User Guide

Caravans
Caravans are shipments of trade goods and materials. Over time they represent
camel caravans, wagon trains, truck convoys, and cargo containers. They may be
used to establish trade routes between cities or to transfer resources for the
construction of Wonders Of The World. They become available once you have
achieved the technology of Trade.
Trade Routes: A Caravan that enters any city of another civilization or a friendly
city ten or more squares away from its home city may establish a trade route. This
results in an immediate cash payment for delivery plus an increase in the trade
generated each turn. This increased trade means more luxuries, taxes, and science
for the home city each turn thereafter.
Each city may have up to three functioning trade routes. If more than three are
established only the best three function.
The amount of trade generated depends partly on the size of the two cities.
Bigger cities generate more trade. Trade with a city from another civilization is
greater than trade with friendly cities. The farther apart the two cities are, the
greater the value of trade. Trade is also increased when the cities are on different
continents.
Caravans can move into any city they can reach.
When at war it may be difficult to smuggle
goods into an enemy city without being
destroyed. Caravans may be transported
overseas in ships as other ground units are, but
cannot be landed into a city directly from a
ship.
Building Wonders: A Caravan may contribute
its construction cost in resources to the cost of
building any Wonder of the World by moving
into the city where the Wonder is being built.
When the Caravan enters, a dialog box offers the choice of contributing to the
construction or not. If you decide to help build the Wonder, the Caravan
disappears and the resources used to build it are added to the production of the
Wonder, speeding its completion.
Railroad
(Steam Engine &
Bridge Building)
DarwinÕs Voyage
Steal Technology: Your Diplomat steals one technology advance from the other
civilization. This can only be done once per city and your Diplomat disappears in
the process (his cover is blown). If you have already stolen technology from this
city or if the enemy civilization has no technology to steal, the Diplomat loses its
turn but is not destroyed.
Industrial Sabotage: Your Diplomat destroys either the item currently under
production by the city or one of the city’s improvements. You cannot control
what is destroyed. The Diplomat is lost in the effort. Destroying a critical
improvement may throw the city into unrest (Temple, Cathedral), weaken its
defenses (City Walls), or cut its production (Factory). Diplomats never destroy
Wonders of the World.
Incite a Revolt: Your Diplomat contacts dissidents within a city and for a suitable
payment the city revolts and joins your civilization. The payment to revolt
depends on the size of the city and its proximity to the enemy civilization’s
capital. Enemy capitals do not revolt. Also, a city in civil disorder revolts for less.
Your Diplomat is lost in a successful revolt but escapes outside the city if you
refuse to pay the cost. The revolt also fails and your Diplomat survives if you
don’t have enough cash. All units that make this city their home also revolt and
join you as well. All existing city improvements except Temples and Cathedrals
remain intact.
Meet with Ruler: Your Diplomat opens negotiations with the enemy ruler. This
may lead to offers for trading technology or for making treaties. Your Diplomat
survives this encounter.
Bribe Enemy Unit: You may convince an enemy unit to defect and join your
civilization by moving a Diplomat into its square. A dialog box appears showing
how many coins the unit demands to defect. The farther the unit is from its
capital, the lower the bribe required. If you accept, the coins are deducted from
your treasury and the army switches over. The Diplomat survives regardless of
success. When more than one enemy unit is in a square, bribery is not possible.
Diplomats may bribe ships and air units so long as they are not stacked with other
units. Bribery is considered an act of war and cannot be done to units of
civilizations with whom you are at peace without breaking the treaty.
The nearest friendly city becomes the home city for a newly bribed unit (see
Home City Roster).
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CIVILIZATION
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CIVILIZATION
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