User Guide
other civilization, even Diplomats, may not be attacked or bribed; no units,
except Diplomats and Caravans, may enter squares that have been improved by
the other party within the radius of a city (irrigated, mined, or penetrated by
roads); squares that the other party has under development may not be pillaged;
and technology may not be stolen from the other party. Any of these events ends
the peace and triggers war. You are warned that you are about to break peace and
have a chance to check your action.
If your government is a Republic or Democracy, you may not violate a peace
agreement voluntarily. The Senate forbids any action that starts war. If you
consider war necessary, you must have a Revolution to overthrow the government
and put in one more receptive to your wishes. As an alternative, wait for your
opponent to break the peace himself or declare war on you. Another way to break
a peace agreement you don’t like is to incite a revolt in an enemy city. This can be
done regardless of your government.
When you are at peace it is much easier for trade Caravans to reach the cities of
the other party and establish trade routes. If the entire world is at peace, your
civilization score is increased by 3 points each turn. The major benefit of peace is
that you are not at war. During war, all of the proscribed activities are possible,
and can cause great damage and waste of resources.
King’s Advisors
The advisors that appear behind rival kings are intended to
indicate the government of the enemy civilization and its
relative size. Four advisors behind the king indicates that this
civilization is one of the largest in the world. A king with
only one advisor indicates a very small civilization. The dress
of the advisors indicates the civilization’s type of government
as follows. A government in Anarchy is represented by the
advisors of Despotism.
Mongols: Ancient Despotism
Egyptians: Ancient Monarchy
Greeks: Ancient Republic/Democracy
Hoodlums: Modern Despotism
English: Modern Monarchy
Soviets: Communism
Americans: Modern Republic/Democracy
Religion
(Philosophy & Writing)
Cathedral
J.S. BachÕs
Cathedral
MichelangeloÕs
Chapel
Trading Technology: Civilizations that are not extremely antagonistic may offer
to trade technology. They begin by offering one you don’t possess. They may
actually have several you lack. If you agree, a menu of the technologies they can
trade appears. Select the one you want and then they will take one from you. You
have no choice regarding what they take and cannot veto the trade. You may
continue trading as many technologies as you possess, provided the other party is
interested."
Tribute: A rival may demand tribute in the form of a cash payment or a
civilization advance during negotiation. If you meet this demand, the rival almost
certainly agrees to peace. If you reject the demand, an antagonistic rival generally
declares war. The demand of a more peaceful or threatened rival may only be a
bluff, and peace may be offered anyway after demands are rejected. In some cases,
a rival offers a reward for you to make peace or declare war on another
civilization.
Post-Treaty Negotiations: Once you agree to a peace treaty, you have an
opportunity for further negotiations. A menu opens offering three choices: a
declaration of harmony, a military proposal, or a demand for tribute. The
declaration of harmony has no real effect. A military proposal is a suggestion by
you for your new friends to attack a third party. This generally inspires a demand
for a cash payment which you can pay or turn down. If you turn it down, no war
is declared.
The third option is a demand for tribute to cement the new treaty you have
signed. If your opponent is weak or in awe of your power, he may pay.
Alternatively, he may refuse to pay, or go so far as to declare war on you.
Peace
Peace between your civilization and another can only result from diplomacy. If
you and your rival agree, then a state of peace can occur. Choosing peace is
voluntary unless your government is a Republic or Democracy. In those cases the
Senate of the government overrules any decision for war and always accepts peace.
If you don’t want peace, refuse to talk to the enemy. This prevents them from
making an offer the Senate may force you to accept.
Peace agreements can normally be broken at any time by either party, but so
long as it holds, both parties must adhere to the following rules: units of the
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CIVILIZATION
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CIVILIZATION
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