User Guide

DIPLOMACY 127
THE SPACE RACE 130
ADDITIONAL NOTES 134
PLAYERS NOTES 139
DESIGNERS’ NOTES 145
COPY PROTECTION 148
CREDITS 154
CUSTOMER SERVICE 156
TABLE OF CONTENTS
INTRODUCTION
Civilization casts you in the role of the ruler of an entire civilization through
many generations, from the founding of the world’s first cities 6,000 years in the
past to the imminent colonization of space. It combines the forces that have
shaped history and the evolution of technology in a competitive environment.
You have great flexibility in your plans and strategies, but to survive you must
successfully respond to the forces that have historically shaped the past.
When play begins, your civilization is small and requires only a few decisions
each turn. But each decision can have important ramifications later. A number of
innovative displays makes it easy to understand the issues and implement action. If
you prove an able ruler, your civilization grows larger and even more interesting
to manage. Inevitable contact with neighbors opens new doors of opportunity:
treaties, embassies, sabotage, trade, and war.
As time passes, the number of important
decisions required each turn increases. First you
must think tactically: location of cities,
production of military units or city
improvements, and exploration of the
immediately surrounding lands. Soon, strategic
plans must be formulated: war or peace with
immediate neighbors, when to explore and
expand overseas, when to change your type of
government, and where to focus technological
research.
The success of the civilization that you build
depends upon your decisions. As ruler, you manage the economy, diplomacy,
explorations, technology research, and war machine. Your policies must be flexible
in an evolving world. Military units inevitably become obsolete and need
replacement as more advanced technologies appear. The balance of power among
your rivals can shift. Economic and governmental policies may have to be
modified, lest you fall behind in critical technologies.
Advanced Flight
(Flight & Electricity)
Bomber Unit
Carrier Unit
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CIVILIZATION
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