User Guide
SETTLERS, SOLDIERS, AND ENVOYS
As ruler of your civilization you decide what military units to build, where to
deploy them, and when to fight. In addition you control parties of Settlers
looking to found new cities, Diplomats, and Caravans seeking to establish trade
routes.
Through the years, the majority of your time is spent moving and positioning
armies. A strong military is required first for defense against rivals and barbarians.
They are also the eyes of your civilization, exploring the world as they move.
They can also serve you by defeating the armies of your rivals and conquering
their cities.
Armies can be ground military units (Legions, Cannons, and Armor for
example), naval units (Triremes, Ironclads, Battleships, etc.), or air units (Fighters
and Bombers). Also available are four special units: Settlers, Diplomats, Caravans,
and Nuclear units. All unit types available are described in the Military Units
section of the Civilopedia.
After founding your first city, you may have the technology to build only two
types of unit, Militia and Settlers. As your civilization acquires new technology,
additional unit types become available for building. All new units appear at the
city where they are built and may be moved from that point.
All military units and Settlers have an attack factor (A), defense factor (D), and
movement factor (M). The attack and defense
factors indicate the army’s relative strength when
attacking and defending. The movement factor
indicates how far the unit may move. In addition
to moving and fighting, there are other orders
that a unit may be given.
Movement
Each turn, you may give orders to your units,
one at a time. The orders that may be given to a
unit are found in the Orders menu. The unit
waiting for orders blinks on the map. There are
several order options available: move the unit across the map up to the limit of its
movement factor, skip the unit if you prefer to move it later in the turn, or have it
do nothing this turn.
Nuclear Power
(Electronics &
Nuclear Fission)
Nuclear Plant
Nationality: The name of your civilization and the one to which the unit
belongs.
Unit Type: The type of unit and whether it is a veteran or not.
Movement: The number of movement points the unit has remaining to use. If
you are finished moving a unit that has movement left, press the No Orders key
(the Spacebar for all versions, or the N key for the Windows version, or the CMD
+ N keys for the Macintosh version) to skip to the next unit.
Note that points are shown in thirds after the decimal point when moving
along roads because roads triple movement. For example, a unit that begins with
1 movement point and moves one square along a road would be shown with .2
movement points remaining.
Also, remember that units beginning on a square containing a railroad and
moving along the railroad spend no movement points.
Home City: The name of the city that is supporting the unit and normally the
city where it was built. You may transfer a unit to another city by moving it there
and pressing the Home City key (the H key for both IBM/DOS and Windows
versions and the CMD + H keys for the Macintosh version). This may be useful
when one of your cities is threatened with capture because all units supported by
a captured city are destroyed.
Terrain: The terrain type of the square the unit is currently in. This terrain report
disregards the presence of a city but does mention other improvements such as
irrigation, roads, railroads, etc.
Other Units: At the bottom of this window are shown any friendly units that
also occupy this square. Units within a heavy black border are fortified. Units that
are faded out are on sentry duty.
The Unit Identification Window
Nationality
Unit Type
Veteran Status
Home City
Movement Remaining
Terrain Occupied
Other Units Present
a
97
a
96
CIVILIZATION
®
CIVILIZATION
®










