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- From: stanworthdjh@vax1.bham.ac.uk (<RUBICON>)
- Newsgroups: comp.sys.ibm.pc.games.strategic
- Subject: CIV FAQ - edition one
- Date: 4 May 93 21:00:29 GMT
- Organization: University of Birmingham
- Lines: 1497
- Message-ID: <1993May4.210029.1@vax1.bham.ac.uk>
- NNTP-Posting-Host: vax1.bham.ac.uk
-
- Welcome to the CIV FAQ.
-
- Before we get into the nitty-gritty of the game, we would like to thank
- personally a few people who without their help, this FAQ would not be
- possible. In No particular order:-
-
- Garth Sweet, Roger Kemp, Bryce Harrington, Earnest To,
- Ralph Betza (FM), skipmeister (laus@midway) and Ronald Bense.
- James Ollinger, Mark Lilback, David Gosselin, Devin Ben-Hur
- and Albion.
-
- A special thanks is due to Maurice Schekkerman for sending us a large
- collection of posts that he had collected before we started searching. If
- we have left anybody out, we are terribly sorry, but we really appreciate
- all the stuff that has been given.
-
- This is NOT the definative version, but more of a preview of what we would
- like the FAQ to be. We do not take credit for the information contained
- here, as all we have done is collect it together into one document. If you
- have any questions, comments, criticisms, or tips please post them to us at
- stanworthdjh@bham.ac.uk [Dave] or aev@dcs.kcl.ac.uk [Alex]
-
- What is civilization. I consider it more than a game, it is more a way of
- life. Just ask anyone who has played it. The aim of the game is to take a
- tribe, settle them and try and create a civilization from them. Along the
- way you develop new sciences, meet other tribes (some warlike, some not),
- visit new continents all for the aim of trying to get into space, and/or be
- the dominant civilization.
-
- A lot of the information in the FAQ is design to give not only the new
- player an insight into the game, showing the various strategies and tricks,
- but to also provide the experienced player with information on how to make
- his civilization stronger with the aim of getting a higher score. In
- compiling the FAQ, we have both found numerous new things that have enabled
- us to really enjoy the game further and tell us EXACTLY what a certain city
- improvement or wonder does.
-
- We will Now proceed....
-
- A GENERAL
-
- 1) How can I tell which version I have ?
- 2) Which is the best version of CIV ?
- 3) What is the advisory bug ?
- B CITIES
-
- 1) How do I make a city?
- 2) How do I make my city grow?
- 3) More cities or less ?
- 4) Is there a limit to the size of my city?
- 5) How do you keep a city from getting unhappy ?
- 6) How do I make an Elvis (Taxman or Scientist) ?
- 7) How much money does a taxman collect ?
- 8) How many lightbulbs does a scientist create ?
- 9) What is the difference between subvert a city and revolt ?
- 10) How does the computer cheat ?
- 11) How do you calculate pollution ?
- 12) What is the highest population for a single city ?
-
- C DIFFERENT GAME STRATEGIES
-
- 1) In general
- Which is the best Govt type
- Despotic Conquest
- Democratic Ostrich
- Flexible Evolution
- Republic
- Pyramid
- High Tech
- Rich
- Balanced
- Peaceful
- High Tech Conquest
- Hide in a Corner
- Archipelago
- Diploblitz
- Trading Cities
- Take No Prisoners
- The Helping Hand
- The Rock
- Replay
-
- 2) Colossal City Strategy
- 3) What is the best way to take an enemy city
- 4) What are the best wonders to build
- 5) Final score
- 6) Lightbulb formula
- 7) Misc. tricks and tips
-
- D CHEATS
-
- 1) Shift 1-8 cheat
- 2) Movement cheat
- 3) Settler cheat
- 4) Ship movement cheat
- 5) Convoy cheat
- 6) Unloading ships cheat
- 7) Save game cheat
- 8) Settler movement cheat
-
- E THE FUTURE
-
- 1) Will there be a CIV II?
- 2) What would people want in it?
-
-
- ***************************************************************************
- G E N E R A L
- ***************************************************************************
-
- 1) How can I tell which version I have ?
- ----------------------------------------
- When you run CIV it asks various setup questions. The version number is on
- these screens. The number is 474 plus an increment, so version 5 is shown
- as 474.05. If you have an older version, you can get the latest version by
- anonymous FTP from some of the big game sources such as wuarchive.wustl.edu.
-
- 2) Which is the best version of CIV ?
- -------------------------------------
- There has been much debate on Usenet about the various pros and cons of the
- different versions. The only two versions worth considering are 474.01 and
- 475.05 (versions 1 & 5). The easiest of the two is version 1. If you are
- playing with version 5, and not having much luck, try to get hold of
- version 1. This is also the version that allows the "shift 1-9 cheat", that
- can be a good way of learning the ins and outs of the game. Originialy it
- was the Beta copy for the playtesters and they didn't remove the cheat.
- However, if you like a challenge, then ver. 5 is really the only one to
- play. A further impetus to buy the game is that version 5 contains far less
- bugs. If you do get the latest version, the chances that the game will not
- crash are far greater. :) . The big problem is the Instant Advice. This is
- known as "advisory bug". Fixed in one of the latest versions of CIV. Can be
- temporary avoided by turning advisory off. Get the latest update of CIV. On
- almost all msdos anonymous servers.
-
- ---
- Version 1 : Came with the game.
-
- Version 2 : Attempted to fix the Advisor bug. Fixed the tundra bug.
- Fixed the Civ score bug. Removed %^ cheat.
-
- Version 3 : Attempted again to remove the Advisor bug. Added some
- new pics and Very Happy people. Removed disbanding
- a city by buying a settler at 1 population.
-
- Version 4 : No bug fixes, just made the game harder for veterin
- players.
-
- Version 5 : Finaly fixed the Advisor bug (They think). Version 5 does
- not include version 4, but does include all other fixes
- in other versions.
- ---[Albion]
-
- If the above is correct then those people moaning about Ver.5 being too
- hard are getting confused with Ver.4
-
- If you need further Advice or information about the game, there is a book
- called 'Rome on 640k a day'.
-
- ===========================================================================
- Wilson, Johnny L.
- Sid Meier's Civilization, or Rome on 640K a day
- / by Johnny Wilson and Alan Emrich.
- p. cm.
- Includes index.
- ISBN 1-55958-191-3:$18.95
- 1. Computer games. I. Emrich, Alan. II. Title
- GV1469.15.W55 1992
- 793.93'2-dc20
-
- 91-42148
- CIP
-
- Quantity discounts are available from the publisher, Prima Publishing,
- P.O.Box 1260 CIV, Rocklin, CA 95677; telephone (916)786-0449, On your
- letterhead include information concerning the intended use of the books and
- the number of books you wish to purchase.
-
- U.S. Bookstores and Libraries: Please submit all orders to St. Martin's
- Press, 175 Fifth Ave. New York, NY 10010; telephone (212)674-5151.
-
- ===========================================================================
-
- 3) What is the advisory bug ?
- -----------------------------
- I have never met this bug, but it is know by Microprose, and has been
- reported by a number of sources. Supposedly fixed by version 5.
-
- -----
- Scrambled oceans? Extra "land" at the north pole? Screen goes crazy if you
- try to move a unit there?
-
- I have this *every* time I look at the "Civilization Score" So I don't do
- that any more. The problem, once it occurs, corrupts the save files as
- well, so there's no recovery. If you *must* see your "Score" then do a save
- _first_ and restart _after_
-
- You can see the corruption in the small map - some of the "people" from the
- score screen get left drawn on the map, and apparrently they distort the
- .map file as well. Often, there's lots of new grassland around the north
- pole, and even some "mystery" houses. You can, in fact, go get the $50
- prizes, if you care to go to the trouble. Or maybe my system's more
- forgiving than most.
- -----[Bob O'Bob]
-
- ***************************************************************************
- C I T I E S
- ***************************************************************************
-
-
- 1) How do I make a City?
- ------------------------
- Apart from RTFM, take a settler unit and find a suitable place to build a
- city. It is my opinion that you should always look around your continent
- before building a city, especially at the begining where you are very
- vulnerable. When you have found the site of your city press the 'b' key to
- build the city.
-
- 2) How do I make my city grow?
- -------------------------------
- The only way to make a city grow in terms of population is to feed it. The
- best way to feed a city is to provide squares with as much wheat in them.
- The best way to do this is to irrigate and build roads in the squares and
- then change to a republic/democracy. Your cities will have an explosion in
- population. Remember you can change you government to suit your needs. So
- after you change to the republic/democracy you can change back, although it
- is not really worth it unless you want to have a military campaign.
-
- 3) More cities or less ?
- ------------------------
- I think the general view is MORE, MORE, MORE !!!
- I never play with more than about 30 cities as it gets boring trying to
- look after them all, but some people just love 70+, and one person has
- mentioned having over 250 !?! Here are a few comments from others.
-
- a) Mark Lilback
- More!! My normal strategy is to build as many cities as possible before
- attacking anyone not in my immediate vicinity. When you have 60+ cities,
- it's very hard not to win the game. (I also stay in despotism and build
- cities 1 square apart from each other, just so they are production centers
- for military units when I do go to war. Until then, I just build settlers.)
-
- b) James Ollinger
- More. A lot of cities close together are easier to defend, since you can
- move attack units quickly between them to whichever cities are in trouble.
- Second, more cities mean greater population growth, which tends to be
- critical in CIV. Greater population = more of everything + higher score.
- Spin off as many cities as you can early in the game, and then "perfect"
- them later on.
-
- c) David Gosselin
- More, the more the merrier. With more cities you can get more of
- everything: resource, population,tax,science...Oh yeah, pollution and
- unhappy people too. But the advantages certainly offset the disadvantages.
-
- 4) Is there a limit to the size a city can be created?
- -----------------------------------------------------
- If you look at the window around the city it seems that the maximum size a
- city can attain is only about 15-20. However it is a BIG mistake to assume
- this. So how does one make LARGE (around 40) cities:-
-
- Food production is the primary problem, although if you're in a democracy
- and have "we love..." days, your food production is really unimportant, as
- long as there is enough to make them grow.
-
- Pollution does become a problem as your city grows, and the following
- things have a knwon impact:
-
- Mass Transit (at about size twenty)
- Recycling Center (Needed at about size 30)
- Nuclear Plant (Needed around size 28-30)
-
- It's funny, but a Nuclear plant increases production, yet decreases
- pollution. I've had a city size 30 that had 6 smokestacks (60 tons) of
- pollution being produced and minimal production (about 20-30 shields) I
- built the Nuclear plant, and the pollution vanished. Obviously it is a real
- pain building a nuclear powerplant in each city. An alternative (which will
- affect all your cities on that continent) is to build Hoover's Dam instead.
- It has the same effect as the Nuclear Plant, but it acts on all cities on
- the continent, doesn't have the risk of meltdown (before Fusion) and can be
- built at an earlier stage (req. Electronics) A final method of building big
- cities is to remove the most hostile opposition. Taking the Zulus is
- sometimes a good strategy, since it removes the most militaristic
- civilization from the planet.
-
- What is most important in developing the assets of a city - irrigate, build
- roads, trade, mine, ?? What else can you do to a sqaure other than mine or
- irrigate?
-
- I've found that roads and irrigation are most important. Roads not only
- give you trade, but they make your units move faster, which makes it easier
- to amass firepower between cities for a common defense against invasions. In
- other words, if one city looks like it will be attacked, it is far easier
- to bring out the knights/catapults/cannon/armor/whatever to the city's
- defense if there is a good network of roads. I also give higher priority to
- irrigation. Irrigation means wheat, which means population. Population
- increases trade, coins, and lightbulbs. A city with a lot of mines and no
- population will watch those mines go unused. But a city with a lot of wheat
- production grows fast. Generally, I find it best when a city has maybe one
- or two forest squares, one or two mining areas, and the rest are irrigated.
- And everything has a road/railroad on it.
-
- 5) How do you keep a city from getting unhappy ?
- -------------------------------------------------
- When playing Republic or Democracy it can be very difficult keeping cities
- from revolt. The obvious things to do are to build temples and coliseums,
- but these cost to build and are a steady drain on finances. Another way is
- to create some entertainers, but the loss in trade (from the unused square)
- can make things even worse. Here are a few tips from various sources:
-
- 1)Mark Lilback
- Raise your luxury rate and build wonders. If you go into republic or
- democracy, you should have at least a 20% luxury rate. The increased trade
- values makes up for the loss of raising the luxury rate.
-
- 2) James Ollinger
- It can be tough. Look at how many military units are away from the city
- (shown on a panel on the left side of the screen. All military units that
- are away from the city have little black sad faces on them) and try and
- reduce that number. If your units are garrisoning another city, make those
- change their home city (with the H command) to wherever they're located.
- Units that are in action will have to be dealt with differently. Try and
- get one or two units from each city so that all the cities have one or two
- units out--it spreads the burden around evenly. Also try and buy (bribes)
- as many enemy units as you can. When you buy an enemy unit and you aren't
- close to one of your own cities, that unit will have a "NONE" home city.
- You can field a decent army of units that won't create any unhappiness this
- way... Also make sure to get the WOWs that make people happy--WOMEN'S
- SUFFERAGE and J.S.BACH'S CATHEDRAL are the best.
-
- 3) David Gosselin
- Well, set luxury rate higher, send out as many canavans as possible to
- *large* enemy cities overseas and establish trade routes. If the other
- civilization is also under Republic/Democratic, 3 trade routes can get you
- close to 30 trades (only happened to me once). With more trade routes you
- can also put some luxury back to science. WoW are important too, Bach is a
- must especially on large continents, Woman's Suffrage is even more
- important, especially if you want to fight a war under Republic or
- Democracy. And, primarily use diplomas as your attacking force, buying
- enemy cities really pays off since you will get defending units right away
- and with city improvements.
-
- Finally, remember that when playing Republic, the further your city is
- from the capital, the higher the corruption rate. It can sometimes
- pay to build a courthouse instead of a temple, or even to move your
- palace to a more centralised position.
-
- 6) How do I make an Elvis (Taxman or Scientist) ?
- -------------------------------------------------
- RTFM !!!
-
- To make an Elvis (entertainer) look at the city portion of your city screen
- and click the mouse on one the squares around your city which you are
- currently using/drawing-resources-from. The little wheat/shield symbols
- dissapear from that square and suddenly you have an Elvis in the top left
- hand corner. This probably made a person happy (turned them light blue) or
- got rid of an unhappy person. This is also how you change the squares that
- you are currently using. Turn a square that you are using into an Elvis and
- then click on another empty square to get rid of the Elvis and make use of
- the resources in that formerly-empty square.
-
- To make a tax man or scientist, make an Elvis and then move the mouse up to
- the Elvis symbol and click on him. He then turns into a scientist. Click on
- him again and he turns into a tax collector. Once more and he's an Elvis
- again.
-
- 7) How much money does a taxman collect ?
- -----------------------------------------
- A tax collector collects $2 (3 if city has marketplace; 4 if city has a
- bank)
-
- 8) How many lightbulbs does a scientist create ?
- ------------------------------------------------
- Each scientist you make in a city adds 2 lightbulbs to your total count. If
- the city making them has a library they're worth 3, (4 with university too)
- But if the square you are abandoning by making the specialist had 3 trade
- arrows (ocean) I don't think you come out ahead. [Roger Kemp]
-
- 9) What is the difference between subvert a city and revolt ?
- -------------------------------------------------------------
- If you revolt an enemy city, you loose some of its units, some of its
- improvements and have an unhappy populace. However, if you subvert it you
- keep all the installations and all of the military units, and the city
- tends to stay happy. Also, revolt tends to break any peace treaties where
- as subvert doesn't.
-
- 10) How does the computer cheat ?
- --------------------------------
- The computer is known to cheat in a number of ways.
-
- a) Computer triremes are allowed to move as sails. This means that they
- don't sink when out at sea.
-
- b) Wonders are built randomly, whenever the computer feels like it.
-
- c) Improvements (at Emperor level) for the computer are at 1/3 normal cost.
-
- d) Technologies are achieved at silly rates with only a couple of cities.
-
- e) Cities that are suffering civil disorder do not have production
- penalties.
-
- f) Caravans are *teleported* to remote cities immediately.
-
- g) Computer opponents make contact with any piece, not just diplomats.
-
- There a probably more, but these few show how difficult it can be to beat
- the computer. It is also a good excuse for some to use the various *human*
- cheats without feel guilty.
-
- 11) How do you calculate pollution ?
- -----------------------------------
- The book "Civilization - or Rome on 640K a Day" gives the formula for
- calculating the probability of pollution around a city each turn.
- According to the book:
- Each city has a "tolerance" for 20 Smokestack Points (SP) per turn. The
- SP are a sum of industrial pollution (IP) and population pollution (PP).
- SP=IP+PP
- IP= (# of shields generated by city)
- Divide IP by 2 with Hydro or Nuke plant OR (XOR) divide by 3 w/ Recycling
- Center
- PP = (population of city)*(technology multiplier)
- (tech. mult.) = .25 (w/ Industrialization), .50 (W/ Automobile)
- .75 (w/ Mass Production), 1.0 (w/ Plastics)
-
- The bottom line for all this is Build Hoover's Dam before anyone else does and
- your pollution problems will be manageable. [Roger Kemp]
-
- 12) What is the highest population for a single city ?
- ------------------------------------------------------
- In theory 55, but in practise there are reports of cities between 39 - 44.
- For the 55 monster you would need all squares to be irrigated, railroaded
- oasis. Each of these squares would give off 7 wheat icons!! Not likely
- without cheating, so here are some other comments.
-
- Size 44. To get enough food to support a monster like this, you need to be
- positioned in an area where all of the surrounding squares are either
- Grassland or River. They should all be irrigated and Railroaded. Cities
- like this look nice, but are really quite useless towards the end, since
- there is nothing left for them to build, requiring a switch to build/sell
- SDI defenses. (Does ANYBODY use these?)
-
- Only the first 8 specialists do anything for you; the others look like
- taxmen but produce no money. Therefore, a city of size 29 is no better than
- a city of size 28, except for the final score; and except that you can also
- use such a city to spin off settlers, bring the population back down to 28,
- and use the settlers to build new cities, all the while keeping the city
- "maxxed out".
-
- If you change byte 10 (0x0a) of the save file to a 7, you'll be
- playing at a difficulty level 3 steps harder than Emperor. There is
- a little bug at this level, and computer-owned cities grow
- limitlessly. I [Ralph Betza] once owned a city with a population of 110,
- which I bought from the Chinese. Starvation followed, of course...
-
- ***************************************************************************
- D I F F E R E N T G A M E S T R A T E G I E S
- ***************************************************************************
-
- This next section is being compiled using a *single* post from Ralph Betza.
- Although many people have mentioned one or two strategies Ralph really does
- cover the lot!
-
- [QUOTE]
-
- a) In general
-
- In the middle-early days, say after you have started 4 or 5 good cities, in
- order to keep science at 100% and still have money, build a few cities in
- resource-rich and food-poor places, and have them build and sell barracks.
- Don't waste that oil square down in the tundra, Build a tiny city! This
- kind of city should have a stable population of 1 or 2.
-
- Later on, don't forget to build the SETI Program. Everybody always mentions
- the other important Wonders ( suffrage, Bach, Hoover ) but SETI is just as
- important at the stage of the game where it becomes possible.
-
- b) Which is the best Govt type
-
- This really does depend on your strategy.
- For a detailed look at the different pros and cons, look at the strategy
- section. However, there are two main options. If you are playing a military
- game, with the aim of destroying the competion as soon as possible, then
- stick with despotism. Although resources are generated slower, your armies
- do not take them up as fast. This means that one city can generate huge
- armies without much penalty. Any other strategy really requires Diplomacy.
- This govt helps to increase trade, which in turn increases science and
- money. The only problem is that each military unit away from home causes
- two unhappy people, and if a city revolts twice in succession, you have
- anarchy for about 6 turns. Republic is a useful government if you have a
- compact productive island. If your capital is located somewhere near the
- center of the island or in your best knowledge town the corruption is not
- too much of a problem. Once you develop women's suffrage, being in a
- republic is like having a license to kill. In this government you still get
- the growth and trade advantages that democracy gets. Most importantly you
- can still celebrate We-Love... The knowledge advances don't come quite as
- fast as democracy but you still get armor quick enough that you can go take
- over the rest of the world.
-
- c) Despotic Conquest
-
- Maximum city size is 6 at Emperor level. Build many cities, build no
- improvements except barracks; possible exception: a few libraries near the
- palace. Another exception: Cities of 5 or more that aren't near the front
- line may be better off with a temple instead of 2 phalanxes.
-
- Begin with science 100%; develop bronze, wheel, iron, math, writing,
- navigation, magnetism (optional), then stop and set taxes 100%, science 0%.
- You now have all the tech you'll ever need, so don't waste money on
- research. ( And be sure not to develop gunpowder! )
-
- Build lots of phalanxes, chariots, legions, catapults, ships, settlers, and
- diplomats. Let me clarify that: by "lots of ...", I mean "infinite numbers
- of them". A dozen ships might be enough, but you can never have too many
- chariots.
-
- Use the "goto" command to simplify moving them around. Attack at all times.
- Build no Wonders, build no caravans; never stop building spears and swords,
- and never stop using them. Ignore all treaties and entreaties, but make
- peace whenever possible ( peace might protect your units from attack until
- you break the treaty; and you just might collect some tribute ). Don't
- worry about your losses, just keep attacking; a bloodless turn is a waste
- of time.
-
- When you capture a city, sell all its improvements and starve the city down
- to a manageable size.
-
- When you invade by ship, build cities on the new landmass. If they survive,
- the military units they build will be helpful. If not, so what? You have
- more where they came from!
-
- Best result: beat 12 other civilizations, world conquest 900 B.C.; ( I
- finished the game in one evening! Without staying up late! ) if the last
- reincarnation hadn't been in such an inconvenient place, would have been
- 1200 B.C. Usual result: circa 400 B.C.
-
- You can always play Despotic Conquest, regardless of the world you find
- yourself starting with, and always can win without using any of the mant
- ways to cheat. When you choose any other strategy, you are deliberately
- risking a loss in order to make the game more interesting. Winning the same
- way all the time is boring. If you don't lose sometimes, you are doing
- something wrong.
-
- Note: halvorsen@nbivax.nbi.dk, in message
- <1992Nov27.115044.1089@nbivax.nbi.dk>,
- does it differently, and conquers the world later but with higher scores.
- He likes to go with Monarchy, Hanging gardens, and no barracks. You can
- probably find a different way to do it...
-
- d) Democratic Ostrich
-
- You find yourself alone on a landmass large enough to support 5 or more
- max-sized cities, with decent city sites. Build them, and start making
- roads and irrigation. Try to keep all cities at roughly the same stage of
- development.
-
- Research bronze, democracy; become democratic. Build Bach's Cathedral!!!
- Now you can have one military unit outside each city. Research Steam
- Engine; patrol your shores with ironclads. After railroads, it gets easy.
- You can choose to build a spaceship or to go out with transports plus
- battleships and conquer everybody.
-
- Most important trick: every so often, boost luxuries way up high for a few
- turns, and make your cities grow ( "Presidents' Day Sale" ). You don't need
- granaries because of this, and the occasional famine is easily repaired.
-
- Finances: You will have many city impovements to pay maintenance on. You
- have to take some taxes in cash. Libraries, universities, markets, banks,
- all are important. Stockpile caravans when in doubt.
-
- Once you build Suffrage, things get really easy.
-
- Note: Monarchy is often a useful intermediate stage.
-
- e) Flexible Evolution
-
- You find yourself with neighbors, on a landmass of unknown size. Play as in
- Despotic Conquest, but build your cities farther apart, so you can change
- over to democracy if you want to.
-
- After you get the continent to yourself, consider how many military units
- you have left, the state of your cities, and how far advanced your
- technology is compared to the date. You may be forced to continue with
- Despotic Conquest; or you may be able to change to monarchy and then
- democracy if you prefer. The mechanics of the change are interesting, so I
- choose democracy when there is any doubt -- at the risk of losing, of
- course!
-
- f) Republic
-
- There are several things about Republic that make it an interesting
- alternative to Democracy; and you can develop the Republic much sooner than
- Democracy.
-
- First of all, civil disorder won't make the government fail. All you lose
- is the output from the city that's in disorder. You can use a disorderly
- city to support a small army in the field...
-
- Secondly, military unhappiness is less. You can have one unit out without
- disorder, even before you build Bach, just by making one Elvis. If this
- stabilizes the city's population, just make that city a barracks-factory.
-
- Third, once you build Suffrage, military units cause no unhappiness. You
- can enjoy a high-tech Republican Conquest! You might not get a great score,
- because it's likely to be after 2000 A.D. when you finally conquer the
- world, but it's fun...
-
- Fourth, if your empire is geographically small, so that everything is near
- the palace, you get just as much trade with the Republic as you could with
- Democracy.
-
- g) Pyramid
-
- You just captured the Pyramids! If you're in Monarchy, quickly change to
- Communism. The only thing that changes is that you have less corruption. In
- the long run, communism doesn't give you enough trade to support all the
- city improvements, and you have to change again.
-
- What else are the Pyramids good for? Perhaps you'd like to go democratic,
- but haven't developed it.
-
- In theory, you should be able to take advantage of the Pyramids by changing
- governments often, to suit changing circumstances. I haven't been able to
- make this happen yet.
-
- h) High Tech
-
- In the Republic or in the Democratic Ostrich, keep your treasury small and
- science high. The goal is advances every turn, and see how early you can
- launch the spaceship. You'd like the game to be peaceful...
-
- The problem with this is that I have read that launching the spaceship
- before time runs at one year per turn is risky; if the spaceship lands
- "between turns", it is effectively lost. Therefore, I always wind up
- waiting around until 1750 ( or is it 1850 ?) when the time-scale changes
- the last time.
-
- i) Rich
-
- In any form of government, keep science at a minimum. If Ostrich, use cash
- to help build cathedrals and factories in the resource-poor cities. If
- Conquest, use the cash to subvert enemy cities.
-
- j) Mercenary
-
- While playing Rich, try to buy as many enemy units as possible so you can
- have a whole army owned by NONE.
-
- k) Balanced
-
- Advances every 6 to 8 turns are all you really need. After you build SETI,
- you can get advances every 2 turns with no trouble. Keep your taxes and
- science balanced.
-
- In the Ostrich, the difference between Rich, Balanced, and High-Tech might
- be just a matter of 10 per cent.
-
- l) Peaceful
-
- Try to get through the whole game without fighting a war.
-
- I managed this in only one game, where I cheated, edited the save file from
- 3980 BC, and started out with a huge London that had population 49, all
- improvements, all Wonders, a few extra settlers owned by NONE, two
- battleships from NONE, $4000 cash, and every technology I wanted to have. I
- pumped out diplomats by the score, played Mercenary to the hilt, and kept
- all 6 other civilizations at one tiny city each for the whole game. They
- never even met each other, so *nobody* fought any wars! Except for the
- barbarians, it was a completely bloodless game.
-
- I've tried very hard to have a peaceful game without cheating, and I'll try
- again; but they always sneak-attack me, or make unreasonable demands.
-
- The only way to stop them is to intimidate them, it seems; so things never
- get peaceful until I'm so strong that the computer civs are afraid.
-
- m) High-Tech Conquest
-
- High-tech war involves larger numbers of stronger units than you use in
- Despotic Conquest, and can get quite interesting. Usually, I run these wars
- half-heartedly, but one time I was bombing the Romans with half my cities
- and lackadaisically building a spaceship with a few others, and the
- Babylonians built a small ship and launched it! I had 17 years to take
- Babylon, with no forces near it, and it wasn't even on the coast! I
- succeeded with the last-minute help of a nuke ( build manhattan project,
- next turn buy the nuke in a captured Babylonian city, next turn boom! and
- walk in, just in time), but it was hectic.
-
- Another time, a Babylonian battleship got me really mad, so I changed the
- production of all my cities to nukes, and nuked them repeatedly, an average
- of 5 explosions per turn for 20 or more turns; 6 cycles of global warming!
- I finally managed to destroy all 8 of their cities without capturing any --
- nuke the same city several times in one turn to get its population down to
- 1, then run in with a Mech Infantry unit. I got a lousy score, thanks to
- all the pollution.
-
- In order to get into these situations, you have to leave the enemy alone.
- Several of the computer civilizations will develop high tech, but they are
- all weak at the beginning of the game. Choosing 6 civilizations seems to
- help, as well; both the Indians and the Mongols seem to be stuck on
- Conquest -- if you put the Mongols and Babylonians on the same landmass in
- 4000BC, the Mongols win every time. I often choose 6 and play pink in order
- to have the best chance of getting a high-tech opponent.
-
- The Romans always get high tech, but never build enough cities or enough
- units; the Babylonians seem to be consistently the most interesting. The
- light blues rarely survive into the A.D. years, so the yellows are the
- second most interesting opponent.
-
- n) Hide in a Corner
-
- Once in a while, instead of trying to build as many cities as possible as
- quickly as posible at the start of the game, try sticking to one or two
- cities for the first 1000-1500-2000 years. Not until you have reasonably
- powerful cities do you send out an expedition, either a colonization
- expedition with two settlers plus a few phalanxes and legions, or an army
- of conquest, at least 4 chariots with more to come, plus a settler to build
- a military road.
-
- This strategy is indicated when your first explorer finds that you are
- stuck in a lousy corner of what looks like it might be a large land mass,
- and there are no decent city sites near you.
-
- One advantage of waiting is that the enemy cities can grow large enough to
- be really worth capturing, and might contain a few WOWs.
-
- I had this work out well just recently. My first explorer went a long,
- winding way and saw a road; I pulled it back, and it seems that nobody
- noticed my visit. The Romans and Zulus wiped everybody else out and lined
- up against each other; the distance was so great that my first wave of
- chariots took 200 years to arrive, but thanks to the two settlers building
- a road, the second wave was right behind. Because all their military units
- were out in the field facing each other down, their cities were lightly
- defended. What a surprise when my hosts swept down upon them! Zimbabwe and
- Caesarea ( each of which was larger than both my cities put together ) were
- mine at the first stroke, and their vast armies in the field vanished. Rome
- held out for hundreds of years after the rest, but after it fell, I had
- more than a dozen good-sized captured cities, decent technology due to
- captures, and despite having waited 1500 years before beginning the
- conquest, I was still on track to go Democratic with my captured Pyramids
- and bulging treasury. The rest was boring...
-
- o) Archipelago
-
- You find yourself alone on a small island with room for only 1 or 2
- cities....
-
- Actually, I have done the Ostrich with just 2 cities; but they were
- resource-rich city sites. The disadvantage of islands is that two important
- Wonders work only on cities on one landmass.
-
- If you get a foothold on a major landmass, you can just convert to one of
- the other plans; but if the first thing you find is another island, you're
- in for it. After 3 or 4 islands, you might as well deliberately avoid the
- mainland and instead scout out as many small chunks as you can find, just
- to make things interesting.
-
- So far, every time I have customized for small land mass, I wound up on the
- biggest chunk around, with neighbors. Maybe the game deliberately avoids
- putting you on places that are too small.
-
- p) Diploblitz
-
- After Ostriching for a while, you eventually become very rich. Your
- treasury doesn't collect interest, so you might as well use it.
-
- If you just land a few diplomats, the enemy may sneak attack and kill them
- all; so what I do is fill up 3 or more transports with diplomats and land
- them all at once. You can usually unload 5 diplomats per turn per transport
- without stacking them; bribe any units that happen to be standing on the
- shore. If you unload 15 diplomats in one turn, at least some will survive!
-
- As the first wave moves inland, the second is unloaded. The first wave buys
- any military unit it sees, and of course subverts any city it can. The
- transports go back for more diplomats. You can conquer a whole civilization
- this way, in just two or three turns; which is fun to watch on the replay!
-
- If you don't have enough cash to buy a city, industrial sabotage is nice.
- Doing it just once per turn is almost useless, though; the computer can buy
- back whatever you destroy. The right way to do it is to hit one city with 6
- or 8 diplomats in one turn -- when the cathedral, bank, city walls, and
- factory are all gone in one turn, what's poor Caesar to do?
-
- In short, the idea of the diploblitz is not to use diplomats by ones or
- twos, but by bucketloads.
-
- q) Trading Cities
-
- You find yourself woefully behind in technology. The enemy is spreading out
- over a large continent.
-
- Scout around the edges and find a small city you can afford to buy. Post a
- bunch of diplomats nearby. Steal a tech and buy the city, thereby gaining
- two advances. Now make the population into taxmen, sell the improvements,
- and leave the city undefended. When the enemy takes it back, steal another
- tech and buy the city again! It will be cheaper to buy it this time -- you
- sold all the improvements and the population is smaller.
-
- Repeat as needed until the city is completely destroyed. Find another small
- city and do it again.
-
- r) Take No Prisoners
-
- Your homeland is full of big, beautiful cities. Your army has overrun the
- enemy but you don't feel like managing any of the crappy cities the
- computer built.
-
- After you kill the last defender, don't take the city! If the computer has
- any money left, it will make a new defender, which you can also kill -- it
- won't be fortified, after all.
-
- Hit the city with a DiploBlitz and keep it empty. Eventually, you may get
- it down to a population of 1, and can then simply destroy it. Otherwise,
- maybe some barbarians will come along...
-
- Here's an interesting goal: try to get a whole enemy civilization into this
- state! If its treasury is empty and every city is in disorder, can it ever
- recover?
-
- s) The Helping Hand
-
- You have lots of bombers or battleships handy, but no ground units nearby;
- besides, you don't feel like dealing with any new cities.
-
- If a different enemy civilization has a unit near the city, or if
- barbarians are on the way, just kill all the defenders and watch what
- happens. You can weaken the strongest enemy this way.
-
- By the way, the enemy civ that takes over the empty city will *not* feel
- any sense of gratitude.
-
- t) The Rock
-
- Sometimes you can throw a monkey wrench into an enemy civ and take it
- completely out of the game by posting one lousy phalanx on top of a
- mountain. This only works at an early stage of the game, and the victim
- must have no open land for expansion -- either on an island, or blocked
- into a corner.
-
- Instead of building triremes and settlers, and instead of advancing
- quietly, the enemy civ builds lots of cavalry and legions and chariots,
- surrounds the rock, and keeps moving its units around. It's fun to watch
- them riding around your mountain, brandishing their swords, waving torches,
- and shouting imprecations.
-
- Eventually they sneak attack, and lose dozens of units. Then they make
- outrageous demands, tell you to prepare for war, ride around and shout, and
- eventually attack and lose more units. By the time they destroy that
- phalanx, you're ready to put a rifleman up there, and they're still
- undeveloped!
-
- This depends on the leader's personality; it works against the Russians and
- the French, but not against the Romans or Chinese.
-
- Of course, to ensure against losses, you want to scout around their coast
- and find as many rocks as possible, because if they manage to get rid of
- all your outposts, they'll start behaving reasonably again, but one phalanx
- on a mountaintop is all you really need to make it work!
-
- u) Replay
-
- Always make a save file in 3980 B.C.; as soon as you finish the game,
- consider starting over in the same world but following a completely
- different strategy.
-
- In the replay, you have the advantage of knowing more or less what the
- world looks like, which spoils things a bit; but in compensation, you have
- the chance to change history.
-
- A diskette full of old 3980 B.C. save files is nice to have, especially if
- it contains interesting worlds. After a while, you don't remember much
- about the world, and can replay without spoiling the mystery of discovering
- the unknown. When you get an interesting world, you may also want to share
- it with someone.
-
- Note: you need both the CIVIL?.SVE and CIVIL?.MAP file!
-
- [UNQUOTE]
-
- 2) Colossal City Strategy
- --------------------------
-
- I have deliberately kept this separate from the other strategy section as
- it really is a game apart. Once again I hand the subject over to Ralph
- Betza:
-
- [QUOTE]
-
- The long-awaited Colossal City strategy is not a strategy. Instead, it's
- just a simple trick that makes any high-tech strategy work much better.
-
- It's this simple: build the Colossus and Copernicus' Observatory in the
- same city.
-
- Of course, you want that city to be your capital, so that there's no
- corruption; of course, you want it to grow big and have a university and
- lots of nice trade routes.
-
- Of course, you want to build the Colossus as soon as possible.
- ( I have done it by 2800 BC without cheating! Lucky villages and
- ( ransom from barbarian leaders did the job. Building it with
- ( caravans alone, 2300 BC is good; and perhaps the resources you
- ( invested building it so early would have been better spent
- ( making more settlers and more cities... )
- Therefore, you want to develop trade as soon as possible.
-
- Note: since the computer cheats in building its Wonders, if someone else
- builds the Colossus first it's not unreasonable to use the save-game cheat
- to stop them.
-
- Combining the Ostrich strategy with the Colossal City makes it possible to
- reach future tech before 1 AD without cheating; if you have a gold mine and
- a swamp in the Colossal City's zone of influence, that's all ( almost all )
- the good luck you need.
-
- Building these two Wonders, and building a Cathedral and University in one
- city while the others are small, is hard to do unless there are a few
- resource-rich cities near the Colossal City.
-
- In fact, this does force a Colossal Strategy for the early part of the
- game. Build as many cities as possible; the outer ones fight wars and build
- more cities, while the inner ones just build caravans. All but one of the
- cities stays small; the Colossal City must grow, grow, grow, so it needs a
- temple and a granary and a library and a university and a cathedral. The
- division of labor, with different cities doing different things, makes it
- interesting.
-
- Customizing for "Large Land Mass" is helpful.
-
- To reach Future Tech by 1 AD, go to democracy as soon as possible, and set
- luxuries to 30%, taxes 30%, science 40%; research will slow down for a few
- years, but you'll collect a lot of money with which you can build
- cathedrals, marketplaces, banks, acqueducts, and so on, and very soon
- you'll be up to "advances: 1 turns". 30% luxuries is just enough to keep
- everybody happy all the time, and to cause occasional "we love the
- president" days, in cities that complete their markets and banks and get
- trade routes.
-
- To play a strategy that wouldn't work without the Colossal City, stay in
- Despotism until you build Suffrage and then go to Republic -- you'll only
- be up to Automobile or so by 1 AD, and your scraggly little cities will
- have trouble building those expensive armor units, but you'll have fun
- winning. Keep building caravans, keep science at 100% as long as possible,
- make factories in a few cities ( using the caravans to do so ), and pay the
- rent by building and selling city walls, and by sacking enemy cities. You
- may *need* to follow this plan if you have a land war against a tough
- opponent on a huge continent. This plan is fun because you don't have to go
- into a shell ( like the Ostrich ), and you don't have to concentrate
- singlemindedly on military affairs ( as in Conquest ); instead, you get to
- do a little bit of everything.
-
- [UNQUOTE]
-
-
- 3) What is the best way of taking an enemy city?
- ------------------------------------------------
-
- Sure fire way for musket/cannon level cities with city walls:
- 1. Build lots of cannon, diplomats (4-6), and settlers (2-3).
- 2. Move a vetran musketeer adjacent to the city to take and fortify.
- 3. Move a settler to the musketeer and build a fort around him.
- 4. Use other settlers to build a road to the musketeer, if necessary.
- 5. Stockpile several cannon and diplomats in the fort.
- 6. When you are ready, have the diplomats sabotage the city walls, if
- any (it may take several tries).
- 7. Bombard the city with the cannon until it is yours.
- 8. Move the Musketeer into the city to take posession and be its first
- guard.
-
- I personally believe the best way to take a city is with a diplomat, by
- subverting the city. Just keep all military units for defensive purposes.
- Then once the city has been bought then build (Buy) a diplomat as the first
- thing you make.
-
- 4) What are the best wonders to build?
- --------------------------------------
-
- I like the Pyramids. I build them as soon as possible, and build no other
- ancient wonders. Then I switch to communism. You get the higher production
- of monarchy, and corruption is significantly reduced, but you also don't
- have to worry about unhappy units from units outside the home city. Also,
- you can instantly change to any other government type (even democracy)
- without any anarchy in between.
-
- I also like Shakespear's Theater. Build it in you highest producing city
- with lots of capability for supporting units. Don't waste effort building
- cathedrals or collesiums in the city. Once the wonder is built, station as
- many units as possible out of that city, and switch to democracy. You will
- get all the benefits of democracy without the pains of having too many
- unhappy people. Build this city up with resource increasing items like
- power plants, etc. I conducted an entire war this way, with no problem. I
- had 20-30 units stationed out of this city!
-
- Bach's wonder is the best if you have a lot of land on one continent and a
- lot of cities. You get two unhappy people made happy. Pretty good!
-
- Another good one, as I'm sure you've heard, is Women's Sufferage. It
- reduces the number of unhappy people caused by out-of-city units by one.
- Great if you have republic.
-
- To remove the problem of pollution, it is best to build hoover dam as soon
- as possible.
-
- 5) Final score
- ---------------
- There are many factors to the end score, but the main bonuses are
- described below (courtesy Roger Kemp):
-
- There are two different ways that percentages are calculated:
-
- a) If you take over the world, your score is determined SOLELY by the date
- in which you finish. Wonders, pollution, population etc. have no effect on
- the score. I believe the exact formula is something like: you get 1000
- points for taking over the world by year 2000 and you get an extra 2 points
- for each turn (not year) in advance of the year 2000 if you finish the game
- early. Take this score and divide by 10 to get your percentage. This means
- that the maximum resonable score you could get (taking over the whole world
- around 2000BC) is somewhere around 180%. There is also some sort of
- reduction modifier if you start with less than seven initial civilizations.
-
- Note that if you play on a lower level your final percentage is also
- multiplied by .2, .4, .6, or .8 depending on whether you play chieftan,
- prince etc.
-
- b) If you launch into space (I don't know why anyone would bother playing
- the game and pursue this course 8-) you can get those 300% scores that
- people brag about. You'd just have to kill off all but one enemy city and
- keep peace while you filled the world with people. What a boring game 8-)
-
- Finally remember if you can't be touched, try and develop as many future
- techs as possible since they add 15 to your score at the end.
-
- 6) Lightbulb formula
- ---------------------
- Here's the formula from _Sid Meier's Civilization, Or Rome On 640K a Day_:
- LightBulbs = PreviousAdvances * DifficultyModifier * TimeModifier
- DifficultyModifier =
- 6, Chief
- 8, Warlord
- 10, Prince
- 12, King
- 14, Emperor
- TimeModifier = 1 if Year <= 0AD, 2, if Year > 0AD
- In addition the first advance always requires at least 10 lightbulbs
- regardless of difficulty level.
-
- 7) Misc. tricks and tips
- -------------------------
- Here are few tips and tricks that I have collected from Usenet over the
- last few months.
-
- a) Structures (temples etc.) are cheaper than units that move (ie.
- military, settlers...) If you want to buy a quick rifleman to defend a town
- it's much cheaper to select a temple, buy it and then change back to a
- rifleman. I use this regularly in the beginning because the third person in
- a city (on emperor level) is pissed so I switch over to a barracks (same
- number of shields as a settler) buy it and immediately switch it back to
- settlers.
-
- b) You can use caravans to build things other than wonders. When you take
- over an enemy city you usually need a cathedral or walls or something of
- the sort so I throw a few caravans in the transport with my armors. When I
- take over the city I switch what it's building over to a wonder, contribute
- the caravans to the wonder and switch it back to the cathedral. You can use
- this on your own cities as well. If you have a fabulous production town and
- want to kick start the other cities, build caravans and throw them into the
- other cities wonders and switch them to whatever you want. I build a lot of
- factories this way. Building caravans is like putting money in the bank.
-
- c) You can use a bomber to protect a vulnerable city by parking it in the
- air outside the city. It appears that when moving it's pieces the computer
- moves them in a set order (probably the order in which they were built).
- This often means that it moves half of its ground units (which can't get
- past your bomber) before finally bringing out a fighter to kill the bomber
- (if it ever does actually attack the bomber). This can give you time to
- fortify the city.
-
- d) Once you have railroads take a settler into a transport onto one of the
- fish squares that is being used and activate the settler. Press 'r' on the
- settler for making a road (on water!!) and then 'r' again for a railroad.
- You now have a railroad on the fish which gives you the increased
- production and trade that railroads normally give. Unfortunately you can't
- walk pieces onto the square as if it were a bridge.
-
- e) Apparantly, units are stronger if they haven't moved before an attack.
- Take an armor, move it next to another unit, and then attack. It seems,
- from my experience, like some penalty is assessed from attacking "on the
- move". I've experienced much greater losses doing this (something like 5:1)
- then moving next to the piece, waiting a turn, and then attacking. I've
- also noticed that if you attack a city with 4 defenders, this doesn't seem
- to enter after the first three have been defeated. (does the computer take
- some sort of moral into account? I've not seen it documented anywhere, but
- once they lose two or three units, the rest seem to loose
- disproportianately, even if they're all the same type of unit, and they
- have barracks [ie all are vets])
-
- f) Stack units in forts that have been created by settlers, and if you lose
- a battle you only lose one unit.
-
- g) If your opponent gets nuclear technology then don't meet with any of
- his ambassadors. I have found that he will not strike until AFTER he has
- told you that he has NUCLEAR POWER. This has only been tested at king
- level in ver.5 so if you know different contact us!
-
- h) When you are at advanced technology levels and attacking cities, have
- two bombers that alternate turns in sitting above your attacking force. The
- enemy can only attack you with fighters because there is an air unit in the
- square and attack 4 vs defence 13 for a fortified, veteran mech. inf is a
- good bet, besides fighters are very expensive.
-
- i) Always use nucs on enemy battleships and carriers at sea - no polution.
-
- ***************************************************************************
- C H E A T S
- ***************************************************************************
-
- There are lots of ways to cheat, but most of them make the game less
- interesting. The one exception is editing the save file. I play most games
- honestly, and don't edit the save file just for the sake of winning;
- sometimes I edit the save file in order to create unusual and interesting
- situations.
-
- ( I try never to cheat at all, but occasionally can't resist using the
- fast-settler. )
-
- Editing the save file just to give yourself huge amounts of cash is boring.
- Be creative! Give the Romans a battleship in 3980 BC and see if you can
- still beat them! Try playing difficulty level 5, which is worse than
- Emperor, but start yourself with extra advantages to make up for it. Edit
- the unit definitions and play with different kinds of military units. Be
- the barbarians.
-
- At difficulty level 6, you have no contented citizens at all,
- even when your city size is 1 (one!). The computer does not
- labor under such a disadvantage; its unhappiness is still Prince
- level, I think. The computer builds a militia with about 3 or 4
- resources. You need a lot of extra advantages to win at
- difficulty level 6.
-
- To play at difficulty level 6, you must change the tenth byte of
- the save file to a 6. There is always a chance that the game
- will crash when you save, because the difficulty level is used
- to index the strings "Chieftan"..."Emperor". So far I never had
- a crash.
-
- To play the barbarians, change byte 2 to a zero. If there are no
- barbarian units, you get a "Centuries Later..." ending; this
- means you need to give yourself a Barbarian settler, by writing,
- at offset 0x26c0 of the file,
- 00XX YY00 0300 ff00 ff00 ffff
- where XX and YY are the latitude and longitude; try 2020 as a
- start.
-
- I described above a game where I edited the save file to give myself an
- incredible advantage, and then set myself an unusual goal in addition to
- the normal goal of just winning.
-
- Another time recently, I was getting too many barbarians. I was handling
- them easily, but got tired of them. I don't like the barbarians, and I wish
- CIV had an option to turn them off. I saved, quit, and deleted all the
- barbarian units! I got a 400 year breathing space out of that...
-
- The most famous ('infamous') known cheats are:-
-
- 1) shift 1-8 cheat
- -------------------
- This is the shift 1-8 (sometimes shift 5-6) cheat, only available in
- version 1.0. It was the player-test mode for Microprose playtesters.
- Refresh the map after pressing Shift 1-8 (by moving the cursor or pressing
- t twice) and you will see the map of the whole world. You can click on the
- cities of other players and unfortify their troops and sell their city
- improvements
-
- F7 will show you the development profile of each civ, showing you all their
- advances and allowing you to see if thhey have a vendetta against you.
-
- F8 shows you the powergraph and allows you to see a replay up to that point.
-
- F9 shows numbers representing the attack points, defense points, and 3 of
- the cities the computer uses to calculate battle, on each contient (along
- with giving the size of each continent in land squares.
-
- F10 shows a complete world map.
-
- The other function keys sometimes do their normal functions, but they mess
- up the diplay a lot of the time. Just a word of warning.
-
- 2) Movement cheat
- ------------------
- Any piece that sentries in a town before the end of its movement can be
- unsentried and REGAINS ITS FULL MOVEMENT for the turn. What this means is
- that if you have roads linking your cities together and a chariot in a city
- on one side of your continent, you can move it all the way to the other
- side of the continent in one turn. All you do is sentry it in each city
- along the way (as long as each city is <=5 squares away). In fact if you
- have some invaders to kill, you can kill one, sentry it in a nearby city,
- unsentry it, kill the second, move into the city again all in one turn.
- This is how I defend 10 cities with 4 chariots
-
- 3) Settler cheat
- -----------------
- (Spoils the game) Most settler functions take from 2 to 12 turns to
- accomplish. Any of them can be accomplished in one turn by putting the
- settler a square, pressing R or M or I or whatever, clicking on the settler
- to make it blink again (which seemingly aborts the function) and pressing R
- again. Keep repeating this process until the road or irrigation is
- finished. If you put on the End-of-Turn feature this helps you perform the
- desired function in one turn. Otherwise you could just keep some nearby
- piece blinking so that the turn doesn't end before you've milked the cheat
- for all it's worth. Irrigating swamp takes 10 or 11 turns so this cheat is
- real handy.
-
- 4) Ship movement cheat
- -----------------------
- With two ships (Sail, Frigate and Transport) you can move anywhere in the
- world, provided you have one ground unit aboard. The process is to move one
- ship (needs to be able to take one unit) until it has one MP, place it in
- sentry mode, move the next ship (the one with at least one unit in it) next
- to it and "unload" the unit into the sentry mode ship. Then place the just
- unloaded ship (with most likely 1 MP) into sentry mode and repeat with the
- ship just loaded (It will have its normal MP restored, wonders are not
- included). Repeat this process until you get where you want to go. (Note:
- sometimes the computer will flash "end of turn" after placing a ship into
- sentry mode, even though you just transfered a unit and the other ship
- should be active. Just click onto the supposedly active ship, hit a
- key/button, and the ship should become fully active again. I've also
- noticed what appears to be a glitch after doing this for a while in one
- turn. It seems the computer knows you're doing something not quite right,
- or the programming is straining with the large number of moves.
-
- Note: Does not work with triremes!!
-
- 5) Convoy cheat
- ----------------
- You can make enough transport-type ships, string them along in a convoy,
- just enough spaces apart that you use up the full MP of each one, and start
- from one shore, move the ship on top of the next, use that ship to go to
- the next... and your troops will move with the active ship, provided it can
- carry them all.
-
-
- 6) Unloading ships cheat
- -------------------------
- This one is when you wish to unload units in a city. Dock the ship, and go
- into the city description screen (click on city) and then click on the
- units in sentry mode you just delivered. They will then have full MP
- restored, and you can continue to move them normally at this point. (With
- Railroad (RR), this cheat allows for faster deployment across continents
- between your cities and/or ships.) Note that a unit can have several full
- moves in one turn this way.
-
- 7) Save game cheat
- -------------------
- Apart from the obvious reasons for saving regularly. It is well known that
- the computer cheats when it comes to World Wonders. They appear to be
- awarded randomly to any city the computer likes. If one gets awarded, it is
- possible to go back to your last save, and the chances are that it won't be
- awarded again for a while.
-
- 8) Settler movement cheat
- -------------------------
- Move the settler 2 squares along a road, then tell it to do something. Now
- wake it up and move it another two squares. This means you can move a
- settler a minimum of 13 squares along a road before the development of
- railroad. If you move them along a mountain range where it takes a long
- time to build mines, or across swamp you can move about 19 squares in one
- turn (tell the settlers to mine the mountain/hill or clear the swamp).
-
- As a final word to cheating, there are a number of utilities available from
- FTP sites that allow you to completely customize your civilization.
-
-
- ***************************************************************************
- T H E F U T U R E
- ***************************************************************************
-
-
- Microprose have no plans at the moment to produce a sequel to civilization.
- However with so much interest on the Net and If people push and hassle them
- enough, who knows...
-
- As I see it, we could have either Civilization version II, which would be
- the current game plus important improvements, possibly using the same save
- files, or we could have "Civ II", a whole new game written from scratch as
- a sequel to CIV. In other words, I would call the current game "Civ I,
- version I".
-
- There are two areas of improvement. The first is that of the system itself.
- The second is improvements to the game, (i.e. more wonders, better units
- etc.). There is No real order to this, rather it was who sent mail first,
- got his/her stuff incorporated first.
-
- 1. The System
- -------------
- Improve the user interface. When I hit F4 or F1 or F5 and get a list of
- cities, I should be able to go to any city by clicking on its line. When
- I'm looking at a city, I should be able to go to any of its units by
- clicking on it with the "other button" -- leave the city and center on the
- unit. When I click on a unit, if I click the "other button" (OB) on the box
- that appears, I should go to that unit's city. When I hit F10 and get a
- worldmap, I should be able to go anywhere in the world by clicking. When I
- list the wonders of the world, I should be able to go to any city on it,
- that I know about, by clicking. When I do demographics, I should be able to
- go to a city with smokestacks by clicking on pollution. There should be a
- menu/keyboard command to find polluted squares!!!!!!!
-
- Fix the dratted "goto" command. Make it find the most efficient route, as
- Perfect General does. The only reason the current version needs the magic
- caravans and unsinking triremes is because "goto" doesn't work.
-
- Give it the ability to play a bit more sensibly. I'm not asking for a
- really good AI, just not quite so stupid. A really good AI would probably
- be too difficult to do.
-
- Provide a startup option for a fast game: everybody gets several settlers
- and has many technologies. Kind of like the fast form of Monopoly, where
- you deal out the deeds instead of buying the properties.
-
- Provide an "undo" command, for when you hit the wrong key.
-
- Provide an option NOT to go to the next unit! The next unit would blink and
- be activated, but the viewpoint wouldn't shift until you hit "C". Reason: I
- want to do more stuff in the area where I just moved, like unfortify a
- phalanx to move it into the city I just conquered, for example.
-
- How about a "no barbarians" option?
-
- The save-game cheat is tedious. Provide a "load game" command so that I can
- study my old save files ( maybe the map editor should be used for this )
- and prevent the save-game cheat by subtracting 10 points from the score
- whenever the game is manually saved in a turn not divisible by 5, and
- prompting "You can save now" whenever saving is "free".
-
- 2) The GAME
- -----------
-
- Diplomacy is such a loss in the current version. Needs more negotiation
- options ("We *demand* tribute"; "You're asking for too much"; "Here's a
- free technology for you"; "declare war"), plus the ability to "train" a
- computer civ (like you train your dog in Hack) to be permanently
- well-disposed towards you.
-
- Units away from home shouldn't start to cause unhappiness until they've
- been gone for a move or so; and they shouldn't cause unhappiness if they're
- still right near the city. And, it's a little bit ghoulish how if you lose
- a battle, all the brothers and mothers of the boys who got killed celebrate
- because they're not away from home anymore! Victories, not losses, should
- cause greater happiness! Perhaps there's no room in the current save file
- for the info you'd need.
-
- Allow more cities and units. Grab a section of the save file, the units
- table from a dead color, and use it as an extension area.
-
- Advanced ships are too darned slow. They should be faster, and air
- transport should be available. (You can provide for both of these things by
- editing the unit definitions in the current save file.)
-
- Allies can carry each others' forces in ships, for example, or use a
- railroad passing thru each others' territory, or move freely around each
- others' forces.
-
- Even in a democracy, pieces should be able to patrol right next to the city
- or maybe two hexes away even without causing unrest.
-
- This idea is more reasonable. In addition, I suggest the military units
- (except settlers, caravans, diplomats) should be well supplied, i.e., a
- supply line should be able to reach such units. I was once playing a game
- where certain enemies units surrounded by my legions completely, but they
- still can stand for serveral ten year, which should be impossible in
- practice since all their supply lines should have been cut. Also, more
- kinds should be added, esp. for land and air units in the modern age:
-
- Land: engineers, scouts (to check enemy units' damages, etc.),
- headqarters (so the armies belonging to it will surrender
- or reduce in combat value, when the hq is destroyed),
- supply troops, red cross, etc.
- Air: air transport (for airborne warfare and supply),
- satellite (for increasing trade, enemy informations, or
- even the star war project against the nuclears),
- space shuttle (for carrying satellites), and so on.
-
- Spies, divide Diplomats into Spies and Diplomats.
-
- Sentries/Explorers, little units whom are easy to produce,
- have 0 offense,0 defense, but 2 movement. Useful for exploring
- or leaving in the far reaches to alert you of invaders.
-
- I also suggest the addition of space lab (for increasing light bulbs),
- space factory (for increasing shields) as city improvements. Satellite
- should be able to increase happiness by providing more informations and
- entertainments through TV to the people.
-
- Forts are a good thing in the current game; more kinds of non-city
- structures would be nice, but I can't think what they might be. Boundary
- markers? Customs stations? How about an aqueduct? -- instead of irrigating
- all the squares between here and there, you build a pipeline, much cheaper.
- An oil pipeline -- extending the city's reach. An airport, so planes could
- land without a city. None of these seem like really great ideas.
-
- Different countries should have different commodities. For instance, the
- Chinese should have silk, porcelain, while the others do not have. Also,
- these commodities should have some function. For example, silk and
- porcelain can increase happiness, and you need to give money to certain
- Chinese cities to obtain them through caravans (or merchants). Actually, I
- don't like money and happiness are increased through simply increasing the
- arrows as present. More complicated economic system instead of the 'arrows'
- will make the game more interesting. Different kinds of food should be
- produced in different cities so trading between cities through the new
- economic system will be enhanced.
-
- How about *prospecting* and *drilling* for oil? The obvious oilfields that
- you see in the early days get used up; you need to find and develop new
- ones. Likewise gold and coal, of course.
-
- More terran types, more kinds of special squares.
-
- As tech increases, you can replace Caravan made routes with Airline routes,
- fly the plane to the enemy city a just like Caravan's you get a
- self-maintained invisible airline route. But it makes you more money.
-
- Have more ifra-structure, your country is pretty much a collection of stand
- alone cites, if you could get some way of joing cities in some way, through
- inter-coutry trade routes perhaps. IE you can have food moved from
- prosperous cities to lesser cities. Truck or Train routes with roads/rails
- perhaps, only not soo complex as to overshadow the rest of the game.
-
- More useful stuff to build, by 1 AD I'm usually down to making barracks and
- selling them because there's nothing better to do.
-
- Instead of just mines/farms around cities, perhaps have suburbs that would
- increase happiness (for free) or research centers, etc.
-
- Spies, divide Diplomats into Spies and Diplomats.
-
- Sentries/Explorers, little units whom are easy to produce, have 0 offense 0
- defense, but 2 movement. Useful for exploring or leaving in the far reaches
- to alert you of invaders.
-
- Power chart should be available all the time :-)
-
-
- 3) More civilization advances
- -----------------------------
-
- 1. Calendar, requires astronomy and writing
- increases the yield of foods once developed.
-
- 2. Paper, requires invention increases the effect of library and
- university greatly
-
- 3. Printing, requires invention increases the effect of library and
- university even more greatly, allows the building of
- bookstore (new city improvement which increases happiness
- in the city)
-
- 4. Modern Communication System, requires electronics allows the
- building of TV station (new city improvement which
- increases happiness in the city), allow building of radar
- station which increase the intelligence.
-
- 5. The addition of space lab (for increasing light bulbs), space
- factory (for increasing shields) as city improvements.
-
- 6. Satellite should be able to increase happiness by providing more
- informations and entertainments through TV to the people.
-
- 7. As tech increases, you can replace Caravan made routes with
- Airline routes, fly the plane to the enemy city a just
- like Caravan's you get a self-maintained invisible airline
- route, But it makes you more money.
-
-
- 3) The Extras
- -------------
-
- 1. Provide a map editor, like Populous has, and more choices on the
- world-customization menu. If worried about people faking high scores by
- editing their games, put a byte or bit in the save file that says "game was
- edited, not eligible for hall of fame", and a checksum to make tampering
- harder. If you just *look* at a world, because this is like doing the
- shift-56 cheat!, but nothing can be done about that -- if you set the
- "ineligible" bit in the save file, that proves nothing: there could be
- another copy of the save file!
-
- That's Really about it. Again if there are any comments, criticisms or bits
- we have left out, give us an email at:-
-
- aev@dcs.kcl.ac.uk or
- STANWORTHDJH@bham.ac.uk
-
- Thanks for reading and have fun :)
-
-
-
- --
- Dave [Rubicon]
-
- .sig deleted due to good taste