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- Welcome to the Civilization FAQ.
-
-
- For those with limited newsreaders, the FAQ can be obtained from
-
- ftp.uwp.edu:/pub/msdos/romulus/hints/civ.faq
-
-
- It has been brought to my attention that most newsreaders have a way to
- quickly hop from section to section in a digest, by skipping between
- Subject: lines. Therefore, each section has been formatted like
-
- Subject: 1) How can I tell which version of Civ I have?
-
- and
-
- Subject: 2) Which is the best version of Civ?
-
- and so on. For example, rn uses ^G to hop from Subject: line to Subject:
- line; GNUS uses ^C^N and ^C^P, and so on. Very useful.
-
-
- Before we get into the nitty-gritty of the game, we would like to thank
- personally a few people without whose help this FAQ would not be
- possible. In no particular order:
-
- Albion Mark Lilback
- Devin Ben-Hur Matt Malone
- Ron Bense Skip Meister
- Ralph Betza Bob O'Bob
- David Gosselin James Ollinger
- Bryce Harrington Mark Steer
- Robert Johnson Garth Sweet
- Roger Kemp Earnest To
-
- Special thanks are due to Maurice Schekkerman and Elliott Kleinrock,
- who sent us a large number of posts they had collected before we began
- compiling this FAQ.
-
- Note: Elliott sent me the most comprehensive collection of tips I've
- yet seen, and much of the information that has been credited to "Rome
- on 640K" was sent by him. I have yet to see this book, but it is on
- order at my local bookstore, and I look forward to reading it as much
- as I look forward to having time to play Civilization, instead of
- compiling the FAQ. :) If you don't have a copy of "Rome on 640K" yet
- (see below)---why?
-
- Sincere thanks should also go to Bob O'Bob for checking the FAQ for
- errors, and to Ken McGlothlen for his lessons in English grammar and FAQ
- writing. Both these people have contributed enormously to the current
- layout and content of the FAQ, and also to the delay in reposting it ;)
-
- If we've left anybody out of the credits, we are terribly sorry; we do
- appreciate all the stuff that has been sent in, and if we've made any
- omissions, please tell us.
-
- This is NOT the final version of the FAQ, but it's certainly a lot
- closer to how we'd like it to look. We take no credit for the
- information contained here---all we've done is collect it into a single
- document.
-
- If you have any questions, comments, criticisms or tips, we'd like to
- hear about them. We can be reached at stanworthdjh@bham.ac.uk [Dave]
- or aev@dcs.kcl.ac.uk [Alex].
-
- What is Civilization? Civ is a computer game published by MicroProse, and
- is available for the PC and Mac. However, having said that, to me it's not
- so much of a game as it is 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 to create
- a civilization. Along the way you develop new sciences, meet other tribes
- (some warlike, some not), and visit new continents, all for the aim of
- trying to get into space, and/or to be the dominant civilization.
-
- A lot of the information in this document is designed 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 discovered features which have not only
- improved our understanding of the game, but have made the game even more fun
- to play.
-
- We will now proceed....
-
- Note: A | in the left-hand column denotes alteration, and a + denotes new.
-
- Section A: General Information
-
- 1) How can I tell which version of Civ I have?
- | 2) Which is the best version of Civ?
- 3) What is the Advisory Bug?
- 4) What is the Undefended City Bug?
- | 5) What is the Civ score Bug?
- + 6) What is the Bomber Bug?
- + 7) What is the Date Line Bug?
- + 8) What is the Ghost Civilization Bug?
- + 9) What is the Tale of One City Bug?
- 10) Where is the map editor?
- | 11) Where can I get an updated version?
- + 12) What if I don't have FTP access?
-
- Section B: Cities
-
- 1) How do I make a city?
- 2) How do I make my city grow?
- 3) Should I have many cities or just a few?
- 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 (or Taxman, or Scientist)?
- 7) How much money does a taxman collect?
- 8) How many light bulbs does a Scientist create?
- 9) What is the difference between subvert a city and revolt?
- 10) Which is the best government type?
- | 11) How does the computer cheat?
- 12) What is the highest population for a single city?
- 13) Why do I appear to get unhappy citizens for free?
- + 14) Should I sell obsolete improvements?
- + 15) What power plants are the best, and when can I build them?
- + 16) What is the maximum number of happy people in a city?
- | 17) What is most important in developing the assets of a city?
-
- Section C: Different game strategies
-
- 1) a) General strategies.
- b) Despotic Conquest.
- c) Democratic Ostrich.
- d) Flexible Evolution.
- e) Republic.
- f) Pyramid.
- g) High Tech.
- h) Rich.
- i) Mercenary.
- j) Balanced.
- k) Peaceful.
- l) High Tech Conquest.
- m) Hide in a Corner.
- n) Archipelago.
- o) Diploblitz.
- p) Trading Cities.
- q) Take No Prisoners.
- r) The Helping Hand.
- s) The Rock.
- t) Replay.
- u) Go see them or they will come see you.
- v) Pillage to the Max.
- w) Take the Best, Discard the Rest.
- 2) Colossal City Strategy.
- 3) President's Day Sale.
- 4) What is the best way to take an enemy city?
- | 5) What are the best wonders to build?
-
- Section D: Tips and information
-
- 1) Final score.
- 2) Light bulb formula.
- + 3) Money saving tips.
- + 4) Military advice.
- | 5) Miscellaneous tricks and tips.
- 6) The Canal trick.
- + 7) Railroads at sea.
- + 8) Interaction with the various civilizations.
- + 9) The pattern of special resource squares.
- + 10) Defence and attack queries.
- + 11) Appearance of new civilizations.
- | 12) How do you calculate pollution?
- + 13) How is the trade route income calculated?
- + 14) How is the trade bonus calculated?
- + 15) Any other trade information?
- + 16) How is global warming calculated?
- + 17) How is corruption calculated?
-
- Section E: Cheats
-
- 1) The Shift-56 cheat.
- 2) The Movement cheat.
- 3) The Settler cheat.
- | 4) Ship movement cheat.
- | 5) The Shipping Lanes cheat.
- 6) The Unloading ships cheat.
- 7) The Save game cheat.
- 8) The Settler movement cheat.
- 9) The Spaceship cheat!
- + 10) The Settler/Railroad at sea cheat(?)
- + 11) Hacking the .SVE file.
- + 12) Is there an easier way to hack the .SVE files?
-
- Section F: The future
-
- | 1) Will there be a Civ II?
- + 2) Civilization-Like Games.
-
-
- ***************************************************************************
- G E N E R A L
- ***************************************************************************
-
- Subject: 1) How can I tell which version of Civ 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 v5 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 ftp.uwp.edu.
-
- Subject: 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
- 474.05 (versions 1 and 5). The easiest of the two is v1. If you are playing
- with v5, and not having much luck, revert back to v1. This is also the
- version that allows the Shift-56 Cheat, which can be a good way of learning
- the ins and outs of the game. However, if you like a challenge, then v5 is
- really the only one to play. A further impetus to upgrade is that v5 contains
- far less bugs. If you do get the latest version, the chances that the game
- will not crash are far greater :) . The biggest problem with v1 is the
- Instant Advice bug, which is better known as the "Advisory Bug". This can be
- temporarily avoided by turning Instant advice off.
-
- The following version information was compiled with the help of MicroProse:
-
- v1: The original game.
-
- v2: This version attempted---and failed---to fix the Advisory Bug. It did
- fix the Score Bug, and removed the Shift-56 Cheat.
-
- v3: Once again tried to fix the Advisory Bug, and failed again. Added some
- new pictures. Added "very unhappy people." Removed free barracks. No
- longer able to disband a population-1 city at Chieftain level by buying
- a settler. Transports no longer made people unhappy under a Democracy
- or Republic. Overall, the game became harder for veteran players. This
- version is harder to play than previous versions.
-
- v4: No changes; just converted for HD disks.
-
- v5: The most recent failed attempt to repair the Advisory Bug.
- Note: There is no difference between v3 and v5.
-
- If you need further Advice or information about the game, there is a book
- called 'Rome on 640k a day'.
-
- ===========================================================================
- For those who want more information about Civilization, there is a book
- called "Sid Meier's Civilization, or Rome on 640K a Day," by Johnny
- Wilson and Alan Emrich (ISBN 1-55958-191-3, US$18.95). If your
- bookstore doesn't have it, tell them to contact St Martin's Press, 175
- Fifth Avenue, New York NY 10010, (212) 674-5151. This is a highly
- recommended book.
- ===========================================================================
-
- Subject: 3) What is the Advisory Bug?
- --------------------------------------
- I have never met this bug, but it is known by MicroProse, and has been
- reported by a number of sources.
-
- If you leave the "Advisors" option on, then if the Domestic or Military
- advisors can't think of anything to suggest, the program dies. This
- will happen if your city has pretty much everything it needs or could
- build.
- ---Adam Ginsberg
-
- Subject: 4) What is the Undefended City Bug?
- ---------------------------------------------
- Occasionally, when I have a lot of cities (around 50), I have one city that
- shows up as undefended in the map display (no dark border) but in the city
- display, shows fortified units inside. I usually take all of the units out
- and then all back in to correct the situation. Sometimes I get the 'Romans
- plunder .....' message when I re-enter such a city and the population
- decreases by one. If a computer civilization attacks a city that is shown to
- be undefended, they capture it despite the fact that units are present in it.
- This has been detected in both v4 and v5
-
- Subject: 5) What is the Civ score Bug?
- ---------------------------------------
- Originally I thought this was connected with the advisory bug, but it
- turns out that it is something completely different.
-
- Bob O'Bob points out that every time he looks at "Civilization Score"
- that he gets scrambled oceans, or extra land at the North Pole, and
- that if he tries to move there, the screen goes crazy. As a result,
- he's learned not to look at the Civilization Score anymore, because
- once the screen loops out, the save files become corrupted
- unrecoverably. He suggests that if you must see your civilization
- score that you do a save *first*, and a restart afterward.
-
- He also points out that you can see the corruption in the small map:
- some of the people from the score screen remain on the map, and he
- believes that this is what screws up the .MAP file. Occasionally,
- there's lots of new grassland around the North Pole, and even some
- "mystery houses." Finally, he points out that you can go get the $50
- prizes, if you care to go to the trouble, but that your system may not
- be as forgiving as his is.
-
- This problem occurs when your population increases over some number of
- millions, and the full width of the screen is used. They then get written
- into that portion of the map screen for some oddball reason. There is an
- advantage or two to gotten from doing this, although the game becomes a
- pain to play. Some of the grassland created becomes a mystery terrain type,
- with 112 food production (113 with irrigation, if you ever get that
- finished, plus 50% with railroads), 105 production (+50% with railroad) and
- 99 trade (+50% with railroads). It takes forever to build roads/railroads
- on these squares, and I went back to an old save game where I didn't have
- this city, as the game developed too many problems to be playable, for me,
- at the time, although I should be able to have a city size of 1764 (roughly
- 55 size classes per square, as 2 food is required per size).
- Note: your pollution would be impossible to deal with even two of these
- squares being utilized, as each produces 99 resources.
- ---Ron Bense
-
- Subject: 6) The Bomber Bug
- ---------------------------
- This bug has been reported recently. It appears in v1 and 5.
- When a bomber has finished its turn, if you try to reactivate it, it
- will be destroyed.
-
- Subject: 7) The Date Line Bug
- ------------------------------
- You cannot fly all the way around the world. In v4 at least,
- there is a seam that extends from pole to pole. You can spot this seam
- by looking at the world map and seeing where there is no land in a band
- from pole to pole. On Earth, if you build a city in Brisbane Aust, you
- see a funny land type on the right side of the city display. Anyway, if
- you try and fly a plane across this seam, it goes on a psycho goto away
- from the seam.
- ---Matt Malone
-
- Subject: 8) The Ghost Civilization Bug
- ---------------------------------------
- If you destroy a civilization BEFORE it builds its first city, you will
- not be able to conquer the world. It seems that you need to destroy the
- civs capital for the computer to register its death. This bug occurs even
- if it is a computer controlled civ that kills the settler.
-
- Subject: 9) The Tale of One City Bug
- -------------------------------------
- I found yet another bug in Civilization: when I captured Babylon, the
- Babylonian capital, I got the message: "Due to the fall of their capital,
- the Babylonian Empire splits in a civil war. The country divides into loyal
- (Babylonian) and rebel (American) factions." (or a message like that, you
- get the picture...)
-
- Unfortunately, Babylon was the only city they had left, and the game
- locked... (I suppose the computer can't divide 0 by 2).
- ---Boudewijn
-
- Subject: 10) Where is the map editor?
- --------------------------------------
- Sorry, folks, but at the time of writing this, I don't believe one exists.
- According to Tom Kimball (who probably knows more about the save files than
- MicroProse) the .MAP file is either compressed or encrypted. So if
- someone can work out a way to de-whatever and re-whatever, we might get
- somewhere.
-
- Subject: 11) Where can I get an updated version?
- -------------------------------------------------
- MicroProse does not charge for their updates...
- (LD charges not included :)) You can call their BBS at 410-785-1841 and
- download the latest versions of Civ and their other titles as well...
- It is also available at
-
- ftp.uwp.edu:/pub/msdos/romulus/misc/civv05.zip.
-
- Subject: 12) What if I don't have FTP access?
- ----------------------------------------------
- For those of you that do not have access to FTP, it is possible to obtain
- both the FAQ and the upgrade via E-mail. This can be done using an ftpmail
- server.
-
- TO: FTPMAIL@DECWRL.DEC.COM
- *no subject*
-
- ..... body of letter .....
- reply you@your.own.address
- connect ftp.uwp.edu
- binary
- uuencode
- cd /pub/msdos/romulus/misc
- get civv5.zip
- quit
-
- You will then receive a number of mails numbered from 1 to n. All you need
- to do now is run them through a uudecoder.
-
- For downloading the latest FAQ, the message should read:
-
- reply you@your.own.address
- connect ftp.uwp.edu
- ascii
- cd /pub/msdos/romulus/hints
- get civ.faq
- quit
-
- Simple, really!
-
-
- ***************************************************************************
- C I T I E S
- ***************************************************************************
-
- Subject: 1) How do I make a city?
- ---------------------------------
- Apart from RTFM (Read The Flaming Manual), 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
- beginning where you are very vulnerable.) When you have found the site of
- your city press the 'B' key to build the city.
-
- Note: Improve the land prior to building your city, as you will not be
- able to do this later on in the game. Remember that cities automatically
- build a road and irrigation, but you can still add a railroad, and this will
- avoid losing 1/3 movement when taking a piece through a city.
-
- Subject: 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 as possible
- 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 republic/democracy you can change back,
- although it is not really worth it unless you want to have a military
- campaign.
-
- Note: Each size adds the new size times 10,000 to the population. 1 -> 2
- yields 10,000 + 2*10,000 = 30,000. A size 29 -> 30 yields 4,350,000 +
- 30*10,000 = 4,650,000. This is important when you are maximizing scores, as
- the sheer number of people is important. You may want to decimate a size 25
- city so that three neighboring size 26+ cities can grow to size 30+. The
- gain will far more than offset the loss. It takes two food units to increase
- a city by one.
-
- size * (size + 1)
- Real population = ----------------- * 10000
- 2
-
-
- Subject: 3) Should I have many cities or just a few?
- -----------------------------------------------------
- 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 (which must be an exaggeration, since the
- savefile only has space for around 126 cities).
- Here are a few comments from others.
-
- 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 centres
- for military units when I do go to war. Until then, I just build settlers.)
- ---Mark Lilback
-
- 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.
- ---James Ollinger
-
- 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.
- ---David Gosselin
-
- Subject: 4) Is there a limit to the size of my city?
- -----------------------------------------------------
- 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 this is a mistake as you can
- improve the land extensively. So how do you 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,
- providing there is enough to make them grow.
-
- Pollution does become a problem as your city grows, and the following
- things have a known impact:
-
- Mass Transit (at about size twenty)
- Recycling Centre (Needed at about size 30)
- nuclear Plant (Needed around size 28-30)
-
- 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
- power plant 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.
-
- Another thing to mention here is to 'terraform' all land into food
- production when you get large cities and pollution is a problem. This takes
- time, unless you use the settler cheat, but can significantly increase your
- city sizes. Irrigate hills, plains, and jungles (twice), mine jungles with
- gems and plains with horses. (*Don't* irrigate jungles+gems or swamp+oil
- as it destroys the special square - you end up with plain old grassland).
-
- The best producer of food is desert+oasis which gives 6 food units
- (irrigation+railroad). If by some fluke you managed to get a city
- completely surrounded by oasis, its maximum size would be (6*21)/2=63.
- Not very likely though, unless someone figures out the map editor.
-
- Subject: 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:
-
- 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.
- ---Mark Lilback
-
- 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
- SUFFRAGE and J.S.BACH'S CATHEDRAL are the best.
- ---James Ollinger
-
- Well, set luxury rate higher, send out as many caravans 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 diplomats as your attacking force, buying
- enemy cities really pays off since you will get defending units right away
- and city improvements.
- ---David Gosselin
-
- Note: Bombers and nuclear units create unhappiness in their home city just
- by existing.
-
- 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.
-
- Subject: 6) How do I make an Elvis (or Taxman, or Scientist)?
- --------------------------------------------------------------
- To make an Elvis (formally known as an "entertainer") look at the city
- portion of your city screen and click the mouse on one of the squares around
- your city which you are currently using/drawing-resources-from. The little
- wheat/shield symbols will disappear 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.
-
- For those using the keyboard:-
- On the city screen press P. This brings up a flashing box which can be
- moved around the city portion. Select one of the squares that is currently
- in use and press return. This will remove the items from that square and
- create an Elvis. Then press 1 for the first specialist up to 8 for the
- last. Repeated presses of the 1 will turn the icon through the three types
- of specialist. To return the resource to the city portion just select an
- empty square and press return.
-
- Subject: 7) How much money does a Taxman collect?
- --------------------------------------------------
- A tax collector collects $2 (3 if city has marketplace; 4 if city has a
- bank)
-
- Subject: 8) How many light bulbs does a Scientist create?
- ----------------------------------------------------------
- Each Scientist you make in a city adds 2 light bulbs 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]
-
- Subject: 9) What is the difference between subvert a city and revolt?
- ----------------------------------------------------------------------
- If you cause an enemy city to revolt, 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, causing a city to revolt tends to break any peace
- treaties where as subvert doesn't.
-
- Also, subvert is only available when a peace treaty exists. It costs
- twice as much as a revolt.
-
- Tip: Bankrupt an enemy Civ to make its cities cheaper to 'incite revolt':
- Choose an enemy city that is remote and not well defended (no city walls).
- Pound the city just enough each turn to leave it undefended. The enemy Civ
- will buy a defensive unit every turn at 120 or 210 gold per turn to keep it
- defended. A city of 10 to start with can cost them 1400 or more to keep you
- from getting. Always take the city at 2 so that you can sell the
- improvements. Not many civs can maintain this outlay of cash and I have yet
- to see one that will just let you take the city to save the money. After
- this is done a couple of times their well defended cities are much cheaper
- to 'incite revolt'.
-
- Subject: 10) Which is the best government 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 competition as soon as possible, then
- stick with despotism. Although resources are generated slower, your armies
- do not use them up as fast. This means that one city can generate huge
- armies without much penalty. Any other strategy really requires Democracy.
- 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
- centre of the island or in your best knowledge town then 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.
-
- Despotism: -1 to food, resources, and trade. You get the highest
- corruption rate. But you get 1 food requirement for settler support, and
- free military support. You also get content citizens with military
- presence, and the senate won't force you into a peace treaty or deny you
- first strike capability.
-
- Anarchy: Although the corruption rate is a little lower, you will suffer
- no taxes being collected, no light bulbs generated and maintenance costs
- are not paid.
-
- Monarchy: No modifier to food, resources, or trade (which means it's a +1
- if you're moving up from anarchy or despotism). Corruption is lower than
- anarchy. Military support is 1 shield per unit. 2 food units for each
- settler unit.
-
- Communism: Same as Monarchy, but the corruption level is "flattened."
- Normally corruption rises as the distance to the capitol increases, so in
- large empires, you can go to communism and have it all averaged out.
- Everyone gets the same level of corruption no matter what. This is great
- if you've got the palace in the center of the map and most of the empire
- is out on the fringe.
-
- Republic: The senate now gets veto power and can force you into a peace
- treaty if the opponent offers one (just refuse to parlay). There is no
- modifier for food or resources. Trade resources are +1. Corruption is
- lower than Monarchy. Military support is 1 shield per unit and an
- unhappiness for every unit that's away from home. 2 food units for
- settlers.
-
- Democracy: Same as republic, but two sad faces (even more unhappiness)
- for units away from home, but 0 corruption. In a democracy--more than a
- turn or two of civil unrest throws you into anarchy.
-
- Subject: 11) 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.]
- Actually, it appears that diplomats are allowed to teleport to wherever
- the computer has a piece. This means that if the computer has a
- military piece stationed next to one of your cities, the computer can
- teleport a diplomat to that square and steal a technology!
-
- h) The computer sometimes builds multiple cities before its first settler
- is created. (However, when playing the Russians, human players sometimes
- get two settlers!)
-
- i) Also, production in cities at emperor level continues, even if the city
- is shy the necessary resources to maintain what it has.
-
- There are 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.
-
- Subject: 12) What is the highest population for a single city?
- ---------------------------------------------------------------
- In theory 63, but in practise there are reports of cities between 39 - 44.
- For the 63 monster you would need all squares to be irrigated, railroaded
- oasis. Each of these squares would give off 6 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...
-
- Note: Remember that a city going from size 43 to 44 will add much more to
- the final score than a city going from 28 to 29.
-
- Subject: 13) Why do I appear to get unhappy citizens for free?
- ---------------------------------------------------------------
- A post from Jas (jpacker) states:
-
- As I understand it, the number of happy citizens per city that you get for
- free, as it were, is based upon the level you play at (6 free content ones
- at Chieftain, 2 at Emperor). After that size is reached, any people over
- that number are automatically unhappy, unless appeased by a temple
- cathedral, coliseum, or other improvement that fixes unhappy folk (like
- some wonders). Another thing that makes unhappy people content in any
- government but Republic or Democracy, is martial law. One person is made
- happy for each military unit you have sitting in the city, keeping the
- peace.
-
- Subject: 14) Should I sell obsolete improvements?
- --------------------------------------------------
- In theory, the answer to this is yes, but in reality it depends on which
- improvement you are referring to. People have mentioned that you should
- sell libraries once you have universities. DON'T!. They still add to
- your light bulb supply. As do marketplaces with banks. The only safe
- ones to sell are factories after manufacturing plants, and all varieties
- of power plants after building the Hoover dam. The latter only affects
- cities on the same continent as the dam.
-
- Subject: 15) What power plants are the best, and when can I build them?
- ------------------------------------------------------------------------
- This mainly depends on the position of your city, and the order you
- discover the various technologies. The first you will be able to build
- is the power plant. This increases production, but also pollution. You
- will need to discover the steam engine to build these.
-
- As soon as you discover electronics you will be able to build hydroplants
- in all cities next to rivers or ocean. These give the same increase in
- production as power plants, but actually help to reduce pollution.
- Remember that you will also be able to build the Hoover dam, which will
- give hydropower to all cities on the same continent.
-
- When you discover nuclear fission you will be able to build nuclear power
- stations. These, like hydro, will reduce pollution. However, until you
- discover nuclear fusion, there is a danger of meltdown.
-
- Once you have discovered fusion, the only difference between nuclear and
- hydro is the maintenance cost; hydrocosts four coins, and nuclear only two
- coins. Nuclear are also cheaper to build; 160 shields against 240 for hydro.
-
- Lastly, remember that you have to sell one type before building another.
-
- Subject: 16) What is the maximum number of happy people in a city?
- -------------------------------------------------------------------
- A friend of mine noted that you cannot get more than 11 happy people in a
- city no matter how high you set the luxuries. This means that We-Love-the
- President will only happen until the city hits size 23. However, if you
- build cure for cancer you get a twelfth happy person, the city hits size 25
- and then a 13th person is now happy. After this point the city will
- continue to celebrate until it runs out of food (a new happy is made every
- two steps). I haven't rigorously tested this hypothesis but it was true in
- the last game I played.
- ---Roger Kemp
-
- Subject: 17) What is most important in developing the assets of a city?
- ------------------------------------------------------------------------
- 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 defence 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
- defence 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 light bulbs. 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.
-
-
- **************************************************************************
- D I F F E R E N T G A M E S T R A T E G I E S
- **************************************************************************
-
- Part of 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 a lot!
-
- Subject: a) General strategies
-
- 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.
-
- Subject: b) 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 many
- 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...
-
- Subject: c) 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 improvements 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.
-
- Subject: d) Flexible Evolution
-
- You find yourself with neighbours, 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!
-
- Subject: e) 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.
-
- Subject: f) 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.
-
- Subject: g) 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.
-
- Subject: h) 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.
-
- Subject: i) Mercenary
-
- While playing Rich, try to buy as many enemy units as possible so you can
- have a whole army owned by NONE.
-
- Subject: j) 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.
-
- Subject: k) 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.
-
- Subject: l) 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.
-
- Subject: m) Hide in a Corner
-
- Once in a while, instead of trying to build as many cities as possible as
- quickly as possible 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...
-
- Subject: n) 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 neighbours. Maybe the game deliberately avoids
- putting you on places that are too small.
-
- Subject: o) 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 bucket loads.
-
- Subject: p) 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.
-
- Subject: q) 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?
-
- If an entire civ is in disorder yes it can recover. I have seen it happen
- in enemy civs of 3-5 cities near the brink of falling. It happened to me
- once. Following an attack ALL of my cities were in disorder, I was poor but
- not being attacked immediately. After several turns in this state, I
- started getting messages 'Antioch builds temple' etc. I checked the cities,
- they were in disorder but they were building. I recovered after a bit of
- this and going luxuries 100%.
- ---[Matt Malone]
-
- Subject: r) 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.
-
- Subject: s) 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 mountain top is all you really need to make it work!
-
- Subject: t) 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!
-
- Here are a few from Matt Malone:
-
- Subject: u) Go see them or they will come see you
-
- A variant of 'the rock' strategy, the 'Go see them or they will come see
- you' strategy is ideal when you are in a weak position relative to another
- civ. If you are defensively weak and cannot mount a reasonably good
- attack against them, send an occupation force. I have found that for all
- civs, if there is an active enemy unit (not just fortified) reasonably
- close to a city then that city will not send out ships to find you. The
- main objective is to keep a presence but if some pillaging can be done with
- minimal risk I have my occupation force do that. A civ of ten cities on an
- island may require three such presences, scattered, preferably on mountain
- tops, to keep them at home. This does not necessarily cripple the civ in
- the same way as 'the rock' does but it keeps them at home and gives you
- some breathing space.
-
- Subject: v) Pillage to the Max.
-
- When I am in a weak position relative to a computer civ and the seas are
- still relatively safe, I conquer their weakest city, take their best
- defensive technology, i.e., conscription for riflemen. I build a mess of
- rifleman and go pillage all of their improvements concentrating first on
- irrigation. The shift of land usage from production to food necessary in
- their cities slows their production of military units and usually starts to
- starve them for cities > 8. This hobbles them and gives you time to catch
- up. At first the losses of units will be high but once pillaged to the max,
- even the most powerful civ is a pussycat. Their cities will be well
- defended so I don't recommend attacking them directly until you have
- stronger attack units present and the walls are down. Bucket-loads of
- diplomats used for sabotage is a good intermediate step.
-
- Subject: w) Take the Best, Discard the Rest
-
- When you are way behind but have a strong production potential take the
- following technologies (in about this order):
-
- trade: to make caravans to use as currency through the WOW ==> battleship
- production change
- conscription: rifleman are so cheap and hard to kill that I sometimes let
- an enemy battleship attack a walled city with riflemen as my
- cheapest way to destroy the ship.
- steel: battleships, and never waste your time building a non-veteran
- battleship.
- railroad: to increase the output of mines, increase the food output on
- some squares to allow a shift to utilize more mines or forests.
- industrialization: transports. Factory: Only where you have a large
- production capability and they will pay you back fast for the
- shields lost from attack units in building the factory.
- mass production: submarines - make them veterans too - a pack of properly
- spaced submarines are a great defense esp with the Mag. Exp.
- wonder.
- advanced flight: bombers + aircraft carriers - more use when you are
- chasing down the last and mopping up the last well defended inland
- cities in a declining but rich civ that are too expensive to
- incite a revolt in.
- flight: take this one only after you have problems with your bombers
- being lost to other civs or them hitting you big time with bombers
- - sometimes I don't have that problem - or if you have everything
- else you need. Good recon and bomber elimination. Also useful in
- maintaining a pillaged to the max state - great against settlers.
- rocketry+fission: nucs: If you nuke them, they will nuke you if they have
- them. I have never been nuked unless I nuke a civ that has already
- built a nuc. I hear the Russians and Americans may not hold to
- this pattern.
-
- Assuming the sea is not safe enough for bucket-loads of diplomats to have
- any reasonable chance of making it to the enemy civ (without cheating), use
- battleships to pound the weakest coastal cities and take them over with a
- sail of riflemen. Turn the cities into cash: Sell improvements that aid
- happiness and change the population to Taxmen. Sell other improvements.
- Sell banks and marketplaces last. Sell city walls when the population of
- the city = the number of units you have defending the city. Let the enemy
- destroy the city. Leave them with nothing to take back. Repeat for all
- coastal cities until the sea is safer. By this time you have a large
- treasury and 'incite revolt' is easy. Choose large cities, 'incite revolt'
- and turn them into cash. You should get enough to incite another revolt in
- a few turns. Advanced civ falls. Reason: they usually do not have railroads
- between cities to reinforce whatever city is being attacked. Suggestion:
- make sure all of your cities are linked by railways. Fortify units on
- mountain top rail passes to prevent a city from being cut off too easily
- and to prevent the enemy units from sweeping your civ through your own
- rails should one of your cities fall. Nothing like enemy armor on your
- rails to ruin your day.
-
- Subject: 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:
-
- 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, aqueducts, 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
- single-mindedly on military affairs ( as in Conquest ); instead, you get to
- do a little bit of everything.
- -----
-
- Subject: 3) President's Day Sale
- ---------------------------------
- This is another posting from Ralph Betza that was forwarded to me. As usual
- it makes for interesting reading.
-
- PROLOGUE
- ========
-
- Someone else wrote that Civ "is all about trade". For a while, I was ready
- to argue that it's all about resources. Now I think it's all about timing.
-
- The big timing thing is to time the growth of your infrastructure so that
- it matches the growth of your population.
-
- If the population outgrows the infrastructure, you get civil disorder; if
- the infrastructure outgrows the population, the maintenance drains your
- treasury.
-
- If your land is rich in resources, the infrastructure grows faster than the
- population, but if it is resource-poor, the population grows faster.
-
- It is also a good idea to time the growth of your core homeland cities so
- that all are at about the same level; you do this by making the settlers
- you need from the larger cities to bring them down to the level of the
- smaller cities. What you gain by this will be discussed later.
-
- If you are rich in resources, you want to time your research so that you
- always have a WOW to work on ( or you can just build lots of caravans and
- leave them parked around the countryside ). If you are poor in resources,
- you have to "BUY" the completion of as many improvements as possible, and
- time these purchases effectively.
-
- PRESIDENT'S DAY SALE!!
- ======================
-
- President's Day Sale: as a democracy, set the luxury rate as high as
- possible for a few turns and make your cities grow quickly. "For a few
- turns" is important -- you have to know when to stop.
-
- The well-timed President's Day sale, I think, is the key to winning with
- democracy. Many people have posted complaints about running out of money.
- Many have posted complaints about falling behind in technology. I say they
- failed to hold President's Day Sales, and that's why they got into trouble.
-
- Many posts have referred to this as a way to run up the score at the end of
- the game. I find this to be much more important at an earlier stage: By the
- time you get to democracy, you probably already have temples, marketplaces,
- and libraries. You now need to make settlers and adjust production to
- squares rich in resources or trade but weak in food, in order to slow down
- the population growth. You have to build Bach, and a cathedral in each
- city, before you can let the population grow.
-
- For example, before you discover religion, you have a maximum city size of
- 4 ( at Emperor level, and presuming you don't want to make any Elvises or
- allocate taxes to luxuries; also presuming you don't feel like building a
- Colosseum before building a Cathedral ).
-
- Once you discover religion, of course you get all your cities working to
- build caravans and help build Bach; the minute you build it, your maximum
- city size becomes 6.
-
- The minute you build Bach, you set all your cities to building cathedrals.
- When they finish, the maximum city size will be 10.
-
- Don't wait for the cathedrals to be finished! Now is the time! Running a
- President's Day Sale for 6 turns is a *very* *important* strategical move.
-
- The way to do this is, first of all, look at every city and adjust its
- production squares so you get as much trade as possible, plus a small food
- and resource surplus; then set the luxury rate to 40 per cent and consult
- your attitude advisor. Perhaps you can get away with as little as 30 per
- cent luxuries; perhaps you need sixty percent. If one city is less happy
- than the others, maybe you can use an Elvis there. Once it's all set up,
- change the rest of your taxes to cash -- you will need to buy some
- cathedrals. Make sure you have the "end of turn" option set! Next turn, do
- it all over again: check every city, because you don't want the celebration
- to be cancelled in even one city! This is a lot of work, but the sale will
- only run for a few turns, so it's okay. During the sale, you will have to
- buy the cathedral for your biggest city, and the next biggest; when you
- start to run out of money, cut the sale short.
-
- The right time to start the sale is a problem. The sooner the better is the
- general rule, but starting too early means that not all the cities will have
- cathedrals yet at the end of the sale ( because you run out of money to buy
- them ).
-
- You have to stop when your populations get to 10, because you don't have
- colossea or aqueducts yet. You might need to keep 20% luxuries for a while
- if some of the cities haven't finished their cathedrals and you can't
- afford to buy them yet; but the goal is to get luxuries back down to 0.
-
- By the end of the sale, your population has just about doubled, and so has
- your total amount of trade; you must pay for more maintenance now, because
- of the new cathedrals, but you can do so with a smaller percentage of the
- total than you could before the sale; and you can allocate a higher
- percentage of a larger total to science.
-
- The importance of this was demonstrated to me by a recent game where I
- forgot to do it. It was at Emperor level with all cheating strictly
- forbidden, and I was stuck on a small piece of land with lots of tundra and
- mountains; four cities was all I had room for. I had neighbors in the
- early days, and by the time I got rid of them, built my four cities,
- developed democracy, and built Bach, it was 1 A.D. I played up to about
- 1300 A.D. and hardly advanced at all -- railroads still far away, a few
- scraggly colonies on other islands, populations in the core cities barely
- up to 10. Overnight, I realized what I had done wrong, and went rooting
- through the autosaved files to see if there was a point in history where
- I could correct it; how lucky that 1 A.D. was just perfect!
-
- I started over from there, ran a sale right away, and about a thousand
- years later on I ran another sale for the benefit of my colonies.
-
- What a difference! By the same date, circa 1300AD, I had four thriving
- cities with populations from 17 to 20, two nice colonies with populations
- of 10 and ready to expand, railroads being built around all the cities,
- banks and universities and factories in all the core cities, a battleship
- half finished, a healthy treasury, with the Suffrage and Darwin WOWs
- already built. Instead of being a second-rate nation, I was the leading
- civilization on the globe -- and all because of President's Day!
-
- The Romans had railroads and a few ironclads, but no factories
- or battleships; the French had riflemen, but none of the rest;
- the other civs were still coming around in rowboats.
-
- In other games, I had waited until I got railroads to hold the first
- PrezDay; but normally I have more than four cities! Because I had stronger
- starting positions the other times, I never realized just how powerful
- PrezDay is. With a decent ( or good ) starting position, I expect to be at
- least 500 ( or 1000 ) years ahead of where I was in this game, and that
- would allow me to win even with a belated use of the President's Day sale;
- now I'm looking forward to seeing how far I can get with a well-timed one
- after a good start!
-
- SYNTHESIS
- =========
-
- Note that running a good Pres Day Sale requires you to manage your cities
- so that as many as possible are at the same stage of development at the
- same time, because the most effective time to do it is just when the
- infrastructure outpaces the population.
-
- Therefore the two themes of timing and PrezDay are strongly related after
- all!
-
- You have little control over how fast you can build the infrastructure; all
- you can do is build as quickly as possible and choose the order in which
- things should be built.
-
- Population growth, on the other hand, is the thing you *can* control; and
- so timing is a matter of slowing down the population growth at some points
- and speeding it up at others.
- ----
-
- Subject: 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 veteran 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 possession 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.
-
- Subject: 4) What are the best Wonders to build?
- ------------------------------------------------
- Miscellaneous notes from 'Rome on 640K a Day'
-
- The Colossus of Rhodes
- Function: One additional arrow of trade is created in every City Map square
- which already generates an arrow.
- Notes: Wonders don't come cheaper that this. Combine the Colossus and a
- representative government and one can watch the coins pour into
- the coffers. Electricity is far enough away to make the Colossus
- a good investment if built early on.
-
- The Oracle
- Function: Doubles the effect of Temple improvements.
- Notes: One of the better ancient wonders, the Oracle can often avert a
- player's need for costly Colosseums until Cathedrals can be
- built. Consequently, the Oracle is a good sacrifice.
-
- The Pyramids
- Function: The owner may change governments without passing through Anarchy
- and may choose from any of the 5 government types, even if yet
- undiscovered.
- Notes: The greatest ancient wonder, the Pyramids have the longest life
- and much to offer. Being able to switch between wartime and
- peacetime governments with the ease of drawing and holstering a
- pistol is an incredible advantage.
-
- Copernicus' Observatory
- Function: Doubles the light bulb production in the city after all
- adjustments for Libraries, Universities, and Einsteins.
- Notes: One of the less expensive medieval wonders, Copernicus'
- Observatory is also one of the quickest to become obsolete
- because of the desirability of the Automobile advance. For
- smaller empires or those with a single trading city, this
- wonder can reap considerable rewards.
- Add. Note: Does not seem to become obsolete when Automobile discovered !?!
-
- Isaac Newton's College
- Function: Increase light bulb production of all Libraries and Universities
- from 50% each to 83% each (for a total of 166% when both exist).
- Notes: This snazzy little number is perfect for the empire with many
- cities, producing many light bulbs. The broad increase in light
- bulb production lasts for quite a while although eventually what
- goes up must come down.
-
- Shakespeare's Theatre
- Function: All unhappy citizens in the city stay content.
- Notes: Shakespeare's Theatre creates a unique (though brief) opportunity
- under a representative government to both increase the population
- of a city by creating Elvii there and having several "We Love the
- President" days, and also to send a massive army from the city
- off to war.
-
- Hoover Dam
- Function: The Hoover Dam is equivalent to having a hydro Plant in every
- city on the continent, increasing production and reducing
- pollution.
- Notes: The number 2 "must have" wonder, especially if one is situated on
- a large chunk of land.
-
- SETI Program
- Function: Increases light bulb production in all cities by 50% after all
- adjustments for Libraries, Universities, and Einsteins.
- Notes: Possession of this wonder might make pursuing Futuristic Advances
- more worthwhile than 'going hedonistic' once all advances have
- been made.
-
- Women's Suffrage
- Function: In a representative government, one less unhappy person is
- generated when an air unit is built or other military units leave
- their home city.
- Notes: By far the best wonder of the world to have. Reducing the
- greatest obstacle to military expansion under the highly
- productive representative governments, this wonder is the
- equivalent of Thor's Hammer or Zeus' Bolt.
-
-
- **************************************************************************
- T I P S A N D I N F O .
- **************************************************************************
-
- Subject: 1) 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 reasonable 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 chieftain,
- 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 5 to your score at the end.
-
- Subject: 2) 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, or, 2 if Year > 0AD
- In addition, the first advance always requires at least 10 lightbulbs
- regardless of difficulty level.
-
- Subject: 3) Money saving tips
- ------------------------------
- a) If you have a city that has built all that it needs, build an unwanted
- structure such as city walls, temple, SDI defence etc. Once it is
- completed, sell it and rebuild.
-
- b) Do not keep improvements that are not necessary. If your population is
- very happy, sell colosseums and temples. Colosseums alone cost 4 coins
- a turn. If there is no military threat, sell off barracks and city
- walls.
-
- c) If you are relocating the palace you should sell off the old one.
- Otherwise the original one will disappear on completion. Remember that
- without a palace, corruption will rise.
-
- d) Just before you complete your research of Gunpowder and combustion,
- remember to sell your barracks. Any existing ones will become redundant
- straight after, so you may as well make a few gold coins.
-
- e) Switching to nuclear Power (after Fusion makes it safe) from hydro or
- Power Plants, will save 2 gold coins per turn. Also remember to sell
- off any power sources on the same continent as your Hoover Dam.
-
- Subject: 4) Military advice
- ----------------------------
- a) Timing if very important in battles, so use the WAIT command frequently.
- Always move the fastest, best defending units first to make sure that
- the coast is clear. This way, knights, for example, will find
- undiscovered enemy units instead of catapults. (The knights can move
- back whereas the catapults will be open for attack).
-
- b) Never stack units! Unlike standard 'wargames', stacked units do not
- combine their defence points. If one unit is destroyed, all units are
- destroyed.
-
- There is one exception to this rule. That is when the units are stacked
- within a fortress (built by a settler). These units will be destroy one
- at a time, so last a lot longer than normal. Especially if you build
- the fortress on a mountain!
-
- c) Don't forget to upgrade your defending pieces. There is nothing worse
- than find a city defended by militia surrounded by enemy armor!
-
- d) Remember that veteran units are 50% stronger on attack/defence.
- Because of this, it obviously makes more sense to use veteran troops
- whenever possible. There are two ways to create these troops. First,
- have an untrained unit survive a battle (in which case it has a 50%
- chance of being awarded with veteran status). The second is to build
- one in a city that has a barracks. This is the safer option.
-
- e) Use an overall strategy of fortifying high defence pieces and using high
- attack pieces as sentries. Remember that in a coastal city, if you
- build a boat any sentried pieces will climb aboard as it sails away.
- This will often leave the city undefended!
-
- f) City walls are useful for many things. Not only do they multiply
- defence values by 3, they also protect the population of the city (there
- is no population decrease after enemy attacks).
-
- g) 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.
-
- 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) In a sea warfare game, consider using nukes on enemy battleships and
- carriers at sea because there is no pollution. In addition, computer
- civs usually send out other units with such a major unit and a nuke can
- usually destroy 2 extra enemy units. With the Mag. Expd. WOW, an old
- sail or submarine has enough movement to be efficiently used as bait to
- draw the enemy group closer together so more can be destroyed at once.
-
- j) Most units can't move from the zone of control of an enemy piece into
- another square in an opposing zone of control, unless you already have a
- piece in the target square. Planes, diplomats and caravans are
- exceptions to this, but they DO count as a piece in that square. This
- allows you to walk around enemy armies: send the diplomat forward one
- square, move the real troops into the square, advance the diplomat
- again ...
-
- k) Finally, remember that it is quite easy to save the game before a major
- battle, and if you lose; reload !
-
- Subject: 5) Miscellaneous 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 (i.e.,
- 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. The added cost for military units is based on the following
- formula (Rome on 640k):
-
- cost = (ms * 2) + (ms * ms/20)
-
- where ms is "missing shields"
-
- Note: Remember, as stated in the manual; improvements cost two coins per
- missing shield (*OR FOUR* if no shields are currently in the Production box)
- Usually, just wait a turn to get a couple of shields, then buy. If
- absolutely necessary, buy the cheapest unit/improvement available to get
- some production, then switch to your final goal and buy it.
-
- 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) 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. This trick works for
- normal sea squares, increasing trade production.
-
- d) I've 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 morale into account? I've not seen it documented anywhere,
- but once they lose two or three units, the rest seem to loose
- disproportionately, even if they're all the same type of unit, and they
- have barracks [i.e., all are vets])
-
- e) To get size 40+ cities, play in the Americas, there are 2 sites for max
- grasslands production here!
-
- f) Build the UN. Then build diplomats and artillery. Change government to
- communist. Roll your artillery up to an enemy city. Make peace with your
- diplomat. (Because of the UN, they have to agree.) Next turn, take the
- city, roll your artillery up to the next city, and make peace again. This
- works for a while, but I always find that when I am too much more powerful
- than the other civilizations, they always break their treaties. This
- tactic works with the Great wall and catapults as well.
-
- g) When you're a Repubublic or Democracy and you meet a new civ that you wish
- to destroy, don't talk to their emissaries. If you do, your council will
- force a treaty.
-
- Subject: 6) The Canal trick
- ----------------------------
- This is an excellent idea received from Matt Malone.
-
- - Build a city on an isthmus. Enter ships from one side, leave from the
- other. Instant canal. Similarly a chain of cities for longer canals. Also
- good for access to inland seas.
- - Build a walled city on a mountain as the gateway from an inland sea to
- the ocean (vet. riflemen defense = 5*1.5*3*3 > 63). It provides a bay that
- is impervious to enemy ships and several city sites that are 'coastal' -
- i.e., able to build ships - while not being subject to sea attacks until the
- gateway city falls.
- - Land a settler and build a city between an enemy city that is not coastal
- and the ocean to create a canal to allow a battleship to pound the enemy
- city directly. If your canal city is walled the effective defense with a
- vet. battleship is 12*1.5*3 = 54! Good odds in any attack except against
- bombers.
-
- Subject: 7) Railroads at sea
- -----------------------------
- It is perfectly possible to build a railroad on water. To do so, first
- load a settler into a floating vessel. Then move the vessel to the place
- you wish to build the railroad. Wake the settler and make him build a
- road. When this is completed build the railroad. Simple really!
- The main advantage is the increased trade and food that can be gained
- from a railroad enhanced square (+1 trade for ocean, +1 trade & food for
- ocean/fish). It is also possible to use these railroads as a bridge. All
- that is necessary is that each square also contains a vessel.
-
- Subject: 8) Interaction with the various civilizations.
- --------------------------------------------------------
- There was a discussion recently concerning the pros and cons of the various
- computer controlled civs. Here is a brief summary of some of the points
- made.
-
- 8a) Which civ should I choose to play ?
- ---------------------------------------
- This depends on your game strategy. If you play Earth and intend to
- concentrate on technology, then either the Aztecs or the Americans are
- a good choice. This will usually give you a whole continent to yourself,
- (once you've destroyed the other one) and will leave all of the more
- militaristic opponents to fight it out between themselves. If you just
- want to conquer as quick as possible then it pays to remove civs such as
- the Zulus, Greeks, and Russians. One way to remove the Zulus (for example)
- is to play the Zulus. This works fine except when playing Earth. The
- Zulus always start in Africa, which doesn't have much in the way of good
- building areas. Another way to remove the Zulus is to play the Egyptians.
- Because they are both 'Greens' you will never have both in the same game.
- Another thing to remember when playing Earth is that, if you play any
- civ other than the Americans or Aztecs, the Aztecs will always be the most
- technically advanced civ. While you are fighting to stay alive, the Aztecs
- will remove the Americans and concentrate on technology. To avoid this
- you can be the Egyptians (Yellow). One other thing to remember is that the
- Russians tend to start with two settlers. This can be a real help at the
- start of a game.
-
- When starting a game, consider what your strategy is likely to be. Remember
- what the various civs colours are, and remember that on Earth each civ
- starts at its historical capital.
-
- 8b) Should I consider who I trade technologies with ?
- -----------------------------------------------------
- Most definitely ! You don't want to give the wheel to the Zulus now, do
- you ? The following is a post from Roger Kemp.
-
- Another thing to consider early on is whether or not to trade technologies
- with a particular enemy. I always develop the wheel first and then pursue
- purely "brainy" advances (writing, literacy etc.). If I meet up with
- Mongols, Zulus or Russians I don't trade with them unless I have a couple
- of chariots built and am ready to kill them in the next few turns anyways.
- At the other end I will quite willingly trade with the Babylonians,
- Egyptians, Americans, and to a lesser extent Romans and Chinese because
- they will take developmental technologies like Alphabet, Writing, C-Burial,
- Code-of-Laws before the wheel.
-
- Subject: 9) The pattern of special resource squares.
- -----------------------------------------------------
- It appears that there is a pattern to the way resources are place on the
- map. Those special squares such as fish, gold, oil, etc. Once again I
- will hand the subject over to the Master [Ralph Betza].
-
- The algorithm used for putting special resources on the map is such
- that wherever you see a special square, there is likely to be
- another one a long-Knight's jump to the northeast -- that's 3
- squares North and one square East -- and to the southwest.
-
- Fairly often, there are two strings of special squares, a
- long-Knight's move apart, giving:
-
- . . . S . . .
- . . . . . . S
- . . . . . . .
- . . S . . . .
- . . . . . S .
- . . . C . . .
- . S . . . . .
- . . . . S . .
- . . . . . . .
- S . . . . . .
- . . . S . . .
-
- If you build a city at C, it can use four special squares at S!
-
- [some deleted]
-
- According to this analysis, when you see a forest square with game,
- or a plains square with horses, or a swamp with gems, or oil or gold
- or fishies, and the next square in the pattern (a long-Knight's jump
- away) is a grassland square with no resources,
- Mine That Square!
- More than half the time, when the trees grow, you see a little
- orange beastie on the square.
-
- In order to get a feel for the pattern, look at a screenful of ocean
- and see where the little fishes are. You will see that the pattern
- is imperfect, and that is why mining the grassland square doesn't
- always work.
-
- So far, I have only made this trick work with grassland squares.
- I would *love* to be able to make gold mines appear this way; or
- even coal.
-
- Subject: 10) Defence and attack queries
- ----------------------------------------
- This collection of tips has been compiled by Mark Steer.
-
- a) How does the computer decide combat results?
- The computer 'pulls a piece of paper out of a hat' in the sense that there
- are as many bits of paper marked with 'Attacker wins' in the hat as the
- attackers strength. Also there are as many pieces of paper marked with
- 'Defender Wins' in the hat as the defenders strength. So in theory a
- trireme can defeat a battleship, but the odds are 12-1 against.
-
- b) How do I work out my attackers strength?
- Attacking strength = Attacking force * 1.5(veteran)* road MP's/3,
- where Attacking force = 1 for militia, 4 for a knight etc.
- The strength of attacking Barbarians is reduced on the lower levels.
-
- c) How do I work out my defensive strength?
- Defensive strength = Defensive force * 1.5(veteran)* terrain bonus * one of
- the following, 1.5 (fortified), 2 (fortress sq), 3 (city walls).
- city wall bonus is disregarded by bombers and artillery, battleships behind
- city walls do receive *3 bonus.
-
- i.e., So, a veteran battleship, in a city behind walls = 12 * 1.5 * 3 = 54
-
- d) What are the terrain bonuses?
-
- Forrest/Game 50% Mountains/Gold 200%
- Hills/Coal 100% River 50%
- Jungle/Gems 50% Swamp/Oil 50%
-
- i.e., So, a veteran rifleman on a mountain, in a
- fortress = 5 * 1.5 * 2 * 2 = 30 - enough to see off most invaders
-
- e) Any other defensive hints?
- Put a settler on a ship, move it to an inlet you want defended, tell the
- settler to build a fortress. Each time the ship wants to move press space.
- Hey Presto a fortress at sea just right for a battleship!
-
- -----
- Bob O'Bobs stab at a _real_ algorithm:
- A few new terms:
- V : if unit is Veteran, V=1.5; else V=1.0
- M : if unit has at least one full movement point, M=1.0;
- else if unit has 0.2 (2/3), M=2/3; else M=1/3
- T : terrain defense bonus, (in %/100+1)
- 50% bonus, T=1.5
- 100% bonus, T=2.0
- 200% bonus, T=3.0
-
- F1: if defender is fortified, F1=1.5; else F1=1.0
- F2: if defender is in Fortress, F2=2.0; else F2=1.0
- F3: if defender is behind City Walls
- and defender is not an Air unit
- and attacker is not Bomber
- and attacker is not Artillery
- then F3=3.0; else F3=1.0
-
- AS = AF * V * M
-
- DS = DF * V * T * max(F1, F2, F3)
- -----
-
- Subject: 11) Appearance of new civilizations.
- ----------------------------------------------
- As you have no doubt noted, dead rivals have a way of rising from the ashes.
- There are a few important things you should know about these resurrections.
- Before 0 AD the "twin cousin" of a vanquished civilization will appear
- anywhere not in immediate proximity to an existing city. After 0 AD these
- civs will only reappear on unsettled continents, and after 1750 no new
- civilizations will appear at all. New Civilizations are not "born stupid".
- Each technology that the human player possess will have a 50% chance of
- becoming a starting technology for the reemerging civilization. They will
- still be behind in the tech race, but not as badly as if they had to
- reinvent The Wheel.
-
- Subject: 12) 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 per turn. Each point
- generated beyond that become a smokestack on the city display, representing
- a 1% chance per turn that a square around the city will become polluted.
-
- Smokestack Points = Industrial Pollution + Pop. Pollution
-
- Industrial Pollution = # of shields generated by city.
- Divide by 2 if city has hydro or nuclear Plant; OR
- Divide by 3 if city has a Recycling Center.
-
- Population Pollution = City Size * Pollution Modifier.
-
- Pollution Modifiers = .25 with Industrialization; .50
- with Automobile; .75 with Mass Production; 1 with Plastics;
- 0 with Mass Transit. Note: Mass Transit eliminates
- Population Pollution.
-
- Subject: 13) How is the trade route income calculated?
- -------------------------------------------------------
- The manual states that the trade income between two cities is affected by
- the distance between them. This is not true! The distance is only used
- for calculating the Trade Bonus. The following is from Rome on 640k a day:
-
- Additional Trade = (Trade Source + Trade Dest + 4) / 8
-
- Additional Trade = the number of trade arrows added to a city's current
- arrow production as the result of a trade route.
- Trade Source = # of Arrows in the Source city.
- Trade Dest = # of Arrows in Destination city
- Additional Trade is halved if both cities are from the same civilization.
-
- Subject: 14) How is the trade bonus calculated?
- ------------------------------------------------
- Bonus = (Distance +10) * (TSource + TDest) / 24
- *.5 if both are on same continent.
- *.5 if both are same civilization (player)
- *.66 if you have railroads
- *.66 if you have flight
- (these can *all* be applied, too, if all are true, leaving less than 11%)
-
- Subject: 15) Any other trade information?
- ------------------------------------------
- In the lifetime of cities, total trade can go up and down. If one of your
- cities has a route with a city that's turned into a loser, sending a fourth
- caravan somewhere useful will cause the worst of the four to be dropped.
- Remember, you can 'H' a caravan to give it a new home, if your city's busy
- building something else.
-
- Subject: 16) How is global warming calculated?
- -----------------------------------------------
- Eight pollution square are enough to trigger the 1st bout of global warming.
- After that, each additional bout requires two more polluted squares than the
- previous.
-
- Note: these are the number of polluted squares visible to the player. Thus,
- out of sight, out of formula.
-
- Sun Icon # of Visible Polluted
- Colour Squares
- ----------------------------------
- Dark Red 0-1
- Light Red 2-3
- Yellow 4-5
- White 6+
-
- Subject: 17) How is corruption calculated?
- -------------------------------------------
- Corruption = (Total Trade * Distance * 3) / (10 * Govt)
- Corruption is halved if a Courthouse or Palace is present.
-
- Distance = City's distance from capital city. Under
- Communism distance is always equal to 10 squares. With no palace,
- distance is always equal to 32.
-
- Govt = Government modifier; Despotism = 8; Anarchy = 12; Monarchy = 16;
- Communism = 20; Republic = 24; Democracy = 0.
-
-
- ***************************************************************************
- 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 "Chieftain.
- "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:-
-
- Subject: 1) The Shift-56 cheat
- -------------------------------
- Note: The cheat only requires %^ (shift 56).
- This is the shift 1-8 (sometimes shift 56) cheat, only available in
- v1.0. It was the player-test mode for Microprose play testers.
- 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 they 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 continent (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 display a lot of the time. Just a word of warning.
-
- Subject: 2) The 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
-
- Subject: 3) The 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.
-
- Subject: 4a) 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 transferred 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: Apparently, this cheat *does* work with triremes, provided you do not
- sentry them away from land.
-
- Subject: 4b) Ship movement cheat
- ---------------------------------
- This sub-section is a contribution from Bob O'Bob and when combined with the
- settler cheat makes the game almost impossible to lose!
-
- (and you thought the settler cheat spoiled the game...)
- ALL ships can have unlimited movement. This includes having a battleship
- bombard a city an unlimited number of times, or until it loses ;-).
-
- This is really based on the original ship movement cheat, but is so much
- more powerful, and in a way so much simpler to implement, that I'm
- surprised it has not been written up before. In use, it is very similar to
- the movement cheat of sentrying units in towns. If any ship is sentried
- before its movement points (MPs) are used up, it can be awakened by any
- ship that can respond to the `u'nload command on the same square. The
- sentried ship(s) will wake up with full MPs (not counting WoW extras). The
- simplest form of this will allow you to map the whole ocean with only two
- sails. Starting on the same square, move one until it has only one MP
- left, then sentry it. Move the other to the same square and unload it.
- Sentry the second, and unload the first. Now, both have full MPs again!
- Or, for a real thrill, make a convoy out of a battleship and two
- transports. Two transports are needed to wake each other up, because the
- battleship does not react to the unload command. The transports can be
- *completely* full, too, another advantage over the earlier ship movement
- cheat. One "convoy" like this, with the liberal application of the
- save-game cheat, can wipe out all enemy units on coastal squares or in
- coastal cities - in a single turn. Like the settler cheat, actually doing
- this can get boring, both in terms of how many motions it takes and in how
- easy things get.
-
- Warnings: do not `u'nload a ship on a square where a bomber has ended its
- turn without a carrier or city underneath it. This may cause the bomber
- to run out of fuel. When stacking large numbers of units (including cargo)
- to be awakened by a single ship `u'nloading, there may be a maximum number
- of units awakened by a single `u' command (it appears to be 8) and you
- might have to `u' more than once to get them all. Remember, the last
- ship arriving still has to sentry and be awakened to keep a whole convoy
- together.
-
- I'm still looking for a method of giving air units unlimited life, and
- yes, a carrier *can* wake up a battleship.
-
- Note: _once_, while working with five sails and fifteen "cargo" units,
- I managed to have a caravan unit out on the ocean, alone, blinking.
- I was so surprised that I forgot to make a save file. If I _could_
- duplicate this, I would tell you how, and what it's good for. If anyone
- sees such an occurrance, *make a save file* and let me know!
- ---Bob O'Bob
-
- Subject: 5) The Shipping Lanes 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.
-
- Note: If you string along enough ships to make a complete circle, with ships
- moving each way between each pair of ports, you can move one ship-load each
- way, each turn.
-
- Subject: 6) The 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.
-
- Subject: 7) The 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.
-
- Subject: 8) The 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).
-
- Subject: 9) The Spaceship cheat!
- ---------------------------------
- Not too sure if this is a cheat or a bug, but I thought I would include it
- anyway. Pointed out to me by Don Davis (nod sivad).
-
- It is possible to launch a spaceship with 0% chance of success. All it
- needs is a habitation module and a connected engine. I've never lost any
- of these ships. This has saved my butt a couple of times when engaged
- in a space race. I call this a cheat because the 100% success rate must
- be due to a bug.
-
- Subject: 10) The Settler/Railroad at sea cheat
- -----------------------------------------------
- Unload the settler and build, now wake the settler up and build until the
- road/railroad is built. Now move the transport one square and unload the
- settler - now you can get more production out of this busy little settler.
- If you have enough transports you could theoretically railroad every sea
- sector with only one settler.
- ---mperry
-
- Here's how to do it:
- Have a settler in a ship.
- Command the ship to 'u'nload.
- Command the settler to 'r'oad.
- Click on the ship. (I'm assuming you have a mouse)
- Click on the settler's icon in the pop-up, "waking up" the settler
- Press some key or click elsewhere to clear the pop-up (I press 'r')
- Go back to the step of commanding the settler to 'r'oad.
- Once the settler completes a phase (road or rail) the ship underneath
- it must move once, to make it willing to start again.
- I find it best to use *two* settlers; for each sea square one builds
- the road, the other builds the rail; then move the ship. With two ships
- and a ship movement cheat (q.v.) there is no theoretical limit to how
- much of the ocean can be railroaded in a single turn
- ---Bob O'Bob
-
- Subject: 11) Hacking the .SVE file
- -----------------------------------
- An amusing and informative post for those that wish to hack the .SVE files
- themselves. Remember, there are easier ways to do this !?!
-
- =====
- CIVILIZATION - What a great game! :)
-
- Want to go back in time?
- Want to play a different civilization?
- Want to make the game easier or harder without starting over?
- Want to give civilizations more appropriate names?
- Want to really speed up scientific research?
- Want to give yourself (or another civilization) lots of cash?
- Want to reduce the number of civs in your current game?
- Or increase it?
- Want to play with a couple of friends?
- Want to change the computer players' tax/science/luxuries ratio's?
- Or your own?
-
- Here's how to do it:
- First off, a few helpful hints:
- 1) use a HEX editor (BEAV, available on the net is a good choice)
- 2) always remember that ALL numbers in the game are represented by
- 2 byte LSB,MSB format numbers in the .SVE files. (At least,
- this seems to be the case. :)
- 3) most numbers have an upper limit, either game imposed or
- compiler imposed. For instance, you can't have more than 32000
- in cash - that's game imposed. Even if you could have more
- than 32000, you couldn't have more than 32767 because 1 bit of
- the 16 bits used for each number is used to indicate that the
- number is negative - this is compiler imposed.
- 4) make backups of your .SVE files before changing them.
-
- Ok, here's the format for each question:
- (question)
- (byte start address in HEX to change in .SVE file,length in decimal)
- (valid range in decimal if known)
- (explanatory text)
-
- And here are the questions again:
-
- Want to go back in time?
- 8,2
- before 4000BC has worked, after 2200AD may also work
- Changing the current year allows you to play the game forever and
- achieve phenomenal scores.
-
- Want to play a different civilization?
- 2,2
- the range is 1-7. choosing 0 would make you the barbarians.
- Now you can change to whatever civ is winning at the moment or
- simply see what each one of them can see. This does screw up the
- little map on your main screen, but you can live with it. :)
- NOTE: This number is very important for other questions. For any
- question that applies to multiple civilizations (more cash, more
- lightbulbs for science, etc) you need to multiple this number by
- the number of bytes used for each civ's set of values, and add it
- to the byte start address.
-
- Want to make the game easier or harder without starting over?
- A,2
- the range is 0-4.
- This is the difficulty rating. A 0 is for Chieftain and a 4 is for
- Emperor. I haven't tested anything above 4, I shudder to think
- what the game might do, considering how badly it cheats on 4.
-
- Want to give civilizations more appropriate names?
- This one is special, because it really encompasses three similar
- areas.
- 10, 14 - This is for the Leaders' names
- 80, 12 - This is for the PLURAL spelling of the civ name
- E0, 11 - This is for the singular spelling of the civ name
- Any character you like, plus the following special ones:
- # = Stick figure
- $ = coin
- ^ = check mark
- { = wheat stalk
- } = trade arrows
- \ = diamond
- | = shield
- ~ = light bulb
- _ = sun
- If the new name is shorter than the allowed space, the next byte at
- the end of the name should be a 0 (this prevents junk remaining
- from the previous name from showing up).
-
- Want to really speed up scientific research?
- 148, 2
- 0-lots :)
- This figure must NEVER exceed the amount required for the next
- advance. If it does, you'll never get the next advance. The
- amount required for the next advance is based on the difficulty
- level (0-4), and how many advances you already have (invented,
- stolen, or found makes no difference :). The number of lightbulbs
- needed for each new advance is:
- (difficulty level+3)*2*(# of advances you already have).
- NOTE: In the beginning advances are slightly harder at the low
- difficulty levels (weird, huh?) AND after 0 AD the number doubles
- (i.e., add a *2 to the equation above).
-
- Want to give yourself (or another civilization) lots of cash?
- 138, 2
- -32000 (or so) to +32000
- Don't make this number a negative - you'll lose EVERYTHING.
- This number won't go above 32000, so spend money if you start to
- get close to it.
-
- Want to reduce the number of civs in your current game?
- Or increase it?
- 93BC, 2
- 0-6
- The range is only 0-6 because the Barbarians always exist, and
- there can only be 7 civilizations. If you drop this number down
- to 0, the computer will probably ignore all the civilizations
- except yours and the barbarians.
-
- Want to play with a couple of friends?
- By playing with the number of civs, and changing the player
- civilization number, you should be able to play a multi-player
- game. NOTE: Due to the required save, edit, and reload steps
- such a game will take a LONG time to play.
-
- Want to change the computer players' tax/science/luxuries ratio's?
- Or your own?
- 0738, 2 - This is the tax rate
- 8BB4, 2 - This is the science rate
- 0-10 combined total
- The ratios are determined in the following order: tax, science,
- luxury. Taxes are checked first, and the value is subtracted from
- 10. Then science is subtracted from the new value. The resulting
- value is placed in Luxuries. NOTE: Taxes are generated first, so
- if you set taxes at or above 10, science and luxuries gain NOTHING
- no matter what the numbers show. This can be verified by hitting
- the F5 key.
-
- Brought to you by Charlemagne, Emperor of the World (several times over :)
- also known as: Charles_K_Hughes@cup.portal.com
- =====
-
- Subject: 12) Is there an easier way to hack the .SVE files?
- ------------------------------------------------------------
- Yes ! There is an excellent program called civedit3.zip. It is available
- at ftp.uwp.edu in directory pub/msdos/romulus/misc. See GENERAL section 9)
- for details of obtaining it.
-
-
- ***************************************************************************
- T H E F U T U R E
- ***************************************************************************
-
- Subject: 1) Will there be a Civ II?
- ------------------------------------
- MicroProse has 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..?
-
- Note: After a recent communication with MicroProse I was informed that they
- will be converting Civ to work under Windows. This will include high
- resolution graphics and 'probably' a few enhancements and additions! The
- person I spoke with said it would 'probably' be more of a rewrite than a
- conversion. Maybe they will finally fix the advisory bug after all ;)
-
- Subject: 2) Civilization-Like Games.
- -------------------------------------
- A post from Bryce Harrington that I felt should be included in the FAQ. I
- expect that it will be added to in future editions.
-
- "I loved Civilization. What other games are out there that are similar
- to it?"
-
- I have not yet seen a game that I like better than Civilization. There
- are not many that 'clone' it, but there are many that are similar to
- it in some ways. Here is a list of games and some short comments on
- them. [If anyone has additions/corrections, PLEASE include them]
-
- Railroad Tycoon: Operate a railroad. Pre-Civilization Microprose Game.
-
- SimCity: Great simulation of the development of a city. It is a
- *Simulation* game - no opponents, no "winning". You must
- build a city up by zoning land, setting budgets, repairing
- damage from disasters, fighting crime, pollution, etc. If
- you love developing your civilization and hate having to
- compete with other civilizations, you'd enjoy this game.
-
- SimEarth: Play God with planet Earth.
-
- Populus: Play God against another civilization. Cause earthquakes,
- raise land from the sea. Haven't played it, though.
-
- Empire Deluxe:
-
- Risk: Many version of it exist for the computer. Much simpler
- than Civilization, but worth trying out. Board game
- version was more popular than the board game version of
- Civilization. If Civilization gives you a headache,
- try this.
-
- Castles: Play the leader of a Medieval King building castles and
- fighting off the Celts. Good with graphics, you actually
- watch little men with hammers and saws building away. You
- determine the number of men working on the different
- sections of the castle. Celts may attack before you
- finish, so keep some soldiers ready. Has limited but
- interesting plotlines that you are able to manipulate
- by making decisions:
- " What do you do:
- 1. Apologize and give 100 pounds tribute to Celts
- 2. Promise to make amends, but do nothing.
- 3. Send Celtic messenger's head back on a platter."
- If you like watching your civilization grow, but prefer
- combat and diplomacy, you'd like Castles.
-
- Spaceward Ho!: I hear it is like Civilization in space. Control
- production of planets in you federation.
-
- The following is from Eric R:
- -----
- Basically, start on a planet ideal for you. Build ships
- to explore+colonize nearby worlds. Terraform to make the
- planets habitable + mine to get metal to build more
- ships. Research six different areas of technology to get
- faster, longer range, more powerful ships which take less
- metal to build. A variety of human and computer
- opponents are trying to do the same thing. (Although
- their idea of an ideal planet is different from yours.)
-
- Size and shape of galaxy are customizable. Computer
- opponents get advantages to make up for AI, although I
- find the AI to be pretty good overall. The Mac version
- networks in seconds: don't know how good the PC will be.
-
- There's a lot of humor in the game: sending a ship to a
- planet causes the computer to say "YAHH!", many other
- sound effects are similar. The ships you design during
- the game play often have very funny pictures. (My
- favorite looks like a skull+ribcage with a V-8 motor in
- the back.)
-
- I'm not sure how the Windows version compares rulewise:
- the Mac version just underwent a major upgrade to add
- alliances, improved shipbuilding finances, better
- messaging between players, etc.
-
- Overall, I love it. Be forewarned: getting this game
- while still interested in Civ may end in ruined career,
- marriage, etc....
- -----
-
- Buzz Aldrin's
- Race into Space: Haven't played it, but looks like you can control the
- production/distribution of resources into a space program.
-
- Realms
- of Conquest: Very similar to Castles, but has cities which you can
- control production in (build city walls, expand city,
- improve health, train army, etc). You use your cities
- to build an army, then direct it to go to an enemy city
- and besiege it until it surrenders. Your armies can fight
- the enemies' armies on battle fields in real time and in
- 3D overview. If you prefer the combat in Civilization and
- don't like spending the time constructing stuff, making
- trade routes, getting advances, etc, then you might like
- this game.
- -----
-
-
- That's really about it. Again if there are any comments, criticisms or bits
- we have left out, give us an email at:-
-
- stanworthdjh@bham.ac.uk or
- aev@dcs.kcl.ac.uk
-
- Thanks for reading and have fun. :)
-
-
-
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-