Modes
Heroes & Legends
Industries, Monopolies & Corporations
Secret Societies
Tech and Civic Shuffle Mode
Dramatic Ages
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
Rise and Fall
Historic Moments
Golden and Dark Ages
Dedications
Loyalty
Governors
Alliances
Emergencies
Free Cities
Cities
Introduction
How to Build Cities
Where to Construct Cities
Growth
Food
Housing
Water
Districts
Neighborhoods and Appeal
Buildings
Wonders
The Palace
Citizens
Happiness
Amenity Sources
Specialists
Combat
Introduction
Declaring War
War Weariness
Warmongering
Ending a War
Unit Combat Statistics
Line of Sight
Combat Bonuses
Experience and Promotions
City Combat
Conquering a City
Formations
Pillaging
Faith and Religion
Introduction
Earning Faith
Pantheons
Great Prophets
Founding Your Religion
Religious Units and Pressure
Theological Combat
Diplomacy
Introduction
Diplomacy with Civilizations
Diplomatic Relationships
Trade, Demand, and Discuss
Delegations and Embassies
Open Borders
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Gold, but if time runs out first, there will be a penalty assigned and the target will receive
Gold, instead.
Military Emergency: A civilization that is leading in some victory type has just captured another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the
Strength of their city ranged attack.
City-State Emergency: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive
Gold per turn for each of their
Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus
Gold per turn for each of his
Trade Routes there.
Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each member receives a Relic. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. There will then be a surge of pressure of the new Religion.
Nuclear Emergency: A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in
Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty.
Betrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them.
Trade Routes between the Members and the Targets are cancelled, and
Trade Routes between members provide
Production as well. If the Members win, then the Target's military units suffer a permanent penalty in
Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members.
Gold, but if time runs out first, there will be a penalty assigned and the target will receive
Gold, instead.
Military Emergency: A civilization that is leading in some victory type has just captured another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the
Strength of their city ranged attack.
City-State Emergency: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive
Gold per turn for each of their
Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus
Gold per turn for each of his
Trade Routes there.
Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each member receives a Relic. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. There will then be a surge of pressure of the new Religion.
Nuclear Emergency: A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in
Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty.
Betrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them.
Trade Routes between the Members and the Targets are cancelled, and
Trade Routes between members provide
Production as well. If the Members win, then the Target's military units suffer a permanent penalty in
Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members. 