User Guide

Civil Disorder
A city suffers civil disorder when unhappy people outnumber happy people.
Content people and Specialists are ignored in the calculation. Cities in disorder
provide no tax revenue, contribute no technology research, and suspend
production of new units or improvements. When order is restored, the city
returns to normal operation next turn. You can restore order in several ways.
To restore order you may pay to complete an
improvement, such as a Temple, that can
convert sufficient unhappy people to
contentment (or content people to happiness)
to restore balance. See the Rush Jobs for how
to do this.
You may also change the luxury and tax
rates of your civilization to attempt to restore
order. Increasing luxuries may convert some
content people to happy.
You may take one or more people out of the work force, making them
Specialists. This increases the number of happy people. For information on how
to do this, see Specialists. When creating Specialists, be careful not to also cause
shortages of food or resources that cause starvation of the population or
scrapping of armies.
Under the government types Despotism, Monarchy, or Communism, it is
possible to restore order to a city using martial law. Each military unit in a city, up
to three, makes one unhappy citizen content. Only those units possessing an
attack factor of 1 or more can impose martial law. By moving enough units into a
city suffering civil disorder, order may be restored.
Under a Despotic government, citizen unhappiness increases with the number
of cities. This can lead to very unhappy citizens who must be converted first to
unhappy citizens before they can become content. This occurs to a much lesser
degree under other types of government.
Each ground or naval unit not in its home city, and each air or Nuclear unit
regardless of where it is located, creates unhappy citizens: one per unit under
Republican government and two per unit under Democratic government.
Horseback Riding
Cavalry Unit
City Protection
Great economic management of a city is
worthless if the city is captured by rivals or
barbarians. Part of the management plan
must concern the defense of the city. A large
part of the defense is not handled locally, but
on your borders and coasts. A defensive line
of units, both at sea and on land, that can
intercept enemies before they get close to
your cities can be helpful.
Even the best defensive lines can be
penetrated, so the defense of the city itself
cannot be neglected. The minimum city defense is one army, preferably one with
a good defense factor. Fortify any armies that you expect to defend a city (choose
“Fortify” from the Orders menu or press the F key) because Fortified units
increase their defense strength. A second defender is recommended. Adding an
army with a strong attack factor is also useful. This army can attack enemies that
move adjacent to the city, perhaps destroying them before they can launch an
attack.
The defense of a city can be substantially improved by building City Walls,
an improvement that triples the defender’s strength against most attackers, but
not Artillery or Bombers. This tripling takes effect after veteran status and
terrain are considered. City Walls also prevent population loss when defending
units are destroyed.
When civilization advances make available new army types with better defense
factors, take the first opportunity to replace old defenders with better units. Since
the offensive capability of your enemies improves as they acquire new technology,
your defenses must improve to keep up.
Linking cities with Roads and Railroads can be very helpful in speeding the
movement of units from one end of your empire to trouble spots elsewhere. This
puts your defensive armies on “interior lines,” allowing them to rapidly move to
where they are needed.
Gunpowder
(Invention & Iron Working)
Musketeers Unit
a
55
a
54
CIVILIZATION
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CIVILIZATION
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