User Guide
on top of the unit. As you do so, the pointer changes into a direction arrow
pointing toward adjacent squares. When the arrow points in the direction you
wish to move the unit, click and the unit moves to the adjacent square.
Wait Orders: To skip a unit temporarily, press the Wait key (the W key for the
IBM versions or the CMD + W keys for the Macintosh). This passes you on to
other units that need orders and returns you to the skipped unit after all others
have had a chance to move.
No Orders: To skip a unit for the turn, press the No Orders key (the Spacebar
for all versions, the N key for the IBM versions, or the CMD + N keys for the
Macintosh). The map centers on the next unit needing orders.
Activating Units: Fortified units and those on sentry duty must be activated to
receive movement orders. Place the mouse pointer on the square and click the left
mouse button. This opens a menu displaying all units in the square. Click again
on the icon of any unit you wish to activate. Fortified or sentry units within a city
must be activated from the city display — see page 60. Sentry units are also
activated when enemy units move into an adjacent square.
Movement Restrictions: Ground units (all non-
ship, air, or nuclear units) normally move only on
land. They may move over sea squares, but only by
naval transport (see below). Ships may not enter
squares entirely made up of land except cities that
are on the coast. Ground and ship units may not
enter or attack a square containing an enemy
Bomber unit (exception: see Diplomats below). Air
units may move over land and sea squares, but
must land on a friendly city square or Aircraft Carrier unit to refuel before their
movement points expire.
Ground units may not move from one square adjacent to an enemy army or
city directly to another such square. The prohibited square may be adjacent to the
first enemy army, another army (even one from another civilization), or any
enemy city. Ground units may move into such a controlled square if a friendly
unit or city is already there. Air units, ship units, Diplomats and Caravans ignore
these restrictions. See the Movement Restrictions Diagram for examples.
Philosophy
(Mysticism & Literacy)
In addition you may order most units to fortify or go on sentry duty. Fortified
or sentry units no longer require orders. In future turns they carry on and do not
blink, waiting for orders. If you wish to move these units later, they must be
activated individually.
Moving Units: Units may be moved up to the limit of their movement factor.
The cost to enter a map square depends on the terrain. Roads and Railroads
speed the movement of ground units. When an army is unable to complete a
movement order because it doesn’t have enough movement points to proceed, its
movement is finished for the turn. The map then centers on the next unit waiting
for orders.
Units may be moved across the map in all versions by using numeric keypad
keys 1-9, but not 5. Units may be moved in any of eight directions corresponding
to these eight outside keys. For example, pressing the 2 key moves the unit one
square towards the bottom of the map. For the IBM/DOS version, you may also
click the RMB on a square adjacent to the moving unit and it moves to that
square.
For the Windows and Macintosh versions, there is a different way to move
using the mouse. Place the mouse pointer on the active unit and move it around
Movement Restrictions Diagram
= Enemy Army
= Friendly Army
= Enemy City
= Friendly City
= Moves not allowed
= Allowed moves
Y YY
X
X X
Notes:
1.
X
moves are okay if
those squares already
contain an army from
your civilization.
2. Movement restrictions
do not apply to ships,
air units, diplomats,
and caravans.
a
99
a
98
CIVILIZATION
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CIVILIZATION
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