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- ROADS
- Roads of good quality improved communications between cities. This was
- important for trade and for military purposes. Good quality roads were
- passable in nearly all weather, and could be traversed by wheeled vehicles
- much faster than bare dirt trails. This meant that mounted messengers,
- commercial wagons, and military units all could move from one part of the road
- network to another at good speed. This made it easier for centrally located
- armies to reach threatened frontiers. The most famous roads of antiquity were
- the Persian Royal Road and the Roman roads built throughout southern Europe.
- ROADS2
- Built by Settlers only. Press the Road key (R key) or select Build Road from
- the Orders menu. Roads may not be built over Rivers until you have acquired
- Bridge Building.
- Units moving from one road square to another road square use
- 1/3 of a movement point regardless of terrain. Roads increase
- the trade generated by Grasslands, Plains, and Deserts.
-
- RAILROADS
- Railroads revolutionized transportation by providing a relatively cheap and
- fast method of moving people, raw materials, finished goods, and military
- units. Railroads were essential to the Industrial Revolution. Not only did
- they support and encourage industrial growth by dramatically reducing
- transport costs, but they spurred technological research on their own.
- Advances in locomotive technology and engineering spun off into other
- industries and applications. Railroads were the first great industrial
- corporations.
- RAILROADS2
- Built by Settlers only, and only in squares that already contain a road.
- Press the Railroad key (R key).
- Units moving from one railroad square to another railroad square
- use no movement points regardless of terrain. Railroads increase
- food and resource production in a map square by 1/2 (rounded down).
- They increase trade by the same amount, but before the effects of
- Republic or Democracy governments.
-
- IRRIGATION
- When the early farmers moved down from the hills into the valleys of
- the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of
- irrigation. The freshwater rivers passed through lands essentially barren due
- to the lack of rainfall. Through irrigation, water could be removed from the
- rivers and spread on the nearby land, making it bloom. Ever since these early
- days, irrigation has been an important tool of farmers, making other deserts
- bloom as well. Modern examples are the very productive deserts of California.
- IRRIGATION2
- Irrigation increases the food value of River, Grassland, Plains, Desert, and
- Hill squares. Only squares vertically or horizontally adjacent to water
- (Ocean or River) or existing irrigation squares may be irrigated.
-
- MINING
- When thinking humans first evolved, it was possible to find nearly pure
- deposits of several metals exposed on the Earth's surface. The most common
- were gold, silver, and copper. As time passed, the surface deposits were
- exhausted and men began digging into the ground looking for more. The mining
- and excavation of the Earth in search of minerals continues today, although
- the list of things for which we dig has greatly expanded. The discovery of
- new metals and resources, or new methods of extraction, often turned
- previously unwanted areas into mother lodes of oil, uranium, platinum, etc.
- MINING2
- Mining increases the production value of Desert (+1), Hills (+3),
- and Mountain (+1) squares.
-
- FORTIFY
- Roman legions on campaign halted their march early enough each evening to
- build a completely fortified camp for the night. They had learned the value of
- defensive fortifications when under attack. Where possible, it was the
- standard practice of most armies to build defensive works of some type
- whenever expecting an attack. Fortified defenders had their fighting strength
- multiplied, making it much harder for an attacker to dislodge them.
- FORTIFY2
- A fortified unit has its defense value increase by 50%.
-
- FORTRESS
- To guard important positions such as mountain passes, fords, or invasion
- beaches, you may build a Fortress. When properly defended, a Fortress may
- block the path of approaching enemies. Fortresses may be built by Settlers
- once you have achieved the advance of Construction. They may be built on any
- land square except one containing a city. A city founded in a Fortress square
- destroys the Fortress. A Fortress doubles the strength of all defending units
- after considering terrain and veteran status. Units defend a Fortress one at
- a time. Unlike combat in normal terrain, all other defenders in a Fortress
- are not destroyed when one unit in the square is destroyed.
- FORTRESS2
- Built by Settlers only. Press the Fortress key (F key) or choose the Fortress
- option from the Orders menu.
- Doubles the strength of defenders.
- Units defend one at a time.
- May not be built or exist in a city square.
-
- PILLAGE
- You may destroy the irrigation and mining improvements of enemies by moving
- a unit into an improved square and ordering the unit to pillage. This reduces
- the production of the nearby city and forces the enemy to redo the work later
- to restore it. If you have plans to capture the nearby city, it may be best
- not to pillage because the city and production may soon be yours.
- PILLAGE2
- Any square improved by mining or irrigation may be pillaged by pressing the Pillage key
- (Shift + P key) or by choosing the Pillage option from the Orders men. The
- pillaging unit must have movement remaining.
-
- DISBAND
- At times you may wish to eliminate friendly units. They may be obsolete, or
- costing resources to maintain that you wish to employ otherwise, or they may
- be causing unhappiness in their home city under the Republic or Democracy
- governments. To eliminate an unwanted unit, order it to disband. The unit is
- removed from the map and its home city display.
- DISBAND2
- To disband a unit waiting for
- orders, press the Disband key (Shift + D keys) or select the Disband option
- from the Orders menu.
-
- VETERAN UNITS
- During the American Civil War, green units that had never been in battle were
- said to have "seen the elephant" after being under fire for the first time.
- They were now veterans, having been witness to, and part of, something that
- could never be completely conveyed to those without the experience. The
- historical evidence shows that trained, veteran soldiers were dramatically more
- likely to survive and perform their combat mission than inexperienced troops.
- For American replacements in World War II, the first two weeks in combat were
- the most dangerous. After that period they had become veterans and wily in the
- ways of battlefield survival.
- VETERAN UNITS2
- Veteran units have their attack and defense values increased by 50%.
- Units may become veterans by winning a battle or if built in a city
- with a Barracks.
-
- ANARCHY
- Anarchy is a breakdown in government resulting in the absence of political
- authority or any cohering purpose. The government ceases to function, along
- with any services it provides. While anarchy has been seriously proposed as an
- alternative to government, it has never achieved more than fringe acceptance.
- Anarchy has occurred at various times in history following great social
- upheaval caused by revolution, war, natural disaster, or disease. In almost
- every case, anarchy meant panic, disruption, waste, and destruction.
- ANARCHY2
- Squares producing three or more of any commodity have production reduced
- by one. For example, a square that normally would produce three food produces
- only two under anarchy.
- Units up to city size do not require maintenance.
- Military units in a city decrease unhappiness.
- No taxes collected or knowledge accumulated.
-
- DESPOTISM
- Despotism is a primitive form of government that is nevertheless useful for a
- beginning civilization. Due to the minimum of maintenance required for units,
- it is possible to field relatively large armies for the population and build
- new items quickly. However, the growth of cities is ultimately retarded by
- despotism and in order for them to continue to grow to substantial size you
- must adopt a new form of government that increases food and resource
- production. Despotism is most useful during expansion and wartime.
- DESPOTISM2
- Production squares of 3 or more reduced by one (3 food->2).
- Home city units numbering less than or equal to city size do not require
- maintenance.
- Military units in city decrease unhappiness.
-
- MONARCHY
- Monarchy is the form of government that most often replaces a despotism. Under
- a monarchy, food and resource production can both be dramatically increased
- by mining and irrigation when your cities have reached a healthy size.
- Although war may be somewhat more difficult to wage than under despotism and
- new production may slow, ultimately your cities can achieve much greater
- strength and overcome the early handicaps this government might impose.
- MONARCHY2
- Normal economic effects.
- Units require 1 resource per turn to maintain.
- Military units in city decrease unhappiness.
-
- COMMUNISM
- Communism is similar in effect to a monarchy with one important exception.
- Under a communist government, corruption is at the same level in all cities.
- This makes it especially attractive for empires that are spread over large
- distances. Normally in this case, corruption may be overwhelming at the
- fringes of the empire. But under communism, corruption may remain manageable.
- Communism is equivalent to the monarchy in its ability to allow greater
- production than a despotism.
- COMMUNISM2
- Normal economic effects.
- Units require 1 resource per turn to maintain.
- Military units in city decrease unhappiness.
- Corruption equal in all cities.
-
- REPUBLIC
- The "republican" form of government encourages greater economic freedom among the
- people and leads to dramatic increases in trade. More trade means more
- luxuries, tax revenues, and science research. However, under a republic war
- is much more difficult to wage because military units not in their home city
- cause one citizen to become unhappy. Most cities can therefore only afford to
- have a few military units on campaign without risking civil disorder. The
- republic becomes especially useful when your cities have grown quite large,
- because the increase in trade is very helpful in providing luxuries and
- maintaining a reasonable rate of technology advance.
- REPUBLIC2
- +1 trade per square where trade exists.
- Must accept all peace offers.
- Military units in city do not decrease unhappiness - no martial law.
- Military units not in city increase unhappiness.
- Units require 1 resource per turn to maintain.
-
- DEMOCRACY
- A democracy government dramatically increases trade in the same manner as a
- republic and has one major additional advantage. There is no corruption in
- cities under a democracy, which makes it very useful for large empires.
- However, a democracy has two unique worries. First, military units not in
- their home city cause two citizens to be unhappy, not one citizen as in a
- republic. This makes war especially hard to wage. Also, if any city in a
- democracy slips into civil disorder, the government is immediately overthrown
- and becomes an anarchy for several turns. While a democracy has tremendous
- economic advantages, it is fragile and requires vigilance.
- DEMOCRACY2
- +1 trade per square where trade exists.
- Must accept all peace offers.
- Military units in city do not decrease unhappiness - no martial law.
- Military units not in city increase unhappiness.
- Units require 1 resource per turn to maintain.
- No corruption. Civil disorder leads to Anarchy.
-
- POLLUTION
- Pollution may be caused by large resource production in cities, large city
- populations, nuclear weapons, or the meltdown of a Nuclear Power Plant. If a
- city has a potential pollution problem, smokestacks in the city display
- information window indicate the probability that a nearby map square may
- become polluted.
- POLLUTION2
- The pollution in a map square may be cleaned up by a Settler.
- Move the Settler into the square and press the Pollution key (P key) or choose
- the Pollution option from the Orders menu. It takes four turns of work to
- clean up pollution. If pollution gets out of control, global warming may
- occur.
-
- SENTRY
- Units ordered to go on sentry duty are shown faded out on the game display
- and thereafter do not flash each turn waiting for orders. This is useful when
- you have a unit in a square where you wish to leave it and do not, or cannot,
- have it fortify. Also, sentry units in a city are automatically loaded onto
- any ship that can carry them and sails out of the city.
- SENTRY2
- Place a unit on sentry duty by pressing the Sentry key (S key) or by choosing the Sentry
- option from the Orders menu. A Sentry unit may be activated by clicking on
- it with the LMB, or when an enemy unit moves adjacent to it.
-
- LUXURIES
- The provision of luxuries for the people of your cities is indicated by the
- bright diamond symbols in the resource window of the city display. Each two
- luxuries makes one contented citizen happy, or one unhappy citizen content. The
- amount of luxuries a city produces is mainly determined by the luxury rate of
- your civilization, the percentage of each city's trade that arrives as
- luxuries. You can modify this rate by adjusting your tax and science rates from
- the Game menu.
- LUXURIES2
- You can also increase luxuries by building
- Marketplace and Bank improvements, and by turning some of your citizens into
- Entertainers.
-
- TAXES
- The taxes collected by a city is indicated by the gold coin symbols in the
- resource window of the city map display. The taxes collected by the city are
- first put toward paying for the maintainence of the improvements that exist
- in the city. Any surplus is added to the treasury and any shortfall is
- withdrawn from the treasury. The amount of taxes a city produces is mainly
- determined by the tax rate of the civilization, the percentage of each city's
- trade that arrives as taxes. You can modify this rate by adjusting your tax
- rate from the Game menu.
- TAXES2
- You can also increase taxes by building Marketplace
- and Bank improvements, and by turning some of your citizens into Taxmen.
-
- SCIENCE
- The science research contributed by a city is indicated by the light bulb
- symbols in the resource window of the city display. The science from a city
- is added to previous research and, if enough research has been done, a new
- civilization advance is achieved. The amount of science a city produces is
- mainly determined by the science rate of your civilization, the percentage of
- each city's trade that arrives as new knowledge. You can modify this rate by
- adjusting your science rate from the Game menu.
- SCIENCE2
- You can also increase science
- by building Library and University improvements, certain Wonders, and by
- turning some of your citizens into Scientists.
-
- TRADE ROUTES
- Trade routes are established when you move a Caravan into another city, either
- one of your own at least ten map squares from the Caravan's home city, or a
- rival's city. The arrival of a Caravan results in an immediate payment of cash
- into your treasury plus the trade route. A trade route increases the trade
- generated by the Caravan's home city each turn thereafter, unless the
- connected city is destroyed. The value of a trade route is highest between a
- rival city on another continent, and increases with the size of both cities
- involved and the distance they are apart. Trade routes are essential to strong
- economies and large civilizations.
- TRADE ROUTES2
- Created by Caravans.
-
- END
-
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