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CIVILIZATION 2



        
         CIVILIZATION 2
        Instruction Manual

                           Civilization II
                           ---------------

                    --- An I.f.L.a.b. document ---

                         (X) = X Button
                         (C) = Circle Button
                         (S) = Square Button
                         (T) = Triangle Button

                    ------------------------------

- Page - 1

                          TABLE OF CONTENTS
                          -----------------
        Starting Up .........................................2
        Game Controls .......................................3
        Introduction ........................................4
        Before You Play .....................................4
        Getting Started .....................................4
          Menus .............................................5
          Explanation of Menu Options .......................5
          Civilopedia .......................................5
          Game Menu .........................................6
          Kingdom Menu ......................................6
          Advisors Menu .....................................6
          World Menu ........................................7
          Civilopedia Menu ..................................7
          Commands for Settlers and Engineers Units .........8
          How to Get Help in the Game .......................8
        Playing the Game (Basic Steps) ......................9
          1. Set Up Your World ..............................9
          2. Build the First City ...........................9
          3. Manage Your City ..............................10
          4. Build the First Unit ..........................10
          5. Defend Your City ..............................10
          6. Choose Your First Civilization Advance ........11
          7. Set Up Tax Levels and Distribution of Revenue .11
          8. Explore Your World ............................11
          9. Establish Diplomatic Relations With
             Neighboring Civilizations .....................12
          10. Improve Your Production/Use of Resources .....12
          11. Build More New Cities and Units ..............12
          12. Start Trading as Soon as You Can .............13
          13. Plan Your Future Advances/Improvements .......13
        Commands and Menus .................................13
          Status Window ....................................13
          The City Screen ..................................13
        In Depth Info and Strategy .........................16
          Production and Allocation of Resources ...........16


- Page - 2

                             STARTING UP
                             -----------
Usual plug-in and go stuff.

- Page - 3

                            GAME CONTROLS
                            -------------

The default controller configuration is shown here.  All references to
button  selection  in  this  manual  refer  to  the default controller
configuration.

Directional Buttons
-------------------
To  select  menu  options,  use  the  directional  buttons  up/down to
navigate  through  the menu options, highlight the desired option, and
press  the  (X)  button  to  accept.   However,  this  section defines
commands only for the standard PlayStation controller.

 (T) - Cancel/Display World Map
 (C) - Get Info on Terrain Squares/Scroll Info
 (X) - Select Option/Validate Command
 (S) - Display Menu

 SELECT - Display Status Window
 START - Pause

 L1 - Shift to Move Pieces Mode & Highlight Active Unit on Left
 L2 - Shift to View Pieces Mode & Highlight City Square on Left

 R1 - Shift to Move Pieces Mode & Highlight Active Unit on Right
 R2 - Shift to View Pieces Mode & Highlight City Square on Right

Game Reset
----------
To   abort  a  game  in  progress,  press  the  Reset  button  on  the
PlayStation.  This will replay the opening animation and return to the
Civilization  II  title  screen.   (To bypass the animation, press any
button.)


- Page - 4

                             INTRODUCTION
                             ------------

You  are  the  ruler  of  a  young  civilization that is struggling to
survive  and grow from its earliest history (4000 B.C.) onwards to the
space age (2020 A.D.).  As your civilization expands, you compete with
rivals   for   survival   and   resources.    Your   opponents,  rival
civilizations, are not always predictable, and will challenge even the
most experienced.  It is up to you to choose wisely, fight bravely and
to  lead  your civilization to the final victory.  The success of your
civilization  depends  upon your decisions.  You are in control of the
economy,  diplomacy,  exploration,  scientific  research, and military
development  of  your  civilization.  As your civilization expands and
advances  in  knowledge  and developments, you will be confronted with
increasingly  difficult  decisions:  where to build other cities, what
city improvements to make, should you expand overseas, should you have
alliances  with  neighbors  or  should  you pillage them?  At the same
time,  your  world is evolving, so you'll have to change your policies
to  fit  the  world:   replace obsolete military equipment, change the
form of government, etc.  Besides rival nations, you'll also encounter
other  threats:   internal strife, hunger, misallocation of resources,
pollution, over-population....
The  Kind of victory you can achieve is up to you.  You can win by the
sword  and  conquer  the whole world; or you can win by science and be
the  first  to  conquer  space.   Your  final goal will determine your
strategies and decisions over time...  if you last that long.


                           BEFORE YOU PLAY
                           ---------------

Civilization  II  requires  a memory card to save your games.  A saved
game's  data  takes up ten memory blocks.  If you want to save a great
number  of  large  games,  you may need several memory cards.  You can
obtain  the memory cards through the retailer where you purchased your
PlayStation game console or this game.

                           GETTING STARTED
                           ---------------

There are two modes of movement:

Move Pieces Mode: Your  cursor is a  white arrow;   you can move it to
                  highlight  active units, which are available to take
                  orders,  using  the  L1  and R1 buttons.  The active
                  units blink when you've highlighted them.

View  Pieces  Mode: When you have no  active units, you can still move
                    around  the  unexplored territory and make changes
                    on your city screen using the L1 and R1 buttons .


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MENUS
-----
The  menus  and  the  City screen (see detailed explanations for each)
will  be  your  main  tools  of  control.  The menus on the lower left
contain  all  the  actions  that  you can take.  There are also dialog
boxes  with  options  that  pop up at various points in the game (when
clicking  on  units  in  the  Unit  Roster  in the City screen, when a
foreign  emissary  comes to you, etc.).  To bring up a menu of options
while  playing,  press  the (S) button.  You will see a menu appear on
the  lower  left  hand  side  of  the  screen.   Use the arrow keys to
highlight a desired option and then press the (X) button to select.


EXPLANATION OF MENU OPTIONS
---------------------------

GAME OPTIONS
------------
Always Wait at End of Turn: Guarantees  that  your  turn  will not end
                            until  you press End Turn.  If this is off
                            you  only  need to press the (X) button to
                            end  your  turn  when  you  have no active
                            units left to move.

Show  Enemy  Moves: Makes  the  progress  of  any enemy  units  within
                    observation   range   of  your  units  and  cities
                    visible.   If this is off you only see those enemy
                    moves which result in combat with your units.

Instant  Advice: When turned on,  this allows your advisors to provide
                 helpful hints whenever they have an opinion to offer.

Tutorial  Help:  When  active,  this option provides advice for novice
                 players.

Throne  Room:  You will be notified of the spontaneous improvements to
               your  throne  room  when  your citizens choose to offer
               them.

Diplomacy Screen:  When this option is checked, diplomatic discussions
                   take place on the full diplomacy screen.

Town Council:  A video animated town council will convene occasionally
               to offer you advice.

CIVILOPEDIA
-----------
Information for Wonders: This  option  allows you to view the  Wonders
                         full screen.

Background  Music: You  can  select  the background  tune between four
                   choices.

Background  Screen: You  can  select the  background  screen you want,
                    from ten choices.

Change Player Name: To change your name.


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GAME MENU
---------
Save Game: Civilization II suggests a name for the save file, based on
           the year.

Load Game: Use this  option to  load  a game saved previously.  Select
           one of the files on your memory cards.

Retire: To quit the current game but see the closing display first.

Quit: Choose  this  option if you just want  to exit  the game without
      all  the  closing  displays.   You  have  a chance to confirm or
      cancel quitting.

KINGDOM MENU
------------
Tax Rate: Allows you to  adjust  the proportion of taxes to science to
          luxuries  that  each  city  generates  each  turn.   As  the
          percentage  of  any  one increases, the percentage of one or
          both of the others must decrease.

View Throne Room: This option allows you to look at the status of your
                  throne room and see how many and what additions were
                  made by your citizens.

Find City: Select  this to choose from a list of all your cities.  the
           map will center on the city you pick.

Revolution: Choose  this  option  when  you  want  to  switch forms of
            government.  You must have acquired specific technological
            advances  to  choose  a  type  of  government  other  than
            despotism.   Usually a revolution brings on a short period
            of anarchy.

ADVISORS WENU
-------------
Town  Council: Takes  you  to  a  video  animated  meeting of all your
               advisors.   In  it  you  can ask one or all of them for
               advice on your current situation.

City Status: Lists  the vital  statistics for  all the cities in your
             empire, in the order in which they were founded.  You can
             click on any of the listed names to open the city display
             for that city.

Defense Minister: Reports   on   your   military   assets,   including
                  information  on  every  one  of your existing units,
                  plus  statistics  on your past performance in battle
                  and casualties to date.

Foreign Minister: Summarizes  every  thing  you  know  about the other
                  civilizations  with  whom you have made contact.  If
                  you  have  an  embassy  in another civilization, you
                  will  also find out how much gold they have in their
                  treasury  Use  the  (X)  button to select any of the
                  leaders   to  begin  negotiations  with  that  ruler
                  immediately.   If  you  have  established an embassy
                  with  a  particular civilization.

Check Intelligence: Opens  the  Intelligence Report  which  gives  you
                    further  details,  including  a  complete  list of
                    their  cities and notice of which Wonders they are
                    attempting to build.


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Attitude Advisor: Provides  a  summary  of  the relative  happiness of
                  your citizens, the base status of the population and
                  the  effects  of  any  influences  which directly or
                  indirectly modify the happiness of your people.  Use
                  the  (X)  button to select any of the City names and
                  to open the City Display screen.

Trade Advisor: Reports  on the percentages of trade you have earmarked
               for  luxuries,  tax  revenue,  and  scientific research
               funding  in  each  city,  as well as improvements which
               require  maintenance  payments.   If  your  treasury is
               shrinking,  this might be a good time to increase taxes
               or adjust individual cities to produce higher revenue.

Science Advisor: Keeps  a record of the advances your civilization has
                 already  achieved and the progress of your scientists
                 toward the next advance.

WORLD MENU
----------
Wonders of the World: Shows  the  icon  for each wonder and identifies
                      both its location and the culture that currently
                      owns it.

Top  Five  Cities: Important  statistics  about the top five cities in
                   the  world,  including  their  population  size and
                   citizens'  attitudes,  the  culture  to  which they
                   belong, and any Wonders present.

Civilization Score: This contains your civilization score so far.

Demographics: Provides  a number  of real  world statistics about your
              civilization's health,  growth,  economic,  and military
              status,   and   is   a  good  tool  for  comparing  your
              performance with your rivals'.

Spaceship: Contact  your  space  advisors  and see the progress of any
           spaceship under construction.

CIVILOPEDIA MENU
----------------
Civilization  Advances: Focuses  on  the advances,  describing each of
                        them in detail.

City  Improvements: Lists  the  structures  you can build in a city to
                    improve how it works.

Wonders  of  the  World: Information  about the various Wonders of the
                         World.

Military  Units: Contains  information on all units (incl.  Diplomats,
                 Caravans, and Settlers).

Demographics: List of  demographic  statistics and the ranking of your
              civilization  for  each  measure mentioned.  If you have
              diplomatic  relations with civilizations whose rank in a
              particular category is higher than yours, that culture's
              statistics are listed as well.


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COMMANDS FOR SETTLERS AND ENGINEERS UNITS
-----------------------------------------
Irrigate: Desert,  Grassland,  Plains,  Hills,  River.   Only  terrain
          adjacent to water.

Clear: Forest,  Jungle,  Swamp.   Improves  movement  point  cost  and
       provides land suitable for further improvement.

Build   Farm:    Any   irrigated   land   square.    Pre-requisite  is
              Refrigeration.   Once  the  Supermarket  advancement  is
              achieved,  building  a  farm  can improve food output by
              50%.

Mine: Desert, Hills, Mountains.

Reforest: Grassland,  Jungle,  Plains.   Improves   shield  production
          (increases  movement  point  cost, if no road or railroad in
          that square).

Clean  Up: Any  polluted land square.  Restores  full  production (pre
           pollution) capacity.

Build Road: Any land square. Reduces movement point cost to 1/3.

Build  Railroad: Any  Road  square  with  existing  roads.   Increases
                 shield  production  by 50% and reduces movement point
                 cost to zero.

Transform: Any land square, any terrain. Only for Engineer units.

Build  Airbase: Any  land  square.   Prerequisite: Radio.
                Greater flexibility in flight plans.

Build  Fortress: Any  land  square,  not  a  city site.  Prerequisite:
                 Construction.  Essential for defense outside cities.


HOW TO GET HELP IN THE GAME
---------------------------
There are numerous ways a player can get help in the game:

- Beginner  option  in the Start-up menu:  This  option has a built in
  tutorial that offers step-by-step instructions.

- Dialog  boxes  with  hints:   Dialog  boxes  pop up at various times
  throughout  the game, hinting that a particular move or action would
  be  advisable at this time, or telling you the reasons why an action
  can't be completed.

- Civilopedia:   This  contains a wealth of information on pretty much
  everything  in  the  world  (civilization  advances,  Wonders of the
  World, units, etc.).

- Status box at bottom right of the screen:  This contains information
  about the units or squares highlighted in the game.

- Screens  following  your civilization advances:  They contain useful
  information about the advance, prerequisites, etc.


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                    PLAYING THE GAME (BASIC STEPS)
                    ------------------------------

1. SET UP YOUR WORLD
   -----------------
Below  are  the  basic instructions to get you started in Civilization
II.   For  more  in  depth  instructions  on  specific  topics or menu
commands, please refer to the individual topics in the next section.

 1. At  the  Civilization  title screen,  there are four choices:  New
    Game, Load Game, Beginner, Hall of Fame.

 2. To  start  a  game,  select New Game.  (If you want a step by step
    tutorial  when playing the game, select Beginner.) Before starting
    to  play,  first  you need to set up your world.  The step-by-step
    instructions  in  the  dialog  boxes  on  the screen will take you
    through the set up process and will explain the various options.

2. BUILD THE FIRST CITY
   --------------------
You  start  out  with a single settlers unit, surrounded by unexplored
territory. Your first task is to find a good site and build a city. To
move  your  settler  unit,  use  the  directional  buttons to pick the
direction,  then  press  the (X) button  to select.  While the unit is
active (blinking), select Build New City from the menu.  Search for an
area  that  offers  a  combination  of  benefits:  food for population
growth,  raw  materials for production, and river or coastal areas for
trade.   Where  possible,  take  advantage  of the presence of special
resources on terrain squares.  River squares are especially good sites
for cities early in the game, providing access to water for irrigation
and  a  defense  bonus  of  50% (see more detailed information in next
section).   The  site  of  the  city  has strategic value, for defense
purposes.   Also,  keep  in mind the improvement potential for terrain
squares  within  the  city's radius.   Improvements are not limited to
agricultural  effects.  Settlers and Engineers also improve terrain by
laying  roads  across terrain squares.  Roads allow better access to a
city  and  therefore  increase  the  trade goods citizens working some
squares  produce.   When  you  finish making all your moves, your turn
ends.   Each  turn  represents  a number of years.  The time intervals
between  turns  are  first determined by the difficulty level.  As you
progress  through  the  game,  turns  eventually  become  shorter  and
shorter.   In  the  beginning, they are 20 years each, and towards the
end, they become one year per turn.


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3. MANAGE YOUR CITY
   ----------------
When  the  city  is  built,  you have a City screen that tells you the
available  resources  and  serves  as  the main tool for managing your
city's  production,  population,  and  units.   Take  a little time to
familiarize  yourself  with  it  and  what  each of the buttons on the
bottom  of  the  screen does (see the detailed explanation of the City
screen  further on in the manual).  Food and shields are the two basic
resources  produced  in  a city.  Shields represent raw materials used
for  supporting  units  and  building new items.  Grain represents the
food  produced.   Each citizen requires two units of food each turn in
order  to  survive.  Excess grain icons accumulate in the Food Storage
Box.  Income from trade is allocated between taxes (coins), scientific
research (beakers), and luxuries (goblets).
You  must consider these when managing a city:  maintaining population
growth  (when  the food storage box is completely filled with grain, a
new  person is added), maximizing a useful mix of economic development
(food,  raw  materials,  and  trade), producing tax revenue, producing
technological  research,  and  exploration  (to  know what dangers are
lying  around  you).   For  cities  to  grow and prosper, they need to
balance  economic  output  with the citizens' needs for infrastructure
and  services.   If  all  the  citizens'  needs  are  met, they become
contented and then happy, which reduces the chances of civil disorder.

4. BUILD THE FIRST UNIT
   --------------------
By  default,  your  city  starts  producing military units for defense
unless  you choose another kind of unit in the City screen.  Until you
finish  building  your  first  unit,  you  have  little to do, besides
waiting  for  time  to pass.  Select End Turn in the main menu as many
times  as  required  until  you are notified  that your first unit has
been  built.  Then you can go to the City screen and change production
of the unit, if you want to build a different unit.  To go to the City
screen  from  another  terrain  square,  shift  to  View  Pieces mode,
position  the white square cursor over the terrain square in which the
city  is  placed,  and  press  the  (X)  button to select it (see more
information about the City screen in the next section).

5. DEFEND YOUR CITY
   ----------------
There are two things you can do with your first military unit:  defend
your  city  or  explore terrain outside the city radius.  It is a good
idea  to  keep a military unit within the city radius for defense.  As
soon  as  the  first  military unit is built, you can choose to switch
production  to  another  unit,  which  can  be  used  for exploration.


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Remember  that  a city square will always be easier to defend than the
same  unimproved  terrain.   Once  you  have  the Masonry civilization
advance,  you can build the City Walls improvement,  which triples the
defense factors of military units stationed there.

6. CHOOSE YOUR FIRST CIVILIZATION ADVANCE
   --------------------------------------
Once  you  build  a  city.   you  need to choose from several types of
civilization  advances  from  the  screen  that  pops  up:   Military,
Economic,  Social,  Academic, and Applied.  When the game begins, your
civilization   has  minimal  knowledge,  usually  consisting  of  only
Irrigation,  Mining, and roads.  The bulk of your knowledge throughout
the  game  (Civilization  Advances)  is  gained through research.  The
amount  of  time  required  for  research to achieve your Civilization
Advances  depends  upon  the  amount of science your city is currently
generating.   The  more  beaker  icons you generate each turn (see the
City  Display  Screen heading in the next section), the faster you can
make  discoveries.   The choice of advance will largely depend on your
final  goal.   The  Advance  Chart  on  the  poster summarizes all the
civilization   advances   and  prerequisites.   You  can  also  select
Civilization Advances in Civilopedia for more detailed information.

7. SET UP TAX LEVELS AND DISTRIBUTION OF REVENUE
   ---------------------------------------------
You  can  control  how much trade income you spend on taxes, luxuries,
and  science  research  in  the Tax Rate window (select Kingdom in the
main  menu,  then  Tax  Rate).  The maximum percentage of trade income
that  can  be  allocated  to taxes, luxuries, and science also depends
upon  your  type  of  government (for more information on governments,
select  Government  in the Civilopedia).  To set up tax levels, select
Kingdom in the Main menu, then Tax Rate.

8. EXPLORE YOUR WORLD
   ------------------
You  need to explore the territory around you to find out what dangers
may  be awaiting you, to see what natural resources are available, and
to   see   the   extent  of  your  neighbors'  territories.   In  your
explorations,  you  may encounter small villages of Minor Tribes which
do  not  belong  to any civilization.  These Minor Tribes may give you
gold or knowledge.  (For more details, see the next section.) To enter
a  village  or city.  move your unit on the same terrain square as the
village or city.


- Page - 12

9. ESTABLISH DIPLOMATIC RELATIONS WITH NEIGHBORING CIVILIZATIONS
   -------------------------------------------------------------
As  you  explore  new  territories and move units into terrain squares
adjoining  the ones in which a foreign unit or city is found, you will
come into contact with other civilizations.  The rival ruler will send
you an emissary, (A screen will pop up displaying the emissary and his
antechamber.)  You  should make efforts to maintain peaceful relations
with  your  neighbors.   Not  only  does  this  keep your civilization
reasonably  safe from attack, it can also lead to profitable exchanges
of money and information.  You can see your opponent's attitude toward
you when you make contact with one another by the way they address you
and  by  their demands.  Remember however, that your reputation is not
based  on  how peaceful or warlike you are towards your neighbors, but
on  how  often  you  keep  your  word.   So it's better not to sign an
alliance  or  peace  treaty  in  the first place, than to sign one and
later break it.

10. IMPROVE YOUR PRODUCTION/USE OF RESOURCES
    ----------------------------------------
Your Settlers and Engineers can improve terrain by building roads and
irrigation,  and  by  mining.   Building irrigation improves the food
production and takes a bit longer than building roads.
A   city   can  produce  three  different  types  of  things:   units,
improvements, and Wonders.  Choose your production wisely, as there is
a  significant  penalty  for  switching  production  between different
types:  switching from one type of production to another in mid stream
(or  mid  build)  reduces the number of shields already accumulated by
50%.   Switching production within a type from one unit to a different
unit,  for  instance  incurs  no penalty.  To give orders to an active
unit, press the (S) button to display the menu and select an option by
pressing the (X) button.

11. BUILD MORE NEW CITIES AND UNITS
    -------------------------------
You  must  build at least one city because only cities can produce new
units, allowing your civilization to grow and develop.  The number and
size  of  cities  you  have  built  or captured are one measure of the
success  of  your  civilization.   Larger  cities  collect more taxes,
conduct  more  technological  research,  and produce new items faster.
Civilizations  with  small numbers of cities and small city sizes risk
being  overrun  by  larger  and more powerful neighbors.  Consider the
proximity  of other  cities and  minimize the  chance  that one city's


- Page - 13

radius  (21 squares with the city at the center) overlaps another's.
To  build  another  city,   you first must build another Settler Unit,
then move it to the desired location, and order it to build a city.

12. START TRADING AS SOON AS YOU CAN
    --------------------------------
The Trade Civilization advance will allow you to build  trade caravans
which   will   trade   goods   between  your  cities  and  neighboring
civilizations.   Lack of trade leads to stagnation, and a slow economy
means  a  lack  of goods and services.  Trade income will allow you to
increase production and undertake more scientific research.

13. PLAN YOUR FUTURE ADVANCES/IMPROVEMENTS
    --------------------------------------
Choose  Civilization  advances  which will move you towards your final
goal:   conquering the world or space exploration.  The Advances Chart
and  Civilopedia  will provide the detailed information on the various
civilization  advances,  improvements, and prerequisites necessary for
achieving them.


                          COMMANDS AND MENUS
                          ------------------

STATUS WINDOW
-------------
This window (found at the bottom right of the screen) displays useful
information about the current terrain square where your cursor is: the
type of terrain and improvements, units present and their status, their
remaining Hit Points (HP) and moves, if they're active or not, and
what city they belong to.

THE CITY SCREEN
---------------
You  can  direct the operation of each city from the City screen which
holds  all  the  critical  information  concerning  the city's status,
including how many shields it produces, how much food and trade income
it  is  generating,  what  it  is  producing; how close the item is to
completion;  the  happiness  of  the  population; who is defending the
city; and what improvements you've already built.


- Page - 14

IMPROVEMENT ROSTER
------------------
Shows  all  the existing improvements and Wonders in the city.  If the
improvement  is  one  you  can  sell, there is a gold icon next to the
listing.

FOREIGN SERVICE MAP
-------------------
A  miniature map of the world.  The city location is noted on the map,
as  well  as the locations of all the city's units assigned to foreign
service.

BUTTONS ON THE CITY SCREEN
--------------------------
Buy: You can speed the completion of an item by buying it  outright if
     you have sufficient funds in your treasury,

Change: You can use  this button to  switch production to another item
        at  any  time  before  the  production of the existing item is
        completed.  If you have already accumulated sufficient shields
        to construct the new item, any excess is lost, and the item is
        immediately  completed.   Otherwise,  the  accumulated  shield
        icons  roll  over  toward  the  new item.  Changing production
        assignment often results in a significant loss of efficiency.

Resources: Shows  the  Resource Map and  Resource Bars.  You can shift
           what  is  being  produced  (food,  shields,  or  trade)  by
           selecting  a  square  in  that window.  This, in turn, will
           convert   your   citizens  into  specialists  (Entertainer,
           Taxman,  or  Scientist).   To do this, move the cursor over
           the  desired  terrain  square and press (X) to convert.  To
           further  convert  Entertainers,  move  your  cursor  to the
           population roster and press (X) to convert.

Unit  Roster: Shows  all  of  the units  that  call this city home and
              their  status.  Clicking on any unit will give you these
              options:   No Changes, Center Map on Unit, Center Map on
              Unit  and  Close City Screen, Order Unit to Return Home,
              Disband Unit.

Happiness  Chart: The  first  row  shows  the  natural  happiness of a
                  city's   population  before  any  adjustments.   The
                  second  row  shows  the  effect luxuries have on the
                  population.   Every  two  units of luxuries make one
                  contented   person   happy  or  one  unhappy  person
                  content.  The third row adds in the benefits of city
                  improvements    like    Temples,   Cathedrals,   and
                  Coliseums.   The  fourth  row adds in the effects of
                  martial  law  and troops stationed in the city.  The
                  fifth row, on the bottom, adds in the effects of any
                  Wonders  of  the  World,  whether  in  this  city or
                  elsewhere.  This row reflects the attitudes shown in
                  the  population  roster,  since  all the adjustments
                  have been factored in.

Rename: If you  wish to  rename a city (especially if you conquered it
        from another tribe and want it to reflect your civilization).


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View: You  can  get  a  close-up  view  of  your  city  and all of its
      improvements.

Exit: Takes you back to the Terrain Map, out of the City screen.

POPULATION ROSTER
-----------------
Each  citizen  icon in the population roster represents one population
point  (which  represents  a different number of citizens, as the game
progresses).   Specialists  consume  food  like other citizens, but no
longer  directly  contribute to the resources a city generates.  There
are three types of Specialists:  Entertainers, Scientists, and Taxmen.
Cities  must  have a population base of five or more to support Taxmen
or  Scientists.   Citizens  removed  from  the  work force immediately
become Entertainers, each of which adds 2 luxury icons to the tally in
the  resource  bars, and making more citizens happy.  Each taxman adds
three  tax  icons to the resource bar.  No tax collection is made if a
city  is  in  civil disorder.  Creating a scientist adds three science
icons  to  the  total  in  the  apportionment  bar.   Universities and
libraries are not included in this initial calculation.

FOOD STORAGE BOX
----------------
Any  surplus food generated by your city each turn accumulates in this
box.   The  capacity  of  the  box  expands  as  the city's population
increases.  If one of your cities is not producing enough food to feed
its  population,  the  shortage  is subtracted from the reserve in the
food  storage  box.   If  the  box  is  empty and the city still has a
shortfall,  supported  units  are  disbanded, one by one.  The granary
improvement has the effect of speeding population growth.  When a city
has  a  granary,  the  food  storage  box  only  half  empties when it
overflows, only to the granary line.

RESOURCE BARS
-------------
Resource  bars  compile  all  the  resources  generated  by the city's
workers each turn within the squares of the city radius.

Food: The  state  and  disbursement  of the city's  food  harvest each
      turn.

Trade: The  total  trade  goods  produced  and the disbursement of the
       city's  trade  income  each  turn, into taxes (coins), luxuries
       (goblets),  and  research  funding  (beakers).   These  numbers
       depend on your trade rates.

Shields: Depending  on  the  form  of government,  some of the  shield
         icons  will  be  required  to  support the units built by the
         city.  Support


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requirements  are  on  the  left  side  of  the  bar.   If  the city's
industrial  capacity is not sufficient to maintain the existing units,
the  shortage is indicated.  If your turn ends and there's a shortage,
enough  units  are disbanded to make up the difference, beginning with
the ones farthest from the city.

RESOURCE MAP
------------
Any  production  generated  by your city each turn accumulates in this
box.    The  capacity  changes  to  reflect  the  cost  of  the  unit,
improvement,  or Wonder currently under construction.  When the box is
full,  the  item  is  complete.  Most squares produce a combination of
several  resources.  Selecting any square under production (except the
city  square,  which remains permanently under production) temporarily
takes  that  citizen off work.  Select an unoccupied square to put the
citizen back to work in a new place.

                      IN-DEPTH INFO AND STRATEGY
                      --------------------------

PRODUCTION AND ALLOCATION OF RESOURCES
--------------------------------------
When  a  city produces more food than its population and units consume
each  turn,  the excess accumulates in the Food Storage Box.  When the
box  is  full,  another  citizen  is  added  to the population roster.
If your  city  is  not  producing  enough  food  each  turn to feed its
population,  the  shortfall  is noted, and stores are removed from the
food storage box.  If the box empties, any units that require food for
support  are  disbanded,  one  by  one,  until  a balance is achieved.
Shields  power  your industrial capacity and support the city's units.
When  a  city  produces more shields than your units expend each turn,
the  excess shields accumulate in the Production box.  When the box is
full,  your  city  produces one of three kinds of things:  units which
move  around  the  map,  city  improvements which are tied to specific
cities,  and  wonders  of the world, which give unique benefits to the
civilization  that  builds  them.  If your  city runs short of the raw
materials  it  requires each turn, one or more units supported will be
forced to disband, starting with the ones farthest from home.
Several factors influence a city's production of shields:  The terrain
within your city radius is most important, as citizens working on some
types  of  terrain  produce no shields at all.  The form of government
and  the size of your empire can also cause each city to spend some of
its  raw  materials as maintenance for the military units belonging to
the  city.   In  fringe locations, some proportion of the shields that
workers generate each turn is lost as waste.
Here  are some strategies for maximizing productivity:  shift citizens
working  on  the  resource  map so that they can produce more shields;

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use  Settlers or Engineers to improve a terrain square within the city
radius to yield more shields; order Settlers units to build a new city
(they'll  no  longer draw support from the city); or reassign units so
that  they  are  attached  to  a  different city.  Several wonders and
improvements  can  also  increase shield output (check the Civilopedia
and the poster).

TRADE
-----
Caravan  units represent shipments of trade goods and materials.  Once
your  civilization  has  discovered  the Corporation, the Freight unit
replaces the  Caravan unit on the Production menu.  Freight units have
two movement points a turn.
A  Caravan or Freight unit can establish a trade route by entering any
city.  Each city can operate up to three separate trade routes.  Trade
routes  also  give the Caravan's home city a cash and science bonus on
the turn when the route is established.  A fourth and always available
option for trade goods is food.  You can transfer one food per turn to
another city by sending a load of food from a city with a surplus to a
city  that  needs  help.   A needy city can be on the receiving end of
more than one food route.  Once a food route is established, it cannot
be  countermanded.   It is  automatically  cancelled,  however, if the
sending city runs out of food for its own people.
The  percentage  of  your trade that is converted into tax revenue, or
gold  icons,  is  determined  by  the  tax rate you set.  Trade routes
increase  the  amount of trade goods generated in both their home city
and  the city with which the trade route is established.  You get both
the  trade  increase  and a cash and science bonus no matter what your
Caravan  carries.   The  amount  of  trade  generated by a trade route
depends  greatly  on  supply and demand, and partly on the size of the
two  cities.   Bigger  cities  generate more trade.  Trade with a city
from another civilization is of greater value than trade with friendly
cities, and the father apart the two cities are, the greater the bonus
for trading between them.

UNITS
-----
Each  civilization's  units  carry  a  different  color shield.  Units
carrying  red shields are always barbarians.  Each unit has statistics
for  attack  strength,  defense  strength, and movement points.  Every
unit  has  an  observation factor (can only "see" units and objects on
the edges of the terrain squares directly adjacent to their own).  Hit
points  indicate  how  much  damage a unit can with stand before it is
destroyed  (the  greater the number of hit points, the more damage the
unit  can  absorb in combat).  The strength bar at the top of a unit's
shield  indicates how many hit points that unit currently has, both by



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its length and by its color.  As a unit loses hit points in an attack,
its  strength bar gets shorter.  In addition, when the unit is reduced
to  approximately  two  thirds  of its full strength, the strength bar
changes  from green to yellow; when a unit's hit points are reduced to
around  one-third of its full strength, the bar changes from yellow to
red.   Firepower  indicates  how  much  damage a unit can inflict in a
round of combat.
A  damaged  unit  can  partially restore itself by skipping its ENTIRE
turn.   Units  repair  faster  when  they remain in cities for a full
turn.   If  the  city  has  certain improvements (i.e.  Barracks, Port
Facility,  Airport) the damaged unit is restored to full strength in a
single  turn.   Fortified and sleeping units remain inactive until you
change  their  status at the City screen.  If you want them to move or
change position, you must activate them first.

- Air Units
 The observation range of air units is two terrain squares (except for
 missiles).   Most  need  to  land  in  friendly city with an airport,
 Airbase,  or Carrier unit, and are limited to attacking only once per
 turn.

- Naval Units
 Some have the capacity to carry passengers (ground units):  triremes,
 caravels,  galleons,  frigates,  and  transports.   Carriers can only
 transport air units.  Most naval units can conduct shore bombardments
 attack  units  standing  on  the  coastal  squares  of continents and
 islands.   Naval  units  can  defend  the  cities they occupy against
 attack,  though  their  firepower  is reduced to one because of their
 limited maneuverability.

MOVING UNITS
------------
You  can  move (or order) your units when they're in Move Pieces mode:
the  active unit blinks, and you can use the arrow buttons and the (C)
button  to  move  it  across the map.  You are automatically placed in
Move  Pieces mode at the beginning of each turn, and are automatically
switched  to  View  Pieces mode at the end of your turn.  Each terrain
type  has its own movement point cost.  Units can generally move up to
the limit of their movement factors .  A unit can always move at least
one  square  in  a  turn, regardless of the movement point cost of the
terrain.   Any  terrain  square  with  a road across it costs just one
third  of  a movement point to cross.  A railroad reduces this cost to
zero.   Cities  automatically  have  roads  in  their city squares, so
entering  a  city  square  always costs one-third of a movement point.
Once  your  civilization  discovers the Railroad advance, city squares
are  automatically  upgraded  to  railroads,  so  your units can slide
through them for free.


- Page - 19

To  send a unit on a long trek, you have two options:  either by using
the  Return  to  City  command,  or by using the Go To option.  Once a
destination  city  is  selected  from the list, the unit automatically
goes  to  that  square, whether it takes only one turn to complete its
orders,  or  many  turns.  If the  unit is attacked, or an obstruction
prevents  the unit from completing its journey, it becomes active once
again.   Ground  units  cannot  travel  between  continents on a Go To
order.
Ground units normally move only on land.  To traverse the wide oceans,
or  even get across lakes, they must board naval transport.  Air units
must  land in a friendly city.  at an Airbase, or on a Carrier unit to
refuel every turn or two. To avoid attracting rival units by accident,
carefully  guide your planes around them.  You can make a paradrop (of
paratroopers)  in any land square within ten of the origination square
not occupied by enemy troops.  Once you have two or more Airports, you
can  airlift  one  unit  per  turn into or out of each Airport.  Ships
cannot  navigate  rivers, deltas, or swamps in the game.  City squares
that  touch  a  shoreline along one side or at one corner are the only
"land"  squares  that  ships  can enter - here they make port.  Making
port  costs  one  movement point.  Sailing experience accumulates with
new  advances:  once your civilization discovers Seafaring, your crews
get  lost  at  sea  only  25%  of  the  time;  and  once  you discover
Navigation, the likelihood of their loss is reduced to one in eight.

- Zones of Control
 Neither  ground  troops nor Settlers units can move directly from one
 rival's  zone of control into another square within a rival's zone of
 control,  unless  they have an alliance with the rival player or if a
 friendly  unit  or city occupies that square.  Rival units and cities
 have  a  "zone  of  control"  which  extends  into eight squares that
 immediately  surround them.  Air units have the whole sky in which to
 maneuver;  naval  units  have  the open sea.  Diplomats and Spies can
 enter  the  zone  of  control,  as well as Freight and Caravan units.
 Partisans  can  also  enter  zones  of  control,  and Explorers also.
 Engineers can also infiltrate and bypass enemy positions.

POPULATION
----------
Keeping   a  city's  population  growing  is  important  because  each
additional  citizen  contributes  something to your civilization; each
one  brings  a new terrain square under production in your city radius
until  there  are  no  empty squares to work, after which he becomes a
specialist.   When  you  start building cities, you start with content
citizens.   The  type of government your civilization develops and the
level  of difficulty at which you choose to play affects the happiness
of your citizens.


- Page - 20

You  can  increase  the  happiness  of your citizens several different
ways:    building   specific  city  improvements  (i.e.   Temples  and
Marketplaces),  reassigning  military  units, adjusting tax rates, and
pulling  citizens  off  production  work  to  make  them  specialists.
Luxuries  make  your  population  happier - every two goblets make one
contented citizen happy.
If   a   city's   population   becomes  sufficiently  happy,  it  will
spontaneously  hold a celebration in honor of your rule, and declare a
"We  Love  (the leader, you) Day." For this to happen, there can be no
unhappy  citizens  in  the city.  There must be at least as many happy
citizens  as  content citizens, and the population roster must have at
least three citizens.  Specialists are included in this calculation.

GOVERNMENTS
-----------
Once  you  have discovered a new form of government, you can choose to
sponsor a revolution in order to change government types.  Anarchy, or
the  lack  of  government,  occurs  only when you lose control, either
because  civil  unrest topples your current government, or immediately
following a revolution.
The  governments  you  can  choose  in  Civilization  are  as follows:
Anarchy,  Despotism,  Monarchy,  Republic,  Communism, Fundamentalism,
Democracy, (The Civilopedia contains detailed information on each form
of Government.)

DIPLOMACY, FOREIGN RELATIONS, AND SPYING
----------------------------------------
Establishing  embassies  in your rivals' cities allows you to increase
your  negotiating  power.   If you are the largest, most powerful, and
richest  civilization  in  the world, all rivals are likely to be very
demanding  or  antagonistic.  Leaders with whom you are allied tend to
become  jealous  as  your civilization grows larger and more powerful.
An  emissary's  body language and way of addressing you can give you a
hint of the rival leader's attitude towards you.
Whenever   one   of   your  Diplomats  or  Spies  successfully  steals
technology, sabotages a city improvement, poisons the water supply, or
incites  a  revolt  in  a  city  of a civilization with which you have
signed  a treaty,  an international incident almost inevitably occurs.
Your  victim  is likely  to treat your treachery as an act of war, and
there  might be  domestic  repercussions also, if your government is a
republic  or  democracy.  Incidents are bound to occur, unless you are
already  at  war with your victim and the Diplomat or Spy failed their
mission.


- Page - 21

- Your Reputation
 Rumors  of  your  past  transgressions  will precede you!  Breaking a
 treaty  or  an  alliance  carries  a  slight but permanent diplomatic
 penalty   in  all  future  negotiations  with  other  players.   Your
 reputation  matters  on  the domestic front also.  When you choose to
 govern your civilization as a Republic or Democracy, your Senate pays
 careful  attention  to  your  conduct  in  foreign affairs.  The more
 treaties you  break,  the less other players trust you.  If you break
 treaties systematically,  the other players learn from their mistakes
 and become as  ruthless as you.  If you have an excuse for breaking a
 treaty,  the  diplomatic  penalty  is  eliminated  or reduced.  Since
 keeping your word is more important than behaving peaceably, refusing
 to  sign a  peace treaty or opting for a temporary cease-fire instead
 are honorable  alternatives.   You  can  still  maintain  a  spotless
 reputation by waging war or by pursuing conquest.

- Bribing an Enemy Unit
 You might convince an enemy unit to defect and join your civilization
 by  moving  the  Diplomat  or  Spy into a square occupied by a single
 enemy unit.  The farther a unit is from its capital, the less gold is
 required.  If you accept, the gold is deducted from your treasury and
 the army  switches  sides (becomes your color) .  The Diplomat or Spy
 survives  the   discussion,  regardless  of  the  mission's  success.
 Diplomats  and  spies  can bribe naval and air units as long as these
 are not stacked with other units.  Your nearest city becomes the home
 for a newly-bribed unit.

- Stealing Technology
 A  Diplomat  can steal one advance per city,  but a Spy can make more
 than  one attempt per city to steal an advance (her chance of capture
 increases with every additional mission).  If he succeeds, a Diplomat
 disappears  in  the  process; but if the Spy succeeds, she returns to
 the closest  friendly  city and is promoted to veteran status for her
 work.  Diplomats  and  Spies stationed in your cities can also reduce
 enemy attempts to steal technology:  Spies have a 40% chance of doing
 this, and veteran Spies have a 60% chance.

- Gathering Intelligence
 Your Diplomat or Spy unit establishes official contact with the rival
 civilization,  setting up an office in the city to which you sent him
 or her.   There  is  no possibility of international embarrassment or
 detection. Your Diplomat/Spy unit gathers information about the rival
 city's  production  and  development  (shows  you  the  enemy's  city
 display).   You  can  access  information  about your rival's type of


- Page - 22

 government, treasury, number of armies, the name of its capital city,
 treaties   with   other   civilizations,   diplomatic   states,   and
 technological advances  whenever  you look at your Foreign Minister's
 Report.

- Industrial Sabotage
 Your  Diplomat destroys either whatever item the rival city currently
 has   under   production,   or  one  of  the  rival  city's  existing
 improvements the  item  targeted  is a matter of random chance.  Your
 Spy, however, will choose a specific target from that city's existing
 improvements. If your envoy destroys a critical improvement, it might
 throw  the  city  into  unrest,  weaken  its  defenses,  or  cut  its
 production.  Diplomats and Spies never destroy Wonders of the World.

- Inciting a Revolt
 The  amount  of time needed to finance a revolt depends upon the size
 of the city and its proximity to the enemy civilization's capital. If
 you  wish  to  avoid  an international incident, you must subvert the
 city by  paying double the listed amount.  Enemy capitals, and cities
 in a  Democracy, never agree to revolt.  Cities with courthouses cost
 twice as  much  to  bribe,  and cities under Communism tend to remain
 expensive to bribe.  Also, it costs less to incite a revolt in a city
 already in  civil  disorder  than in a contented city.  A diplomat is
 lost  in  a  successful  revolt,  but  a  spy  returns to the closest
 friendly  city.  If  successful,  all  units within one square of the
 revolting  city belonging  to that rival civilization also revolt and
 join your regime.

- Poisoning the Water Supply
 Only  spies  can  attempt to weaken the resistance of a rival city by
 poisoning  the  water  supply.   If  successful,  the  target  city's
 population is  reduced  by one point.

- Planting a Nuclear Device
 Only  spies  can  attempt  to  plant nuclear devices in rival cities.
 This is  the most difficult mission to accomplish, and the likelihood
 of  capture  is  high.   If  the  spy  is  caught  red-handed,  every
 civilization in  the  world will declare war on you, appalled by your
 atrocity.

COMBAT
------
When  civilization  advances make available new army types with better
defense  factors,  take the first opportunity to replace old defenders
with  better  units.   Since  the offensive capability of your enemies
improves  as  they acquire new advances, your defenses must improve to
keep up.


- Page - 23

Most  battles  result  in  the  destruction  of one army or the other.
Important  factors  to consider in combat are:  the attack and defense
strengths of the combatants as well as their hit points and firepower;
the  presence  of veteran units on either side (veteran units have 50%
more attack and defense power than normal units); the terrain occupied
by  the  defender; and any defensive improvements in the square.  When
more  than  one unit occupies the defender's square, the unit with the
highest  defensive  strength  defends.   If  that unit loses, then all
other  armies  stacked  with  it are destroyed as well.  Stacked units
taking  advantage of Fortress improvements or taking cover in the city
squares  are destroyed one at a time.
In  addition to losing strength, damaged units also lose mobility.  If
the  damaged  unit  normally  had three movement points, damage of 30%
would  reduce  its  movement  to two movement points.  Naval units are
never reduced below two movement points per turn, and air units do not
suffer reduced movement at all.

- Air Battles
 Only  fighters  and  stealth  fighters  can  attack bomber or stealth
 bomber units.   A  fighter  or  stealth  bomber  stationed  in a city
 increases the defense factor of the defending units by four when they
 are  attacked from the air.  When an aegis cruiser is attacked by air
 units, it  gains  defense  bonuses:   the  defense  factor is tripled
 against plane  or  helicopter attacks, and it is increased five times
 against missile attacks.

- Ground Battles
 A successful ground attack on a city destroys only one defending unit
 at  a  time.   However,  each  successful  attack  also  reduces  the
 population  of  the city by one point unless the city is protected by
 these improvements:   the  City Walls triples the defense strength of
 units  within  them  against all  ground  units except howitzers, and
 protects a  city's population from reduction; the SAM missile battery
 doubles the defense strength of all units within the city against all
 air units  except  Nuclear  missiles;  a  Fortress  doubles  a unit's
 defensive strength, and allows stacked units to be destroyed one at a
 time.

- Nuclear Attacks
 Nuclear  attacks occur when a nuclear unit attempts to enter a square
 occupied by  enemy  units  or  an  enemy city.  A spy unit can make a
 suicide bomber attack by smuggling a Nuclear unit into an enemy city.
 regardless of  the presence of an SDI Defense city improvement (which
 extends  three  squares from a city in any direction and protects the
 city and  all  the units and improvements within this radius from all
 effects of a direct Nuclear missile attack).


- Page - 24

 When  air  units or ground units attack ships in port, the attackers'
 firepower is  doubled  against the defending units and the defender's
 firepower is  reduced to one.  Air units also pick off city defenders
 one at a time, except for Nuclear missiles.

MINOR TRIBES (IN VILLAGES)
------------
Upon  coming  into  contact  with a minor tribe in a village, they may
share an Advance, give you gold, add their military units to your own,
or  join your cities.  You may also be surprised by a barbarian attack
or find the village deserted.

CITY IMPROVEMENTS
-----------------
Linking  cities  with  roads  and  railroads  can  be  very helpful in
speeding  the movement of units from one end of your empire to trouble
spots  elsewhere.   Most  improvements  don't disappear over time, but
they  can  be  vulnerable  to  capture,  fire, and sabotage. If you're
really strapped for cash, you can even sell a city's improvements.
If  you  have  the funds, you can rush completion of a partially built
item  by  paying a premium price, in cash.  The rush cost can be up to
eight  times  as much gold as the normal accumulation of shield icons,
depending  on the proportion of the work already completed and whether
the job is civil, or military, or a wonder.

CIVILIZATION ADVANCES
---------------------
The  game  counts  philosophical concepts and theories, as well as new
government types as "new technologies." Advances are divided into five
broad  categories:  Military, Economic, Social, Academic, and Applied.
The  scientific research performed in each city you own is totalled in
the Science Advisor's Report.
The  greater  the  research  contribution  each  city makes toward new
civilization  advances,  the  faster  your  people  discover  each new
advance.  Improvements that can help are the Library, University,  and
Research  Lab  which  all increase research, and several Wonders.  The
science  (beaker  icons)  each  city generates every turn represents a
percentage  of  the total trade income allocated to research.  You can
increase  the  allocation  to  research  in the Tax Rate option in the
Kingdom menu.  Once you have chosen a direction for your research, you
cannot change your mind.  Your scientists pursue that topic until they
learn  the new civilization advance.  Contact with a minor tribe might
also bring a new civilization advance.

WONDERS OF THE WORLD
--------------------
A wonder of the world is a dramatic, awe-inspiring accomplishment.  It
is typically a great achievement of engineering, science, or the arts,
representing  a  milestone  in the history of humankind.  Twenty-eight


- Page - 25

Wonders  are  included in Civilization II, seven each representing the
four great epochs of civilization:  the Ancient World, the Renaissance
(including  the  High Middle Ages), the Industrial Revolution, and the
Modern  World  (present  and  future).  Each Wonder exists only in the
city  where  it is constructed.  Wonders  can be built in any city and
more than one may be built  in the same city.  If the city is captured
by a rival power, the wonder is also seized.  If a wonder is destroyed
along with a city,  it can never be rebuilt.  The achievement of later
advances can negate the benefits of older Wonders, regardless of which
civilization discovers the cancelling advance.
You  can build a Wonder if it does not already exist somewhere else in
the world.  If you are building a Wonder in one of your cities and the
same Wonder is completed elsewhere before you finish, you must convert
your   production   to  something  else.  If you  want  to  accomplish
construction of a wonder faster than the city that is  building it can
generate  shields,  you have several options:  divert trade goods into
the Wonder's coffers by moving a Caravan or Freight unit into the city
of  construction  and  accepting  the choice  Help Build Wonder; spend
cash  directly  from your treasury; or disband troops currently in the
city  that is constructing the wonder (each disbanded unit contributes
shields  equal  to  one  half  its  construction  cost directly to the
Resource box).

POLLUTION
---------
Manipulating  terrain  to  produce the maximum number of shields has a
negative   side  effect:   gradual  polluting  and  poisoning  of  the
environment.   Every turn, the game assigns a probability of pollution
occurring within the economic radius of each city, which is determined
by  the  number  of  shields  produced  (industrial pollution) and the
population supported (smog).  Pollution (represented by a skull on the
terrain square in which it occurs) reduces the production of food, raw
materials,  and  trade to one half of pre pollution levels.  Unchecked
pollution  significantly raises the risk of global warming, which will
occur  at  any  time  when  at least nine map squares, anywhere in the
world,  are polluted.  Smokestacks begin appearing on the City Display
Screen  when  the  combined pressures of smog and industrial pollution
pose  a  significant threat of contamination.  The exact proportion of
smokestacks  produced  by industrial pollution and smog depends on the
difficulty level at which you set the game.
Polluted  terrain  can be detoxified by any Settlers or Engineer unit,
and   takes   four   turns  (two  for  the  Engineer).   Certain  city
improvements  can  also  help  the  situation.  A Nuclear Power Plant,
Hydro  Power  Plant, Solar Plant, or Recycling Center improvement in a
city  reduces  the  impact of industrial pollution, in turn decreasing
the accumulation of smokestacks.


- Page - 26

WINNING THE SPACE RACE
----------------------
The  history  of your civilization ends when either you or one of your
rivals reaches a nearby star system with colonists.  If your spaceship
is the first to arrive, you receive a bonus to your civilization score
in  recognition  of  this  final  accomplishment.   If  a  rival makes
planetfall first, you receive no bonus.
No  civilization  can undertake spaceship component construction until
the Apollo Program Wonder is built.  Thereafter, any civilization that
has  acquired the necessary advances can begin building the parts of a
spaceship.   Each civilization can build only one spaceship at a time,
and  cannot  build  a second, back-up ship once the first is launched.
Once  launched,  ships  cannot  be  recalled  or  turned around.  Your
spaceship  is  made out of three types of parts:  components, modules,
structural  support.   You  must achieve a new civilization advance to
make  each  type  of  part available for construction.  Though you can
construct parts in any order, and most likely will have multiple parts
under  production  simultaneously,  all  modules  and  components must
eventually  be  connected  to  structural  parts if you  want  them to
function.  For more details on the components, check the Civilopedia.

- Spaceship Display Screen
 As  each  new  component is completed, the Spaceship display appears,
 showing where the component is positioned and updating the statistics
 and specifications.

 Population - Number of pioneers the spaceship is outfitted to carry.

 Support - Percentage of accommodations on the ship currently serviced
           by life support:  air, nutrient, and waste systems.

 Energy - Percentage of energy required by habitation and life support
          modules currently provided.

 Mass  - The  greater  the  mass  of  your  components,  modules,  and
         structures, the  more power is required from propulsion parts
         to move it.

 Fuel - What  percentage of the  fuel your propulsion units require is
        currently aboard.

 Flight  Time  - Number of years  required for your spaceship to reach
                 the  nearest  star,  based on the ship's current mass
                 and engine power

 Probability of Success - All  the  other data including the amount of
                          food  and energy available and the estimated
                          flight   time,   in   an   estimate  of  the
                          approximate  percentage of colonists who are
                          expected to survive the voyage.


- Page - 27

 Launch - To  send  your  spaceship on its voyage, click on the Launch
          button.  Once launched, you cannot retrieve a spaceship.  To
          quit the Display screen and return to the game, click on the
          OK button.

CONQUERING THE WORLD
--------------------
If at any time you control the only settled civilization, you win, and
the  End Game sequence proclaims you the ruler of the world.  However,
if you vanquish other civilizations early enough in the game, some new
tribe might develop a Settlers unit and found a civilization using the
color originally assigned to the vanished culture.

SCORING
-------
Throne Room - As your  civilization achieves  certain milestones, your
              citizens  spontaneously  show  their  approval, first by
              building  and subsequently by offering to make additions
              to your throne room.

Demographics - Provides  a number of  real-world statistics about your
               civilization's  health,  growth, economic, and military
               status,   and   is  a  good  tool  for  comparing  your
               performance with your rivals'.

Civilization Score - This keeps  a running  total of the points you've
                     earned    for   population   size   and   various
                     achievements,   as   well   as  a  total  of  the
                     penalties.   When  you  reach the end of the game
                     (in 2020 AD) this total becomes the basis of your
                     score.    However,   the   level   of   barbarian
                     aggression you chose affects the final tally (-50
                     points  for the lowest level of activity, -25 for
                     the next highest, no change for the normal level,
                     +50 points for the highest level).

If  you conquer the world before the last year of the game, you get an
alternate  score  based on the number of rivals you eliminated and the
speed with which you moved.  If you successfully settle the stars, you
earn a bonus based on the number of colonists to reach Alpha Centauri.
This bonus is added to your running total score.


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