User Guide

Scientific research is carried out by cities and is a by-product of trade. The trade
harvested by a city from the surrounding map squares is converted by the city
into luxuries (diamond symbols), tax revenue (coin symbols), and science (light
bulb symbols). The percentage of the trade that goes into each by-product is
determined by the trade rate, shown in the status window. For example, when a
new game begins, the trade rate is 0.5.5. This means that no trade becomes
luxuries (0), 50% of incoming trade becomes tax revenue (5), and 50% becomes
science (5). The tax rate is set at 0.5.5 to start because small cities have no need
for luxuries.
The trade rate may be changed as you wish. Pull down the File menu and
choose the option “Tax Rate.” From the choices that appear, choose “40% Tax,
60% Science.” This changes the trade rate in the status window to 0.4.6. When
we start playing the tutorial game, each turn 60% of the incoming trade is
devoted to scientific research. If the first city only generates one trade symbol
each turn, this trade becomes science research because 60% of 1 is 1 when
rounded up. In this case, there are no luxuries or tax revenues generated.
When your civilization begins to produce science
research, a new symbol, shaped like a light bulb,
appears in the status window. Its presence indicates
that research is being carried out. Its color indicates
how close you are to learning a new technology. A
white bulb is very cool, indicating that only a small
amount of research has been completed. As your
civilization gets closer to learning the technology, the
light bulb gets warmer in color, changing from white,
to yellow, to orange, to red. When you learn the new technology, the light bulb
cools down again and then reheats as you work toward learning something else.
You can also see how close you are to learning a new technology by consulting
your Science Advisor from the Advisor’s menu.
When play of the tutorial game begins, your city generates its first light bulb of
research. At this point, play is interrupted by the appearance of your science
advisor. He reports that you are beginning to do research and he recommends a
technology for you to study. Click on the OK button to open a menu of
technologies that you may research. Choose “Pottery” if it is available, or one of
the other advances suggested below if it is not.
Tax Rate Menu
While your first Militia unit explores, your city may grow in population and
eventually a second Militia unit is finished. When the second Militia unit appears,
click on the city’s square to open the city display.
Two Militia units are sufficient for the time being. One can explore while the
second defends the city. Pull down the City menu and choose the option
“Change Production”. Alternatively, click on the icon of the Militia unit. Either
action opens the Production menu that shows what types of units or
improvements can be built by your city. Any of the following items are good
choices now if available: Barracks (to build veteran units), Settlers (to build roads,
irrigate land, or found a second city), Cavalry unit (use its movement factor of 2
to explore- requires technology of Horseback Riding), or Granary (speeds city
population growth- requires technology of Pottery). Change production to build
a Settlers unit. Expansion is a high priority and this Settlers unit will be used to
found a second city. After making this production change, exit the city display.
Back at the map display, give the new Militia unit orders to fortify in the city.
To fortify the unit, pull down the Orders menu and choose “Fortify” or press the
F key (CMD + F on the Macintosh). This increases the defense factor of the unit
and makes it harder to defeat in combat, should the city be attacked.
Continue moving the first Militia unit into unexplored territory each turn,
following the suggestions of the following section on exploration. When the
Settlers unit is completed by your first city, move on to the section below about
expansion.
Technology
In addition to population growth, a second critical concept in
Civilization is technology. When you begin playing, your tribe
already understands at least agriculture, mining, and road
construction. But to advance into the computer age and into
space, it has a lot to learn. Included in the game are 70+
technological advances, ranging from Bronze Working and
Pottery to Nuclear Fission and Robotics. While concerning yourself with the
growth and defense of your cities, give some thought to managing the scientific
research of your civilization so that it makes reasonable technological progress as
well.
Computers
(Mathematics & Electronics)
SETI Program
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CIVILIZATION
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CIVILIZATION
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