User Guide

THE MAP DISPLAY
This is the display most commonly used during play. From here you control the
movement and combat of units throughout the world, monitor the moves and
development of other civilizations, and summon the reports of advisors. From the
map display you can examine the known geography of any part of your empire or
those of your rivals. For the IBM/DOS version, the map display consists of six
parts: the map window, the world window, the menu bar, the palace painting, the
status report, and the unit identification window. For the Windows and
Macintosh version, the palace painting, status report, and unit identification
window are combined into one status window.
Map Window
The large map window
in the display shows
one part of the world
map in detail. Here you
can examine the terrain,
control the movements
of units, scout sites for
new cities, and prepare
war plans.
When your civilization
is just
getting started, most of the world is
unknown. The map is covered and hidden
from view. As your units move and explore,
the hidden areas are discovered and the map
fills in. It is useful to uncover the world
quickly to find good areas for expansion,
absorb any minor tribes nearby, locate
opposing civilizations, and determine likely
avenues of approach by enemies.
There are a number ways to quickly change
maps and otherwise look at different parts of
the world. These are described below.
Monarchy
(Ceremonial Burial &
Code of Laws)
The Map Display
World Window Map Window
Palace
Window
Status
Window
Unit
Identification
Window
Menu Bar
or the potential for good grazing. Game areas produce additional food. A Forest-
Game 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. The value of
these deposits produces tremendous trade.
Horses (Plains): Horses represent an increase in resources due to the benefits of
using domesticated animals such as the horse or oxen to do work. For all but the
most recent periods of history, animals were an important source of lifting and
pulling power. A Plains-Horses square can be converted into a Forest-Game
square.
Oasis (Desert): The oasis is a very fertile island in the
desert that takes advantage of the presence of some
water and rich local nutrients. The result is an area that
produces substantial quantities of food.
Oil (Swamp): Oil represents the presence of mineral
wealth, especially petroleum. The result is a substantial
quantity of resources. Oil resources cannot be improved
by mining. A Swamp-Oil square may be converted into a
Grasslands square and then a Forest-Game square.
Note: If you convert terrain containing a special resource into another terrain
type, the original special resource is lost. In some cases mentioned above, a new
special resource may appear in the new terrain.
Minor Tribes
During exploration, minor tribes that have not yet advanced to be civilizations
may be discovered in the world. These are represented by a small hut symbol. If
you enter a minor tribe’s village by moving onto the hut, one of a number of
things may happen: you may discover valuable metals (coins), the tribe may
become a mercenary unit in your army, you may discover a scroll of ancient
wisdom that advances your civilization, your magnificence may inspire them to
become civilized and found a new city in your empire, or they may prove to be
extremely violent barbarians.
Metallurgy
(Gunpowder & University)
Cannon Unit
a
89
a
88
CIVILIZATION
®
CIVILIZATION
®