User Guide

City Square: The terrain the city occupies is especially
important because it is always under development. You
cannot take workers off of this square when adjusting
development on the city map (see City Map). If this
area is not useful, especially for producing food, then
population growth in the new city is handicapped. For
this reason, new cities are preferably built in Plains,
Grasslands, or Rivers. These provide the best food
production and, thus, faster population growth.
Note that all beginning civilizations possess the technologies of road building and
irrigation. When you found a city on a Plains, Grassland, or River square, the
square is automatically improved by roads and irrigation. When you found a city
on any other square, the square is automatically improved by roads.
City Radius: The potential area of development extends out from a city two
squares on the map in every direction except diagonally. If the city grows large
enough, its population can bring all of this area into development. When
planning a new city, consider this radius and the long-term benefits of any
potential site.
To increase in population, the city must encompass squares that produce food.
Any city that can grow has value, but your most important cities are those that
also have resources available. These cities can quickly build and support military
units and Wonders. Hills and Forests are important sources of resources, as are
squares containing special resource symbols for game, horses, coal, and oil.
The importance of trade in generating taxes and technology makes River
squares especially good sites for cities when just beginning. Without Rivers, you
must quickly build Roads in Plains or Grasslands to generate trade.
Terrain Conversion: When surveying sites for a new city, keep in mind the
potential for some squares to be improved. Hills and Mountains can be mined
and then produce increased resources. Plains, Rivers, and Grasslands can be
irrigated and then produce more food. Swamps and Jungles can be cleared into
Grasslands or converted to Forests. Forests may be cleared into Plains. Plains and
Grasslands may be turned into Forests if you need resources. An area of Jungles
and Swamps looks barren at first, but has the potential to become a very rich city
site. For more information on terrain improvements, see Settlers.
Feudalism
(Masonry & Monarchy)
For the Windows version, a dialog box opens that presents both a Go Back
button and an OK button. Push the OK button to build the city and the Go
Back button to not build the city.
Your advisors propose a name for the new city or you can type in a name you
prefer. When you are satisfied with the name, press the Enter key or the OK
button. After a brief animation of the city being founded, the city display opens
so that production and economic development can be arranged as desired. When
the display is closed, the new city is on the map and the Settlers unit has
disappeared, having become the first citizens of the city.
Minor Tribes: As your armies explore the world they may encounter the huts of
minor tribes. Occasionally a minor tribe may be sufficiently awed by your
emissaries to immediately form a new city and become part of your civilization.
Capturing Cities: Cities of other civilizations are normally defended. If the
defenders can be destroyed, a friendly army may move into the city and capture it.
A captured city is thereafter managed and controlled by you in the same manner
as any other city. Capturing an enemy city may also result in the discovery of a
new technology advance and plundered cash.
Occupying an enemy city destroys roughly half of the improvements the city
has built, including all Temples and Cathedrals, but not Wonders of the World.
Capture also eliminates one point of population. Therefore, a city that has only
one point of population remaining is destroyed instead of captured when it is
entered.
Placing New Cities
When building a new city, plan carefully where it is placed. The map square in
which it is built and the squares surrounding it determine how valuable the city
can become. Factors to be considered include the economic value of the square
the city is placed in, the economic potential within the city’s radius, the proximity
of other cities, and the strategic value of the location. Ideally, locate cities in areas
that offer a combination of food for population growth, resources for production,
and trade. Where possible, take advantage of the presence of special resource
squares.
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CIVILIZATION
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CIVILIZATION
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