User Guide

Forests may become Jungles. Plains, Grasslands, and Forests in the interior may
become Deserts. The result may be much reduced food, resources, and trade for
your civilization.
Your environmental advisors report immediately if global warming has
occurred. The effect is always bad, but in the case of flooded coastal areas you
may improve Jungles and Swamps over time.
Causes: Global warming may occur when at least nine map squares, anywhere
in the world, are polluted. If they are left unattended for too long, environmental
damage occurs.
Once an environmental disaster has occurred, the cycle starts over again. The
planet has achieved equilibrium at the new higher temperatures. If pollution
continues or increases once more to high levels, another bout of environmental
problems may occur. This cycle may repeat endlessly if pollution is not controlled.
Nuclear Pollution
Pollution may also be caused by nuclear weapons or the meltdown of a nuclear
power plant. Pollution caused by either of these events has the same effect as
industrial pollution.
Nuclear Weapons: When a nuclear unit is used in an attack, an additional effect
of the attack is the pollution of a number of map squares around the impact
square. Remember this when you are tempted to use nuclear weapons. You may
create pollution you cannot readily reach with Settlers to clean up, raising
significantly the risk of global warming.
If a city is the target of a nuclear attack, half of the population is destroyed. In
addition, all military units in and adjacent to the target square are destroyed,
regardless of the civilization they belong to.
Nuclear Meltdown: If a Nuclear Power Plant melts down, half of the city’s
population is destroyed and a random number of squares near the city
becomes polluted.
There is risk of meltdown when a city that has a Nuclear Power Plant goes into
civil disorder. The civilian unrest may result in safety procedures becoming so lax
that a catastrophic accident occurs. If you build Nuclear Power Plants in any of
your cities, take special care not to allow those cities to go into disorder.
Cleanup
Pollution can be cleaned up by Settlers units. Move the Settlers onto the
polluted square and press the Clear Pollution key (the P key for the IBM/DOS
version, the K key for the Windows version, and the CMD + K keys for the
Macintosh version). The Settlers unit is marked with a “P” to note it has been
ordered to clean up pollution.
After four turns of work, the pollution disappears. Adding more Settlers units
to a polluted square does not speed the cleanup.
Effects
Your environmental advisors inform you immediately when any map square
becomes polluted. Black smudges appear on the polluted square. Pollution is
easier to spot if units are toggled off on the map. Press the Toggle Units key to
clear the map of units (the T key for the IBM versions and the CMD + X keys for
the Macintosh) and then press the key again to restore them.
Pollution reduces the production of food, resources, and trade in any map
square where it appears. Pre-pollution production is halved and then rounded up.
For example, a square that produced 4 food, 1 industry, and 2 trade units before
pollution produces only 2 food, 1 industry, and 1 trade unit after. When cleaned
up, the map square returns to pre-pollution levels of production.
Monitoring Pollution
The extent of pollution throughout your civilization can be monitored by
watching the pollution indicator, a small sun in the date window of the
IBM/DOS map display or the status window of the Windows and Macintosh
versions. The color of the sun indicates the extent of the risk of global warming.
The colors range from dark red, to light red, to yellow, to white. Light red
indicates a low risk and white indicates a very high risk.
The colors of the sun depend on the number of squares currently polluted and
a lag of time. The more squares polluted, the higher the risk. The lag reflects the
time required for the pollution to take effect.
Global Warming
Effects: Global warming causes geographic changes throughout the world.
Deserts, Plains, and Grasslands on coasts may become Swamps, and coastal
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CIVILIZATION
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CIVILIZATION
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