User Guide
Cathedral: A Cathedral makes four unhappy people content and is very useful for
keeping a large city out of civil disorder. It requires the advance of Religion, costs
160 resources to build, and costs 3 coins per turn to maintain. The effect of all
Cathedrals in your cities is increased if you possess Michelangelo’s Chapel, a
medieval Wonder of the World, until the achievement of Communism.
City Walls: City Walls triple the strength of a defending unit, except when
attacked by a Bomber or Artillery unit. This tripling occurs after considering the
effects of terrain and veteran status. Cities defended by City Walls do not suffer
population loss when a defending unit is destroyed. Walls also prevent the disaster
of Floods. They require the advance of Masonry, cost 120 resources to build, and
cost 2 coins per turn to maintain.
Colosseum: The Colosseum is a large stadium for holding athletic contests and
other events drawing crowds. Its presence makes 3 unhappy people content. It
requires the advance of Construction, costs 100 resources to build, and costs 4
coins per turn to maintain.
Courthouse: Reduces corruption in a city by 50%. It requires the advance of the
Code of Laws, costs 80 resources to build, and costs 1 coin per turn to maintain.
Factory: Increases the amount of resources generated by a city by 50%. A Factory
becomes obsolete and stops working if a Manufacturing Plant is built in the same
city. A Factory requires the advance of Industrialization, costs 200 resources to
build, and costs 4 coins per turn to maintain. The effect of a Factory may be
increased by the presence of a Hydro Plant, a Nuclear Plant, or a Power Plant. It
may also be increased by the Hoover Dam, a modern Wonder of the World.
Granary: Cities possessing a Granary use up only 50% of their stored food to
create new population. The storage box empties only by half. In addition, the
Granary prevents a Famine disaster from destroying population. The Granary
requires the advance of Pottery, costs 60 resources to build, and costs 1 coin per
turn to maintain.
Hydro Plant: Increases the resources generated by a city by 50%. In addition, a
Hydro Plant reduces the probability of pollution. A Hydro Plant may only be
built by a city adjacent to a River or Mountain square. It requires the advance of
Electronics, costs 240 resources to build, and costs 4 coins per turn to maintain.
Selling Improvements: You may sell an existing improvement to raise cash by
pressing the sell button next to its name in the improvements roster of the city
display. A dialog box appears showing how much cash you would receive for
selling, normally 1 coin per resource invested. Choose whether to sell or not. If
you sell, the improvement disappears from the city and the money is added to
your treasury.
Selling improvements may be useful when you are short of money and
threatened with the random sale of an improvement. It may also be useful when
you are under attack with no reasonable chance of defending or recovering a city.
By selling off its improvements, you reduce its value to the enemy and salvage
something. You may sell one improvement per turn.
Improvement Types
An alphabetical list of improvements follows, including the benefit of the
improvement and the technology that makes it possible.
Aqueduct: Cities without an Aqueduct may not grow beyond a size of 10
population points. In addition, Aqueducts prevent the disasters of Fire and
Plague. Aqueducts require the advance of Construction, cost 120 resources to
build, and cost 2 coins per turn to maintain.
Bank: Increases the luxuries and taxes generated by a city by 50%. It requires the
advance of Banking and the city must already have a Marketplace improvement.
The bonus from a Bank is added to that of an existing Marketplace and then
applied. This bonus takes effect after all other considerations, including trade
routes. Banks cost 120 resources to build and 3 coins per turn to maintain.
Barracks: New units built in this city are already veterans, increasing their attack
and defense factors by 50%. Barracks prevent the disaster of a Pirate Raid. No
technology is required to build Barracks. However, all existing Barracks become
obsolete and disappear when you acquire the advances of Gunpowder and
Combustion. In each case a new generation of Barracks may be built. The
maintenance cost of Barracks is 1 coin at the Chieftain and Warlord levels. At
Prince and King levels, the maintenance is 1 coin for the first generation, 2 coins
for the second generation, and 3 coins for the third. At Emperor level,
maintenance costs are 2/3/4.
a
73
a
72
CIVILIZATION
®
CIVILIZATION
®










