User Guide

Scientific Research: This indicator, shaped like a light bulb, shows how near you
are to making a civilization advance. The nearer you get, the more the light bulb
brightens. When the bulb is bright yellow, it is on, indicating that you have
acquired a new technology. Once the new idea is reported and your scientists are
sent off to study something else, the light bulb is turned off. As your scientists
progress, it gradually brightens again. For more information on civilization
advances, see Science Advisor.
Environment: The environment indicator is the
sun and its color shows how great is the risk of
global warming. When there is no risk of global
warming, the sun indicator is not present. With
the first case of pollution, the sun indicator
appears colored dark red. If pollution continues,
the color gradually changes to light red, yellow,
and then white. If pollution is not brought under
control when the indicator is white, the planet
suffers a bout of global warming and then the
indicator reverts to a cooler color reflecting the
new equilibrium.
Pollution and environmental problems can also be caused by nuclear reactor
meltdowns and fallout from nuclear weapons. For more information on pollution
and global warming, see Planetary Caretaking.
The Unit Identification Window
The information reported here refers to the unit currently waiting for orders.
This is the unit blinking. If the unit is not visible, press the Center key to center
the map so that it is. For the IBM/DOS version, press the C key; for the
Windows version, press the J key; for the Macintosh version, press the CMD + J
keys.
The following information is shown.
Nuclear Fission
(Atomic Theory &
Mass Production)
Manhattan
Project
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. Each turn represents the passing of so many years,
depending on the current date.
Treasury: The number of coins in your treasury.
Population: The size of your civilization’s population.
Trade Rates: The three numbers separated by periods are your trade rates. The
first number is the percentage of your trade that provides luxuries. The second
rate is the percentage that becomes coins of tax revenue that are added to the
treasury. The third rate is the science rate, or the percentage of trade devoted to
learning new technology.
Luxury goods are the cultural pleasures like music, art, sports, and the theater
that people enjoy in their leisure time. The more luxuries that can be provided,
the more happy citizens in your cities.
Tax revenue goes into the treasury and is primarily used to maintain existing
city improvements. Excess taxes over maintenance needs accumulate in the
treasury and can be spent later.
The more new ideas and scientific research, the faster new technology is
acquired.
Each of the three byproducts of trade has its benefits. As time passes and cities
grow, you may have to adjust the trade rates to provide a minimum amount of
taxes and science research while providing more luxuries to keep the population
sufficiently happy. To adjust trade rates, pull down the Game menu (DOS) or File
menu (Windows and the Macintosh) and choose either the “Tax Rate” or
“Luxury Rate” option. By setting these two rates, the science rate is set by
default.
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CIVILIZATION
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CIVILIZATION
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