User Guide

THE GAME TURN
Civilization is played in a series of turns, each following a sequence of play
options. As each turn proceeds through the sequence you direct the activities of
your civilization, including the management of your cities, the production of new
units, the building of city improvements, the movements and battles of your
armies, and negotiations with other civilizations.
Each turn proceeds through the following sequence of play.
Date
A new turn begins with the advancing of the date. Depending on the current
year, the date advances from twenty years to one year. The current date is found
in the status window of the map display.
Disasters
At the beginning of a new turn there is a possibility of a natural disaster
randomly striking a city in the world. Any disaster that occurs is reported and
takes effect immediately. Disasters can result in loss of population or destruction
of a city improvement. Most disasters can be prevented by a specific city
improvement or technology. If the target city is prepared for the disaster, then the
disaster does not occur.
City Check
Each city in your civilization is checked
individually for production, growth,
unrest, maintenance, and scientific research.
These concepts are explained in detail in Chapter
2. All steps are carried out for one city before the
next is checked.
Production: If the city generates sufficient
surplus resources to complete the item the city is
producing, that item is added to the city.
If your city does not generate sufficient
resources to support all of the existing units for which it is the home city, units
are destroyed until enough support is available. Units farthest away from the city
are destroyed first.
Conscription
(The Republic & Explosives)
Riflemen Unit
available the Women’s Suffrage Wonder which makes it easy to conduct war while
a Republic. Electronics makes available the Hoover Dam Wonder which reduces
pollution while boosting resource harvests for all friendly cities on its continent.
Wonders of the World: These unique city improvements are great to own and
they help your civilization score. However, they are very time consuming to build
and most of them become obsolete at some point. Look over the descriptions of
the Wonders and consider which are especially desirable. The best Wonders are
probably those that don’t go obsolete and that provide a tangible benefit,
especially one that applies throughout your civilization. Note that all of the
ancient Wonders go obsolete. Experiment by building a few and then consider if
you would have been better off taking the time and resources to build other units
or improvements. Ancient Wonders may be easier to capture than to build.
Build Wonders in cities with large resource harvests to complete them as soon
as possible. Use Caravan units to speed construction.
Governments: New civilizations begin with a government of Despotism. Under
this government, it is relatively easy to wage war and build improvements in cities.
Once you have founded several cities, consider switching to a Monarchy because
this government allows greater harvests of food (on River and Grasslands squares
that are irrigated) and resources (on Hills that are mined). Strive to be a
Monarchy before 0 AD. The Republic and Democracy greatly foster trade, but
both make it difficult to wage war unless you possess the Women’s Suffrage
Wonder. Establish three trade routes for all of your cities before converting to one
of these governments. For more information about the effects of government and
how to change governments.
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CIVILIZATION
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CIVILIZATION
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