User Guide
When the city population increases, the new people are automatically assigned
an area to develop. You may wish to review the map of a city that has just
increased in size to be certain the workers have been placed as you wish.
City Resources Window
This window shows the amounts of food, resources, trade, corruption, luxuries,
taxes, and scientific research generated by the city’s people. These commodities
are the raw materials of your civilization. They are harvested from the
surrounding map squares and brought into the city. There these raw materials
become new people, new units, city improvements, Wonders of the World, cash,
and civilization advances.
Food, resources, and trade are collected each turn from the city map squares
being worked by the citizens. In some cases the amount of a commodity collected
may be increased by the presence of a certain improvement in the city, or
ownership of a certain Wonder. For example, a Factory improvement increases
resource production by 50%. A city that produces ten resources from its city map
actually has 15 resources to spend if it possesses a Factory. Trade is further divided
into three commodities that it brings in: luxuries, cash, and science (knowledge).
The division of trade depends on the trade rates shown in the status report of the
map display (see Trade Rates). Under certain conditions, some trade is lost as
corruption.
Food: A population point, or citizen symbol, in your city requires two units of
food each turn. If your city is currently producing more food than that, the
surplus is shown after a break in the food line. The excess goes into the food
storage box shown elsewhere on the city display and described below.
If you are not producing enough food to feed the population, the amount of
food that you are short is shown as a shortfall in the food line noted by black
food symbols after the break in the line. For each turn this shortage cannot be
made up from food in storage, the city’s population decreases by one point.
Existing Settlers units that a city has produced also require one or two food
units per turn, depending on your type of government.
Resources: The shield symbols indicate the resources of raw materials and
industrial capacity of the city. Depending on the form of government of your
civilization, part of this capacity may be required to maintain units that the city
City Map
This shows the radius of map squares
surrounding the city that may be
developed by the city’s population.
The maximum number of squares that
a city may put in development equals
the number of people plus one, but
the additional one is always the city
square itself. Note that it is possible to
have more population than places to put them to work.
Depending on the type of terrain in a map square, putting people to work there
may result in harvests of food (the grain symbol), resources (the shield symbol) or
trade (the arrows symbol). Most squares produce a combination of several items.
You may move people from one square to another as you wish to change the mix
of food, resources, and trade the city is harvesting.
People removed from the city map
are temporarily converted into
Specialists in the population roster.
When they are put back to work on
the map, they convert back to
normal people. To remove people
from the map, place the mouse
pointer on the correct map square
and click the LMB. To put them
back to work, place the
pointer on the city map
square where you wish
them to go and click
the LMB again. As
people are removed,
replaced, and switched
around, the amounts of
food, resources, and
trade generated by the
city also change.
City Resources Window
Surplus Food
(After Break)
Food
Resources
Trade
Luxuries
Surplus
Resources
(After Break)
Corruption
(Lost Trade)
Science ResearchTax Revenue
City Map
Map Square
in Use
Map Square
Not in Use
Unavailable
Square
City Display (Windows Version)
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CIVILIZATION
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