Games PC CIVILIZATION-CALL TO POWER II User Manual

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TABLE OF CONTENTS

 

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

iv

INSTALLING CALL TO POWER II . . . . . . . . . . . . . . . . . . . . . . . . . . .

1

Install Directions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

1

Autoplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

1

DirectX 7A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

2

GOALS OF THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

3

SETTING UP A CALL TO POWER II GAME . . . . . . . . . . . . . . . . . . . .

4

Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

4

New Game Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

4

Multiplayer Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

7

THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

8

What are turns? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

8

Why Is Most Of The Screen Black? . . . . . . . . . . . . . . . . . .

8

Moving And Exploring . . . . . . . . . . . . . . . . . . . . . . . . . . . .

8

Building Your First City . . . . . . . . . . . . . . . . . . . . . . . . . . .

9

City Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

9

Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

10

Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

10

More Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

11

Choosing The Right Unit . . . . . . . . . . . . . . . . . . . . . . . . . .

11

Choosing The Right Building . . . . . . . . . . . . . . . . . . . . . . .

11

Goods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

12

Seeing Enemy Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

12

Global Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

12

Quick Interface Overview . . . . . . . . . . . . . . . . . . . . . . . . .

13

CALL TO POWER II OBJECTIVES . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

Conquest Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

High Score Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

Diplomatic Victory ~ World Peace . . . . . . . . . . . . . . . . . . .

16

Science Victory ~ Gaia Controller . . . . . . . . . . . . . . . . . . .

16

EMPIRE CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

17

Cities and Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

17

Food, Production & Commerce – The Basic Resources . .

17

Empire Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

18

Happiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

19

Public Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

21

TILE IMPROVEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

Terraforming Tiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

CONTENTS

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CONTENTS

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WONDERS AND FEATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Wonders Of The World . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Feats Of Wonder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

CITY CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Creating Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

How Cities Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

The Build Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Mayors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

The City Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

The City Manager Screen . . . . . . . . . . . . . . . . . . . . . . . . . . 33

City Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Undersea Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Disbanding Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

ADVANCED CITY CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

National Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

POLLUTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Causes of Pollution in Cities . . . . . . . . . . . . . . . . . . . . . . . 39

Local Pollution and Dead Tiles . . . . . . . . . . . . . . . . . . . . . 39

Causes of Global Pollution . . . . . . . . . . . . . . . . . . . . . . . . . 40

Pollution Indicators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Solutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

UNIT CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

What Do Units Look Like? . . . . . . . . . . . . . . . . . . . . . . . . . 42

How Do I Build Units? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

Unit Combat Characteristics . . . . . . . . . . . . . . . . . . . . . . . 43

When Units Become Obsolete . . . . . . . . . . . . . . . . . . . . . . 43

Special Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

Veterans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Unit Movement Characteristics . . . . . . . . . . . . . . . . . . . . 45

Military Support Costs and Military Readiness . . . . . . . . 46

Unit Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Armies and Army Manager . . . . . . . . . . . . . . . . . . . . . . . . 50

Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

GOVERNMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

Effects of Government . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Why Change Governments? . . . . . . . . . . . . . . . . . . . . . . . 52 How Do I Change My Government? . . . . . . . . . . . . . . . . . 52 Government Types in Call To Power II . . . . . . . . . . . . . . . 53 Governments and Special Units . . . . . . . . . . . . . . . . . . . . 54

CONTENTS

DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

Making Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

Regard and Trust – The Keys To Diplomacy . . . . . . . . . . . 55

The Diplomacy Manager . . . . . . . . . . . . . . . . . . . . . . . . . . 56

Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

Sending Diplomatic Messages . . . . . . . . . . . . . . . . . . . . . . 57

Declaring War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Diplomats and Empathic Diplomats . . . . . . . . . . . . . . . . . 61

Other Factors that Affect Diplomacy . . . . . . . . . . . . . . . . . 62

SCIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Why Science? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

What are Advances? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Choosing Advances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Acquiring Advances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65

Science Manager Screen . . . . . . . . . . . . . . . . . . . . . . . . . . 66

The Technology Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

The Great Library – Your Gateway To Knowledge . . . . . . . 69

TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

Goods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

The Trade Advance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

Caravans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

Trade Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

KEYBOARD CHART . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83

CUSTOMER SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

SOFTWARE LICENSE AGREEMENT . . . . . . . . . . . . . . . . . . . . . . . . . 90

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CONTENTS

INTRODUCTION

Call to Power II is an epic game of strategy and empire building. Nurture a fledgling nation into the most powerful empire in history. How you weigh your desires to explore the world, discover advances, conquer other nations, and maintain peace will mean the difference between victory and defeat.

Leading an entire nation of people is a Herculean task, and success is not guaranteed. Compelled by duty to your people, you will need to build cities, establish populations, and manage their needs. You will have to master the forces of nature and use land to your advantage without upsetting the delicate balance of the ecology. You must fend off barbarian invasions and engage other nations of all stripes in various arenas—on the battlefield and at the negotiations table. And, perhaps most important, you will shepherd your people through the cultural and scientific advances that will enable your progress through time.

You will have a vast array of resources available. How you allocate these resources will dramatically affect your empire's viability and prosperity. You may choose to sacrifice scientific advancement in favor of a strong military. You may concentrate on building a few large cities and minimize your expansion. You may set out to explore the world, only to find out that a sudden invasion of your homeland forces you to protect your people. Above all, you must manage your objectives thoughtfully and temper your personal desires by accommodating the needs of your ever-changing empire.

A variety of factors internal and external to your empire will affect your success as a leader. Such things as your proximity to rival empires, access to natural resources and goods, the defensibility of the terrain you control, and your access to navigable waterways will influence your choices.

The paths to victory in Call to Power II are many. You can conquer the world by destroying your enemies, or forge an alliance with every nation to achieve world peace. You can also win through technological supremacy by being the first to develop the magnificent Gaia Controller.

In Call to Power II, your destiny is intertwined with the destinies of the people you rule. Lead them to victory, and you will be immortalized in the annals of history. Lead them astray and your name may be forever enshrouded in the fog of time. The choice is yours.

INSTALLING CALL TO POWER II

INSTALL DIRECTIONS

To install Call To Power II, insert the game CD into your CD-ROM drive.

If AutoPlay is enabled, the installer splash screen should appear.

When the installer splash screen appears, click on the Install button.

For Electronic Registration and online help, click the More button.

Uninstall Call To Power II Shortcut – If you wish to remove Call To Power II from your hard drive, you should always use this shortcut from the Start Menu. This option will remove all game files except your saved games and personal settings.

Note: You can return to the splash screen any time without affecting your installed game.

AUTOPLAY

If the Call To Power II splash screen does not appear, try performing the following steps:

1.Double-click on the My Computer icon on your desktop, or right-click on the icon and choose the Open option.

2.Select the Refresh option located in the View pull-down menu.

3.Double-click on the Call To Power II CD icon in the window or right-click on the icon and choose the AutoPlay option.

4.After the Call To Power II title screen appears, click on the Install button.

If the AutoPlay feature does not function, please check the following:

1.Make sure the CD is clean and properly placed in the CD-ROM drive.

2.Your CD-ROM driver may not be optimized for use with

Windows 95/98/ME/2000. To verify this, perform the following steps:

a.Open the Windows 95/98/ME/2000 Control Panel folder and double-click on the System icon.

b.Click on the Performance tab. If any of your hardware drivers are not fully optimized for use with Windows 95/98/ME/2000, they will be listed here with an explanation of the exact problem and suggestions on how to fix it.

3.Windows 95/98/ME/2000 may not be setup to autoplay CDs. To check, perform the following steps:

a.Open the Windows 95/98/ME/2000 Control Panel folder and double-click on the System icon.

b.Click on the Device Manager tab. Click on the plus sign next to CDROM, select your CD-ROM and choose Properties.

c.Click on the Settings tab. Insert a check mark in the box to the left of the Auto Insert Notification and select OK.

INTRODUCTION

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1

GOALS OF THE GAME

DIRECTX 7A

During the Call To Power II setup, the install process will determine if Microsoft DirectX needs to be installed on your computer. If so, the Microsoft DirectX setup program will install the appropriate files on your computer. See the online Call To Power II Technical Help file for additional information.

Q.What is DirectX 7a and why do I need it?

A.Microsoft’s DirectX 7a is a set of functions which gives

Windows 95/98/ME/2000 games and other applications their power. Using these functions allows applications to perform advanced functions in networking, graphics, sound, and input beyond what’s possible on other operating systems and accounts for many of the performance gains associated with Windows 95/98/ME/2000 games.

Q.If I don’t install DirectX 7a when I install the game, can I install it later?

A.Yes. You will need to manually install it. To do so, use the following instructions:

1.Place the disc in the CD-ROM drive and exit from any autoplay screens.

2.Double-click on My Computer.

3.Right-click on your CD-ROM drive and choose Install DirectX.

4.Follow the installation process. When DirectX installation finishes, you will need to restart your computer for the new drivers to work.

Q.I already have other Windows 95/98/ME/2000 games installed on my computer. Will the Microsoft DirectX Installer change my DirectX files?

A.If you already have other Windows 95/98/ME/2000 games on your computer, chances are you already have the initial version of DirectX installed. In this case, the Microsoft installer will detect and overwrite any previous versions with DirectX 7a. At that point, you will need to restart your computer for the changes to take effect.

If, however, you already have DirectX 7a installed on your computer, the Microsoft DirectX 7a installer will detect it and not overwrite any DirectX 7a files. You may not need to restart your computer after installation in order to run Call To Power II.

SYSTEM REQUIREMENTS

GOALS OF THE GAME

In Call to Power II, a successful leader must effectively manage three primary resources, food, production, and commerce. Food affects the ability of individual city populations to survive and grow, enabling these cities to expand. Production denotes the raw materials and labor required for building units and city improvements. Commerce represents your empire’s wealth and buying power.

Each section of the map, comprising individual tiles on land or water, has a varying and indefinite supply of these three resources. However, only a limited amount of each resource may be harvested in a given turn. To win the game, you must utilize these fundamental resources, as well as your wits and opportunities, to achieve the following basic goals:

EXPLORATION: When you begin each game, most of the game map is obscured except for a small portion immediately surrounding your settlers. The black areas are parts of the map you have never visited. The gray parts are areas you have visited at one time but are no longer completely visible. You will be able to see things through the shroud, such as terrain, goods, ancient ruins, and foreign cities. If something changes on a grayed-out tile, for instance a unit occupies it or a city is captured, you will not know until you "visit" that area again. You can only see action on tiles if they are within the range of vision of your units, cities, or special, vision-enhancing tile improvements. As you begin to explore your surroundings, you will reveal new terrain, resources, and information critical to your survival and growth. Among other things, you will discover trade goods, friends and foes, roving units, and mysterious ruins.

GROWTH: An empire is comprised of individual cities which must prosper and grow if your nation is to thrive and expand. Accumulating sufficient food will enable population growth, giving you the resources to build additional cities.

BUILDING: Increasing the production capacity within your cities will enable you to build new units, improvements, and wonders of the world. They will benefit your cities and overall empire by enhancing growth, science, production, commerce, defensive, or other capacities.

CONFLICT: A powerful military can be a blunt instrument, a surgical tool, or a powerful bargaining chip. Regardless, it is an effective means of achieving your empire’s strategic objectives.Maintaining a powerful military capability requires a significant investment of your nation’s production and commercial resources. A costly arms race could tax your civilization to its limits.

SCIENCE: By allocating a certain portion of your commercial resources to scientific research, you can achieve critical discoveries and advances that will in turn provide your empire with significant advantages.

TRADE: Careful consideration should be given to what trade goods are available when choosing a location for your cities. These resources represent an important source of income within your empire, and form the basis for trade with other empires.

DIPLOMACY: Your wits and the opportunities afforded you are the key resources at your disposal when conducting diplomacy. Of course, it doesn’t hurt to speak softly and carry a big stick.

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SETTING UP A GAME

SETTING UP A CALL TO POWER II GAME

To start a game of Call to Power II, click the Call To Power II icon in the Call To

Power II folder contained in the Programs section of the Start menu.

After you view the movie, the main menu screen will appear. Select one of the following options: Single Player, Multiplayer, Credits, or Quit. At any time, you may select "Quit" from any screen to exit Call to Power II and return to Windows.

To play a single-player game (and to play the in-game tutorial), click the Single

Player Button. The next screen has the following options:

MAIN MENU

NEW GAME

This is the starting point for launching a new game.

LOAD GAME

Select a previously saved game that you want to continue. Note: Trading saved games between different versions of Call to Power II is not supported (e.g. saved

games from one foreign language version of the game will not function correctly in another language version).

OPTIONS

Allows you to customize many of the game settings, including music, sound volume, keyboard layout, and gameplay options.

NEW GAME MENU

After clicking the New Game Button, you will be given several choices regarding your game. Each choice consists of a heading and a button. Within the button, the default choice is listed. Your choices are:

EMPIRE

Under the heading Empire you will see a button that says Romans. Click the button. If you do not want to play as the Roman Empire, you have the opportunity to choose a different name for your people. You can choose from 41 ancient and modern nationalities; and you can choose the gender of your leader persona, male or female. In the game, other empires will refer to you by this name. Your choice of nationality has no bearing whatsoever on the nature of your empire. In other words, there are no advantages or disadvantages to your choice. You can also change your name from this screen as well.

LEADER NAME

Under the heading Leader Name you will see a narrow white box with the name Julius Caesar in it. This is the name you will be known by in the game. As other nations will refer to your people by your empire name, they will address you directly by this name. Your in-game

advisors will also occasionally call you by this name (although many of them opt for the customary “Sir” or “Madam.” After all, you are the one in charge). If you would like to be known as Julius Caesar, leave this box as is. If you prefer another name,

click once in the white box and type in your new name. You may select your own

4 name, a colorful pseudonym, or the name of a great leader from history. Be sure to select a name you like. As the next ruler of a powerful empire, you'll be hearing about yourself a lot!

SETTING UP A GAME

DIFFICULTY

The default skill level is Medium. If you are new to turned-based strategy games and the Call To Power universe, you are strongly encouraged to select the Beginner level. It will start the game with a tutorial. The tutorial will walk you through the elementary steps of empire building. Keep in mind, you can always turn the tutorial off and forge ahead on your own. Experienced players may wish to up the skill level of the game to adequately challenge them. Higher skill levels pit you against shrewder computer players than the lower levels.

Under the difficulty level, there is also an option to determine the threat of barbarians. Novice players should keep it at its current level of bandits. After you have selected your skill and barbarian threat levels, return to the New Game Menu by clicking Close.

NUMBER OF EMPIRES

The standard number of empires for a game is five. This includes your empire (e.g. a game of five empires would pit you against four computer opponents). You can lower the number of empires to three and up it to as many as eight. Generally, with fewer opponents, you will have less of a threat to deal with and more time and resources to put into building your empire. However, your rivals will have less to deal with, as well. Increasing or decreasing the number of empires will add subtle differences to the game and will require changes in strategy. Five empires is a good starting number, though, and novice players should leave this level unchanged.

RULES

You may choose to alter two important rules in the game. Those rules are:

BLOODLUST

The Bloodlust option determines your options for winning the game. With it on, you have only one way to win—total conquest of your enemies. With it off (as is the default), you have four ways to win Call to Power II: Conquest, High Score, World Peace, and the Science Fiction victories. Consult the Call To Power II Objectives section on page 16 for more information on the various end conditions in Call to Power II.

POLLUTION

You may choose to play the game without the threat of pollution. The default choice is On. With the Pollution option on, you will have to deal with the pollution your cities create. Pollution adds a level of realism to the game, and you are encouraged to play with it enabled. Nevertheless, you have the choice to disable pollution in the game.

SELECT SCENARIO

Call to Power II comes with three pre-designed scenarios, as well as a custom “Earth” map. Some scenarios are historically based and some are fantastical. Each scenario has a series of objectives you must complete in order to win. They are recommended for experienced players only. If you want to play a scenario, click the Select Scenario Button and choose from the list.

WORLD SHAPE

The World Shape setting determines how the edges of the map behave in the game.

The default setting is Earth World and it is recommended for beginners.

EARTH WORLD

 

 

 

The Earth World option makes the map behave like a flat map of the earth. In

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other words, the map represents a spherical world, with the east and west edges

 

of the map connecting. If you move a unit off the right edge of the map, it will

 

 

 

 

 

 

 

 

 

 

SETTING UP A GAME

appear on the left. The top and bottom edges of the map do not "wrap" around, and units moving toward them will reach a barrier.

DOUGHNUT WORLD

Unlike the Earth World, the Doughnut map connects the east/west borders and the north/south edges. Units traveling to any edge of the map will appear on the opposite edge.

MAP SIZE

The map size option allows you to change the size of the world map. The larger the map, the more territory there is, and the more physical space there exists between nations. Smaller maps will usually mean you will encounter rival nations sooner and may be fighting over land more. Your map size has a profound effect on your strategic considerations. Novice players are advised to keep the default size of Regular. The sizes to choose from are Small, Regular, Huge, and Gigantic. Considerations of territoriality, resource shortages, strategic locations, and exploration should inform your decision on map size.

PLEASE NOTE: In the interest of preserving acceptable game performance, players on lower-end hardware computers should not play on Huge or Gigantic maps.

CUSTOMIZE MAP

After you have selected the map size, you may want to customize the physical makeup of the world map. This can add new challenges to the game and make for a more enriching and rewarding experience. You can determine the following conditions for your world:

WET VS. DRY

This determines the general humidity levels of the land. Jungles and swamps comprise most of the terrain in wet worlds, whereas dry worlds tend toward desert and sand dunes.

WARM VS. COLD

The general temperature of the world will have an effect on terrain as well. Warmer worlds tend toward deserts and savanna, whereas cold worlds contain a lot of tundra, glaciers and polar mountains.

OCEAN VS. LAND

You can choose between wide, expansive, deep oceans with small pockets of land or massive expanses of terrain interspersed with seas and minor oceans.

ISLAND VS. CONTINENT

This setting determines how dense the land is. Move the slider toward Island and the world will be made up of small archipelagos. The Continent setting will ensure that whatever land is present will be connected, forming for huge continents.

UNIFORM VS. DIVERSE

This determines the variety of terrain. A uniform world will tend to have large patches of the same terrain type, whereas a diverse world will look more like a patchwork of land.

FEW GOODS VS. MANY GOODS

The amount of goods will have an effect on the economy of your game. In

6 general, less goods on a map means less of an opportunity to make money from trade. However, because the geographic availability of goods plays a role in market prices, abundant goods may equate to more trade routes that are, in turn, less profitable.

LAUNCH EDITOR

Call to Power II includes a map editor that enables you to create an entire map exactly to your specifications. With it you can lay down any combination of terrain types you wish.

LAUNCH!

Once you have made all of your choices, click the Launch Button to start Call to Power II. Consult the next chapter, The Basics, on page 8, for information on starting your empire.

MULTIPLAYER MENU

So that you can engage your friends in global domination, Call to Power II supports several modes of multiplayer games over many types of connections including Internet, TCP/IP, IPX, LAN.

 

Max. # of Players

Internet (TCP/IP)

4

TCP/IP LAN

4

IPX LAN

4

INTERNET MULTIPLAYER

Click the Multiplayer Button on the Main menu, select Internet from the connection type and click the Next Button.

After a moment, a list of servers will appear. You are free to pick any server on the list, but you should consider picking servers geographically closest to you. In addition, you might want to pick populated servers, i.e. those with other players on them. Finally, you should consider the "ping" time of the servers. Higher ping times will equate to a lower game performance. Look for servers with green dots. These green dots indicate your ping time for that server will be low.

Once you have chosen a server and pressed the Next Button, enter your player name. People online will know you by this name. You can also create an optional profile. On the profile you can give more information (if you choose) such as where you are located, what skill level you like to play at, and ways to contact you outside of the game (such as an e-mail address). Once you are done entering your name and optional profile, press the OK Button.

After a moment or two, you will be connected to the server. Once you have connected, you will find yourself in the main lobby. From here, you can join someone else’s game or create your own.

Once all the players in the game room are satisfied with the settings, press Launch to begin the game. The game will play identically to the single player game, except your opponents are human beings rather than computer players.

TCP/IP OR IPX LAN

Similar to the Internet game, except all the players will need to be on the same LAN (Local Area Network). Setup is the same, except you do not need to choose a server.

SETTING UP A GAME

7

THE BASICS

8

THE BASICS

This section is intended for those players new to the Call To Power universe, and new to the turned-based strategy game genre. It will explain what Call to Power II is, how the game works, and some basic concepts you must be familiar with in order to derive the maximum amount of enjoyment from the game.

Although the game has a tutorial on the Beginner level of the game that walks you through the basics of building an empire, this section will introduce you to some of the basics of the turned-based strategy game.

WHAT ARE TURNS?

Call to Power II plays much like a board game in many respects. In it, players take turns in which they perform actions to advance their position in the game. These actions could include moving units or building a city.

WHY IS MOST OF THE SCREEN BLACK?

You may notice that your Settler is standing on the map surrounded by black. The black area you see is called the Shroud. This represents the parts of the map that you have never seen or explored. Behind the shroud could be fertile lands ripe for new cities, wastelands that will stunt growth, possible friends, or dangerous enemies.

Your settlers will move where you tell them to go, enabling you to explore your initial surroundings. Each settler is capable of founding new cities—a very important skill. It is important to start your first cities soon so your empire doesn’t fall behind. When the game starts, the first settler is already selected. A selected unit has a green circle around it and its health bar will blink.

MOVING AND EXPLORING

Begin to explore your initial surroundings. First close the dialog boxes (after reading them carefully). Click on the first settler, holding down the left mouse button. While still holding the button, drag your mouse away from the Settler. You will see his path stretch out. Numbers along the path indicate how long it will take the unit to get to a specific place. If the line is red, it is crossing a point that the unit cannot traverse (such as over the ocean for a land unit). If the line is yellow without numbers, the territory is unknown, so it is impossible to estimate the best path. You may also notice that units will travel faster along rivers. Release the left mouse button and the settler will begin to move. Don’t go too far—remember, you want to get settled as soon as possible.

BUILDING YOUR FIRST CITY

You’ll want to begin your first city quickly. You’ll also want to start your first city in an area in which it will be able to flourish. When your settler is not moving, you’ll see that he is surrounded by nine highlighted tiles (a 3x3 square). This represents the area of influence a city founded in that spot would start with. In other words, those are the areas the city would use for farming, production, and trade. Ideally, you want an area that has some grassland (green tiles) to grow food, access to waterways for easy transportation, some hills or mountains for production, and a Trade Good (see Trade, on page 70).

Just as some places are good for city growth, there are others that are bad. You will want to avoid large desert, swamp or snowy areas. Those will not provide as many opportunities to grow and may also slow the movement of units around it.

It is doubtful that you will be able to find the perfect spot. More than likely, you will need to strike a balance. You’ll want more good tiles than bad—sooner rather than later. Move your settlers around to find a decent spot for a city.

You will not be able to build a city if your unit has already moved in that turn. A Settler will usually only be able to move one space each turn (more along rivers). At the end of a turn, hit the End Turn Button. At the beginning of the next turn, click on the Settle Button under the Unit Tab (or right click the Settler and choose Settle from the context menu). The first city built will automatically serve as your new empire’s capital.

Once the city is built you will be shown the Build Manager. This is where you tell your city what to build. A city can build Units (troops), Improvements (city structures that add to growth, happiness, income, and more), or Wonders (magnificent achievements that can only be built once per game).

To begin, build two warriors and another settler. The first warrior will defend your city from chance encounters with barbarians or other empires. You will want to have additional defenders soon, but one is a good start. The second warrior will explore the map to uncover new lands and new areas to colonize. The settler will be used to grow your empire to an additional city.

Double-click on the warrior listed under Units. You will notice that he is added to the Current Queue. Double-click on the warrior again and you will see that now two are listed in the Queue. Finally, double-click on the settler. Next to each unit name in the Queue is the number of turns it will take to produce it. Progress takes time. Press the Close Button to exit the screen and return to the map. Click the End Turn Button a few times to move time along.

Congratulations! You’ve built your first city and started your empire on a glorious path. Now more than ever, it is important that you carefully weigh your decisions. As the leader, your people depend on you.

CITY TWO

Continue to explore the map to find a good spot for another city. It is important to keep your cities close enough—but not too close. As a city grows, it will have influence over more of the surrounding tiles. If your cities are too close they will compete for the same tiles—one will win and the other will lose lose (only one city can control any given tile). It is best if your cities are far enough so that they have plenty of room to grow, and are not constrained by one another. A distance of five or six tiles between your first cities is usually a good start.

THE BASICS

9

THE BASICS

You don’t want your cities too far apart either. The large colored border that circles your city signifies your Empire’s territory. If your cities are too far apart you could end up with neutral territory between them. That could lead to other nations claiming that land, significantly dividing your empire. Not only that, widely separated cities are harder to defend from attack. Furthermore, you will only be able to build roads and other improvements on your own territory.

Once you have found a suitable location for your new city, move your settler and build it. Again, you will want to start your build queue with some units to defend, explore, and to continue the expansion of your empire.

UNITS

Once your first Warrior is built, you will see him standing in your city. Clicking on him will highlight him with a green circle (a red circle means the city is selected). For the first unit, we will want to Fortify him. A fortified unit is better at defending a city or territory. The world is a dangerous place. If trouble comes looking for you (and it will), it is best to be prepared. Press the Fortify Button under the Unit Tab. The Warrior will immediately disappear when fortified within a city. Press the End Turn Button to continue on (if you have the Auto Cycle Turns option on, your turns will end automatically until you have a new unit to move).

You will notice that a castle icon is next to your city’s name. The icon shows you that a unit is fortified within the city. If you ever want to get the unit out, select the city, and then go to the City Management screen by clicking the building icon on the Helm (the circle of buttons at the bottom-center of the screen)—or right click the city and choose City Management from the menu. You can Activate any units you want to remove from the city garrison from the Units Tab.

Press the End Turn Button again until your second Warrior is built. As you did with the Settlers, left-click the Warrior and drag a path out of your city in a promising direction. The Warrior will only be able to move one tile at a time. After you’ve completed your moves for a turn, press the End Turn button. Continue to explore to find new areas to place cities.

RESEARCH

At some point, you will see the Research screen pop up. The top box will tell you what new advance your people have learned. Each advance may allow your people to build new units, buildings, or wonders, and may lead to other advances. For more information on any advance (or anything else within Call to Power II), take a look in the Great Library.

The box on the left will tell you what advances your people could start on next. Choose wisely! The box on the right will briefly describe what the selected advance could get you. Click on any underlined word to hyperlink to the Great Library for more details.

Once you have decided which advance to research, press the OK

Button to continue.

THE BASICS

MORE CITIES

Once your Settler is built by your capital, move him to a good spot to further expand your empire. The more cities you have, the stronger you will be. Balance the need to create additional Settlers to expand your empire, with the importance of building units and improvements within each city for their individual defense, growth and general well being.

The completion of the Settler unit in your first city will leave that city’s build queue empty. Hit the City Manager Button on the Helm. If the city you want is not selected, toggle to it using the arrows on either side of the City Selector at the top left of the City Manager screen (or click the city name and select the city you want from the pull down menu). Click on the Build Button once you have selected the correct city.

As your scientists discover new Advances, new things to build will become available. Look over the options of Units, Buildings and Wonders and decide what is best for the city you selected.

CHOOSING THE RIGHT UNIT

Throughout the game, there will be many units available. Each has various attributes that enable them to specialize in a wide variety of tasks. Some are best for attacking enemies, while others are good for defending. Some are well suited for exploration while others are not. Some are special units which conduct special attacks (for example, the Slaver who enslaves). The Settler is a unique unit in that his sole purpose is to construct cities, the cornerstone of your empire.

Some units can move farther than other units in a given turn. The distance a unit can move is measured in movement points. The higher the movement points, the farther a unit can move when all other things are the same. Units will be able to move faster than usual over rivers and roads and slower over hills and tundra. Units on foot will be able to cross any land terrain, while vehicles and units on horseback won’t be able to cross over mountains without roads.

Decide what your goals are and then build the units best suited to them. For more information examine the Great Library or Unit Concepts, on

page 42—or try your own combinations to see what works best for you.

CHOOSING THE RIGHT BUILDING

To succeed in Call to Power II, you need food to feed your people, you need to maximize your production, you need to earn gold, and you will need to keep your people happy. Choosing the right

buildings for your cities will have a direct impact on these requirements. Each improvement affects how your city will utilize these resources. When you select a building from your list of buildable items, the box on the top right will briefly describe its effect. For more information about the city improvements, examine the Great Library or City Concepts: Building Improvements on page 31.

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11

THE BASICS

12

GOODS

You may notice objects representing natural resources or animals on the map like diamonds, bears, elephants, grapes, or alligators. These objects are called Goods. Goods form the basis of the Trade system in the game and are the best source of Gold for your empire. Hopefully you’ve built one of your cities next to a Good. If not, consider locating your next city near a Good. Once the Trade Advance is discovered, you will be able to build Caravans to sell these goods between cities inside and outside of your empire.

Your units are always on the lookout. Any tile that they can see is colorful and bright. Some tiles are completely black—this means your units have never seen them at all. Other tiles are covered in a gray fog —this is called the Fog of War. If you see the Fog of War, you know that none of your units can currently see the tile, but you have explored that area at some time in the past. This area will not update to reflect information such as new units, cities, or tile improvements that have entered the area since you last visited. The information will be updated when one of your units revisits the area.

GLOBAL SETTINGS

Now that you have two cities, it is important to understand that in Call to Power II there are sets of rules that affect your entire empire such as Rations, Workday, Wages, Government, and others. These are all important to the difficult challenge of maintaining your people’s productivity while sustaining happiness.

Click on the Empire Manager Button on the Helm. The Empire Manager screen is where you go to change your global settings. Notice that there are three sliders that say Rations, Workday, and Wages. The three main things that impact your people’s happiness are how much they work (workday), how much they eat (rations), and how much they are paid (wages). The more they eat and earn and the less they work, the happier they will be.

When you start the game, the sliders are set to the appropriate settings for your current government. If you move the sliders to make your people work harder, eat or earn less, they will become less happy. Sometimes the cost in Happiness is worth increases to Production, Commerce, and Growth of your empire. You can balance this with the other sliders.

In the top center of the menu is a Happiness status bar (this is also on the top right of the main screen). It displays the average happiness of your empire. If the bar turns yellow or red, you may have a problem as this indicates happiness has fallen below the minimum threshold. Angry citizens will riot, stop producing, and eventually revolt.

In the middle column of the menu, under Workday, you will find a box for Public Works. You can use the box to change the percentage of Production that will get allocated to Public Works. Public Works are used to build Tile Improvements such as roads, farms, and mines. On the upper right-hand side of the main screen you will see a hammer icon representing Public Works. This number signifies the amount of public works available. Remember, the more Production you allocate for Public Works, the less you have to build items in your cities and to maintain your military.

In the right column of the menu, under Wages, you will find a box for Science Tax. You can use the box to adjust the percentage of gold that goes to science. The more you put toward science, the faster new Advances will be discovered but the less money

you will have left over for Rush Buying items your cities are building or Improvement upkeep.

The Government Tab is also available under Empire Manager. At the start of the game, you will only know Tyranny. Looking at the Government Tab you will see that overall, tyranny is not an excellent government type. Later in the game, you will discover other governments such as Monarchy, Republic, and Communism. Each government type provides various benefits in production, research, growth, and more. When they are available, you should change governments by selecting them on the Government screen and pressing the Enact Button. Between governments

.

QUICK INTERFACE OVERVIEW

You’ve tinkered with some of the various menus and buttons on the screen, but most of them remain a mystery. Lets take a moment to quickly examine what does what, and where to find the information you’ll need to lead your empire and master Call to Power II.

The heart of the interface is in the bottom center of the screen. The Helm has shortcuts to all the critical managers of the game. Starting with the top button and working counter-clockwise:

(1)EMPIRE MANAGER: From this screen you can change your global domestic policies such as Rations, Workday, Wages, Public Works percentage, and Science Tax. You can change your government from here as well.

(2)CITY MANAGER: Everything you need to know and adjust in an individual city can be found within this screen.

(3)NATIONAL MANAGER: This screen provides powerful summaries and tools to evaluate and work with all your cities at once.

(4)TRADE MANAGER: This screen allows you to establish Trade Routes, by assigning Caravans, to generate Gold from the sale of your various Trade Goods.

(5)GREAT LIBRARY: This is the fountain of all knowledge within Call to Power II. From here you can discover more information about any Advances, Units, Improvements, game concepts, and much, much more.

(6)SCIENCE MANAGER: This screen allows you to view what your empire is currently researching. Once you have embassies with other empires, you can compare what you know against what they know.

(7)DIPLOMACY MANAGER: Within this screen you will be able to view the other empires you have contact with, examine any intelligence about them, and engage in diplomatic negotiations.

(8)UNIT MANAGER: If you want to quickly view all the units available in your empire, this is the screen to examine. This is also where you’ll want to go to adjust your military alert status.

(9)CALENDAR: In the center of the Helm is your calendar. By default it will show you what year your game has progressed to, in game time. By clicking on it you can switch between counting years and counting the number of turns you have taken. When you end your turn, a color bar will be displayed here, indicating the progress of the other empire’s turns.

THE BASICS

 

1

 

 

2

8

3

9

7

4

6

 

5

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THE BASICS

Directly to the right of the Helm is the Control Panel. This will give you at-a-glance information, access to important functions, unit control, and more. The Control Panel is divided into five tabs:

EMPIRE TAB: From here you will be able to quickly see what your empire is researching (clicking the Advance will enable you to change it). You will also find critical information about the current status of your empire.

CITY TAB: This tab will give you information about the currently selected city. You can see what that city is building (clicking on the item will enable you to go to the Build Manager). You can Rush Buy the item being built, see your mayor’s selected priority, or toggle between all the cities of your empire.

UNIT TAB: The Unit Tab is one of the most active in Call to Power II. Using the unit toggle, you can switch between your units with available movement. It will show you a picture of the selected unit and that unit’s stats (including available movement points, attack strength, defense strength, etc.). It also provides a control panel for the selected unit with quick access to that unit’s abilities.

MSGS TAB: The Messages Tab is your ‘In-Box’ of information. All tutorial

messages are stored within the Msgs Tab for reference. Critical messages that appear on screen will be stored in this tab after you close them. In addition, each turn you will be sent non-critical messages that will only appear in this tab (they will not appear on screen without opening them). Whenever you have an unread message, the tab will be red. You may right-click on any message to delete it from the Messages Tab.

TILE TAB: From here you can select Tile Improvements to build, such as farms, roads or fishing nets. Placing Tile Improvements costs Public Works. As you discover new Advances, more Tile Improvements will become available.

Across the top of the screen from the left is the Menu Bar.

EMPIRE: Empire Manager, Trade - Open Market, Trade - Summary, Science Manager, Gaia Controller

CITIES: City - Build Manager, City Manager, National Manager

UNITS: Unit Manager, Army Manager

DIPLOMACY: Diplomacy Manager, New Proposal

STATS: Great Library, Ranking, Score, Wonders.

OPTIONS: This pull-down gives you the ability to tweak your game settings

(sound, graphics, etc.) as well as the crucial load/save functions.

THE BASICS

Also at the top of the screen are the Resource Indicators. These give you a quick view of resources available to you.

GOLD: You can spend gold to Rush Buy items you are building, to grease the wheels in diplomacy, or to raise the pay (and happiness) of your workers. This indicator shows you how much gold you have accumulated so far.

PUBLIC WORKS: Farms, roads, mines, fisheries, fortifications, and terraforming, all cost public works. This will show you the amount of public works you have available to spend.

HAPPINESS: Happy citizens are productive citizens. Unhappy citizens lead to bloody uprisings. To quickly see the overall state of your people’s, you need look no further than this indicator. Green is good, yellow is average, and red means you have an unhappy nation.

POLLUTION: As the empires of the world grow and modernize they will begin to produce pollution. If pollution gets out of control, tiles surrounding the heaviest polluters will die (no longer able to provide food or production). If pollution remains a problem for too many turns, oceans will rise as a result of global warming—possibly washing away costal cities! The Pollution indicator will show you what the state of the global environment. The indicator will fill up with red as pollution increases.

In the bottom left of the screen you will find your critical minimap. The minimap will show you your world at a glance. The white rectangle within the map indicates the area that is currently in view on the main screen. The buttons across the top will enable you to sort the map to best serve your needs:

(1) UNITS: This will turn on or off units from the minimap. With it on, your units and any enemy units within view will appear on the map.

(2) CITIES: This will turn cities on or off in the minimap. With it on, your cities and any enemy cities you are aware of will appear on the map.

(3)BORDERS: This will turn empire borders on or off in the minimap. With it on you will see the known borders for each empire on the map.

(4) FILTERED: This will sharpen or smooth the image of the minimap.

(5) TRADE: This will turn Trade Routes on or off in the minimap. With it on, known Trade Routes will trace across the map in an intricate web of Commerce.

(6)TERRAIN: This will determine how terrain is displayed on the minimap. With it on, terrain is distinguished by color on the minimap so you can separate deserts from grassland. With it off, terrain is all one color making it easy to tell manmade items from natural.

(7) MINIMAP TOGGLE: This will minimize or restore the minimap.

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OBJECTIVES

16

CALL TO POWER II OBJECTIVES

As you begin to play Call to Power II, you will be faced with many choices as to the direction of your empire. You may amass a formidable military for the purpose of vanquishing those who would stand in your path, or you may strive to get along with your neighbors and work toward a peaceful, tolerant, and just world. You may be drawn to science, and consume yourself with the pursuit of knowledge. Regardless of your path, there are four distinct ways in which you can claim victory in Call to Power II. You may set out to achieve one of these end conditions, only to change course midway through. You need not determine your goal at the inauguration of your empire. Your experiences, the unfolding of history, and a few surprises will play a role in your empire's direction.

CONQUEST VICTORY

In order to achieve the Conquest victory, you must conquer the world. No empire but yours must appear on the map. You will be required to raise an army of epic proportions, rule the seas, explore the world, and form strategic alliances. Although other nations may dislike you, they will come to fear the day your bloodthirsty soldiers land on their shores. Once you have either destroyed or taken over every enemy city on the map, you will have achieved world domination.

HIGH SCORE VICTORY

As you progress through the game, you will accumulate a score based on your performance as a leader. AD 2300 is the chronological end of the game. The player with the highest score at the end of the game wins.

DIPLOMATIC VICTORY ~ WORLD PEACE

You may not wish to destroy all of your rivals in bloody combat. You may instead long for a world without war and suffering. By engaging your neighbors in diplomacy, you can help win their regard and trust. When you forge a permanent alliance with every nation in the world, you win the World Peace Diplomatic Victory.

SCIENCE VICTORY ~ GAIA CONTROLLER

Much of scientific research is in the pursuit of ways to improve the world, end its problems, and make it more efficient. Throughout Call to Power II, you will have the opportunity to research new scientific advances, which will, in turn, provide you and your people with better ways of living through art, culture, technology and understanding. The Gaia Controller is the culmination of more than six millennia of human determination, ingenuity and perseverance in the field of science. A device that makes a limitless supply of energy available, the Gaia Controller opens the door to a true world utopia, free from want, conflict, scarcity, and strife. In order to achieve this magnificent creation, you must wind your way through the Technology Tree of scientific advances in the game. Once you research the Gaia Controller advance, you will be able to build the Solaris Project, a wonder of the world. When the Solaris Project is built, the whole world can race to build the Gaia Controller. The first nation to build all the components of the Gaia Controller wins the game.

EMPIRE CONCEPTS

Your empire is much more than people you rule. It is a living entity with unique characteristics and needs. For it to prosper you must take care of as many of these needs as possible, including: keeping your people happy, cultivating a thriving economy, and ridding your cities of crime. Because your choices will directly affect the future of your people, your leadership will define the nature and character of your empire.

As your empire expands, its needs will become increasingly complex. You will find many voices clamoring for their share of finite resources. You will have to weigh the costs and benefits of exploration, growth, expansion, and conquest. This section will allow you to get familiar with the issues you will need to manage. How you manage these things is entirely up to you.

CITIES AND UNITS

Your empire is comprised of two basic parts: cities and units.

CITIES

Cities belong to the empire, but they are individual entities with their own unique makeup, policies, advantages, and disadvantages. Created by settlers, they are home to the citizens of your empire. They also contain the buildings and wonders you construct, and any tile improvements within their areas of influence. They each have land, population, and they all contribute their resources to the empire. It is up to you, as their leader, to decide how and when to minister to their needs. For a more in-depth introduction to cities, consult the section on page 42 of this manual.

UNITS

Units are the soldiers, vehicles, and weapons of war that make up your military. There are myriad types of units, including offensive and defensive combat units, subversive and stealth units, as well as highly specialized units. Throughout the course of the game you will use units to explore the world, defend your cities, wage war, and various other things. Consult the Unit Concepts section of this manual for a complete introduction to units and their functions.

FOOD, PRODUCTION & COMMERCE — THE BASIC RESOURCES

Much of your success in cultivating an empire depends on how you manage the basic resources of food, production, and commerce. These basic resources enable your cities and empire to function.

FOOD

Food is the most essential resource in the game. Without it, you cannot sustain a population of much size. Production and commerce, the two other basic resources of the game are partially dependent on population size. Therefore, enabling your cities to produce and store copious amounts of food will be critical to your success as a leader.

PRODUCTION

The production resource represents the power of citizens to build and manufacture things. When you start building a unit, city improvement, or wonder, the production of the city determines how quickly the item is built.

EMPIRE CONCEPTS

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EMPIRE CONCEPTS

COMMERCE

Commerce represents the total market activity of your empire. Each city has some level of commerce, the fruits of which comprise your national treasury. You can use the gold in your national treasury for a variety of purposes: to Rush Buy items your cities are building, or for gifts to foreign nations to help increase their diplomatic regard for you.

EMPIRE MANAGER

In managing your empire, you must make global policy decisions that affect every city and unit under your control, as well as local and city-based decisions. The three global settings correspond directly to the three basic resources, and determine how much your people work, how much they are paid, and how much they eat. Be careful, however. Your citizens will come to expect a certain standard of living. Their expectations will be based on the form of government under which you rule. Fail to meet their expectations and they will register their dissent.

DOMESTIC POLICY—SETTING RATIONS, WORKDAY AND WAGES

From the Empire Manager screen, you can make large-scale alterations to the lives of your citizens. Under the Domestic Policy tab, you can adjust the food, production, and commerce outputs of your

empire. Remember, the changes you make here affect all cities.

At a glance, you can see how many cities you have, your empire’s population, how happy your people are, and your current form of government.

RATIONS

You can adjust how food is distributed by changing the amount of rations for each citizen. The amount of rations determines not only the quantity but also the quality of food that people eat.

Call to Power II calculates the total food production of all of your cities. The rations level determines the food requirements for your empire. This amount, along with losses from crime, is automatically deducted from the total collected. If there is a surplus, it will be stored for future use. If you set the rations below the level consumed by your people (and what is lost to crime), the balance will be extracted from the food surplus. If the surplus runs out, people will starve and your population will dwindle. The amount of food also has an impact on your population growth. If you feed your people less, your cities will grow faster. You may want to keep in mind the effect on happiness that rations has. People like to have large quantities of good food to eat. Deny them this, and your people may resent you.

WORKDAY

By adjusting how many hours people work in a day, you will affect the total production output of your empire. Shorter workdays mean a proportionally smaller amount of production available to each city. After subtracting losses from crime and the upkeep costs of all existing improvements in your cities, the balance goes to your cities.

After determining the length of your workday, you can assess a public works tax. Public works enables you to build tile improvements. However, it is extracted from

18 the total production of your empire. Therefore, a public works tax of 20% decreases the production levels of all of your cities 20% across the board, regardless of their individual production output. (See the Public Works section on page 21 for further information.)

The more production your cities have, the faster they can build units, improvements, and wonders. The speed at which your cities build will have a direct impact on your empire. Cities that can crank out units make you better prepared to explore, conquer, and defend. Cities that build improvements quickly tend to produce faster, be happier, and be more efficient. Shorter workdays make people happier. But you must weigh the needs of your cities, the demands of your military, the safety of your borders, and the need for public works to determine the workday length.

WAGES

You can set the wages for your workers under the Commerce heading in the Domestic Policy Tab of the Empire Manager screen. You can also set a science tax, which comes out of the total commerce output of your empire.

Call to Power II calculates the total commerce from all of your cities. The wages for all of your workers are automatically deducted from the total collected, as are losses from crime. If there is a surplus, it goes into your treasury as savings. If your wages level exceeds available commerce, the balance will be extracted from your treasury. If your treasury is depleted, your cities will be forced to sell off improvements until the shortfall is covered.

After determining the wages level, you can set the science tax. Science requires money to fund scientific research that leads to the discovery of new Advances. Like the public works tax, the science tax is extracted "across the board" and affects all of your cities. High wages make your people happy. But higher wages make less funds available for science, which could end up hampering your progress. You may want to consider maintaining a treasury to facilitate diplomatic gifts and, most importantly, to Rush Buy items you need in a hurry.

HAPPINESS

As the leader of a nation, you are empowered by the citizens of your nation to govern many aspects of their lives. In return, your citizens expect to have many of their needs provided for, including food, shelter, and protection from harm. By providing for them, you make your citizens happy. In Call to Power II, the overall happiness of your populace is one of the measures by which you can gauge your effectiveness as a leader.

The happiness of your nation can have a powerful bearing on your ability to rule. Several factors contribute to happiness in both positive and negative ways.

GLOBAL HAPPINESS INDICATOR

In the upper right hand corner of the screen, there is a colored indicator next to a "happy face" icon. This gives you your empire’s happiness level at a glance.

Green indicates high levels of happiness. People feel well taken care of and safe in their homes. They take pride in their great nation, and even take the time to have a celebration in your honor from time to time.

Yellow indicates contentedness. The basic needs of your citizens are met. People may have little to complain about—but they have little to celebrate as well.

Red indicates extreme unhappiness! You are failing in your duties as a provider. Perhaps people are starving, being attacked by hostile forces, being overworked, or being underpaid. If you find your empire or a city in the red, you are dangerously close to losing the city to revolution.

EMPIRE CONCEPTS

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EMPIRE CONCEPTS

Although the aggregate of your cities’ happiness ratings is shown in the Main Menu, each city has an individual happiness rating as well. Even if total happiness is high, you may have cities that are merely content, rioting, or even on the brink of revolution. It is important to manage the happiness of all of your cities.

It is critical that you know your people and their expectations. Depending on what form of government you have enacted, your people’s expectations will change. Your empire’s government type determines the effects of pollution and crime, modifies your rate of research, and limits amount of resources you can devote to research in the first place. Your government also determines the maximum size and number of cities that you can effectively rule. Citizens under different governments have different expectations for workday, rations, and wages. These factors in turn have the greatest impact on their happiness. Consult Government, on page 51, for more information.

Besides the global empire settings of rations, wages, and workday, there are several factors contributing to happiness on the city level. Such things as pollution levels, discontent associated with war, overcrowding, and crime all decrease happiness in your cities. The best way to remove the negative effects of these things is to build improvements in your cities that reduce crime, pollution, overcrowding, and war discontent.

HOW DO I KNOW IF MY CITIES ARE HAPPY?

View your cities in the City Manager screen and click the Status tab. You can find out what is affecting happiness in your cities and respond accordingly.

HAPPINESS AND POLLUTION

Every empire contributes to global pollution, which causes unhappiness in your cities and for your empire as a whole. Generating too much pollution has an impact on your own empire and others. If global pollution reaches a high enough level, flooding or other disasters may ensue. (See Pollution, on page 39, for more detail.)

Highly productive cities can pollute and even destroy their own

surrounding terrain, so you will have to watch for the signs of pollution and manage cities accordingly. Larger cities especially, with improvements and workforces devoted to production, will most often generate more pollution than less industrialized or smaller cities. Certain improvements create pollution directly, like the Airport for example. You can counter this pollution by selling these improvements, or building others that actually reduce pollution by cleansing the environment. You can view the amount of pollution created in a city, or the resulting unhappiness that comes of it, from the City Manager screen. Click the Status tab to check on a given city and review the factors contributing to or reducing its level of pollution.

HAPPINESS AND WAR

Your people are sensitive to military units leaving their cities, and the loss of life in war. Your choice of government moderates the degree to which war discontent affects your empire, however, the resulting effect is invariably unhappiness. Like pollution, you can view the effects of war discontent, along with other factors affecting a city’s happiness, under the Status tab within the City Manager screen.

By exceeding the expectations of your citizens, you will prosper. Forsake them, and 20 you may see your empire slip through your fingers as your people rise up against

you.

RIOTS AND REVOLUTION

There will be times when your people are so upset with the conditions of their lives that they take to the streets in a righteous display of civil disobedience. If your people become discontent due to the many factors that decrease happiness, they will riot. You will receive a message indicating which of your cities is rioting when this occurs. You can also tell by viewing the city on the map. The city name will be in red, and there will be a yellow icon with a raised fist, the symbol of civil disobedience.

Riots are particularly devastating to your empire. While a city is rioting, it produces nothing. Production, food, science, and commerce activity grind to a halt. Because of this, it is important to maintain high levels of happiness in your cities.

HOW DO I QUELL A RIOT?

You are encouraged to find out what the problem is in a rioting city. Take a look at the happiness indicators in the Status tab in the City Manager screen. It will tell you what is affecting happiness, positive and negative. In a certain way, you can view a riot as indicating an imbalance of negative factors versus positive factors. Therefore, to make your people happy and quell the riot, you should increase happiness. You can assign workers as entertainers. You can build improvements that increases happiness, such as shrines and basilicas, or you can build improvements that reduce pollution, overcrowding, and war discontent.

Consider building happiness improvements before you have a riot on your hands. If not, you may find yourself devoting substantial resources to extinguishing the flames of discontent—resources you could be using in expanding, conquering, researching, and exploring.

THE PRICE OF REVOLUTION

If conditions become deplorable in a city, the people will simply revolt. Cities that revolt do not merely stop working (as they do during riots), they completely break from your empire and form a new nation. You, as the leader, lose control of the city. This new empire will harbor a strong resentment toward you, so it is extremely doubtful you will be able to diplomatically negotiate the return of the city. If you wish to take back a revolting city, you must take it by force. Keep in mind, though, that the city will contain all of the units, improvements, and wonders you have built within it. Retaking a city may prove to be extremely difficult, so it is best to avoid the danger of revolution altogether by taking care of your peoples' needs.

PUBLIC WORKS

Public Works is a special pool of resources established to build Tile Improvements such as farms, roads, mines, airbases, listening posts, radar stations, and so on. Tile improvements can be built anywhere within the borders of your empire, but most of them are best placed with the radius of your individual cities. Farms are a good example, as they are best placed within a city’s radius—if they are not, you will have to wait until a city grows to encompass them before any benefit will be derived. You can learn more specifics about Tile Improvements in the Great Library.

EMPIRE CONCEPTS

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Games PC CIVILIZATION-CALL TO POWER II User Manual

EMPIRE CONCEPTS

Farms

Advanced Farms

Hydroponic Farms

Nets

Fisheries Automated

Fisheries

Trading Post

Outlet Mall

Nature Preserve

Mines

Advanced Mines

Mega Mines

TILE IMPROVEMENTS

Tile improvements are extraordinary tools to augment your empire's resource gathering operations, as well as enhance such things as vision scope, transportation, and border strength. One of the most effective ways to maximize the yield of food, production, and commerce from the terrain tiles surrounding your cities is by building tile improvements.

You add to the resources on a tile by building tile improvements. When you have discovered an Advance that enables a tile improvement, an icon will appear in the Tile Tab on the Main Control Panel.

You must use the production in your Public Works to build Tile Improvements. Each improvement has a fixed cost and time that it will take to be completed. When you have enough public works to build a tile improvement, the icon becomes active. By clicking the icon, you activate the tile improvement mode. The cursor becomes a transparent picture of the improvement, which turns green over tiles upon which you can build, and red over tiles upon which you cannot build. You will also see information about the cost, in Public Works, and the adjusted values for food, production and gold, after any bonuses the tile improvement adds to the tile. The icons are disabled in the Tile Tab when you cannot afford to build them.

To build a Tile Improvement or Installation, click on the Tile Tab on the Control Panel. Select the improvement or installation you would like to build. Then, simply click on the terrain tile where you wish to build the tile improvement. To cancel, and exit tile improvement mode, right-click anywhere on the map.

TERRAFORMING TILES

Some tile types can be transformed into other, more useful tile types. This type of tile transformation is called terraforming. When you begin the game, you can chop down forests to create grasslands, provided you have built up enough production available. Other types of terraforming come with different Advances. Each type of terrain transformation costs a certain amount of public works and takes a certain amount of time.

DEAD TILES

Later in the game, you may start seeing blackened, charred tiles. These tiles have been destroyed by pollution. (See Global Pollution Disasters in Pollution on page 40.) This means that the tile can no longer produce food, production, commerce, or goods. You can repair this damage with terraforming, but it is expensive. Because of the cost (both social and financial), it is advisable to avoid generating too much pollution.

Undersea Mines

Advanced

 

Undersea Mines

RUINS

Other empires may have passed this way long before you, and may leave behind the remnants of their lives. These will be evidenced by the mysterious, archaic structures left behind. You enter them at your own risk, however. Occasionally, mercenaries who refused to abandon their home when their own empire died out will be impressed by the accomplishments of your nation and will wish to join forces with you. Sometimes the tomes in which an Advance was chronicled will be found and deciphered. Occasionally, a city is left behind which is still habitable and intact. Knowing the lure of such lucrative prizes, barbarians may set up an ambush in some of the ruins, and will lie in wait for the greedy and curious alike. Often outnumbered, your unit will have to flee or fight.

TILE IMPROVEMENTS

Mega Undersea

Port

Mines

 

Drilling Platform

Obelisk

Roads Railroads

Maglevs

Undersea

 

Tunnels

Listening Post

Radar Station

Sonar Buoy

Air Bases

Fortifications

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23

WONDERS AND FEATS

WONDERS AND FEATS

WONDERS OF THE WORLD

Wonders of the World embody the absolute zenith of human achievement for their time. Wonders are extraordinary achievements, and give the nations that build them bonuses in accordance with the particular kind of achievement they are. For example, the Great Wall of China was a tremendous achievement of military preparedness, designed to keep foreign invaders out of China and protect against barbarian hordes. In Call to Power II, the nation that builds the Great Wall can protect against barbarian invasions. Some wonders give a bonus to units, some give a bonus to the city in which they are built, and some give a bonus to an entire empire.

There are dozens of wonders in Call to Power II. They represent major achievements in science, art, industrialization, commerce, and architecture. Every wonder is unique. In other words, once it is built, no other nation may build it. Also, if a city containing a wonder is attacked, there is a chance the wonder itself will be destroyed. If this happens, the wonder is irrevocably destroyed. All of its benefits are lost forever.

HOW WONDERS ARE BUILT

Scientific advances give you the opportunity to build wonders. Once you discover a certain advance, you can begin construction on a wonder. All wonders are built, like units and improvements, in a city's build queue. They usually take a considerable amount of time to build and their rush buy costs are substantial. However, given their extraordinary benefits to your empire, they are worth the wait and expense.

FEATS OF WONDER

Feats of wonder represent major milestones in the course of history. They impart temporary, wonder-like bonuses to the nation who achieves them. For instance, the first empire to circumnavigate the world will have an advantage over his rivals, and may enjoy a movement bonus to all of his ships for a period of time. Likewise, a nation who is the first to discover key advances may find they have an edge in combat, science, or production for several turns. Throughout the game, there are feats of wonder in scientific achievement, exploration, building construction, and military conquest.

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CITY CONCEPTS

Cities are the lifeblood of your empire. Together they contribute the resources necessary to sustain and connect your people, improve the land, build infrastructure, and promote cultural and societal growth. Without them, you cannot begin to defend your people or utilize the resources around you. But it wasn’t always so.

Humanity developed as wandering tribes of hunter-gatherers, scouring the landscape in search of food to sustain them and shelter against the elements. What prey and resources they could find was quickly depleted, and so their migrations would inevitably continue. Moving from region to region, one season to the next, they found life harsh and unforgiving. Due to the harshness of the elements, vulnerability to attack, competition from fierce predators, and the threat of becoming prey themselves, they eventually tired of a life of uncertainty and wandering.

Nomads began to discover ways to cultivate the land and raise crops. This brought on increased food supply, which lead to an increase in tribal population. As they became more dependant on their crops for food, there was a need for more permanent settlements in order to tend the plant and protect the supply. These settlements became the first cities.

CREATING CITIES

Depending on the level of difficulty you have chosen, you will begin the game with one or two settler units, each representing a nomadic tribe. You will have to guide your Settlers across the landscape in search of habitable sites. When you tire of wandering, you too must settle on the land and sow the seeds of empire. After finding a suitable place to build a city, choose the Settle option from your settler’s list of actions.

You can give the order to Settle by clicking the Settle order (city icon) under the Unit tab of the Control Panel.

You can also give orders by right-clicking on the Settler or using the keyboard shortcut B key.

If your Settler’s selection box is yellow, or if you have already moved him that turn, you will have to let him rest and wait another turn before he can settle.

When you order your Settler to settle, he will disappear and be replaced by a city. The name of your new city and a number representing your citizens will appear just above the city itself. Special icons may appear above your city later on. These will provide information about the status of your city, whether you have units garrisoned within, whether your city is rioting as a result of unhappiness, or whether an agent of another empire has affected your city.

You should start construction of a unit or improvement within your city as soon as it has been settled. An improvement is any building, structure, or object that enhances your city in some measurable way. For example, building a Granary will help your city to grow, and constructing a City Wall will help units to defend your city. Units are the mobile forces that comprise your army. You need to build some units to defend your cities and explore the territory around them. See The Build Manager, below, for more information on building things in your cities and managing build lists, or queues.

CITY CONCEPTS

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