User Guide

“go to. See below for descriptions of these and other orders.
Once a unit has used up all of its movement points it can do
nothing else during that turn.
You can also activate any unit by clicking on it, even if that unit
is in the middle of carrying out other orders. If one unit is
active, you can click on another and it will become active; you
can then return to the previously-activated unit later.
MOVING YOUR UNITS
During play you’ll spend a lot of time moving your units
around the map.You’ll send units out to explore the unknown
world; you’ll send military units off to conquer enemy cities;
you’ll send out settlers to build cities and claim more terrain
for your civilization, and you’ll use your workers to improve
the land around your new cities.
Where You Can Move Your Units
Your land units can move onto any land space (except for
peaks). Land units cannot move into coastal and ocean squares
(see “Terrain,” page 29).
Note to Veteran Players: Unlike prior Civilization games,
you may move onto the same space as a unit from another civ-
ilization without declaring war.When you do so a popup will
appear asking if you want to attack the other unit or just move
peacefully into the space. (If you’re at war with the unit’s civ
already, you automatically attack the unit when you move into
its space.)
How to Move Your Units
To move a unit you must make sure that it is “active” (see
above) and it cannot have used up all of its movement points
that turn. You can move an active unit with your mouse or
your keyboard.
MOVING A UNIT WITH YOUR MOUSE
[Right-Click] on the space that you want the active unit to
move to.The unit will figure out the fastest route to that space
and then proceed on its way. If the unit reaches the target space
and still has movement points remaining, it will remain active
and await further orders.
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If the unit cannot reach the target space in one turn, it will go
as far as it can. During subsequent turns it will continue to
move on its own until it reaches the target. If the unit cannot
find a path to its target space, it will cease movement and await
further orders.You can also interrupt a unit’s journey by acti-
vating the unit and giving it new orders.
MOVING A UNIT WITH
YOUR KEYBOARD
You can direct an active
unit’s movement with the
keyboard.The number pad is
pre-configured to move
units: see the diagram. You
can only move a unit one
space at a time with the key-
board.
Cultural Borders and Movement
When civilizations construct cities (see below), they gain con-
trol of the areas surrounding the cities. The bigger and more
cultured the city, the larger area it dominates. Land under a civ’s
domination is said to be within its “cultural borders.
A unit cannot cross another civ’s cultural borders unless the
civs have the “Open Borders” diplomatic agreement (see page
103). Otherwise, such movement is an act of war. If you order
a unit to cross a cultural border, a pop up will appear asking if
you want to declare war on that civ. If you say “no, your
movement orders are canceled. If a unit occupies a space that
becomes part of another civ’s cultural borders, the unit will be
displaced to the closest friendly or neutral space – unless the
two civs are at war or have the Open Borders agreement.
If you’re at war with another civilization, your units will not get
the movement benefits of that civilization’s road (and later, rail)
network. If you have an Open Borders agreement with the
other civ, your units will be able to use that civ’s road/rail net.
UNIT ACTIONS
In addition to moving and attacking, many units can perform
special “actions” during their turn. If an active unit is eligible
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