User Guide

Caravans.) Normally, either the attacking unit or the defending unit (and all other
units stacked with it) are destroyed when the combat is resolved. Victorious
attacking units with movement points remaining may continue moving and even
attack again.
During this movement phase you may pause to perform all other management
tasks for your civilization. For example, you may wish to consult with your
advisors concerning the state of your civilization’s scientific research or check the
attitude of your population. You can examine any or all of your cities to adjust
their work force placements or production. This is the time to change tax rates,
governments, or examine the state of international affairs.
When all active units have been moved, your game turn is over and the next
civilization moves.
End of Turn
Once all active units have been moved, your game turn may end. At this point
a blinking “End of Turn” message appears in the unit identification window.
(This is part of the status window in the Windows version.) So long as this
message remains visible you may still examine cities, consult advisors, etc. To end
your turn, press the Enter key. Once you choose to continue, you cannot examine
cities, etc., until the next turn.
The End of Turn message may be toggled on or off. In the DOS version, open
the Game menu and choose “Options” to open the Options menu. In the
Windows version, the Options menu is reached from the File menu. One of the
options on the Options menu is “End of Turn.” There is check mark next to the
option indicating that it is on and that the End of Turn message will appear at the
end of each turn. To turn off the message, choose the “End of Turn” option and
the check mark disappears.
Even when the End of Turn message is turned off, it still appears during any
turn in which you have no active units.
When the End of Turn message is off, you receive no warning that the turn is
about to end. At the moment you move your last unit, your turn is over and the
next civilization begins to move.
Growth: If the city produces sufficient surplus food, it grows by one population
point. This added population is put to work on the city map.
Civil Disorder: If the number of unhappy citizens exceeds the number of happy
citizens after population growth or the destruction of a city improvement by
disaster, your city goes into civil disorder. You receive a message reporting this
condition.
If this is the first turn of disorder, you jump to the affected city’s display so that
adjustments can be made to return the city to order. If the situation is not
corrected, in following turns you are notified that disorder continues.
Maintenance: Taxes collected from the city are added to your treasury and then
the maintenance costs for improvements in this city are deducted. If you don’t
have sufficient funds in your treasury to pay the maintenance costs, one
improvement in this city, chosen randomly, is sold.
Note that while your civilization as a whole may have a revenue surplus for the
turn, you can still lose an improvement when your treasury is low. High
maintenance costs for the first cities checked may deplete the treasury and force a
sale before later cities contribute their cash surpluses.
Scientific Research: The research contributed by this city, measured by the
number of light bulbs it produces, is added to the total so far accumulated by
your civilization. If this total is sufficient to acquire the technology that you have
instructed your scientists to study, then you receive a message informing you that
you have obtained this new technology.
Movement and Combat
After each city has been checked, you have the opportunity to
move your active units. While a unit is moving it may engage in
combat.
Each active unit is designated for movement, one after
another. Each unit has the option of moving, not moving, or
delaying its move until later in the turn. For more detailed
information on moving your units, see Movement, page 85.
Combat occurs when a unit attempts to enter a map square occupied by a unit
or city of another civilization (see Combat). (Exceptions: see Diplomats and
Construction
(Masonry & Currency)
Aqueduct
Colosseum
Fortress
(see p. 37)
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CIVILIZATION
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CIVILIZATION
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