User Guide

Diplomat Movement: Diplomats may move past enemy armies without
stopping. However, if an enemy unit attacks a Diplomat, it is almost always
destroyed. Diplomats travel overseas in ships as other ground units do.
Diplomats (and Caravans) are the only units that can enter defended enemy
cities. When a Diplomat enters an enemy city a menu appears listing tasks that can
be performed. The following table shows what Diplomats can do. Note that some
Diplomat tasks require that coins be spent and in many cases the Diplomat is
destroyed in carrying out the task.
Task Cost Effect on Diplomat
Investigate City No Destroyed
Establish Embassy No Destroyed
Steal Technology No Destroyed if successful
Industrial Sabotage No Destroyed
Incite a Revolt Yes Destroyed if successful
Meet with Ruler No Survives
Bribe Enemy Unit Yes Survives
Investigate City: This opens the enemy’s city display. You can examine what
armies are defending it and what improvements have been made. When you exit
the city screen, you return to the map display but
your Diplomat has been eliminated.
Establish Embassy: The Diplomat establishes
official contact with the other civilization and
continually reports thereafter its type of
government, treasury, number of armies, the name
of its capital city, treaties with other civilizations,
states of war, and technology advances. This
information can be obtained from your Intelligence
Advisor through the Advisors menu. Lists by
historians of outstanding civilizations only include
those with whom you have established embassies. It is only necessary to establish
an embassy once with any civilization.
Pottery
Granary
Hanging
Gardens
new city. However, in the future the new city can be ordered to produce more
Settlers that can be used to found additional cities.
The Found New City order can also be used to increase the size of an existing
city. Move a Settlers unit into an existing city and press the Found New City key.
The Settlers unit is absorbed into the city, adding one point to its population.
This may be useful when one city is limited in its ability to expand. This city can
be used to produce Settlers who migrate to a larger more useful city where they
can be put to work. However, Settlers may not be added to cities that already
contain ten population points or more.
Settler Engineers: Settlers can make a number of agricultural and industrial
improvements for your civilization, acting as engineers. Place the Settlers unit in
the square where the work is to be done and press the correct letter key for the
IBM/DOS and Windows versions (or CMD + the letter key for the Macintosh)
as shown in the accompanying chart. The Pollution key is the K key for Windows
and Macintosh versions. Note that your civilization must possess certain
technologies before some improvements can be built.
Diplomats
Diplomats are unique units that can be very useful to your civilization. They
may act as trade missions, ambassadors, envoys, secret agents, and saboteurs. They
can open contacts with other civilizations and establish embassies to gather
information about your rivals. They can act as spies, stealing information and
otherwise disrupting your rivals. They can bribe enemy armies. When your
civilization obtains the technology of Writing, you can build Diplomats.
Be aware that enemy Diplomats can be used against your civilization.
Settler Engineer Capabilities
Key Improvement
I Agricultural: irrigate Plains, Grasslands, Desert, Hills, or Rivers
I Agricultural: clear Forests into Plains; Jungle or Swamp into
Grassland
F Build Fortress: any land square (must possess Construction
technology)
M Industrial: excavate mines in Mountains, Hills, or Deserts
M Industrial: restore Forest in Plains, Grasslands, Swamps, or Jungle
P(K) Pollution: cleanup pollution on any polluted land square
R Build Road: any land square
R Build Railroad: any Road square (must possess Railroad technology)
a
105
a
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CIVILIZATION
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CIVILIZATION
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