TABLE OF CONTENTS CIVILIZATION® INTRODUCTION 1 CITIES AND CIVILIZATION 3 BEFORE YOU START 8 INTERFACE INTRODUCTION 10 PRE-GAME OPTIONS 14 CIVILIZATION TUTORIAL 18 THE GAME TURN 37 ENDING THE GAME AND WINNING 42 CITIES 47 THE CITY DISPLAY 57 CITY IMPROVEMENTS 71 WONDERS OF THE WORLD 76 DISASTERS 84 THE WORLD 85 THE MAP DISPLAY 89 SETTLERS, SOLDIERS, AND ENVOYS 97 GOVERNMENTS 112 ADVISORS/WORLD REPORTS 116 CIVILOPEDIA 122 PLANETARY CARETAKING 123
TABLE OF CONTENTS CIVILIZATION® INTRODUCTION DIPLOMACY 127 THE SPACE RACE 130 ADDITIONAL NOTES 134 PLAYERS NOTES 139 DESIGNERS’ NOTES 145 COPY PROTECTION 148 CREDITS 154 CUSTOMER SERVICE 156 Civilization casts you in the role of the ruler of an entire civilization through many generations, from the founding of the world’s first cities 6,000 years in the past to the imminent colonization of space.
CIVILIZATION® CIVILIZATION® The past civilizations of Alexander the Great, the Hittites, Napoleon, Genghis Khan, and others all held pride of place on the world’s stage at one time, but all eventually collapsed. You are challenged in Civilization to build an empire that stands the test of time. You may succeed where your predecessors failed.
CIVILIZATION® CIVILIZATION® people, armies, cash, luxury goods, temples, universities, etc. Raw materials are transformed by cities into the power and the ideas your civilization needs to prosper. Food that is collected feeds the local population. When there is a food surplus the population grows. Your first city has a small population that can only work part of the lands the city controls. As the city population grows, more lands can be worked, increasing production.
CIVILIZATION® CIVILIZATION® Successful wars can be very useful. Capturing cities is much easier than building them up from nothing, and may provide loot in stolen technology and cash. Weakening rivals reduces the threat they pose. However, long, costly wars may allow neutral civilizations to expand and grow in strength while you spend resources on arms. To explore the unknown and contend with your rivals for the world, you can build armies, navies, and other special units in your cities.
CIVILIZATION® CIVILIZATION® BEFORE YOU START Sorting the Materials This manual provides detailed instructions on how to play Civilization and provides background information on the topic of the game. The manual applies to all computer systems, but specific references are given for use with an IBM system operating under either DOS, for which the game was first designed, or Windows, and the Macintosh. Throughout the manual, the discussion about interface controls assumes that the player has a mouse.
CIVILIZATION® CIVILIZATION® INTERFACE INTRODUCTION Civilization was originally developed on an IBM/DOS system, but has been redesigned for other systems including Windows and the Macintosh. The following discussion of the interface is specific for the DOS and Windows versions. Macintosh users should find that the Windows version is almost identical to theirs. Refer to the Technical Supplement for a description of any additional interface features specific to each version.
CIVILIZATION® CIVILIZATION® In the Windows version, selected menu options may also be chosen by clicking on the “OK” button. considerably. If you do not have enough memory to support the enlargement you wish, the program limits the map to the appropriate maximum size. Pushing Buttons: To push any labeled button in the DOS version or any command button in the Windows version, click on it with the LMB. The program remembers your settings from session to session.
CIVILIZATION® CIVILIZATION® PRE-GAME OPTIONS The beginning of Civilization requires you to make a number of choices regarding the parameters and world of the game you wish to play. To start, follow the instructions in the Technical Supplement for booting the game. After the title and credits appear, you proceed to the selection of the following pre-game options.
CIVILIZATION® Windows Pre-Game Options Menu Level Of Competition Choose between 3 and 7 civilizations in the world. More opponents is not necessarily more dangerous. The fewer your opponents, the more time you have to peaceably expand and develop before encountering rivals. More opponents means earlier contact and the risk of war. But contact with other civilizations offers the opportunities of trade, alliances, and the spoils of war. Select Your Tribe Select your tribe from the menu of options.
CIVILIZATION® CIVILIZATION® CIVILIZATION TUTORIAL This tutorial describes playing Civilization in the Windows version. Because this is so close to the Macintosh version, players of both should be able to easily follow the discussion. Owners of the IBM/DOS version will find that their game is slightly different in look and play, but close enough that the tutorial should not be difficult to learn from. game playing pieces, called units.
CIVILIZATION® CIVILIZATION® The immediate goal of your civilization is to found its first city. Rather than do any exploring or agricultural/industrial/road improvements, get that first city started right away. Your Settlers begin the game in one of three types of terrain square: Grasslands, Plains, or River. Regardless of which it is, start the new city where the Settlers are.
CIVILIZATION® CIVILIZATION® Look on the city map for the square outside the city that contains the symbols for food(wheat stalks), resources (shields), and trade (double arrows). These symbols may not all be present, but food should be at the minimum. This is the square where the city’s people are working. Click on this city map square with the LMB and the harvest symbols disappear. The people have been taken away from the square and have temporarily suspended their harvesting.
CIVILIZATION® Surplus resources are placed into the production box each turn. Your first city should have surplus resources for at least several turns. When the box fills, the item being produced is completed. If a unit is produced, it appears on the world map, ready to be moved or to be given other orders. If an improvement is produced, it is added to the city. Improvements that exist in a city are listed in the improvements roster of the city display.
CIVILIZATION® CIVILIZATION® While your first Militia unit explores, your city may grow in population and eventually a second Militia unit is finished. When the second Militia unit appears, click on the city’s square to open the city display. Two Militia units are sufficient for the time being. One can explore while the second defends the city. Pull down the City menu and choose the option “Change Production”. Alternatively, click on the icon of the Militia unit.
CIVILIZATION® CIVILIZATION® When play starts, watch the light bulb in the status window change color as turns pass. Eventually, your advisor returns to announce that you have learned the technology of Pottery. At this point, the Civilopedia entry for Pottery opens with information about this advance and what benefit it provides.
CIVILIZATION® CIVILIZATION® search as far from your city or cities as you can. Enemy civilizations seek your cities and eventually may attack them. If you can keep them away, they obviously can’t threaten you. When you encounter units from another civilization, move next to them and stay next to them, but don’t attack with a Militia unit. Early in the game, it is usually best to stay at peace, and concentrate on growth and expansion.
CIVILIZATION® CIVILIZATION® A few general suggestions about expansion follow. The Settlers Pipeline: Every city with a population of 2 or more should be building a Settlers unit or be supporting one already. Keep pushing your Settlers out to the frontier of your civilization to found new cities. As they push out, spend some time connecting existing cities with roads, both for the increase in trade and to make it easier for military units to move around your civilization.
CIVILIZATION® probably much cheaper than losing a city or two and having to recapture them. After paying for a temporary peace (and it will be temporary, whether you like it or not), switch all of your production over to military units and prepare for war. The next time this king comes calling, be in a position to destroy his units and take the war to his cities.
CIVILIZATION® CIVILIZATION® available the Women’s Suffrage Wonder which makes it easy to conduct war while a Republic. Electronics makes available the Hoover Dam Wonder which reduces pollution while boosting resource harvests for all friendly cities on its continent. Wonders of the World: These unique city improvements are great to own and they help your civilization score. However, they are very time consuming to build and most of them become obsolete at some point.
CIVILIZATION® CIVILIZATION® Growth: If the city produces sufficient surplus food, it grows by one population point. This added population is put to work on the city map. Civil Disorder: If the number of unhappy citizens exceeds the number of happy citizens after population growth or the destruction of a city improvement by disaster, your city goes into civil disorder. You receive a message reporting this condition.
CIVILIZATION® Adulation After all of the civilizations have taken their turns, there is a brief pause while the record keepers and historians examine your accomplishments to date. The people of your civilization may reward the outstanding success of your policies by expanding and improving your palace. In addition, independent historians and chroniclers may report on where your civilization stands compared to your rivals.
CIVILIZATION® CIVILIZATION® ENDING THE GAME AND WINNING Civilization may be ended in five ways. You may quit at any time, retire at any time, be destroyed by a rival, continue on until the game and the history of your civilization both automatically end, or conquer the world by eliminating all other civilizations. If you retire or let the game run its course the performance of your civilization is judged and compared against your peers.
CIVILIZATION® CIVILIZATION® Once the game is won, your skill as ruler is measured by a final civilization score. Civilization Score: This is the sum of the following factors, plus any bonus for space colonists or conquering the world.
CIVILIZATION® CIVILIZATION® Write Replay to Disk: Choosing this option saves a text file of the replay to your hard disk. A dialog box lets you specify the file name. As part of the replay information, a map of the world is also saved. This map shows all land masses and the location and nationality of all cities. It also shows where destroyed cities were located. After you have exited the game, you can view and/or print the file in a word processing program.
CIVILIZATION® CIVILIZATION® For the Windows version, a dialog box opens that presents both a Go Back button and an OK button. Push the OK button to build the city and the Go Back button to not build the city. Your advisors propose a name for the new city or you can type in a name you prefer. When you are satisfied with the name, press the Enter key or the OK button.
CIVILIZATION® CIVILIZATION® Plains, Grasslands, and Deserts produce trade once penetrated by roads, and all land squares improve in production when Railroads come through. economic development (food, resources, and trade), producing tax revenue, producing technology research, and producing useful units and improvements. Proximity Of Cities: Another consideration when planning new cities is the current or potential (Combustion & Physics) location of other cities.
CIVILIZATION® CIVILIZATION® Although it is not necessary for each city to produce surplus revenue, enough cities must do so to cover expenses. Some cities may not be especially suited for industrial production, but may still be good trading centers. Manage these cities to produce extra revenue. Technology Research: The greater the research contribution each city makes toward new technology, the faster the new civilization advance is reached.
CIVILIZATION® CIVILIZATION® City Protection Gunpowder (Invention & Iron Working) Civil Disorder Great economic management of a city is worthless if the city is captured by rivals or barbarians. Part of the management plan must concern the defense of the city. A large part of the defense is not handled locally, but on your borders and coasts. A defensive line of units, both at sea and on land, that can intercept enemies before they get close to your cities can be helpful.
CIVILIZATION® CIVILIZATION® Transport, Diplomat, Caravan, and Settlers units do not cause this effect. When a city is in disorder, destroying distant military units, returning them to the home city, or changing their home city, makes some unhappy people content and may restore the city to order. All of these methods are useful in restoring the balance of your cities or enemy cities which you have captured.
CIVILIZATION® CIVILIZATION® City Display (Windows Version) City Map This shows the radius of map squares surrounding the city that may be developed by the city’s population. The maximum number of squares that a city may put in development equals the number of people plus one, but the additional one is always the city square itself. Note that it is possible to have more population than places to put them to work.
CIVILIZATION® CIVILIZATION® has previously built. Surplus capacity is shown to the right of a break in the industry line and is available to be used to build new units or city improvements. This surplus goes into the production box shown elsewhere on the display and described below.
CIVILIZATION® CIVILIZATION® The normal people who work in city map areas are shown as either happy, content, or unhappy. Manage your city’s production and improvements so that a balance of happy and unhappy people is maintained at the minimum. If the number of unhappy people exceeds the number of happy people (with content people and Specialists being ignored) your city goes into civil disorder. Taxmen: You can change an Entertainer into a Taxman.
CIVILIZATION® CIVILIZATION® Iron Working (Bronze Working) population, the people don’t starve so long as food is available for use in the storage box. Each turn, any food shortage is subtracted from food in the box. If the box is empty and the city still has a food shortfall, one point of population starves and disappears. The Granary improvement has the effect of speeding population growth.
CIVILIZATION® CIVILIZATION® Auto-Production: This is an option available from the City menu. If you choose it, your advisors will automatically decide what unit or improvement this city should produce. When a new unit or improvement is completed, the advisors automatically choose what to build next. You can retake control of production at any time by turning off the Auto-Production option. This option applies to only one city at a time. It must be selected for each city.
CIVILIZATION® CIVILIZATION® For the Windows version, no buttons are present. Instead, the four information reports can be accessed from the City menu. The options on this menu are now called “General Information”, “Happiness Chart”, “Aerial View of City”, and “Area Map”. Labor Union (Mass Production & Communism) Mech. Inf. Unit Map/Area Map: Pressing this button calls up a small version of the world map. The city you are in is marked for reference as a white dot.
CIVILIZATION® CIVILIZATION® (Republic) or two (Democracy) persons unhappy. This is shown by “sad face” symbols in this row and under the units in the home city roster. The fifth row shows the effects of any Wonders of the World, either in this city or elsewhere, that are influencing the population’s happiness. For example, J.S. Bach’s Cathedral changes two unhappy people into contented people for all of your cities on the same continent.
CIVILIZATION® Selling Improvements: You may sell an existing improvement to raise cash by pressing the sell button next to its name in the improvements roster of the city display. A dialog box appears showing how much cash you would receive for selling, normally 1 coin per resource invested. Choose whether to sell or not. If you sell, the improvement disappears from the city and the money is added to your treasury.
CIVILIZATION® CIVILIZATION® Library: Increases the knowledge production of a city by 50%. It requires the advance of Writing, costs 80 resources to build, and costs 1 coin per turn to maintain. The effect of all Libraries in your cities is increased if you possess Isaac Newton’s College, a medieval Wonder of the World, until the achievement of Nuclear Fission. Manufacturing Plant: Increases the resources generated by a city by 100%.
CIVILIZATION® CIVILIZATION® WONDERS OF THE WORLD As your civilization progresses through the years, certain advances make possible the building of Wonders of the World. There are 21 Wonders, 7 each for the three great epochs of civilization: Antiquity, the Middle Ages (including the Renaissance), and the Industrial Age (present and future). These Wonders are the extraordinary monuments of a civilization, bringing everlasting glory and other benefits to their owners.
CIVILIZATION® CIVILIZATION® Great Library: Begun as a hobby by a local ruler, the Great Library is an obsession for the city. Its agents scour the world for books and manuscripts, making the Great Library the largest repository of knowledge in existence. The Great Library gives you any technology that two other civilizations have acquired. However, it stops working after the development of Electronics. It requires the advance of Literacy and takes 300 resources to build.
CIVILIZATION® CIVILIZATION® Species. Darwin’s arguments, and those of his contemporary, Alfred Russell Wallace, were so convincing that they were only disputed on philosophical grounds, mainly by religious fundamentalists. The theory of organic evolution was the foundation of all following research in biology. The civilization that builds Darwin’s Voyage immediately acquires two civilization advances, the one currently being researched and one other.
CIVILIZATION® CIVILIZATION® to build parts and also allows you to see the location of all cities in the world. The Apollo Program costs 600 resources to build. Cure for Cancer: Of the diseases that continue to plague humankind, cancer remains one of the most feared and deadly. Despite huge efforts to find a cure for this malady, it continues to reap its toll each year. The developing science of genetic engineering offers new hope for a cure.
CIVILIZATION® CIVILIZATION® DISASTERS Each game turn there is a chance that a disaster of some sort may strike one of your cities. A disaster may result in loss of population, destruction of a city improvement, or disruption of production. Some disasters may be prevented if your civilization has acquired certain advances or if the city has built a certain improvement. In these cases, the disaster does not occur or has no effect. The possible disasters are described below.
CIVILIZATION® CIVILIZATION® When selecting sites for new cities, consider the terrain types that are within the radius of the prospective city (see The City Radius, page 45). The best city sites offer immediate food, resource, and trade production, plus the potential for long term development. A brief description of the terrain types follows. Arctic: Frozen glaciers of ice and snow found near the north and south poles. No food, resources, or trade can be obtained here.
CIVILIZATION® CIVILIZATION® or the potential for good grazing. Game areas produce additional food. A ForestGame square can be converted into a Horse square. Gems (Jungle): Gems indicate the presence of precious stones, ivory, spices, salt, or other valuable commodities. These are good trade items and, therefore, the square generates substantial trade. A Jungle-Gems square can be converted into a Grassland square and then a Forest-Game square. Gold (Mountain): Gold represents a bonanza of gold or silver.
CIVILIZATION® CIVILIZATION® Scroll the Map: Scroll around the world to change the part visible in the map window. Click the LMB on any visible map square and the map scrolls, centering on the square you selected. For the Windows version, the map window scroll bars work normally except for one feature. The horizontal slider (the box on the horizontal scroll bar) always resets to the middle of the scroll bar.
CIVILIZATION® CIVILIZATION® The Civilopedia menu gives access to the on-line encyclopedia of Civilization. Use this to quickly obtain information on many different topics such as technology advances, military units, terrain, etc. See the manual section Civilopedia for a description of the information available. The following options are available from the Game menu for the IBM/DOS version and the File menu for the Windows and Macintosh versions.
CIVILIZATION® CIVILIZATION® World Peace Bar: Above your palace there may appear a white bar indicating turns of world peace. World peace exists when no civilizations are at war. Each turn of peace is worth 3 points toward your civilization score. The Status Report The entries and symbols here report the current date and several facts concerning the status of your civilization. Date: The date is reported in years plus the notation BC or AD. The normal game begins in 4000 BC.
CIVILIZATION® CIVILIZATION® Nationality: The name of your civilization and the one to which the unit belongs. Unit Type: The type of unit and whether it is a veteran or not. Movement: The number of movement points the unit has remaining to use. If you are finished moving a unit that has movement left, press the No Orders key (the Spacebar for all versions, or the N key for the Windows version, or the CMD + N keys for the Macintosh version) to skip to the next unit.
CIVILIZATION® CIVILIZATION® In addition you may order most units to fortify or go on sentry duty. Fortified or sentry units no longer require orders. In future turns they carry on and do not blink, waiting for orders. If you wish to move these units later, they must be activated individually. Moving Units: Units may be moved up to the limit of their movement factor. The cost to enter a map square depends on the terrain. Roads and Railroads speed the movement of ground units.
CIVILIZATION® CIVILIZATION® Naval Transport: Ground units may be carried over sea squares only by Triremes, Sails, Frigates, or Transports. See the following section on Military Units or refer to the Civilopedia for specific information about these ship units. are destroyed as well (exception: see Improvements below). Successful attackers that have movement points remaining after combat may continue moving normally. Units may load onto a ship by moving onto it from an adjacent land square.
CIVILIZATION® CIVILIZATION® Fortified Armies: Ground units may fortify themselves, increasing their defense strength by 50%. A unit that has any movement points remaining may be ordered to fortify on any land square by pressing the Fortify key (the F key for the IBM/DOS and Windows versions or the CMD + F keys for the Macintosh). Improvements: Units within a Fortress have their strength doubled after all other modification.
CIVILIZATION® CIVILIZATION® new city. However, in the future the new city can be ordered to produce more Settlers that can be used to found additional cities. The Found New City order can also be used to increase the size of an existing city. Move a Settlers unit into an existing city and press the Found New City key. The Settlers unit is absorbed into the city, adding one point to its population. This may be useful when one city is limited in its ability to expand.
CIVILIZATION® CIVILIZATION® Steal Technology: Your Diplomat steals one technology advance from the other civilization. This can only be done once per city and your Diplomat disappears in the process (his cover is blown). If you have already stolen technology from this city or if the enemy civilization has no technology to steal, the Diplomat loses its turn but is not destroyed.
CIVILIZATION® CIVILIZATION® Military Units The following are the military units that can be built by your civilization. There is a brief description of each unit, including any special abilities. The three numbers shown after the unit’s name are its attack, defense, and movement factors. In parentheses after the name is shown the advance required before each unit can be built. The number of resources it takes to build each unit is shown in brackets.
CIVILIZATION® CIVILIZATION® Militia 1-1-1 (-) [10]: a band of citizens armed with crude weapons, mostly tools and farm implements. Militia are probably the only military unit that you can build when starting a new civilization, and are normally only a stopgap until better units become available. Musketeers 2-3-1 (Gunpowder) [30]: a company of infantry armed with muskets. Due to their higher defense factor, Musketeers are useful for replacing Phalanxes in positions that need to be defended.
CIVILIZATION® CIVILIZATION® GOVERNMENTS To assist in the management of your civilization there is a system of government. There are six types of government possible but the ones available to you at any moment depend on the technology that your civilization has achieved. One type of government, Anarchy, occurs only under a special circumstance. At the beginning of a new game your civilization is governed automatically by Despotism.
CIVILIZATION® CIVILIZATION® Grasslands, Rivers, and Hills are as productive as they are under a Monarchy. Also, an additional trade unit is generated wherever at least one trade unit already exists. Military units each require one resource for industrial support. Settlers require two food units. Ground and ship units not in their home city (except Transports, Diplomats, and Caravans), or air and Nuclear units regardless of location, make one citizen (one city population point) unhappy. your civilization.
CIVILIZATION® ADVISORS/WORLD REPORTS You have a staff of advisors available always who can provide detailed information concerning the affairs of your civilization. By consulting with these advisors you can make informed decisions about the management of your cities and relations with other civilizations. The reports of these advisors can be obtained from the Advisors menu found on the menu bar at the map display. In addition, there are a number of other reports that can be consulted.
CIVILIZATION® CIVILIZATION® By examining the roster of improvements for each city, you may see where a city is missing a helpful improvement. Trade Advisor: Your trade advisor reports for each of your cities how much of its trade is directed toward bringing in luxuries, tax revenue, and new ideas (scientific research). The amount of luxuries, taxes, and science a city is producing is shown to the right of its name. Below the list of cities is a total for tax collections per turn.
CIVILIZATION® CIVILIZATION® Points are scored for the following conditions. 2 points: For each happy citizen 1 point: For each content citizen 20 points: For each Wonder of the World that you possess 3 points: For each turn of world peace (no wars) 5 points: For each futuristic advance -10 points: For each map square currently polluted number of areas and where it ranks in the world. Examining this report may offer clues about which civilizations are your biggest threats.
CIVILIZATION® CIVILIZATION® CIVILOPEDIA PLANETARY CARETAKING The Civilopedia is an on-line encyclopedia of Civilization. It includes reference information on over 150 items of significance in the game. For most items there is a two page entry. The first page is a description of the item and its historical importance, the second page explains the significance of the item in the game. One cost of heedless industrial growth is a gradual polluting and poisoning of the environment.
CIVILIZATION® Cleanup Pollution can be cleaned up by Settlers units. Move the Settlers onto the polluted square and press the Clear Pollution key (the P key for the IBM/DOS version, the K key for the Windows version, and the CMD + K keys for the Macintosh version). The Settlers unit is marked with a “P” to note it has been ordered to clean up pollution. After four turns of work, the pollution disappears. Adding more Settlers units to a polluted square does not speed the cleanup.
CIVILIZATION® CIVILIZATION® When your civilization achieves the technology of Fusion Power, the risk of meltdown disappears. Your Nuclear Plants convert automatically to the technology of fusion power, which is free of the risk of meltdown. DIPLOMACY Diplomacy is conducted by negotiations between yourself and the ruler of a rival civilization. Negotiations may occur when a rival sends an envoy to talk or when you present initiatives for agreement.
CIVILIZATION® CIVILIZATION® Trading Technology: Civilizations that are not extremely antagonistic may offer to trade technology. They begin by offering one you don’t possess. They may actually have several you lack. If you agree, a menu of the technologies they can trade appears. Select the one you want and then they will take one from you. You have no choice regarding what they take and cannot veto the trade.
CIVILIZATION® CIVILIZATION® T H E S PA C E R A C E The environmental pressures of growing populations in the modern world are forcing humans to look into space for resources and living room. The question is not whether humans are to travel to the stars, but when. The final act of stewardship you can perform for your civilization is to insure that they lead this exodus. As noted earlier, the history of your civilization ends when either you or one of your rivals reaches a nearby star system with colonists.
CIVILIZATION® CIVILIZATION® Flight Time: A calculation of the number of years required for your spaceship to reach the nearest star based on the ship’s mass and engine power. Adding more engines and fuel reduces flight time. Modules Space Flight (Computers & Rocketry) Probability of Success: The approximate percentage of the people that can be carried that are expected to survive the voyage, based on the amount of food and energy provided, plus the flight time.
CIVILIZATION® ADDITIONAL NOTES Leader Biographies The civilizations that oppose you are ruled by well-known figures from history. For example, if you encounter the Greeks, they are ruled by Alexander the Great. The strengths and weaknesses of the leader are reflected in how that person manages his or her civilization. Alexander, who conquered most of the known world in his time, may be expected to be similarly aggressive if he appears as one of your rivals.
CIVILIZATION® Karakorum, south of Lake Baikal, the Great Khan presided over one of the largest land empires of history. In Civilization, the Mongols can be expected to expand very aggressively at the expense of the development of individual cities. Hammurabi (Babylonians): King of Babylonia, he is most noted for his code of laws, one of the earliest known. His empire encompassed the eastern part of the Fertile Crescent, centered on the Tigris and Euphrates Rivers.
CIVILIZATION® CIVILIZATION® Shaka (Zulus): The first king of the Zulus, Shaka united the tribal villages under his rule and forged the Zulu army. In a short period he conquered all nearby enemies and established Zululand. He and his descendants ruled uncontested until Europeans arrived on the border. Though the Zulus were without peer as individual warriors, they proved no match for well-led European armies with superior weapons. The Zulus are fierce warriors and are not afraid to pick a fight.
CIVILIZATION® Expansion: After your first city is started and you are exploring nearby terrain, begin planning the placement of your next and future cities. Look for good sites sufficiently distant from your capital so that the overlap of areas cities can develop is minimized or prevented. This allows each to grow to its maximum. Settlers are very important early on as they are needed to found new cities, build roads, and irrigate.
CIVILIZATION® Once your cities have been spread out and are reaching a size of 7 or higher, consider switching to a Monarchy. This is most useful when you have irrigated Grasslands and Rivers because these areas can now produce 3 food units per square. This translates into faster growth and larger populations. This in turn generally means more trade, reasonable technology advance, greater resource production from mines, and more economic power.
CIVILIZATION® Diplomats: New players may tend to overlook these units but more experienced players recognize their value. Establish an embassy with each of your opponents as you encounter them. This is the major value of Diplomats. Embassies help you plan diplomacy and strategy by revealing the power of rivals. Diplomats can also be useful for looking inside enemy cities that you may attack and for their other abilities described in the manual. Take every opportunity to destroy rival Diplomats.
CIVILIZATION® CIVILIZATION® With all of these duties falling to the player, we felt that we had come up with a mix of interesting decisions that would keep the player challenged, and result in a game that was fun and addictive. Another major concept that we wanted to borrow from Railroad Tycoon was the variability of worlds that made every game different. This worked very well, as in the previous game, making the play fresh each time. We also decided early on to include the hidden map.
COPY PROTECTION COPY PROTECTION Combustion Advanced Flight (Flight & Electricity) Alphabet Bomber Unit Atomic Theory (Theory of Gravity & Physics) PAGE 8 Automobile (Refining & Explosives) Communism (Philosophy & Industrialization) PAGE 9 (Mathematics & Electronics) Cruiser Unit Page 21 United Nations Page 22 SETI Program Page 26 Banking (Trade & The Republic) Conscription (Combustion & Steel) Construction (Masonry & Currency) (The Republic & Explosives) Armor Unit Computers (Mystici
COPY PROTECTION COPY PROTECTION Genetic Engineering Flight (Combustion & Physics) Fusion Power Masonry Mass Production (Automobile & The Corporation) (Medicine & The Corporation) Mathematics (Alphabet & Masonry) (Nuclear Power & Superconductor) Palace City Walls Pyramids Fighter Unit Page 45 Gunpowder (Invention & Iron Working) Cure For Cancer Page 46 Page 47 Great Wall Page 67 Industrialization Medicine (Railroad & Banking) (Philosophy & Trade) Horseback Riding Submarine Unit Mass Tra
COPY PROTECTION Plastics COPY PROTECTION Pottery Railroad (Steam Engine & Bridge Building) (Refining & Space Flight) The Corporation The Republic (Banking & Industrialization) (Code of Laws & Literacy) The Wheel Granary Spaceship Component Page 88 Recycling (Mass Production & Democracy) Hanging Gardens Page 91 Refining DarwinÕs Voyage Page 92 Religion (Philosophy & Writing) (Chemistry & The Corporation) Chariot Unit Page 118 Page 119 Page 120 Theory of Gravity Trade University (Astron
CREDITS Game Design Sid Meier with Bruce Shelley CREDITS Manual Design Susan Ullrich Iris Idokogi Joe Morel Original IBM Programming Sid Meier Original IBM Computer Graphics Michael Haire Harry Teasley Barbara Bents Todd Brizzi Stacey Clark Brian Martel Erroll Roberts Nicholas Rusko-Berger Original IBM Music Compositions Jeffery L. Briggs Civilopedia Bruce Shelley B.C. Milligan Jeffery L.
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