2985 lines
156 KiB
Plaintext
2985 lines
156 KiB
Plaintext
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/\_________/\__/\_________/\ |\_ | |/\__ /\ /\____/\ ________/\
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==\ _ _ /_ \ _ / \==| |======| / /=/ \/ __ \=\ _ /==
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:::\/:| | \/::\ \ |:\/ \:| |::::::| / /:/ \ /::\ \/ /_\ /:::
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::::::| | \::/ / |:/ /\ \| |::::::| \ \/ /\ \ \::/ /\__ \/::::
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::::::| | \/ / |/ ___\ \_ |:/¯¯\:| \ \ ___\ \_\/ / \/ /:::::
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::::::| __|\___\__/| __| /::::\ /____ /:| __|\ //::::\ / \__/_____ /:BBS::
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======|/=[eNf^!Sr]=|/===\/======\/=====\/==|/====\/=======\/\_/========\/=======
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C.R.A.C.K I.N.C.O.R.P.O.R.A.T.E.D GERMAN HEADQUARTER
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+++ SYSOP'S... SARGOR . JTR and CENOBYTES +++
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GERMAN BIGGEST PORN CONFERENCE! - ONLY !0! DAY WAREZ
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ALL CRACK INC. REALEASE'S ARE FREEDOWNLOAD! - KWEL RATIO'S
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B.U.T O.N.L.Y. E.L.I.T.E G.E.T A.C.C.E.S.S
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================================================================================
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:::::::::::::::::::::::: + 49-(0)231-670240 DiAl iT NoW :::::::::::::::::::::::
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================================================================================
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©
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-----------------------------------------------------------------------------
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This File Was Downloaded From
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D . A . N . S . E M . A . C . A . B . R . E
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Node 1 Node 2 Node 3 Node 4
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713-324-2139 713-324-2826 713-324-3088 713-PRI-VATE
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4 Nodes Running AmiExpress -- GVP 68030 At 50 MHZ
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Amiga And Console Wares -- Phantasm Distribution Site
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---> Date And Time Uploaded -- Wed 01-Jul-92 12:16:40 PM <---
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CIVILIZATIONS FULL DOCS!
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~~~~~~~~~~~~~~~~~~~~~~~~
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Civilizations appeared as agriculture and technology developed
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to the point where humankind could gather and live in cities. With only
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part of the population needed to provide food for all, the rest could
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afford to specialize in the tool making, trading, engineering, and
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managing that urbanization made possible. Specialization improved
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efficiency and production. Cities also encouraged a rapid exchange of
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ideas. A teacher could reach many students at once, not just a few.
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City residents cultivated the nearby fields, logged the forests,
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and gathered fish from the rivers, returning each night with the result
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of their labors. This produce and raw material was bartered in the city
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markets for the goods and services of others. Charcoal from one area and
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iron ore from another might be taken to the town smelter who made the
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iron that the blacksmith turned into tools.
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But cities developed unique problems. As they grew in size it
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became more difficult to provide sufficient food from nearby farmland.
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Overcrowding, menial jobs, and living conditions often led to unrest
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among the poorer citizens. Prosperous cities became tempting targets for
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rival civilization and barbarians invaders. Cities and civilizations
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that developed better management and new solutions to these problems
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grew and prospered. Those that failed have left their ruins around the
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world as warnings.
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In CIVILIZATION, as in history, a key step and a fundamental
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concept is the founding and management of cities. The civilization that
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you are about to rule begins as a prehistoric wandering tribe that has
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just reached the critical point where it is capable of building cities.
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The first step is to build one city and from there expand. As your
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civilization grows, cities will spread over an entire continent, or
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part of a continent, or over several islands and continents.
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Each city acts as a giant processing plant for the food,
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resources, and trade of the adjacent lands. The people of a city go out
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|
and work the nearby farmland, mines, and forests, and the city converts
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|
the result of their labor into more people, armies, cash, luxury goods,
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|
temples, universities, etc. Raw materials are transformed by cities into
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the power and the ideas your civilization needs to prosper.
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FOOD that is collected feeds the local population. When there is
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a food surplus the population grows. Your first city has a small
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population that can only work part of the lands the city controls. As
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the city population grows, more lands can be worked, increasing
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production. Before long you can afford to send off settlers from the
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first city to build another nearby, and then another.
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RESOURCES are the lumber, metals, energy sources, and other raw
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materials that are used in industry. Through the craftsmen and shops of
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the city these resources are made into items useful at home or elsewhere
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in your civilization. Larger cities normally generate more resources and
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thus build things faster. Each city can build only one item at a time.
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This could be a military unit such as a Phalanx or Battleship, a city
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improvement such as a Temple or University, or perhaps a Wonder of the
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World.
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TRADE is generated by the highways of commerce: roads, rivers,
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oceans. All nearby trade passes through the city bringing in luxury
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goods, cash, and new ideas. Your policies can adjust how trade is
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divided among luxury goods, cash, or research. There may be times when a
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city requires more luxury goods to make more people happy, or times when
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more tax revenues are needed in the treasury. Higher taxes mean more
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revenue but may result in more people becoming unhappy.
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As your cities grow they may require more care in keeping them
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productive. Large cities are desirable for production, but have inherent
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problems. A critical one you must deal with is the happiness of the
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population. The people can range from happy, to content, to unhappy.
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Having too many unhappy people may lead to revolt.
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Luxury goods make people happy but mean fewer tax revenues or a
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reduced flow of technology. By adjusting the flow of luxuries, changing
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|
types of government, building city improvements, instituting martial
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law, and other means, it is possible to keep even the largest city
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content and productive.
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TECHNOLOGY is a second concept fundamental to CIVILIZATION. To
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make the transition from wandering hunter-gatherers to city dwellers,
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humankind had to possess some essential knowledge and skills. To advance
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beyond the first stages of city dwelling requires a corresponding
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advance in knowledge.
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At the start of CIVILIZATION, with your tribe poised on the
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threshold of history, they already possess some basic knowledge. The
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people understand agriculture, irrigation, construction of roads, and
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the construction of homes and other buildings. But this isn't enough
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|
knowledge to survive through the coming ages. Learning new technologies
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|
opens the door to new abilities. A small island-bound civilization that
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|
learns Map Making can now build ships and expand overseas.
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|
The time it takes to acquire new technology depends on how much
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|
your trade is allotted to new ideas. You must choose between luxuries
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that make the people happy, cash for the treasury, and technology
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|
research. The more trade allocated to this research, the faster the next
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step is acquired. When enough research has been done, your civilization
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|
acquires the new technology and can begin working on something new.
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|
The world where your civilization exists is mostly unknown to
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|
you, a mystery except in the immediate vicinity. To find out more about
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|
it you must explore. Not only is the world hidden, but also unknown are
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the locations of other civilizations.
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|
Other civilizations, especially those nearby, complicate your
|
|
task as ruler. Each is ruled by one of your peers, and they are
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|
competing for the same resources and opportunities as you. They also are
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|
looking to expand and grow; at your expense if given the chance. Once
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|
contact is made, you can no longer concentrate solely on the growth and
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|
expansion of your civilization. Now you must assess the strength of
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|
rivals, adequately provide for the defense of your cities in case of
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|
war, or consider making war yourself.
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|
|
|
Successful wars can be very useful. Capturing cities is much
|
|
easier than building them up from nothing, and may provide loot in
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|
stolen technology and cash. Weakening rivals reduces the threat they
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|
pose. However, long, costly wars may allow unengaged rivals to expand
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|
and grow in strength while you spend resources on arms.
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To explore the unknown and contend with your rivals for the
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world, you can build armies, navies, and other special units in your
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cities. Once an army or naval unit has been built, it is available for
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|
movement and combat. These units extend the power of your civilization
|
|
around the world. When they enter hidden areas of the world, the shroud
|
|
of mystery is removed and that area becomes known. In this way you
|
|
uncover the world, finding suitable areas for new cities and eventually
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|
making contact with other civilizations.
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Three special units are available that can be useful to you as a
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|
ruler. SETTLERS are groups of your citizens that are your pioneers. They
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|
may found new cities and also build terrain improvements such as roads,
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|
irrigation, and mines that increase the productivity of your cities.
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|
DIPLOMATS are your emissaries and spies. They can establish embassies
|
|
with rivals and also perform a number of cloak and dagger tasks.
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|
CARAVANS are bands of merchants that transport the produce of you cities
|
|
around the world to other cities, bringing in cash and establishing
|
|
trade routes. Trade routes increase the trade of the home city,
|
|
resulting in more cash, luxuries, and technology.
|
|
|
|
Wonders of the World are unique city improvements, usually
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|
structures, that can only be built once in the entire world. Once a
|
|
particular Wonder is built by a city, no other city can build one. Each
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|
Wonder brings glory to the civilization owning it, and some unique
|
|
tangible benefit as well. For example, if one of your cities builds the
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|
Oracle, then all of the Temples throughout your civilization become
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|
twice as effective in making the people content.
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The fundamental concepts for a successful civilization are the
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|
expansion and growth of your cities, and acquiring new technology. In a
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|
word, you must grow. In this dynamic world environment, surrounded by
|
|
rivals in unknown corners, there is no future in complacency and
|
|
stagnation. You must press forward on all three fronts: spread your
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|
cities out to claim a significant share of the world, increase the size
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and production of each city, and strive to acquire the latest
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|
technology.
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|
Your civilization cannot afford to lag too far behind your
|
|
rivals in any one of these three spheres. A sufficient number if
|
|
powerful cities can maintain the quantity of your military in any arms
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|
race. Keeping abreast of technology assures the quality.
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|
Do what you can to keep your civilization growing in every area.
|
|
More and larger cities, better technology, and better armies mean
|
|
survival. Each city must be planned, managed, and protected so that is
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|
contributes to the power and glory of your civilization.
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DIFFICULTY LEVELS
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|
~~~~~~~~~~~~~~~~~
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|
CHIEFTAIN: This is the easiest level and is recommended for first
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|
time players. The program provides advice when the player must make
|
|
decisions.
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|
WARLORD: Your rivals are somewhat tougher and technology takes
|
|
longer to acquire. This is for the occasional player who doesn't want
|
|
too difficult a test.
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|
PRINCE: Your rivals are substantially tougher and technology
|
|
comes much slower. You will need some experience and skill to win at
|
|
this level.
|
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|
|
KING: Your rivals are most evenly matched with you in
|
|
capability. Experienced and skilled players will play most of their
|
|
games at this level as it is a strong challenge with victory far from
|
|
foregone.
|
|
|
|
EMPEROR: This is the most difficult level and only for those who
|
|
feel the need to be humbled. This level can be won, but not
|
|
consistently.
|
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|
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|
LEVEL OF COMPETITION
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
Choose between 3 and 7 civilizations in the world. More
|
|
opponents is not necessarily more dangerous. The fewer your opponents,
|
|
the more time you have to peaceably expand and develop before
|
|
encountering rivals. More opponents means earlier contact and the risk
|
|
of war. But contact with other civilizations offers the opportunities of
|
|
trade, alliances, and the spoils of war.
|
|
|
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|
THE GAME TURN
|
|
~~~~~~~~~~~~~
|
|
CIVILIZATION is played in a series of turns, each following a
|
|
sequence of play options. As each turn proceeds through the sequence,
|
|
you direct the activities of your civilization, including the management
|
|
of your cities, the production of new units, the building of city
|
|
improvements, the movements and battles of your armies, and negotiations
|
|
with other civilizations.
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|
|
Each turn proceeds through the following sequence of play.
|
|
|
|
DATE A new turn begins with the advancing of the date.
|
|
~~~~ Depending on the current year, the date advances from
|
|
twenty years to one year. The current date is found in the
|
|
date window of the map display.
|
|
|
|
DISASTERS At the beginning of a new turn there is a possibility
|
|
~~~~~~~~~ of a natural disaster striking a city in the world. Any
|
|
disaster that occurs is reported and take effect
|
|
immediately. Disasters can result in a loss of population
|
|
or the destruction of a city improvement. Most disasters
|
|
can be prevented by a specific city improvement or
|
|
technology. If the target city is prepared for the
|
|
disaster, then the disaster does not occur.
|
|
|
|
CITY CHECK Each city in your civilization is check individually
|
|
~~~~~~~~~~ for production, growth, unrest, maintenance, and scientific
|
|
research. All steps are carried out for one city before
|
|
the next is checked.
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|
PRODUCTION: If the city produces sufficient surplus
|
|
resources to complete the item the city is producing, that
|
|
item is added to the city. If your city does not produce
|
|
sufficient resources to support all of the existing units
|
|
for which it is the home city, units are destroyed until
|
|
enough support is available. Units farthest away from the
|
|
city are destroyed first.
|
|
|
|
GROWTH: If the city produces sufficient surplus food, it
|
|
grows buy one population point. This added population is
|
|
put to work on the city map.
|
|
|
|
DISORDER: If the number of unhappy citizens exceeds the
|
|
number of happy citizens due to population growth or the
|
|
destruction of a city improvement by disaster, your city
|
|
goes into civil disorder. You receive a message reporting
|
|
this condition. If this is the first turn of disorder, you
|
|
jump to the affected city's display so that adjustments
|
|
can be made to return the city to order. If the situation
|
|
is not corrected, in following turns you are notified that
|
|
disorder continues.
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|
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|
MAINTENANCE: Taxes collected from the city are added to
|
|
your treasury and then the maintenance costs for
|
|
improvements in this city are deducted. If you don't have
|
|
sufficient funds in your treasury to pay the maintenance
|
|
costs, one improvement in this city, chosen by local
|
|
leaders, is sold. Note that while your civilization as a
|
|
whole may have a revenue surplus for the turn, you can
|
|
still lose and improvement when your treasury is low. High
|
|
maintenance costs for the first cities checked may
|
|
deplete the treasury and force a sale before later cities
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|
contribute their cash surpluses.
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|
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|
SCIENTIFIC RESEARCH: The research contributed by this
|
|
city, measured by the number of light bulbs it produces,
|
|
is added to the total so far accumulated by your
|
|
civilization. If this total is sufficient to acquire the
|
|
technology that you have instructed your scientists to
|
|
study, then you receive a message informing you that you
|
|
have obtained this new technology.
|
|
|
|
MOVEMENT & After each city has been checked, you have the
|
|
COMBAT opportunity to move your active units. While a unit is
|
|
moving in may engage in combat.
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|
Each active unit is designated for movement, one
|
|
after another. Each unit has the option of moving, not
|
|
moving, or delaying its move until later in the turn.
|
|
|
|
Combat occurs when a unit attempts to enter a map
|
|
square occupied by a unit or city of another civilization.
|
|
Normally, either the attacking unit or all defending units
|
|
are destroyed when the combat is resolved. A victorious
|
|
unit with movement points remaining may continue moving
|
|
and even attack again.
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|
|
|
During this movement phase you may pause to perform
|
|
all other management tasks for your civilization. You may
|
|
wish to consult with your advisors concerning the state of
|
|
your civilization's trade, or science, to check the
|
|
attitude of your population. You can examine any or all of
|
|
your cities to adjust their work force placements or
|
|
production. This is the time to change tax rates,
|
|
governments, or examine the state of international
|
|
affairs.
|
|
|
|
When all active units have been moved, your game turn
|
|
is over and the next civilization moves.
|
|
|
|
END OF TURN Once all active units have been moved, your game turn
|
|
~~~~~~~~~~~ may end. At this point a blinking "End of Turn" message
|
|
appears in the unit identification window. So long as this
|
|
message remains visible you may still examine cities,
|
|
consult advisors, etc. To end your turn, follow the prompt
|
|
to continue the game. Once you choose to continue, you
|
|
cannot examine cities, etc., until the next turn.
|
|
|
|
The End of Turn message may be toggled on or off from
|
|
the Game menu. Open this menu and choose "Options." One of
|
|
the options on this menu is "End of Turn." There is a check
|
|
mark next to the option indicating that it is on and is to
|
|
appear at the end of each turn. To turn off the message,
|
|
choose the "End of Turn" option and the check mark
|
|
disappears.
|
|
|
|
Even when the End of Turn message is turned off, it
|
|
still appears during any turn in which you have no active
|
|
units.
|
|
|
|
When the End of Turn message is off, you receive no
|
|
warning that the turn is about to end. At the moment you
|
|
move your last unit, your turn is over and the next
|
|
civilization begins to move.
|
|
|
|
ADULATION After all of the civilizations have taken their
|
|
~~~~~~~~~ turns, there is a brief pause while the record keepers and
|
|
historians examine your accomplishments to date. The people
|
|
of your civilization may reward the outstanding success of
|
|
your policies by expanding and improving your palace. In
|
|
addition, independent historians and chroniclers may report
|
|
on where you or your civilization stands compared to your
|
|
rivals.
|
|
|
|
PALACE: As your population grows, the people spontaneously
|
|
expand and improve your palace to reflect the glory that
|
|
your rulership has achieved. When the total population of
|
|
your civilization reaches certain milestones, you may
|
|
increase the size or improve the quality of your palace.
|
|
Clear the screen after the people offer to improve your
|
|
palace. When a picture of the current palace appears,
|
|
select whether you want an existing part improved or a new
|
|
part added. Click on a button below a part of the palace to
|
|
improve it, or click on a button just off the edge of the
|
|
palace to add on it. From the available parts then
|
|
displayed, select the one you wish to have built. Palaces
|
|
can be built in three styles: classical, medieval, or
|
|
Middle Eastern. A miniature rendition of your palace is
|
|
shown in the palace window of the map display.
|
|
|
|
HISTORIANS: There are four historians who occasionally
|
|
report on the progress of the civilizations in your world.
|
|
These reports are an opportunity for you to judge how you
|
|
are doing. The historians are Herodotus, Pliny, Gibbon, and
|
|
Toynbee. Civilizations may be judged in any one of five
|
|
categories, listed below. The published list includes only
|
|
the known civilizations, those with whom you have
|
|
established an embassy. However, all civilizations, known
|
|
and unknown, are considered in rankings. For example, if
|
|
your civilization has the third highest population but the
|
|
larger civilizations are not known, you would appear at the
|
|
top of the list, but shown as number three in the world.
|
|
The five categories and how they are ranked follow.
|
|
|
|
ADVANCEMENT: The # of technology advancements each
|
|
civilization has acquired.
|
|
|
|
HAPPINESS: The # of happy people in each civilization's
|
|
cities.
|
|
|
|
POWER: The total of the attack and defense factors of
|
|
each civilization's military units.
|
|
|
|
SIZE: The population of each civilization.
|
|
|
|
WEALTH: The size of each civilization's treasury.
|
|
|
|
|
|
ENDING THE GAME AND WINNING
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
CIVILIZATION may be ended in five ways. You may quit at any
|
|
time, retire at any time, be destroyed by a rival, continue on until the
|
|
game and the history of your civilization both automatically end, or
|
|
conquer the world by eliminating all other civilizations. If you retire
|
|
or let the game run its course the performance of your civilization is
|
|
judged and compared against your peers. If you have been a good manager
|
|
and leader, your name may be added to the CIVILIZATION Hall of Fame.
|
|
|
|
Although the game ends for scoring purposes after you win, you
|
|
may continue playing if you choose. After winning, you are offered the
|
|
opportunity to keep playing if you wish to see what more you can
|
|
accomplish. No additional score is kept for this extra play.
|
|
|
|
|
|
ENDING PLAY
|
|
~~~~~~~~~~~
|
|
QUITTING: You may quit during your civilization's turn by
|
|
pressing the Quit key. You must be at the map display and one of
|
|
your units must be waiting for orders. You may not quit when
|
|
another civilization is taking its turn or from any other
|
|
display. When you quit, you are given the one chance to change
|
|
your mind before the decision is irrevocable. You are not shown
|
|
your civilization score or entered into the Hall of Fame.
|
|
|
|
RETIRING: To retire, open the Game menu and choose the option
|
|
"Retire." You are given once change to change your mind. If you
|
|
proceed to retire, you are shown your civilization score and
|
|
entered into the Hall of Fame if you qualify.
|
|
|
|
DESTRUCTION: If your civilization is destroyed by one of your
|
|
rivals, then the game automatically ends. You are not given a
|
|
chance to start over in this world. Since you can have no score,
|
|
you can not qualify for the Hall of Fame. You may review a
|
|
replay of the world's history. If you want to play again, you
|
|
must start over with a new world.
|
|
|
|
AUTOMATIC ENDING: A game of CIVILIZATION ends when a spaceship
|
|
containing colonists from any civilization reaches the nearby
|
|
Alpha Centauri star system. All play temporarily ceases. Your
|
|
final civilization score is reported and you are entered into
|
|
the Hall of Fame if you qualify. However, you do not necessarily
|
|
have to quit playing. Although your score is not recorded
|
|
hereafter, if you wish, you may continue playing to see what the
|
|
future holds. From this point on you must quit to stop playing.
|
|
|
|
CONQUER THE WORLD: If you succeed in eliminating all other
|
|
civilizations in the world, the game automatically ends. This is
|
|
the ultimate achievement possible by a civilization. You are
|
|
shown your civilization score and may be entered into the Hall
|
|
of Fame. You may review a replay of the world's history.
|
|
|
|
|
|
WINNING
|
|
~~~~~~~
|
|
You win a game of CIVILIZATION in either of two ways: by
|
|
eliminating all rival civilizations or by surviving until the
|
|
colonization of space begins.
|
|
|
|
The elimination of all other civilizations in the world is very
|
|
hard to accomplish. You are much more likely to win by being in
|
|
existence when colonists reach Alpha Centauri. Even if the colonists are
|
|
not yours, the successful direction of your civilization through the
|
|
centuries is an achievement. You have survived countless wars, the
|
|
pollution of the industrial age, and the risks of nuclear weapons.
|
|
|
|
When the game is won by either method, your skill as ruler is
|
|
measured by a final civilization score.
|
|
|
|
CIVILIZATION SCORE: This is the sum of the following factors,
|
|
plus any bonus for space colonists or conquering the world.
|
|
|
|
2 points: each happy citizen
|
|
1 point: each content citizen
|
|
20 points: each Wonder of the World
|
|
3 points: each turn of peace (no war anywhere)
|
|
10 points: each futuristic advance you civilization acquires
|
|
-10 points: each map square currently polluted
|
|
|
|
SPACE COLONISTS BONUS: In addition to the above points, if your
|
|
spaceship is the first to reach Alpha Centauri you can receive a
|
|
bonus score. This is 50 points per 10,000 colonists sent,
|
|
multiplied by the success percentage of your mission.
|
|
|
|
CONQUERING THE WORLD BONUS: If you succeed in conquering the
|
|
world, you receive up to 1000 civilization points, plus a bonus
|
|
for the date. The faster you conquer the world, the higher that
|
|
bonus.
|
|
|
|
|
|
THE HALL OF FAME
|
|
~~~~~~~~~~~~~~~~
|
|
The Hall of Fame records the best five civilizations that you
|
|
have built, listed in order of their civilization ranking. This ranking
|
|
is determined from the basic civilization score multiplied by a
|
|
difficulty factor and a competition factor. The higher the civilization
|
|
ranking, the higher the position in the Hall of Fame.
|
|
|
|
You can examine the Hall of Fame when starting a new game from
|
|
the pre-game options menu. When you retire or reach the automatic end of
|
|
a game, you go to the Hall of Fame, even if you don't qualify to enter.
|
|
|
|
While at the Hall of Fame you may clear all of the current
|
|
entries if you wish.
|
|
|
|
|
|
WORLD GEOGRAPHY
|
|
~~~~~~~~~~~~~~~
|
|
The world is divided into small independent parts known as
|
|
squares. Each square consists of a unique type of terrain. Each type of
|
|
terrain has its own economic usefulness, effect on movement, and
|
|
effect on combat. Download the CIVQKREF.ZIP to gain more information on
|
|
terrain types.
|
|
|
|
The economic USEFULNESS of the various terrains is important
|
|
selecting city sites. The terrain that is close to a city the food,
|
|
resources, and trade the city needs to grow and be productive. Some
|
|
terrain types are more valuable than others. Some may be irrigated or
|
|
mined for increased economic value, and others may be converted into
|
|
another type of terrain.
|
|
|
|
When selecting sites for new cities, consider the terrain
|
|
types that are within the radius of the prospective city. The best city
|
|
sites offer immediate food, resource, and trade production, plus the
|
|
potential for long term development.
|
|
|
|
A brief description of the terrain types follows.
|
|
|
|
ARCTIC: Frozen glaciers of ice and snow found near the north and
|
|
south poles. No food, resources, or trade can be obtained here.
|
|
|
|
DESERT: Very dry region that can be developed to be marginally
|
|
productive. There are some resources present that can be mined,
|
|
food can be produced if the desert is irrigated, and roads
|
|
generate some trade.
|
|
|
|
GRASSLAND: These open lands have especially thick topsoils
|
|
making them excellent food producing areas. Food production can
|
|
be increased by irrigation. Roughly half of the Grasslands also
|
|
have some resources, making them excellent city sites.
|
|
Grasslands may be converted into Forests for increased resource
|
|
production.
|
|
|
|
HILLS: An area of rolling hills that offers very easy access to
|
|
minerals, sources of water, pastures, and some possibility for
|
|
agriculture. When mined, Hills produce excellent resources. They
|
|
also produce some food and can be irrigated if necessary.
|
|
Irrigating Hills allows the irrigation to pass on to further
|
|
squares that may be otherwise cut off from water.
|
|
|
|
JUNGLE: These areas of rain forest and dense jungle produce
|
|
relatively poor amounts of food and no resources. However, they
|
|
can be made much more valuable by conversion into either
|
|
Grasslands or Forest. For this reason, the long-term potential
|
|
of a city site containing several Jungles is good.
|
|
|
|
MOUNTAINS: This very rugged terrain can only produce a small
|
|
amount of resources but this can be increased by mining.
|
|
Mountains make the best defense terrain, but the production is
|
|
so low that they make a poor economic choice for the site of a
|
|
city.
|
|
|
|
OCEAN: Oceans produce small amounts of food, but a substantial
|
|
trade. Only ships or aircraft can enter Oceans. Landlocked
|
|
Oceans are really lakes but are treated like other Oceans in all
|
|
respects.
|
|
|
|
PLAINS: These open areas differ from Grasslands in having poorer
|
|
soil but better resources of timber and minerals. They are poor
|
|
food producers unless irrigated. Due to the presence of
|
|
resources, they make good choices for city sites. Plains may be
|
|
converted into Forests.
|
|
|
|
RIVERS: Rivers are great sites for starting cities and
|
|
civilizations due to the richness of riverbank soils and natural
|
|
trade routes for boats. Rivers are as good as Grasslands for
|
|
producing food and always generate trade. River terrain may be
|
|
irrigated to increase food production. It was no accident that
|
|
the first civilizations sprang up along rivers.
|
|
|
|
SWAMP: The coastal wetlands and flooded interior lands produce
|
|
only a small quantity of food. Like Jungles, however, they can
|
|
be converted into Grasslands and Forest.
|
|
|
|
TUNDRA: These sparse lands of permafrost produce only a small
|
|
amount of food from grazing animals. There is no agriculture or
|
|
use for irrigation. These areas cannot be converted to other
|
|
terrain and make very poor city sites.
|
|
|
|
FOREST: These woodlands produce a modest mixture of food and
|
|
resources. If more food production is needed in the area, they
|
|
can be converted into Plains.
|
|
|
|
|
|
SPECIAL RESOURCES
|
|
~~~~~~~~~~~~~~~~~
|
|
Special resources can occur in many terrains and add
|
|
significantly to their economic value. The location of these resources
|
|
is marked by distinct symbols that are uncovered as the map is explored.
|
|
More info can be found in the CIVQKREF.ZIP file which can be found on
|
|
most quality BBSs. A brief description of the special resources follows.
|
|
|
|
COAL(HILLS): Coal deposits represent rich locations of coal or
|
|
metal ores. These areas produce greatly increased resources,
|
|
especially when mined.
|
|
|
|
FISH(OCEAN): Fish represent the location of underwater banks and
|
|
reefs where currents and nutrients create excellent fishing
|
|
grounds. Fishing banks produce increased amounts of food.
|
|
|
|
GAME(FOREST & TUNDRA): The presence of game indicates excellent
|
|
food sources available or the potential for good grazing. Game
|
|
areas produce additional food, but cannot be improved.
|
|
|
|
GEMS(JUNGLE): Gems indicate the presence of precious stones,
|
|
ivory, spices, salt, or other valuable commodities. These are
|
|
good trade items and therefore generate substantial trade from
|
|
the area.
|
|
|
|
GOLD(MOUNTAIN): Gold represents a bonanza of gold or silver. The
|
|
value of these deposits produces tremendous trade.
|
|
|
|
HORSES(PLAINS): Horses represent an increase in resources from
|
|
this area due to the benefits of using domesticated animals such
|
|
as the horse or oxen to do work. For all but the most recent
|
|
periods of history, animals were an important source of lifting
|
|
and pulling power.
|
|
|
|
OASIS(DESERT): The oasis is a very fertile island in the desert
|
|
that takes advantage of the presence of some water and rich
|
|
local nutrients. The result is an area that produces substantial
|
|
quantities of food.
|
|
|
|
OIL(SWAMP): Oil represents the presence of mineral wealth,
|
|
especially petroleum. The result is a substantial quantity of
|
|
resources. Oil resources cannot be improved by mining.
|
|
|
|
NOTE: If you convert terrain containing a special resource into
|
|
another terrain type, the original special resource is
|
|
lost. In some cases a special resource that can be found
|
|
in the new terrain may appear.
|
|
|
|
|
|
MINOR TRIBES
|
|
~~~~~~~~~~~~
|
|
During exploration, minor tribes may also be discovered in the
|
|
world. These are small tribes that have not yet advanced to be
|
|
civilizations. If you enter a minor tribe's village by moving onto it, a
|
|
number of things may happen. You may discover valuable metals, the tribe
|
|
may become a mercenary unit in your army, you may discover a scroll of
|
|
ancient wisdom that advances your civilization, your magnificence may
|
|
inspire them to become civilized and found a new city in your empire, or
|
|
they may prove to be extremely violent barbarians.
|
|
|
|
|
|
MAP DISPLAY
|
|
~~~~~~~~~~~
|
|
The options available from the Game menu are the following.
|
|
|
|
REVOLUTION!: In order to change your civilization's type of
|
|
government, you must have a revolution. The government goes into
|
|
Anarchy for a period or turns and a new type of government may
|
|
be chosen. You must have acquired specific technologies to
|
|
choose a new type of government other than Despotism.
|
|
|
|
TAX RATE: The trade that cities generate arrives as luxury
|
|
goods, tax revenue, and new ideas (technology research). Here
|
|
you can change the percentage that becomes tax revenue.
|
|
|
|
LUXURY RATE: Change the percentage of trade brought in as luxury
|
|
goods.
|
|
|
|
FIND CITY: Choose this option to locate a city in the world.
|
|
Type in the name of the city you wish to find. The map window
|
|
centers on the city.
|
|
|
|
OPTIONS: Choose this menu option to turn on or off some game
|
|
features. Features available are instant advice, Autosave, End
|
|
of Turn, and Animations. A check mark next to the feature
|
|
indicate that it is on. Choosing an option that is on turns it
|
|
off and vice versa. INSTANT ADVICE provides some helpful hints
|
|
for new players. The AUTOSAVE feature automatically saves your
|
|
game every 50 turns. When END OF TURN is on, a message reports
|
|
the end of each turn and must be cleared for the game to
|
|
continue. If you have no active units, this message appears
|
|
whether toggled on or off. ANIMATIONS may be on or off.
|
|
|
|
SAVE GAME: Um.....gee whiz.
|
|
|
|
RETIRE: Ends the history of the civilization you now rule,
|
|
calculating your score. If the score is high enough, you may
|
|
enter the Hall of Fame. Note that your civilization is lost if
|
|
not saved first.
|
|
|
|
QUIT: Ends the history of the civilization you rule. No score is
|
|
calculated and your civilization is lost if not saved first.
|
|
|
|
|
|
PALACE WINDOW
|
|
~~~~~~~~~~~~~
|
|
This window represents a miniature rendition of your palace. Its
|
|
breadth and grandeur is a depiction of how well your civilization is
|
|
progressing. If your civilization prospers and grows, the people
|
|
recognize the glory of your rulership by periodically improving and
|
|
expanding your palace. The relative magnificence or shoddiness of your
|
|
palace is displayed for you, your advisors, and international emissaries
|
|
to see.
|
|
|
|
|
|
THE STATUS REPORT
|
|
~~~~~~~~~~~~~~~~~
|
|
The entries and symbols here report the current date and several
|
|
facts concerning the status of your civilization.
|
|
|
|
DATE: The date is reported in years plus the notation BC or AD.
|
|
The normal game begins in 4000 BC. Each turn represents the passing of
|
|
so many years, depending on the current date.
|
|
|
|
TREASURY: The amount of cash in your treasury.
|
|
|
|
POPULATION: The size of your civilization's population.
|
|
|
|
TRADE RATES: The three numbers separated by periods are your
|
|
trade rates. The first number is the percentage of your trade
|
|
that provides luxuries. The second rate is the percentage that
|
|
becomes tax revenue added to the treasury. The third rate is the
|
|
percentage put towards new ideas to help learn technology.
|
|
Luxury goods are the cultural pleasures like music, art, sports,
|
|
and the theater that people come to enjoy when they have leisure
|
|
time. The more luxuries that can be provided, the more happy
|
|
citizens in your cities. Tax revenue goes into the treasury and
|
|
is needed to maintain existing city improvements. Excess taxes
|
|
over maintenance needs accumulate in the treasury and can be
|
|
spent later. Taxes, especially high ones, tend to make the
|
|
people unhappy. The more new ideas and scientific research
|
|
accomplished, the faster the new technology is acquired. Each of
|
|
the three by-products of trade has its benefits. As time passes
|
|
and cities grow, you may have to adjust the rates often to
|
|
provide a minimum amount of taxes and science research while
|
|
keeping the population content as a whole. To adjust rates, pull
|
|
down the game menu and choose either Tax Rate or Luxury Rate
|
|
option. By setting these two rates, the science rate is set by
|
|
default.
|
|
|
|
NEW IDEAS: The scientific research indicator, shaped like a light
|
|
bulb, shows how near you are to making a civilization advance.
|
|
The nearer you get, the more the light bulb fills in (yellow).
|
|
When the bulb is full (bright yellow), it is on, indicating that
|
|
you have acquired a new technology. Once the new idea is
|
|
reported and your scientists progress, it gradually turns on
|
|
again.
|
|
|
|
ENVIRONMENT: The environment indicator is the sun, and its color
|
|
shows how great is the risk of global warming. When there is no
|
|
risk of global warming, the sun indicator is not present. With
|
|
the first case of pollution, the sun indicator appears dark red.
|
|
If pollution continues, the color gradually changes to light
|
|
red, yellow and then white. If pollution is not brought under
|
|
control when the indicator is brightest, the planet suffers a
|
|
bout of global warming and then the indicator reverts to a
|
|
cooler color reflecting the new equilibrium. Pollution and
|
|
environmental problems can also be caused by nuclear reactor
|
|
meltdowns and fallout from nuclear weapons.
|
|
|
|
|
|
MOVEMENT
|
|
~~~~~~~~
|
|
Each turn you may give order to your units, one at a time. The
|
|
unit waiting for orders blinks on the map. There are several order
|
|
options available: move the unit across the map up to the limit of its
|
|
movement factor, skip the unit if you prefer to move it later in the
|
|
turn, or have it do nothing this turn.
|
|
|
|
In addition you may order most units to fortify or go on sentry
|
|
duty. Fortified or sentry units no longer require orders. In future
|
|
turns they carry on and do not blink, waiting for orders. If you wish to
|
|
move these units later, they must be activated individually.
|
|
|
|
MOVING UNITS: Units may be moved up to the limit of their
|
|
movement factor. The cost to enter a map square depends on the
|
|
terrain. Roads and Railroads speed the movement of ground units.
|
|
When an unit is unable to complete a movement order because it
|
|
doesn't have enough movement points to proceed, its movement is
|
|
finished for the turn. The map then centers on the next unit
|
|
waiting for orders.
|
|
|
|
SKIPPING UNITS: To skip a unit temporarily, press the Wait key.
|
|
(W key). This passes you on to the other units waiting for orders
|
|
and returns you to the skipped unit after all others have had a
|
|
chance to move.
|
|
|
|
NO MOVEMENT: To order a unit not to move, press the No Movement
|
|
key (the space bar).
|
|
|
|
ACTIVATING UNITS: Fortified units and those on sentry duty must
|
|
be activated to receive movement orders. Place the mouse pointer
|
|
on the square and click the left mouse button. This opens a menu
|
|
displaying all units in the square. Click again on the icon of
|
|
any unit you wish to activate. Fortified or sentry units within
|
|
a city must be activated from the city display. Sentry units are
|
|
also activated when enemy units move adjacent to them.
|
|
|
|
MOVEMENT RESTRICTIONS: Ground units normally move only on land.
|
|
They may move over sea squares, but only by naval transport.
|
|
Ships may not enter squares entirely made up of land except
|
|
cities that are on the coast. Air units may move over land and
|
|
sea squares, but must land on a friendly city square or Aircraft
|
|
Carrier unit to refuel. Ground units may not move from one
|
|
square adjacent to an enemy army or city directly to another
|
|
such square. The prohibited square may be adjacent to the first
|
|
enemy army, another army, or any enemy city. Ground units may
|
|
move into such a controlled square if a friendly unit is already
|
|
there. Air units, ship units, Diplomats and Caravans ignore
|
|
these restrictions.
|
|
|
|
NAVAL TRANSPORT: Ground units may be carried over sea squares
|
|
only by Triremes, Sails, Frigates, or Transports. Units may
|
|
load onto a ship by moving onto it from an adjacent land square.
|
|
Also, units on sentry duty in a city with a ship automatically
|
|
load when the ship leaves. Units aboard ships are on sentry
|
|
duty. Units may unload when activated from sentry duty and
|
|
adjacent to land. They can be activated by the normal method of
|
|
activation or by pressing the Unload key when the transporting
|
|
ship is blinking. (U Key)
|
|
|
|
|
|
COMBAT
|
|
~~~~~~
|
|
Combat occurs when a unit from one civilization attempts to
|
|
a square occupied by a unit of another civilization. When this happens
|
|
a battle is immediately resolved, resulting in the destruction of one
|
|
army or the other. When more than one unit is in the defender's square,
|
|
the unit with the highest defensive strength defends. If it loses, then
|
|
all other armies stacked with it are destroyed as well. Successful
|
|
attackers that have a full movement point remaining after combat advance
|
|
into the defender's square.
|
|
|
|
The important factors in combat are the attack and defense
|
|
strengths of the combatants, the presence of veterans, the terrain
|
|
occupied by the defender, and any defensive improvements in the square.
|
|
After all of these factors are considered, the combat is resolved as a
|
|
simple calculation.
|
|
|
|
Shore bombardments, city attacks, nuclear attacks, and bribing
|
|
enemy armies are special types of combat.
|
|
|
|
ATTACK STRENGTH: The basic attack strength of all armies. This
|
|
full strength is brought to bear so long as the army has at
|
|
least one movement factor remaining from movement. Armies with
|
|
less movement available may still attack but are penalized.
|
|
Armies with high movement rates may makes several attacks each
|
|
turn at full strength.
|
|
|
|
DEFENSE STRENGTH: The basic defense strength of all armies.
|
|
|
|
VETERAN STATUS: Veteran armies have their attack and defense
|
|
strengths increased by 50% before any other modification. Armies
|
|
become veterans when built at cities containing the Barracks
|
|
improvement, or they may become veterans after winning a battle.
|
|
|
|
TERRAIN: Many of the world terrain types increase the strength
|
|
of defenders. See the Terrain entries in the Civilopedia or the
|
|
Terrain chart in the file CIVQKREF.ZIP.
|
|
|
|
FORTIFIED ARMIES: Ground armies may fortify themselves,
|
|
increasing their defense strength 50%. An army that has any
|
|
movement points remaining may be ordered to fortify on any land
|
|
square by pressing the Fortify key (F Key).
|
|
|
|
IMPROVEMENTS: Armies within a Fortress have their strength
|
|
doubled after all other modifications. Armies inside a city
|
|
containing City Walls are tripled in strength. Cities protected
|
|
by City Walls do not suffer population losses.
|
|
|
|
ATTACKING CITIES: When a defender in a city is destroyed by
|
|
ground attack, other defending units present are not destroyed.
|
|
However, the population of the city is reduced by one point
|
|
unless the city is protected by City Walls. Population loss does
|
|
not occur due to naval or air attack, but is affected by nuclear
|
|
attack.
|
|
|
|
SHORE BOMBARDMENTS: Naval units with attack factors, other than
|
|
Submarines, may attack enemy armies on adjacent land squares,
|
|
including cities. Naval units in cities may defend against
|
|
attack.
|
|
|
|
NUCLEAR ATTACKS: Nuclear attacks occur when a Nuclear unit
|
|
attempts to enter a square occupied by enemy units or an enemy
|
|
city. In either case, all units, regardless of civilization, in
|
|
the target square and adjacent squares are destroyed. In
|
|
addition, a city loses half of its population. Nuclear attack
|
|
can only be stopped by the presence of an SDI Defense
|
|
improvement in a city.
|
|
|
|
|
|
ADDITIONAL ORDERS
|
|
~~~~~~~~~~~~~~~~~
|
|
Units may be given a number of other orders besides movement
|
|
(and combat caused by movement). Settlers and Diplomats may be given
|
|
unique orders explained later.
|
|
|
|
GO TO: Orders an army to proceed to a destination SQUARE as fast
|
|
as it can. The army continues moving turn after turn until it
|
|
arrives. Press the Go To key (G key), and then designate the
|
|
destination square.
|
|
|
|
HOME CITY: Orders a unit to change its home city. Move the unit
|
|
to the desired new home and press the Home key (H Key). Air
|
|
units in flight may use this key to move to the nearest friendly
|
|
city. Press the H key while the air unit is in flight and it
|
|
immediately moves to the nearest friendly city or Aircraft
|
|
Carrier. If the air unit does not have enough movement remaining
|
|
to reach the nearest base, it crashes instead.
|
|
|
|
SENTRY DUTY: A unit on sentry duty is marked by a faded icon on
|
|
the map. It no longer blinks each turn waiting for new orders.
|
|
Sentry units are activated as explained above. Sentry units
|
|
automatically board any transporting ship that leaves a city
|
|
they occupy. To put an army on sentry duty, press the S Key.
|
|
|
|
DISBAND: This order disbands the unit receiving it, removing the
|
|
unit from the map and city records. To disband a unit, press the
|
|
Disband key.
|
|
|
|
PILLAGE: This order destroys any terrain improvements
|
|
(irrigation or mines) present in the square the army occupies.
|
|
Roads and railroad are unaffected. To pillage, press the Pillage
|
|
key (Shift and P keys).
|
|
|
|
|
|
SETTLERS
|
|
~~~~~~~~
|
|
Settlers are groups of your most resourceful and adventurous
|
|
citizens. As independent pioneers they perform two critical functions
|
|
for your civilization: they found new cities and serve as engineers.
|
|
|
|
NEW CITIES: To found a new city, move a Settler to the desired
|
|
location and press the Build key (B key). The Settler
|
|
disappears, because the people it represents have become the
|
|
population of the new city. However, in the future the new city
|
|
can be ordered to produce more Settlers that can be used to
|
|
found additional cities. The Build order can also be used to
|
|
grow an existing city. Move a Settler into an existing city and
|
|
press the Build key. The Settler is absorbed into the city,
|
|
adding one point to its population. This may be useful when one
|
|
city is limited in its ability to expand. This city can be used
|
|
to produce Settlers who migrate to a larger more useful city
|
|
where the Settlers can be put to work. However, Settlers may not
|
|
be added to cities that already contain ten population points or
|
|
more.
|
|
|
|
SETTLER ENGINEERS: Settlers can make a number of agricultural
|
|
and industrial improvements for your civilization, acting as
|
|
engineers. Place the Settler in the square where the work is to
|
|
be done and press the correct key. Note that your civilization
|
|
must posses certain technologies before some improvements can be
|
|
built.
|
|
|
|
|
|
DIPLOMATS
|
|
~~~~~~~~~
|
|
Diplomats are unique units that can be very useful to your
|
|
civilization. They may act as trade missions, ambassadors, envoys,
|
|
secret agents, and saboteurs. They can open contacts with other
|
|
civilizations and establish embassies to gather info or otherwise
|
|
disrupting your rivals. They can bribe enemy armies. When your
|
|
civilization obtains the technology of Writing you can build Diplomats.
|
|
Be aware that enemy Diplomats can be used against your civilization.
|
|
|
|
DIPLOMAT MOVEMENT: Diplomats may move past enemy armies without
|
|
stopping. However, if an enemy military army enters the square
|
|
occupied by the Diplomat, the Diplomat is almost always
|
|
destroyed. Diplomats may travel overseas in ships as other other
|
|
armies do. Diplomats (and Caravans) are the only units that can
|
|
enter defended enemy cities. When a Diplomat enters and enemy
|
|
city a menu appears listing tasks that can be performed:
|
|
|
|
Spy on City
|
|
Establish Embassy
|
|
Steal Technology
|
|
Industrial Sabotage
|
|
Incite A Revolt
|
|
Meet With King
|
|
|
|
SPY ON CITY: This opens the enemy's city display. You can
|
|
examine what armies are defending it and what improvements have
|
|
been made. When you clear the city screen, you return to the map
|
|
display but your diplomat has been eliminated.
|
|
|
|
ESTABLISH EMBASSY: The Diplomat establishes official contact
|
|
with the other civilization and continually reports thereafter
|
|
its type of government, treasury, the name of its capital city,
|
|
treaties with other civilizations, states of war, and technology
|
|
advances the Diplomat uncovers. Lists by historians of
|
|
outstanding civilizations only include those with whom you have
|
|
established embassies. It is only necessary to establish an
|
|
embassy once with any civilization.
|
|
|
|
STEAL TECHNOLOGY: Your Diplomat steals one technology advance
|
|
from the other civilization. This can only be done once per city
|
|
and your Diplomat disappears is the process (his cover is
|
|
blown). If you have already stolen from this city, the Diplomat
|
|
loses its turn. If the enemy civilization has nothing new then
|
|
the Diplomat loses its turn..
|
|
|
|
INDUSTRIAL SABOTAGE: Your Diplomat destroys either the item
|
|
currently under production by the city or one of the city's
|
|
improvements. You cannot control what is destroyed. The
|
|
Diplomat is lost in the effort. Destroying a critical
|
|
improvement may throw the city into unrest (Temple, Cathedral),
|
|
weaken its defenses (City Walls), or cut its production
|
|
(Factory). Diplomats never destroy Wonders of the World.
|
|
|
|
INCITE A REVOLT: Your Diplomat contacts dissidents within a city
|
|
and for a suitable payment the city revolts and joins your
|
|
civilization. The payment to revolt depends on the size of the
|
|
city and its proximity to the civilization's capital. Also, a
|
|
city in civil disorder revolts for less. Your Diplomat is lost
|
|
is a successful revolt but escapes outside the city if you
|
|
refuse to pay the cost. The revolt also fails and your Diplomat
|
|
survives if you don't have enough cash. Enemy capitals do not
|
|
revolt.
|
|
|
|
MEET WITH KING: Your Diplomat opens negotiations with the enemy
|
|
ruler. This may lead to offers for trading technologies or for
|
|
making treaties. Your Diplomat is not lost.
|
|
|
|
BRIBING ENEMY UNITS: You may convince an enemy to defect and
|
|
join your civilization by moving a Diplomat into its SQUARE. A
|
|
menu appears showing how much the army demands to defect. If you
|
|
accept, the cash is deducted from your treasury, the army
|
|
switches over, and the Diplomat survives. If you fail to make
|
|
the payment, the Diplomat left on deposit is lost. When more
|
|
than one enemy unit is in a square, bribery is not possible. The
|
|
nearest friendly city becomes the home city for a newly bribed
|
|
unit.
|
|
|
|
|
|
CARAVANS
|
|
~~~~~~~~
|
|
Caravans are shipments of trade goods and materials. Over time
|
|
they represent camel caravans, wagon trains, truck convoys, and cargo
|
|
containers. They may be used to establish trade routes between cities or
|
|
to transfer resources for the construction of Wonders Of The World. They
|
|
become available once you have achieved the technology of Trade.
|
|
|
|
TRADE ROUTES: A Caravan that enters any city of another
|
|
civilization or a friendly city ten or more squares away from
|
|
its home city may establish a trade route. This results in an
|
|
immediate cash payment for delivery plus an increase in the
|
|
trade generated each turn. This increased trade means more
|
|
luxuries, taxes, and science for the home city. Each city may
|
|
have up to three functioning trade routes. If more than three
|
|
are established only the best three function. The amount of
|
|
trade generated depends on the size of the two cities. Bigger
|
|
cities generate more trade. Trade is best with a city in another
|
|
civilization. Next best are friendly cities. The farther apart
|
|
the two cities are, the greater the value of the trade. The
|
|
value is also increased when the cities are on different
|
|
continents. Caravans can move into any city they can reach. When
|
|
at war it may be difficult to smuggle goods into an enemy city
|
|
without being destroyed. Caravans may be transported overseas
|
|
in ships as other units are, but cannot be landed into a city
|
|
directly from a ship.
|
|
|
|
BUILDING WONDERS: A Caravan may contribute its construction cost
|
|
in resources to the cost of building any Wonder of the World by
|
|
moving the Caravan into the city where the Wonder is being
|
|
built. When the Caravan enters, a menu offers the choice of
|
|
contributing to the construction or not. If you decide to help
|
|
build the Wonder, the Caravan disappears and the resources used
|
|
to build the Caravan are added to the production of the Wonder,
|
|
speeding its completion.
|
|
|
|
|
|
MILITARY UNITS
|
|
~~~~~~~~~~~~~~
|
|
The following are the military units that can be built by your
|
|
civilization. There is a brief description of each unit, including any
|
|
special abilities. The three numbers shown after the unit's name are its
|
|
attack, defense, and movement factors. In parentheses after the name is
|
|
shown the advance required before each unit can be built. In brackets is
|
|
shown the number of resources it takes to build each unit.
|
|
|
|
ARMOR 10-5-3 (the Automobile) [80]: a group of tanks, or other
|
|
armored fighting vehicles. Due to its high attack factor and
|
|
speed, Armor is one of the best units for conducting ground
|
|
campaigns.
|
|
|
|
ARTILLERY 12-2-2 (Robotics) [60]: a group of self-propelled,
|
|
heavy caliber artillery pieces. Defenders are not tripled behind
|
|
City Walls when attacked by Artillery because the guns fire over
|
|
the walls.
|
|
|
|
BATTLESHIP 18-12-4 (Steel) [160]: a heavily armored and gunned
|
|
warship. Battleships have a visibility range of two sea squares
|
|
and may conduct shore bombardments. They may not carry ground
|
|
units.
|
|
|
|
BOMBER 12-1-8 (Advanced Flight) [120]: a group of long-range
|
|
aircraft designed to carry and drop bombs. Bombers may stay
|
|
airborne for one turn but must return to a base (a friendly city
|
|
or Carrier) by the end of the second turn. They have a
|
|
visibility of two squares over any terrain. Bombers ignore City
|
|
Walls in the same manner as Artillery. They may only be attacked
|
|
by Fighters. Other units may not enter a square occupied by a
|
|
Bomber, so they are useful for interdicting enemy movement.
|
|
|
|
CANNON 8-1-1 (Metallurgy) [40]: a group of carriage-mounted,
|
|
smoothbore cannons. Cannons are excellent units on the attack
|
|
and their arrival often opens a new round of offensive wars,
|
|
especially when accompanied by Rifleman who can stack with them
|
|
for defense.
|
|
|
|
CARRIER 1-12-5 (Advanced Flight) [160]: an aircraft carrier is
|
|
capable of acting as a base for Bombers, Fighters, and Nuclear
|
|
units. Carriers may carry up to eight air units and have a
|
|
visibility of two sea squares.
|
|
|
|
CATAPULT 6-1-1 (Mathematics) [40]: a group of siege weapons
|
|
designed to throw rocks and other materials with great force.
|
|
Catapults are useful in the defense and attack of cities, but
|
|
are weak when left alone on defense.
|
|
|
|
CAVALRY 2-1-2 (Horseback Riding) [20]: a unit of mounted
|
|
soldiers. Cavalry are useful as scouts and raiders because of
|
|
their speed.
|
|
|
|
CHARIOT 4-1-2 (the Wheel) [40]: a group of light carriages,
|
|
normally mounted on two wheels and each carrying a driver and a
|
|
warrior. Chariots are a powerful weapon on the attack but very
|
|
weak on defense. They are also useful as scouts because of their
|
|
speed.
|
|
|
|
CRUISER 6-6-6 (Combustion) [80]: a very fast and moderately
|
|
powerful warship. Cruisers have a visibility of two seas squares
|
|
and may conduct shore bombardment. They may not carry ground
|
|
units.
|
|
|
|
FIGHTER 3-3-10 (Flight) [60]: a squadron of fighter aircraft.
|
|
Fighters are useful as scouts and for attacking enemy Bombers.
|
|
Fighters must return to a friendly base by the end of each turn.
|
|
|
|
FRIGATE 2-2-3 (Magnetism) [40]: a fast sailing warship armed
|
|
with a substantial number of guns. Frigates may carry up to four
|
|
ground units.
|
|
|
|
IRONCLAD 4-4-4 (Steam Engine) [60]: a fast, steam-powered ship
|
|
armored with iron plating. Ironclads may not carry other units.
|
|
Ironclads are most useful for attacking enemy ships and less so
|
|
for conducting shore bombardments.
|
|
|
|
KNIGHTS 4-2-2 (Chivalry) [40]: a group of armored warriors
|
|
mounted on large powerful horses. Knights are often a useful
|
|
combination of speed, defensive strength, and offensive
|
|
strength.
|
|
|
|
LEGION 3-1-1 (Iron Working) [20]: a well-trained force of
|
|
infantry armed with shields, short swords, and throwing spears.
|
|
Legions are good offensive units that are relatively
|
|
inexpensive.
|
|
|
|
MECHANIZED INFANTRY 6-6-3 (Labor Union) [50]: a group of modern
|
|
infantry mounted on armored vehicles like the Bradley.
|
|
Mechanized infantry is the best defensive ground unit in the
|
|
game, useful for defending cities or other important points. It
|
|
also has a good attack factor and excellent speed.
|
|
|
|
MILITIA 1-1-1 (-) [10]: a band of citizens armed with crude
|
|
weapons, mostly tools and farm implements. Militia are normally
|
|
the only military unit that you can build when starting a new
|
|
civilization and are only a stopgap until better units become
|
|
available.
|
|
|
|
MUSKETEERS 2-3-1 (Gunpowder) [30]: a company of infantry armed
|
|
with muskets. Due to their higher defense factor, Musketeers are
|
|
useful for replacing Phalanxes in positions that need to be
|
|
defended.
|
|
|
|
NUCLEAR 99-0-16 (Rocketry & Nuclear Fission) [160]: a missile
|
|
weapon armed with a nuclear warhead. A Nuclear unit can only be
|
|
built after the Manhattan Project Wonder has been built
|
|
somewhere in the world. A Nuclear unit may move between cities
|
|
and Carriers. It is lost if it does not end its turn in a city
|
|
or on a Carrier, and does not attack. It explodes when it
|
|
attacks an enemy unit or city. A Nuclear attack destroys all
|
|
military units in the target square and adjacent squares,
|
|
regardless of who they belong to. Nuclear attacks may also
|
|
destroy city populations and cause pollution.
|
|
|
|
PHALANX 1-2-1 (Bronze Working) [20]: a company of infantry armed
|
|
with long pikes and very strong on the defensive. Phalanxes are
|
|
very good for defending cities and other important points early
|
|
on. No other type of unit is as cost effective for defense until
|
|
Musketeers become available.
|
|
|
|
RIFLEMAN 3-5-1 (Conscription) [30]: a company of infantry armed
|
|
with rifles. Riflemen are excellent defenders or cities and
|
|
other points, and useful for replacing PHALANXES and Musketeers.
|
|
|
|
SAIL 1-1-3 (Navigation) [40]: a small ship powered by sails and
|
|
lightly armed. Sailing Ships may carry up to three other units
|
|
by naval transport. They are very useful for exploring the
|
|
oceans because they are not restricted to staying near the
|
|
coasts.
|
|
|
|
SUBMARINE 8-2-3 (Mass Production) [50]: a warship designed to
|
|
attack from underwater by firing torpedoes at enemy ships on the
|
|
surface. Submarines have a visibility of two sea squares and can
|
|
only be spotted by enemy ships when adjacent. They may not carry
|
|
ground units or conduct shore bombardment.
|
|
|
|
TRANSPORT 0-3-4 (Industrialization) [50]: a large, modern
|
|
transport ship. Transports may carry up to eight other units and
|
|
are very useful when carrying a large force to conduct an
|
|
invasion.
|
|
|
|
TRIREME 1-0-3 (Map Making) [40]: a small ocean-going ship
|
|
powered by oars. Triremes are lost at sea approximately half of
|
|
the time they are not adjacent to land at the end of a turn.
|
|
They are normally the first ship that becomes available, and are
|
|
thus very useful for exploring the sea and transporting
|
|
Diplomats, Caravans, and other units to nearby continents.
|
|
|
|
|
|
BARBARIANS
|
|
~~~~~~~~~~
|
|
Barbarians are small tribes of raiders that are not part of any
|
|
opposing civilization. You may encounter them periodically as your
|
|
civilization begins to expand and grow. They may invade from the sea or
|
|
arise suddenly in unsettled parts of any continent. Barbarians may
|
|
attempt to capture or destroy your cities, and pillage your fields and
|
|
mines. Because barbarians may appear along any coast or in any unsettled
|
|
area, it is important to defend cities. It may also be useful to screen
|
|
your cities from unsettled areas so that any barbarians that appear may
|
|
be intercepted before they reach your cities. Most barbarian tribes are
|
|
accompanied by a leader who may be ransomed if captured. Barbarian
|
|
leaders look like Diplomats.
|
|
|
|
SEA RAIDERS: Barbarians that invade from the sea are looking for
|
|
a place to settle. They search for cities and attempt to capture
|
|
them. They do not pillage mines and irrigation because or their
|
|
interest in making a permanent settlement. If they capture a
|
|
city, they take is over and begin producing more units to make
|
|
new assaults. Sea raiders can be fought on land or engaged at
|
|
sea in their ships.
|
|
|
|
LAND BARBARIANS: These raiders are interested only in loot, not
|
|
permanent settlements. This makes them very harmful as they
|
|
pillage any mines or irrigation they encounter. If they capture
|
|
one of your cities, they utterly destroy it. For these reasons,
|
|
land barbarians are best engaged as far from your cities as
|
|
possible. Land barbarians arise in areas that are not within the
|
|
radius of a city. As time passes they appear at even farther
|
|
distances from civilization. Thus, expanding your cities over a
|
|
continent eventually removes the threat of barbarians appearing
|
|
because the entire area has become more or less civilized by the
|
|
presence of your cities.
|
|
|
|
RANSOMING THE BARBARIANS LEADERS: If a barbarian leader is alone
|
|
in a square and you attack him and win, he is captured and
|
|
immediately ransomed for 100 coins. The money is added to your
|
|
treasury. When barbarians units are attacked and destroyed,
|
|
leader units stacked with them are destroyed also. Barbarian
|
|
leaders who have lost their armies attempt to escape and
|
|
disappear if not captured in a few turns.
|
|
|
|
|
|
GOVERNMENTS
|
|
~~~~~~~~~~~
|
|
To assist in the management of your civilization there is a
|
|
system of government. There are six types of government possible but the
|
|
ones available to you at any moment depends on the technology that your
|
|
civilization has ACHIEVED. One type of government, Anarchy, only occurs
|
|
under a special circumstance.
|
|
|
|
When beginning a new game your civilization is automatically
|
|
governed by Despotism. The additional types become available when the
|
|
specific civilization advance bearing their name is made.
|
|
|
|
The different types of government each have their own unique
|
|
effects. Some allow greater personal and economic freedom resulting in
|
|
fast growing trade, science, and economies, while others are better
|
|
suited to building and employing large armies.
|
|
|
|
Governments are changed by REVOLUTIONS.
|
|
|
|
|
|
TYPES
|
|
~~~~~
|
|
The 6 governments available for a civilization are:
|
|
|
|
Despotism
|
|
Anarchy
|
|
Monarchy
|
|
Communism
|
|
The Republic
|
|
Democracy
|
|
|
|
DESPOTISM: You rule by absolute power. The people just have to
|
|
live with it because your will is enforced by the army. Due to
|
|
the minimal amount of economic and personal freedom, production
|
|
is at a minimum. But your total control makes conducting war
|
|
relatively easy. Military units do not require resource support
|
|
until the number of units making this their home city exceeds
|
|
the number of people in the city. Each home military unit in
|
|
excess of the number of people in the city requires one unit of
|
|
resources for industrial support. Diplomats and Caravans do not
|
|
require support. In addition, any map square that produces three
|
|
or more food, resources, or trade has this production reduced
|
|
by one. Settlers require one food for support.
|
|
|
|
ANARCHY: You have temporarily lost control of government. Cities
|
|
continue to operate on their own but some important operations
|
|
of you civilizations come to a halt until control is restored.
|
|
You are able to continue controlling the movements of your
|
|
units. Anarchy has the same effect as Despotism with several
|
|
exceptions- no tax revenue is collected, no maintenance is
|
|
charged for city improvements, and no scientific research is
|
|
done while Anarchy continues. Anarchy only occurs during
|
|
revolutions.
|
|
|
|
MONARCHY: Your rule is less absolute, and more with the
|
|
acceptance of the people, especially an aristocracy of upper
|
|
class citizens. The aristocratic classes at least have a certain
|
|
amount of economic freedom and this results in the potential for
|
|
greater production of resources, food, and trade. However, the
|
|
upper classes deduct a share of your civilization's production
|
|
as maintenance for military units and luxuries in the larger
|
|
cities. Under a Monarchy, there is no reduction of production in
|
|
squares that produce three or more units or food, resources, or
|
|
trade. Irrigation of Grasslands and Rivers, plus mining of Hills
|
|
can now pay off with increased production. All military units
|
|
must be supported by one unit of resources. Settlers require two
|
|
food for support.
|
|
|
|
COMMUNISM: You are the head of a communistic government, and
|
|
rule with the support of the controlling party. Although this
|
|
form of government allows more production than despotism, the
|
|
orthodoxy of the party restricts personal and economic freedom,
|
|
limiting trade. On the plus side, corruption is kept to a
|
|
minimum by the action of the local party apparatus. Communism has
|
|
the same effect as Monarchy except the corruption is flat.
|
|
Instead of increasing the farther a city is located from the
|
|
Palace, all of your cities suffer the same rate of corruption.
|
|
|
|
THE REPUBLIC: You rule over the assembly of city-states formed
|
|
from the cities that your civilization has established. Each
|
|
city is an autonomous state, yet also is part of the republic
|
|
that you rule. The people feel that you rule at their request.
|
|
They have a great deal of personal and economic freedom, and
|
|
this results is greatly increase trade. Your diplomacy is
|
|
reviewed by the Senate and they can override you decisions.
|
|
Grasslands, Rivers, and Hills are as productive as they are
|
|
under Monarchy. Also, an additional trade unit is generated
|
|
wherever at least one trade unit already exists. Military units
|
|
each require one resource for industrial support. Settlers
|
|
require two food. Each military unit not in its home city makes
|
|
one citizen unhappy. In addition, the Senate of your government
|
|
accepts any peace offer made by another civilization, overriding
|
|
even a desire for war by you.
|
|
|
|
DEMOCRACY: You rule as the elected executive of a democracy. The
|
|
people feel that you rule because they want you to. The degree
|
|
of freedom allowed under this government results in maximum
|
|
opportunity for economic production and trade. However, the
|
|
people also have a very strong voice in determining how much
|
|
economic production is devoted to improving the standard of
|
|
living. As in a republic, some diplomatic decisions are subject
|
|
to review by your Senate. Democracy is very similar to The
|
|
Republic. One difference is that under Democracy there is no
|
|
corruption. Also, if one or more of your cities are in civil
|
|
disorder for two turns, there is a chance each turn thereafter
|
|
that a revolution may occur. Each military unit not in its home
|
|
city makes two citizens unhappy.
|
|
|
|
|
|
REVOLUTION
|
|
~~~~~~~~~~
|
|
Governments are changed through a process of revolution. This
|
|
normally occurs at your command because you wish to change to a type of
|
|
government more suitable to your plans. You may change your
|
|
civilization's government type to any for which you have made the
|
|
correct advance.
|
|
|
|
To cause a revolution, pull down the Game menu and choose the
|
|
option "REVOLUTION." After a few turns of Anarchy, a menu appears that
|
|
lists the government options available to your civilization. The new
|
|
government goes into effect immediately after you make your choice.
|
|
|
|
If your civilization possesses the Pyramids, a Wonder of the
|
|
World, you may change governments without passing through Anarchy. This
|
|
ability is lost after the Pyramids become obsolete.
|
|
|
|
|
|
ADVISORS AND WORLD REPORTS
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
You always have a staff of advisors available who can provide
|
|
detailed information concerning the affairs of you civilization. By
|
|
consulting with these advisors you can make informed decisions about the
|
|
management of your cities and relations with other civilizations. The
|
|
reports of these advisors can be obtained from the Advisors menu found
|
|
on the menu bar at the map display.
|
|
|
|
In addition, there are a number of other reports that can be
|
|
consulted. These are available from the World menu on the menu bar.
|
|
|
|
The following advisors and world reports can be consulted:
|
|
|
|
ADVISORS:
|
|
City Status
|
|
Military Advisor
|
|
Intelligence Advisor
|
|
Attitude Advisor
|
|
Trade Advisor
|
|
Science Advisor
|
|
|
|
WORLD REPORTS:
|
|
Wonders of the World
|
|
Top 5 Cities
|
|
Civilization Score
|
|
World Map
|
|
Spaceships
|
|
Demographics
|
|
|
|
CITY STATUS: This report lists the cities in your civilization
|
|
and shows what they are producing. For each city you can read
|
|
the population size, the amount of food, resources, and trade
|
|
generated, what item is currently being produced, and how near
|
|
it is to being completed. It is useful to consult this advisor
|
|
at the beginning of your turn to refresh your memory about what
|
|
your are producing and how close it is to completion. You can
|
|
see at a glance whether some critical military unit or Wonder of
|
|
the World is nearly completed.
|
|
|
|
MILITARY ADVISOR: The first military report shows how many units
|
|
of each type your civilization currently has in existence and is
|
|
producing. Clear the screen to see the second part of the
|
|
report. This part of the report shows the casualties that you
|
|
have taken and inflicted in combat with other civilizations. The
|
|
casualties are shown by type and civilization. Civilizations are
|
|
differentiated by their color.
|
|
|
|
INTELLIGENCE ADVISOR: This report is a summary of information
|
|
gathered by your embassies. For each civilization with whom you
|
|
have established diplomatic relations, this report presents
|
|
accurate data on the name of their capital, their type of
|
|
government, the size of their treasury, and their diplomatic
|
|
status with other civilizations. No information appears for
|
|
civilizations with whom you have not established an embassy. You
|
|
can learn here which civilizations are at war and which are at
|
|
peace, and with whom. You may find it useful to consult this
|
|
report before attacking another civilization. A second page of
|
|
info may be called up by pressing the Info button. This page
|
|
reports some additional information regarding the apparent goals
|
|
of the civilization's leader and the technological advances they
|
|
have made most recently.
|
|
|
|
ATTITUDE ADVISOR: The advisor reports the relative happiness of
|
|
your citizens. From his survey you can see at a glance the
|
|
number or happy, content, and unhappy citizens in each of your
|
|
cities. This information can be useful after changing your
|
|
luxury rate or type of government because those changes can have
|
|
a significant effect on the happiness of your citizens. By
|
|
reviewing this survey you can quickly see where you may have to
|
|
make adjustments in city management to avoid disorder. For each
|
|
of your cities, you see the current population and icons of any
|
|
city improvements that help increase the happiness of the
|
|
people. At the bottom of the page are totals for the size of the
|
|
population of your entire civilization and percentages of the
|
|
total that are happy, content, and unhappy. By examining the
|
|
roster of improvements for each city, you may see where a city
|
|
is missing a helpful improvement.
|
|
|
|
TRADE ADVISOR: Your trade advisor reports for each of your
|
|
cities how much of its trade is directed toward bringing in
|
|
luxuries, tax revenue, and new ideas. The amount of luxuries,
|
|
taxes, and science a city is producing is shown to the right of
|
|
its name. Below the list of cities is a total for tax
|
|
collections per turn. On the right side of the report is a list
|
|
of city improvements that exist throughout your civilization.
|
|
Only those improvements that cost money for maintenance are
|
|
listed. The report shows how many of each improvement exist and
|
|
the cost of maintaining them. At the bottom of this list is the
|
|
total of your improvement maintenance costs for this turn. By
|
|
comparing the tax revenue number with the maintenance cost
|
|
number, you can see whether the treasury of your civilization is
|
|
increasing each turn, shrinking, or remaining the same. If your
|
|
treasury is shrinking, this may be a good time to increase taxes
|
|
or adjust individual cities to produce higher revenue. In an
|
|
emergency, you may wish to sell an improvement to raise cash.
|
|
The final item is the report is labelled "Discoveries" and shows
|
|
the number of turns needed for your scientists to acquire the
|
|
technology advance that you have directed them to seek. The more
|
|
scientific research done by your cities, the fewer turns
|
|
required. Note that as technology increases, it takes more and
|
|
more research to make the next breakthrough.
|
|
|
|
SCIENCE ADVISOR: Your science advisor keeps track of the
|
|
technologies that your civilization has already achieved and the
|
|
progress of you scientists toward their next advance. A chart
|
|
shows progress toward the next advance. The light bulbs indicate
|
|
how much research has been done. When the box is full of light
|
|
bulbs, the advance being researched is achieved. It is possible
|
|
to continue making advances beyond the basic list that defines
|
|
civilization up to the end of the 20th century. These continuing
|
|
advances are called FUTURISTIC ADVANCES and each one your
|
|
acquire adds ten points to your civilization score.
|
|
|
|
WONDERS OF THE WORLD: Your geographers maintain a listing of the
|
|
location of the Wonders of the World. When they hear of the
|
|
construction of a new one they add it to the list. By the end of
|
|
your civilization's history there may be as many as 21 Wonders:
|
|
7 ancient, 7 medieval, and 7 modern. Knowing where they are may
|
|
be useful because capturing the city where a Wonder is located
|
|
adds to the glory of your civilization. The geographer's list
|
|
shows the Wonder's icon, its name, the city in which it is
|
|
located, and the civilization that built it. Clear the page of
|
|
ancient Wonders to see the medieval Wonders, and clear again to
|
|
see the modern Wonders. Note that only existing Wonders appear
|
|
on the list.
|
|
|
|
TOP FIVE CITIES: This report graphically shows the five highest
|
|
rated cities in the world. The five cities are named and their
|
|
parent civilizations are also listed. Below the names are the
|
|
population rosters of the cities and the icons of any Wonders
|
|
that have been built there. All cities in the world are rated
|
|
and the five with the highest scores are put on the list. Cities
|
|
score points as follows:
|
|
|
|
2 points: For each happy citizen.
|
|
1 point: For each content citizen.
|
|
10 points: For each Wonder of the World built there.
|
|
|
|
Note that cities that you have never discovered can be revealed
|
|
to you in this list. The magnificence of these cities has passed
|
|
by word of mouth to the corners of the world. Your geographers
|
|
and other advisors constantly sift the rumors of travelers and
|
|
traders for info regarding other civilizations. Even though some
|
|
civilizations are not known to you, the splendor of their cities
|
|
has reached the ears of your advisors.
|
|
|
|
CIVILIZATION SCORE: This is a relative measure of how your
|
|
civilization is doing. It is also totalled one last time when
|
|
the game ends to give you a final score for your civilization.
|
|
You can check with your advisor throughout the game to see how
|
|
you stand. Your ultimate but difficult goal is to score over
|
|
1,000. Points are scored for the following conditions.
|
|
|
|
2 points: For each happy citizen
|
|
1 point: For each content citizen
|
|
20 points: For each Wonder of the World that you possess
|
|
3 points: For each turn of world peace (no wars)
|
|
10 points: For each Futuristic Advance.
|
|
-10 points: For each map square currently polluted.
|
|
|
|
At the bottom of the report is a bar graph indicating how far
|
|
you have advanced towards a civilization score of 1000.
|
|
|
|
WORLD MAP: Also the work of your geography department, this is
|
|
the map of the entire known world. Parts of the world that you
|
|
have not discovered cannot be seen. In addition, this map is
|
|
centered horizontally on your capital. Thus you cannot tell
|
|
exactly where you are located relative to the north or south
|
|
polar boundaries until you discover them.
|
|
|
|
SPACESHIPS: When you contact your space advisor, they can report
|
|
the progress of any spaceship under construction. Select from
|
|
the menu the civilization whose spaceship you wish to examine.
|
|
Your advisors present a picture of the construction accomplished
|
|
to date and their assessment of what it can carry, its estimated
|
|
flight time, and its success probability. The space race begins
|
|
once the Apollo Program Wonder of the World has been
|
|
constructed. Thereafter any civilization that has the required
|
|
technologies may begin building parts of a spaceship. Once the
|
|
space race begins, it is important to maintain a watch on the
|
|
spaceships of your rivals. You need to assess when they are
|
|
likely to launch so that so can plan the size of your own ship
|
|
and its launch date. If you conclude that your ship construction
|
|
is too far behind to catch up, it may be necessary to mount a
|
|
military campaign to capture the enemy capital. Capturing the
|
|
enemy capital cancels the enemy spaceship under construction.
|
|
|
|
DEMOGRAPHICS: Your advisors keep track of demographic info
|
|
regarding civilization in comparison to the others in the
|
|
world. This information is available in the report. It details
|
|
your civilization's status in a number of areas and where it
|
|
ranks in the world. Examining this report may offer clues about
|
|
which civilizations are your biggest threats.
|
|
|
|
The following statistics are shown in the report.
|
|
|
|
APPROVAL RATING: The % of the people who think you are
|
|
doing a good job as a ruler.
|
|
|
|
POPULATION: The # of people within your civilization.
|
|
|
|
GNP: The total of luxuries and taxes generated by your
|
|
cities.
|
|
|
|
MANUFACTURED GOODS: The total of resources generated by
|
|
your cities.
|
|
|
|
LAND AREA: The land squares that your units were last to
|
|
pass through, representing the part of the world that is
|
|
under your influence and control.
|
|
|
|
LITERACY: The % of your population that can read. This
|
|
depends on acquiring the advances of the Alphabet,
|
|
Writing, and Literacy, plus the number of Libraries and
|
|
Universities that your civilization possesses.
|
|
|
|
DISEASE: A relative standing based on whether your
|
|
civilization has acquired the advance of Medicine, and
|
|
the number of Granaries and Aqueducts in your cities.
|
|
|
|
POLLUTION: A comparison of the amount of pollution you
|
|
are creating versus your rivals, measured buy the number
|
|
of smokestacks generated by your city.
|
|
|
|
LIFE EXPECTANCY: A relative standing determined by the
|
|
extent of disease and pollution in your civilization.
|
|
|
|
FAMILY SIZE: A number determined from the amount of
|
|
excess food generated by your cities. Large family
|
|
size means rapid population growth.
|
|
|
|
MILITARY SERVICE: A relative standing determined from
|
|
the # of military units you possess versus the size of
|
|
your population, indicating the length of time of
|
|
military service.
|
|
|
|
ANNUAL INCOME: The amount of luxuries and tax revenues
|
|
your cities generate, divided by your population.
|
|
|
|
PRODUCTIVITY: The total is resources, food, and trade
|
|
generated by your cities, divided by your population.
|
|
|
|
|
|
PLANETARY CARETAKING
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
One cost of heedless industrial growth is a gradual polluting
|
|
and poisoning of the environment. Of the many dangers posed by
|
|
pollution, the greatest may be global warming. An unchecked rise in the
|
|
planet's atmospheric temperature threatens catastrophic geographic
|
|
changes including melting polar ice caps, rising sea levels, are parched
|
|
farmlands. As you steer your civilization in the industrial age, you
|
|
must manage your cities to minimize pollution and prevent global
|
|
warming.
|
|
|
|
Different kinds of poisoning may occur when nuclear weapons are
|
|
used or a nuclear reactor melts down.
|
|
|
|
|
|
INDUSTRIAL POLLUTION
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
Every game turn there is a probability of pollution occurring
|
|
within the economic radius of each of your cities. The probability of
|
|
pollution OCCURRING depends on two factors: resources and population. The
|
|
most important factor is the number of resources the city generates. The
|
|
more that are generated, the higher the probability. Below a certain
|
|
level, there is no chance of pollution.
|
|
|
|
The city's population has no effect on pollution until you
|
|
acquire the advance of the Automobile. Thereafter, the population may
|
|
become a significant factor in the probability of pollution OCCURRING.
|
|
|
|
When there is a probability of pollution OCCURRING at a city,
|
|
smokestacks begin appearing on the city display. The number of stacks
|
|
indicates the probability.
|
|
|
|
|
|
CLEANUP
|
|
~~~~~~~
|
|
Pollution can be cleaned up by Settler units. Move the Settler
|
|
onto the polluted square and press the P key. The settler is marked with
|
|
a "P" to note that it has been ordered to clean up pollution.
|
|
|
|
After four turns of work, the pollution disappears. Adding more
|
|
settlers to a polluted square does not speed up the cleanup.
|
|
|
|
|
|
EFFECTS
|
|
~~~~~~~
|
|
Pollution reduces the production of food, industry, and trade in
|
|
any map square where it appears. Production is halved and then rounded
|
|
up. When cleaned up, the map square returns to pre-pollution levels of
|
|
production.
|
|
|
|
|
|
MONITORING POLLUTION
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
Your environmental advisors immediately inform you when any map
|
|
area becomes polluted. The area on the map is marked with smudges to
|
|
indicate pollution.
|
|
|
|
The extent of pollution throughout you civilization can be
|
|
monitored by watching the pollution indicator, a small sun in the date
|
|
window of the display. The color of the sun indicates the extent of the
|
|
risk of global warming. The colors in the IBM version range from dark
|
|
red, to light red, to yellow, to white. Dark red indicates a low risk
|
|
and white indicates a very high risk.
|
|
|
|
The colors of the sun depend on the number of squares currently
|
|
polluted and a lag of time. The more squares polluted, the higher the
|
|
risk. The lag reflects the time required for the pollution to take
|
|
effect.
|
|
|
|
|
|
GLOBAL WARMING
|
|
~~~~~~~~~~~~~~
|
|
EFFECTS: Global warming causes geographic changes throughout the
|
|
world. Deserts, Plains, and Grasslands on coasts may become
|
|
Swamps, and coastal Forests may become Jungles. Plains,
|
|
Grasslands, and Forests in the interior may become Deserts. The
|
|
result is much lower food, industry, and trade for your
|
|
civilization. Your environment advisors report immediately if
|
|
global warming has occurred. The effect is always bad, but in
|
|
the case of flooded coastal areas you may improve Jungles and
|
|
Swamps over time.
|
|
|
|
CAUSES: Global warming may occur if at least nine map squares,
|
|
anywhere is the world, are currently polluted. If they are left
|
|
unattended for too long, environmental damage occurs. Once an
|
|
environmental disaster has OCCURRED, the cycle starts over again.
|
|
The planet has achieved equilibrium at the new higher
|
|
temperatures. If pollution continues or increases once more to
|
|
high levels, another bout of environmental problems may occur.
|
|
This cycle may repeat endlessly if pollution is not controlled.
|
|
|
|
|
|
NUCLEAR POLLUTION
|
|
~~~~~~~~~~~~~~~~~
|
|
Pollution may also be caused by nuclear weapons or the meltdown
|
|
of a nuclear power plant. Pollution caused by either of these events has
|
|
the same effect as industrial pollution.
|
|
|
|
NUCLEAR WEAPONS: When a nuclear unit is used in an attack, an
|
|
additional effect of the attack is the pollution of a number of
|
|
map squares around the impact square. Remember this when you are
|
|
tempted to use nuclear weapons. You may create pollution you
|
|
cannot readily reach with Settlers to clean up, significantly
|
|
raising the risk of global warming.
|
|
|
|
NUCLEAR MELTDOWN: If a Nuclear Power Plant melts down, half of
|
|
the city's population is destroyed and a random number of
|
|
squares near the city becomes polluted. There is risk of
|
|
meltdown when a city that has a Nuclear Power Plant goes into
|
|
civil disorder. The civilian unrest may result in safety
|
|
procedures becoming so lax that a catastrophic accident occurs.
|
|
If you build Nuclear Power Plants in any of your cities, take
|
|
special care not to allow those cities to go into disorder. When
|
|
your civilization achieves the technology of Fusion Power, the
|
|
risk of meltdown disappears. Your Nuclear Plants automatically
|
|
convert to the technology of fusion power which is free of the
|
|
risk of meltdown.
|
|
|
|
|
|
DIPLOMACY
|
|
~~~~~~~~~
|
|
Diplomacy is conducted by negotiations between yourself and a
|
|
ruler of a rival civilization. Negotiations may occur when a rival sends
|
|
and envoy to talk or may result from overtures of your own. Diplomacy is
|
|
conducted face-to-face with one rival ruler at a time and can lead to
|
|
exchanges of technology, offers of peace, international extortion, or
|
|
declarations of war.
|
|
|
|
A rival may contact you when units from each of your
|
|
civilizations are adjacent to each other. A rival envoy may also arrive
|
|
at any time. You may start negotiations by sending a Diplomat into a
|
|
rival city and selecting the option "Meet With the King."
|
|
|
|
The tone and result of any negotiations are greatly influenced
|
|
by the mood or your rival. The opposing leader may be antagonistic,
|
|
supplicating, or somewhere in between. This mood depends on the leader's
|
|
personality and how your two civilizations compare to each other and the
|
|
rest of the world. You may be able to pick up cues on a rival's mood
|
|
from facial expressions or background music.
|
|
|
|
A rival leader's personality may be aggressive, friendly, or
|
|
neutral. Aggressive leaders are more likely to lean toward war or demand
|
|
high payments for peace. Friendly leaders are more likely to offer peace
|
|
and may only be bluffing when asking for payment. If you have broken
|
|
previous peace agreements with this civilization, that is remembered and
|
|
also influences the degree of antagonism.
|
|
|
|
If you are the largest, most powerful, and richest civilization
|
|
in the world, all rivals are likely to be very jealous or antagonistic.
|
|
However, if the opponent is puny in comparison, the natural tendency
|
|
toward being belligerent may be overridden. A civilization threatened
|
|
with extinction is more interested in survival.
|
|
|
|
All negotiations end with either and agreement of peace between
|
|
your two civilizations or a declaration of war. Even the most
|
|
antagonistic rival may concede peace for a suitable payment of cash or
|
|
technology. This may purchase peace only temporarily, however.
|
|
|
|
Establishing embassies with other civilizations can be very
|
|
useful in preparation for negotiations. You Intelligence Advisor
|
|
collects information from all of your embassies and from him you can
|
|
learn important facts about your opponents, including their size and the
|
|
personality of their leader. This information is not available for
|
|
civilizations with which you have not established an embassy.
|
|
|
|
TRADING TECHNOLOGY: Civilizations that are not extremely
|
|
antagonistic may offer to trade technology. They begin by
|
|
offering one that you don't possess. They may actually gave
|
|
several you lack. If you agree, a menu of technologies they can
|
|
trade appears. Select the one that you want and then they take
|
|
one from you. You have no choice regarding what they take and
|
|
cannot veto the trade. If after trading another exchange is
|
|
possible, more trading may take place.
|
|
|
|
BUYING PEACE: A rival may demand a cash payment or a
|
|
civilization advance during negotiation. If you meet this
|
|
demand, the rival almost certainly agrees to peace. If you
|
|
reject the demand, an antagonistic rival generally declares war.
|
|
The demand or a more peaceful threatened rival may only be a
|
|
bluff, and peace may be offered anyway after demands are
|
|
rejected. In some cases, a rival offers a reward for your making
|
|
peace or declaring war on another civilization.
|
|
|
|
POST-TREATY NEGOTIATIONS: Once you agree to a peace treaty you
|
|
have an opportunity for further negotiations. A menu opens
|
|
offering three choices: a declaration of harmony, a military
|
|
proposal, or a demand for tribute. The declaration of harmony
|
|
has no real effect. A military proposal is a suggestion by you
|
|
for your new friends to attack a third party. This generally
|
|
generally costs you a cash payment which you can pay or turn
|
|
down. The third option is a demand for tribute to cement the new
|
|
treaty you have signed. If your opponent is weak or in awe of
|
|
your power, he may pay. Alternatively, he may refuse to pay, or
|
|
go as far as to declare war on you.
|
|
|
|
|
|
PEACE
|
|
~~~~~
|
|
Peace between your civilization and another can only result from
|
|
diplomacy. If you and your rival agree, then a state of peace can occur.
|
|
Choosing peace is voluntary unless your government is a Republic or
|
|
Democracy. In those cases the Senate of the government overrules any
|
|
decision for war and accepts peace.
|
|
|
|
Peace agreements can normally be broken at any time by either
|
|
party, but so long as it holds, both parties must adhere to the
|
|
following rules: units of the other civilization, even Diplomats, may
|
|
not be attacked; no units except Diplomats and Caravans may enter
|
|
squares that have been improved by the other party within the radius of
|
|
a city (irrigated, mined, or penetrated by roads); squares that other
|
|
party has under development may not be pillaged; and technology may not
|
|
be stolen from the other party. Any of these events ends the peace and
|
|
triggers war. You are warned that you are about to break a peace and have
|
|
a change to check your action.
|
|
|
|
If your government is a Republic or Democracy, you may not
|
|
voluntarily violate a peace agreement. The Senate forbids any action
|
|
that starts war. If you consider war necessary, you must have a
|
|
Revolution to overthrow the government and put in one more receptive to
|
|
your wishes. Alternatively, you may wait for your opponent to break the
|
|
peace himself or declare war on you.
|
|
|
|
When you are at peace it is much easier for trade Caravans to
|
|
reach the cities or the other party and establish trade routes. If the
|
|
entire world is at peace, your civilization score is increased. The
|
|
major benefit or peace is that you are not at war. During war, all of
|
|
the proscribed activities are possible, and can cause great damage and
|
|
waste of resources.
|
|
|
|
|
|
THE SPACE RACE
|
|
~~~~~~~~~~~~~~
|
|
The environmental pressures of growing populations in the modern
|
|
world are forcing humans to look in to space for resourceful and living
|
|
room. The question is not whether humans are to travel to the stars, but
|
|
when. The final act of stewardship you can perform for your civilization
|
|
is to insure that they lead this exodus.
|
|
|
|
As noted earlier, the history of your civilization ends when
|
|
either you or one of your rivals reaches a nearby star system with
|
|
colonists. If your spaceship is the first to arrive, you receive a bonus
|
|
to your civilization score in recognition of this final accomplishment.
|
|
Regardless of how many colonists your spaceship is carrying, or how
|
|
fast it is, if a rival makes planetfall first, you receive no bonus.
|
|
|
|
The construction of spaceships may not begin until one
|
|
civilization has built the Apollo Program Wonder. Thereafter, the race
|
|
is one and any civilization that has acquired the necessary advances may
|
|
begin building the parts of a spaceship.
|
|
|
|
Each civilization, including yours, may build only one spaceship
|
|
at a time. Once it is launched, another one cannot be built and sent off.
|
|
Ships that have been launched may not be recalled or turned around.
|
|
Spaceships are destroyed if the owning civilization's capital is
|
|
captured. In this case, a new ship may be constructed.
|
|
|
|
|
|
SPACESHIPS
|
|
~~~~~~~~~~
|
|
The purpose of your spaceship is to carry as many colonists as
|
|
possible to another star system. To have any chance of success it must
|
|
provide at least a minimum of the following: living space for colonists,
|
|
food sources, energy sources, propulsion power, and fuel for the
|
|
engines. The better prepared the spaceship, the higher the number of
|
|
colonists that arrive safely and the faster the voyage
|
|
|
|
Your goal is to build a spaceship that can hold as many
|
|
colonists as possible, yet travel at a reasonable speed and with
|
|
reasonable probability of success. As construction of your ship
|
|
proceeds, keep an eye on its characteristics, displayed to the right of
|
|
the spaceship window. All spaceships have the same characteristics:
|
|
population, food, energy, mass, fuel, flight time, and probability of
|
|
success.
|
|
|
|
Once you have built a spaceship that meets the minimum
|
|
requirements for carrying colonists, you may launch or proceed with
|
|
further construction to increase the capacity of the ship.
|
|
|
|
POPULATION: The number of people the spaceship is outfitted to
|
|
carry. The more people it carries to the new planet, the higher
|
|
your bonus.
|
|
|
|
SUPPORT: The percentage of the people that the ship is prepared
|
|
to carry that can currently be supported. People that are not
|
|
provided with life support cannot be expected to survive the
|
|
voyage.
|
|
|
|
ENERGY: The % of the energy required by the habitation and life
|
|
support modules that is currently being provided. If sufficient
|
|
energy is not provided for life support and habitation, the
|
|
probability of success will be very low.
|
|
|
|
MASS: All of the components, modules, and structures add to the
|
|
mass of your spaceship. The greater the mass, the more power
|
|
required from propulsion parts to move it.
|
|
|
|
FUEL: The % of the fuel your propulsion units require that is
|
|
currently aboard. If insufficient fuel is provided, the
|
|
propulsion components aboard cannot work to their maximum power
|
|
and the best possible speed cannot be attained.
|
|
|
|
FLIGHT TIME: A calculation of the number of years required for
|
|
your spaceship to reach the nearest star based on the ship's
|
|
mass and engine power. Adding more engines and fuel reduces
|
|
flight time.
|
|
|
|
PROBABILITY OF SUCCESS: The approximate % of the people that can
|
|
be carried that are expected to survive the voyage based on the
|
|
amount of food and energy provided, plus the flight time. The
|
|
faster the flight, the higher the expected survival rate.
|
|
|
|
SPACE SHIP LAUNCHING: To send your spaceship on its voyage,
|
|
press the Launch key (L Key) or the launch button, found at the
|
|
bottom right of the spaceship display.
|
|
|
|
|
|
CONSTRUCTION
|
|
~~~~~~~~~~~~
|
|
Your spaceship is constructed of parts. Each part is built like
|
|
any other improvement, except that when a part is completed, it is
|
|
automatically added to your ship. The parts of the spaceship come in
|
|
three types: components, modules, and structures. Each type is available
|
|
for construction when you have achieved a specific technology advance.
|
|
|
|
All modules and components must be connected to a sufficient
|
|
structure. If a module or component is not connected, it is marked to
|
|
signal the part is not working. Once sufficient structural parts have
|
|
been added, the outline disappears.
|
|
|
|
To build spaceship components you must have achieved the
|
|
technology advance of Plastics. You can then build components at a cost
|
|
of 160 resources. There are two kinds of components, propulsion and
|
|
fuel. When a component has been completed, you choose which type has
|
|
been built.
|
|
|
|
PROPULSION COMPONENTS: These are the engines that provide the
|
|
power for space flight. The more engines you add, the faster the
|
|
ship travels, the sooner it reaches its destination, and the
|
|
higher the probability of success of the mission.
|
|
|
|
FUEL COMPONENTS: These provide fuel for the propulsion units. In
|
|
order for the propulsion units to perform to their maximum, one
|
|
fuel component must be provided for each propulsion component.
|
|
|
|
|
|
MODULES
|
|
~~~~~~~
|
|
Spaceship modules require the technology of Robotics and cost
|
|
resources each to build. They exist in three types: habitation, life
|
|
support, and solar panels. When a module is completed, you choose which
|
|
type to add to your ship.
|
|
|
|
HABITATION MODULE: Each habitation module provides living space,
|
|
community services, the recreational facilities for ten thousand
|
|
colonists.
|
|
|
|
LIFE SUPPORT MODULE: Each life support module provides the food
|
|
and other requirements for the ten thousands colonists carried
|
|
in one habitation module. People carried in a habitation module
|
|
that doesn't receive life support have a very low probability of
|
|
surviving.
|
|
|
|
SOLAR PANEL MODULE: Each solar panel module provides enough
|
|
energy to power two of the other types of modules. Modules that
|
|
don't receive power cannot function properly.
|
|
|
|
|
|
STRUCTURES
|
|
~~~~~~~~~~
|
|
Spaceship structure require the technology of Space Flight and
|
|
cost 80 resources each to build. You must build sufficient structure
|
|
parts to connect the components and modules together. Parts that are not
|
|
connected do not work and provide no benefit to the ship.
|
|
|
|
|
|
CITIES
|
|
~~~~~~
|
|
The economic and industrial centers of your civilizations are it
|
|
cities. They are the residence of the population, the source of tax
|
|
dollars, the home of your scientists, and the sites of your industrial
|
|
production. Each city organizes the development of the area surrounding
|
|
it, converting the nearby agricultural land, natural resources, and
|
|
potential trade into food, industrial production, technology, and cash.
|
|
|
|
One measure of the success of you civilization is the number of
|
|
cities it encompasses and the size of each. Larger cities collect more
|
|
taxes, conduct more technology research, and risk being overrun by
|
|
larger and more powerful neighbors. Falling too far behind in the arms
|
|
race, both in quality and quantity, may result in an early exit from
|
|
history.
|
|
|
|
The management of your civilization involves the founding of
|
|
cities, their management, and their protection. New cities can be built
|
|
from scratch or captured from rivals. Managing a city requires
|
|
maintaining a balance of food, industry, taxes, luxuries, and
|
|
improvements that keeps the citizens content and productive.
|
|
|
|
Rival civilizations are a constant threat to the security of
|
|
your cities. After taking steps to protect them, consider conquering
|
|
cities of your rivals. This reduces the threat they pose and is often an
|
|
inexpensive way to expand.
|
|
|
|
|
|
NEW CITIES
|
|
~~~~~~~~~~
|
|
New cities can be acquired in three ways. They can be started
|
|
from scratch, a minor tribe discovered by your armies may elect to join
|
|
you as a new city, or your armies can conquer the cities of your
|
|
neighbors.
|
|
|
|
FOUNDING NEW CITIES: When a Settler unit is on a map square
|
|
where you wish to build a new city press B. After establishing
|
|
the city name your Settler unit will now become a member of
|
|
cities population.
|
|
|
|
MINOR TRIBES: Occasionally a minor tribe may be awed by your
|
|
emissaries to immediately become part of your civilization. In
|
|
this case the minor tribe forms a new city.
|
|
|
|
CAPTURING CITIES: Cities of other civilizations are normally
|
|
defended. If the defenders can be defeated you will earn the
|
|
city. Capturing a city may result in the discovery of a new
|
|
technology advance and plundered cash. Occupying an enemy city
|
|
may destroy some improvements the city has built, and it
|
|
eliminates one point of population. Therefore, a city that has
|
|
only one point of population remaining is destroyed instead of
|
|
captured.
|
|
|
|
|
|
PLACING NEW CITIES
|
|
~~~~~~~~~~~~~~~~~~
|
|
When building a new city, plan carefully where it is placed. The
|
|
map square in which it is built and the squares surrounding it determine
|
|
how valuable the city can become. Factors to be considered include the
|
|
economic value of the square the city is placed in, the economic
|
|
potential with the city's radius, the proximity of other cities, and the
|
|
strategic value of the location. Ideally, locate cities it areas offer a
|
|
combination of food for population growth, resources for production, and
|
|
trade. Where possible, take advantage of the presence of special
|
|
resource squares.
|
|
|
|
THE CITY SQUARE: The terrain the city occupies is especially
|
|
important because it is always under development. You cannot
|
|
take workers off this square when adjusting development on the
|
|
city map. If this area is not useful, especially for producing
|
|
food, then population growth is a new city is handicapped. For
|
|
this reason, new cities are generally best built in Plains,
|
|
Grasslands, or Rivers. These provide the best food production
|
|
and, this, faster population growth.
|
|
|
|
THE CITY RADIUS: The potential area of development extends out
|
|
two city squares on the map in every direction except
|
|
diagonally. If the new city grows large enough, its population
|
|
can bring all of this area into development. When planning a new
|
|
city, consider this radius and the long-term benefits of any
|
|
potential site. To grow, the city must encompass sufficient
|
|
food-growing areas. Any city that can grow has value, but your
|
|
most important cities are those that also have resources
|
|
available. These cities can quickly build and support military
|
|
units and Wonders. Hills and Forests are important sources of
|
|
resources, as are squares containing special resources symbols
|
|
for game, horses, coal, and oil. The importance of trade in
|
|
generating taxes and technology makes River squares especially
|
|
goof sites for cities when just beginning. Without Rivers, you
|
|
must quickly build roads in Plains or Grasslands to generate
|
|
trade.
|
|
|
|
LANDSCAPING: When surveying sites for a new city, keep in mind
|
|
the potential for some squares to be improved. Hills and
|
|
Mountains can be mined and then produce increased resources.
|
|
Plains, Rivers, and Grasslands can be irrigated and then produce
|
|
more food. Swamps and Jungles can be cleared into Grasslands or
|
|
converted to Forests. Forests may be cleared into Plains. Plains
|
|
and Grasslands may be turned into Forests if you need resources.
|
|
An area of Jungles and Swamps looks barren at first, but has the
|
|
potential to be a very rich city site. Plains, Grasslands, and
|
|
Deserts produce trade once penetrated by Roads, and all land
|
|
squares improve in production when Railroads come through.
|
|
|
|
PROXIMITY OF CITIES: Another consideration when planning new
|
|
cities is the current or potential location of other cities.
|
|
Minimize the economic radius overlap restricts the potential
|
|
growth of one or both cities. When just beginning, explore
|
|
nearby lands as soon as possible to begin planning the placement
|
|
of future cities to best take advantage of the terrain. A few
|
|
large and powerful cities are more useful than several smaller,
|
|
weaker ones.
|
|
|
|
STRATEGIC VALUE: The strategic value of a city's site is a
|
|
final consideration. Because the underlying terrain can increase
|
|
the defender's strength when under attack, in some circumstances
|
|
the defensive value of the terrain may be more important than
|
|
economic value. But good defensive terrain is generally poor for
|
|
production and inhibits the early growth of a city.
|
|
However, defending a city is generally is easier than defending
|
|
normal terrain. In a city you can build the City Walls
|
|
improvement which triples the strength of defenders. Also, in
|
|
cities only one army at a time is destroyed in combat. Outside
|
|
of cities, all armies stacked together are destroyed when any
|
|
army in the stack is defeated. So, in certain cases where a
|
|
continent bottlenecks and a rival is on the other side, the
|
|
defensive value of a city site may be more critical than
|
|
economic value. Placing at least a few cities on the seacoast
|
|
gives you access to the ocean. This allows the launching of ship
|
|
units to explore the world and transport your units overseas.
|
|
With few coastal cities, your sea power is constrained.
|
|
|
|
|
|
CITY MANAGEMENT
|
|
~~~~~~~~~~~~~~~
|
|
STABILITY: Cities that don't maintain a favorable balance of
|
|
happy people over unhappy people people go into civil disorder.
|
|
Cities in civil disorder produce no tax revenue, no technology
|
|
research, and no food surpluses, and suspend production. A
|
|
nuclear reactor in a city suffering civil disorder may
|
|
experience a meltdown due to lax safety controls. Keeping a city
|
|
stable is a very high priority!
|
|
|
|
POPULATION GROWTH: Keeping the population growing is important
|
|
because each additional person contributes something to your
|
|
civilization. Each new worker brings a new map square under
|
|
production. Population growth increases economic power, and
|
|
thus, the strength of your civilization. The size of your
|
|
population is a major factor in determining your civilization
|
|
score, a measure of how well you have ruled.
|
|
|
|
RESOURCE DEVELOPMENT: The people of your city that work in the
|
|
surrounding countryside harness the economic resources of the
|
|
area. Those resources are converted by the city into more
|
|
people, industrial production, money, and technology research.
|
|
When managing a city, you must allocate the people so as to
|
|
maximize this development, or match it up to your needs. There
|
|
may be times when increased industrial output is preferred over
|
|
population growth. There may be times when increased trade is
|
|
needed. You can give orders to your advisors to shift a city's
|
|
work force around to change the mix of economic development as
|
|
desired.
|
|
|
|
TAX REVENUE: Most of the improvements that can be built within
|
|
cities require money for maintenance. Money is also useful for
|
|
speeding industrial production, bribing enemy armies, inciting
|
|
revolts in enemy cites, and for negotiating peace with your
|
|
neighbors. The combined tax revenues of your cities must exceed
|
|
their maintenance requirements before cash can accumulate for
|
|
other uses. Although it is not necessary for each city to
|
|
produce surplus revenue, enough cities must do so to cover
|
|
expenses. Some cities may not be especially suited for industrial
|
|
production, but some may still be good trading centers. Manage
|
|
these cities to produce extra revenue.
|
|
|
|
TECHNOLOGY RESEARCH: The greater the contribution of research
|
|
each city makes toward new technology, the faster the new
|
|
civilization advance is reached. The amount of research is
|
|
devoted to bringing in new ideas and otherwise discovering
|
|
technology advances. A city's research contribution can also be
|
|
influenced by adjusting trade, creating Scientists, and certain
|
|
improvements. Improvements that can help are the Library and
|
|
University, which improve research, and several Wonders.
|
|
|
|
INDUSTRIAL PRODUCTION: Each city has more or less capacity to
|
|
produce new units and improvements. The most valuable cities
|
|
have the greatest industrial capacity. They can quickly produce
|
|
expensive military units that extend power of you civilization.
|
|
They are also best at producing the Wonders of the World. You
|
|
must regularly monitor the production of you cities to insure
|
|
that the most needed items are being built. There are four main
|
|
tools available to reach and maintain these goals of city
|
|
management: shifting workers around, converting some workers to
|
|
SPECIALISTS, building improvements, and building Wonders of the
|
|
World. Workers can be shifted around the city map display to
|
|
adjust economic developments. Specialists can be created to
|
|
increase production of luxuries, taxes, or technology. Within
|
|
each city you can order the construction of improvements such as
|
|
a Temple to make some unhappy people content, a Granary to speed
|
|
population growth, or a Library to increase research. The most
|
|
costly tools available are the Wonders of the World. These are
|
|
magnificent improvements that bring lasting glory to your
|
|
civilization in addition to some special effect. Although
|
|
Wonders are built in a city like an improvement, their special
|
|
effect often extends through all or part of your civilization.
|
|
However, only one of each Wonder may be built in the entire
|
|
world and your rivals may construct them first.
|
|
|
|
|
|
CITY PROTECTION
|
|
~~~~~~~~~~~~~~~
|
|
Great economic management of a city is worthless if the city is
|
|
captured by rivals or barbarians. Part of the management plan must
|
|
concern the defense of the city. A large part of the defense is not
|
|
handled locally, but on your borders and coasts. A defensive line of
|
|
units, both at sea and on land, that can intercept enemies before
|
|
they close with your cities can be helpful. Even the best defensive
|
|
lines can be penetrated, so the defense of the city itself cannot be
|
|
neglected. The minimum city defense is one army, preferably one with a
|
|
good defense factor. Fortify any armies that you expect to defend a city
|
|
because Fortified units increase their defense strength. A second
|
|
defender is often a good idea. Adding an army with a strong attack
|
|
factor is also useful. This army can attack enemies that move adjacent
|
|
to the city, perhaps destroying them before they test the defenders. The
|
|
defense of the city can be substantially improved by building City
|
|
Walls, an improvement that triples the defender's strength versus most
|
|
attackers, but not Bombers or Artillery. This tripling takes effect
|
|
after the effects of veteran status is considered. Being fortified
|
|
behind City Walls has no effect unless the attacking unit is a Bomber or
|
|
Artillery unit. City Walls also prevent population loss when defending
|
|
units are destroyed. When civilization advances make available new army
|
|
types with better defense factors, take the first opportunity to replace
|
|
old defenders with better units. Since the offensive capability of your
|
|
enemies improves as they acquire new technology, your defenses must
|
|
improve to keep up. Linking cities with Roads and Railroads can be very
|
|
helpful in speeding the movement of units from one end of your empire to
|
|
trouble spots elsewhere. This puts your defensive armies on "interior
|
|
lines," allowing them to rapidly move to where they are needed.
|
|
|
|
|
|
CITY DISORDER
|
|
~~~~~~~~~~~~~
|
|
A city suffers civil disorder when unhappy people outnumber
|
|
happy people, content people being ignored in the calculation. Cities in
|
|
disorder provide no tax revenue, contribute no technology research, and
|
|
suspend production of new units or improvements. When order is restored,
|
|
the city returns to normal operation next turn. You can restore order in
|
|
several ways. To restore order you may pay to complete an improvement,
|
|
such as a Temple, that can covert sufficient unhappy people to
|
|
contentment to restore balance. You may also change the luxury and tax
|
|
rates of you civilization to attempt to restore order. Increasing luxury
|
|
convert some content people to happy. You may take one or more people
|
|
out of the work force, making them Specialists. This increases the
|
|
number if happy people. When creating Specialists, be careful not to
|
|
also cause shortages of food or resources that cause starvation of
|
|
population or scrapping of armies. Under the government types Despotism,
|
|
Monarchy, or Communism, it is possible to restore order to a city using
|
|
martial law. Each military unit in a city makes one unhappy citizen
|
|
content. Only those units possessing an attack factor of one or more can
|
|
impose martial law. By moving enough units into a city suffering
|
|
disorder, order may be restored. Under Republican or Democratic
|
|
government, each military unit not in its home city creates one or more
|
|
unhappy citizen. When a city is in disorder, destroying distant military
|
|
units, returning them to the home city, or changing their home city,
|
|
makes some unhappy people content and may restore the city to order. All
|
|
of these methods are useful in restoring the balance of your cities or
|
|
enemy cities that you have just captured.
|
|
|
|
|
|
WE LOVE THE (KING) DAY
|
|
~~~~~~~~~~~~~~~~~~~~~~
|
|
When a city becomes sufficiently happy, it may hold a
|
|
celebration in honor of your rule. The people declare a "We Love the
|
|
King Day" in thanks for the prosperity you have made possible. While the
|
|
circumstances that trigger this celebratory mood continue, the city
|
|
enjoys certain benefits, depending on your civilization's type of
|
|
government. In order for the "We Love the King Day" celebration to
|
|
occur, there must be no unhappy people in the city, at least as many
|
|
happy people as content people, and the city must have population of at
|
|
least three. Specialists are considered content citizens for this
|
|
calculation.
|
|
|
|
ANARCHY: The celebration has no effect when the government is in
|
|
anarchy.
|
|
|
|
DESPOTISM: The celebrating city is operated as if the government
|
|
is a Monarchy. This can increase the amount of food and
|
|
resources generated when some terrains are irrigated and mined.
|
|
|
|
MONARCHY/COMMUNISM: A celebrating city currently ruled by either
|
|
of these governments is operated as if the government is a
|
|
Democracy instead. This increases the amount of trade generated.
|
|
|
|
REPUBLIC/DEMOCRACY: A celebrating city currently ruled by either
|
|
of these governments increases in population by one point each
|
|
turn so long as sufficient food is available. This can result in
|
|
dramatic growth of the city.
|
|
|
|
|
|
CITY RESOURCES WINDOW
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
FOOD: A population unit in your city requires two units of food
|
|
each turn. If you city is currently producing more food than
|
|
that, the surplus is shown after a break in the food line. The
|
|
excess goes into the food storage box shown elsewhere on the
|
|
city display.
|
|
|
|
RESOURCES: The shield symbol indicates the resources of raw
|
|
materials and industrial capacity of the city. Surplus capacity
|
|
is shown to the right of a break in the industry line and is
|
|
available to be used to build new units or city improvements.
|
|
Diplomats and Caravans don't require maintenance.
|
|
|
|
TRADE: Trade is produced by Roads through Plains and Grasslands,
|
|
by Rivers, by Oceans/Lakes, by squares containing Gold Mines or
|
|
Gems, and by Caravans trade routes.
|
|
|
|
LUXURIES: These are shown as diamonds. For every two diamonds of
|
|
luxuries produced, one content citizen becomes happy. The amount
|
|
of luxuries may be increased quickly by creating Entertainers.
|
|
|
|
TAX REVENUES: These are shown as gold coins and are used to pay
|
|
maintenance costs for city improvements.
|
|
|
|
SCIENCE: The knowledge that results from science research is
|
|
shown as light bulbs.
|
|
|
|
CORRUPTION: Depending on your type of government and the city's
|
|
distance from your palace, some trade may be lost as corruption.
|
|
|
|
|
|
SPECIALISTS
|
|
~~~~~~~~~~~
|
|
ENTERTAINERS: People removed from the work force immediately
|
|
become Entertainers. Each Entertainer is the equivalent of two
|
|
additional trade symbols added to that part of the city's trade
|
|
brought in as luxuries. Creating Entertainers has the result of
|
|
creating more luxuries and making more people happy.
|
|
|
|
TAXMEN: You can change an Entertainer to a Taxman. Click on the
|
|
Entertainer to convert him. Taxmen increase tax revenue.
|
|
|
|
SCIENTISTS: You can change a Taxman into a Scientist. Click on
|
|
the Taxman to convert him. The Scientist is a researcher who
|
|
increases the amount of knowledge your city is producing.
|
|
|
|
|
|
PRODUCTION BOX
|
|
~~~~~~~~~~~~~~
|
|
CHANGE PRODUCTION: Use the change button to open the menu of
|
|
items that you can produce. (All of you have probably figured
|
|
this out!)
|
|
|
|
RUSH JOBS: If you have the cash buy the item instead of waiting
|
|
for it! The cost is $2 per missing resource shield. You may want
|
|
to consult your City Status advisor for remaining resource cost
|
|
on big purchases.
|
|
|
|
SABOTAGE: Enemy diplomats may slip into your cities and destroy
|
|
items partially completed. All resources currently invested in
|
|
an item are destroyed and production starts over. Your only
|
|
protection from this is to destroy enemy diplomats before they
|
|
can enter.
|
|
|
|
DISASTER: Pirate raids also destroy the partially completed
|
|
item in the production box. The only defense against them is
|
|
building the Barracks improvement.
|
|
|
|
|
|
IMPROVEMENTS ROSTER
|
|
~~~~~~~~~~~~~~~~~~~
|
|
This part of the city display is in the upper right hand corner.
|
|
The only thing you need to know here is that the buttons to the right of
|
|
the improvements are their sell buttons. If you want to sell an
|
|
improvement click on the corresponding button.
|
|
|
|
|
|
INFORMATION WINDOW
|
|
~~~~~~~~~~~~~~~~~~
|
|
Within this window various types of information can be reviewed
|
|
or accessed. Here you can quickly see what military units are defending
|
|
the city, what trade routes the city has established, whether the city
|
|
is causing pollution, a small version of the world map, or a bird's-eye
|
|
view of the city.
|
|
|
|
Across the top of the window are several buttons: Info, Happy,
|
|
View, Map. Using these buttons you can call up the information you wish
|
|
to see.
|
|
|
|
MAP: Pressing this button calls up a small version of the world
|
|
map. The city you are in is marked for reference. Also marked on
|
|
the map are the location of any cities which you have
|
|
established trade routes and the location of units that make
|
|
this their home city. The map may be useful for planning
|
|
additional trade routes, assessing the danger of enemies,
|
|
locating units you wish to disband, or deciding a sailing
|
|
direction for newly launched ships.
|
|
|
|
VIEW: This button opens the bird's-eye view of the city that is
|
|
seen when a new improvement or Wonder is built. As time passes,
|
|
note that the architecture of the various dwellings improves.
|
|
|
|
INFO: This button calls up the most useful info. When you first
|
|
open any city display, this button is automatically on. Just
|
|
below the row of buttons are shown the icons for all units
|
|
currently in the city. Fortified units have a border around them
|
|
and units on sentry duty are shown as faded icons. Fortified
|
|
units or those on sentry duty may only be activated from this
|
|
window. When you return to the map display, these units can now
|
|
be given orders. At the bottom of the window is a list of any
|
|
trade routes the city has established. Each trade route is noted
|
|
by the name of the city with which you are trading and the
|
|
amount of trade generated. This trade is automatically included
|
|
in the trade your city is generating, shown in the city
|
|
resources window of the display. As your civilization moves into
|
|
the Industrial Age, pollution may become a problem. In the
|
|
middle of this window, pollution indicators appear when the
|
|
city's industry get sufficiently large. The indicators are
|
|
smokestack icons. The presence of several smokestacks is a cue
|
|
that you need to reduce pollution or be prepared to clean it up.
|
|
The alternative is eventual environmental disaster. There can be
|
|
up to one hundred smokestacks present indicating a 100%
|
|
probability of pollution each turn.
|
|
|
|
HAPPY: This button opens the Population Happiness Chart, which
|
|
shows what factors are affecting the happiness of the city's
|
|
population. All people in a city beyond a certain number are
|
|
unhappy before any modifying influences are taken into account.
|
|
At the Emperor level of difficulty, only the first two PEOPLE
|
|
are content; at King level, the first three; and so on down to
|
|
Chieftain level, where the first six people are content. When
|
|
the city's population increases beyond these minimums, the new
|
|
people are unhappy unless their condition is improved by a
|
|
culture and a standard of living that provides luxuries,
|
|
religion, and entertainment; they are coerced into contentment
|
|
by martial law; or the presence of Wonders of the World lifts
|
|
their pride and spirits. The top row of the chart shows the
|
|
happiness of the population before taking into account any of
|
|
the factors that improve happiness. The second row shows the
|
|
effects of the luxuries that are provided to the city, if any.
|
|
Two units of luxuries make on content person happy or one
|
|
unhappy person content. A contented person is made happy before
|
|
another unhappy person is made content. The third row shows the
|
|
effects of Temples, Cathedrals, and Colosseums. These
|
|
improvements have the effect of making unhappy people content.
|
|
The fourth row shows the effects or martial law and military
|
|
service. Under all governments except the Republic and
|
|
Democracy, each military unit in a city coerces one unhappy
|
|
person into contentment. Any units imposing martial law are
|
|
shown is this row. Under the Republic or Democracy, martial law
|
|
does not work. Instead, each military not in its home city make
|
|
one person unhappy. This is shown by "SAD FACE" symbols in this
|
|
row and under the units in the home city roster. The fifth row
|
|
shows the effects of any Wonders of the World, either in this
|
|
city or elsewhere, that are influencing the population's
|
|
happiness. Specialists are content people, and are taken from
|
|
the ranks of the content or happy population when created. The
|
|
effect of the increased luxuries created by Entertainers is
|
|
shown in row two. The bottom row of the chart shows the
|
|
cumulative effect of all factors on the happiness of the
|
|
population roster at the top of the display. Examining this
|
|
chart is useful for understanding what is affecting the
|
|
happiness of the city and perhaps indicating what else could be
|
|
done if the city is out of balance. You may see where creating
|
|
Entertainers, disbanding out of town units, bringing in more
|
|
units, or building a new improvement can bring the city back
|
|
into order.
|
|
|
|
|
|
CITY IMPROVEMENTS
|
|
~~~~~~~~~~~~~~~~~
|
|
When beginning a new civilization, you normally may only build
|
|
one type of improvement, the Barracks. As your civilization acquires new
|
|
technologies, more improvements become possible. Each city may only
|
|
build one of each improvement. The improvements that your city possesses
|
|
are listed in the improvements roster on the city display. Once built,
|
|
improvements may be destroyed by sabotage, disaster, and capture, and may
|
|
even be sold for cash.
|
|
|
|
SABOTAGE: Diplomats may enter a city and attempt industrial
|
|
sabotage. This may result in the destruction of an existing
|
|
improvement. The only defense against this type of attack is
|
|
destroying the Diplomat before it can enter a city.
|
|
|
|
DISASTER: Volcanos, Pirate Raids, Floods, Fires, and Earthquakes
|
|
may destroy improvements in a city. There is no defense against
|
|
Earthquakes, but Aqueducts prevent Fires, Temples prevent
|
|
Volcanos, City Walls prevent Floods, and Barracks prevent Pirate
|
|
Raids.
|
|
|
|
CAPTURE: Some, all, or none of a city's improvements may be
|
|
destroyed when it is captured by another civilization.
|
|
|
|
SELLING IMPROVEMENTS: You may sell an existing improvement to
|
|
raise cash by pressing the sell button next to its name in the
|
|
improvements roster of the city display.
|
|
|
|
AQUEDUCT: Cities without an Aqueduct may not grow beyond a size
|
|
of 10 population points. In addition, Aqueducts prevent the
|
|
disasters of Fire and Plague. Aqueducts require the advance of
|
|
Construction, cost 120 resources to build, and cost $2 per turn
|
|
to maintain.
|
|
|
|
BANK: Banks increase the luxuries and taxes generated by a city
|
|
by 50%. Banks cost 120 resources to build and $3 per turn to
|
|
maintain.
|
|
|
|
BARRACKS: New units built in this city are already veterans,
|
|
increasing their attack and defense factors by 50%. Barracks
|
|
prevent the disaster of pirates. They disappear when you acquire
|
|
the advances of Gunpowder and Combustion. SECOND generation
|
|
Barracks cost $1 per turn and third generation Barracks cost $2
|
|
to maintain per turn.
|
|
|
|
CATHEDRAL: A Cathedral makes four unhappy people content and is
|
|
very useful for keeping a large city out of civil disorder. It
|
|
costs 160 resources to build, and takes $3 to maintain per turn.
|
|
|
|
CITY WALLS: City walls triple the strength of a defending unit,
|
|
except when attacked by a Bomber or Artillery unit. This
|
|
tripling occurs after considering the effect of terrain and
|
|
veteran status. Cities defended by City Walls do not suffer
|
|
population losses when a defending unit it destroyed. Walls also
|
|
prevent the disaster of Flood. They cost 120 resources and
|
|
requires $2 per turn to maintain.
|
|
|
|
COLOSSEUM: Its presence makes 3 unhappy people content. It costs
|
|
100 resources to build, and requires $4 per turn to maintain.
|
|
|
|
COURTHOUSE: This improvement reduces corruption in a city by
|
|
50%. It costs 80 resources and needs $1 per turn to maintain.
|
|
|
|
FACTORY: A Factory increases the amount of resources generated
|
|
by a city by 50%. They become obsolete and stop working if a
|
|
Manufacturing Plant is built in the same city. It costs 200
|
|
resources to build and requires $4 per turn to maintain. The
|
|
effect of a Factory may be increased by the presence of a Hydro
|
|
Plant, a Nuclear Plant, or a Power Plant. It may also be
|
|
increased by the Hoover Dam, a modern Wonder of the World.
|
|
|
|
GRANARY: Cities possessing a Granary use up only 50% of their
|
|
stored food to create new population. The storage box only half
|
|
empties. In addition, the Granary prevents a Famine disaster
|
|
from destroying population. The Granary requires 60 resources to
|
|
build and $1 per turn to maintain.
|
|
|
|
HYDRO PLANT: The production bonus for a Factory or Manufacturing
|
|
Plant is doubled of the city has a Hydro Plant. In addition, a
|
|
Hydro Plant reduces the probability of pollution. A Hydro Plant
|
|
may only be built by a city on or near a River, Hills, or
|
|
Mountains. It costs 240 resources and requires $4 per turn to
|
|
maintain.
|
|
|
|
LIBRARY: A Library increases the knowledge production of a city
|
|
by 50%. It costs 80 resources to build, and costs $1 per turn to
|
|
maintain. The effect of all Libraries in your cities is
|
|
increased if you possess Isaac Newton's College, a medieval
|
|
Wonder of the World.
|
|
|
|
MANUFACTURING PLANT: This improvement increases the resources
|
|
generated by a city by 100%. It costs 320 resources to build,
|
|
and costs $6 per turn to maintain. Its presence makes and
|
|
already existing Factory obsolete and the Factory ceases to
|
|
work. The effect of a Manufacturing Plant may be increased by
|
|
the presence of the Hydro Plant, the Nuclear Plant, the Power
|
|
Plant, or the Hoover Dam.
|
|
|
|
MARKETPLACE: A marketplace increases tax revenue and luxuries by
|
|
50%. The Marketplace costs 80 resources to build, and costs $1
|
|
per turn to maintain.
|
|
|
|
MASS TRANSIT: In cities with Mass Transit, the population has no
|
|
effect on pollution. It costs 160 resources to build, and costs
|
|
$2 per turn to maintain.
|
|
|
|
NUCLEAR PLANT: Like other types of power plants, the Nuclear
|
|
Plant increases the production of a Factory or Manufacturing
|
|
Plant by another %50. A Nuclear Plant also reduces the
|
|
day-to-day probability of pollution. However, a Nuclear Plant in
|
|
a city suffering civil disorder risks a nuclear meltdown. The
|
|
Nuclear Plant costs 160 resources to build, and costs $2 per
|
|
turn to maintain.
|
|
|
|
PALACE: This is the administrative and governmental center of
|
|
your civilization. The farther any city is from the city
|
|
containing the Palace, the more corruption is likely. You may
|
|
build a new Palace in another city, but this causes the
|
|
retirement of the first Palace and relocation of the government.
|
|
If your Palace is destroyed, a new one may be built in any
|
|
existing city. The Palace requires 200 resources to build and
|
|
costs nothing to maintain.
|
|
|
|
POWER PLANT: The source of industrial power increases the
|
|
resources generated by Factories and Manufacturing Plants by an
|
|
additional 50%. However, it increases the probability of
|
|
pollution significantly. The Power Plant costs 160 resources,
|
|
and needs $4 per turn to maintain.
|
|
|
|
RECYCLING CENTER: The recycling center reduces the probability
|
|
of pollution by 2/3. It costs 200 resources to build and costs
|
|
$2 to maintain.
|
|
|
|
SDI DEFENSE: The SDI (Strategic Defense Initiative) Defense
|
|
protects the city from Nuclear units. Attacks by these weapons
|
|
have no effect. This improvement costs 200 resources and needs
|
|
$4 to maintain per turn.
|
|
|
|
TEMPLE: The Temple's presence makes one unhappy citizens
|
|
content. With the additional advance of Mysticism, another
|
|
person is made content by a Temple, for a total of two. A Temple
|
|
presents the Volcano disaster. Temples cost 40 resources to
|
|
build and need $1 to maintain per turn. The effect of a Temple
|
|
may be doubled if your civilization possesses the Oracle, an
|
|
ancient Wonder of the World.
|
|
|
|
UNIVERSITY: The presence of a University increases the knowledge
|
|
generated by a city by 50%. A University bonus is added to the
|
|
bonus from an existing Library. Together they double the
|
|
knowledge generated. Universities cost 160 resources to build
|
|
and $3 to maintain. The effect of all Universities in your
|
|
cities is increased if you possess Isaac Newton's College, a
|
|
medieval Wonder of the World.
|
|
|
|
|
|
WONDERS OF THE WORLD
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
As your civilization progresses through the years, certain
|
|
advances make possible the building of Wonders of the World. There are
|
|
21 Wonders, 7 each for the three great epochs of civilization.
|
|
Antiquity, the Middle Ages, and the Industrial Age. These Wonders are
|
|
the extraordinary monuments of a civilization, bringing everlasting
|
|
glory and other benefits to their owners.
|
|
|
|
A Wonder is a dramatic, awe-inspiring accomplishment. It is
|
|
typically a great achievement of engineering, science, or the arts,
|
|
representing a milepost in the history of humankind. Each Wonder is
|
|
unique, existing only in the city where it is constructed.
|
|
|
|
In addition to the glory attached to owning a Wonder, each one
|
|
has a specific, unique benefit. The people of your civilization are able
|
|
to perform amazing feats, inspired by their pride in the possession of
|
|
Wonders.
|
|
|
|
The benefits of some Wonders apply only to the civilization that
|
|
possesses them. If a Wonder you build is lost when one of your cities is
|
|
captured, the powers of the Wonder then apply to the conquering
|
|
civilization. The same holds true if you capture a Wonder.
|
|
|
|
However, the benefits of the ancient Wonders and most of the
|
|
Wonders of the Middle Ages may not stand for all time. Objects and
|
|
accomplishments that awed the ancients may not similarly inspire the
|
|
people of the Industrial Age. The achievement of later advances may end
|
|
the benefits of older Wonders, regardless of whether your civilization
|
|
or another makes the cancelling advance.
|
|
|
|
|
|
CONSTRUCTION
|
|
~~~~~~~~~~~~
|
|
Each Wonder may be built once your civilization achieves a
|
|
specific technology. For example, when your civilization acquires Map
|
|
Making, you may begin construction of the Lighthouse.
|
|
|
|
You may only build a Wonder is it does not already exist
|
|
somewhere else in the world. If it exists in another city, it does not
|
|
appear as an option in your production menus. If you are building a
|
|
Wonder in one of your cities and the same Wonder is completed elsewhere
|
|
before you finish, you cannot complete your construction. You must
|
|
convert your construction to something else.
|
|
|
|
Wonders are not destroyed when an enemy occupies their city.
|
|
However, if a city possessing a Wonder is destroyed, than that Wonder is
|
|
lost forever and cannot be rebuilt.
|
|
|
|
Wonders are built in the same manner as any other city
|
|
improvement with one exception. You may move a Caravan into the city of
|
|
construction and accept the option "help build Wonder." All of the
|
|
resources that went into the Caravan are added to the construction of
|
|
the Wonder.
|
|
|
|
Wonders may be built in any city and more than one may be built
|
|
in the same city.
|
|
|
|
|
|
EFFECTS
|
|
~~~~~~~
|
|
Each Wonder has a specific and general benefits. General
|
|
benefits are the glory that accrues to your civilization for possessing
|
|
the Wonder, even after new technology makes it obsolete. Each Wonder
|
|
that your civilization possesses adds to your civilization score. The
|
|
presence of Wonders are significant when the top 5 cities in the world
|
|
are measured. The presence of Wonders also influences the historians,
|
|
such as Gibbon, who periodically rate the world's civilizations.
|
|
Finally, Wonders also influence the decision of the people to improve
|
|
your palace.
|
|
|
|
|
|
ANTIQUITY
|
|
~~~~~~~~~
|
|
COLOSSUS: The Colossus is a great bronze statue bestriding the
|
|
gates or harbor mouth of the city. This amazing statue draws
|
|
tourists from around the world, greatly increasing the trade of
|
|
the area. Trade is +1 in every city map square that is already
|
|
generating some trade. The effect on tourism stops working after
|
|
development of Electricity and the trade benefit is thereafter
|
|
lost. The Colossus requires the advance of Bronze Working and
|
|
takes 200 resources to build.
|
|
|
|
GREAT LIBRARY: Begun as a hobby by a local ruler, the Great
|
|
Library is an obsession for the city. Its agents scour the world
|
|
for books and manuscripts, making the Great Library the largest
|
|
known repository in existence. The Great Library gives you any
|
|
technology that two other civilizations have acquired. However,
|
|
it stops working after development of the University. It
|
|
requires the advance of Literacy and takes 300 resources to
|
|
build.
|
|
|
|
GREAT WALL: The Great Wall was built not so much to keep
|
|
invaders out, but to retard their escape with any loot. The
|
|
effect is to deter the aggressiveness of neighbors. When you
|
|
possess the Great Wall, other civilizations always offer peace
|
|
during negotiations. However, the effect of the Great Wall
|
|
ceases after development of Gunpowder. It requires the Masonry
|
|
advance and takes 300 resources to build.
|
|
|
|
HANGING GARDENS: The magnificent Hanging Gardens are a great
|
|
marriage of engineering and beauty. Architecturally brilliant
|
|
layered tiers of gardens and ingeniously supplied with water.
|
|
Any visitor is overwhelmed by the grace of this man-made garden
|
|
of paradise. Possessing this beautiful monument brings great
|
|
pleasure to the people of your civilization and results in a +1
|
|
happy citizen in each of your cities. This magical effect of the
|
|
Hanging Gardens expires with the development of Invention
|
|
because, thereafter, the gadgetry of the garden design becomes
|
|
cheaply available to everyone. Knowledge of the Hanging Gardens
|
|
is acquired with the advance of Pottery, and the Wonder takes
|
|
300 resources to build.
|
|
|
|
LIGHTHOUSE: The construction of this immense Lighthouse not only
|
|
creates the greatest navigational aid of antiquity, but triggers
|
|
a birth of seafaring skills and traditions. The result is great
|
|
achievements by your ships and captains. Possession of the
|
|
Lighthouse increases sea movement rates by 1 SQUARE for all of
|
|
your ships. However, the effect of the Lighthouse ceases working
|
|
after development of Magnetism, a new navigational aid that puts
|
|
competent sailing within the grasp of anyone. The Lighthouse
|
|
requires the advance of Map Making and it takes 200 resources to
|
|
build.
|
|
|
|
ORACLE: Building the Oracle gives the beliefs of your
|
|
civilization a unifying central dogma that increases the effect
|
|
on its people. The auguries of the Oracle are transmitted
|
|
through the local Temples, exerting significant control over
|
|
their lives. The Oracle becomes available with the advance of
|
|
Mysticism and doubles the effect of your Temples in making
|
|
unhappy people content. It stops working after the development
|
|
of Religion, which appeals to more widely to the growing
|
|
literate, intelligent citizenry. The Oracle takes 300 resources
|
|
to build.
|
|
|
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PYRAMIDS: The Pyramids are the greatest and oldest of the
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ancient Wonders. Their construction requires great government
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control of the entire nation to make possible the effort of
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their construction. A civilization that possesses the Pyramids
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may change government type without going through a period of
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Anarchy. In addition, that civilization may select any type of
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new government, not just those for which it has made the correct
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advance. The Pyramids require the advancement of Masonry and
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take 300 resources to build. However, the effects of the
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Pyramids expire after the advance of Communism is achieved.
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THE MIDDLE AGES
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~~~~~~~~~~~~~~~
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COPERNICUS'S OBSERVATORY: Working alone on cold nights in the
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tower of his cathedral, this Polish priest re-established that
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the Sun was the center of the Solar System, not the Earth. This
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|
fact had been recognized by ancient astronomers but lost is the
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|
Dark Ages, buried under superstition and religious dogma.
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Copernicus's findings were controversial but proven true, and
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|
were an important step in the rebirth of Western science.
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Building Copernicus's Observatory doubles knowledge of
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production in the city, after all adjustments for Libraries,
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|
Universities, and Scientists. However, this benefit stops
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|
working after the development of the Automobile. The advance of
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Astronomy makes the Observatory possible. It costs 300 resources
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to build.
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DARWIN'S VOYAGE: Partially from the research accomplished on his
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|
scientific voyage aboard the Beagle to the Galapagos Islands,
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|
Charles Darwin developed the theory of evolution that was
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|
published in his masterwork, The Origin of Species. Darwin's
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|
arguments, and those of his contemporary, Alfred Russell
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|
Wallace, were so convincing that they were only disputed on
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|
philosophical grounds, mainly by religious fundamentalists. The
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|
theory of organic evolution was the foundation of all following
|
|
research in biology. The civilization that builds Darwin's Voyage
|
|
immediately acquires two civilization advances. The advance of
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|
Railroads makes Darwin's Voyage possible. The Voyage costs 300
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|
resources.
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|
ISAAC NEWTON'S COLLEGE: Considered by many to be the greatest
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|
scientist of all time, Newton developed theories of universal
|
|
gravitation that explained both the motion of heavenly bodies
|
|
and the falling of bodies to Earth. He also wrote important
|
|
works on calculus, optics, the spectrum of light, fluid
|
|
mechanics, the motion of comets, and the motion tides, and built
|
|
the first reflecting telescope. For 32 years he was a professor
|
|
of mathematics at Cambridge University. Possessing Newton's
|
|
College increases the knowledge benefit of all your Libraries and
|
|
Universities. It may be built once you have acquired the Theory
|
|
of Gravity, but stops working after development of Nuclear
|
|
Fission. The College requires 400 resources to build.
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|
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|
J.S. BACH'S CATHEDRAL: Johann Sebastian Bach was one of the
|
|
great composers of the Western world. Born into a family of
|
|
distinguished musicians, he was noted as a virtuoso performer
|
|
during his life, but has become much more reversed since his
|
|
passing for the genius of his music. The majority of his
|
|
compositions were written while serving the church, and most
|
|
pieces were written for the organ and dedicated to the glory of
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|
his God. Possessing Bach's Cathedral decreases unhappy citizens
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on the same continent by 2 per city. The Cathedral may be built
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|
following the advance of Religion and costs 400 resources. The
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|
power of Bach's music does not expire.
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MAGELLAN'S EXPEDITION: Ferdinand Magellan, a Portuguese
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|
navigator, led the first expedition that circumnavigated the
|
|
globe. Sponsored by Charles I of Spain, he was searching for a
|
|
westward route to the spice islands of the Moluccas. Along the
|
|
way he discovered the straits at Cape Horn that bear his name.
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|
Unfortunately, he died in the Philippines fighting natives. Only
|
|
one of his five original ships and few of his men reached home,
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|
but the expedition proved that the Earth was round. Possessing
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|
Magellan's Expedition increases sea movement rates by 1 square
|
|
for all of your ships. The expedition becomes possible after the
|
|
advance of Navigation and never expires. It costs 400 resources
|
|
to build.
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MICHELANGELO'S CHAPEL: You may build the Chapel after achieving
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|
the advance of Religion. Possessing it increases the benefits of
|
|
Cathedrals throughout your civilization until the advance of
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|
Communism diminishes the strength of Religion. The Chapel takes
|
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300 resources to build.
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SHAKESPEARE'S THEATRE: The Theatre may be built after achieving
|
|
the advance of Medicine. Thereafter, all unhappy people in the
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|
city are content, until the advance of Electronics makes the
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|
Theatre obsolete. It costs 400 resources to build.
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INDUSTRIAL AGE
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~~~~~~~~~~~~~~
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APOLLO PROGRAM: The Apollo Program may be built after achieving
|
|
the advance of Space Flight. It allows construction of space
|
|
ships by any civilization having the technology to build parts.
|
|
The Apollo Program costs 600 resources to build.
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|
|
|
CURE FOR CANCER: After the development of the advance of Genetic
|
|
Engineering, you may work on the Cure for Cancer. Possessing the
|
|
Cure creates a +1 happy citizen in all cities of your
|
|
civilization. The Cure for Cancer costs 600 resources to build.
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|
|
|
HOOVER DAM: The Hoover Dam may be built after the advance of
|
|
Electronics is acquired. The Dam provides electric power to all
|
|
cities in the same continent, increasing the resources generated
|
|
by the city by 50%. In addition, the Dam reduces the probability
|
|
of pollution from these cities. The Hoover Dam costs 600
|
|
resources to build.
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|
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|
MANHATTAN PROJECT: Once any civilization completes the Manhattan
|
|
Project, all civilizations in the world may begin building
|
|
nuclear weapons, if they have the proper technology. The
|
|
Manhattan Project itself may be built once the advance if
|
|
Nuclear Fission has been achieved. The Project costs 600
|
|
resources to build.
|
|
|
|
SETI PROGRAM: The SETI Program may be built when your
|
|
civilization acquires the advance of Computers. Thereafter, the
|
|
knowledge generated by your cities increased by 50%, unless the
|
|
Program is destroyed or captured by a rival. The SETI Program
|
|
costs 600 resources to complete.
|
|
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|
WOMEN'S SUFFRAGE: Women's Suffrage becomes available after the
|
|
advance of Mass Production. Under a Republic or Democracy, units
|
|
away from their home city create one less unhappy citizen than
|
|
normal for a civilization that possesses Women's Suffrage. It
|
|
costs 600 resources to achieve.
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|
|
|
UNITED NATIONS: Building the United Nations is a great
|
|
achievement by a civilization. It is only available after the
|
|
advance of Communism. During negotiations with other
|
|
civilizations, they always offer to make peace with you. This
|
|
allows at least a temporary resolution to all wars you engaged
|
|
in. The United Nations costs 600 resources to build.
|
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|
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|
DISASTERS
|
|
~~~~~~~~~
|
|
Each game turn there is a chance that a disaster of some sort
|
|
may strike one of your cities. A disaster may result in loss of
|
|
pop ulation, destruction of a city improvement, or disruption of
|
|
production. Some disasters may be prevented if your civilization has
|
|
acquired certain advances of if the city has built a certain improvement.
|
|
In these cases, the disaster does not occur or has no effect.
|
|
|
|
The possible disaster are described below. For each there is an
|
|
explanation of why it occurs, the effect on your city when it strikes,
|
|
and what measures can prevent it, if any.
|
|
|
|
EARTHQUAKE: Earthquakes may strike any city that is built
|
|
adjacent to Hills terrain. There is nothing that you can build
|
|
or learn to prevent this disaster. An earthquake destroys one
|
|
city improvement.
|
|
|
|
FAMINE: Famine strikes randomly. It can be prevented by building
|
|
a Granary improvement. If it strikes a city with no Granary, all
|
|
food in the food storage box is lost and the city's population
|
|
is reduced.
|
|
|
|
FIRE: Fire can hit any city at any time. It can be prevented by
|
|
building an Aqueduct improvement. Fire destroys one city
|
|
improvement.
|
|
|
|
FLOOD: Flood can strike any city built adjacent to an River
|
|
square. It can be prevented by building a City Wall. Flood
|
|
reduces city population.
|
|
|
|
PIRACY (Yeah, our favorite topic): Pirate raids may strike any
|
|
city built adjacent to an Ocean square. Pirates can be prevented
|
|
by building a Barrack. Pirates remove all food from the food
|
|
storage box and destroy whatever is being built in the
|
|
production box. All resources spent so far in production are
|
|
lost.
|
|
|
|
PLAGUE: Plague may strike any city at any time. It can be
|
|
prevented by acquiring the advance of Medicine or by building
|
|
and Aqueduct improvement. Plague reduces the city's population.
|
|
|
|
VOLCANO: A volcano may erupt and damage any city built adjacent
|
|
to or on Mountain terrain. The effect is a volcano may be
|
|
negated by building a Temple improvement in the city. Volcanic
|
|
eruptions reduce the city's population unless negated.
|
|
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|
____________________________________________________________________
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/ /
|
|
/ T H I S F I L E W A S L E E C H E D F R O M : /
|
|
/ /
|
|
/ --*X* I C E S T A T I O N Z E B R A *X*-- /
|
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/ /
|
|
/ 5 NODES, 16.8k bps, 2 GIGABYTES ON A 50MHZ AMIGA! (206)927-5211 /
|
|
/___________________________________________________________________/
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