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- CIVILIZATIONS FULL DOCS!
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Civilizations appeared as agriculture and technology developed
- to the point where humankind could gather and live in cities. With only
- part of the population needed to provide food for all, the rest could
- afford to specialize in the tool making, trading, engineering, and
- managing that urbanization made possible. Specialization improved
- efficiency and production. Cities also encouraged a rapid exchange of
- ideas. A teacher could reach many students at once, not just a few.
-
- City residents cultivated the nearby fields, logged the forests,
- and gathered fish from the rivers, returning each night with the result
- of their labors. This produce and raw material was bartered in the city
- markets for the goods and services of others. Charcoal from one area and
- iron ore from another might be taken to the town smelter who made the
- iron that the blacksmith turned into tools.
-
- But cities developed unique problems. As they grew in size it
- became more difficult to provide sufficient food from nearby farmland.
- Overcrowding, menial jobs, and living conditions often led to unrest
- among the poorer citizens. Prosperous cities became tempting targets for
- rival civilization and barbarians invaders. Cities and civilizations
- that developed better management and new solutions to these problems
- grew and prospered. Those that failed have left their ruins around the
- world as warnings.
-
- In CIVILIZATION, as in history, a key step and a fundamental
- concept is the founding and management of cities. The civilization that
- you are about to rule begins as a prehistoric wandering tribe that has
- just reached the critical point where it is capable of building cities.
- The first step is to build one city and from there expand. As your
- civilization grows, cities will spread over an entire continent, or
- part of a continent, or over several islands and continents.
-
- Each city acts as a giant processing plant for the food,
- resources, and trade of the adjacent lands. The people of a city go out
- and work the nearby farmland, mines, and forests, and the city converts
- the result of their labor into more people, armies, cash, luxury goods,
- temples, universities, etc. Raw materials are transformed by cities into
- the power and the ideas your civilization needs to prosper.
-
- FOOD that is collected feeds the local population. When there is
- a food surplus the population grows. Your first city has a small
- population that can only work part of the lands the city controls. As
- the city population grows, more lands can be worked, increasing
- production. Before long you can afford to send off settlers from the
- first city to build another nearby, and then another.
-
- RESOURCES are the lumber, metals, energy sources, and other raw
- materials that are used in industry. Through the craftsmen and shops of
- the city these resources are made into items useful at home or elsewhere
- in your civilization. Larger cities normally generate more resources and
- thus build things faster. Each city can build only one item at a time.
- This could be a military unit such as a Phalanx or Battleship, a city
- improvement such as a Temple or University, or perhaps a Wonder of the
- World.
-
- TRADE is generated by the highways of commerce: roads, rivers,
- oceans. All nearby trade passes through the city bringing in luxury
- goods, cash, and new ideas. Your policies can adjust how trade is
- divided among luxury goods, cash, or research. There may be times when a
- city requires more luxury goods to make more people happy, or times when
- more tax revenues are needed in the treasury. Higher taxes mean more
- revenue but may result in more people becoming unhappy.
-
- As your cities grow they may require more care in keeping them
- productive. Large cities are desirable for production, but have inherent
- problems. A critical one you must deal with is the happiness of the
- population. The people can range from happy, to content, to unhappy.
- Having too many unhappy people may lead to revolt.
-
- Luxury goods make people happy but mean fewer tax revenues or a
- reduced flow of technology. By adjusting the flow of luxuries, changing
- types of government, building city improvements, instituting martial
- law, and other means, it is possible to keep even the largest city
- content and productive.
-
- TECHNOLOGY is a second concept fundamental to CIVILIZATION. To
- make the transition from wandering hunter-gatherers to city dwellers,
- humankind had to possess some essential knowledge and skills. To advance
- beyond the first stages of city dwelling requires a corresponding
- advance in knowledge.
-
- At the start of CIVILIZATION, with your tribe poised on the
- threshold of history, they already possess some basic knowledge. The
- people understand agriculture, irrigation, construction of roads, and
- the construction of homes and other buildings. But this isn't enough
- knowledge to survive through the coming ages. Learning new technologies
- opens the door to new abilities. A small island-bound civilization that
- learns Map Making can now build ships and expand overseas.
-
- The time it takes to acquire new technology depends on how much
- your trade is allotted to new ideas. You must choose between luxuries
- that make the people happy, cash for the treasury, and technology
- research. The more trade allocated to this research, the faster the next
- step is acquired. When enough research has been done, your civilization
- acquires the new technology and can begin working on something new.
-
- The world where your civilization exists is mostly unknown to
- you, a mystery except in the immediate vicinity. To find out more about
- it you must explore. Not only is the world hidden, but also unknown are
- the locations of other civilizations.
-
- Other civilizations, especially those nearby, complicate your
- task as ruler. Each is ruled by one of your peers, and they are
- competing for the same resources and opportunities as you. They also are
- looking to expand and grow; at your expense if given the chance. Once
- contact is made, you can no longer concentrate solely on the growth and
- expansion of your civilization. Now you must assess the strength of
- rivals, adequately provide for the defense of your cities in case of
- war, or consider making war yourself.
-
- Successful wars can be very useful. Capturing cities is much
- easier than building them up from nothing, and may provide loot in
- stolen technology and cash. Weakening rivals reduces the threat they
- pose. However, long, costly wars may allow unengaged rivals to expand
- and grow in strength while you spend resources on arms.
-
- To explore the unknown and contend with your rivals for the
- world, you can build armies, navies, and other special units in your
- cities. Once an army or naval unit has been built, it is available for
- movement and combat. These units extend the power of your civilization
- around the world. When they enter hidden areas of the world, the shroud
- of mystery is removed and that area becomes known. In this way you
- uncover the world, finding suitable areas for new cities and eventually
- making contact with other civilizations.
-
- Three special units are available that can be useful to you as a
- ruler. SETTLERS are groups of your citizens that are your pioneers. They
- may found new cities and also build terrain improvements such as roads,
- irrigation, and mines that increase the productivity of your cities.
- DIPLOMATS are your emissaries and spies. They can establish embassies
- with rivals and also perform a number of cloak and dagger tasks.
- CARAVANS are bands of merchants that transport the produce of you cities
- around the world to other cities, bringing in cash and establishing
- trade routes. Trade routes increase the trade of the home city,
- resulting in more cash, luxuries, and technology.
-
- Wonders of the World are unique city improvements, usually
- structures, that can only be built once in the entire world. Once a
- particular Wonder is built by a city, no other city can build one. Each
- Wonder brings glory to the civilization owning it, and some unique
- tangible benefit as well. For example, if one of your cities builds the
- Oracle, then all of the Temples throughout your civilization become
- twice as effective in making the people content.
-
- The fundamental concepts for a successful civilization are the
- expansion and growth of your cities, and acquiring new technology. In a
- word, you must grow. In this dynamic world environment, surrounded by
- rivals in unknown corners, there is no future in complacency and
- stagnation. You must press forward on all three fronts: spread your
- cities out to claim a significant share of the world, increase the size
- and production of each city, and strive to acquire the latest
- technology.
-
- Your civilization cannot afford to lag too far behind your
- rivals in any one of these three spheres. A sufficient number if
- powerful cities can maintain the quantity of your military in any arms
- race. Keeping abreast of technology assures the quality.
-
- Do what you can to keep your civilization growing in every area.
- More and larger cities, better technology, and better armies mean
- survival. Each city must be planned, managed, and protected so that is
- contributes to the power and glory of your civilization.
-
-
- DIFFICULTY LEVELS
- ~~~~~~~~~~~~~~~~~
- CHIEFTAIN: This is the easiest level and is recommended for first
- time players. The program provides advice when the player must make
- decisions.
-
- WARLORD: Your rivals are somewhat tougher and technology takes
- longer to acquire. This is for the occasional player who doesn't want
- too difficult a test.
-
- PRINCE: Your rivals are substantially tougher and technology
- comes much slower. You will need some experience and skill to win at
- this level.
-
- KING: Your rivals are most evenly matched with you in
- capability. Experienced and skilled players will play most of their
- games at this level as it is a strong challenge with victory far from
- foregone.
-
- EMPEROR: This is the most difficult level and only for those who
- feel the need to be humbled. This level can be won, but not
- consistently.
-
-
- LEVEL OF COMPETITION
- ~~~~~~~~~~~~~~~~~~~~
- Choose between 3 and 7 civilizations in the world. More
- opponents is not necessarily more dangerous. The fewer your opponents,
- the more time you have to peaceably expand and develop before
- encountering rivals. More opponents means earlier contact and the risk
- of war. But contact with other civilizations offers the opportunities of
- trade, alliances, and the spoils of war.
-
-
- THE GAME TURN
- ~~~~~~~~~~~~~
- CIVILIZATION is played in a series of turns, each following a
- sequence of play options. As each turn proceeds through the sequence,
- you direct the activities of your civilization, including the management
- of your cities, the production of new units, the building of city
- improvements, the movements and battles of your armies, and negotiations
- with other civilizations.
-
- Each turn proceeds through the following sequence of play.
-
- DATE A new turn begins with the advancing of the date.
- ~~~~ Depending on the current year, the date advances from
- twenty years to one year. The current date is found in the
- date window of the map display.
-
- DISASTERS At the beginning of a new turn there is a possibility
- ~~~~~~~~~ of a natural disaster striking a city in the world. Any
- disaster that occurs is reported and take effect
- immediately. Disasters can result in a loss of population
- or the destruction of a city improvement. Most disasters
- can be prevented by a specific city improvement or
- technology. If the target city is prepared for the
- disaster, then the disaster does not occur.
-
- CITY CHECK Each city in your civilization is check individually
- ~~~~~~~~~~ for production, growth, unrest, maintenance, and scientific
- research. All steps are carried out for one city before
- the next is checked.
-
- PRODUCTION: If the city produces sufficient surplus
- resources to complete the item the city is producing, that
- item is added to the city. If your city does not produce
- sufficient resources to support all of the existing units
- for which it is the home city, units are destroyed until
- enough support is available. Units farthest away from the
- city are destroyed first.
-
- GROWTH: If the city produces sufficient surplus food, it
- grows buy one population point. This added population is
- put to work on the city map.
-
- DISORDER: If the number of unhappy citizens exceeds the
- number of happy citizens due to population growth or the
- destruction of a city improvement by disaster, your city
- goes into civil disorder. You receive a message reporting
- this condition. If this is the first turn of disorder, you
- jump to the affected city's display so that adjustments
- can be made to return the city to order. If the situation
- is not corrected, in following turns you are notified that
- disorder continues.
-
- MAINTENANCE: Taxes collected from the city are added to
- your treasury and then the maintenance costs for
- improvements in this city are deducted. If you don't have
- sufficient funds in your treasury to pay the maintenance
- costs, one improvement in this city, chosen by local
- leaders, is sold. Note that while your civilization as a
- whole may have a revenue surplus for the turn, you can
- still lose and improvement when your treasury is low. High
- maintenance costs for the first cities checked may
- deplete the treasury and force a sale before later cities
- contribute their cash surpluses.
-
- SCIENTIFIC RESEARCH: The research contributed by this
- city, measured by the number of light bulbs it produces,
- is added to the total so far accumulated by your
- civilization. If this total is sufficient to acquire the
- technology that you have instructed your scientists to
- study, then you receive a message informing you that you
- have obtained this new technology.
-
- MOVEMENT & After each city has been checked, you have the
- COMBAT opportunity to move your active units. While a unit is
- moving in may engage in combat.
-
- Each active unit is designated for movement, one
- after another. Each unit has the option of moving, not
- moving, or delaying its move until later in the turn.
-
- Combat occurs when a unit attempts to enter a map
- square occupied by a unit or city of another civilization.
- Normally, either the attacking unit or all defending units
- are destroyed when the combat is resolved. A victorious
- unit with movement points remaining may continue moving
- and even attack again.
-
- During this movement phase you may pause to perform
- all other management tasks for your civilization. You may
- wish to consult with your advisors concerning the state of
- your civilization's trade, or science, to check the
- attitude of your population. You can examine any or all of
- your cities to adjust their work force placements or
- production. This is the time to change tax rates,
- governments, or examine the state of international
- affairs.
-
- When all active units have been moved, your game turn
- is over and the next civilization moves.
-
- END OF TURN Once all active units have been moved, your game turn
- ~~~~~~~~~~~ may end. At this point a blinking "End of Turn" message
- appears in the unit identification window. So long as this
- message remains visible you may still examine cities,
- consult advisors, etc. To end your turn, follow the prompt
- to continue the game. Once you choose to continue, you
- cannot examine cities, etc., until the next turn.
-
- The End of Turn message may be toggled on or off from
- the Game menu. Open this menu and choose "Options." One of
- the options on this menu is "End of Turn." There is a check
- mark next to the option indicating that it is on and is to
- appear at the end of each turn. To turn off the message,
- choose the "End of Turn" option and the check mark
- disappears.
-
- Even when the End of Turn message is turned off, it
- still appears during any turn in which you have no active
- units.
-
- When the End of Turn message is off, you receive no
- warning that the turn is about to end. At the moment you
- move your last unit, your turn is over and the next
- civilization begins to move.
-
- ADULATION After all of the civilizations have taken their
- ~~~~~~~~~ turns, there is a brief pause while the record keepers and
- historians examine your accomplishments to date. The people
- of your civilization may reward the outstanding success of
- your policies by expanding and improving your palace. In
- addition, independent historians and chroniclers may report
- on where you or your civilization stands compared to your
- rivals.
-
- PALACE: As your population grows, the people spontaneously
- expand and improve your palace to reflect the glory that
- your rulership has achieved. When the total population of
- your civilization reaches certain milestones, you may
- increase the size or improve the quality of your palace.
- Clear the screen after the people offer to improve your
- palace. When a picture of the current palace appears,
- select whether you want an existing part improved or a new
- part added. Click on a button below a part of the palace to
- improve it, or click on a button just off the edge of the
- palace to add on it. From the available parts then
- displayed, select the one you wish to have built. Palaces
- can be built in three styles: classical, medieval, or
- Middle Eastern. A miniature rendition of your palace is
- shown in the palace window of the map display.
-
- HISTORIANS: There are four historians who occasionally
- report on the progress of the civilizations in your world.
- These reports are an opportunity for you to judge how you
- are doing. The historians are Herodotus, Pliny, Gibbon, and
- Toynbee. Civilizations may be judged in any one of five
- categories, listed below. The published list includes only
- the known civilizations, those with whom you have
- established an embassy. However, all civilizations, known
- and unknown, are considered in rankings. For example, if
- your civilization has the third highest population but the
- larger civilizations are not known, you would appear at the
- top of the list, but shown as number three in the world.
- The five categories and how they are ranked follow.
-
- ADVANCEMENT: The # of technology advancements each
- civilization has acquired.
-
- HAPPINESS: The # of happy people in each civilization's
- cities.
-
- POWER: The total of the attack and defense factors of
- each civilization's military units.
-
- SIZE: The population of each civilization.
-
- WEALTH: The size of each civilization's treasury.
-
-
- ENDING THE GAME AND WINNING
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- CIVILIZATION may be ended in five ways. You may quit at any
- time, retire at any time, be destroyed by a rival, continue on until the
- game and the history of your civilization both automatically end, or
- conquer the world by eliminating all other civilizations. If you retire
- or let the game run its course the performance of your civilization is
- judged and compared against your peers. If you have been a good manager
- and leader, your name may be added to the CIVILIZATION Hall of Fame.
-
- Although the game ends for scoring purposes after you win, you
- may continue playing if you choose. After winning, you are offered the
- opportunity to keep playing if you wish to see what more you can
- accomplish. No additional score is kept for this extra play.
-
-
- ENDING PLAY
- ~~~~~~~~~~~
- QUITTING: You may quit during your civilization's turn by
- pressing the Quit key. You must be at the map display and one of
- your units must be waiting for orders. You may not quit when
- another civilization is taking its turn or from any other
- display. When you quit, you are given the one chance to change
- your mind before the decision is irrevocable. You are not shown
- your civilization score or entered into the Hall of Fame.
-
- RETIRING: To retire, open the Game menu and choose the option
- "Retire." You are given once change to change your mind. If you
- proceed to retire, you are shown your civilization score and
- entered into the Hall of Fame if you qualify.
-
- DESTRUCTION: If your civilization is destroyed by one of your
- rivals, then the game automatically ends. You are not given a
- chance to start over in this world. Since you can have no score,
- you can not qualify for the Hall of Fame. You may review a
- replay of the world's history. If you want to play again, you
- must start over with a new world.
-
- AUTOMATIC ENDING: A game of CIVILIZATION ends when a spaceship
- containing colonists from any civilization reaches the nearby
- Alpha Centauri star system. All play temporarily ceases. Your
- final civilization score is reported and you are entered into
- the Hall of Fame if you qualify. However, you do not necessarily
- have to quit playing. Although your score is not recorded
- hereafter, if you wish, you may continue playing to see what the
- future holds. From this point on you must quit to stop playing.
-
- CONQUER THE WORLD: If you succeed in eliminating all other
- civilizations in the world, the game automatically ends. This is
- the ultimate achievement possible by a civilization. You are
- shown your civilization score and may be entered into the Hall
- of Fame. You may review a replay of the world's history.
-
-
- WINNING
- ~~~~~~~
- You win a game of CIVILIZATION in either of two ways: by
- eliminating all rival civilizations or by surviving until the
- colonization of space begins.
-
- The elimination of all other civilizations in the world is very
- hard to accomplish. You are much more likely to win by being in
- existence when colonists reach Alpha Centauri. Even if the colonists are
- not yours, the successful direction of your civilization through the
- centuries is an achievement. You have survived countless wars, the
- pollution of the industrial age, and the risks of nuclear weapons.
-
- When the game is won by either method, your skill as ruler is
- measured by a final civilization score.
-
- CIVILIZATION SCORE: This is the sum of the following factors,
- plus any bonus for space colonists or conquering the world.
-
- 2 points: each happy citizen
- 1 point: each content citizen
- 20 points: each Wonder of the World
- 3 points: each turn of peace (no war anywhere)
- 10 points: each futuristic advance you civilization acquires
- -10 points: each map square currently polluted
-
- SPACE COLONISTS BONUS: In addition to the above points, if your
- spaceship is the first to reach Alpha Centauri you can receive a
- bonus score. This is 50 points per 10,000 colonists sent,
- multiplied by the success percentage of your mission.
-
- CONQUERING THE WORLD BONUS: If you succeed in conquering the
- world, you receive up to 1000 civilization points, plus a bonus
- for the date. The faster you conquer the world, the higher that
- bonus.
-
-
- THE HALL OF FAME
- ~~~~~~~~~~~~~~~~
- The Hall of Fame records the best five civilizations that you
- have built, listed in order of their civilization ranking. This ranking
- is determined from the basic civilization score multiplied by a
- difficulty factor and a competition factor. The higher the civilization
- ranking, the higher the position in the Hall of Fame.
-
- You can examine the Hall of Fame when starting a new game from
- the pre-game options menu. When you retire or reach the automatic end of
- a game, you go to the Hall of Fame, even if you don't qualify to enter.
-
- While at the Hall of Fame you may clear all of the current
- entries if you wish.
-
-
- WORLD GEOGRAPHY
- ~~~~~~~~~~~~~~~
- The world is divided into small independent parts known as
- squares. Each square consists of a unique type of terrain. Each type of
- terrain has its own economic usefulness, effect on movement, and
- effect on combat. Download the CIVQKREF.ZIP to gain more information on
- terrain types.
-
- The economic USEFULNESS of the various terrains is important
- selecting city sites. The terrain that is close to a city the food,
- resources, and trade the city needs to grow and be productive. Some
- terrain types are more valuable than others. Some may be irrigated or
- mined for increased economic value, and others may be converted into
- another type of terrain.
-
- When selecting sites for new cities, consider the terrain
- types that are within the radius of the prospective city. The best city
- sites offer immediate food, resource, and trade production, plus the
- potential for long term development.
-
- A brief description of the terrain types follows.
-
- ARCTIC: Frozen glaciers of ice and snow found near the north and
- south poles. No food, resources, or trade can be obtained here.
-
- DESERT: Very dry region that can be developed to be marginally
- productive. There are some resources present that can be mined,
- food can be produced if the desert is irrigated, and roads
- generate some trade.
-
- GRASSLAND: These open lands have especially thick topsoils
- making them excellent food producing areas. Food production can
- be increased by irrigation. Roughly half of the Grasslands also
- have some resources, making them excellent city sites.
- Grasslands may be converted into Forests for increased resource
- production.
-
- HILLS: An area of rolling hills that offers very easy access to
- minerals, sources of water, pastures, and some possibility for
- agriculture. When mined, Hills produce excellent resources. They
- also produce some food and can be irrigated if necessary.
- Irrigating Hills allows the irrigation to pass on to further
- squares that may be otherwise cut off from water.
-
- JUNGLE: These areas of rain forest and dense jungle produce
- relatively poor amounts of food and no resources. However, they
- can be made much more valuable by conversion into either
- Grasslands or Forest. For this reason, the long-term potential
- of a city site containing several Jungles is good.
-
- MOUNTAINS: This very rugged terrain can only produce a small
- amount of resources but this can be increased by mining.
- Mountains make the best defense terrain, but the production is
- so low that they make a poor economic choice for the site of a
- city.
-
- OCEAN: Oceans produce small amounts of food, but a substantial
- trade. Only ships or aircraft can enter Oceans. Landlocked
- Oceans are really lakes but are treated like other Oceans in all
- respects.
-
- PLAINS: These open areas differ from Grasslands in having poorer
- soil but better resources of timber and minerals. They are poor
- food producers unless irrigated. Due to the presence of
- resources, they make good choices for city sites. Plains may be
- converted into Forests.
-
- RIVERS: Rivers are great sites for starting cities and
- civilizations due to the richness of riverbank soils and natural
- trade routes for boats. Rivers are as good as Grasslands for
- producing food and always generate trade. River terrain may be
- irrigated to increase food production. It was no accident that
- the first civilizations sprang up along rivers.
-
- SWAMP: The coastal wetlands and flooded interior lands produce
- only a small quantity of food. Like Jungles, however, they can
- be converted into Grasslands and Forest.
-
- TUNDRA: These sparse lands of permafrost produce only a small
- amount of food from grazing animals. There is no agriculture or
- use for irrigation. These areas cannot be converted to other
- terrain and make very poor city sites.
-
- FOREST: These woodlands produce a modest mixture of food and
- resources. If more food production is needed in the area, they
- can be converted into Plains.
-
-
- SPECIAL RESOURCES
- ~~~~~~~~~~~~~~~~~
- Special resources can occur in many terrains and add
- significantly to their economic value. The location of these resources
- is marked by distinct symbols that are uncovered as the map is explored.
- More info can be found in the CIVQKREF.ZIP file which can be found on
- most quality BBSs. A brief description of the special resources follows.
-
- COAL(HILLS): Coal deposits represent rich locations of coal or
- metal ores. These areas produce greatly increased resources,
- especially when mined.
-
- FISH(OCEAN): Fish represent the location of underwater banks and
- reefs where currents and nutrients create excellent fishing
- grounds. Fishing banks produce increased amounts of food.
-
- GAME(FOREST & TUNDRA): The presence of game indicates excellent
- food sources available or the potential for good grazing. Game
- areas produce additional food, but cannot be improved.
-
- GEMS(JUNGLE): Gems indicate the presence of precious stones,
- ivory, spices, salt, or other valuable commodities. These are
- good trade items and therefore generate substantial trade from
- the area.
-
- GOLD(MOUNTAIN): Gold represents a bonanza of gold or silver. The
- value of these deposits produces tremendous trade.
-
- HORSES(PLAINS): Horses represent an increase in resources from
- this area due to the benefits of using domesticated animals such
- as the horse or oxen to do work. For all but the most recent
- periods of history, animals were an important source of lifting
- and pulling power.
-
- OASIS(DESERT): The oasis is a very fertile island in the desert
- that takes advantage of the presence of some water and rich
- local nutrients. The result is an area that produces substantial
- quantities of food.
-
- OIL(SWAMP): Oil represents the presence of mineral wealth,
- especially petroleum. The result is a substantial quantity of
- resources. Oil resources cannot be improved by mining.
-
- NOTE: If you convert terrain containing a special resource into
- another terrain type, the original special resource is
- lost. In some cases a special resource that can be found
- in the new terrain may appear.
-
-
- MINOR TRIBES
- ~~~~~~~~~~~~
- During exploration, minor tribes may also be discovered in the
- world. These are small tribes that have not yet advanced to be
- civilizations. If you enter a minor tribe's village by moving onto it, a
- number of things may happen. You may discover valuable metals, the tribe
- may become a mercenary unit in your army, you may discover a scroll of
- ancient wisdom that advances your civilization, your magnificence may
- inspire them to become civilized and found a new city in your empire, or
- they may prove to be extremely violent barbarians.
-
-
- MAP DISPLAY
- ~~~~~~~~~~~
- The options available from the Game menu are the following.
-
- REVOLUTION!: In order to change your civilization's type of
- government, you must have a revolution. The government goes into
- Anarchy for a period or turns and a new type of government may
- be chosen. You must have acquired specific technologies to
- choose a new type of government other than Despotism.
-
- TAX RATE: The trade that cities generate arrives as luxury
- goods, tax revenue, and new ideas (technology research). Here
- you can change the percentage that becomes tax revenue.
-
- LUXURY RATE: Change the percentage of trade brought in as luxury
- goods.
-
- FIND CITY: Choose this option to locate a city in the world.
- Type in the name of the city you wish to find. The map window
- centers on the city.
-
- OPTIONS: Choose this menu option to turn on or off some game
- features. Features available are instant advice, Autosave, End
- of Turn, and Animations. A check mark next to the feature
- indicate that it is on. Choosing an option that is on turns it
- off and vice versa. INSTANT ADVICE provides some helpful hints
- for new players. The AUTOSAVE feature automatically saves your
- game every 50 turns. When END OF TURN is on, a message reports
- the end of each turn and must be cleared for the game to
- continue. If you have no active units, this message appears
- whether toggled on or off. ANIMATIONS may be on or off.
-
- SAVE GAME: Um.....gee whiz.
-
- RETIRE: Ends the history of the civilization you now rule,
- calculating your score. If the score is high enough, you may
- enter the Hall of Fame. Note that your civilization is lost if
- not saved first.
-
- QUIT: Ends the history of the civilization you rule. No score is
- calculated and your civilization is lost if not saved first.
-
-
- PALACE WINDOW
- ~~~~~~~~~~~~~
- This window represents a miniature rendition of your palace. Its
- breadth and grandeur is a depiction of how well your civilization is
- progressing. If your civilization prospers and grows, the people
- recognize the glory of your rulership by periodically improving and
- expanding your palace. The relative magnificence or shoddiness of your
- palace is displayed for you, your advisors, and international emissaries
- to see.
-
-
- THE STATUS REPORT
- ~~~~~~~~~~~~~~~~~
- The entries and symbols here report the current date and several
- facts concerning the status of your civilization.
-
- DATE: The date is reported in years plus the notation BC or AD.
- The normal game begins in 4000 BC. Each turn represents the passing of
- so many years, depending on the current date.
-
- TREASURY: The amount of cash in your treasury.
-
- POPULATION: The size of your civilization's population.
-
- TRADE RATES: The three numbers separated by periods are your
- trade rates. The first number is the percentage of your trade
- that provides luxuries. The second rate is the percentage that
- becomes tax revenue added to the treasury. The third rate is the
- percentage put towards new ideas to help learn technology.
- Luxury goods are the cultural pleasures like music, art, sports,
- and the theater that people come to enjoy when they have leisure
- time. The more luxuries that can be provided, the more happy
- citizens in your cities. Tax revenue goes into the treasury and
- is needed to maintain existing city improvements. Excess taxes
- over maintenance needs accumulate in the treasury and can be
- spent later. Taxes, especially high ones, tend to make the
- people unhappy. The more new ideas and scientific research
- accomplished, the faster the new technology is acquired. Each of
- the three by-products of trade has its benefits. As time passes
- and cities grow, you may have to adjust the rates often to
- provide a minimum amount of taxes and science research while
- keeping the population content as a whole. To adjust rates, pull
- down the game menu and choose either Tax Rate or Luxury Rate
- option. By setting these two rates, the science rate is set by
- default.
-
- NEW IDEAS: The scientific research indicator, shaped like a light
- bulb, shows how near you are to making a civilization advance.
- The nearer you get, the more the light bulb fills in (yellow).
- When the bulb is full (bright yellow), it is on, indicating that
- you have acquired a new technology. Once the new idea is
- reported and your scientists progress, it gradually turns on
- again.
-
- ENVIRONMENT: The environment indicator is the sun, and its color
- shows how great is the risk of global warming. When there is no
- risk of global warming, the sun indicator is not present. With
- the first case of pollution, the sun indicator appears dark red.
- If pollution continues, the color gradually changes to light
- red, yellow and then white. If pollution is not brought under
- control when the indicator is brightest, the planet suffers a
- bout of global warming and then the indicator reverts to a
- cooler color reflecting the new equilibrium. Pollution and
- environmental problems can also be caused by nuclear reactor
- meltdowns and fallout from nuclear weapons.
-
-
- MOVEMENT
- ~~~~~~~~
- Each turn you may give order to your units, one at a time. The
- unit waiting for orders blinks on the map. There are several order
- options available: move the unit across the map up to the limit of its
- movement factor, skip the unit if you prefer to move it later in the
- turn, or have it do nothing this turn.
-
- In addition you may order most units to fortify or go on sentry
- duty. Fortified or sentry units no longer require orders. In future
- turns they carry on and do not blink, waiting for orders. If you wish to
- move these units later, they must be activated individually.
-
- MOVING UNITS: Units may be moved up to the limit of their
- movement factor. The cost to enter a map square depends on the
- terrain. Roads and Railroads speed the movement of ground units.
- When an unit is unable to complete a movement order because it
- doesn't have enough movement points to proceed, its movement is
- finished for the turn. The map then centers on the next unit
- waiting for orders.
-
- SKIPPING UNITS: To skip a unit temporarily, press the Wait key.
- (W key). This passes you on to the other units waiting for orders
- and returns you to the skipped unit after all others have had a
- chance to move.
-
- NO MOVEMENT: To order a unit not to move, press the No Movement
- key (the space bar).
-
- ACTIVATING UNITS: Fortified units and those on sentry duty must
- be activated to receive movement orders. Place the mouse pointer
- on the square and click the left mouse button. This opens a menu
- displaying all units in the square. Click again on the icon of
- any unit you wish to activate. Fortified or sentry units within
- a city must be activated from the city display. Sentry units are
- also activated when enemy units move adjacent to them.
-
- MOVEMENT RESTRICTIONS: Ground units normally move only on land.
- They may move over sea squares, but only by naval transport.
- Ships may not enter squares entirely made up of land except
- cities that are on the coast. Air units may move over land and
- sea squares, but must land on a friendly city square or Aircraft
- Carrier unit to refuel. Ground units may not move from one
- square adjacent to an enemy army or city directly to another
- such square. The prohibited square may be adjacent to the first
- enemy army, another army, or any enemy city. Ground units may
- move into such a controlled square if a friendly unit is already
- there. Air units, ship units, Diplomats and Caravans ignore
- these restrictions.
-
- NAVAL TRANSPORT: Ground units may be carried over sea squares
- only by Triremes, Sails, Frigates, or Transports. Units may
- load onto a ship by moving onto it from an adjacent land square.
- Also, units on sentry duty in a city with a ship automatically
- load when the ship leaves. Units aboard ships are on sentry
- duty. Units may unload when activated from sentry duty and
- adjacent to land. They can be activated by the normal method of
- activation or by pressing the Unload key when the transporting
- ship is blinking. (U Key)
-
-
- COMBAT
- ~~~~~~
- Combat occurs when a unit from one civilization attempts to
- a square occupied by a unit of another civilization. When this happens
- a battle is immediately resolved, resulting in the destruction of one
- army or the other. When more than one unit is in the defender's square,
- the unit with the highest defensive strength defends. If it loses, then
- all other armies stacked with it are destroyed as well. Successful
- attackers that have a full movement point remaining after combat advance
- into the defender's square.
-
- The important factors in combat are the attack and defense
- strengths of the combatants, the presence of veterans, the terrain
- occupied by the defender, and any defensive improvements in the square.
- After all of these factors are considered, the combat is resolved as a
- simple calculation.
-
- Shore bombardments, city attacks, nuclear attacks, and bribing
- enemy armies are special types of combat.
-
- ATTACK STRENGTH: The basic attack strength of all armies. This
- full strength is brought to bear so long as the army has at
- least one movement factor remaining from movement. Armies with
- less movement available may still attack but are penalized.
- Armies with high movement rates may makes several attacks each
- turn at full strength.
-
- DEFENSE STRENGTH: The basic defense strength of all armies.
-
- VETERAN STATUS: Veteran armies have their attack and defense
- strengths increased by 50% before any other modification. Armies
- become veterans when built at cities containing the Barracks
- improvement, or they may become veterans after winning a battle.
-
- TERRAIN: Many of the world terrain types increase the strength
- of defenders. See the Terrain entries in the Civilopedia or the
- Terrain chart in the file CIVQKREF.ZIP.
-
- FORTIFIED ARMIES: Ground armies may fortify themselves,
- increasing their defense strength 50%. An army that has any
- movement points remaining may be ordered to fortify on any land
- square by pressing the Fortify key (F Key).
-
- IMPROVEMENTS: Armies within a Fortress have their strength
- doubled after all other modifications. Armies inside a city
- containing City Walls are tripled in strength. Cities protected
- by City Walls do not suffer population losses.
-
- ATTACKING CITIES: When a defender in a city is destroyed by
- ground attack, other defending units present are not destroyed.
- However, the population of the city is reduced by one point
- unless the city is protected by City Walls. Population loss does
- not occur due to naval or air attack, but is affected by nuclear
- attack.
-
- SHORE BOMBARDMENTS: Naval units with attack factors, other than
- Submarines, may attack enemy armies on adjacent land squares,
- including cities. Naval units in cities may defend against
- attack.
-
- NUCLEAR ATTACKS: Nuclear attacks occur when a Nuclear unit
- attempts to enter a square occupied by enemy units or an enemy
- city. In either case, all units, regardless of civilization, in
- the target square and adjacent squares are destroyed. In
- addition, a city loses half of its population. Nuclear attack
- can only be stopped by the presence of an SDI Defense
- improvement in a city.
-
-
- ADDITIONAL ORDERS
- ~~~~~~~~~~~~~~~~~
- Units may be given a number of other orders besides movement
- (and combat caused by movement). Settlers and Diplomats may be given
- unique orders explained later.
-
- GO TO: Orders an army to proceed to a destination SQUARE as fast
- as it can. The army continues moving turn after turn until it
- arrives. Press the Go To key (G key), and then designate the
- destination square.
-
- HOME CITY: Orders a unit to change its home city. Move the unit
- to the desired new home and press the Home key (H Key). Air
- units in flight may use this key to move to the nearest friendly
- city. Press the H key while the air unit is in flight and it
- immediately moves to the nearest friendly city or Aircraft
- Carrier. If the air unit does not have enough movement remaining
- to reach the nearest base, it crashes instead.
-
- SENTRY DUTY: A unit on sentry duty is marked by a faded icon on
- the map. It no longer blinks each turn waiting for new orders.
- Sentry units are activated as explained above. Sentry units
- automatically board any transporting ship that leaves a city
- they occupy. To put an army on sentry duty, press the S Key.
-
- DISBAND: This order disbands the unit receiving it, removing the
- unit from the map and city records. To disband a unit, press the
- Disband key.
-
- PILLAGE: This order destroys any terrain improvements
- (irrigation or mines) present in the square the army occupies.
- Roads and railroad are unaffected. To pillage, press the Pillage
- key (Shift and P keys).
-
-
- SETTLERS
- ~~~~~~~~
- Settlers are groups of your most resourceful and adventurous
- citizens. As independent pioneers they perform two critical functions
- for your civilization: they found new cities and serve as engineers.
-
- NEW CITIES: To found a new city, move a Settler to the desired
- location and press the Build key (B key). The Settler
- disappears, because the people it represents have become the
- population of the new city. However, in the future the new city
- can be ordered to produce more Settlers that can be used to
- found additional cities. The Build order can also be used to
- grow an existing city. Move a Settler into an existing city and
- press the Build key. The Settler is absorbed into the city,
- adding one point to its population. This may be useful when one
- city is limited in its ability to expand. This city can be used
- to produce Settlers who migrate to a larger more useful city
- where the Settlers can be put to work. However, Settlers may not
- be added to cities that already contain ten population points or
- more.
-
- SETTLER ENGINEERS: Settlers can make a number of agricultural
- and industrial improvements for your civilization, acting as
- engineers. Place the Settler in the square where the work is to
- be done and press the correct key. Note that your civilization
- must posses certain technologies before some improvements can be
- built.
-
-
- DIPLOMATS
- ~~~~~~~~~
- Diplomats are unique units that can be very useful to your
- civilization. They may act as trade missions, ambassadors, envoys,
- secret agents, and saboteurs. They can open contacts with other
- civilizations and establish embassies to gather info or otherwise
- disrupting your rivals. They can bribe enemy armies. When your
- civilization obtains the technology of Writing you can build Diplomats.
- Be aware that enemy Diplomats can be used against your civilization.
-
- DIPLOMAT MOVEMENT: Diplomats may move past enemy armies without
- stopping. However, if an enemy military army enters the square
- occupied by the Diplomat, the Diplomat is almost always
- destroyed. Diplomats may travel overseas in ships as other other
- armies do. Diplomats (and Caravans) are the only units that can
- enter defended enemy cities. When a Diplomat enters and enemy
- city a menu appears listing tasks that can be performed:
-
- Spy on City
- Establish Embassy
- Steal Technology
- Industrial Sabotage
- Incite A Revolt
- Meet With King
-
- SPY ON CITY: This opens the enemy's city display. You can
- examine what armies are defending it and what improvements have
- been made. When you clear the city screen, you return to the map
- display but your diplomat has been eliminated.
-
- ESTABLISH EMBASSY: The Diplomat establishes official contact
- with the other civilization and continually reports thereafter
- its type of government, treasury, the name of its capital city,
- treaties with other civilizations, states of war, and technology
- advances the Diplomat uncovers. Lists by historians of
- outstanding civilizations only include those with whom you have
- established embassies. It is only necessary to establish an
- embassy once with any civilization.
-
- STEAL TECHNOLOGY: Your Diplomat steals one technology advance
- from the other civilization. This can only be done once per city
- and your Diplomat disappears is the process (his cover is
- blown). If you have already stolen from this city, the Diplomat
- loses its turn. If the enemy civilization has nothing new then
- the Diplomat loses its turn..
-
- INDUSTRIAL SABOTAGE: Your Diplomat destroys either the item
- currently under production by the city or one of the city's
- improvements. You cannot control what is destroyed. The
- Diplomat is lost in the effort. Destroying a critical
- improvement may throw the city into unrest (Temple, Cathedral),
- weaken its defenses (City Walls), or cut its production
- (Factory). Diplomats never destroy Wonders of the World.
-
- INCITE A REVOLT: Your Diplomat contacts dissidents within a city
- and for a suitable payment the city revolts and joins your
- civilization. The payment to revolt depends on the size of the
- city and its proximity to the civilization's capital. Also, a
- city in civil disorder revolts for less. Your Diplomat is lost
- is a successful revolt but escapes outside the city if you
- refuse to pay the cost. The revolt also fails and your Diplomat
- survives if you don't have enough cash. Enemy capitals do not
- revolt.
-
- MEET WITH KING: Your Diplomat opens negotiations with the enemy
- ruler. This may lead to offers for trading technologies or for
- making treaties. Your Diplomat is not lost.
-
- BRIBING ENEMY UNITS: You may convince an enemy to defect and
- join your civilization by moving a Diplomat into its SQUARE. A
- menu appears showing how much the army demands to defect. If you
- accept, the cash is deducted from your treasury, the army
- switches over, and the Diplomat survives. If you fail to make
- the payment, the Diplomat left on deposit is lost. When more
- than one enemy unit is in a square, bribery is not possible. The
- nearest friendly city becomes the home city for a newly bribed
- unit.
-
-
- CARAVANS
- ~~~~~~~~
- Caravans are shipments of trade goods and materials. Over time
- they represent camel caravans, wagon trains, truck convoys, and cargo
- containers. They may be used to establish trade routes between cities or
- to transfer resources for the construction of Wonders Of The World. They
- become available once you have achieved the technology of Trade.
-
- TRADE ROUTES: A Caravan that enters any city of another
- civilization or a friendly city ten or more squares away from
- its home city may establish a trade route. This results in an
- immediate cash payment for delivery plus an increase in the
- trade generated each turn. This increased trade means more
- luxuries, taxes, and science for the home city. Each city may
- have up to three functioning trade routes. If more than three
- are established only the best three function. The amount of
- trade generated depends on the size of the two cities. Bigger
- cities generate more trade. Trade is best with a city in another
- civilization. Next best are friendly cities. The farther apart
- the two cities are, the greater the value of the trade. The
- value is also increased when the cities are on different
- continents. Caravans can move into any city they can reach. When
- at war it may be difficult to smuggle goods into an enemy city
- without being destroyed. Caravans may be transported overseas
- in ships as other units are, but cannot be landed into a city
- directly from a ship.
-
- BUILDING WONDERS: A Caravan may contribute its construction cost
- in resources to the cost of building any Wonder of the World by
- moving the Caravan into the city where the Wonder is being
- built. When the Caravan enters, a menu offers the choice of
- contributing to the construction or not. If you decide to help
- build the Wonder, the Caravan disappears and the resources used
- to build the Caravan are added to the production of the Wonder,
- speeding its completion.
-
-
- MILITARY UNITS
- ~~~~~~~~~~~~~~
- The following are the military units that can be built by your
- civilization. There is a brief description of each unit, including any
- special abilities. The three numbers shown after the unit's name are its
- attack, defense, and movement factors. In parentheses after the name is
- shown the advance required before each unit can be built. In brackets is
- shown the number of resources it takes to build each unit.
-
- ARMOR 10-5-3 (the Automobile) [80]: a group of tanks, or other
- armored fighting vehicles. Due to its high attack factor and
- speed, Armor is one of the best units for conducting ground
- campaigns.
-
- ARTILLERY 12-2-2 (Robotics) [60]: a group of self-propelled,
- heavy caliber artillery pieces. Defenders are not tripled behind
- City Walls when attacked by Artillery because the guns fire over
- the walls.
-
- BATTLESHIP 18-12-4 (Steel) [160]: a heavily armored and gunned
- warship. Battleships have a visibility range of two sea squares
- and may conduct shore bombardments. They may not carry ground
- units.
-
- BOMBER 12-1-8 (Advanced Flight) [120]: a group of long-range
- aircraft designed to carry and drop bombs. Bombers may stay
- airborne for one turn but must return to a base (a friendly city
- or Carrier) by the end of the second turn. They have a
- visibility of two squares over any terrain. Bombers ignore City
- Walls in the same manner as Artillery. They may only be attacked
- by Fighters. Other units may not enter a square occupied by a
- Bomber, so they are useful for interdicting enemy movement.
-
- CANNON 8-1-1 (Metallurgy) [40]: a group of carriage-mounted,
- smoothbore cannons. Cannons are excellent units on the attack
- and their arrival often opens a new round of offensive wars,
- especially when accompanied by Rifleman who can stack with them
- for defense.
-
- CARRIER 1-12-5 (Advanced Flight) [160]: an aircraft carrier is
- capable of acting as a base for Bombers, Fighters, and Nuclear
- units. Carriers may carry up to eight air units and have a
- visibility of two sea squares.
-
- CATAPULT 6-1-1 (Mathematics) [40]: a group of siege weapons
- designed to throw rocks and other materials with great force.
- Catapults are useful in the defense and attack of cities, but
- are weak when left alone on defense.
-
- CAVALRY 2-1-2 (Horseback Riding) [20]: a unit of mounted
- soldiers. Cavalry are useful as scouts and raiders because of
- their speed.
-
- CHARIOT 4-1-2 (the Wheel) [40]: a group of light carriages,
- normally mounted on two wheels and each carrying a driver and a
- warrior. Chariots are a powerful weapon on the attack but very
- weak on defense. They are also useful as scouts because of their
- speed.
-
- CRUISER 6-6-6 (Combustion) [80]: a very fast and moderately
- powerful warship. Cruisers have a visibility of two seas squares
- and may conduct shore bombardment. They may not carry ground
- units.
-
- FIGHTER 3-3-10 (Flight) [60]: a squadron of fighter aircraft.
- Fighters are useful as scouts and for attacking enemy Bombers.
- Fighters must return to a friendly base by the end of each turn.
-
- FRIGATE 2-2-3 (Magnetism) [40]: a fast sailing warship armed
- with a substantial number of guns. Frigates may carry up to four
- ground units.
-
- IRONCLAD 4-4-4 (Steam Engine) [60]: a fast, steam-powered ship
- armored with iron plating. Ironclads may not carry other units.
- Ironclads are most useful for attacking enemy ships and less so
- for conducting shore bombardments.
-
- KNIGHTS 4-2-2 (Chivalry) [40]: a group of armored warriors
- mounted on large powerful horses. Knights are often a useful
- combination of speed, defensive strength, and offensive
- strength.
-
- LEGION 3-1-1 (Iron Working) [20]: a well-trained force of
- infantry armed with shields, short swords, and throwing spears.
- Legions are good offensive units that are relatively
- inexpensive.
-
- MECHANIZED INFANTRY 6-6-3 (Labor Union) [50]: a group of modern
- infantry mounted on armored vehicles like the Bradley.
- Mechanized infantry is the best defensive ground unit in the
- game, useful for defending cities or other important points. It
- also has a good attack factor and excellent speed.
-
- MILITIA 1-1-1 (-) [10]: a band of citizens armed with crude
- weapons, mostly tools and farm implements. Militia are normally
- the only military unit that you can build when starting a new
- civilization and are only a stopgap until better units become
- available.
-
- MUSKETEERS 2-3-1 (Gunpowder) [30]: a company of infantry armed
- with muskets. Due to their higher defense factor, Musketeers are
- useful for replacing Phalanxes in positions that need to be
- defended.
-
- NUCLEAR 99-0-16 (Rocketry & Nuclear Fission) [160]: a missile
- weapon armed with a nuclear warhead. A Nuclear unit can only be
- built after the Manhattan Project Wonder has been built
- somewhere in the world. A Nuclear unit may move between cities
- and Carriers. It is lost if it does not end its turn in a city
- or on a Carrier, and does not attack. It explodes when it
- attacks an enemy unit or city. A Nuclear attack destroys all
- military units in the target square and adjacent squares,
- regardless of who they belong to. Nuclear attacks may also
- destroy city populations and cause pollution.
-
- PHALANX 1-2-1 (Bronze Working) [20]: a company of infantry armed
- with long pikes and very strong on the defensive. Phalanxes are
- very good for defending cities and other important points early
- on. No other type of unit is as cost effective for defense until
- Musketeers become available.
-
- RIFLEMAN 3-5-1 (Conscription) [30]: a company of infantry armed
- with rifles. Riflemen are excellent defenders or cities and
- other points, and useful for replacing PHALANXES and Musketeers.
-
- SAIL 1-1-3 (Navigation) [40]: a small ship powered by sails and
- lightly armed. Sailing Ships may carry up to three other units
- by naval transport. They are very useful for exploring the
- oceans because they are not restricted to staying near the
- coasts.
-
- SUBMARINE 8-2-3 (Mass Production) [50]: a warship designed to
- attack from underwater by firing torpedoes at enemy ships on the
- surface. Submarines have a visibility of two sea squares and can
- only be spotted by enemy ships when adjacent. They may not carry
- ground units or conduct shore bombardment.
-
- TRANSPORT 0-3-4 (Industrialization) [50]: a large, modern
- transport ship. Transports may carry up to eight other units and
- are very useful when carrying a large force to conduct an
- invasion.
-
- TRIREME 1-0-3 (Map Making) [40]: a small ocean-going ship
- powered by oars. Triremes are lost at sea approximately half of
- the time they are not adjacent to land at the end of a turn.
- They are normally the first ship that becomes available, and are
- thus very useful for exploring the sea and transporting
- Diplomats, Caravans, and other units to nearby continents.
-
-
- BARBARIANS
- ~~~~~~~~~~
- Barbarians are small tribes of raiders that are not part of any
- opposing civilization. You may encounter them periodically as your
- civilization begins to expand and grow. They may invade from the sea or
- arise suddenly in unsettled parts of any continent. Barbarians may
- attempt to capture or destroy your cities, and pillage your fields and
- mines. Because barbarians may appear along any coast or in any unsettled
- area, it is important to defend cities. It may also be useful to screen
- your cities from unsettled areas so that any barbarians that appear may
- be intercepted before they reach your cities. Most barbarian tribes are
- accompanied by a leader who may be ransomed if captured. Barbarian
- leaders look like Diplomats.
-
- SEA RAIDERS: Barbarians that invade from the sea are looking for
- a place to settle. They search for cities and attempt to capture
- them. They do not pillage mines and irrigation because or their
- interest in making a permanent settlement. If they capture a
- city, they take is over and begin producing more units to make
- new assaults. Sea raiders can be fought on land or engaged at
- sea in their ships.
-
- LAND BARBARIANS: These raiders are interested only in loot, not
- permanent settlements. This makes them very harmful as they
- pillage any mines or irrigation they encounter. If they capture
- one of your cities, they utterly destroy it. For these reasons,
- land barbarians are best engaged as far from your cities as
- possible. Land barbarians arise in areas that are not within the
- radius of a city. As time passes they appear at even farther
- distances from civilization. Thus, expanding your cities over a
- continent eventually removes the threat of barbarians appearing
- because the entire area has become more or less civilized by the
- presence of your cities.
-
- RANSOMING THE BARBARIANS LEADERS: If a barbarian leader is alone
- in a square and you attack him and win, he is captured and
- immediately ransomed for 100 coins. The money is added to your
- treasury. When barbarians units are attacked and destroyed,
- leader units stacked with them are destroyed also. Barbarian
- leaders who have lost their armies attempt to escape and
- disappear if not captured in a few turns.
-
-
- GOVERNMENTS
- ~~~~~~~~~~~
- To assist in the management of your civilization there is a
- system of government. There are six types of government possible but the
- ones available to you at any moment depends on the technology that your
- civilization has ACHIEVED. One type of government, Anarchy, only occurs
- under a special circumstance.
-
- When beginning a new game your civilization is automatically
- governed by Despotism. The additional types become available when the
- specific civilization advance bearing their name is made.
-
- The different types of government each have their own unique
- effects. Some allow greater personal and economic freedom resulting in
- fast growing trade, science, and economies, while others are better
- suited to building and employing large armies.
-
- Governments are changed by REVOLUTIONS.
-
-
- TYPES
- ~~~~~
- The 6 governments available for a civilization are:
-
- Despotism
- Anarchy
- Monarchy
- Communism
- The Republic
- Democracy
-
- DESPOTISM: You rule by absolute power. The people just have to
- live with it because your will is enforced by the army. Due to
- the minimal amount of economic and personal freedom, production
- is at a minimum. But your total control makes conducting war
- relatively easy. Military units do not require resource support
- until the number of units making this their home city exceeds
- the number of people in the city. Each home military unit in
- excess of the number of people in the city requires one unit of
- resources for industrial support. Diplomats and Caravans do not
- require support. In addition, any map square that produces three
- or more food, resources, or trade has this production reduced
- by one. Settlers require one food for support.
-
- ANARCHY: You have temporarily lost control of government. Cities
- continue to operate on their own but some important operations
- of you civilizations come to a halt until control is restored.
- You are able to continue controlling the movements of your
- units. Anarchy has the same effect as Despotism with several
- exceptions- no tax revenue is collected, no maintenance is
- charged for city improvements, and no scientific research is
- done while Anarchy continues. Anarchy only occurs during
- revolutions.
-
- MONARCHY: Your rule is less absolute, and more with the
- acceptance of the people, especially an aristocracy of upper
- class citizens. The aristocratic classes at least have a certain
- amount of economic freedom and this results in the potential for
- greater production of resources, food, and trade. However, the
- upper classes deduct a share of your civilization's production
- as maintenance for military units and luxuries in the larger
- cities. Under a Monarchy, there is no reduction of production in
- squares that produce three or more units or food, resources, or
- trade. Irrigation of Grasslands and Rivers, plus mining of Hills
- can now pay off with increased production. All military units
- must be supported by one unit of resources. Settlers require two
- food for support.
-
- COMMUNISM: You are the head of a communistic government, and
- rule with the support of the controlling party. Although this
- form of government allows more production than despotism, the
- orthodoxy of the party restricts personal and economic freedom,
- limiting trade. On the plus side, corruption is kept to a
- minimum by the action of the local party apparatus. Communism has
- the same effect as Monarchy except the corruption is flat.
- Instead of increasing the farther a city is located from the
- Palace, all of your cities suffer the same rate of corruption.
-
- THE REPUBLIC: You rule over the assembly of city-states formed
- from the cities that your civilization has established. Each
- city is an autonomous state, yet also is part of the republic
- that you rule. The people feel that you rule at their request.
- They have a great deal of personal and economic freedom, and
- this results is greatly increase trade. Your diplomacy is
- reviewed by the Senate and they can override you decisions.
- Grasslands, Rivers, and Hills are as productive as they are
- under Monarchy. Also, an additional trade unit is generated
- wherever at least one trade unit already exists. Military units
- each require one resource for industrial support. Settlers
- require two food. Each military unit not in its home city makes
- one citizen unhappy. In addition, the Senate of your government
- accepts any peace offer made by another civilization, overriding
- even a desire for war by you.
-
- DEMOCRACY: You rule as the elected executive of a democracy. The
- people feel that you rule because they want you to. The degree
- of freedom allowed under this government results in maximum
- opportunity for economic production and trade. However, the
- people also have a very strong voice in determining how much
- economic production is devoted to improving the standard of
- living. As in a republic, some diplomatic decisions are subject
- to review by your Senate. Democracy is very similar to The
- Republic. One difference is that under Democracy there is no
- corruption. Also, if one or more of your cities are in civil
- disorder for two turns, there is a chance each turn thereafter
- that a revolution may occur. Each military unit not in its home
- city makes two citizens unhappy.
-
-
- REVOLUTION
- ~~~~~~~~~~
- Governments are changed through a process of revolution. This
- normally occurs at your command because you wish to change to a type of
- government more suitable to your plans. You may change your
- civilization's government type to any for which you have made the
- correct advance.
-
- To cause a revolution, pull down the Game menu and choose the
- option "REVOLUTION." After a few turns of Anarchy, a menu appears that
- lists the government options available to your civilization. The new
- government goes into effect immediately after you make your choice.
-
- If your civilization possesses the Pyramids, a Wonder of the
- World, you may change governments without passing through Anarchy. This
- ability is lost after the Pyramids become obsolete.
-
-
- ADVISORS AND WORLD REPORTS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- You always have a staff of advisors available who can provide
- detailed information concerning the affairs of you civilization. By
- consulting with these advisors you can make informed decisions about the
- management of your cities and relations with other civilizations. The
- reports of these advisors can be obtained from the Advisors menu found
- on the menu bar at the map display.
-
- In addition, there are a number of other reports that can be
- consulted. These are available from the World menu on the menu bar.
-
- The following advisors and world reports can be consulted:
-
- ADVISORS:
- City Status
- Military Advisor
- Intelligence Advisor
- Attitude Advisor
- Trade Advisor
- Science Advisor
-
- WORLD REPORTS:
- Wonders of the World
- Top 5 Cities
- Civilization Score
- World Map
- Spaceships
- Demographics
-
- CITY STATUS: This report lists the cities in your civilization
- and shows what they are producing. For each city you can read
- the population size, the amount of food, resources, and trade
- generated, what item is currently being produced, and how near
- it is to being completed. It is useful to consult this advisor
- at the beginning of your turn to refresh your memory about what
- your are producing and how close it is to completion. You can
- see at a glance whether some critical military unit or Wonder of
- the World is nearly completed.
-
- MILITARY ADVISOR: The first military report shows how many units
- of each type your civilization currently has in existence and is
- producing. Clear the screen to see the second part of the
- report. This part of the report shows the casualties that you
- have taken and inflicted in combat with other civilizations. The
- casualties are shown by type and civilization. Civilizations are
- differentiated by their color.
-
- INTELLIGENCE ADVISOR: This report is a summary of information
- gathered by your embassies. For each civilization with whom you
- have established diplomatic relations, this report presents
- accurate data on the name of their capital, their type of
- government, the size of their treasury, and their diplomatic
- status with other civilizations. No information appears for
- civilizations with whom you have not established an embassy. You
- can learn here which civilizations are at war and which are at
- peace, and with whom. You may find it useful to consult this
- report before attacking another civilization. A second page of
- info may be called up by pressing the Info button. This page
- reports some additional information regarding the apparent goals
- of the civilization's leader and the technological advances they
- have made most recently.
-
- ATTITUDE ADVISOR: The advisor reports the relative happiness of
- your citizens. From his survey you can see at a glance the
- number or happy, content, and unhappy citizens in each of your
- cities. This information can be useful after changing your
- luxury rate or type of government because those changes can have
- a significant effect on the happiness of your citizens. By
- reviewing this survey you can quickly see where you may have to
- make adjustments in city management to avoid disorder. For each
- of your cities, you see the current population and icons of any
- city improvements that help increase the happiness of the
- people. At the bottom of the page are totals for the size of the
- population of your entire civilization and percentages of the
- total that are happy, content, and unhappy. By examining the
- roster of improvements for each city, you may see where a city
- is missing a helpful improvement.
-
- TRADE ADVISOR: Your trade advisor reports for each of your
- cities how much of its trade is directed toward bringing in
- luxuries, tax revenue, and new ideas. The amount of luxuries,
- taxes, and science a city is producing is shown to the right of
- its name. Below the list of cities is a total for tax
- collections per turn. On the right side of the report is a list
- of city improvements that exist throughout your civilization.
- Only those improvements that cost money for maintenance are
- listed. The report shows how many of each improvement exist and
- the cost of maintaining them. At the bottom of this list is the
- total of your improvement maintenance costs for this turn. By
- comparing the tax revenue number with the maintenance cost
- number, you can see whether the treasury of your civilization is
- increasing each turn, shrinking, or remaining the same. If your
- treasury is shrinking, this may be a good time to increase taxes
- or adjust individual cities to produce higher revenue. In an
- emergency, you may wish to sell an improvement to raise cash.
- The final item is the report is labelled "Discoveries" and shows
- the number of turns needed for your scientists to acquire the
- technology advance that you have directed them to seek. The more
- scientific research done by your cities, the fewer turns
- required. Note that as technology increases, it takes more and
- more research to make the next breakthrough.
-
- SCIENCE ADVISOR: Your science advisor keeps track of the
- technologies that your civilization has already achieved and the
- progress of you scientists toward their next advance. A chart
- shows progress toward the next advance. The light bulbs indicate
- how much research has been done. When the box is full of light
- bulbs, the advance being researched is achieved. It is possible
- to continue making advances beyond the basic list that defines
- civilization up to the end of the 20th century. These continuing
- advances are called FUTURISTIC ADVANCES and each one your
- acquire adds ten points to your civilization score.
-
- WONDERS OF THE WORLD: Your geographers maintain a listing of the
- location of the Wonders of the World. When they hear of the
- construction of a new one they add it to the list. By the end of
- your civilization's history there may be as many as 21 Wonders:
- 7 ancient, 7 medieval, and 7 modern. Knowing where they are may
- be useful because capturing the city where a Wonder is located
- adds to the glory of your civilization. The geographer's list
- shows the Wonder's icon, its name, the city in which it is
- located, and the civilization that built it. Clear the page of
- ancient Wonders to see the medieval Wonders, and clear again to
- see the modern Wonders. Note that only existing Wonders appear
- on the list.
-
- TOP FIVE CITIES: This report graphically shows the five highest
- rated cities in the world. The five cities are named and their
- parent civilizations are also listed. Below the names are the
- population rosters of the cities and the icons of any Wonders
- that have been built there. All cities in the world are rated
- and the five with the highest scores are put on the list. Cities
- score points as follows:
-
- 2 points: For each happy citizen.
- 1 point: For each content citizen.
- 10 points: For each Wonder of the World built there.
-
- Note that cities that you have never discovered can be revealed
- to you in this list. The magnificence of these cities has passed
- by word of mouth to the corners of the world. Your geographers
- and other advisors constantly sift the rumors of travelers and
- traders for info regarding other civilizations. Even though some
- civilizations are not known to you, the splendor of their cities
- has reached the ears of your advisors.
-
- CIVILIZATION SCORE: This is a relative measure of how your
- civilization is doing. It is also totalled one last time when
- the game ends to give you a final score for your civilization.
- You can check with your advisor throughout the game to see how
- you stand. Your ultimate but difficult goal is to score over
- 1,000. Points are scored for the following conditions.
-
- 2 points: For each happy citizen
- 1 point: For each content citizen
- 20 points: For each Wonder of the World that you possess
- 3 points: For each turn of world peace (no wars)
- 10 points: For each Futuristic Advance.
- -10 points: For each map square currently polluted.
-
- At the bottom of the report is a bar graph indicating how far
- you have advanced towards a civilization score of 1000.
-
- WORLD MAP: Also the work of your geography department, this is
- the map of the entire known world. Parts of the world that you
- have not discovered cannot be seen. In addition, this map is
- centered horizontally on your capital. Thus you cannot tell
- exactly where you are located relative to the north or south
- polar boundaries until you discover them.
-
- SPACESHIPS: When you contact your space advisor, they can report
- the progress of any spaceship under construction. Select from
- the menu the civilization whose spaceship you wish to examine.
- Your advisors present a picture of the construction accomplished
- to date and their assessment of what it can carry, its estimated
- flight time, and its success probability. The space race begins
- once the Apollo Program Wonder of the World has been
- constructed. Thereafter any civilization that has the required
- technologies may begin building parts of a spaceship. Once the
- space race begins, it is important to maintain a watch on the
- spaceships of your rivals. You need to assess when they are
- likely to launch so that so can plan the size of your own ship
- and its launch date. If you conclude that your ship construction
- is too far behind to catch up, it may be necessary to mount a
- military campaign to capture the enemy capital. Capturing the
- enemy capital cancels the enemy spaceship under construction.
-
- DEMOGRAPHICS: Your advisors keep track of demographic info
- regarding civilization in comparison to the others in the
- world. This information is available in the report. It details
- your civilization's status in a number of areas and where it
- ranks in the world. Examining this report may offer clues about
- which civilizations are your biggest threats.
-
- The following statistics are shown in the report.
-
- APPROVAL RATING: The % of the people who think you are
- doing a good job as a ruler.
-
- POPULATION: The # of people within your civilization.
-
- GNP: The total of luxuries and taxes generated by your
- cities.
-
- MANUFACTURED GOODS: The total of resources generated by
- your cities.
-
- LAND AREA: The land squares that your units were last to
- pass through, representing the part of the world that is
- under your influence and control.
-
- LITERACY: The % of your population that can read. This
- depends on acquiring the advances of the Alphabet,
- Writing, and Literacy, plus the number of Libraries and
- Universities that your civilization possesses.
-
- DISEASE: A relative standing based on whether your
- civilization has acquired the advance of Medicine, and
- the number of Granaries and Aqueducts in your cities.
-
- POLLUTION: A comparison of the amount of pollution you
- are creating versus your rivals, measured buy the number
- of smokestacks generated by your city.
-
- LIFE EXPECTANCY: A relative standing determined by the
- extent of disease and pollution in your civilization.
-
- FAMILY SIZE: A number determined from the amount of
- excess food generated by your cities. Large family
- size means rapid population growth.
-
- MILITARY SERVICE: A relative standing determined from
- the # of military units you possess versus the size of
- your population, indicating the length of time of
- military service.
-
- ANNUAL INCOME: The amount of luxuries and tax revenues
- your cities generate, divided by your population.
-
- PRODUCTIVITY: The total is resources, food, and trade
- generated by your cities, divided by your population.
-
-
- PLANETARY CARETAKING
- ~~~~~~~~~~~~~~~~~~~~
- One cost of heedless industrial growth is a gradual polluting
- and poisoning of the environment. Of the many dangers posed by
- pollution, the greatest may be global warming. An unchecked rise in the
- planet's atmospheric temperature threatens catastrophic geographic
- changes including melting polar ice caps, rising sea levels, are parched
- farmlands. As you steer your civilization in the industrial age, you
- must manage your cities to minimize pollution and prevent global
- warming.
-
- Different kinds of poisoning may occur when nuclear weapons are
- used or a nuclear reactor melts down.
-
-
- INDUSTRIAL POLLUTION
- ~~~~~~~~~~~~~~~~~~~~
- Every game turn there is a probability of pollution occurring
- within the economic radius of each of your cities. The probability of
- pollution OCCURRING depends on two factors: resources and population. The
- most important factor is the number of resources the city generates. The
- more that are generated, the higher the probability. Below a certain
- level, there is no chance of pollution.
-
- The city's population has no effect on pollution until you
- acquire the advance of the Automobile. Thereafter, the population may
- become a significant factor in the probability of pollution OCCURRING.
-
- When there is a probability of pollution OCCURRING at a city,
- smokestacks begin appearing on the city display. The number of stacks
- indicates the probability.
-
-
- CLEANUP
- ~~~~~~~
- Pollution can be cleaned up by Settler units. Move the Settler
- onto the polluted square and press the P key. The settler is marked with
- a "P" to note that it has been ordered to clean up pollution.
-
- After four turns of work, the pollution disappears. Adding more
- settlers to a polluted square does not speed up the cleanup.
-
-
- EFFECTS
- ~~~~~~~
- Pollution reduces the production of food, industry, and trade in
- any map square where it appears. Production is halved and then rounded
- up. When cleaned up, the map square returns to pre-pollution levels of
- production.
-
-
- MONITORING POLLUTION
- ~~~~~~~~~~~~~~~~~~~~
- Your environmental advisors immediately inform you when any map
- area becomes polluted. The area on the map is marked with smudges to
- indicate pollution.
-
- The extent of pollution throughout you civilization can be
- monitored by watching the pollution indicator, a small sun in the date
- window of the display. The color of the sun indicates the extent of the
- risk of global warming. The colors in the IBM version range from dark
- red, to light red, to yellow, to white. Dark red indicates a low risk
- and white indicates a very high risk.
-
- The colors of the sun depend on the number of squares currently
- polluted and a lag of time. The more squares polluted, the higher the
- risk. The lag reflects the time required for the pollution to take
- effect.
-
-
- GLOBAL WARMING
- ~~~~~~~~~~~~~~
- EFFECTS: Global warming causes geographic changes throughout the
- world. Deserts, Plains, and Grasslands on coasts may become
- Swamps, and coastal Forests may become Jungles. Plains,
- Grasslands, and Forests in the interior may become Deserts. The
- result is much lower food, industry, and trade for your
- civilization. Your environment advisors report immediately if
- global warming has occurred. The effect is always bad, but in
- the case of flooded coastal areas you may improve Jungles and
- Swamps over time.
-
- CAUSES: Global warming may occur if at least nine map squares,
- anywhere is the world, are currently polluted. If they are left
- unattended for too long, environmental damage occurs. Once an
- environmental disaster has OCCURRED, the cycle starts over again.
- The planet has achieved equilibrium at the new higher
- temperatures. If pollution continues or increases once more to
- high levels, another bout of environmental problems may occur.
- This cycle may repeat endlessly if pollution is not controlled.
-
-
- NUCLEAR POLLUTION
- ~~~~~~~~~~~~~~~~~
- Pollution may also be caused by nuclear weapons or the meltdown
- of a nuclear power plant. Pollution caused by either of these events has
- the same effect as industrial pollution.
-
- NUCLEAR WEAPONS: When a nuclear unit is used in an attack, an
- additional effect of the attack is the pollution of a number of
- map squares around the impact square. Remember this when you are
- tempted to use nuclear weapons. You may create pollution you
- cannot readily reach with Settlers to clean up, significantly
- raising the risk of global warming.
-
- NUCLEAR MELTDOWN: If a Nuclear Power Plant melts down, half of
- the city's population is destroyed and a random number of
- squares near the city becomes polluted. There is risk of
- meltdown when a city that has a Nuclear Power Plant goes into
- civil disorder. The civilian unrest may result in safety
- procedures becoming so lax that a catastrophic accident occurs.
- If you build Nuclear Power Plants in any of your cities, take
- special care not to allow those cities to go into disorder. When
- your civilization achieves the technology of Fusion Power, the
- risk of meltdown disappears. Your Nuclear Plants automatically
- convert to the technology of fusion power which is free of the
- risk of meltdown.
-
-
- DIPLOMACY
- ~~~~~~~~~
- Diplomacy is conducted by negotiations between yourself and a
- ruler of a rival civilization. Negotiations may occur when a rival sends
- and envoy to talk or may result from overtures of your own. Diplomacy is
- conducted face-to-face with one rival ruler at a time and can lead to
- exchanges of technology, offers of peace, international extortion, or
- declarations of war.
-
- A rival may contact you when units from each of your
- civilizations are adjacent to each other. A rival envoy may also arrive
- at any time. You may start negotiations by sending a Diplomat into a
- rival city and selecting the option "Meet With the King."
-
- The tone and result of any negotiations are greatly influenced
- by the mood or your rival. The opposing leader may be antagonistic,
- supplicating, or somewhere in between. This mood depends on the leader's
- personality and how your two civilizations compare to each other and the
- rest of the world. You may be able to pick up cues on a rival's mood
- from facial expressions or background music.
-
- A rival leader's personality may be aggressive, friendly, or
- neutral. Aggressive leaders are more likely to lean toward war or demand
- high payments for peace. Friendly leaders are more likely to offer peace
- and may only be bluffing when asking for payment. If you have broken
- previous peace agreements with this civilization, that is remembered and
- also influences the degree of antagonism.
-
- If you are the largest, most powerful, and richest civilization
- in the world, all rivals are likely to be very jealous or antagonistic.
- However, if the opponent is puny in comparison, the natural tendency
- toward being belligerent may be overridden. A civilization threatened
- with extinction is more interested in survival.
-
- All negotiations end with either and agreement of peace between
- your two civilizations or a declaration of war. Even the most
- antagonistic rival may concede peace for a suitable payment of cash or
- technology. This may purchase peace only temporarily, however.
-
- Establishing embassies with other civilizations can be very
- useful in preparation for negotiations. You Intelligence Advisor
- collects information from all of your embassies and from him you can
- learn important facts about your opponents, including their size and the
- personality of their leader. This information is not available for
- civilizations with which you have not established an embassy.
-
- TRADING TECHNOLOGY: Civilizations that are not extremely
- antagonistic may offer to trade technology. They begin by
- offering one that you don't possess. They may actually gave
- several you lack. If you agree, a menu of technologies they can
- trade appears. Select the one that you want and then they take
- one from you. You have no choice regarding what they take and
- cannot veto the trade. If after trading another exchange is
- possible, more trading may take place.
-
- BUYING PEACE: A rival may demand a cash payment or a
- civilization advance during negotiation. If you meet this
- demand, the rival almost certainly agrees to peace. If you
- reject the demand, an antagonistic rival generally declares war.
- The demand or a more peaceful threatened rival may only be a
- bluff, and peace may be offered anyway after demands are
- rejected. In some cases, a rival offers a reward for your making
- peace or declaring war on another civilization.
-
- POST-TREATY NEGOTIATIONS: Once you agree to a peace treaty you
- have an opportunity for further negotiations. A menu opens
- offering three choices: a declaration of harmony, a military
- proposal, or a demand for tribute. The declaration of harmony
- has no real effect. A military proposal is a suggestion by you
- for your new friends to attack a third party. This generally
- generally costs you a cash payment which you can pay or turn
- down. The third option is a demand for tribute to cement the new
- treaty you have signed. If your opponent is weak or in awe of
- your power, he may pay. Alternatively, he may refuse to pay, or
- go as far as to declare war on you.
-
-
- PEACE
- ~~~~~
- Peace between your civilization and another can only result from
- diplomacy. If you and your rival agree, then a state of peace can occur.
- Choosing peace is voluntary unless your government is a Republic or
- Democracy. In those cases the Senate of the government overrules any
- decision for war and accepts peace.
-
- Peace agreements can normally be broken at any time by either
- party, but so long as it holds, both parties must adhere to the
- following rules: units of the other civilization, even Diplomats, may
- not be attacked; no units except Diplomats and Caravans may enter
- squares that have been improved by the other party within the radius of
- a city (irrigated, mined, or penetrated by roads); squares that other
- party has under development may not be pillaged; and technology may not
- be stolen from the other party. Any of these events ends the peace and
- triggers war. You are warned that you are about to break a peace and have
- a change to check your action.
-
- If your government is a Republic or Democracy, you may not
- voluntarily violate a peace agreement. The Senate forbids any action
- that starts war. If you consider war necessary, you must have a
- Revolution to overthrow the government and put in one more receptive to
- your wishes. Alternatively, you may wait for your opponent to break the
- peace himself or declare war on you.
-
- When you are at peace it is much easier for trade Caravans to
- reach the cities or the other party and establish trade routes. If the
- entire world is at peace, your civilization score is increased. The
- major benefit or peace is that you are not at war. During war, all of
- the proscribed activities are possible, and can cause great damage and
- waste of resources.
-
-
- THE SPACE RACE
- ~~~~~~~~~~~~~~
- The environmental pressures of growing populations in the modern
- world are forcing humans to look in to space for resourceful and living
- room. The question is not whether humans are to travel to the stars, but
- when. The final act of stewardship you can perform for your civilization
- is to insure that they lead this exodus.
-
- As noted earlier, the history of your civilization ends when
- either you or one of your rivals reaches a nearby star system with
- colonists. If your spaceship is the first to arrive, you receive a bonus
- to your civilization score in recognition of this final accomplishment.
- Regardless of how many colonists your spaceship is carrying, or how
- fast it is, if a rival makes planetfall first, you receive no bonus.
-
- The construction of spaceships may not begin until one
- civilization has built the Apollo Program Wonder. Thereafter, the race
- is one and any civilization that has acquired the necessary advances may
- begin building the parts of a spaceship.
-
- Each civilization, including yours, may build only one spaceship
- at a time. Once it is launched, another one cannot be built and sent off.
- Ships that have been launched may not be recalled or turned around.
- Spaceships are destroyed if the owning civilization's capital is
- captured. In this case, a new ship may be constructed.
-
-
- SPACESHIPS
- ~~~~~~~~~~
- The purpose of your spaceship is to carry as many colonists as
- possible to another star system. To have any chance of success it must
- provide at least a minimum of the following: living space for colonists,
- food sources, energy sources, propulsion power, and fuel for the
- engines. The better prepared the spaceship, the higher the number of
- colonists that arrive safely and the faster the voyage
-
- Your goal is to build a spaceship that can hold as many
- colonists as possible, yet travel at a reasonable speed and with
- reasonable probability of success. As construction of your ship
- proceeds, keep an eye on its characteristics, displayed to the right of
- the spaceship window. All spaceships have the same characteristics:
- population, food, energy, mass, fuel, flight time, and probability of
- success.
-
- Once you have built a spaceship that meets the minimum
- requirements for carrying colonists, you may launch or proceed with
- further construction to increase the capacity of the ship.
-
- POPULATION: The number of people the spaceship is outfitted to
- carry. The more people it carries to the new planet, the higher
- your bonus.
-
- SUPPORT: The percentage of the people that the ship is prepared
- to carry that can currently be supported. People that are not
- provided with life support cannot be expected to survive the
- voyage.
-
- ENERGY: The % of the energy required by the habitation and life
- support modules that is currently being provided. If sufficient
- energy is not provided for life support and habitation, the
- probability of success will be very low.
-
- MASS: All of the components, modules, and structures add to the
- mass of your spaceship. The greater the mass, the more power
- required from propulsion parts to move it.
-
- FUEL: The % of the fuel your propulsion units require that is
- currently aboard. If insufficient fuel is provided, the
- propulsion components aboard cannot work to their maximum power
- and the best possible speed cannot be attained.
-
- FLIGHT TIME: A calculation of the number of years required for
- your spaceship to reach the nearest star based on the ship's
- mass and engine power. Adding more engines and fuel reduces
- flight time.
-
- PROBABILITY OF SUCCESS: The approximate % of the people that can
- be carried that are expected to survive the voyage based on the
- amount of food and energy provided, plus the flight time. The
- faster the flight, the higher the expected survival rate.
-
- SPACE SHIP LAUNCHING: To send your spaceship on its voyage,
- press the Launch key (L Key) or the launch button, found at the
- bottom right of the spaceship display.
-
-
- CONSTRUCTION
- ~~~~~~~~~~~~
- Your spaceship is constructed of parts. Each part is built like
- any other improvement, except that when a part is completed, it is
- automatically added to your ship. The parts of the spaceship come in
- three types: components, modules, and structures. Each type is available
- for construction when you have achieved a specific technology advance.
-
- All modules and components must be connected to a sufficient
- structure. If a module or component is not connected, it is marked to
- signal the part is not working. Once sufficient structural parts have
- been added, the outline disappears.
-
- To build spaceship components you must have achieved the
- technology advance of Plastics. You can then build components at a cost
- of 160 resources. There are two kinds of components, propulsion and
- fuel. When a component has been completed, you choose which type has
- been built.
-
- PROPULSION COMPONENTS: These are the engines that provide the
- power for space flight. The more engines you add, the faster the
- ship travels, the sooner it reaches its destination, and the
- higher the probability of success of the mission.
-
- FUEL COMPONENTS: These provide fuel for the propulsion units. In
- order for the propulsion units to perform to their maximum, one
- fuel component must be provided for each propulsion component.
-
-
- MODULES
- ~~~~~~~
- Spaceship modules require the technology of Robotics and cost
- resources each to build. They exist in three types: habitation, life
- support, and solar panels. When a module is completed, you choose which
- type to add to your ship.
-
- HABITATION MODULE: Each habitation module provides living space,
- community services, the recreational facilities for ten thousand
- colonists.
-
- LIFE SUPPORT MODULE: Each life support module provides the food
- and other requirements for the ten thousands colonists carried
- in one habitation module. People carried in a habitation module
- that doesn't receive life support have a very low probability of
- surviving.
-
- SOLAR PANEL MODULE: Each solar panel module provides enough
- energy to power two of the other types of modules. Modules that
- don't receive power cannot function properly.
-
-
- STRUCTURES
- ~~~~~~~~~~
- Spaceship structure require the technology of Space Flight and
- cost 80 resources each to build. You must build sufficient structure
- parts to connect the components and modules together. Parts that are not
- connected do not work and provide no benefit to the ship.
-
-
- CITIES
- ~~~~~~
- The economic and industrial centers of your civilizations are it
- cities. They are the residence of the population, the source of tax
- dollars, the home of your scientists, and the sites of your industrial
- production. Each city organizes the development of the area surrounding
- it, converting the nearby agricultural land, natural resources, and
- potential trade into food, industrial production, technology, and cash.
-
- One measure of the success of you civilization is the number of
- cities it encompasses and the size of each. Larger cities collect more
- taxes, conduct more technology research, and risk being overrun by
- larger and more powerful neighbors. Falling too far behind in the arms
- race, both in quality and quantity, may result in an early exit from
- history.
-
- The management of your civilization involves the founding of
- cities, their management, and their protection. New cities can be built
- from scratch or captured from rivals. Managing a city requires
- maintaining a balance of food, industry, taxes, luxuries, and
- improvements that keeps the citizens content and productive.
-
- Rival civilizations are a constant threat to the security of
- your cities. After taking steps to protect them, consider conquering
- cities of your rivals. This reduces the threat they pose and is often an
- inexpensive way to expand.
-
-
- NEW CITIES
- ~~~~~~~~~~
- New cities can be acquired in three ways. They can be started
- from scratch, a minor tribe discovered by your armies may elect to join
- you as a new city, or your armies can conquer the cities of your
- neighbors.
-
- FOUNDING NEW CITIES: When a Settler unit is on a map square
- where you wish to build a new city press B. After establishing
- the city name your Settler unit will now become a member of
- cities population.
-
- MINOR TRIBES: Occasionally a minor tribe may be awed by your
- emissaries to immediately become part of your civilization. In
- this case the minor tribe forms a new city.
-
- CAPTURING CITIES: Cities of other civilizations are normally
- defended. If the defenders can be defeated you will earn the
- city. Capturing a city may result in the discovery of a new
- technology advance and plundered cash. Occupying an enemy city
- may destroy some improvements the city has built, and it
- eliminates one point of population. Therefore, a city that has
- only one point of population remaining is destroyed instead of
- captured.
-
-
- PLACING NEW CITIES
- ~~~~~~~~~~~~~~~~~~
- When building a new city, plan carefully where it is placed. The
- map square in which it is built and the squares surrounding it determine
- how valuable the city can become. Factors to be considered include the
- economic value of the square the city is placed in, the economic
- potential with the city's radius, the proximity of other cities, and the
- strategic value of the location. Ideally, locate cities it areas offer a
- combination of food for population growth, resources for production, and
- trade. Where possible, take advantage of the presence of special
- resource squares.
-
- THE CITY SQUARE: The terrain the city occupies is especially
- important because it is always under development. You cannot
- take workers off this square when adjusting development on the
- city map. If this area is not useful, especially for producing
- food, then population growth is a new city is handicapped. For
- this reason, new cities are generally best built in Plains,
- Grasslands, or Rivers. These provide the best food production
- and, this, faster population growth.
-
- THE CITY RADIUS: The potential area of development extends out
- two city squares on the map in every direction except
- diagonally. If the new city grows large enough, its population
- can bring all of this area into development. When planning a new
- city, consider this radius and the long-term benefits of any
- potential site. To grow, the city must encompass sufficient
- food-growing areas. Any city that can grow has value, but your
- most important cities are those that also have resources
- available. These cities can quickly build and support military
- units and Wonders. Hills and Forests are important sources of
- resources, as are squares containing special resources symbols
- for game, horses, coal, and oil. The importance of trade in
- generating taxes and technology makes River squares especially
- goof sites for cities when just beginning. Without Rivers, you
- must quickly build roads in Plains or Grasslands to generate
- trade.
-
- LANDSCAPING: When surveying sites for a new city, keep in mind
- the potential for some squares to be improved. Hills and
- Mountains can be mined and then produce increased resources.
- Plains, Rivers, and Grasslands can be irrigated and then produce
- more food. Swamps and Jungles can be cleared into Grasslands or
- converted to Forests. Forests may be cleared into Plains. Plains
- and Grasslands may be turned into Forests if you need resources.
- An area of Jungles and Swamps looks barren at first, but has the
- potential to be a very rich city site. Plains, Grasslands, and
- Deserts produce trade once penetrated by Roads, and all land
- squares improve in production when Railroads come through.
-
- PROXIMITY OF CITIES: Another consideration when planning new
- cities is the current or potential location of other cities.
- Minimize the economic radius overlap restricts the potential
- growth of one or both cities. When just beginning, explore
- nearby lands as soon as possible to begin planning the placement
- of future cities to best take advantage of the terrain. A few
- large and powerful cities are more useful than several smaller,
- weaker ones.
-
- STRATEGIC VALUE: The strategic value of a city's site is a
- final consideration. Because the underlying terrain can increase
- the defender's strength when under attack, in some circumstances
- the defensive value of the terrain may be more important than
- economic value. But good defensive terrain is generally poor for
- production and inhibits the early growth of a city.
- However, defending a city is generally is easier than defending
- normal terrain. In a city you can build the City Walls
- improvement which triples the strength of defenders. Also, in
- cities only one army at a time is destroyed in combat. Outside
- of cities, all armies stacked together are destroyed when any
- army in the stack is defeated. So, in certain cases where a
- continent bottlenecks and a rival is on the other side, the
- defensive value of a city site may be more critical than
- economic value. Placing at least a few cities on the seacoast
- gives you access to the ocean. This allows the launching of ship
- units to explore the world and transport your units overseas.
- With few coastal cities, your sea power is constrained.
-
-
- CITY MANAGEMENT
- ~~~~~~~~~~~~~~~
- STABILITY: Cities that don't maintain a favorable balance of
- happy people over unhappy people people go into civil disorder.
- Cities in civil disorder produce no tax revenue, no technology
- research, and no food surpluses, and suspend production. A
- nuclear reactor in a city suffering civil disorder may
- experience a meltdown due to lax safety controls. Keeping a city
- stable is a very high priority!
-
- POPULATION GROWTH: Keeping the population growing is important
- because each additional person contributes something to your
- civilization. Each new worker brings a new map square under
- production. Population growth increases economic power, and
- thus, the strength of your civilization. The size of your
- population is a major factor in determining your civilization
- score, a measure of how well you have ruled.
-
- RESOURCE DEVELOPMENT: The people of your city that work in the
- surrounding countryside harness the economic resources of the
- area. Those resources are converted by the city into more
- people, industrial production, money, and technology research.
- When managing a city, you must allocate the people so as to
- maximize this development, or match it up to your needs. There
- may be times when increased industrial output is preferred over
- population growth. There may be times when increased trade is
- needed. You can give orders to your advisors to shift a city's
- work force around to change the mix of economic development as
- desired.
-
- TAX REVENUE: Most of the improvements that can be built within
- cities require money for maintenance. Money is also useful for
- speeding industrial production, bribing enemy armies, inciting
- revolts in enemy cites, and for negotiating peace with your
- neighbors. The combined tax revenues of your cities must exceed
- their maintenance requirements before cash can accumulate for
- other uses. Although it is not necessary for each city to
- produce surplus revenue, enough cities must do so to cover
- expenses. Some cities may not be especially suited for industrial
- production, but some may still be good trading centers. Manage
- these cities to produce extra revenue.
-
- TECHNOLOGY RESEARCH: The greater the contribution of research
- each city makes toward new technology, the faster the new
- civilization advance is reached. The amount of research is
- devoted to bringing in new ideas and otherwise discovering
- technology advances. A city's research contribution can also be
- influenced by adjusting trade, creating Scientists, and certain
- improvements. Improvements that can help are the Library and
- University, which improve research, and several Wonders.
-
- INDUSTRIAL PRODUCTION: Each city has more or less capacity to
- produce new units and improvements. The most valuable cities
- have the greatest industrial capacity. They can quickly produce
- expensive military units that extend power of you civilization.
- They are also best at producing the Wonders of the World. You
- must regularly monitor the production of you cities to insure
- that the most needed items are being built. There are four main
- tools available to reach and maintain these goals of city
- management: shifting workers around, converting some workers to
- SPECIALISTS, building improvements, and building Wonders of the
- World. Workers can be shifted around the city map display to
- adjust economic developments. Specialists can be created to
- increase production of luxuries, taxes, or technology. Within
- each city you can order the construction of improvements such as
- a Temple to make some unhappy people content, a Granary to speed
- population growth, or a Library to increase research. The most
- costly tools available are the Wonders of the World. These are
- magnificent improvements that bring lasting glory to your
- civilization in addition to some special effect. Although
- Wonders are built in a city like an improvement, their special
- effect often extends through all or part of your civilization.
- However, only one of each Wonder may be built in the entire
- world and your rivals may construct them first.
-
-
- CITY PROTECTION
- ~~~~~~~~~~~~~~~
- Great economic management of a city is worthless if the city is
- captured by rivals or barbarians. Part of the management plan must
- concern the defense of the city. A large part of the defense is not
- handled locally, but on your borders and coasts. A defensive line of
- units, both at sea and on land, that can intercept enemies before
- they close with your cities can be helpful. Even the best defensive
- lines can be penetrated, so the defense of the city itself cannot be
- neglected. The minimum city defense is one army, preferably one with a
- good defense factor. Fortify any armies that you expect to defend a city
- because Fortified units increase their defense strength. A second
- defender is often a good idea. Adding an army with a strong attack
- factor is also useful. This army can attack enemies that move adjacent
- to the city, perhaps destroying them before they test the defenders. The
- defense of the city can be substantially improved by building City
- Walls, an improvement that triples the defender's strength versus most
- attackers, but not Bombers or Artillery. This tripling takes effect
- after the effects of veteran status is considered. Being fortified
- behind City Walls has no effect unless the attacking unit is a Bomber or
- Artillery unit. City Walls also prevent population loss when defending
- units are destroyed. When civilization advances make available new army
- types with better defense factors, take the first opportunity to replace
- old defenders with better units. Since the offensive capability of your
- enemies improves as they acquire new technology, your defenses must
- improve to keep up. Linking cities with Roads and Railroads can be very
- helpful in speeding the movement of units from one end of your empire to
- trouble spots elsewhere. This puts your defensive armies on "interior
- lines," allowing them to rapidly move to where they are needed.
-
-
- CITY DISORDER
- ~~~~~~~~~~~~~
- A city suffers civil disorder when unhappy people outnumber
- happy people, content people being ignored in the calculation. Cities in
- disorder provide no tax revenue, contribute no technology research, and
- suspend production of new units or improvements. When order is restored,
- the city returns to normal operation next turn. You can restore order in
- several ways. To restore order you may pay to complete an improvement,
- such as a Temple, that can covert sufficient unhappy people to
- contentment to restore balance. You may also change the luxury and tax
- rates of you civilization to attempt to restore order. Increasing luxury
- convert some content people to happy. You may take one or more people
- out of the work force, making them Specialists. This increases the
- number if happy people. When creating Specialists, be careful not to
- also cause shortages of food or resources that cause starvation of
- population or scrapping of armies. Under the government types Despotism,
- Monarchy, or Communism, it is possible to restore order to a city using
- martial law. Each military unit in a city makes one unhappy citizen
- content. Only those units possessing an attack factor of one or more can
- impose martial law. By moving enough units into a city suffering
- disorder, order may be restored. Under Republican or Democratic
- government, each military unit not in its home city creates one or more
- unhappy citizen. When a city is in disorder, destroying distant military
- units, returning them to the home city, or changing their home city,
- makes some unhappy people content and may restore the city to order. All
- of these methods are useful in restoring the balance of your cities or
- enemy cities that you have just captured.
-
-
- WE LOVE THE (KING) DAY
- ~~~~~~~~~~~~~~~~~~~~~~
- When a city becomes sufficiently happy, it may hold a
- celebration in honor of your rule. The people declare a "We Love the
- King Day" in thanks for the prosperity you have made possible. While the
- circumstances that trigger this celebratory mood continue, the city
- enjoys certain benefits, depending on your civilization's type of
- government. In order for the "We Love the King Day" celebration to
- occur, there must be no unhappy people in the city, at least as many
- happy people as content people, and the city must have population of at
- least three. Specialists are considered content citizens for this
- calculation.
-
- ANARCHY: The celebration has no effect when the government is in
- anarchy.
-
- DESPOTISM: The celebrating city is operated as if the government
- is a Monarchy. This can increase the amount of food and
- resources generated when some terrains are irrigated and mined.
-
- MONARCHY/COMMUNISM: A celebrating city currently ruled by either
- of these governments is operated as if the government is a
- Democracy instead. This increases the amount of trade generated.
-
- REPUBLIC/DEMOCRACY: A celebrating city currently ruled by either
- of these governments increases in population by one point each
- turn so long as sufficient food is available. This can result in
- dramatic growth of the city.
-
-
- CITY RESOURCES WINDOW
- ~~~~~~~~~~~~~~~~~~~~~
- FOOD: A population unit in your city requires two units of food
- each turn. If you city is currently producing more food than
- that, the surplus is shown after a break in the food line. The
- excess goes into the food storage box shown elsewhere on the
- city display.
-
- RESOURCES: The shield symbol indicates the resources of raw
- materials and industrial capacity of the city. Surplus capacity
- is shown to the right of a break in the industry line and is
- available to be used to build new units or city improvements.
- Diplomats and Caravans don't require maintenance.
-
- TRADE: Trade is produced by Roads through Plains and Grasslands,
- by Rivers, by Oceans/Lakes, by squares containing Gold Mines or
- Gems, and by Caravans trade routes.
-
- LUXURIES: These are shown as diamonds. For every two diamonds of
- luxuries produced, one content citizen becomes happy. The amount
- of luxuries may be increased quickly by creating Entertainers.
-
- TAX REVENUES: These are shown as gold coins and are used to pay
- maintenance costs for city improvements.
-
- SCIENCE: The knowledge that results from science research is
- shown as light bulbs.
-
- CORRUPTION: Depending on your type of government and the city's
- distance from your palace, some trade may be lost as corruption.
-
-
- SPECIALISTS
- ~~~~~~~~~~~
- ENTERTAINERS: People removed from the work force immediately
- become Entertainers. Each Entertainer is the equivalent of two
- additional trade symbols added to that part of the city's trade
- brought in as luxuries. Creating Entertainers has the result of
- creating more luxuries and making more people happy.
-
- TAXMEN: You can change an Entertainer to a Taxman. Click on the
- Entertainer to convert him. Taxmen increase tax revenue.
-
- SCIENTISTS: You can change a Taxman into a Scientist. Click on
- the Taxman to convert him. The Scientist is a researcher who
- increases the amount of knowledge your city is producing.
-
-
- PRODUCTION BOX
- ~~~~~~~~~~~~~~
- CHANGE PRODUCTION: Use the change button to open the menu of
- items that you can produce. (All of you have probably figured
- this out!)
-
- RUSH JOBS: If you have the cash buy the item instead of waiting
- for it! The cost is $2 per missing resource shield. You may want
- to consult your City Status advisor for remaining resource cost
- on big purchases.
-
- SABOTAGE: Enemy diplomats may slip into your cities and destroy
- items partially completed. All resources currently invested in
- an item are destroyed and production starts over. Your only
- protection from this is to destroy enemy diplomats before they
- can enter.
-
- DISASTER: Pirate raids also destroy the partially completed
- item in the production box. The only defense against them is
- building the Barracks improvement.
-
-
- IMPROVEMENTS ROSTER
- ~~~~~~~~~~~~~~~~~~~
- This part of the city display is in the upper right hand corner.
- The only thing you need to know here is that the buttons to the right of
- the improvements are their sell buttons. If you want to sell an
- improvement click on the corresponding button.
-
-
- INFORMATION WINDOW
- ~~~~~~~~~~~~~~~~~~
- Within this window various types of information can be reviewed
- or accessed. Here you can quickly see what military units are defending
- the city, what trade routes the city has established, whether the city
- is causing pollution, a small version of the world map, or a bird's-eye
- view of the city.
-
- Across the top of the window are several buttons: Info, Happy,
- View, Map. Using these buttons you can call up the information you wish
- to see.
-
- MAP: Pressing this button calls up a small version of the world
- map. The city you are in is marked for reference. Also marked on
- the map are the location of any cities which you have
- established trade routes and the location of units that make
- this their home city. The map may be useful for planning
- additional trade routes, assessing the danger of enemies,
- locating units you wish to disband, or deciding a sailing
- direction for newly launched ships.
-
- VIEW: This button opens the bird's-eye view of the city that is
- seen when a new improvement or Wonder is built. As time passes,
- note that the architecture of the various dwellings improves.
-
- INFO: This button calls up the most useful info. When you first
- open any city display, this button is automatically on. Just
- below the row of buttons are shown the icons for all units
- currently in the city. Fortified units have a border around them
- and units on sentry duty are shown as faded icons. Fortified
- units or those on sentry duty may only be activated from this
- window. When you return to the map display, these units can now
- be given orders. At the bottom of the window is a list of any
- trade routes the city has established. Each trade route is noted
- by the name of the city with which you are trading and the
- amount of trade generated. This trade is automatically included
- in the trade your city is generating, shown in the city
- resources window of the display. As your civilization moves into
- the Industrial Age, pollution may become a problem. In the
- middle of this window, pollution indicators appear when the
- city's industry get sufficiently large. The indicators are
- smokestack icons. The presence of several smokestacks is a cue
- that you need to reduce pollution or be prepared to clean it up.
- The alternative is eventual environmental disaster. There can be
- up to one hundred smokestacks present indicating a 100%
- probability of pollution each turn.
-
- HAPPY: This button opens the Population Happiness Chart, which
- shows what factors are affecting the happiness of the city's
- population. All people in a city beyond a certain number are
- unhappy before any modifying influences are taken into account.
- At the Emperor level of difficulty, only the first two PEOPLE
- are content; at King level, the first three; and so on down to
- Chieftain level, where the first six people are content. When
- the city's population increases beyond these minimums, the new
- people are unhappy unless their condition is improved by a
- culture and a standard of living that provides luxuries,
- religion, and entertainment; they are coerced into contentment
- by martial law; or the presence of Wonders of the World lifts
- their pride and spirits. The top row of the chart shows the
- happiness of the population before taking into account any of
- the factors that improve happiness. The second row shows the
- effects of the luxuries that are provided to the city, if any.
- Two units of luxuries make on content person happy or one
- unhappy person content. A contented person is made happy before
- another unhappy person is made content. The third row shows the
- effects of Temples, Cathedrals, and Colosseums. These
- improvements have the effect of making unhappy people content.
- The fourth row shows the effects or martial law and military
- service. Under all governments except the Republic and
- Democracy, each military unit in a city coerces one unhappy
- person into contentment. Any units imposing martial law are
- shown is this row. Under the Republic or Democracy, martial law
- does not work. Instead, each military not in its home city make
- one person unhappy. This is shown by "SAD FACE" symbols in this
- row and under the units in the home city roster. The fifth row
- shows the effects of any Wonders of the World, either in this
- city or elsewhere, that are influencing the population's
- happiness. Specialists are content people, and are taken from
- the ranks of the content or happy population when created. The
- effect of the increased luxuries created by Entertainers is
- shown in row two. The bottom row of the chart shows the
- cumulative effect of all factors on the happiness of the
- population roster at the top of the display. Examining this
- chart is useful for understanding what is affecting the
- happiness of the city and perhaps indicating what else could be
- done if the city is out of balance. You may see where creating
- Entertainers, disbanding out of town units, bringing in more
- units, or building a new improvement can bring the city back
- into order.
-
-
- CITY IMPROVEMENTS
- ~~~~~~~~~~~~~~~~~
- When beginning a new civilization, you normally may only build
- one type of improvement, the Barracks. As your civilization acquires new
- technologies, more improvements become possible. Each city may only
- build one of each improvement. The improvements that your city possesses
- are listed in the improvements roster on the city display. Once built,
- improvements may be destroyed by sabotage, disaster, and capture, and may
- even be sold for cash.
-
- SABOTAGE: Diplomats may enter a city and attempt industrial
- sabotage. This may result in the destruction of an existing
- improvement. The only defense against this type of attack is
- destroying the Diplomat before it can enter a city.
-
- DISASTER: Volcanos, Pirate Raids, Floods, Fires, and Earthquakes
- may destroy improvements in a city. There is no defense against
- Earthquakes, but Aqueducts prevent Fires, Temples prevent
- Volcanos, City Walls prevent Floods, and Barracks prevent Pirate
- Raids.
-
- CAPTURE: Some, all, or none of a city's improvements may be
- destroyed when it is captured by another civilization.
-
- SELLING IMPROVEMENTS: You may sell an existing improvement to
- raise cash by pressing the sell button next to its name in the
- improvements roster of the city display.
-
- AQUEDUCT: Cities without an Aqueduct may not grow beyond a size
- of 10 population points. In addition, Aqueducts prevent the
- disasters of Fire and Plague. Aqueducts require the advance of
- Construction, cost 120 resources to build, and cost $2 per turn
- to maintain.
-
- BANK: Banks increase the luxuries and taxes generated by a city
- by 50%. Banks cost 120 resources to build and $3 per turn to
- maintain.
-
- BARRACKS: New units built in this city are already veterans,
- increasing their attack and defense factors by 50%. Barracks
- prevent the disaster of pirates. They disappear when you acquire
- the advances of Gunpowder and Combustion. SECOND generation
- Barracks cost $1 per turn and third generation Barracks cost $2
- to maintain per turn.
-
- CATHEDRAL: A Cathedral makes four unhappy people content and is
- very useful for keeping a large city out of civil disorder. It
- costs 160 resources to build, and takes $3 to maintain per turn.
-
- CITY WALLS: City walls triple the strength of a defending unit,
- except when attacked by a Bomber or Artillery unit. This
- tripling occurs after considering the effect of terrain and
- veteran status. Cities defended by City Walls do not suffer
- population losses when a defending unit it destroyed. Walls also
- prevent the disaster of Flood. They cost 120 resources and
- requires $2 per turn to maintain.
-
- COLOSSEUM: Its presence makes 3 unhappy people content. It costs
- 100 resources to build, and requires $4 per turn to maintain.
-
- COURTHOUSE: This improvement reduces corruption in a city by
- 50%. It costs 80 resources and needs $1 per turn to maintain.
-
- FACTORY: A Factory increases the amount of resources generated
- by a city by 50%. They become obsolete and stop working if a
- Manufacturing Plant is built in the same city. It costs 200
- resources to build and requires $4 per turn to maintain. The
- effect of a Factory may be increased by the presence of a Hydro
- Plant, a Nuclear Plant, or a Power Plant. It may also be
- increased by the Hoover Dam, a modern Wonder of the World.
-
- GRANARY: Cities possessing a Granary use up only 50% of their
- stored food to create new population. The storage box only half
- empties. In addition, the Granary prevents a Famine disaster
- from destroying population. The Granary requires 60 resources to
- build and $1 per turn to maintain.
-
- HYDRO PLANT: The production bonus for a Factory or Manufacturing
- Plant is doubled of the city has a Hydro Plant. In addition, a
- Hydro Plant reduces the probability of pollution. A Hydro Plant
- may only be built by a city on or near a River, Hills, or
- Mountains. It costs 240 resources and requires $4 per turn to
- maintain.
-
- LIBRARY: A Library increases the knowledge production of a city
- by 50%. It costs 80 resources to build, and costs $1 per turn to
- maintain. The effect of all Libraries in your cities is
- increased if you possess Isaac Newton's College, a medieval
- Wonder of the World.
-
- MANUFACTURING PLANT: This improvement increases the resources
- generated by a city by 100%. It costs 320 resources to build,
- and costs $6 per turn to maintain. Its presence makes and
- already existing Factory obsolete and the Factory ceases to
- work. The effect of a Manufacturing Plant may be increased by
- the presence of the Hydro Plant, the Nuclear Plant, the Power
- Plant, or the Hoover Dam.
-
- MARKETPLACE: A marketplace increases tax revenue and luxuries by
- 50%. The Marketplace costs 80 resources to build, and costs $1
- per turn to maintain.
-
- MASS TRANSIT: In cities with Mass Transit, the population has no
- effect on pollution. It costs 160 resources to build, and costs
- $2 per turn to maintain.
-
- NUCLEAR PLANT: Like other types of power plants, the Nuclear
- Plant increases the production of a Factory or Manufacturing
- Plant by another %50. A Nuclear Plant also reduces the
- day-to-day probability of pollution. However, a Nuclear Plant in
- a city suffering civil disorder risks a nuclear meltdown. The
- Nuclear Plant costs 160 resources to build, and costs $2 per
- turn to maintain.
-
- PALACE: This is the administrative and governmental center of
- your civilization. The farther any city is from the city
- containing the Palace, the more corruption is likely. You may
- build a new Palace in another city, but this causes the
- retirement of the first Palace and relocation of the government.
- If your Palace is destroyed, a new one may be built in any
- existing city. The Palace requires 200 resources to build and
- costs nothing to maintain.
-
- POWER PLANT: The source of industrial power increases the
- resources generated by Factories and Manufacturing Plants by an
- additional 50%. However, it increases the probability of
- pollution significantly. The Power Plant costs 160 resources,
- and needs $4 per turn to maintain.
-
- RECYCLING CENTER: The recycling center reduces the probability
- of pollution by 2/3. It costs 200 resources to build and costs
- $2 to maintain.
-
- SDI DEFENSE: The SDI (Strategic Defense Initiative) Defense
- protects the city from Nuclear units. Attacks by these weapons
- have no effect. This improvement costs 200 resources and needs
- $4 to maintain per turn.
-
- TEMPLE: The Temple's presence makes one unhappy citizens
- content. With the additional advance of Mysticism, another
- person is made content by a Temple, for a total of two. A Temple
- presents the Volcano disaster. Temples cost 40 resources to
- build and need $1 to maintain per turn. The effect of a Temple
- may be doubled if your civilization possesses the Oracle, an
- ancient Wonder of the World.
-
- UNIVERSITY: The presence of a University increases the knowledge
- generated by a city by 50%. A University bonus is added to the
- bonus from an existing Library. Together they double the
- knowledge generated. Universities cost 160 resources to build
- and $3 to maintain. The effect of all Universities in your
- cities is increased if you possess Isaac Newton's College, a
- medieval Wonder of the World.
-
-
- WONDERS OF THE WORLD
- ~~~~~~~~~~~~~~~~~~~~
- As your civilization progresses through the years, certain
- advances make possible the building of Wonders of the World. There are
- 21 Wonders, 7 each for the three great epochs of civilization.
- Antiquity, the Middle Ages, and the Industrial Age. These Wonders are
- the extraordinary monuments of a civilization, bringing everlasting
- glory and other benefits to their owners.
-
- A Wonder is a dramatic, awe-inspiring accomplishment. It is
- typically a great achievement of engineering, science, or the arts,
- representing a milepost in the history of humankind. Each Wonder is
- unique, existing only in the city where it is constructed.
-
- In addition to the glory attached to owning a Wonder, each one
- has a specific, unique benefit. The people of your civilization are able
- to perform amazing feats, inspired by their pride in the possession of
- Wonders.
-
- The benefits of some Wonders apply only to the civilization that
- possesses them. If a Wonder you build is lost when one of your cities is
- captured, the powers of the Wonder then apply to the conquering
- civilization. The same holds true if you capture a Wonder.
-
- However, the benefits of the ancient Wonders and most of the
- Wonders of the Middle Ages may not stand for all time. Objects and
- accomplishments that awed the ancients may not similarly inspire the
- people of the Industrial Age. The achievement of later advances may end
- the benefits of older Wonders, regardless of whether your civilization
- or another makes the cancelling advance.
-
-
- CONSTRUCTION
- ~~~~~~~~~~~~
- Each Wonder may be built once your civilization achieves a
- specific technology. For example, when your civilization acquires Map
- Making, you may begin construction of the Lighthouse.
-
- You may only build a Wonder is it does not already exist
- somewhere else in the world. If it exists in another city, it does not
- appear as an option in your production menus. If you are building a
- Wonder in one of your cities and the same Wonder is completed elsewhere
- before you finish, you cannot complete your construction. You must
- convert your construction to something else.
-
- Wonders are not destroyed when an enemy occupies their city.
- However, if a city possessing a Wonder is destroyed, than that Wonder is
- lost forever and cannot be rebuilt.
-
- Wonders are built in the same manner as any other city
- improvement with one exception. You may move a Caravan into the city of
- construction and accept the option "help build Wonder." All of the
- resources that went into the Caravan are added to the construction of
- the Wonder.
-
- Wonders may be built in any city and more than one may be built
- in the same city.
-
-
- EFFECTS
- ~~~~~~~
- Each Wonder has a specific and general benefits. General
- benefits are the glory that accrues to your civilization for possessing
- the Wonder, even after new technology makes it obsolete. Each Wonder
- that your civilization possesses adds to your civilization score. The
- presence of Wonders are significant when the top 5 cities in the world
- are measured. The presence of Wonders also influences the historians,
- such as Gibbon, who periodically rate the world's civilizations.
- Finally, Wonders also influence the decision of the people to improve
- your palace.
-
-
- ANTIQUITY
- ~~~~~~~~~
- COLOSSUS: The Colossus is a great bronze statue bestriding the
- gates or harbor mouth of the city. This amazing statue draws
- tourists from around the world, greatly increasing the trade of
- the area. Trade is +1 in every city map square that is already
- generating some trade. The effect on tourism stops working after
- development of Electricity and the trade benefit is thereafter
- lost. The Colossus requires the advance of Bronze Working and
- takes 200 resources to build.
-
- GREAT LIBRARY: Begun as a hobby by a local ruler, the Great
- Library is an obsession for the city. Its agents scour the world
- for books and manuscripts, making the Great Library the largest
- known repository in existence. The Great Library gives you any
- technology that two other civilizations have acquired. However,
- it stops working after development of the University. It
- requires the advance of Literacy and takes 300 resources to
- build.
-
- GREAT WALL: The Great Wall was built not so much to keep
- invaders out, but to retard their escape with any loot. The
- effect is to deter the aggressiveness of neighbors. When you
- possess the Great Wall, other civilizations always offer peace
- during negotiations. However, the effect of the Great Wall
- ceases after development of Gunpowder. It requires the Masonry
- advance and takes 300 resources to build.
-
- HANGING GARDENS: The magnificent Hanging Gardens are a great
- marriage of engineering and beauty. Architecturally brilliant
- layered tiers of gardens and ingeniously supplied with water.
- Any visitor is overwhelmed by the grace of this man-made garden
- of paradise. Possessing this beautiful monument brings great
- pleasure to the people of your civilization and results in a +1
- happy citizen in each of your cities. This magical effect of the
- Hanging Gardens expires with the development of Invention
- because, thereafter, the gadgetry of the garden design becomes
- cheaply available to everyone. Knowledge of the Hanging Gardens
- is acquired with the advance of Pottery, and the Wonder takes
- 300 resources to build.
-
- LIGHTHOUSE: The construction of this immense Lighthouse not only
- creates the greatest navigational aid of antiquity, but triggers
- a birth of seafaring skills and traditions. The result is great
- achievements by your ships and captains. Possession of the
- Lighthouse increases sea movement rates by 1 SQUARE for all of
- your ships. However, the effect of the Lighthouse ceases working
- after development of Magnetism, a new navigational aid that puts
- competent sailing within the grasp of anyone. The Lighthouse
- requires the advance of Map Making and it takes 200 resources to
- build.
-
- ORACLE: Building the Oracle gives the beliefs of your
- civilization a unifying central dogma that increases the effect
- on its people. The auguries of the Oracle are transmitted
- through the local Temples, exerting significant control over
- their lives. The Oracle becomes available with the advance of
- Mysticism and doubles the effect of your Temples in making
- unhappy people content. It stops working after the development
- of Religion, which appeals to more widely to the growing
- literate, intelligent citizenry. The Oracle takes 300 resources
- to build.
-
- PYRAMIDS: The Pyramids are the greatest and oldest of the
- ancient Wonders. Their construction requires great government
- control of the entire nation to make possible the effort of
- their construction. A civilization that possesses the Pyramids
- may change government type without going through a period of
- Anarchy. In addition, that civilization may select any type of
- new government, not just those for which it has made the correct
- advance. The Pyramids require the advancement of Masonry and
- take 300 resources to build. However, the effects of the
- Pyramids expire after the advance of Communism is achieved.
-
-
- THE MIDDLE AGES
- ~~~~~~~~~~~~~~~
- COPERNICUS'S OBSERVATORY: Working alone on cold nights in the
- tower of his cathedral, this Polish priest re-established that
- the Sun was the center of the Solar System, not the Earth. This
- fact had been recognized by ancient astronomers but lost is the
- Dark Ages, buried under superstition and religious dogma.
- Copernicus's findings were controversial but proven true, and
- were an important step in the rebirth of Western science.
- Building Copernicus's Observatory doubles knowledge of
- production in the city, after all adjustments for Libraries,
- Universities, and Scientists. However, this benefit stops
- working after the development of the Automobile. The advance of
- Astronomy makes the Observatory possible. It costs 300 resources
- to build.
-
- DARWIN'S VOYAGE: Partially from the research accomplished on his
- scientific voyage aboard the Beagle to the Galapagos Islands,
- Charles Darwin developed the theory of evolution that was
- published in his masterwork, The Origin of Species. Darwin's
- arguments, and those of his contemporary, Alfred Russell
- Wallace, were so convincing that they were only disputed on
- philosophical grounds, mainly by religious fundamentalists. The
- theory of organic evolution was the foundation of all following
- research in biology. The civilization that builds Darwin's Voyage
- immediately acquires two civilization advances. The advance of
- Railroads makes Darwin's Voyage possible. The Voyage costs 300
- resources.
-
- ISAAC NEWTON'S COLLEGE: Considered by many to be the greatest
- scientist of all time, Newton developed theories of universal
- gravitation that explained both the motion of heavenly bodies
- and the falling of bodies to Earth. He also wrote important
- works on calculus, optics, the spectrum of light, fluid
- mechanics, the motion of comets, and the motion tides, and built
- the first reflecting telescope. For 32 years he was a professor
- of mathematics at Cambridge University. Possessing Newton's
- College increases the knowledge benefit of all your Libraries and
- Universities. It may be built once you have acquired the Theory
- of Gravity, but stops working after development of Nuclear
- Fission. The College requires 400 resources to build.
-
- J.S. BACH'S CATHEDRAL: Johann Sebastian Bach was one of the
- great composers of the Western world. Born into a family of
- distinguished musicians, he was noted as a virtuoso performer
- during his life, but has become much more reversed since his
- passing for the genius of his music. The majority of his
- compositions were written while serving the church, and most
- pieces were written for the organ and dedicated to the glory of
- his God. Possessing Bach's Cathedral decreases unhappy citizens
- on the same continent by 2 per city. The Cathedral may be built
- following the advance of Religion and costs 400 resources. The
- power of Bach's music does not expire.
-
- MAGELLAN'S EXPEDITION: Ferdinand Magellan, a Portuguese
- navigator, led the first expedition that circumnavigated the
- globe. Sponsored by Charles I of Spain, he was searching for a
- westward route to the spice islands of the Moluccas. Along the
- way he discovered the straits at Cape Horn that bear his name.
- Unfortunately, he died in the Philippines fighting natives. Only
- one of his five original ships and few of his men reached home,
- but the expedition proved that the Earth was round. Possessing
- Magellan's Expedition increases sea movement rates by 1 square
- for all of your ships. The expedition becomes possible after the
- advance of Navigation and never expires. It costs 400 resources
- to build.
-
- MICHELANGELO'S CHAPEL: You may build the Chapel after achieving
- the advance of Religion. Possessing it increases the benefits of
- Cathedrals throughout your civilization until the advance of
- Communism diminishes the strength of Religion. The Chapel takes
- 300 resources to build.
-
- SHAKESPEARE'S THEATRE: The Theatre may be built after achieving
- the advance of Medicine. Thereafter, all unhappy people in the
- city are content, until the advance of Electronics makes the
- Theatre obsolete. It costs 400 resources to build.
-
-
- INDUSTRIAL AGE
- ~~~~~~~~~~~~~~
- APOLLO PROGRAM: The Apollo Program may be built after achieving
- the advance of Space Flight. It allows construction of space
- ships by any civilization having the technology to build parts.
- The Apollo Program costs 600 resources to build.
-
- CURE FOR CANCER: After the development of the advance of Genetic
- Engineering, you may work on the Cure for Cancer. Possessing the
- Cure creates a +1 happy citizen in all cities of your
- civilization. The Cure for Cancer costs 600 resources to build.
-
- HOOVER DAM: The Hoover Dam may be built after the advance of
- Electronics is acquired. The Dam provides electric power to all
- cities in the same continent, increasing the resources generated
- by the city by 50%. In addition, the Dam reduces the probability
- of pollution from these cities. The Hoover Dam costs 600
- resources to build.
-
- MANHATTAN PROJECT: Once any civilization completes the Manhattan
- Project, all civilizations in the world may begin building
- nuclear weapons, if they have the proper technology. The
- Manhattan Project itself may be built once the advance if
- Nuclear Fission has been achieved. The Project costs 600
- resources to build.
-
- SETI PROGRAM: The SETI Program may be built when your
- civilization acquires the advance of Computers. Thereafter, the
- knowledge generated by your cities increased by 50%, unless the
- Program is destroyed or captured by a rival. The SETI Program
- costs 600 resources to complete.
-
- WOMEN'S SUFFRAGE: Women's Suffrage becomes available after the
- advance of Mass Production. Under a Republic or Democracy, units
- away from their home city create one less unhappy citizen than
- normal for a civilization that possesses Women's Suffrage. It
- costs 600 resources to achieve.
-
- UNITED NATIONS: Building the United Nations is a great
- achievement by a civilization. It is only available after the
- advance of Communism. During negotiations with other
- civilizations, they always offer to make peace with you. This
- allows at least a temporary resolution to all wars you engaged
- in. The United Nations costs 600 resources to build.
-
-
- DISASTERS
- ~~~~~~~~~
- Each game turn there is a chance that a disaster of some sort
- may strike one of your cities. A disaster may result in loss of
- pop ulation, destruction of a city improvement, or disruption of
- production. Some disasters may be prevented if your civilization has
- acquired certain advances of if the city has built a certain improvement.
- In these cases, the disaster does not occur or has no effect.
-
- The possible disaster are described below. For each there is an
- explanation of why it occurs, the effect on your city when it strikes,
- and what measures can prevent it, if any.
-
- EARTHQUAKE: Earthquakes may strike any city that is built
- adjacent to Hills terrain. There is nothing that you can build
- or learn to prevent this disaster. An earthquake destroys one
- city improvement.
-
- FAMINE: Famine strikes randomly. It can be prevented by building
- a Granary improvement. If it strikes a city with no Granary, all
- food in the food storage box is lost and the city's population
- is reduced.
-
- FIRE: Fire can hit any city at any time. It can be prevented by
- building an Aqueduct improvement. Fire destroys one city
- improvement.
-
- FLOOD: Flood can strike any city built adjacent to an River
- square. It can be prevented by building a City Wall. Flood
- reduces city population.
-
- PIRACY (Yeah, our favorite topic): Pirate raids may strike any
- city built adjacent to an Ocean square. Pirates can be prevented
- by building a Barrack. Pirates remove all food from the food
- storage box and destroy whatever is being built in the
- production box. All resources spent so far in production are
- lost.
-
- PLAGUE: Plague may strike any city at any time. It can be
- prevented by acquiring the advance of Medicine or by building
- and Aqueduct improvement. Plague reduces the city's population.
-
- VOLCANO: A volcano may erupt and damage any city built adjacent
- to or on Mountain terrain. The effect is a volcano may be
- negated by building a Temple improvement in the city. Volcanic
- eruptions reduce the city's population unless negated.
-
- end.
-