7104 lines
363 KiB
Plaintext
7104 lines
363 KiB
Plaintext
![]() |
______________________________________________________________________________
|
||
|
/\ |\ |\ /\ /\ /\ /
|
||
|
________/ \__| \_____| \_______ _____/ \/ \____/ \ ______________/
|
||
|
/ \ | \ | \ | | / \ \ / / / / /
|
||
|
/ \| \___| \___ | | / \ \/ / / / ____/
|
||
|
/ /\ \ / \ / \ | | / /\ \ / / / / \
|
||
|
____/ /__\ \ \ \| __|_/ /__\ \ / /___/ / \
|
||
|
\ / / \ / / \ / / / / \ /
|
||
|
\/ /__________\____/_______/____\/ /_______/ /_________\ _____/
|
||
|
\ / \ /\ / \ / \ /
|
||
|
\/ \/ \/ \/ \/
|
||
|
|
||
|
ALLIANCE PRESENTS
|
||
|
|
||
|
The Official Guide to
|
||
|
Sid Meier's
|
||
|
|
||
|
C I V I L I Z A T I O N
|
||
|
|
||
|
Keith Ferrell
|
||
|
|
||
|
The Authoritative Guide
|
||
|
|
||
|
Amiga Adaption by Baser Evil/Alliance
|
||
|
|
||
|
|
||
|
Greetings to Rygar - Scooter - 2-Tuff - Munchie - Loons - Flex
|
||
|
H.I.M, Skid Row, LSD, and the rest
|
||
|
|
||
|
|
||
|
|
||
|
CONTENTS
|
||
|
|
||
|
Acknowledgements......................................................VIII
|
||
|
A Game as Big as History................................................XI
|
||
|
|
||
|
1. Caveat...............................................................1
|
||
|
2. A Civilizied Frame of Mind...........................................5
|
||
|
3. A Walk Through Sid Meier's Civilization.............................13
|
||
|
4. Crude Huts and Rough Implements.....................................41
|
||
|
5. The Best Defense....................................................67
|
||
|
6. Taking Offense......................................................95
|
||
|
7. Cultural Considerations............................................119
|
||
|
8. Questions of Balance: Commerce and Government......................137
|
||
|
9. A World at War.....................................................155
|
||
|
10. A World at Peace...................................................175
|
||
|
|
||
|
Appendix A. 175 Tips, Hints, and Tools for Ruling Your Civilization....189
|
||
|
Appendix B. A Conversation with the Creators...........................217
|
||
|
|
||
|
Index..................................................................227
|
||
|
|
||
|
About the Author.......................................................235
|
||
|
|
||
|
====================================================================== vii
|
||
|
|
||
|
|
||
|
ACKNOWLDEGMENTS
|
||
|
|
||
|
There's no way to cover all of the options and opportunities offered by a
|
||
|
game such as Sid Meier's Civilization in even a sizable book. What I've
|
||
|
tried to do here is to give you the benefit of my own experiences with the
|
||
|
game, bearing in mind that your experiences will be different, and that,
|
||
|
indeed, everyone will approach the game with his or her own set of biases
|
||
|
and preferences, which will, in turn, shape the game at hand.
|
||
|
This flexibility is, above all, a tribute to Sid Meier, Bruce
|
||
|
Shelley, and the entire design and production team at MicroProse. I know
|
||
|
of no othr game so open-ended yet so filled with ideas and exitements as
|
||
|
this one. That's a neat accmplishment, and one worthy of much commercial
|
||
|
success and critical acclaim.
|
||
|
Sid and Bruce both made generous helpings of their time available to
|
||
|
me at a very early stage in the development of the game and of this book.
|
||
|
Their hospitality and insights helped shape the book's direction, and
|
||
|
helped me as well as get a handle on hw to write about a game that's
|
||
|
different evry time you play it. My goal, more than anything else, was
|
||
|
to write a book that would open the player's eyes to the many different
|
||
|
opportunities this fine game offers.
|
||
|
Kathy Gilmore at MicroProse proved over and over again why she is so
|
||
|
often mentioned as the best in the press relations business. Her concerns
|
||
|
that I have all the resources needed to do
|
||
|
|
||
|
===================================================================== viii
|
||
|
|
||
|
|
||
|
the book, her constant accessibility, her own generosity of time and
|
||
|
involvement all helped make this a better book.
|
||
|
Stephen Levy demonstrated daily - sometimes hourly - why patience is a
|
||
|
key among a publisher's virtues, especially during a diffiult and more
|
||
|
often than not hectic period of composition. Pam Plaut, the book's editor,
|
||
|
is a writer's dream and may be even more patient than Stephen.
|
||
|
All of the fine staff at OMNI helped with insights and advice,
|
||
|
particularly Sandy Fritz, who provided some excellent research materials
|
||
|
at just the right moment, and Murray Cox, who may have heard more about
|
||
|
this book than he cared to.
|
||
|
At home, Martha and Alec Ferrel were as always terrific to be around
|
||
|
during the writing of a book. They're pretty nice to be around at other
|
||
|
times, too.
|
||
|
And above all, the two to whom the book is dedicated. My brother Ed
|
||
|
Ferrel, and our spiritual brother Gregg Keizer, both contributed
|
||
|
mightily to my understanding of game design, civilzation dynamics, and
|
||
|
the intellctual bases this game rests upon. Thanks guys, let's do it
|
||
|
again sometime (without the book.)
|
||
|
|
||
|
======================================================================= ix
|
||
|
|
||
|
|
||
|
INTRODUCTION
|
||
|
------------
|
||
|
A GAME AS BIG AS HISTORY
|
||
|
|
||
|
The impulse to cultivate the land, domesticate wildlife, settle in one
|
||
|
location and frm that location send out explorers, envoys, warriors,
|
||
|
traders, and colonists - the urge, in other words, to civilize - is an
|
||
|
impulse less than 10,000 years old.
|
||
|
That's not much time. Our earliest primate ancestors appeared on the
|
||
|
scene about 18 million years ago, with the first members of the genus
|
||
|
Homo arriving 16 million years or so later. Homo sapiens spaiens, our
|
||
|
species, is barely 100,000 years old. Civilized humanity is, so to
|
||
|
speak, a most invention.
|
||
|
Yet that handful of civilized millenia encompasses a climb from
|
||
|
cowering in darkness to reaching for the stars. While civilizations have
|
||
|
risen and fallen over the past 8,000 years, the impulse to civilize -
|
||
|
to develop natural and human resources for the betterment of the
|
||
|
population - has remained, for the most part, constant.
|
||
|
Sid Meier's Civilization gives you the opportunity to create, rule,
|
||
|
and manage a ivilization. (Ruling and managing are, players quickly
|
||
|
discover, quite different things.) As the game begins, you control a
|
||
|
single band of settlers with little or no technology; to win the game,
|
||
|
yours must be the first civilization to colonize a planet in another
|
||
|
stellar system. This game has range.
|
||
|
|
||
|
===================================================================== xiii
|
||
|
|
||
|
|
||
|
Civilization may, in fact, be the most open-ended and flexible computer
|
||
|
game ever developed. Each step along the pathway to a fully functioning,
|
||
|
happy and healthy, well-managed civilization can lead in several
|
||
|
directions. Deisions made early in the game can generate consequences
|
||
|
that stretch across centuries. There is n right or wrong way to play the
|
||
|
game.
|
||
|
Paradoxially, the degree of freedom allowed by the game imposes a
|
||
|
greater responsibiliy on the player than is true of most games. There's
|
||
|
more at stake here, or at least there seems to be. Sid Meier has done a
|
||
|
wonderful job of creating the illusion of genuine consequence withing what
|
||
|
is, after all, an interactive elctronic entertainment.
|
||
|
Don't get me wrong: You can have quite a good time playing
|
||
|
Civilization quickly, taking a "smash-and-grab" approach. Devote your
|
||
|
entire attention and productive ability to cranking out military units,
|
||
|
seeking enemies, making war. Such an approach, though, may be foredoomed.
|
||
|
Your opponents are likely to be craftier, more intelligent (in the context
|
||
|
of the game, at least), and more organized than you. Their own attention
|
||
|
to economic and cultural development may ultimately provide them with more
|
||
|
effective weapons of war than your own approach. (Bear in mind, too, that
|
||
|
even a "quick" game can take several hours to complete ... unless your
|
||
|
civilization is rapidly overrun by other, more vibrant cultures.)
|
||
|
Conquest and warfare certainly play a major part in Sid Meier's
|
||
|
Civilization: This is a terrific wargame. Yet it is more than that, just
|
||
|
as even the most warlike of real civilizations are always more than just
|
||
|
military machines. Culture and government, religion and commerce demand
|
||
|
the same degree of attention as production of weapons and military units;
|
||
|
they may well prove more valuable to the ultimate destiny of your
|
||
|
civilization.
|
||
|
Meier's acomplishment here is, ultimately, the development of a game
|
||
|
whose peacful development aspects can be as or even more fullfilling than
|
||
|
its warlike aspects. How many wargames can
|
||
|
|
||
|
====================================================================== xiV
|
||
|
|
||
|
|
||
|
you think of in which you have the choice between producing either weapons
|
||
|
of mass destruction or Shakspeare's Theater? That the option is present is
|
||
|
an indication of Meier's growth as a designer; that plowshares can in some
|
||
|
ways be as fundamental to success as swords is an indication of the
|
||
|
sophistication of the game.
|
||
|
There is a science fictional aspect to Sid Meier's civilization - or
|
||
|
perhaps a more appropriate comparison would be to a fantasy scenario. The
|
||
|
game does not promise to duplicate civilization as our species' history
|
||
|
knows it. Rather, players are provided with the tools of civilization and
|
||
|
given the chance to make of those tools what they will. While all playrs -
|
||
|
one human (you) and up to six omputer opponents - start at the same level,
|
||
|
the evolution and development of individual civilizations does not follow
|
||
|
paralel tracks any more than it did in our own history. Forms of
|
||
|
government, ideologies, and technologies can collide. I have played games
|
||
|
wherein I constructed lovely civilizations at a roughly medieval leveel
|
||
|
of technology, only to be invaded and conquered by opponents in tanks and
|
||
|
aircraft.
|
||
|
Likewise, I have found myself in control of modern technologies that
|
||
|
provided the means for laying siege to the entire world. The clash of
|
||
|
cultures that dramtizes so much of human history is made vivid in the
|
||
|
confines of Sid Meier's game. That the clash can produce tragic results is
|
||
|
inherent in some of the game's messages: EEgyptian civilization destroyed,
|
||
|
for example, carries a measure of poignance, even if it fell at your
|
||
|
hands.
|
||
|
|
||
|
======================================================================= xV
|
||
|
|
||
|
|
||
|
As destroyer or destroyed, you will find yourself facing incongruous
|
||
|
but convincing confrontations. Placing chariots and catapults in the path
|
||
|
of armored personnel carriers without the confrontation seeming forced or
|
||
|
false, in the manner of a wargame construction kit, is a tribute to the
|
||
|
game's persuasive abilities. You will find yourself not only suspending
|
||
|
your disbelief, but also caring for the societies you create.
|
||
|
Through it all, the player is reminded of the management aspects a
|
||
|
civilization demands. Infrastructure is crucial. Your people must be
|
||
|
housed, fed, and cared for, or they will let you know their displeasure.
|
||
|
The infrastructure must be maintained and upgraded. Simple roads can
|
||
|
become highways or rail lines. Primitive sailing craft able only to hug
|
||
|
the shore give way to huge oceangoing transports, battleships, carriers,
|
||
|
and subs. Theer are libraries and universities here, as well as
|
||
|
barracks and depots. Ideas are as crucial as ordnance to the growth and
|
||
|
expansion of your civilization.
|
||
|
Best of all, there's a sense throughout of the interrelationship
|
||
|
among ideas, of the continuity of cultural evolution. Decisions made
|
||
|
early in the game echo throughout its progress, both to your
|
||
|
|
||
|
====================================================================== xVi
|
||
|
|
||
|
|
||
|
advantage and aginst it. Each path you choose both opens and closes other
|
||
|
opportunities. You learn quickly to choose carefully.
|
||
|
There is also a sense in which this game can be viewed as a sort of
|
||
|
living, interactive history book, with the understanding that the history
|
||
|
is being made up as you go. You will quickly discern the relationships
|
||
|
the relationships among ideas: which discoveries lay the foundations
|
||
|
for subsequent leaps, and which can lead you into fascinating but not
|
||
|
necessarily profitable directions. The intellectual underpinings of
|
||
|
Sid Meier's Civilization are compulsively interesting.
|
||
|
Meier is aware as well that civilizations play out their lives on
|
||
|
planetary surfaces, often despoiling them in the process. You are charged
|
||
|
in this game not only with exploiting the world's natural resources, but
|
||
|
also with renewing and restoring them. Fail to do so - or permit your
|
||
|
adverseries to go too far in despoiling the natural world - and you face
|
||
|
global disaster. Again, you are provided with both the information and the
|
||
|
tools necessary to accomplish the task of fending off cataclysm.
|
||
|
Extending the thought experiment another step, Meier provides an
|
||
|
option that lets you alter the climate of your world before you begin. If
|
||
|
you've wondered how civilization might differ on a wetter or dryer world
|
||
|
than our own, here's your chance to find out.
|
||
|
Our own world is here as well. While most of the games you play will
|
||
|
take place on randomly generated worldmaps, Meier has included a map of
|
||
|
earth and given you the chance to launch your civilization from its
|
||
|
actual, historical starting place. Do you have what it takes to lead the
|
||
|
Egyptians to teh stars?
|
||
|
There's even an interactive encyclopedia of sorts, with entries
|
||
|
specific to the game. Design and aesthetic decisions are well supported by
|
||
|
information resources, both within the game and in Bruce Shelly's
|
||
|
elegantly written documentation. You have at hand the materials you need
|
||
|
to make informed decisions.
|
||
|
Will they be the right decisions? There's no clear answer to that
|
||
|
question. Sid Meier is as aware of the dilemma of design bias as any
|
||
|
designer I know. It's not by accident - nor solely by marketing intent, I
|
||
|
think - the game is called Sid Meier's Civilization.
|
||
|
|
||
|
===================================================================== xVii
|
||
|
|
||
|
|
||
|
Insofar as is possible, Meier has minimized his overt presence in the
|
||
|
game: You don't have to "think like Sid" in order to prosper. What he has
|
||
|
done is to create a sort of electronic pocket universe with clearly
|
||
|
defined rules and proscriptions. Within those limits, you are on your own,
|
||
|
able to find your way according to your own inclinations and abilities.
|
||
|
Those inclinations and abilities may evolve as your relationship with
|
||
|
the game grows deeper. While the game is primarily intended as an
|
||
|
entertainment, it has an educational aspect that cannot be overlooked.
|
||
|
Meier is not teaching here, nor - except in a couple of enviornmental
|
||
|
areas - is he preaching. Rather, he is providing players with a
|
||
|
self-contained continuum to explore, and letting the reasonable and
|
||
|
realistic rules of that do the teaching. You learn by experience what
|
||
|
works and what doesn't. If the lessons learned are not directly applicable
|
||
|
to the real history of our planet, it's not going too far to say that they
|
||
|
may deepen your appreciation of the intracacies of history, and the odds
|
||
|
against which civilizations have always struggled.
|
||
|
Sid Meier's Civilization s a bold stroke from one of the boldest of
|
||
|
our interactive game designers. This is one game that challenges your
|
||
|
worthiness, your intellect as well as your instincts, that provides
|
||
|
interplay of ideas as well as fun. In short, a most civilized
|
||
|
entertainment.
|
||
|
|
||
|
==================================================================== xViii
|
||
|
|
||
|
|
||
|
CHAPTER 1
|
||
|
---------
|
||
|
|
||
|
CAVEAT ...
|
||
|
|
||
|
Sid Meier's Civilization is the end result of thousands of hours of
|
||
|
thought, creativity, and plain hard work on the part of designers Sid
|
||
|
Meier and Bruce Shelley, as well as the rest of the team at MicroProse.
|
||
|
They have put their best efforts into this game, producing a genuinely
|
||
|
original product, one that should provide literally hundreads of hours of
|
||
|
entertainment and edification.
|
||
|
Their creativity is also part of a business - quite a successful one,
|
||
|
in fact. Sid and Bruce, and the rest of the MicroProse team depend on
|
||
|
revenues from their games in order to pay their salaries. There's a
|
||
|
bargain inherent here, a two-way street. You pay before you play.
|
||
|
You owe it to them, in other words, to use only legitimate copies of
|
||
|
the game, and to acquire those copies the old-fashioned way: by purchasing
|
||
|
them. (Or by being given the game by someone who purchased it.)
|
||
|
That's not a lot to ask when you consider the vast riches and
|
||
|
challenges embedded in Civilization. You're a rare player if you can
|
||
|
master the game in a single sitting; and even quick games can take ten or
|
||
|
more hours to play. In other words, this game rapidly amortizes its cost
|
||
|
out to a few thousand dollars a session. And, if you're like most
|
||
|
Civilization fans, that few dollars will evolve into a few cents per
|
||
|
session simply because you're playing the game so often.
|
||
|
|
||
|
======================================================================== 3
|
||
|
|
||
|
|
||
|
To that end, be aware that this book is no substitute for the game
|
||
|
manual. While I think there's a lot in my book that's not in the manual,
|
||
|
there's also a lot in the manual that's not here. Specifically, I have not
|
||
|
included keyboard instructions or other specific details of game operation
|
||
|
that properly belong in the game's documentation. My aim here is to help
|
||
|
you get more out of the game, not to help you get around purchasing it.
|
||
|
Software piracy is a serious issue that grows more serious every day.
|
||
|
The interactivity that enteratinment software invites if also an
|
||
|
invitation to participate in repaying the creators of your favorite
|
||
|
programs. That participation - in the form of payment for products - is
|
||
|
crucial if the entertainment software industry is to continue to grow and
|
||
|
evolve, producing ever more challenging and delightful games and programs.
|
||
|
So play it straight. Pay befroe you play.
|
||
|
If you are playing a legitamet edition of Si Meier's Civilization, I
|
||
|
hope you find my book helpful, even rewarding. May your civilizations
|
||
|
flower and spread out among the stars.
|
||
|
Ad if you're playing a pirate copy, I hope your civilizations all
|
||
|
collapse in ruins and your citizens flay you in the electronic streets.
|
||
|
|
||
|
======================================================================== 4
|
||
|
|
||
|
|
||
|
CHAPTER 2
|
||
|
---------
|
||
|
A CIVILIZED FRAME OF MIND
|
||
|
|
||
|
This is a thinking person's game. Better than any piece of interactive
|
||
|
electronic entertainment I know, Civilization draws upon a variety of your
|
||
|
internal resources. While the game is fun, it can also be educational.
|
||
|
Understanding always that Civilization is a game and not an
|
||
|
event-for-event simulation of human history, you can nonetheless derive
|
||
|
from playing it a sense of the sweep and accomplishment of human
|
||
|
civilizations over the millennia. That perspective can also help you excel
|
||
|
at the game.
|
||
|
It will help to develop the long view. Think in terms of consequences
|
||
|
over decades, if not centuries, and you'll stand a better chance of
|
||
|
mastering the intricacies of Sid Meier's Civilization.
|
||
|
Certain skills will serve you better than others. A constantly
|
||
|
aggressive and expansionist playing style may work against you over the
|
||
|
long run. Likewise, too relaxed an approach, too great a willingness to
|
||
|
strike every treaty that comes along, may hamper your ability to grow. As
|
||
|
the ruler of your electronic civilization, you must seek equilibrium among
|
||
|
a variety of related but in some ways disparate playing skills.
|
||
|
|
||
|
======================================================================== 7
|
||
|
|
||
|
|
||
|
A SENSE OF PERSPECTIVE
|
||
|
|
||
|
Key among these skills is the balanced sense of perspective possessed by
|
||
|
good managers. Very quickly in Civilization, you'll find yourself juggling
|
||
|
a large number of conflicting if not contradictory demands, challenges,
|
||
|
and opportunities. There is no one correct way to organize your response
|
||
|
to these aspects of the game. But there are tools - thought tools, ways of
|
||
|
thinking - that can help ensure that your decisions serve your ultimate
|
||
|
goals.
|
||
|
Information is the foremost resource of the successful civilization.
|
||
|
Information in teh game takes two forms: that which you generate from teh
|
||
|
skills, civilization advances, institutions, and investments of your own
|
||
|
society, and that information you obtain from other civilizations. The
|
||
|
infrastructure of your civilization is important, but can be argued that
|
||
|
in this game, it's info-structure that marks the difference between
|
||
|
success and failure. Manage your information wisely and you will have
|
||
|
taken a large step twoard making the right decisions when crunches come.
|
||
|
The long time-frame perspecive and its relationship to information
|
||
|
come together in one of Civilization's most intersting aspects:
|
||
|
negotiation with other civilizations. You can strike treaties, exchange
|
||
|
knowledge, form alliances. There is a temptation, bred perhaps from an
|
||
|
entire generation of wargames pure and simple, or perhaps from our own
|
||
|
human nature, to build and aggressive, militaristic civilization, letting
|
||
|
little or nothing stand in the way of your expansion. This ruthless
|
||
|
approach can work, and work spectacularly well. Indeed, this is the
|
||
|
approach to take if you're looking for a quick, total victory.
|
||
|
But the odds are strong that Civilization won'y yield a quick conquest
|
||
|
of the world. You're going to have to share your planet with other groups,
|
||
|
some belligerent, some peaceful. Knowing which is which and striking the
|
||
|
best possible balance of aggression and concilliation will help you keep
|
||
|
your civilization strong.
|
||
|
|
||
|
======================================================================== 8
|
||
|
|
||
|
|
||
|
A LITTLE KNOWLEDGE
|
||
|
|
||
|
Civilization is also unusual in its approach to the relationships among
|
||
|
bodies of knowledge. Ideas build upon each other. Your scientists and wise
|
||
|
people can see further because they stand upon the shoulders of those who
|
||
|
came befor ethem. As you are prompted from time to time to designate a
|
||
|
particular course of academic research, put yourself in that long-view
|
||
|
mode.
|
||
|
The knowledge that seems best to serve your immediate temporal needs
|
||
|
may not help you so much a generation or two down the line.
|
||
|
You must feed, house, and care for those generations as they multiply.
|
||
|
Here, the skills of the city planner and resource manager come into play.
|
||
|
You may find yourself torn between expanding your empire and solidifying
|
||
|
your control at home. Opt for home: Over the long run you will be
|
||
|
rewarded.
|
||
|
Your citizens do have it in their power to reward you, but they also
|
||
|
have it in their power to slap your wrists - or worse! - for bad
|
||
|
management. The rewards take several forms, including noticeable increases
|
||
|
in productivity.
|
||
|
Citizen dissatisfaction assums several guises as well. You will find
|
||
|
yoruself losing productive capacity, even population, if you don't see
|
||
|
taht the basic needs of your citizens are met. Nor will harsh despotic
|
||
|
rule always serve you well, although it is an option. There are ideas at
|
||
|
work in this game, among them a fairly sophisticated notion of governement
|
||
|
and the adavtanges and disadvantages of its various historical and
|
||
|
contemporary forms. If you can possibly manage to do so, give your
|
||
|
citizens every freedom available. Your task will not necessarily be made
|
||
|
easier by the democratic approach, but the core of your society may be
|
||
|
healthier.
|
||
|
|
||
|
======================================================================== 9
|
||
|
|
||
|
|
||
|
DOMESTIC TRANQUILITY
|
||
|
|
||
|
That internal health needs to be stressed. This is another way of advising
|
||
|
you not to keep your eyes too constantly on the frontier, tempting though
|
||
|
that frontier might be. You cannot successfully wage worldwide war - or
|
||
|
even global commerce - if there's rot and decay at home. Upgrade your
|
||
|
citizens' cities at every affordable opportunity.
|
||
|
Bear in mind as well that your people do not live by food and toil
|
||
|
alone. Even the citizenry of a despot requires some luxuries: These are
|
||
|
the leavening that can help hold your depotism together.
|
||
|
As you progress through the game you'll find that your decisions grow
|
||
|
more complex and challenging. Here, you'll need something of the talent of
|
||
|
a seer, albeit a well-informed seer. As your world approaches the modern
|
||
|
age - as measured by technological ability, not just the calendar date -
|
||
|
you must shift your eyes from the planet at hand to worlds beyond your
|
||
|
own. Because the ultimate goal of civilization is to expand beyond your
|
||
|
own planet and onto others, there is a point in the game where rapid
|
||
|
scientific progress - the marvels of the Information Age - becomes vital
|
||
|
to victory. Prepare your society for the Space Age by laying a solid
|
||
|
groundwork of scientific accomplishment.
|
||
|
Prepare as well for laying siege and living under besiegement. The end
|
||
|
game in Civilization can be won - or lost - in a number of ways. You will
|
||
|
reach a point at which either the world lies at your feet, or you find
|
||
|
yoruself striking alliances and fending off invasions in order to hold
|
||
|
onto your empire. Time sof expansion end; times of consolidation and
|
||
|
control can win teh game for you. This is especially true in the end game,
|
||
|
the final 200 years or so, during which someone will first recah the
|
||
|
stars.
|
||
|
|
||
|
======================================================================= 10
|
||
|
|
||
|
|
||
|
A GAME THAT HOLDS WONDERS
|
||
|
|
||
|
That's the end game. The journey there can be as rewarding as the
|
||
|
resolution. This brief introduction - an entire book, for that matter -
|
||
|
can barely do justice to teh richness of detail and decision that lie in
|
||
|
teh game, and which you will encounter on your way to the creation of a
|
||
|
fnctioning civilization.
|
||
|
Along the way, for example, you will have the chance to create
|
||
|
wonders, different ones for different ages. The creation of a Wonder of
|
||
|
the World is an undertaking that virtually defines the long view. Think of
|
||
|
the Wonders as investments in the future of your civilization. Dedicating
|
||
|
a single city to single creation for dozens of turns, perhaps more than a
|
||
|
hundred turns, is a step not easily taken; yet build the right Wonder of
|
||
|
the Worlds, and you can reap the benefits for millennia.
|
||
|
Millennial reach, the huge sweep of history, is probably the great
|
||
|
accomplishment of this game, and teh aspect which will linger in your
|
||
|
memory. By applying that memory to the game - by taking lessons learned
|
||
|
from the real past of our species' history, and the electronic past
|
||
|
acquired through playing Sid Meier's Civilization - you will discover the
|
||
|
benefits of approaching your computer in the right, long-range frame of
|
||
|
mind.
|
||
|
|
||
|
======================================================================= 11
|
||
|
|
||
|
|
||
|
CHAPTER 3
|
||
|
---------
|
||
|
A WALK THROUGH SID MEIER'S CIVILIZATION
|
||
|
|
||
|
It's you against the world.
|
||
|
That world consists of the natural world itself, its lands and oceans,
|
||
|
your computer oppinents, and, in a sense, your own people. These are the
|
||
|
operative elements of Sid Meier's Civilization, the elements with which
|
||
|
you will interact. It's up to you to manage, lead, negotiate, direct,
|
||
|
inspire, and coordinate your particular civilization's responses to these
|
||
|
elements. As the central character in Sid Meier's Civilization, you assume
|
||
|
the roles of ruler, general, industrial leader, political strategist,
|
||
|
cultural arbiter, and more. Because of the game's all-but-uniqe
|
||
|
flexibility - it's a rare situation where you don't have several choices
|
||
|
to make, some of them of great and long-lasting consequence - no two games
|
||
|
will be alike.
|
||
|
For that reason, the more familiar you become with the game, its
|
||
|
resources and manual, as well as this book, the better prepared you will
|
||
|
be to make the righ decisions as the arise.
|
||
|
In this chapetr, we'll walk through the main features and resources of
|
||
|
this exceptionally rich game, as well as look at its interface and command
|
||
|
structure.
|
||
|
|
||
|
======================================================================= 15
|
||
|
|
||
|
|
||
|
THE WORLDS THEMSELVES
|
||
|
|
||
|
The worlds in Sid Meier's Civilization are generated randomly, ensuring
|
||
|
that each world differes from teh others. The worlds have in common north
|
||
|
and south polar caps that extend around the globe and which cannot be
|
||
|
penetrated. Otherwsie, the worlds have oceans, islands, and continents in
|
||
|
varying degrees of concentartion.
|
||
|
You can vary some of the world conditions by taking advantage of the
|
||
|
options offered during the world-building phase of game setup. Raise the
|
||
|
temperature, increase or decrease the amount of water on the world, change
|
||
|
the game's time scale - make the game your own, in other words.
|
||
|
The one non-random, predetermined world available from the setup menu
|
||
|
is our own. You owe it to yourself at least once to play the game of
|
||
|
Civilization on familiar territory, testing yourself against the geography
|
||
|
of our home planet.
|
||
|
|
||
|
LEVELS OF PLAY
|
||
|
|
||
|
Sid Meier's Civilization offers five levels of play, ranging from beginner
|
||
|
to advanced. Naturally, the lower levels offer simpler challenges -
|
||
|
technological advances are more easily achieved, apponents more easily
|
||
|
defeated. Progress and production take more time at the upper levels, and
|
||
|
opponents are substantially tougher.
|
||
|
|
||
|
NUMBER OF CIVILIZATIONS
|
||
|
|
||
|
As teh game begins, you are prompted to select the number of civilizations
|
||
|
that will be involved, ranging from three to seven. If you're playing for
|
||
|
the quick, world-dominating win, your best bet is to select a smaller
|
||
|
number of civilizations. More nations, on the ther hand, makes for a more
|
||
|
sophisticated game, with larger opportunities for economic intercourse
|
||
|
between civilizations,
|
||
|
|
||
|
======================================================================= 16
|
||
|
|
||
|
|
||
|
alliances, and so on. A larger number of nations, incidentally, all but
|
||
|
ensures that you will encounter other civilizations very early in the
|
||
|
game, perhaps in the first few turns. If you want a better chance of being
|
||
|
left alone for awhile, your best bet is to play against a smaller number
|
||
|
of opponents.
|
||
|
|
||
|
THE GAME TURN
|
||
|
|
||
|
Civilization progresses through a series of turns, each representing the
|
||
|
passage of a set period of time. This time period ranges from 20 years per
|
||
|
turn in the early stages of the game to a single year per turn as the game
|
||
|
moves toward the modern world.
|
||
|
Turns are divided into segments, during which you make decisions
|
||
|
regarding the production of new units in cities which have completed a
|
||
|
unit or improvement under construction, move active units, and engage in
|
||
|
combat or negotition with other civilizations. Once all of your active
|
||
|
units have moved, your turn ends. The turn sequence also applies to all
|
||
|
other civilizations in the game.
|
||
|
At the beginning of a turn there may or may not be a natural disaster
|
||
|
randomly generated by the computer and trageted at a single city.
|
||
|
Disasters - fire, flood, and so on - can be avoided if you possess
|
||
|
appropriate technology.
|
||
|
City growth, essential to a thriving and expanding civilization, also
|
||
|
occurs, if possible, each turn. City growth is made possible by a number
|
||
|
of factors that you will become familiar with as you play the game. Key
|
||
|
among the factors are:
|
||
|
|
||
|
> surplus food - enables your population to expand.
|
||
|
> an orderly society - represented by a greater number of happy or
|
||
|
content citizens than discontent ones.
|
||
|
> capacity for city maintenance - which means that your tax revenues -
|
||
|
or treasury reserves - are large enough to support the various
|
||
|
facilities, institutions, and remote units each city is
|
||
|
responsible for.
|
||
|
|
||
|
======================================================================= 17
|
||
|
|
||
|
|
||
|
Other factors figure in as well, but those are the most essential
|
||
|
items for sustained city growth. As we'll see later in this chapter, the
|
||
|
city management screen provides you with the information you'll need to
|
||
|
know when a city is doing well, and when it's headed for the dogs.
|
||
|
|
||
|
GOALS OF THE GAME
|
||
|
|
||
|
The goal of Sid Meier's Civilization is to win the game by having the
|
||
|
world's most advanced or dominant civilization. There are a couple of ways
|
||
|
to win.
|
||
|
First is by completely eliminating all other civilizations. This
|
||
|
strategy, as we'll see in later chapters, all but requires an early and
|
||
|
ruthless commitment to combat as you devote yourself and your resources to
|
||
|
smiting other civilizations every time you encounter them. This is a risky
|
||
|
approach: Other civilizations may leapfrog your technology, giving them a
|
||
|
decided edge in battle. The largest army of musketeers you can assemble
|
||
|
won't last long against an array of tanks, mechanized infantry units, and
|
||
|
bombers.
|
||
|
Nor does the destruction of an opposing civilization necessarily mean
|
||
|
its ultimate elimination. Civilizations have a way of reappearing in other
|
||
|
parts of the map after you've crushed them. (Unfortunately, if you are
|
||
|
crushed, it's final: The game ends.)
|
||
|
An additional argument against pursuing complete elimination of your
|
||
|
enemies has an economic foundation. As your civilization grows, it costs
|
||
|
more and more to support. Other civilizations offer you opportunities for
|
||
|
income from trade and commerce - opportunities that are denied you if you
|
||
|
eliminate the civilization. Indeed, it's tough to navigate caravans
|
||
|
through battle zones, so just making war on a neighboring civilization can
|
||
|
result in economic challenges.
|
||
|
There is another way to win the game, and that's by surviving long
|
||
|
enough for colonists from your world to reach the world of another star.
|
||
|
|
||
|
======================================================================= 18
|
||
|
|
||
|
|
||
|
Ideally, these colonists will be yours. As you - and your opponents -
|
||
|
reach the later stages of the game and advanced technologies are acquired,
|
||
|
spaceflight becomes a main focus of development activity. Those
|
||
|
civilizations that can will begin constructing starships, assembling
|
||
|
modules and components in orbit above the planet. When a starship is fully
|
||
|
equipped and loaded with colonists, food, and life-support technology, it
|
||
|
can be launched toward Alpha Centauri. The voyage, even for the most
|
||
|
advanced starship, will take years. When a starship reaches the Alpha
|
||
|
Centauri system the game ends and final scores are calculated.
|
||
|
Score is kept in Sid Meier's Civilization by a formula based on the
|
||
|
number of happy citizens in each population (2 points apiece), the number
|
||
|
of content citizens (1 point each), the number of Wonders of the World (20
|
||
|
points for each Wonder), and teh number of polluted squares (you lose 10
|
||
|
points for each square that's polluted as the game ends.)
|
||
|
Bonus points are awarded for being the civilization whose starship
|
||
|
reaches Alpha Centauri first, on a formula of 50 points for each 10,000
|
||
|
colonists to reach the star system. You can also earn a bonus of 1,000
|
||
|
points for completely conquering the world.
|
||
|
Getting to the end of the game, whether or not you win, is quite an
|
||
|
accomplishment, especially at the higher levels. To win a game at the
|
||
|
higher levels means that you are truly a master of civilization, an
|
||
|
achievement you should be proud of. As we shall see in the next section,
|
||
|
this game is not only complex, it is laden with decisions and information,
|
||
|
all of which must be coordinated and managed by the duccessful ruler.
|
||
|
Fortunately, Sid Meier has designed an interface and game-management
|
||
|
system that makes the information you need accessible to you in a variety
|
||
|
of forms.
|
||
|
|
||
|
MAIN MAP SCREEN
|
||
|
|
||
|
Most of your time will be spent here, guiding your forces around the
|
||
|
world.
|
||
|
|
||
|
======================================================================= 19
|
||
|
|
||
|
|
||
|
The map screen and layout are simple. Most of the screen is occupied
|
||
|
by a map of teh local terrain surronding your active unit. The active unit
|
||
|
occupies the central spot in this portion of the screen. If the area
|
||
|
around that unit has not yet been explored, you'll see only blackness.
|
||
|
Otherwise, you'll see the terrain and ocean squares, your own and enemy
|
||
|
units, your own and enemy cities. City squares carry numbes representing
|
||
|
the relative strengths of the city. Pay attention to those numbers,
|
||
|
especially when looking at enemy territory. The higher the number, the
|
||
|
stronger the city. An awareness of city values can help you decide which
|
||
|
cities to attack when mounting a military campaign, or which to establish
|
||
|
trade routes with first in order to improve your economy.
|
||
|
Getting around the map window is simple. Civilization plays itself out
|
||
|
on a flat map of the world, which you see from an overhead perspective.
|
||
|
Impenetrable icecaps seal off the top and bottom of the map.
|
||
|
Circumnavigation, then, takes place only in easterly or westerly
|
||
|
directions.
|
||
|
Scrolling around the map is just a matter of pointing and clicking
|
||
|
with yoru mouse. You can view teh entire world in this manner, one screen
|
||
|
at a time.
|
||
|
Getting back to where you started is equally simple. A single
|
||
|
keystroke centers your active unit.
|
||
|
Another way to get around teh map is by using the "Find City" menu
|
||
|
option, described later in this chapter.
|
||
|
As the game progresses and civilizations grow, you'll find yourself
|
||
|
with more and more of the worldmap revealed; if the game lasts long
|
||
|
enough, all of the squares will be uncovered. This is when your
|
||
|
familiarity with the map will serve you best. Scroll around before making
|
||
|
important decisions. Look at your enemies' civilizations as tehy appear on
|
||
|
the map (bearing in mind that the information displayed is only as recent
|
||
|
as the last time one of your units passed through an enemy-controlled
|
||
|
square). Examine the layout of your own civilization, looking for areas of
|
||
|
vulnerability or overcrowding.
|
||
|
|
||
|
======================================================================= 20
|
||
|
|
||
|
|
||
|
MENU BAR
|
||
|
|
||
|
Extending along the top of teh map display is a menu bar from which drop
|
||
|
down the menus you use to issue orders and derive information, as well as
|
||
|
manage file saves and other computer overhead operations.
|
||
|
The menu bar has several main categories:
|
||
|
Game: Here you have several activities.
|
||
|
Revolution: As your civilization reaches certain levels, you can
|
||
|
change the nature of your government. Activatinf this item throws your
|
||
|
civilization into temporary disarray, from which emerges a new form of
|
||
|
government, with the possibilities ranging from depotism to republic.
|
||
|
Tax Rate: Determines what percentage of your civilization's income is
|
||
|
devoted to taxes for maintenance of your infrastructure.
|
||
|
Luxury Rate: Increases the percentage of income devoted to luxuries
|
||
|
for your population. The greater the luxury rate, teh happier your people
|
||
|
are.
|
||
|
Find City: Accesses a database of all the world's known cities,
|
||
|
especially helpful as teh number of cities grows into the dozens. Just
|
||
|
type the name - of the first few letters - of a particular city, and the
|
||
|
screen centers on the city. (This and other game menu operations can be
|
||
|
accessed via the keyboard as well as the menu bar.)
|
||
|
Orders: Here you issue orders to your various units in sequence. The
|
||
|
nature of the orders available for issue depends upon the particular
|
||
|
active unit.
|
||
|
Advisors: No effective leader operates in a vacum. Civilization
|
||
|
provides you with a variety of wise advisors whose counsel you will come
|
||
|
to count on as you guide your civilization through the centuries. The
|
||
|
advisors are:
|
||
|
|
||
|
> City Status: Shows you at a glance the cities that comprise your
|
||
|
civilization. An important screen, especially as
|
||
|
|
||
|
======================================================================= 21
|
||
|
|
||
|
|
||
|
you move into larger numbers of cities. Here's where you get reminders of
|
||
|
what you're producing and where, how much trade each city generates, its
|
||
|
food and resources, and so on. A good place as well to keep an eye out for
|
||
|
problems as they develop in cities.
|
||
|
|
||
|
> Military Advisor: Even if you're not running a warlike civilization,
|
||
|
you'll come to rely on the reports this menu offers. First, you are shows
|
||
|
the nature of your military resources, how many of each type of military
|
||
|
unit you currently have in existence, as well as how many of each unit you
|
||
|
currently have in production. The second report comes from the
|
||
|
battlefields, filling you in on the number of enemy units you've
|
||
|
destroyed. This can be especially helpful if you wage war against more
|
||
|
than one civilization, or if wars seem to be stretching over too long a
|
||
|
period of time. Check this csreen periodically to see if you're making
|
||
|
progress in destroying enemy armies of if you're expending valuable
|
||
|
resources on military campaigns that only seem to be whittling away at an
|
||
|
opponent, never eliminating it.
|
||
|
|
||
|
> Intelligence Advisor: The wise player builds and dispatches diplomat
|
||
|
units as early in the game as possible. These units serve several
|
||
|
purposes, but key among them is the establishment of embassies in other
|
||
|
civilizations.
|
||
|
|
||
|
Once an embassy is established, you become privy to information about
|
||
|
taht civilization. You may find that it is the most frequently visited of
|
||
|
all your advisor screens, as it offers a rich bounty of data about your
|
||
|
computer opponents.
|
||
|
Among the information your embassies can provide is teh type of
|
||
|
government the other civilization enjoys, with whom it is at war, the
|
||
|
amount of money in its treasury, the number of military it has currently
|
||
|
under commission (this is one well worth watching closely as you mount a
|
||
|
campaign), and its relations with other nations.
|
||
|
|
||
|
======================================================================= 22
|
||
|
|
||
|
|
||
|
A second intelligence-report screen provides further insights into the
|
||
|
civilization's goals and technological capabilities.
|
||
|
|
||
|
> Attitude Advisor: In order to have a civilization, you must have
|
||
|
citizens. And if you have citizens, you have to feed them, see to
|
||
|
their domestic needs, provide them with resources and luxuries, and
|
||
|
generally take care of their every need. It's not easy! And your
|
||
|
citizens are all too ready to let you know when you've let them down.
|
||
|
|
||
|
Your attitude advisor keeps you posted on the well-being of your
|
||
|
population, filling you in on the number of happy, content, and discontent
|
||
|
citizens in the cities that make up your civlization. As we've seen, the
|
||
|
attitude of of your population can directly and dramatically affect your
|
||
|
overall civilization score, so it's wise to check with this advisor on a
|
||
|
regular basis. The advisor's report includes a glimpse of each of your
|
||
|
cities, its population, and any city improvements that have a direct
|
||
|
bearing on the population's attitude. An overall snapshot of your
|
||
|
civilization's attitude is also provided. This report offers quick insight
|
||
|
into those cities where a change in production of city improvements may be
|
||
|
needed to return a portion of the population to tranquility.
|
||
|
But don't worry - if you don't check with your attitude advisor, your
|
||
|
population will let you know, in no uncertain terms, when it's growing
|
||
|
discontent. Remember, a happy population is a successful population, able
|
||
|
to produce more, able to grow, eager to expand.
|
||
|
|
||
|
> Trade Advisor: The economic nature of Civilization cannot be
|
||
|
overstressed. Wars may be won on the battlefield, but they're
|
||
|
paid for by the treasury, marketplaces, and banks of your cities.
|
||
|
|
||
|
The Trade Advisor's report is straightforward, broken out by cities.
|
||
|
You are shown the percentage of each city's revenues
|
||
|
|
||
|
======================================================================= 23
|
||
|
|
||
|
|
||
|
devoted to taxes, scientific research, and luxuries, as well as specific
|
||
|
amounts for these percentages.
|
||
|
|
||
|
Additional information provided by this advisor includes the city
|
||
|
improvements you possess and their cost for maintenance each turn. You
|
||
|
also get a picture of the next technological leap being pursued by your
|
||
|
scientists and the number of turns waiting until it is achieved.
|
||
|
|
||
|
> Science Advisor: Here you will see which scientific advances your
|
||
|
civilization has achieved, and how you are progessing toward the
|
||
|
next great leap forward.
|
||
|
|
||
|
WORLD REPORTS: These reports are your best guides to what's going on
|
||
|
in the rest of the world, even those parts you have not yet explored, and
|
||
|
those civilizations you have not yet contacted.
|
||
|
There are several world reports:
|
||
|
Wonders of the World: Civilization contains 21 Wonders that can be
|
||
|
built by individual civilizations, although only 7 Wonders are available
|
||
|
in each of the game's three historical epochs: Ancients,
|
||
|
Medieval/Renaissance, Modern. The Wonders report in-
|
||
|
|
||
|
======================================================================= 24
|
||
|
|
||
|
|
||
|
forms you of which Wonders have been built, by which civilization, and in
|
||
|
which city. This can be helpful in obtaining information about
|
||
|
civilizations as yet unkown to you.
|
||
|
Remember that if you capture a city containing a Wonder, you take
|
||
|
possession of that Wonder and reap its benefits. Target cities holding
|
||
|
Wonders for conquest.
|
||
|
Top Five Cities: Just what it says it is. You see a list of the
|
||
|
world's leading cities, with rankings based on the number of happy and
|
||
|
content citizens as well as the presence of Wonders. Here's an opportunity
|
||
|
to get a real edge on the game by discovering the existence of great
|
||
|
cities and civilizations of which you may as yet have absoltely no
|
||
|
knowledge. This information can help you target your exploration by
|
||
|
remaining on the laert for evidence of civilizations you've learned about
|
||
|
from the Top Cities report. When you find those civilizations, seek out
|
||
|
the cities that place in the Top 5 and, if you can, capture them.
|
||
|
Civilization Score: An overview of your current score based on
|
||
|
measurements similar to those used to determine your final score.
|
||
|
Additional factors taken into account here include points awarded for each
|
||
|
turn of world peace.
|
||
|
World Map: The entire known world, available to you at a glance.
|
||
|
Space Ships: Visual reports on the construction of interstellar craft
|
||
|
by the various civilizations engaged in the game. You get a picture of the
|
||
|
craft under construction, which will, in turn, give you a sense of how
|
||
|
close your opponents are to launching their starship on its voyage of
|
||
|
colonization. If they're a lot closer than you, you might have to use
|
||
|
military force to try to slow their progress.
|
||
|
You can, be they way, bring enemy starship production to a complete
|
||
|
halt by capturing the capital city of the civilization building teh
|
||
|
starship.
|
||
|
|
||
|
======================================================================= 25
|
||
|
|
||
|
|
||
|
As you move deeper into the Civilization end game, you may find
|
||
|
yourself referring to the Space Ship Report with increasing frequency.
|
||
|
(It's also one of the game's most attractive screens.)
|
||
|
Demographics: Ranks your civilization's population in relation to the
|
||
|
populations of the other civilizations in the game. A detailed report, it
|
||
|
includes information on more than a dozen areas:
|
||
|
|
||
|
Approval Rating Population
|
||
|
Size Gross National Product
|
||
|
Manufactured Goods Land Area
|
||
|
Literacy Disease
|
||
|
Pollution Life Expectancy
|
||
|
Family Size Military Service
|
||
|
Annual Income Productivity
|
||
|
|
||
|
As you can see, this list encompasses many of the most important
|
||
|
aspects of real civilization, as well as Sid Meier's Civilization. It's a
|
||
|
good source of information about your opponents and yourself.
|
||
|
Civilopedia: One of the true Wonders of the Ineteractive Entertainment
|
||
|
World, Civilization's Civilopedia is nothing less than an on-line
|
||
|
encyclopedia containing information about virtually every aspect of the
|
||
|
game, its features and units.
|
||
|
The Civiliopedia shoudl become almost as familiar to you as the main
|
||
|
map display itself. The wise player will take the time to investigate the
|
||
|
information held in The Civilopedia, discovering the background and
|
||
|
context of the elements of the game. From The Civilopedia, for example,
|
||
|
you can derive in just a few keystroked or mouse-clicks the defensive
|
||
|
values of different types of terrain, the attack values of military units,
|
||
|
the benefits that accrue upon completion of a Wonder of the World, and so
|
||
|
on. There are many dozens of entries in The Civilopedia, and many
|
||
|
thousands of words.
|
||
|
You will be hard-pressed to exhaust its wealth. Even experienced
|
||
|
master players will find themselves referring to The Civilopedia with some
|
||
|
frequency.
|
||
|
|
||
|
======================================================================= 26
|
||
|
|
||
|
|
||
|
(Another element of The Civilopedia worth noting is the insight it
|
||
|
offers into designers Sid Meier and Bruce Shelley's notions of
|
||
|
civilization evolution. In addition to information specific to the game
|
||
|
itself, some of The Civilopedia entries contain historical asides placing
|
||
|
Civilization elements into the context of real human history. Reading
|
||
|
these entries with care can give you a glimpse into the game designer's
|
||
|
minds, which could, in turn, help you decide how to resolve difficult
|
||
|
situations.)
|
||
|
As we've seen, the items, options, and operations hidden behind
|
||
|
Civilization's menu bar are as rich and varied as the game itself. You
|
||
|
will come to count on the information they can provide to help you make
|
||
|
decisions affecting the course of your civilization. But you will also
|
||
|
learn to trust your own instincts, guided and informed by the resources
|
||
|
available to you but not enslaved to them.
|
||
|
|
||
|
WORLD WINDOW
|
||
|
|
||
|
In the upper left corner of the main screen, immediately below the menu
|
||
|
bar, is a miniature map of the known world. Here you can see at a glance
|
||
|
how much of the great dark unknown you have revealed. This window is
|
||
|
helpful in a number of ways.
|
||
|
First, the world window gives you a constant referment for your
|
||
|
voyages of discovery and exploration. You can see the trails blazed and
|
||
|
ocean routes opened by your explorers, get a sense of the boundries of
|
||
|
continents and the size of islands. Additionally, the window shows the
|
||
|
location of cities around the world, helping you plan trade and military
|
||
|
routes.
|
||
|
The active area on the main map screen is outlined on the worldmap.
|
||
|
Using your mouse and pointer, you can zoom around the small worldmap,
|
||
|
bringing distant areas into view quickly; when you click on an area in the
|
||
|
worldmap, that becomes the area displayed on the main map screen. To
|
||
|
return to yoru active unit on the main map screen, simply press the
|
||
|
"center active unit" hot key.
|
||
|
|
||
|
======================================================================= 27
|
||
|
|
||
|
|
||
|
Finally, the worldmap window serves as a spur. It reminds you constantly
|
||
|
of the great unexplored areas of the globe. Just as constantly, it shows
|
||
|
you how far you've come, how much of the world you've already uncovered.
|
||
|
|
||
|
PALACE WINDOW
|
||
|
|
||
|
Because you're a fine and noble leader, your people feel you should live
|
||
|
in a fine and noble palace.From time to time in the game, they will reward
|
||
|
your majesty with an addition to your palace. You have a choice of several
|
||
|
styles of architecture, and as the game progresses the architectural
|
||
|
flourishes available to you become more grandiose. A miniature version of
|
||
|
your palace - whose construction takes place full screen, during cutaways
|
||
|
from gameplay - is located just below the worldmap window. Again, we have
|
||
|
a feature that reminds you, at a glance, of the progress you're making -
|
||
|
or are failing to make. If your palace hasn't been improved in a century
|
||
|
or more, you might want to look closely at what sort of leadership you're
|
||
|
providing your people.
|
||
|
|
||
|
STATUS WINDOW
|
||
|
|
||
|
Below the palace window you'll find several information resources that
|
||
|
pertain directly yo the progress of the game. Attend these sources with
|
||
|
care: Careful monitoring of them can make you alert to impending danger or
|
||
|
looming doom.
|
||
|
The first bit of information found here is the population of your
|
||
|
civilization. Watch this figure over several turns. Is your population
|
||
|
increasing at a steady and manageable rate? Are you stagnating, achieving
|
||
|
little growth? Or are you experiencing a population explosion that will
|
||
|
soon cause your resources to be strained to the breaking point?
|
||
|
Next comes the date at the time of this particular turn. Games begin
|
||
|
in 4000 BC, unless you've changed the date during setup. Develop the habit
|
||
|
of glancing at the date and measuring your
|
||
|
|
||
|
======================================================================= 28
|
||
|
|
||
|
|
||
|
progress against the passage of time. If you've reached the modern age
|
||
|
without moving far beyond primitive technology, you may be doing
|
||
|
something - or a lot of things! - wrong.
|
||
|
Finally you will find in this wimdow the size of your treasury, as
|
||
|
well as the percentages of revenue you've assigned to luxuries, taxes, and
|
||
|
scientific inquiry. Each of these is vital to the vibrancy of your
|
||
|
civilization, but each consumes resources you might need elsewhere.
|
||
|
Watch your treasury figure. As your civilization grows, so do its
|
||
|
needs and the cost of maintaining its infrastructure and citizenry. If you
|
||
|
detect a precipitous drop in the size of your revenue, or even a slight
|
||
|
but steady decline over several turns, it's time for you to put in some
|
||
|
hard work on your civilization's economic resources.
|
||
|
One item is not in this window at the beginning of the game. And if
|
||
|
you and your opponents play a completely enviornmentally benign game, it
|
||
|
may never appear. (That's unlikely: Advancing civilizations naturally
|
||
|
despoil the natural world. It may not be inevitable, but it's certainly
|
||
|
been unavoidable in human history. Perhaps our generation will be the one
|
||
|
to change this. If not, ours may be the last generation.)
|
||
|
The item is a Sun symbol, and its color informs you of the degree of
|
||
|
global warming your world is experiencing as a result of industrial and
|
||
|
other pollution. The first appearance of a Sun symbol is an immediate
|
||
|
warning that your world is in danger of a rapid warmup whose results could
|
||
|
be catastrophic. Icecaps will melt, oceans rise, coastal terrain squares
|
||
|
may flood. Upon its first appearance the Sun is red, but unless steps are
|
||
|
taken to reduce pollution, the Sun will gradually grow brighter, moving
|
||
|
through shades of yellow until it becomes pure white. When the Sun reaches
|
||
|
the purest level of white, the catastrophic affects of warming are
|
||
|
unleashed.
|
||
|
Should the Sun come out in the course of the game you should immediately
|
||
|
seek to clean up any pollution for which your
|
||
|
|
||
|
======================================================================= 29
|
||
|
|
||
|
|
||
|
civilization is responsible. Give thought to dismantling some of your
|
||
|
industrial output and reducing pollution that way. If you are close to
|
||
|
other civilizations whose cities are pumping pollutants into the air, you
|
||
|
might consider a quick military campaign in hopes of destroying the worst
|
||
|
of the polluting cities. But be quick: Once your world is launched on a
|
||
|
route toward global warming, it's very hard to change course.
|
||
|
|
||
|
UNIT REPORT
|
||
|
|
||
|
Below the status report on the right of the main map screen, you'll find
|
||
|
information about the currently active unit. Reading down the list you
|
||
|
will discover its nationality (which you should already know: The active
|
||
|
unit belongs to your civilization) the particular type of unit, whether or
|
||
|
not it was produced in a barracks (veteran units are produced by cities
|
||
|
possessing barracks improvements), the number of squares of movement
|
||
|
remaining to the unit this turn, its home city, and the type of terrain
|
||
|
beneath the unit.
|
||
|
If the unit is carrying other units (a ship, most typically, carries
|
||
|
other units) or is stacked above other units, those units are displayed as
|
||
|
icons in the bottom portion of this report.
|
||
|
|
||
|
======================================================================= 30
|
||
|
|
||
|
|
||
|
CITY SCREEN
|
||
|
|
||
|
Second only to the main map screen is the closeup city screen that
|
||
|
provides you with information about and management control of the
|
||
|
functions of each city. This screen is made available to you each time a
|
||
|
city completes production of a unit, city improvement, or Wonder. You can
|
||
|
also open the screen for each city simply by clicking on that city's
|
||
|
square on the main map.
|
||
|
Information and control functions within the city screen take several
|
||
|
forms:
|
||
|
|
||
|
|
||
|
CITY MAP
|
||
|
|
||
|
Central to the city screen is a map of the city and the squares surronding
|
||
|
it. Symbolic representations tell you the purpose to which each developed
|
||
|
map square is assigned, whether agriculture, mining, or other purposes.
|
||
|
You can use this screen to reassign population units to different types of
|
||
|
work in order to improve the mix of resources and labor your city enjoys.
|
||
|
|
||
|
======================================================================= 31
|
||
|
|
||
|
|
||
|
POPULATION
|
||
|
|
||
|
In the upper left corner of the city screen you will find a symbolic
|
||
|
representation of the city's population. Each of the individuals depicted
|
||
|
here represents a single population point. The nature of the individual
|
||
|
figures tells you much about the nature of the city in question.
|
||
|
Sid Meier's Civilization divides city population into two main
|
||
|
categories: workers and elite citizens. Workers are the backbone of your
|
||
|
population, the salt, as it were, of your earth. Their mood - the
|
||
|
confidence your population has in your leadership - is reflected in their
|
||
|
demeanor. Citizens can be happy, merely content, or discontent, and their
|
||
|
attitude is reflected in their appearance in the city's population
|
||
|
display. If the number of discontent citizens grow larger than the number
|
||
|
of happy citizens, the city enters a state of disorder during which
|
||
|
production comes to a halt.
|
||
|
Elite citizens are the best and the brightest, able to bring to your
|
||
|
city certain advantages, but at a cost. You create elite citizens, but in
|
||
|
doing so you must srrender a portion of the city's production.
|
||
|
There are three types of elite citizens, cleverly represented with
|
||
|
symbolic icons. Elvis represents the luxurious side of life; creating an
|
||
|
elite Elvis increases the amount of trade income and luxury goods
|
||
|
available to your citizens, thus raising their level of contentment. The
|
||
|
Taxman is the most ubiquitous of civilization managers, the bureaucrat.
|
||
|
Creating a taxman raises your city's level of efficency and improves the
|
||
|
accural of tax revenues. The final elite citizen is represented by an
|
||
|
Einstein icon. Creating an Einstein increases the city's level of
|
||
|
research, aiding in speedig the development of civilization advances.
|
||
|
Remember that the creation of an elite citizen removes production
|
||
|
resources from the city. You are most well off if you can wait to create
|
||
|
elite citizens until the city has a solid surplus of food.
|
||
|
|
||
|
======================================================================= 32
|
||
|
|
||
|
|
||
|
It's tempting to rely on the Elvis elite to lift your city of disorder
|
||
|
if the number of discontents exceeds the number of happy citizens. Be wary
|
||
|
of overdependence on Elvis! (Just as Elvis himself should have been wary
|
||
|
of overdependence on cheeseburgers and other addictive substances.)
|
||
|
Seriously, a city that has fallen into disorder is a city that has one or
|
||
|
more serious deficencies at its heart. Look to solve those deficiencies
|
||
|
rather than simply "Elvising" your way around them. Buying your citizens
|
||
|
bread and circuses in the form of an Elvis is a temporary solution to
|
||
|
discontent, but no more than that.
|
||
|
|
||
|
|
||
|
CITY IMPROVEMENTS WINDOW
|
||
|
|
||
|
In the upper right corner of the main city screen, you will find a list of
|
||
|
the improvements you've added to that city. At first there will ve very
|
||
|
few improvements. (The first city you create will be the capitol of your
|
||
|
civilization, so it will possess from the beggining a palace. You can move
|
||
|
the capitol by commissioning the construction of a new palace in another
|
||
|
city. This can be helpful if your starting city seems likely to fall to
|
||
|
the forces of an enemy civilization.)
|
||
|
As the game progresses, your list of city improvements will naturally
|
||
|
grow. The list will also include any Wonders of the World that you have
|
||
|
built in the city in question. This is a good spot to check at a glance
|
||
|
and see if you are successfully balancing the infrastructure needs of your
|
||
|
city. Do you have an effective mix of different types of city
|
||
|
improvements? Are you leaning too heavily on the mercantile side of
|
||
|
advances? Have you attended well enough to your population's spiritual
|
||
|
needs by building temples? What about the intellectual side of society?
|
||
|
Does your window show city improvements such as libraries? Keep an eye on
|
||
|
your roster of city improvements.
|
||
|
Should you find yourself in serious economic difficulty, you may want
|
||
|
to consider selling some of your city improvements for
|
||
|
|
||
|
======================================================================= 33
|
||
|
|
||
|
cash. You can sell Wonders of the World as well, provided the benefits
|
||
|
they provide have not been superseded by technological advances
|
||
|
achieved by your own or other civilizations. Give careful
|
||
|
consideration to selling your city improvements. They were constructed
|
||
|
at great cost in turns of effort and can be replaced only by repeating
|
||
|
that effort. (Or by purchasing them anew, as we shall see below; but
|
||
|
if you can afford to buy an improvment, you probably don't need to
|
||
|
sell one.) Selling improvements that your population depends upon is a
|
||
|
good way to mortgage your own future and limit growth not only for
|
||
|
your city but also of your civilization.
|
||
|
|
||
|
|
||
|
PRODUCTION WINDOW
|
||
|
|
||
|
Immediately below the improvements list on the right side of the city
|
||
|
screen is that city's production box. Here you see what unit,
|
||
|
improvement, or Wonder is currently under constrcution, as well as the
|
||
|
production progress you're making toward completeing the item.
|
||
|
Progress is measured in surplus resource units, which are stored in
|
||
|
the production box until the price of the desired unit is achieved.
|
||
|
This is perhaps the key section of the city screen. Here you make
|
||
|
the decisions that determine the makeup of the city, and the forces it
|
||
|
can dispatch to other locations. Clicking on the "change button" at
|
||
|
the top of the production window takes you to a menu of available
|
||
|
units, improvements, and Wonders. This list will evolve as the game
|
||
|
progresses and civilization advances are achieved. Some items will
|
||
|
disappear as they are superseded by more advanced technologies, while
|
||
|
others will be added to the list. Select from the list the item you
|
||
|
wish to produce, and its icon appears above the production box.
|
||
|
You can change the city's production at any time before an item's
|
||
|
completion with no loss of accured resources. This can be a very
|
||
|
effective advantage if you find yourself in quick need of a military
|
||
|
unit from a city that has stacked up a fair amount of
|
||
|
|
||
|
======================================================================= 34
|
||
|
|
||
|
resources toward an improvement, for example. If, however, you have a
|
||
|
greater number of resources than the desired unit requires, the
|
||
|
surplus is eliminated and the production box emptied.
|
||
|
If you are creating a Wonder of the World and another civilization
|
||
|
completes that Wonder first, you are taken to the appropriate city's
|
||
|
production screen and prompted to reassign production to another unit,
|
||
|
improvement, or Wonder. Only one of each type of Wonder is available;
|
||
|
that's why they're called Wonders.
|
||
|
|
||
|
|
||
|
INFORMATION WINDOW
|
||
|
|
||
|
This portion of the city screen provides you with valuable information
|
||
|
and insights into teh nature of the city. At a glance, and via a
|
||
|
series of mouse clicks you can see the defensive advantages or
|
||
|
vulnerabilities the city possesses, the trade routes it enjoys and teh
|
||
|
amount of revenue they generate, the location of the city - and its
|
||
|
tradinf partners - on a worldmap, and even a fairly idyllic artistic
|
||
|
portrait of the city which will show you the evolution of its
|
||
|
architecture over the passing centuries.
|
||
|
As your civilization grows beyond primitive technology and into
|
||
|
the gaes of industry and widespread exploitation of resources and the
|
||
|
enviornment, your city's information window will show the city's
|
||
|
potential for polluting the landscape aound it; this potential is
|
||
|
displayed in the form of industrial smokestacks, each of which
|
||
|
increases the chances for pollution by one percentage point.
|
||
|
The status of defensive military units is indicated by their
|
||
|
representation: Shaded units are on sentry duty, while those encased
|
||
|
in a dark border are fortified. By clicking on the defensive units you
|
||
|
can relieve them from sentry or fortification duty and return them to
|
||
|
active status; further orders can be issued to those units upon your
|
||
|
return to the main map screen.
|
||
|
Use the information in this window to keep tabs on a city's
|
||
|
defensive posture. You would be wise to check the defenses of cities
|
||
|
close to battlefronts frequently. Coordianting defensive
|
||
|
|
||
|
======================================================================= 35
|
||
|
|
||
|
forces and production or dispatch of military units from other cities
|
||
|
can spell the difference between a city's ability to withstand siege
|
||
|
and dooming it to fall under enemy domination.
|
||
|
|
||
|
|
||
|
FOOD STORAGE WINDOW
|
||
|
|
||
|
Populations must be fed. A wise ruler is one who produces more food
|
||
|
than his city's citizens can consume in a single turn. Only by storing
|
||
|
food above and beyond your immediate needs will a city truly be able
|
||
|
to grow beyond its early stages. When your stored food completely
|
||
|
fills the food storage window, your population grows, emptying the
|
||
|
storage area to begin the process of storage and growth anew.
|
||
|
The food storage window, in the lower left corner of the city
|
||
|
screen, gives you a picture of your city's food resources and tells
|
||
|
you whether they exceed the population's appetite. Surplus food is
|
||
|
indicated by icons placed below a dividing line in the window itself.
|
||
|
The nature of the food storage window changes as your civilization
|
||
|
achieves pottery, which makes possible the construction of granaries
|
||
|
for the stotage of surplus food. Once you've built a granary, you lose
|
||
|
only half your stored food when your population grows.
|
||
|
|
||
|
|
||
|
REMOTE UNITS WINDOW
|
||
|
|
||
|
Immediately above the food storage window, on the right side of the
|
||
|
city screen, you'll find a picture of the remote units the city is
|
||
|
supporting, as well as a representation of the costs of supporting
|
||
|
those units. These units may be those actually produced by the city at
|
||
|
hand, or those which have been reassigned to this city for support. It
|
||
|
costs resources to maintain units away from home, and that cost is
|
||
|
directly deducted from yoru resources. Should you lack the rsources
|
||
|
needed to support remote units, those units disappear from the world.
|
||
|
Likewise, if a city if supporting remote units is captured or
|
||
|
destroyed, those units are taken out of play. Bear in
|
||
|
|
||
|
======================================================================= 36
|
||
|
|
||
|
mind that should you change your type of government to either
|
||
|
democracy or republic, maintaining remote units results in an increase
|
||
|
in domestic discontent.
|
||
|
|
||
|
|
||
|
CITY RESOURCES WINDOW
|
||
|
|
||
|
How is your city doing in regards to food, resources, trade, and
|
||
|
luxuries? It is contributing to the development of new technologies
|
||
|
and civilization advances? How much corruption is present in the city?
|
||
|
What are its tax revenues? This window serves to answer your
|
||
|
questions.
|
||
|
The first line of information is comprised of grain symbols,
|
||
|
representing the city's food production. Each population point needs
|
||
|
two food units per turn. A break in the line of grain symbols
|
||
|
indicates that the city is producing surplus food, with the excess
|
||
|
symbols placed to thr right of the break. Should you see blackened
|
||
|
grain symbols, be aware that they indicate agricultural shortfalls:
|
||
|
You're not producing sufficent food to feed the city's population.
|
||
|
Next comes the city's resources, represented by small shields. Again,
|
||
|
a break in the line inducates the presence of surplus; blackened
|
||
|
shields indicate that you're consuming more rsources than you produce.
|
||
|
Let the shortage or resources grow too large and you will start losing
|
||
|
units of city improvements as a result of being unable to support
|
||
|
them.
|
||
|
The third line of symbols represents your city's trade revenues,
|
||
|
which are generated by dispatching caravans to distant cities or by
|
||
|
developing special resources such as gold or gems that lie within your
|
||
|
city's sphere of influence. As with the other representations in this
|
||
|
section of the city screen, surplus trade revenue is placed to the
|
||
|
right of a break. Farther to the right will appear blackened symbols,
|
||
|
indiacting the amount of trade you lose to corruption. The farther
|
||
|
your city is loactecd from teh capitol, the greater a problem of
|
||
|
corruption becomes. Building a courthouse improvement can help reduce
|
||
|
corruption.
|
||
|
|
||
|
======================================================================= 37
|
||
|
|
||
|
Your city's trade and revenues flow in three directions, which are
|
||
|
represented on the next line of information. Luzuries, taxes, and
|
||
|
scientific research are the three categories, depicted here as
|
||
|
diamonds, coins, and light bulbs. You can vary the percentage of
|
||
|
revenues assigned to each category and, as a result, the symbolic
|
||
|
representation will change. Creating elite citizens also affects these
|
||
|
categories. Create an Einstein, for example, and the number of light
|
||
|
bulbs displayed will increase.
|
||
|
Between the main map screen and the individual city screens, you
|
||
|
have the tools needed to enter the world of Sid Meier's Civilization.
|
||
|
A word should be said here about the care and thought that have gone
|
||
|
into the design and execution of these screens.
|
||
|
You should be hard-pressed to find a deeper and more resource and
|
||
|
information-filled game than Sid Meier's Civilization. Yet at every
|
||
|
step of the game, Meier has endeavored - and generally succdeded to
|
||
|
simplify the manipulation of units, make easily accessible vast
|
||
|
amounts of crucial information (usually in clear symbolic formats),
|
||
|
and ensure that your time is spent playing the game, not trying to
|
||
|
remember arcane and arbitrary command structures. The design of this
|
||
|
game is absoluetly masterful.
|
||
|
Play around with teh various elements during your first few turns
|
||
|
at begginer level. Relax and let the game itself guide you. (But don't
|
||
|
feel too bound to follow the advice screens that are available to new
|
||
|
players: This advice is general and not necessarily the best approach
|
||
|
to each situation; certainly the advice screens don't represent the
|
||
|
only approach to solving a particular problem.)
|
||
|
Those first few turns - indeed, the first couple of games you play
|
||
|
- should be underatken for gaining familiaity with the game, rather
|
||
|
than the immediate thrill of winning. This is a game that grows with
|
||
|
you as well as on you, and you are unlikely to win your first time
|
||
|
out. You will, however, be gaining skills taht will make you a better
|
||
|
player the next time around.
|
||
|
|
||
|
======================================================================= 38
|
||
|
|
||
|
AND IF YOU LOSE...
|
||
|
|
||
|
You can learn a lot from losing the game, although there's no question
|
||
|
that it won't be as much fun as winning.
|
||
|
Aftr ethe destruction of your civilization, there are several
|
||
|
information screens that will repay study. First is a graph showing
|
||
|
the rise and decline of all teh civilizations in the game. Here you
|
||
|
can see, depicted over the span of time the game encompassed, the rise
|
||
|
and ultimate demise of your own civilzation in relation to those of
|
||
|
your opponents. Take a few moments with the graph. Focus your
|
||
|
attention on the point in history at which other civilizations burst
|
||
|
ahead of you in development, laying the groundwork for your eventual
|
||
|
downfall. From teh graph, you can get a good pcture of the point at
|
||
|
which the tides of Civilization turned against you. Hindsight may make
|
||
|
you a btter player next time.
|
||
|
Next is a horizontal graph showing the wars in which you've been
|
||
|
involved. This gives a sense of the length of time those wars spanned,
|
||
|
as well as the number of different adversaries you engaged or were
|
||
|
engaged by. Considering the fact that you lost the game, you might
|
||
|
examine this graph with an eye toward whether or not your civilization
|
||
|
was too militaristic. Perhaps you should have done more negotiating,
|
||
|
less warmaking.
|
||
|
Finally comes the most instructive of all the post-game
|
||
|
information resources. This is the replay, in symbolic form, of the
|
||
|
entire course of the game. Here you can see cities created, empires
|
||
|
spread and recede, and get a real sense of what you were up aainst, and
|
||
|
what finally defeated you.
|
||
|
The object of the game, though, is not to lose, and in the next
|
||
|
few chapters we'll look closely at some strategies that can increase
|
||
|
your chances of emerging victorious.
|
||
|
|
||
|
======================================================================= 39
|
||
|
|
||
|
Chapter 4
|
||
|
---------
|
||
|
CRUDE HUTS AND ROUGH IMPLEMETS
|
||
|
|
||
|
|
||
|
Critical mass has been achieved. Whether through inspiration,
|
||
|
circumstance, or sheer accident, hunter/gatherers have reached the
|
||
|
point where they're ready to put down roots, build cities, develop
|
||
|
agriculture. Pre-history is on the brink of becoming a thing of the
|
||
|
past. It's time to start building your civilization.
|
||
|
You don't start with much. As noted, Civilization takes as its
|
||
|
premise the creation of a world-striding culture from teh ground up.
|
||
|
And ground is pretty much what the game gives you in the beggining.
|
||
|
Starting with a single band of settlers, your challenge is to
|
||
|
establish a city, ensure its security, feed its inhabitants, and lay a
|
||
|
foundation for growth and exploration. You are ignorant of the nature
|
||
|
of the world: You can see but a single square of land. All else is
|
||
|
hidden by darkness, unknown territory. Where, then, should you locate
|
||
|
your civilization?
|
||
|
Site selection is crucial: A successful city must have natural
|
||
|
resources to draw upong for agricultural and industrial growth. At the
|
||
|
same time, especially at the upper levels of the game , you can't
|
||
|
afford to spend too many turns looking for just the right spot. Your
|
||
|
initial band of settlers is vulnerable to attack from other civiliza-
|
||
|
|
||
|
======================================================================= 43
|
||
|
|
||
|
tions and from barbarians. At lower levels of the game you should
|
||
|
establish your first city within half a dozen turns, more quickly if
|
||
|
possible.
|
||
|
If playing at Warlord level or above, it's advisable to establish
|
||
|
your first city on your first turn, no matter what the nature of your
|
||
|
location. At higher levels, your opponents develop more rapidly than
|
||
|
you, and you cannot afford to lose time to them.
|
||
|
|
||
|
|
||
|
DECISIONS, DECISIONS
|
||
|
|
||
|
The thing about civilizations is that they demand decisions. When you
|
||
|
create your first city, you alos face your first choices: What areas
|
||
|
of knowledge will your wise men pursue, and what pieces will your city
|
||
|
produce?
|
||
|
From the very first turn, your civilization is climbing a tree of
|
||
|
knowledge. Each branch makes other, higher branches available, but
|
||
|
each also cuts you off, at least temporarily, from other branches.
|
||
|
|
||
|
======================================================================= 44
|
||
|
|
||
|
Because Civilization is a game of conflict, it's vital that your
|
||
|
citizens be able to defend themselves against attack, and, if you
|
||
|
choose, be able to mount offensives of their own. To that end, a good
|
||
|
first pursuit for your wise ones is knowledge aimed at military ends.
|
||
|
A successful foundation can be built by pursuing bronze-working first:
|
||
|
This gives you the ability to create phalanx, a better armed defensive
|
||
|
force to protect your cities, followed by iron-working, which gives
|
||
|
your legions a strong offensive unit.
|
||
|
Mobility is equally important, and among your early advances, you
|
||
|
should pursue horseback riding and the wheel. These make possible
|
||
|
cavalry units (horseback riding) and chariots (the wheel) which move
|
||
|
farther - two squares of even terrain per turn - than units on foot.
|
||
|
Don't neglect the abstract side of knowledge: It yields practical
|
||
|
results. Civilization's world is vast and must be explored. A case can
|
||
|
be made for first pursuing the alphabet, which lays the groundwork for
|
||
|
mapmaking which, in turn, lets you create triermes, eary ships for
|
||
|
exploring the boundries of your world. An alphabetical foundation
|
||
|
lends othe benefits as well: The basis is laid for literacy, from
|
||
|
which your civilization can derive a host of other advantages.
|
||
|
Experiment. Civilizations are supple: There is no one infallible
|
||
|
pathway to success.
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
The earliest units you acquire
|
||
|
should be selected for defensive,
|
||
|
offensive, and mobility factors.
|
||
|
Defend your home city first, but
|
||
|
use your more mobile units to
|
||
|
open up the frontier.
|
||
|
---------------------------------
|
||
|
|
||
|
======================================================================= 45
|
||
|
|
||
|
LOCAL QUESTIONS
|
||
|
|
||
|
To some extent, terrain and location can help you decide which
|
||
|
pathways to pursue. All that darkness surronding your initial band of
|
||
|
settlers must be penetrated. The more quickly you get your bearings
|
||
|
and explore the world your world, the more likely you are to know
|
||
|
where the challenges will come from and what form they are liable to
|
||
|
take.
|
||
|
For that reason, it's wise to make yourself as mobile as possible
|
||
|
as early is the game as possible. The extra square of mobility offered
|
||
|
by cavalry and chariots is vital for rapid exploration of the plot of
|
||
|
land on which your civilization is planted. Civilization deposits you
|
||
|
on an island or a continent, and either location can affect your game.
|
||
|
If you're on an island, you need to pursue a shipbuilding course,
|
||
|
enabling you to dispatch ships in search of other islands or
|
||
|
continents you can settle.
|
||
|
If you're located on a continent, shipbuilding can probably wait a
|
||
|
while. You'll likely find yourself sharing continental space with at
|
||
|
least one other civilization, possibly with several. Ship-
|
||
|
|
||
|
======================================================================= 46
|
||
|
|
||
|
building in such a situation can wait until you've better secured your
|
||
|
position on your homeland.
|
||
|
Either way, cavalry or chariots will help you explore your native
|
||
|
turf more efficiently than footsoldiers.
|
||
|
Even as you ponder these and other decisions, the other
|
||
|
civilizations of the world are making progress, building cities,
|
||
|
gathering armies, acquiring technologies. Sooner or later, you will
|
||
|
encounter them. The decisions you make at the start of the game will
|
||
|
help determine the nature of the game's conclusion.
|
||
|
Once established, the city must be secured. The first piece to
|
||
|
create is a militia. Taking just a handful of turns, that militia
|
||
|
force will help defend your city against attack.
|
||
|
The dark screen surronding your city beckons: This is a world to
|
||
|
be explored and conquered! Don't yield too quickly or too completely
|
||
|
to that temptation, however. The world is filled with adversaries and
|
||
|
barbarians, and your city, in its early stages, is woefully
|
||
|
susceptible to their force. Keep your first militia safely within your
|
||
|
city, fortifying the unit to withstand enemy attack.
|
||
|
A good general rule is to follow the production of that first
|
||
|
militia unit with the production of a couple more in quick succession.
|
||
|
With these, you can begin to explore your island, further fortify your
|
||
|
city, or establish pickets to alert you to approaching enemies.
|
||
|
With at least one militia unit fortified within your city, and
|
||
|
another one or two on missions of exploration, it's time to vary the
|
||
|
city's production.
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Your first two militia - or other
|
||
|
military - units should be used
|
||
|
to defend your city. Fortify the
|
||
|
units. Don't forget to replace
|
||
|
them with more capable defenders
|
||
|
as new technologies and units
|
||
|
become available.
|
||
|
---------------------------------
|
||
|
|
||
|
======================================================================= 47
|
||
|
|
||
|
By this point, you have likely achieved one or two civilization
|
||
|
advances. It's time to begin taking advantage of them. If your wise
|
||
|
people have delivered bronze-working, shift your production to
|
||
|
phalanxes for a few turns. A phalanx offers a better defensive factor
|
||
|
within your city, so leave at least one there, fortified. With a
|
||
|
phalanx in place, you can free your militia to move outward, extending
|
||
|
the periphery of your pickets and further exploring your island or
|
||
|
continent.
|
||
|
Perhaps you have pursued the alphabet and mapmaking rather than
|
||
|
metals. In that case, you can produce your first trireme and send it
|
||
|
forth on a voyage of exploration in search of other islands and
|
||
|
continents. The world is beggining to yield its secrets to your
|
||
|
civilization.
|
||
|
|
||
|
|
||
|
LAY OF THE LAND
|
||
|
|
||
|
As you fare forth from your starting point, revealing terrain squares
|
||
|
as you go, keep an eye peeled for easily exploited resources. Some of
|
||
|
these squares will be available for immediate exploitation by your
|
||
|
home city. Others must await the creation of new cities closer to
|
||
|
their location. As you place your cities, bear in mind that some
|
||
|
squares will never, because of their location, be available for
|
||
|
production, although they may be developed for other purposes, such as
|
||
|
brining water to available squares.
|
||
|
Certain types of terrain are more beneficial to your cities than
|
||
|
others. Look to locate your cities in spots that offer easy and
|
||
|
worthwhile exploitation of resources. The easiest squares to exploit
|
||
|
are those whose resources are immediately apparent:
|
||
|
|
||
|
======================================================================= 48
|
||
|
|
||
|
> Rivers were where the first real civilizations sprang up. As in
|
||
|
earth's history, the rivers in Civilization offer plentiful
|
||
|
water for irrigation, and productive soil for agriculture.
|
||
|
> Grassland squares are agriculturally bountiful; irrigate these
|
||
|
squares and your breadbox will overflow.
|
||
|
> Hills can be mined for minerals.
|
||
|
> Mountains can also be mined but are more effective as a
|
||
|
defensive resource behind which you can build a city. Remember
|
||
|
the Swiss!
|
||
|
> Plains squares have good - but not great - resources of timber
|
||
|
and other materials and can be irrigated to increase their
|
||
|
agricultural potential.
|
||
|
> Terrain squares can be modified to increase their productivity.
|
||
|
Some squares you may wish to alter include:
|
||
|
> Forest squares are good sources of wood and other resources,
|
||
|
but can be converted into plains.
|
||
|
> Jungle and Swap squares can be made into grasslands or
|
||
|
forest squares.
|
||
|
> Grassland can be converted into forest.
|
||
|
|
||
|
======================================================================= 49
|
||
|
|
||
|
Some squares possess increased yields of valuable resources,
|
||
|
indicated by a special symbol in the square:
|
||
|
If you see fish, for example, in an ocean square, you know that
|
||
|
square will yield increased food production. The same is true for
|
||
|
forest and even tundra squares that hold a wildlife symbol. The
|
||
|
presence of horses on a plains square indicates that the square will
|
||
|
generate higher resource levels than one lacking horses.
|
||
|
Extra mineral resources are indiacted by symbols for oil, gems,
|
||
|
coal, and gold. Coal resources are best exploited by mining, while
|
||
|
the other mineral resources are best exploited simply by falling under
|
||
|
the control of a city. Their trade potential is tapped by building a
|
||
|
road through the square in question.
|
||
|
Keep tabs on teh location of resources and use that information to
|
||
|
plan the location of your cities. If you can see the resource squares
|
||
|
as economic in nature - which they are, of course - and bear in mind
|
||
|
the vital importance of a strong economy to your success in
|
||
|
Civilization, you'll have taken a large step toward their careful and
|
||
|
profitable exploitation.
|
||
|
|
||
|
|
||
|
SERENDIPITY - OR BARBARIAN ENCOUNTER
|
||
|
|
||
|
As you wander around the map during the early stages of the game, you
|
||
|
will, from time to time, uncover a symbol representing the leavings of
|
||
|
an ancient civilizatation, the presence of valuable materials, the
|
||
|
presence of a minor tribe, or the location of bands of barbarians of
|
||
|
varying population and level of technology. Think of these as
|
||
|
serendipity squares. The serendipity symbl is the same for each: You
|
||
|
don't know what's there until you move onto that square.
|
||
|
Often, what you find will be delightful: An ancient scroll that
|
||
|
immediately grants you a particular civilization advance, a storehouse
|
||
|
of money, a minor tribe that becomes a part of your civilization.
|
||
|
|
||
|
======================================================================= 50
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Serendipity squares are scattered
|
||
|
at random across the world as it
|
||
|
is constructed. Moving onto them
|
||
|
can uncover wealth, wisdom,
|
||
|
friendly tribes, or angry
|
||
|
barbarians. Because of the
|
||
|
barbarians, you should move onto
|
||
|
serendipity squares only with
|
||
|
military units, preferably a
|
||
|
unit with a high defensive
|
||
|
factor.
|
||
|
---------------------------------
|
||
|
|
||
|
Other times, you will encounter barbarians. Then you have no
|
||
|
choice but to fight; barbarians are short on talk, long on plunder.
|
||
|
It's best, then, to uncover a serendipity sqaure with a unit that
|
||
|
possesses at least some defensive capability, enabling it a chance of
|
||
|
withstanding barbarian assault, and a further chance of striking back
|
||
|
against the barbarians.
|
||
|
Occassionally you'll defeat a group of barbarians only to see
|
||
|
their leader escape. Barbarian leaders resemble diplomat units. If you
|
||
|
can spare the resources, you should pursue the barbarian leader,
|
||
|
tracking him down and attacking him. rather than simply destroying
|
||
|
these units, you capture them and reap a bounty that is paid into yoru
|
||
|
treasury. As teh barbarian leaders have no defensive capacity on their
|
||
|
own, this is essentially found money, and well worth your time to
|
||
|
pursue.
|
||
|
|
||
|
|
||
|
MORE SETTLERS
|
||
|
|
||
|
While exploration is vital in the early stages of the game, you must
|
||
|
be careful not to neglect expansion on your civilization itself. The
|
||
|
temptation, particularly if you find yourself located in proximity to
|
||
|
other civilizations, may be to focus the productive output of your
|
||
|
first city solely on defensive or offensive military units. Be wary of
|
||
|
this approach. Although military units are crucial, so is the
|
||
|
establishment of other cities and, before that, increasing the
|
||
|
pro-
|
||
|
|
||
|
======================================================================= 51
|
||
|
|
||
|
ductive capacity of your initial city. To do this, you must build
|
||
|
additional settlers.
|
||
|
When your city produces its first band of settlers, check the main
|
||
|
management screen to get an idea of the purposes to which the settlers
|
||
|
must immediately be used. Of particular importance is your food
|
||
|
supply. If your city is located in a fertile area near a river, you
|
||
|
may find that you're producing a small food surplus already. Should
|
||
|
that be the case, you can send your settlers forth to establish
|
||
|
another community right away.
|
||
|
Think carefully about this strategy. Your city, with its limited
|
||
|
resources, must support the settlers until they reach the location for
|
||
|
the next community, a location that will lie at least three turns away
|
||
|
from your original site. If you dispatch your settlers too quickly,
|
||
|
without first increasing the production of their hometown, you run the
|
||
|
risk of being unable to support them on tehir journey. There are few
|
||
|
things in the early stages of the game that are more frustrating - and
|
||
|
unavoidable - than having units removed from play because of your
|
||
|
inability to feed them. Wated effort can be fatal in Civilization.
|
||
|
If, then, you feel your food supply is marginal, barely sufficent
|
||
|
to support your city and the units you've placed in other locations,
|
||
|
your first duty is to increase your agricultural productivity. Put
|
||
|
your settlers to work irrigating and cultivating the arable land
|
||
|
available to you. This is land with water flowing through it, or with
|
||
|
water resources located contiguous to the square you wish to
|
||
|
cultivate. Remember that yoru city can draw resources only from those
|
||
|
squares extending north, east, west, and south of the city itself; you
|
||
|
will derive no direct benefits from squares lying in diagonal
|
||
|
directions form the city. Also, your city's productive capacity is
|
||
|
limited to two squares's distance along any of the available axes:
|
||
|
Beyond that, the city won't benefit from your development labors.
|
||
|
You might, however, find yourself with untillable flatland located
|
||
|
along one of those axes. This can be desert or even grass-
|
||
|
|
||
|
======================================================================= 52
|
||
|
|
||
|
land with no readily available water supply. If there's water a square
|
||
|
or two away in a location that cannot directly benefit your community,
|
||
|
you might still consider sending settlers out to cultivate those
|
||
|
sqaures. The settlers can be used to build irrigation works through
|
||
|
which water will flow to land that will be agriculturally worthwhile
|
||
|
for youtr city. You will work your way back to your city's zone of
|
||
|
control, in otherw ords, creating the infrastructure that will support
|
||
|
agriculture in previously worthles sland. That's how civilizations
|
||
|
grow.
|
||
|
Not all of the land your city controls will be used for
|
||
|
agriculture. Hills contain minerals that can be mined; forests are
|
||
|
source sof timber for industry; some jungles and swamps contain other
|
||
|
resources. Exploiting these resources takes different forms. Building
|
||
|
mines, like constructing irrigation systems, commits your settlers to
|
||
|
several turns of labor. The resources of a forest or jungle, on the
|
||
|
other hand, can be tapped by simply building a road through the
|
||
|
squares in question.
|
||
|
|
||
|
|
||
|
ALL ROADS LEAD TO...
|
||
|
|
||
|
Raods are themselves valuable resources for your growing civilization
|
||
|
and are a worthwhile, if somewhat time-consuming activity for even
|
||
|
your first band of settlers. Roads increase your mobility, making it
|
||
|
possible for your units to travel an additional numbe of sqaures each
|
||
|
turn. This has obvious defensive and offensive benefits, and will
|
||
|
also, as your civiliztaion grows, serve mercantile sends by making it
|
||
|
easier for your caravns filled with goods to travel from city to city.
|
||
|
As your civilization progresses and acquire snew technologies, roads
|
||
|
can be converted into railroads, further increasing your mobility. A
|
||
|
good system of roads in the circulatory system of your civilization,
|
||
|
vital to its health, growth, and longevity.
|
||
|
At the same time, roads are not built overnight. Committing your
|
||
|
first band of settlers to building roads in generally unwise.
|
||
|
|
||
|
======================================================================= 53
|
||
|
|
||
|
They are luxuries in the very earliest stages of the game, and you may
|
||
|
not be able to afford them. It's more important to develop
|
||
|
agricultural, mining, and industrial resources, and then get on with
|
||
|
building your second city.
|
||
|
Once that second city is established, you can return to your
|
||
|
initial site and commission another band of settlers. By now your city
|
||
|
should be producing sufficent food to support more elaborate
|
||
|
construction plans, and roads may well be in order.
|
||
|
Where to build your first roads? That depends on the nature of the
|
||
|
game. If you've encountered another civilization nearby, you should
|
||
|
give some thought to your relationship with it. If you've struck a
|
||
|
treaty, you can perhaps wait to build a road in its direction. If
|
||
|
you're at war with the other culture, though, a road leading to the
|
||
|
battlefront or disputed territory may give you a military advantage.
|
||
|
Your units can be moved into place far more quickly, especially
|
||
|
cavalry and wheeled units such as chariots or catapults.
|
||
|
|
||
|
(Remember, though, that what's and advantage to you can also be an
|
||
|
advantage to your opponent should the tide of war turn against you. If
|
||
|
you're in retreat from the front, the enemy can pursue you quickly
|
||
|
along those very roads you worked so hard to build. As far as
|
||
|
infrastructure goes in Civilization, sauce for the goose can certainly
|
||
|
become sauce for the gander over the course of a very few turns.)
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Roads not only increase trade,
|
||
|
they serve defensive and
|
||
|
offensive purposes. Build roads
|
||
|
to the frontlines - but don't
|
||
|
hesitate to destroy them if
|
||
|
you're forced into desperate
|
||
|
retreat.
|
||
|
--------------------------------
|
||
|
|
||
|
If you're not at war, there are a couple of approaches to
|
||
|
roadbuilding that will serve you well. Your first efforts should be
|
||
|
devoted to building roads through the land you are exploiting.
|
||
|
|
||
|
======================================================================= 54
|
||
|
|
||
|
Your roads will make it easier for agricultural and other resources to
|
||
|
be brought to your city, increasing your income and the wealth and
|
||
|
happiness of the city's residents.
|
||
|
Once the agricultural and mineral production sqaures have roads
|
||
|
running through them, you should build a road to the nearest city.
|
||
|
That done, you cities linked, use your settlers to help develop
|
||
|
resources that the second city has not yet brought under deveopment.
|
||
|
Then press on toward the froniter, where you will establish another
|
||
|
city. At this point in the game, you have sufficent units and
|
||
|
productive capacity to commit the settlers to building roads as they
|
||
|
go, opening the frontier and establishing an infrastructure as the do
|
||
|
so. That way, when the next site is located and the new city comes to
|
||
|
life, it will already be linked to thriving metropolitan areas.
|
||
|
Another approach that will come in handy, if you can afford to
|
||
|
commit settlers' labors, is to construct roads around the largest
|
||
|
possible periphery of your civilization. If you're located on an
|
||
|
island, you might want to establish a roadway that completely
|
||
|
|
||
|
======================================================================= 55
|
||
|
|
||
|
encircles it. If you're on a large continet, your roads could lead in
|
||
|
several directions, to borders with other civilizations, or distant
|
||
|
areas that will serve as sites for new cities as your own civilization
|
||
|
expands. Assuming you can afford the time and labor that road building
|
||
|
requires, you'll rarely regret building them.
|
||
|
|
||
|
|
||
|
BUILDING PROGRAMS
|
||
|
|
||
|
You've built a city, perhaps two. You have military units in place to
|
||
|
defend the city, other units exploring unknown territory, maybe even a
|
||
|
band of settlers building mines and irrigation systems. Now is the
|
||
|
time to undertake the construction of items that will help your city
|
||
|
and your civilization grow physically, financially, and militarily.
|
||
|
These units and structures are called city improvements, and range
|
||
|
from barracks and granaries to libraries and temples. Each offers
|
||
|
advantages to your city, but each will require a committment of time
|
||
|
and resources.
|
||
|
As with military units, the nature of the city improvements you
|
||
|
can build is determined by the civilization advances your wise people
|
||
|
have achieved. Here, too, you must make careful decisions to ensure
|
||
|
that you achieve the adavances necessary to permit the expansion of
|
||
|
your civilization.
|
||
|
Pottery, for example, seems a simple enough advance, yet it makes
|
||
|
possible the construction of granaries for the storage of surplus
|
||
|
food. Only with surplus food in storage will your city really begin to
|
||
|
take off, its people well fed and content or happy. The development of
|
||
|
pottery must be among the first of your priorities.
|
||
|
The first military structure available to you will be a barracks,
|
||
|
and it's one that should be built as early in each city as possible.
|
||
|
In the next two chapters, we'll see the specific benefits of a
|
||
|
barracks for the production of veteran military units.
|
||
|
With a barracks and granary in place, and a few civilization
|
||
|
advances acquired, you can begin building those facilities that really
|
||
|
provide some depth of resources to your population.
|
||
|
|
||
|
======================================================================= 56
|
||
|
|
||
|
Temples increase your population's spiritual happiness. If you've
|
||
|
achieved writing, you can create libraries, which raise the level of
|
||
|
intellectual activity within the city. A marketplace is essential for
|
||
|
both the attitude of your citizens and the economic production of the
|
||
|
city.
|
||
|
A complete listing of all city improvements, their cost and
|
||
|
benefits, is available in The Civilopedia, as well as the game's
|
||
|
manual. Here, we'll be concerned with putting those improvements to
|
||
|
use in the game itself.
|
||
|
You'll want to vary your production during the early phases of the
|
||
|
game, as city improvements tie up your city's productive capacity for
|
||
|
quite a few turns. You might, in fact, want to postpone any city
|
||
|
improvement constrcution until you have an effective defensive force
|
||
|
fortified in the city, and a solid periphery of sentries posted around
|
||
|
it. Even then, proceed with some caution.
|
||
|
Once your civilization has expanded in a couple of direction,
|
||
|
though, you should apply yourself and your energies to adding city
|
||
|
improvements to your first city. Surronded by other cities, and your
|
||
|
wave of ouyward expansion, it should be safe from all but overwhelming
|
||
|
or unexpected attack.
|
||
|
The particular city improvements you build will be determined by
|
||
|
a) your immediate needs, b) the improvements your technology permits,
|
||
|
and c) your long-range goals.
|
||
|
Immediate needs, as we've seen, include a granary for storing
|
||
|
food, a barracks for producing veteran units, city walls for increased
|
||
|
defense (assuming you've acquired masonry,) and a marketplace for
|
||
|
increasing the city's revenues. Longer-range planning may call for
|
||
|
improvements that directly address the city's spiritual or
|
||
|
intellectual needs.
|
||
|
And some improvements are not improvements at all, but Wonders of
|
||
|
the World, edifices and institutions that can stand for centuries.
|
||
|
|
||
|
======================================================================= 57
|
||
|
|
||
|
WONDERS OF THE WORLD
|
||
|
|
||
|
Few aspects of the game do as much for your civilization as building a
|
||
|
Wonder of the World. Few aspects require as great a committment of
|
||
|
time and resources. A Wonder can take dozens of turns to construct,
|
||
|
and cost hundreds of resource units. but the payoff your civilization
|
||
|
derives from the Wonder may well be worth the allocation of time and
|
||
|
money.
|
||
|
Only 21 Wonders of the World are available throughout the entire
|
||
|
millenia-long timespan of the game. And those 21 are parceled out 7 at
|
||
|
a time, 7 for each of the three technological epochs: ancient,
|
||
|
medieval/Renaissance, modern. In other words, a Wonder helps you make
|
||
|
progress, but you must make progress in order to earn the ability to
|
||
|
build a Wonder.
|
||
|
The committment that building a Wonder requires may make you
|
||
|
cautious. After all, the city in which the Wonder is to be constructed
|
||
|
will not be able to undertake any other construction until the Wonder
|
||
|
is completed or until you change that city's production to something
|
||
|
else.
|
||
|
|
||
|
======================================================================= 58
|
||
|
|
||
|
Nevertheless, you must give serious consideration to building at
|
||
|
least one Wonder. The benefits it offers may take the difference
|
||
|
between your civilization's continued rise toward the stars or its
|
||
|
collapse into darkness.
|
||
|
Another reason to build a Wonder is that your opponents probably
|
||
|
are. Keep an eye out, especially when playing against several
|
||
|
civilizations at the upper skill levels, for notification of a
|
||
|
Wonder's completion while you are still struggling to crawl out of the
|
||
|
dirt. They aren't waiting - and neither should you!
|
||
|
Which Wonder to build? That question is best answered by the
|
||
|
particular game at hand, although certain general rules apply to
|
||
|
making the decision.
|
||
|
First, be sure you can afford to make the committment a Wonder
|
||
|
requires. It's foolish to apply yourself to building a Wonder when you
|
||
|
only have one city, even if that city is located on an island. In
|
||
|
fact, you should wait to undertake your first Wonder until you have
|
||
|
three cities, with the one where the Wonder will be located possessing
|
||
|
enhanced defensive capabilities, a granary, and a marketplace.
|
||
|
Second, build the Wonder that will benefit you the most. If your
|
||
|
population is generally content or happy, there's no immediate need
|
||
|
for a Hanging Gardens Wonder or Oracle Wonder, these being the Wonders
|
||
|
that exert positive impact on your population's attitude. Likewise, if
|
||
|
you're on the fast track for developing advanced navigational skills,
|
||
|
there may be no need for you to invest the time and effort required to
|
||
|
build a Lighthouse Wonder.
|
||
|
No matter what the nature of a particular game or strategy, you
|
||
|
should consider building the Great Library Wonder. This is a
|
||
|
storehouse for all the knowledge of the world, and provides you with
|
||
|
unparalleled access to the technology of other civilizations. With the
|
||
|
Great Library you come into immediate possession of any technology
|
||
|
that is possessed by at least two other civilizations. The benefits
|
||
|
are obvious. Your civilization will progress.
|
||
|
|
||
|
======================================================================= 59
|
||
|
|
||
|
Wonders don't last forever. Their benefits can be superseded by
|
||
|
advanced technology, rendering them useless and unable to be sold. If
|
||
|
you find yourself planning to sell a Wonder as an epoch appears to be
|
||
|
drawing to a close, you might not want to wait. Let another
|
||
|
civilization progress beyond the capabilities of your own Wonder, and
|
||
|
the Wonder becomes worthless, a reminder of a great past but nothing
|
||
|
more than that.
|
||
|
|
||
|
|
||
|
SETTING SAIL
|
||
|
|
||
|
Sooner or later, you're going to wonder what lies beyond your
|
||
|
homeland's shores. You may already know of a nearby landmass,
|
||
|
discovered as you prowled along your own coastline. Or you may have
|
||
|
revealed a coastline that shows you only ocean and more blackness.
|
||
|
Either way, you'll have to build ships in order to learn more.
|
||
|
Ships can only be built in coastal cities. You will want, then, to
|
||
|
create at least one seaport early in the game. Don't limit yourself
|
||
|
too much, though. Whether on a large continent or all but the
|
||
|
smallest of islands, you should place seaport cities in strategic
|
||
|
areas around the coast, giving you access to the oceans from more than
|
||
|
one spot. A well-placed seaport can help you get naval or transport
|
||
|
vessels to the scene of the action faster than those setting sail from
|
||
|
more remote locales.
|
||
|
The first ships you can build will be simple triremes (although
|
||
|
they were doubtless not so simple an accomplishment when the first
|
||
|
known sailing vessels were built more than 5,000 years ago). In order
|
||
|
to build triremes, your civilization must possess mapmaking among its
|
||
|
advances.
|
||
|
In civilization, the trireme's primitive nature is revealed in
|
||
|
restrictions placed upon its movement and its cargo capacity. A
|
||
|
trireme can carry only two other units. Laden or not, its movement is
|
||
|
restricted to three squares unless you've built a Lighthouse Wonder,
|
||
|
which gives you an additional square of trireme movement per turn.
|
||
|
|
||
|
======================================================================= 60
|
||
|
|
||
|
More seriously, the trireme and the sailors who crew it are as yet
|
||
|
inexpirenced in deep ocean voyages, and are without sophisticated
|
||
|
navigational aids such as the compass or knowledge of astronomy. The
|
||
|
seas are vast and your first craft are smll: If a trireme ends a turn
|
||
|
at sea, away from shore, it will be lost!
|
||
|
Because of this, you must plot your sailing routes carefully. Hug
|
||
|
the shore at first, venturing out no more than a single square at a
|
||
|
time, ensuring that sufficent movement squares are retained to permit
|
||
|
return to the safey of the shoreline. Out of such tentative,
|
||
|
frightening voyages was oceangoing navigation developed. Remember
|
||
|
Homer, and you'll feel a poetic shiver of sympathy for those early
|
||
|
mariners.
|
||
|
Once the outline of your own coast is revealed, you're going to
|
||
|
have to fare farther. If you're lucky, either your initial landbased
|
||
|
exploration or that first circumnavigation of your starting landmass
|
||
|
has revealed another landmass no more than a square away. Should that
|
||
|
be the case, you've got your first destination close at hand. Sail to
|
||
|
the nearby land and resume your coastline exploration.
|
||
|
It's a good idea to carry a couple of mobile units with you to
|
||
|
explore the interior of neighboring islands and continents. An
|
||
|
effective practice is to board two of your most mobile unit types -
|
||
|
chariots, cavalry, and so on - before setting sail. Then, upon making
|
||
|
your first landfall, debark one of the units. While you navigate
|
||
|
around the landmass, your mobile unit can reveal the nature of its
|
||
|
interior. The second unit should be held in reserve should your first
|
||
|
unit be lost to enemies or barbarians.
|
||
|
Another good reason to hold the second unit in reserve is to take
|
||
|
advantage of serendipity squares that might be revealed as your
|
||
|
trireme makes its way along the coast. If you have a unit onboard, it
|
||
|
can be debarked; reap the benefits of the serendipity square - or face
|
||
|
the barbarians who may dwell there! - and then reload onto the
|
||
|
trireme.
|
||
|
If you've achieved the civilization advances necessary for the
|
||
|
production of diplomat units, you should carry at least one on
|
||
|
|
||
|
======================================================================= 61
|
||
|
|
||
|
every exploration ship you send forth. The diplomat enables you to
|
||
|
establish with other nations, giving you vital insights into their
|
||
|
nature, resources, and size. At the same time, be wary of sending your
|
||
|
diplomats too quickly into unexplored territory or using them to
|
||
|
reveal the contnets of serendipity squares: They have a very low
|
||
|
defensive factor and are likely to be lost even to primative attack.
|
||
|
As you circumnavigate the new landmass, you'll want to remain
|
||
|
alert for other, farther island and continents that might be revealed.
|
||
|
Look sharp as well when you move into the far northern or southern
|
||
|
latitudes for the presence of the icecaps. These long, straight
|
||
|
stretches of tundra are worthless for colonization and exploitation,
|
||
|
but are exceptionally valuable as shoreline you can hug to further
|
||
|
explore the world.
|
||
|
|
||
|
|
||
|
SAILING FARTHER
|
||
|
|
||
|
Suppose, though, your exploration of your starting coastline has
|
||
|
revealed no nearby landmasses. To find other islands and continents,
|
||
|
you're going to have to sail into the vast darkness. While you will
|
||
|
doubtless lose some triremes to the dangers of the deep-ocean
|
||
|
voyaging, you can at least take some steps to minimize the risk, if
|
||
|
not eliminate it.
|
||
|
|
||
|
======================================================================= 62
|
||
|
|
||
|
Situating cities on rivers, with other easily exploited resources
|
||
|
nearby, is a large step toward ensuring constant growth. Resume your
|
||
|
circumnavigation along the already-explored coast. Look for peninsulas
|
||
|
that jut out far into the ocean. Position your ship at the very tip of
|
||
|
the peninsula, placing its edge as far out to sea as possible while
|
||
|
still maintaining contact with the shore. When it's in position, move
|
||
|
on to the next active unit, even if you haven't used up all of the
|
||
|
trireme's movement squares yet. Setting forth into the unexplored
|
||
|
ocean, you'll want all three of the movements available to your
|
||
|
trireme.
|
||
|
Next turn, set forth. You have only three movement squares, so
|
||
|
make them count. Don't move too hastily. Sail out a single square and
|
||
|
catch your breath. Has anything been revealed? If not, take your next
|
||
|
move. Nothing? You can't get back to shore and hime, so use your last
|
||
|
movement in hopes of landfall. You'll either find land or be lost at
|
||
|
sea.
|
||
|
|
||
|
======================================================================= 63
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Explore the oceans carefully;
|
||
|
Your triremes are fragile. If
|
||
|
forced to set sail into deep
|
||
|
ocean, place your trireme at the
|
||
|
farthest point of land possible,
|
||
|
then wait until the next turn to
|
||
|
cast off.
|
||
|
---------------------------------
|
||
|
|
||
|
There is undoubtedly an aspect of hunch or intuition to this
|
||
|
approach, but there was undoubtedly the same sort of gut reliance on
|
||
|
instincts among the early mariners who first opened the oceans to our
|
||
|
race. And there are a couple of things you can do to reduce even
|
||
|
further the cost of ships lost at sea, if not their actual loss.
|
||
|
First, always have another ship in production or in motion.
|
||
|
Relying upon a single, fragile trireme is the equivalent of placing
|
||
|
all of your exploration eggs in a single basket. (Early ships were, in
|
||
|
fact, made of reeds, so the basket metaphor is especially apt.) Having
|
||
|
a second or third trireme under production or actually in existance
|
||
|
can make the loss of a vessel less costly. Your exploration program
|
||
|
stands less of a chance of lengthy interruption.
|
||
|
Second, don't send laden ships into the great unknown. While you
|
||
|
will undoubtedly want to carry emissaries and mobile units to the
|
||
|
lands you discover, you don't have to carry them immediately. A good
|
||
|
practice is to offload your passengers upon moving your trireme into
|
||
|
position at the tip of the peninsula. If the ship is lost on the next
|
||
|
turn, your units are preserved. If, though, the trireme discovers
|
||
|
another landmass three or fewer squares distant, it's a simple matter
|
||
|
for the ship to return home, reload its passengers and return to the
|
||
|
new territory, this time along with a familiar route.
|
||
|
Don't concentrate all of your sea voyages in a single area. Land
|
||
|
is scattered at random during the building of Civilization's worlds,
|
||
|
but it's not all scattered in a single part of the map. If you fail in
|
||
|
voyaging outward from one peninsula, look for another to serve as the
|
||
|
springboard for your next voyage.
|
||
|
|
||
|
======================================================================= 64
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Put some passengers on your
|
||
|
exploration ships! Passengers can
|
||
|
be debarked on new landmasses,
|
||
|
and can explore the interior,
|
||
|
make contact with other
|
||
|
civilizations, and reap the
|
||
|
benefits of serendipity squares.
|
||
|
---------------------------------
|
||
|
|
||
|
This is an area where the world map on the left of the main map
|
||
|
screen comes in handy. Here you can see the paths your ships have
|
||
|
followed, where they've been lost, where they've made landfalls. As
|
||
|
the game progresses, more and more routes among the landmasses will be
|
||
|
discovered. You will also develop increasingly sophisticated marine
|
||
|
technology, letting you voyage farther and liberating you from the
|
||
|
necessity of making a landfall every turn. As these developments
|
||
|
occur, you'll want to send ships in wide search patterns, probing
|
||
|
through the dark regions to find previously undiscovered territory.
|
||
|
|
||
|
|
||
|
FINDING OTHERS
|
||
|
|
||
|
Our purpose in this chapter is to look at the basic tools for
|
||
|
explorating in your immediate vicinity and perhaps a bit beyond.
|
||
|
Encounters with other civilizations will be dealt with in greater
|
||
|
detail in the chapters that follow, yet there are a few points that
|
||
|
must be made now.
|
||
|
It is likely that the first "others" you encounter will be those
|
||
|
troublesome barbarians, located at first beneath serendipity squares.
|
||
|
(Later, barbarians will appear out of nowhere, literally: Whether they
|
||
|
arrive by sea, or spring up on your own island or continent,
|
||
|
barbarians dwell in and approach from uncivilized areas, map squares
|
||
|
far removed from cities and other civilizing influences.)
|
||
|
Try to keep the barbarians away from land you've already tamed.
|
||
|
Barbarians are rapacious: They love nothing better than
|
||
|
|
||
|
======================================================================= 65
|
||
|
|
||
|
reducing fields to stubble, destroying mines, eliminating any traces
|
||
|
of civilization they encounter. Don't lose time and effort rebuilding
|
||
|
properties that could have been protected.
|
||
|
If you're located on a continent rather than an island, you may
|
||
|
well encounter representatives of another civilization. In that case,
|
||
|
you're ready to give thought to whether you'll be mounting a defensive
|
||
|
and isolationist strategy or taking offense and launching campaigns of
|
||
|
warfare and conquest. These matters will be examined in detail in the
|
||
|
chapters that follow.
|
||
|
|
||
|
======================================================================= 66
|
||
|
|
||
|
CHAPTER 5
|
||
|
---------
|
||
|
THE BEST DEFENSE
|
||
|
|
||
|
|
||
|
Security at home has lain close to the heart of every emerging
|
||
|
civilization, no matter ho wlarge that civilization's ambitions beyond
|
||
|
its initial boundries. In Sid Meier's Civilization, domestic secuity
|
||
|
is equally important.
|
||
|
History books and epics resound with stories of brave defenders
|
||
|
withstanding onslaught after onslaught of better-armed, better-trained
|
||
|
enemy forces. Marathon, Masada, the Alamo - the defenders might
|
||
|
ultimately perish, but by their defense they slow the progress of the
|
||
|
enemy, buying valuable time for their civilization to prepare a
|
||
|
response.
|
||
|
Not that security is easily achieved. Civilizations are fragile
|
||
|
things, hard to defend, easy to destroy. Managing your domestic
|
||
|
defense will loom large among the challenges you face during the game,
|
||
|
and it will be one of the challenges requiring the most constant,
|
||
|
careful attention during the course of the game.
|
||
|
Yet without such careful defensive management even your offensive
|
||
|
campaigns may suffer from an Achilles' heel that cripples you - or
|
||
|
even dooms your efforts to failure.
|
||
|
What, then, are the most effective strategies to pursue for both
|
||
|
short- and long-term defense of your civilization?
|
||
|
|
||
|
======================================================================= 69
|
||
|
|
||
|
|
||
|
IN THE BEGINNING
|
||
|
|
||
|
At first, you can simply do what you can. You have a few tools, fewer
|
||
|
weapons. And the world in which you find yourself is filled with
|
||
|
hostile forces determined to bring you down.
|
||
|
Exploration of your borders and the interior of your home land
|
||
|
mass has a defensive as well as colonial purpose. Thorough exploration
|
||
|
will reveal to you the location of other civilizations, the
|
||
|
availability of agricultural, industrial, and defensive resources, and
|
||
|
the initial gathering places of barbarians.
|
||
|
Your defenses ultimately will take into account all of those
|
||
|
factors, but your immediate need is to secure your first crude
|
||
|
community, ensuring it the time needed to grow. As we saw in the
|
||
|
previous chapter, your initial city's first production shoudl be of
|
||
|
units that can be fortified for the city's defense: militia or
|
||
|
phalanxes. depending upon the capabilities of your city. But simply
|
||
|
fortifying a couple of units, while sufficent for the first few
|
||
|
centuries of your civilization's existance, is hardly sufficent for
|
||
|
the city's long-term security.
|
||
|
|
||
|
======================================================================= 70
|
||
|
|
||
|
Establishing the sfaety of your cities requires coordianted effort
|
||
|
on unit production and placement, defensive construction, startegic
|
||
|
use of terrain as a defensive factor, and the erection of "early
|
||
|
warning systems" to sound the alert when the enemies are approaching.
|
||
|
As we'll see, the infrastructure of your civilization, it's economy,
|
||
|
and its intellectual makeup also play major parts in a sound defensive
|
||
|
posture.
|
||
|
In short, your defense call supon all your skills as a leader of a
|
||
|
civilization. Those skills will grow as your experience as aleader
|
||
|
grows, but for now we'll look at some sound fundamentals that can help
|
||
|
ensure you get the experience you need.
|
||
|
|
||
|
|
||
|
GUARDING THE FRONTIER
|
||
|
|
||
|
You've buit your first city and fortified it with a militia and a
|
||
|
phalanx. Two militia units are currently exploring the continent on
|
||
|
which you live, pushing back the borders of darkness. While you are
|
||
|
currently concentrating production on infrastructure - a barracks, a
|
||
|
granary - and plan to build an additional band of settlers to begin
|
||
|
exploiting and colonizing the continent, you should also begin
|
||
|
thinking about establishing defensive borders.
|
||
|
There will come a point at which you will disband your more
|
||
|
primitive units rather than continue to feed and support them, but for
|
||
|
at least the first few centuries you'll want to keep all your units
|
||
|
active. As you develop more advanced military technologies, replace
|
||
|
your city-bound fortified militia with phalanxes, say, and either
|
||
|
place them on picket duty or use them further to explore unfamiliar
|
||
|
territory.
|
||
|
Once enough unknown territory in teh vicinity of the heart of your
|
||
|
civilization has been explored, giving you a sense of the location of
|
||
|
exploitable resources as well as neighboring tribes, begin using your
|
||
|
outmoded or more primitive units as sentries or pickets rather than as
|
||
|
explorers. Keeping them on exploration duty
|
||
|
|
||
|
======================================================================= 71
|
||
|
|
||
|
places your civilization at risk from barbarians or invaders closer to
|
||
|
your cities. They may be able to strike with little warning, whereas
|
||
|
pickets on the frontier would have alerted you earlier to their
|
||
|
approach.
|
||
|
Remember, barbarians are likeliest to emerge from wild and
|
||
|
unsettled territory. Placing a defensive unit or two on guard against
|
||
|
their approach can protect your developed lands from pillage and
|
||
|
destruction.
|
||
|
Situate your pickets strategically, locating the units in spots
|
||
|
where they will be likeliest to detect the approach of forces from
|
||
|
other civilizations, or barbarian raiding parties. Your units will
|
||
|
serve as a sort of primitive early warning system. They may not be
|
||
|
able to withstand the onslaught of a strong enemy force, but by
|
||
|
sacrificing themselves they will provide you with a bit of time to
|
||
|
prepare a stronger defense closer to home, or to mount an
|
||
|
expeditionary force in response to the invaders.
|
||
|
When placing a unit with low offensive capability - militia,
|
||
|
phalanxes - on picket duty, you may wish to fortify the unit rather
|
||
|
than make it a sentry. There are a couple of advantages to this:
|
||
|
First, if the unit is a veteran unit - if it was commisioned from a
|
||
|
city containing a barracks - the unit stands a fair chance of
|
||
|
defeating an enemy attack; second, should you strike a treaty with the
|
||
|
invaders, a fortified unit remains inactive unless directly attacked,
|
||
|
even if an enemy unit occupies a square immediately adjacent to it. A
|
||
|
unit on sentry duty will become active every turn, requiring you to
|
||
|
return it to sentry, and slowing down the progress of the game.
|
||
|
If you do take this approach, using weaker units on sentry or
|
||
|
picket duty, you should keep some stronger offensive units in
|
||
|
proximity to the frontier. These units can wait on sentry, ready to be
|
||
|
brought to life and moved into position should your militia- or
|
||
|
phalanx-based defense fail.
|
||
|
When defending your frontier with less-capable units, it's a good
|
||
|
idea to have a road in place leading to their position. That way if
|
||
|
you need to move reinforcements into position quickly you
|
||
|
|
||
|
======================================================================= 72
|
||
|
|
||
|
can. Your infrastructure is as essential to your defense as your
|
||
|
military forces.
|
||
|
As you can afford it, deactivate the militia and replace them with
|
||
|
defensive pickets capable of attack at higher values. These units can
|
||
|
be placed on sentry duty rather than fortified. With these units
|
||
|
you'll not only be alerted to approaching adversaries, but you'll also
|
||
|
stand better chance of smiting them down as soon as they're detected.
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Don't stack units on picket or
|
||
|
sentry duty outside city walls.
|
||
|
Under attack, an entire stack can
|
||
|
be wiped out by a snigle enemy
|
||
|
unit. Inside a city, your units
|
||
|
fall one at a time, giving you a
|
||
|
chance to strike back.
|
||
|
Rather than stacking units on
|
||
|
the frontier, stagger them,
|
||
|
fortifying those closer to the
|
||
|
border wjile backing them up with
|
||
|
more powerful offensive units on
|
||
|
sentry duty. That way, if your
|
||
|
fortified unit falls, you can
|
||
|
respond immediately with a
|
||
|
counterattack.
|
||
|
---------------------------------
|
||
|
|
||
|
======================================================================= 73
|
||
|
|
||
|
LAY OF THE LAND
|
||
|
|
||
|
Terrain can play an important part in creating an effective defense.
|
||
|
Use the land to increase your defenses whenever possible.
|
||
|
As you become familiar with the game, check the Civilopedia for
|
||
|
the landscape/defense factors offered by different types of terrain.
|
||
|
Especially effective are mountains, whose terrain serves to slow down
|
||
|
the invaders. Cities placed behind mountains benefit from the fact
|
||
|
that, unles a road is built over the mountain, an approaching
|
||
|
attacker comes to a halt on the mountain itself. Assuming you have in
|
||
|
place a strong offensive unit ready to spring into action, the
|
||
|
slowdown a mountain imposes can leave your enemies at your mercy. Try
|
||
|
plaing strong offensive units on sentry duty atop mountains. That way
|
||
|
you control the high ground and can strike at them from above when the
|
||
|
mountain halts their progress.
|
||
|
Look for natural borders to place your pickets and sentries. If
|
||
|
you're alone on an island, its borders with the sea are your weak
|
||
|
points. Your enemies - other than barbarian bands located beneath
|
||
|
|
||
|
======================================================================= 74
|
||
|
|
||
|
serendipity squares on teh island at the beggining - will arrive in
|
||
|
oceangoing armadas. Suppose you haven't yet acquired seafaring
|
||
|
capability. You can still erect defenses aimed at detecting and
|
||
|
repulsing naval approaches from other civilizations.
|
||
|
During your initial exploration of your coastline, be on watch for
|
||
|
signs of a nearby landmass. No more than one square away, these
|
||
|
contingous islands and continents represent the likeliest source of
|
||
|
invasions early in teh game. Your opponents may possess only primitive
|
||
|
triremes and will thus be restricted to hugging shorelines as they
|
||
|
seek navigable routes around the world. If there's a one-square gap
|
||
|
between your land and another, you can almost bet on an enemy's use of
|
||
|
the neighboring coastline for safe harbor at the end of each turn.
|
||
|
(The neighboring lands also represent your own likeliest, quickest,
|
||
|
and most easily accessible sites for expansion.)
|
||
|
Put units on picket duty at spots along the narrow channel
|
||
|
seperating your landmass from the neighboring one. Should an enemy
|
||
|
vessel seek to make an approach along this coastline, your sentry will
|
||
|
discover it. In the earlier stages of the game this approach will also
|
||
|
serve as an effective means of locating other nations before your own
|
||
|
civilization has acquired the ability to go to sea.
|
||
|
|
||
|
|
||
|
USE THE RIGHT UNITS
|
||
|
|
||
|
Generally speaking, the stronger the unit on picket or fortification
|
||
|
duty the better the defense it establishes. This generality, however,
|
||
|
must be tempered by a couple of important points.
|
||
|
First, you must bear in mind that the unit will remain immobilized
|
||
|
while it serves as a picket or sentry. Be wary of over-committing
|
||
|
defensive forces to stationary positions too early in the game. You
|
||
|
must continue to explore, to push the boundries of your territory
|
||
|
outward, chasing back the darkness. So search out locations that offer
|
||
|
efective defense against enemy approach, yet
|
||
|
|
||
|
======================================================================= 75
|
||
|
|
||
|
at the same time allow you to hold to a minimum the number of units
|
||
|
tied up on defense.
|
||
|
Second, don't forget that remote units must be supported by their
|
||
|
home city. This can become costly to your treasury and, once you've
|
||
|
achieved advanced forms of government, to your peoples' well-being.
|
||
|
Some citizens do not appreciate and will not support far-flung
|
||
|
military forces.
|
||
|
Third, tailor teh duty to the type of unit available. Phalanxes,
|
||
|
militia, and muskateers make excellent fortified pickets, their
|
||
|
defense factors being stronger than their offensive power. Chariots,
|
||
|
catapults, and knights make excellnt sentries, springing into
|
||
|
wakefulness when contacted by an enemy unit.
|
||
|
Fourth, keep in mind the looming obsolescence of your units.
|
||
|
Especially in the early stages of the game, and at lower skill levels,
|
||
|
advances come quickly, rendering your earliest units obsolete. You
|
||
|
want to be sure that defending units are the most advanced, strongest
|
||
|
units you can afford.
|
||
|
Finally, know the difference between a sensible defensive policy
|
||
|
and caution carried to ridiculous extremes. If you find yourself
|
||
|
constantly using armored divisions to repel horse-borne invaders,
|
||
|
maybe you should be on a posture of offense.
|
||
|
|
||
|
|
||
|
DEFENDING LARGE AREAS
|
||
|
|
||
|
The enemy is smart and - prolific. Use a single unit to defend a large
|
||
|
area of approach against invaders and, if geographically possible, the
|
||
|
enemy will eventually outflank you. Enemy units will move into
|
||
|
position on more than one of your flanks, yet that unit of yours can
|
||
|
respond only to one angle of attack. (This assumes a sentry, rather
|
||
|
than a picket; if you have a fortified unit on picket, you may wish
|
||
|
simply to take your chances withstanding the enemy attack rather than
|
||
|
counterattacking.) Naturally, if you do counterattack, your response
|
||
|
should be directed against the strongest opossing unit, or against the
|
||
|
largest concentration of enemies, improving
|
||
|
|
||
|
======================================================================= 76
|
||
|
|
||
|
your chances of surviving the subsequent attack. This is where it
|
||
|
helps to have backed up vulnerable pickets with units able to move
|
||
|
immediately into position should your pickets fall.
|
||
|
Another approach to defending large areas involves mobile units
|
||
|
kept constantly on the go, patrolling areas vulnerable to enemy
|
||
|
invasion or barbarian appearances. I would have liked, in fact, to
|
||
|
have seen a patrol function in this game, by which the player could
|
||
|
set ground units or ships on constant back-and-forth courses over
|
||
|
particular areas of land or sea. Failing that, you can use the "go-to"
|
||
|
function to guide your patrolling units. It's more time-consuming than
|
||
|
a specific patrol command would have been, but ultimately just as
|
||
|
effective.
|
||
|
Look at the area to be patrolled. Press the go-to key and select a
|
||
|
destination for the unit in question. The unit will proceed to that
|
||
|
destination, using its maximum available moves per turn, unless it
|
||
|
first encounters an enemy unit. At that point, your unit returns to
|
||
|
your control and you are free to attempt to deal with the enemy.
|
||
|
Another effective tool for guarding large areas of land is a good
|
||
|
system of roads. Suppose you are located on an immense continent and
|
||
|
have built half a dozen or so cities, yet still have great areas of
|
||
|
land uncolonized. Those areas represent not only your easiest sites
|
||
|
for expansion, but also your Achilles' Heel. Because the land is as
|
||
|
yet untamed, it represents excellent breeding territory for barbarian
|
||
|
raiders. Equally dangerous, your enemies can land expeditionary forces
|
||
|
there without your knowledge, moving down through the wilderness to
|
||
|
strike at the very heart of your civilization.
|
||
|
Even worse, by leaving large areas unattended, you run the risk of
|
||
|
allowing the enemy to establish a city in your back yard, as it were,
|
||
|
from which diplomats on missions of espionage and sabotage, or
|
||
|
military units out for conquest, can be created and dispatched.
|
||
|
As you can afford the committment of settler units, set them on
|
||
|
projects of roadbuilding, driving thoroughfares into the wild.
|
||
|
|
||
|
======================================================================= 77
|
||
|
|
||
|
The roadbuilders should be accompanied or preceded by military units
|
||
|
for protection. Try to choose routes for your roads that accomplish a
|
||
|
couple of purposes: a) you want to create a system of roads that gives
|
||
|
you and your military quick access to vulnerable areas; b) roads built
|
||
|
for defensive purposes also serve the cause of expansion. With a
|
||
|
roadway in place, leading to the best potential city sites in the
|
||
|
wilderness, you've taken a large step toward completing the settlement
|
||
|
of your continent. Indeed, once your defensive roadworks are
|
||
|
completed, you can shift the settler units from roadbuilding to city
|
||
|
construction. (Don't forget to reassign the accompanying military
|
||
|
units to the new cities, lest they continue to be a drag on the
|
||
|
economy of their hometowns.)
|
||
|
|
||
|
|
||
|
HARBOR AND COASTAL DEFENSES
|
||
|
|
||
|
Fortify at least two defensive units in all of your cities, but
|
||
|
concentarte on your harbors if facing stronger seapower. The enemy
|
||
|
will attempt to weaken harbor defenses and population through
|
||
|
bombardment. Above all, build city walls in your harbors. Not only do
|
||
|
these protective fortifications help ensure the safety of the city's
|
||
|
inhabitants, they can also give you an edge against naval bombardment.
|
||
|
This is one point at which a weaker-but-fortified civilization stands
|
||
|
a good chance of wreaking some havoc upon a superior enemy. You may
|
||
|
find yourself delighted to see a harbor fortified with little stronger
|
||
|
than city walls and a cadre or musketeers brings down a far superior
|
||
|
battleship or cruiser.
|
||
|
Another approach to harbor defenses calls for a committment of
|
||
|
your own naval forces, with ships on sentry duty a square or two to
|
||
|
either side of the harbor entrance. This is an expensive strategy -
|
||
|
only the wealthiest of civilizations can well afford to tie up naval
|
||
|
forces that could otherwise be used for exploartion or transport. But
|
||
|
it is a strategy that will help reveal the approach of enemy craft
|
||
|
before they affect a landing or bombardment.
|
||
|
|
||
|
======================================================================= 78
|
||
|
|
||
|
As your naval technology progresses and your ships are no longer
|
||
|
shorebound, you might try placing a sentry ship offshore a square or
|
||
|
two in hopes of detecting enemy vessels sailing in from the open sea.
|
||
|
Again, this strategy is only worthwhile if your civilization can truly
|
||
|
afford to commit the ships to sentry duty.
|
||
|
Later in the game, when your opponents have developed effective
|
||
|
bombardment techniques, you may wish to draw some of your coastal
|
||
|
pickets inland one square. By moving them inland they become safe from
|
||
|
naval bombardment, but remain ready to respond to amphibious invasion.
|
||
|
On the other hand, moving them inland frees up territory on which your
|
||
|
opponents can land troops.
|
||
|
At some point you may find your harbors facing a blockade, sealed
|
||
|
off from the sea by enemy naval units. Here is where a strong treasury
|
||
|
can be helpful. If you have the funds - and naval technology at least
|
||
|
equal to that of your enemy - you can purchase naval units with which
|
||
|
to sink the blockading ships. This strategy is risky: There's the
|
||
|
chance that you will make the investment only to have your newly
|
||
|
purchased ship destroyed by the next round of bombardment.
|
||
|
Technological advances offer additional harbor protection. Don't
|
||
|
underestimate the effectiveness of aerial defenses against sea-borne
|
||
|
adversaries. Bombers (and occasionally, but only occasionally,
|
||
|
fighters) can eliminate enemy vessels. An advantage of aerial
|
||
|
responses to naval threats is that the planes can be based in cities
|
||
|
other than the harbor itself. They can fly out to sea from the
|
||
|
coastline. Aircraft can also serve important patrol functions,
|
||
|
although these should not be automated. Watch the aircraft's movement
|
||
|
allowance, and make sure you don't use it up before the plane has a
|
||
|
chance to land - it's costly to run out of fuel in midair.
|
||
|
While fighters are only occasionally effective against enemy
|
||
|
ships, they can protect your harbors from enemy bombers. If you have
|
||
|
the technology, build a couple of fighters and base them near
|
||
|
|
||
|
======================================================================= 79
|
||
|
|
||
|
the coastline where they'll be ready to respond to the approach of
|
||
|
enemy warplanes.
|
||
|
The other airborn tool at your disposal, once you reach the
|
||
|
appropriate level of technology, is the nuclear missle. Nuclear
|
||
|
warheads, needless to say, are devastatingly effective against enemy
|
||
|
seacraft, but they bear dreadful enviornmental consequences that we'll
|
||
|
examine in a subsequent chapter.
|
||
|
|
||
|
|
||
|
NAVAL DEFENSES
|
||
|
|
||
|
The best way to defend your shores is by preventing enemy craft from
|
||
|
reaching them. And you can best do that with your own naval vessels.
|
||
|
Your initial seafaring units will be used for exploration; later ones
|
||
|
for colonial expansion and wars of conquest. But as you can afford to,
|
||
|
or if you find yourself facing seaborne threats, you will want to put
|
||
|
some of your naval production to defensive purposes.
|
||
|
Harbors and areas of naval opportunity will be your first choices
|
||
|
for naval defenses. Indeed, those channels you once defended with
|
||
|
ground-based pickets can now be sealed with ships on sentry.
|
||
|
As your picket ships become more capable, use them in different
|
||
|
ways. Cruisers, battleships, and submarines, for example, being
|
||
|
equipped with radar that reveals the occupants of squares beyond their
|
||
|
own, can serve patrol duties as well as picket posts.
|
||
|
Use your picket ships wisely, determining their response to other
|
||
|
vessels by the nature of those other ships. If a trireme encounters a
|
||
|
battleship, for example, there's not much you can do but retreat. On
|
||
|
the other hand, you may encounter unarmed craft laden with colonists
|
||
|
or tropps. Try to sink these cargo vessels: You can severly crimp an
|
||
|
enemy's plans by sinking a frigate or transport bearing an invasive,
|
||
|
diplomatic, or colonial force.
|
||
|
|
||
|
======================================================================= 80
|
||
|
|
||
|
Once you've encountered another seafaring power, do your best to
|
||
|
follow its course back to its home landmass. Those earliest vessels
|
||
|
you encounter will probably be triremes, hugging the shore as closely
|
||
|
as your own ships. Not only will you get a better sense of what sort
|
||
|
of force you're up against, you'll also open up new areas of the world
|
||
|
for your own expansion.
|
||
|
When attempting to trace a route to another civilization's home,
|
||
|
consider loading your vessles with diplomats and caravans, if you're
|
||
|
able to produce those units. By doing so you increase the chances of
|
||
|
getting a picture of your opponents via the diplomats and earning
|
||
|
income from trade by way of your caravans.
|
||
|
Either way, once you've made contact with another seafaring
|
||
|
civilization, do everything you can to place units on picket along the
|
||
|
routes likeliest to be taken by your opponent. Do what you can to
|
||
|
decrease the possibility of surprise invasions or amphibious landings.
|
||
|
Obviously, naval forces can be placed on patrol just as ground
|
||
|
forces can. Use the go-to key, plot your ship's course, sit back and
|
||
|
let the computer navigator do the work. You'll be notified when your
|
||
|
ship has completed its voyage - or when it encounters enemy vessels.
|
||
|
|
||
|
|
||
|
KNOW YOUR ENEMIES
|
||
|
|
||
|
So far we've looked at defenses that take advantage of your
|
||
|
intelligence as a general, your ability to marshal and maneuver your
|
||
|
militray resources. Now we'll look at the intelligence resources
|
||
|
within the game itself. The diplomat unit, in articular, can be
|
||
|
employed to great defensive benefit.
|
||
|
In the beggining, diplomats serve to provide information about
|
||
|
your closest neighbors. This takes the form of establishing embassies
|
||
|
which let you "see" into the heart of neighboring empires. The
|
||
|
information you derive from your embassies will help
|
||
|
|
||
|
======================================================================= 81
|
||
|
|
||
|
you decide whether an international relationship will be defensive,
|
||
|
offensive, or based on commerce and treaty.
|
||
|
At first, as you encounter other tribes during your explorations,
|
||
|
you should probably accept any offers of treaty that are proffered.
|
||
|
There are a couple of advantages to this. First, you buy some time
|
||
|
before having to put yourself on a war footing. Especially in the
|
||
|
early stages of the game this time can be vital to your success.
|
||
|
Second, by striking a treaty, you have the opportunity to seal off
|
||
|
your neighbors from your territory. Under treaties, tribes are
|
||
|
prevented from intruding upon their neighbor's territory. By careful
|
||
|
placement of fortified units, you can contain the other tribe within a
|
||
|
proscribed area. Those fortified units, by the way, need not be your
|
||
|
most advanced or expensive: Militia units under fortification serves
|
||
|
just as well as legions or chariots in holding treaty-bound neighbors
|
||
|
in check. A wise ruler, though, will back up her or his fortified
|
||
|
units with stronger militray units on sentry
|
||
|
|
||
|
======================================================================= 82
|
||
|
|
||
|
duty, just in case your neighbor decides to violate the treaty with a
|
||
|
sneak attack.
|
||
|
Be alert as well for "holes" in your defensive line. If
|
||
|
neighboring tribes manage to "sneak" through and establish a presence
|
||
|
on your turf, you'll be faced with the same treaty-imposed movement
|
||
|
restrictions that should have held them in check. Then it's up to you
|
||
|
to decide whether to violate the treaty with a sneak attack of your
|
||
|
own. Be on guard as well for sea-borne attempts to subvert your
|
||
|
territory.
|
||
|
If your treaty holds, and you manage to contain your neighbors, a
|
||
|
good move is to create a diplomat unit, should you have the necessary
|
||
|
civilization advances required to do so. This unit can then be sent
|
||
|
through the treaty lines to establish an embassy and get a clear
|
||
|
picture of your neighbors. Embassy information varies with the
|
||
|
different difficulty levels of the game, but an embassy always gives
|
||
|
you a sense of who and what you're up against, information that can
|
||
|
prove crucial to your long-term strategy.
|
||
|
Even if you discover that you possess overwhelming superiority in
|
||
|
relation to your neighbors, you may not wish to crush them. For one
|
||
|
thing, a military campaign requires a commitment of resources that
|
||
|
might best be put to other purposes. Perhaps more important, that
|
||
|
neighboring city can serve as a cource of income for your
|
||
|
civilization. So long as you are under treaty, your caravans can cross
|
||
|
the border and establish trade routes with your neighbor's cities.
|
||
|
|
||
|
|
||
|
SIEGE-PROOFING
|
||
|
|
||
|
In 73 A.D., in a fortress perched 1,300 feet above the floor of the
|
||
|
Judean desert, a garrison consisting of fewer than 1,000 Zealots -
|
||
|
men, women, and children - withstood two years' siege mounted by the
|
||
|
Tenth Roman Legion, 15,000 strong. The fortress was called Masada, and
|
||
|
the epic story of its besiegement (the surviving
|
||
|
|
||
|
======================================================================= 83
|
||
|
|
||
|
members of the garrison finally committed mass suicide rather than
|
||
|
fall to the Romans) remains legendary to this day.
|
||
|
In Civilization, you can't really make yourself siege-proof, but
|
||
|
there are a number of steps you can take to make successful siege of
|
||
|
your cities more dificult. The lesson of Masada can serve you well.
|
||
|
The Zealot garrison was fortified, commanded the high ground, and
|
||
|
benefited from the fact the Roman supply lines were long and ran
|
||
|
through arduous territory. The more difficulty you impose upon your
|
||
|
enemies, the more time you buy to respond forcefully to the attempted
|
||
|
siege and, with luck and skill, repel it.
|
||
|
The first step, naturally, consists of shoring up the defenses of
|
||
|
each city you establish, and shoring them up as quickly as you can. As
|
||
|
we've seen, the initial phase of this rests upon building a garrison
|
||
|
of at least two fortified militia units.
|
||
|
|
||
|
This is an initial step only! Two - or even four - primitive units
|
||
|
fo not possess the strength to withstand a concerted assault by an
|
||
|
enemy possessing legions, chariots, or more advanced military units.
|
||
|
|
||
|
Augument or replace your fortified militia with additional units
|
||
|
of superior defensive value as soon as these units can be produced.
|
||
|
(Look sharp: Sometimes you'll find that you develop a technology
|
||
|
such as bronze- or iron-working while your cities are in the midst of
|
||
|
producing units based on more primitive technologies. Remember that
|
||
|
resources accruing toward the purchase of one type of unit can be
|
||
|
shifted toward the production of another type. Upgrade units in
|
||
|
production as soon as the upgrade becomes available to you. Do so
|
||
|
every chance you get, and you won't waste time and turns generating
|
||
|
units that are less helpful to you than they could be.)
|
||
|
If you can build city walls, do so. These triple the defnsive
|
||
|
factors of units within the city. Another advantage of defending
|
||
|
cities is that your military garrison is reduced by only a single unit
|
||
|
at a time when the city is under assault, no matter how many units
|
||
|
|
||
|
======================================================================= 84
|
||
|
|
||
|
are stacked in the city. Units stacked outside of cities can all be
|
||
|
destroyed by a single enemy unit on the attack.
|
||
|
|
||
|
|
||
|
THE INVADERS APPROACH
|
||
|
|
||
|
Despite your best efforts, the enemy has made a landing on your
|
||
|
territory, or breached your borders if you're already sharing the same
|
||
|
landmass. They are moving in strength toward your cities, and they
|
||
|
possess military technology superior to your own. What can you do?
|
||
|
One thing you might do is consider the example of Roman General
|
||
|
Quintus Fabius Maximus.
|
||
|
Fabius, as he was known, harried Hannibal, whose Carthaginian
|
||
|
armies had wreaked havoc throughout Italy a bit more than 200 years
|
||
|
B.C. A brilliant battlefield startegist, Hannibal's domination of
|
||
|
combat encounters led Fabius to develop a strategy of his own, one
|
||
|
based on avoiding direct confrontation with the Carthaginians.
|
||
|
Instead, Fabius struck quick blows at Hannibal's flanks, inflicting
|
||
|
what damage he could before darting away.
|
||
|
The same approach can work for you if you're careful. Use the most
|
||
|
mobile of your units, and watch their movement points closely. Try to
|
||
|
position your forces in such a way as to let you strike and retreat.
|
||
|
If that's not possible, use your less capable units as distractions,
|
||
|
drawing the brunt of the enemy assault. Then strike with your stronger
|
||
|
units.
|
||
|
Above all, always strike stacked units first. A single attack can
|
||
|
thus take out two or more of the enemy assault. Then strike with your
|
||
|
stronger units.
|
||
|
Above all, always strike stacked units first. A single attack can
|
||
|
thus take out two or more of the enemy at a time!
|
||
|
Fabian tactics ultimately are diversionary. Sooner or later you
|
||
|
may have to face the enemy on open field of battle - or from behind
|
||
|
city walls. The benefit of a Fabian approach, though, is that very
|
||
|
diversion. It buys you time to shore up your city defenses, create new
|
||
|
military units, and generally prepare for the larger confrontation to
|
||
|
come.
|
||
|
|
||
|
======================================================================= 85
|
||
|
|
||
|
(You might bear in mind as well the thought that it was another
|
||
|
Roman general - Publius Cornelius Scipio - who finally drew the
|
||
|
Carthaginians out of Italy. Scipio did so by the boldest of maneuvers:
|
||
|
He led an invading army of his own into Africa and laid siege to
|
||
|
Carthage itself. Study your information about your enemy, and if you
|
||
|
have the opportunity and resources, think about invading their
|
||
|
territory and tying them up at home. Sometimes offense is the best
|
||
|
defense.
|
||
|
|
||
|
|
||
|
ECONOMIC DEFENSES
|
||
|
|
||
|
Money may not buy happiness, but it can help purchase security.
|
||
|
Financial defenses can protect against both internal and external
|
||
|
threats.
|
||
|
Against external threats, your economy serves several purposes. A
|
||
|
healthy treasury enables you to purchase military units in a pinch,
|
||
|
creating reinforcements almost instantly rather than waiting for them
|
||
|
to be created by accrual of resources.
|
||
|
On the home front, a strong economy helps ensure productive
|
||
|
workers, eager to do their best for the war effort. (This, of course,
|
||
|
assumes that your people are suppportive of your military plans, and
|
||
|
of your government itself.) A productive populace can change on a dim,
|
||
|
as it were, pumping out military units or city improvements as
|
||
|
circumstance permits.
|
||
|
On the other hand, a dwindling treasury, an economy that spends
|
||
|
more than it takes in (sound familiar?) may force you to sell off city
|
||
|
improvements or disband military units at crucial points in the game.
|
||
|
Selling thise city improvements offers only temporary relief from your
|
||
|
crisis: You get an immediate infusion of cash, but your citizenry must
|
||
|
endure the loss of improvements that contribute to the quality of
|
||
|
their lives, increasing the likelihood of growing unrest among your
|
||
|
citizens.
|
||
|
There are several solid approaches to building a successful
|
||
|
economy. Most of these will be examined in greater detail in a
|
||
|
|
||
|
======================================================================= 86
|
||
|
|
||
|
subsequent chapter; for now, we'll focus on economics as an aspect of
|
||
|
civilization defense.
|
||
|
The first step you can take is to exploit fully the productive
|
||
|
capacity of each of your cities. Examine the terrain around the cities
|
||
|
and underatke the appropriate technology, whether mining, irrigation,
|
||
|
or simply building a road.
|
||
|
Even more effective is the caravan unit, made possible by the
|
||
|
currency and trade advances. Your caravans serve as a good source of
|
||
|
information. You can deposit a caravan or two on the shores of an
|
||
|
island or continent controlled by another civilization, and use your
|
||
|
caravans to explore the interior of that landmass, revealing the
|
||
|
location of cities, placement of troops, and so on. While your
|
||
|
caravans won't give you the detailed portrait of other civilizations'
|
||
|
cities that a diplomat unit can generate, they will reveal the size
|
||
|
and wealth - as represented by the numeral emblazoned on each city
|
||
|
square - of your opponents' cities.
|
||
|
(You should strike trade routes, by the way, with the largest and
|
||
|
most powerful cities in other civilizations. These are the routes that
|
||
|
will generate the largest income for your own economy.)
|
||
|
Finally, you can use diplomatic units to bribe enemy units to join
|
||
|
your civilization. This is costly, but can help avert a rout if you
|
||
|
can afford it. Especially effective is bribing enemy units of greater
|
||
|
technology than your own. This gives you the opportunity to turn, as
|
||
|
it were, the enemy's own guns against them.
|
||
|
|
||
|
======================================================================= 87
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Monitor your treasury when under
|
||
|
assault from outside. A good
|
||
|
working knowledge of your
|
||
|
economy's strengths and weakness-
|
||
|
es can guide you in your response
|
||
|
to enemy pressure. Hard though it
|
||
|
may be to swallow, there are
|
||
|
times when it can pay you to pay
|
||
|
off the enemy in the form of a
|
||
|
tribute, strike a treaty, and
|
||
|
devote yourself to rebuilding
|
||
|
your resources. The alternative
|
||
|
may be annhilation.
|
||
|
---------------------------------
|
||
|
|
||
|
|
||
|
TECHNOLOGICAL DEFENSES
|
||
|
|
||
|
Among many other things, Sid Meier's Civilization is about technology
|
||
|
and the impact of technology on civilization. Naturally, then,
|
||
|
technology plays a large part in the defenses you erect. Selecting the
|
||
|
right technological paths to pursuse as you climb civilization's
|
||
|
ladder can make or break your defensive capabilities.
|
||
|
Obviously, at the outset of the game you should focus your
|
||
|
attention on fundamentals: Metalworking, masonry, and the creation of
|
||
|
barracks units all are essential to the erection of effective defenses
|
||
|
against attack.
|
||
|
The decisions become more difficult as your civilization grows.
|
||
|
Military technology cannot always take precedence over social and
|
||
|
cultural civilization advances.
|
||
|
That in mind, there are a few general principles that can help you
|
||
|
ensure that your defensive technology is adequete to the tasks it will
|
||
|
face.
|
||
|
|
||
|
1. Always buy the best. It doesn't do you any good to possess
|
||
|
muskateers if your cities are still defended by phalanxes.
|
||
|
Upgrade often and thoroughly, starting with your barracks
|
||
|
installations. These will require replacement upon the
|
||
|
achievement of certain civilization adavnces at certain levels
|
||
|
|
||
|
======================================================================= 88
|
||
|
|
||
|
of the game. In hot an dheavy combat, units not produced by
|
||
|
barracks facilities stand little chance of survival.
|
||
|
|
||
|
2. Push the technology to its defensive limits. If your
|
||
|
civilization is capable of producing frigates or ironclads, you
|
||
|
have the freedom to move offshore. Don't trap these powerful
|
||
|
units in your harbors or at the shore where they stand a
|
||
|
chance of sinking the enemy on approach. The same holds
|
||
|
true for aircraft and other highly mobile pieces. Stationary
|
||
|
positioning is not always the optimum defensive startegy:
|
||
|
Remember the Maginot Line.
|
||
|
|
||
|
3. Use your intelligence-gathering capabilities. Your diplomats
|
||
|
can keep you informed of other civilizations' technological
|
||
|
capabilities, giving you at least the possibility of adjusting
|
||
|
your own pursuits in hopes of achieving parity or maintaining
|
||
|
superiority. Don't let other civilizations guide the devlopment
|
||
|
of your own; but do put your understanding of your adversaries
|
||
|
to work for your own advantage.
|
||
|
All's fair, as they say: You can also use your diplomats to
|
||
|
steal technology from your more advanced enemies. To do this,
|
||
|
you must, of course, smuggle a diplomat unit through enemy
|
||
|
lines and into an enemy city. Nor do you get to choose the
|
||
|
the technology you steal. It's tough and risky, but technology
|
||
|
transfer - from them to you, at any rate - can make a
|
||
|
difference in the course of a war.
|
||
|
(If you're not at war with the civilization you wish to
|
||
|
steal from, you soon will be: The act of stealing constitutes
|
||
|
an act of war, as well as breaching any treaty that may exist
|
||
|
between your civilizations.)
|
||
|
|
||
|
4. Acquire technology through offense, if possible. Even though an
|
||
|
enemy civilization may outnumber you and possess superior
|
||
|
technology, you may have a chance to acquire some of their
|
||
|
technology through conquest. Send expeditionary forces
|
||
|
|
||
|
======================================================================= 89
|
||
|
|
||
|
to the peripheries of the other civilization, looking for newly
|
||
|
established cities whose defenses are weak. If you can capture
|
||
|
an enemy city, you'll have a chance to capture one of their
|
||
|
technological advances as well.
|
||
|
(You can accomplish the same goalds closer to home, if the
|
||
|
enemy has captured one of your cities. Take it back - and with
|
||
|
it get some of their knowledge.)
|
||
|
|
||
|
5. Pursue civilization advances and Wonders of the World than can
|
||
|
help give you a defensive advantage. In the ancient portion of
|
||
|
the game, such an advantage is lent by the Great Library
|
||
|
Wonder, which makes available to you any advance possessed by
|
||
|
at least two other civilizations. This is a good hedge against
|
||
|
being too quickly outsripped by oppossing nations.
|
||
|
In the nuclear age, you'll want to place an SDI defensive
|
||
|
unit in your capital city at least, and should consider
|
||
|
locating one in each of your leading cities. This is the only
|
||
|
effective defense against the devastations of a nuclear attack.
|
||
|
Ownership of the United Nations is the best defense of all.
|
||
|
If your civilization possesses the United Nations, all other
|
||
|
nations must make peace with you, no matter how superior or
|
||
|
powerful they might be.
|
||
|
|
||
|
6. Invest in a solid educational infrastructure, enhancing it at
|
||
|
every available opportunity. A sizable investment in and
|
||
|
commitment to education - in the form of universal literacy, a
|
||
|
good university system, and knowledge-oriented civilization
|
||
|
advances and Wonders - increases the rapidity with which your
|
||
|
wise people can achieve breakthroughs and advances. These, in
|
||
|
turn, increase the likelihood of your being able to mount a
|
||
|
technologically sound defense.
|
||
|
|
||
|
======================================================================= 90
|
||
|
|
||
|
FAR FLUNG DEFENSES
|
||
|
|
||
|
As your civilization spreads across its home landmass and onto others,
|
||
|
the majority of your attention may be focused upon the vicissitudes of
|
||
|
conquest and colonization. Don't neglect the defensive side of the
|
||
|
game. Don't make the mistake of concentrating the majority of your
|
||
|
forces on the leading adge of your empire to the detriment of your
|
||
|
civilization's core. More than one civilization has fallen from
|
||
|
weakness at home despite great strength on its outer edges. Upgrade
|
||
|
your city fortifications at every reasonable opportunity. Disband
|
||
|
outmoded units, freeing resources for the creation and support of
|
||
|
units, freeing resources for the creation and support of units more
|
||
|
suited to contemporary needs.
|
||
|
At the same time, it's foolish to continue devoting time,
|
||
|
resources, and money to over-fortifying cities located far from the
|
||
|
front. As in so many aspects of this game, you must strike a
|
||
|
reasonable balance.
|
||
|
First let's focus on the outer limits of your civilization. On
|
||
|
those edges, place garrisons ready to protect your interests. Even a
|
||
|
strong, world-girdling empire will have points of vulnerability at
|
||
|
|
||
|
======================================================================= 91
|
||
|
|
||
|
which ambitious enemies can strike. Your garrisons should consist of
|
||
|
at least two strong defensive units, just as your cities at home. In
|
||
|
addition, new cities on distant shores can benefit from the presence
|
||
|
of a couple of strong offensive units, able to deal with approaching
|
||
|
attackers or barbarians. Remember that as you settle new and untamed
|
||
|
lands barbarians will continue to be a problem.
|
||
|
As quickly as possible you should erect a barracks facility in
|
||
|
order to reinforce further your settlement with veteran units.
|
||
|
You will need to establish and defend effective lines of supply,
|
||
|
carrying reinforcements from your productive homeland to the more
|
||
|
tenuous locations you're establishing around the world. Guard these
|
||
|
resupply routes as well as you can, preferably escorting cargo vessels
|
||
|
with military craft able to scout out and deal with the ships of your
|
||
|
adversaries. Set yourself a regular schedule of resupply and
|
||
|
reinforcement, building your garrison until it is well fortified and
|
||
|
defended.
|
||
|
Second, bear in mind the lessons you learned when building your
|
||
|
first cities. As you produce more military units - or as additional
|
||
|
reinforcements arrive from home - you'll want to put into place a
|
||
|
strong line of pickets and sentries, establishing a protective zone
|
||
|
around your new city. As the city develops, producing settlers who
|
||
|
will develop and exploit the local resources, continue moving the
|
||
|
picket lines outward, adding to them to eliminate any holes through
|
||
|
which the enemy might slip.
|
||
|
Third, use your new city to produce a diplomat or two, especially
|
||
|
if the newly created community lies on a landmass containing other
|
||
|
civilizations. The diplomats can give you a picture of the size and
|
||
|
nature of enemy cities and defenses, information that will asist you
|
||
|
in defending your own new community.
|
||
|
|
||
|
======================================================================= 92
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
The cities on the periphery of
|
||
|
your civilization should be well
|
||
|
protected, as they are the cities
|
||
|
most typically exposed to
|
||
|
extrenal threats. As the
|
||
|
boundries of your civilization
|
||
|
expand, focus your defensive
|
||
|
efforts on the outer edges,
|
||
|
shifting the cities of your
|
||
|
heartland - which should be
|
||
|
farthest from the enemy's
|
||
|
reach - to producing civilization
|
||
|
advances and Wonders of the
|
||
|
World.
|
||
|
Bear in mind, though, that
|
||
|
it's unwise to let your guard
|
||
|
down too far, no matter how
|
||
|
distant a city lies from the
|
||
|
lines of conflict. This is
|
||
|
especially true of your capital
|
||
|
city, although other cities as
|
||
|
well can be left vulnerable to
|
||
|
sabotage and espionage on the
|
||
|
part of enemy diplomats.
|
||
|
---------------------------------
|
||
|
|
||
|
Finally, bear in mind that your purpose is expansion, yet, since
|
||
|
you're in a defensive mode, you want to be careful that your
|
||
|
expansionist movements are not interpreted as threats by other
|
||
|
civilizations. If you establish a treaty, try sticking to it for
|
||
|
awhile as you build your military and economic resources in the new
|
||
|
location. Far-Flung colonies are vulnerable to assault and takeover.
|
||
|
Your job is to protect them until they're strong enough to withstand
|
||
|
enemy threats.
|
||
|
For all the vital importance of a good defense, at home and
|
||
|
abroad, it's tough to win at Sid Meier's Civilization by staying home,
|
||
|
tending your walls and fortifications, and minding your own business.
|
||
|
Isolationism will, ultimately, cost your society more than it gains.
|
||
|
You must at some point take a more aggressive approach, at least
|
||
|
against some of the other civilizations on your world. Conflict can be
|
||
|
delayed, but not avoided: Other civilizations will ultimately move
|
||
|
against you.
|
||
|
|
||
|
======================================================================= 93
|
||
|
|
||
|
In the next chapter we'll see exactly how you can prepare yourself
|
||
|
and your civilization to go to war, and look at ways to increase your
|
||
|
chances of victory.
|
||
|
|
||
|
======================================================================= 94
|
||
|
|
||
|
CHAPTER 6
|
||
|
---------
|
||
|
TAKING OFFENSE
|
||
|
|
||
|
|
||
|
Civilization provides you with more than enough tools to take a grand
|
||
|
offensive approach, mounting, in effect, a plan of global conflict and
|
||
|
- with luck - conquest.
|
||
|
Here your decisions should be shaped by your goals. Decide whether
|
||
|
you want to conquer the entire world, eliminating all opposition, or
|
||
|
whether you wish simply (not that it will necessarily be simple!) to
|
||
|
drive other civilizations from your homeland and prevent them from
|
||
|
returning to conquer you.
|
||
|
Whichever approach you take, you must at every step maximize your
|
||
|
offensive production and strategic planning, building armies, lifting
|
||
|
your level of military technology, structuring your government to
|
||
|
increase the willingness of your people to fight.
|
||
|
Your decision will affect as well the paths you follow toward
|
||
|
adavnced technologies, city improvements, and Wonders of the World.
|
||
|
|
||
|
======================================================================= 97
|
||
|
|
||
|
OFFENSIVE EXPLORATION
|
||
|
|
||
|
Again, exploration plays a large part in your pkans and the
|
||
|
accomplishment of your goals. Early on - during the first turn, if
|
||
|
possible - you should establish a city on a seacoast. (If you haven't
|
||
|
found the sea within three turns, go ahead and put down your roots.
|
||
|
Time is precious, and those first three turns represent sixe decades
|
||
|
of building for your opponents. You can always go to sea from a city
|
||
|
built subsequnetly; but make sure your second city lies on the edge of
|
||
|
the ocean.)
|
||
|
At the early stages of your civilization's growth, offense should
|
||
|
come second. Secure your home before setting out to conquer. As noted
|
||
|
in the previosu chapter, a strong defense is the best possible
|
||
|
preparation for an effective offensive startegy.
|
||
|
But be prepared to take advantage of offensive opportunity when it
|
||
|
knocks. As you explore your home territory, you may encounter a tribe
|
||
|
less advanced than your own. If possible, isolate or eliminate them.
|
||
|
Although few civilizations ever disappear completely from Civilization
|
||
|
after being destroyed, the interruption of growth that destruction
|
||
|
causes can be of great benefit to your own development. You have one
|
||
|
less opponent to worry about - at leats for awhile.
|
||
|
A persuasive case can be made, however, for isoloating the other
|
||
|
tribe rather than completely eliminating it. As yoru civilization
|
||
|
progresss, its maintenance and expansion become progressively more
|
||
|
expensive. Funding your civilization requires income, not all of which
|
||
|
can be generated within your own borders. You need trading partners,
|
||
|
and the most effective - and lucratove! - partners are cities in other
|
||
|
civilizations. By eliminating too completely those other cultures, you
|
||
|
may ultimately be cutting your own throat economically.
|
||
|
How, then, to encapsulate other civilizations in oredr to trade
|
||
|
with them but alos to minimize the possibility of their aggression
|
||
|
aimed at you? There are several ways.
|
||
|
|
||
|
======================================================================= 98
|
||
|
|
||
|
Easiest, perhaps, is to establish a treaty with the other nation.
|
||
|
You should be guided in this by the other civilization's proximity to
|
||
|
your own.
|
||
|
Which brings us back to the careful exploration of your starting
|
||
|
landmass. As quickly as possible after establishing your first city,
|
||
|
send units out to explore the land on which you've been placed. As you
|
||
|
explore, keep an eye out for several things:
|
||
|
|
||
|
1. Look for areas where the land narrows, such as an isthmus, and
|
||
|
which can easily be sealed off should there be other
|
||
|
civilizations beyond the narrows.
|
||
|
2. As your units travel around the coastline, look for the
|
||
|
northernmost and southernmost points of land. These are also likely
|
||
|
spots to detect the arrival of ships from other civilizations,
|
||
|
making their own way around the world by following the polar
|
||
|
coastlines. (It is from these spots as well that you might try
|
||
|
dispatching triremes in hopes of making a landfall before
|
||
|
becoming lost at sea.)
|
||
|
3. Be alert for different types of terrain, especially as you push
|
||
|
farther from your home city. Terrain can impede the progress of
|
||
|
your more mobile units; you'll want to map out the most easily
|
||
|
traversed routes to areas where you encounter other
|
||
|
civilizations.
|
||
|
4. Try to dispatch explorers in sufficent force as to allow the
|
||
|
posting of sentries and pickets around the perimeter of your
|
||
|
expanding civilization. These will help keep to a minimum the
|
||
|
appearances of barbarian raiders, who arise in wilderness
|
||
|
areas. Your job is to seek out and conquer other civilizations,
|
||
|
not waste time and resources doing combat with barbarians.
|
||
|
|
||
|
In some ways, your job as the leader of civilization is made
|
||
|
easier if your initial location is a huge continent. You have at hand
|
||
|
room for expansion, opportunities for trade and exchanges of
|
||
|
information with other civilizations located there, and you are
|
||
|
|
||
|
======================================================================= 99
|
||
|
|
||
|
freed, at least for awhile, from the necessity of developing segoing
|
||
|
capabilities.
|
||
|
|
||
|
|
||
|
ISLAND HOMES
|
||
|
|
||
|
Suppose you're on an island, rather than a continent. Your first
|
||
|
actiosn should be to complete the exploration of your landmass, with
|
||
|
an eye toward appropriate locations for your cities. You'll need
|
||
|
several cities from which to launch your campaign of conquest, and at
|
||
|
least two of those cities must be seaports, from which ships can be
|
||
|
sent forth. Position yoru cities carefully, ensuring that each is as
|
||
|
productive as possible. Begin producing triremes as early as you can,
|
||
|
dispatching them to the far corners of the globe in search of other
|
||
|
civilizations.
|
||
|
Don't send out empty ships. Even though an unloaded vessel can
|
||
|
explore the world, and locate other islands and continents, all you'll
|
||
|
be able to find are the coasts of these neighboring lands. Their
|
||
|
interiors will be denied to you unless your ships are carrying units
|
||
|
which can be debarked for exploration.
|
||
|
Agains, speed is of the essence. If you are able to produce
|
||
|
cavalry or chariot units, those are what should be loaded onto your
|
||
|
ships. The extra mobility of these units will enable you more quickly
|
||
|
to travel the interiors. This gives you the opportunity to locate
|
||
|
other civilizations, scout out the lay of their land, and also to
|
||
|
liberate any serendipity squares - scrolls of wisdom, mineral
|
||
|
deposits, and so on - as yet uncaptured by others.
|
||
|
Another good approach at this stage of the game is to include a
|
||
|
band of settlers on your exploration vessels. If your initial location
|
||
|
is an island, you will quickly need additional lands to colonize and
|
||
|
develop. Settlers can do this. Don't forget, as you establish your new
|
||
|
cities, to reassign any traveling units - and your trireme, if you
|
||
|
locate the new city on a secoast - to the new cities. This will
|
||
|
relieve some of the pressure on the communities on your initial
|
||
|
island.
|
||
|
|
||
|
====================================================================== 100
|
||
|
|
||
|
---------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Don't neglect the interiors of
|
||
|
continents and islands your
|
||
|
exploration craft discover. To
|
||
|
explore those interiors you'll
|
||
|
need to carry land units which
|
||
|
will be debarked on foreign
|
||
|
shores.
|
||
|
The choice of which land
|
||
|
units to send on exploration
|
||
|
journeys will vary depending upon
|
||
|
your overall strategy, but
|
||
|
diplomats and settlers can both
|
||
|
be efefctive explorers.
|
||
|
Because wild and unexplored
|
||
|
lands are fertile breeding
|
||
|
grounds for barbarians, you
|
||
|
should also include a military
|
||
|
unit among your explorers.
|
||
|
Be careful on your first
|
||
|
voyages out from your homeland.
|
||
|
Triremes can eaisly be loast at
|
||
|
sea, so it's a wise idea to find
|
||
|
a navigable path between
|
||
|
landmasses before sending out
|
||
|
ships laden with expensive units.
|
||
|
---------------------------------
|
||
|
|
||
|
If your civilization has developed writing, it's a good idea to
|
||
|
build some diplomat units and send them into the greater world as
|
||
|
well. Using diplomats to establish embassies will give you a leg up on
|
||
|
your plan of conquest. At certain levels of the game, embassy
|
||
|
intelligence reports let you know the size of your adversaries'
|
||
|
treasury and military, as well as keep you posted on who's at war with
|
||
|
whom. This information can prove crucial as you decide which opponent
|
||
|
you'll make war against, and with which you will negotiate treaties.
|
||
|
|
||
|
====================================================================== 101
|
||
|
|
||
|
CHECKPOINTS AND BLOCKADES
|
||
|
|
||
|
Another advatange of seafaring ability is the capacity it provides for
|
||
|
establishing and enforcing blockades. As you sail around the world,
|
||
|
you'll discover various checkpoints, through which other sailors must
|
||
|
come to find your own civilization. Position a trireme at each
|
||
|
checkpoint possible, sealing the straits against enemy vessels. Put
|
||
|
yoru ship on sentry duty; this way it will come to "life" when another
|
||
|
ship contacts it.
|
||
|
When your sentry ship wakes up, attack the other ship. There's a
|
||
|
good chance you will sink it, and send to the bottom of the sea any
|
||
|
units it is carrying. Not always - there will be times when it's your
|
||
|
own vessel that goes down! For that reason, it's not a bad idea to
|
||
|
keep at sea as many ships as you cna reasonably support, giving you
|
||
|
the ability to back up your forward pickets, and replace vessels that
|
||
|
have been sunk.
|
||
|
Sealing off checkpoints is only a first step in establishing naval
|
||
|
superiority. As you sail around the coastlines of distant landmasses,
|
||
|
you'll encounter enemy ports. The advantages you can
|
||
|
|
||
|
====================================================================== 102
|
||
|
|
||
|
derive from these harbors are both startegic and information-oriented.
|
||
|
Your contact with an enemy port provides you with a sense of the
|
||
|
strength of that city, letting you know at a glance whether or not
|
||
|
enemy ports are stronger than your own.
|
||
|
|
||
|
-------------------------------------------------------------
|
||
|
THE LESSONS OF HISTORY
|
||
|
Blockades and checkpoints have proved crucial throughout
|
||
|
history. Consider one of the most dramatic examples of modern
|
||
|
naval warfare: Trafalgar.
|
||
|
Outnumbered and outgunned, Lord Nelson's British fleet
|
||
|
kept careful watch over Napoleon's marshalling of French and
|
||
|
Spanish vessels. Nelson understoof the value of biding his
|
||
|
time, and did so for months, until, on the 21st of October
|
||
|
1805, he engaged the enemy in waters near Gibraltar, offshore
|
||
|
from Cape Trafalgar. In little more than four hours,
|
||
|
two-thirds of Napoleon's fleet was destroyed or captured,
|
||
|
while Nelson, although fatally wounded during the battle, did
|
||
|
not lose a single ship. The course of history was from that
|
||
|
moment changed: Napoleon ceased to be able to threaten an
|
||
|
invasion of England, and his ambitions were confined to the
|
||
|
European continent.
|
||
|
What makes Nelson's accomplishment all the more remarkable
|
||
|
is that Nelson spent a full two years setting up his naval
|
||
|
trap. During that time, squadrons composed of ships from the
|
||
|
British fleet hugged the enemy coastline, alert for any enemy
|
||
|
movement into or out of harbors. The startegy effectively
|
||
|
prevented Napoleon from assembling a large invasion fleet.
|
||
|
The wise leader of a civilization understands the value of
|
||
|
catching the enemy at sea - and destroying him there. Be
|
||
|
patient, and let the enemy make the first move.
|
||
|
-------------------------------------------------------------
|
||
|
|
||
|
====================================================================== 103
|
||
|
|
||
|
Strategically, of course, the advantages are obvious. You know
|
||
|
where at least part of the other civilization's seafaring capacity
|
||
|
lies. That knowledge can prove crucial to your plan of conquest.
|
||
|
If you can support sufficent ships, it's worth trying to blockade
|
||
|
the enemy ports. Keep your adversary's vessels pinned at home and
|
||
|
you'll win an important advatage when the time comes to mount an
|
||
|
amphibious assault and lay siege to their lands. You can also
|
||
|
interdict their own shipping before it has a chance to get too far
|
||
|
from home.
|
||
|
Position a ship a square or two back from the port. Place the ship
|
||
|
on sentry duty and wait for ships emerging from port.
|
||
|
Bear in mind, if your sentry ship lies "at anchor" touching the
|
||
|
shoreline, that enemy land units passing by your position will also
|
||
|
wake up your ships, letting the enemy know you're there. There's
|
||
|
little to be done about this; it comes with the territory.
|
||
|
A succesful blockade generally requires two ships per enemy port -
|
||
|
this is expensive, and will put pressure on your own home bases. The
|
||
|
expense is worth it if you can halt the enemy's own plans for offshore
|
||
|
expansion. The advantage of having two ships bracketing the enemy port
|
||
|
is the backup it offers. Not every ship-to-ship battle will go well
|
||
|
for you. Should you lose your initial vessel, your backup ship can
|
||
|
endeavor to track down the enemy craft and sink it. (You'll have to
|
||
|
wake up the other ship manually, unless the enemy comes in contact
|
||
|
with it. Don't put this off, lest you forget and your movement turn
|
||
|
comes to close while your sentry ship remains somnolent.)
|
||
|
When you make that initial contact and your primary vessel returns
|
||
|
to duty, the best approach is to go ahead and "awaken" your backup
|
||
|
craft. That way, should you lose the first ship, your next unit will
|
||
|
be awake and ready for action. You won't have to cycle back through
|
||
|
the map to awaken the other ship.
|
||
|
|
||
|
====================================================================== 104
|
||
|
|
||
|
DIPLOMATIC CARGO
|
||
|
|
||
|
As you locate other civilizations, think about how you will approach
|
||
|
making war on them. Effective thinking requires accurate information,
|
||
|
and the unit best equipped to give you information is the diplomat.
|
||
|
But there is more to using your diplomat units than just establishing
|
||
|
embassies. Indeed, the diplomat can be the most effective of all your
|
||
|
units for laying the groundwork for a successful invasion or siege.
|
||
|
For that reason, it's wise to include a couple of diplomat units
|
||
|
on each vessel you send out. (If dispatching triremes, two units will
|
||
|
be all each ship can carry.) Debark the diplomats before putting the
|
||
|
ship in position to establish blockade: There's no point in risking
|
||
|
your diplomats to the dangers of sea battle or having them lie idle
|
||
|
during the turns when the ship is simply on sentry duty.
|
||
|
When a diplomat units comes into contact with an enemy city, your
|
||
|
first move should be to establish and embassy. Your embassy will
|
||
|
generate information about the enemy for as long as the embassy
|
||
|
exists. After that, each subsequent diplomatic contact offers you
|
||
|
several choices.
|
||
|
As we've seen, any unit touching an enemy city gives you a picture
|
||
|
of that city's numerical strength. But only a diplomat can breach the
|
||
|
city's barriers and deliver a picture of the city's particulars -
|
||
|
defense, inhabitants, structures. This sort of information is beyond
|
||
|
price whne planning a campaign or laying siege. Choose Investigate
|
||
|
City from your diplomat's menu to take advantage of this capability.
|
||
|
|
||
|
====================================================================== 105
|
||
|
|
||
|
Sometimes your opponents will be more technoligically advanced
|
||
|
than you. You'll know this from your initial embassy reports and from
|
||
|
subsequent missives sent back from your embassies. Again, your
|
||
|
diplomats can prove invaluable. By learning which technologies and
|
||
|
advances your enemy possesses, you can, if need be, reshape your own
|
||
|
intellectual pursuits in hopes of catching up or exceeding their
|
||
|
abilities.
|
||
|
You can also seek to exchange technology with other tribes,
|
||
|
although you'll be surrendering some of your own hard-won knowledge in
|
||
|
exchange for theirs.
|
||
|
But there's another option. Your diplomats can steal technology
|
||
|
from your opponents. This is a risky maneuver, involving the gaining
|
||
|
of clandestine passage through enemy lines and penetrating an enemy
|
||
|
city. The risks may be worth it if you gather the knowledge you need,
|
||
|
and can put it to work at the construction of units that will be a
|
||
|
battlefield match for the enemy.
|
||
|
You can steal technology from allies as well, although you should
|
||
|
be aware that this constitues an act of war, cancelling your treaties.
|
||
|
|
||
|
====================================================================== 106
|
||
|
|
||
|
-------------------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Get an idea of the enemy's technology level
|
||
|
before making war. To do this, you'll need
|
||
|
to establish an embassy in an enemy city.
|
||
|
If the enemy is more technologically
|
||
|
advanced that you, you might consider
|
||
|
postponing your aggression until you are
|
||
|
more evenly matched.
|
||
|
Catch up with the enemy in the
|
||
|
technology race through one of four ways:
|
||
|
1. Underatke concentrated research
|
||
|
efforts, building libraries and
|
||
|
universities in your cities if you
|
||
|
are able, and devoting a larger
|
||
|
portion of your revenues to
|
||
|
scientific research.
|
||
|
2. Exchange technologies with friendly
|
||
|
civilizations.
|
||
|
3. Build the Great Library Wonder; any
|
||
|
time two other civilizations obtain
|
||
|
the same advance, it becomes yours
|
||
|
as well.
|
||
|
4. Steal the technology by way of
|
||
|
diplomat units.
|
||
|
-------------------------------------------
|
||
|
|
||
|
In addition to stealing information, diplomats can assume the role
|
||
|
of saboteur, aiming their efforts at units.
|
||
|
Finally, your diplomats can sow dissent among the enemy
|
||
|
population, causing productivity to decline and unhappiness to
|
||
|
increase. This "psychological" warfare can be an effective tool when
|
||
|
used against a government whose hold over its people is already shaky.
|
||
|
Use yoru diplomats wisely, but don't be overcautious. You are
|
||
|
amking war, and there will come - all too quickly! - a time when
|
||
|
cloak-and-dagger missions are not enough. There will come
|
||
|
|
||
|
====================================================================== 107
|
||
|
|
||
|
a time when you must commit your military forces to assault and siege.
|
||
|
|
||
|
|
||
|
THE WAR BEGINS
|
||
|
|
||
|
You know ehere the enemy is. His front line sare half a dozen sqaures
|
||
|
removed from yours; you share a continent. You have established an
|
||
|
embassy which gives you the big picture. Advance spies - diplomat
|
||
|
units visiting each of the enemy's major cities - have let you know
|
||
|
which cities are best and least defended. It's time to launch your
|
||
|
campiagn...
|
||
|
There's little to compare with the anticipation that preceeds the
|
||
|
laucnh of an invasion. Don't let your excitement get the better of
|
||
|
you: Successful invasions are most easily accomplished when they rest
|
||
|
upon a foundation of thorough preparation and planning.
|
||
|
It may be that the early stages of your invasion go smoothly. This
|
||
|
is likeliest to happen when you strike quickly, on more than one
|
||
|
front, with units that are stronger than the enemy and which are
|
||
|
gathered in greater numbers.
|
||
|
Even if you possess overwhelming superiority, there are some
|
||
|
general principles to bear in mind.
|
||
|
Try not to stack attacking units. Doing so simply gives the enemy
|
||
|
the opportunity to dispose of two or more of your pieces at a single
|
||
|
blow. Even the largest of armies cannor long afford to support this
|
||
|
sort of profligate waste of manpower and material. Be on guard for
|
||
|
terrain that forces you to stack units. The natural "funnels" serve to
|
||
|
create "killing field" in which your troops can easily be mowed down.
|
||
|
Bear in mind that you don't have to attack every enemy unit on the
|
||
|
continent. Especially if you have struck a treat with another
|
||
|
civilization, there is the possibility that your adversary will have
|
||
|
erected picket and sentry lines to mark the border between your
|
||
|
territory and his. If you can go around these pickets, you stand a
|
||
|
chance to delivering a larger force to the enemy city intact;
|
||
|
|
||
|
====================================================================== 108
|
||
|
|
||
|
when you capture the pickets' home city, those units will be dibanded
|
||
|
for lack of support and will disappear from teh screen.
|
||
|
Use all the reosurces you have at hand. Even though you have a
|
||
|
direct land route into enemy territory, it may be advisable to send
|
||
|
some of your invading force by sea. That way you can circumvent enemy
|
||
|
lines, perhaps capturing a powerful city deep in enemy country. From
|
||
|
that position, you might well be able to split the enemy, producing
|
||
|
new units with which to solidify your holdings and expand them
|
||
|
You can also acquire advances by way of conquering enemy cities.
|
||
|
Consider as well, if geography cooperates, the possibility of striking
|
||
|
an early blow at the enemy capitol. By taking the capitol, you have
|
||
|
the possibility of creating a civil war amongst the enemy population.
|
||
|
You can then strike an alliance with one group while keeping military
|
||
|
pressure on the other.
|
||
|
|
||
|
|
||
|
LAYING SIEGE
|
||
|
|
||
|
Whichever approach you undertake - direct asault through the perimeter
|
||
|
of enemy territory, or deep penetartion into his heartland - you will
|
||
|
eventually face the need to lay siege to an enemy city. Recall that
|
||
|
one truism of militray history is that sieges are often as harsh an
|
||
|
experience for the attacker as for the besieged.
|
||
|
Study the city you wish to assault. What are its fortifications?
|
||
|
Does it boast city walls? How substantial is the garrison inside the
|
||
|
city? What are your best approaches to its attack?
|
||
|
Look as well at how the enemy has exploited the land and resources
|
||
|
surronding the city. You might wish to consider a "scorched-earth"
|
||
|
policy aimed at depriving the city's citizenry of food and income. You
|
||
|
can do this by destroying any terrain improvements on which your
|
||
|
military units are located. The downside of this approach is obvious:
|
||
|
Once the city becomes yours, you'll have to assign a settler unit to
|
||
|
rebuild the farms and mines you obliterated.
|
||
|
|
||
|
====================================================================== 109
|
||
|
|
||
|
(Settler units should be part of the assault force anyway. They
|
||
|
serve the purpose of engineers during your campaign, building roads,
|
||
|
field fortifications where necessary, and, of course, increasing the
|
||
|
productivity of captured metropolises. Be sure that you keep the
|
||
|
settlers to the rear of your adavncing columns, away from lines of
|
||
|
battle. Move them up only as you secure the territory they will
|
||
|
occupy.)
|
||
|
The natures of teh city defenses will affcet units you use in your
|
||
|
assault. If the city has walls, you are safest making an asault with
|
||
|
units of at least catapult level. Legions, chariots, and cavalry units
|
||
|
are less likely to breach the walls with their assault, more likely to
|
||
|
be destroyed in the attempt.
|
||
|
The dilemma with catapults is that, over open terrain, they are
|
||
|
capable of only a single sqiare's movement per turn. This means it
|
||
|
takes longer for the unit to arrive at the front, and that it can only
|
||
|
strike once per turn when in position. (Naturally, catapults - and
|
||
|
their descendants, cannons - can move farther over roadways. You won't
|
||
|
always, in early wars, have roadways at your disposal.)
|
||
|
|
||
|
====================================================================== 110
|
||
|
|
||
|
For these reasons, move your artillery in clusters, being careful
|
||
|
not to stack them if you can avoid it. With more than one catapult at
|
||
|
your disposal you'll be able to position your assault artillery on
|
||
|
more than one side of the besieged city, hammering the target at least
|
||
|
twice (unless your unit is unsucceddful) a turn. The more often you
|
||
|
can strike, the more quickly the siege is likely to be resolved in
|
||
|
your favor.
|
||
|
Keeping reinforcements moving toward the front. No matter how
|
||
|
carefully a campaign is planned, there will come a time whne you need
|
||
|
fresh units. A constant stream of new troops and equipment helps
|
||
|
ensure that your campaign achieves its goal.
|
||
|
When the city falls, don't be too quick to press your advantage
|
||
|
and push on into enemy territory. The captured city must be held, its
|
||
|
infrastructure repaired, its garrison replenished with your own
|
||
|
forces. Reassign any occupying troops to the new city, and give some
|
||
|
thought to building a temple or other civic improvement for the city's
|
||
|
inhabitants. After all, they've just come through a long siege, and
|
||
|
are not predisposed toward showing you a lot of support. You can win
|
||
|
their favor, and turn their productivity to your own ends, gving you a
|
||
|
source for new units that's located close to the front. Only when the
|
||
|
city is wholly secured - at least two fortified units in place -
|
||
|
should you move on.
|
||
|
|
||
|
====================================================================== 111
|
||
|
|
||
|
------------------------------------------------------------
|
||
|
THE LESSONS OF HISTORY
|
||
|
Technology shaped the nature and evolution of siege
|
||
|
warfare, just as it shaped all other aspects of war.
|
||
|
The development of fortifications - represented in
|
||
|
the game by masonry and city walls - had to be countered
|
||
|
technologically. Walls called for artillery.
|
||
|
The earliest forms of artillery were catapults, a
|
||
|
technology which evolved over centuries, until gunpowder
|
||
|
displaced tension and gravity as the best means for
|
||
|
dispatching projectiles.
|
||
|
Descendants of the catapult include the Roman
|
||
|
mangonel, which could hurl stones weighing hundreds of
|
||
|
pounds. (The Romans, by the way, used woven human hair
|
||
|
as the cord which ws drawn tight by a winch, creating
|
||
|
the tension which, when released, hurled the stone.)
|
||
|
The balista was a sort of giant crossbow, and could
|
||
|
fire either stones or pointed projectiles, such as
|
||
|
javelins.
|
||
|
The trebuchet was capable of lobbing large projectiles
|
||
|
over tall walls.
|
||
|
Catapults and their kin were used to hurl more than
|
||
|
projectiles. Chemical weapons including "Greek fire" -
|
||
|
a combination of sulfur, pitch, and petroleum - served
|
||
|
as early precursors of napalm, and could be
|
||
|
discharged by some artillery. There are even instances
|
||
|
of catapults being used to heave dead - and, sometimes,
|
||
|
plauge-infested - bodies over enemy walls.
|
||
|
Although you don't have chemical weapons at your
|
||
|
disposal in the game, you should use artillery of
|
||
|
whatever level you can produce, when laying siege to
|
||
|
enemy cities and fortifications.
|
||
|
------------------------------------------------------------
|
||
|
|
||
|
====================================================================== 112
|
||
|
|
||
|
In Sid Meier's Civilization, logistics are almost everything.
|
||
|
Lines of supply and reinforcement can in Civilization become as vital
|
||
|
as in the real world. It's a good idea to use a band of settlers to
|
||
|
build roadways from yoru cities to the front. This will greatly
|
||
|
increase your ability to move up fresh troops rapidly. Railroads, if
|
||
|
you possess the technology, are even better.
|
||
|
At some point, as your supply lines stretch out, order your
|
||
|
settlers to construct a new city. There are several advatanges to
|
||
|
this - you can generate new units much closer to the lines of combat;
|
||
|
you can fortify the city, giving you a solid base close to enemy
|
||
|
territory; and you can reassign forward troops to the new community,
|
||
|
easing the productive pressure on your central cities.
|
||
|
As you move across the continent, continue to extend defensive, as
|
||
|
well as offensive lines, placing more primitive units on picket or
|
||
|
sentry duty. Your enemies are crafty and may well try to sneak
|
||
|
diplomats of their own into yoru cities where they will wreak the same
|
||
|
type of mischief and intellectual theievry you committed against them.
|
||
|
|
||
|
====================================================================== 113
|
||
|
|
||
|
-------------------------------------------------------------
|
||
|
CIVILIZATION KEY
|
||
|
Don't be afraid to take a breather during a long campaign or
|
||
|
war. You can go too far - exhausting your resources and your
|
||
|
people's willingness to fight, falling short of your goal of
|
||
|
absolute victory.
|
||
|
From time to time your enemies will offer to make peace
|
||
|
with you. If need be, accept the treaty and use the time
|
||
|
you're buying to rebuild your combat forces, replenish your
|
||
|
treasury, increase the public's morale and support for your
|
||
|
undertaking. You can always break the treaty later...if
|
||
|
you're that kind of leader.
|
||
|
Seriously, if you do take a respite from combat, be sure
|
||
|
to extend your information-gathering resources to their
|
||
|
fullest capabilities. Place ships on sentry outside enemy
|
||
|
harbors. Post pickets and sentries along land borders. have
|
||
|
diplomats ready to undertake spy and sabotage missions as
|
||
|
soon as hostilities are resumed.
|
||
|
-------------------------------------------------------------
|
||
|
|
||
|
Gradually, as you consolidate your hold on the island or
|
||
|
continent, you can decide whether to fully obliterate the enemy or
|
||
|
allow him to keep a couple of cities alive for your use as trading
|
||
|
partners.
|
||
|
Suppose, though, the enemy is not on the same landmass as you.
|
||
|
Your job becomes much more complicated. You have to move your forces
|
||
|
across water and land on enemy shores.
|
||
|
|
||
|
====================================================================== 114
|
||
|
|
||
|
AMPHIBIOUS INVASIONS
|
||
|
|
||
|
The first step in a successful campaign of amphibious invasion and
|
||
|
conquest lies in logistics. Know where you're going, the shortest and
|
||
|
safest route to get there, and how many units you'll need to wage a
|
||
|
winning war, and how many ships you'll need to carry them. It doesn't
|
||
|
sound easy, and it's not as easy as it sounds.
|
||
|
|
||
|
--------------------------------------------------------------
|
||
|
THE LESSONS OF HISTORY
|
||
|
The largest amphibious assault in history took place on June
|
||
|
6, 1944 when Allied forces invaded continental Europe in order
|
||
|
to to disloadge the Nazi conqueres. To do so, the Allies
|
||
|
amassed an armada consisting of more than 4,000 transport
|
||
|
vessels, more than 6,000 warcraft, a landing force in excess
|
||
|
of 175,000, as well as thousands ofaircraft flying support
|
||
|
missions.
|
||
|
Despite the huge number, the invasion force was for a
|
||
|
time held essentially stationary on its beachhead, pinned
|
||
|
down by well-entrenched Axis forces. Strength of numbers,
|
||
|
aided by constantly arriving reinforcements and material,
|
||
|
enabled the Allies to accomplish what neither Napoleon
|
||
|
nor Hitler were able to: mount a successful invasion across
|
||
|
the English Channel.
|
||
|
When planning an invasion, make sure, at all costs, that
|
||
|
you can seize - and hold - a beachhead. And be just as sure
|
||
|
that you'll be able to deliver additional forces to the
|
||
|
beachhead as soon as possible.
|
||
|
--------------------------------------------------------------
|
||
|
|
||
|
Having located an enemy island or continent, your first step is to
|
||
|
examine its location relative to your home. Scroll around the screen,
|
||
|
following the route your ship took on its voyage of exploration. Learn
|
||
|
how many turns the voyage will take. Look to see if there are areas on
|
||
|
your home island or continent which lie closer to the enemy than to
|
||
|
your starting point. If so, put units in motion to
|
||
|
|
||
|
====================================================================== 115
|
||
|
|
||
|
establish cities and production in those areas. You'll appreaciate the
|
||
|
proximity once warfare has begun. Look for islands close to the enemy
|
||
|
homeland and establish cities there. Anything you can do to cut the
|
||
|
amount of time required to move additional forces to the front will
|
||
|
serve the cause of your campaign.
|
||
|
Do what you can as well to keep the enemy from discovering the
|
||
|
location of your forward bases. Here's another opportunity for
|
||
|
blockades and the sealing of chokepoints: Keep the other guy pinned
|
||
|
down while you establish your line of supply and mass your forces for
|
||
|
the invasion.
|
||
|
You might find it advantageous to strike at least a temporary
|
||
|
treaty with the civilization you plan to invade. A treaty will give
|
||
|
you the chance to land diplomats or caravans who can prowl around the
|
||
|
interior of the enemy landmass, scoping out defenses and attractive
|
||
|
cities while you prepare the main invasion force.
|
||
|
You'll also want to be on the lookout for landing sites. These are
|
||
|
not necessarily next to enemy cities, although those sites let you
|
||
|
launch immediate attacks on enemy strongholds. Sites next to cities
|
||
|
alos give the enemy the chance to strike a first retaliatory blow
|
||
|
against your landing force: Units which have debarked from ships have
|
||
|
no movement points left, and are vulnerable.
|
||
|
Your best site for an amphibious landing, then, lies a square or
|
||
|
two removed from areas of enemy activity.
|
||
|
Move your landing craft into position carefully. Marshall your
|
||
|
ships' movement points so that they can debark a unit or two, then
|
||
|
move to another location fo further offloading. This helps avoid the
|
||
|
risk of stacking units. Long, deep, natural harbors and fjords are
|
||
|
especially effective landing sites, as you can offload troops in a
|
||
|
variety of spots, even allowing for the limited movement capabilities
|
||
|
possessed by your ships.
|
||
|
(Limited cargo capacity will also hamper your invasion palns.
|
||
|
Triremes, able to carry only two units, make lousy invasion craft.
|
||
|
Sailing ships are only slightly better. The best craft for mounting
|
||
|
|
||
|
====================================================================== 116
|
||
|
|
||
|
large invasions are frigates and transports, both of which require
|
||
|
advanced technologies to produce. If triremes are all you've got,
|
||
|
though, they're all you've got: You'll learn, as you play
|
||
|
Civilization, to make do with the equipment you have at hand.)
|
||
|
Remember, too, that your amphibious forces will dwindle during the
|
||
|
invasion. You're going to take casualties, and you're going to have to
|
||
|
replace them.
|
||
|
|
||
|
|
||
|
BEACHHEAD
|
||
|
|
||
|
For that reason, among the first wave of invaders you should include a
|
||
|
band of settlers. With these you can establish a city of your own, on
|
||
|
enemy territory, and use it to produce fresh troops who don't have to
|
||
|
be trasnported. If you locate a city right at the front, you'll need
|
||
|
plenty of troops to defend it from what might be a pretty vigorous
|
||
|
enemy response.
|
||
|
better still, for this reason, is the "stealth" approach. As you
|
||
|
discover the enemy civilization's location, seek as well to discover
|
||
|
unexplored territory beyond their immediate frontiers. The presence of
|
||
|
serendipity squares is a pretty good indication that the enemy has not
|
||
|
yet explored the territory in question. Get a city established on that
|
||
|
territory as quickly as you can! That city will then serve as your
|
||
|
forward outpost, and can be especially effective as both a breeding
|
||
|
spot for diplomats and a staging area for a large-scale campaign.
|
||
|
The most effective - or at least most efficient - way to establish
|
||
|
such a forward base is to launch your campaign with sufficent funds in
|
||
|
the treasury to enable you to buy those infrastructure items you'll
|
||
|
need most quickly: a barracks for production of veteran units, a
|
||
|
granary for food storage, and another band of settlers to make the
|
||
|
city more efficient and productive. that's a fair piece of change, but
|
||
|
if you can't afford to make war, maybe you shouldn't.
|
||
|
|
||
|
====================================================================== 117
|
||
|
|
||
|
Don't neglect to build additional cities in enemy territory as
|
||
|
soon as you are able. They further increase your productivity - and
|
||
|
the odds in your favor - as well as giving you the tools to create
|
||
|
infrastructure to support movement of your military units.
|
||
|
Neither should you overlook the fact that, with a lone outpost on
|
||
|
an enemy continent or island, you are, for several turns at least,
|
||
|
returned to defsnive mode. Your priority should be fortification and
|
||
|
protection of your outpost. To that end, post pickets as close to the
|
||
|
enemy lines as you can without too quickly incurring an attack from
|
||
|
them.
|
||
|
If there is an isthmus between your outpost and the enemy's lines,
|
||
|
you might consider placing a ship at sentry there. The ship will
|
||
|
afford you the same knowledge of approaching enemy units without
|
||
|
placing any of your ground-based invasion units at immediate risk.
|
||
|
Should you have the time and resources, place a city on the
|
||
|
isthmus at its narrowest point. Garrisoned with defensive and
|
||
|
offensive troops, equipped with a barracks and city walls, the
|
||
|
fortified city should stop all but the most determined or overwhelming
|
||
|
enemy asaults. (It will also serve as a canal zone through which your
|
||
|
seafaring craft can travel from one side of the isthmus to the other,
|
||
|
cutting long distances from their journeys.)
|
||
|
As your bases become well-established, and you capture enemy
|
||
|
cities and make their resources your own, your amphibious asault will
|
||
|
eveolve into a ground-based campaign. Your ships will be free to
|
||
|
search for other landmasses and other civilizations to attack.
|
||
|
But there's more to civilizations - not to mention the game of
|
||
|
Civilization - than making war. As we'll see in the next chapter, even
|
||
|
a successful warlike civilization must attend to its domestic
|
||
|
devlopment - and that means establishing and nurturing its cities,
|
||
|
striking a balance between military and civilian needs.
|
||
|
|
||
|
====================================================================== 118
|
||
|
|
||
|
CHAPTER 7
|
||
|
---------
|
||
|
CULTURAL CONSIDERATIONS
|
||
|
|
||
|
What distinguishes Sid Meier's Civilization from all the other
|
||
|
interactive entertainments I've seen is the unrelenting emphasis the
|
||
|
game places on culture and cultural questions. Culture is the sum of a
|
||
|
civilization's parts. More tahn that, a culture consists of and is
|
||
|
defined by the ways in which those parts combine to create something
|
||
|
that is truly more than just a simple sum. The great cultural critic
|
||
|
Jacques Barzun has pointed out that the essence of culture is
|
||
|
interpenetration, that process of societal osmosis whereby art feeds
|
||
|
science, technology serves politics, and so on.
|
||
|
In Meier and Shelley's game, interpenetration also plays a role.
|
||
|
Each cultural advance or achievement introduced into the game lays the
|
||
|
foundation for another, but alos increases your abilities and
|
||
|
capacities in existsing areas. Coordinating the intersection of ideas
|
||
|
and goals is your job, and it should be taken seriously/ Get to know
|
||
|
the Civilization Advances chart in the game's manual, learning the
|
||
|
relationships Meier and Shelley establish among ideas and groups of
|
||
|
ideas. these do not necessarily coincide with true
|
||
|
|
||
|
====================================================================== 121
|
||
|
|
||
|
historical relationships, but do make sense within the context of the
|
||
|
game itself. More important, the relationship of ideas and advances
|
||
|
within the game is crucial to winning the game. You have to shed some
|
||
|
preconceptions in order to follow the game's flow.
|
||
|
As we'll see during the course of this cahpter, the nature of your
|
||
|
culture plays a large part in determining the nature of the game you
|
||
|
find yourself playing. There are steps you can take which help control
|
||
|
and direct your culture's evolution, but there are also limitations of
|
||
|
time and resources placed on you as a civilization leader.
|
||
|
Massaging those limitations to your best advantage - managing, in
|
||
|
other words, the nature of your cultural interpenetrations - is among
|
||
|
the largest and most engaging challenges contained in Sid Meier's
|
||
|
Civilization.
|
||
|
|
||
|
|
||
|
PRIMITIVE CULTURE
|
||
|
|
||
|
The words primitive culture, in fact, reflect our own biases: Many
|
||
|
early cultures displayed quite impressive levels of sophistication. So
|
||
|
it is in Civilization, as well.
|
||
|
During your first millennia or so of play, depending upon the
|
||
|
level at which you're playing, your cultural opportunities are
|
||
|
relatively limited. We've seen in previous chapters the necessity of
|
||
|
investing a major portion of your early cultural devlopment energies
|
||
|
in advances that offer immediate benefits to your cities' security and
|
||
|
productivity. At higher levels of challenges, your options will be
|
||
|
further limited by the increased amount of time it takes to chaieve an
|
||
|
advance, as well as by the more limited number of opening choices for
|
||
|
advancement.
|
||
|
Accepting, then, that you must possess metalworking skills in
|
||
|
order to build a strong defensive or offensive force, as well as
|
||
|
pottery in order to be able to gain and encourage city growth, is
|
||
|
there a single cultural advance whose value outweighs all others
|
||
|
|
||
|
====================================================================== 122
|
||
|
|
||
|
and whose devlopment is fundamental to all aspects of your
|
||
|
civilization? In fact, there is.
|
||
|
The answer, in the game as in human history, is the same: writing.
|
||
|
It was writing, devloped by the Sumerians about 3000 B.C., that
|
||
|
enabled the true long-term growth of society. Only by freeing memory
|
||
|
from the limitations of oral culture and its reliance upon the passing
|
||
|
down of information from one individual to another could large-scale
|
||
|
undertakings be pursued.
|
||
|
There is a ckicken-and-egg aspect to the debate over the
|
||
|
devlopment of writing. As agricultural endeavors became more and more
|
||
|
elaborate, with irrigation works constrcuted over years and decades,
|
||
|
the keeping of records became more complex.
|
||
|
Irrigation itself first came into use about 7000 B.C. in the
|
||
|
valley of the Tigris-Euphrates rivers. So about four milenia of
|
||
|
agricultural progress, however fitful, throughout the near- and
|
||
|
middle-Eastern regions, had elapsed before writing came into use.
|
||
|
Those 4000 years had resulted in a mass of information and records far
|
||
|
too large to be stored in an individual's memory. Necessity, some
|
||
|
istorians say, gave birth to writing. (Conversely, there are scholars
|
||
|
who argue that the devlopment of writing enabled the creation of more
|
||
|
complex irrigation systems.) Either way, some mechanism was required
|
||
|
for preserving the information obtained each season. That mechanism
|
||
|
was writing, the transformation of oral information into symbols.
|
||
|
Writing is memory made tangible. More than that, writing made possible
|
||
|
the easy transport of large amounts of information over long distance,
|
||
|
as well as the concentration of large amounts of disparate information
|
||
|
in centralized locations.
|
||
|
These accomplishments are reflected in Sid Meier's Civilization,
|
||
|
to your great benefit as the leader of a growing empire. The symbolic
|
||
|
nature of writing is represented in the game by the devlopment of the
|
||
|
alphabet, which must precede the development of writing itself. (The
|
||
|
alphabet also underlies mapmaking and the
|
||
|
|
||
|
====================================================================== 123
|
||
|
|
||
|
development of a code of laws, two other historical accomplishments
|
||
|
impossible to conceive without some symbolic and compact means of
|
||
|
recording, preserving, and distributing information.)
|
||
|
On the international front, writing makes possible the immediate
|
||
|
production of diplomat units whose special capacities we've already
|
||
|
explored. In your cities, writing enables the construction of library
|
||
|
improvements, which increases the city's production of knowledge by 50
|
||
|
percent - hastening your civilization's development of new ideas and
|
||
|
advances. Build libraries in every city that can support them, bearing
|
||
|
in mind that each library costs one monetary unit per turn for
|
||
|
maintenance, a small price in light of the intellectual capital the
|
||
|
library generates.
|
||
|
Writing is one of those gifts that keeps on giving, and the best
|
||
|
way for you to take full advantage of writing's potential is to pass
|
||
|
the gift on to all of your citizens. Literacy, which in Sid Meier's
|
||
|
Civilization is a direct lineal descendant of the development of
|
||
|
writing, lifts your civilization's intellectual potential a further
|
||
|
notch, making possible the greatest of all the ancient Wonders of the
|
||
|
World: The Great Library.
|
||
|
|
||
|
====================================================================== 124
|
||
|
|
||
|
----------------------------------------------------------
|
||
|
THE LESSONS OF HISTORY
|
||
|
The portability and durability of writing as a means of
|
||
|
storing and transmitting information resulted in the first
|
||
|
vast strorehouse of human knowledge: The Great Library
|
||
|
of Alexandria, one of the crowning cultural
|
||
|
achievements of Ptolemaic Egypt.
|
||
|
Built around 250 B.C., the Library's collection
|
||
|
eventually numbered hundreds of thousands of scrolls, with
|
||
|
some estimates placing the collection as high as three
|
||
|
quarters of a million "volumes." Nor were these
|
||
|
exclusively Egyptian: The Library housed papyrus from
|
||
|
throughout the known world, a true example of cultural
|
||
|
interpenetration in action. (For that matter, the
|
||
|
Ptolemies were not Egyptian either, but Macedonian. Such
|
||
|
is the nature of cultural interpenetration.) Alexandria,
|
||
|
not least because of the Library, was for centuries the
|
||
|
greatest of all cities, and the true capitol of the
|
||
|
world's intellectual and artistic activities.
|
||
|
The Ptolemies were devoted to learning, and their
|
||
|
devlotion - along with resources such as the Library -
|
||
|
attracted and nurtured the world's finest scholars.
|
||
|
Euclid formalized many of the principles of geometry
|
||
|
during his time in Alexandria. The astronomer
|
||
|
Aristarchus studied there, daring to suggest that
|
||
|
perhaps our world revolved around the Sun. Erasistratus
|
||
|
made early attempts at systematizing anatomical
|
||
|
knowledge. Eratosthenes, one of the librarians in charge
|
||
|
of the Great Library, ca. 225 B.C., not only assembled a
|
||
|
world map based on knowledge but also derived the globe's
|
||
|
circumference, placing it at 25,000 miles: right on the
|
||
|
money.
|
||
|
Such Wonders cannot last forever. The Library was
|
||
|
destroyed by fire early in the Christian era. Some
|
||
|
attribute its destruction to Julius Caesar's siege of
|
||
|
Alexandria. Whatever the cause, the loss of the Library
|
||
|
was a blow to our understanding of the ancient world that
|
||
|
will never quite be overcome.
|
||
|
----------------------------------------------------------
|
||
|
|
||
|
====================================================================== 125
|
||
|
|
||
|
Beyond that, writing offers a couple of other direct descendants,
|
||
|
including philosophy, and the greatest - if most difficult to manage -
|
||
|
of all government forms, democracy.
|
||
|
Develop writing at all costs as early in the game as possible. You
|
||
|
will be tempted, especially if you're located on an island, to pursue
|
||
|
advances with more immediate benefits, such as mapmaking. Don't be too
|
||
|
hasty: Writing is the basis of all modern culture, the foundation from
|
||
|
which all civilization advances flow.
|
||
|
|
||
|
|
||
|
RELIGION REARS ITS HEAD
|
||
|
|
||
|
Consider the brilliant central metaphor established with Sid Meier's
|
||
|
Civilization's very first screen: a world of darkness with only the
|
||
|
immediate local neighborhood known to you. Everything else is hidden,
|
||
|
mysterious, even forbidding. Press beyond your local enviornment and
|
||
|
you might discover wealth and opportunity - or enemies more powerful
|
||
|
than yourself. Dispatch sailing vessels into the unknown seas, and
|
||
|
they might never return. Gaze
|
||
|
|
||
|
====================================================================== 126
|
||
|
|
||
|
up at the sky and wonder what powers dwell there among the myriad tiny
|
||
|
points of light.
|
||
|
The metaphor of the darkened screen is an excellent one,
|
||
|
duplicating for the player some of the mystery of the world and the
|
||
|
cosmos that must have been felt by our own early ancestors. As the
|
||
|
leader of your civilization, you have some options for allaying your
|
||
|
population's fear of the unknown. As in true history, among the most
|
||
|
powerful tools at your disposal is the invention and devlopment of
|
||
|
religion and religion's appurtenances.
|
||
|
While the initial - and, in some ways, primary - benefit of
|
||
|
religion to your civilization is the effect it exerts on your
|
||
|
population, raising the citizens' level of satisfaction, do not
|
||
|
underestimate its pragmatic benefits. After the first two purely
|
||
|
spiritual advances - ceremonial burial and mysticism - direct progress
|
||
|
leads to astronomy, after which navigation, physics, steam engines,
|
||
|
electricity, and even computers flow.
|
||
|
Just as pragmatic but not as blatant are the effects of religion
|
||
|
on yoru government. Build temples and, later, cathedrals for your
|
||
|
people, and the task of managing them becomes simpler. You are
|
||
|
attending to their spiritual needs, which makes them more docile; if
|
||
|
yu look at it cynically, they become more energetic and at ease if you
|
||
|
take a more benign view of religion. The opiate of the people,
|
||
|
religion has been called, and its effects are certainly
|
||
|
well-represented in Sid Meier's Civilization.
|
||
|
(Ironically enough, in the context of the game, religion itself as
|
||
|
a discrete advance descends from the alphabet and writing rather than
|
||
|
mysticism and ceremonial burial. This may have as much to do with
|
||
|
constraints imposed by designing a playable game as with history
|
||
|
itself, although a case can be made for organized religion resting on
|
||
|
the development of written symbols. Certainly large-scale religious
|
||
|
organizations understood the power of writing - and thus endeavored to
|
||
|
keep that power for themselves.)
|
||
|
Religion's power within your cities is greatly extended by the
|
||
|
construction of religious institutions. Ceremonial burial, the first
|
||
|
|
||
|
====================================================================== 127
|
||
|
|
||
|
spiritual advance to your ancient civilization, gives you the ability
|
||
|
to build a temple in every city. Do so. Temples offer a solid
|
||
|
foundation for a happy populace at a relatively low price.
|
||
|
Additionally, the presence of a temple can stave off natural
|
||
|
disaster in the form of volcanoes that threaten your cities on a
|
||
|
random basis. While historically this makes little sense - ask the
|
||
|
temple-goers of Pompeii or Thera - it's a nice touch in the game.
|
||
|
Study the Civilization Advances chart in the game manual of you
|
||
|
want further evidence of the impact of early and subsequent spiritual
|
||
|
advances on your electronic civilization.
|
||
|
Once you've established a religious presence in your cities by
|
||
|
building a temple or cathedral, you have to maintain them. This can be
|
||
|
fairly expensive over the breadth of a large civilization, nor are
|
||
|
these easily sold items should your financial straits grow dire. While
|
||
|
you can generate some quick cash by selling your religious buildings,
|
||
|
your people will very quickly let you know what they think of this
|
||
|
strategy.
|
||
|
Finally, bear in mind that religion is best served by huge central
|
||
|
structures and institutions that give far-flung followers a focus for
|
||
|
their beliefs. Build religious Wonders of the World if you are able
|
||
|
to. Their benefits spread across whole continents and, although
|
||
|
intangible, are hardly insubstantial.
|
||
|
|
||
|
|
||
|
ARTS AND SCIENCES
|
||
|
|
||
|
The relationship between art and science has been the focus of much
|
||
|
thought during our century. C.P. Snow, perhaps most dramatically,
|
||
|
illuminated the dilemma in a short book whose title alone speaks
|
||
|
volumes: The Two Cultures.
|
||
|
In Sid Meier's Civilization, the two cultures are directly
|
||
|
related, although here, too, especially at the later stages of the
|
||
|
game, pure art and aesthetics tend to take second place to the
|
||
|
acceleration of advances in science and technology. This can be
|
||
|
problematic, to say the least. Purely aesthetic and spiritual ad-
|
||
|
|
||
|
====================================================================== 128
|
||
|
|
||
|
vances, improvements, and Wonders of the World keep your people
|
||
|
content and boost their loyalty and productivity, but may do little to
|
||
|
protect you from voracious enemies. Scientific and technological
|
||
|
advances, improvements, and Wonders of the World are vital to military
|
||
|
success and security, but may ultimately cause large-scale
|
||
|
enviornmental devastation that exerts a serious negative effect on
|
||
|
your overall score.
|
||
|
The trick, once again, is to strike a balance between the two.
|
||
|
Doing so places upon you the dual burdens of long-term thinking and
|
||
|
short-term economics. Cultural advances and improvements cost money,
|
||
|
both to create or construct, and also to maintain. You must be guided
|
||
|
in yoru decisions by what you can afford, as well as by what you want
|
||
|
to achieve.
|
||
|
There's also the pressure of time. As you pass the midpoint of the
|
||
|
game - ca. 1000 A.D. - the effects of your culture on the world begin
|
||
|
to be felt more dramatically. You are approaching the rewards and
|
||
|
dilemmas of industrial life, and that approach is further complicated
|
||
|
by increasing population pressures. Your enemies have grown stronger
|
||
|
and their numbers have likely increased along with your own. The
|
||
|
temptation, faced with the threats from outside, may be to focus your
|
||
|
energies and resources on purely scientific and technological
|
||
|
advances, deferring until better times the devlopment of artistic
|
||
|
wonders and technologies that exert a more benign impact on the world.
|
||
|
Making this decision leave you more vulnerable to social unrest
|
||
|
and enviornmental collapse. Your civilization becomes one-sided,
|
||
|
out-of-balance. Think of your civilization as a living thing, standing
|
||
|
astride the world. It's hard to stand for long on a single leg.
|
||
|
Eventually you topple. No matter how difficult it may seem, from turn
|
||
|
to turn, you must attend to both sides of yoru culture, both aspects
|
||
|
of your civilization if you have hopes of it standing tall, and
|
||
|
standing for long periods of time.
|
||
|
|
||
|
====================================================================== 129
|
||
|
|
||
|
CULTURAL IMPROVEMENTS AND WONDERS
|
||
|
|
||
|
Keep an eye on your cities. Each will, at times, require the
|
||
|
construction of a cultural improvement or Wonder of the World, but
|
||
|
each will also at times offer better conditions for undertaking that
|
||
|
construction.
|
||
|
Pay close attention to the cost of improvements. Costs go up and
|
||
|
down with the city's fortunes, or, rather, the time required to
|
||
|
complete the construction of an improvement may rise or fall with the
|
||
|
city's economic fortunes. As your treasury grows, there may be times
|
||
|
at which it makes both practical and economic sense to purchase a city
|
||
|
improvement rather than waiting for its turn-by-turn construction.
|
||
|
Monitor the "happy" window in your city's screen to get a good
|
||
|
index of your citizens' mood. This information can guide you in your
|
||
|
selection of which improvements to purchase. There will be times
|
||
|
during the game when you have little choice but to invest, perhaps
|
||
|
heavily, in "bread and circuses": improvements such as coliseums that
|
||
|
serve to allay public dissatisfaction.
|
||
|
Choose a good mix of cultural improvements for each city, bearing
|
||
|
in mind that these structures and institutions carry a maintenance
|
||
|
charge each turn. Pick those improvements that will lend the greaest
|
||
|
benefit to the city in question.
|
||
|
While temples, coliseums, and cathedrals lend immediate benefit to
|
||
|
your population, attending as they do to spiritual and leisyre needs,
|
||
|
don't neglect the more purely intellectual side of your culture.
|
||
|
Libraries and universities do little to enhance the public mood, but
|
||
|
they do exert a great and long-term effect on your civilization's
|
||
|
ability to produce new ideas and achieve Civlization Advances. Pick at
|
||
|
least a few cities and make them seats of great learning, perhaps even
|
||
|
shifting a citizen or two to intellectual work as an "Einstein."
|
||
|
You should also weigh the advantages of building cultural as well
|
||
|
as political and technological Wonders of the World. In fact,
|
||
|
|
||
|
====================================================================== 130
|
||
|
|
||
|
of the 21 Wonders of the World in the game, fully a third are purely
|
||
|
cultural in that their nature relates to ideas, art, or religion
|
||
|
rather than industry, economics, or warfare. These Wonders not only
|
||
|
boost your overall civilization score, but also lend strength and
|
||
|
suppleness to the cultural backbone of your civilization.
|
||
|
|
||
|
|
||
|
BUYING AND TRADING CULTURE
|
||
|
|
||
|
Interpenetration, as Barzun pointed out, is not simply the essence of
|
||
|
one culture; it's also the long-term consequence of contact with other
|
||
|
civilizations. In the game of Civilization, those consequences are
|
||
|
made available more quickly. When you acquire a piece of culture from
|
||
|
another civilization, its benefits spread immediately throughout your
|
||
|
own.
|
||
|
Cultural exchange in its most common form in the game occurs when
|
||
|
you make contact with representatives of other civilizations. You may
|
||
|
be offered the opportunity to exchange knowledge. The other
|
||
|
civilization will inform you of the advance in your possession that
|
||
|
they want, and you will be able to accept or decline the offer. If you
|
||
|
accept, you may choose from their roster of advances. (If you refuse,
|
||
|
you may find yourself at war.)
|
||
|
Here again, information is paramount. If you have established an
|
||
|
embassy inside the other civilization, you will already have a working
|
||
|
knowledge of which advances that civilization possesses. Stufy their
|
||
|
current request carefully. If they are seeking to obtain one of your
|
||
|
key technologies, one of the advances that has given you the upper
|
||
|
hand in yoru relationship with them, think twice about agreeing to the
|
||
|
exchange.
|
||
|
On the other hand, it may be that they seek an advance which has
|
||
|
only limited immediate use as a tool of aggression against you, in
|
||
|
which case it may be worthwhile for you to proceed with the exchange.
|
||
|
You may come out with the best end of the deal.
|
||
|
Perhaps the best situation occurs when a weaker state whose
|
||
|
borders you have carefully proscribed achieves advances that you don't
|
||
|
yet possess. Because the other civilization is substantially and
|
||
|
|
||
|
====================================================================== 131
|
||
|
|
||
|
probably permanently smaller than yours, you can feel freer about
|
||
|
giving them advanced technologies in exchange for knowledge you do not
|
||
|
yet possess. The advantage here is virtually all yours.
|
||
|
(This, by the way, is another good argument completely
|
||
|
overwhelming other cultures unless you're going for a quick total
|
||
|
victory. Keep an especially close eye out for enemy cities possessing
|
||
|
lareg intellectual resources such as universities. Their geenration of
|
||
|
knowledge may be faster than yours. If you're stronger, simply
|
||
|
encircle the other city and either exchange knowledge with its leader
|
||
|
if offered or use diplomats to steal the advances as they become
|
||
|
available. Manage this aspect of yoru world right and you can leap up
|
||
|
the cultural scale far more quickly than with your civilization's wise
|
||
|
people serving as your only source of ideas.)
|
||
|
Some enemies make cultural contact a one-way street, always asking
|
||
|
for advances, never offering any in return. In fact, what's generally
|
||
|
being offered in return is your life, or at least a delay in the
|
||
|
bully-state's warmaking efforts against you, so you may have no choice
|
||
|
but to give away your hard-won advances. (Remember, though, that some
|
||
|
of these recidivist states will seek only war no matter how hopeless
|
||
|
their cause. Make sure the enemy really is overwhelmingly stronger
|
||
|
than you before you accede to their wishes.)
|
||
|
Finally, you can acquire culture from other civilizations by
|
||
|
capturing their cities. This fact reinforces the need for solid,
|
||
|
constant information-gathering throughout the world. Especially as the
|
||
|
game moves into its final centuries and the race into space is
|
||
|
undertaken, you need to know who else knows what. that way you can
|
||
|
target specific civilizations for attack and the capture or theft of
|
||
|
idead and advances crucial to your victory.
|
||
|
|
||
|
====================================================================== 132
|
||
|
|
||
|
DOING WITHOUT
|
||
|
|
||
|
Don't.
|
||
|
It is certainly possible to pursue noncultural (in the higher
|
||
|
sense of the word culture) advances during a session of playing Sid
|
||
|
Meier's Civilization. You could, for example, follow a course leading
|
||
|
from an ancient foundation of metalworking and use of construction
|
||
|
materials through pure building and manufacturing technologies to high
|
||
|
science. You can do without ever building a cathedral or university.
|
||
|
You cannot, I think, do so as a highly advanced level of
|
||
|
government or with large-scale popular support. Only a despot can
|
||
|
effectively deny his people their religious and aesthetic due, and
|
||
|
despotism is the least efficent means of government in the game.
|
||
|
Besides, Sid Meier's Civilization is a game with more than a few
|
||
|
messages at its heart. Among them is the important and obvious lesson
|
||
|
that history rests on more than the drama of military conquest and
|
||
|
brute industrial force. these may be the items that make the most
|
||
|
commanding entertainments and diversions, but the history of ideas is
|
||
|
even more vital, even more entertaining if you take the trouble to
|
||
|
look, even more rewarding if you're playing the game in pursuit of a
|
||
|
high score rather than a high kill ration.
|
||
|
Invest in your culture, nurture your citizens' souls. You'll be
|
||
|
glad you did.
|
||
|
|
||
|
====================================================================== 133
|
||
|
|
||
|
CHAPTER 8
|
||
|
---------
|
||
|
QUESTIONS OF BALANCE: COMMERCE AND GOVERNMENT
|
||
|
|
||
|
In a sense, every aspect of the games rests upon economic and
|
||
|
governmental principles. Your productivity, whether for overtly
|
||
|
militaristic or altruistically domestic ends, is determined by the
|
||
|
economic structure and capacity of your civilization. The amount of
|
||
|
income you devote to scientific research, governmental revenue in the
|
||
|
form of taxation, and luxury income distributed to your people affects
|
||
|
the speed with which your civilization develops or declines.
|
||
|
The nature of your government plays a huge part in determining the
|
||
|
level of popular support you enjoy, the degree to which your people
|
||
|
support your policies and are willing to produce the goods and
|
||
|
institutions necessary to see your policies through.
|
||
|
The two go hand in hand, although economic decisions must be made
|
||
|
virtually every turn, whereas alterations in your form of government
|
||
|
occur much more rarely. Governmental decisions, if
|
||
|
|
||
|
====================================================================== 137
|
||
|
|
||
|
you will, are macro-decisions, large moves affecting the big picture.
|
||
|
Your economic decisions and manipulations represent the
|
||
|
"micro-management" aspects of the game, lots of small questions that
|
||
|
must be answered, closeup details to which you must attend, careful
|
||
|
adjustments that must be made with some constancy and consistency.
|
||
|
|
||
|
|
||
|
TO MARKET, TO MARKET
|
||
|
|
||
|
At the heart of each of the economic operations contained within Sid
|
||
|
Meier's Civilization is the idea of currency and the locales in which
|
||
|
it is used: the marketplace and, later, the bank.
|
||
|
The marketplace is among the earliest of the city improvements
|
||
|
directly related to your economy, and should be introduced into each
|
||
|
of your cities as early as possible. Doing so boosts both tax and
|
||
|
luxury revenue by half, and can go a long way toward putting a city on
|
||
|
sound economic footing.
|
||
|
The introduction of a marketplace may also introduce you to the
|
||
|
challenges of maintaining a strong city economy. If, as is sound
|
||
|
strategic policy, you build a marketplace only after your granary and
|
||
|
barracks improvements, you will begin to encounter the speed with
|
||
|
which the cost of maintaining city structures accrues. The barracks
|
||
|
and granary cost one monetary unit per turn to maintain, as does the
|
||
|
marketplace. (Subsequent barracks improvements, required as military
|
||
|
technology climbs the civilization advance ladder, cost two units per
|
||
|
turn for maintenance.)
|
||
|
While the marketplace increases your income levels, it also
|
||
|
increases your levels of expenditures. Add a temple to increase the
|
||
|
domestic tranquility, and you've added another unit per turn in cost.
|
||
|
Dispatch certain units to remote locations and, again, you incur costs
|
||
|
that must be paid each turn. Your overhead can quickly reach five or
|
||
|
six units per turn, or higher.
|
||
|
This may not seem like a lot of money, yet. Because you are
|
||
|
introducing the marketplace early in the game, you'll want to be
|
||
|
|
||
|
====================================================================== 138
|
||
|
|
||
|
certain that the city can afford its maintenance. It may be wiser,
|
||
|
upon consideration of the city's productive capacity, to invest first
|
||
|
in an additional settler unit to further increase the exploitation and
|
||
|
productive capacity of local resources, only then adding the
|
||
|
marketplace and other improvements. Careful examination of each city's
|
||
|
surronding terrain, as well as its income levels and resources, will
|
||
|
help you make the right decisions, and time those decisions properly,
|
||
|
ona city-by-city basis.
|
||
|
|
||
|
|
||
|
MANAGING THE LABOR FORCE
|
||
|
|
||
|
Sid Meier's Civilization automatically assigns your citizens to tasks
|
||
|
in the countryside surronding each city. Some are farmers, others work
|
||
|
at mines, some tend to industrial production. The default assignments
|
||
|
are generally sufficent to see to teh city's needs, but may not be the
|
||
|
most productive arrangement of your labor force. Additionally, there
|
||
|
may be times when you need to boost productivity and income for a turn
|
||
|
or two, and are willing to do so as the expense of, for example, food
|
||
|
production.
|
||
|
|
||
|
====================================================================== 139
|
||
|
|
||
|
At such times you can take a direct hand in the job assignments of
|
||
|
your laborers, choosing exactly which terrain squares are under
|
||
|
development and production, and which are not. As you move your force
|
||
|
around, keep a close eye on income levels as well as food production.
|
||
|
Food production is especially important, and especially
|
||
|
vulnerable. The presence of a granary makes it possible for you to
|
||
|
build up a surplus of foodstores with which to feed your population.
|
||
|
The surplus in turn enables you to feed your citizens from the granary
|
||
|
rather than the fields, should you wish to shift the balance of
|
||
|
production to your mines, say, for a turn or two, in oredr to increase
|
||
|
cash revenues needed to complete construction of an improvement,
|
||
|
Wonder of the World, or military unit.
|
||
|
This is a very risky approach! Your granary's resources can be
|
||
|
depleted more quickly than you might expect, particularly by the
|
||
|
population of a vibrant and growing city. For all that the increase in
|
||
|
revenue from mineral resources may help you temporarily, that help may
|
||
|
be more than mitigated, though, if you deplete your granary reserves
|
||
|
and subject your population to the devastation of a famine. Not only
|
||
|
do you lose population, which must be slowly rebuilt, you also risk
|
||
|
losing the confidence of your people (rightly so!) and throwing the
|
||
|
city into disorder. Drain your food reserves at your own peril.
|
||
|
|
||
|
|
||
|
TAXMAN
|
||
|
|
||
|
In addition to shifting workers among the city's customary productive
|
||
|
tasks, you can also remove workers from traditional productive
|
||
|
pursuits altogether, creating specialist citizens who apply their
|
||
|
energies to specific and, at times, vital tasks within the city's
|
||
|
economy.
|
||
|
Natable among these is the tax collector. This bureaucrat sees to
|
||
|
it that a higher percentage of your trade income is collected in the
|
||
|
form of taxation revenues. These monies are required to pay
|
||
|
|
||
|
====================================================================== 124
|
||
|
|
||
|
the maintenance costs of your improvements, as well as accruing toward
|
||
|
the purchase of new improvements, Wonders of the World, and additional
|
||
|
units.
|
||
|
You can adjust the balance of revenues for your entire
|
||
|
civilization, increasing or decreasing the amount of revenue applied
|
||
|
to taxes and scientific research. Experimentation with these
|
||
|
adjustments, tempered by careful monitoring of your population's
|
||
|
attitudes toward the tax rates, will help you find those rates most
|
||
|
effective for your goals.
|
||
|
But you can also boost the tax revenues from particular cities by
|
||
|
taking a square out of production and assigning its citizens to tax
|
||
|
collection. Doing so has the benefit of boosting the amount of money
|
||
|
at your disposal for construction projects, but carries the drawback
|
||
|
of loss of production from the terrain square in question. As we saw
|
||
|
above, that loss of production, if the sqaure was a food-producing
|
||
|
one, can result in dire consequences for your citues.
|
||
|
In Civilization, as in the real world, nobody really likes the
|
||
|
taxman - but you may find that he is just as necessary.
|
||
|
|
||
|
====================================================================== 141
|
||
|
|
||
|
LET ME ENTERTAIN YOU
|
||
|
|
||
|
Luxuries leaven the world's weight for your citizens, making them more
|
||
|
willing to put up with the travails of life in your civilization.
|
||
|
Luxury income is created by trade or by creating specialist citizens
|
||
|
whose job it is to entertain your people. The symbol for these
|
||
|
entertainment specialists bears a certain resembalance to a famous
|
||
|
entertainer, believed to have died years ago, but actually living in
|
||
|
secret in a variety of places throughout our world or on other
|
||
|
planets.
|
||
|
Seriously, entertainment specialists can provide a quick fix for
|
||
|
certain domestic problems. Luxury income and entertainers offset the
|
||
|
presence of unhappy and discontent citizens in your cities. the most
|
||
|
effective way to overcome the malcontents is by maintaining a solid
|
||
|
level of luxury income, by building and maintaining temples,
|
||
|
cathedrals, and structures such as the coliseum. and by establishing a
|
||
|
benevolent representative government.
|
||
|
You may not, however, have the time or resources to attend to all
|
||
|
of those undertakings. You can remove, in such cases, squares from
|
||
|
devlopment, converting its workers into entertainment specialists
|
||
|
whose presence decreases the amount of discontent in the city.
|
||
|
This should be done only when a city is in disarray, its citizens
|
||
|
unhappy. At such times the city ceases to be a productive institution,
|
||
|
and a quick fix is called for. Entertainment specialists serve the
|
||
|
function of "bread and circuses," distracting the citizens from the
|
||
|
city's more deeply rooted problems.
|
||
|
You must attend to those problems immediately and lay a long-term
|
||
|
foundation for that city's domestic tranquility. Elvis, as it were,
|
||
|
can only do so much - better to move military units, if your
|
||
|
government is of the totalitarian flavor, into the city and impose
|
||
|
"contentment" though martial law, than to lose for too many turns the
|
||
|
productive capacity of the city in order to sustain artificial levels
|
||
|
of luxury through entertainment.
|
||
|
|
||
|
====================================================================== 142
|
||
|
|
||
|
BRAIN POWER
|
||
|
|
||
|
The thirs - and, in some ways, most effective - specialist citizen at
|
||
|
your disposal is the scientist. Creating a scientist is accomplished
|
||
|
by removing a square from production, but in this case you may want to
|
||
|
consider the specialist a permanent citizen of some cities, rather
|
||
|
than a quick or remporary fix for short-term problems.
|
||
|
The reason for this is the special contribution the scientist
|
||
|
makes o your civilization. His presence boosts the level of scientific
|
||
|
research produced by his city, making a direct contribution to yoru
|
||
|
civilization's pursuit of advances and the rapidity with which those
|
||
|
advances are achieved.
|
||
|
Scientists are most effective when introduced into cities already
|
||
|
possessing large intellectual resources such as libraries and
|
||
|
universities. Because Sid Meier's Civilization is a race for advances,
|
||
|
the contributions of scientific specialists can play a large part in
|
||
|
whether you win the race or fall behind.
|
||
|
As with any specialist citizen, though, you must be certain that
|
||
|
the city in which the specialist lives can endure the loss of
|
||
|
production from the square converted to special purposes.
|
||
|
|
||
|
====================================================================== 143
|
||
|
|
||
|
TRADE!
|
||
|
|
||
|
The caravan is among my favorite units in Civilization. Its symbol,
|
||
|
the trader mounted on camelback, is inescapably romantic, implying
|
||
|
difficult journeys to distant cities in hopes of delivering valuable -
|
||
|
and profitable - cargo.
|
||
|
There's a pragmatic aspect to the romance. It is through trade
|
||
|
with foreign powers that you achieve greatest income. Properly
|
||
|
established and managed trade routes can become virtual rivers of
|
||
|
currency flowing to your cities, providing the financial basis for
|
||
|
great programs of expansion and devlopment.
|
||
|
There's a dangerous side to trade as well. Your caravans are all
|
||
|
but unprotected, easily destroyed by enemy military units or
|
||
|
barbarians. During times of war, caravans are easy targets for even
|
||
|
the weakest enemy units, yet during wartime your caravans are even
|
||
|
more vital to your civilization. You need the initial cash hit the
|
||
|
establishment of a new trade route supplies, and you will also
|
||
|
appreciate the revenue that route generates each turn.
|
||
|
Because each city can support only three trade routes, it's wise
|
||
|
to spend some time gathering information about those cities which will
|
||
|
make the most profitable trading partners. It's a given that your
|
||
|
trade routes will be more successful if they lead to foreign cities,
|
||
|
and even more successful if those cities are located on other
|
||
|
continents or islands.
|
||
|
Even then, there are further steps you can take to enhance the
|
||
|
value of your trading routes. Send explorers into the dark hearts of
|
||
|
other continents, in search of the largest cities you can find. the
|
||
|
larger the city - the higher the number displayed on its square - the
|
||
|
higher your initial burst of income and the revenues earned during
|
||
|
subsequent turns.
|
||
|
The exploration process and the challenge of getting your caravans
|
||
|
to less accessible but larger cities takes time, but it's worth it.
|
||
|
Sid Meier's Civilization automatically selects the three highest
|
||
|
valued of your trade routes, so there's no chance of your
|
||
|
|
||
|
====================================================================== 144
|
||
|
|
||
|
supplanting a higher-valued one with a lower. But there is a question
|
||
|
of time involved in establishing more than three routes in order to
|
||
|
get those three worthwhile ones. Again, information is everything.
|
||
|
Take the trouble to do your homework, then try to build no more routes
|
||
|
than are absoltely necessary in order to get three of high value.
|
||
|
You will be tempted as well to use caravans to help build Wonders
|
||
|
of the World. This is worthwhile, as a rule, only if you can build the
|
||
|
caravans quickly in cities that are well furnished with improvements,
|
||
|
which already enjoy successful trading relationships with three
|
||
|
foreign cities, and whose citizens are productive and happy.
|
||
|
Otherwise, the effort invested in producing a caravan unit and moving
|
||
|
it to the city building the Wonder might best be applied to seeking
|
||
|
out more profitable trade destinations overseas. The cash bonus earned
|
||
|
for establishing such a route immediately adds to your treasury,
|
||
|
making it easier for you to hasten completion of the Wonder by buying
|
||
|
it. Caravan contributions to Wonder of the World construction tend to
|
||
|
be minor, although if you can produce a large volume of caravans and
|
||
|
move them constantly to the Wonder site, the situation is improved
|
||
|
somewhat.
|
||
|
|
||
|
|
||
|
TRADERS FROM BEYOND
|
||
|
|
||
|
This is one of the trickiest aspects of Sid Meier's Civilization, and
|
||
|
one aspect over which you have little or no control. Traders from
|
||
|
other civilizations, you see, are invisible within the context of the
|
||
|
game. You don't see them, cannot interdict their progress, nor control
|
||
|
their access to yoru cities.
|
||
|
Yet they are there. You must live with their presence, and do what
|
||
|
you can to mitigate their effect.
|
||
|
How do you combat and unseen army?
|
||
|
One thing you can do is use diplomats to investigate enemy citie
|
||
|
sin search of those that are producing caravan units. When you find
|
||
|
them, use additional diplomats to sabotage production or
|
||
|
|
||
|
====================================================================== 145
|
||
|
|
||
|
dispatch a military force to conquer the city. This is
|
||
|
time-consuming - it may take far longer to produce and move into place
|
||
|
a diplomat that for the enemy to produce and dispatch its caravans -
|
||
|
but it's about the only way to interdict enemy caravans on land.
|
||
|
Naturally you should seek to sink any enemy ships you encounter:
|
||
|
It might be carrying caravans to your shores. Waging war against enemy
|
||
|
shipping has a direct economic, as well as military, effect on the
|
||
|
enemy civilization.
|
||
|
(Enemy caravans are, by the way, another good argument for
|
||
|
establishing a city on enemy territory as quickly as you can. By
|
||
|
shoring up the city with military units brought from your homeland,
|
||
|
you can apply the city's production to diplomat units almost from the
|
||
|
start, using those units to target and interrupt the production of
|
||
|
enemy caravans.)
|
||
|
|
||
|
|
||
|
INDUSTRIAL POLICIES
|
||
|
|
||
|
====================================================================== 146
|
||
|
|
||
|
The suesrt - although not necessarily the easiest - way to increase
|
||
|
your cities' production of income is by building a vast industrial
|
||
|
infrastructure. Mines, transportation systems, factories, and
|
||
|
manufacturing plants all contribute to economic growth, giving you the
|
||
|
resources you need to pay for your civilization's goals and ambitions.
|
||
|
There are tradeoffs, to be sure, and as your civilization grows
|
||
|
more advanced, the tradeoffs grow larger, with consequences that can
|
||
|
be devastating.
|
||
|
The largest of these tradeoffs is the impact of your civilization
|
||
|
on the enviornment. As your civilization reaches the stage of
|
||
|
large-scale industry, pollution becomes a factor with which you must
|
||
|
contend. Not only does pollution increase levels of discontent with
|
||
|
your cities, it also lessens your overall civilization score. Worse,
|
||
|
if pollution gets too far out of control, you can place your entire
|
||
|
infrastructure at risk. Global warming exerts a dramatic and
|
||
|
devastating effect on the planet in this game - as it seems to be on
|
||
|
our own real world - and its effects are not easily undone.
|
||
|
There are several steps you can take to minimize the impact of
|
||
|
your industries on your planet.
|
||
|
First, seek to invest in and construct enviornmentally benign
|
||
|
technologies. Hydroelectric power if key among these. Power your
|
||
|
civilization with water, rather than burn fossil fuels or split atoms,
|
||
|
and you run less risk of polluting the world.
|
||
|
Try to develop and institute other benign technologies such as
|
||
|
mass transit and recycling. These reduce the chances of pollution, but
|
||
|
can be quite expensive to maintain.
|
||
|
Finally, keep plenty of settler units on hand to clean up
|
||
|
pollution squares as they appear. It's easier - and far better for
|
||
|
your civilization's health - to pursue industrial policies that avoid
|
||
|
pollution in the first place, but if you can't do that, you should be
|
||
|
prepared to deal with the consequences of your industrial profligacy
|
||
|
as quickly as possible.
|
||
|
|
||
|
====================================================================== 147
|
||
|
|
||
|
THE ECONOMICS OF WAR
|
||
|
|
||
|
One fights when one has to in this game, or one fights because one
|
||
|
seeks global domination. Either way, the wise leader leaunches a war
|
||
|
only when she or he possesses a treasury well-prepared to bear the
|
||
|
costs of waging it.
|
||
|
Everything in Sid Meier's Civilization has a price, and the price
|
||
|
of war is among the steepest. Few other situations in the game offer
|
||
|
you the opportunity to lose so many costlt units so quickly. (The
|
||
|
explosive decompression of your economy, as we'll see below, is about
|
||
|
the only similar opportunity to lose a lot of units quickly - and even
|
||
|
then, the situation tends to stabilize, giving you a chance to get
|
||
|
your income back on track. Economic crises are at least potentially
|
||
|
under your control. In a war, the other guy can come after you and
|
||
|
keep on destroying your units.)
|
||
|
Because of this, you should never initiate a war unless you're
|
||
|
prepared to see it through, and a good part of that preparation must
|
||
|
of necessity be economic. Make sure your trade routes are in good
|
||
|
oredr, and don't be too quick to undretake campaigns against cities
|
||
|
with which you enjoy a healthy commercial relationship.
|
||
|
Watch your treasury especially closely, indexing it to the cost of
|
||
|
military units in the cities you'll be depending on for the production
|
||
|
of reinforcements. If your treasury declines too far, you might
|
||
|
consider seeking to make peace, at least temporarily, giving you time
|
||
|
to shore up the economic foundations of your civilization.
|
||
|
Above all, be certain that the cost of war does not affect the
|
||
|
cost of maintaining your cities' improvements. Pay as you go is the
|
||
|
rule for city maintainances, and no military campaign is worth the
|
||
|
collapse of slowly and carefully built cities. Be sure you can cover
|
||
|
your costs at home before undertaking adventures elsewhere.
|
||
|
|
||
|
====================================================================== 148
|
||
|
|
||
|
ECONOMIC WARFARE
|
||
|
|
||
|
You can wage economic warfare on your opponents as well as overt
|
||
|
military campaigns. There are several ways to do this.
|
||
|
As we've seen above, your diplomat units can be especially
|
||
|
effective economic tools, sabotaging production inside enemy cities.
|
||
|
Gather information on those cities first and use the diplomats to
|
||
|
sabotage targets such as caravans, marketplace construction, and so
|
||
|
on, as well as to interrupt the production of military units.
|
||
|
Effective blockades also serve military ends, both by interrupting
|
||
|
the movement of enemy caravans, as well as by sinking costly ships and
|
||
|
their cargoes.
|
||
|
Still another form of economic warfare occurs on enemy territory.
|
||
|
You can use units to pillage the enemy landscape, destroying terrain
|
||
|
improvements. Pillaging can be especially effective during sieges.
|
||
|
Destroy a city's ability to feed its people and that city will soon
|
||
|
fall to your forces.
|
||
|
There is an important economic consequence to consider here,
|
||
|
however. Because you are seeking to capture enemy cities ad put the
|
||
|
productive capacity of those cities to work for your own ends, you
|
||
|
should not be too quick to wipe out all of the terrain improvements.
|
||
|
You will only have to rebuild them once you take possession of the
|
||
|
city in question. Give careful thought to pillaging before you lay too
|
||
|
much waste to lands that are going to fall under your dominion.
|
||
|
Finally, there is a hidden economic strategy that, while you can't
|
||
|
plan it, can nonetheless be quite effective. That's the acquisition of
|
||
|
an enemy city by siege, rather than conquest. Encircle an enemy city
|
||
|
and cut it off from its civilization. Then wait. Occasionally the
|
||
|
city's residents will express admiration for you and your
|
||
|
civilization, defecting to your cause, to your benefit and the enemy's
|
||
|
economic loss.
|
||
|
|
||
|
====================================================================== 149
|
||
|
|
||
|
RECESSION ... OR WORSE
|
||
|
|
||
|
Everything ssem to be running smoothly. Your civilization is
|
||
|
prosperous and expansive. Your military campaigns are going well.
|
||
|
Global conquest is, if not within your grasp, at least within sight.
|
||
|
Suddenly, though, you begin to have economic problems. The
|
||
|
production of military units slows down. Citie sbegin to fall into
|
||
|
disorder. Your treasury, rather than growing, begins to shrink.
|
||
|
There's a recession on.
|
||
|
What's causing it? It could be several things. The wars you're
|
||
|
waging require that you send a lot of units to remote locations. This
|
||
|
costs money each turn. Check to see if any of those units can be
|
||
|
reassigned to newly captured cities, relieving some of the maintenance
|
||
|
burden on cities in your homeland. Disband any remote units no longer
|
||
|
necessary to your campaign.
|
||
|
Additionally, some of your larger cities may by now have quite a
|
||
|
maintenance tab each turn. Examine the city map to see if income
|
||
|
production can be boosted through rearrangement of the labor force.
|
||
|
Recession is one of those times when you should consider
|
||
|
introducing a taxman into critical cities, but only after ensuring
|
||
|
that his creation waon't result in loss of foodstores necessary for
|
||
|
your population.
|
||
|
If enough cities fall into diarray, you could be risking your
|
||
|
far-flung forces: If the cities can't support them, they'll be
|
||
|
disbanded. Introduce entertainer specialists into cities experiencing
|
||
|
civil disorder.
|
||
|
If necessary, consider selling off some city improvements in order
|
||
|
to boost your treasury. Try to restrict those sales to items whose
|
||
|
usefulness will soon be superseded: Sell factories, for example, if
|
||
|
your civilization is about to develop the capability of building
|
||
|
manufacturing plants.
|
||
|
All of your temporary fixes - specialists, sell-offs of
|
||
|
improvements - must be supported by longer-range economic planning.
|
||
|
|
||
|
====================================================================== 150
|
||
|
|
||
|
Perhaps you should consider reverting to a more primitive form of
|
||
|
government, one whose authoritarianism imposes more rigor and less freedom
|
||
|
on the citizens, making them less vocal in their discontent.
|
||
|
(Less-advanced governments, though, also result in less-productive
|
||
|
cities.)
|
||
|
You might wish to adjust the overall balance of your tax structure,
|
||
|
perhaps decreasing the amount devoted to scientific research and boosting
|
||
|
the amount flowing into the general revenue. This approach will slow down
|
||
|
the pace of civilization advances, and may cripple your progress in
|
||
|
relation to that of other civilizations.
|
||
|
One of the best approaches is to review all of your trade routes. Have
|
||
|
new, larger foreign cities been discovered since the routes were
|
||
|
established? Are all of your routes generating as much income as possible?
|
||
|
It might be that you should shift production to caravans for a time,
|
||
|
seeking through trade to heal your ailing economy.
|
||
|
Finally, review the locations of your strongest military forces. If
|
||
|
they are in position, you can mount full-scale rapid campaigns of conquest
|
||
|
against the largest enemy cities, hoping to gut their treasuries through
|
||
|
takeovers, boosting your own with the booty you seize.
|
||
|
Remember, though, each city you capture adds its own demands to your
|
||
|
economy, as well as makes its own contributions.
|
||
|
|
||
|
|
||
|
LEADERSHIP: QUESTIONS OF GOVERNMENT
|
||
|
|
||
|
Which brings us to the central question in Sid Meier's Civilization:
|
||
|
government itself.
|
||
|
The nature of your government is one of the larger questions in Sid
|
||
|
Meier's Civilization, yet will be treated only briefly here. Government,
|
||
|
like riding a bicycle, can be learned only by experience, not example. You
|
||
|
will derive that experience only by plaing the game.
|
||
|
|
||
|
====================================================================== 151
|
||
|
|
||
|
At first you'll stick to the simplest type of government to run:
|
||
|
despotism. As a despot you impose your wishes on your population, and they
|
||
|
follow your lead - not blindly, and not without some resistance, but they
|
||
|
do follow.
|
||
|
Despots, however, rarely rack up large scores. Additionally,
|
||
|
production under despots is limited; cities don't grow as fast or as large
|
||
|
as they can under more advanced forms of government. Despotism is the
|
||
|
default form of government, but one you must outgrow if your civilization
|
||
|
is to thrive.
|
||
|
Monarchies and communist dictatorships offer certain advantages while
|
||
|
maintaining certain kinships to despotism. Your people are a mite freer,
|
||
|
although you can still impose your will on them. Production is boosted
|
||
|
slightly and, under communism, corruption is reduced.
|
||
|
The most free of all the forms of government also impose the greatest
|
||
|
disciplines upon you as the leader of civilization: These are the republic
|
||
|
and the Democracy.
|
||
|
Representative government offers you the best chance of earning a high
|
||
|
civilization score for quality of life among your citizens, but also give
|
||
|
you the least chance of achieving victory
|
||
|
|
||
|
====================================================================== 152
|
||
|
|
||
|
through conquest of the world. Under a Republic, for example, your
|
||
|
citizens accept foreign peace treaties no matter how militaristic you
|
||
|
might feel. Under Democracy, your people get very unhappy very quickly
|
||
|
when military units leave their home cities.
|
||
|
You should, them, have your domestic houses in order before
|
||
|
undertaking to rule a republic or a democracy. Bring home your
|
||
|
military units. Give up your dreams of world conquest. Satisfy
|
||
|
yourself with ruling for your people's needs rather than your own
|
||
|
desires.
|
||
|
Or go back to being a tyrant. It's simpler, but ultimately less
|
||
|
rewarding.
|
||
|
|
||
|
|
||
|
THE NUCLEAR DILEMMA
|
||
|
|
||
|
Finally we come to the largest of questions faced by our modern
|
||
|
governments, and one of the largest you'll face while playing Sid
|
||
|
Meier's Civilization: the challenge of managing nuclear weapons.
|
||
|
Few moments during the playing of the game can be quite as
|
||
|
startling as your first encounter with a nuclear power. "Our words are
|
||
|
backed by Nuclear Weapons!" is a message that must be carefully and
|
||
|
warily heeded. Nuclear powers can unleash weapons of horrifying
|
||
|
destructive capacity, wiping out cities and distributing the vilest of
|
||
|
pollutants across the landscape.
|
||
|
You should be aware that it's fairly rare for an enemy to launch a
|
||
|
nuclear attack against you. It does happen, atomic fire raining down
|
||
|
with terrifying effects, but it does not happen often.
|
||
|
The temptation may be different for you, especially if the tide of
|
||
|
war is not going well. Nuclear weapons can shift that tide, and shift
|
||
|
it over long distances: Their range is the longest of any military
|
||
|
unit in the game. Their effects are likewise unequalled.
|
||
|
Those effects transcend the strategic and tactical. Use of nuclear
|
||
|
weapons hastens the world toward global warming and polar melting,
|
||
|
cauding the spread of pollution at a rate far beyond that of
|
||
|
industrial effluent. If you use nuclear weapons you should have plenty
|
||
|
of settler units in readiness to clean up the mess.
|
||
|
|
||
|
====================================================================== 153
|
||
|
|
||
|
You may not be able to clean up the mess their use causes your
|
||
|
score. Nuclear weapons use, and the pollution it spreads, exerts only
|
||
|
a negative influence on yoru score, subtracting points from those
|
||
|
you've achieved.
|
||
|
When you think about it, that's hardly enough punishment for what
|
||
|
nuclear weapons use represents. In the game, as in our world, nuclear
|
||
|
warheads are best employed as deterrents, never as tools.
|
||
|
|
||
|
====================================================================== 154
|
||
|
|
||
|
CHAPTER NINE
|
||
|
------------
|
||
|
A WORLD AT WAR
|
||
|
|
||
|
|
||
|
Earlier we looked at the fundamentals of warmaking in Sid Meier's
|
||
|
Civilization. We focused on ancient wars, those early conflgrations of
|
||
|
expansion and consolidation. Here, we look at larger wars, global
|
||
|
conflicts in which you will be fighting on several fronts across the
|
||
|
entire surface of the planet.
|
||
|
You will want, at least once in awhile, to take a global-conquest
|
||
|
approach to the game. One way, although not necessarily the best or
|
||
|
most efficent way, to win Sid Meier's Civilization is by conquering
|
||
|
the entire planet. While the game's manual implies that world conquest
|
||
|
is the ultimate goal of Civilization, and the scorekeeping process
|
||
|
reflects this, I think that the game's dynamics really imply other
|
||
|
goals - world peace, care of the enviornment, economic growth, civil
|
||
|
liberties - as more desirable. World conquest, though, does provide a
|
||
|
large scoring bonus when it's accomplished, so it is, indeed, an
|
||
|
approach you'll want to try.
|
||
|
And that, like so much else in this rich and complex game, is
|
||
|
easier said than done.
|
||
|
|
||
|
====================================================================== 157
|
||
|
|
||
|
MAKE YOUR DECISION
|
||
|
|
||
|
It's one thing to decide to play Sid Meier's Civilization as a game of
|
||
|
global conquest. It's quite another to conquer the entire world. To do
|
||
|
so, you need to decide early on that world conquest is your single
|
||
|
goal. That decided, every turn must include decisions and actions
|
||
|
aimed at making your plan a reality.
|
||
|
You'll need a continental base from the very beginning. While you
|
||
|
can win the game if you start on an island, it's very difficult to
|
||
|
conquer the world from an island home. As a rule, when your initial
|
||
|
position is an island, you have that island to yourself, and must
|
||
|
develop seafaring capability before encountering other civilizations.
|
||
|
That takes time, during which other civilizations based on continents
|
||
|
can more rapidly and thoroughly expand their own holdings to the point
|
||
|
at which, when you finally make contact with them, they may be a good
|
||
|
bit larger than you. If you find yourself on an island during the
|
||
|
first turn, you should consider either altering your world-conquering
|
||
|
dreams, or starting the game again in hopes of getting a better
|
||
|
opening position.
|
||
|
If you are on a continent, world conquest is a likelier option.
|
||
|
Even so, it will take a steady hand and a good bit of nerve, and you
|
||
|
must exercise those qualities from your very first turn.
|
||
|
The steady hand applies to managing your cities and your initial
|
||
|
expansion. That expansion must come rapidly. You will need plenty of
|
||
|
resources and reinforcements in order to achieve global domination.
|
||
|
That means violating some of the principles established earlier in the
|
||
|
book.
|
||
|
You probably should not wait, for example, until you have a couple
|
||
|
of defensive units in your first city before beginning serious
|
||
|
exploration of your world. Build and fortify a single militia,
|
||
|
following it with two more militia units who will be immediately
|
||
|
dispatched to map the world. These units will reveal whether or not
|
||
|
your location is an island or a continent.
|
||
|
|
||
|
====================================================================== 158
|
||
|
|
||
|
As soon as your second explorer is dispatched, begin building your
|
||
|
next band of settlers. If you can hasten their construction with
|
||
|
money, do so. You have to quickly get another band of settlers into
|
||
|
the game in order to devlop a couple of resource squares proximate to
|
||
|
your capitol so as to boost its production. Don't spend your time
|
||
|
developing every square; That can wait. As soon as two resource
|
||
|
squares are developed, move the settler unit to the site you've
|
||
|
already selected for your second city. Create that city and repeat the
|
||
|
process, building another group of settlers as rapidly as you are
|
||
|
able. You should have three functioning cities by the end of the first
|
||
|
millennium or so of game time.
|
||
|
Once your capitol has created its first band of settlers, spend a
|
||
|
few turns or security. Now's the time to build additional defensive
|
||
|
units, as well as the all-important barracks improvement. Because your
|
||
|
first city can produce units faster, use it and its barracks to
|
||
|
generate the defensive units for your second and subsequent cities,
|
||
|
moving them to their new homes and reassigning them there immediately
|
||
|
upon arrival. This approach frees the productive time and energies of
|
||
|
new cities for the generation of settlers, barracks, and other
|
||
|
improvements that will serve your goals of conquest.
|
||
|
Get some cities built as close to the potential battlefronts as
|
||
|
possible. You'll appreciate the increased access to the war that these
|
||
|
cities offer. Because they are close to the front, you should invest a
|
||
|
bit more heavily in their security during the first few turns after
|
||
|
their creation. After all, the enemy may launch a surprise attack,
|
||
|
violating the treaty before you have a chance to. Should that happen,
|
||
|
you want to be able to stave off his conquest of your civilization.
|
||
|
(Cities close to the front can also serve important functions at
|
||
|
later stages of the game. These are the cities where you can base
|
||
|
aircraft and other units that have to be returned to a friendly city
|
||
|
as the end of their turns. As you develop airborn warfare
|
||
|
capabilities, be sure you have in position sufficent cities at
|
||
|
appropriate
|
||
|
|
||
|
====================================================================== 159
|
||
|
|
||
|
loactions and distances to allow your safe landing when bombing and
|
||
|
strafing missions are ended.)
|
||
|
Use cities close to the front for production of units with more
|
||
|
limited movement capacity. Diplomats, for example, can move quite a
|
||
|
few units each turn depending upon terrain and other conditions, and
|
||
|
so can be produced fartger behind the lines. Catapults and legions, on
|
||
|
the other hand, are quite limited in their ability to move. By
|
||
|
producing them at the front of near it, you can shear off several
|
||
|
turns' time in getting them into battle. Those turns may prove
|
||
|
decisive.
|
||
|
Finally, well-protected cities near the front can serve as staging
|
||
|
areas where your forces can be concentrated as they mass for outright
|
||
|
assault against enemy lines. Since you've made the decision to conquer
|
||
|
the world, you must supprt that decision with forward bases from which
|
||
|
your troops will attack.
|
||
|
Be careful, though, about reassigning too many units to new
|
||
|
cities. The troops must be supported each turn, and it may be that
|
||
|
their city of creation - or another, better-established city farther
|
||
|
behind the lines - can better support them long-distance than can a
|
||
|
new city nearby.
|
||
|
|
||
|
|
||
|
SECURITY BEGINS AT...
|
||
|
|
||
|
You have established three or four cities and made contact with the
|
||
|
two civilization that share your continental landmass. Treaties are
|
||
|
in force with both civilizations, and embassies have been established.
|
||
|
Now is the time to begin your buildup for wars of conquest.
|
||
|
The first step toward global conquest is to ensure your security
|
||
|
at home. You will not be investing as much time or money in the
|
||
|
process as in a game where you are playing for the highest score, or
|
||
|
to be the first to reach the stars, but there are nonetheless some
|
||
|
defensive matters to which you simply must attend. If nothing else,
|
||
|
bear in mind that the tide of war can flow both ways: Your grand
|
||
|
campaign may turn into a rout.
|
||
|
|
||
|
====================================================================== 160
|
||
|
|
||
|
Upgrade the defensive units in each of your cities, using the new
|
||
|
production as an opportunity to move more primitive units to the
|
||
|
front. Place those units on fortification duty along your borders with
|
||
|
other civilizations, sealing off any holes through which enemy forces,
|
||
|
diplomats, or settlers might slip.
|
||
|
You should consider investing in defensive improvements in your
|
||
|
home cities, building city walls if possible. Because of the time
|
||
|
involved in building these, though, your best bet is to buy them - if
|
||
|
you can afford the price.
|
||
|
Just as important - and perhaps more important over the long
|
||
|
run - are domestic and economic improvements aimed at boosting your
|
||
|
people's productivity and, not incidentally, their levels of
|
||
|
contentment and satisfaction. War is expensive, and your people have
|
||
|
to pay its price - give them the tools to do so.
|
||
|
That means, at the very least, building a granary and a
|
||
|
marketplace in every city you control. If you have the time and can
|
||
|
afford it, a temple will further enhance your control over your
|
||
|
population.
|
||
|
Above all, build more settlers. Develop the resources surronding
|
||
|
each of your cities, boosting income and building the financial
|
||
|
warchest you'll need once the campaign begins in earnest. Now, too, is
|
||
|
the time to apply the energies of a band of settlers or two to
|
||
|
building roads between your cities, and, even more importantly,
|
||
|
building roads to the fronts where your campaigns will be wages. When
|
||
|
the war does begin, the presence of roads over which you can quickly
|
||
|
move fresh troops may prove to be the deciding factor in your victory.
|
||
|
The existance of additional settler units will also allow you
|
||
|
quickly to create additional cities as prime locations become
|
||
|
available or as settlers complete the development of terrain around
|
||
|
existing cities. Be bold when expanding your civilization's number of
|
||
|
cities. As you can see by reviewing games that you have lost, those
|
||
|
civilization that most quickly conquer the world are those that most
|
||
|
quickly establish and grow the largest number of cities a continent or
|
||
|
island can support.
|
||
|
|
||
|
====================================================================== 161
|
||
|
|
||
|
When thinking of the security of your home as you embark on your
|
||
|
campaign of continental and then global conquest, don't neglect
|
||
|
offshore questions. Because you are going to concentrate first on your
|
||
|
home landmass, you may defer for a time the development of seafaring
|
||
|
capability. You won't need ships right away.
|
||
|
Except: Civilizations located elsewhere are probably not deferring
|
||
|
their own development of triremes and more advanced shipping
|
||
|
capability. This could come back to haunt you, should they achieve
|
||
|
dramatic or overwhelming control of the seas.
|
||
|
To avoid this development, there are a few steps you should
|
||
|
consider. During your initial exploration of your coastline you may
|
||
|
have discovered nearby landmasses seperated from you by a single
|
||
|
square. As we discussed ealier, post a primitive unit - militia will
|
||
|
do just fine - on sentry of fortification duty at these spots.
|
||
|
Guarding the narrows between landmasses serves to give warning of
|
||
|
adversaries who approach by sea along these routes.
|
||
|
Should these offshore civilizations land troops on your continent,
|
||
|
your picket may be able to establish a treaty with their
|
||
|
representatives. Your task then becomes freeing up sufficent units to
|
||
|
contain the newly landed units and keeping the enemy from establishing
|
||
|
too strong a presence on your continent.
|
||
|
The northernmost and southernmost points under control should also
|
||
|
be garrisoned with a picket, as should any peninsulas jutting far out
|
||
|
into the sea. Protect yourself against unexpected enemy landfalls.
|
||
|
As you develop seafaring capabilities of your own, use them to
|
||
|
post sentry ships at strategic points. As discussed in an earlier
|
||
|
chapter, this approach can help ensure the security of your homeland,
|
||
|
leaving you free to concentrate on its conquest before you begin an
|
||
|
amphibious expansion.
|
||
|
When you're going for world domination, your sentry ships serve an
|
||
|
even greater strategic purposes. You are out to contain the enemy,
|
||
|
cripple her or his shipping, preventing any expansion of other
|
||
|
civilization. If you have the money and resources, move your
|
||
|
checkpoint closer and closer to enemy territory.
|
||
|
|
||
|
====================================================================== 162
|
||
|
|
||
|
Ultimately, if you manage your resources wisely ans enjoy a little
|
||
|
luck, you'll be able to contain the enemy at his homeland, blockading
|
||
|
his ports and keeping him sealed up until you can land forces of your
|
||
|
own on his territory.
|
||
|
|
||
|
|
||
|
KEEP YOUR OPTIONS OPEN
|
||
|
|
||
|
An important key to the conquest of your home continent, from which
|
||
|
will flow your forces for conquering the world, is your initial
|
||
|
exploration of the landmass. Explorers are more important than ever
|
||
|
when you take a conquer's approach to the game. You must use them
|
||
|
wisely, risking them only if you can't avoid it.
|
||
|
Serendipity squares, for example, should be approached more
|
||
|
cautiously, especially at the game's higher-difficulty levels. While
|
||
|
their ebenfits can be great - particularly if you uncover scrolls of
|
||
|
wisdom that provide a civilization advance, or advanced tribes who
|
||
|
give the immediate possession of a new city - so can the risks.
|
||
|
Barbarians lurking beneath srendipity squares can easily eliminate one
|
||
|
of your precious explorers. You can't afford to lose a unit to
|
||
|
"serendipity."
|
||
|
|
||
|
====================================================================== 163
|
||
|
|
||
|
Worse than that, you may be risking a city: Remember that in oredr
|
||
|
to explore your continent and quickly establish new cities, you are
|
||
|
running with lower-than-usual defensive levels during the first few
|
||
|
centuries of game time. Barbarians from beneath a serendipity square
|
||
|
may make their way to your vulnerable capitol. Locate the serendipity
|
||
|
squares on your landmass, but consider leaving them undisturbed until
|
||
|
you can approach them with the luxury of more powerful, veteran units
|
||
|
better able to deal with barbarians should they appear.
|
||
|
The same sort of caution should apply when you first make contact
|
||
|
with another civilization. Your goal during your first millennium is
|
||
|
to locate other civilizations, contain them if possible but also to
|
||
|
avoid conflict until you unquestionably have the upper hand. (Or at
|
||
|
least a solidly justifiable "fighting chance" of total victory.) The
|
||
|
militia units you dispatch on exploration missions during your first
|
||
|
few turns are hardly well-equipped to fight a war. They can, however,
|
||
|
strike treaties and contain enemy forces.
|
||
|
When your militia first encounters another civilization, take
|
||
|
advantage of the opportunity to talk to that civiliztion's leader. If
|
||
|
a treaty is offered, accept it. Study the terrain to see if you can
|
||
|
position your militia in such a way as to contain the other
|
||
|
civilization's expansion, preserving as much of your own territory as
|
||
|
you can.
|
||
|
Treaties work both ways, and can be violated by either side. This
|
||
|
is an important point, bearing directly on the options as your
|
||
|
disposal. It is not unusual to find youself the target of a sneak
|
||
|
attack by a civilization with which you have enjoyed a longstanding
|
||
|
treaty. When this happens you have a couple of options.
|
||
|
You can respond with overwhelming force, letting the enemey in
|
||
|
effect choose the point at which your war of conquest begins. If you
|
||
|
possess the force necessary to achieve conquest, this is not a bad
|
||
|
response. Remember that they key to worl conquest is speed -
|
||
|
|
||
|
====================================================================== 164
|
||
|
|
||
|
the earlier you eliminate all other civilizations, the higher your
|
||
|
score.
|
||
|
If you're weaker than the enemy, though, you have some things to
|
||
|
consider. Suppose, completely out of the blue, your picket is
|
||
|
destroyed by a military unit of an order far in advance of your own
|
||
|
technology. Its unlikely that you'll be able to defeat such forces.
|
||
|
You may choose, the, to seek another treaty during whose tenure you
|
||
|
can endeavor to catch up with the enemy's technology.
|
||
|
You may also decide that world conquest is not a likely
|
||
|
opportunity during this particular game. While that's a painful
|
||
|
decision, it's also a pragmatic one, and is a decision you should keep
|
||
|
available at all times. Knowing when to back off is an important key to
|
||
|
winning the game. As the leader of your civilization, your job is to
|
||
|
be wise as well as aggressive.
|
||
|
|
||
|
|
||
|
CHOOSE YOUR ENEMIES
|
||
|
|
||
|
During the game's first few millennia you may not wish to fight on
|
||
|
more than one front at once. Deal with one of the civilizations
|
||
|
sharing your landmass before launching a war against the other.
|
||
|
How do you know which one to attack first? Your diplomats can be
|
||
|
of great help in answering that question.
|
||
|
Study the nature of the civilizations bordering yours. Some may be
|
||
|
quite small: easy targets, as it were. Others may be far more
|
||
|
powerful, potential world conquerors themselves, with cities protected
|
||
|
by strong walls and large numbers of pickets posted along the same
|
||
|
borders you're guarding.
|
||
|
The temptation is to go for the easy target, putting off the
|
||
|
larger enemy until later. This is, more often than not, a mistake. The
|
||
|
weaker nation, particularly if it's well contained and has few
|
||
|
opportunities for expansion, is unlikely ever to pose a large threat
|
||
|
to your civilization and may, indeed, become a valuable source of
|
||
|
|
||
|
====================================================================== 165
|
||
|
|
||
|
technology you can steal. Its cities may also serve as trading-route
|
||
|
destinations for your caravans.
|
||
|
The stronger neighbor, though, is already a de facto threat to
|
||
|
your civilization, and each turn you allow it to grow places you at
|
||
|
greater and greater risk. Deal with strong neighbors as quickly as you
|
||
|
can, and your plans for ruling the world will be that much closer to
|
||
|
realization.
|
||
|
|
||
|
|
||
|
YOUR FIRST CAMPAIGN
|
||
|
|
||
|
You feel confident that your heartland is well guarded, with pickets
|
||
|
posted at outlying areas. You've built roads to the two fronts where
|
||
|
other civilizations share your continents. One of those civilizations
|
||
|
has only two cities, with limited and primitive military resources.
|
||
|
the other civilization has five cities and a large army roughly equal
|
||
|
to your own; your technology levels are likewise similar. That
|
||
|
civilization is your target. It's time to begin your first campaign.
|
||
|
|
||
|
------------------------------------------------------------
|
||
|
THE LESSONS OF HISTORY
|
||
|
Many have tried, none has succeeded. The siren song of world
|
||
|
conquest has called to Alexander, Caesar, Napoleon, and
|
||
|
Hitler, yet each was stopped short of his goal.
|
||
|
A few centuries into your plan of conquest you will
|
||
|
probably understand, more clearly then ever, why: World
|
||
|
conquest is a logistical nightmare, an economic morass, and
|
||
|
a cause best supported - if that's the word - by citizens
|
||
|
under the thumb of a despot. If you can manage to wage a
|
||
|
strong, democratic government, you might consider making a
|
||
|
stab at the project in the real world.
|
||
|
------------------------------------------------------------
|
||
|
|
||
|
====================================================================== 166
|
||
|
|
||
|
The first step is building your army of conquest. Naturally this
|
||
|
should consist of your strongest offensive units, but should not be
|
||
|
composed solely of those units, at least during the early millennia of
|
||
|
game time. The strongest units available to you may have limitations
|
||
|
on their movement capacity, a vulnerability that can come back to
|
||
|
haunt you in the most painful of ways.
|
||
|
Consider the catapult, for example. Undoubtedly it possesses great
|
||
|
offensive power, and will be indispensable when attacking fortified
|
||
|
units behind city walls. But its movement across undeveloped territory
|
||
|
is limited to one square per turn, which can leave the unit at great
|
||
|
risk should its single move bring it into contact with a strong
|
||
|
offensive enemy unit.
|
||
|
Build a group of mobile units and send them into enemy territory
|
||
|
in advance of your big guns. Chariots and cavalry are good units for
|
||
|
this purpose in the early stages of the game, knights during the
|
||
|
midgame, armor and mechanized infantry during the endgame. (Aircraft
|
||
|
are even better during the final stages; with their long range and
|
||
|
mobility they can locate several enemy units per turn, and possibly
|
||
|
destroy large concentrations of units stacked in wait for you. The
|
||
|
devastating startegic and tactical effects aircraft have exerted on
|
||
|
modern warfare are well represented in Sid Meier's Civilization.)
|
||
|
Your mobile units can clear safe paths for you to move your assault
|
||
|
units into position to lay siege to enemy cities. This type of
|
||
|
"blitzkrieg" attack can prove terrifically effective, especially if
|
||
|
the enemy has made the mistake of stacking units outside the
|
||
|
protection of city walls.
|
||
|
|
||
|
====================================================================== 167
|
||
|
|
||
|
Another valuable option is the use of diplomats as your advance
|
||
|
force. They not only enjoy the greater freedom of movement and can
|
||
|
deliver vital information, they can also be used to bribe enemy units
|
||
|
to join your side, assuming your treasury can support this expensive
|
||
|
proposition. Additionally, larger cities in your homeland may be able
|
||
|
to pump out diplomats in quantity over a very few turns, letting you
|
||
|
flood the continent with these flexible units. Don't forget their
|
||
|
ability to sabotage enemy production, softeninf up opposing cities for
|
||
|
the arrival of your assault troops.
|
||
|
Your diplomats can also help you target the cities you will attack
|
||
|
first. There are a couple of effective approaches to this decision.
|
||
|
Use your diplomats to determine the nature of each city's production.
|
||
|
Your first tragets should be those most capable of producing veteran
|
||
|
military units: cities with barracks improvements in place. Next
|
||
|
should come cities containing Wonders of the World, if any, although,
|
||
|
like seats of learning, you may wish to let these cities stand,
|
||
|
encircled, as sources of information and trade.
|
||
|
Because you are planning to leave a couple of enemy cities
|
||
|
standing until the very last phase of the game, you should pick those
|
||
|
cities early. Under no circumstances should one of those
|
||
|
|
||
|
====================================================================== 168
|
||
|
|
||
|
cities be a harbor! Don't leave the enemy a back door through which he
|
||
|
can escape to expand once more. Contain the enemy civilization, use
|
||
|
its remaining cities for your own ends, and destroy or conquer them in
|
||
|
the final stages of the game.
|
||
|
|
||
|
|
||
|
SABOTAGE, ESPIONAGE, AND OTHER DIRTY TRICKS
|
||
|
|
||
|
Even as you strive to secure control of your hom continent, other
|
||
|
civilizations are seeking dominance over their own islands and
|
||
|
continents. You will be approaching these civilizations from sea,
|
||
|
making amphibious assaults against islands and continents that have
|
||
|
had millennia to entrench themselves and prepare their defenses
|
||
|
against your arrival. Your best strategy is to put off total assault
|
||
|
until after you've done as much softening up of their defenses as you
|
||
|
can.
|
||
|
In fact, even the softening-up activities might be best postponed
|
||
|
for awhile. Your first duty, as a responsible leader of a civilization
|
||
|
in pursuit of world conquest, is to build resources for the assault,
|
||
|
and to gather information about what your forces will face. The
|
||
|
information can be gathered not only by your diplomats, but also by
|
||
|
your caravans.
|
||
|
The advantage of using caravans to obtain portraits of the
|
||
|
interiors of other civilizations is that they do so while helping to
|
||
|
build your war chest. Seek first to establish treaties with the other
|
||
|
civilization, even though you plan ultimately to obliterate them.
|
||
|
The treaty serves to guarantee your caravans and diplomats free
|
||
|
passage through enemy territory. You can prowl around all of the other
|
||
|
civilization's cities, in search not only of larger cities which will
|
||
|
deliver higher trade revenues, but also for indications of more
|
||
|
heavily defended cities, concentrations of military units, and so on.
|
||
|
This sort of information will evolve from turn to turn, with mobile
|
||
|
units shifting position, but can nonethelesss give you a more
|
||
|
|
||
|
====================================================================== 169
|
||
|
|
||
|
through understanding of the degree of opposition your own military
|
||
|
units will face when your invasion gets under way.
|
||
|
You should also keep an eye out for landing sites and staging
|
||
|
areas for the actual invasion. Try to locate those areas closest to
|
||
|
your immediate military targets, the cities and facilities you will be
|
||
|
going after first. Look for infrastructure items such as roads that
|
||
|
you can use to military advantage.
|
||
|
An especially effective tactic is to locate and occupy islands off
|
||
|
the coast of the enemy mainland. Cities on these islands can be used
|
||
|
to produce diplomats who can reach the enemy more quickly than those
|
||
|
fom your homeland. The island cities can also serve as safe landing
|
||
|
areas for bombers, fighters, and missles during later stages of the
|
||
|
game.
|
||
|
Island-hopping, in fact, can be as important to your victory in
|
||
|
Civilization as it was during World War II. Map your world carefully
|
||
|
and puck those targets that best serve your long-term strategic goals.
|
||
|
Your main focus, obviously, will be enemy-led continents. Once
|
||
|
you've succeeded in mapping the interior of the enemy civilization,
|
||
|
establish trade routes using your caravans, striking the most
|
||
|
lucrative routes with the largest cities first.
|
||
|
During this phase of the game you'll want to use your diplomats to
|
||
|
gather information about the enemy's cities, their defensive
|
||
|
capabilities and the resources they possess. Investiagt every city you
|
||
|
can, starting with those you'll be attacking first. (These are
|
||
|
probably the ones lacking city walls, and thus more easily captured.)
|
||
|
Your diplomats should also make an extra effort to obtain a
|
||
|
picture of the enemy's capitol. As you pursue conquest of the world,
|
||
|
ther are special advantages to be obtained by capturing the enemy's
|
||
|
seat of government.
|
||
|
|
||
|
====================================================================== 170
|
||
|
|
||
|
GO FOR THE CAPITOL
|
||
|
|
||
|
You're making your big move, landing large numbers of military units
|
||
|
and diplomats on foreign shores. The enemy has conquered a continent
|
||
|
of his own, possessing close to a dozen cities. On the other hand,
|
||
|
you've established and maintained a successful blockade of all the
|
||
|
enemy's ports, effectively containing the enemy's expansion plans.
|
||
|
Naval bombardment has weakened coastal cities. Your invasion fleet has
|
||
|
moved safely into position. You land your forces with only minimal
|
||
|
casualties.
|
||
|
While you feel confident of your military technology and the size
|
||
|
of your forces, you'd feel even better if you had an edge. Capturing
|
||
|
the enemy capitol can give you that edge.
|
||
|
A couple of things happen when you take an enemy capitol. First,
|
||
|
and perhaps most important, you throw the enemy government into
|
||
|
disarray and civil war, splitting the enemy civilization into two
|
||
|
seperate nations. As a result, you may be able to strike a truly
|
||
|
seperate peace with one of the nations, increasing your ability to
|
||
|
achieve a swift and total victory over the other civilization.
|
||
|
Capitols can tend to be quite valuable cities, with plenty of
|
||
|
resources and improvements in place, making them valuable additions to
|
||
|
your own civilization's economy.
|
||
|
A further advatage to the capitol-capture approach comes if the
|
||
|
enemy has developed spaceflight capacity and is building or has
|
||
|
launched a starship. Should that starship reach Alpha Centauri saefly,
|
||
|
the game ends, no matter how close you are to total conquest or how
|
||
|
many civilization points you've added to your score. Capturing the
|
||
|
enemy's capitol forces an immediate recall of the starship.
|
||
|
You will also have to garrison the newly captured capitol - or any
|
||
|
newly captured city - with sufficent forces to hold it against
|
||
|
recapture attempts that will undoubtedly be mounted. The best approach
|
||
|
here is to move in troops from outside the capitol, reassigning them
|
||
|
to the newly acquired city. Because its capture has
|
||
|
|
||
|
====================================================================== 171
|
||
|
|
||
|
thrown the capitol and its population into disorder, your first
|
||
|
construction projects should be those aimed at quieting the populace:
|
||
|
Temples, cathedrals, and coliseums are good choices here. Don't forget
|
||
|
to buil barracks and granary facilities if the city lacks these
|
||
|
basics.
|
||
|
The capitol under control, you can proceed with your plan of
|
||
|
continetal conquest and consolidation, bearing in mind that you don't
|
||
|
have to kill everyone, nor detroy every city - at least not until
|
||
|
you're ready.
|
||
|
Some enemies are simply intractable. No matter how thoroughly they
|
||
|
are beaten on field of battle, they keep coming back for more, often
|
||
|
making ludicrous demands for tribute when they do. Unless there is an
|
||
|
overwhelming reason not to eliminate these annoyances from the world
|
||
|
completely - a valuable trading city, for example - you should proceed
|
||
|
posthaste with their destruction rather than waste too much time with
|
||
|
them.
|
||
|
|
||
|
|
||
|
MOPPING UP
|
||
|
|
||
|
Having broken the backs of all the other civiliations, and completely
|
||
|
elimnated those that are inarguably warlike, you will approach your
|
||
|
goal of a world completely under your control. It's time to undertake
|
||
|
the final eradication of your enemies.
|
||
|
Again, you'll want to deal with them in sequence, saving for last
|
||
|
those who serve as your most valued trading partners. Because of the
|
||
|
huge investment in military units sent to remote locations, the
|
||
|
economic demands on your civilization each turn are large, and you
|
||
|
will need to preserve until the very end all the income you can.
|
||
|
Surrond those cities from which you derive trade funds, but have in
|
||
|
position the forces you need to obliterate them when the time comes.
|
||
|
Otherwise, any enemy city on the planet is fair game. Keep an eye
|
||
|
on your information sources as well as the world map. Be alert for any
|
||
|
unexplored areas of the globe. While you have probably
|
||
|
|
||
|
====================================================================== 172
|
||
|
|
||
|
explored most of the world, even a small, hidden island can serve as
|
||
|
home to an enemy city or two. Locating that island, after everything
|
||
|
else on the screen has been defeated, can take valuable turns,
|
||
|
lessening your achievement - and your score.
|
||
|
And when the enemy is completely eliminated and yours is the only
|
||
|
civilization in existance, take time to examine that final score. What
|
||
|
is the percentage of happy or content citizens in your civilization?
|
||
|
How many Wonders did you manage to create? Could your score have been
|
||
|
even higher had you taken a different approach?
|
||
|
These and other questions are best answered the next time you take
|
||
|
on the challenge of conquering the world. Put your lessons to work and
|
||
|
add new challenges. Try to achieve the goal under more liberal forms
|
||
|
of government. Seek to raise your people's standard of living to the
|
||
|
highest possible level, even as you keep your cities on military
|
||
|
footings. Attempt to boost the aesthetic and spiritual sides of your
|
||
|
civilization without lessoning your warmaking ability.
|
||
|
It won't be easy - but, then, conquering the world never is.
|
||
|
|
||
|
====================================================================== 173
|
||
|
|
||
|
CHAPTER 10
|
||
|
----------
|
||
|
A WORLD AT PEACE
|
||
|
|
||
|
It can be argued that the heart of Sid Meier's Civilization lies a
|
||
|
frustrated - and frustrating! - utopia generator. Certainly the best,
|
||
|
or at least the most challenging, way to run up a high score would
|
||
|
seem to be through the creation and maintenance of a high level of
|
||
|
peaceful, wonder-filled, happy, spiritual, wealthy, enviornmentally
|
||
|
benign, spacefaring caiviliation. Is that all?
|
||
|
The deck, you must understand, is stacked against you, as in any
|
||
|
worthwhile game. One of the arts of strategy game design is, in fact,
|
||
|
precisely that stacking of the deck. You must make a lot of effort on
|
||
|
a lot of levels in oredr to weave your way around the built-in
|
||
|
pitfalls and booby traps designed to challenge you.
|
||
|
Civlization contains more than its share of pitfalls, but so does
|
||
|
civilized life on this earth. The concept of the tradeoff can be found
|
||
|
close to the center of every advance our species has made, and it's
|
||
|
there in the game as well. What you gain must be weighed against what
|
||
|
you lose as you make progress. In some cases you must be ready to
|
||
|
compromise your most highly held principles, at least for a time, in
|
||
|
order simply to stay in the game.
|
||
|
But those principles - peace, education, a light hand on the
|
||
|
planet - can be used to achieve great success and even ultimate
|
||
|
victory. Just remember taht it won't be easy.
|
||
|
|
||
|
====================================================================== 177
|
||
|
|
||
|
THE GENTLE WAY
|
||
|
|
||
|
As when playing a game of conquest, you should make your decision
|
||
|
early, building all subsequent decisions around your choosen goal of
|
||
|
winning the game along peaceful routes. And, also as in
|
||
|
conquest-oriented games, keep your options wide open: Peace may not be
|
||
|
an effective path, as revealed by circumstances that evolve along with
|
||
|
the game. Besides, you may find that you develop a taste for
|
||
|
aggression, however benign your original intent.
|
||
|
|
||
|
Nor will you be able to avoid war altogether. May of the units in
|
||
|
this game are military in nature for a reason. Aggression is built
|
||
|
into many of your opponents, and is the absolute essence of some of
|
||
|
the civilizations you will encounter. There are leaders in this game
|
||
|
who live to fight, and nothing more. You must be prepared to deal with
|
||
|
them on their terms for, with a very few special excpetions, there's
|
||
|
little way to persuade them to deal on yours.
|
||
|
|
||
|
That understoof, there are three fundamentals to winning a
|
||
|
"gentle" game of Civlization:
|
||
|
1. You must be militarily strong, able to wipe out the intransigent,
|
||
|
and build seperate peaces with the other civilizations on your
|
||
|
world.
|
||
|
2. Concentrate on financial institutions. Utopias can't be built,
|
||
|
but some of their aspects can be bought in this game. You must
|
||
|
build several financial power-house cities. This lets you build
|
||
|
the Wonders of the World that are required for you to satisfy
|
||
|
your people, earn bonus points, and reach the stars before anyone
|
||
|
else.
|
||
|
3. Choose freedom. The more democratic your government, the
|
||
|
harder it is to manage, but the better your final score will be.
|
||
|
|
||
|
Everything flows from these decisions. The first one, with its
|
||
|
militaristic advice, will lead to a game which, over its first few
|
||
|
|
||
|
====================================================================== 178
|
||
|
|
||
|
millennia, may play like a world conquest game. You have to seek out
|
||
|
the unbendable aggressors and remove them from the world - or persuade
|
||
|
other civilizations to help you do so.
|
||
|
Beyond that, you'll be making decisions a little differently than
|
||
|
if you were playing for conquest, and that begins with the choice of
|
||
|
units for exploration.
|
||
|
|
||
|
|
||
|
THE ART OF DIPLOMACY
|
||
|
|
||
|
If pursuing a peaceful world, you might consider using diplomats as
|
||
|
your prime exploration units. There are several advantages to this.
|
||
|
First, diplomats possess higher levels of mobility than most
|
||
|
units, letting you cover a lot of ground quickly.
|
||
|
Second, and more important, diplomats give you the flexibility you
|
||
|
need in establishing relations with other civilizations in the game.
|
||
|
Their ability to negotiate, establish embassies, look behind other
|
||
|
cities walls offers you a full palette of possibilities during the
|
||
|
vital early stages of civilization growth.
|
||
|
Finally, and perhaps most important of all, your diplomats can
|
||
|
wander through enemy civilizations at will, so long as there is a
|
||
|
treaty in force. If you're going to win the world without totally
|
||
|
destroying it, you'd better have a pretty good picture of the forces
|
||
|
you're up against. The diplomats can give you this.
|
||
|
(Caravans also make good explorers in this sort of game, thanks to
|
||
|
their ability to penetrate enemy boredrs. But caravans movement
|
||
|
allotments are limited, no do they offer the special talents of the
|
||
|
diplomat.)
|
||
|
|
||
|
====================================================================== 179
|
||
|
|
||
|
SPEAK SOFTLY, BUT CARRY...
|
||
|
|
||
|
Just because you're committed to peaceful expansion and growth does
|
||
|
not mean you can neglect your military development. In fact, those
|
||
|
civilizations best able to grow with a minimum of armed conflict are
|
||
|
alos those best equipped to win battls should they occur.
|
||
|
To that end, build your barracks as quickly as you would in a game
|
||
|
of military expansion. Create a substantial military force,
|
||
|
concentrating on the strongest offensive units you can produce.
|
||
|
Focusing upon units of great offensive power will in turn greatly
|
||
|
enhance your defensive strength. As you expand the defensive
|
||
|
perimeters of your civilization, your border forces will need teeth to
|
||
|
enforce their will. And their will, quite simply, must be that all
|
||
|
other civilizations shall leave you alone.
|
||
|
You must look more closely than ever at the impact of terrain on
|
||
|
your boredrs. Perhaps the most effective location for a civilization
|
||
|
seeking to win the game through world peace and intersetllar
|
||
|
colonization is a large island, capable of supporting seven or eight
|
||
|
successful cities. Islands define their own borders quite nicely,
|
||
|
forcing would-be conquerors to approach you from the sea, making the
|
||
|
advantage yours.
|
||
|
If you are located on a continent, you have a couple of choices.
|
||
|
You can carve out a civilization alongside others sharing the same
|
||
|
landmass. You can wage a temporary, and with luck, brief war of
|
||
|
extermination, conquering the entire landmass for your own. Or you can
|
||
|
emigrate to another, more hospitable location which you can claim for
|
||
|
your civilization alone. Each approach has its advantages; each
|
||
|
carries risks.
|
||
|
Should you seek to strike treaties with neighboring civilizations,
|
||
|
you must bear in mind that they can turn on you at any time. There is
|
||
|
also the chance that they will leapfrog your own civilization,
|
||
|
advancing beyond you in technology and wealth, either
|
||
|
|
||
|
====================================================================== 180
|
||
|
|
||
|
conquering you altogether or turning you into a subservient, client
|
||
|
state.
|
||
|
The path to continental conquest is equally risky. If you can
|
||
|
achieve domination of the continent in a few centuries, you should do
|
||
|
so, but watch the calendar as well. You may find yourself bogged down
|
||
|
in an endless, expensive war that devours time you should be using to
|
||
|
strengthen the foundations of your civilization.
|
||
|
Emigration carries perhaps the largest or risks, and is likely to
|
||
|
be the most time-consuming of your undertakings. You have not only to
|
||
|
find another landmass, but also to settler and exploit it, all while
|
||
|
other civilizations are growing and expanding on their original turf.
|
||
|
Your best bet, if taking this approach, is to solidify your base on
|
||
|
your homeland, however unpromising it looks over the long term. Then,
|
||
|
dispatch sailing vessels in groups of at least two, carrying at least
|
||
|
two bands of settlers. Settle everything you come to, hoping that one
|
||
|
of your new homes will turn out to be suited to your ambitions. The
|
||
|
important thing is to establish a large number of cities, enabling you
|
||
|
to expand until you find a location that can be more permanenly and
|
||
|
easily protected.
|
||
|
|
||
|
|
||
|
FORTRESS!
|
||
|
|
||
|
The ideal situation, of course, is to be located on a large island
|
||
|
from the beginning of the game. That way you have natural borders,
|
||
|
room to expand, and are better able to pursue an effective
|
||
|
isolationist approach.
|
||
|
Colonize your island rapidly. Try to have four cities in thriving
|
||
|
existance before the close of the game's second millennium. Ultimately
|
||
|
you should have seven or eight functioning cities on the island, each
|
||
|
reinforcing and supporting the others. Put two of your cities to
|
||
|
producing Wonders of the World, the others to develping a trong
|
||
|
defensive force to be positioned around the island's coastline.
|
||
|
|
||
|
====================================================================== 181
|
||
|
|
||
|
You'll need a strong navy as well. Your goal must be to sink as
|
||
|
many enemy craft as possible, eliminating invasion forces before they
|
||
|
can secure a toehold on your land. As you are able to upgrade and
|
||
|
expand your navy, you should do so, broadening the expanse of sea that
|
||
|
is covered, keeping enemy vessels as far away as possible. Aircraft,
|
||
|
especially carrier-based aircraft, are another effective deterrent as
|
||
|
they become available to you.
|
||
|
You must do everything possible to make your island home an
|
||
|
all-but-invincible fortress. Position defensive forces in such a way
|
||
|
as to make it impossible for an enemy to slip ashore unnoticed.
|
||
|
Upgrade your defenses on a regular basis. Build strong rail lines to
|
||
|
ensure ease of defenses on a regular basis. Build strong rail lines to
|
||
|
ensure ease of movement around your homeland, letting you get troops
|
||
|
to danger spots should they occur. Build city walls for all of your
|
||
|
cities, coastal communities first.
|
||
|
You must erect economic defenses as well. That means maintaining a
|
||
|
vital and sizable merchant marine to carry your caravans to distant
|
||
|
ports. Because of the ultimate size of your civilization is a bit
|
||
|
limited - you will probably not expand over much beyond the borders of
|
||
|
your island - it's up to your commercial fleet and the caravans it
|
||
|
carries to generate those large sums of money that are essential to
|
||
|
your growth.
|
||
|
As we'll see in the next section, you may be able to use your
|
||
|
economic success to great benefit in overcoming external threats to
|
||
|
your civilization.
|
||
|
|
||
|
|
||
|
THE PEACEFUL ART OF CONQUEST
|
||
|
|
||
|
Whether you are located on an island or a continent, you must make
|
||
|
provision for dealing with other civilizations and their military
|
||
|
forces. Because you are pursuing a peaceful route to the future, you
|
||
|
need a strategy that minimizes your military risk, while also defusing
|
||
|
some of the military threat you face.
|
||
|
If you can afford it, the best approach to this question is
|
||
|
bribery, accomplished by your diplomatic corps. use your diplo-
|
||
|
|
||
|
====================================================================== 182
|
||
|
|
||
|
mats to buy the loyalty of possing forces who pose a threat to you,
|
||
|
especially those units who have moved onto your territory. the
|
||
|
approach is costly, but carries the added benefit of offering you
|
||
|
subversion of the enemy without violating any treaties youmay have in
|
||
|
place.
|
||
|
On a larger scale - and even more expensive - scale, you can use
|
||
|
your diplomats to incite riots or subvert enemy cities, bringing those
|
||
|
cities and their improvements into your own civilization. Again, while
|
||
|
playing a "peaceful" game, this startegy is most effective whne used
|
||
|
against enemy cities on your own territory, or when looking for a
|
||
|
quick way of acquiring cities that already possess Wonders of the
|
||
|
World, a good way to boost your score during the final few turns of
|
||
|
the game.
|
||
|
Alliances can also generate paths to "peaceful" conquest,
|
||
|
especially if you strike the right ones. Use your diplomatic corps to
|
||
|
derive pictures of the various civiliations on your world; then target
|
||
|
those who pose the largest threat to your own civilization. Find
|
||
|
another civilization also threatened by your target, and approach its
|
||
|
leader with an offer of join military action. Your own participation
|
||
|
can be cautious: The trick is to get the other guy to do the work.
|
||
|
|
||
|
|
||
|
TO THE STAS!
|
||
|
|
||
|
because you've set yourself the goal of winning the game through
|
||
|
peaceful means, your actual goal is to deliver a cargo of colonists to
|
||
|
Alpha Centauri before the time limit of the game expires. To that end,
|
||
|
your progress and technologies must be guided toward achieveing
|
||
|
spaceflight early, exploiting your production to build and equip a
|
||
|
starship, and launching the starship on a course that lets you reach
|
||
|
the stars ahead of anyone else.
|
||
|
As usual, information is crucial. You must monitor the progress of
|
||
|
other civilizations, trade or steal advances when neces-
|
||
|
|
||
|
====================================================================== 183
|
||
|
|
||
|
sary, and be prepared to commit every resource of your civilization to
|
||
|
starship construction when the time comes.
|
||
|
When is that time? As early as possible. Indeed, the moment you or
|
||
|
another civilization begin building the Apollo Program Wonder, you
|
||
|
should start boosting your treasury so you can build or buy the
|
||
|
various pieces required to create a viable interstellar craft. Chack
|
||
|
the productive capacities of your cities. Some elements of the
|
||
|
starship take far longer to build than others; you may, in fact, want
|
||
|
tobegin building habitation and other modules a few turns before your
|
||
|
Apollo Wonder is completed. This gives you a head start on putting the
|
||
|
elements in orbit once you've achieved spaceflight capability.
|
||
|
You may find yourself in a true space race. As we'll see below,
|
||
|
there is a military approach to solving this competition, but there's
|
||
|
an economic approach you can take as well. If your civilization is
|
||
|
strong and its boredrs are secure, consider selling off improvements
|
||
|
such as city walls, and using the funds to underwrite a "crash"
|
||
|
program of starship building. By purchasing key elements, you can
|
||
|
complete your starship in record time and launch it before anyone
|
||
|
else.
|
||
|
If another civilization acquires spaceflight far in advance of
|
||
|
you, you may have to abandon your peaceful principles for a time. If
|
||
|
that other civilization reaches the brink of launching a starship that
|
||
|
will reach Alpha Centauri before you, you might want to make a
|
||
|
military raid on the enemy capitol. Only by capturing the capitol can
|
||
|
you disrupt enemy starship production - or force a recall of the
|
||
|
starship if it has already been launched. be sure you have sufficent
|
||
|
military force to capture the capitol, and be sure you're ready to
|
||
|
defend your own capitol should the situation be reversed.
|
||
|
|
||
|
You may find yourself in an opposite situation. If your
|
||
|
spaceflight capability is far in advance of any other civilization on
|
||
|
your world, take the time to build a large starship with lots of
|
||
|
colonists. As long as you launch and reach Alpha Centauri before the
|
||
|
time
|
||
|
|
||
|
====================================================================== 184
|
||
|
|
||
|
limit runs out, anything you can do to increase the number of
|
||
|
colonists you deliver will help you earn a higher score.
|
||
|
|
||
|
|
||
|
CARING FOR YOUR OWN WORLD
|
||
|
|
||
|
For all that your goal is to colonize another world, your score will
|
||
|
be affected by how well you care for your own world. A civilization
|
||
|
with plenty of wonders, happy citizens, a succeddful staship, can
|
||
|
still be undone by pollution, whose presence subtracts from your final
|
||
|
score.
|
||
|
You will not be able to avoid industrializing your society, nor
|
||
|
should you necessarily try. The presence of factories and
|
||
|
manufacturing plants greatly enhances your economy and also makes
|
||
|
possible the very rapid production of crucial units. Unfortunately,
|
||
|
these improvements also create pollution.
|
||
|
There are a couple of things you can do. First, as you move more
|
||
|
deeply into the indusrial world, build plenty of settler units to
|
||
|
clean up pollution squares as they occur. Two settler units per
|
||
|
industrialized city is a fairly good ratio, although you may find
|
||
|
|
||
|
====================================================================== 185
|
||
|
|
||
|
yourself needing more settlers around particularly large cities, or in
|
||
|
the even of nuclear accident or war.
|
||
|
Invest as well in benign technologies - hydroelectric power,
|
||
|
recyclying centers, and mass transit all repay their investment by
|
||
|
lessening the possibility of pollution.
|
||
|
Finally, as the game counts down to its conclusion, consider
|
||
|
selling off the most offensive of your pollution agents - again,
|
||
|
factories and manufacturing plants. use the cash you earn to purchase
|
||
|
more benign items aimed at increasing your population's happiness. Aim
|
||
|
for having zero polluted squares by game's end.
|
||
|
|
||
|
|
||
|
RULING
|
||
|
|
||
|
The most important of the aspects of building a peaceful, victorious
|
||
|
civilization, this is also the most subjective, and will be dealt with
|
||
|
most briefly. You'll learn quickly what givernmental organizations and
|
||
|
institutions work best in the context of the game, and also work best
|
||
|
for you.
|
||
|
|
||
|
====================================================================== 186
|
||
|
|
||
|
Generally speaking, though, the more free your form of government,
|
||
|
assuming you can keep your citizens happy, the better your
|
||
|
civilization will perform and the higher your final score will be.
|
||
|
To that end - which is, after all, the real end of the game - invest
|
||
|
your time and energy in providing not only a free system of government
|
||
|
and a strong economy, but also those "extras" that make civilized life
|
||
|
worth living. These include plenty of leisure improvements such as
|
||
|
temples, cathedrals, and coliseums. Invest as well in Wonders such as
|
||
|
Women's Suffrage, the Cure For Cancer, Shakspeare's Theater, and
|
||
|
Bach's Cathedral. Build universities and scatter libraries throughout
|
||
|
your civilization. Make sure your people have plenty to think about as
|
||
|
well as to eat and to spend.
|
||
|
Healthy, wealthy, and wise - come to think about it, that's not
|
||
|
bad advice for our own, all too real civilization. Maybe our leaders
|
||
|
could benefit from playing a few games of Sid Meier's Civilization.
|
||
|
|
||
|
====================================================================== 187
|
||
|
|
||
|
175 Tips, Hints, and Tools for Ruling Your Civilization
|
||
|
|
||
|
Sid Meier's Civilization is an electronic treasure chest whose contents
|
||
|
are all but infinitely renewable: Within broad parameters, the game is a
|
||
|
little different every time you play it. As a result, as noted in more
|
||
|
than one place elsewhere in this book, there is no one right way to play
|
||
|
Civilization. Decisions and goals are more contextual here than in most
|
||
|
interactive entertainments. What works during one game may fail abysmally
|
||
|
during another, and vice versa.
|
||
|
The tips and tricks offered in this appendix are based on hundreds of
|
||
|
hours of playing the game, but also reflect my own prejuidices,
|
||
|
strategies, and interests. These may not correspond with yours, so be
|
||
|
wary. You may find that, in some circumstances, your own goals are best
|
||
|
served by doing the opposite of what I recommend here. More power to you!
|
||
|
You may also find that some of these nuggets of advice - or some of
|
||
|
your own hard-learned lessons - contradict others. To
|
||
|
|
||
|
====================================================================== 191
|
||
|
|
||
|
|
||
|
paraphrase Walt Whitman: There's room for contradictions. Civilization
|
||
|
contains multitudes.
|
||
|
On, then, to a catalog of tools for winning Sid Meier's Civilization.
|
||
|
|
||
|
|
||
|
YOUR FIRST MILLENNIUM
|
||
|
|
||
|
1. Put down roots quickly. Your first city doesn't have to have the
|
||
|
world's greatest location: Better to get it up and running, pumping
|
||
|
out new units and improvements, than to lose valuable time.
|
||
|
2. Pursue writing before other cultural advances. No matter where you
|
||
|
start - island or continent - the development of writing lays the
|
||
|
groundwork for enhancing and expanding an exuberant intellectual
|
||
|
culture composed of libraries, universities, and intellectual Wonders
|
||
|
of the World which will serve your long-term goals on more levels than
|
||
|
any other development in the game.
|
||
|
3. Decide as quikly as you can what type of game you are going to play.
|
||
|
If you are going to pursue world conquest, for example, you should
|
||
|
begin building your armies and assembling your resources before the
|
||
|
first millennium ends. If you're going to play a game of peaceful
|
||
|
expansion and consolidation, you should shore up your homeland's
|
||
|
defenses against those enemies less benevolent than yourself.
|
||
|
4. Multiply, multiply, multiply! The race in Civilization often goes to
|
||
|
the most fecund. By the end of your first millennia you should have at
|
||
|
least three cities functioning and growing, with more on the way.
|
||
|
5. Because reproduction and creation of new cities is so important, don't
|
||
|
spend valuable settler time developing every square around a city. You
|
||
|
can create additional settlers to do
|
||
|
|
||
|
====================================================================== 192
|
||
|
|
||
|
|
||
|
that later. Do enough development to get the city on sound economic
|
||
|
footing, then move on to start another community.
|
||
|
6. Place defensive perimeters around your emerging civilization. Expand
|
||
|
those perimeters as your civilization grows.
|
||
|
7. Build roads as you can afford the commitment of settlers. Not only
|
||
|
do the roads increase your productivity, they also lay the groundwork
|
||
|
- roadwork, as it were - for the rapid movement of forces should you
|
||
|
be invaded.
|
||
|
8. Put one city to work building a Wonder of the World as early as
|
||
|
possible. The addition of wonders does much to boost your score, yet
|
||
|
if you wait too long to create them, they may be acquired by other
|
||
|
civilizations.
|
||
|
9. Develop pottery by all means. You must have granaries if you are to
|
||
|
hold any hope at all of increasing your population and growing your
|
||
|
cities.
|
||
|
10. Be prepared to shift strategies: The road to failure is paved,
|
||
|
sometimes, with peaceful intentions, and not every would-be conquerer
|
||
|
can actually manage to conquer. Play with the flow of the game, not
|
||
|
against it.
|
||
|
11. Alternate your cities' labor force between agriculture and resource
|
||
|
development until the population is large enough to attend to both.
|
||
|
Agriculture results in increased population; resource production
|
||
|
boosts your treasury.
|
||
|
|
||
|
|
||
|
YOUR FIRST CITY
|
||
|
|
||
|
1. Generally speaking, you should build two militia units and fortify
|
||
|
them immediately, then two more for exploration, before building
|
||
|
additional settlers, military units, or city imporvements. (If it
|
||
|
quickly becomes clear that your civilization is located on an
|
||
|
island, perhaps a single explorer is sufficent.)
|
||
|
|
||
|
====================================================================== 193
|
||
|
|
||
|
|
||
|
2. Do not put off the construction of your barracks improvement. Only
|
||
|
with the establishment of a barracks can you produce veteran military
|
||
|
units that are strong enough to face the test of combat.
|
||
|
3. Don't forget to upgrade your defensive units once the barracks is
|
||
|
completed. Units such as militia that were created before the barracks
|
||
|
can then be moved to outlying areas or disbanded.
|
||
|
4. Should the spiritual side of civilization become available to you, put
|
||
|
a temple in your first city. Establish the people's happiness early
|
||
|
on, and it's easier to maintain it as the game grows more complex.
|
||
|
5. If your civilization is surrounded by other, stronger ones, build city
|
||
|
walls. Although expensive in construction and maintenance, the walls
|
||
|
amplify your defense force's ability to withstand attack, perhaps
|
||
|
buying you enough time to prepare a militray response or seek a
|
||
|
treaty.
|
||
|
6. Develop at least two agricultural and one resource square before
|
||
|
moving too far from your first city. These squares will give the
|
||
|
city time to feed itself and generate enough income to grow during the
|
||
|
early phases of the game.
|
||
|
7. Study the loal terrain. If you've put down roots too quickly, and find
|
||
|
yourself in a less-than-ideal spot for long-term growth, don't be
|
||
|
afraid to move your capitol to a more fertile site once one becomes
|
||
|
available. (Don't move too quickly, though: Make sure the new city is
|
||
|
well established, defended, and growing before relocating your
|
||
|
government there.)
|
||
|
8. As your first city grows - or fails to - adjust the worker allocation.
|
||
|
If the city is wellfed and prosperous from the beggining, you might
|
||
|
want to create a scientist to boost the city's intellectual
|
||
|
production, hastening your advances.
|
||
|
|
||
|
====================================================================== 194
|
||
|
|
||
|
|
||
|
9. Concentrate on population at least two turns out of three: Your goal
|
||
|
is to have a civilization-wide population of more than a million by
|
||
|
the year 1 A.D.
|
||
|
10. Build a marketplace as soon as that improvement becomes available.
|
||
|
Better yet, buy the improvement. The increase in revenue will repay
|
||
|
the expenditure very quickly.
|
||
|
|
||
|
|
||
|
YOUR FIRST ENCOUNTER WITH OTHERS
|
||
|
|
||
|
1. Always accept the first treaty offer upon initial contact with another
|
||
|
civilization: It costs you nothing, and gives you time to gather your
|
||
|
resources, marshal your forces, and prepare a more considered, and
|
||
|
perhaps antagonistic, relationship with the other civilization.
|
||
|
2. The treaty established, use your militia to hold enemy expansion
|
||
|
in check, positioning your units carefully, and fortifying them
|
||
|
against enemy sneak attack. Use militia because they are easily and
|
||
|
quickly produced, freeing your cities to concentrate the bulk of their
|
||
|
productive time on more important units, city improvements, Wonders of
|
||
|
the World, or civilization advances.
|
||
|
3. Have some backup for your border guards, especially if your guards are
|
||
|
militia or diplomats, whose defensive factors are low. Stronger
|
||
|
offensive units in reserve close to the border, or able to reach the
|
||
|
border quickly, can make the difference between a successful enemy
|
||
|
invasion and one that's turned back.
|
||
|
4. Once you've established a treaty with a neighboring tribe, get some
|
||
|
diplomats into enemy territory as quickly as you can. During the
|
||
|
treaty's tenure, your diplomats - and caravans, if you can produce
|
||
|
them - enjoy essentially unlimited freedom of movement through
|
||
|
enemy territory. This gives you the
|
||
|
|
||
|
====================================================================== 195
|
||
|
|
||
|
|
||
|
chance to obtain a good portrait of the interior of your neighbor,
|
||
|
learning whether he is strongr or weaker than you.
|
||
|
5. If you encounter an enemy at sea, try to follow his vessels back to
|
||
|
their homeland, particularly if both of you are in triremes. The enemy
|
||
|
may already have mapped the shortest paths between landmasses, saving
|
||
|
you valuable exploration time.
|
||
|
6. Send caravans into enemy territory even if you plan ultimately to
|
||
|
wipe the enemy from the face of the planet. Earn income while you
|
||
|
can!
|
||
|
7. Use your ships to blockade - or observe - enemy ports. If you're
|
||
|
playing for world domination, you'll want to contain the enemy to a
|
||
|
single landmass. If taking a more peaceful approach, the presence of
|
||
|
your ships will allow you to "shadow" the other civilization's
|
||
|
vessels, giving you a good and useful picture of their expansions.
|
||
|
8. Look for natural barriers to enemy expansion - an isthmus, a large
|
||
|
lake - and place defensive units in the only available paths.
|
||
|
9. Use your settlers to build forts at strategic points along the border
|
||
|
with the enemy, then garrison the fort with defensive units.
|
||
|
10. If you can afford the allocation of units, place diplomats on
|
||
|
fortification or sentry duty at various spots within the enemy
|
||
|
civilization. They'll keep you posted of enemy troop and settler
|
||
|
movement.
|
||
|
|
||
|
|
||
|
SECOND CITY
|
||
|
|
||
|
1. Build your second city in the most ideal location you can find, making
|
||
|
up for the haste with which your first city was created.
|
||
|
|
||
|
====================================================================== 196
|
||
|
|
||
|
|
||
|
2. Put your second city's citizens to work immediately on the constuction
|
||
|
of a barracks and a granary. Defensive forces should accompany the
|
||
|
settler unit from the first city. Move them inside the new city,
|
||
|
reassign them to it, and fortify them. Your new city is instantly
|
||
|
defended.
|
||
|
3. Send settlers from your first city to develop the land around the
|
||
|
second while it is busy producing the imporvements it needs.
|
||
|
4. If you have the funds, buy the second city's initial improvements.
|
||
|
5. At least one of your first two cities should be a port.
|
||
|
6. Build a road between your first two cities as quickly as possible.
|
||
|
7. If the enemy lies to the west, consider locating your second city to
|
||
|
the east, minimizing the chance it will be attacked.
|
||
|
8. Just as with your first city, establish a defensive perimeter around
|
||
|
your second to stave off barbarians and unwanted neighbors.
|
||
|
9. With your first city concentrating its production on units, you might
|
||
|
want to use the second for Wonders of the World, for educational
|
||
|
institutions. Or vice versa.
|
||
|
10. use the unit production of your second city to generate defensive
|
||
|
forces for your third, and so on.
|
||
|
|
||
|
|
||
|
TREATIES AND TRIBUTES
|
||
|
|
||
|
1. Don't be afraid to reject entreaties from other civilizations. They
|
||
|
may take your "insolence" as an insult and embark on a war, but they
|
||
|
may also respect your independence and offer a treaty.
|
||
|
2. Get to know your neighbors: Some of them can be trusted to honor their
|
||
|
treaties, while others may stay friendly for no
|
||
|
|
||
|
====================================================================== 197
|
||
|
|
||
|
|
||
|
more than a turn or two. The computer leaders built into the game have
|
||
|
distinctive personalities; it will behoove you to be observant as your
|
||
|
civilization and theirs become acquainted.
|
||
|
3. Generally speaking: Don't trust Mao, Stalin, Hammurabi, or Genghis
|
||
|
Khan. And be wary of everyone else!
|
||
|
4. Occasionally you'll be asked to join another civilization in an
|
||
|
alliance aimed at yet another civilization. Weigh your response
|
||
|
carefully. It may be that you can strike a more advantageous alliance
|
||
|
elsewhere.
|
||
|
5. Think twice beefore paying tribute. Civilizations that demand payment
|
||
|
for peace are unlikely to leave you alone for long. Pay only when you
|
||
|
have no other choice.
|
||
|
6. Technology exchanges can be tricky. Your best bet is to exchange
|
||
|
technology only with civilizations more advanced yet weaker than
|
||
|
yours. Giving advances to strong, warmongering neighbors is foolish.
|
||
|
7. Meet with other civilization leaders at least every third time they
|
||
|
request a conference. It's time-consuming, but otherwise your
|
||
|
avoidance is interpreted as a rebuff, and will lead to war.
|
||
|
8. Even possession of the United Nations Wonder of the World can't
|
||
|
completely protect you from treaty violations, especially late in the
|
||
|
game. If playing peacefully, initiate negotiations immediately after
|
||
|
the sneak attack; the enemy will offer a treaty. (This, too, will
|
||
|
likely be broken again before the war ends.) If playing a warlike
|
||
|
game, use the time bought by the United Nations to build and
|
||
|
position overwhelming military force of your own; then use it to
|
||
|
crush the enemy.
|
||
|
9. Pay attention when an enemy's words are backed by nuclear weapons.
|
||
|
Some of your enemies aren't afraid to use the Bomb, use it without
|
||
|
warning, and use it more than once. Even if your able to eventually
|
||
|
make peace with them, the pollution unleashed may ruin your score.
|
||
|
Your best bet is to wipe out nuclear-powered enemies - if you can.
|
||
|
|
||
|
====================================================================== 198
|
||
|
|
||
|
|
||
|
10. Weave together networks of alliances against strong enemies,
|
||
|
especially early in a game of conquest. By building a league of
|
||
|
weaker nations against stronger ones, you may be able to cut down on
|
||
|
the time required for world conquest, boosting your score.
|
||
|
|
||
|
|
||
|
FINANCIAL TOOLS
|
||
|
|
||
|
1. A city without a marketplace is financially and socially crippled. At
|
||
|
higher levels, the same is true of a city without a bank.
|
||
|
2. Visit each of your city screens every few turns - or more often, if
|
||
|
you're really serious about winning the economic side of the game -
|
||
|
and experiment with your population's labor allocations. Some
|
||
|
exploitable squares are more productive and valuable than others, yet
|
||
|
may not be producing for your city. Move your people around and boost
|
||
|
your income.
|
||
|
|
||
|
====================================================================== 199
|
||
|
|
||
|
|
||
|
3. If you're planning to sell a city improvement - a step that should be
|
||
|
taken in only the most dire of economic cicrcumstances - do so
|
||
|
quickly, before the improvement is rendered obsolete by technological
|
||
|
or social advance. Obsolete improvements can't be sold.
|
||
|
4. Produce plenty of caravans, bearing in mind that each city can support
|
||
|
only three trade routes. Send out caravans from every city.
|
||
|
5. The game defaults to the three most valuable trade routes, but you
|
||
|
can waste a lot of time and energy on routes of lesser value that
|
||
|
will later be superseded. Send your caravans to the most distant and
|
||
|
largest foreign cities you can find: These generate the largest
|
||
|
amounts of income.
|
||
|
6. The one time you should consider selling city improvements is just
|
||
|
before they become obsolete. The develop of gunpowder, for example,
|
||
|
renders barracks improvements obsolete. Since you'll have to replace
|
||
|
your barracks anyway, why not earn some money from the old ones?
|
||
|
7. Another good opportunity to sell off improvements occurs when you
|
||
|
hold an absolute upper hand. Possession of the United Nations Wonder
|
||
|
of the World is a good example. Since your enemies must offer to make
|
||
|
peace with you, you may not need items such as city walls,
|
||
|
particularly those located far away from enemy borders. Sell off the
|
||
|
city walls, earn a fair piece of change, and relieve your cities of
|
||
|
the burden of supporting those walls each turn.
|
||
|
8. As you locate new civilizations with new, large cities, dispatch
|
||
|
caravans to establish trading routes. These may be more valuable than
|
||
|
routes already in existence.
|
||
|
9. Give your citizens plenty of luxuries. This helps them appreciate
|
||
|
your wisdom, often resulting in "We Love The King" days, which earn
|
||
|
you generous bonuses.
|
||
|
|
||
|
====================================================================== 200
|
||
|
|
||
|
|
||
|
10. In the latter days of the game, when some of your cities may be
|
||
|
capable of producing vast engineering works in just a few turns, try
|
||
|
building these works, then selling them as soon as they're completed.
|
||
|
It's impractical advice for the real world, but can generate lots of
|
||
|
cash in the game.
|
||
|
11. Monitor the amount your civilization costs in maintenance each turn,
|
||
|
indexing that amount to your cash flow. If your treasury has grown
|
||
|
fat, don't be afraid to spend, spend, spend for improvements or
|
||
|
Wonders. Just keep enough cash in your treasury reserves to cover
|
||
|
half a dozen lean turns or so.
|
||
|
12. If you really have a healthy treasury that can cover a few turns'
|
||
|
loss of income, try this: Convert everything to luxury income
|
||
|
for your citizens. They'll reward you with points beyond your wildest
|
||
|
dreams.
|
||
|
13. Use caravans to help build Wonders. When a caravan arrives in a city
|
||
|
building a Wonder, you have the option of assigning it's value to the
|
||
|
completion of the Wonder. If you can build enough caravans quickly,
|
||
|
this can hasten completion of the Wonder.
|
||
|
14. As your income rises, adjust your taxation level. Boost your
|
||
|
science allocations, leaving enough in tax revenue to cover the cost
|
||
|
of maintenance with minimal growth each turn.
|
||
|
15. For cities with more than enough food, turn some of those farmers
|
||
|
into taxmen. Your treasury will appreciate it.
|
||
|
16. Build rail lines through all developable areas available to a city.
|
||
|
Productivity will be increased by half.
|
||
|
17. Trade routes among the cities of your own civilizationm, no matter
|
||
|
how far apart they're located, are raely worthwhile.
|
||
|
18. Invest in factories and manufacturing plants as you are able to build
|
||
|
them, but create pollution-control corps of engineers (settler units)
|
||
|
to deal with their effluent. You'll need two
|
||
|
|
||
|
====================================================================== 201
|
||
|
|
||
|
|
||
|
settler units per highly industrialized city to keep pollution under
|
||
|
control.
|
||
|
19. Approaching the space race? Build the largest cash reserves you can -
|
||
|
only global warfare is more expensive than getting into space.
|
||
|
|
||
|
|
||
|
MILITARY UNITS
|
||
|
|
||
|
1. Don't produce too many military units without a barracks. Veteran
|
||
|
units are, essentially, the only ones really worth producing.
|
||
|
2. Develop mathematics as early as you can. This permits the creeation
|
||
|
of catapults, the first real "artillery." Only by amplifying your
|
||
|
abilities through the use of technology - catapults, gunpowdr,
|
||
|
flight - can you enjoy an offensive edge.
|
||
|
3. Early in the game, use cavalry and chariots to "blitzkrieg" your way
|
||
|
through enemy homelands. Slower-moving units such as catapults can
|
||
|
be brought up later.
|
||
|
4. Upgrade your barracks the moment they become obslete, especially if
|
||
|
you are at war. Use your treasury to purchase new barracks in those
|
||
|
cities closest to the front or at the greatest risk of being overrun.
|
||
|
5. Consider fortifying strong defensive units around enemy cities rather
|
||
|
than laying direct assault to those cities, especially if the city
|
||
|
possessed defensive walls or a large number of fortified units. Seal
|
||
|
off the city and starve it slowly with phalanx-level units if
|
||
|
possible.
|
||
|
6. Build plenty of seagoing units. Naval power cannot be under-estimated
|
||
|
in the world of Civilization.
|
||
|
7. Consider keeping a strong naval unit on sentry duty inside your own
|
||
|
harbors, especially if the war is going poorly. These units can spring
|
||
|
to life from withing the city, attacking enemy vessels which mightt
|
||
|
bombard your port.
|
||
|
|
||
|
====================================================================== 202
|
||
|
|
||
|
|
||
|
8. Use the "go-to" function to place units n patrol, covering large
|
||
|
amounts of territory or sea with minimum input from you.
|
||
|
9. Disband military units no longer needed or of unlikely value to your
|
||
|
civilization. Don't forget to disband older defensive units in cities
|
||
|
being garrisoned by more advanced units.
|
||
|
10. Keep a strong offensive unit on sentry duty - not fortified - along
|
||
|
with your fortified defensive units in each city. The offensive unit
|
||
|
will "awaken" at the approach of the enemy, and can attack in some
|
||
|
cases before the enemy assault begins.
|
||
|
11. Cities susceptible to frequent attack by barbarians might need more
|
||
|
than one offensive sentry either inside or close to the city. You
|
||
|
need to kill the barbarians before they can pillage your developed
|
||
|
countryside.
|
||
|
12. Never stack military units in an open terrain. They are far too
|
||
|
vulnerable to being destroyed at a single blow, sometimes by a
|
||
|
less-powerful enemy.
|
||
|
13. Blockade harbors with city walls; bombard thcse without them.
|
||
|
14. Especially in the age of transports, when a single vessel can carry
|
||
|
eight units, escort your shipping with cruisers or battleships. Your
|
||
|
advanced military vessels "see" farther than other units, and can
|
||
|
alert you to the presence of enemy warcraft lying in wait for your
|
||
|
convoy.
|
||
|
15. An aircraft carrier bearing bombers and fighters makes another good
|
||
|
screening device for convoys.
|
||
|
16. Because of their extremely long range, nuclear missles are among the
|
||
|
best advance observers. Launch them from strategically located cities,
|
||
|
or from aircraft carriers, and use them to explore and observe. Just
|
||
|
be sure you leave sufficent moves for the missle to return to a
|
||
|
friendly city or carrier.
|
||
|
|
||
|
====================================================================== 203
|
||
|
|
||
|
|
||
|
17. And be careful if you use nuclear missles in the manner described
|
||
|
immediately above. One slip of your typing finger, and instead of
|
||
|
surveillance your missle could unleash holocaust.
|
||
|
18. If your information reveals that an intransigently warlike enemy has
|
||
|
developed nuclear weapons, launch a crash SDI building program. Only
|
||
|
SDI can save your cities from nuclear attack.
|
||
|
|
||
|
|
||
|
YOU CAN'T RUN A CIVILIZATION ON AN EMPTY STOMACH
|
||
|
|
||
|
1. A city without a granary grows slowly at best.
|
||
|
2. Your granary holds several turns' worth of food. If your granary is
|
||
|
filled to bursting, shift your citizens to mineral resource work
|
||
|
or convert them to specialists for a few turns, living off your
|
||
|
surplus agriculture products. Just don't forget to return them to
|
||
|
the fields before famine strikes.
|
||
|
3. If you're having trouble getting a city's population to grow, shift
|
||
|
all of the citizens to the fields. You may lose a little economic
|
||
|
revenue, but before long your granary should begin to fill, and you
|
||
|
can readjust the assignments of a larger, better-fed labor force.
|
||
|
4. Look for the most efficent routes to follow if bringing irrigation to
|
||
|
your city's enviorns. Don't build more elaborate irrigation channels
|
||
|
than necessary.
|
||
|
5. Clear pollution from agricultural squares before otther squares.
|
||
|
6. Replace granaries immediately should they be destroyed. Granaries
|
||
|
should be replaced before any other structure.
|
||
|
7. When creating specialists, look at your granary supply. If it's
|
||
|
full, take an agricultural square out of production. If you're
|
||
|
|
||
|
====================================================================== 204
|
||
|
|
||
|
|
||
|
short on food, remove a mineral or other resource square from the
|
||
|
work force.
|
||
|
8. When laying extended siege, pillage or occupy enemy agricultural
|
||
|
squares, cutting off the city's food supply.
|
||
|
9. Take advantage of seafood: Those fish symbols in oceans and lakes
|
||
|
contribute mightily to cities located near them.
|
||
|
10. Irrigate oases when you have the chance.
|
||
|
11. If your granary is well stocked with foood, onsider onvrting one or
|
||
|
more agriultural squares into forests. Just keep an eye on food
|
||
|
levels after you do so.
|
||
|
|
||
|
|
||
|
WONDERS OF THE WORLD
|
||
|
|
||
|
1. The most valuable Wonder of the World of the ancient world is the
|
||
|
Great Library, especially if playing against a large number of enemy
|
||
|
civilizations. You can't beat the boost in knowledge you get when
|
||
|
two of those other civilizations make the same advance.
|
||
|
2. The most valuable Wonder of the World of the Middle Ages is Johann
|
||
|
Sebastian Bah's Cathedral, especially if you're ruling a republic.
|
||
|
You can't beat it for generating quite a few "We Love The King"
|
||
|
days, with their concomitant increase in population.
|
||
|
3. The most valuable Wonder of the World of the modern world is the
|
||
|
Apollo Program, if you're playing a space race game: Only with
|
||
|
Apollo can you begin building your starship.
|
||
|
4. If playing a game of world conquest, the most valuable latter-day
|
||
|
Wonder may well be, ironically enough, the United Nations. Because
|
||
|
this Wonder forces enemy civilizations to capitulate to you, you
|
||
|
can marshal your fores almost at
|
||
|
|
||
|
====================================================================== 205
|
||
|
|
||
|
|
||
|
leisure, gatthering them at critical spots before launching all-out
|
||
|
attacks.
|
||
|
5. Be warned: Violating one treaty when you possess the United Nations
|
||
|
Wonder seems to violate all of them. When you're ready to make war,
|
||
|
make war on all fronts at once.
|
||
|
6. As soon as you have three cities, put one of them - probably your
|
||
|
capitol - to work building a Wonder. The other cities can produce
|
||
|
military and settler units, if need be, that can be transfered to the
|
||
|
capitol to shore up its defenses or further develop the terrain around
|
||
|
the city.
|
||
|
7. Use diplomats to seek out Wonder production in the cities of other
|
||
|
civilizations. Then either sabotage that production or target those
|
||
|
cities for capture, and the addition of their Wonders to your empire.
|
||
|
8. If pursuing a peaceful strategy - trying to win through diplomacy,
|
||
|
financial strength, and expansion to the stars, focus your attention
|
||
|
on those Wonders of the World that force your enemies to sue for
|
||
|
peace: The Great Wall and the United Nations.
|
||
|
9. If playing a "peacful" game, build as many Wonders of the World as
|
||
|
possible, concentrating on those that boost your citizens' happiness.
|
||
|
Your score will benefit greatly.
|
||
|
10. When playing a peaceful game and concentrating on building Wonders,
|
||
|
don't forget that they must be defended. Put plenty of strong units
|
||
|
in and around cities holding Wonders of the World.
|
||
|
11. Some Wonders of the Wrold serve all the world: The Apollo Program is
|
||
|
a good example. Use your diplomats to discover whether other
|
||
|
civilizations are further along toward completing global Wonders of
|
||
|
the World than you. If so, devote your resources to creating something
|
||
|
exclusive to your civilization.
|
||
|
|
||
|
====================================================================== 206
|
||
|
|
||
|
|
||
|
HAIL, CONQUEROR
|
||
|
|
||
|
1. He who conquers the world fastest conquers the world best: If playing
|
||
|
for global domination, every turn is vital. You can't stop to smell
|
||
|
the roses if you want the world at your feet.
|
||
|
2. Strike the strongest civilizations first, with as much military might
|
||
|
as you an muster. Use your diplomat skills to keep weaker nations
|
||
|
weak, for easy destruction after the "big guys" are gone.
|
||
|
3. Coordinate, coordinate, coordinate! Establish a treaty with a
|
||
|
civilization you plan to destroy. Flood the civilization with
|
||
|
diplomats even as you mass your assault forces along its borders.
|
||
|
When you hit, hit all at once, using diplomats for subversion and
|
||
|
sabotage before invading with ground forces. Break the enemy's back
|
||
|
during the first twrn of the war.
|
||
|
4. If necessary, sell off improvements in your heartland to finance the
|
||
|
final stages of a war on the frontier. Use the funds to subvert enemy
|
||
|
cities first, to bribe enemy units second.
|
||
|
|
||
|
|
||
|
THE UNFRIENDLY SKIES
|
||
|
|
||
|
1. As soon as you develop aircraft capabilities, begin cranking out
|
||
|
fighters and, later, bombers. Don't wait a single turn: You can't have
|
||
|
too large an air force, particularly in heated games of global combat.
|
||
|
2. Try to garrison a couple of fighters in every city - not just those
|
||
|
near the front. Fighters can respond quickly to enemy threats, saving
|
||
|
you from the dangers of surprise attack, or invasion from an
|
||
|
unexpected direction.
|
||
|
3. Your fighters can attack - and keep on attacking. This makes them
|
||
|
especially valuable when you're facing waves of enemy units. Go for
|
||
|
stacked units first, of for transport raft that might be carrying
|
||
|
several units.
|
||
|
|
||
|
====================================================================== 207
|
||
|
|
||
|
|
||
|
4. If your resources are running low, don't station your fighters or
|
||
|
bombers too close to the front - in harbors, for example. They are too
|
||
|
vulnerable there to enemy bombardment. Base them a few squares back
|
||
|
in a city or on board a carrier. Then, when enemy ships or bombers
|
||
|
appear, you can fly out to engage them.
|
||
|
5. Bombers have as much strategic value in Civilization as they do in
|
||
|
the real world. A squadron of bombers can turn the tide of war, even
|
||
|
against overwhelming odds.
|
||
|
6. If you're planning to make war on a civilization with whom you enjoy
|
||
|
treaty status, take advantage of the peace and get your air force
|
||
|
in position to attack. Try to target three bombers for each city
|
||
|
you're planning to hit, more if you can afford it. Attack stacked
|
||
|
units in the open first.
|
||
|
7. Don't overlook the surveillance capabilities of your aircraft,
|
||
|
particularly the bombers. Their long range makes them perfect for
|
||
|
exploring the interior of enemy continents and islands.
|
||
|
8. Carrier power is ideal for isolating and containing an enemy island.
|
||
|
Position a couple of carriers at either end of the island, support
|
||
|
them with cruisers to guard against enemy ships, and use their
|
||
|
to patrol the enemy coastline.
|
||
|
9. Remember the lessons of Desert Storm: Once you've launched an air
|
||
|
war, don't let up.
|
||
|
10. Desert Storm Lesson Two: Once the air war has taken its toll, be sure
|
||
|
you have plenty of fast, mobile ground forces in position to mop up.
|
||
|
11. Desert Storm Lesson Three: In this Civilization, you don't have to
|
||
|
stop. If your air power has made it possible for you to roll all the
|
||
|
way over the enemy, do so, assuming that suits your overall
|
||
|
strategic plan.
|
||
|
|
||
|
====================================================================== 208
|
||
|
|
||
|
|
||
|
AND ALL THE SHIPS AT SEA ...
|
||
|
|
||
|
1. Never send a loaded tireme out into uncharted waters. It's one thing
|
||
|
to risk a ship to loss at sea, quite another to risk valuable units.
|
||
|
Chart your course before moving cargo.
|
||
|
2. Early on, designate one or two coastal towns as major shipyards.
|
||
|
Manipulate their population and resources so as to be able to
|
||
|
produce ships at a rapid rate. (You should have another seaport within
|
||
|
easy sailing distance, to which newly constructed ships can be
|
||
|
reassigned in order relieve the shipyard of the burden of support.)
|
||
|
3. Build fleets in the major oceans and gulfs, along with seaports to
|
||
|
support and load them. Cut down on the necessity for moving ships
|
||
|
all over the globe.
|
||
|
4. As soon as you can build cruisers, battleships, and submarines, do
|
||
|
so - their extended range of view is invaluable for spoting enemy
|
||
|
craft, and equally invaluable for opening up any remaining hidden
|
||
|
areas of the sea.
|
||
|
5. Use your advanced naval craft to patrol the coastlines of unexplored
|
||
|
enemy islands and continents. Advanced ships "see" an adjacent two
|
||
|
squares, which can give you a good picture of another civilization's
|
||
|
coastal defenses.
|
||
|
6. Don't forget naval power during ground assaults. Look for isthmuses
|
||
|
and narrows through which enemy ground transport must move. Position
|
||
|
a battleship or cruiser on either side of the landmass and open fire
|
||
|
on enemy units stranded in your sights between turns.
|
||
|
7. If bombarding a fortified harbor with a value of nine or higher,
|
||
|
bring at least two warships. You'll likely lose one.
|
||
|
8. Transports are worth their weight in gold, not just for mounting
|
||
|
amphibious invasions. Fill your ships with caravans and send them to
|
||
|
all the corners of your world. A successful
|
||
|
|
||
|
====================================================================== 209
|
||
|
|
||
|
|
||
|
leader is one whose merchant fleet is as large as his navy. And your
|
||
|
merchant fleet may be even busier.
|
||
|
9. Plot your invasion routes so the transport vessels reach landfall on
|
||
|
the first move of their turn. That lets you move the ships after
|
||
|
debarking some of their forces, spreading your troops across the
|
||
|
broadest possible front.
|
||
|
10. Submarines make terrific blockade vessels, but their limited movement
|
||
|
capability all but requires that you kepp some fast, long-ranged
|
||
|
cruisers nearby to take their place shoul they be sunk.
|
||
|
11. Be careful, early in the game, about building ships before the
|
||
|
immediate area around the harbor is fully explored. You might wind
|
||
|
up with a landlocked tireme stuck in a lake with nowhere to go!
|
||
|
|
||
|
|
||
|
GETTING AROUND
|
||
|
|
||
|
1. Use the Go-to key only occasionally. While it takes some of the burden
|
||
|
of issuing orders from you, it rarely moves your units along the most
|
||
|
effecient routes, nor does it take full advantage of the movement
|
||
|
benefits offered by rail transportation.
|
||
|
2. Pressing H will return your bombers and fighters to the nearest
|
||
|
friendly city or carrier, if the aircraft possess sifficent movement
|
||
|
points.
|
||
|
3. Moving through a city costs movement points. Build railways around
|
||
|
cities as well as up to them, letting you conserve movement points
|
||
|
for your units.
|
||
|
4. When engaged in a continental war, continue driving rail lines to the
|
||
|
front. It's worth commiting extra settler units to this task,
|
||
|
especially if you're conquering enemy territory at a good clip.
|
||
|
|
||
|
====================================================================== 210
|
||
|
|
||
|
|
||
|
5. Study the world map as it's revealed. Its layout can give you good
|
||
|
guidance in the placement of cities proximate to advantageous sea
|
||
|
routes.
|
||
|
6. Look fro rail lines along the coasts on newly discovered continents
|
||
|
or islands, or enemy continents or islands you're revisting. Debark
|
||
|
your diplomats and caravans on squares with railroad track and they'll
|
||
|
be able to move farther when the next turn arrives.
|
||
|
7. Centralize your embarkation points for units bound overseas. The
|
||
|
central locations need not be a city. Run a rail line to a remote area
|
||
|
near an advantageous shipping lane. Send the units you wish to move
|
||
|
overseas to that point first, picking them up with your cargo vessel.
|
||
|
Of course, you'll eventually want to put a city there, and probably
|
||
|
should do so sooner than later. It's also smart to protect such remote
|
||
|
loading zones with a ship or two, to prevent enemy craft from sneaking
|
||
|
in and opening fire on your sentried units.
|
||
|
8. Build cities on remote islands to serve as island-hopping airbases.
|
||
|
These need to be the most viable islands for long-term development,
|
||
|
but should be well fortified against enemy assault. Islands lying
|
||
|
just off enemy coastlines make the most valuable airbases of all.
|
||
|
9. Pillage enemy inter-city roads and rail lines if possible during
|
||
|
wartime. Cutting their lines of transport gives you the chance to
|
||
|
catch enemy units in the open, unable to move.
|
||
|
10. If forced into a long retreat, pick a spot at which to cut your own
|
||
|
transportation lines. Doing so in the right place can help you
|
||
|
establish a "killing field" where the enemy units will be halted and
|
||
|
vulnerable to your fire.
|
||
|
|
||
|
====================================================================== 211
|
||
|
|
||
|
|
||
|
DIPLOMACY
|
||
|
|
||
|
1. The diplomat is arguably the most valuable unit in the game; certainly
|
||
|
it's the most flexible. Produce plebty of diplomats and send them
|
||
|
throughout teh world.
|
||
|
2. Don't overlook the value of the diplomat as a "place-holder." On
|
||
|
sentry or fortification duty, your diplomat will alert you to the
|
||
|
presence of enemy forces. The advantage is that the diplomat can
|
||
|
attempt to bribe teh forces over to your side, if you have the money.
|
||
|
3. Stealing technology is an and violates any treaties in existence
|
||
|
between you and your target. If you have several diplomats traveling
|
||
|
inside enemy territory, make sure all are in a position to make their
|
||
|
move during the same turn. Otherwise you run the risk of losing them
|
||
|
to enemy retaliation.
|
||
|
4. If a city looks vulnerable to subversion, try it. Weaker cities can
|
||
|
generally be subverted for less money than wealthier ones.
|
||
|
5. Try to get two or three diplomats in position around each of the
|
||
|
enemy's major cities just before you invade. Use the diplomats one
|
||
|
after another to sabotage enemy production and destroy enemy
|
||
|
improvements.
|
||
|
6. Don't use diplomats to uncover serendipity squares. They are too
|
||
|
easily wiped out by barbarians.
|
||
|
|
||
|
|
||
|
ENERGY
|
||
|
|
||
|
1. In terms of long-term scoring, the best energy sources are those that
|
||
|
pollute the least.
|
||
|
2. The game, or its designers, has a built-in bias against nuclear
|
||
|
fission: Be wary of building nuclear plants until you'vre developed
|
||
|
fusion. At the very least, build nuclear plants only in the most
|
||
|
socially stable of cities.
|
||
|
|
||
|
====================================================================== 212
|
||
|
|
||
|
|
||
|
3. Build Hoover Dam. This Wonder of the World provides clean power to
|
||
|
your whole continent - and the game defines continent liberally.
|
||
|
|
||
|
|
||
|
RULING
|
||
|
|
||
|
1. Better to rule in Hell than serve in Heaven: You may not be able to be
|
||
|
as nice as you want while you play the game.
|
||
|
2. If you're going to war, do so as a despot of a monarch. Otherwise, the
|
||
|
war carries too high a social cost.
|
||
|
3. Alternate your form of government often, depending on your short-term
|
||
|
goals.
|
||
|
4. Go for "We Love The King" days, earned by giving your people the
|
||
|
"good life" of luxuries. You'll end up with more people.
|
||
|
5. Try a strategy that focuses your attention and production on cures for
|
||
|
cancer, women's sufferage, and other social benefits. You might be
|
||
|
surprised at the effect this has on your people's willingness to
|
||
|
support your choices.
|
||
|
|
||
|
|
||
|
SPACE TRAVEL
|
||
|
|
||
|
1. If playing to win by reaching Alpha Centauri first, commit everything
|
||
|
you have to the space race once it begins. Spend the time waiting for
|
||
|
that beginning by building up your perimeter defenses against
|
||
|
attack. Once you've undertaken to build a starship, you'll need the
|
||
|
productive output of every city you can spare, and you can allow
|
||
|
nothing to interefer with that production.
|
||
|
2. Since starship modules take longer to build, start them first. Have
|
||
|
at least three cities of roughly equivalent size working on module
|
||
|
production.
|
||
|
|
||
|
====================================================================== 213
|
||
|
|
||
|
|
||
|
3. Starship structural pieces are the easiest to build, yet are the
|
||
|
pieces you'll need in largest quantity. Find a couple of cities that
|
||
|
can crank these pieces out and get them going.
|
||
|
4. The more propulsion units your starship has, the faster it reaches
|
||
|
Alpha Centauri. The more colonists you attempt to deliver to Alpha
|
||
|
Centauri, the more your starships' weight. Try to install two
|
||
|
propulsion units for every complete colonist package - habitation,
|
||
|
life support, and solar power modules - you intend to launch.
|
||
|
5. Guard your capitol! Losing it brings your interstellar program to a
|
||
|
crashing close.
|
||
|
6. Watch the clock. You must reach the Alpha Centauri system before your
|
||
|
reign expires, or all your work is for naught.
|
||
|
7. Watch the other civilizations' starship development. If they launch
|
||
|
before you do, you may want to make a mad dash for their capitol in
|
||
|
hopes of capturing it before their starship reaches its destination.
|
||
|
8. Consider selling off some improvements in order to buy more colonists
|
||
|
and life-support modules. The more colonists you deliver to Alpha
|
||
|
Centauri, the higher your score.
|
||
|
9. Once your starship is launched, convert all starship-related
|
||
|
production to other ends. After launch, no further starship production
|
||
|
can take place unless your craft is lost or recalled by the loss of
|
||
|
your capitol. Shift your resources and production to items likely to
|
||
|
boost your overall score. Remember, after launch, the game is counting
|
||
|
its way down to the finish line.
|
||
|
10. Don't launch unless your arrival time is less than 20 years. If it's
|
||
|
more than that, add more fuel and propulsion units.
|
||
|
11. Not tired yet? Take a deep breath, reboot and restart Sid Meier's
|
||
|
Civilization, and begin again, pretending that now
|
||
|
|
||
|
====================================================================== 214
|
||
|
|
||
|
|
||
|
your settlers are taming an unknown world, in orbit around Alpha
|
||
|
Centauri.
|
||
|
|
||
|
|
||
|
TWO GREAT UNDOCUMENTED FEATURES
|
||
|
|
||
|
1. Tired of facing the same old enemies? Press Alt-R to randomize the
|
||
|
personalities of the leaders of other civilizations.
|
||
|
2. In the earliest copies of teh game, pressing Shift-1234567890t lets
|
||
|
you get a complete world map, see into enemy cities, and generally
|
||
|
peek behind the scenes. This "feature" was discontinued after the
|
||
|
first release, but it's worth a try just in case.
|
||
|
|
||
|
====================================================================== 215
|
||
|
|
||
|
|
||
|
APPENDIX B
|
||
|
----------
|
||
|
A CONVERSATION WITH THE CREATORS
|
||
|
================================
|
||
|
|
||
|
THE IMPORTANCE OF BEING SID
|
||
|
|
||
|
There is about Sid Meier an air of quiet thoughtfulness. Not just in a
|
||
|
courteous sense, although he is a considerate and generous host.
|
||
|
But also thoughtful in the larger sense - Meier is filled with
|
||
|
thought. To our benefit, he devotes much of that thought to the creation
|
||
|
and design of interactive entertainments. Even more to our benefit, Meier
|
||
|
increasingly thinks about ways in which to make enteratinment that is
|
||
|
about something. And, still better, his games remain imminently playable,
|
||
|
no matter what their subject matter.
|
||
|
"There are games that ask you more to admire the design of the game
|
||
|
than to play the game," Meier says, although - always the nice guy - he
|
||
|
declines to name names. "Too many games are designed first, and played
|
||
|
later." In his own work, Meier always puts the player first.
|
||
|
That priority, in fact, is what he's proudest of in Civilization. "In
|
||
|
our games we try to make the player the star," he says. Every
|
||
|
|
||
|
====================================================================== 219
|
||
|
|
||
|
|
||
|
step of the design process is aimed at giving the player the tools needed
|
||
|
to have an entertaining time playing the game, no matter how complex the
|
||
|
game appears.
|
||
|
On the surface, Sid meier's Civilization appears ferociously complex,
|
||
|
yet even first-time players find it easy to take charge of a new society,
|
||
|
building cities, encountering other nations, manipulating some large
|
||
|
variables as their own nation grows. That was a deliberate goal on Meier's
|
||
|
part. The material of the game conspired along with Meier's desires:
|
||
|
Everyone begins at the same primitive level.
|
||
|
Interactivity can be a burden, Meier points out. "I'm most comfortable
|
||
|
with games that relate to the real world," he says. That comfort level
|
||
|
imposes on him a dilemma: How do you design a "real-world" game that's
|
||
|
still manageable for new or first-time players, those who do not
|
||
|
necessarily have hundreds of hours of experience with computer games. It's
|
||
|
a dilemma Meier first solved with PIRATES!, which he sees as a sort of an
|
||
|
"adventure game for people who don't play adventure games."
|
||
|
In Civilization, Meier solves the problem by providing a graduated
|
||
|
scale of tools for the player. You don' start with everything at your
|
||
|
disposal; you have to grow and learn along with your civilization, adding
|
||
|
tools to your own arsenal of experience wven as your own electronic
|
||
|
citizens are adding advances of their own.
|
||
|
"Most games have a learning curve," Meier says, "a barrier to entry
|
||
|
that almost requires you to be dedicated to reading the manual, playing
|
||
|
again and again. You can probably find ways of starting people off with
|
||
|
only having to know a small number of concepts, layering them and
|
||
|
introducing them as they become important. It's a style we probably ought
|
||
|
to do more of. If games are ever going to break out into the mass market,
|
||
|
I think they have to have a much more friendly quality in terms of the
|
||
|
barrier to entry. They have to be intimidating. There's a large
|
||
|
intimidation factor that most people have as far as computers are
|
||
|
concerned, and that's what we have to overcome."
|
||
|
|
||
|
====================================================================== 220
|
||
|
|
||
|
|
||
|
The anture of those layered concepts in Civilization - economics,
|
||
|
philosophies, technologies, and so on - help Civilization stand both above
|
||
|
and apart from its predecessors. Those predecessors include a board game
|
||
|
that was also called CIVILIZATION and a board game called EMPIRE.
|
||
|
The board game focused almost exclusively on the earliest days of
|
||
|
civilization, specifically in the regions surronding the Mediterranean.
|
||
|
Allowing for the limitations imposed by the medium - board, pieces,
|
||
|
cards - the game nonetheless managed to communicate many of the
|
||
|
complexities and consequences of intellectual ferment and progress as
|
||
|
exemplified by Romans, Greeks, Egyptians, and so on. Its specific
|
||
|
infulence on Meier was the game's use of big concepts - law, religion, and
|
||
|
so on - rather than more narrow representations or examples of ideas. "I
|
||
|
think that if I hadn't seen that game," he says, "I might have been a
|
||
|
little more specific. But even before we played it, we had decided that
|
||
|
ours would be a broader, more hands-on game." Meier had decided as well
|
||
|
that his game would have a much longer time frame.
|
||
|
EMPIRE was - and is - a game of planetary conquest and industrial
|
||
|
production that has come close to being a full-time occupation for many
|
||
|
players. Starting with a single visible map square, EMPIRE challenges
|
||
|
players not only to conquer the world, but also to explore it, to regulate
|
||
|
and manage the production of various military elements at cities across
|
||
|
the surface of the planet.
|
||
|
The two games may well be predecessors, but they are also
|
||
|
springboards. Meier's game contains its homages to the two earlier games,
|
||
|
but quickly moves beyond them on every level, most notably in the sheer
|
||
|
number of aspects of civilization that are included for the player to
|
||
|
manipulate.
|
||
|
How did Meier research a project so vast? "I'm kind of anti-research,"
|
||
|
Meier says. "It's my philosophy that you don't want to be too much smarter
|
||
|
than your player... you don't want to impose superior knowledge on the
|
||
|
player. Research is done to get the facts
|
||
|
|
||
|
====================================================================== 221
|
||
|
|
||
|
|
||
|
right, but no to overwhelm the player with obscure knowledge that only the
|
||
|
designer knows."
|
||
|
Nevertheless, the game shows the deep reading and thinking that Meier
|
||
|
and Shelley have done in history, which shows particularly well, I think,
|
||
|
in the game's portrayal of the history of ideas and interrelationships.
|
||
|
Certainly the fact that the concept of literacy underlies so many of teh
|
||
|
game's branches implies a deep respect for the place of learning, of the
|
||
|
idea in human history.
|
||
|
"There's a high moral tone to the game," Meier says with a laugh, then
|
||
|
turns more serious. "Frankly, every now and then we have guilt pangs about
|
||
|
doing games where things blow up. But there's also this idea that during
|
||
|
the playing of the game, the palyer feels good about introducing concepts
|
||
|
such as literacy, or religion. If you're going to give the player a crumb,
|
||
|
why not give him a big crumb? There's no reason not to make the game about
|
||
|
as many interesting, and large, and important topics as possible. Again,
|
||
|
as long as the game remains playable."
|
||
|
Meier was joking, but there is a moral quality to teh game that's not
|
||
|
only refreshing, but that also directly addressed his commitment to
|
||
|
relating his games to the real world. There are consequences at work here,
|
||
|
and Meier is very much aware of them. Players come to care about their
|
||
|
civilizations, thinking of them almost as living things.
|
||
|
That "living" aspect of the game raises it, I think, to the level of
|
||
|
art, one of the few computer games to achieve such levels. There are
|
||
|
parallels here to artificial life, cellular automata, even traditional
|
||
|
history books.
|
||
|
The game breaks much ground. If nothing else, the idea of the
|
||
|
Civiliopedia, a hige on-line help system, should be adopted by more
|
||
|
designers and publishers. The more assistance that can be offered a player
|
||
|
via the computer itself, the more the game helps the player overcome that
|
||
|
intimidation too many people still feel
|
||
|
|
||
|
====================================================================== 222
|
||
|
|
||
|
|
||
|
Approaching the end of nearly a year's work on this game, Meier is
|
||
|
tired, but generally pleased. Not self-satisfied: He is a truly modest
|
||
|
man, but one who truly brings every energy he has to bear upon rendering
|
||
|
invisible the complexities of game design, putting the player truly in
|
||
|
charge of the electronic destinies of their creations.
|
||
|
For all of his modesty, Meier seems aware of just how much he has
|
||
|
accomplished.
|
||
|
"This game contains all of my best ideas right now," Meier says. Those
|
||
|
ideas are very good indeed, and they show in every frame and at every
|
||
|
level of the game.
|
||
|
|
||
|
|
||
|
BRUCE SHELLEY: A WRITER'S TURN OF MIND
|
||
|
|
||
|
Bruce Shelley seems like a writer. He has all the attributes: a certain
|
||
|
distant gaze in his eyes, the care he takes in choosing his words, the
|
||
|
willingness to explore the consequences of ideas that come up in even
|
||
|
casual conversation.
|
||
|
Of course, it helps that he is in actuallity a fine writer. Compare
|
||
|
the prose in one of Shelley's manuals with that in most software
|
||
|
documentation and you'll see what I mean.
|
||
|
Shelley has worked with Meier on several producst, bringing his own
|
||
|
imagination and wide reading to bear on many of the ideas that Meier
|
||
|
raises with his designs. There is an easy give-and-take between the two,
|
||
|
with Meier always quick to acknowledge Shelley's contribution to finsihed
|
||
|
game designs.
|
||
|
Shelley's participation extends beyond design and manual
|
||
|
responsibilities. He has the pleaure of being the prime playtester for new
|
||
|
projects, working through them again and again, and offering Meier
|
||
|
insights and suggestions as he does.
|
||
|
Shelley's office is filled with history books, but he echoes Meier's
|
||
|
comments on specific research and its place - or lack of it - in the game.
|
||
|
"We based a lot of the game on our own under-
|
||
|
|
||
|
====================================================================== 223
|
||
|
|
||
|
|
||
|
standing," he says, "but we did consult some historical atlases and time
|
||
|
lines."
|
||
|
Along thos elines, as it were, there are moments in the game's
|
||
|
"histry" where the drama heightens. "There are a couple of points in the
|
||
|
game where technology changes and teh pace of teh game accelerates,"
|
||
|
Shelley says. "You worry more. The lurking danger is there. They might
|
||
|
have something that can really hurt you. Nuclear weapons can devastate
|
||
|
your whole economy. The stakes are higher." As, with the introduction of
|
||
|
nuclear weapons in our century, the gloabl drama grew more tense.
|
||
|
To that end, how much does the game rest upon the actual history of
|
||
|
the world, out world?
|
||
|
"We're building a civilization," Shelley points out, "not specifically
|
||
|
our civilization. Temples, cathedrals, and so on are specific to each
|
||
|
civilization in the game, not Jeudo-Christian in nature."
|
||
|
That flexibility, the freedom from specific historical sequence or
|
||
|
reference serves not only game design, but also, more importantly, the
|
||
|
player. "The player decides how economies are run, when to go to war,
|
||
|
science, technology, etc. You're the guiding spirit of your civilization."
|
||
|
Shelley is proudest of the richness of the game experience. "The game
|
||
|
transports you, makes you really get attached to what you're doing, even
|
||
|
as you're making great plans for the future. It's an absorbing exercise.
|
||
|
We've taken the technology to a new level."
|
||
|
Shelley appreciates, perhaps above all, the gameplay benefits that
|
||
|
derive from this flexibility. "You can decide whether to pursue a
|
||
|
technology path that leads to a certain type of military unit, or one that
|
||
|
leads to a certain type of overnment," he says. "It's all up to you."
|
||
|
|
||
|
====================================================================== 224
|
||
|
|
||
|
|
||
|
====================================================================== 225
|
||
|
|
||
|
|
||
|
====================================================================== 226
|
||
|
|
||
|
|
||
|
INDEX
|
||
|
|
||
|
|
||
|
act of war 89, 106
|
||
|
active unit 20
|
||
|
report on 30
|
||
|
advisors 21-24
|
||
|
agricultural production
|
||
|
increasing 52-53
|
||
|
versus resource development 193, 194
|
||
|
air force 167, 182
|
||
|
building 207-208
|
||
|
used for surveillance 208
|
||
|
airbases
|
||
|
building on remore islands 211
|
||
|
Alexander the Great 166
|
||
|
alliances 183, 198, 199
|
||
|
Alpha Centauri 19, 183, 213-215
|
||
|
alphabet 45, 48, 123, 127
|
||
|
Aristarchus 125
|
||
|
art 128-129
|
||
|
attitude advisor 23
|
||
|
balista 112
|
||
|
bank 199
|
||
|
barbarian leaders 51
|
||
|
capturing 51
|
||
|
barbarians 51, 65, 203
|
||
|
barracks 56, 57, 88, 92, 194, 197, 200, 202
|
||
|
cost of maintaining 138
|
||
|
replacement of 88
|
||
|
upgrading 202
|
||
|
Barzun, Jacques 121
|
||
|
battleships 209
|
||
|
blockades 116, 149, 196, 203
|
||
|
establishing and enforcing 102-104
|
||
|
handing 79
|
||
|
bombers 79, 207-208
|
||
|
returning to nearest city 210
|
||
|
Bonaparte, Napoleon 103, 115, 166
|
||
|
border guards
|
||
|
backing up 195
|
||
|
bribery 182
|
||
|
bronze-working 45, 48
|
||
|
Caesar, Julius 125, 166
|
||
|
cannon 110
|
||
|
capitol
|
||
|
captruing 171-172
|
||
|
effect of loss on space program 214
|
||
|
moving 33, 194
|
||
|
captured cities
|
||
|
securing 111
|
||
|
caravans 81, 87, 144-145, 179, 195, 196, 200
|
||
|
as intelligence gatherers 169-170
|
||
|
as sources of information 87
|
||
|
enemy 145-146
|
||
|
using to build Wonders of the World 145
|
||
|
versus diplomat units 87
|
||
|
cargo vessels 80, 209
|
||
|
carriers 208
|
||
|
catapults 76, 110-111, 112, 167, 202
|
||
|
cathedrals 187
|
||
|
cavalry 100, 110, 167, 202
|
||
|
ceremonial burial 127
|
||
|
chariots 76, 100, 110, 167, 202
|
||
|
chemical weapons 112
|
||
|
chokepoints 102, 103
|
||
|
cities
|
||
|
building in enemy territory 118
|
||
|
defense of 93
|
||
|
establishing in global conquest strategy 159-160
|
||
|
establishing on seacoast 98
|
||
|
first 192
|
||
|
city
|
||
|
determining status of 21
|
||
|
finding 21
|
||
|
securing 47-48
|
||
|
city defense
|
||
|
versus city improvements 57
|
||
|
city growth
|
||
|
factors of 17-18
|
||
|
city improvements 33-34, 56-57
|
||
|
|
||
|
====================================================================== 227
|
||
|
|
||
|
|
||
|
effects of war on 148
|
||
|
selling 33, 86, 150, 200, 214
|
||
|
city map 31
|
||
|
city resources 37-38
|
||
|
city screen
|
||
|
opening 31
|
||
|
city squares
|
||
|
numbering in 20
|
||
|
city status 21
|
||
|
city walls 84, 112, 161, 182, 194
|
||
|
building 78
|
||
|
launching assault on 110
|
||
|
selling 200
|
||
|
civilization
|
||
|
rise and decline graph 39
|
||
|
Civilization Advances 130
|
||
|
civilization score 25
|
||
|
civilization site
|
||
|
selection of 43-44, 48
|
||
|
civilizations
|
||
|
elimination versus isolation 98
|
||
|
selecting number of 16
|
||
|
Civilopedia 26-27
|
||
|
coliseums 130, 187
|
||
|
colonization
|
||
|
winning through 18-19
|
||
|
communist dictatorship 152
|
||
|
cruisers 209
|
||
|
cultural exchange 131-132
|
||
|
through conquest 132
|
||
|
when to render advances to the enemy 132
|
||
|
cultural improvements 130-131
|
||
|
cost of 130
|
||
|
culture 121-133
|
||
|
date 28
|
||
|
defense 45, 193
|
||
|
aerial 79-80
|
||
|
in peaceful expansion strategy 181-182
|
||
|
naval 80-81, 202-203
|
||
|
nuclear 80
|
||
|
of coastline 162-163
|
||
|
of harbors and coasts 78-81
|
||
|
of large areas 76-78
|
||
|
of second city 197
|
||
|
of settlements 91-94
|
||
|
technological 88-91
|
||
|
upgrading 91
|
||
|
versus offense 76
|
||
|
Democracy 126, 152-153, 178
|
||
|
demographics 26
|
||
|
Desert Storm 208
|
||
|
depotism 152
|
||
|
diplomat units 51, 81, 83, 92, 101, 105-108, 168, 179, 212
|
||
|
and intelligence gathering 170
|
||
|
and sea exploration 61
|
||
|
use at fortification or sentries 196, 212
|
||
|
use during treaty tenure 195
|
||
|
versus caravans 87
|
||
|
economy
|
||
|
maintaining strong 138-139
|
||
|
recessive 150-151
|
||
|
successful 86-88
|
||
|
education
|
||
|
as a defensive weapon 90
|
||
|
Einstein 32, 130
|
||
|
elite citizens 32-33
|
||
|
creation of 32
|
||
|
types of 32
|
||
|
Elvis 32-33, 142, 150
|
||
|
overdependence on 33
|
||
|
embarkation points 211
|
||
|
embassy 107
|
||
|
establishing 22, 83, 105
|
||
|
information provided by 22
|
||
|
emigration 181
|
||
|
Empire 221
|
||
|
enemy capitol
|
||
|
capturing 109
|
||
|
enemy cities
|
||
|
exchanging culture with 132
|
||
|
enemy leaders
|
||
|
changing personalities of 215
|
||
|
meeting with 198
|
||
|
trusting 198
|
||
|
enemy ports 102
|
||
|
blockading 196
|
||
|
enemy units
|
||
|
|
||
|
====================================================================== 228
|
||
|
|
||
|
|
||
|
bribing 87
|
||
|
enemy vessels
|
||
|
following 196
|
||
|
energy sources 212-213
|
||
|
hydroelectric power 147, 186
|
||
|
engineering works
|
||
|
developing and selling 201
|
||
|
enviornment 129
|
||
|
cleaning up 147
|
||
|
devastation of 129
|
||
|
Erasistratus 125
|
||
|
Eratosthenes 125
|
||
|
Euclid 125
|
||
|
expansion
|
||
|
in defensive mode 93
|
||
|
strategies for first millennium 192-193
|
||
|
exploration 98-100
|
||
|
as defense 70
|
||
|
in global conquest strategy 163-165
|
||
|
of starting landmass 99-100
|
||
|
using diplomat units 179
|
||
|
exploring the high seas 62-65
|
||
|
fighters 79-80, 207-208
|
||
|
returning to nearest city 210
|
||
|
Find City 21
|
||
|
food 204-205
|
||
|
cutting off enemy's 205
|
||
|
production of 140
|
||
|
storage 36, 56
|
||
|
forest 49
|
||
|
fortified unit
|
||
|
backing up with military unit 82
|
||
|
forward outpost
|
||
|
establishing 117
|
||
|
fortifying 118
|
||
|
frigates 117
|
||
|
garrison 84
|
||
|
building 84
|
||
|
global conquest 157-173
|
||
|
building army for 167-169
|
||
|
determining target cities in 168-169
|
||
|
from an island base 158
|
||
|
history of 166-167
|
||
|
military buildup for 160-161
|
||
|
playing for 207
|
||
|
global warming 29-30, 147, 153
|
||
|
Go-to-key 210
|
||
|
goals of teh game 18
|
||
|
government 152-153, 187
|
||
|
granaries 56, 57, 161, 193, 197, 204
|
||
|
vost of maintaining 138
|
||
|
depleting 140
|
||
|
replacement of 204
|
||
|
grassland 49
|
||
|
Great Library of Alexandria 125-126
|
||
|
gunpowder 202
|
||
|
development of 200
|
||
|
Hammurabi 198
|
||
|
Hannibal 85
|
||
|
hills 49
|
||
|
Hitler, Adolf 115, 166
|
||
|
horseback riding 45
|
||
|
information
|
||
|
acquiring 35-36
|
||
|
and requests for advances 131
|
||
|
embassy 83
|
||
|
forms of 8
|
||
|
gathered by caravans 87
|
||
|
post-game 39
|
||
|
intelligence advisor 22
|
||
|
intelligence gathering 89, 101, 105, 132, 169
|
||
|
interpenetration 121, 131
|
||
|
invasion 108-109
|
||
|
amphibious 115-117
|
||
|
as a defense 86
|
||
|
iron-working 45
|
||
|
irrigation 204
|
||
|
of oases 205
|
||
|
within city limits 205
|
||
|
islands 100-101
|
||
|
and peaceful expansion 180
|
||
|
building airbases on 211
|
||
|
defending 74-75
|
||
|
occupying 170
|
||
|
isolationism 93
|
||
|
jungle 49
|
||
|
Khan, Genghis 198
|
||
|
killing field 211
|
||
|
knights 76
|
||
|
land units
|
||
|
choosing 101-102
|
||
|
|
||
|
====================================================================== 229
|
||
|
|
||
|
|
||
|
landing sites
|
||
|
choosing 116
|
||
|
legions 110
|
||
|
levels of play 16
|
||
|
libraries 57, 130
|
||
|
building 124
|
||
|
literacy 124
|
||
|
logging 53
|
||
|
Lord Nelson 103
|
||
|
losing 39
|
||
|
luxuries 38, 142, 201, 213
|
||
|
luxury rate 21
|
||
|
mangonel 112
|
||
|
Mao 198
|
||
|
map screen 20
|
||
|
navigating 20
|
||
|
mapmaking 45, 48, 60, 126
|
||
|
marketplace 57, 138-139, 161, 199
|
||
|
buying 195
|
||
|
Masada 83
|
||
|
masonry 88, 112
|
||
|
mass transit 147, 186
|
||
|
mathematics
|
||
|
development of 202
|
||
|
Maximus, Quintus Fabius 85
|
||
|
Meier, Sid 3, 19, 27, 219-223
|
||
|
menu bar 21
|
||
|
metalworking 88, 122
|
||
|
military advisor 22
|
||
|
military units 193, 202-204
|
||
|
active status of 35
|
||
|
assignment in democracy 153
|
||
|
backing up fortified units 82
|
||
|
defensive status of 35
|
||
|
disbanding 203
|
||
|
offensive 203
|
||
|
remote 76
|
||
|
stacking 108, 203
|
||
|
use in settlements 78
|
||
|
militia
|
||
|
strategy for 47
|
||
|
militia units 71, 76, 193-194, 195
|
||
|
fortifying 72
|
||
|
in global conquest strategy 158
|
||
|
replacing with pickets 73
|
||
|
mining 53
|
||
|
mobile units 167
|
||
|
patrolling 77
|
||
|
mobility 45, 46, 53
|
||
|
monarchy 152
|
||
|
mountains 49, 74
|
||
|
movement
|
||
|
shortcuts and tips for 210-211
|
||
|
musketeers 76
|
||
|
mysticism 127
|
||
|
napalm 112
|
||
|
natural borders 74
|
||
|
natural disaster
|
||
|
and religion 128
|
||
|
avoiding 17
|
||
|
navy 182
|
||
|
building 209-210
|
||
|
nuclear attack
|
||
|
defending against 90
|
||
|
nuclear fission 212
|
||
|
nuclear plants
|
||
|
building 212
|
||
|
nuclear threat 153-154, 198
|
||
|
nuclear weapon 80
|
||
|
nuclear weapons 203-204
|
||
|
use of 153-154
|
||
|
oases
|
||
|
irrigation of 205
|
||
|
offense
|
||
|
using defensive units 202
|
||
|
oredrs 21
|
||
|
palace 28
|
||
|
peace offerings 114
|
||
|
peaceful expansion
|
||
|
and military strength 178, 180
|
||
|
winning through 177-187
|
||
|
peaceful relations
|
||
|
advantages of 83
|
||
|
phalanx 48, 71, 76
|
||
|
philosophy 126
|
||
|
pickets 71-72, 77, 81, 99
|
||
|
choosing units for 75-76
|
||
|
circumventing to capture cities 109
|
||
|
placement of 72, 73, 74
|
||
|
pillage command 204
|
||
|
pillaging 149
|
||
|
Pirates! 220
|
||
|
|
||
|
====================================================================== 230
|
||
|
|
||
|
|
||
|
plains 49
|
||
|
pollution 35, 185-186, 202, 212
|
||
|
and nuclear weapons 153-154
|
||
|
cleaning up 185
|
||
|
clearing from agricultural squares 204
|
||
|
minimizing 146-147
|
||
|
population 32-33, 194-195
|
||
|
and job assignments 139
|
||
|
contented vs. discontented 9, 32, 200
|
||
|
experimenting with labor allocations 199
|
||
|
maintaining happiness of 130
|
||
|
turning farmers into taxmen 201
|
||
|
pottery 56, 122, 193
|
||
|
production 34-35
|
||
|
changing 34-35
|
||
|
early strategy for 48
|
||
|
production units
|
||
|
upgrading 84
|
||
|
psychological warfare 107
|
||
|
railroads 113, 182, 201
|
||
|
building 210-211
|
||
|
recycling 147, 186
|
||
|
reinforcements 111, 113
|
||
|
religion 127-128
|
||
|
as a tool to prevent natural disaster 128
|
||
|
effects on government 127
|
||
|
remote unit 36
|
||
|
Republic 152-153
|
||
|
resources
|
||
|
development of 194
|
||
|
natural 50
|
||
|
revolution 21
|
||
|
rivers 49
|
||
|
roads 53-56
|
||
|
and military operations 54
|
||
|
building 53-56, 193
|
||
|
building for defense 77-78
|
||
|
for defense 72
|
||
|
peripheral 55
|
||
|
sabotage 107, 149, 212
|
||
|
science 128-129
|
||
|
science advisor 24
|
||
|
scientific progress 10
|
||
|
scientific research 38, 107, 143, 151
|
||
|
scientists
|
||
|
creating 143
|
||
|
Scipio, Publius Cornelius 86
|
||
|
"scorched-earth" policy 109
|
||
|
scoring 19
|
||
|
bonus points 19
|
||
|
civilization 25
|
||
|
SDI defensive unit 90
|
||
|
sea navigation 61
|
||
|
use of diplomat units in 61
|
||
|
use of mobile units in 61
|
||
|
seafood 205
|
||
|
seaports 100
|
||
|
creating 60, 209
|
||
|
second city
|
||
|
defense of 197
|
||
|
establishing 54, 196-197
|
||
|
placement of 197
|
||
|
security 69-94
|
||
|
establishing defensive borders 71-74
|
||
|
serendipity squares 50-51, 100, 117, 163
|
||
|
and diplomat units 212
|
||
|
and military backup 51
|
||
|
settlements 196
|
||
|
defending 91-94
|
||
|
development of 92
|
||
|
in gloabl conquest strategy 159, 161
|
||
|
use as offensive weapons 113
|
||
|
settlers 52-53, 100
|
||
|
accompanying military units 110
|
||
|
role in amphibious invasions 117-118
|
||
|
supporting 52
|
||
|
Shelley, Bruce 3, 27, 223-224
|
||
|
ship passengers 65
|
||
|
offloading 64
|
||
|
ships
|
||
|
as invasion crafts 116
|
||
|
building 60-62
|
||
|
building extra 64
|
||
|
empty 100
|
||
|
military escort of 203
|
||
|
patrolling 80, 81, 209
|
||
|
sentry 78-79, 80, 102
|
||
|
tracing enemy 81
|
||
|
Sid Meier's Civilization
|
||
|
|
||
|
====================================================================== 231
|
||
|
|
||
|
|
||
|
design of 38
|
||
|
desiging 220-223
|
||
|
siege
|
||
|
withstanding 83-85
|
||
|
siege warfare 149
|
||
|
history of 112
|
||
|
lasying 109-114
|
||
|
Snow, C.P. 128
|
||
|
space exploration 202
|
||
|
space travel 213-215
|
||
|
and peaceful expansion 183-185
|
||
|
Stalin, Josef 198
|
||
|
starships 25-26
|
||
|
building 213-214
|
||
|
halting enemy production of 25, 214
|
||
|
installing propulsion units on 214
|
||
|
launching 214
|
||
|
status window 28-30
|
||
|
strike and retreat approach 85
|
||
|
submarines 209
|
||
|
subversion 183
|
||
|
sun symbol 29-30
|
||
|
supply lines 113
|
||
|
guarding 92
|
||
|
surplus resource unit 34
|
||
|
swamp 49
|
||
|
tax rates 21
|
||
|
adjusting 201
|
||
|
setting 141
|
||
|
taxes 38, 140-141
|
||
|
restructuring 151
|
||
|
Taxman 32, 140-141, 150
|
||
|
technology
|
||
|
acquiring through conquest 89-90
|
||
|
catching up with enemy's 107
|
||
|
exchanging 106, 107, 198
|
||
|
impact on civilization 88-91
|
||
|
maximizing use of 89
|
||
|
stealing 89, 106, 107, 212
|
||
|
temple 57, 130, 161, 187, 194
|
||
|
selling 128
|
||
|
temples
|
||
|
building 128
|
||
|
terrain 48-50, 99, 108, 194
|
||
|
use in defense 74-75, 196
|
||
|
terrain squares
|
||
|
modifying 49-50
|
||
|
The Two Cultures. 128
|
||
|
top five cities 25
|
||
|
tarde 83, 87, 98, 144-145
|
||
|
trade advisor 23-24
|
||
|
trade revenues 37-38
|
||
|
changing 37-38
|
||
|
trade routes 151, 170, 200
|
||
|
among own cities 201
|
||
|
enhancing value of 144-145
|
||
|
Trafalgar 103
|
||
|
transportation lines
|
||
|
cutting 211
|
||
|
transports 117, 209
|
||
|
treasury 29, 86, 88
|
||
|
depleting to buy ships 79
|
||
|
increasing through bounties 51
|
||
|
monitoring during war 148
|
||
|
spending reserves in 201
|
||
|
treaty 82, 93, 99, 114, 164, 169, 197-199
|
||
|
accepting 195
|
||
|
temporary 116
|
||
|
violating when possess United Nations 206
|
||
|
trebuchet 112
|
||
|
tribute
|
||
|
paying 198
|
||
|
trireme 45, 48, 60-64, 100, 100-101, 196
|
||
|
and amphibious invasions 116
|
||
|
versus battleship 80
|
||
|
turns 17
|
||
|
United Nations 205-206, 206
|
||
|
ownership of 90, 198, 200
|
||
|
universities 130
|
||
|
in enemy cities 132
|
||
|
war
|
||
|
and fighting multiple enemies 165-166
|
||
|
economic impact of 148
|
||
|
post-game graph of 39
|
||
|
wheel 45
|
||
|
winning
|
||
|
by colonization 18
|
||
|
by eliminating all other civilizations 18
|
||
|
Wonders of the World 11, 24-
|
||
|
|
||
|
====================================================================== 232
|
||
|
|
||
|
|
||
|
25, 33, 35, 90, 128, 129, 130, 178, 193, 197, 205-206
|
||
|
and advanced technology 60
|
||
|
Apollo program 184, 205, 206
|
||
|
building 58-60, 206
|
||
|
building cities near 201
|
||
|
building with caravans 145
|
||
|
capturing 206
|
||
|
Cure for Cancer 187
|
||
|
deciding which to build 59
|
||
|
defending 206
|
||
|
Great Library 59, 90, 107, 124-125, 205
|
||
|
Great Wall 206
|
||
|
Hanging Gardens 59
|
||
|
Hoover Dam 213
|
||
|
Johann Sebastian Bach's Cathedral 187, 205
|
||
|
Lighthouse 59, 60
|
||
|
Oracle 59
|
||
|
selling 34, 60
|
||
|
Shakspeare's Theater 187
|
||
|
Woman's Suffrage 187
|
||
|
workers 32
|
||
|
world map 25
|
||
|
accessing 215
|
||
|
world reports 24-27
|
||
|
world window 27-28
|
||
|
writing 123-126, 192
|
||
|
and religion 127
|
||
|
development of 123
|
||
|
|
||
|
====================================================================== 233
|
||
|
|
||
|
|
||
|
====================================================================== 234
|
||
|
|
||
|
|
||
|
ABOUT THE AUTHOR
|
||
|
|
||
|
Keith Ferrell is the editor of OMNI magazine, the world's leading consumer
|
||
|
science lifestyle magazine, and Editorial Director for COMPUTE magazine,
|
||
|
the leading magazine for home computer enthuiasts.
|
||
|
Ferrell attended the Residential College of the University of North
|
||
|
Carolina in Greensboro and has taught and lectured there. He is the author
|
||
|
of seven books, including biographies for young adults on such historical
|
||
|
figures as Ernest Hemmingway, George Orwell, John Steinbeck, and H.G.
|
||
|
Wells. He has written a successful series of thrillers under a pen name.
|
||
|
Forthcoming are biographies of Jack London and Robert Oppenheimer, another
|
||
|
novel, and arumination on the impact of video on world culture.
|
||
|
Ferrell has for several years written the computer hardware and
|
||
|
computer software articles for World Book Encyclopedia and World Book
|
||
|
Science Year.
|
||
|
As a public speaker, Ferrell has addressed public schools,
|
||
|
universities, and business people and has spoken in front of audiences of
|
||
|
over 2,000. Topics addressed include the future of business, the
|
||
|
importance of competitive research, the dangers of censorship, and the
|
||
|
future of libraries and information technologies. He has done conutless
|
||
|
radio interviews and made several television appearances.
|
||
|
Ferrell was honored in 1990 and 1991 with the Software Publishers'
|
||
|
Association Award for "Outstanding Journalistic Contributions of the
|
||
|
Microcomputer Software Industry." Since 1990 he has been the spokesperson
|
||
|
for the Consumer Software Publishers of America.
|
||
|
|
||
|
====================================================================== 235
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Call these fine Alliance Systems....
|
||
|
|
||
|
The Courts of Chaos 501-470-3751 & Unknown Pleasures +44-0-204-299-17
|
||
|
(Baser Evil) (Razor Blade)
|
||
|
|
||
|
Next Up: Official Guide to Sim Earth & Sim Ant full docs (at last)
|
||
|
|
||
|
|
||
|
that's it!
|
||
|
|
||
|
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
|
||
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
|
Burn This Flag Zardoz 408/363-9766
|
||
|
realitycheck Poindexter Fortran 510/527-1662
|
||
|
Lies Unlimited Mick Freen 801/278-2699
|
||
|
The New Dork Sublime Biffnix 415/864-DORK
|
||
|
The Shrine Rif Raf 206/794-6674
|
||
|
Planet Mirth Simon Jester 510/786-6560
|
||
|
|
||
|
"Raw Data for Raw Nerves"
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|