Games PC SID MEIER S-CIVILIZATION III-GOLD EDITION User Manual

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CHAPTER 1
GAME REQUIREMENTS AND INSTALLATION 1
The ReadMe File ..................................................................1
System Requirements ..........................................................1
Setup and Installation ..........................................................2
CHAPTER 2
IN TRODUCTION 5
Five Impulses of Civilization ..............................................5
Exploration ......................................................................5
Economics ......................................................................5
Knowledge ......................................................................6
Conquest ........................................................................6
Culture ............................................................................6
The Big Picture ....................................................................7
Winning .................................................................................7
The Documentation .............................................................7
Interface Conventions ......................................................8
Info Box ...............................................................................10
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CONTENTS
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Climate ..........................................................................24
Age ................................................................................24
Temperature ..................................................................25
Barbarian ......................................................................25
Player Setup .........................................................................26
Your Civilization ..........................................................26
Your Opponents ............................................................27
Difficulty Levels ............................................................30
Game Rules ..................................................................30
Ready, Set, Go .....................................................................33
Civilization III Editor .........................................................33
CHAPTER 4
FOR
BEGINNERS
ONLY 35
Building Your First City .....................................................35
Examining the City Display ..........................................37
Early Prior ities ..............................................................39
Researching Civilization Advances ...................................40
Meanwhile, Back in the City… .........................................42
First Military Unit ........................................................42
First Civilization Advance ..............................................43
Changing Production ....................................................44
Finding a Minor Tribe ........................................................44
Population Increase ............................................................46
Garr isoning ....................................................................46
The W aiting Game ..............................................................47
Expanding the Empire .......................................................47
Improving the Ter rain ........................................................49
Changing Governments .....................................................51
Meeting Another Civilization ............................................52
Conclusion ...........................................................................53
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Orders ..................................................................................13
Airlift ([T]) ....................................................................14
Automate W orker ([A]) ..................................................14
Bombard ([B]) ..............................................................14
Build Army ([B]) ............................................................14
Build Colony ([B]) ........................................................14
Build Fortress ([Ctrl]-[F]) ..............................................14
Build Irr igation ([I]) ......................................................15
Build Mine ([M]) ..........................................................15
Build Railroad ([Shift]+[R]) ..........................................15
Build Road ([R]) ..........................................................15
Build/Join City ([B]) ....................................................15
Clean Up Pollution ([Shift]-[C]) ....................................16
Clear or Replant Forest ([N] or [Shift]-[C]) ..................16
Clear Jungle ([Shift]-[C]) ..............................................16
Disband ([D]) ................................................................16
Fortify/Garr ison ([F]) ....................................................16
GoTo ([G]) ....................................................................17
Airdrop ([A]) ..................................................................17
Pillage ([P]) ....................................................................17
Hold (Spacebar) ............................................................17
Load/Unload ([L]) ........................................................18
Wait ([W] or [Tab]) ......................................................18
Air Missions ..................................................................18
CHAPTER 3
SETTING UPAGAME 21
Your First Decision ............................................................21
Choose Y our W orld .............................................................22
World Size ....................................................................23
Land Mass and Water Coverage ......................................23
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CHAPTER 7
T
ERRAIN AND MOVEMENT 81
Types of Ter rain ..................................................................82
About Rivers ................................................................83
Standard T errain Types ....................................................83
Natural Resources ........................................................84
Impassable T errain ..........................................................86
Ter rain Improvement ....................................................87
Disease ..........................................................................87
Planetary Caretaking ..........................................................87
Pollution ........................................................................88
Special Contamination ..................................................88
Pollution’s Effects ..........................................................89
Monitoring Pollution ....................................................89
Minor Tribes and Barbarians ............................................90
Movement ............................................................................92
Special Orders .....................................................................94
Hold ..............................................................................94
GoTo Orders ................................................................94
Wait Orders ..................................................................94
Airdrop Orders ..............................................................95
Airlift Orders ................................................................95
Fortified Units ..............................................................95
Navigating the Map Window ............................................96
Movement Restrictions ......................................................96
Ground Units ................................................................97
Naval Units ....................................................................97
Air Units ......................................................................98
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CHAPTER 5
I
F YOUVE PLAYED BEFORE…55
General .................................................................................55
Units .....................................................................................56
Ter rain and Movement ......................................................59
Cities ....................................................................................61
Advances ..............................................................................62
Diplomacy ...........................................................................63
What’s Gone ........................................................................64
CHAPTER 6
THE BASICS OF TOWNS AND C ITIES 67
The City Display ................................................................68
Founding New Towns ........................................................70
Choosing Y our Location ................................................70
Natural Resources ........................................................71
Proximity of Cities ........................................................72
Strategic V alue ................................................................72
Capturing Cities .................................................................73
Converting Minor Tribes ...................................................74
Renaming Y our City ...........................................................74
The Parts of a City ............................................................75
The City Square ............................................................75
The City Radius ............................................................75
Cultural Influence ..........................................................76
City Governors ..............................................................77
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CHAPTER 10
WONDERS
129
Building W onders ..............................................................130
Destroying Wonders ....................................................131
The Benefits of Wonders ..................................................131
CHAPTER 11
MANAGING
YOUR
CITIES 135
Population Growth ...........................................................137
Resource Development ....................................................138
Tax Revenue ..............................................................138
Scientific Research ......................................................139
Entertainment ..............................................................140
Industrial Production ..................................................140
City Protection .................................................................141
Military Units ..............................................................141
City Size and Walls ......................................................142
City Improvements ...........................................................142
Losing Improvements ..................................................143
Selling Improvements ..................................................144
Rush Jobs ....................................................................144
Culture ................................................................................145
Happiness and Civil Disorder .........................................146
Resistance ....................................................................149
Civil Disorder ..............................................................149
We Love the King Day ................................................151
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CHAPTER 8
UNITS
99
Military Units ....................................................................101
Ground Units ..............................................................102
Naval Units ..................................................................102
Air Units ....................................................................102
Leaders and Armies ......................................................104
Combat ..............................................................................105
Retreat ........................................................................105
Hit Points and Damage ................................................106
Healing ........................................................................107
Ter rain Modifiers ........................................................107
Calculating the Winner ................................................107
Adding in Adjustments ................................................108
Special Combat Cases ..................................................108
Settlers and Workers .........................................................110
Founding and Adding to Cities ....................................111
Making Improvements ................................................111
Explorers ............................................................................118
Barbarians ..........................................................................119
CHAPTER 9
CIVILIZATION ADVANCES 121
Climbing the T echnology T ree ........................................123
Optional Advances ......................................................125
Future T echnolo gy ......................................................126
Special Advance Effects ................................................126
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Cultural Victory ................................................................175
Histographic Victory ........................................................176
Eliminate by Regicide ......................................................176
Eliminate by Killing all Kings .........................................177
Eliminate by City Loss .....................................................177
Victory Points by Location .............................................177
Capture the Princess ........................................................177
CHAPTER 14
Multiplayer 179
Getting Connected ......................................................179
Starting a Multiplayer Game (Multiplayer Lobby)..........179
Staging Window (Internet Games)..................................185
Joining a Multiplayer Game..............................................186
Quitting a Multiplayer Game........................................187
Multiplayer Game Types....................................................188
Turn-Based ..................................................................188
Simultaneous Movement ..............................................188
Turnless ........................................................................189
Hot Seat ......................................................................189
Play by E-Mail..............................................................190
The Effects of Game Speed..............................................192
The Multiplayer Interface.................................................192
Multiplayer Information Display....................................192
Player List ....................................................................193
Turn Clock ..................................................................193
Total Play Time ............................................................193
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CHAPTER
12
DIPLOMACY AND
TRADE
153
Conducting Diplomacy ...................................................154
Mood and Personality ..................................................155
Reputation ..................................................................156
Embassies ...........................................................................156
Establishing an Embassy ..............................................157
Diplomatic Actions ......................................................157
The Diplomatic States .....................................................158
Peace ..........................................................................158
War ..............................................................................160
T rade Agreements .............................................................161
Negotiations ......................................................................161
Making a Proposal ......................................................162
What’s on the Table ......................................................166
Espionage ...........................................................................167
Cov ert Actions ............................................................168
Counterespionage ........................................................169
International Incidents ................................................169
The Espionage Screen ..................................................169
CHAPTER 13
WINNING THE
GAME 173
Spaceship to Alpha Centuri .............................................173
Constructing a Spaceship ............................................174
Dominating the World .....................................................175
Conquering Y our Rivals ...................................................175
Diplomatic T riumph ........................................................175
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Multiplayer Diplomacy......................................................194
Turn-Based, Simultaneous Movement and Turnless ......194
Hot Seat and Play by E-Mail ........................................196
Chatting...............................................................................197
APPENDICES
A
PPENDIX
199
Keyboard Shortcuts ......................................................199
Ter rain Char ts ..............................................................204
Strategic Resources ......................................................206
Luxury Resources ......................................................206
Consumable Goods ......................................................206
TECHNICAL SUPPORT (U.S. AND CANADA) 207
A
TARI WEB SITES 211
E
ND-USER LICENSE AGREEMENT 213
C
REDITS 219
I
NDEX 221
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In the beginning…the Earth was without form and void.It will stay that wa y until y ou install the game and start playing. Here’s how.
The ReadMe File
The Civilization®III Gold CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game.W e str ongly encourage you to read this file in order to benefit from changes made after this manual went to print.
To view this file,double-click on it in the Civilization III Gold directory found on your hard drive (usually C:\Program Files\Atari\CivIIIGold).You can also view the ReadMe file by first clicking on the Start button on your Windows
®
taskbar,then on Programs,then on Atari,then on Civ III Gold Edition,and then on the ReadMe file.
System Requirements
Operating System: Windows®98/Me/2000/XP Processor: Pentium®II 400 MHz Memory: 64 MB RAM (128 MB recom-
mended) Hard Disk Space: 1.2 GB Free CD-ROM Drive: 4X Speed or higher
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“Even the tallest tower begins with the first stone.”
GAME REQUIREMENTS
AND
INSTALLATION
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higher installed on your computer ,click “Yes”when asked if you w ould like to install it.
Saving, Quitting, and Loading Games
Like it or not,there comes a time when you have to take a break from the game. You don’t want to lose all of your progress,however,so you’ll need to save your game.To save your current situation, press [Ctrl]-[S] or click the Menu icon, open the Game menu, and select Save Game.You’re given the opportunity to name your sa ved game.When you are done,you’ r e returned to the game.
To leave the game, press [Esc] or click the Menu icon and select Quit from the Game menu.Remember,unless you save it first,your current game will be lost when you quit.If you want to resign as well as quit,press [Ctrl]-[Q] or select the Resign option instead.This way,your final score is calculated and,if it’ s high enough,entered into the record books.
If you want to quit your current game but not leave CivilizationIII,start a new game by pressing [Ctrl]-[Shift]-[Q] or selecting New Game from the Game menu.Unless you sav e it first,your current game will be lost when you quit.
To load a previously sav ed game ,press [Ctrl]-[L] or click the Menu icon and select Load Game from the Game menu. Unless you sa ve it first,your current game will be lost when you load another game .
Video: Windows®98/Me/2000/XP-
compatible video card*
Sound: Windows®98/Me/2000/XP-
compatible sound card*
DirectX®: DirectX®version 8.1 (included) or
higher
LAN or Internet connection required for some multiplayer modes.
Microphone requir ed for voice chat.
*Indicates a device that is compatible with DirectX®version 8.1 or higher.
Setup and Installation
1.Start Windows®98/Me/2000/XP.
2. Insert Civilization III Gold Disc 1 into your CD-ROM drive.
3.If AutoPla y is enabled,a title screen should appear.If Auto­Play is not enabled,or the installation does not start auto­matically, click on the Start button on your Windows
®
taskbar, then on Run. Type D:\Setup and click on OK. Note: If your CD-ROM drive is assigned to a letter other than D, substitute that letter.
4.Follow the remainder of the on-screen instructions to fin­ish installing the Civilization III Gold CD-ROM game .
5.Once installation is complete,click on the Start button on the Windows®taskbar and choose Programs/Atari/CivIII GoldEdition/CivIIIGoldEdition to start the game.
Note: You must have Civilization III Gold Disc 1 in your CD-ROM drive to play.
Installation of DirectX
®
The Civilization III Gold CD-ROM requires DirectX®8.1 or higher in order to run.If you do not hav e Dir ectX
®
8.1 or
2
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“There are so many worlds,and I have not yet conquered even one.”
INTRODUCTION
Five Impulses of Civilization
There is no single driving force behind the urge tow ard ci v­ilization, no one goal toward which every culture strives. There is,instead,a web of forces and objectives that impel and beckon,shaping cultures as they gro w.In the Civilization III game,five basic impulses ar e of the greatest importance to the health and flexibility of your fledgling society.
Exploration
An early focus in the game is exploration.You begin the game knowing almost nothing about your surroundings. Most of the map is dark.Your units move into this darkness of unex­plored territory and discover ne w terrain;mountains,rivers, grasslands,and forests are just some of the features the y might find. The areas they explore might be occupied by minor tribes or another culture’ s units.In either case,a chance meet­ing might pro voke a v ariety of encounters.
Economics
As your civilization expands,you’ll need to manage the grow­ing complexity of its production and resour ce requirements. Adjusting the tax rates and choosing the most productive terrain for your purposes,you can control the speeds at which your population gro ws larger and y our cities produce goods. By setting taxes higher and science lower,you can tilt your economy into a cash cow.You can also adjust the happiness
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The Big Picture
A winning strategy is one that combines all of these aspects into a flexible whole. Your first mission is to survive;your sec­ond is to thrive.It is not true that the largest civilization is necessarily the winner,nor that the wealthiest alw a ys has the upper hand. In fact, a balance of knowledge, cash, militar y might,cultural achievement,and diplomatic ties allows you to respond to any crisis that occurs,whether it is a barbarian inv asion,an aggressiv e rival,or an upsurge of internal unrest.
Winning
There are no w more w a ys of winning the game. You can still win the Space Race with fast research and a factory base devoted to producing spacecraft components. You can still conquer the world by focusing on a strong military strategy. If you dominate the great majority of the globe,your rival may w ell give in to your a wesome might.
In addition, there’s a purely diplomatic means of success; if you’ r e universally reno wned as a trustworthy peacemak er,you can become head of the United Nations. Then there’s the challenge of overwhelming the world with your cultural achievements—not an easy task.
Finally, of course, is perhaps the most satisfying victor y of all—beating your own highest Histographic Civilization Score or those of your friends.See Chapter 13:Winning the Game for an in-depth analysis of the scoring system.
The Documentation
The folks who make computer games kno w that most pla y­ers never read the man ual.Until a problem rears its head,the average person just bulls through by trial and error; it’s part of the fun.When a problem does come up ,this type of play er wants to spend as little time in the book as possible ,then get back to the game.
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of your population.Perhaps you’ll assign more of your pop­ulation to entertainment,or you might clamp down on unrest with a larger military presence.You can establish trade with other powers to bring in luxuries and strateg ic resources to satisfy the demands of your empire.
Knowledge
On the flip side of your economics management is your commitment to scholarship.By setting taxes lower and sci­ence higher,you can increase the fr equency with which your population discovers new technologies. With each new advance,further paths of learning open up and new units and city impro vements become available for manufacture.Some technological discoveries let your cities build unique Won­ders of the World.
Conquest
Perhaps your taste runs to military persuasion.The Civiliza­tion III game allows you to pursue a range of postures,from
pure defense through imperialistic aggression to cooperative alliance.One way to win the game is to be the last civiliza­tion standing when the dust clears.Of course,first you must overcome both fierce barbarian attacks and swift sorties by your opponents.
Culture
When a civilization becomes stable and prosperous enough, it can afford to explore the Ar ts. Though cultural achieve­ments often hav e little practical value ,they are frequently the measure by which history—and other cultures—judge a peo­ple.A strong culture also helps to build a cohesi ve society that can resist assimilation by an occup ying force.The effort you spend on building an enduring cultural identity might seem like a luxury ,but without it,you forfeit any chance at a great­ness other civilizations will respect.
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• “Select” means to click on something.
• “Press (a button)” means to click on one of the onscreen buttons.
• “Scroll” is (1) to drag the button along a slider bar to see more information than an onscreen box can hold, or (2) to place the mouse pointer at the edge of the screen so that the map “scrolls” to show a dif­ferent area.
The Map:The game uses an isometric g rid.This means each terrain square (also called a tile) is roughly diamond shaped,as if you are viewing it from an angle.Movement proceeds along the eight points of the compass (up ,down, left,right,and the diagonals).Some play ers ha ve difficulty getting used to this view,finding it hard,for example,to tell where a city’ s radius begins and ends.If you hav e this prob­lem,try using the Show Map Grid option ([Ctrl]-[G]).This outlines each map square with a thin border .
Shortcut keys:Almost all of the orders and options have a shortcut ([R] for Roads,for example).Pressing this key or combination of keys has the same effect as clicking the order or option.
Cursors: The mouse pointer,or cursor,has a few differ­ent shapes in the game,depending on your current game task.
Your normal cursor is usually visible. You use this just like you normally do—to click on options, buttons,and so on
A flashing highlight around a unit indicates that this is the active unit.Use the number keypad on your keyboard to order this unit to move—or you can click an order to give the unit other orders.
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We’ve tried to organize the chapters in the order that you’ll need them if you’ v e ne v er pla y ed a Civilizationgame before. If you’re new to the game,the sidebar s on concepts should help you understand the fundamentals of the game.
The ReadMefile on the CD-R OM has the rundown on the very latest changes,things that didn’t make it into this man­ual.(Due to printing and binding time,the manual has to be completed before final tweaks ar e made.)
Last but not least,the Civilization III game continues the tra­dition of including a vast compendium of onscreen help. Click on the Civilopedia icon (the book near your advisors) or on any hyperlinked text in the game to open the Civilo­pedia.This handy reference includes entries describing all the units,improv ements,governments,terrain,general game con­cepts,and more—everything you could w ant to know about the Civilizationworld.The entries are hyperlink ed so you can jump from one to another with ease.
Interface Conventions
You play the Civilization III game using a combination of both mouse and keyboar d.Many people find that the short­cut keys significantly speed up their pla y.
Using a Mouse
Throughout the text, we assume that you understand basic mouse functions and terms,like “click and drag. ” Since not ev erybody knows these things,here are brief definitions of how w e use the most common terms:
• “Click” means to place the mouse pointer over an area of the screen and click the left mouse button.
• “Right-click”is to click with the right mouse button.
• “Click and hold” means to hold down the mouse button.
• “Drag” is to hold a button down while moving the mouse.
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When you give a unit the order to Bombard, your cursor changes to cross-hairs.Use the cross­hairs to select the target of the bombardment.(If the cursor becomes anything other than cross­hairs,you’ve moved it outside the effective range of the bombardment.) Only certain units have this ability;check the Civilopedia entry for a unit if you suspect it might be capable of bombard­ment.
A number and a trail leading back to the active unit indicates that when you release the mouse button,the active unit will begin moving towar d the indicated square. See “GoTo Orders” in Chapter 7: T errain and Movement for com­plete details.
When you giv e a unit the order to Paradr op ,your cursor changes to a parachute.Use this to select the target square for the drop;a crossed-out chute indicates that the square your cursor is o v er is not a valid target.See “Airdrop Or ders”in Chapter 7: Terrain and Mov ement for complete details.
Some text in the game contains hyperlinks to the Civilopedia.Click with the hand icon to jump to that entry.
Dialog box b uttons:When a dialog box is onscreen,click the circle icon for OK or the X icon for Cancel.
Info Box
The Info Box is dedicated to information on the current active unit and on the status of your civilization and your game.There are tw o b uttons on the edge of this box:
Initiate Diplomacy requests a dialogue with a selected rival leader.You can only use this to contact those leaders with whom you already hav e comm unications.
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Click on Initiate Espionage when you have espionage options available to establish embassies and plant spies.
The following information is included in the Info Box,not necessarily in this order:
Unit icon:The active unit is represented by its icon.This icon includes the nationality color and the bar noting damage status.
Mov e indicator:This tracks how much of its mov ement allowance the unit has left in this turn. Green means a full allowance remains;yellow means the unit has moved, but it still has some allow ance left;red means that the unit has used up its entire allowance.
Nationality: The unit’s nationality (if it’s different from that of its owner) is listed just before the unit’s type.
Type:This is the name of the type of unit—Catapult, for example.
Rank: If the unit is a military unit,the Info Box tells you its experience level—conscript,regular,veteran,or elite.
A/D/M rating:The unit’s attack,defense,and movement ratings are listed,along with the number of mov ement points remaining to the unit.Also remember that units beginning on a square containing a railroad and moving along the railroad spend no mo vement points until they lea v e the railroad.
Terrain:This lists the terrain type of the square in which the unit is located.
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Mov e Units in Stack: Click on this button to give a GoTo order to all of the units that occupy the same square as the currently selected unit. Units on transports must be unloaded before you can giv e them a stack GoTo order.
Note: Stacked units move at the movement rate of the slow est unit in the stack.
Move Units of Same Type in Stack: Click on this button to give a GoTo order to all units of the same type as the currently selected unit in that unit’ s square .For example,if the selected unit is an Ar cher,all Ar chers in the same square follow the GoTo order but non-Archer units do not.
Note: Stacked air units given a GoTo order automatically rebase to the destination location if possible.
Cycle Units: Click on the left and right arrows to cycle through y our activ e units.As you cycle through y our units,the map automatically cen­ters on the selected unit. Units that are auto­mated, fortified, or otherwise not awaiting orders are skipped.
Click on the icon between the arro ws to switch between cycling through all active units and only units of the currently selected type. (For example,if you have a Spearman selected and you set this control to Toggle Units By Type, clicking on the arrows cycles only through Spearman units.)
Orders
Which options are in the ro ws of Orders icons at the bottom of the Map screen depends on the abilities of the activ e unit and its situation. Orders that are inappropriate or not currently available for the acti ve unit simply don’t appear.
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Government: Below the unit icon, the Info Box lists your civilization’s name and current form of gov ernment.
Date:The date is reported in years BC or AD.A normal game begins in 4000 BC.Each turn represents the passing of a period of years.Depending on the current date,turns might be 20,25,40, or 50 years long.
Treasury:This figure reports the amount of gold currently in your treasury and the rate of change per turn. If it’s increasing, you’ve got a surplus; if it’s decreasing, you’re operating at a deficit.
Scientific research: The research indicator notes your current research goal and how many turns are remaining before its discovery is completed.
Above the Info Box are four controls that allow you to eas­ily access your cities and units,and to move units to gether as a group.
Cycle Cities: Click on the left and right arrows to cycle through y our cities.As you cycle through cities, the map automatically centers on the selected city.Click on the icon between the arrows to toggle betw een cycling through all cities and cycling through only the cities that are currently experiencing Civil Disorder.
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The Info Box
Icon Unit Info
A/D/M
General Info
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Airlift ([T])
Use this order to move a unit that has not yet mov ed this turn from an y of your cities served by an Airport to any of your other cities with an Airport.This travel uses all of the unit’s movement points for that turn.Only one unit can be airlifted from or into each city per turn.
Automate Worker ([A])
If you would rather not give a Worker specific commands every time it finishes a job ,you can automate it.Automated Workers will not add themselves to cities,but will work to impr ov e terrain around existing ones.In some situations,control of the W orker r everts to you.
Bombard ([B])
Use this to order a unit capable of bombard­ment to use that ability to damage any suitable target within range.
Build Army ([B])
Use this to order a leader to create an Army.For more information about Armies, please read Chapter 8: Units.
Build Colony ([B])
Use this to order a W ork er to build a colon y in the square it occupies.Colonies collect strate­gic resources and luxuries from squares outside your borders and transfer them via road to the city. Enemy units can’t take over an undefended colony, but can easily destro y it.
Build Fortress ([Ctrl]-[F])
This orders a W ork er to build defensiv e fortifi­cations in the square it occupies. Once it is
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built, your units can occupy the Fortress to enhance their defensive capabilities. This order is not av ailable until y ou hav e discov ered Construction.
Build Irrigation ([I])
Use this order to have a Worker irrigate the square in which it stands.
Build Mine ([M])
Use this order to make a Worker mine the square in which it stands.
Build Railroad ([R])
If you have discovered Steam Power,you can order your Workers to upgrade existing roads by laying track for railroads.
Build Road ([R])
This order tells a Worker to build roads across the square in which it stands.
Build/Join City ([B])
This tells a Settler to create a new to wn wher e it stands. Note that you cannot build cities in terrain squares directly adjacent to an existing city.You also cannot build on Mountains.
If a Settler or W ork er stands in an existing city, pressing [B] orders that unit to add itself to the city. Workers add one and Settlers add two population points.
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Clean Up Pollution ([Shift]-[C])
Use this order to tell a Worker to detoxify a polluted square.
Clear or Replant Forest ([N] or [Shift]-[C])
Click this order to have a Worker clear the Forest square in which it stands or reforest a square that’s devoid of trees. This results in a change in the square’s ter rain type, generally for the better.Clear ing a Forest also provides a few shields for the nearest friendly city.If your unit stands in a square that can’t be cleared or reforested,the order doesn’t appear.
Clear Jungle ([Shift]-[C])
Click this order to hav e a W orker clear the J un­gle square in which it stands. This results in a change in the square’ s terrain type,generally for the better.If your unit stands in a square that can’ t be cleared,the order doesn’ t appear.
Disband ([D])
This order allows you to dismiss a unit from active duty.The unit disappears completely and irrevocably, so be careful when invoking this option.If you disband a unit in a city square,a fraction of the unit’ s construction cost is imme­diately added to the Production Box in that city. This represents the redistribution of support and materials and retraining of soldiers.
Fortify/Garrison ([F])
Select this order to have a military unit dig in and fortify itself in the square in which it stands or garr ison itself in a city.This enhances the defensive capabilities of the unit for as long as
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it remains fortified—which is until you activ ate it.The excep­tion is a damaged unit, which will reactivate itself when it reaches full strength. You can “fortify”defenseless units (such as Settlers and Workers) to have them stay in one place,but they gain no defensiv e benefit.
GoTo ([G])
This order allows y ou to send a unit dir ectly to a selected square. After you click the order, move your mouse cursor to the destination. The number of turns it will take to reach the highlighted square is shown.Click on a square,and the unit will go there without further orders.
Airdrop ([A])
This movement order is available only to airdrop-capable units (i.e., Paratroopers and Helicopters) that are currently located in a city with an Airport. Choose any unoccupied square within range of the unit’s cur rent location.The unit will move immediately to that square.This order uses all of the unit’s movement points for that turn.
Pillage ([P])
This order tells a military unit to wreak havoc on the square it occupies, destroying terrain improvements. That can mean collapsing a mine, destroying irrigation, ripping up roads, or other destruction.
Hold (Spacebar)
Use this order to pass ov er a unit for a turn and hav e it hold its current position.The unit takes no action, but will repair itself somewhat if it has been damaged.
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Load/Unload ([L])
Give this or der to a ship to activate all its passenger units,allowing them to move ashore or onto another ship. The ship must be adjacent to a land square,a city square,or another friendly ship.You can also click on the ship to bring up a box sho wing all the shipboard units.
Wait ([W] or [Tab])
Use this to order the current active unit to w ait for orders until you have given every other active unit something to do. Note that if you give another unit the Wait order, that unit will get in line behind the first unit you ordered to wait,and so forth.
Air Missions
All of the possible missions that air units can carry out have their own orders buttons.
Bombing mission ([B]): Drop bombs on the selected terrain square or enemy city. Air bombardment affects city improvements and city populations.
Recon mission ([R]): Inv estigate the selected square and its surrounding squares.
Re-base mission ([Shift]-[R]): Relocate the unit’s base of operations to another city or an aircraft carrier.
Air superiority mission ([S]): Scout the unit’s defensive range (half of its operational range). This is similar to the Fortify order in that it remains the unit’s assignment until you
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reactivate the unit in order to give it other orders. Only fighter s (including the F-15) are capable of flying air superiority missions.
Airdrop mission:Carry a single ground unit to a specified location, land, and drop the unit off,leaving it there.Only Helicopters can airdrop ground units, and then only within their operational range.This “vertical insertion” cannot place a unit into a square that contains an enemy unit.
Precision bombing: Drop bombs that target improvements.This mission is only available if your civilization has researched the Smart Weapons advance for Stealth Bombers and Stealth Fighters.
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3
“If I had the power to remake the world…ahh, but that is folly.”
SETTING UP
A
GAME
When you launch the game ,the opening animation begins. You can watch it through,or you can click the left mouse button or press any key to cut it short.
Beginning a game means choosing the circumstances in which you w ant to play.Your options include specifying the number of opponents and customizing the world y ou’ll explore.
Your First Decision
Setting up a game means making easy decisions on a series of options screens.The first menu is where it all begins.
New Game: Begin an entirely new game.Choosing this option means going through the pre-game options scr eens, which we explain belo w.
Quick Start: Start a new game using the same game set­tings as the last New Game played.
Tutorial: Start a new game,with a random civilization,on the easiest difficulty setting. Dur ing the game, you’ll get helpful advice designed to ease new play ers into the game.
Load Game: Load and continue a previously sa ved game . A dialog box lists all of the saved games available.Choose the game you wish to load.
Load Scenario: Load a scenar io. You can create your own game scenarios or play scenarios your friends have constructed to challenge you. To load successfully, game scenarios must have been created with the Civilization III
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World Size
By choosing the size of the map,you determine how much territory there is and, to a large degree,how long the game takes to play.
Tiny: This size map leads to shor t, intensely contested games.Tribes find each other quickly.
Small:These games are slightly less intense than those on tiny maps.You’ll still run into your opponents quickly.
Standard:This is the standard size map. Large: This sprawling map takes longer to explore and
exploit.Consequently,games go on longer. Huge: Games played on this size map allow plenty of
development time before tribes meet one another. Wars tend to be prolonged and tough.You’ll have to w ork har d to dominate this size world before you run out of game time.
Land Mass and Water Coverage
This option sets the percentage of terrain squares that are water versus land,as well as the form of that land.There are
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CD-ROM game.Older scenarios from other Civilization games are not compatible.
Multiplayer: Play your choice of multiplayer games against human opponents.See Chapter 14: Multiplayer for more details.
Hall of Fame:See the standings attained by the most suc­cessful rulers in previous games.
Preferences: Set game preferences.
Set volume levels for audio options.
Credits:Find out who’s responsib le for creating the game. Exit: Quit the game.
Choose Your World
If you choose New Game ,the next two screens allo w y ou to set up the game to your preferences.The first of these gives you control over all the important aspects of the planet that you’ll be exploring.There are a number of options,which we’ll describe in a moment.
When you are happy with all your choices, click on the O button to continue to that screen.To return to the Main menu,click on the X button.
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Your first decision
World
Size
Climate Temperature Age
Barbarian
Activity
Land Mass and Water Coverage
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4 Billion Years:This option yields a middle-aged world, one in which plate tectonics hav e been acting to di versify terrain.
5 Billion Years:This option produces an old world,one in which the tectonics hav e settled down somewhat,allow­ing erosion and other natural forces to soften the terrain features.
Random:This option selects an Age setting at random.
Te m p e r a t u r e
This parameter determines the relative frequency with which particular terrain types occur.
Cool:This option produces larger numbers of cold and cool terrain squares,like T undra.
Temperate: Choosing this option gives your w orld an av er­age number of each terrain type.
War m: This option yields a larger amount of tropical ter­rain,like Deserts and Jungles.
Random: This option selects a Temperature setting at random.
Barbarian
You can also set the level of barbarian activity in the game.
No Barbarians: Players who really hate barbarians can choose to play in this ideal barbarian-free world.
Sedentary: Barbar ians are restricted to their encamp­ments.The surrounding terrain is free of their mischief.
Roaming: Barbarian settlements occasionally appear,but less frequently and in smaller numbers than at higher lev­els.This is the standard lev el of barbarian activity.
Restless: Barbarians appear in moderate up to significant numbers,at shorter intervals than at lower lev els.
Raging:You asked for it!The world is full of barbarians,and they appear in large numbers.
Random:This option randomly selects a Barbarian setting.
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three W ater Co verage settings,each with three potential Land Mass settings.
80% Ocean: Choosing this option g ives your world a small number of land squares and a larger number of ocean squares.
70% Ocean: This option yields land and ocean squares roughly equiv alent to that of our own Earth.
60% Ocean:This option produces a larger number of land squares and a small number of ocean squares.
Archipelago:This option produces large numbers of rel­atively small continents.
Continents:This option yields a few large land masses and a few smaller ones.
Pangaea: Choosing this g ives you one large superconti­nent.
Random:This option randomly selects settings for Water Cov erage and Land Mass.
Climate
This parameter sets the relative frequency with which par­ticular terrain types—especially Desert and Jungle—occur.
Arid: Choosing this option g ives your world a larger number of dry terrain squares,such as Plains and Desert.
Normal: This option yields about equal numbers of wet and dry terrain squares.
Wet:This option produces a larger number of wet terrain squares,such as Jungle and Flood Plain.
Random: Use this option if you w ant the Climate setting chosen for you.
Age
This parameter determines how long erosion, continental drift,and tectonic activity have had to sculpt your world.
3 Billion Years:This option yields a young,rough world, in which terrain types occur in clusters.
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Commercial:Cities with large populations produce extra commerce.Levels of corruption are lower.
Expansionist: Begin the game with a Scout. Barbarian villages are more lucrative.
Industrious: Workers complete jobs faster. Cities with large populations produce extra shields.
Militaristic: Militar y city improvements (like Barracks and Coastal Fortresses) are cheaper. Unit promotions (to regular,veteran,and elite) occur more frequently.
Religious: Religious city improvements (like Temples and Cathedrals) are cheaper. Anarchy lasts one turn for Religious civilizations.
Scientific: Scientific city improvements (like Libraries and Universities) are cheaper. Gain a bonus civilization advance at the start of each new era.
If you’d like to rename yourself,just select the default leader name for your civilization and type in your new name .
Your Rivals
Along the right of this screen are slots for the other civiliza­tions that will be in the game.Using these,you can control how many competitors you face and—within limits—who they are .You can set each slot to one of three states:
None means that no civilization is in that slot.If you want to play against few er than the maxim um n umber of com­petitors,close a few slots.
•A Filled slot contains the name of a specific civilization that you’ve selected. This guarantees that the tribe you chose will be in the game when it starts.
Random is the option to use when you don’t want to close the slot,but you don’t want to choose a specific civ­ilization either.The game will choose an opponent for y ou.
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Player Setup
The second screen of options is where y ou decide who you’ll be and how tough a challenge y ou’re ready for.You can also customize gameplay. In the center is your Leader Portrait,a preview of how you’ll appear to other civilizations in the game.All around it are the various options, which we’ll describe in a moment.
When you are happ y with all your choices,click the O icon to begin the game.T o r eturn to the World Setup screen,select the X icon.
Your Civilization
Select the tribe you want to rule from the options available. Every tribe has different strengths, weaknesses, and one special unit,as listed in the chart on pages 28 and 29.
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Difficulty
Your Civilization Your Portrait Y our Name Y our Opponents
Game
Rules
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29
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Civilization Qualities* Starting Advances Special Unit Replaces
Rome Militaristic,Commercial Alphabet,Warrior Code Legionary Swordsman Greece Scientific,Commercial Bronze W orking,Alphabet Hoplite Spearman Germany Militaristic,Scientific Warrior Code,Bronze Working Panzer Tank China Militaristic, Industrious Warrior Code,Masonry Rider Knight Japan Militaristic,Religious The Wheel,Ceremonial Burial Samurai Knight India Religious,Commercial Ceremonial Burial,Alphabet War Elephant Knight Aztecs Militaristic,Religious W arrior Code,Ceremonial Burial Jaguar W arrior Warrior Iroquois Expansionist,Religious Pottery,Ceremonial Burial Mounted Warrior Horseman Egypt Industrious,Religious Masonry ,Ceremonial Burial War Chariot Chariot Babylon Religious,Scientific Ceremonial Burial,Bronze Working Bowman Archer Russia Expansionist,Scientific Pottery , Bronze W orking Cossack Cavalry America Industrious,Expansionist Masonry,Pottery F-15 Jet Fighter France Industrious,Commercial Masonry,Alphabet Musketeer Musket Man
Civilization Qualities Starting Advances Special Unit Replaces Persia Scientific,Industrious Masonry,Bronze Working Immortals Swordsman Zulus Militaristic,Expansionist Pottery,Warrior Code Impi Spearmen England Expansionist,Commercial Pottery,Alphabet Man-o-W ar Frigate Arabs Expansionist,Religious Pottery,Ceremonial Burial Ansar Warrior Knights Carthaginians Commercial,Industrious Alphabet,Masonry Numidian Mercenary Spearman Celts Militaristic,Religious Warrior Code,Ceremonial Burial Gallic Swordsman Swordsman Koreans Commercial,Scientific Alphabet,Bronze W orking Hwach’a Cannon Mongols Expansionist,Militaristic Warrior Code,Pottery Keshik Knights Ottomans Industrious,Scientific Masonry ,Bronze W orking Sipahi Cavalry Spanish Commercial,Religious Alphabet,Ceremonial Burial Conquistador Explorer Scandanavia/ Military,Expansionist Pottery ,Warrior Code Berzerk Longbo wmen
Vikings
*The civilization qualities describe both the general character of the tribe and its advantages .
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Allow Domination Victory : If this box is checked,play­ers can win by conquering and controlling two-thirds of the world’s territory.The other civilizations,or what’s left of them,capitulate to your rule.
Allow Diplomatic Victory: Unless this option is unchecked,leader s can win by purely diplomatic means. To be successful,a ruler must be elected Secretary-General through a v ote of the United Nations.
Allow Cultural Victory: Make sure this option is checked,and any civilization can win the game through overwhelming cultural dominance. For success, a nation must hav e achiev ed a certain level of cultural adv ancement.
Allow Space Race Victory: When this box is check ed, players can build spaceship parts and win the game by being the first to launch a spaceship bound for Alpha Cen­tauri.
Allow Conquest Victory: If this box is checked,players can win by eliminating all rival nations.If you’re the last one standing,you rule the world.
Allow Civ-Specific Abilities: This option controls the diversity factor.When it’s checked,each civilization has its own unique strengths and weaknesses (as listed earlier in this section).T urning this off is handy for leveling the pla y­ing field.
Culturally Linked Start Locations:When this option is checked,all civilizations start the game grouped on the map according to their culture groups — American,Asian, European,Mediter ranean, and Mid East. In other words, all American civilizations start the game close to one another,all of the Asian civilizations start the game close to one another,and so on.
Respawn AI Players:When this option is checked,com­puter-controlled civilizations that are eliminated early in the game are “rebor n” as new civilizations. If you don’t want AI civilizations to r eappear after you defeat them,un­check this option.
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Difficulty Levels
Choose the level of difficulty at which y ou wish to play.There are a number of new features and adjustments that will not be familiar to players of previous versions.If you are used to playing the Civilizationgame at a particular level,we recom­mend that you start your first CivilizationIII game one or two levels of difficulty easier.(New players don’t need to worry, as they have no bad habits to break.)
A number of factors are adjusted at each difficulty level, including the general level of discontent among y our citizens and the av erage craftiness and intelligence of the AI leaders.
Chieftain: This easiest level is recommended for first­time play ers.
Warlord: Warlord level best suits the occasional player who doesn’ t want too difficult a test.
Prince:At this difficulty level,everything comes much less easily and your rivals are significantly better at managing their empires.You need some experience and skill to win.
Monarch: Experienced and skilled players often play at this level,where the crafty enemy leaders and the unstable attitude of your citizens combine to present a significant challenge.
Emperor:This level is for those who feel the need to be humbled. Your opponents will no longer pull their punches;if you want to win,you’ll have to earn it.
Deity:This is the ultimate Civilization challenge,for those who think they’ ve learned to beat the game.Y ou’ll ha ve to give a virtuoso performance to survive at this level (and y es, it is possible—theoretically—to win on Deity lev el).Good luck!
Game Rules
Tweaking the parameters of the game can change the whole flav or of the challenge.The custom rules offer several differ­ent possibilities.(If you mess up ,you can reset to the default standards by clicking Standard Rules.)
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Allow for Cultural Conversions: When enabled, cul­turally weak cities adjacent to culturally str ong ones might defect and join their culturally superior neighbor.Default is ON.
Ready, Set, Go
When you are satisfied with your settings,click the O icon to start your game. A box pops up welcoming you to your position as leader and detailing the accomplishments of your culture thus far.When y ou finish reading the screen, press [Enter] or click the O icon to begin ruling.
Civilization III Editor
Civilization III Goldincludes a full-featured editor that allows you to create new maps and edit existing maps. The editor also allows y ou to control and edit ev ery aspect of the game necessary to design and create customized scenarios.
The editor is automatically installed when you install the game,and is located in the “Civ3PTW”folder.To run the edi­tor, navigate to the Civ3PTW folder and double-click Civ3XEdit.
For a list of features and complete instruction on how to use the editor,see the Editor Help file. To run the Editor Help file,navigate to the Civ3PTW folder and double-click the CIV3XEDIT help file.You can also access all of the help topics from the Help menu while running the editor.
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Preserve Random Seed:When this option is checked, the state of the current game’s random number generator is locked when you save a game,so that saving and load­ing hav e no effect on random e vents in the game.
Here’s an example.Right after you sav e y our game ,one of your units is attack ed and destro y ed by an enem y unit. You can reload your last save and allow the combat to occur again.If the Preserve Random Seed option is not checked, a new random number is generated when the game is reloaded,and the results of the combat might be different. If the Preserve Random Seed option is checked,the result of the combat is alwa ys the same because the original ran­dom number that governed the combat is preserved in each sav e.
Accelerated Production:When this option is checked, the number of food,shields, and commerce generated by cities each turn is doubled.Accelerated production speeds up the game by increasing the rate of population growth and scientific research and decreasing production time.
Regicide: If this box is checked,players can win by killing the enemy “king” unit. See Chapter 13: Winning the
Game for more information. Mass Regicide: If this box is checked,players can win by
killing all enemy “king”units.See Chapter 13:Winning the Game for more information.
Elimination: If this box is checked, players are elimi- nated when they lose a city.See Chapter 13:Winning the Game for more information.
Victory Point Locations:When this option is selected,
the starting squares for each civilization are tagged with victory location icons. See Chapter 13: Winning the
Game for more information. Capture the Princess: When this box is checked,play-
ers can score victory points by capturing another player’s “princess”unit.See Chapter 13:Winning the Game for more information.
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4
“One clear exam­ple is worth more than a warehouse full of inscribed clay tablets.”
FOR BEGINNERS ONLY
First of all,we’d like to welcome y ou to the Civilizationfam- ily. The game is easy to learn, but we’ve found that it helps to introduce new players to the basic elements.That’s what this chapter is for.To make it more interesting,we’ll use an imaginary sample game to illustrate the main points.Keep in mind that this is a simple introduction to the game,and it only touches briefly on game concepts. If you want more infor­mation on anything,detailed descriptions can be found in the other sections of this manual.
Building Your First City
To begin,let’ s assume we’ v e started a game at Chieftain level, the easiest difficulty option availab le .The game starts on the first turn, in 4000 BC.Your civilization consists of a band of wandering homesteaders,a Settler,and their industrious com­panions,a Worker.(You could also have a Scout,but not in this imaginary game.) Your first task is to move the Settler to a site that is suitable for the construction of your first city.
Finding suitable locations for cities,especially your first,is one of the most important decisions you make in the game. In order to survive and grow, each city must have access to all three resource types:food (represented by bread),production (represented by shields),and income from commerce (repre­sented by coins).The map is divided into individual “squares,” each of which contains a specific type of terrain. Each ter­rain type yields the three resources in differing amounts.
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starting point contains the village of a minor tr ibe; this can hav e many different ramifications for y our civilization,which we will go into detail a little later on.
A couple of Coast squares are also nearby.The Coast terrain type produces one food and two income from commerce when worked by one of your citizens. Two of the Coast squares contain Fish (one of many special resour ces av ailable), which pro vides three food and tw o commerce.The multiple Fish make this an excellent site for a city.
You have the option of mo ving ar ound to find a suitable city site. If the nearby terrain is less than optimal, it is worth doing so,consider ing the importance of proper city place­ment.You shouldn’t waste too much time looking,how ev er . Settlers move only one squar e per turn,and many years pass every turn this early in the game.Luckily ,our imagined start­ing position is excellent;the local terrain provides a diverse resource mix,we’ r e adjacent to an ocean coast,and Grassland squares make good city locations.
W e b uild our first city by clicking the Build City Orders but­ton or pressing [B].The suggested name is fine,so we end up with W ashington.
Examining the City Display
A newly built city has a population size of 1,so it’ s just a town. (It becomes a city when it grows to size 7.) As soon as the town is built,a new window called the City Displa y appears. It gives detailed information on the town’s cur rent status, including the amount of each thing produced,the item cur­rently being built,and the size and attitude of the population.
Our first priority is to check the status of the town’ s resour ces. The Population Roster shows that the town of Washington has one citizen,and he is content. Usually,each citizen in a city is working in one of the surrounding terrain squares,gen­erating resources for the city’s use.As new citizens are added, they’re put to work in the most productive terrain square availab le.In this case,the city’s single r esident is laboring in a Coast square that contains a Fish.
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A good city site pro vides a variety of resources.Normally,the lines dividing the map squares are invisible.To see how the terrain is divided, press [Ctrl]-[G] to turn on the map grid. Press [Ctrl]-[G] again to remo ve the grid lines.
Before you move your Settler,take the time to examine the surrounding terrain.Right-click on any unoccupied,visible square,and a pop-up opens.It lists the terrain type,any fea­tures in the square,and the output you can expect from the terrain.
Note that only nine map squares are visible.This represents the extent to which your civilization has explor ed the world. The surrounding dark areas represent unexplor ed terrain.You can build a city on any terrain square except for water (Coast, Sea, and Ocean) or Mountains. As mentioned earlier, each terrain type yields differing proportions of resources,so the type of terrain you choose for a city site determines the level of the city’s success.
Our imaginary Settler happens to be on a Grassland square. Normally ,Grassland produces two food when w orked by one of your citizens.Some Grasslands have a small symbol in the center of the square (a rocky tuft).That means that these extra­fertile Grassland squares also yield one shield when worked (in addition to the normal output).
Forest squares,which produce only one food but two shields, also appear nearby. The Forest to the northwest of our
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Looking for a place to settle
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circumstances can deny you access to the resources in some of the squares in the City Radius.We discuss those in Chapter 6:The Basics of Towns and Cities.)
Our little town is currently generating fiv e units of food.Each citizen requires two units of food each turn in order to sur­vive,so we have a net excess of three.Excess food accumu­lates in the Food Storage Box. The more surplus food the city generates, the faster it grows. Washington is also generating two shields.Shields represent the ra w materials and labor used for building new units and city improvements. The shields generated each turn go directly into the Production Box. Finally, the city is producing four coins, which represent income from tax es on commer ce.This income is divided to three purposes:supporting scientific research,creating enter­tainment for your citizens,and enriching your treasury.You control ho w much goes to each using the Science and Enter­tainment Sliders,which we cov er else where.
Before we leave the City Display, we have to mention the Improvements Roster. This lists all the city improvements and W onders in the city.At the start of the game,our first city has only a Palace.The Palace denotes that Washington is our civilization’s capital.
Early Priorities
There’s a lot of infor mation to assimilate at the star t of the game,and it can be hard to know what you should do first. To thrive, keep these five priorities in mind early in the game:defense,research,growth,exploration,and culture.
Defense:T op priority is defending our capital from poten­tial enemies.Who knows who might be lurking in all that unexplored territory? We must build a military unit.When the town is founded,it almost always automatically begins to construct a defensive unit.The Production Box shows that Washington is building a Warrior.
Research: A portion of our per-tur n income is used to research new ci vilization adv ances.Advances are new dis­cov eries and technologies that allow us to build new er and
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You have the option of moving citizens to different terrain squares if you want to produce different combinations of resources.In our situation,we can see by the icons on the map of the City Radius that the Fish square is generating three food and two coins.If we were to click that Fish square,the citizen working there w ould be taken off duty.We could then click on another square to assign this idle citizen to it.
The amount of each resource produced is based on terrain type. Normally, each city can assign citizens to generate resources in any of the 20 surrounding terrain squares.Since this city is new,howev er, the workable radius is temporarily limited to the nearest eight.The pattern of 21 squares with the city at the center is called the City Radius.In addition to the terrain squares in the City Radius, the city square itself always generates resources.Like the squares worked by your citizens,the number and type of resources produced in the city square is dependent on the terrain type. (Some game
38
City Name
Strategic Resources Box Population Roster
Map
Production
Box
Food
Box
Garrison
Luxuries
Box
Improv ements Roster
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plus one or two that w ere granted (as happens in some games) for no cost. The bulk of your knowledge throughout the game is gained through resear ch.Many different strategies are possible, each dictating the order in which you should research adv ances.For this game,we’ll adopt a conservative, defensive strategy.You can experiment with research strate­gies of your own as you become more familiar with the game.
We ignore the Science Advisor’s suggestion and click the arrow next to it.From the pull-down list,we choose Bronze Working.Why? The discovery of Bronze Working will allow us to build the Spearman unit.Spearmen are twice as effec­tive at defending cities as Warriors.
The amount of time required to resear ch a discov ery is based on the amount of science our civilization (in this case,the one city) is generating.Remember,science funding is taken from tax income.We click on the Advisors icon,which opens the Domestic Advisor’s report.We can see here that it will take five turns to discover Bronze Working. If that’s too fast or (more likely) not fast enough,we can move the slider left or right to decrease or increase the percentage of our income allocated to science. (You can’t allot more than 100%—no deficit spending!) If we budget too m uch to research,though, our treasury suffers.
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better military units, city improvements,and Wonders of the W orld.
Growth:The sur plus food generated by the town even­tually leads to population growth.When the Food Storage Box is completely filled,a new citizen is added to the pop­ulation (and the box is emptied).Steady city growth leads to increased producti vity and the ability to expand our civ­ilization by building Settlers and Workers to colonize and tame the wilderness.
Exploration: If you don’t explore the dark areas of the map,you hav e no w a y of kno wing what benefits and dan­gers are lurking there.By using spare units to explore the world,you can disco ver the villages of minor tribes (which might pro vide all sorts of benefits),good potential sites for new cities,and neighboring civilizations.
Culture: Eventually, you’ll want to expand your city’s sphere of influence. This is your national border, and resources within it are yours to exploit. When you can afford to, you should build city improvements that con­tribute to culture.A Palace is one of these,so you have a head start.
Researching Civilization Advances
When we finish with Washington (for now) and close the City Display,the first turn ends.At the start of the next turn, we’re prompted to choose the first civilization advance we want to resear ch.
At the moment, our civilization has only minimal knowledge. We have the three basic skills that are alwa ys available at the start—Irr igation, Mining,and Roads—
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Choose wisely.
Our national research budget
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Note that when a unit moves next to a dark area,any black squares around it ar e rev ealed.Most units can “see”one square around them,unless they’ re on a hill or mountain.This is how you explore (and claim!) the neighboring terrain. At this point,our Warrior has not entered any unknown territory ,so we can only see the same 21 squares that we could at the beginning.
The turn ends automatically when our last unit finishes its movement. Since War riors can move only one square per turn,our turn is now over.
First Civilization Advance
We’ll go back to exploring the world in a moment.For now, something interesting has happened.At the start of this turn, the Science Advisor announces that our researchers have dis­covered the secret of Bronze W orking.Excellent! W e’ve dis­covered our first civilization advance.
When the message of discov ery appears, you can click on the name of the advance to see the Civilopedia entry for your new technology. The Civilopedia is an in-game encyclopedia of game information. The entry for each advance sho ws (among other things) all the new units,improvements,and Wonders you can build as a r esult of the discovery.
It’ s once again time to choose a resear ch project.The Science Advisor gives us his suggestion and the list of choices.This time,we’ll select the Big Picture option.Our Science Advi­sor presents us with a detailed map of all the advances in the game.Using this “Tech Tree,”we can explore possible future research paths and develop a long-term plan.
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Looking at the date,we see that several years of game time hav e passed.Early turns each span a number of years.As the game progresses,the turns get shorter,dropping ev entually to one year apiece .
Meanwhile, Back in the City…
Now,let’s tak e a look at what happened in our town betw een turns.W e double-click on Washington (on the map) to open the City Display.A few things have changed since we first looked.For one,the Food Storage Box is no longer empty. This is the surplus food that was generated on the first turn. It’s stored here for later use.A note near the box tells us that it will be nine turns before enough food accumulates for the city to grow.
The Production Bo x is also no longer empty .The shields gen­erated on the first turn were used to help build the Warrior. It’s now only four turns from completion.
We press [Enter] to leave the City Displa y.
First Military Unit
When the fifth turn rolls around, Washington has just built our first military unit. The War rior is standing in the city square,with a marker flashing on and off around its feet.This means the unit is active—ready to recei ve orders.
You can do two things with a town’s first military unit.You could use the unit to defend the city. In most cases, it is unwise to leave a city undefended.This is especially tr ue if you know that an enemy unit is nearby. Early in the game, however,the world is sparsely populated, so you can take a chance and send the unit out to explore.
If you’re at all cur ious, you probably want to see what that minor tribe to the northwest has in store for us. W e could find another Warr ior—or something better. Since the results of encountering a minor tr ibe are unpredictable, the conse­quences might not be beneficial. We’ll take the chance and move the Warr ior to the northwest by pressing [7] on the numeric keypad (not [7] on the top row of the keyboard).
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villages populated with people who might be inclined to help you.
We’re about to make contact with this minor tribe. The results of such contact are unpredictable.It could result in a gift of knowledge or gold,the tribe might send their best war­riors to for m a militar y unit to help us, or the tr ibe might decide to join our civilization,either by ceding us their town or pulling up roots and forming a Settler.Of course,negative events ar e also possible;the village could be empty or popu­lated by hostile barbarians.
We move the Warrior one square to the west,onto the hut, by pressing [4] on the numeric keypad.The result is good, but not great—we recei ve a gift of gold from the minor tribe. (A military unit would have speeded our exploration con­siderably.)
Support Note
This early in the game, you’re still paying nothing to support your units.The first several units are free of maintenance costs.How many? That depends on a few factors, including your form of gov ernment and num­ber of cities.Howe v er,once you’v e built enough units, you’ll begin paying support from your tr easury on each one ov er the limit.
If you’re over the limit and you receive a unit from a minor tribe,you have to support it,just as you support all your units.One coin from your commerce income goes to the upkeep of the new unit each turn. If this makes your units (as a whole) too expensi ve,you might consider disbanding the least useful of them.(The con­cept of disbanding is explained later.) On the other hand, if you capture a unit,it comes free of charge.
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Bronze Working allows us to build Spearmen, and it allows research into Iron Working.Since Bronze Working has pro­vided the ability to build a good defensiv e unit,we can mov e on to a research path that enhances our gro wth capability . W e click on Pottery,and it’s marked as #1,meaning that it’s the first project in our Research Queue.(For the details on set­ting up a Research Queue,refer to Chapter 9:Civilization Advances.We click Done to return to the map.
Changing Production
Before we do anything else,it’s time to check up on Wash­ington again.We open the City Display and look at the Pro­duction Box. The city has automatically begun to build another Warr ior. Unless you give it specific instructions, a city’s governors will choose what to produce next by guess­ing at what you want.These guesses are based on the pro­duction orders you’ ve given thr oughout the game—but this early in the game,there’ s no history of decisions for them to consult.Thus,they just go on blithely constructing whatever they think is best.
Since the city is still defenseless,we need to build a unit to protect Washington from possible invaders.A Spearman is a better defense than a W arrior,so we click on the Production Box to open the list of production options. Clicking on Spearman assigns that unit as the current construction proj­ect.The Spearman icon now appears inside the Production Box to indicate that the city is building one .We close the City Display.
Finding a Minor Tribe
Remember our Warrior? The cursor is flashing under it again, indicating that it’s once again ready for action. Our initial exploration (or starting point) revealed a village of huts to the northwest.This village,which the Warrior is now next to,is home to a minor tribe.Minor tribes are not rival civilizations (though some are home to barbarian raiders).They are small
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The Waiting Game
Soon,our wise men discover Pottery.In addition to opening up a further research possibility (Map Making),Pottery allows us to build Granaries,which store half the food when a new citizen is produced in a city. This city improvement greatly speeds the growth of to wns and cities.
Our goal now is to develop Monarch y.In order to do so,we must first research Warrior Code,Ceremonial Burial,Mysti­cism,and Polytheism.Monarchy is a more adv anced form of government that helps to increase our productivity. It also makes possible the Hanging Gardens Wonder of the World, which helps impro ve the attitude of our entire population.
Now that w e ha ve a long-term research goal,we can use the Tech Tree’s Queuing feature.We use the Big Picture option to open the Science Advisor’s report.Rather than choosing Ceremonial Burial as the next advance to research,we click on Monarchy. The inter vening advances are marked as #1 (Ceremonial Burial), #2 (Warr ior Code), #3 (Mysticism), and #4 (Polytheism).Monarchy is #5.A click on the Done button,and we’re in business.
W e need to mo ve forw ard a few turns now,so we’ll just mov e our Warrior around to explore a bit.Soon enough,we’ re noti­fied that Washington has completed the Settler it has been building.We choose the Zoom to Washington option in the notification box to open the City Display. Once there, we change production so that W ashington is b uilding a Granary .
Washington’s population has dr opped to 1.That’s because,as we mentioned earlier ,Settlers represent citizens who leave the city in order to establish a new city.The population will soon increase again,so the town’ s r eduction in size is only tempo­rary.We close the City Display.
Expanding the Empire
Now it’s time to expand the empire. We move the Settler northwest one square,west one square ,then southwest three squares.The Settler now occupies a Grassland square near a
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Population Increase
We move the Warrior around for a few turns,exploring the area around Washington. Pretty soon, two things happen. First, the population of the town increases to two.Second, Washington completes the Spearman it was building.When we open Washington’s City Display, we see that the Food Storage Box is now empty. Next turn, it will start filling up again,accumulating food for the next population increase.
The Population Roster now contains two citizens.On the map of the City Radius (the Resource Map),we can see that the new citizen is already at work;specifically,the citizen is producing two food and one shield in the Grassland-Shield square northeast of the city.That’s fine for now.So,although we can change assignments if w e choose,we’ll leave the cit­izen there.
As for production,it’s time to change again.This early in the game,one defensive unit is adequate for city protection.We click the icon of whatever the city has decided to build and select Settler from the Production menu. It’s time to start thinking about the next priority:growth.In order to expand a civilization,you need to build other cities,and for that,you need Settlers.Here’s a potential pr oblem:when a city “builds” a Settler,it gives up two of its population to the emigration. We have to check the number of turns it’ll take to complete the Settler against the number of turns before the town will grow to size 3.Luckily ,the town will gro w before the Settler is done, so there will be enough people to go around. Relieved,we close the City Display.
Garrisoning
Now the Spearman unit is flashing. In order to protect the city, the Spear man must remain inside Washington. Units pro vide the best protection when they ar e garrisoned.W e gar­rison the unit by clicking the Garrison Order button or by pressing [F].Gar risoned units remain in their city until you manually reactivate them.For now,the Spearman should be left alone to guard Washington.
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When we’ r e notified that we’ ve disco v ered Ceremonial Bur­ial, we simply approve the next project.(We’ll do the same the next few times research choices roll around.)
In a few more turns, New York completes its Spear man. Next,we want the city to produce a Work er.The production of Workers,like Settlers,costs population—only one,though, rather than two .After making sure that the town will ha v e at least a population of 2 by the time the unit is completed,we change the production in New York to a Worker.
While we’re waiting for the Worker, we can explore New York’s hidden terrain to the west. We move the Spearman west,then march south and north,lighting all that dark ter­rain.Finally,we bring it back into New York and garrison it.
A few turns later, Washington completes its Granary. We change the production to another W ork er (after another pop­ulation check).We can use these Workers to improv e the ter­rain around Washington and New York.
Somewhere along the line,we also discover an advance and start on Mysticism.This will make the Oracle Wonder pos­sible,and maybe later we’ll try to build it.
Improving the Terrain
Soon,New York finishes building its Worker .We change pro­duction there to a Granary .When the Work er becomes activ e , we move it one square to the northwest (using [7] on the numeric keypad),onto the Grassland square.Next, we open New York’s City Displa y.
When we look at New York’ s Resource Map ,we see that the Grassland square northwest of the city is currently generat­ing one shield and two food.That’s not bad,but we can use our Worker to improv e the production in that terrain square. We close the City Display and, when the Worker becomes active,click the Build Road Order button or press [R].
For the next couple of turns,the Worker works on building a road.When the W ork er becomes activ e again,there’ s a r oad leading out of New York to the nor thwest. We open New
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lot of Forest.Pressing [B],we order the Settler to build a new town.Again, we could name the city anything we want,but we’ll just lea ve the default name of New York.
Important Caveat
Sending our Settler out on its own lik e this is danger­ous.Settlers are unarmed and cannot defend themselves if attacked. Any enemy unit—or even a barbarian unit—that comes along can simply capture our Settler. If this is done by an ally, it is of course an act of war— but this early in the game, we have no diplomatic agreements with any other civilizations that might be nearby.
When you send out valua ble non-military units,espe­cially Settlers and Workers, you take a calculated risk if you choose not to protect them with military units.
When New York’s City Display opens,we notice a few dif­ferences from Washington’s when it was first built.Although New Y ork is pr oducing just as much food as Washington did, commerce,and therefore tax income,is significantly lower. That’ s because the only special r esource to tak e adv antage of within New York’s City Radius is Wheat, which produces food and shields,but no commerce income.
Here’s something to note: even though there is still some unexplored terrain nearby, once you have established the town, all the squares in the City Radius are illuminated. Although this is a handy way to find out what’s in those dark squares,it can be a nasty sur prise to find an enemy unit on the doorstep of a vulnerable new city.
The New Yorkers guessed that we wanted them to produce a Spearman. Since this city needs to be protected too, a Spearman is just what we want,so we close the City Display without making any changes.
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Neither of our cities has any luxuries inside its City Radius, but if either one did,the road connecting the two would be much more than just a boon to trav el.When an y city is con­nected to a luxury—a special terrain resource (like Incense) that isn’t linked to food, production, or commerce—that’s inside your nation’s borders, one content citizen of the city is made happy for each of these luxuries.If one of your cities has no luxuries of its own but is connected via road,harbor, or airport to a city that does, the full benefit of the luxuries applies to bothcities.In fact,by connecting a number of cities and luxuries with a network of roads,you can share the lux­uries (and the happiness benefits) throughout your empire .
When we finally disco ver Monarch y,Map Making becomes our next advance goal. Now, it’s time to change govern­ments.During this turn,we’ re offered the opportunity to start a revolution and change governments.We choose to do so. There will be a few turns of anarchy before our population settles down,so we’ll digress just a little.
Having Monarchy allows us to build the Hanging Gardens W onder ,and when we get Map Making,we can construct the Lighthouse,each of which grants huge benefits to our grow­ing civilization.While we will try to complete these soon, Wonders are big projects and we have smaller concerns at present.So,after the anarchy settles down and our Monar chy is firmly in control,New York eventually completes its Gra­nary ,and we change production to a military unit.We’ll reas­sign Washington to start working on the Hanging Gardens.
Changing Governments
By now,we ha ve estab lished a small but thriving civilization. We’re doing well, but could do better. Here’s how we’ll improve our civilization by switching to a more advanced form of government.
Within a few turns (it’s not always the same number), a menu appears listing the systems
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York’ s City Display again and look at the Resour ce Map.After the construction of the road, the same Grassland square is now generating one commerce in addition to its former resources. Not only do we get this benefit, but roads also increase movement speed; fr iendly units move three times faster along a road,no matter what type of terrain the road passes through.
Even better,the terrain can be improved further.When the W ork er becomes activ e again,we’ll click the Build Irrigation Order button or press [I]. Building ir rigation takes a bit longer than building roads.It’s likely that while we’re wait­ing for the Worker to complete this task, Washington will produce its W ork er.We change production to Wealth in Wash­ington.This will generate some extra cash.Then we send the W ork er northeast to build a road and irrigation in that Grass­land square.
We also discover Mysticism and start work on another ci vi­lization advance,Polytheism.Monarchy is next on the list.
Several turns later,the New Y ork Work er completes the irri­gation project;the terrain square is now marked to sho w that it is irr igated.We open the City Display for New York and note that the resource pr oduction has not changed as a result of irrigation.Normally,irrigation increases the food output of Grasslands by one.Howev er,under Despotism,our current system of gov ernment,any terrain square producing three or more of any resour ce type has its production reduced b y one. So,instead of three food, the square still produces only two. This illustrates one of the drawbacks of Despotism and explains why our resear ch is now pr oceeding tow ard Monar­chy,under which such penalties do not exist.
While we’ r e waiting to disco ver P olytheism and then Monar­chy,we send the New York Worker southwest into the For­est square and build a road.Then,we move south and build both a road and irrigation.When the Washington Worker fin­ishes building both,we move it one square west and repeat the impro v ement pr ocess.Then,we build a r oad connecting Washington to New York.
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and possibly an exchange of knowledge (adv ances).We want to make friends at this stage in the game,so even though giv­ing up technology is dangerous,it’ s also a sign of trust and of hope for a strong alliance.
After this encounter,we ha ve (most lik ely) gained a friend (for now) and possibly profited by one or two civilization advances as a result of technology exchange with the Ger­mans.Now that we’v e made contact,we can chat with them at any time by clicking the Diplomacy button on the Info Box and sending an emissary to the Germans, or by right­clicking any German unit.The Germans can also contact us at any time.
Conclusion
So ends the beginner’s lesson. You should now be familiar with many of the basic concepts. Remember, we’ve only scratched the surface when it comes to learning the game. Use the rest of this manual and the Civilopedia to help you with new concepts as you encounter them.
Have fun, and good luck! May your reign be long and fruitful!
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of government currently available to us.We choose Monar­chy,and our civilization is now ruled as one.
Let’ s take a look at the effects of the go v ernment change.W e’ll open Washington’s City Display and look at the production changes.The city’s food production has increased by three. Note that the Grassland square we irrigated earlier is now generating three food instead of two. The rest of the extra food is coming from the city square itself and one of the Fish squares.Commerce income has also increased as a result of the change in government, which has the effect of increas­ing the amount of science.Shield generation has remained the same,because none of the terrain currently in use around Washington is capable of producing more than two shields. If you look at the City Display for New York,you’ll notice similar increases in that city as well.
Meeting Another Civilization
W e decide to explor e to the southwest with Ne w Y ork’s new unit (not with the vulnerable Worker). Eventually, we meet our nearest neighbors,the Germans.Their capital city ,Berlin, is located some distance away .As soon as we enter Ger man territory and run into a German unit,their leader requests an audience with us.
Establishing effectiv e communication with your neighbors is vital to success.Early in the game, you should take any rea­sonable actions to ensure that nearby ci vilizations enjoy y our company. Not only does this keep your civilization reason­ably safe from attack,it can also lead to profitable exchanges. You can see your opponent’s attitude toward you when you make contact with one another.The attitudes of rival lead­ers are based on your past beha vior when dealing with other civilizations.Since this is our first contact with any civiliza­tion, we expect the German leader to have a neutral and somewhat cautious attitude (though you never really know what attitude a newly met leader will have).
Unless we declare war against the Germans,we’ll come out of this encounter with an automatic peace treaty with them,
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5
“I know the situation.Just tell me what’s changed.”
IF YOUVE PLAYED BEFORE
If you’ve played before,much of what’s in the game will be familiar,but there is much that’ s differ ent,in ways both obvi­ous and subtle.This chapter summarizes the major changes, and it’s meant for experienced players.If you’re new to the game,some of it might not make sense right away .
General
Here are a few broad changes that affect the game overall.
Civilization-specific advantages: Each civilization alwa ys had its own personality and wa y of doing things,but now they also have specific game advantages.Every tribe also has one unit that only its civilization can build. See
Chapter 3: Setting Up a Game for a list. Orders buttons: Most of the menus are gone.Many of
their functions are now contained in the Advisors’screens, but all of the orders you might want to give to a unit are right there on the World Map—those round buttons near the bottom.The lower row are the standard orders (Dis­band,Wait,and so on).Orders appropriate to the active unit in its current situation are in the upper row. Just click the button (or use the shortcut key) to giv e the unit its orders.
Culture: Every city and every civilization now earns cul­ture points for having W onders and cultural impro vements,
like Temples.A city’s cultural value translates into the size of its sphere of influence. Your cities’ combined spheres of cultural influence determine your national borders. For
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No home city: Support for militar y units now comes directly from y our ci vilization’s treasury .Unhappiness due to military units in the field is also managed in a new way, called “war w eariness. ”These two changes,taken together , make the idea that each unit has a home city no longer rel­evant.When units in an ally’s territory are returned after an “accidental”incursion, they simply return to the near­est square that’s neutral or in your territory.
Paying for support:All units beyond those supported for free (as determined by government type and number and size of cities) require funds from your treasury for sup­port—even Settlers. No unit requires shields or food for support.
Upgrading: When units become obsolete, you can upgrade them.Mov e the unit into any city with a Barracks and press [U].If it’s possible to upgrade the unit and the city is capable of building the new unit,the job is done.
Diplomats and Spies: Diplomats and spies are no longer units that move around the map. Instead, diplomatic and espionage missions are initiated and carried out through embassies.Read Chapter 12:Diplomacy and T rade for more information.
Caravans or Freight: Caravans and freight are also no longer units to be moved around the map. Instead, trade occurs along trade networks comprised of roads,harbors, and airports.See Chapter 12:Diplomacy and T rade for the details.
Settlers and W ork ers: Settlers are now good for only tw o things: founding cities and adding to the population of existing ones.They no longer improv e terrain.That’s no w the job of the Worker.A Worker can also add to the pop­ulation of an existing city,but can’t establish a new one .A Settler costs two population to build;a Worker costs only one.Each contributes the same number when adding to a city as they originally cost. Neither Settlers nor Workers need food for support,as Settlers did in previous versions.
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explanations of the creation and benefits of culture ,see the relev ant sections in Chapter 11:Managing Your Cities.
Mouse cursor scroll: Move your mouse cursor to any edge of the World Map,and your view will shift in that direction until you move the mouse away from the edge again or reach one of the poles.This is a handy way to see terrain that’s just out of sight or to scan large areas. The arrow keys (not the numeric keypad arrows) also move the map,in increments.
Barbarians have been revamped: The details are in Chapter 8: Units,but here are the high points:
• Barbarians don’t just spring up out of nowhere.Now, they originate from encampments and have names. Villages on the coast can spawn seagoing v essels.
• There are no barbarian leaders. To get their gold, seek out and inv ade the barbarian encampments.
• Barbarians do not capture undefended cities.Now,they just pillage the place and mov e on.They don’ t giv e y ou that polite warning,either.
Units
Armed forces and other units are, while perhaps not the heart of a civilization,certainly the parts you spend the most time dealing with.There’ ve been a lot of changes here.
No more shields:The familiar shields that every unit in the CivilizationII game carried have been replaced.A ver­tical health bar now accompanies every unit in the game. The length of this colored bar indicates the overall health of the unit. The bar is separated into segments, each of which represents one hit point. Green still indicates a healthy unit,yello w still means the unit has been somewhat damaged,and red still marks a critically injured unit.In this game,the coloring on the unit’s uniform denotes nation­ality .(Y ou can change the wa y units are displa yed using the preferences in the Game menu.)
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Renaming Units: You can now change the names of individual units.To change a unit’s name ,select the unit and press [Shift]-[N] or click on the Rename Unit action but­ton (provided that Advanced Unit Action buttons are enabled).Type the new name for the unit in the dialog box, and then press [Enter].Note: Doing this changes only the name of the selected unit — not the names of every unit of that type.
Setting Rally Points:Once you set a rally point for a city , all units produced in that city automatically move to that rally point after they are built.Each city can have only one rally point.
T o set a city’ s rally point:Right-click on the city and select Set Rally Point from the menu. Move the cursor to the square you w ant to set as the rally point and left-click.
To clear a city’s rally point:Right-click on the city and select Clear Rally Point from the menu.
Terrain and Movement
We all know how important terrain is to successful civiliza­tion building.Here are the major changes—large and small.
Natural resources: Natural resources work in a com­pletely different manner than in previous Civilization games. They’re divided into three categories: bonus resources, luxur ies, and strategic resources. That’s r ight; luxuries are now counted among the terrain specials. Strategic resources are necessary to build some units,and both can be traded. For the details, read Chapter 7:
Terrain and Mov ement and Chapter 12:Diplomacy and T rade.
Fresh water limit on irrigation:Until your civilization
discov ers Electricity,your Workers can only irrigate squares with access to freshwater:a river ,a lake,or another irrigated square.
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Like all other units, they’re supported with funds from your treasury.
Capture:Enemy forces can now capture defenseless units, like Settlers, Workers, and artiller y. If there’s no defender nearby, any military unit (one with an attack f actor) can take control of a unit that’s incapable of defending itself.A captured Settler or W ork er retains its nationality,but serves its new civilization as unquestioningly as it did its pre vious ruler.A captured Settler becomes two Workers, because founding a city with only foreign nationals is a bad idea.
Firepow er gone:Combat has been improv ed so that the concept of firepower is no longer necessary. For details, check out Chapter 8: Units.
Bombard ability: Warships, bombers, fighters, and artillery units have the ability to bombard a target that’s within their range.Bombardment counts as a unit’ s attack, and might damage defensive fortifications,har m units, or otherwise damage a city in the target square. For more details,see Chapter 8: Units.
Leaders: No one can build leaders; they arise from bat­tles.Get the leader back to one of your cities,and you have two options (both of which consume the leader;it disap­pears):
• Create an Army.A leader in a city can become an Army. Essentially, an Ar my is a ground unit that can include (transport) other ground units.When g rouped into an Army, these units have advantages in combat. For the details,see Chapter 8: Units.
• Finish a great work.When it arrives at a city that’s in the midst of building a Wonder or city improvement, a leader can whip the population into a productivity frenzy,so that they finish the project in one turn.
New Worker orders: A number of new orders make common terrain improvement jobs, like building a road from one point to another, easier and more convenient. The details are in Chapter 8:Units.
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of terrain that is impassable to that unit,you’ll know because it won’t move into the square when y ou or der it to.
Cities
Most experienced players agree that managing your cities is the most important aspect of success in the game. Maybe they’re right, maybe not, but what’s certain is that we’ve made some changes to the way it works.
Trade is now commerce: The money that each city brings in, which used to be called trade, is now commerce. Your net income per turn (after suppor t and other costs hav e been subtracted) is di vided between science funding and your treasury. Luxur ies are also derived from terrain and trade.
Production queue: Now you can queue up your city’s production.Just set up the city’ s pr oduction queue and then press [Shift]-[Q] to save it. When you want to load your sav ed queue,press [Q] to load it.
Production suggestions:When a city completes its cur­rent building project,it doesn’t just start on another of the same thing.Rather,the city governors suggest what to build next,and that’ s what they start on unless you ov erride them. Keep an ey e on these guys.They learn from y our choices in other cities,but they hav e their own agendas as well.
City governors: Every city has a group of bureaucrats who can help ease the burden of managing a large empire.
No penalty for changing projects: The penalty for changing production in mid-project is gone—except for any shields lost as overrun.
Wealth production:“W ealth”is a project that has essen­tially the same effect as Capitalization—production con­verted into commerce income. The difference is that W ealth is available right from the start, with no technology pre­requisite,but the income it generates is greatly reduced.
War weariness: When you continually wage war or remain on a war footing, your citizenry eventually get
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Shields from clearing forests:When a W orker finishes clearing a Forest square,this delivers a number of produc­tion shields to the nearest city.The forest still changes into a terrain type more suited to irrigation,too.
Colonies:T o collect a strategic resour ce or luxury from a terrain square outside a city’ s sphere of influence (see “Cul­ture”in Chapter 11:Managing Your Cities to find out what that is),you can have a Worker establish a colon y on that square.
Effects of rivers:The effects of rivers on mov ement and combat hav e been changed a bit,as follows:
• No fast movement: Civilization II allowed ground units moving along rivers to travel faster—as if moving on a road. This game offers no movement bonus for river travel. Rivers now run along the edges of squares,not through them.
• Combat bonus: If combat takes place across a river—the units are on different sides when the combat begins— the defender gets a bonus.
• Movement cost: Until you discover Engineering, your units do not enjoy the road bonus to movement when they cross a river.
Altitude affects visibility: Units on high ground can see farther than usual, and units on Mountains can see over Hills. In no case can any ground or naval unit see over a Mountain square.
Disease: Cities near Jungle and Flood Plain terrain squares suffer a chance of being beset by disease.Units in Jungles can also be killed by disease.
Impassable terrain: Certain terrain is impassable to cer­tain types of units.This is terrain that those units cannot tra­verse, usually due to physical limitations. For example, wheeled units like Catapults and Cannons cannot travel across mountain squares unless someone has built a road through the range.If one of your units runs into a square
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Research queue:You can now set up a research sched­ule.On the Science Advisor’s screen,you can choose a tar­get technology and have the advances between here and there scheduled for you,or you can specifically determine the order in which ev ery advance will be researched.
Diplomacy
The way diplomacy works is different, but not so much so that you’ll feel lost. The details are in Chapter 12:
Diplomacy and Trade.
Making contact: You still generally make first contact
with your opponents by running acr oss their units,but now you can also trade with leaders you have already met to gain communications with those you haven’t.
Establishing embassies: You still can’t establish an embassy with another civilization until after you’ve dis­cov ered Writing,but now you payto set up diplomatic rela- tions (and a base for underhanded activities).An embassy also opens the possibility of diplomatic agreements beyond a simple peace treaty.
Diplomatic missions: Once you have an embassy with another nation, you can click the embassy icon (at their capital city) to open a menu of the possible diplomatic activities.These all cost gold to attempt.
No Diplomats or Spies: That’s right, none.With the change in the way embassies ar e established and run,all the major functions of the Diplomat and Spy units have become redundant.
Espionage: After you’ve discovered Espionage and built the Intelligence Agency, your embassies can undertake espionage mission for you. See “Espionage” in Chapter
12: Diplomacy and Trade for the details. Expanded trading options: You can still trade maps,
lump sums of money,advances,and everything you could before.Now,you can also trade,receive,or demand diplo­matic agreements, per-turn payments, communications
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tired of it.This effect is known as war weariness. Under representative governments (Republic and Democracy), war w eariness causes great unhappiness in your cities.
Wonders:Y ou’ll find the list of Wonders of the W orld (and their effects) somewhat different.New to this game is the concept of Small Wonders. These are great projects that aren’t necessarily one of a kind. For example,all civiliza­tions can build their own Apollo Program now,instead of there being only one that deliv ers space flight to everybody. Check out Chapter 10:Wonder s for more detail—and see the Civilopedia for descriptions of the new Wonder effects.
City improvements:What’s true of the Wonders of the World is also true to a lesser extent of city impro vements; the list of improvements and their effects have been improved. Though you’ll find most of the possibilities familiar,there have been one or two changes.Check out the Civilopedia for the specifics.
Conquest:When you take over an enemy city, you have the option to raze it,rather than taking control of it.Also, cities of size 1 are not destroyed when you occupy them.
Advances
The progress of science and the w ay y ou control it within the game have been significantly improved.For more informa­tion on any of the topics below,refer to Chapter 9: Civi-
lization Advances.
Advances tree:Not only have many of the technologies
had their effects changed,but there are new advances (and one or two old ones are gone). The tree is now diagrammed for you in the Science Advisor’s scr een,so go take a look.
Ages:The passage of history in the Civilization games has always been divided into ages, but now it’s explicit. You don’ t hav e to discov er ev ery advance in an age to complete it,but you must complete most of them to mov e on to the next age.
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grant new skills to your Workers.) When your Workers excel at self-impro vement,Engineers become unnecessary .
Caravans and freight: Trade is conducted differently in the Civilization III game than in previous versions. (For details on the new trade system, see Chapter 12: Diplomacy and Trade.) The new system makes units whose purpose was solely for trade purposes unnecessary, so they’ re not in the game .This raises a couple of questions:
• Without them,how do you set up trade routes?T rade routes have been revamped too.They are now a function of your trade network (roads, harbors, and airports) and diplomacy. You no longer need to send special units to do the job.
• What about speeding up the production of large projects (i.e., Wonders)? The only way to speed production of a
Wonder is to use a leader. Stockpiling Caravans or Freight units around a city in pr eparation for building a Wonder in record time is no longer possible.
Bribery: Even though we mentioned it when discussing spies,it doesn’t hurt to make things completely clear.You can no longer bribe enemy units. Your enemies cannot bribe your units. Clearly, this change will have a major effect on many players’strategies.
Fundamentalism: Gov ernment based on religious fanati­cism is no longer an option.
The Senate:That’s right.Republics and Democracies no longer hav e those pesky Senators refusing to let y ou go to war and forcing you into unwanted treaties. However, your citizens’ war weariness affects your decisions in a similar way.
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with leaders, luxuries, strategic resources,Workers, and even cities.
T rade agreements:T rade routes and supply and demand hav e been integrated into diplomacy .If you w ant to set up ongoing commerce with another civilization,you must do it explicitly during negotiations.You and the other leaders can trade surplus resources and luxuries in any way y ou see fit.All trade agreements last 20 turns before coming up for review (unless war cuts them off).
W orld Map and T erritory Map:Y ou ha ve a ne w option when trading maps with other leaders.You can still give or get the same World Map ,which includes everything you’ ve explored or been told about—including the locations of all your cities. The new option is the Ter r itory Map, which gives only the outline of y our borders (your cities’cultural spheres of influence).
What’s Gone
The experienced Civilization player will notice a few omis­sions. Some of these have already been mentioned, but because their effects on strategy are so broad,we thought they deserved repeating.
Science and entertainment limits: No matter what your form of government, the only limitation on your level of funding is what you can afford.
Zones of control:The idea that any unit can interdict the terrain squares that surround it has been discarded. This means that units of different nationalities can move freely around among each other. However, the idea that some military units can take advantage of their speed and the pro ximity of an enemy unit remains.These units can launch an attack on any enemy unit foolish enough to pass through an adjacent terrain square.
Engineers:As your technological know-how gr ows,your Workers will be able to put some discoveries to practical use—they gain new abilities.(Engineering and Electricity
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6
“There is no city of gold.”
THE BASICS
OF
TOW NS
AND
CITIES
When you start a game,your first units are surrounded by the darkness of the unknown.Though you could choose to let this Settler and others wander around,the first military unit they ran across would capture them.As soon as you find a decent site,you should have your Settler build a permanent settlement—a town. You must build at least one town,because only towns (which grow into cities and metropolises) can produce units, food, income from commerce, and all the other things that allow y our civilization to gro w and develop . You’ll probably build a dozen or mor e towns o ver the course of the game.
A Note on Terminology
Throughout this manual,we use the term “city”to refer to towns, cities, and metropolises. It’s less awkward than repeating “to wns,cities,and metropolises”all over the place.The exception,of course,is in cases when the size makes a difference .
Cities are the residences of y our population,the sources of tax dollars and cultural development,and the homes of your sci­entists.Each city organizes the development of the area sur­rounding it,har vesting nearby agricultural produce,natural resources,and potential trade goods, then converting these
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who labor on the land around the city and citizens whose specializations produce other effects.The Population Roster tells you how large your city has grown, who’s happy and who’ s not,and the nationality of each citizen.Since there are other points of interest in this display,we’re mo ving on.
Citizens laboring on terrain squares (or “map squares”) pr o­duce three different things: food, shields, and commerce. (Shields represent common raw materials and the labor the city uses to produce goods.) Some terrain produces a larger proportion of one than the others.On some squares,citizens can’t produce any of one type (a citizen working on unde­veloped Tundra produces no shields, for instance). Each square’s production of food,shields,and commerce is shown on the City Display in a Resource Map, and the city’s totals are summarized in the Resource Bars below it.
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resources into food, industrial production, technology, and cash.
One way to measur e the success of your ci vilization is by the number and size of cities you control. Larger cities collect more taxes, conduct more scientific research, and produce new items faster.Civilizations with small numbers of cities and small city sizes risk being overrun by larger,more pow­erful neighbors.
You can acquire new cities in a few ways.Most frequently, you build them with Settlers.If you are aggressive,you can conquer the cities of your neighbors. Occasionally, your exploring units will discover a minor tribe that elects to join your civilization.If your culture is dominant,a neighboring, culturally weak city might be swayed by your city’s cultural influences and spontaneously leave its civilization and con­vert to yours.Finally, there’s propaganda; it’s one of the less ethical tools of diplomacy, but it can be quite effective in bringing cities under your rule.
The City Display
The primary tool you use to monitor and control y our cities is the City Display.This display opens whenever you found or acquire a city,or you can double-click on an y of your cities to open it.To comprehend the City Display,you must under­stand the symbolism it uses.Take a look at the City Display while you’re reading—it’ll make things a lot clearer .
Cities arose when populations banded together and began using planned agriculture to produce the food to feed them­selves da y to day.Often,there were sufficient lefto vers to store for later use.Once food storage developed,not every citizen had to produce food all day,which allowed some people to specialize in producing other goods and services.Eventually , cities accumulated enough surplus food and goods that they could trade their excess with nearby populations.
To represent a city’s population,the game maintains a Popu­lation Roster.Each citizen (a little head) stands for a segment of that city’s population. The roster displays both citizens
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City Name
Population
City
Radius
Construction
Box
Food
Box
City
Square
Garrison
Luxuries
Box
Improvements
Roster
Population
Roster
Production Bars
Strategic Resources
Box
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In addition to the economic potential within the city’ s radius, you need to consider the proximity of other cities and the strategic value of a location.Ideally,you w ant to locate cities in areas that offer a combination of benefits:food for popu­lation growth,raw materials for production,decent income, and natural resources.
Natural Resources
When you look ar ound your w orld,you’ re sur e to notice the icons that appear on some terrain but not on most.Each of these represents natural resources that exist in abundance in that area. These resources are divided into three categories, according to their uses:
• Bonus resourcesare those resources that increase the pr o­ductivity of your city.A vein of Gold, for example, can increase the amount of commerce income a city generates. The presence of Wheat raises the food production poten­tial.
• Luxury resources are resources you can use to keep y our citizens happy.As your civilization grows, discontent can become a serious problem. Luxuries—things like Silk, Dyes, and Wine—help keep your people satisfied that you’re ruling well.
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Founding New Towns
The most common way y ou gain new cities is b y sending out Settlers to build them and Workers to tame the wilderness around them. The terrain under and around your city is important,so if you want to select the best possible place for your future metropolis, make sure to read “Choosing Your Location” below. (If you want to jump right in, choose a square with rivers and special resources near it.)
When a Settler stands on the square where y ou wish to build a new town,press [B] or click the Build Order .(If you’ re not sure which button is which,just put your mouse cursor ov er each one until the identifying text appears.) If you choose Build by mistake ,you can click the X icon on the Name City screen to call the whole thing off.
Your advisors propose a name for the new town;type in a dif­ferent name if you pr efer.When y ou’re satisfied,press [Enter] or click the O icon.The City Display opens so that you can arrange the town’s initial production and economic devel­opment. The Settler disappear s; it becomes the first citizens of your new b urg.
Choosing Your Location
Choose the sites where you build towns carefully. Citizens will work the terrain surrounding the city square in an X-shaped pattern (see “City Radius” on page 75 for a diagram showing the exact dimensions).This area is called the City Radius. The ter rain square on which the Settler was standing becomes the City Square. The natural resources available where a population settles affect its ability to produce food,shields,and commerce.Cities near fresh water sources can irrigate to increase crop yields, and cities near mineral outcroppings can mine for raw materials. On the other hand, the ar id terrain will always handicap cities surrounded by desert,and cities encircled by mountains find arable cropland at a premium.
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Choose a location carefully.
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The larger a settlement’s population, the better the innate defense it pro vides to military units stationed there.In a town you can build Walls, which increases this defense factor to equal those of units in a city of size 7.(Walls have no effect on defense factors in a city of size 7 or above.)
Placing some cities on the sea­coast gives you access to the ocean.You can launch ships to explore the world and to trans­port your units overseas. You can build Harbors to enlarge your trade network to include other continents.(T rade networks are discussed in Chapter 12: Diplomacy and Trade.) With few or no coastal cities, your sea po wer and commercial potential are limited.
Capturing Cities
Other civilizations normally defend their cities with one or more military units,and sometimes with Walls and other city impro vements. You can identify a defended city ,because when you approach,the best defending unit is plainly visible.You can tell a walled city by the short wall surrounding it.There are three ways to acquire enemy cities:force,defection,and subv ersion.Defection happens without any immediate action on your part,but the others require an activ e hand.
If you choose force,you must destroy the defenders by suc­cessfully attacking with your military units.Once the city is undefended, you can move in and capture it. If you prefer subv ersion,you must successfully sow pr opaganda in the city . (This requires a planted sp y and a significant outlay of funds.) Dissident citizens capture the city for you. You can’t directly cause a defection,but you encourage it by building up your cities’cultural strength.When a rival city is near your borders and your culture vastly outranks theirs, a strong desire to enjoy the benefits of your society can drive the citizens to defect and join your empire.
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• Strategic resources are mater ials necessary for building certain units,improvements,and Wonders.If you have no Iron,for example,you can’ t build armor for Knights or rails for Railroads.As your civilization adv ances,you’ll become aware of new strategic resources that you were unable to appreciate earlier. Strategic resources are more likely to appear on certain terrain types,so it’s not impossib le to pre­dict where these might appear.
When possible,you should locate your cities to take advan­tage of these natural resources.See Chapter 7:Terrain and Movement for more details and a discussion of the resources’ benefits.
Proximity of Cities
A serious consideration when planning new cities is the cur­rent or potential location of other cities.You want to mini­mize the chance that one city’s radius overlaps another’s. Since a map square can only be used by one city at a time, radius overlap restricts the potential growth of one or both cities.Explore nearby lands as soon as possible to begin plan­ning the placement of future cities.
Strategic Value
The strategic value of a city site is a final—but vital—con­sideration.A city square’s underlying terrain can increase the city’ s defensiv e strength when it comes under attack.In some circumstances,the defensive v alue of a particular city’ s terrain might be more important than the economic value.Good defensive terrain (Hills, for example) is generally poor for food production and inhibits the early growth of a city, but can be a valuable military asset.You’ll have to do a little extra to get these cities to grow and pr osper.Regardless of where a city is built,the city square is easier to defend than the same unimpro ved terrain.
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Walls help keep out the riff­raff.
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On the Map screen,simply right-click on the city and select Rename from the mini-menu.A dialog box opens in which you can type in the new city name .Press [Enter] or click on the O icon to accept the name.If you decide not to change it,click on the X icon.
The Parts of a City
Cities can be viewed in thr ee differ ent w ays:the city square, the city radius,and its cultural influence.
The City Square
The terrain a city occupies is especially important,because it is alwa ys being work ed. You cannot take the w orkforce off this square when moving citizens around on the City Display.
The City Radius
The potential area of development,called the City Radius, extends out from a city in an area thr ee map squares wide— two squares to the northeast, northwest, southwest, and southeast.The resulting “radius”looks like a fat X.The citi­zens of the city can work any squar e in this radius if it’ s within the city’s borders to produce food,commerce,and shields.If
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If captured by military means,a city becomes yours to raze or to keep. If you let it stand,you install new governors to control and manage as y ou instruct.
Acquiring an enemy city can also lead to side benefits,such as plundered gold and captured Workers.
Capture does not affect Wonders of the World,but destroy­ing a city does (see Chapter 10:W onders for more details). Small Wonders in a city are always destroyed when the city changes hands.
Converting Minor Tribes
As your units explore the w orld,they might encounter minor tribes—civilizations too small or nomadic to count as “set­tled” (see “Minor Tribes and Barbarians” in Chapter 7:
Ter rain and Move­ment for the scoop
on these situations). Minor tribes react to contact with a range of emotions, from delight to hostility. Occasionally, a minor tribe is sufficiently awed by your emis­saries to immediately form a new city and become part of your civilization.
Mov e your exploring unit onto the minor tribe’s huts to dis­cover the tribe’s attitude toward your civilization. If they choose to form a new city,you need do nothing.Your advi­sors propose a name for the new city (which y ou can change).
Renaming Your City
You can rename any of y our cities whenever you wish.This is useful if you want a captured city’s name to be consistent with the names of cities you ha ve founded.
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Feeling lucky?
The “Fat X” City Radius
Current
Population
Current
Production
Turns Until
Complete
City Name Turns Until Growth
Capital Indicator
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(See Chapter 12: Diplomacy and Trade for an explana- tion of that.) You can contact the owner of the stray unit and demand that it be immediately withdrawn.Right-click on the offending unit to do so.
City Governors
As you pla y,you’ll undoubtedly notice that when a city com­pletes a building project,it selects another one without your input. The city governors do this. Unless you give specific instructions, the governors will choose what to produce next by guessing at what you want.These guesses are based on the history of production orders you’ ve giv en throughout the game.
The gov ernors can be very useful,but only if they correctly interpret your previous orders.To help avoid problems,you can give y our gov ernors specific guidelines to follow in their selection of projects.At the City Display, press [G] to give instructions to that city’ s governors.
You can give instructions that cover only this city, all cities, or only those cities on the same continent as this one.On the General gov ernor page,options are:
• Manage citizens:This gives the gov ernors your permis­sion to control the allocation of citizen laborers to the terrain in the City Radius.Using the next three options, you instruct them as to your priorities for this task.If you
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the population gets large enough,you could hav e them work­ing the entire area.
For the city’ s population to surviv e and grow,the radius must encompass terrain that the citizenry can cultivate to pr oduce food.Grasslands and Plains are naturally the most fecund,and you can increase the agricultural output of most terrain types with irrigation.
Your most important cities also have raw materials (shields) available.Forests naturally produce a number of shields,and Hills and Mountains can be mined to produce good quanti­ties of raw materials.Some special natural resources—Cattle and Whales,for example—increase the shield production of a square,as do most strategic resources (see “Special Natural Resources” in Chapter 7: Terrain and Movement for complete details).
The importance of commerce (and the resultant taxes) in generating income and the funding for researching civiliza­tion advances can also make a location an especially good site for a city. Rivers, lakes, and coastlines are naturally rich in commercial potential. You can even generate commercial income from squares that naturally produce none, if you build roads to encourage trade .
If a square within your City Radius is outlined,it is being used by—and benefiting—another city. If you own both cities,you can flip between City Displays to adjust produc­tion in each to the best benefit of both locations.
Cultural Influence
Every city is a population center,a military base,and a source of income.A city is also a center of culture. Every city has a cultural influence on the surrounding countryside, repre­sented on the map by borders.As time goes on and you build improvements in a city, its influence grows and the borders expand.
When another civilization’s unit is within your cultural borders, it is trespassing in your territory—unless you have agreed to allow that civilization right of passage.
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Large cultural influences often overlap.
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• Air units – flying units
• Growth – city improvements that increase the rate of
population growth in the city
• Production – city impr o vements that impro v e the shield production in the city
• Happiness – city impro vements that add to the happiness of your citizens
• Science – city improvements that boost the scientific research output of the city
• Wealth – city improvements that increase the tax income the city produces
• Trade – city improvements that augment the city’s trad­ing capacity and commerce
• Exploration – units whose pr imar y role is exploration, like Scouts and Explorers
• Culture – city impr o vements that build the city’s cultural influence
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select more than one of these three,the governors strike a balance between those you’ve chosen.
• Emphasize food – instructs the governors to maxi­mize the food produced.
• Emphasize shields – instructs the governors to max­imize shield production.
• Emphasize commerce – instructs the governors to maximize income from commerce .
• Manage production:This gives the go vernors your per­mission to assign building projects as they see fit.Using the next two options, you can put limits on what they’re allow ed to do.
• Never start Wonders – tells the governors not to begin construction of a Wonder.
• Never start Small W onders – tells the go vernors not to begin construction of a Small Wonder.
Click the Production button to switch to the Production governor page. Here, you can give your governor s some more detailed production orders. Specifically,for every one of the options, you can specify how often the governor should select to produce that particular thing.This effectiv ely provides your governors with a list of priorities.You can set priorities for:
• Offensive ground units – those units that are stronger on offense than defense
• Defensive ground units – those units that are stronger on defense than offense
• Artillery – strictly offensive bombardment units,like Cat­apults
• Settlers – Settlers
• Workers – W orkers
• Naval units – seagoing vessels
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7
“We do not inherit the land from our ancestors;we take it from those who defend it poorly.”
TERRAIN AND MOVEMENT
Terrain and Mov ement Concepts
As mentioned in “City Concepts”in the previous chap­ter, the game map is divided into small squares, each containing a distinct type of terrain.These are called ter- rain squares.To represent that some terrain is easy to walk across and some terrain requires slo gging through mud or hacking through thick underbrush, your units spend mov ement points to enter each new square.Every unit has an ADM rating;the acronym stands for Attack/ Defense/Movement. The third number in the rating (M) indicates how many mo vement points it can spend in a turn.Y ou can find out all a bout units and their ADM ratings under “Unit Concepts”in Chapter 8: Units.
Each terrain type has its own movement point cost.Your Workers can lower these movement point costs by improving terrain (see “Settlers and Workers” in the next chapter).When a unit moves into a new square, it pays that square’s movement point cost.If it has any mov ement points (or fractions thereof) left after mov­ing one square,a unit can move again until it runs out of mov ement points.Since an attacking unit moves into the square vacated by a defeated defender, your units also spend mov ement points to attack.
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About Rivers
The presence of a river adjacent to a terrain square indicates access to fresh water for irrigation (assuming the terrain can be irrigated).You cannot irrigate without fresh water (rivers or lakes) until y our tribe discovers Electricity.
Rivers convey a commerce bonus to squares near which they run,in addition to the yield of the basic terrain.When any unit moving on a road crosses a river,it loses the road’s mov ement benefit.This is true until your civilization disco v­ers Engineering.If combat takes place across a river—that is, the units are on different sides when the combat begins—the defender gets a bonus.
Standard Terrain Types
The standard types of terrain can be divided along climactic lines.Below is a brief summary:
Tundra is cold terrain.It doesn’t produce much in the w ay of raw materials and can’t be converted into more prof­itable terrain.
Jungle and Flood Plains are wet terrain.Jungles are dif- ficult to move through,and it costs a considerable invest­ment of time to convert either type into more profitable terrain.Units fortified and citizens laboring in Jungles hav e a chance of falling prey to disease.Flood Plains cannot be conv erted into any other type of terrain.
Plains and Grassland squares are open terrain. Both are easy to travel across, and when irrigated, both produce substantial amounts of food.
Hill and Mountainsquaresare both v ertically challenging. They take some effort to travel across,but while you’re up there,you get quite a view—two squar es instead of one in all directions (except past mountains).These types of terrain yield more raw materials when developed by mining.
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The proximity of enem y units or cities can also restrict a unit’s movement options. For one thing, your units cannot share a square with either. Less obvious is the fact that some units can attack your units as they pass. This can also restrict a unit’s movement options. (For more detail,read “Retr eat”in Chapter 8: Units.)
Experienced players should note that only certain mil­itary units have z ones of control,and that they work dif­ferently (free attack instead of mo vement limitation).
Your units will occasionally encounter terrain that is impassable (the unit simply does not move when you order it to).This is terrain that the unit in question can­not enter.For example,wheeled units require a road to travel through Jungles and Mountains .
Types of Terrain
Each type of terrain has its own economic usefulness,effect on movement, and effect on combat. Detailed information about the terrain types is provided on the Map screen,in the Civilo­pedia,and in the Appendix.
To get terrain information on the Map screen, right-click on the square in question.A pop-up box shows y ou ev erything you need to know about the terrain. (If you don’ t recognize the icon for a spe­cial resource, this is the quickest way to identify it.) To look up a terrain type in the Civilo­pedia,click on the Civilopedia icon (the book) and select the Terrain option.A list of all standard terrain types appears.
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• Trading with another civilization to gain a resource that they have access to.Your capital cities must be connected to one another before you can trade resources. (This, of course,is generally the least dependable method.)
Natural resources fall into three broad categories: bonus resources,luxury resources,and strategic resources.Bonus resources, like Game,Wheat, and Gold, simply contribute to the pro­ductivity of the city or your civilization as a whole.Luxury resources help you keep your population happy. As men­tioned earlier, strateg ic resources are necessary for certain building projects. Tradable luxuries and strategic resources appear on the Diplomacy screen as potential items of trade. This is how y ou arrange to have another ci vilization pro vide you with a resour ce,as mentioned abov e .Since it takes only one square’s worth of a resource to supply your entire civi­lization, any surplus from additional sources is available for trading purposes.
Here’s a br ief summar y of the natural resources you might find.Note that many of these will not be visible at the begin­ning of the game.As your technology progresses, you’ll become able to recognize strategic resources that were use­less to you before.
Bonus Resources
Bonus resources include Gold,which supplies your treasury with extra commerce every turn, and these others, all of which increase the food output of the square where they’re found:Wheat,Cattle,Fish, Game,and Whales.
Strategic Resources
The list of strategic resources is slightly longer:
•Ironis an impor tant component of armor and edged weapons.
• Horses are one of the earliest forms of transportation,and mounted units hav e definite advantages over infantry .
• Saltpeter is necessary for the development of gunpo wder.
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Coast, Sea, and Ocean squares generate substantial amounts of commerce income,and cities on the coast can build seagoing units,Harbors, and other useful improve­ments.
Desert squares are dry terrain that can be developed for marginal production.
Forest squares are difficult to travel through, but yield decent raw materials.They can also be cleared to gain a one-time shield bonus.
Natural Resources
Most standard terrain types have at least one natural r esource associated with them.(Some terrain types have se veral.) Nat­ural resources are represented by icons resting on top of the basic terrain square.Resources add significantly to the eco­nomic value of the terrain.Citizen laborers from a city can work a square inside the City Radius and gain the general benefits of a resource .
Over and abo ve the boost to a city’s production,howe ver ,cer­tain natural resources are strategic—necessary for building specific units, improvements, or Wonders. (For example, without access to Horses,you can’t train Horsemen.) A city doesn’t need to have citizens working a square to gain this benefit;it simply must be connected to it.
A city gains access to a natural resource by being connectedto it. Connection can be made in several ways. The most dependable is to have the resource inside your civilization’s borders and a road from the r esource to the city.
Other ways to gain access include:
• Having a Harbor on the same sea as another friendly city that also has a Harbor and access to the resource .
• Having an Air por t in both this city and another fr iendly city that has an Airport and access to the resource .
• Having a colony on the resour ce and an unbrok en road (or railroad) betw een the colon y and the city.
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Terrain Improvement
When surveying sites for a new city,remember that ter rain can be improved.Hill and Mountain squares can be mined to produce more raw materials. Plains and Grassland can be irrigated to produce more food.Jungle squares can be cleared to yield Grassland.Forest can be cleared to yield Plains.Plains and Grassland squares can be timbered to yield For est if you need raw materials.
Workers can also improve terrain by building roads to increase the commercial v alue of the terrain.All terrain types produce commerce once penetrated b y roads.Railroads fur­ther lower the movement point cost of the terrain across which they are laid,and they increase production as w ell.For more information on terrain improvements,see “Settlers and Workers”in Chapter 8: Units—W orkers are the units that do the work.
Disease
Cities in Flood Plains and units and cities in Jungles risk death by disease.
Planetary Caretaking
Manipulating terrain to produce more shields has a downside , of course.One cost of heedless industrial growth is pollution and poisoning of the environment. Of the many dangers posed by pollution,the one most important to your civiliza­tion is the loss of a polluted square’s productivity. Poisoning can also occur if nuclear weapons ar e detonated or a nuclear reactor melts down.
Pollution from industry and nuclear disaster are modeled as a balancing factor for growth.As you steer your civilization into the industrial age, you must manage your cities and monitor your terrain to minimize pollution.
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• Coal is an easily harnessed (though often dirty) source of energy. Early methods of generating steam power rely on coal burning.
• Oil fills too many purposes in the moder n economy to name.Though its pollution potential is problematic,most civilizations are willing to take the risks to gain oil’s eco­nomic and industrial benefits.
• Rubber,like oil,has a marvelous abundance of uses in an industrial society.Among others, rubber gaskets,tires,and windshield wiper blades are vital parts in many vehicles, including military ones.
• Aluminumis an irreplaceable ingredient in most modern lightweight allo ys.
• Uranium is essential to early methods of generating nuclear energy.
Luxuries
Mollifying your irritable population with luxuries is no sim­ple matter.Luxur ies are something you must find and gain access to,like strategic resources.A city’s access to luxuries works in exactly the same way as it does for strategic resources, making the methods of connection (roads, rail­roads,Harbors,etc.) even more valuable.
All of the luxuries a city has access to appear in the City Dis­play.Each type makes one content citizen happy or (if there are no content citizens) one unhappy citizen content.
The luxuries that might be available to your civilization include Incense,Dye,Wine,Fur, Spice,Silk, Diamonds, and Ivory.
Impassable Terrain
Impassable terrain is land that some types of unit cannot tra­verse,usually due to physical limitations.For example,Cata­pults and Cannons cannot travel across mountain squares unless someone has built a road thr ough the range.
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Nuclear Weapons
Nuclear units not only destro y the army or city the y target, but all units stacked with the target and those in adjacent squares as well.The detonation also pollutes and dev astates a number of map squares around the impact squar e. Your rivals might not spend the time or manpow er to clean it up,but if you ever intend to use those squares,you should consider it.
Nuclear Meltdown
If a Nuclear Po w er Plant suffers a catastr ophic failure,half of the city’s population is destroyed. Additionally, a number of squares near the city become polluted.
The risk of meltdown always exists when a city that has a Nuclear Plant goes into civil disorder .Civilian unrest might result in safety procedur es becoming so lax that a catastrophic accident occurs. If you build this improvement in any of your cities,take special care not to allo w those cities to go into disorder.
Pollution’s Effects
Pollution is represented graphically on the terrain square in which it occurs.It reduces the production of food,raw mate­rials, and commerce income to zero. Once the terrain is detoxified, production returns to pre-pollution levels. Any Worker can detoxify polluted terrain.To order this,click the Clean Up Pollution order or press [Shift]-[C].After a few turns of work,the pollution disappears.
Monitoring Pollution
You’re informed immediately when any map square within your territor y becomes polluted, and the pollution appears on the map.
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Pollution
Pollution appears within the City Radius of any city that is excessively pr oductiv e (produces lots of shields) or has a v ery large population.
Pollution w arning symbols begin appearing on the City Dis­play when the combined pressures of smog and industrial pollution begin to create a significant threat of contamina­tion.The number of symbols corresponds to the probability each turn of a square within the city radius becoming pol­luted.
Certain city improvements can help alleviate the situation. The Recycling Center reduces the impact of industrial pol­lution,in turn decreasing the accumulation of warnings.The Hoov er Dam,a modern Wonder,acts as a Hydro Pow er Plant for all friendly cities on the same continent.The Mass Tran­sit impro vement minimizes smog.
Special Contamination
The detonation of nuclear weapons or a disaster in a Nuclear Power Plant (a meltdown) also causes contamination.
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A polluted square
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particular village’s response,but most of the possibilities are favorable.
Here’s what can happen when you mov e a unit into the vil­lage of a passive tribe:
• Occasionally the tribe is sufficiently advanced,yet awed b y your emissary, to immediately form a new town and become part of your civilization.
• On the other hand,your troops might stumble on a village with an advance unkno wn to your civilization.Graciously , they share their kno wledge.
• A village might hav e access to gold.To placate your emis­sary,they might offer some as a gift.
• The tribe gathers their fiercest young warriors together to create a military unit to join your civilization’s forces—as a gesture of alliance (and perhaps a way to be rid of some young tr oub lemakers).
• Your emissary makes a horr ible faux pas, and the minor tribe turns vicious.A number of hostile units come boil­ing out of the village to attack.
• Your emissary ar rives at a spot rumored to contain a vil­lage only to find the inhabitants long gone and the dwellings empty.Nothing occurs.
• Your unit catches up with a particularly nomadic tribe and impresses them with his or her goods and possessions.The minor tribe is willing to join your civilization,though not necessarily interested in settling in their present location. The villagers become a Settler.
• The minor tribe hands over a map of the surrounding area.
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Minor Tribes and Barbarians
Villages of thatch-roofed huts scattered about the map indi­cate the presence of minor tribes.These populations are too isolated,not organized enough,or too migratory to develop into major civilizations. Minor tribes come in two flavors: active and passi ve.
Active tr ibes are warlike groups that periodically send out raiding parties.Their warriors attack on sight and attempt to loot your to wns and cities.If you find and obliterate an activ e tribe’s village,you end the threat from that tribe (and get a bit of spare change in the process).
Note to Previous Pla yers
Active tribes,as you might have figur ed out by now, are the new, Civilization III version of the barbarians encountered in earlier versions of the Civilization game. The village takes the place of the barbarian leader.
Though you might conquer the activ e tribes in your imme­diate area,new ones arise in areas that are outside your cul­tural borders, in areas that are not currently seen.As time passes,they appear at even farther distances from civilization. Thus, expanding your network of cities over a continent eventually removes the threat of active tribes, because the entire area has become more or less civilized by your urban presence.
Passive minor tribes react with a range of emotions to contact with your civiliza­tion.You cannot predict any
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The village of a minor tribe
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Units can mov e up to the limit of their mov ement allow ance, with a few caveats. The most impor tant exception is that a unit can alwa ys move at least one squar e in a turn,regardless of the mov ement point cost of the terrain.
A unit with a movement allowance greater than one must compare that with the movement point cost of the terrain square you wish it to enter .The unit pa ys the mov ement point cost (subtracts the cost from its remaining allowance) for each new square it enters,until you choose to stop moving or the unit’s movement allowance is used up .When a unit is unable to complete a mov ement order because it doesn’ t ha ve any points,its movement is finished for the turn. The game then activates the next unit.
Roads and railroads speed the movement of ground units. They do this by reducing the mo v ement point cost of the ter­rain.Any terrain square with a road across it costs one-third of a mov ement point to cr oss.Any terrain square with a rail­road costs nothing at all to cross.Cities automatically have roads in their city squares,so enter ing a city square from a square with a road always costs one-third of a movement point. Once your civilization discovers Steam Power, city squares are automatically upgraded to railroads too.
Explorers have the ability and equipment to move quickly through even the most difficult terrain.In game terms,they treat all terrain as roads.This means that it normally costs them only one-third of a mov ement point to enter any type of ter­rain—regardless of the actual existence of r oads.Explorers can still use railroads for faster movement.
Sailing experience accumulates with new advances. In the early days,your Galleys have a 50% chance of being lost if they end their mov e in a Sea or Ocean square .Once your civ­ilization can build Caravels, however,your crews are better trained. Caravels are never lost in Sea squares,but founder 50% percent of the time in Ocean squares.The more mod­ern your navy,the less chance of losing them at sea.
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Movement
The Active Unit
How do you know whose tur n it is to move? Every turn, the game activates each unit in turn by marking it with a blinking cursor. (If the new active unit isn’t currently onscreen,the map centers on it,too.) Y ou can give orders to each unit as it becomes the acti ve unit.
If the active unit is difficult to see because it’s on the periphery of your view,or perhaps partially covered by something else (the World Map,for example),press the Center key ([C]) to center the vie w on that unit.
There are tw o basic methods of moving units a squar e or two at a time: by keyboard commands or using the mouse.The keyboar d method uses eight keys of the numeric ke ypad.The “5”key in the center is inactiv e;think of it as your unit’ s posi­tion.The keys surrounding the “5”represent the points of a compass.For example,pressing [7] sends your unit northwest, while pressing [6] sends your unit east.
The mouse method is to place your mouse cursor on the unit,then clicking and dragging in the direction you want it to trav el.The cursor turns into a square highlighting the unit’ s potential destination, with a path leading there from the unit’ s current position and a number noting how man y turns it will take the unit to make the trip .Release the mouse but­ton to assign the path and make the unit move.(This is an alternative version—best suited to short paths—of the GoTo order that you use to send a unit o v er long distances.) You can also select a destination square,then click and hold on that square.This assigns the activ e unit to go to that spot.
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passes you on to the next unit and sends the skipped one to the end of the line. You’ll see this unit activated again after all the others have had a chance to move .
Airdrop Orders
Paratroopers that ha ve not mo ved this turn hav e the special ability to make airdrops when in a city. Helicopters in a city can airdrop two ground units from that city. Press the Airdrop key ([A]) or click the Airdrop order .Your cur­sor turns into a parachute.You can make an airdr op into an y visible land square within airdrop range of the orig ination square.If the target square is occupied by enemy troops,your dropped units will be killed.As you run the mouse ov er the map,the cursor changes from a parachute to a crossed-out parachute to indicate unsuitable destination squares.Click on a square to make the drop.Units that move by airdrop have no mov ement left after they drop.
Airlift Orders
Once your civilization has discovered the req­uisite advance,you can build Airport improve­ments in your cities. Once you have two or more of these,you can airlift one unit with the Airlift ability per turn out of each. Activate a unit in a city, then click the Airlift order.A list of the cities with Airports appears,and you can select the unit’s destina­tion.
Fortified Units
Units can be fortified on a square or garrisoned in a city.You can order a unit to stay in one place ,usually for defensive pur­poses,by clicking the Fortify/Garrison order or pressing [F]. The unit will stay where y ou’ v e put it until y ou activ ate it or it is attacked.
Fortified and garrisoned units do not automatically become active. If you want them to move,you must activate them yourself.If the unit stands alone,just click on it to activate it.
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Special Orders
There are five special movement orders that deserve fuller explanations.
Hold
If you want a unit to hold its position for the turn, press the Spacebar or click the Hold Order.
GoTo Orders
To send a unit on a long trek, you have three options:
1.Click the GoTo Order (or use the shortcut key of [G]),then move your mouse cursor to the destination square and click there .
2.Click–and–hold on the unit, then (still holding) drag the cursor to the selected destination.
3.Find the destination square,then just click–and–hold on it until you see the GoTo path marker appear.
If the objective squar e you have in mind isn’t currently visi­ble on screen,you can Zoom Out (press [Z]) to enlarge the area you are viewing,click on the World Map to shift your view to another area of the map,or move your cursor to the edge of the screen to scroll the map in the direction you choose.
Once you’ v e established a destination,the unit automatically goes to that square,whether it takes only one turn or many to complete its orders.If the unit is attacked or an obstruc­tion prevents it from moving toward its goal, the unit becomes active again.Ground units cannot travel between continents on a GoTo order.
Wa i t O r d e r s
To skip a unit temporarily,press the Wait key ([W] or [Tab]) or click the Wait Order. This
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Ground Units
Ground units (all non-ship and non-air units) normally move only on land.They can cross rivers easily enough,but to tra­verse the wide (or narrow) oceans or e ven to get acr oss lakes, they must board na v al transport.In addition,some units find rough terrain impassable.
Loading and Unloading
You can have a ship wait until it is loaded to capacity with units by clicking the Load order or pressing [L].Boarding a ship uses up all a unit’s movement points for the turn.
If you attempt to move a naval unit into a land square that does not contain a port city, any passengers who have not already moved this turn are offered the option to disembark and make landfall.You can also order a ship to unload all its passengers by clicking the Unload order or pressing [L].
Impassable Terrain
As we mentioned earlier in this chapter ,some units are pre­vented by their construction,weight,ungainliness, or other factors from moving across certain types of terrain.To these units, the terrain in question is impassable. The example you’re most likely to encounter early in a game is Catapults; they can’t travel into any Mountain or Jungle squares unless they’re mo ving on a road.
Naval Units
Ships normally move only on the ocean,although they can also sail across inland lakes.Ships cannot navigate any ground terrain in the game,including rivers,deltas,and flood plains. City squares that touch a shoreline along one side or at one corner are the only “land”squares that ships can enter—here they make port.
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Otherwise,right-click on the square in which it stands (or the ship).This opens a box listing all the units in that squar e.Click the name of the unit you wish to activate. Fortified units within a city can be activated by right-clicking on the city or from within the City Display.
Navigating the Map Window
We’ve talked about moving your units around the map,but several tools allow you to look at different map areas and mov e around the game world.
• You can simply click on a map square to center your vie w there.
• If you want to see a lot more terr itory, you can use the Zoom button [Z] to toggle to a wider view.This is a fully functional view;you can ev en play an entire game lik e this. Pressing [Z] again returns you to the default view.
• You can click on the W orld Map to mo v e y our view to an area you choose.
• Move the mouse cursor to any edge of the screen to start the map scrolling in that direction.To stop,just move the cursor away from the edge.
If the active unit is difficult to see because it’s on the periph­ery of your view,or perhaps partially covered by something else (the World Map,for example),press the Center key ([C]) to center the view on that unit.
Movement Restrictions
Most of the restrictions placed on unit movement ar e a mat­ter of common sense,as we mentioned earlier.We’ re spelling them all out here,in case you try to order a unit somewhere that seems possible and the game won’t let you do it.
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Air Units
Air units do not have or use movement points like other units.Instead,each type has an operational range.This range is not affected by terrain type;air units can cross both land and sea squares.When you give an air unit a mission,the target of the mission must be inside the unit’s operational range— it cannot fly any farther.Air units on air superiority missions hav e a defensive range,which is half of their operational range.
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Units are groups of citizens and soldiers that can move around the w orld and interact with other units and civiliza­tions.Some non-combat units—such as Workers,Scouts,and Settlers—have special functions that ar e explained separately .
Unit Concepts
Each civilization’s units have coloring that reflects whose service they are currently in. Units with white coloring are always barbarians.
Units can be divided into three types,according to the way they move: ground (or land) units, air units, and naval (or sea) units. Each unit has statistics for attack strength,defense strength,and movement points.These statistics are listed in a shorthand,code-like set of num­bers called the ADM,which stands for Attack/Defense/ Movement.You can find each unit’s ADM numbers in the Civilopedia. In addition, military units have hit points.The vertical health bar (to the left of the unit) indicates how many hit points that unit potentially has and how many it currently has.The bar’s color warns you of the unit’s general condition.
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8
“Give me a hundred fierce and loyal war­riors,and I will bring peace from horizon to horizon.”
UNITS
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Units can “see” only into adjacent terrain squares, unless they are on high terrain (such as hills or moun­tains) or looking across water .In those cases,it can see twice as far—but even a unit on a mountain can’t see ov er an adjacent mountain.
Early in the game,when most of the map is black,the observation limits are obvious. Every square is either seen,explored,or dark.Dark areas are v eiled in darkness and completely unexplored. Explored areas that are not currently seen (by you) are dimmed.Seen squares are bright.
As time passes and you develop refinements and new advances ,you can replace old units with a progression of ever more capable ones. Modern units often fulfill specialized roles,and some have unique capabilities .You can also upgrade your older units in any city that has a Barracks improvement andis able to build the new unit. Mov e the unit into the city and press [U].(To upgrade all units of a specific type, activate a unit, then press [Shift]-[U].)
Military Units
Through the years, much of your time is spent moving and positioning your “defense”forces.A strong military is,after all,the best defense against rivals and barbarians. Military units are also your eyes, explor ing and monitoring the world as they move. Finally, they serve your offensive needs by defeating r ival units and capturing enemy cities.
Your military forces can be ground units (Legions,Cannons, and Horsemen,for example), naval units (Galle ys,Ironclads, Battleships, etc.),or air units (Fighters, Bombers, and Heli­copters). Non-military units are discussed in detail a little
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Attack strength shows the likelihood of inflicting damage when attacking an opponent. Units with high attack strengths
are useful for offensiv es (attacking the other unit first).
Defense strength represents the ability of a unit to defend itself when attacked;it is the likelihood that damage will be inflicted on an attacking unit. Units with high defense strengths
are useful for defending cities and other positions against enemy troops. The ter rain on which a unit stands can also increase its defensive strength.
Movement points indicate how f ar a unit can tra vel in a turn;
they’re explained in detail in Chapter 7:Terrain and Movement,too.
Hit points indicate how much damage a unit can withstand before it is destroyed. Units with a greater number of hit
points can absorb more damage in combat. A green health bar indicates that a unit has most of its hit points remaining,a yellow health bar means the unit has been seriously damaged, and a red health bar shows that a unit is dangerously near destruction.Hit points can be restored by skipping turns (pressing the Spacebar), especially in cities with repair facilities.There is one exception to this rule: units do not recuperate when they’ re within enemy bor ders.A unit can gain additional hit points by earning veteran and later elite rank.
Units can be on active status,which means they are acti­vated (take their turn as the “activ e unit”) each turn.For- tified or garrisoned units are inactive, and they remain so even if rival units approach them, though they will defend themselves if attacked.A unit carrying out any order that takes mor e than one turn is busy.Clicking on a fortified, garrisoned, or busy unit activates that unit, and when the unit is active ,you can give it new or ders .
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When an air unit is the active unit,you’ll notice some new Orders buttons.Use these to assign a mission to the unit.The possibilities are:
• Bombing Mission: Bombard on the selected terrain square or enemy city.Air bombardment affects units, city impro vements,and city populations.
• Recon Mission: Investigate the selected square .
• Re-base Mission: Relocate the unit’s base of operations
to another city or an aircraft Carrier.
• Air Superiority Mission: Attack any and all enemy air units found within the unit’s defensive range (half of its operational range). This is similar to the Fortify order in that it remains the unit’ s assignment until y ou reactiv ate the unit in order to give it other or ders.Only fighters (includ­ing the F-15) are capable of flying air superiority missions.
• Airdrop Mission: Car ry a single ground unit to a speci­fied location,land,and drop the unit off,leaving it there .Only Helicopters can airdrop ground units,and then only within their operational range.This “vertical insertion”cannot place a unit into a square that contains an enemy unit.
• Precision Bombing:Once your civilization has researched the Smart Weapons advance, Stealth Fighter s and Stealth Bombers can execute this mission.Useful only against cities, precision bombing targets impro vements.If all improvements in a city are destro yed,the mission then targets population.
Certain air units can carr y out these missions, but only if a suitable target is within its operational range.The range is out­lined on the map in the same way as the range for bombar d­ment,and the same cross-hairs help you to find appropriate targets.Air units can cross any type of terrain to fulfill their mission,but they don’t spend mo v ement points according to the terrain, nor do they get any bonus for crossing squares improved by roads or railroads. Assigned missions take one turn to complete.
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later. All units, whether they are combat or non-combat oriented,are described in the Civilopedia.
Ground Units
The majority of the units in the game are ground units. These forces move over the map square by square.The y spend mov ement points according to the type of terrain they are entering, and they attack rival units when you move them into a square containing an enemy unit.Most ground units have an obser­vation range of one square,unless they’re standing on a Hill or Mountain square.
Ground units can also pillage—that is,strip the countryside they’re crossing of any improvements Worker units have built,tearing up roads,filling in ir rigation ditches, and col­lapsing mines.
Naval Units
Naval units mo v e only through w ater squares and cities. Some naval units (Galleys, Caravels, Galleons,and Transports) can carry ground units as passengers.Carriers can transport air units,and Submarines can transport missile units.
Many nav al units can conduct bombardment—that is,they can bombard units or cities on land squares. This type of bom­bardment works in m uch the same w ay as the Bombard abil­ity of ground units. Nuclear Submarines can carr y Tactical Nukes. No other subs can car ry any other kind of missile. Submarines can travel underwater, which hides them from most units’view,but some units (Aegis Cruisers,for example) can spot submarines if they are up to two squares away.
Air Units
You do not mov e air units like y ou do other units. Instead,you assign them to specific missions.They must be based in a friendly city or on a Carrier.
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Note that,whichever option you choose,the leader is used up in the process.
Combat
Combat occurs when a unit enters a map square occupied by a rival unit or city .Battles are resolved immediately.If the unit under attack has no ability to defend itself (W ork ers,Settlers, Scouts,and similar units),it is captured without a fight.
Most battles result in the destruction of a unit (see “Retreat” below for the exceptions). When more than one unit occupies the defender’s square, the unit with the highest defensive str ength defends.If the attacker defeats the only unit in a square,it occupies the now vacant square after the fight. If there are multiple units in the squar e,how ever ,the attacker returns to its original square.
A Note on Capturing Units
You can capture artillery units (Catapult,Cannons,and such), but only if you already have the advance that would allo w y ou to b uild the unit.That is, if your civ­ilization doesn’t y et understand ho w a unit w orks,you can’t captur e it and use it.
Retreat
“He who fights and runs away l ives to fight another day.” Few units in the game adhere to that maxim,but those that do can be very useful to a resourceful ruler. When a fast ground unit (the Horseman is a good example) attacks or is attacked,it fights until it has one remaining hit point,then moves away from the battlefield.Of course,if the unit is sur­rounded by inaccessib le squares (oceans and enemies),it has nowhere to run and cannot retr eat.When the battle inv olv es an equally nimble opponent (such as another Horseman), retreat is not possible.
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Missiles
If a city is the target of a normal cr uise missile attack,the city suffers a bombard attack. A nuclear missile attack destro ys half the population,regard­less of nationality. Military units have a 50% chance of surviving a nuclear attack.In addition to the loss of units, cities, and improvements, all land terrain squares adjacent to the impact square become polluted.
As you might expect,all missile units are one-shot attackers. They’re always destroyed as part of the process of attacking. Note that missiles are considered air units and function iden­tically to planes with regard to mo vement.
Leaders and Armies
When an elite unit wins a battle,there is a chance that a great leader will emerge.A leader can achieve great deeds,like fin­ishing a city’s building project or b uilding an army.
Finish a great work:When it arrives at a city that’s in the midst of building a unit,a Wonder,or a city improvement, a leader can whip the population into a productivity fr enzy , so that they finish the project in one turn.
Create an Army:A leader in a city can build an army there. An army is a ground unit that can contain other ground units (much like a seagoing transport unit carries units). When an army is created (either through a leader or mili­tary academy), you can load or unload units into it.Once that army leaves the city where it was assembled,you can­not add or remove units from the army.Armies now liter­ally share the hit points of the units within it.For example, an army of three regular spearman has hit points equal to 9. To kill any unit in the army, the entire army must be elim­inated.Armies heal at the regular rate of the units, which means that an army will appear to heal faster than a regular unit. The only unit abilities that an ar my can inherit is mobility,and only if all units in that army have that ability.
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Hit Points and Damage
Hit points are graphically indicated by the colored health bar near each unit.Both the length of the health bar (the num­ber of segments) and the color are significant.As a unit loses hit points in an attack,its health bar gets shorter.In addition, when the unit is reduced to approximately two-thirds of its full strength, the health bar changes from green to yellow. When a unit’s hit points are reduced to around one-third of its full strength,the bar changes from yellow to red.
Hit points represent a unit’s relative durability in combat sit­uations.Newly built units generally have 3 hit points. Veteran units have 4,and elite units have 5.A unit with 3 hit points can take three points of damage befor e being destroyed.
Successful attackers that hav e mov ement points remaining after combat can continue moving normally—and some can even attack again.However,successful attackers often sustain dam­age in each battle,and resting between fights is recommended.
Healing
A damaged unit can take time to heal by skipping its entir e turn (press the Spacebar).Units heal faster when they remain in cities for a full turn. If the city they occupy has certain impro v ements,they can heal even mor e rapidly.Along with its capacity for turning out veteran units, a Barracks can repair ground units.A Harbor can repair naval units.Airports and Carriers repair air units.In all these cases, the damaged unit is restored to full strength in a single turn.
Note that units do not regenerate as long as they are within the cultural border of a foreign civilization (with one exception;see Chapter 10:Wonders).Neither do air units based on Carriers.
Terrain Modifiers
The terrain the defending unit occupies makes a difference in combat.Each type of terrain has a “defense value”that it lends to any unit defending itself in that terrain.This can greatly increase a unit’s chance of sur viving an attack. For example, while a unit standing on plains (defense value of 10) doesn’t get much tactical help from the flat landscape,the same unit hiding in the rugged mountains (defense value of 100) would enjoy a much greater chance of victory.The defense values of all the terrain types are listed in the Appendix.
Calculating the Winner
Combat is essentially like a rapid-fire boxing match. Units fight one-on-one rounds,with damage being subtracted from the hit points of the loser of each round.When one unit loses all its hit points,it is destroy ed.
The important factors in combat are the attack and defense strengths of the combatants, as well as their hit points, the presence of veteran or elite units on either side,the terrain occupied by the defender,and any defensive improvements in the square.In addition to considering all of these factors, combat also includes an element of chance. Sometimes a unit just gets lucky.We don’t want to drag you through lots
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Different­colored health bars indicate levels of hurt.
In T rouble
Healthy
Injured
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Bombardment
Artillery units (Catapults,Cannons,and all Artillery units) and warships (Frigate,Man-o-War, Ironclad,Destroyer,Battleship, Aegis Cruiser) have the ability to bombarda target that’s within their range. Bombardment is an attack that does not involve moving into the same square as the defender.It’s a “stand-off” or “ranged”attack.The attacker takes no risk of damage.
Bombardment affects everything in the target square, not just enemy units.The projectiles you launch might damage defensive fortifications like Fortresses and city Walls, har m military units, destroy a portion of a city’s population, or demolish city impro vements.
Note that the bombing attacks of fighters and bombers work in much the same wa y as this type of bombar dment.
Automated Bombard, Bombing, and Precision Bombing: You can order units to bombard, bomb or pre-
cision bomb a single target repeatedly without having to issue a new order ev ery turn.The keyboard shortcuts for these actions are always available. You must tur n on Advanced Unit Action buttons in the Preferences screen if you want the following buttons for these commands to be displa yed on screen when you select a unit.Note: Automated bombard­ment,bombing,and precision bombing continue until you stop the attack.
Auto Bombard
Auto Bombing Auto Precision
Bombing
City Defenses
Just by standing inside a city or metropolis, a unit gains a defensive bonus. The larger a settlement’s population, the better the innate defense it pro vides to military units stationed or garrisoned there.
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of heavy arithmetic for each combination of factors, but the calculations for each round of combat can be boiled do wn to a simple comparison.
The total modified attack and defense factors are combined, and the probability of either side winning is appro ximately the ratio of each side’s factor compared to this total.For example, if a Knight (attack factor 4) attacks a Spearman (defense factor
2),the total of the factors is 6 (4 + 2).The Knight has about a 66% chance (4 out of 6) of winning each round.
The battle rages until one or the other completely loses its health bar.It is possible for one opponent to win every round and take no damage at all,and it is possible for the opponents to trade damage for damage until even the e v entual winner is badly beaten up.Most battles fall somewhere in the middle.
Adding in Adjustments
How do the adjustments for terrain and so on work? They’ re added into each factor they affect before the total is deter­mined. For instance, if the Spearman is behind city Walls (which adds 50% to a unit’ s defense factor,making the Spear­man a 3),the odds are changed to 4 out of 7 for the Knight and only 3 out of 7 for the Spearman.
Special Combat Cases
To better reflect their real-world abilities and handicaps,some units have unique combat rules and abilities. There are a number of special combat situations,which have special rules, detailed below.
Air Battles
Only units capable of flying air superior ity missions (like Fighters) can attack other air units.When an enemy air unit flies into the defensive radius of an air unit flying air superi­ority ,the defending units have a chance of shooting do wn the incoming enemy with no damage to the city.Of course,the enemy might also get through and complete its mission. Note that defending air units gain no combat benefits from city impro vements—ev en SAM Missile Batteries.
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Workers serve as civil engineers, improving the terrain for your empire’s benefit. At first, their skills are fairly limited,but as your civilization dis­covers advances, they develop more talents and better equipment.
Your civilization produces Settlers and W orkers in the same manner as it does any other unit,with one cav eat.When one of these units is completed, the population of the city that produced it is reduced b y one for W ork ers and by twofor Settlers,representing the emigra­tion of these pioneers.
Founding and Adding to Cities
To found a new city, move a Settler to the desired location and click the Build order or press [B].The unit disappears,as the people it represents become the first population point of the new city.
The same order can be used to increase the size of an exist­ing city.Move a Settler or a Worker into an existing city and click the Join City order (or pr ess [B]).The unit is absorbed into the city.A Worker adds one point to the population; a Settler adds two.
Making Improvements
Workers can make a number of agricultural and industr ial improvements to your civilization’s topography. Each task takes a number of turns to complete,depending on the terrain being impro ved.Some impro vements can only be undertaken after your civilization has acquired certain technologies. Workers are also the only units that can improve terrain.
Teamwork makes these units work faster.You can combine W ork ers to finish tasks more rapidly .For example,two Work­ers work twice as rapidly as one,and three can accomplish a task in one-third the standard time .
There is no limit to the number of times your Workers can build new improvements on any given terrain square.If the changing needs of your civilization demand clearing,irriga-
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The Walls improvement raises the defense strength of units within a town (size 6 or less) by 50%—the same bon us given by a city (size 7–12).This boost is applicable to attacks by all ground units.(Note that units inside a city of size 7 or more get no bonus from Walls.) The Coastal Fortress increases the defense strength of all units within a city by 50% against na val attacks. The Coastal Fortress can also take shots at passing enemy ships.
For t resses
Units within a Fortress gain significant advantages.A unit sta­tioned within a Fortress has its defensive strength increased by 50%,and it gains the ability to take “free shots”at passing enemy units. Once your civilization has discovered Con­struction,Worker units can build Fortresses on any terrain square (except a city square).
Naval Blockades
You can blockade a rival civilization if you are at war with them.Just position your ships in every sea square surround­ing an enemy Harbor ,and no trade can get through.Likewise, your ships can be positioned at a na v al chok epoint to have a similar effect.
Nuclear Attacks
You launch a nuclear attack in the same way y ou target an air unit bombing mission.All units in the target square and adja­cent squares have only a 50% chance of surviving,regardless of their cultural allegiance (in other words,both their s and yours).In addition, a bombed city loses half its population. The defense against most nuclear attacks is the Small Won­der SDI Defense.
Settlers and Workers
Settlers are groups of your most resour ceful and adventur ous citizens. As independent pioneers, they perform a cr itical function for your civilization: they found new cities. No other unit has this vital ability.
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Shortcut Required T errains
Order T ask Ke y Advance That Benefit
Clean Up Shift-C Any Polluted
Land Square
Build Road R Any Land Square
Build Railroad Shift-R Steam Power Any Road Square
Build Colony B Any Land Square
Irrigate to City Ctrl-I (Automated) Road To Ctrl-R Any Land Squar e Railroad T o Ctrl-Shift-R Steam Pow er Any Land Square Road then Colony Ctrl-B Any Land Square T rade Netw ork Ctrl-N (Automated)
Irrigate
Irrigation can improve the agricultural production of a city’ s terrain.(The form of government you rule under can limit the impro v ement.A suitable square can alwa ys be irrigated if it shares a side or a diago­nal with a source of fresh w ater (terrain with a river running through it, a freshwater lake, or another irr igated square). Sometimes you might find it necessary to irr igate squares to which your city has no access in order to extend irrigation into squares the city uses.After you’ve discovered Electricity, your Workers can irrigate squares without fresh water. When your Worker is in the appropriate square,click the Irrigate order or press [I].
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tion, reforestation, clear ing, pollution cleanup (detoxifica­tion),and reforestation in succession,the land can take it.If the order button y ou w ant doesn’t appear in the usual place, it’s because the task cannot be accomplished on that square at this time.Perhaps undertaking another improvement will make the desired option a v ailable in the future .For instance, a Jungle square cannot be irrigated.You’ll need to convert it to a Plains square first,then you can irrigate.
W e’ v e included all of the variations in a table that lists the task, the shortcut key, the required advance (if any), and the ter­rain types that benefit from this improvement.Full explana­tions of each activity appear after the table.
Shortcut Required Terrains
Order T ask Ke y Advance That Benefit
Irrigate I Desert,Grassland, (fresh water) Plains,Flood
Plains
Irrigate I Electricity Desert,Grassland, (without water) Plains,Flood
Plains
Clear Shift-C Forest
Shift-C Jungle
Build Fortress Ctrl-F Construction Any Land Square
Mine M Desert,Hills,
Mountains,Plains, Grassland
Reforest N Engineering Grassland, Plains,
Tundra
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Clean Up Pollution
Detoxifying a square by cleaning up the pollution there restores the full (pre-pollution) production capacity of the affected square.Both industrial pol­lution and nuclear contamination can be eliminated by cleanup efforts. When your Worker is in the appropriate square, click the Clean Up Pollution order or press [Shift]-[C].
Build Road
Building roads across terrain reduces the mo vement point cost of that square to one-third of a point,pro­vided that the moving unit enters from an adjacent road square. It also improves the commerce pro­duction of the square.When your Worker is in the appropriate square,click the Build Road order or press [R].
To build a continuous road linking the W ork er’ s current loca­tion to another square,press [Ctrl]-[R].You’ll need to select the destination square,in the same way as y ou do for a GoTo order.
You can also assign your Worker to a long-ter m project: building an unbroken network of roads linking all of your cities and all of the special natural resources within y our bor­ders.To start this ambitious undertaking,press [Ctrl]-[N].
Build Railroads
Laying track across terrain eliminates the mov ement point cost of that square,pro viding the moving unit enters from an adjacent railroad square. Railroads also increase the yields of both irrigation and mines. You can only build them where you have already built roads.In addition,railroads require both Ir on and Coal. When your Worker is in the appropriate square, click the Build Railroads order or pr ess [Shift]-[R].
To build a continuous railroad linking the Worker’s current location to another square,use [Ctrl]-[Shift]-[R].You’ll need
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To have the Worker irrigate the square they’re in,then irri­gate every square in a continuous path linking the Worker’s current location to the nearest city, press [Ctrl]-[I].
Clear
Clearing terrain is a low-tech,labor-intensive form of land transformation,availab le only for some ter­rain types.Clearing improves the movement point cost of dense terrain (although it also eliminates the defensive bonus) and provides land suitable to fur­ther improvement through irrigation and such. Sometimes, a terrain square might need to be cleared to allow for irrigation,then later reforested to restore valuable resources. When your Worker is in the appropriate square,click the Clear order or press [Shift]-[C].
Build Fortress
Building Fortresses can be essential for defense of terrain that is not a city site. Fortresses provide a defensive bon us to rural or frontier units in the same way the Walls impr ov ement benefits urban defensiv e units (see “Combat”for the full details).When your Worker is in the appropriate square, click the Build Fortress order or press [Ctrl]-[F].
Mine
Mining terrain allows full exploitation of the natu­ral resources present—it increases the number of shields you collect from the square. When your Worker is in the appropriate square,click the Build Mine order or press [M].
Reforest
Click this order to reforest a squar e that’s devoid of trees.This results in a change in the square’s terrain type,generally for the better.When your Worker is in the appropriate square,click the Reforest order or press [N].
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Outpost anywhere inside your territory or in neutral territory .Outposts have a sight range of tw o on flat land,three on hills,and four on mountains. If an Outpost falls into the terr itory of another civilization, the Outpost is destroyed. When a Worker builds an Outpost,the Worker is lost.
Build Radar Tower
Radar Towers become available after you discover Radio,and can be built in any land tile within your terr itory. Any of your units within 2 squares of a friendly Radar Tow er receiv e an offensiv e and defensive com­bat bonus. If your Radar Tower falls into the terr itory of another civilization, the Radar Tower is destroyed. When a Worker builds a Radar Tower,the Worker is lost.
Automated Workers
If you tire of giving orders to your Workers, you can turn control over to a subordinate. Use the Automate Worker order (or press [A]) to put the unit “on automatic”for a while. Automated units impro ve the terrain around y our cities,and they’ll also establish roads betw een cities.If you want to limit the automated W orker’s efforts to only the city it’s currently nearest, use [Shift]-[I] instead. If you press [Shift]-[A], the automated Worker will not replace already existing impro ve­ments. For example, if you use [Shift]-[A], the automated Worker will not mine an irrigated Desert.
You can also initiate these automated actions using Advanced Unit Action Buttons,which you can turn ON or OFF in the Preferences screen.
Automate Worker (Clear For ests Only)
Automate Worker (Clear Jungles Only)
Automate W orker (Colony-T o)
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to select the destination square,in the same way as you do for a GoTo order.
Build Colony
Sometimes you find out too late—after y ou’v e built a city—that there’ s a great strategic resource or lux­ury just a few squares outside the City Radius.You can’ t w ait until the city’s border expands to bring it under your dominion;you need the resource now. If you ha ve a W orker a v ailable ,you can solve this pr oblem by building a colony.
A colony is not a city,but rather a small settlement with a spe­cific purpose.It gives any city that’s connected to it access to the strategic resource or luxury in the colonized square. When your Worker is in the appropriate square, click the Build Colony order or press [B].
To first build a road linking the square the W ork er’ s currently in to the prospectiv e colony site ,then establish the colony ,use [Ctrl]-[B].You’ll need to select the destination square,in the same way as you do for a GoTo order.
Build Airfield
After you disco ver Flight,your Workers can construct Airfields. You can build Airfields anywhere inside your territory or in neutral territory.An Airfield can be the target of a Re-Base action for air units,and can be used as a base of operations for any air unit actions.If the Airfield falls into the territory of another civilization,that civilization takes control of the Airfield — unless the civilization in ques­tion has not discovered Flight,in which case the Airfield is destroyed. When a Worker builds an Airfield, the Worker is lost.
Build Outpost
Outposts help eliminate fog of war by revealing sections of the map surrounding them. After you discov er Masonry ,you can order W ork ers to build an
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Automate Worker (Irrigate Nearest City)
Automate W orker (Pollution Only)
Automate W orker (Railroad-T o)
Automate W orker (Road-T o)
Automate Worker (This City Only) Automate Worker (This City Only Without
Altering Existing Terrain Improvements) Automate W orker (Trade Network) Automate W orker (Without Altering
Existing T errain Improv ements) Go T o City
Sentry Unit (Enemy Unit Activates)
Explorers
Explorers are non-combat units that treat all terrain as if there were roads across it.That is,movement from square to square costs them only one-third of a point.Their bra very and resourcefulness makes them ideal for opening up new con­tinents and discov ering the far reaches of a landmass quickly . The risk is that Explorers,like Settlers and Workers,have no way to defend themselves and can be captured by any mili­tary unit.
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Barbarians
Barbarians are small tribes of raiders that are not part of any opposing civilization.They alw ays carry the color white. You can set the likelihood and frequency of barbarian attacks in the initial game choices you mak e . You will encounter them periodically as your civilization begins to expand and grow. They arise from villages in unsettled parts of any continent. Barbarians will attack your units and plunder your cities.
Because barbarians can appear in any unsettled area,it is impor­tant to defend your cities with at least one military unit.Bar­barians (and rival units) can walk right into an undefended city .
Barbarians ar ise in areas that are outside the borders of any civilization.They will appear at the same distance from civi­lizations.Thus,expanding your network of cities ov er a con­tinent eventually r emov es the threat of barbarians,because the entire area has become more or less civilized by your urban presence.
When you find and invade a barbarian tribe’s encampment, you wipe out the threat that particular group posed.The vil­lage is destroyed and will create no more units. (Any units already outside the village,however,continue to exist.) You also gain financially, as some of the horde’s plunder is always found in the village.
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9
“It is in the pursuit and study of the natural sciences that mankind provides the greatest evidence of his nobility,of his spark of the divine.”
CIVILIZATION ADVANCES
As humankind progressed by fits and starts through the ages, civilizations rose and fell,their success or failure due to what knowledge they acquired and how they employed it.
Those who first acquire new knowledge are often able to employ it to build a more powerful position, but there have been many cases when civilizations obtained some new inv ention first and failed to use it to their advantage. The pace at which a society develops and implements ne w knowledge depends on many factors, including its social organization, economic organi­zation,geographic location,leadership,and competition.
The concept that progress is inevitable—or even that it’s desirable—is a relatively recent phenomenon. For most of human history ,the pace of progress was so slo w as to be barely detectable,but since the Industr ial Revolution,the pace of advance and change has dramatically increased.Rapid change is now considered normal.
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Advances
Scientific research is what drives your civilization’s intellectual growth. The science each city generates ev ery turn represents spending on research,a percent­age of the total income from commerce the city brings in.You can adjust this percentage (for your civilization as a whole) with the Science Rate controller on the Domestic Advisor’s screen. A low science rate gener­ates advances slo wly;a high rate generates them more quickly.
You want to accumulate research to gain civilization advances. The scientific research being performed by each city in your empire is listed in the Domestic Advisor’ s r eport.Each new advance that your ci viliza­tion discovers “costs” a certain amount of science.As you progress, more advanced technologies require more funding to research. The Science Advisor notes the advances y ou already have,the one your scientists are currently researching, and any plans for future research you’ v e specified.Almost all new adv ances allow
your civilization to build new units, city improvements, or Great W onders.
Most new civilization adv ances also open up a path to researching further discoveries. You can think of the connections between adv ances as a flo wchart,a web,a tree,or whatever image works for you.The important idea is that each advance is a building block that allows
research into further advances. You can even eventually research into the realm of science fiction;each futuris­tic advance y ou discov er adds bonus points to your final score,as we’ll explain below in “Future Technology.”
Accumulated research isn’t the only way to gain advances. Contact with a minor tribe might also net you a new civilization advance. Finally, during parley
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with other civilizations,you can sometimes get or give advances in trade .W e’ll giv e y ou the full details under Chapter 12: Diplomacy and Trade.
Civilization adv ances are organized into ages.Your civ­ilization must successfully gain all of the critical tech­nologies of an age before moving on to research advances that belong to the next age .Of course,learn­ing all the advances in an age is your best bet.
Climbing the Technology Tree
Once your civilization begins to accumulate scientific research,your Science Advisor asks y ou to choose a new civ­ilization advance to resear ch.He suggests a line to pursue,but before you just accept his choice,take a look at the options. Click the arrow to the right of his suggestion to choose from a drop-down list of the advances you could research right now.If what you want is on the list,great.If not, use the Big Picture option to open the Science Advisor’s screen.
The Science Advisor presents all the possible avenues of research in the form of a handy flowchart.This chart not only shows the research that’s available to you now, it char ts the
The T ree of Advances
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have discovered seafaring advances. Another is that cities without access to the requisite strategic resources (Horses for mounted units,for instance) cannot build certain items.
After you acquire a new advance, your Science Advisor appears again to ask for a new topic to research (or to v erify your pre vious instructions).The list of choices is updated with each new discov ery to reflect y our growing kno wledge base. Advances you acquire from minor tribes and diplomacy no longer appear on the list of choices since you’ ve already dis­covered them. If by chance you’re given the civilization advance y our scientists are currently researching,your Science Advisor immediately switches the research effort to a new topic of your choice .
Optional Advances
To move forw ard fr om one scientific age to the next (and gain access to the advances in that age), you’re required to suc­cessfully research almost all of the advances available in your current age. The only exceptions are advances that fall into the category of optional.
Ancient
• Horseback Riding
• Literature
• Monarchy
• Republic
Middle Ages
• Chivalry
• Democracy
• Economics
• Free Artistry
• Military Tradition
• Music Theory
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entire future of science .You can use the arrows near the bot­tom of the screen to mov e betw een the ages of scientific dis­covery.You can take a look at the Civilopedia entry for any advance by right-clicking on the name of the advance. The entries for any units,improvements,or Wonders are also just a click away .
When you decide which adv ance you’ re most interested in pur­suing,just click on it.All the advances you need to resear ch in order to reach your goal are selected for you and queued up. Unless you giv e them other instructions,your scientists will fol­low this line of resear ch until y ou r each y our goal.
If you kno w the next few adv ances y ou wish to research,but they don’ t lie directly along the line to some future goal,that’s okay.You can establish your o wn r esear ch queue,advance by advance.After you have selected the first advance (#1),hold down the [Shift] k ey and select another advance . V oilà! In this way,you can line up several advances,and you won’t have to worry that your scientists will get off track while you’re pre­occupied with other matters. (They’ll still check with you between pr ojects,just in case you change your mind.)
Once you ha ve chosen your next research project,your sci­entists pursue that topic until they learn the new civilization advance—or until you change their focus. That’s right, you can interrupt research in progress.If you go to the Science Advisor’s screen,then click on the new advance you want your resear chers to work on,they’ll put their efforts there.Of course,by changing their focus,you lose all of their work on the advance y ou or der them to abandon.
When research is complete ,your chief inv estigator announces the discov ery.If the new advance gives y ou the ability to use a previously unrecognized strategic resource, sources of it become visible on your World Map.The production menus in each City Display are immediately r e vised to include an y new items the advance makes possible—wherever they are appropriate. How could an item be inappropriate? One example is that inland cities can never build ships, so ship units never appear on their production menus,even if you
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Map Making:You gain the ability to trade maps. The Wheel:The strategic resource Horses appears on the
World Map. Writing: Allows you to establish Embassies,sign right of
passage agreements and military alliances,and trade com­munications with other civilizations.
Middle Ages Advances
Astronomy:Allows trade to tak e place over Sea squar es. Engineering: Workers can plant forests. Knowledge of
bridge building causes movement bonuses to apply when crossing a river on a r oad.
Gunpowder:The strategic resource Saltpeter appears on the W orld Map.
Magnetism:Allows trade ov er Ocean squar es. Navigation:Allows trade over Ocean squares.
Industrial Advances
Electricity:Work ers can irrigate from any source of w ater. Nationalism:Allows you to sign m utual protection pacts
and trade embargoes.Nationalism also allows you to mobi­lizeyour economy .This allows y ou to draft citizens to cre-
ate military units. Refining:The strategic resource Oil appears on the World
Map. Replaceable Parts:The strategic resource Rubber appears
on the W orld Map.Doubles the work rate of Workers. Steam Power: Workers can upgrade roads to railroads.
The strategic resource Coal appears on the W orld Map.
Modern Advance s
Fission: The strategic resource Uranium appears on the World Map.
Rocketry:The strateg ic resource Aluminum appears on the W orld Map.
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• Navigation
• Printing Press
Industrial
• Advanced Flight
• Amphibious W arfare
• Communism
• Espionage
• Nationalism
• Sanitation These advances are not r equired,but can certainly be useful.
Optional advances frequently make construction of Great Wonders possible.
Future Technology
After your scientists disco v er the last of the named adv ances, they can begin researching futuristic advances.These not-y et­imagined civilization advances are collectively known as “Future Technology.” When your civilization accumulates enough scientific research to finish one unit of Future T ech­nology, you can research another. Each Future Technology you discover adds to your final score (see “Scor ing” in Chapter 13:Winning the Game for other ways to boost your final total).
Special Advance Effects
A number of the advances have effects independent of the new units and improvements you can build.We summarize these effects here.Each advance’s Civilopedia entry also lists all of its effects.
Ancient Advances
Construction:Workers can build Fortresses. Iron W orking:The strategic resource Iron appears on the
World Map.
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10
“The measure of a great ruler is the monuments she leaves behind.”
WONDERS
A Wonder of the World—whether it’s a Great Wonder or a Small Wonder—is a dramatic,aw e-inspiring accomplishment. It is typically a great achievement of engineering,science,or the arts,representing a milestone in history.As your civiliza­tion progresses through the years, certain advances make building Wonders of the W orld possib le.These and the Small Wonders are the extraordinary monuments of a civilization, bringing everlasting glory and other benefits to their owners.
The Concept of Wonders
Both types of Wonders are like extraordinary city improvements, in that they are achievements or struc­tures that you can undertake .Unlike city impro vements, each Great Wonder is unique, existing only in the city where it is constructed. Small Wonders are not unique, but each civilization can build only one of each.
Small Wonders are Wonders that either are not quite remarkable enough to be unique or have such useful benefits that it’ s not fair (that is,it makes the game less fun) to limit them to one civilization. Great Wonders have prerequisite civilization advances, similar to city improvements. In contrast, Small Wonders are made possible by a civilization making specific achie vements .
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Destroying Wonders
Great W onders are not destro yed when an enem y captures the city in which they exist.However,if a city possessing one is razed,that Wonder is lost forever and cannot be r eb uilt.
The Benefits of Wonders
Each W onder has both specific and general benefits. You can read about the specific benefits in the appropriate Civilope­dia entry or in the charts that follow .The glory—and culture points—that accrue to your civilization for possessing a W on­der are the general benefits conferred by such great works; more importantly, these benefits continue to accrue even if new advances mak e the W onder’s specific benefit obsolete.
Small W onder Effect(s)
Ancient
Forbidden Palace Lowers corr uption as if it were a second
capital Heroic Epic Increases the likelihood of leaders appearing Iron Works Production increased by 100% in the city
Medieval
Military Academy Can build Armies in the city without a leader Wall Street Treasur y earns interest every turn
Industrial
Battlefield Medicine Allows military units to heal in enemy
territory Intelligence Agency Enables you to undertake Espionage missions The Pentagon All Armies’troop capacity increased
Modern
Apollo Program Allows construction of spaceship parts Strategic Missile Defense Chance of intercepting ICBM attacks
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Every civilization can build the same Small Wonders, but only after they ha v e accomplished the prer equisite achievement.
Every Wonder confers a specific benefit on the civi­lization that owns it (you can find the specifics in the Civilopedia listing for each Wonder). If a Great Won­der is captured (along with the city it’s in), its benefits go to the new owner. Small Wonders in a city are alwa ys destr oyed when the city is captured.
If a Wonder of the World is destroyed by the decimation of the city in which it stood,it can never be rebuilt. Its benefits ar e
lost to the world forever. Further, some of the glories of certain Wonders dim over time .Objects and accom­plishments that awed the ancients lose their luster for people of the modern age. The achievement of later advances can negate the benefits of older Wonders.The cul­tural benefits of a Wonder continue to accrue unless the Wonder is destroyed.
Building Wonders
You can build a Great W onder only if y ou hav e discov ered the advance that makes it possib le—and if it doesn’ t already exist somewhere else in the w orld.Wonders can be built in any city , and you can build mor e than one in the same city.
If you are b uilding a Gr eat Wonder in one of your cities and the same Wonder is completed elsewhere before you finish, you must convert your production to something else. Any excess shields are lost,so be careful what you choose .
W onders are often long-term projects,as befits their magnif­icence. If you want to complete construction of a Wonder faster than the city that is building it can generate shields,you hav e only one option:use a leader.There is no other method of hurrying a W onder project.
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Great W onder Effect(s)
Shakespeare’s Theater 8 unhappy citizens are made content Sun Tzu’s Art of War Provides the benefits of a Barracks in all your
cities on the same continent
Industrial
Hoover Dam Provides the benefits of a Hydro Plant to all
your cities on the same continent The United Nations Makes Diplomatic Victory possible Theory of Evolution Gain two free civilization advances Universal Suffrage Reduces war weariness in all your cities
Modern
Cure for Cancer Makes 1 unhappy citizen content in each of
your cities Longevity Cities grow by 2 citizens (instead of 1) when
the Food Storage Box fills SETI Program Doubles science research in its city The Manhattan Project Allows all civilizations to build nuclear
weapons The Internet Provides a Research Lab in every friendly city
on the continent where it is built.
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Great W onder Effect(s)
Ancient
The Colossus Adds one Commerce to all squares where
you’re producing Commerce
The Great Library Gives you any advance already known by two
other known civilizations
The Great Lighthouse Galleys travel safely in Sea squares
Movement allowance of all naval units increased by 1
The Great Wall Doubles the defense bonus for all your Walls
Your units’ combat values are doubled versus barbarians
The Hanging Gardens Makes 3 content citizens happy in the city
where it’s built and 1 in all others
The Oracle Doubles the happiness effect of all Temples in
your cities
The Pyramids Puts a Granary in all your cities on the same
continent
Medieval
Adam Smith’s Pays maintenance for all trade-related city Trading Company improvements
Copernicus’ Observatory Doubles research in the city where it’s built JS Bach’s Cathedral Makes 2 unhappy citizens content in all
your cities on the same continent Leonardo’s Workshop Reduces the cost of upgrading units by 50% Magellan’s Great Voyage All your naval units gain 1 extra movement
point Michelangelo’s Chapel Doubles the happiness effect of all Cathedrals Newton’s University Scientific research in the city that builds it is
doubled
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11
“Cities are like lovers . Treat them well—but not too well—and you will get what you want from them.”
MANAGING YOUR CITIES
Each city has different assets and demands,so each should be managed somewhat differently from the others.You should keep sev eral goals in mind when managing a city:maintain­ing population growth, maximizing a useful mix of eco­nomic development (food and materials), producing com­mercial income for research and your treasury, and building useful units and impro vements—all the while maintaining an attitude of contentment and thereby a voiding civil disorder. For cities to grow and prosper, they need to balance eco­nomic output with their citizens’ needs for infrastructure and services.
City Management Concepts
As your city increases in size, its population expands and it produces more and more bread (food), shields (production),and commerce.In city management,you add another layer of concepts that address how you turn these mater ials into products you can use. Refer to the City Display as you r ead.
Bread feeds your population. When a city produces more food than its population consumes each turn,the excess accumulates in the Food Storage Bo x.When the box is full, another citizen is added to the Population Roster and the city increases in size.If your city is not producing enough food each turn to feed its popula­tion,the shortfall is noted and stores are remov ed from
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The Population Roster tells you more than just the number of citizens in your city. It also notes your citi­zens’nationality and their general lev el of contentment. Citizen icons appear in four different attitudes: happy, content, unhappy, and resisting. When you start building cities,you start with content citizens.As the population grows, some citizens become unhappy. You must balance unhappy citizens with happy citizens, or your city falls into civil disorder. Not only does civil disorder sound bad, it has all sorts of nasty consequences, as we’ll explain shortly.Whenever y ou take o v er a city of another nationality (but not, usually, when you retake one of your own cities),some of the population there resist your rule. They stay that way until you make peace with their mother country or “win them over” and convince them to share in your culture—and go back to work.(They retain their nationality, howe v er.)
For now,you need to know that you can increase the hap­piness of your citizens in several different ways: building specific city improvements like T emples and Cathedrals (see “City Improv ements”below),reassigning military units (the explanation of military police appears under “Restoring Order”below), making luxuries available to y our cities, and
increasing the amount of taxes spent on entertainment.
Population Growth
Keeping a city’s population g rowing is crucial because each additional citizen contributes something to your civilization. Each new citizen brings a new terrain square under produc­tion in your City Radius until there ar e no empty squares to work. After this point, each new citizen becomes a Special­ist.Thus,population growth increases y our economic po w er
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the Food Storage Box. If the box empties,one citizen is removed from the Population Roster and your city decreases in size.
Experienced players should note that military units no longer require shield support from their city of origin. Support for military units comes out of your treasury. Settlers and Workers also do not require food support from their city of origin.They’ re supported with money from your treasury, like other units.
Shields power your industrial capacity. When a city produces shields,those shields accumulate in the Pro­duction Box.When the Production Bo x is full,your city produces something. It can “build” one of three kinds of things:units, which mov e around the map (lik e Set­tlers and Chariots); city improvements,which are tied to specific cities (like Libraries and Aqueducts); and W onders of the W orld,which give great benefits to the civilization that builds them (like the Pyramids or Gr eat Lighthouse).The type of government you choose and the distance remote cities are located from y our palace affect your shield production. Production capacity is often lost to waste.
Commerce provides the tax income you need to main­tain your infrastructure, pay your armed forces, and engage in scientific research.Based on the tax rate you set,income from commerce is further divided.You con­trol what portion of your tax income is spent on scien­tific research and entertainment.The rest is allocated to your treasury—after support costs (for units and city improvements) and any other expenses are deducted. Commerce income can also be lost to corruption.Your current type of government and the distance to your capital affect a city’s lev el of corruption.
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• Money is also useful because many of the impro vements y ou build in your cities r equir e a maintenance fee every turn.
• You can sometimes pay to speed up industrial production (see “Rush Jobs”below).
• You have to pay for espionage, especially propaganda campaigns to sway enemy cities over to your side (see “Espionage”in Chapter 12: Diplomacy and Trade).
• Last,but not least, cold currency is a medium of trade that can serve you w ell during negotiations with your neighbors (see “Conducting Diplomacy”in Chapter 12:Diplomacy and T rade).
The combined tax revenues of all your cities, after the research and entertainment percentages hav e been deducted, must exceed the combined maintenance and military support requirements before any can accumulate in your treasury.It is not necessary for every city to hav e a positive cash flo w,but enough cities must be profitable to cover your civilization’s expenses—or your treasury will be depleted to cover the deficit.You can watch the Treasury line in the Info Box or check with your Domestic Advisor to see if you have a sur­plus or a deficit.
Some cities might not be especially suited for industrial pro­duction because of terrain or other factors,but might still be good commerce centers and capable of generating lots of tax revenue. If you get to the point where you are no longer interested in building new items in a location,you can direct the city to build wealth b y converting its shields into gold.
Scientific Research
The greater the research contribution each city makes,the faster your people discover new civilization advances. The science rate you set determines the amount of research done in each city.
You can influence a city’s research contribution by adjusting the amount of commerce it generates (research is a fraction of commerce income),by creating Scientists,and by building
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and,concurrently, the strength of your civilization.The size of your population is a major factor in determining your Civ­ilization Score and is a measure of ho w well you ha ve ruled.
•A town has a population of 6 or lower.
• It becomes a city when the population is 7–12.
• Abov e population 12,it’ s a metropolis.
Resource Development
The citizens of a city who work the surrounding country­side harness the economic resources within the city’s radius. Depending on the needs of your civilization,sometimes you may prefer incr eased industrial output from a particular city to other types. At other times, you’ll want increased rev­enues.Still other times,sheer population growth might be the most important goal.
You can manipulate the output of a city by reassigning citi­zen laborers on the City Display.If you see city resource icons on a terrain square, that means a citizen is working there. Click on one of those squares to take the citizen off w ork and make an Entertainer out of him.Now click on an empty ter­rain square to put the Entertainer back to work.By experi­menting with the placement of citizen laborers on the City Display,you can find the optimum production ratio of food to raw materials to commerce for that city.
Having an Entertainer on your P opulation Roster will change the attitude of one of your citizens.For more information on this reaction,see “Happiness and Civil Disorder”below.
Tax Revenue
The percentage of your commer ce income that is deposited into your treasury is determined by the research and enter­tainment rates you set on the Domestic Advisor’s screen. Why do y ou need tax r evenue an yway?
• You need cash to pay support for your units—those over and above your allotment of free units (based on your type of government.
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construction of improv ements such as a Factory ,Hydro Plant (or other power plant), Manuf acturing Plant, or Offshore Platform that increase shield production. Several Wonders also affect shield output. Consult the Civilopedia for the complete list of possible city improvements and Wonders. Each Civilopedia entry shows the construction and main­tenance cost of each item,its purpose,and what advance is required to mak e it available.
Note for Experienced Players
There is no penalty for switching production in mid­stream,unless the new project costs few er shields than are already accumulated,in which case you forfeit the excess shields as ov errun.
City Protection
Great economic management of a city is worthless if the city is captured by rivals or plundered by barbarians.Therefore, part of your management plan must concern the defense of each city.
Military Units
The minimum city defense is one combat unit,preferably one good at defending.A second defender can provide backup in case the first is taken out (see “Militar y Units” in Chapter 8:Units for the details of combat).A unit that’ s able to strike at enemies that mov e adjacent to the city is handy for w eak­ening or perhaps destroying them before they launch an attack. Garr ison any units that you expect to defend a city because garrisoned units gain defense strength—as explained more fully under “Military Units”in Chapter 8: Units.
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certain city improvements.Improvements that can help are the Library ,University,and Research Lab—plus some W on­ders. Chapter 9: Civilization Advances goes into detail about how to read the advances tree.
Entertainment
The greater the entertainment contr ibution each city makes, the happier your people are. The enter tainment rate you set determines the amount of bonus happy faces created in each city.
Industrial Production
Your most valuable cities can be those with the greatest industrial capacity, those cities whose citizens produce the greatest number of shields.These cities can quickly produce expensive military units with which you can extend the power of your civilization.They are also best at producing Wonders of the World, as Wonders generally cost immense numbers of shields.City management is a dynamic art; you must regularly monitor the production of your cities to ensure you ar e b uilding the items you most need.
Several factors influence a city’s production of shields.The terrain within your City Radius is most important,as citizens working on some types of terrain produce no shields at all (see Chapter 7:T errain and Movementfor further expla- nations). You might find it worthwhile to have Workers improve the terrain within your City Radius to yield more or different resources.Beyond terrain, the form of govern­ment you choose for y our civilization can affect the city’ s pr o­ductivity (see “Governments” in the next chapter for these limitations).
There are a number of successful strategies for adjusting industrial capacity.The simplest is to shift citizens laboring on the City Display so that they produce more shields (see “Resource Development”earlier for instructions).You can also have Workers improve terrain within the City Radius to produce more shields.Within each city,you can order the
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improvements specifically impact military units.For exam­ple,Barracks produce veteran ground units.Others improv e your city’s output,make the population happier,or aid in the city’s defense.
A city’s borders determine what nearby strategic resources and luxuries you can take advantage of. The expansion of these borders is, in turn, deter mined by the city’s cultural development.You can only make real progress by building and maintaining those improvements that contribute to the city’s cultural growth (such as Temples and Libraries).
Certain combinations of improv ement dramatically incr ease production in a city,though there are some restrictions to this benefit.Discussing every city improv ement in detail is bey ond the scope of this manual,but all of the city improv ements are listed in the Civilopedia. Each entry explains the building costs, benefits, and maintenance fees of each improvement, along with any conditions that might make the impr ov ement obsolete or nonfunctional,so be sure to check them out.
Losing Improvements
Impro vements are not in vulnerable,nor are they guaranteed to be permanent fixtures in an ever-dynamic city.They can be vulnerable to sabotage or bombardment.If you’re really strapped for cash,you can even sell a city’s improv ements.All Small Wonders in a city are destro yed whene ver it is captured. (Perhaps it goes without sa ying,but when a city is completely destro yed,all the improvements are destr oyed with it.)
Sabotage
The spies of a rival civilization can attempt to sabotage your city’ s infrastructure—and you can attempt to sabotage theirs. This might scrap the item that the city is currently produc­ing or destro y half the shields committed to the current proj­ect.See Chapter 12:Diplomacy and T radefor the details on “diplomatic”actions.(There are defenses against this type of attack.)
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City Size and Walls
Defending units’defense abilities are modified by the size of the city they defend.The larger a city’s population,the bet­ter the defense modifier.A town pr ovides no defensi ve bonus, a city gives a 50% boost,and a metropolis provides a 100% bonus.In a town you can build Walls,which raise the defense to that of a size 7 city.(W alls have no effect in a city of size 7 or more.) Terrain bonuses are figured in before the city size and W alls tak e effect.Some units can destroy walls with their Bombard ability.
City Improvements
City improvements represent the commercial,bureaucratic, educational,and public works infrastructure that make large and efficient cities possible.They also establish and build the cultural identity of the city.In the real world, New York City’ s dense popu­lation depends on the extensive sub­way system for transportation and buys electrical power generated b y distant grids.Los Angeles is located in a desert and pipes in much of its water from sources hundreds of miles away .Paris is renowned worldwide for its museums and its history of patronage for the arts.
Impro vements are critical to the growth and importance of cities. Inadequate provision of these facilities can limit the potential of a city.Each improv ement pro vides some service or otherwise makes a city work more efficiently. You must choose which improvement to implement at what time. Does your city need a Mark etplace or a Library more? Would a Courthouse provide more benefit than a Cathedral? Would a Temple speed up expansion of your borders? Some
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Culture enlarges your borders.
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the city. (You can’t spend population to rush a Wonder of the W orld.)
To rush a job without using either of these costly methods, you normally have tw o options.Any unit that you disband in a city contributes a portion of its cost in shields to the cur­rent construction project,whether it is an improvement or another unit.The other method is to clear forests in the city’ s radius.The resources gained from this action go straight into the construction project.
One way of completing a job in record time is available to you only if you hav e a leader and have not yet used it to create an Army.A leader,when entering a city,can complete whatever is under construction there .The leader disappears in the process,however,so this is not an action to be taken lightly.This is the only really effective way to rush the pro­duction of a Wonder of the World. Any leaders that you currently have available are listed on the Military Advisor’s screen.
Items completed by rush jobs are available at the beginning of your next turn,so there is no advantage to rushing items that would be complete on the next turn anyway.To deter­mine whether an item can be completed next turn without rushing, check the City Display. The number of turns to completion is noted in the Production Bo x and beneath the city on the Map screen.
Culture
The definition of ‘culture’is a slippery one. It can encom­pass anything that gives a civilization social cohesion, its members a sense of belonging to something g reater than themselves. Culture contr ibutes to feelings of nationality, pride of place, and the willingness to resist that which is alien.A strong culture can impress other nations.
Many things contribute to a city’ s cultural strength.Impro ve­ments, especially those generally considered enlightening, like a Library or a T emple ,add to a city’ s culture .So do both kinds of Wonders. The longer a thing exists, the more
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Selling Improvements
To raise cash, open the city’s City Display and look at the Impro vements Roster .Any impro vement that is not a Wonder can be sold. Right-click on the name of an improvement you can do without to sell it. A dialog box shows how much you could receive for selling the improvement and how much y ou could get for selling that same impr ov ement in all of your cities.To confirm the sale,click OK.If you sell, the impro v ement disappears from the city and the mone y is added to your treasury.
Selling improvements can be useful when you are short of money.It can also be useful when you are under attack with no reasonable chance of defending or recovering a city. By selling off its impro vements,you reduce its v alue to the enemy and salvage something before you lose the city.You cannot sell Wonders of the World.
Rush Jobs
Sometimes you need the benefits of an improvement right away ,not 20 turns down the line.If your type of gov ernment allows it and you have sufficient funds, you can rush com­pletion of an item by paying for it.Speeding construction in this manner,however,comes at a premium cost.When your citizens are rushed,they receive o vertime w ages and must pay surcharges on material delivery and fabrication. Rush jobs cost four times as much gold as the remaining shields needed for completion. (You cannot pay to rush a Wonder of the World.)
Under some forms of government, paying for a rush job isn’ t an option. You can,howev er ,“spend”population points to hurry production. Your foremen use every means at their disposal to get more work out of y our citizens for the same pay—including forcible coer cion if necessary .As you might imagine, people don’t enjoy working under those condi­tions,and they look for ways to leav e to wn.By the time the work is done, emigration will have diminished the size of
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venerable it becomes, and thus it contr ibutes more. The chart on the right shows the numbers of points contributed by the various buildings each turn.During wartime footing, cultural improvements produce half the number normally produced per turn.
What good is all this culture? It expands the city’s cultural sphere of influence and contributes to your civilization’s over­all cultural dominance.We discuss your empire’s culture in the next chapter.The sphere of influence is what’s important to city management.
The greater a city’s culture value, the more area is encom­passed by your borders, also known as spheres of influence. All squares within this border are considered your territory, and you are within your rights to demand that trespassing foreign units get out.Your civilization benefits from any lux­uries and strategic resources connected to y our cities that fall within your sphere of influence (without the need of a colony).All terrain inside your sphere of influence is always visible to you,regardless of whether you have a unit nearby. Last,but not least,other civilizations’units do not enjoy the mov ement bonuses normally provided b y roads and railroads while inside your territory.
It’s a good idea to help any city,but especially one near the outside edge of your civilization,enlarge its sphere of influ­ence. Defense is always a priority, but once that’s assured, consider building some of the more civilized impr o v ements. The earlier the better,because the longer an impro vement has been around,the greater its effect on your culture .
Happiness and Civil Disorder
Understanding happiness and its inverse state,civil disorder, is extremely important. The citizens in your cities have one of four different attitudes or emotional states:happiness,con­tentment,unhappiness,or resistance.The first citizens of y our first city start out in a contented state.As the population of the city grows, competition for jobs, commodities, and services increases. Eventually, depending on the difficulty
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City Improvements
Cathedral 3 Colosseum 2 Library 3 Palace 1 Research Lab 2 Temple 2 University 4
Small W onders
Apollo Program 3 Battlefield Medicine 1 Forbidden Palace 3 Heroic Epic 4 Intelligence Agency 1 Iron W orks 2 Military Academy 1 Strategic Missile Defense 1 The Pentagon 1 Wall Street 2
Wonder s of the World
Adam Smith’s Trading Company 3 Copernicus’ Observatory 4 Cure for Cancer 5 Hoover Dam 3 JS Bach’s Grand Cathedral 5 Leonardo’s Invention Workshop 2 Longevity 3 Magellan’s Great Voyage 3 Michelangelo’s Sistine Chapel 4 Newton’s Great University 5 SETI Program 3 Shakespeare’s Globe Theater 5 Sun Tzu’ s Art of War 2 The Colossus 3 The Great Library 5 The Great Lighthouse 2 The Great Wall 2 The Hanging Gardens 4 The Manhattan Project 2 The Oracle 4 The Pyramids 4 The United Nations 4 Theory of Evolution 3 Universal Suffrage 4
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Resistance
Whenever you capture an enemy city, some of the popula­tion in that city are likely to r esent y our rule;they resist your occupation of their city .Resistors cannot be assigned to work the terrain. The only way to quell resistance is to station troops in a captured city. With the aid of your troops,over time the resistance will end.Y our culture and the type of go v­ernment affects how fast resistance is tamed.
The tendency to resistance is based on the nationality of the citizens in question.So,for example,if you conquer a Roman city, the Roman citi­zens are likely to r esist. If you recapture one of your cities fr om the Romans, the folks who were previously under your rule won’t resist. Any new citi­zens created after the city was originally taken,however, might resist—because they think of them­selves as Romans.
The time it takes resistors to calm down depends on a few factors.A more impressive cultur e ,a government that allows more personal freedom,and a g reater supply of luxur ies all help.Even after active resistance has ceased,the citizens still retain their nationality for a long time (think of it as a few generations).They are e ventually assimilated into y our nation entirely,and their nationality changes.
Note that you cannot rush completion of a job if there are any resistors in a city.
Civil Disorder
As we mentioned earlier in “City Management Concepts,” cities that don’t maintain a favorable balance of happy peo­ple ov er unhappy people go into ci vil disorder .Cities in civil disorder completely suspend production.A nuclear reactor in
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level at which y ou play and the economic conditions in y our city,some citizens start to grumble and display unhappiness. If you don’t take an active role in city management as pop­ulation increases, the natural trend of citizens’ attitudes is tow ar d unhappiness.
So what can you do to counter this trend? If your popula­tion is already suffering civil disorder because of an attitude imbalance,you need to take immediate steps,as we suggest under “Restoring Order”below.However,you needn’ t w ait until a crisis occurs; you can keep citizens content b y taking a longer view and pro viding services as the demand becomes imminent,or even ahead of demand.
Two special conditions can also cause further unhappiness in your populations.If you’ r e ruling under a representativ e form of gov ernment (Republic or Democracy),war wearinessmakes your citizens unhapp y.The more time you spend at war,the more likely your citizens ev entually get tir ed of it.The most important factors in causing war weariness are stationing your units in a rival’s territory ,enemies having troops in your terr itory, declaring war, and engaging in battle. Having a rival declare war on y ou actually decreases w ar weariness,per­haps because it relieves the prewar uncertainty and tension. In addition,whenever y ou captur e an enem y city, the native population in that city retains its original nationality.When­ever you are at war with their home country,these citizens are likely to become unhapp y with you.
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Happy Content Unhappy Resisting
Not a good sign
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• You can go to the Domestic Advisor screen and increase the amount of your per-turn income devoted to provid­ing entertainment to your cities.
• If your civilization operates under Despotism,Monarchy, or Communism, you can use military police to restore order to a city.A small number of military units, each with an attack factor of at least one,can be stationed in a city as military police. Each military unit makes one unhappy citizen in a city content.
We Love the King Day
If a city’ s population becomes sufficiently happ y,it (not your whole civilization—just this one location) spontaneously holds a celebration in honor of your rule.The people declar e a “We Love the King Da y”in thanks for the prosperity your management has made possible.While the cir cumstances that support this celebratory mood continue,the city enjoys cer­tain benefits, depending on your civilization’s type of gov­ernment.You will see the effects of celebration begin on the first full tur n that a city celebrates (that is, the tur n after the party is announced).
To trigger a celebration day ,a city must fulfill these conditions:
• There can be no unhappy citizens in the city.
• There must be at least as many happy citizens as content citizens.
• The population must be at least six.
For example, a city with five happy citizens, four content citizens,and no unhappy citizens celebrates. A city with 10 happy citizens,three content citizens and one unhappy citi­zen does not.
An ongoing W e Lo ve the King Day lo wers the levels of cor­ruption and waste,makes the city less likely to defect,and sig­nificantly increases the chance of failure if your enemies attempt to initiate propaganda here .
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a city suffering civil disorder might experience a meltdown due to lax safety controls (see “Nuclear Meltdo wn”in Chap- ter 7:Ter rain and Movement).Keeping a city stable is a very high priority.
A city suffers civil disorder when unhappy people outnum­ber happy people.Resistors, content people, and Specialists are ignored in the calculation.When or der is restored,the city returns to normal operation the next tur n. You can restore order in sev eral ways.
Restoring Order
How do y ou restore or der once a city has gone into civil dis­order? Use the same methods by which you keep your populace happy in the first place.
• You can take one or more citizens out of the work force, making them Entertainers.This increases the number of happy people.When creating Specialists,be careful not to also cause shortages of food or resources that trigger star­vation of the population or other prob lems.
• You might be able to connect the city in question to a source of luxury resources. Increasing the availability of luxury resources conv erts some content people into happy citizens,allowing them to balance the unhappy populace .
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You need to fix this.
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Other cultures share your world.If your attitude is expan­sionist and your home continent is large ,you might seek out and find your rivals early in the game .If you concentrate on perfecting your o wn cities or find y ourself limited by a small continent,it might be centuries before you encounter other civilizations.Whether you opt for peaceful communications or aggressive action depends on your style. This chapter describes the essentials of diplomacy and of carrying on trade with your neighbors.
Concepts of Diplomacy
Eventually, no matter how remote your location or how isolationist your policies, you will have contact with rival civilizations.Once you make contact with a rival, you can speak to them at any time by right­clicking one of their units, clicking the Diplomacy button on the Info Box, or calling up the Foreign Advisor and clicking the picture of that leader .
Every one of your opponents has an attitude that he or she presents during negotiations. Your rivals’ attitudes can range from enthusiastically friendly to furiously hostile.
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12
“You cannot please everyone,but if you rule the routes of trade and have the world by the throat,it matters less.”
DIPLOMACY AND TRADE
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feeding you whatev er details they ha ve that seem r elevant and helpful in the current situation.Pay attention;they can give you the advantage you need in a tense negotiation.You can click More to get further advice.
If you ha v e an embassy in their capital,it is a valuable source of information about that civilization.With an embassy ,you can learn about your opponent’s diplomatic connections with others;you’ll find this intelligence on the Foreign Advi­sor’ s report.The Military Advisor gets a complete list of their forces from an embassy.
Mood and Personality
The tone and result of any negotiations are greatly influenced by the mood of your riv al (which is noted on the Diplomacy screen). The opposing leader might be fur ious, annoyed, cautious, polite, or gracious. His or her mood depends on personality and how your two civilizations compare to each other and to the rest of the world—plus how you’ve been treating each other.
The other leaders’ basic per sonalities are as varied as their cultures:arrogant,aggressive,reasonable,expansionist,isola­tionist, artistic, decadent, overconfident, perfectionist, cautious.You’ll encounter them all at some point.Your rivals, like human beings throughout history, will not always act rationally.They might start wars on the slightest pretext or
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The leader’ s attitude tow ard you is noted beneath his or her likeness during negotiations.Rulers also hav e personality traits that affect their attitudes. Your rivals’ attitudes change over time, depending on your rank in the game,the current balance of pow er, the gifts you offer them,and your reputation for keep- ing your word in negotiations. Every time you go back on your word, international observers notice and remember.
You are naturally at peace with all your rivals at the start of the game, and you can strengthen the bond by trading adv ances,luxuries,strategic resources,and gold.If you build an embassy in a rival’ s capital,you can enter into diplomatic agreements to allow each other access to your territories and transportation infrastruc­tures, and you can ally against third parties. A r ival might demand money, civilization adv ances,or other gifts in exchange for any treaty—or just to prevent him from attacking you.(Y ou can demand tribute for your goodwill, too.) In addition, negotiations can include requests to share maps and instructions to withdraw trespassing troops.A ruler might even ask you to declare war on a third party. All negotiations progress through the Diplomacy scr een.
Conducting Diplomacy
You conduct diplomacy on the Diplomacy screen, which offers you an array of options.
When you meet with a rival ruler,your advisors are at your shoulder (in the upper right corner of the Diplomacy screen),
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How most negotiations begin
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Establishing an Embassy
To establish an embassy, double-click the Foreign Ministry icon on your capital city.A menu opens, listing the civiliza­tions you have contacted, are not at war with, and do not already have an embassy with.The cost in gold of establish­ing an embassy with each nation is listed in the menu.Select the rival in whose capital you w ant the embassy.
It is only necessary to establish an embassy once with any par­ticular civilization.Even if you manage to get it closed do wn (through war with that civilization),it reopens when peace is declared.Note that your advisors won’t be able to collect their extra information dur ing the war—unless you have a Spy (more about that later in this chapter).
Diplomatic Actions
As soon as the embassy is in action,you have the option to use it.Your diplomats act as ambassadors, envoys,and infor­mation gatherers.You can either investigate the rival’s capital city (with no chance of failure or incident) or examine your Foreign Advisor’s report on the civilization, based on the newly uncovered information.
In the future,you can double-click the embassy icon on your rival’ s capital city to open the menu of the possible diplomatic activities.(Be aware that enemies can use all the same tech­niques against your civilization as you use against theirs.)
Investigate a city: Your diplomatic corps gathers information about the rival city you select.When they’ve completed their research,you see that city’s City Display. You can examine what armies are defending the city and what impro vements have been built there .When you exit the City Display, you return to the Map window.(When you first establish the embassy, you can investigate the enemy’s capital without risk or penalty.)
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demand exorbitant payments for peace treaties.Sometimes they’re bluffing.
If you ha ve br oken agreements with an y civilization,your per­fidy is remembered and influences everyone’s opinion of you.
Reputation
Your reputation is based not on how peaceful or how war­like you are toward your neighbors,but on how often you keep your word.Breaking alliances or treaties can blacken your reputation in the international community. Savagely razing the city of an enemy or using a right of passage agree­ment to set up Cannons to bombard your opponent’s cities are acts likely to be deplor ed thr oughout the kno wn w orld. Espionage,whether successful or not, can also damage your standing.
Your opponents learn from your actions and adjust theirs to fit their expectations. If you habitually break treaties,other leaders will have no qualms about doing the same to you. Over long periods of time, if you mend your ways by keeping y our word to other rulers,the black marks on your reputation can be partially erased and your honor somewhat redeemed.Only through this effect can a leader who has bro­ken his or her w or d regain a spotless reputation.
Embassies
After you’ ve established communications with another ci vi­lization and discovered Writing, you can set up an embassy. Your diplomats establish official contact with the selected leader and set up an office in his or her capital city.You can also investigate your rival’s cities and attempt to steal civilization advances.
As already mentioned, establishing embassies with other civilizations gives y our advisors access to plenty of new infor­mation.Your Foreign Advisor will know a lot more about a civilization with which you have an embassy. In addition, your Military Advisor can in vestigate y our rivals thr ough the embassy and get a complete list of their forces.
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Military Alliance
Once you have an embassy with a friendly nation, you can sign a military alliance against a common enemy.This type of alliance lasts for 20 turns. At the end of that per iod, either party can cancel the agreement with no hard feelings. Leaving the military alliance won’t cancel the state of war with the third party ,of course.That has to be taken care of in separate negotiations.On the other hand,if either party to the alliance makes peace with the third party, it effectively destro ys the alliance.
Breaking an alliance for any reason is r emembered as a major transgression by all of the other civilizations. If you sign a peace treaty with the third party or,even worse,attack your ally , your reputation suffers a black mark that is only very slowly erased by time.To cancel an alliance without getting a black mark,you must wait for its natural expiration date to do so.
Right of Passage
You can sign a right of passage if you have an embassy with a friendly nation. In a right of passage agreement,your two civilizations agree to let each other’ s units pass freely thr ough each other’s territor y. This includes the ability to use (and enjoy the mo v ement bon uses of) each other’s roads and rail­roads.That’s the extent of the agreement.
A right of passage ag reement lasts for 20 turns.At the end of that period, either party can cancel the ag reement with­out consequences.Using a right of passage to infiltrate your troops for a surprise attack is remembered as a cold-hearted breach of trust by all of the other civilizations.If you attack your ally,your reputation takes a nose di ve and you’ll find it difficult,if not impossible,to get anyone to trust you in the near future.To cancel a right of passage without trouble,wait for its natural expiration.
Trade Embargo
If you ha ve disco ver ed Nationalism and hav e an embassy ,you can arrange a trade embargo with an ally .This is an agreement not to trade strategic resources or luxuries with a specific
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Steal a technology:Your diplomats attempt to steal one civilization advance from the rival civilization. There are three levels of caution you can instruct them to use.The more money you allow them to spend,the g reater their chances of success and of escaping discov ery.
The Diplomatic States
There are sev eral possib le diplomatic states and agreements. In one sense,the relationship between two nations can be expressed as one of two different states: peace or war. War is relatively straightforward. When you are at peace with another civilization (the natural state when you first meet a rival),there are multiple possibilities for deals and lasting agreements.Each of the potential agreements you can make has repercussions on both parties’ actions, the movement and position of units,and the international reputations of the participants. A shor t description of each agreement and state follows.
Peace
A peace treaty is,in theory, a permanent ar rangement. You and your rival agree not to attack each other or even enter the other’s territor y with military units. A ruler’s territory encompasses any space within the spheres of influence (bor­ders) of his or her cities. Units that violate this ag reement may be asked to leave—and their failure to do so immedi­ately can be considered a treaty violation.
Peace treaties are most useful when you want a long period of quiet on a particular border, since their recognition of territorial borders keeps enemy units from harassing you and fortifying near your cities.By the same token, they impede you from entrenching your units in your treaty partner’s terr itory. A peace treaty, when combined with an embassy, also opens up negotiations to several other agreements and, just as importantly, makes trade with the other civilization possible.
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sneak attack.Civilizations at war with yours might drag their neighbors into the conflict,too,by activating m utual protec­tion pacts or forming military alliances against you.
Once you are at war with another civilization, that ruler considers you a hated enemy unless and until y ou manage to negotiate a peace treaty. You must make peace separately with each opponent (even those allied with a ci vilization with whom you ha ve already negotiated peace).If,for instance,the Romans and the Greeks wer e allies in a war against y ou,you must negotiate one agreement to end hostilities with the Greeks and a separate one to placate the Romans.
Trade Agreements
If you w ant to set up ongoing commerce with another civ­ilization,you must do it explicitly during negotiations.If your capital cities are connected (as described under “Your Trade Network”in Chapter 12:Diplomacy and T rade),you and the other leaders can trade strategic resources—a great way to get access to a resource you don’t have in your terr itory. You can also set up a trade in luxuries for a temporary boost in your citizens’happiness.All trade agreements last 20 turns before coming up for revie w (unless war cuts them off).
Negotiations
To begin negotiations with another ruler,you must first make contact with that civilization.You make first contact when­ever one of your units crosses paths with one of theirs.You can also trade with leaders you have already met to gain communications with those you haven’t if the leader you’re bargaining with has made contact with them (see “Making a Proposal”below for the details).After communications are set up,they’r e never lost. You can contact the leader in a few ways:
• Right-click any one of the leader’s units, then select the Contact (unit) option.
• Open the Foreign Advisor’s screen and double-click the portrait of the leader you want to contact.
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third party. A trade embargo is not a declaration of war, though it’s sometimes enough of an affront to inspir e one.
The cooperative embargo lasts for 20 turns.At the end of that period,either party can cancel the embargo with a clear conscience.
Mutual Protection Pact
If a peace treaty and embassy are in place betw een two civi­lizations and either has discovered Nationalism, they can negotiate a mutual protection pact.This is an agreement that each will come to the other’ s aid in case of attack by an y third party. That is, your ally expects your military assistance if he or she is attacked,and you should expect the same from his or her forces.
The pact lasts for 20 turns.At the end of that period, either party can cancel the agreement with no repercussions.Leav­ing the mutual protection pact won’t cancel a state of war with any third party.That has to be taken care of in separate negotiations.
Violating a mutual protection pact is seen as a major breach of trust by all of the other civilizations. If you make peace with a civilization while it is still inv ading your ally,your rep­utation suffers for quite some time.To cancel a pact without consequences,you must wait for it to expir e.
Wa r
This diplomatic state represents the likelihood of open hostilities at any point in which your units contact your opponent’s units.
Wars can star t for innumerable reasons, ranging from self­defense to greed and conquest.W ar might be openly declar ed after a breakdown in negotiations or in return for offenses rendered by ill-placed troops, or it can start with a sudden
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Now you’ve done it.
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Possible r equests:The column on the left lists everything you might w ant to ask the rival leader to give you.
Possible offers: The right-hand column lists what you hav e to offer the other leader.
What categories are listed on each side depends on the cur­rent situation.Here are all the categories that might appear:
Peace treaty: Peace treaties open the door to other diplomatic agreements.This option is only available if y ou are at war with the rival y ou’ re dealing with.In fact,it’s the only diplomatic agreement that appears during a war,since it’s a condition of the other agreements.
Diplomatic agreements:When you offer to enter into a diplomatic agreement (the possible agreements were described earlier), you’ll notice that it appears on both sides of the offer table.That’s because all these agreements are mutual—y ou both agree to do the same thing for each other.
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• Press [Shift]-[D].
• Click on the Diplomacy button in the Unit Info box.
• Move one of your units into the other nation’s ter ritor y and wait for them to contact y ou (not recommended unless your intention is to anno y your rival).
If you are at war with the leader you attempt to contact,he or she might refuse to meet with you or mak e demands that you must satisfy if y ou wish to pr ogress in y our negotiations. Again,the options available to you depend on the situation. They’re all worded so as to be self-explanatory, but if nego­tiations inv olve a trade pr oposal or counterproposal (and they almost inv ariably do),you’ll need to kno w ho w the proposal process w orks.
Making a Proposal
Once you ha v e your rival’s ear,you can make a great variety of offers.Common sense tells you that the more an opponent likes you,the more likely he or she is to agree to your pro­posal.Opponents also take your relati ve standing in the game into account.They are mor e likely to be magnanimous if y ou are far behind than if you’re the preeminent power in the world.
Your rivals will often come to the table with a particular deal in mind.They’ll request something fr om you and offer some­thing (even if it’s only a vague assurance that they might not attack you) in exchange .Your options include accepting the deal as offered,bluntly rejecting the exchange,or offering a counterproposal instead of the deal they requested.They, in turn,can accept or decline your revised offer.Sometimes an opponent thinks less of you for offering lesser alternatives. You may continue trading as long as there ar e items to trade and the other party is interested.
When you choose to mak e a proposal or counterproposal to the leader on the other side of the negotiating table, the Diplomacy screen expands to include the necessary tools— the Negotiation Panels:
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Requests The Ta ble
Rival’s Panel Your Rival Conversation
Your
Panel
Offers
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access to it and can build items that require it for the dura­tion of the agreement.Like all trade agreements,a resources deal lasts for 20 turns or until interrupted by war between the parties to the trade.
Gold:Offering a portion of the contents of your treasury is one of the more convincing negotiating tactics. The Lump Sum option makes a one-time transfer of a specified amount.Be careful with the Per Turn option; it commits a leader to pay the specified amount every turn for the next 20 turns. Only the outbreak of war between the trading parties interrupts the required payments.
Technology:Any civilization advance that one nation has discov ered or acquired but the other hasn’t and can research is a potential item of trade. Knowledge is a particularly valuable asset,and not to be traded lightly or cheaply.As soon as you get an advance in trade, it is as if you had discovered it yourself. (If you trade for the advance your researchers are working on,your Science Advisor will ask you for a new project.)
• Cities:As cities are the heart of any civilization,under nor­mal circumstances a leader would rather go to war than trade one away .The option to trade cities exists,however, and can be useful—especially if you need to mollify a par­ticularly aggressive and powerful neighbor.
• Workers:Any Worker currently in your capital city can be offered for trade.The same goes for w orkers in y our rival’s capital. A traded Worker retains its nationality, just like a captured one.
Click on any category to expand it into a list of specific items; click again if you w ant to conceal the list.Anything that the leader on the opposite side of the table doesn’t need doesn’t appear.(For example,an advance you’ve already discovered won’ t sho w up on the left.) Items that one or the other of you has but can’t offer at present are grayed out.When you find an item you w ant to put on the tab le,click it.
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Trade embargoes:When you don’ t wish to declar e w ar on a rival,but still feel a need to inhibit his progress,you can agree with another civilization that you’ll both r efuse to trade with that rival for 20 turns. Even allies,however, are likely to ask for some compensation for the loss of trade . Of course, this also doesn’t do much for the embargoed party’ s opinion of you.
Communications: Contact with another civilization is valuable ,and nearly anything with value can be offered in trade. When one side of a negotiation has made contact with a nation that the other side has not yet met,com­munications with that third party can be shared as part of a deal.
Maps: Civilizations might agree to exchange knowledge of the world in the form of accurate maps.If you receive a map in trade,the darkness is rolled back in your Map win­dow to include the new information. The World Map includes all the territory the nation has explored or found out about from others,including terrain improv ements,city locations, and city sizes. The Terr itory Map gives only the outlines of your borders (cities’ cultural spheres of influence).
Luxuries: If a leader has access to a luxury (as described in Chapter 7:Terrain and Movement),it can be traded. If you recei ve a luxury in trade,all your cities that are con­nected to your capital (see “Your Trade Network” in the previous chapter) ha ve access to it and enjo y the happiness benefit for the duration of the agreement. Like all trade agreements,a luxuries deal lasts for 20 turns or until inter­rupted by war betw een the parties to the trade.
Strategic resources: When a civilization has access to a strategic resource,it can be traded.If you receiv e a resource in trade,all your cities that are connected to your capital (see “Your Trade Network”in the previous chapter) have
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Offer a gift: If anything is on your side of the table,but your rival’s side is empty,you can offer y our items as gifts, asking nothing in exchange. If you’d like to improve an opponent’s attitude toward you,giving gifts is one of the surest wa ys.
Make me an offer: Rather than giving away what’s on your side of the table ,you can ask the other leader what he or she is willing to trade for it.Y ou can confidently expect them to bid low,but this is a good way to find out if what they’re willing to pay is even close to what you consider reasonable.
What can I trade you:If the other leader has something specific that you’ r e interested in,you can put it on the table yourself and ask what he or she would w ant in trade for it. Your rival will look at what you hav e a v ailable and mak e a bid.Of course,the starting bid might or might not be the only deal acceptable to the other leader.
Demand tribute: If you’re in an unassailable position of pow er,you might want to dispense with politeness and just demand what you w ant.You can also use this as a bluffing tactic,to convince the other leader that you’re more pow er­ful or threatening than you actually are.Don’t expect it to alwa ys work, though.This is one of the more effective ways of making the other leader dislike you. In fact, demanding tribute is a good way to incite a declaration of war.
Espionage
After you’ ve dev eloped Espionage and b uilt the Intelligence Agency,your embassies become much mor e powerful tools. They can now be ordered to try to Plant a Spy for you (at a cost,of course).If this act is successful,it gives you the poten­tial to undertake a greater range of covert activities. (If it fails—you guessed it—international incident.)
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What’s on the Table
At the bottom center of the Diplomacy screen during trade negotiations is the Negotiating Table. This is where the current offer,the deal as it stands,is displayed.Below the table are three handy buttons:
Clear: This button clears everything off the table and lets you start fresh.
Active:Click this button to review y our current status and ongoing deals with this leader. Everything that you’ve already agreed on is set out on the table.
New:When you’re looking at what deals are active,click this to return the display on the Proposal Table to the negotiation at hand.
As soon as there is at least one item on the table,new options start appearing in the Diplomacy screen:
Ask acceptance: When there are items on both sides of the table and you think the terms of the deal are fair enough that your rival might accept,you can make the pro­posal. Once you’ve done so, be aware that if he or she accepts, the deal is done. Click this option only when you’re sure that the deal is one you’re willing to abide by.
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The goal of negotia­tions
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Counterespionage
How can you or your rivals prevent these unfriendly acts of espionage? If you suspect that another civilization has man­aged to plant a Spy,you can make an attempt to expose their operative .A Spy is required before espionage acti vities can be attempted, so successful exposure prevents espionage—at least until another Spy is inserted.
To expose an enemy Spy, you must successfully plant a Spy of your o wn in their capital.Then,use the Expose Spy option (described above,in “Covert Actions”).If you’re successful, the enemy Spy is caught red-handed and disgraced. Of course,your rival could alw ays plant another…
International Incidents
Whenever y ou attempt any co vert diplomatic action,includ­ing the acts of espionage described earlier,there is a chance of discovery.Discovery invariably results in an international incident. Note that the chance of your treachery being discov ered is distinct and separate fr om y our odds of success. You can succeed and still spark an incident.
If your attempt is exposed,whether it was successful or not, the targeted civilization is likely to tr eat y our treachery as an act of war .(A target with which you are good friends,though, might sometimes choose to disregard y our act.)
The Espionage Screen
The Espionage screen lets you manage and direct all of your diplomatic acti v­ities and clandestine operations from one conv enient location.After the dis­covery of Writing, you can open the Espionage screen by clicking on the
E
button on the side of the Info Box.
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Covert Actions
Once your Spy is in place, the flow of information is not interrupted dur ing a war, even though your embassy itself might be closed for the duration.In addition,your Mil­itary Advisor not only knows the extent of your rival’s military forces,but the Spy gives him their locations as well.
Your Spy can also undertake a greater range of covert activ­ities than your diplomats can.
Sabotage:Carefully maneuvering in the back streets,your agents manage to infiltrate the selected city and gain access to a critical organization or defensive structure. They’ll destroy half of the shields already accumulated for the current project.
Propaganda:Your operatives contact dissidents within a city and provide resources to spread disinformation, rumors, and other propaganda aimed at convincing the city’ s populace that the y’d be better off as part of your civ­ilization.If the effort is successful,the city rev olts and joins your civilization.Cities of a Democracy are immune to propaganda.Enemy capitals and cities with Courthouses are less likely to revolt. Also, it is easier to push a city already in civil disorder into open r ev olt than it is to under­mine a contented city.
Steal plans: Stealthily burglarizing the Military Advisor’s headquarters, your agent acquires the latest strategic reports.For the remainder of the turn,you know the posi­tions of all of that rival’s troops.
Steal World Map: Infiltrating the Palace, your agent sneaks into the map room and copies the rival ruler’ s W orld Map.
Expose Spy:Temporarily reassigned to your capital,your agent pursues a sophisticated counterintelligence program, ferreting out and exposing a rival’s Spy. Of cour se, your rivals can expose your operatives, too.
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The Espionage screen is divided into five regions:
Opponents
The left portion of the Espi­onage screen shows all of y our opponents. The names and leader portraits of the civiliza­tions you have contact with are shown. Civilizations you have not yet encountered are labeled “Unmet. ”
Click on a civilization’s name or leader portrait to initiate an action against that civilization in the Espionage screen. Beside each civilization’s name,one or more icons might be displayed:
Indicates that you ha ve established an embassy in that civilization’s capital.
Indicates that you ha ve a spy planted within that civilization.
Mission
These controls allow you to select the diplomatic or espionage mission you want to undertake. First, select an opponent and then select the proposed mission. You will not be able to select missions that you cannot afford or cannot perform at your current level of technology.
The details and implications of each mission type are discussed in the Civilization III manual and in the in-game Civilopedia.
Assets
This provides a summary of your current monetary and technological assets, including the amount of gold in your treasury, your technological achievements that apply to espionage,and your level of spy experience.
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Select City
These are the cities that belong to the currently selected civ­ilization.Click on a city to select it.
Operational Costs
Click on one of these choices to set the level of risk you ar e willing to undertake with regard to the current mission. (Levels of diplomatic and espionage risk are discussed in the Civilization III manual.) Choose a risk level and then select Execute or Cancel.
Launching a Diplomatic or Spy Mission
Some diplomatic missions are available after you discover Writing, and others become available as your level of tech­nology increases. Spy missions become available after you research Espionage .To launch a diplomatic or spy mission:
• Select the target civilization in the Opponents area.
• Select a mission type (Diplomatic or Spy).
• Select a mission.
• Select the target city for the mission (if appropriate).
• Select an option in the Operational Costs area.
• Click Execute to launch the mission. If you decide not to ex ecute the mission,click Cancel or exit
the Espionage screen.
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Operational Costs
Assets
Missions
Select City
Opponents
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13
“I never for a moment lose sight of my divine mission. Everything else is a means to that end.”
WINNING THE GAME
As mentioned in Chapter 2: Introduction,you can win the game in several differ ent wa ys.Depending on what rules you chose to play by (see Chapter 3:Setting Up a Game for details),you can beat the other civilizations by being the first to successfully complete the spaceship for the vo yage to Alpha Centauri,conquering all the other civilizations in the game, dominating the world,becoming Secretary-General of the United Nations,or proving y our cultural dominance.
Spaceship to Alpha Centauri
The environmental pressures of growing populations in the modern world are forcing humans to look into space for resources and room to live. The question is not whether humans will travel to the stars, but when. The final act of stewar dship you can perform for your civilization is to ensur e that they lead this exodus.
In the original Civilization game, the one non-military method of winning was to construct an interstellar colony ship and send it to successfully land on a planet in the Alpha Centauri system. While it’s no longer the only peaceful method,it’ s still a project that can lead to victory.
Even if it has developed the necessary technology, no civilization can undertake construction of spaceship compo­nents until it has completed the necessary Small Wonder:the Apollo Program.
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Dominating the World
History has shown that becoming the de facto ruler of the world doesn’t necessar ily mean conquering every square mile.If the vast majority of the world’s land and population are inside your borders,your dominance is assured.You can win the game by achieving this sort of domination.
Conquering Your Rivals
You can also win a military victory by completely overrun­ning every other civilization in the game. The object is to totally conquer any and all rival civilizations.If at any time you are the only ci vilization left standing,you’ r e proclaimed ruler of the world.
Diplomatic Triumph
An option that’s new in this CivilizationIII game is winning the game based on diplomacy.It’s possible to wheel and deal your way to success, though that doesn’t mean militar y actions become unnecessary .When the United Nations con­venes,you must be elected Secr etary-General by a vote of the majority of all the civilizations in the world—then your hegemony is assured.
Cultural Victory
Another new road to success is thr ough cultural dominance. When a culture is so overwhelmingly impressive and wide­spread that ev en the rulers of other civilizations long to take part in it,it can be said that that civilization truly controls the world,regardless of the military and political situation.
Your empire’s culture score is the total of all your cities’cul­ture points. If your civilization manages to accumulate enough culture points,your culture is dominant and y ou win the game.See the Civilopedia for more detail.
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A spaceship is in many ways a one-shot deal.Each civiliza­tion,including yours, can build only one at a time.You can construct a second spaceship only if your current one is destro y ed—that is,if your capital city is captured while y our ship is under construction (the conquerors destroy it on the launch pad).
The competition ends when either you or one of y our oppo­nents launches a spaceship to Alpha Centauri with colonists. The civilization that wins the race to launch wins the game.
Constructing a Spaceship
Your interstellar colonization project is such a large under­taking that it cannot be built whole-cloth the wa y impr o v e­ments are built.The spaceship is, instead, constr ucted of 10 parts, or components.You must achieve specific civilization advances to make components available for construction. The delivery of parts to your assembly and launch facility is handled automatically, how ever,as each part is completed.
The purpose of your spaceship is to carry colonists to another star system.As each new component is completed,the Space­ship display appears, showing where the component is positioned and updating the statistics and specifications. When all 10 components are complete and in place,you’re ready for liftoff.Your launch crews assemble,complete the pre-launch checks,and send your spaceship on its v oyage .
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This could be your spaceship.
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Eliminate by Killing All Kings
This victory option is similar to Regicide, but every civi­lization starts the game with multiple king units.Your civi­lization is eliminated when all of your king units are killed. The last remaining civilization is the winner .
Eliminate by City Loss
When this victory condition is enabled,victory can be swift indeed.Under this rule,when you lose a city — any city — your entire ci vilization is eliminated fr om the game .The last civilization remaining wins the game .
Victory Points by Location
In addition to the pre-set victory conditions,you can deter­mine the winner of a game using victory points.You can view your score (and those of all other civilizations in the game) on the Histograph screen. When this option is selected, the starting squares for each civilization are tagged with victory location icons. You score victory points by capturing and holding victory locations.
To control a victory,one of your military units must occupy the square at the end of all players’turns on a given turn (or at the end of the faction upkeep phase in a Turnless game). You get 250 victory points for every turn you control a victory location.
Note:You can set additional victory locations on a map using the editor.
Capture the Princess
This option is a sort of capture-the-flag game — only ,in this case, the “flag” is a pr incess.At the start of the game, each civilization has one princess unit.Unlike the king units in the Regicide and the Mass Regicide games, princess units cannot move,attack or defend themselves — they are stuck on the square where y ou start the game .
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Histographic Victory
Every turn, the game calculates your current score, based primarily on the amount of territory within your borders and your content and happ y citizens (including Specialists).This score is charted for you in the Histograph screen.The aver­age of all these per-turn totals is your overall Civilization Score.If no one wins in any of the other ways befor e the last year of the game,the Histog raphic winner is the ruler with the highest ov erall score.
Eliminate by Regicide
When Eliminate by Regicide is selected as a victory condi­tion, every civilization starts the game with a “king”unit. Each civilization’s king is its great leader — for example,the American’s king is Abraham Lincoln. Kings can move and have minimal offensive and defensive strength. When your king is killed,your civilization is eliminated from the game. The last civilization standing wins.
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When this option is enabled,you score victory points by cap­turing your opponents’ princesses and returning them to your capital city.Princesses are captured by moving into the square they occup y and using the Capture unit action.If other units are defending the princess you must defeat those units in order to capture the princess.If the princess is inside a city , you must capture or destroy the city in order to capture the princess.
After a princess is captured, she moves along with the cap­turing unit.You must take the captured princess to your cap­ital city .If you are successful,you score 10,000 victory points. The princess then disappears from your capital and is returned to her orig inal owner’s capital city. If there is no place for the princess to return to—for example,the princess’ civilization has been eliminated—the princess remains in your capital city and you score an additional 10,000 victory points.
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“Even the tallest tower begins with the first stone.”
You’ve already proven your leadership prowess against wor­thy computer opponents,but how will you fare against the most unpredictable and diabolical of all adv ersaries — other, human Civilization III players? Civilization III:Gold gives you the opportunity to match wits and warfare with play ers both locally and around the w orld.
Getting Connected
Most multiplayer games require a connection to another computer — via an Internet service provider (ISP) or a local area network (LAN). Inter net games are played via GameSpy,a free Internet game portal.
E-mail games do not require a direct connection — y ou and your opponents must ha ve v alid e-mail accounts to play an e­mail game.
Hot Seat games are play ed on a single computer and,thus,do not require an outside connection of any kind.
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MULTIPLAYER
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