User Guide
• 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 economic management of a city is worthless if the city is captured by rivals or
plundered by barbarians.Therefore, part of your management plan must concern the
defense of each city.
Military Units
The minimum city defense is one combat unit,preferably one good at defending.A sec-
ond defender can provide backup in case the first is taken out (see “Military Units” in
Chapter 8: Units for the details of combat).A unit that’s able to strike at enemies that
move adjacent to the city is handy for weakening or perhaps destroying them before
they launch an attack.Garrison any units that you expect to defend a city because gar-
risoned units gain defense strength—as explained more fully under “Military Units”in
Chapter 8: Units.
City Size and Walls
Defending units’ defense abilities are modified by the size of the city they defend.The
larger a city’s population,the better the defense modifier.A town provides no defensive
bonus,a city gives a 50% boost,and a metropolis provides a 100% bonus.In a town you
can build Walls, which raise the defense to that of a size 7 city. (Walls have no effect in
a city of size 7 or more.) Terrain bonuses are figured in before the city size and Walls
take effect. Some units can destroy walls with their Bombard ability.
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