User Guide
DESIGNERS’ NOTES
The main inspiration for Civilization was the success and reception of Railroad
Tycoon. We were very pleased with how Railroad Tycoon worked and began
looking for a suitable topic to which we could apply some of its better concepts.
Thinking back, we can’t recall now what triggered the idea of making the new
game about the history of civilization, but once the topic arose, it quickly became
obvious that it fit our specifications.
The central concept to Civilization was that it was to be a “god game,” casting
the player as the hero and ruler of a civilization over the course of its history. In
this role he would guide and build his civilization, watching it grow and expand,
rise or fall. As play proceeded the player could see the results of his decisions
unfold and success would hinge on his relative skill.
We also wanted Civilization to require the decision maker to juggle several balls
at once. We found in Railroad Tycoon that this helped keep the challenge and
interest high. As Sid sketched out the basic design, he evolved the various hats the
player would wear.
Clearly he would be the military commander, moving his armies against rivals.
A second role was that of economic planner. Wearing this hat, the player would
plan the placement, growth, and production of cities. The player would have to
decide between “guns or butter,” producing military hardware or economic
enhancements for his civilization.
The player would also have to decide upon the direction of research for new
knowledge. This again would often be a guns or butter decision, as some
advances improved internal conditions and others made the military more potent.
The player would have to judge which avenue of research was most useful at any
one time, and be prepared to change if conditions warranted it.
As design work continued, additional player roles were added. He would have
to conduct his own diplomacy. By keeping track of rivals through the reports of
his advisors, the player would have to make judgments on whom to appease,
whom to attack, whom to make friends, and whom to ignore. In addition, the
management of each city was made more complex, forcing the player to spend
more time to keep his cities efficient and stable.
Diplomats: New players may tend to overlook these units but more experienced
players recognize their value. Establish an embassy with each of your opponents as
you encounter them. This is the major value of Diplomats. Embassies help you
plan diplomacy and strategy by revealing the power of rivals. Diplomats can also
be useful for looking inside enemy cities that you may attack and for their other
abilities described in the manual.
Take every opportunity to destroy rival Diplomats. This can prevent the theft of
technology or other unpleasantness.
Variable Strategies: Be prepared to tailor the strategy of your civilization to
circumstances that arise. The two major options are peaceful economic
development versus militaristic expansion. From the moment play begins, you will
be gathering more information that helps plan your strategy. Important factors to
be considered are the size of the island or continent that you first settle, the
proximity of rivals, their strength, and their technological development.
If you begin isolated on a reasonably sized continent that can hold ten or so
strong cities, then a strategy of economic development is promising. In this case
look to change your government to Monarchy and then Democracy as soon as
possible. If the continent is huge and inhabited by one or more rivals, then you
must prepare for eventual war to ensure sufficient expansion and to defend
against attacks that are sure to come. If you begin on a small island or continent,
then prepare for expansion overseas.
When several rivals are found on the same continent, attempt to carve out as
much of the territory as you can. Use Militia units to screen off enemy units and
make peace with everyone, at least to start. Peace may allow you to trade for
technology faster than you can otherwise obtain it. Establish embassies when you
can and identify the neighbors you plan to destroy. Don’t bother establishing
trade routes with weaker neighbors that you plan to conquer, especially those on
the same continent.
When the time is right, attack and destroy one rival at a time. Be prepared
ahead of time and attempt to end the war as soon as possible.
The suggestions listed above cover only a few highlights of the tactics and
strategies developed while Civilization was designed and tested. As you play,
expect to discover many additional stratagems that improve the success of your
civilizations.
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CIVILIZATION
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CIVILIZATION
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