User Guide

Trireme 1-0-3 (Map Making) [40]: a small ocean-going ship powered by oars.
Triremes are lost at sea approximately half of the time when they are not adjacent
to land at the end of a turn. The Trireme is the first ship that becomes available,
and it is very useful for early seacoast exploring and transporting Diplomats,
Caravans, and other units to nearby islands and continents.
Barbarians
Barbarians are small tribes of raiders that are not part of any opposing
civilization. They are always red units. You may encounter them periodically as
your civilization begins to expand and grow. They may invade from the sea or
arise suddenly in unsettled parts of any continent. Barbarians may attempt to
capture or destroy your cities, and pillage your fields and mines.
Because barbarians may appear along any coast or in any unsettled area, it
is important to defend cities. It may also be useful to screen your cities from
unsettled areas so that any barbarians that appear may be intercepted before they
reach your cities.
Most barbarian tribes are accompanied by a leader who may be ransomed if
captured. Barbarian leaders look like Diplomats.
Sea Raiders: Barbarians that invade from the sea are looking for a place to settle.
They search for cities and attempt to capture them. They do not pillage mines
and irrigation because of their interest in making a permanent settlement. If they
capture a city, they take it over and begin producing more units to make new
assaults. Sea raiders can be fought on land or engaged at sea in their ships.
Land Barbarians: These raiders are interested only in loot, not permanent
settlements. This makes them very harmful as they pillage any mines or irrigation
they encounter. If they capture one of your cities, they utterly destroy it. For
these reasons, land barbarians are best engaged as far from your cities as possible.
Land barbarians arise in areas that are not within the radius of a city. As time
passes they appear at even farther distances from civilization. Thus, expanding your
cities over a continent eventually removes the threat of barbarians appearing because
the entire area has become more or less civilized by the presence of your cities.
Ransoming Barbarian Leaders: If a barbarian leader is alone in a square and you
attack him and win, he is captured and immediately ransomed for 100 coins.
When barbarian units are attacked and destroyed, leader units stacked with them
are also destroyed. Barbarian leaders who have lost their armies attempt to escape
and disappear if not captured in a few turns.
Militia 1-1-1 (-) [10]: a band of citizens armed with crude weapons, mostly
tools and farm implements. Militia are probably the only military unit that you
can build when starting a new civilization, and are normally only a stopgap until
better units become available.
Musketeers 2-3-1 (Gunpowder) [30]: a company of infantry armed with
muskets. Due to their higher defense factor, Musketeers are useful for replacing
Phalanxes in positions that need to be defended.
Nuclear 99-0-16 (Rocketry) [160]: a missile weapon armed with a nuclear
warhead. A Nuclear unit can only be built after the Manhattan Project Wonder
has been built somewhere in the world. A Nuclear unit may move between cities
and Aircraft Carriers. It is destroyed if it does not end its turn in one or the other
and does not attack. It explodes when it attacks an enemy unit or city. A Nuclear
attack destroys all military units in the target square and adjacent squares,
regardless of who they belong to. Nuclear attacks also reduce city populations and
cause pollution (see Nuclear Weapons).
Phalanx 1-2-1 (Bronze Working) [20]: a company of infantry armed with long
pikes and very strong on the defensive. Phalanxes are very good for defending
cities and other important points early in a civilization’s history. No other type of
unit is as cost effective for defense until Musketeers become available.
Riflemen 3-5-1 (Conscription) [30]: a company of infantry armed with rifles.
Riflemen are excellent defenders of cities and other points, and useful for
replacing Phalanxes and Musketeers.
Sail 1-1-3 (Navigation) [40]: a small ship powered by sails and lightly armed.
Sailing ships may carry up to three other units by naval transport. They are very
useful for exploring the oceans because they are not restricted to staying near the
coasts.
Submarine 8-2-3 (Mass Production) [50]: a warship designed to attack from
underwater by firing torpedos at enemy ships on the surface. Submarines have a
visibility of two sea squares and can only be spotted by enemy ships and air units
when adjacent. They may not carry ground units or conduct shore bombardment.
Transport 0-3-4 (Industrialization) [50]: a large, modern transport ship.
Transports may carry up to eight other units and are very useful for carrying a
large force to conduct an invasion.
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CIVILIZATION
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CIVILIZATION
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