
Economic (World Bank wonder; 20,000 gold). Exact thresholds undocumented here.
- City citizens are assigned as Laborers (food) / Vendors (gold) / Traders (trade-science?) / etc.
— the worker-allocation model; exact yields not captured.
- Governments table is embedded in the Info Center (Despotism/Monarchy/Republic/Democracy/
Communism/Fundamentalism) — effects not yet extracted.
- Four Ages with per-civ Age bonuses (see civ table); the advancement trigger is undocumented here.
STILL HIDDEN — measure on live CivRev2 (Tier-2) or find a deeper guide
- Exact combat win-probability for close (sub-7:1) fights — the round/hitpoint resolution.
- City yield math: food→growth thresholds; how “trade” splits into science vs gold; production rules.
- Governments: exact numeric effects.
- Age-advancement trigger; city-count/population MILESTONE bonus thresholds.
- Victory thresholds (culture-event count, domination %).