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

CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page i
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page ii
v
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
iv
CONTENTS
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page iv
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
vii
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
vi
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page vi
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
ix
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
viii
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page viii
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
xi
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
x
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page x
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
xiii
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
xii
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page xii
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
xiv
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page xiv
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
1
1
“Even the tallest tower begins with the first stone.”
GAME REQUIREMENTS
AND
INSTALLATION
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 1
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
3
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 2
5
2
“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
4
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 4
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.
7
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.
6
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 6
• “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.
9
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.
8
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 8
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.
10
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.
11
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 10
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.
13
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.
12
The Info Box
Icon Unit Info
A/D/M
General Info
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 12
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
14
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.
15
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 14
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
16
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.
17
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 16
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
18
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.
19
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 18
21
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
20
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 20
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
23
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.
22
Your first decision
World
Size
Climate Temperature Age
Barbarian
Activity
Land Mass and Water Coverage
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 22
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.
25
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.
24
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 24
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.
27
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.
26
Difficulty
Your Civilization Your Portrait Y our Name Y our Opponents
Game
Rules
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 26
29
28
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 .
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 28
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.
31
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.)
30
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 30
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.
33
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.
32
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 32
35
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.
34
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 34
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.
37
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
36
Looking for a place to settle
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 36
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
39
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
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 38
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.
41
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—
40
Choose wisely.
Our national research budget
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 40
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.
43
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).
42
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 42
Loading...
+ 98 hidden pages