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© 2001 Infogrames Interactive, Inc.All Rights Reserved. Manufactured and marketed by Infogrames, Inc., New York, NY.All trademarks are the property of their respective owners. Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Pentium is a trademark or registered trademark of Intel Corporation or its subsidiaries in the United States and other countries. Uses Bink Video. Copyright © 1997–2001 by RAD Game Tools, Inc.
CONTENTS CHAPTER 1 GAME R EQUIREMENTS AND I NSTALLATION 1 Requirements .......................................................................................1 Installing ................................................................................................2 Playing ....................................................................................................
CHAPTER 2 5 I NTRODUCTION Five Impulses of Civilization .........................................................5 Exploration ..........................................................................................5 Economics ............................................................................................5 Knowledge ..........................................................................................6 Conquest ...........................................................................
Player Setup ........................................................................................16 Your Civilization ................................................................................17 Your Opponents ................................................................................18 Difficulty Levels ..................................................................................18 Game Rules ........................................................................................
Changing Governments .................................................................35 Meeting Another Civilization ......................................................35 Conclusion ..........................................................................................36 CHAPTER 5 I F YOU ’ VE PLAYED BEFORE 37 General .................................................................................................37 Units ..........................................................................
Capturing Cities ...............................................................................53 Converting Minor Tribes ...............................................................53 Renaming Your City .......................................................................54 The Parts of a City ..........................................................................54 The City Square ................................................................................55 The City Radius ..................
Minor Tribes and Barbarians .......................................................67 Movement ...........................................................................................68 Special Orders ...................................................................................70 Hold ..................................................................................................70 GoTo Orders ......................................................................................70 Wait Orders ...
Combat ................................................................................................79 Retreat ..............................................................................................80 Hit Points and Damage ......................................................................80 Healing ..............................................................................................81 Terrain Modifiers ................................................................................
CHAPTER 9 C IVILIZATION A DVANCES 91 Climbing the Technology Tree ....................................................93 Optional Advances ..............................................................................94 Ancient ............................................................................................95 Middle Ages ......................................................................................95 Industrial .........................................................................
CHAPTER 11 M ANAGING YOUR C ITIES 103 Population Growth ........................................................................105 Resource Development ................................................................105 Tax Revenue ....................................................................................106 Scientific Research ............................................................................107 Entertainment .........................................................................
CHAPTER 12 M ANAGING YOUR E MPIRE 121 Your Trade Network ......................................................................122 Research Rate ..................................................................................123 Entertainment Rate .......................................................................124 Corruption ........................................................................................124 War Weariness ..................................................................
Embassies ...........................................................................................138 Establishing an Embassy ....................................................................138 Diplomatic Actions ..........................................................................139 The Diplomatic States .................................................................139 Peace ................................................................................................
Cultural Victory ..............................................................................153 Histographic Victory .....................................................................154 CHAPTER 15 R EFERENCE : S CREEN BY S CREEN 155 The Main Menu ..............................................................................155 World Setup Screen .......................................................................156 World Size ................................................................
World Map ........................................................................................166 Info Box .............................................................................................166 Orders .................................................................................................168 Airlift ([T]) ........................................................................................168 Automate Worker ([A]) ....................................................................
Resource Map ..................................................................................176 Population Roster ............................................................................176 The City Production Bars ................................................................177 The Luxuries Box ............................................................................178 Food Storage Box ............................................................................179 Production Box .............
Unit Movement ................................................................................196 Unit Orders ......................................................................................197 APPENDICES A PPENDIX A 1 201 Units Chart .......................................................................................201 Terrain Charts ..................................................................................206 Consumable Goods ..........................................................
1 GAME R EQUIREMENTS AND I NSTALLATION “Even the tallest tower begins with the first stone.” In the beginning…the Earth was without form and void. It will stay that way until you install the game and start playing. Here’s how.
• Mouse (or some other device that fulfills the same function); • Windows® 95,Windows 98,Windows Me,Windows 2000, or Windows XP; • DirectX 8.0a (which you can install as part of the installation process); and • Sufficient empty space on your hard drive. How much you need depends on how much of the game you choose to install.The minimum required is 500 MB (plus an additional 50 MB for the swap file).
• Click Install to continue. (If you change your mind at this point, click Exit instead.) • Read the End User License Agreement and, if you accept the terms, click Next to continue the installation. • Choose the folder where you want to install the game.You can accept the default or use the Browse button to select a different folder. Click Next when you’re done. • To add the game to your Windows Start menu, choose a Program Folder to put it in.The default is Civilization III. Click Next to continue.
2 I NTRODUCTION “There are so many worlds, and I have not yet conquered even one.” Five Impulses of Civilization There is no single driving force behind the urge toward civilization, 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 grow. In the Civilization III game, five basic impulses are of the greatest importance to the health and flexibility of your fledgling society.
productive terrain for your purposes, you can control the speeds at which your population grows larger and your 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 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.
civilization is necessarily the winner, nor that the wealthiest always has the upper hand. In fact, a balance of knowledge, cash, military might, cultural achievement, and diplomatic ties allows you to respond to any crisis that occurs, whether it is a barbarian invasion, an aggressive rival, or an upsurge of internal unrest. Winning There are now more ways of winning the game.You can still win the Space Race with fast research and a factory base devoted to producing spacecraft components.
reference includes entries describing all the units,improvements,governments,terrain,general game concepts, and more—everything you could want to know about the Civilization world.The entries are hyperlinked 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 keyboard. Many people find that the shortcut keys significantly speed up their play.
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.We mention the keys throughout the manual, and they’re listed in Chapter 15: Reference: Screen by Screen too. 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.
3 SETTING U P GAME A “If I had the power to remake the world…ahh, but that is folly.” 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 want to play.Your options include specifying the number of opponents and customizing the world you’ll explore.
Load Scenario: Load a scenario.You can create your own game scenarios or play scenarios your friends have constructed to challenge you.To load successfully,scenarios must have been created with the Civilization III CD-ROM game. Older scenarios from other Civilization games are not compatible. Hall of Fame: See the standings attained by the most successful rulers in previous games. Preferences: Set game preferences. Audio Preferences: Set volume levels for audio options.
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 the O button to continue to that screen. To return to the Main menu, click the X button. Land Mass and Water Coverage Barbarian Activity World Size Climate Temperature Age 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.
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 work hard 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.
Wet: This option produces a larger number of wet terrain squares, such as Jungle and Flood Plain. Random: Use this option if you want 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.
Roaming: Barbarian settlements occasionally appear, but less frequently and in smaller numbers than at higher levels. This is the standard level of barbarian activity. Restless: Barbarians appear in moderate up to significant numbers, at shorter intervals than at lower levels. 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.
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 following chart.
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 chosen civilization and type in your new name.
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.
Allow Civ-Specific Abilities: This option controls the diversity factor. When it’s checked, each civilization has it own unique strengths and weaknesses (as listed earlier in this section). Turning this off is handy for leveling the playing field. 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.
4 FOR BEGINNERS ONLY “One clear example is worth more than a warehouse full of inscribed clay tablets.” First of all, we’d like to welcome you to the Civilization family. 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.
Looking for a place to settle resources. Normally, the lines dividing the map squares are invisible.To see how the terrain is divided, turn on the map grid by pressing [Ctrl]-[G]. Press [Ctrl]-[G] again to remove the grid lines. Before you move your Settler, take the time to examine the surrounding terrain. Rightclick 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.
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 resources available), which provides three food and two commerce. The multiple Fish make this an excellent site for a city. You have the option of moving around to find a suitable city site.
appears. It gives detailed information on the town’s current status, including the amount of each thing produced, the item currently being built, and the size and attitude of the population. See Chapter 15: Reference: Screen by Screen for all the details. Our first priority is to check the status of the town’s resources.The Population Roster shows that the town of Washington has one citizen, and he is content.
Before we leave the City Display, we have to mention the Improvements Roster. This lists all the city improvements and Wonders 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 information to assimilate at the start of the game, and it can be hard to know what you should do first.
At the moment, our civilization has only minimal knowledge. We have the three basic skills that are always available at the start— Irrigation, Mining, and Roads—plus one or two that were granted Choose (as happens in some wisely. games) for no cost.The bulk of your knowledge throughout the game is gained through research. Many different strategies are possible, each dictating the order in which you should research advances. For this game, we’ll adopt a conservative, defensive strategy.
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 much to research, though, our treasury suffers.
by pressing [7] on the numeric keypad (not the [7] on the top row of the keyboard). Note that when a unit moves next to a dark area,any black squares around it are revealed. 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.
Advances or the section on the “Science Advisor’s Report” in Chapter 15: Reference: Screen by Screen.) We click Done to return to the map. Changing Production Before we do anything else, it’s time to check up on Washington again.We open the City Display and look at the Production Box.The city has automatically begun to build another Warrior. Unless you give it specific instructions, a city’s governors will choose what to produce next by guessing at what you want.
Support Note This early in the game, you’re still paying nothing to support your units.The first several units are free of maintenance costs. How many? That depends on a few factors, including your form of government and number of cities. However, once you’ve built enough units, you’ll begin paying support from your treasury on each one over the limit. If you’re over the limit and you receive a unit from a minor tribe, you have to support it, just as you support all your units.
Garrisoning Now the Spearman unit is flashing. In order to protect the city, the Spearman must remain inside Washington. Units provide the best protection when they are garrisoned. We garrison the unit by clicking the Garrison Order button or by pressing [F]. Garrisoned units remain in their city until you manually reactivate them. For now,the Spearman should be left alone to guard Washington. The Waiting Game Soon, our wise men discover Pottery.
Expanding the Empire Now it’s time to expand the empire.We move the Settler northwest one square, west one square, then southwest three squares. It now occupies a Grassland square near a lot of Forest. Pressing [B], we order the Settler to build a new town.Again, we could name the city anything we want, but we’ll just leave the default name of New York. Important Caveat Sending our Settler out on its own like this is dangerous. Settlers are unarmed and cannot defend themselves if attacked.
of 2 by the time the unit is completed, we change the production in New York to a Worker. While we’re waiting for the Worker, we can explore New York’s hidden terrain to the west.We move the Spearman west, then march south and north, lighting all that dark terrain. Finally, we bring it back into New York and garrison it. A few turns later, Washington completes its Granary. We change the production to another Worker (after another population check).
We also discover Mysticism and start work on another civilization advance, Polytheism. Monarchy is next on the list. Several turns later, the New York Worker completes the irrigation project; the terrain square is now marked to show that it is irrigated.We open the City Display for New York and note that the resource production has not changed as a result of irrigation. Normally, irrigation increases the food output of Grasslands by one.
change production to a military unit.We’ll reassign Washington to start working on the Hanging Gardens. Changing Governments By now, we have established a small but thriving civilization.We’re doing well, but could do better. Here’s how we’ll improve our civilization by switching to a more advanced form of government. Within a few turns (it’s not always the same number), a menu appears listing the systems of government currently available to us. We choose Monarchy, and our civilization is now ruled as one.
your past behavior when dealing with other civilizations. Since this is our first contact with any civilization, we expect the German leader to have a neutral and somewhat cautious attitude (though you never really know what attitude a newly met leader will have). Unless we declare war ourselves, we’ll come out of this encounter with an automatic peace treaty with the Germans, and possibly an exchange of knowledge (advances).
5 I F YOU ’ VE PLAYED BEFORE … “I know the situation. Just tell me what’s changed.” If you’ve played before, much of what’s in the game will be familiar, but there is much that’s different, in ways both obvious and subtle. This chapter summarizes the major changes, and it’s meant for experienced players. If you’re new to the game, some of it might not make sense right away. General Here are a few broad changes that affect the game overall.
in its current situation are in the upper row. Just click the button (or use the shortcut key) to give the unit its orders. Culture: Every city and every civilization now earns culture points for having Wonders and cultural improvements, like Temples and Libraries.A city’s cultural value translates into the size of its sphere of influence.Your cities’ combined spheres of cultural influence determine your national borders.
No home city: Support for military units now comes directly from your civilization’s treasury. Unhappiness due to military units in the field is also managed in a new way, called “war weariness.” (For the details, see Chapter 12: Managing Your Empire.) These two changes, taken together, make the idea that each unit has a home city no longer relevant.When units in an ally’s territory are returned after an “accidental” incursion, they simply return to the nearest square that’s neutral or in your territory.
Bombard ability: Warships, bombers, fighters, and artillery units have the ability to bombard a target that’s within their range. Bombardment counts as a unit’s attack, and might damage defensive fortifications, harm units, or otherwise damage a city in the target square. For more details, see Chapter 8: Units. Leaders: No one can build leaders; they arise from battles. Get the leader back to one of your cities, and you have two options (both of which consume the leader; it disappears): • Create an Army.
Shields from clearing forests: When a Worker finishes clearing a Forest square, this delivers a number of production shields to the nearest city.The forest still changes into a terrain type more suited to irrigation, too. Colonies:To collect a strategic resource or luxury from a terrain square outside a city’s sphere of influence (see “Culture” in Chapter 11: Managing Your Cities to find out what that is), you can have a Worker establish a colony on that square.
Trade is now commerce:The money that each city brings in, which used to be called trade, is now commerce.Your net income per turn (after support and other costs have been subtracted) is divided between science funding and your treasury. Luxuries are also derived from terrain and trade. Production queue: Now you can queue up your city’s production. Just set up the city’s production queue and then press [Shift]-[Q] to save it.When you want to load your saved queue, press [Q] to load it.
improved.Though you’ll find most of the possibilities familiar, there have been one or two changes. Check out the Civilopedia for the specifics. Conquest: When you take over an enemy city, you have the option to raze it, rather than taking control of it.Also, cities of size 1 are not destroyed when you occupy them. Advances The progress of science and the way you control it within the game have been significantly improved.
Diplomatic missions: Once you have an embassy with another nation, you can click the embassy icon (at their capital city) to open a menu of the possible diplomatic activities. These all cost gold to attempt. No Diplomats or Spies:That’s right, none.With the change in the way embassies are established and run, all the major functions of the Diplomat and Spy units have become redundant.
advantage of their speed and the proximity of an enemy unit remains.These units can launch an attack on any enemy unit foolish enough to pass through an adjacent terrain square. Engineers: As your technological know-how grows, your Workers will be able to put some discoveries to practical use—they gain new abilities. (Engineering and Electricity grant new skills to your Workers.) When your Workers excel at self-improvement, Engineers become unnecessary.
6 T HE BASICS OF TOWNS AND C ITIES “There is no city of gold.” When you start a game, your first units are surrounded by the darkness of the unknown. Though you could choose to let this Settler and others wander around, the first military unit they ran across would capture them. As soon as you find a decent site, you should have your Settler build a permanent settlement—a town.
Cities are the residences of your population, the sources of tax dollars and cultural development, and the homes of your scientists. Each city organizes the development of the area surrounding it, harvesting nearby agricultural produce, natural resources, and potential trade goods, then converting these resources into food, industrial production, technology, and cash. One way to measure the success of your civilization is by the number and size of cities you control.
Population City Name Strategic Resources Box City Radius City Square Population Roster Construction Box Food Box Improvements Roster Luxuries Box Garrison Production Bars under “Population Roster” in Chapter 15: Reference: Screen by Screen). Since there are other points of interest in this display, we’re moving on. Citizens laboring on terrain squares (or “map squares”) produce three different things: food, shields, and commerce.
Founding New Towns The most common way you gain new cities is by sending out Settlers to build them and Workers to tame the wilderness around them.The terrain under and around your city is important, so if you want to select the best possible place for your future metropolis, make sure to read “Choosing Your Location” below. (If you want to jump right in, choose a square with rivers and special resources near it.
Choose a location carefully. abundance in that area.These resources are divided into three categories, according to their uses: • Bonus resources are those resources that increase the productivity of your city. A vein of Gold, for example, can increase the amount of commerce income a city generates.The presence of Wheat raises the food production potential. • Luxury resources are resources you can use to keep your citizens happy.As your civilization grows, discontent can become a serious problem.
When possible, you should locate your cities to take advantage of these resources. See Chapter 7:Terrain and Movement for more details and a discussion of the resources’ benefits. Proximity of Cities A serious consideration when planning new cities is the current or potential location of other cities.You want to minimize the chance that one city’s radius overlaps another’s. Since a map square can only be used by one city at a time, radius overlap restricts the potential growth of one or both cities.
Capturing Cities Other civilizations normally defend their cities with one or more military units, and sometimes with Walls and other city improvements.You can identify a defended city, because when you approach, the best defending unit is plainly visible.You can tell a walled city by the short wall surrounding it.There are three ways to acquire enemy cities: force, defection, and subversion. Defection happens without any immediate action on your part, but the others require an active hand.
Feeling lucky? Move your exploring unit onto the minor tribe’s huts to discover the tribe’s attitude toward your civilization. If they choose to form a new city, you need do nothing.Your advisors propose a name for the new city (which you can change). Renaming Your City You can rename any of your cities whenever you wish.This is useful if you want a captured city’s name to be consistent with the names of cities you have founded.
The City Square The terrain a city occupies is especially important, because it is always being worked. You cannot take the workforce off this square when moving citizens around on the City Display. The City Radius The potential area of development, called the City Radius, extends out from a city in an area three map squares wide—two squares to the northeast, northwest, southwest, and southeast. The resulting “radius” looks like a fat X.
Your most important cities also have raw materials (shields) available. Forests naturally produce a number of shields, and Hills and Mountains can be mined to produce good quantities of raw materials. Some special natural resources—Cattle and Whales, for example—increase the shield production of a square, as do most strategic resources (see “Special Natural Resources” in Chapter 7: Terrain and Movement for complete details).
represented on the map by borders.As time goes on and you build improvements in a city, its influence grows and the borders expand.We go into more detail about culture in Chapter 11: Managing Your Cities. When another civilization’s unit is within your cultural borders, it is trespassing in your territory—unless you have agreed to allow that civilization right of passage. (See Chapter 13: Diplomacy and Trade for an explanation of that.
7 T ERRAIN AND MOVEMENT “We do not inherit the land from our ancestors; we take it from those who defend it poorly.” Terrain and Movement Concepts As mentioned in “City Concepts” in the previous chapter, the game map is divided into small squares, each containing a distinct type of terrain. These are called terrain squares.
The proximity of enemy units or cities can also restrict a unit’s movement options. For one thing, your units cannot share a square with either. Less obvious is the fact that some units can attack your units as they pass.This can also restrict a unit’s movement options. (For more detail, read “Retreat” in Chapter 8: Units.) Experienced players should note that only certain military units have zones of control, and that they work differently (free attack instead of movement limitation).
combat takes place across a river—the units are on different sides when the combat begins—the defender gets a bonus. Standard Terrain Types The standard types of terrain can be divided along climactic lines. Below is a brief summary: • Tundra is cold terrain. It doesn’t produce much in the way of raw materials and can’t be converted into more profitable terrain. • Jungle and Flood Plains are wet terrain.
Over and above the boost to a city’s production, however, certain natural resources are strategic—necessary for building certain units, improvements, or Wonders. (For example, without access to Horses, you can’t train Horsemen.) A city doesn’t need to have citizens working a square to gain this benefit; it simply must be connected to it. A city gains access to a natural resource by being connected to it. Connection can be made in several ways.
B onu s Re s ou rce s Bonus resources include Gold, which supplies your treasury with extra commerce every turn, and these others, all of which increase the food output of the square where they’re found:Wheat, Cattle, Fish, Game, and Whales. Strate g ic Re s ou rce s The list of strategic resources is slightly longer: • Iron is an important component of armor and edged weapons. • Horses are one of the earliest forms of transportation, and mounted units have definite advantages over infantry.
The luxuries that might be available to your civilization include Incense, Dye,Wine, Fur, Spice, Silk, Diamonds, and Ivory. Impassable Terrain Impassable terrain is land that some types of unit cannot traverse, usually due to physical limitations. For example, Catapults and Cannons cannot travel across mountain squares unless someone has built a road through the range. Terrain Improvement When surveying sites for a new city, remember that terrain can be improved.
Pollution Pollution appears within the City Radius of any city that is excessively productive (produces lots of shields) or has a very large population. Pollution warning symbols begin appearing on the City Display when the combined pressures of smog and industrial pollution begin to create a significant threat of contamination.The number of symbols corresponds to the probability each turn of a square within the city radius becoming polluted. Certain city improvements can help alleviate the situation.
N u c l e a r We a p o n s Nuclear units not only destroy the army or city they target, but all units stacked with the target and those in adjacent squares as well.The detonation also pollutes and devastates a number of map squares around the impact square.Your rivals might not spend the time or manpower to clean it up, but if you ever intend to use those squares, you should consider it. Nuclea r Meltdow n If a Nuclear Power Plant suffers a catastrophic failure, half of the city’s population is destroyed.
Minor Tribes and Barbarians Villages of thatch-roofed huts scattered about the map indicate the presence of minor tribes.These populations are too isolated, not organized enough, or too migratory to develop into major civilizations. Minor tribes come in two flavors: active and passive. Active tribes are warlike groups that periodically send out raiding parties.Their warriors attack on sight and attempt to loot your towns and cities.
• A village might have access to gold.To placate your emissary, they might offer some as a gift. • The tribe gathers their fiercest young warriors together to create a military unit to join your civilization’s forces—as a gesture of alliance (and perhaps a way to be rid of some young troublemakers). • Your emissary makes a horrible faux pas, and the minor tribe turns vicious.A number of hostile units come boiling out of the village to attack.
surrounding the “5” represent the points of a compass. For example, pressing [7] sends your unit northwest, while pressing [6] sends your unit east. The mouse method involves placing your mouse cursor on the unit, then clicking and dragging in the direction you want it to travel. The cursor turns into a square highlighting the unit’s potential destination, with a path leading there from the unit’s current position and a number noting how many turns it will take the unit to make the trip.
Special Orders There are five special movement orders that deserve fuller explanations. Hold If you want a unit to hold its position for the turn, press the Spacebar or click the Hold Order. GoTo Orders To send a unit on a long trek, you have three options: 1. Click the GoTo Order (or use the shortcut key of [G]), then move your mouse cursor to the destination square and click there. 2. Click–and–hold on the unit, then (still holding) drag the cursor to the selected destination. 3.
Airdrop Orders Paratroopers that have not moved this turn have the special ability to make airdrops when in a city. Helicopters in a city can airdrop two ground units from that city. Press the Airdrop key ([A]) or click the Airdrop order. Your cursor turns into a parachute. You can make an airdrop into any visible land square within airdrop range of the origination square. If the target square is occupied by enemy troops, your dropped units will be killed.
Navigating the Map Window We’ve talked about moving your units around the map, but several tools allow you to look at different map areas and move around the game world. • You can simply click on a map square to center your view there. • If you want to see a lot more territory, you can use the Zoom button [Z] to toggle to a wider view. This is a fully functional view; you can even play an entire game like this. Pressing [Z] again returns you to the default view.
disembark and make landfall. You can also order a ship to unload all its passengers by clicking the Unload order or pressing [L]. I m p a s s a b l e Te r r a i n As we mentioned earlier in this chapter, some units are prevented by their construction, weight, ungainliness, or other factors from moving across certain types of terrain. To these units, the terrain in question is impassable.
8 U NITS “Give me a hundred fierce and loyal warriors, and I will bring peace from horizon to horizon.” Units are groups of citizens and soldiers that can move around the world and interact with other units and civilizations. Some non-combat units—such as Workers, Scouts, and Settlers—have special functions that are explained separately. Unit Concepts Each civilization’s units have coloring that reflects whose service they are currently in. Units with white coloring are always barbarians.
Attack strength shows the likelihood of inflicting damage when attacking an opponent. Units with high attack strengths are useful for offensives (attacking the other unit first). Defense strength represents the ability of a unit to defend itself when attacked; it is the likelihood that damage will be inflicted on an attacking unit. Units with high defense strengths are useful for defending cities and other positions against enemy troops.
any city that has a Barracks improvement and is able to build the new unit. Move the unit into the city and press [U]. For a chart of all the unit numbers and attributes, see the Appendix. Military Units Through the years, much of your time is spent moving and positioning your “defense” forces.A strong military is, after all, the best defense against rivals and barbarians. Military units are also your eyes, exploring and monitoring the world as they move.
Many naval units can conduct bombardment—that is, they can bombard units or cities on land squares.This type of bombardment works in much the same way as the Bombard ability of ground units. Nuclear Submarines can carry Tactical Nukes. No other subs can carry any other kind of missile. Submarines can travel underwater, which hides them from most units’ view, but some units (Aegis Cruisers, for example) can spot submarines if they are up to two squares away.
Missiles If a city is the target of a normal cruise missile attack, the city suffers a bombard attack. A nuclear missile attack destroys half the population, regardless of nationality. Military units have a 50% chance of surviving a nuclear attack. In addition to the loss of units, cities, and improvements, all land terrain squares adjacent to the impact square become polluted. As you might expect, all missile units are one-shot attackers.They’re always destroyed as part of the process of attacking.
the now vacant square after the fight. If there are multiple units in the square, however, the attacker returns to its original square. A Note on Capturing Units You can capture artillery units (Catapult, Cannons, and such), but only if you already have the advance that would allow you to build the unit. That is, if your civilization doesn’t yet understand how a unit works, you can’t capture it and use it. Retreat “He who fights and runs away lives to fight another day.
In Trouble Differentcolored health bars indicate levels of hurt. Injured Healthy Healing A damaged unit can take time to heal by skipping its entire turn (press the Spacebar). Units heal faster when they remain in cities for a full turn. If the city they occupy has certain improvements, they can heal even more rapidly. Along with its capacity for turning out veteran units, a Barracks can repair ground units. A Harbor can repair naval units.Airports and Carriers repair air units.
can greatly increase a unit’s chance of surviving an attack. For example, while a unit standing on plains (defense value of 10) doesn’t get much tactical help from the flat landscape, the same unit hiding in the rugged mountains (defense value of 100) would enjoy a much greater chance of victory.The defense values of all the terrain types are listed in the Appendix. Calculating the Winner Combat is essentially like a rapid-fire boxing match.
Special Combat Cases To better reflect their real-world abilities and handicaps, some units have unique combat rules and abilities.There are a number of special combat situations, which have special rules, detailed below. A i r B attles Only units capable of flying air superiority missions (like Fighters) can attack other air units.
by all ground units. (Note that units inside a city of size 7 or more get no bonus from Walls.) The Coastal Fortress increases the defense strength of all units within a city by 50% against naval attacks. The Coastal Fortress can also take shots at passing enemy ships. For t re s s e s Units within a Fortress gain significant advantages. A unit stationed within a Fortress has its defensive strength increased by 50%, and it gains the ability to take “free shots” at passing enemy units.
that produced it is reduced by one for Workers and by two for Settlers, representing the emigration of these pioneers. Founding and Adding to Cities To found a new city, move a Settler to the desired location and click the Build order or press [B].The unit disappears, as the people it represents become the first population point of the new city. The same order can be used to increase the size of an existing city. Move a Settler or a Worker into an existing city and click the Join City order (or press [B]).
Order 86 Task Shortcut Key Required Advance Terrains That Benefit Irrigate (fresh water) I — Desert, Grassland, Plains, Flood Plains Irrigate (without water) I Electricity Desert, Grassland, Plains, Flood Plains Clear Shift-C — Forest Shift-C — Jungle Build Fortress Ctrl-F Construction Any Land Square Mine M — Desert, Hills, Mountains, Plains, Grassland Reforest N Engineering Grassland, Plains,Tundra Clean Up Pollution Shift-C — Any Polluted Land Square Build Road R —
I r r igate Irrigation can improve the agricultural production of a city’s terrain. (The form of government you rule under can limit the improvement. See “Governments” in Chapter 12: Managing Your Empire for details.) A suitable square can always be irrigated if it shares a side or a diagonal with a source of fresh water (terrain with a river running through it, a freshwater lake, or another irrigated square).
R e fo r e s t Click this order to reforest a square that’s devoid of trees.This results in a change in the square’s terrain type, generally for the better.When your Worker is in the appropriate square, click the Reforest order or press [N]. Clean Up Pollution Detoxifying a square by cleaning up the pollution there restores the full (pre-pollution) production capacity of the affected square. Both industrial pollution and nuclear contamination can be eliminated by cleanup efforts.
Bu i ld C olo ny Sometimes you find out too late—after you’ve built a city—that there’s a great strategic resource or luxury just a few squares outside the City Radius.You can’t wait until the city’s border expands to bring it under your dominion; you need the resource now. If you have a Worker available, you can solve this problem by building a colony. A colony is not a city, but rather a small settlement with a specific purpose.
Barbarians Barbarians are small tribes of raiders that are not part of any opposing civilization.They always carry the color white.You can set the likelihood and frequency of barbarian attacks in the initial game choices you make.You will encounter them periodically as your civilization begins to expand and grow.They arise from villages in unsettled parts of any continent. Barbarians will attack your units and plunder your cities.
9 C IVILIZATION A DVANCES “It is in the pursuit and study of the natural sciences that mankind provides the greatest evidence of his nobility, of his spark of the divine.” As humankind progressed by fits and starts through the ages, civilizations rose and fell, their success or failure due to what knowledge they acquired and how they employed it.
The concept that progress is inevitable—or even that it’s desirable—is a relatively recent phenomenon. For most of human history, the pace of progress was so slow as to be barely detectable, but since the Industrial Revolution, the pace of advance and change has dramatically increased. Rapid change is now considered normal. The Concept of Civilization Advances Scientific research is what drives your civilization’s intellectual growth.
Climbing the Technology Tree Once your civilization begins to accumulate scientific research, your Science Advisor asks you to choose a new civilization advance to research. He suggests a line to pursue, but before you just accept his choice, take a look at the options. Click the arrow to the right of his suggestion to choose from a drop-down list of the advances you could research right now. If what you want is on the list, great. If not, use the Big Picture option to open the Science Advisor’s screen.
If you know the next few advances you wish to research, but they don’t lie directly along the line to some future goal, that’s okay.You can establish your own research queue, advance by advance.After you have selected the first advance (#1), hold down the [Shift] key and select another advance.Voilà! In this way, you can line up several advances, and you won’t have to worry that your scientists will get off track while you’re preoccupied with other matters.
Ancient • Horseback Riding • Literature • Monarchy • Republic Middle Ages • Chivalry • Democracy • Economics • Free Artistry • Military Tradition • Music Theory • Navigation • Printing Press Industrial • Advanced Flight • Amphibious Warfare • Communism • Espionage • Nationalism • Sanitation These advances are not required, but can certainly be useful. Optional advances frequently make construction of Great Wonders possible.
Future Technology After your scientists discover the last of the named advances, they can begin researching futuristic advances. These not-yet-imagined civilization advances are collectively known as “Future Technology.”When your civilization accumulates enough scientific research to finish one unit of Future Technology, you can research another. Each Future Technology you discover adds to your final score (see “Scoring” in Chapter 14:Winning the Game for other ways to boost your final total).
I ndu str ia l Adva nce s Electricity: Workers can irrigate from any source of water. Nationalism: Allows you to sign mutual protection pacts and trade embargoes. Nationalism also allows you to mobilize your economy. This allows you to draft citizens to create military units. Refining: The strategic resource Oil appears on the World Map. Replaceable Parts: The strategic resource Rubber appears on the World Map. Doubles the work rate of Workers. Steam Power: Workers can upgrade roads to railroads.
10 WONDERS “The measure of a great ruler is the monuments she leaves behind.” A Wonder of the World—whether it’s a Great Wonder or a Small Wonder—is a dramatic, awe-inspiring accomplishment. It is typically a great achievement of engineering, science, or the arts, representing a milestone in history. As your civilization progresses through the years, certain advances make building Wonders of the World possible.
Every Wonder confers a specific benefit on the civilization that owns it (you can find the specifics in the Civilopedia listing for each Wonder). If a Great Wonder is captured (along with the city it’s in), its benefits go to the new owner. Small Wonders in a city are always destroyed when the city is captured. If a Wonder of the World is destroyed by the decimation of the city in which it stood, it can never be rebuilt. Its benefits are lost to the world forever.
culture points—that accrue to your civilization for possessing a Wonder are the general benefits conferred by such great works; more importantly, these benefits continue to accrue even if new advances make the Wonder’s specific benefit obsolete.
Great Wonder Effect(s) Medieval Adam Smith’s Trading Company Pays maintenance for all trade-related city improvements Copernicus’ Observatory Doubles research in the city where it’s built JS Bach’s Cathedral Makes 2 unhappy citizens content in all your cities on the same continent Leonardo’s Workshop Reduces the cost of upgrading units by 50% Magellan’s Great Voyage All your naval units gain 1 extra movement point Michelangelo’s Chapel Doubles the happiness effect of all Cathedrals Newton’s Univ
11 M ANAGING YOUR C ITIES “Cities are like lovers.Treat them well—but not too well—and you will get what you want from them.” Each city has different assets and demands, so each should be managed somewhat differently from the others.
is noted and stores are removed from the Food Storage Box. If the box empties, one citizen is removed from the Population Roster and your city decreases in size. Experienced players should note that military units no longer require shield support from their city of origin. Support for military units comes out of your treasury. Settlers and Workers also do not require food support from their city of origin. They’re supported with money from your treasury, like other units.
there resist your rule.They stay that way until you make peace with their mother country or “win them over” and convince them to share in your culture—and go back to work. (They retain their nationality, however.
You can manipulate the output of a city by reassigning citizen laborers on the City Display. If you see city resource icons on a terrain square, that means a citizen is working there. Click on one of those squares to take the citizen off work and make an Entertainer out of him. Now click on an empty terrain square to put the Entertainer back to work.
Some cities might not be especially suited for industrial production because of terrain or other factors, but might still be good commerce centers and capable of generating lots of tax revenue. If you get to the point where you are no longer interested in building new items in a location, you can direct the city to build wealth by converting its shields into gold. Scientific Research The greater the research contribution each city makes, the faster your people discover new civilization advances.
to yield more or different resources. Beyond terrain, the form of government you choose for your civilization can affect the city’s productivity (see “Governments” in the next chapter for these limitations). There are a number of successful strategies for adjusting industrial capacity.The simplest is to shift citizens laboring on the City Display so that they produce more shields (see “Resource Development” earlier for instructions).
• • Manage citizens: This gives the governors your permission to control the allocation of citizen laborers to the terrain in the City Radius. Using the next three options, you instruct them as to your priorities for this task. If you select more than one of these three, the governors strike a balance between those you’ve chosen. • Emphasize food – instructs the governors to maximize the food produced. • Emphasize shields – instructs the governors to maximize shield production.
• Happiness – city improvements that add to the happiness of your citizens • Science – city improvements that boost the scientific research output of the city • Wealth – city improvements that increase the tax income the city produces • Trade – city improvements that augment the city’s trading capacity and commerce • Exploration – units whose primary role is exploration, like Scouts and Explorers • Culture – city improvements that build the city’s cultural influence City Protection Great economi
City Improvements City improvements represent the commercial, bureaucratic, educational, and public works infrastructure that make large and efficient cities possible.They also establish and build the cultural identity of the city. In the real world, New York City’s dense population depends on the extensive subway system for transportation and buys electrical power generated by distant grids. Los Angeles is located in a desert and pipes in much of its water from sources hundreds of miles away.
Losing Improvements Improvements are not invulnerable, nor are they guaranteed to be permanent fixtures in an ever-dynamic city.They can be vulnerable to sabotage or bombardment. If you’re really strapped for cash, you can even sell a city’s improvements.All Small Wonders in a city are destroyed whenever it is captured. (Perhaps it goes without saying, but when a city is completely destroyed, all the improvements are destroyed with it.
as much gold as the remaining shields needed for completion. (You cannot pay to rush a Wonder of the World.) Under some forms of government, paying for a rush job isn’t an option.You can, however,“spend” population points to hurry production.Your foremen use every means at their disposal to get more work out of your citizens for the same pay—including forcible coercion if necessary. As you might imagine, people don’t enjoy working under those conditions, and they look for ways to leave town.
thus it contributes more. Below are the numbers of points contributed by the various buildings each turn. During wartime footing, cultural improvements produce half the number normally produced per turn.
What good is all this culture? It expands the city’s cultural sphere of influence and contributes to your civilization’s overall cultural dominance.We discuss your empire’s culture in the next chapter. The sphere of influence is what’s important to city management. The greater a city’s culture value, the more area is encompassed by your borders—the spheres of influence.
Happy Content Unhappy Resisting weariness makes your citizen’s unhappy.The more time you spend at war, the more likely your citizens eventually get tired of it.The most important factors in causing war weariness are stationing your units in a rival’s territory, enemies having troops in your territory, declaring war, and engaging in battle. Having a rival declare war on you actually decreases war weariness, perhaps because it relieves the prewar uncertainty and tension.
Romans, the folks who were previously under your rule won’t resist.Any new citizens created after the city was originally taken, however, might resist—because they think of themselves as Romans. The time it takes resistors to calm down depends on a few factors. A more impressive culture, a government that allows more personal freedom, and a greater supply of luxuries all help.
A city suffers civil disorder when unhappy people outnumber happy people. Resistors, content people, and Specialists are ignored in the calculation.When order is restored, the city returns to normal operation the next turn.You can restore order in several ways. Re stor i n g O rder How do you restore order once a city has gone into civil disorder? Use the same methods by which you keep your populace happy in the first place.
To trigger a celebration day, a city must fulfill these conditions: • There can be no unhappy citizens in the city. • There must be at least as many happy citizens as content citizens. • The population must be at least six. For example, a city with five happy citizens, four content citizens, and no unhappy citizens celebrates. A city with 10 happy citizens, three content citizens and one unhappy citizen does not.
12 M ANAGING YOUR E MPIRE “Roads, mighty armies, and happy citizens—these are the foundations of a strong empire.” Other than defense, what is important to the overall health and prosperity of your civilization? Answer: a lucrative trade network, scientific research, effective government, a strong culture, and a contented populace.
Which is more important: income, entertainment, or research? That depends on what you want to achieve.To give you the most flexibility, the game lets you adjust the proportion of your commerce that’s devoted to each. The Science Ratio on the Domestic Advisor’s screen lets you change the ratio of taxes to science in 10% increments. The Entertainment Allocation slider lets you change the amount spent on entertainment in 10% increments.The advisor calculates how the new rate affects your funding.
Both these cities are connected to the luxury. Roads aren’t the only way to connect your cities.The Harbor and Airport city improvements act as roads over the sea and through the sky. Any two cities that both have an Airport are considered connected.Two cities that both have a Harbor on the same body of water and an explored sea path between them are also connected. (Sea trading requires the Astronomy advance, and Ocean trading requires Magnetism or Navigation.
Entertainment Rate If your present combination of luxury resources, city improvements, and military police doesn’t fulfill your need to make your citizens happy, you might want to increase the amount of income you allocate to providing entertainment to your populace. To change the proportions of luxury spending versus tax income versus science funding, open the Domestic Advisor’s screen. Use the [+] and [-] buttons on opposite sides of the Entertainment Allocation bar to move the rate in 10% increments.
improvements, completing the Small Wonder Forbidden Palace, and switching to a more advanced form of government can counteract this loss. War Weariness It’s a truism that in war the peasants suffer the most.When you continually wage war, your citizenry eventually get tired of it.This effect is known as war weariness. Under representative governments (Republic and Democracy), when your citizens feel free to express their distaste for military action, war weariness causes great unhappiness in your cities.
all the possible forms of government your culture has available. Choose the one you like, and that regime takes effect immediately. There are five forms of government: Despotism, Monarchy, the Republic, Communism, and Democracy. (Depending on your style of play, you might not develop the governments in order of sophistication.) The Republic and Democracy are the most sophisticated from an economic point of view, but they impose severe restrictions on your military forces.
Special conditions: • While Anarchy continues, citizens cannot work up to potential.The penalty for this atmosphere of tension is that workers produce one fewer food in any terrain that can generate more than two. • Your Workers’ lack of motivation means that they toil 50% slower than usual. Despotism You rule by absolute fiat.The people just have to live with it because your will is enforced by the military. Due to the severe limits on economic and personal freedom, production is at a minimum.
Reminder About City Sizes • A town has a population of 6 or lower. • It becomes a city when the population is from 7 to 12. • Above population 12, it’s a metropolis. Monarchy Your rule is less than absolute, and an aristocracy of upper-class citizens influences your decisions.The aristocratic classes, at least, have a certain amount of economic freedom, and this results in the potential for greater production.
Republic You rule over an assembly of city-states formed from the cities that your civilization controls. Each city is an autonomous state, yet also is part of the republic that you rule. The people feel that you rule at their request.They enjoy substantial personal and economic freedom, and this results in greatly increased tax income. Military conflict is unpopular among the masses, and your government must bear the full cost of supporting its army. Military police: No troops can act as military police.
party apparatus, the army and secret police suppress most dissent, and your large security forces recruit excellent spies. Military police: Up to four troops in each city can enforce martial law; each makes one unhappy citizen content (see “Happiness and Civil Disorder” in Chapter 11: Managing Your Cities). Corruption and waste: Corruption and waste are a problem under Communism, but less than that experienced by a Monarchy.
Production:You can pay to hurry production of a city’s current project. Resource support: Your citizens support no free units. Each unit requires one gold for support each turn. Special Conditions: • Under a Democracy, your citizens generate one additional commerce in any square where they’re already producing at least one. • Patriotism and strong democratic traditions make your cities completely immune to propaganda.
Finally, as we’ve mentioned elsewhere, a culture can be so thoroughly dominant that enemy cities long to be a part of it. It is even possible for a city that lies near the sphere of influence of another to be overcome by the sheer weight of the cultural imbalance and switch sides without provocation. Nationality One concept that has been touched on but not really explained is the nationality of citizens and units.
It’s a different situation if the French take Rouen by force. Just as some of the French citizens became resistors when you invaded, so the Greek citizens can become resistors when the French retake the city.Any remaining French citizens in Rouen will not resist; they’re perfectly happy to be returned to their nation of birth.
13 DIPLOMACY T RADE AND “You cannot please everyone, but if you rule the routes of trade and have the world by the throat, it matters less.” Other cultures share your world. If your attitude is expansionist and your home continent is large, you might seek out and find your rivals early in the game. If you concentrate on perfecting your own cities or find yourself limited by a small continent, it might be centuries before you encounter other civilizations.
The leader’s attitude toward you is noted beneath his or her likeness during negotiations. Rulers also have personality traits that affect their attitudes.Your rivals’ attitudes change over time, depending on your rank in the game, the current balance of power, the gifts you offer them, and your reputation for keeping your word in negotiations. Every time you go back on your word, international observers notice and remember.
How most negotiations begin how your two civilizations compare to each other and to the rest of the world— plus how you’ve been treating each other. The other leaders’ basic personalities are as varied as their cultures: arrogant, aggressive, reasonable, expansionist, isolationist, artistic, decadent, overconfident, perfectionist, cautious. You’ll encounter them all at some point. Your rivals, like human beings throughout history, will not always act rationally.
Your opponents learn from your actions and adjust theirs to fit their expectations. If you habitually break treaties, other leaders will have no qualms about doing the same to you. Over long periods of time, if you mend your ways by keeping your word to other rulers, the black marks on your reputation can be partially erased and your honor somewhat redeemed. Only through this effect can a leader who has broken his or her word regain a spotless reputation.
Diplomatic Actions As soon as the embassy is in action, you have the option to use it. Your diplomats act as ambassadors, envoys, and information gatherers.You can either investigate the rival’s capital city (with no chance of failure or incident) or examine your Foreign Advisor’s report on the civilization, based on the newly uncovered information. In the future, you can double-click the embassy icon on your rival’s capital city to open the menu of the possible diplomatic activities.
Peace treaties are most useful when you want a long period of quiet on a particular border, since their recognition of territorial borders keeps enemy units from harassing you and fortifying near your cities. By the same token, they impede you from entrenching your units in your treaty partner’s territory. A peace treaty, when combined with an embassy, also opens up negotiations to several other agreements and, just as importantly, makes trade with the other civilization possible.
Trade Emba rgo If you have discovered Nationalism and have an embassy, you can arrange a trade embargo with an ally. This is an agreement not to trade strategic resources or luxuries with a specific third party.A trade embargo is not a declaration of war, though it’s sometimes enough of an affront to inspire one. The cooperative embargo lasts for 20 turns.At the end of that period, either party can cancel the embargo with a clear conscience.
in negotiations or in return for offenses rendered by ill-placed troops, or it can start with a sudden sneak attack. Civilizations at war with yours might drag their neighbors into the conflict, too, by activating mutual protection pacts or forming military alliances against you. Once you are at war with another civilization, that ruler considers you a hated enemy unless and until you manage to negotiate a peace treaty.
• Move one of your units into the other nation’s territory and wait for them to contact you (not recommended unless your intention is to annoy your rival). If you are at war with the leader you attempt to contact, he or she might refuse to meet with you or make demands that you must satisfy if you wish to progress in your negotiations. Again, the options available to you depend on the situation.
Your Rival Conversation Rival’s Panel Your Panel Requests Offers The Table What categories are listed on each side depends on the current situation. Here are all the categories that might appear: 144 • Peace treaty: Peace treaties open the door to other diplomatic agreements.This option is only available if you are at war with the rival you’re dealing with. In fact, it’s the only diplomatic agreement that appears during a war, since it’s a condition of the other agreements.
• Communications: Contact with another civilization is valuable, and nearly anything with value can be offered in trade.When one side of a negotiation has made contact with a nation that the other side has not yet met, communications with that third party can be shared as part of a deal. • Maps: Civilizations might agree to exchange knowledge of the world in the form of accurate maps. If you receive a map in trade, the darkness is rolled back in your Map window to include the new information.
• Cities: As cities are the heart of any civilization, under normal circumstances a leader would rather go to war than trade one away.The option to trade cities exists, however, and can be useful—especially if you need to mollify a particularly aggressive and powerful neighbor. • Workers: Any Worker currently in your capital city can be offered for trade.The same goes for workers in your rival’s capital. A traded Worker retains its nationality, just like a captured one.
The goal of negotiations • Make me an offer: Rather than giving away what’s on your side of the table, you can ask the other leader what he or she is willing to trade for it. You can confidently expect them to bid low, but this is a good way to find out if what they’re willing to pay is even close to what you consider reasonable.
Espionage After you’ve developed Espionage and built the Intelligence Agency, your embassies become much more powerful tools.They can now be ordered to try to Plant a Spy for you (at a cost, of course). If this act is successful, it gives you the potential to undertake a greater range of covert activities. (If it fails—you guessed it—international incident.
Counterespionage How can you or your rivals prevent these unfriendly acts of espionage? If you suspect that another civilization has managed to plant a Spy, you can make an attempt to expose their operative. A Spy is required before espionage activities can be attempted, so successful exposure prevents espionage—at least until another Spy is inserted. To expose an enemy Spy, you must successfully plant a Spy of your own in their capital.Then, use the Expose Spy option (described above, in “Covert Actions”).
14 W INNING GAME THE “I never for a moment lose sight of my divine mission. Everything else is a means to that end.” As mentioned in Chapter 2: Introduction, you can win the game in several different ways.
This could be your spaceship. Even if it has developed the necessary technology, no civilization can undertake construction of spaceship components until it has completed the necessary Small Wonder: the Apollo Program. A spaceship is in many ways a one-shot deal. Each civilization, including yours, can build only one at a time.
The purpose of your spaceship is to carry colonists to another star system. As each new component is completed, the Spaceship display appears, showing where the component is positioned and updating the statistics and specifications.When all 10 components are complete and in place, you’re ready for liftoff. Your launch crews assemble, complete the pre-launch checks, and send your spaceship on its voyage.
Your empire’s culture score is the total of all your cities’ culture points. If your civilization manages to accumulate enough culture points, your culture is dominant and you win the game. See the Civilopedia for more detail. Histographic Victory Every turn, the game calculates your current score, based primarily on the amount of territory within your borders and your content and happy citizens (including Specialists). This score is charted for you in the Histograph screen.
15 R EFERENCE : S CREEN BY S CREEN “Every detail—the bending of a branch, the shift in the path of a bird—is significant to the wise leader.” This chapter details all of the major screens in the game and the parts and options of each. Refer to the body of the manual for the whys and wherefores (all we’re discussing here is the how-to).The screens are covered in the order you’re most likely to encounter them, for ease of reference.
The First Menu Load Scenario: Load a scenario.You can create your own game scenarios or play scenarios your friends have constructed to challenge you.To load successfully, scenarios must have been created with the Civilization III CD-ROM game. Older scenarios from other Civilization games are not compatible. Hall of Fame: See the standings attained by the most successful rulers in previous games. Preferences: Sets your in-game preferences. Audio Preferences: Adjusts the volume settings for the game.
When you are happy with all your choices, click the O icon to continue to the Player Setup screen.To return to the Main menu, select the X icon. Land Mass and Water Coverage Barbarian Activity World Size Climate Temperature Age 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 short, intensely contested games.Tribes find each other quickly.
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 work hard 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.
Wet: This option produces a larger number of wet terrain squares, such as Jungle and Flood Plain. Random: Use this to have a Climate setting selected at random. 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. 4 Billion Years: This option yields a middle-aged world, one in which plate tectonics have been acting to diversify terrain.
Villages: Players who really hate barbarians can choose to play in this ideal world. Barbarians 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 level of barbarian activity. Restless: Barbarians appear in moderate up to significant numbers, at shorter intervals than at lower levels.
When you are happy with all your choices, click the O icon to begin the game.To return to the World Setup screen, select the X icon. Your Opponents Along the top 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.
Civilization Qualities* Starting Advances Special Unit Replaces America Industrious, Expansionist Masonry, Pottery F-15 Jet Fighter France Industrious, Commercial Masonry,Alphabet Musketeer Musket Man Persia Militaristic, Commercial Warrior Code,Alphabet Immortals Swordsman Zulus Militaristic, Expansionist Pottery,Warrior Code Impi Warrior Britain Expansionist, Commercial Pottery,Alphabet Man-o-War Frigate *The civilization qualities describe both the general character of the t
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.
Map Screen The Map screen is the isometric map, the window in which you view and move your active units.The area shown in this window is the section of the world outlined in the World Map. Civilopedia Natural Resource Menu Unit City World Map Orders Info Box Zooming the View You can switch the scale of the main map view between two options using the Zoom shortcut key [Z]. Zoom out to see more territory, then zoom back in to see more detail.
clicked. If you want to center on a square that is not presently in the main Map screen, click on a location in the World Map. If the area you want to see isn’t far off the screen, or if you want to scan the territory between your current view and the destination, you can scroll the map. Just move your mouse cursor to any edge of the Map screen; the view moves to show you the territory in that direction.When you move the cursor away from the edge (or if you reach one of the poles), the scrolling stops.
The Buttons Near the top left corner of the Map screen is a small group of icons. Clicking these activates one of three very useful features: the game menus, the Civilopedia, or your advisors. Read “Menus,”“Advisors,” or “Civilopedia,” later in this chapter, for more details. Using an Embassy or Spy If you’ve built an embassy with another civilization or planted a spy, an icon at that nation’s capital city notes that.To give orders to that embassy or spy, double-click the embassy icon or spy icon.
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. • Move indicator: This tracks how much of its movement 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 allowance left; red means that the unit has used up its entire allowance.
• 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.
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 Worker to build a colony 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 destroy it.
Build/Join City ([B]) This tells a Settler to create a new town where 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 Worker stands in an existing city, this orders that unit to add itself to the city.Workers add one and Settlers add two population points. Clean Up Pollution ([Shift]-[C]) Use this order to tell a Worker to detoxify a polluted square.
Fortify/Garrison ([F]) Select this order to have a military unit dig in and fortify itself in the square in which it stands or garrison itself in a city.This enhances the defensive capabilities of the unit for as long as it remains fortified—which is until you activate 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 defensive benefit.
Load/Unload ([L]) Give this order 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 showing all the shipboard units. Wait ([W] or [Tab]) Use this to order the current active unit to wait for orders until you have given every other active unit something to do.
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. Menus Click the Menu icon on the Map screen, and the Main menu opens.The options on this menu open other menus, as follows.
Palace: As you rule, your citizens will sometimes offer to improve your imperial palace. In between those times, you can view your estate using this option. Spaceship:When you have started work on your ship to Alpha Centauri,use this option to take a look at your progress. Demographics: This provides an interesting overview of the citizens of your empire. Map Menu The Map menu contains some features you’ll find useful when you’re looking over your world. Grid: Toggles the map grid markings on and off.
• Right-click on any city on the Map screen, then select Zoom to {City} from the mini-menu. Resource Map General Info Eye Strategic Resources Box Exit Population Roster Culture Luxuries Box Rush Improvements Roster Garrison Production Bars Food Storage You can close the City Display by clicking the Exit button or pressing [Esc]. General Info Near the top of the display is some useful information: the name of the city, the year in which it was founded, and its total population.
Resource Map The bulk of the City Display is a detail map showing the explored terrain squares around the city.The squares within the City Radius are highlighted, and each worked square is marked with the resources being derived from it.The city square itself is always under production. For each citizen, you can work one additional square.The maximum number of squares a city can work is the number of citizens plus one or 21, whichever is smaller.
Happy Content Unhappy Resisting Scientist Taxman Entertainer Citizens who are not working and producing within the City Radius are Specialists. (The exception is resistors, who refuse to work.) For an example, click on a productive City Radius square;the laborers there become Entertainers (one citizen in the Population Roster is replaced by an Entertainer).Specialists no longer directly contribute to the resources a city generates, but they do consume food like other citizens.
Production Bars Commerce Food Shields Production bar: The “shields” bar represents the state of the city’s production each turn. Depending on the form of government under which your civilization operates and a few other factors, some of the shields generated each turn might be lost to waste (red shields); this is also noted. Production over and above waste (blue shields) accumulates toward what the city is building in the Production Box.
Food Storage Box Any surplus food generated by your city each turn accumulates in this box.The capacity of the box expands as the city’s population increases.When the box overflows, your city’s population grows by one point, and a new citizen is added to the Population Roster. The Food Storage Box empties and begins to fill again the next turn.A note at the top of the box tells you how long it will be at the current rate of accumulation before the city produces its next citizen.
Rush Current Project Accumulated Shields The Production Box The item being built is noted at the top.The items available for building depend on the advances your civilization has achieved.To change the current project, click on the icon and select from the list that opens. If you have already accumulated sufficient shields to construct the new choice, any excess is lost, and the item is completed in the next turn. Otherwise, the accumulated shields roll over toward the new item.
Improvement Roster The Improvement Roster is a list of all of the existing improvements and Wonders of the World in the city. Each entry in the list includes the item’s icon and name. If the improvement is one that requires a maintenance payment each turn, there is an icon noting this next to the listing. An icon denotes any improvement that has a cultural effect, as well. Finally, those improvements that affect citizens’ happiness have “happy faces” as a measure of their effect.
• The date • The amount of gold in your treasury This box also keeps track of the city’s culture points.The number this city is earning per turn is noted, then the total accumulated and the amount needed for the next expansion of the city’s sphere of influence.The bar below that gives you a graphic representation of your progress toward this goal. Garrison The Garrison displays all of the units currently in the city.The health status of each unit is indicated on its bar.
• • Manage citizens: This gives the governors your permission to control the allocation of citizen laborers to the terrain in the City Radius. Using the next three options, you instruct them as to your priorities for this task. If you select more than one of these three, the governors strike a balance between those you’ve chosen. • Emphasize food – instructs the governors to maximize the food produced. • Emphasize shields – instructs the governors to maximize shield production.
• Science – city improvements that boost the scientific research output of the city • Wealth – city improvements that increase the tax income the city produces • Trade – city improvements that augment the city’s commerce production • Exploration – units whose primary role is exploration, like Scouts and Explorers • Culture – city improvements that build the city’s cultural influence Advisors Click on the Advisors icon on the Map screen to consult with your advisors.
Income Box Science Ratio Entertainment Spending Advisors Advice Info Boxes City Listings City listings: This report lists the vital statistics for all the cities in your empire, in the order in which they were founded. This information includes how many of each resource type (food, production, and commerce) each is collecting, the size of each city, and the Population Roster (happy, content, etc. citizens). Cities in civil disorder are marked.
Trade Advisor Your Trade Advisor reports on the state of your trade network, your trade agreements with other civilizations, and what you have available to offer in trade.You can open this screen from the Game menu or by hitting [F2]. Existing Trades Networked Cities Advice Advisors Unconnected Cities Other Civs Advice: Every advisor offers advice on an ongoing basis.You might find it useful, so pay attention.
Unconnected cities: On this list are the cities not connected to your trade network. You really should work on shortening this. Other civs: Any other civilizations you’ve made contact with are tracked in this box, including notations on what resources each has available for trade, which nations you have a trade network connection to, and which you don’t. Click on any listing to contact that leader. Advisors: As on every advisor’s screen, the icons for the other advisors appear to one side.
the world, plus captured units.You can open this screen from the Game menu or by pressing [F3]. Advice: Every advisor offers advice on an ongoing basis.You might find it useful, so pay attention. Map: It can be helpful to refer to the strategic map when planning an upcoming or ongoing campaign. Totals: These boxes list the total number of units you control, the number of units you can support for free, and the amount you’re paying every turn to support your military forces.
Portraits Advice Advisors Treaty Box select multiple leaders.You can also double-click on any of the portraits to begin negotiations with that ruler immediately. Treaty box: Using this, you control what types of agreements, treaties, and trades are shown in the circle of portraits. Select Treaties or Trades by clicking the corresponding tab, then choose the agreements you want to see.Text buttons at the bottom allow you to select all or none of the options.
Culture Map Total Advice Advisors City Listings Detail Box Advice: Every advisor offers advice on an ongoing basis.You might find it useful, so pay attention. Culture map: This miniature map of the explored world includes all the cultural borders you know of. It also conveniently notes the location of the city selected in the city listings. Total: For a quick overview, this box simply notes your civilization’s total cultural score to date (the current date, which is listed just below the score).
Detail box: This area displays the detailed breakdown of where the culture points for the selected city come from. Advisors: As on every advisor’s screen, the icons for the other advisors appear to one side. Click on any one to go to that advisor’s report. Science Advisor Your Science Advisor keeps a record of the advances your civilization has already achieved and the progress of your scientists toward the next advance. He presents all the possible avenues of research in the form of a handy flowchart.
Advice: Every advisor offers advice on an ongoing basis.You might find it useful, so pay attention. Done:This button tells your advisor that you’re finished and want to return to the Map screen. If you haven’t chosen an advance to research, he’ll warn you about that. Change age: There can be two Change Age buttons, one for the past and one for the future. Click either of these to switch to the tree for that age.
Governments: If you want information on the various forms of government, this is the place. Index: This is a complete alphabetical list of all the topics in the Civilopedia. Resources: This is a complete list of all resources in the game. Technologies: This option focuses on the advances.The Civilopedia entry describing each advance is also available from the Science Advisor’s screen. Terrain:This option provides the entries for each type of terrain square and special natural resource.
Palace This displays your palace.At times throughout the game, your citizens will spontaneously offer to make improvements to your palace.When this happens, you select an area to improve. First, select one of the culture icons.The improvement you make will adopt the cultural appearance you choose. (These options are only available when you can make an improvement.) When you pass your mouse cursor over the potential improvement, you’re given a preview of what it will look like.
World Map: This is the portion of the screen where most of the action takes place. Below the screen are four VCR-style buttons that allow you to control the replay.The information displayed is territorial control, represented by your civilization’s team color. When the replay is running, you’ll see the colors shift and migrate to show each civilization’s piece of the world. Certain events (like Wonder construction) are called out during the replay, and the event is stored in the Event Queue.
Show team color disc: When enabled, the unit’s team color is displayed on a disc below the unit. Show food and shields on map: When enabled, small ‘tufts’ are displayed on all tiles to indicate food and shield production. Show units over cities: When enabled, the best defending unit in a city will be displayed over the city. Cancel orders when next to friend/enemy:When enabled, our units will quit their automated order when adjacent to a friendly or enemy unit.
Unit Orders Which of these is available depends on what the active unit is, where it’s standing, and its situation. For example, [B] orders a Settler to Build a City or, if it’s standing in a city, to Join a City. Pressing [B] also tells a Worker to Build a Colony or Join a City; and [B] orders a Catapult to Bombard. Please note that all of the shortcut keys are lowercase. For example, [B] means to press the “b” key. Any uppercase shortcut keys are noted as follows: [Shift]-[B].
198 Build Road R Build Road To Ctrl-R Build Road To,Then Colony Ctrl-B Clean Up Pollution Shift-C Clear Forest Shift-C Clear Jungle Shift-C Disband D Explore E Fortify/Garrison F GoTo G Hold (Skip Turn) Spacebar Hurry Improvement Ctrl-H Irrigate I Irrigate to Nearest City Ctrl-I Join City B Pillage P Plant Forest N Re-base Mission Shift-R Recon Mission R Trade Network Ctrl-N Unload/Load L Upgrade U Upgrade All Shift-U Wait W or Tab
City Window Add to Production Queue Shift-Click Contact City Governors G Hurry Production (Rush Job) H Load Production Queue Q Save Production Queue Shift-Q Advisors Domestic Advisor F1 Trade Advisor F2 Military Advisor F3 Foreign Advisor F4 Cultural Advisor F5 Science Advisor F6 Game Stuff Center on Active Unit C Center on Capital H Change Government (Revolution) Shift-G Change Mobilization Shift-M Clean Up Map Ctrl-Shift-M Contact Rival Leaders Shift-D Demographics F11
Spaceship F10 Toggle Map Grid Ctrl-G Use Embassy or Spy Shift-E Wonders of the World F7 Zoom In/Out Z Other Stuff 200 Change Preferences Ctrl-P Change Sound Preferences Shift-S Hide Interface Del Load Game Ctrl-L Main Menu Ctrl-M New Game Ctrl-Shift-Q Quit Esc Resign and Quit Ctrl-Q Retire Shift-Q Save Game Ctrl-S Show Game Version Ctrl-F4 Toggle Horizontal/Vertical Buttons Backspace
A A PPENDIX Units Chart Ancient Units Cost (Shields) ADM (T) BRF Strategic Resource Required Who Can Build (If Limited) Settler 30 0.0.1 Worker 10 0.0.1 Scout 10 0.0.2 Warrior 10 1.1.1 Jaguar Warrior 10 1.1.2 Aztecs Impi 20 1.2.2 Zulu Spearman 20 1.2.
202 Ancient Units Cost (Shields) ADM (T) BRF Strategic Resource Required Who Can Build (If Limited) Hoplite 20 1.3.1 Archer 20 2.1.1 Bowman 20 2.1.2 Swordsman 30 3.2.1 Iron Legionary 30 3.3.1 Iron Romans Immortal 30 4.2.1 Iron Persians Horseman 30 2.1.2 Horses Rider 30 2.2.2 Horses Chinese Mounted Warrior 30 3.1.2 Horses Iroquois Chariot 20 1.1.2 Horses War Chariot 20 2.1.2 Horses Catapult 20 0.0.1 Galley 30 1.1.3(2) Greeks Babylonians 4.1.
Medieval Units Cost (Shields) ADM (T) BRF Strategic Resource Required Explorer 20 1.1.2 Pikeman 30 1.3.1 Iron Musket Man 60 2.4.1 Saltpeter Musketeer 60 3.4.1 Saltpeter Longbowman 40 4.1.1 Cavalry 60 6.2.3 Horses, Saltpeter Cossack 60 6.3.3 Horses, Saltpeter Knight 70 4.3.2 Iron, Horses War Elephant 80 4.4.2 Samurai 80 5.3.2 Cannon 40 0.0.1 Caravel 40 1.2.3(4) Galleon 60 1.2.4(6) Privateer 60 2.1.4 Frigate 60 2.2.4 2.1.
204 Industrial Age Units Cost (Shields) ADM (T) BRF Strategic Resource Required Rifleman 80 3.6.1 Paratrooper 100 8.10.1 Infantry 90 8.12.2 Marines 100 10.8.1 Oil, Rubber Tank 100 16.10.2 Oil, Rubber Panzer 100 16.10.3 Oil, Rubber Artillery 60 0.0.1 12.2.3 Fighter 80 4.4.0 2.0(4).2 Oil Bomber 100 0.2.0 8.0(6).3 Oil Helicopter 80 0.4.0(2) 0.0(4).0 Oil, Rubber Transport 100 1.4.5(8) Oil Carrier 160 2.8.5(4) Oil Iron Clad 80 4.4.3 Submarine 100 8.6.
Modern Units Cost (Shields) ADM (T) BRF Strategic Resource Required Who Can Build (If Limited) Mech Infantry 110 12.20.3 Oil, Rubber Modern Armor 120 24.16.3 Oil,Aluminum, Rubber Radar Artillery 80 0.0.1 16.2.4 Aluminum Cruise Missile 50 0.0.1 20.3.5 Aluminum Tactical Nuke 200 0.0.1 0.6.0 Aluminum, Uranium ICBM 300 0.0.0 Jet Fighter 100 8.8.0 2.0(6).1 Oil,Aluminum F-15 100 10.8.0 2.0(6).1 Oil,Aluminum Stealth Fighter 120 4.4.0 2.0(8).
Terrain Charts 206 Food Shields Commerce Irrigate (+ Food) Mine (+ Shields) Road (+ Commerce) Flood Plains 3 – – +1 – +1 Grasslands 2 – – +1 +1 +1 Plains 1 1 – +1 +1 +1 Desert – 1 – +1 +1 +1 Tundra 1 – – – +1 +1 Forest 1 2 – – – +1 Jungle 1 – – – – +1 Hills 1 1 – – +2 +1 Mountains – 1 – – +2 +1 Coast 1 – 2 – – – Sea 1 – 1 – – – Ocean 1 – – – – –
Bonus Resources Strategic Resources Luxury Resources Movement Cost Defense Value Wheat – – 1 10 Cattle,Wheat Horses Wine 1 10 Cattle,Wheat Horses, Iron, Oil,Aluminum Wine, Ivory 1 10 – Saltpeter, Oil Incense 1 10 Cattle, Game Saltpeter, Oil Fur 1 10 Game Uranium, Rubber Dye, Spice, Ivory, Silk 2 25 Game Rubber Dye, Spice, Silk, Gems 3 25 Gold Horses, Iron, Saltpeter, Wine, Incense 2 50 Gems 3 100 Coal,Aluminum Gold Iron, Saltpeter, Coal, Aluminum, Uranium Fi
Consumable Goods Food Shields Commerce Cattle +2 +1 – Fish +2 – +1 Game +1 – – Whales +1 +1 +2 Wheat +2 – – Gold — — +4 Food Shields Commerce Aluminum – +2 – Coal – +2 +1 Horses – – +1 Iron – +1 – Oil – +1 +2 Rubber – – +2 Saltpeter – – +1 Uranium – +2 +3 Strategic Resources 208
Luxury Resources Food Shields Commerce Dyes – – +1 Furs – +1 +1 Gems – – +4 Incense – – +1 Ivory – – +2 Silk – – +3 Spice – – +2 Wines +1 – +1 209
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C REDITS Original CIVILIZATION Designed By Sid Meier CIVILIZATION III Designed By Jeff Briggs, Soren Johnson, and Members of FIRAXIS GAMES Programming David Evans Soren Johnson Mike Breitkreutz Jacob Solomon Patrick Dawson Javier Sobrado Chris Pine Music Roger Briggs Mark Cromer Art Nicholas Rusko-Berger, Lead Jerome Atherholt Michael Bazzell Alex Kim Ryan Murray Kevin Margo Dorian Newcomb Michael Bates Brent Alleyne Marc Hudgins Gregory Foerstch Justin Thomas Jon Marro Writers John Possidente, Manual
Infogrames Interactive, Inc. Senior Producer Thomas J. Zahorik Director of Marketing Ann Marie Bland Executive Producer Bill Levay Manager of Creative Services Steve Martin Senior Marketing Product Manager Peter Matiss Manager of Editorial & Documentation Services Elizabeth Mackney V.P. of Product Development Scott Walker General Manager John Hurlbut Director of Quality Assurance Michael Craighead Q.A. Certification Manager Kurt Boutin Q.A.Testing Managers Mark Gutknecht Randy Lee Bill Carroll Q.A.
I NDEX A active tribes, 67 active units See units, active; ADM (Attack/Defense/Movement), 201–205 rating, 59, 75, 167 numbers, 75 advances, 6, 43 See also Buttons; Cities, improvements; Ancient, 96 civilization, 36, 56, 99, 123, 125 Industrial, 87 Middle Ages, 96 Modern, 97 new civilization, 25–26, 107 optional, 94–95 Science Advisor, 28–29 starting, 17 tree, 43, 93, 107 age See also button, Change Age; advance, 43, 92 modern, 100 industrial, 64, 204 of world, 15 scientific, 94 world, 159 agreements See als
Build Irrigation Order, 33 Change Age, 192 dialog box, 9 Diplomacy, 36, 135, 142 doesn’t appear, 85 Garrison Order, 31 orders, 37 Production, 109 B Barbarians, 15–16, 159–160 See also active tribes; activity, 157, 159 attack, 6–7, 77, 90 defense, 101, 110 definition of, 90 unit coloring, 75 battle See also war; air, 83 animate, 195 health bar, 82 leader, 40 rest, 40 win, 79 battlefield, 80, 114 bombardment, 13, 83 Box See also Game; Info Box; Screen; Construction, 49 Detail, 191 Dialog, 9, 11, 54 Empire In
damaged units, 81 defensive, 82 for defense, 53 growth, 109 happiness, 110, 183 losing, 111 maintenance fee, 106 Map menu, 174 military, 17, 162 network, 90 Palace, 194 pillage, 77, 171 population, 183 pollution, 65 production, 183 religious, 18, 162 research, 25, 107 rush job, 112 scientific, 18, 110, 162 selling, 111 taxes, 112, 123, 126 terrain, 64, 85, 145 trade, 110, 184 wealth, 110, 184 wonders, 99, 102 cities, managing attitudes, 115–119 culture, 113–114 entertainment, 107 governors, 108–110 improvem
government types and, 127–130 governor, 109, 182–183 importance of, 56 improvements, 61 income, 21, 23, 30, 92 pollution effect, 66 population, 17, 162 produce, 49, 88 production ratio, 106 research, 107 taxes, 24 treasury, 106 terrain types, 64 communication definition of, 145 diplomacy, 43 embassy, 138 establishing, 35 negotiations, 142 trade, 44 type, 135 writing, 96 Communism, 95, 118, 129 Conquest, 6, 43 consumable goods, 208 corruption, 124–125 See also We Love the King Day; Anarchy, 126 commerce inco
Entertainers, 177 entertainment rate, 124 espionage, 148–149 Communist, 130 initiate, 166 missions, 39 reputation, 137 spy activities, 148 taxes, 106 expanded trading options, 44 exploration definition of, 5 map, 25 units, 110, 184 explorers, 89–90 F Fish square, 24 Food Storage Box See Box, Food Storage; Fortresses, 84 G Game See also keyboard shortcuts; Beginners, 21–36 difficulty levels, 18–19 Documentation, 7 Load, 11, 20 Menu See menu, Game; New, 11, 155 Quit, 20 Readme, 7 Rules See Parameters; winni
benefit, 34, 115, 122 cities, 122–123, 178 City Radius, 89, 111 colony, 169 deal, 145 derivation, 42 diplomacy, 136 entertainment, 125 population, 105, 118 resources, 51, 62, 207, 209 spending, 124 terrain, 34, 40 trade, 6, 141–142, 145 trade agreements, 186 I Info Box, 36, 106, 135, 165–168 Empire, 181 Map Screen, 164 Unit, 142 install the game, 2 interface conventions, 8 interstellar colonization project, 152 irrigation building, 33–34 clearing terrain, 87 ditches, 77 fresh water, 40, 60 improvements, 85
terrain, 22 trade, 44 Window, 72 Map menu, 174 See also cities, improvement; map making, 31, 34, 96 menu, 164 See also Map menu; diplomatic activities, 44, 139 Foreign Ministry, 138 Game, 20, 38, 173, 184–200 Government Types, 35 Info Screens, 173 Main, 13, 155–157, 173 Orders, 182 Production, 30 Windows Start, 3 military alliances, 96, 137, 140–142 military unit active tribes, 67 attack factor, 39–40, 118 enemy unit, 45, 60, 110 movement points, 59 peace, 139 war, 142 minor tribes, 2 See barbarians; mouse,
Build/Join City, 170 Build City, 23, 169 Build Colony, 88, 169 Build Fortress, 87, 169 Build Mine, 87, 169 Build Road, 88, 169 Build Railroads, 88, 169 Clean Up Pollution, 66, 88, 170 Clear, 87 Clear Jungle, 170 Clear or Replant Forest, 170 Disband, 170 Fortify/Garrison, 71, 78, 85, 171–172 Garrison, 31 GoTo, 66, 70, 171 Hold, 7, 171 Irrigate, 87, 169 Join City, 85 Load, 72 Load/Unload, 172 Map screen, 168 New Worker, 40 Pillage, 171 production, 109–110 Reforest order, 88 restoring, 118 screen, 155 shortcut
pottery, 17, 31, 161–162 preferences, 195–196 priorities early, 25 governors’, 109–110, 183 manage citizens, 109, 183–184 production See also Box, Production; shields; advances, 180 bars, 49, 175, 177–178 capacity, 104 changing, 29, 165 city square, 176 current, 55 government, 35, 127–130 governors, 108–110, 182–184 improve, 33, 85–89 increase, 111 industrial, 48, 107–108 list, 180 lowered, 124 optimum ratio, 106 penalty, 42, 108 pollution, 66 populations, 32, 105 queue, 42, 180 railroads, 64 resource, 34 s
rate of, 107, 123 science ratio, 184 tax income, 104 Scientists, 177 Screen Choose Your World, 12–16 City Display, 174 Cultural Advisor, 189–191 Demographics, 194 Diplomacy, 62, 136, 143, 146 Domestic Advisor, 106, 118, 122–124, 184–185 Foreign Advisor, 142, 188–189 Histograph, 154, 173–174, 193 install, 2–3 Map, 54, 60, 113, 164–175, 192 Military Advisor, 113, 187–188 Name City, 50 options, 11–12 Palace, 194 Player Setup, 16, 157, 160 Preferences, 12, 156, 195–196 Replay, 194 Science Advisor, 43, 93–94, 19
terrain See also orders; adjustments, 82 automated workers, 89, 168 air units, 78 bonuses, 110 charts, 206 city, 55 City Radius, 107, 109, 183 coast, 23 defensive, 52 discover, 5 government types and, 127–130 ground units, 77 impassable, 41, 64, 73 improve, 33, 40, 64, 145, 174 land and water, 158 modifiers, 81–82 movement, 40–41, 59–73 natural resource, 193 pollution, 182 productive, 6 Resistors, 116 resource, 34 strategic resources, 51 types, 14–15, 21, 61, 158–160, 167 unexplored, 22 unit, 76 Worker, 39,
giving orders, 165, 182, 197 preferences, 38 under attack, 79 V victory conditions See winning; Villages See also barbarians; destroyed, 90 expansionist, 17 gold, 68 passive tribe, 67 revamped, 17, 67 W war, 141–142 See also battle, peace treaty; blockade, 84 capture, 32 city, 145 declare, 36, 116, 136, 147 embassy, 138 foreign advisor, 141 government types and, 127–130 leader, 143 luxuries deal, 145 military alliance, 140 mutual protection pact, 141 right of passage, 140 road, 122 spy, 148 trade agreemen
Worker, 84–85 See also orders, Settlers; active, 33 automated, 89, 168 build, 87, 169–170 captured, 53 clear, 87, 170 colony, 41, 89 combine, 85 definition of, 39 electricity, 40, 87, 97 engineering, 45, 96 fortress, 96 government types and, 127–130 improvements, 85 industrious, 17, 162 irrigate, 87 job, 39 mine, 87 pollution, 66, 87 reforest, 87 rubber, 97 terrain improvement, 33, 64, 107–108 trade, 146 units, 77 World Map, 166 active unit, 68, 165 definition of, 145, 195 Map Screen, 164 navigating, 72 opt
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